content stringlengths 5 1.05M |
|---|
sprites = {}
sprites.all = {}
sprites.Add = function (ent)
-- validate ent
if not ent.Load then
print("Error, sprite does not have Load method.")
return nil
elseif not ent.X then
print("Error, sprite missing X property")
return nil
elseif not ent.Y then
print("Error, sprite missing Y property")
return nil
else
sprites.all[#sprites.all + 1] = ent
end
-- return entity as success indicator
return ent
end
sprites.Load = function()
for _,sprite in ipairs(sprites.all) do
sprite:Load()
end
end
-- simply just draw the sprite collection
sprites.Draw = function ()
local draw = love.graphics.draw
local sees = gGame.Camera.Sees
for _,sprite in ipairs(sprites.all) do
if sees(sprite.X, sprite.Y) then
draw(sprite.image, sprite.X, sprite.Y)
end
end
end
return sprites
|
--transaction request format: list of {string function, {arg1, ... argN} }
--arg format: {arg} or {dependency:{prev_response_index}} or {dependency:{prev_response_index, fieldname}}
local transaction = {
execute = function(transaction)
local results = {}
local currentOperationResult = {}
box.begin()
for index, request in pairs(transaction) do
currentOperationResult[1], currentOperationResult[2] = pcall( art.core.functionFromString(request[1]), unpack(art.transaction.insertDependencies(request[2], results)) )
if not(currentOperationResult[1]) then
box.rollback()
return {false, 'Operation ' .. index .. ':' .. currentOperationResult[2]}
end
results[index] = {currentOperationResult[2]}
end
box.commit()
return {true, results}
end,
insertDependencies = function(args, prevResults)
local result = {}
for index, argument in pairs(args) do
result[index] = argument
if type(argument)=='table' and argument.dependency then result[index] = art.transaction.getDependency(argument.dependency, prevResults) end
end
return result
end,
getDependency = function(dependencyRecord, prevResults)
local dependency = prevResults[dependencyRecord[1]][1]
if dependencyRecord[2] then return art.transaction.extractFieldFromTuple(dependency, dependencyRecord[2]) end
return dependency
end,
extractFieldFromTuple = function(tuple, fieldName)
local data = tuple[1]
local schema = tuple[2]
for index = 2, #schema do
if schema[index][2] == fieldName then return data[index - 1] end
end
end
}
return transaction |
-- The nebulae generator is tasked with generating random nebulae for
-- display in the star background
-- the implementation is heavily based on randomnoise ideas explored here:
-- http://lodev.org/cgtutor/randomnoise.html
-- So many thanks to Lode
--
-- Generating clouds takes time and should be done once on startup not
-- during game time (or worse: during draw operations)
--
-- One should remember that randomseeds that are nearly identically tend
-- tend to produce similiar distributions of numbers
--
-- The nebulator is implemented as a thread as it takes a while to generate
-- even one background. This allows us to generate backgrounds while the
-- player is in the menu and show a loading bar/play the game without background
-- until it is finished
--
-- load modules needed to run a thread
require 'love.filesystem'
require 'love.image'
require 'love.timer'
local output = love.thread.getChannel("nebulator_output")
local percentage = love.thread.getChannel("nebulator_percentage")
local input = love.thread.getChannel("nebulator_input")
-- define noise parameters locally so that they can used in all nebulator methods
local noiseWidth = 400
local noiseHeight = 400
local noise = {}
-- smooth the noise at a specified position by interpolating
-- over nearby points
local function smoothNoise(x, y)
-- get fractional part of x and y
local fractX = x - math.floor(x)
local fractY = y - math.floor(y)
-- wrap around
local x1 = (math.floor(x) + noiseWidth) % noiseWidth;
local y1 = (math.floor(y) + noiseHeight) % noiseHeight;
-- neighbor values
local x2 = (x1 + noiseWidth - 1) % noiseWidth;
local y2 = (y1 + noiseHeight - 1) % noiseHeight;
-- smooth the noise with bilinear interpolation
local value = 0.0;
value = value + fractX * fractY * noise[x1][y1]
value = value + fractX * (1 - fractY) * noise[x1][y2]
value = value + (1 - fractX) * fractY * noise[x2][y1]
value = value + (1 - fractX) * (1 - fractY) * noise[x2][y2]
return value
end
-- add turbulence at specified position
-- basically mixes everything up by the factor size
-- the larger the size the smoother the end result will seem
local function turbulence(x, y, size)
local value = 0.0
local currentSize = size
while currentSize >= 1 do
value = value + smoothNoise(x / currentSize, y / currentSize) * currentSize
currentSize = currentSize / 2
end
return(128.0 * value / size)
end
-- (re)fill the noise array
local function initNoise(w, h)
-- if the size parameters are set use them
if w ~= nil and h ~= nil then
noiseWidth = w
noiseHeight = h
else
noiseWidth = 500
noiseHeight = noiseWidth
end
-- create noise.
-- basically a 2d array with values between 0 and 1
noise= {}
for i=0,noiseWidth do
noise[i] = {}
for j=0,noiseHeight do
noise[i][j] = math.random(0,10000) / 10000
end
end
end
percentage:push(0)
local w = input:pop()
local h = input:pop()
local id = input:pop()
-- randomseeds that are nearly identically tend to produce the same
math.randomseed(id)
initNoise(w, h)
-- create imgData to write into
local imgData = love.image.newImageData( noiseWidth + 1, noiseHeight + 1)
-- number of rifts with general orientation (horizontal/vertical)
local xPeriod = 0 -- number of base lines in x
local yPeriod = 0 -- number of base lines in y
local turbPower = 2 -- 0 = no twists, the higher the more twists
local turbSize = 768 -- initial turbulence size
-- copy the individual pixels into the imageData
for i=1,noiseWidth do
percentage:push(i/noiseWidth)
for j=1,noiseHeight do
local xyValue = i * xPeriod / noiseHeight + j * yPeriod / noiseWidth + turbPower * turbulence(i, j, turbSize) / 256.0
local sineValue = 256 * math.abs(math.sin(xyValue * 3.14159))
imgData:setPixel( i, j, sineValue, sineValue, sineValue, 255 )
end
end
-- pass data and set finished
--local file = love.filesystem.newFile("output.png")
--imgData:encode(file)
output:push(imgData)
|
---
-- @section changes
-- some micro-optimizations (localizing globals)
local os = os
local hook = hook
local table = table
---
-- @realm client
-- @internal
local changesVersion = CreateConVar("changes_version", "v0.0.0.0", FCVAR_ARCHIVE)
local changes, currentVersion
---
-- Adds a change into the changes list
-- @param string version
-- @param string text
-- @param[opt] number date the date when this update got released
-- @realm client
function AddChange(version, text, date)
changes = changes or {}
-- adding entry to table
-- if no date is given, a negative index is stored as secondary sort parameter
table.insert(changes, 1, {version = version, text = text, date = date or -1 * (#changes + 1)})
currentVersion = version
end
---
-- Creates the changes list
-- @realm client
-- @internal
function CreateChanges()
if changes then return end
changes = {}
AddChange("TTT2 Base - v0.3.5.6b", [[
<ul>
<li><b>many fixes</b></li>
<li>enabled picking up grenades in prep time</li>
<li>roundend scoreboard fix</li>
<li>disabled useless prints that have spammed the console</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.5.7b", [[
<ul>
<li><b>code optimization</b></li>
<br />
<li>added different CVars</li>
<br />
<li>fixed loadout and model issue on changing the role</li>
<li>bugfixes</li>
<br />
<li>removed <code>PLAYER:UpdateRole()</code> function and hook <code>TTT2RoleTypeSet</code></li>
</ul>
]])
AddChange("TTT2 Base - v0.3.5.8b", [[
<ul>
<li><b>selection system update</b></li>
<br />
<li>added different ConVars</li>
<li>added possibility to force a role in the next roleselection</li>
<br />
<li>bugfixes</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.6b", [[
<ul>
<li>new <b>networking system</b></li>
<br />
<li>added <b>gs_crazyphysics detector</b></li>
<li>added RoleVote support</li>
<li>added new multilayed icons (+ multilayer system)</li>
<li>added credits</li>
<li>added changes window</li>
<li>added <b>detection for registered incompatible add-ons</b></li>
<li>added autoslay support</li>
<br />
<li>karma system improvement</li>
<li>huge amount of bugfixes</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.7b", [[
<ul>
<li>added hook <code>TTT2ToggleRole</code></li>
<li>added <code>GetActiveRoles()</code></li>
<br />
<li>fixed TTT spec label issue</li>
<br />
<li>renamed hook <code>TTT_UseCustomPlayerModels</code> into <code>TTTUseCustomPlayerModels</code></li>
<li>removed <code>Player:SetSubRole()</code> and <code>Player:SetBaseRole()</code></li>
</ul>
]])
AddChange("TTT2 Base - v0.3.7.1b", [[
<ul>
<li>added possibility to disable roundend if a player is reviving</li>
<li>added own Item Info functions</li>
<li>added debugging function</li>
<li>added TEAM param <code>.alone</code></li>
<li>added possibility to set the cost (credits) for any equipment</li>
<li>added <code>Player:RemoveEquipmentItem(id)</code> and <code>Player:RemoveItem(id)</code> / <code>Player:RemoveBought(id)</code></li>
<li>added possibility to change velocity with hook <code>TTT2ModifyRagdollVelocity</code></li>
<br />
<li>improved external icon addon support</li>
<li>improved binding system</li>
<br />
<li>fixed loadout bug</li>
<li>fixed loadout item reset bug</li>
<li>fixed respawn loadout issue</li>
<li>fixed bug that items were removed on changing the role</li>
<li>fixed search icon display issue</li>
<li>fixed model reset bug on changing role</li>
<li>fixed <code>Player:GiveItem(...)</code> bug used on round start</li>
<li>fixed dete glasses bug</li>
<li>fixed rare corpse bug</li>
<li>fixed Disguiser</li>
<li>Some more small fixes</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.7.2b", [[
<ul>
<li>reworked the <b>credit system</b> (Thanks to Nick!)</li>
<li>added possibility to override the init.lua and cl_init.lua file in TTT2</li>
<br />
<li>fixed server errors in combination with TTT Totem (now, TTT2 will just not work)</li>
<li>fixed ragdoll collision server crash (issue is still in the normal TTT)</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.7.3b", [[
<ul>
<li>reworked the <b>selection system</b> (balancing and bugfixes)</li>
<br />
<li>fixed playermodel issue</li>
<li>fixed toggling role issue</li>
<li>fixed loadout doubling issue</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.7.4b", [[
<ul>
<li>fixed playermodel reset bug (+ compatibility with PointShop 1)</li>
<li>fixed external HUD support</li>
<li>fixed credits bug</li>
<li>fixed detective hat bug</li>
<li>fixed selection and jester selection bug</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.8b", [[
<ul>
<li>added new TTT2 Logo</li>
<li>added ShopEditor missing icons (by Mineotopia)</li>
<br />
<li><b>reworked weaponshop → ShopEditor</b></li>
<li>changed file based shopsystem into sql</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.8.1b", [[
<ul>
<li>fixed credit issue in ShopEditor (all Data will load and save correct now)</li>
<li>fixed item credits and minPlayers issue</li>
<li>fixed radar, disguiser and armor issue in ItemEditor</li>
<li>fixed shop syncing issue with ShopEditor</li>
<br />
<li>small performance improvements</li>
<li>cleaned up some useless functions</li>
<li>removed <code>ALL_WEAPONS</code> table (SWEP will cache the initialized data now in it's own table / entity data)</li>
<li>some function renaming</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.8.2b", [[
<ul>
<li>added <b>russian translation</b> (by Satton2)</li>
<li>added <code>.minPlayers</code> indicator for the shop</li>
<br />
<li>replaced <code>.globalLimited</code> param with <code>.limited</code> param to toggle whether an item is just one time per round buyable for each player</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.8.3b", [[
<ul>
<li>ammoboxes will store the correct amount of ammo now
<li>connected <b>radio commands</b> with <b>scoreboard #tagging</b> (https://github.com/Exho1/TTT-ScoreboardTagging/blob/master/lua/client/ttt_scoreboardradiocmd.lua)</li>
</ul>
]])
AddChange("TTT2 Base - v0.3.9b", [[
<ul>
<li>reimplemented all these nice unaccepted PullRequest for TTT on GitHub:
<ul>
<li><b>Custom Crosshairs</b> (<code>F1 → Settings</code>): 'https://github.com/Facepunch/garrysmod/pull/1376/' by nubpro</li>
<li>Performance improvements with the help of 'https://github.com/Facepunch/garrysmod/pull/1287' by markusmarkusz and Alf21</li>
</ul>
</li>
<br />
<li>added possibility to use <b>random shops!</b> (<code>ShopEditor → Options</code>)</li>
<li>balanced karma system (Roles that are aware of their teammates can't earn karma anymore. This will lower teamkilling)</li>
</ul>
]])
AddChange("TTT2 Base - v0.4.0b", [[
<ul>
<li>ShopEditor:
<ul>
<li>added <code>.notBuyable</code> param to hide item in the shops</li>
<li>added <code>.globalLimited</code> and <code>.teamLimited</code> params to limit equipment</li>
</ul>
</li>
<br />
<li>added <b>new shop</b> (by tkindanight)</li>
<ul>
<li>you can toggle the shop everytime (your role doesn't matter)</li>
<li>the shop will update in real time</li>
</ul>
</li>
<br />
<li>added new icons</li>
<li>added warming up for <b>randomness</b> to make things happen... yea... random</li>
<li>added auto-converter for old items</li>
<br />
<li>decreased speed modification lags</li>
<li>improved performance</li>
<li>implemented <b>new item system!</b> TTT2 now supports more than 16 passive items!</li>
<li>huge amount of fixes</li>
</ul>
]])
AddChange("TTT2 Base - v0.5.0b", [[
<h2>New:</h2>
<ul>
<li>Added new <b>HUD system</b></li>
<ul>
<li>Added <b>HUDSwitcher</b> (<code>F1 → Settings → HUDSwitcher</code>)</li>
<li>Added <b>HUDEditor</b> (<code>F1 → Settings → HUDSwitcher</code>)</li>
<li>Added old TTT HUD</li>
<li>Added <b>new</b> PureSkin HUD, an improved and fully integrated new HUD</li>
<ul>
<li>Added a Miniscoreboard / Confirm view at the top</li>
<li>Added support for SubRole informations in the player info (eg. used by TTT Heroes)</li>
<li>Added a team icon to the top</li>
<li>Redesign of all other HUD elements...</li>
</ul>
</li>
</ul>
</li>
<li>Added possibility to give every player his <b>own random shop</b></li>
<li>Added <b>sprint</b> to TTT2</li>
<li>Added a <b>drowning indicator</b> into TTT2</li>
<li>Added possibility to toggle auto afk</li>
<li>Added possibility to modify the time a player can dive</li>
<li>Added parameter to the bindings to detect if a player released a key</li>
<li>Added possibility to switch between team-synced and individual random shops</li>
<li>Added some nice <b>badges</b> to the scoreboard</li>
<li>Added a sql library for saving and loading specific elements (used by the HUD system)</li>
<li>Added and fixed Bulls draw lib</li>
<li>Added an improved player-target add-on</li>
</ul>
<br />
<h2><b>Changed:</b></h2>
<ul>
<li>Changed convar <code>ttt2_confirm_killlist</code> to default <code>1</code></li>
<li>Improved the changelog (as you can see :D)</li>
<li>Improved Workshop page :)</li>
<li>Reworked <b>F1 menu</b></li>
<li>Reworked the <b>slot system</b> (by LeBroomer)</li>
<ul>
<li>Amount of carriable weapons are customizable</li>
<li>Weapons won't block slots anymore automatically</li>
<li>Slot positions are generated from weapon types</li>
</ul>
</li>
<li>Reworked the <b>ROLES</b> system</li>
<ul>
<li>Roles can now be created like weapons utilizing the new roles lua module</li>
<li>They can also inherit from other roles</li>
</ul>
</ul>
<li>Improved the MSTACK to also support messages with images</li>
<li>Confirming a player will now display an imaged message in the message stack</li>
</ul>
<br />
<h2>Fixed:</h2>
<ul>
<li>Fixed TTT2 binding system</li>
<li>Fixed Ammo pickup</li>
<li>Fixed karma issue with detective</li>
<li>Fixed DNA Scanner bug with the radar</li>
<li>Fixed loading issue in the items module</li>
<li>Fixed critical bug in the process of saving the items data</li>
<li>Fixed the Sidekick color in corpses</li>
<li>Fixed bug that detective were not able to transfer credits</li>
<li>Fixed kill-list confirm role syncing bug</li>
<li>Fixed crosshair reset bug</li>
<li>Fixed confirm button on corpse search still showing after the corpse was confirmed or when a player was spectating</li>
<li>Fixed draw.GetWrappedText() containing a ' ' in its first row</li>
<li>Fixed shop item information not readable when the panel is too small -> added a scrollbar</li>
<li>Fixed shop item being displayed as unbuyable when the items price is set to 0 credits</li>
<li>Other small bugfixes</li>
</ul>
]], os.time({year = 2019, month = 03, day = 03}))
AddChange("TTT2 Base - v0.5.1b", [[
<h2>Improved:</h2>
<ul>
<li>Improved the binding library and extended the functions</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed target reset bug</li>
<li>Fixed / Adjusted hud element resize handling</li>
<li>Fixed strange weapon switch error</li>
<li>Fixed critical model reset bug</li>
<li>Fixed hudelements borders, childs will now extend the border of their parents</li>
<li>Fixed mstack shadowed text alpha fadeout</li>
<li>Fixed / Adjusted scaling calculations</li>
<li>Fixed render order</li>
<li>Fixed "player has no SteamID64" bug</li>
</ul>
]], os.time({year = 2019, month = 03, day = 05}))
AddChange("TTT2 Base - v0.5.2b", [[
<h2>New:</h2>
<ul>
<li>Added spectator indicator in the Miniscoreboard</li>
<li>Added icons with higher resolution (native 512x512)</li>
<li>Added Heroes badge</li>
<li>Added HUD documentation</li>
<li>Added some more hooks to modify TTT2 externally</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Improved the project structure / <b>Code refactoring</b></li>
<li>Improved HUD sidebar of items / perks</li>
<li>Improved HUD loading</li>
<li>Improved the sql library</li>
<li>Improved item handling and item converting</li>
<li><b>Improved performance / performance optimization</b></li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed SetModel bugs</li>
<li>Fixed some model-selector bugs</li>
<li>Fixed a sprint bug</li>
<li>Fixed some ConVars async bugs</li>
<li>Fixed some shopeditor bugs</li>
<li>Fixed an HUD scaling bug</li>
<li>Fixed old_ttt HUD</li>
<li>Fixed border's alpha value</li>
<li>Fixed confirmed player ordering in the Miniscoreboard</li>
<li><b>Fixed <u>critical</u> TTT2 bug</b></li>
<li><b>Fixed a crash that randomly happens in the <u>normal TTT</u></b></li>
<li>Fixed PS2 incompatibility</li>
<li>Fixed spectator bug with Roundtime and Haste Mode</li>
<li>Fixed many small HUD bugs</li>
</ul>
]], os.time({year = 2019, month = 04, day = 32}))
AddChange("TTT2 Base - v0.5.3b", [[
<h2>New:</h2>
<li>Added a <b>Reroll System</b> for the <b>Random Shop</b></li>
<ul>
<li>Rerolls can be done in the Traitor Shop similar to the credit transferring</li>
<li>Various parameters in the <b>ShopEditor</b> are possible (reroll, cost, reroll per buy)</li>
<li>Added the reroll possibility for the <b>Team Random Shop</b> (very funny)</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Added a separate slot for class items</li>
<li>Added help text to the <b>"Not Alive"-Shop</b></li>
<li>Minor design tweaks</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed critical crash issue (ty to @nick)</li>
</ul>
]], os.time({year = 2019, month = 05, day = 09}))
AddChange("TTT2 Base - v0.5.4b", [[
<h2>New:</h2>
<ul>
<li>Added a noTeam indicator to the HUD</li>
<li>intriduced a new drowned death symbol</li>
<li><i>ttt2_crowbar_shove_delay<i> is now used to set the crowbar attack delay</li>
<li>introduced a status system alongside the perk system</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Included LeBroomer in the TTT2 logo</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed a problem with colors (seen with sidekick death confirms)</li>
<li>Fixed the team indicator when in spectator mode</li>
<li>Credits now can be transfered to everyone, this fixes a bug with the spy</li>
</ul>
]], os.time({year = 2019, month = 06, day = 18}))
AddChange("TTT2 Base - v0.5.5b", [[
<h2>New:</h2>
<ul>
<li>Added convars to hide scoreboard badges</li>
<li>A small text that explains the spectator mode</li>
<li>Weapon pickup notifications are now moved to the new HUD system</li>
<li>Weapon pickup notifications support now pure_skin</li>
<li>New shadowed text rendering with font mipmapping</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Refactored the code to move all language strings into the language files</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed the reroll per buy bug</li>
<li>Fixed HUD switcher bug, now infinite amounts of HUDs are supported</li>
<li>Fixed the outline border of the sidebar beeing wrong</li>
<li>Fixed problem with the element restriction</li>
</ul>
]], os.time({year = 2019, month = 07, day = 07}))
AddChange("TTT2 Base - v0.5.6b", [[
<h2>New:</h2>
<ul>
<li>Marks module</li>
<li>New sprint and stamina hooks for add-ons</li>
<li>Added a documentation of TTT2</li>
<li>Added GetColumns function for the scoreboard</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Restrict HUD element movement when element is not rendered</li>
<li>Sidebar icons now turn black if the hudcolor is too bright</li>
<li>Binding functions are no longer called when in chat or in console</li>
<li>Improved the functionality of the binding system</li>
<li>Improved rendering of overhead role icons</li>
<li>Improved equipment searching</li>
<li>Improved the project structure</li>
<li>Improved shadow color for dark texts</li>
<li>Some small performance improvements</li>
<li>Removed some unnecessary debug messages</li>
<li>Updated the TTT2 .fgd file</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed the shop bug that occured since the new GMod update</li>
<li>Fixed search sometimes not working</li>
<li>Fixed a shop reroll bug</li>
<li>Fixed GetAvoidDetective compatibility</li>
<li>Fixel two cl_radio errors</li>
<li>Fixed animation names</li>
<li>Fixed wrong karma print</li>
<li>Fixed a language module bug</li>
<li>Fixed an inconsistency in TellTraitorsAboutTraitors function</li>
<li>Fixed the empty weaponswitch bug on first spawn</li>
<li>Fixed an error in the shadow rendering of a font</li>
<li>Small bugfixes</li>
</ul>
]], os.time({year = 2019, month = 09, day = 03}))
AddChange("TTT2 Base - v0.5.6b-h1 (Hotfix)", [[
<h2>Fixed:</h2>
<ul>
<li>Traitor shop bug (caused by the september'19 GMod update)</li>
<li>ShopEditor bugs and added a response for non-admins</li>
<li>Glitching head icons</li>
</ul>
]], os.time({year = 2019, month = 09, day = 06}))
AddChange("TTT2 Base - v0.5.7b", [[
<h2>New:</h2>
<ul>
<li>New Loadout Give/Remove functions to cleanup role code and fix item raceconditions</li>
<ul>
<li>Roles now always get their equipment on time</li>
<li>On role changes, old equipment gets removed first</li>
</ul>
<li>New armor system</li>
<ul>
<li>Armor is now displayed in the HUD</li>
<li>Previously it was a simple stacking percetual calculation, which got stupid with multiple armor effects. Three times armoritems with 70% damage each resulted in 34% damage recveived</li>
<li>The new system has an internal armor value that is displayed in the HUD</li>
<li>It works basically the same as the vanilla system, only the stacking is a bit different</li>
<li>Reaching an armor value of 50 (by default) increases its strength</li>
<li>Armor depletes over time</li>
</ul>
<li>Allowed items to be bought multiple times, if <i>.limited</i> is set to <i>true</i></li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Dynamic loading of role icons</li>
<li>Improved performance slightly</li>
<li>Improved code consistency</li>
<li>Caching role icons in <i>ROLE.iconMaterial</i> to prevent recreation of icon materials</li>
<li>Improved bindings menu and added language support</li>
<li>Improved SQL module</li>
<li>Improved radar icon</li>
<li>Made parameterized overheadicon function callable</li>
<li>Improved codereadablity by refactoring huge parts</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed sometimes unavailable shops even if set</li>
<li>Team confirmation convar issue in network-syncing</li>
<li>Reset radar timer on item remove, fixes problems with rolechanges</li>
<li>Fixed an exploitable vulnerability</li>
</ul>
]], os.time({year = 2019, month = 10, day = 06}))
AddChange("TTT2 Base - v0.6b", [[
<h2>New:</h2>
<ul>
<li>Added new weapon switch system</li>
<ul>
<li>Players can now manually pick up focused weapons</li>
<li>If the slot is blocked, the current weapon is automatically dropped</li>
<li>Added new convar to prevent auto pickup: <i>ttt_weapon_autopickup (default: 1)</i></li>
</ul>
<li>Added new targetID system</li>
<ul>
<li>Looking at entities shows now more detailed ans structured info</li>
<li>Integrated into the new weapon switch system</li>
<li>Supports all TTT entities by default</li>
<li>Supports doors</li>
<li>Added a new hook to add targetID support to custom entities: <i>TTTRenderEntityInfo</i></li>
</ul>
<li>Added the outline module for better performance</li>
<li><i>TTT2DropAmmo</i> hook to prevent/change the ammo drop of a weapon</li>
<li>Added new HUD element: the eventpopup</li>
<li>Added a new <i>TTT2PlayerReady</i> hook that is called once a player is ingame and can move around</li>
<li>Added new removable decals</li>
<li>Added a new default loading screen</li>
<li>Added new convar to allow Enhanced Player Model Selector to overwrite TTT2 models: <i>ttt_enforce_playermodel (default: 1)</i></li>
<li>Added new hooks to jam the chat</li>
<li>Allow any key double tap sprint</li>
<li>Regenerate sprint stamina after a delay if exhausted</li>
<li>Moved voice bindings to the TTT2 binding system (F1 menu)</li>
<li>Added new voice and text chat hooks to prevent the usage in certain situations</li>
<li>Added new client only convar (F1->Gameplay->Hold to aim) to change to a "hold rightclick to aim" mode</li>
<li>Added a new language file system for addons, language files have to be in <i>lua/lang/<the_language>/<addon>.lua</i></li>
<li>New network data system including network data tables to better manage state updates on different clients</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Microoptimization to improve code performance</li>
<li>Improved the icon rendering for the pure_skin HUD</li>
<li>Improved multi line text rendering in the MSTACK</li>
<li>Improved role color handling</li>
<li>Improved language (german, english, russian)</li>
<li>Improved traitor buttons</li>
<ul>
<li>By default only players in the traitor team can use them</li>
<li>Each role has a convar to enable traitor button usage for them - yes, innocents can use traitor buttons if you want to</li>
<li>There is an admin mode to edit each button individually</li>
<li>Uses the new targetID</li>
</ul>
<li>Improved damage indicator overlay with customizability in the F1 settings</li>
<li>Improved hud help font</li>
<li>Added a new flag to items to hide them from the bodysearch panel</li>
<li>Moved missing hardcoded texts to language files</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed a bug with baserole initialization</li>
<li>Small other bugfixes</li>
<li>added legacy supported for limited items</li>
<li>Fixed C4 defuse for non-traitor roles</li>
<li>Fixed radio, works now for all roles</li>
<li>Restricted huds are hidden in HUD Switcher</li>
<li>Fixed ragdoll skins (hairstyles, outfits, ...)</li>
<li>Prevent give_equipment timer to block the shop in the next round</li>
<li>Fix sprint consuming stamina when there is no move input</li>
<li>Fix confirmation of players with no team</li>
<li>Fix voice still sending after death</li>
</ul>
]], os.time({year = 2020, month = 02, day = 16}))
AddChange("TTT2 Base - v0.6.1b", [[
<h2>Fixed:</h2>
<ul>
<li>Fixed a bug with the spawn wave interval</li>
</ul>
]], os.time({year = 2020, month = 02, day = 17}))
AddChange("TTT2 Base - v0.6.2b", [[
<h2>Fixed:</h2>
<ul>
<li>Increased the maximum number of roles that can be used. (Fixes weird role issues with many roles installed)</li>
</ul>
]], os.time({year = 2020, month = 03, day = 1}))
AddChange("TTT2 Base - v0.6.3b", [[
<h2>New:</h2>
<ul>
<li>Added a Polish translation (Thanks @Wukerr)</li>
<li>Added fallback icons for equipment</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fix <i>body_found</i> for bots</li>
<li>Fix NWVarSyncing when using <i>TTT2NET:Set()</i></li>
</ul>
]], os.time({year = 2020, month = 03, day = 05}))
AddChange("TTT2 Base - v0.6.4b", [[
<h2>New:</h2>
<ul>
<li>Added an Italian translation (Thanks @PinoMartirio)</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed a rare bug where the player had the default GMod sprint on top of the TTT2 sprint</li>
<li>Fixed some convars that did not save in ulx by removing them all from the gamemode file</li>
<li>Fixed a bug that happened when TTT2 is installed but not the active gamemode</li>
<li>Fixed a few Polish language strings</li>
</ul>
]], os.time({year = 2020, month = 04, day = 03}))
AddChange("TTT2 Base - v0.7.0b", [[
<h2>New:</h2>
<ul>
<li>Added two new convars to change the behavior of the armor</li>
<li>Added two new convars to change the confirmation behaviour</li>
<li>Added essential items: 8 different types of items that are often used in other addons. You can remove them from the shop if you don't like them.</li>
<li>Added a new HUD element to show information about an ongoing revival to the player that is revived</li>
<li>Added the possibility to change the radar time</li>
<li>Added a few new modules that are used by TTT2 and can be used by different addons</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Updated addon checker list</li>
<li>Migrated the HUDManager settings to the new network sync system</li>
<li>Reworked the old DNA Scanner and replaced it with an improved version</li>
<ul>
<li>New world- and viewmodel with an interactive screen</li>
<li>Removed the overcomplicated UI menu (simple handling with default keys instead)</li>
<li>The new default scanner behavior shows the direction and distance to the target</li>
</ul>
<li>Changed TargetID colors for confirmed bodies</li>
<li>Improved the player revival system</li>
<ul>
<li>Revive makes now sure the position is valid and the player is not stuck in the wall</li>
<li>All revival related messages are now localized</li>
<li>Integration with the newly added revival HUD element</li>
</ul>
<li>Improved the player spawn handling, no more invalid spawn points where a player will be stuck or spawn in the air and fall to their death</li>
<li>Refactored the role selection code to reside in its own module and cleaned up the code</li>
<li>Improved the round end screen to support longer round end texts</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed round info (the top panel with the miniscoreboard) being displayed in other HUDs</li>
<li>Fixed an error with the pickup system in singleplayer</li>
<li>Fixed propsurfing with the magneto stick</li>
<li>Fixed healthstation TargetID text</li>
<li>Fixed keyinfo for doors where no key can be used</li>
<li>Fixed role selection issues with subroles not properly replacing their baserole etc</li>
<li>Fixed map lock/unlock trigger of doors not updating targetID</li>
<li>Fixed roles having sometimes the wrong radar color</li>
<li>Fixed miniscoreboard update issue and players not getting shown when entering force-spec mode</li>
</ul>
]], os.time({year = 2020, month = 06, day = 01}))
AddChange("TTT2 Base - v0.7.1b", [[
<h2>Fixed:</h2>
<ul>
<li>Fixed max roles / max base roles interaction with the roleselection. Also does not crash with values != 0 anymore.</li>
</ul>
]], os.time({year = 2020, month = 06, day = 02}))
AddChange("TTT2 Base - v0.7.2b", [[
<h2>New:</h2>
<ul>
<li>Added Hooks to the targetID system to modify the displayed data</li>
<li>Added Hooks to interact with door destruction</li>
<li>Added a new function to force a new radar scan</li>
<li>Added a new convar to change the default radar time for players without custom radar times: <i>ttt2_radar_charge_time</i></li>
<li>Added a new client ConVar <i>ttt_crosshair_lines</i> to add the possibility to disable the crosshair lines</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Moved the disguiser icon to the status system to be only displayed when the player is actually disguised</li>
<li>Reworked the addonchecker and added a command to execute the checker at a later point</li>
<li>Updated Italian translation (Thanks @ThePlatinumGhost)</li>
<li>Removed Is[ROLE] functions of all roles except default TTT ones</li>
<li>ttt_end_round now resets when the map changes</li>
<li>Reworked the SWEP HUD help (legacy function SWEP:AddHUDHelp is still supported)</li>
<li>Players who disconnect now leave a corpse</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed shadow texture of the "Pure Skin HUD" for low texture quality settings</li>
<li>Fixed inno subrole upgrading if many roles are installed</li>
<li>Fixed and improved the radar role/team modification hook</li>
<li>Fixed area portals on servers for destroyed doors</li>
<li>Fixed revive fail function reference reset</li>
<li>Removed the DNA Scanner hudelement for spectators</li>
<li>Fixed the image in the confirmation notification whenever a bot's corpse gets identified</li>
<li>Fixed bad role selection due to RNG reseeding</li>
<li>Fixed missing role column translation</li>
<li>Fixed viewmodel not showing correct hands on model change</li>
</ul>
]], os.time({year = 2020, month = 06, day = 26}))
AddChange("TTT2 Base - v0.7.3b", [[
<h2>New:</h2>
<ul>
<li>Added a new custom file loader that loads lua files from <i>lua/terrortown/autorun/</i></li>
<ul>
<li>it basically works the same as the native file loader</li>
<li>there are three subfolders: <i>client</i>, <i>server</i> and <i>shared</i></li>
<li>the files inside this folder are loaded after all TTT2 gamemode files and library extensions are loaded</li>
</ul>
<li>Added Spanish version for base addon (by @Tekiad and @DennisWolfgang)</li>
<li>Added Chinese Simplified translation (by @TheOnly8Z)</li>
<li>Added double-click buying</li>
<li>Added a default avatar for players and an avatar for bots</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>Roles are now only getting synced to clients if the role is known, not just the body being confirmed</li>
<li>Airborne players can no longer replenish stamina</li>
<li>Detective overhead icon is now shown to innocents and traitors</li>
<li>moved language files from <i>lua/lang/</i> to <i>lua/terrortown/lang</i></li>
<li>Stopped teleporting players to players they're not spectating if they press the "duck"-Key while roaming</li>
<li>Moved shop's equipment list generation into a coroutine</li>
<li>Removed TTT2PlayerAuthedCacheReady hook</li>
<li>Internal changes to the b-draw library for fetching avatars</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed death handling spawning multiple corpses when killed multiple times in the same frame</li>
<li>Radar now shows bombs again, that do not have the team property set</li>
<li>Fix HUDManager not saving forcedHUD and defaultHUD values</li>
<li>Fixed wrong parameter default in <i>EPOP:AddMessage</i> documentation</li>
<li>Fixed shop switching language issue</li>
<li>Fixed shop refresh activated even not buyable equipments</li>
<li>Fixed wrong shop view displayed as forced spectator</li>
</ul>
]], os.time({year = 2020, month = 08, day = 09}))
AddChange("TTT2 Base - v0.7.4b", [[
<h2>New:</h2>
<ul>
<li>Added ConVar to toggle double-click buying</li>
<li>Added Japanese translation (by @Westoon)</li>
<li>Added <i>table.ExtractRandomEntry(tbl, filterFn)</i> function</li>
<li>Added a team indicator in front of every name in the scoreboard (just known teams will be displayed)</li>
<li>Added a hook <i>TTT2ModifyCorpseCallRadarRecipients</i> that is called once "call detective" is pressed</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>The weapon pickup system has been improved to increase stability and remove edge cases in temporary weapon teleportation</li>
<li>Updated Spanish translation (by @DennisWolfgang)</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed foregoing avatar fetch fix</li>
<li>Fixed HUD savingKeys variable not being unique across all HUDs</li>
<li>Fixed drawing web images, seamless web images and avatar images</li>
<li>Fixed correctly saving setting a bind to NONE, while a default is defined</li>
<li>Fixed a weapon pickup targetID bug where the +use key was displayed even though pickup has its own keybind</li>
<li>Fixed DNA scanner crash if using an old/different weapon base</li>
<li>Fixed rare initialization bug in the speed calculation when joining as a spectator</li>
</ul>
]], os.time({year = 2020, month = 09, day = 28}))
AddChange("TTT2 Base - v0.8.0b", [[
<h2>New:</h2>
<ul>
<li>Added new vgui system with new F1 menu</li>
<li>Introduced a global scale factor based on screen resolution to scale HUD elements accordingly</li>
<li>Added automatical scale factor change on resolution change that works even if the resolution was changed while TTT2 wasn't loaded</li>
<li>Added Drag&Drop role layering VGUI (preview), accessible with the console command <i>ttt2_edit_rolelayering</i></li>
<li>Added a new event system</li>
<li>Credits can now be transferred across teams and from roles whom the recipient does not know</li>
</ul>
<br>
<h2>Improved:</h2>
<ul>
<li>TargetID text is now scaled with the global scale factor</li>
<li>Removed C4 defuse restriction for teammates</li>
<li>Changed the language identifiers to generic english names</li>
<li>Updated Simplified Chinese localization (by @TheOnly8Z)</li>
<li>Updated Italian localization (by @ThePlatynumGhost)</li>
<li>Updated English localization (by @Satton2)</li>
<li>Updated Russian localization (by @scientistnt and @Satton2)</li>
<li>Updated German translation (by @Creyox)</li>
</ul>
<br>
<h2>Fixed:</h2>
<ul>
<li>Fixed weapon pickup bug, where weapons would not get dropped but stayed in inventory</li>
<li>Fixed a roleselection bug, where forced roles would not be deducted from the available roles</li>
<li>Fixed a credit award bug, where detectives would receive a pointless notification about being awarded with 0 credits</li>
<li>Fixed a karma bug, where damage would still be reduced even though the karma system was disabled</li>
<li>Fixed a roleselection bug, where invalid layers led to skipping the next layer too</li>
<li>Fixed Magneto Stick ragdoll pinning instructions not showing for innocents when <i>ttt_ragdoll_pinning_innocents</i> is enabled</li>
<li>Fixed a bug where the targetID info broke if the pickup key is unbound</li>
</ul>
]], os.time({year = 2021, month = 02, day = 06}))
AddChange("TTT2 Base - v0.8.1b", [[
<h2>Fixed:</h2>
<ul>
<li>Fixed inheriting from the same base using the classbuilder in different folders</li>
</ul>
]], os.time({year = 2021, month = 02, day = 19}))
AddChange("TTT2 Base - v0.8.2b", [[
<h2>Improved:</h2>
<ul>
<li>Added global alias for IsOffScreen function to util.IsOffScreen</li>
<li>Updated Japanese localization (by @Westoon)</li>
<li>Moved rendering modules to libraries</li>
<li>Assigned PvP category to the gamemode.</li>
</ul>
<h2>Fixed:</h2>
<ul>
<li>TTT: fix instant reload of dropped weapon (by @svdm)</li>
<li>TTT: fix ragdoll pinning HUD for innocents (by @Flapchik)</li>
<li>Fixed outline library not working</li>
</ul>
]], os.time({year = 2021, month = 03, day = 25}))
AddChange("TTT2 Base - v0.9.0b", [[
<h2>Added:</h2>
<ul>
<li>All new roundend menu</li>
<ul>
<li>new info panel that shows detailed role distribution during the round</li>
<li>info panel also states detailed score events</li>
<li>new timeline that displays the events that happened during the round</li>
<li>added two new round end conditions: `time up` and `no one wins`</li>
</ul>
<li>Added `ROLE_NONE` (ID `3` by default)</li>
<ul>
<li>Players now default to `ROLE_NONE` instead of `ROLE_INNOCENT`</li>
<li>Enables the possibility to give Innocents access to a custom shop (`shopeditor`)</li>
</ul>
<li>Karma now stores changes</li>
<ul>
<li>Is shown in roundend menu</li>
</ul>
<li>Added a new hook `TTT2ModifyLogicCheckRole` that can be used to modify the tested role for map related role checks</li>
<li>Added the ConVar `ttt2_random_shop_items` for the number of items in the randomshop</li>
<li>Added per-player voice control by hovering over the mute icon and scrolling</li>
</ul>
<h2>Fixed</h2>
<ul>
<li>Updated French translation (by @MisterClems)</li>
<li>Fixed IsOffScreen function being global for compatibility</li>
<li>Fixed a German translation string (by @FaRLeZz)</li>
<li>Fixed a Polish translation by adding new lines (by @Wuker)</li>
<li>Fixed a data initialization bug that appeared on the first (initial) spawn</li>
<li>Fixed silent Footsteps, while crouched bhopping</li>
<li>Fixed issue where base innocents could bypass the TTT2AvoidGeneralChat and TTT2AvoidTeamChat hooks with the team chat key</li>
<li>Fixed issue where roles with unknownTeam could see messages sent with the team chat key</li>
<li>Fixed the admin section label not being visible in the main menu</li>
<li>Fixed the auto resizing of the buttons based on the availability of a scrollbar not working</li>
<li>Fixed reopening submenus of the legacy addons in F1 menu not working</li>
<li>TTT: Fixed karma autokick evasion</li>
<li>TTT: Fixed karma being applied to weapon damage even though karma is disabled</li>
</ul>
<h2>Changed</h2>
<ul>
<li>Microoptimization to improve code performance</li>
<li>Converted `roles`, `huds`, `hudelements`, `items` and `pon` modules into libraries</li>
<li>Moved `bind` library to the libraries folder</li>
<li>Moved favorites functions for equipment to the equipment shop and made them local functions</li>
