content stringlengths 5 1.05M |
|---|
headToolbarLayout=
{
name="headToolbarLayout",type=0,typeName="View",time=0,x=0,y=0,width=1280,height=720,visible=1,nodeAlign=kAlignTopLeft,fillParentWidth=1,fillParentHeight=1,
{
name="per_info_bg",type=0,typeName="Image",time=107172465,x=0,y=0,width=1246,height=64,nodeAlign=kAlignBottom,visible=1,fillParentWidth=0,fillParentHeight=0,file="games/common/head/ornament_per_info_bg.png"
}
}
return headToolbarLayout; |
--local Model = require( 'models/base' )
local MuutForum = class( 'MuutForum' ) --, Model )
MuutForum.static.key = '[]'
MuutForum.static.secret = '[]'
function MuutForum.sso( personid, name, email, is_admin )
local is_admin = is_admin or false
local results = {
key = MuutForum.static.key,
timestamp = ngx.time()
}
results.fields = {
user = {
id = personid,
displayname = name,
email = email,
is_admin = is_admin
}
}
results.message = ngx.encode_base64( cjson.encode( results.fields ) )
local str = require ('resty.string')
results.signature = str.to_hex( ngx.sha1_bin(
MuutForum.static.secret..' '..results.message..' '..results.timestamp
) )
return results
end
return MuutForum
|
ITEM.name = "SSP-99 suit"
ITEM.model ="models/kek1ch/ecolog_outfit_orange.mdl"
ITEM.newModel ="models/nasca/stalker/male_ssp_eco.mdl"
ITEM.description= "An SSP-99 suit, used by ecologists."
ITEM.longdesc = "A SSP-99 Scientific Research suit specially designed for the Zone conditions. It is used by scientific expeditions and the eco-stalkers who cooperate with them. It has an integrated air-filtering and air-conditioning system. It is heat and electricity resistant, provides good protection from radiation and biological anomalies. It is resistant to chemically aggressive environments. It is not designed for combat, so it provides neither bullet, nor splinter protection."
ITEM.width = 2
ITEM.height = 3
ITEM.price = 120000
ITEM.busflag = "dev"
ITEM.br = 0.15
ITEM.fbr = 1
ITEM.ar = 0.80
ITEM.far = 6
ITEM.isHelmet = true
ITEM.isGasmask = true
ITEM.radProt = 0.8
ITEM.repairCost = ITEM.price/100*1
ITEM.overlayPath = "vgui/overlays/hud_sci"
ITEM.ballisticlevels = {"l","ll-a","ll-a","l","l"}
ITEM.img = ix.util.GetMaterial("vgui/hud/ssp99.png")
ITEM.noBusiness = true
ITEM.weight = 7.900
ITEM.miscslots = 3
ITEM.newSkin = 0
ITEM.bodygroup = {0}
ITEM.bodygroupsub = {0}
|
require 'cunn'
-- example of extracting descriptors on GPU
N = 76 -- the number of patches to match
patches = torch.rand(N,1,64,64):cuda()
-- load the network
net = torch.load'../networks/siam2stream/siam2stream_liberty_nn.t7':cuda()
print(net)
-- to extract the descriptors we need a branch of the first parallel module
net = net:get(1):get(1)
print(net)
-- in place mean subtraction
local p = patches:view(N,1,64*64)
p:add(-p:mean(3):expandAs(p))
-- get the output descriptors
output = net:forward(patches)
-- print the size of the output tensor
print(#output)
-- OR if there is a lot of patches to extract descriptors
-- it is better to split them to smaller batches
batch_size = 128
-- preallocate the output tensor, here we know the dimensionality of descriptor
descriptors = torch.CudaTensor(N,512)
descriptors_split = descriptors:split(batch_size)
for i,v in ipairs(patches:split(batch_size)) do
descriptors_split[i]:copy(net:forward(v))
end
|
local alpha = require("alpha")
local dashboard = require("alpha.themes.dashboard")
-- Set header
dashboard.section.header.val = {
" ",
" ███╗ ██╗███████╗ ██████╗ ██╗ ██╗██╗███╗ ███╗ ",
" ████╗ ██║██╔════╝██╔═══██╗██║ ██║██║████╗ ████║ ",
" ██╔██╗ ██║█████╗ ██║ ██║██║ ██║██║██╔████╔██║ ",
" ██║╚██╗██║██╔══╝ ██║ ██║╚██╗ ██╔╝██║██║╚██╔╝██║ ",
" ██║ ╚████║███████╗╚██████╔╝ ╚████╔╝ ██║██║ ╚═╝ ██║ ",
" ╚═╝ ╚═══╝╚══════╝ ╚═════╝ ╚═══╝ ╚═╝╚═╝ ╚═╝ ",
" ",
}
-- Set menu
dashboard.section.buttons.val = {
dashboard.button( "Leader f f", " > Find file", ":Leaderf file --popup<CR>"),
dashboard.button( "Leader f r", " > Recent files" , ":Leaderf mru --popup<CR>"),
dashboard.button( "Leader f g", " > Project grep" , ":Leaderf rg --popup<CR>"),
dashboard.button( "e", " > New file" , ":enew <CR>"),
dashboard.button( "q", " > Quit NVIM", ":qa<CR>"),
}
local fortune = require("alpha.fortune")
dashboard.section.footer.val = fortune()
alpha.setup(dashboard.opts)
-- Send config to alpha
alpha.setup(dashboard.opts)
|
RuneSystem = CreateModule("RuneSystem", GAME_PHASE_GAME)
local spawnTicket = {};
function RuneSystem:Init()
self.gameManager = GetGameManager()
self.gameManager:RegisterVariable("Rune_Spawn_Interval", 120)
self.gameManager:RegisterVariable("First_Rune_Spawn_Time", 25)
self.RuneSpawners = GameManagerRequestBus.Broadcast.GetEntitiesHavingTag(Crc32("Rune_Spawner"))
self:SpawnFirstRune()
end
function RuneSystem:SpawnFirstRune()
for i = 1, #self.RuneSpawners do
spawnTicket[i] = SpawnerComponentRequestBus.Event.Spawn(self.RuneSpawners[i])
end
self.timer = CreateInterval(partial(self.SpawnRunes, self), self.gameManager:GetValue("Rune_Spawn_Interval"))
end
function RuneSystem:SpawnRunes()
self.Runes = GameManagerRequestBus.Broadcast.GetEntitiesHavingTag(Crc32("rune"))
self:RemoveAllRunes(self.Runes)
for i = 1, #self.RuneSpawners do
spawnTicket[i] = SpawnerComponentRequestBus.Event.Spawn(self.RuneSpawners[i])
end
end
function RuneSystem:RemoveAllRunes(runes)
for i = 1, #runes do
GameEntityContextRequestBus.Broadcast.DestroyGameEntity(runes[i]);
end
end |
outputFiles = {
NormvolumeCumulative={
--experimental data
filename="Collecteddata/data_7_cities.csv",
selected_columns=[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14],
}
|
-- rIngameModelViewer
-- zork 2011
---------------------------------------------------------------------
-- DO NOT TOUCH ANYTHING HERE
---------------------------------------------------------------------
local cfg = {
size = 200,
page = 1,
num = 0,
rows = 0,
cols = 0,
backdrop = {
bgFile = "",
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = false,
tileSize = 0,
edgeSize = 16,
insets = {
left = 0,
right = 0,
top = 0,
bottom = 0,
},
},
}
--sounds
local snd_swap = "INTERFACESOUND_LOSTTARGETUNIT"
local snd_select = "igMainMenuOption"
local snd_close = "igMainMenuLogout";
local models = {}
-----------------------------
-- FUNCTIONS
-----------------------------
--round some stuff
local function rIMV_roundNumber(n)
return floor((n)*10)/10
end
local function calcPageForDisplayID(displayid)
local n = math.ceil(displayid/cfg.num)
return n
end
local function calcFirstDisplayIdOfPage()
local n = ((cfg.page*cfg.num)+1)-cfg.num
return n
end
--change portraitZoom func
local function rIMV_changeModelPortraitZoom(self, delta)
local maxzoom = 1
local minzoom = -0.5
self.zoomLevel = self.zoomLevel + delta*0.15
if (self.zoomLevel > maxzoom) then
self.zoomLevel = maxzoom
end
if (minzoom > self.zoomLevel) then
self.zoomLevel = minzoom
end
self.zoomLeve = rIMV_roundNumber(self.zoomLevel)
self:SetPortraitZoom(self.zoomLevel)
end
--change camDistanceScale func
local function rIMV_changeModelDistanceScale(self, delta)
local maxscale = 10
local minscale = 0.1
self.scaleLevel = self.scaleLevel + delta*0.15
if (self.scaleLevel > maxscale) then
self.scaleLevel = maxscale
end
if (minscale > self.scaleLevel) then
self.scaleLevel = minscale
end
self.scaleLevel = rIMV_roundNumber(self.scaleLevel)
self:SetCamDistanceScale(self.scaleLevel)
end
--move model left right func
local function rIMV_moveModelLeftRight(self, delta)
local max = 10
local min = -10
self.posX = self.posX + delta*0.15
if (self.posX > max) then
self.posX = max
end
if (min > self.posX) then
self.posX = min
end
self.posX = rIMV_roundNumber(self.posX)
self:SetPosition(0,self.posX,self.posY)
end
--move model top bottom func
local function rIMV_moveModelTopBottom(self, delta)
local max = 10
local min = -10
self.posY = self.posY + delta*0.15
if (self.posY > max) then
self.posY = max
end
if (min > self.posY) then
self.posY = min
end
self.posY = rIMV_roundNumber(self.posY)
self:SetPosition(0,self.posX,self.posY)
end
--model rotation func
local function rIMV_rotateModel(self,button)
local rotationIncrement = 0.2
if button == "LeftButton" then
self.rotation = self.rotation - rotationIncrement
else
self.rotation = self.rotation + rotationIncrement
end
self.rotation = rIMV_roundNumber(self.rotation)
self:SetRotation(self.rotation)
end
--tooltip for model func
local function rIMV_showModelTooltip(self,theatre)
GameTooltip:SetOwner(self, "ANCHOR_CURSOR")
--GameTooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -90, 90)
if not theatre then
GameTooltip:AddLine("Model View", 0, 1, 0.5, 1, 1, 1)
else
GameTooltip:AddLine("Theatre View", 0, 1, 0.5, 1, 1, 1)
end
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine("DisplayID", self.id, 1, 1, 1, 1, 1, 1)
GameTooltip:AddDoubleLine("SetCamDistanceScale", self.scaleLevel, 1, 1, 1, 1, 1, 1)
GameTooltip:AddDoubleLine("SetPortraitZoom", self.zoomLevel, 1, 1, 1, 1, 1, 1)
GameTooltip:AddDoubleLine("SetPosition", "(0,"..self.posX..","..self.posY..")", 1, 1, 1, 1, 1, 1)
GameTooltip:AddDoubleLine("SetRotation", self.rotation, 1, 1, 1, 1, 1, 1)
GameTooltip:AddDoubleLine("GetModel", self.model, 1, 1, 1, 1, 1, 1)
GameTooltip:AddLine(" ")
if not theatre then
GameTooltip:AddLine("Click on the model to open the theatre view!")
