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-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") local enum = require("enum") EnumForUnknownId = class.class(KaitaiStruct) EnumForUnknownId.Animal = enum.Enum { dog = 4, cat = 7, chicken = 12, } function EnumForUnknownId:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function EnumForUnknownId:_read() self.one = EnumForUnknownId.Animal(self._io:read_u1()) end
--- -- Created by IntelliJ IDEA. -- @author callin2@gmail.com -- @copyright 2012 임창진 -- require 'Coat' --------------------------------------------------------------------------------------------- class 'classes.Emitter' has.name = {is="rw", isa="string"} has.x = {is="rw", isa="number"} has.y = {is="rw", isa="number"} has.rotation = {is="rw", isa="number"} has.visible = {is="rw", isa="boolean", default=true} has.loop = {is="rw", isa="boolean", default=false} has.autoDestroy = {is="rw", isa="boolean", default=false} has.emitterScale= {is="rw", isa="number",default=1} has.active = {is="rw", isa="boolean", default=false} has.group = {is="rw"} has._activePtCount = {is="rw", isa="number",default=0} has._rateTable = {is="rw", isa="table", default=function() return {} end} --[[ em.followObjInfo = { target = dispObj, autoRotate = autoRotate , rotationOffset = rotationOffset, xOffset = xOffset, yOffset = yOffset, } --]] has.followObjInfo = {is="rw", isa="table"} function method:BUILD() end function method:setParentGroup(grp) self.group = grp end function method:changeEmissionRate(particleTypeName, rate) self._rateTable[particleTypeName] = rate end -- todo change x accroding to emittionShape function method:getNewX() if self.followObjInfo and self.followObjInfo.target then return self.followObjInfo.target.x + self.followObjInfo.xOffset else return self.x end end -- todo change x accroding to emittionShape function method:getNewY() if self.followObjInfo and self.followObjInfo.target then return self.followObjInfo.target.y + self.followObjInfo.yOffset else return self.y end end function method:DEMOLISH() print('emitter DEMOLISH') for i=#(self._rateTable),1,-1 do self._rateTable[i] = nil end self._rateTable = nil self.group = nil end
DONATOR_COLOR = {} DONATOR_COLOR[0] = {33, 39, 47} -- Not a donator DONATOR_COLOR[1] = {135, 20, 20} -- IMBA Lead-Developer DONATOR_COLOR[2] = {100, 20, 20} -- IMBA Developer DONATOR_COLOR[3] = {0, 102, 255} -- Administrator DONATOR_COLOR[4] = {220, 40, 40} -- Ember Donator DONATOR_COLOR[5] = {218, 165, 32} -- Golden Donator DONATOR_COLOR[6] = {0, 204, 0} -- Green Donator (basic) DONATOR_COLOR[8] = {47, 91, 151} -- Salamander Donator (blue) DONATOR_COLOR[7] = {153, 51, 153} -- Icefrog Donator (purple) DONATOR_COLOR[9] = {185, 75, 10} -- Gaben Donator DONATOR_COLOR[10] = {255, 255, 255}
local UNICORN = KEYS[1] redis.call('del', 'sexp:' .. UNICORN) redis.call('hdel', 'sess:' .. UNICORN, 'kill')
spells = {} function spells.get_simulation_env(path_to_data, gun_actions) local env = {} setmetatable(env,{__index=_G}) env._G = env loadfile("spells/env.lua", "t", env)() env.load_symbols(path_to_data, gun_actions) return env end function spells.simulate_action(path_to_data, env, formatter) dofile("spells/exec.lua") if formatter.pre_format then formatter:pre_format() end for i,v in ipairs(env.actions) do action = exec_action(path_to_data, env,i) formatter:format(action, i, #env.actions) end if formatter.post_format then formatter:post_format() end end return spells
cddcdm = "" local file = io.open("scripts/chat.txt", "a") function OnChat_Command(event, player, message, type, language) swm = string.lower(message) if (swm:find(cddcdm.." ") == false) then else pg = player:GetGuildName() msgtype = MSG(type) tom = type local plrname = player:GetName() local giddy = message:gsub(cddcdm.."","") if (tom == 10) then file:write("("..GetGameTime()..") "..plrname.." "..giddy"\n") else file:write("("..GetGameTime()..") ["..plrname.."] "..msgtype..": "..giddy.."\n") file:flush() end end end RegisterServerHook(16, "OnChat_Command") function MSG(type) if (type == 1) then return("says") elseif (type == 4) then return("guild("..pg..")") elseif (type == 6) then return("yells") elseif (type == 51) then return("party") elseif (type == 17) then return("(General/trade/LocalDefense/custom)") elseif (type == 39) then return("raid") elseif (type == 45) then return("Battleground") elseif (type == 7) then return("Whispers") else return(type) end end
local resource_autoplace = require("resource-autoplace") data:extend( { { type = "fluid", name = "eridium", default_temperature = 18, heat_capacity = "0.1KJ", base_color = {r=0.5, g=0, b=0.5}, flow_color = {r=0.5, g=0, b=0.5}, max_temperature = 100, icon = "__dark-tech__/graphics/icons/eridium.png", icon_size = 32, order = "a[fluid]-b[crude-oil]" }, { type = "resource", name = "eridium", icon = "__dark-tech__/graphics/icons/eridium.png", icon_size = 32, flags = {"placeable-neutral"}, category = "basic-fluid", order="a-b-a", infinite = true, highlight = true, minimum = 60000, normal = 300000, infinite_depletion_amount = 10, resource_patch_search_radius = 12, tree_removal_probability = 0.7, tree_removal_max_distance = 32 * 32, minable = { mining_time = 0.5, results = { { type = "fluid", name = "eridium", amount_min = 50, amount_max = 100, probability = 1 } } }, collision_box = {{ -1.4, -1.4}, {1.4, 1.4}}, selection_box = {{ -0.5, -0.5}, {0.5, 0.5}}, -- autoplace = oil_old_autoplace, autoplace = resource_autoplace.resource_autoplace_settings{ name = "eridium", order = "c", -- Other resources are "b"; oil won't get placed if something else is already there. base_density = 8.2, base_spots_per_km2 = 5.8, random_probability = 1/48, random_spot_size_minimum = 1, random_spot_size_maximum = 1, -- don't randomize spot size additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate has_starting_area_placement = true, regular_rq_factor_multiplier = 1 }, stage_counts = {0}, stages = { sheet = { filename = "__dark-tech__/graphics/entity/eridium.png", priority = "extra-high", width = 75, height = 61, frame_count = 4, variation_count = 1 } }, map_color = {r=0.5, g=0, b=0.5}, map_grid = false }, { type = "autoplace-control", name = "eridium", richness = true, order = "b-f", category = "resource" }, })
-- 游戏列表 local GameListLayer = class("GameListLayer", ccui.ScrollView) local ClientUpdate = appdf.req(appdf.BASE_SRC.."app.controllers.ClientUpdate") local ExternalFun = appdf.req(appdf.EXTERNAL_SRC .. "ExternalFun") function GameListLayer:ctor(scene) print("============= 游戏列表界面创建 =============") self._scene = scene self:setDirection(ccui.ScrollViewDir.horizontal) self:setScrollBarEnabled(false) self:setBounceEnabled(true) end -------------------------------------------------------------------------------------------------------------------- -- 功能方法 --更新游戏列表 function GameListLayer:updateGameList(gamelist) print("更新游戏列表") --保存游戏列表 self._gameList = gamelist --清空子视图 self:removeAllChildren() if #gamelist == 0 then return end for i = 1, #gamelist do -- --游戏图标 -- local filestr -- if i == 1 then filestr = "GameList/game_"..gamelist[i].."_big.png" -- else filestr = "GameList/game_"..gamelist[i]..".png" -- end -- local p -- if i == 1 then -- p = cc.p(256, 256) -- else -- p = cc.p(256 + math.modf(i / 2) * 392, (i % 2 == 0) and 384 or 125) -- end -- --游戏图标按钮 -- local btnGameIcon = ccui.Button:create(filestr, filestr, filestr) -- btnGameIcon:setPosition(p) -- btnGameIcon:setTag(gamelist[i]) --游戏KindID做为Tag -- btnGameIcon:addTo(self) -- -- btnGameIcon:addTouchEventListener(function(ref, type) -- -- --改变按钮点击颜色 -- -- if type == ccui.TouchEventType.began then -- -- ref:setColor(cc.c3b(200, 200, 200)) -- -- elseif type == ccui.TouchEventType.ended or ccui.TouchEventType.canceled then -- -- ref:setColor(cc.WHITE) -- -- end -- -- end) -- btnGameIcon:addClickEventListener(function() -- self:onClickGame(self._gameList[i]) -- end) -- F:\GitHub\762yx\Phone316Game\client\client\res\spine\GameList\27 -- 添加动画 -- if gamelist[i] ~= 200 then local j = i - 1 local p = cc.p(125 + math.modf(j / 2) * 250, (i % 2 == 0) and 0 or 235) local json = "spine/GameList/%d/%d.json" local atlas = "spine/GameList/%d/%d.atlas" local id = self._gameList[i] json = string.format(json,id,id) atlas = string.format(atlas,id,id) print(json,atlas) local spine = sp.SkeletonAnimation:create(json, atlas, 1) spine:addTo(self) spine:setPosition(p) spine:setAnimation(0, "animation", true) --游戏图标按钮 local btnurl = "GameList/sp_none.png" local btnGameIcon = ccui.Button:create(btnurl,btnurl,btnurl) btnGameIcon:setPosition(0,120) btnGameIcon:setScale(180) btnGameIcon:setTag(gamelist[i]) --游戏KindID做为Tag btnGameIcon:addTo(spine) btnGameIcon:addTouchEventListener(function(ref, type) --改变按钮点击颜色 if type == ccui.TouchEventType.began then ref:setColor(cc.c3b(200, 200, 200)) elseif type == ccui.TouchEventType.ended or ccui.TouchEventType.canceled then ref:setColor(cc.WHITE) end end) btnGameIcon:addClickEventListener(function() self:onClickGame(self._gameList[i]) end) -- end end --设置内容宽度 local contentSize = self:getContentSize() local containerWidth = 256 + math.modf(#gamelist / 2) * 392 + 384 / 2 + 40 local containerHeiget = contentSize.height if containerWidth < contentSize.width then containerWidth = contentSize.width end self:setInnerContainerSize(cc.size(containerWidth, containerHeiget)) --滚动的到前面 self:jumpToLeft() end --下载游戏 function GameListLayer:downloadGame(gameinfo) if self._updategame then showToast(nil, "正在更新 “" .. self._updategame._GameName .. "” 请稍后", 2) return end --保存更新的游戏 self._updategame = gameinfo local app = self._scene:getApp() local updateUrl = app:getUpdateUrl() --下载地址 local fileurl = updateUrl .. "/game/" .. string.sub(gameinfo._Module, 1, -2) .. ".zip" --文件名 local pos = string.find(gameinfo._Module, "/") local savename = string.sub(gameinfo._Module, pos + 1, -2) .. ".zip" --保存路径 local savepath = nil local unzippath = nil local targetPlatform = cc.Application:getInstance():getTargetPlatform() if cc.PLATFORM_OS_WINDOWS == targetPlatform then savepath = device.writablePath .. "download/game/" .. gameinfo._Type .. "/" unzippath = device.writablePath .. "download/" else savepath = device.writablePath .. "game/" .. gameinfo._Type .. "/" unzippath = device.writablePath end print("savepath: " .. savepath) print("savename: " .. savename) print("unzippath: " .. unzippath) --下载游戏压缩包 downFileAsync(fileurl, savename, savepath, function(main, sub) --对象已经被销毁 if not appdf.isObject(self) then return end --下载回调 if main == appdf.DOWN_PRO_INFO then --进度信息 self:showGameProgress(gameinfo._KindID, sub) elseif main == appdf.DOWN_COMPELETED then --下载完毕 local zipfile = savepath .. savename --解压 unZipAsync(zipfile, unzippath, function(result) --删除压缩文件 os.remove(zipfile) --清空正在更新的游戏状态 self._updategame = nil self:hideGameProgress(gameinfo._KindID) if result == 1 then --保存版本记录 app:getVersionMgr():setResVersion(gameinfo._ServerResVersion, gameinfo._KindID) showToast(nil, "“" .. gameinfo._GameName .. "” 下载完毕", 2) --播放音效 self:playFinishEffect() else showToast(nil, "“" .. gameinfo._GameName .. "” 解压失败", 2) end end) else --清空正在更新的游戏状态 self._updategame = nil self:hideGameProgress(gameinfo._KindID) showToast(nil, "“" .. gameinfo._GameName .. "” 下载失败,错误码:" .. main .. ", " .. sub, 2) end end) end --更新游戏 function GameListLayer:updateGame(gameinfo) if self._updategame then showToast(nil, "正在更新 “" .. self._updategame._GameName .. "” 请稍后", 2) return end --保存更新的游戏 self._updategame = gameinfo local app = self._scene:getApp() local updateUrl = app:getUpdateUrl() local newfileurl = updateUrl.."/game/"..gameinfo._Module.."/res/filemd5List.json" local src = nil local dst = nil local targetPlatform = cc.Application:getInstance():getTargetPlatform() if cc.PLATFORM_OS_WINDOWS == targetPlatform then dst = device.writablePath .. "download/game/" .. gameinfo._Type .. "/" src = device.writablePath.."download/game/"..gameinfo._Module.."/res/filemd5List.json" print("PC 更新游戏 "..dst) print("PC 更新游戏 "..src) else dst = device.writablePath .. "game/" .. gameinfo._Type .. "/" src = device.writablePath.."game/"..gameinfo._Module.."/res/filemd5List.json" end local downurl = updateUrl .. "/game/" .. gameinfo._Type .. "/" --创建更新 self._update = ClientUpdate:create(newfileurl,dst,src,downurl) self._update:upDateClient(self) end --显示游戏进度 function GameListLayer:showGameProgress(wKindID, nPercent) --游戏图标 local gameicon = self:getChildByTag(wKindID) if not gameicon then return end local contentSize = gameicon:getContentSize() --遮罩 local mask = gameicon:getChildByTag(1) if mask == nil then mask = ccui.Layout:create() :setClippingEnabled(true) :setAnchorPoint(cc.p(0, 0)) :setPosition(0, 0) :setTag(1) :addTo(gameicon) gameicon:clone() :setColor(cc.c3b(150, 150, 150)) :setAnchorPoint(cc.p(0, 0)) :setPosition(0, 0) :addTo(mask) end mask:setContentSize(contentSize.width, contentSize.height * (100 - nPercent) / 100) --进度 local progress = gameicon:getChildByTag(2) if progress == nil then progress = cc.Label:createWithTTF("0%", "fonts/round_body.ttf", 32) :enableOutline(cc.c4b(0,0,0,255), 1) :setPosition(contentSize.width / 2, contentSize.height / 2) :setTag(2) :addTo(gameicon) end if nPercent == 100 then progress:setString("正在安装...") else progress:setString(nPercent .. "%") end end --隐藏游戏进度 function GameListLayer:hideGameProgress(wKindID) --游戏图标 local gameicon = self:getChildByTag(wKindID) if not gameicon then return end gameicon:removeAllChildren() end --播放完成音效 function GameListLayer:playFinishEffect() --播放音效 ExternalFun.playPlazaEffect("gameDownFinish.mp3") end -------------------------------------------------------------------------------------------------------------------- -- 事件处理 --点击游戏 function GameListLayer:onClickGame(wKindID) print("点击游戏图标", wKindID) --播放按钮音效 ExternalFun.playClickEffect() local app = self._scene:getApp() -- --判断游戏是否存在 local gameinfo = app:getGameInfo(wKindID) if not gameinfo then showToast(nil, "亲,人家还没准备好呢!", 2) return end -- 暂时屏蔽正式代码 2018.01.01 -- local version = tonumber(app:getVersionMgr():getResVersion(gameinfo._KindID)) -- if version == nil then --下载游戏 -- print("下载游戏") -- self:downloadGame(gameinfo) -- elseif gameinfo._ServerResVersion > version then --更新游戏 -- print("更新游戏") -- self:updateGame(gameinfo) -- else -- print("--判断是否开放房间") -- --判断是否开放房间 -- if GlobalUserItem.getRoomCount(wKindID) == 0 then -- showToast(nil, "抱歉,游戏房间暂未开放,请稍后再试!", 2) -- return -- end -- print("--通知进入游戏类型") -- --通知进入游戏类型 -- if self._scene and self._scene.onClickGame then -- self._scene:onClickGame(wKindID) -- end -- end -- 测试代码 2018.01.01 print("--判断是否开放房间") --判断是否开放房间 if GlobalUserItem.getRoomCount(wKindID) == 0 then showToast(nil, "抱歉,游戏房间暂未开放,请稍后再试!", 2) return end print("--通知进入游戏类型") --通知进入游戏类型 if self._scene and self._scene.onClickGame then self._scene:onClickGame(wKindID) end end -------------------------------------------------------------------------------------------------------------------- -- ClientUpdate 回调 --更新进度 function GameListLayer:onUpdateProgress(sub, msg, mainpersent) if self._updategame then self:showGameProgress(self._updategame._KindID, math.ceil(mainpersent)) end end --更新结果 function GameListLayer:onUpdateResult(result,msg) self:hideGameProgress(self._updategame._KindID) if result == true then msg = "“" .. self._updategame._GameName .. "” 更新完毕" --保存版本记录 self._scene:getApp():getVersionMgr():setResVersion(self._updategame._ServerResVersion, self._updategame._KindID) --播放音效 self:playFinishEffect() else msg = "“" .. self._updategame._GameName .. "” " .. msg end --清空正在更新的游戏状态 self._updategame = nil self._update = nil showToast(nil, msg, 2) end return GameListLayer
-- Return intersect angles in radians where 0 = right, pi/2 = down etc. -- Adapted from https://github.com/williamfiset/Algorithms/blob/master/Geometry/CircleCircleIntersectionPoints.js function intersectAngles(c1, c2) r1 = c1.radius r2 = c2.radius -- Compute the vector dx = r1 >= r2 and c2.x - c1.x or c1.x - c2.x dy = r1 >= r2 and c2.y - c1.y or c1.y - c2.y d = math.sqrt(dx * dx + dy * dy) eps = 0.00001 if d < eps and math.abs(r1 - r2) < eps then -- Same circle at same location - infinite solutions. return null end gap = d - (r1 + r2) nested_gap = math.max(r1, r2) - (math.min(r1, r2) + d) if gap > eps or nested_gap > eps then -- No intersection. Either the small circle contained within -- big circle or circles are simply disjoint. return {} end -- Modern atan is not a direct replacement, see https://pgl.yoyo.org/luai/i/math.atan2 angle = math.atan2(dy, dx) -- print('base angle', angle) -- Distance at which the intersection points 'flip' onto the opposite side of the circle -- I'm sure there must be better math for this :S flip_d = math.abs(r1 - r2) < eps and 0 or math.sqrt(math.pow(math.max(r1, r2), 2) - math.pow(math.min(r1, r2) / 2, 2)) c1_fudge = 0 c2_fudge = 0 if flip_d <= d then c1_fudge = r1 >= r2 and 0 or math.pi c2_fudge = r1 >= r2 and math.pi or 0 end -- print('flip flop', d, flip_d, c1_fudge, c2_fudge) -- Single intersection (kissing circles) c1_angle = angle + c1_fudge c2_angle = angle + c2_fudge if math.abs(gap) < eps or math.abs(nested_gap) < eps then return { { normalizeAngle(c1_angle), normalizeAngle(c2_angle) } } end r_small = math.min(r1, r2) r_big = math.max(r1, r2) delta_big = math.acos((r_small*r_small-d*d-r_big*r_big)/(-2.0*d*r_big)) delta_small = math.asin(math.sin(delta_big) * r_big / r_small) if r1 >= r2 then c1_angle_1 = c1_angle + delta_big c2_angle_1 = c2_angle - delta_small c1_angle_2 = c1_angle - delta_big c2_angle_2 = c2_angle + delta_small else c1_angle_1 = c1_angle + delta_small c2_angle_1 = c2_angle - delta_big c1_angle_2 = c1_angle - delta_small c2_angle_2 = c2_angle + delta_big end return { { normalizeAngle(c1_angle_1), normalizeAngle(c2_angle_1) }, { normalizeAngle(c1_angle_2), normalizeAngle(c2_angle_2) } } end function normalizeAngle(angle) return angle % (math.pi * 2) end
----------------------------------- -- Area: The Eldieme Necropolis (S) -- NPC: Sarcophagus -- Type: Quest NPC -- !pos 336.594, -33.500, -56.728 175 ----------------------------------- local ID = require("scripts/zones/The_Eldieme_Necropolis_[S]/IDs") require("scripts/globals/keyitems") require("scripts/globals/settings") require("scripts/globals/quests") require("scripts/globals/npc_util") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) if player:getQuestStatus(CRYSTAL_WAR, tpz.quest.id.crystalWar.LOST_IN_TRANSLOCATION) == QUEST_ACCEPTED and not player:hasKeyItem(tpz.ki.RIGHT_MAP_PIECE) then player:startEvent(5) else player:messageSpecial(ID.text.SARCOPHAGUS_SEALED) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 5 then npcUtil.giveKeyItem(player, tpz.ki.RIGHT_MAP_PIECE) end end
return function() local Loop = require(script.Parent.Loop) local BindableEvent = Instance.new("BindableEvent") describe("Loop", function() it("should call systems", function() local NewLoop = Loop.new(1, 2, 3) local CallCount = 0 NewLoop:ScheduleSystem(function(A, B, C) CallCount += 1 expect(A).to.equal(1) expect(B).to.equal(2) expect(C).to.equal(3) end) local Connection = NewLoop:Begin({Default = BindableEvent.Event}) expect(CallCount).to.equal(0) BindableEvent:Fire() expect(CallCount).to.equal(1) Connection.Default:Disconnect() expect(CallCount).to.equal(1) end) it("should call systems in order", function() local NewLoop = Loop.new() local Order = {} local SystemA = { After = {}, System = function() table.insert(Order, "a") end, } local SystemB = { After = {SystemA}, System = function() table.insert(Order, "b") end, } local SystemC = { After = {SystemA, SystemB}, System = function() table.insert(Order, "c") end, } NewLoop:ScheduleSystems({SystemC, SystemB, SystemA}) local Connection = NewLoop:Begin({Default = BindableEvent.Event}) expect(#Order).to.equal(0) BindableEvent:Fire() expect(#Order).to.equal(3) expect(Order[1]).to.equal("a") expect(Order[2]).to.equal("b") expect(Order[3]).to.equal("c") Connection.Default:Disconnect() end) it("should call systems with priority in order", function() local NewLoop = Loop.new() local Order = {} local function CleanupStartReplication() table.insert(Order, "e") end local function ReplicateEnemies() table.insert(Order, "d") end local function SpawnSwords() table.insert(Order, "c") end local function SpawnEnemies() table.insert(Order, "b") end local function Neutral() table.insert(Order, "a") end NewLoop:ScheduleSystems({ { System = SpawnEnemies, Priority = 0, }, Neutral, { System = ReplicateEnemies, Priority = 100, }, { System = SpawnSwords, Priority = 1, }, { System = CleanupStartReplication, Priority = 5000, }, }) local Connection = NewLoop:Begin({Default = BindableEvent.Event}) expect(#Order).to.equal(0) BindableEvent:Fire() expect(#Order).to.equal(5) expect(Order[1]).to.equal("a") expect(Order[2]).to.equal("b") expect(Order[3]).to.equal("c") expect(Order[4]).to.equal("d") expect(Order[5]).to.equal("e") Connection.Default:Disconnect() end) it("should call middleware", function() local NewLoop = Loop.new(1, 2, 3) local Called = {} NewLoop:AddMiddleware(function(NextFunction) return function() table.insert(Called, 2) NextFunction() end end):AddMiddleware(function(NextFunction) return function() table.insert(Called, 1) NextFunction() end end):ScheduleSystem(function() table.insert(Called, 3) end) local Connection = NewLoop:Begin({Default = BindableEvent.Event}) expect(#Called).to.equal(0) BindableEvent:Fire() expect(#Called).to.equal(3) expect(Called[1]).to.equal(1) expect(Called[2]).to.equal(2) expect(Called[3]).to.equal(3) Connection.Default:Disconnect() end) end) end
local PLUGIN = PLUGIN; local Clockwork = Clockwork; Clockwork.config:AddToSystem("[IS] Minimum Spawned Items", "itemspawner_min_items", "The minimum amount of spawned items that are allowed at one time.", 0, 128, 0); Clockwork.config:AddToSystem("[IS] Maximum Spawned Items", "itemspawner_max_items", "The maximum amount of spawned items that are allowed at one time.", 0, 256, 0); Clockwork.config:AddToSystem("[IS] Items per Player", "itemspawner_items_per_player", "The amount of spawned items that are allowed per player on the server.", 0, 10, 1); Clockwork.config:AddToSystem("[IS] Item Spawn Interval", "itemspawner_spawn_interval", "The interval in seconds between spawning items.", 0, 7200, 0); Clockwork.config:AddToSystem("[IS] Item Spawn Interval Variation", "itemspawner_spawn_interval_variation", "The percentage of variation to allow in the spawn interval.", 0, 1, 2); Clockwork.config:AddToSystem("[IS] Minimum Items per Interval", "itemspawner_min_items_per_interval", "The minimum amount of items to spawn every interval.", 0, 256, 0); Clockwork.config:AddToSystem("[IS] Maximum Items per Interval", "itemspawner_max_items_per_interval", "The maximum amount of items to spawn every interval.", 256, 0); Clockwork.config:AddToSystem("[IS] Items per Interval", "itemspawner_items_per_interval", "The amount of items to spawn on average per interval.", 0, 256, 0); Clockwork.config:AddToSystem("[IS] Items per Interval Variation", "itemspawner_items_per_interval_variation", "How much the items spawned per interval should vary depending on how high/low the target amount is.", 0, 1, 2); Clockwork.config:AddToSystem("[IS] Rare Spawn Chance", "itemspawner_rare_spawn_chance", "The chance to select a rare item from the rare spawn list every time an item is spawned.", 0, 1, 3); Clockwork.config:AddToSystem("[IS] Spawned Item Decay Time", "itemspawner_decay_time", "The amount of hours it takes for an item to be considered decayed if it doesn't get picked up. Decayed items get removed after a map reload.", 0, 256, 0); Clockwork.config:AddToSystem("[IS] Minimum Players Online", "itemspawner_min_players", "The minimum amount of players that have to be online for items to be spawned.", 0, 80, 0); Clockwork.config:AddToSystem("[IS] Enable Logging", "itemspawner_logging_enabled", "Turns the logging on and off.", 0, 1, 0);
--機巧鳥-常世宇受賣長鳴 -- --Script by XyleN5967 function c101105016.initial_effect(c) --spsummon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(101105016,0)) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetRange(LOCATION_MZONE) e1:SetCountLimit(1,101105016) e1:SetCost(c101105016.spcost) e1:SetTarget(c101105016.sptg) e1:SetOperation(c101105016.spop) c:RegisterEffect(e1) --to hand local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101105016,1)) e2:SetCategory(CATEGORY_TOHAND) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_GRAVE) e2:SetCost(aux.bfgcost) e2:SetCountLimit(1,101105016+100) e2:SetTarget(c101105016.thtg) e2:SetOperation(c101105016.thop) c:RegisterEffect(e2) end if Auxiliary.AtkEqualsDef==nil then function Auxiliary.AtkEqualsDef(c) if not c:IsType(TYPE_MONSTER) or c:IsType(TYPE_LINK) then return false end if c:GetAttack()~=c:GetDefense() then return false end return c:IsLocation(LOCATION_MZONE) or c:GetTextAttack()>=0 and c:GetTextDefense()>=0 end end function c101105016.costfilter(c,e,tp) return aux.AtkEqualsDef(c) and c:IsRace(RACE_MACHINE) and c:GetLevel()>1 and Duel.GetMZoneCount(tp,c)>0 and (c:IsControler(tp) or c:IsFaceup()) and Duel.IsExistingMatchingCard(c101105016.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp,c:GetLevel()) end function c101105016.spfilter(c,e,tp,lv) return aux.AtkEqualsDef(c) and c:IsRace(RACE_MACHINE) and c:GetLevel()<lv and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c101105016.spcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.CheckReleaseGroup(tp,c101105016.costfilter,1,nil,e,tp) end local sg=Duel.SelectReleaseGroup(tp,c101105016.costfilter,1,1,nil,e,tp) e:SetLabel(sg:GetFirst():GetLevel()) Duel.Release(sg,REASON_COST) end function c101105016.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK) end function c101105016.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<1 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c101105016.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp,e:GetLabel()) Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end function c101105016.thfilter(c) return c:IsFacedown() and aux.AtkEqualsDef(c) and c:IsRace(RACE_MACHINE) and c:IsAbleToHand() end function c101105016.thtg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101105016.thfilter,tp,LOCATION_REMOVED,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_REMOVED) end function c101105016.thop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectMatchingCard(tp,c101105016.thfilter,tp,LOCATION_REMOVED,0,1,1,nil) if #g>0 then Duel.SendtoHand(g,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,g) end end
-- SEC Set Carry, Implied, 1 Bytes, 2 Cycles local mem = require(script.Parent.Parent.Memory) local statusRegisters = require(script.Parent.Parent.Registers) local internal = require(script.Parent.Parent.Internal) return function() statusRegisters.carryFlag = true internal:Cycle() end
----------------------------------- -- Area: Aht Urhgan Whitegate -- NPC: Hadahda -- Type: Standard NPC -- !pos -112.029 -6.999 -66.114 50 ----------------------------------- function onTrade(player,npc,trade) end function onTrigger(player,npc) player:startEvent(518) end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) end
local json = require('arken.json') local url = require('arken.net.url') local test = {} test.should_return_table_form_url = function() local url1 = "http://username:password@hostname/path?arg=value#anchor" local url2 = "http://username:password@hostname/path?arg=1234" local result = url.parse(url1) assert( result:resolve("?arg=1234"):build() == url2, result:resolve("?arg=1234"):build() ) end test.should_return_table_change_params = function() local result = url.parse("http://username:password@hostname:2345/path?arg=value#anchor") assert( result:build() == "http://username:password@hostname:2345/path?arg=value#anchor", result:build() ) end test.should_return_new_url_if_scheme_if_different = function() local url1 = "http://username:password@hostname/path?arg=value#anchor" local url2 = "http://username:password@hostname/path?arg=1234" local result = url.parse(url1) assert( result:resolve("https://newlink"):build() == "https://newlink" ) end test.should_return_without_query_string = function() local url1 = "http://newlink/path" local url2 = "http://newlink/path?id=1234" local result = url.parse(url1) assert( result:resolve("path?id=1234"):build() == url2 ) end test.should_return_without_path_and_only_querystring = function() local url1 = "http://newlink/path" local url2 = "http://newlink/?id=1234" local result = url.parse(url1) assert( result:resolve("/?id=1234"):build() == url2, result:resolve("/?id=1234"):build() ) end test.should_return_domain = function() local url1 = "http://newlink.org?id=1234" local url2 = "http://newlink.org/mypath?id=1234" local result = url.parse(url1) assert( result:resolve("/mypath"):build() == url2, result:resolve("/mypath"):build() ) end test.should_return_with_relative_path = function() local url1 = "http://newlink.org/path?id=1234" local url2 = "http://newlink.org/mypath?id=1234" local result = url.parse(url1) assert( result:resolve("./mypath"):build() == url2, result:resolve("/mypath"):build() ) end test.should_return_remove_path = function() local url1 = "http://newlink.org/path?id=1234" local url2 = "http://newlink.org/?id=1234" local result = url.parse(url1) assert( result:resolve("./"):build() == url2, result:resolve("./"):build() ) end test.should_return_dot_path_example_1 = function() local url1 = "http://newlink.org/../../?id=1234" local url2 = "http://newlink.org/path?id=1234" local result = url.parse(url1) assert( result:resolve("path"):build() == url2, result:resolve("path"):build() ) end test.should_return_dot_path_example_3 = function() local url1 = "http://newlink.org/../../mycustom?id=1234" local url2 = "http://newlink.org/mycustom?id=1234" local result = url.parse(url1) assert( result:resolve("../../mycustom"):build() == url2, result:resolve("../../mycustom"):build() ) end test.should_return_dot_path_example_4 = function() local url1 = "http://newlink.org/mycustom?id=1234" local url2 = "http://newlink.org/?id=1234" local result = url.parse(url1) assert( result:resolve("../.."):build() == url2, result:resolve("../.."):build() ) end test.should_return_dot_path_example_5 = function() local url1 = "http://newlink.org/../?id=1234" local url2 = "http://newlink.org/..?id=1234" local result = url.parse(url1) assert( result:resolve("../../.."):build() == url2, result:resolve("../../.."):build() ) end return test
function is_nan(n) return n ~= n end function is_err(f) return pcall(f) == false end function is_integer(n) return is_err(function() return n % 0 end) end function test1() return math.abs( 1) == 1 and math.abs( -1) == 1 and math.abs( 1.0) == 1.0 and math.abs( -1.0) == 1.0 and is_integer(math.abs(1 )) and not is_integer(math.abs(1.0)) end function test2() return math.acos(1) == 0.0 and math.abs(math.acos(0) - math.pi/2) < 1e-7 and math.abs(math.acos(0.5) - math.pi/3) < 1e-7 and math.abs(math.acos(-1) - math.pi) < 1e-7 and is_nan(math.acos( 2)) and is_nan(math.acos(-2)) and not is_integer(math.acos(1)) end function test3() return math.asin(0) == 0.0 and math.abs(math.asin(1) - math.pi/2) < 1e-7 and math.abs(math.asin(0.5) - math.pi/6) < 1e-7 and math.abs(math.asin(-1) + math.pi/2) < 1e-7 and is_nan(math.asin( 2)) and is_nan(math.asin(-2)) and not is_integer(math.asin(0)) end function test4() return math.atan(0) == 0.0 and math.abs(math.atan(1) - math.pi/4) < 1e-7 and math.abs(math.atan(0.5) - 0.46364760900081) < 1e-7 and math.abs(math.atan(-1) + math.pi/4) < 1e-7 and math.abs(math.atan(2) - 1.1071487177941) < 1e-7 and math.abs(math.atan(-2) + 1.1071487177941) < 1e-7 and math.abs(math.atan(math.huge) - math.pi/2) < 1e-7 and math.abs(math.atan(-math.huge) + math.pi/2) < 1e-7 and not is_integer(math.atan(0)) end function test5() return math.atan2(0, 0) == 0.0 and math.atan2(0, 1) == 0.0 and math.abs(math.atan2( 1, 0) - math.pi/2) < 1e-7 and math.abs(math.atan2( 1, 1) - math.pi/4) < 1e-7 and math.abs(math.atan2(-1, 1) + math.pi/4) < 1e-7 and math.abs(math.atan2( 1, -1) - 3*math.pi/4) < 1e-7 and math.abs(math.atan2(-1, -1) + 3*math.pi/4) < 1e-7 and math.abs(math.atan2(math.huge, 1) - math.pi/2) < 1e-7 and not is_integer(math.atan2(0, 0)) end function test6() return math.ceil( 1.0) == 1 and math.ceil(-1.0) == -1 and math.ceil( 1.1) == 2 and math.ceil(-1.1) == -1 and is_integer(math.ceil(1.0)) end function test7() return math.cos(0) == 1.0 and math.abs(math.cos(math.pi) + 1.0) < 1e-7 and math.abs(math.cos(math.pi/6) - math.sqrt(3)/2) < 1e-7 and math.abs(math.cos(1) - 0.5403023058681398) < 1e-7 and is_nan(math.cos(math.huge)) and not is_integer(math.cos(0)) end function test8() return math.cosh(0) == 1.0 and math.abs(math.cosh( 1) - 1.543080634815244) < 1e-7 and math.abs(math.cosh(-1) - 1.543080634815244) < 1e-7 and math.cosh(math.huge) == math.huge and not is_integer(math.cosh(0)) end function test9() return math.abs(math.deg(math.pi) - 180) < 1e-7 and math.abs(math.deg(1) - 180/math.pi) < 1e-7 and not is_integer(math.deg(math.pi)) end function test10() return math.abs(math.exp(1) - 2.718281828459) < 1e-7 and math.exp(0) == 1 and math.abs(math.exp(-1) - 0.36787944117144) < 1e-7 and math.exp(-math.huge) == 0 and math.exp(math.huge) == math.huge and not is_integer(math.exp(0)) end function test11() return math.floor( 1.0) == 1 and math.floor(-1.0) == -1 and math.floor( 1.1) == 1 and math.floor(-1.1) == -2 and is_integer(math.ceil(1.0)) end function test12() return math.abs(math.fmod( 6.2, 3.4) - 2.8) < 1e-7 and math.abs(math.fmod(-6.2, 3.4) + 2.8) < 1e-7 and math.abs(math.fmod( 6.2, -3.4) - 2.8) < 1e-7 and math.abs(math.fmod(-6.2, -3.4) + 2.8) < 1e-7 and not is_integer(math.fmod(1.0, 1.0)) end function test13() return math.abs(math.frexp(87573.1902197) - 0.6681304185463) < 1e-7 and select(2, math.frexp(87573.1902197)) == 17 and math.abs(math.frexp(16723.61465171) - 0.51036421666595) < 1e-7 and select(2, math.frexp(16723.61465171)) == 15 and math.abs(math.frexp(-171089.69623223) + 0.6526553963937) < 1e-7 and select(2, math.frexp(-171089.69623223)) == 18 and math.abs(math.frexp(152965.60153365) - 0.5835174619051) < 1e-7 and select(2, math.frexp(152965.60153365)) == 18 and math.abs(math.frexp(-491699.40967113) + 0.93784219679094) < 1e-7 and select(2, math.frexp(-491699.40967113)) == 19 and math.abs(math.frexp(-90102.646965533) + 0.68742864200999) < 1e-7 and select(2, math.frexp(-90102.646965533)) == 17 and math.abs(math.frexp(-182550.06847903) + 0.69637324706662) < 1e-7 and select(2, math.frexp(-182550.06847903)) == 18 and math.abs(math.frexp(327863.1796129) - 0.62534938738423) < 1e-7 and select(2, math.frexp(327863.1796129)) == 19 and math.abs(math.frexp(404005.37056848) - 0.77057909120271) < 1e-7 and select(2, math.frexp(404005.37056848)) == 19 and math.abs(math.frexp(-314283.14419463) + 0.59944752539565) < 1e-7 and select(2, math.frexp(-314283.14419463)) == 19 and math.abs(math.frexp(1.6586243640632e-08) - 0.556541984375) < 1e-7 and select(2, math.frexp(1.6586243640632e-08)) == -25 and math.abs(math.frexp(-3.6877257842571e-07) + 0.77337215039063) < 1e-7 and select(2, math.frexp(-3.6877257842571e-07)) == -21 and math.abs(math.frexp(1.6591683961452e-09) - 0.89075925000003) < 1e-7 and select(2, math.frexp(1.6591683961452e-09)) == -29 and math.abs(math.frexp(-3.9305121637881e-08) + 0.659430515625) < 1e-7 and select(2, math.frexp(-3.9305121637881e-08)) == -24 and math.abs(math.frexp(-4.7698671976104e-07) + 0.50015682666016) < 1e-7 and select(2, math.frexp(-4.7698671976104e-07)) == -20 and math.abs(math.frexp(-2.3943610163406e-07) + 0.50213389941406) < 1e-7 and select(2, math.frexp(-2.3943610163406e-07)) == -21 and math.abs(math.frexp(-4.9012135714292e-09) + 0.65782974999999) < 1e-7 and select(2, math.frexp(-4.9012135714292e-09)) == -27 and math.abs(math.frexp(-4.9168974207714e-07) + 0.51557406298828) < 1e-7 and select(2, math.frexp(-4.9168974207714e-07)) == -20 and math.abs(math.frexp(-4.7032095026225e-08) + 0.7890676171875) < 1e-7 and select(2, math.frexp(-4.7032095026225e-08)) == -24 and math.abs(math.frexp(4.8018892854452e-07) - 0.5035145859375) < 1e-7 and select(2, math.frexp(4.8018892854452e-07)) == -20 and select(2, math.frexp(math.huge)) == 0 and math.frexp(-math.huge) == -math.huge and select(2, math.frexp(math.huge)) == 0 and is_nan(math.frexp(0.0 % 0.0)) and select(2, math.frexp(0.0 % 0.0)) == 0 end function test14() return math.abs(math.ldexp(0.6681304185463, 17) - 87573.1902197) < 1e-7 * 2^17 and math.abs(math.ldexp(0.51036421666595, 15) - 16723.61465171) < 1e-7 * 2^15 and math.abs(math.ldexp(-0.6526553963937, 18) + 171089.69623223) < 1e-7 * 2^18 and math.abs(math.ldexp(0.5835174619051, 18) - 152965.60153365) < 1e-7 * 2^18 and math.abs(math.ldexp(-0.93784219679094, 19) + 491699.40967113) < 1e-7 * 2^19 and math.abs(math.ldexp(-0.68742864200999, 17) + 90102.646965533) < 1e-7 * 2^17 and math.abs(math.ldexp(-0.69637324706662, 18) + 182550.06847903) < 1e-7 * 2^18 and math.abs(math.ldexp(0.62534938738423, 19) - 327863.1796129) < 1e-7 * 2^19 and math.abs(math.ldexp(0.77057909120271, 19) - 404005.37056848) < 1e-7 * 2^19 and math.abs(math.ldexp(-0.59944752539565, 19) + 314283.14419463) < 1e-7 * 2^19 and math.abs(math.ldexp(0.556541984375, -25) - 1.6586243640632e-08) < 1e-7 * 2^-25 and math.abs(math.ldexp(-0.77337215039063, -21) + 3.6877257842571e-07) < 1e-7 * 2^-21 and math.abs(math.ldexp(0.89075925000003, -29) - 1.6591683961452e-09) < 1e-7 * 2^-29 and math.abs(math.ldexp(-0.659430515625, -24) + 3.9305121637881e-08) < 1e-7 * 2^-24 and math.abs(math.ldexp(-0.50015682666016, -20) + 4.7698671976104e-07) < 1e-7 * 2^-20 and math.abs(math.ldexp(-0.50213389941406, -21) + 2.3943610163406e-07) < 1e-7 * 2^-21 and math.abs(math.ldexp(-0.65782974999999, -27) + 4.9012135714292e-09) < 1e-7 * 2^-27 and math.abs(math.ldexp(-0.51557406298828, -20) + 4.9168974207714e-07) < 1e-7 * 2^-20 and math.abs(math.ldexp(-0.7890676171875, -24) + 4.7032095026225e-08) < 1e-7 * 2^-24 and math.abs(math.ldexp(0.5035145859375, -20) - 4.8018892854452e-07) < 1e-7 * 2^-20 end function test15() return math.log(0) == -math.huge and math.log(1) == 0.0 and math.abs(math.log(10) - 2.302585092994) < 1e-7 and is_nan(math.log(-1)) end function test16() return math.log10(0) == -math.huge and math.log10(1) == 0.0 and math.log10(10) == 1.0 and math.abs(math.log10(3.1622776601684) - 0.5) < 1e-7 and is_nan(math.log10(-1)) end function test17() return math.max(1, 2, 3) == 3 and is_integer(math.max(1, 2, 3)) and math.max(1.0, 2.0, 3.0) == 3.0 and not is_integer(math.max(1.0, 2.0, 3.0)) and math.max(3, 3.0, 3.0) == 3 and is_integer(math.max(3, 3.0, 3.0)) and math.max(-5, -4, -3, -2, -1, 0, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1) == 10 -- Tests we do not currently pass due to incompatibility with PUC-Rio Lua -- is_err(math.max(1, "2", 1)) end function test18() return math.min(3, 2, 1) == 1 and is_integer(math.min(3, 2, 1)) and math.min(3.0, 2.0, 1.0) == 1.0 and not is_integer(math.min(3.0, 2.0, 1.0)) and math.min(3, 3.0, 3.0) == 3 and is_integer(math.min(3, 3.0, 3.0)) and math.min(5, 4, 3, 2, 1, 0, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1) == -10 -- Tests we do not currently pass due to incompatibility with PUC-Rio Lua -- is_err(math.min(1, "2", 1)) -- is_nan(math.min(0.0 % 0.0, 1, 2)) end function test19() return math.modf(216.57550707459) == 216 and math.abs(select(2, math.modf(216.57550707459)) - 0.5755070745945) < 1e-7 and math.modf(-356.93994024768) == -356 and math.abs(select(2, math.modf(-356.93994024768)) + 0.93994024768472) < 1e-7 and math.modf(-230.78241851181) == -230 and math.abs(select(2, math.modf(-230.78241851181)) + 0.78241851180792) < 1e-7 and math.modf(-184.36720222235) == -184 and math.abs(select(2, math.modf(-184.36720222235)) + 0.36720222234726) < 1e-7 and math.modf(95.250256825238) == 95 and math.abs(select(2, math.modf(95.250256825238)) - 0.25025682523847) < 1e-7 and math.modf(-383.47252598032) == -383 and math.abs(select(2, math.modf(-383.47252598032)) + 0.47252598032355) < 1e-7 and math.modf(480.07427062839) == 480 and math.abs(select(2, math.modf(480.07427062839)) - 0.074270628392696) < 1e-7 and math.modf(123.98638017476) == 123 and math.abs(select(2, math.modf(123.98638017476)) - 0.98638017475605) < 1e-7 and math.modf(365.17379572615) == 365 and math.abs(select(2, math.modf(365.17379572615)) - 0.17379572615027) < 1e-7 and math.modf(-271.84157492593) == -271 and math.abs(select(2, math.modf(-271.84157492593)) + 0.84157492592931) < 1e-7 and math.modf(347.25950565189) == 347 and math.abs(select(2, math.modf(347.25950565189)) - 0.25950565189123) < 1e-7 and math.modf(406.10403195024) == 406 and math.abs(select(2, math.modf(406.10403195024)) - 0.10403195023537) < 1e-7 and math.modf(365.7353548333) == 365 and math.abs(select(2, math.modf(365.7353548333)) - 0.73535483330488) < 1e-7 and math.modf(352.64282440767) == 352 and math.abs(select(2, math.modf(352.64282440767)) - 0.64282440766692) < 1e-7 and math.modf(256.04179827496) == 256 and math.abs(select(2, math.modf(256.04179827496)) - 0.041798274964094) < 1e-7 and math.modf(-278.28463632613) == -278 and math.abs(select(2, math.modf(-278.28463632613)) + 0.2846363261342) < 1e-7 and math.modf(-206.89806248993) == -206 and math.abs(select(2, math.modf(-206.89806248993)) + 0.89806248992682) < 1e-7 and math.modf(-76.712315436453) == -76 and math.abs(select(2, math.modf(-76.712315436453)) + 0.71231543645263) < 1e-7 and math.modf(205.99580463022) == 205 and math.abs(select(2, math.modf(205.99580463022)) - 0.99580463021994) < 1e-7 and math.modf(-13.91322305426) == -13 and math.abs(select(2, math.modf(-13.91322305426)) + 0.91322305426002) < 1e-7 end function test20() return math.abs(math.rad(180) - math.pi) < 1e-7 and math.abs(math.rad(360) - 2*math.pi) < 1e-7 and math.abs(math.rad(15) - math.pi/12) < 1e-7 end function test21() local good = true for i=1,10000,1 do local rand = math.random() good = good and rand >= 0 and rand < 1 end for i=1,10000,1 do local rand = math.random(4, 20) good = good and rand >= 4 and rand <= 20 end for i=1,10000,1 do local rand = math.random(35) good = good and rand >= 1 and rand <= 35 end local numbers1 = {} math.randomseed(8675309) for i=1,10000,1 do numbers1[#numbers1 + 1] = math.random() end local numbers2 = {} math.randomseed(8675309) for i=1,10000,1 do numbers2[#numbers2 + 1] = math.random() end for i=1,10000,1 do good = good and numbers1[i] == numbers2[i] end return good end function test22() return math.sin(0) == 0.0 and math.abs(math.sin(math.pi) - 0.0) < 1e-7 and math.abs(math.sin(math.pi/6) - 0.5) < 1e-7 and math.abs(math.sin(1) - 0.8414709848079) < 1e-7 and is_nan(math.sin(math.huge)) and not is_integer(math.sin(0)) end function test23() return math.abs(math.sqrt(1.0) - 1.0) < 1e-7 and math.abs(math.sqrt(4.0) - 2.0) < 1e-7 and math.abs(math.sqrt(0.09) - 0.3) < 1e-7 and is_nan(math.sqrt(-3)) end function test24() return math.tan(0) == 0.0 and math.abs(math.tan(math.pi) - 0.0) < 1e-7 and math.abs(math.tan(math.pi/6) - 0.57735026918963) < 1e-7 and math.abs(math.tan(1) - 1.5574077246549) < 1e-7 and is_nan(math.tan(math.huge)) and not is_integer(math.tan(0)) end function test25() return math.tointeger(1.0) == 1 and math.tointeger(1.1) == nil and math.tointeger(-3.0) == -3 and math.tointeger(4.00000002) == nil and is_integer(math.tointeger(8.0)) end function test26() return math.type(1) == "integer" and math.type(1.0) == "float" and math.type("1.0") == nil end function test27() return not math.ult(-3, 2) and math.ult(-3, -2) and math.ult(1, 2) end return test1() and test2() and test3() and test4() and test5() and test6() and test7() and test8() and test9() and test10() and test11() and test12() and test13() and test14() and test15() and test16() and test17() and test18() and test19() and test20() and test21() and test22() and test23() and test24() and test25() and test26() and test27()
