content stringlengths 5 1.05M |
|---|
function plugindef()
finaleplugin.RequireSelection = true
finaleplugin.Author = "Nick Mazuk"
finaleplugin.Copyright = "CC0 https://creativecommons.org/publicdomain/zero/1.0/"
finaleplugin.Version = "1.0.1"
finaleplugin.Date = "March 30, 2021"
finaleplugin.CategoryTags = "Pitch"
finaleplugin.AuthorURL = "https://nickmazuk.com"
return "Rotate Chord Down", "Rotate Chord Down",
"Rotates the chord upwards, taking the top note and moving it below the rest of the chord"
end
local path = finale.FCString()
path:SetRunningLuaFolderPath()
package.path = package.path .. ";" .. path.LuaString .. "?.lua"
local transposition = require("library.transposition")
local note_entry = require("library.note_entry")
function pitch_rotate_chord_up()
for entry in eachentrysaved(finenv.Region()) do
if (entry.Count >= 2) then
local num_octaves = note_entry.calc_spans_number_of_octaves(entry)
local top_note = entry:CalcHighestNote(nil)
local bottom_note = entry:CalcLowestNote(nil)
transposition.change_octave(top_note, -1*math.max(1,num_octaves))
--octave-spanning chords (such as common 4-note piano chords) need some special attention
if top_note:IsIdenticalPitch(bottom_note) and (entry.Count > 2) then
local new_top_note = entry:CalcHighestNote(nil)
top_note.Displacement = new_top_note.Displacement
top_note.RaiseLower = new_top_note.RaiseLower
transposition.change_octave(top_note, -1*math.max(1,num_octaves))
end
end
end
end
pitch_rotate_chord_up()
|
object_tangible_container_loot_npe_loot_crate_high = object_tangible_container_loot_shared_npe_loot_crate_high:new {
}
ObjectTemplates:addTemplate(object_tangible_container_loot_npe_loot_crate_high, "object/tangible/container/loot/npe_loot_crate_high.iff")
|
------------------------------
-- Area: Carpenters Landing
-- NM: Mycophile
------------------------------
require("scripts/globals/hunts")
------------------------------
function onMobDeath(mob, player, isKiller)
tpz.hunts.checkHunt(mob, player, 166)
end
|
local status, config = pcall(require, "mods/i18n/config/i18nConfig")
if not status then
eprint("[ERROR][i18n]: Couldn't load config, using default settings")
config = { LogLevel = 1, SecondaryLanguages = { "en" } }
end
local LogLevel = { Error = 1, Warn = 2, Info = 3, Debug = 4 }
local logLevelLabel = { "ERROR", "WARN", "INFO", "DEBUG" }
local function log(level, msg, ...)
if level > config.LogLevel then return end
if level == LogLevel.Error then
eprint(string.format("[%s][i18n]: "..msg, logLevelLabel[level], ...))
else
print(string.format("[%s][i18n]: "..msg, logLevelLabel[level], ...))
end
end
i18n = {}
local L10n = {} -- table that contains all loaded translations
local localizedMods = {} -- array of mods that use i18n, where each key is modname
local languages = config.SecondaryLanguages -- use first lang code in 'SecondaryLanguages' for server
if getCurrentLanguage ~= nil then -- use getCurrentLanguage() result as first lang code for client
local lang = getCurrentLanguage()
for k, v in ipairs(languages) do
if v == lang then
table.remove(languages, k) -- remove duplicate lang code
break
end
end
table.insert(languages, 1, lang)
end
local oldInterp -- save old interp
local function newInterp(s, tab)
if tab or not L10n[s] then
return oldInterp(s, tab)
end
return L10n[s]
end
-- Register mod and load it's localization
function i18n.registerMod(modname, custompath) -- ModName -> mods/ModName/localization
if not status then
return 1
end
log(LogLevel.Debug, "Trying to load translation for mod '%s'", modname)
if localizedMods[modname] then -- don't register mod twice
return 2
end
localizedMods[modname] = true
-- try to load translation files
local s, translation, path
for i = 1, #languages do
path = custompath and custompath..languages[i] or "mods/"..modname.."/localization/"..languages[i]
s, translation = pcall(require, path)
if not s then -- now 'translation' contains the reason why file wasn't loaded
log(LogLevel.Info, "Can't load localization files for mod '%s' - %s", modname, translation)
else
break
end
end
if not s then
-- if there is an actual error
if not translation or not translation:match("^[^\r\n]+not found:[\r\n]+") then
return 3, translation
end
-- if file wasn't found
return 4
end
for k, v in pairs(translation) do
L10n[k] = v
end
if oldInterp == nil then -- override interp
oldInterp = getmetatable("").__mod
getmetatable("").__mod = newInterp
end
return 0
end
-- Get list of all mods that tried or succeeded in calling 'i18n.registerMod'
function i18n.getMods()
local r = {}
for k,_ in pairs(localizedMods) do
r[#r+1] = k
end
return r
end |
json=require("dkjson")
http = require("socket.http")
ltn12 = require("ltn12")
function removeFromPluginRepresentation()
end
function updatePluginRepresentation()
end
function createPalletPointsIfNeeded(objectHandle)
local data=readPartInfo(objectHandle)
if #data['palletPoints']==0 then
data['palletPoints']=simBWF.generatePalletPoints(data)
end
writePartInfo(objectHandle,data)
end
function updatePalletPoints(objectHandle)
local data=readPartInfo(objectHandle)
if data['palletPattern']~=5 then
data['palletPoints']={} -- remove them
writePartInfo(objectHandle,data)
createPalletPointsIfNeeded(objectHandle)
end
end
function getDefaultInfoForNonExistingFields(info)
if not info['version'] then
info['version']=_MODELVERSION_
end
if not info['subtype'] then
info['subtype']='repository'
end
if not info['bitCoded'] then
info['bitCoded']=0 -- all free for now
end
end
function readInfo()
local data=sim.readCustomDataBlock(model,simBWF.modelTags.OLDPARTREPO)
if data then
data=sim.unpackTable(data)
else
data={}
end
getDefaultInfoForNonExistingFields(data)
return data
end
function writeInfo(data)
if data then
sim.writeCustomDataBlock(model,simBWF.modelTags.OLDPARTREPO,sim.packTable(data))
else
sim.writeCustomDataBlock(model,simBWF.modelTags.OLDPARTREPO,'')
end
end
function readPartInfo(handle)
local data=simBWF.readPartInfoV0(handle)
-- Additional fields here:
-- if not data['palletPoints'] then
-- data['palletPoints']={}
-- end
return data
end
function writePartInfo(handle,data)
return simBWF.writePartInfo(handle,data)
end
function getPartTable()
local l=sim.getObjectsInTree(originalPartHolder,sim.handle_all,1+2)
local retL={}
for i=1,#l,1 do
local data=sim.readCustomDataBlock(l[i],simBWF.modelTags.PART)
if data then
data=sim.unpackTable(data)
retL[#retL+1]={data['name']..' ('..sim.getObjectName(l[i])..')',l[i]}
end
end
return retL
end
function displayPartProperties()
if #parts>0 then
local h=parts[partIndex+1][2]
local prop=readPartInfo(h)
simUI.setEditValue(ui1,5,prop['name'],true)
simUI.setEditValue(ui1,6,prop['destination'],true)
simUI.setCheckboxValue(ui1,41,simBWF.getCheckboxValFromBool(sim.boolAnd32(prop['bitCoded'],1)~=0),true)
simUI.setCheckboxValue(ui1,42,simBWF.getCheckboxValFromBool(sim.boolAnd32(prop['bitCoded'],2)~=0),true)
end
end
function comboboxChange_callback(ui,id,newIndex)
partIndex=newIndex
displayPartProperties()
end
function getSpacelessString(str)
return string.gsub(str," ","_")
end
function partName_callback(ui,id,newVal)
if #parts>0 then
local h=parts[partIndex+1][2]
local prop=readPartInfo(h)
newVal=getSpacelessString(newVal)
if prop['name']~=newVal and #newVal>0 then
local allNames=getAllPartNameMap()
if allNames[newVal] then
sim.msgBox(sim.msgbox_type_warning,sim.msgbox_buttons_ok,'Duplicate naming',"A part named '"..newVal.."' already exists.")
else
prop['name']=newVal
simBWF.markUndoPoint()
writePartInfo(h,prop)
local partTable=getPartTable()
parts,partIndex=simBWF.populateCombobox(ui1,4,partTable,nil,newVal..' ('..sim.getObjectName(h)..')',true,nil)
end
end
displayPartProperties()
end
end
function defaultDestination_callback(ui,id,newVal)
if #parts>0 then
local h=parts[partIndex+1][2]
local prop=readPartInfo(h)
newVal=getSpacelessString(newVal)
if #newVal>0 then
prop['destination']=newVal
writePartInfo(h,prop)
simBWF.markUndoPoint()
end
displayPartProperties()
end
end
function updateEnabledDisabledItemsDlg1()
if ui1 then
local enabled=sim.getSimulationState()==sim.simulation_stopped
local config=readInfo()
if #parts<=0 then
enabled=false
end
simUI.setEnabled(ui1,4,enabled,true)
simUI.setEnabled(ui1,5,enabled,true)
simUI.setEnabled(ui1,6,enabled,true)
simUI.setEnabled(ui1,41,enabled,true)
simUI.setEnabled(ui1,42,enabled,true)
simUI.setEnabled(ui1,18,enabled,true)
simUI.setEnabled(ui1,53,enabled,true)
simUI.setEnabled(ui1,56,enabled,true)
end
end
function invisiblePart_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
c['bitCoded']=sim.boolOr32(c['bitCoded'],1)
if newVal==0 then
c['bitCoded']=c['bitCoded']-1
end
simBWF.markUndoPoint()
writePartInfo(h,c)
end
function invisibleToOtherParts_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
c['bitCoded']=sim.boolOr32(c['bitCoded'],2)
if newVal==0 then
c['bitCoded']=c['bitCoded']-2
end
simBWF.markUndoPoint()
writePartInfo(h,c)
end
function setPalletDlgItemContent()
if palletUi then
local h=parts[partIndex+1][2]
local config=readPartInfo(h)
local sel=simBWF.getSelectedEditWidget(palletUi)
local pattern=config['palletPattern']
simUI.setRadiobuttonValue(palletUi,101,simBWF.getRadiobuttonValFromBool(pattern==0),true)
simUI.setRadiobuttonValue(palletUi,103,simBWF.getRadiobuttonValFromBool(pattern==2),true)
simUI.setRadiobuttonValue(palletUi,104,simBWF.getRadiobuttonValFromBool(pattern==3),true)
simUI.setRadiobuttonValue(palletUi,105,simBWF.getRadiobuttonValFromBool(pattern==4),true)
simUI.setRadiobuttonValue(palletUi,106,simBWF.getRadiobuttonValFromBool(pattern==5),true)
local circular=config['circularPatternData3']
local off=circular[1]
simUI.setEditValue(palletUi,3004,simBWF.format("%.0f , %.0f , %.0f",off[1]*1000,off[2]*1000,off[3]*1000),true) --offset
simUI.setEditValue(palletUi,3000,simBWF.format("%.0f",circular[2]/0.001),true) -- radius
simUI.setEditValue(palletUi,3001,simBWF.format("%.0f",circular[3]),true) -- count
simUI.setEditValue(palletUi,3002,simBWF.format("%.0f",180*circular[4]/math.pi),true) -- angle off
simUI.setCheckboxValue(palletUi,3003,simBWF.getCheckboxValFromBool(circular[5]),true) --center
simUI.setEditValue(palletUi,3005,simBWF.format("%.0f",circular[6]),true) -- layers
simUI.setEditValue(palletUi,3006,simBWF.format("%.0f",circular[7]/0.001),true) -- layer step
local lin=config['linePatternData']
off=lin[1]
simUI.setEditValue(palletUi,4000,simBWF.format("%.0f , %.0f , %.0f",off[1]*1000,off[2]*1000,off[3]*1000),true) --offset
simUI.setEditValue(palletUi,4001,simBWF.format("%.0f",lin[2]),true) -- rows
simUI.setEditValue(palletUi,4002,simBWF.format("%.0f",lin[3]/0.001),true) -- row step
simUI.setEditValue(palletUi,4003,simBWF.format("%.0f",lin[4]),true) -- cols
simUI.setEditValue(palletUi,4004,simBWF.format("%.0f",lin[5]/0.001),true) -- col step
simUI.setEditValue(palletUi,4005,simBWF.format("%.0f",lin[6]),true) -- layers
simUI.setEditValue(palletUi,4006,simBWF.format("%.0f",lin[7]/0.001),true) -- layer step
local honey=config['honeycombPatternData']
off=honey[1]
simUI.setEditValue(palletUi,5000,simBWF.format("%.0f , %.0f , %.0f",off[1]*1000,off[2]*1000,off[3]*1000),true) --offset
simUI.setEditValue(palletUi,5001,simBWF.format("%.0f",honey[2]),true) -- rows
simUI.setEditValue(palletUi,5002,simBWF.format("%.0f",honey[3]/0.001),true) -- row step
simUI.setEditValue(palletUi,5003,simBWF.format("%.0f",honey[4]),true) -- cols
simUI.setEditValue(palletUi,5004,simBWF.format("%.0f",honey[5]/0.001),true) -- col step
simUI.setEditValue(palletUi,5005,simBWF.format("%.0f",honey[6]),true) -- layers
simUI.setEditValue(palletUi,5006,simBWF.format("%.0f",honey[7]/0.001),true) -- layer step
simUI.setCheckboxValue(palletUi,5007,simBWF.getCheckboxValFromBool(honey[8]),true) -- firstRowOdd
simUI.setEnabled(palletUi,201,(pattern==0),true)
simUI.setEnabled(palletUi,203,(pattern==2),true)
simUI.setEnabled(palletUi,204,(pattern==3),true)
simUI.setEnabled(palletUi,205,(pattern==4),true)
simUI.setEnabled(palletUi,206,(pattern==5),true)
simBWF.setSelectedEditWidget(palletUi,sel)
end
end
function removePart_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local p=sim.getModelProperty(h)
if sim.boolAnd32(p,sim.modelproperty_not_model)>0 then
sim.removeObject(h)
else
sim.removeModel(h)
end
simBWF.markUndoPoint()
partIndex=-1
removeDlg1() -- triggers a refresh
end
function onVisualizeCloseClicked()
if visualizeData then
local x,y=simUI.getPosition(visualizeData.ui)
previousVisualizeDlgPos={x,y}
simUI.destroy(visualizeData.ui)
sim.removeObject(visualizeData.sensor)
sim.removeCollection(visualizeData.collection)
visualizeData=nil
end
end
function updateVisualizeImage()
if visualizeData then
sim.setObjectPosition(visualizeData.sensor,visualizeData.part,{0,0,0})
sim.setObjectOrientation(visualizeData.sensor,-1,{90*math.pi/180,0,0})
local m=sim.getObjectMatrix(visualizeData.sensor,-1)
m[4]=m[4]-visualizeData.params[1]*m[3]
m[8]=m[8]-visualizeData.params[1]*m[7]
m[12]=m[12]-visualizeData.params[1]*m[11]
m=sim.rotateAroundAxis(m,{1,0,0},sim.getObjectPosition(visualizeData.part,-1),visualizeData.params[3])
m=sim.rotateAroundAxis(m,{0,0,1},sim.getObjectPosition(visualizeData.part,-1),visualizeData.params[2])
sim.setObjectMatrix(visualizeData.sensor,-1,m)
sim.setModelProperty(visualizeData.part,0)
sim.handleVisionSensor(visualizeData.sensor)
sim.setModelProperty(visualizeData.part,sim.modelproperty_not_visible+sim.modelproperty_not_renderable+sim.modelproperty_not_showasinsidemodel)
local img,x,y=sim.getVisionSensorCharImage(visualizeData.sensor)
simUI.setImageData(visualizeData.ui,1,img,x,y)
end
end
function onVisualizeZoomInClicked()
if visualizeData.params[1]>0.03 then
visualizeData.params[1]=visualizeData.params[1]-0.04
end
end
function onVisualizeZoomOutClicked()
if visualizeData.params[1]<1 then
visualizeData.params[1]=visualizeData.params[1]+0.04
end
end
function onVisualizeRotLeftClicked()
visualizeData.params[2]=visualizeData.params[2]-0.1745
end
function onVisualizeRotRightClicked()
visualizeData.params[2]=visualizeData.params[2]+0.1745
end
function onVisualizeRotUpClicked()
if visualizeData.params[3]<1.3964 then
visualizeData.params[3]=visualizeData.params[3]+0.1745
end
end
function onVisualizeRotDownClicked()
if visualizeData.params[3]>0.169 then
visualizeData.params[3]=visualizeData.params[3]-0.1745
end
end
function visualizePart_callback(ui,id,newVal)
if not visualizeData then
local xml =[[
<image width="512" height="512" id="1"/>
<group layout="hbox" flat="true">
<group layout="vbox" flat="true">
<button text="Zoom in" on-click="onVisualizeZoomInClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330"/>
<button text="Zoom out" on-click="onVisualizeZoomOutClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330" />
</group>
<group layout="hbox" flat="true">
<button text="Rotate left" on-click="onVisualizeRotLeftClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330" />
<button text="Rotate right" on-click="onVisualizeRotRightClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330" />
</group>
<group layout="vbox" flat="true">
<button text="Rotate up" on-click="onVisualizeRotUpClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330" />
<button text="Rotate down" on-click="onVisualizeRotDownClicked" autoRepeat="true" autoRepeatDelay="500" autoRepeatInterval="330" />
</group>
</group>
<button text="OK" on-click="onVisualizeCloseClicked" />
]]
visualizeData={}
visualizeData.ui=simBWF.createCustomUi(xml,"Part and pallet visualization",previousVisualizeDlgPos and previousVisualizeDlgPos or 'center',true,'onVisualizeCloseClicked',true--[[,activate,additionalUiAttribute--]])
visualizeData.sensor=sim.createVisionSensor(1+2+128,{512,512,0,0},{0.001,5,60*math.pi/180,0.1,0.1,0.1,0.4,0.5,0.5,0,0})
sim.setObjectInt32Parameter(visualizeData.sensor,sim.objintparam_visibility_layer ,0)
local p=sim.boolOr32(sim.getObjectProperty(visualizeData.sensor),sim.objectproperty_dontshowasinsidemodel)
sim.setObjectProperty(visualizeData.sensor,p)
local part=parts[partIndex+1][2]
local info=readPartInfo(part)
if sim.boolAnd32(sim.getModelProperty(part),sim.modelproperty_not_model)>0 then
part=sim.copyPasteObjects({part},0)
part=part[1]
sim.setObjectInt32Parameter(part,sim.objintparam_visibility_layer,1)
sim.setObjectSpecialProperty(part,sim.objectspecialproperty_renderable+sim.objectspecialproperty_detectable_all)
local prop=sim.boolOr32(sim.getObjectProperty(part),sim.objectproperty_dontshowasinsidemodel)-sim.objectproperty_dontshowasinsidemodel
sim.setObjectProperty(part,prop)
sim.setModelProperty(part,sim.modelproperty_not_visible+sim.modelproperty_not_renderable+sim.modelproperty_not_showasinsidemodel) -- makes it a model
else
part=sim.copyPasteObjects({part},1)
part=part[1]
sim.setModelProperty(part,sim.modelproperty_not_visible+sim.modelproperty_not_renderable+sim.modelproperty_not_showasinsidemodel)
end
visualizeData.part=part
visualizeData.collection=sim.createCollection('',0)
sim.addObjectToCollection(visualizeData.collection,part,sim.handle_tree,0)
sim.setObjectInt32Parameter(visualizeData.sensor,sim.visionintparam_entity_to_render,visualizeData.collection)
sim.setObjectParent(visualizeData.part,functionalPartHolder,true)
sim.setObjectParent(visualizeData.sensor,visualizeData.part,true)
visualizeData.params={0.35,math.pi/4,math.pi/4}
if #info['palletPoints']>0 then
-- Check the detection point (for the z-position of the pallet):
local res,bbMax=sim.getObjectFloatParameter(visualizeData.part,sim.objfloatparam_modelbbox_max_z)
sim.setObjectPosition(proxSensor,visualizeData.part,{0,0,bbMax*1.001})
sim.setObjectOrientation(proxSensor,visualizeData.part,{math.pi,0,0})
local shapes=sim.getObjectsInTree(visualizeData.part,sim.object_shape_type,0)
local zMin=1
for i=1,#shapes,1 do
if sim.boolAnd32(sim.getObjectSpecialProperty(shapes[i]),sim.objectspecialproperty_detectable_all)>0 then
local r,dist=sim.checkProximitySensor(proxSensor,shapes[i])
if r>0 and dist<zMin then
zMin=dist
end
end
end
-- Now the pallet:
for i=1,#info['palletPoints'],1 do
local plpt=info['palletPoints'][i]
local h=sim.createPureShape(0,4+16,{0.01,0.01,0.01},0.1,nil)
sim.setShapeColor(h,nil,sim.colorcomponent_ambient_diffuse,{1,0,1})
sim.setObjectSpecialProperty(h,sim.objectspecialproperty_renderable)
sim.setObjectPosition(h,visualizeData.part,{plpt['pos'][1],plpt['pos'][2],plpt['pos'][3]+bbMax*1.001-zMin})
sim.setObjectParent(h,visualizeData.part,true)
end
end
updateVisualizeImage()
end
end
function palletCreation_callback(ui,id,newVal)
createPalletDlg()
end
function circularPattern_offsetChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local i=1
local t={0,0,0}
for token in (newVal..","):gmatch("([^,]*),") do
t[i]=tonumber(token)
if t[i]==nil then t[i]=0 end
t[i]=t[i]*0.001
if t[i]>0.2 then t[i]=0.2 end
if t[i]<-0.2 then t[i]=-0.2 end
i=i+1
end
c['circularPatternData3'][1]={t[1],t[2],t[3]}
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function circularPattern_radiusChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.5 then v=0.5 end
if v~=c['circularPatternData3'][2] then
simBWF.markUndoPoint()
c['circularPatternData3'][2]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function circularPattern_angleOffsetChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
if v<-359 then v=-359 end
if v>359 then v=359 end
v=v*math.pi/180
if v~=c['circularPatternData3'][4] then
simBWF.markUndoPoint()
c['circularPatternData3'][4]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function circularPattern_countChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<2 then v=2 end
if v>40 then v=40 end
if v~=c['circularPatternData3'][3] then
simBWF.markUndoPoint()
c['circularPatternData3'][3]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function circularPattern_layersChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<1 then v=1 end
if v>10 then v=10 end
if v~=c['circularPatternData3'][6] then
simBWF.markUndoPoint()
c['circularPatternData3'][6]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function circularPattern_layerStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['circularPatternData3'][7] then
simBWF.markUndoPoint()
c['circularPatternData3'][7]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function circularPattern_centerChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
c['circularPatternData3'][5]=(newVal~=0)
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function linePattern_offsetChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local i=1
local t={0,0,0}
for token in (newVal..","):gmatch("([^,]*),") do
t[i]=tonumber(token)
if t[i]==nil then t[i]=0 end
t[i]=t[i]*0.001
if t[i]>0.2 then t[i]=0.2 end
if t[i]<-0.2 then t[i]=-0.2 end
i=i+1
end
c['linePatternData'][1]={t[1],t[2],t[3]}
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function linePattern_rowsChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<1 then v=1 end
if v>10 then v=10 end
if v~=c['linePatternData'][2] then
simBWF.markUndoPoint()
c['linePatternData'][2]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function linePattern_rowStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['linePatternData'][3] then
simBWF.markUndoPoint()
c['linePatternData'][3]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function linePattern_colsChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<1 then v=1 end
if v>10 then v=10 end
if v~=c['linePatternData'][4] then
simBWF.markUndoPoint()
c['linePatternData'][4]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function linePattern_colStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['linePatternData'][5] then
simBWF.markUndoPoint()
c['linePatternData'][5]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function linePattern_layersChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<1 then v=1 end
if v>10 then v=10 end
if v~=c['linePatternData'][6] then
simBWF.markUndoPoint()
c['linePatternData'][6]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function linePattern_layerStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['linePatternData'][7] then
simBWF.markUndoPoint()
c['linePatternData'][7]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_offsetChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local i=1
local t={0,0,0}
for token in (newVal..","):gmatch("([^,]*),") do
t[i]=tonumber(token)
if t[i]==nil then t[i]=0 end
t[i]=t[i]*0.001
if t[i]>0.2 then t[i]=0.2 end
if t[i]<-0.2 then t[i]=-0.2 end
i=i+1
end
c['honeycombPatternData'][1]={t[1],t[2],t[3]}
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function honeyPattern_rowsChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<2 then v=2 end
if v>10 then v=10 end
if v~=c['honeycombPatternData'][2] then
simBWF.markUndoPoint()
c['honeycombPatternData'][2]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_rowStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['honeycombPatternData'][3] then
simBWF.markUndoPoint()
c['honeycombPatternData'][3]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_colsChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<2 then v=2 end
if v>10 then v=10 end
if v~=c['honeycombPatternData'][4] then
simBWF.markUndoPoint()
c['honeycombPatternData'][4]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_colStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['honeycombPatternData'][5] then
simBWF.markUndoPoint()
c['honeycombPatternData'][5]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_layersChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=math.floor(v)
if v<1 then v=1 end
if v>10 then v=10 end
if v~=c['honeycombPatternData'][6] then
simBWF.markUndoPoint()
c['honeycombPatternData'][6]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_layerStepChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local v=tonumber(newVal)
if v then
v=v*0.001
if v<0.01 then v=0.01 end
if v>0.2 then v=0.2 end
if v~=c['honeycombPatternData'][7] then
simBWF.markUndoPoint()
c['honeycombPatternData'][7]=v
writePartInfo(h,c)
end
end
setPalletDlgItemContent()
end
function honeyPattern_rowIsOddChange_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
c['honeycombPatternData'][8]=(newVal~=0)
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function editPatternItems_callback(ui,id,newVal)
local h=parts[partIndex+1][2]
local prop=readPartInfo(h)
local s="600 400"
local p="200 200"
if customPalletDlgSize then
s=customPalletDlgSize[1]..' '..customPalletDlgSize[2]
end
if customPalletDlgPos then
p=customPalletDlgPos[1]..' '..customPalletDlgPos[2]
end
local xml = [[ <editor title="Pallet points" size="]]..s..[[" position="]]..p..[[" tabWidth="4" textColor="50 50 50" backgroundColor="190 190 190" selectionColor="128 128 255" useVrepKeywords="true" isLua="true"> <keywords1 color="152 0 0" > </keywords1> <keywords2 color="220 80 20" > </keywords2> </editor> ]]
local initialText=simBWF.palletPointsToString(prop['palletPoints'])
initialText=initialText.."\n\n--[[".."\n\nFormat as in following example:\n\n"..[[
{{pt1X,pt1Y,pt1Z},{pt1Alpha,pt1Beta,pt1Gamma},pt1Layer},
{{pt2X,pt2Y,pt2Z},{pt2Alpha,pt2Beta,pt2Gamma},pt2Layer}]].."\n\n--]]"
local modifiedText
while true do
modifiedText,customPalletDlgSize,customPalletDlgPos=sim.openTextEditor(initialText,xml)
local newPalletPoints=simBWF.stringToPalletPoints(modifiedText)
if newPalletPoints then
if not simBWF.arePalletPointsSame_posOrientAndLayer(newPalletPoints,prop['palletPoints']) then
prop['palletPoints']=newPalletPoints
writePartInfo(h,prop)
simBWF.markUndoPoint()
end
break
else
if sim.msgbox_return_yes==sim.msgBox(sim.msgbox_type_warning,sim.msgbox_buttons_yesno,'Input Error',"The input is not formated correctly. Do you wish to discard the changes?") then
break
end
initialText=modifiedText
end
end
end
function importPallet_callback(ui,id,newVal)
local file=sim.fileDialog(sim.filedlg_type_load,'Loading pallet items','','','pallet items','txt')
if file then
local newPalletPoints=simBWF.readPalletFromFile(file)
if newPalletPoints then
local h=parts[partIndex+1][2]
local prop=readPartInfo(h)
prop['palletPoints']=newPalletPoints
writePartInfo(h,prop)
simBWF.markUndoPoint()
else
sim.msgBox(sim.msgbox_type_warning,sim.msgbox_buttons_ok,'File Read Error',"The specified file could not be read.")
end
end
end
function patternTypeClick_callback(ui,id)
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local changed=(c['palletPattern']~=id-101)
c['palletPattern']=id-101
-- if c['palletPattern']==5 and changed then
-- c['palletPoints']={} -- clear the pallet points when we select 'imported'
-- end
simBWF.markUndoPoint()
writePartInfo(h,c)
setPalletDlgItemContent()
end
function onPalletCloseClicked()
if palletUi then
local x,y=simUI.getPosition(palletUi)
previousPalletDlgPos={x,y}
simUI.destroy(palletUi)
palletUi=nil
local h=parts[partIndex+1][2]
updatePalletPoints(h)
end
end
function createPalletDlg()
if not palletUi then
local xml =[[
<tabs id="77">
<tab title="None">
<radiobutton text="Do not create a pallet" on-click="patternTypeClick_callback" id="101" />
<group layout="form" flat="true" id="201">
</group>
<label text="" style="* {margin-left: 380px;}"/>
</tab>
<tab title="Circular type">
<radiobutton text="Create a pallet with items arranged in a circular pattern" on-click="patternTypeClick_callback" id="103" />
<group layout="form" flat="true" id="203">
<label text="Offset (X, Y, Z, in mm)"/>
<edit on-editing-finished="circularPattern_offsetChange_callback" id="3004"/>
<label text="Items on circumference"/>
<edit on-editing-finished="circularPattern_countChange_callback" id="3001"/>
<label text="Angle offset (deg)"/>
<edit on-editing-finished="circularPattern_angleOffsetChange_callback" id="3002"/>
<label text="Radius (mm)"/>
<edit on-editing-finished="circularPattern_radiusChange_callback" id="3000"/>
<label text="Center in use"/>
<checkbox text="" on-change="circularPattern_centerChange_callback" id="3003" />
<label text="Layers"/>
<edit on-editing-finished="circularPattern_layersChange_callback" id="3005"/>
<label text="Layer step (mm)"/>
<edit on-editing-finished="circularPattern_layerStepChange_callback" id="3006"/>
</group>
</tab>
<tab title="Line type">
<radiobutton text="Create a pallet with items arranged in a rectangular pattern" on-click="patternTypeClick_callback" id="104" />
<group layout="form" flat="true" id="204">
<label text="Offset (X, Y, Z, in mm)"/>
<edit on-editing-finished="linePattern_offsetChange_callback" id="4000"/>
<label text="Rows"/>
<edit on-editing-finished="linePattern_rowsChange_callback" id="4001"/>
<label text="Row step (mm)"/>
<edit on-editing-finished="linePattern_rowStepChange_callback" id="4002"/>
<label text="Columns"/>
<edit on-editing-finished="linePattern_colsChange_callback" id="4003"/>
<label text="Columns step (mm)"/>
<edit on-editing-finished="linePattern_colStepChange_callback" id="4004"/>
<label text="Layers"/>
<edit on-editing-finished="linePattern_layersChange_callback" id="4005"/>
<label text="Layer step (mm)"/>
<edit on-editing-finished="linePattern_layerStepChange_callback" id="4006"/>
</group>
</tab>
<tab title="Honeycomb type">
<radiobutton text="Create a pallet with items arranged in a honeycomb pattern" on-click="patternTypeClick_callback" id="105" />
<group layout="form" flat="true" id="205">
<label text="Offset (X, Y, Z, in mm)"/>
<edit on-editing-finished="honeyPattern_offsetChange_callback" id="5000"/>
<label text="Rows (longest)"/>
<edit on-editing-finished="honeyPattern_rowsChange_callback" id="5001"/>
<label text="Row step (mm)"/>
<edit on-editing-finished="honeyPattern_rowStepChange_callback" id="5002"/>
<label text="Columns"/>
<edit on-editing-finished="honeyPattern_colsChange_callback" id="5003"/>
<label text="Columns step (mm)"/>
<edit on-editing-finished="honeyPattern_colStepChange_callback" id="5004"/>
<label text="Layers"/>
<edit on-editing-finished="honeyPattern_layersChange_callback" id="5005"/>
<label text="Layer step (mm)"/>
<edit on-editing-finished="honeyPattern_layerStepChange_callback" id="5006"/>
<label text="1st row is odd"/>
<checkbox text="" on-change="honeyPattern_rowIsOddChange_callback" id="5007" />
</group>
</tab>
<tab title="Custom/imported">
<radiobutton text="Create a pallet with items arranged in a customized pattern" on-click="patternTypeClick_callback" id="106" />
<group layout="vbox" flat="true" id="206">
<button text="Edit pallet items" on-click="editPatternItems_callback" id="6000"/>
<button text="Import pallet items" on-click="importPallet_callback" id="6001"/>
<label text="" style="* {margin-left: 380px;}"/>
</group>
</tab>
</tabs>
]]
palletUi=simBWF.createCustomUi(xml,"Pallet Creation",'center',true,'onPalletCloseClicked',true--[[,resizable,activate,additionalUiAttribute--]])
setPalletDlgItemContent()
local h=parts[partIndex+1][2]
local c=readPartInfo(h)
local pattern=c['palletPattern']
local pat={}
pat[0]=0
pat[2]=1
pat[3]=2
pat[4]=3
pat[5]=4
simUI.setCurrentTab(palletUi,77,pat[pattern],true)
end
end
function createDlg1()
if (not ui1) and simBWF.canOpenPropertyDialog() then
local xml =[[
<combobox id="4" on-change="comboboxChange_callback"> </combobox>
<group layout="form" flat="true">
<label text="Name"/>
<edit on-editing-finished="partName_callback" id="5"/>
<label text="Default destination"/>
<edit on-editing-finished="defaultDestination_callback" id="6"/>
<label text="Pallet creation"/>
<button text="Adjust" on-click="palletCreation_callback" id="18" />
<label text="Invisible"/>
<checkbox text="" on-change="invisiblePart_callback" id="41" />
<label text="Invisible to other parts"/>
<checkbox text="" on-change="invisibleToOtherParts_callback" id="42" />
</group>
<group layout="hbox" flat="true">
<button text="Visualize part and pallet" on-click="visualizePart_callback" id="56" />
<button text="Remove part" on-click="removePart_callback" id="53" />
</group>
]]
ui1=simBWF.createCustomUi(xml,simBWF.getUiTitleNameFromModel(model,_MODELVERSION_,_CODEVERSION_),previousDlg1Pos--[[,closeable,onCloseFunction,modal,resizable,activate,additionalUiAttribute--]])
local previousItemName=nil
if parts and #parts>0 and (partIndex>=0) then
previousItemName=parts[partIndex+1][1]..' ('..sim.getObjectName(parts[partIndex+1][2])..')'
end
local partTable=getPartTable()
parts,partIndex=simBWF.populateCombobox(ui1,4,partTable,nil,previousItemName,true,nil)
displayPartProperties()
updateEnabledDisabledItemsDlg1()
end
end
function showDlg1()
if not ui1 then
createDlg1()
end
end
function removeDlg1()
if ui1 then
local x,y=simUI.getPosition(ui1)
previousDlg1Pos={x,y}
simUI.destroy(ui1)
ui1=nil
end
end
function getPotentialNewParts()
local p=sim.getObjectsInTree(model,sim.handle_all,1+2)
local i=1
while i<=#p do
if p[i]==functionalPartHolder then
table.remove(p,i)
else
i=i+1
end
end
return p
end
function getAllPartNameMap()
local allNames={}
local parts=sim.getObjectsInTree(originalPartHolder,sim.handle_all,1+2)
for i=1,#parts,1 do
local info=readPartInfo(parts[i])
local nm=info['name']
allNames[nm]=parts[i]
end
return allNames
end
function resolveDuplicateNames()
local allNames={}
local parts=sim.getObjectsInTree(originalPartHolder,sim.handle_all,1+2)
for i=1,#parts,1 do
local info=readPartInfo(parts[i])
local nm=info['name']
if nm=='<partName>' then
nm=sim.getObjectName(parts[i])
end
while allNames[nm] do
nm=nm..'_COPY'
end
allNames[nm]=true
info['name']=nm
writePartInfo(parts[i],info)
end
end
if (sim_call_type==sim.customizationscriptcall_initialization) then
partToEdit=-1
lastT=sim.getSystemTimeInMs(-1)
model=sim.getObjectAssociatedWithScript(sim.handle_self)
_MODELVERSION_=0
_CODEVERSION_=0
local _info=readInfo()
simBWF.checkIfCodeAndModelMatch(model,_CODEVERSION_,_info['version'])
writeInfo(_info)
originalPartHolder=sim.getObjectHandle('partRepository_modelParts')
functionalPartHolder=sim.getObjectHandle('partRepository_functional')
proxSensor=sim.getObjectHandle('partRepository_sensor')
sim.setScriptAttribute(sim.handle_self,sim.customizationscriptattribute_activeduringsimulation,false)
-- Following because of a bug in V-REP V3.3.3 and before:
local p=sim.boolOr32(sim.getModelProperty(originalPartHolder),sim.modelproperty_scripts_inactive)
if sim.getInt32Parameter(sim.intparam_program_version)>30303 then
sim.setModelProperty(originalPartHolder,p)
else
sim.setModelProperty(originalPartHolder,p-sim.modelproperty_scripts_inactive)
end
-- Following for backward compatibility:
local parts=sim.getObjectsInTree(originalPartHolder,sim.handle_all,1+2)
for i=1,#parts,1 do
createPalletPointsIfNeeded(parts[i])
end
-- Following for backward compatibility:
resolveDuplicateNames()
sim.setIntegerSignal('__brUndoPointCounter__',0)
previousUndoPointCounter=0
undoPointStayedSameCounter=-1
previousPalletDlgPos,algoDlgSize,algoDlgPos,previousDlg1Pos=simBWF.readSessionPersistentObjectData(model,"dlgPosAndSize")
-- Allow only one part repository per scene:
local objs=sim.getObjectsWithTag(simBWF.modelTags.OLDPARTREPO,true)
if #objs>1 then
sim.removeModel(model)
sim.removeObjectFromSelection(sim.handle_all)
objs=sim.getObjectsWithTag(simBWF.modelTags.OLDPARTREPO,true)
sim.addObjectToSelection(sim.handle_single,objs[1])
else
updatePluginRepresentation()
end
end
showOrHideUi1IfNeeded=function()
local s=sim.getObjectSelection()
if s and #s>=1 and s[#s]==model then
showDlg1()
else
removeDlg1()
end
end
removeAssociatedCustomizationScriptIfAvailable=function(h)
local sh=sim.getCustomizationScriptAssociatedWithObject(h)
if sh>0 then
sim.removeScript(sh)
end
end
checkPotentialNewParts=function(potentialParts)
local retVal=false -- true means update the part list in the dialog (i.e. rebuild the dialog's part combo)
local functionType=0 -- 0=question, 1=make parts, 2=make orphans
for modC=1,#potentialParts,1 do
local h=potentialParts[modC]
local data=sim.readCustomDataBlock(h,simBWF.modelTags.PART)
if not data then
-- This is not yet flagged as part
simBWF.markUndoPoint()
if functionType==0 then
local msg="Detected new children of object '"..sim.getObjectName(model).."'. Objects attached to that object should be repository parts. Do you wish to turn those new objects into repository parts? If you click 'no', then those new objects will be made orphan. If you click 'yes', then those new objects will be adjusted appropriately. Only shapes or models can be turned into repository parts."
local ret=sim.msgBox(sim.msgbox_type_question,sim.msgbox_buttons_yesno,'Part Definition',msg)
if ret==sim.msgbox_return_yes then
functionType=1
else
functionType=2
end
end
if functionType==1 then
-- We want to accept it as a part
local allNames=getAllPartNameMap()
data=readPartInfo(h)
local nm=sim.getObjectName(h)
while true do
if not allNames[nm] then
data['name']=nm -- ok, that name doesn't exist yet!
break
end
nm=nm..'_COPY'
end
writePartInfo(h,data) -- attach the XYZ_FEEDERPART_INFO tag
sim.setObjectPosition(h,model,{0,0,0}) -- keep the orientation as it is
if sim.boolAnd32(sim.getModelProperty(h),sim.modelproperty_not_model)>0 then
-- Shape
local p=sim.boolOr32(sim.getObjectProperty(h),sim.objectproperty_dontshowasinsidemodel)
sim.setObjectProperty(h,p)
else
-- Model
local p=sim.boolOr32(sim.getModelProperty(h),sim.modelproperty_not_showasinsidemodel)
sim.setModelProperty(h,p)
end
createPalletPointsIfNeeded(h)
removeAssociatedCustomizationScriptIfAvailable(h)
sim.setObjectParent(h,originalPartHolder,true)
retVal=true
end
if functionType==2 then
-- We reject it as a part
sim.setObjectParent(h,-1,true)
end
else
-- This is already flagged as part
data=readPartInfo(h)
local allNames=getAllPartNameMap()
local nm=data['name']
while true do
if not allNames[nm] then
data['name']=nm -- ok, that name doesn't exist yet!
break
end
nm=nm..'_COPY'
end
writePartInfo(h,data) -- append additional tags that were maybe missing previously
-- just in case we are adding an item that was already tagged previously
sim.setObjectPosition(h,model,{0,0,0}) -- keep the orientation as it is
-- Make the model static, non-respondable, non-collidable, non-measurable, non-visible, etc.
