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--!A cross-platform build utility based on Lua -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015-present, TBOOX Open Source Group. -- -- @author ruki -- @file proxy.lua -- -- imports import("core.base.global") -- get proxy hosts function _proxy_hosts() local proxy_hosts = _g._PROXY_HOSTS if proxy_hosts == nil then proxy_hosts = global.get("proxy_hosts") if proxy_hosts then proxy_hosts = proxy_hosts:split(',', {plain = true}) end _g._PROXY_HOSTS = proxy_hosts or false end return proxy_hosts or nil end -- get proxy pac file -- -- pac.lua -- -- @code -- function mirror(url) -- return url:gsub("github.com", "hub.fastgit.org") -- end -- function main(url, host) -- if host:find("bintray.com") then -- return true -- end -- end -- @endcode -- function _proxy_pac() local proxy_pac = _g._PROXY_PAC if proxy_pac == nil then local pac = global.get("proxy_pac") local pacfile if pac and pac:endswith(".lua") then if os.isfile(pac) then pacfile = pac end if not pacfile and not path.is_absolute(pac) then pacfile = path.join(global.directory(), pac) if not os.isfile(pacfile) and os.isfile(path.join(os.programdir(), "scripts", "pac", pac)) then pacfile = path.join(os.programdir(), "scripts", "pac", pac) end end end if pacfile and os.isfile(pacfile) then proxy_pac = import(path.basename(pacfile), {rootdir = path.directory(pacfile), try = true, anonymous = true}) end _g._PROXY_PAC = proxy_pac or false end return proxy_pac or nil end -- convert host pattern to a lua pattern function _host_pattern(pattern) pattern = pattern:gsub("([%+%.%-%^%$%(%)%%])", "%%%1") pattern = pattern:gsub("%*", "\001") pattern = pattern:gsub("\001", ".*") return pattern end -- has main entry? it will be callable directly function _is_callable(func) if type(func) == "function" then return true elseif type(func) == "table" then local meta = debug.getmetatable(func) if meta and meta.__call then return true end end end -- get proxy mirror url function mirror(url) local proxy_pac = _proxy_pac() if proxy_pac and proxy_pac.mirror then return proxy_pac.mirror(url) end return url end -- get proxy configuration from the given url, [protocol://]host[:port] -- -- @see https://github.com/xmake-io/xmake/issues/854 -- function config(url) -- enable proxy for the given url and configuration pattern if url then -- filter proxy host from the given hosts pattern local host = url:match("://(.-)/") or url:match("@(.-):") local proxy_hosts = _proxy_hosts() if host and proxy_hosts then host = host:lower() for _, proxy_host in ipairs(proxy_hosts) do proxy_host = proxy_host:lower() if host == proxy_hosts or host:match(_host_pattern(proxy_host)) then return global.get("proxy") end end end -- filter proxy host from the pac file local proxy_pac = _proxy_pac() if proxy_pac and host and _is_callable(proxy_pac) and proxy_pac(url, host) then return global.get("proxy") end -- use global proxy if not proxy_pac and not proxy_hosts then return global.get("proxy") end return end -- enable global proxy return global.get("proxy") end
local file = require('pl.file') local stringx = require('pl.stringx') function paraseBabiTask( data_path, dict, include_question ) local story = torch.zeros(1000, 1000, 20) local story_ind = 0 local sentence_ind = 0 local max_words = 0 local max_senteces = 0 local questions = torch.zeros(1000,10) local question_ind = 0 local is_question = false local qstory = torch.zeros(1000,20) local map = {} for fi=1,#data_path do local fd = file.read(data_path[fi]) local lines = stringx.splitlines(fd) for line_ind=1,#lines do local line = lines[line_ind] local words = stringx.split(line) -- words = words[1] if words[1] == '1' then story_ind = story_ind + 1 sentence_ind = 0 map = {} end is_question = false if stringx.count(line,'?') == 0 then is_question = false sentence_ind = sentence_ind + 1 else is_question = true question_ind = question_ind + 1 questions[question_ind][1] = story_ind questions[question_ind][2] = sentence_ind if include_question then sentence_ind = sentence_ind + 1 end end -- map[#map] = sentence_ind table.insert(map,sentence_ind) for k=2,#words do w = words[k] w = string.lower(w) if w:sub(-1,-1) == '.' or w:sub(-1,-1) == '?' then w = w:sub(1,-2) end if not dict[w] then dict[w] = #dict + 1 end max_words = math.max(max_words, k-1) if is_question == false then story[story_ind][sentence_ind][k-1] = dict[w] else qstory[question_ind][k-1] = dict[w] if include_question == true then story[story_ind][sentence_ind][k-1] = dict[w] end if words[k]:sub(-1,-1) == '?' then answer = words[k+1] answer = string.lower(answer) if not dict[answer] then dict[answer] = #dict + 1 end questions[question_ind][3] = dict[answer] for h = k+2 ,#words do questions[question_ind][2+h-k] = map[tonumber(words[h])] end questions[question_ind][10] = line_ind break end end end max_senteces = math.max(max_senteces, sentence_ind) end end story = story:sub(1,story_ind,1,max_senteces,1,max_words) questions = questions[{{1,question_ind},{}}] qstory = qstory:sub(1,question_ind,1,max_words) story[torch.eq(story,0)] = dict['nil'] qstory[torch.eq(qstory,0)] = dict['nil'] return story, questions, qstory, dict end
-- Daneel.lua -- Contains Daneel's core functionalities. -- -- Last modified for v1.5.0 -- Copyright © 2013-2014 Florent POUJOL, published under the MIT license. Daneel = {} Daneel.modules = { moduleNames = {} } setmetatable( Daneel.modules, { __newindex = function( _, moduleName, moduleObject ) -- "_" argument is Daneel.modules object table.insert( Daneel.modules.moduleNames, moduleName ) rawset( Daneel.modules, moduleName, moduleObject ) end } ) ---------------------------------------------------------------------------------- -- Some Lua functions are overridden here with some Daneel-specific stuffs function string.split( s, delimiter, delimiterIsPattern ) local chunks = {} if delimiterIsPattern then local delimiterStartIndex, delimiterEndIndex = s:find( delimiter ) if delimiterStartIndex ~= nil then local pattern = delimiter delimiter = s:sub( delimiterStartIndex, delimiterEndIndex ) if string.startswith( s, delimiter ) then s = s:sub( #delimiter+1, #s ) end if not s:endswith( delimiter ) then s = s .. delimiter end if CS.IsWebPlayer then -- CS Webplayer specific part : -- in the webplayer, "(.-)"..delimiter is translated into "(.*)"..delimiter which seems to create an infinite loop -- "(.+)"..delimiter does not work either in the webplayer for match in s:gmatch( "([^"..pattern.."]+)"..pattern ) do table.insert( chunks, match ) end else for match in s:gmatch( "(.-)"..pattern ) do table.insert( chunks, match ) end end end else -- plain text delimiter if s:find( delimiter, 1, true ) ~= nil then if string.startswith( s, delimiter ) then s = s:sub( #delimiter+1, #s ) end if not s:endswith( delimiter ) then s = s .. delimiter end local chunk = "" local ts = string.totable( s ) local i = 1 while i <= #ts do local char = ts[i] if char == delimiter or s:sub( i, i-1 + #delimiter ) == delimiter then table.insert( chunks, chunk ) chunk = "" i = i + #delimiter else chunk = chunk..char i = i + 1 end end if #chunk > 0 then table.insert( chunks, chunk ) end end end if #chunks == 0 then chunks = { s } end return chunks end function table.print(t) if t == nil then print("table.print( t ) : Provided table is nil.") return end local tableString = tostring(t) local rawTableString = Daneel.Debug.ToRawString(t) if tableString ~= rawTableString then tableString = tableString.." / "..rawTableString end print("~~~~~ table.print("..tableString..") ~~~~~ Start ~~~~~") local func = pairs if table.getlength(t) == 0 then print("Table is empty.") elseif table.isarray( t ) then func = ipairs -- just to be sure that the entries are printed in order end for key, value in func(t) do print(key, value) end print("~~~~~ table.print("..tableString..") ~~~~~ End ~~~~~") end function table.getlength( t, keyType ) local length = 0 if keyType ~= nil then keyType = keyType:lower() end for key, value in pairs( t ) do if keyType == nil or type( key ) == keyType or Daneel.Debug.GetType( key ):lower() == keyType then length = length + 1 end end return length end ---------------------------------------------------------------------------------- -- Utilities Daneel.Utilities = {} -- Deprecated since v1.5.0 Daneel.Utilities.CaseProof = string.fixcase --- Replace placeholders in the provided string with their corresponding provided replacements. -- The placeholders are any piece of string prefixed by a semicolon. -- @param string (string) The string. -- @param replacements (table) The placeholders and their replacements ( { placeholder = "replacement", ... } ). -- @return (string) The string. function Daneel.Utilities.ReplaceInString( string, replacements ) for placeholder, replacement in pairs( replacements ) do string = string:gsub( ":"..placeholder, replacement ) end return string end --- Allow to call getters and setters as if they were variable on the instance of the provided object. -- The instances are tables that have the provided object as metatable. -- Optionally allow to search in a ancestry of objects. -- @param Object (mixed) The object. -- @param ancestors (table) [optional] A table with one or several objects the Object "inherits" from. function Daneel.Utilities.AllowDynamicGettersAndSetters( Object, ancestors ) function Object.__index( instance, key ) local ucKey = key if type( key ) == "string" then ucKey = string.ucfirst( key ) end if key == ucKey then -- first letter was already uppercase or key is not if type string if Object[ key ] ~= nil then return Object[ key ] end if ancestors ~= nil then for i, Ancestor in ipairs( ancestors ) do if Ancestor[ key ] ~= nil then return Ancestor[ key ] end end end else -- first letter lowercase, search for the corresponding getter local funcName = "Get"..ucKey if Object[ funcName ] ~= nil then return Object[ funcName ]( instance ) elseif Object[ key ] ~= nil then return Object[ key ] end if ancestors ~= nil then for i, Ancestor in ipairs( ancestors ) do if Ancestor[ funcName ] ~= nil then return Ancestor[ funcName ]( instance ) elseif Ancestor[ key ] ~= nil then return Ancestor[ key ] end end end end return nil end function Object.__newindex( instance, key, value ) local ucKey = key if type( key ) == "string" then ucKey = string.ucfirst( key ) end if key ~= ucKey then -- first letter lowercase local funcName = "Set"..ucKey if Object[ funcName ] ~= nil then return Object[ funcName ]( instance, value ) end end -- first letter was already uppercase or key not of type string return rawset( instance, key, value ) end end -- Deprecated since v1.5.0 Daneel.Utilities.ToNumber = tonumber2 local buttonExists = {} -- Button names are keys, existence (false or true) is value --- Tell whether the provided button name exists amongst the Game Controls, or not. -- If the button name does not exists, it will print an error in the Runtime Report but it won't kill the script that called the function. -- CS.Input.ButtonExists is an alias of Daneel.Utilities.ButtonExists. -- @param buttonName (string) The button name. -- @return (boolean) True if the button name exists, false otherwise. function Daneel.Utilities.ButtonExists( buttonName ) if buttonExists[ buttonName ] == nil then buttonExists[ buttonName ] = Daneel.Debug.Try( function() CS.Input.WasButtonJustPressed( buttonName ) end ) end return buttonExists[ buttonName ] end Daneel.Utilities.id = 0 --- Returns an integer greater than 0 and incremented by 1 from the last time the function was called. -- If an object is provided, returns the object's id (if no id is found, it is set). -- @param object (table) [optional] An object. -- @return (number) The id. function Daneel.Utilities.GetId( object ) if object ~= nil and type( object ) == "table" then local id = rawget( object, "id" ) if id ~= nil then return id end id = Daneel.Utilities.GetId() if object.inner ~= nil and not CS.IsWebPlayer then -- in the webplayer, tostring(object.inner) will just be table, so id will be nil -- object.inner : -- "CraftStudioRuntime.InGame.GameObject: 4620049" (of type userdata) -- "CraftStudioCommon.ProjectData.[AssetType]: [some ID]" id = tonumber( tostring( object.inner ):match( "%d+" ) ) end if id == nil then id = "[no id]" end rawset( object, "id", id ) return id else Daneel.Utilities.id = Daneel.Utilities.id + 1 return Daneel.Utilities.id end end -- for backward compatibility, Cache object is deprecated since v1.5.0 Daneel.Cache = { GetId = Daneel.Utilities.GetId } ---------------------------------------------------------------------------------- -- Debug Daneel.Debug = {} -- error reporting info local s = "string" local b = "boolean" local n = "number" local t = "table" local f = "function" local u = "userdata" local v3 = "Vector3" local _s = { "s", s } local _t = { "t", t } Daneel.Debug.functionArgumentsInfo = { ["math.isinteger"] = { { "number" } }, ["math.lerp"] = { { "a", n }, { "b", n }, { "factor", n }, { "easing", s, isOptional = true } }, ["math.warpangle"] = { { "angle", n } }, ["math.round"] = { { "value", n }, { "decimal", n, isOptional = true } }, ["math.truncate"] = { { "value", n }, { "decimal", n, isOptional = true } }, ["tonumber2"] = { { "data" } }, ["math.clamp"] = { { "value", n }, { "min", n }, { "max", n } }, ["string.totable"] = { _s }, ["string.ucfirst"] = { _s }, ["string.lcfirst"] = { _s }, ["string.trimstart"] = { _s }, ["string.trimend"] = { _s }, ["string.trim"] = { _s }, ["string.endswith"] = { _s, { "chunk", s } }, ["string.startswith"] = { _s, { "chunk", s } }, ["string.split"] = { _s, { "delimiter", s }, { "delimiterIsPattern", b, isOptional = true }, }, ["string.reverse"] = { _s }, ["string.fixcase"] = { _s, { "set", { s, t } } }, ["table.print"] = {}, -- just for the stacktrace ["table.merge"] = {}, ["table.mergein"] = {}, ["table.getkeys"] = { _t }, ["table.getvalues"] = { _t }, ["table.reverse"] = { _t }, ["table.reindex"] = { _t }, ["table.getvalue"] = { _t, { "keys", s } }, ["table.setvalue"] = { _t, { "keys", s } }, ["table.getkey"] = { _t, { "value" } }, ["table.copy"] = { _t, { "recursive", b, isOptional = true } }, ["table.containsvalue"] = { _t, { "value" }, { "ignoreCase", b, isOptional = true } }, ["table.isarray"] = { _t, { "strict", b, isOptional = true } }, ["table.shift"] = { _t, { "returnKey", b, isOptional = true } }, ["table.getlength"] = { _t, { "keyType", s, isOptional = true } }, ["table.havesamecontent"] = { { "table1", t }, { "table2", t } }, ["table.combine"] = { _t, { "values", "table" }, { "returnFalseIfNotSameLength", b, isOptional = true } }, ["table.removevalue"] = { _t, { "value" }, { "maxRemoveCount", n, isOptional = true } }, ["table.sortby"] = { _t, { "property", s }, { "orderBy", s, isOptional = true }, }, } local _transform = { "transform", "Transform" } table.mergein( Daneel.Debug.functionArgumentsInfo, { ["Daneel.Utilities.ReplaceInString"] = { { "string", s }, { "replacements", t } }, ["Daneel.Utilities.ButtonExists"] = { { "buttonName", s } }, ["Transform.SetPosition"] = { _transform, { "position", v3 } }, ["Transform.SetLocalPosition"] = { _transform, { "position", v3 } }, ["Transform.SetEulerAngles"] = { _transform, { "angles", v3 } }, ["Transform.SetLocalEulerAngles"] = { _transform, { "angles", v3 } }, ["Transform.RotateEulerAngles"] = { _transform, { "angles", v3 } }, ["Transform.RotateLocalEulerAngles"] = { _transform, { "angles", v3 } }, ["Transform.Move"] = { _transform, { "offset", v3 } }, ["Transform.MoveLocal"] = { _transform, { "offset", v3 } }, ["Transform.MoveOriented"] = { _transform, { "offset", v3 } }, ["Transform.LookAt"] = { _transform, { "target", v3 } }, ["Transform.SetOrientation"] = { _transform, { "orientation", "Quaternion" } }, ["Transform.SetLocalOrientation"] = { _transform, { "orientation", "Quaternion" } }, ["Transform.Rotate"] = { _transform, { "orientation", "Quaternion" } }, ["Transform.RotateLocal"] = { _transform, { "orientation", "Quaternion" } }, } ) --- Check the provided argument's type against the provided type(s) and display error if they don't match. -- @param argument (mixed) The argument to check. -- @param argumentName (string) The argument name. -- @param expectedArgumentTypes (string or table) The expected argument type(s). -- @param p_errorHead [optional] (string) The beginning of the error message. -- @return (mixed) The argument's type. function Daneel.Debug.CheckArgType( argument, argumentName, expectedArgumentTypes, p_errorHead ) if type( argument ) == "table" and getmetatable( argument ) == GameObject and argument.inner == nil then error( p_errorHead .. "Provided argument '" .. argumentName .. "' is a destroyed game object '" .. tostring(argument) ) -- should do that for destroyed components too end if not Daneel.Config.debug.enableDebug then return Daneel.Debug.GetType( argument ) end local errorHead = "Daneel.Debug.CheckArgType(argument, argumentName, expectedArgumentTypes[, p_errorHead]) : " local argType = type(argumentName) if argType ~= "string" then error(errorHead.."Argument 'argumentName' is of type '"..argType.."' with value '"..tostring(argumentName).."' instead of 'string'.") end argType = type(expectedArgumentTypes) if argType ~= "string" and argType ~= "table" then error(errorHead.."Argument 'expectedArgumentTypes' is of type '"..argType.."' with value '"..tostring(expectedArgumentTypes).."' instead of 'string' or 'table'.") end if argType == "string" then expectedArgumentTypes = {expectedArgumentTypes} elseif #expectedArgumentTypes <= 0 then error(errorHead.."Argument 'expectedArgumentTypes' is an empty table.") end argType = type(p_errorHead) if argType ~= "nil" and argType ~= "string" then error(errorHead.."Argument 'p_errorHead' is of type '"..argType.."' with value '"..tostring(p_errorHead).."' instead of 'string'.") end if p_errorHead == nil then p_errorHead = "" end argType = Daneel.Debug.GetType(argument) local luaArgType = type(argument) -- any object (that are tables) will now pass the test even when Daneel.Debug.GetType(argument) does not return "table" for i, expectedType in ipairs(expectedArgumentTypes) do if argType == expectedType or luaArgType == expectedType then return expectedType end end error(p_errorHead.."Argument '"..argumentName.."' is of type '"..argType.."' with value '"..tostring(argument).."' instead of '"..table.concat(expectedArgumentTypes, "', '").."'.") end --- If the provided argument is not nil, check the provided argument's type against the provided type(s) and display error if they don't match. -- @param argument (mixed) The argument to check. -- @param argumentName (string) The argument name. -- @param expectedArgumentTypes (string or table) The expected argument type(s). -- @param p_errorHead [optional] (string) The beginning of the error message. -- @param defaultValue [optional] (mixed) The default value to return if 'argument' is nil. -- @return (mixed) The value of 'argument' if it's non-nil, or the value of 'defaultValue'. function Daneel.Debug.CheckOptionalArgType(argument, argumentName, expectedArgumentTypes, p_errorHead, defaultValue) if argument == nil then return defaultValue end if not Daneel.Config.debug.enableDebug then return argument end local errorHead = "Daneel.Debug.CheckOptionalArgType(argument, argumentName, expectedArgumentTypes[, p_errorHead, defaultValue]) : " local argType = type(argumentName) if argType ~= "string" then error(errorHead.."Argument 'argumentName' is of type '"..argType.."' with value '"..tostring(argumentName).."' instead of 'string'.") end argType = type(expectedArgumentTypes) if argType ~= "string" and argType ~= "table" then error(errorHead.."Argument 'expectedArgumentTypes' is of type '"..argType.."' with value '"..tostring(expectedArgumentTypes).."' instead of 'string' or 'table'.") end if argType == "string" then expectedArgumentTypes = {expectedArgumentTypes} elseif #expectedArgumentTypes <= 0 then error(errorHead.."Argument 'expectedArgumentTypes' is an empty table.") end argType = type(p_errorHead) if argType ~= "nil" and argType ~= "string" then error(errorHead.."Argument 'p_errorHead' is of type '"..argType.."' with value '"..tostring(p_errorHead).."' instead of 'string'.") end if p_errorHead == nil then errorHead = "" end argType = Daneel.Debug.GetType(argument) local luaArgType = type(argument) for i, expectedType in ipairs(expectedArgumentTypes) do if argType == expectedType or luaArgType == expectedType then return argument end end error(p_errorHead.."Optional argument '"..argumentName.."' is of type '"..argType.."' with value '"..tostring(argument).."' instead of '"..table.concat(expectedArgumentTypes, "', '").."'.") end -- For instances of objects, the type is the name of the metatable of the provided object, if the metatable is a first-level global variable. -- Will return "ScriptedBehavior" when the provided object is a scripted behavior instance (yet ScriptedBehavior is not its metatable). -- @param object (mixed) The argument to get the type of. -- @param luaTypeOnly (boolean) [optional default=false] Tell whether to return only Lua's built-in types (string, number, boolean, table, function, userdata or thread). -- @return (string) The type. function Daneel.Debug.GetType( object, luaTypeOnly ) local errorHead = "Daneel.Debug.GetType( object[, luaTypeOnly] ) : " -- DO NOT use CheckArgType here since it uses itself GetType() => overflow local argType = type( luaTypeOnly ) if argType ~= "nil" and argType ~= "boolean" then error(errorHead.."Argument 'luaTypeOnly' is of type '"..argType.."' with value '"..tostring(luaTypeOnly).."' instead of 'boolean'.") end if luaTypeOnly == nil then luaTypeOnly = false end argType = type( object ) if not luaTypeOnly and argType == "table" then -- the type is defined by the object's metatable local mt = getmetatable( object ) if mt ~= nil then -- the metatable of the scripted behaviors is the corresponding script asset ('Behavior' in the script) -- the metatable of all script assets is the Script object if getmetatable( mt ) == Script then return "ScriptedBehavior" end if Daneel.Config.objectsByType ~= nil then for type, object in pairs( Daneel.Config.objectsByType ) do if mt == object then return type end end end for type, object in pairs( _G ) do if mt == object then return type end end end end return argType end oerror = error -- prevent to set the new version of error() when DEBUG is false or before the StackTrace is enabled when DEBUG is true. function Daneel.Debug.SetNewError() --- Print the stackTrace unless told otherwise then the provided error in the console. -- Only exists when debug is enabled. When debug in disabled the built-in 'error(message)'' function exists instead. -- @param message (string) The error message. -- @param doNotPrintStacktrace [optional default=false] (boolean) Set to true to prevent the stacktrace to be printed before the error message. function error(message, doNotPrintStacktrace) if Daneel.Config.debug.enableDebug and doNotPrintStacktrace ~= true then Daneel.Debug.StackTrace.Print() end oerror(message) end end --- Disable the debug from this point onward. -- @param info [optional] (string) Some info about why or where you disabled the debug. Will be printed in the Runtime Report. function Daneel.Debug.Disable(info) if info ~= nil then info = " : "..tostring(info) end print("Daneel.Debug.Disable()"..info) error = oerror Daneel.Config.debug.enableDebug = false end --- Bypass the __tostring() function that may exists on the data's metatable. -- @param data (mixed) The data to be converted to string. -- @return (string) The string. function Daneel.Debug.ToRawString( data ) -- 18/10/2013 removed the stacktrace as it caused a stack overflow when printing out destroyed game objects if data == nil and Daneel.Config.debug.enableDebug then print( "WARNING : Daneel.Debug.ToRawString( data ) : Argument 'data' is nil.") return nil end local text = nil local mt = getmetatable( data ) if mt ~= nil then if mt.__tostring ~= nil then local mttostring = mt.__tostring mt.__tostring = nil text = tostring( data ) mt.__tostring = mttostring end end if text == nil then text = tostring( data ) end return text end --- Returns the name as a string of the global variable (including nested tables) whose value is provided. -- This only works if the value of the variable is a table or a function. -- When the variable is nested in one or several tables (like GUI.Hud), it must have been set in the 'objects' table in the config. -- @param value (table or function) Any global variable, any object from CraftStudio or Daneel or objects whose name is set in 'userObjects' in the Daneel.Config. -- @return (string) The name, or nil. function Daneel.Debug.GetNameFromValue(value) Daneel.Debug.StackTrace.BeginFunction("Daneel.Debug.GetNameFromValue", value) local errorHead = "Daneel.Debug.GetNameFromValue(value) : " if value == nil then error(errorHead.." Argument 'value' is nil.") end local result = table.getkey(Daneel.Config.objectsByType, value) if result == nil then result = table.getkey(_G, value) end Daneel.Debug.StackTrace.EndFunction() return result end --- Check if the provided argument's value is in the provided expected value(s). -- When that's not the case, return the value of the 'defaultValue' argument, or throws an error when it is nil. -- Arguments of type string are considered case-insensitive. The case will be corrected but no error will be thrown. -- When 'expectedArgumentValues' is of type table, it is always considered as a table of several expected values. -- @param argument (mixed) The argument to check. -- @param argumentName (string) The argument name. -- @param expectedArgumentValues (mixed) The expected argument values(s). -- @param p_errorHead [optional] (string) The beginning of the error message. -- @param defaultValue [optional] (mixed) The optional default value. -- @return (mixed) The argument's value (one of the expected argument values or default value) function Daneel.Debug.CheckArgValue(argument, argumentName, expectedArgumentValues, p_errorHead, defaultValue) Daneel.Debug.StackTrace.BeginFunction("Daneel.Debug.CheckArgValue", argument, argumentName, expectedArgumentValues, p_errorHead) local errorHead = "Daneel.Debug.CheckArgValue(argument, argumentName, expectedArgumentValues[, p_errorHead, defaultValue]) : " Daneel.Debug.CheckArgType(argumentName, "argumentName", "string", errorHead) if expectedArgumentValues == nil then error(errorHead.."Argument 'expectedArgumentValues' is nil.") end Daneel.Debug.CheckOptionalArgType(p_errorHead, "p_errorHead", "string", errorHead) if type(expectedArgumentValues) ~= "table" then expectedArgumentValues = { expectedArgumentValues } elseif #expectedArgumentValues == 0 then error(errorHead.."Argument 'expectedArgumentValues' is an empty table.") end local correctValue = false if type(argument) == "string" then for i, expectedValue in ipairs(expectedArgumentValues) do if argument:lower() == expectedValue:lower() then argument = expectedValue correctValue = true break end end else for i, expectedValue in ipairs(expectedArgumentValues) do if argument == expectedValue then correctValue = true break end end end if not correctValue then if defaultValue ~= nil then argument = defaultValue else for i, value in ipairs(expectedArgumentValues) do expectedArgumentValues[i] = tostring(value) end error(p_errorHead.."The value '"..tostring(argument).."' of argument '"..argumentName.."' is not one of '"..table.concat(expectedArgumentValues, "', '").."'.") end end Daneel.Debug.StackTrace.EndFunction() return argument end local DaneelScriptAsset = Behavior Daneel.Debug.tryGameObject = nil -- The game object Daneel.Debug.Try() works with --- Allow to test out a piece of code without killing the script if the code throws an error. -- If the code throw an error, it will be printed in the Runtime Report but it won't kill the script that calls Daneel.Debug.Try(). -- Does not protect against exceptions thrown by CraftStudio. -- @param _function (function or userdata) The function containing the code to try out. -- @return (boolean) True if the code runs without errors, false otherwise. function Daneel.Debug.Try( _function ) Daneel.Debug.StackTrace.BeginFunction( "Daneel.Debug.Try", _function ) local errorHead = "Daneel.Debug.Try( _function ) : " Daneel.Debug.CheckArgType( _function, "_function", {"function", "userdata"}, errorHead ) local gameObject = Daneel.Debug.tryGameObject if gameObject == nil or gameObject.inner == nil then gameObject = CraftStudio.CreateGameObject( "Daneel_Debug_Try" ) Daneel.Debug.tryGameObject = gameObject end local success = false gameObject:CreateScriptedBehavior( DaneelScriptAsset, { debugTry = true, testFunction = _function, successCallback = function() success = true end } ) Daneel.Debug.StackTrace.EndFunction() return success end --- Overload a function to call debug functions before and after it is itself called. -- Do not call before Daneel is loaded as it won't run even if debug is enabled in the user config. -- @param name (string) The function name -- @param argsData (table) The parameters of the functions. function Daneel.Debug.RegisterFunction( name, argsData ) if not Daneel.Config.debug.enableDebug then return end local originalFunction = table.getvalue( _G, name ) local originalFunctionName = name local script = argsData.script -- script asset. If set, the function is a public behavior function if script ~= nil then -- name is "Folder/ScriptName.FunctionName" local nameChunks = string.split( name, "." ) local scriptPath = nameChunks[1] local funcName = nameChunks[2] originalFunctionName = funcName originalFunction = script[ funcName ] if not script.toStringIsSet then script.__tostring = function( sb ) local id = Daneel.Utilities.GetId( sb ) or "[no id]" return "ScriptedBehavior: "..id..": '"..scriptPath.."'" end script.toStringIsSet = true -- __tostring() already exists on each scripted behavior but does not seems to do much end -- make sure that the first argument is the ScriptedBehavior instance local firstArg = argsData[1] if firstArg == nil or firstArg[2] ~= "ScriptedBehavior" then table.insert( argsData, 1, { name = "self", type = "ScriptedBehavior" } ) end end if originalFunction ~= nil then local includeInStackTrace = argsData.includeInStackTrace or Daneel.Config.debug.enableStackTrace local errorHead = name.."( " for i, arg in ipairs( argsData ) do if arg.name == nil then arg.name = arg[1] end errorHead = errorHead..arg.name..", " end errorHead = errorHead:sub( 1, #errorHead-2 ) -- removes the last coma+space errorHead = errorHead.." ) : " local newFunction = function( ... ) local funcArgs = { ... } if includeInStackTrace then Daneel.Debug.StackTrace.BeginFunction( name, ... ) end for i, arg in ipairs( argsData ) do arg.type = arg.type or arg[2] if arg.type ~= nil then if arg.isOptional == true then Daneel.Debug.CheckOptionalArgType( funcArgs[ i ], arg.name, arg.type, errorHead ) else Daneel.Debug.CheckArgType( funcArgs[ i ], arg.name, arg.type, errorHead ) end elseif funcArgs[ i ] == nil and not arg.isOptional then error( errorHead.."Argument '"..arg.name.."' is nil." ) end end local returnValues = { originalFunction( ... ) } if includeInStackTrace then Daneel.Debug.StackTrace.EndFunction() end return unpack( returnValues ) end if script ~= nil then script[ originalFunctionName ] = newFunction else table.setvalue( _G, name, newFunction ) end else print( "Daneel.Debug.RegisterFunction(): Function with name '"..name.."' was not found." ) end end --- Register all functions of a scripted behavior to be included in the stacktrace. -- Within a script, the 'Behavior' variable is the script asset. -- @param script (Script) The script asset. function Daneel.Debug.RegisterScript( script ) if type( script ) ~= "table" or getmetatable( script ) ~= Script then error("Daneel.Debug.SetupScript(script): Provided argument is not a script asset. Within a script, the 'Behavior' variable is the script asset.") end local infos = Daneel.Debug.functionArgumentsInfo local forbiddenNames = { "Update", "inner" } -- Awake, is never included in the stacktrace anyway because CraftStudio -- keeps the reference to the function first set in the script. -- Overloading it at runtime has no effect. -- 05/12/2014 It isn't the case for Start() local scriptPath = Map.GetPathInPackage( script ) for name, func in pairs( script ) do local fullName = scriptPath.."."..name if not name:startswith("__") and not table.containsvalue( forbiddenNames, name ) and infos[fullName] == nil then infos[fullName] = { script = script } end end end --- Register all functions of an object to be included in the stacktrace. -- The following function name are always excluded from the stacktrace and debug : -- "Load", "DefaultConfig", "UserConfig", "Awake", "Start", "Update", "New", "inner", "GetId", "GetName" -- Plus function names that begins by "__" or "o". -- @param object (table or string) The object, or object's name. function Daneel.Debug.RegisterObject( object ) local originalArgument = object local objectName = nil if type(object) == "string" then objectName = object object = table.getvalue( Daneel.Config.objectsByType, objectName ) if object == nil then object = table.getvalue( _G, objectName ) end else objectName = Daneel.Debug.GetNameFromValue( object ) end if object == nil or objectName == nil then print("Daneel.Debug.RegisterObject(): object or name not found", originalArgument, object, objectName) return end local infos = Daneel.Debug.functionArgumentsInfo local forbiddenNames = { "Load", "DefaultConfig", "UserConfig", "Awake", "Start", "Update", "New", "inner", "GetId", "GetName" } for name, func in pairs( object ) do if type( func ) == "function" or type( func ) == "userdata" then local fullName = objectName.."."..name if not name:startswith("__") and not name:startswith("o") and not table.containsvalue( forbiddenNames, name ) and infos[fullName] == nil then infos[fullName] = {} end end end end ---------------------------------------------------------------------------------- -- StackTrace Daneel.Debug.StackTrace = { messages = {} } --- Register a function call in the stack trace. -- @param functionName (string) The function name. -- @param ... [optional] (mixed) Arguments received by the function. function Daneel.Debug.StackTrace.BeginFunction( functionName, ... ) if not Daneel.Config.debug.enableDebug or not Daneel.Config.debug.enableStackTrace then return end if #Daneel.Debug.StackTrace.messages > 200 then print( "WARNING : your StackTrace is more than 200 items long ! Emptying the StackTrace now. Did you forget to write a 'EndFunction()' somewhere ?" ) Daneel.Debug.StackTrace.messages = {} end local errorHead = "Daneel.Debug.StackTrace.BeginFunction( functionName[, ...] ) : " Daneel.Debug.CheckArgType( functionName, "functionName", "string", errorHead ) local msg = functionName .. "( " local arg = {...} if #arg > 0 then for i, argument in ipairs( arg ) do if type( argument) == "string" then msg = msg .. '"' .. tostring( argument ) .. '", ' else msg = msg .. tostring( argument ) .. ", " end end msg = msg:sub( 1, #msg-2 ) -- removes the last coma+space end msg = msg .. " )" table.insert( Daneel.Debug.StackTrace.messages, msg ) end --- Closes a successful function call, removing it from the stacktrace. function Daneel.Debug.StackTrace.EndFunction() if not Daneel.Config.debug.enableDebug or not Daneel.Config.debug.enableStackTrace then return end -- since 16/05/2013 no arguments is needed anymore, since the StackTrace only keeps open functions calls and never keep returned values -- I didn't rewrote all the calls to EndFunction() table.remove( Daneel.Debug.StackTrace.messages ) end --- Prints the StackTrace. function Daneel.Debug.StackTrace.Print() if not Daneel.Config.debug.enableDebug or not Daneel.Config.debug.enableStackTrace then return end local messages = Daneel.Debug.StackTrace.messages Daneel.Debug.StackTrace.messages = {} print( "~~~~~ Daneel.Debug.StackTrace ~~~~~" ) if #messages <= 0 then print( "No message in the StackTrace." ) else for i, msg in ipairs( messages ) do if i < 10 then i = "0"..i end print( "#" .. i .. " " .. msg ) end end end ---------------------------------------------------------------------------------- -- Event Daneel.Event = { events = {}, -- listeners by events - emptied when a new scene is loaded in CraftStudio.LoadScene() persistentEvents = {}, -- not emptied } --- Make the provided function or object listen to the provided event(s). -- The function will be called whenever the provided event will be fired. -- @param eventName (string or table) The event name (or names in a table). -- @param functionOrObject (function or table) The function (not the function name) or the object. -- @param isPersistent (boolean) [default=false] Tell whether the listener automatically stops to listen to any event when a new scene is loaded. Always false when the listener is a game object or a component. function Daneel.Event.Listen( eventName, functionOrObject, isPersistent ) local errorHead = "Daneel.Event.Listen( eventName, functionOrObject[, isPersistent] ) : " local listenerType = type( functionOrObject ) local eventNames = eventName if type( eventName ) == "string" then eventNames = { eventName } end for i, eventName in pairs( eventNames ) do if Daneel.Event.events[ eventName ] == nil then Daneel.Event.events[ eventName ] = {} end if Daneel.Event.persistentEvents[ eventName ] == nil then Daneel.Event.persistentEvents[ eventName ] = {} end if not table.containsvalue( Daneel.Event.events[ eventName ], functionOrObject ) and not table.containsvalue( Daneel.Event.persistentEvents[ eventName ], functionOrObject ) then -- check that the persistent listener is not a game object or a component (that are always destroyed when the scene loads) if isPersistent == true and listenerType == "table" then local mt = getmetatable( functionOrObject ) if mt ~= nil and mt == GameObject or table.containsvalue( Daneel.Config.componentObjectsByType, mt ) then if Daneel.Config.debug.enableDebug then print( errorHead.."Game objects and components can't be persistent listeners", functionOrObject ) end isPersistent = false end end local eventList = Daneel.Event.events if isPersistent == true then eventList = Daneel.Event.persistentEvents end table.insert( eventList[ eventName ], functionOrObject ) end end end --- Make the provided function or object to stop listen to the provided event(s). -- @param eventName (string or table) [optional] The event name or names in a table or nil to stop listen to every events. -- @param functionOrObject (function, string or GameObject) The function, or the game object name or instance. function Daneel.Event.StopListen( eventName, functionOrObject ) if type( eventName ) ~= "string" then functionOrObject = eventName eventName = nil end Daneel.Debug.StackTrace.BeginFunction( "Daneel.Event.StopListen", eventName, functionOrObject ) local errorHead = "Daneel.Event.StopListen( eventName, functionOrObject ) : " Daneel.Debug.CheckOptionalArgType( eventName, "eventName", "string", errorHead ) Daneel.Debug.CheckArgType( functionOrObject, "functionOrObject", {"table", "function"}, errorHead ) local eventNames = eventName if type( eventName ) == "string" then eventNames = { eventName } end if eventNames == nil then eventNames = table.merge( table.getkeys( Daneel.Event.events ), table.getkeys( Daneel.Event.persistentEvents ) ) end for i, eventName in pairs( eventNames ) do local listeners = Daneel.Event.events[ eventName ] if listeners ~= nil then table.removevalue( listeners, functionOrObject ) end listeners = Daneel.Event.persistentEvents[ eventName ] if listeners ~= nil then table.removevalue( listeners, functionOrObject ) end end Daneel.Debug.StackTrace.EndFunction() end --- Fire the provided event at the provided object or the one that listen to it, -- transmitting along all subsequent arguments if some exists. <br> -- Allowed set of arguments are : <br> -- (eventName[, ...]) <br> -- (object, eventName[, ...]) <br> -- @param object [optional] (table) The object to which fire the event at. If nil or abscent, will send the event to its listeners. -- @param eventName (string) The event name. -- @param ... [optional] Some arguments to pass along. function Daneel.Event.Fire( object, eventName, ... ) local arg = {...} Daneel.Debug.StackTrace.BeginFunction( "Daneel.Event.Fire", object, eventName, ... ) local errorHead = "Daneel.Event.Fire( [object, ]eventName[, ...] ) : " local argType = type( object ) if argType == "string" then -- no object provided, fire on the listeners if eventName ~= nil then table.insert( arg, 1, eventName ) end eventName = object object = nil elseif argType ~= "nil" then Daneel.Debug.CheckArgType( object, "object", "table", errorHead ) Daneel.Debug.CheckArgType( eventName, "eventName", "string", errorHead ) end local listeners = { object } if object == nil then if Daneel.Event.events[ eventName ] ~= nil then listeners = Daneel.Event.events[ eventName ] end if Daneel.Event.persistentEvents[ eventName ] ~= nil then listeners = table.merge( listeners, Daneel.Event.persistentEvents[ eventName ] ) end end local listenersToBeRemoved = {} for i=1, #listeners do local listener = listeners[i] local listenerType = type( listener ) if listenerType == "function" or listenerType == "userdata" then if listener( unpack( arg ) ) == false then table.insert( listenersToBeRemoved, listener ) end else -- an object local mt = getmetatable( listener ) local listenerIsAlive = not listener.isDestroyed if mt == GameObject and listener.inner == nil then listenerIsAlive = false end if listenerIsAlive then -- ensure that the event is not fired on a dead game object or component local functions = {} -- list of listener functions attached to this object if listener.listenersByEvent ~= nil and listener.listenersByEvent[ eventName ] ~= nil then functions = listener.listenersByEvent[ eventName ] end -- Look for the value of the EventName property on the object local func = rawget( listener, eventName ) -- Using rawget() prevent a 'Behavior function' to be called as a regular function when the listener is a ScriptedBehavior -- because the function exists on the Script object and not on the ScriptedBehavior (the listener), -- in which case rawget() returns nil if func ~= nil then table.insert( functions, func ) end -- call all listener functions for j=1, #functions do functions[j]( ... ) end -- always try to send the message if the object is a game object if mt == GameObject then local go = arg[1] if go == listener then -- don't send the first argument when it is the listener game table.remove( arg, 1 ) end if #arg == 1 and type( arg[1] ) == "table" then -- directly send the table if there is no other argument arg = arg[1] end listener:SendMessage( eventName, arg ) end end end end -- end for listeners for i=1, #listenersToBeRemoved do Daneel.Event.StopListen( eventName, listenersToBeRemoved[i] ) end Daneel.Debug.StackTrace.EndFunction() end --- Fire an event at the provided game object. -- @param gameObject (GameObject) The game object. -- @param eventName (string) The event name. -- @param ... [optional] Some arguments to pass along. function GameObject.FireEvent( gameObject, eventName, ... ) Daneel.Event.Fire( gameObject, eventName, ... ) end --- Add a listener function for the specified local event on this object. -- @param object (table) The object. -- @param eventName (string) The name of the event to listen to. -- @param listener (function or userdata) The listener function. function Daneel.Event.AddEventListener( object, eventName, listener ) if object.listenersByEvent == nil then object.listenersByEvent = {} end if object.listenersByEvent[ eventName ] == nil then object.listenersByEvent[ eventName ] = {} end if not table.containsvalue( object.listenersByEvent[ eventName ], listener ) then table.insert( object.listenersByEvent[ eventName ], listener ) elseif Daneel.Debug.enableDebug == true then print("Daneel.Event.AddEventListener(): "..tostring(listener).." already listen for event '"..eventName.."' on object: ", object) end end --- Add a listener function for the specified local event on this game object. -- Alias of Daneel.Event.AddEventListener(). -- @param gameObject (GameObject) The game object. -- @param eventName (string) The name of the event to listen to. -- @param listener (function or userdata) The listener function. function GameObject.AddEventListener( gameObject, eventName, listener ) Daneel.Event.AddEventListener( gameObject, eventName, listener ) end --- Remove the specified listener for the specified local event on this object -- @param object (table) The object. -- @param eventName (string) The name of the event. -- @param listener (function or userdata) [optional] The listener function to remove. If nil, all listeners will be removed for the specified event. function Daneel.Event.RemoveEventListener( object, eventName, listener ) if object.listenersByEvent ~= nil and object.listenersByEvent[ eventName ] ~= nil then if listener ~= nil then table.removevalue( object.listenersByEvent[ eventName ], listener ) else object.listenersByEvent[ eventName ] = nil end end end --- Remove the specified listener for the specified local event on this game object -- @param gameObject (table) The game object. -- @param eventName (string) The name of the event. -- @param listener (function or userdata) [optional] The listener function to remove. If nil, all listeners will be removed for the specified event. function GameObject.RemoveEventListener( gameObject, eventName, listener ) Daneel.Event.RemoveEventListener( gameObject, eventName, listener ) end local _go = { "gameObject", "GameObject" } table.mergein( Daneel.Debug.functionArgumentsInfo, { ["Daneel.Event.Listen"] = { { "eventName", { s, t } }, { "functionOrObject", {t, f, u} }, { "isPersistent", b, isOptional = true } }, ["GameObject.FireEvent"] = { _go, { "eventName", s } }, ["Daneel.Event.AddEventListener"] = { { "object", "table" }, { "eventName", s }, { "listener", { f, u } } }, ["GameObject.AddEventListener"] = { _go, { "eventName", s }, { "listener", { f, u } } }, ["Daneel.Event.RemoveEventListener"] = { { "object", "table" }, { "eventName", s }, { "listener", { f, u }, isOptional = true } }, ["GameObject.RemoveEventListener"] = { _go, { "eventName", s }, { "listener", { f, u }, isOptional = true } }, } ) ---------------------------------------------------------------------------------- -- Time Daneel.Time = { realTime = 0.0, realDeltaTime = 0.0, time = 0.0, deltaTime = 0.0, timeScale = 1.0, frameCount = 0, } ---------------------------------------------------------------------------------- -- Config, loading function Daneel.DefaultConfig() local config = { debug = { enableDebug = false, -- Enable/disable Daneel's global debugging features (error reporting + stacktrace). enableStackTrace = false, -- Enable/disable the Stack Trace. }, -- this table define the object's type names, returned by Daneel.Debug.GetType() objectsByType = { GameObject = GameObject, Vector3 = Vector3, Quaternion = Quaternion, Plane = Plane, Ray = Ray, }, componentObjectsByType = { ScriptedBehavior = ScriptedBehavior, ModelRenderer = ModelRenderer, MapRenderer = MapRenderer, Camera = Camera, Transform = Transform, Physics = Physics, TextRenderer = TextRenderer, NetworkSync = NetworkSync, }, componentTypes = {}, assetObjectsByType = { Script = Script, Model = Model, ModelAnimation = ModelAnimation, Map = Map, TileSet = TileSet, Sound = Sound, Scene = Scene, --Document = Document, Font = Font, }, assetTypes = {}, } return config end Daneel.Config = Daneel.DefaultConfig() Daneel.Config.assetTypes = table.getkeys( Daneel.Config.assetObjectsByType ) -- needed in the CraftStudio script before Daneel is loaded -- load Daneel at the start of the game function Daneel.Load() if Daneel.isLoaded then return end Daneel.isLoading = true -- load Daneel config local userConfig = nil if Daneel.UserConfig ~= nil then table.mergein( Daneel.Config, Daneel.UserConfig(), true ) end -- load modules config for i, name in ipairs( Daneel.modules.moduleNames ) do local module = Daneel.modules[ name ] if module.isConfigLoaded ~= true then module.isConfigLoaded = true if module.Config == nil then if module.DefaultConfig ~= nil then module.Config = module.DefaultConfig() else module.Config = {} end end if module.UserConfig ~= nil then table.mergein( module.Config, module.UserConfig(), true ) end if module.Config.objectsByType ~= nil then table.mergein( Daneel.Config.objectsByType, module.Config.objectsByType ) end if module.Config.componentObjectsByType ~= nil then table.mergein( Daneel.Config.componentObjectsByType, module.Config.componentObjectsByType ) table.mergein( Daneel.Config.objectsByType, module.Config.componentObjectsByType ) end end end table.mergein( Daneel.Config.objectsByType, Daneel.Config.componentObjectsByType, Daneel.Config.assetObjectsByType ) -- Enable nice printing + dynamic access of getters/setters on components for componentType, componentObject in pairs( Daneel.Config.componentObjectsByType ) do Daneel.Utilities.AllowDynamicGettersAndSetters( componentObject, { Component } ) if componentType ~= "ScriptedBehavior" then componentObject["__tostring"] = function( component ) return componentType .. ": " .. component:GetId() end end end table.mergein( Daneel.Config.componentTypes, table.getkeys( Daneel.Config.componentObjectsByType ) ) -- Enable nice printing + dynamic access of getters/setters on assets for assetType, assetObject in pairs( Daneel.Config.assetObjectsByType ) do Daneel.Utilities.AllowDynamicGettersAndSetters( assetObject, { Asset } ) assetObject["__tostring"] = function( asset ) return assetType .. ": " .. Daneel.Utilities.GetId( asset ) .. ": '" .. Map.GetPathInPackage( asset ) .. "'" end end -- setup error reporting + stack trace if Daneel.Config.debug.enableDebug then if Daneel.Config.debug.enableStackTrace then Daneel.Debug.SetNewError() end -- overload functions with debug (error reporting + stacktrace) for funcName, data in pairs( Daneel.Debug.functionArgumentsInfo ) do Daneel.Debug.RegisterFunction( funcName, data ) end end CS.IsWebPlayer = type( Camera.ProjectionMode.Orthographic ) == "number" -- "userdata" in native runtimes Daneel.Debug.StackTrace.BeginFunction( "Daneel.Load" ) -- Load modules for i, name in ipairs( Daneel.modules.moduleNames ) do local module = Daneel.modules[ name ] if module.isLoaded ~= true then module.isLoaded = true if type( module.Load ) == "function" then module.Load() end end end Daneel.isLoaded = true Daneel.isLoading = false if Daneel.Config.debug.enableDebug then print( "~~~~~ Daneel loaded ~~~~~" ) end -- check for module update functions Daneel.moduleUpdateFunctions = {} for i, name in ipairs( Daneel.modules.moduleNames ) do local module = Daneel.modules[ name ] if module.doNotCallUpdate ~= true then if type( module.Update ) == "function" and not table.containsvalue( Daneel.moduleUpdateFunctions, module.Update ) then table.insert( Daneel.moduleUpdateFunctions, module.Update ) end end end Daneel.Debug.StackTrace.EndFunction() end -- end Daneel.Load() ---------------------------------------------------------------------------------- -- Runtime -- luadoc stop function Behavior.Awake( self ) if self.debugTry == true then CraftStudio.Destroy( self ) self.testFunction() -- testFunction() may throw an error, kill the scripted behavior and not call the success callback -- but it won't kill the script that created the scripted behavior (the one that called Daneel.Debug.Try()) self.successCallback() return end if table.getvalue( _G, "LOAD_DANEEL" ) ~= nil and LOAD_DANEEL == false then -- just for tests purposes return end if Daneel.isAwake then if Daneel.Config.debug.enableDebug then print( "Daneel:Awake() : You tried to load Daneel twice ! The 'Daneel' scripted behavior is on two game objects inside the same scene. This time, it was on " .. tostring( self.gameObject ) ) end CS.Destroy( self ) return end Daneel.isAwake = true Daneel.Event.Listen( "OnNewSceneWillLoad", function() Daneel.isAwake = false end ) Daneel.Load() Daneel.Debug.StackTrace.messages = {} Daneel.Debug.StackTrace.BeginFunction( "Daneel.Awake" ) -- Awake modules for i, name in ipairs( Daneel.modules.moduleNames ) do local module = Daneel.modules[ name ] if type( module.Awake ) == "function" then module.Awake() end end if Daneel.Config.debug.enableDebug then print("~~~~~ Daneel awake ~~~~~") end Daneel.Event.Fire( "OnAwake" ) Daneel.Debug.StackTrace.EndFunction() end function Behavior.Start( self ) if self.debugTry then return end Daneel.Debug.StackTrace.BeginFunction( "Daneel.Start" ) -- Start modules for i, name in ipairs( Daneel.modules.moduleNames ) do local module = Daneel.modules[ name ] if type( module.Start ) == "function" then module.Start() end end if Daneel.Config.debug.enableDebug then print("~~~~~ Daneel started ~~~~~") end Daneel.Event.Fire( "OnStart" ) Daneel.Debug.StackTrace.EndFunction() end function Behavior.Update( self ) if self.debugTry then return end -- Time local currentTime = os.clock() Daneel.Time.realDeltaTime = currentTime - Daneel.Time.realTime Daneel.Time.realTime = currentTime Daneel.Time.deltaTime = Daneel.Time.realDeltaTime * Daneel.Time.timeScale Daneel.Time.time = Daneel.Time.time + Daneel.Time.deltaTime Daneel.Time.frameCount = Daneel.Time.frameCount + 1 -- Update modules for i=1, #Daneel.moduleUpdateFunctions do Daneel.moduleUpdateFunctions[i]() end end -------------------------------------------------------------------------------- -- Mouse Input component -- Enable mouse interactions with game objects when added to a game object with a camera component. MouseInput = { buttonExists = { LeftMouse = false, RightMouse = false, WheelUp = false, WheelDown = false }, lastLeftClickFrame = 0, components = {}, -- array of mouse input components } Daneel.modules.MouseInput = MouseInput function MouseInput.DefaultConfig() return { doubleClickDelay = 20, -- Maximum number of frames between two clicks of the left mouse button to be considered as a double click componentObjectsByType = { MouseInput = MouseInput, }, } end MouseInput.Config = MouseInput.DefaultConfig() function MouseInput.Load() for buttonName, _ in pairs( MouseInput.buttonExists ) do MouseInput.buttonExists[ buttonName ] = Daneel.Utilities.ButtonExists( buttonName ) end end function MouseInput.Awake() MouseInput.components = {} end --- Update the specified MouseInput component or update all components when no argument is passed. -- When the component is specified, the update is forced. It happens even if the mouse doesn't move and no button input happens. -- @param mouseInput (MouseInput) [optional] The MouseInput component to update. function MouseInput.Update( mouseInput ) local forceUpdate = false local components = MouseInput.components if mouseInput ~= nil then forceUpdate = true components = { mouseInput } end if #components == 0 then return end local mouseDelta = CS.Input.GetMouseDelta() local mouseIsMoving = false if mouseDelta.x ~= 0 or mouseDelta.y ~= 0 then mouseIsMoving = true end local leftMouseJustPressed = false local leftMouseDown = false local leftMouseJustReleased = false if MouseInput.buttonExists.LeftMouse then leftMouseJustPressed = CS.Input.WasButtonJustPressed( "LeftMouse" ) leftMouseDown = CS.Input.IsButtonDown( "LeftMouse" ) leftMouseJustReleased = CS.Input.WasButtonJustReleased( "LeftMouse" ) end local rightMouseJustPressed = false if MouseInput.buttonExists.RightMouse then rightMouseJustPressed = CS.Input.WasButtonJustPressed( "RightMouse" ) end local wheelUpJustPressed = false if MouseInput.buttonExists.WheelUp then wheelUpJustPressed = CS.Input.WasButtonJustPressed( "WheelUp" ) end local wheelDownJustPressed = false if MouseInput.buttonExists.WheelDown then wheelDownJustPressed = CS.Input.WasButtonJustPressed( "WheelDown" ) end if forceUpdate == true or mouseIsMoving == true or leftMouseJustPressed == true or leftMouseDown == true or leftMouseJustReleased == true or rightMouseJustPressed == true or wheelUpJustPressed == true or wheelDownJustPressed == true then local doubleClick = false if leftMouseJustPressed then doubleClick = ( Daneel.Time.frameCount <= MouseInput.lastLeftClickFrame + MouseInput.Config.doubleClickDelay ) MouseInput.lastLeftClickFrame = Daneel.Time.frameCount end local reindexComponents = false for i=1, #components do local component = components[i] local mi_gameObject = component.gameObject -- mouse input game object if mi_gameObject.inner ~= nil and not mi_gameObject.isDestroyed and mi_gameObject.camera ~= nil then local ray = mi_gameObject.camera:CreateRay( CS.Input.GetMousePosition() ) for j=1, #component._tags do local tag = component._tags[j] local gameObjects = GameObject.GetWithTag( tag ) for k=1, #gameObjects do local gameObject = gameObjects[k] -- gameObject is the game object whose position is checked against the raycasthit local raycastHit = ray:IntersectsGameObject( gameObject ) if raycastHit ~= nil then -- the mouse pointer is over the gameObject if not gameObject.isMouseOver then gameObject.isMouseOver = true Daneel.Event.Fire( gameObject, "OnMouseEnter", gameObject ) end elseif gameObject.isMouseOver == true then -- the gameObject was still hovered the last frame gameObject.isMouseOver = false Daneel.Event.Fire( gameObject, "OnMouseExit", gameObject ) end if gameObject.isMouseOver == true then Daneel.Event.Fire( gameObject, "OnMouseOver", gameObject, raycastHit ) if leftMouseJustPressed == true then Daneel.Event.Fire( gameObject, "OnClick", gameObject ) if doubleClick == true then Daneel.Event.Fire( gameObject, "OnDoubleClick", gameObject ) end end if leftMouseDown == true and mouseIsMoving == true then Daneel.Event.Fire( gameObject, "OnDrag", gameObject ) end if leftMouseJustReleased == true then Daneel.Event.Fire( gameObject, "OnLeftClickReleased", gameObject ) end if rightMouseJustPressed == true then Daneel.Event.Fire( gameObject, "OnRightClick", gameObject ) end if wheelUpJustPressed == true then Daneel.Event.Fire( gameObject, "OnWheelUp", gameObject ) end if wheelDownJustPressed == true then Daneel.Event.Fire( gameObject, "OnWheelDown", gameObject ) end end end -- for gameObjects with current tag end -- for component._tags else -- this component's game object is dead or has no camera component components[i] = nil reindexComponents = true end -- gameObject is alive end -- for components if reindexComponents == true and mouseInput == nil then MouseInput.components = table.reindex( components ) end end -- if mouseIsMoving, ... end -- end MouseInput.Update() --- Create a new MouseInput component. -- @param gameObject (GameObject) The game object. -- @param params (table) [optional] A table of parameters. -- @return (MouseInput) The new component. function MouseInput.New( gameObject, params ) if gameObject.camera == nil then error( "MouseInput.New(gameObject, params) : "..tostring(gameObject).." has no Camera component." ) return end local component = { _tags = {} } component.gameObject = gameObject gameObject.mouseInput = component setmetatable( component, MouseInput ) if params ~= nil then component:Set( params ) end table.insert( MouseInput.components, component ) return component end --- Set tag(s) of the game objects the component works with. -- @param mouseInput (MouseInput) The mouse input component. -- @param tags (string or table) The tag(s) of the game objects the component works with. function MouseInput.SetTags( mouseInput, tags ) if type( tags ) == "string" then tags = {tags} end mouseInput._tags = tags end --- Return the tag(s) of the game objects the component works with. -- @param mouseInput (MouseInput) The mouse input component. -- @return (table) The tag(s) of the game objects the component works with. function MouseInput.GetTags( mouseInput ) return mouseInput._tags end local _mo = { "mouseInput", "MouseInput" } table.mergein( Daneel.Debug.functionArgumentsInfo, { ["MouseInput.New"] = { _go, { "params", "table", isOptional = true } }, ["MouseInput.SetTags"] = { _mo, { "tags", { s, t } } }, ["MouseInput.GetTags"] = { _mo }, } ) -------------------------------------------------------------------------------- -- Trigger component Trigger = { components = {}, } Daneel.modules.Trigger = Trigger function Trigger.DefaultConfig() return { componentObjectsByType = { Trigger = Trigger, }, } end Trigger.Config = Trigger.DefaultConfig() function Trigger.Awake() Trigger.components = {} end function Trigger.Update() local reindexComponents = false for i=1, #Trigger.components do local trigger = Trigger.components[i] local triggerGameObject = trigger.gameObject if triggerGameObject.inner ~= nil and not triggerGameObject.isDestroyed then if trigger._updateInterval > 1 and Daneel.Time.frameCount % trigger._updateInterval == 0 then local triggerPosition = triggerGameObject.transform:GetPosition() for j=1, #trigger._tags do local tag = trigger._tags[j] local gameObjects = GameObject.GetWithTag( tag ) for k=1, #gameObjects do local gameObject = gameObjects[k] -- gameObject is the game object whose position is checked against the trigger's if gameObject ~= triggerGameObject then local gameObjectIsInRange = trigger:IsGameObjectInRange( gameObject, triggerPosition ) local gameObjectWasInRange = table.containsvalue( trigger.gameObjectsInRangeLastUpdate, gameObject ) if gameObjectIsInRange then if gameObjectWasInRange then -- already in this trigger Daneel.Event.Fire( gameObject, "OnTriggerStay", gameObject, triggerGameObject ) Daneel.Event.Fire( triggerGameObject, "OnTriggerStay", triggerGameObject, gameObject ) else -- just entered the trigger table.insert( trigger.gameObjectsInRangeLastUpdate, gameObject ) Daneel.Event.Fire( gameObject, "OnTriggerEnter", gameObject, triggerGameObject ) Daneel.Event.Fire( triggerGameObject, "OnTriggerEnter", triggerGameObject, gameObject ) end elseif gameObjectWasInRange then -- was in the trigger, but not anymore table.removevalue( trigger.gameObjectsInRangeLastUpdate, gameObject ) Daneel.Event.Fire( gameObject, "OnTriggerExit", gameObject, triggerGameObject ) Daneel.Event.Fire( triggerGameObject, "OnTriggerExit", triggerGameObject, gameObject ) end end end -- for gameObjects with current tag end -- for component._tags end -- it's time to update this trigger else -- this component's game object is dead Trigger.components[i] = nil reindexComponents = true end -- game object is alive end -- for Trigger.components if reindexComponents == true then Trigger.components = table.reindex( Trigger.components ) end end --- Create a new Trigger component. -- @param gameObject (GameObject) The game object. -- @param params (table) [optional] A table of parameters. -- @return (Trigger) The new component. function Trigger.New( gameObject, params ) local trigger = { _range = 1, _updateInterval = 5, _tags = {}, gameObjectsInRangeLastUpdate = {}, } trigger.gameObject = gameObject gameObject.trigger = trigger setmetatable( trigger, Trigger ) if params ~= nil then trigger:Set( params ) end table.insert( Trigger.components, trigger ) return trigger end --- Set tag(s) of the game objects the component works with. -- @param trigger (Trigger) The trigger component. -- @param tags (string or table) The tag(s) of the game objects the component works with. function Trigger.SetTags( trigger, tags ) if type( tags ) == "string" then tags = {tags} end trigger._tags = tags end --- Return the tag(s) of the game objects the component works with. -- @param trigger (Trigger) The trigger component. -- @return (table) The tag(s) of the game objects the component works with. function Trigger.GetTags( trigger ) return trigger._tags end --- Set the range of the trigger. -- @param trigger (Trigger) The trigger component. -- @param range (number) The range of the trigger. Must be >= 0. Set to 0 to use the trigger's map or model as area. function Trigger.SetRange( trigger, range ) trigger._range = math.clamp( range, 0, 9999 ) end --- Get the range of the trigger. -- @param trigger (Trigger) The trigger component. -- @return (number) The range of the trigger. function Trigger.GetRange( trigger ) return trigger._range end --- Set the interval (in frames) at which the trigger is automatically updated. -- A value < 1 will prevent the trigger to be automatically updated. -- @param trigger (Trigger) The trigger component. -- @param updateInterval (number) The update interval in frames. Must be >= 0 function Trigger.SetUpdateInterval( trigger, updateInterval ) trigger._updateInterval = math.clamp( updateInterval, 0, 9999 ) end --- Get the interval (in frames) at which the trigger is automatically updated. -- @param trigger (Trigger) The trigger component. -- @return (number) The update interval (in frames) of the trigger. function Trigger.GetUpdateInterval( trigger ) return trigger._updateInterval end --- Get the gameObjects that are within range of that trigger. -- @param trigger (Trigger) The trigger component. -- @return (table) The list of the gameObjects in range (empty if none in range). function Trigger.GetGameObjectsInRange( trigger ) local triggerPosition = trigger.gameObject.transform:GetPosition() local gameObjectsInRange = {} for i=1, #trigger._tags do local gameObjects = GameObject.GetWithTag( trigger._tags[i] ) for j=1, #gameObjects do local gameObject = gameObjects[j] if gameObject ~= trigger.gameObject and trigger:IsGameObjectInRange( gameObject, triggerPosition ) then table.insertonce( gameObjectsInRange, gameObject ) end end end return gameObjectsInRange end --- Tell whether the provided game object is in range of the trigger. -- @param trigger (Trigger) The trigger component. -- @param gameObject (GameObject) The gameObject. -- @param triggerPosition (Vector3) [optional] The trigger's current position. -- @return (boolean) True or false. function Trigger.IsGameObjectInRange( trigger, gameObject, triggerPosition ) local errorHead = "Behavior:IsGameObjectInRange( gameObject[, triggerPosition] )" local triggerGameObject = trigger.gameObject if triggerPosition == nil then triggerPosition = triggerGameObject.transform:GetPosition() end local gameObjectIsInTrigger = false local directionToGameObject = gameObject.transform:GetPosition() - triggerPosition local sqrDistanceToGameObject = directionToGameObject:SqrLength() if trigger._range > 0 and sqrDistanceToGameObject <= trigger._range ^ 2 then gameObjectIsInTrigger = true elseif trigger._range <= 0 then if trigger.ray == nil then trigger.ray = Ray.New( Vector3.New(0), Vector3.New(0) ) end local ray = trigger.ray ray.position = triggerPosition ray.direction = directionToGameObject -- ray from the trigger to the game object local distanceToTriggerAsset = nil -- distance to trigger model or map if triggerGameObject.modelRenderer ~= nil then distanceToTriggerAsset = ray:IntersectsModelRenderer( triggerGameObject.modelRenderer ) elseif triggerGameObject.mapRenderer ~= nil then distanceToTriggerAsset = ray:IntersectsMapRenderer( triggerGameObject.mapRenderer ) end -- if the gameObject has a model or map, replace the distance to the game object with the distance to the asset if gameObject.modelRenderer ~= nil then sqrDistanceToGameObject = ray:IntersectsModelRenderer( gameObject.modelRenderer ) ^ 2 elseif gameObject.mapRenderer ~= nil then sqrDistanceToGameObject = ray:IntersectsMapRenderer( gameObject.mapRenderer ) ^ 2 end if distanceToTriggerAsset ~= nil and sqrDistanceToGameObject <= distanceToTriggerAsset ^ 2 then -- distance from the trigger to the game object is inferior to the distance from the trigger to the trigger's model or map -- that means the GO is inside of the model/map -- the ray goes through the GO origin before intersecting the asset gameObjectIsInTrigger = true end end return gameObjectIsInTrigger end local _trigger = { "trigger", "Trigger" } table.mergein( Daneel.Debug.functionArgumentsInfo, { ["Trigger.New"] = { _go, { "params", "table", isOptional = true } }, ["Trigger.SetTags"] = { _trigger, { "tags", { s, t } } }, ["Trigger.GetTags"] = { _trigger }, ["Trigger.SetRange"] = { _trigger, { "range", n } }, ["Trigger.GetRange"] = { _trigger }, ["Trigger.SetUpdateInterval"] = { _trigger, { "updateInterval", n } }, ["Trigger.GetUpdateInterval"] = { _trigger }, ["Trigger.GetGameObjectsInRange"] = { _trigger }, ["Trigger.IsGameObjectInRange"] = { _trigger, _go, { "triggerPosition", "Vector3", isOptional = true } }, } ) -------------------------------------------------------------------------------- -- Language - Localization Lang = { dictionariesByLanguage = { english = {} }, cache = {}, gameObjectsToUpdate = {}, doNotCallUpdate = true, -- let that here ! It's read in Daneel.Load() to not include Lang.Update() to the list of functions to be called every frames. } Daneel.modules.Lang = Lang function Lang.DefaultConfig() return { default = nil, -- Default language current = nil, -- Current language searchInDefault = true, -- Tell whether Lang.Get() search a line key in the default language -- when it is not found in the current language before returning the value of keyNotFound keyNotFound = "langkeynotfound", -- Value returned when a language key is not found } end Lang.Config = Lang.DefaultConfig() function Lang.Load() local defaultLanguage = nil for lang, dico in pairs( Lang.dictionariesByLanguage ) do local llang = lang:lower() if llang ~= lang then Lang.dictionariesByLanguage[ llang ] = dico Lang.dictionariesByLanguage[ lang ] = nil end if defaultLanguage == nil then defaultLanguage = llang end end if defaultLanguage == nil then -- no dictionary found if Daneel.Config.debug.enableDebug == true then error("Lang.Load(): No dictionary found in Lang.dictionariesByLanguage !") end return end if Lang.Config.default == nil then Lang.Config.default = defaultLanguage end Lang.Config.default = Lang.Config.default:lower() if Lang.Config.current == nil then Lang.Config.current = Lang.Config.default end Lang.Config.current = Lang.Config.current:lower() end function Lang.Start() if Lang.Config.current ~= nil then Lang.Update( Lang.Config.current ) end end --- Get the localized line identified by the provided key. -- @param key (string) The language key. -- @param replacements (table) [optional] The placeholders and their replacements. -- @return (string) The line. function Lang.Get( key, replacements ) if replacements == nil and Lang.cache[ key ] ~= nil then return Lang.cache[ key ] end local currentLanguage = Lang.Config.current local defaultLanguage = Lang.Config.default local searchInDefault = Lang.Config.searchInDefault local cache = true local keys = string.split( key, "." ) local language = currentLanguage if Lang.dictionariesByLanguage[ keys[1] ] ~= nil then language = table.remove( keys, 1 ) end local noLangKey = table.concat( keys, "." ) -- rebuilt the key, but without the language local fullKey = language .. "." .. noLangKey if replacements == nil and Lang.cache[ fullKey ] ~= nil then return Lang.cache[ fullKey ] end local dico = Lang.dictionariesByLanguage[ language ] local errorHead = "Lang.Get(key[, replacements]): " if dico == nil then error( errorHead.."Language '"..language.."' does not exists", key, fullKey ) end for i=1, #keys do local _key = keys[i] if dico[_key] == nil then -- key was not found in this language -- search for it in the default language if searchInDefault == true and language ~= defaultLanguage then cache = false dico = Lang.Get( defaultLanguage.."."..noLangKey, replacements ) else -- already default language or don't want to search in dico = Lang.Config.keyNotFound or "keynotfound" end break end dico = dico[ _key ] -- dico is now a nested table in the dictionary, or a searched string (or the keynotfound string) end -- dico should be the searched (or keynotfound) string by now local line = dico if type( line ) ~= "string" then error( errorHead.."Localization key '"..key.."' does not lead to a string but to : '"..tostring(line).."'.", key, fullKey ) end -- process replacements if replacements ~= nil then line = Daneel.Utilities.ReplaceInString( line, replacements ) elseif cache == true and line ~= Lang.Config.keyNotFound then Lang.cache[ key ] = line -- ie: "greetings.welcome" Lang.cache[ fullKey ] = line -- ie: "english.greetings.welcome" end return line end --- Register a game object to update its text renderer whenever the language will be updated by Lang.Update(). -- @param gameObject (GameObject) The gameObject. -- @param key (string) The language key. -- @param replacements (table) [optional] The placeholders and their replacements. function Lang.RegisterForUpdate( gameObject, key, replacements ) Lang.gameObjectsToUpdate[gameObject] = { key = key, replacements = replacements, } end --- Update the current language and the text of all game objects that have registered via Lang.RegisterForUpdate(). <br> -- Fire the OnLangUpdate event. -- @param language (string) The new current language. function Lang.Update( language ) language = Daneel.Debug.CheckArgValue( language, "language", table.getkeys( Lang.dictionariesByLanguage ), "Lang.Update(language): " ) Lang.cache = {} -- ideally only the items that do not begins by a language name should be deleted Lang.Config.current = language for gameObject, data in pairs( Lang.gameObjectsToUpdate ) do if gameObject.inner == nil or gameObject.isDestroyed == true then Lang.gameObjectsToUpdate[ gameObject ] = nil else local text = Lang.Get( data.key, data.replacements ) if gameObject.textArea ~= nil then gameObject.textArea:SetText( text ) elseif gameObject.textRenderer ~= nil then gameObject.textRenderer:SetText( text ) elseif Daneel.Config.debug.enableDebug then print( "Lang.Update(language): WARNING : "..tostring( gameObject ).." has no TextRenderer or GUI.TextArea component." ) end end end Daneel.Event.Fire( "OnLangUpdate" ) end table.mergein( Daneel.Debug.functionArgumentsInfo, { ["Lang.Get"] = { { "key", "string" }, { "replacements", "table", isOptional = true } }, ["Lang.RegisterForUpdate"] = { _go, { "key", "string" }, { "replacements", "table", isOptional = true } }, ["Lang.Update"] = { { "language", "string" } }, } )
local parser = require('cmp_nvim_ultisnips.parser') describe('parser for grammar', function() describe('with terminal symbol', function() it('should match second rule if first one failed', function() local productions = { S = { rhs = { '^%a+', '^%d+'} } } local grammar = { start_symbol = 'S', productions = productions } local result = parser.parse('123 test', grammar, false) assert.is_not_nil(result) local expected = { matches = { '123' }, remaining = ' test' } assert.are_same(expected, result) end) it('should match description regex', function() local productions = { S = { rhs = { '^"[^"]+"' } } } local grammar = { start_symbol = 'S', productions = productions } local result = parser.parse('"some description"', grammar, false) assert.is_not_nil(result) local expected = { matches = { '"some description"' }, remaining = '' } assert.are_same(expected, result) end) it('should not match', function() local productions = { S = { rhs = { '^%d+'} } } local grammar = { start_symbol = 'S', productions = productions } assert.is_nil(parser.parse('test 123', grammar)) end) it('should match based on result of verify function', function() local productions = { S = { rhs = { '^%S+' }, verify_matches = function(_, matches) -- only match when first char is 'x' return matches[1]:sub(1, 1) == 'x' end } } local grammar = { start_symbol = 'S', productions = productions } local actual = parser.parse('xyz', grammar) assert.is_not_nil(actual) local expected = { matches = { 'xyz' }, remaining = '' } assert.are_same(expected, actual) -- failure case assert.is_nil(parser.parse('zyx', grammar)) end) it('should provide captured values in verify function and result table', function() local captured_rules = {} local captured_matches = {} local productions = { S = { rhs = { '^X(.*)X', '^M(.*)M A' }, verify_matches = function(rule, matches) table.insert(captured_rules, rule) table.insert(captured_matches, matches) return true end }, A = { rhs = { 'a' } } } local grammar = { start_symbol = 'S', productions = productions } local actual = parser.parse('Msome str1ngsM arest', grammar, false) -- one call to verify for the applied rule assert.are_same({ '^M(.*)M A' }, captured_rules) assert.are_same({ { 'some str1ngs', 'a' } }, captured_matches) assert.is_not_nil(actual) local expected = { matches = { 'some str1ngs', 'a' }, remaining = 'rest' } assert.are_same(expected, actual) end) it('should match based on result of verify function (more complex test)', function() local productions = { S = { rhs = { '^.*' }, verify_matches = function(_, matches) -- only match when surrounding chars are '!' local valid = matches[1]:sub(1, 1) == '!' and matches[1]:sub(-1, -1) == '!' -- it is possible to change the captured value since captures are passed by reference if valid == true then matches[1] = matches[1]:sub(2, -2) end return valid end } } local grammar = { start_symbol = 'S', productions = productions } local actual = parser.parse('!test!', grammar) assert.is_not_nil(actual) local expected = { matches = { 'test' }, remaining = '' } assert.are_same(expected, actual) end) it('should provide matches in on_store_matches when verify succeeded', function() local captured_symbols = {} local captured_matches = {} local productions = { S = { rhs = { 'A C', 'B C' }, verify_matches = function(rule, _) -- only allow second rule return rule == 'B C' end, on_store_matches = function(symbols, matches) table.insert(captured_symbols, symbols) table.insert(captured_matches, matches) end }, A = { rhs = { 'a' } }, B = { rhs = { 'a' } }, C = { rhs = { 'c' } } } local grammar = { start_symbol = 'S', productions = productions } local actual = parser.parse('ac', grammar) assert.are_same({ { 'B', 'C' } }, captured_symbols) assert.are_same({ { 'a', 'c' } }, captured_matches) assert.is_not_nil(actual) local expected = { matches = { 'a', 'c' }, remaining = '' } assert.are_same(expected, actual) end) end) describe('with non-terminal symbol', function() it('should match', function() local productions = { S = { rhs = { 'A D' } }, A = { rhs = { 'B C' } }, B = { rhs = { '^b' } }, C = { rhs = { '^c' } }, D = { rhs = { '^d' } } } local grammar = { start_symbol = 'S', productions = productions } local expected = { matches = { { 'b', 'c' }, -- matched by non-terminal A 'd' -- matched by non-terminal D }, remaining = 'rest' } local actual = parser.parse('bcdrest', grammar) assert.is_not_nil(actual) assert.are_same(expected, actual) end) it('should not match when last non-terminal fails', function() local productions = { S = { rhs = { 'A D' } }, A = { rhs = { 'B C' } }, B = { rhs = { '^b' } }, C = { rhs = { '^c' } }, D = { rhs = { '^d' } } } local grammar = { start_symbol = 'S', productions = productions } assert.is_nil(parser.parse('bc!rest', grammar)) end) end) end) describe('parser for', function() describe('snippet header', function() it('should match tab_trigger including quotes when no r option or multiword trigger', function() local result = parser.parse_snippet_header('"snip"') local expected = { tab_trigger = '"snip"' } assert.are_same(expected, result) end) it('should match multiword tab-trigger surrounded with "!"', function() local result = parser.parse_snippet_header('!"some" trigger! "a description"') local expected = { description = 'a description', tab_trigger = '"some" trigger' } assert.are_same(expected, result) end) it('should match quoted tab_trigger, description, options', function() local result = parser.parse_snippet_header('"tab - trigger" "some description" options') local expected = { options = 'options', description = 'some description', tab_trigger = 'tab - trigger' } assert.are_same(expected, result) end) it('should remove surrounding from tab_trigger when regex option is provided', function() local result = parser.parse_snippet_header('|^(foo|bar)$| "" r') local expected = { options = 'r', description = '', tab_trigger = '^(foo|bar)$' } assert.are_same(expected, result) end) it('should not remove surrounding from tab_trigger when regex option is not provided', function() local result = parser.parse_snippet_header('|^(foo|bar)$| "" ba') local expected = { options = 'ba', description = '', -- keep surrounding '|' tab_trigger = '|^(foo|bar)$|' } assert.are_same(expected, result) end) it('should match options with "!"', function() local result = parser.parse_snippet_header('test "description" b!') local expected = { options = 'b!', description = 'description', tab_trigger = 'test' } assert.are_same(expected, result) end) it('should match options with expression', function() local result = parser.parse_snippet_header('trigger "d" "expr" be') local expected = { options = 'be', expression = 'expr', description = 'd', tab_trigger = 'trigger' } assert.are_same(expected, result) -- failure case assert.are_same({}, parser.parse_snippet_header('trigger "d" "expr" br')) end) it('should not match invalid multiword tab-trigger', function() local result = parser.parse_snippet_header('invalid multiword-trigger "description"') assert.are_same({}, result) end) it('should not cause exception for snippet with trailing spaces (#23)', function() local result = parser.parse_snippet_header('func "Function Header" ') assert.are_same({}, result) end) it('should match tab-trigger containing dot', function() local result = parser.parse_snippet_header('j.u') local expected = { tab_trigger = 'j.u' } assert.are_same(expected, result) end) it('should match tab_trigger with less than 3 chars', function() local result = parser.parse_snippet_header('c "Constructor" b') local expected = { tab_trigger = 'c', description = 'Constructor', options = 'b' } assert.are_same(expected, result) end) end) end)
print("CTEST_FULL_OUTPUT") local vec = osg.Vec3d(5, 5, 5) local vec2 = osg.Vec3d(52, 25, 52) local mat = osg.Matrix.scale(vec) print(mat.Scale) assert(vec == mat.Scale) mat.Trans = vec2 print(mat.Trans) assert(vec2 == mat.Trans) assert(vec == mat.Scale) require("help") help(mat) help(osg.Group()) print("Done!")
local Player = {} Player.players = {} Player.alive = {} Player.playerCount = 0 Player.aliveCount = 0 Player.__index = Player Player.__tostring = function(self) return table.tostring(self) end setmetatable(Player, { __call = function (cls, name) return cls.new(name) end, }) function Player.new(name) local self = setmetatable({}, Player) self.name = name self.alive = false self.lives = 0 self.inCooldown = true self.community = tfm.get.room.playerList[name].community self.hearts = {} self.rounds = 0 self.survived = 0 self.won = 0 self.score = 0 self.points = 0 self.packs = 1 self.packsArray = {} self.equipped = 1 self.tempEquipped = nil self.openedWindow = nil for key, code in next, keys do system.bindKeyboard(name, code, true, true) end Player.players[name] = self Player.playerCount = Player.playerCount + 1 return self end function Player:refresh() self.alive = true self.inCooldown = false self:setLives(3) if not Player.alive[self.name] then Player.alive[self.name] = self Player.aliveCount = Player.aliveCount + 1 end setNameColor(self.name) self.tempEquipped = nil end function Player:setLives(lives) self.lives = lives tfm.exec.setPlayerScore(self.name, lives) for _, id in next, self.hearts do tfm.exec.removeImage(id) end self.hearts = {} local heartCount = 0 while heartCount < lives do heartCount = heartCount + 1 self.hearts[heartCount] = tfm.exec.addImage(assets.heart, "$" .. self.name, -45 + heartCount * 15, -45) end end function Player:shoot(x, y) if newRoundStarted and self.alive and not self.inCooldown then if self.equipped == "Random" and not self.tempEquipped then self.tempEquipped = #self.packsArray == 0 and "Default" or self.packsArray[math.random(#self.packsArray)] end self.inCooldown = true local stance = self.stance local pos = getPos(currentItem, stance) local rot = getRot(currentItem, stance) local xSpeed = currentItem == 34 and 60 or 40 local object = tfm.exec.addShamanObject( currentItem, x + pos.x, y + pos.y, rot, stance == -1 and -xSpeed or xSpeed, 0, currentItem == 32 or currentItem == 62 ) local equippedPackName = self.tempEquipped or self.equipped local equippedPack = shop.packs[equippedPackName] local skin = equippedPack.skins[currentItem] if (equippedPackName ~= "Default" and equippedPackName ~= "Random") and skin and skin.image then tfm.exec.addImage( skin.image, "#" .. object, skin.adj.x, skin.adj.y ) end Timer("shootCooldown_" .. self.name, function(object) tfm.exec.removeObject(object) self.inCooldown = false end, 1500, false, object) end end function Player:die() self.lives = 0 self.alive = false tfm.exec.chatMessage(translate("LOST_ALL", self.community), self.name) if statsEnabled then self.rounds = self.rounds + 1 self:savePlayerData() end if Player.alive[self.name] then Player.alive[self.name] = nil Player.aliveCount = Player.aliveCount - 1 end if Player.aliveCount == 1 then local winner = next(Player.alive) local winnerPlayer = Player.players[winner] local n, t = extractName(winner) tfm.exec.chatMessage(translate("SOLE", tfm.get.room.community, nil, {player = "<b><VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font></b>"})) tfm.exec.giveCheese(winner) tfm.exec.playerVictory(winner) if statsEnabled then winnerPlayer.rounds = winnerPlayer.rounds + 1 winnerPlayer.survived = winnerPlayer.survived + 1 winnerPlayer.won = winnerPlayer.won + 1 winnerPlayer.points = winnerPlayer.points + 5 winnerPlayer:savePlayerData() end Timer("newRound", newRound, 3 * 1000) elseif Player.aliveCount == 0 then Timer("newRound", newRound, 3 * 1000) end end function Player:savePlayerData() -- if tfm.get.room.uniquePlayers < MIN_PLAYERS then return end local name = self.name dHandler:set(name, "rounds", self.rounds) dHandler:set(name, "survived", self.survived) dHandler:set(name, "won", self.won) dHandler:set(name, "points", self.points) dHandler:set(name, "packs", shop.packsBitList:encode(self.packs)) dHandler:set(name, "equipped", self.equipped == "Random" and -1 or shop.packsBitList:find(self.equipped)) system.savePlayerData(name, "v2" .. dHandler:dumpPlayer(name)) end
local path = require "path" local date = require "date" local function older_then(days) local now = date() return function (fname, ftime) return days <= date.diff(now, date(ftime):tolocal()):spandays() end end local function old_files_(mask, days, cmd) assert(days) assert(cmd) -- признак того что в директории есть файлы не поподающие под фильтр local has_more_files = false local filter = older_then(days) local last_fname, last_fdate path.each{file = mask, param = 'ft', recurse=false, skipdirs=true, callback = function(fname, ftime) if filter(fname, ftime) then if not last_fdate then -- первый попавшийся файл last_fname, last_fdate = fname, date(ftime) return end -- перед этим уже бал найден файл local next_fname, next_fdate = fname, date(ftime) -- находим самый "старый" файл if last_fdate < next_fdate then last_fdate, next_fdate = next_fdate, last_fdate last_fname, next_fname = next_fname, last_fname end cmd(next_fname, false) else -- в директории есть файлы которые поподают под маску и не поподают под фильтр has_more_files = true end end} if last_fname then cmd(last_fname, not has_more_files) end end -- -- @param mask - если первый символ '!', то поиск производится рекурсивно -- @param days - количество дней после создания после которого файл считается старым -- @param cmd - команда обработки файла. В нее передается полный путь файла и -- признак того что файл является последним который подподает под маску в данной директории. -- Гарантируется что если это последний файл, то он имеет самую позднюю дату (самый "свежий") local function walk_old_files(mask, days, cmd) local is_recurse = mask:sub(1,1) == '!' if is_recurse then mask = mask:sub(2) end old_files_(mask, days, cmd) if not is_recurse then return end local dir_mask, file_mask = path.splitpath(mask) path.each{file = path.join(dir_mask, '*.*'), recurse=true, skipdirs=false, skipfiles=true, callback= function(fname) if path.isdir(fname) then old_files_(path.join(fname, file_mask), days, cmd) end end } end return walk_old_files
require "Assets.LuaScripts.Modulus.Common.Define.Define" require "Assets.LuaScripts.Modulus.Common.Cmd.__init" require "Assets.LuaScripts.Modulus.Common.TransClass.TransClass" require "Assets.LuaScripts.Modulus.Common.Utils.Utils"
local BaseLoginDialog = require("hall/login/widget/baseLoginDialog"); local login_regAccount_psdVerify_close = require("view/kScreen_1280_800/hall/login/login_regAccount_psdVerify_close"); --(注册)密码验证提示 local RegisterAccountVerifyCloseDialog = class(BaseLoginDialog,false); local h_index = 0; local getIndex = function(self) h_index = h_index + 1; return h_index; end RegisterAccountVerifyCloseDialog.s_controls = { closeBtn = getIndex(); leftBtn = getIndex(); rightBtn = getIndex(); bg = getIndex(); maskView = getIndex(); }; RegisterAccountVerifyCloseDialog.ctor = function(self,data) super(self,login_regAccount_psdVerify_close); self.m_data = data; self.m_ctrls = RegisterAccountVerifyCloseDialog.s_controls; self:findViewById(self.m_ctrls.closeBtn):setVisible( not kLoginDataInterface:isForbidLogin() ); end RegisterAccountVerifyCloseDialog.dtor = function(self) self.m_data = nil; end --------------------------------------------------------------------- ----------------- Button event response functions ------------------- --------------------------------------------------------------------- RegisterAccountVerifyCloseDialog.onCloseClick = function(self) Log.d("-------------RegisterAccountVerifyCloseDialog onCloseClick------------"); RegisterAccountVerifyCloseDialog.hide(); end RegisterAccountVerifyCloseDialog.onLeftClick = function(self) Log.d("-------------RegisterAccountVerifyCloseDialog onLeftClick A------------"); RegisterAccountVerifyCloseDialog.hide(); local RegisterAccountVerifyDialog = require("hall/login/widget/registerAccountVerifyDialog"); RegisterAccountVerifyDialog.hide(); end RegisterAccountVerifyCloseDialog.onRightClick = function(self) Log.d("-------------RegisterAccountVerifyCloseDialog onRightClick A------------"); RegisterAccountVerifyCloseDialog.hide(); end RegisterAccountVerifyCloseDialog.onBgClick = function(self) end RegisterAccountVerifyCloseDialog.onMaskTouch = function(self , finger_action , x , y, drawing_id_first , drawing_id_current) end --------------------------------------------------------------------------------- RegisterAccountVerifyCloseDialog.show = function(...) RegisterAccountVerifyCloseDialog.hide(true); RegisterAccountVerifyCloseDialog.s_instance = new(RegisterAccountVerifyCloseDialog , ...); RegisterAccountVerifyCloseDialog.s_instance:addToRoot(); RegisterAccountVerifyCloseDialog.s_instance:setFillParent(true,true); -- RegisterAccountVerifyCloseDialog.s_instance:setLevel(15); return RegisterAccountVerifyCloseDialog.s_instance; end RegisterAccountVerifyCloseDialog.hide = function() delete(RegisterAccountVerifyCloseDialog.s_instance); RegisterAccountVerifyCloseDialog.s_instance = nil; end --------------------------------------------------------------------------------- RegisterAccountVerifyCloseDialog.s_controlConfig = { [RegisterAccountVerifyCloseDialog.s_controls.closeBtn] = {"contentView","closeBtn"}; [RegisterAccountVerifyCloseDialog.s_controls.leftBtn] = {"contentView","bottomView","subView","tryAgainBtn"}; [RegisterAccountVerifyCloseDialog.s_controls.rightBtn] = {"contentView","bottomView","subView","fillByHandBtn"}; [RegisterAccountVerifyCloseDialog.s_controls.bg] = {"contentView","bg"}; [RegisterAccountVerifyCloseDialog.s_controls.maskView] = {"shiled"}; }; RegisterAccountVerifyCloseDialog.s_controlFuncMap = { [RegisterAccountVerifyCloseDialog.s_controls.closeBtn] = RegisterAccountVerifyCloseDialog.onCloseClick; [RegisterAccountVerifyCloseDialog.s_controls.leftBtn] = RegisterAccountVerifyCloseDialog.onLeftClick; [RegisterAccountVerifyCloseDialog.s_controls.rightBtn] = RegisterAccountVerifyCloseDialog.onRightClick; [RegisterAccountVerifyCloseDialog.s_controls.bg] = RegisterAccountVerifyCloseDialog.onBgClick; [RegisterAccountVerifyCloseDialog.s_controls.maskView] = RegisterAccountVerifyCloseDialog.onMaskTouch; }; return RegisterAccountVerifyCloseDialog
name "github.com/lemonkit/lemon" -- package name plugin "github.com/gsmake/clang" properties.clang = { ["lemon"] = { path = "."; type = "static"; config = "config.cmake"; -- the cmake config file test_dependencies = {}; }; }
EditCtrl = relative_import('edit_utils').create_edit_class(nil, 'editor/edit/uieditor_edit_callback_btn') --点击 function EditCtrl:on_init_ui() self.btn.OnClick = function() if self._editCallback then self._editCallback() end end if self._validateParm and self._validateParm['edit_name'] then self.btn:SetString(self._validateParm['edit_name']) end end function EditCtrl:on_update_data() end
return { TextSize = 14, Font = Enum.Font.Gotham, HeaderTextSize = 18, HeaderFont = Enum.Font.GothamBlack, Padding = 16, BigPadding = 24, }
package.path = package.path .. ";./common/?.lua" -- print(package.path) -- print(package.cpath) local tor2url = require("torrent_to_magnet") print(tor2url.torrent_to_magnet("./moli.torrent"))
fx_version 'bodacious' game 'gta5'
--[[------------------------------------------------------ lk.Properties ------------- Storage with notification on change. --]]------------------------------------------------------ require 'lubyk' local should = test.Suite('lk.Properties') function should.createPropOnNewPropertiesAccessor() local node = {} local prop = lk.Properties(node) assertTrue(node.prop) end function should.declarePropertiesWithNodeProperty() local node = {} local prop = lk.Properties(node) node:property('foo', 'this is foo') assertEqual(node.prop.properties.foo.info, 'this is foo') end function should.triggerCallbackIfExists() local node = {} local prop = lk.Properties(node) node:property('foo', 'this is foo') function node:foo(value) return value + 1; end prop.foo = 3 assertEqual(4, prop.foo) end function should.notRaiseAnErrorOnMissingCallback() local node = {} local prop = lk.Properties(node) node:property('foo', 'this is foo') prop.foo = 3 assertEqual(3, prop.foo) end function should.raiseAnErrorOnInvalidProperty() local node = {} local prop = lk.Properties(node) assertError('Unknown property bar', function() prop.bar = 4 end) end function should.connectPropertiesOnConnect() local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') nodeA:connect('foo', nodeB, 'bar') -- nodeA.foo ---> nodeB.bar propA.foo = 4 assertEqual(4, propB.bar) end function should.notConnectPropertiesOnMultipleConnect() local callCount = 0 local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') function nodeB:bar(value) callCount = callCount + 1 return value end nodeA:connect('foo', nodeB, 'bar') nodeA:connect('foo', nodeB, 'bar') -- nodeA.foo ---> nodeB.bar propA.foo = 4 assertEqual(4, propB.bar) assertEqual(1, callCount) end function should.disconnectPropOnDisconnect() local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') nodeB:property('baz', 'this is baz') nodeA:connect('foo', nodeB, 'bar') nodeA:connect('foo', nodeB, 'baz') nodeA:disconnect('foo', nodeB, 'bar') -- nodeA.foo ---> nodeB.bar propA.foo = 4 assertEqual(nil, propB.bar) assertEqual(4, propB.baz) end function should.disconnectAllOnDisconnectWithoutPropName() local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') nodeB:property('baz', 'this is baz') nodeA:connect('foo', nodeB, 'bar') nodeA:connect('foo', nodeB, 'baz') nodeA:disconnect('foo', nodeB) -- nodeA.foo ---> nodeB.bar propA.foo = 4 assertEqual(nil, propB.bar) assertEqual(nil, propB.baz) end function should.disconnectAllOnDisconnectWithoutSrcPropName() local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') nodeB:property('baz', 'this is baz') nodeA:connect('foo', nodeB, 'bar') nodeA:connect('foo', nodeB, 'baz') nodeA:disconnect(nodeB) -- nodeA.foo ---> nodeB.bar propA.foo = 4 assertEqual(nil, propB.bar) assertEqual(nil, propB.baz) end function should.triggerCallbackBeforeSending() local nodeA = {} local propA = lk.Properties(nodeA) nodeA:property('foo', 'this is foo') local nodeB = {} local propB = lk.Properties(nodeB) nodeB:property('bar', 'this is bar') nodeA:connect('foo', nodeB, 'bar') -- nodeA.foo ---> nodeB.bar function nodeA:foo(value) assertEqual(nil, propB.bar) return value + 1 end propA.foo = 4 assertEqual(5, propB.bar) end function should.connectToAnyMethod() local node = {} local prop = lk.Properties(node) node:property('foo', 'this is foo') local data = {} local function changeData(data, idx, value) data[idx] = value end node:connect('foo', changeData, data, 'tada') -- nodeA.foo ---> changeData(data, 'tada', value) assertEqual(nil, data['tada']) prop.foo = 4 assertEqual(4, data['tada']) end test.all()
include("shared.lua") AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") function ENT:SpawnDebris(mdl) local e = ents.Create("prop_physics") e:SetPos(self:GetPos() + VectorRand() * 150) e:SetModel(mdl) e:Spawn() local phys = e:GetPhysicsObject() phys:ApplyForceCenter(VectorRand() * 320000) phys:AddAngleVelocity(VectorRand() * 2000) if math.random(1, 3) == 1 then e:Ignite(30) end return e end function ENT:Initialize() self.BaseClass.Initialize(self) self:AddHook("DroneDestroyed", "drone_destroyed", function() local ef = EffectData() ef:SetOrigin(self:GetPos()) util.Effect("dronesrewrite_explosionbig", ef) for i = 1, 4 do local e = self:SpawnDebris("models/dronesrewrite/skyartillery/deb1/deb1.mdl") e:SetAngles(Angle(0, 90 * i, 0)) end self:SpawnDebris("models/dronesrewrite/skyartillery/deb2/deb1.mdl") self:SpawnDebris("models/dronesrewrite/skyartillery/deb3/deb1.mdl") self:SpawnDebris("models/dronesrewrite/skyartillery/deb4/deb1.mdl") self:SpawnDebris("models/dronesrewrite/skyartillery/deb5/deb1.mdl") util.ScreenShake(self:GetPos(), 30, 2, 5, 20000) self:Remove() end) end
return { ["sprite path"] = "sprite path", ["right upperarm"] = "右 上腕", ["neck"] = "首", ["size y"] = "Y軸のサイズ", ["draw shadow"] = "影を表示", ["copy"] = "コピー", ["start size"] = "開始 サイズ", ["clip"] = "クリップ", ["size"] = "サイズ", ["reset view"] = "カメラをリセット", ["right calf"] = "右 ふくらはぎ", ["effect"] = "エフェクト", ["max"] = "最大", ["angles"] = "角度", ["left foot"] = "左 足", ["font"] = "フォント", ["wear"] = "着用", ["load"] = "読み込み", ["bodygroup state"] = "ボディグループ ステータス", ["size x"] = "X軸のサイズ", ["relative bones"] = "relative bones", ["scale"] = "スケール", ["follow"] = "follow", ["outline color"] = "アウトラインの色", ["left thigh"] = "左 太もも", ["bone"] = "骨", ["invert"] = "反転", ["double face"] = "両面", ["clear"] = "全消去", ["right forearm"] = "右 前腕", ["left hand"] = "左 手", ["left upperarm"] = "左 上腕", ["false"] = "無効", ["alpha"] = "透過度", ["use lua"] = "Luaを使用", ["sprite"] = "sprite", ["my outfit"] = "自分の衣装", ["right hand"] = "右 手", ["angle velocity"] = "回転速度", ["right clavicle"] = "右 鎖骨", ["outline"] = "概要", ["string"] = "文字列", ["left clavicle"] = "左 鎖骨", ["color"] = "色", ["save"] = "保存", ["parent name"] = "親の名前", ["toggle t pose"] = "Tポーズのトグル", ["outline alpha"] = "アウトラインの透過度", ["remove"] = "削除", ["spine 4"] = "脊椎 4", ["skin"] = "スキン", ["command"] = "コマンド", ["material"] = "マテリアル", ["sound"] = "音", ["fullbright"] = "明るさの最大化", ["true"] = "有効", ["spine 2"] = "脊椎 2", ["bone merge"] = "骨 統合", ["animation"] = "アニメーション", ["spine 1"] = "脊椎 1", ["text"] = "テキスト", ["rate"] = "速度", ["operator"] = "operator", ["spine"] = "脊椎", ["loop"] = "繰り返し", ["clone"] = "複製", ["position"] = "位置", ["model"] = "モデル", ["sequence name"] = "シーケンス名", ["left toe"] = "左 つま先", ["pelvis"] = "骨盤", ["pitch"] = "ピッチ", ["right toe"] = "右 つま先", ["right finger 2"] = "右 指 2", ["add parts to me!"] = "add parts to me!", ["group"] = "グループ", ["right foot"] = "右 足", ["aim part name"] = "aim part name", ["left calf"] = "左 ふくらはぎ", ["rotate origin"] = "回転の原点", ["trail path"] = "trail path", ["reset eye angles"] = "目の角度をリセット", ["volume"] = "音量", ["entity"] = "エンティティ", ["modify"] = "編集", ["draw weapon"] = "武器を表示", ["hide"] = "隠す", ["length"] = "長さ", ["offset"] = "オフセット", ["owner name"] = "所有者名", ["head"] = "頭", ["bodygroup"] = "ボディグループ", ["brightness"] = "明るさ", ["eye angles"] = "目の角度", ["event"] = "イベント", ["trail"] = "trail", ["arguments"] = "引数", ["name"] = "名前", ["right thigh"] = "右 太もも", ["ping pong loop"] = "ping pong loop", ["min"] = "最小", ["left forearm"] = "左 腕", ["light"] = "ライト", }
function Strawman_Burning_Straw(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(31075, Unit:GetClosestPlayer()) end function Strawman_Brain_Bash(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(31046, Unit:GetClosestPlayer()) end function Strawman(Unit, event, miscUnit, misc) Unit:RegisterEvent("Strawman_Burning_Straw", 10000, 0) Unit:RegisterEvent("Strawman_Brain_Bash", 17000, 0) end RegisterUnitEvent(17543, 1, "Strawman") --[[Strawman yells: Don't let them make... a mattress outta' me. Strawman yells: Now what should I do with you? I simply can't make up my mind.]]