function onCreate() precacheSound('hitsounds/SNAP') end function goodNoteHit(id, noteData, noteType, isSustainNote) if not isSustainNote then playSound('hitsounds/SNAP', 3) end end
function fadeIn(name, time, volume_) if soundExists(name) then volumeType(name, 0) local addVolume = (volume_ / time) * 100 local called = 0 local volume = volume_ while true do volume = volume - addVolume if volume < 0 then volume = 0 end if volume == 0 then break end called = called + 1 end volume = getVolume(name) while true do Citizen.Wait(time / called) volume = volume + addVolume if volume > volume_ then volume = volume_ volumeType(name, volume) break end volumeType(name, volume) end end end exports('fadeIn', fadeIn) function fadeOut(name, time) if soundExists(name) then local volume = getVolume(name) local addVolume = (volume / time) * 100 local called = 0 while true do volume = volume - addVolume if volume < 0 then volume = 0 end if volume == 0 then break end called = called + 1 end volume = getVolume(name) while true do Citizen.Wait(time / called) volume = volume - addVolume if volume < 0 then volume = 0 volumeType(name, volume) break end volumeType(name, volume) end end end exports('fadeOut', fadeOut) function fadeVolume(name, time, volume_) if soundExists(name) then local fadeId = math.random(99999) soundInfo[name].fadeId = fadeId local initVol = soundInfo[name].volume local toFade = volume_ - initVol local repeats = time / 25 local toChange = toFade / repeats for i = 1, repeats do Citizen.Wait(25) if soundInfo[name].fadeId ~= fadeId then return end volumeType(name, initVol + (toChange * i)) end end end exports('fadeVolume', fadeVolume) function volumeType(name, volume) if isDynamic(name) then setVolumeMax(name,volume) setVolume(name,volume) else setVolume(name,volume) end end
local sirenTable = { [411] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,1.2,0.25}, ["phases"]={true,true,false,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,1.2,0.25}, ["phases"]={false,false,true,true}}, }, [451] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.8,0.25}, ["phases"]={true,false,false,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.8,0.25}, ["phases"]={false,true,true,false}}, }, [415] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.8,0.25}, ["phases"]={true,false,false,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.8,0.25}, ["phases"]={false,true,true,false}}, }, [506] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.7,0.25}, ["phases"]={true,true,false,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.7,0.25}, ["phases"]={false,false,true,true}}, }, [495] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.5,1,0.4}, ["phases"]={false,true,true,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.5,1,0.4}, ["phases"]={true,false,false,true}}, }, [402] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.7,0.25}, ["phases"]={false,false,true,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.7,0.25}, ["phases"]={true,true,false,false}}, }, [541] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.35,0.85,0.3}, ["phases"]={true,false,false,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.35,0.85,0.3}, ["phases"]={false,true,true,false}}, }, [565] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.8,0.25}, ["phases"]={true,true,false,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.8,0.25}, ["phases"]={false,false,true,true}}, }, [560] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,1,0.35}, ["phases"]={false,true,true,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,1,0.35}, ["phases"]={true,false,false,true}}, }, [480] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.45,0.25}, ["phases"]={false,false,true,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.45,0.25}, ["phases"]={true,true,false,false}}, }, [559] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.75,0.25}, ["phases"]={true,false,false,true}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.75,0.25}, ["phases"]={false,true,true,false}}, }, [562] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.75,0.35}, ["phases"]={true,true,false,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.75,0.35}, ["phases"]={false,false,true,true}}, }, [429] = { [1] = {["color"]={255,0,0}, ["pos"]={-0.4,0.35,0.25}, ["phases"]={false,true,true,false}}, [2] = {["color"]={0,0,255}, ["pos"]={0.4,0.35,0.25}, ["phases"]={true,false,false,true}}, }, } local playerSirens = {} local globalTimer = false local current = 0 -- const local phases = 4 addEvent('vip_startSirenForPlayer', true) addEventHandler('vip_startSirenForPlayer', root, function (player, status) if status then playerSirens[player] = true else local temp = playerSirens[player] if temp ~= true and temp.active then local sirens = playerSirens[player].active local dummies = playerSirens[player].dummies playerSirens[player] = nil if sirens then for i, s in ipairs(sirens) do if s then destroyCorona(s) destroyElement(dummies[i]) end end end else playerSirens[player] = nil end end end) function timer() current = current + 1 if current > phases then current = 1 end local playerVeh = false local vehID = false local activeSirens = {} local siren = false local temp = nil for i,p in ipairs(getElementsByType("player")) do activeSirens = {} if playerSirens[p] then playerVeh = getPedOccupiedVehicle(p) if playerVeh then vehID = getElementModel(playerVeh) if isVehicleCompatible(vehID) then if playerSirens[p] == true or playerSirens[p]["vehicle"] ~= vehID then temp = playerSirens[p] if temp ~= true and temp["active"] then for c, s in ipairs(playerSirens[p].active) do if s then destroyElement(playerSirens[p].dummies[c]) destroyCorona(s) end end end playerSirens[p] = {["vehicle"]=vehID,["active"]={},["dummies"]={}} for v=1,#sirenTable[vehID] do table.insert(playerSirens[p].active, false) table.insert(playerSirens[p].dummies, false) end end for c, s in ipairs(sirenTable[vehID]) do if s.phases[current] then activeSirens[c] = true end end for c, s in ipairs(playerSirens[p].active) do if s then if not activeSirens[c] then destroyCorona(s) destroyElement(playerSirens[p].dummies[c]) playerSirens[p].dummies[c] = false playerSirens[p].active[c] = false end else if activeSirens[c] then siren = createCorona(0,0,0,0.5,sirenTable[vehID][c].color[1],sirenTable[vehID][c].color[2],sirenTable[vehID][c].color[3],255,false) local dummy = createMarker(0,0,0,"cylinder",0.1) setElementAlpha(dummy, 0) playerSirens[p].dummies[c] = dummy attachElements(dummy, playerVeh, sirenTable[vehID][c].pos[1], sirenTable[vehID][c].pos[2], sirenTable[vehID][c].pos[3]) playerSirens[p].active[c] = siren end end end else temp = playerSirens[p] if temp ~= true and temp["active"] then for c, s in ipairs(playerSirens[p].active) do if s then destroyElement(playerSirens[p].dummies[c]) destroyCorona(s) playerSirens[p].active[c] = false end end end end end end end end addEventHandler('onClientPreRender', root, function() pcall( -- pcall so lua stops spamming some bs errors function() for i, p in ipairs(getElementsByType('player')) do if p and playerSirens[p] and type(playerSirens[p]["active"]) ~= nil then local vehicle = getPedOccupiedVehicle(p) if vehicle then local vehID = getElementModel(vehicle) if isVehicleCompatible(vehID) then for c, s in ipairs(playerSirens[p].active) do if s then local x,y,z = getElementPosition(playerSirens[p].dummies[c]) setCoronaPosition(s, x, y, z) end end end end end end end) end) function isVehicleCompatible(vehicleid) if not sirenTable[vehicleid] or sirenTable[vehicleid] == false or sirenTable[vehicleid] == nil then return false else return true end end addEventHandler('onClientResourceStart', resourceRoot, function() globalTimer = setTimer(timer, 100, 0) end) addEventHandler('onClientResourceStop', resourceRoot, function() for i, p in ipairs(getElementsByType('player')) do pcall(function(p) if playerSirens[p] and playerSirens[p]["active"] then for c, s in ipairs(playerSirens[p].active) do if s then destroyCorona(s) end end end end, p) end end)
require 'nn' -- thanks to https://github.com/soumith/imagenet-multiGPU.torch for this example nGPU = 4 nClasses = 10 -- from https://code.google.com/p/cuda-convnet2/source/browse/layers/layers-imagenet-1gpu.cfg -- this is AlexNet that was presented in the One Weird Trick paper. http://arxiv.org/abs/1404.5997 local features = nn.Sequential() features:add(nn.SpatialConvolution(3,64,11,11,4,4,2,2)) -- 224 -> 55 features:add(nn.SpatialBatchNormalization(64,1e-3)) features:add(nn.ReLU(true)) features:add(nn.SpatialMaxPooling(3,3,2,2)) -- 55 -> 27 features:add(nn.SpatialConvolution(64,192,5,5,1,1,2,2)) -- 27 -> 27 features:add(nn.SpatialBatchNormalization(192,1e-3)) features:add(nn.ReLU(true)) features:add(nn.SpatialMaxPooling(3,3,2,2)) -- 27 -> 13 features:add(nn.SpatialConvolution(192,384,3,3,1,1,1,1)) -- 13 -> 13 features:add(nn.SpatialBatchNormalization(384,1e-3)) features:add(nn.ReLU(true)) features:add(nn.SpatialConvolution(384,256,3,3,1,1,1,1)) -- 13 -> 13 features:add(nn.SpatialBatchNormalization(256,1e-3)) features:add(nn.ReLU(true)) features:add(nn.SpatialConvolution(256,256,3,3,1,1,1,1)) -- 13 -> 13 features:add(nn.SpatialBatchNormalization(256,1e-3)) features:add(nn.ReLU(true)) features:add(nn.SpatialMaxPooling(3,3,2,2)) -- 13 -> 6 -- features:cuda() -- features = makeDataParallel(features, nGPU) -- defined in util.lua local classifier = nn.Sequential() classifier:add(nn.View(256*6*6)) classifier:add(nn.Dropout(0.5)) classifier:add(nn.Linear(256*6*6, 4096)) classifier:add(nn.BatchNormalization(4096, 1e-3)) classifier:add(nn.ReLU()) classifier:add(nn.Dropout(0.5)) classifier:add(nn.Linear(4096, 4096)) classifier:add(nn.BatchNormalization(4096, 1e-3)) classifier:add(nn.ReLU()) classifier:add(nn.Linear(4096, nClasses)) classifier:add(nn.LogSoftMax()) -- classifier:cuda() local model = nn.Sequential():add(features):add(classifier) model.imageSize = 256 model.imageCrop = 224 return model
Types = require("types") function dump(o) if type(o) == "table" then local s = "{ " for k, v in pairs(o) do if type(k) ~= "number" then k = '"' .. k .. '"' end s = s .. "[" .. k .. "] = " .. dump(v) .. "," end return s .. "} " else return tostring(o) end end function add(a, b) return {x = a.x + b.x, y = a.y + b.y} end function math.clamp(val, lower, upper) assert(val and lower and upper, "not very useful error message here") if lower > upper then lower, upper = upper, lower end -- swap if boundaries supplied the wrong way return math.max(lower, math.min(upper, val)) end width, height = love.graphics.getDimensions() cell_size = 2 width_cells = math.floor(width / cell_size) height_cells = math.floor(height / cell_size) cells = {} -- create the matrix function make_particle(pos, type) local p = { type = type, rA = 0.5 + math.random() * 0.1, rB = 0 } if (cells[pos.x][pos.y] == 0) then cells[pos.x][pos.y] = p end end function neighborGetter(pos) return function(offset) local oX = math.clamp(offset.x, -1, 1) local oY = math.clamp(offset.y, -1, 1) local rX = pos.x + oX local rY = pos.y + oY if (rX < 1 or rX >= width_cells + 1 or rY < 1 or rY >= height_cells) then return nil end return cells[rX][rY] end end function neighborSetter(pos) return function(offset, v) local oX = math.clamp(offset.x, -1, 1) local oY = math.clamp(offset.y, -1, 1) local rX = pos.x + oX local rY = pos.y + oY if (rX < 1 or rX >= width_cells + 1 or rY < 1 or rY >= height_cells) then print("oob set") return nil end cells[rX][rY] = v if (v ~= 0) then imageData:setPixel(rX - 1, rY - 1, v.type / 10., v.rA, v.rB, 1) else imageData:setPixel(rX - 1, rY - 1, 0, 0, 0, 1) end end end for i = 1, width_cells do cells[i] = {} -- create a new row for j = 1, height_cells do cells[i][j] = 0 -- make_particle({x = i, y = j}) end end for i = 0, 100 do local pos = { x = math.random(1, width_cells), y = math.random(1, height_cells - 1) } make_particle(pos, 1) end
local function calc_len(a) return #a end return function(types) return { handler = calc_len, args = {types.NUMBER, types.STRING}, argc = 1, help = "Returns the length of the supplied string", type_helper = {}, } end
local m = {} -- <<< Don't touch this! -----------[ SETTINGS ]--------------------------------------------------- -- Delay in minutes between messages m.delay = 35 -- Prefix appears in front of each message. -- Suffix appears on the end of each message. -- Leave a prefix/suffix empty ( '' ) to disable them. m.prefix = '[^7Правителство]:' m.suffix = '' -- You can make as many messages as you want. -- You can use ^0-^9 in your messages to change text color. m.messages = { ' ^1Напишете /help преди да започнете да играете Задължително!' } -- Player identifiers on this list will not receive any messages. -- Simply remove all identifiers if you don't want an ignore list. m.ignorelist = { 'ip:127.0.1.5', 'steam:123456789123456', 'license:1654687313215747944131321', } -------------------------------------------------------------------------- -----[ CODE, DON'T TOUCH THIS ]------------------------------------------- local playerIdentifiers local enableMessages = true local timeout = m.delay * 1000 * 60 -- from ms, to sec, to min local playerOnIgnoreList = false RegisterNetEvent('va:setPlayerIdentifiers') AddEventHandler('va:setPlayerIdentifiers', function(identifiers) playerIdentifiers = identifiers end) Citizen.CreateThread(function() while playerIdentifiers == {} or playerIdentifiers == nil do Citizen.Wait(1000) TriggerServerEvent('va:getPlayerIdentifiers') end for iid in pairs(m.ignorelist) do for pid in pairs(playerIdentifiers) do if m.ignorelist[iid] == playerIdentifiers[pid] then playerOnIgnoreList = true break end end end if not playerOnIgnoreList then while true do for i in pairs(m.messages) do if enableMessages then chat(i) print('[vAnnouncer] Message #' .. i .. ' sent.') end Citizen.Wait(timeout) end Citizen.Wait(0) end else print('[vAnnouncer] Player is on ignorelist, no announcements will be received.') end end) function chat(i) TriggerEvent('chatMessage', '', {255,255,255}, m.prefix .. m.messages[i] .. m.suffix) end RegisterCommand('automessage', function() enableMessages = not enableMessages if enableMessages then status = '^2enabled^5.' else status = '^1disabled^5.' end TriggerEvent('chatMessage', '', {255, 255, 255}, '^5[vAnnouncer] automessages are now ' .. status) end, false) --------------------------------------------------------------------------
local M = {} M.base_30 = { white = "#d6deeb", darker_black = "#010f20", black = "#011627", black2 = "#091e2f", one_bg = "#112637", -- real bg of onedark one_bg2 = "#1b3041", one_bg3 = "#253a4b", grey = "#2c4152", grey_fg = "#34495a", grey_fg2 = "#3c5162", light_grey = "#495e6f", red = "#f78c6c", baby_pink = "#ff6cca", pink = "#fa58b6", line = "#182d3e", green = "#29E68E", vibrant_green = "#22da6e", blue = "#82aaff", nord_blue = "#78a0f5", yellow = "#ffcb8b", sun = "#ffe9a9", purple = "#c792ea", dark_purple = "#a974cc", teal = "#96CEB4", orange = "#FFAD60", cyan = "#aad2ff", statusline_bg = "#051a2b", lightbg = "#1a2f40", pmenu_bg = "#82aaff", folder_bg = "#82aaff", } M.base_16 = { base00 = "#011627", base01 = "#0c2132", base02 = "#172c3d", base03 = "#223748", base04 = "#2c4152", base05 = "#ced6e3", base06 = "#d6deeb", base07 = "#feffff", base08 = "#ecc48d", base09 = "#f78c6c", base0A = "#c792ea", base0B = "#29E68E", base0C = "#aad2ff", base0D = "#82aaff", base0E = "#c792ea", base0F = "#f78c6c", } M.polish_hl = { TSParameter = { fg = M.base_30.orange, }, TSKeywordReturn = { fg = M.base_30.cyan, }, TSConditional = { fg = M.base_30.cyan, }, PmenuSel = { bg = M.base_30.blue, }, } M.type = "dark" M = require("base46").override_theme(M, "nightowl") return M
local ga = gajosframework ga.VehicleView = classExtends(View, function() end)
require "config" local floor = math.floor local ChunkSize = 32 local RegionSizeInChunks = math.min(math.max(2, RegionSize), 256) local RegionOffsetInChunks = floor(RegionSizeInChunks / 2) local RegionSizeInTiles = RegionSizeInChunks * ChunkSize local RegionOffsetInTiles = RegionOffsetInChunks * ChunkSize local SearchRadius = math.min(math.max(2, ResourceFieldSearchRadius), 20) local SearchMin = -SearchRadius local SearchMax = ResourceFieldSearchAllDirections and SearchRadius or 0 local function ResourceNameToDisplayName(resourceName) local s = ResourceDisplayName[resourceName] if not s then s, _ = string.gsub(resourceName, "(%W+)", " ") s, _ = string.gsub(s, "^(%w)", string.upper) end return s end local function AddChunkToRegions( chunk, regions ) local regionX = floor((chunk.x - RegionOffsetInChunks) / RegionSizeInChunks) local regionY = floor((chunk.y - RegionOffsetInChunks) / RegionSizeInChunks) local regionKey = regionX .. "|" .. regionY local region = regions[regionKey] if not region then region = {x = regionX, y = regionY, chunks = {}} regions[regionKey] = region end local chunkX = chunk.x - RegionOffsetInChunks - regionX * RegionSizeInChunks local chunkY = chunk.y - RegionOffsetInChunks - regionY * RegionSizeInChunks local chunkKey = RegionSizeInChunks * chunkX + chunkY region.chunks[chunkKey] = true end local function AddTileToRegion(originX, originY, entity, tiles, fields) local tileX = floor(entity.position.x + 0.5) - originX local tileY = floor(entity.position.y + 0.5) - originY local tileKey = RegionSizeInTiles * tileX + tileY if tiles[tileKey] then return end local field = nil for dx = SearchMin, SearchMax do for dy = SearchMin, SearchMax do if dx ~= 0 or dy ~= 0 then local neighborKey = tileKey + RegionSizeInTiles * dx + dy local neighborField = tiles[neighborKey] if neighborField then if not field then field = neighborField field[#field + 1] = tileKey tiles[tileKey] = field elseif field ~= neighborField then for i = 1, #neighborField do local otherKey = neighborField[i] field[#field + 1] = otherKey tiles[otherKey] = field neighborField.ignore = true end end end end end end if not field then field = {tileKey} tiles[tileKey] = field fields[#fields + 1] = field end end local function CreateMapLabelsForRegion(surface, region, resourceName, displayName) local originX = RegionSizeInTiles * region.x + RegionOffsetInTiles local originY = RegionSizeInTiles * region.y + RegionOffsetInTiles local tiles = {} local fields = {} for chunkKey,_ in pairs(region.chunks) do local chunkX = floor(chunkKey / RegionSizeInChunks) local chunkY = chunkKey - RegionSizeInChunks * chunkX local x = originX + ChunkSize * chunkX local y = originY + ChunkSize * chunkY for _, entity in ipairs(surface.find_entities_filtered({name = resourceName, area = {{x, y}, {x + ChunkSize - 1, y + ChunkSize - 1}}})) do AddTileToRegion(originX, originY, entity, tiles, fields) end end for i = 1, #fields do local field = fields[i] if not field.ignore then local centroidX = 0 local centroidY = 0 local tileCount = #field for j = 1, tileCount do local tileKey = field[j] local tileX = floor(tileKey / RegionSizeInTiles) local tileY = tileKey - RegionSizeInTiles * tileX centroidX = centroidX + tileX centroidY = centroidY + tileY end local position = {originX + floor(centroidX / tileCount + 0.5), originY + floor(centroidY / tileCount + 0.5)} local chartTag = {position = position} local showResourceIcon = settings.global["map-labels-show-resource-icon"].value local showResourceName = settings.global["map-labels-show-resource-name"].value if showResourceIcon then local prototype = game.entity_prototypes[resourceName] local signalType = nil if prototype then if prototype.type == "resource" then if prototype.resource_category == "basic-fluid" and game.fluid_prototypes[resourceName] ~= nil then signalType = "fluid" elseif prototype.resource_category == "basic-solid" and game.item_prototypes[resourceName] ~= nil then signalType = "item" end end end if signalType ~= nil then local signalID = {type = signalType, name = resourceName} chartTag.icon = signalID end end if showResourceName then chartTag.text = displayName end if showResourceIcon or showResourceName then game.forces.player.add_chart_tag(surface.name, chartTag) end end end end local function CreateMapLabels() for _, surface in pairs(game.surfaces) do local regions = {} for chunk in surface.get_chunks() do if game.forces.player.is_chunk_charted(surface, chunk) then AddChunkToRegions(chunk, regions) end end for _, proto in pairs(game.entity_prototypes) do if proto.type == "resource" then local resourceName = proto.name local displayName = ResourceNameToDisplayName(resourceName) if displayName ~= "" then for _, region in pairs(regions) do CreateMapLabelsForRegion(surface, region, resourceName, displayName) end end end end end end local function DestroyMapLabels() for _, surface in pairs(game.surfaces) do for chunk in surface.get_chunks() do local x = ChunkSize * chunk.x local y = ChunkSize * chunk.y for _, chartTag in ipairs(game.forces.player.find_chart_tags(surface.name, {{x,y}, {x + ChunkSize, y + ChunkSize}})) do if not chartTag.last_user then chartTag.destroy() end end end end end local function InitPlayer(player) local gui = player.gui if settings.get_player_settings(player)["map-labels-show-button"].value then if not gui.top.MapLabelButton then gui.top.add{type="button", name = "MapLabelButton", caption = "Map Labels"} end else if gui.top.MapLabelButton then gui.top.MapLabelButton.destroy() end end end script.on_init( function(event) global.HaveMapLabels = false for _, player in ipairs(game.players) do InitPlayer(player) end end) script.on_event(defines.events.on_player_created, function(event) InitPlayer(game.players[event.player_index]) end) script.on_configuration_changed(function(event) global.HaveMapLabels = false for _, player in pairs(game.players) do InitPlayer(player) end end) script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) if event.setting == "map-labels-show-button" then InitPlayer(game.players[event.player_index]) end end) local function toggleMapLables() if global.HaveMapLabels then DestroyMapLabels() global.HaveMapLabels = false else CreateMapLabels() global.HaveMapLabels = true end end script.on_event("map-labels-hotkey-toggle", function(event) toggleMapLables() end) script.on_event(defines.events.on_gui_click, function(event) if event.element.name == "MapLabelButton" then toggleMapLables() end end)
--[[ LUA MODULE optparse - Lua-based partial reimplementation of Python's optparse [2-3] command-line parsing module. SYNOPSIS local OptionParser = require "optparse" . OptionParser local opt = OptionParser{usage="%prog [options] [gzip-file...]", version="foo 1.23", add_help_option=false} opt.add_option{"-h", "--help", action="store_true", dest="help", help="give this help"} opt.add_option{ "-f", "--force", dest="force", action="store_true", help="force overwrite of output file"} local options, args = opt.parse_args() if options.help then opt.print_help(); os.exit(1) end if options.force then print 'f' end for _, name in ipairs(args) do print(name) end DESCRIPTION This library provides a command-line parsing[1] similar to Python optparse [2-3]. Note: Python also supports getopt [4]. STATUS This module is fairly basic but could be expanded. API See source code and also compare to Python's docs [2,3] for details because the following documentation is incomplete. opt = OptionParser {usage=usage, version=version, add_help_option=add_help_option} Create command line parser. opt.add_options{shortflag, longflag, action=action, metavar=metavar, dest=dest, help=help} Add command line option specification. This may be called multiple times. opt.parse_args() --> options, args Perform argument parsing. DEPENDENCIES None (other than Lua 5.1 or 5.2) REFERENCES [1] http://lua-users.org/wiki/CommandLineParsing [2] http://docs.python.org/lib/optparse-defining-options.html [3] http://blog.doughellmann.com/2007/08/pymotw-optparse.html [4] http://docs.python.org/lib/module-getopt.html LICENSE (c) 2008-2011 David Manura. Licensed under the same terms as Lua (MIT). Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. (end license) --]] local M = {_TYPE='module', _NAME='optparse', _VERSION='0.3.20111128'} local ipairs = ipairs local unpack = unpack local io = io local table = table local os = os local arg = arg local function OptionParser(t) local usage = t.usage --local version = t.version local o = {} local option_descriptions = {} local option_of = {} function o.fail(s) -- extension io.stderr:write(s .. '\n') os.exit(1) end function o.add_option(optdesc) option_descriptions[#option_descriptions+1] = optdesc for _,v in ipairs(optdesc) do option_of[v] = optdesc end end function o.parse_args() -- expand options (e.g. "--input=file" -> "--input", "file") local arg = {unpack(arg)} for i=#arg,1,-1 do local v = arg[i] local flag, val = v:match('^(%-%-%w+)=(.*)') if flag then arg[i] = flag table.insert(arg, i+1, val) end end local options = {} local args = {} local i = 1 while i <= #arg do local v = arg[i] local optdesc = option_of[v] if optdesc then local action = optdesc.action local val if action == 'store' or action == nil then i = i + 1 val = arg[i] if not val then o.fail('option requires an argument ' .. v) end elseif action == 'store_true' then val = true elseif action == 'store_false' then val = false end options[optdesc.dest] = val else if v:match('^%-') then o.fail('invalid option ' .. v) end args[#args+1] = v end i = i + 1 end if options.help then o.print_help() os.exit() end if options.version then io.stdout:write(t.version .. "\n") os.exit() end return options, args end local function flags_str(optdesc) local sflags = {} local action = optdesc.action for _,flag in ipairs(optdesc) do local sflagend if action == nil or action == 'store' then local metavar = optdesc.metavar or optdesc.dest:upper() sflagend = #flag == 2 and ' ' .. metavar or '=' .. metavar else sflagend = '' end sflags[#sflags+1] = flag .. sflagend end return table.concat(sflags, ', ') end function o.print_help() io.stdout:write("Usage: " .. usage:gsub('%%prog', arg[0]) .. "\n") io.stdout:write("\n") io.stdout:write("Options:\n") local maxwidth = 0 for _,optdesc in ipairs(option_descriptions) do maxwidth = math.max(maxwidth, #flags_str(optdesc)) end for _,optdesc in ipairs(option_descriptions) do io.stdout:write(" " .. ('%-'..maxwidth..'s '):format(flags_str(optdesc)) .. optdesc.help .. "\n") end end if t.add_help_option == nil or t.add_help_option == true then o.add_option{"--help", action="store_true", dest="help", help="show this help message and exit"} end if t.version then o.add_option{"--version", action="store_true", dest="version", help="output version info"} end return o end M.OptionParser = OptionParser return M
Weapon.PrettyName = "Winchester 87" Weapon.WeaponID = "m9k_1887winchester" Weapon.DamageMultiplier = 1.0 Weapon.WeaponType = WEAPON_PRIMARY
local T = Tetromino:extend() local state = 1 -- this block is initially looking like a upside down T. they are aligned like this: -- block_two block_three block_four -- block_one -- the passed parameters will be assigned to block_one. -- the values for block_three, block_four and block_two will be calculated from the passed parameters function T:new(x, y) T.super.new(self) self.block_one = Block(x, y) self.block_two = Block(x - block_size, y - block_size) self.block_three = Block(x, y - block_size) self.block_four = Block(x + block_size, y - block_size) end function T:up() local success = self:rotateClockwise(self.block_three, self.block_one, self.block_two, self.block_four) end function T:update(dt) end function T:draw() love.graphics.setColor(1.0, 0.239, 0.474) T.super.draw(self) end return T
local modules = { Audio = { Deps = {"NazaraCore"}, Packages = {"dr_wav", "libflac", "libvorbis", "minimp3"}, Custom = function () add_packages("openal-soft", {links = {}}) -- Don't link OpenAL (it will be loaded dynamically) end }, Core = { Custom = function () -- NazaraMath is header-only, make it part of the core project add_headerfiles("include/(Nazara/Math/**.hpp)", "include/(Nazara/Math/**.inl)") if is_plat("linux") then add_syslinks("dl", "pthread") end end, Packages = {"entt"} }, Graphics = { Deps = {"NazaraRenderer"}, Packages = {"entt"} }, Network = { Deps = {"NazaraCore"}, Custom = function() if is_plat("windows") then add_syslinks("ws2_32") end if is_plat("linux") then del_files("src/Nazara/Network/Posix/SocketPollerImpl.hpp") del_files("src/Nazara/Network/Posix/SocketPollerImpl.cpp") end end }, OpenGLRenderer = { Deps = {"NazaraRenderer"}, Custom = function() if is_plat("windows") then add_syslinks("gdi32", "user32") else del_files("src/Nazara/OpenGLRenderer/Wrapper/Win32/**.cpp") del_files("src/Nazara/OpenGLRenderer/Wrapper/WGL/**.cpp") end if not is_plat("linux") then del_files("src/Nazara/OpenGLRenderer/Wrapper/Linux/**.cpp") end end }, Physics2D = { Deps = {"NazaraUtility"}, Packages = {"chipmunk2d"} }, Physics3D = { Deps = {"NazaraUtility"}, Packages = {"entt", "newtondynamics"} }, Platform = { Deps = {"NazaraUtility"}, Packages = {"libsdl"}, Custom = function() if is_plat("windows") then add_defines("SDL_VIDEO_DRIVER_WINDOWS=1") elseif is_plat("linux") then add_defines("SDL_VIDEO_DRIVER_X11=1") add_defines("SDL_VIDEO_DRIVER_WAYLAND=1") elseif is_plat("macosx") then add_defines("SDL_VIDEO_DRIVER_COCOA=1") end end }, Renderer = { Deps = {"NazaraPlatform", "NazaraShader"} }, Shader = { Deps = {"NazaraUtility"} }, Utility = { Deps = {"NazaraCore"}, Packages = {"entt", "freetype", "stb"} }, VulkanRenderer = { Deps = {"NazaraRenderer"}, Custom = function() add_defines("VK_NO_PROTOTYPES") if is_plat("windows") then add_defines("VK_USE_PLATFORM_WIN32_KHR") add_syslinks("user32") elseif is_plat("linux") then add_defines("VK_USE_PLATFORM_XLIB_KHR") add_defines("VK_USE_PLATFORM_WAYLAND_KHR") elseif is_plat("macosx") then add_defines("VK_USE_PLATFORM_MACOS_MVK") end end } } set_xmakever("2.5.6") add_repositories("local-repo xmake-repo") add_requires("chipmunk2d", "dr_wav", "entt", "freetype", "libflac", "libsdl", "minimp3", "stb") add_requires("libvorbis", { configs = { with_vorbisenc = false } }) add_requires("openal-soft", { configs = { shared = true }}) add_requires("newtondynamics", { debug = is_plat("windows") and is_mode("debug") }) -- Newton doesn't like compiling in Debug on Linux set_project("NazaraEngine") add_rules("mode.asan", "mode.debug", "mode.releasedbg") add_rules("plugin.vsxmake.autoupdate") add_rules("build_rendererplugins") set_allowedmodes("asan", "debug", "releasedbg") set_allowedplats("windows", "linux", "macosx") set_allowedarchs("windows|x64", "linux|x86_64", "macosx|x86_64") set_defaultmode("debug") if is_mode("debug") then add_rules("debug_suffix") elseif is_mode("asan") then set_optimize("none") -- by default xmake will optimize asan builds end add_includedirs("include") add_sysincludedirs("thirdparty/include") set_languages("c89", "cxx17") set_rundir("./bin/$(os)_$(arch)_$(mode)") set_symbols("debug", "hidden") set_targetdir("./bin/$(os)_$(arch)_$(mode)") set_warnings("allextra") if is_mode("releasedbg") then set_fpmodels("fast") add_vectorexts("sse", "sse2", "sse3", "ssse3") end if is_plat("windows") then set_runtimes(is_mode("debug") and "MDd" or "MD") add_defines("_CRT_SECURE_NO_WARNINGS") add_cxxflags("/bigobj", "/permissive-", "/Zc:__cplusplus", "/Zc:referenceBinding", "/Zc:throwingNew") add_cxflags("/w44062") -- Enable warning: switch case not handled add_cxflags("/wd4251") -- Disable warning: class needs to have dll-interface to be used by clients of class blah blah blah end for name, module in pairs(modules) do target("Nazara" .. name) set_kind("shared") set_group("Modules") add_rules("embed_resources") if module.Deps then add_deps(table.unpack(module.Deps)) end if module.Packages then add_packages(table.unpack(module.Packages)) end if module.Custom then module.Custom() end add_defines("NAZARA_BUILD") add_defines("NAZARA_" .. name:upper() .. "_BUILD") if is_mode("debug") then add_defines("NAZARA_DEBUG") add_defines("NAZARA_" .. name:upper() .. "_DEBUG") end for _, ext in ipairs({".h", ".hpp", ".inl", ".natvis"}) do add_headerfiles("include/(Nazara/" .. name .. "/**" .. ext .. ")") add_headerfiles("src/Nazara/" .. name .. "/**" .. ext) end add_files("src/Nazara/" .. name .. "/**.cpp") add_includedirs("src") for _, filepath in pairs(os.files("src/Nazara/" .. name .. "/Resources/**|**.h")) do add_files(filepath, {rule = "embed_resources"}) end if is_plat("windows") then del_files("src/Nazara/" .. name .. "/Posix/**.cpp") else del_files("src/Nazara/" .. name .. "/Win32/**.cpp") end if not is_plat("linux") then del_files("src/Nazara/" .. name .. "/Linux/**.cpp") end end includes("xmake/actions/*.lua") includes("tools/xmake.lua") includes("tests/xmake.lua") includes("plugins/*/xmake.lua") includes("examples/*/xmake.lua") -- Adds -d as a debug suffix rule("debug_suffix") on_load(function (target) if target:kind() ~= "binary" then target:set("basename", target:basename() .. "-d") end end) -- Builds renderer plugins if linked to NazaraRenderer rule("build_rendererplugins") after_load(function (target) if target:kind() == "binary" and target:dep("NazaraRenderer") then for name, _ in pairs(modules) do local depName = "Nazara" .. name if name:match("^.+Renderer$") and target:dep(depName) == nil then -- don't overwrite dependency target:add("deps", depName, {inherit = false}) end end end end) -- Turns resources into includables headers rule("embed_resources") before_build(function (target, opt) import("core.base.option") import("private.utils.progress") local function GenerateEmbedHeader(filepath, targetpath) local bufferSize = 1024 * 1024 progress.show(opt.progress, "${color.build.object}embedding %s", filepath) local resource = assert(io.open(filepath, "rb")) local targetFile = assert(io.open(targetpath, "w+")) local resourceSize = resource:size() local remainingSize = resourceSize local headerSize = 0 while remainingSize > 0 do local readSize = math.min(remainingSize, bufferSize) local data = resource:read(readSize) remainingSize = remainingSize - readSize local headerContentTable = {} for i = 1, #data do table.insert(headerContentTable, string.format("%d,", data:byte(i))) end local content = table.concat(headerContentTable) headerSize = headerSize + #content targetFile:write(content) end resource:close() targetFile:close() end for _, sourcebatch in pairs(target:sourcebatches()) do if sourcebatch.rulename == "embed_resources" then for _, sourcefile in ipairs(sourcebatch.sourcefiles) do local targetpath = sourcefile .. ".h" if option.get("rebuild") or os.mtime(sourcefile) >= os.mtime(targetpath) then GenerateEmbedHeader(sourcefile, targetpath) end end end end end)