if sim.boolAnd32(sim.getModelProperty(h),sim.modelproperty_not_model)>0 then
-- Shape
local p=sim.boolOr32(sim.getObjectProperty(h),sim.objectproperty_dontshowasinsidemodel)
sim.setObjectProperty(h,p)
else
-- Model
local p=sim.boolOr32(sim.getModelProperty(h),sim.modelproperty_not_showasinsidemodel)
sim.setModelProperty(h,p)
end
createPalletPointsIfNeeded(h)
removeAssociatedCustomizationScriptIfAvailable(h)
sim.setObjectParent(h,originalPartHolder,true)
retVal=true
end
end
return retVal
end
if (sim_call_type==sim.customizationscriptcall_nonsimulation) then
showOrHideUi1IfNeeded()
updateVisualizeImage()
-- Following is the central part where we set undo points:
---------------------------------
local cnt=sim.getIntegerSignal('__brUndoPointCounter__')
if cnt~=previousUndoPointCounter then
undoPointStayedSameCounter=8
previousUndoPointCounter=cnt
end
if undoPointStayedSameCounter>0 then
undoPointStayedSameCounter=undoPointStayedSameCounter-1
else
if undoPointStayedSameCounter==0 then
sim.announceSceneContentChange() -- to have an undo point
undoPointStayedSameCounter=-1
end
end
---------------------------------
if sim.getSystemTimeInMs(lastT)>3000 then
lastT=sim.getSystemTimeInMs(-1)
local potentialNewParts=getPotentialNewParts()
if #potentialNewParts>0 then
if checkPotentialNewParts(potentialNewParts) then
removeDlg1() -- we need to update the dialog with the new parts
end
end
end
pricingRequest_executeIfNeeded()
end
if (sim_call_type==sim.customizationscriptcall_firstaftersimulation) then
sim.setObjectInt32Parameter(model,sim.objintparam_visibility_layer,1)
end
if (sim_call_type==sim.customizationscriptcall_lastbeforesimulation) then
sim.setObjectInt32Parameter(model,sim.objintparam_visibility_layer,0)
removeDlg1()
end
if (sim_call_type==sim.customizationscriptcall_lastbeforeinstanceswitch) then
removeDlg1()
removeFromPluginRepresentation()
end
if (sim_call_type==sim.customizationscriptcall_firstafterinstanceswitch) then
updatePluginRepresentation()
end
function sendPricingRequest(payload)
local path = "http://service.blueworkforce.com/public_html/generate/report"
local response_body = { }
http.TIMEOUT=5 -- default is 60
local res, code, response_headers, response_status_line = http.request
{
url = path,
method = "POST",
headers =
{
["Content-Type"] = "application/json",
["Content-Length"] = payload:len()
},
source = ltn12.source.string(payload),
sink = ltn12.sink.table(response_body)
}
return res,code,response_status_line,table.concat(response_body)
end
function pricingRequest_executeIfNeeded()
if pricingRequest then
if pricingRequest.counter>0 then
pricingRequest.counter=pricingRequest.counter-1
else
local res,code,response_status_line,data=sendPricingRequest(pricingRequest.payload)
-- sim.auxiliaryConsoleClose(pricingRequest.requestAuxConsole)
if res and code==200 then
local aux=sim.auxiliaryConsoleOpen('Pricing reply',500,4,{600,100},{800,800},nil,{0.95,1,0.95})
sim.auxiliaryConsolePrint(aux,data)
else
-- code contains the error msg if res is nil. Otherwise, it contains a status code
local msg="Failed to retrieve the pricing information.\n"
if not res then
msg=msg.."Status code is: "..code
else
msg=msg.."Error message is: "..res
end
sim.msgBox(sim.msgbox_type_warning,sim.msgbox_buttons_ok,"Pricing inquiry",msg)
end
simUI.destroy(pricingRequest.ui)
pricingRequest=nil
end
end
end
function pricing_callback()
if not pricingRequest then
local objects={}
local tags={simBWF.modelTags.RAGNAR,simBWF.modelTags.RAGNARGRIPPER,simBWF.modelTags.OLDLOCATION,simBWF.modelTags.TRACKINGWINDOW,"XYZ_STATICPICKWINDOW_INFO","XYZ_DETECTIONWINDOW_INFO",simBWF.modelTags.CONVEYOR}
for i=1,#tags,1 do
local obj=sim.getObjectsWithTag(tags[i],true)
for j=1,#obj,1 do
local ob=sim.callScriptFunction('ext_getItemData_pricing@'..sim.getObjectName(obj[j]),sim.scripttype_customizationscript)
objects[#objects+1]=ob
end
end
pricingRequest={}
pricingRequest.payload=json.encode(objects,{indent=true})
--[=[
-- Testing:
pricingRequest.payload = [[ { "version":1,
"robot":"Ragnar",
"gripper":"fcm",
"frame":"experimental",
"exterior":"wd",
"motors":"standard",
"primary_arms":"250",
"secondary_arms":"500",
"software":"load sharing"
} ]]
--]=]
pricingRequest.requestAuxConsole=sim.auxiliaryConsoleOpen('Pricing request',500,4,{100,100},{800,800},nil,{1,0.95,0.95})
sim.auxiliaryConsolePrint(pricingRequest.requestAuxConsole,pricingRequest.payload)
local xml =[[
<label text="Please wait a few seconds..." style="* {qproperty-alignment: AlignCenter; min-width: 300px; min-height: 100px;}"/>
]]
pricingRequest.ui=simBWF.createCustomUi(xml,'Pricing request','center',false,nil,true,false,false)
pricingRequest.counter=3
end
end
if (sim_call_type==sim.customizationscriptcall_br+2) then
pricing_callback()
end
if (sim_call_type==sim.customizationscriptcall_cleanup) then
removeDlg1()
removeFromPluginRepresentation()
if sim.isHandleValid(model)==1 then
-- The associated model might already have been destroyed
simBWF.writeSessionPersistentObjectData(model,"dlgPosAndSize",previousPalletDlgPos,algoDlgSize,algoDlgPos,previousDlg1Pos)
end
end
|
local wibox = require("wibox")
local beautiful = require("beautiful")
local clock = {}
function clock:init(config)
clock.widget = wibox.widget {
wibox.widget {
format = "<span font='Alarm Clock 14'>%H:%M</span>",
widget = wibox.widget.textclock,
forced_height = config.height
},
bg = config.bg,
fg = "#000000",
widget = wibox.container.background
}
end
return clock |
function HeapInit(pc)
pc.HeapMemory = {}
pc.HeapStackTop = 0
pc.StackFrame = 0
pc.TopStackFrameId = 0
end
function HeapCleanup(pc)
pc.HeapMemory = nil
collectgarbage()
end
function HeapAllocStack(pc)
local NewTop = pc.HeapStackTop + 1
local NewMem = {
StackId = NewTop
}
pc.HeapMemory[NewTop] = NewMem
pc.HeapStackTop = NewTop
return NewMem
end
function HeapUnpopStack(pc)
local NewTop = pc.HeapStackTop + 1
if pc.HeapMemory[NewTop] ~= nil then
pc.HeapStackTop = NewTop
end
end
-- Pop stack without actually removing the item
-- Just move the top pointer
function HeapPopStack(pc, n, ExpectedAddress)
if n > pc.HeapStackTop then
return false
end
--[[
if ExpectedAddress then
assert(pc.HeapStackTop - n == ExpectedAddress,
string.format("HeapPopStack assertion failed: Stack location expected at %d, but got %d",
ExpectedAddress, pc.HeapStackTop - n))
end
--]]
pc.HeapStackTop = pc.HeapStackTop - n
return true
end
function HeapPushStackFrame(pc)
local NewTop = pc.HeapStackTop + 1
local NewMem = {
StackId = NewTop,
PreviousFrameLoc = pc.StackFrame
}
pc.HeapMemory[NewTop] = NewMem
pc.StackFrame = pc.HeapStackTop + 1
pc.HeapStackTop = NewTop
end
function HeapPopStackFrame(pc)
local StackFrameItem = pc.HeapMemory[pc.StackFrame]
if StackFrameItem ~= nil then
local PreviousFrameLoc = StackFrameItem.PreviousFrameLoc
if PreviousFrameLoc ~= nil then
pc.HeapStackTop = pc.StackFrame - 1
pc.StackFrame = PreviousFrameLoc
return true
else
return false
end
else
return false
end
end
function HeapGetStackNode(pc, n)
return pc.HeapMemory[n]
end
|
local awful = require('awful')
local gears = require('gears')
require('awful.autofocus')
local modkey = require('configuration.keys.mod').modKey
local altkey = require('configuration.keys.mod').altKey
local dpi = require('beautiful').xresources.apply_dpi
local xrandr = require('module.xrandr')
local clientKeys =
awful.util.table.join(
-- toggle fullscreen
awful.key(
{modkey},
'f',
function(c)
-- Toggle fullscreen
c.fullscreen = not c.fullscreen
c:raise()
end,
{description = 'toggle fullscreen', group = 'client'}
),
-- close client
awful.key(
{modkey},
'q',
function(c)
c:kill()
end,
{description = 'close', group = 'client'}
),
-- Default client focus
awful.key(
{modkey},
'd',
function()
awful.client.focus.byidx(1)
end,
{description = 'focus next by index', group = 'client'}
),
awful.key(
{modkey},
'a',
function()
awful.client.focus.byidx(-1)
end,
{description = 'focus previous by index', group = 'client'}
),
awful.key(
{ modkey, "Shift" },
"d",
function ()
awful.client.swap.byidx(1)
end,
{description = "swap with next client by index", group = "client"}
),
awful.key(
{ modkey, "Shift" },
"a",
function ()
awful.client.swap.byidx(-1)
end,
{description = "swap with next client by index", group = "client"}
),
awful.key(
{modkey},
'u',
awful.client.urgent.jumpto,
{description = 'jump to urgent client', group = 'client'}
),
awful.key(
{modkey},
'Tab',
function()
awful.client.focus.history.previous()
if client.focus then
client.focus:raise()
end
end,
{description = 'go back', group = 'client'}
),
awful.key(
{modkey, 'Control'},
'n',
function()
local c = awful.client.restore()
-- Focus restored client
if c then
client.focus = c
c:raise()
end
end,
{description = 'restore minimized', group = 'client'}
),
-- move floating client to center
awful.key(
{ modkey, "Shift" },
"c",
function(c)
local focused = awful.screen.focused()
awful.placement.centered(c, {
honor_workarea = true
})
end,
{description = 'align a client to the center of the focused screen.', group = "client"}
),
-- toggle client floating mode
awful.key(
{modkey},
'c',
function(c)
c.fullscreen = false
c.maximized = false
c.floating = not c.floating
c:raise()
end,
{description = 'toggle floating', group = 'client'}
),
-- move client position
awful.key(
{modkey},
'Up',
function(c)
if c.floating then
c:relative_move(0, dpi(-10), 0, 0)
end
end,
{description = 'move floating client up by 10 px', group = 'client'}
),
awful.key(
{modkey},
'Down',
function(c)
if c.floating then
c:relative_move(0, dpi(10), 0, 0)
end
end,
{description = 'move floating client down by 10 px', group = 'client'}
),
awful.key(
{modkey},
'Left',
function(c)
if c.floating then
c:relative_move(dpi(-10), 0, 0, 0)
end
end,
{description = 'move floating client to the left by 10 px', group = 'client'}
),
awful.key(
{modkey},
'Right',
function(c)
if c.floating then
c:relative_move(dpi(10), 0, 0, 0)
end
end,
{description = 'move floating client to the right by 10 px', group = 'client'}
),
-- Increasing floating client size
awful.key(
{modkey, 'Shift'},
'Up',
function(c)
if c.floating then
c:relative_move(0, dpi(-10), 0, dpi(10))
end
end,
{description = 'increase floating client size vertically by 10 px up', group = 'client'}
),
awful.key(
{modkey, 'Shift'},
'Down',
function(c)
if c.floating then
c:relative_move(0, 0, 0, dpi(10))
end
end,
{description = 'increase floating client size vertically by 10 px down', group = 'client'}
),
awful.key(
{modkey, 'Shift'},
'Left',
function(c)
if c.floating then
c:relative_move(dpi(-10), 0, dpi(10), 0)
end
end,
{description = 'increase floating client size horizontally by 10 px left', group = 'client'}
),
awful.key(
{modkey, 'Shift'},
'Right',
function(c)
if c.floating then
c:relative_move(0, 0, dpi(10), 0)
end
end,
{description = 'increase floating client size horizontally by 10 px right', group = 'client'}
),
-- Decreasing floating client size
awful.key(
{modkey, 'Control'},
'Up',
function(c)
if c.floating and c.height > 10 then
c:relative_move(0, 0, 0, dpi(-10))
end
end,
{description = 'decrease floating client size vertically by 10 px up', group = 'client'}
),
awful.key(
{modkey, 'Control'},
'Down',
function(c)
if c.floating and c.height > 10 then
c:relative_move(0, dpi(10), 0, dpi(-10))
end
end,
{description = 'decrease floating client size vertically by 10 px down', group = 'client'}
),
awful.key(
{modkey, 'Control'},
'Left',
function(c)
if c.floating and c.width > 10 then
c:relative_move(0, 0, dpi(-10), 0)
end
end,
{description = 'decrease floating client size horizontally by 10 px left', group = 'client'}
),
awful.key(
{modkey, 'Control'},
'Right',
function(c)
if c.floating and c.width > 10 then
c:relative_move(dpi(10), 0 , dpi(-10), 0)
end
end,
{description = 'decrease floating client size horizontally by 10 px right', group = 'client'}
),
awful.key(
{modkey, 'Control', 'Shift'},
'Up',
function(c)
c:move_to_screen(c.screen.index+1)
end,
{description = 'Move active window to next screen'}
),
awful.key(
{modkey, 'Control', 'Shift'},
'Down',
function(c)
c:move_to_screen(c.screen.index-1)
end,
{description = 'Move active window to previous screen'}
),
awful.key(
{modkey, 'Control'},
'Return',
function()
xrandr.xrandr()
end,
{description = 'Change monitor layout'}
)
)
return clientKeys |
local Players = game:GetService("Players")
local CorePackages = game:GetService("CorePackages")
local InGameMenuDependencies = require(CorePackages.InGameMenuDependencies)
local Roact = InGameMenuDependencies.Roact
local t = InGameMenuDependencies.t
local InGameMenu = script.Parent.Parent
local PageNavigationWatcher = require(InGameMenu.Components.PageNavigationWatcher)
local Page = require(InGameMenu.Components.Page)
local ReportList = require(script.ReportList)
local function getReportablePlayers()
local players = {}
for _, player in ipairs(Players:GetPlayers()) do
if player ~= Players.LocalPlayer then
table.insert(players, {
Id = player.UserId,
Username = player.Name,
})
end
end
return players
end
local ReportPage = Roact.PureComponent:extend("ReportPage")
ReportPage.validateProps = t.strictInterface({
pageTitle = t.string,
})
function ReportPage:init()
self:setState({
players = getReportablePlayers(),
})
end
function ReportPage:render()
return Roact.createElement(Page, {
pageTitle = self.props.pageTitle,
}, {
PlayerList = Roact.createElement(ReportList, {
players = self.state.players,
}),
Watcher = Roact.createElement(PageNavigationWatcher, {
desiredPage = "Report",
onNavigateTo = function()
self:setState({
players = getReportablePlayers(),
})
end,
})
})
end
return ReportPage |
---=====================================
---luastg user global value
---=====================================
local LOG_MODULE_NAME="[lstg][debug]"
local SCALE=1
local REFRESH_INTERVAL=1
---@class lstg.debug
lstg.debug={}
----------------------------------------
---几大函数执行时间计时
---高精度计时器接口
lstg.debug.usTimer=lstg.StopWatch()
local startT={}
local endT={}
local useT={}
local aimtype={"objframe","usersystem","boundcheck","collicheck","updateXY","afterframe","objrender","all"}
local function resetT()
for _,v in pairs(aimtype) do
startT[v]=0
endT[v]=0
useT[v]=0
end
alluseT=0
end resetT()
function lstg.debug.FuncTimeStart(k)
startT[k]=lstg.debug.usTimer:GetElapsed()
end
function lstg.debug.FuncTimeEnd(k)
endT[k]=lstg.debug.usTimer:GetElapsed()
useT[k]=useT[k]+(endT[k]-startT[k])
end
function lstg.debug.GetFuncTimeUse(k)
return useT[k]
end
----------------------------------------
---debug lib
lstg.debug.timer=0
function lstg.debug.ResetTimer()
lstg.debug.usTimer:Reset()
if lstg.debug.timer%REFRESH_INTERVAL==0 then
resetT()
end
lstg.debug.timer=lstg.debug.timer+1
lstg.debug.FuncTimeStart("all")
end
function lstg.debug.RenderInfo()
lstg.debug.FuncTimeEnd("all")
SetViewMode("ui")
SetImageState("white","",Color(128,0,0,0))
SetFontState("menu","",Color(0xFFFFFFFF))
--函数执行时间
RenderRect("white",0,SCALE*128,screen.height-128*SCALE,screen.height)
RenderText("menu",'info:\
ObjectFrame\
UserSystemOp...\
BoundCheck\
CollisionCheck\
UpdateXY\
AfterFrame\
ObjectRender\
PerFrame\
',
4*SCALE,screen.height-4*SCALE,SCALE*0.1125,"left","top")
RenderText("menu",
string.format('0.000 ms\
%.3f ms\
%.3f ms\
%.3f ms\
%.3f ms\
%.3f ms\
%.3f ms\
%.3f ms\
%.3f ms\
',
useT["objframe"]*1000/REFRESH_INTERVAL,
useT["usersystem"]*1000/REFRESH_INTERVAL,
useT["boundcheck"]*1000/REFRESH_INTERVAL,
useT["collicheck"]*1000/REFRESH_INTERVAL,
useT["updateXY"]*1000/REFRESH_INTERVAL,
useT["afterframe"]*1000/REFRESH_INTERVAL,
useT["objrender"]*1000/REFRESH_INTERVAL,
useT["all"]*1000/REFRESH_INTERVAL
),
124*SCALE,screen.height-4*SCALE,SCALE*0.1125,"right","top")
SetViewMode("world")
end
|
resource_manifest_version "44febabe-d386-4d18-afbe-5e627f4af937"
this_is_a_map "yes"
data_file('DLC_ITYP_REQUEST')('stream/prison_props.ytyp')
|
local rpc = require 'rpc'
--- @param lsp LSP
--- @return boolean
return function (lsp)
if #lsp.workspaces > 0 then
for _, ws in ipairs(lsp.workspaces) do
-- 请求工作目录
local uri = ws.uri
-- 请求配置
rpc:request('workspace/configuration', {
items = {
{
scopeUri = uri,
section = 'Lua',
},
{
scopeUri = uri,
section = 'files.associations',
},
{
scopeUri = uri,
section = 'files.exclude',
}
},
}, function (configs)
lsp:onUpdateConfig(configs[1], {
associations = configs[2],
exclude = configs[3],
})
end)
end
else
-- 请求配置
rpc:request('workspace/configuration', {
items = {
{
section = 'Lua',
},
{
section = 'files.associations',
},
{
section = 'files.exclude',
}
},
}, function (configs)
lsp:onUpdateConfig(configs[1], {
associations = configs[2],
exclude = configs[3],
})
end)
end
rpc:request('client/registerCapability', {
registrations = {
-- 监视文件变化
{
id = '0',
method = 'workspace/didChangeWatchedFiles',
registerOptions = {
watchers = {
{
globPattern = '**/',
kind = 1 | 2 | 4,
}
},
},
},
-- 配置变化
{
id = '1',
method = 'workspace/didChangeConfiguration',
}
}
}, function ()
log.debug('client/registerCapability Success!')
end)
return true
end
|
--- A bouncy box "DVD" screen saver demo
--
-- @author Calle Englund <git@notcalle.xyz>
-- @copyright © 2020 Calle Englund
-- @license
-- The MIT License (MIT)
--
-- Permission is hereby granted, free of charge, to any person obtaining a
-- copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, sublicense, and/or sell copies of the Software, and to
-- permit persons to whom the Software is furnished to do so, subject to
-- the following conditions:
--
-- The above copyright notice and this permission notice shall be included
-- in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-- Seed the random generator for less predictable randomness
math.randomseed(os.time())
-- Configure the game window at 1280x720, for HD Ready displays only
local window = am.window{
width = 1280,
height = 720,
title = "Bouncy Box"
}
-- Pick a random binary direction
local function direction()
if math.random() > 0.5 then return 1 else return -1 end
end
-- Change color of a node to a new random color
local function randomcolor(node)
local new_color = math.randvec3()
while node.color.rgb == new_color do
new_color = math.randvec3()
end
node.color = vec4(new_color, 1.0)
end
-- Bounce the thing along the X axis
local dx = direction()
local function bounce_x(node)
node.x1 = node.x1 + dx
node.x2 = node.x2 + dx
if node.x1 <= window.left or node.x2 >= window.right then
dx = -dx
randomcolor(node)
end
end
-- Bounce the thing along the Y axis
local dy = direction()
local function bounce_y(node)
node.y1 = node.y1 + dy
node.y2 = node.y2 + dy
if node.y1 <= window.bottom or node.y2 >= window.top then
dy = -dy
randomcolor(node)
end
end
-- Toggle the paused state of our 'box' node when the player presses space
local function pause(node)
if window:key_pressed'space' then
node'box'.paused = not node'box'.paused
end
end
-- Attach scene graph to window
window.scene =
am.group{
-- The player character sprite, with a name tag, so that scene wide actions
-- can find it amongst all the nodes in the graph.
am.rect(-25, -25, 25, 25)
:tag'box'
:action(am.parallel{ bounce_x, bounce_y })
}
:action(pause)
|
-- Clear script environment
--[====[
devel/clear-script-env
======================
Clears the environment of the specified lua script(s).
]====]
local args = {...}
if #args < 1 then qerror("script name(s) required") end
for _, name in pairs(args) do
local file = dfhack.findScript(name)
if file then
local script = dfhack.internal.scripts[file]
if script then --luacheck: skip
local env = script.env
while next(env) do
env[next(env)] = nil
end
else
dfhack.printerr("Script not loaded: " .. name)
end
else
dfhack.printerr("Can't find script: " .. name)
end
end
|
--[[
TheNexusAvenger
Class for a King Of The Hill round.
--]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local NexusReplication = require(ReplicatedStorage:WaitForChild("External"):WaitForChild("NexusReplication"))
local KingOfTheHill = require(ReplicatedStorage:WaitForChild("Round"):WaitForChild("BaseRound")):Extend()
KingOfTheHill:SetClassName("KingOfTheHill")
NexusReplication:RegisterType("KingOfTheHill",KingOfTheHill)
--[[
Creates the round object.
--]]
function KingOfTheHill:__new()
self:InitializeSuper()
self.Name = "KingOfTheHill"
--Add the time stat.
table.insert(self.RoundStats,1,{
Name = "Time",
ValueType = "IntValue",
DefaultValue = 0,
ShowInLeaderstats = true,
Prefer = "Higher",
})
end
--[[
Starts the round.
--]]
function KingOfTheHill:RoundStarted()
--Set the starter inventories of the players.
for _,Player in pairs(self.Players:GetAll()) do
self:SetStarterTools(Player,{"Sword","Superball","Slingshot","Bomb","RocketLauncher","Reflector"})
end
--Spawn the players.
for _,Player in pairs(self.Players:GetAll()) do
self:SetSpawningEnabled(Player,true)
self:SpawnPlayer(Player)
end
--Update the King Of The Hill times until the round ends.
local TimeTotals = {}
local KingPart = self.Map:WaitForChild("KingPart")
local KingPartCenter,KingPartSizeHalf = KingPart.Position,KingPart.Size/2
local MinX,MaxX = KingPartCenter.X - KingPartSizeHalf.X,KingPartCenter.X + KingPartSizeHalf.X
local MinY,MaxY = KingPartCenter.Y - KingPartSizeHalf.Y,KingPartCenter.Y + KingPartSizeHalf.Y
local MinZ,MaxZ = KingPartCenter.Z - KingPartSizeHalf.Z,KingPartCenter.Z + KingPartSizeHalf.Z
while self.Timer.State ~= "COMPLETE" do
--Wait and get the time that passed.
local DeltaTime = wait()
--Get the players in the zone.
local PlayersInZone = {}
for _,Player in pairs(self.Players:GetAll()) do
local Character = Player.Character
if Player.Character then
local Humanoid = Character:FindFirstChild("Humanoid")
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if Humanoid and Humanoid.Health > 0 and HumanoidRootPart then
local PlayerPosition = HumanoidRootPart.Position
if PlayerPosition.X >= MinX and PlayerPosition.X <= MaxX and PlayerPosition.Y >= MinY and PlayerPosition.Y <= MaxY and PlayerPosition.Z >= MinZ and PlayerPosition.Z <= MaxZ then
table.insert(PlayersInZone,Player)
end
end
end
end
--Add the time to the player if ther eis one.
if #PlayersInZone == 1 then
local KingOfTheHillPlayer = PlayersInZone[1]
--Add the time to the player.
if not TimeTotals[KingOfTheHillPlayer] then
TimeTotals[KingOfTheHillPlayer] = 0
end
TimeTotals[KingOfTheHillPlayer] = TimeTotals[KingOfTheHillPlayer] + DeltaTime
--Mirror the time to the temporary stat.
local Stats = self:GetService("StatService"):GetTemporaryStats(KingOfTheHillPlayer)
if Stats then
Stats:Get("Time"):Set(TimeTotals[KingOfTheHillPlayer])
end
end
end
--End the round.
self:End()
end
return KingOfTheHill |
local patch_id = "CONVO_OVERRIDE_HELPER"
if rawget(_G, patch_id) then
return
end
rawset(_G, patch_id, true)
print("Loaded patch:"..patch_id)
-- Get an existing state of the convo
function Convo:GetState(id)
self.default_state = self.states[id]
return self
end
-- Clear all functions under this convo
function Convo:ClearFn()
assert(self.default_state, "NO STATE PUSHED")
self.default_state.fns = {}
return self
end
|
-- Preprocessor definitions that carryover from lua54.lua
defines {
"GRIT_POWER_BLOB", -- Enable 'raw string' usage
--[[
Experimental Intrinsics
See: citizen-server-impl/include/state/ServerGameState.h
--]]
'GLM_FORCE_DEFAULT_ALIGNED_GENTYPES',
'GLM_FORCE_SSE2',
--'GLM_FORCE_SSE3',
}
if os.istarget('windows') and not _OPTIONS['with-asan'] then
flags { "LinkTimeOptimization" }
buildoptions '/Zc:threadSafeInit- /EHa /fp:fast'
end
if not os.isfile('./src/Component.cpp') then
term.pushColor(term.errorColor)
print('ERROR: Could not find citizen-scripting-lua54/src/Component.cpp. If building on Windows, did you have Git `core.symlinks` enabled?')
term.popColor()
os.exit(1)
end
|
--[[
*************************************************************
* This script is developed by Scouser, it uses modules
* created by other developers but I have made minor / subtle
* changes to get the effects I required.
* Feel free to distribute and modify code,
* but keep reference to its creator
**************************************************************
]]--
slider = Core.class(Sprite)
--local imgBase = getImgBase()
--local barTexture = Texture.new("./sliderbar.png")
--local pillTexture = Texture.new("./sliderpill.png")
local imgBase = "resources/images/"
local barTexture = Texture.new(imgBase.."sliderbar.png")
local pillTexture = Texture.new(imgBase.."sliderpill.png")
--local font = getFont()
local fontBase = "resources/fonts/"
--local font = Font.new(fontBase.."font24.txt", fontBase.."font24.png")
local sw = 0
local sh = 0
local pw = 0
local ph = 0
function slider:init(tx, ty, pos, title, col, keepfocus)
self.area = Sprite:new()
self.keepFocus = keepfocus
self:setClickCallback(nil,self)
self:setMoveCallback(nil, self)
self.bar = Bitmap.new(barTexture)
self.pill = Bitmap.new(pillTexture)
self:setCol(col)
pw = self.pill:getWidth()
sw = self.bar:getWidth()
sh = self.bar:getHeight()
tx = (application:getLogicalHeight() - sw) / 2 -- centre the bar
self.focus = false
self.bx = tx
self.by = ty
self.minx = tx + (pw/2)
self.maxx = self.minx + sw - pw
self.bar:setPosition(tx, ty-(sh/2))
self.area:addChild(self.bar)
self.px = self.minx
self.ty = ty
if pos > 100 then pos = 100 end
self.tx = self.px + ((pos * (sw-pw)) / 100)
self.pill:setAnchorPoint(0.5, 0.5)
self.pill:setPosition(self.tx, self.ty)
if title then
local text = TextField.new(font, title)
local width = text:getWidth()
text:setPosition(tx+(sw/2)-(width/2),ty+6)
text:setTextColor(0xffffff);
self.area:addChild(text)
end
self.area:addChild(self.pill)
self:addChild(self.area)
self.area:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
self.area:addEventListener(Event.MOUSE_MOVE, self.onMouseMove, self)
self.area:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
self:addEventListener(Event.ENTER_FRAME, self.frameStart, self)
end
function slider:onExitEnd()
self.area:removeEventListener(Event.MOUSE_UP, self.onMouseUp)
self.area:removeEventListener(Event.MOUSE_MOVE, self.onMouseMove)
self.area:removeEventListener(Event.MOUSE_DOWN, self.onMouseDown)
self:removeEventListener(Event.ENTER_FRAME, self.frameStart)
collectgarbage()
end
function slider:setClickCallback(cb) self.clickCallback = cb end
function slider:setMoveCallback(cb) self.moveCallback = cb end
function slider:onMouseDown(event)
if self:hitTestPoint(event.x, event.y) then
self.focus = true
event:stopPropagation()
end
end
function slider:onMouseMove(event)
if self.focus then
if not self.keepFocus then
if not self:hitTestPoint(event.x, event.y) then self.focus = false end
end
if self.focus then
if event.x < self.minx then self.tx = self.minx
elseif event.x > self.maxx then self.tx = self.maxx
else self.tx = event.x
end
if self.moveCallback then self.moveCallback(self) end
event:stopPropagation()
end
end
end
function slider:onMouseUp(event)
if self.focus then
if event.x < self.minx then self.tx = self.minx
elseif event.x > self.maxx then self.tx = self.maxx
else self.tx = event.x
end
self.focus = false
event:stopPropagation()
if self.clickCallback then self.clickCallback(self)
else self:dispatchEvent(Event.new("click"))
end
end
end
function slider:getPos()
local temp = ((self.tx-self.minx) * 100) / sw
if temp < 0 then temp = 0
elseif temp > 100 then temp = 100
end
return temp
end
function slider:setCol(col)
self.area:setColorTransform(col.r, col.g, col.b, col.a)
end
function slider:frameStart(event)
self.pill:setPosition(self.tx, self.ty)
end
|
local a = require 'plenary.async'
local cli = require('neogit.lib.git.cli')
local input = require('neogit.lib.input')
local M = {}
local function parse_branches(branches)
local other_branches = {}
for _, b in ipairs(branches) do
local branch_name = b:match('^ (.+)')
if branch_name then
table.insert(other_branches, branch_name)
end
end
return other_branches
end
local function get_local_branches()
local branches = cli.branch
.list
.call()
return parse_branches(branches)
end
function M.get_all_branches()
local branches = cli.branch
.list
.all
.call()
return parse_branches(branches)
end
function M.get_upstream()
local full_name = cli["rev-parse"].abbrev_ref().show_popup(false).args("@{upstream}").call()
local current = cli.branch.current.show_popup(false).call()
if #full_name > 0 and #current > 0 then
local remote = cli.config
.show_popup(false)
.get(string.format("branch.%s.remote", current[1]))
.call()
if #remote > 0 then
return {
remote = remote[1],
branch = full_name[1]:sub(#remote[1] + 2, -1),
}
end
end
end
function M.prompt_for_branch(options)
a.util.scheduler()
local chosen = input.get_user_input_with_completion('branch > ', options)
if not chosen or chosen == '' then return nil end
local truncate_remote_name = chosen:match('.+/.+/(.+)')
if truncate_remote_name and truncate_remote_name ~= '' then
return truncate_remote_name
end
return chosen
end
function M.checkout_local()
local branches = get_local_branches()
a.util.scheduler()
local chosen = M.prompt_for_branch(branches)
if not chosen then return end
cli.checkout.branch(chosen).call()
end
function M.checkout()
local branches = M.get_all_branches()
a.util.scheduler()
local chosen = M.prompt_for_branch(branches)
if not chosen then return end
cli.checkout.branch(chosen).call()
end
function M.create()
a.util.scheduler()
local name = input.get_user_input('branch > ')
if not name or name == '' then return end
cli.interactive_git_cmd(tostring(cli.branch.name(name)))
return name
end
function M.delete()
local branches = M.get_all_branches()
a.util.scheduler()
local chosen = M.prompt_for_branch(branches)
if not chosen then return end
cli.interactive_git_cmd(tostring(cli.branch.delete.name(chosen)))
return chosen
end
function M.checkout_new()
a.util.scheduler()
local name = input.get_user_input('branch > ')
if not name or name == '' then return end
cli.interactive_git_cmd(tostring(cli.checkout.new_branch(name)))
end
return M
|
require "tundra.syntax.glob"
require "tundra.syntax.osx-bundle"
require "tundra.path"
require "tundra.util"
-----------------------------------------------------------------------------------------------------------------------
----------------------------------------------- EXTERNAL LIBS ---------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "stb",
Env = {
CCOPTS = {
{
"-Werror",
"-Wno-parentheses",
"-Wno-unused-variable",
"-Wno-pointer-to-int-cast",
"-Wno-int-to-pointer-cast",
"-Wno-unused-but-set-variable",
"-Wno-return-type",
"-Wno-unused-function"
; Config = "linux-*-*" },
{ "-Wno-everything"; Config = "macosx-*-*" },
{ "/wd4244", "/wd4267", "/wd4133", "/wd4047", "/wd4204", "/wd4201", "/wd4701", "/wd4703",
"/wd4024", "/wd4100", "/wd4053", "/wd4431",
"/wd4189", "/wd4127"; Config = "win64-*-*" },
},
},
Sources = {
Glob {
Dir = "src/external/stb",
Extensions = { ".c", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "jansson",
Env = {
CPPPATH = {
"src/external/jansson/include",
},
CCOPTS = {
{ "-Wno-everything"; Config = "macosx-*-*" },
{ "/wd4267", "/wd4706", "/wd4244", "/wd4701", "/wd4334", "/wd4127"; Config = "win64-*-*" },
},
},
Sources = {
Glob {
Dir = "src/external/jansson/src",
Extensions = { ".c", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "yaml",
Env = {
CPPPATH = {
"src/external/libyaml/include",
},
CCOPTS = {
{ "-Wno-everything"; Config = "macosx-*-*" },
{ "/wd4267", "/wd4706", "/wd4244", "/wd4701", "/wd4334", "/wd4127", "/wd4245", "/wd4100", "/wd4702"; Config = "win64-*-*" },
},
},
Sources = {
Glob {
Dir = "src/external/libyaml/src",
Extensions = { ".c", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "uv",
Env = {
CPPPATH = {
"src/external/libuv/include",
"src/external/libuv/src",
},
CCOPTS = {
{ "-Wno-everything"; Config = "macosx-*-*" },
{ "/wd4201", "/wd4127", "/wd4244", "/wd4100",
"/wd4245", "/wd4204", "/wd4701", "/wd4703", "/wd4054",
"/wd4702", "/wd4267"; Config = "win64-*-*" },
},
},
Sources = {
-- general
{ Glob {
Dir = "src/external/libuv/src",
Extensions = { ".c", ".h" },
Recursive = false },
},
-- Windows
{ Glob {
Dir = "src/external/libuv/src/win",
Extensions = { ".c", ".h" },
Recursive = false } ; Config = "win64-*-*"
},
-- Unix
{ Glob {
Dir = "src/external/libuv/src/unix",
Extensions = { ".c", ".h" },
Recursive = false } ; Config = { "macosx-*-*", "linux-*-*" }
},
-- Mac
{ "src/external/libuv/src/unix/darwin/darwin-proctitle.c",
"src/external/libuv/src/unix/darwin/darwin.c" ; Config = "macosx-*-*" },
-- Linux
{ "src/external/libuv/src/unix/linux/linux-core.c",
"src/external/libuv/src/unix/linux/linux-inotify.c",
"src/external/libuv/src/unix/linux/linux-syscalls.c" ; Config = "linux-*-*" },
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "bgfx",
Env = {
CPPPATH = {
"src/external/bgfx/include",
"src/external/bx/include",
"src/external/bgfx/3rdparty/khronos",
},
CXXOPTS = {
{ "-Wno-variadic-macros", "-Wno-everything" ; Config = "macosx-*-*" },
{ "/EHsc"; Config = "win64-*-*" },
},
},
Sources = {
{ "src/external/bgfx/src/bgfx.cpp",
"src/external/bgfx/src/image.cpp",
"src/external/bgfx/src/vertexdecl.cpp",
"src/external/bgfx/src/renderer_gl.cpp",
"src/external/bgfx/src/renderer_null.cpp",
"src/external/bgfx/src/renderer_d3d9.cpp",
"src/external/bgfx/src/renderer_d3d11.cpp" },
{ "src/external/bgfx/src/glcontext_wgl.cpp" ; Config = "win64-*-*" },
-- { "src/external/bgfx/src/glcontext_glx.cpp" ; Config = "linux-*-*" },
{ "src/external/bgfx/src/glcontext_nsgl.mm" ; Config = "macosx-*-*" },
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "nanovg",
Env = {
CPPPATH = {
"src/external/nanovg",
"src/external/stb",
"src/external/bgfx/include",
},
CXXOPTS = {
"-Wno-variadic-macros",
"-Wno-everything" ; Config = "macosx-*-*"
},
},
Sources = {
Glob {
Dir = "src/external/nanovg",
Extensions = { ".cpp", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "cmocka",
Env = {
CPPPATH = {
"src/external/cmocka/include",
},
CCOPTS = {
{ "-Wno-everything" ; Config = "macosx-*-*" },
{ "/wd4204", "/wd4701", "/wd4703" ; Config = "win64-*-*" },
},
},
Sources = {
Glob {
Dir = "src/external/cmocka/src",
Extensions = { ".c", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "remote_api",
Env = {
CPPPATH = { "api/include" },
CCOPTS = {
"-Wno-visibility",
"-Wno-conversion",
"-Wno-pedantic",
"-Wno-conversion",
"-Wno-covered-switch-default",
"-Wno-unreachable-code",
"-Wno-bad-function-cast",
"-Wno-missing-field-initializers",
"-Wno-float-equal",
"-Wno-conversion",
"-Wno-switch-enum",
"-Wno-format-nonliteral"; Config = "macosx-*-*"
},
},
Sources = {
Glob {
Dir = "api/src/remote",
Extensions = { ".c" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
----------------------------------------------- INTERNAL LIBS ---------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "core",
Env = {
CPPPATH = {
"src/external/stb",
"src/external/libuv/include",
"api/include",
"src/prodbg",
},
},
Sources = {
Glob {
Dir = "src/prodbg/core",
Extensions = { ".cpp", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "session",
Env = {
CPPPATH = {
"src/external/stb",
"src/external/libuv/include",
"api/include",
"src/prodbg",
},
CXXOPTS = {
{ "/EHsc"; Config = "win64-*-*" },
},
},
Sources = {
Glob {
Dir = "src/prodbg/session",
Extensions = { ".cpp", ".h" },
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "ui",
Env = {
CXXOPTS = {
{ "-Wno-gnu-anonymous-struct",
"-Wno-global-constructors",
"-Wno-switch-enum",
"-Wno-nested-anon-types",
"-Wno-float-equal",
"-Wno-cast-align",
"-Wno-exit-time-destructors",
"-Wno-format-nonliteral"; Config = "macosx-*-*" },
},
CPPPATH = {
"api/include",
"src/external/nanovg",
"src/external/stb",
"src/external/libyaml/include",
"src/prodbg",
},
},
Sources = {
FGlob {
Dir = "src/prodbg/ui",
Extensions = { ".c", ".cpp", ".m", ".mm", ".h" },
Filters = {
{ Pattern = "mac"; Config = "macosx-*-*" },
{ Pattern = "windows"; Config = "win64-*-*" },
{ Pattern = "linux"; Config = "linux-*-*" },
},
Recursive = true,
},
},
}
-----------------------------------------------------------------------------------------------------------------------
StaticLibrary {
Name = "api",
Env = {
CPPPATH = {
"api/include",
"src/prodbg",
},
},
Sources = {
Glob {
Dir = "src/prodbg/api",
Extensions = { ".c", ".cpp", ".h" },
},
},
}
|
object_mobile_lifeday_saun_dann = object_mobile_shared_lifeday_saun_dann:new {
}
ObjectTemplates:addTemplate(object_mobile_lifeday_saun_dann, "object/mobile/lifeday_saun_dann.iff")
|
object_tangible_door_exar_kun_door_s3 = object_tangible_door_shared_exar_kun_door_s3:new {
}
ObjectTemplates:addTemplate(object_tangible_door_exar_kun_door_s3, "object/tangible/door/exar_kun_door_s3.iff")
|
----------------------------------------------------------------------------------------------------
-- ElvUI module, to display datatex in ElvUI
--
--if ElvUI its not present, dont use this module
if not IsAddOnLoaded( "ElvUI" ) then return; end
--get the engine and create the module
local Engine = select(2,...);
local mod = Engine.AddOn:NewModule("ElvUIDataText");
--debug
local debug = Engine.AddOn:GetModule("debug");
--get locale
local L = Engine.Locale;
--not in use
function mod.OnEvent()
end
--updata the ElvUI datatext using our generic module
function mod.OnUpdate(self, t)
mod.datatext:UpdateText(self.text,t);
end
--button click on the datatext, is always locked so left click toggle, right config
function mod.OnClick(self,button)
if button=="LeftButton" then
mod.datatext.meter:toggle();
elseif button=="RightButton" then
Engine.AddOn:ShowConfig();
end
end
--mouse enter in the datatext
function mod.OnEnter(self)
local tooltip = nil;
if not Engine.Profile.overlay.elvtukoverride then
--get tooltip from elvui
tooltip = mod.ElvDT.tooltip;
mod.ElvDT:SetupTooltip(self);
else
--get our tooltip
local parent = self:GetParent();
tooltip = mod.datatext.tooltip;
tooltip:SetOwner(parent, parent.anchor, parent.xOff, parent.yOff);
end
mod.datatext:OnEnter(self,tooltip);
--if we need to add the tip to the overlay
if (Engine.Profile.overlay.tip) then
tooltip:AddLine(" ");
tooltip:AddLine(L["TIP_LOCK"]);
end
if Engine.Profile.overlay.elvtukoverride then
--format the tooltip
mod.datatext:FormatTooltip(tooltip);
end
--show the overlay
tooltip:Show();
end
--mouse leaves out the datatext
function mod.OnLeave(self)
local tooltip = nil;
if not Engine.Profile.overlay.elvtukoverride then
--get tooltip from elvui
tooltip = mod.ElvDT.tooltip;
else
--get our tooltip
tooltip = mod.datatext.tooltip;
end
mod.datatext:OnLeave(self,tooltip);
end
--initialize module registering in ElvUI the datatext
function mod:OnInitialize()
--get ElvUI datatext module
local E = select(1,unpack(ElvUI));
mod.ElvDT = E:GetModule('DataTexts')
--store our generic datatext module
mod.datatext = Engine.AddOn:GetModule("datatext");
--register in ElvUI
mod.ElvDT:RegisterDatatext(L["CONFIG_NAME"], { "PLAYER_ENTERING_WORLD" } , mod.OnEvent, mod.OnUpdate, mod.OnClick,mod.OnEnter,mod.OnLeave);
debug("ElvUI DataText registered");
end
|
--[[
-------------------------------------------------------------------------------
Menori
@author rozenmad
2021
-------------------------------------------------------------------------------
--]]
--[[--
Perspective camera class.
]]
-- @module menori.PerspectiveCamera
local modules = (...):match('(.*%menori.modules.)')
local class = require (modules .. 'libs.class')
local ml = require (modules .. 'ml')
local app = require (modules .. 'application')
local mat4 = ml.mat4
local vec2 = ml.vec2
local vec3 = ml.vec3
local vec4 = ml.vec4
local PerspectiveCamera = class('PerspectiveCamera')
--- init
-- @tparam number fov
-- @tparam number aspect
-- @tparam number nclip
-- @tparam number fclip
function PerspectiveCamera:init(fov, aspect, nclip, fclip)
fov = fov or 60
aspect = aspect or 1.6666667
nclip = nclip or 0.1
fclip = fclip or 512.0
self.m_projection = mat4():perspective_LH_NO(fov, aspect, nclip, fclip)
self.m_inv_projection = self.m_projection:clone():inverse()
self.m_view = mat4()
self.center = vec3( 0, 0, 0 )
self.eye = vec3( 0, 0, 1 )
self.up = vec3( 0,-1, 0 )
end
-- Updating the view matrix.
function PerspectiveCamera:update_view_matrix()
self.m_view:identity()
self.m_view:look_at(self.eye, self.center, self.up)
end
--- Returns a ray going from camera through a screen point.
-- @tparam number x screen position x
-- @tparam number y screen position y
-- @tparam table viewport (optional) viewport rectangle (x, y, w, h)
-- @treturn vec3
function PerspectiveCamera:screen_point_to_ray(x, y, viewport)
viewport = viewport or {app.ox, app.oy, app.w * app.sx, app.h * app.sy}
local m_pos = vec3(mat4.unproject(vec3(x, y, 1), self.m_view, self.m_projection, viewport))
local c_pos = self.eye:clone()
return {
position = c_pos, direction = m_pos - self.eye
}
end
function PerspectiveCamera:world_to_screen_point(x, y, z)
if type(x) == 'table' then
x, y, z = x.x, x.y, x.z
end
local m_proj = self.m_projection
local m_view = self.m_view
local view_p = m_view:multiply_vec4(vec4(x, y, z, 1))
local proj_p = m_proj:multiply_vec4(view_p)
if proj_p.w < 0 then
return vec2(0, 0)
end
local ndc_space_pos = vec2(
proj_p.x / proj_p.w,
proj_p.y / proj_p.w
)
local screen_space_pos = vec2(
(ndc_space_pos.x + 1) / 2 * app.w * app.sx,
(ndc_space_pos.y + 1) / 2 * app.h * app.sy
)
return screen_space_pos
end
--- Get direction.