<li>Code cleanup and removed silly negations</li>
<li>Extended some ttt2net functions</li>
<li>Changed `bees` win to `nones` win</li>
<li>By default all evil roles are now counted as traitor roles for map related checks</li>
<li>Changed the ConVar `ttt2_random_shops` to only disable the random shop (if set to `0`)</li>
<li>Shopeditor settings are now available in the F1 Menu</li>
<li>Moved the F1 menu generating system from a hook based system to a file based system</li>
<ul>
<li>removed the hooks `TTT2ModifyHelpMainMenu` and `TTT2ModifyHelpSubMenu`</li>
<li>menus are now generated based on files located in `lua/terrortown/menus/gamemode/`</li>
<li>submenus are generated from files located in folders with the menu name</li>
</ul>
<li>Menus without content are now always hidden in the main menu</li>
<li>Moved Custom Shopeditor and linking shop to roles to the F1 menu</li>
<li>Moved inclusion of cl_help to the bottom as nothing depends on it, but menus created by it could depend on other client files</li>
<li>Shopeditor equipment is now available in F1 menu</li>
<li>Moved the role layering menu to the F1 menu (administration submenu)</li>
<ul>
<li>removed the command `ttt2_edit_rolelayering`</li>
</ul>
<li>moved the internal path of `lang/`, `vskin/` and `events/` (this doesn't change anything for addons)</li>
<li>Sort teammates first in credit transfer selection and add an indicator to them</li>
</ul>
<h2>Removed</h2>
<ul>
<li>Removed the custom loading screen (GMOD now only accepts http(s) URLs for sv_loadingurl)</li>
</ul>
<h2>Breaking Changes</h2>
<ul>
<li>Adjusted `Player:HasRole()` and `Player:HasTeam()` to support simplified role and team checks (no parameter are supported anymore, use `Player:GetRole()` or `Player:GetTeam()` instead)</li>
<li>Moved global roleData to the `roles` library (e.g. `INNOCENT` to `roles.INNOCENT`). `INNOCENT`, `TRAITOR` etc. is not supported anymore. `ROLE_<ROLENAME>` is still supported and won't be changed.</li>
<li>Shopeditor function `ShopEditor.ReadItemData()` now only updates a number of key-parameters, must be given as UInt. Messages were changed accordingly (`TTT2SESaveItem`,`TTT2SyncDBItems`)</li>
<li>Equipment shop favorite functions are now local and not global anymore (`CreateFavTable`, `AddFavorite`, `RemoveFavorite`, `GetFavorites` & `IsFavorite`)</li>
</ul>
]], os.time({year = 2021, month = 06, day = 19}))
AddChange("TTT2 Base - v0.9.1b", [[
<h2>Fixed</h2>
<ul>
<li>Fixed shop convars not being shared / breaking the shop</li>
</ul>
]], os.time({year = 2021, month = 06, day = 19}))
AddChange("TTT2 Base - v0.9.2b", [[
<h2>Fixed</h2>
<ul>
<li>Fixed low karma autokick convar</li>
<li>Fixed multi-layer inheritance by introducing a recursion based approach</li>
</ul>
]], os.time({year = 2021, month = 06, day = 20}))
---
-- run hook for other addons to add their changelog as well
-- @realm client
hook.Run("TTT2AddChange", changes, currentVersion)
end
---
-- @realm client
function GetSortedChanges()
CreateChanges()
-- sort changes list by date
table.sort(changes, function(a, b)
if a.date < 0 and b.date < 0 then
return a.date < b.date
else
return a.date > b.date
end
end)
return changes
end
net.Receive("TTT2DevChanges", function(len)
if changesVersion:GetString() == GAMEMODE.Version then return end
--ShowChanges()
RunConsoleCommand("changes_version", GAMEMODE.Version)
end)
|
---@class EquipGrow_Awaken
---@field curEquipData EquipMgr_EquipData 当前质点信息
---@field openedFold EquipGrow_Awaken_FoldData 当前打开的折叠框
local EquipGrow_Awaken = DClass("EquipGrow_Awaken", BaseComponent)
_G.EquipGrow_Awaken = EquipGrow_Awaken
---@class EquipGrow_Awaken_FoldData
---@field node table
---@field index number
function EquipGrow_Awaken:ctor()
self.messager = Messager.new(self)
self.listSkillSlotItem = {}
self.openedFold = {}
end
function EquipGrow_Awaken:initPrefab(prefab)
self.equipCell = prefab
end
function EquipGrow_Awaken:addListener()
self.messager:addListener(Msg.EQUIP_GROW_EQUIPDATA, self.onUpdateData)
end
function EquipGrow_Awaken:onDispose()
self.messager:dispose()
end
function EquipGrow_Awaken:onStart()
self:addListener()
self:onInit()
end
function EquipGrow_Awaken:onInitUI()
self:onUpdateUI()
end
function EquipGrow_Awaken:onInit()
self:addEventHandler(self.nodes.btnClosePopups.onClick, self.onClosePopups)
self.nodes.btnClosePopups.gameObject:SetActive(false)
end
---@param data EquipMgr_EquipData
function EquipGrow_Awaken:onUpdateData(data, updateUI)
self.curEquipData = data
if updateUI then
self:onUpdateUI()
end
end
function EquipGrow_Awaken:onUpdateUI()
self:onClosePopups()
self:showAwakenSkill()
end
---显示技能框个数
function EquipGrow_Awaken:showAwakenSkill()
self.nodes.prefabBtnAwake.gameObject:SetActive(false)
self:clearAllSlotObjs()
self.listSlot = {}
local countSkills = self.curEquipData.skills and #self.curEquipData.skills or 0
for i = 1, countSkills do
self:initSkillSlotUI(i)
end
end
---清理所有技能槽UI
function EquipGrow_Awaken:clearAllSlotObjs()
for key, value in pairs(self.listSkillSlotItem) do
GameObject.Destroy(value)
end
self.listSkillSlotItem = {}
end
---初始化技能槽
function EquipGrow_Awaken:initSkillSlotUI(index)
local objSlot = GameObject.Instantiate(self.nodes.prefabBtnAwake.gameObject)
objSlot.gameObject:SetActive(true)
objSlot.transform:SetParent(self.nodes.parentAwakens)
objSlot.transform.localScale = Vector3(1, 1, 1)
objSlot.transform:GetComponent(typeof(RectTransform)).anchoredPosition3D = Vector3(220, 240 - 135 * (index - 1), 0)
objSlot.name = string.format("SkillSlot_%d", index)
self:updateSkillSlotUI(index, objSlot)
table.insert(self.listSkillSlotItem, objSlot)
end
---刷新技能槽位置
function EquipGrow_Awaken:updataSlotsPosition(ctrlIndex, isOpen)
isOpen = false
for index, value in ipairs(self.listSlot) do
value.btnSelf:GetComponent(typeof(RectTransform)).anchoredPosition3D = Vector3(220, 240 - 135 * (index - 1), 0)
value.nodeFold:SetActive(false)
if index == ctrlIndex then
value.nodeFold:SetActive(not value.isOpenedFold)
isOpen = not value.isOpenedFold
value.isOpenedFold = not value.isOpenedFold
else
value.isOpenedFold = false
end
if isOpen then
self:resetSelectedData()
if index > ctrlIndex then
value.btnSelf:GetComponent(typeof(RectTransform)).anchoredPosition3D = Vector3(220, 240 - 135 * (index - 1) - 425, 0)
elseif index == ctrlIndex then
--value.nodeFold:SetActive(isOpen)
else
end
end
end
end
---重置选中信息
function EquipGrow_Awaken:resetSelectedData()
self.selectedEquipId = ""
self.selectedItemId = 0
self.selectedHeroId = 0
end
---刷新技能槽UI
function EquipGrow_Awaken:updateSkillSlotUI(index, node)
local skillData = self.curEquipData.skills[index]
local slotId = skillData.slotId
local skillCache = {}
for key, value in pairs(self.curEquipData.skillsCache) do
if value.slotId == slotId then
skillCache = value
break
end
end
local slotData = {}
slotData.index = index
slotData.btnSelf = node:GetComponent(typeof(Button))
local imgAdd = node.transform:Find("Image_Add")
slotData.nodeAwakedSkill = node.transform:Find("Image_Awaked").gameObject
slotData.nodeFold = node.transform:Find("Fold_Awaken").gameObject
slotData.nodeFold:SetActive(false)
slotData.isOpenedFold = false
self:addEventHandler(
slotData.btnSelf.onClick,
function()
if skillCache.skillId > 0 then
MsgCenter.sendMessage(Msg.EQUIP_GROW_SHOWAWAKEN, true)
else
local isOpen = not slotData.isOpenedFold
self:updataSlotsPosition(index, not slotData.isOpenedFold)
--slotData.isOpenedFold = not slotData.isOpenedFold
if isOpen then
self:setSlotFoldUI(slotData.nodeFold, index)
end
end
end
)
imgAdd.gameObject:SetActive(skillData.skillId <= 0)
slotData.nodeAwakedSkill.gameObject:SetActive(skillData.skillId > 0)
if skillData.skillId > 0 then
self:setSkillAwakedSlotUI(slotData.nodeAwakedSkill, skillData)
end
table.insert(self.listSlot, slotData)
end
---设置已有技能的技能槽UI
---@param data EquipMgr_AwakeSkill
function EquipGrow_Awaken:setSkillAwakedSlotUI(node, data)
local imgIcon = node.transform:Find("Image_Icon"):GetComponent(typeof(Image))
local txtName = node.transform:Find("Text_Name"):GetComponent(typeof(Text))
local txtAttr = node.transform:Find("Text_Attr"):GetComponent(typeof(Text))
local nodeBinding = node.transform:Find("Image_Binding").gameObject
local imgHeroIcon = nodeBinding.transform:Find("Image_Icon"):GetComponent(typeof(Image))
local cfgSkill = Config.EquipSkill[data.skillId]
EquipManager:setSkillIcon(self, imgIcon, cfgSkill.id)
txtName.text = cfgSkill.name
txtAttr.text = cfgSkill.Des
nodeBinding:SetActive(data.heroId > 0)
if data.heroId > 0 then
EquipManager:setHeroIcon(self, imgHeroIcon, data.heroId)
end
end
---设置技能折叠槽UI
function EquipGrow_Awaken:setSlotFoldUI(node, index)
---@type EquipMgr_AwakeSkill
local data = self.curEquipData.skills[index]
local btnSelectEquip = node.transform:Find("NodeAwaken/Button_SelectEquip"):GetComponent(typeof(Button))
local btnSelectHero = node.transform:Find("NodeAwaken/Button_SelectHero"):GetComponent(typeof(Button))
local btnAwake = node.transform:Find("NodeAwaken/Button_Awaken"):GetComponent(typeof(Button))
self:addEventHandler(
btnSelectEquip.onClick,
function()
self:onOpenPopupEquips(self.curEquipData.gId)
end
)
self:addEventHandler(
btnSelectHero.onClick,
function()
self:onOpenPopupHero(EquipMgr:getCurSelectHero().id)
end
)
self:addEventHandler(
btnAwake.onClick,
function()
---@type HERO_REQ_EQUIP_AWAKE
local sdata = {}
sdata.equipId = self.curEquipData.gId
sdata.heroId = self.selectedHeroId
sdata.slotId = data.slotId
sdata.itemId = self.selectedItemId
sdata.consumeEquipId = self.selectedEquipId
if sdata.consumeEquipId == "" and sdata.itemId == 0 then
return
end
EquipMgr:sendEquipAwake(sdata)
end
)
self.openedFold.node = node
self.openedFold.index = index
self.curEquipData.heroId = EquipMgr:getCurSelectHero().id
self:setSeletedEquipUI(node, nil)
self:setSelectedHeroUI(node, 0)
--data.heroId)
end
---设置选中的英雄头像
function EquipGrow_Awaken:setSelectedHeroUI(node, heroId)
local nodeHero = node.transform:Find("NodeAwaken/Button_SelectHero").gameObject
local nodeSelectEquip = node.transform:Find("NodeAwaken/Button_SelectEquip").gameObject
local nodeAdd = nodeHero.transform:Find("Image_Add").gameObject
local imgIcon = nodeHero.transform:Find("Image_Icon"):GetComponent(typeof(Image))
if EquipManager:checkCanBindingHeroByEquipGid(self.selectedEquipId, self.selectedItemId) or heroId > 0 then
nodeHero:SetActive(true)
nodeSelectEquip:GetComponent(typeof(RectTransform)).anchoredPosition3D = Vector3(-120, -280, 0)
else
nodeHero:SetActive(false)
nodeSelectEquip:GetComponent(typeof(RectTransform)).anchoredPosition3D = Vector3(0, -280, 0)
return
end
nodeAdd:SetActive(heroId <= 0)
imgIcon.gameObject:SetActive(heroId > 0)
if heroId > 0 then
EquipManager:setHeroIcon(self, imgIcon, heroId)
end
end
---设置选中的消耗Ui
---@param data EquipGrow_Awaken_CostData
function EquipGrow_Awaken:setSeletedEquipUI(node, data)
local nodeSelect = node.transform:Find("NodeAwaken/Button_SelectEquip").gameObject
local nodeAdd = nodeSelect.transform:Find("Image_Add").gameObject
local nodeEquip = nodeSelect.transform:Find("Image_Equip").gameObject
nodeAdd:SetActive(data == nil)
nodeEquip:SetActive(data ~= nil)
local imgCostIcon = node.transform:Find("NodeAwaken/Image_Cost/Image_Icon"):GetComponent(typeof(Image))
local txtCost = node.transform:Find("NodeAwaken/Image_Cost/Text"):GetComponent(typeof(Text))
txtCost.text = 0
if data == nil then
return
end
local imgIcon = nodeEquip.transform:Find("Image_EquipIcon"):GetComponent(typeof(Image))
local imgStage = nodeEquip.transform:Find("Image_Stage"):GetComponent(typeof(Image))
local txtPlace = nodeEquip.transform:Find("Image_Place/Text_Place"):GetComponent(typeof(Text))
local txtLv = nodeEquip.transform:Find("Image_Lv/Text"):GetComponent(typeof(Text))
for i = 1, 6 do
local starObj = nodeEquip.transform:Find("Stars/Image" .. i).gameObject
starObj:SetActive(i <= data.star)
end
if data.isEquip then
local cfg = Config.Equip[data.cId]
EquipManager:setEquipIcon(self, imgIcon, data.cId)
EquipManager:setQuility(self, imgStage, cfg.star, EquipManager.STAGE_TYPE.TITLE)
txtPlace.text = EquipManager.NAME_PLACE[cfg.item_position]
txtLv.text = string.format("Lv.%d", data.cLv)
txtCost.text = cfg.gold
else
---@type BagMgr_BagItemInfo
local itemData = BagMgr:getItemDataByGid(data.gId)
local cfg = BagManager.getItemConfigDataById(itemData.cId)
BagManager.setItemIcon(self, imgIcon, itemData.cId)
EquipManager:setQuility(self, imgStage, cfg.star, EquipManager.STAGE_TYPE.BG_CUBE)
txtPlace.text = ""
txtLv.text = ""
txtCost.text = 0
end
end
--关闭弹框
function EquipGrow_Awaken:onClosePopups()
self.nodes.btnClosePopups.gameObject:SetActive(false)
self.nodes.popupEquips:SetActive(false)
self.nodes.popupHero.gameObject:SetActive(false)
end
---打开消耗道具选择框
function EquipGrow_Awaken:onOpenPopupEquips(gId)
self.nodes.btnClosePopups.gameObject:SetActive(true)
self.nodes.popupEquips:SetActive(true)
local listCostItems = EquipManager:getCostAwakeShows(gId)
self.nodes.contentEquip:InitPool(
#listCostItems,
function(index, obj)
local gIdShow = listCostItems[index]
local isEquip = false
---@type EquipMgr_EquipData
local equipData = EquipMgr:getEquipDataByGid(gIdShow)
if equipData == nil then
isEquip = false
else
isEquip = true
end
local selectNode = obj.transform:Find("Image_Select").gameObject
selectNode:SetActive(false)
local imgIcon = obj.transform:Find("Image_Icon"):GetComponent(typeof(Image))
local imgStage = obj.transform:Find("Image_Quilty"):GetComponent(typeof(Image))
local txtPlace = obj.transform:Find("Image_Place/Text_Place"):GetComponent(typeof(Text))
local txtLv = obj.transform:Find("Image_Lv/Text_Lv"):GetComponent(typeof(Text))
local imgStageIcon = obj.transform:Find("Tage/Image1"):GetComponent(typeof(Image))
local imgLock = obj.transform:Find("Image_Lock").gameObject
local awake1 = obj.transform:Find("Image_Awaken1").gameObject
local awake2 = obj.transform:Find("Image_Awaken2").gameObject
imgStageIcon.gameObject:SetActive(isEquip)
awake1:SetActive(isEquip)
awake2:SetActive(isEquip)
imgLock:SetActive(isEquip)
local btnSelf = obj:GetComponent(typeof(Button))
---@type EquipGrow_Awaken_CostData
local data = {}
data.gId = gIdShow
data.isEquip = isEquip
imgStageIcon.gameObject:SetActive(isEquip)
if isEquip then
local cfg = Config.Equip[equipData.cId]
data.cId = equipData.cId
data.cLv = equipData.lv
data.star = cfg.star
data.quality = equipData.quality
local cpt_Equip = self:createComponent(obj.gameObject, Equip_ItemCell)
cpt_Equip:onUpdateUI(equipData)
else
---@type BagMgr_BagItemInfo
local itemData = BagMgr:getItemDataByGid(gIdShow)
local cfg = BagManager.getItemConfigDataById(itemData.cId)
BagManager.setItemIcon(self, imgIcon, itemData.cId)
EquipManager:setQuility(self, imgStage, cfg.star, EquipManager.STAGE_TYPE.BG_CUBE)
txtPlace.text = ""
txtLv.text = ""
data.cLv = 0
data.cId = itemData.cId
data.star = cfg.star
data.quality = cfg.quality
for i = 1, 6 do
local starObj = obj.transform:Find("Stars/Image" .. i).gameObject
starObj:SetActive(i <= data.star)
end
end
self:addEventHandler(
btnSelf.onClick,
function()
self:onSelectEquip(data)
end
)
end
)
end
---打开英雄选择框
function EquipGrow_Awaken:onOpenPopupHero(oldHeroId)
self.nodes.btnClosePopups.gameObject:SetActive(true)
self.nodes.popupHero.gameObject:SetActive(true)
local listHero = HeroMgr:getAllHeros(false)
self.nodes.contentHero:InitPool(
#listHero,
function(index, obj)
local dHero = listHero[index]
local imgIcon = obj.transform:Find("Image_Icon"):GetComponent(typeof(Image))
local nodeCurrent = obj.transform:Find("Image_Current").gameObject
local imgIconBg = obj.transform:Find("Image_IconBg"):GetComponent(typeof(Image))
local btnHero = obj:GetComponent(typeof(Button))
nodeCurrent:SetActive(dHero.id == oldHeroId)
if imgIcon then
EquipManager:setHeroIcon(self, imgIcon, dHero.id)
EquipManager:setHeroTypeIcon(self, imgIconBg, dHero.id)
end
self:addEventHandler(
btnHero.onClick,
function()
self:onSelectHero(dHero.id)
self:onClosePopups()
end
)
end
)
end
---选中绑定英雄
function EquipGrow_Awaken:onSelectHero(id)
self.selectedHeroId = id
self:setSelectedHeroUI(self.openedFold.node, id)
end
---选中消耗的道具
---@class EquipGrow_Awaken_CostData
---@field gId string
---@field cId number
---@field isEquip boolean
---@field cLv number
---@field star number
---@field quality number
---选中的消耗道具
---@param data EquipGrow_Awaken_CostData
function EquipGrow_Awaken:onSelectEquip(data)
if data.isEquip then
self.selectedEquipId = data.gId
else
self.selectedItemId = data.cId
end
local funcSelect = function()
self:setSeletedEquipUI(self.openedFold.node, data)
if EquipManager:checkCanBindingHeroByEquipGid(self.selectedEquipId, self.selectedItemId) then
self:setSelectedHeroUI(self.openedFold.node, self.curEquipData.heroId)
self.selectedHeroId = self.curEquipData.heroId
else
self:setSelectedHeroUI(self.openedFold.node, 0)
end
self:onClosePopups()
end
local equipData = EquipMgr:getEquipDataByGid(self.selectedEquipId)
local isLockStar, des = EquipManager:checkEquipLockOrStar(equipData)
if equipData and isLockStar == 1 then
local tData = {}
tData.title = ""
tData.content = string.format(Lang(GL_EquipGrow_Intensify_QueRenXiao), des) --"确认消耗%s的装备吗?"
tData.buttonNames = {Lang(GL_BUTTON_SURE), Lang(GL_BUTTON_CANNEL)}
tData.buttonTypes = {1, 2}
tData.callback = function(sort)
if sort == 1 then
funcSelect()
end
end
MsgCenter.sendMessage(Msg.NOTIFY, tData)
else
funcSelect()
end
end
|
-- luacheck: globals love
local Stack = require 'stack'
local View = require 'view'
_G.team = {}
local _game
local _stack
_G.image = {}
_G.contImg = 1
function love.load()
_G.image[1] = love.graphics.newImage('assets/textures/conan.jpg')
_G.image[2] = love.graphics.newImage('assets/textures/redsonja.jpg')
_G.image[3] = love.graphics.newImage('assets/textures/icegiant.jpg')
_G.image[4] = love.graphics.newImage('assets/textures/gameOver.jpg')
_G.gameOver = false
_game = {
view = View()
}
_stack = Stack(_game)
_stack:push('choose_quest')
end
function love.update(dt)
local g = love.graphics
g.setBackgroundColor(0,0,250)
_stack:update(dt)
_game.view:update(dt)
if _G.gameOver then
print("GAME OVER")
--love.event.quit()
end
end
function love.draw()
local g = love.graphics
if _G.gameOver == false then
g.draw(_G.image[_G.contImg])
_game.view:draw()
else
g.draw(_G.image[4])
_game.view:draw()
end
end
for eventname, _ in pairs(love.handlers) do
love[eventname] = function (...)
_stack:forward(eventname, ...)
end
end
|
local net = require("net")
local log = require("log")
local syslog = {
protocol = "syslog",
}
autoload(syslog, "net.syslog", "Server")
function syslog.log(msg)
log.debug(textutils.serialize(msg))
net.broadcast({ src=net.hostname(), msg=msg, }, syslog.protocol)
--print(msg)
end
return syslog
|
local dailyWithdraws = {}
QBCore.Functions.CreateCallback('qb-debitcard:server:requestCards', function(source, cb)
local src = source
local xPlayer = QBCore.Functions.GetPlayer(src)
local visas = self.Functions.GetItemsByName('visa')
local masters = self.Functions.GetItemsByName('mastercard')
local cards = {}
if visas ~= nil and masters ~= nil then
for _, v in visas do
table.insert(cards, v.info)
end
for _, v in masters do
table.insert(cards, v.info)
end
end
return cards
end)
QBCore.Functions.CreateCallback('qb-debitcard:server:deleteCard', function(source, cb, data)
local cn = data.cardNumber
local ct = data.cardType
local src = source
local xPlayer = QBCore.Functions.GetPlayer(src)
local found = xPlayer.Functions.GetCardSlot(cn, ct)
if found ~= nil then
xPlayer.Functions.RemoveItem(ct, 1, found)
cb(true)
else
cb(false)
end
end)
function tprint (t, s)
for k, v in pairs(t) do
local kfmt = '["' .. tostring(k) ..'"]'
if type(k) ~= 'string' then
kfmt = '[' .. k .. ']'
end
local vfmt = '"'.. tostring(v) ..'"'
if type(v) == 'table' then
tprint(v, (s or '')..kfmt)
else
if type(v) ~= 'string' then
vfmt = tostring(v)
end
print(type(t)..(s or '')..kfmt..' = '..vfmt)
end
end
end
RegisterCommand('atm', function(source, args, rawCommand)
local src = source
local xPlayer = QBCore.Functions.GetPlayer(src)
local visas = xPlayer.Functions.GetItemsByName('visa')
local masters = xPlayer.Functions.GetItemsByName('mastercard')
local cards = {}
if visas ~= nil and masters ~= nil then
for _, v in pairs(visas) do
local info = v.info
local cardNum = info.cardNumber
local cardHolder = info.citizenid
local xCH = QBCore.Functions.GetPlayerByCitizenId(cardHolder)
if xCH ~= nil then
if xCH.PlayerData.charinfo.card ~= cardNum then
info.cardActive = false
end
else
local player = exports.ghmattimysql:executeSync('SELECT charinfo FROM players WHERE citizenid=@citizenid', {['@citizenid'] = info.citizenid})
local xCH = json.decode(player[1].charinfo)
if xCH.card ~= cardNum then
info.cardActive = false
end
end
table.insert(cards, v.info)
end
for _, v in pairs(masters) do
local info = v.info
local cardNum = info.cardNumber
local cardHolder = info.citizenid
local xCH = QBCore.Functions.GetPlayerByCitizenId(cardHolder)
if xCH ~= nil then
if xCH.PlayerData.charinfo.card ~= cardNum then
info.cardActive = false
end
else
local player = exports.ghmattimysql:executeSync('SELECT charinfo FROM players WHERE citizenid=@citizenid', {['@citizenid'] = info.citizenid})
xCH = json.decode(player[1].charinfo)
if xCH.card ~= cardNum then
info.cardActive = false
end
end
table.insert(cards, v.info)
end
end
TriggerClientEvent('qb-atms:client:loadATM', src, cards)
end)
Citizen.CreateThread(function()
while true do
Wait(3600000)
dailyWithdraws = {}
TriggerClientEvent('QBCore:Notify', -1, "Daily Withdraw Limit Reset", "success")
end
end)
RegisterServerEvent('qb-atms:server:doAccountWithdraw')
AddEventHandler('qb-atms:server:doAccountWithdraw', function(data)
if data ~= nil then
local src = source
local xPlayer = QBCore.Functions.GetPlayer(src)
local cardHolder = data.cid
local xCH = QBCore.Functions.GetPlayerByCitizenId(cardHolder)
if not dailyWithdraws[cardHolder] then
dailyWithdraws[cardHolder] = 0
end
local dailyWith = tonumber(dailyWithdraws[cardHolder]) + tonumber(data.amount)
if dailyWith < 5000 then
local banking = {}
if xCH ~= nil then
local bank = xCH.Functions.GetMoney('bank')
local bankCount = xCH.Functions.GetMoney('bank') - tonumber(data.amount)
if bankCount > 0 then
xCH.Functions.RemoveMoney('bank', tonumber(data.amount))
xPlayer.Functions.AddMoney('cash', tonumber(data.amount))
dailyWithdraws[cardHolder] = dailyWithdraws[cardHolder] + tonumber(data.amount)
TriggerClientEvent('QBCore:Notify', src, "Withdraw $" .. data.amount .. ' from credit card. Daily Withdraws: ' .. dailyWithdraws[cardHolder], "success")
else
TriggerClientEvent('QBCore:Notify', src, "You cant go into minus in ATM.", "error")
end
banking['online'] = true
banking['name'] = xCH.PlayerData.charinfo.firstname .. ' ' .. xCH.PlayerData.charinfo.lastname
banking['bankbalance'] = xCH.Functions.GetMoney('bank')
banking['accountinfo'] = xCH.PlayerData.charinfo.account
banking['cash'] = xPlayer.Functions.GetMoney('cash')
else
local player = exports.ghmattimysql:executeSync('SELECT * FROM players WHERE citizenid=@citizenid', {['@citizenid'] = cardHolder})
local xCH = json.decode(player[1])
local bankCount = tonumber(xCH.money.bank) - tonumber(data.amount)
if bankCount > 0 then
xPlayer.Functions.AddMoney('cash', tonumber(data.amount))
xCH.money.bank = bankCount
exports.ghmattimysql:execute('UPDATE players SET money=@money WHERE citizenid=@citizenid', {['@money'] = xCH.money, ['@citizenid'] = cardHolder})
dailyWithdraws[cardHolder] = dailyWithdraws[cardHolder] + tonumber(data.amount)
TriggerClientEvent('QBCore:Notify', src, "Withdraw $" .. data.amount .. ' from credit card. Daily Withdraws: ' .. dailyWithdraws[cardHolder], "success")
else
TriggerClientEvent('QBCore:Notify', src, "You cant go into minus in ATM.", "error")
end
banking['online'] = false
banking['name'] = xCH.charinfo.firstname .. ' ' .. xCH.charinfo.lastname
banking['bankbalance'] = xCH.money.bank
banking['accountinfo'] = xCH.charinfo.account
banking['cash'] = xPlayer.Functions.GetMoney('cash')
end
TriggerClientEvent('qb-atms:client:updateBankInformation', src, banking)
else
TriggerClientEvent('QBCore:Notify', src, "You have reached the daily limit.", "error")
end
end
end)
QBCore.Functions.CreateCallback('qb-atms:server:loadBankAccount', function(source, cb, cid, cardnumber)
local src = source
local xPlayer = QBCore.Functions.GetPlayer(src)
local cardHolder = cid
local xCH = QBCore.Functions.GetPlayerByCitizenId(cardHolder)
local banking = {}
if xCH ~= nil then
banking['online'] = true
banking['name'] = xCH.PlayerData.charinfo.firstname .. ' ' .. xCH.PlayerData.charinfo.lastname
banking['bankbalance'] = xCH.Functions.GetMoney('bank')
banking['accountinfo'] = xCH.PlayerData.charinfo.account
banking['cash'] = xPlayer.Functions.GetMoney('cash')
else
local player = exports.ghmattimysql:executeSync('SELECT * FROM players WHERE citizenid=@citizenid', {['@citizenid'] = cardHolder})
local xCH = json.decode(player[1])
banking['online'] = false
banking['name'] = xCH.charinfo.firstname .. ' ' .. xCH.charinfo.lastname
banking['bankbalance'] = xCH.money.bank
banking['accountinfo'] = xCH.charinfo.account
banking['cash'] = xPlayer.Functions.GetMoney('cash')
end
cb(banking)
end)
|
package.path = package.path .. ";/libs/?.lua"
local Logger = {}
function Logger.log(msg)
print(Logger.formattedLocalTime() .. " " .. msg)
end
function Logger.debug(msg)
print(Logger.formattedLocalTime() .. " " .. msg)
end
function Logger.warn(msg)
print(Logger.formattedLocalTime() .. " ! " .. msg)
end
function Logger.error(msg)
print(Logger.formattedLocalTime() .. " E " .. msg)
end
function Logger.formattedLocalTime()
local osTime = os.time("local")
local hours = math.floor(osTime)
local minutes = math.floor((osTime % 1) * 60)
if minutes < 10 then
minutes = "0" .. minutes
end
return "[" .. hours .. ":" .. minutes .. "]"
end
return Logger
|
--[[
Copyright 2020 Manticore Games, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--]]
local API = {}
-- nil RegisterResourceManager(table) [Client, Server]
function API.RegisterResourceManager(functionTable, baseStats)
if _G.APIResources then
error("A game cannot have resource managers.")
end
_G.APIResources = functionTable
API.BASE_DAMAGE = baseStats.BASE_DAMAGE
API.BASE_MAX_HP = baseStats.BASE_MAX_HP
API.BASE_WALK_SPEED = baseStats.BASE_WALK_SPEED
API.DAMAGE_RESOURCE = baseStats.DAMAGE_RESOURCE
API.MAX_HP_RESOURCE = baseStats.MAX_HP_RESOURCE
API.SPEED_RESOURCE = baseStats.SPEED_RESOURCE
end
-- bool IsResourceManagerRegistered() [Client, Server]
function API.IsResourceManagerRegistered()
if _G.APIResources then
return true
end
return false
end
-- table GetResourceInfo(string) [Client, Server]
function API.GetResourceInfo(resource)
if not _G.APIResources then
warn("Cannot get the resource info without resource manager registered.")
return nil
end
return _G.APIResources.GetResourceInfo(resource)
end
-- number, number, number GetResourceTier(string) [Client, Server]
function API.GetResourceTier(resource, amount)
if not _G.APIResources then
warn("Cannot get the resource tier without resource manager registered.")
return nil
end
return _G.APIResources.GetResourceTier(resource, amount)
end
-- table GetDamageValue(int) [Client, Server]
function API.GetDamageValue(amount)
if amount == 0 then
return API.BASE_DAMAGE, 0
end
local newAmount = math.ceil(.4 * math.log(amount ^ 21, 10))
return API.BASE_DAMAGE + newAmount, newAmount
end
-- table GetMaxWalkSpeed(int) [Client, Server]
function API.GetMaxHP(amount)
if amount == 0 then
return API.BASE_MAX_HP, 0
end
local newAmount = math.ceil(amount / 2)
return math.ceil(API.BASE_MAX_HP + newAmount), newAmount
end
-- table GetMaxWalkSpeed(int) [Client, Server]
function API.GetMaxWalkSpeed(amount)
if amount == 0 then
return API.BASE_WALK_SPEED, 0
end
local newAmount = math.ceil(3 * math.log(amount ^ 15, 10))
return API.BASE_WALK_SPEED + newAmount, newAmount
end
-- table ClearResources(Player) [Server]
function API.ClearResources(player)
if not _G.APIResources then
warn("Cannot clear player resources without resource manager registered.")
return nil
end
return _G.APIResources.ClearResources(player)
end
return API |
-- use different transfer functions in the hidden layer
-- original model with Tanh()
print('Module initiated:')
module = nn.Sequential()
module:add(nn.Convert('bchw', 'bf'))
module:add(nn.Linear(1*28*28, 20))
module:add(nn.Tanh())
module:add(nn.Linear(20, 10))
module:add(nn.LogSoftMax())
module = module
print(module)
-- model with SoftSign()
print('Module initiated:')
module = nn.Sequential()
module:add(nn.Convert('bchw', 'bf'))
module:add(nn.Linear(1*28*28, 20))
module:add(nn.SoftSign())
module:add(nn.Linear(20, 10))
module:add(nn.LogSoftMax())
module = module
print(module)
-- model with LogSigmoid()
print('Module initiated:')
module = nn.Sequential()
module:add(nn.Convert('bchw', 'bf'))
module:add(nn.Linear(1*28*28, 20))
module:add(nn.LogSigmoid())
module:add(nn.Linear(20, 10))
module:add(nn.LogSoftMax())
module = module
print(module)
-- model with Sigmoid()
print('Module initiated:')
module = nn.Sequential()
module:add(nn.Convert('bchw', 'bf'))
module:add(nn.Linear(1*28*28, 20))
module:add(nn.Sigmoid())
module:add(nn.Linear(20, 10))
module:add(nn.LogSoftMax())
module = module
print(module)
-- model with HardTanh()
print('Module initiated:')
module = nn.Sequential()
module:add(nn.Convert('bchw', 'bf'))
module:add(nn.Linear(1*28*28, 20))
module:add(nn.HardTanh())
module:add(nn.Linear(20, 10))
module:add(nn.LogSoftMax())
module = module
print(module)
|
if not (GetLocale() == "itIT") then return end
local _, db = ... |
workspace "CherriesX"
architecture "x64"
startproject "CherryJam"
configurations
{
"Debug",
"Release",
"Distribution"
}
flags
{
"MultiProcessorCompile"
}
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
IncludeDirs = {};
IncludeDirs["CherriesSTL"] = "%{wks.location}/CherriesX/vendor/CherriesSTL/include"
IncludeDirs["CherryMath"] = "%{wks.location}/CherriesX/vendor/CherryMath/include/CherryMath"
IncludeDirs["GLFW"] = "%{wks.location}/CherriesX/vendor/GLFW/include"
IncludeDirs["spdlog"] = "%{wks.location}/CherriesX/vendor/spdlog/include"
IncludeDirs["glm"] = "%{wks.location}/CherriesX/vendor/glm"
IncludeDirs["Glad"] = "%{wks.location}/CherriesX/vendor/Glad/include"
IncludeDirs["ImGui"] = "%{wks.location}/CherriesX/vendor/ImGui"
IncludeDirs["assimp"] = "%{wks.location}/CherriesX/vendor/assimp/include"
IncludeDirs["yaml_cpp"] = "%{wks.location}/CherriesX/vendor/yaml-cpp/include"
IncludeDirs["freetype"] = "%{wks.location}/CherriesX/vendor/freetype/include"
IncludeDirs["msdf_atlas_gen"] = "%{wks.location}/CherriesX/vendor/msdf-atlas-gen"
group "Dependencies"
include "CherriesX/vendor/GLFW"
include "CherriesX/vendor/Glad"
include "CherriesX/vendor/ImGui"
include "CherriesX/vendor/yaml-cpp"
include "CherriesX/vendor/msdf-atlas-gen"
group ""
include "CherriesX"
group "Tools"
include "CherryJam"
group "" |
fx_version 'cerulean'
game 'gta5'
description 'QB-Lockpick'
version '1.0.0'
ui_page 'html/index.html'
client_script 'client/main.lua'
files {
'html/index.html',
'html/script.js',
'html/style.css',
'html/reset.css'
} |
local ObjectManager = require("managers.object.object_manager")
SuiAmpPuzzle = {}
function SuiAmpPuzzle:openPuzzle(pPlayer, pPuzzle, pCalibrator)
local sui = SuiCalibrationGame2.new("SuiAmpPuzzle", "defaultCallback")
local playerID = SceneObject(pPlayer):getObjectID()
writeData(playerID .. ":calibratorComponentID", SceneObject(pPuzzle):getObjectID())
sui.setTargetNetworkId(SceneObject(pCalibrator):getObjectID())
sui.setForceCloseDistance(10)
local bar1 = getRandomNumber(0, 2)
local bar2 = getRandomNumber(0, 1)
if (bar2 == 0) then
bar2 = -1
end
bar2 = bar2 + bar1
if (bar2 == -1) then
bar2 = 2
elseif (bar2 == 3) then
bar2 = 0
end
local bar3 = 0
for i = 0, 2, 1 do
if (i ~= bar1 and i ~= bar2) then
bar3 = i
end
end
local playerID = SceneObject(pPlayer):getObjectID()
writeData(playerID .. ":ampPuzzle:bar1", bar1)
writeData(playerID .. ":ampPuzzle:bar2", bar2)
writeData(playerID .. ":ampPuzzle:bar3", bar3)
local coefficient1 = getRandomNumber(1, 100) / 100
local coefficient2 = getRandomNumber(1, 100) / 100
local coefficient3 = getRandomNumber(1, 100) / 100
writeData(playerID .. ":ampPuzzle:coefficient1", coefficient1 * 100)
writeData(playerID .. ":ampPuzzle:coefficient2", coefficient2 * 100)
writeData(playerID .. ":ampPuzzle:coefficient3", coefficient3 * 100)
local sliderPos1 = getRandomNumber(1, 100) / 100
local sliderPos2 = getRandomNumber(1, 100) / 100
local sliderPos3 = getRandomNumber(1, 100) / 100
writeData(playerID .. ":ampPuzzle:sliderPos1", sliderPos1)
writeData(playerID .. ":ampPuzzle:sliderPos2", sliderPos2)
writeData(playerID .. ":ampPuzzle:sliderPos3", sliderPos3)
sui.setProperty("top.sliders.1.slider", "Value", "" .. (100 * sliderPos1))
sui.setProperty("top.sliders.2.slider", "Value", "" .. (100 * sliderPos2))
sui.setProperty("top.sliders.3.slider", "Value", "" .. (100 * sliderPos3))
sui.setProperty("top.sliders.1.title", "Text", "@quest/force_sensitive/fs_crafting:sui_amp_slider1")
sui.setProperty("top.sliders.2.title", "Text", "@quest/force_sensitive/fs_crafting:sui_amp_slider2")
sui.setProperty("top.sliders.3.title", "Text", "@quest/force_sensitive/fs_crafting:sui_amp_slider3")
local tries = 25
writeData(playerID .. ":ampPuzzle:tries", tries)
writeData(playerID .. ":ampPuzzle:maxTries", tries)
sui.setTitle("@quest/force_sensitive/fs_crafting:sui_amp_title")
sui.setDescription("@quest/force_sensitive/fs_crafting:sui_amp_description")
sui.setAttemptsDesc("@quest/force_sensitive/fs_crafting:sui_attempts_remaining" .. " 100%")
local c1, c2, c3
if (bar1 == 0) then c1 = sliderPos1 elseif (bar1 == 1) then c1 = sliderPos2 else c1 = sliderPos3 end
if (bar2 == 0) then c2 = sliderPos1 elseif (bar2 == 1) then c2 = sliderPos2 else c2 = sliderPos3 end
if (bar3 == 0) then c3 = sliderPos1 elseif (bar3 == 1) then c3 = sliderPos2 else c3 = sliderPos3 end
for i = 1, 7, 1 do
local n = (i - 1) / 7
local value = (c1 + (c2 * n) + (c3 * n * n)) / 3
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
sui.setProperty("top.bars.yours." .. i, "Value", "" .. math.floor(100 * value))
sui.setProperty("top.bars.yours." .. i, "OnRunScript", "sizeY = (parent.sizeY * Value) / 100\nlocationY = parent.sizeY - sizeY")
sui.setProperty("top.bars.yours." .. i, "RunScript", "")
value = (coefficient1 + (coefficient2 * n) + (coefficient3 * n * n)) / 3
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
sui.setProperty("top.bars.servers." .. i, "Value", "" .. math.floor(100 * value))
sui.setProperty("top.bars.servers." .. i, "OnRunScript", "sizeY = (parent.sizeY * Value) / 100\nlocationY = parent.sizeY - sizeY")
sui.setProperty("top.bars.servers." .. i, "RunScript", "")
writeData(playerID .. ":ampPuzzle:serverBarVal" .. i, math.floor(100 * value))
end
sui.setProperty("btnOk", "IsDefaultButton", "true")
sui.subscribeToEvent(SuiEventType.SET_onButton, "btnOk", "SuiAmpPuzzle:defaultCallback")
sui.subscribeToPropertyForEvent(SuiEventType.SET_onButton, "top.sliders.1.slider", "Value")
sui.subscribeToPropertyForEvent(SuiEventType.SET_onButton, "top.sliders.2.slider", "Value")
sui.subscribeToPropertyForEvent(SuiEventType.SET_onButton, "top.sliders.3.slider", "Value")
local pageId = sui.sendTo(pPlayer)
writeData(playerID .. ":ampPuzzle:Pid", pageId)
end
function SuiAmpPuzzle:noCallback(pPlayer, pSui, eventIndex, ...)
end
function SuiAmpPuzzle:defaultCallback(pPlayer, pSui, eventIndex, ...)
local pGhost = CreatureObject(pPlayer):getPlayerObject()
if (pGhost == nil) then
return
end
local cancelPressed = (eventIndex == 1)
local playerID = SceneObject(pPlayer):getObjectID()
local pageId = readData(playerID .. ":ampPuzzle:Pid")
if (pageId == 0) then
return
end
local pPageData = LuaSuiBoxPage(pSui):getSuiPageData()
if (pPageData == nil) then
printLuaError("SuiAmpPuzzle:defaultCallback, pageData is nil.")
return
end
local suiPageData = LuaSuiPageData(pPageData)
if (cancelPressed) then
CreatureObject(pPlayer):sendSystemMessage("@quest/force_sensitive/fs_crafting:phase1_msg_calibration_aborted")
self:doDataCleanup(pPlayer)
return
end
local puzzleID = readData(playerID .. ":calibratorComponentID")
local pPuzzle = getSceneObject(puzzleID)
if (pPuzzle == nil) then
printLuaError("SuiAmpPuzzle:defaultCallback, pPuzzle nil.")
return
end
local pInventory = CreatureObject(pPlayer):getSlottedObject("inventory")
if pInventory == nil or SceneObject(pPuzzle):getParentID() ~= SceneObject(pInventory):getObjectID() then
return
end
PlayerObject(pGhost):addSuiBox(pSui)
local args = {...}
local sliderPos = { }
local coefficients = { }
local barValues = { }
for i = 1, 3 , 1 do
sliderPos[i] = args[i] / 100
coefficients[i] = readData(playerID .. ":ampPuzzle:coefficient" .. i) / 100
barValues[i] = readData(playerID .. ":ampPuzzle:bar" .. i)
suiPageData:setProperty("top.sliders." .. i .. ".slider", "Value", tostring(sliderPos[i] * 100))
end
local c1, c2, c3
if (barValues[1] == 0) then c1 = sliderPos[1] elseif (barValues[1] == 1) then c1 = sliderPos[2] else c1 = sliderPos[3] end
if (barValues[2] == 0) then c2 = sliderPos[1] elseif (barValues[2] == 1) then c2 = sliderPos[2] else c2 = sliderPos[3] end
if (barValues[3] == 0) then c3 = sliderPos[1] elseif (barValues[3] == 1) then c3 = sliderPos[2] else c3 = sliderPos[3] end
local e = 0
for i = 1, 7, 1 do
local n = (i - 1) / 7
local value = (c1 + (c2 * n) + (c3 * n * n)) / 3
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
suiPageData:setProperty("top.bars.yours." .. i, "Value", "" .. math.floor(100 * value))
suiPageData:setProperty("top.bars.yours." .. i, "RunScript", "")
local targetValue = (coefficients[1] + (coefficients[2] * n) + (coefficients[3] * n * n)) / 3
e = e + math.abs(value - targetValue)
suiPageData:setProperty("top.bars.servers." .. i, "Value", "" .. readData(playerID .. ":ampPuzzle:serverBarVal" .. i))
suiPageData:setProperty("top.bars.servers." .. i, "OnRunScript", "sizeY = (parent.sizeY * Value) / 100\nlocationY = parent.sizeY - sizeY")
suiPageData:setProperty("top.bars.servers." .. i, "RunScript", "")
end
local wonPuzzle = false
if (e < 0.2) then
wonPuzzle = true
end
local tries = readData(playerID .. ":ampPuzzle:tries")
local maxTries = readData(playerID .. ":ampPuzzle:maxTries")
tries = tries - 1
local integrity = math.floor((tries / maxTries) * 100)
if (wonPuzzle or tries <= 0) then
suiPageData:subscribeToEvent(SuiEventType.SET_onButton, "btnOk", "SuiAmpPuzzle:noCallback")
suiPageData:setProperty("top.sliders.1.slider", "GetsInput", "false")
suiPageData:setProperty("top.sliders.2.slider", "GetsInput", "false")
suiPageData:setProperty("top.sliders.3.slider", "GetsInput", "false")
suiPageData:setProperty("btnOk", "Visible", "false")
if (wonPuzzle) then
LuaFsCraftingComponentObject(pPuzzle):setStatus(1)
suiPageData:setProperty("description.desc", "Text", "@quest/force_sensitive/fs_crafting:sui_calibration_success")
else
LuaFsCraftingComponentObject(pPuzzle):setStatus(-1)
suiPageData:setProperty("description.desc", "Text", "@quest/force_sensitive/fs_crafting:sui_calibration_failure")
suiPageData:setProperty("description.attempts", "Text", "@quest/force_sensitive/fs_crafting:sui_attempts_remaining" .. " " .. integrity .. "%")
end
self:doDataCleanup(pPlayer)
else
suiPageData:setProperty("description.attempts", "Text", "@quest/force_sensitive/fs_crafting:sui_attempts_remaining" .. " " .. integrity .. "%")
writeData(playerID .. ":ampPuzzle:tries", tries)
end
suiPageData:sendUpdateTo(pPlayer)
end
function SuiAmpPuzzle:doDataCleanup(pPlayer)
local playerID = SceneObject(pPlayer):getObjectID()
deleteData(playerID .. ":ampPuzzle:tries")
deleteData(playerID .. ":ampPuzzle:maxTries")
for i = 1, 3, 1 do
deleteData(playerID .. ":ampPuzzle:sliderPos" .. i)
deleteData(playerID .. ":ampPuzzle:coefficient" .. i)
deleteData(playerID .. ":ampPuzzle:bar" .. i)
end
for i = 1, 7, 1 do
deleteData(playerID .. ":ampPuzzle:serverBarVal" .. i)
end
deleteData(playerID .. ":ampPuzzle:Pid")
end
|
package.path = package.path .. ";?"
local extraTierDistributions = {}
extraTierDistributions[Difficulty.Insane] = 0.33
extraTierDistributions[Difficulty.Hardcore] = 0.31
extraTierDistributions[Difficulty.Expert] = 0.29
extraTierDistributions[Difficulty.Veteran] = 0.27
extraTierDistributions[Difficulty.Normal] = 0.25
extraTierDistributions[Difficulty.Easy] = 0.21
extraTierDistributions[Difficulty.Beginner] = 0.19
SpawnUtility._Debug = 0
local xmods = Mods()
local hasIncreasingThreat = false
for _, p in pairs(xmods) do
if p.id == "2208370349" then
hasIncreasingThreat = true
break
end
end
local Ferocity_addToughness = SpawnUtility.addToughness
function SpawnUtility.addToughness(entity, level)
local _MethodName = "Add Toughness"
if not entity or not valid(entity) then return end
SpawnUtility.Log(_MethodName, "Adding toughness.")
local _Difficulty = GameSettings().difficulty
local _dt = extraTierDistributions[_Difficulty]
local _Hatred = 0
if hasIncreasingThreat then
local ITUtil = include("increasingthreatutility")
local hatedplayers = ITUtil.getSectorPlayersByHatred(entity.factionIndex)
_Hatred = math.min(hatedplayers[1].hatred, 1000) --cap at +20% @ 1000
_dt = _dt + ((_Hatred / 50) / 100)
end
local _EnemyTier = 1
if random():test(_dt) then
_EnemyTier = _EnemyTier + 1 --T2
if random():test(_dt) then
_EnemyTier = _EnemyTier + 1 --T3
if random():test(_dt) then
_EnemyTier = _EnemyTier + 1 --T4
end
end
end
SpawnUtility.Log(_MethodName, "Adding tier " .. tostring(_EnemyTier) .. " enemy.")
if _EnemyTier == 1 then
SpawnUtility.Log(_MethodName, "adding a standard buff.")
Ferocity_addToughness(entity, level)
elseif _EnemyTier == 2 then
SpawnUtility.Log(_MethodName, "adding a tier 2 buff.")
SpawnUtility.addTier2Buff(entity, level)
elseif _EnemyTier == 3 then
SpawnUtility.Log(_MethodName, "adding a tier 3 buff.")
SpawnUtility.addTier3Buff(entity, level)
elseif _EnemyTier == 4 then
SpawnUtility.Log(_MethodName, "adding a tier 4 buff.")
