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teal_map = { pos = "1;0", entities = { { codename = "villager", type = "character", pos = { x = 9, y = 10 }, orientation = "right" }, { codename = "villager", type = "character", pos = { x = 10, y = 8 }, orientation = "downleft" }, { codename = "villager", type = "character", pos = { x = 10, y = 12 }, orientation = "upleft" } }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "red" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "red" }, { texId = "stone", flag = "red" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "red" }, { texId = "stone", flag = "none" }, { texId = "stone", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "red" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "blue" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass2", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, { texId = "grass", flag = "none" }, }
local tpl = require('ilk.template-text').template_eval local backend = require('ilk.backend.eigen.backend-symbols') local cppcom = require('ilk.backend.eigen.common') local com = require('ilk.common') local keys = require('ilk.parser').keys local M = {} local tpleval = function(template, env, opts) return com.tplEval_failOnError(template, env, opts or {xtendStyle=true, returnTable=true}) end M.poseCompose = function(program, poseComposeOp) local ids = { result = poseComposeOp.res, arg1 = program.poseValueExpression(poseComposeOp.arg1), arg2 = program.poseValueExpression(poseComposeOp.arg2) } if program.source.meta.outputs[poseComposeOp.res]==nil then ids.result = backend.types[com.metatypes.pose] .. " " .. ids.result end return com.tplEval_failOnError("$(result) = $(arg2) * $(arg1);", ids, {returnTable=true}) end local jacColTemplate = { [keys.jointType.revolute] = [[ geometricJacobianColumn_revolute( poi_«J.jac», «funcs.posView»(«jpose»), «polarity»«funcs.zAxisView»(«jpose»), «J.jac».col(«J.col») ); ]], [keys.jointType.prismatic] = [[ geometricJacobianColumn_prismatic( «polarity»«funcs.zAxisView»(«jpose»), «J.jac».col(«J.col») ); ]] } M.jacobian = function(program) return { init = function(jac_op) return { [1] = backend.types[com.metatypes.position3d].." poi_"..jac_op.name.." = "..backend.funcs.posView.."("..jac_op.pose..");" } end, column = function(jac_col) local codetpl = jacColTemplate[jac_col.jtype] local polarity = "" if jac_col.polarity == -1 then polarity = "-" end local ok,res = tpl(codetpl, { jpose = program.poseValueExpression(jac_col.joint_pose), funcs = backend.funcs, J = jac_col, polarity = polarity }, {xtendStyle=true, returnTable=true}) return res end } end M.geometricJacobianInit = function(program, op) return { [1] = backend.types[com.metatypes.position3d].." poi_"..op.name.." = "..backend.funcs.posView.."("..op.pose..");" } end M.geometricJacobianColumn = function(program, op, joint) local codetpl = jacColTemplate[joint.kind] local polarity = "" if op.polarity == -1 then polarity = "-" end local code = com.tplEval_failOnError(codetpl, { jpose = program.poseValueExpression(op.joint_pose), funcs = backend.funcs, J = op, polarity = polarity }, {xtendStyle=true, returnTable=true}) return code end M.jointVelocityTwist = function(program, jointVelOp, jointVelocitySpec, joint, qd_argument) local twist_t = backend.types[com.metatypes.twist] local ids = { qd = qd_argument.name, velocity = jointVelOp.arg, index = joint.coordinate, spatialIndex = backend.spatialVectorIndex[ joint.kind ], funcs = backend.funcs } if program.source.meta.outputs[jointVelOp.arg]==nil then ids.init = twist_t .. " " .. jointVelOp.arg .. " = " .. twist_t .. "::Zero();" else ids.init = jointVelOp.arg .. ".setZero();" end local texttpl = nil if jointVelocitySpec.polarity == -1 then ids.twist_t = twist_t ids.H = program.poseValueExpression(jointVelocitySpec.ctransform) texttpl = [[«init» «twist_t» aux = twist_t::Zero(); aux[«spatialIndex»] = -«qd»(«index»); «funcs.ct_twist»( «H», aux, «velocity» ); ]] else texttpl = [[«init» «velocity»[«spatialIndex»] = «qd»(«index»);]] end return com.tplEval_failOnError(texttpl, ids, {xtendStyle=true, returnTable=true}) end M.jointVelComposeSnippets = function(program, velocityComposeOp, env) local defineLocalForResult = program.source.meta.outputs[velocityComposeOp.res]==nil -- the resulting velocity is not an output of the solver, so there is no -- formal parameter for it; thus, (generate code to) define a local variable. local twistInit = "" if defineLocalForResult then env.vel_t = backend.types[com.metatypes.velocity] twistInit = "«vel_t» «res»;" end env.coordt = backend.funcs.ct_twist env.sptInd = backend.spatialVectorIndex[ env.joint.kind ] env. qdInd = env.joint.coordinate local eval = function(text) return tpleval(text, env) end return { initializeVelocityVariable = eval(twistInit), subtractJointVelocity = eval("«v2»[«sptInd»] -= «qd»[«qdInd»];"), twistCoordinateTransform = eval("«coordt»( «H», «v2», «res» );"), addJointVelocity = eval("«res»[«sptInd»] += «qd»[«qdInd»];") } end M.jointAccelerationTwist = function(program, op, jointAccTwistSpec, joint, qdd_arg) local twist_t = backend.types[com.metatypes.twist] local ids = { qdd = qdd_arg.name, acc = op.arg, index = joint.coordinate, spatialIndex = backend.spatialVectorIndex[ joint.kind ], funcs = backend.funcs } if program.source.meta.outputs[op.arg]==nil then ids.init = twist_t .. " " .. op.arg .. " = " .. twist_t .. "::Zero();" else ids.init = op.arg .. ".setZero();" end local texttpl = nil if op.polarity == -1 then cppcom.logger.warning("Joint acceleration twist with inverse polarity not supported yet") texttpl = [[«init» #error Inverse polarity acceleration not supported yet ]] else texttpl = [[«init» «acc»[«spatialIndex»] = «qdd»(«index»);]] end return com.tplEval_failOnError(texttpl, ids, {xtendStyle=true, returnTable=true}) end M.forwardPropagationAcceleration = function(program, op, env) local defineLocalForResult = program.source.meta.outputs[op.res]==nil local twistInit = "" if defineLocalForResult then env.acc_t = backend.types[com.metatypes.acceleration] twistInit = "«acc_t» «res»;" end env.coordt = backend.funcs.ct_twist env.sptInd = backend.spatialVectorIndex[ env.joint.kind ] env.Sdot = backend.funcs.Sdot[ env.joint.kind ] env.vel = op.velocity local lines = function(text) return tpleval(text, env, {xtendStyle=true, returnTable=true}) end return { initializeAccelerationVariable = lines(twistInit), subtractJointAcceleration = lines("«a2»[«sptInd»] -= «qdd»[«joint.coordinate»];"), twistCoordinateTransform = lines("«coordt»( «H», «a2», «res» );"), addRelativeAcceleration = lines( [[«res» += «Sdot»(«vel») * «qd»[«joint.coordinate»]; «res»[«sptInd»] += «qdd»[«joint.coordinate»]; ]] ) } end return M
--[[ MOB SPAWN LIST mob(<mob_spawner_alias>, <mob_id>, <mob_count>, <spawner_limit>, <spawn_interval>, <spawner_range>, <map_id>, <x_pos>, <y_pos>, <z_pos>); --]] mob("", 41, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 41, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 41, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 41, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 41, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 13, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 203, 1, 4, 5, 16, 22, 5239.33, 5453.489, 31.07313); mob("", 41, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 41, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 42, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 41, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 42, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 13, 1, 2, 5, 13, 22, 5263.663, 5478.341, 32.50475); mob("", 41, 1, 3, 5, 14, 22, 5277.405, 5459.036, 30.20532); mob("", 41, 1, 3, 5, 14, 22, 5277.405, 5459.036, 30.20532); 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mob("", 15, 1, 9, 8, 27, 22, 5150, 5214.89, 4.12); mob("", 5, 1, 9, 8, 27, 22, 5150, 5214.89, 4.12); mob("", 12, 2, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 13, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 12, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 12, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 41, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 13, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 42, 1, 7, 5, 16, 22, 5346.444, 5165.773, 12.64942); mob("", 11, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 12, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 13, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 41, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 41, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 13, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 42, 1, 3, 8, 22, 22, 5381.507, 5180.65, 6); mob("", 41, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 41, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 12, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 41, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 12, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 42, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 13, 1, 3, 6, 16, 22, 5435.472, 5225.75, 20.20951); mob("", 41, 1, 1, 10, 10, 22, 5351.05, 5120.84, 17.96); mob("", 41, 1, 1, 10, 10, 22, 5370.47, 5155.74, 8.57); mob("", 41, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 15, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 12, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 13, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 15, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 42, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 13, 1, 3, 5, 16, 22, 5457.79, 5245.15, 21.06); mob("", 41, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 15, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 12, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 13, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 15, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 42, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 13, 1, 8, 5, 22, 22, 5482.76, 5249.64, 22.28); mob("", 41, 1, 1, 10, 10, 22, 5529.9, 5217.8, 29.25); mob("", 1, 2, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 2, 1, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 12, 1, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 3, 1, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 13, 2, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 3, 2, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 13, 2, 12, 5, 40, 22, 5644.63, 5247.89, 4.92); mob("", 11, 2, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 1, 2, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 12, 1, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 13, 1, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 3, 1, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 12, 1, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 13, 1, 13, 6, 36, 22, 5661.16, 5193.36, 4.4); mob("", 11, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 11, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 12, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 13, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 3, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 12, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 13, 1, 5, 6, 18, 22, 5608.47, 5150.49, 5.16); mob("", 11, 3, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 12, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 11, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 13, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 3, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 12, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 13, 1, 10, 6, 26, 22, 5689.49, 5155.62, 5.99); mob("", 1, 2, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 2, 1, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 1, 2, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 3, 1, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 3, 2, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 3, 1, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 5, 1, 12, 7, 32, 22, 5665.06, 5279.82, 7.65); mob("", 11, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 11, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 12, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 13, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 3, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 12, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 13, 1, 8, 6, 23, 22, 5633.87, 5197.84, 4.29); mob("", 319, 2, 15, 15, 35, 22, 5824.91, 5200.09, -1.37); mob("", 320, 2, 15, 15, 35, 22, 5824.91, 5200.09, -1.37); mob("", 321, 3, 15, 15, 35, 22, 5824.91, 5200.09, -1.37); mob("", 11, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 12, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 12, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 13, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 12, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 15, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 13, 1, 3, 6, 12, 22, 5405.089, 5107.835, 16.58707); mob("", 203, 1, 2, 300, 5, 22, 5391.01, 5074.42, 17.9); mob("", 2, 3, 2, 300, 5, 22, 5391.01, 5074.42, 17.9); mob("", 5, 1, 1, 10, 10, 22, 5436.63, 5078.05, 13.07); mob("", 41, 1, 1, 10, 10, 22, 5427.06, 5096.83, 15); mob("", 41, 1, 1, 10, 10, 22, 5302.09, 5086.06, 2.99); mob("", 41, 1, 1, 10, 10, 22, 5309.91, 5112.33, 5.01); mob("", 41, 1, 1, 10, 10, 22, 5296.56, 5118.19, 3.99); mob("", 3, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 12, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 12, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 13, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 13, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 12, 3, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 13, 1, 3, 6, 12, 22, 5533.34, 5080.11, 6.61); mob("", 41, 2, 2, 7, 10, 22, 5570, 5113.44, 3.6); mob("", 41, 1, 1, 7, 10, 22, 5509.26, 5095.13, 3.28); mob("", 41, 1, 1, 7, 10, 22, 5479.63, 5061.43, 7.56);
local plugin_name = 'pg.uptime' local every = 300 local sql_uptime = read_file_in_plugin_dir("uptime.sql") local sql_checkpointer_uptime = read_file_in_plugin_dir("checkpointer_uptime_10.sql") local function collect_9() local result = target:query(sql_uptime) for _, row in pairs(result.rows) do storage_insert_metric({ plugin = plugin_name, int = row[1] }) end end local function collect_10() local result = target:query(sql_uptime) for _, row in pairs(result.rows) do storage_insert_metric({ plugin = plugin_name, int = row[1] }) end local result = target:query(sql_checkpointer_uptime) for _, row in pairs(result.rows) do storage_insert_metric({ plugin = plugin_name .. ".checkpointer", int = row[1] }) end end local collect = collect_9 if get_pg_server_version() >= 10 then collect = collect_10 end run_every(collect, every)
--MoveCurve --H_Tokisaki/curve_Attack_4 curve_Attack_4 return { filePath = "H_Tokisaki/curve_Attack_4", startTime = Fixed64(10485760) --[[10]], startRealTime = Fixed64(122334) --[[0.1166667]], endTime = Fixed64(69940016) --[[66.7]], endRealTime = Fixed64(815967) --[[0.7781667]], isZoom = false, isCompensate = false, curve = { [1] = { time = 0 --[[0]], value = 0 --[[0]], inTangent = 5242880 --[[5]], outTangent = 5242880 --[[5]], }, [2] = { time = 1048576 --[[1]], value = 5242880 --[[5]], inTangent = 5242880 --[[5]], outTangent = 5242880 --[[5]], }, }, }
dofile("../framework/framework.lua") SetupSolution("Tutorial11") dofile("tutorials.lua")
--[[ LuCI - Lua Configuration Interface Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 ]]-- local ds = require "luci.dispatcher" local datatypes = require("luci.cbi.datatypes") local dsp = require "luci.dispatcher" local vc = require "luci.model.cbi.voice.common" arg[1] = arg[1] or "" -- Create a map and a section m = Map("voice_client", "Call Filter") m.redirect = dsp.build_url("admin/services/voice/call_filters") s = m:section(NamedSection, arg[1], "call_filter") s.anonymous = true s.addremove = false -- Find the lowest free section number function get_new_section_number(direction) local section_nr = 0 while m.uci:get("voice_client", "call_filter_rule_" .. direction .. section_nr) do section_nr = section_nr + 1 end return section_nr end -- Set page title, or redirect if we have nothing to edit create_new = false if m.uci:get("voice_client", arg[1]) ~= "call_filter" then luci.http.redirect(m.redirect) return else local name = m:get(arg[1], "name") create_new = not name or #name == 0 if create_new then m.title = "New Call Filter" else m.title = "Edit Call Filter" end end name = s:option(Value, "name", "Name") function name.parse(self, section) Value.parse(self, section) local value = self:formvalue(section) if not value or #value == 0 then self.add_error(self, section, "missing", "Name is mandatory") end end outgoing = m:section(TypedSection, "call_filter_rule_outgoing", "Outgoing Calls", "Specify rules for outgoing calls. Use # to match a range of numbers. 123# will block calls to all numbers starting with 123.") function outgoing.filter(self, section) owner = m.uci:get("voice_client", section, 'owner') if owner == arg[1] then return true end return false end outgoing.template = "cbi/tblsection" outgoing.anonymous = true outgoing.addremove = true -- This function is called when a new call filter rule should be configured i.e. when -- user presses the "Add" button. function outgoing.create(self, section) if m.save == false then return end section_number = get_new_section_number("outgoing") data = { owner = arg[1], enabled = 1 } newSelection = m.uci:section("voice_client", "call_filter_rule_outgoing", "call_filter_rule_outgoing" .. section_number , data) end exten = outgoing:option(Value, "extension", "Called Number") function exten.validate(self, value, section) if not value:match("^[0-9]+#?$") then return nil, value .. " is not a valid pattern" end return value end function exten.parse(self, section) Value.parse(self, section) local value = self:formvalue(section) if not value or #value == 0 then self.add_error(self, section, "missing", "Called number is mandatory") end end enabled = outgoing:option(Flag, "enabled", "Enabled") enabled.default = 1 s = m:section(NamedSection, arg[1], "call_filter") s.anonymous = true block_foreign = s:option(Flag, "block_foreign", "Block Foreign", "Block all outgoing calls to foreign numbers") block_foreign.default = 0 block_special_rate = s:option(Flag, "block_special_rate", "Block Special Rate", "Block all outgoing calls to special rate numbers") block_special_rate = 0 incoming = m:section(TypedSection, "call_filter_rule_incoming", "Incoming Calls", "Specify rules for incoming calls. Use # to match a range of numbers. 123# will block calls from all numbers starting with 123.") function incoming.filter(self, section) owner = m.uci:get("voice_client", section, 'owner') if owner == arg[1] then return true end return false end incoming.template = "cbi/tblsection" incoming.anonymous = true incoming.addremove = true -- This function is called when a new call filter rule should be configured i.e. when -- user presses the "Add" button. function incoming.create(self, section) if m.save == false then return end section_number = get_new_section_number("incoming") data = { owner = arg[1], enabled = 1 } newSelection = m.uci:section("voice_client", "call_filter_rule_incoming", "call_filter_rule_incoming" .. section_number , data) end exten = incoming:option(Value, "extension", "Calling Number") function exten.validate(self, value, section) if not value:match("^[0-9]+#?$") then return nil, value .. " is not a valid pattern" end return value end function exten.parse(self, section) Value.parse(self, section) local value = self:formvalue(section) if not value or #value == 0 then self.add_error(self, section, "missing", "Calling number is mandatory") end end enabled = incoming:option(Flag, "enabled", "Enabled") enabled.default = 1 return m
--ZFUNC-marry-v1 local function marry( keys, values ) --> tab local tab = {} if #keys ~= #values then return nil end for i = 1, #keys do local k = keys[ i ] local v = values[ i ] tab[ k ] = v end return tab end return marry
local count = 1 if (count == 1) then print("yes") end local count = 2 if (count == 1) then print("yes") else print("no") end a = 1000 if (a == 100) then print("a=100") elseif (a == 200) then print("a=200") else print("a=" .. a) end
local TensionItem, super = Class(Item) function TensionItem:init() super:init(self) -- Amount of TP this item gives self.tp_amount = 0 end function TensionItem:getTensionAmount() return self.tp_amount end function TensionItem:onBattleSelect(user, target) self.tension_given = Game:giveTension(self:getTensionAmount()) user:flash() local sound = Assets.newSound("cardrive") sound:setPitch(1.4) sound:setVolume(0.8) sound:play() user:sparkle(1, 0.625, 0.25) end function TensionItem:onBattleDeselect(user, target) Game:removeTension(self.tension_given or 0) end function TensionItem:onWorldUse(target) Game.world:showText({ "* (You felt tense.)", "* (... try using it in battle.)" }) return false end return TensionItem
require("helper/table") require("helper/conversion") require("helper/math") ---find_nearby_balancer ---find neaby balancers, by searching on the map for nearby entities ---and then creating a unique list with them. ---Only index returned, to always use the original data and operate on them --- ---@param entity LuaEntity the newly placed splitter ---@return number[] unique list of found balancers (only indices) function find_nearby_balancer(entity) local found_splitters = entity.surface.find_entities_filtered { position = entity.position, name = "belt-balancer", radius = 1, } if #found_splitters == 1 then return {} end local found_balancers = {} for key, balancer in pairs(global.new_balancers) do for _, found_splitter in pairs(found_splitters) do if found_splitter.unit_number ~= entity.unit_number then if balancer_has_splitter(key, found_splitter) then found_balancers[balancer.index] = balancer.index break end end end end return found_balancers end ---find_input_output_belts ---find input and output belts for this specific splitter ---@param splitter LuaEntity the splitter to search from ---@return table[],table[] -- found input and output belts. Object is no direct array: array[number]{ LuaEntity belt, string belt_type, ?number[] lanes } function find_input_output_belts(splitter) local splitter_pos = splitter.position -- input_belts[belt_index] = { belt, belt_type, lanes } local input_belts = {} -- output_belts[belt_index] = { belt, belt_type, lanes } local output_belts = {} local found_belts = splitter.surface.find_entities_filtered { position = splitter_pos, type = "transport-belt", radius = 1 } for _, belt in pairs(found_belts) do local into_pos, from_pos = get_input_output_pos(belt) if into_pos.x == splitter_pos.x and into_pos.y == splitter_pos.y then input_belts[belt.unit_number] = { belt = belt, belt_type = "belt" } elseif from_pos.x == splitter_pos.x and from_pos.y == splitter_pos.y then output_belts[belt.unit_number] = { belt = belt, belt_type = "belt" } end end local found_underground_belts = splitter.surface.find_entities_filtered { position = splitter_pos, type = "underground-belt", radius = 1 } for _, underground_belt in pairs(found_underground_belts) do local into_pos, from_pos = get_input_output_pos(underground_belt) if underground_belt.belt_to_ground_type == "output" and into_pos.x == splitter_pos.x and into_pos.y == splitter_pos.y then input_belts[underground_belt.unit_number] = { belt = underground_belt, belt_type = "underground" } elseif underground_belt.belt_to_ground_type == "input" and from_pos.x == splitter_pos.x and from_pos.y == splitter_pos.y then output_belts[underground_belt.unit_number] = { belt = underground_belt, belt_type = "underground" } end end local found_splitter_belts = splitter.surface.find_entities_filtered { position = splitter_pos, type = "splitter", radius = 1.5 } for _, splitter_belt in pairs(found_splitter_belts) do local into_pos, from_pos = get_input_output_pos_splitter(splitter_belt) for _, into in pairs(into_pos) do if into.position.x == splitter_pos.x and into.position.y == splitter_pos.y then input_belts[splitter_belt.unit_number] = { belt = splitter_belt, belt_type = "splitter", lanes = into.lanes } end end for _, from in pairs(from_pos) do if from.position.x == splitter_pos.x and from.position.y == splitter_pos.y then output_belts[splitter_belt.unit_number] = { belt = splitter_belt, belt_type = "splitter", lanes = from.lanes } end end end return input_belts, output_belts end ---find_belonging_balancer ---find which balancer holds this splitter ---@param splitter LuaEntity splitter to find ---@return number Index of the Balancer with the splitter within function find_belonging_balancer(splitter) for index, _ in pairs(global.new_balancers) do if balancer_has_splitter(index, splitter) then return index end end end ---get_input_output_pos ---get the positions where the belt will transport items from and to ---@param belt LuaEntity the belt to calculate on ---@return Position,Position return the positions (into, from) ---@param direction defines.direction override the direction of the belt. if nil will use belt.direction function get_input_output_pos(belt, direction) local belt_pos = belt.position local into_pos, from_pos direction = direction or belt.direction if direction == defines.direction.north then into_pos = { x = belt_pos.x, y = belt_pos.y - 1 } from_pos = { x = belt_pos.x, y = belt_pos.y + 1 } elseif direction == defines.direction.south then into_pos = { x = belt_pos.x, y = belt_pos.y + 1 } from_pos = { x = belt_pos.x, y = belt_pos.y - 1 } elseif direction == defines.direction.west then into_pos = { x = belt_pos.x - 1, y = belt_pos.y } from_pos = { x = belt_pos.x + 1, y = belt_pos.y } elseif direction == defines.direction.east then into_pos = { x = belt_pos.x + 1, y = belt_pos.y } from_pos = { x = belt_pos.x - 1, y = belt_pos.y } end return into_pos, from_pos end ---get_input_output_pos_splitter ---get the positions where the splitter will transport items from and to ---@param splitter LuaEntity the splitter to calculate on ---@param direction defines.direction override the direction of the belt. if nil will use belt.direction ---@return table[],table[] returns array (from,into) of positions and belt-lanes. -- array[] = { Position, array[] = number }. function get_input_output_pos_splitter(splitter, direction) local splitter_pos = splitter.position direction = direction or splitter.direction local into_pos = {} local from_pos = {} local output_left_lanes = { 5, 6 } local output_right_lanes = { 7, 8 } local input_left_lanes = { 1, 2 } local input_right_lanes = { 3, 4 } if direction == defines.direction.north then table.insert(into_pos, { position = { x = splitter_pos.x - 0.5, y = splitter_pos.y - 1 }, lanes = output_left_lanes }) table.insert(into_pos, { position = { x = splitter_pos.x + 0.5, y = splitter_pos.y - 1 }, lanes = output_right_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x - 0.5, y = splitter_pos.y + 1 }, lanes = input_left_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x + 0.5, y = splitter_pos.y + 1 }, lanes = input_right_lanes }) elseif direction == defines.direction.south then table.insert(into_pos, { position = { x = splitter_pos.x - 0.5, y = splitter_pos.y + 1 }, lanes = output_right_lanes }) table.insert(into_pos, { position = { x = splitter_pos.x + 0.5, y = splitter_pos.y + 1 }, lanes = output_left_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x - 0.5, y = splitter_pos.y - 1 }, lanes = input_right_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x + 0.5, y = splitter_pos.y - 1 }, lanes = input_left_lanes }) elseif direction == defines.direction.west then table.insert(into_pos, { position = { x = splitter_pos.x - 1, y = splitter_pos.y - 0.5 }, lanes = output_right_lanes }) table.insert(into_pos, { position = { x = splitter_pos.x - 1, y = splitter_pos.y + 0.5 }, lanes = output_left_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x + 1, y = splitter_pos.y - 0.5 }, lanes = input_right_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x + 1, y = splitter_pos.y + 0.5 }, lanes = input_left_lanes }) elseif direction == defines.direction.east then table.insert(into_pos, { position = { x = splitter_pos.x + 1, y = splitter_pos.y - 0.5 }, lanes = output_left_lanes }) table.insert(into_pos, { position = { x = splitter_pos.x + 1, y = splitter_pos.y + 0.5 }, lanes = output_right_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x - 1, y = splitter_pos.y - 0.5 }, lanes = input_left_lanes }) table.insert(from_pos, { position = { x = splitter_pos.x - 1, y = splitter_pos.y + 0.5 }, lanes = input_right_lanes }) end return into_pos, from_pos end ---get_balancer_index_from_pos ---@param surface LuaSurface Surface where it is ---@param position Position Position to look for balancer ---@return number Balancer index function get_balancer_index_from_pos(surface, position) local splitters = surface.find_entities_filtered { position = position, name = "belt-balancer" } for _, splitter in pairs(splitters) do return find_belonging_balancer(splitter) end end ---get_input_output_balancer_index ---get the index of the input and output balancers, this belt belongs to. ---@param belt LuaEntity the belt to search from ---@param direction defines.direction override the direction of the belt. ---@return number,number into_balancer, from_balancer function get_input_output_balancer_index(belt, direction) local into_pos, from_pos = get_input_output_pos(belt, direction) local into_balancer, from_balancer local into_splitter = belt.surface.find_entities_filtered { position = into_pos, name = "belt-balancer", } for _, splitter in pairs(into_splitter) do into_balancer = find_belonging_balancer(splitter) end local from_splitter = belt.surface.find_entities_filtered { position = from_pos, name = "belt-balancer" } for _, splitter in pairs(from_splitter) do from_balancer = find_belonging_balancer(splitter, direction) end return into_balancer, from_balancer end ---new_balancer ---constructor of Balancer_Class ---@param splitter LuaEntity function new_balancer(splitter) local new_balancer = {} new_balancer.index = global.belt_balancer_max_id global.new_balancers[new_balancer.index] = new_balancer global.belt_balancer_max_id = global.belt_balancer_max_id + 1 -- list of all splitters, that form this balancer new_balancer.splitter = {} -- list of all input belts new_balancer.input_belts = {} -- list of all output belts new_balancer.output_belts = {} -- list of all input lanes new_balancer.input_lanes = {} -- list of all output lanes new_balancer.output_lanes = {} -- define current position of lanes new_balancer.current_output_lane = 1 new_balancer.current_input_lane = 1 ---@type SimpleItemStack[] new_balancer.buffer = {} new_balancer.nth_tick = 999 if type(splitter) == "table" and splitter.name == "belt-balancer" then balancer_add_splitter(new_balancer.index, splitter) elseif type(splitter) == "table" then for _, splitter_single in pairs(splitter) do balancer_add_splitter(new_balancer.index, splitter_single) end end end ---balancer_add_splitter ---@param balancer_id number balancer to perform on ---@param splitter LuaEntity splitter to add function balancer_add_splitter(balancer_id, splitter) global.new_balancers[balancer_id].splitter[splitter.unit_number] = splitter local input_belts, output_belts = find_input_output_belts(splitter) for _, input_belt in pairs(input_belts) do balancer_add_belt(balancer_id, input_belt.belt, true, input_belt.belt_type, input_belt.lanes) end for _, output_belt in pairs(output_belts) do balancer_add_belt(balancer_id, output_belt.belt, false, output_belt.belt_type, output_belt.lanes) end end ---balancer_remove_splitter ---@param balancer_id number balancer to perform on ---@param splitter LuaEntity splitter to remove function balancer_remove_splitter(balancer_id, splitter) local balancer = global.new_balancers[balancer_id] balancer.splitter[splitter.unit_number] = nil local input_belts, output_belts = find_input_output_belts(splitter) for _, input_belt in pairs(input_belts) do balancer_remove_belt(balancer_id, input_belt.belt, true) end for _, output_belt in pairs(output_belts) do balancer_remove_belt(balancer_id, output_belt.belt, false) end end ---balancer_add_belt ---@param balancer_id number balancer to perform on ---@param belt LuaEntity the belt to add ---@param input boolean true if input, false if output ---@param belt_type string "belt", "underground" or "splitter" ---@param lane_ids number[] array of numbers, that override, the automatic transport_line indices function balancer_add_belt(balancer_id, belt, input, belt_type, lane_ids) belt_type = belt_type or "belt" lane_ids = lane_ids or nil local balancer = global.new_balancers[balancer_id] local belts, lanes if input then belts = balancer.input_belts lanes = balancer.input_lanes else belts = balancer.output_belts lanes = balancer.output_lanes end belts[belt.unit_number] = belt if lane_ids then for _, id in pairs(lane_ids) do local transport_line = belt.get_transport_line(id) table.insert(lanes, transport_line) end else local max_transport_line_index = 0 if belt_type == "belt" then max_transport_line_index = belt.get_max_transport_line_index() elseif belt_type == "underground" then max_transport_line_index = 2 end for i = 1, max_transport_line_index do local transport_line = belt.get_transport_line(i) table.insert(lanes, transport_line) end end -- update nth_tick balancer_recalculate_nth_tick(balancer_id) end ---balancer_remove_belt ---remove belt from input/output and also remove related lanes ---@param balancer_id number balancer to perform on ---@param belt LuaEntity the belt to remove from input/output ---@param input boolean true if input, false if output function balancer_remove_belt(balancer_id, belt, input) local balancer = global.new_balancers[balancer_id] if input then balancer.input_belts[belt.unit_number] = nil for i = 1, belt.get_max_transport_line_index() do remove_from_table(balancer.input_lanes, belt.get_transport_line(i)) end else balancer.output_belts[belt.unit_number] = nil for i = 1, belt.get_max_transport_line_index() do remove_from_table(balancer.output_lanes, belt.get_transport_line(i)) end end balancer_recalculate_nth_tick(balancer_id) end ---balancer_merge_balancer ---merge other_balancer into the balancer ---@param balancer_id number balancer to perform on ---@param other_balancer_id number balancer that has to merge into this one function balancer_merge_balancer(balancer_id, other_balancer_id) local balancer = global.new_balancers[balancer_id] local other_balancer = global.new_balancers[other_balancer_id] -- move splitters for _, splitter in pairs(other_balancer.splitter) do if splitter.valid then balancer.splitter[splitter.unit_number] = splitter end end -- move belts for key, belt in pairs(other_balancer.input_belts) do if belt.valid then balancer.input_belts[key] = belt end end for key, belt in pairs(other_balancer.output_belts) do if belt.valid then balancer.output_belts[key] = belt end end -- move belts for _, lane in pairs(other_balancer.input_lanes) do if lane.valid then table.insert(balancer.input_lanes, lane) end end for _, lane in pairs(other_balancer.output_lanes) do if lane.valid then table.insert(balancer.output_lanes, lane) end end -- move buffer for _, item in pairs(other_balancer.buffer) do table.insert(balancer.buffer, item) end global.new_balancers[other_balancer_id] = nil unregister_on_tick(other_balancer_id) balancer_recalculate_nth_tick(balancer_id) end ---balancer_recalculate_nth_tick ---Recalculate the tick, when this balancer has to run. ---It has to be the gcd, cause else, some belts are not compressed ---@param balancer_id number balancer to perform on function balancer_recalculate_nth_tick(balancer_id) local balancer = global.new_balancers[balancer_id] if table_size(balancer.input_belts) == 0 or table_size(balancer.output_belts) == 0 then unregister_on_tick(balancer_id) balancer.nth_tick = -1 return end -- recalculate nth_tick local tick_list = {} local run_on_tick_override = false for _, belt in pairs(balancer.input_belts) do if belt.valid then local belt_speed = belt.prototype.belt_speed local ticks_per_tile = 0.25 / belt_speed local nth_tick = math.floor(ticks_per_tile) if nth_tick ~= ticks_per_tile then run_on_tick_override = true break end tick_list[nth_tick] = nth_tick end end if not run_on_tick_override then for _, belt in pairs(balancer.output_belts) do if belt.valid then local belt_speed = belt.prototype.belt_speed local ticks_per_tile = 0.25 / belt_speed local nth_tick = math.floor(ticks_per_tile) if nth_tick ~= ticks_per_tile then run_on_tick_override = true break end tick_list[nth_tick] = nth_tick end end end local smallest_gcd = -1 if not run_on_tick_override then for _, tick in pairs(tick_list) do if smallest_gcd == -1 then smallest_gcd = tick elseif smallest_gcd == 1 then break elseif smallest_gcd == tick then -- do nothing else smallest_gcd = math.gcd(smallest_gcd, tick) end end end if run_on_tick_override then smallest_gcd = 1 end if smallest_gcd ~= -1 and balancer.nth_tick ~= smallest_gcd then balancer.nth_tick = smallest_gcd unregister_on_tick(balancer_id) register_on_tick(smallest_gcd, balancer_id) end end ---balancer_has_splitter ---check if given balancer holds a specific splitter ---@param balancer_id number balancer to perform on ---@param splitter LuaEntity splitter to ---@return boolean true if splitter is hold by balancer function balancer_has_splitter(balancer_id, splitter) local balancer = global.new_balancers[balancer_id] for _, self_splitter in pairs(balancer.splitter) do if self_splitter.valid and splitter.unit_number == self_splitter.unit_number then return true end end return false end ---is_valid ---@return boolean true if balancer is valid function balancer_is_valid(balancer_id) local balancer = global.new_balancers[balancer_id] if table_size(balancer.splitter) > 0 then return true end return false end ---balancer_on_tick ---Run the complete Logic from moving objects from input to buffer and from buffer to output ---@param balancer_id number balancer to perform on function balancer_on_tick(balancer_id, tick) local balancer = global.new_balancers[balancer_id] if #balancer.input_lanes > 0 and #balancer.output_lanes > 0 then local last_one_failed = 0 -- get how many items are needed per lane local buffer_count = #balancer.buffer local output_lane_count = #balancer.output_lanes local gather_amount = output_lane_count - buffer_count -- INPUT while gather_amount > 0 do if last_one_failed == balancer.current_input_lane then break end local lane = balancer.input_lanes[balancer.current_input_lane] if lane then if not lane.valid then -- this lane is not valid, remove it for the sake of my mind and as a workaround. balancer.input_lanes[balancer.current_input_lane] = nil else if #lane > 0 then -- remove item from lane and add to buffer local lua_item = lane[1] local simple_item = convert_LuaItemStack_to_SimpleItemStack(lua_item) lane.remove_item(lua_item) table.insert(balancer.buffer, simple_item) gather_amount = gather_amount - 1 last_one_failed = 0 else if last_one_failed == 0 then last_one_failed = balancer.current_input_lane end end end end balancer.current_input_lane = balancer.current_input_lane + 1 balancer.current_input_lane = ((balancer.current_input_lane - 1) % #balancer.input_lanes) + 1 end -- OUTPUT for i = 1, #balancer.output_lanes do if #balancer.buffer > 0 then local lane = balancer.output_lanes[balancer.current_output_lane] if lane and lane.valid and lane.can_insert_at_back() then if lane.insert_at_back(balancer.buffer[1]) then table.remove(balancer.buffer, 1) end end balancer.current_output_lane = balancer.current_output_lane + 1 balancer.current_output_lane = ((balancer.current_output_lane - 1) % #balancer.output_lanes) + 1 else break end end end end ---balancer_get_linked ---get all lined splitters into an array of LuaEntity ---@param balancer_id number balancer to perform on ---@return LuaEntity[] function balancer_get_linked(balancer_id) local balancer = global.new_balancers[balancer_id] -- create matrix local matrix = {} for _, splitter in pairs(balancer.splitter) do if splitter and splitter.valid then local pos = splitter.position if not matrix[pos.x] then matrix[pos.x] = {} end matrix[pos.x][pos.y] = splitter end end local curr_num = 0 local result = {} repeat curr_num = curr_num + 1 balancer_expand_first(matrix, curr_num, result) until (table_size(matrix) == 0) return result end ---balancer_expand_first ---expand the first found not expanded Element in the matrix ---@param matrix LuaEntity[][] matrix to perform logic on ---@param num number function balancer_expand_first(matrix, num, result) for x_key, _ in pairs(matrix) do local breaker = false for y_key, _ in pairs(matrix[x_key]) do if matrix[x_key][y_key] then result[num] = {} balancer_expand_matrix(matrix, { x = x_key, y = y_key }, num, result) breaker = true break end end if breaker then break end end end ---balancer_expand_matrix ---expand given element in the matrix and then expand its neighbours ---only expand if this element is not nil function balancer_expand_matrix(matrix, pos, num, result) if matrix[pos.x] and matrix[pos.x][pos.y] then local splitter = matrix[pos.x][pos.y] result[num][splitter.unit_number] = splitter matrix[pos.x][pos.y] = nil if table_size(matrix[pos.x]) == 0 then matrix[pos.x] = nil end balancer_expand_matrix(matrix, { x = pos.x - 1, y = pos.y }, num, result) balancer_expand_matrix(matrix, { x = pos.x + 1, y = pos.y }, num, result) balancer_expand_matrix(matrix, { x = pos.x, y = pos.y - 1 }, num, result) balancer_expand_matrix(matrix, { x = pos.x, y = pos.y + 1 }, num, result) end end
object_building_kashyyyk_poi_sign_go_back = object_building_kashyyyk_shared_poi_sign_go_back:new { } ObjectTemplates:addTemplate(object_building_kashyyyk_poi_sign_go_back, "object/building/kashyyyk/poi_sign_go_back.iff")
workspace "Test1" architecture "x64" configurations { "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" --IncludeDirs = {} --IncludeDirs["GLFW"] = "VOI.I4GE/glfw/include" --IncludeDirs["Glad"] = "VOI.I4GE/Glad/include" --IncludeDirs["ImGui"] = "VOI.I4GE/ImGui" --IncludeDirs["vulkan-1"] = "VOI.I4GE/VulkanSDK" --include "VOI.I4GE/glfw" --include "VOI.I4GE/Glad" --include "VOI.I4GE/ImGui" --include "VOI.I4GE/VulkanSDK" project "TEST" location "TEST" kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "Off" targetdir ("OutputDir/" .. outputdir .. "/%{prj.name}") objdir ("InterDir/" .. outputdir .. "/%{prj.name}") pchheader "i4pch.h" pchsource "TEST/src/i4pch.cpp" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "TEST/src", "C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Include" } links { "d3d9.lib", "C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Lib/x64/d3dx9.lib" --"C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/Lib/x64/d3dxof.lib" } filter "system:windows" systemversion "latest" defines { "I4_WND_PLATFORM", "I4_DLL" } filter "configurations:Debug" defines "I4_DEBUG" runtime "Debug" symbols "On" filter "configurations:Release" defines "I4_RELEASE" runtime "Release" symbols "On" filter "configurations:Dist" defines "I4_DIST" runtime "Release" symbols "On"
return function (filename) local fd = io.open(filename, "r") local contents = fd:read("*a") fd:close() return contents end
Build { Units = "units.lua", Configs = { { Name = "macosx-gcc", DefaultOnHost = "macosx", Tools = { "gcc" }, }, { Name = "linux-gcc", DefaultOnHost = "linux", Tools = { "gcc" }, }, { Name = "win32-msvc", DefaultOnHost = "windows", Tools = { "msvc-vs2012" }, }, { Name = "win32-mingw", Tools = { "mingw" }, }, }, }
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props_c17/FurnitureBoiler001a.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self.ingredients = {} local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end self:SetPos(self:GetPos() + Vector(0, 0, 35)) end function ENT:UpdateOnClient() net.Start("kdrugs.lab") net.WriteEntity(self) net.WriteTable(self.ingredients) net.Broadcast() end function ENT:AddIngredient(name) self.ingredients[name] = self.ingredients[name] and self.ingredients[name] + 1 or 1 self:UpdateOnClient() end function ENT:Use(_, ply) if !self.nextuse then self.nextuse = CurTime() + 0.75 elseif self.nextuse > CurTime() then return end local best = 0 local toRemove = {} local drugid for id, drug in next, kdrugs.drugs do local has = 0 local remove = {} for index, tab in next, drug.ingredients do if self.ingredients[tab[1]] and self.ingredients[tab[1]] >= tab[4] then remove[tab[1]] = tab[4] has = has + 1 end end if has == table.Count(drug.ingredients) then if has > best then best = has toRemove = remove drugid = id end end end if drugid then local meme = ents.Create("kdrug_" .. drugid) if !meme:IsValid() then return end for name, count in next, toRemove do self.ingredients[name] = self.ingredients[name] - count if 0 >= self.ingredients[name] then self.ingredients[name] = nil end end self:UpdateOnClient() local min, max = self:GetCollisionBounds() meme:SetPos(self:GetPos() + Vector(0, 0, max.z + 15)) meme:Spawn() end end
--[[ [] Author: Martynas Petuska [] E-mail: martynas.petuska@outlook.com [] Date: January 2018 --]] ---------------- NAMESPACE ---------------- ------------------------------------------- ADDON.Commands = { help = function() ADDON:Print("List of slash commands:"); --ADDON:Print("[reset] Resets the default settings."); --ADDON:Print("[size <size>] Sets the size of the minimap."); ADDON:Print("[rotation <on | off>] Sets the minimap's rotation mode."); end, --example = { -- test = function(...) -- ADDON:Print("My Value:", ...); -- end --}, --reset = function() -- ADDON.Settings = ADDON.DefaultSettings; -- ADDON.UI.ConfigureUI(); -- ADDON:Print("Addon settings reset.") --end, --size = function(size) -- size = tonumber(size); -- if (type(size) == "number") then -- ADDON.Settings.MiniMap.size = size; -- ADDON.UI.wheel:SetDimensions(size, size); -- else -- ADDON.Println() -- ADDON:Print("Invalid command argument!") -- ADDON.Commands.help(); -- return; -- end -- ADDON:Print("Size updated to", size); --end, rotation = function(isEnabled) if (isEnabled == "on") then ADDON.Settings.isMapRotationEnabled = true; elseif (isEnabled == "off") then ADDON.Settings.isMapRotationEnabled = false; else ADDON.Println() ADDON:Print("Invalid command argument!") ADDON.Commands.help(); return; end ADDON.UI.playerPin:SetTextureRotation(0); ADDON.UI.wheel:SetTextureRotation(0); ADDON.UpdateInfo.updatePending = true; ADDON.UI.UpdateMap(); ADDON:Print("Minimap's rotation is ", isEnabled); end } --- Handles a given command string redirecting to an appropriate function in the ADDON.Commands table. ---@param str string ---@return void function ADDON.HandleSlashCommands(str) if (#str == 0) then ADDON.Commands.help(); return; end -- Parse arguments -- local args = {}; for _, arg in pairs({ split(str, " ") }) do if (#arg > 0) then table.insert(args, arg); end end local path = ADDON.Commands; for id, arg in ipairs(args) do arg = string.lower(arg); if (path[arg]) then if (type(path[arg]) == "function") then path[arg](select(id + 1, unpack(args))); return elseif (type(path[arg]) == "table") then path = path[arg]; else ADDON.Println() ADDON:Print("Unrecognised command!") ADDON.Commands.help(); return end else ADDON.Println() ADDON:Print("Unrecognised command!") ADDON.Commands.help() return end end end
require "yu.visitor" require "yu.type" local getTypeDecl,newTypeRef=yu.getTypeDecl,yu.newTypeRef local ipairs,print=ipairs,print local format = string.format local makeDeclRefName=yu.makeDeclRefName local setmetatable,getmetatable=setmetatable,getmetatable module("yu",package.seeall) local pre={} local post={} local isConst,isDecl,isGlobalDecl,isFuncDecl=isConst,isDecl,isGlobalDecl,isFuncDecl local is,isBuiltinType=is,isBuiltinType local function makeNamePrefix(stack,sep) local out='' for i,n in ipairs(stack) do out=out..n out=out..sep end return out end ---------- local metamethodNames=makeStringCheckTable( '__new', '__init', '__gc', '__index', '__newindex', '__add', '__sub', '__div', '__mul', '__tostring', '__iter', '__next', '__gt', '__lt', '__eq' ) function newDeclCollector() return yu.newVisitor({ pre=pre, post=post, nameStack=yu.newStack(), scopeStack=yu.newStack(), exNameStack=yu.newStack(), maxDeclId=0, maxClosureId=0, currentNamePrefix="", currentExNamePrefix="", currentScope=false, currentScopeLevel=0, -- currentN depth=0, pushName=function(self,name) local n if self.currentNamePrefix~='' then n=name..'_'..self.currentNamePrefix else n=name end self.currentNamePrefix=n return self.nameStack:push(n) end, popName=function(self) local n=self.nameStack:pop() or '' self.currentNamePrefix=n return n end, pushExternName=function(self,name) local n if self.currentExNamePrefix~='' then n=self.currentExNamePrefix..'.'..name else n=name end self.currentExNamePrefix=n return self.exNameStack:push(n) end, popExternName=function(self) local n=self.exNameStack:pop() or '' self.currentExNamePrefix=n return n end, genDeclId=function( self ) local id=self.maxDeclId self.maxDeclId=id+1 return id end, genClosureId=function( self ) local id=self.maxClosureId self.maxClosureId=id+1 return id end, pushScope=function(self) local mt={} local scope=setmetatable({},mt) self.scopeStack:push(scope) mt.parentScope=self.currentScope mt.node=self.currentNode self.currentScope=scope self.currentNode.scope=scope self.currentNode.scopeLevel=self.currentScopeLevel self.currentScopeLevel=self.currentScopeLevel+1 return scope end, popScope=function(self) self.currentScope=self.scopeStack:pop() self.currentScopeLevel=self.currentScopeLevel-1 return self.currentScope end, addEachDecl=function(self,list, parent) for i,n in ipairs(list) do local tag=n.tag if isDecl(n) then self:addDecl(n) elseif tag=="public" or tag=="private" then self:addDecl(n) elseif tag=='import' then if not n.ishead then self:err('import must be in head of source', n) end if n.alias then n.type=moduleMetaType self:addDecl(n) parent.module.namedExternModule[n.mod]=true end end end end, addDecl=function(self,decl,inclass) local currentScope=self.currentScope -- if isBuiltinType(decl.name) then self:err(decl.name..' is builtin type',decl,self.currentModule) end if inclass then if metamethodNames[decl.name] then if decl.tag~='methoddecl' then self:err(format('%q is reserved for metamethod',decl.name),decl) else decl.metamethod=true end end end local tag=decl.tag if tag=="vardecl" then local meta=decl.meta for i,var in ipairs(decl.vars) do var.vtype=decl.vtype var.extern=decl.extern if meta then var.meta=meta end self:addDecl(var,inclass) end return end if tag=="private" then getmetatable(currentScope).private=true return elseif tag=="public" then getmetatable(currentScope).private=false return end if tag=="import" then decl.name=decl.alias end --TODO:check for internal method name like '__new','__add','__next' local scope=currentScope decl.private=getmetatable(scope).private local name=decl.name local decl0=scope[name] if decl0 then --duplicated? -- local tag0=decl0.tag -- if tag==tag0 then -- if decl0.private ~= decl.private then -- self:err('function overload must be both private or public',decl) -- end -- --TODO:duplicated overloading -- local dd=decl0 -- local n=1 -- while true do -- local d1=dd.nextProto -- if not d1 then -- dd.nextProto=decl -- break -- end -- n=n+1 -- dd=d1 -- end -- decl.protoId=n -- else return self:err( "duplicated declaration:'"..decl.name .."',first defined:" ..getTokenPosString(decl0,self.currentModule) ,decl,self.currentModule) -- end else scope[decl.name]=decl end decl.declId=self:genDeclId() decl.refname=makeDeclRefName(decl,decl.declId) if decl.alias then decl.fullname=decl.alias else decl.fullname=name..'_'..self.currentNamePrefix end if decl.extern then local p=self.currentExNamePrefix if p~='' then p=p..'.' end decl.externname=p..name end if decl.protoId then decl.fullname=decl.fullname..'_p'..decl.protoId end decl.depth=self.depth end } ) end ------------- function pre.any(vi,n) n.module=vi.currentModule end function pre.module(vi,m) -- vi:pushScope() -- vi:pushName(m.name) vi.currentModule=m m.module=m m.namedExternModule={} end function post.module(vi,m) --todo: extract decls from main block scope rather than refer to it directly m.fullname=m.name m.mainfunc.fullname='@main' m.mainfunc.refname='@main' m.mainfunc.name='@main' local expose={} for k,decl in pairs(m.mainfunc.block.scope) do if k~='private' then if isGlobalDecl(decl) then expose[k]=decl end end end m.scope=expose m.maxDeclId=vi.maxDeclId m.externalRefers={} m.externalReferNames={} end --------------- function pre.block(vi,b,parent) -- if not is(parent.tag,'funcdecl','methoddecl','forstmt','catch','foreachstmt') -- b.scope=vi:pushScope() -- end vi:addEachDecl(b, parent) end function post.block(vi,b) -- vi:popScope() end function pre.dostmt(vi,d) vi:pushScope() end function post.dostmt(vi,d) vi:popScope() end ----------- function pre.extern(vi,e) for i,s in ipairs(e.decls) do if isDecl(s) or is(s.tag,"public","private") then vi:addDecl(s) end end end ----------- local function spreadVarTypes(vars,forceType,visitor) local lasttype=nil for i=#vars,1,-1 do local var=vars[i] if var.type then lasttype=var.type elseif lasttype then var.type=lasttype elseif forceType then return visitor:err("type identifier expected",var) end end end function pre:vardecl(vd) local vars,values=vd.vars,vd.values local varcount,valcount=#vars,values and #values or 0 local mulval=false if values and vd.extern and vd.vtype~='const' then return self:err('cannot assign initial value for extern variable',vd) end if values and varcount>valcount then if is(values[#values].tag,'call','wait') then mulval=true --might be mul value else return self:err('too less values in variable declaration',vd) end elseif varcount<valcount then return self:err('too many values in variable declaration',vd) end if vd.def then --should no type id for i,var in ipairs(vars) do if var.type then return self:err("unnecessary type identifier",var.type) end end for i = 1, valcount do local var=vars[i] local v=values[i] var.value=v var.type=newTypeRef(v) end if varcount>valcount then local lastval=values[valcount] for i = valcount+1, varcount do local var=vars[i] local v={tag='mulval',src=lastval,idx=i-valcount} var.value=v var.type=newTypeRef(v) end end else spreadVarTypes(vars,not values,self) if values then for i = 1, valcount do local var=vars[i] local v=values[i] var.value=v if not var.type then var.type=newTypeRef(v) end end if varcount>valcount then local lastval=values[valcount] for i = valcount+1, varcount do local var=vars[i] local v={tag='mulval',src=lastval,idx=i-valcount} var.value=v if not var.type then var.type=newTypeRef(v) end end end end end return true end function pre.funcdecl(vi,f) if f.name~='@main' then vi:pushName(f.name,true) end vi:pushScope() vi.depth=vi.depth+1 end function post.funcdecl(vi,f) vi:popScope() if f.block then f.block.scope=f.scope f.block.scopeLevel=f.scopeLevel f.scope=nil f.scopeLevel=nil end vi:popName() vi.depth=vi.depth-1 end function pre.closure(vi,f) f.name='C' vi:pushName(f.name,true) vi:pushScope() end function post.closure(vi,f) vi:popScope() vi:popName() end ----------- function pre.methoddecl(vi,f,parent) vi:pushName(f.name) vi:pushScope() vi.depth=vi.depth+1 end function post.methoddecl(vi,f) vi:popScope() vi:popName() vi.depth=vi.depth-1 end ------------ function pre.functype(vi,ft) local args=ft.args if args then --spread arg types: local lastType=nil for i=#args,1,-1 do local arg=args[i] if not arg.type then --check default value firstt if arg.value then arg.type=newTypeRef(arg.value) elseif lastType then arg.type=lastType else vi:err('argument type expected '..i,arg) end end lastType=arg.type end local prevHasDefault=false for i,arg in ipairs(args) do if arg.value then prevHasDefault=true elseif prevHasDefault and arg.name~='...' then vi:err('non-optional argument follows optional argument', arg) end if not ft.typeonly then vi:addDecl(arg) end arg.argId=i if arg.name=='...' then if i<#args then vi:err('vararg should only appear at the end',arg) end arg.type={tag='vararg',type=arg.type} end end end end function post.functype(vi,ft) end function pre.tabletype( vi,tt ) if tt.ktype=='empty' then tt.ktype=numberType end tt.valuetype=true end function pre.signaldecl( vi,sig ) local args=sig.args if args then spreadVarTypes(args,true,vi) for i,arg in ipairs(args) do if arg.name=='...' then if i<#args then vi:err('vararg should only appear at the end',arg) end arg.type={tag='vararg',type=arg.type} end end end end ------------ function pre.catch(vi,c) vi:pushScope() for i,v in ipairs(c.vars) do vi:addDecl(v) end end function post.catch(vi,c) vi:popScope() end ------------ function pre.foreachstmt(vi,f) vi:pushScope() for i,v in ipairs(f.vars) do v.vtype='local' vi:addDecl(v) end end function post.foreachstmt(vi,f) spreadVarTypes(f.vars,false,vi) for i,v in ipairs(f.vars) do if not v.type then --make typeref local val={tag='mulval',src=f.iterator,idx=i-1} v.type=newTypeRef(val) v.value=val end end vi:popScope() end function pre.forstmt(vi,f) vi:pushScope() f.var.type=numberType f.var.vtype='local' vi:addDecl(f.var) end function post.forstmt(vi,f) vi:popScope() end function pre.whilestmt( vi,f ) vi:pushScope() end function post.whilestmt( vi,f ) vi:popScope() end function pre.cyclestmt( vi,f ) vi:pushScope() end function post.cyclestmt( vi,f ) vi:popScope() end function pre.repeatstmt( vi,f ) vi:pushScope() end function post.repeatstmt( vi,f ) vi:popScope() end function pre.classdecl(vi,c) c.type=classMetaType c.valuetype=true vi:pushName(c.alias or c.name) if c.extern then for i,d in ipairs(c.decls) do d.extern=true end vi:pushExternName(c.alias or c.name) end vi:pushScope() vi.depth=vi.depth+1 end function post.classdecl(vi,c) if c.tvars then for i,v in ipairs(c.tvars) do vi:addDecl(v) end end if c.decls then for i,d in ipairs(c.decls) do vi:addDecl(d,true) end if not vi.currentScope['__init'] then for k,d in pairs(vi.currentScope) do if d.vtype=='field' and d.value then --has default value, --create a empty initializer container, fill it in resolver local loader={ tag='methoddecl', type={tag='functype',args={},rettype=voidType}, name='__init', block={tag='block'}, module=vi.currentModule } table.insert(c.decls,loader) vi:addDecl(loader,true) break end end end end vi:popScope() vi:popName() if c.extern then vi:popExternName(c.name) end vi.depth=vi.depth-1 end --- function pre.enumdecl(vi,e) vi:pushName(e.name) vi:pushScope() for i,ei in ipairs(e.items) do vi:addDecl(ei) end end function post.enumdecl(vi,c) vi:popScope() vi:popName() end -- function pre:signaldecl(s) -- s.type= -- end function post.varacc(vi,a) a.scope=vi.currentScope end
------------------------------------------------- -- Pomodoro Arc Widget for Awesome Window Manager -- Modelled after Pavel Makhov's work -- @author Raphaël Fournier-S'niehotta -- @copyright 2018 Raphaël Fournier-S'niehotta ------------------------------------------------- local awful = require("awful") local beautiful = require("beautiful") local spawn = require("awful.spawn") local watch = require("awful.widget.watch") local wibox = require("wibox") local naughty = require("naughty") local GET_pomodoro_CMD = "/home/raph/scripts/pomo/pomo.sh clock" local PAUSE_pomodoro_CMD = "/home/raph/scripts/pomo/pomo.sh pause" local START_pomodoro_CMD = "/home/raph/scripts/pomo/pomo.sh start" local STOP_pomodoro_CMD = "/home/raph/scripts/pomo/pomo.sh stop" local text = wibox.widget { id = "txt", --font = "Play 12", font = "Inconsolata Medium 13", widget = wibox.widget.textbox } -- mirror the text, because the whole widget will be mirrored after local mirrored_text = wibox.container.margin(wibox.container.mirror(text, { horizontal = true })) mirrored_text.right = 5 -- pour centrer le texte dans le rond -- --local mirrored_text = wibox.container.mirror(text, { horizontal = true }) -- mirrored text with background local mirrored_text_with_background = wibox.container.background(mirrored_text) local pomodoroarc = wibox.widget { mirrored_text_with_background, max_value = 1, thickness = 2, start_angle = 4.71238898, -- 2pi*3/4 forced_height = 32, forced_width = 32, rounded_edge = true, bg = "#ffffff11", paddings = 0, widget = wibox.container.arcchart } local pomodoroarc_widget = wibox.container.mirror(pomodoroarc, { horizontal = true }) local update_graphic = function(widget, stdout, _, _, _) local pomostatus = string.match(stdout, " (%D?%D?):%D?%D?") if pomostatus == "--" then text.font = "Inconsolata Medium 13" widget.colors = { beautiful.widget_main_color } text.text = "25" widget.value = 1 else text.font = "Inconsolata Medium 13" local pomomin = string.match(stdout, "[ P]?[BW](%d?%d?):%d?%d?") local pomosec = string.match(stdout, "[ P]?[BW]%d?%d?:(%d?%d?)") local pomodoro = pomomin * 60 + pomosec local status = string.match(stdout, "([ P]?)[BW]%d?%d?:%d?%d?") local workbreak = string.match(stdout, "[ P]?([BW])%d?%d?:%d?%d?") text.text = pomomin --naughty.notify { --text = pomomin, --title = "pomodoro debug", --timeout = 5, --hover_timeout = 0.5, --width = 200, --} if status == " " then -- clock ticking if workbreak == "W" then widget.value = tonumber(pomodoro/(25*60)) if tonumber(pomomin) < 5 then -- last 5 min of pomo widget.colors = { beautiful.widget_red } else widget.colors = { beautiful.widget_blue } end elseif workbreak == "B" then -- color during pause widget.colors = { beautiful.widget_green } widget.value = tonumber(pomodoro/(5*60)) end elseif status == "P" then -- paused if workbreak == "W" then widget.colors = { beautiful.widget_yellow } widget.value = tonumber(pomodoro/(25*60)) text.font = "Inconsolata Medium 13" text.text = "PW" elseif workbreak == "B" then widget.colors = { beautiful.widget_yellow } widget.value = tonumber(pomodoro/(5*60)) text.font = "Inconsolata Medium 13" text.text = "PB" end end end end pomodoroarc:connect_signal("button::press", function(_, _, _, button) if (button == 2) then awful.spawn(PAUSE_pomodoro_CMD, false) elseif (button == 1) then awful.spawn(START_pomodoro_CMD, false) elseif (button == 3) then awful.spawn(STOP_pomodoro_CMD, false) end spawn.easy_async(GET_pomodoro_CMD, function(stdout, stderr, exitreason, exitcode) update_graphic(pomodoroarc, stdout, stderr, exitreason, exitcode) end) end) local notification function show_pomodoro_status() spawn.easy_async(GET_pomodoro_CMD, function(stdout, _, _, _) notification = naughty.notify { text = stdout, title = "pomodoro status", timeout = 5, hover_timeout = 0.5, width = 200, } end) end pomodoroarc:connect_signal("mouse::enter", function() show_pomodoro_status() end) pomodoroarc:connect_signal("mouse::leave", function() naughty.destroy(notification) end) watch(GET_pomodoro_CMD, 1, update_graphic, pomodoroarc) return pomodoroarc_widget
local colorscheme = "onenord" local status_ok, colorscheme_module = pcall(require, colorscheme) if not status_ok then vim.notify("Could not load colorscheme " .. colorscheme) return end colorscheme_module.setup()
local Dictionary = script.Parent local Llama = Dictionary.Parent local equalObjects = require(Llama.equalObjects) local function compare(a, b) if type(a) ~= "table" or type(b) ~= "table" then return a == b end for key, value in pairs(a) do if b[key] ~= value then return false end end for key, value in pairs(b) do if a[key] ~= value then return false end end return true end local function equals(...) if equalObjects(...) then return true end local argCount = select('#', ...) local firstObject = select(1, ...) for i = 2, argCount do local object = select(i, ...) if not compare(firstObject, object) then return false end end return true end return equals
local buttonAPI = {} local button = {} local component = require("component") local gpu = component.gpu local term = require("term") local w, h = gpu.getResolution() local colors = { ["lime"] = 0x00FF00, ["red"] = 0xFF0000, ["black"] = 0x000000, } buttonStatus = nil function buttonAPI.clear() gpu.setBackground(colors.black) gpu.fill(1, 1, w, h, " ") end function buttonAPI.clearTable() button = {} buttonAPI.clear() end function buttonAPI.setTable(name, func, param, xmin, xmax, ymin, ymax) button[name] = {} button[name]["func"] = func button[name]["active"] = false button[name]["param"] = param button[name]["xmin"] = xmin button[name]["xmax"] = xmax button[name]["ymin"] = ymin button[name]["ymax"] = ymax end function buttonAPI.fill(text, color, bData) local yspot = math.floor((bData["ymin"] + bData["ymax"]) / 2) local xspot = math.floor((bData["xmax"] + bData["xmin"] - string.len(text)) / 2) + 1 local oldColor = gpu.setBackground(color) gpu.fill(bData["xmin"], bData["ymin"], (bData["xmax"] - bData["xmin"] + 1), (bData["ymax"] - bData["ymin"] + 1), " ") gpu.set(xspot, yspot, text) gpu.setBackground(oldColor) end function buttonAPI.screen() local currColor for name, data in pairs(button) do local on = data["active"] if on == true then currColor = colors.lime else currColor = colors.red end buttonAPI.fill(name, currColor, data) end end function buttonAPI.toggleButton(name) button[name]["active"] = not button[name]["active"] buttonStatus = button[name]["active"] buttonAPI.screen() end function buttonAPI.flash(name, length) buttonAPI.toggleButton(name) buttonAPI.screen() if (length == nil) then os.sleep(0.05) else os.sleep(length) end buttonAPI.toggleButton(name) buttonAPI.screen() end function buttonAPI.checkxy(x, y) for _, data in pairs(button) do if (y >= data["ymin"] and y <= data["ymax"]) then if (x >= data["xmin"] and x <= data["xmax"]) then if (data["param"] == "") then data["func"]() else data["func"](data["param"]) end return true end end end return false end function buttonAPI.heading(text) w, h = gpu.getResolution() term.setCursor((w - string.len(text)) / 2 + 1, 1) term.write(text) end function buttonAPI.label(w, h, text, center) if (center) then w, _ = gpu.getResolution() term.setCursor((w - string.len(text)) / 2 + 1, h) term.write(text) else term.setCursor(w, h) term.write(text) end end return buttonAPI
require("gitsigns").setup({ keymaps = { -- Default keymap options noremap = true, ["n ]h"] = { expr = true, "&diff ? ']c' : '<cmd>lua require\"gitsigns.actions\".next_hunk()<CR>zz'" }, ["n [h"] = { expr = true, "&diff ? '[c' : '<cmd>lua require\"gitsigns.actions\".prev_hunk()<CR>zz'" }, }, })
package.path = "../lua/?.lua" local evdtest = require("evdtest") a = 3 undef(a)
function test.foo(t) t:eq( 0, 0, '0 is 0' ) end