-- @treturn vec3
function PerspectiveCamera:get_direction()
return (self.center - self.eye):normalize()
end
return PerspectiveCamera |
term = {}
qA = {}
qB = {}
answA = {}
answB = {}
diffA = math.random(59) + 10;
term[2] = math.random(90 - diffA) + 10;
diffB = math.random(59) + 10 ;
term[4] = math.random(90 - diffB) + 10;
term[1] = diffA + term[2];
term[3] = diffB + term[4];
for i=1,4 do
term[i] = term[i];
end
diffA = diffA
diffB = diffB
qA[1] = term[1]
qA[2] = term[1] - math.random(9)
qA[3] = term[1] + math.random(9)
if (qA[3] > 100) then
qA[3] = 100
end
qA[4] = term[2] + math.random(9)
for i = 1,3 do
if(qA[4] == qA[i]) then
qA[4] = 0
end
end
answA = lib.math.random_shuffle(qA)
for i = 1,4 do
if(answA[i] == term[1]) then
indA = i-1
end
end
qB[1] = term[4]
qB[2] = term[4] + math.random(9)
qB[3] = term[4] - math.random(9)
qB[4] = term[3] - math.random(9)
for i = 1,3 do
if(qB[4] == qB[i]) then
qB[4] = 0
end
end
answB = lib.math.random_shuffle(qB)
for i = 1,4 do
if(answB[i] == term[4]) then
indB = i-1
end
end
|
vim.g.everforest_background = 'hard'
vim.o.background = 'dark'
vim.cmd('colorscheme everforest')
|
if not modules then modules = { } end modules ['data-bin'] = {
version = 1.001,
comment = "companion to luat-lib.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local resolvers = resolvers
local methodhandler = resolvers.methodhandler
function resolvers.findbinfile(filename,filetype)
return methodhandler('finders',filename,filetype)
end
function resolvers.openbinfile(filename)
return methodhandler('loaders',filename) -- a bit weird: load
end
function resolvers.loadbinfile(filename,filetype)
local fname = methodhandler('finders',filename,filetype)
if fname and fname ~= "" then
return resolvers.openbinfile(fname) -- a bit weird: open
else
return resolvers.loaders.notfound()
end
end
|
Script.ReloadScript("scripts/Utils/EntityUtils.lua")
GeomEntity =
{
Client = {},
Server = {},
Editor={
Icon="physicsobject.bmp",
IconOnTop=1,
}
}
--------------------------------------------------------------------------
function GeomEntity.Server:OnInit()
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
end
--------------------------------------------------------------------------
function GeomEntity.Client:OnInit()
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
end
------------------------------------------------------------------------------------------------------
function GeomEntity:OnPhysicsBreak( vPos,nPartId,nOtherPartId )
self:ActivateOutput("Break",nPartId+1 );
end
------------------------------------------------------------------------------------------------------
function GeomEntity:Event_Remove()
self:DrawSlot(0,0);
self:DestroyPhysics();
self:ActivateOutput( "Remove", true );
end
------------------------------------------------------------------------------------------------------
function GeomEntity:Event_Hide()
self:Hide(1);
self:ActivateOutput( "Hide", true );
end
------------------------------------------------------------------------------------------------------
function GeomEntity:Event_UnHide()
self:Hide(0);
self:ActivateOutput( "UnHide", true );
end
function GeomEntity:OnLoad(table)
self.health = table.health;
self.dead = table.dead;
if(table.bAnimateOffScreenShadow) then
self.bAnimateOffScreenShadow = table.bAnimateOffScreenShadow;
else
self.bAnimateOffScreenShadow = false;
end
end
function GeomEntity:OnSave(table)
table.health = self.health;
table.dead = self.dead;
if(self.bAnimateOffScreenShadow) then
table.bAnimateOffScreenShadow = self.bAnimateOffScreenShadow;
else
table.bAnimateOffScreenShadow = false;
end
end
-------------------------------------------------------
function GeomEntity:OnPropertyChange()
self:OnReset();
end
GeomEntity.FlowEvents =
{
Inputs =
{
Hide = { GeomEntity.Event_Hide, "bool" },
UnHide = { GeomEntity.Event_UnHide, "bool" },
Remove = { GeomEntity.Event_Remove, "bool" },
},
Outputs =
{
Hide = "bool",
UnHide = "bool",
Remove = "bool",
Break = "int",
},
}
MakeTargetableByAI(GeomEntity);
MakeKillable(GeomEntity);
MakeRenderProxyOptions(GeomEntity);
|
-- These commands will navigate through buffers in order regardless of which mode you are using
-- e.g. if you change the order of buffers :bnext and :bprevious will not respect the custom ordering
vim.api.nvim_set_keymap("n", "<tab>", "<cmd>BufferLineCycleNext<CR>", { noremap = true, silent = true })
vim.api.nvim_set_keymap("n", "<s-tab>", "<cmd>BufferLineCyclePrev<CR>", { noremap = true, silent = true })
-- Remove a buffer
vim.api.nvim_set_keymap("n", "<leader>bd", "<cmd>bdelete<CR>", { noremap = true, silent = true })
|
ITEM.name = "Металлическая лопата"
ITEM.desc = "Старая металлическая лопата, используется в различных целей в Зоне. Может быть быстро заточека. \n\nХАРАКТЕРИСТИКИ: \n-повсеместное применение \n-используется для: установки палатки (многоразовый) \n-используется как: инструмент для разборки (многоразовый) \n-многоразовый инструмент"
ITEM.price = 1071
ITEM.exRender = false
ITEM.weight = 1.64
ITEM.model = "models/kek1ch/shovel.mdl"
ITEM.width = 1
ITEM.height = 2
ITEM.iconCam = {
pos = Vector(477.88369750977, 400.97088623047, 315.34320068359),
ang = Angle(25, 220, -9.1719741821289),
fov = 2
} |
local mod = require 'mod'
-- def_ show(expr) print(_STR_(expr),expr)
assert(mod.one() == 42)
f = mod.Fred(22)
assert(f:get() == 22)
f:set2()
assert(f:get() == 0)
a = mod.Alice()
a:set2()
assert(a:get() == 1)
a:set(66)
assert(tostring(a) == "Alice 66")
|
local class = require 'middleclass'
local TankTurret = class('littletanks.TankTurret')
function TankTurret:initialize()
end
function TankTurret:destroy()
-- Nothing to do here (yet)
end
function TankTurret:update( timeDelta )
-- Nothing to do here (yet).
end
function TankTurret:draw()
error('Missing implementation.')
end
function TankTurret:onTurretRotation( angle )
-- Nothing to do here (yet).
end
return TankTurret
|
------------------------------------------------------------------
-- Configuration options for scripted systems in this pack
------------------------------------------------------------------
EXPERIMENTAL_ENABLE_DYNAMIC_REQUIREMENTS = false
|
local wk = require('which-key')
local lspinstaller = require('nvim-lsp-installer')
local lspconfig = require('lspconfig')
local illum = require('illuminate')
local aerial = require('aerial')
local lsp = vim.lsp
local diag = vim.diagnostic
wk.register(
{
l = {
name = 'LSP',
a = { '<Cmd>AerialToggle<Cr>', 'Toggle Aerial' } ,
e = { '<Cmd>lua vim.lsp.buf.code_action()<Cr>', 'Code Actions' },
f = { function() lsp.buf.formatting() end, 'Format' },
i = { function() lsp.buf.implementation() end, 'Implementation' },
k = { function() lsp.buf.hover() end, 'Hover' },
l = { function() diag.open_float() end, 'Show Line Diagnostics' },
q = { function() diag.setloclist() end, 'Set Location List' },
R = { '<Cmd>LspRestart<Cr>', 'Restart LSP' },
m = { function() lsp.buf.rename() end, 'Rename' },
y = { function() lsp.buf.type_definition() end, 'Type Definition' },
-- Telescope lsp maps
D = { '<Cmd>Telescope lsp_document_diagnostics<Cr>', 'Diagnostics' },
I = { '<Cmd>Telescope lsp_implementations<Cr>', 'Implementations' },
d = { '<Cmd>Telescope lsp_definitions<Cr>', 'Definitions' },
r = { '<Cmd>Telescope lsp_references<Cr>', 'References' },
s = { '<Cmd>Telescope lsp_document_symbols<Cr>', 'Symbols' },
-- nvim-lsp-installer maps
L = { '<Cmd>LspInstallInfo<Cr>', 'nvim-lsp-installer UI' },
},
},
{
prefix = '<Leader>',
}
)
wk.register(
{
['[d'] = { function() diag.goto_prev() end, 'Previous Diagnostic' },
[']d'] = { function() diag.goto_next() end, 'Next Diagnostic' },
-- vim-illuminate maps
[']i'] = { function() illum.next_reference({ wrap = true }) end, 'Move to next doc highlight' },
['[i'] = { function() illum.next_reference({ wrap = true, reverse = true }) end, 'Move to prev doc highlight' },
}
)
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities)
local function disable_formatting(client)
client.resolved_capabilities.document_formatting = false
client.resolved_capabilities.document_range_formatting = false
end
local enhance_server_opts = {
['tsserver'] = function(opts, client)
-- Prefer prettier formatting over null-ls
disable_formatting(client)
end,
['jsonls'] = function(opts, client)
-- Prefer prettier formatting over null-ls
disable_formatting(client)
end,
}
lspinstaller.setup()
local servers = { 'tsserver', 'jsonls', 'eslint' }
for _, server in ipairs(servers) do
lspconfig[server].setup({
capabilities = capabilities,
on_attach = function(client, bufnr)
if enhance_server_opts[server] then
-- Enhance the default opts with the server-specific ones
enhance_server_opts[server](opts, client)
end
-- Automatically format for servers which support it
if client.resolved_capabilities.document_formatting then
vim.cmd("autocmd BufWritePre <buffer> lua vim.lsp.buf.formatting_sync()")
end
-- Attach vim-illuminate
illum.on_attach(client)
-- Attach aerial.nvim
aerial.on_attach(client, bufnr)
end,
})
end
-- Disable illuminate in fugitiveblame
vim.g.Illuminate_ftblacklist = { 'fugitiveblame' }
|
local RunService = game:GetService("RunService")
local Loading = script.Parent
local App = Loading.Parent
local UIBlox = App.Parent
local Packages = UIBlox.Parent
local Roact = require(Packages.Roact)
local t = require(Packages.t)
local ExternalEventConnection = require(UIBlox.Utility.ExternalEventConnection)
local ImageSetComponent = require(UIBlox.Core.ImageSet.ImageSetComponent)
local function floorVector2(vector2)
return Vector2.new(math.floor(vector2.X), math.floor(vector2.Y))
end
local validateProps = t.strictInterface({
-- The anchor point of the panel
anchorPoint = t.optional(t.Vector2),
-- The layout order of the panel
layoutOrder = t.optional(t.integer),
-- The background color of the panel
backgroundColor3 = t.optional(t.Color3),
-- The background transparency of the panel
backgroundTransparency = t.optional(t.number),
-- The position of the panel
position = t.optional(t.UDim2),
-- The corner radius of the image's rounded corners. Defaults to UDim(0, 0) for corners with no rounding.
cornerRadius = t.optional(t.UDim),
-- The image that will move across the panel
image = t.string,
-- The tranparency of the moving image
imageTransparency = t.optional(t.number),
-- The anchor point of the moving image rect
imageAnchorPoint = t.optional(t.Vector2),
-- The start position of the moving image rect
imageRectOffsetStart = t.Vector2,
-- The end position of the moving image rect
imageRectOffsetEnd = t.Vector2,
-- The take it takes for the image to move from the start positon
-- to the end positions
imageScrollCycleTime = t.optional(t.number),
-- The size of the image rect that is projected onto the panel
imageRectSize = t.Vector2,
-- The size point of the panel
size = t.optional(t.UDim2),
})
local TextureScroller = Roact.PureComponent:extend("TextureScroller")
TextureScroller.defaultProps = {
backgroundTransparency = 1,
cornerRadius = UDim.new(0, 0),
imageAnchorPoint = Vector2.new(0, 0),
imageScrollCycleTime = 1,
}
function TextureScroller:init()
self.lerpValue = 0
self.imageRef = Roact.createRef()
self.renderSteppedCallback = function(dt)
local imageScrollCycleTime = self.props.imageScrollCycleTime
local imageRectOffsetStart = self.props.imageRectOffsetStart
local imageRectOffsetEnd = self.props.imageRectOffsetEnd
local imageRectSize = self.props.imageRectSize
local imageAnchorPoint = self.props.imageAnchorPoint
local anchoredImageOffsetStart = Vector2.new(
imageRectOffsetStart.X - imageAnchorPoint.X * imageRectSize.X,
imageRectOffsetStart.Y - imageAnchorPoint.Y * imageRectSize.Y)
local anchoredImageOffsetEnd = Vector2.new(
imageRectOffsetEnd.X - imageAnchorPoint.X * imageRectSize.X,
imageRectOffsetEnd.Y - imageAnchorPoint.Y * imageRectSize.Y)
local lerpPerFrame = 0
if imageScrollCycleTime ~= 0 then
lerpPerFrame = (dt / imageScrollCycleTime)
end
self.lerpValue = (self.lerpValue + lerpPerFrame) % 1
if self.imageRef.current then
self.imageRef.current.ImageRectOffset = floorVector2(
anchoredImageOffsetStart:lerp(anchoredImageOffsetEnd, self.lerpValue))
end
end
end
function TextureScroller:render()
assert(validateProps(self.props))
local anchorPoint = self.props.anchorPoint
local backgroundColor = self.props.backgroundColor3
local backgroundTransparency = self.props.backgroundTransparency
local cornerRadius = self.props.cornerRadius
local image = self.props.image
local imageRectSize = self.props.imageRectSize
local imageTransparency = self.props.imageTransparency
local layoutOrder = self.props.layoutOrder
local position = self.props.position
local size = self.props.size
return Roact.createElement("Frame", {
AnchorPoint = anchorPoint,
BackgroundColor3 = backgroundColor,
BackgroundTransparency = backgroundTransparency,
BorderSizePixel = 0,
LayoutOrder = layoutOrder,
Position = position,
Size = size,
}, {
TextureScrollerImage = Roact.createElement(ImageSetComponent.Label, {
BackgroundTransparency = 1,
Image = image,
ImageTransparency = imageTransparency,
Size = UDim2.new(1, 0, 1, 0),
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(0, 0, imageRectSize.X, imageRectSize.Y),
[Roact.Ref] = self.imageRef,
ImageRectSize = imageRectSize,
}, {
UICorner = cornerRadius ~= UDim.new(0, 0) and Roact.createElement("UICorner", {
CornerRadius = cornerRadius,
}) or nil,
}),
renderStepped = Roact.createElement(ExternalEventConnection, {
callback = self.renderSteppedCallback,
event = RunService.renderStepped,
}),
UICorner = cornerRadius ~= UDim.new(0, 0) and Roact.createElement("UICorner", {
CornerRadius = cornerRadius,
}) or nil,
})
end
return TextureScroller |
if not modules then modules = { } end modules ['font-prv'] = {
version = 1.001,
comment = "companion to font-ini.mkiv and hand-ini.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local type = type
local formatters = string.formatters
local fonts = fonts
local helpers = fonts.helpers
local fontdata = fonts.hashes.identifiers
local setmetatableindex = table.setmetatableindex
local currentprivate = 0xE000
local maximumprivate = 0xEFFF
local extraprivates = { }
helpers.extraprivates = extraprivates
function fonts.helpers.addextraprivate(name,f)
extraprivates[#extraprivates+1] = { name, f }
end
-- if we run out of space we can think of another range but by sharing we can
-- use these privates for mechanisms like alignments-on-character and such
local sharedprivates = setmetatableindex(function(t,k)
v = currentprivate
if currentprivate < maximumprivate then
currentprivate = currentprivate + 1
else
-- reuse last slot, todo: warning
end
t[k] = v
return v
end)
function helpers.addprivate(tfmdata,name,characterdata)
local properties = tfmdata.properties
local characters = tfmdata.characters
local privates = properties.privates
if not privates then
privates = { }
properties.privates = privates
end
if not name then
name = formatters["anonymous_private_0x%05X"](currentprivate)
end
local usedprivate = sharedprivates[name]
privates[name] = usedprivate
characters[usedprivate] = characterdata
return usedprivate
end
function helpers.getprivates(tfmdata)
if type(tfmdata) == "number" then
tfmdata = fontdata[tfmdata]
end
local properties = tfmdata.properties
return properties and properties.privates
end
function helpers.hasprivate(tfmdata,name)
if type(tfmdata) == "number" then
tfmdata = fontdata[tfmdata]
end
local properties = tfmdata.properties
local privates = properties and properties.privates
return privates and privates[name] or false
end
|
local M = {}
M.home = os.getenv('HOME') or os.getenv('USERPROFILE')
function M.find_dotfiles(opts)
opts = opts or {}
opts.cwd = opts.cwd or vim.loop.cwd()
local Path = require('plenary.path')
opts.entry_maker = opts.entry_maker or function(entry)
local path = Path:new(Path:new(M.home .. entry):make_relative(opts.cwd)):normalize(opts.cwd)
return {
path = path,
value = path,
display = path,
ordinal = path,
}
end
-- c ls-tree --full-tree -r --name-only HEAD
local custom_cmd = {
'git', '--git-dir=' .. M.home .. '/.dotfiles',
'--work-tree=' .. M.home, 'ls-tree', '--full-tree', '-r',
'--name-only', 'HEAD'
}
require('telescope.pickers').new(opts, {
results_title = 'dotfiles',
finder = require('telescope.finders').new_oneshot_job(custom_cmd, opts),
sorter = require('telescope.sorters').get_fuzzy_file(),
previewer = require('telescope.config').values.file_previewer(opts)
}):find()
end
function M.map(mode, lhs, rhs, opts)
local options = {noremap = true}
if opts then options = vim.tbl_extend('force', options, opts) end
vim.api.nvim_set_keymap(mode, lhs, rhs, options)
end
function M.buf_map(mode, lhs, rhs, opts)
local options = {noremap = true}
if opts then options = vim.tbl_extend('force', options, opts) end
vim.api.nvim_set_keymap(mode, lhs, rhs, options)
end
function M.sanitize_binary(path)
if vim.fn.has('win32') ~= 0 then
path = path .. '.exe'
end
return path
end
function M.on_attach(_, bufnr)
vim.api.nvim_buf_set_option(bufnr, 'omnifunc', 'v:lua.vim.lsp.omnifunc')
M.map('n', 'gd', '<CMD>lua vim.lsp.buf.definition()<CR>')
M.map('n', 'gr', '<CMD>lua vim.lsp.buf.references()<CR>')
M.map('n', 'K', '<CMD>lua vim.lsp.buf.hover()<CR>')
M.map('n', 'gi', '<CMD>lua vim.lsp.buf.implementation()<CR>')
M.map('n', '<Leader>D', '<CMD>lua vim.lsp.buf.type_definition()<CR>')
M.map('n', '<Leader>rn', '<CMD>lua vim.lsp.buf.rename()<CR>')
M.map('n', '<Leader>e', '<CMD>lua vim.diagnostic.open_float(nil, {scope = "line"})<CR>')
M.map('n', ']d', '<CMD>lua vim.diagnostic.goto_next()<CR>')
M.map('n', '[d', '<CMD>lua vim.diagnostic.goto_prev()<CR>')
M.map('n', '<Leader>q', '<CMD>lua vim.diagnostic.set_loclist()<CR>')
vim.cmd [[
hi LspDiagnosticsVirtualTextError guifg=red
hi LspDiagnosticsVirtualTextWarning guifg=orange
hi LspDiagnosticsVirtualTextInformation guifg=gray
hi LspDiagnosticsVirtualTextHint guifg=green
]]
require('lsp_signature').on_attach()
end
M.capabilities = vim.lsp.protocol.make_client_capabilities()
M.capabilities = require('cmp_nvim_lsp').update_capabilities(M.capabilities)
return M
|
data:extend({
{
type = "bool-setting",
name = "xtreme-fishing-enablepipes",
setting_type = "startup",
default_value = true,
order = "a[pipes]",
},
{
type = "int-setting",
name = "xtreme-fishing-ugpipestart",
setting_type = "startup",
default_value = 11,
minimum_value = 1,
maximum_value = 101,
order = "a[pipes-beginning]",
},
{
type = "int-setting",
name = "xtreme-fishing-ugpipeinterval",
setting_type = "startup",
default_value = 2,
minimum_value = 0,
maximum_value = 16,
order = "a[pipes-continued]",
},
{
type = "int-setting",
name = "xtreme-fishing-pipestacksize",
setting_type = "startup",
default_value = 100,
minimum_value = 1,
maximum_value = 1000,
order = "a[pipes-stacksize]",
},
{
type = "int-setting",
name = "xtreme-fishing-ugpipestacksize",
setting_type = "startup",
default_value = 50,
minimum_value = 1,
maximum_value = 1000,
order = "a[pipes-stacksize-ug]",
},
{
type = "int-setting",
name = "xtreme-fishing-waterpercycle",
setting_type = "startup",
default_value = 250,
minimum_value = 50,
maximum_value = 500,
order = "ab[farm-water]",
},
{
type = "int-setting",
name = "xtreme-fishing-yieldpercycle",
setting_type = "startup",
default_value = 40,
minimum_value = 1,
maximum_value = 100,
order = "ab[farm-yield]",
},
{
type = "string-setting",
name = "xtreme-fishing-puffer_type",
setting_type = "startup",
hidden = true,
default_value = "coal",
allow_blank = false,
auto_trim = true,
order = "ac[puffer-type]",
},
{
type = "int-setting",
name = "xtreme-fishing-puffer_yield",
setting_type = "startup",
hidden = true,
default_value = 6,
minimum_value = 1,
maximum_value = 100,
order = "ac[puffer-yield]",
},
{
type = "int-setting",
name = "xtreme-fishing-squid_oil",
setting_type = "startup",
hidden = true,
default_value = 10,
minimum_value = 5,
maximum_value = 100,
order = "ad[fishlube-squid]",
},
{
type = "int-setting",
name = "xtreme-fishing-puffer_gas",
setting_type = "startup",
hidden = true,
default_value = 10,
minimum_value = 5,
maximum_value = 100,
order = "ad[fishlube-puffer]",
},
{
type = "int-setting",
name = "xtreme-fishing-crab_plastic",
setting_type = "startup",
hidden = true,
default_value = 2,
minimum_value = 1,
maximum_value = 10,
order = "ad[fishlube-crabplastic]",
},
{
type = "int-setting",
name = "xtreme-fishing-fishlube",
setting_type = "startup",
hidden = true,
default_value = 10,
minimum_value = 5,
maximum_value = 100,
order = "ad[fishlube]",
},
{
type = "string-setting",
name = "xtreme-fishing-crab_catalyst",
setting_type = "startup",
hidden = true,
default_value = "lubricant",
allowed_values = { "lubricant", "petroleum-gas", "steam", "sulfuric-acid" },
order = "ad[fishlube-crabcatalyst]",
},
{
type = "bool-setting",
name = "xtreme-fishing-campfire-cooking",
setting_type = "startup",
hidden = true,
default_value = true,
order = "ac[campfire-cooking]",
}
})
-- pufferfish settings (cooked fish)
if mods["factorio-cooked-fish"] then
data.raw["string-setting"]["xtreme-fishing-puffer_type"].hidden = false
data.raw["int-setting"]["xtreme-fishing-puffer_yield"].hidden = false
end
-- campfire settings (fire-place)
if mods["fire-place"] and (mods["GreenTec"] or mods["factorio-cooked-fish"]) then
data.raw["bool-setting"]["xtreme-fishing-campfire-cooking"].hidden = false
end
-- fish lube settings
if mods["Fish_Lube"] then
data.raw["int-setting"]["xtreme-fishing-squid_oil"].hidden = false
data.raw["int-setting"]["xtreme-fishing-puffer_gas"].hidden = false
data.raw["int-setting"]["xtreme-fishing-crab_plastic"].hidden = false
data.raw["int-setting"]["xtreme-fishing-fishlube"].hidden = false
data.raw["int-setting"]["xtreme-fishing-fishlube"].hidden = false
data.raw["string-setting"]["xtreme-fishing-crab_catalyst"].hidden = false
end |
if nil ~= require then
require "fritomod/ListenerList";
end;
Callbacks = Callbacks or {};
local function ActivateKeyboard(frame)
local KEYBOARD_ENABLER = "__KeyboardEnabler";
if not frame[KEYBOARD_ENABLER] then
frame[KEYBOARD_ENABLER] = Functions.Install(function()
frame:EnableKeyboard(true);
return Functions.OnlyOnce(frame, "EnableKeyboard", false);
end);
end;
return frame[KEYBOARD_ENABLER]();
end;
local function KeyListener(event)
return function(frame, func, ...)
frame = Frames.AsRegion(frame);
assert(frame.EnableKeyboard, "Frame must support keyboard events");
local list = Frames.GetCallbackHandler(frame, event,
ActivateKeyboard, frame);
return list:Add(func, ...);
end;
end;
Callbacks.Char=KeyListener("OnChar");
Callbacks.KeyDown=KeyListener("OnKeyDown");
Callbacks.KeyPress=Callbacks.KeyDown;
Callbacks.KeyUp=KeyListener("OnKeyUp");
Callbacks.KeyRelease=Callbacks.KeyUp;
local modifierFor = {
SHIFT = "SHIFT",
LSHIFT = "SHIFT",
RSHIFT = "SHIFT",
CONTROL = "CONTROL",
LCONTROL = "CONTROL",
RCONTROL = "CONTROL",
};
function Callbacks.Keys(frame, func, ...)
func = Curry(func, ...);
local callbacks = {};
return Functions.OnlyOnce(Lists.CallEach, {
Callbacks.KeyDown(frame, function(pressedKey, ...)
if modifierFor[pressedKey] then
-- Refuse to handle modifiers
return;
end;
if callbacks[pressedKey] then
-- Redundant keypress, so just ignore it
return;
end;
callbacks[pressedKey] = func(pressedKey, ...) or Noop;
end),
Callbacks.KeyUp(frame, function(pressedKey, ...)
if callbacks[pressedKey] then
callbacks[pressedKey](pressedKey, ...);
callbacks[pressedKey] = nil;
end;
end)
});
end;
function Callbacks.Modifiers(frame, func, ...)
func = Curry(func, ...);
local callbacks = {};
local modCounts = {};
return Functions.OnlyOnce(Lists.CallEach, {
Callbacks.KeyPress(frame, function(key, ...)
local mod = modifierFor[tostring(key):upper()];
if not mod then
return;
end;
if not modCounts[mod] then
callbacks[mod] = func(mod, ...) or Noop;
modCounts[mod] = 0;
end;
modCounts[mod] = modCounts[mod] + 1;
end),
Callbacks.KeyUp(frame, function(key, ...)
local mod = modifierFor[tostring(key):upper()];
if not mod then
return;
end;
if not modCounts[mod] then
return;
end;
modCounts[mod] = modCounts[mod] - 1;
if modCounts[mod] > 0 then
return;
end;
modCounts[mod] = nil;
callbacks[mod](mod, ...);
callbacks[mod] = nil;
end)
});
end;
function Callbacks.Key(key, func, ...)
key=key:lower();
func=Curry(func, ...);
local onKeyUp;
return Functions.OnlyOnce(Lists.CallEach, {
Callbacks.KeyDown(function(pressedKey)
pressedKey=pressedKey:lower();
if pressedKey == key then
func();
end;
end),
Callbacks.KeyUp(function(pressedKey)
if onKeyUp then
pressedKey=pressedKey:lower();
if pressedKey == key then
onKeyUp();
onKeyUp=nil;
end;
end
end)
});
end;
function Callbacks.Modifier(key, func, ...)
key=key:upper();
func=Curry(func, ...);
local onUp;
return Events.MODIFIER_STATE_CHANGED(function(what, isDown)
-- I use EndsWith to allow for key to be either 'ALT' or 'LALT' without
-- requiring any extra code.
if not Strings.EndsWith(what, key) then
return;
end;
if isDown == 1 and not onUp then
onUp = func() or Noop;
elseif onUp then
onUp();
onUp = nil;
end;
end);
end;
-- vim: set noet :
|
--- === cp.ui.Alert ===
---
--- Alert UI Module.
local require = require
local axutils = require "cp.ui.axutils"
local Sheet = require "cp.ui.Sheet"
local Alert = Sheet:subclass("cp.ui.Alert")
--- cp.ui.Alert:new(app) -> Alert
--- Constructor
--- Creates a new `Alert` instance. It will automatically search the parent's children for Alerts.
---
--- Parameters:
--- * parent - The parent object.
---
--- Returns:
--- * A new `Browser` object.
function Alert:initialize(parent)
local UI = parent.UI:mutate(function(original)
return axutils.childMatching(original(), Alert.matches)
end)
Sheet.initialize(self, parent, UI)
end
return Alert
|
defines {
"rsc_FullName=\"Yakuza Arcade Machines Player\"",
"rsc_MinorVersion=0",
"rsc_RevisionID=1",
"rsc_BuildID=1",
"rsc_Copyright=\"2021\"",
"rsc_UpdateURL=\"https://github.com/CookiePLMonster/YAMP/releases\""
} |
--
--
--
minetest.register_craftitem("yatm_dscs:item_drive_t1", {
basename = "yatm_dscs:item_drive",
base_description = "Item Drive",
description = "Item Drive [32 Cells]",
groups = {inventory_drive = 1, item_drive = 1},
inventory_image = "yatm_inventory_drives_item_tier1.png",
drive_capacity = 32,
stack_max = 1,
})
minetest.register_craftitem("yatm_dscs:item_drive_t2", {
basename = "yatm_dscs:item_drive",
base_description = "Item Drive",
description = "Item Drive [128 Cells]",
groups = {inventory_drive = 2, item_drive = 2},
inventory_image = "yatm_inventory_drives_item_tier2.png",
drive_capacity = 128,
stack_max = 1,
})
minetest.register_craftitem("yatm_dscs:item_drive_t3", {
basename = "yatm_dscs:item_drive",
base_description = "Item Drive",
description = "Item Drive [512 Cells]",
groups = {inventory_drive = 3, item_drive = 3},
inventory_image = "yatm_inventory_drives_item_tier3.png",
drive_capacity = 512,
stack_max = 1,
})
|
function single() return "test"
end
function test ( param1,
param2 )
method()
return 1
end
local tbl = {}
function tbl:method()
self.value = 1
end
function tbl:method2() return 12345678 < 12345678 + 1 end
-- Result --
function single() return "test" end
function test(param1, param2)
method()
return 1
end
local tbl = {}
function tbl:method() self.value = 1 end
function tbl:method2()
return 12345678 < 12345678 + 1
end
|
local Consts = require "consts"
local NoteInfo = require "noteinfo"
local Envelope = require "envelope"
local Soundwave = require "soundwave"
local NoteWave = require "util.class" "NoteWave"
-- envelope is optional?
function NoteWave:__init(note, speed, startTime)
self._note = note
self._noteStart = startTime
self._env = Envelope:new({ intensity = 0.25 + 2 * speed / 0x80 })
end
function NoteWave:setStopTime(stopTime)
self._env:setStopTime(stopTime - self._noteStart)
end
function NoteWave:hasStopTime()
return self._env:hasStopTime()
end
function NoteWave:setEnvelope(envelope)
self._env = envelope
end
function NoteWave:isDead(tPrevious)
return self._env:isDead(tPrevious - self._noteStart)
end
function NoteWave:calculateWavePoint(tAbsolute)
local frequency = NoteInfo.getNoteFrequency(self._note) + 10e-7 * math.sin(tAbsolute * 32)
local x = tAbsolute * frequency
local wavePoint = Soundwave.triangle(x) * 0.3 + Soundwave.sin(x) * 0.7
local envelope = self._env:calculate(tAbsolute - self._noteStart)
return wavePoint * envelope
end
return NoteWave
|
-- Polished marble nodes
greek.marble_groups = {cracky = 2}
greek.marble_sounds = greek.default_sounds("node_sound_stone_defaults")
greek.register_node_and_stairs("greek:marble_polished", {
description = "Polished Marble",
tiles = {"greek_marble_polished.png"},
groups = greek.marble_groups,
sounds = greek.marble_sounds,
})
for _, item in pairs(greek.settings_list("marble")) do
greek.add_group(item, "marble")
end
minetest.register_craft({
output = "greek:marble_polished 9",
recipe = {
{"group:greek:marble", "group:greek:marble", "group:greek:marble"},
{"group:greek:marble", "group:greek:marble", "group:greek:marble"},
{"group:greek:marble", "group:greek:marble", "group:greek:marble"},
},
})
minetest.register_craft({
output = "greek:marble_polished",
recipe = "greek:marble_cobble",
type = "cooking",
cooktime = 5,
})
greek.register_node_and_stairs("greek:marble_polished_block", {
description = "Polished Marble Block",
tiles = {"greek_marble_polished_block.png"},
groups = greek.marble_groups,
sounds = greek.marble_sounds,
})
minetest.register_craft({
output = "greek:marble_polished_block 4",
recipe = {
{"greek:marble_polished", "greek:marble_polished"},
{"greek:marble_polished", "greek:marble_polished"},
}
})
greek.register_node_and_stairs("greek:marble_cobble", {
description = "Marble Cobble",
tiles = {"greek_marble_cobble.png"},
groups = greek.marble_groups,
sounds = greek.marble_sounds,
})
minetest.register_craft({
output = "greek:marble_cobble 5",
recipe = {
{"greek:marble_polished", "", "greek:marble_polished"},
{"", "greek:marble_polished", ""},
{"greek:marble_polished", "", "greek:marble_polished"},
},
})
-- Marble pillars
greek.register_node_and_stairs("greek:marble_pillar", {
description = "Marble Pillar",
tiles = {"greek_marble_pillar_top.png", "greek_marble_pillar_top.png", "greek_marble_pillar_side.png"},
paramtype2 = "facedir",
groups = greek.marble_groups,
sounds = greek.marble_sounds,
on_place = minetest.rotate_node,
})
minetest.register_craft({
output = "greek:marble_pillar 2",
recipe = {
{"greek:marble_polished"},
{"greek:marble_polished"},
},
})
local pillar_heads = {"doric", "ionic", "corinthian"}
for _, head in pairs(pillar_heads) do
minetest.register_node("greek:marble_pillar_head_" .. head, {
description = head:gsub("^%l", string.upper) .. " Marble Pillar Head",
tiles = {"greek_marble_pillar_top.png", "greek_marble_pillar_top.png", "greek_marble_pillar_head_" .. head .. ".png"},
paramtype2 = "facedir",
groups = greek.marble_groups,
sounds = greek.marble_sounds,
on_place = minetest.rotate_node,
})
minetest.register_node("greek:marble_pillar_base_" .. head, {
description = head:gsub("^%l", string.upper) .. " Marble Pillar Base",
tiles = {"greek_marble_pillar_top.png", "greek_marble_pillar_top.png", "greek_marble_pillar_base_" .. head .. ".png"},
paramtype2 = "facedir",
groups = greek.marble_groups,
sounds = greek.marble_sounds,
on_place = minetest.rotate_node,
})
end
-- Ionic pillar head has some special side tiles
minetest.override_item("greek:marble_pillar_head_ionic", {
tiles = {
"greek_marble_pillar_top.png", "greek_marble_pillar_top.png",
"greek_marble_pillar_head_ionic_side.png", "greek_marble_pillar_head_ionic_side.png",
"greek_marble_pillar_head_ionic.png", "greek_marble_pillar_head_ionic.png",
},
})
greek.register_craftring("greek:marble_pillar_head_%s", pillar_heads)
greek.register_craftring("greek:marble_pillar_base_%s", pillar_heads)
minetest.register_craft({
output = "greek:marble_pillar_head_" .. pillar_heads[1] .. " 4",
recipe = {
{"greek:marble_pillar", "greek:marble_polished", "greek:marble_pillar"},
{"", "greek:marble_pillar", ""},
},
})
minetest.register_craft({
output = "greek:marble_pillar_base_" .. pillar_heads[1] .. " 4",
recipe = {
{"", "greek:marble_pillar", ""},
{"greek:marble_pillar", "greek:marble_polished", "greek:marble_pillar"},
},
})
-- Carved marble tiles
local tile_total = 6
for i = 1, tile_total do
greek.register_node_and_stairs("greek:marble_tile_" .. i, {
description = "Marble Tile " .. i,
tiles = {"greek_marble_tile_" .. i .. ".png"},
paramtype2 = "facedir",
groups = greek.marble_groups,
sounds = greek.marble_sounds,
})
end
greek.register_craftring("greek:marble_tile_%s", tile_total)
minetest.register_craft({
output = "greek:marble_tile_1 4",
recipe = {
{"greek:marble_polished_block", "greek:marble_polished_block"},
{"greek:marble_polished_block", "greek:marble_polished_block"},
}
})
-- Painted marble tiles
-- type name = {total, list of recipe shapes}
local types = {
center = {12, {{
{0, 1, 0},
{1, 1, 1},
{0, 1, 0},
}}},
corner = {12, {
{{1, 0, 0}, {1, 0, 0}, {1, 1, 1}},
{{0, 0, 1}, {0, 0, 1}, {1, 1, 1}},
{{1, 1, 1}, {0, 0, 1}, {0, 0, 1}},
{{1, 1, 1}, {1, 0, 0}, {1, 0, 0}}
}},
edge = {12, {{
{1, 0, 1},
{0, 1, 0},
{1, 0, 1},
}}}
}
-- Palette colors and corresponding dyes
local dyes = {["dye:blue"] = 0, ["dye:yellow"] = 1, ["dye:black"] = 2, ["dye:red"] = 3, ["dye:orange"] = 4, ["dye:green"] = 5, ["dye:violet"] = 6, ["dye:pink"] = 7}
for type, data in pairs(types) do
local total = data[1]
for i = 1, total do
local name = ("greek:marble_painted_%s_%s"):format(type, i)
local tile = ("greek_marble_painted_%s_%s.png"):format(type, i)
local registered = greek.register_node_and_stairs(name, {
description = ("Painted %s Marble %s"):format(type:gsub("^%l", string.upper), i),
tiles = {{name = "greek_marble_polished.png", color = "white"}},
overlay_tiles = {tile, tile .. "^[transformFX", tile, tile .. "^[transformFY", tile .. "^[transformFX", tile .. "^[transformR180"},
paramtype2 = "colorfacedir",
palette = "greek_marble_painted_palette.png",
color = "#0058af", -- This is used for inventory color
use_texture_alpha = true,
groups = greek.marble_groups,
sounds = greek.marble_sounds,
on_punch = greek.dye_punch(dyes),
})
-- Recipes for coloring tiles
for _, item in pairs(registered) do
for dye, color in pairs(dyes) do
minetest.register_craft({
output = minetest.itemstring_with_palette(item, color * 32),
recipe = {item, dye},
replacements = not greek.settings_get("consume_dye") and {{dye, dye}} or nil,
type = "shapeless",
})
end
end
end
greek.register_craftring("greek:marble_painted_" .. type .. "_%s", total)
-- Use specific dye to craft colored tile
-- Is it possible to have a fallback group:dye recipe to output black? (mixed dyes)
for dye, color in pairs(dyes) do
-- Fill recipe template with items
local items = {[0] = "greek:marble_polished", dye}
for _, recipe in pairs(data[2]) do
local filled = {}
for row in pairs(recipe) do
filled[row] = {}
for col in pairs(recipe[row]) do
filled[row][col] = items[recipe[row][col]]
end
end
minetest.register_craft({
output = minetest.itemstring_with_palette(("greek:marble_painted_%s_1 4"):format(type), color * 32),
recipe = filled,
})
end
end
end
|
port = {}
port.GPoint = gincu.GVector2
port.GSize = gincu.GSize
port.createPoint = function(x, y) local p = port.GPoint(); p.x = x; p.y = y; return p; end
port.createScale = function(x, y) local p = port.GPoint(); p.x = x; p.y = y; return p; end
port.createSize = function(w, h) local p = port.GSize(); p.width = w; p.height = h; return p; end
|
SampleScript = {}
local Trans = nil;
local Speed = 2;
local InputLeft = 0;
local InputRight = 0;
local InputUp = 0;
local InputDown = 0;
local SwordTrans = nil;
local function ChangeFacing(facingDir)
Trans.Rotation.y = math.pi * facingDir;
end
function SampleScript:OnCreate()
--Maybe try Scene:GetEntity(self.entity);
self.Entity:GetSpriteRenderComponent().Offset.Pivot.x = 0.5;
end
function SampleScript:OnUpdate(ts)
Trans = self.Entity:GetTransfromComponent().Transform;
local dir = vec3:new(InputRight - InputLeft, InputDown - InputUp, 0.0);
if(dir.x ~= 0.0 or dir.y ~= 0.0) then
dir = dir:normalize();
end
-- --Trans.Position:add(vec3:new(0.8, 0.0, 0.0));
Trans.Position:add(dir * Speed * ts * 60.0);
end
function SampleScript:OnKeyPressed(key)
if(key == Keys.A) then
InputLeft = 1;
ChangeFacing(1);
elseif (key == Keys.D) then
InputRight = 1;
ChangeFacing(0);
elseif (key == Keys.S) then
InputDown = 1;
elseif (key == Keys.W) then
InputUp = 1;
end
end
function SampleScript:OnKeyReleased(key)
if(key == Keys.A) then
InputLeft = 0;
elseif (key == Keys.D) then
InputRight = 0;
elseif (key == Keys.S) then
InputDown = 0;
elseif (key == Keys.W) then
InputUp = 0;
end
end
return SampleScript;
-- function SampleScript:OnMessageReceived(entity, messageData)
-- end |
return (function(self, event)
return api.RegisterEvent(self, event)
end)(...)
|
HYPEX.MapLoader.Print = function(msg,val)
val = val == 1 and "SUCCESS" || val == 2 and "FAIL" || val == 3 and "RUNNING" || "INFO"
print("[HYPEX] [MapLoader] [" .. val .. "] " .. msg)
end
local print, config = HYPEX.MapLoader.Print, HYPEX.MapLoader.Config
hook.Add("Initialize", "HYPEX.MAPLOADER.Execute", function()
print("Getting Current map...", 3)
local curMap = game.GetMap()
print("Map is reporting as " .. curMap)
print("Executing MapLoader")
return config[curMap] and resource.AddWorkshop(config[curMap]) and print("Added map for WorkshopDL.", 1) || print("Could not find map in config.", 2)
end)
print("Loaded sv_execute.lua") |
--- @class DungeonPokemonPlayer : DungeonPokemon a class that represents a player into a Dungeon.
local DungeonPokemonPlayer = _C.DungeonPokemon:new_void()
DungeonPokemonPlayer.__index = DungeonPokemonPlayer
--- Creates a new DungeonPokemonPlayer.
--- @param number number the PokéDex number of the Pokémon.
--- @param level number the level.
--- @param position Vector the Vector that represents the position.
--- @param current_floor number the Floor on which the player is.
function DungeonPokemonPlayer:new(number, level, position, current_floor)
local new = setmetatable(_C.DungeonPokemon:new(number, level, position), self)
new.current_floor = current_floor or 1
new.draw_position = _C.Vector:new(position:get_x(), position:get_y())
return new
end
--- Creates an DungeonPokemonPlayer with no atributes, useful for inheritance.
--- @return DungeonPokemonPlayer a new void DungeonPokemonPlayer.
function DungeonPokemonPlayer:new_void()
return setmetatable(_C.DungeonPokemon:new_void(), self)
end
--- Returns the floor on which the player is.
--- @return number the floor on which the player is.
function DungeonPokemonPlayer:get_current_floor()
return self.current_floor
end
--- Converts the DungeonPokemonPlayer into a string with its information.