end
GameTooltip:AddLine("Hold SHIFT and click any mousebutton to reset all model values")
GameTooltip:AddLine("Hold ALT and click model with left mousebutton to turn it LEFT")
GameTooltip:AddLine("Hold ALT and click model with right mousebutton to turn it RIGHT")
GameTooltip:AddLine("Use MouseWheel to change SetCamDistanceScale")
GameTooltip:AddLine("Hold ALT+SHIFT and use MouseWheel to change SetPortraitZoom")
GameTooltip:AddLine("Hold ALT and use MouseWheel to move model in y-Axis")
GameTooltip:AddLine("Hold SHIFT and use MouseWheel to move model in x-Axis")
if theatre then
GameTooltip:AddLine(" ")
GameTooltip:AddLine("Click on the black area to get back!", 1, 0, 1, 1, 1, 1)
end
GameTooltip:Show()
end
--tooltip for icon func
local function rIMV_showIconTooltip(self)
GameTooltip:SetOwner(self, "ANCHOR_CURSOR")
--GameTooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -90, 90)
GameTooltip:AddLine("rIngameModelViewer", 0, 1, 0.5, 1, 1, 1)
GameTooltip:AddLine("Click the icon to open the model viewer.", 1, 1, 1, 1, 1, 1)
GameTooltip:AddLine("Hold ALT and any mousebutton to move the icon.", 1, 1, 1, 1, 1, 1)
GameTooltip:Show()
end
--tooltip for theatre func
local function rIMV_showTheatreTooltip(self)
GameTooltip:SetOwner(self, "ANCHOR_CURSOR")
--GameTooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -90, 90)
GameTooltip:AddLine("Close Theatre View", 0, 1, 0.5, 1, 1, 1)
GameTooltip:AddLine("Click here to close the theatre view!")
GameTooltip:Show()
end
--color tooltip func
local function rIMV_showColorTooltip(self)
GameTooltip:SetOwner(self, "ANCHOR_CURSOR")
--GameTooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -90, 90)
GameTooltip:AddLine("Color Select", 0, 1, 0.5, 1, 1, 1)
GameTooltip:AddLine("Cick here to change model background color to: "..self.color)
GameTooltip:Show()
end
--set some default values to work with
local function rIMV_setModelValues(self)
self.scaleLevel = 1
self.zoomLevel = 0
self.posX = 0
self.posY = 0
self.rotation = 0
self:SetPortraitZoom(self.zoomLevel)
self:SetCamDistanceScale(self.scaleLevel)
self:SetPosition(0,self.posX,self.posY)
self:SetRotation(self.rotation)
end
--bring the model to life and set the displayID
local function rIMV_setModel(self,id)
self:ClearModel()
local defaultmodel = "interface\\buttons\\talktomequestionmark.m2"
self:SetModel(defaultmodel) --in case setdisplayinfo fails
self:SetDisplayInfo(id)
local model = self:GetModel()
if model == defaultmodel then
self.model = ""
self:EnableMouse(false)
else
self.model = model
self:EnableMouse(true)
end
self.id = id
self.p:SetText(id)
end
--move model into position func and adjust some values based on model size
local function rIMV_adjustModelPosition(self,row,col)
self:SetSize(cfg.size,cfg.size)
self:SetPoint("TOPLEFT",cfg.size*row,cfg.size*col*(-1))
local fs = cfg.size*10/100
if fs < 8 then
fs = 8
end
self.p:SetFont("Fonts\\FRIZQT__.ttf", fs, "THINOUTLINE")
self:Show()
end
--create a new model func
local function rIMV_createModel(b,id)
local m = CreateFrame("PlayerModel", nil,b)
m:EnableMouse(true)
m:SetScript("OnMouseDown", function(s,bu,...)
if IsShiftKeyDown() then
rIMV_setModelValues(s)
PlaySound(snd_select)
elseif IsAltKeyDown() then
rIMV_rotateModel(s,bu)
PlaySound(snd_select)
else
PlaySound("UChatScrollButton")
b.theatre:Show()
b.theatre:EnableMouse(true)
rIMV_setModelValues(b.theatre.m)
b.theatre.m:ClearModel()
b.theatre.m:SetDisplayInfo(s.id)
b.theatre.m.model = b.theatre.m:GetModel()
b.theatre.m.id = s.id
b.theatre.m.p:SetText(s.id)
b.theatre.ag1:Play()
end
end)
m:SetScript("OnMouseWheel", function(s,d,...)
if IsShiftKeyDown() and IsAltKeyDown() then
rIMV_changeModelPortraitZoom(s,d)
elseif IsAltKeyDown() then
rIMV_moveModelTopBottom(s,d)
elseif IsShiftKeyDown() then
rIMV_moveModelLeftRight(s,d)
else
rIMV_changeModelDistanceScale(s,d)
end
end)
m:SetScript("OnEnter", function(s) rIMV_showModelTooltip(s) end)
m:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
local d = m:CreateTexture(nil, "BACKGROUND",nil,-8)
d:SetTexture(0,0,0,0.2)
d:SetAllPoints(m)
m.d = d
local t = m:CreateTexture(nil, "BACKGROUND",nil,-7)
t:SetTexture(1,1,1,0.5)
t:SetPoint("TOPLEFT", m, "TOPLEFT", 2, -2)
t:SetPoint("BOTTOMRIGHT", m, "BOTTOMRIGHT", -2, 2)
m.t = t
local p = m:CreateFontString(nil, "BACKGROUND")
p:SetPoint("TOP", 0, -2)
p:SetAlpha(.5)
m.p = p
return m
end
--change models on page swap
local function rIMV_changeModelViewerPage(pageid)
cfg.page = pageid
local displayid = 1 + ((cfg.page-1)*cfg.num)
local id = 1
for i=1, cfg.num do
if models[id] then
rIMV_setModelValues(models[id])
rIMV_setModel(models[id],displayid)
end
displayid = displayid+1
id=id+1
end
end
--hide all the models
local function rIMV_hideAllModels()
local id = 1
--hide all models first until we are sure which models need to be shown at all
for i=1, cfg.num do
if models[id] and models[id]:IsShown() then
models[id]:ClearAllPoints()
models[id]:Hide()
end
id=id+1
end
end
--create all the models
local function rIMV_createAllModels(b)
--cleanup first, make sure all models get hidden first
rIMV_hideAllModels()
--calc the new page values
local w = floor(b:GetWidth())
local h = floor(b:GetHeight())-70 --remove 70px for the bottom bar
cfg.rows = floor(h/cfg.size)
cfg.cols = floor(w/cfg.size)
cfg.num = cfg.rows*cfg.cols
local displayid = 1 + ((cfg.page-1)*cfg.num)
local id = 1
for i=1, cfg.rows do
for k=1, cfg.cols do
--if the model does not exist yet create it, otherwise reset it
if not models[id] then
--make sure rIMV_createModel is only used when needed
models[id] = rIMV_createModel(b,displayid)
--print("[IMV DEBUG] Creating model: "..id) --debugging, only new numbers should be printed
end
rIMV_adjustModelPosition(models[id],k-1,i-1)
rIMV_setModelValues(models[id])
rIMV_setModel(models[id],displayid)
displayid = displayid+1
id=id+1
end
end
end
--create menu buttons func
local function rIMV_createMenu(b)
local l1,l2,l3,l4,l5,t,p,e,d,e2
p = b:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 20, "THINOUTLINE")
p:SetPoint("BOTTOMLEFT", 10, 15)
p:SetText("rIngameModelViewer 1.5")
p:SetTextColor(0,1,0.5)
--editbox pageid
e = CreateFrame("EditBox", nil,b)
e:SetSize(80,30)
e:SetPoint("BOTTOM",47.5,10)
d = e:CreateTexture(nil, "BACKGROUND",nil,-8)
d:SetTexture(0,0,0,0.2)
d:SetAllPoints(e)
t = e:CreateTexture(nil, "BACKGROUND",nil,-7)
t:SetTexture(1,1,1,0.5)
t:SetPoint("TOPLEFT", e, "TOPLEFT", 2, -2)
t:SetPoint("BOTTOMRIGHT", e, "BOTTOMRIGHT", -2, 2)
e:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
e:SetText(cfg.page)
e:SetJustifyH("CENTER")
p = e:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("BOTTOM", e, "TOP", 0, 10)
p:SetText("PAGE")
--e:EnableMouse(true)
e:SetScript("OnEnterPressed", function(s,v,...)