SpawnUtility.addTier4Buff(entity, level, _Hatred)
end
end
function SpawnUtility.addTier2Buff(entity, level)
local _MethodName = "Add Tier 2 Buff"
if not entity or not valid(entity) then
SpawnUtility.Log(_MethodName, "ERROR - Entity not valid - returning.")
return
else
SpawnUtility.Log(_MethodName, "Adding buff...")
end
local hpFactor = 4
local dmgFactor = 2
local isUnreal = false
if level == 1 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Deadly "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Deadly "%_T .. entity.title
end
end
hpFactor = 4
dmgFactor = 2
elseif level == 2 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Ferocious "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Ferocious "%_T .. entity.title
end
end
hpFactor = 5
dmgFactor = 3
elseif level == 3 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Unreal "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Unreal "%_T .. entity.title
end
end
isUnreal = true
hpFactor = 5
dmgFactor = 4
end
local durability = Durability(entity)
if durability then durability.maxDurabilityFactor = (durability.maxDurabilityFactor or 0) + hpFactor end
local shield = Shield(entity)
if shield then shield.maxDurabilityFactor = (shield.maxDurabilityFactor or 0) + hpFactor end
if dmgFactor ~= 1 then entity.damageMultiplier = (entity.damageMultiplier or 1) * dmgFactor end
-- increase resistances if existing
local x, y = Sector():getCoordinates()
local distToCenter = math.sqrt(x * x + y * y)
SpawnUtility.applyResistanceFactorBuff(entity, level, distToCenter)
if isUnreal then
--Add a special script.
entity:addScriptOnce("ferocityphasemode.lua")
end
end
function SpawnUtility.addTier3Buff(entity, level)
if not entity or not valid(entity) then return end
local hpFactor = 5
local dmgFactor = 3
local isEternal = false
if level == 1 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Ultimate "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Ultimate "%_T .. entity.title
end
end
hpFactor = 5
dmgFactor = 3
elseif level == 2 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Paragon "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Paragon "%_T .. entity.title
end
end
hpFactor = 5
dmgFactor = 4
elseif level == 3 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Eternal "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Eternal "%_T .. entity.title
end
end
isEternal = true
hpFactor = 6
dmgFactor = 5
end
local durability = Durability(entity)
if durability then durability.maxDurabilityFactor = (durability.maxDurabilityFactor or 0) + hpFactor end
local shield = Shield(entity)
if shield then shield.maxDurabilityFactor = (shield.maxDurabilityFactor or 0) + hpFactor end
if dmgFactor ~= 1 then entity.damageMultiplier = (entity.damageMultiplier or 1) * dmgFactor end
-- increase resistances if existing
local x, y = Sector():getCoordinates()
local distToCenter = math.sqrt(x * x + y * y)
SpawnUtility.applyResistanceFactorBuff(entity, level, distToCenter)
if isEternal then
--Add a special script.
entity:addScriptOnce("ferocityeternal.lua")
end
end
function SpawnUtility.addTier4Buff(entity, level, highestHatred)
if not entity or not valid(entity) then return end
local hatredFactor = highestHatred / 100
local hpFactor = 6
local dmgFactor = 5
local addUnreal = false
local addEternal = false
if level == 1 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Cataclysmic "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Cataclysmic "%_T .. entity.title
end
end
hpFactor = hpFactor + (hatredFactor * 0.01)
dmgFactor = dmgFactor + (hatredFactor * 0.01)
elseif level == 2 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Apocalyptic "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Apocalyptic "%_T .. entity.title
end
end
hpFactor = hpFactor + (hatredFactor * 0.015)
dmgFactor = dmgFactor + (hatredFactor * 0.015)
addUnreal = true
elseif level == 3 then
if entity.title then
local titleArgs = entity:getTitleArguments()
if titleArgs then
titleArgs.toughness = "Eschaton "%_T
entity:setTitleArguments(titleArgs)
else
entity.title = "Eschaton "%_T .. entity.title
end
end
hpFactor = hpFactor + (hatredFactor * 0.02)
dmgFactor = dmgFactor + (hatredFactor * 0.02)
addUnreal = true
addEternal = true
end
local durability = Durability(entity)
if durability then durability.maxDurabilityFactor = (durability.maxDurabilityFactor or 0) + hpFactor end
local shield = Shield(entity)
if shield then shield.maxDurabilityFactor = (shield.maxDurabilityFactor or 0) + hpFactor end
if dmgFactor ~= 1 then entity.damageMultiplier = (entity.damageMultiplier or 1) * dmgFactor end
-- increase resistances if existing
local x, y = Sector():getCoordinates()
local distToCenter = math.sqrt(x * x + y * y)
SpawnUtility.applyResistanceFactorBuff(entity, level, distToCenter)
if addUnreal then
entity:addScriptOnce("ferocityphasemode.lua")
end
if addEternal then
--Add a special script.
entity:addScriptOnce("ferocityeternal.lua")
end
end
function SpawnUtility.Log(_MethodName, _Msg)
if SpawnUtility._Debug == 1 then
print("[Ferocity] - [" .. tostring(_MethodName) .. "] - " .. tostring(_Msg))
end
end |
return function(...)
local matcher_functions = {...}
return function(...)
for _, fn in ipairs(matcher_functions) do
local ret = fn(...)
if ret ~= nil then
return ret
end
end
return nil
end
end
|
BigWigs:AddColors("Amalgam of Souls", {
[194956] = "yellow",
[195254] = "yellow",
[196587] = {"red","yellow"},
})
BigWigs:AddColors("Illysanna Ravencrest", {
[197797] = {"blue","yellow"},
[197974] = "red",
})
BigWigs:AddColors("Smashspite", {
[198073] = "orange",
[198079] = {"blue","yellow"},
[198245] = "green",
[198446] = "red",
})
BigWigs:AddColors("Kurtalos Ravencrest", {
[198641] = "yellow",
[198820] = "yellow",
[202019] = {"red","yellow"},
})
BigWigs:AddColors("Black Rook Hold Trash", {
[197974] = "orange",
[200248] = "yellow",
[200261] = "orange",
[200291] = "red",
[200343] = "yellow",
[203163] = {"blue","orange"},
[214003] = "red",
[225573] = "yellow",
[227913] = "yellow",
})
|
-------------------------------------------------------------------
-- identical to the socket.smtp module except that it uses
-- async wrapped Copas sockets
local copas = require("copas")
local smtp = require("socket.smtp")
local create = function() return copas.wrap(socket.tcp()) end
local forwards = { -- setting these will be forwarded to the original smtp module
PORT = true,
SERVER = true,
TIMEOUT = true,
DOMAIN = true,
TIMEZONE = true
}
copas.smtp = setmetatable({}, {
-- use original module as metatable, to lookup constants like socket.SERVER, etc.
__index = smtp,
-- Setting constants is forwarded to the luasocket.smtp module.
__newindex = function(self, key, value)
if forwards[key] then smtp[key] = value return end
return rawset(self, key, value)
end,
})
local _M = copas.smtp
_M.send = function(mailt)
mailt.create = mailt.create or create
return smtp.send(mailt)
end
return _M |
local mpq = require 'map-builder.archive_mpq'
local dir = require 'map-builder.archive_dir'
local search = require 'map-builder.search'
local os_clock = os.clock
local mt = {}
mt.__index = mt
function mt:number_of_files()
if self:get_type() == 'mpq' then
return self.handle:number_of_files()
else
return self.handle:count_files()
end
end
function mt:search_files()
return self.handle:search_files()
end
function mt:get_type()
return self._type
end
function mt:is_readonly()
return self._read
end
function mt:save_file(name, buf, filetime)
return self.handle:save_file(name, buf, filetime)
end
function mt:close()
if self._attach then
return false
end
return self.handle:close()
end
function mt:save(w3i, progress, encrypt)
if self:is_readonly() then
return false
end
local max = 0
for _ in pairs(self) do
max = max + 1
end
if not self.handle:save(self.path, w3i, max, encrypt) then
return false
end
local clock = os_clock()
local count = 0
for name, buf in pairs(self) do
self.handle:save_file(name, buf)
count = count + 1
if os_clock() - clock > 0.1 then
clock = os_clock()
progress(count / max)
if self:get_type() == 'mpq' then
print(('正在打包文件... (%d/%d)'):format(count, max))
else
print(('正在导出文件... (%d/%d)'):format(count, max))
end
end
end
return true
end
function mt:flush()
if self:is_readonly() then
return false
end
self._flushed = true
self.write_cache = {}
self.read_cache = {}
end
local function unify(name)
return name:lower():gsub('/', '\\'):gsub('\\[\\]+', '\\')
end
function mt:has(name)
name = unify(name)
if not self.handle then
return false
end
if self.read_cache[name] == false then
return false
end
if self.read_cache[name] then
return true
end
if self._flushed then
return
end
local buf = self.handle:load_file(name)
if buf then
self.read_cache[name] = buf
return true
else
self.read_cache[name] = false
return false
end
end
function mt:set(name, buf)
name = unify(name)
self.write_cache[name] = buf
end
function mt:remove(name)
name = unify(name)
self.write_cache[name] = false
end
function mt:get(name)
name = unify(name)
if self.write_cache[name] then
return self.write_cache[name]
end
if self.write_cache[name] == false then
return nil
end
if not self.handle then
return nil
end
if self._flushed then
return nil
end
if self.read_cache[name] == false then
return nil
end
if self.read_cache[name] then
return self.read_cache[name]
end
local buf = self.handle:load_file(name)
if buf then
self.read_cache[name] = buf
else
self.read_cache[name] = false
end
return buf
end
function mt:__pairs()
local tbl = {}
for k, v in pairs(self.write_cache) do
if v then
tbl[k] = v
end
end
return next, tbl
end
function mt:search_files(progress)
if not self._searched then
self._searched = true
search(self, progress)
end
local files = {}
for name, buf in pairs(self.read_cache) do
if buf and self.write_cache[name] == nil then
files[name] = buf
end
end
return next, files
end
return function (pathorhandle, tp)
local read_only = tp ~= 'w'
local ar = {
write_cache = {},
read_cache = {},
path = pathorhandle,
_read = read_only,
}
if type(pathorhandle) == 'number' then
ar.handle = mpq(pathorhandle)
ar._type = 'mpq'
ar._attach = true
ar._read = false
elseif read_only then
if fs.is_directory(pathorhandle) then
ar.handle = dir(pathorhandle)
ar._type = 'dir'
else
ar.handle = mpq(pathorhandle, true)
ar._type = 'mpq'
end
if not ar.handle then
print('地图打开失败')
return nil
end
else
if fs.is_directory(pathorhandle) then
ar.handle = dir(pathorhandle)
ar._type = 'dir'
else
ar.handle = mpq(pathorhandle)
ar._type = 'mpq'
end
end
return setmetatable(ar, mt)
end
|
local bufferline = prequire "bufferline"
local M = {}
if not bufferline then
return
end
local function is_ft(b, ft)
return vim.bo[b].filetype == ft
end
local function diagnostics_indicator(_, _, diagnostics)
local result = {}
local symbols = { error = "", warning = "", info = "" }
for name, count in pairs(diagnostics) do
if symbols[name] and count > 0 then
table.insert(result, symbols[name] .. count)
end
end
result = table.concat(result, " ")
return #result > 0 and result or ""
end
local function custom_filter(buf, buf_nums)
local logs = vim.tbl_filter(function(b)
return is_ft(b, "log")
end, buf_nums)
if vim.tbl_isempty(logs) then
return true
end
local tab_num = vim.fn.tabpagenr()
local last_tab = vim.fn.tabpagenr "$"
local is_log = is_ft(buf, "log")
if last_tab == 1 then
return true
end
-- only show log buffers in secondary tabs
return (tab_num == last_tab and is_log) or (tab_num ~= last_tab and not is_log)
end
local options = {
numbers = "none", -- | "ordinal" | "buffer_id" | "both" | function({ ordinal, id, lower, raise }): string,
close_command = "bdelete! %d", -- can be a string | function, see "Mouse actions"
right_mouse_command = "vert sbuffer %d", -- can be a string | function, see "Mouse actions"
left_mouse_command = "buffer %d", -- can be a string | function, see "Mouse actions"
middle_mouse_command = nil, -- can be a string | function, see "Mouse actions"
-- NOTE: this plugin is designed with this icon in mind,
-- and so changing this is NOT recommended, this is intended
-- as an escape hatch for people who cannot bear it for whatever reason
indicator_icon = "▎",
buffer_close_icon = "",
-- buffer_close_icon = '',
modified_icon = "●",
close_icon = "",
-- close_icon = '',
left_trunc_marker = "",
right_trunc_marker = "",
--- name_formatter can be used to change the buffer's label in the bufferline.
--- Please note some names can/will break the
--- bufferline so use this at your discretion knowing that it has
--- some limitations that will *NOT* be fixed.
-- name_formatter = function(buf) -- buf contains a "name", "path" and "bufnr"
-- -- remove extension from markdown files for example
-- if buf.name:match('%.md') then
-- return vim.fn.fnamemodify(buf.name, ':t:r')
-- end
-- end,
max_name_length = 18,
max_prefix_length = 15, -- prefix used when a buffer is de-duplicated
tab_size = 18,
diagnostics = "nvim_lsp",
diagnostics_update_in_insert = false,
diagnostics_indicator = diagnostics_indicator,
-- NOTE: this will be called a lot so don't do any heavy processing here
custom_filter = custom_filter,
offsets = {
{
filetype = "undotree",
text = "Undotree",
highlight = "PanelHeading",
padding = 1,
},
{
filetype = "NvimTree",
text = "Explorer",
highlight = "PanelHeading",
padding = 1,
},
{
filetype = "DiffviewFiles",
text = "Diff View",
highlight = "PanelHeading",
padding = 1,
},
{
filetype = "flutterToolsOutline",
text = "Flutter Outline",
highlight = "PanelHeading",
},
{
filetype = "packer",
text = "Packer",
highlight = "PanelHeading",
padding = 1,
},
},
show_buffer_icons = true,
show_buffer_close_icons = true,
show_close_icon = true,
show_tab_indicators = true,
persist_buffer_sort = true, -- whether or not custom sorted buffers should persist
-- can also be a table containing 2 custom separators
-- [focused and unfocused]. eg: { '|', '|' }
separator_style = "thin", -- | "thick" | "thin" | { 'any', 'any' },
enforce_regular_tabs = true,
always_show_bufferline = true,
sort_by = "id",
}
local highlights = {
background = {
gui = "italic",
},
buffer_selected = {
gui = "bold",
},
}
bufferline.setup {
options = options,
highlights = highlights,
}
-- Common kill function for bdelete and bwipeout
-- credits: based on bbye and nvim-bufdel
---@param kill_command string defaults to "bd"
---@param bufnr number defaults to the current buffer
---@param force boolean defaults to false
function M.buf_kill(kill_command, bufnr, force)
local bo = vim.bo
local api = vim.api
if bufnr == 0 or bufnr == nil then
bufnr = api.nvim_get_current_buf()
end
kill_command = kill_command or "bd"
-- If buffer is modified and force isn't true, print error and abort
if not force and bo[bufnr].modified then
return api.nvim_err_writeln(
string.format("No write since last change for buffer %d (set force to true to override)", bufnr)
)
end
-- Get list of windows IDs with the buffer to close
local windows = vim.tbl_filter(function(win)
return api.nvim_win_get_buf(win) == bufnr
end, api.nvim_list_wins())
if #windows == 0 then
return
end
if force then
kill_command = kill_command .. "!"
end
-- Get list of active buffers
local buffers = vim.tbl_filter(function(buf)
return api.nvim_buf_is_valid(buf) and bo[buf].buflisted
end, api.nvim_list_bufs())
-- If there is only one buffer (which has to be the current one), vim will
-- create a new buffer on :bd.
-- For more than one buffer, pick the previous buffer (wrapping around if necessary)
if #buffers > 1 then
for i, v in ipairs(buffers) do
if v == bufnr then
local prev_buf_idx = i == 1 and (#buffers - 1) or (i - 1)
local prev_buffer = buffers[prev_buf_idx]
for _, win in ipairs(windows) do
api.nvim_win_set_buf(win, prev_buffer)
end
end
end
end
-- Check if buffer still exists, to ensure the target buffer wasn't killed
-- due to options like bufhidden=wipe.
if api.nvim_buf_is_valid(bufnr) and bo[bufnr].buflisted then
vim.cmd(string.format("%s %d", kill_command, bufnr))
end
end
return M
|
---------------------------------------------------------------
--- Base demo of promise framework
---------------------------------------------------------------
-- The testcase: Do A(), and do B,C,D, and do E() base a,b,c
-- *) print messages:
-- 20
-- andThen: nil
-- 40
-- 30
-- nil ok nil
-- *) and catch a reson:
-- FIRE
---------------------------------------------------------------
local inspect = require "IO/inspect"
Promise = require('Promise')
--Promise = require("promises/Promise/Promise")
print("---")
return10 = function() return 10 end
returnDoubled = function(a) print(a * 2) ; return a * 2 end
printX4 = function(a)
print(a * 4)
return Promise.resolve('ok')
-- return 'ok'
end
printX3 = function(a) print(a * 3) ; return a * 3 end
unpackAndReject = function(result)
local b, c, d = unpack(result)
print(b, c, d)
return Promise.reject('FIRE')
end
-- promise_A = Promise.resolve(A())
promise_r10 = Promise.new(function(resolve, reject)
local ok, result = pcall(return10)
print("after pcall " .. tostring(ok) .. " " .. result .. ".")
return (ok and resolve or reject)(result)
end)
promise_r10 = Promise.resolve(10)
-- promise_B = promise_A:andThen(B)
local err = function(r) print("catch:", r) end
local log = function(r) print("andThen:", r); return r end
promise_B = promise_r10:andThen(returnDoubled):catch(err):andThen(log)
promise_C = promise_r10:andThen(printX4)
promise_D = promise_r10:andThen(printX3)
print(inspect({"hi"}))
promises = {promise_B, promise_C, promise_D}
Promise.all(promises):andThen(function(o) print(inspect(o)) return o end)
:andThen(unpackAndReject)
:catch(print)
|
return Def.Sprite{
BeginCommand=function(self)
local extraType = "extra1"
-- relies on the fact that the next stage is set before eval is loaded
if GAMESTATE:GetCurrentStage() == 'Stage_Extra2' then extraType = "extra2" end
self:Load(THEME:GetPathG("ScreenEvaluation","TryExtraStage/"..extraType))
end;
}; |
return {
id1 = 3,
id2 = 5,
id3 = "ab3",
num = 3,
desc = "desc3",
} |
local function get_uri_scheme(uri)
local _, _, uri_scheme = string.find(uri, "^([a-z]+)://")
return uri_scheme
end
local function is_local_link(uri)
return nil == get_uri_scheme(uri)
end
local function ensure_trailing_slash(str)
return string.gsub(str, "/$", "") .. "/"
end
local initial_slash_replacement_prefix = ensure_trailing_slash(
os.getenv("PANDOC_MD_WIKI_REL_PATH_FROM_PAGE_TO_ROOT_DIR"))
function Link(el)
if not is_local_link(el.target) then
return nil -- Leave link untouched.
end
-- print(string.format("site_root_dir: %s", rel_path_to_site_root_dir))
el.target = string.gsub(
el.target, "^/", initial_slash_replacement_prefix)
return el
end
|
--[[
As we have seen, a tail call is a goto in disguise. Using this idea, reimplement the simple maze game from Section 4.4 using tail calls. Each block should become a new function, and each goto becomes a tail call.
]]
--[[
The second solution in e4_4.lua (states_as_functions) already implemented the maze using functions.
]]
|
project "Script-Squirrel"
AddModuleConfig()
uuid "05885A51-71F1-4606-A989-2AA3C69EEA91"
pchheader "stdafx_Squirrel.h"
pchsource "../src/stdafx_Squirrel.cpp"
defines
{
"SQ_EXCLUDE_DEFAULT_MEMFUNCTIONS",
"SCRAT_USE_CXX11_OPTIMIZATIONS",
}
includedirs
{
"../Externals/squirrel/include",
"../Externals/sqrat/include",
}
|
function table_to_string(t)
if type(t) == 'table' then
local s = '{'
for k, v in pairs(t) do
if type(k) ~= 'number' then k = '"' .. k .. '"' end
s = s .. '[' .. k .. '] = ' .. table_to_string(v) .. ', '
end
return s .. '}'
else
return tostring(t)
end
end
--[[
function table.val_to_str (v)
if "string" == type(v) then
v = string.gsub(v, "\n", "\\n")
if string.match(string.gsub(v, "[^'\"]", ""), '^" + $') then
return "'" .. v .. "'"
end
return '"' .. string.gsub(v, '"', '\\"') .. '"'
else
return "table" == type(v) and table.to_string(v) or
tostring(v)
end
end
function table.key_to_str (k)
if "string" == type(k) and string.match(k, "^[_%a][_%a%d]*$") then
return k
else
return "[" .. table.val_to_str(k) .. "]"
end
end
function table.to_string(tbl)
local result, done = {}, {}
for k, v in ipairs(tbl) do
table.insert(result, table.val_to_str(v))
done[k] = true
end
for k, v in pairs(tbl) do
if not done[k] then
table.insert(result,
table.key_to_str(k) .. "=" .. table.val_to_str(v))
end
end
return "{" .. table.concat(result, ",") .. "}"
end
]]
|
return {'cnossen'} |
local autocmd = require'utils.autocmd'.autocmd
autocmd('TextYankPost * silent! lua vim.highlight.on_yank()')
|
require("common/popupWindow");
local match_hall_record_info_rank_layout = require(ViewPath .. "hall/matchHall/widget/match_hall_record_info_rank_layout");
local match_record_pin_map = require("qnFiles/qnPlist/hall/match_record_pin");
-- 好友排行信息弹框
local GameMatchHallRecordRankInfo = class(PopupWindow, false);
local h_index = 0;
local getIndex = function(self)
h_index = h_index + 1;
return h_index;
end
GameMatchHallRecordRankInfo.s_controls =
{
contentView = getIndex(),
contentBg = getIndex(),
textPlay = getIndex(),
textLevel = getIndex(),
textScore = getIndex(),
advanceFinalsCount = getIndex(),
advanceCircleCount = getIndex(),
winCount = getIndex(),
};
GameMatchHallRecordRankInfo.Delegate = {
}
GameMatchHallRecordRankInfo.s_cmds =
{
};
GameMatchHallRecordRankInfo.ctor = function(self)
super(self, match_hall_record_info_rank_layout);
self:setFillParent(true, true);
self:setAlign(kAlignCenter);
self:setEventTouch(self, self.onBgTouch);
self:setEventDrag(self, function() end)
self:_initView();
self:addToRoot();
MatchRecordDataInterface.getInstance():setObserver(self);
end
GameMatchHallRecordRankInfo.dtor = function(self)
MatchRecordDataInterface.getInstance():clearObserver(self);
end
GameMatchHallRecordRankInfo.isShowing = function(self)
return self.m_isShowing;
end
GameMatchHallRecordRankInfo.show = function(self, data)
PopupWindow.show(self, PopupWindowStyle.NORMAL);
self.m_isShowing = true;
self:_resetView();
self:_initData(data);
self:_showData();
end
GameMatchHallRecordRankInfo.hidden = function(self)
if self.m_isShowing then
self.m_isShowing = false;
PopupWindow.hidden(self, PopupWindowStyle.NORMAL);
end
end
GameMatchHallRecordRankInfo.setContentPos = function(self, x, y, delta)
local contentView = self:findViewById(self.s_controls.contentView);
local contentBg = self:findViewById(self.s_controls.contentBg);
local sHeight = System.getScreenScaleHeight();
local w, h = contentView:getSize();
contentView:setAlign(kAlignTopLeft);
local isShowUp = (y + delta + h) > sHeight;
local viewX = x - w / 2;
local viewY = isShowUp and (y - h - delta) or (y + delta);
contentView:setPos(viewX, viewY);
local file = isShowUp and match_record_pin_map["popup_bg_up.png"] or match_record_pin_map["popup_bg_down.png"]
local align = isShowUp and kAlignTop or kAlignBottom;
contentBg:setFile(file);
contentBg:setAlign(align)
end
GameMatchHallRecordRankInfo.onBgTouch = function(self, finger_action, x, y, drawing_id_first,drawing_id_current, event_time)
if finger_action == kFingerUp then
self:_closeView();
end
end
-- interface callback
GameMatchHallRecordRankInfo.onGetMatchRecordStatistics = function(self, data, mid)
if mid ~= self.m_data.mid then
return;
end
Log.d("GameMatchHallRecordRankInfo.onGetMatchRecordStatistics", "mid", mid);
self:findViewById(self.s_controls.advanceFinalsCount):setText(tostring(data.finals_total or 0));
self:findViewById(self.s_controls.advanceCircleCount):setText(tostring(data.awards_total or 0));
self:findViewById(self.s_controls.winCount):setText(tostring(data.champion_total or 0));
if not string.isEmpty(data.favorite_match) then
self.m_textPlay:setText(string.format("最近常玩 %s", data.favorite_match));
else
self.m_textPlay:setText("暂无参赛记录");
end
end
--------------------------------------------------------------------------------------
GameMatchHallRecordRankInfo._closeView = function(self)
EventDispatcher.getInstance():dispatch(kClosePopupWindows);
end
GameMatchHallRecordRankInfo._initData = function(self, data)
self.m_data = data;
-- 请求比赛统计数据
MatchRecordDataInterface.getInstance():getMatchRecordStatistics(self.m_data.mid);
end
GameMatchHallRecordRankInfo._showData = function(self)
local data = self.m_data;
self.m_textLevel:setText(string.format("等级:Lv.%s", data.level));
self.m_textScore:setText(string.format("大师分:%s", data.masterpoints));
end
GameMatchHallRecordRankInfo._initView = function(self)
self.m_textPlay = self:findViewById(self.s_controls.textPlay);
self.m_textLevel = self:findViewById(self.s_controls.textLevel);
self.m_textScore = self:findViewById(self.s_controls.textScore);
end
GameMatchHallRecordRankInfo._resetView = function(self)
self:findViewById(self.s_controls.advanceFinalsCount):setText("");
self:findViewById(self.s_controls.advanceCircleCount):setText("");
self:findViewById(self.s_controls.winCount):setText("");
self.m_textPlay:setText("");
end
--------------------------------------------------------------------------------
GameMatchHallRecordRankInfo.s_controlConfig =
{
[GameMatchHallRecordRankInfo.s_controls.contentView] = {"contentView"};
[GameMatchHallRecordRankInfo.s_controls.contentBg] = {"contentView", "contentBg"};
[GameMatchHallRecordRankInfo.s_controls.textPlay] = {"contentView", "textPlay"};
[GameMatchHallRecordRankInfo.s_controls.textLevel] = {"contentView", "textLevel"};
[GameMatchHallRecordRankInfo.s_controls.textScore] = {"contentView", "textScore"};
[GameMatchHallRecordRankInfo.s_controls.advanceFinalsCount] = {"contentView", "statisticsView", "statisticsCenterView", "text"};
[GameMatchHallRecordRankInfo.s_controls.advanceCircleCount] = {"contentView", "statisticsView", "statisticsLeftView", "text"};
[GameMatchHallRecordRankInfo.s_controls.winCount] = {"contentView", "statisticsView", "statisticsRightView", "text"};
};
GameMatchHallRecordRankInfo.s_controlFuncMap =
{
};
GameMatchHallRecordRankInfo.s_cmdConfig =
{
};
return GameMatchHallRecordRankInfo; |
dofile(minetest.get_modpath("better_swords").."/swords.lua")
dofile(minetest.get_modpath("better_swords").."/knives.lua")
dofile(minetest.get_modpath("better_swords").."/craftings.lua")
|
local _, Engine = ...
local Module = Engine:GetModule("ActionBars")
local ControllerWidget = Module:SetWidget("Controller: Stance")
local L = Engine:GetLocale()
-- Lua API
local pairs = pairs
local setmetatable = setmetatable
local tconcat, tinsert = table.concat, table.insert
-- WoW API
local GetNumShapeshiftForms = GetNumShapeshiftForms
ControllerWidget.OnEnable = function(self)
local config = Module.config
local control_config = Module.config.structure.controllers.stance
local button_config = Module.config.visuals.stance.button
local window_config = Module.config.visuals.stance.window
local UICenter = Engine:GetFrame()
local Main = Module:GetWidget("Controller: Main"):GetFrame()
local Side = Module:GetWidget("Controller: Side"):GetFrame()
local MenuButton = Module:GetWidget("Template: MenuButton")
local FlyoutBar = Module:GetWidget("Template: FlyoutBar")
local point = control_config.position.point
local anchor = control_config.position.anchor
local anchor_point = control_config.position.anchor_point
local xoffset = control_config.position.xoffset
local yoffset = control_config.position.yoffset
if anchor == "UICenter" then
anchor = UICenter
elseif anchor == "Main" then
anchor = Main
elseif anchor == "Side" then
anchor = Side
end
self.Controller = CreateFrame("Frame", nil, UICenter, "SecureHandlerAttributeTemplate")
self.Controller:SetFrameStrata("BACKGROUND")
self.Controller:SetPoint(point, anchor, anchor_point, xoffset, yoffset)
self.Controller:SetSize(unpack(control_config.size))
-- Main Button
---------------------------------------------
local StanceButton = MenuButton:New(self.Controller)
StanceButton:SetSize(unpack(button_config.size))
StanceButton:SetPoint(unpack(button_config.position))
StanceButton:SetFrameStrata("MEDIUM")
StanceButton:SetFrameLevel(50) -- get it above the actionbars
StanceButton.Normal = StanceButton:CreateTexture(nil, "BORDER")
StanceButton.Normal:ClearAllPoints()
StanceButton.Normal:SetPoint(unpack(button_config.texture_position))
StanceButton.Normal:SetSize(unpack(button_config.texture_size))
StanceButton.Normal:SetTexture(button_config.textures.normal)
StanceButton.Pushed = StanceButton:CreateTexture(nil, "BORDER")
StanceButton.Pushed:Hide()
StanceButton.Pushed:ClearAllPoints()
StanceButton.Pushed:SetPoint(unpack(button_config.texture_position))
StanceButton.Pushed:SetSize(unpack(button_config.texture_size))
StanceButton.Pushed:SetTexture(button_config.textures.pushed)
StanceButton.OnButtonState = function(self, state, lock)
if state == "PUSHED" then
self.Pushed:Show()
self.Normal:Hide()
else
self.Normal:Show()
self.Pushed:Hide()
end
end
hooksecurefunc(StanceButton, "SetButtonState", StanceButton.OnButtonState)
StanceButton.OnEnter = function(self)
if StanceButton:GetButtonState() == "PUSHED" then
GameTooltip:Hide()
return
end
GameTooltip_SetDefaultAnchor(GameTooltip, self)
GameTooltip:AddLine(L["Stances"]) -- different text based on class
GameTooltip:AddLine(L["<Left-click> to toggle stance bar."], 0, .7, 0)
GameTooltip:Show()
end
StanceButton:SetScript("OnEnter", StanceButton.OnEnter)
StanceButton:SetScript("OnLeave", function(self) GameTooltip:Hide() end)
StanceButton.OnClick = function(self, button)
if button == "LeftButton" then
self:OnEnter() -- update tooltips
end
end
StanceButton:RegisterForClicks("AnyDown")
StanceButton:SetHitRectInsets(0, 0, 0, 0)
StanceButton:OnButtonState(StanceButton:GetButtonState())
-- Stance Window
---------------------------------------------
local StanceWindow = FlyoutBar:New(StanceButton)
StanceWindow:AttachToButton(StanceButton)
StanceWindow:SetPoint(unpack(window_config.position))
StanceWindow:SetSize(unpack(window_config.size))
self.StanceButton = StanceButton
self.StanceWindow = StanceWindow
self:RegisterEvent("PLAYER_ENTERING_WORLD", "OnEvent")
self:RegisterEvent("UPDATE_BONUS_ACTIONBAR", "OnEvent")
self:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR", "OnEvent")
self:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR", "OnEvent")
self:RegisterEvent("ACTIONBAR_PAGE_CHANGED", "OnEvent")
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM", "OnEvent")
self:RegisterEvent("UPDATE_SHAPESHIFT_FORMS", "OnEvent")
self:RegisterEvent("UPDATE_SHAPESHIFT_USABLE", "OnEvent")
self:RegisterEvent("UPDATE_POSSESS_BAR", "OnEvent")
end
ControllerWidget.OnEvent = function(self, event, ...)
if event == "PLAYER_ENTERING_WORLD" then
self:UpdateBarArtwork() -- this is where we style the stancebuttons
self:UnregisterEvent("PLAYER_ENTERING_WORLD", "OnEvent") -- should only need it once
end
self:UpdateStanceButton()
end
ControllerWidget.UpdateStanceButton = Engine:Wrap(function(self)
local Controller = self.Controller
local num_forms = GetNumShapeshiftForms()
if num_forms == 0 then
UnregisterStateDriver(Controller, "visibility")
RegisterStateDriver(Controller, "visibility", "hide")
else
local driver = {}
if Engine:IsBuild("MoP") then -- also applies to WoD and (possibly) Legion
tinsert(driver, "[overridebar][possessbar][shapeshift]hide")
tinsert(driver, "[vehicleui]hide")
elseif Engine:IsBuild("WotLK") then -- also applies to Cata
tinsert(driver, "[bonusbar:5]hide")
tinsert(driver, "[vehicleui]hide")
end
tinsert(driver, "show")
UnregisterStateDriver(Controller, "visibility")
RegisterStateDriver(Controller, "visibility", tconcat(driver, "; "))
end
-- should be options somewhere for this
local Bar = Module:GetWidget("Bar: Stance"):GetFrame()
if Bar then
self.StanceWindow:SetSize(Bar:GetSize())
end
end)
-- Callback to update the actual stance bar's button artwork.
-- The bar and buttons are created later, so it can't be done on controller init.
ControllerWidget.UpdateBarArtwork = function(self)
local Bar = Module:GetWidget("Bar: Stance"):GetFrame()
if Bar then
Bar:UpdateStyle()
end
end
ControllerWidget.GetFrame = function(self)
return self.StanceWindow
end
|
Locales ['pl'] = {
['press_button'] = "Naciśnij ~INPUT_CONTEXT~, aby zakupić lub sprawdzić swoje ubezpieczenie",
['ins_time'] = "~g~Twoje ubezpieczenie %s jest ważne do %s",
['buy_ins'] = "Zakup ubezpieczenia %s",
['3_days'] = "3 dni (15000$)",
['7_days'] = "7 dni (33000$)",
['14_days'] = "14 dni (55000$)",
['31_days'] = "31 dni (105000$)",
['insurance'] = "Ubezpieczenie %s",
['not_enought'] = "~r~Nie masz wystarczającej ilości pieniędzy!",
['bought_ins'] = "~g~Zakupiono ubezpieczenie %s na %s dni"
}
|
--region logic.bootstrap.lua
--Author : OWenT
--Date : 2014/10/29
--启动载入项
return {
}
--endregion
|
function onCreate()
-- background shit
makeLuaSprite('cupheadbg', 'mouse/cupheadbg', -100, -100);
setLuaSpriteScrollFactor('cupheadbg', 0.9, 0.9);
addLuaSprite('cupheadbg', false);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
function RegistreOpen(Panel,Arg0)
FicheJoueurOngletRegistre:Disable();
FicheJoueurOngletRegistreIcon:SetAlpha(0.5);
FicheJoueurFond:SetTexture("Interface\\Stationery\\Stationery_ill1.blp");
FicheJoueurFondDroite:SetTexture("Interface\\Stationery\\Stationery_ill2.blp");
RegistreFicheButtonListeEpurerIcon:SetTexture("Interface\\ICONS\\Ability_Rogue_Eviscerate.blp");
FicheJoueurPanelRegistre:Show();
RegistrePanelConsulte:Hide();
RegistrePanelListe:Hide();
RegistreSousPanelGeneral:Hide();
RegistreSousPanelDescription:Hide();
RegistreFrameModelePerso:Hide();
RegistreFicheButtonPanelListe:Show();
RegistreFicheButtonPanelGeneral:Hide();
RegistreFicheButtonPanelDescription:Hide();
RegistreFicheButtonPanelListe:Enable();
RegistreFicheButtonPanelGeneral:Enable();
RegistreFicheButtonPanelDescription:Enable();
FichePersonnageBoutonDelete:Hide();
FichePersonnageBoutonNotesGen:Hide();
if Panel == nil or Panel == "Liste" then
RegistrePanelListe:Show();
RegistreFicheButtonPanelListe:Disable();
RegistreFicheButtonPanelListeIcon:SetAlpha(0.50);
ChargerListe();
FicheJoueurPanelTitle:SetText(LISTE);
else
RegistreFichePersonnageNomHidden:SetText(Arg0);
ShowFicheOf(Arg0);
RegistrePanelConsulte:Show();
RegistreFicheButtonPanelGeneral:Show();
RegistreFicheButtonPanelDescription:Show();
if Panel == "General" then
RegistreSousPanelGeneral:Show();
RegistreFicheButtonPanelGeneral:Disable();
FichePersonnageBoutonDelete:Show();
FichePersonnageBoutonNotesGen:Show();
RegistreFicheModelPerso_StartAnim();
RegistreFicheButtonPanelGeneralIcon:SetAlpha(0.50);
elseif Panel == "Description" then
RegistreSousPanelDescription:Show();
RegistreFicheButtonPanelDescription:Disable();
FichePersonnageBoutonDelete:Show();
FichePersonnageBoutonNotesGen:Show();
RegistreFicheButtonPanelDescriptionIcon:SetAlpha(0.50);
RegistreFicheModelPerso_StartAnim();
end
end
end
function ShowFicheOf(nom)
if TRP_Module_Registre[Royaume][nom] == nil then
debugMess("Internal error : ShowFicheOf d'une personne inconnue !")
return;
end
local personnage = TRP_Module_Registre[Royaume][nom];
local relations = TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur];
if relations == nil then
relations = 3;
TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur] = relations;
end
--Affichage :
FicheJoueurPanelTitle:SetText(TOOLTIP_FICHE..nom);
-- SOUS TITRE
if personnage["SousTitre"] and personnage["SousTitre"] ~= "" then
RegistreFicheSousTitre:SetText("< "..personnage["SousTitre"].." >");
else
RegistreFicheSousTitre:SetText("");
end
-- IN FORMATION DE BASE
if personnage["Prenom"] and personnage["Prenom"] ~= "" then
RegistreFichePrenom:SetText("|cffffc300 "..PRENOM.."|cffffffff "..personnage["Prenom"]);
else
RegistreFichePrenom:SetText("|cffffc300 "..PRENOM.."|cffffffff "..nom);
end
if personnage["Nom"] and personnage["Nom"] ~= "" then
RegistreFicheNom:SetText("|cffffc300 "..NOM.."|cffffffff "..personnage["Nom"]);
else
RegistreFicheNom:SetText("|cffffc300 "..NOM.."|cff999999 "..INCONNU);
end
if personnage["Age"] and personnage["Age"] ~= "" then
RegistreFicheAge:SetText("|cffffc300 "..AGE.."|cffffffff "..personnage["Age"]);
else
RegistreFicheAge:SetText("|cffffc300 "..AGE.."|cff999999 "..INCONNU);
end
if personnage["Origine"] and personnage["Origine"] ~= "" then
RegistreFicheNaissance:SetText("|cffffc300 "..NAISSANCE.."|cffffffff "..personnage["Origine"]);
else
RegistreFicheNaissance:SetText("|cffffc300 "..NAISSANCE.."|cff999999 "..INCONNU);
end
--INFORMATION PHYSIQUE
if personnage["Taille"] then
RegistreFicheTaille:SetText("|cffffc300 "..TAILLE.."|cffffffff "..TAILLE_TEXTE[personnage["Taille"]]);
else
RegistreFicheTaille:SetText("|cffffc300 "..TAILLE.."|cff999999 "..INCONNU);
end
if personnage["Corpulence"] then
RegistreFicheCorpulence:SetText("|cffffc300 "..CORPULENCE.."|cffffffff "..CORPULENCE_TEXTE[personnage["Corpulence"]]);
else
RegistreFicheCorpulence:SetText("|cffffc300 "..CORPULENCE.."|cff999999 "..INCONNU);
end
if personnage["Silhouette"] then
RegistreFicheSilhouette:SetText("|cffffc300 "..SILHOUETTE.."|cffffffff "..SILHOUETTE_TEXTE[personnage["Silhouette"]]);
else
RegistreFicheSilhouette:SetText("|cffffc300 "..SILHOUETTE.."|cff999999 "..INCONNU);
end
if personnage["QualiteVetement"] then
RegistreFicheVetement:SetText("|cffffc300 "..QUALITEVETEMENT.."|cffffffff "..QUALITEVETEMENT_TEXTE[personnage["QualiteVetement"]]);
else
RegistreFicheVetement:SetText("|cffffc300 "..QUALITEVETEMENT.."|cff999999 "..INCONNU);
end
--DESCRIPTION
if RecollageDescription(nom,true) == "" and personnage["Actuellement"] == "" then
RegistreFicheDescriScrollText:SetText(NO_DESCR);
else
RegistreFicheDescriScrollText:SetText(DESCACTUAL..setTRPColorToString(personnage["Actuellement"])..DESCPHYS..RecollageDescription(nom,true));
end
-- ALIGNEMENT
RegistreFicheAlignementText:SetFont("Fonts\\ARIALN.TTF",16);
if TRP_Module_Configuration["Modules"]["Registre"]["bShowAlignement"] and personnage["Ethique"] ~= nil and personnage["Morale"] ~= nil then
local texteMorale,texteEthique,vertMorale,rougeMorale,vertEthique,rougeEthique = getNameAndColorAlignement(nom);
RegistreFicheAlignementText:SetText("|cff"..deciToHexa(rougeEthique)..deciToHexa(vertEthique).."00"..texteEthique.."|cffffc300 - ".."|cff"..deciToHexa(rougeMorale)..deciToHexa(vertMorale).."00"..texteMorale);
else
RegistreFicheAlignementText:SetText(moral_color[4]..TEXTE_ETHIQUE[4].."|cffffc300 - "..moral_color[4]..TEXTE_MORALE[4]);
end
--RELATION
RegistreFicheRelationSlider:SetValue(relations);
RegistreFicheNomComplet:SetText(relation_color[relations]..nomComplet(RegistreFichePersonnageNomHidden:GetText()));
-- NOTES
RegistreFicheNotesScrollText:SetText(TRP_Module_PlayerInfo_Notes[Royaume][nom]);
-- FRAMEMODEL
RegistreFicheModelPerso_StartAnim();
if personnage["Humeur"] ~= nil then
RegistreFicheHumeurText:SetText(humeur_color[personnage["Humeur"]]..HUMEUR_SET[personnage["Humeur"]]);
else
RegistreFicheHumeurText:SetText(humeur_color[7]..HUMEUR_SET[7]);
end
if personnage["StatutRP"] ~= nil then
RegistreFicheStatutRP:SetText(statut_color[personnage["StatutRP"]]..STATUTRP[personnage["StatutRP"]]);
else
RegistreFicheStatutRP:SetText(statut_color[3]..STATUTRP[3]);
end
-- ICONE PERSONNALISEE
RegistreFicheButtonPanelGeneralIcon:SetTexture("Interface\\ICONS\\Ability_Warrior_Revenge.blp");
if personnage["Race"] ~= nil and personnage["Sex"] ~= nil and personnage["Sex"] >= 2 then
local textureFinale = "Interface\\ICONS\\Achievement_Character_"..textureRace[personnage["Race"]].."_"..textureSex[personnage["Sex"]]..".blp";
RegistreFicheButtonPanelGeneralIcon:SetTexture(textureFinale);
end
if TRP_Module_Configuration["Modules"]["Registre"]["bForceUpdate"] then
TRPSecureSendAddonMessage("GTI",DonnerInfos(),nom);
end
end
function RegistreFicheModelPerso_OnUpdate(elapsed,sequence)
seqtime = seqtime + (elapsed * 1000);
RegistreFicheModelPerso:SetSequenceTime(sequence, seqtime);
end
function RegistreFicheModelPerso_StartAnim()
if UnitName("target") == RegistreFichePersonnageNomHidden:GetText() and CheckInteractDistance("target", 4) then
RegistreFrameModelePerso:Show();
seqtime = 0;
animationPlayed = 67;
RegistreFicheModelPerso:SetUnit("target");
else
RegistreFrameModelePerso:Hide();
end
end
function SetAttributTo(nom,attribut,valeur)
if nom == nil or TRP_Module_Registre[Royaume][nom] == nil then
debugMess("Erreur : SetAttributeTo : nom invalide");
return;
elseif attribut == nil then
debugMess("Erreur : SetAttributeTo : attribut nul");
return;
elseif valeur == nil then
debugMess("Erreur : SetAttributeTo : valeure nulle");
return;
end
if attribut == "Relation" then
TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur] = valeur;
else
TRP_Module_Registre[Royaume][nom][attribut] = valeur;
end
end
function GlobaliserRelation()
local nom = RegistreFichePersonnageNomHidden:GetText();
local message = string.gsub(GLOBALBASE,"{target}",nom);
message = string.gsub(message,"{col}",relation_color[TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur]]);
message = string.gsub(message,"{rel}",RELATIONARRAY[TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur]]);
table.foreach(TRP_Module_PlayerInfo[Royaume],
function(personnage)
TRP_Module_PlayerInfo_Relations[Royaume][nom][personnage] = TRP_Module_PlayerInfo_Relations[Royaume][nom][personnage];
message = message.."- "..personnage.."\n";
end);
TRP_ShowStaticPopup("TRP_REG_GLOBAL_RELATION",GLOBALISERRELATION,message);
end
function ChangeSliderValue()
RegistreFicheRelation:SetText(relation_color[RegistreFicheRelationSlider:GetValue()]..RELATIONTEXT..RELATIONARRAY[RegistreFicheRelationSlider:GetValue()]);
RegistreFicheNomComplet:SetText(relation_color[RegistreFicheRelationSlider:GetValue()]..nomComplet(RegistreFichePersonnageNomHidden:GetText()));
-- Icone
if UnitName("target") == RegistreFichePersonnageNomHidden:GetText() and RegistreFicheRelationSlider:IsVisible() then
TargetPortraitButton:SetNormalTexture(relation_texture[RegistreFicheRelationSlider:GetValue()])
end
end
function RecupDescri(descri,nom) -- Appell\195\169 quand on recois la description de quelqu'un
Numero = tonumber(string.sub(descri,1,1));
if TRP_Module_Registre[Royaume][nom]["Description"] == nil or Numero == 1 then
TRP_Module_Registre[Royaume][nom]["Description"] = nil;
TRP_Module_Registre[Royaume][nom]["Description"] = {};
end
TRP_Module_Registre[Royaume][nom]["Description"][Numero] = string.sub(descri,2);
RegistreFicheDescriScrollText:SetText(RecollageDescription(nom,true));
if nom == UnitName("target") then
changeTarget();
end
end
function RecupRegistre(infos,nom)
-- Ajouter au registre si il y est pas
if TRP_Module_Registre[Royaume][nom] == nil then
AjouterAuRegistre(nom);
end
TRP_Module_Registre[Royaume][nom]["Prenom"] = infos[1];
TRP_Module_Registre[Royaume][nom]["Nom"] = infos[2];
TRP_Module_Registre[Royaume][nom]["Titre"] = infos[3];
TRP_Module_Registre[Royaume][nom]["SousTitre"] = infos[4];
TRP_Module_Registre[Royaume][nom]["Age"] = infos[5];
TRP_Module_Registre[Royaume][nom]["Origine"] = infos[6];
TRP_Module_Registre[Royaume][nom]["Taille"] = tonumber(infos[7]);
TRP_Module_Registre[Royaume][nom]["Corpulence"] = tonumber(infos[8]);
TRP_Module_Registre[Royaume][nom]["Silhouette"] = tonumber(infos[9]);
TRP_Module_Registre[Royaume][nom]["QualiteVetement"] = tonumber(infos[10]);
-- Infos 11 et 12 == ancienne version de l'alignement
TRP_Module_Registre[Royaume][nom]["Type"] = 1;
TRP_Module_Registre[Royaume][nom]["VerNum"] = tonumber(infos[13]);
TRP_Module_Registre[Royaume][nom]["Morale"] = tonumber(infos[14]);
TRP_Module_Registre[Royaume][nom]["Ethique"] = tonumber(infos[15]);
if not TRP_Module_Registre[Royaume][nom]["Morale"] then
TRP_Module_Registre[Royaume][nom]["Morale"] = 0;
end
if not TRP_Module_Registre[Royaume][nom]["Ethique"] then
TRP_Module_Registre[Royaume][nom]["Ethique"] = 0;
end
TRP_Module_Registre[Royaume][nom]["Description"] = {};
if (RegistreFicheButtonPanelGeneral:IsVisible() or RegistreFicheButtonPanelDescription:IsVisible()) and RegistreFichePersonnageNomHidden:GetText() == nom then -- On refresh sa fiche uniquement si elle est actuellement visible
PanelOpen("FicheJoueurOngletRegistre","General",nom);
elseif RegistrePanelListe:IsVisible() then -- Si liste visible, on la refresh aussi
PanelOpen("FicheJoueurOngletRegistre","Liste");
end -- Si pas, cela veut dire que la personne a été ajoutée automatiquement à la sélection
if nom == UnitName("target") or nom == UnitName("mouseover") then
changeTarget();
MouseOverTooltip(true);
end
debugMess(DATAOK..nom..".");
end
function confirmDeletePersonnage(nom)
TRP_ShowStaticPopup("TRP_REG_DELETE_PERSO",DELETEPERSO.." "..nom,TRP_TEXT_STATIC_POPUP.TRP_REG_DELETE_PERSO..CAREFULL,nom);
end
function deletePersonnage(nom)
if nom == nil then
debugMess("Erreur : Suppression NIL");
return;
end
if TRP_Module_Registre[Royaume][nom] ~= nil then
wipe(TRP_Module_Registre[Royaume][nom]);
TRP_Module_Registre[Royaume][nom] = nil;
end
debugMess("Suppression de "..nom.." r\195\169ussie.");
if UnitName("target") == nom then
changeTarget();
end
if FicheJoueur:IsVisible() then
PanelOpen("FicheJoueurOngletRegistre","Liste");
end
end
function epurerListe()
table.foreach(TRP_Module_Registre[Royaume],
function(personnage)
if not TRP_Module_Registre[Royaume][personnage]["Connu"] then
wipe(TRP_Module_Registre[Royaume][personnage]);
TRP_Module_Registre[Royaume][personnage] = nil;
end
end);
ChargerListe();
end
-------------------------------------------------------------------------------
-- TRAITEMENT DE DESCRIPTIONS
-------------------------------------------------------------------------------
function DecoupageDescription(description)
local ok = true;
local morceaux = string.reverse(description);
local i = 1;
TRP_Module_PlayerInfo[Royaume][Joueur]["Description"] = nil;
TRP_Module_PlayerInfo[Royaume][Joueur]["Description"] = {};
while ok do
local indice = string.find(morceaux," ",-200);
if string.len(morceaux) < 200 then -- Dernier Morceaux
TRP_Module_PlayerInfo[Royaume][Joueur]["Description"][i] = string.reverse(morceaux);
ok = false;
elseif indice == nil then
if string.len(morceaux) > 200 then -- Pas d'espace dans les 200 derniers charactères : erreur
StaticPopupDialogs["TRP_TEXT_ONLY_SHADE"].text = setTRPColorToString(TRP_ENTETE.." \n "..TRPWARNING.."\n\n"..ERROR_DESCR);
TRP_ShowStaticPopup("TRP_TEXT_ONLY_SHADE");
ok = false;
end
else
TRP_Module_PlayerInfo[Royaume][Joueur]["Description"][i] = string.reverse(string.sub(morceaux,indice));
i = i + 1;
morceaux = string.sub(morceaux,1,indice-1);
end
end
end
function isBanned(nom)
if TRP_Module_PlayerInfo_Relations[Royaume][nom] ~= nil and TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur] == 1 then
return true;
else
return false;
end
end
function RecollageDescription(nom,color) -- color true = color, color false = rien, color nil = balises
DescriptionCollee = ""; -- Renvoie au minimum un string vide.