--- @return string a string with the object information.
function DungeonPokemonPlayer:__tostring()
return string.format(
"DungeonPokemonPlayer = {number = %d, level = %d, position = (%d, %d)}",
self.number,
self.level,
self.move_final_pos:get_x(),
self.move_final_pos:get_y()
)
end
return DungeonPokemonPlayer
|
function initEvents()
local m = Slipe.Shared.Elements.ElementManager.getInstance()
local _elementEvents = Slipe.Shared.Elements.Events
local _colShapeEvents = Slipe.Shared.CollisionShapes.Events
local _sharedPickupEvents = Slipe.Shared.Pickups.Events
local _markerEvents = Slipe.Shared.Markers.Events
local events = {}
-- 1: MTA event name
-- 2: events namespace
-- 3: table reference to static class, if static event (optional)
if triggerServerEvent == nil then
local _pickupEvents = Slipe.Server.Pickups.Events
local _pedEvents = Slipe.Server.Peds.Events
local _vehicleEvents = Slipe.Server.Vehicles.Events
local _accountEvents = Slipe.Server.Accounts.Events
local _gameEvents = Slipe.Server.Game.Events
local _ioEvents = Slipe.Server.IO.Events
-- Root Element
events.onAccountDataChange = {"OnDataChange", _accountEvents, Slipe.Server.Accounts.Account}
events.onBan = {"OnAdded", _accountEvents, Slipe.Server.Accounts.Ban}
events.onUnban = {"OnRemoved", _accountEvents, Slipe.Server.Accounts.Ban}
events.onPlayerConnect = {"OnPlayerConnect", _gameEvents, Slipe.Server.Game.GameServer}
events.onResourcePreStart = {"OnPreStart", _gameEvents, Slipe.Server.Game.GameServer }
events.onResourceStart = {"OnStart", _gameEvents, Slipe.Server.Game.GameServer}
events.onResourceStop = {"OnStop", _gameEvents, Slipe.Server.Game.GameServer}
events.onChatMessage = {"OnChatMessage", _ioEvents, Slipe.Server.IO.ChatBox}
events.onDebugMessage = {"OnDebugMessage", _ioEvents, Slipe.Server.IO.MtaDebug}
events.onSettingChange = {"OnSettingChange", _gameEvents, Slipe.Server.Game.GameServer}
-- PhysicalElement
events.onElementColShapeHit = {"OnCollisionShapeHit", _elementEvents}
events.onElementColShapeLeave = {"OnCollisionShapeLeave", _elementEvents}
events.onElementClicked = {"OnClicked", _elementEvents}
events.onElementModelChange = {"OnModelChange", _elementEvents}
events.onElementStartSync = {"OnStartSync", _elementEvents}
events.onElementStopSync = {"OnStopSync", _elementEvents}
-- Collisionshape
events.onColShapeHit = {"OnHit", _colShapeEvents}
events.onColShapeLeave = {"OnLeave", _colShapeEvents}
-- Element
events.onElementDestroy = {"OnDestroy", _elementEvents}
-- Pickup
events.onPickupHit = {"OnHit", _sharedPickupEvents}
events.onPickupLeave = {"OnLeave", _sharedPickupEvents}
events.onPickupSpawn = {"OnSpawn", _pickupEvents}
events.onPickupUse = {"OnUse", _pickupEvents}
-- Marker
events.onMarkerHit = {"OnHit", _markerEvents}
events.onMarkerLeave = {"OnLeave", _markerEvents}
-- Ped
events.onPedWasted = {"OnWasted", _pedEvents}
events.onPedWeaponSwitch = {"OnWeaponSwitch", _pedEvents}
-- Player
events.onPlayerJoin = {"OnJoin", _pedEvents, Slipe.Server.Peds.Player}
events.onConsole = {"OnConsole", _pedEvents}
events.onPlayerACInfo = {"OnAcInfo", _pedEvents}
events.onBan = {"OnBanAdded", _pedEvents}
events.onPlayerBan = {"OnBanned", _pedEvents}
events.onPlayerChangeNick = {"OnNicknameChanged", _pedEvents}
events.onPlayerChat = {"OnChat", _pedEvents}
events.onPlayerClick = {"OnClick", _pedEvents}
events.onPlayerCommand = {"OnCommand", _pedEvents}
events.onPlayerContact = {"OnContact", _pedEvents}
events.onPlayerDamage = {"OnDamage", _pedEvents}
events.onPlayerWasted = {"OnWasted", _pedEvents}
events.onPlayerLogin = {"OnLogin", _pedEvents}
events.onPlayerLogout = {"OnLogout", _pedEvents}
events.onPlayerMarkerHit = {"OnMarkerHit", _pedEvents}
events.onPlayerMarkerLeave = {"OnMarkerLeave", _pedEvents}
events.onPlayerModInfo = {"OnModInfo", _pedEvents}
events.onPlayerMute = {"OnMuted", _pedEvents}
events.onPlayerUnMute = {"OnUnmuted", _pedEvents}
events.onPlayerNetworkStatus = {"OnNetworkInteruption", _pedEvents}
events.onPlayerPickupHit = {"OnPickupHit", _pedEvents}
events.onPlayerPickupLeave = {"OnPickupLeave", _pedEvents}
events.onPlayerPickupUse = {"OnPickupUse", _pedEvents}
events.onPlayerPrivateMessage = {"OnPrivateMessage", _pedEvents}
events.onPlayerQuit = {"OnQuit", _pedEvents}
events.onPlayerScreenShot = {"OnScreenShot", _pedEvents}
events.onPlayerSpawn = {"OnSpawn", _pedEvents}
events.onPlayerStealthKill = {"OnStealthKill", _pedEvents}
events.onPlayerTarget = {"OnTarget", _pedEvents}
events.onPlayerVehicleEnter = {"OnVehicleEnter", _pedEvents}
events.onPlayerVehicleExit = {"OnVehicleExit", _pedEvents}
events.onPlayerVoiceStart = {"OnVoiceStart", _pedEvents}
events.onPlayerVoiceStop = {"OnVoiceStop", _pedEvents}
events.onPlayerWeaponFire = {"OnWeaponFire", _pedEvents}
events.onPlayerWeaponSwitch = {"OnWeaponSwitch", _pedEvents}
-- Vehicle
events.onTrailerAttach = {"OnAttach", _vehicleEvents}
events.onTrailerDetach = {"OnDetach", _vehicleEvents}
events.onVehicleDamage = {"OnDamage", _vehicleEvents}
events.onVehicleEnter = {"OnEnter", _vehicleEvents}
events.onVehicleExit = {"OnExit", _vehicleEvents}
events.onVehicleStartEnter = {"OnStartEnter", _vehicleEvents}
events.onVehicleStartExit = {"OnStartExit", _vehicleEvents}
events.onVehicleExplode = {"OnExplode", _vehicleEvents}
events.onVehicleRespawn = {"OnRespawn", _vehicleEvents}
else
local _browserEvents = Slipe.Client.Browsers.Events
local _ioEvents = Slipe.Client.IO.Events
local _renderEvents = Slipe.Client.Rendering.Events
local _gameEvents = Slipe.Client.Game.Events
local _clientElementEvents = Slipe.Client.Elements.Events
local _guiEvents = Slipe.Client.Gui.Events
local _pedEvents = Slipe.Client.Peds.Events
local _worldEvents = Slipe.Client.GameWorld.Events
local _weaponEvents = Slipe.Client.Weapons.Events
local _soundEvents = Slipe.Client.Sounds.Events
local _vehicleEvents = Slipe.Client.Vehicles.Events
-- Browser
events.onClientBrowserCreated = {"OnCreated", _browserEvents}
events.onClientBrowserCursorChange = {"OnCursorChange", _browserEvents}
events.onClientBrowserDocumentReady = {"OnDocumentReady", _browserEvents}
events.onClientBrowserInputFocusChanged = {"OnInputFocusChange", _browserEvents}
events.onClientBrowserLoadingFailed = {"OnLoadFail", _browserEvents}
events.onClientBrowserLoadingStart = {"OnLoadStart", _browserEvents}
events.onClientBrowserNavigate = {"OnNavigate", _browserEvents}
events.onClientBrowserPopup = {"OnPopup", _browserEvents}
events.onClientBrowserResourceBlocked = {"OnResourceBlocked", _browserEvents}
events.onClientBrowserTooltip = {"OnTooltip", _browserEvents}
-- Resource root element
events.onClientFileDownloadComplete = {"OnFileDownloadComplete", _gameEvents, Slipe.Client.Game.GameClient}
events.onClientResourceStart = {"OnStart", _gameEvents, Slipe.Client.Game.GameClient}
events.onClientResourceStop = {"OnStop", _gameEvents, Slipe.Client.Game.GameClient}
-- Root element
events.onClientKey = {"OnKey", _ioEvents, Slipe.Client.IO.Input}
events.onClientRender = {"OnRender", _renderEvents, Slipe.Client.Rendering.Renderer}
events.onClientPreRender = {"OnUpdate", _gameEvents, Slipe.Client.Game.GameClient}
events.onClientHUDRender = {"OnHUDRender", _renderEvents, Slipe.Client.Rendering.Renderer}
events.onClientBrowserWhitelistChange = {"OnWhiteListChange", _browserEvents, Slipe.Client.Browsers.Browser}
events.onClientCharacter = {"OnCharacter", _ioEvents, Slipe.Client.IO.Input}
events.onClientClick = {"OnClick", _ioEvents, Slipe.Client.IO.Cursor}
events.onClientCursorMove = {"OnCursorMove", _ioEvents, Slipe.Client.IO.Cursor}
events.onClientDoubleClick = {"OnDoubleClick", _ioEvents, Slipe.Client.IO.Cursor}
events.onClientChatMessage = {"OnChatMessage", _ioEvents, Slipe.Client.IO.ChatBox}
events.onClientDebugMessage = {"OnDebugMessage", _ioEvents, Slipe.Client.IO.MtaDebug}
events.onClientMinimize = {"OnMinimize", _gameEvents, Slipe.Client.Game.GameClient}
events.onClientPlayerNetworkStatus = {"OnNetworkInteruption", _gameEvents, Slipe.Client.Game.GameClient}
events.onClientRestore = {"OnRestore", _gameEvents, Slipe.Client.Game.GameClient}
-- Misc
events.onClientExplosion = {"OnExplosion", _clientElementEvents}
-- Colshape
events.onClientColShapeHit = {"OnHit", _colShapeEvents}
events.onClientColShapeLeave = {"OnLeave", _colShapeEvents}
-- Element
events.onClientElementDestroy = {"OnDestroy", _elementEvents}
-- Physical Element
events.onClientElementColShapeHit = {"OnCollisionShapeHit", _elementEvents}
events.onClientElementColShapeLeave = {"OnCollisionShapeLeave", _elementEvents}
events.onClientElementStreamIn = {"OnStreamIn", _elementEvents}
events.onClientElementStreamOut = {"OnStreamOut", _elementEvents}
-- Marker
events.onClientMarkerHit = {"OnHit", _markerEvents}
events.onClientMarkerLeave = {"OnLeave", _markerEvents}
-- Gui
events.onClientGUIAccepted = {"OnAccepted", _guiEvents}
events.onClientGUIBlur = {"OnBlur", _guiEvents}
events.onClientGUIFocus = {"OnFocus", _guiEvents}
events.onClientGUIChanged = {"OnChanged", _guiEvents}
events.onClientGUIClick = {"OnClick", _guiEvents}
events.onClientGUIComboBoxAccepted = {"OnAccepted", _guiEvents}
events.onClientGUIDoubleClick = {"OnDoubleClick", _guiEvents}
events.onClientGUIMouseDown = {"OnMouseDown", _guiEvents}
events.onClientGUIMouseUp = {"OnMouseUp", _guiEvents}
events.onClientGUIMove = {"OnMove", _guiEvents}
events.onClientGUIScroll = {"OnScroll"}
events.onClientGUISize = {"OnResize", _guiEvents}
events.onClientGUITabSwitched = {"OnOpen", _guiEvents}
events.onClientMouseEnter = {"OnMouseEnter", _guiEvents}
events.onClientMouseLeave = {"OnMouseLeave", _guiEvents}
events.onClientMouseMove = {"OnMouseMove", _guiEvents}
events.onClientMouseWheel = {"OnMouseWheel", _guiEvents}
-- Pickup
events.onClientPickupHit = {"OnHit", _sharedPickupEvents}
events.onClientPickupLeave = {"OnLeave", _sharedPickupEvents}
-- Ped
events.onClientPedDamage = {"OnDamage", _pedEvents}
events.onClientPedHeliKilled = {"OnHeliKilled", _pedEvents}
events.onClientPedWasted = {"OnWasted", _pedEvents}
events.onClientPedWeaponFire = {"OnWeaponFire", _pedEvents}
events.onClientPedStep = {"OnStep", _pedEvents}
-- Player
events.onClientPlayerJoin = {"OnJoin", _pedEvents, Slipe.Client.Peds.Player}
events.onClientConsole = {"OnConsole", _pedEvents}
events.onPlayerChangeNick = {"OnNicknameChanged", _pedEvents}
events.onClientPlayerChoke = {"OnChoke", _pedEvents}
events.onClientPlayerDamage = {"OnDamage", _pedEvents}
events.onClientPlayerHeliKilled = {"OnHeliKilled", _pedEvents}
events.onClientPlayerPickupHit = {"OnPickupHit", _pedEvents}
events.onClientPlayerPickupLeave = {"OnPickupLeave", _pedEvents}
events.onClientPlayerQuit = {"OnQuit", _pedEvents}
events.onClientPlayerRadioSwitch = {"OnRadioSwitch", _pedEvents}
events.onClientPlayerSpawn = {"OnSpawn", _pedEvents}
events.onClientPlayerStealthKill = {"OnStealthKill", _pedEvents}
events.onClientPlayerStuntStart = {"OnStuntStart", _pedEvents}
events.onClientPlayerStuntFinish = {"OnStuntFinish", _pedEvents}
events.onClientPlayerTarget = {"OnTarget", _pedEvents}
events.onClientPlayerVehicleEnter = {"OnVehicleEnter", _pedEvents}
events.onClientPlayerVehicleExit = {"OnVehicleExit", _pedEvents}
events.onClientPlayerVoicePause = {"OnVoicePaused", _pedEvents}
events.onClientPlayerVoiceResumed = {"OnVoiceResumed", _pedEvents}
events.onClientPlayerVoiceStart = {"OnVoiceStart", _pedEvents}
events.onClientPlayerVoiceStop = {"OnVoiceStop", _pedEvents}
events.onClientPlayerWasted = {"OnWasted", _pedEvents}
events.onClientPlayerWeaponFire = {"OnWeaponFire", _pedEvents}
events.onClientPlayerWeaponSwitch = {"OnWeaponSwitch", _pedEvents}
-- Object
events.onClientObjectBreak = {"OnBreak", _worldEvents}
events.onClientObjectDamage = {"OnDamage", _worldEvents}
-- Projectile
events.onClientProjectileCreation = {"OnCreated", _weaponEvents}
-- Sound
events.onClientSoundBeat = {"OnBeat", _soundEvents}
events.onClientSoundChangedMeta = {"OnMetaChanged", _soundEvents}
events.onClientSoundFinishedDownload = {"OnDownloadFinished", _soundEvents}
events.onClientSoundStarted = {"OnStart", _soundEvents}
events.onClientSoundStopped = {"OnStop", _soundEvents}
events.onClientSoundStream = {"OnStream", _soundEvents}
-- Vehicle
events.onClientTrailerAttach = {"OnAttach", _vehicleEvents}
events.onClientTrailerDetach = {"OnDetach", _vehicleEvents}
events.onClientVehicleCollision = {"OnCollision", _vehicleEvents}
events.onClientVehicleDamage = {"OnDamage", _vehicleEvents}
events.onVehicleEnter = {"OnEnter", _vehicleEvents}
events.onVehicleExit = {"OnExit", _vehicleEvents}
events.onVehicleStartEnter = {"OnStartEnter", _vehicleEvents}
events.onVehicleStartExit = {"OnStartExit", _vehicleEvents}
events.onVehicleExplode = {"OnExplode", _vehicleEvents}
events.onVehicleRespawn = {"OnRespawn", _vehicleEvents}
events.onClientVehicleNitroStateChange = {"OnNitroStateChange", _vehicleEvents}
events.onClientPedHitByWaterCannon = {"OnPedHit", _vehicleEvents}
events.onClientPlayerHitByWaterCannon = {"OnPedHit", _vehicleEvents}
-- Custom Weapon
events.onClientWeaponFire = {"OnFire", _weaponEvents}
end
for e, v in pairs(events) do
addEventHandler(e, root, function(...)
local src = m:GetElement1(source)
local cls = v[3] and v[3] or src
if cls and cls[v[1]] then
cls[v[1]](src, v[2][v[1] .. "EventArgs"](...))
end
end)
end
local allElementTypes = {
"player",
"ped",
"water",
"sound",
"vehicle",
"object",
"pickup",
"marker",
"colshape",
"blip",
"radararea",
"team",
"projectile",
"effect",
"light",
"searchlight",
"weapon"
}
for _,type in ipairs(allElementTypes) do
for _, element in pairs(getElementsByType(type)) do
m:GetElement1(element)
end
end
end
|
---------------------------------------------------------------------
-- Project: irc
-- Author: MCvarial
-- Contact: mcvarial@gmail.com
-- Version: 1.0.3
-- Date: 31.10.2010
---------------------------------------------------------------------
local numberOfPlayers = 0
local players = {}
local eventsAdded = false
local events = {
"onIRCMessage",
"onIRCUserJoin",
"onIRCUserPart",
"onIRCUserQuit",
"onIRCLevelChange",
"onIRCUserChangeNick"
}
------------------------------------
-- Irc client
------------------------------------
addCommandHandler("irc",
function (player)
if players[player] then return end
if get("irc-client") == "true" then
if not eventsAdded then addEvents() end
local channels = {}
for i,channel in ipairs (ircGetChannels()) do
local users = {}
for i,user in ipairs (ircGetChannelUsers(channel)) do
table.insert(users,{name=ircGetUserNick(user),level=ircGetUserLevel(user,channel)})
end
table.insert(channels,{name=ircGetChannelName(channel),users=users,topic=ircGetChannelTopic(channel)})
end
players[player] = true
numberOfPlayers = numberOfPlayers+1
triggerClientEvent(player,"ircStartClient",resourceRoot,channels)
end
end,false,false
)
addEvent("ircStopClient",true)
addEventHandler("ircStopClient",root,
function (player)
if players[player] then
numberOfPlayers = numberOfPlayers-1
players[player] = nil
end
end
)
addEvent("ircSendMessage",true)
addEventHandler("ircSendMessage",root,
function (player,channel,message)
local channel = ircGetChannelFromName(channel)
if channel then
ircSay(channel,getPlayerName(player)..": "..tostring(message))
end
end
)
addEventHandler("onPlayerQuit",root,
function ()
if players[source] then
players[source] = nil
end
end
)
function triggerClientIRCEvent (event,...)
local args = {...}
for i,arg in ipairs (args) do
if isElement(arg) then
if getElementType(arg) == "irc-user" then args[i] = ircGetUserNick(arg) end
if getElementType(arg) == "irc-channel" then args[i] = ircGetChannelName(arg) end
end
end
for player,_ in pairs (players) do
triggerClientEvent(player,event,resourceRoot,unpack(args))
end
end
function addEvents ()
eventsAdded = true
for i,event in ipairs (events) do
addEvent(event)
addEventHandler(event,root,function (...) if numberOfPlayers > 0 then triggerClientIRCEvent(event,source,...) end end)
end
end |
-- Resizes windows
require("../common")
hs.window.animationDuration = 0
-- hs.loadSpoon("MiroWindowsManager")
-- spoon.MiroWindowsManager:bindHotkeys({
-- up = {hyper, "up"},
-- right = {hyper, "right"},
-- down = {hyper, "down"},
-- left = {hyper, "left"},
-- fullscreen = {hyper, "f"}
-- })
hs.hotkey.bind(hyper, "left", function()
local win = hs.window.focusedWindow();
if not win then return end
win:moveToUnit(hs.layout.left50)
end)
hs.hotkey.bind(hyper, "up", function()
local win = hs.window.focusedWindow();
if not win then return end
win:moveToUnit(hs.layout.maximized)
end)
hs.hotkey.bind(hyper, "down", function()
local win = hs.window.focusedWindow();
if not win then return end
win:moveToScreen(win:screen():next())
end)
hs.hotkey.bind(hyper, "right", function()
local win = hs.window.focusedWindow();
if not win then return end
win:moveToUnit(hs.layout.right50)
end)
|
local skynet = require 'skynet'
local dns = require 'skynet.dns'
skynet.start(function()
-- dns.server()
-- local ip, ips = dns.resolve('github.com')
-- skynet.error('ip = ', ip)
-- for _, v in pairs(ips) do
-- skynet.error('v = ', v)
-- end
local dnsservice = skynet.localname('.dnsservice')
local ipaddress = skynet.call(dnsservice, 'lua', 'reslove', 'gitbub.com', true)
skynet.error('ipaddress = ', ipaddress)
end) |
" JAPANESE lol
inoremap <leader>ja <C-v>u3041
inoremap <leader>ji <C-v>u3043
inoremap <leader>ju <C-v>u3045
inoremap <leader>je <C-v>u3047
inoremap <leader>jo <C-v>u3049
inoremap <leader>jka <C-v>u304b
inoremap <leader>jki <C-v>u304d
inoremap <leader>jku <C-v>u304f
inoremap <leader>jke <C-v>u3051
inoremap <leader>jko <C-v>u3053
inoremap <leader>jsa <C-v>u3055
inoremap <leader>jsi <C-v>u3057
inoremap <leader>jsu <C-v>u3059
inoremap <leader>jse <C-v>u305b
inoremap <leader>jso <C-v>u305d
inoremap <leader>jta <C-v>u305f
inoremap <leader>jchi <C-v>u3061
inoremap <leader>jtu <C-v>u3063
inoremap <leader>jte <C-v>u3065
inoremap <leader>jto <C-v>u3068
inoremap <leader>jna <C-v>u306a
inoremap <leader>jni <C-v>u306b
inoremap <leader>jnu <C-v>u306c
inoremap <leader>jne <C-v>u306d
inoremap <leader>jno <C-v>u306e
inoremap <leader>jha <C-v>u306f
inoremap <leader>jhi <C-v>u3072
inoremap <leader>jhu <C-v>u3075
inoremap <leader>jhe <C-v>u3078
inoremap <leader>jho <C-v>u307b
inoremap <leader>jma <C-v>u307e
inoremap <leader>jmi <C-v>u307f
inoremap <leader>jmu <C-v>u3081
inoremap <leader>jme <C-v>u3082
inoremap <leader>jmo <C-v>u3083
inoremap <leader>jya <C-v>u3084
inoremap <leader>jyu <C-v>u3086
inoremap <leader>jyo <C-v>u3088
inoremap <leader>jra <C-v>u3089
inoremap <leader>jri <C-v>u308a
inoremap <leader>jru <C-v>u308b
inoremap <leader>jre <C-v>u308c
inoremap <leader>jro <C-v>u308d
inoremap <leader>jwa <C-v>u308f
inoremap <leader>jwo <C-v>u3092
inoremap <leader>jn <C-V>u3093
" Temp obviously
augroup StrismJapanese
autocmd!
autocmd BufEnter,BufNew *.jp inoremap <space> <space><space>
" [Middle-West]
autocmd BufEnter,BufNew *.jp inoremap jg ん
autocmd BufEnter,BufNew *.jp inoremap jf く
autocmd BufEnter,BufNew *.jp inoremap jd つ
autocmd BufEnter,BufNew *.jp inoremap js ふ
autocmd BufEnter,BufNew *.jp inoremap ja る
" [Middle-East]
autocmd BufEnter,BufNew *.jp inoremap fh う
autocmd BufEnter,BufNew *.jp inoremap fj す
autocmd BufEnter,BufNew *.jp inoremap fk ぬ
autocmd BufEnter,BufNew *.jp inoremap fl む
autocmd BufEnter,BufNew *.jp inoremap f; ゆ
" [Diacritic-Middle-West]
autocmd BufEnter,BufNew *.jp inoremap kf ぐ
autocmd BufEnter,BufNew *.jp inoremap kd づ
autocmd BufEnter,BufNew *.jp inoremap ks ぶ
autocmd BufEnter,BufNew *.jp inoremap ls ぷ
" [Diacritic-Middle-East]
autocmd BufEnter,BufNew *.jp inoremap dj ず
" [Upper-West]
autocmd BufEnter,BufNew *.jp inoremap ut わ
autocmd BufEnter,BufNew *.jp inoremap ur か
autocmd BufEnter,BufNew *.jp inoremap ue た
autocmd BufEnter,BufNew *.jp inoremap uw は
autocmd BufEnter,BufNew *.jp inoremap uq ら
" [Upper-East]
autocmd BufEnter,BufNew *.jp inoremap ry あ
autocmd BufEnter,BufNew *.jp inoremap ru さ
autocmd BufEnter,BufNew *.jp inoremap ri な
autocmd BufEnter,BufNew *.jp inoremap ro ま
autocmd BufEnter,BufNew *.jp inoremap rp や
" [Diacritic-Upper-West]
autocmd BufEnter,BufNew *.jp inoremap ir が
autocmd BufEnter,BufNew *.jp inoremap ie だ
autocmd BufEnter,BufNew *.jp inoremap iw ば
autocmd BufEnter,BufNew *.jp inoremap ow ぱ
" [Diacritic-Upper-East]
autocmd BufEnter,BufNew *.jp inoremap ru ざ
" [Upper-Middle-West]
autocmd BufEnter,BufNew *.jp inoremap jr き
autocmd BufEnter,BufNew *.jp inoremap je ち
autocmd BufEnter,BufNew *.jp inoremap jw ひ
autocmd BufEnter,BufNew *.jp inoremap jq り
" [Upper-Middle-East]
autocmd BufEnter,BufNew *.jp inoremap fy い
autocmd BufEnter,BufNew *.jp inoremap fu し
autocmd BufEnter,BufNew *.jp inoremap fi に
autocmd BufEnter,BufNew *.jp inoremap fo み
" [Diacritic-Upper-Middle-West]
autocmd BufEnter,BufNew *.jp inoremap kr ぎ
autocmd BufEnter,BufNew *.jp inoremap ke ぢ
autocmd BufEnter,BufNew *.jp inoremap kw び
autocmd BufEnter,BufNew *.jp inoremap kw ぴ
" [Diacritic-Upper-Middle-East]
autocmd BufEnter,BufNew *.jp inoremap du じ
" [Lower-West]
autocmd BufEnter,BufNew *.jp inoremap nb を
autocmd BufEnter,BufNew *.jp inoremap nv こ
autocmd BufEnter,BufNew *.jp inoremap nc と
autocmd BufEnter,BufNew *.jp inoremap nx へ
autocmd BufEnter,BufNew *.jp inoremap mz ろ
" [Lower-East]
autocmd BufEnter,BufNew *.jp inoremap vn お
autocmd BufEnter,BufNew *.jp inoremap vm そ
autocmd BufEnter,BufNew *.jp inoremap v, の
autocmd BufEnter,BufNew *.jp inoremap v. も
autocmd BufEnter,BufNew *.jp inoremap v/ よ
" [Diacritic-Lower-West]
autocmd BufEnter,BufNew *.jp inoremap ,v ご
autocmd BufEnter,BufNew *.jp inoremap ,c ど
autocmd BufEnter,BufNew *.jp inoremap ,x べ
autocmd BufEnter,BufNew *.jp inoremap .x ぺ
" [Diacritic-Lower-East]
autocmd BufEnter,BufNew *.jp inoremap cm ぞ
" [Lower-Middle-West]
autocmd BufEnter,BufNew *.jp inoremap jv け
autocmd BufEnter,BufNew *.jp inoremap jc て
autocmd BufEnter,BufNew *.jp inoremap jx ひ
autocmd BufEnter,BufNew *.jp inoremap jz れ
" [Lower-Middle-East]
autocmd BufEnter,BufNew *.jp inoremap fn え
autocmd BufEnter,BufNew *.jp inoremap fm せ
autocmd BufEnter,BufNew *.jp inoremap f, ね
autocmd BufEnter,BufNew *.jp inoremap f. め
" [Diacritic-Lower-Middle-West]
autocmd BufEnter,BufNew *.jp inoremap kv げ
autocmd BufEnter,BufNew *.jp inoremap kc で
autocmd BufEnter,BufNew *.jp inoremap kx び
autocmd BufEnter,BufNew *.jp inoremap lx ぴ
" [Diacritic-Lower-Middle-East]
autocmd BufEnter,BufNew *.jp inoremap dm ぜ
augroup end
let g:aniseed#env = v:true
let g:conjure#client#fennel#aniseed#aniseed_module_prefix = "aniseed."
|
#!/usr/bin/env lua
-- vim: paste filetype=lua nospell ts=2 sw=2 sts=2 et :
---------- --------- --------- --------- --------- --
require "./lib"
rogues()
|
require "test-setup"
local lunit = require "lunit"
local Cairo = require "oocairo"
local assert_error = lunit.assert_error
local assert_true = lunit.assert_true
local assert_false = lunit.assert_false
local assert_equal = lunit.assert_equal
local assert_userdata = lunit.assert_userdata
local assert_table = lunit.assert_table
local assert_number = lunit.assert_number
local assert_match = lunit.assert_match
local assert_string = lunit.assert_string
local assert_boolean = lunit.assert_boolean
local assert_not_equal = lunit.assert_not_equal
local module = { _NAME="test.font_opt" }
function module.test_create ()
local opt = Cairo.font_options_create()
assert_userdata(opt)
assert_equal("cairo font options object", opt._NAME)
assert_equal(nil, opt:status())
end
function module.test_double_gc ()
local opt = Cairo.font_options_create()
opt:__gc()
opt:__gc()
end
function module.test_antialias ()
local opt = Cairo.font_options_create()
assert_error("bad value", function () opt:set_antialias("foo") end)
assert_error("missing value", function () opt:set_antialias(nil) end)
assert_equal("default", opt:get_antialias())
for _, aa in ipairs{ "default", "none", "gray", "subpixel" } do
opt:set_antialias(aa)
assert_equal(aa, opt:get_antialias())
end
-- Boolean values also select reasonable values.
opt:set_antialias(true)
assert_equal("default", opt:get_antialias())
opt:set_antialias(false)
assert_equal("none", opt:get_antialias())
end
function module.test_subpixel_order ()
local opt = Cairo.font_options_create()
assert_error("bad value", function () opt:set_subpixel_order("foo") end)
assert_error("missing value", function () opt:set_subpixel_order(nil) end)
assert_equal("default", opt:get_subpixel_order())
for _, aa in ipairs{ "default", "rgb", "bgr", "vrgb", "vbgr" } do
opt:set_subpixel_order(aa)
assert_equal(aa, opt:get_subpixel_order())
end
end
function module.test_hint_style ()
local opt = Cairo.font_options_create()
assert_error("bad value", function () opt:set_hint_style("foo") end)
assert_error("missing value", function () opt:set_hint_style(nil) end)
assert_equal("default", opt:get_hint_style())
for _, aa in ipairs{ "default", "none", "slight", "medium", "full" } do
opt:set_hint_style(aa)
assert_equal(aa, opt:get_hint_style())
end
end
function module.test_hint_metrics ()
local opt = Cairo.font_options_create()
assert_error("bad value", function () opt:set_hint_metrics("foo") end)
assert_error("missing value", function () opt:set_hint_metrics(nil) end)
assert_equal("default", opt:get_hint_metrics())
for _, aa in ipairs{ "default", "off", "on" } do
opt:set_hint_metrics(aa)
assert_equal(aa, opt:get_hint_metrics())
end
end
function module.test_hash_and_equality ()
local opt1 = Cairo.font_options_create()
local opt2 = Cairo.font_options_create()
assert_number(opt1:hash())
assert_number(opt2:hash())
-- Different objects, but they are equal because they represent the
-- same options, until they are set to hold different values.
assert_not_equal(tostring(opt1), tostring(opt2))
assert_equal(opt1:hash(), opt2:hash())
assert_true(opt1 == opt2)
opt1:set_antialias("none")
assert_not_equal(opt1:hash(), opt2:hash())
assert_false(opt1 == opt2)
end
function module.test_copy ()
local opt1 = Cairo.font_options_create()
opt1:set_antialias("gray")
local opt2 = opt1:copy()
assert_not_equal(tostring(opt1), tostring(opt2))
assert_equal(opt1:hash(), opt2:hash())
assert_true(opt1 == opt2)
assert_equal("gray", opt1:get_antialias())
assert_equal("gray", opt2:get_antialias())
opt1:set_antialias("subpixel")
assert_not_equal(opt1:hash(), opt2:hash())
assert_false(opt1 == opt2)
end
function module.test_merge ()
local opt1 = Cairo.font_options_create()
local opt2 = Cairo.font_options_create()
-- Give them a different non-default option each.
opt1:set_antialias("gray")
opt2:set_subpixel_order("bgr")
opt1:merge(opt2)
-- opt1 should now have both options set.
assert_equal("gray", opt1:get_antialias())
assert_equal("bgr", opt1:get_subpixel_order())
-- opt2 should be unchanged.
assert_equal("default", opt2:get_antialias())
assert_equal("bgr", opt2:get_subpixel_order())
end
lunit.testcase(module)
return module
-- vi:ts=4 sw=4 expandtab
|
local ADDON, Addon = ...
local Util = Addon.Util
-- `HereticRaidInfo` implements a cache for player infos in raids. It's main
-- use is to provide class coloring for the addon. The class uses a timer
-- to continously index the players in the raid, which gets initialized in
-- `RequestReindexing`. HereticRaidInfo:Update iterates over all players in
-- the raid and records class information. The information may be persisted
-- via Serialize/Deserialize to a saved variable.
HereticRaidInfo = {}
function HereticRaidInfo:Initialize()
HereticRaidInfo.unitids = {}
HereticRaidInfo.newPlayers = {}
HereticRaidInfo.stale = "stale"
HereticRaidInfo.timer = nil
HereticRaidInfo.classCache = {}
end
local function RaidInfoUpdate()
Util.dbgprint("Reindexing Raid through timer...")
HereticRaidInfo:Update()
end
function HereticRaidInfo:ProvideReindexing()
if HereticRaidInfo.timer then HereticRaidInfo.timer:Cancel() end
HereticRaidInfo.timer = nil
end
function HereticRaidInfo:RequestReindexing()
if (HereticRaidInfo.timer == nil) then
Util.dbgprint("Request Reindexing...")
HereticRaidInfo.timer = C_Timer.NewTimer(2, RaidInfoUpdate)
end
end
function HereticRaidInfo:markStale()
for i,v in pairs(HereticRaidInfo.unitids) do
HereticRaidInfo.unitids[i] = HereticRaidInfo.stale
end
end
function HereticRaidInfo:clearStale()
for i,v in pairs(HereticRaidInfo.unitids) do
if (v == HereticRaidInfo.stale ) then
HereticRaidInfo.unitids[i] = nil
end
end
end
function HereticRaidInfo:recordByUnitId(unitId)
local fullName = Util.GetFullUnitName(unitId)
if (not fullName) then return end
local first, _ = Util.DecomposeName(fullName)
if (first == UNKNOWNOBJECT) then
HereticRaidInfo:RequestReindexing()
return
end
if HereticRaidInfo.unitids[fullName] == nil then
table.insert(HereticRaidInfo.newPlayers, fullName)
end
HereticRaidInfo.unitids[fullName] = unitId
if HereticRaidInfo.classCache[fullName] == nil then
table.insert(HereticRaidInfo.classCache, fullName)
end
local class, classFileName = UnitClass(unitId)
HereticRaidInfo.classCache[fullName] = {class, classFileName}
end
function HereticRaidInfo:GetPlayerClassColor(fullName)
local cacheEntry = HereticRaidInfo.classCache[fullName]
local class, classFileName
if not cacheEntry then
local name = Util.ShortenFullName(fullName)
class, classFileName = UnitClass(name)
if class and classFileName then
HereticRaidInfo.classCache[fullName] = {class, classFileName}
end
else
classFileName = cacheEntry[2]
end
local color = RAID_CLASS_COLORS[classFileName]
return (color and color.colorStr)
end
function HereticRaidInfo:GetColoredPlayerName(fullName)
local name = Util.ShortenFullName(fullName)
local color = HereticRaidInfo:GetPlayerClassColor(fullName)
if color then
return "|c" .. color .. name .. "|r"
else
return name
end
end
function HereticRaidInfo:printNewPlayers(unitId)
local players = ""
for i,v in pairs(HereticRaidInfo.newPlayers) do
players = players .. " " .. v
end
Util.dbgprint ("New players (" .. table.getn(HereticRaidInfo.newPlayers) .. "):" .. players)
end
function HereticRaidInfo:GetNewPlayers()
return HereticRaidInfo.newPlayers
end
function HereticRaidInfo:Update()
HereticRaidInfo:ProvideReindexing()
HereticRaidInfo:markStale()
wipe(HereticRaidInfo.newPlayers)
HereticRaidInfo.unitids [Util.GetFullUnitName("player")] = "player";
local numMembers = GetNumGroupMembers(LE_PARTY_CATEGORY_HOME)
if (numMembers > 0) then
local prefix = "raid"
if ( not IsInRaid(LE_PARTY_CATEGORY_HOME) ) then
prefix = "party"
-- Party ids don't include the player, hence decrement.
numMembers = numMembers - 1
end
for index = 1, numMembers do
local unitId = prefix .. index
HereticRaidInfo:recordByUnitId(unitId)
end
end
HereticRaidInfo:printNewPlayers()
HereticRaidInfo:clearStale()
end
function HereticRaidInfo:GetUnitId(name)
local id = HereticRaidInfo.unitids[name]
if id then return id end
local realm = GetRealmName():gsub("%s+", "")
return HereticRaidInfo.unitids[name .. "-" .. realm]
end
function HereticRaidInfo:DebugPrint()
for index,value in pairs(HereticRaidInfo.unitids) do Util.dbgprint(index," ",value) end
end
function HereticRaidInfo:Serialize(obj)
obj.HereticRaidInfo = {}
obj.HereticRaidInfo.classCache = HereticRaidInfo.classCache
end
function HereticRaidInfo:Deserialize(obj)
if not obj.HereticRaidInfo then return end
if not obj.HereticRaidInfo.classCache then return end
local cache = HereticRaidInfo.classCache
for k,v in pairs(obj.HereticRaidInfo.classCache) do
if (#v == 2) then
cache[k] = v
end
end
end
|
return function(newENV)
_ENV = newENV
----- DO NOT MODIFY ABOVE -----
-- A basic Enemy Entity script skeleton you can copy and modify for your own creations.
comments = { "Smells like the work of an enemy stand.", "Poseur is posing like his life depends on it.", "Poseur's limbs shouldn't be moving in this way." }
commands = { "Check", "Talk", "Flirt", "Pose", "Working?" }
randomdialogue = {
{ "Check it out.", "Please" },
{ "Check it out again.", "...", "For real now" },
{ "I'll show you something.", "Trust me." },
{ "Keep looking!", "Harder!", "I SAID HARDER!" },
"It's working."
}
AddAct("Check", "", 0)
AddAct("Talk", "Little chit-chat", 0)
AddAct("Flirt", "Seduce the enemy", 0, { "Kris" })
AddAct("Pose", "Show him who's cool!", 5, { "Ralsei" })
AddAct("Working?", "Is this working?", 50, { "Ralsei" })
hp = 250
atk = 10
def = 2
dialogbubble = "DRBubble" -- See documentation for what bubbles you have available.
canspare = false
check = "Check message goes here."
-- CYK variables
mag = 9001 -- MAGIC stat of the enemy
targetType = "single" -- Specifies how many (or which) target(s) this enemy's bullets will target
tired = false -- If true, the Player will be able to spare this enemy using the spell "Pacify"
-- Check the "Special Variables" page of the documentation to learn how to modify this mess
animations = {
Hurt = { { 0 }, 1 , { next = "Idle" } },
Idle = { { 0, 1, 2, 3, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 1 / 15, { } },
Spareable = { { 0, 1, 2, 3, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 1 / 15, { } },
}
-- Triggered just before computing an attack on this target
function BeforeDamageCalculation(attacker, damageCoeff)
-- Good location to set the damage dealt to this enemy using self.SetDamage()
if damageCoeff > 0 then
--SetDamage(666)
end
end
-- Triggered when a Player attacks (or misses) this enemy in the ATTACKING state
function HandleAttack(attacker, attackstatus)
if currentdialogue == nil then
currentdialogue = { }
end
if attackstatus == -1 then
-- Player pressed fight but didn't press Z afterwards
table.insert(currentdialogue, "Do no harm, " .. attacker.name .. ".\n")
else
-- Player did actually attack
if attackstatus < 50 then
table.insert(currentdialogue, "You're strong, " .. attacker.name .. "!\n")
else
table.insert(currentdialogue, "Too strong, " .. attacker.name .. "...\n")
end
end
end
posecount = 0
-- Triggered when a Player uses an Act on this enemy.
-- You don't need an all-caps version of the act commands here.
function HandleCustomCommand(user, command)
local text = { "" }
if command == "Check" then
text = { name .. " - " .. atk .. " ATK " .. def .. " DEF\n" .. check }
elseif command == "Talk" then
if not tired then
table.insert(comments, "Poseur has trouble staying up.")
end
tired = true
currentdialogue = {"... *yawns*"}
text = {"You try to talk with Poseur, but all you seem to be able to do is make him yawn."}
elseif command == "Flirt" then
currentdialogue = {"Thank you."}
text = {"You tell Poseur you like his hairstyle.\nHe doesn't seem to mind."}
elseif command == "Pose" then
if posecount == 0 then
currentdialogue = {"Not bad."}
text = {"You posed dramatically."}
elseif posecount == 1 then
currentdialogue = {"Not bad at all...!"}
text = {"You posed even more dramatically."}
else
if not canspare then
table.insert(comments, "Poseur is impressed by your posing power.")
end
currentdialogue = {"That's it...!"}
text = {"You posed so dramatically your anatomy became incorrect."}
canspare = true
SetCYKAnimation("Idle") -- Refresh the animation
end
posecount = posecount + 1
elseif command == "Working?" then
currentdialogue = {"Good one."}
text = {"Is this working?", "[func:SetFaceSprite,Players.Ralsei.Mad][voice:v_ralsei]IT'S WORKING!!!", "Poseur smiles and seems to calm down."}
canspare = true
SetCYKAnimation("Idle") -- refresh the animation
end
BattleDialog(text)
end
-- Function called whenever this entity's animation is changed.
-- Make it return true if you want the animation to be changed like normal, otherwise do your own stuff here!
function HandleAnimationChange(newAnim)
local oldAnim = self.sprite["currAnim"]
if newAnim == "Idle" and canspare then
SetCYKAnimation("Spareable")
return false
end
end
----- DO NOT MODIFY BELOW -----
end |
return (function(self, scale)
if scale > 0 then
u(self).scale = scale
end
end)(...)
|
local helpers = {}
local util = require('lapis.util')
local lunamark = require('lunamark')
local md_opts = {}
local md_writer = lunamark.writer.html.new(md_opts)
local md_parse = lunamark.reader.markdown.new(md_writer, md_opts)
function helpers.is_same_user(session, username)
return session.current_user.username == username
end
function helpers.is_logged_in(session)
return session.current_user.id > 0
end
function helpers.can_edit(page)
if not page or not page.acl or not page.acl.mode then
return false
end
return page.acl.mode > 1
end
function helpers.cloak_mail(s)
return s and string.gsub(tostring(s), '[%a%d]', 'x') or ''
end
--- Split a string using a pattern.
-- @param str The string to search in
-- @param pat The pattern to search with
-- @see http://lua-users.org/wiki/SplitJoin
function helpers.split(str, pat)
local t = {} -- NOTE: use {n = 0} in Lua-5.0
local fpat = '(.-)' .. pat
local last_end = 1
local s, e, cap = str:find(fpat, 1)
while s do
if s ~= 1 or cap ~= '' then
t[#t+1] = cap
end
last_end = e+1
s, e, cap = str:find(fpat, last_end)
end
if last_end <= #str then
cap = str:sub(last_end)
t[#t+1] = cap
end
return t
end
function helpers.md_parse(s)
return md_parse(s or '')
end
function helpers.clean_md(s)
local md = s
md = md:gsub("\r\n", "\n")
md = md:gsub("\r", "\n")
return util.trim(md)
end
function helpers.show_date(s)
if not s then return '' end
local m, x = string.match(s, '(%d+-%d+-%d+ %d+:%d+:%d+).(%d+)')
return m and m or s
end
return helpers
|
-----------------------------------------
-- INFORMATION
-- Guide events and actions (e.g. "goto")
-----------------------------------------
-----------------------------------------
-- LOCALIZED GLOBAL VARIABLES
-----------------------------------------
local ZGV = _G.ZGV
local GetCurrentMapIndex = _G.GetCurrentMapIndex
local GuideViewer = _G.GuideViewer
local GetNumPOIs = _G.GetNumPOIs
local IsPOIWayshrine = _G.IsPOIWayshrine
local GetPOIInfo = _G.GetPOIInfo
local zo_plainstrfind = _G.zo_plainstrfind
local GetPOIMapInfo = _G.GetPOIMapInfo
local MAP_PIN_TYPE_POI_COMPLETE = _G.MAP_PIN_TYPE_POI_COMPLETE
local GetLoreBookInfo = _G.GetLoreBookInfo
local GetAchievementInfo = _G.GetAchievementInfo
local GetAchievementCriterion = _G.GetAchievementCriterion
local zo_loadstring = _G.zo_loadstring
local zo_max = _G.zo_max
local GoalProto = {}
local Goal = ZGV.Class:New("Goal")
local GoalProto_mt = { __index=Goal }
local GOALTYPES = {}
local empty_table = {}
local tinsert, min, type, ipairs = table.insert, math.min, type, ipairs
local L = ZGV.L
local split = _G.zo_strsplit
-- Parser functions
local ParseMapXYDist = ZGV.Parser.ParseMapXYDist
local MakeCondition = ZGV.Parser.MakeCondition
local ParseQuest = ZGV.Parser.ParseQuest
local ParseId = ZGV.Parser.ParseId
local INDENT = ""
-----------------------------------------
-- SAVED REFERENCES
-----------------------------------------
ZGV.GoalProto = GoalProto
ZGV.GOALTYPES = GOALTYPES
-----------------------------------------
-- LOAD TIME SETUP
-----------------------------------------
setmetatable( GOALTYPES, { __index = function() return empty_table end } )
-----------------------------------------
-- LOCAL FUNCTIONS
-----------------------------------------
local function COLOR_LOC(s) return "|cffee77"..tostring(s).."|r" end
local function COLOR_COUNT(s) return "|cffffcc"..tostring(s).."|r" end
local function COLOR_ITEM(s) return "|caaeeff"..tostring(s).."|r" end
local function COLOR_QUEST(s) return "|ceebbff"..tostring(s).."|r" end
local function COLOR_NPC(s) return "|caaffaa"..tostring(s).."|r" end
local function COLOR_TIP(s) return "|ceeeecc"..tostring(s).."|r" end
-----------------------------------------
-- GOALHANDLERS
-----------------------------------------
-- Pretty much Goal Types, but not exactly.