--- -- @module ItemStack -- -- ------------------------------------------------ -- Required Modules -- ------------------------------------------------ local Class = require( 'lib.Middleclass' ) -- ------------------------------------------------ -- Module -- ------------------------------------------------ local ItemStack = Class( 'ItemStack' ) -- ------------------------------------------------ -- Public Methods -- ------------------------------------------------ function ItemStack:initialize( id ) if not id or type( id ) ~= 'string' then error( 'Expected a parameter of type "string".' ) end self.id = id self.items = {} end function ItemStack:addItem( item ) assert( item:getID() == self.id, 'ID doesn\'t fit the stack' ) self.items[#self.items + 1] = item return true end function ItemStack:removeItem( item ) for i = 1, #self.items do if self.items[i] == item then table.remove( self.items, i ) return true end end return false end function ItemStack:getWeight() local weight = 0 for i = 1, #self.items do weight = weight + self.items[i]:getWeight() end return weight end function ItemStack:getVolume() local volume = 0 for i = 1, #self.items do volume = volume + self.items[i]:getVolume() end return volume end function ItemStack:split() if #self.items > 1 then local count = math.floor( #self.items * 0.5 ) local newStack = ItemStack( self.id ) for i = 1, count do newStack:addItem( self.items[i] ) self:removeItem( self.items[i] ) end return newStack end return self end function ItemStack:serialize() local t = { ['ItemStack'] = true, ['id'] = self.id, ['items'] = {} } for i = 1, #self.items do t['items'][i] = self.items[i]:serialize() end return t end function ItemStack:isSameType( itemType, subType ) return self.items[#self.items]:isSameType( itemType, subType ) end function ItemStack:getItem() return self.items[#self.items] end function ItemStack:getItems() return self.items end function ItemStack:getItemType() return self.items[#self.items]:getItemType() end function ItemStack:getSubType() return self.items[#self.items]:getSubType() end function ItemStack:getDescriptionID() return self.items[#self.items]:getDescriptionID() end function ItemStack:getID() return self.id end function ItemStack:getItemCount() return #self.items end function ItemStack:isEmpty() return #self.items == 0 end return ItemStack
local model={} local base_model=torch.reload("../../../Atten/data") setmetatable(model,{ __index = base_model }) function model:GenerateSample() self.mode="decoding" self.sample_target=self:sample() self.Words_sample,self.Masks_sample,self.Left_sample,self.Padding_sample=self.Data:get_batch(self.sample_target,false) self.Words_sample=self.Words_sample:cuda() self.Padding_sample=self.Padding_sample:cuda() end function model:Initial(params) self.Data:Initial(params) self.params=params; self.lstm_source =self:lstm_source_() self.lstm_target =self:lstm_target_() self.softmax =self:softmax_() self.Modules={} self.Modules[#self.Modules+1]=self.lstm_source self.Modules[#self.Modules+1]=self.lstm_target; self.Modules[#self.Modules+1]=self.softmax; self.lstms_s=self:g_cloneManyTimes(self.lstm_source,self.params.source_max_length) self.lstms_t=self:g_cloneManyTimes(self.lstm_target,self.params.target_max_length) self.store_s={} self.store_t={} self:readModel() self.mode="test" --self:test() self.mode="decoding" end function model:Integrate() self.Word_t=self.Words_sample; self.Mask_t=self.Masks_sample self.Left_t=self.Left_sample self.Padding_t=self.Padding_sample --[[ self.Word_s=torch.cat(self.Word_s,self.Word_s,1) local max_word_t=math.max(self.Word_t:size(2),self.Words_sample:size(2)) Word_t=torch.Tensor(self.Word_t:size(1)*2,max_word_t) Word_t:sub(1,self.Word_t:size(1),1,self.Word_t:size(2)):copy(self.Word_t) Word_t:sub(self.Word_t:size(1)+1,self.Word_t:size(1)+self.Words_sample:size(1),1,self.Words_sample:size(2)):copy(self.Words_sample); self.Word_t=Word_t; self.Padding_s=torch.cat(self.Padding_s,self.Padding_s,1) local self.Padding_t=torch.Tensor(Word_t:size()):fill(0):cuda() for i=1,#self.target do self.Padding_t:sub(i,i,1,self.target:size(2)):fill(1); end for i=1,#self.sample_target do self.Padding_t:sub(i+#self.target,i+#self.target,1,self.sample_target:size(2)):fill(1) end self.Mask_s={} self.Mask_t={} self.Left_s={} self.Left_t={} for i=1,self.Padding_s:size(2)do self.Mask_s[i]=torch.LongTensor(torch.find(self.Padding_s:sub(1,-1,i,i),0)) self.Left_s[i]=torch.LongTensor(torch.find(self.Padding_s:sub(1,-1,i,i),1)) end for i=1,self.Padding_t:size(2)do self.Mask_t[i]=torch.LongTensor(torch.find(self.Padding_t:sub(1,-1,i,i),0)) self.Left_t[i]=torch.LongTensor(torch.find(self.Padding_t:sub(1,-1,i,i),1)) end --]] end function model:model_backward(batch_n) local d_source=torch.zeros(self.context:size(1),self.context:size(2),self.context:size(3)):cuda(); local d_output={}; for ll=1,self.params.layers do table.insert(d_output,torch.zeros(self.Word_s:size(1),self.params.dimension):cuda()); table.insert(d_output,torch.zeros(self.Word_s:size(1),self.params.dimension):cuda()); end local sum_err=0; local total_num=0; for t=self.Word_t:size(2)-1,1,-1 do local current_word=self.Word_t:select(2,t+1); local softmax_output=self.softmax:forward({self.softmax_h[t],current_word}); local err=softmax_output[1]; sum_err=sum_err+err[1] total_num=total_num+self.Left_t[t+1]:size(1); if self.mode=="train" then local d_pred=torch.Tensor(softmax_output[2]:size()):fill(0):cuda() for i=1,self.Word_t:size(1) do if i>d_pred:size(1) or current_word[i]>d_pred:size(2) or i>self.reward:size(1) then print(i,current_word[i]) print(d_pred:size()) print(self.reward:size()) end if batch_n==28 then print("i") print(i) print(self.reward) print(current_word) end if self.Padding_t[i][t+1]==1 then d_pred[i][current_word[i]]=self.reward[i] end end local dh=self.softmax:backward({self.softmax_h[t],current_word},{torch.Tensor({0}),d_pred}) d_store_t=self:clone_(d_output); table.insert(d_store_t,dh[1]) local now_input={}; if t~=1 then now_input=self:clone_(self.store_t[t-1]); else now_input=self:clone_(self.store_s[self.Word_s:size(2)]); end table.insert(now_input,self.context); table.insert(now_input,self.Word_t:select(2,t)); table.insert(now_input,self.Padding_s); local now_d_input=self.lstms_t[t]:backward(now_input,d_store_t); if self.Mask_t[t]:nDimension()~=0 then for i=1,2*self.params.layers+2 do now_d_input[i]:indexCopy(1,self.Mask_t[t],torch.zeros(self.Mask_t[t]:size(1),self.params.dimension):cuda()) end end d_output={}; for i=1,2*self.params.layers do d_output[i]=self:copy(now_d_input[i]) end d_source:add(now_d_input[2*self.params.layers+1]); end if self.mode=="train" then for t=self.Word_s:size(2),1,-1 do local now_input={} if t~=1 then now_input=self:clone_(self.store_s[t-1]) else for ll=1,self.params.layers do table.insert(now_input,torch.zeros(self.Word_s:size(1),self.params.dimension):cuda()); table.insert(now_input,torch.zeros(self.Word_s:size(1),self.params.dimension):cuda()); end end table.insert(now_input,self.Word_s:select(2,t)); d_output[2*self.params.layers-1]:add(d_source[{{},t,{}}]) local d_now_output=self.lstms_s[t]:backward(now_input,d_output); if self.Mask_s[t]:nDimension()~=0 then for i=1,#d_now_output-1 do d_now_output[i]:indexCopy(1,self.Mask_s[t],torch.zeros(self.Mask_s[t]:size(1),self.params.dimension):cuda()) end end d_output={} for i=1,2*self.params.layers do d_output[i]=self:copy(d_now_output[i]) end end end end return sum_err,total_num end return model
-- if -- [ 0 为 true ] if(0) then print("0 为 true") end -- if else --[ 定义变量 --] a = 100; --[ 检查条件 --] if( a < 20 ) then --[ if 条件为 true 时执行该语句块 --] print("a 小于 20" ) else --[ if 条件为 false 时执行该语句块 --] print("a 大于 20" ) end print("a 的值为 :", a) -- if...elseif...else --[ 定义变量 --] a = 100 --[ 检查布尔条件 --] if( a == 10 ) then --[ 如果条件为 true 打印以下信息 --] print("a 的值为 10" ) elseif( a == 20 ) then --[ if else if 条件为 true 时打印以下信息 --] print("a 的值为 20" ) elseif( a == 30 ) then --[ if else if condition 条件为 true 时打印以下信息 --] print("a 的值为 30" ) else --[ 以上条件语句没有一个为 true 时打印以下信息 --] print("没有匹配 a 的值" ) end print("a 的真实值为: ", a )
local flag = true local count = 0 local lTime = GetTime() local prevTime = 0 local xp = UnitXP("player") local xpPrev = 0 local xpMax = UnitXPMax("player") MyAddon = LibStub("AceAddon-3.0"):NewAddon("OmegaSTATS", "AceConsole-3.0") MyAddon:Print(string.format("Hail "..UnitName("player").."! Type \'|cFFFFFF33/gs|r\' to toggle STATS")) SLASH_MURF1 = "/murf" SLASH_MURF2 = "/moyf" function SlashCmdList.MURF(msg) if string.lower(msg) == "on" then DEFAULT_CHAT_FRAME:AddMessage("<murf stats ON>",1,.75,.18) flag = true elseif string.lower(msg) == "off" then DEFAULT_CHAT_FRAME:AddMessage("<murf stats OFF>",1,.75,.18) flag = false elseif string.lower(msg) == "reset" then DEFAULT_CHAT_FRAME:AddMessage("<count RESET>",1,.75,.18) count = 0 else DEFAULT_CHAT_FRAME:AddMessage("<command not recognized>",1,.75,.18) end end -- ##################################################### -- Storage variables local Stats1Value = 0 local Stats2Value = 0 local Stats3Value = 0 -- A function for creating display strings local function DisplayString(parent) local f = parent:CreateFontString(nil, "OVERLAY") f:SetFont("Fonts/ARIALN.TTF", 12) f:SetJustifyH("LEFT") f:SetJustifyV("TOP") return f end -- Create a basic frame you can drag around the screen local f = CreateFrame("Frame", "GreyhavenStats", UIParent) f:SetBackdrop({ bgFile = "Interface/DialogFrame/UI-DialogBox-Background-Dark", edgeFile = "", tile = true, edgeSize = 32, tileSize = 32, insets = { left = 0, right = 0, top = 0, bottom = 0, }, }) f:SetSize(200, 100) -- adjust the size as required. f:SetPoint("LEFT", 20, 0) f:SetMovable(true) f:SetClampedToScreen(true) f:EnableMouse(true) f:RegisterForDrag("LeftButton") f:SetUserPlaced() f:SetScript("OnDragStart", function(self) self:StartMoving() end) f:SetScript("OnDragStop", function(self) self:StopMovingOrSizing() end) -- Add a close button if you like -- (frametype, framename, parentframe, inheritsframe) f.close = CreateFrame("Button", "$parentClose", f, "UIPanelCloseButton") f.close:SetSize(24, 24) f.close:SetPoint("TOPRIGHT") f.close:SetScript("OnClick", function(self) self:GetParent():Hide() end) -- Experiment adding a reset button f.reset = CreateFrame("Button", "ResetButton", f, "UIPanelButtonTemplate") f.reset:SetSize(80,24) f.reset:SetPoint("BOTTOMLEFT") f.reset:SetText("Reset Kills") f.reset:SetScript("OnClick", function(self) MyAddon:Print("Count Reset") count = 0 end) -- Place some display strings. f.Title = DisplayString(f) f.Title:SetTextColor(0.5, 0.5, 0.5) f.Title:SetPoint("TOPLEFT", 3, -3) f.Title:SetPoint("TOPRIGHT", -3, -3) f.Stats1 = DisplayString(f) f.Stats1:SetPoint("TOPLEFT", f.Title, "BOTTOMLEFT", 0, -8) f.Stats1:SetPoint("TOPRIGHT", f.Title, "BOTTOMRIGHT", 0, -8) f.Stats2 = DisplayString(f) f.Stats2:SetTextColor(0, 1, 0) f.Stats2:SetPoint("TOPLEFT", f.Stats1, "BOTTOMLEFT", 0, -4) f.Stats2:SetPoint("TOPRIGHT", f.Stats1, "BOTTOMRIGHT", 0, -4) f.Stats3 = DisplayString(f) f.Stats3:SetTextColor(0, 1, 0) f.Stats3:SetPoint("TOPLEFT", f.Stats2, "BOTTOMLEFT", 0, -4) f.Stats3:SetPoint("TOPRIGHT", f.Stats2, "BOTTOMRIGHT", 0, -4) -- Add Some default text f.Title:SetText(string.format(" OmegaSTATS |cFF00FFFF%.2f %%|r",(xp*100)/(xpMax))) f.Stats1:SetText("Kill Count") f.Stats2:SetText("Kills Remaing") --f.Stats3:SetText("Time Remaining") -- An event handler to update the display strings f:SetScript("OnEvent", function(self, event, ...) if event == "PLAYER_XP_UPDATE" then xpPrev = xp -- old exp xp = UnitXP("player") -- current exp (goes to 0 after a level!) xpMax = UnitXPMax("player") -- xpRemain / xpEarned local mobKillCount = 0 if (xp > xpPrev ) then mobKillCount = ceil((xpMax-xp)/(xp-xpPrev)) -- // fix for divide by zero end prevTime = lTime lTime = GetTime() local tDiff = lTime - prevTime local tDiff = lTime - prevTime local secTillLevel = tDiff * mobKillCount local minTillLevel = secTillLevel / 60 local hrs = math.floor(minTillLevel / 60) local mins = math.ceil(minTillLevel % 60) count = count + 1 self.Title:SetText(string.format(" OmegaSTATS |cFF00FFFF%.2f %%|r",(xp*100)/(xpMax))) self.Stats1:SetText(string.format("Killed |cFFFFFF33%d|r. Last kill took |cFF00FFFF%.2f secs|r.",count,tDiff)) self.Stats2:SetText(string.format("Kill |cFFFFFF33%d (|cFF00FFFF%.0f hrs %.0f mins|r) till next level.",mobKillCount,hrs, mins)) --self.Stats3:SetText(string.format("(|cFF00FFFF%.0f hrs %.0f mins|r) till next level.",)) elseif event == "EVENT_FOR_STATS2" then Stats2Value = Stats1Value + 10 elseif event == "EVENT_FOR_STATS3" then Stats3Value = Stats1Value + 15 end end) -- Register the event(s) to listen for to update the stats. f:RegisterEvent("PLAYER_XP_UPDATE") --f:RegisterEvent("EVENT_FOR_STATS2") --f:RegisterEvent("EVENT_FOR_STATS2") -- Create a slash command to show/hide the frame SLASH_GREAYHAVENSTATS1 = "/gs" SlashCmdList["GREAYHAVENSTATS"] = function(msg) f:SetShown(not f:IsShown()) end
local function toRadians(degrees) return ((degrees % 360) * math.pi / 180) end local function isRectPath(obj) return obj and (obj.x1 ~= nil) and (obj.y1 ~= nil) and (obj.x2 ~= nil) and (obj.y2 ~= nil) and (obj.x3 ~= nil) and (obj.y3 ~= nil) and (obj.x4 ~= nil) and (obj.y4 ~= nil) end local function hasRectPath(obj) return obj and obj.path and isRectPath(obj.path) end local function isUserData(target) return type(target) == "userdata" end --[[ Takes a numeric value and makes sure that it is inside of the given interval. --]] local function getValidIntervalValue(value, intervalStart, intervalEnd, defaultValue) if (value == nil) then return defaultValue elseif (value < intervalStart) then return intervalStart elseif(value > intervalEnd) then return intervalEnd else return value end end -- Performs a shallow copy of a table. -- @return A new table local function copyTable(source) local dest if (type(source) == "table") then dest = {} for k, v in pairs(source) do dest[k] = v end else -- Non-table types are just returned dest = source end return dest end local function isTransitionControlProp(propName) local controlProps = { time = true, iterations = true, tag = true, transition = true, delay = true, delta = true, onStart = true, onComplete = true, onPause = true, onResume = true, onCancel = true, onRepeat = true, iterationDelay = true, onIterationStart = true, onIterationComplete = true, reverse = true, transitionReverse = true, cancelWhen = true, recalculateOnIteration = true, } return controlProps[propName] or false end return { toRadians = toRadians, isRectPath = isRectPath, hasRectPath = hasRectPath, getValidIntervalValue = getValidIntervalValue, copyTable = copyTable, isUserData = isUserData, isTransitionControlProp = isTransitionControlProp, }
local t = require( "taptest" ) local deepcopy = require( "deepcopy" ) local same = require( "same" ) tab = { "abc", "def", { 123, 456 } } copy = deepcopy( tab ) t( tab ~= copy, true ) t( tab[ 3 ] ~= copy[ 3 ], true ) t( same( tab, copy ), true ) t()
---- Copyright(c) Cragon. All rights reserved. -- --ViewForestPartyMenu = ViewBase:new() -- --function ViewForestPartyMenu:new(o) -- o = o or {} -- setmetatable(o, self) -- self.__index = self -- if (self.Instance == nil) -- then -- self.ViewMgr = nil -- self.GoUi = nil -- self.ComUi = nil -- self.Panel = nil -- self.UILayer = nil -- self.InitDepth = nil -- self.ViewKey = nil -- self.Instance = o -- end -- -- return self.Instance --end -- --function ViewForestPartyMenu:onCreate() -- local com_shade = self.ComUi:GetChild("ComShade").asCom -- com_shade.onClick:Add( -- function() -- self:onClickComShade() -- end -- ) -- local com_menuEx = self.ComUi:GetChild("CoMenuEx").asCom -- local btn_return = com_menuEx:GetChild("BtnReturn").asButton -- btn_return.onClick:Add( -- function() -- self:onClickBtnReturn() -- end -- ) -- local btn_rule = com_menuEx:GetChild("BtnRule").asButton -- btn_rule.onClick:Add( -- function() -- self:onClickBtnRule() -- end -- ) -- self.TransitionMenu = self.ComUi:GetTransition("TransitionMenu") -- self.TransitionMenu:Play() --end -- --function ViewForestPartyMenu:onClickBtnRule() -- self.ViewMgr.createView("ForestPartyRule") -- self.TransitionMenu:PlayReverse( -- function() -- self.ViewMgr.destroyView(self) -- end -- ) --end -- --function ViewForestPartyMenu:onClickBtnReturn() -- self.TransitionMenu:PlayReverse( -- function() -- self:leave() -- end -- ) --end -- --function ViewForestPartyMenu:onClickComShade() -- self.TransitionMenu.PlayReverse( -- self.ViewMgr.destroyView(self) -- ) --end -- --function ViewForestPartyMenu:leave() -- self.ViewMgr.destroyView(self) -- local ev = self.ViewMgr:getEv("EvUiRequestLeaveForestParty") -- if (ev == nil) -- then -- ev = EvUiRequestLeaveForestParty:new(nil) -- end -- self.ViewMgr:sendEv(ev) --end
local fn = vim.fn local install_path = fn.stdpath('data')..'/site/pack/packer/start/packer.nvim' if fn.empty(fn.glob(install_path)) > 0 then packer_bootstrap = fn.system({'git', 'clone', '--depth', '1', 'https://github.com/wbthomason/packer.nvim', install_path}) end require('packer').startup(function(use) use 'wbthomason/packer.nvim' use 'kyazdani42/nvim-web-devicons' use 'nvim-lua/plenary.nvim' use 'windwp/nvim-autopairs' use 'ur4ltz/surround.nvim' use 'nvim-treesitter/nvim-treesitter' use 'kyazdani42/nvim-tree.lua' use 'nvim-lualine/lualine.nvim' use 'akinsho/bufferline.nvim' use 'folke/which-key.nvim' use 'nvim-telescope/telescope.nvim' use 'numToStr/Comment.nvim' use 'lukas-reineke/indent-blankline.nvim' use 'L3MON4D3/LuaSnip' if packer_bootstrap then require('packer').sync() end end) -- plugin setups require('plugins.autopairs') require('plugins.indentline') require('plugins.treesitter') require('plugins.lualine') require('plugins.whichkey') require('plugins.bufferline') require('plugins.telescope') require('plugins.nvimtree') require('plugins.comment') require('plugins.luasnip') require('plugins.surround')
function sysCall_info() return {autoStart=false,menu='Importers\nFloor plan importer'} end function optimize(grid) local function findLargestRectFrom(grid,i,j) local function maxHeightWithFixedW(grid,i,j,w) local jj=-1 if grid[j][i]~=0 then jj=j while jj<=#grid and grid[jj][i]~=0 do local ii=i while ii-i<w do if grid[jj][ii]==0 then return jj-j end ii=ii+1 end jj=jj+1 end end return jj-j end local max_w,max_h,max_a=0,0,0 local ei,ej=-1,-1 local max_w=0 while max_w<=#grid[1]-i and grid[j][i+max_w]~=0 do local max_hh=maxHeightWithFixedW(grid,i,j,max_w+1) if max_hh>max_h then max_h=max_hh end local max_aa=max_hh*(max_w+1) if max_aa>max_a then max_a=max_aa ei=i+max_w ej=j+max_hh-1 end max_w=max_w+1 end return ei,ej end local rects={} for j=1,#grid do for i=1,#grid[1] do if grid[j][i]==1 then local ii,jj=findLargestRectFrom(grid,i,j) table.insert(rects,{i,j,ii,jj}) for iii=i,ii do for jjj=j,jj do grid[jjj][iii]=2 end end end end end return rects end function sysCall_init() color={0.95,0.95,0.95} colorCSS=function(c) return string.format('rgb(%d,%d,%d)',math.floor(255*c[1]),math.floor(255*c[2]),math.floor(255*c[3])) end path=sim.getStringParam(sim.stringparam_scene_path) fmts,fmtss=simUI.supportedImageFormats(';') imageFile=sim.fileDialog(sim.filedlg_type_load,'Open image...',path,'','Image files',fmtss) addCuboid=function(classTbl,x1,y1,x2,y2) local handles={} for j,classTbl1 in ipairs(classTbl.zSet) do local h=sim.createPureShape(0,1+(respondable and 8 or 0)+16,{x2-x1,y2-y1,classTbl1.zMax-classTbl1.zMin},0) sim.setObjectPosition(h,-1,{(x1+x2)/2,(y1+y2)/2,(classTbl1.zMax+classTbl1.zMin)/2}) sim.setShapeColor(h,nil,sim.colorcomponent_ambient_diffuse,color) table.insert(handles,h) end if #handles>1 then local h=sim.groupShapes(handles) return h else return handles[1] end end addCuboidI=function(classTbl,i1,j1,i2,j2) i2,j2=i2 or i1,j2 or j1 return addCuboid(classTbl,(i1-0.5)*pixelSize,(j1-0.5)*pixelSize,(i2+0.5)*pixelSize,(j2+0.5)*pixelSize) end go=function() pixelSize=simUI.getSpinboxValue(ui,101) classes={} classes.wall={} classes.wall.height=simUI.getSpinboxValue(ui,111) classes.wall.valueMin=simUI.getSpinboxValue(ui,201) classes.wall.valueMax=simUI.getSpinboxValue(ui,202) classes.wall.zMin=0 classes.wall.zMax=classes.wall.height classes.wall.zSet={classes.wall} classes.door={} classes.door.height=simUI.getSpinboxValue(ui,112) classes.door.valueMin=simUI.getSpinboxValue(ui,211) classes.door.valueMax=simUI.getSpinboxValue(ui,212) classes.door.zMin=classes.door.height classes.door.zMax=classes.wall.zMax classes.door.zSet={classes.door} classes.window={} classes.window.height=simUI.getSpinboxValue(ui,113) classes.window.valueMin=simUI.getSpinboxValue(ui,221) classes.window.valueMax=simUI.getSpinboxValue(ui,222) classes.window.zMin=0 classes.window.zMax=classes.door.zMin-classes.window.height classes.window.zSet={classes.window,classes.door} optimizationEnabled=simUI.getCheckboxValue(ui,901)>0 invertImageValues=simUI.getCheckboxValue(ui,902)>0 respondable=simUI.getCheckboxValue(ui,911)>0 im,res=sim.loadImage(0,imageFile) c={res[1]/2,res[2]/2} im=sim.transformBuffer(im,sim.buffer_uint8rgb,1,0,sim.buffer_uint8) im=sim.unpackUInt8Table(im) handles={} for className,classTbl in pairs(classes) do classTbl.grid={} for j=1,res[2] do classTbl.grid[j]=classTbl.grid[j] or {} for i=1,res[1] do local v=im[(j-1)*res[1]+i] if invertImageValues then v=255-v end classTbl.grid[j][i]=(v>=classTbl.valueMin and v<=classTbl.valueMax) and 1 or 0 end end if optimizationEnabled then classTbl.rects=optimize(classTbl.grid) for i,rect in ipairs(classTbl.rects) do table.insert(handles,addCuboidI(classTbl,rect[1]-c[1],rect[2]-c[2],rect[3]-c[1],rect[4]-c[2])) end else for j=1,#classTbl.grid do for i=1,#classTbl.grid[1] do if classTbl.grid[j][i]==1 then table.insert(handles,addCuboidI(classTbl,i-c[1],j-c[2])) end end end end end handle=sim.groupShapes(handles,false) sim.setObjectAlias(handle,'FloorPlan') sim.setObjectInt32Param(handle,sim.shapeintparam_respondable,respondable and 1 or 0) sim.reorientShapeBoundingBox(handle,-1) sim.setObjectSpecialProperty(handle,sim.objectspecialproperty_collidable|sim.objectspecialproperty_measurable|sim.objectspecialproperty_detectable_all|sim.objectspecialproperty_renderable) sim.setObjectSelection({handle}) closeUi() end chooseColor=function() newColor=simUI.colorDialog(color) if newColor then color=newColor simUI.setStyleSheet(ui,800,'background-color: '..colorCSS(color)) end end closeUi=function() simUI.destroy(ui) ui=nil done=true end if imageFile then ui=simUI.create([[<ui title="Import floorplan..." closeable="true" on-close="closeUi" resizable="true" modal="true" layout="vbox"> <group layout="form"> <label text="Pixel size:" /> <spinbox id="101" float="true" minimum="0.001" maximum="10.000" step="0.001" value="0.200" decimals="6" suffix=" [m]" /> <label text="Walls:" /> <group layout="form"> <label text="Height:" /> <spinbox id="111" float="true" minimum="0.001" maximum="20.000" step="0.001" value="3.000" decimals="3" suffix=" [m]" /> <label text="Range:" /> <group flat="true" layout="hbox"> <spinbox id="201" minimum="0" maximum="255" value="0" /> <spinbox id="202" minimum="0" maximum="255" value="63" /> </group> </group> <label text="Doors:" /> <group layout="form"> <label text="Height:" /> <spinbox id="112" float="true" minimum="0.001" maximum="20.000" step="0.001" value="2.000" decimals="3" suffix=" [m]" /> <label text="Range:" /> <group flat="true" layout="hbox"> <spinbox id="211" minimum="0" maximum="255" value="128" /> <spinbox id="212" minimum="0" maximum="255" value="191" /> </group> </group> <label text="Windows:" /> <group layout="form"> <label text="Height:" /> <spinbox id="113" float="true" minimum="0.001" maximum="20.000" step="0.001" value="1.200" decimals="3" suffix=" [m]" /> <label text="Range:" /> <group flat="true" layout="hbox"> <spinbox id="221" minimum="0" maximum="255" value="64" /> <spinbox id="222" minimum="0" maximum="255" value="127" /> </group> </group> <label text="Color:" /> <button on-click="chooseColor" text=" " style="background-color: ]]..colorCSS(color)..[[" id="800" /> <label /> <checkbox id="911" text="Respondable shape" checked="true" /> <label /> <checkbox id="901" text="Optimize" checked="true" /> <label /> <checkbox id="902" text="Invert image values" checked="false" /> </group> <group flat="true" layout="hbox"> <button id="998" text="Cancel" on-click="closeUi" /> <button id="999" text="Import" on-click="go" /> </group> </ui>]]) else return {cmd='cleanup'} end end function sysCall_nonSimulation() if done then return {cmd='cleanup'} end end function sysCall_cleanup() end
package.path = "../?.lua;"..package.path local testns = require("namespace")() local funk = require("wordplay.funk")(testns) print(filter, _G.filter) print("FUNK EXAMPLES") print("version: ", funk._VERSION[1], funk._VERSION[2]) print("URL: ", funk._URL) print("LICENSE: ", funk._LICENSE) print("DESCRIPTION: ", funk._DESCRIPTION) ---[=[ print("STRING") for _it, c in iter("Hello Funk.") do print(c) end print("ARRAY") for _it, c in iter({1,2,3,4}) do print(c) end print("PAIRS") for _it, k,v in iter({a=1, b=2, c=3}) do print(k,v) end print("EACH") each(print, iter({'each', 'of','these','will','print'})) --print(iter({'each', 'of','these','will','print'})) --for _, it in iter({'each', 'of','these','will','print'}) do -- print(it) --end print("GENERATORS") print("RANGE") each(print, range(1,10)) print("RANDOM") print('each(print, take(10, rands(10, 20)))') each(print, take(10, rands(10, 20))) print('each(print, take(5, rands(10)))') each(print, take(5, rands(10))) print('each(print, take(5, rands()))') each(print, take(5, rands())) print("INDEX") print(index(2, range(0))) print(index("b", {"a", "b", "c", "d", "e"})) print("INDEXES (1,6,8,9") each(print, indexes("a", {"a", "b", "c", "d", "e", "a", "b", "a", "a"})) print("TAKE_N (5)") each(print, take_n(5, range(10))) --each(print, take_n(5, enumerate(duplicate('x')))) print("DUPLICATE") print("each(print, take(3, duplicate('a', 'b', 'c')))") each(print, take(3, duplicate('a', 'b', 'c'))) print("each(print, take(3, duplicate('x')))") each(print, take(3, duplicate('x'))) for _it, a, b, c, d, e in take(3, duplicate(1, 2, 'a', 3, 'b')) do print(a, b, c, d, e) end print("TABULATE") each(print, take(5, tabulate(function(x) return 'a', 'b', 2*x end))) each(print, take(5, tabulate(function(x) return x^2 end))) print("FILTERING") each(print, filter(function(x) return x % 3 == 0 end, range(10))) each(print, take(5, filter(function(i, x) return i % 3 == 0 end, enumerate(duplicate('x'))))) print("REDUCING/FOLDING") print('print(length({"a", "b", "c", "d", "e"}))') print(length({"a", "b", "c", "d", "e"})) print('print(length({}))') print(length({})) print('print(length(range(0)))') print(length(range(0))) print('print(length(range(10,100)))') print(length(range(10,100))) -- all print('print(all(function(x) return x end, {true, true, true, true}))') print(all(function(x) return x end, {true, true, true, true})) print('print(all(function(x) return x end, {true, true, true, false}))') print(all(function(x) return x end, {true, true, true, false})) -- any print('print(any(function(x) return x end, {false, false, false, false}))') print(any(function(x) return x end, {false, false, false, false})) print('print(any(function(x) return x end, {false, false, false, true}))') print(any(function(x) return x end, {false, false, false, true})) -- minimum print('print(minimum(range(1, 10, 1)))') print(minimum(range(1, 10, 1))) print('print(minimum({"f", "d", "c", "d", "e"}))') print(minimum({"f", "d", "c", "d", "e"})) print('print(min({}))') print(minimum({})) -- maximum print('print(max(range(1, 10, 1)))') print(maximum(range(1, 10, 1))) print('print(maximum({"f", "d", "c", "d", "e"}))') print(maximum({"f", "d", "c", "d", "e"})) print('print(maximum({}))') print(maximum({})) -- totable print("totable()") local tab = totable("abcdef") print(type(tab), #tab) each(print, tab) print("MAP - tomap") local tab = tomap(zip(range(1, 7), 'abcdef')) print(type(tab), #tab) each(print, iter(tab)) print("TRANSFORMATIONS") print('each(print, map(function(x) return 2 * x end, range(4)))') each(print, map(function(x) return 2 * x end, range(4))) local fn = function(...) return 'map', ... end each(print, map(fn, range(4))) print("INTERSPERSE") each(print, intersperse("x", {"a", "b", "c", "d", "e"})) print("SLICING") print('print(head(enumerate({"a", "b"})))') print(head(enumerate({"a", "b"}))) print(enumerate({"a", "b"}):head()) print("COMPOSITIONS") print('each(print, take(15, cycle(range(5))))') each(print, take(15, cycle(range(5)))) print('each(print, take(15, cycle(zip(range(5), {"a", "b", "c", "d", "e"}))))') each(print, take(15, cycle(zip(range(5), {"a", "b", "c", "d", "e"})))) print('each(print, chain(range(2), {"a", "b", "c"}, {"one", "two", "three"}))') each(print, chain(range(2), {"a", "b", "c"}, {"one", "two", "three"})) print('each(print, take(15, cycle(chain(enumerate({"a", "b", "c"}),{"one", "two", "three"}))))') each(print, take(15, cycle(chain(enumerate({"a", "b", "c"}),{"one", "two", "three"})))) -- generate fibonacci series (1..25)(196417) print("fibonacci(1..25)") local function fib(n) return n < 2 and n or fib(n-1)+fib(n-2) end print(range(25):map(fib):sum()) --]=]
local _, y = term.getCursorPos() term.scroll(y - 1) term.setCursorPos(1, 1)
local None = newproxy() local Mock = {} function Mock.new(name: string?) local self = {} self._implementation = None self._children = {} self.mock = { name = name or "Mock", calls = {}, } return setmetatable(self, Mock) end function Mock:__index(key: string) local member = rawget(self, key) or rawget(Mock, key) if member then return member end local mock = self._children[key] if not mock then mock = Mock.new(key) self._children[key] = mock end return mock end function Mock:__call(...) local args = table.pack(...) table.insert(self.mock.calls, args) local implementation = rawget(self, "_implementation") if implementation ~= None then return implementation(...) end end function Mock:__tostring() return self.mock.name end function Mock.is(other: any): boolean return typeof(other) == "table" and other.mock ~= nil end function Mock:mockImplementation(implementation: () -> nil): nil if implementation == nil then implementation = None end self._implementation = implementation end function Mock:reset() self.mock.calls = {} self._implementation = None end return Mock
return function() local Clock = require(script.Parent.Parent.Clock) local Collection = require(script.Parent.Collection) local Error = require(script.Parent.Error) local Managers = require(script.Parent.Parent.DataStoreServiceMock.Managers) local document local collection beforeEach(function() collection = Collection.new("collection", { validate = function(data) return typeof(data.foo) == "string", "foo must be a string" end, defaultData = { foo = "bar" }, }) document = collection:openDocument("document"):expect() Clock.progress(6) end) describe("read", function() it("should return the data", function() expect(document:read().foo).to.equal("bar") end) end) describe("write", function() it("should write the data", function() document:write({ foo = "baz", }) expect(document:read().foo).to.equal("baz") end) it("should throw when writing to a closed document", function() local promise = document:close() expect(function() document:write({ foo = "qux", }) end).to.throw("Cannot write to a closed document") promise:expect() end) it("should throw when setting the same value", function() local value = document:read() expect(function() document:write(value) end).to.throw("Cannot write to a document mutably") end) it("should throw when writing a value that does not match validate", function() expect(function() document:write({ foo = 5, }) end).to.throw("foo must be a string") end) end) describe("close", function() it("should remove the lock", function() document:close():expect() Clock.progress(6) expect(function() collection:openDocument("document"):expect() end).never.to.throw() end) it("should remove the document from the collection", function() document:close():expect() Clock.progress(6) local nextDocument = collection:openDocument("document"):expect() expect(document).never.to.equal(nextDocument) end) it("should throw when closing a closed document", function() local promise = document:close() expect(function() document:close() end).to.throw("Cannot close a closed document") promise:expect() end) it("should save the data", function(context) document:write({ foo = "hello", }) document:close():expect() expect(context.read(collection, document).data.foo).to.equal("hello") end) it("should not save the data when lock is inconsistent", function(context) Managers.Data.Global.set("collection", "global", "document", context.makeData({ data = document:read() })) document:write({ foo = "updated", }) document:close():expect() expect(context.read(collection, document).data.foo).never.to.equal("updated") end) end) describe("save", function() it("should throw when saving a closed document", function() local promise = document:close() expect(function() document:save() end).to.throw("Cannot save a closed document") promise:expect() end) it("should save the data", function(context) document:write({ foo = "hello", }) document:save():expect() expect(context.read(collection, document).data.foo).to.equal("hello") end) it("should not save the data when lock is inconsistent", function(context) Managers.Data.Global.set("collection", "global", "document", context.makeData({ data = document:read() })) document:write({ foo = "updated", }) document:save():await() expect(context.read(collection, document).data.foo).never.to.equal("hello") end) it("should throw when lock is inconsistent", function(context) Managers.Data.Global.set("collection", "global", "document", context.makeData({ data = document:read() })) local ok, err = document:save():await() expect(ok).to.equal(false) expect(err.kind).to.equal(Error.Kind.InconsistentLock) end) it("should throw when data stores are erroring", function() Managers.Errors.setErrorChance(1) local ok, err = document:save():await() expect(ok).to.equal(false) expect(err.kind).to.equal(Error.Kind.DataStoreFailure) end) it("should retry", function() Managers.Errors.setErrorCounter(1) expect(function() document:save():expect() end).never.to.throw() end) describe("when the budget is exhausted", function() beforeEach(function() Managers.Budget.setBudget(Enum.DataStoreRequestType.UpdateAsync, 0) Managers.Budget.setThrottleQueueSize(0) end) it("should not throw", function() expect(function() document:save():expect() end).never.to.throw() end) it("should should update the data", function(context) document:write({ foo = "newValue", }) document:save():expect() expect(context.read(collection, document).data.foo).to.equal("newValue") end) end) describe("when the document is on write cooldown", function() beforeEach(function() Managers.Budget.setThrottleQueueSize(0) document:save() end) it("should not throw", function() local promise = document:save() Clock.progress(6) expect(function() promise:expect() end).never.to.throw() end) it("should not throw on multiple requests", function() local first = document:save() local second = document:save() Clock.progress(12) expect(function() first:expect() second:expect() end).never.to.throw() end) it("should not throw when the budget is exhausted", function() Managers.Budget.setBudget(Enum.DataStoreRequestType.UpdateAsync, 0) local promise = document:save() Clock.progress(6) expect(function() promise:expect() end).never.to.throw() end) it("should should update the data when the budget is exhausted", function(context) Managers.Budget.setBudget(Enum.DataStoreRequestType.UpdateAsync, 0) document:write({ foo = "newValue", }) local promise = document:save() Clock.progress(6) promise:expect() expect(context.read(collection, document).data.foo).to.equal("newValue") end) end) end) end
--[[ Expects the door peripherals to be on the right. Expects system network on the left. MIT License Copyright (c) 2020 Fatboychummy-CC 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. ]] assert(peripheral.getType("right") == "modem", "Need modem on right side.") assert(not peripheral.call("right", "isWireless"), "Modem right needs to be a wired modem.") assert(peripheral.getType("left") == "modem", "Need modem on left side.") assert(not peripheral.call("left", "isWireless"), "Modem left needs to be a wired modem.") -- [[ Modules ]] -- local expect = require("cc.expect").expect os.loadAPI("bigfont") -- [[ Semi-Globals ]] -- local function GetPeripherals(sType) expect(1, sType, "string") local t = {n = 0} for _, sName in ipairs(peripheral.call("right", "getNamesRemote")) do if peripheral.getType(sName) == sType then t.n = t.n + 1 t[t.n] = sName end end table.sort(t) local t2 = {n = t.n} for i = 1, t.n do t2[i] = peripheral.wrap(t[i]) end return t2, t end local tIntegrators = GetPeripherals("redstone_integrator") local tMonitors, tMonNames = GetPeripherals("monitor") local Manip = peripheral.find("manipulator") -- only one is needed. local nLockdownChannel = 350 local bLockDown = false local nLockMin = 0 -- [[ Functions ]] -- local function DefineSettings() local function DefineDefault(sSetting, val) settings.define(sSetting, {type = type(val), default = val}) end DefineDefault("door.id1", "M1") DefineDefault("door.id2", "M2") DefineDefault("door.name1", "Monitor 1") DefineDefault("door.name2", "Monitor 2") DefineDefault("door.level1", 1) DefineDefault("door.level2", 1) DefineDefault("door.playerlocked", false) DefineDefault("door.sensorOffset", {0, 0, 1.5}) DefineDefault("door.serverChannel", 458) end local function Palette(monitor) expect(1, monitor, "table") local function f(x, y) monitor.setPaletteColor(x, y) end f(colors.orange, 0xffa500) f(colors.yellow, 0xffff00) f(colors.red, 0xff0000) f(colors.green, 0x00ff00) f(colors.gray, 0x666666) f(colors.white, 0xffffff) f(colors.black, 0x000000) end local function ForEach(t, f) expect(1, t, "table") expect(2, f, "function") expect(1000, t.n, "number") for i = 1, t.n do f(t[i], i) end end local tSides = {"north", "east", "south", "west", n = 4} local function Integrators(b) expect(1, b, "boolean") ForEach(tIntegrators, function(Integrator) ForEach(tSides, function(side) Integrator.setOutput(side, b) end) end) end local function Box(termObj, x, y, w, h, bg) expect(1, termObj, "table") expect(2, x, "number") expect(3, y, "number") expect(4, w, "number") expect(5, h, "number") expect(6, bg, "number") local rep = string.rep(' ', w) termObj.setBackgroundColor(bg) for _y = y, y + h do termObj.setCursorPos(x, _y) termObj.write(rep) end end local function Monitors(sState, bUpdateStateOnly, ei) expect(1, sState, "string") expect(2, bUpdateStateOnly, "boolean", "nil") expect(3, ei, "number", "nil") if not bUpdateStateOnly then local sId1, sId2, sName1, sName2 = settings.get("door.id1"), settings.get("door.id2"), settings.get("door.name1"), settings.get("door.name2") ForEach(tMonitors, function(monitor, i) Palette(monitor) local sId, sName monitor.setBackgroundColor(colors.blue) monitor.setTextColor(colors.white) monitor.setTextScale(0.5) monitor.clear() if sState == "Errored" then monitor.setBackgroundColor(colors.black) monitor.setTextColor(colors.red) monitor.clear() sId = tostring(ei) sName = "System Error" elseif sState == "Lockdown" or bLockDown then monitor.setBackgroundColor(colors.black) monitor.setTextColor(colors.red) monitor.clear() sId = "X" sName = "LOCKDOWN" else if i == 1 then sId = sId1 sName = sName1 else sId = sId2 sName = sName2 end end monitor.setCursorPos(2, 2) bigfont.writeOn(monitor, 2, sId, 2, 2) bigfont.writeOn(monitor, 1, sName, 3 + sId:len() * 9, 5) end) end local StateWidth = 7 local tLevels = {settings.get("door.level1"), settings.get("door.level2")} local function StateFunc(color) return function(monitor, i) local mx, my = monitor.getSize() Box(monitor, mx - StateWidth + 1, 1, StateWidth, my, color) if tLevels[i] > 1 then bigfont.writeOn(monitor, 1, "L" .. tostring(tLevels[i]), mx - StateWidth / 2 - ("L" .. tostring(tLevels[i])):len() / 2, my / 2) end end end if sState == "Closed" then ForEach(tMonitors, StateFunc(colors.orange)) elseif sState == "Unlocking1" then ForEach(tMonitors, StateFunc(colors.yellow)) elseif sState == "Unlocking2" then ForEach(tMonitors, StateFunc(colors.red)) elseif sState == "Opened" then ForEach(tMonitors, StateFunc(colors.green)) elseif sState == "Errored" or sState == "Lockdown" then ForEach(tMonitors, StateFunc(colors.gray)) end end local function GetDistanceToEntity(entity) return ( vector.new(table.unpack(settings.get("door.sensorOffset"), 1, 3)) + vector.new(entity.x, entity.y, entity.z) ):length() end local function GetEntitiesInRangeOfDoor() if Manip then if Manip.sense then local tEntities = Manip.sense() local tInRange = {} for i = 1, #tEntities do if GetDistanceToEntity(tEntities[i]) <= 4 then tInRange[#tInRange + 1] = tEntities[i] end end return tInRange else error("Manipulator needs entity sensor!") end else error("Cannot have clearance level > 1 without manipulator and entity sensor!") end end local function RetrieveUUIDClearance(_uuid) local Channel = settings.get("door.serverChannel") local modem = peripheral.wrap("left") modem.open(Channel) modem.transmit(Channel, Channel, {type = "Get-Clearance", uuid = _uuid, id = os.getComputerID()}) local EndTimer = os.startTimer(0.25) local Level = 1 while true do local tEvent = table.pack(os.pullEvent()) if tEvent[1] == "timer" and tEvent[2] == EndTimer then break elseif tEvent[1] == "modem_message" then local side, fRec, _, message = table.unpack(tEvent, 2, tEvent.n) if side == "left" and fRec == Channel and type(message) == "table" then if message.type == "Clearance" and message.id == os.getComputerID() then Level = message.level break end end end end modem.close(Channel) return Level end local function CheckEntities(Level) local tEntities = GetEntitiesInRangeOfDoor() print("Entry check:") for i = 1, #tEntities do print(" ", tEntities[i].id, "?") local DetectedLevel = RetrieveUUIDClearance(tEntities[i].id) if (bLockDown and DetectedLevel >= nLockMin) or (not bLockDown and DetectedLevel >= Level) then print(" Allowed.") return true end print(" Not high enough clearance.") end return false end local function Open() Monitors("Opened", true) Integrators(true) sleep(3) Monitors("Closed", true) Integrators(false) end local function Unlocking(Level) local bUnlocked = false parallel.waitForAny( function() -- check entities thread while true do if CheckEntities(Level) then bUnlocked = true break end sleep(0.5) end end, function() -- monitor drawing thread for i = 1, 3 do Monitors("Unlocking1", true) sleep(0.5) Monitors("Unlocking2", true) sleep(0.5) end end ) if bUnlocked then Open() else Monitors("Closed", true) end end -- [[ Main Program ]] -- local function Main() DefineSettings() Monitors("Closed") Integrators(false) peripheral.call("left", "open", nLockdownChannel) local tLevels = {settings.get("door.level1"), settings.get("door.level2")} while true do local tEvent = table.pack(os.pullEvent()) if tEvent[1] == "monitor_touch" then for i = 1, tMonNames.n do local name = tMonNames[i] if name == tEvent[2] then Unlocking(tLevels[i]) end end elseif tEvent[1] == "modem_message" and tEvent[2] == "left" then local fRec, _, message = table.unpack(tEvent, 3, tEvent.n) if fRec == nLockdownChannel and type(message) == "table" then if message.type == "LOCKDOWN" then if message.status then -- lockdown bLockDown = true nLockMin = type(message.bypass) == "number" and message.bypass or 999 Monitors("Lockdown") print("LOCKDOWN LOCKDOWN") print(" MINIMUM CLEARANCE:", nLockMin) else -- no lockdown if bLockDown then print("Lockdown ended.") end bLockDown = false nLockMin = 0 Monitors("Closed") end end end end end end -- [[ Error Handling ]] -- local ok, err = pcall(Main) if not ok then printError(err) pcall(Monitors, "Errored", nil, 10) for i = 9, 0, -1 do sleep(1) pcall(Monitors, "Errored", nil, i) end os.reboot() end