if nom == Joueur then
table.foreach(TRP_Module_PlayerInfo[Royaume][Joueur]["Description"],
function(DescriptionNum)
DescriptionCollee = DescriptionCollee..TRP_Module_PlayerInfo[Royaume][Joueur]["Description"][DescriptionNum];
end);
else
if TRP_Module_Registre[Royaume][nom]["Description"] ~= nil then
table.foreach(TRP_Module_Registre[Royaume][nom]["Description"],
function(DescriptionNum)
DescriptionCollee = DescriptionCollee..TRP_Module_Registre[Royaume][nom]["Description"][DescriptionNum];
end);
end
end
if color == true then -- Pour affichage TRP
DescriptionCollee = setTRPColorToString(DescriptionCollee);
elseif color == false then
DescriptionCollee = setTRPColorToString(DescriptionCollee,true);
end
return DescriptionCollee;
end
function EnvoiInfo(cible)
debugMess(cible..QUERYARSKING);
result = FormatInformations();
TRPSecureSendAddonMessage("GVR", result, cible);
local i = 1;
while true do
if TRP_Module_PlayerInfo[Royaume][Joueur]["Description"][i] ~= nil then
toSend = i..TRP_Module_PlayerInfo[Royaume][Joueur]["Description"][i];
TRPSecureSendAddonMessage("GVD", toSend, cible);
i = i+1;
else
break;
end
end
end
function FormatInformations()
local info = "";
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Prenom"].."|"; -- 25
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Nom"].."|"; -- 25
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Titre"].."|"; -- 25
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["SousTitre"].."|"; -- 50
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Age"].."|"; -- 9
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Origine"].."|"; -- 25
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Taille"].."|"; -- 1
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Corpulence"].."|"; -- 1
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Silhouette"].."|"; -- 1
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["QualiteVetement"].."|"; -- 1
info = info.."4|4|"; -- Ancienne version de l'alignement, pour éviter les probleme avec ceux qui ont une vieille version -- 2
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["VerNum"].."|"; -- 4
if TRP_Module_Configuration["Modules"]["Registre"]["bSendAlignement"] then
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Morale"].."|"; -- 3
info = info..TRP_Module_PlayerInfo[Royaume][Joueur]["Ethique"].."|"; -- 3
else
info = info.."0|0|";
end
-- 15 élément => 15
-- Total actuel = 190
-- Dispo = 110
return info;
end
function DonnerInfos()
-- 1 : Version de TRP : 4
-- 2 : Version du profil : 4
-- 3 : Humeur : 1
-- 4 : StatutRP : 1
-- 5 : Description actuelle : 230
-- Total : 244/248
local demande = "";
demande = demande..TRP_version.."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["VerNum"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Humeur"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["StatutRP"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Actuellement"];
return demande;
end
function RecupInfos(infos,sender)
if not tonumber(infos[1]) then return end
--[[ Plus nécéssaire vu que TRP 1.106 est la dernière version de TRP 1 :)
if TRP_Module_Configuration["Modules"]["General"]["bNotifyNewVersion"] and tonumber(TRP_version) < tonumber(infos[1]) and not hasBeenAlerted then
-- Message de mise à jour
if not FicheJoueur:IsVisible() then
PanelOpen("FicheJoueurOngletOptions","General");
end
StaticPopupDialogs["TRP_TEXT_ONLY_SHADE"].text = setTRPColorToString(TRP_ENTETE.." \n "..TOTALRP.."\n\n"..NEWVERSION..string.sub(infos[1],1,1).."."..string.sub(infos[1],2,2).." (Build "..infos[1]..")");
TRP_ShowStaticPopup("TRP_TEXT_ONLY_SHADE");
hasBeenAlerted = true;
end]]
if TRP_Module_Registre[Royaume][sender] == nil then
-- Demander Info
AjouterAuRegistre(sender);
TRPSecureSendAddonMessage("GTR","",sender);
changeTarget();
else
if TRP_Module_Registre[Royaume][sender]["VerNum"] ~= tonumber(infos[2]) then
TRPSecureSendAddonMessage("GTR","",sender);
end
end
TRP_Module_Registre[Royaume][sender]["Humeur"] = tonumber(infos[3]);
TRP_Module_Registre[Royaume][sender]["StatutRP"] = tonumber(infos[4]);
TRP_Module_Registre[Royaume][sender]["Actuellement"] = infos[5];
MouseOverTooltip(true);
end
------------------------------------------------------------------
----- PET
------------------------------------------------------------------
function DonnerInfosPet(sender)
for i=1,GetNumCompanions("CRITTER") do
local creatureID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("CRITTER", i);
if issummoned then
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName] then
local demande = creatureName.."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"].."|";
demande = demande..tostring(TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["bMount"]);
TRPSecureSendAddonMessage("GVP",demande,sender);
end
end
end
local monture = GetActualMountName();
if monture and TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][monture] then
local demande = monture.."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][monture]["Nom"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][monture]["Description"].."|";
demande = demande..tostring(TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][monture]["bMount"]);
TRPSecureSendAddonMessage("GVP",demande,sender);
return;
end
local pet = UnitName("pet");
if pet and TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][pet] then
local demande = pet.."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][pet]["Nom"].."|";
demande = demande..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][pet]["Description"].."|";
demande = demande..tostring(TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][pet]["bMount"]);
TRPSecureSendAddonMessage("GVP",demande,sender);
return;
end
end
function RecupInfosPet(tab,sender)
SavePetInfos(sender,tab[1],tab[2],tab[3],tab[4]);
end
function SavePetInfos(maitre,petName,Nom,Descri,bMount)
if maitre and petName and Nom and Descri then
if maitre == Joueur then
if not TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][petName] then
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][petName] = {}
end
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][petName]["Nom"] = Nom;
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][petName]["Description"] = Descri;
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][petName]["bMount"] = bMount;
else
if TRP_Module_Registre[Royaume][maitre] then
if not TRP_Module_Registre[Royaume][maitre]["Pet"] then
TRP_Module_Registre[Royaume][maitre]["Pet"] = {};
end
if not TRP_Module_Registre[Royaume][maitre]["Pet"][petName] then
TRP_Module_Registre[Royaume][maitre]["Pet"][petName] = {};
end
TRP_Module_Registre[Royaume][maitre]["Pet"][petName]["Nom"] = Nom;
TRP_Module_Registre[Royaume][maitre]["Pet"][petName]["Description"] = Descri;
TRP_Module_Registre[Royaume][maitre]["Pet"][petName]["bMount"] = bMount;
if bMount and bMount == "true" then
MouseOverTooltip(true);
end
end
end
end
end
function GetActualMountName()
for i=1,GetNumCompanions("MOUNT") do
local creatureID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("MOUNT", i);
if issummoned then
return creatureName;
end
end
return nil;
end
function initPetButton()
for i=1,12 do
getglobal("CompanionButton"..i):SetScript("OnEnter", function(self)
if self.creatureID then
if ( PetPaperDollFrameCompanionFrame.mode == "CRITTER" ) then
for i=1,GetNumCompanions("CRITTER") do
local ID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("CRITTER", i);
if ID == self.creatureID then
GameTooltip_SetDefaultAnchor(GameTooltip, UIParent)
GameTooltip:AddLine(setTRPColorToString("{v}"..creatureName));
GameTooltip:AddLine(setTRPColorToString("{w}Instant"));
GameTooltip:AddLine(setTRPColorToString("{o}Click to summon your companion."));
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]
and (TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"] ~= "" or
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"] ~= "") then
GameTooltip:AddLine(setTRPColorToString(" "));
GameTooltip:AddLine(setTRPColorToString("{o}Customizing companion :"));
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"] ~= "" then
GameTooltip:AddLine(setTRPColorToString("{w}Name :{v} "..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"]));
else
GameTooltip:AddLine(setTRPColorToString("{w}Name :{v} "..creatureName));
end
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"] ~= "" then
GameTooltip:AddLine(setTRPColorToString("{w}Description :"))
decouperForTooltip("\""..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"].."\"",35,1,0.75,0);
end
end
GameTooltip:AddLine(setTRPColorToString(" "));
GameTooltip:AddLine(setTRPColorToString("{v}Ctrl + click to customize the companion"));
GameTooltip:Show();
end
end
elseif ( PetPaperDollFrameCompanionFrame.mode == "MOUNT" ) then
for i=1,GetNumCompanions("MOUNT") do
local ID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("MOUNT", i);
if ID == self.creatureID then
GameTooltip_SetDefaultAnchor(GameTooltip, UIParent)
GameTooltip:AddLine(setTRPColorToString("{v}"..creatureName));
GameTooltip:AddLine(setTRPColorToString("{w}Instant"));
GameTooltip:AddLine(setTRPColorToString("{o}Click to summon your mount."));
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]
and (TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"] ~= "" or
TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"] ~= "") then
GameTooltip:AddLine(setTRPColorToString(" "));
GameTooltip:AddLine(setTRPColorToString("{o}Customizing the mount :"));
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"] ~= "" then
GameTooltip:AddLine(setTRPColorToString("{w}Name :{v} "..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Nom"]));
else
GameTooltip:AddLine(setTRPColorToString("{w}Name :{v} "..creatureName));
end
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"] ~= "" then
GameTooltip:AddLine(setTRPColorToString("{w}Description :"))
decouperForTooltip("\""..TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][creatureName]["Description"].."\"",35,1,0.75,0);
end
end
GameTooltip:AddLine(setTRPColorToString(" "));
GameTooltip:AddLine(setTRPColorToString("{v}Ctrl + click to customize the mount"));
GameTooltip:Show();
end
end
end
end
end);
end
end
function openPetPage(nom,bMount)
TRPModifyPetInfo.creatureName = nom;
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][nom] then
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][nom]["Nom"] then
TRPModifyPetInfoNomSaisie:SetText(TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][nom]["Nom"]);
else
TRPModifyPetInfoNomSaisie:SetText(nom);
end
if TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][nom]["Description"] then
TRPModifyPetInfoDescriSaisie:SetText(TRP_Module_PlayerInfo[Royaume][Joueur]["Pet"][nom]["Description"]);
else
TRPModifyPetInfoDescriSaisie:SetText("");
end
else
TRPModifyPetInfoNomSaisie:SetText("");
TRPModifyPetInfoDescriSaisie:SetText("");
end
TRPModifyPetInfoNomSaisie:SetFocus();
if bMount then
TRPModifyPetInfoNom:SetText("Mount name :");
else
TRPModifyPetInfoNom:SetText("Companion name :");
end
TRPModifyPetInfoBoutonSave:SetScript("OnClick",function()
SavePetInfos(Joueur,nom,TRPModifyPetInfoNomSaisie:GetText(),TRPModifyPetInfoDescriSaisie:GetText(),bMount)
TRPModifyPetInfo:Hide();
end);
TRPModifyPetInfo:Show()
end
function CompanionButton_OnModifiedClick(self)
local id = self.spellID;
if IsControlKeyDown() then
if ( PetPaperDollFrameCompanionFrame.mode == "CRITTER" ) then
for i=1,GetNumCompanions("CRITTER") do
local ID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("CRITTER", i);
if id == creatureSpellID then
openPetPage(creatureName,false);
end
end
elseif ( PetPaperDollFrameCompanionFrame.mode == "MOUNT" ) then
for i=1,GetNumCompanions("MOUNT") do
local ID, creatureName, creatureSpellID, icon, issummoned = GetCompanionInfo("MOUNT", i);
if creatureSpellID == id then
openPetPage(creatureName,true);
end
end
end
elseif ( IsModifiedClick("CHATLINK") ) then
if ( MacroFrame and MacroFrame:IsShown() ) then
local spellName = GetSpellInfo(id);
ChatEdit_InsertLink(spellName);
else
local spellLink = GetSpellLink(id)
ChatEdit_InsertLink(spellLink);
end
elseif ( IsModifiedClick("PICKUPACTION") ) then
CompanionButton_OnDrag(self);
end
PetPaperDollFrame_UpdateCompanions(); --Set up the highlights again
end
------------------------------------------------------------------
------------------------------------------------------------------
function AjouterAuRegistre(nom, selected)
TRP_Module_Registre[Royaume][nom] = {};
if TRP_Module_PlayerInfo_Relations[Royaume][nom] == nil then
TRP_Module_PlayerInfo_Relations[Royaume][nom] = {};
end
if TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur] == nil then
TRP_Module_PlayerInfo_Relations[Royaume][nom][Joueur] = 3;
end
if TRP_Module_PlayerInfo_Notes[Royaume][nom] == nil then
TRP_Module_PlayerInfo_Notes[Royaume][nom] = NO_NOTES;
end
TRP_Module_Registre[Royaume][nom]["Faction"] = UnitFactionGroup("player");
if selected then
GenererNotes(nom);
local race, raceEn = UnitRace("target");
TRP_Module_Registre[Royaume][nom]["Race"] = raceEn;
TRP_Module_Registre[Royaume][nom]["Sex"] = UnitSex("target");
TRP_Module_Registre[Royaume][nom]["Connu"] = true;
TRP_Module_Registre[Royaume][nom]["Faction"] = UnitFactionGroup("target");
end
TRP_Module_Registre[Royaume][nom]["Description"] = {};
TRP_Module_Registre[Royaume][nom]["Type"] = 3;
TRP_Module_Registre[Royaume][nom]["Humeur"] = 7;
TRP_Module_Registre[Royaume][nom]["VerNum"] = 0;
TRP_Module_Registre[Royaume][nom]["Actuellement"] = "";
TRP_Module_Registre[Royaume][nom]["Date"] = date("%d/%m/%y");
if TRP_Module_Configuration["Modules"]["Registre"]["bNotifyAjout"] then
sendMessage("{j}".."|Hplayer:"..nom.."|h[|cffaaaaff"..nom.."{j}]|h"..AJOUTREG);
end
if nom == UnitName("target") then
changeTarget();
end
if RegistrePanelListe:IsVisible() then
PanelOpen("FicheJoueurOngletRegistre","Liste");
end
end
function GenererNotes(nom)
if UnitName("target") ~= nom then
StaticPopupDialogs["TRP_TEXT_ONLY_SHADE"].text = setTRPColorToString(TRP_ENTETE.." \n "..GENNOTES.."\n\n"..GENNOTESBAD);
TRP_ShowStaticPopup("TRP_TEXT_ONLY_SHADE");
return;
end
local guilde,grade = GetGuildInfo("target");
local classe = UnitClass("target");
local faction = UnitFactionGroup("target");
local cercle = UnitLevel("target");
local race = UnitRace("target");
local genre = UnitSex("target");
local informations = "----------------------------------------\nInformation :\n----------------------------------------\n";
informations = informations.."- Faction : "..faction.."\n";
informations = informations.."- Race : "..race.."\n";
informations = informations.."- Class : "..classe.."\n";
if guilde == nil or guilde == "" then
informations = informations.."- Guild : < Aucune >\n"
grade = nil;
else
informations = informations.."- Guild : < "..guilde.." >\n"
if grade == nil or grade == "" then
informations = informations.."- Rank : < Aucun >\n";
else
informations = informations.."- Rank : < "..grade.." >\n";
end
end
informations = informations.."- Level : "..cercle.."\n";
if genre == 2 then
informations = informations.."- Sex : Male\n";
elseif genre == 3 then
informations = informations.."- Sex : Female\n";
end
informations = informations.."----------------------------------------"; -- Place les info a la fin des notes
TRP_Module_PlayerInfo_Notes[Royaume][nom] = TRP_Module_PlayerInfo_Notes[Royaume][nom].."\n\n"..informations;
RegistreFicheNotesScrollText:SetText(TRP_Module_PlayerInfo_Notes[Royaume][nom]);
end
function ChargerListe()
local i = 0;
local j = 0;
local num = ListeTypeSlider:GetValue();
local numB = ListeTypeBSlider:GetValue();
wipe(PersoTab);
getTabMember();
ListeButtonSlider:SetOrientation("VERTICAL");
ListeButtonSlider:Hide();
ListeButtonSlider:SetValue(0);
FicheListeTypeTri:SetText(TRIAGE_SET[num+1]);
FicheListeTypeBTri:SetText(TRIAGEB_SET[numB+1]);
table.foreach(TRP_Module_Registre[Royaume],
function(liste)
if liste ~= Joueur then
i = i + 1;
if TRP_Module_PlayerInfo_Relations[Royaume][liste][Joueur] == nil then
TRP_Module_PlayerInfo_Relations[Royaume][liste][Joueur] = 3;
end
local matching = string.lower(ListeSaisieRecherche:GetText());
local matchingB = string.lower(nomComplet(liste));
if string.find(matchingB,matching) or string.find(liste,matching) then
if num == 0 or TRP_Module_PlayerInfo_Relations[Royaume][liste][Joueur] == num or (TRP_Module_PlayerInfo_Relations[Royaume][liste][Joueur] == nil and num == 3) then -- Check relation
if numB == 0 or numB == TRP_Module_Registre[Royaume][liste]["Type"] then
if (ListeConnectedCheck:GetChecked() and TabMember[liste]) or not ListeConnectedCheck:GetChecked() then
j = j + 1;
PersoTab[j] = liste;
end
end
end
end
end;
end);
RegistreFicheNomComplet:SetText(j..LISTETOTAL..i..")");
RegistreFicheSousTitre:SetText(LISTELEGENDE);
if j > 0 then
PanelRegistreListeEmpty:SetText("");
else
PanelRegistreListeEmpty:SetText(LISTEEMPTYREG);
end
if j > 10 then
ListeButtonSlider:Show();
local total = floor((j-1)/10);
ListeButtonSlider:SetMinMaxValues(0,total);
end
-- Tri de PersoTab[j]
table.sort(PersoTab);
ChargerListeVertical(ListeButtonSlider:GetValue());
end
function cacherCroixDeletePerso()
for k=0,9,1 do --Initialisation
getglobal("ListeButtonPerso"..k.."Delete"):Hide();
end
end
function getTabMember()
local id, name;
wipe(TabMember);
for i=1, MAX_CHANNEL_BUTTONS, 1 do
name = GetChannelDisplayInfo(i);
if name == "xtensionxtooltip2" then
id = i;
break;
end
end
local i=1;
while GetChannelRosterInfo(id, i) and i < 250 do
name = GetChannelRosterInfo(id, i);
TabMember[name] = 1;
i = i + 1;
end
end
function ChargerListeVertical(num)
for k=0,9,1 do --Initialisation
getglobal("ListeButtonPerso"..k):Hide();
getglobal("ListeButtonPerso"..k):SetText(FICHE);
getglobal("ListeButtonPerso"..k.."Text"):Hide();
getglobal("ListeButtonPerso"..k.."Icon"):Hide();
end
cacherCroixDeletePerso();
-- Construction du tableau de nom;
if PersoTab ~= nil then
local i = 1;
local j = 0;
table.foreach(PersoTab,
function(PersonnageButton)
if i > num*10 and i <= (num+1)*10 then
local Nom = PersoTab[PersonnageButton];
getglobal("ListeButtonPerso"..j):Show();
getglobal("ListeButtonPerso"..j):SetScript("OnClick", function() PanelOpen("FicheJoueurOngletRegistre","General",Nom) end );
getglobal("ListeButtonPerso"..j.."Text"):Show();
getglobal("ListeButtonPerso"..j.."Date"):SetText(TRP_Module_Registre[Royaume][Nom]["Date"]);
getglobal("ListeButtonPerso"..j.."DeleteNom"):SetText(Nom);
local NomComplet = relation_color[TRP_Module_PlayerInfo_Relations[Royaume][Nom][Joueur]];
if TRP_Module_Registre[Royaume][Nom]["Prenom"] and TRP_Module_Registre[Royaume][Nom]["Prenom"] ~= "" then
NomComplet = NomComplet..TRP_Module_Registre[Royaume][Nom]["Prenom"];
else
NomComplet = NomComplet..Nom;
end
if TRP_Module_Registre[Royaume][Nom]["Nom"] and TRP_Module_Registre[Royaume][Nom]["Nom"] ~= "" then
NomComplet = NomComplet.." "..TRP_Module_Registre[Royaume][Nom]["Nom"];
end
if TabMember[Nom] then
local prefixe = "(";
if TabMember[Nom] then
prefixe = prefixe.."|TInterface\\BUTTONS\\UI-CheckBox-Check.blp:25:25|t";
end
prefixe = prefixe..") ";
NomComplet = prefixe..NomComplet;
end
getglobal("ListeButtonPerso"..j.."Text"):SetText(NomComplet);
if TRP_Module_Registre[Royaume][Nom]["Faction"] == "Alliance" then
getglobal("ListeButtonPerso"..j.."Icon"):SetTexture("Interface\\BattlefieldFrame\\Battleground-Alliance.blp");
elseif TRP_Module_Registre[Royaume][Nom]["Faction"] == "Horde" then
getglobal("ListeButtonPerso"..j.."Icon"):SetTexture("Interface\\BattlefieldFrame\\Battleground-Horde.blp");
end
getglobal("ListeButtonPerso"..j.."Icon"):Show();
j = j + 1;
end
i = i + 1;
end);
end
end
function nomComplet(nom)
if nom == nil or nom == "" then
return "Erreur de Nom";
end
local Prenom = nom;
local NomFamille = "";
local Titre = "";
local tableau;
if nom == Joueur then
tableau = TRP_Module_PlayerInfo;
else
tableau = TRP_Module_Registre;
end
if tableau == nil then return "Not loaded yet." end -- Si tentative de nomComplet avant la fin du chargement de l'add-on
if tableau[Royaume][nom]~=nil and tableau[Royaume][nom]["Titre"] ~= nil and tableau[Royaume][nom]["Titre"] ~= "" then
Titre = tableau[Royaume][nom]["Titre"].." ";
end
if tableau[Royaume][nom]~=nil and tableau[Royaume][nom]["Prenom"] ~= nil and tableau[Royaume][nom]["Prenom"] ~= "" then
Prenom = tableau[Royaume][nom]["Prenom"];
end
if tableau[Royaume][nom]~=nil and tableau[Royaume][nom]["Nom"] ~= nil and tableau[Royaume][nom]["Nom"] ~= "" then
NomFamille = " "..tableau[Royaume][nom]["Nom"];
end
return tostring(Titre..Prenom..NomFamille);
end
function DecodeRSP(arg1, arg2) -- R\195\169cup\195\169ration des info de ["xtensionxtooltip2"] . C'est crade comme fonction : normal ca viens de FlagRSP2
if string.find(arg1,"<") == nil then
return;
end
if arg2 == Joueur then
RSPInit = true;
return;
end
-- arg1 = l'information , arg2 = le personnage
if TRP_Module_Registre[Royaume][arg2] ~= nil then
if TRP_Module_Registre[Royaume][arg2]["Type"] == 1 or isBanned(nom) then
return; -- Joueur TRP ou joueur banni !
else
TRP_Module_Registre[Royaume][arg2]["Type"] = 2;--Joueur RSP
end
end
if string.find(string.sub(arg1,2,string.len(arg1)),"<") ~= nil then
firstBrack = string.find(string.sub(arg1,2,string.len(arg1)),"<");
firstComm = string.sub(arg1,1,firstBrack);
rest = string.sub(arg1,firstBrack+1, string.len(arg1));
DecodeRSP(firstComm, arg2);
DecodeRSP(rest, arg2);
elseif string.find(string.sub(arg1,2,string.len(arg1)),"<") == nil then
--Sous Titre
if string.sub(arg1, 1, 3) == "<T>" then
if string.sub(arg1, 4, string.len(arg1)) ~= "" then
if TRP_Module_Registre[Royaume][arg2] == nil then
AjouterAuRegistre(arg2);
TRP_Module_Registre[Royaume][arg2]["Nom"] = "";
TRP_Module_Registre[Royaume][arg2]["Titre"] = "";
TRP_Module_Registre[Royaume][arg2]["SousTitre"] = "";
TRP_Module_Registre[Royaume][arg2]["Type"] = 2;
end
TRP_Module_Registre[Royaume][arg2]["SousTitre"] = string.sub(arg1, 4, string.len(arg1));
if arg2 == UnitName("target") then
changeTarget();
end
end
--Titre et Nom
elseif string.sub(arg1, 1, 3) == "<AN" then
local cAN = string.sub(arg1,4,4);
if cAN == "1" then
if string.sub(arg1, 6, string.len(arg1)) ~= "" then
if TRP_Module_Registre[Royaume][arg2] == nil then
AjouterAuRegistre(arg2);
TRP_Module_Registre[Royaume][arg2]["Nom"] = "";
TRP_Module_Registre[Royaume][arg2]["Titre"] = "";
TRP_Module_Registre[Royaume][arg2]["SousTitre"] = "";
TRP_Module_Registre[Royaume][arg2]["Type"] = 2;
end
TRP_Module_Registre[Royaume][arg2]["Titre"] = string.sub(arg1, 6, string.len(arg1));
end
elseif cAN == "3" then
if string.sub(arg1, 6, string.len(arg1)) ~= "" then
if TRP_Module_Registre[Royaume][arg2] == nil then
AjouterAuRegistre(arg2);
TRP_Module_Registre[Royaume][arg2]["Nom"] = "";
TRP_Module_Registre[Royaume][arg2]["Titre"] = "";
TRP_Module_Registre[Royaume][arg2]["SousTitre"] = "";
TRP_Module_Registre[Royaume][arg2]["Type"] = 2;
end
TRP_Module_Registre[Royaume][arg2]["Nom"] = string.sub(arg1, 6, string.len(arg1));
TRPSecureSendAddonMessage("GTI",DonnerInfos(),arg2);
end
end
if arg2 == UnitName("target") then
changeTarget();
end
-- Description
elseif (string.sub(arg1, 1, 2) == "<D" and tonumber(string.sub(arg1, 3, 4)) ~= nil ) then
local position = tonumber(string.sub(arg1, 3, 4))
local descri = string.gsub(string.sub(arg1, 6, string.len(arg1)),"\\l","\n");
descri = string.gsub(descri,"\\eod","")
if descri ~= "" then
if TRP_Module_Registre[Royaume][arg2] == nil then
AjouterAuRegistre(arg2);
TRP_Module_Registre[Royaume][arg2]["Nom"] = "";
TRP_Module_Registre[Royaume][arg2]["Titre"] = "";
TRP_Module_Registre[Royaume][arg2]["SousTitre"] = "";
TRP_Module_Registre[Royaume][arg2]["Type"] = 2;
end
local pattern = "%[Ce joueur utilise Total RP!%]"
if string.find(descri,pattern) ~= nil then
descri = string.gsub(descri,pattern,"");
TRP_Module_Registre[Royaume][arg2]["Type"] = 1;
end
if TRP_Module_Registre[Royaume][arg2]["Description"] == nil then
TRP_Module_Registre[Royaume][arg2]["Description"] = {};
end
TRP_Module_Registre[Royaume][arg2]["Description"][position] = descri;
end
if arg2 == UnitName("target") then
changeTarget();
end
end
end
end
function Reinit_Personnages()
for k=1,42,1 do --Initialisation
getglobal("ListePersonnagesSlot"..k.."ID"):SetText("");
getglobal("ListePersonnagesSlot"..k.."Royaume"):SetText("");
getglobal("ListePersonnagesSlot"..k.."Icon"):SetTexture("Interface\\ICONS\\INV_Misc_GroupLooking.blp");
getglobal("ListePersonnagesSlot"..k):SetButtonState("NORMAL");
getglobal("ListePersonnagesSlot"..k):Hide();
end
end
function calculerListePersonnage(selfPerso)
local recherche = TRPPersonnageListRecherche:GetText();
local j = 0;
ListePersonnagesSlider:Hide();
ListePersonnagesSlider:SetValue(0);
wipe(PersonnageTab);
TRPListePersonnagesEmpty:Hide();
if TRPListePersonnagesType:GetText() == "2" then
table.foreach(TRP_Module_PlayerInfo,
function(royaumes)
table.foreach(TRP_Module_PlayerInfo[royaumes],
function(perso)
if (recherche ~= "" and string.find(string.lower(perso),string.lower(recherche)) ~= nil) or (recherche ~= ""
and string.find(string.lower(royaumes),string.lower(recherche)) ~= nil) or recherche == "" then
if royaumes ~= Royaume or (royaumes == Royaume and perso ~= Joueur) then
PersonnageTab[j+1] = {};
PersonnageTab[j+1][1] = perso;
PersonnageTab[j+1][2] = royaumes;
j = j+1;
end
end
end);
end);
else
table.foreach(TRP_Module_Registre[Royaume],
function(perso)
if (recherche ~= "" and string.find(string.lower(perso),string.lower(recherche)) ~= nil) or recherche == "" then
PersonnageTab[j+1] = {};
PersonnageTab[j+1][1] = perso;
j = j+1;
end
end);
end
--table.sort(PersonnageTab);
if j > 42 then
local total = floor((j-1)/42);
ListePersonnagesSlider:Show();
ListePersonnagesSlider:SetMinMaxValues(0,total);
elseif j == 0 then
TRPListePersonnagesEmpty:Show();
end
ChargerSliderListePersonnages(0);
end
function ChargerSliderListePersonnages(num)
Reinit_Personnages();
if PersonnageTab ~= nil then
for k=1,42,1 do
local i = num*42 + k;
if PersonnageTab[i] ~= nil then
getglobal("ListePersonnagesSlot"..k):Show();
getglobal("ListePersonnagesSlot"..k.."ID"):SetText(PersonnageTab[i][1]);
if PersonnageTab[i][2] ~= nil then
getglobal("ListePersonnagesSlot"..k.."Royaume"):SetText(PersonnageTab[i][2]);
if TRP_Module_PlayerInfo[PersonnageTab[i][2]][PersonnageTab[i][1]]["Race"] ~= nil and TRP_Module_PlayerInfo[PersonnageTab[i][2]][PersonnageTab[i][1]]["Sex"] ~= nil and TRP_Module_PlayerInfo[PersonnageTab[i][2]][PersonnageTab[i][1]]["Sex"] >= 2 then
local textureFinale = "Interface\\ICONS\\Achievement_Character_"..textureRace[TRP_Module_PlayerInfo[PersonnageTab[i][2]][PersonnageTab[i][1]]["Race"]].."_"..textureSex[TRP_Module_PlayerInfo[PersonnageTab[i][2]][PersonnageTab[i][1]]["Sex"]]..".blp";
getglobal("ListePersonnagesSlot"..k.."Icon"):SetTexture(textureFinale);
end
else
if TRP_Module_Registre[Royaume][PersonnageTab[i][1]]["Race"] ~= nil and TRP_Module_Registre[Royaume][PersonnageTab[i][1]]["Sex"] ~= nil and TRP_Module_Registre[Royaume][PersonnageTab[i][1]]["Sex"] >= 2 then
local textureFinale = "Interface\\ICONS\\Achievement_Character_"..textureRace[TRP_Module_Registre[Royaume][PersonnageTab[i][1]]["Race"]].."_"..textureSex[TRP_Module_Registre[Royaume][PersonnageTab[i][1]]["Sex"]]..".blp";
getglobal("ListePersonnagesSlot"..k.."Icon"):SetTexture(textureFinale);
end
end
end
end
end
end |
--[[--
Additions to the core io module.
The module table returned by `std.io` also contains all of the entries from
the core `io` module table. An hygienic way to import this module, then,
is simply to override core `io` locally:
local io = require "std.io"
@module std.io
]]
local base = require "atf.stdlib.std.base"
local debug = require "atf.stdlib.std.debug"
local argerror = debug.argerror
local catfile, dirsep, insert, len, leaves, split =
base.catfile, base.dirsep, base.insert, base.len, base.leaves, base.split
local ipairs, pairs = base.ipairs, base.pairs
local setmetatable = debug.setmetatable
local M, monkeys
local function input_handle (h)
if h == nil then
return io.input ()
elseif type (h) == "string" then
return io.open (h)
end
return h
end
local function slurp (file)
local h, err = input_handle (file)
if h == nil then argerror ("std.io.slurp", 1, err, 2) end
if h then
local s = h:read ("*a")
h:close ()
return s
end
end
local function readlines (file)
local h, err = input_handle (file)
if h == nil then argerror ("std.io.readlines", 1, err, 2) end
local l = {}
for line in h:lines () do
l[#l + 1] = line
end
h:close ()
return l
end
local function writelines (h, ...)
if io.type (h) ~= "file" then
io.write (h, "\n")
h = io.output ()
end
for v in leaves (ipairs, {...}) do
h:write (v, "\n")
end
end
local function monkey_patch (namespace)
namespace = namespace or _G
namespace.io = base.copy (namespace.io or {}, monkeys)
if namespace.io.stdin then
local mt = getmetatable (namespace.io.stdin) or {}
mt.readlines = M.readlines
mt.writelines = M.writelines
setmetatable (namespace.io.stdin, mt)
end
return M
end
local function process_files (fn)
-- N.B. "arg" below refers to the global array of command-line args
if len (arg) == 0 then
insert (arg, "-")
end
for i, v in ipairs (arg) do
if v == "-" then
io.input (io.stdin)
else
io.input (v)
end
fn (v, i)
end
end
local function warnfmt (msg, ...)
local prefix = ""
if (prog or {}).name then
prefix = prog.name .. ":"
if prog.line then
prefix = prefix .. tostring (prog.line) .. ":"
end
elseif (prog or {}).file then
prefix = prog.file .. ":"
if prog.line then
prefix = prefix .. tostring (prog.line) .. ":"
end
elseif (opts or {}).program then
prefix = opts.program .. ":"
if opts.line then
prefix = prefix .. tostring (opts.line) .. ":"
end
end
if #prefix > 0 then prefix = prefix .. " " end
return prefix .. string.format (msg, ...)
end
local function warn (msg, ...)
writelines (io.stderr, warnfmt (msg, ...))
end
--[[ ================= ]]--
--[[ Public Interface. ]]--
--[[ ================= ]]--
local function X (decl, fn)
return debug.argscheck ("std.io." .. decl, fn)
end
M = {
--- Concatenate directory names into a path.
-- @function catdir
-- @string ... path components
-- @return path without trailing separator
-- @see catfile
-- @usage dirpath = catdir ("", "absolute", "directory")
catdir = X ("catdir (string...)", function (...)
return (table.concat ({...}, dirsep):gsub("^$", dirsep))
end),
--- Concatenate one or more directories and a filename into a path.
-- @function catfile
-- @string ... path components
-- @treturn string path
-- @see catdir
-- @see splitdir
-- @usage filepath = catfile ("relative", "path", "filename")
catfile = X ("catfile (string...)", base.catfile),
--- Die with error.
-- This function uses the same rules to build a message prefix
-- as @{warn}.
-- @function die
-- @string msg format string
-- @param ... additional arguments to plug format string specifiers
-- @see warn
-- @usage die ("oh noes! (%s)", tostring (obj))
die = X ("die (string, [any...])", function (...)
error (warnfmt (...), 0)
end),
--- Remove the last dirsep delimited element from a path.
-- @function dirname
-- @string path file path
-- @treturn string a new path with the last dirsep and following
-- truncated
-- @usage dir = dirname "/base/subdir/filename"
dirname = X ("dirname (string)", function (path)
return (path:gsub (catfile ("", "[^", "]*$"), ""))
end),
--- Overwrite core `io` methods with `std` enhanced versions.
--
-- Also adds @{readlines} and @{writelines} metamethods to core file objects.
-- @function monkey_patch
-- @tparam[opt=_G] table namespace where to install global functions
-- @treturn table the `std.io` module table
-- @usage local io = require "std.io".monkey_patch ()
monkey_patch = X ("monkey_patch (?table)", monkey_patch),
--- Process files specified on the command-line.
-- Each filename is made the default input source with `io.input`, and
-- then the filename and argument number are passed to the callback
-- function. In list of filenames, `-` means `io.stdin`. If no
-- filenames were given, behave as if a single `-` was passed.
-- @todo Make the file list an argument to the function.
-- @function process_files
-- @tparam fileprocessor fn function called for each file argument
-- @usage
-- #! /usr/bin/env lua
-- -- minimal cat command
-- local io = require "std.io"
-- io.process_files (function () io.write (io.slurp ()) end)
process_files = X ("process_files (function)", process_files),
--- Read a file or file handle into a list of lines.
-- The lines in the returned list are not `\n` terminated.
-- @function readlines
-- @tparam[opt=io.input()] file|string file file handle or name;
-- if file is a file handle, that file is closed after reading
-- @treturn list lines
-- @usage list = readlines "/etc/passwd"
readlines = X ("readlines (?file|string)", readlines),
--- Perform a shell command and return its output.
-- @function shell
-- @string c command
-- @treturn string output, or nil if error
-- @see os.execute
-- @usage users = shell [[cat /etc/passwd | awk -F: '{print $1;}']]
shell = X ("shell (string)", function (c) return slurp (io.popen (c)) end),
--- Slurp a file handle.
-- @function slurp
-- @tparam[opt=io.input()] file|string file file handle or name;
-- if file is a file handle, that file is closed after reading
-- @return contents of file or handle, or nil if error
-- @see process_files
-- @usage contents = slurp (filename)
slurp = X ("slurp (?file|string)", slurp),
--- Split a directory path into components.
-- Empty components are retained: the root directory becomes `{"", ""}`.
-- @function splitdir
-- @param path path
-- @return list of path components
-- @see catdir
-- @usage dir_components = splitdir (filepath)
splitdir = X ("splitdir (string)",
function (path) return split (path, dirsep) end),
--- Give warning with the name of program and file (if any).
-- If there is a global `prog` table, prefix the message with
-- `prog.name` or `prog.file`, and `prog.line` if any. Otherwise
-- if there is a global `opts` table, prefix the message with
-- `opts.program` and `opts.line` if any. @{std.optparse:parse}
-- returns an `opts` table that provides the required `program`
-- field, as long as you assign it back to `_G.opts`.
-- @function warn
-- @string msg format string
-- @param ... additional arguments to plug format string specifiers
-- @see std.optparse:parse
-- @see die
-- @usage
-- local OptionParser = require "std.optparse"
-- local parser = OptionParser "eg 0\nUsage: eg\n"
-- _G.arg, _G.opts = parser:parse (_G.arg)
-- if not _G.opts.keep_going then
-- require "std.io".warn "oh noes!"
-- end
warn = X ("warn (string, [any...])", warn),
--- Write values adding a newline after each.
-- @function writelines
-- @tparam[opt=io.output()] file h open writable file handle;
-- the file is **not** closed after writing
-- @tparam string|number ... values to write (as for write)
-- @usage writelines (io.stdout, "first line", "next line")
writelines = X ("writelines (?file|string|number, [string|number...])", writelines),
}
monkeys = base.copy ({}, M) -- before deprecations and core merge
return base.merge (M, io)
--- Types
-- @section Types
--- Signature of @{process_files} callback function.