workspace "Liatris" architecture "x64" startproject "Liatris Editor" configurations { "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "Liatris/vendor/GLFW/include" IncludeDir["Glad"] = "Liatris/vendor/Glad/include" IncludeDir["ImGui"] = "Liatris/vendor/imgui" IncludeDir["glm"] = "Liatris/vendor/glm" IncludeDir["entt"] = "Liatris/vendor/entt/include" IncludeDir["ImGuizmo"] = "Liatris/vendor/ImGuizmo" IncludeDir["tinygltf"] = "Liatris/vendor/tinygltf" group "Dependencies" include "Liatris/vendor/GLFW" include "Liatris/vendor/Glad" include "Liatris/vendor/imgui" group "" project "Liatris" location "Liatris" kind "StaticLib" cppdialect "C++17" language "C++" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "liapch.h" pchsource "Liatris/src/liapch.cpp" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "%{prj.name}/vendor/ImGuizmo/ImGuizmo.h", "%{prj.name}/vendor/ImGuizmo/ImGuizmo.cpp" } defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include", "%{IncludeDir.GLFW}", "%{IncludeDir.Glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}", "%{IncludeDir.entt}", "%{IncludeDir.ImGuizmo}", "%{IncludeDir.tinygltf}" } links { "GLFW", "Glad", "ImGui", "opengl32.lib" } filter "files:Liatris/vendor/ImGuizmo/**.cpp" flags { "NoPCH" } filter "system:windows" systemversion "latest" defines { "LIA_PLATFORM_WINDOWS", "LIA_BUILD_DLL", "GLFW_INCLUDE_NONE" } filter "configurations:Debug" defines "LIA_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "LIA_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "LIA_DIST" runtime "Release" optimize "on" project "Liatris Editor" location "Liatris Editor" kind "ConsoleApp" cppdialect "C++17" language "C++" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "Liatris/vendor/spdlog/include", "Liatris/src", "Liatris/vendor", "%{IncludeDir.glm}", "%{IncludeDir.entt}", "%{IncludeDir.ImGuizmo}", "%{IncludeDir.tinygltf}" } links { "Liatris" } filter "system:windows" systemversion "latest" defines { "LIA_PLATFORM_WINDOWS" } filter "configurations:Debug" defines "LIA_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "LIA_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "LIA_DIST" runtime "Release" optimize "on" project "Sandbox" location "Sandbox" kind "ConsoleApp" cppdialect "C++17" language "C++" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "Liatris/vendor/spdlog/include", "Liatris/src", "Liatris/vendor", "%{IncludeDir.glm}", "%{IncludeDir.entt}" } links { "Liatris" } filter "system:windows" systemversion "latest" defines { "LIA_PLATFORM_WINDOWS" } filter "configurations:Debug" defines "LIA_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "LIA_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "LIA_DIST" runtime "Release" optimize "on"
local mod = EPGP:NewModule("points") local L = LibStub("AceLocale-3.0"):GetLocale("EPGP") local GP = LibStub("LibGearPoints-1.3") local LN = LibStub("LibLocalConstant-1.0") local Utils = LibStub("LibUtils-1.0") local LOCAL_NAME = LN:LocalName() local DISPLAY_NAME = {} DISPLAY_NAME.OneHWeapon = L["%s %s"]:format(_G.INVTYPE_WEAPON, _G.WEAPON) DISPLAY_NAME.TwoHWeapon = L["%s %s"]:format(_G.INVTYPE_2HWEAPON, _G.WEAPON) DISPLAY_NAME.MainHWeapon = L["%s %s"]:format(_G.INVTYPE_WEAPONMAINHAND, _G.WEAPON) DISPLAY_NAME.OffHWeapon = L["%s %s"]:format(_G.INVTYPE_WEAPONOFFHAND, _G.WEAPON) local profileDefault = { enabled = true, baseGP = 1000, standardIlvl = 66, ilvlDenominator = 10, legendaryScale = 3, headScale1 = 1, headComment1 = _G.INVTYPE_HEAD, neckScale1 = 0.56, neckComment1 = _G.INVTYPE_NECK, shoulderScale1 = 0.75, shoulderComment1 = _G.INVTYPE_SHOULDER, -- bodyScale1 = 0, -- bodyComment1 = _G.INVTYPE_BODY, chestScale1 = 1, chestComment1 = _G.INVTYPE_CHEST, waistScale1 = 0.75, waistComment1 = _G.INVTYPE_WAIST, legsScale1 = 1, legsComment1 = _G.INVTYPE_LEGS, feetScale1 = 0.75, feetComment1 = _G.INVTYPE_FEET, wristScale1 = 0.56, wristComment1 = _G.INVTYPE_WRIST, handScale1 = 0.75, handComment1 = _G.INVTYPE_HAND, fingerScale1 = 0.56, fingerComment1 = _G.INVTYPE_FINGER, trinketScale1 = 1.25, trinketComment1 = _G.INVTYPE_TRINKET, cloakScale1 = 0.56, cloakComment1 = _G.INVTYPE_CLOAK, weaponScale1 = 1.5, weaponComment1 = DISPLAY_NAME.MainHWeapon, weaponScale2 = 0.5, weaponComment2 = DISPLAY_NAME.OffHWeapon .. " / " .. L["%s %s"]:format(_G.TANK, DISPLAY_NAME.MainHWeapon), weaponScale3 = 0.25, weaponComment3 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), shieldScale1 = 1.5, shieldComment1 = L["%s %s"]:format(_G.TANK, _G.SHIELDSLOT), shieldScale2 = 0.5, shieldComment2 = L["%s %s"]:format(L["Non-tank"], _G.SHIELDSLOT), weapon2HScale1 = 2, weapon2HComment1 = DISPLAY_NAME.TwoHWeapon, weapon2HScale2 = 0.5, weapon2HComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.TwoHWeapon), weaponMainHScale1 = 1.5, weaponMainHComment1 = DISPLAY_NAME.MainHWeapon, weaponMainHScale2 = 0.25, weaponMainHComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), weaponOffHScale1 = 0.5, weaponOffHComment1 = DISPLAY_NAME.OffHWeapon, weaponOffHScale2 = 0.25, weaponOffHComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), holdableScale1 = 0.5, holdableComment1 = _G.INVTYPE_HOLDABLE, rangedScale1 = 2, rangedComment1 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, _G.INVTYPE_RANGED), rangedScale2 = 0.5, rangedComment2 = L["%s %s"]:format(L["Non-hunter"], _G.INVTYPE_RANGED), wandScale1 = 0.5, wandComment1 = LOCAL_NAME.Wand, thrownScale1 = 0.5, thrownComment1 = LOCAL_NAME.Thrown, relicScale1 = 0.667, relicComment1 = _G.INVTYPE_RELIC, -- bagScale1 = 0, -- bagComment1 = _G.INVTYPE_BAG, } mod.dbDefaults = { profile = profileDefault } local function HelpPlate(desc, order) help = { order = order or 1, type = "description", name = desc, fontSize = "medium", } return help end local function ScalePlate(index) scalePlate = { name = L["Multiplier %d"]:format(index), type = "range", min = 0, max = 5, step = 0.01, order = index * 2, } return scalePlate end local function CommentPlate(index) local s = L["Comment %d"]:format(index) commentPlate = { name = s, desc = s, type = "input", order = index * 2 + 1, } return commentPlate end local function RecommendParamsString() local s = "" local standardIlvl, _, _, ilvlDenominator = GP:GetRecommendIlvlParams() if standardIlvl then s = s .. string.format("standard_ilvl = %d ", standardIlvl) end if standardIlvl then s = s .. string.format("ilvl_denominator = %d", ilvlDenominator) end if s ~= "" then s = L["Recommend value in current tier:"] .. "\n" .. s end return s end mod.optionsName = L["Gear Points"] mod.optionsDesc = L["Gear Points"] mod.optionsArgs = { help = HelpPlate(L["Set gear points (GP multiplier). Each slot could set up to 3 points. Each points has a custom comment."]), headerEquation = { order = 10, type = "header", name = L["Equation"], }, equation = { order = 11, type = "group", inline = true, name = "", args = { equationHelp = HelpPlate("GP = base_gp * 2 ^ [(level - standard_ilvl) / ilvl_denominator] * slot_scale"), baseGP = { order = 2, type = "range", name = "base_gp", min = 1, max = 10000, step = 0.01, }, standardIlvl = { order = 3, type = "range", name = "standard_ilvl", min = 0, max = 1000, step = 0.01, }, ilvlDenominator = { order = 4, type = "range", name = "ilvl_denominator", min = 1, max = 100, step = 0.01, }, legendaryScale = { order = 5, type = "range", name = L["Legendary Scale"], min = 1, max = 10, step = 0.01, }, recommend = HelpPlate(RecommendParamsString(), 6) }, }, headerSlots = { order = 20, type = "header", name = L["Slots"], }, head = { order = 21, type = "group", name = _G.INVTYPE_HEAD, args = { help = HelpPlate(_G.INVTYPE_HEAD), headScale1 = ScalePlate(1), headComment1 = CommentPlate(1), headScale2 = ScalePlate(2), headComment2 = CommentPlate(2), headScale3 = ScalePlate(3), headComment3 = CommentPlate(3), }, }, neck = { order = 22, type = "group", name = _G.INVTYPE_NECK, args = { help = HelpPlate(_G.INVTYPE_NECK), neckScale1 = ScalePlate(1), neckComment1 = CommentPlate(1), neckScale2 = ScalePlate(2), neckComment2 = CommentPlate(2), neckScale3 = ScalePlate(3), neckComment3 = CommentPlate(3), }, }, shoulder = { order = 23, type = "group", name = _G.INVTYPE_SHOULDER, args = { help = HelpPlate(_G.INVTYPE_SHOULDER), shoulderScale1 = ScalePlate(1), shoulderComment1 = CommentPlate(1), shoulderScale2 = ScalePlate(2), shoulderComment2 = CommentPlate(2), shoulderScale3 = ScalePlate(3), shoulderComment3 = CommentPlate(3), }, }, -- body = { -- order = 24, -- type = "group", -- name = _G.INVTYPE_BODY, -- Shirt -- args = { -- help = HelpPlate(_G.INVTYPE_BODY), -- bodyScale1 = ScalePlate(1), -- bodyComment1 = CommentPlate(1), -- bodyScale2 = ScalePlate(2), -- bodyComment2 = CommentPlate(2), -- bodyScale3 = ScalePlate(3), -- bodyComment3 = CommentPlate(3), -- }, -- }, chest = { order = 25, type = "group", name = _G.INVTYPE_CHEST, -- also _G.INVTYPE_ROBE args = { help = HelpPlate(_G.INVTYPE_CHEST), chestScale1 = ScalePlate(1), chestComment1 = CommentPlate(1), chestScale2 = ScalePlate(2), chestComment2 = CommentPlate(2), chestScale3 = ScalePlate(3), chestComment3 = CommentPlate(3), }, }, waist = { order = 26, type = "group", name = _G.INVTYPE_WAIST, args = { help = HelpPlate(_G.INVTYPE_WAIST), waistScale1 = ScalePlate(1), waistComment1 = CommentPlate(1), waistScale2 = ScalePlate(2), waistComment2 = CommentPlate(2), waistScale3 = ScalePlate(3), waistComment3 = CommentPlate(3), }, }, legs = { order = 27, type = "group", name = _G.INVTYPE_LEGS, args = { help = HelpPlate(_G.INVTYPE_LEGS), legsScale1 = ScalePlate(1), legsComment1 = CommentPlate(1), legsScale2 = ScalePlate(2), legsComment2 = CommentPlate(2), legsScale3 = ScalePlate(3), legsComment3 = CommentPlate(3), }, }, feet = { order = 28, type = "group", name = _G.INVTYPE_FEET, args = { help = HelpPlate(_G.INVTYPE_FEET), feetScale1 = ScalePlate(1), feetComment1 = CommentPlate(1), feetScale2 = ScalePlate(2), feetComment2 = CommentPlate(2), feetScale3 = ScalePlate(3), feetComment3 = CommentPlate(3), }, }, wrist = { order = 29, type = "group", name = _G.INVTYPE_WRIST, args = { help = HelpPlate(_G.INVTYPE_WRIST), wristScale1 = ScalePlate(1), wristComment1 = CommentPlate(1), wristScale2 = ScalePlate(2), wristComment2 = CommentPlate(2), wristScale3 = ScalePlate(3), wristComment3 = CommentPlate(3), }, }, hand = { order = 30, type = "group", name = _G.INVTYPE_HAND, args = { help = HelpPlate(_G.INVTYPE_HAND), handScale1 = ScalePlate(1), handComment1 = CommentPlate(1), handScale2 = ScalePlate(2), handComment2 = CommentPlate(2), handScale3 = ScalePlate(3), handComment3 = CommentPlate(3), }, }, finger = { order = 31, type = "group", name = _G.INVTYPE_FINGER, args = { help = HelpPlate(_G.INVTYPE_FINGER), fingerScale1 = ScalePlate(1), fingerComment1 = CommentPlate(1), fingerScale2 = ScalePlate(2), fingerComment2 = CommentPlate(2), fingerScale3 = ScalePlate(3), fingerComment3 = CommentPlate(3), }, }, trinket = { order = 32, type = "group", name = _G.INVTYPE_TRINKET, args = { help = HelpPlate(_G.INVTYPE_TRINKET), trinketScale1 = ScalePlate(1), trinketComment1 = CommentPlate(1), trinketScale2 = ScalePlate(2), trinketComment2 = CommentPlate(2), trinketScale3 = ScalePlate(3), trinketComment3 = CommentPlate(3), }, }, cloak = { order = 33, type = "group", name = _G.INVTYPE_CLOAK, args = { help = HelpPlate(_G.INVTYPE_CLOAK), cloakScale1 = ScalePlate(1), cloakComment1 = CommentPlate(1), cloakScale2 = ScalePlate(2), cloakComment2 = CommentPlate(2), cloakScale3 = ScalePlate(3), cloakComment3 = CommentPlate(3), }, }, shield = { order = 34, type = "group", name = _G.SHIELDSLOT, args = { help = HelpPlate(_G.SHIELDSLOT), shieldScale1 = ScalePlate(1), shieldComment1 = CommentPlate(1), shieldScale2 = ScalePlate(2), shieldComment2 = CommentPlate(2), shieldScale3 = ScalePlate(3), shieldComment3 = CommentPlate(3), }, }, weapon = { order = 35, type = "group", name = DISPLAY_NAME.OneHWeapon, -- one-handed weapon args = { help = HelpPlate(DISPLAY_NAME.OneHWeapon), weaponScale1 = ScalePlate(1), weaponComment1 = CommentPlate(1), weaponScale2 = ScalePlate(2), weaponComment2 = CommentPlate(2), weaponScale3 = ScalePlate(3), weaponComment3 = CommentPlate(3), }, }, weapon2H = { order = 36, type = "group", name = DISPLAY_NAME.TwoHWeapon, args = { help = HelpPlate(DISPLAY_NAME.TwoHWeapon), weapon2HScale1 = ScalePlate(1), weapon2HComment1 = CommentPlate(1), weapon2HScale2 = ScalePlate(2), weapon2HComment2 = CommentPlate(2), weapon2HScale3 = ScalePlate(3), weapon2HComment3 = CommentPlate(3), }, }, weaponMainH = { order = 37, type = "group", name = DISPLAY_NAME.MainHWeapon, args = { help = HelpPlate(DISPLAY_NAME.MainHWeapon), weaponMainHScale1 = ScalePlate(1), weaponMainHComment1 = CommentPlate(1), weaponMainHScale2 = ScalePlate(2), weaponMainHComment2 = CommentPlate(2), weaponMainHScale3 = ScalePlate(3), weaponMainHComment3 = CommentPlate(3), }, }, weaponOffH = { order = 38, type = "group", name = DISPLAY_NAME.OffHWeapon, args = { help = HelpPlate(DISPLAY_NAME.OffHWeapon), weaponOffHScale1 = ScalePlate(1), weaponOffHComment1 = CommentPlate(1), weaponOffHScale2 = ScalePlate(2), weaponOffHComment2 = CommentPlate(2), weaponOffHScale3 = ScalePlate(3), weaponOffHComment3 = CommentPlate(3), }, }, holdable = { order = 39, type = "group", name = _G.INVTYPE_HOLDABLE, -- Held in Off-Hand args = { help = HelpPlate(_G.INVTYPE_HOLDABLE), holdableScale1 = ScalePlate(1), holdableComment1 = CommentPlate(1), holdableScale2 = ScalePlate(2), holdableComment2 = CommentPlate(2), holdableScale3 = ScalePlate(3), holdableComment3 = CommentPlate(3), }, }, ranged = { order = 40, type = "group", name = _G.INVTYPE_RANGED, args = { help = HelpPlate(L["%s, %s, %s"]:format( LOCAL_NAME.Bow, LOCAL_NAME.Gun, LOCAL_NAME.Crossbow)), rangedScale1 = ScalePlate(1), rangedComment1 = CommentPlate(1), rangedScale2 = ScalePlate(2), rangedComment2 = CommentPlate(2), rangedScale3 = ScalePlate(3), rangedComment3 = CommentPlate(3), }, }, wand = { order = 41, type = "group", name = LOCAL_NAME.Wand, args = { help = HelpPlate(LOCAL_NAME.Wand), wandScale1 = ScalePlate(1), wandComment1 = CommentPlate(1), wandScale2 = ScalePlate(2), wandComment2 = CommentPlate(2), wandScale3 = ScalePlate(3), wandComment3 = CommentPlate(3), }, }, thrown = { order = 42, type = "group", name = LOCAL_NAME.Thrown, args = { help = HelpPlate(LOCAL_NAME.Thrown), thrownScale1 = ScalePlate(1), thrownComment1 = CommentPlate(1), thrownScale2 = ScalePlate(2), thrownComment2 = CommentPlate(2), thrownScale3 = ScalePlate(3), thrownComment3 = CommentPlate(3), }, }, relic = { order = 43, type = "group", name = _G.INVTYPE_RELIC, args = { help = HelpPlate(L["%s, %s, %s"]:format( LOCAL_NAME.Idol, -- 神像 LOCAL_NAME.Libram, -- 圣契 LOCAL_NAME.Totem)),-- 图腾 relicScale1 = ScalePlate(1), relicComment1 = CommentPlate(1), relicScale2 = ScalePlate(2), relicComment2 = CommentPlate(2), relicScale3 = ScalePlate(3), relicComment3 = CommentPlate(3), }, }, -- bag = { -- order = 100, -- type = "group", -- name = _G.INVTYPE_BAG, -- args = { -- help = HelpPlate(_G.INVTYPE_BAG), -- bagScale1 = ScalePlate(1), -- bagComment1 = CommentPlate(1), -- bagScale2 = ScalePlate(2), -- bagComment2 = CommentPlate(2), -- bagScale3 = ScalePlate(3), -- bagComment3 = CommentPlate(3), -- }, -- }, -- Not available in WOW Classic v1.13 -- customMultislotTier = { -- type = "group", -- name = _G.INVTYPE_CUSTOM_MULTISLOT_TIER, -- args = { -- help = HelpPlate(_G.INVTYPE_CUSTOM_MULTISLOT_TIER), -- customMultislotTierScale1 = ScalePlate(1), -- customMultislotTierComment1 = CommentPlate(1), -- customMultislotTierScale2 = ScalePlate(2), -- customMultislotTierComment2 = CommentPlate(2), -- customMultislotTierScale3 = ScalePlate(3), -- customMultislotTierComment3 = CommentPlate(3), -- }, -- }, } local profileOOR = { enabled = true, baseGP = 80, standardIlvl = 66, ilvlDenominator = 10, legendaryScale = 3, headScale1 = 1, headComment1 = _G.INVTYPE_HEAD, neckScale1 = 1, neckComment1 = _G.INVTYPE_NECK, shoulderScale1 = 1, shoulderComment1 = _G.INVTYPE_SHOULDER, -- bodyScale1 = 0, -- bodyComment1 = _G.INVTYPE_BODY, chestScale1 = 1, chestComment1 = _G.INVTYPE_CHEST, waistScale1 = 1, waistComment1 = _G.INVTYPE_WAIST, legsScale1 = 1, legsComment1 = _G.INVTYPE_LEGS, feetScale1 = 1, feetComment1 = _G.INVTYPE_FEET, wristScale1 = 1, wristComment1 = _G.INVTYPE_WRIST, handScale1 = 1, handComment1 = _G.INVTYPE_HAND, fingerScale1 = 1, fingerComment1 = _G.INVTYPE_FINGER, trinketScale1 = 1.5, trinketComment1 = _G.INVTYPE_TRINKET, cloakScale1 = 1, cloakComment1 = _G.INVTYPE_CLOAK, weaponScale1 = 1.5, weaponComment1 = DISPLAY_NAME.MainHWeapon, weaponScale2 = 0.5, weaponComment2 = DISPLAY_NAME.OffHWeapon, weaponScale3 = 0.15, weaponComment3 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), shieldScale1 = 0.5, shieldComment1 = _G.SHIELDSLOT, weapon2HScale1 = 2, weapon2HComment1 = DISPLAY_NAME.TwoHWeapon, weapon2HScale2 = 0.3, weapon2HComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.TwoHWeapon), weaponMainHScale1 = 1.5, weaponMainHComment1 = DISPLAY_NAME.MainHWeapon, weaponMainHScale2 = 0.15, weaponMainHComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), weaponOffHScale1 = 0.5, weaponOffHComment1 = DISPLAY_NAME.OffHWeapon, weaponOffHScale2 = 0.15, weaponOffHComment2 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, DISPLAY_NAME.OneHWeapon), holdableScale1 = 0.5, holdableComment1 = _G.INVTYPE_HOLDABLE, rangedScale1 = 2, rangedComment1 = L["%s %s"]:format(_G.LOCALIZED_CLASS_NAMES_MALE.HUNTER, _G.INVTYPE_RANGED), rangedScale2 = 0.3, rangedComment2 = L["%s %s"]:format(L["Non-hunter"], _G.INVTYPE_RANGED), wandScale1 = 0.3, wandComment1 = LOCAL_NAME.Wand, thrownScale1 = 0.3, thrownComment1 = LOCAL_NAME.Thrown, relicScale1 = 0.3, relicComment1 = _G.INVTYPE_RELIC, -- bagScale1 = 0, -- bagComment1 = _G.INVTYPE_BAG, } function mod:CheckGuildConfig(guild, realm) -- if guild == "Order Of Rhonin" and realm == "艾隆纳亚" then -- Utils:CopyTable(profileOOR, mod.db.profile) -- end end function mod:OnInitialize() self.db = EPGP.db:RegisterNamespace("points", mod.dbDefaults) end
local ThrottleLayer = require(script.Parent.ThrottleLayer) local Error = require(script.Parent.Parent.Error) local RetryLayer = {} function RetryLayer._retry(callback, ...) local attempts = 0 while attempts < 5 do attempts = attempts + 1 local ok, value = pcall(callback, ...) if ok then return value end if attempts < 5 then warn(("[Quicksave] DataStore operation failed. Retrying...\nError:\n%s"):format( tostring(value) )) else error(Error.new({ kind = Error.Kind.DataStoreError, error = value, context = "Failed after 5 retries." })) end end end function RetryLayer.update(...) return RetryLayer._retry(function(...) return ThrottleLayer.update(...) end, ...) end function RetryLayer.read(...) return RetryLayer._retry(function(...) return ThrottleLayer.read(...) end, ...) end return RetryLayer
-- graphics.lua -- -- This file simply loads a few extra bitmaps and creates a new wallset. gfx.bluehaze = dsb_get_bitmap("ALPHAHAZE") gfx.redfloor = dsb_get_bitmap("REDFLOOR") gfx.redroof = dsb_get_bitmap("REDROOF") wallset.redfloor = dsb_make_wallset_ext(gfx.redfloor, gfx.redroof, gfx.pers0, gfx.pers0alt, gfx.pers1, gfx.pers1alt, gfx.pers2, gfx.pers2alt, gfx.pers3, gfx.pers3alt, gfx.farwall3, gfx.farwall3alt, gfx.front1, gfx.front2, gfx.front3, gfx.left1, gfx.left1alt, gfx.left2, gfx.left2alt, gfx.left3, gfx.left3alt, gfx.wallwindow) -- Use a player color bitmap gfx.bright_green = dsb_get_bitmap("BRIGHT_GREEN") player_colors[1] = gfx.bright_green
arr = {1, 2} print (arr[0]) - nil print (arr[1]) - 0 print (arr[2]) - 1
require "class" local ScriptErrorScreen = require "screens/scripterrorscreen" require "modutil" require "prefabs" MOD_API_VERSION = 6 local function modprint(...) --print(unpack({...})) end local runmodfn = function(fn,mod,modtype) return (function(...) if fn then local status, r = xpcall( function() return fn(unpack(arg)) end, debug.traceback) if not status then print("error calling "..modtype.." in mod "..ModInfoname(mod.modname)..": \n"..r) ModManager:RemoveBadMod(mod.modname,r) ModManager:DisplayBadMods() else return r end end end) end ModWrangler = Class(function(self) self.modnames = {} self.mods = {} self.records = {} self.failedmods = {} self.enabledmods = {} self.loadedprefabs = {} end) function ModWrangler:GetEnabledModNames() return self.enabledmods end function ModWrangler:GetMod(modname) for i,mod in ipairs(self.mods) do if mod.modname == modname then return mod end end end function ModWrangler:SetModRecords(records) self.records = records for mod,record in pairs(self.records) do if table.contains(self.enabledmods, mod) then record.active = true else record.active = false end end for i,mod in ipairs(self.enabledmods) do if not self.records[mod] then self.records[mod] = {} self.records[mod].active = true end end end function ModWrangler:GetModRecords() return self.records end function CreateEnvironment(modname, isworldgen) local modutil = require("modutil") require("recipe") -- for Ingredient local env = { TUNING=TUNING, modname = modname, pairs = pairs, ipairs = ipairs, print = print, math = math, table = table, type = type, string = string, tostring = tostring, Class = Class, GLOBAL = _G, MODROOT = "../mods/"..modname.."/", Prefab = Prefab, Asset = Asset, Ingredient = Ingredient, MODCONFIG = KnownModIndex:GetModConfigurationOptions(modname) or {}, -- Direct access to the mod config table (WARNING: modifying it directly while the game is running could result in weird behavior) GetModConfigData = GetModConfigDataFn(modname) -- Call is GetModConfigData(optionname) to fetch saved value of the specified option (name must match name field in config options table) } if isworldgen == false then env.CHARACTERLIST = GetActiveCharacterList() end env.env = env --install our crazy loader! env.modimport = function(modulename) print("modimport: "..env.MODROOT..modulename) local result = kleiloadlua(env.MODROOT..modulename) if result == nil then error("Error in modimport: "..modulename.." not found!") elseif type(result) == "string" then error("Error in modimport: "..ModInfoname(modname).." importing "..modulename.."!\n"..result) else setfenv(result, env.env) result() end end modutil.InsertPostInitFunctions(env) return env end function ModWrangler:LoadMods(worldgen) if not MODS_ENABLED then return end self.worldgen = worldgen or false if not worldgen then KnownModIndex:UpdateModInfo() end local moddirs = KnownModIndex:GetModsToLoad(self.worldgen) for i,modname in ipairs(moddirs) do if self.worldgen == false or (self.worldgen == true and KnownModIndex:IsModCompatibleWithMode(modname)) then table.insert(self.modnames, modname) if self.worldgen == false then -- Make sure we load the config data before the mod (but not during worldgen) KnownModIndex:LoadModConfigurationOptions(modname) end local initenv = KnownModIndex:GetModInfo(modname) local env = CreateEnvironment(modname, self.worldgen) env.modinfo = initenv table.insert( self.mods, env ) local loadmsg = "Loading mod: "..ModInfoname(modname) if initenv.modinfo_message and initenv.modinfo_message ~= "" then loadmsg = loadmsg .. " ("..initenv.modinfo_message..")" end print(loadmsg) end end -- Sort the mods by priority, so that "library" mods can load first local function modPrioritySort(a,b) local apriority = (a.modinfo and a.modinfo.priority) or 0 local bpriority = (b.modinfo and b.modinfo.priority) or 0 return apriority > bpriority end table.sort(self.mods, modPrioritySort) for i,mod in ipairs(self.mods) do table.insert(self.enabledmods, mod.modname) package.path = "..\\mods\\"..mod.modname.."\\scripts\\?.lua;"..package.path self:InitializeModMain(mod.modname, mod, "modworldgenmain.lua") if not self.worldgen then -- worldgen has to always run (for customization screen) but modmain can be -- skipped for worldgen. This reduces a lot of issues with missing globals. self:InitializeModMain(mod.modname, mod, "modmain.lua") end end end function ModWrangler:InitializeModMain(modname, env, mainfile) if not KnownModIndex:IsModCompatibleWithMode(modname) then return end print("Mod: "..ModInfoname(modname), "Loading "..mainfile) local fn = kleiloadlua("../mods/"..modname.."/"..mainfile) if type(fn) == "string" then print("Mod: "..ModInfoname(modname), " Error loading mod!\n"..fn.."\n") table.insert( self.failedmods, {name=modname,error=fn} ) return false elseif not fn then print("Mod: "..ModInfoname(modname), " Mod had no "..mainfile..". Skipping.") return true else local status, r = RunInEnvironment(fn,env) if status == false then print("Mod: "..ModInfoname(modname), " Error loading mod!\n"..r.."\n") table.insert( self.failedmods, {name=modname,error=r} ) return false else -- the env is an "out reference" so we're done here. return true end end end function ModWrangler:RemoveBadMod(badmodname,error) KnownModIndex:DisableBecauseBad(badmodname) table.insert( self.failedmods, {name=badmodname,error=error} ) end function ModWrangler:DisplayBadMods() if self.worldgen then -- we can't save or show errors from worldgen! Up to the main game to display the error. for k,badmod in ipairs(self.failedmods) do local errormsg = badmod.error error(errormsg) end return end -- If the frontend isn't ready yet, just hold onto this until we can display it. if #self.failedmods > 0 then for i,failedmod in ipairs(self.failedmods) do KnownModIndex:DisableBecauseBad(failedmod.name) self:GetMod(failedmod.name).modinfo.failed = true print("Disabling "..ModInfoname(failedmod.name).." because it had an error.") end end -- There are several flows which may have disabled mods; now is a safe place to save those changes. KnownModIndex:Save() if TheFrontEnd then for k,badmod in ipairs(self.failedmods) do TheFrontEnd:DisplayError( ScriptErrorScreen( STRINGS.UI.MAINSCREEN.MODFAILTITLE, STRINGS.UI.MAINSCREEN.MODFAILDETAIL.." "..KnownModIndex:GetModFancyName(badmod.name).."\n"..badmod.error.."\n", { {text=STRINGS.UI.MAINSCREEN.SCRIPTERRORQUIT, cb = function() TheSim:ForceAbort() end}, {text=STRINGS.UI.MAINSCREEN.MODQUIT, cb = function() KnownModIndex:DisableAllMods() KnownModIndex:Save(function() SimReset() end) end}, {text=STRINGS.UI.MAINSCREEN.MODFORUMS, nopop=true, cb = function() VisitURL("http://forums.kleientertainment.com/index.php?/forum/26-dont-starve-mods-and-tools/") end } }, ANCHOR_LEFT, STRINGS.UI.MAINSCREEN.MODFAILDETAIL2, 20 )) end self.failedmods = {} end end function ModWrangler:RegisterPrefabs() if not MODS_ENABLED then return end for i,modname in ipairs(self.enabledmods) do local mod = self:GetMod(modname) mod.LoadPrefabFile = LoadPrefabFile mod.RegisterPrefabs = RegisterPrefabs mod.Prefabs = {} print("Mod: "..ModInfoname(mod.modname), "Registering prefabs") -- We initialize the prefabs in the sandbox and collect all the created prefabs back -- into the main world. if mod.PrefabFiles then for i,prefab_path in ipairs(mod.PrefabFiles) do print("Mod: "..ModInfoname(mod.modname), " Registering prefab file: prefabs/"..prefab_path) local ret = runmodfn( mod.LoadPrefabFile, mod, "LoadPrefabFile" )("prefabs/"..prefab_path) if ret then for i,prefab in ipairs(ret) do print("Mod: "..ModInfoname(mod.modname), " "..prefab.name) mod.Prefabs[prefab.name] = prefab end end end end local prefabnames = {} for name, prefab in pairs(mod.Prefabs) do table.insert(prefabnames, name) Prefabs[name] = prefab -- copy the prefabs back into the main environment end print("Mod: "..ModInfoname(mod.modname), " Registering default mod prefab") RegisterPrefabs( Prefab("modbaseprefabs/MOD_"..mod.modname, nil, mod.Assets, prefabnames) ) local modname = "MOD_"..mod.modname TheSim:LoadPrefabs({modname}) table.insert(self.loadedprefabs, modname) end end function ModWrangler:UnloadPrefabs() for i, modname in ipairs( self.loadedprefabs ) do print("unloading prefabs for mod "..ModInfoname(modname)) TheSim:UnloadPrefabs({modname}) end end function ModWrangler:SetPostEnv() local moddetail = "" --print("\n\n---MOD INFO SCREEN---\n\n") local modnames = "" local newmodnames = "" local oldmodnames = "" local failedmodnames = "" local forcemodnames = "" if #self.mods > 0 then for i,mod in ipairs(self.mods) do modprint("###"..mod.modname) --dumptable(mod.modinfo) if KnownModIndex:IsModNewlyBad(mod.modname) then modprint("@NEWLYBAD") failedmodnames = failedmodnames.."\""..KnownModIndex:GetModFancyName(mod.modname).."\" " elseif KnownModIndex:IsModNewlyOld(mod.modname) and KnownModIndex:WasModEnabled(mod.modname) then modprint("@NEWLYOLD") oldmodnames = oldmodnames.."\""..KnownModIndex:GetModFancyName(mod.modname).."\" " --elseif KnownModIndex:IsModNew(mod.modname) then --print("@NEW") --newmodnames = newmodnames.."\""..KnownModIndex:GetModFancyName(mod.modname).."\" " --end elseif KnownModIndex:IsModForceEnabled(mod.modname) then modprint("@FORCEENABLED") mod.TheFrontEnd = TheFrontEnd mod.TheSim = TheSim mod.Point = Point mod.TheGlobalInstance = TheGlobalInstance for i,modfn in ipairs(mod.postinitfns.GamePostInit) do runmodfn( modfn, mod, "gamepostinit" )() end forcemodnames = forcemodnames.."\""..KnownModIndex:GetModFancyName(mod.modname).."\" " elseif KnownModIndex:IsModEnabled(mod.modname) then modprint("@ENABLED") mod.TheFrontEnd = TheFrontEnd mod.TheSim = TheSim mod.Point = Point mod.TheGlobalInstance = TheGlobalInstance for i,modfn in ipairs(mod.postinitfns.GamePostInit) do runmodfn( modfn, mod, "gamepostinit" )() end modnames = modnames.."\""..KnownModIndex:GetModFancyName(mod.modname).."\" " else modprint("@DISABLED") end end end --print("\n\n---END MOD INFO SCREEN---\n\n") if oldmodnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.OLDMODS.." "..oldmodnames.."\n" end if failedmodnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.FAILEDMODS.." "..failedmodnames.."\n" end if oldmodnames ~= "" or failedmodnames ~= "" then moddetail = moddetail..STRINGS.UI.MAINSCREEN.OLDORFAILEDMODS.."\n\n" end if newmodnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.NEWMODDETAIL.." "..newmodnames.."\n"..STRINGS.UI.MAINSCREEN.NEWMODDETAIL2.."\n\n" end if modnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.MODDETAIL.." "..modnames.."\n\n" end if newmodnames ~= "" or modnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.MODDETAIL2.."\n\n" end if forcemodnames ~= "" then moddetail = moddetail.. STRINGS.UI.MAINSCREEN.FORCEMODDETAIL.." "..forcemodnames.."\n\n" end if (modnames ~= "" or newmodnames ~= "" or oldmodnames ~= "" or failedmodnames ~= "" or forcemodnames ~= "") and TheSim:ShouldWarnModsLoaded() then --if (#self.enabledmods > 0) and TheSim:ShouldWarnModsLoaded() then TheFrontEnd:PushScreen( ScriptErrorScreen( STRINGS.UI.MAINSCREEN.MODTITLE, moddetail, { {text=STRINGS.UI.MAINSCREEN.TESTINGYES, cb = function() TheFrontEnd:PopScreen() end}, {text=STRINGS.UI.MAINSCREEN.MODQUIT, cb = function() KnownModIndex:DisableAllMods() KnownModIndex:Save(function() SimReset() end) end}, {text=STRINGS.UI.MAINSCREEN.MODFORUMS, nopop=true, cb = function() VisitURL("http://forums.kleientertainment.com/index.php?/forum/26-dont-starve-mods-and-tools/") end } })) elseif KnownModIndex:WasLoadBad() then TheFrontEnd:PushScreen( ScriptErrorScreen( STRINGS.UI.MAINSCREEN.MODSBADTITLE, STRINGS.UI.MAINSCREEN.MODSBADLOAD, { {text=STRINGS.UI.MAINSCREEN.TESTINGYES, cb = function() TheFrontEnd:PopScreen() end}, {text=STRINGS.UI.MAINSCREEN.MODFORUMS, nopop=true, cb = function() VisitURL("http://forums.kleientertainment.com/index.php?/forum/26-dont-starve-mods-and-tools/") end } })) end self:DisplayBadMods() end function ModWrangler:SimPostInit(wilson) for i,modname in ipairs(self.enabledmods) do local mod = self:GetMod(modname) for i,modfn in ipairs(mod.postinitfns.SimPostInit) do runmodfn( modfn, mod, "simpostinit" )(wilson) end end self:DisplayBadMods() end function ModWrangler:GetPostInitFns(type, id) local retfns = {} for i,modname in ipairs(self.enabledmods) do local mod = self:GetMod(modname) if mod.postinitfns[type] then local modfns = nil if id then modfns = mod.postinitfns[type][id] else modfns = mod.postinitfns[type] end if modfns ~= nil then for i,modfn in ipairs(modfns) do --print(modname, "added modfn "..type.." for "..tostring(id)) table.insert(retfns, runmodfn(modfn, mod, id and type..": "..id or type)) end end end end return retfns end function ModWrangler:GetPostInitData(type, id) local moddata = {} for i,modname in ipairs(self.enabledmods) do local mod = self:GetMod(modname) if mod.postinitdata[type] then local data = nil if id then data = mod.postinitdata[type][id] else data = mod.postinitdata[type] end if data ~= nil then --print(modname, "added moddata "..type.." for "..tostring(id)) table.insert(moddata, data) end end end return moddata end ModManager = ModWrangler() ---------------------------------------------
local ReplicatedStorage = game:GetService("ReplicatedStorage") local EzSpec = require(ReplicatedStorage.EzSpec) EzSpec.runTests({ directories = { script.Parent.Specs; }; -- ignoreNames = { -- "ThisWillFailToRequire"; -- "DeclareExamples"; -- }; includeDescendants = true; -- verboseLogging = true; -- showOnlyFailures = true; -- showExecutionTime = true; -- useEmojis = false; })
ITEM.name = "Заряд РС-15" ITEM.desc = "Самодельное взрывное устройство, полученное из различных химических веществ, забитых в контейнер с металлическими шариками и со сломанным электрическим воспламенителем. Активируется автоматически. \n\nХАРАКТЕРИСТИКИ: \n-взрывоопасно \n-военное изделие \n\nДля активации необходимо выложить" ITEM.category = "Комфорт" ITEM.price = 6940 ITEM.exRender = false ITEM.weight = 1.25 ITEM.model = "models/kek1ch/bomb_c4.mdl" ITEM.width = 2 ITEM.height = 2 ITEM.iconCam = { pos = Vector(0, 0, 200), ang = Angle(90, 0, 0), fov = 4.7 } ITEM.functions.Use = { name = "установить", icon = "icon16/cup.png", onRun = function(item) local client = item.player local mine = ents.Create("mine") local data = { start = client:GetShootPos(), endpos = client:GetShootPos() + client:GetAimVector() * 95, filter = client } local trace = util.TraceLine(data) if (!trace.Hit or trace.HitSky) then return false end mine:SetPos(trace.HitPos) mine:Spawn() mine:Activate() mine:EmitSound("physics/flesh/flesh_impact_hard6.wav") client:ScreenFade(SCREENFADE.OUT, Color( 0, 0, 0 ), 1, 3) timer.Simple(1,function() client:ScreenFade(SCREENFADE.IN, Color( 0, 0, 0 ), 1, 3) end) end }
--[[lit-meta name = 'voronianski/match-path' description = 'Express.js style path matching for Luvit.io servers' version = '1.0.0' homepage = 'https://github.com/luvitrocks/http-utils' repository = { url = 'http://github.com/luvitrocks/http-utils.git' } tags = {'http', 'path', 'route', 'router', 'path-to-regexp', 'server', 'utopia', 'utopia-route'} author = { name = 'Dmitri Voronianski', email = 'dmitri.voronianski@gmail.com' } license = 'MIT' ]] local quotepattern = '([' .. ('%^$().[]*+-?'):gsub('(.)', '%%%1') .. '])' function escape(str) return str:gsub(quotepattern, '%%%1') end function compilePath (path) local parts = {'^'} local names = {} for a, b, c, d in path:gmatch('([^:]*):([_%a][_%w]*)(:?)([^:]*)') do if #a > 0 then parts[#parts + 1] = escape(a) end if #c > 0 then parts[#parts + 1] = '(.*)' else parts[#parts + 1] = '([^/]*)' end names[#names + 1] = b if #d > 0 then parts[#parts + 1] = escape(d) end end if #parts == 1 then return function (str) if str == path then return {} end end end parts[#parts + 1] = '$' local pattern = table.concat(parts) function getParams (str) local matches = { str:match(pattern) } if #matches > 0 then local results = {} for i = 1, #matches do results[names[i]] = matches[i] end return results end end return getParams end exports.compile = compilePath
local M = {} local tree = { disable_netrw = true, hijack_netrw = true, open_on_setup = false, ignore_ft_on_setup = {}, auto_close = false, open_on_tab = false, hijack_cursor = false, update_cwd = false, update_to_buf_dir = { enable = true, auto_open = true, }, diagnostics = { enable = false, icons = { hint = "", info = "", warning = "", error = "", } }, update_focused_file = { enable = false, update_cwd = false, ignore_list = {} }, system_open = { cmd = nil, args = {} }, filters = { dotfiles = false, custom = {} }, git = { enable = true, ignore = true, timeout = 500, }, view = { width = 30, height = 30, hide_root_folder = false, side = 'left', auto_resize = false, mappings = { custom_only = false, list = {} }, number = false, relativenumber = false, signcolumn = "yes" }, trash = { cmd = "trash", require_confirm = true } } M.setup = function() nvim-tree = require 'nvim-tree' nvim-tree.setup(tree) end return M
-- List of all groups groups = { "general", "globals", "default" } for k,v in ipairs(groups) do CreateGroup(v) end