GOALTYPES['only'] = { -- |only, |only if
parse = function(self,params,step,data)
local chunkcount = data.chunkcount
local cond = params:match("^if%s+(.*)$")
if cond then
-- condition match and is a |only if
local subject = chunkcount == 1 and step or self -- If this is the first chunk for this line, then it is a |only if for a step.
local fun,err = MakeCondition(cond,true)
if not fun then return err end
subject.condition_visible_raw = cond
subject.condition_visible = fun
return false,"cancel goal"
else
self.requirement = params
end
end,
}
GOALTYPES['complete'] = {
parse = function(self,params)
--local chunkcount = data.chunkcount
local cond = params:match("^if%s+(.*)$")
if cond then
-- condition match and is a |only if
local subject = self -- If this is the first chunk for this line, then it is a |only if for a step.
local fun,err = MakeCondition(cond,true)
if not fun then return err end
subject.condition_complete_raw = cond
subject.condition_complete = fun
else
ZGV:Error("||complete needs 'if'. because.")
self.action = nil -- rip in peace goal. wipe out because this is a command for steps.
end
end,
}
GOALTYPES['next'] = {
parse = function(self,params)
params = params:gsub("^\"(.-)\"$","%1")
if params == "" then
params = "+1"
end
self.next = params
end,
}
GOALTYPES['nextreload'] = {
parse = function(self,params)
params = params:gsub("^\"(.-)\"$","%1")
if params == "" then
params = "+1"
end
self.nextreload = params
end,
}
GOALTYPES['sticky'] = {
parse = function(self)
self.sticky = true
end,
}
GOALTYPES['n'] = {
parse = function(self)
self.force_nocomplete = true
end,
}
GOALTYPES['c'] = {
parse = function(self)
self.force_complete = true
end,
}
GOALTYPES['sub'] = {
parse = function(self)
self.subgoal = true -- obsolete! do not use!
end,
}
GOALTYPES['opt'] = {
parse = function(self)
self.optional = true
end,
}
GOALTYPES['future'] = {
parse = function(self)
self.future = true
end,
}
GOALTYPES['noway'] = {
parse = function(self)
self.force_noway = true
end,
}
GOALTYPES['or'] = {
parse = function(self,params)
self.orlogic = params and tonumber(params) or 1
end,
}
GOALTYPES['override'] = {
parse = function(self)
self.override = true
end,
}
GOALTYPES['tip'] = {
parse = function(self,params)
self.tooltip = params
end,
}
GOALTYPES['q'] = {
parse = function(self,params)
self.quest, self.questcondtxt = ParseQuest(params)
if not self.quest then return "no quest in parameter" end
end,
}
GOALTYPES['_item'] = {
parse = function(self,params)
local count,objinfo,objid
local obj = ""
-- 4 Itemname##id
count,objinfo = params:match("^([0-9]*)%s*(.*)$")
if not count then
objinfo = params
end
local function parse(str)
-- check for plural
local name,plural = str:match("^(.+)(%+)$")
if plural then
str = name
end
local tar, tarid = ParseId(str)
if plural and tar then
tar = GuideViewer("Specials").plural(tar)
end
return tar,tarid
end
self.count = tonumber(count) or 0
local mult = {split(",",objinfo)}
if #mult > 1 then
local targets = {}
self.targets = targets
for i,info in ipairs(mult) do
-- Name##Id are split, parse each individually and then put it in the targets table.
local tar,tarid = parse(info)
tinsert(targets,{tar,tarid})
objid = objid or tarid -- TODO only the first targetid is returned. This isn't an issue 3/1/14 but if we strip out english names then will have to use multiple ids to create the obj.
if tar then
obj = obj .. tar .. (i<#mult and ", " or "") -- Append the target name to the obj, if not the last one then include a ,
end
end
else
obj, objid = parse(objinfo)
end
-- now object##id
self.target,self.targetid = obj,objid
-- something missing?
if not self.targetid and not self.target then
return "no parameter"
end
end
}
GOALTYPES['count'] = {
parse = function(self,params)
self.count = tonumber(params)
end
}
-----------------------------------------
-- GOALTYPES
-----------------------------------------
GOALTYPES['goto'] = {
parse = function(self,params,step,data) -- Called on the game's initial load
local prevmap = data.prevmap
local params2,title = params:match('^(.-)%s*"(.*)"')
if title then
params = params2
end
local map,x,y,dist,err = ParseMapXYDist(params)
if err then
return err
end
self.map = (map or self.map or step.map or prevmap)
if not self.map then
return "'".. (self.action or "?") .."' has no map parameter, neither has one been given before."
end
self.x = x or self.x
self.y = y or self.y
-- Adjusting the speed between zone maps and non-zone maps
self.dist = ZGV.Utils.DistanceOffsetForGoto(dist,self.dist)
self.waytitle = title
end,
iscompletable = function(self) -- Called repeatedly
local step = self.parentStep
local all_gotos = true
for _,goal in ipairs(step.goals) do
if goal.action ~= "goto" -- A non-goto step or a goto step that is force_complete
or goal.force_complete then
all_gotos = false
break
end
end
return (self.force_complete or all_gotos) -- If the goto has a |c then it is completable. Or if there are only gotos present in this step.
end,
iscomplete = function(self) -- Called repeatedly
-- if the player isn't in the zone map then adjust the distance -- GetGameTimeMilliseconds
self.dist = ZGV.Utils.DistanceOffsetForIsComplete()
local dist = ZGV.Pointer:GetDistToCoords(self.map,self.x,self.y)
if self.dist and (
( self.dist > 0 and dist < self.dist ) or
( self.dist < 0 and dist > self.dist )
) then
return true,true
end
return false,true
end,
}
GOALTYPES['buy'] = GOALTYPES['collect']
GOALTYPES['gather'] = GOALTYPES['collect']
GOALTYPES['collect'] = { parse = GOALTYPES['_item'].parse, }
GOALTYPES['kill'] = { parse = GOALTYPES['_item'].parse, }
GOALTYPES['wayshrine'] = { parse = function(self,params,_,_)
local mapid, map = string.match(params,"([^/]+)/([^/]+)")
if tonumber(mapid) then
self.wayshrine_zoneid = tonumber(mapid)
self.wayshrine = map
elseif mapid then -- string
self.wayshrine_zoneid = ZGV.Pointer.Zones[mapid] and ZGV.Pointer.Zones[mapid].id
self.wayshrine = map
else
self.wayshrine = params
end
end,
iscomplete = function(self)
if not self.wayshrine_POIIndex then
local zoneid = self.wayshrine_zoneid
-- screw it, search them all if there's none given.
for zid = (zoneid or 1),(zoneid or 999) do -- oh whatever, less code is good.
for i = 1,GetNumPOIs(zid) do
if IsPOIWayshrine(zid,i) or (zid == 488 and i == 9) then -- West Gash Wayshrine is not a wayshrine. Go figure.
local text,_,_,_ = GetPOIInfo(zid,i)
local fb,fi = zo_plainstrfind(text,self.wayshrine)
if fb and fi == 1 then
self.wayshrine_zoneid = zid
self.wayshrine_POIIndex = i
if ZGV.db.profile.debug_wayshrines then
ZGV:Debug("Found wayshrine '%s' on map id %d. POI %d.", self.wayshrine, self.wayshrine_zoneid, self.wayshrine_POIIndex)
end
break -- out of 2 loops
end
end
end
if self.wayshrine_POIIndex then break end
end
-- Index wasn't found... okay well we don't want to spam looking through POI's because it isn't efficient. Assign the index to 0 which returns an empty POI (no match) then reset it every 10s to try to match again.
if not self.wayshrine_POIIndex then
--ZGV:Debug("Wayshrine '%s' not found, will retry in 10s.", self.wayshrine)
ZGV:Debug("Wayshrine '%s' not found.", self.wayshrine)
self.wayshrine_POIIndex = 0
-- ZGV:ScheduleTimer(function() self.wayshrine_POIIndex = nil end, 10)
end
end
local _,_,typ,_ = GetPOIMapInfo( self.wayshrine_zoneid, self.wayshrine_POIIndex, true ) --true=truthful call! don't be fooled by our own Pointer.lua and its foglight!
if typ == MAP_PIN_TYPE_POI_COMPLETE then
return true,true
else
return false,self.wayshrine_POIIndex > 0
end
end,
}
GOALTYPES['learnskill'] = {
parse = function(self,params)
self.skillname = params
end,
}
GOALTYPES['click'] = {
parse = GOALTYPES['_item'].parse,
}
GOALTYPES['accept'] = {
parse = function(self,params)
if not params then
return "no quest parameter"
end
self.quest = ParseId(params) -- legacy. Get rid of the ID.
if not self.quest then
return "no quest parameter"
end
end,
iscomplete = function(self)
return (ZGV.Quests:HasQuest(self.quest) or ZGV.Quests:IsQuestComplete(self.quest)) , true
end,
}
GOALTYPES['turnin'] = {
parse = GOALTYPES['accept'].parse,
iscomplete = function(self)
local completed = ZGV.Quests:IsQuestComplete(self.quest)
local hasQuest = ZGV.Quests:HasQuest(self.quest)
return completed,hasQuest
end,
}
GOALTYPES['talk'] = {
parse = function(self,params)
self.npc,self.npcid = ParseId(params)
if not self.npc and not self.npcid then
return "no npc"
end
end,
}
GOALTYPES['equip'] = {
parse = GOALTYPES['_item'].parse,
}
GOALTYPES['confirm'] = {
parse = function(self,params)
self.action = self.action or "confirm"
self.always = (params == "always")
end,
iscomplete = function(self)
local complete = not not self.clicked
return complete,true
end,
onclick = function(self)
-- damn, special functionality HERE of all places...
self.clicked = true
if self.nextreload then
ZGV.sv.char.guidename = self.nextreload
ZGV.sv.char.step = 1
_G.ReloadUI()
return true -- oh wait...
end
end,
}
GOALTYPES['lorebook'] = {
parse = function(self,params,_,_)
if not params then
return "no lorebook parameter"
end
local _,cat,col,book = params:match("^(.-)(%d+)/(%d+)/(%d+)$")
self.lorebook_cat = tonumber(cat)
self.lorebook_col = tonumber(col)
self.lorebook_book = tonumber(book)
if not self.lorebook_book then
return "no lorebook cat/col/book parameter"
end
end,
iscomplete = function(self)
local _,_,known = GetLoreBookInfo(self.lorebook_cat,self.lorebook_col,self.lorebook_book)
return known , true
end,
gettext = function(self)
local title = GetLoreBookInfo(self.lorebook_cat,self.lorebook_col,self.lorebook_book)
return L['stepgoal_lorebook']:format(title)
end
}
GOALTYPES['achieve'] = {
parse = function(self,params)
if not params then
return "no achieve parameter"
end
self.achieve_id,self.achieve_crit = params:match("(%d+)/(%d+)$")
if not self.achieve_crit then
self.achieve_id = params:match("(%d+)$")
end
self.achieve_id = tonumber(self.achieve_id)
self.achieve_crit = tonumber(self.achieve_crit)
if not self.achieve_id then
return "no achieve id"
end
end,
iscomplete = function(self,override_achieve_id,override_achieve_crit)
local _,_,_,_,isCompleted,_,_ = GetAchievementInfo(override_achieve_id or self.achieve_id)
if isCompleted or not (override_achieve_crit or self.achieve_crit) then
return isCompleted , true
else
local _,numcom,numreq = GetAchievementCriterion(override_achieve_id or self.achieve_id,override_achieve_crit or self.achieve_crit)
return numcom == numreq, true, (numcom/zo_max(1,(numreq or 1)))
end
end,
gettext = function(self)
local name
if not self.achieve_crit then
name = GetAchievementInfo(self.achieve_id)
else
name = GetAchievementCriterion(self.achieve_id,self.achieve_crit)
end
return L['stepgoal_achieve']:format(name)
end
}
GOALTYPES['ding'] = {
parse = function(self,params)
self.dinglevel = tonumber(params)
end,
iscomplete = function(self)
return ZGV.Utils.GetPlayerPreciseLevel()>=self.dinglevel,true
end,
}
GOALTYPES['text'] = {
parse = function(self,params)
-- highlight _text_
params = params:gsub("_(.-)_","|cffee88%1|r")
self.text = params
end,
}
-----------------------------------------
-- GUIDEPROTO FUNCTIONS
-----------------------------------------
function GoalProto:New()
local goal = {}
setmetatable(goal,GoalProto_mt)
return goal
end
-----------------------------------------
-- GOAL CLASS FUNCTIONS
-----------------------------------------
function Goal:GetQuest()
if not self.quest then return end
return ZGV.Quests:GetQuest(self.quest)
end
function Goal:GetQuestGoalStatus()
if not self.quest then
return false,"no quest"
end
return ZGV.Quests:GetCompletionStatus(self.quest,self.questcondtxt)
end
function Goal:GetQuestGoalCounts()
local _,_,expl,curv,maxv,_ = self:GetQuestGoalStatus()
if expl ~= "cond completion" then return end
if not curv then return end
local goalcountnow,goalcountneeded,remaining
goalcountnow = curv or 0
goalcountneeded = min(self.count or 9999,maxv or 9999) -- If limit is < maxvalue then prefer that to allow guide to dictate only collecting a certain number in a single area.
remaining = goalcountneeded-goalcountnow
if remaining <= 0 then
remaining = goalcountneeded
end
if goalcountneeded == 1 then
remaining = nil
end -- If we only need 1 then don't need to explictly show a number. Nil this out to not show a num
return goalcountnow,goalcountneeded,remaining
end
function Goal:GetText()
local GOALTYPE = GOALTYPES[self.action]
local text = "?"
local progtext
local _done
local complete,ext
local goalcountnow,goalcountneeded,remaining
local base, data
if self.quest then -- Is there a quest to go with this step?
goalcountnow,goalcountneeded,remaining = self:GetQuestGoalCounts()
end
complete,ext = self:IsComplete()
_done = complete and "_done" or ""
if self.text then --TODO expand on this if straight self.text doesn't cut it. And what is it doing?
--~~ This handles {scriptable text entries} in goal texts.
local nsub = 1
-- Generates a parser proc with said behaviour, to evade calling loadstring too much
local function make_parser(parser) -- function to generate code
return function(s)
if not self.textsubs then
self.textsubs = {}
end
local f = self.textsubs[nsub]
if not f then
f = parser(s)
self.textsubs[nsub] = f
end
nsub = nsub + 1
if type(f)=="function" then
ZGV.Parser.ConditionEnv._SetLocal(self.parentStep.parentGuide,self.parentStep,self)
return tostring(f())
else
return tostring(f)
end
end
end
local function parser_simple(s)
local fun,err = zo_loadstring(s:find("return") and s or "return "..s)
if fun then
setfenv(fun,ZGV.Parser.ConditionEnv)
return fun
else
return "("..err..")"
end
end
local function parser_ternary(s)
local condcode,a,b = s:match("(.*)%?%?(.*)::(.*)")
if condcode and a and b then
local condfun,err = zo_loadstring(condcode:find("return") and condcode or "return "..condcode)
if condfun then
local fun = function() -- Generating a real worker function
return condfun() and a or b
end
setfenv(fun,ZGV.Parser.ConditionEnv)
return fun
else
return "("..err..")"
end
else
return "(Wrong conditional syntax)"
end
end
-- TODO support nesting of conditionals
text = self.text
:gsub("{([^}]-%?%?[^}]-::[^}]-)}",make_parser(parser_ternary))
:gsub("{(.-)}",make_parser(parser_simple))
:gsub("#(%d+)#",COLOR_COUNT(remaining))
elseif self.action == "tip" then
text = self.tooltip
elseif self.action == "accept" then
base = L["stepgoal_accept".._done]
data = COLOR_QUEST(L["questtitle"]:format(self.quest or "?quest?"))
elseif self.action == "turnin" then
base = L["stepgoal_turnin".._done]
data = COLOR_QUEST(L["questtitle"]:format(self.quest or "?quest?"))
elseif self.action == "talk" then
base = L["stepgoal_talk".._done]
data = COLOR_NPC(self.npc)
elseif self.action == "kill" then
base = L["stepgoal_kill".._done]
data = COLOR_NPC(self.target)
elseif self.action == "equip" then
base = L["stepgoal_equip".._done]
data = COLOR_NPC(self.target)
elseif self.action == "collect" then
base = L["stepgoal_collect".._done]
data = COLOR_NPC(self.target)
elseif self.action == "buy" then
base = L["stepgoal_buy".._done]
data = COLOR_NPC(self.target)
elseif self.action == "gather" then
base = L["stepgoal_gather".._done]
data = COLOR_NPC(self.target)
elseif self.action == "learnskill" then
base = L["stepgoal_learnskill".._done]
data = COLOR_NPC(self.target)
elseif self.action == "confirm" then
text = L["stepgoal_confirm"]
elseif self.action == "click" then
base = L["stepgoal_click".._done]
data = COLOR_ITEM(self.target)
elseif self.action == "wayshrine" then
base = L["stepgoal_wayshrine".._done]
data = COLOR_NPC(self.wayshrine)
elseif self.action == "goto" then
local curZone = _G.GetMapName()
local mapname = ZGV.Pointer.Zones[self.map] and ZGV.Pointer.Zones[self.map].name or self.map or curZone.."(?)"
if mapname ~= curZone then
if self.x and self.y then -- different map
text = COLOR_LOC(L['map_coords']:format(ZGV.Utils.Delocalize(mapname),self.x * 100,self.y * 100)) -- and coords
else
text = COLOR_LOC(ZGV.Utils.Delocalize(mapname)) -- just the map
end
else
if self.x and self.y then
text = COLOR_LOC(L['coords']:format(self.x*100,self.y * 100)) -- same map
else
text = COLOR_LOC(ZGV.Utils.Delocalize(mapname)) -- just the map
end
end
if self.waytitle then
text = self.waytitle.." ("..text..")"
end
text = ( L["stepgoal_goto"]):format( text )
end
if base and data then
local num = remaining or self.count
if num and num > 1 then
data = num .. " " .. data
end
text = base:format(data)
end
if text == "?" and GOALTYPE.gettext then
text = GOALTYPE.gettext(self)
end
if text == "?" and L["stepgoal_"..self.action] then -- fallback: just plain text in L
text = L["stepgoal_"..self.action]
end
-- Add the indent!
local indent = INDENT:rep(self.indent or 0)
text = text and indent..text
-- apply the (2/4) totals now, or not
if goalcountnow and goalcountneeded and goalcountneeded>0 then
progtext=L["completion_goal"]:format(goalcountnow,goalcountneeded)
end
if progtext then
local col1,col2
if complete then
col1,col2 = "",""
elseif ext then
col1,col2 = " |cffbbbb","|r"
else
col1,col2 = " |caaaaaa","|r"
end
text = text .. col1 .. progtext .. col2
end
return text
end
function Goal:tostring()
return self:GetText()
end
function Goal:GetTipText()
if not self.tooltip then return end
local indent = INDENT:rep(self.indent or 0)
local text = indent..COLOR_TIP(self.tooltip)
return text
end
function Goal:IsVisible()
if self.hidden then return false end
if self.condition_visible then
if self.condition_visible_raw == "default" then
-- oo, special case: show this only if no others are visible!
for _,goal in ipairs(self.parentStep.goals) do
if goal ~= self and goal.condition_visible and goal:IsVisible() then return false end
end
return true
else
ZGV.Parser.ConditionEnv._SetLocal(self.parentStep.parentGuide,self.parentStep,self)
local ok,ret = pcall(self.condition_visible)
if ok then
return ret
else
ZGV:Error("Error in step %s, goal %s, only if %s: %s", self.parentStep.num, self.num, self.condition_visible_raw or "", ret:gsub("\n.*",""))
end
end
end
if self.requirement then
return ZGV.Utils.RaceClassMatch(self.requirement)
end
return true
end
-- returns: true = complete, false = incomplete
-- second return: true = completable, false = incompletable
function Goal:IsComplete()
-- is now a wrapper for sticky reasons.
if self.sticky_complete then
return true,true
end
local iscomplete,ispossible,v1,v2,v3 = self:IsCompleteCheck()
if iscomplete and self.sticky then
self.sticky_complete=true
end
if self:IsCompletable() then
if iscomplete and not self.was_complete then
self:OnComplete()
elseif not iscomplete and self.was_complete then
self:OnDiscomplete()
end
self.was_complete=iscomplete
end
if self.map then
self:CheckVisited()
end -- TODO: this is a bad place to call other checks.
return iscomplete,ispossible,v1,v2,v3
end
function Goal:OnComplete()
if self.parentStep.current_waypoint_goal == self.num then
ZGV.Pointer:CycleWaypoint(1,"no cycle")
end
end
function Goal:OnDiscomplete()
end
function Goal:CheckVisited()
if self.map then
if self.status == "incomplete" then return end
local isvisited = GOALTYPES['goto'].iscomplete(self) -- "test as if it's a goto step"
if isvisited and not self.was_visited then
self:OnVisited()
elseif not isvisited and self.was_visited then
self:OnDevisited()
end
self.was_visited=isvisited
end
end
function Goal:OnVisited()
self.parentStep.current_waypoint_goal = self.num
ZGV.Pointer:CycleWaypoint(1,"no cycle")
end
function Goal:OnDevisited()
end
function Goal:IsCompleteCheck()
-- If the quest is complete then all related goals are complete.
local iscomplete,ispossible,explanation,curv,maxv,debugs
if self.condition_complete then
ZGV.Parser.ConditionEnv._SetLocal(self.parentStep.parentGuide, self.parentStep, self)
local ok,iscomplete = pcall(self.condition_complete)
if ok then
if iscomplete then
return true,true
else
-- fall through!
end
else
ZGV:Error("Error in step %s, goal %s, complete if %s: %s", self.parentStep.num, self.num, self.condition_complete_raw or "", iscomplete:gsub("\n.*",""))
end
end
if self.quest and self.action~="accept" and self.action~="turnin" then -- let accept goals complete on their own
repeat
ZGV:Debug("&goal completing..............")
iscomplete,ispossible,explanation,curv,maxv,debugs = ZGV.Quests:GetCompletionStatus(self.quest, self.questcondtxt)
ZGV:Debug("&goal completion: complete:|cffffff%s|r, possible:|cffffff%s|r, why:|cffffff%s|r ... match: |cffaaee%s|r",tostring(iscomplete),tostring(ispossible),tostring(explanation),tostring(debugs))
local _ = ZGV.Quests:GetQuest(self.quest)
if iscomplete then
-- complete means complete, leave it at that!
if explanation == "quest complete"
or explanation == "quest POI complete"
or explanation == "past stage"
or explanation == "cond recently completed" then
return "past",true
end
return true,true,self.count and 1
elseif false and explanation == "step END" and self.optstep then
return true,true
elseif false and explanation == "future stage" then
if self.future then break end -- fall through
return false,false
elseif explanation == "not in journal" then
if self.future and GOALTYPES[self.action].iscomplete then break end -- fall through if can complete
if self.future and not GOALTYPES[self.action].iscomplete then -- pretend completable. EVIL. SHAME.
return false,true, "future step? pretend completable. shame!"
end
return false,false
elseif false and explanation == "no stagenum" or explanation == "stage completion" then
-- quest in journal, but no stage mentioned, and surely not complete
-- or, stage mentioned, but it's current, so
if self:IsCompletable("by type") then break end -- fall through
return iscomplete,ispossible -- always false,true
elseif explanation == "step completion" or explanation == "step overrides cond" then
if ispossible and self:IsCompletable("by type") then break end -- fall through
return iscomplete,ispossible
elseif explanation == "cond completion" then -- possible, countable
if self.count and self.count > 0 and curv then -- If we only want a specific amount of items at this point then allow them to collect 1/5 and complete this step.
if curv >= self.count then
iscomplete = true
end
end
if iscomplete then
return true, ispossible, (curv and curv / (self.count or maxv or 1))
end
if self:IsCompletable("by type") then break end -- let the goto complete it!
return false, ispossible, (curv and curv / (self.count or maxv or 1))
elseif false and explanation == "current stage unknown" then -- RAISE ALARM?
return false,false
elseif self.future and not GOALTYPES[self.action].iscomplete then -- simulate completability. EVIL.
return false,true, "future step? pretend completable"
elseif self.future then -- how did we end up here?
break
else
return iscomplete,ispossible
end
-- letting possibles through. They'll be either current-stages-only, or incomplete vague objectives.
until false
end
if self.achieve_id then
iscomplete,ispossible = GOALTYPES['achieve'].iscomplete(self)
if iscomplete then
return true,true
end
end
if self.lorebook_book then -- it's lore-based, then?
iscomplete,ispossible = GOALTYPES['lorebook'].iscomplete(self)
if iscomplete then
return true,true
end
end
local giscomplete,gispossible
local GOALTYPE = GOALTYPES[self.action]
if GOALTYPE and GOALTYPE.iscomplete then
giscomplete,gispossible = GOALTYPE.iscomplete(self)
end
return giscomplete or iscomplete,gispossible or ispossible
end
function Goal:IsCompletable(by_type)
local GOALTYPE = GOALTYPES[self.action] -- All goals have goaltypes
if self.force_nocomplete then return false end -- the almighty |n
if self.condition_complete then return true end -- we have a script, so obey
if not by_type and self.action ~= "goto" then
if self.quest or self.lorebook or self.achieve_id then
return true
end -- there is a quest/lore/achieve associated with this goal so can be completed. Unless it's a goto. These are only completed by |c.
end
if GOALTYPE.iscompletable then
return GOALTYPE.iscompletable(self)
end -- This may or maynot be there if it is only sometimes completable.
if GOALTYPE.iscomplete then return true end -- There is a way to complete this goal
-- Nothing above? Okay can't complete.
return false
end
function Goal:UpdateStatus()
self.status = self:GetStatus()
return self.status
end
function Goal:GetQuest()
if self.quest then
return ZGV.Quests:GetQuest(self.quest)
end
end
function Goal:GetStatus()
-- a good place to check for quest coordinates as any...
if self.action == "goto" and self.quest and self.questcondtxt then
local quest = ZGV.Quests:GetQuest(self.quest)
if quest and quest.steps then
local snum,cnum = quest:FindStepCond(self.questcondtxt)
if snum then
local cond = quest.steps[snum] and quest.steps[snum].conditions and quest.steps[snum].conditions[cnum]
if cond and cond.x and cond.x ~= self.x then
self.x,self.y = cond.x,cond.y
self.m = ZGV.Pointer:GetMapTex()
ZGV:SetWaypoint() -- update, really
end
end
end
end
if not self:IsVisible() then
return "hidden"
end
if not self:IsCompletable() then
return "passive"
end
local iscomplete,_,progress,_ = self:IsComplete()
if iscomplete then
return "complete"
end
return "incomplete",progress
end
function Goal:OnClick()
if GOALTYPES[self.action].onclick then
return GOALTYPES[self.action].onclick(self)
end
end
-----------------------------------------
-- DEBUG
-----------------------------------------
function GoalProto:Debug(...)
local str = ...
ZGV:Debug("&goal "..str, select(2,...) )
end
|
local queue = require("base.queue")
local M ={}
M.__index = M
function M.new( agent)
local o = {
previous = nil,
current = nil,
agent = agent,
states = queue.new(),
ispause = false
}
return setmetatable(o, M)
end
function M:setpause(pause)
self.ispause = pause
if self.current then
self.current:setpause(pause)
end
end
function M:addfirst( state )
if state == nil then
return
end
state:setmachine(self)
if self.states:count() < 2 then
self.states:enqueue(state)
else
table.insert( self.states.items, 2, state )
end
self:checknext()
end
function M:addlast( state )
if state == nil then
return
end
state:setmachine(self)
self.states:enqueue(state)
self:checknext()
end
function M:checknext()
if self.states:count() > 1 and self.states.items[2].weight > self.states.items[1].weight then
if self.current.isdone ==false then
self.current:done()
end
end
end
function M:getfirst(type)
for i,v in ipairs(self.states.items) do
if v.type == type then
return v
end
end
return nil
end
function M:getlast( type )
for i = self.states:count(), 1, -1 do
if self.states.items[i].type == type then
return self.states.items[i]
end
end
return nil
end
function M:donext()
if self.current ~= nil then
if self.current.iscancel then
self.current:cancel()
end
self.current:exit()
self.states:dequeue()
end
if self.previous ~= nil then
self.previous:destroy()
end
self.previous = self.current
self.current = nil
while self.states:count() > 0 do
if self.states:peek():isvalid() == false then
local state = self.states:dequeue()
state:destroy()
else
break
end
end
if self.states:count() > 0 then
self.current = self.states:peek()
self.current:enter()
end
end
function M:update(delta)
if self.ispause then
return
end
if self.current == nil
or self.current.isdone
or (self.states:count() > 1 and self.states.items[2].weight > self.current.weight) then
self:donext()
end
if self.current ~= nil then
self.current:execute(delta)
end
end
function M:clear( )
-- body
end
return M
|
local http = require("http")
local plugin = require("plugin")
local time = require("time")
local plugin_body = [[
local http = require("http")
local err = http.serve_static("./test/data", "127.0.0.1:2115")
if err then error(err) end
]]
local p = plugin.do_string(plugin_body)
p:run()
time.sleep(1)
if not p:is_running() then
error(p:error())
end
local client = http.client()
local req, err = http.request("GET", "http://127.0.0.1:2115")
if err then error(err) end
local resp, err = client:do_request(req)
if err then error(err) end
if not(resp.code == 200) then error("resp code") end
if not(resp.body == "OK") then error("resp body, get:"..resp.body) end |
local Enabled = true
script.Parent.Touched:connect(function(hit)
if Enabled then
local human = hit.Parent:FindFirstChild("Humanoid")
if human then
local Player = game.Players:GetPlayerFromCharacter(human.Parent)
if Player ~= nil then
Enabled = false
script.Parent.Open:Play()
wait(0.3)
Instance.new("Sparkles",script.Parent)
local Amount = script.Parent.PointsBase.Value*(math.random(50,150)/100)
spawn(function()
game.PointsService:AwardPoints(Player.userId,Amount)
end)
game.ReplicatedStorage.Currency:FireClient(Player,script.Parent,"+"..Amount.."RP",Color3.new(0.4,0.5,1),2,245520987)
local chance = math.random(3,6)
if chance == 5 then
local Box = game.ReplicatedStorage.Boxes.Unreal
game.ReplicatedStorage.CurrencyPopup:FireClient(Player,Box.Name.." Box",Box.BoxColor.Value,"rbxassetid://"..Box.ThumbnailId.Value)
--game.ReplicatedStorage.Hint:FireClient(Player,"Woah! You found an unreal box!")
Player.Crates.Unreal.Value = Player.Crates.Unreal.Value + 1
spawn(function()
wait(0.3)
game.ReplicatedStorage.Currency:FireClient(Player,script.Parent,"+1 Unreal Box",Color3.new(17/25, 4/25, 1),3,131144461)
end)
end
wait(0.35)
script.Parent.Anchored = true
script.Parent.CanCollide = false
for i,v in pairs(script.Parent:GetChildren()) do
if v:IsA("Decal") then
v:Destroy()
end
end
for i=1,10 do
script.Parent.Transparency = script.Parent.Transparency + 0.1
wait(0.1)
end
wait(2.5)
script.Parent:Destroy()
end
end
end
end) |
-- startup (runs on boot)
-- load the APIs
os.loadAPI("/utils/TextUtils")
os.loadAPI("/utils/FileUtils")
-- variables
userServerID = 43
-- fin
-- clear the terminal
term.clear()
term.setCursorPos(1,1)
-- print the servers ID to allow it to be run on any server
print("Email Server (ID: "..os.getComputerID()..")")
-- open networking if a modem is attached on the back
rednet.open("back")
-- email is {id,recipient,sender,subj,body,read}
-- main loop, don't exit (but Ctrl + T causes interupt)
while true do
-- enable light on the bottom to show that server is idle
redstone.setOutput("bottom",true)
-- wait for network message
s,m = rednet.receive()
-- disable light to show that server is processing request
redstone.setOutput("bottom",false)
-- can receive:
-- COUNT (unread count, send username too)
-- FETCHHEAD (same as fetch but no message body after)
-- FETCH (sends count then all mail one at a time?, 2 parts (header+body))
-- SEND (Verifies recipient & sender, also takes subject then asks for message)
-- can send:
-- COUNT (number of unread)
-- HEADER (sender, recipient, subject)
-- BODY (message body after header)
-- READY (if ready for response)
-- ERROR (sends if an error occured)
-- user requested just the number of unread emails
if TextUtils.startsWith(m, "COUNT") then
ms = TextUtils.split(m,":")
user = ms[2]
-- ask user to verify they are logged in
rednet.send(userServerID, "VERIFY:"..user..":"..tostring(s))
-- wait 5 seconds for response, if none then timeout
s1, m1 = rednet.receive(5)
if m1 == nil or TextUtils.startsWith(m1,"FAIL") then
rednet.send(s, "ERROR:Failed to verify user")
else -- verified, process the request
if not fs.exists("/mailto/"..user) then
rednet.send(s, "COUNT:0")
else
usersMail = FileUtils.readVariableFile("/mailto/"..user)
unread = 0
for i=1,#usersMail do
TOPKEK = usersMail[i]
if TOPKEK[6] == true then
unread = unread + 1
end
end
-- send the size of the users email inbox back
rednet.send(s, "COUNT:"..tostring(unread))
end
end
-- get the headers for the emails, to show on the inbox
elseif TextUtils.startsWith(m, "FETCHHEAD") then
ms = TextUtils.split(m,":")
user = ms[2]
-- standard user verification
rednet.send(userServerID, "VERIFY:"..user..":"..s)
s1,m1 = rednet.receive(3)
if m1 == nil or TextUtils.startsWith(m1,"FAIL") then
rednet.send(s,"ERROR:Failed to verify user")
else -- send the email count then sent that many email headers
if not fs.exists("/mailto/"..user) then
rednet.send(s,"COUNT:0")
else
usersMail = FileUtils.readVariableFile("/mailto/"..user)
rednet.send(s,"COUNT:"..tostring(#usersMail))
for i=1,#usersMail do
thisMail = usersMail[i]
headerStr = thisMail[1]..":"..thisMail[2]..":"..thisMail[3]..":"..thisMail[4]..":"..tostring(thisMail[6])
rednet.send(s,"HEADER:"..headerStr)
end
end
end
-- user requests an email so send the header seperate then the body
elseif TextUtils.startsWith(m, "FETCH") then
-- fetch:user:id
ms = TextUtils.split(m,":")
user = ms[2]
id = tonumber(ms[3])
-- standard verification
rednet.send(userServerID,"VERIFY:"..user..":"..s)
s1,m1 = rednet.receive(3)
if m1 == nil or TextUtils.startsWith(m1,"FAIL") then
rednet.send(s,"ERROR:Failed to verify user")
else
if not fs.exists("/mailto/"..user) then
rednet.send(s,"ERROR:No mail found.")
else -- find the email then send the header as before then send the whole body
userMail = FileUtils.readVariableFile("/mailto/"..user)
sent = false
for i=1,#userMail do
thisMail = userMail[i]
if id == tonumber(thisMail[1]) then
rednet.send(s,"HEADER:"..thisMail[1]..":"..thisMail[2]..":"..thisMail[3]..":"..thisMail[4])
thisMail[6] = false
userMail[i] = thisMail
sent = true
FileUtils.writeVariableFile("/mailto/"..user, userMail)
rednet.send(s,"BODY:"..thisMail[5])
end
end
if not sent then
rednet.send(s,"ERROR:Failed to find mail")
end
end
end
-- user wants to send new email
elseif TextUtils.startsWith(m, "SEND") then
-- SEND:sender,recipient,subj
ms = TextUtils.split(m,":")
user = ms[2]
recip = ms[3]
subj = ms[4]
-- standard verification
rednet.send(userServerID, "VERIFY:"..user..":"..s)
s1,m1 = rednet.receive(3)
if m1 == nil or TextUtils.startsWith(m1,"FAIL") then
rednet.send(s,"ERROR:Failed to verify user")
else -- save new mail to user file
recipMail = {}
if fs.exists("/mailto/"..recip) then
recipMail = FileUtils.readVariableFile("/mailto/"..recip)
end
id = #recipMail + 1
rednet.send(s,"READY")
s2,m2 = rednet.receive()
if m2 == nil or not TextUtils.startsWith(m2,"BODY:") then -- email body not received after header
rednet.send(s,"ERROR:No Body received")
else
body = string.sub(m2,-1 * (#m2 - 5))
email = {id,recip,user,subj,body,true}
table.insert(recipMail,email)
end
FileUtils.writeVariableFile("/mailto/"..recip,recipMail)
end
else
rednet.send(s, "ERROR:Unknown protocol")
end
end
|
local L = LibStub("AceLocale-3.0"):NewLocale("HandyNotes_DungeonLocations", "zhCN")
if not L then return end
L["Allow left click to open journal to dungeon or raid"] = "允许使用左键打开地下城或团队副本的冒险指南"
L["Allow right click to create waypoints with TomTom"] = "允许使用右键建立 TomTom 的引导箭头"
L["Continent Alpha"] = "世界地图图标透明度"
L["Continent Scale"] = "世界地图图标缩放大小"
L["Don't show discovered dungeons"] = "隐藏已被发现的地下城副本"
L["Enable TomTom integration"] = "启用 TomTom 整合"
L["Filter Options"] = "过滤选项"
L["Hide all BfA nodes from the map"] = "隐藏地图上所有争霸艾泽拉斯的副本图标"
L["Hide all Broken Isle nodes from the map"] = "隐藏地图上所有破碎群岛的副本图标"
L["Hide all Cataclysm nodes from the map"] = "隐藏地图上所有大地的裂变的副本图标"
L["Hide all Draenor nodes from the map"] = "隐藏地图上所有德拉诺的副本图标"
L["Hide all Northrend nodes from the map"] = "隐藏地图上所有诺森德的副本图标"
L["Hide all Outland nodes from the map"] = "隐藏地图上所有外域的副本图标"
L["Hide all Pandaria nodes from the map"] = "隐藏地图上所有潘达利亚的副本图标"
L["Hide all Vanilla nodes from the map"] = "隐藏地图上所有艾泽拉斯的副本图标"
L["Hide Battle for Azeroth"] = "隐藏争霸艾泽拉斯"
L["Hide Broken Isles"] = "隐藏破碎群岛"
L["Hide Cataclysm"] = "隐藏大地的裂变"
L["Hide Draenor"] = "隐藏德拉诺"
L["Hide Instances"] = "隐藏副本"
L["Hide Northrend"] = "隐藏诺森德"
L["Hide Outland"] = "隐藏外域"
L["Hide Pandaria"] = "隐藏潘达利亚"
L["Hide Vanilla"] = "隐藏艾泽拉斯"
L["Invert Lockout"] = "反向显示已击杀"
L["Journal Integration"] = "启用冒险指南整合"
L["Lockout Alpha"] = "已击杀透明度"
L["Lockout Gray Icon"] = "已击杀灰色图标"
L["Lockout Options"] = "首領已击杀选项"
L["Lockout Tooltip"] = "鼠标提示已击杀"
L["Show dungeon locations on the map"] = "在地图上显示5人地下城的位置"
L["Show Dungeons"] = "显示地下城"
L["Show icons on continent map"] = "在世界地图上显示图标"
L["Show lockout information on tooltips"] = "在鼠标提示中显示首领已击杀的信息"
L["Show Mixed"] = "都显示"
L["Show mixed (dungeons + raids) locations on the map"] = "在地图上显示地下城和团队副本的位置"
L["Show on Continent"] = "在世界地图上显示"
L["Show raid locations on the map"] = "在地图上显示团队副本的位置"
L["Show Raids"] = "显示团队"
L["The alpha of dungeons and raids that are locked to any extent"] = "任何难度的地下城和团队副本首领已击杀的透明度"
L["The alpha of the icons shown on the continent map"] = "世界地图上的图标透明度"
L["The alpha of the icons shown on the zone map"] = "区域地图上的图标透明度"
L["The scale of the icons shown on the continent map"] = "世界地图上的图标大小"
L["The scale of the icons shown on the zone map"] = "区域地图上的图标大小"
L["These settings control the look and feel of the icon."] = "这些设定控制图标的外观及风格。"
L["This will check for legion and bfa dungeons that have already been discovered. THIS IS KNOWN TO CAUSE TAINT, ENABLE AT OWN RISK."] = "启用后将检测军团再临和争霸艾泽拉斯已被发现的地下城副本,这可能会造成污染,请慎用。"
L["Turn mixed icons grey when ANY dungeon or raid listed is locked"] = "列出的任何地下城或团队已击杀时,将混合的图标显示为灰色。"
L["Use a different alpha for dungeons and raids that are locked to any extent"] = "使用不同的透明度来显示首领已击杀的地下城和团队副本(任何难度)"
L["Use gray icon for dungeons and raids that are locked to any extent"] = "使用灰色图标来显示首领已击杀的地下城和团队副本(任何难度)"
L["Use Lockout Alpha"] = "使用已击杀透明度"
L["Zone Alpha"] = "区域地图图标透明度"
L["Zone Scale"] = "区域地图图标缩放大小"
|
---------------------------------------------------------------------------------------------------
-- Proposal: https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0296-Update-video-streaming-capabilities-during-ignition-cycle.md
--
-- Description: Processing of OnSystemCapabilityUpdated notification with invalid
-- number of additionalVideoStreamingCapabilities array items
--
-- Preconditions:
-- 1. HMI capabilities contain data about videoStreamingCapability
-- 2. SDL and HMI are started
-- 3. App is registered, activated and subscribed on videoStreamingCapability updates
--
-- Sequence:
-- 1. HMI sends OnSystemCapabilityUpdated notification for "VIDEO_STREAMING" to SDL with invalid
-- number of additionalVideoStreamingCapabilities array items
-- SDL does:
-- a. not send OnSystemCapabilityUpdated (videoStreamingCapability) notification to mobile
---------------------------------------------------------------------------------------------------
-- [[ Required Shared libraries ]]
local common = require('test_scripts/Capabilities/UpdateVideoStreamingCapabilities/common')
--[[ Local Variables ]]
local appSessionId = 1
local notExpected = 0
local isSubscribe = true
local arraySize = {
minSize = 0,
maxSize = 101
}
--[[ Scenario ]]
common.Title("Preconditions")
common.Step("Clean environment", common.preconditions)
common.Step("Set HMI Capabilities", common.setVideoStreamingCapabilities)
common.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
common.Step("Register App", common.registerAppWOPTU)
common.Step("Activate App", common.activateApp)
common.Step("Subscribe App on VIDEO_STREAMING updates", common.getSystemCapability, { isSubscribe })
common.Title("Test")
for parameter, value in pairs(arraySize) do
common.Step("Check OnSystemCapabilityUpdated notification processing out of range " .. parameter .. " " .. value,
common.sendOnSystemCapabilityUpdated, { appSessionId, notExpected, common.buildVideoStreamingCapabilities(value) })
end
common.Title("Postconditions")
common.Step("Stop SDL", common.postconditions)
|
require "brains/bunnymanbrain"
require "stategraphs/SGbunnyman"
local assets =
{
Asset("ANIM", "anim/manrabbit_basic.zip"),
Asset("ANIM", "anim/manrabbit_actions.zip"),
Asset("ANIM", "anim/manrabbit_attacks.zip"),
Asset("ANIM", "anim/manrabbit_build.zip"),
Asset("ANIM", "anim/manrabbit_beard_build.zip"),
Asset("ANIM", "anim/manrabbit_beard_basic.zip"),
Asset("ANIM", "anim/manrabbit_beard_actions.zip"),
Asset("SOUND", "sound/bunnyman.fsb"),
}
local prefabs =
{
"meat",
"monstermeat",
"manrabbit_tail",
}
local MAX_TARGET_SHARES = 5
local SHARE_TARGET_DIST = 30
local function ontalk(inst, script)
inst.SoundEmitter:PlaySound("dontstarve/creatures/bunnyman/idle_med")
--inst.SoundEmitter:PlaySound("dontstarve/pig/grunt")
end
local function CalcSanityAura(inst, observer)
if inst.beardlord then
return -TUNING.SANITYAURA_MED
end
if inst.components.follower and inst.components.follower.leader == observer then
return TUNING.SANITYAURA_SMALL
end
return 0
end
local function ShouldAcceptItem(inst, item)
if item.components.equippable and item.components.equippable.equipslot == EQUIPSLOTS.HEAD then
return true
end
if item.components.edible then
if (item.prefab == "carrot" or item.prefab == "carrot_cooked")
and inst.components.follower.leader
and inst.components.follower:GetLoyaltyPercent() > 0.9 then
return false
end
return true
end
end
local function OnGetItemFromPlayer(inst, giver, item)
--I eat food
if item.components.edible then
if (item.prefab == "carrot" or item.prefab == "carrot_cooked") then
if inst.components.combat.target and inst.components.combat.target == giver then
inst.components.combat:SetTarget(nil)
elseif giver.components.leader then
inst.SoundEmitter:PlaySound("dontstarve/common/makeFriend")
giver.components.leader:AddFollower(inst)
inst.components.follower:AddLoyaltyTime(TUNING.RABBIT_CARROT_LOYALTY)
end
end
if inst.components.sleeper:IsAsleep() then
inst.components.sleeper:WakeUp()
end
end
--I wear hats
if item.components.equippable and item.components.equippable.equipslot == EQUIPSLOTS.HEAD then
local current = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD)
if current then
inst.components.inventory:DropItem(current)
end
inst.components.inventory:Equip(item)
inst.AnimState:Show("hat")
end
end
local function OnRefuseItem(inst, item)
inst.sg:GoToState("refuse")
if inst.components.sleeper:IsAsleep() then
inst.components.sleeper:WakeUp()
end
end
local function OnAttacked(inst, data)
--print(inst, "OnAttacked")
local attacker = data.attacker
inst.components.combat:SetTarget(attacker)
inst.components.combat:ShareTarget(attacker, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES)
end
local function OnNewTarget(inst, data)
inst.components.combat:ShareTarget(data.target, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES)
end
local function is_meat(item)
return item.components.edible and item.components.edible.foodtype == "MEAT"
end
local function NormalRetargetFn(inst)
return FindEntity(inst, TUNING.PIG_TARGET_DIST,
function(guy)
if guy.components.health and not guy.components.health:IsDead() and inst.components.combat:CanTarget(guy) then
if guy:HasTag("monster") then return guy end
if guy:HasTag("player") and guy.components.inventory and guy:GetDistanceSqToInst(inst) < TUNING.BUNNYMAN_SEE_MEAT_DIST*TUNING.BUNNYMAN_SEE_MEAT_DIST and guy.components.inventory:FindItem(is_meat ) then return guy end
end
end)
end
local function NormalKeepTargetFn(inst, target)
return inst.components.combat:CanTarget(target) and not (target.sg and target.sg:HasStateTag("hiding"))
end
local function giveupstring(combatcmp, target)
return STRINGS.RABBIT_GIVEUP[math.random(#STRINGS.RABBIT_GIVEUP)]
end
local function battlecry(combatcmp, target)
if target and target.components.inventory then
local item = target.components.inventory:FindItem(function(item) return item.components.edible and item.components.edible.foodtype == "MEAT" end )
if item then
return STRINGS.RABBIT_MEAT_BATTLECRY[math.random(#STRINGS.RABBIT_MEAT_BATTLECRY)]
end
end
return STRINGS.RABBIT_BATTLECRY[math.random(#STRINGS.RABBIT_BATTLECRY)]
end
local function SetBeardlord(inst)
if not inst.beardlord then
inst.AnimState:SetBuild("manrabbit_beard_build")
inst.beardlord = true
inst.components.combat:SetDefaultDamage(TUNING.BEARDLORD_DAMAGE)
inst.components.combat:SetAttackPeriod(TUNING.BEARDLORD_ATTACK_PERIOD)
inst.components.combat.panic_thresh = TUNING.BEARDLORD_PANIC_THRESH
inst.components.lootdropper:SetLoot({"beardhair", "beardhair", "monstermeat"})
inst.components.sleeper:SetSleepTest(function() return false end)
inst.components.sleeper:SetWakeTest(function() return true end)
end
end
local function SetNormalRabbit(inst)
if inst.beardlord or inst.beardlord == nil then
inst.beardlord = false
inst.AnimState:SetBuild("manrabbit_build")
inst.components.combat:SetDefaultDamage(TUNING.BUNNYMAN_DAMAGE)
inst.components.combat:SetAttackPeriod(TUNING.BUNNYMAN_ATTACK_PERIOD)
inst.components.combat.panic_thresh = TUNING.BUNNYMAN_PANIC_THRESH
inst.components.lootdropper:SetLoot({"carrot","carrot"})
inst.components.lootdropper:AddRandomLoot("meat",3)
inst.components.lootdropper:AddRandomLoot("manrabbit_tail",1)
inst.components.lootdropper.numrandomloot = 1
inst.components.sleeper:SetDefaultTests()
end
end
local function CheckTransformState(inst)
if not inst.components.health:IsDead() then
if GetPlayer().components.sanity:GetPercent() > TUNING.BEARDLING_SANITY then
SetNormalRabbit(inst)
else
SetBeardlord(inst)
end
end
end
local function OnWake(inst)
CheckTransformState(inst)
inst.checktask = inst:DoPeriodicTask(10, CheckTransformState)
end
local function OnSleep(inst)
if inst.checktask then
inst.checktask:Cancel()
inst.checktask = nil
end
end
local function fn()
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
local sound = inst.entity:AddSoundEmitter()
local shadow = inst.entity:AddDynamicShadow()
shadow:SetSize( 1.5, .75 )
inst.Transform:SetFourFaced()
local s = 1.25
inst.Transform:SetScale(s,s,s)
inst.entity:AddLightWatcher()
MakeCharacterPhysics(inst, 50, .5)
inst:AddComponent("locomotor") -- locomotor must be constructed before the stategraph
inst.components.locomotor.runspeed = TUNING.PIG_RUN_SPEED --5
inst.components.locomotor.walkspeed = TUNING.PIG_WALK_SPEED --3
inst:AddTag("character")
inst:AddTag("pig")
inst:AddTag("manrabbit")
inst:AddTag("scarytoprey")
anim:SetBank("manrabbit")
anim:PlayAnimation("idle_loop")
anim:Hide("hat")
inst.CheckTransformState = CheckTransformState --used for purpleamulet
------------------------------------------
inst:AddComponent("eater")
inst.components.eater:SetVegetarian()
table.insert(inst.components.eater.foodprefs, "RAW")
table.insert(inst.components.eater.ablefoods, "RAW")
------------------------------------------
inst:AddComponent("combat")
inst.components.combat.hiteffectsymbol = "manrabbit_torso"
inst.components.combat.panic_thresh = TUNING.BUNNYMAN_PANIC_THRESH
inst.components.combat.GetBattleCryString = battlecry
inst.components.combat.GetGiveUpString = giveupstring
MakeMediumBurnableCharacter(inst, "manrabbit_torso")
inst:AddComponent("named")
inst.components.named.possiblenames = STRINGS.BUNNYMANNAMES
inst.components.named:PickNewName()
------------------------------------------
inst:AddComponent("follower")
inst.components.follower.maxfollowtime = TUNING.PIG_LOYALTY_MAXTIME
------------------------------------------
inst:AddComponent("health")
inst.components.health:StartRegen(TUNING.BUNNYMAN_HEALTH_REGEN_AMOUNT, TUNING.BUNNYMAN_HEALTH_REGEN_PERIOD)
------------------------------------------
inst:AddComponent("inventory")
------------------------------------------
inst:AddComponent("lootdropper")
------------------------------------------
inst:AddComponent("knownlocations")
inst:AddComponent("talker")
inst.components.talker.ontalk = ontalk
inst.components.talker.fontsize = 24
inst.components.talker.font = TALKINGFONT
inst.components.talker.offset = Vector3(0,-500,0)
------------------------------------------
inst:AddComponent("trader")
inst.components.trader:SetAcceptTest(ShouldAcceptItem)
inst.components.trader.onaccept = OnGetItemFromPlayer
inst.components.trader.onrefuse = OnRefuseItem
------------------------------------------
inst:AddComponent("sanityaura")
inst.components.sanityaura.aurafn = CalcSanityAura
------------------------------------------
inst:AddComponent("sleeper")
------------------------------------------
MakeMediumFreezableCharacter(inst, "pig_torso")
------------------------------------------
inst:AddComponent("inspectable")
inst.components.inspectable.getstatus = function(inst)
if inst.components.follower.leader ~= nil then
return "FOLLOWER"
end
end
------------------------------------------
inst:ListenForEvent("attacked", OnAttacked)
inst:ListenForEvent("newcombattarget", OnNewTarget)
--inst.components.werebeast:SetOnWereFn(SetBeardlord)
--inst.components.werebeast:SetOnNormaleFn(SetNormalRabbit)
CheckTransformState(inst)
inst.OnEntityWake = OnWake
inst.OnEntitySleep = OnSleep
inst.components.sleeper:SetResistance(2)
inst.components.sleeper.nocturnal = true
inst.components.combat:SetDefaultDamage(TUNING.BUNNYMAN_DAMAGE)
inst.components.combat:SetAttackPeriod(TUNING.BUNNYMAN_ATTACK_PERIOD)
inst.components.combat:SetKeepTargetFunction(NormalKeepTargetFn)
inst.components.combat:SetRetargetFunction(3, NormalRetargetFn)
inst.components.locomotor.runspeed = TUNING.BUNNYMAN_RUN_SPEED
inst.components.locomotor.walkspeed = TUNING.BUNNYMAN_WALK_SPEED
inst.components.lootdropper:SetLoot({"carrot","carrot"})
inst.components.lootdropper:AddRandomLoot("meat",3)
inst.components.lootdropper:AddRandomLoot("manrabbit_tail",1)
inst.components.lootdropper.numrandomloot = 1
inst.components.health:SetMaxHealth(TUNING.BUNNYMAN_HEALTH)
inst.components.trader:Enable()
--inst.Label:Enable(true)
--inst.components.talker:StopIgnoringAll()
local brain = require "brains/bunnymanbrain"
inst:SetBrain(brain)
inst:SetStateGraph("SGbunnyman")
return inst
end
return Prefab( "common/characters/bunnyman", fn, assets, prefabs)
|
local class = require 'ext.class'
local ffi = require 'ffi'
local gl = require 'gl'
local Tex2D = require 'gl.tex2d'
local Tex3D = require 'gl.tex3d'
local glreport = require 'gl.report'
local fboErrors = {
'GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT',
'GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT',
'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER',
'GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER',
'GL_FRAMEBUFFER_UNSUPPORTED',
}
local fboErrorNames = {}
for i,var in ipairs(fboErrors) do
fboErrorNames[gl[var]] = var
end
local FrameBuffer = class()
function FrameBuffer:init(args)
args = args or {}
-- store these for reference later, if we get them
-- they're actually not needed for only-color buffer fbos
self.width = args.width
self.height = args.height
local id = ffi.new('GLuint[1]')
gl.glGenFramebuffers(1, id)
self.id = id[0]
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.id)
-- make a depth buffer render target only if you need it
self.depthID = 0
if args.useDepth then
gl.glGenRenderbuffers(1, id)
self.depthID = id[0]
gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, self.depthID)
gl.glRenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_DEPTH_COMPONENT, self.width, self.height)
gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, 0)
gl.glFramebufferRenderbuffer(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT, gl.GL_RENDERBUFFER, self.depthID)
end
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
end
function FrameBuffer:bind()
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.id)
end
function FrameBuffer:unbind()
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
end
-- static function
function FrameBuffer.check()
local status = gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER)
if status ~= gl.GL_FRAMEBUFFER_COMPLETE then
local errstr = 'glCheckFramebufferStatus status='..status
local name = fboErrorNames[status]
if name then errstr = errstr..' error='..name end
return false, errstr
end
return true
end
-- TODO - should we bind() beforehand for assurance's sake?