-- @function fileprocessor
-- @string filename filename
-- @int i argument number of *filename*
-- @usage
-- local fileprocessor = function (filename, i)
-- io.write (tostring (i) .. ":\n===\n" .. io.slurp (filename) .. "\n")
-- end
-- io.process_files (fileprocessor)
|
local default_config= {
center_text_zoom= .5,
item_text_zoom= .5,
center_radius= 28,
item_radius= 8,
item_pad= 8,
item_focus_zoom= 1.5,
xoff= 0,
yoff= 0,
}
steps_menu_config= create_setting(
"steps menu config", "steps_menu_config.lua", default_config, -1)
steps_menu_config:load()
|
RegisterCommand( "dv", function()
TriggerEvent( "wk:deleteVehicle" )
end, false )
TriggerEvent( "chat:addSuggestion", "/dv", "Deletes the vehicle you're sat in, or standing next to." )
-- The distance to check in front of the player for a vehicle
local distanceToCheck = 5.0
-- The number of times to retry deleting a vehicle if it fails the first time
local numRetries = 5
-- Add an event handler for the deleteVehicle event. Gets called when a user types in /dv in chat
RegisterNetEvent( "wk:deleteVehicle" )
AddEventHandler( "wk:deleteVehicle", function()
local ped = GetPlayerPed( -1 )
if ( DoesEntityExist( ped ) and not IsEntityDead( ped ) ) then
local pos = GetEntityCoords( ped )
if ( IsPedSittingInAnyVehicle( ped ) ) then
local vehicle = GetVehiclePedIsIn( ped, false )
if ( GetPedInVehicleSeat( vehicle, -1 ) == ped ) then
DeleteGivenVehicle( vehicle, numRetries )
else
Notify( "You must be in the driver's seat!" )
end
else
local inFrontOfPlayer = GetOffsetFromEntityInWorldCoords( ped, 0.0, distanceToCheck, 0.0 )
local vehicle = GetVehicleInDirection( ped, pos, inFrontOfPlayer )
if ( DoesEntityExist( vehicle ) ) then
DeleteGivenVehicle( vehicle, numRetries )
else
Notify( "~y~You must be in or near a vehicle to delete it." )
end
end
end
end )
function DeleteGivenVehicle( veh, timeoutMax )
local timeout = 0
SetEntityAsMissionEntity( veh, true, true )
DeleteVehicle( veh )
if ( DoesEntityExist( veh ) ) then
Notify( "~r~Failed to delete vehicle, trying again..." )
-- Fallback if the vehicle doesn't get deleted
while ( DoesEntityExist( veh ) and timeout < timeoutMax ) do
DeleteVehicle( veh )
-- The vehicle has been banished from the face of the Earth!
if ( not DoesEntityExist( veh ) ) then
Notify( "~g~Vehicle deleted." )
end
-- Increase the timeout counter and make the system wait
timeout = timeout + 1
Citizen.Wait( 500 )
-- We've timed out and the vehicle still hasn't been deleted.
if ( DoesEntityExist( veh ) and ( timeout == timeoutMax - 1 ) ) then
Notify( "~r~Failed to delete vehicle after " .. timeoutMax .. " retries." )
end
end
else
Notify( "~g~Vehicle deleted." )
end
end
-- Gets a vehicle in a certain direction
-- Credit to Konijima
function GetVehicleInDirection( entFrom, coordFrom, coordTo )
local rayHandle = StartShapeTestCapsule( coordFrom.x, coordFrom.y, coordFrom.z, coordTo.x, coordTo.y, coordTo.z, 5.0, 10, entFrom, 7 )
local _, _, _, _, vehicle = GetShapeTestResult( rayHandle )
if ( IsEntityAVehicle( vehicle ) ) then
return vehicle
end
end
-- Shows a notification on the player's screen
function Notify( text )
SetNotificationTextEntry( "STRING" )
AddTextComponentString( text )
DrawNotification( false, false )
end |
-----------------------------------------------------------------------------------------------
-- Ferns - Tree Fern 0.1.1
-----------------------------------------------------------------------------------------------
-- by Mossmanikin
-- License (everything): WTFPL
-- Contains code from: biome_lib
-- Looked at code from: default , trees
-----------------------------------------------------------------------------------------------
assert(abstract_ferns.config.enable_treefern == true)
abstract_ferns.grow_tree_fern = function(pos)
local pos_01 = {x = pos.x, y = pos.y + 1, z = pos.z}
if minetest.get_node(pos_01).name ~= "air"
and minetest.get_node(pos_01).name ~= "ferns:sapling_tree_fern"
and minetest.get_node(pos_01).name ~= "default:junglegrass" then
return
end
local size = math.random(1, 4) + math.random(1, 4)
if (size > 5) then
size = 10 - size
end
size = size + 1
local crown = ({ "ferns:tree_fern_leaves", "ferns:tree_fern_leaves_02" })[math.random(1, 2)]
local i = 1
while (i < size-1) do
if minetest.get_node({x = pos.x, y = pos.y + i + 1, z = pos.z}).name ~= "air" then
break
end
minetest.set_node({x = pos.x, y = pos.y + i, z = pos.z}, { name = "ferns:fern_trunk" })
i = i + 1
end
minetest.set_node({x = pos.x, y = pos.y + i, z = pos.z}, { name = crown })
end
-----------------------------------------------------------------------------------------------
-- TREE FERN LEAVES
-----------------------------------------------------------------------------------------------
-- TODO: Both of these nodes look the same?
minetest.register_node("ferns:tree_fern_leaves", {
description = "Tree Fern Crown (Dicksonia)",
drawtype = "plantlike",
visual_scale = 2,
paramtype = "light",
paramtype2 = "facedir",
--tiles = {"[combine:32x32:0,0=top_left.png:0,16=bottom_left.png:16,0=top_right.png:16,16=bottom_right.png"},
tiles = {"ferns_fern_tree.png"},
inventory_image = "ferns_fern_tree_inv.png",
walkable = false,
groups = {snappy=3,flammable=2,attached_node=1},
drop = {
max_items = 2,
items = {
{
-- occasionally, drop a second sapling instead of leaves
-- (extra saplings can also be obtained by replanting and
-- reharvesting leaves)
items = {"ferns:sapling_tree_fern"},
rarity = 10,
},
{
items = {"ferns:sapling_tree_fern"},
},
-- {
-- items = {"ferns:tree_fern_leaves"},
-- }
}
},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-7/16, -1/2, -7/16, 7/16, 0, 7/16},
},
})
minetest.register_node("ferns:tree_fern_leaves_02", {
drawtype = "plantlike",
visual_scale = 2,
paramtype = "light",
tiles = {"ferns_fern_big.png"},
walkable = false,
groups = {snappy=3,flammable=2,attached_node=1,not_in_creative_inventory=1},
drop = {
max_items = 2,
items = {
{
-- occasionally, drop a second sapling instead of leaves
-- (extra saplings can also be obtained by replanting and
-- reharvesting leaves)
items = {"ferns:sapling_tree_fern"},
rarity = 10,
},
{
items = {"ferns:sapling_tree_fern"},
},
-- {
-- items = {"ferns:tree_fern_leaves"},
-- }
}
},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-7/16, -1/2, -7/16, 7/16, 0, 7/16},
},
})
-----------------------------------------------------------------------------------------------
-- FERN TRUNK
-----------------------------------------------------------------------------------------------
minetest.register_node("ferns:fern_trunk", {
description = "Fern Trunk (Dicksonia)",
drawtype = "nodebox",
paramtype = "light",
tiles = {
"ferns_fern_trunk_top.png",
"ferns_fern_trunk_top.png",
"ferns_fern_trunk.png"
},
node_box = {
type = "fixed",
fixed = {-1/8, -1/2, -1/8, 1/8, 1/2, 1/8},
},
selection_box = {
type = "fixed",
fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
},
groups = {tree=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,wood=1},
sounds = default.node_sound_wood_defaults(),
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local node = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
if node.name == "ferns:fern_trunk" then
minetest.node_dig({x=pos.x,y=pos.y+1,z=pos.z}, node, digger)
end
end,
})
-----------------------------------------------------------------------------------------------
-- TREE FERN SAPLING
-----------------------------------------------------------------------------------------------
minetest.register_node("ferns:sapling_tree_fern", {
description = "Tree Fern Sapling (Dicksonia)",
drawtype = "plantlike",
paramtype = "light",
paramtype2 = "facedir",
tiles = {"ferns_sapling_tree_fern.png"},
inventory_image = "ferns_sapling_tree_fern.png",
walkable = false,
groups = {snappy=3,flammable=2,flora=1,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-7/16, -1/2, -7/16, 7/16, 0, 7/16},
},
})
-- abm
minetest.register_abm({
nodenames = "ferns:sapling_tree_fern",
interval = 1000,
chance = 4,
action = function(pos, node, _, _)
abstract_ferns.grow_tree_fern({x = pos.x, y = pos.y-1, z = pos.z})
end
})
-----------------------------------------------------------------------------------------------
-- GENERATE TREE FERN
-----------------------------------------------------------------------------------------------
-- in jungles
if abstract_ferns.config.enable_treeferns_in_jungle == true then
biome_lib:register_generate_plant({
surface = {
"default:dirt_with_grass",
"default:sand",
"default:desert_sand",
},
max_count = 35,--27,
avoid_nodes = {"default:tree"},
avoid_radius = 4,
rarity = 50,
seed_diff = 329,
min_elevation = -10,
near_nodes = {"default:jungletree"},
near_nodes_size = 6,
near_nodes_vertical = 2,--4,
near_nodes_count = 1,
plantlife_limit = -0.9,
humidity_max = -1.0,
humidity_min = 0.4,
temp_max = -0.5,
temp_min = 0.13,
},
abstract_ferns.grow_tree_fern
)
end
-- for oases & tropical beaches
if abstract_ferns.config.enable_treeferns_in_oases == true then
biome_lib:register_generate_plant({
surface = {
"default:sand"--,
--"default:desert_sand"
},
max_count = 35,
rarity = 50,
seed_diff = 329,
neighbors = {"default:desert_sand"},
ncount = 1,
min_elevation = 1,
near_nodes = {"default:water_source"},
near_nodes_size = 2,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
humidity_max = -1.0,
humidity_min = 1.0,
temp_max = -1.0,
temp_min = 1.0,
},
abstract_ferns.grow_tree_fern
)
end
|
local MaskCrossEntropyCriterion, parent = torch.class('nn.MaskCrossEntropyCriterion', 'nn.Module')
function MaskCrossEntropyCriterion:__init(weights)
parent.__init(self)
self.crc = nn.CrossEntropyCriterion(weights)
end
function MaskCrossEntropyCriterion:updateOutput(input, target)
self.output = 0
local valid_idx = torch.nonzero(target)
if valid_idx:nElement() > 0 then
valid_idx = valid_idx:view(-1):long()
local val_input = input:index(1, valid_idx):contiguous()
local val_target = target:index(1, valid_idx):contiguous()
self.crc:updateOutput(val_input, val_target)
self.output = self.crc.output
end
return self.output
end
function MaskCrossEntropyCriterion:updateGradInput(input, target)
self.gradInput:resizeAs(input):zero()
local valid_idx = torch.nonzero(target)
if valid_idx:nElement() > 0 then
valid_idx = valid_idx:view(-1):long()
local val_input = input:index(1, valid_idx):contiguous()
local val_target = target:index(1, valid_idx):contiguous()
self.crc:updateGradInput(val_input, val_target)
self.gradInput:indexCopy(1, valid_idx, self.crc.gradInput)
end
return self.gradInput
end
|
function model.setFrameDoorState(s)
simBWF.callCustomizationScriptFunction('model.ext.adjustFrame',model.handles.frameModel,nil,nil,nil,s)
end
function model.setFrameState(s)
simBWF.callCustomizationScriptFunction('model.ext.adjustFrame',model.handles.frameModel,s,nil,nil,nil)
end
function model.hideHousing(hide)
for i=1,#model.handles.housingItems,1 do
local l=1
if hide then
l=0
end
sim.setObjectInt32Parameter(model.handles.housingItems[i],sim.objintparam_visibility_layer,l)
end
end
function model.getAvailableTrackingWindows(pick)
local theType=0
if not pick then
theType=1
end
local l=sim.getObjectsInTree(sim.handle_scene,sim.handle_all,0)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.TRACKINGWINDOW)
if data then
data=sim.unpackTable(data)
if data['type']==theType then -- 0 is for pick, 1 is for place
retL[#retL+1]={simBWF.getObjectAltName(l[i]),l[i]}
end
end
end
return retL
end
function model.getAvailableFrames(pick)
local theType=0
if not pick then
theType=1
end
local l=sim.getObjectsInTree(sim.handle_scene,sim.handle_all,0)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.LOCATIONFRAME)
if data then
data=sim.unpackTable(data)
if data['type']==theType then -- 0 is for pick, 1 is for place
retL[#retL+1]={simBWF.getObjectAltName(l[i]),l[i]}
end
end
end
return retL
end
function model.getAvailableConveyors()
local l=sim.getObjectsInTree(sim.handle_scene,sim.handle_all,0)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.CONVEYOR)
if data then
retL[#retL+1]={simBWF.getObjectAltName(l[i]),l[i]}
end
end
return retL
end
function model.getAvailableInputBoxes()
local l=sim.getObjectsInTree(sim.handle_scene,sim.handle_all,0)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.INPUTBOX)
if data then
retL[#retL+1]={simBWF.getObjectAltName(l[i]),l[i]}
end
end
return retL
end
function model.getAvailableOutputBoxes()
local l=sim.getObjectsInTree(sim.handle_scene,sim.handle_all,0)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.OUTPUTBOX)
if data then
retL[#retL+1]={simBWF.getObjectAltName(l[i]),l[i]}
end
end
return retL
end
function model.getModelInputOutputConnectionIndex(modelHandle,input)
-- returns the connection index (1-6) if yes, otherwise -1:
if modelHandle~=-1 then
for i=1,8,1 do
if input then
if simBWF.getReferencedObjectHandle(model.handle,model.objRefIdx.INPUT1+i-1)==modelHandle then
return i
end
else
if simBWF.getReferencedObjectHandle(model.handle,model.objRefIdx.OUTPUT1+i-1)==modelHandle then
return i
end
end
end
end
return -1
end
function model.disconnectInputOrOutputBoxConnection(modelHandle,input)
local refreshDlg=false
if modelHandle~=-1 then
for i=1,8,1 do
if simBWF.getReferencedObjectHandle(model.handle,model.objRefIdx.INPUT1+i-1)==modelHandle then
simBWF.setReferencedObjectHandle(model.handle,model.objRefIdx.INPUT1+i-1,-1)
refreshDlg=true
break
end
if simBWF.getReferencedObjectHandle(model.handle,model.objRefIdx.OUTPUT1+i-1)==modelHandle then
simBWF.setReferencedObjectHandle(model.handle,model.objRefIdx.OUTPUT1+i-1,-1)
refreshDlg=true
break
end
end
end
if refreshDlg then
model.dlg.refresh()
end
end
function model.getPlatform()
return model.platform
end
function model.getPlatformUniqueId()
local retVal=''
if model.platform>=0 then
retVal=sim.getObjectStringParameter(model.platform,sim.objstringparam_unique_id)
end
return retVal
end
function model.getGripper()
return model.gripper
end
function model.getGripperUniqueId()
local retVal=''
if model.gripper>=0 then
retVal=sim.getObjectStringParameter(model.gripper,sim.objstringparam_unique_id)
end
return retVal
end
function model.updateWs()
local gripper=model.getGripper()
if gripper>=0 then
local grData=sim.unpackTable(sim.readCustomDataBlock(gripper,simBWF.modelTags.RAGNARGRIPPER))
local inf=model.readInfo()
local primaryArmL=inf['primaryArmLengthInMM']/1000
local secondaryArmL=inf['secondaryArmLengthInMM']/1000
local alpha=sim.getJointPosition(model.handles.alphaOffsetJ1)
local beta=sim.getJointPosition(model.handles.betaOffsetJ1)
local ax=sim.getJointPosition(model.handles.xOffsetJ1)
local ay=sim.getJointPosition(model.handles.yOffsetJ1)
local r=grData.kinematricsParams[1] -- 0.15
local gamma1=grData.kinematricsParams[2] -- 0.5236 -- i.e. 30 deg
local gamma2=grData.kinematricsParams[3] -- 2.0944 -- i.e. 120 deg
local data={}
data.details=1
-- See the ragnar.pdf document in the repository for the meaning of following arm parameters.
-- For now, the plugin expects arm in following order: 3,4,1,2
-- Also, the plugin uses the negative of beta.
local arm1Param={-ax, -ay, -alpha, -beta, primaryArmL, secondaryArmL, r, -gamma2}
local arm2Param={ax, -ay, alpha, beta, primaryArmL, secondaryArmL, r, -gamma1}
local arm3Param={ax, ay, -alpha, beta, primaryArmL, secondaryArmL, r, gamma1}
local arm4Param={-ax, ay, alpha, -beta, primaryArmL, secondaryArmL, r, gamma2}
local makeCorrections=true
if makeCorrections then
data.armParams={arm3Param,arm4Param,arm1Param,arm2Param}
for i=1,4,1 do
data.armParams[i][4]=data.armParams[i][4]*-1
end
else
data.armParams={arm1Param,arm2Param,arm3Param,arm4Param}
end
local res,retDat=simBWF.query("ragnar_ws",data)
sim.removePointsFromPointCloud(model.handles.ragnarWs,0,nil,0)
sim.insertPointsIntoPointCloud(model.handles.ragnarWs,1,retDat.points)
end
end
function model.adjustRobot()
---[[
local inf=model.readInfo()
local primaryArmLengthInMM=inf['primaryArmLengthInMM']
local secondaryArmLengthInMM=inf['secondaryArmLengthInMM']
-- local a=0.2+((primaryArmLengthInMM-200)/50)*0.05+0.0005
local a=primaryArmLengthInMM/1000
local b=secondaryArmLengthInMM/1000
local c=0.025
local x=math.sqrt(a*a-c*c)
local primaryAdjust=x-math.sqrt(0.3*0.3-c*c) -- Initial lengths are 300 and 550
local secondaryAdjust=b-0.55
local dx=a*28/30
local ddx=dx-0.28
for i=1,4,1 do
sim.setJointPosition(model.handles.primaryArmsEndAdjust[i],primaryAdjust)
end
for i=1,8,1 do
sim.setJointPosition(model.handles.secondaryArmsEndAdjust[i],secondaryAdjust)
end
for i=1,4,1 do
sim.setJointPosition(model.handles.primaryArmsLAdjust[i],primaryAdjust*0.5)
end
for i=1,8,1 do
sim.setJointPosition(model.handles.secondaryArmsLAdjust[i],secondaryAdjust*0.5)
end
for i=1,2,1 do
sim.setJointPosition(model.handles.leftAndRightSideAdjust[i],dx)
end
-- Scale the central elements in the X-direction:
for i=1,#model.handles.centralCover,1 do
local h=model.handles.centralCover[i]
local r,minX=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_x)
local r,maxX=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_x)
local s=maxX-minX
local desiredXSize=((a*28/30)-0.233+0.025+0.03)*2
if desiredXSize<0.049 then
desiredXSize=0.05
end
sim.scaleObject(h,desiredXSize/s,1,1)
end
-- Scale the "Ragnar Robot" meshes:
for i=1,2,1 do
local h=model.handles.nameElement[i]
local r,minZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_z)
local r,maxZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_z)
local s=maxZ-minZ
local d=0.3391
if a<0.399 then
d=0.22
end
if a<0.29 then
d=0.1
end
if a<0.24 then
d=0.03
end
--[[
local p=sim.getObjectPosition(h,-1)
if d/s>1.1 then
p[1]=p[1]+
end
if d/s<0.9 then
end
--]]
sim.scaleObject(h,d/s,d/s,d/s)
end
for i=1,4,1 do
local h=model.handles.primaryArms[i]
local r,minZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_z)
local r,maxZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_z)
local s=maxZ-minZ
local d=0.242+primaryAdjust
sim.scaleObject(h,1,1,d/s)
end
for i=1,8,1 do
local h=model.handles.secondaryArms[i]
local r,minZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_z)
local r,maxZ=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_z)
local s=maxZ-minZ
local r,minX=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_x)
local r,maxX=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_x)
local sx=maxX-minX
local d=0.5+secondaryAdjust
local diam=0.01
if d>=0.5 then
diam=0.014
end
sim.scaleObject(h,diam/sx,diam/sx,d/s)
end
model.executeIk(true)
-- The frame (width and height):
local z=inf['frameHeightInMM']/1000
simBWF.callCustomizationScriptFunction('model.ext.adjustFrame',model.handles.frameModel,nil,2*ddx+0.9525,z+0.349,nil)
local p=sim.getObjectPosition(model.handles.ragnarRef,sim.handle_parent)
sim.setObjectPosition(model.handles.ragnarRef,sim.handle_parent,{p[1],p[2],z})
local p=sim.getObjectPosition(model.handles.frameModel,sim.handle_parent)
sim.setObjectPosition(model.handles.frameModel,sim.handle_parent,{0,0,0})
model.workspaceUpdateRequest=sim.getSystemTimeInMs(-1)
--]]
end
function model.setArmLength(primaryArmLengthInMM,secondaryArmLengthInMM)
local allowedB={} -- in multiples of 50
allowedB[200]={400,450}
allowedB[250]={450,600}
allowedB[300]={550,700}
allowedB[350]={650,800}
allowedB[400]={750,900}
allowedB[450]={850,1000}
allowedB[500]={900,1150}
allowedB[550]={1000,1250}
local allowedA={} -- in multiples of 50
allowedA[400]={200,200}
allowedA[450]={200,250}
allowedA[500]={250,250}
allowedA[550]={250,300}
allowedA[600]={250,300}
allowedA[650]={300,350}
allowedA[700]={300,350}
allowedA[750]={350,400}
allowedA[800]={350,400}
allowedA[850]={400,450}
allowedA[900]={400,500}
allowedA[950]={450,500}
allowedA[1000]={450,550}
allowedA[1050]={500,550}
allowedA[1100]={500,550}
allowedA[1150]={500,550}
allowedA[1200]={550,550}
allowedA[1250]={550,550}
local c=model.readInfo()
if primaryArmLengthInMM then
-- We changed the primary arm length
c['primaryArmLengthInMM']=primaryArmLengthInMM
local allowed=allowedB[primaryArmLengthInMM]
secondaryArmLengthInMM=c['secondaryArmLengthInMM']
if secondaryArmLengthInMM<allowed[1] then
secondaryArmLengthInMM=allowed[1]
end
if secondaryArmLengthInMM>allowed[2] then
secondaryArmLengthInMM=allowed[2]
end
c['secondaryArmLengthInMM']=secondaryArmLengthInMM
else
-- We changed the secondary arm length
c['secondaryArmLengthInMM']=secondaryArmLengthInMM
local allowed=allowedA[secondaryArmLengthInMM]
primaryArmLengthInMM=c['primaryArmLengthInMM']
if primaryArmLengthInMM<allowed[1] then
primaryArmLengthInMM=allowed[1]
end
if primaryArmLengthInMM>allowed[2] then
primaryArmLengthInMM=allowed[2]
end
c['primaryArmLengthInMM']=primaryArmLengthInMM
end
model.writeInfo(c)
simBWF.markUndoPoint()
model.adjustRobot()
model.dlg.refresh()
end
function model.setObjectSize(h,x,y,z)
local r,mmin=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_x)
local r,mmax=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_x)
local sx=mmax-mmin
local r,mmin=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_y)
local r,mmax=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_y)
local sy=mmax-mmin
local r,mmin=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_min_z)
local r,mmax=sim.getObjectFloatParameter(h,sim.objfloatparam_objbbox_max_z)
local sz=mmax-mmin
sim.scaleObject(h,x/sx,y/sy,z/sz)
end
function model.adjustWsBox()
local c=model.readInfo()
local s={c.wsBox[2][1]-c.wsBox[1][1],c.wsBox[2][2]-c.wsBox[1][2],c.wsBox[2][3]-c.wsBox[1][3]}
local p={(c.wsBox[2][1]+c.wsBox[1][1])/2,(c.wsBox[2][2]+c.wsBox[1][2])/2,(c.wsBox[2][3]+c.wsBox[1][3])/2}
model.setObjectSize(model.handles.ragnarWsBox,s[1],s[2],s[3])
sim.setObjectPosition(model.handles.ragnarWsBox,model.handles.ragnarRef,p)
end
function model.adjustMaxVelocityMaxAcceleration()
local c=model.readInfo()
local mv=C.MOTORTYPES[c.motorType].maxVel
local ma=C.MOTORTYPES[c.motorType].maxAccel
if c['maxVel']>mv then
c['maxVel']=mv
simBWF.markUndoPoint()
end
if c['maxAccel']>ma then
c['maxAccel']=ma
simBWF.markUndoPoint()
end
model.writeInfo(c)
end
function model.attachOrDetachReferencedItem(previousItem,newItem)
-- We keep the tracking windows and location frames as orphans, otherwise we might run into trouble with the calibration balls, etc.
--[[
if previousItem>=0 then
sim.setObjectParent(previousItem,-1,true) -- detach previous item
end
if newItem>=0 then
sim.setObjectParent(newItem,model.handle,true) -- attach current item
end
--]]
end
function model.executeIk(platformInNominalConfig)
if model.platform>=0 then
if platformInNominalConfig then
local inf=model.readInfo()
local primaryArmLengthInMM=inf['primaryArmLengthInMM']
local secondaryArmLengthInMM=inf['secondaryArmLengthInMM']
sim.setObjectPosition(model.platform,sim.handle_parent,{0,0,-(secondaryArmLengthInMM-primaryArmLengthInMM)/1000-0.2})
sim.setObjectOrientation(model.platform,sim.handle_parent,{0,0,0})
end
for i=1,4,1 do
-- We handle each branch individually:
local ld=sim.getLinkDummy(model.handles.ikTips[i])
if ld>=0 then
-- We make sure we don't perform too large jumps:
local p=sim.getObjectPosition(model.handles.ikTips[i],ld)
local l=math.sqrt(p[1]*p[1]+p[2]*p[2]+p[3]*p[3])
local steps=math.ceil(0.00001+l/0.05)
local start=sim.getObjectPosition(model.handles.ikTips[i],-1)
local goal=sim.getObjectPosition(ld,-1)
for j=1,steps,1 do
local t=j/steps
local pos={start[1]*(1-t)+goal[1]*t,start[2]*(1-t)+goal[2]*t,start[3]*(1-t)+goal[3]*t}
sim.setObjectPosition(ld,-1,pos)
sim.handleIkGroup(model.handles.ikGroups[i])
end
end
end
end
end
function model.checkAndHandlePlatformAttachment()
-- Here we need to check and react to following situations:
-- 1. The user deleted the gripper or platform via the del or cut operation
-- 2. The user detached the gripper or platform via the assembly/desassembly toolbar button
-- 3. The user attached the gripper or platform via the assembly/desassembly toolbar button
-- Platform attachment happens in 2 steps normally:
-- a) the user attaches the platform to the robot via the toolbar button
-- b) this routine detects that, and attaches the platform to the attachement point of the robot, handles IK, etc.
local previousPlatform=model.platform
local previousGripper=model.gripper
local previousPlatformUniqueId=model.platformUniqueId
local previousGripperUniqueId=model.gripperUniqueId
local action=false
-- Check if we want to attach a new platform to Ragnar (independently of whether there is already a platform attached):
local objs=sim.getObjectsInTree(model.handle,sim.handle_all,1+2)-- first children of Ragnar model base only
local newPlatform=-1
for i=1,#objs,1 do
if sim.readCustomDataBlock(objs[i],simBWF.modelTags.RAGNARGRIPPERPLATFORM) then
-- Yes!
newPlatform=objs[i]
break
end
end
-- Now check if there is already a platform attached, remove it if we wanna attach a new platform:
local currentPlatform=sim.getObjectChild(model.handles.ragnarGripperPlatformAttachment,0)
if currentPlatform>=0 then
-- Yes!
if newPlatform>=0 then
model.removeAndDeletePlatform() -- we remove the old platform, including a possible gripper attached to it. This also sets the arms into nominal configuration
currentPlatform=-1
action=true
end
end
if currentPlatform==-1 then
-- Ok, we have no platform attached
-- Check if a previous platform was detached but is still linked via IK (can happen if the user changes the parent of the platform):
for i=1,#model.handles.ikTips,1 do
local ld=sim.getLinkDummy(model.handles.ikTips[i])
if ld>=0 then
sim.removeObject(ld) -- Yes, we delete the linked dummy on that old platform
end
end
-- Did we have a platform attached previously?
if previousPlatform>=0 then
-- yes! Set the arm joints into nominal position
model.removeAndDeletePlatform()
action=true
end
-- Did we want to attach a new platform?
if newPlatform>=0 then
-- Now correctly attach the new platform and create target dummies
model.attachPlatformToEmptySpot(newPlatform)
action=true
end
end
-- If we didn't have any action here, update the gripper handle and ID
if not action then
if model.platform>=0 then
model.gripper=simBWF.callCustomizationScriptFunction('model.ext.getGripper',model.platform)
model.gripperUniqueId=model.getGripperUniqueId()
else
model.gripper=-1
model.gripperUniqueId=''
end
end
-- If something has changed, update the job data and serialized job-related models. Refresh the dialog:
if previousPlatformUniqueId~=model.platformUniqueId or previousGripperUniqueId~=model.gripperUniqueId then
model.updateJobDataFromCurrentSituation(model.currentJob)
model.dlg.updateEnabledDisabledItems()
end
end
function model.removeAndDeletePlatform()
local platf=sim.getObjectChild(model.handles.ragnarGripperPlatformAttachment,0)
if platf>=0 then
-- remove the model:
sim.removeModel(platf)
end
-- Set the arm joints into nominal position:
for i=1,#model.handles.motorJoints,1 do
local objs=sim.getObjectsInTree(model.handles.motorJoints[i],sim.object_joint_type,0)
for j=1,#objs,1 do
if sim.getJointMode(objs[j])==sim.jointmode_ik then
sim.setJointPosition(objs[j],0)
end
end
end
model.platform=-1
model.gripper=-1
model.platformUniqueId=''
model.gripperUniqueId=''
model.dlg.updateEnabledDisabledItems()
end
function model.attachPlatformToEmptySpot(newPlatform)
sim.setObjectParent(newPlatform,model.handles.ragnarGripperPlatformAttachment,true)
local objs=sim.getObjectsInTree(newPlatform,sim.object_dummy_type,1)
for i=1,#objs,1 do
local data=sim.readCustomDataBlock(objs[i],simBWF.modelTags.RAGNARGRIPPERPLATFORMIKPT)
if data then
data=sim.unpackTable(data)
local dum=sim.copyPasteObjects({objs[i]},0)[1]
sim.setObjectParent(dum,objs[i],true)
sim.setLinkDummy(model.handles.ikTips[data.index],dum)
sim.setObjectInt32Parameter(dum,sim.dummyintparam_link_type,sim.dummy_linktype_ik_tip_target)
end
end
model.platform=newPlatform
model.gripper=simBWF.callCustomizationScriptFunction('model.ext.getGripper',model.platform)
model.platformUniqueId=model.getPlatformUniqueId()
model.gripperUniqueId=model.getGripperUniqueId()
model.executeIk(true)
model.dlg.updateEnabledDisabledItems()
end
function sysCall_init()
model.codeVersion=1
model.dlg.init()
model.adjustMaxVelocityMaxAcceleration()
model.gripper=-1
model.platform=sim.getObjectChild(model.handles.ragnarGripperPlatformAttachment,0)
if model.platform>=0 then
-- Dont' call simBWF.callCustomizationScriptFunction('model.ext.getGripper',model.platform)
-- since that can trigger many other calls.
local objs=sim.getObjectsInTree(model.platform,sim.handle_all,1)
for i=1,#objs,1 do
if sim.readCustomDataBlock(objs[i],simBWF.modelTags.RAGNARGRIPPER) then
model.gripper=objs[i]
break
end
end
end
model.platformUniqueId=model.getPlatformUniqueId()
model.gripperUniqueId=model.getGripperUniqueId()
model.handleJobConsistency(simBWF.isModelACopy_ifYesRemoveCopyTag(model.handle))
model.checkAndHandlePlatformAttachment()
model.updatePluginRepresentation()
end
function sysCall_nonSimulation()
model.dlg.showOrHideDlgIfNeeded()
model.checkAndHandlePlatformAttachment()
model.updatePluginRepresentation()
if model.workspaceUpdateRequest and sim.getSystemTimeInMs(model.workspaceUpdateRequest)>2000 then
model.workspaceUpdateRequest=nil
model.updateWs()
end
-- model.applyCalibrationData() -- can potentially change the position/orientation of the robot
end
function sysCall_sensing()
if model.simJustStarted then
model.dlg.updateEnabledDisabledItems()
end
model.simJustStarted=nil
model.dlg.showOrHideDlgIfNeeded()
model.ext.outputPluginRuntimeMessages()
end
function sysCall_suspended()
model.dlg.showOrHideDlgIfNeeded()
end
function sysCall_afterSimulation()
if model.ragnarNormalM then
sim.setObjectMatrix(model.handle,-1,model.ragnarNormalM)
model.ragnarNormalM=nil
end
model.dlg.updateEnabledDisabledItems()
local c=model.readInfo()
if sim.boolAnd32(c['bitCoded'],256)==256 then
sim.setObjectInt32Parameter(model.handles.ragnarWs,sim.objintparam_visibility_layer,1)
else
sim.setObjectInt32Parameter(model.handles.ragnarWs,sim.objintparam_visibility_layer,0)
end
if sim.boolAnd32(c['bitCoded'],1)==1 then
sim.setObjectInt32Parameter(model.handles.ragnarWsBox,sim.objintparam_visibility_layer,1)
else
sim.setObjectInt32Parameter(model.handles.ragnarWsBox,sim.objintparam_visibility_layer,0)
end
end
function sysCall_beforeSimulation()
model.simJustStarted=true
model.ext.outputBrSetupMessages()
model.ext.outputPluginSetupMessages()
local c=model.readInfo()
local showWs=simBWF.modifyAuxVisualizationItems(sim.boolAnd32(c['bitCoded'],256+512)==256+512)
if showWs then
sim.setObjectInt32Parameter(model.handles.ragnarWs,sim.objintparam_visibility_layer,1)
else
sim.setObjectInt32Parameter(model.handles.ragnarWs,sim.objintparam_visibility_layer,0)
end
local showWsBox=simBWF.modifyAuxVisualizationItems(sim.boolAnd32(c['bitCoded'],1+4)==1+4)
if showWsBox then
sim.setObjectInt32Parameter(model.handles.ragnarWsBox,sim.objintparam_visibility_layer,1)
else
sim.setObjectInt32Parameter(model.handles.ragnarWsBox,sim.objintparam_visibility_layer,0)
end
if sim.getBoolParameter(sim.boolparam_online_mode) then
model.ragnarNormalM=sim.getObjectMatrix(model.handle,-1)
model.applyCalibrationData() -- can potentially change the position/orientation of the robot
model.setAttachedLocationFramesIntoCalibrationPose()
end
end
function sysCall_beforeInstanceSwitch()
model.dlg.removeDlg()
model.removeFromPluginRepresentation()
end
function sysCall_afterInstanceSwitch()
model.updatePluginRepresentation()
end
function sysCall_cleanup()
model.dlg.removeDlg()
model.removeFromPluginRepresentation()
model.dlg.cleanup()
end
|
-------------------------------------------------------------------------------
-- actor
-------------------------------------------------------------------------------
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local setmetatable,error, tostring = setmetatable,error, tostring
local table_unpack = unpack or table.unpack
local coroutine = coroutine
local coroutine_create = coroutine.create
local coroutine_yield = coroutine.yield
local coroutine_resume = coroutine.resume
local coroutine_running = coroutine.running
local coroutine_wrap = coroutine.wrap
local cmsgpack = require "cmsgpack"
local c = require "tengine.c"
local pool = require(_PACKAGE .. "/pool")
local send = c.send
local pack = cmsgpack.pack
local unpack = cmsgpack.unpack
local INFO_MSG = tengine.INFO_MSG
local DEBUG_MSG = tengine.DEBUG_MSG
local ERROR_MSG = tengine.ERROR_MSG
local actor = {}
local session_to_coroutine = {}
local coroutine_to_session = {}
local coroutine_to_service = {}
local raw_callback
function actor.suspend(co, succ, command, ...)
if not succ then
error(debug.traceback(co, tostring(command)))
end
if command == "RETURN" then
local session = coroutine_to_session[co]
local service = coroutine_to_service[co]
local ret
if session > 0 then
ret = send(service, session, pack({...}))
else
-- for send don't return
end
actor.suspend(co, coroutine_resume(co, ret))
elseif command == "CONTINUE" then
else
end
end
function actor.rpc(service, ...)
local session = send(service, -1, pack({...}))
return session
end
function actor.send(service, ...)
local session = send(service, -1, pack({...}))
return session
end
function actor.callback(service, callback, ...)
local session = send(service, 0, pack({...}))
if callback then
local co = pool.new(callback)
session_to_coroutine[session] = co
end
end
function actor.call(service, ...)
local thread = coroutine_running()
actor.callback(service, function(...)
actor.suspend(thread, coroutine_resume(thread, ...))
end, ...)
return coroutine_yield("CALL")
end
function actor.ret(...)
coroutine_yield("RETURN", ...)
end
local function callback(type, service, self, session, data)
if type == 13 then
local co = session_to_coroutine[session]
if co then
coroutine_resume(co, table_unpack(unpack(data)))
session_to_coroutine[session] = nil
end
else
if raw_callback then
local co = pool.new(function(...)
local r = raw_callback(table_unpack(unpack(...)))
actor.ret(true, r)
end)
coroutine_to_service[co] = service
coroutine_to_session[co] = session
actor.suspend(co, coroutine_resume(co, data))
end
end
end
function actor.start(func)
c.dispatch(callback)
raw_callback = func
end
function actor.newservice(name, ...)
local args = table.concat({...}, " ")
return c.start(name, args)
end
function actor.self()
return __Service__
end
function actor.wrap(id)
return setmetatable({}, {__index = function(t, key)
local id = id
local func = key
return function(...)
return actor.call(id, key, ...)
end
end})
end
function actor.sync(id)
return setmetatable({}, {__index = function(t, key)
local id = id
local func = key
return function(...)
return actor.call(id, key, ...)
end
end})
end
function actor.async(id)
return setmetatable({}, {__index = function(t, key)
local id = id
local func = key
return function(...)
return actor.send(id, key, ...)
end
end})
end
return actor
|
---------------------------------------------------------------------------------------------------
-- Common module
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local common = require("test_scripts/Protocol/commonProtocol")
local constants = require("protocol_handler/ford_protocol_constants")
--[[ General configuration parameters ]]
common.testSettings.isSelfIncluded = false
config.defaultProtocolVersion = 5
--[[ Common Variables ]]
common.SERVICE_TYPE = constants.SERVICE_TYPE
common.FRAME_TYPE = constants.FRAME_TYPE
common.FRAME_INFO = constants.FRAME_INFO
--[[ Common Functions ]]
function common.startServiceNACKwithNonExistedSessionId(pServiceParams, pNonExistedSessionId, isEncrypted)
isEncrypted = isEncrypted or false
local mobSession = common.getMobileSession()
mobSession.sessionId = pNonExistedSessionId
local msg = {
serviceType = pServiceParams.serviceType,
frameType = common.FRAME_TYPE.CONTROL_FRAME,
frameInfo = common.FRAME_INFO.START_SERVICE,
encryption = isEncrypted,
binaryData = common.bson_to_bytes(pServiceParams.reqParams)
}
mobSession:Send(msg)
mobSession:ExpectControlMessage(pServiceParams.serviceType, {
frameInfo = common.FRAME_INFO.START_SERVICE_NACK,
encryption = false
})
:ValidIf(function(_, data)
local act = common.bson_to_table(data.binaryData)
return compareValues(pServiceParams.nackParams, act, "binaryData")
end)
:Timeout(1000)
common.hmi.getConnection():ExpectNotification("BasicCommunication.OnServiceUpdate",
{ serviceEvent = "REQUEST_RECEIVED", serviceType = pServiceParams.serviceName},
{ serviceEvent = "REQUEST_REJECTED", serviceType = pServiceParams.serviceName })
:Times(2)
end
function common.startUnprotectedRPCservice()
local session = common.getMobileSession()
local msg = {
serviceType = common.serviceType.RPC,
frameType = constants.FRAME_TYPE.CONTROL_FRAME,
frameInfo = constants.FRAME_INFO.START_SERVICE,
encryption = false,
binaryData = common.bson_to_bytes({ protocolVersion = { type = common.bsonType.STRING, value = "5.4.0" }})
}
session:Send(msg)
session:ExpectControlMessage(common.serviceType.RPC, {
frameInfo = common.frameInfo.START_SERVICE_ACK,
encryption = false
})
end
function common.startProtectedServiceWithOnServiceUpdate(pServiceParams)
local appId = 1
common.startServiceProtectedNACK(appId, pServiceParams.serviceType, pServiceParams.reqParams,
pServiceParams.nackParams)
common.hmi.getConnection():ExpectNotification("BasicCommunication.OnServiceUpdate",
{ serviceEvent = "REQUEST_RECEIVED", serviceType = pServiceParams.serviceName },
{ serviceEvent = "REQUEST_REJECTED", serviceType = pServiceParams.serviceName })
:Times(2)
end
function common.startWithoutOnSystemTimeReady(pHMIParams)
local event = common.run.createEvent()
common.init.SDL()
:Do(function()
common.init.HMI()
:Do(function()
common.init.HMI_onReady(pHMIParams)
:Do(function()
common.init.connectMobile()
:Do(function()
common.init.allowSDL()
:Do(function()
common.hmi.getConnection():RaiseEvent(event, "Start event")
end)
end)
end)
end)
end)
return common.hmi.getConnection():ExpectEvent(event, "Start event")
end
return common
|
local site_config = {}
site_config.LUA_INCDIR=[[C:\Program Files (x86)\PUC-Lua\5.3\include]]
site_config.LUA_LIBDIR=[[C:\Program Files (x86)\PUC-Lua\5.3\bin]]
site_config.LUA_BINDIR=[[C:\Program Files (x86)\PUC-Lua\5.3\bin]]
site_config.LUA_INTERPRETER=[[lua.exe]]
site_config.LUAROCKS_UNAME_S=[[WindowsNT]]
site_config.LUAROCKS_UNAME_M=[[x86]]
site_config.LUAROCKS_ROCKS_TREE=[[c:\program files (x86)\puc-lua\5.3\]]
site_config.LUAROCKS_PREFIX=[[C:\Program Files (x86)\LuaRocks]]
site_config.LUAROCKS_DOWNLOADER=[[wget]]
site_config.LUAROCKS_MD5CHECKER=[[md5sum]]
return site_config
|
xChat = xChat or {}
AddCSLuaFile("xchat/lib/chatdraw.lua")
if SERVER then
include("xchat/config.lua")
include("xchat/commands.lua")
include("xchat/lib/misc.lua")
include("xchat/lib/get.lua")
include("xchat/lib/init.lua")
else
include("xchat/lib/chatdraw.lua")
end |
--[[
TheNexusAvenger
Test for camera animations.
--]]
local Workspace = game:GetService("Workspace")
local BaseTest = require(script.Parent:WaitForChild("BaseTest"))
local CameraTweensTest = BaseTest:Extend()
CameraTweensTest:SetClassName("CameraTweensTest")
--[[
Creates the test.
--]]
function CameraTweensTest:__new()
self:InitializeSuper()
--Set up the initial state.
self.Name = "Camera Animations"
self.Icon = "NONE"
self.Status = "Not Detected"
self.ProblemText = "Camera animations can cause motion sickness while playing in VR since it moves the player's view without the player moving."
self.SolutionText = "Disable camera animations in VR."
--Connect camera changes.
local Camera = Workspace.CurrentCamera
Camera:GetPropertyChangedSignal("CameraType"):Connect(function()
self.LastScriptableTime = (Camera.CameraType == Enum.CameraType.Scriptable and tick() or 0)
end)
Camera:GetPropertyChangedSignal("CFrame"):Connect(function()
if self.LastScriptableTime and tick() - self.LastScriptableTime > 1/60 then
self.Icon = "WARNING"
self.Status = "Problem Detected"
end
end)
end
return CameraTweensTest |
return core.ComponentConstructor("CollisionComponent",{
make = function(entity)
end,
remove = function(entity)
end
}) |
-- @module core.theme
local theme = {}
local naughty = require("naughty")
local beautiful = require("beautiful")
local wallpaper = require("gears.wallpaper")
local dpi = require("beautiful.xresources").apply_dpi
local themes_path = require("gears.filesystem").get_themes_dir()
function theme.setup()
local color = {
background = "#383838",
foreground = "#e5dbd0",
dark_gray = "#454545",
red = "#da7c72",
green = "#b8b48a",
orange = "#dfa883",
blue = "#93b3a3",
magenta = "#cc9999",
cyan = "#9fb193",
bright_white = "#f2e7e0",
gray = "#998f85",
yellow = "#f7d0a2"
}
-- use a simple solid color as wallpaper to avoid distraction
wallpaper.set(color.background)
local config = {}
config.default_dir = themes_path .. "default"
config.font = "Source Code Pro 10"
config.useless_gap = dpi(7)
config.border_width = dpi(4)
-- define color theme
config.bg_normal = color.background
config.bg_focus = config.bg_normal
config.bg_urgent = config.bg_normal
config.bg_minimize = config.bg_normal
config.bg_systray = config.bg_normal
config.fg_normal = color.foreground
config.fg_focus = color.green
config.fg_urgent = color.orange
config.fg_minimize = color.gray
config.border_normal = color.gray
config.border_focus = color.dark_gray
config.border_marked = config.fg_urgent
config.taglist_bg_focus = color.green
config.taglist_fg_focus = config.bg_normal
config.taglist_bg_occupied = color.gray
config.taglist_fg_occupied = config.bg_normal
config.taglist_bg_urgent = config.fg_urgent
config.taglist_fg_urgent = config.bg_normal
config.taglist_bg_volatile = color.red
config.taglist_fg_volatile = config.bg_normal
config.titlebar_bg_normal = config.border_normal
config.titlebar_bg_focus = config.border_focus
config.titlebar_fg_focus = color.foreground
config.tasklist_fg_normal = color.gray
config.tasklist_fg_focus = color.foreground
config.tasklist_bg_normal = color.gray
config.tasklist_bg_focus = color.green
config.tasklist_bg_urgent = color.red
config.tasklist_bg_minimize = color.yellow
-- define text view of layouts
config.layout_txt_tile = "[t]"
config.layout_txt_tileleft = "[l]"
config.layout_txt_tilebottom = "[b]"
config.layout_txt_tiletop = "[tt]"
config.layout_txt_fairv = "[fv]"
config.layout_txt_fairh = "[fh]"
config.layout_txt_spiral = "[s]"
config.layout_txt_dwindle = "[d]"
config.layout_txt_max = "[m]"
config.layout_txt_fullscreen = "[F]"
config.layout_txt_magnifier = "[M]"
config.layout_txt_floating = "[*]"
-- variables set for theming tooltips:
config.tooltip_opacity = 0.9
config.tooltip_bg = color.background
config.tooltip_fg = color.foreground
config.tooltip_border_width = dpi(1)
config.tooltip_border_color = color.gray
config.tooltip_align = "top"
config.tooltip_font = "Source Code Pro 9"
-- variables set for theming the calendar:
config.calendar_spacing = dpi(10)
config.calendar_week_numbers = true
config.calendar_start_sunday = false
config.calendar_month_padding = dpi(20)
config.calendar_month_border_color = color.dark_gray
config.calendar_header_border_width = 0
config.calendar_weekday_padding = dpi(5)
config.calendar_weekday_border_width = 0
config.calendar_weekday_fg_color = color.gray
config.calendar_weeknumber_padding = config.calendar_weekday_padding
config.calendar_weeknumber_border_width = config.calendar_weekday_border_width
config.calendar_weeknumber_fg_color = config.calendar_weekday_fg_color
config.calendar_normal_padding = config.calendar_weekday_padding
config.calendar_normal_border_width = config.calendar_weekday_border_width
config.calendar_focus_padding = config.calendar_weekday_padding
config.calendar_focus_border_width = config.calendar_weekday_border_width
config.calendar_focus_fg_color = color.background
config.calendar_focus_bg_color = color.green
-- define the image to load
local custom_icon_path = os.getenv("XDG_CONFIG_HOME") .. "/awesome/icons"
config.titlebar_close_button_normal = custom_icon_path .. "/titlebar/close_normal.svg"
config.titlebar_close_button_focus = custom_icon_path .. "/titlebar/close_focus.svg"
config.titlebar_close_button_focus_hover = custom_icon_path .. "/titlebar/close_focus_hover.svg"
config.titlebar_minimize_button_normal = custom_icon_path .. "/titlebar/minimize_normal.svg"
config.titlebar_minimize_button_focus = custom_icon_path .. "/titlebar/minimize_focus.svg"
config.titlebar_minimize_button_focus_hover = custom_icon_path .. "/titlebar/minimize_focus_hover.svg"
config.titlebar_ontop_button_normal_inactive = custom_icon_path .. "/titlebar/ontop_normal_inactive.svg"
config.titlebar_ontop_button_focus_inactive = custom_icon_path .. "/titlebar/ontop_focus_inactive.svg"
config.titlebar_ontop_button_focus_inactive_hover = custom_icon_path .. "/titlebar/ontop_focus_inactive_hover.svg"
config.titlebar_ontop_button_normal_active = custom_icon_path .. "/titlebar/ontop_normal_active.svg"
config.titlebar_ontop_button_focus_active = custom_icon_path .. "/titlebar/ontop_focus_active.svg"
config.titlebar_ontop_button_focus_active_hover = custom_icon_path .. "/titlebar/ontop_focus_active_hover.svg"
-- define the icon theme for application icons. if not set then the icons
-- from /usr/share/icons and /usr/share/icons/hicolor will be used.
config.icon_theme = nil
-- variables set for theming notifications
config.notification_font = "Source Code Pro 9"
config.notification_width = dpi(270)
config.notification_max_height = dpi(500)
config.notification_margin = dpi(20)
config.notification_border_width = config.border_width
config.notification_border_color = color.dark_gray
naughty.config.padding = dpi(14)
naughty.config.spacing = dpi(7)
naughty.config.defaults.timeout = 10
naughty.config.defaults.border_width = config.notification_border_width
naughty.config.defaults.margin = config.notification_margin
naughty.config.defaults.title = "System Notification"
naughty.config.presets.low.fg = color.gray
naughty.config.presets.critical.fg = color.red
naughty.config.presets.critical.bg = color.background
naughty.config.notify_callback = function (args)
-- disable any kind of actions
args.actions = nil
-- disable any kind of icon
args.icon = nil
return args
end
beautiful.init(config)
end
return theme
|
-- _ _ _ _ _
-- / \ | | | | | __ ___ _(_)
-- / _ \ | | |_ | |/ _` \ \ / / |
-- / ___ \| | | |_| | (_| |\ V /| |
-- /_/ \_\_|_|\___/ \__,_| \_/ |_|
--
-- github: @AllJavi
--
local gears = require("gears")
local beautiful = require('beautiful')
local awful = require("awful")
require("awful.autofocus")
--[[
-- Notification library
local naughty = require("naughty")
-- {{{ Error handling
-- Check if awesome encountered an error during startup and fell back to
-- another config (This code will only ever execute for the fallback config)
if awesome.startup_errors then
naughty.notify({ preset = naughty.config.presets.critical,
title = "Oops, there were errors during startup!",
text = awesome.startup_errors })
end
-- Handle runtime errors after startup
do
local in_error = false
awesome.connect_signal("debug::error", function(err)
-- Make sure we don't go into an endless error loop
if in_error then return end
in_error = true
naughty.notify({ preset = naughty.config.presets.critical,
title = "Oops, an error happened!",
text = tostring(err) })
in_error = false
end)
end
-- }}}
--]]
awful.util.shell = 'sh'
beautiful.init(require("theme"))
require("layout")
require('configuration.client')
require('configuration.tags')
root.keys(require('configuration.keys.global'))
require('module.notifications')
require('module.auto-start')
require("module.titlebar")
require('module.volume-osd')
|
include("terms")
velocity = math.random(3) * 10
number = (10 + math.random(15)) * 10
hour = math.floor(number/60)
minute = number - hour * 60
value = number * velocity
volume = math.floor(value/100)
rest = value - volume * 100
quest = tostring(math.floor(volume)) .. "hl "
if (rest ~=0) then
quest = quest .. " " .. tostring(math.floor(rest)) .. "l"
end
answ = lib.check_number(number) .. msg_min
if (minute ~=0) then
answ = answ .. " = " .. lib.check_number(hour,20) .. msg_hour .. " " .. lib.check_number(minute) .. msg_min .. "."
else
answ = answ .. " = " .. lib.check_number(hour,20) .. msg_hour .. "."
end
|
--[[
GUI: okienko pomocy
@author Jakub 'XJMLN' Starzak <jack@pszmta.pl
@package PSZMTA.psz-gui
@copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl>
Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie.