util.AddNetworkString("nutTransferItem") local TRANSFER = "transfer" function PLUGIN:HandleItemTransferRequest(client, itemID, x, y, invID) -- Get the item that should be moved, its inventory, and the destination. local inventory = nut.inventory.instances[invID] local item = nut.item.instances[itemID] if (not item) then return end local oldInventory = nut.inventory.instances[item.invID] if (not oldInventory or not oldInventory.items[itemID]) then return end -- Make sure the item is permitted to move between the two inventories. local status,reason = hook.Run("CanItemBeTransfered", item, oldInventory, inventory, client) if (status == false) then client:notify(reason or "You can't do that right now.") return end local context = { client = client, item = item, from = oldInventory, to = inventory } local canTransfer, reason = oldInventory:canAccess(TRANSFER, context) if (not canTransfer) then return end if (not inventory) then return hook.Run("ItemDraggedOutOfInventory", client, item) end canTransfer, reason = inventory:canAccess(TRANSFER, context) if (not canTransfer) then if (isstring(reason)) then client:notifyLocalized(reason) end return end -- If valid, remove the item from its current inventory and put it in -- the other inventory. If something fails, just drop the item in the world. local oldX, oldY = item:getData("x"), item:getData("y") local failItemDropPos = client:getItemDropPos() if (client.invTransferTransaction and client.invTransferTransactionTimeout > RealTime()) then return end client.invTransferTransaction = true client.invTransferTransactionTimeout = RealTime() local function fail(err) client.invTransferTransaction = nil if (err) then print(err) debug.Trace() end if (IsValid(client)) then client:notifyLocalized("itemOnGround") end item:spawn(failItemDropPos) end local tryCombineWith local originalAddRes return oldInventory:removeItem(itemID, true) :next(function() return inventory:add(item, x, y) end) :next(function(res) if (not res or not res.error) then return end -- If the item was dropped on another item, then "combine" them. -- This is subject to how the target item defines "combine". local conflictingItem = istable(res.error) and res.error.item if (conflictingItem) then tryCombineWith = conflictingItem end originalAddRes = res return oldInventory:add(item, oldX, oldY) end) :next(function(res) if (res and res.error) then return res end if (tryCombineWith and IsValid(client)) then if (hook.Run("ItemCombine", client, item, tryCombineWith)) then return end end end) :next(function(res) client.invTransferTransaction = nil if (res and res.error) then fail() else hook.Run("ItemTransfered", context) end return originalAddRes end) :catch(fail) end net.Receive("nutTransferItem", function(_, client) local itemID = net.ReadUInt(32) local x = net.ReadUInt(32) local y = net.ReadUInt(32) local invID = net.ReadType() hook.Run("HandleItemTransferRequest", client, itemID, x, y, invID) end)
-- Pause when Minimize -- This script pauses playback when minimizing the window, and resumes playback -- if it's brought back again. If the player was already paused when minimizing, -- then try not to mess with the pause state. local did_minimize = false mp.observe_property("window-minimized", "bool", function(name, value) local pause = mp.get_property_native("pause") if value then if not pause then mp.set_property_native("pause", true) did_minimize = true end elseif not value then if did_minimize and pause then mp.set_property_native("pause", false) end did_minimize = false end end)
GM.Name = "Prop Hunt" GM.Author = "MrGrim48" GM.Email = "N/A" GM.Website = "N/A" include( "module_loader.lua" ) -- Load Modules Loader.Load( "playerclass" ) Loader.Load( "core" ) Loader.Load( "modules" )
--[[ Calls the given function if it actually exists. Useful in Roact components where a callback passed as a prop is optional, so you don't always know if you want to run it. Usage: maybeCall(nil) -- does nothing maybeCall(function() print("Hello!") -- prints hello end) ]] local t = require(script.Parent.Parent.lib.t) local maybeCallCheck = t.union(t.callback, t.none) local function maybeCall(callback, ...) assert(maybeCallCheck(callback)) if type(callback) == "function" then return callback(...) end end return maybeCall
local MSG = "[ ] FAILED proxy tests" local a = newproxy(false) assert(getmetatable(a) == nil, MSG) local b = newproxy(true) local mt = getmetatable(b) assert(mt ~= nil, MSG) assert(not pcall(setmetatable, b, {}), MSG) mt.__metatable = "The metatable is locked" assert(getmetatable(b) ~= mt, MSG) assert(not pcall(function() return b + b end), MSG) mt.__add = function(x, y) assert(x == y, MSG) return "asd" end assert(b + b == "asd", MSG) local c = newproxy(b) assert(not pcall(function() return b + c end), MSG) assert(c + c == "asd", MSG) assert(getmetatable(c) == getmetatable(b), MSG) assert(not pcall(newproxy, 1), MSG) assert(not pcall(newproxy, a), MSG) assert(pcall(newproxy, nil), MSG) assert(pcall(newproxy), MSG) assert(pcall(newproxy, true), MSG) assert(pcall(newproxy, false), MSG) assert(pcall(newproxy, b), MSG) assert(pcall(newproxy, c), MSG) print("[X] passed proxy tests")
-- Copyright (c) Jérémie N'gadi -- -- All rights reserved. -- -- Even if 'All rights reserved' is very clear : -- -- You shall not use any piece of this software in a commercial product / service -- You shall not resell this software -- You shall not provide any facility to install this particular software in a commercial product / service -- If you redistribute this software, you must link to ORIGINAL repository at https://github.com/ESX-Org/es_extended -- This copyright should appear in every part of the project code Translations = { ['skin_menu'] = 'ulkonäkö', ['use_rotate_view'] = 'paina ~INPUT_VEH_FLY_ROLL_LEFT_ONLY~ tai ~INPUT_VEH_FLY_ROLL_RIGHT_ONLY~ liikutaaksesi kameraa.', ['skin'] = 'vaihda ulkonäköä', ['saveskin'] = 'talleta ulkonäkö tiedostoon', ['skin_saved'] = 'Skin saved successfully', }
package.path = package.path..";src/?.lua" local mgl = require("MGL") mgl.gen_mat(2); mgl.gen_vec(2) mgl.gen_mat(3); mgl.gen_vec(3) mgl.gen_mat(4); mgl.gen_vec(4) -- build model matrix local m = mgl.translate(mgl.vec3(0,0,10)) -- * mgl.rotate(mgl.vec3(1,0,0), -math.pi/2) -- * mgl.scale(mgl.vec3(2)) local invm = mgl.inverse(m) local p = mgl.vec3(0,0,1) local pp = m*mgl.vec4(p,1) assert(mgl.vec3(pp) == mgl.vec3(0,2,10)) local ppi = invm*pp assert(mgl.length(mgl.vec3(ppi)-p) < 1e-6) local ortho = mgl.orthographic(0,10,0,10,0,10) assert(ortho*mgl.vec4(5,5,-5,1) == mgl.vec4(0,0,0,1)) local persp = mgl.perspective(math.rad(90), 16/9, 1, 10) local proj = persp*mgl.vec4(0,0,-5,1) proj = proj/proj.w assert(mgl.length(proj-mgl.vec4(0,0,0.5,1)) < 0.3) local proji = mgl.inverse(persp)*proj proji = proji/proji.w assert(mgl.length(proji-mgl.vec4(0,0,0.5,1)) < 1e6) print("m") print(m) print("invm") print(invm) print("p", p) print("pp", pp) print("ppi", ppi) print("ortho") print(ortho) print("persp") print(persp)
local PAC = PersonalAssistant.Constants local PAStrings = { -- ================================================================================================================= -- Language specific texts that need to be translated -- -- Welcome Messages -- SI_PA_WELCOME_NO_SUPPORT = "à votre service ! - La traduction pour le language [%s] n'est pas (encore) disponible", SI_PA_WELCOME_SUPPORT = "à votre service !", SI_PA_WELCOME_PLEASE_SELECT_PROFILE = table.concat({"vous souhaite la bienvenue ! Pour commencer, veuillez aller dans les réglages d'extensions afin de sélectionner un profil. Merci :-)"}), -- ================================================================================================================= -- == MENU/PANEL TEXTS == -- -- ----------------------------------------------------------------------------------------------------------------- SI_PA_MENU_GENERAL_DESCRIPTION = "PersonalAssistant est un ensemble de fonctionnalités diverses qui ont pour but de vous rendre le jeu ESO plus agréable", -- ----------------------------------------------------------------------------------------------------------------- -- General Settings -- SI_PA_MENU_GENERAL_HEADER = "Paramètres généraux", SI_PA_MENU_GENERAL_SHOW_WELCOME = "Afficher le message d'accueil", SI_PA_MENU_GENERAL_TELEPORT_HEADER = "Habitations", SI_PA_MENU_GENERAL_TELEPORT_PRIMARY_HOUSE = table.concat({PAC.ICONS.OTHERS.HOME.NORMAL, " Aller à la maison"}), SI_PA_MENU_GENERAL_TELEPORT_PRIMARY_HOUSE_W = "Si la position actuelle permet un voyage rapide, cela lancera la téléportation vers votre maison primaire !", --SI_PA_MENU_GENERAL_TELEPORT_OUTSIDE = "", --SI_PA_MENU_GENERAL_TELEPORT_OUTSIDE_T = "", -- ----------------------------------------------------------------------------------------------------------------- -- Admin Settings -- SI_PA_MENU_ADMIN_HEADER = "Paramètres administrateur", } for key, value in pairs(PAStrings) do SafeAddString(_G[key], value, 1) end
local Pnml = require "petrinet.pnml" local Yaml = require "yaml" local function show (pn) local result = pn.analysis () local ps = {} local ts = {} for _, place in ipairs (pn.places) do ps [place.name] = { initial = place.initial, bound = place.bound, } end for _, transition in ipairs (pn.transitions) do ts [transition.name] = transition.liveness end print (Yaml.dump { durations = { reachability = result.reachability.duration, bound = result.bound.duration, liveness = result.liveness.duration, }, markings = { size = result.reachability.size, }, bound = ps, liveness = ts, }) end for _, what in ipairs { "petrinet" --[[, "petrinet.struct"]] } do local Petrinet = require (what) describe ("#" .. what, function () it ("works", function () local pn = Petrinet { p1 = { type = "place", initial = 1, }, p2 = { type = "place", initial = 0, }, t = { type = "transition", pre = { p1 = 1, }, post = { p2 = 1, }, }, } assert (pn.initial + pn.empty == pn.initial) assert (pn.initial - pn.empty == pn.initial) assert (pn.initial + pn.initial == pn.marking { p1 = 2 }) assert (pn.initial:t () == pn.marking { p2 = 1 }) local result = pn.analysis () assert (result.reachability.size == 2, result.reachability.size) end) it ("loads models", function () local model = Pnml "models/dekker-10.pnml" local pn = Petrinet (model) local result = pn.analysis () assert (result.reachability.size == 6144, result.reachability.size) end) it ("loads models", function () local model = Pnml "models/G-PPP-1-1.pnml" local pn = Petrinet (model) local result = pn.analysis () assert (result.reachability.size == 10380, result.reachability.size) end) it ("works also with #Philosophers", function () local n = 10 local data = {} for i = 1, n do local id = tostring (i) data ["fork-" .. id] = { type = "place", initial = 1, } data ["thinking-" .. id] = { type = "place", initial = 1, } data ["waiting-" .. id] = { type = "place", initial = 0, } data ["eating-" .. id] = { type = "place", initial = 0, } end for i = 1, n do local id = tostring (i) local next = tostring (i < n and i + 1 or 1) data ["t1-" .. id] = { type = "transition", pre = { ["fork-" .. id] = 1, ["thinking-" .. id] = 1, }, post = { ["waiting-" .. id] = 1, }, } data ["t2-" .. id] = { type = "transition", pre = { ["waiting-" .. id ] = 1, ["fork-" .. next] = 1, }, post = { ["eating-" .. id ] = 1, }, } data ["t3-" .. id] = { type = "transition", pre = { ["eating-" .. id ] = 1, }, post = { ["fork-" .. id ] = 1, ["fork-" .. next] = 1, ["thinking-" .. id ] = 1, }, } end -- local profi = require 'profi' -- profi:start() local pn = Petrinet (data) local result = pn.analysis () -- profi:stop() -- profi:writeReport ("report.txt") assert (result.reachability.size == 6726, result.reachability.size) end) it ("can analyze liveness", function () local pn = Petrinet { p1 = { type = "place", initial = 1, }, p2 = { type = "place", initial = 0, }, t1 = { type = "transition", pre = { p1 = 1, }, post = { p2 = 1, }, }, t2 = { type = "transition", pre = { p2 = 1, }, post = { p1 = 1, }, }, } local result = pn.analysis () assert (result.reachability.size == 2, result.reachability.size) end) end) end
—- enable semantic highlighting _SEMANATIC = true -- semantic highlighting. NEED base16 themes to work! events.connect(events.LEXER_LOADED, function (lang) if _SEMANATIC == false then return end buffer.edge_colour = buffer.property_int[“color.base0A”] buffer.property[‘style.operator’] = ‘fore:%(color.base0F)’ buffer.property[‘style.function’] = ‘fore:%(color.base08)’ buffer.property[‘style.library’] = ‘fore:%(color.base09)’ buffer.property[‘style.identifier’] = ‘fore:%(color.base0D)’ buffer.property[‘style.number’] = ‘fore:%(color.base0E)’ buffer.property[‘style.constant’] = ‘fore:%(color.base0A)’ buffer.property[‘style.keyword’] = ‘fore:%(color.base05)’ end)
workspace "LiquidEngine" basedir "../workspace/" language "C++" cppdialect "C++17" architecture "x86_64" -- Set editor as starting project startproject "Liquidator" setupLibraryDirectories{} setupPlatformDefines{} linkPlatformLibraries{} setupToolsetOptions{} includedirs { "../engine/src", "../engine/rhi/core/include", "../engine/rhi/vulkan/include", "../engine/platform-tools/include" } configurations { "Debug", "Release", "Profile-Debug", "Profile-Release" } filter { "toolset:msc-*" } flags { "FatalCompileWarnings" } filter {"configurations:Debug or configurations:Profile-Debug"} defines { "LIQUID_DEBUG" } symbols "On" filter {"configurations:Release or configurations:Profile-Release"} defines { "LIQUID_RELEASE" } optimize "On" filter {"configurations:Profile-Debug or configurations:Profile-Release"} defines { "LIQUID_PROFILER" }
local ffi = require("ffi") local ffi_load = ffi.load local ffi_cdef = ffi.cdef local _setmetatable = setmetatable ffi_cdef([[ /* ============================== Data Types ============================== */ /* Easing Types */ typedef enum ice_ease_type { ICE_EASE_TYPE_PROGRESS = 1, ICE_EASE_TYPE_PENNER = 4 } ice_ease_type; /* ============================== Functions ============================== */ /* Functions for Linear Easing */ double ice_ease_linear(ice_ease_type ease_type, ...); /* Functions for Quadratic Easing */ double ice_ease_quad_in(ice_ease_type ease_type, ...); double ice_ease_quad_out(ice_ease_type ease_type, ...); double ice_ease_quad_in_out(ice_ease_type ease_type, ...); /* Functions for Cubic Easing */ double ice_ease_cubic_in(ice_ease_type ease_type, ...); double ice_ease_cubic_out(ice_ease_type ease_type, ...); double ice_ease_cubic_in_out(ice_ease_type ease_type, ...); /* Functions for Quartic Easing */ double ice_ease_quart_in(ice_ease_type ease_type, ...); double ice_ease_quart_out(ice_ease_type ease_type, ...); double ice_ease_quart_in_out(ice_ease_type ease_type, ...); /* Functions for Quintic Easing */ double ice_ease_quint_in(ice_ease_type ease_type, ...); double ice_ease_quint_out(ice_ease_type ease_type, ...); double ice_ease_quint_in_out(ice_ease_type ease_type, ...); /* Functions for Sinusoidal Easing */ double ice_ease_sine_in(ice_ease_type ease_type, ...); double ice_ease_sine_out(ice_ease_type ease_type, ...); double ice_ease_sine_in_out(ice_ease_type ease_type, ...); /* Functions for Exponential Easing */ double ice_ease_expo_in(ice_ease_type ease_type, ...); double ice_ease_expo_out(ice_ease_type ease_type, ...); double ice_ease_expo_in_out(ice_ease_type ease_type, ...); /* Functions for Circular Easing */ double ice_ease_circ_in(ice_ease_type ease_type, ...); double ice_ease_circ_out(ice_ease_type ease_type, ...); double ice_ease_circ_in_out(ice_ease_type ease_type, ...); /* Functions for Elastic Easing */ double ice_ease_elastic_in(ice_ease_type ease_type, ...); double ice_ease_elastic_out(ice_ease_type ease_type, ...); double ice_ease_elastic_in_out(ice_ease_type ease_type, ...); /* Functions for Back Easing */ double ice_ease_back_in(ice_ease_type ease_type, ...); double ice_ease_back_out(ice_ease_type ease_type, ...); double ice_ease_back_in_out(ice_ease_type ease_type, ...); /* Functions for Bounce Easing */ double ice_ease_bounce_in(ice_ease_type ease_type, ...); double ice_ease_bounce_out(ice_ease_type ease_type, ...); double ice_ease_bounce_in_out(ice_ease_type ease_type, ...); ]]) local l = ffi_load("ice_ease") local mt = { __index = l } local lib = _setmetatable({}, mt) lib.ICE_EASE_PI = 3.14159265358979323846 return lib
local gears = require("gears") -- local lain = require("lain") local awful = require("awful") local wibox = require("wibox") local dpi = require("beautiful.xresources").apply_dpi local os = os local my_table = awful.util.table or gears.table -- 4.{0,1} compatibility local theme = {} theme.dir = os.getenv("HOME") .. "/.config/awesome/themes/steamburn" theme.wallpaper = theme.dir .. "/wall.png" theme.font = "Iosevka SS07" theme.fg_normal = "#e2ccb0" theme.fg_focus = "#d88166" theme.fg_urgent = "#CC9393" theme.bg_normal = "#140c0b" theme.bg_focus = "#140c0b" theme.bg_urgent = "#2a1f1e" theme.border_width = dpi(1) theme.border_normal = "#302627" theme.border_focus = "#c2745b" theme.border_marked = "#CC9393" theme.taglist_fg_focus = "#d88166" theme.tasklist_bg_focus = "#140c0b" theme.tasklist_fg_focus = "#d88166" theme.taglist_squares_sel = theme.dir .. "/icons/square_sel.png" theme.taglist_squares_unsel = theme.dir .. "/icons/square_unsel.png" theme.menu_height = dpi(16) theme.menu_width = dpi(140) theme.awesome_icon = theme.dir .. "/icons/awesome.png" theme.menu_submenu_icon = theme.dir .. "/icons/submenu.png" theme.layout_txt_tile = "[t]" theme.layout_txt_tileleft = "[l]" theme.layout_txt_tilebottom = "[b]" theme.layout_txt_tiletop = "[tt]" theme.layout_txt_fairv = "[fv]" theme.layout_txt_fairh = "[fh]" theme.layout_txt_spiral = "[s]" theme.layout_txt_dwindle = "[d]" theme.layout_txt_max = "[m]" theme.layout_txt_fullscreen = "[F]" theme.layout_txt_magnifier = "[M]" theme.layout_txt_floating = "[|]" theme.tasklist_plain_task_name = true theme.tasklist_disable_icon = true theme.useless_gap = dpi(2) theme.layout_txt_termfair = "[termfair]" theme.layout_txt_centerfair = "[centerfair]" theme.gap_single_client = false -- Textclock local mytextclock = wibox.widget.textclock(" %H:%M ") mytextclock.font = theme.font local spr = wibox.widget.textbox(" ") local function update_txt_layoutbox(s) -- Writes a string representation of the current layout in a textbox widget local txt_l = theme["layout_txt_" .. awful.layout.getname(awful.layout.get(s))] or "" s.mytxtlayoutbox:set_text(txt_l) end function theme.at_screen_connect(s) -- Quake application -- s.quake = lain.util.quake({ app = awful.util.terminal }) -- If wallpaper is a function, call it with the screen local wallpaper = theme.wallpaper if type(wallpaper) == "function" then wallpaper = wallpaper(s) end gears.wallpaper.maximized(wallpaper, s, true) -- Tags awful.tag(awful.util.tagnames, s, awful.layout.layouts) -- Create a promptbox for each screen s.mypromptbox = awful.widget.prompt() -- Textual layoutbox s.mytxtlayoutbox = wibox.widget.textbox(theme["layout_txt_" .. awful.layout.getname(awful.layout.get(s))]) awful.tag.attached_connect_signal(s, "property::selected", function() update_txt_layoutbox(s) end) awful.tag.attached_connect_signal(s, "property::layout", function() update_txt_layoutbox(s) end) s.mytxtlayoutbox:buttons(my_table.join( awful.button({}, 1, function() awful.layout.inc(1) end), awful.button({}, 2, function() awful.layout.set(awful.layout.layouts[1]) end), awful.button({}, 3, function() awful.layout.inc(-1) end), awful.button({}, 4, function() awful.layout.inc(1) end), awful.button({}, 5, function() awful.layout.inc(-1) end) )) -- Create a taglist widgets -- local function tags_filter(t) return t.selected or #t:clients() > 0 end s.mytaglist = awful.widget.taglist(s, tags_filter, awful.util.taglist_buttons) -- Create a tasklist widget s.mytasklist = awful.widget.tasklist(s, awful.widget.tasklist.filter.currenttags, awful.util.tasklist_buttons) -- Create the wibox s.mywibox = awful.wibar({ position = "top", screen = s, height = dpi(18) }) -- Add widgets to the wibox s.mywibox:setup({ layout = wibox.layout.align.horizontal, { -- Left widgets layout = wibox.layout.fixed.horizontal, spr, s.mytaglist, spr, s.mytxtlayoutbox, --spr, s.mypromptbox, spr, }, s.mytasklist, -- Middle widget { -- Right widgets layout = wibox.layout.fixed.horizontal, mytextclock, wibox.widget.systray(), }, }) end return theme
--[[ Swaggy Jenkins Jenkins API clients generated from Swagger / Open API specification OpenAPI spec version: 1.0.1 Contact: blah@cliffano.com Generated by: https://openapi-generator.tech ]] --[[ Unit tests for openapi-client.model.github_repositories Automatically generated by openapi-generator (https://openapi-generator.tech) Please update as you see appropriate ]] describe("github_repositories", function() local openapi-client_github_repositories = require "openapi-client.model.github_repositories" -- unit tests for the property '_class' describe("property _class test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) -- unit tests for the property '_links' describe("property _links test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) -- unit tests for the property 'items' describe("property items test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) -- unit tests for the property 'last_page' describe("property last_page test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) -- unit tests for the property 'next_page' describe("property next_page test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) -- unit tests for the property 'page_size' describe("property page_size test", function() it("should work", function() -- TODO assertion here: http://olivinelabs.com/busted/#asserts end) end) end)
--!The Make-like Build Utility based on Lua -- -- Licensed to the Apache Software Foundation (ASF) under one -- or more contributor license agreements. See the NOTICE file -- distributed with this work for additional information -- regarding copyright ownership. The ASF licenses this file -- to you under the Apache License, Version 2.0 (the -- "License"); you may not use this file except in compliance -- with the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015 - 2017, TBOOX Open Source Group. -- -- @author ruki -- @file static.lua -- -- imports import("core.base.option") import("core.tool.linker") import("core.tool.compiler") import("object") -- build target from objects function _build_from_objects(target, buildinfo) -- build objects object.build(target, buildinfo) -- make headers local srcheaders, dstheaders = target:headerfiles() if srcheaders and dstheaders then local i = 1 for _, srcheader in ipairs(srcheaders) do local dstheader = dstheaders[i] if dstheader then os.cp(srcheader, dstheader) end i = i + 1 end end -- expand object files with *.o/obj local objectfiles = {} for _, objectfile in ipairs(target:objectfiles()) do if objectfile:find("%*") then local matchfiles = os.match(objectfile) if matchfiles then table.join2(objectfiles, matchfiles) end else table.insert(objectfiles, objectfile) end end -- the target file local targetfile = target:targetfile() -- is verbose? local verbose = option.get("verbose") -- trace percent info cprintf("${green}[%02d%%]:${clear} ", (buildinfo.targetindex + 1) * 100 / buildinfo.targetcount) if verbose then cprint("${dim magenta}archiving.$(mode) %s", path.filename(targetfile)) else cprint("${magenta}archiving.$(mode) %s", path.filename(targetfile)) end -- trace verbose info if verbose then print(target:linkcmd(objectfiles)) end -- link it linker.link(objectfiles, targetfile, target) end -- build target from sources function _build_from_sources(target, buildinfo, sourcebatch, sourcekind) -- the target file local targetfile = target:targetfile() -- is verbose? local verbose = option.get("verbose") -- trace percent into cprintf("${green}[%02d%%]:${clear} ", (buildinfo.targetindex + 1) * 100 / buildinfo.targetcount) if verbose then cprint("${dim magenta}archiving.$(mode) %s", path.filename(targetfile)) else cprint("${magenta}archiving.$(mode) %s", path.filename(targetfile)) end -- trace verbose info if verbose then print(compiler.buildcmd(sourcebatch.sourcefiles, targetfile, target, sourcekind)) end -- build it compiler.build(sourcebatch.sourcefiles, targetfile, target, sourcekind) end -- build static target function build(target, buildinfo) -- only one source kind? local kindcount = 0 local sourcekind = nil local sourcebatch = nil for kind, batch in pairs(target:sourcebatches()) do sourcekind = kind sourcebatch = batch kindcount = kindcount + 1 if kindcount > 1 then break end end -- build target if kindcount == 1 and sourcekind and compiler.feature(sourcekind, "static:sources") then _build_from_sources(target, buildinfo, sourcebatch, sourcekind) else _build_from_objects(target, buildinfo) end end
object_tangible_furniture_all_frn_all_couch_love_seat_s1 = object_tangible_furniture_all_shared_frn_all_couch_love_seat_s1:new { } ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_couch_love_seat_s1, "object/tangible/furniture/all/frn_all_couch_love_seat_s1.iff")
player = Game.Players.yfc char = player.Character char.Torso.Transparency = 1 char.Head.Transparency = 1 char["Right Arm"].Transparency = 1 char["Right Leg"].Transparency = 1 char["Left Arm"].Transparency = 1 char["Left Leg"].Transparency = 1 part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(3, 2, 3) part:BreakJoints() part.BrickColor = BrickColor.new("Bright red") mesh = Instance.new("SpecialMesh") mesh.Parent = part mesh.MeshType = "Sphere" mesh.Scale = Vector3.new(1.01,1.01,1.01) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(0, 0, 0) weld.C1 = CFrame.new() part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(3, 1, 3) part:BreakJoints() part.BrickColor = BrickColor.new("Bright red") mesh = Instance.new("BlockMesh") mesh.Parent = part mesh.Scale = Vector3.new(1.01,0.65,1.01) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(0, 0.75, 0) weld.C1 = CFrame.new() part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(1, 2, 1) part:BreakJoints() part.BrickColor = BrickColor.new("Really black") mesh = Instance.new("CylinderMesh") mesh.Parent = part mesh.Scale = Vector3.new(0.6,1.01,0.6) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(0.5, 1.75, 1.15) weld.C1 = CFrame.new() part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(1, 2, 1) part:BreakJoints() part.BrickColor = BrickColor.new("Really black") mesh = Instance.new("CylinderMesh") mesh.Parent = part mesh.Scale = Vector3.new(0.6,1.01,0.6) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(-0.5, 1.75, 1.15) weld.C1 = CFrame.new() part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(1, 2, 1) part:BreakJoints() part.BrickColor = BrickColor.new("Really black") mesh = Instance.new("CylinderMesh") mesh.Parent = part mesh.Scale = Vector3.new(0.6,1.01,0.6) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(0.5, 1.75, -1.15) weld.C1 = CFrame.new() part = Instance.new("Part") part.Parent = player.Character part.Size = Vector3.new(1, 2, 1) part:BreakJoints() part.BrickColor = BrickColor.new("Really black") mesh = Instance.new("CylinderMesh") mesh.Parent = part mesh.Scale = Vector3.new(0.6,1.01,0.6) weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = player.Character.Torso weld.C0 = CFrame.new(-0.5, 1.75, -1.15) weld.C1 = CFrame.new()
local tremove = table.remove function ezlib.item.get.list(value) if type(value) == "table" then if value.not_items then not_items = ezlib.item.not_item value.not_items = nil else not_items = "item" end else not_items = "item" end local freturn = 0 local item = {} local list = {} local del_list = {} if type(not_items) == "table" then for _, ing in pairs(not_items) do local entities = data.raw[ing] if entities then for b in pairs(entities) do local entity = entities[b] if entity then list[#list+1] = {entity.name, entity.type} end end end end if value ~= nil and type(value) == "table" then for _, ing in pairs(list) do local entity = data.raw[ing[2]][ing[1]] for a in pairs(value) do local t = value[a] -- ? if value[a] ~= nil then if type(t) == "string" or type(t) == "number" then if entity[a] ~= t or entity[a] == nil then del_list[#del_list+1] = ing end elseif type(t) == "table" then for b, v in pairs(t) do if type(v) == "string" or type(v) == "number" then local r = entity[a][b] -- ? if r ~= t[b] or r == nil then del_list[#del_list+1] = ing end elseif type(v) == "table" then log("You can't mine so deap") else break end end else break end end end end end else item = data.raw.item -- TODO: refactor if item ~= nil then for k in pairs(item) do list[#list+1] = item[k].name end end if value ~= nil and type(value) == "table" then for a in pairs(value) do if value[a] ~= nil then if type(value[a]) == "string" or type(value[a]) == "number" then for x, ing2 in pairs(list) do local v = item[list[x]][a] if v ~= value[a] or v == nil then del_list[#del_list+1] = ing2 end end elseif type(value[a]) == "table" then for b in pairs(value[a]) do if type(value[a][b]) == "string" or type(value[a][b]) == "number" then for x, ing2 in pairs(list) do -- Does this work? local v = item[list[x]][a] if v ~= value[a][b] or v == nil then del_list[#del_list+1] = ing2 end end elseif type(value[a][b]) == "table" then log("You can't mine so deap") else break end end else break end end end end end list = ezlib.tbl.remove(list, del_list) if list then if #list == 1 then list = list[1] freturn = 1 elseif #list == 0 then list = nil else freturn = 1 end end if ezlib.debug_self then local print = "" print = print .. "ezlib.item.get.list\n---------------------------------------------------------------------------------------------\n" if type(list) == "table" then print = print .. " Found " .. #list .. " items." elseif type(list) == "string" then print = print .. " Found item " .. list .. "." else print = print .. " [Warning] Found 0 items in type." end if type(value) == "table" then print = print .. "\n List of filters:" print = print .. ezlib.log.print(value, 0) end log(print .. "\n---------------------------------------------------------------------------------------------") end if freturn == 0 then return nil else return list end end function ezlib.item.add.flag(value, flag) local print = "ezlib.item.add.flag\n---------------------------------------------------------------------------------------------\n" local entity = data.raw.item[value] if entity then local flags = entity.flags if flags then flags[#flags+1] = flag else entity.flags = flag end if ezlib.debug_self then log(print .. " Flag " .. flag .. " added to " .. value .. ".\n---------------------------------------------------------------------------------------------") end else if ezlib.debug_self then log(print .. " [Warning] Item with name " .. value .. " not found.\n---------------------------------------------------------------------------------------------") else log(" [Warning] Item with name " .. value .. " not found.") end end end function ezlib.item.remove.flag(value, flag) local print = "ezlib.item.remove.flag\n---------------------------------------------------------------------------------------------\n" local entity = data.raw[type][value] if entity then local flags = entity.flags if flags then for i=#flags, 1, -1 do -- TODO: check if flags[i] == flag then tremove(flags, i) end end end if ezlib.debug_self then log(print .. " Flag " .. flag .. " removed from " .. value .. ".\n---------------------------------------------------------------------------------------------") end else if ezlib.debug_self then log(print .. " [Warning] Item with name " .. value .. " not found.\n---------------------------------------------------------------------------------------------") else log(" [Warning] Item with name " .. value .. " not found.") end end end
---------------------------------------------------------------------------------------------------- -- Client Lua Script for RaidCore Addon on WildStar Game. -- -- Copyright (C) 2015 RaidCore ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- -- Description: -- TODO ---------------------------------------------------------------------------------------------------- local Apollo = require "Apollo" local GameLib = require "GameLib" local core = Apollo.GetPackage("Gemini:Addon-1.1").tPackage:GetAddon("RaidCore") local mod = core:NewEncounter("Gloomclaw", 52, 98, 115) if not mod then return end ---------------------------------------------------------------------------------------------------- -- Registering combat. ---------------------------------------------------------------------------------------------------- mod:RegisterTrigMob(core.E.TRIGGER_ANY, { "unit.gloomclaw" }) mod:RegisterEnglishLocale({ -- Unit names. ["unit.gloomclaw"] = "Gloomclaw", ["Corrupted Ravager"] = "Corrupted Ravager", ["Empowered Ravager"] = "Empowered Ravager", ["Strain Parasite"] = "Strain Parasite", ["Gloomclaw Skurge"] = "Gloomclaw Skurge", ["Corrupted Fraz"] = "Corrupted Fraz", ["Essence of Logic"] = "Essence of Logic", -- Datachron messages. ["Gloomclaw is reduced to a weakened state"] = "Gloomclaw is reduced to a weakened state!", ["Gloomclaw is vulnerable"] = "Gloomclaw is vulnerable!", ["Gloomclaw is pushed back"] = "Gloomclaw is pushed back by the purification of the essences!", ["Gloomclaw is moving forward"] = "Gloomclaw is moving forward to corrupt more essences!", -- Cast. ["Rupture"] = "Rupture", ["Corrupting Rays"] = "Corrupting Rays", -- Timer bars. ["Next wave #%u"] = "Next wave #%u", ["Next rupture"] = "Next rupture", ["Full corruption"] = "Full corruption", -- Message bars. ["WAVE"] = "WAVE", ["INTERRUPT %s"] = "INTERRUPT %s", ["SECTION %u"] = "SECTION %u", ["FROG %u"] = "FROG %u", ["LEFT"] = "LEFT", ["RIGHT"] = "RIGHT", ["TRANSITION"] = "TRANSITION", ["MOO PHASE"] = "MOO PHASE", ["BURN HIM HARD"] = "BURN HIM HARD", }) mod:RegisterFrenchLocale({ -- Unit names. ["unit.gloomclaw"] = "Serrenox", ["Corrupted Ravager"] = "Ravageur corrompu", ["Empowered Ravager"] = "Ravageur renforcé", ["Strain Parasite"] = "Parasite de la Souillure", ["Gloomclaw Skurge"] = "Skurge serrenox", ["Corrupted Fraz"] = "Friz corrompu", ["Essence of Logic"] = "Essence de logique", -- Datachron messages. ["Gloomclaw is reduced to a weakened state"] = "Serrenox a été affaibli !", ["Gloomclaw is vulnerable"] = "Serrenox est vulnérable !", ["Gloomclaw is pushed back"] = "Serrenox est repoussé par la purification des essences !", ["Gloomclaw is moving forward"] = "Serrenox s'approche pour corrompre davantage d'essences !", -- Cast. ["Rupture"] = "Rupture", ["Corrupting Rays"] = "Rayons de corruption", -- Timer bars. ["Next wave #%u"] = "Next wave n°%u", ["Next rupture"] = "Prochaine rupture", ["Full corruption"] = "Totalement corrompu", -- Message bars. ["WAVE"] = "WAVE", ["INTERRUPT %s"] = "INTERROMPRE %s", ["SECTION %u"] = "SECTION %u", ["FROG %u"] = "ADD %u", ["LEFT"] = "GAUCHE", ["RIGHT"] = "DROITE", ["TRANSITION"] = "TRANSITION", ["MOO PHASE"] = "MOO PHASE", ["BURN HIM HARD"] = "Burst DPS", }) mod:RegisterGermanLocale({ -- Unit names. ["unit.gloomclaw"] = "Düsterklaue", ["Corrupted Ravager"] = "Korrumpierter Verwüster", ["Strain Parasite"] = "Transmutierten-Parasit", ["Gloomclaw Skurge"] = "Düsterklauen-Geißel", ["Corrupted Fraz"] = "Korrumpierter Fraz", ["Essence of Logic"] = "Logikessenz", -- Datachron messages. -- Cast. ["Rupture"] = "Aufreißen", ["Corrupting Rays"] = "Korrumpierende Strahlen", -- Timer bars. -- Message bars. }) -- Default settings. mod:RegisterDefaultSetting("SoundRuptureInterrupt") mod:RegisterDefaultSetting("SoundCorruptingRays") mod:RegisterDefaultSetting("SoundSectionSwitch") mod:RegisterDefaultSetting("SoundMoOWarning") mod:RegisterDefaultSetting("SoundWaveWarning") mod:RegisterDefaultSetting("SoundRuptureCountDown") mod:RegisterDefaultSetting("SoundCorruptionCountDown") mod:RegisterDefaultSetting("OtherMaulerMarkers") mod:RegisterDefaultSetting("OtherLeftRightMarkers") -- Timers default configs. mod:RegisterDefaultTimerBarConfigs({ ["RUPTURE"] = { sColor = "xkcdBrightRed" }, ["WAVE"] = { sColor = "xkcdBrightOrange" }, ["CORRUPTION"] = { sColor = "xkcdBrown" }, ["MOO"] = { sColor = "xkcdBurntYellow" }, } ) mod:RegisterUnitBarConfig("unit.gloomclaw", { nPriority = 0, tMidphases = { {percent = 85}, {percent = 65}, {percent = 45}, {percent = 25}, {percent = 16}, } } ) ---------------------------------------------------------------------------------------------------- -- Constants. ---------------------------------------------------------------------------------------------------- local leftSpawn = { {x = 4288.5, y = -568.48095703125, z = -16765.66796875 }, {x = 4288.5, y = -568.30078125, z = -16858.9765625 }, {x = 4288.5, y = -568.95300292969, z = -16949.40234375 }, {x = 4288.5, y = -568.95300292969, z = -17040.22265625 }, {x = 4288.5, y = -568.95300292969, z = -17040.099609375 } } local rightSpawn = { {x = 4332.5, y = -568.4833984375, z = -16765.66796875 }, {x = 4332.5, y = -568.45147705078, z = -16858.9765625 }, {x = 4332.5, y = -568.95300292969, z = -16949.40234375 }, {x = 4332.5, y = -568.95300292969, z = -17040.22265625 }, {x = 4332.5, y = -568.95300292969, z = -17040.099609375 } } local spawnTimer = { 26, 33, 25, 14, 20.5 } local spawnCount = { 4, 3, 4, 5, 5 } local maulerSpawn = { ["northwest"] = { x = 4288, y = -568, z = -17040 }, ["northeast"] = { x = 4332, y = -568, z = -17040 }, ["southwest"] = { x = 4288, y = -568, z = -16949 }, --todo check if these 2 are sw/se or other way around ["southeast"] = { x = 4332, y = -568, z = -16949 }, } ---------------------------------------------------------------------------------------------------- -- Locals. ---------------------------------------------------------------------------------------------------- local GetUnitById = GameLib.GetUnitById local prev local waveCount, ruptCount, essenceUp local first local section local function RemoveEssenceTracking() for nId, _ in next, essenceUp do core:RemoveUnit(nId) core:DropMark(nId) essenceUp[nId] = nil end end ---------------------------------------------------------------------------------------------------- -- Encounter description. ---------------------------------------------------------------------------------------------------- function mod:OnBossEnable() waveCount, ruptCount, prev = 0, 0, 0 section = 1 first = true essenceUp = {} mod:AddTimerBar("RUPTURE", "next rupture", 35, mod:GetSetting("SoundRuptureCountDown")) mod:AddTimerBar("CORRUPTION", "Full corruption", 106, mod:GetSetting("SoundCorruptionCountDown")) end function mod:OnWipe() Apollo.RemoveEventHandler(core.E.EVENT_COMBAT_LOG_HEAL, self) core:ResetWorldMarkers() end function mod:OnUnitCreated(nId, tUnit, sName) if sName == self.L["Corrupted Ravager"] or sName == self.L["Empowered Ravager"] then core:WatchUnit(tUnit, core.E.TRACK_CASTS) elseif sName == self.L["unit.gloomclaw"] then mod:AddUnit(tUnit) core:WatchUnit(tUnit, core.E.TRACK_CASTS) end end function mod:OnCastStart(nId, sCastName, nCastEndTime, sName) if sName == self.L["unit.gloomclaw"] and sCastName == self.L["Rupture"] then ruptCount = ruptCount + 1 mod:AddMsg("RUPTURE", self.L["INTERRUPT %s"]:format(sName:upper()), 5, mod:GetSetting("SoundRuptureInterrupt") and "Destruction") if ruptCount == 1 then mod:AddTimerBar("RUPTURE", "Next rupture", 43, mod:GetSetting("SoundRuptureCountDown")) end elseif (sName == self.L["Corrupted Ravager"] or sName == self.L["Empowered Ravager"]) and sCastName == self.L["Corrupting Rays"] then local playerUnit = GameLib.GetPlayerUnit() local tUnit = GetUnitById(nId) local distance_to_unit = self:GetDistanceBetweenUnits(playerUnit, tUnit) if distance_to_unit < 35 then mod:AddMsg("RAYS", self.L["INTERRUPT %s"]:format(sName:upper()), 5, mod:GetSetting("SoundCorruptingRays") and "Inferno") end end end function mod:OnDatachron(sMessage) local isPushBack = sMessage == self.L["Gloomclaw is pushed back"] local isMoveForward = sMessage == self.L["Gloomclaw is moving forward"] if isPushBack or isMoveForward then if not first then waveCount, ruptCount, prev = 0, 0, 0 mod:RemoveTimerBar("RUPTURE") mod:RemoveTimerBar("CORRUPTION") mod:RemoveTimerBar("WAVE") if isPushBack then section = section + 1 else section = section - 1 end mod:AddMsg("PHASE", self.L["SECTION %u"]:format(section), 5, mod:GetSetting("SoundSectionSwitch") and "Info", "Blue") if section ~= 4 then mod:AddTimerBar("WAVE", self.L["Next wave #%u"]:format(waveCount + 1), 11) mod:AddTimerBar("RUPTURE", "Next rupture", 39, mod:GetSetting("SoundRuptureCountDown")) end mod:AddTimerBar("CORRUPTION", "Full corruption", 111, mod:GetSetting("SoundCorruptionCountDown")) else first = false end core:ResetWorldMarkers() if mod:GetSetting("OtherMaulerMarkers") then core:SetWorldMarker("FROG1", self.L["FROG %u"]:format(1), maulerSpawn["northwest"]) core:SetWorldMarker("FROG2", self.L["FROG %u"]:format(2), maulerSpawn["northeast"]) core:SetWorldMarker("FROG3", self.L["FROG %u"]:format(3), maulerSpawn["southeast"]) core:SetWorldMarker("FROG4", self.L["FROG %u"]:format(4), maulerSpawn["southwest"]) end if mod:GetSetting("OtherLeftRightMarkers") then if leftSpawn[section] then core:SetWorldMarker("SECLEFT", self.L["LEFT"], leftSpawn[section]) end if rightSpawn[section] then core:SetWorldMarker("SECRIGHT", self.L["RIGHT"], rightSpawn[section]) end end Apollo.RegisterEventHandler(core.E.EVENT_COMBAT_LOG_HEAL, "OnCombatLogHeal", self) elseif sMessage:find(self.L["Gloomclaw is reduced to a weakened state"]) then mod:RemoveTimerBar("RUPTURE") mod:RemoveTimerBar("CORRUPTION") mod:RemoveTimerBar("WAVE") mod:AddMsg("TRANSITION", "TRANSITION", 5, mod:GetSetting("SoundMoOWarning") and "Alert") RemoveEssenceTracking() elseif sMessage:find(self.L["Gloomclaw is vulnerable"]) then mod:RemoveTimerBar("RUPTURE") mod:RemoveTimerBar("CORRUPTION") mod:RemoveTimerBar("WAVE") mod:AddMsg("TRANSITION", "BURN HIM HARD", 5, mod:GetSetting("SoundMoOWarning") and "Alert") mod:AddTimerBar("MOO", "MOO PHASE", 20, mod:GetSetting("SoundMoOWarning")) RemoveEssenceTracking() end end function mod:OnCombatLogHeal(tArgs) if tArgs.unitTarget then local targetName = core:ReplaceNoBreakSpace(tArgs.unitTarget:GetName()) local targetId = tArgs.unitTarget:GetId() if targetName == self.L["Essence of Logic"] then if not essenceUp[targetId] then essenceUp[targetId] = true local essPos = tArgs.unitTarget:GetPosition() core:MarkUnit(tArgs.unitTarget, 0, (essPos.x < 4310) and "L" or "R") mod:AddUnit(tArgs.unitTarget) if #essenceUp == 2 then Apollo.RemoveEventHandler(core.E.EVENT_COMBAT_LOG_HEAL, self) end end end end end function mod:OnEnteredCombat(nId, tUnit, sName, bInCombat) if bInCombat then if sName == self.L["Strain Parasite"] or sName == self.L["Gloomclaw Skurge"] or sName == self.L["Corrupted Fraz"] then local timeOfEvent = GameLib.GetGameTime() if timeOfEvent - prev > 10 then prev = timeOfEvent waveCount = waveCount + 1 mod:AddMsg("WAVE", "WAVE", 5, mod:GetSetting("SoundWaveWarning") and "Info", "Blue") if section < 5 then if waveCount < spawnCount[section] then mod:AddTimerBar("WAVE", self.L["Next wave #%u"]:format(waveCount + 1), spawnTimer[section]) end else local sTimerText = self.L["Next wave #%u"]:format(waveCount + 1) if waveCount == 1 then mod:AddTimerBar("WAVE", sTimerText, 20.5) elseif waveCount == 2 then mod:AddTimerBar("WAVE", sTimerText, 30) elseif waveCount == 3 then mod:AddTimerBar("WAVE", sTimerText, 15) end end end end end end