 --* Localization for enUS & enGB clients [GUI] --// System //-- L_GUI_APPLY = 'Apply' L_SYSTEM_ERROR = 'You can`t do that while in combat!' --// Main //-- L_GUI_MAIN = 'Main' L_GUI_MAIN_UISCALE = 'Use UI Scale' L_GUI_MAIN_RESTYLEUI = 'Restyles Default BlizzardUI' L_GUI_MAIN_ANNOUNCE = 'Announces Spell Messages' L_GUI_MAIN_DURABILITY = 'Display Durability Items' L_GUI_MAIN_MISC = 'Enable Miscs' L_GUI_MAIN_DECLINEDUEL = 'Dicline Duels' L_GUI_MAIN_AUTOINVITE = 'Auto Invite Group' L_GUI_MAIN_AUTOGREED = 'Auto Greed Items' L_GUI_MAIN_AUTORELEASE = 'Auto Release Spirit' L_GUI_MAIN_AUTOQUEST = 'Auto Accept Quests' L_GUI_MAIN_AUTOLOOT = 'Auto Loot' L_GUI_MAIN_AUTOMERCHANT = 'Auto Merchant (Sell & Repair)' L_GUI_MAIN_DPSMETER = 'Enable DPS Meter' L_GUI_MAIN_DPSMETERFADE = 'Enable Fade Mode' L_GUI_MAIN_DPSMETERTITLE = 'Display Title Texts' L_GUI_MAIN_DPSMETERCOMBAT = 'Show Only In Combat' L_GUI_MAIN_DPSMETERLAYOUT = 'Show Background' L_GUI_MAIN_DPSMETERLOCK = 'Lock Frame' L_GUI_MAIN_FONT = 'Fonts: ' L_GUI_MAIN_SHADOW = 'Shadow Opacity' L_GUI_MAIN_FONTSIZE = 'Font Size' L_GUI_MAIN_INFO1 = 'Media & Style' L_GUI_MAIN_INFO2 = 'Automation' L_GUI_MAIN_INFO3 = 'Chat Options' L_GUI_MAIN_INFO4 = 'Damage Meter' --// Action Bar //-- L_GUI_AB = 'Bar' L_GUI_AB_ENABLE = 'Enable Action Bar' L_GUI_AB_SCALE = 'Bar Size' L_GUI_AB_STYLE = 'Style:' L_GUI_AB_MACRO = 'Display Macro Name' L_GUI_AB_BACKGROUND = 'Display Background Buttons' L_GUI_AB_STRIPARTS = 'Hide All Action Bar Arts' L_GUI_AB_ENDCAPS = 'Display Endcaps (Diablo)' L_GUI_AB_BPACK = 'Display Bpack Icon (Right)' L_GUI_AB_MENU = 'Display Menu Icon (Left)' --// Bags //-- L_GUI_BAGS = 'Bags' L_GUI_BAGS_ENABLE = 'Enable Bag Module' L_GUI_BAGS_SIZE = 'Bag Size' L_GUI_BAGS_SPACE = 'Bag Space' L_GUI_BAGS_COLUMNS = 'Bag Columns' L_GUI_BAGS_BANKCOLUMNS = 'Bank Columns' L_GUI_BAGS_INFO1 = 'Bag Options' --// Chat //-- L_GUI_CHAT_ENABLE = 'Enable Chat' L_GUI_CHAT_ORIENT = 'Top Orientation' L_GUI_CHAT_EMOTE = 'Display Emote Menu' L_GUI_CHAT_TIME = 'Show Time Stamp [H:M]' L_GUI_CHAT_COPY = 'Chat Сopyability' L_GUI_CHAT_TAB = 'Always Show Tabs' --// UF //-- L_GUI_UNITS = 'Units' L_GUI_UNITS_CLASSPORTRAIT = 'Class Portraits' L_GUI_UNITS_FAT_STYLE = 'Fat Style Frames' L_GUI_UNITS_STATUSBARS = 'Statusbar: ' L_GUI_UNITS_SMOOTH = 'Smooth Health/Power Bar' L_GUI_UNITS_AURATIMER = 'Display Aura Timer' L_GUI_UNITS_AURAPOS = 'Aura Pos: ' L_GUI_UNITS_AURASELF = 'Display Self Auras' L_GUI_UNITS_ENCHANTOUF = 'Poison Icon Near Player' L_GUI_UNITS_COMBATTEXT = 'Display Portrait CombatText' L_GUI_UNITS_THREATGLOW = 'Show Units Combat Glow' L_GUI_UNITS_STATUSFLASH = 'Show Player Combat Flash' L_GUI_UNITS_COMBAT = 'Show Swords In Combat' L_GUI_UNITS_COMBOPOINTS = 'Enable Combo Points' L_GUI_UNITS_CPNUMBER = 'Combo Points As Number' L_GUI_UNITS_SHOWPARTY = 'Show Party Members' L_GUI_UNITS_PARTYRAID = 'Show Party Members In Raid' L_GUI_UNITS_CBTICK = 'Display Castbar Ticks' L_GUI_UNITS_CBCOLORS = 'Castbar Class Colors' L_GUI_UNITS_ABSORB = 'Show Absorb Bar (Blue Line)' L_GUI_UNITS_HEALCOMM = 'Enable HealComm Plugin' L_GUI_UNITS_INFO1 = 'Unit Styles' L_GUI_UNITS_INFO2 = 'Misc' L_GUI_UNITS_INFO3 = 'Style Options' --// Tip //-- L_GUI_TIP = 'Tips' L_GUI_TIP_ENABLE = 'Enable Tooltips' L_GUI_TIP_HIDE_INCOMBAT = 'Hide In Combat' L_GUI_TIP_HIDE_UNITS = 'Hide Units' L_GUI_TIP_CURSOR = 'Anchor To Cursor' L_GUI_TIP_INFO1 = 'Tooltips' --// CombatText //-- L_GUI_CT = 'Combat' L_GUI_CT_ENABLE = 'Enable Combat Text' L_GUI_CT_BLIZZNUM = 'Use Blizzard Output' L_GUI_CT_DMGSTYLE = 'Replace Default Font' L_GUI_CT_DAMAGE = 'Show Outgoing Damage' L_GUI_CT_HEALING = 'Show Outgoing Healing' L_GUI_CT_HOTS = 'Show Hots' L_GUI_CT_OVERHEAL = 'Show Outgoing Overhealing' L_GUI_CT_PETDMG = 'Show Your Pet Damage' L_GUI_CT_DOTDMG = 'Show Dots Damage' L_GUI_CT_COLORS = 'Display Numbers Colors' L_GUI_CT_CRITPREFIX = 'Symbol that will be added before crit' L_GUI_CT_POSTFIX = 'Symbol that will be added after crit' L_GUI_CT_ICONS = 'Show Outgoing Icons' L_GUI_CT_ICONSIZE = 'Icon Size of Spells' L_GUI_CT_THRESHOLD = 'Minimum damage to show in damage frame' L_GUI_CT_HEALTHRESHOLD = 'Minimum Healing to show in incoming/Outgoing Healing messages' L_GUI_CT_SCROLLABLE = 'Allows Mousewheel Lines' L_GUI_CT_MAXLINE = 'Max lines to keep in scrollable mode (more lines = more memory)' L_GUI_CT_SHOWTIME = 'Time(seconds) a single message will be visible' L_GUI_CT_KILLINGBLOW = 'Show KillingBlow (In Party)' L_GUI_CT_AOESPAM = 'Merges AoE Damage Spam' L_GUI_CT_MELEE = 'Merges Auto-Attack Spam' L_GUI_CT_DISPEL = 'Tells About Your Dispels' L_GUI_CT_INTERRUPT = 'Tells About Your Interrupts' L_GUI_CT_DIRECTION = "Scrolling Direction('top'(goes down) or 'bottom'(goes up))" L_GUI_CT_SHORTNUMBERS = 'Use Short Numbers (25.3k)' L_GUI_CT_INFO1 = 'Combat Text' L_GUI_CT_INFO2 = 'Outgoing' L_GUI_CT_INFO3 = 'Misc' --// InfoBox //-- L_GUI_INFO_IBX_START = '|cf2f3f4ffWelcome to Sohigh|r|cffa800a5UI|r!' L_GUI_INFO_IBX_A = '|cf2f3f4ffVersion: 1.0|r (|cff00b5ffBeta|r)' L_GUI_INFO_IBX_B = '|cf2f3f4ffAuthor:|r |C00EB7823Sohigh|R' L_GUI_INFO_IBX_C = '|cf2f3f4ffNotes: Styled default UI|r' L_GUI_INFO_IBX_D = '|cf2f3f4ffCommand:|r /sui |cf2f3f4ffor click on icon|r' L_GUI_INFO_IBX_E = '|cf2f3f4ffGithub: sativahigh|r' L_GUI_INFO_IBX_F = '|cf2f3f4ffCommunity of TBC Addons:|r' L_GUI_INFO_IBX_G = '|cff00b5ffdiscord.gg/5qVu56M|r' L_GUI_INFO_IBX_H = 'Support the Author: WebMoney' L_GUI_INFO_IBX_I = '|cffe8b62bZ|r|cf2f3f4ff505976462488|r' L_GUI_INFO_IBX_J = '|cff409dffE|r|cf2f3f4ff604523622537|r' L_GUI_INFO_IBX_K = '|cffff2400R|r|cf2f3f4ff876994451229|r' --L_GUI_INFO_IBX_NIL = 'Reset' L_GUI_INFO_IBX_ADDON = 'AddOn Info' L_GUI_INFO_IBX_CONTACT = 'Contact Info'
-- Modified from https://github.com/sainnhe/edge/blob/master/lua/lualine/themes/edge.lua local palette = require("edge_lush.palette") palette = vim.tbl_map(function(hsl) return tostring(hsl):lower() end, palette) return { normal = { a = { bg = palette.bg_purple, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, insert = { a = { bg = palette.bg_blue, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, visual = { a = { bg = palette.bg_red, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, replace = { a = { bg = palette.yellow, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, command = { a = { bg = palette.bg_green, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, terminal = { a = { bg = palette.cyan, fg = palette.bg0, gui = "bold" }, b = { bg = palette.bg4, fg = palette.fg }, c = { bg = palette.bg1, fg = palette.fg }, }, inactive = { a = { bg = palette.bg1, fg = palette.grey }, b = { bg = palette.bg1, fg = palette.grey }, c = { bg = palette.bg1, fg = palette.grey }, }, }
-- Game hook mod injector function listener() local playerTurns = "" for i,a in pairs(Players) do if a:IsEverAlive() and a:IsHuman() then playerTurns = playerTurns .. "{" .. '"id" : ' .. tostring(a:GetID()) .. "," .. '"nickName" : ' .. '"' .. a:GetNickName() .. '"' .. "," .. '"civilization" : ' .. '"' .. a:GetCivilizationShortDescription() .. '"' .. "," .. '"isTurnComplete" : ' .. tostring(a:HasReceivedNetTurnComplete()) .. "," .. '"isOnline" : ' .. tostring(Network.IsPlayerConnected(a:GetID())) .. "," .. '"isAlive" : ' .. tostring(a:IsAlive()) .. "}," end end print("----JSON----{" .. '"gameTurn" : ' .. tostring(Game.GetGameTurn()) .."," .. '"players" : [' .. playerTurns:sub(1, -2) .. "]" .. "}----JSON----") end print("----GameHook: GameHook listener initialized.") Events.RemotePlayerTurnEnd.Add(listener) Events.RemotePlayerTurnStart.Add(listener) Events.ActivePlayerTurnStart.Add(listener) Events.ActivePlayerTurnEnd.Add(listener) Events.MultiplayerGamePlayerDisconnected.Add(listener) Events.MultiplayerGamePlayerUpdated.Add(listener) Events.MultiplayerHotJoinCompleted.Add(listener)
// Copyright 2006-2013 Robert Gieseke. See LICENSE. // Literate CoffeeScript LPeg lexer. // http://coffeescript.org/#literate var l = require('lexer'); var token = l.token; var P = lpeg.P; var M = {_NAME = 'litcoffee'}; // Embedded in Markdown. var markdown = l.load('markdown'); M._lexer = markdown; // ensure markdown's rules are loaded, not HTML's // Embedded CoffeeScript. var coffeescript = l.load('coffeescript'); var coffee_start_rule = token(l.STYLE_EMBEDDED, (P(' ')**4 + P('\t'))); var coffee_end_rule = token(l.STYLE_EMBEDDED, l.newline); l.embed_lexer(markdown, coffeescript, coffee_start_rule, coffee_end_rule); return M;
--# selene: allow(unused_variable) ---@diagnostic disable: unused-local -- This sub-module is used to access the individual results of a spotlightObject or a spotlightGroupObject. -- -- Each Spotlight item contains attributes which you can access with the [hs.spotlight.item:valueForAttribute](#valueForAttribute) method. An array containing common attributes for the type of entity the item represents can be retrieved with the [hs.spotlight.item:attributes](#attributes) method, however this list of attributes is usually not a complete list of the attributes available for a given spotlightItemObject. Many of the known attribute names are included in the `hs.spotlight.commonAttributeKeys` constant array, but even this is not an exhaustive list -- an application may create and assign any key it wishes to an entity for inclusion in the Spotlight metadata database. -- -- For convenience, metamethods have been added to the spotlightItemObjects as a shortcut to the [hs.spotlight.item:valueForAttribute](#valueForAttribute) method; e.g. you can access the value of a specific attribute by treating the attribute as a key name: `spotlightItemObject.kMDItemPath` will return the path to the entity the spotlightItemObject refers to. ---@class hs.spotlight.item local M = {} hs.spotlight.item = M -- Returns a list of attributes associated with the spotlightItemObject -- -- Parameters: -- * None -- -- Returns: -- * an array table containing a list of attributes associated with the result item. -- -- Notes: -- * This list of attributes is usually not a complete list of the attributes available for a given spotlightItemObject. Many of the known attribute names are included in the `hs.spotlight.commonAttributeKeys` constant array, but even this is not an exhaustive list -- an application may create and assign any key it wishes to an entity for inclusion in the Spotlight metadata database. -- -- * A common attribute, which is not usually included in the results of this method is the "kMDItemPath" attribute which specifies the local path to the file the entity represents. This is included here for reference, as it is a commonly desired value that is not obviously available for almost all Spotlight entries. -- * It is believed that only those keys which are explicitly set when an item is added to the Spotlight database are included in the array returned by this method. Any attribute which is calculated or restricted in a sandboxed application appears to require an explicit request. This is, however, conjecture, and when in doubt you should explicitly check for the attributes you require with [hs.spotlight.item:valueForAttribute](#valueForAttribute) and not rely solely on the results from this method. function M:attributes() end -- Returns the value for the specified attribute of the spotlightItemObject -- -- Parameters: -- * `attribute` - a string specifying the attribute to get the value of for the spotlightItemObject -- -- Returns: -- * the attribute value as an appropriate data type or nil if the attribute does not exist or contains no value -- -- Notes: -- * See [hs.spotlight.item:attributes](#attributes) for information about possible attribute names. -- -- * For convenience, metamethods have been added to the spotlightItemObject which allow you to use `spotlightItemObject.attribute` as a shortcut for `spotlightItemObject:valueForAttribute(attribute)`. function M:valueForAttribute(attribute, ...) end
local arr = {"a", "b"} table.insert(arr, 1, 2) for key, value in ipairs(arr) do print(key, value) end
local ljson_decoder = require"json_decoder" local instance = ljson_decoder.new() local luafile = io.open("benchdata/simpledata.json", "rb") local text = luafile:read("*all") luafile:close() function run_iter(count) for n=1, count do local result, err = instance:decode(text) assert(result and not err) end end
if not loadLuaFileInRpgDir or not loadLuaFileInGameDir then local function loadFunc(path) return loadfile(path .. 'lua_file_loader.lua')() end local function tryLoadLuaFileLoader() for _, offset in ipairs({ './', './../', './lua/rpg/', './../lua/rpg/', './../../lua/rpg/' }) do local loadOk, _, _, _, setRpgGameNameBySource = pcall(loadFunc, offset) if loadOk then setRpgGameNameBySource(debug.getinfo(1).source) return true end end return false end if tryLoadLuaFileLoader() then print ('[log] load "lua_file_loader.lua" success.') else error('[error] load "lua_file_loader.lua" failed.') end end ActionGroup = { --gameName = '', --pathOffset = './%s/', -- ?lua_file_loader 记录 gameName 并提供 加载game目录下文件的方法 ... -- ?所以其他地方不再需要 pathOffset ... actionCsvConfigTable = nil, lib = nil, needCache = false, objCache = nil, DEBUG_MODE = false, } function ActionGroup:new(o) o = o or {} setmetatable(o, self) self.__index = self self.actionCsvConfigTable = nil self.lib = {} self.needCache = false self.objCache = {} self.DEBUG_MODE = false return o end function ActionGroup:setDebugMode(debug) self.DEBUG_MODE = (debug ~= false) end local loadCsvConfigTable = loadLuaFileInRpgDir('csv_table_maker.lua', false) if not loadCsvConfigTable then print ('[error]', 'load "csv_table_maker.lua" failed.') end function ActionGroup:getCsvConfigTable() if self.actionCsvConfigTable then return self.actionCsvConfigTable else local csvFilename = 'csv/actions.csv' local csvConfigTable = loadCsvConfigTable(csvFilename, 'aid') if csvConfigTable then self.actionCsvConfigTable = csvConfigTable return csvConfigTable else print ('[error]', 'load csv config table "' .. csvFilename .. '" failed.') end end end function ActionGroup:getActionData(aid) return self:getCsvConfigTable().rowInfos[aid] end --[[ local actionCodeMakeFunc = loadLuaFileInRpgDir('action_lua_code_maker.lua', false) if not actionCodeMakeFunc then print ('[error]', 'load "action_lua_code_maker.lua" failed.') end function ActionGroup:getActionCode(aid) return actionCodeMakeFunc(self:getActionData(aid)) end function ActionGroup:loadActionClass(aid) local classCode = self:getActionCode(aid) self.lib[aid] = load(classCode)() return self.lib[aid] end function ActionGroup:requireActionClass(aid) return self.lib[aid] or self:loadActionClass(aid) end function ActionGroup:requireActionObj(aid) if not self.objCache[aid] then if self.needCache then self.objCache[aid] = self:requireActionClass(aid):new() else return self:requireActionClass(aid):new() end end return self.objCache[aid] end ]] local getActionByData = loadLuaFileInRpgDir('action_factory.lua', false) function ActionGroup:requireActionObj(aid) if not self.objCache[aid] then local obj = getActionByData(self:getActionData(aid)) if not obj then print ('[error]', 'not found action ' .. aid .. '.') return nil elseif self.needCache then self.objCache[aid] = obj return self.objCache[aid] else return obj end end return self.objCache[aid] end local function createActionGroup() return ActionGroup:new(nil) end -- for test --[[ local actGroup = createActionGroup('./actionLib/output/') actGroup:setDebugMode() local action = actGroup:requireActionClass(1) print (action:new():test()) actGroup:requireActionClass(1):new():test() actGroup:requireActionClass(2):new():test() actGroup:requireActionClass(3):new():test() actGroup:requireActionClass(6):new():test() actGroup:requireActionClass(11):new():test() actGroup:requireActionClass(42):new():test() ]] -- for test --[[ local actGroup = createActionGroup('./actionLib/output/') actGroup:setDebugMode() local action = actGroup:requireActionClass(1) print (action:new():test()) actGroup:requireActionObj(1):test() actGroup:requireActionObj(2):test() actGroup:requireActionObj(3):test() actGroup:requireActionObj(6):test() actGroup:requireActionObj(11):test() actGroup:requireActionObj(42):test() ]] -- for debug --[[ if not loadLuaFileInRpgDir or not loadLuaFileInGameDir then local function loadFunc(path) return loadfile(path .. 'lua_file_loader.lua')() end local function tryLoadLuaFileLoader() for _, offset in ipairs({ './', './../', './lua/rpg/', './../lua/rpg/', './../../lua/rpg/' }) do local loadOk, _, _, _, setRpgGameNameBySource = pcall(loadFunc, offset) if loadOk then setRpgGameNameBySource(debug.getinfo(1).source) return true end end return false end if tryLoadLuaFileLoader() then print ('[log] load "lua_file_loader.lua" success.') else error('[error] load "lua_file_loader.lua" failed.') end end if not loadLuaFileInRpgDir('action_model.lua', true) then error('[error] load "action_model.lua" failed.') end print () print () print () print () ActionBase:test() a1 = ActionBase:new(nil, 111, 2, 3) print (a1) a1:test() ActionBase:test() a2 = ActionBase:new(nil, 222, 44, 66) print (a2) a2:test() ActionBase:test() print () print () print () print () ]] return createActionGroup -- usage : --[[ local actGroup = createActionGroup('./xx') local action = actGroup:requireActionObj(123) ]]
-- -- created with TexturePacker - https://www.codeandweb.com/texturepacker -- -- $TexturePacker:SmartUpdate:1bcdb78b6183204ec35bd1d9528179ef:bec8917ba21f83e2ae490ccb2a64a2b9:662e339976a0837a1f28f0ec9a027adb$ -- -- local sheetInfo = require("mysheet") -- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() ) -- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} ) -- local SheetInfo = {} SheetInfo.sheet = { frames = { { -- dg_effects32-0 x=471, y=1, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-1 x=375, y=33, width=30, height=30, sourceX = 2, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-2 x=681, y=19, width=16, height=16, sourceX = 8, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-3 x=717, y=105, width=6, height=16, sourceX = 14, sourceY = 10, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-4 x=667, y=113, width=12, height=14, sourceX = 10, sourceY = 10, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-5 x=707, y=1, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-6 x=543, y=1, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-7 x=517, y=31, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-8 x=567, y=1, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-9 x=657, y=1, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-10 x=1, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-11 x=647, y=49, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-12 x=595, y=49, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-13 x=69, y=69, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-14 x=103, y=1, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-15 x=103, y=35, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-16 x=103, y=69, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-17 x=313, y=97, width=32, height=30, sourceX = 0, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-18 x=341, y=1, width=32, height=30, sourceX = 0, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-19 x=671, y=67, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-20 x=381, y=97, width=30, height=30, sourceX = 2, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-21 x=509, y=121, width=18, height=6, sourceX = 8, sourceY = 14, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-22 x=653, y=113, width=12, height=14, sourceX = 10, sourceY = 10, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-23 x=701, y=73, width=16, height=16, sourceX = 9, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-24 x=529, y=109, width=6, height=18, sourceX = 14, sourceY = 8, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-25 x=169, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-26 x=651, y=25, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-27 x=193, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-28 x=217, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-29 x=487, y=65, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-30 x=577, y=97, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-31 x=597, y=73, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-32 x=137, y=1, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-33 x=241, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-34 x=137, y=35, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-35 x=137, y=69, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-36 x=341, y=33, width=32, height=30, sourceX = 0, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-37 x=341, y=65, width=32, height=30, sourceX = 0, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-38 x=265, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-39 x=407, y=33, width=30, height=30, sourceX = 2, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-40 x=577, y=121, width=18, height=6, sourceX = 8, sourceY = 14, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-41 x=641, y=87, width=16, height=6, sourceX = 9, sourceY = 14, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-42 x=537, y=109, width=6, height=18, sourceX = 14, sourceY = 8, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-43 x=681, y=85, width=16, height=16, sourceX = 8, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-44 x=289, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-45 x=523, y=61, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-46 x=499, y=31, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-47 x=535, y=31, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-48 x=677, y=43, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-49 x=617, y=49, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-50 x=629, y=25, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-51 x=171, y=1, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-52 x=171, y=35, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-53 x=171, y=69, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-54 x=205, y=1, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-55 x=707, y=19, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-56 x=439, y=33, width=28, height=30, sourceX = 3, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-57 x=441, y=1, width=28, height=30, sourceX = 3, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-58 x=409, y=1, width=30, height=30, sourceX = 2, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-59 x=719, y=73, width=16, height=16, sourceX = 8, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-60 x=507, y=1, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-61 x=681, y=103, width=16, height=16, sourceX = 8, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-62 x=527, y=85, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-63 x=491, y=95, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-64 x=547, y=55, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-65 x=707, y=37, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-66 x=505, y=61, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-67 x=559, y=25, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-68 x=635, y=1, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-69 x=599, y=97, width=20, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-70 x=205, y=35, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-71 x=205, y=69, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-72 x=239, y=1, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-73 x=239, y=35, width=32, height=32, sourceX = 1, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-74 x=347, y=97, width=32, height=30, sourceX = 0, sourceY = 2, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-75 x=439, y=65, width=28, height=30, sourceX = 3, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-76 x=443, y=97, width=28, height=30, sourceX = 3, sourceY = 1, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-77 x=699, y=91, width=16, height=16, sourceX = 9, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-78 x=545, y=109, width=6, height=18, sourceX = 12, sourceY = 8, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-79 x=659, y=87, width=16, height=6, sourceX = 10, sourceY = 14, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-80 x=597, y=121, width=18, height=6, sourceX = 8, sourceY = 14, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-81 x=551, y=79, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-82 x=707, y=55, width=28, height=16, sourceX = 3, sourceY = 9, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-83 x=525, y=1, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-84 x=553, y=103, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-85 x=509, y=91, width=16, height=28, sourceX = 9, sourceY = 3, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-86 x=571, y=49, width=22, height=22, sourceX = 6, sourceY = 6, sourceWidth = 34, sourceHeight = 34 }, { -- dg_effects32-87 x=619, y=73, width=20, 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function round(num, numDecimalPlaces) local mult = 10^(numDecimalPlaces or 0) return math.floor(num * mult + 0.5) / mult end function print_table(elt) for i,_ in ipairs(elt) do print(unpack(elt[i])) end end function draw_collision(x,y,w,h) -- {{{2 love.graphics.rectangle("line",x,y,w,h) -- vertical left end function has_value(tab, val) for _, value in ipairs(tab) do if value == val then return true end end return false end
local bson = require "bson" local socket = require "skynet.socket" local socketchannel = require "skynet.socketchannel" local skynet = require "skynet" local driver = require "skynet.mongo.driver" local md5 = require "md5" local crypt = require "skynet.crypt" local rawget = rawget local assert = assert local table = table local bson_encode = bson.encode local bson_encode_order = bson.encode_order local bson_decode = bson.decode local empty_bson = bson_encode {} local mongo = {} mongo.null = assert(bson.null) mongo.maxkey = assert(bson.maxkey) mongo.minkey = assert(bson.minkey) mongo.type = assert(bson.type) local mongo_cursor = {} local cursor_meta = { __index = mongo_cursor, } local mongo_client = {} local client_meta = { __index = function(self, key) return rawget(mongo_client, key) or self:getDB(key) end, __tostring = function (self) local port_string if self.port then port_string = ":" .. tostring(self.port) else port_string = "" end return "[mongo client : " .. self.host .. port_string .."]" end, -- DO NOT need disconnect, because channel will shutdown during gc } local mongo_db = {} local db_meta = { __index = function (self, key) return rawget(mongo_db, key) or self:getCollection(key) end, __tostring = function (self) return "[mongo db : " .. self.name .. "]" end } local mongo_collection = {} local collection_meta = { __index = function(self, key) return rawget(mongo_collection, key) or self:getCollection(key) end , __tostring = function (self) return "[mongo collection : " .. self.full_name .. "]" end } local function dispatch_reply(so) local len_reply = so:read(4) local reply = so:read(driver.length(len_reply)) local result = { result = {} } local succ, reply_id, document, cursor_id, startfrom = driver.reply(reply, result.result) result.document = document result.cursor_id = cursor_id result.startfrom = startfrom result.data = reply return reply_id, succ, result end local function __parse_addr(addr) local host, port = string.match(addr, "([^:]+):(.+)") return host, tonumber(port) end local function mongo_auth(mongoc) local user = rawget(mongoc, "username") local pass = rawget(mongoc, "password") local authmod = rawget(mongoc, "authmod") or "scram_sha1" authmod = "auth_" .. authmod return function() if user ~= nil and pass ~= nil then -- autmod can be "mongodb_cr" or "scram_sha1" local auth_func = mongoc[authmod] assert(auth_func , "Invalid authmod") assert(auth_func(mongoc,user, pass)) end local rs_data = mongoc:runCommand("ismaster") if rs_data.ok == 1 then if rs_data.hosts then local backup = {} for _, v in ipairs(rs_data.hosts) do local host, port = __parse_addr(v) table.insert(backup, {host = host, port = port}) end mongoc.__sock:changebackup(backup) end if rs_data.ismaster then if rawget(mongoc, "__pickserver") then rawset(mongoc, "__pickserver", nil) end return else if rs_data.primary then local host, port = __parse_addr(rs_data.primary) mongoc.host = host mongoc.port = port mongoc.__sock:changehost(host, port) else skynet.error("WARNING: NO PRIMARY RETURN " .. rs_data.me) -- determine the primary db using hosts local pickserver = {} if rawget(mongoc, "__pickserver") == nil then for _, v in ipairs(rs_data.hosts) do if v ~= rs_data.me then table.insert(pickserver, v) end rawset(mongoc, "__pickserver", pickserver) end end if #mongoc.__pickserver <= 0 then error("CAN NOT DETERMINE THE PRIMARY DB") end skynet.error("INFO: TRY TO CONNECT " .. mongoc.__pickserver[1]) local host, port = __parse_addr(mongoc.__pickserver[1]) table.remove(mongoc.__pickserver, 1) mongoc.host = host mongoc.port = port mongoc.__sock:changehost(host, port) end end end end end function mongo.client( conf ) local first = conf local backup = nil if conf.rs then first = conf.rs[1] backup = conf.rs end local obj = { host = first.host, port = first.port or 27017, username = first.username, password = first.password, authmod = first.authmod, } obj.__id = 0 obj.__sock = socketchannel.channel { host = obj.host, port = obj.port, response = dispatch_reply, auth = mongo_auth(obj), backup = backup, nodelay = true, } setmetatable(obj, client_meta) obj.__sock:connect(true) -- try connect only once return obj end function mongo_client:getDB(dbname) local db = { connection = self, name = dbname, full_name = dbname, database = false, __cmd = dbname .. "." .. "$cmd", } db.database = db return setmetatable(db, db_meta) end function mongo_client:disconnect() if self.__sock then local so = self.__sock self.__sock = false so:close() end end function mongo_client:genId() local id = self.__id + 1 self.__id = id return id end function mongo_client:runCommand(...) if not self.admin then self.admin = self:getDB "admin" end return self.admin:runCommand(...) end function mongo_client:auth_mongodb_cr(user,password) local password = md5.sumhexa(string.format("%s:mongo:%s",user,password)) local result= self:runCommand "getnonce" if result.ok ~=1 then return false end local key = md5.sumhexa(string.format("%s%s%s",result.nonce,user,password)) local result= self:runCommand ("authenticate",1,"user",user,"nonce",result.nonce,"key",key) return result.ok == 1 end local function salt_password(password, salt, iter) salt = salt .. "\0\0\0\1" local output = crypt.hmac_sha1(password, salt) local inter = output for i=2,iter do inter = crypt.hmac_sha1(password, inter) output = crypt.xor_str(output, inter) end return output end function mongo_client:auth_scram_sha1(username,password) local user = string.gsub(string.gsub(username, '=', '=3D'), ',' , '=2C') local nonce = crypt.base64encode(crypt.randomkey()) local first_bare = "n=" .. user .. ",r=" .. nonce local sasl_start_payload = crypt.base64encode("n,," .. first_bare) local r r = self:runCommand("saslStart",1,"autoAuthorize",1,"mechanism","SCRAM-SHA-1","payload",sasl_start_payload) if r.ok ~= 1 then return false end local conversationId = r['conversationId'] local server_first = r['payload'] local parsed_s = crypt.base64decode(server_first) local parsed_t = {} for k, v in string.gmatch(parsed_s, "(%w+)=([^,]*)") do parsed_t[k] = v end local iterations = tonumber(parsed_t['i']) local salt = parsed_t['s'] local rnonce = parsed_t['r'] if not string.sub(rnonce, 1, 12) == nonce then skynet.error("Server returned an invalid nonce.") return false end local without_proof = "c=biws,r=" .. rnonce local pbkdf2_key = md5.sumhexa(string.format("%s:mongo:%s",username,password)) local salted_pass = salt_password(pbkdf2_key, crypt.base64decode(salt), iterations) local client_key = crypt.hmac_sha1(salted_pass, "Client Key") local stored_key = crypt.sha1(client_key) local auth_msg = first_bare .. ',' .. parsed_s .. ',' .. without_proof local client_sig = crypt.hmac_sha1(stored_key, auth_msg) local client_key_xor_sig = crypt.xor_str(client_key, client_sig) local client_proof = "p=" .. crypt.base64encode(client_key_xor_sig) local client_final = crypt.base64encode(without_proof .. ',' .. client_proof) local server_key = crypt.hmac_sha1(salted_pass, "Server Key") local server_sig = crypt.base64encode(crypt.hmac_sha1(server_key, auth_msg)) r = self:runCommand("saslContinue",1,"conversationId",conversationId,"payload",client_final) if r.ok ~= 1 then return false end parsed_s = crypt.base64decode(r['payload']) parsed_t = {} for k, v in string.gmatch(parsed_s, "(%w+)=([^,]*)") do parsed_t[k] = v end if parsed_t['v'] ~= server_sig then skynet.error("Server returned an invalid signature.") return false end if not r.done then r = self:runCommand("saslContinue",1,"conversationId",conversationId,"payload","") if r.ok ~= 1 then return false end if not r.done then skynet.error("SASL conversation failed to complete.") return false end end return true end function mongo_client:logout() local result = self:runCommand "logout" return result.ok == 1 end function mongo_db:runCommand(cmd,cmd_v,...) local conn = self.connection local request_id = conn:genId() local sock = conn.__sock local bson_cmd if not cmd_v then bson_cmd = bson_encode_order(cmd,1) else bson_cmd = bson_encode_order(cmd,cmd_v,...) end local pack = driver.query(request_id, 0, self.__cmd, 0, 1, bson_cmd) -- we must hold req (req.data), because req.document is a lightuserdata, it's a pointer to the string (req.data) local req = sock:request(pack, request_id) local doc = req.document return bson_decode(doc) end function mongo_db:getCollection(collection) local col = { connection = self.connection, name = collection, full_name = self.full_name .. "." .. collection, database = self.database, } self[collection] = setmetatable(col, collection_meta) return col end mongo_collection.getCollection = mongo_db.getCollection function mongo_collection:insert(doc) if doc._id == nil then doc._id = bson.objectid() end local sock = self.connection.__sock local pack = driver.insert(0, self.full_name, bson_encode(doc)) -- flags support 1: ContinueOnError sock:request(pack) end local function werror(r) local ok = (r.ok == 1 and not r.writeErrors and not r.writeConcernError) local err if not ok then if r.writeErrors then err = r.writeErrors[1].errmsg else err = r.writeConcernError.errmsg end end return ok, err, r end function mongo_collection:safe_insert(doc) local r = self.database:runCommand("insert", self.name, "documents", {bson_encode(doc)}) return werror(r) end function mongo_collection:batch_insert(docs) for i=1,#docs do if docs[i]._id == nil then docs[i]._id = bson.objectid() end docs[i] = bson_encode(docs[i]) end local sock = self.connection.__sock local pack = driver.insert(0, self.full_name, docs) sock:request(pack) end function mongo_collection:update(selector,update,upsert,multi) local flags = (upsert and 1 or 0) + (multi and 2 or 0) local sock = self.connection.__sock local pack = driver.update(self.full_name, flags, bson_encode(selector), bson_encode(update)) sock:request(pack) end function mongo_collection:safe_update(selector, update, upsert, multi) local r = self.database:runCommand("update", self.name, "updates", {bson_encode({ q = selector, u = update, upsert = upsert, multi = multi, })}) return werror(r) end function mongo_collection:delete(selector, single) local sock = self.connection.__sock local pack = driver.delete(self.full_name, single, bson_encode(selector)) sock:request(pack) end function mongo_collection:safe_delete(selector, single) local r = self.database:runCommand("delete", self.name, "deletes", {bson_encode({ q = selector, limit = single and 1 or 0, })}) return werror(r) end function mongo_collection:findOne(query, selector) local conn = self.connection local request_id = conn:genId() local sock = conn.__sock local pack = driver.query(request_id, 0, self.full_name, 0, 1, query and bson_encode(query) or empty_bson, selector and bson_encode(selector)) -- we must hold req (req.data), because req.document is a lightuserdata, it's a pointer to the string (req.data) local req = sock:request(pack, request_id) local doc = req.document return bson_decode(doc) end function mongo_collection:find(query, selector) return setmetatable( { __collection = self, __query = query and bson_encode(query) or empty_bson, __selector = selector and bson_encode(selector), __ptr = nil, __data = nil, __cursor = nil, __document = {}, __flags = 0, __skip = 0, __sortquery = nil, __limit = 0, } , cursor_meta) end local function unfold(list, key, ...) if key == nil then return list end local next_func, t = pairs(key) local k, v = next_func(t) -- The first key pair table.insert(list, k) table.insert(list, v) return unfold(list, ...) end -- cursor:sort { key = 1 } or cursor:sort( {key1 = 1}, {key2 = -1}) function mongo_cursor:sort(key, key_v, ...) if key_v then local key_list = unfold({}, key, key_v , ...) key = bson_encode_order(table.unpack(key_list)) end self.__sortquery = bson_encode {['$query'] = self.__query, ['$orderby'] = key} return self end function mongo_cursor:skip(amount) self.__skip = amount return self end function mongo_cursor:limit(amount) self.__limit = amount return self end function mongo_cursor:count(with_limit_and_skip) local cmd = { 'count', self.__collection.name, 'query', self.__query, } if with_limit_and_skip then local len = #cmd cmd[len+1] = 'limit' cmd[len+2] = self.__limit cmd[len+3] = 'skip' cmd[len+4] = self.__skip end local ret = self.__collection.database:runCommand(table.unpack(cmd)) assert(ret and ret.ok == 1) return ret.n end -- For compatibility. -- collection:createIndex({username = 1}, {unique = true}) local function createIndex_onekey(self, key, option) local doc = {} for k,v in pairs(option) do doc[k] = v end local k,v = next(key) -- support only one key assert(next(key,k) == nil, "Use new api for multi-keys") doc.name = doc.name or (k .. "_" .. v) doc.key = key return self.database:runCommand("createIndexes", self.name, "indexes", {doc}) end local function IndexModel(option) local doc = {} for k,v in pairs(option) do if type(k) == "string" then doc[k] = v end end local keys = {} local name for _, kv in ipairs(option) do local k,v if type(kv) == "string" then k = kv v = 1 else k,v = next(kv) end table.insert(keys, k) table.insert(keys, v) name = (name == nil) and k or (name .. "_" .. k) name = name .. "_" .. v end assert(name, "Need keys") doc.name = doc.name or name doc.key = bson_encode_order(table.unpack(keys)) return doc end -- collection:createIndex { { key1 = 1}, { key2 = 1 }, unique = true } -- or collection:createIndex { "key1", "key2", unique = true } -- or collection:createIndex( { key1 = 1} , { unique = true } ) -- For compatibility function mongo_collection:createIndex(arg1 , arg2) if arg2 then return createIndex_onekey(self, arg1, arg2) else return self.database:runCommand("createIndexes", self.name, "indexes", { IndexModel(arg1) }) end end function mongo_collection:createIndexes(...) local idx = { ... } for k,v in ipairs(idx) do idx[k] = IndexModel(v) end return self.database:runCommand("createIndexes", self.name, "indexes", idx) end mongo_collection.ensureIndex = mongo_collection.createIndex function mongo_collection:drop() return self.database:runCommand("drop", self.name) end -- collection:dropIndex("age_1") -- collection:dropIndex("*") function mongo_collection:dropIndex(indexName) return self.database:runCommand("dropIndexes", self.name, "index", indexName) end -- collection:findAndModify({query = {name = "userid"}, update = {["$inc"] = {nextid = 1}}, }) -- keys, value type -- query, table -- sort, table -- remove, bool -- update, table -- new, bool -- fields, bool -- upsert, boolean function mongo_collection:findAndModify(doc) assert(doc.query) assert(doc.update or doc.remove) local cmd = {"findAndModify", self.name}; for k, v in pairs(doc) do table.insert(cmd, k) table.insert(cmd, v) end return self.database:runCommand(table.unpack(cmd)) end function mongo_cursor:hasNext() if self.__ptr == nil then if self.__document == nil then return false end local conn = self.__collection.connection local request_id = conn:genId() local sock = conn.__sock local pack if self.__data == nil then local query = self.__sortquery or self.__query pack = driver.query(request_id, self.__flags, self.__collection.full_name, self.__skip, self.__limit, query, self.__selector) else if self.__cursor then pack = driver.more(request_id, self.__collection.full_name, self.__limit, self.__cursor) else -- no more self.__document = nil self.__data = nil return false end end local ok, result = pcall(sock.request,sock,pack, request_id) local doc = result.document local cursor = result.cursor_id if ok then if doc then local doc = result.result self.__document = doc self.__data = result.data self.__ptr = 1 self.__cursor = cursor local limit = self.__limit if cursor and limit > 0 then limit = limit - #doc if limit <= 0 then -- reach limit self:close() end self.__limit = limit end return true else self.__document = nil self.__data = nil self.__cursor = nil return false end else self.__document = nil self.__data = nil self.__cursor = nil if doc then local err = bson_decode(doc) error(err["$err"]) else error("Reply from mongod error") end end end return true end function mongo_cursor:next() if self.__ptr == nil then error "Call hasNext first" end local r = bson_decode(self.__document[self.__ptr]) self.__ptr = self.__ptr + 1 if self.__ptr > #self.__document then self.__ptr = nil end return r end function mongo_cursor:close() if self.__cursor then local sock = self.__collection.connection.__sock local pack = driver.kill(self.__cursor) sock:request(pack) self.__cursor = nil end end return mongo