OGLHook_Sprites = { list = {} } require([[autorun\OGLHook\Commands]]) require([[autorun\OGLHook\Textures]]) require([[autorun\OGLHook\Utils]]) OGLHook_Sprites.RenderObject = { x = nil, y = nil, width = nil, height = nil, scale_x = nil, scale_y = nil, rotation = nil, pivot_x = nil, pivot_y = nil, color = nil, alpha = nil, visible = nil, } OGLHook_Sprite = {} local inherit = function (cls, obj) if obj == nil then obj = {} end for k, v in pairs(cls) do obj[k] = v end return obj end OGLHook_Sprites.RenderObject.before_render = function (self) OPENGL32.glPushMatrix() OPENGL32.glTranslatef(self.x - self.pivot_x, self.y - self.pivot_y, 0) OPENGL32.glTranslatef(self.pivot_x, self.pivot_y, 0) OPENGL32.glScalef(self.scale_x, self.scale_y, 1) OPENGL32.glRotatef(self.rotation, 0, 0, 1) OPENGL32.glTranslatef(-self.pivot_x, -self.pivot_y, 0) local cr = (self.color & 0x0000ff) / 255 local cg = ((self.color & 0x00ff00) >> 8) / 255 local cb = ((self.color & 0xff0000) >> 16) / 255 OPENGL32.glColor4f(cr, cg, cb, self.alpha) end OGLHook_Sprites.RenderObject.render = nil OGLHook_Sprites.RenderObject.after_render = function (self) OPENGL32.glPopMatrix() end OGLHook_Sprites.RenderObject.getPosition = function (self) return self.x, self.y end OGLHook_Sprites.RenderObject.setPosition = function (self, x, y) self.x = x self.y = y end OGLHook_Sprites.RenderObject.getSize = function (self) return self.width, self.height end OGLHook_Sprites.RenderObject.setSize = function (self, width, height) self.width = width self.height = height self:resetPivotPoint() end OGLHook_Sprites.RenderObject.getScale = function (self) return self.scale_x, self.scale_y end OGLHook_Sprites.RenderObject.setScale = function (self, scale_x, scale_y) self.scale_x = scale_x self.scale_y = scale_y end OGLHook_Sprites.RenderObject.resetScale = function (self) self:setScale(1, 1) end OGLHook_Sprites.RenderObject.getRotation = function (self) return self.rotation end OGLHook_Sprites.RenderObject.setRotation = function (self, rotation) self.rotation = rotation end OGLHook_Sprites.RenderObject.resetRotation = function (self) self:setRotation(0) end OGLHook_Sprites.RenderObject.getPivotPoint = function (self) return self.pivot_x, self.pivot_y end OGLHook_Sprites.RenderObject.setPivotPoint = function (self, x, y) self.pivot_x = x self.pivot_y = y end OGLHook_Sprites.RenderObject.resetPivotPoint = function (self) -- local w, h = self:getSize() -- self.pivot_x, self.pivot_y = w / 2, h / 2 self:setPivotPoint(0, 0) end OGLHook_Sprites.RenderObject.getColor = function (self) return self.color end OGLHook_Sprites.RenderObject.setColor = function (self, color) self.color = color end OGLHook_Sprites.RenderObject.resetColor = function (self) self.color = 0xffffff end OGLHook_Sprites.RenderObject.getAlpha = function (self) return self.alpha end OGLHook_Sprites.RenderObject.setAlpha = function (self, alpha) if alpha > 1 then alpha = 1 elseif alpha < 0 then alpha = 0 end self.alpha = alpha end OGLHook_Sprites.RenderObject.resetAlpha = function (self, alpha) self:setAlpha(1) end OGLHook_Sprites.RenderObject.getVisible = function (self) return self.visible end OGLHook_Sprites.RenderObject.setVisible = function (self, visible) if visible then self.visible = true else self.visible = false end end OGLHook_Sprites.RenderObject.destory = function (self) end OGLHook_Sprites.RenderObject.new = function (cls, x, y, width, height, visible) local obj = inherit(OGLHook_Sprites.RenderObject, {}) obj:setPosition(x, y) obj:setSize(width, height) obj:resetPivotPoint() obj:resetRotation() obj:resetScale() obj:resetColor() obj:resetAlpha() obj:setVisible(visible) return obj end setmetatable( OGLHook_Sprites.RenderObject, {__call=OGLHook_Sprites.RenderObject.new} ) OGLHook_Sprites.Sprite = { texture_l = nil, texture_r = nil, texture_t = nil, texture_b = nil } OGLHook_Sprites.Sprite.resetSize = function (self) if self.texture then self:setSize(self.texture.width, self.texture.height) end end OGLHook_Sprites.Sprite.getTextureCoordinates = function (self) return self.texture_l, self.texture_r, self.texture_t, self.texture_b end OGLHook_Sprites.Sprite.setTextureCoordinates = function (self, tl, tr, tt, tb) self.texture_l = tl self.texture_r = tr self.texture_t = tt self.texture_b = tb end OGLHook_Sprites.Sprite.resetTextureCoordinates = function (self) self.texture_l = 0 self.texture_r = 1 self.texture_t = 0 self.texture_b = 1 end OGLHook_Sprites.Sprite.assignTexture = function (self, texture) if not texture then return end if type(texture) == 'string' then texture = OGLHook_Textures.LoadTexture(texture) end self.texture = texture self:resetSize() self:resetTextureCoordinates() end OGLHook_Sprites.Sprite.before_render = function (self) if self.texture then OPENGL32.glEnable(OPENGL32.GL_TEXTURE_2D) OPENGL32.glEnable(OPENGL32.GL_BLEND) end OGLHook_Sprites.RenderObject.before_render(self) end OGLHook_Sprites.Sprite.render = function (self) if self.texture then OPENGL32.glBindTexture(OPENGL32.GL_TEXTURE_2D, self.texture.register_label) end local points = { {self.texture_l, self.texture_t, 0, 0}, {self.texture_l, self.texture_b, 0, self.height}, {self.texture_r, self.texture_b, self.width, self.height}, {self.texture_r, self.texture_t, self.width, 0} } OPENGL32.glBegin(OPENGL32.GL_QUADS) for _,point in ipairs(points) do local tx, ty, x, y = unpack(point) if self.texture then OPENGL32.glTexCoord2f(tx, ty) end OPENGL32.glVertex2f(x, y) end OPENGL32.glEnd() end OGLHook_Sprites.Sprite.after_render = function (self) OGLHook_Sprites.RenderObject.after_render(self) if self.texture then OPENGL32.glDisable(OPENGL32.GL_BLEND) OPENGL32.glDisable(OPENGL32.GL_TEXTURE_2D) end end OGLHook_Sprites.Sprite.destroy = function (self) if self.texture then self.texture:destroy() end for i,ro in ipairs(OGLHook_Sprites.list) do if ro == self then OGLHook_Sprites.list[i] = nil break end end end OGLHook_Sprites.Sprite.new = function (cls, x, y, texture, visible) local sprite = OGLHook_Sprites.RenderObject:new(x, y, 0, 0, visible) inherit(cls, sprite) sprite:assignTexture(texture) table.insert(OGLHook_Sprites.list, sprite) return sprite end setmetatable(OGLHook_Sprites.Sprite, {__call = OGLHook_Sprites.Sprite.new}) OGLHook_Sprites.TextContainer = { background = nil, _register_label_template = 'oglh_text_container_%s', } OGLHook_Sprites.TextContainer = inherit(OGLHook_Sprites.RenderObject, OGLHook_Sprites.TextContainer) OGLHook_Sprites.TextContainer.resetSize = function (self) end OGLHook_Sprites.TextContainer.assignFontMap = function (self, font_map) self.font_map = font_map self:setColor(self.font_map.color) end OGLHook_Sprites.TextContainer.setText = function(self, text) local font_map = self.font_map if OGLHook_Utils.getAddressSilent(self.register_label) ~= 0 then OGLHook_Utils.DeallocateRegister(self.register_label) end -- glInterleavedArrays -- GL_T2F_V3F -- 20 bytes for one point -- 80 bytes for one symbol OGLHook_Utils.AllocateRegister(self.register_label, 80*#text) local container_array_floats = {} local container_array = {} local current_pos = 0 local width_coof = 1 / font_map.width local text_width = 0 for i=1,#text do local char = text:sub(i,i) local char_byte = string.byte(char) local char_left, char_width = unpack(font_map.letters[char_byte]) local texture_left = char_left * width_coof local texture_width = char_width * width_coof text_width = text_width + char_width -- Texture 0,0 table.insert(container_array_floats, texture_left) table.insert(container_array_floats, 0) -- Vertex 0,0,0 table.insert(container_array_floats, current_pos) table.insert(container_array_floats, 0) table.insert(container_array_floats, 0) -- Texutre 0,1 table.insert(container_array_floats, texture_left) table.insert(container_array_floats, 1) -- Vertex 0,1,0 table.insert(container_array_floats, current_pos) table.insert(container_array_floats, font_map.height) table.insert(container_array_floats, 0) -- Texutre 1,1 table.insert(container_array_floats, texture_left + texture_width) table.insert(container_array_floats, 1) -- Vertex 1,1,0 table.insert(container_array_floats, current_pos + char_width) table.insert(container_array_floats, font_map.height) table.insert(container_array_floats, 0) -- Texutre 1,0 table.insert(container_array_floats, texture_left + texture_width) table.insert(container_array_floats, 0) -- Vertex 1,0,0 table.insert(container_array_floats, current_pos + char_width) table.insert(container_array_floats, 0) table.insert(container_array_floats, 0) current_pos = current_pos + char_width end for _,current in ipairs(container_array_floats) do for _,byte in ipairs(floatToByteTable(current)) do table.insert(container_array, byte) end end writeBytes(self.register_label, container_array) self.text = text self:setSize(text_width, font_map.height) end OGLHook_Sprites.TextContainer.before_render = function (self) OPENGL32.glEnable(OPENGL32.GL_TEXTURE_2D) OPENGL32.glEnable(OPENGL32.GL_BLEND) OGLHook_Sprites.RenderObject.before_render(self) end OGLHook_Sprites.TextContainer.render = function (self) if not (type(self.text) == 'string' and #self.text > 0) then return false end if OGLHook_Utils.getAddressSilent(self.register_label) == 0 then return false end local dword_count = 4*#self.text OPENGL32.glBindTexture(OPENGL32.GL_TEXTURE_2D, self.font_map.texture.register_label) OPENGL32.glInterleavedArrays(OPENGL32.GL_T2F_V3F, 20, self.register_label) OPENGL32.glDrawArrays(OPENGL32.GL_QUADS, 0, dword_count) end OGLHook_Sprites.TextContainer.after_render = function (self) OGLHook_Sprites.RenderObject.after_render(self) OPENGL32.glDisable(OPENGL32.GL_BLEND) OPENGL32.glDisable(OPENGL32.GL_TEXTURE_2D) end OGLHook_Sprites.TextContainer.destroy = function (self) if self.background then self.background:destroy() end for i,ro in ipairs(OGLHook_Sprites.list) do if ro == self then OGLHook_Sprites.list[i] = nil break end end end OGLHook_Sprites.TextContainer.new = function (cls, font_map, x, y, text, visible, background_visible) local background = OGLHook_Sprites.Sprite(x, y, nil, background_visible) local container = OGLHook_Sprites.RenderObject:new(x, y, 0, 0, visible) inherit(cls, container) container.register_label = string.format( cls._register_label_template, OGLHook_Utils.UniqueSuffix() ) container.background = background container.background.text_container = container container.background.before_render = function (self) self:setSize(self.text_container:getSize()) self:setRotation(self.text_container:getRotation()) self:setScale(self.text_container:getScale()) self:setPivotPoint(self.text_container:getPivotPoint()) OGLHook_Sprites.Sprite.before_render(self) end container:assignFontMap(font_map) if text then container:setText(text) end table.insert(OGLHook_Sprites.list, container) return container end setmetatable( OGLHook_Sprites.TextContainer, {__call = OGLHook_Sprites.TextContainer.new} ) OGLHook_Sprites.destroy = function (self) for i,ro in ipairs(self.list) do ro:destroy() end end
local M = {} local mkutils = require "mkutils" function M.prepare_extensions(extensions) return mkutils.add_extensions("+common_domfilters", extensions) end function M.prepare_parameters(parameters,extensions) parameters.tex4ht_sty_par = parameters.tex4ht_sty_par .. ",html5" parameters = mkutils.extensions_prepare_parameters(extensions,parameters) return parameters end return M
local onduty = false local currentAction = "none" local obj_net = nil local handCuffed = false local drag = false local officerDrag = -1 local propslist = {} local lockAskingFine = false SpawnedSpikes = {} RegisterCommand('onduty', function() onduty = not onduty local str = nil if onduty then str = "^2 onduty" else str = "^1 offduty" end TriggerEvent('chatMessage', "^1[SYSTEM]:^0 You are now"..str.."^0.") end, false) -- --Menu -- Citizen.CreateThread(function() WarMenu.CreateMenu('main', 'Interaction Menu') WarMenu.CreateMenu('leo', 'Law Enforcement') WarMenu.CreateMenu('items', 'Items') WarMenu.CreateSubMenu('closeMenu', 'main', 'Are you sure?') while true do if WarMenu.IsMenuOpened('main') then if onduty then if WarMenu.MenuButton('Law Enforcement', 'leo') then -- Open LEO Menu end end if WarMenu.MenuButton('Items', 'items') then -- Open LEO Menu end if WarMenu.MenuButton('Exit', 'closeMenu') then -- Exit Menu end WarMenu.Display() elseif WarMenu.IsMenuOpened('items') then if WarMenu.Button("Deliver Package") then DoAction("box_carry") WarMenu.Display() elseif WarMenu.Button("Deliver Pizza") then WarMenu.Display() DoAction("pizza_delivery") elseif WarMenu.Button("Carry Crate") then DoAction("crate_delivery") WarMenu.Display() elseif WarMenu.Button("Drop Item") then DoAction("none") WarMenu.Display() elseif WarMenu.Button("Give Item") then DoAction("give_item") WarMenu.Display() end WarMenu.Display() elseif WarMenu.IsMenuOpened('leo') then if WarMenu.Button(i18n.translate("menu_weapons_title")) then RemoveWeapons() WarMenu.Display() elseif WarMenu.Button(i18n.translate("menu_toggle_cuff_title")) then ToggleCuff() WarMenu.Display() elseif WarMenu.Button(i18n.translate("menu_force_player_get_in_car_title")) then PutInVehicle() WarMenu.Display() elseif WarMenu.Button(i18n.translate("menu_force_player_get_out_car_title")) then UnseatVehicle() WarMenu.Display() elseif WarMenu.Button(i18n.translate("menu_drag_player_title")) then DragPlayer() WarMenu.Display() elseif WarMenu.Button("Give Fine") then -- Open fines Menu Fines() end WarMenu.Display() elseif WarMenu.IsMenuOpened('closeMenu') then if WarMenu.Button('Yes') then WarMenu.CloseMenu() elseif WarMenu.MenuButton('No', 'main') then end WarMenu.Display() elseif IsControlJustReleased(0, 244) then --M by default WarMenu.OpenMenu('main') end Citizen.Wait(0) end end) -- --Functions -- function DoAction(index) Citizen.CreateThread(function() if index == "give_item" then local distance = GetClosestPlayer() if (distance ~= -1 and distance < 3) then local one = GetPlayerServerId(GetClosestPlayer()) TriggerServerEvent("arm:GiveItem", one, currentAction) ClearPedSecondaryTask(GetPlayerPed(PlayerId())) DetachEntity(NetToObj(obj_net), 1, 1) DeleteEntity(NetToObj(obj_net)) obj_net = nil currentAction = "none" return else TriggerEvent('chatMessage', "^1[SYSTEM]:^0 No players are near you.") return end end if currentAction ~= "none" then ClearPedSecondaryTask(GetPlayerPed(PlayerId())) DetachEntity(NetToObj(obj_net), 1, 1) DeleteEntity(NetToObj(obj_net)) obj_net = nil currentAction = "none" end if index == "none" then ClearPedSecondaryTask(GetPlayerPed(PlayerId())) DetachEntity(NetToObj(obj_net), 1, 1) DeleteEntity(NetToObj(obj_net)) obj_net = nil currentAction = "none" return end RequestModel(GetHashKey(config.actions[index].animObjects.name)) while not HasModelLoaded(GetHashKey(config.actions[index].animObjects.name)) do Citizen.Wait(100) end RequestAnimDict(config.actions[index].animDictionary) while not HasAnimDictLoaded(config.actions[index].animDictionary) do Citizen.Wait(100) end local plyCoords = GetOffsetFromEntityInWorldCoords(GetPlayerPed(PlayerId()), 0.0, 0.0, -5.0) local objSpawned = CreateObject(GetHashKey(config.actions[index].animObjects.name), plyCoords.x, plyCoords.y, plyCoords.z, 1, 1, 1) Citizen.Wait(1000) local netid = ObjToNet(objSpawned) SetNetworkIdExistsOnAllMachines(netid, true) NetworkSetNetworkIdDynamic(netid, true) SetNetworkIdCanMigrate(netid, false) AttachEntityToEntity(objSpawned, GetPlayerPed(PlayerId()), GetPedBoneIndex(GetPlayerPed(PlayerId()), 28422), config.actions[index].animObjects.xoff, config.actions[index].animObjects.yoff, config.actions[index].animObjects.zoff, config.actions[index].animObjects.xrot, config.actions[index].animObjects.yrot, config.actions[index].animObjects.zrot, 1, 1, 0, 1, 0, 1) TaskPlayAnim(GetPlayerPed(PlayerId()), 1.0, -1, -1, 50, 0, 0, 0, 0) -- 50 = 32 + 16 + 2 TaskPlayAnim(GetPlayerPed(PlayerId()), config.actions[index].animDictionary, config.actions[index].animationName, 1.0, -1, -1, 50, 0, 0, 0, 0) obj_net = netid currentAction = index end) end -- --Citizens -- --Fines -- buttonsFine[#buttonsFine+1] = {name = "$250", func = 'Fines', params = 250} -- buttonsFine[#buttonsFine+1] = {name = "$500", func = 'Fines', params = 500} -- buttonsFine[#buttonsFine+1] = {name = "$1000", func = 'Fines', params = 1000} -- buttonsFine[#buttonsFine+1] = {name = "$1500", func = 'Fines', params = 1500} -- buttonsFine[#buttonsFine+1] = {name = "$2000", func = 'Fines', params = 2000} -- buttonsFine[#buttonsFine+1] = {name = "$4000", func = 'Fines', params = 4000} -- buttonsFine[#buttonsFine+1] = {name = "$6000", func = 'Fines', params = 6000} -- buttonsFine[#buttonsFine+1] = {name = "$8000", func = 'Fines', params = 8000} -- buttonsFine[#buttonsFine+1] = {name = "$10000", func = 'Fines', params = 10000} -- buttonsFine[#buttonsFine+1] = {name = i18n.translate("menu_custom_amount_fine_title"), func = 'Fines', params = -1} -- --Events handlers -- RegisterNetEvent('police:getArrested') AddEventHandler('police:getArrested', function() handCuffed = not handCuffed if(handCuffed) then TriggerEvent("police:notify", "CHAR_ANDREAS", 1, i18n.translate("title_notification"), false, i18n.translate("now_cuffed")) else TriggerEvent("police:notify", "CHAR_ANDREAS", 1, i18n.translate("title_notification"), false, i18n.translate("now_uncuffed")) drag = false end end) RegisterNetEvent('police:payFines') AddEventHandler('police:payFines', function(amount, sender) Citizen.CreateThread(function() if(lockAskingFine ~= true) then lockAskingFine = true local notifReceivedAt = GetGameTimer() Notification(i18n.translate("info_fine_request_before_amount")..amount..i18n.translate("info_fine_request_after_amount")) while(true) do Wait(0) if (GetTimeDifference(GetGameTimer(), notifReceivedAt) > 15000) then TriggerServerEvent('police:finesETA', sender, 2) Notification(i18n.translate("request_fine_expired")) lockAskingFine = false break end if IsControlPressed(1, config.bindings.accept_fine) then Notification(i18n.translate("pay_fine_success_before_amount")..amount..i18n.translate("pay_fine_success_after_amount")) TriggerServerEvent('police:finesETA', sender, 0) lockAskingFine = false break end if IsControlPressed(1, config.bindings.refuse_fine) then TriggerServerEvent('police:finesETA', sender, 3) lockAskingFine = false break end end else TriggerServerEvent('police:finesETA', sender, 1) end end) end) RegisterNetEvent("police:notify") AddEventHandler("police:notify", function(icon, type, sender, title, text) SetNotificationTextEntry("STRING"); AddTextComponentString(text); SetNotificationMessage(icon, icon, true, type, sender, title, text); DrawNotification(false, true); end) --Piece of code given by Thefoxeur54 RegisterNetEvent('police:unseatme') AddEventHandler('police:unseatme', function(t) local ped = GetPlayerPed(t) ClearPedTasksImmediately(ped) plyPos = GetEntityCoords(PlayerPedId(), true) local xnew = plyPos.x+2 local ynew = plyPos.y+2 SetEntityCoords(PlayerPedId(), xnew, ynew, plyPos.z) end) RegisterNetEvent('police:toggleDrag') AddEventHandler('police:toggleDrag', function(t) if(handCuffed) then drag = not drag officerDrag = t end end) RegisterNetEvent('police:forcedEnteringVeh') AddEventHandler('police:forcedEnteringVeh', function(veh) if(handCuffed) then local pos = GetEntityCoords(PlayerPedId()) local entityWorld = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 20.0, 0.0) local rayHandle = CastRayPointToPoint(pos.x, pos.y, pos.z, entityWorld.x, entityWorld.y, entityWorld.z, 10, PlayerPedId(), 0) local _, _, _, _, vehicleHandle = GetRaycastResult(rayHandle) if vehicleHandle ~= nil then if(IsVehicleSeatFree(vehicleHandle, 1)) then SetPedIntoVehicle(PlayerPedId(), vehicleHandle, 1) else if(IsVehicleSeatFree(vehicleHandle, 2)) then SetPedIntoVehicle(PlayerPedId(), vehicleHandle, 2) end end end end end) RegisterNetEvent('police:removeWeapons') AddEventHandler('police:removeWeapons', function() RemoveAllPedWeapons(PlayerPedId(), true) end) -- --Functions -- function Notification(msg) SetNotificationTextEntry("STRING") AddTextComponentString(msg) DrawNotification(0,1) end function drawNotification(text) SetNotificationTextEntry("STRING") AddTextComponentString(text) DrawNotification(false, false) end function GetPlayers() local players = {} for i = 0, 31 do if NetworkIsPlayerActive(i) then table.insert(players, i) end end return players end function GetClosestPlayer() local players = GetPlayers() local closestDistance = -1 local closestPlayer = -1 local ply = PlayerPedId() local plyCoords = GetEntityCoords(ply, 0) for index,value in ipairs(players) do local target = GetPlayerPed(value) if(target ~= ply) then local targetCoords = GetEntityCoords(GetPlayerPed(value), 0) local distance = Vdist(targetCoords["x"], targetCoords["y"], targetCoords["z"], plyCoords["x"], plyCoords["y"], plyCoords["z"]) if(closestDistance == -1 or closestDistance > distance) then closestPlayer = value closestDistance = distance end end end return closestPlayer, closestDistance end function drawTxt(text,font,centre,x,y,scale,r,g,b,a) SetTextFont(font) SetTextProportional(0) SetTextScale(scale, scale) SetTextColour(r, g, b, a) SetTextDropShadow(0, 0, 0, 0,255) SetTextEdge(1, 0, 0, 0, 255) SetTextDropShadow() SetTextOutline() SetTextCentre(centre) SetTextEntry("STRING") AddTextComponentString(text) DrawText(x, y) end function ServiceOn() isInService = true TriggerServerEvent("police:takeService") end function ServiceOff() isInService = false TriggerServerEvent("police:breakService") end function DisplayHelpText(str) BeginTextCommandDisplayHelp("STRING") AddTextComponentSubstringPlayerName(str) EndTextCommandDisplayHelp(0, 0, 1, -1) end local alreadyDead = false local playerStillDragged = false Citizen.CreateThread(function() while true do Citizen.Wait(5) if (handCuffed == true) then RequestAnimDict('mp_arresting') while not HasAnimDictLoaded('mp_arresting') do Citizen.Wait(0) end local myPed = PlayerPedId() local animation = 'idle' local flags = 16 while(IsPedBeingStunned(myPed, 0)) do ClearPedTasksImmediately(myPed) end TaskPlayAnim(myPed, 'mp_arresting', animation, 8.0, -8, -1, flags, 0, 0, 0, 0) end --Piece of code from Drag command (by Frazzle, Valk, Michael_Sanelli, NYKILLA1127 : https://forum.fivem.net/t/release-drag-command/22174) if drag then local ped = GetPlayerPed(GetPlayerFromServerId(officerDrag)) local myped = PlayerPedId() AttachEntityToEntity(myped, ped, 4103, 11816, 0.48, 0.00, 0.0, 0.0, 0.0, 0.0, false, false, false, false, 2, true) playerStillDragged = true else if(playerStillDragged) then DetachEntity(PlayerPedId(), true, false) playerStillDragged = false end end end end) Citizen.CreateThread(function() while true do if drag then local ped = GetPlayerPed(GetPlayerFromServerId(playerPedDragged)) plyPos = GetEntityCoords(ped, true) SetEntityCoords(ped, plyPos.x, plyPos.y, plyPos.z) end Citizen.Wait(1000) end end) Citizen.CreateThread(function() while true do Citizen.Wait(1) if IsPedInAnyVehicle(PlayerPedId(), false) then currentVeh = GetVehiclePedIsIn(PlayerPedId(), false) x,y,z = table.unpack(GetEntityCoords(PlayerPedId(), true)) if DoesObjectOfTypeExistAtCoords(x, y, z, 0.9, GetHashKey("P_ld_stinger_s"), true) then for i= 0, 7 do SetVehicleTyreBurst(currentVeh, i, true, 1148846080) end Citizen.Wait(100) DeleteSpike() end end end end) function DoTraffic() Citizen.CreateThread(function() TaskStartScenarioInPlace(PlayerPedId(), "WORLD_HUMAN_CAR_PARK_ATTENDANT", 0, false) Citizen.Wait(60000) ClearPedTasksImmediately(PlayerPedId()) end) drawNotification(i18n.translate("menu_doing_traffic_notification")) end function Note() Citizen.CreateThread(function() TaskStartScenarioInPlace(PlayerPedId(), "WORLD_HUMAN_CLIPBOARD", 0, false) Citizen.Wait(20000) ClearPedTasksImmediately(PlayerPedId()) end) drawNotification(i18n.translate("menu_taking_notes_notification")) end function StandBy() Citizen.CreateThread(function() TaskStartScenarioInPlace(PlayerPedId(), "WORLD_HUMAN_COP_IDLES", 0, true) Citizen.Wait(20000) ClearPedTasksImmediately(PlayerPedId()) end) drawNotification(i18n.translate("menu_being_stand_by_notification")) end function StandBy2() Citizen.CreateThread(function() TaskStartScenarioInPlace(PlayerPedId(), "WORLD_HUMAN_GUARD_STAND", 0, 1) Citizen.Wait(20000) ClearPedTasksImmediately(PlayerPedId()) end) drawNotification(i18n.translate("menu_being_stand_by_notification")) end function CheckInventory() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then TriggerServerEvent("police:targetCheckInventory", GetPlayerServerId(t)) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function CheckId() local t , distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then TriggerServerEvent('gc:copOpenIdentity', GetPlayerServerId(t)) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function RemoveWeapons() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then TriggerServerEvent("police:removeWeapons", GetPlayerServerId(t)) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function ToggleCuff() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then TriggerServerEvent("police:cuffGranted", GetPlayerServerId(t)) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function PutInVehicle() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then local v = GetVehiclePedIsIn(PlayerPedId(), true) TriggerServerEvent("police:forceEnterAsk", GetPlayerServerId(t), v) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function UnseatVehicle() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 4) then TriggerServerEvent("police:confirmUnseat", GetPlayerServerId(t)) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function DragPlayer() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then TriggerServerEvent("police:dragRequest", GetPlayerServerId(t)) TriggerEvent("police:notify", "CHAR_ANDREAS", 1, i18n.translate("title_notification"), false, i18n.translate("drag_sender_notification_part_1") .. GetPlayerName(serverTargetPlayer) .. i18n.translate("drag_sender_notification_part_2")) else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function Fines() local t, distance = GetClosestPlayer() if(distance ~= -1 and distance < 3) then Citizen.Trace("Price : "..tonumber(amount)) DisplayOnscreenKeyboard(1, "FMMC_KEY_TIP8S", "", "", "", "", "", 20) while (UpdateOnscreenKeyboard() == 0) do DisableAllControlActions(0); Wait(0); end if (GetOnscreenKeyboardResult()) then local res = tonumber(GetOnscreenKeyboardResult()) if(res ~= nil and res ~= 0) then amount = tonumber(res) end end if(tonumber(amount) ~= -1) then TriggerServerEvent("police:finesGranted", GetPlayerServerId(t), tonumber(amount)) end else TriggerEvent('chatMessage', i18n.translate("title_notification"), {255, 0, 0}, i18n.translate("no_player_near_ped")) end end function Crochet() Citizen.CreateThread(function() local pos = GetEntityCoords(PlayerPedId()) local entityWorld = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 20.0, 0.0) local rayHandle = CastRayPointToPoint(pos.x, pos.y, pos.z, entityWorld.x, entityWorld.y, entityWorld.z, 10, PlayerPedId(), 0) local _, _, _, _, vehicleHandle = GetRaycastResult(rayHandle) if(DoesEntityExist(vehicleHandle)) then local prevObj = GetClosestObjectOfType(pos.x, pos.y, pos.z, 10.0, GetHashKey("prop_weld_torch"), false, true, true) if(IsEntityAnObject(prevObj)) then SetEntityAsMissionEntity(prevObj) DeleteObject(prevObj) end TaskStartScenarioInPlace(PlayerPedId(), "WORLD_HUMAN_WELDING", 0, true) Citizen.Wait(20000) SetVehicleDoorsLocked(vehicleHandle, 1) ClearPedTasksImmediately(PlayerPedId()) drawNotification(i18n.translate("menu_veh_opened_notification")) else drawNotification(i18n.translate("no_veh_near_ped")) end end) end function SpawnSpikesStripe() if IsPedInAnyPoliceVehicle(PlayerPedId()) then local modelHash = GetHashKey("P_ld_stinger_s") local currentVeh = GetVehiclePedIsIn(PlayerPedId(), false) local x,y,z = table.unpack(GetOffsetFromEntityInWorldCoords(currentVeh, 0.0, -5.2, -0.25)) RequestScriptAudioBank("BIG_SCORE_HIJACK_01", true) Citizen.Wait(500) RequestModel(modelHash) while not HasModelLoaded(modelHash) do Citizen.Wait(0) end if HasModelLoaded(modelHash) then SpikeObject = CreateObject(modelHash, x, y, z, true, false, true) SetEntityNoCollisionEntity(SpikeObject, PlayerPedId(), 1) SetEntityDynamic(SpikeObject, false) ActivatePhysics(SpikeObject) if DoesEntityExist(SpikeObject) then local height = GetEntityHeightAboveGround(SpikeObject) SetEntityCoords(SpikeObject, x, y, z - height + 0.05) SetEntityHeading(SpikeObject, GetEntityHeading(PlayerPedId())-80.0) SetEntityCollision(SpikeObject, false, false) PlaceObjectOnGroundProperly(SpikeObject) SetEntityAsMissionEntity(SpikeObject, false, false) SetModelAsNoLongerNeeded(modelHash) PlaySoundFromEntity(-1, "DROP_STINGER", PlayerPedId(), "BIG_SCORE_3A_SOUNDS", 0, 0) end drawNotification("Spike stripe~g~ deployed~w~.") end else drawNotification("You need to get ~y~inside~w~ a ~y~police vehicle~w~.") PlaySoundFrontend(-1, "ERROR", "HUD_FRONTEND_DEFAULT_SOUNDSET", true) end end function DeleteSpike() local model = GetHashKey("P_ld_stinger_s") local x,y,z = table.unpack(GetEntityCoords(PlayerPedId(), true)) if DoesObjectOfTypeExistAtCoords(x, y, z, 0.9, model, true) then local spike = GetClosestObjectOfType(x, y, z, 0.9, model, false, false, false) DeleteObject(spike) end end function CheckPlate() local pos = GetEntityCoords(PlayerPedId()) local entityWorld = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 20.0, 0.0) local rayHandle = CastRayPointToPoint(pos.x, pos.y, pos.z, entityWorld.x, entityWorld.y, entityWorld.z, 10, PlayerPedId(), 0) local _, _, _, _, vehicleHandle = GetRaycastResult(rayHandle) if(DoesEntityExist(vehicleHandle)) then TriggerServerEvent("police:checkingPlate", GetVehicleNumberPlateText(vehicleHandle)) else drawNotification(i18n.translate("no_veh_near_ped")) end end function SpawnProps(model) if(#propslist < 20) then local prophash = GetHashKey(tostring(model)) RequestModel(prophash) while not HasModelLoaded(prophash) do Citizen.Wait(0) end local offset = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 0.75, 0.0) local _, worldZ = GetGroundZFor_3dCoord(offset.x, offset.y, offset.z) local propsobj = CreateObjectNoOffset(prophash, offset.x, offset.y, worldZ, true, true, true) local heading = GetEntityHeading(PlayerPedId()) SetEntityHeading(propsobj, heading) SetEntityAsMissionEntity(propsobj) SetModelAsNoLongerNeeded(prophash) propslist[#propslist+1] = ObjToNet(propsobj) else drawNotification("You have too many props spawned. Please remove some with the menu.") end end function RemoveLastProps() DeleteObject(NetToObj(propslist[#propslist])) propslist[#propslist] = nil end function RemoveAllProps() for i, props in pairs(propslist) do DeleteObject(NetToObj(props)) propslist[i] = nil end end Citizen.CreateThread(function() while true do Citizen.Wait(5) for _, props in pairs(propslist) do local ox, oy, oz = table.unpack(GetEntityCoords(NetToObj(props), true)) local cVeh = GetClosestVehicle(ox, oy, oz, 20.0, 0, 70) if(IsEntityAVehicle(cVeh)) then if IsEntityAtEntity(cVeh, NetToObj(props), 20.0, 20.0, 2.0, 0, 1, 0) then local cDriver = GetPedInVehicleSeat(cVeh, -1) TaskVehicleTempAction(cDriver, cVeh, 6, 1000) SetVehicleHandbrake(cVeh, true) SetVehicleIndicatorLights(cVeh, 0, true) SetVehicleIndicatorLights(cVeh, 1, true) end end end end end) -- Events -- RegisterNetEvent("arm:RecieveItem") AddEventHandler("arm:RecieveItem", function(index) DoAction(index) end)
require("utils.string") local prompt = require("protocol.prompt") local gmcp = require("protocol.gmcp") local statusbar = require("ui.statusbar") local self = { host = store.session_read("current_host"), port = tonumber(store.session_read("current_port") or "0") } local function on_connect(host, port) store.session_write("current_host", host) store.session_write("current_port", tostring(port)) if host == "localhost" or host == "mg.mud.de" then statusbar:init() prompt:init() gmcp:init() end end local function on_disconnect() self.host = nil self.port = nil store.session_write("current_host", tostring(nil)) store.session_write("current_port", tostring(nil)) blight.status_height(1) blight.status_line(0, "") script.reset() end mud.on_connect(function(host, port) on_connect(host, port) end) mud.on_disconnect(function() on_disconnect() end) if self.host and self.port then on_connect(self.host, self.port) end
export type SquareData = { Bottom: number, Left: number, Right: number, Top: number, } return { Rectangle = function(Horizontal: number, Vertical: number): SquareData return { Bottom = Vertical; Left = Horizontal; Right = Horizontal; Top = Vertical; } end; Square = function(Side: number): SquareData return { Bottom = Side; Left = Side; Right = Side; Top = Side; } end; Quad = function(Top: number, Right: number, Bottom: number, Left: number): SquareData return { Bottom = Bottom; Left = Left; Right = Right; Top = Top; } end; }
local pairs = _G.pairs local libpath = select(1, ...):match(".+%.") or "" local NIL = require(libpath .. "nil") local function inplace_update(tbl, upd, nilval) nilval = nilval or NIL for k, v in pairs(upd) do if v == nilval then tbl[k] = nil else tbl[k] = v end end return tbl end return inplace_update
cfg = {} cfg.blips = true -- enable blips cfg.seconds = 300 -- seconds to rob cfg.cooldown = 3600 -- time between robbaries cfg.cops = 3 -- minimum cops online cfg.permission = "lojinha.police" -- permission given to cops cfg.holdups = { -- list of stores ["paleto_twentyfourseven"] = { position = { ['x'] = 1734.48046875, ['y'] = 6420.38134765625, ['z'] = 34.5372314453125 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Paleto Bay)", lastrobbed = 0 -- this is always 0 }, ["sandyshores_twentyfoursever"] = { position = { ['x'] = 1960.7580566406, ['y'] = 3749.26367187, ['z'] = 31.3437423706055 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Sandy Shores)", lastrobbed = 0 }, ["bar_one"] = { position = { ['x'] = 1983.4105224609, ['y'] = 3049.9191894531, ['z'] = 47.215015411377 }, reward = 100 + math.random(20000,70000), nameofstore = "Yellow Jack. (Sandy Shores)", lastrobbed = 0 }, ["littleseoul_twentyfourseven"] = { position = { ['x'] = -709.17022705078, ['y'] = -904.21722412109, ['z'] = 19.215591430664 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Little Seoul)", lastrobbed = 0 }, ["southlossantos_gasstop"] = { position = { ['x'] = 28.7538948059082, ['y'] = -1339.8212890625, ['z'] = 29.4970436096191 }, reward = 100 + math.random(20000,70000), nameofstore = "Limited LTD Gas Stop. (South Los Santos)", lastrobbed = 0 }, ["southlossantos_twentyfourseven"] = { position = { ['x'] = -43.1531448364258, ['y'] = -1748.75244140625, ['z'] = 29.4209976196289 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (South Los Santos)", lastrobbed = 0 }, ["vinewood_twentyfourseven"] = { position = { ['x'] = 378.030487060547, ['y'] = 332.944427490234, ['z'] = 103.566375732422 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Vinewood)", lastrobbed = 0 }, --["eastlossantos_robsliquor"] = { -- position = { ['x'] = 1126.68029785156, ['y'] = -980.39501953125, ['z'] = 45.4157257080078 }, -- reward = 100 + math.random(10000,30000), -- nameofstore = "Rob's Liquor. (East Los Santos)", -- lastrobbed = 0 --}, ["sandyshores_twentyfourseven"] = { position = { ['x'] = 2673.32006835938, ['y'] = 3286.4150390625, ['z'] = 55.241138458252 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Sandy Shores)", lastrobbed = 0 }, ["grapeseed_gasstop"] = { position = { ['x'] = 1707.52648925781, ['y'] = 4920.05126953125, ['z'] = 42.0636787414551 }, reward = 100 + math.random(20000,70000), nameofstore = "Limited LTD Gas Stop. (Grapeseed)", lastrobbed = 0 }, --["morningwood_robsliquor"] = { -- position = { ['x'] = -1479.22424316406, ['y'] = -375.097686767578, ['z'] = 39.1632804870605 }, -- reward = 100 + math.random(10000,30000), -- nameofstore = "Rob's Liquor. (Morning Wood)", -- lastrobbed = 0 --}, ["chumash_robsliquor"] = { position = { ['x'] = -2959.37524414063, ['y'] = 387.556365966797, ['z'] = 14.043158531189 }, reward = 100 + math.random(20000,70000), nameofstore = "Rob's Liquor. (Chumash)", lastrobbed = 0 }, --["delperro_robsliquor"] = { -- position = { ['x'] = -1220.14123535156, ['y'] = -915.712158203125, ['z'] = 11.3261671066284 }, -- reward = 100 + math.random(10000,30000), -- nameofstore = "Rob's Liquor. (Del Perro)", -- lastrobbed = 0 --}, --["eastlossantos_gasstop"] = { -- position = { ['x'] = 1160.06237792969, ['y'] = -314.061828613281, ['z'] = 69.2050628662109 }, -- reward = 100 + math.random(10000,30000), -- nameofstore = "Limited LTD Gas Stop. (East Los Santos)", -- lastrobbed = 0 --}, ["tongva_gasstop"] = { position = { ['x'] = -1829.00427246094, ['y'] = 798.903076171875, ['z'] = 138.186706542969 }, reward = 100 + math.random(20000,70000), nameofstore = "Limited LTD Gas Stop. (Tongva Valley)", lastrobbed = 0 }, ["tataviam_twentyfourseven"] = { position = { ['x'] = 2549.400390625, ['y'] = 385.048309326172, ['z'] = 108.622955322266 }, reward = 100 + math.random(20000,70000), nameofstore = "Twenty Four Seven. (Tataviam Mountains)", lastrobbed = 0 }, ["rockford_jewlery"] = { position = { ['x'] = -621.989135742188, ['y'] = -230.804443359375, ['z'] = 38.0570297241211 }, reward = 10000 + math.random(20000,70000), nameofstore = "Vangelico Jewelry Store. (Rockford Hills)", lastrobbed = 0 } }
--############################################################################# --# StartScene --############################################################################# local SceneEvents = require("lib.SceneEvents")
local AS = unpack(AddOnSkins) if not AS:CheckAddOn('Lightheaded') then return end function AS:LightHeaded() AS:SkinFrame(LightHeadedFrame) QuestNPCModel:SetScale(UIParent:GetScale()) LightHeadedFrame:SetScale(UIParent:GetScale()) AS:SkinFrame(LightHeadedSearchBox) AS:SkinTooltip(LightHeadedTooltip) AS:StripTextures(LightHeadedScrollFrame) AS:SkinCloseButton(LightHeadedFrame.close) AS:SkinArrowButton(LightHeadedFrameSub.prev) AS:SkinArrowButton(LightHeadedFrameSub.next) LightHeadedFrameSub.prev:SetSize(16, 16) LightHeadedFrameSub.next:SetSize(16, 16) LightHeadedFrameSub.prev:SetPoint('RIGHT', LightHeadedFrameSub.page, 'LEFT', -25, 0) LightHeadedFrameSub.next:SetPoint('LEFT', LightHeadedFrameSub.page, 'RIGHT', 25, 0) AS:SkinScrollBar(LightHeadedScrollFrameScrollBar) LightHeadedFrameSub.title:SetTextColor(23/255, 132/255, 209/255) end AS:RegisterSkin('Lightheaded', AS.LightHeaded)
--- -- @module Pulser -- -- ------------------------------------------------ -- Required Modules -- ------------------------------------------------ local Class = require( 'lib.Middleclass' ) -- ------------------------------------------------ -- Module -- ------------------------------------------------ local Pulser = Class( 'Middleclass' ) -- ------------------------------------------------ -- Public Methods -- ------------------------------------------------ function Pulser:initialize( speed, offset, range ) self.speed = speed or 1 self.offset = offset or 1 self.range = range or 1 self.timer = 0 self.value = 0 end --- -- Returns gradually changing values between 0 and 1 which can be used to -- make elements slowly pulsate. -- @tparam number dt The time since the last update in seconds. -- function Pulser:update( dt ) self.timer = self.timer + dt * self.speed self.value = math.abs( math.sin( self.timer )) * self.range + self.offset end -- ------------------------------------------------ -- Getters -- ------------------------------------------------ --- -- Returns the pulse value. -- @treturn number A value between 0 and 1. -- function Pulser:getPulse() return self.value end return Pulser
module(..., package.seeall) function add_creatures(map_id, start_coord, end_coord, creature_ids, num_creatures, hostility_val) local avail_coords = map_get_available_creature_coords(map_id, start_coord[1], start_coord[2], end_coord[1], end_coord[2]) for i = 1, num_creatures do if #avail_coords == 0 then return end local cr_id = creature_ids[RNG_range(1, #creature_ids)] local coord_idx = RNG_range(1, #avail_coords) local coord = avail_coords[coord_idx] local y = coord[1] local x = coord[2] table.remove(avail_coords, coord_idx) -- Check the coordinates to make sure the creature can be placed -- there. local tile_details = map_get_tile(map_id, y, x) local tile_type = tile_details["tile_type"] if tile_type ~= nil and tile_type ~= CTILE_TYPE_UP_STAIRCASE and tile_type ~= CTILE_TYPE_DOWN_STAIRCASE then add_creature_to_map(cr_id, y, x, map_id, hostility_val) end end end
local stats = { [69]=900, [70]=999, [71]=999, [72]=999, [73]=900, [74]=999, [75]=900, [76]=999, [77]=999, [78]=999, [79]=999, [160]=999, [225]=999, [229]=999, [230]=999 } do local random = math.random function table.shuffle(t) local n = #t while n > 1 do local k = random(n) n = n - 1 t[n], t[k] = t[k], t[n] end return t end end local currentSpawnKey = 0 local g_Spawnpoints local function spawnAllPlayers() for i,player in ipairs(getElementsByType"player") do processPlayerSpawn ( player ) end end function processSpawnStart(delay) currentSpawnKey = 0 --Grab our spawnpoints g_Spawnpoints = getElementsByType("spawnpoint", g_MapRoot or g_Root ) --Randomize our spawnpoint order table.shuffle(g_Spawnpoints) --Calculate our camera position, by grabbing an average spawnpoint position camX,camY,camZ = 0,0,0 for i,spawnpoint in ipairs(g_Spawnpoints) do camX,camY,camZ = camX + getElementData(spawnpoint,"posX"), camY + getElementData(spawnpoint,"posY"), camZ + getElementData(spawnpoint,"posZ") end camX,camY,camZ = camX/#g_Spawnpoints, camY/#g_Spawnpoints, camZ/#g_Spawnpoints + 30 --Use a random spawnpoint as the target lookX,lookY,lookZ = getElementData(g_Spawnpoints[1],"posX"), getElementData(g_Spawnpoints[1],"posY"), getElementData(g_Spawnpoints[1],"posZ") for i,player in ipairs(getElementsByType"player") do setCameraMatrix ( player, camX,camY,camZ,lookX,lookY,lookZ ) end setTimer ( spawnAllPlayers, delay, 1 ) end function processPlayerSpawn ( player ) player = player or source if not isElement(player) then return end setStats ( player ) if not getElementData ( player, "Score" ) then setElementData ( player, "Score", 0 ) end currentSpawnKey = currentSpawnKey + 1 currentSpawnKey = g_Spawnpoints[currentSpawnKey] and currentSpawnKey or 1 exports.spawnmanager:spawnPlayerAtSpawnpoint ( player, g_Spawnpoints[currentSpawnKey] ) for weapon,ammo in pairs(g_Weapons) do giveWeapon ( player, weapon, ammo, true ) end fadeCamera(player,true) setCameraTarget(player,player) -- Remove the respawn timer for i, timer in ipairs(mapTimers) do if (timer == sourceTimer) then table.remove(mapTimers, i) break end end end addEventHandler ( "onPlayerJoin", g_Root, processPlayerSpawn ) function setStats ( player ) for statID,value in pairs(stats) do setPedStat ( player, statID, value ) end end
--- This is the networked variant of local_detectable. It simply runs -- detection.determine_and_network_detection -- @classmod DetectableEvent -- region imports local class = require('classes/class') local prototype = require('prototypes/prototype') require('prototypes/event') require('prototypes/serializable') local simple_serializer = require('utils/simple_serializer') local adventurers = require('functional/game_context/adventurers') local detection = require('functional/detection') -- endregion local DetectableEvent = {} simple_serializer.inject(DetectableEvent) function DetectableEvent:init() if type(self.detectable_advn_nm) ~= 'string' then error(string.format('expected detected_advn_nm is string but got %s (type=%s)', tostring(self.detectable_advn_nm), type(self.detectable_advn_nm)), 3) end if type(self.tags) ~= 'table' then error(string.format('expected tags is table but got %s (type=%s)', tostring(self.tags), type(self.tags)), 3) end for k,v in pairs(self.tags) do if type(k) ~= 'string' then error(string.format('expected tags keys are strings but tags[%s] = %s (type of key is %s)', tostring(k), tostring(v), type(k)), 3) end if v ~= true then error(string.format('expected tags values are true but tags[\'%s\'] = %s (type of value is %s)', k, tostring(v), type(v)), 3) end end end function DetectableEvent:process(game_ctx, local_ctx, networking) if local_ctx.id ~= 0 then return end detection.determine_and_network_detection(game_ctx, local_ctx, networking, self.detectable_advn_nm, self.tags) end prototype.support(DetectableEvent, 'event') prototype.support(DetectableEvent, 'serializable') return class.create('DetectableEvent', DetectableEvent)