PlaySound(snd_swap)
local n = floor(s:GetNumber())
if n < 1 then
n = 1
end
s:SetText(n)
if n ~= cfg.page then
rIMV_changeModelViewerPage(n)
e2:SetText(calcFirstDisplayIdOfPage())
end
end)
--editbox displayid
e2 = CreateFrame("EditBox", nil,b)
e2:SetSize(80,30)
e2:SetPoint("RIGHT",e,"LEFT",-15,0)
d = e2:CreateTexture(nil, "BACKGROUND",nil,-8)
d:SetTexture(0,0,0,0.2)
d:SetAllPoints(e2)
t = e2:CreateTexture(nil, "BACKGROUND",nil,-7)
t:SetTexture(1,1,1,0.5)
t:SetPoint("TOPLEFT", e2, "TOPLEFT", 2, -2)
t:SetPoint("BOTTOMRIGHT", e2, "BOTTOMRIGHT", -2, 2)
e2:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
e2:SetText(cfg.page)
e2:SetJustifyH("CENTER")
p = e2:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("BOTTOM", e2, "TOP", 0, 10)
p:SetText("DISPLAYID")
--e:EnableMouse(true)
e2:SetScript("OnEnterPressed", function(s,v,...)
PlaySound(snd_swap)
local n = floor(s:GetNumber())
if n < 1 then
n = 1
end
s:SetText(n)
local n2 = calcPageForDisplayID(n)
if n2 ~= cfg.page then
e:SetText(n2)
rIMV_changeModelViewerPage(n2)
end
end)
--prev page button
l1 = CreateFrame("FRAME", nil,b)
l1:SetSize(80,30)
l1:SetPoint("RIGHT",e2,"LEFT",-15,0)
t = l1:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0.2,0.2,0.2,0.5)
t:SetAllPoints(l1)
l1.t = t
p = l1:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("CENTER", 0, 0)
p:SetText("< PAGE")
l1:EnableMouse(true)
l1:SetScript("OnMouseDown", function(...)
if cfg.page-1 >= 1 then
PlaySound(snd_swap)
e:SetText(cfg.page-1)
rIMV_changeModelViewerPage(cfg.page-1)
e2:SetText(calcFirstDisplayIdOfPage())
end
end)
--next page button
l2 = CreateFrame("FRAME", nil,b)
l2:SetSize(80,30)
l2:SetPoint("LEFT",e,"RIGHT",15,0)
t = l2:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0.2,0.2,0.2,0.5)
t:SetAllPoints(l2)
l2.t = t
p = l2:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("CENTER", 0, 0)
p:SetText("PAGE >")
l2:EnableMouse(true)
l2:SetScript("OnMouseDown", function(...)
PlaySound(snd_swap)
e:SetText(cfg.page+1)
rIMV_changeModelViewerPage(cfg.page+1)
e2:SetText(calcFirstDisplayIdOfPage())
end)
--close button
l3 = CreateFrame("FRAME", nil,b)
l3:SetSize(80,30)
l3:SetPoint("BOTTOMRIGHT",-10,10)
t = l3:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0.2,0.2,0.2,0.5)
t:SetAllPoints(l3)
l3.t = t
p = l3:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("CENTER", 0, 0)
p:SetText("</CLOSE>")
l3:EnableMouse(true)
l3:SetScript("OnMouseDown", function()
b:EnableMouse(false)
PlaySoundFile("Sound\\Creature\\BabyMurloc\\BabyMurlocB.wav")
b.ag2:Play()
end)
--size + button
l4 = CreateFrame("FRAME", nil,b)
l4:SetSize(80,30)
l4:SetPoint("LEFT",l2,"RIGHT",15,0)
t = l4:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0.2,0.2,0.2,0.5)
t:SetAllPoints(l4)
l4.t = t
p = l4:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("CENTER", 0, 0)
p:SetText("SIZE ++")
l4:EnableMouse(true)
l4:SetScript("OnMouseDown", function()
PlaySound(snd_swap)
cfg.size = cfg.size+20
if cfg.size > 300 then
cfg.size = 300
else
rIMV_createAllModels(b)
e2:SetText(calcFirstDisplayIdOfPage())
end
end)
--size - button
l5 = CreateFrame("FRAME", nil,b)
l5:SetSize(80,30)
l5:SetPoint("RIGHT",l1,"LEFT",-15,0)
t = l5:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0.2,0.2,0.2,0.5)
t:SetAllPoints(l5)
l5.t = t
p = l5:CreateFontString(nil, "BACKGROUND")
p:SetFont("Fonts\\FRIZQT__.ttf", 14, "THINOUTLINE")
p:SetPoint("CENTER", 0, 0)
p:SetText("SIZE --")
l5:EnableMouse(true)
l5:SetScript("OnMouseDown", function()
PlaySound(snd_swap)
cfg.size = cfg.size-20
if cfg.size < 60 then
cfg.size = 60
else
rIMV_createAllModels(b)
e2:SetText(calcFirstDisplayIdOfPage())
end
end)
l1:SetScript("OnEnter", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.8)
end)
l1:SetScript("OnLeave", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.5)
end)
l2:SetScript("OnEnter", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.8)
end)
l2:SetScript("OnLeave", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.5)
end)
l3:SetScript("OnEnter", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.8)
end)
l3:SetScript("OnLeave", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.5)
end)
l4:SetScript("OnEnter", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.8)
end)
l4:SetScript("OnLeave", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.5)
end)
l5:SetScript("OnEnter", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.8)
end)
l5:SetScript("OnLeave", function(s)
s.t:SetTexture(0.2,0.2,0.2,0.5)
end)
end
--create fullscreen background frame func
local function rIMV_createHolderFrame()
local b = CreateFrame("Frame","rIMV_HolderFrame",UIParent)
b:SetFrameStrata("FULLSCREEN")
b:SetAllPoints(UIParent)
--b:SetPoint("CENTER",0,0)
--b:SetSize(500,400)
--b:SetBackdrop(cfg.backdrop)
--b:SetBackdropBorderColor(0.4,0.3,0.3,1)
local t = b:CreateTexture(nil, "BACKGROUND",nil,-8)
--t:SetTexture(1,0.95,0.65,1)
t:SetAllPoints(b)
t:SetTexture("Interface\\AddOns\\rIngameModelViewer\\leinwand",true,true)
t:SetVertTile(true)
t:SetHorizTile(true)
b.t = t
b:EnableMouse(false)
b:SetAlpha(0)
local ag1, ag2, a1, a2
--fade in anim
ag1 = b:CreateAnimationGroup()
a1 = ag1:CreateAnimation("Alpha")
a1:SetDuration(0.8)
a1:SetSmoothing("IN")
a1:SetChange(1)
b.ag1 = ag1
b.ag1.a1 = a1
--fade out anim
ag2 = b:CreateAnimationGroup()
a2 = ag2:CreateAnimation("Alpha")
a2:SetDuration(0.8)
a2:SetSmoothing("OUT")
a2:SetChange(-1)
b.ag2 = ag2
b.ag2.a2 = a2
b.ag1:SetScript("OnFinished", function(ag)
b:SetAlpha(1)
end)
b.ag2:SetScript("OnFinished", function(ag)
b:SetAlpha(0)
b:Hide()
end)
--b:SetScript("OnMouseDown", function(s,bu,...)
--s.ag2:Play()
--end)
return b
end
--create layer that persists above the models for a special view
local function rIMV_createTheatreFrame(f)
local b = CreateFrame("Frame","rIMV_TheatreFrame",f)
b:SetFrameStrata("FULLSCREEN_DIALOG")
b:SetAllPoints(f)
--b:SetPoint("CENTER",0,0)
--b:SetSize(500,400)
--b:SetBackdrop(cfg.backdrop)
--b:SetBackdropBorderColor(0.4,0.3,0.3,1)
local t = b:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture(0,0,0,0.9)
t:SetAllPoints(b)
t:SetVertTile(true)
t:SetHorizTile(true)
b.t = t
b:EnableMouse(false)
b:SetAlpha(0)
local ag1, ag2, a1, a2
--fade in anim
ag1 = b:CreateAnimationGroup()
a1 = ag1:CreateAnimation("Alpha")
a1:SetDuration(1)
a1:SetSmoothing("OUT")
a1:SetChange(1)
b.ag1 = ag1
b.ag1.a1 = a1
--fade out anim
ag2 = b:CreateAnimationGroup()
a2 = ag2:CreateAnimation("Alpha")
a2:SetDuration(1)
a2:SetSmoothing("IN")
a2:SetChange(-1)
b.ag2 = ag2
b.ag2.a2 = a2
b.ag1:SetScript("OnFinished", function(ag)
local s = ag:GetParent()
s:SetAlpha(1)
end)
b.ag2:SetScript("OnFinished", function(ag)
local s = ag:GetParent()
s:SetAlpha(0)
s:EnableMouse(false)
s:Hide()
end)
b:SetScript("OnMouseDown", function(s,bu,...)
PlaySound("UChatScrollButton")
s.ag2:Play()
end)
local m = CreateFrame("PlayerModel", nil,b)
m:EnableMouse(true)
m:SetScript("OnMouseDown", function(s,bu,...)