vim.cmd('colorscheme nord') vim.cmd('set guifont=Fira\\ Code') vim.cmd('syntax on') vim.wo.rnu = true vim.wo.nu = true vim.wo.cursorline = true vim.wo.numberwidth = 4 require('lualine').setup{ options = { theme = 'nord', section_separators = {'', ''}, component_separators = {'', ''}, disabled_filetypes = {}, icons_enabled = true, }, sections = { lualine_a = { {'mode', upper = true} }, lualine_b = { {'branch', icon = ''} }, lualine_c = { {'filename', file_status = true} }, lualine_x = { '' }, lualine_y = { '' }, lualine_z = { 'location' }, }, inactive_sections = { lualine_a = { }, lualine_b = { }, lualine_c = { 'filename' }, lualine_x = { 'location' }, lualine_y = { }, lualine_z = { } } } vim.g.nord_color = { "#2E3440", --0 "#3B4252", --1 "#434C5E", --2 "#4C566A", --3 "#616E88", --4 "#D8DEE9", --5 "#E5E9F0", --6 "#ECEFF4", --7 "#8FBCBB", --8 "#88C0D0", --9 "#81A1C1", --10 "#5E81AC", --11 "#BF616A", --12 "#D08770", --13 "#EBCB8B", --14 "#A3BE8C", --15 "#B48EAD" --16 } require("lsp-colors").setup({ Error = vim.g.nord_color[12], Warning = vim.g.nord_color[14], Information = vim.g.nord_color[9], Hint = vim.g.nord_color[15] })
--[[ Created by Grid2 original authors, modified by Michael ]]-- local Grid2 = Grid2 local GetTime = GetTime local string_cut = Grid2.strcututf8 local min = math.min local next = next local justifyH = { CENTER = "CENTER", TOP = "CENTER", BOTTOM = "CENTER", LEFT = "LEFT", RIGHT = "RIGHT", TOPLEFT = "LEFT", TOPRIGHT = "RIGHT", BOTTOMLEFT = "LEFT", BOTTOMRIGHT = "RIGHT" } local justifyV = { CENTER = "CENTER", TOP = "TOP", BOTTOM = "BOTTOM", LEFT = "CENTER", RIGHT = "CENTER", TOPLEFT = "TOP", TOPRIGHT = "TOP", BOTTOMLEFT = "BOTTOM", BOTTOMRIGHT = "BOTTOM" } Grid2.defaults.profile.formatting = { longDecimalFormat = "%.1f", shortDecimalFormat = "%.0f", longDurationStackFormat = "%.1f:%d", shortDurationStackFormat = "%.0f:%d", invertDurationStack = false, } local timers = {} local stacks = {} local expirations = {} local curTime -- Here goes current time to minimize GetTime() calls -- {{ Timer management local TimerStart, TimerStop do local timer function TimerStart(text, func) timer = Grid2:CreateTimer( function() curTime = GetTime() for text, func in next, timers do func(text) end end, 0.1 ) timers[text] = func TimerStart = function(text, func) if not next(timers) then timer:Play() end timers[text] = func end end function TimerStop(text) timers[text], expirations[text], stacks[text] = nil, nil, nil if not next(timers) then timer:Stop() end end end --}} -- {{ Update functions local FmtDE = {} -- masks for duration|elapsed local FmtDES = {} -- masks for duration|elapsed & stacks -- elapsed + stacks local function _UpdateES(text) text:SetFormattedText( FmtDES[false], curTime - expirations[text] , stacks[text] or 1 ) end -- stacks + elapsed local function _UpdateSE(text) text:SetFormattedText( FmtDES[false], stacks[text] or 1, curTime - expirations[text] ) end -- duration + stacks local function _UpdateDS(text) local timeLeft = expirations[text] - curTime if timeLeft>0 then text:SetFormattedText( FmtDES[timeLeft<1], timeLeft, stacks[text] or 1 ) else text:SetText("") end end -- stacks + duration local function _UpdateSD(text) local timeLeft = expirations[text] - curTime if timeLeft>0 then text:SetFormattedText( FmtDES[timeLeft<1], stacks[text] or 1, timeLeft ) else text:SetText("") end end -- elapsed local function UpdateE(text) text:SetFormattedText( "%.0f", curTime - expirations[text] ) end -- duration local function UpdateD(text) local timeLeft = expirations[text] - curTime if timeLeft>0 then text:SetFormattedText( FmtDE[timeLeft<1], timeLeft ) else text:SetText("") end end -- elapsed+stacks | stacks+elapsed local UpdateES = _UpdateES -- duration+stacks | stacks+duration local UpdateDS = _UpdateDS -- }} --{{ Indicator methods local function Text_Create(self, parent) local f = self:CreateFrame("Frame", parent) f:SetAllPoints() f:SetBackdrop(nil) local Text = f.Text or f:CreateFontString(nil, "OVERLAY") Text:SetFontObject(GameFontHighlightSmall) f.Text = Text Text:Show() end local function Text_Layout(self, parent) local Frame = parent[self.name] local Text = Frame.Text Frame:SetParent(parent) Frame:ClearAllPoints() Frame:SetAllPoints() Frame:SetFrameLevel(parent:GetFrameLevel() + self.frameLevel) Text:SetFont(self.textfont, self.textsize, self.fontFlags) Text:ClearAllPoints() Text:SetPoint(self.anchor, parent.container, self.anchorRel, self.offsetx, self.offsety) Text:SetJustifyH(justifyH[self.anchorRel]) Text:SetJustifyV(justifyV[self.anchorRel]) Text:SetWidth(parent:GetWidth()) Text:SetShadowOffset(1,-1) Text:SetShadowColor(0,0,0, self.shadowAlpha) Frame:Show() end local function Text_GetBlinkFrame(self, parent) return parent[self.name] end local function Text_OnUpdateDE(self, parent, unit, status) local Text = parent[self.name].Text if status then Text:Show() local expiration = status:GetExpirationTime(unit) if expiration then curTime = GetTime() -- not local because is used later by self.updateFunc if expiration > curTime then if self.stack then stacks[Text] = status:GetCount(unit) end if self.elapsed then expirations[Text] = min( expiration - (status:GetDuration(unit) or 0), curTime ) else expirations[Text] = expiration end if not timers[Text] then TimerStart(Text, self.updateFunc) end self.updateFunc(Text) return end else Text:SetText( string_cut(status:GetText(unit) or "", self.textlength) ) if timers[Text] then TimerStop(Text) end return end end Text:Hide() if timers[Text] then TimerStop(Text) end end local function Text_OnUpdateS(self, parent, unit, status) local Text = parent[self.name].Text if status then local count = status:GetCount(unit) if count then Text:SetFormattedText( "%d", count ) else Text:SetText( string_cut(status:GetText(unit) or "", self.textlength) ) end Text:Show() else Text:Hide() end end local function Text_OnUpdateP(self, parent, unit, status) local Text = parent[self.name].Text if status then local percent, text if status.GetPercentText then text = status:GetPercentText(unit) else percent, text = status:GetPercent(unit) end if text then Text:SetText( text ) elseif percent then Text:SetFormattedText( "%.0f%%", percent*100 ) else Text:SetText( string_cut(status:GetText(unit) or "", self.textlength) ) end Text:Show() else Text:Hide() end end local function Text_OnUpdate(self, parent, unit, status) local Text = parent[self.name].Text if status then Text:SetText( string_cut(status:GetText(unit) or "", self.textlength) ) Text:Show() else Text:Hide() end end local function Text_Disable(self, parent) local f = parent[self.name] f:Hide() f:SetParent(nil) f:ClearAllPoints() end local function Text_UpdateDB(self) -- text fmt local fmt = Grid2.db.profile.formatting FmtDE[true] = fmt.longDecimalFormat FmtDE[false] = fmt.shortDecimalFormat FmtDES[true] = fmt.longDurationStackFormat FmtDES[false] = fmt.shortDurationStackFormat UpdateES = fmt.invertDurationStack and _UpdateSE or _UpdateES UpdateDS = fmt.invertDurationStack and _UpdateSD or _UpdateDS -- indicator dbx local dbx = self.dbx local theme = Grid2Frame.db.profile local l = dbx.location self.anchor = l.point self.anchorRel = l.relPoint self.offsetx = l.x self.offsety = l.y self.frameLevel = dbx.level self.textlength = dbx.textlength or 16 self.textfont = Grid2:MediaFetch("font", dbx.font or theme.font) or STANDARD_TEXT_FONT self.textsize = dbx.fontSize or theme.fontSize or 11 if dbx.fontFlags then self.shadowAlpha = dbx.shadowDisabled and 0 or 1 self.fontFlags = dbx.fontFlags else self.shadowAlpha = theme.shadowDisabled and 0 or 1 self.fontFlags = theme.fontFlags end if dbx.duration or dbx.elapsed then self.stack = dbx.stack self.elapsed = dbx.elapsed if dbx.stack then self.updateFunc = dbx.elapsed and UpdateES or UpdateDS else self.updateFunc = dbx.elapsed and UpdateE or UpdateD end self.OnUpdate = Text_OnUpdateDE elseif dbx.stack then self.OnUpdate = Text_OnUpdateS elseif dbx.percent then self.OnUpdate = Text_OnUpdateP else self.OnUpdate = Text_OnUpdate end end local function TextColor_OnUpdate(self, parent, unit, status) local Text = parent[self.parentName].Text if status then Text:SetTextColor(status:GetColor(unit)) else Text:SetTextColor(1, 1, 1, 1) end end local function Create(indicatorKey, dbx) local indicator = Grid2.indicators[indicatorKey] or Grid2.indicatorPrototype:new(indicatorKey) indicator.dbx = dbx indicator.Create = Text_Create indicator.GetBlinkFrame = Text_GetBlinkFrame indicator.Layout = Text_Layout indicator.Disable = Text_Disable indicator.UpdateDB = Text_UpdateDB Text_UpdateDB(indicator, dbx) Grid2:RegisterIndicator(indicator, { "text" }) local colorKey = indicatorKey .. "-color" local TextColor = Grid2.indicators[colorKey] or Grid2.indicatorPrototype:new(colorKey) TextColor.dbx = dbx TextColor.parentName = indicatorKey TextColor.Create = Grid2.Dummy TextColor.Layout = Grid2.Dummy TextColor.UpdateDB = Grid2.Dummy TextColor.OnUpdate = TextColor_OnUpdate Grid2:RegisterIndicator(TextColor, { "color" }) indicator.sideKick = TextColor return indicator, TextColor end Grid2.setupFunc["text"] = Create Grid2.setupFunc["text-color"] = Grid2.Dummy -- }}
--[[ TheNexusAvenger Class representing a view for pulling from remote repositories. --]] local NexusGit = require(script.Parent.Parent.Parent.Parent):GetContext(script) local RemotePullRequest = NexusGit:GetResource("NexusGitRequest.GetRequest.RemotePullRequest") local Directory = NexusGit:GetResource("NexusGitRequest.File.Directory") local File = NexusGit:GetResource("NexusGitRequest.File.File") local FileSelectionFrame = NexusGit:GetResource("UI.Frame.FileSelection.FileSelectionFrame") local NexusWrappedInstance = NexusGit:GetResource("NexusPluginFramework.Base.NexusWrappedInstance") local NexusScrollingFrame = NexusGit:GetResource("NexusPluginFramework.UI.Scroll.NexusScrollingFrame") local NexusCollapsableListFrame = NexusGit:GetResource("NexusPluginFramework.UI.CollapsableList.NexusCollapsableListFrame") local NexusEnums = NexusGit:GetResource("NexusPluginFramework.Data.Enum.NexusEnumCollection").GetBuiltInEnums() local GitPullView = NexusWrappedInstance:Extend() GitPullView:SetClassName("GitPullView") GitPullView:Implements(NexusGit:GetResource("UI.View.Frame.IViewFrame")) --[[ Creates an git pull view object. --]] function GitPullView:__new(Host,RemotesToBranches,DefaultRemote,DefaultBranch) self:InitializeSuper("Frame") --Store the host. self:__SetChangedOverride("Host",function() end) self.Host = Host --Convert the remotes and branches to files. local BranchesFiles = {} for Remote,Branches in pairs(RemotesToBranches) do local RemoteDirectory = Directory.new(Remote) table.insert(BranchesFiles,RemoteDirectory) --Add the branches. for _,Branch in pairs(Branches) do local BranchFile = File.new(Branch) BranchFile:SetStatus(NexusEnums.FileStatus.Unmodified) RemoteDirectory:AddFile(BranchFile) end end --Create the list. local RemotesListFrame = FileSelectionFrame.new(BranchesFiles) RemotesListFrame.BorderSizePixel = 1 RemotesListFrame.Size = UDim2.new(1,0,1,-30) RemotesListFrame.Parent = self --Check the default branch. local DefaultRemoteListElement = RemotesListFrame:FindFirstChild(DefaultRemote) if DefaultRemoteListElement then local DefaultBranchListElement = DefaultRemoteListElement:GetCollapsableContainer():FindFirstChild(DefaultBranch) if DefaultBranchListElement then DefaultBranchListElement.CheckedState = NexusEnums.CheckBoxState.Checked end end --Create the buttons. local CancelButton = NexusWrappedInstance.GetInstance("TextButton") CancelButton.Size = UDim2.new(0,84,0,22) CancelButton.Position = UDim2.new(1,-88,1,-26) CancelButton.BackgroundColor3 = "DialogButton" CancelButton.TextColor3 = "DialogButtonText" CancelButton.Text = "Cancel" CancelButton.Parent = self self:__SetChangedOverride("CancelButton",function() end) self.CancelButton = CancelButton local PullButton = NexusWrappedInstance.GetInstance("TextButton") PullButton.Size = UDim2.new(0,84,0,22) PullButton.Position = UDim2.new(1,-176,1,-26) PullButton.BackgroundColor3 = "DialogMainButton" PullButton.TextColor3 = "DialogMainButtonText" PullButton.Text = "Pull" PullButton.Parent = self self:__SetChangedOverride("PullButton",function() end) self.PullButton = PullButton --Set up the clicked events. local DB = true PullButton.MouseButton1Down:Connect(function() if DB then DB = false --Get the selected branches. local BranchesToPull = {} for _,RemoteDirectory in pairs(RemotesListFrame:GetSelectedFiles()) do for _,BranchFile in pairs(RemoteDirectory:GetFiles()) do table.insert(BranchesToPull,{RemoteDirectory:GetFileName(),BranchFile:GetFileName()}) end end --Pull the selected branches. self.object:PullCommits(BranchesToPull) end end) CancelButton.MouseButton1Down:Connect(function() if DB then DB = false self.object:Close() end end) end --[[ Sends a git request to pull. --]] function GitPullView:SendPullRequest(RemoteRepo,RemoteBranch) RemotePullRequest.new(self.Host,RemoteRepo,RemoteBranch):SendRequest() end --[[ Sends the pull request to the server. --]] function GitPullView:PullCommits(RemoteBranches) --Pull the branches. for i,RemoteBranch in pairs(RemoteBranches) do local RemoteName,BranchName = RemoteBranch[1],RemoteBranch[2] self:UpdatePullStatus((i - 1)/#RemoteBranches,"Pulling from "..RemoteName.."/"..BranchName..".") local Worked,Return = pcall(function() self:SendPullRequest(RemoteName,BranchName) end) --Show an error if one happened. if not Worked then self:UpdatePullStatus(false,"Pull failed.") warn("Pull request failed because "..tostring(Return)) return end end --Show a success message. self:UpdatePullStatus(true,"Pull successful.") end --[[ Updates the status of the push. --]] function GitPullView:UpdatePullStatus(Percent,StatusText) if self ~= self.object then self.object:UpdatePullStatus(Percent,StatusText) end end --[[ Closes the view. --]] function GitPullView:Close() self:Destroy() end return GitPullView
local Pad = Entity:new() function Pad:new(x, y, debugColor) x = x or (Constants.SCREEN_WIDTH - (Constants.PAD_WIDTH * Constants.PAD_LENGTH)) / 2 y = y or Constants.SCREEN_HEIGHT - Constants.PAD_HEIGHT - Constants.PAD_MARGIN local o = Entity:new(x, y, Constants.PAD_WIDTH * Constants.PAD_LENGTH, Constants.PAD_HEIGHT, nil, debugColor) setmetatable(o, self) self.__index = self o.sleft = Sprites["pad_left"] o.smid = Sprites["pad_mid"] o.sright = Sprites["pad_right"] o.len = Constants.PAD_LENGTH o.velocity = Constants.PAD_VELOCITY o.transparent = false return o end function Pad:getWidth() return self.width end function Pad:setLength(length) self.width = Constants.PAD_WIDTH * length self.len = length end function Pad:draw() if self.transparent then return end -- Error if self.len < 2 then return end -- Draw Renderer.drawSprite(self.sleft, self.debugColor, self.x, self.y, Constants.PAD_WIDTH, self.height) local pos = self.x + Constants.PAD_WIDTH for i = 2, self.len - 1, 1 do Renderer.drawSprite(self.smid, self.debugColor, pos, self.y, Constants.PAD_WIDTH, self.height) pos = pos + Constants.PAD_WIDTH end Renderer.drawSprite(self.sright, self.debugColor, pos, self.y, Constants.PAD_WIDTH, self.height) end return Pad
function createTrunkMarker(veh) if source ~= localPlayer then return end local occ = getElementData(veh, "vehicleOccupation") if occ == "National Task Force" or occ == "FBI Agent" or occ == "NSA Agent" or occ == "Police Detective" or occ == "Police Officer" or occ == "SWAT Officer" or occ == "Military Forces" or occ == "Air Force" then if getElementData(veh,"VI:inventory") ~= false then return end triggerServerEvent("VI:createTrunk", veh) setElementData(source, "VI:hasObj", false) setElementData(source, "VI:effects", false) end end --addCommandHandler("trunk", createTrunkMarker) addEvent("onClientPlayerVehicleEnter", true) addEventHandler("onClientPlayerVehicleEnter", root, createTrunkMarker) --------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------- function isLaw(p) local n =getTeamName(getPlayerTeam(p)) if n == "SWAT Team" or n == "Military Forces" or n == "Government" then return true else return false end end function onPlayerMarkerHit (marker) local vehicle = getElementAttachedTo(marker) if source == localPlayer and not getPedOccupiedVehicle(localPlayer) then if isLaw(source) == true then bindKey("x", "down", openInv, marker, source, vehicle) if not openLabel then openLabel = guiCreateLabel(0, 0.85, 1, 0.1, "Press x to open the vehicle's trunk.", true) guiLabelSetHorizontalAlign(openLabel, "center", false) end end end end addEvent("VI:openTrunk", true) addEventHandler("VI:openTrunk", root, onPlayerMarkerHit) function onPlayerMarkerLeave (marker) if source == localPlayer and not getPedOccupiedVehicle(localPlayer) then unbindKey("x") if invWindow then hideGUI (marker) end if openLabel and isElement(openLabel) then destroyElement(openLabel) openLabel = nil end end end addEvent("VI:closeTrunk", true) addEventHandler("VI:closeTrunk", root, onPlayerMarkerLeave) --------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------- function openInv(keyPressed,state, marker, player, veh) local vehicle = getElementAttachedTo(marker) if player == localPlayer and vehicle == veh and getElementData(veh, "VI:opened") == false and not getPedOccupiedVehicle(player) then local inv = getElementData(veh, "VI:inventory") setElementData(veh, "VI:opened", true) if invWindow then guiGridListClear(itemList) showCursor(true) guiSetVisible(invWindow, true) setElementData(btnTake,"VI:vehicle", veh) for i=1, #inv do local row = guiGridListAddRow(itemList) guiGridListSetItemText(itemList, row, itemId, inv[i][1], false, true) guiGridListSetItemText(itemList, row, itemName, inv[i][2], false, false) guiGridListSetItemText(itemList, row, itemQuantity, inv[i][3], false, true) end if getElementData(player, "VI:hasObj") == true then guiSetText(btnTake, "Store object") else guiSetText(btnTake, "Take") end local inv = nil else local Width, Height = 300, 350 local screenWidth, screenHeight = guiGetScreenSize() local X = ( screenWidth/2 ) - ( Width/2 ) local Y = ( screenHeight/2 ) - ( Height/2 ) showCursor(true) invWindow = guiCreateWindow(X, Y, Width, Height, "AUR ~ Barriers Inventory", false) guiWindowSetSizable(invWindow, false) btnClose = guiCreateButton(160, 300, 120, 30, "Close", false, invWindow) addEventHandler("onClientGUIClick", btnClose, closeGUI) btnTake = guiCreateButton(20, 300, 120, 30, "Take", false, invWindow) addEventHandler("onClientGUIClick", btnTake, takeObj) setElementData(btnTake,"VI:vehicle", veh) itemList = guiCreateGridList(10, 25, 280, 250, false, invWindow) itemId = guiGridListAddColumn(itemList, "Id:", 0.25) itemName = guiGridListAddColumn(itemList, "Object:", 0.40) itemQuantity = guiGridListAddColumn(itemList, "Quantity:", 0.25) for i=1, #inv do local row = guiGridListAddRow(itemList) guiGridListSetItemText(itemList, row, itemId, inv[i][1], false, true) guiGridListSetItemText(itemList, row, itemName, inv[i][2], false, false) guiGridListSetItemText(itemList, row, itemQuantity, inv[i][3], false, true) end if getElementData(player, "VI:hasObj") == true then guiSetText(btnTake, "Store object") end local inv = nil end elseif player == localPlayer and vehicle == veh and getElementData(veh, "VI:opened") == true then exports.NGCdxmsg:createNewDxMessage( "This vehicle's trunk is currently being used by a player, please wait!", 255, 0, 0 ) end end function closeGUI () if source ~= btnClose then return end guiSetVisible(invWindow, false) showCursor(false) guiGridListClear(itemList) local veh = getElementData(btnTake,"VI:vehicle") setElementData(veh, "VI:opened", false) end function hideGUI (btnORmarker) if invWindow then guiSetVisible(invWindow, false) showCursor(false) local veh = getElementData(btnORmarker,"VI:vehicle") setElementData(veh, "VI:opened", false) end end function takeObj() if source ~= btnTake then return end local veh = getElementData(btnTake,"VI:vehicle") local player = localPlayer if guiGetText(btnTake) == "Take" then local index = guiGridListGetSelectedItem(itemList) if index < 0 then return end local objId = tonumber(guiGridListGetItemText(itemList, index, itemId)) local objQty = tonumber(guiGridListGetItemText(itemList, index, itemQuantity)) if objQty <= 0 then return end updateVehInv(objId, veh, player, "-") spawnObject(player, objId ) hideGUI (btnTake) setElementData(veh, "VI:opened", false) local index = nil local objId = nil local veh = nil elseif guiGetText(btnTake) == "Store object" then local objs = getAttachedElements(localPlayer) local inv = getElementData(veh, "VI:inventory") for i,v in ipairs (objs) do if getElementType(v) == "object" then for i=1, #inv do if inv[i][1] == tostring(getElementModel(v)) then objId = getElementModel(v) obj = v updateVehInv(objId, veh, player, "+") setElementData(veh, "VI:opened", false) hideGUI (btnTake) unbindKey("mouse2") triggerServerEvent("destroyObj", obj ) setElementData(player, "VI:hasObj", false) toggleEffects(localPlayer) if placeLabel and isElement(placeLabel) then destroyElement(placeLabel) placeLabel = nil end end end end end if not objId then exports.NGCdxmsg:createNewDxMessage( "You can't store that object in this vehicle!", 255, 0, 0 ) setControlState("walk", true) end objId = nil veh = nil obj = nil end end function updateVehInv (objID, veh, player, action) if localPlayer == player then local inv = getElementData(veh, "VI:inventory") for i=1,#inv do if tonumber(inv[i][1]) == objID then local id = inv[i][1] local name = inv[i][2] if action == "-" then qty = tonumber(inv[i][3]) - 1 elseif action == "+" then qty = tonumber(inv[i][3]) + 1 end inv[i]= {id, name, qty} setElementData(veh, "VI:inventory", inv) qty = nil end end updateGUI(veh, localPlayer) local inv = nil end end function updateGUI (veh, player) if localPlayer == player then if invWindow then guiGridListClear(itemList) local inv = getElementData(veh, "VI:inventory") showCursor(true) guiSetVisible(invWindow, true) for i=1, #inv do local row = guiGridListAddRow(itemList) guiGridListSetItemText(itemList, row, itemId, inv[i][1], false, true) guiGridListSetItemText(itemList, row, itemName, inv[i][2], false, false) guiGridListSetItemText(itemList, row, itemQuantity, inv[i][3], false, true) end local inv = nil end end end --------------------------------------------------------------------------------------------------- -------------------------------Obj functions (pick/drop/spawn/despawn)----------------- function spawnObject (thePlayer, objID) if thePlayer == localPlayer and objID and getElementData(thePlayer, "VI:hasObj") ~= true and isLaw(thePlayer)==true then unbindKey("x") triggerServerEvent("spawnObj", thePlayer, objID) if openLabel and isElement(openLabel) then destroyElement(openLabel) openLabel = nil end if not placeLabel then placeLabel = guiCreateLabel(0, 0.8, 1, 0.1, "Press RMB to place the object.", true) guiLabelSetHorizontalAlign(placeLabel, "center", false) end end end ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- local handlersAdded = {} function addColHandlers () if not handlersAdded[source] then addEventHandler("onClientColShapeHit", source, destroyPickObj) addEventHandler("onClientColShapeLeave", source, onColLeave) handlersAdded[source] = true end end addEvent("addColHandlers", true) addEventHandler("addColHandlers", root, addColHandlers) ------------------------- function destroyPickObj (hitElement) local e = getElementAttachedTo(source) if isElement(e) == true then else return end local objID = getElementModel (e) if hitElement == localPlayer and not getPedOccupiedVehicle(localPlayer) and getElementData(localPlayer, "VI:hasObj") ~= true and isLaw(localPlayer)==true then if not pickLabel then pickLabel = guiCreateLabel(0, 0.8, 1, 0.1, "Press x to pick the object.", true) guiLabelSetHorizontalAlign(pickLabel, "center", false) end bindKey("x", "down", deleteObj, hitElement, objID, source) end end function deleteObj (key, keyState, thePlayer , objID, col) if isElementWithinColShape(thePlayer, col) then triggerServerEvent("onBarrierGetDestroyed", col) spawnObject(thePlayer, objID) end unbindKey("x") if pickLabel and isElement(pickLabel) then destroyElement(pickLabel) pickLabel = nil end end --------------------- function onColLeave (hitElement) if hitElement == localPlayer and not getPedOccupiedVehicle(localPlayer) and isLaw(hitElement) == true then unbindKey("x") if pickLabel and isElement(pickLabel) then destroyElement(pickLabel) pickLabel = nil end end end ----------------------------------------------------------------------------- ---------------Effects while carrying object--------------------------- addEvent("toggleEffects", true) function toggleEffects(player) if source == localPlayer or player == localPlayer then local state = getElementData(localPlayer, "VI:effects") if state ~= true then setPedWeaponSlot(localPlayer, 0) addEventHandler("onClientPlayerWeaponSwitch", localPlayer, onWeaponSwitch) setControlState("walk", true) toggleControl("jump", false) toggleControl("sprint", false) toggleControl("enter_exit", false) setElementData(localPlayer, "VI:effects", true) elseif state == true then removeEventHandler("onClientPlayerWeaponSwitch", localPlayer, onWeaponSwitch) setControlState("walk", false) toggleControl("jump", true) toggleControl("sprint", true) toggleControl("enter_exit", true) setElementData(localPlayer, "VI:effects", false) if placeLabel and isElement(placeLabel) then destroyElement(placeLabel) placeLabel = nil end end end end addEventHandler("toggleEffects", root, toggleEffects) function onWeaponSwitch () setPedWeaponSlot(source, 0) end ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- function onBarrierHitByExplosion( x, y, z, theType ) for index, barrier in ipairs(getElementsByType("object")) do if (getElementModel ( barrier ) == 1228) or (getElementModel ( barrier ) == 1238) or (getElementModel ( barrier ) == 1459) or (getElementModel ( barrier ) == 2060) then local barrierx, barriery, barrierz = getElementPosition(barrier) local distance = getDistanceBetweenPoints2D(barrierx, barriery, x, y) if (distance <= 8) then local attached = getAttachedElements(barrier) for i,v in ipairs (attached) do if getElementType(v) == "colshape" then triggerServerEvent("onBarrierGetDestroyed", v ) end end end end end end addEventHandler("onClientExplosion", root, onBarrierHitByExplosion) function onBarrierHitByVehicle ( hitElement, force ) if hitElement and getElementType(hitElement) == "object" then if (getElementModel ( hitElement ) == 1228 or getElementModel ( hitElement ) == 1459 and force >30) or (getElementModel ( hitElement ) == 1238 or getElementModel ( hitElement ) == 2060) then local attached = getAttachedElements(hitElement) for i,v in ipairs (attached) do if getElementType(v) == "colshape" then triggerServerEvent("onBarrierGetDestroyed", v ) end end end end end addEventHandler("onClientVehicleCollision", root, onBarrierHitByVehicle) function barriersUnBreakable (object, thePlayer) local objectid = getElementModel(object) if objectid ~= 1238 then setObjectBreakable(object,false) end end addEvent("setBarriersUnBreakable", true) addEventHandler("setBarriersUnBreakable", root, barriersUnBreakable) addEvent("clearLabels", true) function onVehicleEnterDeleteLabels() if source == localPlayer then unbindKey("x") unbindKey("mouse2") if pickLabel and isElement(pickLabel) then destroyElement(pickLabel) pickLabel = nil end if openLabel and isElement(openLabel) then destroyElement(openLabel) openLabel = nil end if placeLabel and isElement(placeLabel) then destroyElement(placeLabel) placeLabel = nil end end end addEventHandler("clearLabels", root, onVehicleEnterDeleteLabels) addEventHandler("onClientPlayerVehicleEnter", root, onVehicleEnterDeleteLabels) function getPositionFromElementAtOffset( element, x, y, z ) if not x or not y or not z then return x, y, z end local matrix = getElementMatrix ( element ) local offX = x * matrix[1][1] + y * matrix[2][1] + z * matrix[3][1] + matrix[4][1] local offY = x * matrix[1][2] + y * matrix[2][2] + z * matrix[3][2] + matrix[4][2] local offZ = x * matrix[1][3] + y * matrix[2][3] + z * matrix[3][3] + matrix[4][3] return offX, offY, offZ end function getVehicleWheelPosition( vehicle, wheel) local x, y, z = 0, 0, 0 local minX, minY, minZ, maxX, maxY, maxZ = getElementBoundingBox(vehicle) if wheel == 1 then x, y, z = getPositionFromElementAtOffset(vehicle, minX, maxY, minZ) elseif wheel == 2 then x, y, z = getPositionFromElementAtOffset(vehicle, minX, -maxY, minZ) elseif wheel == 3 then x, y, z = getPositionFromElementAtOffset(vehicle, maxX, maxY, minZ) elseif wheel == 4 then x, y, z = getPositionFromElementAtOffset(vehicle, maxX, -maxY, minZ) end return x, y, z end stingers = {} addEvent("CSGrecStinger",true) addEventHandler("CSGrecStinger",localPlayer,function(v) table.insert(stingers,v) end) addEventHandler("onClientRender", root, function () if ( isPedInVehicle( localPlayer ) ) and ( getPlayerWantedLevel() >= 1 ) then local theVehicle = getPedOccupiedVehicle( localPlayer ) if ( theVehicle ) then local wx1, wy1, wz1 = getVehicleWheelPosition( theVehicle, 1 ) local wx2, wy2, wz2 = getVehicleWheelPosition( theVehicle, 2 ) local wx3, wy3, wz3 = getVehicleWheelPosition( theVehicle, 3 ) local wx4, wy4, wz4 = getVehicleWheelPosition( theVehicle, 4 ) for k, v in ipairs(stingers) do if isElement(v) then if getElementData( v, "isStinger2" ) == true then local x,y,z = getElementPosition(localPlayer) local vx, vy, vz = getElementPosition( v ) if getDistanceBetweenPoints2D(x,y,vx,vy) > 10 then return end if getDistanceBetweenPoints2D( wx1, wy1, vx, vy ) <= 2.33 then setVehicleWheelStates( theVehicle, 1, -1, -1, -1 ) end if getDistanceBetweenPoints2D( wx2, wy2, vx, vy ) <= 2.33 then setVehicleWheelStates( theVehicle, -1, 1, -1, -1 ) end if getDistanceBetweenPoints2D( wx3, wy3, vx, vy ) <= 2.33 then setVehicleWheelStates( theVehicle, -1, -1, 1, -1 ) end if getDistanceBetweenPoints2D( wx4, wy4, vx, vy ) <= 2.33 then setVehicleWheelStates( theVehicle, -1, -1, -1, 1 ) end end end end end end end )
-- Generated by CSharp.lua Compiler local System = System local SlipeMtaDefinitions local SlipeSharedRadar local SlipeSharedUtilities System.import(function (out) SlipeMtaDefinitions = Slipe.MtaDefinitions SlipeSharedRadar = Slipe.Shared.Radar SlipeSharedUtilities = Slipe.Shared.Utilities end) System.namespace("Slipe.Client.Radar", function (namespace) -- <summary> -- Class representing a minimap blip -- </summary> namespace.class("Blip", function (namespace) local __ctor1__, __ctor2__, __ctor3__, __ctor4__, __ctor5__ __ctor1__ = function (this, element) SlipeSharedRadar.SharedBlip.__ctor__(this, element) end -- <summary> -- Creates a blip from all the createBlip parameters -- </summary> __ctor2__ = function (this, vector, icon, color, size, ordering, visibleDistance) __ctor1__(this, SlipeMtaDefinitions.MtaClient.CreateBlip(vector.X, vector.Y, vector.Z, icon, size, color:getR(), color:getG(), color:getB(), color:getA(), ordering, visibleDistance)) end -- <summary> -- Creates a standard red blip -- </summary> __ctor3__ = function (this, vector) __ctor2__(this, vector:__clone__(), 0, SlipeSharedUtilities.Color.getRed(), 2, 0, 16383) end -- <summary> -- Creates a blip attached to an MTA element -- </summary> __ctor4__ = function (this, physicalElement, icon, color, size, ordering, visibleDistance) __ctor1__(this, SlipeMtaDefinitions.MtaClient.CreateBlipAttachedTo(physicalElement:getMTAElement(), icon, size, color:getR(), color:getG(), color:getB(), color:getA(), ordering, visibleDistance)) end -- <summary> -- Creates a standard red blip attached to an MTA element -- </summary> __ctor5__ = function (this, physicalElement) __ctor4__(this, physicalElement, 0, SlipeSharedUtilities.Color.getRed(), 2, 0, 16383) end return { __inherits__ = function (out) return { out.Slipe.Shared.Radar.SharedBlip } end, __ctor__ = { __ctor1__, __ctor2__, __ctor3__, __ctor4__, __ctor5__ }, __metadata__ = function (out) return { methods = { { ".ctor", 0x106, __ctor1__, out.Slipe.MtaDefinitions.MtaElement }, { ".ctor", 0x606, __ctor2__, System.Numerics.Vector3, System.Int32, out.Slipe.Shared.Utilities.Color, System.Int32, System.Int32, System.Single }, { ".ctor", 0x106, __ctor3__, System.Numerics.Vector3 }, { ".ctor", 0x606, __ctor4__, out.Slipe.Shared.Elements.PhysicalElement, System.Int32, out.Slipe.Shared.Utilities.Color, System.Int32, System.Int32, System.Single }, { ".ctor", 0x106, __ctor5__, out.Slipe.Shared.Elements.PhysicalElement } }, class = { 0x6, System.new(out.Slipe.Shared.Elements.DefaultElementClassAttribute, 2, 8 --[[ElementType.Blip]]) } } end } end) end)