-- (while texture doesn't support this philosophy with its bind() which doesn't enable() beforehand
-- (thought a texture bind() without enable() would still fulfill its operation, yet wouldn't be visible in some render methods
-- on the other hand, a fbo setColorAttachmet() without bind() wouldn't fulfill its operation
-- or should we leave the app to do this (and reduce the possible binds/unbinds?)
-- or should we only bind, and leave it to the caller to unbind?
function FrameBuffer:setColorAttachmentTex2D(index, tex, target, level)
self:bind()
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + index, target or gl.GL_TEXTURE_2D, tex, level or 0)
self:unbind()
end
function FrameBuffer:setColorAttachmentTexCubeMapSide(index, tex, side, level)
self:bind()
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + index, gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X + (side or index), tex, level or 0)
self:unbind()
end
function FrameBuffer:setColorAttachmentTexCubeMap(tex, level)
self:bind()
for i=0,5 do
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + i, gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, tex, level or 0)
end
self:unbind()
end
function FrameBuffer:setColorAttachmentTex3D(index, tex, slice, target, level)
if not tonumber(slice) then error("unable to convert slice to number: " ..tostring(slice)) end
slice = tonumber(slice)
self:bind()
gl.glFramebufferTexture3D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + index, target or gl.GL_TEXTURE_3D, tex, level or 0, slice)
self:unbind()
end
--general, object-based type-deducing
function FrameBuffer:setColorAttachment(index, tex, ...)
if type(tex) == 'table' then
local mt = getmetatable(tex)
if mt == Tex2D then
self:setColorAttachmentTex2D(index, tex.id, ...)
-- cube map? side or all at once?
elseif mt == Tex3D then
self:setColorAttachmentTex3D(index, tex.id, ...)
else
error("Can't deduce how to attach the object. Try using an explicit attachment method")
end
elseif type(tex) == 'number' then
self:setColorAttachmentTex2D(index, tex, ...) -- though this could be a 3d slice or a cube side...
else
error("Can't deduce how to attach the object. Try using an explicit attachment method")
end
end
local glint = ffi.new('GLint[1]')
--[[
if index is a number then it binds the associated color attachment at 'GL_COLOR_ATTACHMENT0+index' and runs the callback
if index is a table then it runs through the ipairs,
binding the associated color attachment at 'GL_COLOR_ATTACHMENT0+index[side]'
and running the callback for each, passing the side as a parameter
--]]
function FrameBuffer:drawToCallback(index, callback, ...)
self:bind()
local res,err = self.check()
if not res then
print(err)
print(debug.traceback())
else
gl.glGetIntegerv(gl.GL_DRAW_BUFFER, glint)
local drawbuffer = glint[0]
if type(index)=='number' then
gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0 + index)
callback(...)
elseif type(index)=='table' then
-- TODO - table attachments should probably make use of glDrawBuffers for multiple draw to's
-- cubemaps should go through the tedious-but-readable chore of calling this method six times
for side,colorAttachment in ipairs(index) do
gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0 + colorAttachment) --index[side])
callback(side, ...)
end
end
gl.glDrawBuffer(drawbuffer)
end
self:unbind()
end
function FrameBuffer.drawScreenQuad()
gl.glBegin(gl.GL_TRIANGLE_STRIP)
gl.glTexCoord2f(0,0)
gl.glVertex2f(0,0)
gl.glTexCoord2f(1,0)
gl.glVertex2f(1,0)
gl.glTexCoord2f(0,1)
gl.glVertex2f(0,1)
gl.glTexCoord2f(1,1)
gl.glVertex2f(1,1)
gl.glEnd()
end
function FrameBuffer:draw(args)
glreport('begin drawScreenFBO')
if args.viewport then
local vp = args.viewport
gl.glPushAttrib(gl.GL_VIEWPORT_BIT)
gl.glViewport(vp[1], vp[2], vp[3], vp[4])
end
glreport('drawScreenFBO glViewport')
if args.resetProjection then
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPushMatrix()
gl.glLoadIdentity()
gl.glOrtho(0,1,0,1,-1,1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
gl.glLoadIdentity()
end
glreport('drawScreenFBO resetProjection')
if args.shader then
local sh = args.shader
if type(sh) == 'table' then
sh:use()
else
gl.glUseProgram(sh)
end
end
glreport('drawScreenFBO glUseProgram')
if args.uniforms then
assert(args.shader)
for k,v in pairs(args.uniforms) do
args.shader:setUniform(k,v) -- uniformf only, but that still supports vectors =)
glreport('drawScreenFBO glUniform '..tostring(k)..' '..tostring(v))
end
end
if args.texs then
for i,t in ipairs(args.texs) do
gl.glActiveTexture(gl.GL_TEXTURE0+i-1)
glreport('drawScreenFBO glActiveTexture '..tostring(gl.GL_TEXTURE0+i-1))
if type(t) == 'table' then -- assume tables are texture objects
t:bind()
glreport('drawScreenFBO glBindTexture '..tostring(t.target)..', '..tostring(t.id))
else -- texture2d by default
gl.glBindTexture(gl.GL_TEXTURE_2D, t)
glreport('drawScreenFBO glBindTexture '..tostring(t))
end
end
end
if args.color then
gl.glColor(args.color)
glreport('drawScreenFBO glColor')
end
if args.dest then
self:setColorAttachment(0, args.dest)
end
glreport('drawScreenFBO before callback')
-- no one seems to use fbo:draw... at all...
-- so why preserve a function that no one uses?
-- why not just merge it in here?
self:drawToCallback(args.colorAttachment or 0, args.callback or self.drawScreenQuad)
glreport('drawScreenFBO after callback')
if args.texs then
for i=#args.texs,1,-1 do -- step -1 so we end up at zero
local t = args.texs[i]
gl.glActiveTexture(gl.GL_TEXTURE0+i-1)
glreport('drawScreenFBO glActiveTexture '..(gl.GL_TEXTURE0+i-1))
if type(t) == 'table' then
gl.glBindTexture(t.target, 0)
glreport('drawScreenFBO glBindTexture '..tostring(t.target)..', 0')
else
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
glreport('drawScreenFBO glBindTexture '..(gl.GL_TEXTURE_2D)..', 0')
end
end
end
if args.shader then
gl.glUseProgram(0)
glreport('drawScreenFBO glUseProgram nil')
end
if args.resetProjection then
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPopMatrix()
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPopMatrix()
glreport('drawScreenFBO resetProjection')
end
if args.viewport then
gl.glPopAttrib()
glreport('drawScreenFBO glPopAttrib')
end
glreport('end drawScreenFBO')
end
return FrameBuffer
|
-- TODO
--
local Runner = require "nvim-test.runner"
local cargotest = Runner:init({ command = "cargo test" }, {
rust = [[
(
(mod_item
name: (identifier) @module-name)
@scope-root)
(
(function_item
name: (identifier) @function-name)
@scope-root)
]],
})
function cargotest:is_test(name)
return string.match(name, "[Tt]est") and true
end
function cargotest:build_args(filename, opts)
-- for whole suite do nothing
local args = self.config.args
if not filename then
return args
end
local parts = vim.fn.split(vim.fn.fnamemodify(filename, ":.:r"), "/")
if parts[#parts] == "main" or parts[#parts] == "lib" or parts[#parts] == "mod" then
parts[#parts] = nil
end
if parts[1] == "src" then
table.remove(parts, 1)
end
local modname = (#parts > 0) and table.concat(parts, "::")
if modname then
modname = " " .. vim.fn.shellescape(modname .. "::")
end
if opts.tests and #opts.tests > 0 then
return args .. " " .. table.concat(opts.tests, "::") .. " -- --exact"
end
return args .. (modname or "")
end
return cargotest
|
function DIALOG()
NODE(0)
--047
SAYSPEECH("Keine Zeit zum Plaudern. Sie sehen doch, dass ich beschaeftigt bin...",3047)
ENDDIALOG()
end
|
local ffi = require("ffi")
local bit = require("bit")
local lshift = bit.lshift;
local rshift = bit.rshift;
local bnot = bit.bnot;
local S = require("syscall")
local nr = require "syscall.linux.nr"
local _IO, _IOW = S.c.IOCTL._IO, S.c.IOCTL._IOW
local shared = require("shared")
-- The table which will hold anything we want exported
-- from this module
local exports = {}
exports.nr = nr;
ffi.cdef[[
/*
* attr->type field values
*/
enum perf_type_id {
PERF_TYPE_HARDWARE = 0,
PERF_TYPE_SOFTWARE = 1,
PERF_TYPE_TRACEPOINT = 2,
PERF_TYPE_HW_CACHE = 3,
PERF_TYPE_RAW = 4,
PERF_TYPE_BREAKPOINT = 5,
PERF_TYPE_MAX
};
/*
* attr->config values for generic HW PMU events
*
* they get mapped onto actual events by the kernel
*/
enum perf_hw_id {
PERF_COUNT_HW_CPU_CYCLES = 0,
PERF_COUNT_HW_INSTRUCTIONS = 1,
PERF_COUNT_HW_CACHE_REFERENCES = 2,
PERF_COUNT_HW_CACHE_MISSES = 3,
PERF_COUNT_HW_BRANCH_INSTRUCTIONS = 4,
PERF_COUNT_HW_BRANCH_MISSES = 5,
PERF_COUNT_HW_BUS_CYCLES = 6,
PERF_COUNT_HW_STALLED_CYCLES_FRONTEND = 7,
PERF_COUNT_HW_STALLED_CYCLES_BACKEND = 8,
PERF_COUNT_HW_REF_CPU_CYCLES = 9,
PERF_COUNT_HW_MAX
};
/*
* attr->config values for generic HW cache events
*
* they get mapped onto actual events by the kernel
*/
enum perf_hw_cache_id {
PERF_COUNT_HW_CACHE_L1D = 0,
PERF_COUNT_HW_CACHE_L1I = 1,
PERF_COUNT_HW_CACHE_LL = 2,
PERF_COUNT_HW_CACHE_DTLB = 3,
PERF_COUNT_HW_CACHE_ITLB = 4,
PERF_COUNT_HW_CACHE_BPU = 5,
PERF_COUNT_HW_CACHE_NODE = 6,
PERF_COUNT_HW_CACHE_MAX
};
enum perf_hw_cache_op_id {
PERF_COUNT_HW_CACHE_OP_READ = 0,
PERF_COUNT_HW_CACHE_OP_WRITE = 1,
PERF_COUNT_HW_CACHE_OP_PREFETCH = 2,
PERF_COUNT_HW_CACHE_OP_MAX
};
enum perf_hw_cache_op_result_id {
PERF_COUNT_HW_CACHE_RESULT_ACCESS = 0,
PERF_COUNT_HW_CACHE_RESULT_MISS = 1,
PERF_COUNT_HW_CACHE_RESULT_MAX
};
/*
* attr->config values for SW events
*/
enum perf_sw_ids {
PERF_COUNT_SW_CPU_CLOCK = 0,
PERF_COUNT_SW_TASK_CLOCK = 1,
PERF_COUNT_SW_PAGE_FAULTS = 2,
PERF_COUNT_SW_CONTEXT_SWITCHES = 3,
PERF_COUNT_SW_CPU_MIGRATIONS = 4,
PERF_COUNT_SW_PAGE_FAULTS_MIN = 5,
PERF_COUNT_SW_PAGE_FAULTS_MAJ = 6,
PERF_COUNT_SW_ALIGNMENT_FAULTS = 7,
PERF_COUNT_SW_EMULATION_FAULTS = 8,
PERF_COUNT_SW_MAX
};
/*
* attr->sample_type values
*/
enum perf_event_sample_format {
PERF_SAMPLE_IP = 1U << 0,
PERF_SAMPLE_TID = 1U << 1,
PERF_SAMPLE_TIME = 1U << 2,
PERF_SAMPLE_ADDR = 1U << 3,
PERF_SAMPLE_READ = 1U << 4,
PERF_SAMPLE_CALLCHAIN = 1U << 5,
PERF_SAMPLE_ID = 1U << 6,
PERF_SAMPLE_CPU = 1U << 7,
PERF_SAMPLE_PERIOD = 1U << 8,
PERF_SAMPLE_STREAM_ID = 1U << 9,
PERF_SAMPLE_RAW = 1U << 10,
PERF_SAMPLE_BRANCH_STACK = 1U << 11,
PERF_SAMPLE_REGS_USER = 1U << 12,
PERF_SAMPLE_STACK_USER = 1U << 13,
PERF_SAMPLE_WEIGHT = 1U << 14,
PERF_SAMPLE_DATA_SRC = 1U << 15,
PERF_SAMPLE_MAX = 1U << 16,
};
/*
* branch_sample_type values
*/
enum perf_branch_sample_type {
PERF_SAMPLE_BRANCH_USER = 1U << 0,
PERF_SAMPLE_BRANCH_KERNEL = 1U << 1,
PERF_SAMPLE_BRANCH_HV = 1U << 2,
PERF_SAMPLE_BRANCH_ANY = 1U << 3,
PERF_SAMPLE_BRANCH_ANY_CALL = 1U << 4,
PERF_SAMPLE_BRANCH_ANY_RETURN = 1U << 5,
PERF_SAMPLE_BRANCH_IND_CALL = 1U << 6,
PERF_SAMPLE_BRANCH_MAX = 1U << 7,
};
enum perf_sample_regs_abi {
PERF_SAMPLE_REGS_ABI_NONE = 0,
PERF_SAMPLE_REGS_ABI_32 = 1,
PERF_SAMPLE_REGS_ABI_64 = 2,
};
/*
* attr->read_format values
*/
enum perf_event_read_format {
PERF_FORMAT_TOTAL_TIME_ENABLED = 1U << 0,
PERF_FORMAT_TOTAL_TIME_RUNNING = 1U << 1,
PERF_FORMAT_ID = 1U << 2,
PERF_FORMAT_GROUP = 1U << 3,
PERF_FORMAT_MAX = 1U << 4,
};
]]
exports.PERF_ATTR_SIZE_VER0 = 64; -- sizeof first published struct
exports.PERF_ATTR_SIZE_VER1 = 72; -- add: config2
exports.PERF_ATTR_SIZE_VER2 = 80; -- add: branch_sample_type
ffi.cdef[[
/*
* perf_event_attr struct passed to perf_event_open()
*/
typedef struct perf_event_attr {
uint32_t type;
uint32_t size;
uint64_t config;
union {
uint64_t sample_period;
uint64_t sample_freq;
} sample;
uint64_t sample_type;
uint64_t read_format;
/*
uint64_t disabled : 1;
uint64_t inherit : 1;
uint64_t pinned : 1;
uint64_t exclusive : 1;
uint64_t exclude_user : 1;
uint64_t exclude_kernel : 1;
uint64_t exclude_hv : 1;
uint64_t exclude_idle : 1;
uint64_t mmap : 1;
uint64_t comm : 1;
uint64_t freq : 1;
uint64_t inherit_stat : 1;
uint64_t enable_on_exec : 1;
uint64_t task : 1;
uint64_t watermark : 1;
uint64_t precise_ip : 2;
uint64_t mmap_data : 1;
uint64_t sample_id_all : 1;
uint64_t exclude_host : 1;
uint64_t exclude_guest : 1;
uint64_t exclude_callchain_kernel : 1;
uint64_t exclude_callchain_user : 1;
uint64_t __reserved_1 : 41;
*/
// TODO - need a better way to represent the uint64_t
// based bitfields
uint64_t bitfield_flag;
union {
uint32_t wakeup_events;
uint32_t wakeup_watermark;
} wakeup;
uint32_t bp_type;
union {
uint64_t bp_addr;
uint64_t config1; // extend config
} bpa;
union {
uint64_t bp_len;
uint64_t config2; // extend config1
} bpb;
uint64_t branch_sample_type;
uint64_t sample_regs_user;
uint32_t sample_stack_user;
uint32_t __reserved_2;
} perf_event_attr_t;
]]
--[[
As of LuaJIT 2.1, 64-bit values can not be used as bitfields
in C structures. This is probably according to the C standard
the the C parser follows, as the standard only indicates bitfields
will work with 'int' fields.
So, we construct this metatype with the bitfield ranges, and implement
the __newindex, and __index functions so that we can do the bit
manipulations ourselves.
Of course, if you want to add any other function to the metatype, you'll
have to change this code.
More than likely, you can simply do it in a convenient table class instead
of in here.
--]]
local perf_event_attr = ffi.typeof("struct perf_event_attr")
local perf_event_attr_mt = {}
perf_event_attr_mt.bitfield_ranges = {
disabled = { 0, 1};
inherit = { 1, 1};
pinned = { 2, 1};
exclusive = { 3, 1};
exclude_user = { 4, 1};
exclude_kernel = { 5, 1};
exclude_hv = { 6, 1};
exclude_idle = { 7, 1};
mmap = { 8, 1};
comm = { 9, 1};
freq = { 10, 1};
inherit_stat = { 11, 1};
enable_on_exec = { 12, 1};
task = { 13, 1};
watermark = { 14, 1};
precise_ip = { 15, 2};
mmap_data = { 17, 1};
sample_id_all = { 18, 1};
exclude_host = { 19, 1};
exclude_guest = { 20, 1};
exclude_callchain_kernel = { 21, 1};
exclude_callchain_user = { 22, 1};
__reserved_1 = { 23, 41};
}
perf_event_attr_mt.__index = function(self, key)
local keyrange = perf_event_attr_mt.bitfield_ranges[key]
if not keyrange then
return nil;
end
return shared.extractbits64(self.bitfield_flag, keyrange[1], keyrange[2]);
end
perf_event_attr_mt.__newindex = function(self, key, value)
--print("perf_event_attr, setting field value: ", key, value)
local kr = perf_event_attr_mt.bitfield_ranges[key]
if not kr then
return nil;
end
self.bitfield_flag = shared.setbits64(self.bitfield_flag, kr[1], kr[2], value);
return res;
end
ffi.metatype(perf_event_attr, perf_event_attr_mt);
ffi.cdef[[
struct perf_branch_entry {
uint64_t from;
uint64_t to;
/*
uint64_t mispred:1, // target mispredicted
predicted:1, // target predicted
reserved:62;
*/
uint64_t bitfield_flag;
};
]]
local perf_branch_entry = ffi.typeof("struct perf_branch_entry")
local perf_branch_entry_mt = {}
perf_branch_entry_mt.bitfield_ranges = {
mispred = {0,1};
predicted = {1,1};
reserved = {2,62};
}
perf_branch_entry_mt.__index = function(self, key)
local kr = perf_branch_entry_mt.bitfield_ranges[key]
if not kr then return nil end
return shared.extractbits64(self.bitfield_flag, kr[1], kr[2]);
end
perf_branch_entry_mt.__newindex = function(self, key, value)
--print("perf_event_attr, setting field value: ", key, value)
local kr = perf_branch_entry_mt.bitfield_ranges[key]
if not kr then return end
self.bitfield_flag = shared.setbits64(self.bitfield_flag, kr[1], kr[2], value);
end
ffi.metatype(perf_branch_entry, perf_branch_entry_mt);
ffi.cdef[[
/*
* branch stack layout:
* nr: number of taken branches stored in entries[]
*
* Note that nr can vary from sample to sample
* branches (to, from) are stored from most recent
* to least recent, i.e., entries[0] contains the most
* recent branch.
*/
struct perf_branch_stack {
uint64_t nr;
struct perf_branch_entry entries[0];
};
]]
-- perf_events ioctl commands, use with event fd
exports.PERF_EVENT_IOC_ENABLE = _IO ('$', 0)
exports.PERF_EVENT_IOC_DISABLE = _IO ('$', 1)
exports.PERF_EVENT_IOC_REFRESH = _IO ('$', 2)
exports.PERF_EVENT_IOC_RESET = _IO ('$', 3)
exports.PERF_EVENT_IOC_PERIOD = _IOW('$', 4, "uint64")
exports.PERF_EVENT_IOC_SET_OUTPUT = _IO ('$', 5)
exports.PERF_EVENT_IOC_SET_FILTER = _IOW('$', 6, "char")
ffi.cdef[[
/*
* ioctl() 3rd argument
*/
enum perf_event_ioc_flags {
PERF_IOC_FLAG_GROUP = 1U << 0,
};
]]
ffi.cdef[[
/*
* mmapped sampling buffer layout
* occupies a 4kb page
*/
struct perf_event_mmap_page {
uint32_t version;
uint32_t compat_version;
uint32_t lock;
uint32_t index;
int64_t offset;
uint64_t time_enabled;
uint64_t time_running;
union {
uint64_t capabilities;
/*
uint64_t cap_usr_time:1,
cap_usr_rdpmc:1,
cap_____res:62;
*/
uint64_t bitfield_flag;
} rdmap_cap;
uint16_t pmc_width;
uint16_t time_shift;
uint32_t time_mult;
uint64_t time_offset;
uint64_t __reserved[120];
uint64_t data_head;
uint64_t data_tail;
};
/*
* sampling buffer event header
*/
struct perf_event_header {
uint32_t type;
uint16_t misc;
uint16_t size;
};
]]
-- event header misc field values
exports.PERF_EVENT_MISC_CPUMODE_MASK = lshift(3,0)
exports.PERF_EVENT_MISC_CPUMODE_UNKNOWN = lshift(0,0)
exports.PERF_EVENT_MISC_KERNEL = lshift(1,0)
exports.PERF_EVENT_MISC_USER = lshift(2,0)
exports.PERF_EVENT_MISC_HYPERVISOR = lshift(3,0)
exports.PERF_RECORD_MISC_GUEST_KERNEL = lshift(4,0)
exports.PERF_RECORD_MISC_GUEST_USER = lshift(5,0)
exports.PERF_RECORD_MISC_EXACT = lshift(1, 14)
exports.PERF_RECORD_MISC_EXACT_IP = lshift(1, 14)
exports.PERF_RECORD_MISC_EXT_RESERVED = lshift(1, 15)
ffi.cdef[[
// header->type values
enum perf_event_type {
PERF_RECORD_MMAP = 1,
PERF_RECORD_LOST = 2,
PERF_RECORD_COMM = 3,
PERF_RECORD_EXIT = 4,
PERF_RECORD_THROTTLE = 5,
PERF_RECORD_UNTHROTTLE = 6,
PERF_RECORD_FORK = 7,
PERF_RECORD_READ = 8,
PERF_RECORD_SAMPLE = 9,
PERF_RECORD_MMAP2 = 10,
PERF_RECORD_MAX
};
enum perf_callchain_context {
PERF_CONTEXT_HV = (uint64_t)-32,
PERF_CONTEXT_KERNEL = (uint64_t)-128,
PERF_CONTEXT_USER = (uint64_t)-512,
PERF_CONTEXT_GUEST = (uint64_t)-2048,
PERF_CONTEXT_GUEST_KERNEL = (uint64_t)-2176,
PERF_CONTEXT_GUEST_USER = (uint64_t)-2560,
PERF_CONTEXT_MAX = (uint64_t)-4095,
};
]]
-- flags for perf_event_open()
exports.PERF_FLAG_FD_NO_GROUP = lshift(1, 0)
exports.PERF_FLAG_FD_OUTPUT = lshift(1, 1)
exports.PERF_FLAG_PID_CGROUP = lshift(1, 2)
local __NR_perf_event_open = 0;
if ffi.arch == "x64" then
__NR_perf_event_open = 298;
end
if ffi.arch == "x86" then
__NR_perf_event_open = 336;
end
if ffi.arch == "ppc" then
__NR_perf_event_open = 319;
end
if ffi.arch == "arm" then
__NR_perf_event_open = 364;
end
if ffi.arch == "arm64" then
__NR_perf_event_open = 241;
end
if ffi.arch == "mips" then
__NR_perf_event_open = 4333;
end
-- perf_event_open() syscall stub
--local function perf_event_open(
-- struct perf_event_attr *hw_event_uptr,
-- pid_t pid,
-- int cpu,
-- int group_fd,
-- unsigned long flags)
local function perf_event_open(
hw_event_uptr,
pid,
cpu,
group_fd,
flags)
--print("perf_event_open: ", S.perf_event_open, hw_event_uptr, pid, cpu, group_fd, flags)
local fd = ffi.C.syscall(nr.SYS.perf_event_open, hw_event_uptr, pid, cpu, group_fd, flags);
fd = S.t.fd(fd);
return fd;
end
exports.perf_event_open = perf_event_open
exports.PR_TASK_PERF_EVENTS_ENABLE = 32
exports.PR_TASK_PERF_EVENTS_DISABLE = 31
ffi.cdef[[
union perf_mem_data_src {
uint64_t val;
struct {
/*
uint64_t mem_op:5, // type of opcode
mem_lvl:14, // memory hierarchy level
mem_snoop:5, // snoop mode
mem_lock:2, // lock instr
mem_dtlb:7, // tlb access
mem_rsvd:31;
*/
};
};
]]
local perf_mem_data_src = ffi.typeof("union perf_mem_data_src")
local perf_mem_data_src_mt = {}
perf_mem_data_src_mt.bitfield_ranges = {
mem_op = {0,5};
mem_lvl = {5,14};
mem_snoop = {19,5};
mem_lock = {24,2};
mem_dtlb = {26,7};
mem_rsvd = {33,31};
}
perf_mem_data_src_mt.__index = function(self, key)
local kr = perf_mem_data_src_mt.bitfield_ranges[key]
if not kr then
return nil;
end
return shared.extractbits64(self.val, kr[1], kr[2]);
end
perf_mem_data_src_mt.__newindex = function(self, key, value)
--print("perf_event_attr, setting field value: ", key, value)
local kr = perf_mem_data_src_mt.bitfield_ranges[key]
if not kr then
return nil;
end
self.val = shared.setbits64(self.val, kr[1], kr[2], value);
end
ffi.metatype(perf_mem_data_src, perf_mem_data_src_mt);
-- type of opcode (load/store/prefetch,code)
exports.PERF_MEM_OP_NA = 0x01 -- not available
exports.PERF_MEM_OP_LOAD = 0x02 -- load instruction
exports.PERF_MEM_OP_STORE = 0x04 -- store instruction
exports.PERF_MEM_OP_PFETCH = 0x08 -- prefetch
exports.PERF_MEM_OP_EXEC = 0x10 -- code (execution)
exports.PERF_MEM_OP_SHIFT = 0
-- memory hierarchy (memory level, hit or miss)
exports.PERF_MEM_LVL_NA = 0x01 -- not available
exports.PERF_MEM_LVL_HIT = 0x02 -- hit level
exports.PERF_MEM_LVL_MISS = 0x04 -- miss level
exports.PERF_MEM_LVL_L1 = 0x08 -- L1
exports.PERF_MEM_LVL_LFB = 0x10 -- Line Fill Buffer
exports.PERF_MEM_LVL_L2 = 0x20 -- L2
exports.PERF_MEM_LVL_L3 = 0x40 -- L3
exports.PERF_MEM_LVL_LOC_RAM = 0x80 -- Local DRAM
exports.PERF_MEM_LVL_REM_RAM1 = 0x100 -- Remote DRAM (1 hop)
exports.PERF_MEM_LVL_REM_RAM2 = 0x200 -- Remote DRAM (2 hops)
exports.PERF_MEM_LVL_REM_CCE1 = 0x400 -- Remote Cache (1 hop)
exports.PERF_MEM_LVL_REM_CCE2 = 0x800 -- Remote Cache (2 hops)
exports.PERF_MEM_LVL_IO = 0x1000 -- I/O memory
exports.PERF_MEM_LVL_UNC = 0x2000 -- Uncached memory
exports.PERF_MEM_LVL_SHIFT = 5
-- snoop mode
exports.PERF_MEM_SNOOP_NA = 0x01 -- not available
exports.PERF_MEM_SNOOP_NONE = 0x02 -- no snoop
exports.PERF_MEM_SNOOP_HIT = 0x04 -- snoop hit
exports.PERF_MEM_SNOOP_MISS = 0x08 -- snoop miss
exports.PERF_MEM_SNOOP_HITM = 0x10 -- snoop hit modified
exports.PERF_MEM_SNOOP_SHIFT = 19
-- locked instruction
exports.PERF_MEM_LOCK_NA = 0x01 -- not available
exports.PERF_MEM_LOCK_LOCKED = 0x02 -- locked transaction
exports.PERF_MEM_LOCK_SHIFT = 24
-- TLB access
exports.PERF_MEM_TLB_NA = 0x01 -- not available
exports.PERF_MEM_TLB_HIT = 0x02 -- hit level
exports.PERF_MEM_TLB_MISS = 0x04 -- miss level
exports.PERF_MEM_TLB_L1 = 0x08 -- L1
exports.PERF_MEM_TLB_L2 = 0x10 -- L2
exports.PERF_MEM_TLB_WK = 0x20 -- Hardware Walker
exports.PERF_MEM_TLB_OS = 0x40 -- OS fault handler
exports.PERF_MEM_TLB_SHIFT = 26
local function PERF_MEM_S(a, s)
--(((u64)PERF_MEM_##a##_##s) << PERF_MEM_##a##_SHIFT)
local id = string.format("PERF_MEM_%s_%s", a, s)
local shift = string.format("PERF_MEM_%s_SHIFT", a)
return lshift(exports[id], exports[shift])
end
return exports
|
local SheetInfo = {}
SheetInfo.sheet = {}
function SheetInfo:getSheet()
return self.sheet;
end
return SheetInfo
|
local playerPlayback = {}
playerPlayback.name = "playbackTutorial"
playerPlayback.depth = 0
playerPlayback.justification = {0.5, 1.0}
playerPlayback.texture = "characters/player/sitDown00"
playerPlayback.color = {0.8, 0.2, 0.2, 0.75}
playerPlayback.nodeLineRenderType = "line"
playerPlayback.nodeLimits = {0, 2}
playerPlayback.placements = {
name = "playback",
data = {
tutorial = ""
}
}
return playerPlayback |
SILE = require("core.sile")
local icu = require("justenoughicu")
describe("SILE.linebreak", function()
local chars = { 0x10000, 0x10001, 0x10002 }
local utf8string = ""
for i = 1,#chars do
utf8string = utf8string .. luautf8.char(chars[i])
end
it("should be the right length in UTF8", function()
assert.is.equal(#utf8string, 12)
end)
it("should be the right length from ICU", function()
local res = icu.bidi_runs(utf8string, "LTR")
assert.is.equal(res.length, 3)
end)
end)
|
--variables DONT CHANGE THESE
MouseX = myPlayer.x
MouseY = myPlayer.y
direction = 1
local squareSize = 20
--making the camera cube in between the player and the mouse + settings giving it X and Y value at the start
camera = display.newRect(5, 5 , squareSize, squareSize)
camera.alpha = 0
camera.x = myPlayer.x
camera.y = myPlayer.y
--grapple location
grapplepos = display.newImageRect("graphics/crosshair/crosshairstyle4.png",30,30) -- change value of the image from 1-5 to change crosshair
grapplepos.alpha = 1
grapplepos.x = myPlayer.x
grapplepos.y = myPlayer.y
--enemyCount initialised
enemyCount = 0
enemyCountDisplay = display.newText(enemyCount , 40 , 40, native.systemFont, 30)
enemyCountTextDisplay = display.newText("Enemies Left: " , 40 , 40, native.systemFont, 30)
-- splits the screen into the shape X so we know on which quadrant the cursor is at the moment
local function onMouseEvent( event )
--sets current cursors x and y values
MouseX = event.x
MouseY = event.y
--top triangle
if(event.x > event.y and ((event.x+event.y)<=1200 and event.y < 640)) then
direction = 1
--right trangle
elseif(event.x > event.y and ((event.x+event.y)>=1200 and event.x > 640)) then
direction = 2
--bottom triangle
elseif(event.x < event.y and ((event.x+event.y)>=1200 and event.y> 640)) then
direction = 3
--left triangle
elseif(event.x < event.y and ((event.x+event.y)<=1200 and event.x < 640)) then
direction = 4
end
return direction
end
--display level number
roomNumber = "Tutorial Room"
displayRoom = display.newText( roomNumber, 0, 0, native.systemFont, 40 )
--display inventory / make body static
local sheetOptions1 = {
width = 198,
height = 96,
numFrames = 8,
sheetContentWidth = 1584,
sheetContentHeight = 96,
}
local inventorySheet = graphics.newImageSheet( "graphics/UI/uiWeaponsItems.png", sheetOptions1 )
local sequenceData = {
{name = "idle", frames = { 1}, time = 0, loopCount = 0},
{name = "UI", frames = { 2,3,4,5,6,7,8}, time = 3700, loopCount = 0},
}
inventory = display.newSprite(inventorySheet, sequenceData )
inventory.alpha = 1
inventory:setSequence( "idle" )
inventory:setFrame( 1 )
--weapons on the UI
local sheetOptions2 = {
width = 64,
height = 64,
numFrames = 2,
sheetContentWidth = 64,
sheetContentHeight = 128,
}
local weaponSheet = graphics.newImageSheet( "graphics/items/weapons.png", sheetOptions2 )
local sequenceData = {
name = "UI",
frames = { 1, 2},
time = 0,
loopCount = 0
}
weapon = display.newSprite(weaponSheet, sequenceData )
weapon.alpha = 1
weapon:setFrame( 1 )
--display health / make body static
local sheetOptions3 = {
width = 480,
height = 48,
numFrames = 11,
sheetContentWidth = 480,
sheetContentHeight = 528,
}
local healthSheet = graphics.newImageSheet( "graphics/UI/myPlayerHealth.png", sheetOptions3 )
local sequenceData2 = {
name = "UI",
frames = { 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1},
time = 0,
loopCount = 0
}
health = display.newSprite(healthSheet, sequenceData2 )
health:setFrame( 1 )
health.alpha = 1
--updates the UI with a timer
local function CameraTimedReset ( event )
camera.x = ((myPlayer.x)+ (MouseX/3)) - 215 --camera x value
camera.y = ((myPlayer.y)+ (MouseY/3)) - 230 --camera y value
grapplepos.x = ((myPlayer.x) + (MouseX + MouseX/3) - 855 ) -- cursor positon from the myPlayer
grapplepos.y = ((myPlayer.y) + (MouseY + MouseY/3 ) - 870) -- cursor positon from the myPlayer
inventory.x = camera.x - 520 -- inventory on bottom
inventory.y = camera.y + 350 -- inventory on bottom
displayRoom.x = camera.x -- displays room number
displayRoom.y = camera.y - 350 -- displays room number
weapon.x = camera.x - 570 --inventory on bottom
weapon.y = camera.y + 350 --inventory on bottom
health.x = camera.x - 360 --inventory on bottom
health.y = camera.y - 500 --inventory on bottom
enemyCountDisplay.x = camera.x + 500
enemyCountDisplay.y = camera.y - 500
enemyCountTextDisplay.x = camera.x + 370
enemyCountTextDisplay.y = camera.y - 500
health:setFrame( playerHP +1 )
grapplepos:toFront() --so the crosshair is always ontop of the screen
--player alpha goes back to 1 after it lowers
if(myPlayer.alpha ~= 1)then
myPlayer.alpha = myPlayer.alpha + 0.02
else
myPlayer:setFillColor( 255)
end
--room display dissapears after it shows when you enter a new room
if(displayRoom.alpha>0)then
displayRoom.alpha = displayRoom.alpha - 0.01
end
end
cameraReset = timer.performWithDelay(1, CameraTimedReset , 0)
Runtime:addEventListener( "mouse" , onMouseEvent )
|
--[[
-- 作者:Steven
-- 日期:2017-02-26
-- 文件名:file_apis.lua
-- 版权说明:南京正溯网络科技有限公司.版权所有©copy right.