PlaySound(snd_select)
if IsShiftKeyDown() then
rIMV_setModelValues(s)
elseif IsAltKeyDown() then
rIMV_rotateModel(s,bu)
else
rIMV_rotateModel(s,bu)
end
end)
m:SetScript("OnMouseWheel", function(s,d,...)
if IsShiftKeyDown() and IsAltKeyDown() then
rIMV_changeModelPortraitZoom(s,d)
elseif IsAltKeyDown() then
rIMV_moveModelTopBottom(s,d)
elseif IsShiftKeyDown() then
rIMV_moveModelLeftRight(s,d)
else
rIMV_changeModelDistanceScale(s,d)
end
end)
b:SetScript("OnEnter", function(s) rIMV_showTheatreTooltip(s) end)
b:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
m:SetScript("OnEnter", function(s) rIMV_showModelTooltip(s,"theatre") end)
m:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
local d = m:CreateTexture(nil, "BACKGROUND",nil,-8)
d:SetTexture(0,0,0,0.5)
d:SetPoint("TOPLEFT", m, "TOPLEFT", -5, 5)
d:SetPoint("BOTTOMRIGHT", m, "BOTTOMRIGHT", 5, -5)
m.d = d
local t = m:CreateTexture(nil, "BACKGROUND",nil,-7)
t:SetTexture(1,1,1,0.9)
t:SetAllPoints(m)
m.t = t
local p = m:CreateFontString(nil, "BACKGROUND")
p:SetPoint("TOP", 0, -2)
p:SetAlpha(.5)
m.p = p
local colorselect1 = CreateFrame("Frame","rIMV_ColorSelectWhite",b)
local colorselect2 = CreateFrame("Frame","rIMV_ColorSelectGrey",b)
local colorselect3 = CreateFrame("Frame","rIMV_ColorSelectMagenta",b)
colorselect1:SetSize(50,50)
colorselect1:SetPoint("TOPLEFT", m, "TOPRIGHT", 10, 0)
colorselect1:EnableMouse(true)
colorselect1.color = "White"
colorselect1:SetScript("OnEnter", function(s) rIMV_showColorTooltip(s) end)
colorselect1:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
colorselect1.t = colorselect1:CreateTexture(nil, "BACKGROUND",nil,-8)
colorselect1.t:SetTexture(1,1,1,1)
colorselect1.t:SetAllPoints(colorselect1)
colorselect1:SetScript("OnMouseDown", function()
PlaySound(snd_swap)
m.t:SetTexture(1,1,1,0.9)
end)
colorselect1:SetHitRectInsets(-10, -10, -10, -5);
colorselect2:SetSize(50,50)
colorselect2:SetPoint("TOP", colorselect1, "BOTTOM", 0, -10)
colorselect2:EnableMouse(true)
colorselect2.color = "Grey"
colorselect2:SetScript("OnEnter", function(s) rIMV_showColorTooltip(s) end)
colorselect2:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
colorselect2.t = colorselect2:CreateTexture(nil, "BACKGROUND",nil,-8)
colorselect2.t:SetTexture(0.2,0.2,0.2,1)
colorselect2.t:SetAllPoints(colorselect2)
colorselect2:SetScript("OnMouseDown", function()
PlaySound(snd_swap)
m.t:SetTexture(0.2,0.2,0.2,0.9)
end)
colorselect2:SetHitRectInsets(-10, -10, -5, -5);
colorselect3:SetSize(50,50)
colorselect3:SetPoint("TOP", colorselect2, "BOTTOM", 0, -10)
colorselect3:EnableMouse(true)
colorselect3.color = "Magenta"
colorselect3:SetScript("OnEnter", function(s) rIMV_showColorTooltip(s) end)
colorselect3:SetScript("OnLeave", function(s) GameTooltip:Hide() end)
colorselect3.t = colorselect3:CreateTexture(nil, "BACKGROUND",nil,-8)
colorselect3.t:SetTexture(1,0,1,1)
colorselect3.t:SetAllPoints(colorselect3)
colorselect3:SetScript("OnMouseDown", function()
PlaySound(snd_swap)
m.t:SetTexture(1,0,1,0.9)
end)
colorselect3:SetHitRectInsets(-10, -10, -5, -10);
m.scaleLevel = 1
m.zoomLevel = 0
m.posX = 0
m.posY = 0
m.rotation = 0
m:SetPortraitZoom(m.zoomLevel)
m:SetCamDistanceScale(m.scaleLevel)
m:SetPosition(0,m.posX,m.posY)
m:SetRotation(m.rotation)
local size = floor(b:GetHeight())-40
m:SetSize(size,size)
m:SetPoint("CENTER",0,0)
m.p:SetFont("Fonts\\FRIZQT__.ttf", 30, "THINOUTLINE")
m:Show()
b.m = m
f.theatre = b
end
--create icon func
local function rIMV_createIcon(b)
local i = CreateFrame("Frame","rIMV_Icon",UIParent)
i:SetSize(128,128)
i:SetPoint("CENTER",0,0)
local t = i:CreateTexture(nil, "BACKGROUND",nil,-8)
t:SetTexture("Interface\\AddOns\\rIngameModelViewer\\murloc")
t:SetAllPoints(i)
i.t = t
local hover = i:CreateTexture(nil, "BACKGROUND",nil,-6)
hover:SetTexture("Interface\\AddOns\\rIngameModelViewer\\murloc_hover")
hover:SetAllPoints(i)
hover:SetBlendMode("ADD")
hover:SetVertexColor(0,1,0.5,0.1)
i.hover = hover
i.hover:Hide()
i:SetMovable(true)
i:SetUserPlaced(true)
i:EnableMouse(true)
i:RegisterForDrag("LeftButton","RightButton")
i:SetScript("OnDragStart", function(s) if IsAltKeyDown() then s:StartMoving() end end)
i:SetScript("OnDragStop", function(s) s:StopMovingOrSizing() end)
i:SetScript("OnMouseDown", function()
if not IsAltKeyDown() then
b:Show()
PlaySoundFile("Sound\\Creature\\BabyMurloc\\BabyMurlocA.wav")
rIMV_createAllModels(b)
b:EnableMouse(true)
b.ag1:Play()
end
end)
i:SetScript("OnEnter", function(s)
s.hover:Show()
PlaySound("igCreatureAggroSelect")
rIMV_showIconTooltip(s)
end)
i:SetScript("OnLeave", function(s)
s.hover:Hide()
PlaySound("INTERFACESOUND_LOSTTARGETUNIT")
GameTooltip:Hide()
end)
end
-----------------------------
-- LOADUP
-----------------------------
--rIMV_init func
local function rIMV_init()
local b = rIMV_createHolderFrame()
rIMV_createTheatreFrame(b)
rIMV_createIcon(b)
rIMV_createMenu(b)
b:Hide()
b.theatre:Hide()
end
--call
rIMV_init() |
local lambda = require "lambda"
local t = require "testhelper"
-- lambda-like syntax
t( 1, lambda"x|x+1"( 0 ) )
-- multiple arguments
t( 4, lambda"x,y|x+y"( 1, 3 ) )
-- additional statement, only the last expression is returned
t( 3, lambda"x| x=x+1; x+1"( 1 ) )
-- default args are a,b,c,d,e,f,...( vararg )
t( 1, lambda"a+1"( 0 ) )
-- Memo
local m = lambda'a+1'
t( m, lambda'a+1' )
t.test_embedded_example()
t()
|
return function()
local liter = require(game:GetService('ReplicatedStorage').liter)
it('should return the successor and then nil', function()
local iter = liter.successors(1, function(number)
local new = number * 10
return new <= 10_000 and new or nil
end)
expect(iter:after()).to.equal(1)
expect(iter:after()).to.equal(10)
expect(iter:after()).to.equal(100)
expect(iter:after()).to.equal(1_000)
expect(iter:after()).to.equal(10_000)
expect(iter:after()).never.to.be.ok()
end)
end
|
--- Recipe class
-- @classmod Recipe
local Recipe = {
_class = "Recipe"
}
setmetatable(Recipe, {__index = require("stdlib/data/data")})
local Item = require("stdlib/data/item")
function Recipe:_get(recipe)
return self:get(recipe, "recipe")
end
Recipe:set_caller(Recipe._get)
-- Returns a formated ingredient or prodcut table
local function format(ingredient, result_count)
--[[
Ingredient table
{"name", amount} -- Assumes a type of "item"
{
type :: string: "item" or "fluid".
name :: string: Prototype name of the required item or fluid.
amount :: uint: Amount of the item.
minimum_temperature :: uint (optional): The minimum fluid temperature required. Has no effect if type is '"item"'.
maximum_temperature :: uint (optional): The maximum fluid temperature allowed. Has no effect if type is '"item"'.
}
Product table
{
type :: string: "item" or "fluid".
name :: string: Prototype name of the result.
amount :: float (optional): If not specified, amount_min, amount_max and probability must all be specified.
temperature :: uint (optional): The fluid temperature of this product. Has no effect if type is '"item"'.
amount_min :: uint (optional):
amount_max :: uint (optional):
probability :: double (optional): A value in range [0, 1].
}
--]]
local object
if type(ingredient) == "table" then
if ingredient.valid and ingredient:valid() then
return ingredient
elseif ingredient.name then
if Item(ingredient.name, ingredient.type):valid() then
object = table.deepcopy(ingredient)
if not object.amount and not (object.amount_min and object.amount_max and object.probability) then
error("Result table requires amount or probabilities")
end
end
elseif #ingredient > 0 then
-- Can only be item types not fluid
local item = Item(ingredient[1])
if item:valid() and item.type ~= "fluid" then
object = {
type = "item",
name = ingredient[1],
amount = ingredient[2] or 1
}
end
end
elseif type(ingredient) == "string" then
-- Our shortcut so we need to check it
local item = Item(ingredient)
if item:valid() then
object = {
type = item.type == "fluid" and "fluid" or "item",
name = ingredient,
amount = result_count or 1
}
end
end
return object
end
-- get items for dificulties
local function get_difficulties(normal, expensive)
return format(normal), format((expensive == true and table.deepcopy(normal)) or expensive)
end
--- Remove an ingredient from an ingredients table
-- @tparam table ingredients
-- @tparam string name Name of the ingredient to remove
local function remove_ingredient(ingredients, name)
name = name.name -- TODO: Fix this??
for i, ingredient in pairs(ingredients) do
if ingredient[1] == name or ingredient.name == name then
ingredients[i] = nil
return true
end
end
end
--- Replace an ingredient
-- @tparam table ingredients Ingredients table
-- @tparam string find ingredient to replace
-- @tparam concepts.ingredient replace
-- @tparam boolean replace_name_only Don't replace amounts
local function replace_ingredient(ingredients, find, replace, replace_name_only)
for i, ingredient in pairs(ingredients) do
if ingredient[1] == find or ingredient.name == find then
if replace_name_only then
local amount = ingredient[2] or ingredient.amount
replace.amount = amount
end
ingredients[i] = replace
return true
end
end
end
--- Add an ingredient to a recipe
-- @tparam string|Concepts.ingredient normal
-- @tparam[opt] string|Concepts.ingredient|boolean expensive
-- @treturn Recipe
function Recipe:add_ingredient(normal, expensive)
if self:valid() then
normal, expensive = get_difficulties(normal, expensive)
if self.normal then
if normal then
self.normal.ingredients[#self.normal.ingredients + 1] = normal
end
if expensive then
self.expensive.ingredients[#self.expensive.ingredients + 1] = expensive
end
elseif normal then
self.ingredients[#self.ingredients + 1] = normal
end
end
return self
end
--- Remove one ingredient completely
-- @tparam string normal
-- @tparam string|boolean expensive expensive recipe to remove, or if true remove normal recipe from both
-- @treturn Recipe
function Recipe:remove_ingredient(normal, expensive)
if self:valid() then
normal, expensive = get_difficulties(normal, expensive)
if self.normal then
if normal then
remove_ingredient(self.normal.ingredients, normal)
end
if expensive then
remove_ingredient(self.expensive.ingredients, expensive)
end
elseif normal then
remove_ingredient(self.ingredients, normal)
end
end
return self
end
--- Replace one ingredient with another.