require 'xml' -- load XML xml = xml.load("test.xml") -- print printr(xml)
--technologies if settings.startup["moreshinybobs-tech-alien-and-research"] and settings.startup["moreshinybobs-tech-alien-and-research"].value == true then --alien-and-research require("tech-alien-and-research") end if settings.startup["moreshinybobs-tech-ammo"] and settings.startup["moreshinybobs-tech-ammo"].value == true then --ammo require("tech-ammo") end if settings.startup["moreshinybobs-tech-chemical-processing"] and settings.startup["moreshinybobs-tech-chemical-processing"].value == true then --tech-chemical-processing require("tech-chemical-processing") end if settings.startup["moreshinybobs-tech-electronics"] and settings.startup["moreshinybobs-tech-electronics"].value == true then --electronics require("tech-electronics") end if settings.startup["moreshinybobs-tech-equipment"] and settings.startup["moreshinybobs-tech-equipment"].value == true then --equipment require("tech-equipment") end if settings.startup["moreshinybobs-tech-logistics"] and settings.startup["moreshinybobs-tech-logistics"].value == true then --tech-logistics require("tech-logistics") end if settings.startup["moreshinybobs-tech-material-processing"] and settings.startup["moreshinybobs-tech-material-processing"].value == true then --tech-material-processing require("tech-material-processing") end if settings.startup["moreshinybobs-tech-mining"] and settings.startup["moreshinybobs-tech-mining"].value == true then --mining require("tech-mining") end if settings.startup["moreshinybobs-tech-modules"] and settings.startup["moreshinybobs-tech-modules"].value == true then --modules require("tech-modules") end if settings.startup["moreshinybobs-tech-power"] and settings.startup["moreshinybobs-tech-power"].value == true then --power require("tech-power") end if settings.startup["moreshinybobs-tech-robotics"] and settings.startup["moreshinybobs-tech-robotics"].value == true then --robotics require("tech-robotics") end if settings.startup["moreshinybobs-tech-warfare"] and settings.startup["moreshinybobs-tech-warfare"].value == true then --warfare require("tech-warfare") end
local Broadcast = require("core.Broadcast") local Logger = require("core.Logger") local tablex = require("pl.tablex") local sfmt = string.format --- ---An example behavior that causes an NPC to wander around an area when not in combat ---Options: --- areaRestricted: boolean, true to restrict the NPC's wandering to his home area. Default: false --- restrictTo: Array<EntityReference>, list of room entity references to restrict the NPC to. For --- example if you want them to wander along a set path --- interval: number, delay in seconds between room movements. Default: 20 --- return { listeners = { updateTick = function(state) return function(self, config) if self:isInCombat() or not self.room then return end config = config or {} config = tablex.update({ areaRestricted = false, restrictTo = nil, interval = 20, }, config); if not self._lastWanderTime then self._lastWanderTime = os.time() end if os.time() - self._lastWanderTime < config.interval * 1000 then return end self._lastWanderTime = os.time() local exits = self.room:getExits() if #exits < 1 then return end local roomExit = exits[math.random(#exits)] local randomRoom = state.RoomManager:getRoom(roomExit.roomId) local door = self.room:getDoor(randomRoom) or (randomRoom and randomRoom:getDoor(self.room)) if randomRoom and door and (door.locked or door.closed) then Logger.verbose("NPC [%q] wander blocked by door", self.uuid) end if not randomRoom or (config.restrictTo and not tablex.find(config.restrictTo, randomRoom.entityReference)) or (config.areaRestricted and randomRoom.area ~= self.area) then return end Logger.verbose("NPC [%q] wandering from %q to %q.", self.uuid, self.room.entityReference, randomRoom.entityReference); Broadcast.sayAt(self.room, sfmt("%q wanders %q}.", self.name, roomExit.direction)); self:moveTo(randomRoom); end end, }, };
-- Not strictly necessary, kept here to help document and avoid forgotten flags return { ["escaped=prison"] = false, -- Escaped the first prison ["killed-minion1"] = false, ["killed-minion2"] = false, ["killed-minion3"] = false, ["killed-minion4"] = false, ["killed-bigboss"] = false, ["win"] = false, -- won the game }
local vimscript = vim.cmd function PackInit() vim.cmd('packadd minpac') vim.call('minpac#init') local add = vim.fn['minpac#add'] add('k-takata/minpac', { type = 'opt' }) add('kyazdani42/nvim-web-devicons') add('kyazdani42/nvim-tree.lua') add('NLKNguyen/papercolor-theme') add('Raimondi/delimitMate') -- JS/TS/React development add('neoclide/coc.nvim', { branch = 'release' }) add('pangloss/vim-javascript') add('maxmellon/vim-jsx-pretty') add('elzr/vim-json') add('eslint/eslint') add('leafgarland/typescript-vim') add('preservim/vim-markdown') add('vim-python/python-syntax') end -- Plugin settings here. -- Define user commands for updating/cleaning the plugins. -- Each of them calls PackInit() to load minpac and register -- the information of plugins, then performs the task. vimscript[[ command! PackUpdate lua PackInit(); vim.call('minpac#update') command! PackClean lua PackInit(); vim.call('minpac#clean') command! PackStatus lua PackInit(); vim.call('minpac#status') ]]
local calc_util = require("scripts.calc.util") --- @param entity LuaEntity return function(rates, entity, emissions_per_second) local entity_prototype = entity.prototype local added_emissions = 0 -- Electric energy interfaces can have their settings adjusted at runtime, so checking the energy source is pointless -- They also don't produce pollution whatsoever, despite their energy source emissions setting if entity.type == "electric-energy-interface" then local production = entity.power_production local usage = entity.power_usage local entity_name = entity.name if production > 0 then calc_util.add_rate(rates, "output", "entity", entity_name, entity.prototype.localised_name, production) end if usage > 0 then calc_util.add_rate(rates, "input", "entity", entity_name, entity.prototype.localised_name, usage) end else local electric_energy_source_prototype = entity_prototype.electric_energy_source_prototype local max_energy_usage = entity_prototype.max_energy_usage or 0 if electric_energy_source_prototype and max_energy_usage > 0 then local consumption_bonus = (entity.consumption_bonus + 1) local drain = electric_energy_source_prototype.drain local amount = max_energy_usage * consumption_bonus if max_energy_usage ~= drain then amount = amount + drain end calc_util.add_rate(rates, "input", "entity", entity.name, entity_prototype.localised_name, amount) added_emissions = electric_energy_source_prototype.emissions * (max_energy_usage * consumption_bonus) * 60 end local max_energy_production = entity_prototype.max_energy_production if max_energy_production > 0 then if entity.type == "solar-panel" then max_energy_production = max_energy_production * entity.surface.solar_power_multiplier end calc_util.add_rate(rates, "output", "entity", entity.name, entity_prototype.localised_name, max_energy_production) -- Pollution is not calculated here because the rate depends on entity-specific variables end end return emissions_per_second + added_emissions end
--- Parse the ldoc dump file ($1 script argument) --- and generate the emmylua annotations output to stout --- --- author: Maxim Tuprikov, Insality <insality@gmail.com --- license: MIT --- date: 10.2020 local parser = require("./src/parser") local prepare = require("./src/prepare") local annotations = require("./src/annotations") local function main() local filedata = assert(loadfile(arg[1]))() local parsed_data = parser.parse_file(filedata) local prepared_data = prepare.prepare(parsed_data) -- Transform ldoc parsed data to our structure local annotations_string = annotations.generate(prepared_data) -- Output our structure to string print(annotations_string) end main()
-- Created By, Hiram Abiff v2.1 --[[ This script was only possible due to the continued help from the really cool guys on the Berserk Forums. There may be some pieces of code that don't belong, but I will be sure to clean it up over time. A lot of snippets you may find here, are directly from MrStumps lua tutorials; I gratly thank him for his help and patience with providing others the knowledge to create their own scripts. If you have any suggestions on further changes or if you find any bugs, please make a post in the comments or "Bugs" discussions thread for this mod. Thank you. For a complete list of changes for v2.1, you can read the changelog located on the workshop page for this mod. ]] -------------------------------------------------------- local debug = false function onLoad() local backgColor = {0,0,0}--{0.3,0.2,0} local fontColor = {1,1,1} self.createButton({ -- index 0, Previous Layout label="<--", click_function="prevLayout", function_owner=self, position={-1,0.075,-0.6}, height=250, width=250, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 1, Selection Button label="Selection Button", click_function="selectLayout", function_owner=self, position={-0,0.075,-0.6}, height=250, width=720, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 2, Next Layout label="-->", click_function="nextLayout", function_owner=self, position={1,0.075,-0.6}, height=250, width=250, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 3, Number Display label="0", click_function="none", function_owner=self, position={-1.155,0.075,-1.108}, height=0, width=0, font_size=100, font_color={1,1,1}, color={0,0,0} }) self.createButton({ -- index 4, Instruction Display label="Place a deck beside\n the tool and press the\n Find Deck button.", click_function="none", function_owner=self, position={-0,0.075,0.8}, height=0, width=0, font_size=110, font_color=fontColor, color={0,0,0} }) self.createButton({ -- index 5, Find Deck label="Find\nDeck", click_function="findDeck", function_owner=self, position={1.06,0.075,-1.1}, height=250, width=320, font_size=80, font_color={0.7,0.2,0.2}, color=backgColor }) self.createButton({ -- index 6, Rotation On/Off label="Rotation\nOn", click_function="rotationOnOff", function_owner=self, position={-0.37,0.075,0}, height=250, width=445, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 7, Shuffle label="Shuffle", click_function="shuffle", function_owner=self, position={0.4,0.075,0}, height=250, width=330, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 8, Spawns and controls the Help Tablet label="Help\nTablet", click_function="helpTablet", function_owner=self, position={1.05,0.075,0}, height=250, width=320, font_size=100, font_color=fontColor, color=backgColor }) self.createButton({ -- index 9, Display used to label="------------->", click_function="None", function_owner=self, position={-0,0.075,-1.1}, height=0, width=0, font_size=130, font_color={1,1,1}, color={0,0,0} }) self.createButton({ -- index 10, Automatically select cards enable/disable label="Manual\nDraw", click_function="autoSelectCards", function_owner=self, position={-1.1,0.075,0}, height=250, width=300, font_size=80, font_color={1,1,1}, color={0,0,0} }) rotation = true layout = nil layoutNum = 0 cardPosX = nil cardPosZ = nil neededCards = nil autoCards = false activeButtonColor = {0.9,0.9,0.3} selectNewCards = false nextLayout() end selectedCards = {} layoutFunctions = { "none", --oneCardDraw "none", --threeCardDraw "none", --fiveCardDraw "none", --celticCrossDraw "none", --tetraktysDraw "none", --crossAndTriangleDraw "none", --astroDraw "none", --planetaryDraw "none", --treeOfLifeDraw "none", --starGuideDraw "none", --spiritualGuidanceDraw "none", --doOrDontDraw "none", --highPriestessDraw "none", --careerPathDraw "none", --pastLifeDraw "none", --relationshipProblemsDraw "none", --birthdayDraw "none", --mandalaDraw "none", --horseshoeDraw "none", --opportunitiesAndObstaclesDraw "none", --moneyProblemsDraw "customCardsDraw", } layoutNames = { "Single Card", "Three Card", "Five Card", "Celtic Cross", "Tetraktys", "Cross & Triangle", "Astrological", "Planetary", "Tree of Life", "Star Guide", "Spiritual\nGuidance", "Should you? or\nShouldn't You?", "Secret of the\nHigh Priestess", "Career Path", "Past Life", "Relationship\nProblems", "Birthday", "Mandala", "Horseshoe", "Opportunities &\nObstacles", "Money Problems", "Custom Cards", } helpTabUrls = { "https://dl.dropboxusercontent.com/s/ubokfwb2w0u6dnx/HomePage.png", -- Help Home Page "https://dl.dropbox.com/s/ocqmv6jah0388pp/Single%20Card.png?dl=0", -- Single Card "https://dl.dropbox.com/s/pd10yopytjp0oj8/Three%20Card.png?dl=0", -- Three Card "https://dl.dropbox.com/s/6iva4pye4s8i92g/Five%20card.png?dl=0", -- Five Card "https://dl.dropbox.com/s/mx8rjp9ybuy8jqu/celticCross.png?dl=0", -- Celtic Cross "https://dl.dropbox.com/s/j4tdmbzojnfqb9d/Tetraktys.png?dl=0", -- Tetraktys "https://dl.dropbox.com/s/ojjkkwobokwbguz/Cross%20and%20Triangle.png?dl=0", -- Cross & Triangle "https://dl.dropbox.com/s/ppwqizeqjj5ohub/Astro%20Zodiac.png?dl=0", -- Astrological "https://dl.dropbox.com/s/600ny3vhc2lvzrf/Planetary.png?dl=0", -- Planetary "https://dl.dropbox.com/s/ynhwcc668lxoil3/Tree%20of%20Life.png?dl=0", -- Tree of Life "https://dl.dropbox.com/s/r0b249ndjviac0v/Star%20Guide.png?dl=0", -- Star Guide "https://dl.dropbox.com/s/a7n62u801aoqer6/Spiritual%20Guidance.png?dl=0", -- Spiritual Guidance "https://dl.dropbox.com/s/w9kwlhlwu0tju74/Should%20you%2C%20shouldnt%20you.png?dl=0", -- Should you? or Shouldn't you? "https://dl.dropbox.com/s/vhtnrze7tep0fl8/Secret%20of%20the%20High%20Priestess.png?dl=0", -- Secret of the High Priestess "https://dl.dropbox.com/s/7i7p9emxyrev2mx/Career%20Path.png?dl=0", -- Career Path "https://dl.dropbox.com/s/voxepwd9cjergdg/Past%20Life.png?dl=0", -- Past Life "https://dl.dropbox.com/s/ravkl7f7cxl2dcm/Relationship%20Problems.png?dl=0", -- Relationship Problems "https://dl.dropbox.com/s/zxuiufqnxfdkp8c/Birthday%20spread.png?dl=0", -- Birthday "https://dl.dropbox.com/s/4rfsdxoymv76qdy/Mandala.png?dl=0", -- Mandala "https://dl.dropbox.com/s/ersbnozvuxs5uds/Horseshoe.png?dl=0", -- Horseshoe "https://dl.dropbox.com/s/ju4rylxx272l3zg/Opportunities%20and%20Obstacles.png?dl=0", -- Opportunities & Obstacles "https://dl.dropbox.com/s/twfgho07d2od1sb/Money%20Problems.png?dl=0", -- Money Problems "https://i.imgur.com/bVZuYKA.jpg", -- Custom Catds } function nextLayout() if layout == nil then if layoutNum <= 21 then layoutNum = layoutNum + 1 self.editButton({index=3, label=layoutNum}) self.editButton({index=1, label=layoutNames[layoutNum], click_function=layoutFunctions[layoutNum]}) else layoutNum = 1 self.editButton({index=3, label=layoutNum}) self.editButton({index=1, label=layoutNames[layoutNum], click_function=layoutFunctions[layoutNum]}) end end end function prevLayout() if layout == nil then if layoutNum >= 2 then layoutNum = layoutNum - 1 self.editButton({index=3, label=layoutNum}) self.editButton({index=1, label=layoutNames[layoutNum], click_function=layoutFunctions[layoutNum]}) else layoutNum = 21 self.editButton({index=3, label=layoutNum}) self.editButton({index=1, label=layoutNames[layoutNum], click_function=layoutFunctions[layoutNum]}) end end end function rotationOnOff() -- Enables or disables rotation; Rotation On/Off button. if rotation == true then rotation = false local button_parameters = {} self.editButton({index=6, label="Rotation\nOff"}) elseif rotation == false then rotation = true self.editButton({index=6, label="Rotation\nON"}) end end function autoSelectCards() -- designed to enable to disable user selecting cards. if autoCards == false then autoCards = true self.editButton({index=10, label="Auto\nDraw"}) elseif autoCards == true then autoCards = false self.editButton({index=10, label="Manual\nDraw"}) end end function shuffle() local cardsOnTable = getAllObjects() for i,v in ipairs(cardsOnTable) do if v.tag == "Card" then cardsOnTable = true end end if cardsOnTable == true then startLuaCoroutine(self, "shuffleCoroutine") elseif deckRef == nil then print("To Shuffle, you must first find a deck with the Find Deck button.") elseif deckRef ~= nil then deckRef.shuffle() end end function shuffleCoroutine() -- Resets all all cards back to the deck, and resets layout buttons. self.editButton({index=4, font_size=110, label='Using the arrows, choose\na layout, and select it with\nthe center button labeled\n with the layout name.'}) setNotes("") layout = nil selectNewCards = false local handCards = Player.Black.getHandObjects() local deckPos = self.positionToWorld({3,0,0}) if #handCards > 0 then -- Resets cards from the hand back to the deck. This is used when the player wants to reset the deck mid draw. for i,v in ipairs(handCards) do deckPos.y = deckPos.y + 0.01 v.setPosition(deckPos) for i=1,1,1 do coroutine.yield(0) end end end findDeck() if #selectedCards > 0 and deckRef ~= nil then for _, object in ipairs(selectedCards) do -- uses the table and puts all selected cards back into the deck. deckRef.putObject(object) end for i=1, 25,1 do coroutine.yield(0) end -- coroutine used to wait for cards to return before the table is wiped. for k in pairs(selectedCards) do selectedCards[k] = nil end end local cardsOnTable = getAllObjects() for _, objects in ipairs(cardsOnTable) do -- Moves any left over cards on the table to the deck. if objects.tag == "Card" then deckRef.putObject(objects) end end self.editButton({index=1, font_color={1,1,1}}) for i=1,25,1 do coroutine.yield(0) end deckRef.Shuffle() return 1 end function findDeck() -- "Find Deck" Button; finds deck within 5 units of tool. local allObjects = getAllObjects() foundDeck = false for _, deckObjects in ipairs(allObjects) do if deckObjects.tag == "Deck" then local distance = findProximity(self.getPosition(), deckObjects) if distance <= 5 then deckGuid = deckObjects.getGUID() deckRef = getObjectFromGUID(deckGuid) --deckRef.setScale({0.89, 1.00, 0.89}) deckRef.setDescription(deckGuid) self.editButton({index=9, font_size=100, position={-0,0.075,-1.1}, font_color={0,0.7,0.2}, label="GUID: "..deckGuid}) self.editButton({index=5, font_size=60, font_color={0,0.7,0.2}, label='Deck\nFound'}) foundDeck= true end end end if foundDeck == false and deckRef ~= nil then self.editButton({index=9, font_size=55, font_color={0,0.7,0.2}, label='No Deck Found within 5 Units\nUsing last known deck\nGUID: '..deckGuid}) elseif deckRef == nil then self.editButton({index=4, font_size=110, label='No deck found; place deck\n beside the tool and press\n the Find Deck Button.'}) elseif layout == nil then self.editButton({index=4, font_size=110, label='Using the arrows, choose\na layout, and select it with\nthe center button labeled\n with the layout name.'}) end end function findProximity(targetPos, object) -- Used by "findDeck" to determine distance between tool and deck. local objectPos = object.getPosition() local xDistance = math.abs(targetPos.x - objectPos.x) local zDistance = math.abs(targetPos.z - objectPos.z) local distance = xDistance^2 + zDistance^2 return math.sqrt(distance) end function update() -- This update function watches for GUIDs that are input to the tools description box. if self.getDescription() ~= nil then local deckObj = getObjectFromGUID(self.getDescription()) if deckObj then deckRef = deckObj self.editButton({index=2, font_color={0,0.7,0.2}, label='Deck:\n'..deckObj.getGUID()}) --deckObj.setScale({0.89, 1.00, 0.89}) deckObj.setDescription(deckObj.getGUID()) foundDeck = true end self.setDescription("") end end function drawCards() startLuaCoroutine(self, "drawCardsCoroutine") end function drawCardsCoroutine() local fontSize = 130 for i=1, 10,1 do coroutine.yield(0) end Player.Black.setHandTransform({ position = {-0.39, 4.61, -8.14}, rotation = {0.00, 0.00, 0.00}, scale = {23.78, 1.65, 1.73}, }) local deckSize = deckRef.getObjects() for i=1, #deckSize do deckRef.dealToColorWithOffset({-14.5, 2, 0.19}, false, "Black") selectNewCards = true end setNotes(layout..' - Choose '..neededCards..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..neededCards..' cards to\n continue.'}) broadcastToColor(layout..' layout selected', 'White')--, {0,1,0}) return 1 end movingCards = false function onObjectPickedUp(White, obj) if obj.tag == "Card" and selectNewCards == true and movingCards == false then cardRef = obj startLuaCoroutine(self, "moveCard") end end neededCards = nil cardPosX = nil cardPosZ = nil function moveCard() handCards = Player.Black.getHandObjects() for i=1, 10 do coroutine.yield(0) end local fontSize = 130 if #selectedCards <= neededCards and selectNewCards == true then if #selectedCards == 0 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX, 1.6, cardPosZ}) table.insert( selectedCards, 1, cardRef) card2 = neededCards - 1 setNotes(layout..' - Choose '..card2..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card2..' cards to\n continue.'}) elseif #selectedCards == 1 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+2.3, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card3 = neededCards - 2 setNotes(layout..' - Choose '..card3..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card3..' cards to\n continue.'})--this elseif #selectedCards == 2 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+4.6, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card4 = neededCards - 3 setNotes(layout..' - Choose '..card4..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card4..' cards to\n continue.'}) elseif #selectedCards == 3 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+6.9, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card5 = neededCards - 4 setNotes(layout..' - Choose '..card5..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card5..' cards to\n continue.'}) elseif #selectedCards == 4 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+9.2, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card6 = neededCards - 5 setNotes(layout..' - Choose '..card6..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card6..' cards to\n continue.'}) elseif #selectedCards == 5 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+11.5, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card7 = neededCards - 6 setNotes(layout..' - Choose '..card7..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card7..' cards to\n continue.'}) elseif #selectedCards == 6 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+13.8, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card8 = neededCards - 7 setNotes(layout..' - Choose '..card8..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card8..' cards to\n continue.'}) elseif #selectedCards == 7 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+16.1, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card9 = neededCards - 8 setNotes(layout..' - Choose '..card9..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card9..' cards to\n continue.'}) elseif #selectedCards == 8 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+18.4, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card10 = neededCards - 9 setNotes(layout..' - Choose '..card10..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card10..' cards to\n continue.'}) elseif #selectedCards == 9 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+20.7, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card11 = neededCards - 10 setNotes(layout..' - Choose '..card11..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card11..' cards to\n continue.'}) elseif #selectedCards == 10 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+23, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card12 = neededCards - 11 setNotes(layout..' - Choose '..card12..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card12..' cards to\n continue.'}) elseif #selectedCards == 11 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+25.3, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card13 = neededCards - 12 setNotes(layout..' - Choose '..card13..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card13..' cards to\n continue.'}) elseif #selectedCards == 12 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+27.6, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card14 = neededCards - 13 setNotes(layout..' - Choose '..card14..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card14..' cards to\n continue.'}) elseif #selectedCards == 13 then if rotation == true and math.random (2) == 1 then cardRef.setRotation({0,0,180}) else cardRef.setRotation({0,180,180}) end cardRef.setPosition({cardPosX+29.9, 1.6, cardPosZ}) table.insert( selectedCards, cardRef) card15 = neededCards - 14 setNotes(layout..' - Choose '..card15..' cards to continue.') self.editButton({index=4, font_size=fontSize, font_color=fontColor, label='\nChoose '..card15..' cards\n to continue.'}) end end for i=1,15,1 do coroutine.yield(0) end if #selectedCards == neededCards then selectNewCards = false if selectNewCards == false then setNotes('') broadcastToColor("Done!", 'White')--, {0,2,0}) local unusedCards = Player.Black.getHandObjects() local selfPos = self.positionToWorld({2.9,1,0}) for i,v in ipairs(unusedCards) do v.setPosition(selfPos) for i=1,1,1 do coroutine.yield(0) end end for i=1, 30,1 do coroutine.yield(0) end pickedCardsFinished() Player.Black.setHandTransform({ position = {-0.39, 160, -8.14}, rotation = {0.00, 0.00, 0.00}, scale = {23.78, 1.65, 1.73}, }) end for i=1,30,1 do coroutine.yield(0) end findDeck() end return 1 end function altDraw() startLuaCoroutine(self, "altDrawCoroutine") end function altDrawCoroutine() if autoCards == true then for i=1, neededCards do if layout ~= nil then local params = {} params.callback = "autoDrawCallback" params.callback_owner = self params.position = {cardPosX, 2, cardPosZ} deckRef.takeObject(params) cardPosX = cardPosX + 2.3 for i=1,15,1 do coroutine.yield(0) end end end end return 1 end function autoDrawCallback(card) local cardLoc = card.getPosition() if rotation == true and math.random(2) == 1 then -- rotation was used here instead of within takeObject so the movement would not be seen. card.setRotation({cardLoc.x, cardLoc.y, 180}) else cardLoc.y = cardLoc.y + 180 card.setRotation({cardLoc.x, cardLoc.y, 180}) end table.insert( selectedCards, card) if #selectedCards == neededCards then pickedCardsFinished() end end function helpTablet() local targetPos = self.positionToWorld({0,1,-3.6}) if tabletRef == nil then spawnObject({ type = "Tablet", rotation = {0.00, 179.99, 0.00}, position = targetPos, scale = {0.40, 0.40, 0.40}, callback_owner = self, callback = "helpTabletCallback", params = {"tab"} }) else if tabletRef ~= nil then local currentUrl = tabletRef.getValue() if currentUrl == helpTabUrls[1] then tabletRef.setValue("http://psychiclibrary.com/beyondBooks/tarot-deck/") elseif currentUrl == "http://psychiclibrary.com/beyondBooks/tarot-deck/" then tabletRef.setValue(helpTabUrls[1]) elseif currentUrl ~= helpTabUrls[1] or currentUrl ~= "http://psychiclibrary.com/beyondBooks/tarot-deck/" then tabletRef.setValue(helpTabUrls[1]) end end end end function helpTabletCallback(tab) local tabletGuid = tab.getGUID() tabletRef = getObjectFromGUID(tabletGuid) tab.setName("Tarot Help Tablet") tab.setValue(helpTabUrls[1]) end function selectLayout() return 1 end function customCardsDraw() neededCards = 5 cardPosX = 0.00 cardPosZ = -13.78 layout = "Custom Cards" autoCards = true customDraw() end function customDraw() startLuaCoroutine(self, "customDrawCoroutine") end function customDrawCoroutine() if autoCards == true then local cardPositions = { {68.00, 5.00, -13.60}, -- Sai {68.00, 5.00, 13.60}, --Zerrik {68.00, 5.00, -6.80}, --Varan {68.00, 5.00, 6.80}, --Bobby {68.00, 5.00, 0.00}, --Erik } if debug then cardPositions = { {0, 2.00, -8}, -- Sai {0, 2.00, -4}, --Zerrik {0, 2.00, 4}, --Varan {0, 2.00, 8}, --Bobby {0, 2.00, 0}, --Erik } end for i=1, neededCards do -- drawing cards and initial position if layout ~= nil then local params = {} params.callback = "customDrawCallback" params.callback_owner = self params.position = cardPositions[i] params.rotation = {0.00, 90.00, 180.00} deckRef.takeObject(params) for i=1,45,1 do coroutine.yield(0) end end end end return 1 end function customDrawCallback(card) card.setLock(true) --card.setScale({1.83, 1, 1.83}) table.insert( selectedCards, card) if #selectedCards == neededCards then customFinished() end end function customFinished() startLuaCoroutine(self, "customFinishedCoroutine") end function customFinishedCoroutine() local cardFinalPos = { -- cards in "hand" {-74.82, 2.00, -49.30}, --Sai {40.80, 2.00, 49.30}, --Zerrik {-37.40, 2.00, 49.30}, --Varan {-17.00, 2.00, 49.30}, --Bobby {-16.15, 2.00, -48.45}, --Erik } local cardMidPos = { -- cards in formation {-5.10, 4.45, -5.10}, --Sai {5.10, 4.45, -5.10}, --Zerrik {-5.10, 4.45, 5.10}, --Varan {5.10, 4.45, 5.10}, --Bobby {0.00, 4.45, 0.00}, --Erik } local cardRot = { {0.00, 180.00, 0.00}, --Sai {0.00, 0.00, 0.00}, --Zerrik {0.00, 0.00, 0.00}, --Varan {0.00, 0.00, 0.00}, --Bobby {0.00, 180.00, 0.00}, --Erik } for i,v in ipairs(selectedCards) do -- setting to 0 local targetPos = v.positionToWorld({0,0,0}) v.setPositionSmooth(targetPos) end -- "shuffling" local locZ = selectedCards[#selectedCards].getPosition() for i,v in ipairs(selectedCards) do local targetPos = v.getPosition() targetPos.y = targetPos.y+i*0.05 targetPos.z = locZ.z targetPos.x = locZ.z v.setPositionSmooth(targetPos,false,false) end for i=1,60,1 do coroutine.yield(0) end deckRef.shuffle() local curRot = selectedCards[1].getRotation() local steps = 20 for i=1,steps do local rot = (curRot.y*i)/steps selectedCards[1].setRotation({curRot.x,rot,curRot.z}) coroutine.yield(0) end deckRef.shuffle() local curRot = selectedCards[3].getRotation() local steps = 20 for i=1,steps do local rot = (curRot.y*i)/steps selectedCards[1].setRotation({curRot.x,rot,curRot.z}) coroutine.yield(0) end for i=1,45,1 do coroutine.yield(0) end -- setting to formation for i,v in ipairs(selectedCards) do local targetPos = cardMidPos[i] v.setPositionSmooth(targetPos) end for i=1,60,1 do coroutine.yield(0) end -- going to hand for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardFinalPos[i]) v.setRotationSmooth(cardRot[i]) v.setLock(false) --v.flip() for i=1, 15,1 do coroutine.yield(0) end end selectedCards = {} return 1 end function allResting(arr) for i=1, #arr do if not arr[i].resting then return false end end return true end function oneCardDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 1 cardPosX = 0.00 cardPosZ = -13.78 layout = "Single Card" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[2]) end end function threeCardDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 3 cardPosX = -2.30 cardPosZ = -13.78 layout = "Three Card" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[3]) end end function fiveCardDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 5 cardPosX = -4.60 cardPosZ = -13.78 layout = "Five Card" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[4]) end end function celticCrossDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 10 cardPosX = -10.37 cardPosZ = -13.78 layout = "Celtic Cross" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[5]) end end function tetraktysDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 10 cardPosX = -10.37 cardPosZ = -13.78 layout = "Tetraktys" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[6]) end end function astroDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 13 cardPosX = -13.87 cardPosZ = -13.78 layout = "Astrological" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[8]) end end function planetaryDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 8 cardPosX = -8.13 cardPosZ = -13.78 layout = "Planetary" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[9]) end end function treeOfLifeDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 10 cardPosX = -10.37 cardPosZ = -13.78 layout = "Tree Of Life" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[10]) end end function crossAndTriangleDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "Cross & Triangle" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[7]) end end function relationshipProblemsDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "Relationship Problems" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[17]) end end function moneyProblemsDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 5 cardPosX = -4.60 cardPosZ = -13.78 layout = "Money Problems" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[22]) end end function pastLifeDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 14 cardPosX = -14.93 cardPosZ = -13.78 layout = "Past Life" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[16]) end end function careerPathDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 7 cardPosX = -6.97 cardPosZ = -13.78 layout = "Career Path" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[15]) end end function highPriestessDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "High Priestess" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[14]) end end function doOrDontDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "Should you Shouldn't you" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[13]) end end function starGuideDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 6 cardPosX = -5.73 cardPosZ = -13.78 layout = "Star Guide" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[11]) end end function spiritualGuidanceDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 8 cardPosX = -8.13 cardPosZ = -13.78 layout = "Spiritual Guidance" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[12]) end end function birthdayDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "Birthday" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[18]) end end function mandalaDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 9 cardPosX = -9.23 cardPosZ = -13.78 layout = "Mandala" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[19]) end end function horseshoeDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 7 cardPosX = -6.97 cardPosZ = -13.78 layout = "Horseshoe" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[20]) end end function opportunitiesAndObstaclesDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 7 cardPosX = -6.97 cardPosZ = -13.78 layout = "Opportunities &\nObstacles" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[21]) end end function moneyProblemsDraw() local handCards = Player.Black.getHandObjects() if layout == nil and deckRef ~= nil then self.editButton({index=1, font_color=activeButtonColor}) neededCards = 6 cardPosX = -5.73 cardPosZ = -13.78 layout = "Money Problems" if autoCards == false then selectNewCards = true drawCards() else altDraw() end end if tabletRef ~= nil then tabletRef.setValue(helpTabUrls[22]) end end function pickedCardsFinished() startLuaCoroutine(self, "pickedCardsCoroutine") end function pickedCardsCoroutine() if #selectedCards == neededCards then self.editButton({index=4, font_size=110, label='Finished reading your\n layout? Press the "Shuffle"\n button to reset the deck.'