-- 文件上传下载的接口封装文件,用户文件管理方案的接口定义
--]]
--[[
-- 上传文件基础功能文件,用于其他需要上传系统的调用,调用完成之后,将文件存储到系统中,大文件通过hadoop存储,
-- 小文件通过Haystack系统存储
-- 上传之后需要计算md5和sha1编码,同时生成唯一文件编号,写入数据库和redis系统中,写数据库和redis注意分布式存储
-- 一切处理完成之后,系统将文件唯一编号返回给系统,失败返回nil
-- 首先客户端将上传文件传送到本地址,根据客户端上传上来的文件的sha1 和 md5 判断是否存在该文件,如果存在则直接返回
-- 如果没有则存储到系统中,生成
-- example
--]]
local cjson = require "cjson"
local resty_md5 = require "resty.md5"
local uuid = require "resty.uuid"
local resty_sha1 = require "resty.sha1"
local upload = require "resty.upload"
local str = require "resty.string"
local db_help = require "db.lua_db_help"
local api_data = require "common.api_data_help"
local file_help = require "files.common.file_help"
local _M = {}
--[[
-- 将 文件信息写入数据库,同时写入redis 该信息为基础的文件信息
-- example
local
-- @param file_code 文件唯一编码code
-- @param md5_code 文件md5码
-- @param sha1_code 文件sha1码
--]]
function _M.insert_new_file( file_code,sha1_code)
-- 首先从redis中查询一次是否存在该文件
local redis_cli = file_db:new_redis();
local resRedis = redis_cli:hgetall(sha1_code)
if resRedis then
return file_code;
end
--insert into mysql
-- body
local mysql_cli = file_db:new_mysql();
if not mysql_cli then
return nil,1041;
end
local str = string.format("insert into t_file_records(file_code,sha1_code)values('%s','%s');",
file_code,sha1_code)
local res, err, errcode, sqlstate = mysql_cli:query(str)
if not res then
ngx.log(ngx.ERR,"bad result: ".. err.. ": ".. errcode.. ": ".. sqlstate.. ".");
if(errcode == 1062) then
return file_code,errcode;
end
return nil,errcode;
end
-- inser into redis
if not redis_cli then
ngx.log(ngx.ERR,zs_error_code.REDIS_CRE_CLI_ERROR);
else
res = redis_cli:hmset(sha1_code,"file_code",file_code)
if not res then
ngx.log(ngx.ERR,"redis_cli.hset error "..sha1_code);
end
end
return file_code,errcode;
end
--[[
-- 将 查询是否存在指定文件sha1编码的文件存在
redis 中存储格式为hmap key:sha1
subkey: file_code value: filecodeimpl
subkey: md5_code value: md5
-- example
-- @param sha1_code 文件sha1码
--]]
function _M.find_file_by_sha1(sha1_code)
-- 从redis中查询,如果不存在则在mysql中查询
local redis_cli = file_db:new_redis();
if not redis_cli then
ngx.log(ngx.ERR,ZS_ERROR_CODE.REDIS_CRE_CLI_ERROR);
else
local res = redis_cli:hgetall(sha1_code)
if not res then
ngx.log(ngx.ERR,ZS_ERROR_CODE.REDIS_NO_DATA);
else
--ngx.log(ngx.ERR,zs_error_code.REDIS_CRE_CLI_ERROR);
--ngx.say("redis 结果:"..cjson.encode(res))
return table.array2record(res);
end
end
--从数据库中查询
local mysql_cli = file_db:new_mysql();
if not mysql_cli then
return nil,1041;
end
local str = string.format("select * from t_file_records where sha1_code='%s'", sha1_code)
local res, err, errcode, sqlstate = mysql_cli:query(str)
if not res then
ngx.log(ngx.ERR,"bad result: ", err, ": ", errcode, ": ", sqlstate, ".");
return nil,errcode;
end
-- inser into redis
if redis_cli then
local fileRec = res[1];
if fileRec then
redis_cli:hmset(fileRec["sha1_code"],"file_code",fileRec["file_code"]);
end
end
return res,errcode;
end
--[[
-- 搜索用户的存储文件,主要用于文件的查询
-- example
local srcSql = " select * from t_user_files "
local db_help = require "db.lua_db_help"
local param = db_help.new_param();
param.user_code_fk="user_code_1"
param.file_name="file"
local start_index = args["start_index"] and args["start_index"] or 0;
local offset = args["offset"] and args["offset"] or 20;
local strsql = db_help.select_help(srcSql,param,"and")
-- @param srcSql sql 前半部分语句
-- @param param 用户需要组装的数据参数表,其中record 的元素信息必须为key=value的格式
key为表的字段名
-- @param condition 搜索语句的条件,主要表现为字符串
-- @param start_index,offset 用于分页查询 该参数可优化
--]]
function _M.find_user_files(srcSql,param,condition,start_index,offset)
--从数据库中查询
local mysql_cli = file_db:new_mysql();
if not mysql_cli then
return nil,1041;
end
local sql = db_help.select_help(srcSql,param,condition,start_index,offset)
local res, err, errcode, sqlstate = mysql_cli:query(sql)
if not res then
ngx.log(ngx.ERR,"bad result: ", err, ": ", errcode, ": ", sqlstate, ".");
return nil,errcode;
end
return res,errcode;
end
--[[
本地将解释一下 post 上传数据包括以下几种方式
1, application/x-www-form-urlencoded
这应该是最常见的 POST 提交数据的方式了。
浏览器的原生 <form> 表单,如果不设置 enctype 属性,
那么最终就会以 application/x-www-form-urlencoded 方式提交数据。
请求类似于下面这样(无关的请求头在本文中都省略掉了):
BASHPOST http://www.example.com HTTP/1.1
Content-Type: application/x-www-form-urlencoded;charset=utf-8
title=test&sub%5B%5D=1&sub%5B%5D=2&sub%5B%5D=3
首先,Content-Type 被指定为 application/x-www-form-urlencoded;
其次,提交的数据按照 key1=val1&key2=val2 的方式进行编码,key 和 val 都进行了 URL 转码。
大部分服务端语言都对这种方式有很好的支持。例如 PHP 中,$_POST['title']
可以获取到 title 的值,$_POST['sub'] 可以得到 sub 数组。
很多时候,我们用 Ajax 提交数据时,也是使用这种方式。
例如 JQuery 和 QWrap 的 Ajax,Content-Type 默认值都是「application/x-www-form-urlencoded;charset=utf-8」。
2,multipart/form-data
这又是一个常见的 POST 数据提交的方式。我们使用表单上传文件时,必须让 <form> 表单的 enctyped 等于 multipart/form-data。
直接来看一个请求示例:
3,application/json 该模式主要直接封装成json进行上传
]]
function get_filename(res)
local filename = ngx.re.match(res,'(.+)filename="(.+)"(.*)')
if filename then
return filename[2]
end
end
function get_uploadmsg(res)
local get_uploadmsg = ngx.re.match(res,'(.+)name="uploadmsg"(.*)')
if get_uploadmsg then
return get_uploadmsg[2]
end
end
function get_postmsg(res)
local get_uploadmsg = ngx.re.match(res,'(.+)name="(.*)')
if get_uploadmsg then
return get_uploadmsg[2]
end
end
--[[
-- _M.exsit_file_help( filesTable ) 该函数主要用于判断系统中是否存在指定的文件,
-- 如果不存在指定文件,将结果加入返回的数据表中
-- example
-- @param filesTable 存储文件信息的数组,该数组中包含指定的字段sha1_code 字段
--]]
function _M.file_exsit_help( filesTable )
-- body
if not filesTable then return nil end
local len = table.getn(filesTable)
local desTable = {} ;
if len == 0 then return nil end
local desIndex = 1;
for i=1,len,1 do
local fileInfo = filesTable[i];
local res,err = _M.find_file_by_sha1(fileInfo.sha1_code)
if not table.isnull(res) then -- 没查找指定sha1码的文件
desTable[desIndex] = table.clone(fileInfo);
desIndex = desIndex + 1;
end
end
return desTable;
end
--[[
-- _M.pre_uploading(_usercode) 文件上传主函数,客户端上传文件的保存与存储
-- 由于可能存在多个文件上传,所以系统将上传之后的状态也会返回到客户端中
-- example
local file_help = require "files.common.file_apis"
-- 系统需要预处理一次,即一个用户只能上传一个或指定的多个文件
-- @param _usercode 用户唯一编号
--]]
function _M.pre_uploading( _usercode )
local chunk_size = 500*1024
local form, err = upload:new(chunk_size)
if not form then
ngx.log(ngx.ERR, "failed to new upload: ", err)
return api_data.new_failed();
end
local upload_msg = nil;
local upload_msg_body = nil;
-- 用于更进一步的访问限制,减少系统被攻击的几率,在access接入的时候进行一次加密解密处理基本可以杜绝
-- 如果有必要 可以再一次进行判断
--local upload_msg_index = 0;
while true do
local typ, res, err = form:read()
if not typ then
ngx.log(ngx.ERR, "failed to read: ", err)
return api_data.new_failed();
end
if typ == "header" then
upload_msg = get_uploadmsg(res[2])
--upload_msg_index = upload_msg_index+1;
elseif typ == "body" then
if upload_msg then
upload_msg_body = res;
break;
end
elseif typ == "part_end" then
-- do nothing
elseif typ == "eof" then
break
else
-- do nothing
end
end
-- 根据获取的msg信息处理需要上传的文件
if not upload_msg_body then
return api_data.new_failed();
end
local filesTable = cjson.decode(upload_msg_body);
-- 生成唯一编码
-- 随机生成uuid 通过md5进行唯一编码
local md5 = resty_sha1:new()
-- 生成唯一uuid
local file_id = uuid.generate()
-- 通过md5 编码一次
md5:update(file_id)
local md5_sum = md5:final()
md5:reset()
local data = api_data.new_success();
data.tokenex = str.to_hex(md5_sum);
-- 写入redis
local redis_cli = file_db:new_redis();
if not redis_cli then
ngx.log(ngx.ERR,ZS_ERROR_CODE.REDIS_CRE_CLI_ERROR);
return api_data.new_failed();
else
local file_token_ex = "files_token_ex_".._usercode;
local res = redis_cli:set(file_token_ex,data.tokenex )
if not res then
ngx.log(ngx.ERR,ZS_ERROR_CODE.REDIS_SET_ERROR);
return api_data.new_failed();
else
-- 设置超时 5 秒 --
local res = redis_cli:pexpire(file_token_ex,5000);
if not res then
ngx.log(ngx.ERR,ZS_ERROR_CODE.REDIS_PEXPIRE_ERROR);
return api_data.new_failed();
end
end
end
data.data = _M.file_exsit_help( filesTable )
return data;
end
--[[
-- _M.handle_uploading(token_ex) 文件上传主函数,客户端上传文件的保存与存储
-- 由于可能存在多个文件上传,所以系统将上传之后的状态也会返回到客户端中
-- example
local file_help = require "files.common.file_apis"
-- 系统需要预处理一次,即一个用户只能上传一个或指定的多个文件
-- 由于用户并发可能同时上传多个文件,系统第一期默认将所有的文件存储到本地
-- 然后将文件通过sha1写入用户记录数据表和文件记录表
--]]
local dst_dir = "."
function _M.handle_uploading()
local chunk_size = 500*1024
local form, err = upload:new(chunk_size)
if not form then
ngx.log(ngx.ERR, "failed to new upload: ", err)
return nil;
end
local sha1 = resty_sha1:new()
local uuid_name;
local file = nil
local post_key = nil;
local extend_info = {};
local files_info = {};
while true do
local typ, res, err = form:read()
if not typ then
ngx.log(ngx.ERR, "failed to read: ", err)
return api_data.new_failed();
end
if typ == "header" then
local file_name = get_filename(res[2])
if file_name then
uuid_name = uuid.generate_time()..'.'..file_help.getExtension(file_name);
file = io.open(dst_dir .. "/" .. uuid_name , "wb")
if not file then
ngx.log(ngx.ERR, "failed to open file ", uuid_name)
return api_data.new_failed();
end
else
post_key = get_postmsg(res[2])
end
elseif typ == "body" then
if file then
file:write(res)
sha1:update(res)
elseif post_key then
extend_info[post_key] = res; -- 可能存在bug!!!!!!!--------------
end
elseif typ == "part_end" then
local sha1_sum = sha1:final()
sha1:reset()
if file then
file:close()
file = nil
files_info[uuid_name] = {sha1_code=str.to_hex(sha1_sum)};
end
elseif typ == "eof" then
break
else
-- do nothing
end
end
local data = api_data.new_success();
data.data = files_info;
return data;
end
return _M |
-- Colorscheme name: nord.nvim
-- Description: Port of articicestudio's nord theme for neovim
-- Author: https://github.com/shaunsingh
local util = require('nord.util')
-- Load the theme
local set = function ()
util.load()
end
return { set = set }
|
local w = display.contentWidth
for i=0,w do
local sin = 400 - math.sin(math.rad(i)) * 100
local cos = 700 - math.cos(math.rad(i)) * 100
-- display.newCircle(i, sin, 2)
-- display.newCircle(i, cos, 2)
local line = display.newLine(i, sin, i, cos)
line:setStrokeColor(1-(i/w),i/w,0)
end
print(math.deg(math.pi))
print(math.exp(1))
print(math.pow(2,3)) |
--!A cross-platform build utility based on Lua
--
-- Licensed to the Apache Software Foundation (ASF) under one
-- or more contributor license agreements. See the NOTICE file
-- distributed with this work for additional information
-- regarding copyright ownership. The ASF licenses this file
-- to you under the Apache License, Version 2.0 (the
-- "License"); you may not use this file except in compliance
-- with the License. You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific package governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015 - 2018, TBOOX Open Source Group.
--
-- @author ruki
-- @file package.lua
--
-- define module
local package = package or {}
local _instance = _instance or {}
-- load modules
local os = require("base/os")
local io = require("base/io")
local path = require("base/path")
local utils = require("base/utils")
local table = require("base/table")
local global = require("base/global")
local interpreter = require("base/interpreter")
local sandbox = require("sandbox/sandbox")
local config = require("project/config")
local platform = require("platform/platform")
local sandbox = require("sandbox/sandbox")
local sandbox_os = require("sandbox/modules/os")
local sandbox_module = require("sandbox/modules/import/core/sandbox/module")
-- new an instance
function _instance.new(name, info, rootdir)
-- new an instance
local instance = table.inherit(_instance)
-- parse name .e.g vendor.name
local nameinfo = name:split("%.")
-- init instance
instance._FULLNAME = name
instance._NAME = nameinfo[2] or name
instance._VENDOR = nameinfo[1]
instance._INFO = info
instance._ROOTDIR = rootdir
-- ok
return instance
end
-- get the package configure
function _instance:get(name)
-- the info
local info = self._INFO
-- get if from info first
local value = info[name]
if value ~= nil then
return value
end
end
-- get the package full name with vendor
function _instance:fullname()
return self._FULLNAME
end
-- get the package name without vendor
function _instance:name()
return self._NAME
end
-- get the package alias
function _instance:alias()
local requireinfo = self:requireinfo()
if requireinfo then
return requireinfo.alias
end
end
-- get the package vendor
function _instance:vendor()
return self._VENDOR
end
-- get urls
function _instance:urls()
return self._URLS or table.wrap(self:get("urls"))
end
-- get urls
function _instance:urls_set(urls)
self._URLS = urls
end
-- get the alias of url, @note need raw url
function _instance:url_alias(url)
local urls_extra = self:get("__extra_urls")
if urls_extra then
local urlextra = urls_extra[url]
if urlextra then
return urlextra.alias
end
end
end
-- get deps
function _instance:deps()
return self._DEPS
end
-- get order deps
function _instance:orderdeps()
return self._ORDERDEPS
end
-- get sha256 of the url_alias@version_str
function _instance:sha256(url_alias)
-- get sha256
local versions = self:get("versions")
local version_str = self:version_str()
if versions and version_str then
local sha256 = nil
if url_alias then
sha256 = versions[url_alias .. ":" ..version_str]
end
if not sha256 then
sha256 = versions[version_str]
end
-- ok?
return sha256
end
end
-- this package is from system/local/global?
--
-- @param kind the from kind
--
-- system: from the system directories (.e.g /usr/local)
-- local: from the local project package directories (.e.g projectdir/.xmake/packages)
-- global: from the global package directories (.e.g ~/.xmake/packages)
--
function _instance:from(kind)
return self._FROMKIND == kind
end
-- get the package kind, binary or nil(static, shared)
function _instance:kind()
return self:get("kind")
end
-- get the build directory of this package
function _instance:buildir()
return path.join(self:cachedir(), "build")
end
-- get the cached directory of this package
function _instance:cachedir()
return path.join(package.cachedir(), self:fullname(), self:version_str())
end
-- get the installed directory of this package
function _instance:installdir()
-- only be a system package without urls, no installdir
if self:from("system") then
return
end
-- make install directory
return path.join(package.installdir(self:from("global")), self:fullname(), self:version_str())
end
-- get versions
function _instance:versions()
-- make versions
if self._VERSIONS == nil then
-- get versions
local versions = {}
for version, _ in pairs(table.wrap(self:get("versions"))) do
-- remove the url alias prefix if exists
local pos = version:find(':', 1, true)
if pos then
version = version:sub(pos + 1, -1)
end
table.insert(versions, version)
end
-- remove repeat
self._VERSIONS = table.unique(versions)
end
return self._VERSIONS
end
-- get the version
function _instance:version()
return self._VERSION or {}
end
-- get the version string
function _instance:version_str()
return self:version().raw or self:version().version
end
-- the verson from tags, branches or versions?
function _instance:version_from(...)
-- from source?
for _, source in ipairs({...}) do
if self:version().source == source then
return true
end
end
end
-- set the version
function _instance:version_set(version, source)
-- init package version
if type(version) == "string" then
version = {version = version, source = source}
else
version.source = source
end
-- save version
self._VERSION = version
end
-- get the require info
function _instance:requireinfo()
return self._REQUIREINFO
end
-- set the require info
function _instance:requireinfo_set(requireinfo)
self._REQUIREINFO = requireinfo
end
-- get xxx_script
function _instance:script(name, generic)
-- get script
local script = self:get(name)
local result = nil
if type(script) == "function" then
result = script
elseif type(script) == "table" then
-- match script for special plat and arch
local plat = (config.get("plat") or "")
local pattern = plat .. '|' .. (config.get("arch") or "")
for _pattern, _script in pairs(script) do
if not _pattern:startswith("__") and pattern:find('^' .. _pattern .. '$') then
result = _script
break
end
end
-- match script for special plat
if result == nil then
for _pattern, _script in pairs(script) do
if not _pattern:startswith("__") and plat:find('^' .. _pattern .. '$') then
result = _script
break
end
end
end
-- get generic script
result = result or script["__generic__"] or generic
end
-- only generic script
result = result or generic
-- imports some modules first
if result and result ~= generic then
local scope = getfenv(result)
if scope then
for _, modulename in ipairs(table.wrap(self:get("imports"))) do
scope[sandbox_module.name(modulename)] = sandbox_module.import(modulename, {anonymous = true})
end
end
end
-- ok
return result
end
-- fetch package info from the local packages
--
-- @return {packageinfo}, fetchfrom (.e.g local/global/system)
--
function _instance:fetch(force)
-- attempt to get it from cache
local fetchfrom = self._FETCHFROM
local fetchinfo = self._FETCHINFO
if not force and fetchinfo then
return fetchinfo, fetchfrom
end
-- fetch binary tool?
fetchinfo = nil
fetchfrom = nil
if self:kind() == "binary" then
-- import find_tool
self._find_tool = self._find_tool or sandbox_module.import("lib.detect.find_tool", {anonymous = true})
-- fetch it from the system directories
fetchinfo = self._find_tool(self:name(), {force = force})
if fetchinfo then
fetchfrom = "system" -- ignore self:requireinfo().system
end
else
-- import find_package
self._find_package = self._find_package or sandbox_module.import("lib.detect.find_package", {anonymous = true})
-- fetch it from the package directories first
local installdir = self:installdir()
if not fetchinfo and installdir then
fetchinfo = self._find_package(self:name(), {packagedirs = installdir, system = false, cachekey = "package:fetch", force = force})
if fetchinfo then fetchfrom = self._FROMKIND end
end
-- fetch it from the system directories
if not fetchinfo then
local system = self:requireinfo().system
if system == nil then -- find system package by default
system = true
end
if system then
fetchinfo = self._find_package(self:name(), {force = force})
if fetchinfo then fetchfrom = "system" end
end
end
end
-- save to cache
self._FETCHINFO = fetchinfo
self._FETCHFROM = fetchfrom
-- ok
return fetchinfo, fetchfrom
end
-- exists this package in local
function _instance:exists()
return self._FETCHINFO
end
-- the interpreter
function package._interpreter()
-- the interpreter has been initialized? return it directly
if package._INTERPRETER then
return package._INTERPRETER
end
-- init interpreter
local interp = interpreter.new()
assert(interp)
-- define apis
interp:api_define(package.apis())
-- save interpreter
package._INTERPRETER = interp
-- ok?
return interp
end
-- get package apis
function package.apis()
return
{
values =
{
-- package.set_xxx
"package.set_urls"
, "package.set_kind"
, "package.set_homepage"
, "package.set_description"
-- package.add_xxx
, "package.add_deps"
, "package.add_urls"
, "package.add_imports"
}
, script =
{
-- package.on_xxx
"package.on_build"
, "package.on_install"
, "package.on_test"
-- package.before_xxx
, "package.before_build"
, "package.before_install"
, "package.before_test"
-- package.before_xxx
, "package.after_build"
, "package.after_install"
, "package.after_test"
}
, dictionary =
{
-- package.add_xxx
"package.add_versions"
}
}
end
-- get install directory
function package.installdir(is_global)
-- get directory
if is_global then
return path.join(global.directory(), "packages")
else
return path.join(config.directory(), "packages")
end
end
-- the cache directory
function package.cachedir()
return path.join(global.directory(), "cache", "packages")
end
-- load the package from the package url
function package.load_from_url(packagename, packageurl)
-- make a temporary package file
local packagefile = os.tmpfile() .. ".lua"
-- make package description
local packagedata = string.format([[
package("%s")
set_urls("%s")
]], packagename, packageurl)
-- write a temporary package description to file
local ok, errors = io.writefile(packagefile, packagedata)
if not ok then
return nil, errors
end
-- load package instance
local instance, errors = package.load_from_repository(packagename, false, nil, packagefile)
-- remove the package file
os.rm(packagefile)
-- ok?
return instance, errors
end
-- load the package from the system directories
function package.load_from_system(packagename)
-- get it directly from cache first
package._PACKAGES = package._PACKAGES or {}
if package._PACKAGES[packagename] then
return package._PACKAGES[packagename]
end
-- new an empty instance
local instance, errors = _instance.new(packagename, {}, package._interpreter():rootdir())
if not instance then
return nil, errors
end
-- mark as system package
instance._FROMKIND = "system"
-- save instance to the cache
package._PACKAGES[packagename] = instance
-- ok
return instance
end
-- load the package from the project file
function package.load_from_project(packagename, project)
-- get it directly from cache first
package._PACKAGES = package._PACKAGES or {}
if package._PACKAGES[packagename] then
return package._PACKAGES[packagename]
end
-- load packages (with cache)
local packages, errors = project.packages()
if not packages then
return nil, errors
end
-- get interpreter
local interp = project.interpreter() or package._interpreter()
-- not found?
if not packages[packagename] then
return
end
-- new an instance
local instance, errors = _instance.new(packagename, packages[packagename], interp:rootdir())
if not instance then
return nil, errors
end
-- mark as local package
instance._FROMKIND = "local"
-- save instance to the cache
package._PACKAGES[packagename] = instance
-- ok
return instance
end
-- load the package from the package directory or package description file
function package.load_from_repository(packagename, is_global, packagedir, packagefile)
-- get it directly from cache first
package._PACKAGES = package._PACKAGES or {}
if package._PACKAGES[packagename] then
return package._PACKAGES[packagename]
end
-- find the package script path
local scriptpath = packagefile
if not packagefile and packagedir then
scriptpath = path.join(packagedir, "xmake.lua")
end
if not scriptpath or not os.isfile(scriptpath) then
return nil, string.format("the package %s not found!", packagename)
end
-- load package and disable filter, we will process filter after a while
local results, errors = package._interpreter():load(scriptpath, "package", true, false)
if not results and os.isfile(scriptpath) then
return nil, errors
end
-- get the package info
local packageinfo = nil
for name, info in pairs(results) do
packagename = name -- use the real package name in package() definition
packageinfo = info
break
end
-- check this package
if not packageinfo then
return nil, string.format("%s: the package %s not found!", scriptpath, packagename)
end
-- new an instance
local instance, errors = _instance.new(packagename, packageinfo, package._interpreter():rootdir())
if not instance then
return nil, errors
end
-- mark as global/project package?
instance._FROMKIND = utils.ifelse(is_global, "global", "local")
-- save instance to the cache
package._PACKAGES[packagename] = instance
-- ok
return instance
end
-- return module
return package
|
-- # abcd.lua
--
-- ## Compute classifier performance measures
--
-- To use this code:
--
-- 1. Create an `ABCD` object.
-- 2. Run your classifier on a test suite. Take the `predicted` and
-- `actual` classification and throw it a `ABCD1`.
-- 3. After that, get a report using `ABCDReport`.
--
-- For example suppose:
--
-- - Six times, `yes` objects are predicted to be `yes`;
-- - Twice, a `no` obect is rpedicted to be `no`;
-- - Five times, `maybe`s are called `maybe`s;
-- - And once, a `maybe` is called `no`.
--
-- After all that, `abcd:report()` would print:
--
-- db | rx | num | a | b | c | d | acc | pre | pd | pf | f | g | class
-- ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- |-----
-- data | rx | 14 | 11 | | 1 | 2 | 0.93 | 0.67 | 1.00 | 0.08 | 0.80 | 0.96 | no
-- data | rx | 14 | 8 | | | 6 | 0.93 | 1.00 | 1.00 | 0.00 | 1.00 | 1.00 | yes
-- data | rx | 14 | 8 | 1 | | 5 | 0.93 | 1.00 | 0.83 | 0.00 | 0.91 | 0.91 | maybe
--
local _,the = require"tricks", require"the"
local class,fmt,inc,lines,new = _.class, _.fmt, _.inc, _.lines, _.new
local o,oo,push,slots = _.o, _.oo, _.push, _.slots
-- ## Class
local ABCD = class"ABCD"
function ABCD:new(data,rx)
return new({data= data or "data", rx= rx or "rx",known={},
a={}, b={}, c={}, d={}, yes=0, no=0}, ABCD) end
function ABCD.exists(i,x, new)
new = not i.known[x]
inc(i.known,x)
if new then
i.a[x]=i.yes + i.no; i.b[x]=0; i.c[x]=0; i.d[x]=0 end end
function ABCD.add(i,want,got)
i:exists(want)
i:exists(got)
if want==got then i.yes=i.yes+1 else i.no=i.no+1 end
for x,_ in pairs(i.known) do
if want == x
then inc(want == got and i.d or i.b, x)
else inc(got == x and i.c or i.a, x) end end end
function ABCD.report(i, p,out,a,b,c,d,pd,pf,pn,f,acc,g,prec)
p = function (z) return math.floor(100*z + 0.5) end
out= {}
for x,_ in pairs( i.known ) do
pd,pf,pn,prec,g,f,acc = 0,0,0,0,0,0,0
a= (i.a[x] or 0); b= (i.b[x] or 0); c= (i.c[x] or 0); d= (i.d[x] or 0);
if b+d > 0 then pd = d / (b+d) end
if a+c > 0 then pf = c / (a+c) end
if a+c > 0 then pn = (b+d) / (a+c) end
if c+d > 0 then prec = d / (c+d) end
if 1-pf+pd > 0 then g=2*(1-pf) * pd / (1-pf+pd) end
if prec+pd > 0 then f=2*prec*pd / (prec + pd) end
if i.yes + i.no > 0 then
acc= i.yes / (i.yes + i.no) end
out[x] = { data=i.data, rx=i.rx,
num = i.yes+i.no, a=a, b=b,c=c,d=d,
acc=p(acc), prec=p(prec), pd=p(pd), pf=p(pf),
f=p(f), g=p(g), class=x} end
return out end
function ABCD.show(i,report, s,d,t)
print""
d,s = "---", "%10s | %10s | %4s | %4s | %4s | %4s | %3s | %3s| %3s | %4s | %3s | %3s |"
print(fmt(s,"db","rx","a","b","c","d","acc","pd","pf","prec","f","g"))
print(fmt(s,d,d,d,d,d,d,d,d,d,d,d,d))
report = report or i:report()
for _,x in pairs(slots(report)) do
t = report[x]
print(fmt(s.." %s", t.data,t.rx,t.a, t.b, t.c, t.d,t.acc, t.pd, t.pf, t.prec, t.f, t.g, x)) end end
return ABCD
|
local VariableFactory = require 'factory'()
function VariableFactory:build(name, min, max, discrete_points)
self.name = name or ''
self.min = min or 0.0
self.max = max or 10.0
self.terms = {}
self.range = self.max - self.min
self.disc = discrete_points or self.range + 1
self.step = self.range / (self.disc - 1)
end
function VariableFactory:add_term(term)
self.terms[term.name] = term
return self
end
function VariableFactory:__tostring()
local s = {
('variable %q'):format(self.name),
('range: [%d-%d]'):format(self.min, self.max),
}
for _, term in pairs(self.terms) do
table.insert(s, ('%s'):format(term))
end
return table.concat(s, '\n')
end
return VariableFactory
|
local a=module('_core','libs/Tunnel')local b=module('_core','libs/Proxy')APICKF=b.getInterface('API')cAPI=a.getInterface('cAPI')hpp={}a.bindInterface("hpp_contraband",hpp)Citizen.CreateThread(function()while true do Citizen.Wait(5*60*1000)collectgarbage("count")collectgarbage("collect")end end)function hpp.tryBuyItem(c,d)local e=source;local f=APICKF.getUserFromSource(e)if f then local g=f:getCharacter()if g then local h=g.id;local i=g.Inventory:getCapacity()-g.Inventory:getWeight()local j=APICKF.getItemDataFromId(c)local k=parseInt(j:getWeight())if g:getMoney()<parseInt(d)then return{error=true,reason="Dinheiro insuficiente!"}end;if i<k then return{error=true,reason="Espaço insuficiente!"}end;g:removeItem("generic_money",parseInt(d))g:addItem(c,1)TriggerClientEvent("Notify",e,"sucesso","Você comprou x1 "..j.name.."")return{error=false}end end end |
-- ===========================================================================
-- Base File
-- ===========================================================================
include("DiplomacyRibbon");
include("DiplomacyRibbon_CQUI.lua"); |
--[[
frame.lua
A specialized version of the bagnon frame for void storage
--]]
local MODULE = ...
local ADDON, Addon = MODULE:match('[^_]+'), _G[MODULE:match('[^_]+')]
local Frame = Addon:NewClass('VaultFrame', 'Frame', Addon.Frame)
Frame.Title = LibStub('AceLocale-3.0'):GetLocale(ADDON).TitleVault
Frame.ItemFrame = Addon.VaultItemFrame
Frame.MoneyFrame = Addon.TransferButton
Frame.Bags = {'vault'}
Frame.OpenSound = SOUNDKIT.UI_ETHEREAL_WINDOW_OPEN
Frame.CloseSound = SOUNDKIT.UI_ETHEREAL_WINDOW_CLOSE
Frame.MoneySpacing = 30
Frame.BrokerSpacing = 2
--[[ Modifications ]]--
function Frame:New(id)
local f = Addon.Frame.New(self, id)
f.deposit = self.ItemFrame:New(f, {DEPOSIT}, DEPOSIT)
f.deposit:SetPoint('TOPLEFT', 10, -55)
f.deposit:Hide()
f.withdraw = self.ItemFrame:New(f, {WITHDRAW}, WITHDRAW)
f.withdraw:SetPoint('TOPLEFT', f.deposit, 'BOTTOMLEFT', 0, -5)
f.withdraw:Hide()
return f
end
function Frame:RegisterSignals()
Addon.Frame.RegisterSignals(self)
self:RegisterFrameSignal('TRANFER_TOGGLED', 'OnTransferToggled')
end
function Frame:OnHide()
Addon.Frame.OnHide(self)
CloseVoidStorageFrame()
end
function Frame:OnTransferToggled(_, transfering)
self.deposit:SetShown(transfering)
self.withdraw:SetShown(transfering)
self.itemFrame:SetShown(not transfering)
if transfering then
StaticPopup_Show(ADDON .. 'COMFIRM_TRANSFER').data = self
else
StaticPopup_Hide(ADDON .. 'COMFIRM_TRANSFER')
end
end
--[[ Properties ]]--
function Frame:GetItemInfo(bag, slot)
if bag == 'vault' then
return Addon.Frame:GetItemInfo(bag, slot)
else
local get = bag == DEPOSIT and GetVoidTransferDepositInfo or GetVoidTransferWithdrawalInfo
local item = {}
for i = 1,9 do
if get(i) then
slot = slot - 1
if slot == 0 then
item.id, item.icon, item._, item.recent, item.filtered, item.quality = get(i)
return item
end
end
end
return item
end
end
function Frame:IsBagFrameShown() end
function Frame:HasSortButton() end
function Frame:HasBagToggle() end
function Frame:HasMoneyFrame()
return true
end
|
--- moneybox.lua ---
-- This is an example how to create an importable archetype,
-- that any DSB dungeon can then load via dsb_import_arch(file, root_name).
-- All you have to distribute is this single Lua file, and any
-- bitmaps that the new object needs.
--
-- The names used by the data structures created here should be
-- dynamically generated, using the ROOT_NAME variable that
-- will be defined by the engine when this file is parsed.
-- This helps to prevent name collisions if the dungeon designer
-- wants to use several similarly named items.
-- Load any graphics that your custom object will need.
-- Temporary bitmaps should be declared local so the garbage collector
-- will be able to take care of them.
--
gfx[ROOT_NAME] = dsb_get_bitmap("MONEYBOX")
gfx[ROOT_NAME .. "_icon"] = dsb_get_bitmap("MONEYBOX_ICON")
gfx[ROOT_NAME .. "_alticon"] = dsb_get_bitmap("MONEYBOX_ALTICON")
gfx[ROOT_NAME .. "_inside"] = dsb_get_bitmap("MONEYBOX_INSIDE")
--
-- Now define any functions that your custom object will need.
--
function moneybox_click(id, zone, mouseobj)
local self = dsb_find_arch(id)
local targarch = obj[self.zone_obj[zone+1]]
local mousearch = nil
if (mouseobj) then
mousearch = dsb_find_arch(mouseobj)
end
if (mousearch and mousearch ~= targarch) then return false end
if (mouseobj) then
dsb_move(dsb_pop_mouse(), IN_OBJ, id, VARIABLE, 0)
else
local iobj
for iobj in dsb_in_obj(id) do
local iarch = dsb_find_arch(iobj)
if (iarch == targarch) then
dsb_push_mouse(iobj)
return true
end
end
end
end
function moneybox_subrenderer(self, id)
local zcs = {
{x = 34, y = 4},
{x = 94, y = 4},
{x =154, y = 4},
{x = 34, y =74},
{x = 94, y =74},
{x =154, y =74}
}
local ninside = { 0, 0, 0, 0, 0, 0 }
local sr = dsb_subrenderer_target()
use_exvar(id)
if (not exvar[id].draw_seed) then
exvar[id].draw_seed = dsb_rand(8, 1023)
end
local ds = exvar[id].draw_seed
dsb_bitmap_clear(sr, base_background)
dsb_bitmap_draw(self.inside_gfx, sr, 30, 0, false)
local iobj
for iobj in dsb_in_obj(id) do
local iarch = dsb_find_arch(iobj)
local i
if (iarch.class == "COIN" or iarch.class == "GEM") then
for i=1,6 do
if (obj[self.zone_obj[i]] == iarch) then
ninside[i] = ninside[i] + 1
end
end
end
end
local i
for i=1,6 do
local x = zcs[i].x
local y = zcs[i].y
dsb_msgzone(sr, id, i-1, zcs[i].x, zcs[i].y, 58, 68, M_NEXTTICK)
while (ninside[i] > 0) do
local tx = (ds + 8 * ninside[i]) % 26
local ty = (ds/2 + 16 * ninside[i]) % 36
dsb_bitmap_draw(obj[self.zone_obj[i]].icon, sr, x + tx, y + ty, false)
ninside[i] = ninside[i] - 1
end
end
end
--
-- Finally, declare the new arch into the object table, using the
-- dynamic name assigned by the dungeon designer.