-- @tparam string replace
-- @tparam string|ingredient normal
-- @tparam[opt] string|ingredient|boolean expensive
function Recipe:replace_ingredient(replace, normal, expensive)
self.fail_if_missing(replace, "Missing recipe to replace")
if self:valid() then
local n_string = type(normal) == "string"
local e_string = type(expensive == true and normal or expensive) == "string"
normal, expensive = get_difficulties(normal, expensive)
if self.normal then
if normal then
replace_ingredient(self.normal.ingredients, replace, normal, n_string)
end
if expensive then
replace_ingredient(self.expensive.ingredients, replace, expensive, e_string)
end
elseif normal then
replace_ingredient(self.ingredients, replace, normal, n_string)
end
end
return self
end
--- Converts a recipe to the difficulty recipe format
-- @tparam[opt] number expensive_energy crafting energy_required for the expensive recipe
-- @treturn self
function Recipe:make_difficult(expensive_energy)
if self:valid("recipe") and not self.normal then
--convert all ingredients
local normal, expensive = {}, {}
for _, ingredient in ipairs(self.ingredients) do
local this = format(ingredient)
normal[#normal + 1] = this
expensive[#expensive + 1] = table.deepcopy(this)
end
local r_normal, r_expensive = {}, {}
for _, ingredient in ipairs(self.results or {self.result}) do
local this = format(ingredient)
r_normal[#r_normal + 1] = this
r_expensive[#r_expensive + 1] = table.deepcopy(this)
end
self.normal = {
enabled = self.enabled,
energy_required = self.energy_required,
ingredients = normal,
results = r_normal,
main_product = self.main_product
}
self.expensive = {
enabled = self.enabled,
energy_required = expensive_energy or self.energy_required,
ingredients = expensive,
results = r_expensive,
main_product = self.main_product
}
self.ingredients = nil
self.result = nil
self.results = nil
self.result_count = nil
self.energy_required = nil
self.enabled = nil
self.main_product = nil
end
return self
end
--- Change the recipe category
-- @tparam string category_name Crafting category
-- @tparam[opt] boolean make_new Create the category if it doesn't exist
-- @treturn self
function Recipe:change_category(category_name, make_new)
if self:valid() then
local Category = require("stdlib/data/category")
self.category = (Category(category_name, "recipe-category", make_new):valid() and category_name) or self.category
end
return self
end
--- Add to technology as a recipe unlock
-- @tparam string tech_name Name of the technology to add the unlock too
-- @treturn self
function Recipe:add_unlock(tech_name)
if self:valid() then
local Tech = require("stdlib/data/technology")
Tech.add_effect(self, tech_name)
end
return self
end
--- Remove the recipe unlock from the technology
-- @tparam string tech_name Name of the technology to remove the unlock from
-- @treturn self
function Recipe:remove_unlock(tech_name)
if self:valid("recipe") then
local Tech = require("stdlib/data/technology")
Tech.remove_effect(self, tech_name, "unlock-recipe")
end
return self
end
--- Set the enabled status of the recipe
-- @tparam boolean enabled Enable or disable the recipe
-- @treturn self
function Recipe:set_enabled(enabled)
if self:valid() then
if self.normal then
self.normal.enabled = enabled
self.expensive.enabled = enabled
else
self.enabled = enabled
end
end
return self
end
--- Convert result type to results type
-- @treturn self
function Recipe:convert_results()
if self:valid("recipe") then
if self.normal then
if self.normal.result then
self.normal.results = {
format(self.normal.result, self.normal.result_count or 1)
}
self.normal.result = nil
self.normal.result_count = nil
end
if self.expensive.result then
self.expensive.results = {
format(self.expensive.result, self.expensive.result_count or 1)
}
self.expensive.result = nil
self.expensive.result_count = nil
end
elseif self.result then
self.results = {
format(self.result, self.result_count or 1)
}
self.result = nil
self.result_count = nil
end
end
return self
end
--- Set the main product of the recipe.
-- @tparam string|boolean main_product if boolean then use normal/expensive recipes passed as main product
-- @tparam[opt] Concepts.Product|string normal recipe
-- @tparam[opt] Concempts.Product|string expensive recipe
-- @treturn self
function Recipe:set_main_product(main_product, normal, expensive)
if self:valid("recipe") then
normal, expensive = get_difficulties(normal, expensive)
local normal_main, expensive_main
if main_product then
if type(main_product) == "string" and Item(main_product):valid() then
normal_main = normal and main_product
expensive_main = expensive and main_product
elseif type(main_product) == "boolean" then
normal_main = normal and Item(normal.name):valid() and normal.name
expensive_main = expensive and Item(expensive.name):valid() and expensive.name
end
if self.normal then
self.normal.main_product = normal_main
self.expensive.main_product = expensive_main
else
self.main_product = normal_main
end
end
end
return self
end
--- Remove the main product of the recipe.
-- @tparam[opt=false] boolean for_normal
-- @tparam[opt=false] boolean for_expensive
function Recipe:remove_main_product(for_normal, for_expensive)
if self:valid("recipe") then
if self.normal then
if for_normal or (for_normal == nil and for_expensive == nil) then
self.normal.main_product = nil
end
if for_expensive or (for_normal == nil and for_expensive == nil) then
self.expensive.main_product = nil
end
elseif for_normal or (for_normal == nil and for_expensive == nil) then
self.main_product = nil
end
end
return self
end
--- Add a new product to results, converts if needed
-- @tparam string|Concepts.product normal
-- @tparam[opt] string|Concepts.product|boolean expensive
-- @tparam[opt] string main_product
function Recipe:add_result(normal, expensive, main_product)
if self:valid() then
normal, expensive = get_difficulties(normal, expensive)
self:convert_results()
self:set_main_product(main_product, normal, expensive)
-- if self.normal then
-- if normal then
-- end
-- if expensive then
-- end
-- elseif normal then
-- end
end
return self
end
--- Remove a product from results, converts if needed
-- @tparam[opt] string|Concepts.product normal
-- @tparam[opt] string|Concepts.product|boolean expensive
-- @tparam[opt] string main_product new main_product to use
function Recipe:remove_result(normal, expensive, main_product)
if self:valid() then
normal, expensive = get_difficulties(normal, expensive)
self:convert_results()
self:set_main_product(main_product, normal, expensive)
-- if self.normal then
-- if normal then
-- end
-- if expensive then
-- end
-- elseif normal then
-- end
end
return self
end
--- Remove a product from results, converts if needed
-- @tparam string|Concepts.product result_name
-- @tparam[opt] string|Concepts.product normal
-- @tparam[opt] string|Concepts.product|boolean expensive
-- @tparam[opt] string main_product
function Recipe:replace_result(result_name, normal, expensive, main_product)
if self:valid() and normal or expensive then
result_name = format(result_name)
if result_name then
normal, expensive = get_difficulties(normal, expensive)
self:convert_results()
self:remove_result(result_name, expensive and result_name)
self:set_main_product(main_product, normal, expensive)
-- if self.normal then
-- if normal then
-- end
-- if expensive then
-- end
-- elseif normal then
-- end
end
end
return self
end
Recipe._mt = {
type = "recipe",
__index = Recipe,
__call = Recipe._get,
__tostring = Recipe.tostring
}
return Recipe
|
local ffi = require "ffi"
local bit = require "bit"
local bnot = bit.bnot
local band = bit.band
local bor = bit.bor
local lshift = bit.lshift
local rshift = bit.rshift
-- Contains the protypes for the vchi functions.
require "vcos"
require "vchi_cfg"
require "vchi_common"
require "connection"
require "vchi_mh"
VCHI_BULK_ROUND_UP = function(x)
return band((x+VCHI_BULK_ALIGN-1), bnot(VCHI_BULK_ALIGN-1))
end
VCHI_BULK_ROUND_DOWN = function(x)
return band(x, bnot(VCHI_BULK_ALIGN-1))
end
VCHI_BULK_ALIGN_NBYTES = function(x)
if VCHI_BULK_ALIGNED(x) > 0 then
return 0
end
return (VCHI_BULK_ALIGN - band(x, VCHI_BULK_ALIGN-1))
end
if USE_VCHIQ_ARM then
VCHI_BULK_ALIGNED = function(x) return 1 end
else
VCHI_BULK_ALIGNED = function(x) return (band(x, VCHI_BULK_ALIGN-1) == 0) end
end
ffi.cdef[[
typedef struct
{
uint32_t version;
uint32_t version_min;
} VCHI_VERSION_T;
]]
VCHI_VERSION = function(v_) return ffi.new("VCHI_VERSION_T", v_, v_ ); end
VCHI_VERSION_EX = function(v_,m_) return ffi.new("VCHI_VERSION_T", v_, m_); end
ffi.cdef[[
typedef enum
{
VCHI_VEC_POINTER,
VCHI_VEC_HANDLE,
VCHI_VEC_LIST
} VCHI_MSG_VECTOR_TYPE_T;
typedef struct vchi_msg_vector_ex {
VCHI_MSG_VECTOR_TYPE_T type;
union
{
// a memory handle
struct
{
VCHI_MEM_HANDLE_T handle;
uint32_t offset;
int32_t vec_len;
} handle;
// an ordinary data pointer
struct
{
const void *vec_base;
int32_t vec_len;
} ptr;
// a nested vector list
struct
{
struct vchi_msg_vector_ex *vec;
uint32_t vec_len;
} list;
} u;
} VCHI_MSG_VECTOR_EX_T;
]]
-- BUGBUG
--[[
// Construct an entry in a msg vector for a pointer (p) of length (l)
#define VCHI_VEC_POINTER(p,l) VCHI_VEC_POINTER, { { (VCHI_MEM_HANDLE_T)(p), (l) } }
// Construct an entry in a msg vector for a message handle (h), starting at offset (o) of length (l)
#define VCHI_VEC_HANDLE(h,o,l) VCHI_VEC_HANDLE, { { (h), (o), (l) } }
--]]
-- Macros to manipulate fourcc_t values
MAKE_FOURCC = function(x)
if type(x) == "string" then
return (bor( lshift(string.byte(x,1), 24), lshift(string.byte(x,2), 16), lshift(string.byte(x,3), 8), string.byte(x,4) ))
end
return (bor( lshift(x[0], 24), lshift(x[1], 16), lshift(x[2], 8), x[3] ))
end
FOURCC_TO_CHAR = function(x)
return ffi.new("char[4]",
band(rshift(x, 24), 0xFF),
band(rshift(x, 16), 0xFF),
band(rshift(x, 8), 0xFF),
band(x, 0xFF));
end
ffi.cdef[[
// Opaque service information
struct opaque_vchi_service_t;
// Descriptor for a held message. Allocated by client, initialised by vchi_msg_hold,
// vchi_msg_iter_hold or vchi_msg_iter_hold_next. Fields are for internal VCHI use only.