]]--
local x,y = guiGetScreenSize()
local window = guiCreateWindow((x-850)/2, (y-550)/2, 850, 550, "Panel pomocy", false )
local textBox = guiCreateMemo( 246, 30, 594, 510, "", false, window )
local gList = guiCreateGridList( 10, 30, 230, 510, false, window )
guiGridListSetSelectionMode(gList,2)
guiMemoSetReadOnly(textBox, true)
guiGridListAddColumn(gList,"Działy",0.9)
guiSetVisible(window,false)
showCursor(false)
local F2wndShowing = false
bindKey('f9','down',
function()
if F2wndShowing == true then
guiSetVisible(window, false)
showCursor(false)
guiSetInputEnabled( false )
F2wndShowing = false
else
guiSetVisible(window, true)
showCursor(true)
guiSetInputEnabled( true )
F2wndShowing = true
end
end)
local Text = { }
for i,val in ipairs(dzialy) do
local rowID = guiGridListAddRow(gList)
if val[2] == 0 then
guiGridListSetItemText(gList, rowID, 1, val[1], true, true)
guiGridListSetItemColor( gList, rowID, 1, 100, 100, 100 )
else
guiGridListSetItemText(gList, rowID, 1, val[1], false, true)
Text[rowID] = dzialy[rowID+1][3]
end
end
guiSetText(textBox,Text[1])
addEventHandler('onClientGUIClick',root,
function()
local row,col = guiGridListGetSelectedItem ( gList )
if Text[row] then
guiSetText(textBox,Text[row])
end
end)
|
--异态魔女·路-02
local m=14000502
local cm=_G["c"..m]
cm.named_with_Spositch=1
xpcall(function() require("expansions/script/c14000501") end,function() require("script/c14000501") end)
function cm.initial_effect(c)
--splimit
spo.splimit(c)
--spelleffect
spo.SpositchSpellEffect(c,CATEGORY_DESTROY+CATEGORY_TOEXTRA,EFFECT_FLAG_CARD_TARGET,cm.destg,cm.desop)
--peneffect
spo.SpositchPendulumEffect(c,CATEGORY_TOEXTRA+CATEGORY_TOHAND,cm.thtg,cm.thop)
--[[spsummon condition
--local e1=Effect.CreateEffect(c)
--e1:SetType(EFFECT_TYPE_SINGLE)
--e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
--e1:SetCode(EFFECT_SPSUMMON_CONDITION)
--e1:SetValue(cm.splimit)
--c:RegisterEffect(e1)]]--
end
function cm.splimit(e,se,sp,st)
local sc=se:GetHandler()
return sc and spo.named(sc)
end
function cm.filter(c)
return c:IsType(TYPE_SPELL+TYPE_TRAP)
end
function cm.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
local c=e:GetHandler()
if chkc then return chkc:IsOnField() and cm.filter(chkc) and chkc~=e:GetHandler() end
if chk==0 then
local checknum=0
local e1_2=Effect.CreateEffect(c)
e1_2:SetType(EFFECT_TYPE_SINGLE)
e1_2:SetCode(EFFECT_CHANGE_TYPE)
e1_2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1_2:SetValue(TYPE_SPELL+TYPE_QUICKPLAY)
e1_2:SetReset(RESET_EVENT+0x47c0000)
c:RegisterEffect(e1_2,true)
local ce=c:GetActivateEffect()
if ce:IsActivatable(tp,false,true) then checknum=1 end
e1_2:Reset()
return checknum==1 and Duel.IsExistingTarget(cm.filter,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,c) and not c:IsForbidden()
end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
local g=Duel.SelectTarget(tp,cm.filter,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,e:GetHandler())
Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,LOCATION_ONFIELD)
Duel.SetOperationInfo(0,CATEGORY_TOEXTRA,e:GetHandler(),1,tp,LOCATION_SZONE)
c:CancelToGrave(false)
end
function cm.desop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
local c=e:GetHandler()
if tc:IsRelateToEffect(e) then
Duel.Destroy(tc,REASON_EFFECT)
if c:IsRelateToEffect(e) then
c:CancelToGrave()
Duel.SendtoExtraP(c,nil,REASON_EFFECT)
end
end
end
function cm.thfilter(c)
return c:IsType(TYPE_QUICKPLAY) and c:IsType(TYPE_SPELL) and c:IsAbleToHand()
end
function cm.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return not c:IsForbidden() end
Duel.SetOperationInfo(0,CATEGORY_TOEXTRA,e:GetHandler(),1,tp,LOCATION_SZONE)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_GRAVE)
end
function cm.thop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsType(TYPE_PENDULUM) or not c:IsRelateToEffect(e) then return end
if Duel.SendtoExtraP(c,nil,REASON_EFFECT)==0 then return end
if not Duel.IsExistingTarget(cm.thfilter,tp,LOCATION_GRAVE,0,1,nil) then return end
if not Duel.SelectYesNo(tp,aux.Stringid(m,1)) then return end
Duel.BreakEffect()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
local g=Duel.SelectMatchingCard(tp,cm.thfilter,tp,LOCATION_GRAVE,0,1,1,nil)
local tc=g:GetFirst()
if tc then
Duel.SendtoHand(tc,nil,REASON_EFFECT)
Duel.ConfirmCards(1-tp,tc)
end
end |
--=========== Copyright © 2018, Planimeter, All rights reserved. ===========--
--
-- Purpose: Scheme class
--
--==========================================================================--
class( "scheme" )
scheme._schemes = scheme._schemes or {}
local properties = {}
function scheme.clear( name )
properties[ name ] = {}
end
function scheme.getProperty( name, property )
local cachedProperty = properties[ name ][ property ]
if ( cachedProperty ) then
return cachedProperty
end
local value = scheme._schemes[ name ]
local type = type( value )
if ( type ~= "scheme" ) then
error( "attempt to index scheme '" .. name .. "' " ..
"(a " .. type .. " value)", 3 )
end
for key in string.gmatch( property .. ".", "(.-)%." ) do
if ( value and value[ key ] ) then
value = value[ key ]
properties[ name ][ property ] = value
else
error( "attempt to index property '" .. property .. "' " ..
"(a nil value)", 3 )
end
end
return value
end
function scheme.isLoaded( name )
return scheme._schemes[ name ] ~= nil
end
function scheme.load( name )
require( "schemes." .. name )
end
function scheme:scheme( name )
self.name = name
scheme._schemes[ name ] = self
scheme.clear( name )
end
function scheme:__tostring()
return "scheme: \"" .. self.name .. "\""
end
|
local t = Def.ActorFrame{};
t[#t+1] = Def.Sprite{
Texture="back.png";
InitCommand=function(self)
self:Center()
end;
};
return t
|
do --- nometatable
local t = {}
for i=1,10 do t[i] = i+100 end
local a, b = 0, 0
for j=1,100 do for k,v in ipairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 105500)
a, b = 0, 0
for j=1,100 do for k,v in pairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 105500)
end
do --- empty metatable
local t = setmetatable({}, {})
for i=1,10 do t[i] = i+100 end
local a, b = 0, 0
for j=1,100 do for k,v in ipairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 105500)
a, b = 0, 0
for j=1,100 do for k,v in pairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 105500)
end
do --- metamethods +compat5.2
local function iter(t, i)
i = i + 1
if t[i] then return i, t[i]+2 end
end
local function itergen(t)
return iter, t, 0
end
local t = setmetatable({}, { __pairs = itergen, __ipairs = itergen })
for i=1,10 do t[i] = i+100 end
local a, b = 0, 0
for j=1,100 do for k,v in ipairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 107500)
a, b = 0, 0
for j=1,100 do for k,v in pairs(t) do a = a + k; b = b + v end end
assert(a == 5500)
assert(b == 107500)
end
do --- _G
local n = 0
for k,v in pairs(_G) do
assert(_G[k] == v)
n = n + 1
end
assert(n >= 35)
end
do --- count
local function count(t)
local n = 0
for i,v in pairs(t) do
n = n + 1
end
return n;
end
assert(count({ 4,5,6,nil,8,nil,10}) == 5)
assert(count({ [0] = 3, 4,5,6,nil,8,nil,10}) == 6)
assert(count({ foo=1, bar=2, baz=3 }) == 3)
assert(count({ foo=1, bar=2, baz=3, boo=4 }) == 4)
assert(count({ 4,5,6,nil,8,nil,10, foo=1, bar=2, baz=3 }) == 8)
local t = { foo=1, bar=2, baz=3, boo=4 }
t.bar = nil; t.boo = nil
assert(count(t) == 2)
end
|
local parser = require 'pegparser.parser'
local pretty = require 'pegparser.pretty'
local newSeq = parser.newSeq
local newNode = parser.newNode
local newSimpCap = parser.newSimpCap
local newTabCap = parser.newTabCap
local newNameCap = parser.newNameCap
local function addCaptures (p, g)
if p.tag == 'empty' or p.tag == 'char' or p.tag == 'set' or
p.tag == 'any' then
return newSimpCap(p)
elseif p.tag == 'posCap' then
return p
elseif p.tag == 'simpCap' then
return p
elseif p.tag == 'tabCap' then
return p
elseif p.tag == 'nameCap' then
return p
elseif p.tag == 'anonCap' then
return p
elseif p.tag == 'var' then
if p.p1 ~= 'SKIP' and p.p1 ~= 'SPACE' and parser.isLexRule(p.p1) then
return newSimpCap(p)
else
return p
end
elseif p.tag == 'ord' or p.tag == 'con' then
return parser.newNode(p.tag, addCaptures(p.p1, g), addCaptures(p.p2, g))
elseif p.tag == 'and' or p.tag == 'not' then
return p
elseif p.tag == 'opt' or p.tag == 'star' or p.tag == 'plus' then
return parser.newNode(p.tag, addCaptures(p.p1, g))
elseif p.tag == 'throw' then
return p
else
error("Unknown tag: " .. p.tag)
end
end
local function buildAST (g)
local newg = parser.initgrammar()
newg.plist = g.plist
for i, v in ipairs(newg.plist) do
if not parser.isLexRule(v) then
local p = addCaptures(g.prules[v], g)
p = parser.newSeq(newNameCap('rule', parser.newConstCap(v)), p)
newg.prules[v] = newTabCap(p)
elseif parser.isErrRule(v) then
print("isErrRule", v)
local p = g.prules[v]
p = parser.newSeq(p, parser.newConstCap('NONE' .. v))
newg.prules[v] = p
elseif v == 'EatToken' then
local p = g.prules[v]
p = parser.newSeq(p, parser.newDiscardCap())
newg.prules[v] = p
else
newg.prules[v] = g.prules[v]
end
end
return newg
end
local function printAST (t, tab)
tab = tab or 0
if type(t) == 'table' then
if #t == 1 and type(t[1]) == 'table' then
printAST(t[1], tab)
else
--io.write(string.rep(' ', tab))
io.write(t.rule .. '{')
--io.write('\n')
for i, v in ipairs(t) do
printAST(v, tab + 2)
io.write(', ')
end
--io.write('\n' .. string.rep(' ', tab))
io.write('}')
end
else
io.write('"'.. t .. '"')
end
end
local function getTokens_aux (ast, tabTk)
if type(ast) == 'table' then
for i, v in ipairs(ast) do
getTokens_aux(v, tabTk)
end
else
table.insert(tabTk, ast)
end
end
local function getTokens (ast)
local tabTk = {}
getTokens_aux(ast, tabTk)
return tabTk
end
return {
buildAST = buildAST,
printAST = printAST,
getTokens = getTokens,
}
|
--@native string
--@native tostring
--@native rawget
--@native rawset
--@native tonumber
--@import see.base.Array
--@import see.base.System
--@import see.util.ArgumentUtils
--@import see.util.Matcher
--[[
An Array-backed string. Faster and more memory efficient than native strings.
]]
--[[
Casts a value to a String.
@param any:value The value to be casted.
@return see.base.String The casted value.
]]
function String.__cast(value)
local type = typeof(value)
if not isprimitive(value) then
if value.__type == String then
return value
end
return value:toString()
end
local str = tostring(value)
local ret = String:new()
for i = 1, #str do
ret.charArray:add(str:sub(i, i):byte())
end
return ret
end
--[[
Converts bytes to a String.
@param ... The bytes to convert.
@return see.base.String A string representation of the given bytes.
]]
function String.char(...)
return String:new(string.char(...))
end
--[[
Constructs a new String which copies the given string.
@param strings:str... The strings to be copied.
]]
function String:init(...)
local args = {...}
self.charArray = Array:new()
for i = 1, #args do
local str = cast(args[i], String)
if not str then return end
for i = 1, str:length() do
self.charArray:add(str[i])
end
end
end
function String:opIndex(index)
if typeof(index) == "number" then
return self.charArray[index]
end
end
function String:opNewIndex(index, value)
if typeof(value) == "string" then
value = string.byte(value)
end
if typeof(index) == "number" then
self.charArray[index] = value
return true
end
return false
end
--[[
Gets a Lua string from this String.
@return string The Lua string.
]]
function String:lstr()
local str = ""
for i = 1, self:length() do
str = str .. string.char(self[i])
end
return str
end
--[[
Gets the length of this String.
@return number The length of this String.
]]
function String:length()
return self.charArray:length()
end
function String:opConcat(other)
return STR(self, other)
end
--[[
Gets a substring of this String.
@param number:a Start index.
@param number:b End index. Defaults to the length of this String.
@return see.base.String A substring of this String.
]]
function String:sub(a, b)
if not b then b = self:length() end
ArgumentUtils.check(1, a, "number")
ArgumentUtils.check(2, b, "number")
a = a < 0 and self:length() + a + 1 or a
b = b < 0 and self:length() + b + 1 or b
if a > b then a, b = b, a end
local substring = String:new()
for i = a, b do
substring:add(string.char(self[i]))
end
return substring
end
--[[
Adds a string to this String.
@param see.base.String:str The string to append.
@return see.base.String This String.
]]
function String:add(str)
str = cast(str, String)
for i = 1, str:length() do
self.charArray:add(str[i])
end
return self
end
--[[
Inserts a given string into this String at the given index.
@param number:index The index to insert at.
@param see.base.String:str The string to insert.
@return see.base.String This String.
]]
function String:insert(index, str)
ArgumentUtils.check(1, index, "number")
str = cast(str, String)
for i = str:length(), 1, -1 do
self.charArray:insert(index, str[i])
end
return self
end
--[[
Removes a given amount of characters from this String at the given index.
@param number:index The index to remove characters from.
@param number:amount The amount of characters to remove.
@return see.base.String This String.
]]
function String:remove(index, amount)
ArgumentUtils.check(1, index, "number")
ArgumentUtils.check(2, amount, "number")
for i = 1, amount do
self.charArray:remove(index)
end
return self
end
--[[
Finds a given substring in this string.
@param see.base.String:str The string to search for.
@param number:init The index to start searching from. Defaults to 1.
@return number The index that the substring occurs.
]]
function String:find(str, init)
str = cast(str, String)
if not init then init = 1 end
ArgumentUtils.check(2, init, "number")
local j = 1
for i = init, self:length() do
if self[i] == str[j] then
if j == str:length() then
return i - j + 1
end
j = j + 1
else
j = 1
end
end
end
--[[
Formats this String using the native string.format.
@param native:values... The values to pass to string.format.
@return see.base.String The formatted string.
]]
function String:format(...)
return String:new(self:lstr():format(...))
end
--[[
Replaces all instances of str with rep.
@param see.base.String:str The string to be replaced.
@param see.base.String:rep The string to replace with.
@return see.base.String This String.
]]
function String:replace(str, rep)
str = cast(str, String)
rep = cast(rep, String)
local found = self:find(str)
while found do
self:remove(found, str:length()):insert(found, rep)
found = self:find(str, found + 1)
end
return self
end
--[[
Returns a lower case version of this String.
@return see.base.String The lower case string.
]]
function String:lower()
local ret = String:new()
for i = 1, self:length() do
if self[i] >= 65 and self[i] <= 90 then
ret[i] = self[i] + 32
else
ret[i] = self[i]
end
end
return ret
end
--[[
Returns an upper case version of this String.
@return see.base.String The upper case string.
]]
function String:upper()
local ret = String:new()
for i = 1, self:length() do
if self[i] >= 97 and self[i] <= 122 then
ret[i] = self[i] - 32
else
ret[i] = self[i]
end
end
return ret
end
--[[
Duplicates this String over n times.
@param number:n The number of times to duplicate this String.
@return see.base.String A duplicated String.
]]
function String:duplicate(n)
ArgumentUtils.check(1, n, "number")
local ret = String:new()
for i = 1, n do
ret:add(self)
end
return ret
end
--[[
Reverses this String.
@return see.base.String A reversed String.
]]
function String:reverse()
local ret = String:new()
for i = self:length(), 1, -1 do
ret:add(String.char(self[i]))
end
return ret
end
--[[
Splits this String into strings separated by sep.
@param see.base.String sep The separator.
@return see.base.Array The split strings.
]]
function String:split(sep)
local ret = Array:new()
local matcher = Matcher:new(sep, self)
local l = 1
while matcher:find() do
ret:add(self:sub(l, matcher.left - 1))
l = matcher.right + 1
end
ret:add(self:sub(l, -1))
return ret
end
function String:trim()
local ret = String:new()
for i = 1, self:length() do
if self[i] ~= STR(' ')[1] and self[i] ~= STR('\n')[1] and self[i] ~= STR('\t')[1] and self[i] ~= STR('\r')[1] then
ret:add(String.char(self[i]))
end
end
return ret
end
--[[
Converts this String to a number.
@return number The converted number.
]]
function String:toNumber()
return tonumber(self:lstr())
end
function String:equals(other)
return self:lstr() == cast(other, "string")
end
function String:toString()
return self
end |
local function removeInterpreters()
local whitelist = {
luadeb = true,
love2d = true
}
for interpreter in pairs(ide.interpreters) do
if not whitelist[interpreter] then
ide:RemoveInterpreter(interpreter)
end
end
end
local function disableOutputText()
local _displayOutputLn = DisplayOutputLn
DisplayOutputLn = function(str, ...)
if str ~= "" then
_displayOutputLn(str, ...)
end
end
local _tr = TR
TR = function(msg, count)
local altered = {
["Program starting as '%s'."] = "",
["Program '%s' started in '%s' (pid: %d)."] = "",
["Debugger server started at %s:%d."] = "",
["Debugging session started in '%s'."] = "",
["Debugging session completed (%s)."] = ""
}
return altered[msg] or _tr(msg, count)
end
end
local function runOnDebug()
ide.config.debugger.runonstart = true
end
return {
name = "Da Vinci Environment plugin",
description = "Sets up ZeroBrane Studio for use in the classes taught at the Da Vinci College in Dordrecht, The Netherlands.",
author = "William Willing",
version = 1,
onRegister = function (self)
removeInterpreters() -- Only show the interpreters we actually use.
disableOutputText() -- When you run your program, you should see only the text your program generates and not some preamble.
runOnDebug() -- Debugging your program should run immediately and not break on the first line.
end
} |
while true do
local m = Instance.new("Message")
m.Parent = game.Workspace
m.Text = "A meteor is coming towards us!!! AHHH!!!"
wait(3)
m:remove()
local b = Instance.new("Part")
b.Parent = game.Workspace
b.Position = Vector3.new(0,1000,0)
b.Size = Vector3.new(5,1,5)
b.BrickColor = BrickColor.new(199)
b.Transparency = 0
wait(10)
local n = Instance.new("Message")
n.Parent = game.Workspace
n.Text = "Oh, it was just a small rock..."
wait(3)
n:remove()
wait(10)
b:remove()
wait(1000)
end |
--- Credit To FunTrator .
--- Do Whatever You Want . LIFE SUCKS .
--- Discord : Discord.io/SomeoneShark
local PSG = Instance.new("ScreenGui")
local bar1 = Instance.new("Frame")
local SF = Instance.new("TextButton")
local UEA = Instance.new("TextButton")
local UA = Instance.new("TextButton")
local N = Instance.new("TextLabel")
local AT = Instance.new("TextButton")
local No = Instance.new("TextLabel")
local TextLabel = Instance.new("TextLabel")
local MF = Instance.new("TextButton")
local AF = Instance.new("TextButton")
local WS = Instance.new("TextButton")
local JP = Instance.new("TextButton")
local bar2 = Instance.new("Frame")
local Stor = Instance.new("TextButton")
local P2 = Instance.new("TextButton")
local P1 = Instance.new("TextButton")
local P3 = Instance.new("TextButton")
local P4 = Instance.new("TextButton")
local M1 = Instance.new("TextButton")
local P5 = Instance.new("TextButton")
local M2 = Instance.new("TextButton")
local Spawn = Instance.new("TextButton")
local C = Instance.new("TextButton")
local X = Instance.new("TextButton")
PSG.Name = "PSG"
PSG.Parent = game.CoreGui
bar1.Name = "bar1"
bar1.Parent = PSG
bar1.BackgroundColor3 = Color3.new(0.172549, 0, 0.0627451)
bar1.BorderSizePixel = 2
bar1.Position = UDim2.new(0.241050124, 0, 0.177033499, 0)
bar1.Size = UDim2.new(0, 263, 0, 356)
bar1.Style = Enum.FrameStyle.RobloxRound
bar1.Active = true
bar1.Draggable = true
SF.Name = "SF"
SF.Parent = bar1
SF.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
SF.Position = UDim2.new(0.0570342205, 0, 0.151685402, 0)
SF.Size = UDim2.new(0, 107, 0, 42)
SF.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
SF.Font = Enum.Font.SciFi
SF.Text = "Small FARM"
SF.TextColor3 = Color3.new(0, 0, 0)
SF.TextSize = 14
SF.MouseButton1Down:connect(function()
local amount = 100 -- experiment with this value, 1000 is maximum and for pets with high levels
local coins = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Coins")
local save = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Get Other Stats"):InvokeServer()
local plr = game:GetService("Players").LocalPlayer
local petids = {}
local pets = game:GetService("Workspace")["__REMOTES"].Pets
local a = #save[plr.Name]["Save"]["Pets"]
local done = "lol meme"
function random(t)
local keys = {}
for key, value in pairs(t) do
keys[#keys+1] = key
end
index = keys[math.random(1, #keys)]
return t[index]
end
for i=1,a do
if(save[plr.Name]["Save"]["Pets"][a].e == true) then
table.insert(petids, save[plr.Name]["Save"]["Pets"][a].id)
end
a = a - 1
end
function co(b)
local done = b
print("Mining coin: " .. b.Name)
while(b:FindFirstChild"Health" ~= nil and b:FindFirstChild"Health".Value > 0) do
warn(b.Name .. "- Health: " .. b.Health.Value)
wait(0.2)
coins:FireServer("Mine",b.Name, amount, random(petids))
end
end
for _,b in next, workspace.__THINGS.Coins:GetChildren() do
if(done ~= b) then
coroutine.wrap(function()co(b)end)()
end
end
end)
UEA.Name = "UEA"
UEA.Parent = bar1
UEA.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
UEA.Position = UDim2.new(0.258555144, 0, 0.601123571, 0)
UEA.Size = UDim2.new(0, 118, 0, 42)
UEA.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
UEA.Font = Enum.Font.SciFi
UEA.Text = "Un-Equip Pets"
UEA.TextColor3 = Color3.new(0, 0, 0)
UEA.TextSize = 14
UEA.MouseButton1Down:connect(function()
local Event = game:GetService("Workspace")["__REMOTES"].Pets
local save = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Get Other Stats"):InvokeServer()
for _,x in next, game:GetService"Players":GetPlayers() do
if(x.Name ~= game:GetService"Players".LocalPlayer.Name) then
local a = #save[x.Name]["Save"]["Pets"]
for i=1,a do
Event:FireServer("Remove", x, save[x.Name]["Save"]["Pets"][a].id)
a = a - 1
end
end
end
end)
UA.Name = "UA"
UA.Parent = bar1
UA.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
UA.Position = UDim2.new(0.524714828, 0, 0.30898878, 0)
UA.Size = UDim2.new(0, 118, 0, 42)
UA.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
UA.Font = Enum.Font.SciFi
UA.Text = "Unlock All"
UA.TextColor3 = Color3.new(0, 0, 0)
UA.TextSize = 14
UA.MouseButton1Down:connect(function()
local barriers_table = { "Barrier1", "Barrier2", "Barrier3", "Barrier4", "Barrier5" }
local barriers = game:GetService("Workspace").__THINGS["Barriers"]
barriers:Destroy()
end)
N.Name = "N"
N.Parent = bar1
N.BackgroundColor3 = Color3.new(1, 1, 1)
N.BackgroundTransparency = 1
N.Position = UDim2.new(0.022813689, 0, 0.0188706424, 0)
N.Size = UDim2.new(0, 234, 0, 23)
N.Font = Enum.Font.SciFi
N.Text = "Pet Simulator Gui - By FunTrator"
N.TextColor3 = Color3.new(0.992157, 0.00784314, 0.141176)
N.TextSize = 17
AT.Name = "AT"
AT.Parent = bar1
AT.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
AT.Position = UDim2.new(0.174904943, 0, 0.767000616, 0)
AT.Size = UDim2.new(0, 162, 0, 42)
AT.Style = Enum.ButtonStyle.RobloxButtonDefault
AT.Font = Enum.Font.SciFi
AT.Text = "Teleports"
AT.TextColor3 = Color3.new(0.980392, 0.0235294, 0.121569)
AT.TextSize = 26
AT.MouseButton1Down:connect(function()
bar2.Visible = true
end)
No.Name = "No"
No.Parent = bar1
No.BackgroundColor3 = Color3.new(1, 0.00392157, 0.0196078)
No.Position = UDim2.new(0.0342205316, 0, 0.100694448, 0)
No.Size = UDim2.new(0, 233, 0, 1)
No.Font = Enum.Font.SourceSans
No.Text = ""
No.TextColor3 = Color3.new(0, 0, 0)
No.TextSize = 14
TextLabel.Parent = bar1
TextLabel.BackgroundColor3 = Color3.new(1, 1, 1)
TextLabel.BackgroundTransparency = 1
TextLabel.Position = UDim2.new(0.022813689, 0, 0.921862781, 0)
TextLabel.Size = UDim2.new(0, 233, 0, 23)
TextLabel.Font = Enum.Font.SciFi
TextLabel.Text = "Discord : Discord.io/SomeoneShark"
TextLabel.TextColor3 = Color3.new(0.980392, 0.980392, 0.980392)
TextLabel.TextSize = 13
MF.Name = "MF"
MF.Parent = bar1
MF.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
MF.Position = UDim2.new(0.524714828, 0, 0.149288639, 0)
MF.Size = UDim2.new(0, 118, 0, 42)
MF.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
MF.Font = Enum.Font.SciFi
MF.Text = "Med. FARM"
MF.TextColor3 = Color3.new(0, 0, 0)
MF.TextSize = 14
MF.MouseButton1Down:connect(function()
local amount = 500 -- experiment with this value, 1000 is maximum and for pets with high levels
local coins = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Coins")
local save = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Get Other Stats"):InvokeServer()
local plr = game:GetService("Players").LocalPlayer
local petids = {}
local pets = game:GetService("Workspace")["__REMOTES"].Pets
local a = #save[plr.Name]["Save"]["Pets"]
local done = "lol meme"
function random(t)
local keys = {}
for key, value in pairs(t) do
keys[#keys+1] = key
end
index = keys[math.random(1, #keys)]
return t[index]
end
for i=1,a do
if(save[plr.Name]["Save"]["Pets"][a].e == true) then
table.insert(petids, save[plr.Name]["Save"]["Pets"][a].id)
end
a = a - 1
end
function co(b)
local done = b
print("Mining coin: " .. b.Name)
while(b:FindFirstChild"Health" ~= nil and b:FindFirstChild"Health".Value > 0) do
warn(b.Name .. "- Health: " .. b.Health.Value)
wait(0.2)
coins:FireServer("Mine",b.Name, amount, random(petids))
end
end
for _,b in next, workspace.__THINGS.Coins:GetChildren() do
if(done ~= b) then
coroutine.wrap(function()co(b)end)()
end
end
end)
AF.Name = "AF"
AF.Parent = bar1
AF.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
AF.Position = UDim2.new(0.0532319397, 0, 0.30898878, 0)
AF.Size = UDim2.new(0, 108, 0, 42)
AF.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
AF.Font = Enum.Font.SciFi
AF.Text = "MAX FARM"
AF.TextColor3 = Color3.new(0, 0, 0)
AF.TextSize = 14
AF.MouseButton1Down:connect(function()
local amount = 1000 -- experiment with this value, 1000 is maximum and for pets with high levels
local coins = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Coins")
local save = game.Workspace:WaitForChild("__REMOTES"):WaitForChild("Get Other Stats"):InvokeServer()
local plr = game:GetService("Players").LocalPlayer
local petids = {}
local pets = game:GetService("Workspace")["__REMOTES"].Pets
local a = #save[plr.Name]["Save"]["Pets"]
local done = "lol meme"
function random(t)
local keys = {}
for key, value in pairs(t) do
keys[#keys+1] = key
end
index = keys[math.random(1, #keys)]
return t[index]
end
for i=1,a do
if(save[plr.Name]["Save"]["Pets"][a].e == true) then
table.insert(petids, save[plr.Name]["Save"]["Pets"][a].id)
end
a = a - 1
end
function co(b)
local done = b
print("Mining coin: " .. b.Name)
while(b:FindFirstChild"Health" ~= nil and b:FindFirstChild"Health".Value > 0) do
warn(b.Name .. "- Health: " .. b.Health.Value)
wait(0.2)
coins:FireServer("Mine",b.Name, amount, random(petids))
end
end
for _,b in next, workspace.__THINGS.Coins:GetChildren() do
if(done ~= b) then
coroutine.wrap(function()co(b)end)()
end
end
end)
WS.Name = "WS"
WS.Parent = bar1
WS.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
WS.Position = UDim2.new(0.0570342205, 0, 0.449438214, 0)
WS.Size = UDim2.new(0, 108, 0, 42)
WS.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
WS.Font = Enum.Font.SciFi
WS.Text = "WalkSpeed"
WS.TextColor3 = Color3.new(0, 0, 0)
WS.TextSize = 14
WS.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 100
end)
JP.Name = "JP"
JP.Parent = bar1
JP.BackgroundColor3 = Color3.new(1, 0.0392157, 0.215686)
JP.Position = UDim2.new(0.520912528, 0, 0.449438214, 0)
JP.Size = UDim2.new(0, 119, 0, 42)
JP.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
JP.Font = Enum.Font.SciFi
JP.Text = "Jump Power"
JP.TextColor3 = Color3.new(0, 0, 0)
JP.TextSize = 14
WS.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 200
end)
bar2.Name = "bar2"
bar2.Parent = PSG
bar2.BackgroundColor3 = Color3.new(1, 1, 1)
bar2.Position = UDim2.new(0.564439118, 0, 0.178628385, 0)
bar2.Size = UDim2.new(0, 214, 0, 329)
bar2.Style = Enum.FrameStyle.RobloxRound
bar2.Active = true
bar2.Draggable = true
bar2.Visible = false
Stor.Name = "Stor"
Stor.Parent = bar2
Stor.BackgroundColor3 = Color3.new(1, 1, 1)
Stor.Position = UDim2.new(0.532710254, 0, 0.0186170191, 0)
Stor.Size = UDim2.new(0, 92, 0, 39)
Stor.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
Stor.Font = Enum.Font.SourceSans
Stor.Text = "Store"
Stor.TextColor3 = Color3.new(0, 0, 0)
Stor.TextSize = 14
Stor.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(719.225952, -33.6261177, 894.049072))
end)
P2.Name = "P2"
P2.Parent = bar2
P2.BackgroundColor3 = Color3.new(1, 1, 1)
P2.Position = UDim2.new(0.532710254, 0, 0.177342772, 0)
P2.Size = UDim2.new(0, 92, 0, 39)
P2.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
P2.Font = Enum.Font.SourceSans
P2.Text = "Place 2"
P2.TextColor3 = Color3.new(0, 0, 0)
P2.TextSize = 14
P2.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(-374.2388, -37.0378761, 885.253296))
end)
P1.Name = "P1"
P1.Parent = bar2
P1.BackgroundColor3 = Color3.new(1, 1, 1)
P1.Position = UDim2.new(0.0140186772, 0, 0.174303263, 0)
P1.Size = UDim2.new(0, 92, 0, 39)
P1.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
P1.Font = Enum.Font.SourceSans
P1.Text = "Place 1"
P1.TextColor3 = Color3.new(0, 0, 0)
P1.TextSize = 14
P1.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(0.295806587, -37.0378761, 890.214355))
end)
P3.Name = "P3"
P3.Parent = bar2
P3.BackgroundColor3 = Color3.new(1, 1, 1)
P3.Position = UDim2.new(0.0140186772, 0, 0.335101962, 0)
P3.Size = UDim2.new(0, 92, 0, 39)
P3.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
P3.Font = Enum.Font.SourceSans
P3.Text = "Place 3"
P3.TextColor3 = Color3.new(0, 0, 0)
P3.TextSize = 14
P3.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(-760.199097, -37.0378761, 880.302246))
end)
P4.Name = "P4"
P4.Parent = bar2
P4.BackgroundColor3 = Color3.new(1, 1, 1)
P4.Position = UDim2.new(0.528037369, 0, 0.332062453, 0)
P4.Size = UDim2.new(0, 92, 0, 39)
P4.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
P4.Font = Enum.Font.SourceSans
P4.Text = "Place 4"
P4.TextColor3 = Color3.new(0, 0, 0)
P4.TextSize = 14
P4.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(-1140.22437, -37.0378761, 885.195129))
end)
M1.Name = "M1"
M1.Parent = bar2
M1.BackgroundColor3 = Color3.new(1, 1, 1)
M1.Position = UDim2.new(0.065420568, 0, 0.647416413, 0)
M1.Size = UDim2.new(0, 173, 0, 39)
M1.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
M1.Font = Enum.Font.SourceSans
M1.Text = "Moon 1 [ Use This To Use Below ]"
M1.TextColor3 = Color3.new(0, 0, 0)
M1.TextSize = 14
M1.MouseButton1Down:connect(function()
local mapname = "Moon"
local Event = game:GetService("Workspace")["__REMOTES"]["Load Map"]
Event:FireServer(mapname)
end)
P5.Name = "P5"
P5.Parent = bar2
P5.BackgroundColor3 = Color3.new(1, 1, 1)
P5.Position = UDim2.new(0.247663543, 0, 0.493842274, 0)
P5.Size = UDim2.new(0, 92, 0, 39)
P5.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
P5.Font = Enum.Font.SourceSans
P5.Text = "Place 5"
P5.TextColor3 = Color3.new(0, 0, 0)
P5.TextSize = 14
P5.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(-1534.46313, -33.038002, 887.088318))
end)
M2.Name = "M2"
M2.Parent = bar2
M2.BackgroundColor3 = Color3.new(1, 1, 1)
M2.Position = UDim2.new(0.0280373693, 0, 0.817688882, 0)
M2.Size = UDim2.new(0, 92, 0, 39)
M2.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
M2.Font = Enum.Font.SourceSans
M2.Text = "Moon 2"
M2.TextColor3 = Color3.new(0, 0, 0)
M2.TextSize = 14
M2.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(80.3468018, 144.27951, -1706.91724))
end)
Spawn.Name = "Spawn"
Spawn.Parent = bar2
Spawn.BackgroundColor3 = Color3.new(1, 1, 1)
Spawn.Position = UDim2.new(0.00934579503, 0, 0.0186170191, 0)
Spawn.Size = UDim2.new(0, 92, 0, 39)
Spawn.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
Spawn.Font = Enum.Font.SourceSans
Spawn.Text = "Spawn"
Spawn.TextColor3 = Color3.new(0, 0, 0)
Spawn.TextSize = 14
Spawn.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(536.137939, -36.409977, 886.542542))
end)
C.Name = "C"
C.Parent = bar2
C.BackgroundColor3 = Color3.new(1, 1, 1)
C.Position = UDim2.new(0.532710254, 0, 0.813751876, 0)
C.Size = UDim2.new(0, 92, 0, 39)
C.Style = Enum.ButtonStyle.RobloxRoundDropdownButton
C.Font = Enum.Font.SourceSans
C.Text = "Candy"
C.TextColor3 = Color3.new(0, 0, 0)
C.TextSize = 14
C.MouseButton1Down:connect(function()
game.Players.LocalPlayer.Character:MoveTo(Vector3.new(8.77877998, 144.27951, -1443.94481))
end)
X.Name = "X"
X.Parent = bar2
X.BackgroundColor3 = Color3.new(1, 0.0313726, 0.160784)
X.Position = UDim2.new (0.888, 0,0,0.964, 0)
X.Size = UDim2.new(0, 25, 0, 17)
X.Font = Enum.Font.SciFi
X.Text = "X"
X.TextColor3 = Color3.new(0, 0, 0)
X.TextSize = 14
X.MouseButton1Down:connect(function()
bar2.Visible = false
end) |
object_tangible_loot_creature_loot_kashyyyk_loot_snake_blood = object_tangible_loot_creature_loot_kashyyyk_loot_shared_snake_blood:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_kashyyyk_loot_snake_blood, "object/tangible/loot/creature_loot/kashyyyk_loot/snake_blood.iff")
|
function BlackMarketManager:zm_locked_bm()
return false
end
|
-- Copyright 2015 Alex Browne. All rights reserved.
-- Use of this source code is governed by the MIT
-- license, which can be found in the LICENSE file.
-- exctract_ids_from_field_index is a lua script that takes the following arguments:
-- 1) setKey: The key of a sorted set for a field index (either numeric or bool)
-- 2) destKey: The key of a sorted set where the resulting ids will be stored
-- 3) min: The min argument for the ZRANGEBYSCORE command
-- 4) max: The max argument for the ZRANGEBYSCORE command
-- The script then calls ZRANGEBYSCORE on setKey with the given min and max arguments,
-- and then stores the resulting set in destKey. It does not preserve the existing
-- scores, and instead just replaces scores with sequential numbers to keep the members
-- in the same order.