--
obj[ROOT_NAME] = {
name="MONEY BOX",
type="THING",
class="CONTAINER",
mass=11,
dungeon=gfx[ROOT_NAME],
icon=gfx[ROOT_NAME .. "_icon"],
alt_icon=gfx[ROOT_NAME .. "_alticon"],
inside_gfx=gfx[ROOT_NAME .. "_inside"],
msg_handler = {
[M_NEXTTICK] = moneybox_click
},
zone_obj = {
"gem_blue",
"gem_orange",
"gem_green",
"coin_gold",
"coin_silver",
"coin_copper"
},
subrenderer = moneybox_subrenderer,
to_r_hand = alticon,
from_r_hand = normicon,
max_throw_power=30
}
|
local _module_0 = { }
local find, sub, match = string.find, string.sub, string.match
local sanitize
sanitize = function(input)
if "string" == type(input) then
return input:gsub("[%(%)%.%%%+%-%*%?%[%]%^%$]", "%%%0")
else
return input
end
end
local trim
trim = function(input)
do
local n = find(input, "%S")
if n then
return match(input, ".*%S", n)
else
return ""
end
end
end
local lines
lines = function(s)
local res, pos = { }, 1
while true do
local lep = string.find(s, "[\r\n]", pos)
if not lep then
break
end
local le = sub(s, lep, lep)
if (le == "\r") and ((sub(s, lep + 1, lep + 1)) == "\n") then
le = "\r\n"
end
local ln = sub(s, pos, lep - 1)
res[#res + 1] = ln
pos = lep + #le
end
if pos <= #s then
res[#res + 1] = sub(s, pos)
end
return res
end
local lconcat
lconcat = function(ta, tb)
local tc = { }
for _index_0 = 1, #ta do
local elem = ta[_index_0]
tc[#tc + 1] = elem
end
for _index_0 = 1, #tb do
local elem = tb[_index_0]
tc[#tc + 1] = elem
end
return tc
end
local extract
extract = function(input, language, options)
if input == nil then
input = ""
end
if language == nil then
language = { }
end
if options == nil then
options = { }
end
local lt = lines(input)
local comments = { }
local comment = {
content = { }
}
local tracking = {
multi = false,
ignore = false
}
if options.patterns == nil then
options.patterns = false
end
if options.ignore == nil then
options.ignore = "///"
end
if options.merge == nil then
options.merge = true
end
if options.paragraphs == nil then
options.paragraphs = true
end
local igstring = options.patterns and options.ignore or sanitize(options.ignore)
local single, multis, multie
if options.patterns then
single = language.single or ""
local _obj_0 = language.multi
if _obj_0 ~= nil then
multis = _obj_0[1]
end
local _obj_1 = language.multi
if _obj_1 ~= nil then
multie = _obj_1[2]
end
else
single = (sanitize(language.single or ""))
multis = (sanitize((function()
local _obj_0 = language.multi
if _obj_0 ~= nil then
return _obj_0[1]
end
return nil
end)() or false))
multie = (sanitize((function()
local _obj_0 = language.multi
if _obj_0 ~= nil then
return _obj_0[2]
end
return nil
end)() or false))
end
for lc = 1, #lt do
local _continue_0 = false
repeat
local line = lt[lc]
if match(line, "^" .. tostring(single) .. tostring(igstring)) then
tracking.ignore = not tracking.ignore
elseif tracking.ignore then
_continue_0 = true
break
elseif tracking.multi and multie and match(line, tostring(multie)) then
tracking.multi = false
comment["end"] = lc
comment.content[#comment.content] = match(line, "^(.-)" .. tostring(multie))
comments[#comments + 1] = comment
comment = {
content = { }
}
elseif tracking.multi then
comment.content[#comment.content] = line
elseif multis and match(line, "^" .. tostring(multis)) then
tracking.multi = true
comment.start = lc
comment.content[#comment.content] = match(line, "^" .. tostring(multis) .. "(.+)")
elseif single and match(line, "^" .. tostring(single)) then
comment.start, comment["end"] = lc, lc
comment.content[1] = match(line, "^" .. tostring(single) .. "(.-)$")
comments[#comments + 1] = comment
comment = {
content = { }
}
end
_continue_0 = true
until true
if not _continue_0 then
break
end
end
if options.merge then
comments[0] = {
type = false,
start = 0,
["end"] = -1
}
for i = #comments, 1, -1 do
local _continue_0 = false
repeat
local curr = comments[i]
local prev = comments[i - 1]
if not (curr.start == prev["end"] + 1) then
_continue_0 = true
break
end
comments[i - 1] = {
content = (lconcat(prev.content, curr.content)),
start = prev.start,
["end"] = curr["end"]
}
table.remove(comments, i)
_continue_0 = true
until true
if not _continue_0 then
break
end
end
comments[0] = nil
end
local lastcomments = { }
if options.paragraphs then
for _index_0 = 1, #comments do
local comment = comments[_index_0]
local parts = { }
local part = {
start = 1
}
for lc = 1, #comment.content do
if comment.content[lc] == "" then
part["end"] = lc - 1
parts[#parts + 1] = part
part = {
start = lc + 1
}
else
part[#part + 1] = comment.content[lc]
end
end
part["end"] = #comment.content
parts[#parts + 1] = part
for _index_1 = 1, #parts do
local part = parts[_index_1]
lastcomments[#lastcomments + 1] = {
start = comment.start + part.start - 1,
["end"] = comment.start + part["end"] - 1,
content = (function()
local _accum_0 = { }
local _len_0 = 1
for _index_2 = 1, #part do
local l = part[_index_2]
_accum_0[_len_0] = l
_len_0 = _len_0 + 1
end
return _accum_0
end)()
}
end
end
comments = lastcomments
end
return comments
end
_module_0["extract"] = extract
return _module_0
|
function string.trim(s)
return string.gsub(s, "^%s*(.-)%s*$", "%1")
end
function string.split(inputstr, sep)
if string.len(inputstr) == 0 then
return {}
end
sep = sep or "%s"
local t = {}
for field, s in string.gmatch(inputstr, "([^" .. sep .. "]*)(" .. sep .. "?)") do
table.insert(t, field)
if s == "" then
return t
end
end
return t
end
function string.start_with(str1, str2)
return string.sub(str1, 1, #str2) == str2
end
|
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('FriendInfo_pb', package.seeall)
local FRIENDINFO = protobuf.Descriptor();
FRIENDINFO.name = "FriendInfo"
FRIENDINFO.full_name = ".com.xinqihd.sns.gameserver.proto.FriendInfo"
FRIENDINFO.nested_types = {}
FRIENDINFO.enum_types = {}
FRIENDINFO.fields = {}
FRIENDINFO.is_extendable = false
FRIENDINFO.extensions = {}
FriendInfo = protobuf.Message(FRIENDINFO)
_G.FRIENDINFO_PB_FRIENDINFO = FRIENDINFO
|
--[[
This module holds all complex mathematical
formulas used to work out game values
--]]
local f = {}
--[[--------------------------------------
Stats
--]]--------------------------------------
f.stats = {}
f.stats[1] = {}
f.stats[3] = {}
-- Returns the HP value in gen I
f.stats[1].hp = function(iv, base, ev, level)
return math.floor(level / 100 * ((base + iv) * 2
+ math.floor(math.ceil(math.sqrt(ev)) / 4)))
+ level + 10
end
f.stats[1].Hp, f.stats[1].HP = f.stats[1].hp, f.stats[1].hp
-- Returns the value of any other stat in gen I
f.stats[1].anyOther = function(iv, base, ev, level)
return math.floor(level / 100 * ((base + iv) * 2
+ math.floor(math.ceil(math.sqrt(ev)) / 4)))
+ 5
end
f.stats[1].anyother, f.stats[1].any_other
= f.stats[1].anyOther, f.stats[1].anyOther
-- Stats calculation is the same in gen I and gen II
f.stats[2] = f.stats[1]
-- Returns the HP value in gen III
f.stats[3].hp = function(iv, base, ev, level)
return math.floor(level / 100 * (2 * base + iv
+ math.floor(ev / 4))) + level + 10
end
f.stats[3].Hp, f.stats[3].HP = f.stats[3].hp, f.stats[3].hp
-- Returns the value of any other stat in gen III
f.stats[3].anyOther = function(iv, base, ev, level, nature)
return math.floor(nature * (5 + math.floor(
level / 100 * (2 * base + iv + math.floor(
ev / 4)))))
end
f.stats[3].anyother, f.stats[3].any_other
= f.stats[3].anyOther, f.stats[3].anyOther
-- Stats calculation stays the same since gen III
f.stats[4], f.stats[5], f.stats[6], f.stats[7], f.stats[8]
= f.stats[3], f.stats[3], f.stats[3], f.stats[3], f.stats[3]
return f
|
local prometheus = require "kong.plugins.prometheus.exporter"
local kong = kong
prometheus.init()
local PrometheusHandler = {
PRIORITY = 13,
VERSION = "1.2.1",
}
function PrometheusHandler.init_worker()
prometheus.init_worker()
end
function PrometheusHandler.log(self, conf)
local message = kong.log.serialize()
local serialized = {}
if conf.per_consumer and message.consumer ~= nil then
serialized.consumer = message.consumer.username
end
prometheus.log(message, serialized)
end
return PrometheusHandler
|
local isBleeding = 0
local bleedTickTimer, advanceBleedTimer = 0, 0
local fadeOutTimer, blackoutTimer = 0, 0
local onPainKiller = 0
local wasOnPainKillers = false
local onDrugs = 0
local wasOnDrugs = false
local legCount = 0
local armcount = 0
local headCount = 0
local playerHealth = nil
local playerArmour = nil
local limbNotifId = 'MHOS_LIMBS'
local bleedNotifId = 'MHOS_BLEED'
local bleedMoveNotifId = 'MHOS_BLEEDMOVE'
local BodyParts = {
['HEAD'] = { label = 'Head', causeLimp = false, isDamaged = false, severity = 0 },
['NECK'] = { label = 'Neck', causeLimp = false, isDamaged = false, severity = 0 },
['SPINE'] = { label = 'Spine', causeLimp = true, isDamaged = false, severity = 0 },
['UPPER_BODY'] = { label = 'Upper Body', causeLimp = false, isDamaged = false, severity = 0 },
['LOWER_BODY'] = { label = 'Lower Body', causeLimp = true, isDamaged = false, severity = 0 },
['LARM'] = { label = 'Left Arm', causeLimp = false, isDamaged = false, severity = 0 },
['LHAND'] = { label = 'Left Hand', causeLimp = false, isDamaged = false, severity = 0 },
['LFINGER'] = { label = 'Left Hand Fingers', causeLimp = false, isDamaged = false, severity = 0 },
['LLEG'] = { label = 'Left Leg', causeLimp = true, isDamaged = false, severity = 0 },
['LFOOT'] = { label = 'Left Foot', causeLimp = true, isDamaged = false, severity = 0 },
['RARM'] = { label = 'Right Arm', causeLimp = false, isDamaged = false, severity = 0 },
['RHAND'] = { label = 'Right Hand', causeLimp = false, isDamaged = false, severity = 0 },
['RFINGER'] = { label = 'Right Hand Fingers', causeLimp = false, isDamaged = false, severity = 0 },
['RLEG'] = { label = 'Right Leg', causeLimp = true, isDamaged = false, severity = 0 },
['RFOOT'] = { label = 'Right Foot', causeLimp = true, isDamaged = false, severity = 0 },
}
local injured = {}
function IsInjuryCausingLimp()
for k, v in pairs(BodyParts) do
if v.causeLimp and v.isDamaged then
return true
end
end
return false
end
function IsInjuredOrBleeding()
if isBleeding > 0 then
return true
else
for k, v in pairs(BodyParts) do
if v.isDamaged then
return true
end
end
end
return false
end
function GetDamagingWeapon(ped)
for k, v in pairs(Config.Weapons) do
if HasPedBeenDamagedByWeapon(ped, k, 0) then
ClearEntityLastDamageEntity(ped)
return v
end
end
return nil
end
function ProcessRunStuff(ped)
if IsInjuryCausingLimp() and not (onPainKiller > 0) then
RequestAnimSet("move_m@injured")
while not HasAnimSetLoaded("move_m@injured") do
Citizen.Wait(0)
end
SetPedMovementClipset(ped, "move_m@injured", 1 )
local level = 0
for k, v in pairs(injured) do
if v.severity > level then
level = v.severity
end
end
SetPedMoveRateOverride(ped, Config.MovementRate[level])
if wasOnPainKillers then
SetPedToRagdoll(ped, 1500, 2000, 3, true, true, false)
wasOnPainKillers = false
TriggerEvent('DoLongHudText', 'You Suddenly Black Out', 5000)
TriggerEvent('DoLongHudText', 'You\'ve Realized Doing Drugs Does Not Fix All Your Problems', 5000)
end
else
SetPedMoveRateOverride(ped, 1.0)
ResetPedMovementClipset(ped, 1.0)
if not wasOnPainKillers and (onPainKiller > 0) then wasOnPainKillers = true end
if onPainKiller > 0 then
onPainKiller = onPainKiller - 1
end
end
end
function ProcessDamage(ped)
if not IsEntityDead(ped) or not (onDrugs > 0) then
for k, v in pairs(injured) do
if (v.part == 'LLEG' and v.severity > 1) or (v.part == 'RLEG' and v.severity > 1) or (v.part == 'LFOOT' and v.severity > 2) or (v.part == 'RFOOT' and v.severity > 2) then
if legCount >= Config.LegInjuryTimer then
if not IsPedRagdoll(ped) and IsPedOnFoot(ped) then
local chance = math.random(100)
if (IsPedRunning(ped) or IsPedSprinting(ped)) then
if chance <= Config.LegInjuryChance.Running then
TriggerEvent('DoLongHudText', 'You\'re Having A Hard Time Running', 5000)
ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) -- change this float to increase/decrease camera shake
SetPedToRagdollWithFall(ped, 1500, 2000, 1, GetEntityForwardVector(ped), 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
end
else
if chance <= Config.LegInjuryChance.Walking then
TriggerEvent('DoLongHudText', 'You\'re Having A Hard Using Your Legs', 5000)
ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) -- change this float to increase/decrease camera shake
SetPedToRagdollWithFall(ped, 1500, 2000, 1, GetEntityForwardVector(ped), 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
end
end
end
legCount = 0
else
legCount = legCount + 1
end
elseif (v.part == 'LARM' and v.severity > 1) or (v.part == 'LHAND' and v.severity > 1) or (v.part == 'LFINGER' and v.severity > 2) or (v.part == 'RARM' and v.severity > 1) or (v.part == 'RHAND' and v.severity > 1) or (v.part == 'RFINGER' and v.severity > 2) then
if armcount >= Config.ArmInjuryTimer then
local chance = math.random(100)
if (v.part == 'LARM' and v.severity > 1) or (v.part == 'LHAND' and v.severity > 1) or (v.part == 'LFINGER' and v.severity > 2) then
local isDisabled = 15
Citizen.CreateThread(function()
while isDisabled > 0 do
if IsPedInAnyVehicle(ped, true) then
DisableControlAction(0, 63, true) -- veh turn left
end
if IsPlayerFreeAiming(PlayerId()) then
DisablePlayerFiring(PlayerId(), true) -- Disable weapon firing
end
isDisabled = isDisabled - 1
Citizen.Wait(1)
end
end)
else
local isDisabled = 15
Citizen.CreateThread(function()
while isDisabled > 0 do
if IsPedInAnyVehicle(ped, true) then
DisableControlAction(0, 63, true) -- veh turn left
end
if IsPlayerFreeAiming(PlayerId()) then
DisableControlAction(0, 25, true) -- Disable weapon firing
end
isDisabled = isDisabled - 1
Citizen.Wait(1)
end
end)
end
armcount = 0
else
armcount = armcount + 1
end
elseif (v.part == 'HEAD' and v.severity > 2) then
if headCount >= Config.HeadInjuryTimer then
local chance = math.random(100)
if chance <= Config.HeadInjuryChance then
TriggerEvent('DoLongHudText', 'You Suddenly Black Out', 5000)
--TriggerEvent('DoLongHudText', 'You Suddenly Black Out', 5000)
SetFlash(0, 0, 100, 10000, 100)
DoScreenFadeOut(100)
while not IsScreenFadedOut() do
Citizen.Wait(0)
end
if not IsPedRagdoll(ped) and IsPedOnFoot(ped) and not IsPedSwimming(ped) then
ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) -- change this float to increase/decrease camera shake
SetPedToRagdoll(ped, 5000, 1, 2)
end
Citizen.Wait(5000)
DoScreenFadeIn(250)
end
headCount = 0
else
headCount = headCount + 1
end
end
end
if wasOnDrugs then
SetPedToRagdoll(ped, 1500, 2000, 3, true, true, false)
wasOnDrugs = false
TriggerEvent('DoLongHudText', 'You\'ve Realized Doing Drugs Does Not Fix All Your Problems', 5000)
end
else
onDrugs = onDrugs - 1
if not wasOnDrugs then
wasOnDrugs = true
end
end
end
function CheckDamage(ped, bone, weapon)
if weapon == nil then return end
if Config.Bones[bone] ~= nil then
if not BodyParts[Config.Bones[bone]].isDamaged then
BodyParts[Config.Bones[bone]].isDamaged = true
BodyParts[Config.Bones[bone]].severity = 1
--TriggerEvent('DoLongHudText', 'Your ' .. BodyParts[Config.Bones[bone]].label .. ' feels ' .. Config.WoundStates[BodyParts[Config.Bones[bone]].severity], 155)
if weapon == Config.WeaponClasses['SMALL_CALIBER'] or weapon == Config.WeaponClasses['MEDIUM_CALIBER'] or weapon == Config.WeaponClasses['CUTTING'] or weapon == Config.WeaponClasses['WILDLIFE'] or weapon == Config.WeaponClasses['OTHER'] or weapon == Config.WeaponClasses['LIGHT_IMPACT'] then
if (Config.Bones[bone] == 'UPPER_BODY' or Config.Bones[bone] == 'LOWER_BODY' or Config.Bones[bone] == 'SPINE') and (weapon == Config.WeaponClasses['SMALL_CALIBER'] or weapon == Config.WeaponClasses['MEDIUM_CALIBER']) then
if GetPedArmour(ped) > 0 then
local chance = math.random(100)
if chance <= math.ceil(Config.BodyArmorStaggerChance / 2) then
SetPedToRagdoll(ped, 1500, 2000, 2, true, true, false)
end
else
if Config.Bones[bone] == 'SPINE' then
SetPedToRagdoll(ped, 1500, 2000, 2, true, true, false)
end
ApplyBleed(1)
end
else
ApplyBleed(1)
end
elseif weapon == Config.WeaponClasses['HIGH_CALIBER'] or weapon == Config.WeaponClasses['HEAVY_IMPACT'] or weapon == Config.WeaponClasses['SHOTGUN'] or weapon == Config.WeaponClasses['EXPLOSIVE'] then
if (Config.Bones[bone] == 'UPPER_BODY' or Config.Bones[bone] == 'LOWER_BODY' or Config.Bones[bone] == 'SPINE') and (weapon == Config.WeaponClasses['HIGH_CALIBER'] or weapon == Config.WeaponClasses['SHOTGUN']) then
if GetPedArmour(ped) > 0 then
local chance = math.random(100)
if chance <= math.ceil(Config.BodyArmorStaggerChance) then
SetPedToRagdoll(ped, 1500, 2000, 3, true, true, false)
end
if isBleeding < 1 then
local chance = math.random(100)
if chance <= math.ceil(Config.AmorHighCalBleedChance) then
ApplyBleed(1)
end
end
else
if Config.Bones[bone] == 'SPINE' then
SetPedToRagdoll(ped, 1500, 2000, 3, true, true, false)
end
ApplyBleed(2)
end
else
ApplyBleed(2)
end
end
table.insert(injured, {
part = Config.Bones[bone],
label = BodyParts[Config.Bones[bone]].label,
severity = BodyParts[Config.Bones[bone]].severity
})
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(ped)
DoLimbAlert()
DoBleedAlert()
else
if weapon == Config.WeaponClasses['SMALL_CALIBER'] or weapon == Config.WeaponClasses['MEDIUM_CALIBER'] or weapon == Config.WeaponClasses['CUTTING'] or weapon == Config.WeaponClasses['WILDLIFE'] or weapon == Config.WeaponClasses['OTHER'] or weapon == Config.WeaponClasses['LIGHT_IMPACT'] then
if (Config.Bones[bone] == 'UPPER_BODY' or Config.Bones[bone] == 'LOWER_BODY' or Config.Bones[bone] == 'SPINE') and (weapon == Config.WeaponClasses['SMALL_CALIBER'] or weapon == Config.WeaponClasses['MEDIUM_CALIBER']) then
if GetPedArmour(ped) > 0 then
local chance = math.random(100)
if chance <= math.ceil(Config.BodyArmorStaggerChance / 2) then
SetPedToRagdoll(ped, 1500, 2000, 2, true, true, false)
end
else
if Config.Bones[bone] == 'SPINE' then
SetPedToRagdoll(ped, 1500, 2000, 2, true, true, false)
end
ApplyBleed(1)
end
else
ApplyBleed(1)
end
elseif weapon == Config.WeaponClasses['HIGH_CALIBER'] or weapon == Config.WeaponClasses['HEAVY_IMPACT'] or weapon == Config.WeaponClasses['SHOTGUN'] or weapon == Config.WeaponClasses['EXPLOSIVE'] then
if (Config.Bones[bone] == 'UPPER_BODY' or Config.Bones[bone] == 'LOWER_BODY' or Config.Bones[bone] == 'SPINE') and (weapon == Config.WeaponClasses['HIGH_CALIBER'] or weapon == Config.WeaponClasses['SHOTGUN']) then
if GetPedArmour(ped) > 0 then
local chance = math.random(100)
if chance <= math.ceil(Config.BodyArmorStaggerChance) then
SetPedToRagdoll(PlayerPedId(), 1500, 2000, 3, true, true, false)
end
if isBleeding < 1 then
local chance = math.random(100)
if chance <= math.ceil(Config.AmorHighCalBleedChance) then
ApplyBleed(1)
end
end
else
if Config.Bones[bone] == 'SPINE' then
SetPedToRagdoll(PlayerPedId(), 1500, 2000, 3, true, true, false)
end
ApplyBleed(2)
end
else
ApplyBleed(2)
end
end
if BodyParts[Config.Bones[bone]].severity < 4 then
BodyParts[Config.Bones[bone]].severity = BodyParts[Config.Bones[bone]].severity + 1
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
for k, v in pairs(injured) do
if v.part == Config.Bones[bone] then
v.severity = BodyParts[Config.Bones[bone]].severity
end
end
end
ProcessRunStuff(ped)
DoLimbAlert()
DoBleedAlert()
end
else
end
end
function ApplyBleed(level)
if isBleeding ~= 4 then
if isBleeding + level > 4 then
isBleeding = 4
else
isBleeding = isBleeding + level
end
end
end
function DoLimbAlert()
local player = PlayerPedId()
if not IsEntityDead(player) then
if #injured > 0 then
local limbDamageMsg = ''
if #injured > 1 and #injured < 3 then
for k, v in pairs(injured) do
limbDamageMsg = limbDamageMsg .. 'Your ' .. v.label .. ' feels ' .. Config.WoundStates[v.severity]
if k < #injured then
limbDamageMsg = limbDamageMsg .. ' | '
end
end
elseif #injured > 2 then
limbDamageMsg = 'You Feel Multiple Pains'
else
limbDamageMsg = 'Your ' .. injured[1].label .. ' feels ' .. Config.WoundStates[injured[1].severity]
end
TriggerEvent('DoLongHudText', limbDamageMsg, 155)
else
Citizen.Wait(1)
end
else
Citizen.Wait(1)
end
end
function DoBleedAlert()
local player = PlayerPedId()
if not IsEntityDead(player) and isBleeding > 0 then
TriggerEvent("evidence:bleeding")
TriggerEvent('DoLongHudText', 'You Have ' .. Config.BleedingStates[isBleeding])
else
Citizen.Wait(1)
end
end
RegisterNetEvent('npc-hospital:client:SyncBleed')
AddEventHandler('npc-hospital:client:SyncBleed', function(bleedStatus)
isBleeding = tonumber(bleedStatus)
DoBleedAlert()
end)
RegisterNetEvent('npc-hospital:client:FieldTreatLimbs')
AddEventHandler('npc-hospital:client:FieldTreatLimbs', function()
for k, v in pairs(BodyParts) do
v.isDamaged = false
v.severity = 1
end
for k, v in pairs(injured) do
if v.part == Config.Bones[bone] then
v.severity = BodyParts[Config.Bones[bone]].severity
end
end
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(PlayerPedId())
DoLimbAlert()
end)
RegisterNetEvent('npc-hospital:client:FieldTreatBleed')
AddEventHandler('npc-hospital:client:FieldTreatBleed', function()
if isBleeding > 1 then
isBleeding = tonumber(isBleeding) - 1
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(PlayerPedId())
DoBleedAlert()
end
end)
RegisterNetEvent('npc-hospital:client:ReduceBleed')
AddEventHandler('npc-hospital:client:ReduceBleed', function()
if isBleeding > 0 then
isBleeding = tonumber(isBleeding) - 1
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(PlayerPedId())
DoBleedAlert()
end
end)
RegisterNetEvent('npc-hospital:client:ResetLimbs')
AddEventHandler('npc-hospital:client:ResetLimbs', function()
for k, v in pairs(BodyParts) do
v.isDamaged = false
v.severity = 0
end
injured = {}
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(PlayerPedId())
DoLimbAlert()
end)
RegisterNetEvent('npc-hospital:client:RemoveBleed')
AddEventHandler('npc-hospital:client:RemoveBleed', function()
for k, v in pairs(BodyParts) do
v.isDamaged = false
v.severity = 0
end
isBleeding = 0
TriggerServerEvent('npc-hospital:server:SyncInjuries', {
limbs = BodyParts,
isBleeding = tonumber(isBleeding)
})
ProcessRunStuff(PlayerPedId())
DoBleedAlert()
end)
RegisterNetEvent('npc-hospital:client:UsePainKiller')
AddEventHandler('npc-hospital:client:UsePainKiller', function(tier)
if tier < 4 then
onPainKiller = 90 * tier
end
TriggerEvent('DoLongHudText', 'You feel the pain subside temporarily', 5000)
ProcessRunStuff(PlayerPedId())
end)
RegisterNetEvent('npc-hospital:client:UseAdrenaline')
AddEventHandler('npc-hospital:client:UseAdrenaline', function(tier)
if tier < 4 then
onDrugs = 180 * tier
end
TriggerEvent('DoLongHudText', 'You\'re Able To Ignore Your Body Failing', 5000)
ProcessRunStuff(PlayerPedId())
end)
local prevPos = nil
Citizen.CreateThread(function()
prevPos = GetEntityCoords(PlayerPedId(), true)
while true do
local player = PlayerPedId()
if bleedTickTimer >= Config.BleedTickRate then
if not IsEntityDead(player) then
if isBleeding > 0 then
if isBleeding == 1 then
SetFlash(0, 0, 100, 100, 100)
elseif isBleeding == 2 then
SetFlash(0, 0, 100, 250, 100)
elseif isBleeding == 3 then
SetFlash(0, 0, 100, 500, 100)
--Function.Call(Hash.SET_FLASH, 0, 0, 100, 500, 100);
elseif isBleeding == 4 then
SetFlash(0, 0, 100, 500, 100)
--Function.Call(Hash.SET_FLASH, 0, 0, 100, 500, 100);
end
if fadeOutTimer % Config.FadeOutTimer == 0 then
if blackoutTimer >= Config.BlackoutTimer then
TriggerEvent('DoLongHudText', 'You Suddenly Black Out', 5000)
SetFlash(0, 0, 100, 7000, 100)
DoScreenFadeOut(500)
while not IsScreenFadedOut() do
Citizen.Wait(0)
end
if not IsPedRagdoll(player) and IsPedOnFoot(player) and not IsPedSwimming(player) then
ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08) -- change this float to increase/decrease camera shake
SetPedToRagdollWithFall(PlayerPedId(), 7500, 9000, 1, GetEntityForwardVector(player), 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
end
Citizen.Wait(1500)
DoScreenFadeIn(1000)
blackoutTimer = 0
else
DoScreenFadeOut(2000)
while not IsScreenFadedOut() do
Citizen.Wait(0)
end
DoScreenFadeIn(2000)
if isBleeding > 3 then
blackoutTimer = blackoutTimer + 2
else
blackoutTimer = blackoutTimer + 1
end
fadeOutTimer = 0
end
else
fadeOutTimer = fadeOutTimer + 1
end
--TriggerEvent('DoLongHudText', 'You Have ' .. Config.BleedingStates[isBleeding], 25000)
local bleedDamage = tonumber(isBleeding) * Config.BleedTickDamage
ApplyDamageToPed(player, bleedDamage, false)
playerHealth = playerHealth - bleedDamage
if advanceBleedTimer >= Config.AdvanceBleedTimer then
ApplyBleed(1)
DoBleedAlert()
advanceBleedTimer = 0
end
end
end
bleedTickTimer = 0
else
if math.floor(bleedTickTimer % (Config.BleedTickRate / 10)) == 0 then
local currPos = GetEntityCoords(player, true)
local moving = #(vector2(prevPos.x, prevPos.y) - vector2(currPos.x, currPos.y))
if (moving > 1) and isBleeding > 2 then
TriggerEvent('DoLongHudText', 'You notice blood oozing from your wounds faster when you\'re moving', 155)
advanceBleedTimer = advanceBleedTimer + Config.BleedMovementAdvance
bleedTickTimer = bleedTickTimer + Config.BleedMovementTick
prevPos = currPos
else
advanceBleedTimer = advanceBleedTimer + 1
bleedTickTimer = bleedTickTimer + 1
end
else
end
bleedTickTimer = bleedTickTimer + 1
end
Citizen.Wait(1000)
end
end)
Citizen.CreateThread(function()
while true do
local ped = PlayerPedId()
local health = GetEntityHealth(ped)
local armor = GetPedArmour(ped)
if not playerHealth then
playerHealth = health
end
if not playerArmor then
playerArmor = armor
end
local armorDamaged = (playerArmor ~= armor and armor < (playerArmor - Config.ArmorDamage) and armor > 0) -- Players armor was damaged
local healthDamaged = (playerHealth ~= health and health < (playerHealth - Config.HealthDamage)) -- Players health was damaged
if armorDamaged or healthDamaged then
local hit, bone = GetPedLastDamageBone(ped)
local bodypart = Config.Bones[bone]
if hit and bodypart ~= 'NONE' then
local checkDamage = true
local weapon = GetDamagingWeapon(ped)
if weapon ~= nil then
if armorDamaged and (bodypart == 'SPINE' or bodypart == 'LOWER_BODY') and weapon <= Config.WeaponClasses['LIGHT_IMPACT'] and weapon ~= Config.WeaponClasses['NOTHING'] then
checkDamage = false -- Don't check damage if the it was a body shot and the weapon class isn't that strong
end
if checkDamage then
CheckDamage(ped, bone, weapon)
end
end
end
end
playerHealth = health
playerArmor = armor
Citizen.Wait(500)
ProcessDamage(ped)
Citizen.Wait(500)
end
end)
--[[ Player Died Events ]]--
RegisterNetEvent('baseevents:onPlayerKilled')
AddEventHandler('baseevents:onPlayerKilled', function(killedBy, data)
TriggerEvent('npc-hospital:client:ResetLimbs')
TriggerEvent('npc-hospital:client:RemoveBleed')
end)
RegisterNetEvent('baseevents:onPlayerDied')
AddEventHandler('baseevents:onPlayerDied', function(killedBy, pos)
TriggerEvent('npc-hospital:client:ResetLimbs')
TriggerEvent('npc-hospital:client:RemoveBleed')
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
SetPlayerHealthRechargeMultiplier(PlayerId(), 0.0)
end
end) |
local tag = "theater"
local reload = theater and theater.Screen
theater = { Screen = reload }
theater.Locations = {
gm_bluehills_test3 = {
offset = Vector(0, 0, 0),
angle = Angle(-90, 90, 0),
height = 352,
width = 704,
mins = Vector(353, 81, -35),
maxs = Vector(1184, 1184, 434),
mpos = Vector(416.03125, 1175.3011474609, 351.95498657227),
mang = Angle(0, -90, 0),
},
["gm_abstraction_ex-sunset"] = {
offset = Vector(0, 0, 0),
angle = Angle(-90, 90, 0),
height = 200,
width = 320,
mins = Vector(-764, -2142, 0),
maxs = Vector(-145, -1507, 914),
mpos = Vector(-720, -2080, 249),
mang = Angle(0, 0, 0),
},
redream_waterlands = {
offset = Vector(0, 0, 0),
angle = Angle(-90, -90, 0),
height = 232,
width = 412,
mins = Vector(4752.1904296875, 9023.96875, -160.29290771484),
maxs = Vector(5320.71875, 8122.2255859375, -661.05981445312),
mpos = Vector(4822.17578125, 9022.96875, -168.15637207031),
mang = Angle(180, 90, 0),
},
}
theater.Locations["gm_abstraction_ex-night"] = theater.Locations["gm_abstraction_ex-sunset"]
local l
for map, _ in next, theater.Locations do
local match = game.GetMap():match(map)
if match and (not l or #l < #match) then
l = match
end
end
l = theater.Locations[l]
if not l then
theater.Spawn = function() ErrorNoHalt("No theater location for this map! " .. game.GetMap() .. "\n") end
return
end
local ENT = {}
ENT.ClassName = "theater_screen"
ENT.PrintName = "Theater Screen"
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.Base = "mediaplayer_base"
ENT.Type = "point"
ENT.PlayerConfig = l
ENT.IsMediaPlayerEntity = true
if SERVER then
local box = ents.FindInBox
function ENT:Initialize()
local mp = self:InstallMediaPlayer("entity")
function mp:UpdateListeners()
local listeners = {}
for _, v in ipairs(box(l.mins, l.maxs)) do
if v:IsPlayer() then
listeners[#listeners + 1] = v
end
end
self:SetListeners(listeners)
end
end
end
scripted_ents.Register(ENT, ENT.ClassName)
local i = 0
if CLIENT then
hook.Add("GetMediaPlayer", "theater", function()
local ply = LocalPlayer()
if ply:GetPos():WithinBox(l.mins, l.maxs) then
local ent = ents.FindByClass("theater_screen")[1]
if ent then
return MediaPlayer.GetByObject(ent)
end
end
end)
else
function theater.Spawn()
if IsValid(theater.Screen) then
theater.Screen:Remove()
end
theater.Screen = ents.Create("theater_screen")
local screen = theater.Screen
local pos, ang = l.mpos, l.mang
pos = pos + ang:Forward() * 1
screen:SetPos(pos)
screen:SetAngles(ang)
screen:SetMoveType(MOVETYPE_NONE)
screen:Spawn()
screen:Activate()
return screen
end
local function Hook()
theater.Spawn() -- DON'T RETURN
end
if reload then theater.Spawn() end
hook.Add("InitPostEntity", "theater", Hook)
hook.Add("PostCleanupMap", "theater", Hook)
end
|
-- 12Gauge_Nick
-- 12/10/2021
--[[
In the values below this script you need to enter your ClientId, ClientSecret, and YOUR account username! This API WILL LOGIN into your account!
- DO NOT GIVE OUT YOUR CLIENT SECRET KEY!
]]
local module = {}
local OAuthCode = require(script.GetOAuth)()
local ClientId = script.ClientId.Value
local ClientSecret = script.ClientSecret.Value
local ClientAccountName = script.ClientAccountName.Value
local HttpService = game:GetService("HttpService")
local GetTwitchData = function(Request)
return HttpService:JSONDecode(Request.Body).data[1]
end
local DoChannelSearch = function(ChannelName)
ChannelName = ChannelName:lower()
if not ChannelName then ChannelName = ClientAccountName end
local Request = HttpService:RequestAsync({Url = "https://api.twitch.tv/helix/search/channels?query="..ChannelName,Method = "GET",Headers = {["client-id"] = ClientId,["Authorization"] = "Bearer "..OAuthCode,["Content-Type"] = "application/json"}})
if Request.StatusCode == 200 then
return Request
else
warn("[Helix]:",Request.StatusCode,Request.Body)
return false
end
end
local GetAdvancedStreamData = function(ChannelName)
ChannelName = ChannelName:lower()
if not ChannelName then ChannelName = ClientAccountName end
local Request = HttpService:RequestAsync({Url = "https://api.twitch.tv/helix/streams?user_login="..ChannelName,Method = "GET",Headers = {["client-id"] = ClientId,["client-secret"] = ClientSecret,["Authorization"] = "Bearer "..OAuthCode,["Content-Type"] = "application/json"}})
if Request.StatusCode == 200 then
return GetTwitchData(Request)
else
warn("[Helix]:",Request.StatusCode,Request.Body)
return {}
end
end
local GetGameIdByName = function(GameName)
local Request = HttpService:RequestAsync({Url = "https://api.twitch.tv/helix/games?name="..GameName,Method = "GET",Headers = {["client-id"] = ClientId,["Authorization"] = "Bearer "..OAuthCode,["Content-Type"] = "application/json"}})
if Request.StatusCode == 200 then
return GetTwitchData(Request)
end
return 493057
end
local GetTopGameByGame = function(GameName)
local GameId = GetGameIdByName(GameName).id
local Request = HttpService:RequestAsync({Url = "https://api.twitch.tv/helix/streams?game_id="..GameId,Method = "GET",Headers = {["client-id"] = ClientId,["Authorization"] = "Bearer "..OAuthCode,["Content-Type"] = "application/json"}})
if Request.StatusCode == 200 then
local TwitchData = GetTwitchData(Request)
return{thumbnail_url = TwitchData.thumbnail_url,user_name = TwitchData.user_name,title = TwitchData.title,started_at = TwitchData.started_at,game_name = TwitchData.game_name,viewer_count = TwitchData.viewer_count,}
else
warn("[Helix]:",Request.StatusCode,Request.Body)
return {}
end
end
function module.GetGameInfo(GameName: string)
return GetGameIdByName(GameName)
end
function module.GetTopGameStreamer(GameName: string)
return GetTopGameByGame(GameName)
end
function module.GetRawStreamData(ChannelName: string)
return GetAdvancedStreamData(ChannelName)
end
function module.DoChannelSearch(ChannelName: string)
return DoChannelSearch(ChannelName)
end
function module.GetCurrentGame(ChannelName: string)
return GetAdvancedStreamData(ChannelName).game_name
end
function module.GetViewership(ChannelName: string)
return GetAdvancedStreamData(ChannelName).viewer_count
end
function module.GetLiveStatus(ChannelName: string)
local isLive = GetAdvancedStreamData(ChannelName)
if isLive == nil or isLive.type ~= "live" then
return false
end
return true
end
function module.GetTitle(ChannelName: string)
return GetAdvancedStreamData(ChannelName).title
end
function module.GetThumbnail(ChannelName: string)
return GetAdvancedStreamData(ChannelName).thumbnail_url
end
return module |
return {'bsc'} |
MpR = {}
MpR["max_h"] = 32*5
MpR["max_w"] = 0
local function get_start_load_size()
local from_x = math.floor((Tiles.x)/ Tiles.tile_size.w)
local from_y = math.floor((Tiles.y)/ (Tiles.tile_size.h/2) +1)
return from_x,from_y
end
local function get_end_load_size()
local machine = get_game_machine()
local screen_w,screen_h = machine.canvas:get_size()
return math.floor((screen_w)/Tiles.tile_size.w+2 + MpR.max_w/Tiles.tile_size.w),
math.floor((screen_h)/(Tiles.tile_size.h/2)+1 +2 + MpR.max_h/Tiles.tile_size.h)+4
end
function MpR.initialize(screen_map)
local max_w, max_h = get_end_load_size()
MpR["lightField"] = {}
MpR["screen_map"] = screen_map
end
function MpR.set_element(x,y,element,layer)
if MpR.fields[y] == nil then MpR.fields[y] = {} end
if layer == nil then
MpR.fields[y][x] = 0
return
end
if MpR.fields[y] then
if MpR.fields[y][x] == nil or MpR.fields[y][x] == 0 then
MpR.fields[y][x] = {0,0,0}
end
MpR.fields[y][x][layer] = element
end
end
function MpR.set_empty(x,y,layer)
if MpR.fields[y] == nil then MpR.fields[y] = {} end
if layer == nil or layer == 0 then
MpR.fields[y][x] = 0
else
MpR.fields[y][x][layer] = 0
end
end
function MpR.get_elements(x,y)
if MpR.fields[y] and MpR.fields[y][x] ~= 0 then
return MpR.fields[y][x]
end
end
function MpR.get_element(x,y,layer)
if MpR.fields[y] == nil or MpR.fields[y][x] == nil then
return
end
if MpR.fields[y] and MpR.fields[y][x] ~= 0 then
return MpR.fields[y][x][layer]
end
return 0
end
function MpR.remove_element(x,y,layer)
if MpR.fields[y] and MpR.fields[y][x] ~= 0 and MpR.fields[y][x][layer] then
local tmp = MpR.fields[y][x][layer]
MpR.fields[y][x][layer] = 0
local stop_rem
for k,v in ipairs(MpR.fields[y][x]) do
if v ~= 0 then
stop_rem = true
break
end
end
if stop_rem == nil then
MpR.fields[y][x] = 0
end
return tmp
end
return 0
end
function MpR.removeLightElement(x,y)
MpR.lightField[y][x] = nil
end
function MpR.setLightElement(x,y, element)
if MpR.lightField[y] ~= nil then
MpR.lightField[y][x] = element
end
end
function MpR.getLightElement(x,y)
if MpR.lightField[y] ~= nil then
return MpR.lightField[y][x]
end
end
function MpR.make_map(w,h)
local field = {}
local lightField = {}
local iter = 1
for iter_y=1,h do
for iter_x = 1, w do
if field[iter_y] == nil then field[iter_y] = {} end
if lightField[iter_y] == nil then lightField[iter_y] = {} end
field[iter_y][iter_x] = 0
lightField[iter_y][iter_x] = nil
end
end
MpR["fields"] = field
MpR["lightField"] = lightField
end
function MpR.load_map(path, stop_iter, folder)
local field = {}
local folder = folder or PATH_MAPS
local gm = get_game_machine()
dofile(folder .. path .. ".3map")
local input = assert(io.open(folder .. path .. ".2map","rb"))
local x = HelpFce.bytes_to_num(input:read(1),input:read(1))
local y = HelpFce.bytes_to_num(input:read(1),input:read(1))
local field2 ={}
local sizeOfLayers = 3
local count = 0
MpR.fields = {}
for iter_y=1,y do
for iter_x = 1, x do
if field[iter_y] == nil then field[iter_y] = {} end
if MpR.lightField[iter_y] == nil then MpR.lightField[iter_y] = {} end
MpR.lightField[iter_y][iter_x] = nil
local read = {}
local is = nil
for k=1,sizeOfLayers do
read[k] = HelpFce.bytes_to_int(input:read(1), input:read(1),input:read(1), input:read(1))
if read[k] ~= 0 then
is = true
end
end
if is then
for k,v in ipairs(read) do
if v ~= 0 then
local d_obj = _LObjects[v]
local obj
if d_obj.type == "static" then
obj = SObj.load_object(d_obj.name,iter_x,iter_y,d_obj.slot)
MpR.set_element(iter_x,iter_y, obj,k)
elseif d_obj.type == "dynamic" then
if gm.client == nil then
obj = DObj.load_object(d_obj, iter_x,iter_y, true)
if stop_iter then
obj:stop_iter()
end
end
elseif d_obj.type == "SimpleObject" then
local obj = SO.make()
obj:load(d_obj)
end
end
end
else
MpR.set_empty(iter_x,iter_y)
end
end
end
input:close()
end
local function get_intersect_lines(line1, line2)
end
local function check_transparency(v2)
local line_y = BasicMath.get_position_h2(v2.bound_box.y,v2.bound_box.h,Tiles.tile_size.h)
local coord = {["x"] = v2.bound_box.x + Map.x,
["y"] = v2.bound_box.y + Map.y,
["w"] = v2.bound_box.w,
["h"] = v2.bound_box.h}
local offset = 0
if v2.move_x then
offset = v2.move_x
end
coord["x"] = coord["x"] + offset
local result_transparency = BasicMath.get_intersect_rect(coord, Map.get_transparency_box())
local box = Map.get_transparency_box()
if Map.y+line_y-(Map.tile_size.h+box[4]) <
BasicMath.get_position_h2(box[2],box[4], Map.tile_size.h) then
result_transparency = nil
end
return result_transparency
end
function MpR.make_object_render()
local machine = get_game_machine()
local screen_w,screen_h = machine.canvas:get_size()
local map = MpR.fields
MpR.last_position = {Tiles.x, Tiles.y}
local move_y = Tiles.y
local x,y = get_start_load_size()
local w,h = get_end_load_size()
local n,p = Tiles.tile_to_point(1,h)
local base= Tiles.x-Tiles.tile_size.w
local base_h = Tiles.y
local tmp_line = {}
local copy_line = {}
Map.line_free()
for k=y,y+h do
local tmp = math.floor(Tiles.point_collumn_to_tile(Tiles.x-Tiles.tile_size.w,base_h))
tmp_line = Tiles.get_line(Tiles.x-Tiles.tile_size.w,base_h, nil,w+tmp,MpR.get_element)
if tmp_line and #tmp_line > 0 then
for k,v in ipairs(tmp_line) do
v = create_obj_l_c(v)
if v then
copy_line[#copy_line + 1 ] = v
end
end
Map.insert_line(copy_line, BasicMath.get_position_h2(copy_line[1].bound_box.y,
copy_line[1].bound_box.h,
Tiles.tile_size.h))
end
base_h = base_h + Tiles.tile_size.h/2
copy_line = {}
end
end
function MpR.set_to_layer(static_objects)
local machine = get_game_machine()
local objects = MpR.make_object_render()
MpR["objects"] = objects
-- machine:replace_layer(SObj.objects, 2)
end
function MpR.save( path, folder )
local w, h = Map.size_map[1], Map.size_map[2]
local size_map = Map.size_map
local id = 0
local dump_objs = {}
local folder = folder or PATH_MAPS
output = assert(io.open(folder .. path .. ".2map", "wb"))
output:write(bytes(size_map[1]))
output:write(bytes(size_map[2]))
for y = 1, h do
for x=1, w do
local num = MpR.get_elements(x,y)
if num == nil or num == 0 then
output:write(write_int(0))
output:write(write_int(0))
output:write(write_int(0))
else
for k,v in ipairs(num) do
if v == 0 or v[1] == 1 or (type(v) == "table" and v[1] == 1 or v[1] == 0) then
if type(v) == "table" and v[1] == 1 then
MpR.set_element(x,y,v[2],2)
end
output:write(write_int(0))
else
local dump = v:dump()
id = id + 1
dump_objs[#dump_objs + 1] = dump
output:write(write_int(id))
if v.render_points then
if #v.render_points >= 4 then
for k,v1 in ipairs(v.render_points) do
if (v1.x == x and v1.y ==y) == false then
local tmp = MpR.get_element(v1.x,v1.y,2)
MpR.set_element(v1.x,v1.y,{1,tmp},2)
end
end
end
end
end
end
end
end
end
output:close()
output = assert(io.open(folder .. path .. ".3map", "w"))
output:write("_LObjects = {")
for k,v in ipairs(dump_objs) do
Serialization.serialize(v,output)
output:write(",")
end
output:write("}")
output:close()
end
return MpR |
DEBUG_PROTOTYPES = false
require("lualib.functions")
require("config")
require("prototypes.categories.fuel-category")
require("prototypes.items.item-groups")
require("prototypes.items.items")
require("prototypes.recipes.processing")
require("prototypes.recipes.fuel-cell")
require("prototypes.recipes.nuclear-fuel")
require("prototypes.recipes.atomic-bombs")
require("prototypes.technology.technology")
if MULTICOLOR_REACTOR then
require("colors")
require("prototypes.items.reactor-mask")
require("prototypes.entity.reactor-mask")
end
|
GUIEditor = {
gridlist = {},
tab = {},
tabpanel = {},
label = {}
}
GUIEditor.tabpanel[1] = guiCreateTabPanel(5, 5, 715, 414, false)
GUIEditor.tab[1] = guiCreateTab("Your team", GUIEditor.tabpanel[1])
GUIEditor.label[1] = guiCreateLabel(46, 22, 634, 55, "Create your own team! You will be able to set a team name, tag, colour, welcome message and invite players to your team. Teams expire after 30/60 days, but everyone in the team can refresh the team duration (Up to 60 days). You can only own one team or be in one team.", false, GUIEditor.tab[1])
guiLabelSetHorizontalAlign(GUIEditor.label[1], "left", true)
GUIEditor.btnBuyTeam = guiCreateButton(46, 263, 165, 50, "Create team\n2500 GC / 20 days", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.btnBuyTeam, "Disabled", "True")
guiSetProperty(GUIEditor.btnBuyTeam, "NormalTextColour", "FFAAAAAA")
GUIEditor.label[2] = guiCreateLabel(46, 111, 73, 28, "Team name", false, GUIEditor.tab[1])
guiLabelSetVerticalAlign(GUIEditor.label[2], "center")
GUIEditor.teamname = guiCreateEdit(145, 111, 228, 28, "", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.teamname, "Disabled", "True")
GUIEditor.label[3] = guiCreateLabel(46, 149, 73, 28, "Team tag", false, GUIEditor.tab[1])
guiLabelSetVerticalAlign(GUIEditor.label[3], "center")
GUIEditor.teamtag = guiCreateEdit(145, 149, 74, 28, "", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.teamtag, "Disabled", "True")
GUIEditor.label[4] = guiCreateLabel(46, 187, 73, 28, "Team colour", false, GUIEditor.tab[1])
guiLabelSetVerticalAlign(GUIEditor.label[4], "center")
GUIEditor.teamcolour = guiCreateEdit(145, 187, 74, 28, "#FFFFFF", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.teamcolour, "Disabled", "True")
GUIEditor.teammsg = guiCreateEdit(145, 225, 228, 28, "", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.teammsg, "Disabled", "True")
GUIEditor.chkIgnore = guiCreateCheckBox(46, 335, 204, 29, " Don't show me team invites", false, false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.chkIgnore, "Disabled", "True")
GUIEditor.gridMembers = guiCreateGridList(419, 107, 261, 202, false, GUIEditor.tab[1])
guiGridListAddColumn(GUIEditor.gridMembers, "Members", 0.9)
guiSetProperty(GUIEditor.gridMembers, "SortSettingEnabled", "False")
GUIEditor.btnInvite = guiCreateButton(419, 332, 114, 32, "Invite player", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.btnInvite, "Disabled", "True")
guiSetProperty(GUIEditor.btnInvite, "NormalTextColour", "FFAAAAAA")
GUIEditor.btnLeave = guiCreateButton(566, 332, 114, 32, "Leave team", false, GUIEditor.tab[1])
guiSetProperty(GUIEditor.btnLeave, "Disabled", "True")
guiSetProperty(GUIEditor.btnLeave, "NormalTextColour", "FFAAAAAA")
GUIEditor.label[5] = guiCreateLabel(46, 225, 83, 28, "Welcome msg", false, GUIEditor.tab[1])
guiLabelSetVerticalAlign(GUIEditor.label[5], "center")
GUIEditor.tab[2] = guiCreateTab("Teams", GUIEditor.tabpanel[1])
GUIEditor.gridlist[1] = guiCreateGridList(48, 40, 608, 304, false, GUIEditor.tab[2])
guiGridListAddColumn(GUIEditor.gridlist[1], "Team", 0.5)
guiGridListAddColumn(GUIEditor.gridlist[1], "Member", 0.5)
|
local packer_load = nil
local cmd = vim.api.nvim_command
local fmt = string.format
local function verify_conditions(conds, name)
if conds == nil then
return true
end
for _, cond in ipairs(conds) do
local success, result
if type(cond) == 'boolean' then
success, result = true, cond
elseif type(cond) == 'function' then
success, result = pcall(cond)
elseif type(cond) == 'string' then
success, result = pcall(loadstring(cond))
end
if not success then
vim.schedule(function()
vim.api.nvim_notify(
'packer.nvim: Error running cond for ' .. name .. ': ' .. result,
vim.log.levels.ERROR,
{}
)
end)
return false
end
if result == false then
return false
end
end
return true
end
local function loader_clear_loaders(plugin)
if plugin.commands then
for _, del_cmd in ipairs(plugin.commands) do
cmd('silent! delcommand ' .. del_cmd)
end
end
if plugin.keys then
for _, key in ipairs(plugin.keys) do
cmd(fmt('silent! %sunmap %s', key[1], key[2]))
end
end
end
local function loader_apply_config(plugin, name)
if plugin.config then
for _, config_line in ipairs(plugin.config) do
local success, err
if type(config_line) == 'function' then
success, err = pcall(config_line, name, plugin)
else
success, err = pcall(loadstring(config_line), name, plugin)
end
if not success then
vim.schedule(function()
vim.api.nvim_notify('packer.nvim: Error running config for ' .. name .. ': ' .. err, vim.log.levels.ERROR, {})
end)
end
end
end
end
local function loader_apply_wants(plugin, plugins)
if plugin.wants then
for _, wanted_name in ipairs(plugin.wants) do
packer_load({ wanted_name }, {}, plugins)
end
end
end
local function loader_apply_after(plugin, plugins, name)
if plugin.after then
for _, after_name in ipairs(plugin.after) do
local after_plugin = plugins[after_name]
after_plugin.load_after[name] = nil
if next(after_plugin.load_after) == nil then
packer_load({ after_name }, {}, plugins)
end
end
end
end
local function apply_cause_side_effcts(cause)
if cause.cmd then
local lines = cause.l1 == cause.l2 and '' or (cause.l1 .. ',' .. cause.l2)
cmd(fmt('%s %s%s%s %s', cause.mods or '', lines, cause.cmd, cause.bang, cause.args))
elseif cause.keys then
local extra = ''
while true do
local c = vim.fn.getchar(0)
if c == 0 then
break
end
extra = extra .. vim.fn.nr2char(c)
end
if cause.prefix then
local prefix = vim.v.count ~= 0 and vim.v.count or ''
prefix = prefix .. '"' .. vim.v.register .. cause.prefix
if vim.fn.mode 'full' == 'no' then
if vim.v.operator == 'c' then
prefix = '' .. prefix
end
prefix = prefix .. vim.v.operator
end
vim.fn.feedkeys(prefix, 'n')
end
local escaped_keys = vim.api.nvim_replace_termcodes(cause.keys .. extra, true, true, true)
vim.api.nvim_feedkeys(escaped_keys, 'm', true)
elseif cause.event then
cmd(fmt('doautocmd <nomodeline> %s', cause.event))
elseif cause.ft then
cmd(fmt('doautocmd <nomodeline> %s FileType %s', 'filetypeplugin', cause.ft))
cmd(fmt('doautocmd <nomodeline> %s FileType %s', 'filetypeindent', cause.ft))
cmd(fmt('doautocmd <nomodeline> %s FileType %s', 'syntaxset', cause.ft))
end
end
packer_load = function(names, cause, plugins, force)
local some_unloaded = false
local needs_bufread = false
local num_names = #names
for i = 1, num_names do
local plugin = plugins[names[i]]
if not plugin then
local err_message = 'Error: attempted to load ' .. names[i] .. ' which is not present in plugins table!'
vim.notify(err_message, vim.log.levels.ERROR, { title = 'packer.nvim' })
error(err_message)
end
if not plugin.loaded then
loader_clear_loaders(plugin)
if force or verify_conditions(plugin.cond, names[i]) then
-- Set the plugin as loaded before config is run in case something in the config tries to load
-- this same plugin again
plugin.loaded = true
some_unloaded = true
needs_bufread = needs_bufread or plugin.needs_bufread
loader_apply_wants(plugin, plugins)
cmd('packadd ' .. names[i])
if plugin.after_files then
for _, file in ipairs(plugin.after_files) do
cmd('silent source ' .. file)
end
end
loader_apply_config(plugin, names[i])
loader_apply_after(plugin, plugins, names[i])
end
end
end
if not some_unloaded then
return
end
if needs_bufread then
cmd 'doautocmd BufRead'
end
-- Retrigger cmd/keymap...
apply_cause_side_effcts(cause)
end
local function load_wrapper(names, cause, plugins, force)
local success, err_msg = pcall(packer_load, names, cause, plugins, force)
if not success then
vim.cmd 'echohl ErrorMsg'
vim.cmd('echomsg "Error in packer_compiled: ' .. vim.fn.escape(err_msg, '"') .. '"')
vim.cmd 'echomsg "Please check your config for correctness"'
vim.cmd 'echohl None'
end
end
return load_wrapper
|
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