typedef struct
{
struct opaque_vchi_service_t *service;
void *message;
} VCHI_HELD_MSG_T;
// structure used to provide the information needed to open a server or a client
typedef struct {
VCHI_VERSION_T version;
vcos_fourcc_t service_id;
VCHI_CONNECTION_T *connection;
uint32_t rx_fifo_size;
uint32_t tx_fifo_size;
VCHI_CALLBACK_T callback;
void *callback_param;
vcos_bool_t want_unaligned_bulk_rx; // client intends to receive bulk transfers of odd lengths or into unaligned buffers
vcos_bool_t want_unaligned_bulk_tx; // client intends to transmit bulk transfers of odd lengths or out of unaligned buffers
vcos_bool_t want_crc; // client wants to check CRCs on (bulk) transfers. Only needs to be set at 1 end - will do both directions.
} SERVICE_CREATION_T;
// Opaque handle for a VCHI instance
typedef struct opaque_vchi_instance_handle_t *VCHI_INSTANCE_T;
// Opaque handle for a server or client
typedef struct opaque_vchi_service_handle_t *VCHI_SERVICE_HANDLE_T;
// Service registration & startup
typedef void (*VCHI_SERVICE_INIT)(VCHI_INSTANCE_T initialise_instance, VCHI_CONNECTION_T **connections, uint32_t num_connections);
typedef struct service_info_tag {
const char * const vll_filename; /* VLL to load to start this service. This is an empty string if VLL is "static" */
VCHI_SERVICE_INIT init; /* Service initialisation function */
void *vll_handle; /* VLL handle; NULL when unloaded or a "static VLL" in build */
} SERVICE_INFO_T;
]]
--[[
******************************************************************************
Global funcs - implementation is specific to which side you are on (local / remote)
*****************************************************************************
--]]
ffi.cdef[[
VCHI_CONNECTION_T * vchi_create_connection( const VCHI_CONNECTION_API_T * function_table,
const VCHI_MESSAGE_DRIVER_T * low_level);
// Routine used to initialise the vchi on both local + remote connections
int32_t vchi_initialise( VCHI_INSTANCE_T *instance_handle );
int32_t vchi_exit( void );
int32_t vchi_connect( VCHI_CONNECTION_T **connections,
const uint32_t num_connections,
VCHI_INSTANCE_T instance_handle );
//When this is called, ensure that all services have no data pending.
//Bulk transfers can remain 'queued'
int32_t vchi_disconnect( VCHI_INSTANCE_T instance_handle );
// Global control over bulk CRC checking
int32_t vchi_crc_control( VCHI_CONNECTION_T *connection,
VCHI_CRC_CONTROL_T control );
// helper functions
void * vchi_allocate_buffer(VCHI_SERVICE_HANDLE_T handle, uint32_t *length);
void vchi_free_buffer(VCHI_SERVICE_HANDLE_T handle, void *address);
uint32_t vchi_current_time(VCHI_INSTANCE_T instance_handle);
]]
ffi.cdef[[
/******************************************************************************
Global service API
*****************************************************************************/
// Routine to create a named service
extern int32_t vchi_service_create( VCHI_INSTANCE_T instance_handle,
SERVICE_CREATION_T *setup,
VCHI_SERVICE_HANDLE_T *handle );
// Routine to destory a service
extern int32_t vchi_service_destroy( const VCHI_SERVICE_HANDLE_T handle );
// Routine to open a named service
extern int32_t vchi_service_open( VCHI_INSTANCE_T instance_handle,
SERVICE_CREATION_T *setup,
VCHI_SERVICE_HANDLE_T *handle);
// Routine to close a named service
extern int32_t vchi_service_close( const VCHI_SERVICE_HANDLE_T handle );
// Routine to increment ref count on a named service
extern int32_t vchi_service_use( const VCHI_SERVICE_HANDLE_T handle );
// Routine to decrement ref count on a named service
extern int32_t vchi_service_release( const VCHI_SERVICE_HANDLE_T handle );
// Routine to send a message accross a service
extern int32_t vchi_msg_queue( VCHI_SERVICE_HANDLE_T handle,
const void *data,
uint32_t data_size,
VCHI_FLAGS_T flags,
void *msg_handle );
// scatter-gather (vector) and send message
int32_t vchi_msg_queuev_ex( VCHI_SERVICE_HANDLE_T handle,
VCHI_MSG_VECTOR_EX_T *vector,
uint32_t count,
VCHI_FLAGS_T flags,
void *msg_handle );
// legacy scatter-gather (vector) and send message, only handles pointers
int32_t vchi_msg_queuev( VCHI_SERVICE_HANDLE_T handle,
VCHI_MSG_VECTOR_T *vector,
uint32_t count,
VCHI_FLAGS_T flags,
void *msg_handle );
// Routine to receive a msg from a service
// Dequeue is equivalent to hold, copy into client buffer, release
extern int32_t vchi_msg_dequeue( VCHI_SERVICE_HANDLE_T handle,
void *data,
uint32_t max_data_size_to_read,
uint32_t *actual_msg_size,
VCHI_FLAGS_T flags );
// Routine to look at a message in place.
// The message is not dequeued, so a subsequent call to peek or dequeue
// will return the same message.
extern int32_t vchi_msg_peek( VCHI_SERVICE_HANDLE_T handle,
void **data,
uint32_t *msg_size,
VCHI_FLAGS_T flags );
// Routine to remove a message after it has been read in place with peek
// The first message on the queue is dequeued.
extern int32_t vchi_msg_remove( VCHI_SERVICE_HANDLE_T handle );
// Routine to look at a message in place.
// The message is dequeued, so the caller is left holding it; the descriptor is
// filled in and must be released when the user has finished with the message.
extern int32_t vchi_msg_hold( VCHI_SERVICE_HANDLE_T handle,
void **data, // } may be NULL, as info can be
uint32_t *msg_size, // } obtained from HELD_MSG_T
VCHI_FLAGS_T flags,
VCHI_HELD_MSG_T *message_descriptor );
// Initialise an iterator to look through messages in place
extern int32_t vchi_msg_look_ahead( VCHI_SERVICE_HANDLE_T handle,
VCHI_MSG_ITER_T *iter,
VCHI_FLAGS_T flags );
]]
ffi.cdef[[
/******************************************************************************
Global service support API - operations on held messages and message iterators
*****************************************************************************/
// Routine to get the address of a held message
void *vchi_held_msg_ptr( const VCHI_HELD_MSG_T *message );
// Routine to get the size of a held message
int32_t vchi_held_msg_size( const VCHI_HELD_MSG_T *message );
// Routine to get the transmit timestamp as written into the header by the peer
uint32_t vchi_held_msg_tx_timestamp( const VCHI_HELD_MSG_T *message );
// Routine to get the reception timestamp, written as we parsed the header
uint32_t vchi_held_msg_rx_timestamp( const VCHI_HELD_MSG_T *message );
// Routine to release a held message after it has been processed
int32_t vchi_held_msg_release( VCHI_HELD_MSG_T *message );
// Indicates whether the iterator has a next message.
vcos_bool_t vchi_msg_iter_has_next( const VCHI_MSG_ITER_T *iter );
// Return the pointer and length for the next message and advance the iterator.
int32_t vchi_msg_iter_next( VCHI_MSG_ITER_T *iter,
void **data,
uint32_t *msg_size );
// Remove the last message returned by vchi_msg_iter_next.
// Can only be called once after each call to vchi_msg_iter_next.
int32_t vchi_msg_iter_remove( VCHI_MSG_ITER_T *iter );
// Hold the last message returned by vchi_msg_iter_next.