}) for i,v in ipairs(selectedCards) do v.flip() for i=1, 10,1 do coroutine.yield(0) end end for i=1, 60,1 do coroutine.yield(0) end if layout == "Single Card" then return 1 elseif layout == "Three Card" then return 1 elseif layout == "Five Card" then local cardPos = { {0.00, 1.41, -14.67}, {-2.27, 1.41, -14.67}, {2.28, 1.41, -14.67}, {0.00, 1.41, -17.98}, {0.00, 1.41, -11.41}, } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1, 15,1 do coroutine.yield(0) end end elseif layout == "Celtic Cross" then local cardPos = { {-1.64, 1.45, -14.32}, {-1.63, 1.60, -14.24}, {-1.64, 1.50, -17.45}, {-3.95, 1.50, -14.32}, {-1.64, 1.50, -11.12}, {0.66, 1.50, -14.32}, {3.36, 1.50, -19.18}, {3.36, 1.50, -15.97}, {3.36, 1.50, -12.77}, {3.36, 1.50, -9.61} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) selectedCards[2].setRotation({0,90,0}) for i=1, 20,1 do coroutine.yield(0) end end elseif layout == "Tetraktys" then local cardPos = { {3.45, 1.51, -20.17}, {1.15, 1.51, -20.16}, {-1.19, 1.51, -20.16}, {-3.56, 1.51, -20.16}, {2.34, 1.51, -17.21}, {0.00, 1.51, -17.21}, {-2.38, 1.51, -17.21}, {1.15, 1.51, -14.26}, {-1.17, 1.51, -14.26}, {0.00, 1.51, -11.22} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1, 15,1 do coroutine.yield(0) end end elseif layout == "Astrological" then local cardPos = { {-5.28, 1.45, -15.50}, {-3.54, 1.45, -17.10}, {-1.74, 1.45, -18.60}, {0.00, 1.45, -20.03}, {1.69, 1.45, -18.60}, {3.44, 1.45, -17.10}, {5.20, 1.45, -15.50}, {3.44, 1.45, -14.02}, {1.69, 1.45, -12.32}, {0.00, 1.45, -10.72}, {-1.74, 1.45, -12.35}, {-3.52, 1.45, -14.02}, {0.00, 1.45, -15.50} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1, 15,1 do coroutine.yield(0) end end elseif layout == "Planetary" then local cardPos = { {0.00, 1.45, -19.46}, {-1.12, 1.45, -16.29}, {-3.31, 1.45, -14.63}, {-1.12, 1.45, -13.11}, {0.00, 1.45, -9.91}, {1.19, 1.45, -13.11}, {3.28, 1.45, -14.63}, {1.19, 1.45, -16.26} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1, 15,1 do coroutine.yield(0) end end elseif layout == "Tree Of Life" then local cardPos = { {0.00, 1.47, -8.00}, {2.44, 1.47, -9.77}, {-2.50, 1.47, -9.72}, {2.48, 1.47, -12.82}, {-2.51, 1.47, -12.82}, {0.00, 1.47, -14.44}, {2.48, 1.47, -16.62}, {-2.51, 1.47, -16.60}, {0.00, 1.47, -18.61}, {0.00, 1.47, -21.65} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1, 30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do if i >= 6 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x + 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end if i <= 5 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x - 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end end for i=1, 30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1, 15,1 do coroutine.yield(0) end end elseif layout == "Cross & Triangle" then local cardPos = { {0.00, 1.46, -11.26}, {0.00, 1.46, -7.94}, {2.27, 1.46, -9.52}, {0.00, 1.46, -14.50}, {-2.25, 1.46, -9.52}, {-2.25, 1.46, -20.84}, {2.27, 1.46, -20.84}, {0.01, 1.46, -20.82}, {0.00, 1.46, -17.70} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do if i >= 5 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x + 5 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end if i <= 4 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x - 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Relationship Problems" then local cardPos = { {3.56, 1.45, -18.77}, {3.56, 1.45, -15.58}, {-3.59, 1.45, -18.77}, {-3.58, 1.45, -15.58}, {0.00, 1.45, -16.04}, {0.00, 1.45, -12.78}, {3.56, 1.45, -10.05}, {0.00, 1.45, -9.49}, {-3.59, 1.45, -10.05}, } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in pairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Past Life" then local cardPos = { {0.00, 1.46, -7.74}, {-2.18, 1.46, -10.70}, {0.00, 1.46, -10.70}, {2.10, 1.46, -10.70}, {-2.17, 1.46, -13.64}, {0.00, 1.46, -13.64}, {2.10, 1.46, -13.64}, {-2.17, 1.46, -16.61}, {0.00, 1.46, -16.61}, {2.10, 1.46, -16.61}, {-1.15, 1.46, -19.60}, {1.08, 1.46, -19.60}, {-1.14, 1.46, -22.48}, {1.07, 1.46, -22.48} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do if i >= 8 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x + 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end if i <= 7 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x - 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end end for i=1,45,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Career Path" then local cardPos = { {0.91, 1.45, -12.01}, {-0.91, 1.45, -12.01}, {0.00, 1.45, -14.98}, {2.81, 1.45, -17.91}, {0.87, 1.45, -17.91}, {-0.96, 1.45, -17.91}, {-2.88, 1.45, -17.91} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "High Priestess" then local cardPos = { {-0.92, 1.45, -12.76}, {0.93, 1.45, -12.76}, {0.00, 1.45, -7.69}, {-2.58, 1.45, -9.18}, {2.64, 1.45, -9.18}, {-2.58, 1.45, -16.32}, {2.64, 1.45, -16.32}, {0.00, 1.45, -19.79}, {0.00, 1.45, -16.32} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do if i >= 5 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x + 5 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end if i <= 4 then local targetPos = v.positionToWorld({0,0,0}) targetPos.x = targetPos.x - 4 targetPos.y = targetPos.y + 0.2 v.setPositionSmooth(targetPos) end end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Should you Shouldn't you" then local cardPos = { {-5.48, 1.45, -11.30}, {-3.48, 1.45, -11.30}, {-1.51, 1.45, -11.30}, {1.30, 1.45, -11.30}, {3.31, 1.45, -11.30}, {5.30, 1.45, -11.30}, {-3.48, 1.45, -14.43}, {3.31, 1.45, -14.43}, {0.00, 1.45, -18.33} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Star Guide" then local cardPos = { {0.01, 1.45, -10.98}, {-2.96, 1.45, -14.38}, {3.05, 1.45, -14.38}, {-2.96, 1.45, -19.98}, {3.05, 1.45, -20.04}, {0.01, 1.45, -17.18} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Spiritual Guidance" then local cardPos = { {0.00, 1.45, -14.81}, {-5.95, 1.45, -11.65}, {-3.98, 1.45, -11.65}, {-1.97, 1.45, -11.65}, {0.00, 1.45, -11.65}, {1.98, 1.45, -11.65}, {3.98, 1.45, -11.65}, {5.96, 1.45, -11.65} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Birthday" then local cardPos = { {-3.61, 1.51, -11.21}, {-1.21, 1.51, -11.21}, {1.11, 1.51, -11.21}, {3.35, 1.51, -11.21}, {-2.42, 1.51, -14.41}, {0.00, 1.51, -14.40}, {2.25, 1.51, -14.41}, {-1.49, 1.51, -17.51}, {1.46, 1.51, -17.51} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Mandala" then local cardPos = { {0.00, 1.51, -13.90}, {1.28, 1.51, -11.00}, {2.61, 1.51, -13.90}, {1.28, 1.51, -16.76}, {0.00, 1.51, -19.60}, {-1.29, 1.51, -16.76}, {-2.69, 1.51, -13.90}, {-1.30, 1.51, -11.00}, {0.00, 1.51, -8.11} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Horseshoe" then local cardPos = { {-3.46, 1.51, -16.04}, {-2.71, 1.51, -13.08}, {-1.93, 1.51, -10.07}, {0.00, 1.51, -9.31}, {1.93, 1.51, -10.07}, {2.76, 1.51, -13.08}, {3.51, 1.51, -16.04}, } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Opportunities &\nObstacles" then local cardPos = { {-1.88, 1.51, -13.87}, {0.00, 1.51, -13.87}, {1.86, 1.51, -13.87}, {0.00, 1.51, -10.88}, {-1.88, 1.51, -10.88}, {0.00, 1.51, -16.83}, {1.86, 1.51, -16.83}, } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Money Problems" then local cardPos = { {0.00, 1.51, -12.07}, {-3.24, 1.51, -15.01}, {3.15, 1.51, -15.01}, {-3.24, 1.51, -18.32}, {3.15, 1.51, -18.32}, {0.00, 1.51, -21.19}, } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end for i=1,30,1 do coroutine.yield(0) end for i,v in ipairs(selectedCards) do v.setPositionSmooth(cardPos[i]) for i=1,15,1 do coroutine.yield(0) end end elseif layout == "Custom Cards" then local cardPos = { {-13.28, 1.41, -8.06}, {-13.28, 1.41, -10.24}, {-13.28, 1.41, -12.44}, {13.27, 1.50, -7.77}, {13.27, 1.50, -9.96}, {13.27, 1.50, -12.23} } for i,v in ipairs(selectedCards) do local targetPos = v.positionToWorld({0,0,0}) targetPos.z = targetPos.z + 6 v.setPositionSmooth(targetPos) end end end return 1 end
--[[ This script reads a list of domains we want to block from a file and redirects all A or AAAA requsts to a "sorry page". --]] -- returns true if the given file exists function fileExists(file) local f = io.open(file, "rb") if f then f:close() end return f ~= nil end -- loads contents of a file line by line into the given table function loadFile(filename, list) if fileExists(filename) then for line in io.lines(filename) do list:add(line) end pdnslog("Lua script: " .. filename .. " successfully loaded", pdns.loglevels.Notice) else pdnslog("Lua script: could not open file " .. filename, pdns.loglevels.Warning) end end -- this funciton is hooked before resolving starts function preresolve(dq) -- check blocklist if blocklist:check(dq.qname) then blocklist_metric:inc() return true end -- default, do not rewrite this response return false end function maintenance() loadFile("/etc/pdns-recursor/block.list", blocklist) end -- import court mandated blocklist blocklist=newDS() loadFile("/etc/pdns-recursor/block.list", blocklist) -- get metrics blocklist_metric = getMetric("blocklist_hits") local redis = require 'redis' local client = redis.connect('127.0.0.1', 6379) local response = client:ping() -- true
-- -- This script dies at the assert if compiled using the following commands: -- 1. llvm-luac -O0 -no-main -bc -o scimark_rand.bc scimark_rand.lua -- 2. opt -O2 -f -o scimark_rand_opt.bc scimark_rand.bc -- 3. llc --march=c -f -o scimark_rand.c scimark_rand_opt.bc -- 4. gcc -O3 -o scimark_rand scimark_rand.c ../liblua_main.a -lm -ld -- -- Compiled on x86_64 Gentoo linux host. -- -- If the optimization levels for 'opt' or 'gcc' are lowered then this script will run correctly. -- Seems to expose a bug in LLVM or GCC or both. -- local Rj = 17 local function rand() local j = 17 if 17 < 17 then Rj = j + 1 else Rj = 1 print("Rj", Rj) assert(Rj == 1) end end rand()
--Author Pasky13 --------------- ----GLOBALS---- --------------- local pbase = 0x9D8 local px = pbase +0x5 local py = pbase +0x8 local cx = 0x1E5D local cy = 0x1E60 local xm local ym --------------- ----TOGGLES---- --------------- local draw_megaman = true local draw_enemies = true local draw_hpvalues = true local draw_projectiles = true memory.usememorydomain("CARTROM") local function megaman() local camx = mainmemory.read_u16_le(cx) local camy = mainmemory.read_u16_le(cy) local x = mainmemory.read_u16_le(px) - camx local y = mainmemory.read_u16_le(py) - camy local facing = mainmemory.read_u8(pbase + 0x11) local boxpointer = mainmemory.read_u16_le(pbase + 0x20) + 0x28000 local xoff = memory.read_s8(boxpointer + 0) local yoff = memory.read_s8(boxpointer + 1) local xrad = memory.read_u8(boxpointer + 2) local yrad = memory.read_u8(boxpointer + 3) if facing > 0x45 then xoff = xoff * -1 end gui.drawBox(x + xoff +xrad,y + yoff + yrad, x + xoff - xrad, y + yoff - yrad,0xFF0000FF,0x400000FF) end local function enemies() local x local xoff local xrad local y local yoff local yrad local camx = mainmemory.read_u16_le(cx) local camy = mainmemory.read_u16_le(cy) local base local boxpointer local facing local fill local outl local start = 0xD18 local oend = 31 for i = 0, oend,1 do base = start + (i * 0x40) if i == 0 then base = start end if mainmemory.read_u8(base) ~= 0 and mainmemory.read_u8(base + 0x27) ~= 128 then if i > 14 and i < 25 then if draw_projectiles == true then fill = 0x40FFFFFF outl = 0xFFFFFFFF else fill = 0x00000000 outl = 0x00000000 end else fill = 0x40FF0000 outl = 0xFFFF0000 end if i > 24 then fill = 0x40FFFF00 outl = 0xFFFFFF00 end facing = mainmemory.read_u8(base + 0x11) x = mainmemory.read_u16_le(base + 5) - camx y = mainmemory.read_u16_le(base + 8) - camy boxpointer = mainmemory.read_u16_le(base +0x20) + 0x28000 xoff = memory.read_s8(boxpointer + 0) yoff = memory.read_s8(boxpointer + 1) xrad = memory.read_u8(boxpointer + 2) yrad = memory.read_u8(boxpointer + 3) if facing > 0x45 then xoff = xoff * -1 end --gui.text(x,y,string.format("%X",base)) -- Debug gui.drawBox(x + xoff +xrad,y + yoff + yrad, x + xoff - xrad, y + yoff - yrad,outl, fill) if draw_hpvalues == true and mainmemory.read_u8(base+0x27) > 0 and mainmemory.read_u8(base+0x27) ~= 128 then if i < 15 or i > 20 then gui.text((x-5) * xm,(y-5) * ym,"HP: " .. mainmemory.read_u8(base+0x27)) end end end end end local function scaler() xm = client.screenwidth() / 256 ym = client.screenheight() / 224 end while true do scaler() if draw_megaman == true then megaman() end if draw_enemies == true then enemies() end emu.frameadvance() end
local sl = require("SIGIL") -- set up our window and a few resources we need sl.slWindow(400, 400, "Simple SIGIL Example", false) sl.slSetFont(sl.slLoadFont("../fonts/jura.ttf"), 24) sl.slSetTextAlign(sl.SL_ALIGN_CENTER) while ((sl.slShouldClose() ~= 1) and (sl.slGetKey(sl.SL_KEY_ESCAPE) ~= 1)) do -- background glow sl.slSetForeColor(0.1, 0.9, 0.2, 0.4) -- large text and fat line sl.slSetForeColor(0.0, 0.8, 0.2, 1.0) sl.slSetFontSize(24) sl.slText(200, 250, "SIGIL:") sl.slRectangleFill(200, 240, 100, 7) -- smaller subtext sl.slSetFontSize(14) sl.slText(200, 220, "Sprites, text, sound, input, and more!") sl.slLine(48, 210, 352, 210) sl.slRender() -- draw everything end sl.slClose() -- close the window and shut down SIGIL
Ext.RegisterSkillProperty("CUSTOMSURFACEBOOST", { GetDescription = function (property) return "Absorb surfaces to boost the skill" end }) --- @param status EsvStatus --- @param statusSource EsvGameObject --- @param character StatCharacter --- @param par string local function CSBStatusDescriptionParam(status, statusSource, statCharacter, par) if string.match(par, "CSB%-") or string.match(par, "WPN%-") then local field = string.gsub(par, "CSB%-", "") local statEntry = status.Name.."_"..field.."_" if string.match(par, "WPN%-") then field = string.gsub(par, "WPN%-", "") statEntry = Ext.GetStat(status.StatsId).BonusWeapon Ext.Print(statEntry) end local character = statCharacter.Character for i, sts in pairs(character:GetStatuses()) do -- Ext.Print("status:", sts) if string.match(sts, statEntry) then statEntry = string.gsub(sts, "LXC_Proxy_", "") end end local damage = {Min=0, Max=0} statEntry = Ext.GetStat(statEntry) if field == "DamageFromBase" then local dmg = 0 if statEntry.Damage == 1 then dmg = Game.Math.GetAverageLevelDamage(statCharacter.Level) else dmg = Game.Math.GetLevelScaledWeaponDamage(statCharacter.Level) end local globalMult = 1 + (statCharacter.Strength-10) * (Ext.ExtraData.DGM_StrengthGlobalBonus*0.01 + Ext.ExtraData.DGM_StrengthWeaponBonus*0.01) + (statCharacter.Finesse-10) * (Ext.ExtraData.DGM_FinesseGlobalBonus*0.01) + (statCharacter.Intelligence-10) * (Ext.ExtraData.DGM_IntelligenceGlobalBonus*0.01) local damageTypeBoost = 1.0 + Game.Math.GetDamageBoostByType(statCharacter, statEntry["Damage Type"]) dmg = dmg*(statEntry.DamageFromBase/100)*damageTypeBoost local dmgRange = dmg*(statEntry["Damage Range"])*0.005 local minDmg = math.floor(Ext.Round((dmg - dmgRange)*globalMult)) local maxDmg = math.ceil((dmg + dmgRange)*globalMult) if maxDmg <= minDmg then maxDmg = maxDmg+1 end local color = getDamageColor(statEntry["Damage Type"]) return "<font color="..color..">"..tostring(minDmg).."-"..tostring(maxDmg).." "..statEntry["Damage Type"].." damage".."</font>" end end end Ext.RegisterListener("StatusGetDescriptionParam", CSBStatusDescriptionParam)
energylauncher = class:new() function energylauncher:init(x, y, dir, r) --PHYSICS STUFF self.x = x-1 self.y = y-1 self.width = 8/16 self.height = 16/16 self.static = true self.active = true self.category = 4 self.gravity = 0 self.portalable = false self.dir = dir or "right" self.defaulton = true self.green = false self.r = {unpack(r)} table.remove(self.r, 1) table.remove(self.r, 1) if self.r[1] and self.r[1] ~= "link" then local v = convertr(self.r[1], {"string", "bool", "bool", "bool"}, true) --DIR self.dir = v[1] --OFFSET? self.offset = v[2] if self.offset then if self.dir == "left" or self.dir == "right" then self.y = self.y + .5 else self.x = self.x + .5 end end --GREEN self.green = v[4] --DEFAULT OFF? self.defaulton = not v[3] table.remove(self.r, 1) end self.on = self.defaulton self.rotation = 0 self.mask = {true} --IMAGE STUFF self.drawable = true self.graphic = energylauncherimage if self.on then self.quad = energylauncherquad[1][2] else self.quad = energylauncherquad[1][1] end self.offsetX = 8 self.offsetY = 0 self.quadcenterX = 8 self.quadcenterY = 8 if self.dir == "right" then --multiple directions. This code is so bad I feel bad :( self.animationdirection = "right" elseif self.dir == "left" then self.animationdirection = "left" self.offsetX = 0 self.x = self.x + 8/16 elseif self.dir == "up" then self.rotation = -math.pi/2 self.y = self.y + 8/16 self.offsetY = 8 self.width = 16/16 self.height = 8/16 elseif self.dir == "down" then self.rotation = math.pi/2 self.width = 16/16 self.height = 8/16 end self.children = 0 self.launchtimer = 0 self.falling = false end function energylauncher:update(dt) if self.finished then return false end if (not self.on) or self.children >= 1 then --Check if there's a energy pellet --nothing else self.launchtimer = self.launchtimer + dt if self.launchtimer > 0.5 and self.children < 1 then self:launchenergyball() end end end function energylauncher:launchenergyball() local t = "yellow" if self.green then t = "green" end local obj if self.dir == "right" then obj = energyball:new(self.x+8/16, self.y+4/16, self.dir, t, self) elseif self.dir == "down" then obj = energyball:new(self.x+4/16, self.y+8/16, self.dir, t, self) elseif self.dir == "left" then obj = energyball:new(self.x-8/16, self.y+4/16, self.dir, t, self) elseif self.dir == "up" then obj = energyball:new(self.x+4/16, self.y-8/16, self.dir, t, self) end self.child = obj table.insert(objects["energyball"], obj) self.children = self.children + 1 self.launchtimer = 0 end function energylauncher:callback(caught) self.children = self.children - 1 self.child = false if caught then self.finished = true end end function energylauncher:leftcollide(a, b) if self:globalcollide(a, b) then return false end return false end function energylauncher:rightcollide(a, b) if self:globalcollide(a, b) then return false end return false end function energylauncher:ceilcollide(a, b) if self:globalcollide(a, b) then return false end return false end function energylauncher:floorcollide(a, b) if self:globalcollide(a, b) then return false end if a == "player" and b.speedy < 0 then playsound(blockhitsound) --make sound when hit by mario end end function energylauncher:globalcollide(a, b) end function energylauncher:passivecollide(a, b) return false end function energylauncher:input(t) local quadi = 1 if t == "on" then self.on = not self.defaulton elseif t == "off" then self.on = self.defaulton elseif t == "toggle" then self.on = not self.on end if self.on then quadi = 2 if self.green then self.launchtimer = 0.5 if self.child then self.child.destroy = true end end end self.quad = energylauncherquad[1][quadi] end function energylauncher:link() if #self.r > 2 then for j, w in pairs(outputs) do for i, v in pairs(objects[w]) do if tonumber(self.r[2]) == v.cox and tonumber(self.r[3]) == v.coy then v:addoutput(self) end end end end end -----------------------------------------------ENERGY PELLET--------------------------------------------------- energyball = class:new() function energyball:init(x, y, dir, t, parent) --PHYSICS STUFF self.x = x self.y = y self.dir = dir or "right" if self.dir == "right" then self.speedx = 3 self.speedy = 0 elseif self.dir == "left" then self.speedx = -3 self.speedy = 0 elseif self.dir == "up" then self.speedx = 0 self.speedy = -3 elseif self.dir == "down" then self.speedx = 0 self.speedy = 3 end self.width = 8/16 self.height = 8/16 self.static = false self.active = true self.category = 4 self.t = t or "yellow" self.ti = 1 if self.t == "green" then self.ti = 2 end self.hp = 3 self.gravity = 0 self.mask = {true, false} --IMAGE STUFF self.drawable = true self.quadi = 1 self.graphic = energyballimage self.quad = energyballquad[self.ti][self.quadi] self.offsetX = 4 self.offsetY = 4 self.quadcenterX = 4 self.quadcenterY = 4 self.rotation = 0 --for portals self.direction = "left" self.animationtimer = 0 self.falling = false self.dead = false self.deathtimer = 0 self.autodelete = true self.parent = parent self.shot = false end function energyball:update(dt) if self.hp > 0 or self.t == "green" then self.animationtimer = self.animationtimer + dt while self.animationtimer > 0.1 do self.animationtimer = self.animationtimer - 0.1 self.quadi = self.quadi + 1 if self.quadi == 5 then self.quadi = 1 end self.quad = energyballquad[self.ti][self.quadi] end end if self.hp <= 0 or self.destroy then if self.hp <= 0 then table.insert(emancipateanimations, emancipateanimation:new(self.x, self.y, self.width, self.height, self.graphic, self.quad, self.speedx*0.2, self.speedy*0.2, self.rotation, self.offsetX, self.offsetY, self.quadcenterX, self.quadcenterY)) end self.parent:callback(self.catched) return true end end function energyball:hitwall() if self.t ~= "green" then self.hp = self.hp - 1 if self.hp < 0 then self.destroy = true return true end end end function energyball:leftcollide(a, b) if self:globalcollide(a, b) then return false end if a == "energycatcher" then if b.dir == "right" then --self.hp = 0 self.destroy = true self.catched = true return true end end if onscreen(self.x, self.y, self.width, self.height) then playsound(energybouncesound) end if a == "pixeltile" and b.dir == "right" then if b.step == 0 then --upside down self.speedy = -self.speedx self.speedx = 0 else self.speedy = self.speedx self.speedx = 0 end return true elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then self:hitwall() end self.speedx = math.abs(self.speedx) return false end function energyball:rightcollide(a, b) if self:globalcollide(a, b) then return false end if onscreen(self.x, self.y, self.width, self.height) then playsound(energybouncesound) end if a == "pixeltile" and b.dir == "left" then if b.step == 0 then --upside down self.speedy = self.speedx self.speedx = 0 else self.speedy = -self.speedx self.speedx = 0 end return true elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then self:hitwall() end self.speedx = -math.abs(self.speedx) if a == "energycatcher" then if b.dir == "left" then --self.hp = 0 self.destroy = true self.catched = true return true end end return false end function energyball:ceilcollide(a, b) if self:globalcollide(a, b) then return false end self.speedy = math.abs(self.speedy) if onscreen(self.x, self.y, self.width, self.height) then playsound(energybouncesound) end if a == "pixeltile" and b.step == 0 then if b.dir == "right" then self.speedx = self.speedy self.speedy = 0 else self.speedx = -self.speedy self.speedy = 0 end return true elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then self:hitwall() end if a == "energycatcher" then if b.dir == "down" then --self.hp = 0 self.destroy = true self.catched = true return true end end end function energyball:globalcollide(a, b) if a == "turret" then b:dofrenzy() end end function energyball:floorcollide(a, b) if self:globalcollide(a, b) then return false end if onscreen(self.x, self.y, self.width, self.height) then playsound(energybouncesound) end if a == "pixeltile" then if b.dir == "right" then self.speedx = self.speedy self.speedy = 0 else self.speedx = -self.speedy self.speedy = 0 end return true elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then self:hitwall() end self.speedy = -math.abs(self.speedy) if a == "energycatcher" then if b.dir == "up" then --self.hp = 0 self.destroy = true self.catched = true return true end end end function energyball:passivecollide(a, b) self:leftcollide(a, b) return false end function energyball:portaled() self.hp = 3 end function energyball:emancipate(a) self.destroy = true end function energyball:laser() self.destroy = true end function energyball:autodeleted() self.destroy = true end
model.plot={} function model.plot.updateData(triggerData,plotId) if model.plot.ui then if plotId==1 then simUI.clearCurve(model.plot.ui,1,'l') simUI.clearCurve(model.plot.ui,1,'h') simUI.clearCurve(model.plot.ui,1,'trigger') local startT=0 if triggerData.lastTime-10>0 then startT=triggerData.lastTime-10 end local trig={} for i=1,#triggerData.triggerTimes,1 do trig[i]=4 end simUI.addCurveTimePoints(model.plot.ui,1,'l',{startT,triggerData.lastTime},{0,0}) simUI.addCurveTimePoints(model.plot.ui,1,'h',{startT,triggerData.lastTime},{4.5,4.5}) if #trig>0 then simUI.addCurveTimePoints(model.plot.ui,1,'trigger',triggerData.triggerTimes,trig) end simUI.rescaleAxesAll(model.plot.ui,1,false,false) simUI.replot(model.plot.ui,1) end end end function model.plot.showPlot() if not model.plot.ui then local xml=[[ <plot id="1" max-buffer-size="1000" cyclic-buffer="false" background-color="25,25,25" foreground-color="150,150,150" y-ticks="false" y-tick-labels="false"/> ]] if not model.plot.previousPos then model.plot.previousPos="bottomRight" end model.plot.ui=simBWF.createCustomUi(xml,simBWF.getObjectAltName(model.handle),model.plot.previousPos,true,"model.plot.closePlot_callback",false,true,false,nil,model.plot.previousSize) simUI.setPlotLabels(model.plot.ui,1,"time (seconds)","trigger state") local curveStyle=simUI.curve_style.line local scatterShape={scatter_shape=simUI.curve_scatter_shape.none,scatter_size=1,line_size=1,add_to_legend=false,selectable=false,track=false} simUI.addCurve(model.plot.ui,1,simUI.curve_type.time,'l',{255,255,255},curveStyle,scatterShape) simUI.addCurve(model.plot.ui,1,simUI.curve_type.time,'h',{64,64,64},curveStyle,scatterShape) simUI.addCurve(model.plot.ui,1,simUI.curve_type.time,'trigger',{255,255,0},simUI.curve_style.scatter,{scatter_shape=simUI.curve_scatter_shape.circle,scatter_size=10,line_size=1,add_to_legend=true,selectable=true,track=false}) simUI.setLegendVisibility(model.plot.ui,1,true) -- simUI.YLabel(model.plot.ui,1,'' simUI.setMouseOptions(model.plot.ui,1,false,false,false,false) end end function model.plot.closePlot_callback() model.plot.wasClosed=true model.plot.closePlot() end function model.plot.closePlot() if model.plot.ui then local x,y=simUI.getPosition(model.plot.ui) model.plot.previousPos={x,y} local x,y=simUI.getSize(model.plot.ui) model.plot.previousSize={x,y} simUI.destroy(model.plot.ui) model.plot.ui=nil end end
function onStart(target, buff) add_buff_parameter(target, buff, 1) end function onPostTick(target, buff) if buff.not_go_round > 0 then return end buff.remaining_round = buff.remaining_round - 1; if buff.remaining_round <= 0 then UnitRemoveBuff(buff); end end function onEnd(target, buff) add_buff_parameter(target, buff, -1) target.hp = 1 local T = {} local max_count = 0 for _, v in ipairs(FindAllEnemy()) do if v.BuffID_2103210 > 0 then local count = RepeatReomveBuff(v, 2103210, 20) if count > max_count then max_count = count end table.insert(T, {role = v, count = count}) end end for i = 1, max_count do for _, v in pairs(T) do if i <= v.count then Common_FireBullet(1103230, attacker, {v.role}, nil, { Duration = 0, Interval = 0, Hurt = target.ad, Type = 1, Element = 4, }) end end end target.hp = 0 end function targetAfterHit(target, buff, bullet) local range = buff.cfg_property[1] and buff.cfg_property[1] or 0 if Hurt_Effect_judge(bullet) then Common_UnitAddBuff(attacker, bullet.attacker, 2103210, range/10000, {round = 4}) end end function targetBeforeHit(target, buff, bullet) local dam_reduce = buff.cfg_property[2] and buff.cfg_property[2]/10000 or 0 if bullet.attacker.BuffID_2103210 > 0 and Hurt_Effect_judge(bullet) then bullet.damageReduce = bullet.damageReduce + dam_reduce end end
--[[ © 2020 TERRANOVA do not share, re-distribute or modify without permission of its author. --]] ix.meta = ix.meta or {} local TRAIT = ix.meta.trait or {} TRAIT.__index = TRAIT TRAIT.name = "undefined" TRAIT.description = "undefined" TRAIT.uniqueID = "undefined" TRAIT.category = "undefined" TRAIT.icon = "undefined" TRAIT.opposite = "undefined" TRAIT.negative = false TRAIT.hooks = {} function TRAIT:GetName() return self.name end function TRAIT:GetDescription() return self.description end function TRAIT:GetIcon() return self.icon end function TRAIT:Register() if(self.positive == true) then self.order = 1 elseif(self.negative == true) then self.order = 3 else self.order = 2 end end function TRAIT:GetColor() if(self.positive == true) then return Color(0, 255, 0, 11) elseif(self.negative == true) then return Color(255, 0, 0, 11) else return Color(255, 255, 255, 11) end end ix.meta.trait = TRAIT