-- IMPORTANT: If you edit this file, you must run go generate . to rewrite ../scripts.go
-- Assign keys to variables for easy access
local setKey = ARGV[1]
local destKey = ARGV[2]
local min = ARGV[3]
local max = ARGV[4]
-- Get all the members (value+id pairs) from the sorted set
local members = redis.call('ZRANGEBYSCORE', setKey, min, max)
-- Iterate over the members and add each to the destKey
for i, member in ipairs(members) do
redis.call('ZADD', destKey, i, member)
end
|
local t = Def.ActorFrame {
Name = "GeneralBoxFile",
LoginMessageCommand = function(self)
self:playcommand("UpdateLoginStatus")
end,
LogOutMessageCommand = function(self)
self:playcommand("UpdateLoginStatus")
end,
LoginFailedMessageCommand = function(self)
self:playcommand("UpdateLoginStatus")
end,
OnlineUpdateMessageCommand = function(self)
self:playcommand("UpdateLoginStatus")
end
}
local ratios = {
LeftGap = 1140 / 1920, -- left side of screen to left edge of frame
TopGap = 468 / 1080, -- top of screen to top of frame
Width = Var("widthRatio"), -- width of the box taken from the loading file default.lua
Height = 612 / 1080,
LowerLipHeight = 57 / 1080,
}
local actuals = {
LeftGap = ratios.LeftGap * SCREEN_WIDTH,
TopGap = ratios.TopGap * SCREEN_HEIGHT,
Width = ratios.Width * SCREEN_WIDTH,
Height = ratios.Height * SCREEN_HEIGHT,
LowerLipHeight = ratios.LowerLipHeight * SCREEN_HEIGHT
}
-- the page names in the order they go
local choiceNames = {
"General",
"Scores",
"Profile",
"Goals",
"Playlists",
"Tags",
}
SCUFF.generaltabcount = #choiceNames
local choiceTextSize = 0.8
local buttonHoverAlpha = 0.6
local textzoomFudge = 5
-- controls the focus of the frame
-- starts true because it starts visible on the screen
-- goes false when forced away, such as when pressing search
local focused = true
local function createChoices()
local selectedIndex = 1
local function createChoice(i)
return UIElements.TextButton(1, 1, "Common Normal") .. {
Name = "ButtonTab_"..choiceNames[i],
InitCommand = function(self)
local txt = self:GetChild("Text")
local bg = self:GetChild("BG")
-- this position is the center of the text
-- divides the space into slots for the choices then places them half way into them
-- should work for any count of choices
-- and the maxwidth will make sure they stay nonoverlapping
self:x((actuals.Width / #choiceNames) * (i-1) + (actuals.Width / #choiceNames / 2))
txt:zoom(choiceTextSize)
txt:maxwidth(actuals.Width / #choiceNames / choiceTextSize - textzoomFudge)
txt:settext(choiceNames[i])
registerActorToColorConfigElement(txt, "main", "PrimaryText")
bg:zoomto(actuals.Width / #choiceNames, actuals.LowerLipHeight)
end,
ColorConfigUpdatedMessageCommand = function(self)
self:playcommand("UpdateSelectedIndex")
end,
UpdateSelectedIndexCommand = function(self)
local txt = self:GetChild("Text")
if selectedIndex == i then
txt:strokecolor(Brightness(COLORS:getMainColor("PrimaryText"), 0.7))
else
txt:strokecolor(color("0,0,0,0"))
end
end,
ClickCommand = function(self, params)
if self:IsInvisible() then return end
if params.update == "OnMouseDown" then
selectedIndex = i
MESSAGEMAN:Broadcast("GeneralTabSet", {tab = i})
self:GetParent():playcommand("UpdateSelectedIndex")
end
end,
RolloverUpdateCommand = function(self, params)
if self:IsInvisible() then return end
if params.update == "in" then
self:diffusealpha(buttonHoverAlpha)
else
self:diffusealpha(1)
end
end
}
end
local t = Def.ActorFrame {
Name = "Choices",
InitCommand = function(self)
self:y(actuals.Height - actuals.LowerLipHeight / 2)
self:z(201)
self:playcommand("UpdateSelectedIndex")
self:draworder(3)
end,
BeginCommand = function(self)
local snm = SCREENMAN:GetTopScreen():GetName()
local anm = self:GetName()
-- this keeps track of whether or not the user is allowed to use the keyboard to change tabs
CONTEXTMAN:RegisterToContextSet(snm, "Main1", anm)
-- enable the possibility to press the keyboard to switch tabs
SCREENMAN:GetTopScreen():AddInputCallback(function(event)
-- if locked out, dont allow
if not CONTEXTMAN:CheckContextSet(snm, "Main1") then return end
if event.type == "InputEventType_FirstPress" then
-- must be a number and control not held down
if event.char and tonumber(event.char) and not INPUTFILTER:IsControlPressed() then
local n = tonumber(event.char)
if n == 0 then n = 10 end
-- n must be a valid option or we must not have focus on the general box (not in search for example)
if n >= 1 and n <= #choiceNames or not focused then
selectedIndex = n
MESSAGEMAN:Broadcast("GeneralTabSet", {tab = n})
self:GetParent():hurrytweening(0.5):playcommand("UpdateSelectedIndex")
end
elseif event.DeviceInput.button == "DeviceButton_space" and focused and SCUFF.generaltab == SCUFF.generaltabindex then
-- toggle chart preview if the general tab is the current tab visible
SCUFF.preview.active = not SCUFF.preview.active
-- this should propagate off to the right places
self:GetParent():playcommand("ToggleChartPreview")
end
end
end)
end
}
for i = 1, #choiceNames do
t[#t+1] = createChoice(i)
end
return t
end
t[#t+1] = Def.ActorFrame {
Name = "Container",
InitCommand = function(self)
self:xy(actuals.LeftGap, actuals.TopGap)
end,
GeneralTabSetMessageCommand = function(self)
focused = true
end,
PlayerInfoFrameTabSetMessageCommand = function(self)
focused = false
end,
Def.Quad {
Name = "BG",
InitCommand = function(self)
self:halign(0):valign(0)
self:zoomto(actuals.Width, actuals.Height)
self:diffusealpha(0.6)
registerActorToColorConfigElement(self, "main", "PrimaryBackground")
end
},
Def.Quad {
Name = "Lip",
InitCommand = function(self)
self:halign(0):valign(1)
self:y(actuals.Height)
self:zoomto(actuals.Width, actuals.LowerLipHeight)
self:diffusealpha(0.6)
registerActorToColorConfigElement(self, "main", "SecondaryBackground")
self:draworder(3)
end
},
createChoices(),
LoadActorWithParams("generalPages/general.lua", {ratios = ratios, actuals = actuals}) .. {
BeginCommand = function(self)
-- this will cause the general tab to become visible first on screen startup
self:playcommand("GeneralTabSet", {tab = SCUFF.generaltabindex})
-- skip animation
self:finishtweening()
end
},
LoadActorWithParams("generalPages/scores.lua", {ratios = ratios, actuals = actuals}),
LoadActorWithParams("generalPages/profile.lua", {ratios = ratios, actuals = actuals}),
LoadActorWithParams("generalPages/goals.lua", {ratios = ratios, actuals = actuals}),
LoadActorWithParams("generalPages/playlists.lua", {ratios = ratios, actuals = actuals}),
LoadActorWithParams("generalPages/tags.lua", {ratios = ratios, actuals = actuals}),
}
return t
|
local UISprite = require('UISprite')
GImage = class('GImage', GObject)
local getters = GImage.getters
local setters = GImage.setters
function GImage:ctor()
GImage.super.ctor(self)
end
function GImage:dispose()
if self._disposed then return end
GImage.super.dispose(self)
self._isMask = nil
end
function getters:color()
return self._content.color
end
function setters:color(value)
if self._content.color~=value then
self._content.color = value
self:updateGear(4)
end
end
function getters:fillMethod() return self._content.fillMethod end
function setters:fillMethod(value) self._content.fillMethod = value end
function getters:fillOrigin() return self._content.fillOrigin end
function setters:fillOrigin(value) self._content.fillOrigin = value end
function getters:fillClockwise() return self._content.fillClockwise end
function setters:fillClockwise(value) self._content.fillClockwise = value end
function getters:fillAmount() return self._content.fillAmount end
function setters:fillAmount(value) self._content.fillAmount = value end
function GImage:constructFromResource()
local texture = self.packageItem.owner:getItemAsset(self.packageItem)
self.sourceWidth = self.packageItem.width
self.sourceHeight = self.packageItem.height
self.initWidth = self.sourceWidth
self.initHeight = self.sourceHeight
self._content = UISprite.new(self)
if not self.packageItem.is_mask then
self._content:initImage(texture, self.packageItem.scaleOption, self.packageItem.scale9Grid)
local obj = self._content.nativeObject
obj.gOwner = self
self.displayObject = obj
else
self._isMask = graphics.newMask(texture.filename, texture.baseDir)
end
self:setSize(self.sourceWidth, self.sourceHeight)
end
function GImage:setup_BeforeAdd(buffer, beginPos)
GImage.super.setup_BeforeAdd(self, buffer, beginPos)
buffer:seek(beginPos, 5)
local ct = self._content
if buffer:readBool() then
ct.color = buffer:readColor()
end
ct.flip = buffer:readByte()
ct.fillMethod = buffer:readByte()
if ct.fillMethod ~= FillMethod.None then
ct.fillOrigin = buffer:readByte()
ct.fillClockwise = buffer:readBool()
ct.fillAmount = buffer:readFloat()
end
end
|
#!/bin/lua
if not os.execute('test -f config.lua') then
os.execute('cp config.def.lua config.lua')
end
dofile 'ninja.lua'
config = dofile 'config.lua'
local recurse = not arg[1]
function subgen(dir)
local file = '$dir/'..dir..'/local.ninja'
subninja(file)
table.insert(pkg.inputs.ninja, '$dir/'..dir..'/ninja')
table.insert(pkg.inputs.index, '$outdir/'..dir..'/root.index')
table.insert(pkg.inputs.perms, '$outdir/'..dir..'/root.perms')
local cmd = string.format('test -f %s/%s/local.ninja', pkg.dir, dir)
if recurse or not os.execute(cmd) then
local oldpkg, oldout = pkg, io.output()
if pkg.dir ~= '.' then
dir = pkg.dir..'/'..dir
end
gen(dir)
pkg = oldpkg
io.output(oldout)
end
end
function gen(dir)
pkg={
name=dir:match('[^/]*$'),
dir=dir,
inputs={
perms={},
index={},
gen={
'setup.lua',
'ninja.lua',
'config.lua',
'sets.lua',
},
ninja={'$dir/local.ninja'},
fetch={},
},
perms={},
}
local outdir = config.builddir..'/'..dir
if not os.execute('mkdir -p '..outdir) then
error('failed to create '..outdir)
end
io.output(dir..'/local.ninja.tmp')
set('dir', dir)
if dir ~= '.' then
set('outdir', '$builddir/$dir')
set('srcdir', '$dir/src')
end
load('gen.lua')
build('gen', '$dir/local.ninja', {'|', pkg.inputs.gen})
phony('ninja', pkg.inputs.ninja)
if pkg.hdrs then
phony('headers', pkg.hdrs)
if pkg.hdrs.install then
for hdr in iterstrings(pkg.hdrs) do
if not hdr:hasprefix('$outdir/include/') then
error('header is not in $outdir/include: '..hdr)
end
file(hdr:sub(9), '644', hdr)
end
end
end
if pkg.deps then
phony('deps', pkg.deps)
end
if next(pkg.perms) then
table.sort(pkg.perms, function(s1, s2)
return s1:sub(8) < s2:sub(8)
end)
local f = io.open(outdir..'/local.perms', 'w')
table.insert(pkg.perms, '')
f:write(table.concat(pkg.perms, '\n'))
table.insert(pkg.inputs.perms, '$outdir/local.perms')
f:close()
end
if next(pkg.inputs.perms) then
build('mergeperms', '$outdir/root.perms', pkg.inputs.perms)
else
build('empty', '$outdir/root.perms')
end
if next(pkg.inputs.index) then
build('cat', '$outdir/root.index', pkg.inputs.index, {
description=' INDEX $outdir/root.index',
})
else
build('empty', '$outdir/root.index')
end
io.close()
os.rename(dir..'/local.ninja.tmp', dir..'/local.ninja')
end
gen(arg[1] or '.')
|
local function tx(cmd, f)
require("vGenPin")(cmd, f)
end
local function debounce(f)
local l = 0
local t = 1000000
return function(...)
local n = tmr.now()
local d = n - l
if d < 0 then d = d + 2147483647 end;
if d < t then return end;
l = n
return f(...)
end
end
do
local o = 6
gpio.trig(3, "down", debounce(function()
tx("DG P"..o, function(v)
if v and #v > 4 then
v = v:sub(5)
local n = tonumber(v)
tx("DS P"..o.." V"..(n == 1 and 0 or 1), function(r) end)
end
end)
end))
end
|
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 Data
getfield -1 Att
pushnumber 99999999999999
setfield -2 Value
emptystack |
--[[
s:UI Debugging Stuff
Not needed for any module or the core itself.
Martin Karer / Sezz, 2014
http://www.sezz.at
--]]
local S = Apollo.GetPackage("Gemini:Addon-1.1").tPackage:GetAddon("SezzUI");
-- Lua API
local tinsert, pairs, ipairs = table.insert, pairs, ipairs;
-----------------------------------------------------------------------------
function S:DumpAbility(strName, bCompleteDump)
local tAbilities = AbilityBook.GetAbilitiesList();
for _, tAbility in pairs(tAbilities) do
if (tAbility.strName == strName) then
S.Log:debug("ID: %d", tAbility.nId);
S.Log:debug("Icon: %s", tAbility.tTiers[1].splObject:GetIcon());
if (bCompleteDump) then
S.Log:debug(tAbility);
end
return tAbility;
end
end
end
-----------------------------------------------------------------------------
-- Log Messages Queue
-----------------------------------------------------------------------------
local tLogQueue = {};
S.Log = setmetatable({}, { __index = function(t, k)
return function(self, ...)
if (not tLogQueue[k]) then
tLogQueue[k] = {};
end
if (#{...} == 1 and type(...) == "table") then
tinsert(tLogQueue[k], { S:Clone(...) });
else
tinsert(tLogQueue[k], {...});
end
end
end});
function S:FlushLogQueue()
if (not tLogQueue) then return; end
for strLogLevel, tQueuedMessages in pairs(tLogQueue) do
for _, tData in ipairs(tQueuedMessages) do
self.Log[strLogLevel](self.Log, unpack(tData));
end
end
tLogQueue = nil;
end
|
local build_func = require("build_func")
require("build_setup")
print(">>> Cleaning bin")
os.execute(rmdir("bin\\Debug"))
os.execute(rmdir("bin\\Release"))
print(">>> Cleaning obj")
os.execute(rmdir("obj"))
os.execute(mkdir("obj"))
|
if onServer() then
include("randomext")
Azimuth = include("azimuthlib-basic")
local bof_configOptions = {
_version = { default = "1.0", comment = "Config version. Don't touch." },
ChanceToDestroyUpgrade = { default = 0, min = 0, max = 1, comment = "Chance to break Hyperspace Overloader when player destroys Bottan's hyperdrive. 0.75 = 75%" },
UpgradeDeletionDelay = { default = 3, min = 0, max = 10, comment = "Delay in seconds before Hyperspace Overloader upgrade will break. Used to display 'Bottan's hyperdrive destroyed' message on client" }
}
local bof_config, bof_isModified = Azimuth.loadConfig("BottanFixes", bof_configOptions)
if bof_isModified then
Azimuth.saveConfig("BottanFixes", bof_config, bof_configOptions)
end
bof_configOptions = nil
function bof_destroySmugglerBlocker()
local craft = Player().craft
if not craft then return end
if bof_config.ChanceToDestroyUpgrade ~= 0 and bof_config.ChanceToDestroyUpgrade >= math.random() then
deferredCallback(bof_config.UpgradeDeletionDelay, "bof_deferredDestroySmugglerBlocker", craft.index) -- we can't immediately remove system, because this crashes the game :/
end
end
function bof_deferredDestroySmugglerBlocker(craftIndex)
local craft = Sector():getEntity(craftIndex)
if not craft then return end
-- remove Hyperspace Overloader from a ship
local shipSystem = ShipSystem(craft)
if not shipSystem then return end
for i = 0, shipSystem.numSlots - 1 do
local upgrade = shipSystem:getUpgrade(i)
if upgrade and upgrade.script == "data/scripts/systems/smugglerblocker.lua" then
shipSystem:removeUpgrade(i)
break
end
end
-- it will return to player/alliance inventory, now we need to find and destroy it
local inventory = Faction(craft.factionIndex):getInventory()
local upgrades = inventory:getItemsByType(InventoryItemType.SystemUpgrade)
for idx, item in pairs(upgrades) do
if item.item.script == "data/scripts/systems/smugglerblocker.lua" then
inventory:remove(idx)
break
end
end
Player():sendChatMessage("Server", 0, "Hyperspace Overloader couldn't withstand the pressure! The job is done, but the system upgrade broke."%_t)
end
end |
local modules = {
"keymaps",
"options",
"plugins",
"colorscheme",
}
for i = 1, #modules, 1 do
local status_ok, _ = pcall(require, modules[i])
if not status_ok then
vim.notify(modules[i] .. " not ok")
end
end
|
local Melee = { -1569615261, 1737195953, 1317494643, -1786099057, 1141786504, -2067956739, -868994466 }
local Bullet = { 453432689, 1593441988, 584646201, -1716589765, 324215364, 736523883, -270015777, -1074790547, -2084633992, -1357824103, -1660422300, 2144741730, 487013001, 2017895192, -494615257, -1654528753, 100416529, 205991906, 1119849093 }
local Knife = { -1716189206, 1223143800, -1955384325, -1833087301, 910830060, }
local Car = { 133987706, -1553120962 }
local Animal = { -100946242, 148160082 }
local FallDamage = { -842959696 }
local Explosion = { -1568386805, 1305664598, -1312131151, 375527679, 324506233, 1752584910, -1813897027, 741814745, -37975472, 539292904, 341774354, -1090665087 }
local Gas = { -1600701090 }
local Burn = { 615608432, 883325847, -544306709 }
local Drown = { -10959621, 1936677264 }
local BlacklistedCar = { 1171614426, 1127131465, -1647941228, 1938952078, -2007026063, 2046537925, -1627000575, 1912215274, -1973172295, -1536924937, -1779120616, 456714581, -34623805, 353883353, 741586030, -488123221, -1205689942, -1683328900, 1922257928 }
local alreadyDead = false
local alreadyInCar = false
function checkDeathCause(array, val)
for name, value in ipairs(array) do
if value == val then
return true
end
end
return false
end
function isBlackListedCar(Hash)
for _,v in pairs(BlacklistedCar) do
if v == Hash then
return true
end
end
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(50)
local playerPed = GetPlayerPed(-1)
if IsEntityDead(playerPed) and not alreadyDead then
local playerName = GetPlayerName(PlayerId())
killer = GetPedKiller(playerPed)
killername = false
for id = 0, 256 do
if killer == GetPlayerPed(id) then
killername = GetPlayerName(id)
end
end
local death = GetPedCauseOfDeath(playerPed)
if checkDeathCause (Melee, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." a était tabasser par "..killername)
elseif checkDeathCause (Bullet, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." a était shooter par "..killername)
elseif checkDeathCause (Knife, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." a était assassiner par "..killername)
elseif checkDeathCause (Car, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." a était percuter par "..killername)
elseif checkDeathCause (Animal, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." a était tuer par un animal.")
elseif checkDeathCause (FallDamage, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort suite à une chute.")
elseif checkDeathCause (Explosion, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort suite à une explosion.")
elseif checkDeathCause (Gas, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort d'asphyxie.")
elseif checkDeathCause (Burn, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort de brûlure.")
elseif checkDeathCause (Drown, death) then
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort d'asphyxie.")
else
TriggerServerEvent("Fd_Logs:SendLogs", "Kill", "Red", "Mort d'un joueur", ""..playerName.." est mort de raison inconnue.")
end
alreadyDead = true
end
if IsPedSittingInAnyVehicle(playerPed) and not alreadyInCar then
local vehicle = GetVehiclePedIsIn(playerPed, false)
local playerName = GetPlayerName(PlayerId())
if isBlackListedCar(GetEntityModel(vehicle)) then
TriggerServerEvent("Fd_Logs:SendLogs", "Car", "Blue", "Utilisation d'un véhicule", ""..playerName.." est monter dans un véhicule interdit.")
alreadyInCar = true
end
end
if not IsPedSittingInAnyVehicle(playerPed) and alreadyInCar then
alreadyInCar = false
end
if not IsEntityDead(playerPed) and alreadyDead then
alreadyDead = false
end
end
end) |
local M = {}
M.bounds_min = vmath.vector3(-0.439571797848, -0.500100135803, -0.125)
M.bounds_max = vmath.vector3(0.439570665359, 0.500603556633, 0.125000506639)
M.size = vmath.vector3(0.879142463207, 1.00070369244, 0.250000506639)
return M
|
function onEvent(n,v1,v2)
if n == "Red Screen" then
if not lowQuality then
runTimer('hide',1);
makeAnimatedLuaSprite('redload','Red Screen',-250,-150)
addAnimationByPrefix('redload','redpog','red appear',14,true)
objectPlayAnimation('redload','redpog',false)
setScrollFactor('redload', 0, 0);
scaleObject('redload', 1.4, 1.4);
addLuaSprite('redload', true);
end
end
end
function onTimerCompleted(tag, loops, loopsLeft)
if tag == 'hide' then
removeLuaSprite('redload', false);
end
end
|
local ParentGroup = script.parent--script:GetCustomProperty("RootGroup"):WaitForObject()
local LocalPlayer = Game.GetLocalPlayer()
local VELOCITY_Z_RESTRICTION = ParentGroup:GetCustomProperty("VelocityZRestriction")
local RADIUS_DOT_PRODUCT = ParentGroup:GetCustomProperty("RadiusDotProduct")
local BINDING_PUSH = ParentGroup:GetCustomProperty("PushBinding")
local FORCE = ParentGroup:GetCustomProperty("Force")
local DESTROY_TIME = ParentGroup:GetCustomProperty("DestroyTime")
local RADIUS = ParentGroup:GetCustomProperty("Radius")
local EVENT = ParentGroup:GetCustomProperty("Event")
local PUSH_VECTOR = ParentGroup:GetCustomProperty("PushVector")
local function PushObject(object)
if(not Object.IsValid(object)) then return end
if(not object:IsA("StaticMesh")) then return end
--[[llocal vector = object:GetWorldPosition() - LocalPlayer:GetWorldPosition()
if(vector.size > RADIUS) then return end
local normal = vector:GetNormalized()
ocal forwardVector = player:GetWorldTransform():GetForwardVector()
local dot = normal .. forwardVector
if dot < RADIUS_DOT_PRODUCT then return end]]
--[[if(VELOCITY_Z_RESTRICTION >= 0) then
if(vector.z < VELOCITY_Z_RESTRICTION) then
vector.z = VELOCITY_Z_RESTRICTION
end
end]]
object.isSimulatingDebrisPhysics = true
object:SetVelocity(PUSH_VECTOR * FORCE)
--object:MoveContinuous(vector * 10)
return true
end
local function DestroyObject(object)
if(not Object.IsValid(object)) then return end
if(not object:IsA("StaticMesh")) then return end
object:Destroy()
end
local function PushObjects()
local taggedObjects = {}
for _, object in pairs(ParentGroup:GetChildren()) do
local tagged = PushObject(object)
if(tagged) then
table.insert(taggedObjects, object)
end
end
if(#taggedObjects < 1) then return end
Task.Wait(DESTROY_TIME)
for _, object in pairs(taggedObjects) do
DestroyObject(object)
end
end
local function OnBindingReleased(player, binding)
if(binding ~= BINDING_PUSH) then return end
PushObjects()
end
LocalPlayer.bindingReleasedEvent:Connect(OnBindingReleased)
Events.Connect(EVENT, PushObjects) |
local _c = LPPS_C_LIB
local _cLog = _c.log
local log = {}
local _lv = 0
function log.level(lv)
if lv and type(lv) == 'number' and lv >= 0 and lv <= 3 then
_lv = lv
end
return _lv
end
--
function log.debug(str,...)
assert(str)
if _lv <= 0 then
_cLog(0,str,...)
end
end
function log.info(str,...)
assert(str)
if _lv <= 1 then
_cLog(1,str,...)
end
end
function log.warn(str,...)
assert(str)
if _lv <= 2 then
_cLog(2,str,...)
end
end
function log.error(str,...)
assert(str)
if _lv <= 3 then
_cLog(3,str,...)
end
end
return log
|
--[[
$Id$
Copyright © 2010 VideoLAN and AUTHORS
Authors: Julien 'Lta' BALLET <contact at lta dot io>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
--]]
local config = {}
config["base_url"] = "http://api.icast.io"
config["api_base_url"] = config.base_url.."/1"
local json = nil
local roots = nil
function json_init()
if json ~= nil then return false end
vlc.msg.dbg("JSON parser lazy initialization")
json = require ("dkjson")
-- Use vlc.stream to grab a remote json file, place it in a string,
-- decode it and return the decoded data.
json["parse_url"] = function(url)
local stream = vlc.stream(url)
local string = ""
local line = ""
repeat
line = stream:readline()
string = string..line
until line ~= nil
--print(string)
return json.decode(string)
end
end
-- VLC SD mandatory method, return the name and capabilities of this SD.
function descriptor()
return { title = "iCast Stream Directory", capabilities = {"search"} }
end
-- Utility function to replace nils by an empty string, borrowed from icecast.lua
function dropnil(s)
if s == nil then return "" else return s end
end
function roots_init()
if roots ~= nil then return nil end
roots = {
locals = vlc.sd.add_node({title="Local Streams"}),
cats = vlc.sd.add_node({title="Categories"}),
search = nil
}
end
-- Add this station to the discovered service list.
function station_add(node, station)
if station.streams == nil or station.streams[1] == nil then
return nil
end
item = node:add_subitem({
title = station.name,
path = station.streams[1]["uri"],
meta = {
["Listing Source"] = "icast.io",
["Listing Type"] = "radio",
["Icecast Bitrate"] = dropnil(station.streams[1].bitrate)
}
})
if station.slogan then
item:set_name(station.name..": "..station.slogan)
end
if station.genre_list then
item:set_genre(table.concat(station.genre_list, ", "))
end
if station.language then
item:set_language(station.language)
end
if station.logo.medium then
item:set_arturl(config.base_url..station.logo.medium)
end
end
-- Get an url to iCast's API, parse the returned stations and add them
-- to the list of discovered medias.
function stations_fetch(node, url)
json_init()
vlc.msg.info("Fetching stations from API ("..url..")")
local result = json.parse_url(config.api_base_url..url)
if result.stations == nil then
return nil
end
for _, station in ipairs(result.stations) do
station_add(node, station)
end
end
-- VLC SD API - Search entry point
function search(query)
if roots.search then vlc.sd.remove_node(roots.search) end
roots.search = vlc.sd.add_node({title="Search Results"})
stations_fetch(roots.search, "/stations/search.json?q="..query.."*")
end
-- VLC SD API - Main listing entry point
function main()
roots_init()
stations_fetch(roots.locals, "/stations/local.json")
vlc.msg.dbg("Fetching list of genre from API (/genres.json)")
local result = json.parse_url(config.api_base_url.."/genres.json")
for genre, sub_genres in pairs(result.genres) do
local node = roots.cats:add_subnode({title=genre})
for _, sub_genre in ipairs(sub_genres) do
local sub_node = node:add_subnode({title=sub_genre})
stations_fetch(sub_node, "/stations/genre/"..sub_genre..".json")
end
end
end
|
-- PeanutLabs plugin
local Library = require "CoronaLibrary"
-- Create library
local lib = Library:new{ name="plugin.peanutlabs", publisherId="com.coronalabs" }
-------------------------------------------------------------------------------
-- BEGIN
-------------------------------------------------------------------------------
-- This sample implements the following Lua:
--
-- local peanutlabs = require "plugin.peanutlabs"
-- peanutlabs.init()
--
local function showWarning(functionName)
print( functionName .. " WARNING: The PeanutLabs plugin is only supported on Android & iOS devices. Please build for device")
end
function lib.init()
showWarning("peanutlabs.init()")
end
function lib.show()
showWarning("peanutlabs.show()")
end
-------------------------------------------------------------------------------
-- END
-------------------------------------------------------------------------------
-- Return an instance
return lib
|
return {
1296,1263,1263,1263,1263,1263,1297,1521,1457,1843,1844,1844,1844,1844,1845,1521,2147485268,1296,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1263,1297,1521,1457,1843,1844,1844,1844,1844,1844,1845,
1329,0,0,0,0,0,1330,1521,1457,2147485195,1987,1988,1989,0,1879,1521,1457,1329,0,0,0,778,779,780,0,0,0,778,779,780,0,0,0,778,779,780,0,0,1330,1521,1457,2147485195,0,0,0,0,0,1879,
2024,2025,2026,2024,2025,2026,0,1521,1457,2147485195,0,0,0,0,1879,1521,1457,1329,778,779,780,811,812,813,778,779,780,811,812,813,778,779,780,811,812,813,0,0,1330,1521,1457,2147485195,1953,1987,1988,1989,1955,1879,
1953,1954,1955,1953,1954,1955,0,1521,1457,2147485195,0,0,0,0,1879,1521,2147485268,1329,811,812,813,844,845,846,811,812,813,844,845,846,811,812,813,844,845,846,0,0,1330,1521,1457,2147485195,2017,2018,2018,2018,2020,1879,
1987,1988,1989,1987,1988,1989,0,1521,1457,2147485195,0,0,0,1878,1879,1521,1523,1329,844,845,846,0,0,0,844,845,846,0,0,0,844,845,846,0,0,0,0,0,1330,1521,1457,2147485195,1948,1961,1961,1961,1982,1879,
2016,2018,2018,2018,2018,2050,0,1521,1457,2147485195,0,0,0,1878,1879,1521,1457,1362,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1264,1363,1521,1457,2147485195,1948,2055,2056,2057,1982,1879,
2022,2018,2022,2018,2022,2050,0,1521,1457,2147485195,0,0,0,1878,1879,1521,1457,0,0,0,0,0,3221227412,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1913,1521,1457,2147485561,2153,2061,2059,2062,2147485801,1913,
2021,2055,2056,2056,2057,2023,0,1521,1457,2147485195,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,536872301,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1554,2147485202,1553,1553,1553,1553,1553,1553,1553,
2147485807,2058,2059,2059,2060,2159,1330,1521,1457,2147485195,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,1521,2147485268,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1620,2147485268,1619,1619,1619,1619,1619,1619,1619,
1329,1334,1273,1272,1336,0,1330,1521,1457,2147485195,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,1521,1457,2147485162,2147485159,2147485159,2147485159,2147485159,2147485159,1844,1844,1511,1511,1511,1511,1511,1514,1521,1457,2147485162,2147485159,2147485159,2147485159,2147485159,2147485159,1845,
1329,0,1301,1303,0,0,1330,1521,1457,1877,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,1521,1457,1877,1953,1954,1955,1953,1954,1955,1953,1954,1955,1953,1954,1955,1879,1521,1457,1877,1878,1878,2024,2025,2026,1879,
1329,0,1301,1305,1270,0,1330,1521,1457,2147485195,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,1521,1457,2147485195,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1547,1521,1457,2147485195,1878,1878,1987,1988,1989,1879,
1329,0,1334,1273,1303,0,1330,1521,1457,2147485195,1878,1878,1878,1878,1879,1521,1457,1877,1878,1878,1878,1878,1879,1521,1457,2147485195,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1547,1521,1457,2147485195,1878,1878,1948,2022,1982,1879,
1329,0,0,1301,1303,0,1330,1521,1457,1543,1878,1073743766,1912,1912,1913,1521,1457,1911,1912,1912,3221227414,1878,1879,1521,1457,1543,2017,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,1547,1521,1457,1543,1878,1878,2017,2018,2019,1879,
1329,0,0,1301,1303,0,1330,1521,1457,1543,1878,1879,1389,1553,1553,1554,1556,1553,1553,1391,1877,1878,1879,1521,1457,1543,1953,1954,1955,770,770,770,770,770,770,1953,1954,1955,1547,1521,1457,1543,1878,1878,2024,2025,2026,1879,
1329,0,0,1301,1303,0,1330,1521,1457,1877,1878,1879,1521,3221227026,1619,1619,1619,1619,1073743378,1457,1877,1878,1879,1521,1457,1877,1987,1988,1989,770,770,837,770,770,770,1987,1988,1989,1879,1521,1457,1877,1878,1878,1987,1988,1989,1879,
1329,0,0,1301,1303,0,1330,1521,1457,1877,1878,1879,1521,1457,1878,1878,1878,1878,2147485105,1457,1877,1878,1879,1521,1457,1877,1948,2022,1982,770,778,779,780,836,770,1948,2022,1982,1879,1521,1457,1877,1878,1878,1948,2022,1982,1879,
1329,0,0,1301,1303,0,1330,1521,1457,2147485195,1878,1879,1521,1457,1878,1878,1878,1878,2147485105,1457,1877,1878,1547,1521,1457,2147485195,2017,2018,2019,770,811,812,813,770,770,2017,2018,2019,1547,1521,1457,1877,1878,1878,2017,2018,2019,1879,
1329,0,0,1301,1305,1270,1330,1521,1457,2147485195,1878,1879,1521,2147485202,1553,1553,1553,1553,1554,1457,1877,1878,1547,1521,1457,2147485195,1953,1954,1955,1953,844,845,846,0,1955,1953,1954,1955,1547,1521,1457,1877,1878,1878,2024,2025,2026,1879,
1329,0,0,1334,1273,1303,1330,1521,1457,2147485195,1878,1879,1610614125,1619,1619,1619,1619,1619,1619,3758097773,1877,1878,1547,1521,1457,2147485195,1987,1988,1989,1987,0,0,0,0,1989,1987,1988,1989,1547,1521,1457,1877,1878,1878,1987,1988,1989,1879,
1329,0,0,0,1301,1305,1270,1521,1457,2147485195,1878,1942,1844,1844,1844,1844,1844,1844,1844,1844,2147485590,1878,1547,1521,1457,2147485195,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1547,1521,1457,1877,1878,1878,1948,2022,1982,1879,
1362,1264,1264,1264,1301,0,1303,1521,1457,2147485195,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1547,1521,1457,1877,2017,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,1547,1521,1457,1877,1878,1878,2017,2018,2019,1879,
1911,1912,1912,1912,1912,1912,1913,197,1457,2147485561,2147485560,2147485560,2147485560,2147485560,2147485560,1912,1912,1912,1912,1912,1912,1912,1913,1521,2147485169,1911,1912,2147485560,2147485560,2147485560,2147485560,1912,1912,1912,1912,1912,1912,1912,1913,1521,1457,1877,1878,1878,2024,2025,2026,1879,
1553,1553,1553,1553,1553,1553,1553,1554,1556,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1554,2147485202,2147485201,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1551,1553,1553,1554,1457,1877,1878,1878,1987,1988,1989,1879,
1619,1619,1619,1619,1616,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1588,1622,1619,1616,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1358,1877,1878,1878,1948,2022,1982,1879,
1843,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1511,1511,1511,1511,1511,1514,1521,1457,0,2147485159,2147485159,2147485159,2147485159,2147485159,1844,1844,1844,1844,1844,1844,1844,1844,1844,1844,1940,1878,1878,2017,2018,2019,1879,
1877,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,1879,1521,1457,0,2024,2025,2026,0,0,0,2024,2025,2026,2024,2025,2026,2024,2025,2026,0,0,0,2024,2025,2026,1879,
1877,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1547,1521,1457,736,770,1988,1989,737,737,737,1987,1988,1989,1987,1988,1989,1987,1988,1989,737,737,737,1987,1988,1989,738,
1877,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1547,1521,1457,769,770,0,1982,0,0,0,1948,2022,1982,1948,2022,1982,1948,2022,1982,0,0,0,1948,2022,1982,771,
1877,2016,2018,2019,2147485667,2018,2020,2016,2018,2019,2147485667,2018,2020,2016,2018,2019,2147485667,2018,2020,2016,2018,2019,1547,1521,1457,769,770,0,2019,0,0,0,2017,2018,2019,2017,2018,2019,2017,2018,2019,0,0,0,2017,2018,2019,771,
1877,2024,2025,2026,736,737,737,737,737,737,737,737,737,737,737,737,737,737,738,2147485674,2147485673,2147485672,1547,1521,1457,769,770,0,2026,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2024,2025,2026,771,
1877,1987,1988,1989,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485637,2147485636,2147485635,1879,1521,1457,769,770,0,1989,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1987,1988,1989,771,
1877,1948,2022,1982,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485630,2147485670,2147485596,1879,1521,1457,769,770,0,1982,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1948,2022,1982,771,
1877,2017,2018,2019,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485667,2147485666,2147485665,1879,1521,1457,769,770,0,2019,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2017,2018,2019,771,
1877,2024,2025,2026,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485674,2147485673,2147485672,1879,1521,1457,769,770,0,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,771,
1877,1987,1988,1989,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485637,2147485636,2147485635,1879,1521,1457,769,770,0,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,771,
1877,1948,2022,1982,769,0,0,0,0,0,0,0,0,0,0,0,0,0,771,2147485630,2147485670,2147485596,1879,1521,1457,769,770,0,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,771,
1877,2017,2018,2019,802,803,803,803,803,803,671,0,0,0,0,0,0,0,771,2147485667,2147485666,2147485665,1879,1521,2147485169,769,770,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,2017,2018,2019,771,
1911,1912,1912,1912,1912,1912,1912,1912,1912,3221227414,769,0,0,0,0,0,0,0,771,2147485674,2147485673,2147485672,1879,1521,2147485169,802,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,803,804,
1553,1553,1553,1553,1553,1553,1553,1553,1457,1877,769,0,0,0,0,0,0,0,771,2147485637,2147485636,2147485635,1879,1521,2147485202,1553,1551,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1553,1550,1553,1553,1553,1553,1553,
1619,1619,1619,1619,1619,1619,1619,1620,1457,1877,769,0,0,0,0,0,0,0,771,2147485630,2147485670,2147485596,1879,1521,3221227026,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,1619,
0,0,0,0,0,0,0,1521,1457,1877,802,803,803,803,803,803,803,803,804,2147485667,2147485666,2147485665,1879,1521,1457,2147485162,2147485159,2147485159,2147485159,2147485159,2147485159,1844,1844,1511,1511,1511,1511,1511,1511,1511,1511,1511,2147485159,2147485159,2147485159,2147485159,2147485159,1845,
0,0,0,0,0,0,0,1521,1457,1877,105,2025,2026,2024,2025,2026,2024,2025,2026,2024,2025,2026,1879,1521,1457,1877,736,737,737,737,737,737,738,736,737,737,737,737,737,737,738,1878,1878,1878,1878,1878,1878,1879,
0,0,0,0,1791,0,0,1521,1457,1877,1987,1988,1989,1987,1988,1989,1987,1988,1989,1987,1988,1989,1879,1521,1457,2147485195,769,770,770,770,770,837,703,704,770,770,770,770,770,836,703,737,737,737,737,738,0,1879,
1718,1719,0,2052,160,0,0,1521,1457,1877,1948,2022,1982,1948,2022,1982,1948,2022,1982,1948,2022,1982,1879,1521,1457,2147485195,769,770,770,770,837,770,770,770,770,770,770,770,770,770,770,770,770,770,770,771,1878,1879,
1752,1753,0,1756,0,1756,0,1455,1457,1877,2147485667,2018,2020,2017,2018,2019,2147485667,2018,2020,2017,2018,2019,1879,1521,1457,1543,802,803,803,803,803,803,803,803,671,770,770,770,770,770,770,770,836,670,803,804,1878,1879,
0,0,0,0,0,0,0,1521,1457,1877,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1878,1879,1521,1457,1543,1878,1878,1878,1878,1878,1878,1878,1878,802,803,803,803,803,803,803,803,803,804,1878,1878,1878,1879,
0,0,0,0,0,0,0,1521,1457,1911,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1913,1521,1457,1911,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1912,1913
} |
local comp = require("component")
local fs = require("filesystem")
local internet = comp.internet
local api = {}
function api.internetRequest(url)
checkArg(1, url, "string")
local success, response = pcall(internet.request, url)
if success then
local responseData = ""
while true do
local data, responseChunk = response.read()
if data then
responseData = responseData..data
else
if responseChunk then
return false, responseChunk
else
return true, responseData
end
end
end
else
return false, reason
end
end
function api.download(url, path)
checkArg(1, url, "string")
checkArg(2, path, "string")
local success, response = api.internetRequest(url)
if success then
fs.makeDirectory(fs.path(path) or "/")
local file = io.open(path, "w")
file:write(response)
file:close()
end
return success
end
function api.runFromUrl(url, ...)
checkArg(1, url, "string")
local success, response = api.internetRequest(url)
if success then
response, reason = load(response)
if response then
response = { pcall(response, ...) }
if response[1] then
return table.unpack(response, 2)
else
return false, "Failed to run script: "..tostring(response[2])
end
else
return false, "Failed to run script: "..tostring(loadReason)
end
else
return false, response
end
end
return api
|
--[[
A pandoc filter that generates Lists Of Figures and Tables (loft).
This filter enables the lot and lof options as in LaTeX output formats.
The user can also customise the titles with lot-title and lof-title:
---
lof:
lof-title: "Illustrations" # markdown styling is supported
---
--]]
-- REQUIREMENTS: Load shared lua function - see `shared.lua` in rmarkdown for more details.
-- * pandocAvailable()
-- * pandoc_type() function (backward compatible type() after 2.17 changes)
-- * print_debug()
dofile(os.getenv 'RMARKDOWN_LUA_SHARED')
--[[
About the requirement:
* PANDOC_VERSION -> 2.2.3
]]
if (not pandocAvailable {2,2,3}) then
io.stderr:write("[WARNING] (jss.lua) requires at least Pandoc 2.1. Lua Filter skipped.\n")
return {}
end
-- START OF THE FILTER'S FUNCTIONS --
local options = {} -- where we store pandoc Meta
local tablesList = {} -- where we store the list of tables
local figuresList = {} -- where we store the list of figures
-- The following function stores pandoc Meta in the options local variable
local function getMeta(meta)
options = meta
-- If there is no given titles, use default titles
if not options["lot-title"] then
options["lot-title"] = pandoc.MetaInlines(pandoc.Str("List of Tables"))
end
if not options["lof-title"] then
options["lof-title"] = pandoc.MetaInlines(pandoc.Str("List of Figures"))
end
return nil -- Do not modify Meta
end
-- Helpers function --
-- From a caption text, retrieve the reference and find it in reference list
local function refFromCaption(captionText, refList)
local ref
-- build figure reference from figure caption
ref = "@ref" .. string.gsub(captionText, "#", "")
ref = string.gsub(ref, "%)", ") ") -- add a space
-- insert figure reference in figuresList
table.insert(refList, {pandoc.Plain(pandoc.Str(ref))})
end
-- This function is called only for Div of class figure inserted by bookdown
local function getFigCaption(div)
local listOfBlocks = div.content
local found
for i, block in ipairs(listOfBlocks) do
if block.t == "RawBlock" then
if block.text == '<p class="caption">' then
found = i + 1
break
end
end
end
if found then
return pandoc.utils.stringify(div.content[found])
else
return nil
end
end
-- Main AST processing functions
-- This function looks for caption in div of class figures. Usually raw HTML of this
-- structure is inserted by knitr::include_graphics() when `fig.cap` is provided
-- which identified as a Div in AST (bc of native_divs).
-- It builds and saves the items used by the list of figures.
local function addFigRef(div)
local captionText
local figref
-- do not build the lof if not required
if not options.lof then return nil end
if div.classes:includes("figure") then
captionText = getFigCaption(div)
if not captionText then return nil end
refFromCaption(captionText, figuresList)
end
return nil -- Do not modify Div
end
-- This function inspects the Images captions when Images are part of Figures
-- (when Pandoc adds fig: in title meaning implicit_figures have identified it)
-- When a bookdown id is found, it builds and saves the items used by
-- the list of figures.
local function addFigRef2(img)
local captionText
local figref
-- do not build the lof if not required
if not options.lof then return nil end
-- Identified a figure
if img.title and img.title:sub(1,4) == "fig:" then
captionText = pandoc.utils.stringify(img.caption)
found = string.find(captionText, "%(#fig:.*%)")
if found then
refFromCaption(captionText, figuresList)
end
end
end
-- This function inspects the tables captions.
-- When a bookdown id is found, it builds and saves the items used by
-- the list of tables.
local function addTabRef(tab)
local caption
local found
local tabref
-- do not build the lot if not required
if not options.lot then return nil end
caption = pandoc.utils.stringify(tab.caption)
-- test the presence of a bookdown table id
found = string.find(caption, "%(#tab:.*%)")
if found then
refFromCaption(caption, tablesList)
end
return nil -- Do not modify Table
end
-- This function appends the LOT/LOF to the document using custom titles
-- if provided and is insert the new section into TOC unless opt-out
local function appendLoft(doc)
local lotHeader
local lofHeader
local lotClasses = {"lot", "unnumbered", "front-matter"}
local lofClasses = {"lof", "unnumbered", "front-matter"}
local idprefix = options.idprefix or ""
if options.lof then
table.insert(doc.blocks, 1, pandoc.BulletList(figuresList))
if options["lof-unlisted"] then table.insert(lofClasses, "unlisted") end
lofHeader =
pandoc.Header(1,
{table.unpack(options["lof-title"])},
pandoc.Attr(idprefix .. "LOF", lofClasses, {})
)
table.insert(doc.blocks, 1, lofHeader)
end
if options.lot then
table.insert(doc.blocks, 1, pandoc.BulletList(tablesList))
if options["lot-unlisted"] then table.insert(lotClasses, "unlisted") end
lotHeader =
pandoc.Header(1,
{table.unpack(options["lot-title"])},
pandoc.Attr(idprefix .. "LOT", lotClasses, {})
)
table.insert(doc.blocks, 1, lotHeader)
end
return pandoc.Pandoc(doc.blocks, doc.meta)
end
-- Organize filters: Meta filter needs to run before others
return {
{Meta = getMeta},
{Div = addFigRef, Image = addFigRef2, Table = addTabRef, Pandoc = appendLoft}
}
|
-- Loads the `conf` var from layerset INI file
require "layerset"
local driver = require('luasql.postgres')
local env = driver.postgres()
local pgosm_conn_env = os.getenv("PGOSM_CONN")
local pgosm_conn = nil
if pgosm_conn_env then
pgosm_conn = pgosm_conn_env
else
error('ENV VAR PGOSM_CONN must be set.')
end
layers = {'amenity', 'building', 'indoor', 'infrastructure', 'landuse'
, 'leisure'
, 'natural', 'place', 'poi', 'public_transport'
, 'road', 'road_major', 'shop', 'tags'
, 'traffic', 'unitable', 'water'}
local function post_processing(layerset)
print(string.format('Post-processing %s', layerset))
local filename = string.format('sql/%s.sql', layerset)
local sql_file = io.open(filename, 'r')
sql_raw = sql_file:read( '*all' )
sql_file:close()
local result = con:execute(sql_raw)
--print(result) -- Returns 0.0 on success? nil on error?
end
-- Establish connection to Postgres
con = assert (env:connect(pgosm_conn))
-- simple query to verify connection
cur = con:execute"SELECT version() AS pg_version;"
row = cur:fetch ({}, "a")
while row do
print(string.format("Postgres version: %s", row.pg_version))
-- reusing the table of results
row = cur:fetch (row, "a")
end
post_processing('pgosm-meta')
for ix, layer in ipairs(layers) do
if conf['layerset'][layer] then
post_processing(layer)
end
end
-- close everything
cur:close()
con:close()
env:close()
|
local Deque = require('class')('Deque')
function Deque:__init()
self._objects = {}
self._first = 0
self._last = -1
end
function Deque:getCount()
return self._last - self._first + 1
end
function Deque:pushLeft(obj)
self._first = self._first - 1
self._objects[self._first] = obj
end
function Deque:pushRight(obj)
self._last = self._last + 1
self._objects[self._last] = obj
end
function Deque:popLeft()
if self._first > self._last then return nil end
local obj = self._objects[self._first]
self._objects[self._first] = nil
self._first = self._first + 1
return obj
end
function Deque:popRight()
if self._first > self._last then return nil end
local obj = self._objects[self._last]
self._objects[self._last] = nil
self._last = self._last - 1
return obj
end
function Deque:peekLeft()
return self._objects[self._first]
end
function Deque:peekRight()
return self._objects[self._last]
end
function Deque:iter()
local t = self._objects
local i = self._first - 1
return function()
i = i + 1
return t[i]
end
end
return Deque
|
module(..., package.seeall)
require "source/sound/sound"
local flower = flower
local widget = widget
local view = nil
function onCreate(e)
layer = flower.Layer()
layer:setTouchEnabled(false)
scene:addChild(layer)
view = widget.UIView {
scene = scene,
layout = widget.BoxLayout {
gap = {5, 5},
padding = {10, 10, 10, 10},
align = {"center", "top"},
},
children = {{
widget.Button {
size = {0, flower.viewHeight/5}
},
flower.Label("Little Red Comet Games", nil, nil, nil, 64),
widget.Button {
normalTexture = "logo.png",
size = {flower.viewWidth/2.5, flower.viewWidth/2.5},
},
flower.Label("Loading assets, please wait...", nil, nil, nil, 24),
}}
}
end
function onStart(e)
flower.Executors.callLaterFrame(1, function()
loadResources()
flower.gotoScene("source/scenes/mainMenu", {animation="fade"})
end)
end
function loadResources()
soundManager = SoundManager {
soundDir = "assets/sounds/soundtrack/",
}
end
|
local sqrt, cos, sin = math.sqrt, math.cos, math.sin
local function str(x,y)
return "("..tonumber(x)..","..tonumber(y)..")"
end
local function mul(s, x,y)
return s*x, s*y
end
local function div(s, x,y)
return x/s, y/s
end
local function add(x1,y1, x2,y2)
return x1+x2, y1+y2
end
local function sub(x1,y1, x2,y2)
return x1-x2, y1-y2
end
local function permul(x1,y1, x2,y2)
return x1*x2, y1*y2
end
local function dot(x1,y1, x2,y2)
return x1*x2 + y1*y2
end
local function det(x1,y1, x2,y2)
return x1*y2 - y1*x2
end
local function eq(x1,y1, x2,y2)
return x1 == x2 and y1 == y2
end
local function lt(x1,y1, x2,y2)
return x1 < x2 or (x1 == x2 and y1 < y2)
end
local function le(x1,y1, x2,y2)
return x1 <= x2 and y1 <= y2
end
local function len2(x,y)
return x*x + y*y
end
local function len(x,y)
return sqrt(x*x + y*y)
end
local function dist(x1,y1, x2,y2)
return len(x1-x2, y1-y2)
end
local function normalize(x,y)
local l = len(x,y)
return x/l, y/l
end
local function rotate(phi, x,y)
local c, s = cos(phi), sin(phi)
return c*x - s*y, s*x + c*y
end
local function perpendicular(x,y)
return -y, x
end
local function project(x,y, u,v)
local s = (x*u + y*v) / (u*u + v*v)
return s*u, s*v
end
local function mirror(x,y, u,v)
local s = 2 * (x*u + y*v) / (u*u + v*v)
return s*u - x, s*v - y
end
-- the module
return {
str = str,
-- arithmetic
mul = mul,
div = div,
add = add,
sub = sub,
permul = permul,
dot = dot,
det = det,
cross = det,
-- relation
eq = eq,
lt = lt,
le = le,
-- misc operations
len2 = len2,
len = len,
dist = dist,
normalize = normalize,
rotate = rotate,
perpendicular = perpendicular,
project = project,
mirror = mirror,
}
|
local vmf = get_mod("VMF")
local _vmf_users = {}
local _rpc_callbacks = {}
local _local_mods_map = {}
local _local_rpcs_map = {}
local _shared_mods_map = ""
local _shared_rpcs_map = ""
local _network_module_is_initialized = false
local _network_debug = false
local VERMINTIDE_CHANNEL_ID = 1
local RPC_VMF_REQUEST_CHANNEL_ID = 3
local RPC_VMF_RESPONCE_CHANNEL_ID = 4
local RPC_VMF_UNKNOWN_CHANNEL_ID = 5 -- Note(Siku): No clue what 5 is supposed to mean.