local utils = require("utils") local drawing = {} function drawing.drawSprite(spriteMeta, x, y, r, sx, sy, ox, oy) love.graphics.draw(spriteMeta.image, spriteMeta.quad, x, y, r, sx, sy, ox, oy) end function drawing.getCurvePoint(start, stop, control, percent) local startMul = (1 - percent)^2 local controlMul = 2 * (1 - percent) * percent local stopMul = percent^2 local x = start[1] * startMul + control[1] * controlMul + stop[1] * stopMul local y = start[2] * startMul + control[2] * controlMul + stop[2] * stopMul return x, y end function drawing.getSimpleCurve(start, stop, control, resolution) control = control or {(start[1] + stop[1]) / 2, (start[2] + stop[2]) / 2} resolution = resolution or 16 local res = {} for i = 0, resolution do local x, y = drawing.getCurvePoint(start, stop, control, i / resolution) table.insert(res, x) table.insert(res, y) end return res end function drawing.getRelativeQuad(spriteMeta, x, y, width, height, hideOverflow, realSize) local image = spriteMeta.image local imageWidth, imageHeight = image:getDimensions() local quadX, quadY, quadWidth, quadHeight = spriteMeta.quad:getViewport() local offsetX, offsetY = 0, 0 if realSize then offsetX = spriteMeta.offsetX offsetY = spriteMeta.offsetY x += offsetX y += offsetY if x > 0 then offsetX = 0 end if y > 0 then offsetY = 0 end end -- Make sure the width/height doesn't go outside the original quad if hideOverflow ~= false then width = math.min(width, quadWidth - x) height = math.min(height, quadHeight - y) if x < 0 then width += x x = 0 end if y < 0 then height += y y = 0 end end return love.graphics.newQuad(quadX + x, quadY + y, width, height, imageWidth, imageHeight), offsetX, offsetY end -- TODO - Vertical offset is wrong based on scale? function drawing.printCenteredText(text, x, y, width, height, font, fontSize, trim) font = font or love.graphics.getFont() fontSize = fontSize or 1 if trim ~= false then text = utils.trim(text) end local fontHeight = font:getHeight() local fontLineHeight = font:getLineHeight() local longest, lines = font:getWrap(text, width / fontSize) local textHeight = (#lines - 1) * (fontHeight * fontLineHeight) + fontHeight local offsetX = 1 local offsetY = math.floor((height - textHeight) / 2) + 1 love.graphics.push() love.graphics.translate(x + offsetX, y + offsetY) love.graphics.scale(fontSize, fontSize) love.graphics.printf(text, 0, 0, width / fontSize, "center") love.graphics.pop() end function drawing.addCenteredText(batch, text, x, y, width, height, font, fontSize, trim) font = font or love.graphics.getFont() fontSize = fontSize or 1 if trim ~= false then text = utils.trim(text) end local fontHeight = font:getHeight() local fontLineHeight = font:getLineHeight() local longest, lines = font:getWrap(text, width / fontSize) local textHeight = (#lines - 1) * (fontHeight * fontLineHeight) + fontHeight local offsetX = 1 local offsetY = math.floor((height - textHeight) / 2) + 1 local wrapLimit = math.floor(width / fontSize) batch:addf(text, wrapLimit, "center", x + offsetX, y + offsetY, 0, fontSize, fontSize) end function drawing.getTrianglePoints(x, y, theta, height) theta = theta - math.pi / 2 local px1 = x + height * math.cos(theta + math.pi / 4) local py1 = y + height * math.sin(theta + math.pi / 4) local px2 = x + height * math.cos(theta - math.pi / 4) local py2 = y + height * math.sin(theta - math.pi / 4) return x, y, px1, py1, px2, py2 end function drawing.triangle(mode, x, y, theta, height) love.graphics.polygon(mode, drawing.getTrianglePoints(x, y, theta, height)) end function drawing.callKeepOriginalColor(func) local pr, pg, pb, pa = love.graphics.getColor() func() love.graphics.setColor(pr, pg, pb, pa) end function drawing.getDashedLineSegments(x1, y1, x2, y2, dash, space) dash = dash or 6 space = space or 4 local length = math.sqrt((x1 - x2)^2 + (y1 - y2)^2) local progress = 0 local segments = {} while progress < length do local startPercent = progress / length local stopPercent = math.min(length, progress + dash) / length local startX = x1 + (x2 - x1) * startPercent local startY = y1 + (y2 - y1) * startPercent local stopX = x1 + (x2 - x1) * stopPercent local stopY = y1 + (y2 - y1) * stopPercent table.insert(segments, {startX, startY, stopX, stopY}) progress += dash + space end return segments end function drawing.drawDashedLine(x1, y1, x2, y2, dash, space) local segments = drawing.getDashedLineSegments(x1, y1, x2, y2, dash, space) for _, segment in ipairs(segments) do love.graphics.line(segment) end end return drawing
require 'BatchBRNN' ------------------------------------------------------------------------ --[[ BatchBRNNReLU ]] -- -- Based On BatchBRNN. Adds ClippedReLU non-linearity to Vanilla BRNN. ------------------------------------------------------------------------ local BatchBRNNReLU, parent = torch.class('cudnn.BatchBRNNReLU', 'cudnn.BatchBRNN') function BatchBRNNReLU:__init(inputDim, outputDim) parent.__init(self, inputDim, outputDim) local rnn = self.rnn rnn.mode = 'CUDNN_RNN_RELU' rnn:reset() self:insert(cudnn.ClippedReLU(20, true), 6) end
----------------------------------------- -- ID: 4656 -- Scroll of Shell -- Teaches the white magic Shell ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(48) end function onItemUse(target) target:addSpell(48) end
local function contains(tab, val) for index, value in ipairs (tab) do if value == val then return true end end return false end return contains;
--- Table of enabled/disabled abilities. -- @module invokation.const.ability_list local M = { item_tome_of_knowledge = false, item_courier = false, item_branches = false, item_quelling_blade = false, item_tpscroll = false, item_travel_boots = false, item_travel_boots_2 = false, item_phase_boots = false, item_power_treads = false, item_moon_shard = false, } return M
-- Some parts copy pasted from _fallback. local player= Var "Player" local el_pos= cons_players[player].gameplay_element_positions local Judgment local tani= setmetatable({upper= true}, text_and_number_interface_mt) local tani_params= { sx= el_pos.combo_xoffset or 0, sy= el_pos.combo_yoffset or 30, tx= 8, nx= -8, ta= left, na= right, text_section= "Combo" } local ShowComboAt = THEME:GetMetric("Combo", "ShowComboAt"); local Pulse = THEME:GetMetric("Combo", "PulseCommand"); local PulseLabel = THEME:GetMetric("Combo", "PulseLabelCommand"); local JudgeCmds = {} local function set_judge_commands() if cons_players[player].flags.gameplay.still_judge then local function judge_general_effect(self) self:diffusealpha(1):sleep(.8):april_linear(.1):diffusealpha(0) end for i, w in ipairs{"W2", "W3", "W4", "W5", "Miss"} do JudgeCmds["TapNoteScore_"..w]= judge_general_effect end JudgeCmds.TapNoteScore_W1= function(self) self:glowblink():effectperiod(.05):effectcolor1(color("1,1,1,0")) :effectcolor2(color("1,1,1,0.25")) judge_general_effect(self) end Pulse= noop_nil PulseLabel= noop_nil else local function judge_general_effect(self, i) local jscale= el_pos.judgment_scale self:diffusealpha(1):zoom((1 + (.1 * (6 - i))) * jscale) :april_linear(.05):zoom(jscale):sleep(.8) :april_linear(.1):zoomy(.5 * jscale):zoomx(2 * jscale):diffusealpha(0) end for i, w in ipairs{"W2", "W3", "W4"} do JudgeCmds["TapNoteScore_"..w]= function(self) judge_general_effect(self, i + 1) end end JudgeCmds.TapNoteScore_W1= function(self) self:glowblink():effectperiod(.05):effectcolor1(color("1,1,1,0")) :effectcolor2(color("1,1,1,0.25")) judge_general_effect(self, 1) end JudgeCmds.TapNoteScore_W5= function(self) self:vibrate():effectmagnitude(4, 8, 8) judge_general_effect(self, 5) end JudgeCmds.TapNoteScore_Miss= function(self) local jscale= el_pos.judgment_scale self:diffusealpha(1):zoom(jscale):y(-20 * jscale) :april_linear(.8):y(20 * jscale):sleep(.8) :april_linear(.1):zoomy(.5 * jscale):zoomx(2 * jscale):diffusealpha(0) end end end set_judge_commands() local NumberMinZoom = THEME:GetMetric("Combo", "NumberMinZoom"); local NumberMaxZoom = THEME:GetMetric("Combo", "NumberMaxZoom"); local NumberMaxZoomAt = THEME:GetMetric("Combo", "NumberMaxZoomAt"); local LabelMinZoom = THEME:GetMetric("Combo", "LabelMinZoom"); local LabelMaxZoom = THEME:GetMetric("Combo", "LabelMaxZoom"); local tns_reverse= TapNoteScore:Reverse() local tns_opposition= { [tns_reverse["TapNoteScore_W1"]]= "TapNoteScore_Miss", [tns_reverse["TapNoteScore_W2"]]= "TapNoteScore_W5", [tns_reverse["TapNoteScore_W3"]]= "TapNoteScore_W4", [tns_reverse["TapNoteScore_W4"]]= "TapNoteScore_W3", [tns_reverse["TapNoteScore_W5"]]= "TapNoteScore_W2", [tns_reverse["TapNoteScore_Miss"]]= "TapNoteScore_W1", TapNoteScore_W1= "TapNoteScore_Miss", TapNoteScore_W2= "TapNoteScore_W5", TapNoteScore_W3= "TapNoteScore_W4", TapNoteScore_W4= "TapNoteScore_W3", TapNoteScore_W5= "TapNoteScore_W2", TapNoteScore_Miss= "TapNoteScore_W1" } local tns_texts= { TapNoteScore_W1= "Ridiculous", TapNoteScore_W2= "Fantastic", TapNoteScore_W3= "Excellent", TapNoteScore_W4= "Great", TapNoteScore_W5= "Decent", TapNoteScore_Miss= "Miss" } local tns_windows= {} local err_tex_width= 512 local err_tex_height= 16 local herr_tex_width= err_tex_width * .5 local herr_tex_height= err_tex_height * .5 local error_width= _screen.w * .4 local herror_width= error_width * .5 local min_offset= 0 local max_offset= 0 do local window_scale= PREFSMAN:GetPreference("TimingWindowScale") local windows= { PREFSMAN:GetPreference("TimingWindowSecondsW1") * window_scale, PREFSMAN:GetPreference("TimingWindowSecondsW2") * window_scale, PREFSMAN:GetPreference("TimingWindowSecondsW3") * window_scale, PREFSMAN:GetPreference("TimingWindowSecondsW4") * window_scale, PREFSMAN:GetPreference("TimingWindowSecondsW5") * window_scale, PREFSMAN:GetPreference("TimingWindowSecondsW5") * window_scale*1.25, } local tns_to_window= {} for i= 1, 5 do local tns_name= "TapNoteScore_W"..i tns_to_window[tns_name]= windows[i] tns_windows[i]= {windows[i], tns_name} end local error_window_name= cons_players[player].error_history_threshold local error_window= windows[6] if tns_to_window[error_window_name] then error_window= tns_to_window[error_window_name] end min_offset= -error_window max_offset= error_window tns_windows.TapNoteScore_W1= {0, windows[1]} tns_windows.TapNoteScore_W2= {windows[1], windows[2]} tns_windows.TapNoteScore_W3= {windows[2], windows[3]} tns_windows.TapNoteScore_W4= {windows[3], windows[4]} tns_windows.TapNoteScore_W5= {windows[4], windows[5]} tns_windows.TapNoteScore_Miss= {windows[5], windows[6]} end local function offset_to_judge(offset) local aboff= math.abs(offset) for i= 1, #tns_windows do if aboff <= tns_windows[i][1] then return tns_windows[i][2] end end return "TapNoteScore_Miss" end local judge_colors= fetch_color("judgment") local dark_judge_colors= {} local bright_judge_colors= {} for name, c in pairs(judge_colors) do dark_judge_colors[name]= adjust_luma(c, .5) bright_judge_colors[name]= adjust_luma(c, 2) end local def_col= fetch_color("text") local function fjtc(j) return judge_colors[j] or def_col end local function offset_to_color(offset) return bright_judge_colors[offset_to_judge(offset)] or def_col end local function offset_to_dark_color(offset) return dark_judge_colors[offset_to_judge(offset)] or def_col end local function scale_off(offset, min, max) return scale(clamp(offset, min_offset, max_offset), min_offset, max_offset, min, max) end local function offset_to_x(offset) return scale_off(offset, 0, err_tex_width) end local function offset_to_w(offset) return scale_off(offset, -herror_width, herror_width) end local error_history_size= cons_players[player].error_history_size local history_alpha= 0 if error_history_size > 0 then history_alpha= .25^(1 / error_history_size) end local error_bar_mt= { __index= { create_actors= function(self) return Def.ActorFrame{ InitCommand= function(subself) self.container= subself end, player_flags_changedMessageCommand= function(subself, param) if param.pn ~= player then return end if param.name ~= "error_bar" then return end if cons_players[player].flags.gameplay.error_bar then self.hidden= false self.container:hibernate(0) else self.hidden= true self.container:hibernate(math.huge) end end, Def.ActorFrame{ InitCommand= function(subself) subself:hibernate(math.huge) end, Def.ActorFrameTexture{ InitCommand= function(subself) self.prev_frame_aft= subself subself:setsize(err_tex_width, err_tex_height) :EnableAlphaBuffer(true):Create() :EnablePreserveTexture(false) :Draw() self.prev_frame_tex= subself:GetTexture() self.prev_frame_sprite:visible(true) end, Def.Sprite{ InitCommand= function(subself) self.prev_frame_sprite= subself subself:xy(herr_tex_width, herr_tex_height):visible(false) :setsize(err_tex_width, err_tex_height) end } }, Def.ActorFrameTexture{ InitCommand= function(subself) self.aft= subself subself:setsize(err_tex_width, 16) :EnableAlphaBuffer(true):Create() :EnablePreserveTexture(false) :Draw() self.texture= subself:GetTexture() self.prev_frame_sprite:SetTexture(self.texture) self.past_error:visible(true) self.curr_error:visible(true) end, Def.Sprite{ InitCommand= function(subself) self.past_error= subself subself:xy(herr_tex_width, herr_tex_height):visible(false) :setsize(err_tex_width, err_tex_height) :diffusealpha(history_alpha) :SetTexture(self.prev_frame_tex) end }, Def.Quad{ InitCommand= function(subself) self.curr_error= subself subself:xy(herr_tex_width, 8):setsize(1, 16):visible(false) end } }, }, Def.Sprite{ InitCommand= function(subself) self.cum_error= subself subself:SetTexture(self.texture) end }, Def.Quad{ InitCommand= function(subself) self.recent_error= subself:horizalign(left) end }, } end, add_error= function(self, offset) self.recent_error:SetWidth(offset_to_w(offset)) :diffuse(offset_to_color(offset)) self.curr_error:x(offset_to_x(offset)) :diffuse(offset_to_dark_color(offset)) self.prev_frame_aft:Draw() self.aft:Draw() end, set_pos_scale= function(self, x, y, s) self.container:xy(x, y) self.cum_error:xy(0, 8 * s):setsize(error_width, 16 * s) self.recent_error:xy(0, 8 * s):setsize(0, 8 * s) end, }} local errbar= setmetatable({}, error_bar_mt) local non_mine_tnses= { TapNoteScore_W1= true, TapNoteScore_W2= true, TapNoteScore_W3= true, TapNoteScore_W4= true, TapNoteScore_W5= true, TapNoteScore_Miss= true, TapNoteScore_CheckpointHit= true, TapNoteScore_CheckpointMiss= true, } local tns_values= {} local function add_value_set(enum_table) for i, tns in ipairs(enum_table) do local metric_name= "PercentScoreWeight" .. ToEnumShortString(tns) if metric_name ~= "PercentScoreWeightNone" then local value= THEME:GetMetric("ScoreKeeperNormal", metric_name) tns_values[tns]= value end end end add_value_set(TapNoteScore) add_value_set(HoldNoteScore) local tns_reverse= TapNoteScore:Reverse() local tns_cont_combo= tns_cont_combo() local tns_maint_combo= tns_maint_combo() local tns_inc_miss_combo= tns_reverse[THEME:GetMetric("Gameplay", "MaxScoreToIncrementMissCombo")] local prev_combo= -1 local function get_seconds() return STATSMAN:GetCurStageStats():GetStepsSeconds() end local function add_to_col(col_score, judge, max_value, offset) local step_value= tns_values[judge] if not step_value then return end col_score.dp= col_score.dp + step_value col_score.mdp= col_score.mdp + max_value col_score.judge_counts[judge]= col_score.judge_counts[judge] + 1 col_score.step_timings[#col_score.step_timings+1]= { time= get_seconds(), judge= judge, offset= offset} end local function add_tn_to_col(col_score, tapnote, max_value) add_to_col(col_score, tapnote:GetTapNoteResult():GetTapNoteScore(), max_value, tapnote:GetTapNoteResult():GetTapNoteOffset()) end local function set_combo_stuff(param) local toast= cons_players[player].toasty if toast then toast.remaining= toast.remaining - 1 toast.progress= toast.progress + 1 if toast.remaining <= 0 then cons_players[player].toasty= nil end end local combo= param.Misses or param.Combo if not combo or combo < ShowComboAt then tani:hide() return end tani:unhide() local label_text= "" if param.Combo then label_text= "Combo" else label_text= "Misses" end local wombo= combo local combo_qual= cons_players[player].combo_quality if toast and toast.remaining > 0 then wombo= toast.progress label_text= "Misses" end tani:set_text(label_text) --tani:set_number(wordify_number(wombo)) tani:set_number(("%i"):format(wombo)) if combo_qual then if combo_qual.worst_tns then local color= fjtc(combo_qual.worst_tns) if toast and toast.remaining > 0 then color= fjtc(toast.judge) end if color then tani.text:diffuse(color) tani.number:diffuse(color) end end end param.Zoom= scale(combo, 0, NumberMaxZoomAt, NumberMinZoom, NumberMinZoom) param.Zoom= clamp(param.Zoom, NumberMinZoom, NumberMaxZoom) param.LabelZoom= scale(combo, 0, NumberMaxZoomAt, LabelMinZoom, LabelMaxZoom) Pulse(tani.number, param) PulseLabel(tani.text, param) end local function disp_offset_from_judge(judge) local width= tns_windows[judge][2] - tns_windows[judge][1] local offset= tns_windows[judge][1] + (width * MersenneTwister.Random()) if MersenneTwister.Random() > .5 then offset= offset * -1 end return offset end local judgment_conf_names= { judgment= true, combo= true, error_bar= true, } local function set_display_judgment(disp_judge, disp_offset) local text= tns_texts[disp_judge] if text then if cons_players[player].flags.gameplay.error_bar then errbar:add_error(disp_offset) end Judgment:playcommand("Reset") :settext(get_string_wrapper("JudgementNames", text):upper()) :diffuse(fjtc(disp_judge)) :visible(true) JudgeCmds[disp_judge](Judgment) end end local args= { Name= "Judgement", InitCommand= function(self) if newskin_available() then self:draworder(newfield_draw_order.under_field) end end, Def.ActorFrame{ normal_text( "Judgment", "", nil, fetch_color("gameplay.text_stroke"), 0, 0, 1, center, { ResetCommand= cmd(xy,0,0;finishtweening;stopeffect;visible,false)}), tani:create_actors("tani", tani_params), errbar:create_actors(), InitCommand= function(self) Judgment= self:GetChild("Judgment") Judgment:visible(false):zoom(el_pos.judgment_scale) tani:hide() tani.container:zoom(el_pos.combo_scale) tani.text:strokecolor(fetch_color("gameplay.text_stroke")) tani.number:strokecolor(fetch_color("gameplay.text_stroke")) tani.number:wrapwidthpixels((_screen.cx / el_pos.combo_scale) - 16) self:playcommand("gameplay_conf_changed", {pn= player, thing= next(judgment_conf_names)}) end, ToastyAchievedMessageCommand= function(self,params) if params.PlayerNumber == player then --Trace("ToastyAchievedMessageCommand params:") --rec_print_table(params) if cons_players[player].flags.gameplay.allow_toasty then cons_players[player].toasty= { judge= "TapNoteScore_Miss", remaining= 5, progress= 0 } end end end, player_flags_changedMessageCommand= function(self, param) if param.pn ~= player then return end if param.name ~= "still_judge" then return end set_judge_commands() Judgment:zoom(el_pos.judgment_scale) set_display_judgment("TapNoteScore_W1", .0215) end, gameplay_conf_changedMessageCommand= function(self, param) if param.pn ~= player then return end if not judgment_conf_names[param.thing] then return end self:xy(el_pos.judgment_xoffset, el_pos.judgment_yoffset) tani:move_to(el_pos.combo_xoffset, el_pos.combo_yoffset) tani.container:zoom(el_pos.combo_scale) Judgment:zoom(el_pos.judgment_scale) set_display_judgment("TapNoteScore_W1", .0215) errbar:set_pos_scale(el_pos.error_bar_xoffset, el_pos.error_bar_yoffset, el_pos.error_bar_scale) end, JudgmentMessageCommand= function(self, param) if param.Player ~= player then return end local fake_judge= cons_players[player].fake_judge local fake_score= cons_players[player].fake_score local stage_stats= cons_players[player].stage_stats if true_gameplay then local max_step_value= 0 if param.HoldNoteScore then max_step_value= tns_values.HoldNoteScore_Held elseif param.TapNoteScore then if non_mine_tnses[param.TapNoteScore] then max_step_value= tns_values.TapNoteScore_W1 end end local taps= param.Notes local holds= param.Holds local col_scores= cons_players[player].column_scores if taps and col_scores then add_to_col(col_scores[0], param.TapNoteScore, max_step_value, param.TapNoteOffset) local function add_set(set) for track, tapnote in pairs(set) do add_tn_to_col(col_scores[track], tapnote, max_step_value) end end if taps then add_set(taps) end end if param.HoldNoteScore and col_scores then add_to_col(col_scores[0], param.HoldNoteScore, max_step_value) add_to_col(col_scores[param.FirstTrack+1], param.HoldNoteScore, max_step_value) end end if param.HoldNoteScore then if not tns_values[param.HoldNoteScore] then Trace("tns_values for " .. param.HoldNoteScore .. " is nil.") end if fake_judge then if fake_judge() ~= "TapNoteScore_Miss" then fake_score.dp= fake_score.dp + tns_values.HoldNoteScore_Held fake_score.HoldNoteScore_Held= (fake_score.HoldNoteScore_Held or 0) + 1 else fake_score.dp= fake_score.dp + tns_values.HoldNoteScore_LetGo fake_score.HoldNoteScore_LetGo= (fake_score.HoldNoteScore_LetGo or 0) + 1 end else fake_score[param.HoldNoteScore]= (fake_score[param.HoldNoteScore] or 0) + 1 fake_score.dp= fake_score.dp + tns_values[param.HoldNoteScore] end return end local this_tns= param.TapNoteScore if this_tns == "TapNoteScore_CheckpointHit" or this_tns == "TapNoteScore_CheckpointMiss" then if fake_judge and fake_judge() ~= "TapNoteScore_Miss" then fake_score.dp= fake_score.dp + tns_values.TapNoteScore_CheckpointHit else fake_score.dp= fake_score.dp + tns_values.TapNoteScore_CheckpointMiss end return end if this_tns == "TapNoteScore_HitMine" or this_tns == "TapNoteScore_AvoidMine" or this_tns == "TapNoteScore_None" then return end local firsts= stage_stats.firsts if firsts then if not firsts[this_tns] then firsts[this_tns]= get_seconds() end end local disp_judge= this_tns local disp_offset= param.TapNoteOffset if fake_judge then disp_judge= fake_judge() disp_offset= disp_offset_from_judge(disp_judge) fake_score.judge_counts[disp_judge]= fake_score.judge_counts[disp_judge] + 1 fake_score.dp= fake_score.dp + tns_values[disp_judge] fake_score.step_timings[#fake_score.step_timings+1]= { time= get_seconds(), judge= disp_judge, offset= disp_offset} end local rev_disp= tns_reverse[disp_judge] if fake_score.combo_is_misses then if rev_disp <= tns_inc_miss_combo then fake_score.combo= (fake_score.combo or 0) + 1 elseif rev_disp >= tns_cont_combo then fake_score.combo= 1 fake_score.combo_is_misses= false end else if rev_disp < tns_maint_combo then fake_score.combo= 0 if rev_disp <= tns_inc_miss_combo then fake_score.combo= 1 fake_score.combo_is_misses= true end elseif rev_disp >= tns_cont_combo then fake_score.combo= (fake_score.combo or 0) + 1 end end if cons_players[player].toasty then disp_judge= cons_players[player].toasty.judge disp_offset= disp_offset_from_judge(disp_judge) end local combo_qual= cons_players[player].combo_quality if combo_qual then local prev_worst= combo_qual.worst_tns if prev_worst then combo_qual.worst_tns= math.min(rev_disp, prev_worst) else combo_qual.worst_tns= rev_disp end if not prev_worst or rev_disp < prev_worst or -- starting a new combo. (prev_worst < tns_maint_combo and rev_disp >= tns_cont_combo) then combo_qual.worst_tns= rev_disp end end set_display_judgment(disp_judge, disp_offset) if fake_judge then if fake_score.combo_is_misses then set_combo_stuff({Misses= fake_score.combo}) else set_combo_stuff({Combo= fake_score.combo}) end end end, ComboCommand= function(self, param) if prev_combo == -1 then prev_combo= math.floor((param.Combo or 0) / 1000) * 1000 end if param.Combo then if param.Combo >= prev_combo + 1000 then prev_combo= math.floor(param.Combo / 1000) * 1000 if cons_players[player].flags.gameplay.combo_confetti then activate_confetti("combo", true, player) end end else prev_combo= 0 end if not cons_players[player].fake_judge then set_combo_stuff(param) end end, }, } args[1].OnCommand= THEME:GetMetric("Judgment", "JudgmentOnCommand") return Def.ActorFrame(args)
local sql = require("sqlite3") local conn = sql.open("yot.db") local options = require("options") print("Creating database...") conn:exec([[ CREATE TABLE IF NOT EXISTS guild_settings ( guild_id TEXT PRIMARY KEY, persistent_roles TEXT DEFAULT "{}", disabled_commands TEXT DEFAULT "{}", disabled_modules TEXT DEFAULT "{}", command_permissions TEXT DEFAULT "{}", prefix TEXT DEFAULT "]]..options.defaultPrefix..[[", warning_length REAL DEFAULT ]]..options.warningLength..[[, default_mute_length REAL DEFAULT ]]..options.muteLength..[[, warning_kick_level REAL DEFAULT ]]..options.warningKickLevel..[[, warning_ban_level REAL DEFAULT ]]..options.warningBanLevel..[[, delete_command_messages BOOLEAN DEFAULT 0 NOT NULL CHECK (delete_command_messages IN (0,1)), public_log_channel TEXT, staff_log_channel TEXT, suggestions_channel TEXT, welcome_channel TEXT, muted_role TEXT, advertising_allowed_role TEXT ); CREATE TABLE IF NOT EXISTS warnings ( guild_id TEXT, user_id TEXT, level REAL, end_timestamp REAL, is_active BOOLEAN DEFAULT 1 NOT NULL CHECK (is_active IN (0,1)), PRIMARY KEY (guild_id, user_id), FOREIGN KEY (guild_id) REFERENCES guild_settings(guild_id) ); CREATE TABLE IF NOT EXISTS mutes ( guild_id TEXT, user_id TEXT, length REAL, end_timestamp REAL, is_active BOOLEAN DEFAULT 1 NOT NULL CHECK (is_active IN (0,1)), PRIMARY KEY (guild_id, user_id), FOREIGN KEY (guild_id) REFERENCES guild_settings(guild_id) ); CREATE TABLE IF NOT EXISTS persistent_roles ( guild_id TEXT, user_id TEXT, roles TEXT, PRIMARY KEY (guild_id, user_id), FOREIGN KEY (guild_id) REFERENCES guild_settings(guild_id) ); CREATE TABLE IF NOT EXISTS webhooks ( channel_id TEXT PRIMARY KEY, webhook_id TEXT ); ]]) print("Done.")
local Drawable = Class() function Drawable:init(pos, image) self.pos = pos self.image = love.graphics.newImage(image) end function Drawable:draw() love.graphics.draw(self.image, self.pos.x, self.pos.y) end return Drawable
local key = @key local capacity = tonumber(@capacity) local timestamp = tonumber(@timestamp) local requestId = @requestId local count = redis.call("zcard", key) local allowed = count < capacity if allowed then redis.call("zadd", key, timestamp, requestId) end return { allowed, count }
local e=_ENV function debughook(event, line) local now = os.time() if now - when > 3 then coroutine.yield() end end function catch(err) return "Script timed out" end sandbox_env = { ipairs = ipairs, next = next, pairs = pairs, pcall = pcall, tonumber = tonumber, tostring = tostring, type = type, unpack = unpack, coroutine = { create = coroutine.create, resume = coroutine.resume, running = coroutine.running, status = coroutine.status, wrap = coroutine.wrap }, string = { byte = string.byte, char = string.char, find = string.find, format = string.format, gmatch = string.gmatch, gsub = string.gsub, len = string.len, lower = string.lower, match = string.match, rep = string.rep, reverse = string.reverse, sub = string.sub, upper = string.upper }, table = { insert = table.insert, maxn = table.maxn, remove = table.remove, sort = table.sort }, math = { abs = math.abs, acos = math.acos, asin = math.asin, atan = math.atan, atan2 = math.atan2, ceil = math.ceil, cos = math.cos, cosh = math.cosh, deg = math.deg, exp = math.exp, floor = math.floor, fmod = math.fmod, frexp = math.frexp, huge = math.huge, ldexp = math.ldexp, log = math.log, log10 = math.log10, max = math.max, min = math.min, modf = math.modf, pi = math.pi, pow = math.pow, rad = math.rad, random = math.random, sin = math.sin, sinh = math.sinh, sqrt = math.sqrt, tan = math.tan, tanh = math.tanh }, os = { date = os.date, clock = os.clock, difftime = os.difftime, time = os.time }, d = function() debug.sethook(debughook, 'l') end } when = os.time() function eval(sender, channel, params) local sb_orig_env=_G local ls = loadstring if not params then return nil end when = os.time() setfenv(0, sandbox_env) local func, err = ls([[d() return ]] .. params ) if err then sb_orig_env.setfenv(0, sb_orig_env) debug.sethook() say(channel or sender, "<b>Error in eval:</b> " .. err) return end local okay, rv = xpcall(coroutine.wrap(func), catch) sb_orig_env.setfenv(0, sb_orig_env) debug.sethook() if not okay then say(channel or sender, "<b>Error in eval:</b> " .. rv) else rv = tostring(rv) for line in rv:gmatch("([^\r\n]+)") do say(channel or sender, sender .. ": " .. line) end end end registerHelperFunction("eval", eval, "Evaluates lua code and returns the output", 8)
GM.PickupHistory = {} GM.PickupHistoryLast = 0 GM.PickupHistoryTop = ScrH() / 2 GM.PickupHistoryWide = 300 GM.PickupHistoryCorner = surface.GetTextureID( "gui/corner8" ) --[[--------------------------------------------------------- Name: gamemode:HUDWeaponPickedUp( wep ) Desc: The game wants you to draw on the HUD that a weapon has been picked up -----------------------------------------------------------]] function GM:HUDWeaponPickedUp( wep ) if ( !IsValid( LocalPlayer() ) || !LocalPlayer():Alive() ) then return end if ( !IsValid( wep ) ) then return end if ( !isfunction( wep.GetPrintName ) ) then return end local pickup = {} pickup.time = CurTime() pickup.name = wep:GetPrintName() pickup.holdtime = 5 pickup.font = "DermaDefaultBold" pickup.fadein = 0.04 pickup.fadeout = 0.3 pickup.color = Color( 255, 200, 50, 255 ) surface.SetFont( pickup.font ) local w, h = surface.GetTextSize( pickup.name ) pickup.height = h pickup.width = w if ( self.PickupHistoryLast >= pickup.time ) then pickup.time = self.PickupHistoryLast + 0.05 end table.insert( self.PickupHistory, pickup ) self.PickupHistoryLast = pickup.time end --[[--------------------------------------------------------- Name: gamemode:HUDItemPickedUp( itemname ) Desc: An item has been picked up.. -----------------------------------------------------------]] function GM:HUDItemPickedUp( itemname ) if ( !IsValid( LocalPlayer() ) || !LocalPlayer():Alive() ) then return end local pickup = {} pickup.time = CurTime() pickup.name = "#"..itemname pickup.holdtime = 5 pickup.font = "DermaDefaultBold" pickup.fadein = 0.04 pickup.fadeout = 0.3 pickup.color = Color( 180, 255, 180, 255 ) surface.SetFont( pickup.font ) local w, h = surface.GetTextSize( pickup.name ) pickup.height = h pickup.width = w if ( self.PickupHistoryLast >= pickup.time ) then pickup.time = self.PickupHistoryLast + 0.05 end table.insert( self.PickupHistory, pickup ) self.PickupHistoryLast = pickup.time end --[[--------------------------------------------------------- Name: gamemode:HUDAmmoPickedUp( itemname, amount ) Desc: Ammo has been picked up.. -----------------------------------------------------------]] function GM:HUDAmmoPickedUp( itemname, amount ) if ( !IsValid( LocalPlayer() ) || !LocalPlayer():Alive() ) then return end -- Try to tack it onto an exisiting ammo pickup if ( self.PickupHistory ) then for k, v in pairs( self.PickupHistory ) do if ( v.name == "#" .. itemname .. "_ammo" ) then v.amount = tostring( tonumber( v.amount ) + amount ) v.time = CurTime() - v.fadein return end end end local pickup = {} pickup.time = CurTime() pickup.name = "#" .. itemname .. "_ammo" pickup.holdtime = 5 pickup.font = "DermaDefaultBold" pickup.fadein = 0.04 pickup.fadeout = 0.3 pickup.color = Color( 180, 200, 255, 255 ) pickup.amount = tostring( amount ) surface.SetFont( pickup.font ) local w, h = surface.GetTextSize( pickup.name ) pickup.height = h pickup.width = w local w, h = surface.GetTextSize( pickup.amount ) pickup.xwidth = w pickup.width = pickup.width + w + 16 if ( self.PickupHistoryLast >= pickup.time ) then pickup.time = self.PickupHistoryLast + 0.05 end table.insert( self.PickupHistory, pickup ) self.PickupHistoryLast = pickup.time end function GM:HUDDrawPickupHistory() if ( self.PickupHistory == nil ) then return end local x, y = ScrW() - self.PickupHistoryWide - 20, self.PickupHistoryTop local tall = 0 local wide = 0 for k, v in pairs( self.PickupHistory ) do if ( !istable( v ) ) then Msg( tostring( v ) .."\n" ) PrintTable( self.PickupHistory ) self.PickupHistory[ k ] = nil return end if ( v.time < CurTime() ) then if ( v.y == nil ) then v.y = y end v.y = ( v.y * 5 + y ) / 6 local delta = ( v.time + v.holdtime ) - CurTime() delta = delta / v.holdtime local alpha = 255 local colordelta = math.Clamp( delta, 0.6, 0.7 ) -- Fade in/out if ( delta > 1 - v.fadein ) then alpha = math.Clamp( ( 1.0 - delta ) * ( 255 / v.fadein ), 0, 255 ) elseif ( delta < v.fadeout ) then alpha = math.Clamp( delta * ( 255 / v.fadeout ), 0, 255 ) end v.x = x + self.PickupHistoryWide - (self.PickupHistoryWide * ( alpha / 255 ) ) local rx, ry, rw, rh = math.Round( v.x - 4 ), math.Round( v.y - ( v.height / 2 ) - 4 ), math.Round( self.PickupHistoryWide + 9 ), math.Round( v.height + 8 ) local bordersize = 8 surface.SetTexture( self.PickupHistoryCorner ) surface.SetDrawColor( v.color.r, v.color.g, v.color.b, alpha ) surface.DrawTexturedRectRotated( rx + bordersize/2, ry + bordersize / 2, bordersize, bordersize, 0 ) surface.DrawTexturedRectRotated( rx + bordersize/2, ry + rh -bordersize / 2, bordersize, bordersize, 90 ) surface.DrawRect( rx, ry + bordersize, bordersize, rh-bordersize * 2 ) surface.DrawRect( rx + bordersize, ry, v.height - 4, rh ) surface.SetDrawColor( 230 * colordelta, 230 * colordelta, 230 * colordelta, alpha ) surface.DrawRect( rx + bordersize + v.height - 4, ry, rw - ( v.height - 4 ) - bordersize * 2, rh ) surface.DrawTexturedRectRotated( rx + rw - bordersize / 2 , ry + rh - bordersize / 2, bordersize, bordersize, 180 ) surface.DrawTexturedRectRotated( rx + rw - bordersize / 2 , ry + bordersize / 2, bordersize, bordersize, 270 ) surface.DrawRect( rx + rw-bordersize, ry + bordersize, bordersize, rh-bordersize * 2 ) draw.SimpleText( v.name, v.font, v.x + v.height + 9, v.y - ( v.height / 2 ) + 1, Color( 0, 0, 0, alpha * 0.5 ) ) draw.SimpleText( v.name, v.font, v.x + v.height + 8, v.y - ( v.height / 2 ), Color( 255, 255, 255, alpha ) ) if ( v.amount ) then draw.SimpleText( v.amount, v.font, v.x + self.PickupHistoryWide + 1, v.y - ( v.height / 2 ) + 1, Color( 0, 0, 0, alpha * 0.5 ), TEXT_ALIGN_RIGHT ) draw.SimpleText( v.amount, v.font, v.x + self.PickupHistoryWide, v.y - ( v.height / 2 ), Color( 255, 255, 255, alpha ), TEXT_ALIGN_RIGHT ) end y = y + ( v.height + 16 ) tall = tall + v.height + 18 wide = math.Max( wide, v.width + v.height + 24 ) if ( alpha == 0 ) then self.PickupHistory[ k ] = nil end end end self.PickupHistoryTop = ( self.PickupHistoryTop * 5 + ( ScrH() * 0.75 - tall ) / 2 ) / 6 self.PickupHistoryWide = ( self.PickupHistoryWide * 5 + wide ) / 6 end
local sm = require("slot_machine") local image = require("image") local buffer = require("doubleBuffering") local shell = require("shell") local casino = require("casino") local event = require("event") local machine = sm.Machine:new() local bet = 1 local consoleLines = {} for i = 1, 11 do consoleLines[i] = "" end local function drawRightMenu() buffer.drawRectangle(63, 2, 21, 12, 0, 0, " ") buffer.drawText(63, 2, 0xAAAAAA, "Вывод:") for i = 1, #consoleLines do buffer.drawText(63, 2 + i, (15 - #consoleLines + i) * 0x111111, consoleLines[i]) end buffer.drawRectangle(63, 16, 21, 6, 0xFFFFFF, 0, " ") for i = 1, 6 do if bet == 7 - i then buffer.drawRectangle(63, 15 + i, 21, 1, 0xFF8A00, 0, " ") end buffer.drawText(73, 15 + i, 0, tostring(7 - i)) end buffer.drawChanges() end local function message(msg) table.remove(consoleLines, 1) table.insert(consoleLines, tostring(msg)) drawRightMenu() end local function initStaticData() local pre_symbols = { { "fish", 5, "Фугу" }, { "cookie", 5, "Печенье" }, { "quartz", 5, "Кристалл истинного кварца" }, { "emerald", 10, "Изумруд" }, { "crystal", 10, "Лазутроновый кристалл" }, { "golden_apple", 20, "Золотое яблоко" }, { "diamond", 50, "Алмаз" }, { "uu_matter", 100, "Материя" }, { "creeper", 200, "Голова крипера" } } local imagesFolder = "/home/images/one_armed_creeper/" shell.execute("md " .. imagesFolder) machine.symbols = {} for i = 1, #pre_symbols do local symbol = sm.Symbol:new() local imgPath = imagesFolder .. pre_symbols[i][1] .. ".pic" local downloadUrl = REPOSITORY .. "/resources/images/one_armed_creeper/" .. pre_symbols[i][1] .. ".pic" casino.downloadFile(downloadUrl, imgPath) symbol.image = image.load(imgPath) symbol.name = pre_symbols[i][3] symbol.ratio = pre_symbols[i][2] machine.symbols[i] = symbol end end local function calculateRewardRatio(symbols) local a, b, c = symbols[1], symbols[2], symbols[3] if a == b and b == c then return a.ratio end if a == b or b == c then return 1 end if a == c then return 2 end return 0 end local function roll() local result = {} local columns = {} local columnSize = #machine.symbols for i = 1, 3 do columns[i] = machine.rollColumn() result[i] = columns[i][columnSize] end for i = 1, columnSize do for j = 1, 3 do buffer.drawImage(-10 + j * 17, 4, columns[j][i].image) end buffer.drawChanges() os.sleep(0.2) end return result end local function drawRewards() buffer.drawText(6, 17, 0, "Пара смежных символов: " .. bet * 1 .. " ") buffer.drawText(6, 18, 0, "Пара символов по краям: " .. bet * 2 .. " ") local symbols = machine.symbols for i = 1, #symbols do buffer.drawText(7, 19 + i, 0, symbols[i].name .. ": " .. symbols[i].ratio * bet .. " ") end buffer.drawChanges() end local function drawStatic() buffer.setResolution(85, 30) buffer.clear(0xBFBFBF) buffer.drawRectangle(3, 2, 81, 28, 0xFFFFFF, 0, " ") buffer.drawRectangle(61, 1, 2, 32, 0xBFBFBF, 0, " ") buffer.drawRectangle(1, 14, 60, 1, 0xBFBFBF, 0, " ") buffer.drawRectangle(63, 14, 21, 1, 0xBFBFBF, 0, " ") buffer.drawRectangle(63, 22, 21, 1, 0xBFBFBF, 0, " ") buffer.drawRectangle(63, 26, 21, 1, 0xBFBFBF, 0, " ") buffer.drawRectangle(63, 23, 21, 3, 0xc7ffc6, 0, " ") buffer.drawRectangle(63, 27, 21, 3, 0xffc6c6, 0, " ") buffer.drawText(5, 16, 0, "Награды:") buffer.drawText(6, 19, 0, "Три символа в ряд:") buffer.drawText(70, 15, 0, 'Ставка') buffer.drawText(70, 24, 0, 'Играть') buffer.drawText(70, 28, 0, 'Выход') buffer.drawChanges() end initStaticData() drawStatic() drawRightMenu() drawRewards() for j = 1, 3 do buffer.drawImage(-10 + j * 17, 4, machine.symbols[#machine.symbols].image) end buffer.drawChanges() while true do local _, _, x, y = event.pull("touch") -- Right menu buttons if x >= 63 and x <= 84 then -- Bet buttons if y >= 16 and y <= 21 then local new_bet = 22 - y if new_bet ~= bet then bet = new_bet drawRightMenu() drawRewards() end end -- Play button if y >= 23 and y <= 25 then local payed, reason = casino.takeMoney(bet) if payed then message("Вы поставили " .. bet) local ratio = calculateRewardRatio(roll()) if ratio > 0 then message("Вы выиграли " .. bet * ratio) casino.reward(bet * ratio) else message("Вы проиграли") end casino.gameIsOver() else message(reason) end end -- Exit button if y >= 27 and y <= 29 then error("Exit by request") end end end
function onCreate() makeLuaSprite('theSky','chaos',-900,-300) addLuaSprite('theSky',false) makeAnimatedLuaSprite('Pork','Porker Lewis',1400,-500) addAnimationByPrefix('Pork','Porker Lewis','Porker FG',24,true) addLuaSprite('Pork',true) end function onBeatHit()-- for every beat objectPlayAnimation('Pork','Porker FG',true) end