local function API_Check() if Drawing == nil then return "No" else return "Yes" end end local Find_Required = API_Check() if Find_Required == "No" then game:GetService("StarterGui"):SetCore("SendNotification",{ Title = "Exunys Developer"; Text = "Crosshair script could not be loaded because your exploit is unsupported."; Duration = math.huge; Button1 = "OK" }) return end local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local Camera = workspace.CurrentCamera local Typing = false local ViewportSize_ = Camera.ViewportSize / 2 local Axis_X, Axis_Y = ViewportSize_.X, ViewportSize_.Y local HorizontalLine = Drawing.new("Line") local VerticalLine = Drawing.new("Line") _G.SendNotifications = true -- If set to true then the script would notify you frequently on any changes applied and when loaded / errored. (If a game can detect this, it is recommended to set it to false) _G.DefaultSettings = false -- If set to true then the script would create a crosshair with the default settings regardless of any changes. _G.ToMouse = false -- If set to true then the crosshair will be positioned to your mouse cursor's position. If set to false it will be positioned to the center of your screen. _G.CrosshairVisible = true -- If set to true then the crosshair would be visible and vice versa. _G.CrosshairSize = 20 -- The size of the crosshair. _G.CrosshairThickness = 1 -- The thickness of the crosshair. _G.CrosshairColor = Color3.fromRGB(0, 255, 0) -- The color of the crosshair _G.CrosshairTransparency = 1 -- The transparency of the crosshair. _G.DisableKey = Enum.KeyCode.Q -- The key that enables / disables the crosshair. RunService.RenderStepped:Connect(function() local Real_Size = _G.CrosshairSize / 2 HorizontalLine.Color = _G.CrosshairColor HorizontalLine.Thickness = _G.CrosshairThickness HorizontalLine.Visible = _G.CrosshairVisible HorizontalLine.Transparency = _G.CrosshairTransparency VerticalLine.Color = _G.CrosshairColor VerticalLine.Thickness = _G.CrosshairThickness VerticalLine.Visible = _G.CrosshairVisible VerticalLine.Transparency = _G.CrosshairTransparency if _G.ToMouse == true then HorizontalLine.From = Vector2.new(UserInputService:GetMouseLocation().X - Real_Size, UserInputService:GetMouseLocation().Y) HorizontalLine.To = Vector2.new(UserInputService:GetMouseLocation().X + Real_Size, UserInputService:GetMouseLocation().Y) VerticalLine.From = Vector2.new(UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y - Real_Size) VerticalLine.To = Vector2.new(UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y + Real_Size) elseif _G.ToMouse == false then HorizontalLine.From = Vector2.new(Axis_X - Real_Size, Axis_Y) HorizontalLine.To = Vector2.new(Axis_X + Real_Size, Axis_Y) VerticalLine.From = Vector2.new(Axis_X, Axis_Y - Real_Size) VerticalLine.To = Vector2.new(Axis_X, Axis_Y + Real_Size) end end) if _G.DefaultSettings == true then _G.CrosshairVisible = true _G.CrosshairSize = 25 _G.CrosshairThickness = 1 _G.CrosshairColor = Color3.fromRGB(40, 90, 255) _G.CrosshairTransparency = 0.15 _G.DisableKey = Enum.KeyCode.Q end UserInputService.TextBoxFocused:Connect(function() Typing = true end) UserInputService.TextBoxFocusReleased:Connect(function() Typing = false end) UserInputService.InputBegan:Connect(function(Input) if Input.KeyCode == _G.DisableKey and Typing == false then _G.CrosshairVisible = not _G.CrosshairVisible if _G.SendNotifications == true then game:GetService("StarterGui"):SetCore("SendNotification",{ Title = "Exunys Developer"; Text = "The crosshair's visibility is now set to "..tostring(_G.CrosshairVisible).."."; Duration = 5; }) end end end)
local flora = {} local sep = "\x03" -- Flora's internal prefix coding for IRIs local function _flora_iri_to_string(iri) -- () -> return only the first value return (iri:gsub("^i\x08", "")) end local function _parse_xsb_output(str, fields) local i = 1 local j = str:find(sep) local vals = {} for num = 1, fields do table.insert(vals, str:sub(i, j - 1)) i = j + 1 j = str:find(sep, i) if not j and num < fields then error("Not enough values available for parsing") end end return table.unpack(vals) end function flora.getprefixes() local qres = xsb_query("flora_query(\"prefix{?X, ?Y}.\", [\"?X\"=X,\"?Y\"=Y],_,_,_).", " ") local prefixes = {} for idx, str in ipairs(qres) do local i = str:find(" ") local prefix = str:sub(1, i - 1) local uri = str:sub(i + 1, -1 + str:find(" ", i + 1)) prefixes[prefix] = _flora_iri_to_string(uri) end return prefixes end function flora.getproperties(objname) local query = string.format("%s[?X -> ?Y].", objname) local qres = xsb_query(string.format("flora_query(\"%s\", [\"?X\"=X,\"?Y\"=Y],_,_,_).", query), sep) local propvals = {} for idx, str in ipairs(qres) do local prop, val = _parse_xsb_output(str, 2) if propvals[prop] then -- handle sets dynamically if type(propvals[prop]) ~= "table" then local vals = {} table.insert(vals, propvals[prop]) propvals[prop] = vals end table.insert(propvals[prop], val) else propvals[prop] = val end end return propvals end function flora.classes(objname) -- we only consider IRIs as classes, not other values local query = string.format("%s:?X^^\\iri.", objname) local qres = xsb_query(string.format("flora_query(\"%s\", [\"?X\"=X],_,_,_).", query), sep) local classes = {} local _dupcheck = {} for idx, str in ipairs(qres) do if not _dupcheck[str] then table.insert(classes, _flora_iri_to_string(_parse_xsb_output(str, 1))) _dupcheck[str] = 1 end end return classes end function flora.instances(classname) -- TODO generalize with classes() method local query = string.format("?X^^\\iri:%s.", classname) local qres = xsb_query(string.format("flora_query(\"%s\", [\"?X\"=X],_,_,_).", query), sep) local instances = {} -- we need to remove identical answers from the Flora query -- c.f. flranswer.P, flora_write_matches, -- flora_skip_identical_answers local _dupcheck = {} for idx, str in ipairs(qres) do if not _dupcheck[str] then table.insert(instances, _flora_iri_to_string(_parse_xsb_output(str, 1))) _dupcheck[str] = 1 end end return instances end function flora.shell() xsb_command("flora_shell.") end return flora
script_name 'mimgui hello world' local imgui = require 'mimgui' imgui.OnFrame( function() -- condition return isPlayerPlaying(PLAYER_HANDLE) end, function() -- render frame imgui.Begin('mimgui') imgui.Text('Hello, World!') imgui.End() end)
local L = LibStub("AceLocale-3.0"):NewLocale("CopyAnything", "enUS", true) --@localization(locale="enUS", handle-unlocalized="comment")@ --@do-not-package@ -- General L.copyAnything = "Copy Anything" -- Bindings L.show = "Show" -- Options L.general = "General" L.profiles = "Profiles" L.copyFrame = "Copy Frame" L.fastCopy = "Fast Copy" L.fastCopyDesc = "Automatically hide the copy frame after CTRL+C is pressed." -- Search types L.searchType = "Search Type" L.searchTypeDesc = "Method to use for searching for frames under the cursor." L.searchTypeDescExtended = [=[Font Strings (default) - Search for individual FontStrings under the cursor. Parent Frames - Search for top level frames under the cursor, and copy all text from their children. Mouse Focus - Copy text from the mouse focus frame. Only works on frames that are registered for mouse events.]=] L.fontStrings = "Font Strings" L.parentFrames = "Parent Frames" L.mouseFocus = "Mouse Focus" -- Errors L.invalidSearchType = "Invalid search type '%s'. Check options." L.noTextFound = "No text found." L.tooManyFontStrings = "More than %d font strings were found. The copy was cancelled to prevent the game from freezing for an excessive amount of time." --@end-do-not-package@
Import("mod3/mod3.lua")
--creating class for state machine machine = class{} --intialising machine class with states passed in main function machine:init(states) self.states = states or false self.current = false end --changing state function machine:change(state,params) self.current = self.states[state]() if params then self.current:init(params) end end --update using current state update function function machine:update(dt) self.current:update(dt) end --redering using current state render function function machine:render() self.current:render() end
require("gameData/gameData"); require("hall/userInfo/data/userInfoData"); require("hall/prop/propManager"); --@brief 每日任务数据源 DayTaskData = class(GameData); DayTaskData.Delegate = { onGetDayTaskListCallBack = "onGetDayTaskListCallBack"; onGetTaskRewardCallBack = "onGetTaskRewardCallBack"; } DayTaskData.initData = function(self) self.m_taskList = {}; end DayTaskData.getDayTaskList = function(self, isForceUpdate) self:__requestDayTaskList(isForceUpdate); return Copy(self.m_taskList); end DayTaskData.__requestDayTaskList = function(self, isForceUpdate) if table.isEmpty(self.m_taskList) or isForceUpdate then OnlineSocketManager.getInstance():sendMsg(PHP_DAY_MISSION_GET_LIST,{}); end end DayTaskData.onGetDayTaskListCallBack = function(self, isSuccess, info) if not isSuccess or table.isEmpty(info) then self:execDelegate(DayTaskData.Delegate.onGetDayTaskListCallBack, false); return; end self.m_taskList = {}; for k, v in pairs(info) do local item = {}; item.region_id = tonumber(v.region_id) or 0; --? item.jump_code = tostring(v.jump_code) or ""; --跳转地址 item.id = tonumber(v.id) or 0; item.desc = tostring(v.desc) or ""; --微信分享动态 item.progress = tostring(v.progress) or ""; --任务完成进度(请原样展示,可能会有"进行中"这种值) item.name = tostring(v.name) or ""; --任务名称 item.reward_type = tonumber(v.reward_type) or 0; --任务奖励类型 item.status = tonumber(v.status) or 0; --任务状态 0:未完成 1:已完成未领奖 2:已领奖 item.sort_order = tonumber(v.sort_order) or 0; --任务显示排序 item.icon = v.icon or "";--任务图标 item.reward = tonumber(v.reward) or 0;--任务奖励(请原样展示,可能会有"随机"这种值) table.insert(self.m_taskList, item); end self:saveData(); self:execDelegate(DayTaskData.Delegate.onGetDayTaskListCallBack, true, Copy(self.m_taskList) ); end DayTaskData.requestGetTaskReward = function(self, taskId) VipAnimManager.getInstance():setPauseAnim(true); OnlineSocketManager.getInstance():sendMsg(PHP_DAY_MISSION_GET_REWARD, {mission = taskId}); end DayTaskData.onGetTaskRewardCallBack = function(self, isSuccess, info, sendParam) VipAnimManager.getInstance():setPauseAnim(false); if not isSuccess or table.isEmpty(info) then self:execDelegate(DayTaskData.Delegate.onGetTaskRewardCallBack, false) return; end info.reward_type = tonumber(info.reward_type) or 0;--任务奖励类型(参见全局配置表的物品ID) info.reward = tonumber(info.reward) or 0;--领取的奖励数目 local totalNum; if info.reward_type == 0 then --奖励为银币 totalNum = kUserInfoData:getMoney() + info.reward; kUserInfoData:setMoney(totalNum); elseif info.reward_type == 1 then --奖励为金条 totalNum = kUserInfoData:getCrystal() + info.reward; kUserInfoData:setCrystal(totalNum); elseif info.reward_type == 2 then --奖励为砖石 totalNum = kUserInfoData:getDiamond() + info.reward; kUserInfoData:setDiamond(totalNum); else --道具通过推送进行刷新 end local isRefresh = self:refreshTaskStatus(sendParam.mission, 2);--设为已领奖 if isRefresh then self:execDelegate(DayTaskData.Delegate.onGetDayTaskListCallBack, true, Copy(self.m_taskList) ); end self:removeItemByjumpCode(CommonJumpCmds.GOTO_REGISTER_ACCOUNT); self:execDelegate(DayTaskData.Delegate.onGetTaskRewardCallBack, true, info); end DayTaskData.refreshTaskStatus = function(self, taskId, status) if not (taskId and status) then return false; end for _, v in pairs(self.m_taskList) do if v.id == taskId then v.status = status or v.status; return true; end end return false; end DayTaskData.onFinishTaskSuccess = function(self, taskId) Log.v("DayTaskData.onFinishTaskSuccess --> ", taskId); for k,v in pairs(self.m_taskList) do if tonumber(v.id) == tonumber(taskId) then v.status = 1; v.progress = "完成"; self:saveData(); break; end end self:execDelegate(DayTaskData.Delegate.onGetDayTaskListCallBack, true, Copy(self.m_taskList) ); end DayTaskData.getCanRewardTaskNum = function(self) local num = 0; for k, v in pairs(self.m_taskList) do if tonumber(v.status) == 1 then --0:未完成 1:已完成未领奖 2:已领奖 num = num + 1; end end return num; end DayTaskData.getRewardNumByjumpCode = function (self,jumpCode) local num = 0; for k, v in pairs(self.m_taskList) do local jumpInfo = json.decode(v.jump_code); if not table.isEmpty(jumpInfo) and jumpInfo.cmd == jumpCode then num = v.reward; end end return num; end DayTaskData.removeItemByjumpCode = function (self, jumpCode) if table.isEmpty(self.m_taskList) then return; end for k,v in pairs(self.m_taskList) do local jumpInfo = json.decode(v.jump_code); if not table.isEmpty(jumpInfo) and jumpInfo.cmd == jumpCode then table.remove(self.m_taskList, k); self:saveData(); end end end --------------------------------------------------------------------------------------------------------- -- 本地缓存 DayTaskData.loadDictData = function(self, dict) self.m_taskList = table.verify(json.decode(dict:getString("task_list"))); end DayTaskData.saveDictData = function(self, dict) dict:setString("task_list", json.encode(self.m_taskList)); end DayTaskData.getLocalDictName = function(self) self.m_userId = self.m_userId or kUserInfoData:getUserId(); return "dic_day_task_" .. self.m_userId; end DayTaskData.s_socketCmdFuncMap = { [PHP_DAY_MISSION_GET_LIST] = DayTaskData.onGetDayTaskListCallBack; [PHP_DAY_MISSION_GET_REWARD] = DayTaskData.onGetTaskRewardCallBack; };
--@native term function Terminal.setFG(color) term.setTextColor(color) end function Terminal.setBG(color) term.setBackgroundColor(color) end function Terminal.write(string) term.write(cast(string, "string")) end function Terminal.clear() term.clear() end function Terminal.clearLine() term.clearLine() end function Terminal.getSize() local x, y = term.getSize() return {x = x, y = y} end function Terminal.setCursorBlink(blink) term.setCursorBlink(blink) end function Terminal.redirect(object) return term.redirect(object) end function Terminal.current() return term.current() end function Terminal.setPos(x, y) term.setCursorPos(x, y) end function Terminal.getPos() local x, y = term.getCursorPos() return {x = x, y = y} end function Terminal.isColor() return term.isColor() end function Terminal.isColour() return term.isColour() end
package.path = package.path..';../?.lua' local ffi = require("ffi") local libvirt, err = require("libvirt") if (not libvirt) then print(err); return nil; end local function printHostName(conn) local hostname = ffi.string(libvirt.Lib.virConnectGetHostname(conn)); print("Host: ", hostname); end local function printCPUModelNames(conn, arch) local flags = 0; print("==== printCPUModelNames ====") -- first find out how many there are local err = libvirt.Lib.virConnectGetCPUModelNames(conn,arch,nil,flags); print("Number of models: ", err) if err < 0 then return false end --local voidPtr = ffi.new("void*[1]") local modelsArray = ffi.new(ffi.typeof("char **[1]")) err = libvirt.Lib.virConnectGetCPUModelNames(conn,arch,modelsArray,flags); if err < 0 then print("error with virConnectGetCPUModelNames: ", err) return false end print("Models: ", modelsArray) for i=0,err-1 do local str = modelsArray[0][i] if str ~= nil then print("MODEL: ", ffi.string(str)) end end end local function printCapabilities(conn) local caps = libvirt.Lib.virConnectGetCapabilities (conn); if caps ~= nil then print("CAPS: ",ffi.string(caps)); end --free(caps); end local driveruri = "qemu:///system"; local conn = libvirt.Lib.virConnectOpenReadOnly(driveruri); if not conn then print("No connection") return end printHostName(conn) printCPUModelNames(conn, "x86_64") printCPUModelNames(conn, "mips") --printCapabilities(conn); libvirt.Lib.virConnectClose(conn);
Player = Object:extend() function Player:init(uid, x, y) self.dead = false self.uid = uid self.health = 100 self.armor = 0 self.speed = 250 self:setPos(x, y) self.img = Engine.assets.image.pieceGreen self.scale = .5 local w, h = self.img:getWidth(), self.img:getHeight() self:setSize(w, h) self:setShape('circle') self:setSize(8) self:setPhysics(world) self.hurtTimer = 0 end local down = love.keyboard.isDown function Player:update(dt) if self.hurtTimer > 0 then self.hurtTimer = self.hurtTimer - dt end local x, y = 0, 0 if down("w") or down("up") then y = y - self.speed end if down("s") or down("down") then y = y + self.speed end if down("a") or down("left") then x = x - self.speed end if down("d") or down("right") then x = x + self.speed end self.body:applyForce(x, y) self.x, self.y = self.body:getWorldCenter() end function Player:hurt(amt) if self.hurtTimer <= 0 then local dmg = amt if self.armor > 0 then if self.armor >= amt then self.armor = self.armor - amt else dmg = amt - self.armor self.health = self.health - dmg end else self.health = self.health - amt end if self.health <= 0 then self.dead = true end self.hurtTimer = .25 end end
local api = GetApi() --api:setFPS(30); local press = "" function update() press = "" if api:btn(BTN_A) then press = press .. "A " else press = press .. " " end if api:btn(BTN_B) then press = press .. "B " else press = press .. " " end if api:btn(BTN_UP) then press = press .. "U " else press = press .. " " end if api:btn(BTN_DOWN) then press = press .. "D " else press = press .. " " end if api:btn(BTN_LEFT) then press = press .. "L " else press = press .. " " end if api:btn(BTN_RIGHT) then press = press .. "R " else press = press .. " " end end function draw() api:cls(COLOR_BLACK) api:circb(api:analogX() + 80, api:analogY() + 64, 10, COLOR_GREEN) api:text(0, 0, press, COLOR_WHITE) end
-- -- Created by IntelliJ IDEA. -- User: romansztergbaum -- Date: 17/07/2018 -- Time: 16:47 -- To change this template use File | Settings | File Templates. -- local entities = {} function update() end function on_key_pressed(evt) print("game scene keycode: " .. evt.keycode) if (evt.keycode == Keyboard.Escape) then shiva.dispatcher:trigger_quit_game_event(1) end end function on_key_released(evt) print("game scene released keycode: " .. evt.keycode) end function leave() print("leave game scene") for key, value in pairs(entities) do shiva.entity_registry:destroy(value) end shiva.resource_registry:unload_all_resources("game_scene") end function on_after_load_resources(evt) -- local id, sprite = shiva.entity_registry:create_game_object_with_sprite() -- sprite:set_texture(shiva.resource_registry:get_texture("game_scene/toto"), false) -- entities[#entities + 1] = id -- shiva.entity_registry:add_layer_1_component(id) end function enter() print("enter game scene") shiva.resource_registry:load_all_resources("game_scene") end return { on_key_released = on_key_released, on_key_pressed = on_key_pressed, on_after_load_resources = on_after_load_resources, leave = leave, enter = enter, update = update, scene_active = false }
--[[ This may be moved to a separate library at some point (Holiman) --]] local Utils = { -- Asks the user for Yes or No confirm = function(message, ...) local answer message = message .. " [y/n] ?" repeat io.write(message) io.flush() answer=io.read() if answer == 'Y' or answer == "y" then return true elseif answer == 'N' or answer == 'n' then return false end until false end, --- -- Asks the user for input input = function (message , default) local answer if default ~= nil then message = message .. " (default: ".. default.. " )" end message = message .." \n > " io.write(message) io.flush() answer=io.read() if answer == '' then answer = default end return answer end, ------------ FILE READING ReadDumpFile = function (filename) if filename == nil then return nil, 'Filename is empty' end if #filename == 0 then return nil, 'Filename length is zero' end infile = io.open(filename, "rb") if infile == nil then return nil, string.format("Could not read file %s",filename) end local t = infile:read("*all") len = string.len(t) local _,hex = bin.unpack(("H%d"):format(len),t) io.close(infile) return hex end, ------------ string split function Split = function( inSplitPattern, outResults ) if not outResults then outResults = {} end local start = 1 local splitStart, splitEnd = string.find( self, inSplitPattern, start ) while splitStart do table.insert( outResults, string.sub( self, start, splitStart-1 ) ) start = splitEnd + 1 splitStart, splitEnd = string.find( self, inSplitPattern, start ) end table.insert( outResults, string.sub( self, start ) ) return outResults end, ------------ CRC-16 ccitt checksums -- Takes a hex string and calculates a crc16 Crc16 = function(s) if s == nil then return nil end if #s == 0 then return nil end if type(s) == 'string' then local utils = require('utils') local asc = utils.ConvertHexToAscii(s) local hash = core.crc16(asc) return hash end return nil end, -- input parameter is a string -- Swaps the endianess and returns a number, -- IE: 'cd7a' -> '7acd' -> 0x7acd SwapEndianness = function(s, len) if s == nil then return nil end if #s == 0 then return '' end if type(s) ~= 'string' then return nil end local retval = 0 if len == 16 then local t = s:sub(3,4)..s:sub(1,2) retval = tonumber(t,16) elseif len == 24 then local t = s:sub(5,6)..s:sub(3,4)..s:sub(1,2) retval = tonumber(t,16) elseif len == 32 then local t = s:sub(7,8)..s:sub(5,6)..s:sub(3,4)..s:sub(1,2) retval = tonumber(t,16) end return retval end, -- input parameter is a string -- Swaps the endianess and returns a string, -- IE: 'cd7a' -> '7acd' -> 0x7acd SwapEndiannessStr = function(s, len) if s == nil then return nil end if #s == 0 then return '' end if type(s) ~= 'string' then return nil end local retval if len == 16 then retval = s:sub(3,4)..s:sub(1,2) elseif len == 24 then retval = s:sub(5,6)..s:sub(3,4)..s:sub(1,2) elseif len == 32 then retval = s:sub(7,8)..s:sub(5,6)..s:sub(3,4)..s:sub(1,2) end return retval end, ------------ CONVERSIONS -- -- Converts DECIMAL to HEX ConvertDecToHex = function(IN) local B,K,OUT,I,D=16,"0123456789ABCDEF","",0 while IN>0 do I=I+1 IN , D = math.floor(IN/B), math.modf(IN,B)+1 OUT=string.sub(K,D,D)..OUT end return OUT end, --- -- Convert Byte array to string of hex ConvertBytesToHex = function(bytes) if #bytes == 0 then return '' end local s={} for i = 1, #(bytes) do s[i] = string.format("%02X",bytes[i]) end return table.concat(s) end, -- Convert byte array to string with ascii ConvertBytesToAscii = function(bytes) if #bytes == 0 then return '' end local s={} for i = 1, #(bytes) do s[i] = string.char(bytes[i]) end return table.concat(s) end, ConvertHexToBytes = function(s) local t={} if s == nil then return t end if #s == 0 then return t end for k in s:gmatch"(%x%x)" do table.insert(t,tonumber(k,16)) end return t end, ConvertAsciiToBytes = function(s) local t={} if s == nil then return t end if #s == 0 then return t end for k in s:gmatch"(.)" do table.insert(t, string.byte(k)) end return t end, ConvertHexToAscii = function(s) local t={} if s == nil then return t end if #s == 0 then return t end for k in s:gmatch"(%x%x)" do table.insert(t, string.char(tonumber(k,16))) end return table.concat(t) end, -- function convertStringToBytes(str) -- local bytes = {} -- local strLength = string.len(str) -- for i=1,strLength do -- table.insert(bytes, string.byte(str, i)) -- end -- return bytes -- end -- function convertBytesToString(bytes) -- local bytesLength = table.getn(bytes) -- local str = "" -- for i=1,bytesLength do -- str = str .. string.char(bytes[i]) -- end -- return str -- end -- function convertHexStringToBytes(str) -- local bytes = {} -- local strLength = string.len(str) -- for k=2,strLength,2 do -- local hexString = "0x" .. string.sub(str, (k - 1), k) -- table.insert(bytes, hex.to_dec(hexString)) -- end -- return bytes -- end -- function convertBytesToHexString(bytes) -- local str = "" -- local bytesLength = table.getn(bytes) -- for i=1,bytesLength do -- local hexString = string.sub(hex.to_hex(bytes[i]), 3) -- if string.len(hexString) == 1 then -- hexString = "0" .. hexString -- end -- str = str .. hexString -- end -- return str -- end } return Utils
---@class WorldStateInfo C_WorldStateInfo = {}
-- Copyright (C) Alex Zhang local cjson = require "cjson.safe" local util = require "resty.requests.util" local setmetatable = setmetatable local pairs = pairs local new_tab = util.new_tab local is_func = util.is_func local is_str = util.is_str local insert = table.insert local concat = table.concat local find = string.find local sub = string.sub local ngx_match = ngx.re.match local _M = { _VERSION = "0.1" } local mt = { __index = _M } local url_pattern = [[(?:(https?)://)?([^:/]+)(?::(\d+))?(.*)]] local DEFAULT_PORT = { http = 80, https = 443, } local function parse_url(url) local m, err = ngx_match(url, url_pattern, "jo") if not m then return nil, err end local parts = new_tab(0, 5) parts.scheme = m[1] or "http" parts.host = m[2] parts.port = m[3] or DEFAULT_PORT[parts.scheme] if not m[4] or m[4] == "" then parts.path = "/" parts.args = nil else local query = find(m[4], "?", nil, true) if query then parts.path = sub(m[4], 1, query - 1) parts.args = sub(m[4], query + 1) else parts.path = m[4] parts.args = nil end if parts.path == "" then parts.path = "/" end end return parts end local function prepare(url_parts, headers, session, config) local headers = session.headers headers["Content-Length"] = nil headers["Transfer-Encoding"] = nil local content local json = config.json local body = config.body if json then content = cjson.encode(json) headers["Content-Length"] = #content headers["Content-Type"] = "application/json" else content = body if is_func(body) then headers["Transfer-Encoding"] = "chunked" if not headers["Content-Type"] then headers["Content-Type"] = "application/octet-stream" end elseif body then headers["Content-Length"] = #body if not headers["Content-Type"] then headers["Content-Type"] = "text/plain" end end end if not headers["Host"] then headers["Host"] = url_parts.host end headers["Connection"] = "keep-alive" local auth = session.auth if auth then headers["Authorization"] = auth end local cookie = session.cookie if cookie then local plain = new_tab(4, 0) for k, v in pairs(cookie) do insert(plain, ("%s=%s"):format(k, v)) end headers["Cookie"] = concat(plain, "; ") end return content end local function new(method, url, headers, session, config) local url_parts, err = parse_url(url) if not url_parts then return nil, err or "malformed url" end local body = prepare(url_parts, headers, session, config) local r = { method = method, scheme = url_parts.scheme, host = url_parts.host, port = url_parts.port, uri = url_parts.path, args = url_parts.args, headers = session.headers, http_version = session.version, proxies = session.proxies, body = body, } return setmetatable(r, mt) end _M.new = new return _M
ENT.Type = "brush" ENT.Base = "base_brush" function ENT:PassesTriggerFilters(ent) return (ent:IsPlayer() || ent:GetClass() == "portalball") end function ENT:StartTouch(ent) if ent:IsPlayer() then for _,w in pairs(ents.FindByClass("portalgun")) do if w.Owner == ent then w:Clear(true) w:Lock(true) w:CheckExisting() end end else if ent:GetClass() == "portalball" then ent:Remove() end end end function ENT:EndTouch(ent) if ent:IsPlayer() then for _,w in pairs(ents.FindByClass("portalgun")) do if w.Owner == ent then w:Lock(false) w:CheckExisting() end end end end
AddCSLuaFile("cl_init.lua"); AddCSLuaFile("shared.lua"); include("shared.lua"); include("autorun/laundry_config.lua"); -- Include the config file. There are other ways to do this, but this one has proved to be the easiest. function ENT:Initialize() self:SetModel("models/props_wasteland/laundry_washer003.mdl"); -- This is the model that the entity will use. self:PhysicsInit(SOLID_VPHYSICS); self:SetMoveType(MOVETYPE_VPHYSICS); self:SetSolid(SOLID_VPHYSICS); self.IsInUse = false local phys = self:GetPhysicsObject(); if (phys:IsValid()) then phys:Wake(); end; end; function ENT:StartTouch(ent) if (ent:GetClass() == "laundry_wetclothes" and self.IsInUse == false) then local EntOwner = ent:GetOwner() self:EmitSound("ambient/machines/thumper_amb.wav"); ent:Remove() self.IsInUse = true -- Creating a function within the timer because creating a separate one was too much trouble.. timer.Simple(LaundryConfig.DryerTimer, function() self:EmitSound("buttons/button9.wav"); self:StopSound("ambient/machines/thumper_amb.wav"); local OutputEnt = ents.Create("laundry_cleanclothes"); -- Spawning the clean clothing. OutputEnt:SetPos(self:GetPos() + Vector(0, 0, 30)); OutputEnt:SetAngles(self:GetAngles()); OutputEnt:SetOwner(EntOwner); OutputEnt:Spawn(); self.IsInUse = false end); end; end; function ENT:OnRemove() self:StopSound("ambient/machines/thumper_amb.wav"); end;
local modulemanager = require "core.modulemanager"; local config = require "core.configmanager"; module.host = "*"; local function reload_components() local defined_hosts = config.getconfig(); for host in pairs(defined_hosts) do if (not hosts[host] and host ~= "*") then module:log ("debug", "loading new component %s", host); modulemanager.load(host, configmanager.get(host, "core", "component_module")); end end; return; end module:hook("config-reloaded", reload_components);
Config = {} Config.MarkerType = 1 Config.DrawDistance = 0.1 Config.ZoneSize = {x = 5.0, y = 5.0, z = 3.0} Config.MarkerColor = {r = 0, g = 0, b = 0} Config.RequiredCopsCoke = 3 Config.RequiredCopsMeth = 3 Config.RequiredCopsWeed = 3 Config.RequiredCopsOpium = 3 Config.Locale = 'fr' Config.Zones = { CokeFarm = {x = 1272.3989, y = -1711.6396, z = 54.7714}, CokeTreatment = {x = 864.1530, y = -2496.4360, z = 52.3146}, CokeResell = {x = 2728.6877, y = 1577.9539, z = 66.5381}, MethFarm = {x = 1443.2133, y = 6331.8725, z = 23.98}, MethTreatment = {x = 662.0059, y = 1282.5637, z = 360.2959}, MethResell = {x = 680.8930, y = -1031.1052, z = 22.3505}, WeedFarm = {x = 1339.7961, y = 4225.3041, z = 33.915}, WeedTreatment = {x = -1913.1453, y = 2085.8876, z = 140.38}, WeedResell = {x = 245.0792, y = 129.6543, z = 102.59}, OpiumFarm = {x = -1933.4682, y = -3087.9343, z = 10.3437}, OpiumTreatment = {x = 725.6553, y = 4192.6630, z = 40.7091}, OpiumResell = {x = 525.2307, y = -974.1176, z = 27.4455} }
local bin = require "plc52.bin" local Reader = require("lightning-dissector.utils").Reader local OrderedDict = require("lightning-dissector.utils").OrderedDict local f = require("lightning-dissector.constants").fields.payload.deserialized function deserialize(payload) local reader = Reader:new(payload) local packed_chain_hash = reader:read(32) local packed_complete = reader:read(1) return OrderedDict:new( f.chain_hash, bin.stohex(packed_chain_hash), "complete", OrderedDict:new( f.complete.raw, bin.stohex(packed_complete), f.complete.deserialized, (string.unpack(">I1", packed_complete)) ) ) end return { number = 262, name = "reply_short_channel_ids_end", deserialize = deserialize }
--- -- D-NEB class -- @classmod DNEB local mc = require "flos.middleclass.middleclass" local _NEB = require "flos.special.neb" local array = require "flos.num" -- Create the D-NEB class local DNEB = mc.class("DNEB", _NEB) --- Calculate perpendicular spring force for a given image -- @int image image to calculate the perpendicular spring force of -- @return the perpendicular spring force function DNEB:perpendicular_spring_force(image) -- We don't need to check image (these function calls does exactly that) local S_F = self:spring_force(image) -- Return the new perpendicular spring force return S_F - S_F:project( self:tangent(image) ) end -- Now we need to overwrite the calculation of the NEB-force --- Calculate the resulting NEB force of a given image -- @int image the image to calculate the NEB force of -- @return NEB force function DNEB:neb_force(image) -- Calculate *original* NEB force local NEB_F = _NEB.neb_force(self, image) -- Only correct in case we are past climbing if self.niter > self._climbing and self:climbing(image) then return NEB_F end local PS_F = self:perpendicular_spring_force(image) local P_F = self:perpendicular_force(image) -- This is equivalent to: -- flatdot(PS_F, P_F) / norm(P_F)^2 * P_F .* P_F -- with .* being the elementwise multiplication return NEB_F + PS_F - PS_F:project( P_F ) * P_F end --- Print to screen some information regarding the NEB algorithm function DNEB:info() print("DNEB Number of Images : " .. self.n_images) print("DNEB Use Climbing After : " .. self._climbing .. " Steps") local tmp = array.Array( self.n_images + 1 ) --tmp[1] = self:dR(0, 1):norm(0) tmp[1] = self:dR(0, 1):norm(0) for i = 2, self.n_images + 1 do tmp[i] = tmp[i-1] + self:dR(i-1, i):norm(0) end print("DNEB Reaction Coordinates: ") print(tostring(tmp)) local tmp = array.Array( self.n_images ) for i = 1, self.n_images do tmp[i] = self.k[i] end print("DNEB spring constant: ") print(tostring(tmp)) end function DNEB:force(image, IO) self:_check_image(image) if image == 1 then -- Increment step-counter self.niter = self.niter + 1 end local NEB_F = self:neb_force(image) -- Things I want to output in files as control (all in 3xN format) if IO then local f -- Current coordinates (ie .R) f = io.open( ("DNEB.%d.R"):format(image), "a") self[image].R:savetxt(f) f:close() -- Forces before (ie .F) f = io.open( ("DNEB.%d.F"):format(image), "a") self[image].F:savetxt(f) f:close() -- Perpendicular force f = io.open( ("DNEB.%d.F.P"):format(image), "a") self:perpendicular_force(image):savetxt(f) f:close() -- Spring force parallel f = io.open( ("DNEB.%d.F.S.parallel"):format(image), "a") self:spring_force(image):savetxt(f) f:close() -- Spring force perdpendicular f = io.open( ("DNEB.%d.F.S.perpendicular"):format(image), "a") self:perpendicular_spring_force(image):savetxt(f) f:close() -- NEB Force f = io.open( ("DNEB.%d.F.NEB"):format(image), "a") NEB_F:savetxt(f) f:close() -- Tangent f = io.open( ("DNEB.%d.T"):format(image), "a") self:tangent(image):savetxt(f) f:close() -- dR - previous reaction coordinate f = io.open( ("DNEB.%d.dR_prev"):format(image), "a") self:dR(image-1, image):savetxt(f) f:close() -- dR - next reaction coordinate f = io.open( ("DNEB.%d.dR_next"):format(image), "a") self:dR(image, image+1):savetxt(f) f:close() end -- Fake return to test return NEB_F end function DNEB:init_files() -- We clean all image data for a new run local function new_file(fname, ...) local f = io.open(fname, 'w') local a = {...} for _, v in pairs(a) do f:write("# " .. v .. "\n") end f:close() end new_file("DNEB.results", "DNEB results file", "Image reaction-coordinate Energy E-diff Curvature F-max(atom)") for img = 1, self.n_images do new_file( ("DNEB.%d.R"):format(img), "Coordinates") new_file( ("DNEB.%d.F"):format(img), "Constrained force") new_file( ("DNEB.%d.F.P"):format(img), "Perpendicular force") new_file( ("DNEB.%d.F.S.parallel"):format(img), "Spring parallel force") new_file( ("DNEB.%d.F.S.perpendicular"):format(img), "Spring perpendicular force") new_file( ("DNEB.%d.F.NEB"):format(img), "Resulting NEB force") new_file( ("DNEB.%d.T"):format(img), "NEB tangent") new_file( ("DNEB.%d.dR_prev"):format(img), "Reaction distance (previous)") new_file( ("DNEB.%d.dR_next"):format(img), "Reaction distance (next)") end end function DNEB:file_exists(name)--name --local name --DM_name=tostring(name) DM_name=name --print ("DM_name is :" .. DM_name) local check --local DM_name = name local f = io.open(DM_name, "r") --name if f ~= nil then io.close(f) --check=true --print("TRUE: The file ".. DM_name.. " Exist!") return true else --print("False: The file ".. DM_name.. " Doesn't Exist!") return false --check=false end --return check end return DNEB