--[[-- Holds items within a grid layout. Inventories are an object that contains `Item`s in a grid layout. Every `Character` will have exactly one inventory attached to it, which is the only inventory that is allowed to hold bags - any item that has its own inventory (i.e a suitcase). Inventories can be owned by a character, or it can be individually interacted with as a standalone object. For example, the container plugin attaches inventories to props, allowing for items to be stored outside of any character inventories and remain "in the world". ]] -- @classmod Inventory local META = ix.meta.inventory or {} META.__index = META META.slots = META.slots or {} META.w = META.w or 4 META.h = META.h or 4 META.vars = META.vars or {} META.receivers = META.receivers or {} --- Returns a string representation of this inventory -- @realm shared -- @treturn string String representation -- @usage print(ix.item.inventories[1]) -- > "inventory[1]" function META:__tostring() return "inventory["..(self.id or 0).."]" end --- Returns this inventory's database ID. This is guaranteed to be unique. -- @realm shared -- @treturn number Unique ID of inventory function META:GetID() return self.id or 0 end --- Sets the grid size of this inventory. -- @internal -- @realm shared -- @number width New width of inventory -- @number height New height of inventory function META:SetSize(width, height) self.w = width self.h = height end --- Returns the grid size of this inventory. -- @realm shared -- @treturn number Width of inventory -- @treturn number Height of inventory function META:GetSize() return self.w, self.h end -- this is pretty good to debug/develop function to use. function META:Print(printPos) for k, v in pairs(self:GetItems()) do local str = k .. ": " .. v.name if (printPos) then str = str .. " (" .. v.gridX .. ", " .. v.gridY .. ")" end print(str) end end -- finds errors for stacked items function META:FindError() for _, v in pairs(self:GetItems()) do if (v.width == 1 and v.height == 1) then continue end print("Finding error: " .. v.name) print("Item Position: " .. v.gridX, v.gridY) for x = v.gridX, v.gridX + v.width - 1 do for y = v.gridY, v.gridY + v.height - 1 do local item = self.slots[x][y] if (item and item.id != v.id) then print("Error Found: ".. item.name) end end end end end -- For the debug/item creation purpose function META:PrintAll() print("------------------------") print("INVID", self:GetID()) print("INVSIZE", self:GetSize()) if (self.slots) then for x = 1, self.w do for y = 1, self.h do local item = self.slots[x] and self.slots[x][y] if (item and item.id) then print(item.name .. "(" .. item.id .. ")", x, y) end end end end print("INVVARS") PrintTable(self.vars or {}) print("------------------------") end --- Returns the player that owns this inventory. -- @realm shared -- @treturn[1] Player Owning player -- @treturn[2] nil If no connected player owns this inventory function META:GetOwner() for _, v in ipairs(player.GetAll()) do if (v:GetCharacter() and v:GetCharacter().id == self.owner) then return v end end end function META:SetOwner(owner, fullUpdate) if (type(owner) == "Player" and owner:GetNetVar("char")) then owner = owner:GetNetVar("char") elseif (!isnumber(owner)) then return end if (SERVER) then if (fullUpdate) then for _, v in ipairs(player.GetAll()) do if (v:GetNetVar("char") == owner) then self:Sync(v, true) break end end end local query = mysql:Update("ix_inventories") query:Update("character_id", owner) query:Where("inventory_id", self:GetID()) query:Execute() end self.owner = owner end --- Checks whether a player has access to an inventory -- @realm shared -- @internal -- @player client Player to check access for -- @treturn bool Whether or not the player has access to the inventory function META:OnCheckAccess(client) local bAccess = false for _, v in ipairs(self:GetReceivers()) do if (v == client) then bAccess = true break end end return bAccess end function META:CanItemFit(x, y, w, h, item2) local canFit = true for x2 = 0, w - 1 do for y2 = 0, h - 1 do local item = (self.slots[x + x2] or {})[y + y2] if ((x + x2) > self.w or item) then if (item2) then if (item and item.id == item2.id) then continue end end canFit = false break end end if (!canFit) then break end end return canFit end function META:GetFilledSlotCount() local count = 0 for x = 1, self.w do for y = 1, self.h do if ((self.slots[x] or {})[y]) then count = count + 1 end end end return count end function META:FindEmptySlot(w, h, onlyMain) w = w or 1 h = h or 1 if (w > self.w or h > self.h) then return end for y = 1, self.h - (h - 1) do for x = 1, self.w - (w - 1) do if (self:CanItemFit(x, y, w, h)) then return x, y end end end if (onlyMain != true) then local bags = self:GetBags() if (#bags > 0) then for _, invID in ipairs(bags) do local bagInv = ix.item.inventories[invID] if (bagInv) then local x, y = bagInv:FindEmptySlot(w, h) if (x and y) then return x, y, bagInv end end end end end end function META:GetItemAt(x, y) if (self.slots and self.slots[x]) then return self.slots[x][y] end end --- Removes an item from the inventory. -- @realm shared -- @number id The item instance ID to remove -- @bool[opt=false] bNoReplication Whether or not the item's removal should not be replicated -- @bool[opt=false] bNoDelete Whether or not the item should not be fully deleted -- @bool[opt=false] bTransferring Whether or not the item is being transferred to another inventory -- @treturn number The X position that the item was removed from -- @treturn number The Y position that the item was removed from function META:Remove(id, bNoReplication, bNoDelete, bTransferring) local x2, y2 for x = 1, self.w do if (self.slots[x]) then for y = 1, self.h do local item = self.slots[x][y] if (item and item.id == id) then self.slots[x][y] = nil x2 = x2 or x y2 = y2 or y end end end end if (SERVER and !bNoReplication) then local receivers = self:GetReceivers() if (istable(receivers)) then net.Start("ixInventoryRemove") net.WriteUInt(id, 32) net.WriteUInt(self:GetID(), 32) net.Send(receivers) end -- we aren't removing the item - we're transferring it to another inventory if (!bTransferring) then hook.Run("InventoryItemRemoved", self, ix.item.instances[id]) end if (!bNoDelete) then local item = ix.item.instances[id] if (item and item.OnRemoved) then item:OnRemoved() end local query = mysql:Delete("ix_items") query:Where("item_id", id) query:Execute() ix.item.instances[id] = nil end end return x2, y2 end function META:AddReceiver(client) self.receivers[client] = true end function META:RemoveReceiver(client) self.receivers[client] = nil end function META:GetReceivers() local result = {} if (self.receivers) then for k, _ in pairs(self.receivers) do if (IsValid(k) and k:IsPlayer()) then result[#result + 1] = k end end end return result end function META:GetItemCount(uniqueID, onlyMain) local i = 0 for _, v in pairs(self:GetItems(onlyMain)) do if (v.uniqueID == uniqueID) then i = i + 1 end end return i end function META:GetItemsByUniqueID(uniqueID, onlyMain) local items = {} for _, v in pairs(self:GetItems(onlyMain)) do if (v.uniqueID == uniqueID) then items[#items + 1] = v end end return items end function META:GetItemsByBase(baseID, bOnlyMain) local items = {} for _, v in pairs(self:GetItems(bOnlyMain)) do if (v.base == baseID) then items[#items + 1] = v end end return items end function META:GetItemByID(id, onlyMain) for _, v in pairs(self:GetItems(onlyMain)) do if (v.id == id) then return v end end end function META:GetItemsByID(id, onlyMain) local items = {} for _, v in pairs(self:GetItems(onlyMain)) do if (v.id == id) then items[#items + 1] = v end end return items end -- This function may pretty heavy. function META:GetItems(onlyMain) local items = {} for _, v in pairs(self.slots) do for _, v2 in pairs(v) do if (istable(v2) and !items[v2.id]) then items[v2.id] = v2 v2.data = v2.data or {} local isBag = v2.data.id if (isBag and isBag != self:GetID() and onlyMain != true) then local bagInv = ix.item.inventories[isBag] if (bagInv) then local bagItems = bagInv:GetItems() table.Merge(items, bagItems) end end end end end return items end function META:GetBags() local invs = {} for _, v in pairs(self.slots) do for _, v2 in pairs(v) do if (istable(v2) and v2.data) then local isBag = v2.data.id if (!table.HasValue(invs, isBag)) then if (isBag and isBag != self:GetID()) then invs[#invs + 1] = isBag end end end end end return invs end --- Returns the item with the given unique ID (e.g `"handheld_radio"`) if it exists in this inventory. This method checks both -- this inventory, and any bags that this inventory has inside of it. -- @realm server -- @string targetID Unique ID of the item to look for -- @tab[opt] data Item data to check for -- @treturn[1] Item Item that belongs to this inventory with the given criteria -- @treturn[2] bool `false` if the item does not exist -- @usage local item = inventory:HasItem("handheld_radio") -- -- if (item) then -- -- do something with the item table -- end function META:HasItem(targetID, data) local items = self:GetItems() for _, v in pairs(items) do if (v.uniqueID == targetID) then if (data) then local itemData = v.data local bFound = true for dataKey, dataVal in pairs(data) do if (itemData[dataKey] != dataVal) then bFound = false break end end if (!bFound) then continue end end return v end end return false end function META:HasItems(targetIDs) local items = self:GetItems() local count = #targetIDs -- assuming array targetIDs = table.Copy(targetIDs) for _, v in pairs(items) do for k, targetID in ipairs(targetIDs) do if (v.uniqueID == targetID) then table.remove(targetIDs, k) count = count - 1 break end end end return count <= 0, targetIDs end function META:HasItemOfBase(baseID, data) local items = self:GetItems() for _, v in pairs(items) do if (v.base == baseID) then if (data) then local itemData = v.data local bFound = true for dataKey, dataVal in pairs(data) do if (itemData[dataKey] != dataVal) then bFound = false break end end if (!bFound) then continue end end return v end end return false end if (SERVER) then function META:SendSlot(x, y, item) local receivers = self:GetReceivers() local sendData = item and item.data and !table.IsEmpty(item.data) and item.data or {} net.Start("ixInventorySet") net.WriteUInt(self:GetID(), 32) net.WriteUInt(x, 6) net.WriteUInt(y, 6) net.WriteString(item and item.uniqueID or "") net.WriteUInt(item and item.id or 0, 32) net.WriteUInt(self.owner or 0, 32) net.WriteTable(sendData) net.Send(receivers) if (item) then for _, v in pairs(receivers) do item:Call("OnSendData", v) end end end --- Add an item to the inventory. -- @realm server -- @param uniqueID The item unique ID (e.g `"handheld_radio"`) or instance ID (e.g `1024`) to add to the inventory -- @number[opt=1] quantity The quantity of the item to add -- @tab data Item data to add to the item -- @number[opt=nil] x The X position for the item -- @number[opt=nil] y The Y position for the item -- @bool[opt=false] noReplication Whether or not the item's addition should not be replicated -- @treturn[1] bool Whether the add was successful or not -- @treturn[1] string The error, if applicable -- @treturn[2] number The X position that the item was added to -- @treturn[2] number The Y position that the item was added to -- @treturn[2] number The inventory ID that the item was added to function META:Add(uniqueID, quantity, data, x, y, noReplication) quantity = quantity or 1 if (quantity < 1) then return false, "noOwner" end if (!isnumber(uniqueID) and quantity > 1) then for _ = 1, quantity do local bSuccess, error = self:Add(uniqueID, 1, data) if (!bSuccess) then return false, error end end return true end local client = self.GetOwner and self:GetOwner() or nil local item = isnumber(uniqueID) and ix.item.instances[uniqueID] or ix.item.list[uniqueID] local targetInv = self local bagInv if (!item) then return false, "invalidItem" end if (isnumber(uniqueID)) then local oldInvID = item.invID if (!x and !y) then x, y, bagInv = self:FindEmptySlot(item.width, item.height) end if (bagInv) then targetInv = bagInv end -- we need to check for owner since the item instance already exists if (!item.bAllowMultiCharacterInteraction and IsValid(client) and client:GetCharacter() and item:GetPlayerID() == client:SteamID64() and item:GetCharacterID() != client:GetCharacter():GetID()) then return false, "itemOwned" end if (hook.Run("CanTransferItem", item, ix.item.inventories[0], targetInv) == false) then return false, "notAllowed" end if (x and y) then targetInv.slots[x] = targetInv.slots[x] or {} targetInv.slots[x][y] = true item.gridX = x item.gridY = y item.invID = targetInv:GetID() for x2 = 0, item.width - 1 do local index = x + x2 for y2 = 0, item.height - 1 do targetInv.slots[index] = targetInv.slots[index] or {} targetInv.slots[index][y + y2] = item end end if (!noReplication) then targetInv:SendSlot(x, y, item) end if (!self.noSave) then local query = mysql:Update("ix_items") query:Update("inventory_id", targetInv:GetID()) query:Update("x", x) query:Update("y", y) query:Where("item_id", item.id) query:Execute() end hook.Run("InventoryItemAdded", ix.item.inventories[oldInvID], targetInv, item) return x, y, targetInv:GetID() else return false, "noFit" end else if (!x and !y) then x, y, bagInv = self:FindEmptySlot(item.width, item.height) end if (bagInv) then targetInv = bagInv end if (hook.Run("CanTransferItem", item, ix.item.inventories[0], targetInv) == false) then return false, "notAllowed" end if (x and y) then for x2 = 0, item.width - 1 do local index = x + x2 for y2 = 0, item.height - 1 do targetInv.slots[index] = targetInv.slots[index] or {} targetInv.slots[index][y + y2] = true end end local characterID local playerID if (self.owner) then local character = ix.char.loaded[self.owner] if (character) then characterID = character.id playerID = character.steamID end end ix.item.Instance(targetInv:GetID(), uniqueID, data, x, y, function(newItem) newItem.gridX = x newItem.gridY = y for x2 = 0, newItem.width - 1 do local index = x + x2 for y2 = 0, newItem.height - 1 do targetInv.slots[index] = targetInv.slots[index] or {} targetInv.slots[index][y + y2] = newItem end end if (!noReplication) then targetInv:SendSlot(x, y, newItem) end hook.Run("InventoryItemAdded", nil, targetInv, newItem) end, characterID, playerID) return x, y, targetInv:GetID() else return false, "noFit" end end end function META:Sync(receiver, fullUpdate) local slots = {} for x, items in pairs(self.slots) do for y, item in pairs(items) do if (istable(item) and item.gridX == x and item.gridY == y) then slots[#slots + 1] = {x, y, item.uniqueID, item.id, item.data} end end end net.Start("ixInventorySync") net.WriteTable(slots) net.WriteUInt(self:GetID(), 32) net.WriteUInt(self.w, 6) net.WriteUInt(self.h, 6) net.WriteType((receiver == nil or fullUpdate) and self.owner or nil) net.WriteTable(self.vars or {}) net.Send(receiver) for _, v in pairs(self:GetItems()) do v:Call("OnSendData", receiver) end end end ix.meta.inventory = META
local common = { Env = { ISPCOPTS = { "--target=sse4 --cpu=corei7", { "--arch=x86"; Config = "win32-*" }, { "--arch=x86-64"; Config = { "win64-*", "macosx-*" } }, }, CPPPATH = { -- Pick up generated ISPC headers from the object directory "$(OBJECTDIR)" } }, ReplaceEnv = { ISPC = "ispc$(PROGSUFFIX)", -- assume ispc.exe is in your path }, } Build { Units = "units.lua", Passes = { IspcGen = { Name = "Generate ISPC .h files", BuildOrder = 1 }, }, Configs = { Config { Name = "win32-msvc", DefaultOnHost = "windows", Tools = { "msvc-vs2010", "ispc" }, Inherit = common, }, Config { Name = "macosx-clang", DefaultOnHost = "macosx", Tools = { "clang-osx", "ispc" }, Inherit = common, }, }, }
----------------------------------- -- Area: Bastok Markets -- NPC: Carmelide -- Standard Merchant NPC -- !pos -151.693 -4.819 -69.635 235 ----------------------------------- local ID = require("scripts/zones/Bastok_Markets/IDs") require("scripts/globals/shop") function onTrigger(player,npc) local stock = { 806, 1713, 2, -- Tourmaline 807, 1713, 2, -- Sardonyx 800, 1713, 2, -- Amethyst 814, 1713, 2, -- Amber 795, 1713, 2, -- Lapis Lazuli 809, 1713, 2, -- Clear Topaz 799, 1713, 2, -- Onyx 796, 1713, 2, -- Light Opal 13454, 69, 3, -- Copper Ring } player:showText(npc, ID.text.CARMELIDE_SHOP_DIALOG) tpz.shop.nation(player, stock, tpz.nation.BASTOK) end
return { hand_left = { { {8, 40}, {9, 39}, {8, 40}, {8, 39}, {8, 40}, {4, 42}, {8, 40}, {8, 40}, {17, 16}, }, { {8, 41}, {8, 40}, {8, 41}, {8, 40}, {8, 41}, {16, 45}, {8, 41}, {8, 41}, {0, 0}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, }, { {8, 41}, {9, 38}, {8, 39}, {8, 28}, {8, 40}, {6, 40}, {-11, 41}, {13, 23}, {13, 27}, }, { {9, 41}, {9, 40}, {9, 40}, {4, 30}, {8, 41}, {-4, 41}, {-10, 41}, {16, 23}, {15, 29}, }, { {15, 24}, {13, 38}, {15, 18}, {13, 32}, {0, 0}, {15, 23}, {15, 24}, {13, 37}, {13, 38}, }, { {8, 41}, {8, 41}, {15, 29}, {15, 29}, {0, 0}, {8, 40}, {8, 41}, {8, 40}, {8, 41}, }, { {12, 23}, {15, 24}, {13, 38}, {0, 0}, {0, 0}, {10, 36}, {10, 35}, {10, 36}, {10, 35}, }, { {14, 23}, {2, 24}, {0, 38}, {0, 0}, {0, 0}, {-6, 36}, {-6, 35}, {-6, 36}, {-6, 35}, }, { {12, 22}, {12, 22}, {15, 23}, {13, 38}, {0, 0}, {11, 34}, {11, 35}, {11, 34}, {11, 35}, }, { {14, 22}, {14, 22}, {2, 23}, {0, 38}, {0, 0}, {-8, 34}, {-8, 35}, {-8, 34}, {-8, 35}, }, { {12, 16}, {15, 17}, {13, 31}, {0, 0}, {0, 0}, {18, 33}, {18, 33}, {18, 33}, {18, 33}, }, { {14, 16}, {2, 17}, {0, 31}, {0, 0}, {0, 0}, {11, 22}, {-10, 33}, {2, 30}, {14, 23}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {18, 32}, {18, 33}, {18, 32}, {18, 33}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {11, 21}, {-10, 33}, {2, 29}, {14, 23}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {18, 26}, {18, 26}, {18, 26}, {18, 26}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {11, 15}, {-10, 26}, {2, 23}, {14, 16}, }, }, hand_right = { { {-11, 40}, {-10, 39}, {-10, 39}, {-10, 39}, {-10, 39}, {-17, 45}, {-10, 39}, {-11, 39}, {-17, 15}, }, { {-9, 40}, {-10, 39}, {-9, 40}, {-9, 39}, {-9, 40}, {-6, 42}, {-9, 39}, {-10, 40}, {0, 0}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, }, { {-10, 41}, {-11, 39}, {-12, 38}, {-6, 28}, {-10, 40}, {3, 40}, {9, 41}, {-19, 21}, {-18, 26}, }, { {-11, 41}, {-11, 40}, {-11, 39}, {-11, 27}, {-10, 39}, {-8, 39}, {10, 40}, {-16, 20}, {-12, 18}, }, { {-9, 40}, {-10, 40}, {-18, 27}, {-18, 28}, {0, 0}, {-9, 39}, {-9, 40}, {-9, 39}, {-9, 40}, }, { {-16, 23}, {-15, 37}, {-17, 17}, {-15, 31}, {0, 0}, {-17, 22}, {-17, 23}, {-16, 36}, {-16, 37}, }, { {-16, 20}, {-2, 20}, {-1, 36}, {0, 0}, {0, 0}, {5, 34}, {5, 33}, {4, 34}, {5, 33}, }, { {-14, 21}, {-17, 22}, {-16, 37}, {0, 0}, {0, 0}, {-12, 33}, {-12, 32}, {-12, 34}, {-12, 33}, }, { {-16, 19}, {-16, 20}, {-3, 20}, {-2, 36}, {0, 0}, {7, 32}, {7, 33}, {6, 32}, {6, 33}, }, { {-14, 19}, {-14, 19}, {-16, 22}, {-16, 36}, {0, 0}, {-13, 31}, {-12, 32}, {-13, 31}, {-13, 32}, }, { {-17, 13}, {-2, 15}, {-1, 30}, {0, 0}, {0, 0}, {-12, 23}, {8, 32}, {-3, 29}, {-16, 20}, }, { {-16, 13}, {-18, 15}, {-16, 31}, {0, 0}, {0, 0}, {-19, 32}, {-20, 32}, {-19, 31}, {-19, 32}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {-12, 21}, {7, 33}, {-4, 28}, {-15, 20}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {-20, 31}, {-20, 32}, {-19, 30}, {-20, 32}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {-11, 17}, {8, 25}, {-5, 22}, {-15, 13}, }, { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {-19, 25}, {-19, 25}, {-19, 25}, {-19, 25}, }, }, }
--[[ ä Name: Advanced Questbook By: Crypton ]] --[[ %s is a "Wild Card" character. AQB uses these to replace with data such as names of items, players, etc.. It is important not to remove them or you will receive errors. For translating, you can move them where they need to go in the sentence so the data forms a proper sentence in your language. ]] AQB_XML_QDTAILS = "Detalles de la mision"; AQB_XML_DESCR = "Descripcion:"; AQB_XML_REWARDS = "Recompensas:"; AQB_XML_DETAILS = "Detalles:"; AQB_XML_LOCATIONS = "Localizaciones:"; AQB_XML_CONFIG = "Configuracion"; AQB_XML_HSECTION = "Seccion de Ayuda"; AQB_XML_OPENHELP = "Abrir Ayuda"; AQB_XML_CLOSEHELP = "Cerrar Ayuda"; AQB_XML_SHARERES = "Compartir resultados"; AQB_XML_SHOWSHARE = "Ver compartidas"; AQB_XML_HIDESHARE = "Ocultar compartido"; AQB_XML_BACK = "Atras"; AQB_XML_TYPEKEYWORD = "Introduce un texto para buscar"; AQB_XML_SEARCH = "Buscar"; AQB_XML_SEARCHRES = "Resultados de busqueda"; AQB_XML_CONFIG2 = "Configuracion"; AQB_XML_CONFIG3 = "Icon Configuration"; -- New AQB_XML_RELOADUI1 = "RecargarUI"; AQB_XML_RELOADUI2 = "Recargar UI si los iconos del mapa se descolocan."; AQB_XML_RELOADUI3 = "AQD Habilitado, RecargarUI Deshabilitado."; AQB_XML_SHTOOLTIPS = "Tooltips"; -- Edited AQB_XML_STTOOLTIPS = "Bloquear Tooltips"; AQB_XML_STICONS = "Bloquear Iconos"; AQB_XML_QDONTIPS = "Quest Description"; -- Edited AQB_XML_RLONTIPS = "Recommended Level"; -- Edited AQB_XML_REWONTIPS = "Rewards"; -- Edited AQB_XML_COORDONTIPS = "Coordinates"; -- Edited AQB_XML_PREINC = "Guardar incompletas"; AQB_XML_AQD = "Herramienta de volcado de Datos (AQD)"; AQB_XML_QS = "Compartir misiones"; AQB_XML_TMBTN = "Mostrar boton AQB"; --AQB_XML_SAVECLOSE = "Guardar/Salir"; --AQB_XML_CLOSECONFIG = "Cerrar Configuracion"; AQB_XML_PURGE = "Purgar datos"; AQB_XML_STPORT = "Snoop Transports"; -- Edited AQB_XML_ETRAIN = "Elite Trainers"; -- Edited AQB_XML_SHOWSHARED = "Shared Quests"; -- Edited AQB_XML_SHOWDAILY = "Daily Quests"; -- New AQB_XML_SHOWQUESTS = "Quests"; -- New AQB_XML_AIRPORT = "Airships"; -- New AQB_XML_MSGONDUMP = "Mostrar mensaje en la descarga de misiones"; AQB_XML_NOTE1 = "Drag this icon on the map to place an icon in that location."; -- New AQB_XML_NOTE2 = "Shift+Left Click a Note to Edit It"; -- New AQB_XML_NOTE3 = "Hold Shift+Right Mouse to Move a Note"; -- New AQB_XML_NOTE4 = "CTRL+Left Click to Delete a Note"; -- New AQB_XML_NOTE5 = "New Note"; -- New AQB_XML_NOTE6 = "Edit Note"; -- New AQB_XML_NOTE7 = "You currently have %s notes for the current map. Please remove a note before trying to add another."; -- New AQB_XML_NOTE8 = "Map Notes:"; -- New AQB_XML_NOTE9 = "Save Note"; -- New AQB_XML_NOTE10 = "Edit Title"; -- New AQB_XML_NOTE11 = "Edit Note"; -- New AQB_XML_NOTE12 = "Custom Notes"; -- Edited AdvQuestBook_Messages = { ["AQB_AMINFO"] = "una caracteristica muy util para encontrar informacion, realizar un seguimiento y llevar un control de tus misiones.", ["AQB_AMNOTFOUND"] = "AddonManager no detectado. Es un Addon muy util y de uso recomendado para %s. Escribe %s para abrir el panel de %s o puedes usar el boton provisto en el caso de que AddonManager no este instalado.", ["AQB_ERRFILELOAD"] = "Error al subir el archivo", ["AQB_DFAULTSETLOAD"] = "ajustes por defecto cargados", ["AQB_SETSUPDATE"] = "ajustes actualizados", ["AQB_GET_PQUEST"] = "Obtener Misiones de Grupo", ["AQB_SHIFT_RIGHT"] = "Mayus + Click derecho para mover los botones del minimapa.", ["AQB_RCLICK"] = "Boton derecho", ["AQB_MOVE_BTN"] = "Manten presionado el boton izquierdo para mover el boton.", ["AQB_L50ET"] = "Debes tener las habilidades ELite de nivel 45 primarias y secundarias.", ["AQB_LIST_RECIEVED"] = "Recibida lista de misiones compartidas. Por favor, abre %s para ver las misiones compartidas.", ["AQB_NOLIST_RECIEVED"] = "No se ha recibido ningun dato de misiones compartidas.", ["AQB_RECLEVEL"] = "Nivel recomendado", ["AQB_UNKNOWNQID"] = "ID de mision desconocido", ["AQB_COORDS"] = "Coordenadas", ["AQB_NEW_QD"] = "Nueva mision descargada para %s."; ["AQB_CLEARED_DATA"] = "Limpiadas %s misiones y guardadas %s misiones", ["AQB_CLEANED_ALL"] = "Limpiados todos los datos guardados.", ["AQB_UPLOAD"] = "Asegurate de subir tu %s a %s despues de que hayas salido del juego.", ["AQB_MIN_CHARS"] = "Por favor, escribe al menos %s caracteres para la busqueda...", ["AQB_TOOMANY"] = "Se han encontrado mas de %s resultados. Si usas unos parametros de busqueda distintos puedes reducir los resultados a algo mas sencillo para poder visionarlos.", ["AQB_SEARCHING"] = "Buscando %s. Por favor, espera...", ["AQB_FOUND_RESULTS"] = "Encontrados %s resultados para %s.", ["AQB_NOTSUB"] = "Esta mision aun no se ha presentado.", ["AQB_RECLEVEL"] = "Nivel recomendado", ["AQB_START"] = "Çomienza", ["AQB_END"] = "Termina", ["AQB_REWARDS"] = "Recompensas", ["AQB_COORDS"] = "Coordenadas", ["AQB_TRANSPORT"] = "Transporte", ["AQB_LINKSTO"] = "Transporta a", ["AQB_DUMPED"] = "Descargado", ["AQB_GOLD"] = "Oro", ["AQB_XP"] = "Experiencia", ["AQB_TP"] = "Puntos de Talento", ["AQB_MAP"] = "Mapa", ["AQB_AND"] = "y", ["AQB_OPEN"] = "Abrir", ["AQB_LOCK"] = "Bloquea", ["AQB_UNLOCK"] = "Desbloquea", ["AQB_QSTATUS0"] = "No has completado esta mision.", ["AQB_QSTATUS1"] = "Actualmente tienes esta mision.", ["AQB_QSTATUS2"] = "Has completado esta mision.", }; -- Help topics will be added back later. I need to rewrite them.
------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- function gadget:GetInfo() return { name = "drop", desc = "drop", author = "Nixtux", date = "Jun 3, 2017", license = "GNU GPL, v2 or later", layer = 0, enabled = true -- loaded by default? } end ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- if (not gadgetHandler:IsSyncedCode()) then return false end ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- local dropperID = UnitDefNames['corpokie'].id local unitsToDrop = UnitDefNames['cormonsta'].id local holding = {} local holdingID = {} local isloadedID = {} ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- -- Speed-ups ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- function gadget:UnitFinished(unitID, unitDefID, unitTeam) if dropperID == unitDefID then local pieceMap = Spring.GetUnitPieceMap(unitID) local count = 1 holdingID[unitID] = {} holdingID[unitID].frame = nil for pieceName, pieceNum in pairs(pieceMap) do if pieceName:find("basket") then local x, y, z = Spring.GetUnitPiecePosDir(unitID,pieceNum) local heading = Spring.GetUnitHeading(unitID) local face = math.floor((heading + 8192) / 16384) % 4 local newUnitID = Spring.CreateUnit(unitsToDrop, x, y, z, face, unitTeam) Spring.SetUnitStealth(newUnitID, true) Spring.SetUnitSonarStealth(newUnitID, true) Spring.SetUnitNoSelect(newUnitID, true) Spring.SetUnitLoadingTransport(newUnitID, unitID) Spring.UnitAttach(unitID, newUnitID, pieceNum) --Spring.Echo("Loading ", unitID," with ", newUnitID, "at piece ", pieceNum) holdingID[unitID][count] = {newUnitID,pieceNum} --holdingID[unitID].frame = Spring.GetGameFrame() holdingID[unitID].canAnimate = true isloadedID[newUnitID] = true holding[unitID] = true count = count + 1 end end end end function gadget:GameFrame(f) if f%90==0 then for unitID ,_ in pairs(holdingID) do holdingID[unitID].canAnimate = true end end end function gadget:UnitPreDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, projectileID, attackerID, attackerDefID, attackerTeam) if isloadedID[unitID] then --Spring.Echo(unitID, " Damage reduced") return 0, 1 else return damage, 1 end end function gadget:UnitDestroyed(unitID, unitDefID) isloadedID[unitID] = nil holdingID[unitID] = nil end function gadget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam) if (unitDefID == dropperID) and holding[unitID] then local currentHP, maxHP = Spring.GetUnitHealth(unitID) if currentHP <= (math.random(maxHP*.15,maxHP*.75)) then local passangers = holdingID[unitID] if passangers == nil then return end for i = 1, #passangers do passIDs = passangers[i][1] Spring.UnitDetach(passIDs) Spring.SetUnitStealth(passIDs, false) Spring.SetUnitSonarStealth(passIDs, false) Spring.SetUnitNoSelect(passIDs, false) isloadedID[passIDs] = false --Spring.Echo("UnLoading ", passangers," with ", passIDs) if attackerID and passIDs then local x,y,z = Spring.GetUnitPosition(unitID) local ax,ay,az = Spring.GetUnitPosition(attackerID) local facing = Spring.GetUnitBuildFacing(unitDefID) z=z+math.random(-128,128) x=x+math.random(-128,128) Spring.GiveOrderToUnit(passIDs, CMD.MOVE, {x,y,z}, {"shift"}) Spring.GiveOrderToUnit(passIDs, CMD.FIGHT, {ax,ay,az}, {"shift"}) --Spring.Echo("Fight Command Given to ", passIDs) end passIDs = nil end holding[unitID] = nil elseif damage > 125 and holdingID[unitID].canAnimate then holdingID[unitID].canAnimate = false local passangers = holdingID[unitID] if passangers == nil then return end for i = 1, #passangers do passIDs = passangers[i][1] Spring.CallCOBScript(passIDs, "wriggle", 0, 1) end end end end ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
io.input 'const.txt' io.output '../../src/const.h' io.write [[ #ifndef __MAGNET_CONST__ #define __MAGNET_CONST__ #include "api.h" #define MAGNET_CONST(v) lua_pushinteger(L, v); lua_setfield(L, -2, #v); int open_const(lua_State* L) { ]] for line in io.lines() do if #line > 0 then io.write(string.format( [[ #ifdef %s MAGNET_CONST(%s) #endif ]] , line, line)) end end io.write [[ return 1; } #endif ]] io.flush() io.close()
--[[ _ _ _ _ _ _ _ | | | || || | (_) | | | | | | | || || |_ _ _ __ ___ __ _ | |_ ___ | | ___ __ _ ___ | | | || || __|| || '_ ` _ \ / _` || __| / _ \ | | / _ \ / _` |/ __| | |_| || || |_ | || | | | | || (_| || |_ | __/ | |____| (_) || (_| |\__ \ \___/ |_| \__||_||_| |_| |_| \__,_| \__| \___| \_____/ \___/ \__, ||___/ __/ | |___/ ]]-- ULogs.AddGMType( 1, "Sandbox" ) ULogs.AddGMType( 2, "DarkRP" ) ULogs.AddGMType( 3, "TTT" ) ULogs.AddGMType( 4, "Murder" ) ULogs.AddGMType( 5, "Admin" ) ULogs.AddGMType( 6, "Cinema" )
fx_version 'adamant' game 'gta5' author "Kibra Developments" description "EXMode Cocaine Job" client_script { 'client/client.lua', 'config.lua' } server_script { 'server/server.lua', 'config.lua' }
cloth = { on_drop = function(player, item) if player.mapTitle == "Dae Shore" and player.x >= 69 and player.x <= 77 and player.y >= 0 and player.y <= 39 then local t = {graphic = convertGraphic(838, "item"), color = 0} player.npcGraphic = t.graphic player.npcColor = t.color player.dialogType = 0 player.lastClick = player.ID if math.random(1, 10) == 1 then player:addItem("salt_block", 1) player:removeItem("cloth", 1, 1) player.fakeDrop = 1 player:dialogSeq({t, "You found a salt block."}, 0) end end end }
----------------------------------- -- Area: Maze of Shakhrami -- Quest: Corsair Af1 "Equipped for All Occasions" -- NPC: Iron Door (Spawn Lost Soul) -- !pos 247.735 18.499 -142.267 198 ----------------------------------- local ID = require("scripts/zones/Maze_of_Shakhrami/IDs") require("scripts/globals/keyitems") require("scripts/globals/npc_util") require("scripts/globals/quests") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local efao = player:getQuestStatus(AHT_URHGAN, tpz.quest.id.ahtUrhgan.EQUIPPED_FOR_ALL_OCCASIONS) local efaoStat = player:getCharVar("EquippedforAllOccasions") if efao == QUEST_ACCEPTED and efaoStat == 1 and npcUtil.popFromQM(player, npc, ID.mob.LOST_SOUL, {hide = 0}) then -- no further action elseif efao == QUEST_ACCEPTED and efaoStat == 2 then player:startEvent(66) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 66 then npcUtil.giveKeyItem(player, tpz.ki.WHEEL_LOCK_TRIGGER) player:setCharVar("EquippedforAllOccasions", 3) end end
AutoDisenchantIgnoreList = { }
--require "psetup_lib.plugins"
--[[ TheNexusAvenger Manages the selections groups. Class is static. --]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local ReplicatedStorageProject = require(ReplicatedStorage:WaitForChild("Project"):WaitForChild("ReplicatedStorage")) local SelectionGroups = ReplicatedStorageProject:GetResource("External.NexusInstance.NexusObject"):Extend() SelectionGroups:SetClassName("SelectionGroups") SelectionGroups.Groups = {} --[[ Adds a selection group to the top. --]] function SelectionGroups:Add(SelectionGroup) table.insert(self.Groups,SelectionGroup) self:UpdateSelectionGroup() end --[[ Adds a selection group to the bottom (intended for UI that appears below prompts while they are open). --]] function SelectionGroups:AddBelow(SelectionGroup) table.insert(self.Groups,1,SelectionGroup) self:UpdateSelectionGroup() end --[[ Removes the last index of a given selection group. --]] function SelectionGroups:Remove(GroupToRemove) --Get the highest index of the group. local Index for i,Group in pairs(self.Groups) do if Group == GroupToRemove then Index = i end end --Remove the group. if Index then table.remove(self.Groups,Index) self:UpdateSelectionGroup() end end --[[ Updates the active selection group. --]] function SelectionGroups:UpdateSelectionGroup() --Return if the group is the same. local NewGroup = self.Groups[#self.Groups] if NewGroup == self.CurrentGroup then return end --Disconnect the existing group. if self.CurrentGroup then self.CurrentGroup = nil end if self.CurrentGroupChangedEvent then self.CurrentGroupChangedEvent:Disconnect() self.CurrentGroupChangedEvent = nil end --Set up the new group. if NewGroup then self.CurrentGroup = NewGroup self.CurrentGroupChangedEvent = NewGroup.GroupChanged:Connect(function() self:UpdateSelectedFrame() end) end --Update the selection. self:UpdateSelectedFrame() end --[[ Updates the selected frame. --]] function SelectionGroups:UpdateSelectedFrame() --Unset the selection if there is no gamepad connected or no current group. if not self.CurrentGroup or not UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then GuiService.SelectedObject = nil return end --Update the selection. if self.LastFrame and not self.CurrentGroup:ContainsFrame(self.LastFrame) then self.LastFrame = nil end GuiService.SelectedObject = (self.CurrentGroup:ContainsFrame(GuiService.SelectedObject) and GuiService.SelectedObject) or self.LastFrame or self.CurrentGroup:GetFirstFrame() end --Set up controller events. UserInputService.GamepadConnected:Connect(function() SelectionGroups:UpdateSelectedFrame() end) UserInputService.GamepadDisconnected:Connect(function() SelectionGroups:UpdateSelectedFrame() end) GuiService.Changed:Connect(function() SelectionGroups:UpdateSelectedFrame() end) return SelectionGroups
--[[ Carbon for Lua Test: Carbon.Math.Matrix3x3 ]] local Carbon = (...) local Dictionary = Carbon.Collections.Dictionary local Matrix3x3 = Carbon.Math.Matrix3x3 local Test = {} Carbon.Testing:TestFor(Matrix3x3, Test) local sqrt = math.sqrt local function approxeq(a, b, E) return math.abs(a - b) < (E or 1e-6) end -- Compare the 3x3 part of any matrix. local function matrixapproxeq(a, b, E) for i = 1, 3 do for j = 1, 3 do local x, y = a:Get(i, j), b:Get(i, j) if (not x or not y) then return false end if (not approxeq(x, y)) then return false end end end return true end function Test:Run(test) local a = Matrix3x3:New( 1, 2, 3, 4, 5, 6, -7, -8, -9 ) local b = Matrix3x3:New( 9, 8, 7, 6, 5, 4, 3, 2, 1 ) local ab_correct = Matrix3x3:New( 30, 24, 18, 84, 69, 54, -138, -114, -90 ) -- Equivalent matrix in loose 3x3 form local aa = Matrix3x3:NewFromLoose(3, 3, 1, 2, 3, 4, 5, 6, -7, -8, -9 ) if (matrixapproxeq(a, aa)) then test:Pass() else test:Fail("NewFromLoose failed!") end -- Test transposition: local correct_a_trans = Matrix3x3:New( 1, 4, -7, 2, 5, -8, 3, 6, -9 ) local a_trans = a:Transpose() if (matrixapproxeq(a_trans, correct_a_trans)) then test:Pass() else test:Fail("Matrix transposition failed!") end -- WolframAlpha says the bottom row is not linearly-independent and is thus (0, 0, 0) -- We don't really care I don't think, but I should research this more. local correct_ortho_a = Matrix3x3:New( 1 / sqrt(14), sqrt(2 / 7), 3 / sqrt(14), 4 / sqrt(21), 1 / sqrt(21), -2 / sqrt(21), -4 / sqrt(21), -1 / sqrt(21), 2 / sqrt(21) ) local ortho_a = a:Orthonormalize() if (matrixapproxeq(ortho_a, correct_ortho_a)) then test:Pass() else test:Fail("Failed to orthogonalize matrix!") end -- Test GetRow local x1, y1, z1 = a:GetRow(1) local x2, y2, z2 = a:GetRow(2) local x3, y3, z3 = a:GetRow(3) if (x1 == 1 and y1 == 2 and z1 == 3 and x2 == 4 and y2 == 5 and z2 == 6 and x3 == -7 and y3 == -8 and z3 == -9) then test:Pass() else test:Fail("GetRow failed!") end -- Test SetRow local aa = a:Copy() aa:SetRow(1, 3, 2, 1) aa:SetRow(2, 6, 5, 4) aa:SetRow(3, -9, -8, -7) local x1, y1, z1 = aa:GetRow(1) local x2, y2, z2 = aa:GetRow(2) local x3, y3, z3 = aa:GetRow(3) if (x1 == 3 and y1 == 2 and z1 == 1 and x2 == 6 and y2 == 5 and z2 == 4 and x3 == -9 and y3 == -8 and z3 == -7) then test:Pass() else test:Fail("SetRow failed!") end -- Test GetColumn local x1, x2, x3 = a:GetColumn(1) local y1, y2, y3 = a:GetColumn(2) local z1, z2, z3 = a:GetColumn(3) if (x1 == 1 and y1 == 2 and z1 == 3 and x2 == 4 and y2 == 5 and z2 == 6 and x3 == -7 and y3 == -8 and z3 == -9) then test:Pass() else test:Fail("GetColumn failed!") end -- Test SetColumn local aa = a:Copy() aa:SetColumn(1, -7, 4, 1) aa:SetColumn(2, -8, 5, 2) aa:SetColumn(3, -9, 6, 3) local x1, x2, x3 = aa:GetColumn(1) local y1, y2, y3 = aa:GetColumn(2) local z1, z2, z3 = aa:GetColumn(3) if (x1 == -7 and y1 == -8 and z1 == -9 and x2 == 4 and y2 == 5 and z2 == 6 and x3 == 1 and y3 == 2 and z3 == 3) then test:Pass() else test:Fail("SetColumn failed!") end -- Test Multiplication local ab = a:MultiplyMatrix(b) if (matrixapproxeq(ab, ab_correct)) then test:Pass() else test:Fail("Matrix multiplication failed!") end -- Test loose multiplication local ab = a:MultiplyLooseMatrix(b:ToLoose()) if (matrixapproxeq(ab, ab_correct)) then test:Pass() else test:Fail("Loose matrix multiplication failed!") end end return Test
-- StormFox2 E2 extension -- By Nak E2Lib.RegisterExtension("stormfox2", true, "Lets E2 chips use StormFox functions") __e2setcost( 3 ) -- Time e2function number sfTime() return StormFox2.Time.Get() end e2function number isNight() return StormFox2.Time.IsNight() and 1 or 0 end e2function number isDay() return StormFox2.Time.IsDay() and 1 or 0 end __e2setcost( 15 ) e2function string sfTimeDisplay() return StormFox2.Time.TimeToString(nil) end e2function string sfTimeDisplay12h() return StormFox2.Time.TimeToString(nil,true) end -- Weather __e2setcost( 7 ) local function isRaining() return StormFox2.Weather.GetCurrent().Name == "Rain" end local function isCold() return StormFox2.Temperature.Get() <= -2 end e2function number isRaining() if isCold() then return 0 end return isRaining() and 1 or 0 end e2function number isSnowing() if not isCold() then return 0 end return isRaining() and 1 or 0 end e2function number isThundering() return StormFox2.Thunder.IsThundering() and 1 or 0 end __e2setcost( 10 ) e2function string getWeather() return StormFox2.Weather.GetDescription() end e2function number getWeatherPercent() return StormFox2.Weather.GetPercent() end -- Wind __e2setcost( 3 ) e2function number getWind() return StormFox2.Wind.GetForce() end __e2setcost( 10 ) e2function number getWindBeaufort() return StormFox2.Wind.GetBeaufort() end
require 'spec_helper' describe["_.extend"] = function() before = function() source = { a = 1 } destination = { b = 2, c = 3 } result = _.extend(source, destination) end it["should add all values from the destination table into the source table"] = function() expect(result).should_equal {a=1,b=2,c=3} end it["should return the source table"] = function() expect(result).should_be(source) end end spec:report(true)
-- Performs the following transformations on Link targets: -- -- Case 1: -- [text](/chapter/#more-stuff) -> [text](#chapter-more-stuff) -- -- Case 2: -- [text](/chapter/) -> [text](#chapter) -- -- All other Links are ignored. function Link (el) local n -- Case 1: el.target, n = el.target:gsub("^/(%w+)/#([%w-]+)$", "#%1-%2") -- Case 2: if n == 0 then el.target = el.target:gsub("^/(%w+)/$", "#%1") end return el end
local WIDTH = 800 -- All other widths reference this value local EDITOR_WIDTH = WIDTH local EDITOR_HEIGHT = 600 data.raw["gui-style"].default.flang_editor_window_style = { type = "textbox_style", minimal_height = EDITOR_HEIGHT, minimal_width = EDITOR_WIDTH, maximal_height = EDITOR_HEIGHT, maximal_width = EDITOR_WIDTH, want_ellipsis = false } local INFO_WINDOW_WIDTH = WIDTH local INFO_WINDOW_HEIGHT = 350 data.raw["gui-style"].default.flang_info_window_style = { type = "textbox_style", minimal_height = INFO_WINDOW_HEIGHT, minimal_width = INFO_WINDOW_WIDTH, maximal_height = INFO_WINDOW_HEIGHT, maximal_width = INFO_WINDOW_WIDTH, want_ellipsis = false, single_line = false, } local MENU_WINDOW_WIDTH = WIDTH local MENU_WINDOW_HEIGHT = 300 data.raw["gui-style"].default.flang_menu_window_style = { type = "textbox_style", minimal_height = MENU_WINDOW_HEIGHT, minimal_width = MENU_WINDOW_WIDTH, maximal_height = MENU_WINDOW_HEIGHT, maximal_width = MENU_WINDOW_WIDTH, want_ellipsis = false, }
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('XTemplate', { group = "InGame", id = "ResupplyPassengers", PlaceObj('XTemplateWindow', { '__context', function (parent, context) return TraitsObjectCreateAndLoad() end, '__class', "XDialog", 'Id', "idPassengers", 'Padding', box(60, 68, 0, 25), 'InitialMode', "review", 'InternalModes', "traitCategories,items,review", }, { PlaceObj('XTemplateFunc', { 'name', "Open", 'func', function (self, ...) self.context:SetDialog(self) XDialog.Open(self, ...) if HintsEnabled then ContextAwareHintShow("HintPassengerRocket", true) end self:SetPadding(GetSafeMargins(self:GetPadding())) end, }), PlaceObj('XTemplateFunc', { 'name', "OnDelete", 'func', function (self, ...) if HintsEnabled then ContextAwareHintShow("HintPassengerRocket", false) end RefundPassenger() end, }), PlaceObj('XTemplateTemplate', { '__template', "ActionBarNew", }), PlaceObj('XTemplateWindow', { 'Id', "idContent", 'HAlign', "left", }, { PlaceObj('XTemplateTemplate', { '__template', "DialogTitleNew", 'Id', "", 'Margins', box(55, 0, 0, 0), 'Title', T(723122513032, --[[XTemplate ResupplyPassengers Title]] "SELECT COLONISTS"), 'SmallImage', true, }), PlaceObj('XTemplateWindow', { '__class', "XContentTemplate", 'Id', "idTop", 'IdNode', false, 'RespawnOnContext', false, }, { PlaceObj('XTemplateWindow', { 'Margins', box(15, 30, 0, 0), 'Dock', "top", }, { PlaceObj('XTemplateWindow', { '__condition', function (parent, context) return GetUIStyleGamepad() end, '__class', "XImage", 'Id', "idGamepadRenameHint", 'Margins', box(-40, 0, 0, 0), 'Dock', "box", 'HAlign', "left", 'VAlign', "center", 'FoldWhenHidden', true, 'ImageScale', point(520, 520), }), PlaceObj('XTemplateCode', { 'run', function (self, parent, context) local hint = parent:ResolveId("idGamepadRenameHint") if hint then hint:SetImage(GetPlatformSpecificImagePath("RSPress")) end end, }), PlaceObj('XTemplateWindow', { '__class', "XText", 'Id', "idRocketName", 'Padding', 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self:DeleteThread("select") self:CreateThread("select", function(focus) local list = self if #self <= 0 then list = self:ResolveId("idLeftList") self:SetFocus(false, true) list:SetFocus() end list:SetSelection(false) list:ScrollTo(0,0, "force") list:SetSelection(Min(#list, focus)) end, focus) end end, }, { PlaceObj('XTemplateFunc', { 'name', "OnShortcut(self, shortcut, source)", 'func', function (self, shortcut, source) if shortcut == "DPadLeft" or shortcut == "LeftThumbLeft" then local list = self:ResolveId("idLeftList") if list and #list > 0 then local right_top = self.focused_item or 1 while self[right_top-1] and not self[right_top-1].outside_parent do right_top = right_top - 1 end local diff = (self.focused_item or 1) - right_top local left_top = list.focused_item or 1 while list[left_top-1] and not list[left_top-1].outside_parent do left_top = left_top - 1 end self:SetFocus(false, true) list:SetFocus() list:SetSelection(Min(#list, left_top + diff)) end return "break" end return XContentTemplateList.OnShortcut(self, shortcut, source) end, }), PlaceObj('XTemplateMode', { 'mode', "review", }, { PlaceObj('XTemplateForEach', { 'comment', "item", 'array', function (parent, context) return context:GetApprovedApplicantsList() end, 'item_in_context', "prop_meta", 'run_before', function (parent, context, item, i, n) NewXVirtualContent(parent, context, "PropApplicantSelected", 322, 35) end, }), }), }), PlaceObj('XTemplateTemplate', { '__template', "ScrollbarNew", 'Id', "idScrollRight", 'Dock', "right", 'Target', "idRightList", }), }), }), PlaceObj('XTemplateWindow', { 'Margins', box(0, 22, 0, 0), 'VAlign', "top", 'LayoutMethod', "VList", 'LayoutVSpacing', 30, }, { PlaceObj('XTemplateWindow', { '__class', "XText", 'Padding', box(0, 0, 0, 0), 'Dock', "top", 'HAlign', "right", 'HandleMouse', false, 'TextStyle', "MediumHeader", 'Translate', true, 'Text', T(794457706937, --[[XTemplate ResupplyPassengers Text]] "MATCHING APPLICANTS <MatchingColonistsCount>"), }), PlaceObj('XTemplateWindow', { 'Margins', box(0, 30, 0, 20), }, { PlaceObj('XTemplateWindow', { '__class', "XContentTemplateList", 'Id', "idLeftList", 'Margins', box(39, 0, 0, 0), 'BorderWidth', 0, 'Padding', box(0, 0, 0, 0), 'MinWidth', 300, 'LayoutVSpacing', 2, 'UniformRowHeight', true, 'Clip', false, 'Background', RGBA(0, 0, 0, 0), 'FocusedBackground', RGBA(0, 0, 0, 0), 'VScroll', "idLeftScroll", 'ShowPartialItems', false, 'MouseScroll', true, 'GamepadInitialSelection', false, 'OnContextUpdate', function (self, context, ...) local focus = self.focused_item XContentTemplateList.OnContextUpdate(self, context, ...) if focus and self:IsFocused(true) then self:DeleteThread("select") self:CreateThread("select", function(focus) local list = self if #self <= 0 then list = self:ResolveId("idRightList") self:SetFocus(false, true) list:SetFocus() end list:SetSelection(false) list:ScrollTo(0,0, "force") list:SetSelection(Min(#list, focus)) end, focus) end end, }, { PlaceObj('XTemplateFunc', { 'name', "Open", 'func', function (self, ...) local list = #self > 0 and self or self:ResolveId("idRightList") list:SetFocus() if GetUIStyleGamepad() then list:SetSelection(1) end XContentTemplateList.Open(self, ...) end, }), PlaceObj('XTemplateFunc', { 'name', "OnShortcut(self, shortcut, source)", 'func', function (self, shortcut, source) if shortcut == "DPadRight" or shortcut == "LeftThumbRight" then local list = self:ResolveId("idRightList") if list and #list > 0 then local left_top = self.focused_item or 1 while self[left_top-1] and not self[left_top-1].outside_parent do left_top = left_top - 1 end local diff = (self.focused_item or 1) - left_top local right_top = list.focused_item or 1 while list[right_top-1] and not list[right_top-1].outside_parent do right_top = right_top - 1 end self:SetFocus(false, true) list:SetFocus() list:SetSelection(Min(#list, right_top + diff)) end return "break" end return XContentTemplateList.OnShortcut(self, shortcut, source) end, }), PlaceObj('XTemplateMode', { 'mode', "review", }, { PlaceObj('XTemplateForEach', { 'comment', "item", 'array', function (parent, context) return context:GetMatchingApplicantsList() end, 'item_in_context', "prop_meta", 'run_before', function (parent, context, item, i, n) NewXVirtualContent(parent, context, "PropApplicant", 300, 35) end, }), }), }), PlaceObj('XTemplateTemplate', { '__template', "ScrollbarNew", 'Id', "idLeftScroll", 'Target', "idLeftList", }), }), }), }), }), }), }), }), })
local Typer = require(script.Parent.Parent.Parent.Typer) local function keys(dictionary) local keysList = {} local index = 1 for key in next, dictionary do keysList[index] = key index = index + 1 end return keysList end return Typer.AssignSignature(Typer.Table, keys)
--[[ The MIT License (MIT) Copyright (c) 2015 xuwaters@gmail.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local M = { _TYPE = 'module', _NAME = 'sfsio', _VERSION = '1.0.0' } -- Types M.T_NULL = 0; M.T_BOOL = 1; M.T_BYTE = 2; M.T_SHORT = 3; M.T_INT = 4; M.T_LONG = 5; M.T_FLOAT = 6; M.T_DOUBLE = 7; M.T_UTF_STRING = 8; M.T_BOOL_ARRAY = 9; M.T_BYTE_ARRAY = 10; M.T_SHORT_ARRAY = 11; M.T_INT_ARRAY = 12; M.T_LONG_ARRAY = 13; M.T_FLOAT_ARRAY = 14; M.T_DOUBLE_ARRAY = 15; M.T_UTF_STRING_ARRAY = 16; M.T_SFS_ARRAY = 17; M.T_SFS_OBJECT = 18; M.T_CLASS = 19; M.Encoding = ENC_UTF_8 -- Helpers local binDecode_NULL = function( tvbuffer, offset ) return nil, offset end local binDecode_BOOL = function( tvbuffer, offset ) local val = tvbuffer(offset, 1):uint() return (val == 1), offset + 1 end local binDecode_BYTE = function( tvbuffer, offset ) local val = tvbuffer(offset, 1):uint() return val, offset + 1 end local binDecode_SHORT = function( tvbuffer, offset ) local val = tvbuffer(offset, 2):int() return val, offset + 2 end local binDecode_INT = function( tvbuffer, offset ) local val = tvbuffer(offset, 4):int() return val, offset + 4 end -- Int64 object, https://www.wireshark.org/docs/wsdg_html_chunked/lua_module_Int64.html local binDecode_LONG = function( tvbuffer, offset ) local val = tvbuffer(offset, 8):int64() -- return val:tonumber(), offset + 8 return tostring(val), offset + 8 end local binDecode_FLOAT = function( tvbuffer, offset ) local val = tvbuffer(offset, 4):float() return val, offset + 4 end local binDecode_DOUBLE = function( tvbuffer, offset ) local val = tvbuffer(offset, 8):float() return val, offset + 8 end local binDecode_UTF_STRING = function( tvbuffer, offset ) local strlen strlen, offset = binDecode_SHORT(tvbuffer, offset) if strlen < 0 then error("string length out of range: " .. tostring(strlen)) end local val = tvbuffer(offset, strlen):string(M.Encoding) return val, offset + strlen end -- array helper local getTypeArraySize = function( tvbuffer, offset ) local count count, offset = binDecode_SHORT(tvbuffer, offset) if count < 0 then error("array count out of range: " .. count) else return count, offset end end local decodeArray = function( tvbuffer, offset, valueDecoder, sizeDecoder ) sizeDecoder = sizeDecoder or getTypeArraySize local count count, offset = sizeDecoder(tvbuffer, offset) local arr = {} for i=1,count do local val val, offset = valueDecoder(tvbuffer, offset) arr[i] = val end return arr, offset end local binDecode_BOOL_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_BOOL) end -- return tvbuffer_range local binDecode_BYTE_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_BYTE, binDecode_INT) end local binDecode_SHORT_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_SHORT) end local binDecode_INT_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_INT) end local binDecode_LONG_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_LONG) end local binDecode_FLOAT_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_FLOAT) end local binDecode_DOUBLE_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_DOUBLE) end local binDecode_UTF_STRING_ARRAY = function( tvbuffer, offset ) return decodeArray(tvbuffer, offset, binDecode_UTF_STRING) end local binDecode_SFS_ARRAY = function( tvbuffer, offset ) local val val, offset = M.decodeSFSArray(tvbuffer, offset - 1) return val, offset end local binDecode_SFS_OBJECT = function( tvbuffer, offset ) local val val, offset = M.decodeSFSObject(tvbuffer, offset - 1) return val, offset end local binDecode_CLASS = function( tvbuffer, offset ) local val val, offset = binDecode_SFS_OBJECT(tvbuffer, offset) -- special key: $C, $F return val, offset end -- Funtions function M.decodeObject( tvbuffer, offset ) -- type local t = tvbuffer(offset, 1):int() offset = offset + 1 if t == M.T_NULL then return binDecode_NULL(tvbuffer, offset) elseif t == M.T_BOOL then return binDecode_BOOL(tvbuffer, offset) elseif t == M.T_BYTE then return binDecode_BYTE(tvbuffer, offset) elseif t == M.T_SHORT then return binDecode_SHORT(tvbuffer, offset) elseif t == M.T_INT then return binDecode_INT(tvbuffer, offset) elseif t == M.T_LONG then return binDecode_LONG(tvbuffer, offset) elseif t == M.T_FLOAT then return binDecode_FLOAT(tvbuffer, offset) elseif t == M.T_DOUBLE then return binDecode_DOUBLE(tvbuffer, offset) elseif t == M.T_UTF_STRING then return binDecode_UTF_STRING(tvbuffer, offset) elseif t == M.T_BOOL_ARRAY then return binDecode_BOOL_ARRAY(tvbuffer, offset) elseif t == M.T_BYTE_ARRAY then return binDecode_BYTE_ARRAY(tvbuffer, offset) elseif t == M.T_SHORT_ARRAY then return binDecode_SHORT_ARRAY(tvbuffer, offset) elseif t == M.T_INT_ARRAY then return binDecode_INT_ARRAY(tvbuffer, offset) elseif t == M.T_LONG_ARRAY then return binDecode_LONG_ARRAY(tvbuffer, offset) elseif t == M.T_FLOAT_ARRAY then return binDecode_FLOAT_ARRAY(tvbuffer, offset) elseif t == M.T_DOUBLE_ARRAY then return binDecode_DOUBLE_ARRAY(tvbuffer, offset) elseif t == M.T_UTF_STRING_ARRAY then return binDecode_UTF_STRING_ARRAY(tvbuffer, offset) elseif t == M.T_SFS_ARRAY then return binDecode_SFS_ARRAY(tvbuffer, offset) elseif t == M.T_SFS_OBJECT then return binDecode_SFS_OBJECT(tvbuffer, offset) else error("Unknown object type: " .. t) end end -- @return object, offset function M.decodeSFSObject(tvbuffer, offset) -- Type local t = tvbuffer(offset, 1):int() offset = offset + 1 if t ~= M.T_SFS_OBJECT then error("SFSObject type invalid: " .. t) end -- Size local count = tvbuffer(offset, 2):int() offset = offset + 2 if count < 0 then error("object size out of range " .. count) end local obj = {} for i=1,count do -- key local keylen = tvbuffer(offset, 2):int() offset = offset + 2 if keylen < 0 or keylen > 255 then error("key length out of range " .. keylen) end local key = tvbuffer(offset, keylen):string(M.Encoding) offset = offset + keylen -- Value local val val, offset = M.decodeObject(tvbuffer, offset) obj[key] = val end return obj, offset end -- @return array, offset function M.decodeSFSArray(tvbuffer, offset) -- Type local t = tvbuffer(offset, 1):int() offset = offset + 1 if t ~= M.T_SFS_ARRAY then error("SFSArray type invalid: " .. t) end -- Size local count = tvbuffer(offset, 2):int() offset = offset + 2 if count < 0 then error("array size out of range: " .. count) end -- Value local arr = {} for i=1, count do local val val, offset = M.decodeObject(tvbuffer, offset) arr[i] = val end return arr, offset end return M