-- ####################################################################################################################
-- ##### Local functions ##############################################################################################
-- ####################################################################################################################
local function is_rpc_registered(mod_name, rpc_name)
local success = pcall(function() return _rpc_callbacks[mod_name][rpc_name] end)
return success
end
-- CONVERTING
local function convert_names_to_numbers(peer_id, mod_name, rpc_name)
local user_rpcs_dictionary = _vmf_users[peer_id]
if user_rpcs_dictionary then
local mod_number = user_rpcs_dictionary[1][mod_name]
if mod_number then
local rpc_number = user_rpcs_dictionary[2][mod_number][rpc_name]
if rpc_number then
return mod_number, rpc_number
end
end
end
return nil
end
local function convert_numbers_to_names(mod_number, rpc_number)
local mod_name = _local_mods_map[mod_number]
if mod_name then
local rpc_name = _local_rpcs_map[mod_number][rpc_number]
if rpc_name then
return mod_name, rpc_name
end
end
return nil
end
-- SERIALIZATION
local function serialize_data(...)
return cjson.encode({...})
end
local function deserialize_data(data)
data = cjson.decode(data)
local args_number = #data
for i, _ in ipairs(data) do
if type(data[i]) == "userdata" then -- userdata [nullptr (deleted)] -> nil
data[i] = nil
end
end
return unpack(data, 1, args_number)
end
-- DEBUG
local function network_debug(rpc_type, action_type, peer_id, mod_name, rpc_name, data)
if _network_debug then
local debug_message
if action_type == "local" then
debug_message = "[NETWORK][LOCAL]"
else
local msg_direction = (action_type == "sent" and "<-" or "->")
local player_string = tostring(Managers.player:player_from_peer_id(peer_id))
--NOTE (Siku): Multiple concatenation requires the creation of multiple strings, look into it.
--debug_message = string.format("[NETWORK][%s (%s)] %s", peer_id, player_string, msg_direction)
debug_message = "[NETWORK][" .. peer_id .. " (" .. player_string .. ")]" .. msg_direction
end
if rpc_type == "ping" then
debug_message = debug_message .. "[PING]"
elseif rpc_type == "pong" then
debug_message = debug_message .. "[PONG]"
elseif rpc_type == "data" then
--debug_message = string.format("%s[DATA][%s][%s]: ", debug_message, mod_name, rpc_name)
debug_message = debug_message .. "[DATA][" .. mod_name .. "][" .. rpc_name .. "]: "
if type(data) == "string" then
debug_message = debug_message .. data
else
local success, serialized_data = pcall(serialize_data, unpack(data))
if success then
debug_message = debug_message .. serialized_data
end
end
end
vmf:info(debug_message)
end
end
-- NETWORK
local function rpc_chat_message(member, channel_id, message_sender, message, localization_param,
is_system_message, pop_chat, is_dev)
if VT1 then
RPC.rpc_chat_message(member, channel_id, message_sender, message, localization_param,
is_system_message, pop_chat, is_dev)
else
RPC.rpc_chat_message(member, channel_id, message_sender, 0, message, {localization_param}, false, false,
is_system_message, pop_chat, is_dev)
end
end
local function send_rpc_vmf_ping(peer_id)
network_debug("ping", "sent", peer_id)
rpc_chat_message(peer_id, 3, Network.peer_id(), "", "", false, true, false)
end
local function send_rpc_vmf_pong(peer_id)
network_debug("pong", "sent", peer_id)
rpc_chat_message(peer_id, 4, Network.peer_id(), _shared_mods_map, _shared_rpcs_map, false, true, false)
end
local function send_rpc_vmf_data(peer_id, mod_name, rpc_name, ...)
local mod_number, rpc_number = convert_names_to_numbers(peer_id, mod_name, rpc_name)
if mod_number then
local rpc_info = cjson.encode({mod_number, rpc_number})
local success, data = pcall(serialize_data, ...)
if success then
network_debug("data", "sent", peer_id, mod_name, rpc_name, data)
rpc_chat_message(peer_id, 5, Network.peer_id(), rpc_info, data, false, true, false)
end
end
end
local function send_rpc_vmf_data_local(mod_name, rpc_name, ...)
local mod = get_mod(mod_name)
if mod:is_enabled() then
network_debug("data", "local", nil, mod_name, rpc_name, {...})
local error_prefix = "(local rpc) " .. tostring(rpc_name)
vmf.safe_call_nr(mod, error_prefix, _rpc_callbacks[mod_name][rpc_name], Network.peer_id(), ...)
end
end
-- ####################################################################################################################
-- ##### VMFMod #######################################################################################################
-- ####################################################################################################################
VMFMod.network_register = function (self, rpc_name, rpc_function)
if _network_module_is_initialized then
self:error("(network_register): you can't register new rpc after mod initialization")
return
end
if vmf.check_wrong_argument_type(self, "network_register", "rpc_name", rpc_name, "string") or
vmf.check_wrong_argument_type(self, "network_register", "rpc_function", rpc_function, "function") then
return
end
_rpc_callbacks[self:get_name()] = _rpc_callbacks[self:get_name()] or {}
_rpc_callbacks[self:get_name()][rpc_name] = rpc_function
end
-- recipient = "all", "local", "others", peer_id
VMFMod.network_send = function (self, rpc_name, recipient, ...)
if not is_rpc_registered(self:get_name(), rpc_name) then
self:error("(network_send): attempt to send non-registered rpc")
return
end
if recipient == "all" then
for peer_id, _ in pairs(_vmf_users) do
send_rpc_vmf_data(peer_id, self:get_name(), rpc_name, ...)
end
send_rpc_vmf_data_local(self:get_name(), rpc_name, ...)
elseif recipient == "others" then
for peer_id, _ in pairs(_vmf_users) do
send_rpc_vmf_data(peer_id, self:get_name(), rpc_name, ...)
end
elseif recipient == "local" or recipient == Network.peer_id() then
send_rpc_vmf_data_local(self:get_name(), rpc_name, ...)
else -- recipient == peer_id
send_rpc_vmf_data(recipient, self:get_name(), rpc_name, ...)
end
end
-- ####################################################################################################################
-- ##### Hooks ########################################################################################################
-- ####################################################################################################################
vmf:hook("ChatManager", "rpc_chat_message",
function(func, self, sender, channel_id, message_sender, arg1, arg2, arg3, ...)
if channel_id == VERMINTIDE_CHANNEL_ID then
func(self, sender, channel_id, message_sender, arg1, arg2, arg3, ...)
else
if not _network_module_is_initialized then
return
end
local rpc_data1, rpc_data2
if VT1 then
rpc_data1 = arg1
rpc_data2 = arg2
else
rpc_data1 = arg2
rpc_data2 = arg3[1]
end
if channel_id == RPC_VMF_REQUEST_CHANNEL_ID then -- rpc_vmf_request
network_debug("ping", "received", sender)
send_rpc_vmf_pong(sender)
elseif channel_id == RPC_VMF_RESPONCE_CHANNEL_ID then -- rpc_vmf_responce
-- @TODO: maybe I should protect it from sending by the player who's not in the game?
network_debug("pong", "received", sender)
if _network_debug then
vmf:info("[RECEIVED MODS TABLE]: " .. rpc_data1)
vmf:info("[RECEIVED RPCS TABLE]: " .. rpc_data2)
end
pcall(function()
local user_rpcs_dictionary = {}
user_rpcs_dictionary[1] = cjson.decode(rpc_data1) -- mods
user_rpcs_dictionary[2] = cjson.decode(rpc_data2) -- rpcs
_vmf_users[sender] = user_rpcs_dictionary
vmf:info("Added %s to the VMF users list.", sender)
-- event
local player = Managers.player:player_from_peer_id(sender)
if player then
for mod_name, _ in pairs(user_rpcs_dictionary[1]) do
local mod = get_mod(mod_name)
if mod then
vmf.mod_user_joined_the_game(mod, player)
end
end
end
end)
elseif channel_id == RPC_VMF_UNKNOWN_CHANNEL_ID then
local mod_number, rpc_number = unpack(cjson.decode(rpc_data1))
local mod_name, rpc_name = convert_numbers_to_names(mod_number, rpc_number)
if mod_name and get_mod(mod_name):is_enabled() then
network_debug("data", "received", sender, mod_name, rpc_name, rpc_data2)
-- can be error in both callback_function() and deserialize_data()
local error_prefix = "(network) " .. tostring(rpc_name)
vmf.safe_call_nr(
get_mod(mod_name),
error_prefix,
function() _rpc_callbacks[mod_name][rpc_name](sender, deserialize_data(rpc_data2)) end
)
end
end
end
end)
vmf:hook(PlayerManager, "add_remote_player", function (func, self, peer_id, player_controlled, ...)
if player_controlled then
send_rpc_vmf_ping(peer_id)
end
return func(self, peer_id, player_controlled, ...)
end)
vmf:hook(PlayerManager, "remove_player", function (func, self, peer_id, ...)
if _vmf_users[peer_id] then
-- make sure it's not the bot
for _, player in pairs(Managers.player:human_players()) do
if player.peer_id == peer_id then
vmf:info("Removed %s from the VMF users list.", peer_id)
-- event
for mod_name, _ in pairs(_vmf_users[peer_id][1]) do
local mod = get_mod(mod_name)
if mod then
vmf.mod_user_left_the_game(mod, player)
end
end
_vmf_users[peer_id] = nil
break
end
end
end
func(self, peer_id, ...)
end)
-- ####################################################################################################################
-- ##### VMF internal functions and variables #########################################################################
-- ####################################################################################################################
vmf.create_network_dictionary = function()
_shared_mods_map = {}
_shared_rpcs_map = {}
local i = 0
for mod_name, mod_rpcs in pairs(_rpc_callbacks) do
i = i + 1
_shared_mods_map[mod_name] = i
_local_mods_map[i] = mod_name
_shared_rpcs_map[i] = {}
_local_rpcs_map[i] = {}
local j = 0
for rpc_name, _ in pairs(mod_rpcs) do
j = j + 1
_shared_rpcs_map[i][rpc_name] = j
_local_rpcs_map[i][j] = rpc_name
end
end
_shared_mods_map = cjson.encode(_shared_mods_map)
_shared_rpcs_map = cjson.encode(_shared_rpcs_map)
_network_module_is_initialized = true
end
vmf.ping_vmf_users = function()
if Managers.player then
for _, player in pairs(Managers.player:human_players()) do
if player.peer_id ~= Network.peer_id() then
send_rpc_vmf_ping(player.peer_id)
send_rpc_vmf_pong(player.peer_id)
end
end
end
end
vmf.load_network_settings = function()
_network_debug = vmf:get("developer_mode") and vmf:get("show_network_debug_info")
end
-- ####################################################################################################################
-- ##### Script #######################################################################################################
-- ####################################################################################################################
vmf.load_network_settings()
|
-- Common settings for LaTeX2e development repo
-- The LaTeX2e kernel is needed by everything except 'base'
-- There is an over-ride for that case
checkdeps = checkdeps or {maindir .. "/base"}
unpackdeps = unpackdeps or {maindir .. "/base"}
-- Set up the check system to work in 'stand-alone' mode
-- This relies on a format being built by the 'base' dependency
asciiengines = asciiengines or {"etex"}
checkformat = checkformat or "latex"
checkengines = checkengines or {"etex", "xetex", "luatex"}
checkruns = checkruns or 2
checksuppfiles = checksuppfiles or
{"color.cfg", "graphics.cfg", "test209.tex", "test2e.tex", "xetex.def", "dvips.def"}
stdengine = stdengine or "etex"
typesetsuppfiles = typesetsuppfiles or {"ltxdoc.cfg", "ltxguide.cfg"}
-- Build TDS-style zips
packtdszip = true
-- Global searching is disabled when unpacking and checking
if checksearch == nil then
checksearch = false
end
if unpacksearch == nil then
unpacksearch = false
end
|
--[[--
游戏命令
]]
local cmd = cmd or {}
--游戏标识
cmd.KIND_ID = 200
--游戏人数
cmd.PLAYER_COUNT = 3
--非法视图
cmd.INVALID_VIEWID = 0
--左边玩家视图
cmd.LEFT_VIEWID = 1
--自己玩家视图
cmd.MY_VIEWID = 2
--右边玩家视图
cmd.RIGHT_VIEWID = 3
--最大数目
cmd.MAX_COUNT = 20
--全牌数目
cmd.FULL_COUNT = 54
--常规数目
cmd.NORMAL_COUNT = 17
--派发数目
cmd.DISPATCH_COUNT = 51
--游戏状态
cmd.GAME_SCENE_FREE = 0 --等待开始
cmd.GAME_SCENE_CALL = 100 --叫分状态
cmd.GAME_SCENE_PLAY = 101 --游戏进行
cmd.GAME_SCENE_END = 255 --游戏结束
-- 倒计时
cmd.TAG_COUNTDOWN_READY = 1
cmd.TAG_COUNTDOWN_CALLSCORE = 2
cmd.TAG_COUNTDOWN_OUTCARD = 3
-- 游戏倒计时
cmd.COUNTDOWN_READY = 30 -- 准备倒计时
cmd.COUNTDOWN_CALLSCORE = 20 -- 叫分倒计时
cmd.COUNTDOWN_OUTCARD = 20 -- 出牌倒计时
cmd.COUNTDOWN_HANDOUTTIME = 30 -- 首出倒计时
-- 游戏胜利方
cmd.kDefault = -1
cmd.kLanderWin = 0
cmd.kLanderLose = 1
cmd.kFarmerWin = 2
cmd.kFarmerLose = 3
-- 春天标记
cmd.kFlagDefault = 0
cmd.kFlagChunTian = 1
cmd.kFlagFanChunTian = 2
---------------------------------------------------------------------------------------
--服务器命令结构
cmd.SUB_S_GAME_START = 100 --游戏开始
cmd.SUB_S_CALL_SCORE = 101 --用户叫分
cmd.SUB_S_BANKER_INFO = 102 --庄家信息
cmd.SUB_S_OUT_CARD = 103 --用户出牌
cmd.SUB_S_PASS_CARD = 104 --用户放弃
cmd.SUB_S_GAME_CONCLUDE = 105 --游戏结束
------
--服务端消息结构
------
--空闲状态
cmd.CMD_S_StatusFree =
{
--游戏属性
{k = "lCellScore", t = "int"}, --基础积分
--时间信息
{k = "cbTimeOutCard", t = "byte"}, --出牌时间
{k = "cbTimeCallScore", t = "byte"}, --叫分时间
{k = "cbTimeStartGame", t = "byte"}, --开始时间
{k = "cbTimeHeadOutCard", t = "byte"}, --首出时间
--历史积分
{k = "lTurnScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
{k = "lCollectScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
}
--叫分状态
cmd.CMD_S_StatusCall =
{
--时间信息
{k = "cbTimeOutCard", t = "byte"}, --出牌时间
{k = "cbTimeCallScore", t = "byte"}, --叫分时间
{k = "cbTimeStartGame", t = "byte"}, --开始时间
{k = "cbTimeHeadOutCard", t = "byte"}, --首出时间
--游戏信息
{k = "lCellScore", t = "int"}, --单元积分
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "cbBankerScore", t = "byte"}, --庄家叫分
{k = "cbScoreInfo", t = "byte", l = {cmd.PLAYER_COUNT}}, --叫分信息
{k = "cbHandCardData", t = "byte", l = {cmd.NORMAL_COUNT}}, --手上扑克
--历史积分
{k = "lTurnScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
{k = "lCollectScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
}
--游戏状态
cmd.CMD_S_StatusPlay =
{
--时间信息
{k = "cbTimeOutCard", t = "byte"}, --出牌时间
{k = "cbTimeCallScore", t = "byte"}, --叫分时间
{k = "cbTimeStartGame", t = "byte"}, --开始时间
{k = "cbTimeHeadOutCard", t = "byte"}, --首出时间
--游戏变量
{k = "lCellScore", t = "int"}, --单元积分
{k = "cbBombCount", t = "byte"}, --炸弹次数
{k = "wBankerUser", t = "word"}, --庄家用户
{k = "wCurrentUser", t = "word"}, --当前庄家
{k = "cbBankerScore", t = "byte"}, --庄家叫分
--出牌信息
{k = "wTurnWiner", t = "word"}, --胜利玩家
{k = "cbTurnCardCount", t = "byte"}, --出牌数目
{k = "cbTurnCardData", t = "byte", l = {cmd.MAX_COUNT}}, --出牌数据
--扑克信息
{k = "cbBankerCard", t = "byte", l = {3}}, --游戏底牌
{k = "cbHandCardData", t = "byte", l = {cmd.MAX_COUNT}}, --手上扑克
{k = "cbHandCardCount", t = "byte", l = {cmd.PLAYER_COUNT}},--扑克数目
--历史积分
{k = "lTurnScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
{k = "lCollectScore", t = "score", l = {cmd.PLAYER_COUNT}}, --积分信息
}
--发送扑克/游戏开始
cmd.CMD_S_GameStart =
{
{k = "wStartUser", t = "word"}, --开始玩家
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "cbValidCardData", t = "byte"}, --明牌扑克
{k = "cbValidCardIndex", t = "byte"}, --明牌位置
{k = "cbCardData", t = "byte", l = {cmd.NORMAL_COUNT}}, --扑克列表
}
--用户叫分
cmd.CMD_S_CallScore =
{
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "wCallScoreUser", t = "word"}, --叫分玩家
{k = "cbCurrentScore", t = "byte"}, --当前叫分
{k = "cbUserCallScore", t = "byte"}, --上次叫分
}
--庄家信息
cmd.CMD_S_BankerInfo =
{
{k = "wBankerUser", t = "word"}, --庄家玩家
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "cbBankerScore", t = "byte"}, --庄家叫分
{k = "cbBankerCard", t = "byte", l = {3}}, --庄家扑克
}
--用户出牌
cmd.CMD_S_OutCard =
{
{k = "cbCardCount", t = "byte"}, --出牌数目
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "wOutCardUser", t = "word"}, --出牌玩家
{k = "cbCardData", t = "byte", l = {cmd.MAX_COUNT}}, --扑克列表
}
--放弃出牌
cmd.CMD_S_PassCard =
{
{k = "cbTurnOver", t = "byte"}, --一轮结束
{k = "wCurrentUser", t = "word"}, --当前玩家
{k = "wPassCardUser", t = "word"}, --放弃玩家
}
--游戏结束
cmd.CMD_S_GameConclude =
{
--积分变量
{k = "lCellScore", t = "int"}, --单元积分
{k = "lGameScore", t = "score", l = {3}}, --游戏积分
--春天标识
{k = "bChunTian", t = "byte"}, --春天
{k = "bFanChunTian", t = "byte"}, --反春天
--炸弹信息
{k = "cbBombCount", t = "byte"}, --炸弹个数
{k = "cbEachBombCount", t = "byte", l = {cmd.PLAYER_COUNT}},--炸弹个数
--游戏信息
{k = "cbBankerScore", t = "byte"}, --叫分数目
{k = "cbCardCount", t = "byte", l = {cmd.PLAYER_COUNT}}, --扑克数目
{k = "cbHandCardData", t = "byte", l = {cmd.FULL_COUNT}}, --扑克列表
}
--客户端命令结构
cmd.SUB_C_CALL_SCORE = 1 --用户叫分
cmd.SUB_C_OUT_CARD = 2 --用户出牌
cmd.SUB_C_PASS_CARD = 3 --用户放弃
------
--客户端消息结构
------
--用户叫分
cmd.CMD_C_CallScore =
{
{k = "cbCallScore", t = "byte"}, --叫分数目
}
--用户出牌
cmd.CMD_C_OutCard =
{
{k = "cbCardCount", t = "byte"}, --出牌数目
{k = "cbCardData", t = "byte", l = {cmd.MAX_COUNT}}, --扑克数据
}
return cmd |
local resources = {
chest= {
{name="coal", tint={r=100,g=100,b=100,a=255}},
{name="stone", tint={r=200,g=200,b=100, a=255}},
{name="iron-ore", tint={r=180,g=190,b=255,a=255}},
{name="copper-ore",tint={r=255,g=160,b=130,a=255}},
{name="uranium-ore",tint={r=130,g=230,b=50, a=255}}
},
pipe = {
{name="water",tint={r=100,g=100,b=255,a=255}},
{name="crude-oil", tint={r=100,g=100,b=100,a=255}}
}
}
return resources |
--- CFrame representation as a quaternion
-- @module QFrame
local QFrame = {}
QFrame.__index = QFrame
function QFrame.new(x, y, z, W, X, Y, Z)
local self = setmetatable({}, QFrame)
self.x = x or 0
self.y = y or 0
self.z = z or 0
self.W = W or 1
self.X = X or 0
self.Y = Y or 0
self.Z = Z or 0
return self
end
function QFrame.isQFrame(value)
return getmetatable(value) == QFrame
end
function QFrame.fromCFrameClosestTo(cframe, closestTo)
assert(typeof(cframe) == "CFrame", "Bad cframe")
assert(QFrame.isQFrame(closestTo), "Bad closestTo")
local axis, angle = cframe:toAxisAngle()
local W = math.cos(angle/2)
local X = math.sin(angle/2)*axis.x
local Y = math.sin(angle/2)*axis.y
local Z = math.sin(angle/2)*axis.z
local dot = W*closestTo.W + X*closestTo.X + Y*closestTo.Y + Z*closestTo.Z
if dot < 0 then
return QFrame.new(cframe.x, cframe.y, cframe.z, -W, -X, -Y, -Z)
end
return QFrame.new(cframe.x, cframe.y, cframe.z, W, X, Y, Z)
end
function QFrame.fromVector3(vector, qFrame)
assert(typeof(vector) == "Vector3", "Bad vector")
assert(QFrame.isQFrame(qFrame))
return QFrame.new(vector.x, vector.y, vector.z, qFrame.W, qFrame.X, qFrame.Y, qFrame.Z)
end
function QFrame.toCFrame(self)
local cframe = CFrame.new(self.x, self.y, self.z, self.X, self.Y, self.Z, self.W)
if cframe == cframe then
return cframe
else
return nil
end
end
function QFrame.toPosition(self)
return Vector3.new(self.x, self.y, self.z)
end
function QFrame.isNAN(a)
return a.x == a.x and a.y == a.y and a.z == a.z
and a.W == a.W and a.X == a.X and a.Y == a.Y and a.Z == a.Z
end
function QFrame.__unm(a)
return QFrame.new(-a.x, -a.y, -a.z, -a.W, -a.X, -a.Y, -a.Z)
end
function QFrame.__add(a, b)
assert(QFrame.isQFrame(a) and QFrame.isQFrame(b),
"QFrame + non-QFrame attempted")
return QFrame.new(a.x + b.x, a.y + b.y, a.z + b.z, a.W + b.W, a.X + b.X, a.Y + b.Y, a.Z + b.Z)
end
function QFrame.__sub(a, b)
assert(QFrame.isQFrame(a) and QFrame.isQFrame(b),
"QFrame - non-QFrame attempted")
return QFrame.new(a.x - b.x, a.y - b.y, a.z - b.z, a.W - b.W, a.X - b.X, a.Y - b.Y, a.Z - b.Z)
end
function QFrame.__pow(a, b)
assert(QFrame.isQFrame(a) and type(b) == "number", "Bad a or b")
-- Center of mass agnostic power formula
-- It will move an object in the same arc regardless of where it's center is
-- O*(O^-1*B*O)^t*O^-1 = B^t
local ax, ay, az = a.x, a.y, a.z
local aW, aX, aY, aZ = a.W, a.X, a.Y, a.Z
-- first let's power the quaternion
local aMag = math.sqrt(aW*aW + aX*aX + aY*aY + aZ*aZ)
local aIm = math.sqrt(aX*aX + aY*aY + aZ*aZ)
local cMag = aMag^b
if aIm <= 1e-8*aMag then
return QFrame.new(b*ax, b*ay, b*az, cMag, 0, 0, 0)
end
local rx = aX/aIm
local ry = aY/aIm
local rz = aZ/aIm
local cAng = b*math.atan2(aIm, aW)
local cCos = math.cos(cAng)
local cSin = math.sin(cAng)
local cW = cMag*cCos
local cX = cMag*cSin*rx
local cY = cMag*cSin*ry
local cZ = cMag*cSin*rz
-- now we power the position
local k = ax*rx + ay*ry + az*rz
local wx, wy, wz = k*rx, k*ry, k*rz
local ux, uy, uz = ax - wx, ay - wy, az - wz
local vx, vy, vz = ry*az - rz*ay, rz*ax - rx*az, rx*ay - ry*ax
local re = cSin*(aW/aIm*cCos + cSin)
local im = cSin*(aW/aIm*cSin - cCos)
local cx = re*ux + im*vx + b*wx
local cy = re*uy + im*vy + b*wy
local cz = re*uz + im*vz + b*wz
return QFrame.new(cx, cy, cz, cW, cX, cY, cZ)
end
function QFrame.__mul(a, b)
if type(a) == "number" and QFrame.isQFrame(b) then
return QFrame.new(a*b.x, a*b.y, a*b.z, a*b.W, a*b.X, a*b.Y, a*b.Z)
elseif QFrame.isQFrame(a) and type(b) == "number" then
return QFrame.new(a.x*b, a.y*b, a.z*b, a.W*b, a.X*b, a.Y*b, a.Z*b)
elseif QFrame.isQFrame(a) and QFrame.isQFrame(b) then
local A2 = a.W*a.W + a.X*a.X + a.Y*a.Y + a.Z*a.Z
return QFrame.new(
a.x + ((a.W*a.W + a.X*a.X - a.Y*a.Y - a.Z*a.Z)*b.x + 2*(a.X*a.Y - a.W*a.Z)*b.y + 2*(a.W*a.Y + a.X*a.Z)*b.z)
/A2,
a.y + (2*(a.X*a.Y + a.W*a.Z)*b.x + (a.W*a.W - a.X*a.X + a.Y*a.Y - a.Z*a.Z)*b.y + 2*(a.Y*a.Z - a.W*a.X)*b.z)
/A2,
a.z + (2*(a.X*a.Z - a.W*a.Y)*b.x + 2*(a.W*a.X + a.Y*a.Z)*b.y + (a.W*a.W - a.X*a.X - a.Y*a.Y + a.Z*a.Z)*b.z)
/A2,
a.W*b.W - a.X*b.X - a.Y*b.Y - a.Z*b.Z,
a.W*b.X + a.X*b.W + a.Y*b.Z - a.Z*b.Y,
a.W*b.Y - a.X*b.Z + a.Y*b.W + a.Z*b.X,
a.W*b.Z + a.X*b.Y - a.Y*b.X + a.Z*b.W)
else
error("QFrame * non-QFrame attempted")
end
end
function QFrame.__div(a, b)
if type(b) == "number" then
return QFrame.new(a.x/b, a.y/b, a.z/b, a.W/b, a.X/b, a.Y/b, a.Z/b)
else
error("QFrame / non-QFrame attempted")
end
end
function QFrame.__eq(a, b)
return a.x == b.x and a.y == b.y and a.z == b.z
and a.W == b.W and a.X == b.X and a.Y == b.Y and a.Z == b.Z
end
return QFrame |
building_lib.register_placement({
name = "slope",
check = function(mapblock_pos)
local mapblock_pos_upper = vector.add(mapblock_pos, {x=0, y=1, z=0})
local lower_building = building_lib.get_building_at_pos(mapblock_pos)
local upper_building = building_lib.get_building_at_pos(mapblock_pos_upper)
if lower_building or upper_building then
return false, "already occupied"
end
return true
end,
place = function(mapblock_pos, building_def)
local mapblock_pos_upper = vector.add(mapblock_pos, {x=0, y=1, z=0})
local mapblock_data = mapblock_lib.get_mapblock_data(mapblock_pos)
local mapgen_info = mapblock_data.mapgen_info
local options = building_lib.get_deserialize_options(mapblock_pos, building_def)
options.transform = options.transform or {}
options.transform.rotate = {
axis = "y",
angle = 0
}
-- TODO: rotate in view direction
-- rotate (z+ is default)
if mapgen_info.direction == "x+" then
options.transform.rotate.angle = 90
elseif mapgen_info.direction == "z-" then
options.transform.rotate.angle = 180
elseif mapgen_info.direction == "x-" then
options.transform.rotate.angle = 270
end
local affected_offsets = {
{x=0,y=0,z=0}
}
mapblock_lib.deserialize(mapblock_pos, building_def.schematics.slope_lower, options)
if building_def.schematics.slope_upper then
mapblock_lib.deserialize(mapblock_pos_upper, building_def.schematics.slope_upper, options)
table.insert(affected_offsets, {x=0,y=1,z=0})
end
return affected_offsets, options.transform.rotate.angle
end,
after_place = function(mapblock_pos)
-- update connections
local mapblock_pos_upper = vector.add(mapblock_pos, {x=0, y=1, z=0})
building_lib.update_connections(mapblock_pos)
building_lib.update_connections(mapblock_pos_upper)
end
})
|
local util = require('util')
local HexCoord = {}
HexCoord.__eq = function(a, b)
return a.x == b.x and a.y == b.y and a.z == b.z
end
HexCoord.__sub = function(a, b)
return HexCoord:new(a.x - b.x, a.y - b.y, a.z - b.z)
end
HexCoord.__tostring = function(self)
return "HexCoord(" .. self.x .. ", " .. self.y .. ", " .. self.z .. ")"
end
local SQRT_3 = math.sqrt(3)
function HexCoord:hash()
return tostring(self)
end
function HexCoord:pixelCoordinates(size)
local x = size * 1.5 * self.x
local y = size * (SQRT_3 / 2 * self.x + SQRT_3 * self.z)
return x, y
end
function HexCoord:new(x, y, z)
local coord = {["x"] = x, ["y"] = y, ["z"] = z}
if coord.x == -0 then
coord.x = 0
end
if coord.y == -0 then
coord.y = 0
end
if coord.z == -0 then
coord.z = 0
end
setmetatable(coord, self)
self.__index = self
return coord
end
function HexCoord:fromPixelCoordinate(pixelX, pixelY, size)
local x = (2.0 / 3) * pixelX / size
local z = (-1.0 / 3 * pixelX + SQRT_3 / 3.0 * pixelY) / size
local y = -x - z
local rx = math.floor(x + 0.5)
local ry = math.floor(y + 0.5)
local rz = math.floor(z + 0.5)
local xDiff = math.abs(rx - x)
local yDiff = math.abs(ry - y)
local zDiff = math.abs(rz - z)
if (xDiff > yDiff) and (xDiff > zDiff) then
rx = -ry - rz
elseif (yDiff > zDiff) then
ry = -rx - rz
else
rz = -rx - ry
end
return self:new(rx, ry, rz)
end
function HexCoord:neighbors()
return {
HexCoord:new(self.x + 1, self.y - 1, self.z),
HexCoord:new(self.x + 1, self.y, self.z - 1),
HexCoord:new(self.x - 1, self.y + 1, self.z),
HexCoord:new(self.x, self.y + 1, self.z - 1),
HexCoord:new(self.x - 1, self.y, self.z + 1),
HexCoord:new(self.x, self.y - 1, self.z + 1)
}
end
function HexCoord:rotate(degrees, rotationCenter)
local dx = self.x - rotationCenter.x
local dy = self.y - rotationCenter.y
local dz = self.z - rotationCenter.z
for rotations=1, util.round(degrees / util.DEG_60) do
local oldX = dx
dx = -dz
dz = -dy
dy = -oldX
end
return HexCoord:new(rotationCenter.x + dx, rotationCenter.y + dy, rotationCenter.z + dz)
end
return HexCoord
|
local schema_def = require "kong.plugins.opentelemetry.schema"
local validate_plugin_config_schema = require "spec.helpers".validate_plugin_config_schema
describe("Plugin: OpenTelemetry (schema)", function()
it("rejects invalid attribute keys", function()
local ok, err = validate_plugin_config_schema({
endpoint = "http://example.dev",
resource_attributes = {
[123] = "",
},
}, schema_def)
assert.is_falsy(ok)
assert.same({
config = {
resource_attributes = "expected a string"
}
}, err)
end)
it("rejects invalid attribute values", function()
local ok, err = validate_plugin_config_schema({
endpoint = "http://example.dev",
resource_attributes = {
foo = "",
},
}, schema_def)
assert.is_falsy(ok)
assert.same({
config = {
resource_attributes = "length must be at least 1"
}
}, err)
end)
end)
|
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
local function creatureSayCallback(cid, type, msg)
if not npcHandler:isFocused(cid) then
return false
end
local player = Player(cid)
if msgcontains(msg, "mission") then
if player:getStorageValue(Storage.TheIceIslands.Questline) == 3 then
if player:getStorageValue(Storage.TheIceIslands.Mission02) < 1 then
npcHandler:say({
"We could indeed need some help. These are very cold times. The ice is growing and becoming thicker everywhere ...",
"The problem is that the chakoyas may use the ice for a passage to the west and attack Svargrond ...",
"We need you to get a pick and to destroy the ice at certain places to the east. You will quickly recognise those spots by their unstable look ...",
"Use the pickaxe on at least three of these places and the chakoyas probably won't be able to pass the ice. Once you are done, return here and report about your mission."
}, cid)
player:setStorageValue(Storage.TheIceIslands.Mission02, 1) -- Questlog The Ice Islands Quest, Nibelor 1: Breaking the Ice
npcHandler.topic[cid] = 0
end
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 4 then
npcHandler:say("The spirits are at peace now. The threat of the chakoyas is averted for now. I thank you for your help. Perhaps you should ask Silfind if you can help her in some matters. ", cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 5)
player:setStorageValue(Storage.TheIceIslands.Mission02, 5) -- Questlog The Ice Islands Quest, Nibelor 1: Breaking the Ice
npcHandler.topic[cid] = 0
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 29 then
npcHandler:say({
"There is indeed an important mission. For a long time, the spirits have been worried and have called us for help. It seems that some of our dead have not reached the happy hunting grounds of after life ...",
"Everything we were able to find out leads to a place where none of our people is allowed to go. Just like we would never allow a stranger to go to that place ...",
"But you, you are different. You are not one of our people, yet you have proven worthy to be one us. You are special, the child of two worlds ...",
"We will grant you permission to travel to that isle of Helheim. Our legends say that this is the entrance to the dark world. The dark world is the place where the evil and lost souls roam in eternal torment ...",
"There you find for sure the cause for the unrest of the spirits. Find someone in Svargrond who can give you a passage to Helheim and seek for the cause. Are you willing to do that?"
}, cid)
npcHandler.topic[cid] = 1
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 31 then
npcHandler:say({
"There is no need to report about your mission. To be honest, Ive sent a divination spirit with you as well as a couple of destruction spirits that were unleashed when you approached the altar ...",
"Forgive me my secrecy but you are not familiar with the spirits and you might have get frightened. The spirits are at work now, destroying the magic with that those evil creatures have polluted Helheim ...",
"I cant thank you enough for what you have done for the spirits of my people. Still I have to ask: Would you do us another favour?"
}, cid)
npcHandler.topic[cid] = 2
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 38 then
npcHandler:say({
"These are alarming news and we have to act immediately. Take this spirit charm of cold. Travel to the mines and find four special obelisks to mark them with the charm ...",
"I can feel their resonance in the spirits world but we cant reach them with our magic yet. They have to get into contact with us in a spiritual way first ...",
"This will help us to concentrate all our frost magic on this place. I am sure this will prevent to melt any significant number of demons from the ice ...",
"Report about your mission when you are done. Then we can begin with the great ritual of summoning the children of Chyll ...",
"I will also inform Lurik about the events. Now go, fast!"
}, cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 39)
player:setStorageValue(Storage.TheIceIslands.Mission11, 2) -- Questlog The Ice Islands Quest, Formorgar Mines 3: The Secret
player:setStorageValue(Storage.TheIceIslands.Mission12, 1) -- Questlog The Ice Islands Quest, Formorgar Mines 4: Retaliation
player:addItem(7289, 1)
npcHandler.topic[cid] = 0
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 39
and player:getStorageValue(Storage.TheIceIslands.Obelisk01) == 5
and player:getStorageValue(Storage.TheIceIslands.Obelisk02) == 5
and player:getStorageValue(Storage.TheIceIslands.Obelisk03) == 5
and player:getStorageValue(Storage.TheIceIslands.Obelisk04) == 5 then
if player:removeItem(7289, 1) then
player:setStorageValue(Storage.TheIceIslands.Questline, 40)
player:setStorageValue(Storage.TheIceIslands.yakchalDoor, 1)
player:setStorageValue(Storage.TheIceIslands.Mission12, 6) -- Questlog The Ice Islands Quest, Formorgar Mines 4: Retaliation
player:setStorageValue(Storage.OutfitQuest.NorsemanAddon, 1) -- Questlog Norseman Outfit Quest
player:setStorageValue(Storage.OutfitQuest.DefaultStart, 1) --this for default start of Outfit and Addon Quests
player:addOutfit(251, 0)
player:addOutfit(252, 0)
player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
npcHandler:say({
"Yes, I can feel it! The spirits are in touch with the obelisks. We will begin to channel a spell of ice on the caves. That will prevent the melting of the ice there ...",
"If you would like to help us, you can turn in frostheart shards from now on. We use them to fuel our spell with the power of ice. ...",
"Oh, and before I forget it - since you have done a lot to help us and spent such a long time in this everlasting winter, I have a special present for you. ...",
"Take this outfit to keep your warm during your travels in this frozen realm!"
}, cid)
end
npcHandler.topic[cid] = 0
else
npcHandler:say("I have now no mission for you.", cid)
npcHandler.topic[cid] = 0
end
elseif msgcontains(msg, "shard") then
if player:getStorageValue(Storage.TheIceIslands.Questline) == 40 then
npcHandler:say("Do you bring frostheart shards for our spell?", cid)
npcHandler.topic[cid] = 3
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 42 then
npcHandler:say("Do you bring frostheart shards for our spell? ", cid)
npcHandler.topic[cid] = 4
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 44 then
npcHandler:say("Do you want to sell all your shards for 2000 gold coins per each? ", cid)
npcHandler.topic[cid] = 5
end
elseif msgcontains(msg, "reward") then
if player:getStorageValue(Storage.TheIceIslands.Questline) == 41 then
npcHandler:say("Take this. It might suit your Nordic outfit fine. ", cid)
player:addOutfitAddon(252, 1)
player:addOutfitAddon(251, 1)
player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
player:setStorageValue(Storage.TheIceIslands.Questline, 42)
player:setStorageValue(Storage.OutfitQuest.NorsemanAddon, 2) -- Questlog Norseman Outfit Quest
npcHandler.topic[cid] = 3
elseif player:getStorageValue(Storage.TheIceIslands.Questline) == 43 then
player:addOutfitAddon(252, 2)
player:addOutfitAddon(251, 2)
player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
npcHandler:say("Take this. It might suit your Nordic outfit fine. From now on we only can give you 2000 gold pieces for each shard. ", cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 44)
player:setStorageValue(Storage.OutfitQuest.NorsemanAddon, 3) -- Questlog Norseman Outfit Quest
npcHandler.topic[cid] = 4
end
elseif msgcontains(msg, "tylaf") then
if player:getStorageValue(Storage.TheIceIslands.Questline) == 36 then
npcHandler:say({
"You encountered the restless ghost of my apprentice Tylaf in the old mines? We must find out what has happened to him. I enable you to talk to his spirit ...",
"Talk to him and then report to me about your mission."
}, cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 37)
player:setStorageValue(Storage.TheIceIslands.Mission10, 1) -- Questlog The Ice Islands Quest, Formorgar Mines 2: Ghostwhisperer
npcHandler.topic[cid] = 0
end
elseif msgcontains(msg, 'cookie') then
if player:getStorageValue(Storage.WhatAFoolishQuest.Questline) == 31
and player:getStorageValue(Storage.WhatAFoolishQuest.CookieDelivery.Hjaern) ~= 1 then
npcHandler:say('You want to sacrifice a cookie to the spirits?', cid)
npcHandler.topic[cid] = 6
end
elseif msgcontains(msg, "yes") then
if npcHandler.topic[cid] == 1 then
npcHandler:say("This is good news. As I explained, travel to Helheim, seek the reason for the unrest there and then report to me about your mission. ", cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 30)
player:setStorageValue(Storage.TheIceIslands.Mission07, 2) -- Questlog The Ice Islands Quest, The Secret of Helheim
npcHandler.topic[cid] = 0
elseif npcHandler.topic[cid] == 2 then
npcHandler:say({
"Thank you my friend. The local representative of the explorers society has asked for our help ...",
"You know their ways better than my people do and are probably best suited to represent us in this matter.",
"Search for Lurik and talk to him about aprobable mission he might have for you."
}, cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 32)
player:setStorageValue(Storage.TheIceIslands.Mission08, 1) -- Questlog The Ice Islands Quest, The Contact
npcHandler.topic[cid] = 0
elseif npcHandler.topic[cid] == 3 then
if layer:removeItem(7290, 5) then
npcHandler:say("Excellent, you collected 5 of them. If you have collected 5 or more, talk to me about your {reward}. ", cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 41)
npcHandler.topic[cid] = 0
end
elseif npcHandler.topic[cid] == 4 then
if player:removeItem(7290, 10) then
npcHandler:say("Excellent, you collected 10 of them. If you have collected 15 or more, talk to me about your {reward}. ", cid)
player:setStorageValue(Storage.TheIceIslands.Questline, 43)
npcHandler.topic[cid] = 0
end
elseif npcHandler.topic[cid] == 5 then
if player:getItemCount(7290) > 0 then
local count = player:getItemCount(7290)
player:addMoney(count * 2000)
player:removeItem(7290, count)
npcHandler:say("Here your are. " .. count * 2000 .. " gold coins for " .. count .. " shards.", cid)
npcHandler.topic[cid] = 0
end
elseif npcHandler.topic[cid] == 6 then
if not player:removeItem(8111, 1) then
npcHandler:say('You have no cookie that I\'d like.', cid)
npcHandler.topic[cid] = 0
return true
end
player:setStorageValue(Storage.WhatAFoolishQuest.CookieDelivery.Hjaern, 1)
if player:getCookiesDelivered() == 10 then
player:addAchievement('Allow Cookies?')
end
Npc():getPosition():sendMagicEffect(CONST_ME_GIFT_WRAPS)
npcHandler:say('In the name of the spirits I accept this offer ... UHNGH ... The spirits are not amused!', cid)
npcHandler:releaseFocus(cid)
npcHandler:resetNpc(cid)
end
elseif msgcontains(msg, 'no') then
if npcHandler.topic[cid] == 6 then
npcHandler:say('I see.', cid)
npcHandler.topic[cid] = 0
end
end
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new()) |
local PLUGIN_NAME = "sritestplugin"
-- helper function to validate data against a schema
local validate do
local validate_entity = require("spec.helpers").validate_plugin_config_schema
local plugin_schema = require("kong.plugins."..PLUGIN_NAME..".schema")
function validate(data)
return validate_entity(data, plugin_schema)
end
end
describe(PLUGIN_NAME .. ": (schema)", function()
it("validates successfully when all the schema fields are supplied correctly", function()
local ok, err = validate({
europe_upstream_service = "some-service-1",
italy_upstream_service = "some-service-2",
italy_header_rules = {"X-Country=Italy"},
})
assert.is_nil(err)
assert.is_truthy(ok)
end)
it("does not accept identical europe_upstream_service and italy_upstream_service", function()
local ok, err = validate({
europe_upstream_service = "some-service-1",
italy_upstream_service = "some-service-1",
italy_header_rules = {"X-Country=Italy"},
})
assert.is_same({
["config"] = {
["@entity"] = {
[1] = "values of these fields must be distinct: 'europe_upstream_service', 'italy_upstream_service'"
}
}
}, err)
assert.is_falsy(ok)
end)
it("does not accept invalid rules for italy_header_rules", function()
local ok, err = validate({
europe_upstream_service = "some-service-1",
italy_upstream_service = "some-service-2",
italy_header_rules = {"X-Country=Usa"},
})
assert.is_same({
["config"] = {
["italy_header_rules"] = {
[1] = "expected one of: X-Country=Italy, X-Regione=Abruzzo"
}
}
}, err)
assert.is_falsy(ok)
end)
it("does not accept empty rules for italy_header_rules", function()
local ok, err = validate({
europe_upstream_service = "some-service-1",
italy_upstream_service = "some-service-2",
})
assert.is_same({
["config"] = {
["italy_header_rules"] = "required field missing"
}
}, err)
assert.is_falsy(ok)
end)
end)
|
--没有完成,暂不实装
return{
zh_CN={
app_title="图萌",
title_home1="精选",
title_home2="广场",
home_drawer_item1="主页",
home_drawer_item2="喜欢",
home_drawer_item3="往期",
home_drawer_item4="投稿",
home_drawer_item5="设置",
home_drawer_item6="捐赠",
home_drawer_item7="关于",
string_save="保存",
string_download="下载",
string_share="分享",
string_retry="重试",
string_delete="删除",
string_loading="加载中",
string_wait="请等待",
string_ok="确认",
string_cancel="取消",
string_cancel2="手滑了",
string_add_fav="喜欢",
string_input_text="输入",
string_input="导入",
string_output="导出",
string_fail_connect="连接服务器失败",
string_fail_read_data="读取数据失败",
string_fail_write_data="写入数据失败",
string_fail_load="加载失败",
string_success_connect="连接服务器成功",
},
zh_HK={
},
zh_TW={
},
en_US={
},
en_WW={
},
ja_JP={
}
}
|
#!/usr/bin/env lua
require "gd"
local im = gd.createPalette(90, 90)
local white = im:colorAllocate(255, 255, 255)
local blue = im:colorAllocate(0, 0, 255)
local red = im:colorAllocate(255, 0, 0)
im:colorTransparent(white)
im:filledRectangle(10, 10, 50, 50, blue)
im:filledRectangle(40, 40, 80, 80, red)
im:gif("out.gif")
os.execute("display out.gif")
|
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