--[[ This script uses the lavfi cropdetect filter to automatically insert a crop filter with appropriate parameters for the currently playing video. It will automatically crop the video, when playback starts. Also It registers the key-binding "C" (shift+c). You can manually crop the video by pressing the "C" (shift+c) key. If the "C" key is pressed again, the crop filter is removed restoring playback to its original state. The workflow is as follows: First, it inserts the filter vf=lavfi=cropdetect. After <detect_seconds> (default is 1) seconds, it then inserts the filter vf=crop=w:h:x:y, where w,h,x,y are determined from the vf-metadata gathered by cropdetect. The cropdetect filter is removed immediately after the crop filter is inserted as it is no longer needed. Since the crop parameters are determined from the 1 second of video between inserting the cropdetect and crop filters, the "C" key should be pressed at a position in the video where the crop region is unambiguous (i.e., not a black frame, black background title card, or dark scene). The default options can be overridden by adding script-opts-append=autocrop-<parameter>=<value> into mpv.conf List of available parameters (For default values, see <options>): auto: bool - Whether to automatically apply crop at the start of playback. If you don't want to crop automatically, set it to false or add "script-opts-append=autocrop-auto=no" into mpv.conf. auto_delay: seconds - Delay before starting crop in auto mode. You can try to increase this value to avoid dark scene or fade in at beginning. Automatic cropping will not occur if the value is larger than the remaining playback time. detect_limit: number[0-255] - Black threshold for cropdetect. Smaller values will generally result in less cropping. See limit of https://ffmpeg.org/ffmpeg-filters.html#cropdetect detect_round: number[2^n] - The value which the width/height should be divisible by. Smaller values ​​have better detection accuracy. If you have problems with other filters, you can try to set it to 4 or 16. See round of https://ffmpeg.org/ffmpeg-filters.html#cropdetect detect_min_ratio: number[0.0-1.0] - The ratio of the minimum clip size to the original. If the picture is over cropped or under cropped, try adjusting this value. detect_seconds: seconds - How long to gather cropdetect data. Increasing this may be desirable to allow cropdetect more time to collect data. suppress_osd: bool - Whether the OSD shouldn't be used when filters are applied and removed. --]] require "mp.msg" require 'mp.options' local options = { auto = true, auto_delay = 4, detect_limit = "24/255", detect_round = 2, detect_min_ratio = 0.5, detect_seconds = 1, suppress_osd = false, } read_options(options) local label_prefix = mp.get_script_name() local labels = { crop = string.format("%s-crop", label_prefix), cropdetect = string.format("%s-cropdetect", label_prefix) } timers = { auto_delay = nil, detect_crop = nil } local command_prefix = options.suppress_osd and 'no-osd' or '' function is_filter_present(label) local filters = mp.get_property_native("vf") for index, filter in pairs(filters) do if filter["label"] == label then return true end end return false end function is_enough_time(seconds) -- Plus 1 second for deviation. local time_needed = seconds + 1 local playtime_remaining = mp.get_property_native("playtime-remaining") return playtime_remaining and time_needed < playtime_remaining end function is_cropable() for _, track in pairs(mp.get_property_native('track-list')) do if track.type == 'video' and track.selected then return not track.albumart end end return false end function remove_filter(label) if is_filter_present(label) then mp.command(string.format('%s vf remove @%s', command_prefix, label)) return true end return false end function cleanup() -- Remove all existing filters. for key, value in pairs(labels) do remove_filter(value) end -- Kill all timers. for index, timer in pairs(timers) do if timer then timer:kill() timer = nil end end end function detect_crop() -- If it's not cropable, exit. if not is_cropable() then mp.msg.warn("autocrop only works for videos.") return end -- Verify if there is enough time to detect crop. local time_needed = options.detect_seconds if not is_enough_time(time_needed) then mp.msg.warn("Not enough time to detect crop.") return end -- Insert the cropdetect filter. local limit = options.detect_limit local round = options.detect_round mp.command( string.format( '%s vf pre @%s:cropdetect=limit=%s:round=%d:reset=0', command_prefix, labels.cropdetect, limit, round ) ) -- Wait to gather data. timers.detect_crop = mp.add_timeout(time_needed, detect_end) end function detect_end() -- Get the metadata and remove the cropdetect filter. local cropdetect_metadata = mp.get_property_native( string.format("vf-metadata/%s", labels.cropdetect ) ) remove_filter(labels.cropdetect) -- Remove the timer of detect crop. if timers.detect_crop then timers.detect_crop:kill() timers.detect_crop = nil end local meta = {} -- Verify the existence of metadata. if cropdetect_metadata then meta = { w = cropdetect_metadata["lavfi.cropdetect.w"], h = cropdetect_metadata["lavfi.cropdetect.h"], x = cropdetect_metadata["lavfi.cropdetect.x"], y = cropdetect_metadata["lavfi.cropdetect.y"], } else mp.msg.error("No crop data.") mp.msg.info("Was the cropdetect filter successfully inserted?") mp.msg.info("Does your version of ffmpeg/libav support AVFrame metadata?") return end -- Verify that the metadata meets the requirements and convert it. if meta.w and meta.h and meta.x and meta.y then local width = mp.get_property_native("width") local height = mp.get_property_native("height") meta = { w = tonumber(meta.w), h = tonumber(meta.h), x = tonumber(meta.x), y = tonumber(meta.y), min_w = width * options.detect_min_ratio, min_h = height * options.detect_min_ratio, max_w = width, max_h = height } else mp.msg.error("Got empty crop data.") mp.msg.info("You might need to increase detect_seconds.") return end apply_crop(meta) end function apply_crop(meta) -- Verify if it is necessary to crop. local is_effective = meta.x > 0 or meta.y > 0 or meta.w < meta.max_w or meta.h < meta.max_h if not is_effective then mp.msg.info("No area detected for cropping.") return end -- Verify it is not over cropped. local is_excessive = meta.w < meta.min_w and meta.h < meta.min_h if is_excessive then mp.msg.info("The area to be cropped is too large.") mp.msg.info("You might need to decrease detect_min_ratio.") return end -- Remove existing crop. remove_filter(labels.crop) -- Apply crop. mp.command( string.format("%s vf pre @%s:lavfi-crop=w=%s:h=%s:x=%s:y=%s", command_prefix, labels.crop, meta.w, meta.h, meta.x, meta.y ) ) end function on_start() -- Clean up at the beginning. cleanup() -- If auto is not true, exit. if not options.auto then return end -- If it is the beginning, wait for detect_crop -- after auto_delay seconds, otherwise immediately. local playback_time = mp.get_property_native("playback-time") local is_delay_needed = playback_time and options.auto_delay > playback_time if is_delay_needed then -- Verify if there is enough time for autocrop. local time_needed = options.auto_delay + options.detect_seconds if not is_enough_time(time_needed) then mp.msg.warn("Not enough time for autocrop.") return end timers.auto_delay = mp.add_timeout(time_needed, function() detect_crop() -- Remove the timer of auto delay. timers.auto_delay:kill() timers.auto_delay = nil end ) else detect_crop() end end function on_toggle() -- If it is during auto_delay, kill the timer. if timers.auto_delay then timers.auto_delay:kill() timers.auto_delay = nil end -- Cropped => Remove it. if remove_filter(labels.crop) then return end -- Detecting => Leave it. if timers.detect_crop then mp.msg.warn("Already cropdetecting!") return end -- Neither => Do delectcrop. detect_crop() end mp.add_key_binding("C", "toggle_crop", on_toggle) mp.register_event("end-file", cleanup) mp.register_event("file-loaded", on_start)
local Json = require('json') local Fs = require('fs') local Object = require('core').Object local Watcher = require('uv').Watcher local Conf = Object:extend() function Conf:initialize(path) if Fs.existsSync(path) then self.path = path else error('No configuration file found') end end function Conf:read() if not self.path then return nil end local content = Fs.readFileSync(self.path) local json = Json.parse(content) return json end function Conf:watch(callback) if not self.path then return nil end --local watcher = Watcher:new(self.path) --watcher:on('change', callback) end return Conf
--[[ Mission mode for RIO Designed to be as idiot proof as possible Setup: 1. Make a folder in Courses with the name of your mission group. 2. Fill it with up to 6 courses. 3. Add to this script. Refer to https://github.com/stepmania/stepmania/wiki/Courses on help with making courses. There is one unique tag you can put in RIO courses, which is #MINSCORE. This is the minimum score needed to pass the mission. ]] --[[ Sorry jousway lol you can put it in the config.ini if you want This controls the number of courses you can skip before going on to the next mission group. So let's say you completed 3 out of 5 missions for the group it's set to 2, now you can go on to the next group. ]] NUM_MISSIONS_SKIPPABLE = 2 RIO_COURSES = ["An Example Group"]
local Plugin = {} Plugin.WINRATE = "pregamescoreboardsort_WINRATE" TGNS.RegisterNetworkMessage(Plugin.WINRATE, {i="integer",m="float", a="float"}) function Plugin:Initialise() self.Enabled = true return true end function Plugin:Cleanup() --Cleanup your extra stuff like timers, data etc. self.BaseClass.Cleanup( self ) end Shine:RegisterExtension("pregamescoreboardsort", Plugin )
local cjson = require 'cjson' local utils = {} -- Assume required if default_value is nil function utils.getopt(opt, key, default_value) if default_value == nil and (opt == nil or opt[key] == nil) then error('error: required key ' .. key .. ' was not provided in an opt.') end if opt == nil then return default_value end local v = opt[key] if v == nil then v = default_value end return v end function utils.read_json(path) local file = io.open(path, 'r') local text = file:read() file:close() local info = cjson.decode(text) return info end function utils.countKeys(tableInput) local count = 0 for k, v in pairs(tableInput) do count = count + 1 end return count end function utils.read_encoding(path) local info = utils.read_json(path) local new_table = {} local encodingSize = nil local numCaps = nil for k,v in pairs(info) do if encodingSize == nil then encodingSize = utils.countKeys(info[k][1]) end if numCaps == nil then numCaps = utils.countKeys(info[k]) end new_table[tonumber(k)] = torch.Tensor(numCaps, encodingSize) for k1, v1 in pairs(v) do for k2, v2 in pairs(v1) do new_table[tonumber(k)][k1][k2] = v2 end end end return new_table end function utils.write_json(path, j) -- API reference http://www.kyne.com.au/~mark/software/lua-cjson-manual.html#encode cjson.encode_sparse_array(true, 2, 10) local text = cjson.encode(j) local file = io.open(path, 'w') file:write(text) file:close() end -- dicts is a list of tables of k:v pairs, create a single -- k:v table that has the mean of the v's for each k -- assumes that all dicts have same keys always function utils.dict_average(dicts) local dict = {} local n = 0 for i,d in pairs(dicts) do for k,v in pairs(d) do if dict[k] == nil then dict[k] = 0 end dict[k] = dict[k] + v end n=n+1 end for k,v in pairs(dict) do dict[k] = dict[k] / n -- produce the average end return dict end -- seriously this is kind of ridiculous function utils.count_keys(t) local n = 0 for k,v in pairs(t) do n = n + 1 end return n end -- return average of all values in a table... function utils.average_values(t) local n = 0 local vsum = 0 for k,v in pairs(t) do vsum = vsum + v n = n + 1 end return vsum / n end function utils.getCaptions(data, seq_per_image, caption_encoding_path, encoding_size, negativeCaps) local imageIds = {} for k, v in pairs(data.infos) do table.insert(imageIds, v['id']) end local captionEncodedPositive = torch.Tensor(#imageIds * seq_per_image, encoding_size) local captionEncodedNegative = torch.Tensor(#imageIds * seq_per_image, encoding_size) local capCount = 0 for k, v in pairs(imageIds) do local temp_table = {} if caption_encoding[v] == nil then temp_table = utils.read_encoding(caption_encoding_path .. 'coco_skipthoughts_' .. v .. '.json') caption_encoding[v] = temp_table[v] else temp_table[v] = caption_encoding[v] end captionEncodedPositive[{{capCount+1, capCount+seq_per_image}, {}}] = temp_table[v][{{1, 5}, {}}] capCount = capCount + seq_per_image end capCount = 0 for k, v in pairs(imageIds) do for i = 1, seq_per_image do --captionEncodedNegative[{{capCount+i}, {}}] = caption_encoding[tostring(negativeCaps[v][i])][math.random(seq_per_image)] --[[ local randNo1 while randNo1 == nil or v == imageIds[randNo1] do randNo1 = math.random(#imageIds) end --]] local temp_table = {} v_ = tostring(v) if caption_encoding[negativeCaps[v_][i]] == nil then temp_table = utils.read_encoding(caption_encoding_path .. 'coco_skipthoughts_' .. negativeCaps[v_][i] .. '.json') caption_encoding[negativeCaps[v_][i]] = temp_table[negativeCaps[v_][i]] else temp_table[negativeCaps[v_][i]] = caption_encoding[negativeCaps[v_][i]] end captionEncodedNegative[{{capCount+i}, {}}] = temp_table[negativeCaps[v_][i]][math.random(seq_per_image)] end capCount = capCount + seq_per_image end return captionEncodedPositive, captionEncodedNegative end return utils
--[[ ############################################################################## S V U I By: Failcoder Obliterum Skin By: JoeyMagz ############################################################################## --]] --[[ GLOBALS ]]-- local _G = _G; local unpack = _G.unpack; local select = _G.select; local ipairs = _G.ipairs; local pairs = _G.pairs; local type = _G.type; --[[ ADDON ]]-- local SV = _G['InkedSV']; local L = SV.L; local MOD = SV.Skins; local Schema = MOD.Schema; --[[ ########################################################## OBLITERUM FORGE ########################################################## ]]-- local function OblitFrameStyle() if SV.db.Skins.blizzard.enable ~= true or SV.db.Skins.blizzard.obliterum ~= true then return end -- Set API SV.API:Set("Window", ObliterumForgeFrame, true) SV.API:Set("Button", ObliterumForgeFrame.ObliterateButton, true) SV.API:Set("ItemButton", ObliterumForgeFrame.ItemSlot, nil, true) -- Movable Window ObliterumForgeFrame:SetMovable(true) ObliterumForgeFrame:EnableMouse(true) ObliterumForgeFrame:RegisterForDrag("LeftButton") ObliterumForgeFrame:SetScript("OnDragStart", ObliterumForgeFrame.StartMoving) ObliterumForgeFrame:SetScript("OnDragStop", ObliterumForgeFrame.StopMovingOrSizing) end --[[ ########################################################## MOD LOADING ########################################################## ]]-- MOD:SaveBlizzardStyle("Blizzard_ObliterumUI",OblitFrameStyle)
greater_standing_attack_damage_moving_health_regen = class({}) function greater_standing_attack_damage_moving_health_regen:OnCreated( data ) -- ### VALUES START ### -- self.attack_damage = 24 self.health_regen = 1.5 self.effectiveness_defensive = 18.0 self.effectiveness_supportive = 32.0 -- ### VALUES END ### -- if not IsServer() then return end self.perkname = data.perkName self.perkID = data.perkID self.level = data.level self.perkEffectiveness = data.perkEffectiveness Change_PerkEffectivenessStats(self, true) local caster = self:GetParent() self.oldPos = caster:GetAbsOrigin() self.stacks = 0 self:StartIntervalThink(0.1) end function greater_standing_attack_damage_moving_health_regen:OnRemoved() if not IsServer() then return end Change_PerkEffectivenessStats(self, false) end function greater_standing_attack_damage_moving_health_regen:DeclareFunctions() local funcs = { MODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE, MODIFIER_PROPERTY_HEALTH_REGEN_PERCENTAGE, } return funcs end function greater_standing_attack_damage_moving_health_regen:OnIntervalThink() local caster = self:GetParent() self:SetStackCount( 10000 * self.perkEffectiveness ) local distance = ( self.oldPos - caster:GetAbsOrigin() ):Length2D() if distance == 0 then self:SetStackCount( 10000 * self.perkEffectiveness ) else self:SetStackCount( -1 * 10000 * self.perkEffectiveness ) end self.oldPos = caster:GetAbsOrigin() end function greater_standing_attack_damage_moving_health_regen:GetModifierBaseDamageOutgoing_Percentage( params ) if self:GetStackCount() > 0 then return self.attack_damage * ( self:GetStackCount() / 10000 ) else return 0 end end function greater_standing_attack_damage_moving_health_regen:GetModifierHealthRegenPercentage( params ) if self:GetStackCount() < 0 then return self.health_regen * ( self:GetStackCount() / 10000 ) * -1 else return 0 end end function greater_standing_attack_damage_moving_health_regen:GetAttributes() return MODIFIER_ATTRIBUTE_PERMANENT + MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE + MODIFIER_ATTRIBUTE_MULTIPLE end function greater_standing_attack_damage_moving_health_regen:IsHidden() return true end function greater_standing_attack_damage_moving_health_regen:IsPurgable() return false end function greater_standing_attack_damage_moving_health_regen:IsPurgeException() return false end function greater_standing_attack_damage_moving_health_regen:IsStunDebuff() return false end function greater_standing_attack_damage_moving_health_regen:IsDebuff() return false end
-- Helpful premake documentation -- Tokens https://github.com/premake/premake-core/wiki/Tokens workspace ("RuntimeCompiling") architecture ("x86") configurations { "Debug", "Release" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["dlfcn"] = "RuntimeCompiling/Vendor/dlfcn" -- Engine project ("RuntimeCompiling") location ("RuntimeCompiling") kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "off" targetdir ("Bin/" .. outputdir .. "/%{prj.name}") objdir ("Bin-Int/" .. outputdir .. "/%{prj.name}") pchheader "stdafx.h" pchsource "RuntimeCompiling/Source/stdafx.cpp" files { "%{prj.name}/Source/**.cpp", "%{prj.name}/Source/**.h", } defines { "_CRT_SECURE_NO_WARNINGS", } includedirs { "%{IncludeDir.dlfcn}/", "%{prj.name}/Source/", } links { } filter "system:windows" systemversion "latest" flags { "MultiProcessorCompile" }
------------------------- -- Brightness Widget -- ------------------------- local wibox = require("wibox") local text = wibox.widget{ align = 'center', valign = 'center', widget = wibox.widget.textbox, } brightness_indicator = { text, fg = '#e2a478', widget = wibox.container.background } function update_brightness() local fd = io.popen("brightnessctl -m | awk -F',' '{print $4}'") local status = fd:read("*all") fd:close() text.markup = "Brightness: " .. status end update_brightness()
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") AddCSLuaFile("round/cl_controller.lua") include("cvars.lua") include("shared.lua") include("round/sv_controller.lua") -- Teams team.SetUp(1, "Innocent", Color(125, 125, 125, 255)) team.SetUp(2, "Traitor", Color(125, 125, 125, 255)) team.SetUp(3, "Spectator", Color(0, 0, 0, 0)) -- Joining events function GM:PlayerConnect(name, ip) print("Player " .. name .. " connected") end function GM:PlayerInitialSpawn(ply) -- Set all new players to spectators ply:SetTeam(3) ply:Spectate(0) print("Player " .. ply:Name() .. " joined") end
settings = NewSettings() source = { "CompSystem.c", "testmain.c" } objects = Compile(settings, source) exe = Link(settings, "test", objects)
pfDB["areatrigger"]["data-turtle"] = { }
return { summary = 'Reset the matrix to the identity.', description = [[ Resets the matrix to the identity, effectively setting its translation to zero, its scale to 1, and clearing any rotation. ]], arguments = {}, returns = { { name = 'm', type = 'Mat4', description = 'The original matrix.' } }, related = { 'lovr.graphics.origin' } }
pg = pg or {} pg.IPAddress = class("IPAddress") slot2 = "https://www.azurlane.tw/getip" slot3 = { { "202.39.128.0", "202.39.255.255" }, { "203.66.0.0", "203.66.255.255" }, { "203.69.0.0", "203.69.255.255" }, { "203.75.0.0", "203.75.255.255" }, { "203.74.0.0", "203.74.255.255" }, { "210.65.0.0", "210.65.255.255" }, { "210.71.128.0", "210.71.255.255" }, { "210.61.0.0", "210.61.255.255" }, { "210.62.248.0", "210.62.255.255" }, { "210.59.128.0", "210.59.255.255" }, { "210.242.0.0", "210.242.127.255" }, { "210.242.128.0", "210.242.255.255" }, { "210.241.224.0", "210.241.255.255" }, { "211.72.0.0", "211.72.127.255" }, { "211.72.128.0", "211.72.255.255" }, { "211.75.0.0", " 211.75.127.255" }, { "211.75.128.0", "211.75.255.255" }, { "211.20.0.0", "211.20.255.255" }, { "211.21.0.0", "211.21.255.255" }, { "211.22.0.0", "211.22.255.255" }, { "211.23.0.0", "211.23.255.255" }, { "61.216.0.0", "61.219.255.255" }, { "61.220.0.0", "61.227.255.255" }, { "61.228.0.0", "61.231.255.255" }, { "218.160.0.0", "218.165.255.255" } } pg.IPAddress.Ctor = function (slot0) slot0:ConvertIPRange() slot0.requestUrl = slot0 if not Application.isEditor then VersionMgr.Inst:WebRequest(slot0.requestUrl, function (slot0, slot1) slot0.exportIP = slot1 slot0.isSpecialIP = slot0:CheckExportIP() end) end end pg.IPAddress.IsIPString = function (slot0, slot1) if type(slot1) ~= "string" then return false end if string.len(slot1) < 7 or slot2 > 15 then return false end slot3 = string.find(slot1, "%p", 1) slot4 = 0 while slot3 ~= nil do if string.sub(slot1, slot3, slot3) ~= "." then return false end slot3 = string.find(slot1, "%p", slot3 + 1) if slot4 + 1 > 3 then return false end end if slot4 ~= 3 then return false end slot5 = {} for slot9 in string.gmatch(slot1, "%d+") do slot5[#slot5 + 1] = slot9 if tonumber(slot9) == nil or slot10 > 255 then return false end end if #slot5 ~= 4 then return false end return true end pg.IPAddress.IP2Int = function (slot0, slot1) slot2 = 0 slot3, slot4, slot5, slot6 = slot1:match("(%d+)%.(%d+)%.(%d+)%.(%d+)") return 16777216 * slot3 + 65536 * slot4 + 256 * slot5 + slot6 end pg.IPAddress.ConvertIPRange = function (slot0) slot0.IPRangeIntList = {} for slot4, slot5 in ipairs(slot0) do table.insert(slot6, slot7) table.insert(slot6, slot8) table.insert(slot0.IPRangeIntList, {}) end end pg.IPAddress.CheckExportIP = function (slot0) if not slot0.exportIP or not slot0:IsIPString(slot0.exportIP) then return false end slot1 = slot0:IP2Int(slot0.exportIP) for slot5, slot6 in ipairs(slot0.IPRangeIntList) do if slot6[1] <= slot1 and slot1 <= slot6[2] then return true end end return false end pg.IPAddress.GetExportIPString = function (slot0) return slot0.exportIP end pg.IPAddress.GetLocalIP = function (slot0) slot0.localIP = ReflectionHelp.RefGetProperty(typeof("UnityEngine.NetworkPlayer"), "ipAddress", ReflectionHelp.RefGetProperty(typeof("UnityEngine.Network"), "player")) return slot0.localIP end pg.IPAddress.IsSpecialIP = function (slot0) return slot0.isSpecialIP end return
-- Wolfe Labs Dual Universe Screen Library -- Project: DU-Screens -- Author: Matheus Pratta (DU: Wolfram) --------------------------------- -- class: ListVertical --------------------------------- local Element = require('Element') local Container = require('Container') local Class = require('@wolfe-labs/Core:Class') local Table = require('@wolfe-labs/Core:Table') local Utils = require('@wolfe-labs/Core:Utils') -- Create the class definition local ListVertical = {} -- Class constructor function ListVertical:__constructor (parent) -- Initializes the base instance self:__init(parent) -- List of data to be rendered self.__data = {} -- Current page being rendered self.page = 1 -- Keep track of individual elements visible self.elements = {} end -- Default entry when none is set function ListVertical:getBaseElement (data) if self.baseElement then return self.baseElement(data, self) else return Element.new(self) end end -- Sets the element used for looping and caches stuff for sizing function ListVertical:setBaseElement (fn) -- Sanity check if the function is valid if not type(fn) == 'function' then return error('Entry must be a function returning a valid ScreenElement object') end -- Sets the baseElement to this function self.baseElement = fn -- Creates empty entry and caches stuff local _ = self:getBaseElement(nil) self.__szEntry = _.height + _.spacing self.__szPage = (function (c) -- Inner space, add the extra spacing because the last element never has spacing local iS = _.spacing + (100 - c.paddingY * 2) -- Returns how many entries fit on that inner space return math.floor(iS / c.__szEntry) end) _:destroy() end -- Refreshes the contents function ListVertical:updateElements () -- Cleanup elements in rendered elements list for k, v in pairs(self.elements) do v:destroy() end -- Generates an empty elements table self.elements = {} -- Gets the first entry's index local index = (self.page - 1) * self:getPageSize() -- Loops data for current page for _ = index + 1, index + self:getPageSize() do -- If no data is found, stop if not self.__data[_] then break end -- Creates an element for this data entry local element = self:getBaseElement(self.__data[_]) -- Adds to rendered elements list table.insert(self.elements, element) -- Sets position and size properly element:position(self.paddingX, self.paddingY + self:getEntrySize() * ((_ - index) - 1)) element.width = 100 - self.paddingX * 2 end end -- Gets the element entry size function ListVertical:getEntrySize () -- Returns cached entry size return self.__szEntry end -- Gets the number of elements per page function ListVertical:getPageSize () -- Gets the current size, excludes padding and divides by the element size return self.__szPage(self) end -- Gets the number of elements per page function ListVertical.getPageCount (self) return math.ceil(Table.length(self.__data, true) / self:getPageSize()) end -- Goes to prev page function ListVertical.pagePrev (self) -- Changes page number self.page = math.max(self.page - 1, 1) -- Refreshes content self:updateElements() end -- Goes to next page function ListVertical:pageNext () -- Changes page number self.page = math.min(self.page + 1, self:getPageCount()) -- Refreshes content self:updateElements() end -- Sets data function ListVertical:data (value) -- Replaces data if that's the case, will be unkeyed if value then self.__data = Table.values(value) end -- Refreshes content self:updateElements() -- Returns the data return self.__data end -- Creates the actual Class, inherits Container return Class.new('ListVertical', ListVertical, Container)
return { no_consumer = false, -- this plugin is available on APIs as well as on Consumers, fields = { routingkey = { required = true, type = "string" }, exchange = { default = "", type = "string" }, user = { default = "guest", type = "string" }, password = { default = "guest", type = "string" } }, self_check = function(schema, plugin_t, dao, is_updating) -- perform any custom verification return true end }
workspace "singlelibs" configurations { "debug", "release" } newoption { trigger = "notest", description = "Autoruns the test after successful build" } project "test" kind "ConsoleApp" language "C" targetdir "bin" files { "test.c", "hashtable.h", "mempool.h" } links "m" filter "configurations:debug" symbols "on" optimize "off" filter "configurations:release" symbols "off" optimize "on" -- Run test configuration "not notest" postbuildcommands "./bin/test"
if IsValid(Sonus.Player.Panel) then Sonus.Player.Panel:Remove() end Sonus.Player.Panel = vgui.Create("DFrame") local Panel = Sonus.Player.Panel Panel:SetSize(600,430) Panel:SetPos(ScrW()/2 - 300,ScrH()/2 - 215) Panel:SetMouseInputEnabled(true) Panel:SetKeyBoardInputEnabled(false) Panel:ShowCloseButton(true) Panel:SetDeleteOnClose(false) Panel:Hide() Panel:SetTitle("Sonus") Panel.lastToggled = SysTime() concommand.Add("+sonus",function() if Panel:IsVisible() then Panel:Hide() else Panel:Show() Panel:MakePopup() Panel:SetMouseInputEnabled(true) Panel:SetKeyBoardInputEnabled(false) end Panel.lastToggled = SysTime() end) concommand.Add("-sonus",function() if (SysTime() - Panel.lastToggled) > 0.5 then Panel:Hide() end end) function Panel:Paint(w,h) surface.SetDrawColor(Color(255,255,255,220)) surface.DrawRect(0,0,w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,25) end local Playlist = vgui.Create("DListView",Panel) Playlist:SetPos(10,35) Playlist:SetSize(380,305) Playlist:SetMultiSelect(false) Playlist:AddColumn("ID") Playlist:AddColumn("Title") Playlist:AddColumn("Artist") function Playlist:DoDoubleClick(id,line) Sonus.Player:Pause() Sonus.Player:PlayID(id) end function Playlist:UpdateOrder() self:Clear() for i,track in pairs(Sonus.Player.Playlist) do self:AddLine(i,track.title,track.artist) end self:SelectItem(self:GetLine(Sonus.Player.CurrentTrackID)) end Sonus.Player.event:on("PlaylistUpdate",function() Playlist:UpdateOrder() end) Sonus.Player.event:on("Playing",function() Playlist:UpdateOrder() end) Playlist:UpdateOrder() surface.CreateFont("NormalButtonFont",{ font = "Roboto", extended = false, size = 22, weight = 500, blursize = 0, scanlines = 0, antialias = true, underline = false, italic = false, strikeout = false, symbol = false, rotary = false, shadow = false, additive = false, outline = false, }) local AddURL = vgui.Create("DButton",Panel) AddURL:SetFont("NormalButtonFont") AddURL:SetColor(Color(255,255,255)) AddURL:SetText("Add from a URL") AddURL:SetPos(410,35) AddURL:SetSize(170,50) function AddURL:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function AddURL:DoClick() Derma_StringRequest( "Sonus URL Parser", "Enter a valid URL to a soundcloud track or direct media file", "", function(url) Sonus.Player:AutoAddURL(url) end ) end local AddQuery = vgui.Create("DButton",Panel) AddQuery:SetFont("NormalButtonFont") AddQuery:SetColor(Color(255,255,255)) AddQuery:SetText("Add from a search") AddQuery:SetPos(410,95) AddQuery:SetSize(170,50) function AddQuery:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function AddQuery:DoClick() Derma_StringRequest( "Sonus URL Parser", "Enter your query", "", function(query) Sonus.Soundcloud.SearchTracks(query,function(data) if data[1] then Sonus.Player:AddTrack(Sonus.Soundcloud.AppendClientID(data[1].stream_url),data[1].title,data[1].user.username) else notification.AddLegacy("No tracks found!",NOTIFY_ERROR,5) end end) end ) end local RemoveEntry = vgui.Create("DButton",Panel) RemoveEntry:SetFont("NormalButtonFont") RemoveEntry:SetColor(Color(255,255,255)) RemoveEntry:SetText("Delete track") RemoveEntry:SetPos(410,215) RemoveEntry:SetSize(170,50) function RemoveEntry:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function RemoveEntry:DoClick() local idx = Playlist:GetSelectedLine() Sonus.Player:RemoveTrack(idx) end local ShareTrack = vgui.Create("DButton",Panel) ShareTrack:SetFont("NormalButtonFont") ShareTrack:SetColor(Color(255,255,255)) ShareTrack:SetText("Share current track") ShareTrack:SetPos(410,155) ShareTrack:SetSize(170,50) function ShareTrack:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function ShareTrack:DoClick() -- Derma_Message("Unimplemented.","Sonus","ok :'(") local track = Sonus.Player.Playlist[#Sonus.Player.Playlist] if track and IsValid(Sonus.Player.ActiveStation) then local dialog = vgui.Create("DFrame") dialog:SetPos(ScrW()/2-250,ScrH()/2-150) dialog:SetSize(500,300) dialog:MakePopup() dialog.Paint = Panel.Paint local Playerlist = vgui.Create("DListView",dialog) Playerlist:SetPos(10,35) Playerlist:SetSize(480,215) Playerlist:AddColumn("Nickname") local list = player.GetAll() for i,ply in ipairs(list) do Playerlist:AddLine(ply:Nick()).ply = ply end local Share = vgui.Create("DButton",dialog) Share:SetFont("NormalButtonFont") Share:SetColor(Color(255,255,255)) Share:SetText("Share") Share:SetPos(10,260) Share:SetSize(480,30) function Share:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function Share:DoClick() for i,line in ipairs(Playerlist:GetSelected()) do Sonus:ShareTrack(line.ply,track.url,CurTime() - Sonus.Player.ActiveStation:GetTime(),track.artist,track.title) end dialog:Remove() end else notification.AddLegacy("No track is playing!",NOTIFY_ERROR,5) end end local Visuals = vgui.Create("DButton",Panel) Visuals:SetFont("NormalButtonFont") Visuals:SetColor(Color(255,255,255)) Visuals:SetText("Visualiser") Visuals:SetPos(410,275) Visuals:SetSize(170,50) function Visuals:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end function Visuals:DoClick() Derma_Query( "Pick a visualiser", "Sonus VIS", "None", function() Sonus.Player:SetActiveVisualiser("none") end, "Genesis", function() Sonus.Player:SetActiveVisualiser("genesis") end ) end local AudioControl = vgui.Create("DPanel",Panel) AudioControl:SetPos(0,350) AudioControl:SetSize(600,80) function AudioControl:Paint(w,h) surface.SetDrawColor(Color(105,155,155,220)) surface.DrawRect(0,0,w,h) end local AudioMetadata = vgui.Create("DLabel",AudioControl) AudioMetadata:SetPos(160,0) AudioMetadata:SetSize(310,50) AudioMetadata:SetFont("DermaLarge") AudioMetadata:SetColor(Color(255,255,255)) function AudioMetadata:UpdateText() if Sonus.Player.Metadata then -- self:SetText(Sonus.Player.Metadata.Artist.." - "..Sonus.Player.Metadata.Title) self:SetText(Sonus.Player.Metadata.Title or "Unknown title") else self:SetText("No tracks are playing.") end end Sonus.Player.event:on("Playing",function() AudioMetadata:UpdateText() end) AudioMetadata:UpdateText() surface.CreateFont("TextButtonFont",{ font = "Roboto", extended = false, size = 64, weight = 500, blursize = 0, scanlines = 0, antialias = true, underline = false, italic = false, strikeout = false, symbol = false, rotary = false, shadow = false, additive = false, outline = false, }) local PrevButton = vgui.Create("DButton",AudioControl) PrevButton:SetText("") PrevButton:SetPos(0,0) PrevButton:SetSize(50,50) function PrevButton:Paint(w,h) surface.SetDrawColor(Color(255,255,255,220)) surface.DrawRect(0,0,w,h) draw.SimpleText("⏪","TextButtonFont",w/2,h/2-6,Color(0,0,0),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end function PrevButton:DoClick() Sonus.Player:PreviousTrack() end local PlayButton = vgui.Create("DButton",AudioControl) PlayButton:SetText("") PlayButton:SetPos(50,0) PlayButton:SetSize(50,50) function PlayButton:Paint(w,h) surface.SetDrawColor(Color(255,255,255,220)) surface.DrawRect(0,0,w,h) if IsValid(Sonus.Player.ActiveStation) and Sonus.Player.ActiveStation:GetState() == GMOD_CHANNEL_PLAYING then draw.SimpleText("⏸","TextButtonFont",w/2,h/2-10,Color(0,0,0),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) else draw.SimpleText("▶","TextButtonFont",w/2,h/2,Color(0,0,0),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end end function PlayButton:DoClick() if IsValid(Sonus.Player.ActiveStation) then if Sonus.Player.ActiveStation:GetState() == GMOD_CHANNEL_PLAYING then Sonus.Player.ActiveStation:Pause() else Sonus.Player.ActiveStation:Play() end end end local NextButton = vgui.Create("DButton",AudioControl) NextButton:SetText("") NextButton:SetPos(100,0) NextButton:SetSize(50,50) function NextButton:Paint(w,h) surface.SetDrawColor(Color(255,255,255,220)) surface.DrawRect(0,0,w,h) draw.SimpleText("⏩","TextButtonFont",w/2,h/2-6,Color(0,0,0),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end function NextButton:DoClick() Sonus.Player:NextTrack() end local VolumeSlider = vgui.Create("DNumSlider",AudioControl) VolumeSlider:SetPos(480,10) VolumeSlider:SetSize(120,30) VolumeSlider.TextArea:SetTextColor(Color(255,255,255)) VolumeSlider.TextArea:SetText("100%") -- VolumeSlider:SetDecimals(1) VolumeSlider.Slider:SetImageColor(255,255,255) function VolumeSlider:OnValueChanged(val) self.TextArea:SetText(string.format("%02d%%",val*100)) if self:IsEditing() then Sonus.Player:SetVolume(val) end end function VolumeSlider:PerformLayout() self.Label:SetWide(0) end VolumeSlider:SetValue(Sonus.Player:GetVolume()) Sonus.Player.event:on("VolumeUpdate",function(vol) if not VolumeSlider:IsEditing() then VolumeSlider:SetValue(Sonus.Player:GetVolume()) end end) local Scrub = vgui.Create("DNumSlider",AudioControl) Scrub:SetPos(10,50) Scrub:SetSize(580,30) Scrub.TextArea:SetTextColor(Color(255,255,255)) Scrub.TextArea:SetText("0:00") -- Scrub:SetDecimals(1) Scrub.Slider:SetImageColor(255,255,255) function Scrub:OnValueChanged(val) self.TextArea:SetText(string.format("%d:%02d",val/60,val%60)) if IsValid(Sonus.Player.ActiveStation) and self:IsEditing() then Sonus.Player.ActiveStation:SetTime(val) end end function Scrub:PerformLayout() self.Label:SetWide(0) end timer.Create("sonus.updateUISlider",0.1,0,function() if IsValid(Sonus.Player.ActiveStation) and not Scrub:IsEditing() then local len = Sonus.Player.ActiveStation:GetLength() if len ~= Scrub:GetMax() then Scrub:SetMax(len) end Scrub:SetValue(Sonus.Player.ActiveStation:GetTime()) end end)