-- tree.lua, Lua representation of trees with edge lengths -- Copyright (C) 2015 Boris Nagaev -- See the LICENSE file for terms of use. --[[ https://en.wikipedia.org/wiki/Newick_format#Grammar The grammar nodes ================= Tree: The full input Newick Format for a single tree Subtree: an internal node (and its descendants) or a leaf node Leaf: a node with no descendants Internal: a node and its one or more descendants BranchSet: a set of one or more Branches Branch: a tree edge and its descendant subtree. Name: the name of a node Length: the length of a tree edge. The grammar rules ================= Note, "|" separates alternatives. Tree --> Subtree ";" | Branch ";" Subtree --> Leaf | Internal Leaf --> Name Internal --> "(" BranchSet ")" Name BranchSet --> Branch | BranchSet "," Branch Branch --> Subtree Length Name --> empty | string Length --> empty | ":" number Whitespace (spaces, tabs, carriage returns, and linefeeds) within number is prohibited. Whitespace within string is often prohibited. Whitespace elsewhere is ignored. Sometimes the Name string must be of a specified fixed length; otherwise the punctuation characters from the grammar (semicolon, parentheses, comma, and colon) are prohibited. ]] return function(text, leafs) local lpeg = require 'lpeg' local V, R, S, L = lpeg.V, lpeg.R, lpeg.S, lpeg.locale() local rules = { "Tree", Tree = (V("Subtree") + V("Branch")) * ";", Subtree = V("Leaf") + V("Internal"), Leaf = V("Name"), Internal = "(" * V("BranchSet") * ")" * V("Name")^-1, BranchSet = V("Branch") * ("," * V("BranchSet")) ^ -1, Branch = V("Subtree") * V("Length")^-1, Name = (1 - S(";,():"))^1, Length = (":" * L.digit^1 * ("." * L.digit^1)^-1), } rules.Name = lpeg.Cg(rules.Name, "name") rules.Length = lpeg.Cg(rules.Length, "length") rules.Branch = lpeg.Ct(rules.Branch) rules.Tree = lpeg.Ct(rules.Tree) rules = lpeg.P(rules) text = text:gsub('%s', '') local raw = assert(rules:match(text), "Can't parse Newick") --[[ Example: rules:match('(A:0.1,B:0.2,(C,D:0.4):0.5);') { { name = "A", length = ":0.1", }, { name = "B", length = ":0.2", }, { { name = "C", }, { name = "D", length = ":0.4", }, length = ":0.5", }, } ]] local name2leaf = {} if leafs then for _, leaf in ipairs(leafs) do name2leaf[leaf.name] = leaf end end local children_of = {} local function fromNewick(raw_node) local name = raw_node.name local node = name2leaf[name] or {name = name} children_of[node] = {} for _, raw_child in ipairs(raw_node) do local child = fromNewick(raw_child) local length = raw_child.length -- remove ":" length = length and tonumber(length:sub(2)) local edge = {length = length} children_of[node][child] = edge end return node end fromNewick(raw) local Tree = require 'treelua.Tree' return Tree(children_of) end
local _ab_testing = {} local http = require "resty.http" local init_config = require "ngx_spider.config.config" local ngx = require "ngx" local op_mysql = require "ngx_spider.lua_script.moudle.op_mysql" local set_ngx_shared = function(host,uri,uri_type) local httpc = http.new() httpc:set_timeout(15000) local ok, err = httpc:connect(init_config.ab_testing_server["ip"],init_config.ab_testing_server["port"]) if err then ngx.log(ngx.ERR,'无法连接灰度Nginx,请检查此机器是否正常: ' ,err, " Nginx的地址: " ,init_config.ab_testing_server["ip"] .. ":" .. init_config.ab_testing_server["port"]) return end local is_reg = 1 if uri_type == "precise" then is_reg = 0 end local request_uri = "/share_set" .. "?" .. "clear=0&zb_start=1&host=" .. host .. "&uri=" .. uri .. "&is_reg=" .. is_reg .. "&version=-1" local res, err = httpc:request({ path = request_uri, method = "GET", headers = { ["Host"] = init_config.ab_testing_server["host"], }, }) if not res then ngx.log(ngx.ERR, "请求异常," , "可能的错误原因:" .. err , "URL是:" .. request_uri) return end if res.status >= 400 then ngx.log(ngx.ERR, "请求异常,状态码是:" ,res.status, "可能的错误原因:" .. err) return end end function _ab_testing.push_data() sql = "select uri_type,host,uri from nginx_resource where catch_disaster = '1'" local res = op_mysql.query_mysql(sql) for i, v in ipairs(res) do local uri_type = ngx.escape_uri(v['uri_type']) local uri = ngx.escape_uri(v['uri']) local host = ngx.escape_uri(v['host']) local ok,err = set_ngx_shared(host,uri,uri_type) if err then ngx.log(ngx.ERR,'对灰度Nginx进行共享内存修改时,出现异常: ',err) end end return end return _ab_testing
AddCSLuaFile() ENT.Base = "bw_printer" ENT.NiceName = "Nuclear Money Factory" ENT.MaxHealth = 1650 ENT.Model = "models/props_lab/servers.mdl" ENT.Material = "models/debug/debugwhite" ENT.Color = Color(33, 255, 0, 255) ENT.Power = 4 ENT.LevelStats = { [0] = {8725000, 9725000, 700000000}, [1] = {17450000, 18450000, 1400000000}, [2] = {34900000, 35900000, 2800000000}, [3] = {69800000, 70800000, 5600000000}, [4] = {139600000, 140600000, nil}, } // Purchase Price: 700000000 // Name: Nuclear Money Factory // Limit: 1 AddSpawnableEntity( { Class = string.Explode("/",ENT.Folder)[2], Name = ENT.NiceName, Category = "Printers", Model = ENT.Model, Limit = 1, Price = 700000000, } )
#!/bin/sh _=[[ . "${0%%/*}/regress.sh" exec runlua "$0" "$@" ]] -- -- Issue #194 -- AF_UNIX can't bind source and destination -- require"regress".export".*" assert(socket.connect { path = "foo"; bind = {path="bar"}; }) say("OK")
--[========================================================================[ This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. 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 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. For more information, please refer to <http://unlicense.org/> --]========================================================================] local MAJOR, MINOR = "LibDialog", 1.26 if _G[MAJOR] ~= nil and (_G[MAJOR].version and _G[MAJOR].version >= MINOR) then return end local lib = {} lib.name = MAJOR lib.version = MINOR --Add global variable "LibDialog" _G[MAJOR] = lib ------------------------------------------------------------------------ -- Local variables, global for the library ------------------------------------------------------------------------ local existingDialogs = {} ------------------------------------------------------------------------ -- Helper functions ------------------------------------------------------------------------ local function StringOrFunctionOrGetString(stringVar) if type(stringVar) == "function" then return stringVar() elseif type(stringVar) == "number" then return GetString(stringVar) end return stringVar end ------------------------------------------------------------------------ -- Dialog creation functions ------------------------------------------------------------------------ --register the unique dialog name at the global ESO_Dialogs namespace local function RegisterCustomDialogAtZOsDialogs(dialogName) ESO_Dialogs[dialogName] = { canQueue = true, uniqueIdentifier = "", title = { text = "", }, mainText = { text = "", }, buttons = { [1] = { text = SI_DIALOG_CONFIRM, callback = function(dialog) end, }, [2] = { text = SI_DIALOG_CANCEL, callback = function(dialog) end, } }, setup = function(dialog, data) end, } return ESO_Dialogs[dialogName] end --Create the new dialog now local function createCustomDialog(uniqueAddonName, uniqueDialogName, title, body, callbackYes, callbackNo, callbackSetup) local dialogName = uniqueAddonName .. "_" .. uniqueDialogName --Register the unique dialog name at the global ESO_Dialogs namespace now, and add 2 buttons (confirm, reject) local dialog = RegisterCustomDialogAtZOsDialogs(dialogName) dialog.title.text = title dialog.mainText.text = body dialog.buttons[1].callback = callbackYes dialog.buttons[2].callback = callbackNo dialog.setup = callbackSetup dialog.uniqueIdentifier = dialogName return dialog end --Show the dialog now local function showDialogNow(uniqueDialogName, data) --Show the dialog now, and provide it the data ZO_Dialogs_ShowDialog(uniqueDialogName, data) end ------------------------------------------------------------------------ -- Library functions ------------------------------------------------------------------------ function lib:RegisterDialog(uniqueAddonName, uniqueDialogName, title, body, callbackYes, callbackNo, callbackSetup, forceUpdate) --Is any of the needed variables not given? local titleStr = StringOrFunctionOrGetString(title) local bodyStr = StringOrFunctionOrGetString(body) assert (titleStr ~= nil, string.format("[" .. MAJOR .. "]Error: Missing title for dialog with the unique identifier \'%s\', addon \'%s\'!", tostring(uniqueDialogName), tostring(uniqueAddonName))) assert (bodyStr ~= nil, string.format("[" .. MAJOR .. "]Error: Missing body text for dialog with the unique identifier \'%s\', addon \'%s\'!", tostring(uniqueDialogName), tostring(uniqueAddonName))) forceUpdate = forceUpdate or false if callbackYes == nil then callbackYes = function() end end if callbackNo == nil then callbackNo = function() end end if callbackSetup == nil then callbackSetup = function(dialog, data) end end --Is there already a dialog for this addon and does the uniqueDialogName already exist? if existingDialogs[uniqueAddonName] == nil then existingDialogs[uniqueAddonName] = {} end local dialogs = existingDialogs[uniqueAddonName] if not forceUpdate then assert(dialogs[uniqueDialogName] == nil, string.format("[" .. MAJOR .. "]Error: Dialog with the unique identifier \'%s\' is already registered for the addon \'%s\'!", tostring(uniqueDialogName), tostring(uniqueAddonName))) end --Create the table for the dialog in the addon dialogs[uniqueDialogName] = {} local dialog = dialogs[uniqueDialogName] --Create the dialog now dialog.dialog = createCustomDialog(uniqueAddonName, uniqueDialogName, titleStr, bodyStr, callbackYes, callbackNo, callbackSetup) --return the new created dialog now return dialog.dialog end --Show a registered dialog now function lib:ShowDialog(uniqueAddonName, uniqueDialogName, data) --Show the dialog now local dialogName = uniqueAddonName .. "_" .. uniqueDialogName assert(ESO_Dialogs[dialogName] ~= nil, string.format("[" .. MAJOR .. "]Error: Dialog with the unique identifier \'%s\' does not exist in ESO_Dialogs, addon \'%s\'!", tostring(uniqueDialogName), tostring(uniqueAddonName))) --Is there already a dialog for this addon and does the uniqueDialogName already exist? local dialogs = existingDialogs[uniqueAddonName] assert(dialogs ~= nil and dialogs[uniqueDialogName] ~= nil, string.format("[" .. MAJOR .. "]Error: Dialog with the unique identifier \'%s\' does not exist for the addon \'%s\'!", tostring(uniqueDialogName), tostring(uniqueAddonName))) --Show the dialog now showDialogNow(dialogName, data) return true end --Addon loaded function local function OnLibraryLoaded(event, name) --Only load lib if ingame if name:find("^ZO_") then return end EVENT_MANAGER:UnregisterForEvent(MAJOR, EVENT_ADD_ON_LOADED) --Provide the library the "list of registered dialogs" lib.dialogs = existingDialogs end --Load the addon now EVENT_MANAGER:UnregisterForEvent(MAJOR, EVENT_ADD_ON_LOADED) EVENT_MANAGER:RegisterForEvent(MAJOR, EVENT_ADD_ON_LOADED, OnLibraryLoaded)
-- minmax.lua local function minmax(values) local vmin = math.huge local vmax = -math.huge for i=1, #values do vmin = math.min(vmin, values[i]) vmax = math.max(vmax, values[i]) end return vmin, vmax end local values = {10, 2, 5, 20, 3, 12} local min, max = minmax(values) io.write("min=", min, ", max=", max) print("")
local plugin_c = import("classes.plugin") local command = import("classes.command") local plugin = plugin_c("pluginmanager") local utilities = require("table-utils") local generic_admin_template = { args = {"string"}, perms = { "administrator" }, } local enable = command("enable",utilities.overwrite(generic_admin_template,{ category = "Utilities", exec = function(msg,args,opts) local status,message = plugin_handler:load(args[1]) local plugin_data = command_handler:get_metadata().plugins local embed = { description = message, color = discordia.Color.fromHex("ff5100").value, } if status then embed.fields = { {name = "New commands:",value = table.concat(plugin_data[args[1]] or {},", ").." " } } end msg:reply({embed = embed}) end })) plugin:add_command(enable) local disable = command("disable",utilities.overwrite(generic_admin_template,{ category = "Utilities", exec = function(msg,args,opts) local plugin_data = command_handler:get_metadata().plugins if not (args[1] == "plugins") then local status,message = plugin_handler:unload(args[1]) local embed = { description = message, color = discordia.Color.fromHex("ff5100").value, } if status then embed.fields = { {name = "Removed commands:",value = table.concat(plugin_data[args[1]] or {},", ").." " } } end msg:reply({embed = embed}) else msg:reply("TIME PARADOX") end end })) plugin:add_command(disable) local plugins = command("plugins",utilities.overwrite(generic_admin_template,{ category = "Utilities", args = {}, exec = function(msg,args,opts) local all_plugins = plugin_handler:list_loadable() local unloaded_plugins = {} local loaded_plugins = {} for k,v in pairs(all_plugins) do if not v.loaded then table.insert(unloaded_plugins,k) else table.insert(loaded_plugins,k) end end if #unloaded_plugins == 0 then table.insert(unloaded_plugins," ") end msg:reply({embed={ color = discordia.Color.fromHex("ff5100").value, fields = { {name = "Loaded plugins",value = "``"..table.concat(loaded_plugins,"``,\n``").."``"}, {name = "Unloaded plugins",value = "``"..table.concat(unloaded_plugins,"``,\n``").."``"} } }}) end })) plugin:add_command(plugins) plugin:load_helpdb(plugin_path.."help.lua") return plugin
-- creates a new media item. -- @return MediaItem function Track:add_media_item_to_track() return r.AddMediaItemToTrack(self.pointer) end -- [BR] Get media track freeze count (if track isn't frozen at all, returns 0). -- @return integer function Track:b_r__get_media_track_freeze_count() return r.BR_GetMediaTrackFreezeCount(self.pointer) end -- [BR] Deprecated, see GetSetMediaTrackInfo_String (v5.95+). Get media track GUID as a string (guidStringOut_sz should be at least 64). To get media track back from GUID string, see BR_GetMediaTrackByGUID. -- @return string function Track:b_r__get_media_track_g_u_i_d() return r.BR_GetMediaTrackGUID(self.pointer) end -- [BR] Deprecated, see GetSetMediaTrackInfo (REAPER v5.02+). Get media track layouts for MCP and TCP. Empty string ("") means that layout is set to the default layout. To set media track layouts, see BR_SetMediaTrackLayouts. -- @return string, string function Track:b_r__get_media_track_layouts() return r.BR_GetMediaTrackLayouts(self.pointer) end -- Note: To get or set other send attributes, see BR_GetSetTrackSendInfo and BR_GetMediaTrackSendInfo_Track. -- @category integer -- @sendidx integer -- @envelope_type integer -- @return TrackEnvelope function Track:b_r__get_media_track_send_info__envelope(category, sendidx, envelope_type) return r.BR_GetMediaTrackSendInfo_Envelope(self.pointer, category, sendidx, envelope_type) end -- Note: To get or set other send attributes, see BR_GetSetTrackSendInfo and BR_GetMediaTrackSendInfo_Envelope. -- @category integer -- @sendidx integer -- @track_type integer -- @return MediaTrack function Track:b_r__get_media_track_send_info__track(category, sendidx, track_type) return r.BR_GetMediaTrackSendInfo_Track(self.pointer, category, sendidx, track_type) end -- Note: To get or set other send attributes, see BR_GetMediaTrackSendInfo_Envelope and BR_GetMediaTrackSendInfo_Track. -- @category integer -- @sendidx integer -- @parmname string -- @set_new_value boolean -- @new_value number -- @return number function Track:b_r__get_set_track_send_info(category, sendidx, parmname, set_new_value, new_value) return r.BR_GetSetTrackSendInfo(self.pointer, category, sendidx, parmname, set_new_value, new_value) end -- To get media track layouts, see BR_GetMediaTrackLayouts. -- @mcp_layout_name_in string -- @tcp_layout_name_in string -- @return boolean function Track:b_r__set_media_track_layouts(mcp_layout_name_in, tcp_layout_name_in) return r.BR_SetMediaTrackLayouts(self.pointer, mcp_layout_name_in, tcp_layout_name_in) end -- [BR] Get the exact name (like effect.dll, effect.vst3, etc...) of an FX. -- @fx integer -- @return string function Track:b_r__track_f_x__get_f_x_module_name(fx) local retval, name = r.BR_TrackFX_GetFXModuleName(self.pointer, fx) if retval then return name end end -- Return a handle to the given track FX chain window. -- @return FxChain function Track:c_f__get_track_f_x_chain() return r.CF_GetTrackFXChain(self.pointer) end -- Set which track effect is active in the track's FX chain. The FX chain window does not have to be open. -- @index integer -- @return boolean function Track:c_f__select_track_f_x(index) return r.CF_SelectTrackFX(self.pointer, index) end -- @is_pan integer -- @return boolean function Track:c_surf__get_touch_state(is_pan) return r.CSurf_GetTouchState(self.pointer, is_pan) end -- @en integer -- @return boolean function Track:c_surf__on_f_x_change(en) return r.CSurf_OnFXChange(self.pointer, en) end -- @monitor integer -- @return integer function Track:c_surf__on_input_monitor_change(monitor) return r.CSurf_OnInputMonitorChange(self.pointer, monitor) end -- @monitor integer -- @allowgang boolean -- @return integer function Track:c_surf__on_input_monitor_change_ex(monitor, allowgang) return r.CSurf_OnInputMonitorChangeEx(self.pointer, monitor, allowgang) end -- @mute integer -- @return boolean function Track:c_surf__on_mute_change(mute) return r.CSurf_OnMuteChange(self.pointer, mute) end -- @mute integer -- @allowgang boolean -- @return boolean function Track:c_surf__on_mute_change_ex(mute, allowgang) return r.CSurf_OnMuteChangeEx(self.pointer, mute, allowgang) end -- @pan number -- @relative boolean -- @return number function Track:c_surf__on_pan_change(pan, relative) return r.CSurf_OnPanChange(self.pointer, pan, relative) end -- @pan number -- @relative boolean -- @allow_gang boolean -- @return number function Track:c_surf__on_pan_change_ex(pan, relative, allow_gang) return r.CSurf_OnPanChangeEx(self.pointer, pan, relative, allow_gang) end -- @recarm integer -- @return boolean function Track:c_surf__on_rec_arm_change(recarm) return r.CSurf_OnRecArmChange(self.pointer, recarm) end -- @recarm integer -- @allowgang boolean -- @return boolean function Track:c_surf__on_rec_arm_change_ex(recarm, allowgang) return r.CSurf_OnRecArmChangeEx(self.pointer, recarm, allowgang) end -- @recv_index integer -- @pan number -- @relative boolean -- @return number function Track:c_surf__on_recv_pan_change(recv_index, pan, relative) return r.CSurf_OnRecvPanChange(self.pointer, recv_index, pan, relative) end -- @recv_index integer -- @volume number -- @relative boolean -- @return number function Track:c_surf__on_recv_volume_change(recv_index, volume, relative) return r.CSurf_OnRecvVolumeChange(self.pointer, recv_index, volume, relative) end -- @selected integer -- @return boolean function Track:c_surf__on_selected_change(selected) return r.CSurf_OnSelectedChange(self.pointer, selected) end -- @send_index integer -- @pan number -- @relative boolean -- @return number function Track:c_surf__on_send_pan_change(send_index, pan, relative) return r.CSurf_OnSendPanChange(self.pointer, send_index, pan, relative) end -- @send_index integer -- @volume number -- @relative boolean -- @return number function Track:c_surf__on_send_volume_change(send_index, volume, relative) return r.CSurf_OnSendVolumeChange(self.pointer, send_index, volume, relative) end -- @solo integer -- @return boolean function Track:c_surf__on_solo_change(solo) return r.CSurf_OnSoloChange(self.pointer, solo) end -- @solo integer -- @allowgang boolean -- @return boolean function Track:c_surf__on_solo_change_ex(solo, allowgang) return r.CSurf_OnSoloChangeEx(self.pointer, solo, allowgang) end function Track:c_surf__on_track_selection() return r.CSurf_OnTrackSelection(self.pointer) end -- @volume number -- @relative boolean -- @return number function Track:c_surf__on_volume_change(volume, relative) return r.CSurf_OnVolumeChange(self.pointer, volume, relative) end -- @volume number -- @relative boolean -- @allow_gang boolean -- @return number function Track:c_surf__on_volume_change_ex(volume, relative, allow_gang) return r.CSurf_OnVolumeChangeEx(self.pointer, volume, relative, allow_gang) end -- @width number -- @relative boolean -- @return number function Track:c_surf__on_width_change(width, relative) return r.CSurf_OnWidthChange(self.pointer, width, relative) end -- @width number -- @relative boolean -- @allow_gang boolean -- @return number function Track:c_surf__on_width_change_ex(width, relative, allow_gang) return r.CSurf_OnWidthChangeEx(self.pointer, width, relative, allow_gang) end -- @mute boolean -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_mute(mute, ignoresurf) return r.CSurf_SetSurfaceMute(self.pointer, mute, ignoresurf) end -- @pan number -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_pan(pan, ignoresurf) return r.CSurf_SetSurfacePan(self.pointer, pan, ignoresurf) end -- @recarm boolean -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_rec_arm(recarm, ignoresurf) return r.CSurf_SetSurfaceRecArm(self.pointer, recarm, ignoresurf) end -- @selected boolean -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_selected(selected, ignoresurf) return r.CSurf_SetSurfaceSelected(self.pointer, selected, ignoresurf) end -- @solo boolean -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_solo(solo, ignoresurf) return r.CSurf_SetSurfaceSolo(self.pointer, solo, ignoresurf) end -- @volume number -- @ignoresurf IReaperControlSurface function Track:c_surf__set_surface_volume(volume, ignoresurf) return r.CSurf_SetSurfaceVolume(self.pointer, volume, ignoresurf) end -- @mcp_view boolean -- @return integer function Track:c_surf__track_to_i_d(mcp_view) return r.CSurf_TrackToID(self.pointer, mcp_view) end -- see GetTrackEnvelope -- @return integer function Track:count_track_envelopes() return r.CountTrackEnvelopes(self.pointer) end -- count the number of items in the track -- @return integer function Track:count_track_media_items() return r.CountTrackMediaItems(self.pointer) end -- Create a new MIDI media item, containing no MIDI events. Time is in seconds unless qn is set. -- @starttime number -- @endtime number -- @qn_in boolean -- @return MediaItem function Track:create_new_m_i_d_i_item_in_proj(starttime, endtime, qn_in) return r.CreateNewMIDIItemInProj(self.pointer, starttime, endtime, qn_in) end -- Create an audio accessor object for this track. Must only call from the main thread. See CreateTakeAudioAccessor, DestroyAudioAccessor, AudioAccessorStateChanged, GetAudioAccessorStartTime, GetAudioAccessorEndTime, GetAudioAccessorSamples. -- @return AudioAccessor function Track:create_track_audio_accessor() return r.CreateTrackAudioAccessor(self.pointer) end -- Create a send/receive (desttrInOptional!=NULL), or a hardware output (desttrInOptional==NULL) with default properties, return >=0 on success (== new send/receive index). See RemoveTrackSend, GetSetTrackSendInfo, GetTrackSendInfo_Value, SetTrackSendInfo_Value. -- @desttr_in MediaTrack -- @return integer function Track:create_track_send(desttr_in) return r.CreateTrackSend(self.pointer, desttr_in) end -- deletes a track function Track:delete_track() return r.DeleteTrack(self.pointer) end -- @it MediaItem -- @return boolean function Track:delete_track_media_item(it) return r.DeleteTrackMediaItem(self.pointer, it) end -- Returns the FX parameter envelope. If the envelope does not exist and create=true, the envelope will be created. -- @fxindex integer -- @parameterindex integer -- @create boolean -- @return TrackEnvelope function Track:get_f_x_envelope(fxindex, parameterindex, create) return r.GetFXEnvelope(self.pointer, fxindex, parameterindex, create) end -- @parmname string -- @return number function Track:get_media_track_info__value(parmname) return r.GetMediaTrackInfo_Value(self.pointer, parmname) end -- @return MediaTrack function Track:get_parent_track() return r.GetParentTrack(self.pointer) end -- Returns meter hold state, in dB*0.01 (0 = +0dB, -0.01 = -1dB, 0.02 = +2dB, etc). If clear is set, clears the meter hold. If master track and channel==1024 or channel==1025, returns/clears RMS maximum state. -- @channel integer -- @clear boolean -- @return number function Track:get_peak_hold_d_b(channel, clear) return r.Track_GetPeakHoldDB(self.pointer, channel, clear) end -- Returns peak meter value (1.0=+0dB, 0.0=-inf) for channel. If master track and channel==1024 or channel==1025, returns RMS meter value. if master track and channel==2048 or channel=2049, returns RMS meter hold value. -- @channel integer -- @return number function Track:get_peak_info(channel) return r.Track_GetPeakInfo(self.pointer, channel) end -- @parmname string -- @string_need_big string -- @set_new_value boolean -- @return string function Track:get_set_media_track_info__string(parmname, string_need_big, set_new_value) local retval, string_need_big_ = r.GetSetMediaTrackInfo_String(self.pointer, parmname, string_need_big, set_new_value) if retval then return string_need_big_ end end -- @groupname string -- @setmask integer -- @setvalue integer -- @return integer function Track:get_set_track_group_membership(groupname, setmask, setvalue) return r.GetSetTrackGroupMembership(self.pointer, groupname, setmask, setvalue) end -- @groupname string -- @setmask integer -- @setvalue integer -- @return integer function Track:get_set_track_group_membership_high(groupname, setmask, setvalue) return r.GetSetTrackGroupMembershipHigh(self.pointer, groupname, setmask, setvalue) end -- @category integer -- @sendidx integer -- @parmname string -- @string_need_big string -- @set_new_value boolean -- @return string function Track:get_set_track_send_info__string(category, sendidx, parmname, string_need_big, set_new_value) local retval, string_need_big_ = r.GetSetTrackSendInfo_String(self.pointer, category, sendidx, parmname, string_need_big, set_new_value) if retval then return string_need_big_ end end -- deprecated -- see SetTrackStateChunk, GetTrackStateChunk -- @str string -- @return string function Track:get_set_track_state(str) local retval, str_ = r.GetSetTrackState(self.pointer, str) if retval then return str_ end end -- deprecated -- see SetTrackStateChunk, GetTrackStateChunk -- @str string -- @isundo boolean -- @return string function Track:get_set_track_state2(str, isundo) local retval, str_ = r.GetSetTrackState2(self.pointer, str, isundo) if retval then return str_ end end -- return the track mode, regardless of global override -- @return integer function Track:get_track_automation_mode() return r.GetTrackAutomationMode(self.pointer) end -- Returns the track custom color as OS dependent color|0x100000 (i.e. ColorToNative(r,g,b)|0x100000). Black is returned as 0x01000000, no color setting is returned as 0. -- @return integer function Track:get_track_color() return r.GetTrackColor(self.pointer) end -- @return integer function Track:get_track_depth() return r.GetTrackDepth(self.pointer) end -- @envidx integer -- @return TrackEnvelope function Track:get_track_envelope(envidx) return r.GetTrackEnvelope(self.pointer, envidx) end -- @cfgchunkname_or_guid string -- @return TrackEnvelope function Track:get_track_envelope_by_chunk_name(cfgchunkname_or_guid) return r.GetTrackEnvelopeByChunkName(self.pointer, cfgchunkname_or_guid) end -- @envname string -- @return TrackEnvelope function Track:get_track_envelope_by_name(envname) return r.GetTrackEnvelopeByName(self.pointer, envname) end -- @return string function Track:get_track_g_u_i_d() return r.GetTrackGUID(self.pointer) end -- Get all MIDI lyrics on the track. Lyrics will be returned as one string with tabs between each word. flag&1: double tabs at the end of each measure and triple tabs when skipping measures, flag&2: each lyric is preceded by its beat position in the project (example with flag=2: "1.1.2\tLyric for measure 1 beat 2\t.1.1\tLyric for measure 2 beat 1 "). See SetTrackMIDILyrics -- @flag integer -- @buf_want string -- @return string function Track:get_track_m_i_d_i_lyrics(flag, buf_want) local retval, buf_want_ = r.GetTrackMIDILyrics(self.pointer, flag, buf_want) if retval then return buf_want_ end end -- @itemidx integer -- @return MediaItem function Track:get_track_media_item(itemidx) return r.GetTrackMediaItem(self.pointer, itemidx) end -- Returns "MASTER" for master track, "Track N" if track has no name. -- @return string function Track:get_track_name() local retval, buf = r.GetTrackName(self.pointer) if retval then return buf end end -- @return integer function Track:get_track_num_media_items() return r.GetTrackNumMediaItems(self.pointer) end -- returns number of sends/receives/hardware outputs - category is <0 for receives, 0=sends, >0 for hardware outputs -- @category integer -- @return integer function Track:get_track_num_sends(category) return r.GetTrackNumSends(self.pointer, category) end -- See GetTrackSendName. -- @recv_index integer -- @buf string -- @return string function Track:get_track_receive_name(recv_index, buf) local retval, buf_ = r.GetTrackReceiveName(self.pointer, recv_index, buf) if retval then return buf_ end end -- See GetTrackSendUIMute. -- @recv_index integer -- @return boolean function Track:get_track_receive_u_i_mute(recv_index) local retval, mute = r.GetTrackReceiveUIMute(self.pointer, recv_index) if retval then return mute end end -- See GetTrackSendUIVolPan. -- @recv_index integer -- @return number, number function Track:get_track_receive_u_i_vol_pan(recv_index) local retval, volume, pan = r.GetTrackReceiveUIVolPan(self.pointer, recv_index) if retval then return volume, pan end end -- See CreateTrackSend, RemoveTrackSend, GetTrackNumSends. -- @category integer -- @sendidx integer -- @parmname string -- @return number function Track:get_track_send_info__value(category, sendidx, parmname) return r.GetTrackSendInfo_Value(self.pointer, category, sendidx, parmname) end -- send_idx>=0 for hw ouputs, >=nb_of_hw_ouputs for sends. See GetTrackReceiveName. -- @send_index integer -- @buf string -- @return string function Track:get_track_send_name(send_index, buf) local retval, buf_ = r.GetTrackSendName(self.pointer, send_index, buf) if retval then return buf_ end end -- send_idx>=0 for hw ouputs, >=nb_of_hw_ouputs for sends. See GetTrackReceiveUIMute. -- @send_index integer -- @return boolean function Track:get_track_send_u_i_mute(send_index) local retval, mute = r.GetTrackSendUIMute(self.pointer, send_index) if retval then return mute end end -- send_idx>=0 for hw ouputs, >=nb_of_hw_ouputs for sends. See GetTrackReceiveUIVolPan. -- @send_index integer -- @return number, number function Track:get_track_send_u_i_vol_pan(send_index) local retval, volume, pan = r.GetTrackSendUIVolPan(self.pointer, send_index) if retval then return volume, pan end end -- &1024=hide from MCP -- @return number function Track:get_track_state() local retval, flags = r.GetTrackState(self.pointer) if retval then return flags end end -- Gets the RPPXML state of a track, returns true if successful. Undo flag is a performance/caching hint. -- @str string -- @isundo boolean -- @return string function Track:get_track_state_chunk(str, isundo) local retval, str_ = r.GetTrackStateChunk(self.pointer, str, isundo) if retval then return str_ end end -- @return boolean function Track:get_track_u_i_mute() local retval, mute = r.GetTrackUIMute(self.pointer) if retval then return mute end end -- @return number, number, number function Track:get_track_u_i_pan() local retval, pan1, pan2, panmode = r.GetTrackUIPan(self.pointer) if retval then return pan1, pan2, panmode end end -- @return number, number function Track:get_track_u_i_vol_pan() local retval, volume, pan = r.GetTrackUIVolPan(self.pointer) if retval then return volume, pan end end -- @return boolean function Track:is_track_selected() return r.IsTrackSelected(self.pointer) end -- If mixer==true, returns true if the track is visible in the mixer. If mixer==false, returns true if the track is visible in the track control panel. -- @mixer boolean -- @return boolean function Track:is_track_visible(mixer) return r.IsTrackVisible(self.pointer, mixer) end -- Get a string that only changes when the MIDI data changes. If notesonly==true, then the string changes only when the MIDI notes change. See MIDI_GetHash -- @notesonly boolean -- @hash string -- @return string function Track:m_i_d_i__get_track_hash(notesonly, hash) local retval, hash_ = r.MIDI_GetTrackHash(self.pointer, notesonly, hash) if retval then return hash_ end end -- If track is supplied, item is ignored -- @item MediaItem function Track:mark_track_items_dirty(item) return r.MarkTrackItemsDirty(self.pointer, item) end -- @return string function Track:n_f__get_s_w_s_track_notes() return r.NF_GetSWSTrackNotes(self.pointer) end -- @str string function Track:n_f__set_s_w_s_track_notes(str) return r.NF_SetSWSTrackNotes(self.pointer, str) end -- Remove a send/receive/hardware output, return true on success. category is <0 for receives, 0=sends, >0 for hardware outputs. See CreateTrackSend, GetSetTrackSendInfo, GetTrackSendInfo_Value, SetTrackSendInfo_Value, GetTrackNumSends. -- @category integer -- @sendidx integer -- @return boolean function Track:remove_track_send(category, sendidx) return r.RemoveTrackSend(self.pointer, category, sendidx) end -- Note: obeys default sends preferences, supports frozen tracks, etc.. -- @dest MediaTrack -- @type integer -- @return boolean function Track:s_n_m__add_receive(dest, type) return r.SNM_AddReceive(self.pointer, dest, type) end -- [S&M] Add an FX parameter knob in the TCP. Returns false if nothing updated (invalid parameters, knob already present, etc..) -- @fx_id integer -- @prm_id integer -- @return boolean function Track:s_n_m__add_t_c_p_f_x_parm(fx_id, prm_id) return r.SNM_AddTCPFXParm(self.pointer, fx_id, prm_id) end -- fxId: fx index in chain or -1 for the selected fx. what: 0 to remove, -1 to move fx up in chain, 1 to move fx down in chain. -- @fx_id integer -- @what integer -- @return boolean function Track:s_n_m__move_or_remove_track_f_x(fx_id, what) return r.SNM_MoveOrRemoveTrackFX(self.pointer, fx_id, what) end -- [S&M] Deprecated, see RemoveTrackSend (v5.15pre1+). Removes a receive. Returns false if nothing updated. -- @rcvidx integer -- @return boolean function Track:s_n_m__remove_receive(rcvidx) return r.SNM_RemoveReceive(self.pointer, rcvidx) end -- [S&M] Removes all receives from srctr. Returns false if nothing updated. -- @srctr MediaTrack -- @return boolean function Track:s_n_m__remove_receives_from(srctr) return r.SNM_RemoveReceivesFrom(self.pointer, srctr) end -- @parmname string -- @newvalue number -- @return boolean function Track:set_media_track_info__value(parmname, newvalue) return r.SetMediaTrackInfo_Value(self.pointer, parmname, newvalue) end -- Scroll the mixer so that leftmosttrack is the leftmost visible track. Returns the leftmost track after scrolling, which may be different from the passed-in track if there are not enough tracks to its right. -- @return MediaTrack function Track:set_mixer_scroll() return r.SetMixerScroll(self.pointer) end -- Set exactly one track selected, deselect all others function Track:set_only_track_selected() return r.SetOnlyTrackSelected(self.pointer) end -- @mode integer function Track:set_track_automation_mode(mode) return r.SetTrackAutomationMode(self.pointer, mode) end -- Set the custom track color, color is OS dependent (i.e. ColorToNative(r,g,b). -- @color integer function Track:set_track_color(color) return r.SetTrackColor(self.pointer, color) end -- Set all MIDI lyrics on the track. Lyrics will be stuffed into any MIDI items found in range. Flag is unused at present. str is passed in as beat position, tab, text, tab (example with flag=2: "1.1.2\tLyric for measure 1 beat 2\t.1.1\tLyric for measure 2 beat 1 "). See GetTrackMIDILyrics -- @flag integer -- @str string -- @return boolean function Track:set_track_m_i_d_i_lyrics(flag, str) return r.SetTrackMIDILyrics(self.pointer, flag, str) end -- @selected boolean function Track:set_track_selected(selected) return r.SetTrackSelected(self.pointer, selected) end -- See CreateTrackSend, RemoveTrackSend, GetTrackNumSends. -- @category integer -- @sendidx integer -- @parmname string -- @newvalue number -- @return boolean function Track:set_track_send_info__value(category, sendidx, parmname, newvalue) return r.SetTrackSendInfo_Value(self.pointer, category, sendidx, parmname, newvalue) end -- send_idx<0 for receives, >=0 for hw ouputs, >=nb_of_hw_ouputs for sends. isend=1 for end of edit, -1 for an instant edit (such as reset), 0 for normal tweak. -- @send_idx integer -- @pan number -- @isend integer -- @return boolean function Track:set_track_send_u_i_pan(send_idx, pan, isend) return r.SetTrackSendUIPan(self.pointer, send_idx, pan, isend) end -- send_idx<0 for receives, >=0 for hw ouputs, >=nb_of_hw_ouputs for sends. isend=1 for end of edit, -1 for an instant edit (such as reset), 0 for normal tweak. -- @send_idx integer -- @vol number -- @isend integer -- @return boolean function Track:set_track_send_u_i_vol(send_idx, vol, isend) return r.SetTrackSendUIVol(self.pointer, send_idx, vol, isend) end -- Sets the RPPXML state of a track, returns true if successful. Undo flag is a performance/caching hint. -- @str string -- @isundo boolean -- @return boolean function Track:set_track_state_chunk(str, isundo) return r.SetTrackStateChunk(self.pointer, str, isundo) end -- send_idx<0 for receives, >=0 for hw ouputs, >=nb_of_hw_ouputs for sends. -- @send_idx integer -- @return boolean function Track:toggle_track_send_u_i_mute(send_idx) return r.ToggleTrackSendUIMute(self.pointer, send_idx) end -- Adds or queries the position of a named FX from the track FX chain (recFX=false) or record input FX/monitoring FX (recFX=true, monitoring FX are on master track). Specify a negative value for instantiate to always create a new effect, 0 to only query the first instance of an effect, or a positive value to add an instance if one is not found. If instantiate is <= -1000, it is used for the insertion position (-1000 is first item in chain, -1001 is second, etc). fxname can have prefix to specify type: VST3:,VST2:,VST:,AU:,JS:, or DX:, or FXADD: which adds selected items from the currently-open FX browser, FXADD:2 to limit to 2 FX added, or FXADD:2e to only succeed if exactly 2 FX are selected. Returns -1 on failure or the new position in chain on success. -- @fxname string -- @rec_f_x boolean -- @instantiate integer -- @return integer function Track:track_f_x__add_by_name(fxname, rec_f_x, instantiate) return r.TrackFX_AddByName(self.pointer, fxname, rec_f_x, instantiate) end -- Copies (or moves) FX from src_track to dest_take. src_fx can have 0x1000000 set to reference input FX. -- @src_fx integer -- @dest_take MediaItem_Take -- @dest_fx integer -- @is_move boolean function Track:track_f_x__copy_to_take(src_fx, dest_take, dest_fx, is_move) return r.TrackFX_CopyToTake(self.pointer, src_fx, dest_take, dest_fx, is_move) end -- Copies (or moves) FX from src_track to dest_track. Can be used with src_track=dest_track to reorder, FX indices have 0x1000000 set to reference input FX. -- @src_fx integer -- @dest_track MediaTrack -- @dest_fx integer -- @is_move boolean function Track:track_f_x__copy_to_track(src_fx, dest_track, dest_fx, is_move) return r.TrackFX_CopyToTrack(self.pointer, src_fx, dest_track, dest_fx, is_move) end -- Remove a FX from track chain (returns true on success) -- @fx integer -- @return boolean function Track:track_f_x__delete(fx) return r.TrackFX_Delete(self.pointer, fx) end -- @fx integer -- @param integer -- @return boolean function Track:track_f_x__end_param_edit(fx, param) return r.TrackFX_EndParamEdit(self.pointer, fx, param) end -- Note: only works with FX that support Cockos VST extensions. -- @fx integer -- @param integer -- @val number -- @buf string -- @return string function Track:track_f_x__format_param_value(fx, param, val, buf) local retval, buf_ = r.TrackFX_FormatParamValue(self.pointer, fx, param, val, buf) if retval then return buf_ end end -- Note: only works with FX that support Cockos VST extensions. -- @fx integer -- @param integer -- @value number -- @buf string -- @return string function Track:track_f_x__format_param_value_normalized(fx, param, value, buf) local retval, buf_ = r.TrackFX_FormatParamValueNormalized(self.pointer, fx, param, value, buf) if retval then return buf_ end end -- Get the index of the first track FX insert that matches fxname. If the FX is not in the chain and instantiate is true, it will be inserted. See TrackFX_GetInstrument, TrackFX_GetEQ. Deprecated in favor of TrackFX_AddByName. -- @fxname string -- @instantiate boolean -- @return integer function Track:track_f_x__get_by_name(fxname, instantiate) return r.TrackFX_GetByName(self.pointer, fxname, instantiate) end -- returns index of effect visible in chain, or -1 for chain hidden, or -2 for chain visible but no effect selected -- @return integer function Track:track_f_x__get_chain_visible() return r.TrackFX_GetChainVisible(self.pointer) end -- @return integer function Track:track_f_x__get_count() return r.TrackFX_GetCount(self.pointer) end -- Get the index of ReaEQ in the track FX chain. If ReaEQ is not in the chain and instantiate is true, it will be inserted. See TrackFX_GetInstrument, TrackFX_GetByName. -- @instantiate boolean -- @return integer function Track:track_f_x__get_e_q(instantiate) return r.TrackFX_GetEQ(self.pointer, instantiate) end -- See TrackFX_GetEQ, TrackFX_GetEQParam, TrackFX_SetEQParam, TrackFX_SetEQBandEnabled. -- @fxidx integer -- @bandtype integer -- @bandidx integer -- @return boolean function Track:track_f_x__get_e_q_band_enabled(fxidx, bandtype, bandidx) return r.TrackFX_GetEQBandEnabled(self.pointer, fxidx, bandtype, bandidx) end -- See TrackFX_GetEQ, TrackFX_SetEQParam, TrackFX_GetEQBandEnabled, TrackFX_SetEQBandEnabled. -- @fxidx integer -- @paramidx integer -- @return number, number, number, number function Track:track_f_x__get_e_q_param(fxidx, paramidx) local retval, bandtype, bandidx, paramtype, normval = r.TrackFX_GetEQParam(self.pointer, fxidx, paramidx) if retval then return bandtype, bandidx, paramtype, normval end end -- See TrackFX_SetEnabled -- @fx integer -- @return boolean function Track:track_f_x__get_enabled(fx) return r.TrackFX_GetEnabled(self.pointer, fx) end -- @fx integer -- @return string function Track:track_f_x__get_f_x_g_u_i_d(fx) return r.TrackFX_GetFXGUID(self.pointer, fx) end -- @fx integer -- @buf string -- @return string function Track:track_f_x__get_f_x_name(fx, buf) local retval, buf_ = r.TrackFX_GetFXName(self.pointer, fx, buf) if retval then return buf_ end end -- returns HWND of floating window for effect index, if any -- @index integer -- @return HWND function Track:track_f_x__get_floating_window(index) return r.TrackFX_GetFloatingWindow(self.pointer, index) end -- @fx integer -- @param integer -- @buf string -- @return string function Track:track_f_x__get_formatted_param_value(fx, param, buf) local retval, buf_ = r.TrackFX_GetFormattedParamValue(self.pointer, fx, param, buf) if retval then return buf_ end end -- sets the number of input/output pins for FX if available, returns plug-in type or -1 on error -- @fx integer -- @return number, number function Track:track_f_x__get_i_o_size(fx) local retval, input_pins, output_pins = r.TrackFX_GetIOSize(self.pointer, fx) if retval then return input_pins, output_pins end end -- Get the index of the first track FX insert that is a virtual instrument, or -1 if none. See TrackFX_GetEQ, TrackFX_GetByName. -- @return integer function Track:track_f_x__get_instrument() return r.TrackFX_GetInstrument(self.pointer) end -- gets plug-in specific named configuration value (returns true on success). Special values: 'pdc' returns PDC latency. 'in_pin_0' returns name of first input pin (if available), 'out_pin_0' returns name of first output pin (if available), etc. -- @fx integer -- @parmname string -- @return string function Track:track_f_x__get_named_config_parm(fx, parmname) local retval, buf = r.TrackFX_GetNamedConfigParm(self.pointer, fx, parmname) if retval then return buf end end -- @fx integer -- @return integer function Track:track_f_x__get_num_params(fx) return r.TrackFX_GetNumParams(self.pointer, fx) end -- See TrackFX_SetOffline -- @fx integer -- @return boolean function Track:track_f_x__get_offline(fx) return r.TrackFX_GetOffline(self.pointer, fx) end -- Returns true if this FX UI is open in the FX chain window or a floating window. See TrackFX_SetOpen -- @fx integer -- @return boolean function Track:track_f_x__get_open(fx) return r.TrackFX_GetOpen(self.pointer, fx) end -- @fx integer -- @param integer -- @return number, number function Track:track_f_x__get_param(fx, param) local retval, minval, maxval = r.TrackFX_GetParam(self.pointer, fx, param) if retval then return minval, maxval end end -- @fx integer -- @param integer -- @return number, number, number function Track:track_f_x__get_param_ex(fx, param) local retval, minval, maxval, midval = r.TrackFX_GetParamEx(self.pointer, fx, param) if retval then return minval, maxval, midval end end -- @fx integer -- @param integer -- @buf string -- @return string function Track:track_f_x__get_param_name(fx, param, buf) local retval, buf_ = r.TrackFX_GetParamName(self.pointer, fx, param, buf) if retval then return buf_ end end -- @fx integer -- @param integer -- @return number function Track:track_f_x__get_param_normalized(fx, param) return r.TrackFX_GetParamNormalized(self.pointer, fx, param) end -- @fx integer -- @param integer -- @return number, number, number, boolean function Track:track_f_x__get_parameter_step_sizes(fx, param) local retval, step, smallstep, largestep, istoggle = r.TrackFX_GetParameterStepSizes(self.pointer, fx, param) if retval then return step, smallstep, largestep, istoggle end end -- gets the effective channel mapping bitmask for a particular pin. high32OutOptional will be set to the high 32 bits -- @fx integer -- @isoutput integer -- @pin integer -- @return number function Track:track_f_x__get_pin_mappings(fx, isoutput, pin) local retval, high32 = r.TrackFX_GetPinMappings(self.pointer, fx, isoutput, pin) if retval then return high32 end end -- Get the name of the preset currently showing in the REAPER dropdown, or the full path to a factory preset file for VST3 plug-ins (.vstpreset). Returns false if the current FX parameters do not exactly match the preset (in other words, if the user loaded the preset but moved the knobs afterward). See TrackFX_SetPreset. -- @fx integer -- @presetname string -- @return string function Track:track_f_x__get_preset(fx, presetname) local retval, presetname_ = r.TrackFX_GetPreset(self.pointer, fx, presetname) if retval then return presetname_ end end -- Returns current preset index, or -1 if error. numberOfPresetsOut will be set to total number of presets available. See TrackFX_SetPresetByIndex -- @fx integer -- @return number function Track:track_f_x__get_preset_index(fx) local retval, number_of_presets = r.TrackFX_GetPresetIndex(self.pointer, fx) if retval then return number_of_presets end end -- returns index of effect visible in record input chain, or -1 for chain hidden, or -2 for chain visible but no effect selected -- @return integer function Track:track_f_x__get_rec_chain_visible() return r.TrackFX_GetRecChainVisible(self.pointer) end -- returns count of record input FX. To access record input FX, use a FX indices [0x1000000..0x1000000+n). On the master track, this accesses monitoring FX rather than record input FX. -- @return integer function Track:track_f_x__get_rec_count() return r.TrackFX_GetRecCount(self.pointer) end -- @fx integer -- @fn string -- @return string function Track:track_f_x__get_user_preset_filename(fx, fn) return r.TrackFX_GetUserPresetFilename(self.pointer, fx, fn) end -- presetmove==1 activates the next preset, presetmove==-1 activates the previous preset, etc. -- @fx integer -- @presetmove integer -- @return boolean function Track:track_f_x__navigate_presets(fx, presetmove) return r.TrackFX_NavigatePresets(self.pointer, fx, presetmove) end -- See TrackFX_GetEQ, TrackFX_GetEQParam, TrackFX_SetEQParam, TrackFX_GetEQBandEnabled. -- @fxidx integer -- @bandtype integer -- @bandidx integer -- @enable boolean -- @return boolean function Track:track_f_x__set_e_q_band_enabled(fxidx, bandtype, bandidx, enable) return r.TrackFX_SetEQBandEnabled(self.pointer, fxidx, bandtype, bandidx, enable) end -- See TrackFX_GetEQ, TrackFX_GetEQParam, TrackFX_GetEQBandEnabled, TrackFX_SetEQBandEnabled. -- @fxidx integer -- @bandtype integer -- @bandidx integer -- @paramtype integer -- @val number -- @isnorm boolean -- @return boolean function Track:track_f_x__set_e_q_param(fxidx, bandtype, bandidx, paramtype, val, isnorm) return r.TrackFX_SetEQParam(self.pointer, fxidx, bandtype, bandidx, paramtype, val, isnorm) end -- See TrackFX_GetEnabled -- @fx integer -- @enabled boolean function Track:track_f_x__set_enabled(fx, enabled) return r.TrackFX_SetEnabled(self.pointer, fx, enabled) end -- sets plug-in specific named configuration value (returns true on success) -- @fx integer -- @parmname string -- @value string -- @return boolean function Track:track_f_x__set_named_config_parm(fx, parmname, value) return r.TrackFX_SetNamedConfigParm(self.pointer, fx, parmname, value) end -- See TrackFX_GetOffline -- @fx integer -- @offline boolean function Track:track_f_x__set_offline(fx, offline) return r.TrackFX_SetOffline(self.pointer, fx, offline) end -- Open this FX UI. See TrackFX_GetOpen -- @fx integer -- @open boolean function Track:track_f_x__set_open(fx, open) return r.TrackFX_SetOpen(self.pointer, fx, open) end -- @fx integer -- @param integer -- @val number -- @return boolean function Track:track_f_x__set_param(fx, param, val) return r.TrackFX_SetParam(self.pointer, fx, param, val) end -- @fx integer -- @param integer -- @value number -- @return boolean function Track:track_f_x__set_param_normalized(fx, param, value) return r.TrackFX_SetParamNormalized(self.pointer, fx, param, value) end -- sets the channel mapping bitmask for a particular pin. returns false if unsupported (not all types of plug-ins support this capability) -- @fx integer -- @isoutput integer -- @pin integer -- @low32bits integer -- @hi32bits integer -- @return boolean function Track:track_f_x__set_pin_mappings(fx, isoutput, pin, low32bits, hi32bits) return r.TrackFX_SetPinMappings(self.pointer, fx, isoutput, pin, low32bits, hi32bits) end -- Activate a preset with the name shown in the REAPER dropdown. Full paths to .vstpreset files are also supported for VST3 plug-ins. See TrackFX_GetPreset. -- @fx integer -- @presetname string -- @return boolean function Track:track_f_x__set_preset(fx, presetname) return r.TrackFX_SetPreset(self.pointer, fx, presetname) end -- Sets the preset idx, or the factory preset (idx==-2), or the default user preset (idx==-1). Returns true on success. See TrackFX_GetPresetIndex. -- @fx integer -- @idx integer -- @return boolean function Track:track_f_x__set_preset_by_index(fx, idx) return r.TrackFX_SetPresetByIndex(self.pointer, fx, idx) end -- showflag=0 for hidechain, =1 for show chain(index valid), =2 for hide floating window(index valid), =3 for show floating window (index valid) -- @index integer -- @show_flag integer function Track:track_f_x__show(index, show_flag) return r.TrackFX_Show(self.pointer, index, show_flag) end