UIElements = {} -- Adapted from Simply-Love-SM5/Scripts/SL-Helpers.lua function UIElements.Border(width, height, bw) return Def.ActorFrame { Def.Quad { Name = "MaskSource", InitCommand = function(self) self:zoomto(width, height):MaskSource(true) end }, Def.Quad { Name = "MaskDest", InitCommand = function(self) self:zoomto(width+2*bw,height+2*bw):MaskDest() end }, Def.Quad { Name = "ClearBuffer", InitCommand = function(self) self:diffusealpha(0):clearzbuffer(true) end }, } end -- Basic clickable button implementation with quads function UIElements.QuadButton(z, depth) local t = Def.Quad{ InitCommand = function(self) self:z(z) end, OnCommand = function(self) local screen = SCREENMAN:GetTopScreen() if screen ~= nil then BUTTON:AddButton(self, screen:GetName(), depth) end end, MouseOverCommand = function(self) end, MouseOutCommand = function(self) end, MouseUpCommand = function(self, params) end, MouseDownCommand = function(self, params) end, MouseClickCommand = function(self, params) end, MouseReleaseCommand = function(self, params) end, MouseDragCommand = function(self, params) end, MouseHoldCommand = function(self, params) end, } return t end -- Basic clickable button implementation with quads function ButtonDemo(z) local t = Def.ActorFrame{ RolloverUpdateCommand = function(self, params) self:PlayCommandsOnChildren("RolloverUpdate", params) end, ClickCommand = function(self, params) self:PlayCommandsOnChildren("Click", params) end, DragUpdateCommand = function(self, params) self:xy(params.MouseX, params.MouseY) end, } t[#t+1] = UIElements.Border(150, 50, 5)..{ InitCommand = function(self) self:visible(false):diffuse(color("#000000")) end, RolloverUpdateCommand = function(self, params) if params.update == "over" then self:visible(true) TOOLTIP:Show() TOOLTIP:SetText(string.format("X:%0.2f Y:%0.2f", self:GetTrueX(), self:GetTrueY())) end if params.update == "out" then self:visible(false) TOOLTIP:Hide() end end } t[#t+1] = UIElements.QuadButton(z, 1)..{ InitCommand= function(self) self:z(z):zoomto(150,50):diffuse(color("#000000")):diffusealpha(0.5) end, MouseOverCommand = function(self) self:GetParent():playcommand("RolloverUpdate",{update = "over"}) end, MouseOutCommand = function(self) self:GetParent():playcommand("RolloverUpdate",{update = "out"}) end, MouseUpCommand = function(self,params) self:diffuse(color("#FF0000")):diffusealpha(0.5) self:GetParent():playcommand("Click",{update = "OnMouseUp", event = params.event}) end, MouseDownCommand = function(self,params) self:diffuse(color("#00FF00")):diffusealpha(0.5) self:GetParent():playcommand("Click",{update = "OnMouseDown", event = params.event}) end, MouseClickCommand = function(self,params) self:diffuse(color("#0000FF")):diffusealpha(0.5) self:GetParent():playcommand("Click",{update = "OnMouseClicked", event = params.event}) end, MouseReleaseCommand = function(self,params) self:diffuse(color("#FF00FF")):diffusealpha(0.5) self:GetParent():playcommand("Click",{update = "OnMouseReleased", event = params.event}) end, MouseDragCommand = function(self, params) self:GetParent():playcommand("DragUpdate", params) end, } t[#t+1] = LoadFont("Common Normal") .. { InitCommand= function(self) self:y(0):zoom(0.6):settext("init") end, ClickCommand = function(self, params) self:settextf("X:%.0f Y:%.0f \nAngle:%.0f \n%s",self:GetTrueX(), self:GetTrueY(), self:GetTrueRotationZ()%360, params.event) end, } return t end -- Checkboxes function UIElements.CheckBox(z, checked) local zoom = 0.15 local checked = checked local t = Def.ActorFrame{ OnCommand = function(self) self:playcommand("Toggle") end, ChildMouseClickCommand = function(self) if checked then checked = false self:playcommand("Uncheck") self:RunCommandsOnChildren(function(self) self:playcommand("Uncheck") end) else checked = true self:playcommand("Check") self:RunCommandsOnChildren(function(self) self:playcommand("Check") end) end end, CheckCommand = function(self) end, UncheckCommand = function(self) end } t[#t+1] = UIElements.QuadButton(z, 1) .. { InitCommand = function(self) self:zoomto(zoom*100,zoom*100) self:diffuse(COLOR.TextMain) end, MouseDownCommand = function(self) self:diffuse(COLOR.TextSub2) end, MouseUpCommand = function(self) self:diffuse(COLOR.TextMain) end, MouseReleaseCommand = function(self) self:diffuse(COLOR.TextMain) end } t[#t+1] = LoadActor(THEME:GetPathG("", "_x"))..{ InitCommand = function(self) self:zoom(zoom) end, CheckCommand = function(self) self:finishtweening() self:smooth(0.1) self:zoom(zoom) self:diffusealpha(1) end, UncheckCommand = function(self) self:finishtweening() self:smooth(0.1) self:zoom(0) self:diffusealpha(0) end } return t end function UIElements.Slider(z, width) local zoom = 0.15 local t = Def.ActorFrame{ SliderMovedCommand = function(self, params) self:GetChild("ValueText"):settext(params.Value) end, } t[#t+1] = UIElements.QuadButton(z+1, 0) .. { Name = "SliderBar", InitCommand = function(self) self:zoomto(width, zoom*100/2) self:halign(0) end, MouseOverCommand = function(self) end, MouseOutCommand = function(self) end, MouseUpCommand = function(self, params) end, MouseDownCommand = function(self, params) local mouseX = clamp(params.MouseX,0,width) self:GetParent():GetChild("SliderHandle"):x(mouseX) self:GetParent():playcommand("SliderMoved", {Value = mouseX/width}) end, MouseClickCommand = function(self, params) end, MouseReleaseCommand = function(self, params) end, MouseDragCommand = function(self, params) local mouseX = clamp(params.MouseX,0,width) self:GetParent():GetChild("SliderHandle"):x(mouseX) self:GetParent():playcommand("SliderMoved", {Value = mouseX/width}) end, } t[#t+1] = UIElements.QuadButton(z, 0) .. { Name = "SliderHandle", InitCommand = function(self) self:zoomto(zoom*100,zoom*100) self:diffuse(COLOR.TextMain) self:x(0) end, MouseOverCommand = function(self) end, MouseOutCommand = function(self) end, MouseUpCommand = function(self, params) end, MouseDownCommand = function(self, params) end, MouseClickCommand = function(self, params) end, MouseReleaseCommand = function(self, params) end, MouseDragCommand = function(self, params) local mouseX = clamp(params.MouseX,0,width) self:x(mouseX) self:GetParent():playcommand("SliderMoved", {Value = mouseX/width}) end, } t[#t+1] = LoadFont("Common Normal") .. { Name = "ValueText", InitCommand = function(self) self:x(width + 10):zoom(0.6):halign(0):diffuse(color("#000000")) end; } return t end function UIElements.DoubleSlider() end
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('XTemplate', { group = "Default", id = "MarsRenameControl", PlaceObj('XTemplateWindow', { '__class', "XDialog", 'Padding', box(0, 200, 0, 0), 'HAlign', "center", 'VAlign', "center", }, { PlaceObj('XTemplateWindow', { '__class', "XImage", 'Dock', "box", 'HAlign', "center", 'VAlign', "top", 'Image', "UI/Common/paradox_account.tga", }), PlaceObj('XTemplateWindow', { '__class', "XText", 'Id', "idRenameTitle", 'Dock', "top", 'HAlign', "center", 'TextFont', "ParadoxAccountItemTitle", 'TextColor', RGBA(129, 202, 233, 255), 'RolloverTextColor', RGBA(129, 202, 233, 255), 'Translate', true, }), PlaceObj('XTemplateTemplate', { '__template', "MarsEdit", 'Margins', box(0, 15, 0, 0), 'MinWidth', 428, 'MaxWidth', 428, }), PlaceObj('XTemplateWindow', { '__class', "XToolBar", 'Id', "idToolbar", 'IdNode', false, 'Margins', box(0, 20, 0, 0), 'Dock', "top", 'HAlign', "center", 'LayoutHSpacing', 120, 'Background', RGBA(0, 0, 0, 0), 'Toolbar', "RenameActionBar", 'Show', "text", 'ButtonTemplate', "MenuEntry", }), PlaceObj('XTemplateAction', { 'ActionId', "ok", 'ActionName', T{6895, --[[XTemplate MarsRenameControl ActionName]] "OK"}, 'ActionToolbar', "RenameActionBar", 'ActionShortcut', "Enter", 'ActionGamepad', "ButtonA", 'OnActionEffect', "close", }), PlaceObj('XTemplateAction', { 'ActionId', "rename", 'ActionName', T{817350877792, --[[XTemplate MarsRenameControl ActionName]] "RENAME"}, 'ActionToolbar', "RenameActionBar", 'ActionGamepad', "ButtonY", '__condition', function (parent, context) return Platform.console and context and context.console_show end, }), PlaceObj('XTemplateAction', { 'ActionId', "cancel", 'ActionName', T{5450, --[[XTemplate MarsRenameControl ActionName]] "CANCEL"}, 'ActionToolbar', "RenameActionBar", 'ActionShortcut', "Escape", 'ActionGamepad', "ButtonB", 'OnActionEffect', "close", }), }), })
-- Use the current selection to create a Larger than Life rule -- with a Custom neighborhood -- -- Instructions: -- 1. Draw the neigborhood as cells -- 2. Make a square selection containing the cells -- 3. Run this script and a rule is created with the correct -- range and custom neighborhood definition -- -- Selection must be square and have a side length which is an -- odd number from 3 to 81 (which equates to ranges 1 to 40) -- -- Author: Chris Rowett (crowett@gmail.com), Sep 2020 local g = golly() local minlen = 3 local maxlen = 81 -- check for selection local selrect = g.getselrect() if #selrect == 0 then g.warn("Please make a square selection and try again.", false) g.exit("") end -- selection must be square, with an odd side length from 3 to 99 local x, y, wd, ht = table.unpack(selrect) if wd ~= ht then g.warn("Selection must be square.", false) g.exit("") end if (wd & 1) ~= 1 then g.warn("Selection dimension must be odd.", false) g.exit("") end if wd < minlen or wd > maxlen then g.warn("Selection dimension must be from "..minlen.." to "..maxlen..".", false) g.exit("") end -- hex characters local hexcharacters = "0123456789abcdef" -- get the list of alive cells in the selection local selcells = g.getcells(selrect) -- build a bitmap of set cells local bitmap = {} for i = 1, wd * ht do bitmap[i] = 0 end -- populate bitmap from cells local inc = 2 if (#selcells & 1) == 1 then inc = 3 end for i = 1, #selcells - 1, inc do offset = (selcells[i] - x) + wd * (selcells[i + 1] - y) + 1 bitmap[offset] = 1 end -- build the hexadecimal custom neighborhood string from the bitmap local midy = ht // 2 + 1 local midx = wd // 2 + 1 local i = 3; local index = 1 local value = 0 local output = "" for y = 1, ht do for x = 1, wd do -- ignore the middle cell if not (y == midy and x == midx) then -- convert each 4 cells into a hex digit state = bitmap[index] if state > 0 then value = value | (1 << i) end i = i - 1 if i < 0 then output = output..hexcharacters:sub(value + 1, value + 1) i = 3 value = 0 end end index = index + 1 end end -- create a Custom rule with the neighborhood and range local rule = g.getrule() local algo = g.getalgo() local numstates = g.numstates() -- check whether to create an LtL or HROT format rule if algo == "Larger than Life" and rule:find(",M") then rule = "R"..(wd // 2)..",C"..numstates..",M0,S1..1,B1..1,N@"..output g.setrule(rule) else rule = "R"..(wd // 2)..",C"..numstates..",S1,B1,N@"..output g.setrule(rule) end g.note("Created Larger than Life rule with Custom Neighborhood:\n\n"..rule, false)
-- load module luabt = require('luabt') function create_timer_node(seconds) local timer = nil return function() if timer == nil then -- reset the timer timer = os.clock() + seconds end -- has the timer expired? if os.clock() > timer then -- reset timer for next time timer = nil return false, true else return true end end end -- define a memory behavior tree timer_root_node = { type = "sequence*", children = { function() print("waiting for one second...") return false, true end, create_timer_node(1), function() print("waiting for three seconds...") return false, true end, create_timer_node(3), function() print("waiting for two seconds...") return false, true end, create_timer_node(2), } } -- instantiate a behavior tree timer_bt = luabt.create(timer_root_node) -- tick the behavior tree until it has finished (running == false) while timer_bt() do end
local EmaiUtil = {} EmaiUtil.S_FORMAT_RESULT = { STR_IS_EMPTY = 1; -- 邮箱账号为空 INCORRECT_FORMAT = 2; -- 邮箱格式错误 CORRECT_FORMAT = 3; -- 邮箱格式正确 } -- 判断邮箱格式是否正确 function EmaiUtil.judgeEmailFormat(email) if email == nil or string.trim(email) == "" then return EmaiUtil.S_FORMAT_RESULT.STR_IS_EMPTY elseif string.isRightEmail(email) then return EmaiUtil.S_FORMAT_RESULT.CORRECT_FORMAT end return EmaiUtil.S_FORMAT_RESULT.INCORRECT_FORMAT end return EmaiUtil
--[[--------------------------------------------------------------------------- DarkRP custom jobs --------------------------------------------------------------------------- This file contains your custom jobs. This file should also contain jobs from DarkRP that you edited. Note: If you want to edit a default DarkRP job, first disable it in darkrp_config/disabled_defaults.lua Once you've done that, copy and paste the job to this file and edit it. The default jobs can be found here: https://github.com/FPtje/DarkRP/blob/master/gamemode/config/jobrelated.lua For examples and explanation please visit this wiki page: https://darkrp.miraheze.org/wiki/DarkRP:CustomJobFields Generated using: DarkRP | Job Generator https://csite.io/tools/gmod-darkrp-job ---------------------------------------------------------------------------]] TEAM_GUARD = DarkRP.createJob("Guard", { color = Color(165, 0, 0, 255), model = { "models/player/odessa.mdl", "models/player/mossman_arctic.mdl" }, description = [[You are hired to protect people or property. Bankers usually hire you the most.]], weapons = {"m9k_sig_p229r"}, command = "guard", max = 5, salary = 15, admin = 0, vote = false, hasLicense = true, candemote = true, category = "Citizens" }) TEAM_BANK = DarkRP.createJob("Bank Worker", { color = Color(55, 249, 0, 255), model = { "models/player/barney.mdl", "models/player/gman_high.mdl", "models/player/magnusson.mdl" }, description = [[You can build in the "Official Bank" or make your own. Protect and manage people's possessions. You are the only person legally allowed to own/possess money printers. It is recommended that you hire a few guards.]], weapons = {}, command = "banker", max = 5, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens" }) TEAM_GUN = DarkRP.createJob("Gun Dealer", { color = Color(255, 150, 0, 255), model = {"models/player/monk.mdl"}, description = [[Deal guns to anyone, but not kids, thats fucked up.]], weapons = {}, command = "gund", max = 5, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens" }) TEAM_BMD = DarkRP.createJob("Black Market Dealer", { color = Color(0, 0, 0, 255), model = { "models/player/eli.mdl", "models/player/gman_high.mdl", "models/player/mossman_arctic.mdl", "models/player/leet.mdl" }, description = [[You sell questionable things to questionable people.]], weapons = {}, command = "bmd", max = 5, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens" }) TEAM_SHITMAN = DarkRP.createJob("Hitman", { color = Color(25, 25, 170, 255), model = { "models/player/group01/male_01.mdl", "models/player/group01/male_02.mdl", "models/player/group01/male_03.mdl" }, description = [[Kill all players, for money of course...]], weapons = {"slownls_hitman_binoculars", "slownls_hitman_tablet"}, command = "slownls_hitman", max = 4, salary = 15, admin = 0, vote = false, hasLicense = false, category = "Citizens" }) TEAM_DRUGD = DarkRP.createJob("Drug Dealer", { color = Color(255, 181, 0, 255), model = { "models/player/soldier_stripped.mdl", "models/player/voikanaa/snoop_dogg.mdl" }, description = [[You work with drugs. It can be a passion or a drive for money, whatever you do, just don't let the police see.]], weapons = {"zmlab_extractor"}, command = "drug_dealer", max = 0, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = false, category = "Citizens" }) TEAM_CITYWORKER = DarkRP.createJob("City Worker", { name = "City Worker", color = Color( 5, 140, 0, 255 ), model = { "models/player/group01/male_01.mdl", "models/player/group01/male_02.mdl", "models/player/group01/male_03.mdl", }, description = [[You maintain the city. Clean rubble, fix leaks, and work on electrical faults for money.]], weapons = { "cityworker_pliers", "cityworker_shovel", "cityworker_wrench" }, command = "cityworker", max = 0, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = false, category = "Citizens" }) TEAM_IA = DarkRP.createJob("State Officer", { color = Color(0, 0, 255, 255), model = { "models/player/gasmask.mdl", "models/player/guerilla.mdl" }, description = [[Your authority is beyond the Mayor. Maintain Justice in this city. Fight corruption.]], weapons = {"m9k_colt1911", "weapon_cuff_police"}, command = "policeadmin", max = 0, salary = 60, admin = 2, vote = false, hasLicense = true, candemote = false, category = "Police", ammo = { ["m9k_ammo_pistol"] = 35 }, PlayerSpawn = function(ply) ply:SetArmor(100) end }) TEAM_POLICE = DarkRP.createJob("Police", { color = Color(0, 0, 255, 255), model = { "models/player/police.mdl", "models/player/police_fem.mdl" }, description = [[Uphold the laws of the land to the best of your ability. Police brutality is sometimes needed and justified to maintain the order in these streets.]], weapons = {"m9k_colt1911", "weapon_cuff_police", "zwf_sniffer"}, command = "police", max = 6, salary = 50, admin = 0, vote = false, hasLicense = true, candemote = true, category = "Police", ammo = { ["m9k_ammo_pistol"] = 35 }, PlayerSpawn = function(ply) ply:SetArmor(50) end }) TEAM_CHIEF = DarkRP.createJob("Police Chief", { color = Color(0, 0, 255, 255), model = { "models/player/combine_soldier_prisonguard.mdl", "models/player/combine_soldier.mdl" }, description = [[You command those that uphold the laws of this land. Lead to the best of your abilities, everything you and your subordinates do reflect you. Do your best to shine above the filth.]], weapons = {"m9k_colt1911", "weapon_cuff_police", "zwf_sniffer"}, command = "police_chief", max = 1, salary = 70, admin = 0, vote = false, hasLicense = true, candemote = true, category = "Police", NeedToChangeFrom = TEAM_POLICE, ammo = { ["m9k_ammo_pistol"] = 35 }, PlayerSpawn = function(ply) ply:SetArmor(50) end }) TEAM_SWAT = DarkRP.createJob("SWAT Officer", { color = Color(0, 72, 255, 255), model = { "models/player/riot.mdl", "models/player/urban.mdl" }, description = [[Backup the police, lead the raids, bring justice to the dirty DarkRP streets.]], weapons = {"m9k_deagle", "weapon_cuff_police", "zwf_sniffer"}, command = "swatoff", max = 5, salary = 50, admin = 0, vote = false, hasLicense = true, candemote = true, category = "Police", ammo = { ["m9k_ammo_pistol"] = 35 }, PlayerSpawn = function(ply) ply:SetArmor(100) end }) TEAM_SWATC = DarkRP.createJob("SWAT Chief", { color = Color(0, 72, 255, 255), model = {"models/player/swat.mdl"}, description = [[Lead the raiding team of the police.]], weapons = {"m9k_deagle", "weapon_cuff_police", "zwf_sniffer"}, command = "swatchief", max = 1, salary = 70, admin = 0, vote = false, hasLicense = true, candemote = true, category = "Police", NeedToChangeFrom = TEAM_SWAT, ammo = { ["m9k_ammo_pistol"] = 35 }, PlayerSpawn = function(ply) ply:SetArmor(110) end }) TEAM_HOBO = DarkRP.createJob("Hobo", { color = Color(0, 0, 0, 255), model = {"models/player/corpse1.mdl", "models/half-dead/Gopniks/extra/playermodelonly.mdl"}, description = [[You are the lowest class. Hobo's are know to be extremely territorial. They KOS each other in the streets. Every hobo-on-hobo kill gains 100 max health. At 600 health you become the Hobo King.]], weapons = {"m9k_fists", "weapon_angryhobo"}, command = "hobo", max = 0, salary = 0, admin = 0, vote = false, hasLicense = false, candemote = false, category = "Citizens" }) TEAM_HOBOK = DarkRP.createJob("Hobo King", { color = Color(0, 0, 0, 255), model = {"models/player/charple.mdl", "models/half-dead/Gopniks/extra/playermodelonly.mdl"}, description = [[You've earned this role through countless murders(6)... but can you maintain it? Or loose it terribly?]], weapons = {"m9k_fists", "weapon_angryhoboking"}, command = "hobok", max = 1, salary = 10, admin = 0, vote = false, hasLicense = false, candemote = false, category = "Citizens", customCheck = function(ply) return table.HasValue({TEAM_HOBO}, ply:Team()) end, CustomCheckFailMsg = "You haven't met the real god.", }) TEAM_MAYOR = DarkRP.createJob("Mayor", { color = Color(0, 0, 255, 255), model = {"models/player/breen.mdl"}, description = [[Set laws in place to protect your citizens. Or protect you from you citizens. You entirely decide the presence of the government in everyday life.]], weapons = {"m9k_remington1858", "weapon_cuff_police", "zwf_sniffer"}, command = "mayor", max = 1, salary = 120, admin = 0, vote = true, hasLicense = true, candemote = true, category = "Police", mayor = true, ammo = { ["m9k_ammo_357"] = 15 } }) TEAM_GROVE = DarkRP.createJob("Grove Gangster", { color = Color(0, 255, 30, 255), model = { "models/gang_groove/gang_1.mdl", "models/gang_groove/gang_2.mdl", "models/gang_chem/gang_groove_chem.mdl", "models/gang_groove_boss/gang_groove_boss.mdl" }, description = [[You are a gang member of the Grove Gang. You are KoS with the Ballas Gang.]], weapons = {}, command = "grove_gang", max = 5, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens" }) TEAM_GROVE_BOSS = DarkRP.createJob("Grove Boss", { color = Color(0, 255, 30, 255), model = { "models/gang_groove/gang_1.mdl", "models/gang_groove/gang_2.mdl", "models/gang_chem/gang_groove_chem.mdl", "models/gang_groove_boss/gang_groove_boss.mdl" }, description = [[You are a gang boss of the Grove Gang. You are KoS with the Ballas Gang.]], weapons = {}, command = "grove_gang_boss", max = 1, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens", NeedToChangeFrom = TEAM_GROVE }) TEAM_BALLAS = DarkRP.createJob("Ballas Gangster", { color = Color(255, 0, 30, 255), model = { "models/gang_ballas/gang_ballas_1.mdl", "models/gang_ballas/gang_ballas_2.mdl", "models/gang_ballas_boss/gang_ballas_boss.mdl", "models/gang_ballas_chem/gang_ballas_chem.mdl" }, description = [[You are a gang member of the Ballas Gang. You are KoS with the Grove Gang.]], weapons = {}, command = "balla_gang", max = 5, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens" }) TEAM_BALLAS_BOSS = DarkRP.createJob("Ballas Boss", { color = Color(255, 0, 30, 255), model = { "models/gang_ballas/gang_ballas_1.mdl", "models/gang_ballas/gang_ballas_2.mdl", "models/gang_ballas_boss/gang_ballas_boss.mdl", "models/gang_ballas_chem/gang_ballas_chem.mdl" }, description = [[You are a gang boss of the Ballas Gang. You are KoS with the Grove Gang.]], weapons = {}, command = "balla_gang_boss", max = 1, salary = 15, admin = 0, vote = false, hasLicense = false, candemote = true, category = "Citizens", NeedToChangeFrom = TEAM_BALLAS }) --[[--------------------------------------------------------------------------- Define which team joining players spawn into and what team you change to if demoted ---------------------------------------------------------------------------]] GAMEMODE.DefaultTeam = TEAM_CITIZEN --[[--------------------------------------------------------------------------- Define which teams belong to civil protection Civil protection can set warrants, make people wanted and do some other police related things ---------------------------------------------------------------------------]] GAMEMODE.CivilProtection = { [TEAM_POLICE] = true, [TEAM_SWAT] = true, [TEAM_SWATC] = true, [TEAM_CHIEF] = true, [TEAM_MAYOR] = true, [TEAM_IA] = true, } --[[--------------------------------------------------------------------------- Jobs that are hitmen (enables the hitman menu) ---------------------------------------------------------------------------]] --DarkRP.addHitmanTeam(TEAM_MOB)
local Locale = Class('Locale') function Locale:initialize() self.filename = 'lang' self.langs = { en = { main_menu = { ai = 'Play with AI', player = 'Play with another player', controls = 'Controls', language = 'Change language', credits = 'Credits', quit = 'Quit', }, credits = { code = 'Code & sounds', art = 'Art', music = 'Music', }, controls = { player1 = 'Player1', cast1 = 'Spell casting', cast1value = 'WASD', attack1 = 'Attack', attack1value = 'Left ctrl or left shift', effect = 'Toggle effect: F3', fullscreen = 'Toggle fullscreen: F11', player2 = 'Player 2', cast2 = 'Spell casting', cast2value = 'Arrows', attack2 = 'Attack', attack2value = 'Right ctrl or right shift', }, dead_heat = 'Dead heat!', paused = 'Paused', win_title = 'Player %d wins!', elapsed_time_title = 'Elapsed time is %d seconds.', pause_info = 'Press space to enter to the main menu.', win_info = 'Press space to start over.', }, ru = { main_menu = { ai = 'Играть с ботом', player = 'Друг против друга', controls = 'Управление', language = 'Сменить язык', credits = 'Авторы', quit = 'Выход', }, credits = { code = 'Код и звуки', art = 'Спрайты и изображения', music = 'Музыка', }, controls = { player1 = 'Игрок 1', cast1 = 'Создание заклинания', cast1value = 'WASD', attack1 = 'Атака', attack1value = 'Левый ctrl или левый shift', effect = 'Переключить эффект: F3', fullscreen = 'Полноэкранный режим: F11', player2 = 'Игрок 2', cast2 = 'Создание заклинания', cast2value = 'Стрелки', attack2 = 'Атака', attack2value = 'Правый ctrl или правый shift', }, dead_heat = 'Ничья!', paused = 'Пауза', win_title = 'Игрок %d одержал победу!', elapsed_time_title = 'Матч длился %d с.', pause_info = 'Нажмите пробел для выхода в главное меню.', win_info = 'Нажмите пробел для нового матча.', }, } self.langs_order = {'en', 'ru'} self.current_lang = 1 if love.filesystem.exists(self.filename) then self.current_lang, _ = tonumber(love.filesystem.read(self.filename, 1), 10) end end function Locale:get(...) local lang = self.langs[self.langs_order[self.current_lang]] for _, v in ipairs({...}) do if not lang or not lang[v] then return '<???>' end lang = lang[v] end return lang end function Locale:next_language() self.current_lang = self.current_lang + 1 if self.current_lang > #self.langs_order then self.current_lang = 1 end love.filesystem.write(self.filename, self.current_lang, 1) end return Locale
local lspconfig = require("lspconfig") local custom_attach = require("polarmutex.lsp.attach") require("nlua.lsp.nvim").setup(lspconfig, { on_attach = custom_attach, root_dir = function(fname) if string.find(vim.fn.fnamemodify(fname, ":p"), "neovim/") then return vim.fn.expand("~/repos/dotfiles/neovim/") end return lspconfig_util.find_git_ancestor(fname) or lspconfig_util.path.dirname(fname) end, globals = { -- Colorbuddy "Color", "c", "Group", "g", "s", -- Custom "RELOAD", }, })
--[[ ! = Internal functins and shouldn't be used. Functions: SH Building.GetData( BuildingName ) Returns the building init-data. SH Building.CanPlayerBuild( ply, BuildingName ) Returns true if the player can build said building. SH Building.GetPlayerBuildings( ply ) Returns a list of buildings the given player made. SH Building.CanPlaceOnFloor(BuildingName, vec, yaw, bAllowWater) Returns a bool, position and angle. SH Building.CanPlaceOnFloorFast(BuildingName, vec, yaw, bAllowWater) Returns a bool. SH Building.CanPlaceCore( node ) Returns true if the core can be placed at said node. SH Building.GetCore() Returns the core building (If placed). ! SH Building.ApplyFunctions( ent ) Applies the building functions to the given building. SH Building.CanTarget( ent ) Returns true if the building can target the entity. SV Building.Create( BuildingName, ply , pos, ang ) Creats a building at the given position and angle. Debug Functions: SV Building.RespawnCore() Respawns the core at the same location. ]] local building_size = Vector(95, 95, 95) local cos,sin,rad,max = math.cos, math.sin, math.rad, math.max Building = {} local META = FindMetaTable("Entity") function META:IsBuilding() local cl = self:GetClass() return cl == "yawd_building" or cl == "yawd_building_core" or cl == "yawd_building_solid" end local cores = ents.FindByClass( "yawd_building_core" ) if #cores > 0 then GM.Building_Core = cores[1] else GM.Building_Core = NULL end local buildings = {} local building_meta = {} local default_building = {} default_building.Name = "Unknown" default_building.Health = 200 default_building.CanBuild = true default_building.BuildClass = CLASS_ANY default_building.Cost = 0 default_building.IsSolid = false default_building.BuildingSize = {-Vector(95, 95, 10), Vector(95, 95, 95)} default_building.HasFoundation = false building_meta.__index = default_building function building_meta:__tostring() return 'BuildingData ["' .. self.Name .. '"]' end -- Load buildings hook.Add("YAWDPreLoaded","YAWD_LoadBuildings",function() local files,folders = file.Find( GM.FolderName .. "/gamemode/buildings/*.lua" ,"LUA") for k,v in ipairs(files) do local fil = GM.FolderName .. "/gamemode/buildings/" .. v AddCSLuaFile(fil) local t = include(fil) if not t or type(t) ~= "table" then ErrorNoHalt("Empty building file [" .. fil .. "]") continue end if not t.Name then ErrorNoHalt("Invalid building data [" .. fil .. "]") continue end setmetatable(t, building_meta) t.max_size = Vector( math.max( -t.BuildingSize[1].x, t.BuildingSize[2].x ), math.max( -t.BuildingSize[1].y, t.BuildingSize[2].y ),math.max( -t.BuildingSize[1].z, t.BuildingSize[2].z )) buildings[t.Name] = t end end) -- Buiilding functions function Building.GetAll() return table.GetKeys(buildings) end function Building.GetData( BuildingName ) return buildings[BuildingName] end local cache = {} local function isClassAllowed( BuildingName, CLASS ) if CLASS == CLASS_ANY then return true end if not cache[BuildingName] then cache[BuildingName] = {} end if cache[BuildingName][CLASS] ~= nil then return cache[BuildingName][CLASS] end local bd = Building.GetData( BuildingName ) if not bd then return false end if bd.CanBuild ~= nil and bd.CanBuild == false then return false end if type( bd.BuildClass ) == "table" then for _,bclass in ipairs( bd.BuildClass ) do if bclass == CLASS or bclass == CLASS_ANY then cache[BuildingName][CLASS] = true return true end end elseif bd.BuildClass == CLASS_ANY or bd.BuildClass == CLASS then cache[BuildingName][CLASS] = true return true end cache[BuildingName][CLASS] = false return false end function Building.CanClassBuild(BuildingName, CLASS) return isClassAllowed(BuildingName, CLASS) end function Building.CanPlayerBuild( ply, BuildingName ) if not BuildingName then return false end local bd = Building.GetData( BuildingName ) if not bd then return false end // Check cost local cost = bd.Cost if cost < 0 then return false end if ply:GetCurrency() < cost then return false end // Check if class match return isClassAllowed( BuildingName, ply:GetPlayerClass() ) end function Building.GetPlayerBuildings( ply ) local t = {} for _,ent in ipairs( ents.FindByClass( "yawd_building*" ) ) do if not ent:IsBuilding() then continue end local ow = ent:GetBuildingOwner() if IsValid(ow) and ow == ply then table.insert(t, ent) end end return t end local max_angle = 6 local s_hull = building_size * 0.05 -- A mask that hits the map and water local custom_mask = bit.bor( CONTENTS_EMPTY, CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_WINDOW, CONTENTS_PLAYERCLIP, CONTENTS_WATER, CONTENTS_GRATE ) local function ET(vec1, vec2) return util.TraceLine( { start = vec1, endpos = vec2, mask = custom_mask } ) end local function ETHull(vec1, vec2, mins, maxs) return util.TraceHull( { start = vec1, endpos = vec2, maxs = maxs, mins = mins, mask = custom_mask } ) end local function CheckForBuilding(vec1, vec2, mins, maxs, ent) local t = util.TraceHull( { start = vec1, endpos = vec2, maxs = maxs, mins = mins, collisiongroup = COLLISION_GROUP_WEAPON, ignoreworld = true, filter = ent } ) return t.Hit and t.Entity or nil end local function pointFree( vec ) local content = util.PointContents( vec ) if bit.band( content, CONTENTS_WATER ) == CONTENTS_WATER or bit.band( content, CONTENTS_SOLID ) == CONTENTS_SOLID then return false end return true end local function AngleMerge( ang1, ang2, amount) return math.ApproachAngle(ang1, ang2, math.AngleDifference(ang1, ang2) * amount) % 360 end -- Checks to see if a building can be placed. Returns; success, position, angle. Position and angle for rendering. function Building.CanPlaceOnFloor(BuildingName, vec, yaw, bAllowWater, e_IgnoreEntity, b_StopSnap) if not yaw then yaw = 0 end local size = buildings[BuildingName].max_size -- Change the place location if there is a trap nearby local height = Vector(0,0,50 + size.z * 2) local m_size = size * 0.95 local ent = CheckForBuilding(vec + height, vec - height, -m_size, m_size, e_IgnoreEntity) if ent and IsValid(ent) then -- We found a trap. Snap to it if not ent:IsBuilding() or b_StopSnap then -- This is not a building. Can't snap. return false, vec end local offset = vec - ent:GetPos() vec = ent:GetPos() if math.abs(offset.x) >= math.abs(offset.y) then -- X if offset.x >= 0 then -- + vec.x = vec.x + ent:OBBMaxs().x + size.x else -- - vec.x = vec.x + ent:OBBMins().x - size.x end else -- Y if offset.y >= 0 then -- + vec.y = vec.y + ent:OBBMaxs().y + size.y else -- - vec.y = vec.y + ent:OBBMins().y - size.y end end -- We snapped, check if there is a building (or something else) at new location if CheckForBuilding(vec + height, vec - height, -m_size, m_size, e_IgnoreEntity) then return false, vec end end local eye = vec + Vector(0,0,50) local r = rad(yaw) local TLO = Vector( cos(r) * size.x, sin(r) * size.y, 0 ) * 0.95 local r = rad(yaw - 90) local TRO = Vector( cos(r) * size.x, sin(r) * size.y, 0 ) * 0.95 -- Check the corners (Anything solid) local TR = vec + TLO + TRO + Vector(0,0,10) local TL = vec + TLO - TRO + Vector(0,0,10) local BL = vec - TLO - TRO + Vector(0,0,10) local BR = vec - TLO + TRO + Vector(0,0,10) if not pointFree(TR) then return false, vec end if not pointFree(TL) then return false, vec end if not pointFree(BL) then return false, vec end if not pointFree(BR) then return false, vec end -- Trace the ground from corners local R_TL = ETHull(TL + Vector(0,0,40), TL - Vector(0,0,90), -s_hull, s_hull) local R_TR = ETHull(TR + Vector(0,0,40), TR - Vector(0,0,90), -s_hull, s_hull) local R_BL = ETHull(BL + Vector(0,0,40), BL - Vector(0,0,90), -s_hull, s_hull) local R_BR = ETHull(BR + Vector(0,0,40), BR - Vector(0,0,90), -s_hull, s_hull) if not R_TL.Hit or not R_TR.Hit or not R_BL.Hit or not R_BR.Hit then return false, vec end -- Lifts the detection a bit TL.z = R_TL.HitPos.z + 20 TR.z = R_TR.HitPos.z + 20 BL.z = R_BL.HitPos.z + 20 BR.z = R_BR.HitPos.z + 20 -- Check from center to corners (Solid) local t = ET(TL, TR) if t.Hit or t.StartSolid then return false, vec end local t = ET(TR, BR) if t.Hit or t.StartSolid then return false, vec end local t = ET(BR, BL) if t.Hit or t.StartSolid then return false, vec end local t = ET(BL, TL) if t.Hit or t.StartSolid then return false, vec end local t = ET(TL, BR) if t.Hit or t.StartSolid then return false, vec end local R_Center = ETHull(eye, eye - Vector(0,0,90), -s_hull, s_hull) -- Get the position local center_z = max(( R_TL.HitPos.z + R_TR.HitPos.z + R_BL.HitPos.z + R_BR.HitPos.z ) / 4, R_Center.HitPos.z) -- Calculate the yaw and pitch. local p1,p2 = (R_TL.HitPos - R_TR.HitPos ):Angle().p, (R_BL.HitPos - R_BR.HitPos ):Angle().p local Pitch = AngleMerge(p1,p2,0.5) local r1,r2 = ( R_TR.HitPos - R_BR.HitPos ):Angle().p, ( R_TL.HitPos - R_BL.HitPos ):Angle().p local Roll = AngleMerge(r1,r2,0.5) -- Calculate the angle local n_ang = Angle(0,yaw,0) n_ang:RotateAroundAxis(n_ang:Forward(), -Pitch) n_ang:RotateAroundAxis(n_ang:Right(), -Roll) local n_pos = Vector(eye.x,eye.y,center_z) if math.abs(math.AngleDifference(Pitch,0)) > max_angle then return false, n_pos, n_ang end if math.abs(math.AngleDifference(Roll,0)) > max_angle then return false, n_pos, n_ang end if not R_TR.Hit or (not bAllowWater and R_TR.MatType == MAT_SLOSH) then return false, n_pos, n_ang end if not R_TL.Hit or (not bAllowWater and R_TL.MatType == MAT_SLOSH) then return false, n_pos, n_ang end if not R_BL.Hit or (not bAllowWater and R_BL.MatType == MAT_SLOSH) then return false, n_pos, n_ang end if not R_BR.Hit or (not bAllowWater and R_BR.MatType == MAT_SLOSH) then return false, n_pos, n_ang end if not R_Center.Hit or (not bAllowWater and R_Center.MatType == MAT_SLOSH) then return false, n_pos, n_ang end return true, n_pos, n_ang end -- Checks to see if a building can be placed. However this function is faster and doesn't calculate the angle. function Building.CanPlaceOnFloorFast(BuildingName, vec, yaw, bAllowWater, e_IgnoreEntity, b_StopSnap) if not yaw then yaw = 0 end local size = buildings[BuildingName].max_size -- Change the place location if there is a trap nearby local height = Vector(0,0,50 + size.z * 2) local m_size = size * 0.95 local ent = CheckForBuilding(vec + height, vec - height, -m_size, m_size, e_IgnoreEntity) if ent and IsValid(ent) then -- We found a trap. Snap to it if not ent:IsBuilding() or b_StopSnap then -- This is not a building. Can't snap. return false, vec end local offset = vec - ent:GetPos() vec = ent:GetPos() if math.abs(offset.x) >= math.abs(offset.y) then -- X if offset.x >= 0 then -- + vec.x = vec.x + ent:OBBMaxs().x + size.x else -- - vec.x = vec.x + ent:OBBMins().x - size.x end else -- Y if offset.y >= 0 then -- + vec.y = vec.y + ent:OBBMaxs().y + size.y else -- - vec.y = vec.y + ent:OBBMins().y - size.y end end -- We snapped, check if there is a building (or something else) at new location if CheckForBuilding(vec + height, vec - height, -m_size, m_size, e_IgnoreEntity) then return false, vec end end local eye = vec + Vector(0,0,50) local r = rad(yaw) local TLO = Vector( cos(r) * size.x, sin(r) * size.y, 0 ) * 0.95 local r = rad(yaw - 90) local TRO = Vector( cos(r) * size.x, sin(r) * size.y, 0 ) * 0.95 -- Check the corners (Anything solid) local TR = vec + TLO + TRO + Vector(0,0,10) local TL = vec + TLO - TRO + Vector(0,0,10) local BL = vec - TLO - TRO + Vector(0,0,10) local BR = vec - TLO + TRO + Vector(0,0,10) if not pointFree(TR) then return false, vec end if not pointFree(TL) then return false, vec end if not pointFree(BL) then return false, vec end if not pointFree(BR) then return false, vec end -- Trace the ground from corners local R_TL = ETHull(TL + Vector(0,0,40), TL - Vector(0,0,90), -s_hull, s_hull) local R_TR = ETHull(TR + Vector(0,0,40), TR - Vector(0,0,90), -s_hull, s_hull) local R_BL = ETHull(BL + Vector(0,0,40), BL - Vector(0,0,90), -s_hull, s_hull) local R_BR = ETHull(BR + Vector(0,0,40), BR - Vector(0,0,90), -s_hull, s_hull) if not R_TL.Hit or not R_TR.Hit or not R_BL.Hit or not R_BR.Hit then return false, vec end TL.z = R_TL.HitPos.z + 20 TR.z = R_TR.HitPos.z + 20 BL.z = R_BL.HitPos.z + 20 BR.z = R_BR.HitPos.z + 20 -- Check from center to corners (Solid) local t = ET(TL, TR) if t.Hit or t.StartSolid then return false, vec end local t = ET(TR, BR) if t.Hit or t.StartSolid then return false, vec end local t = ET(BR, BL) if t.Hit or t.StartSolid then return false, vec end local t = ET(BL, TL) if t.Hit or t.StartSolid then return false, vec end local t = ET(TL, BR) if t.Hit or t.StartSolid then return false, vec end local R_Center = ETHull(eye, eye - Vector(0,0,90), -s_hull, s_hull) -- Get the position local center_z = max(( R_TL.HitPos.z + R_TR.HitPos.z + R_BL.HitPos.z + R_BR.HitPos.z ) / 4, R_Center.HitPos.z) -- Calculate the yaw and pitch. local p1,p2 = (R_TL.HitPos - R_TR.HitPos ):Angle().p, (R_BL.HitPos - R_BR.HitPos ):Angle().p local Pitch = AngleMerge(p1,p2,0.5) local r1,r2 = ( R_TR.HitPos - R_BR.HitPos ):Angle().p, ( R_TL.HitPos - R_BL.HitPos ):Angle().p local Roll = AngleMerge(r1,r2,0.5) if math.abs(math.AngleDifference(Pitch,0)) > max_angle then return false end if math.abs(math.AngleDifference(Roll,0)) > max_angle then return false end return true end -- Returns the buildingsize. (This is not the traparea) function Building.GetSize( BuildingName ) local bd = Building.GetData( BuildingName ) if not bd or not bd.BuildingSize then return -Vector(95, 95, 1.7), Vector(95, 95, 95) end return bd.BuildingSize end local n_c = {} -- Returns a table of position and angle, if node is valid for the objective. function Building.CanPlaceCore( node ) -- Check to see if the node is valid or cached if not node then return false end if n_c[node] ~= nil then return n_c[node] end if not node:IsMapNode() then return false end if #node:GetConnectedNodes(nil, nil, NODE_TYPE_GROUND) < 3 then -- Check to see if there are more than 3 nodes connected to this. n_c[node] = false return false end if not Building.CanPlaceOnFloorFast("Core", node:GetPos(), 0, false) then n_c[node] = false return false end local _,vec,ang = Building.CanPlaceOnFloor("Core", node:GetPos(), 0, false) n_c[node] = {vec,ang} return n_c[node] end -- A debug function to respawn the core. function Building.RespawnCore() local e = Building.GetCore() local n = Building.Create( "Core", nil, e:GetPos(), e:GetAngles() ) SafeRemoveEntity(e) end -- Returns the core function Building.GetCore() return gmod.GetGamemode().Building_Core end -- Applies the functions function Building.ApplyFunctions( ent ) local BuildingName = ent:GetBuildingName() if not BuildingName then return end local bd = Building.GetData( BuildingName ) if not bd then return end ent.builddata = bd for k,v in pairs( bd ) do if k == "Init" and type(v) == "function" then v(ent) elseif k == "Health" and SERVER then ent:SetMaxHealth( v ) ent:SetHealth( v ) elseif k == "TrapArea" and CLIENT then ent:SetRenderBounds( v[1], v[2] ) ent[k] = v elseif k == "Draw" then ent.b_Draw = v elseif k == "OnRemove" then ent.b_OnRemove = v elseif not (k == "Think" and ent:GetClass() == "yawd_building_ghost") then ent[k] = v end end end -- Checks to see if the entity is an enemy function Building.CanTarget( ent ) if ent:Health() <= 0 then return false end if ent:IsNPC() or ent:IsNextBot() or ent:GetClass() == "yawd_npc_base" then return true end return false end if SERVER then -- Used to apply force on targets function Building.ApplyTrapForce(target, vec) if type(target) == "Player" then target:SetVelocity(target:GetVelocity() + Vector(vec.x / 2, vec.y / 2, vec.z)) else if target.GetRagdolled and target:GetRagdolled() then return end if target.Fling and not target.m_CantBePushed then target:Fling( vec ) else local phys = target:GetPhysicsObject() if IsValid(phys) then phys:Wake() target:SetVelocity(target:GetVelocity() + Vector(vec.x * 2, vec.y * 2, vec.z) ) end end end end -- Creats a building. function Building.Create( BuildingName, owner, pos, ang ) local bd = Building.GetData( BuildingName ) if not bd then ErrorNoHalt("Unknown building [" .. BuildingName .. "]") return end local c = "yawd_building" if BuildingName == "Core" then c = "yawd_building_core" elseif bd.IsSolid then c = "yawd_building_solid" end local e = ents.Create(c) e:SetBuildingName( BuildingName ) e:SetPos( pos ) e:SetAngles( ang or Angle(0,0,0)) e.building_data = bd e:SetBuildingOwner( owner ) Building.ApplyFunctions( e ) e:Spawn() return e end -- Checks current buildings and disables those that aren't allowed. hook.Add("YAWDPlayerSwitchedClass", "Buildings.Disable", function(ply, class) for _,ent in ipairs( Building.GetPlayerBuildings( ply ) ) do local allowed = isClassAllowed( ent:GetBuildingName() , ply:GetPlayerClass() ) if ent:GetDisabled() and allowed then ent:SetDisabled(false) elseif not ent:GetDisabled() and not allowed then ent:SetDisabled(true) end end end) else -- Easy StencilCut -- Starts the stencil. Anything rendered will determined the area that gets rendered. function Building.StencilMask() render.ClearStencil(); render.SetStencilEnable( true ); render.SetStencilCompareFunction( STENCIL_ALWAYS ); render.SetStencilPassOperation( STENCIL_REPLACE ); render.SetStencilFailOperation( STENCIL_KEEP ); render.SetStencilZFailOperation( STENCIL_KEEP ); render.SetStencilWriteMask( 1 ); render.SetStencilTestMask( 1 ); render.SetStencilReferenceValue( 1 ); end -- Anything rendered after this, will be cut to match the mask. function Building.StencilRender() render.SetStencilCompareFunction( STENCIL_EQUAL ); render.ClearBuffersObeyStencil( 0,0,0,0, true ); end -- Ends the stencil. function Building.StencilEnd() render.SetStencilEnable( false ) end end -- Reload support for _,ent in ipairs(ents.FindByClass("yawd_building*")) do if not ent:IsBuilding() then continue end Building.ApplyFunctions( ent ) end