local common = require "unbox/common" local Contact = require "unbox/Contact" local Body = {} Body.__index = Body function Body.new(args) local body = setmetatable({}, Body) body:init(args or {}) return body end function Body:init(args) self.dynamic = false self.x, self.y = args.x or 0, args.y or 0 self.width, self.height = args.width or 1, args.height or 1 self.velocityX, self.velocityY = args.velocityX or 0, args.velocityY or 0 self.gravityX, self.gravityY = args.gravityX or 0, args.gravityY or 0 self.contacts = {} self.world = assert(args.world) self.world.bodies[self] = true self:updateBounds() self:initCellBounds() self:addToCells() self:setDynamic(args.dynamic or false) self:setDirty(true) end function Body:destroy() self:removeFromCells() self:setDynamic(false) self:setDirty(false) self.world.bodies[self] = nil self.world = nil end function Body:isDynamic() return self.dynamic end function Body:setDynamic(dynamic) if dynamic ~= self.dynamic then if self.dynamic then self.world.dynamicBodies[self] = nil end self.dynamic = dynamic if self.dynamic then self.world.dynamicBodies[self] = true end end end function Body:isDirty() return self.dirty end function Body:setDirty(dirty) if dirty ~= self.dirty then if self.dirty then self.world.dirtyBodies[self] = nil end self.dirty = dirty if self.dirty then self.world.dirtyBodies[self] = true end end end function Body:getPosition() return self.x, self.y end function Body:setPosition(x, y) self.x, self.y = x, y self:updateBounds() self:setDirty(true) end function Body:getDimensions() return self.width, self.height end function Body:setDimensions(width, height) self.width, self.height = width, height self:updateBounds() self:setDirty(true) end function Body:getVelocity() return self.velocityX, self.velocityY end function Body:setVelocity(velocityX, velocityY) self.velocityX, self.velocityY = velocityX, velocityY end function Body:getContacts() return self.contacts end function Body:update(dt) local gravityX = self.gravityX + self.world.gravityX local gravityY = self.gravityY + self.world.gravityY self.x = self.x + self.velocityX * dt + 0.5 * gravityX * dt * dt self.y = self.y + self.velocityY * dt + 0.5 * gravityY * dt * dt self.velocityX = self.velocityX + gravityX * dt self.velocityY = self.velocityY + gravityY * dt self:updateBounds() self:setDirty(true) end function Body:updateBounds() self.x1, self.y1 = self.x - 0.5 * self.width, self.y - 0.5 * self.height self.x2, self.y2 = self.x + 0.5 * self.width, self.y + 0.5 * self.height end function Body:initCellBounds() self.cellX1, self.cellY1 = self.world:getCellIndices(self.x1, self.y1) self.cellX2, self.cellY2 = self.world:getCellIndices(self.x2, self.y2) end function Body:updateCellBounds() local cellX1, cellY1 = self.world:getCellIndices(self.x1, self.y1) local cellX2, cellY2 = self.world:getCellIndices(self.x2, self.y2) self.cellX1 = common.clamp(self.cellX1, cellX1 - 1, cellX1) self.cellY1 = common.clamp(self.cellY1, cellY1 - 1, cellY1) self.cellX2 = common.clamp(self.cellX2, cellX2, cellX2 + 1) self.cellY2 = common.clamp(self.cellY2, cellY2, cellY2 + 1) end function Body:addToCells() for cellX = self.cellX1, self.cellX2 do for cellY = self.cellY1, self.cellY2 do self.world:addBodyToCell(self, cellX, cellY) end end end function Body:removeFromCells() for cellX = self.cellX1, self.cellX2 do for cellY = self.cellY1, self.cellY2 do self.world:removeBodyFromCell(self, cellX, cellY) end end end function Body:updateContacts() local cellX1, cellY1 = self.cellX1, self.cellY1 local cellX2, cellY2 = self.cellX2, self.cellY2 self:updateCellBounds() if self.cellX1 ~= cellX1 or self.cellY1 ~= cellY1 or self.cellX2 ~= cellX2 or self.cellY2 ~= cellY2 then -- Remove body from old cells for cellX = cellX1, cellX2 do for cellY = cellY1, cellY2 do if not (self.cellX1 <= cellX and cellX <= self.cellX2 and self.cellY1 <= cellY and cellY <= self.cellY2) then self.world:removeBodyFromCell(self, cellX, cellY) end end end -- Add body to new cells for cellX = self.cellX1, self.cellX2 do for cellY = self.cellY1, self.cellY2 do if not (cellX1 <= cellX and cellX <= cellX2 and cellY1 <= cellY and cellY <= cellY2) then self.world:addBodyToCell(self, cellX, cellY) end end end end end function Body:intersects(body) return self:intersectsBounds(body.x1, body.y1, body.x2, body.y2) end function Body:intersectsBounds(x1, y1, x2, y2) return x1 < self.x2 and self.x1 < x2 and y1 < self.y2 and self.y1 < y2 end function Body:intersectsBox(x, y, width, height) return self:intersectsBounds(x - 0.5 * width, y - 0.5 * height, x + 0.5 * width, y + 0.5 * height) end function Body:resolve(body) if self:intersects(body) then local distanceX1, distanceX2 = self.x2 - body.x1, body.x2 - self.x1 local distanceY1, distanceY2 = self.y2 - body.y1, body.y2 - self.y1 if math.min(distanceX1, distanceX2) < math.min(distanceY1, distanceY2) then if distanceX1 < distanceX2 then self.x = self.x - distanceX1 self.velocityX = math.min(self.velocityX, body.velocityX) else self.x = self.x + distanceX2 self.velocityX = math.max(self.velocityX, body.velocityX) end else if distanceY1 < distanceY2 then self.y = self.y - distanceY1 self.velocityY = math.min(self.velocityY, body.velocityY) else self.y = self.y + distanceY2 self.velocityY = math.max(self.velocityY, body.velocityY) end end self:updateBounds() self:setDirty(true) end end function Body:getDistance(body) local distance, normalX, normalY, x1, y1, x2, y2 if self.x2 < body.x1 then if self.y2 < body.y1 then return self.x2, self.y2, body.x1, body.y1 elseif self.y1 < body.y2 then local y = 0.5 * (math.max(self.y1, body.y1) + math.min(self.y2, body.y2)) return self.x2, y, body.x1, y else return self.x2, self.y1, body.x1, body.y2 end elseif self.x1 < body.x2 then if self.y2 < body.y1 then elseif self.y1 < body.y2 then else end else if self.y2 < body.y1 then return self.x1, self.y2, body.x2, body.y1 elseif self.y1 < body.y2 then local y = 0.5 * (math.max(self.y1, body.y1) + math.min(self.y2, body.y2)) return self.x1, y, body.x2, y else return self.x1, self.y1, body.x2, body.y2 end end return distance, normalX, normalY, x1, y1, x2, y2 end return Body
require 'ext' local CSV = require 'csv' print'reading hyg' local hyg = CSV.file'../hyg/hygdata_v3.csv' print'done reading hyg' hyg:setColumnNames(hyg.rows:remove(1)) local num, con = ... if not con then con = num num = nil else assert(tonumber(num), "couldn't parse number "..tostring(num)) end assert(con, "exected [flamsteed#] [constellation-con] , or just the con") local rows = table() for _,row in ipairs(hyg.rows) do if row.con == con then if not num or row.flam == num then rows:insert(row) end end end rows:sort(function(a,b) return (tonumber(a.mag) or math.huge) > (tonumber(b.mag) or math.huge) end) for _,row in ipairs(rows) do print(tolua(table.mapi(hyg.columns, function(col) local value = row[col] if value ~= '' then return row[col], col end end))) end print('found '..#rows..' rows') --[[ maybe this is what 'findIndexForExoplanet' is now local exoplanets = fromlua(file['../exoplanet/openExoplanetCatalog.lua']) if namedStars then local exoplanetSystemsMatched = 0 local starIndexForName = table.map(namedStars, function(name,index) return index, name end):setmetatable(nil) for _,system in ipairs(exoplanets) do local name = system.name -- "14 Her" ... is where in the HYG database? -- "24 Sex" ... HYG has 23 and 25, but not 24 -- "4 UMa" -- "1RXS1609" ... ? -- "WASP-*" ... ? -- "2MASS *" ... ? -- "2M *" ... ? -- "TOI-*" ... ? -- "YSES *" ... ? for abbrev,name in pairs(constellationNamesForAbbrevs) do name = name:gsub(name, abbrev) end -- off-spellings of the names: name = name :gsub('Aquarii', 'Aqr') -- Aquarius :gsub('Cancri', 'Cnc') -- Cancer :gsub('Coronae Borealis', 'CrB') -- Corona Borealis :gsub('Cygni', 'Cyg') -- Cygnus :gsub('Eridani', 'Eri') -- Eridanus :gsub('Indi', 'Ind') -- Indus :gsub('Leonis', 'Leo') -- Leo I think? and not LeoMinor? :gsub('Serpentis', 'Ser') -- Serpens :gsub('Ursae Minoris', 'UMi') -- Greek letters name = name :gsub('Epsilon ', 'Eps ') :gsub('eps ', 'Eps ') :gsub('gamma ', 'Gam ') :gsub('kappa ', 'Kap ') :gsub('Omega ', 'Ome ') :gsub('alf ', 'Alp ') :gsub('eta ', 'Eta ') :gsub('mu ', 'Mu ') :gsub('nu ', 'Nu ') :gsub('tau ', 'Tau ') :gsub('xi ', 'Xi ') :gsub('omi ', 'Omi ') local index = starIndexForName[system.name] if index then exoplanetSystemsMatched = exoplanetSystemsMatched + 1 end print(name, index) end print('matched '..exoplanetSystemsMatched..' of '..#exoplanets..' openExoplanetDatabase starsystems with HYG stars') end --]]
local awful = require("awful") local gears = require("gears") local beautiful = require("beautiful") local xresources = require("beautiful.xresources") local dpi = xresources.apply_dpi local helpers = {} function helpers.move_focus(c, direction) if not c then return end local layout = awful.layout.getname(awful.layout.get(awful.screen.focused())) if layout == "max" then if direction == "left" or direction == "down" then awful.client.focus.byidx(-1) else awful.client.focus.byidx(1) end else awful.client.focus.bydirection(direction) end if c.focus then c.focus:raise() end end local direction_translate = { ["up"] = "top", ["down"] = "bottom", ["left"] = "left", ["right"] = "right", } function helpers.move_to_edge(c, direction) local old = c:geometry() local new = awful.placement[direction_translate[direction]]( c, { honor_padding = true, honor_workarea = true, margins = beautiful.useless_gap * 2, pretend = true } ) if direction == "up" or direction == "down" then c:geometry({ x = old.x, y = new.y }) else c:geometry({ x = new.x, y = old.y }) end end -- Resize DWIM (Do What I Mean) -- Resize client or factor -- Constants -- local floating_resize_amount = dpi(20) local tiling_resize_factor = 0.05 --------------- function helpers.resize_dwim(c, direction) if c and c.floating then if direction == "up" then c:relative_move(0, 0, 0, -floating_resize_amount) elseif direction == "down" then c:relative_move(0, 0, 0, floating_resize_amount) elseif direction == "left" then c:relative_move(0, 0, -floating_resize_amount, 0) elseif direction == "right" then c:relative_move(0, 0, floating_resize_amount, 0) end elseif awful.layout.get(mouse.screen) ~= awful.layout.suit.floating then if direction == "up" then awful.client.incwfact(-tiling_resize_factor) elseif direction == "down" then awful.client.incwfact(tiling_resize_factor) elseif direction == "left" then awful.tag.incmwfact(-tiling_resize_factor) elseif direction == "right" then awful.tag.incmwfact(tiling_resize_factor) end end end -- Move client DWIM (Do What I Mean) -- Move to edge if the client / layout is floating -- Swap by index if maximized -- Else swap client by direction function helpers.move_client_dwim(c, direction) if c.floating or (awful.layout.get(mouse.screen) == awful.layout.suit.floating) then helpers.move_to_edge(c, direction) elseif awful.layout.get(mouse.screen) == awful.layout.suit.max then if direction == "up" or direction == "left" then awful.client.swap.byidx(-1, c) elseif direction == "down" or direction == "right" then awful.client.swap.byidx(1, c) end else awful.client.swap.bydirection(direction, c, nil) end end -- Tag back and forth: -- If you try to focus the tag you are already at, go back to the previous tag. -- Useful for quick switching after for example checking an incoming chat -- message at tag 2 and coming back to your work at tag 1 with the same -- keypress. function helpers.tag_back_and_forth(tag_index) local s = mouse.screen local tag = s.tags[tag_index] if tag then if tag == s.selected_tag then awful.tag.history.restore() else tag:view_only() end end end local double_tap_timer = nil function helpers.single_double_tap(single_tap_function, double_tap_function) if double_tap_timer then double_tap_timer:stop() double_tap_timer = nil double_tap_function() -- naughty.notify({text = "We got a double tap"}) return end double_tap_timer = gears.timer.start_new(0.20, function() double_tap_timer = nil -- naughty.notify({text = "We got a single tap"}) if single_tap_function then single_tap_function() end return false end) end -- Given a `match` condition, returns an array with clients that match it, or -- just the first found client if `first_only` is true function helpers.find_clients(match, first_only) local matcher = function(c) return awful.rules.match(c, match) end if first_only then for c in awful.client.iterate(matcher) do return c end else local clients = {} for c in awful.client.iterate(matcher) do table.insert(clients, c) end return clients end return nil end -- Given a `match` condition, calls the specified function `f_do` on all the -- clients that match it function helpers.find_clients_and_do(match, f_do) local matcher = function(c) return awful.rules.match(c, match) end for c in awful.client.iterate(matcher) do f_do(c) end end function helpers.run_or_raise(match, move, spawn_cmd, spawn_args) local matcher = function(c) return awful.rules.match(c, match) end -- Find and raise local found = false for c in awful.client.iterate(matcher) do found = true c.minimized = false if move then c:move_to_tag(mouse.screen.selected_tag) client.focus = c else c:jump_to() end break end -- Spawn if not found if not found then awful.spawn(spawn_cmd, spawn_args) end end -- Run raise or minimize a client (scratchpad style) -- Depends on helpers.run_or_raise -- If it not running, spawn it -- If it is running, focus it -- If it is focused, minimize it function helpers.scratchpad(match, spawn_cmd, spawn_args) local cf = client.focus if cf and awful.rules.match(cf, match) then cf.minimized = true else helpers.run_or_raise(match, true, spawn_cmd, spawn_args) end end function helpers.float_and_resize(c, width, height) c.maximized = false c.width = width c.height = height awful.placement.centered(c, { honor_workarea = true, honor_padding = true }) awful.client.property.set(c, "floating_geometry", c:geometry()) c.floating = true c:raise() end -- Adds a maximized mask to a screen function helpers.screen_mask(s, bg) local mask = wibox({ visible = false, ontop = true, type = "splash", screen = s }) awful.placement.maximize(mask) mask.bg = bg return mask end -- Useful for periodically checking the output of a command that -- requires internet access. -- Ensures that `command` will be run EXACTLY once during the desired -- `interval`, even if awesome restarts multiple times during this time. -- Saves output in `output_file` and checks its last modification -- time to determine whether to run the command again or not. -- Passes the output of `command` to `callback` function. function helpers.remote_watch(command, interval, output_file, callback) local run_the_thing = function() -- Pass output to callback AND write it to file awful.spawn.easy_async_with_shell(command .. " | tee " .. output_file, function(out) callback(out) end) end local timer timer = gears.timer({ timeout = interval, call_now = true, autostart = true, single_shot = false, callback = function() awful.spawn.easy_async_with_shell("date -r " .. output_file .. " +%s", function(last_update, _, __, exitcode) -- Probably the file does not exist yet (first time -- running after reboot) if exitcode == 1 then run_the_thing() return end local diff = os.time() - tonumber(last_update) if diff >= interval then run_the_thing() else -- Pass the date saved in the file since it is fresh enough awful.spawn.easy_async_with_shell("cat " .. output_file, function(out) callback(out) end) -- Schedule an update for when the remaining time to complete the interval passes timer:stop() gears.timer.start_new(interval - diff, function() run_the_thing() timer:again() end) end end) end, }) end -- The directory of the currently executed lua script -- Requires the `debug` library to be available in the build of Lua that is running function helpers.this_dir() local str = debug.getinfo(2, "S").source:sub(2) return str:match("(.*/)") end return helpers
local Blocks = require('builder.blocks') local class = require('class') local Message = require('message') local Util = require('util') local device = _G.device local fs = _G.fs local turtle = _G.turtle local Builder = class() Util.merge(Builder, { isCommandComputer = not turtle, loc = { }, index = 1, mode = 'build', }) local BUILDER_DIR = 'usr/builder' local blockInfo = Blocks() function Builder:getBlockCounts() local blocks = { } for k = self.index, #self.schematic.blocks do local b = self.schematic.blocks[k] local key = tostring(b.id) .. ':' .. b.dmg local block = blocks[key] if not block then block = Util.shallowCopy(b) block.qty = 0 block.need = 0 blocks[key] = block end block.need = block.need + 1 end return blocks end function Builder:substituteBlocks(throttle) for _,b in pairs(self.schematic.blocks) do -- replace schematic block type with substitution local pb = blockInfo:getPlaceableBlock(b.id, b.dmg) Util.merge(b, pb) b.odmg = pb.odmg or pb.dmg local sub = self.subDB:get({ b.id, b.dmg }) if sub then b.id, b.dmg = self.subDB:extract(sub) end throttle() end end function Builder:reloadSchematic(throttle) self.schematic:reload(throttle) self:substituteBlocks(throttle) end function Builder:log(...) Util.print(...) end function Builder:dumpInventory() end function Builder:logBlock(index, b) local bdir = b.direction or '' local logText = string.format('%d %s:%d (x:%d,z:%d:y:%d) %s', index, b.id, b.dmg, b.x, b.z, b.y, bdir) self:log(logText) -- self:log(b.index) -- unique identifier of block if device.wireless_modem then Message.broadcast('builder', { x = b.x, y = b.y, z = b.z, heading = b.heading }) end end function Builder:saveProgress(index) Util.writeTable( fs.combine(BUILDER_DIR, self.schematic.filename .. '.progress'), { index = index, loc = self.loc } ) end function Builder:loadProgress(filename) local progress = Util.readTable(fs.combine(BUILDER_DIR, filename)) if progress then self.index = progress.index if self.index > #self.schematic.blocks then self.index = 1 end self.loc = progress.loc or { } end end return Builder
local event = require "event" local network = require "network" local component = require "component" network.tcp.listen(22) while true do local evt = {event.pullFiltered(function(ev, action, ch, remote, port, inc) if ev ~= "tcp" or action ~= "connection" or port ~= 22 or inc ~= "incoming" then return false end return true end)} os.spawnp("/usr/sbin/sshsession.lua", nil, nil, nil, evt[3]) --os.spawn("/usr/sbin/sshsession.lua", evt[3]) end
ItemSelection = ItemSelection or class({}) function ItemSelection:Init() Debug:EnableDebugging() self:Reset() self.loadedHeroes = {} self.prisonLocation = Entities:FindByName(nil, "player_prison"):GetAbsOrigin() self.abilitySelection = {} CustomGameEventManager:RegisterListener('repeat_fight', partial(ItemSelection.RepeatFight, self)) CustomGameEventManager:RegisterListener('done_shopping', partial(ItemSelection.DoneShopping, self)) CustomGameEventManager:RegisterListener('reset', partial(ItemSelection.Reset, self)) end function ItemSelection:ResetHeroes () local function killHero (playerID) local hero = PlayerResource:GetSelectedHeroEntity(playerID) if not hero then return end hero:SetRespawnsDisabled(true) hero:ClearLastHitMultikill() hero:ClearLastHitStreak() hero:ClearStreak() PlayerResource:ClearKillsMatrix(playerID) if hero:IsAlive() then hero:Kill(nil, hero) end end each(killHero, PlayerResource:GetAllTeamPlayerIDs()) GridNav:RegrowAllTrees() GameRules:SetTimeOfDay(0.5) end function ItemSelection:Reset (playerID, keys) self:ResetHeroes() self.state = { isSelecting = false, radiant = {}, dire = {} } self.abilitySelection = {} CustomNetTables:SetTableValue( 'hero_selection', 'items', self.state) end function ItemSelection:ChooseItems (selection) Debug:EnableDebugging() DebugPrint('Starting choose items flow!') self.selection = selection self.state = { isSelecting = 'radiant', radiant = {}, dire = {} } CustomNetTables:SetTableValue( 'hero_selection', 'items', self.state) local index = #self.state.radiant + 1 self:EnableHero(self.selection.radiant[index]) end function ItemSelection:DoneShopping (playerID, keys) local player = PlayerResource:GetPlayer(self.selection.playerID) local hero = PlayerResource:GetSelectedHeroEntity(self.selection.playerID) local items = {} -- Store items of current hero for i = DOTA_ITEM_SLOT_1, DOTA_ITEM_SLOT_9 do local item = hero:GetItemInSlot(i) if item then table.insert(items, item:GetName()) UTIL_Remove(item) end end local skillTable = {} for i = 0, 23 do local ability = hero:GetAbilityByIndex(i) if ability and ability:GetLevel() > 0 then skillTable[ability:GetName()] = ability:GetLevel() end end self:AssignAbilitySelectionToHero(hero:GetName(), skillTable) if self.state.isSelecting == 'dire' then table.insert(self.state.dire, items) local index = #self.state.dire + 1 if index > self.selection.heroCount then self.state.isSelecting = false DebugPrint('All done calculating items!') hero:SetRespawnsDisabled(true) FindClearSpaceForUnit(hero, self.prisonLocation, true) BotController:SetTeams(self.selection, self.state) else self:EnableHero(self.selection.dire[index]) end end if self.state.isSelecting == 'radiant' then table.insert(self.state.radiant, items) local index = #self.state.radiant + 1 if index > self.selection.heroCount then self.state.isSelecting = 'dire' self:EnableHero(self.selection.dire[1]) else self:EnableHero(self.selection.radiant[index]) end end CustomNetTables:SetTableValue( 'hero_selection', 'items', self.state) end function ItemSelection:RepeatFight () self:ResetHeroes() BotController:SetTeams(self.selection, self.state) end function ItemSelection:EnableHero (heroName) DebugPrint('Replacing the hero so they can select items! ' .. heroName) local oldHero = PlayerResource:GetSelectedHeroEntity(self.selection.playerID) if oldHero then for i = DOTA_ITEM_SLOT_1, DOTA_ITEM_SLOT_9 do local item = oldHero:GetItemInSlot(i) if item and not item:IsNull() then oldHero:RemoveItem(item) UTIL_Remove(item) end end end GameRules:SetUseUniversalShopMode(true) HudTimer:SetGameTime(0) self:CacheHeroForPlayer(heroName, self.selection.playerID, function (hero) hero:RespawnHero(false, false) local goldAmount = 1000 if self.selection.level >= 25 then goldAmount = 20000 elseif self.selection.level >= 15 then goldAmount = 10000 end PlayerResource:SetGold(self.selection.playerID, goldAmount, true) self:LevelUpHero(hero) for i = DOTA_ITEM_SLOT_1, DOTA_ITEM_SLOT_9 do local item = hero:GetItemInSlot(i) if item and not item:IsNull() then hero:RemoveItem(item) end end BotController:Teleport(hero, 'radiant') end) end function ItemSelection:CacheHeroForPlayer (heroName, playerID, cb) if self.loadedHeroes[heroName] then PlayerResource:ReplaceHeroWith(playerID, heroName, 0, 0) local hero = PlayerResource:GetSelectedHeroEntity(playerID) if hero:IsAlive() then hero:Kill(nil, hero) end hero:SetRespawnsDisabled(true) cb(hero) return end PrecacheUnitByNameAsync(heroName, function() self.loadedHeroes[heroName] = true local player = PlayerResource:GetPlayer(playerID) if player == nil then -- disconnected! don't give em a hero yet... return end DebugPrint('Giving player ' .. playerID .. ' ' .. heroName) PlayerResource:ReplaceHeroWith(playerID, heroName, 0, 0) local hero = PlayerResource:GetSelectedHeroEntity(playerID) if hero:IsAlive() then hero:Kill(nil, hero) end hero:SetRespawnsDisabled(true) cb(hero) end) end function ItemSelection:LevelUpHero(hero) if hero:GetLevel() >= self.selection.level then return end hero:AddExperience(XP_PER_LEVEL_TABLE[self.selection.level], 0, false, false) Timers:CreateTimer(0.1, function() self:LevelUpHero(hero) end) end function ItemSelection:AssignAbilitySelectionToHero( heroName, skillTable ) self.abilitySelection[heroName] = skillTable end function ItemSelection:GetAbilitySelectionForHero( heroName ) return self.abilitySelection[heroName] end
-- The base Shader class. Shader = Object:extend() function Shader:init(vertex_name, fragment_name) self.shader = love.graphics.newShader("assets/shaders/" .. (vertex_name or "default.vert"), "assets/shaders/" .. fragment_name) end -- Sets this shader as the active one. function Shader:set() current_shader = self love.graphics.setShader(self.shader) end -- Unsets this shader as the active one. function Shader:unset() current_shader = nil love.graphics.setShader() end -- Takes in a parameter and the data that corresponds to it and sends it to the shader. -- shader:send('displacement_map', displacement_canvas) function Shader:send(value, data) if data:is(Canvas) then self.shader:send(value, data.canvas) elseif data:is(Image) then self.shader:send(value, data.image) else self.shader:send(value, data) end end
local spawnedVehicles = {} vehspawned = false local matricula = {} Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end while ESX.GetPlayerData().job == nil do Citizen.Wait(10) end PlayerData = ESX.GetPlayerData() DisablePlayerVehicleRewards(GetPlayerPed(-1)) end) function SetVehicleMaxMods(vehicle) local props = { modEngine = 3, modBrakes = 2, modTransmission = 2, modSuspension = 3, modTurbo = true, } ESX.Game.SetVehicleProperties(vehicle, props) end function IsAVeh() local isAVeh = false local playerPed = GetPlayerPed(-1) for k,v in pairs(Config.Vehiculos) do if IsVehicleModel(GetVehiclePedIsUsing(playerPed), v.model) then isAVeh = true break end end return isAVeh end function IsAVeh2() local isAVeh2 = false local playerPed = GetPlayerPed(-1) for i=1, #Config.Helicopteros, 1 do if IsVehicleModel(GetVehiclePedIsUsing(playerPed), Config.Helicopteros[i]) then isAVeh2 = true break end end return isAVeh2 end function StoreNearbyVehicle(playerCoords) ped = GetPlayerPed(-1) vehicle = GetVehiclePedIsIn(ped, false) ESX.Game.DeleteVehicle(vehicle) end function OpenVehicleSpawnerMenu(type, station, part, partNum) if type == 'car' then local playerCoords = GetEntityCoords(PlayerPedId()) PlayerData = ESX.GetPlayerData() local elements = { {label = _U('garage_storeditem'), action = 'garage'}, {label = _U('garage_storeitem'), action = 'store_garage'}, -- {label = _U('garage_buyitem'), action = 'buy_vehicle'} } ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', { title = _U('garage_title'), align = 'top-right', elements = elements }, function(data, menu) if data.current.action == 'garage' then local garaje = {} for k,v in pairs(Config.Vehiculos) do table.insert(garaje, {label = v.name, model = v.model}) end ESX.UI.Menu.CloseAll() ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', { title = _U('garage_title'), align = 'top-right', elements = garaje }, function(data2, menu2) local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(station, part, partNum) if vehspawned == false then ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle) SetVehicleMaxMods(vehicle) platenum = math.random(10000, 99999) SetVehicleNumberPlateText(vehicle, "EMS"..platenum) vehspawned = true SetVehicleFuelLevel(vehicle, 100.0) matricula = "EMS"..platenum TaskWarpPedIntoVehicle(GetPlayerPed(-1), vehicle, -1) menu2.close() end) else ESX.ShowNotification(_U('yatienesunofuera')) menu2.close() end end, function(data2, menu2) menu2.close() end ) elseif data.current.action == 'store_garage' then local playerPed = GetPlayerPed(-1) if IsPedSittingInAnyVehicle(playerPed) and IsAVeh() then matriculaactual = GetVehicleNumberPlateText(GetVehiclePedIsIn(GetPlayerPed(-1), false)) if matricula == matriculaactual then StoreNearbyVehicle() vehspawned = false else ESX.ShowNotification(_U('noestucoche')) end end end end, function(data, menu) menu.close() end) elseif type == 'helicopter' then local playerCoords = GetEntityCoords(PlayerPedId()) PlayerData = ESX.GetPlayerData() local elements = { {label = _U('garage_storeditem'), action = 'garage'}, {label = _U('garage_storeitem'), action = 'store_garage'}, -- {label = _U('garage_buyitem'), action = 'buy_vehicle'} } ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', { title = _U('garage_title'), align = 'top-right', elements = elements }, function(data, menu) if data.current.action == 'garage' then local garajeheli = {} for i=1, #Config.Helicopteros, 1 do table.insert(garajeheli, {label = GetLabelText(GetDisplayNameFromVehicleModel(Config.Helicopteros[i])), value = Config.Helicopteros[i]}) end ESX.UI.Menu.CloseAll() ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', { title = _U('garage_title'), align = 'top-right', elements = garajeheli },function(data2, menu2) local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(station, part, partNum) if vehspawned == false then ESX.Game.SpawnVehicle(data2.current.value, spawnPoint.coords, spawnPoint.heading, function(vehicle) platenum = math.random(10000, 99999) SetVehicleNumberPlateText(vehicle, "LFP"..platenum) vehspawned = true matricula = "LFP"..platenum TaskWarpPedIntoVehicle(GetPlayerPed(-1), vehicle, -1) menu2.close() end) else ESX.ShowNotification(_U('yatienesunofuera')) menu2.close() end end, function(data2, menu2) menu2.close() end ) elseif data.current.action == 'store_garage' then local playerPed = GetPlayerPed(-1) if IsPedSittingInAnyVehicle(playerPed) and IsAVeh2() then matriculaactual = GetVehicleNumberPlateText(GetVehiclePedIsIn(GetPlayerPed(-1), false)) if matricula == matriculaactual then StoreNearbyVehicle() vehspawned = false else ESX.ShowNotification(_U('noestucoche')) end end end end, function(data, menu) menu.close() end) end end function IsAVeh() local isAVeh = false local playerPed = GetPlayerPed(-1) for k,v in pairs(Config.Vehiculos) do if IsVehicleModel(GetVehiclePedIsUsing(playerPed), v.model) then isAVeh = true break end end return isAVeh end function IsAVeh2() local isAVeh2 = false local playerPed = GetPlayerPed(-1) for i=1, #Config.Helicopteros, 1 do if IsVehicleModel(GetVehiclePedIsUsing(playerPed), Config.Helicopteros[i]) then isAVeh2 = true break end end return isAVeh2 end function StoreNearbyVehicle(playerCoords) ped = GetPlayerPed(-1) vehicle = GetVehiclePedIsIn(ped, false) ESX.Game.DeleteVehicle(vehicle) end function GetAvailableVehicleSpawnPoint(station, part, partNum) local spawnPoints = Config.Hospitals[station][part][partNum].SpawnPoints local found, foundSpawnPoint = false, nil for i=1, #spawnPoints, 1 do if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then found, foundSpawnPoint = true, spawnPoints[i] break end end if found then return true, foundSpawnPoint else ESX.ShowNotification(_U('vehicle_blocked')) return false end end function OpenShopMenu(elements, restoreCoords, shopCoords) local playerPed = PlayerPedId() isInShopMenu = true ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', { title = _U('vehicleshop_title'), align = 'top-right', elements = elements }, function(data, menu) ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', { title = _U('vehicleshop_confirm', data.current.name, data.current.price), align = 'top-right', elements = { {label = _U('confirm_no'), value = 'no'}, {label = _U('confirm_yes'), value = 'yes'} }}, function(data2, menu2) if data2.current.value == 'yes' then local newPlate = exports['esx_vehicleshop']:GeneratePlate() local vehicle = GetVehiclePedIsIn(playerPed, false) local props = ESX.Game.GetVehicleProperties(vehicle) props.plate = newPlate ESX.TriggerServerCallback('esx_policejob:buyJobVehicle', function (bought) if bought then ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price))) isInShopMenu = false ESX.UI.Menu.CloseAll() DeleteSpawnedVehicles() FreezeEntityPosition(playerPed, false) SetEntityVisible(playerPed, true) ESX.Game.Teleport(playerPed, restoreCoords) else ESX.ShowNotification(_U('vehicleshop_money')) menu2.close() end end, props, data.current.type) else menu2.close() end end, function(data2, menu2) menu2.close() end) end, function(data, menu) isInShopMenu = false ESX.UI.Menu.CloseAll() DeleteSpawnedVehicles() FreezeEntityPosition(playerPed, false) SetEntityVisible(playerPed, true) ESX.Game.Teleport(playerPed, restoreCoords) end, function(data, menu) DeleteSpawnedVehicles() WaitForVehicleToLoad(data.current.model) ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle) table.insert(spawnedVehicles, vehicle) TaskWarpPedIntoVehicle(playerPed, vehicle, -1) FreezeEntityPosition(vehicle, true) SetModelAsNoLongerNeeded(data.current.model) if data.current.props then ESX.Game.SetVehicleProperties(vehicle, data.current.props) end end) end) WaitForVehicleToLoad(elements[1].model) ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle) table.insert(spawnedVehicles, vehicle) TaskWarpPedIntoVehicle(playerPed, vehicle, -1) FreezeEntityPosition(vehicle, true) SetModelAsNoLongerNeeded(elements[1].model) if elements[1].props then ESX.Game.SetVehicleProperties(vehicle, elements[1].props) end end) end Citizen.CreateThread(function() while true do Citizen.Wait(0) if isInShopMenu then DisableControlAction(0, 75, true) -- Disable exit vehicle DisableControlAction(27, 75, true) -- Disable exit vehicle else Citizen.Wait(500) end end end) function DeleteSpawnedVehicles() while #spawnedVehicles > 0 do local vehicle = spawnedVehicles[1] ESX.Game.DeleteVehicle(vehicle) table.remove(spawnedVehicles, 1) end end function WaitForVehicleToLoad(modelHash) modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash)) if not HasModelLoaded(modelHash) then RequestModel(modelHash) BeginTextCommandBusyspinnerOn('STRING') AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model')) EndTextCommandBusyspinnerOn(4) while not HasModelLoaded(modelHash) do Citizen.Wait(0) DisableAllControlActions(0) end BusyspinnerOff() end end