local component = require("component") if component.isAvailable("nc_fission_reactor") then r = component.proxy(component.nc_fission_reactor.address) else --Some kind of error handling or break end tMax = r.getMaxHeatLevel() eMax = r.getMaxEnergyStored() while true t = r.getHeatLevel() e = r.getEnergyLevel() ePercent = e / eMax if ePercent < 0.8 then r.activate() else r.deactivate() end end
graphics.enableGraphicsMode(256) x,y = graphics.getSize() graphics.drawRect(1,1,x,y,0) graphics.drawRect(1,25,x,y,1) graphics.drawRect(1,50,x,y,2) graphics.drawRect(1,75,x,y,3) graphics.drawRect(1,100,x,y,4) graphics.drawRect(1,125,x,y,5) graphics.drawRect(1,150,x,y,6) graphics.drawRect(1,175,x,y,7) graphics.drawRect(1,200,x,y,8) graphics.drawRect(1,225,x,y,9) graphics.drawRect(1,250,x,y,10) graphics.drawRect(1,275,x,y,11) graphics.drawRect(1,300,x,y,12) graphics.drawRect(1,325,x,y,13) graphics.drawRect(1,350,x,y,14) graphics.drawRect(1,375,x,y,15) sleep(2) graphics.disableGraphicsMode()
if FirstLoad then g_TitleObj = false g_RenameRocketObj = false g_UIAvailableRockets = 0 g_UITotalRockets = 0 end DefineClass.PGTitleObject = { __parents = { "PropertyObject" }, replace_param = false, replace_value = false, map_challenge_rating = false, } function PGTitleObject:GetTitleText() local dlg = GetPreGameMainMenu() if dlg and dlg.Mode == "Challenge" then local mode = dlg.idContent.PGChallenge.Mode if mode == "landing" then return T(10880, "CHALLENGES") .. Untranslated("<newline>") .. T{10881, "<white>Completed <CompletedChallenges>/<TotalChallenges></white>", self} elseif mode == "payload" then return T(4159, "PAYLOAD") else return "" end end if dlg and dlg.Mode == "Mission" then local mode = dlg.idContent.PGMission and dlg.idContent.PGMission.Mode or false if mode == "sponsor" then return T(10892, "MISSION PARAMETERS") .. Untranslated("<newline>") .. T{10893, "<white>Difficulty Challenge <percent(DifficultyBonus)></white>", self} elseif mode == "payload" then return T(4159, "PAYLOAD") .. Untranslated("<newline>") .. T{10893, "<white>Difficulty Challenge <percent(DifficultyBonus)></white>", self} elseif mode == "landing" then return T(10894, "COLONY SITE") .. Untranslated("<newline>") .. T{10893, "<white>Difficulty Challenge <percent(DifficultyBonus)></white>", self} else return "" end end local dlg = GetDialog("Resupply") if dlg then return T(4159, "PAYLOAD") .. Untranslated("<newline>") .. T{10893, "<white>Difficulty Challenge <percent(DifficultyBonus)></white>", self} end return "" end function PGTitleObject:GetDifficultyBonus() return 100 + CalcChallengeRating(self.replace_param, self.replace_value, self.map_challenge_rating) end function PGTitleObject:GetCompletedChallenges() return GetCompletedChallenges() end function PGTitleObject:GetTotalChallenges() return GetTotalChallenges() end function PGTitleObject:RecalcMapChallengeRating() self.map_challenge_rating = GetMapChallengeRating() end function PGTitleObjectCreate() g_TitleObj = PGTitleObject:new() return g_TitleObj end function GetCompletedChallenges() local n = 0 ForEachPreset("Challenge", function(preset) if preset.id ~= "" and AccountStorage.CompletedChallenges and AccountStorage.CompletedChallenges[preset.id] then n = n + 1 end end) return n end function GetTotalChallenges() local n = 0 ForEachPreset("Challenge", function(preset) if preset.id ~= "" then n = n + 1 end end) return n end local function MissionParamCombo(id) local items = {} for k,v in ipairs(MissionParams[id].items) do if v.filter == nil or v.filter == true or (type(v.filter) == "function" and v:filter()) then local rollover if id == "idMissionSponsor" then rollover = GetSponsorEntryRollover(v) if rollover and rollover.descr and rollover.descr.flavor~="" then rollover.descr = table.concat({rollover.descr, rollover.descr.flavor},"\n") end else rollover = GetEntryRollover(v) end local enabled = true if IsKindOf(v, "PropertyObject") and v:HasMember("IsEnabled") then enabled = v:IsEnabled() end items[#items + 1] = { value = v.id, text = T{11438, "<new_in(new_in)>", new_in = v.new_in} .. v.display_name, rollover = rollover, image = id == "idMissionLogo" and v.image, item_type = id, enabled = enabled, } end end return items end function GetMissionParamUICategories() local keys = GetSortedMissionParamsKeys() local items = {} for _, category in ipairs(keys) do local value = MissionParams[category] items[#items + 1] = { id = category, name = value.display_name, title = value.display_name_caps, descr = value.descr, gamepad_hint = value.gamepad_hint, editor = "dropdown", submenu = true, items = function() return MissionParamCombo(category) end, } end return items end function GetMissionParamRollover(item, value) local id = item.id if id == "idMissionSponsor" or id == "idCommanderProfile" then local entry = table.find_value(MissionParams[id].items, "id", value) local descr = item.descr local effect = entry and entry.effect or "" if effect ~= "" then if id == "idMissionSponsor" then descr = descr .. "<newline><newline>" .. GetSponsorDescr(entry, false, "include rockets") else descr = descr .. "<newline><newline>" .. T{ effect, entry } end end return { title = item.title, descr = descr, gamepad_hint = item.gamepad_hint, } end if id == "idGameRules" then local descr = item.descr local names = GetGameRulesNames() if names and names ~= "" then descr = table.concat({descr, names}, "\n\n") end return { title = item.title, descr = descr, gamepad_hint = item.gamepad_hint, } end return item end DefineClass.PGMissionObject = { __parents = { "PropertyObject" }, params = false, } function PGMissionObject:GetEffects() return GetDescrEffects() end function PGMissionObject:GetProperty(prop_id) if self.params[prop_id] then return self.params[prop_id] end return PropertyObject.GetProperty(self, prop_id) end function PGMissionObject:SetProperty(prop_id, prop_val) self.params[prop_id] = prop_val end function PGMissionObject:GetDifficultyBonus() if g_TitleObj then return g_TitleObj:GetDifficultyBonus() end return "" end function PGMissionObjectCreateAndLoad(obj) local obj = PGMissionObject:new(obj) obj.params = {} for k, v in pairs(g_CurrentMissionParams) do obj.params[k] = v end return obj end function GetCargoSumTitle(name) return T{4065, "<style LandingPosName><name></style><newline>", name = name} end ------ RocketRenameObject DefineClass.RocketRenameObject = { __parents = {"PropertyObject"}, pregame = false, rocket_name = false, rocket_name_base = false, rolover_image = "UI/Common/pm_rename_rollover.tga", normal_image = "UI/Common/pm_rename.tga", rename_image = "UI/Common/pm_rename.tga", } function RocketRenameObject:InitRocketName(pregame) self.pregame = pregame if self.pregame then if not g_CurrentMapParams.rocket_name then g_CurrentMapParams.rocket_name, g_CurrentMapParams.rocket_name_base = GenerateRocketName(true) end self.rocket_name = g_CurrentMapParams.rocket_name self.rocket_name_base = g_CurrentMapParams.rocket_name_base else local rockets = UICity.labels.SupplyRocket or empty_table local has_rocket = false for _, rocket in ipairs(rockets) do if rocket:IsAvailable() and rocket.name~="" then self.rocket_name = rocket.name break end end if not self.rocket_name then self.rocket_name, self.rocket_name_base = GenerateRocketName(true) end end end function RocketRenameObject:GetRocketName() --if UICity and UICity.launch_elevator_mode then if UICity and UICity.launch_mode == "elevator" then return BuildingTemplates.SpaceElevator.display_name end return self.rocket_name end function RocketRenameObject:SetRocketName(rocket_name) self.rocket_name = rocket_name if self.pregame then g_CurrentMapParams.rocket_name = self.rocket_name end end function RocketRenameObject:RenameRocket(host, func) CreateMarsRenameControl(host, T(4069, "Rename"), self:GetRocketName(), function(name) local prev = self:GetRocketName() self:SetRocketName(name) if func then func() end if prev~=name then self.rocket_name_base = false end end, nil, self, {max_len = 23, console_show = Platform.steam and GetUIStyleGamepad()}) end function RocketRenameObject:GetRocketHyperlink() if UICity and UICity.launch_mode == "elevator" then return BuildingTemplates.SpaceElevator.display_name end local base = T{6898, "<h RenameRocket Rename>< image <img> 2000 > ", img = Untranslated(self.rename_image)} return T{11250, "<base><name><end_link>", base = base, name = Untranslated(self.rocket_name), end_link = T(4162, "</h>")} end function InitRocketRenameObject(pregame, new_instance) if not g_RenameRocketObj or new_instance then g_RenameRocketObj = RocketRenameObject:new() g_RenameRocketObj:InitRocketName(pregame) end return g_RenameRocketObj end function ResupplyDialogOpen(host, ...) local rockets = UICity and UICity.labels.AllRockets or "" local owned, available = 0, 0 local total = #rockets for i = 1, total do local supply_pod = rockets[i]:IsKindOf("SupplyPod") if rockets[i].owned then if not supply_pod then owned = owned + 1 end if rockets[i]:IsAvailable() and not supply_pod then available = available + 1 end end end g_UIAvailableRockets = available g_UITotalRockets = owned if g_ActiveHints["HintResupply"] then HintDisable("HintResupply") end if HintsEnabled or g_Tutorial then if HintsEnabled then ContextAwareHintShow("HintResupplyUI", true) end local hintdlg = GetOnScreenHintDlg() if hintdlg then hintdlg:SetParent(terminal.desktop) hintdlg:SetHiddenMinimized(true) end end end function ResupplyDialogClose(host, ...) g_RenameRocketObj = false ResetCargo() g_UIAvailableRockets = 0 g_UITotalRockets = 0 g_UITraitsObject = false if g_ActiveHints["HintResupplyUI"] then ContextAwareHintShow("HintResupplyUI", false) end if HintsEnabled or g_Tutorial then local hintdlg = GetOnScreenHintDlg() if hintdlg then hintdlg:SetParent(GetInGameInterface()) hintdlg:SetHiddenMinimized(false) end end end function BuyRocket(host) CreateRealTimeThread(function() local price = g_Consts.RocketPrice if UICity and (UICity:GetFunding() - g_CargoCost) >= price then if WaitMarsQuestion(host, T(6880, "Warning"), T{6881, "Are you sure you want to buy a new Rocket for <funding(price)>?", price = price}, T(1138, "Yes"), T(1139, "No"), "UI/Messages/rocket.tga") == "ok" then g_UIAvailableRockets = g_UIAvailableRockets + 1 g_UITotalRockets = g_UITotalRockets + 1 UICity:ChangeFunding(-price, "Rocket") local rocket = PlaceBuilding(GetRocketClass(), {city = UICity}) UICity:AddToLabel("SupplyRocket", rocket) -- add manually to avoid reliance on running game time rocket:SetCommand("OnEarth") local obj = host.context ObjModified(obj) end else CreateMarsMessageBox(T(6902, "Warning"), T{7546, "Insufficient funding! You need <funding(price)> to purchase a Rocket!", price = price}, T(1000136, "OK"), host) end end) end function SetupLaunchLabel(mode) local label = "SupplyRocket" if mode == "pod" then label = "SupplyPod" end return label end function LaunchCargoRocket(obj, func_on_launch) --local elevator = UICity and UICity.launch_elevator_mode --local elevator = UICity and UICity.launch_mode == "elevator" local mode = UICity and UICity.launch_mode or "rocket" local label = SetupLaunchLabel(mode) Msg("ResupplyRocketLaunched", label, g_CargoCost) CreateRealTimeThread(function(cargo, cost, obj, mode, label) if mode == "elevator" then assert(UICity.labels.SpaceElevator and #UICity.labels.SpaceElevator > 0) UICity.labels.SpaceElevator[1]:OrderResupply(cargo, cost) else cargo.rocket_name = g_RenameRocketObj.rocket_name MarkNameAsUsed("Rocket", g_RenameRocketObj.rocket_name_base) UICity:OrderLanding(cargo, cost, false, label) end if func_on_launch then func_on_launch() end end, g_RocketCargo, g_CargoCost, obj, mode, label) if HintsEnabled then HintDisable("HintResupplyUI") end end ------ PayloadObject DefineClass.RocketPayloadObject = { __parents = { "PropertyObject" }, properties = { { id = "idPrefabs", category = "Payload", name = T(1109, "Prefab Buildings"), editor = "payload", default = 0, submenu = true, } }, } function RocketPayload_GetMeta(id) assert(#(ResupplyItemDefinitions or "") > 0) assert(type(id) == "string") return table.find_value(ResupplyItemDefinitions, "id", id) end function RocketPayload_GetCargo(id) return table.find_value(g_RocketCargo, "class", id) end function RocketPayload_GetAmount(id) local cargo = RocketPayload_GetCargo(id) return cargo and cargo.amount or 0 end function RocketPayloadObject:GetProperties() local props = table.icopy(self.properties) table.iappend(props, ResupplyItemDefinitions) return props end function RocketPayloadObject:IsLocked(item_id) local def = RocketPayload_GetMeta(item_id) return def and def.locked end GlobalVar("g_ImportLocks", {}) --[[@@@ Locks an item from the list of available imports. Once locked an item will no longer be visible in the resupply interface until unlocked. @function void Gameplay@LockImport(string item, string lock_id) @param string item - The name of the item to be locked. @param string lock_id - Lock id of the lock. For an item to be unlocked all unique locks must be removed. @result void ]] function LockImport(item, lock_id) local locks = g_ImportLocks[item] or {} g_ImportLocks[item] = locks locks[lock_id] = true end --[[@@@ Removes a lock or all locks from an import item. Unlocked item will appear normally in the resupply interface. @function void Gameplay@UnlockImport(string item[, string lock_id]) @param string crop_name - The name of the item to be unlocked. @param string lock_id - Optional. Lock id of the lock. For an item to be unlocked all unique locks must be removed. If omitted all locks for the given item will be removed. @result void ]] function UnlockImport(item, lock_id) if not lock_id then g_ImportLocks[item or false] = nil else local locks = g_ImportLocks[item or false] if locks then locks[lock_id] = nil if next(locks) == nil then g_ImportLocks[item or false] = nil end end end end function RocketPayloadObject:IsBlacklisted(prop_meta) if prop_meta.id == "OrbitalProbe" and GameState.gameplay then local _, fully_scanned = UnexploredSectorsExist() return fully_scanned end if prop_meta.id == "Food" and IsGameRuleActive("Hunger") then return true end if g_ImportLocks[prop_meta.id] and next(g_ImportLocks[prop_meta.id]) ~= nil then return true end --local blacklist_classes = UICity and UICity.launch_elevator_mode and {"Vehicle"} local blacklist_classes = UICity and UICity.launch_mode == "elevator" and {"Vehicle"} return blacklist_classes and IsKindOfClasses(g_Classes[prop_meta.id], blacklist_classes) end function RocketPayload_CalcCargoWeightCost() g_CargoCost = 0 g_CargoWeight = 0 for k, item in ipairs(ResupplyItemDefinitions) do g_CargoCost = g_CargoCost + RocketPayload_GetTotalItemPrice(item) g_CargoWeight = g_CargoWeight + RocketPayload_GetTotalItemWeight(item) end end function RocketPayloadObject:AddItem(item_id) local item = RocketPayload_GetMeta(item_id) if self:CanLoad(item) then local cargo = RocketPayload_GetCargo(item_id) if cargo then cargo.amount = cargo.amount + item.pack ObjModified(self) end end end function RocketPayloadObject:RemoveItem(item_id) local item = RocketPayload_GetMeta(item_id) if self:CanUnload(item) then local cargo = RocketPayload_GetCargo(item_id) if cargo then cargo.amount = Max(0, cargo.amount - item.pack) ObjModified(self) end end end function LaunchModeCargoExceeded(item) end function RocketPayloadObject:CanLoad(item) if LaunchModeCargoExceeded(item) then return false end local cargo = item and RocketPayload_GetCargo(item.id) local loaded_amount = cargo and cargo.amount or 0 return item and loaded_amount < item.max and self:GetFunding() >= RocketPayload_GetItemPrice(item) and self:GetCapacity() >= RocketPayload_GetItemWeight(item) end function RocketPayloadObject:CanUnload(item) return item and RocketPayload_GetAmount(item.id) - item.pack >= 0 end function RocketPayloadObject:GetCapacity() assert(g_RocketCargo) local cargo = UICity and UICity:GetCargoCapacity() or GetMissionSponsor().cargo return cargo - g_CargoWeight end function RocketPayloadObject:GetFunding() assert(g_RocketCargo) local funding = UICity and UICity:GetFunding() or GetSponsorModifiedFunding()*1000000 return funding - g_CargoCost end function RocketPayloadObject:GetAvailableRockets() return g_UIAvailableRockets end function RocketPayloadObject:GetTotalRockets() return g_UITotalRockets end function RocketPayloadObject:GetRocketName() local name = g_RenameRocketObj:GetRocketHyperlink() return GetCargoSumTitle(name) end function RocketPayloadObject:RenameRocket(host) g_RenameRocketObj:RenameRocket(host, function() ObjModified(self) end) end function RocketPayloadObject:PassengerRocketDisabledRolloverTitle() if IsGameRuleActive("TheLastArk") then return T(972855831022, "The Last Ark") elseif not AreNewColonistsAccepted() then return T(10446, "Colonization Temporarily Suspended") else return T(1116, "Passenger Rocket") end end function RocketPayloadObject:PassengerRocketDisabledRolloverText() if IsGameRuleActive("TheLastArk") then return T(10447, "Can call a Passenger Rocket only once.") elseif not AreNewColonistsAccepted() then return T{8537, "<SponsorDisplayName> has to make sure the Colony is sustainable before allowing more Colonists to come to Mars. Make sure the Founders are supplied with Water, Oxygen, and Food for 10 Sols after they arrive on Mars.", SponsorDisplayName = GetMissionSponsor().display_name or ""} else return T(8538, "Rockets unavailable.") end end function RocketPayloadObject:GetPrefabsTitle() local name = T(4068, "PREFABS") return GetCargoSumTitle(name) end function RocketPayloadObject:GetRocketTypeTitle() local name = T(4067, "SELECT ROCKET") return GetCargoSumTitle(name) end function RocketPayloadObject:SetProperty(id, value) local cargo = RocketPayload_GetCargo(id) if cargo then cargo.amount = value return end return PropertyObject.SetProperty(self, id, value) end function RocketPayloadObject:GetProperty(id) local cargo = RocketPayload_GetCargo(id) if cargo then return cargo.amount end return PropertyObject.GetProperty(self, id) end function RocketPayloadObject:GetAmount(item) local amount = 0 if not item then amount = RocketPayload_GetPrefabsCount() else amount = RocketPayload_GetAmount(item.id) end return amount end function RocketPayloadObject:GetDifficultyBonus() if g_TitleObj then return g_TitleObj:GetDifficultyBonus() end return "" end function RocketPayload_GetPrefabsCount() local prefab_count = 0 for k, item in ipairs(ResupplyItemDefinitions) do if not item.locked and BuildingTemplates[item.id] then prefab_count = prefab_count + RocketPayload_GetAmount(item.id) end end return prefab_count end function RocketPayloadObject:GetPrice(item) local money if not item then money = RocketPayload_GetPrefabsPrice() else money = RocketPayload_GetTotalItemPrice(item) end return T{4075, "<funding(money)>", money = money} end function RocketPayloadObject:GetNumAvailablePods(label) local n = 0 for _, pod in ipairs(UICity.labels[label] or empty_table) do if pod:IsAvailable() then n = n + 1 end end return n end function RocketPayloadObject:GetAvailableSupplyPods() return self:GetNumAvailablePods("SupplyPod") end function RocketPayloadObject:GetTotalSupplyPods() return table.count(UICity.labels.SupplyPod or {}) end function RocketPayloadObject:GetAvailablePassengerPods() return self:GetNumAvailablePods("PassengerPod") end function RefundPods(label) local list = UICity.labels[label] or empty_table for i = #list, 1, -1 do if list[i].refund > 0 then DoneObject(list[i]) end end end function RefundPassenger() end function RefundSupply() RefundPods("SupplyPod") end function RocketPayload_GetTotalItemPrice(item) return (RocketPayload_GetAmount(item.id) / item.pack) * RocketPayload_GetItemPrice(item) end function RocketPayload_GetItemPrice(item) local price = item.price --if UICity and UICity.launch_elevator_mode and #(UICity.labels.SpaceElevator or empty_table) > 0 then if UICity and UICity.launch_mode == "elevator" and #(UICity.labels.SpaceElevator or empty_table) > 0 then local price_mod = UICity.labels.SpaceElevator[1].price_mod price = MulDivRound(item.price, price_mod, 100) end local sponsor = GetMissionSponsor() if sponsor.WeightCostModifierGroup == item.group then price = MulDivRound(price, sponsor.CostModifierPercent, 100) end return price end function RocketPayload_GetTotalItemWeight(item) return (RocketPayload_GetAmount(item.id) / item.pack) * RocketPayload_GetItemWeight(item) end function RocketPayload_GetItemWeight(item) local weight = item.kg local sponsor = GetMissionSponsor() if sponsor.WeightCostModifierGroup == item.group then weight = MulDivRound(weight, sponsor.WeightModifierPercent, 100) end return weight end function RocketPayload_GetPrefabsPrice() local money = 0 for k, item in ipairs(ResupplyItemDefinitions) do if BuildingTemplates[item.id] then money = money + RocketPayload_GetTotalItemPrice(item) end end return money end function RocketPayloadObject:GetRollover(id) if id == "idPrefabs" then return { title = T(1110, "Prefab Buildings"), descr = T(1111, "Prefabricated parts needed for the construction of certain buildings on Mars."), hint = T(1112, "<left_click> Browse Prefab Buildings"), gamepad_hint = T(1113, "<ButtonA> Browse Prefab Buildings"), } end local item = RocketPayload_GetMeta(id) if not item then assert(false, "No such cargo item!") return end local display_name, description = item.name, item.description if not display_name or display_name == "" then display_name, description = ResolveDisplayName(id) end description = (description and description ~= "" and description .. "<newline><newline>") or "" local icon = item.icon and Untranslated("<image "..item.icon.." 2000><newline><newline>") or "" description = icon..description .. T{1114, "Weight: <value> kg<newline>Cost: <funding(cost)>", value = RocketPayload_GetItemWeight(item), cost = RocketPayload_GetItemPrice(item)} return { title = display_name, descr = description, gamepad_hint = T(7580, "<DPadLeft> Change value <DPadRight>"), } end function RocketPayloadObject:GetPodItemText() local pod_class = GetMissionSponsor().pod_class local template = pod_class and BuildingTemplates[pod_class] local name = template and template.display_name or T(824938247285, "Supply Pod") if self:GetNumAvailablePods("SupplyPod") > 0 then return T(11439, "<new_in('gagarin')>") .. name end return T(11439, "<new_in('gagarin')>") .. T{10860, "<name> ($<cost> M)", name = name, cost = GetMissionSponsor().pod_price / (1000*1000)} end function RocketPayloadObjectCreateAndLoad(pregame) InitRocketRenameObject(pregame, true) if pregame then RocketPayload_Init() else g_RocketCargo = false g_CargoMode = false end if not g_RocketCargo then g_RocketCargo = GetMissionInitialLoadout(pregame) RocketPayload_CalcCargoWeightCost() end return RocketPayloadObject:new() end function ClearRocketCargo() g_RocketCargo = GetMissionInitialLoadout() RocketPayload_CalcCargoWeightCost() end
tutorialsIndex_en = {"I. How to play Greed?", "II. Kilika", "III. Mi'hen", "IV. Merchants"} tutorialsInfo_en = { { {name = "01. Introduction", text = "Greed Online is an online MMORPG based on Tibia version 8.6. It is built with The Forgotten Server 1.5, a virtual server capable of emulating the game and keeping it open online for players from all over the world, and OTClient 2.0b (mehah), capable of integrating automatic bot, animations, graphics, etc. directly from the client.", img = "imgs/basic/b1"}, {name = "02. Experience", text = "Your goal in the game is to level up by accumulating experience so that your character is stronger and stronger. Experience is gained by attacking and killing creatures you can find while exploring the continent.\n\nThere are two main cities that you will need to explore: Kilika and Mi'hen. On your journey through these cities you will encounter difficult challenges that will lead you to incredible rewards.", img = "imgs/basic/b2"}, {name = "03. Control Types", text = "We recommend having the 'Classic Control' box activated in the options/control panel. If this box is not checked, you must include the 'Ctrl' key in your actions. Holding down the 'Ctrl' key and right-clicking on a creature or object will open its context menu.\n\nWith 'Classic Control' actions such as attacking, opening creature bodies, using sewers, opening your backpack, etc., are carried out performed automatically without opening the context menu when you right-click with the cursor on your target.\n\nIt is advisable to maximize your 'Hotkey delay' so that typing on your keyboard is faster.", img = "imgs/basic/b3"}, {name = "04. Movement", text = "To walk use the arrow keys on your keyboard. Another option is to lock your number pad (to the right of the keyboard) so you can use the numbers to move around. The numbers 1, 3, 7 and 9 will move your character diagonally.", img = "imgs/basic/b4"}, {name = "05. Combat", text = "The 'Health Information' menu shows the amount of health and mana of your character. Your character passively regenerates health and mana. You can regenerate life with healing magic and healing potions. You can also regenerate mana with mana potions.\n\nAlso the 'Capacity' indicates how much weight (o.z) the character can carry. The 'Soul' indicates the limit of runes that the character can make and is recharged by killing creatures or training.\n\nThe 'Combat Controls' panel shows the fighting modes of your character, you can choose between 'aggressive', 'balanced ' and 'defensive'.\n\nThe 'Battle' panel allows you to select a target and attack it by pressing the left click. You can also open the context menu of the target by pressing 'Ctrl' and right clicking.", img = "imgs/basic/b5"}, {name = "06. Skills", text = "The 'skills' panel displays all of your character's stats. The 'experience' bar will fill up as you kill creatures. If you reach the maximum your character will level up. 'Stamina' is the maximum amount of time you can hunt without rest.\n\nYour 'skills' are divided into 'magic level', 'fist fighting', 'maul fighting', 'sword fighting', ' ranged combat', 'shield' and 'fishing'. To increase the level of your skills you must use magic, attack creatures, take or block physical damage, train in the temple portal, or use a fishing rod.", img = "imgs/basic/b6"}, {name = "07. Inventory", text = "Your character's inventory contains the items that your character can carry until your 'capacity' is exhausted. It consists of 10 main slots.\n\nThe 'armor', 'legs', 'boots', 'ring', 'amulet', and 'shield' slots allow you to equip defensive items to your character.\n\nThe 'weapon' slot allows you to equip a one-handed or two-handed weapon. If your weapon is two-handed, your shield slot must be free. The 'equipment' slot allows you to equip crossbow and bow ammo or light-emitting items, backpacks, ropes, etc.\n\nThe 'container' slot is for equipping a backpack or bag and filling it with items, gold, creature products, equipment, etc.\n\nTo put an item in your backpack, hover over the item, press left click and drag the item into your container. You can open your backpack with right click if you use 'Tibia Classic Control' or use 'Ctrl' and right click to open the 'context menu' of your backpack.", img = "imgs/basic/b7"}, {name = "08. Outfits", text = "To change your clothes hold down the 'Ctrl' key and click on your character with the right mouse button then select 'Set Outfit'.\n\nIf you want to unlock new outfits you must complete quests, or use 'greed points'. The clothes are only aesthetic and do not grant any type of additional characteristic in the character's attributes.", img = "imgs/basic/b8"}, {name = "09. Hotkeys", text = "'Hotkeys' allow you to quickly assign actions on your keyboard via the 'hotkey panel' or the 'action bar' located at the top of the chat.\n\nThe 'add' button allows you to add a new 'key' to 'hotkey panel'. The 'edit text' slot allows you to assign a text. If you choose to enable 'send automatically' the sending of the text to the chat will be immediate.\n\nYou should know that if you write 'magic words' in the 'edit text' box and activate 'send automatically' these words will be conjured instantly by pressing the 'key' they were assigned to.\n\nYou can also assign 'keys' to the use of 'items' and choose between the following actions: 'use it on your character', 'use it on the target' or ' use with crosshair'.", img = "imgs/basic/b9"}, }, { {name = "01. Kilika Temple", text = "The 'temple' is the place where you first appear in the game. This area is protected and no character or creature can emit or receive attacks. If your character dies, he will reappear in the temple but will lose a percentage of experience, and the items you have in your inventory.\n\nTo prevent the loss of items you can use a necklace called 'amulet of loss'. You can also prevent experience loss if your character gets 'blessings'.", img = "imgs/inter/a1"}, {name = "02. Kilika Deposit", text = "To get to the deposit you must walk west from Kilika's temple.\n\nThe 'deposit' is where the characters store their items. Each player has their own 'deposit' and no other character can access it. This area contains a bank NPC where you can deposit or withdraw your money. You can also find several merchant NPCs to whom you can sell valuable items or buy important supplies.", img = "imgs/inter/a2"}, {name = "03. Kilika Port", text = "To get to the port you must walk northwest from Kilika's deposit.\n\nAt Kilika's 'port' you can travel for 20 gold coin to the city of Mi'hen. Be careful when traveling using ships as they are not protected areas.", img = "imgs/inter/a3"}, }, { {name = "01. Mi'hen Temple", text = "The 'temple' is the place where you first appear in the game. This area is protected and no character or creature can emit or receive attacks. If your character dies, he will reappear in the temple but will lose a percentage of experience, and the items you have in your inventory.\n\nTo prevent the loss of items you can use a necklace called 'amulet of loss'. You can also prevent experience loss if your character gets 'blessings'.", img = "imgs/advanced/c1"}, {name = "02. Mi'hen Deposit", text = "To get to the deposit you must walk south from the Mi'hen temple.\n\nThe 'deposit' is where the characters store their items. Each player has their own 'deposit' and no other character can access it. This area contains a bank NPC where you can deposit or withdraw your money. You can also find several merchant NPCs to whom you can sell valuable items or buy important supplies.", img = "imgs/advanced/c2"}, {name = "03. Mi'hen Port", text = "To get to the port you have to walk southeast from the Mi'hen deposit.\n\nAt the Mi'hen 'port' you can travel for 20 gold coin to the town of Kilika. Be careful when traveling using ships as they are not protected areas.", img = "imgs/advanced/c3"}, }, { {name = "01. Promotions", text = "Father Zuke and Isaaru are NPCs capable of changing your 'hometown' and creating 'marks' on your map. In addition, your character can buy a 'promotion' to improve your vocation for 20,000 gold coins.\n\nThat is, if your character is 'knight' it will become 'elite knight', 'paladin' to 'royal paladin', ' sorcerer' to 'master sorcerer', and druid to 'elite druid'. This will increase your character's health and mana per second regeneration values ​​and unlock new spells.", img = "imgs/profesion/p1"}, {name = "02. Blessings", text = "Jassu and Nimrook are NPCs that sell 'blessings'. The value of blessings is calculated by a formula based on your character's level.\n\nAcquiring 'blessings' prevents your character from losing experience or inventory items upon death. Upon death, your blessings will disappear and you will need to repurchase them if you wish to regain this protection.\n\nJassu and Nimrook also sell the 'amulet of loss' item that prevents item loss when equipped for 10,000 gold if you use the 'trade' command.", img = "imgs/profesion/p2"}, {name = "03. PVP Blessings", text = "Amanda and Alia sell the special blessing called 'twist of fate' or 'turn of fate'. This boon does not prevent you from losing your gear or reduce experience lost on death, however it does protect your normal boons if you die in PvP combat.", img = "imgs/profesion/p3"}, {name = "04. Magic Objects", text = "It is essential for all vocations to use potions and magic items to go hunting. You can find Jyscal in Kilika and Mi'hen's deposit. You also have the option to offer a lottery ticket for your empty vials.", img = "imgs/profesion/p4"}, {name = "05. Tools", text = "Equipment is paramount when exploring. In the NPC Keyakku you will find available tools such as shovels, ropes, backpacks, etc. In addition, it allows you to trade rings and amulets.", img = "imgs/profesion/p5"}, {name = "06. Weapons and Munitions", text = "Rin is the classic weapons NPC that allows you to buy weapons for low levels, ranged weapons such as crossbows, bows, etc. and ammunition. You can also get money quickly by selling the weapons you don't use.", img = "imgs/profesion/p6"}, {name = "07. Armors and Shields", text = "O'aka is the classic armor NPC that allows you to buy low level armor and shields to make your character stronger. You can also get money quickly by selling shields and armor that you don't use.", img = "imgs/profesion/p7"}, {name = "08. Bank", text = "In the bank your character can deposit, withdraw or transfer money so as not to load it in coins. In addition, there is the option of selling valuable objects such as gems, sapphires, rubies, pearls, among others.", img = "imgs/profesion/p8"}, {name = "09. Products", text = "Brother is the owner of the creature products shop, this shop is important to get money quickly, since most of the products that you will gather by killing creatures can be sold here.", img = "imgs/profesion/p9"}, {name = "10. Blacksmithing", text = "Blacksmithing is an ancient art that only Nhadala can perform to perfection. Certain metals, or tools, necessary to progress through Greed's quests can be crafted from this NPC.", img = "imgs/profesion/p10"}, {name = "11. Outfits", text = "Your character's clothing can be unlocked at Maroda, this NPC will offer you the option to unlock the first or second decoration of your clothing in exchange for specific items.", img = "imgs/profesion/p11"}, {name = "12. Premium Points", text = "Seymour is able to exchange your premium points for greed currency. The greed currency is the currency that physically represents your donation points, the NPC allows you to change one, ten, or a hundred coins at a time.", img = "imgs/profesion/p12"}, }, }
--[[ Pixel Vision 8 - Display Example Copyright (C) 2017, Pixel Vision 8 (http://pixelvision8.com) Created by Jesse Freeman (@jessefreeman) Learn more about making Pixel Vision 8 games at https://www.pixelvision8.com/getting-started ]]-- -- Create a canvas to visualize the screen sizes local canvas = NewCanvas(256, 240) function Init() -- Get the full size of the display local sizeA = Display(false) -- Get the visible size of the display local sizeB = Display() -- Draw the two sizes to the display DrawText("Full Display Size " .. sizeA.x .. "x" ..sizeB.y, 1, 1, DrawMode.Tile, "large", 15) DrawText("Visible Display Size " .. sizeB.x .. "x" ..sizeB.y, 1, 2, DrawMode.Tile, "large", 15) -- Set the canvas stroke to white canvas:SetStroke({15}, 1, 1) -- Set the fill color to 5 and draw the full size square canvas:SetPattern({5}, 1, 1) canvas:DrawSquare(8, 32, sizeA.x / 2 + 8, sizeA.y / 2 + 32, true) -- Set the fill color to 0 and draw the visible size square canvas:SetPattern({0}, 1, 1) canvas:DrawSquare(8, 32, sizeB.x / 2 + 8, sizeB.y / 2 + 32, true) end function Draw() -- Redraw the display RedrawDisplay() -- Draw the canvas to the display canvas:DrawPixels() end
local helpers = require('test.functional.helpers')(after_each) local clear, meths, funcs, eq = helpers.clear, helpers.meths, helpers.funcs, helpers.eq describe('history support code', function() before_each(clear) it('correctly clears start of the history', function() -- Regression test: check absense of the memory leak when clearing start of -- the history using ex_getln.c/clr_history(). eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) it('correctly clears end of the history', function() -- Regression test: check absense of the memory leak when clearing end of -- the history using ex_getln.c/clr_history(). meths.set_option('history', 1) eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) it('correctly removes item from history', function() -- Regression test: check that ex_getln.c/del_history_idx() correctly clears -- history index after removing history entry. If it does not then deleting -- history will result in a double free. eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histadd(':', 'bar')) eq(1, funcs.histadd(':', 'baz')) eq(1, funcs.histdel(':', -2)) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) end)