// Can only be called once after each call to vchi_msg_iter_next.
int32_t vchi_msg_iter_hold( VCHI_MSG_ITER_T *iter,
VCHI_HELD_MSG_T *message );
// Return information for the next message, and hold it, advancing the iterator.
int32_t vchi_msg_iter_hold_next( VCHI_MSG_ITER_T *iter,
void **data, // } may be NULL
uint32_t *msg_size, // }
VCHI_HELD_MSG_T *message );
]]
ffi.cdef[[
/******************************************************************************
Global bulk API
*****************************************************************************/
// Routine to prepare interface for a transfer from the other side
int32_t vchi_bulk_queue_receive( VCHI_SERVICE_HANDLE_T handle,
void *data_dst,
uint32_t data_size,
VCHI_FLAGS_T flags,
void *transfer_handle );
// Prepare interface for a transfer from the other side into relocatable memory.
int32_t vchi_bulk_queue_receive_reloc( const VCHI_SERVICE_HANDLE_T handle,
VCHI_MEM_HANDLE_T h_dst,
uint32_t offset,
uint32_t data_size,
const VCHI_FLAGS_T flags,
void * const bulk_handle );
// Routine to queue up data ready for transfer to the other (once they have signalled they are ready)
int32_t vchi_bulk_queue_transmit( VCHI_SERVICE_HANDLE_T handle,
const void *data_src,
uint32_t data_size,
VCHI_FLAGS_T flags,
void *transfer_handle );
]]
ffi.cdef[[
/******************************************************************************
Configuration plumbing
*****************************************************************************/
// function prototypes for the different mid layers (the state info gives the different physical connections)
const VCHI_CONNECTION_API_T *single_get_func_table( void );
//extern const VCHI_CONNECTION_API_T *local_server_get_func_table( void );
//extern const VCHI_CONNECTION_API_T *local_client_get_func_table( void );
// declare all message drivers here
const VCHI_MESSAGE_DRIVER_T *vchi_mphi_message_driver_func_table( void );
]]
ffi.cdef[[
int32_t vchi_bulk_queue_transmit_reloc( VCHI_SERVICE_HANDLE_T handle,
VCHI_MEM_HANDLE_T h_src,
uint32_t offset,
uint32_t data_size,
VCHI_FLAGS_T flags,
void *transfer_handle );
]]
return {
Lib = ffi.load("vchiq_arm"),
}
|
print("Hello from Lua")
print(" Arguments:", arg)
freq_ghz = sim.config.get("perf_model/core/frequency")
print(" core frequency = ", freq_ghz, "GHz")
sim.hooks.register(sim.hooks.HOOK_ROI_BEGIN, function() sim.dvfs.set_frequency(0, 3.92) end)
function roi_end()
print("ROI end from Lua")
time_fs = sim.stats.get("performance_model", 0, "elapsed_time")
print(" cpu0 time", time_fs/1e6, "ns, ", time_fs*freq_ghz/1e6, "cycles")
freq0_ghz = sim.dvfs.get_frequency(0)
print(" core0 frequency = ", freq0_ghz, "GHz")
freqG_ghz = sim.dvfs.get_frequency(sim.dvfs.GLOBAL)
print(" global frequency = ", freqG_ghz, "GHz")
end
sim.hooks.register(sim.hooks.HOOK_ROI_END, roi_end)
function dvfs_change(coreid)
print("DVFS change from Lua")
print(" core", coreid, "new freq", sim.dvfs.get_frequency(coreid), "GHz")
end
sim.hooks.register(sim.hooks.HOOK_CPUFREQ_CHANGE, dvfs_change)
|
-- LovePainter/Border
--[[
TODO draw line type "double".
]]--
module("LovePainter.Border", package.seeall)
require "Tools/Object"
local Border = {}
function Border.initialize(style,width,color)
local obj = { width= width or 1, color=color or {love.graphics.getColor()}, style=style or 'solid', hidden=false, corner={type='curves', radius=0.15},
calculPoints=nil
}
return Ncr7.tObject.New._object(Border, obj)
end
function new(style,width,color)
return Border.initialize();
end
function Border:setVisible(visible)
if(true == visible) then
self.hidden = false
else
self.hidden = true
end
return self
end
function Border:setWidth(width)
self.width=width
return self
end
function Border:getWidth()
return self.width
end
function Border:setColor(color)
self.color = color
return self
end
function Border:getColor()
return self.color
end
function Border:setStyle(style)
if(style == 'solid' or
style == 'dotted' or
style == 'dashed' or
style == 'double' or
style == 'ridge' or
style == 'outset' ) then
self.style = style
else
self.style = 'solid'
end
return self
end
function Border:getStyle()
return self.style
end
function Border:setCornerRadius(ratio)
self.corner.radius = ratio
return self
end
function Border:setCornerType(type)
self.corner.type = type
return self
end
function Border:getCornerType()
return self.corner.type
end
function Border:forceUpdate()
self.calculPoints=nil
return self
end
function Border:draw(points, angle)
love.graphics.setLineJoin('bevel')
love.graphics.setLineStyle('rough')
love.graphics.setLineWidth(self.width)
if(false==self.hidden) then
if(self.style == 'solid' or
self.style == 'dotted' or
self.style == 'dashed' or
self.style == 'double' or
self.style == 'ridge' or
self.style == 'outset' ) then
if(nil ~= self:getCornerType()) then
self:drawWithCorner(points, self:getCornerType())
else
self:drawWithoutCorner(points)
end
end
end
end
function Border:drawWithCorner(points, typeOfCorner)
if('curves' == typeOfCorner) then
if(self.calculPoints==nil) then
self.calculPoints=self:generatePointsCornerCurves(points)
end
self:drawCornerCurves(self.calculPoints,true)
end
end
function Border:drawCornerCurves(complex, drawlines)
local i=0
local line={}
local drawlines = drawlines or true
if(drawlines) then
for key,point in pairs(complex.lines) do
if(i<4) then
i=i+1
line[#line+1]=point
end
if(i>=4) then
self:drawLine(line, self.style)
i=0
line={}
end
end
end
local i=0
local curve={}
for key,point in pairs(complex.curves) do
if(i<6) then
i=i+1
curve[#curve+1]=point
end
if(i>=6) then
self:drawLine(love.math.newBezierCurve(curve):render(6), self.style)
i=0
curve = {}
end
end
end
function Border:drawLine(line, style)
if(self.style == 'solid') then
love.graphics.line(line)
elseif(self.style == 'double') then
--love.graphics.line(line)
local i=0
local tmp = {minX=nil, minY=nil, maxX=nil, maxY=nil, pos=Ncr7.mtPosition.new()}
local polygon = Ncr7.mtPolygon.new();
for key,point in pairs(line) do
if(i==0) then
if(nil~=tmp.minX) then
tmp.minX = math.min(tmp.minX,point)
tmp.maxX = math.max(tmp.maxX,point)
else
tmp.minX = point
tmp.maxX = point
end
tmp.pos:setX(point)
i=i+1
elseif(i==1) then
if(nil~=tmp.minY) then
tmp.minY = math.min(tmp.minY,point)
tmp.maxY = math.max(tmp.maxY,point)
else
tmp.minY = point
tmp.maxY = point
end
tmp.pos:setY(point)
polygon:addVerticeA(tmp.pos)
i=0
tmp.pos=Ncr7.mtPosition.new()
end
end
polygon:setCenter(Ncr7.mtPosition.new(((tmp.maxX-tmp.minX)/2)+tmp.minX,((tmp.maxY-tmp.minY)/2)+tmp.minY,0))
polygon:calculVerticesA2R():scale(0.9):calculVerticesR2A()
local points = polygon:calculPoints(false)
love.graphics.line(points.absolutes)
--[[
for key,point in pairs(line) do
if(i<4) then
i=i+1
segment[#segment+1]=point
end
if(i>=4) then
line[key-3]=line[key-3]+self.width+self.width
line[key-2]=line[key-2]+self.width+self.width
line[key-1]=line[key-1]+self.width+self.width
line[key]=line[key]+self.width+self.width
------
if((segment[2]==segment[4] and 2>=math.abs(segment[1]-segment[3])) or (segment[1]==segment[3] and 2>=math.abs(segment[2]-segment[4]))) then
else
if(segment[1]==segment[3]) then
line[key-3]=segment[1]+self.width+self.width
line[key-1]=segment[3]+self.width+self.width
elseif(segment[2]==segment[4]) then
line[key-2]=segment[4]+self.width+self.width
line[key]=segment[4]+self.width+self.width
else
line[key-3]=line[key-3]+self.width+self.width
line[key-2]=line[key-2]+self.width+self.width
line[key-1]=line[key-1]+self.width+self.width
line[key]=line[key]+self.width+self.width
end
end
------
i=0
segment={}
end
end
]]--
--love.graphics.line(line)
end
end
function Border:generatePointsCornerCurves(points)
local result = {curves={},lines={}}
local lines = {}
local i=0;
local copyRadius=0;
local segment = {}
-- l : longueur, min/max : pos ...
local tmp = {l=nil,max=0,min=0,x1=0,y1=0,x2=0,y2=0}
-- Search min tmp.l
for key,point in pairs(points) do
if(i<4) then
i=i+1
segment[#segment+1]=point
end
if(i>=4) then
-- axis x :
if(segment[1]~=segment[3]) then
if(tmp.l~=nil)then
tmp.l = math.min(( math.max(segment[1],segment[3]) - math.min(segment[1],segment[3]) ) * self.corner.radius, tmp.l)
else
tmp.l = (math.max(segment[1],segment[3]) - math.min(segment[1],segment[3])) * self.corner.radius
end
end
-- axis y :
if(segment[2]~=segment[4]) then
if(tmp.l~=nil)then
tmp.l = math.min(( math.max(segment[2],segment[4]) - math.min(segment[2],segment[4]) ) * self.corner.radius, tmp.l)
else
tmp.l = (math.max(segment[2],segment[4]) - math.min(segment[2],segment[4])) * self.corner.radius
end
end
i=2
segment={segment[3],segment[4]}
end
end
local segment = {}
local i=0;
local newPoints = {}
for key,point in pairs(points) do
if(i<4) then
i=i+1
segment[#segment+1]=point
end
if(i>=4) then
-- axis x :
if(segment[1]~=segment[3]) then
tmp.max = math.max(segment[1],segment[3])
tmp.min = math.min(segment[1],segment[3])
if(tmp.max == segment[1]) then
tmp.x1=tmp.max-tmp.l
tmp.x2=tmp.min+tmp.l
else
tmp.x1=tmp.min+tmp.l
tmp.x2=tmp.max-tmp.l
end
else
tmp.x1=segment[1]
tmp.x2=segment[3]
end
-- axis y :
if(segment[2]~=segment[4]) then
tmp.max = math.max(segment[2],segment[4])
tmp.min = math.min(segment[2],segment[4])
if(tmp.max == segment[2]) then
tmp.y1=tmp.max-tmp.l
tmp.y2=tmp.min+tmp.l
else
tmp.y1=tmp.min+tmp.l
tmp.y2=tmp.max-tmp.l
end
else
tmp.y1=segment[2]
tmp.y2=segment[4]
end
newPoints[#newPoints+1]=tmp.x1
newPoints[#newPoints+1]=tmp.y1
newPoints[#newPoints+1]=tmp.x2
newPoints[#newPoints+1]=tmp.y2
lines[#lines+1]=newPoints[#newPoints-3]
lines[#lines+1]=newPoints[#newPoints-2]
lines[#lines+1]=newPoints[#newPoints-1]
lines[#lines+1]=newPoints[#newPoints-0]
newPoints[#newPoints+1]=segment[3]
newPoints[#newPoints+1]=segment[4]
i=2
segment={segment[3],segment[4]}
end
end
local curves = {}
for key,point in pairs(newPoints) do
if(key>2) then
curves[#curves+1]=point
end
end
curves[#curves+1]=newPoints[1]
curves[#curves+1]=newPoints[2]
result.curves=curves
result.lines=lines
return result
end
|
--[[ changes an attribute of an entity. Simple not requiring verification. This is not setup for sharding yet but does take mining fees (as supplied by the originator).