function onCreate() setProperty('gfGroup.visible', false); end
-- local dbg = require("debugger") -- dbg.auto_where = 2 local api = require'nvimapi' local cvcomplete = require'cvcomplete/cvcompleter' local function complete() local sel = api.get_selected_part() local completion = cvcomplete(sel.selection, api.option('ft')) api.set_selected_part(completion, sel) end return { complete = complete, }
local is_present_better_escape, better_escape = pcall(require, "better_escape") if not is_present_better_escape then return end better_escape.setup({})
local colours = { {"black", "Black"}, {"cyan", "Cyan"}, {"brown", "Brown"}, {"dark_blue", "Dark Blue"}, {"dark_green", "Dark Green"}, {"dark_grey", "Dark Grey"}, {"dark_pink", "Dark Pink"}, {"green", "Green"}, {"grey", "Grey"}, {"orange", "Orange"}, {"pink", "Pink"}, {"purple", "Purple"}, {"red", "Red"}, {"white", "White"}, {"yellow", "Yellow"} } for _, row in ipairs(colours) do local name = row[1] local description = row[2] minetest.register_node("colouredstonebricks:"..name, { description = description.." Stone Brick", tiles = {"colouredstonebricks_"..name..".png"}, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_craft({ type = "shapeless", output = 'colouredstonebricks:'..name, recipe = { 'dye:'..name, 'default:stonebrick', } }) -- Support for stairsplus mod if minetest.get_modpath("moreblocks") then stairsplus:register_all("colouredstonebricks", name, "colouredstonebricks:"..name, { description = description.." Stone Brick", tiles = {"colouredstonebricks_"..name..".png"}, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), sunlight_propagates = true, }) end end -- We don't have blue, violet or magenta coloured stone bricks (yet) --minetest.register_alias("dye:dark_blue","dye:blue") --minetest.register_alias("dye:dark_pink","dye:magenta") --minetest.register_alias("dye:purple","dye:violet")
local node = AST.node SPAWNS = {} SPAWNS.F = { Stmts__POS = function (me) return SPAWNS.F.__stmts_flatten(me), true end, __stmts_flatten = function (stmts, new) local new = new or node('Stmts', stmts.ln) for _, sub in ipairs(stmts) do if AST.is_node(sub) and sub.tag=='Stmts' then SPAWNS.F.__stmts_flatten(sub, new) else AST.set(new, #new+1, sub) end end return new end, } AST.visit(SPAWNS.F) SPAWNS.G = { _SPAWN = function (par, I, spawn) -- all statements after myself local par_stmts = AST.asr(par, 'Stmts') local cnt_stmts = { unpack(par_stmts, I+1) } for i=I, #par_stmts do par_stmts[i] = nil end return node('Par_Or', spawn.ln, node('Stmts', spawn.ln, spawn, node('Await_Forever', spawn.ln)), node('Stmts', spawn.ln, unpack(cnt_stmts))) end, _Spawn_Block__PRE = function (me) me.tag = 'Stmts' return SPAWNS.G._SPAWN(me.__par, me.__i, me) end, _Abs_Spawn_Single__PRE = function (me) me.tag = 'Abs_Await' me.__adjs_is_spawn = true return SPAWNS.G._SPAWN(me.__par, me.__i, me) end, _Finalize_X__PRE = function (me) me.tag = 'Finalize' return SPAWNS.G._SPAWN(me.__par, me.__i, me) end, Evt__PRE = 'Var__PRE', Var__PRE = function (me) if me.__spawns_ok then return else me.__spawns_ok = true end local alias, tp, id = unpack(me) if alias == '&?' and (me.tag=='Evt' or tp[1].tag~='ID_nat' or tp[2]~=nil) then -- TODO: TYPES.is_nat if not AST.par(me,'Code_Pars') then return SPAWNS.G._SPAWN(me.__par, me.__i, node('Stmts', me.ln, me, node('Await_Alias', me.ln, me.n))) end end end, Pool__PRE = function (me) if me.__spawns_ok then return else me.__spawns_ok = true end local alias = unpack(me) if not alias then return SPAWNS.G._SPAWN(me.__par, me.__i, me) end end, } AST.visit(SPAWNS.G)
local _stringformat = string.format local _tonumber = tonumber local _type = type --VALIDATION if(not KEYS[1]) then return redis.error_reply('NO SESSION KEY') end if(not KEYS[2]) then return redis.error_reply('NO ROOM NAME KEY') end if(not KEYS[3]) then return redis.error_reply('NO NODE TIME KEY') end if(not cjson.decode(ARGV[1])) then return redis.error_reply('NO SUB DATA') end --======================================================================== -- UTILITY Functions --======================================================================== local createHexastore = function(key, subject,predicate,object) return redis.call('zadd', key, 0,_stringformat("spo||%s||%s||%s",subject,predicate,object), 0,_stringformat("sop||%s||%s||%s",subject,object,predicate), 0,_stringformat("osp||%s||%s||%s",object,subject,predicate), 0,_stringformat("ops||%s||%s||%s",object,predicate,subject), 0,_stringformat("pos||%s||%s||%s",predicate,object,subject), 0,_stringformat("pso||%s||%s||%s",predicate,subject,object)) end --removes the hex reservation local removeHexReserve = function(sessionId,clientRoomName) return redis.call('zrem', 'hex|sessions:rooms', _stringformat("sop||%s||%s||%s", sessionId, clientRoomName, 'is-reserve-of'), _stringformat("spo||%s||%s||%s", sessionId, 'is-reserve-of', clientRoomName), _stringformat("ops||%s||%s||%s", clientRoomName, 'is-reserve-of', sessionId), _stringformat("osp||%s||%s||%s", clientRoomName, sessionId, 'is-reserve-of'), _stringformat("pso||%s||%s||%s", 'is-reserve-of', sessionId, clientRoomName), _stringformat("pos||%s||%s||%s", 'is-reserve-of', clientRoomName, sessionId)) end --removes the hex reservation local checkHexSubscriber = function(subject,object) local result = redis.call('zscore', 'hex|sessions:rooms', 'sop||'..subject..'||is-sub-of||'..object) return result and result == 0 end local retrieveSeatFromHexResult = function(result, strRemoval) if(_type(result) ~= 'table' or _type(strRemoval) ~= 'string') then return false end if(#result <= 0 or not result[1]) then return false end if(_type(result[1]) ~= 'string') then return false end return _tonumber(result[1]:sub(#strRemoval+1)) --+1 because sub starts @ 0 end local function isValidRoomType(type) return type and (type == 'realtime' or type == 'turnbased' or type == 'system' or type == 'standard') --todo: add different types here or reference table end --======================================================================== -- CORE Functions --======================================================================== local sessionId = KEYS[1] local clientRoomName = KEYS[2] local nodeTime = _tonumber(KEYS[3]) local subParams = cjson.decode(ARGV[1]) local strAppendResponse = cjson.decode(ARGV[2]) local rk = { countsRooms = "counts|rooms", tickRooms = "tick|rooms", tickSessions = "tick|sessions", session = "sessions|"..KEYS[1], sessionSubs = "sessions|"..KEYS[1].."|rooms", sessionHistory = "sessions|"..KEYS[1].."|history", roomName = "rooms|"..KEYS[2], roomInfo = "rooms|"..KEYS[2].."|info", roomHistory = "rooms|"..KEYS[2].."|history", roomMessages = "rooms|"..KEYS[2].."|messages", roomBots = "rooms|"..KEYS[2].."|bots", roomReserves = "rooms|"..KEYS[2].."|reserves", } local roomExists, userId, roomType, roomSubscribeType, isClientBot local isGameRoom,isTurnBased,seatKey, seat, searchTerm, hexastore, isSystem, reservesOnly userId = strAppendResponse and strAppendResponse.userId or redis.call('hget', rk.session, 'userId') --check if room exists roomExists = redis.call('exists', rk.roomInfo) == 1 and redis.call('hexists',rk.roomInfo, 'destroying') == 0 if(not roomExists) then return redis.error_reply('ROOM NO EXIST - '..clientRoomName) end --check if room is locked if(not redis.call('exists', rk.roomName..':locked') == 0) then return redis.error_reply('ROOM LOCKED - '..clientRoomName) end --check roomType roomType = redis.call('hget', rk.roomInfo, 'roomType') if(not isValidRoomType(roomType)) then return redis.error_reply('INVALID ROOM TYPE - '..clientRoomName) end --check if user is already subbed if(checkHexSubscriber(sessionId, clientRoomName)) then return redis.status_reply('SUBSCRIBE EXISTS') end isGameRoom = redis.call('hexists', rk.roomInfo, 'isGameRoom') == 1 isTurnBased = redis.call('hexists', rk.roomInfo, 'isTurnBased') == 1 isSystem = redis.call('hexists', rk.roomInfo, 'isSystem') == 1 --todo: add check on subParams to return a hash searchTerm = "open:seat:" --check if reservations are required roomSubscribeType = redis.call('hget', rk.roomInfo, 'roomSubscribeType') reservesOnly = roomSubscribeType and roomSubscribeType == 'reserves' if(reservesOnly) then searchTerm = "reserved:seat:" end hexastore = redis.call('zrangebylex', rk.roomName, '['..searchTerm, '['..searchTerm..'\xff', 'LIMIT', 0, 1) seat = retrieveSeatFromHexResult(hexastore, searchTerm) if(not seat) then return redis.error_reply('NO SEAT NUMBER - '..clientRoomName) end redis.call('zrem', rk.roomName, "open:seat:"..seat, "reserved:seat:"..seat) redis.call('zadd', rk.roomName,0, "taken:seat:"..seat..":"..sessionId, 0, "taken:session:"..sessionId..":"..seat) redis.call('zadd', rk.sessionSubs,nodeTime,clientRoomName) --check if we need to remove/replace reservation with them if(reservesOnly) then --remove reservation from base table redis.call('zrem', rk.roomReserves, sessionId) --remove reservation from hexastore and error if does not exist if(not removeHexReserve(sessionId, clientRoomName)) then return redis.error_reply('NO RESERVATION - '..sessionId) end end --add hex of user is subbed if(not createHexastore('hex|sessions:rooms', sessionId, 'is-sub-of', clientRoomName)) then return redis.error_reply('INVALID HEX RESPONSE') end --update tickers for room and session redis.call('zadd',rk.tickRooms,'XX',nodeTime,clientRoomName) redis.call('zadd',rk.tickSessions,'XX',nodeTime,sessionId) redis.call('hset',rk.roomInfo,'updated',nodeTime) redis.call('hincrby', rk.roomInfo, "subscribers", 1) if(isGameRoom) then --additionally add hexastore value of has-gameroom-of if(not createHexastore('hex|sessions:rooms', sessionId, 'has-gameroom-of', clientRoomName)) then return redis.error_reply('INVALID HEX GAME ROOM SUB RESPONSE') end end isClientBot = redis.call('hexists', rk.session, 'bot') == 1 if(isClientBot) then --update counts for bot field/key redis.call('sadd', rk.roomBots, sessionId) redis.call('hincrby', rk.roomInfo, "bots", 1) end --send a message to existing sessions local publishSubscribe = function() local response = strAppendResponse or {} local dataToSend = { sessionIds = nil, messageId = -1, message = { phase = "subscribed", room = clientRoomName, response = response } } local sessionIds, searchTerm, subscribers, numSubscribers --overwrite or set to default some the message.response (to prevent meddling) response.room = clientRoomName response.sessionId = sessionId response.roomType = redis.call('hget', rk.roomInfo, 'roomType') response.isGameRoom = isGameRoom or nil response.isTurnBased = isTurnBased or nil response.isSystem = isSystem or nil response.userId = userId response.bot = isClientBot or nil response.roomSubscribeType = redis.call('hget', rk.roomInfo, 'roomSubscribeType') --set dataToSend.sessionIds if(roomExists) then --for subscribe, we always want to be sure room is still here sessionIds = {} searchTerm = '[pos||is-sub-of||'..clientRoomName..'||' subscribers = redis.call('zrangebylex', 'hex|sessions:rooms', searchTerm, searchTerm..'\xff') --store count of subs numSubscribers = #subscribers for x=1, numSubscribers do sessionIds[x] = subscribers[x]:sub(#searchTerm) end --set sessionIds to list of ids in the room dataToSend.sessionIds = sessionIds --increment message id local nextId = redis.call('hincrby', rk.roomInfo, "nextMessageId", 1) --add message id to ensure ordered messages by the time it reaches node dataToSend.messageId = nextId --send user connecting to room message list to be processed by room queue redis.call('zadd', rk.roomMessages, nextId, cjson.encode(dataToSend.message)) --add user to the history, but set it to retrieve messages after their connecting message redis.call('zadd', rk.roomHistory, nextId, sessionId) --encode message and sessionId(s) for redis local encoded = cjson.encode(dataToSend) --https://redis.io/commands/eval#available-libraries redis.call('publish', rk.roomName, encoded) --return the sub message to retry if failure return redis.status_reply('SUBSCRIBE OK') end return redis.error_reply('NO SUBSCRIBERS - '..clientRoomName) end return publishSubscribe()
local test = {} local Class = require('charon.oop.Class') local Departament = Class.new("Departament", "ActiveRecord") local Employee = Class.new("Employee", "ActiveRecord") Employee.belongsTo { name = 'departament', record = 'Departament', foreignKey = 'departament_id' } test.beforeAll = function() ActiveRecord.reset() ActiveRecord.config = "config/active_record_sqlite.json" local sql = [[ CREATE TABLE IF NOT EXISTS employee ( id INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, name VARCHAR(250), observation TEXT, departament_id INTEGER, total REAL, created_at TEXT, updated_at TEXT )]] Employee.adapter():execute(sql) local sql = [[ CREATE TABLE IF NOT EXISTS departament ( id INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, description VARCHAR(250), created_at TEXT, updated_at TEXT )]] Departament.adapter():execute(sql) end test.before = function() ActiveRecord.begin() end test.after = function() ActiveRecord.rollback() end test.afterAll = function() ActiveRecord.config = nil end test.should_return_departament_instance = function() local departament = Departament.new{ description = 'Directory' } departament:save() local employee = Employee.new{ name = "John", departament_id = departament.id } employee:save() assert( employee:departament() == departament ) end test.should_return_departament_description = function() local departament = Departament.new{ description = 'Directory' } departament:save() local employee = Employee.new{ name = "John", departament_id = departament.id } employee:save() assert( employee:departament().description == 'Directory', employee:departament().description ) end test.should_return_nil_if_departament_id_is_nil = function() local employee = Employee.new{ name = "John", departament_id = nil } employee:save() assert( employee:departament() == nil ) end return test
local MessageType = require("messagetype") local Message = require("message") local utils = require("utils") local config = require("syncdconfig") local filesystem = require("filesystem") local handlers = { [MessageType.HELLO_OK] = function(msg, state) log("Connected to %s (protocol version %s)", msg.serverName, msg.protocolVersion) log("Asking for available subscriptions") return Message(MessageType.GET_SUBSCRIPTIONS) end, [MessageType.HELLO_ERROR] = function(msg, state) log("Error connecting to the server: %s", msg.reason) end, [MessageType.SEND_SUBSCRIPTIONS] = function(msg, state) log("Got subscription list from the server:") state.requestedSubs = {} for _, entry in ipairs(msg.paths) do log("%s, isDir: %s", entry.path, tostring(entry.isDir)) state.requestedSubs[#state.requestedSubs+1] = entry.path end log("Subscribing to all paths") return Message(MessageType.SUBSCRIBE, #state.requestedSubs, state.requestedSubs) end, [MessageType.SUBSCRIBE_RESPONSE] = function(msg, state) if not state.subs then state.subs = {} end for _, entry in ipairs(msg.paths) do state.subs[#state.subs+1] = entry end log("Failed to subscribe to paths:") for _, failed in ipairs(msg.pathsFail) do log("%s", failed.path) end local getAll = {} for i, entry in ipairs(state.subs) do if entry.isDir == 0 then getAll[#getAll+1] = Message(MessageType.GET_FILE, entry.path) else filesystem.makeDirectory(filesystem.concat(config.localDir, entry.path)) end end return getAll -- local toCompare = {} -- if #state.subs > 0 then -- for _, path in ipairs(state.subs) do -- local serverPath = filesystem.canonical(path) -- local localPath = filesystem.canonical(config.localDir) -- -- translate server path to local path -- local serverSegments = filesystem.segments(serverPath) -- local localSegments = filesystem.segments(localPath) -- local fullLocalPath = filesystem.concat(localPath, serverPath) -- if not filesystem.isDirectory(fullLocalPath) then -- -- if path doesn't exist size is 0 -- toCompare[#toCompare+1] = {path = serverPath, size = filesystem.size(fullLocalPath)} -- else -- -- if dir then create -- end -- end -- end -- return Message(MessageType.COMPARE_FILES, #toCompare, toCompare) end, [MessageType.SEND_HASHES] = function(msg, state) end, [MessageType.SEND_FILE] = function(msg, state) local targetPath = filesystem.concat(config.localDir, msg.path) log("Got requested file %s, saving as %s", msg.path, targetPath) filesystem.makeDirectory(filesystem.path(targetPath)) local file = io.open(targetPath, "w") file:write(msg.contents) file:close() end, [MessageType.SEND_FILE_ERROR] = function(msg, state) log("Error requesting file %s, server responded with: %s", msg.path, msg.reason) end, [MessageType.NOTIFY_CHANGE] = function(msg, state) log("%s modified", msg.path) if msg.isDir == 0 then return Message(MessageType.GET_FILE, msg.path) end end, [MessageType.NOTIFY_DELETE] = function(msg, state) log("%s deleted", msg.path) filesystem.remove(filesystem.concat(config.localDir, msg.path)) end, [MessageType.NOTIFY_CREATE] = function(msg, state) log("%s created", msg.path) local targetPath = filesystem.concat(config.localDir, msg.path) if msg.isDir == 0 then io.open(targetPath, "w"):close() elseif msg.isDir == 1 then filesystem.makeDirectory(targetPath) log("Subscribing to new folder: %s", msg.path) return Message(MessageType.SUBSCRIBE, 1, {msg.path}) end end, [MessageType.NOTIFY_MOVE] = function(msg, state) log("%s moved to %s", msg.srcPath, msg.dstPath) filesystem.rename(filesystem.concat(config.localDir, msg.srcPath), filesystem.concat(config.localDir, msg.dstPath)) filesystem.remove(filesystem.concat(config.localDir, msg.srcPath)) end, } local function messageHandler(data, state) local message = Message(data) local response = handlers[message.type](message, state) if response then if utils.isInstance(response, Message) then return {response:toBytes()} elseif type(response) == "table" then for i = 1, #response do response[i] = response[i]:toBytes() end return response end end end return messageHandler
earths_spite = { cast = function(player, target) local duration = 425000 local magicCost = 500 if (not player:canCast(1, 1, 0)) then return end if (player.magic < magicCost) then player:sendMinitext("Not enough mana.") return end if (target.state == 1) then player:sendMinitext("That is no longer useful.") return end if (target.blType == BL_PC and not player:canPK(target)) or target.blType == BL_NPC then player:sendMinitext("You cannot attack that target.") return end if target:checkIfCast(curses) or target.cursed == 1 then player:sendMinitext("Another spell of this type is in effect.") return end if target:checkIfCast(protections) then player:sendMinitext("The target is already protected.") return end if target:hasDuration("snare_trap") then target:setDuration("snare_trap", 0) end player:sendAction(6, 20) player.magic = player.magic - magicCost player:sendStatus() player:playSound(702) player:sendMinitext("You cast Earths spite.") target:setDuration("earths_spite", duration) target:sendAnimation(1, 0) if (target.blType == BL_MOB) then target.armor = target.armor + 45 target.cursed = 1 elseif (target.blType == BL_PC and player:canPK(target)) then target:sendMinitext(player.name .. " casts Earths spite on you.") target:calcStat() end end, while_cast = function(block) if (block.blType == BL_MOB and block.charState ~= 2) then block:sendAnimation(34, 0) elseif (block.blType == BL_PC and block.state ~= 2) then block:sendAnimation(34, 0) end end, recast = function(target) target.armor = target.armor + 45 target.cursed = 1 target:sendStatus() end, uncast = function(target) target.armor = target.armor - 45 target.cursed = 0 target:sendStatus() end, requirements = function(player) local level = 99 local items = {"il_san_surge", "star_staff", "scribes_book", 0} local itemAmounts = {1, 2, 2, 40000} local description = "Weaken your opponent for a short time" return level, items, itemAmounts, description end }
zombie = class("zombie") zombies = {} local zombieQuadSheet = love.graphics.newImage("assets/gfx/zombies/zombiesheet1.png") local zombieQuadSheetWidth = zombieQuadSheet:getWidth() local zombieQuadSheetHeight = zombieQuadSheet:getHeight() local zombieQuads = { love.graphics.newQuad(0, 0, 17, 22, zombieQuadSheetWidth, zombieQuadSheetHeight), love.graphics.newQuad(17, 0, 17, 22, zombieQuadSheetWidth, zombieQuadSheetHeight), love.graphics.newQuad(17*2, 0, 17, 22, zombieQuadSheetWidth, zombieQuadSheetHeight), love.graphics.newQuad(17*3, 0, 17, 22, zombieQuadSheetWidth, zombieQuadSheetHeight), love.graphics.newQuad(17*4, 0, 17, 22, zombieQuadSheetWidth, zombieQuadSheetHeight), } local zombieSpawnerTimer = 0 zombieInterval = 5 local shadowImage = love.graphics.newImage("assets/gfx/misc/shadow.png") function zombie:initialize() self.x = math.random(10, pitch.width-1) self.y = math.random(200, 400) self.lastX = self.x self.lastY = self.y self.width = 17 self.height = 22 self.state = "spawning" self.spawnTimer = 0 self.canDie = false self.health = 3 self.speed = 30 self.type = "zombie" self.sheet = love.graphics.newImage("assets/gfx/zombies/zombiespawn1.png") self.grid = anim8.newGrid(17, 22, self.sheet:getWidth(), self.sheet:getHeight()) self.spawningAnimation = anim8.newAnimation(self.grid("1-7", 1), 0.3) self.direction = 1 self.currentQuad = 1 self.up = false self.left = false self.down = false self.right = false self.closest = {4, 100000} self.id = #zombies+1 table.insert(zombies, self) collisionWorld:add(self, self.x, self.y, self.width, self.height) end function zombie:update(dt) if self.state == "spawning" then self:handleSpawning(dt) else self:movementAI(dt) decideDirection(zombies[self.id]) self:collide(dt) collisionWorld:update(self, self.x, self.y) if self.health <= 0 then zombies[self.id] = nil collisionWorld:remove(self) end end end function zombie:draw() if self.state == "spawning" then self.spawningAnimation:draw(self.sheet, self.x, self.y) else local offset = 2 -- This could be better. Don't have time to improve if self.currentQuad == 1 or self.currentQuad == 2 then offset = 3 end love.graphics.draw(shadowImage, self.x+offset, self.y + 15) love.graphics.draw(zombieQuadSheet, zombieQuads[self.currentQuad], self.x, self.y) end end function zombie:handleSpawning(dt) self.spawningAnimation:update(dt) self.spawnTimer = self.spawnTimer + dt if self.spawnTimer >= 7*0.3 then self.state = "roaming" end end function zombie:movementAI(dt) self.lastx = self.x self.lastY = self.y self:findClosestPlayer() --Go towards closest player if players[self.closest[1]] then if self.x < players[self.closest[1]].x then self.x = self.x + self.speed*dt if self.x > players[self.closest[1]].x then self.x = players[self.closest[1]].x end elseif self.x > players[self.closest[1]].x then self.x = self.x - self.speed*dt if self.x < players[self.closest[1]].x then self.x = players[self.closest[1]].x end end if self.y < players[self.closest[1]].y then self.y = self.y + self.speed*dt if self.y > players[self.closest[1]].y then self.y = players[self.closest[1]].y end elseif self.y > players[self.closest[1]].y then self.y = self.y - self.speed*dt if self.y < players[self.closest[1]].y then self.y = players[self.closest[1]].y end end end end function zombie:collide(dt) local actualX, actualY, cols, len = collisionWorld:check(self, self.x, self.y) if #cols > 0 then for i,v in pairs(cols) do if v.other.type == "bullet" then self.health = self.health - 1 --Destory bullet bullets[v.other.id] = nil collisionWorld:remove(v.other) end end end end function zombie:findClosestPlayer() for i, v in pairs(players) do local distanceX = 0 local distanceY = 0 if v.x > self.x then distanceX = v.x - self.x else distanceX = self.x - v.x end if v.y > self.y then distanceY = v.y - self.y else distanceY = self.y - v.y end --How far away the player is from the zombie local distance = distanceX + distanceY if distance < self.closest[2] then self.closest = {v.id, distance} end end end function updateZombies(dt) for i,v in pairs(zombies) do v:update(dt) end zombieSpawnerTimer = zombieSpawnerTimer + dt if zombieSpawnerTimer >= zombieInterval then zombie:new() zombieSpawnerTimer = 0 end end function drawZombies() for i,v in pairs(zombies) do v:draw() end end function removeAllZombies() for i,v in pairs(zombies) do collisionWorld:remove(v) end zombies = {} zombieSpawnerTimer = 0 end
--action event pack --H_Kotori_02 return { ["Attack1"] = { [1] = { type = "UserState", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true, content = "KotoriFocus" }, [2] = { type = "AttackWindow", time = Fixed64(65011712) --[[62]], realTime = Fixed64(1603622) --[[1.529333]], toggle = true, isClear = true }, [3] = { type = "UserState", time = Fixed64(104857600) --[[100]], realTime = Fixed64(2586487) --[[2.466667]], toggle = false, content = "KotoriFocus" } }, ["Attack2"] = { [1] = { type = "Forward", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], filePath = "H_Kotori/curve_Attack2" }, [2] = { type = "RushWindow", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [3] = { type = "Attack", time = Fixed64(15728640) --[[15]], realTime = Fixed64(235930) --[[0.225]], filePath = "H_Kotori/attack_Attack2", damageRatio = Fixed64(314573) --[[0.3]] }, [4] = { type = "Effect", time = Fixed64(15728640) --[[15]], realTime = Fixed64(235930) --[[0.225]], filePath = "Effect/H_Kotori_01/H_Kotori_01_attact002", boneNogType = "None", isGlobalSpace = false, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [5] = { type = "CameraEffect", time = Fixed64(15728640) --[[15]], realTime = Fixed64(235930) --[[0.225]], cameraEffectId = Fixed64(0) --[[0]] }, [6] = { type = "Attack", time = Fixed64(23068672) --[[22]], realTime = Fixed64(346031) --[[0.33]], filePath = "H_Kotori/attack_Attack2", damageRatio = Fixed64(349176) --[[0.333]] }, [7] = { type = "Attack", time = Fixed64(27262976) --[[26]], realTime = Fixed64(408945) --[[0.39]], filePath = "H_Kotori/attack_Attack2", damageRatio = Fixed64(384828) --[[0.367]] }, [8] = { type = "AttackWindow", time = Fixed64(31457280) --[[30]], realTime = Fixed64(471860) --[[0.45]], toggle = true, isClear = false }, [9] = { type = "RunWindow", time = Fixed64(73400320) --[[70]], realTime = Fixed64(1101005) --[[1.05]], toggle = true } }, ["Attack3"] = { [1] = { type = "RushWindow", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [2] = { type = "Forward", time = Fixed64(15518925) --[[14.8]], realTime = Fixed64(310379) --[[0.296]], filePath = "H_Kotori/curve_Attack3" }, [3] = { type = "Attack", time = Fixed64(19922944) --[[19]], realTime = Fixed64(398458) --[[0.38]], filePath = "H_Kotori/attack_Attack3", damageRatio = Fixed64(314573) --[[0.3]] }, [4] = { type = "CameraEffect", time = Fixed64(19922944) --[[19]], realTime = Fixed64(398458) --[[0.38]], cameraEffectId = Fixed64(0) --[[0]] }, [5] = { type = "Effect", time = Fixed64(19922944) --[[19]], realTime = Fixed64(398458) --[[0.38]], filePath = "Effect/H_Kotori_01/H_Kotori_01_attact003_02", boneNogType = "None", isGlobalSpace = false, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [6] = { type = "Attack", time = Fixed64(34603008) --[[33]], realTime = Fixed64(692061) --[[0.66]], filePath = "H_Kotori/attack_Attack3", damageRatio = Fixed64(262144) --[[0.25]] }, [7] = { type = "Attack", time = Fixed64(36175872) --[[34.5]], realTime = Fixed64(723517) --[[0.69]], filePath = "H_Kotori/attack_Attack3", damageRatio = Fixed64(262144) --[[0.25]] }, [8] = { type = "CameraEffect", time = Fixed64(36175872) --[[34.5]], realTime = Fixed64(723517) --[[0.69]], cameraEffectId = Fixed64(0) --[[0]] }, [9] = { type = "Attack", time = Fixed64(38273024) --[[36.5]], realTime = Fixed64(765461) --[[0.73]], filePath = "H_Kotori/attack_Attack3", damageRatio = Fixed64(209716) --[[0.2]] }, [10] = { type = "AttackWindow", time = Fixed64(52428800) --[[50]], realTime = Fixed64(1048576) --[[1]], toggle = true, isClear = false }, [11] = { type = "RunWindow", time = Fixed64(73400320) --[[70]], realTime = Fixed64(1468006) --[[1.4]], toggle = true } }, ["Attack4"] = { [1] = { type = "RushWindow", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [2] = { type = "Forward", time = Fixed64(7130317) --[[6.8]], realTime = Fixed64(147360) --[[0.1405333]], filePath = "H_Kotori/curve_Attack4" }, [3] = { type = "Attack", time = Fixed64(15728640) --[[15]], realTime = Fixed64(325059) --[[0.31]], filePath = "H_Kotori/attack_Attack4", damageRatio = Fixed64(314573) --[[0.3]] }, [4] = { type = "Effect", time = Fixed64(15728640) --[[15]], realTime = Fixed64(325059) --[[0.31]], filePath = "Effect/H_Kotori_01/H_Kotori_01_attact004", boneNogType = "None", isGlobalSpace = false, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [5] = { type = "Attack", time = Fixed64(24117248) --[[23]], realTime = Fixed64(498423) --[[0.4753334]], filePath = "H_Kotori/attack_Attack4", damageRatio = Fixed64(349176) --[[0.333]] }, [6] = { type = "CameraEffect", time = Fixed64(38797312) --[[37]], realTime = Fixed64(801811) --[[0.7646667]], cameraEffectId = Fixed64(0) --[[0]] }, [7] = { type = "Attack", time = Fixed64(38797312) --[[37]], realTime = Fixed64(801811) --[[0.7646667]], filePath = "H_Kotori/attack_Attack4_1", damageRatio = Fixed64(384828) --[[0.367]] }, [8] = { type = "Effect", time = Fixed64(38797312) --[[37]], realTime = Fixed64(801811) --[[0.7646667]], filePath = "Effect/H_Kotori_01/H_Kotori_01_attact004_01", boneNogType = "None", isGlobalSpace = true, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [9] = { type = "RunWindow", time = Fixed64(60817408) --[[58]], realTime = Fixed64(1256893) --[[1.198667]], toggle = true } }, ["Skill1"] = { [1] = { type = "Forward", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], filePath = "H_Kotori/curve_Skill1" }, [2] = { type = "RushWindow", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [3] = { type = "Attack", time = Fixed64(15728640) --[[15]], realTime = Fixed64(419431) --[[0.4]], filePath = "H_Kotori/attack_Skill1", damageRatio = Fixed64(314573) --[[0.3]] }, [4] = { type = "Effect", time = Fixed64(15728640) --[[15]], realTime = Fixed64(419431) --[[0.4]], filePath = "Effect/H_Kotori_01/H_Kotori_01_skill001", boneNogType = "None", isGlobalSpace = true, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [5] = { type = "Effect", time = Fixed64(41943040) --[[40]], realTime = Fixed64(1118481) --[[1.066667]], filePath = "Effect/H_Kotori_01/H_Kotori_01_skill001_01", boneNogType = "None", isGlobalSpace = false, isClear = true, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [6] = { type = "Attack", time = Fixed64(46137344) --[[44]], realTime = Fixed64(1230329) --[[1.173333]], filePath = "H_Kotori/attack_Skill1", damageRatio = Fixed64(314573) --[[0.3]] }, [7] = { type = "Effect", time = Fixed64(48234496) --[[46]], realTime = Fixed64(1286253) --[[1.226667]], filePath = "Effect/H_Kotori_01/H_Kotori_01_skill001_chixu", boneNogType = "None", isGlobalSpace = true, isClear = false, isCustomLifeTime = false, customLifeTime = Fixed64(0) --[[0]] }, [8] = { type = "Attack", time = Fixed64(56623104) --[[54]], realTime = Fixed64(1509950) --[[1.44]], filePath = "H_Kotori/attack_Skill1", damageRatio = Fixed64(419431) --[[0.4]] } }, ["Skill3"] = { [1] = { type = "RushWindow", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [2] = { type = "Attack", time = Fixed64(16252928) --[[15.5]], realTime = Fixed64(503841) --[[0.4805]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(52429) --[[0.05]] }, [3] = { type = "Attack", time = Fixed64(20971520) --[[20]], realTime = Fixed64(650118) --[[0.62]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(52429) --[[0.05]] }, [4] = { type = "Attack", time = Fixed64(26214400) --[[25]], realTime = Fixed64(812647) --[[0.775]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(52429) --[[0.05]] }, [5] = { type = "Attack", time = Fixed64(31457280) --[[30]], realTime = Fixed64(975176) --[[0.9300001]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(52429) --[[0.05]] }, [6] = { type = "Forward", time = Fixed64(39636172) --[[37.8]], realTime = Fixed64(1228722) --[[1.1718]], filePath = "H_Kotori/curve_Skill3_1" }, [7] = { type = "Attack", time = Fixed64(44040192) --[[42]], realTime = Fixed64(1365246) --[[1.302]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(209716) --[[0.2]] }, [8] = { type = "Attack", time = Fixed64(47185920) --[[45]], realTime = Fixed64(1462764) --[[1.395]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(209716) --[[0.2]] }, [9] = { type = "Attack", time = Fixed64(50331648) --[[48]], realTime = Fixed64(1560282) --[[1.488]], filePath = "H_Kotori/attack_Skill3", damageRatio = Fixed64(419431) --[[0.4]] } }, ["Rush"] = { [1] = { type = "Super", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [2] = { type = "SpaceCheck", time = Fixed64(10485760) --[[10]], realTime = Fixed64(76896) --[[0.07333334]], toggle = true, spaceTime = Fixed64(62914560) --[[60]], spaceRealTime = Fixed64(461373) --[[0.44]] }, [3] = { type = "Forward", time = Fixed64(23068672) --[[22]], realTime = Fixed64(169170) --[[0.1613333]], filePath = "H_Kotori/curve_Rush" }, [4] = { type = "RunWindow", time = Fixed64(73400320) --[[70]], realTime = Fixed64(538269) --[[0.5133333]], toggle = true }, [5] = { type = "Super", time = Fixed64(104857600) --[[100]], realTime = Fixed64(768956) --[[0.7333333]], toggle = false } }, ["RushBack"] = { [1] = { type = "AttackWindow", time = Fixed64(2936012) --[[2.8]], realTime = Fixed64(17617) --[[0.0168]], toggle = true, isClear = false }, [2] = { type = "SpaceCheck", time = Fixed64(10485760) --[[10]], realTime = Fixed64(62915) --[[0.06]], toggle = true, spaceTime = Fixed64(62914560) --[[60]], spaceRealTime = Fixed64(377488) --[[0.36]] }, [3] = { type = "Backward", time = Fixed64(17825792) --[[17]], realTime = Fixed64(106955) --[[0.102]], filePath = "H_Kotori/curve_RushBack" }, [4] = { type = "RunWindow", time = Fixed64(78643200) --[[75]], realTime = Fixed64(471860) --[[0.45]], toggle = true } }, ["Start"] = { [1] = { type = "CameraSpecial", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], toggle = true }, [2] = { type = "CameraSpecial", time = Fixed64(94371840) --[[90]], realTime = Fixed64(4089447) --[[3.9]], toggle = false } }, ["Run"] = { [1] = { type = "Forward", time = Fixed64(0) --[[0]], realTime = Fixed64(0) --[[0]], filePath = "H_Kotori/Run" } } }