--[[ © CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). Clockwork was created by Conna Wiles (also known as kurozael.) http://cloudsixteen.com/license/clockwork.html --]] CW_TURKISH = Clockwork.lang:GetTable("Turkish"); CW_TURKISH["Acrobatics"] = "Akrobasi"; CW_TURKISH["Dexterity"] = "Hüner"; CW_TURKISH["Endurance"] = "Dayanıklılık"; CW_TURKISH["Medical"] = "Tıbbi"; CW_TURKISH["Strength"] = "Güç"; CW_TURKISH["Agility"] = "Çeviklik"; CW_TURKISH["Objectives"] = "Hedefler"; CW_TURKISH["Breach"] = "İhlal"; CW_TURKISH["BreachTargetID"] = "Doğrudan şarj edilebilir."; CW_TURKISH["Radio"] = "Radyo"; CW_TURKISH["RadioTargetID"] = "Bu radyonun frekansı yok."; CW_TURKISH["InfoCitizenID"] = "Sivil ID: #1"; CW_TURKISH["CannotDropWhileCarrying"] = "İçinde eşya taşırken bunu düşüremezsiniz!"; CW_TURKISH["PermaKillModeDisabled"] = "Kalıcı-ölüm modu kapatıldı, şimdi güvendesiniz!"; CW_TURKISH["PermaKillModeTurnedOff"] = "#1 Kalıcı-ölüm modunu kapattı, şimdi güvendesin!"; CW_TURKISH["PermaKillModeEnabled"] = "#1 adlı kişi #2 dakikalığına kalıcı-ölümü aktifleştirdi, ölmemeye çalış."; CW_TURKISH["InvalidAmountOfMinutes"] = "Bu geçersiz bir dakikadır!"; CW_TURKISH["RemovedFromServerWhitelist"] = "#1 adlı kişi #2 kişisini '#3' sunucu beyaz listesinden sildi!"; CW_TURKISH["AddedToServerWhitelist"] = "#1 adlı kişi #2 kişisini '#3' sunucu beyaz listesine ekledi!"; CW_TURKISH["AlreadyOnServerWhitelist"] = "#1 zaten '#2' sunucu beyaz listesinde!"; CW_TURKISH["NotOnServerWhitelist"] = "#1 şuan '#2' sunucu beyaz listesinde değil!"; CW_TURKISH["PlayerTookCustomClass"] = "#1 adlı kişi #2 kişisinin özel sınıfını sildi."; CW_TURKISH["PlayerSetCustomClass"] = "#1 adlı kişi #2 kişisinin özel sınıfını '#3' yaptı."; CW_TURKISH["PlayerPermaKilledOther"] = "#1 adlı kişi '#2' karakterini kalıcı-öldürdü!"; CW_TURKISH["PlayerAlreadyPermaKilled"] = "Bu karakter zaten kalıcı-öldürüldü!"; CW_TURKISH["CharacterAlreadyTied"] = "Bu karakter zaten bağlı!"; CW_TURKISH["CharacterTooFarAway"] = "Bu karakter çok uzakta!"; CW_TURKISH["CannotTieThoseFacingYou"] = "Sana bakan karakteri bağlayamazsın!"; CW_TURKISH["AlreadyTyingCharacter"] = "Zaten bir karakteri bağlıyorsun!"; CW_TURKISH["CannotDoThisWhenScanner"] = "Bir tarayıcıyken eşya düşüremezsin!"; CW_TURKISH["CannotDoThisWhenTied"] = "Bağlıyken bunu yapamazsın!"; CW_TURKISH["NotRankedHighEnoughForClass"] = "Bu sınıf için yeterince yüksek rütbeli değilsin!"; CW_TURKISH["RankedTooHighForClass"] = "Bu sınıf için çok yüksek bir rütbedesiniz!"; CW_TURKISH["YouSetRadioFrequencyTo"] = "Bu sabit radyonun argümanını #1 olarak ayarladınız."; CW_TURKISH["RadioArgumentsMustBeBetween"] = "Radyo frekansı 101.1 ile 199.9 arasında olmalıdır!"; CW_TURKISH["RadioArgumentsMustBeLike"] = "Radyo frekansı XXX.X'e benzemelidir!"; CW_TURKISH["CannotUseAnotherSecondary"] = "Başka bir ikincil silah kullanamazsınız!"; CW_TURKISH["CannotUseAnotherPrimary"] = "Başka bir birincil silah kullanamazsın!"; CW_TURKISH["CannotUseAnotherMelee"] = "Başka bir yakın dövüş silahı kullanamazsın!"; CW_TURKISH["NeedToSetFrequencyFirst"] = "Önce radyo frekansını ayarlamanız gerekir.!"; CW_TURKISH["YouCannotDoThatRightNow"] = "Şu anda bunu yapamazsınız!"; CW_TURKISH["YouDoNotOwnARadio"] = "Bir radyonuz yok!"; CW_TURKISH["YouDoNotOwnAZipTie"] = "Bağlama ipin yok!"; CW_TURKISH["YouAreNotAdministrator"] = "Yönetici değilsin!"; CW_TURKISH["CannotSearchMovingCharacter"] = "Hareketli bir karakteri arayamazsınız!"; CW_TURKISH["CharacterIsNotTied"] = "Şahısı arayabilmeniz için önce o şahısın bağlı olması gerekir.!"; CW_TURKISH["YouCannotOpenRation"] = "Bu erzağı açamazsın!"; CW_TURKISH["NotInCWU"] = "Sivil İşçiler Sendikasında değilsiniz!"; CW_TURKISH["YouSetYourRadioFrequencyTo"] = "Radyo frekansını #1 yaptın."; CW_TURKISH["CannotHaveCombineLock"] = "Hedef combine kilidine sahip değil!"; CW_TURKISH["AlreadyHasCombineLock"] = "Hedef combine kilidine sahip!"; CW_TURKISH["YouDoNotOwnHealthVial"] = "Sağlık Şişeye sahip değilsin!"; CW_TURKISH["YouDoNotOwnHealthKit"] = "Sağlık Kitine sahip değilsin!"; CW_TURKISH["YouDoNotOwnBandage"] = "Bandaja sahip değilsin!"; CW_TURKISH["NotValidMedicalItem"] = "Bu doğrulanmış bir tıbbi eşya değil!"; CW_TURKISH["CannotSendRequestUntil"] = "#2 saniyeliğine istek gönderemezsin!"; CW_TURKISH["YouDoNotOwnRequestDevice"] = "Herhangi bir istek cihazın yok!"; CW_TURKISH["YouAreCurrentlyTying"] = "Şuanda bir karakteri bağlıyorsun!"; CW_TURKISH["YouAreNotCombine"] = "Bunu yapabilmek için Combine olmalısın!"; CW_TURKISH["CannotViewEditOwnData"] = "Kendi verilerinizi görüntüleyemezsiniz veya düzenleyemezsiniz!"; CW_TURKISH["YouAddedVendingMachine"] = "Bir otomat ekledin."; CW_TURKISH["YouAddedRationDispenser"] = "Bir erzak dispanseri ekledin."; CW_TURKISH["CannotBeBreached"] = "Bu eşya ihlal edilemez!"; CW_TURKISH["AlreadyHasBreach"] = "Bu eşya zaten ihlal edildi!"; CW_TURKISH["YouAreFollowing"] = "Şuanda #1 takip ediyorsun."; CW_TURKISH["NoCharactersNearYou"] = "Yakınınızda karakter yok!"; CW_TURKISH["YouAreNotAScanner"] = "Bunu yapmak için bir Tarayıcı olmanız gerekir!"; CW_TURKISH["StatusBeingTiedUp"] = "Şahısın elleri bağlanıyor."; CW_TURKISH["StatusBeenTiedUp"] = "Şahısın elleri bağlandı."; CW_TURKISH["StatusBeingUntied"] = "Şahısın elleri çözülüyor."; CW_TURKISH["StatusUnconscious"] = "Şahıs bilinçdışı."; CW_TURKISH["StatusCriticalCondition"] = "Şahıs kritik durumda."; CW_TURKISH["PressUseToUntie"] = "Şahısın ipini çözmek için :+use: bas."; CW_TURKISH["OptionPermaKill"] = "Kalıcı-Öldür"; CW_TURKISH["OptionCustomClass"] = "Özel Sınıf"; CW_TURKISH["OptionCustomClassSet"] = "Ayarla"; CW_TURKISH["OptionCustomClassTake"] = "Al"; CW_TURKISH["OptionCustomClassHelp"] = "Özel sınıflarını neye ayarlamak istersiniz?"; CW_TURKISH["OptionServerWhitelist"] = "Sunucu Beyaz Listesi"; CW_TURKISH["OptionServerWhitelistAdd"] = "Ekle"; CW_TURKISH["OptionServerWhitelistAddHelp"] = "Hangi kişiyi beyaz listeye eklemek istersiniz?"; CW_TURKISH["OptionServerWhitelistRemove"] = "Sil"; CW_TURKISH["OptionServerWhitelistRemoveHelp"] = "Hangi kişiyi beyaz listeden kaldırmak istersiniz?"; CW_TURKISH["RebuildCitizenManifest"] = "Vatandaş manifestosu yeniden oluşturuluyor..."; CW_TURKISH["UpdateExternalAttributes"] = "Harici #1 güncelleniyor..."; CW_TURKISH["DownloadLostBiosignal"] = "Kayıp biyosinyal indiriliyor..."; CW_TURKISH["DownloadTraumaPacket"] = "Travma paketi indiriliyor..."; CW_TURKISH["ProtectionTeamBodilyHarm"] = "UYARI! #1 adresindeki koruma ekibi birimi fiziksel travmaya maruz kaldı..."; CW_TURKISH["DownloadRecentObbjectives"] = "Geçmiş hedefler indiriliyor..."; CW_TURKISH["DownloadRequestPacket"] = "İstek paketi indiriliyor..."; CW_TURKISH["ErrorShuttingDown"] = "HATA! Kapatılıyor..."; CW_TURKISH["PhysicalTraumaDetected"] = "UYARI! Fiziksel vücut travması algılandı..."; CW_TURKISH["PhysicalSystemsRestored"] = "Fiziksel vücut sistemleri restore edildi..."; CW_TURKISH["PhysicalSystemsRegenerate"] = "Fiziksel vücut sistemleri yenileniyor..."; CW_TURKISH["ExternalProtectionExhausted"] = "UYARI! Harici koruma tükendi..."; CW_TURKISH["ExternalProtectionDamaged"] = "UYARI! Harici koruma hasar aldı..."; CW_TURKISH["ExternalProtectionRestored"] = "Dış koruma sistemleri restore edildi..."; CW_TURKISH["ExternalProtectionRegenerate"] = "Dış koruma sistemleri yenilendi..."; CW_TURKISH["BiosignalLost"] = "UYARI! #1 adresindeki koruma ekibi biriminin biyosinyali kaybedildi..."; CW_TURKISH["DownloadingLostRadioInfo"] = "Kayıp radyo iletişim bilgileri indiriliyor..."; CW_TURKISH["RadioContactLostForUnit"] = "UYARI! #1 adresindeki birim için radyo bağlantısı kesildi..."; CW_TURKISH["QuizAnswerCollectingItems"] = "Öğeleri ve yükseltmeleri toplama."; CW_TURKISH["QuizAnswerDevelopingChar"] = "Karakterini geliştirmek."; CW_TURKISH["QuizAnswerRealLife"] = "Real Life."; CW_TURKISH["QuizAnswerHalfLife2"] = "Half-Life 2."; CW_TURKISH["QuizAnswerGoodGrammar"] = "Evet, yapabilirim."; CW_TURKISH["QuizAnswerBadGrammar"] = "evet yapabilirim"; CW_TURKISH["QuizAnswerYes"] = "Evet."; CW_TURKISH["QuizAnswerNo"] = "Hayır."; CW_TURKISH["QuizOption1"] = "Rol oynamanın yavaş tempolu ve rahat olduğunu anlıyor musunuz?"; CW_TURKISH["QuizOption2"] = "Büyük harfleri, noktalama işaretlerini kullanabiliyor musun?"; CW_TURKISH["QuizOption3"] = "Rol oynamak için silaha ihtiyacınız yok, anlıyor musunuz?"; CW_TURKISH["QuizOption4"] = "Rol oynamak için eşyalara ihtiyacınız yok, anlıyor musunuz?"; CW_TURKISH["QuizOption5"] = "Ciddi rol hakkında ne düşünüyorsun?"; CW_TURKISH["QuizOption6"] = "Bu rol hangi evrendeki rol?"; CW_TURKISH["ChatPlayerBroadcast"] = ":color1:#1 yayınlıyor: \"#2\""; CW_TURKISH["ChatPlayerDispatch"] = ":color1:Mesaj yayınlıyor: \"#1\""; CW_TURKISH["ChatPlayerRequest"] = ":color1:#1 istiyor: \"#2\""; CW_TURKISH["YouAlreadyHavePermit"] = "Zaten bu izine sahipsin!"; CW_TURKISH["NotValidPermit"] = "Bu geçerli bir izin değil!"; CW_TURKISH["PermitsNotEnabled"] = "İzin sistemi aktif değil!"; CW_TURKISH["YouAreNotACitizen"] = "Vatandaş değilsin!"; CW_TURKISH["GiveCashVendingMachine"] = "otomat"; CW_TURKISH["CashPermitBuyGeneralGoods"] = "genel mal izni satın alınıyor"; CW_TURKISH["CashPermitBuy"] = "#1 izni satın alınıyor"; CW_TURKISH["CashBusinessPermit"] = "işletme izni satın alınıyor"; CW_TURKISH["CashDestroyGenerator"] = "#1 yok ediliyor"; CW_TURKISH["CashRationPacket"] = "erzak paketi"; CW_TURKISH["HintLife"] = "Hayat"; CW_TURKISH["HintLifeDesc"] = "Karakteriniz sadece insandır, yüksek çıkıntılardan atlamaktan kaçının."; CW_TURKISH["HintSleep"] = "Uyku"; CW_TURKISH["HintSleepDesc"] = "Uyumayı unutma, karakterin yorulur."; CW_TURKISH["HintEating"] = "Yemek"; CW_TURKISH["HintEatingDesc"] = "Yemek yemek zorunda değilsin, fakat bu karakterinizin aç olmadığı anlamına gelmez."; CW_TURKISH["HintFriends"] = "Arkadaşlar"; CW_TURKISH["HintFriendsDesc"] = "Bazı arkadaşlar edinmeye çalışın, sefalet şirketi seviyor."; CW_TURKISH["HintCurfew"] = "Sokağa Çıkma Yasağı"; CW_TURKISH["HintCurfewDesc"] = "Sokağa Çıkma Yasağı? Canın sıkkın? Bir oda arkadaşı atanmasını isteyin."; CW_TURKISH["HintPrison"] = "Hapishane"; CW_TURKISH["HintPrisonDesc"] = "Zaman ayırmaya hazır değilseniz, suç işlemeyin."; CW_TURKISH["HintRebels"] = "İsyancılar"; CW_TURKISH["HintRebelsDesc"] = "Direnişi kovalamayın, Combine sizi bir arada gruplayabilir."; CW_TURKISH["HintTalking"] = "Konuşmak"; CW_TURKISH["HintTalkingDesc"] = "Combine, konuştuğunuzda hoşlanmaz, fısıldamayı dene."; CW_TURKISH["HintRations"] = "Erzaklar"; CW_TURKISH["HintRationsDesc"] = "Erzaklar, onlar atıştırmalarla dolu çantalar. Görgülü davran."; CW_TURKISH["HintCombine"] = "Combine"; CW_TURKISH["HintCombineDesc"] = "Bir combine ile sakın bozuşma, dünyayı 7 saatte alt edebilirler."; CW_TURKISH["HintJumping"] = "Zıplama"; CW_TURKISH["HintJumpingDesc"] = "Tavşan gibi sıçramak medeniyetsizdir ve Combine size şok çubuğu ile hatırlatır."; CW_TURKISH["HintPunching"] = "Yumruk"; CW_TURKISH["HintPunchingDesc"] = "Birisine yumruk atmak istediğine dair bir his var mı? Yapma."; CW_TURKISH["HintCompliance"] = "İtaat"; CW_TURKISH["HintComplianceDesc"] = "Combine'a itaat etmek, yaptığınızda memnun olacaksınız."; CW_TURKISH["HintCombineRaids"] = "Combine Baskınları"; CW_TURKISH["HintCombineRaidsDesc"] = "Combine kapı çaldığında, kıçını yere koy."; CW_TURKISH["HintRequestDevice"] = "İstek Cihazı"; CW_TURKISH["HintRequestDeviceDesc"] = "Sivil Korumaya mı ihtiyacınız var? Bir istek cihazına yatırım yapın."; CW_TURKISH["HintCivilProtection"] = "Sivil Koruma"; CW_TURKISH["HintCivilProtectionDesc"] = "Sivil Koruma, uygar toplumu korur, seni değil."; CW_TURKISH["HintAdmins"] = "Yetkililer"; CW_TURKISH["HintAdminsDesc"] = "Yöneticiler size yardım etmek için buradalar, lütfen onlara saygı gösterin."; CW_TURKISH["HintAction"] = "Eylem"; CW_TURKISH["HintActionDesc"] = "Aksiyon. Aramayı bırak, sana gelene kadar bekle."; CW_TURKISH["HintGrammar"] = "Gramar"; CW_TURKISH["HintGrammarDesc"] = "Doğru konuşmaya çalışın ve ifadeleri kullanmayın."; CW_TURKISH["HintRunning"] = "Koşma"; CW_TURKISH["HintRunningDesc"] = "Gidecek bir yeriniz var mı? Koşmak ister misin? Yapma, medeniyetsiz."; CW_TURKISH["HintHealing"] = "İyileştirme"; CW_TURKISH["HintHealingDesc"] = "Envanterinizdeki Ver komutunu kullanarak oyuncuları iyileştirebilirsiniz."; CW_TURKISH["HintF3Hotkey"] = "F3 Tuşu"; CW_TURKISH["HintF3HotkeyDesc"] = "İpi kullanmak için bir karaktere bakarken F3 tuşuna basın."; CW_TURKISH["HintF4Hotkey"] = "F4 Tuşu"; CW_TURKISH["HintF4HotkeyDesc"] = "Bağlı karakteri aramak için bağlı bir karaktere bakarken F4 tuşuna basın.."; CW_TURKISH["HintAttributes"] = "Attributes"; CW_TURKISH["HintAttributesDesc"] = "Whoring *(name_attributes)* is a permanant ban, we don't recommend it."; CW_TURKISH["HintFirefights"] = "Firefights"; CW_TURKISH["HintFirefightsDesc"] = "Bir itfaiyecilikle uğraşırken, eğlenceli hale getirmek için kaçırın."; CW_TURKISH["HintMetagaming"] = "Metagaming"; CW_TURKISH["HintMetagamingDesc"] = "Metagaming, OOC bilgisini karakter olarak kullanmanızdır."; CW_TURKISH["HintPassiveRP"] = "Passive RP"; CW_TURKISH["HintPassiveRPDesc"] = "Eğer sıkılıyorsanız ve bir eylem yoksa, biraz pasif rol oynamayı deneyin.."; CW_TURKISH["HintDevelopment"] = "Development"; CW_TURKISH["HintDevelopmentDesc"] = "Karakterini geliştir, onlara anlatacakları bir hikaye ver."; CW_TURKISH["HintPowergaming"] = "Powergaming"; CW_TURKISH["HintPowergamingDesc"] = "Powergaming, eylemlerinizi başkalarına zorladığınızda gerçekleşir."; CW_TURKISH["ServerWhitelistIdentity"] = "Sunucu Beyaz Liste Kimliği"; CW_TURKISH["ServerWhitelistIdentityDesc"] = "Sunucu beyaz listesi için kullanılan kimlik.\nKimliği yoksa boş bırakın."; CW_TURKISH["CombineLockOverrides"] = "Combine Lock Overrides"; CW_TURKISH["CombineLockOverridesDesc"] = "Combine kilidinin varsayılan kapı kilitleriyle yer değiştirmesi."; CW_TURKISH["SmallIntroText"] = "Küçük Giriş Yazısı"; CW_TURKISH["SmallIntroTextDesc"] = "The small text displayed for the introduction."; CW_TURKISH["BigIntroText"] = "Büyük Giriş Yazısı"; CW_TURKISH["BigIntroTextDesc"] = "Giriş için gösterilen büyük metin."; CW_TURKISH["KnockoutTime"] = "Baygınlık Süresi"; CW_TURKISH["KnockoutTimeDesc"] = "Bir oyuncunun baygınlık süresi (saniye)."; CW_TURKISH["BusinessCost"] = "İşletme Üçreti"; CW_TURKISH["BusinessCostDesc"] = "Bir iş kurmanın maliyeti."; CW_TURKISH["CWUPropsEnabled"] = "CWU Propları Aktif"; CW_TURKISH["CWUPropsEnabledDesc"] = "Sivil İşçiler Propları'nın kullanılıp kullanılmayacağı."; CW_TURKISH["PermitsEnabled"] = "İzinler Aktif"; CW_TURKISH["PermitsEnabledDesc"] = "İzinlerin etkin olup olmadığı."; CW_TURKISH["DullVision"] = "Dull Vision"; CW_TURKISH["DullVisionDesc"] = "Oyuncuların görüşündeki olumsuzlukları değiştirir."; CW_TURKISH["RequestFrequencyTitle"] = "Frekans"; CW_TURKISH["RequestFrequencyHelp"] = "Frekansı kaça ayarlamak istersin?"; CW_TURKISH["RequestObjectDescTitle"] = "Eşya Açıklaması"; CW_TURKISH["RequestObjectDescHelp"] = "Bu eşyanın fiziksel açıklaması nedir?"; CW_TURKISH["Item357MagnumBullets"] = ".357 Magnum Mermileri"; CW_TURKISH["Item357MagnumBulletsDesc"] = "Magnum ile dolu küçük bir kutu."; CW_TURKISH["ItemPulseRifleEnergy"] = "Tüfek Enerjisi"; CW_TURKISH["ItemPulseRifleEnergyDesc"] = "Mavi parıltılı bir kartuş yayıyor."; CW_TURKISH["ItemPulseRifleOrb"] = "Tüfek Küresi"; CW_TURKISH["ItemPulseRifleOrbDesc"] = "Turuncu bir parıltı yayan tuhaf bir eşya."; CW_TURKISH["ItemShotgunShells"] = "Pompalı Kovanı"; CW_TURKISH["ItemShotgunShellsDesc"] = "Kovanlarla dolu bir kırmızı kutu."; CW_TURKISH["Item9mmPistolBullets"] = "9mm Tabanca Mermileri"; CW_TURKISH["Item9mmPistolBulletsDesc"] = "9mm tabanca mermileri ile dolu küçük bir kutu."; CW_TURKISH["ItemRPGMissile"] = "RPG Roketi"; CW_TURKISH["ItemRPGMissileDesc"] = "Turuncu ve beyaz renkli bir roket, bunu düşürürsem ne olur?"; CW_TURKISH["ItemSMGBullets"] = "SMG Mermileri"; CW_TURKISH["ItemSMGBulletsDesc"] = "Çok fazla mermi ile dolu ağır bir kap."; CW_TURKISH["ItemMP7Grenade"] = "MP7 Bombası"; CW_TURKISH["ItemMP7GrenadeDesc"] = "Büyük bir mermi biçimli eşya."; CW_TURKISH["ItemCrossbowBolts"] = "Yaylı Tüfek Okları"; CW_TURKISH["ItemCrossbowBoltsDesc"] = "Bir demir cıvata seti, kaplaması paslanıyor."; CW_TURKISH["ItemAntidepressants"] = "Anti Depresan"; CW_TURKISH["ItemAntidepressantsDesc"] = "Direniş tarafından geliştirilen bir kutu hap."; CW_TURKISH["ItemBackpack"] = "Sırt Çantası"; CW_TURKISH["ItemBackpackDesc"] = "Bir püskü sırt çantası, çok tutacak gibi görünmüyor."; CW_TURKISH["ItemBandage"] = "Badaj"; CW_TURKISH["ItemBandageDesc"] = "Bir bandaj rulo, akıllıca kullan.."; CW_TURKISH["ItemBeer"] = "Bira"; CW_TURKISH["ItemBeerDesc"] = "Sıvı dolu bir cam şişe, komik bir kokuya sahiptir."; CW_TURKISH["ItemBleach"] = "Çamaşır Suyu"; CW_TURKISH["ItemBleachDesc"] = "Bir şişe çamaşır suyu, bu tehlikeli bir şey."; CW_TURKISH["ItemBoxedBackpack"] = "Kutulu Sırt Çantası"; CW_TURKISH["ItemBoxedBackpackDesc"] = "Kahverengi bir kutu, içeriğini ortaya çıkarmak için açın."; CW_TURKISH["ItemBoxedBag"] = "Kutulu Çanta"; CW_TURKISH["ItemBoxedBagDesc"] = "Kahverengi bir kutu, içeriğini ortaya çıkarmak için açın."; CW_TURKISH["ItemBreach"] = "İhlal"; CW_TURKISH["ItemBreachDesc"] = "Asma kilit gibi görünen küçük bir cihaz."; CW_TURKISH["ItemBreensWater"] = "Breen'in Suyu"; CW_TURKISH["ItemBreensWaterDesc"] = "Mavi bir alüminyum kutu, salladığınızda parlar."; CW_TURKISH["ItemChineseTakeout"] = "Çin Yemeği"; CW_TURKISH["ItemChineseTakeoutDesc"] = "Bir tasfiye karton, soğuk erişte ile dolu."; CW_TURKISH["ItemCitizenSupplements"] = "Vatandaş Sevkiyatı"; CW_TURKISH["ItemCitizenSupplementsDesc"] = "Kalaylı bir kutu, salladığınızda parlar."; CW_TURKISH["ItemCombineLock"] = "Combine Kilidi"; CW_TURKISH["ItemCombineLockDesc"] = "Bir kapıyı etkin bir şekilde kilitlemek için kullanılan combine cihazı."; CW_TURKISH["ItemFlash"] = "Flash"; CW_TURKISH["ItemFlashDesc"] = "Kirli bir toz borusu, bunun bir el bombası olması gerekiyordu?"; CW_TURKISH["ItemSmoke"] = "Duman"; CW_TURKISH["ItemSmokeDesc"] = "Kirli bir toz borusu, bunun bir el bombası olması gerekiyordu?"; CW_TURKISH["ItemFlash"] = "Flash"; CW_TURKISH["ItemFlashDesc"] = "Kirli bir toz borusu, bunun bir el bombası olması gerekiyordu?"; CW_TURKISH["ItemHandheldRadio"] = "Telsiz"; CW_TURKISH["ItemHandheldRadioDesc"] = "Frekans alıcısı olan parlak bir el radyosu."; CW_TURKISH["ItemHealthKit"] = "Sağlık Kiti"; CW_TURKISH["ItemHealthKitDesc"] = "İlaçla dolu beyaz bir paket."; CW_TURKISH["ItemHealthVial"] = "Sağlık Şişesi"; CW_TURKISH["ItemHealthVialDesc"] = "Yeşil sıvı ile dolu garip bir şişe, dikkatli olun."; CW_TURKISH["ItemLargeSoda"] = "Büyük Soda"; CW_TURKISH["ItemLargeSodaDesc"] = "Plastik bir şişe, oldukça büyük ve sıvı ile dolu."; CW_TURKISH["ItemMedicUniform"] = "Doktor Üniforması"; CW_TURKISH["ItemMedicUniformDesc"] = "Manşonun üzerinde tıbbi bir amblem bulunan tek tip bir direnç."; CW_TURKISH["ItemMelon"] = "Karpuz"; CW_TURKISH["ItemMelonDesc"] = "Yeşil bir meyve, sert bir dış kabuğa sahiptir."; CW_TURKISH["ItemMetropoliceSupplements"] = "Metropolis Sevkiyatı"; CW_TURKISH["ItemMetropoliceSupplementsDesc"] = "Kalaylı bir kutu, salladığınızda parlar."; CW_TURKISH["ItemMilkCarton"] = "Süt Kartonu"; CW_TURKISH["ItemMilkCartonDesc"] = "Lezzetli sütle dolu bir karton."; CW_TURKISH["ItemMilkJugs"] = "Süt Sürahisi"; CW_TURKISH["ItemMilkJugsDesc"] = "Lezzetli sütle dolu bir sürahi."; CW_TURKISH["ItemParacetamol"] = "Parasetamol"; CW_TURKISH["ItemParacetamolDesc"] = "Sivil Koruma tarafından üretilen düşük kalibreli parasetamol."; CW_TURKISH["ItemRation"] = "Konteynır"; CW_TURKISH["ItemRationDesc"] = "Mor bir kap, bu sefer sana ne mallar verdiler?"; CW_TURKISH["ItemRequestDevice"] = "İstek Cihazı"; CW_TURKISH["ItemRequestDeviceDesc"] = "Bir kırmızı düğmeli, radyo benzeri küçük bir cihaz."; CW_TURKISH["ItemResistanceUniform"] = "Direniş Üniforması"; CW_TURKISH["ItemResistanceUniformDesc"] = "Kolunda sarı bir sembol ile tek tip bir üniforma."; CW_TURKISH["ItemSmallBag"] = "Küçük Torba"; CW_TURKISH["ItemSmallBagDesc"] = "Küçük püskü bir çanta."; CW_TURKISH["ItemSmoke"] = "Duman"; CW_TURKISH["ItemSmokeDesc"] = "Kirli bir toz borusu, bunun bir el bombası olması gerekiyordu?"; CW_TURKISH["ItemSmoothBreensWater"] = "Breen'in pürüzsüz suyu"; CW_TURKISH["ItemSmoothBreensWaterDesc"] = "Kırmızı bir alüminyum kutu, salladığınızda parlar."; CW_TURKISH["ItemSpecialBreensWater"] = "Breen'in Özel Suyu"; CW_TURKISH["ItemSpecialBreensWaterDesc"] = "Sarı bir alüminyum kutu, salladığınızda parlar."; CW_TURKISH["ItemSprayCan"] = "Sprey Kutusu"; CW_TURKISH["ItemSprayCanDesc"] = "Boya ile dolu basit bir sprey kutusu."; CW_TURKISH["ItemStationaryRadio"] = "İstasyon Radyosu"; CW_TURKISH["ItemStationaryRadioDesc"] = "Antika bir radyo, bunun hala işe yarayacağını düşünüyor musunuz??"; CW_TURKISH["ItemSteroids"] = "Steroidler"; CW_TURKISH["ItemSteroidsDesc"] = "Sivil Koruma tarafından üretilen düşük kalibreli steroidler."; CW_TURKISH["ItemSuitcase"] = "Bavul"; CW_TURKISH["ItemSuitcaseDesc"] = "Her zamanki şeyleri, yedek kıyafetleri ve bazı yiyecekleri içerir."; CW_TURKISH["ItemVegetableOil"] = "Sebze Yağı"; CW_TURKISH["ItemVegetableOilDesc"] = "Bir şişe bitkisel yağ, çok lezzetli değil."; CW_TURKISH["Item357Magnum"] = ".357 Magnum"; CW_TURKISH["Item357MagnumDesc"] = "Küçük bir tabanca, kaplanmış gümüş paslanıyor."; CW_TURKISH["ItemPulseRifle"] = "Tüfek"; CW_TURKISH["ItemPulseRifleDesc"] = "Dünya üzerinde hazırlanmış gibi görünmeyen bir silah."; CW_TURKISH["ItemCrossbow"] = "Yaylı Tüfek"; CW_TURKISH["ItemCrossbowDesc"] = "Çeşitli hurda malzemelerden yapılmış bir silah."; CW_TURKISH["ItemGrenade"] = "Bomba"; CW_TURKISH["ItemGrenadeDesc"] = "Kirli bir toz borusu, bunun bir el bombası olması gerekiyordu.?"; CW_TURKISH["Item9mmPistol"] = "9mm Tabanca"; CW_TURKISH["Item9mmPistolDesc"] = "Donuk gri renkte kaplanmış küçük bir tabanca."; CW_TURKISH["ItemPowerNode"] = "Güç Düğümü"; CW_TURKISH["ItemPowerNodeDesc"] = "Küresel şekilli bir nesne, ondan yayılan mavi ışık."; CW_TURKISH["ItemRPG"] = "RPG"; CW_TURKISH["ItemRPGDesc"] = "Büyük yeşil bir silah, geri tepmemesi umsan iyi olur."; CW_TURKISH["ItemShotgun"] = "Pompalı"; CW_TURKISH["ItemShotgunDesc"] = "Donuk gri renkte kaplanmış, orta büyüklükte bir silah."; CW_TURKISH["ItemMP7"] = "MP7"; CW_TURKISH["ItemMP7Desc"] = "Koyu gri renkte kaplanmış kompakt bir silah, uygun bir tutamağı var."; CW_TURKISH["ItemWhiskey"] = "Viski"; CW_TURKISH["ItemWhiskeyDesc"] = "Kahverengi renkli bir viski şişesi, dikkatli olun!"; CW_TURKISH["ItemZipTie"] = "İp"; CW_TURKISH["ItemZipTieDesc"] = "Thomas ve Betts ile birlikte turuncu renkli fermuar."; CW_TURKISH["CharacterPermanentlyKilled"] = "BU KARAKTER KALICI ÖLDÜRÜLDÜ"; CW_TURKISH["GoToCharScreenToMakeNew"] = "Karakter menüsüne git ve yeni bir tane yap."; CW_TURKISH["YouAreBeingTiedUpCenter"] = "ELLERİN BAĞLANIYOR"; CW_TURKISH["YouHaveBeenTiedUpCenter"] = "ELLERİN BAĞLANDI"; CW_TURKISH["DexterityDesc"] = "Genel hızını etkiler, örneğin: hızlı ip bağlama, çözme."; CW_TURKISH["EnduranceDesc"] = "Genel direncini etkiler, örneğin: aldığın hasar."; CW_TURKISH["MedicalDesc"] = "Genel tıbbi yeteneğini etkiler, örneğin: tıbbi kitlerden aldığın can."; CW_TURKISH["StrengthDesc"] = "Genel gücünü etkilet, örneğin: ne kadar güçlü vurduğun."; CW_TURKISH["AcrobaticsDesc"] = "Atlayabileceğiniz yüksekliği etkiler."; CW_TURKISH["AgilityDesc"] = "Genel hızınızı etkiler, örneğin: ne kadar hızlı koştuğun."; CW_TURKISH["PurchasePermitGeneralGoodsHelp"] = "İşletmenize mal eklemek için izin alın."; CW_TURKISH["BusinessCreateHelpText"] = "Bir işletme oluştur, izin satın almanı sağlar."; CW_TURKISH["PurchasePermitCustomHelp"] = "İşletmenize #1 eklemek için izin satın alın."; CW_TURKISH["CreateBusiness"] = "İşletme kur"; CW_TURKISH["PermitsTitle"] = "İşletme İzinleri"; CW_TURKISH["PlayerInfoCash"] = "Para: #2"; CW_TURKISH["PlayerInfoWages"] = "Ücret: #2"; CW_TURKISH["PlayerInfoName"] = "#1"; CW_TURKISH["PlayerInfoClass"] = "#1"; CW_TURKISH["CmdStorageGiveCash"] = "Depoya para koy."; CW_TURKISH["CmdStorageTakeCash"] = "Depodan para al."; CW_TURKISH["CmdGiveCash"] = "Baktığın karaktere para ver."; CW_TURKISH["CmdDropCash"] = "Baktığın yöne para bırak."; CW_TURKISH["CmdSetCash"] = "Bir karakterin parasını ayarla."; CW_TURKISH["CashAmountSingular"] = "#1"; CW_TURKISH["CashAmount"] = "#1 Para"; CW_TURKISH["Cash"] = "Paralar";
object_tangible_storyteller_prop_pr_ch9_pillar_corellia_02 = object_tangible_storyteller_prop_shared_pr_ch9_pillar_corellia_02:new { } ObjectTemplates:addTemplate(object_tangible_storyteller_prop_pr_ch9_pillar_corellia_02, "object/tangible/storyteller/prop/pr_ch9_pillar_corellia_02.iff")
addEventHandler('onClientPlayerJoin', getRootElement(),function() if (#getElementsByType("player")>50) then return end local t=string.format("Na serwer wchodzi %s.", string.gsub(getPlayerName(source),"#%x%x%x%x%x%x","")) outputChatBox( "» "..t, 255,100,100) end) addEventHandler('onClientPlayerQuit', root,function(reason) if (#getElementsByType("player")>50) then return end -- if getElementData(source,"dbid") then outputChatBox( "× " .. string.gsub(getPlayerName(source),"#%x%x%x%x%x%x","") .. " opuścił/a serwer.", 255,100,100) -- end end)
local Version = require("Quadtastic.Version") -- Check simple format do local s = "v1.2.4" local v = Version(s) assert(type(v.major) == "number") assert(v.major == 1) assert(type(v.minor) == "number") assert(v.minor == 2) assert(type(v.patch) == "number") assert(v.patch == 4) end -- Check format that includes `git decribe` information do local s = "v1.2.4-12-aszxc123" local v = Version(s) assert(v.major == 1) assert(v.minor == 2) assert(v.patch == 4) end -- Check that parsing fails if no patch version is given do local s = "v1.2" local success, more = pcall(Version, s) assert(not success) end -- Check that parsing fails if no patch or minor version is given do local s = "v1" local success, more = pcall(Version, s) assert(not success) end -- Check to_string method do local s = "v1.2.4" local v = Version(s) assert("1.2.4" == Version.to_string(v)) assert("1.2.4" == string.format("%s", v)) end -- Check equality do local s1 = "v1.2.4" local s2 = "1.2.4-123-zxc" local v1 = Version(s1) local v2 = Version(s2) assert(v1 == v2) assert(Version.equals(v1, v2)) end -- Check inequality do local s1 = "v1.2.4" local s2 = "1.2.5-123-zxc" local s3 = "1.3.4-123-zxc" local s4 = "v2.2.4" local v1 = Version(s1) local v2 = Version(s2) local v3 = Version(s3) local v4 = Version(s4) assert(v1 ~= v2) assert(v1 ~= v3) assert(v1 ~= v4) assert(v2 ~= v3) assert(v2 ~= v4) assert(v3 ~= v4) end -- Check comparator do local s1 = "v1.2.4" local s2 = "1.2.5-123-zxc" local s3 = "1.3.4-123-zxc" local s4 = "v2.2.4" local v1 = Version(s1) local v2 = Version(s2) local v3 = Version(s3) local v4 = Version(s4) assert(v1 < v2) assert(v2 > v1) assert(v1 <= v2) assert(v2 >= v1) assert(v1 < v3) assert(v3 > v1) assert(v1 <= v3) assert(v3 >= v1) assert(v1 < v4) assert(v4 > v1) assert(v1 <= v4) assert(v4 >= v1) assert(v2 < v3) assert(v3 > v2) assert(v2 <= v3) assert(v3 >= v2) assert(v2 < v4) assert(v4 > v2) assert(v2 <= v4) assert(v4 >= v2) assert(v3 < v4) assert(v4 > v3) assert(v3 <= v4) assert(v4 >= v3) end
require('pgproc').bind('test') print(test.fun('world!')['fun']) print(test.create('{ "some" : "json" }')['create'])
--- === plugins.finalcutpro.fullscreen.disableesc === --- --- Disables the ESC key when Final Cut Pro is in fullscreen mode. local require = require local eventtap = require "hs.eventtap" local keycodes = require "hs.keycodes" local app = require "cp.app" local config = require "cp.config" local fcp = require "cp.apple.finalcutpro" local i18n = require "cp.i18n" local tools = require "cp.tools" local mod = {} --- plugins.finalcutpro.fullscreen.disableesc.enabled <cp.prop: boolean> --- Variable --- Is the Disable ESC Key Function enabled? mod.enabled = config.prop("fcp.disableEscKey", false) --- plugins.finalcutpro.fullscreen.disableesc.fcpActiveFullScreen <cp.prop: boolean; read-only; live> --- Variable --- If `true` FCP is full-screen and the frontmost app. mod.fcpActiveFullScreen = fcp:primaryWindow().isFullScreen:AND(app.frontmostApp:IS(fcp.app)):AND(fcp.isModalDialogOpen:IS(false)) :watch(function(enabled) if mod.enabled() and enabled then if mod._eventtap == nil then mod._eventtap = eventtap.new({eventtap.event.types.keyDown}, function(object) if object:getKeyCode() == keycodes.map.escape then tools.playErrorSound() return true end end):start() end else if mod._eventtap then mod._eventtap:stop() mod._eventtap = nil end end end) local plugin = { id = "finalcutpro.fullscreen.disableesc", group = "finalcutpro", dependencies = { ["finalcutpro.preferences.manager"] = "prefs", } } function plugin.init(deps) -------------------------------------------------------------------------------- -- Setup Menubar Preferences Panel: -------------------------------------------------------------------------------- if deps and deps.prefs and deps.prefs.panel then deps.prefs.panel -------------------------------------------------------------------------------- -- Add Preferences Checkbox: -------------------------------------------------------------------------------- :addCheckbox(1.2, { label = i18n("ignoreESCKeyWhenFinalCutProIsFullscreen"), onchange = function(_, params) mod.enabled(params.checked) end, checked = mod.enabled, } ) end return mod end function plugin.postInit() mod.fcpActiveFullScreen:update() end return plugin
-------------------------- DEEP STORAGE ---------------------------- -- Entity -- dsE = {} dsE.type = "container" dsE.name = "DeepStorage" dsE.icon = "__Mobile_Factory_Graphics__/graphics/icons/DeepStorageI.png" dsE.icon_size = 256 dsE.flags = {"placeable-neutral", "player-creation"} dsE.minable = {mining_time = 0.8, result = "DeepStorage"} dsE.max_health = 200 dsE.corpse = "small-remnants" dsE.open_sound = { filename = "__base__/sound/metallic-chest-open.ogg", volume=0.65 } dsE.close_sound = { filename = "__base__/sound/metallic-chest-close.ogg", volume = 0.7 } dsE.resistances ={} dsE.collision_box = {{-1.75, -1.45}, {1.75, 1.2}} dsE.selection_box = {{-2.4, -1.7}, {2.4, 1.7}} dsE.fast_replaceable_group = nil dsE.next_upgrade = nil dsE.inventory_size = 0 dsE.vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 } dsE.picture = { layers = { { filename = "__Mobile_Factory_Graphics__/graphics/entity/DeepStorageE.png", priority = "low", width = 600, height = 600, --shift = util.by_pixel(-0.5, -0.5), scale = 1/4 }, { filename = "__Mobile_Factory_Graphics__/graphics/entity/DeepStorageS.png", priority = "very-low", width = 620, height = 608, draw_as_shadow = true, shift = util.by_pixel(4, 2), scale = 1/4 } } } dsE.circuit_wire_connection_point = circuit_connector_definitions["chest"].points dsE.circuit_connector_sprites = circuit_connector_definitions["chest"].sprites dsE.circuit_wire_max_distance = default_circuit_wire_max_distance data:extend{dsE} -- Item -- local dsI = {} dsI.type = "item-with-tags" dsI.name = "DeepStorage" dsI.icon = "__Mobile_Factory_Graphics__/graphics/icons/DeepStorageI.png" dsI.icon_size = 256 dsI.place_result = "DeepStorage" dsI.subgroup = "DataSerialization" dsI.order = "c" dsI.stack_size = 5 data:extend{dsI} -- Recipe -- local dsR = {} dsR.type = "recipe" dsR.name = "DeepStorage" dsR.energy_required = 2 dsR.enabled = false dsR.ingredients = { {"CrystalizedCircuit", 8}, {"MachineFrame3", 2} } dsR.result = "DeepStorage" data:extend{dsR} -- Technologie -- local dsT = {} dsT.name = "DeepStorage" dsT.type = "technology" dsT.icon = "__Mobile_Factory_Graphics__/graphics/icons/DeepStorageI.png" dsT.icon_size = 256 dsT.unit = { count=20, time=60, ingredients={ {"DimensionalSample", 50}, {"DimensionalCrystal", 1} } } dsT.prerequisites = {"ControlCenter", "MatterSerialization"} dsT.effects = { {type="nothing", effect_description={"description.DeepStorage"}}, {type="unlock-recipe", recipe="DeepStorage"} } data:extend{dsT}
print('session.storage') session = box.session dump = function(data) return "'" .. require('json').encode(data) .. "'" end type(session.id()) session.unknown_field type(session.storage) session.storage.abc = 'cde' session.storage.abc all = getmetatable(session).aggregate_storage dump(all) --# create connection second to default --# set connection second type(session.storage) type(session.storage.abc) session.storage.abc = 'def' session.storage.abc --# set connection default session.storage.abc --# set connection second dump(all[session.id()]) --# set connection default dump(all[session.id()]) tres1 = {} tres2 = {} for k,v in pairs(all) do table.insert(tres1, v.abc) end --# drop connection second require('fiber').sleep(.01) for k,v in pairs(all) do table.insert(tres2, v.abc) end table.sort(tres1) table.sort(tres2) dump(tres1) dump(tres2) getmetatable(session).aggregate_storage = {} session = nil
local a=require("cc.expect")require(settings.get("ghu.base").."core/apis/ghu")local b=require("am.ui")local c=require("am.event")local d=require("am.core")local e=require("am.progress.helpers")local f=require("am.log")local g=require("am.progress.quarry")local h=require("am.progress.collect")local i=require("am.progress.colonies")local j={}local k={}local l=nil;local m=250;local function n(o,p)if not p then return b.Frame(b.a.Anchor(1,1),{id=string.format("progressFrame.%d",o.id),fillHorizontal=true,fillVertical=true,border=0,backgroundColor=colors.black,textColor=colors.white})end;if l==nil then l=b.TabbedFrame(b.a.Anchor(1,1),{id="progressFrame",fillHorizontal=true,fillVertical=true,border=0,backgroundColor=colors.black,textColor=colors.white,primaryTabId=tostring(o.id),showTabs=true,tabFillColor=colors.gray,tabTextColor=colors.black,activeTabFillColor=colors.black,activeTabTextColor=colors.yellow,tabPadTop=1,tabPadBottom=0})return l.tabs[1]end;return l:createTab(tostring(o.id))end;local function q(o,r,s,p)a.expect(1,o,"table")a.expect(2,s,"table","nil")a.expect(3,r,"table","nil")a.expect(4,p,"boolean","nil")local t=s~=nil and r~=nil;if s~=nil then b.h.requireOutput(s)end;if p==nil then p=false end;local u=k[o.id]local v=false;if t then if u~=nil then local w=u.output;if b.h.isFrameScreen(w)then w=b.h.getFrameScreen(w).output end;if not u.names[r.name]or not b.h.isSameScreen(w,s)then k[o.id]=nil;u=nil end end;if u==nil then if r.name==c.c.Event.Progress.quarry or r.name==c.c.Event.Progress.collect or r.name==c.c.Event.Progress.tree or r.name==c.c.Event.Colonies.status_poll then local x=n(o,p)local y=s;if p and l~=nil then y=l:makeScreen(s)end;if r.name==c.c.Event.Progress.quarry then u=g(o,r,y,x)elseif r.name==c.c.Event.Progress.collect or r.name==c.c.Event.Progress.tree then u=h(o,r,y,x)elseif r.name==c.c.Event.Colonies.status_poll then u=i(o,r.status.id,y,x)u.progress.status=r.status end end;if u~=nil then u:createUI()k[o.id]=u;if l~=nil then l:setActive(s,#l.tabs)if#l.tabs==1 then s.clear()l:render(s)end end end;v=u~=nil end end;return u,v end;local function z(s)for A,u in pairs(k)do local w=u.output;if b.h.isFrameScreen(w)then w=b.h.getFrameScreen(w).output end;if b.h.isSameScreen(s,w)then return{id=A}end end;return nil end;local function B(o,C)a.expect(1,o,"table")a.expect(2,C,"table")local u=q(o)if u~=nil then u:updatePosition(o,C)end end;local function D(o,E)a.expect(1,o,"table")a.expect(2,E,"string")local u=q(o)if u~=nil then u:updateStatus(o,E)end end;local function F(o,r,s,p)a.expect(1,o,"table")a.expect(2,r,"table")a.expect(3,s,"table","nil")a.expect(4,p,"boolean","nil")if s==nil then s=term else b.h.requireOutput(s)end;if p==nil then p=false end;local u,v=q(o,r,s,p)if u~=nil and not v then u:update(o,r)end end;local function G(r,H)if l~=nil then l:handle(term,r,table.unpack(H))else for I,u in pairs(k)do u:handle(c.getComputer(),r,H)end end end;local function J(o,r,H)local K=os.epoch("utc")local L=nil;if b.c.l.Events.Always[r]then G(r,H)return elseif b.c.l.Events.UI[r]then local M=d.split(H[1].objId,".")if M[1]=="progressFrame"then L={id=tonumber(M[2])}end elseif b.c.l.Events.Terminal[r]then L=z(term)elseif b.c.l.Events.Monitor[r]then L=z(peripheral.wrap(H[1]))elseif r==c.c.Event.Pathfind.position then B(o,H[1].position)return end;if l~=nil and r==b.c.e.Events.tab_change and H[1].objId==l.id then local N=l:getTab(H[1].newTabId)for A,u in pairs(k)do if u.frame.id==N.id then u:update({id=A},nil,true)break end end end;if L~=nil then o=L end;if l~=nil then l:handle(term,r,table.unpack(H))else local u,I=q(o)if u~=nil then u:handle(o,r,H)end end;local O=os.epoch("utc")-K;if O>m then if b.c.l.Events.UI[r]then f.warning(string.format("UI Event %s took too long to process (%s): %s",r,O,f.format(H[1])))else f.warning(string.format("Event %s took too long to process (%s)",r,O))end end end;j.updateStatus=D;j.updatePosition=B;j.print=F;j.handle=J;j.itemStrings=e.itemStrings;return j
--[[ Swaggy Jenkins Jenkins API clients generated from Swagger / Open API specification The version of the OpenAPI document: 1.1.2-pre.0 Contact: blah@cliffano.com Generated by: https://openapi-generator.tech ]] -- github_repository class local github_repository = {} local github_repository_mt = { __name = "github_repository"; __index = github_repository; } local function cast_github_repository(t) return setmetatable(t, github_repository_mt) end local function new_github_repository(_class, _links, default_branch, description, name, permissions, private, full_name) return cast_github_repository({ ["_class"] = _class; ["_links"] = _links; ["defaultBranch"] = default_branch; ["description"] = description; ["name"] = name; ["permissions"] = permissions; ["private"] = private; ["fullName"] = full_name; }) end return { cast = cast_github_repository; new = new_github_repository; }
return function() return { on_attach = function(client) client.resolved_capabilities.document_formatting = false client.resolved_capabilities.document_range_formatting = false end, } end
return require(script.Parent.Parent.Parent.Proxy)
local json_encode = require("cjson.safe").new().encode local protocols = { ec2 = true, json = true, query = true, ["rest-xml"] = true, ["rest-json"] = true, } local function poor_mans_xml_encoding(output, shape, shape_name, data, indent) local indent = indent or 0 local prefix = string.rep(" ", indent) local element = shape.locationName or shape_name local xmlns = "" if (shape.xmlNamespace or {}).uri then xmlns = (' xmlns="%s"'):format(shape.xmlNamespace.uri) end if shape.type == "structure" or shape.type == "list" or shape.type == "map" then -- nested structures output[#output+1] = prefix .. '<' .. element .. xmlns .. ">" if shape.type == "structure" then for name, member in pairs(shape.members) do if data[name] then poor_mans_xml_encoding(output, member, name, data[name], indent + 1) end end elseif shape.type == "list" then for i, member_data in ipairs(data or {}) do poor_mans_xml_encoding(output, shape.member, "unknown", member_data, indent + 1) end else -- shape.type == "map" error("protocol 'rest-xml' hasn't implemented the 'map' type") end output[#output+1] = prefix .. '</' .. element .. ">" else -- just a scalar value output[#output+1] = prefix .. '<' .. element .. xmlns .. ">" .. tostring(data) .. '</' .. element .. ">" end end -- implement AWS api protocols. -- returns a request table; -- * method; the HTTP method to use -- * path; possibly containing rendered values -- * query; hash-table with query arguments -- * body; string with formatted body -- * headers; hash table with headers -- -- Input parameters: -- * operation table -- * config: config table for instantiated service -- * params: parameters for the call local function build_request(operation, config, params) -- print(require("pl.pretty").write(config)) -- print(require("pl.pretty").write(operation)) if not protocols[config.protocol or ""] then error("Bad config, field protocol is invalid, got: '" .. tostring(config.protocol) .. "'") end local request = { path = (operation.http or {}).requestUri or "", method = (operation.http or {}).method, query = {}, headers = { ["X-Amz-Target"] = (config.signingName or config.targetPrefix) .. "." .. operation.name, }, body = {}, } -- inject parameters in the right places; path/query/header/body -- this assumes they all live on the top-level of the structure, is this correct?? for name, member_config in pairs(operation.input.members) do local param_value = params[name] -- TODO: date-time value should be properly formatted??? if param_value ~= nil then -- a parameter value is provided local location = member_config.location local locationName = member_config.locationName -- print(name," = ", param_value, ": ",location, " (", locationName,")") if location == "uri" then local place_holder = "{" .. locationName .. "}" request.path = request.path:gsub(place_holder, param_value) elseif location == "querystring" then request.query[locationName] = param_value elseif location == "header" then request.headers[locationName] = param_value else if config.protocol == "query" then -- no location specified, but protocol is query, so it goes into query request.query[name] = param_value else -- nowhere else to go, so put it in the body (for json and xml) request.body[name] = param_value end end end end -- format the body if not next(request.body) then -- No body values left, remove table request.body = nil else -- encode the body if config.protocol == "ec2" then error("protocol 'ec2' not implemented yet") elseif config.protocol == "rest-xml" then local xml_data = { '<?xml version="1.0" encoding="UTF-8"?>', } -- encode rest of the body data here poor_mans_xml_encoding(xml_data, operation.input, "input", request.body) -- TODO: untested, assuming "application/xml" as the default type here??? request.headers["Content-Type"] = request.headers["Content-Type"] or "application/xml" request.body = table.concat(xml_data, "\n") else -- assuming remaining protocols "rest-json", "json", "query" to be safe to json encode local version = config.jsonVersion or '1.0' request.headers["Content-Type"] = request.headers["Content-Type"] or "application/x-amz-json-" .. version request.body = json_encode(request.body) end request.headers["Content-Length"] = #request.body end return request end return build_request
function Server_Created(game, settings) local overriddenBonuses = {}; for _, bonus in pairs(game.Map.Bonuses) do --skip negative bonuses unless AllowNegative was checked if (bonus.Amount > 0 or Mod.Settings.AllowNegative) then local rndAmount = math.random(-Mod.Settings.RandomizeAmount, Mod.Settings.RandomizeAmount); if (rndAmount ~= 0) then --don't do anything if we're not changing the bonus. We could leave this check off and it would work, but it show up in Settings as an overridden bonus when it's not. local newValue = bonus.Amount + rndAmount; -- don't take a positive or zero bonus negative unless AllowNegative was checked. if (newValue < 0 and not Mod.Settings.AllowNegative) then newValue = 0; end -- -1000 to +1000 is the maximum allowed range for overridden bonuses, never go beyond that if (newValue < -1000) then newValue = -1000 end; if (newValue > 1000) then newValue = 1000 end; overriddenBonuses[bonus.ID] = newValue; end end end settings.OverriddenBonuses = overriddenBonuses; end
#!/usr/bin/lua5.1 nexthop="bulcs" localpath="/srv/www/lights/" local forwarder=false package.path = localpath .. "lib/?.lua;" .. package.path local file,err = io.open( localpath .. "switches.txt", "r" ) if file~=nil then forwarder=false or forwarder local tmpfile,err = io.open( "/tmp/switches.txt", "r" ) if tmpfile~=nil then tmpfile:close() else instr = file:read("*a") outfile = io.open("/tmp/switches.txt", "w") outfile:write(instr) outfile:close() end file:close() else forwarder=true end local CGI = require( "CGI" ) CGI:response():setHeader('Expires: Sat, 1 Jan 2005 00:00:00 GMT;Cache-Control: no-cache, must-revalidate;Pragma: no-cache;') local adress = (CGI:request():parameter("adress")~=nil) and CGI:request():parameter("adress") or "02" local state = (CGI:request():parameter("state")~=nil) and CGI:request():parameter("state") or "0" request = function (rU) local answer if (pcall (require, "socket")) and (rU~=nil) then local http = require("socket.http") answer = http.request(rU) else answer = [[ No answer from ]] .. nexthop end return answer end local requestURL if forwarder then if (CGI:request():parameter("adress")~=nil) and (CGI:request():parameter("state")~=nil) then requestURL = "http://" .. nexthop .. "/lights/cgi-bin/states.lua?state=" .. state .. "&adress=" .. adress elseif (CGI:request():parameter("adress")~=nil) then requestURL = "http://" .. nexthop .. "/lights/cgi-bin/states.lua?adress=" .. adress else requestURL = "http://" .. nexthop .. "/lights/cgi-bin/states.lua" end CGI:print()(request(requestURL)) else require( "tablesave" ) local switches = table.load( "/tmp/switches.txt" ) if (CGI:request():parameter("adress")~=nil) and (CGI:request():parameter("state")~=nil) then for k,v in pairs(switches) do if (adress==v.adress) then v.state=state if (v.module=="rfmsend") then if (state=="1") then os.execute("sudo nice -20 " .. localpath .. "modules/rfmsend/rfmsend -a " .. adress .. " -s " .. v.oncommand) elseif (state=="0") then os.execute("sudo nice -20 " .. localpath .. "modules/rfmsend/rfmsend -a " .. adress .. " -s " .. v.offcommand) end elseif (v.module=="cmd") then if (state=="1") then os.execute(v.oncommand) elseif (state=="0") then os.execute(v.offcommand) end elseif (v.module=="cluster") then if (state=="1") then --TODO elseif (state=="0") then --TODO end else os.execute("echo " .. adress .. " -s " .. v.offcommand .."> /tmp/test.tst") end end end --requestURL = "http://" .. ethersex .. "/ecmd?fs20%20send%200xCCCC%200x" .. adress .. "%200x" .. state .. "0" --request(requestURL) --os.execute("sudo " .. localpath .. "modules/rfmsend/rfmsend -a " .. adress .. " -s " .. state .. "0") table.save( switches, "/tmp/switches.txt" ) end local json = require ("dkjson") if (CGI:request():parameter("adress")~=nil) then for k,v in pairs(switches) do if (adress==v.adress) then CGI:print()(json.encode (v, { indent = true })) end end else local inventory = {} for k,v in pairs(switches) do inventory[k] = v.adress end CGI:print()(json.encode (inventory, { indent = true })) end -- table.save( switches, "/tmp/switches.txt" ) end
#!/usr/bin/env tarantool local listen = os.getenv('TNT_LISTEN_URI') box.cfg { listen = (listen == '' or listen == nil) and 3301 or listen, log_level = 6, wal_mode = 'none', snap_dir = '/tmp' } box.schema.user.grant('guest', 'read,write,execute,create,drop,alter', 'universe', nil, {if_not_exists = true}) queue = require('queue') function try_drop_tube(name) if queue.tube[name] then queue.tube[name]:drop() end end function create_tube(name, type, opts) try_drop_tube(name) return queue.create_tube(name, type, opts) end
-- compatibility wrapper fx_version 'adamant' game 'common' dependency 'basic-gamemode'
-- WARNING: DO NOT USE THIS SCRIPT ITS CURRENTLY EXPERIMENTAL if game.PlaceId ~= 263135585 then print("run this in galaxy beta you monkey 🐒") return end local character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait() character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) local YourTeam = game.Players.LocalPlayer.Team local YourMiner = game.Players.LocalPlayer.ActiveShip.Value local rs = game:GetService("RunService") local ship = workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)) if not YourMiner or not ship then print("Please spawn a ship!") return end local shippoint = workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)).CenterPoint local basepoint = game.workspace.Bases:FindFirstChild("Mega Base").Model.CenterPoint if ship.Configuration:FindFirstChild("NoWarp") ~= null then ship.Configuration.NoWarp.Value = false end local args = { [1] = "Teleport", [2] = workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)).PilotSeat } workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)).ButtonPress:FireServer(unpack(args)) wait(1) shippoint.BodyGyro.CFrame = CFrame.new(shippoint.Position, basepoint.Position) repeat ship.PilotSeat.Throttle = 1 rs.Heartbeat:Wait() until ship.PilotSeat.Velocity.magnitude >= ship.PilotSeat.MaxSpeed-5 ship.PilotSeat.Throttle = 0 local args = { [1] = "ShipWarp" } workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)).ButtonPress:FireServer(unpack(args)) while wait() do local distance = (shippoint.Position - basepoint.Position).Magnitude if distance <= 1000 then local funnything = false coroutine.resume(coroutine.create(function() wait(1) funnything = true end)) while funnything == false do ship.PilotSeat.Throttle = -1 wait() end ship.PilotSeat.Throttle = 0 wait(1) local args = { [1] = "ShipDock" } workspace.Ships:FindFirstChild(tostring(YourTeam)):FindFirstChild(tostring(YourMiner)).ButtonPress:FireServer(unpack(args)) break end end
local threads = require 'threads' local nthread = 4 local njob = 100 local pool = threads.Threads( nthread, function(threadid) print('starting a new thread/state number ' .. threadid) end ) local jobid = 0 local result -- DO NOT put this in get local function get() -- fill up the queue as much as we can -- this will not block while jobid < njob and pool:acceptsjob() do jobid = jobid + 1 pool:addjob( function(jobid) print(string.format('thread ID %d is performing job %d', __threadid, jobid)) return string.format("job output from job %d", jobid) end, function(jobres) result = jobres end, jobid ) end -- is there still something to do? if pool:hasjob() then pool:dojob() -- yes? do it! return result end end local jobdone = 0 repeat -- get something asynchronously local res = get() -- do something with res (if any) if res then print(res) jobdone = jobdone + 1 end until not res -- until there is nothing remaining assert(jobid == 100) assert(jobdone == 100) print('PASSED') pool:terminate()