KEYS[1] is originator pubKey (inserted automatically). Pays mining fees
KEYS[2] is entity to update
TODO: take in counter to make unique and prevent replay attacks, counter used in ordering in the block. Nonce cant be replayed, sequence we check within a few 10's of transactions and reject if too low
(so can take out of order but only 'close' to most recent --> range is 20. height +- 20.
TODO: data associated with update (eg description) to be stored with instruction but not in redis
TODO: check data types on inbound
NOTE: update does not apply to permissions (this is a separate instruction type)
ARGV 1,2,3 are all standard for instructions: 1: mining/mined (if testing mining or processing mined block, instruction hash, blockHash if in a block or 'None' if in mining mode
ARGV[1]: 'mining / mined'
if 'mining' it is a balance check to confirm that the fees do not exhaust the balance.
if 'mined' the attribute is updated
ARGV[2] is instructionHash to check and remove from unprocessedpool if instruction passes
ARGV[3] is blockHash to rollback state (this is the state of the chain immediately before applying this block), also used to store the processed instructions in a hash
ARGV[4] is the attribute to update (can be created if not there)
ARGV[5] is the updated value
ARGV[6] is the previous value (for optimistic check that change is correct, can be null)
ARGV[7] is incrementing counter to update state (will be rejected if state counter is greater than or equal to instruction counter) TODO - update NONCE value in the state
ARGV[8] is evidence hash if evidence is provided
ARGV[9] is link to evidence
ARGV[10] is flag if the attribute is encrypted
ARGV[11] is flag if the evidence is encrypted
ARGV[12] is mining fee being paid (can be rejected if too low - up to agents)
--]]
-- name of instructionType
local name = "changeConfiguration"
-- Check if originator, entity on this chain:
if redis.call("SISMEMBER", "entities", KEYS[1]) == 1 and redis.call("SISMEMBER", "entities", KEYS[2]) == 1 then
-- Check permissions for originator to update entity
if redis.call("HEXISTS", KEYS[2], "permissions." .. KEYS[1] .. ".all") ~= 1 and redis.call("HEXISTS", KEYS[2], "permissions." .. KEYS[1] .. ARGV[4]) ~= 1 then
-- no permissions
return {"0", "no permissions to update entity " .. KEYS[2] .. " for originator " .. KEYS[1]}
end
-- Check wallet exists: cant pay fees if wallet does not exist.
if redis.call("HEXISTS", KEYS[1], "wallets.default.balance") ~= 1 then
return {"0", "wallet does not exist to pay fees for originator " .. KEYS[1]}
end
-- Check if previous value is the same value we currently have (can be nil). Fail if not
if redis.call("HEXISTS", KEYS[1], ARGV[4]
GREG: here
-- Check is counter is incremented above current state. Fail if not
GREG: here
-- check if we are mining the block or already mined
if ARGV[1] == "mining" then
-- we are mining so: copy the old attribute if not in the mining pool. Check if can decrement wallet by mining fees, decrement if possible, return 0 / 1 as failure / success to stop mining
if redis.call("SMEMBER", "mining", KEYS[1]) == 0 then
-- not yet copied into mining pool, copy
balance = redis.call("HGET", KEYS[1], "wallets.default.balance")
redis.call("SADD", "mining",KEYS[1])
redis.call("HSET", "mining." .. KEYS[1], "wallets.default.balance", balance)
end
if redis.call("HGET", "mining." .. KEYS[1], "wallets.default.balance") >= ARGV[10] then
-- sufficient balance: decrement for this mining round
redis.call("HINCRBY", "mining." .. KEYS[1], "wallets.default.balance", -ARGV[10])
return {"1", "in mining successfully processed " .. ARGV[2]}
else
-- insufficient balance. deny payment for this mining round
return {"0", "insufficient balance to pay mining fees for instruction " .. ARGV[2]}
end
else
-- TODO: check why using tonumber here but not higher and in payment_adv??
-- we are processing mined block so update and include transaction fees.
-- Fail if insufficient funds (which will fail the whole block and require a rollback)
if tonumber(redis.call("HGET", KEYS[1], "wallets.default.balance")) < tonumber(ARGV[10]) then
return {"0", "insufficient balance for instruction " .. ARGV[2]}
end
end
-- All checks passed, into write mode:
-- update previous block state if not already stored (TODO: delete state from block n - 5 in python? or in more advanced LUA script, setup block n-1 in python, setup miner fees to rollback in python, etc)
-- we have a hash for this and a set to reduce costs of the rollback
if redis.call("SMEMBER", "BlockState." .. ARGV[3], KEYS[1]) == 0 then
local payerState = redis.call("HGET", KEYS[1], "wallets.default.balance")
redis.call("SADD", "BlockState." .. ARGV[3],KEYS[1])
redis.call("HSET", "PrevBlock." .. ARGV[3] .. "." .. KEYS[1], "wallets.default.balance", payerState)
end
-- TODO. GREG here: NOW CHECK JUST THIS ATTRIBUTE. regardless of if other payments done. COntinue here
if redis.call("SMEMBER", "BlockState." .. ARGV[3], KEYS[3]) == 0 then
local payeeState = redis.call("HGET", KEYS[3], ARGV[5])
redis.call("SADD", "BlockState." .. ARGV[3],KEYS[3])
redis.call("HSET", "PrevBlock." .. ARGV[3] .. "." .. KEYS[3], ARGV[5], payeeState)
end
-- change balances
redis.call("HINCRBY", KEYS[2], ARGV[4], -ARGV[6])
redis.call("HINCRBY", KEYS[3], ARGV[5], ARGV[6])
-- pay miner fees
redis.call("HINCRBY", KEYS[2], ARGV[4], -ARGV[7])
redis.call("HINCRBY", "circleFees", ARGV[3], ARGV[7])
-- delete the instruction from the pool
-- Flag deleted from instruction processed set (we dont delete as may rollback block and want to restore the instruction to the pool, full delete only happens when blockheight above when instruction was issued gets to order 'n')
redis.call("SADD", "instructionProcessedPool." .. ARGV[3], ARGV[2])
redis.call("SREM", "instructionUnprocessedPool", ARGV[2])
return {"1", "success"}
else
return {"0", "entity or entities unknown"}
end
|
return {
["NameLimit"] = 7,
["HitCorrection"] = 1,
["InitItem"] = {
1001,
1002,
1003
},
["InitMission"] = {
"M101",
"M102"
}
}
|
local a=20140920.13;local b="-[ JSON.lua package by Jeffrey Friedl (http://regex.info/blog/lua/json) version 20140920.13 ]-"local OBJDEF={VERSION=a,AUTHOR_NOTE=b}local c={__tostring=function()return"JSON array"end}c.__index=c;local d={__tostring=function()return"JSON object"end}d.__index=d;function OBJDEF:newArray(e)return setmetatable(e or{},c)end;function OBJDEF:newObject(e)return setmetatable(e or{},d)end;local function f(g)if g<=127 then return string.char(g)elseif g<=2047 then local h=math.floor(g/0x40)local i=g-0x40*h;return string.char(0xC0+h,0x80+i)elseif g<=65535 then local h=math.floor(g/0x1000)local j=g-0x1000*h;local k=math.floor(j/0x40)local i=j-0x40*k;h=0xE0+h;k=0x80+k;i=0x80+i;if h==0xE0 and k<0xA0 or h==0xED and k>0x9F or h==0xF0 and k<0x90 or h==0xF4 and k>0x8F then return"?"else return string.char(h,k,i)end else local h=math.floor(g/0x40000)local j=g-0x40000*h;local l=math.floor(j/0x1000)j=j-0x1000*l;local m=math.floor(j/0x40)local i=j-0x40*m;return string.char(0xF0+h,0x80+l,0x80+m,0x80+i)end end;function OBJDEF:onDecodeError(n,o,p,q)if o then if p then n=string.format("%s at char %d of: %s",n,p,o)else n=string.format("%s: %s",n,o)end end;if q~=nil then n=n.." ("..OBJDEF:encode(q)..")"end;if self.assert then self.assert(false,n)else assert(false,n)end end;OBJDEF.onDecodeOfNilError=OBJDEF.onDecodeError;OBJDEF.onDecodeOfHTMLError=OBJDEF.onDecodeError;function OBJDEF:onEncodeError(n,q)if q~=nil then n=n.." ("..OBJDEF:encode(q)..")"end;if self.assert then self.assert(false,n)else assert(false,n)end end;local function r(self,o,s,q)local t=o:match('^-?[1-9]%d*',s)or o:match("^-?0",s)if not t then self:onDecodeError("expected number",o,s,q)end;local u=s+t:len()local v=o:match('^%.%d+',u)or""u=u+v:len()local w=o:match('^[eE][-+]?%d+',u)or""u=u+w:len()local x=t..v..w;local y=tonumber(x)if not y then self:onDecodeError("bad number",o,s,q)end;return y,u end;local function z(self,o,s,q)if o:sub(s,s)~='"'then self:onDecodeError("expected string's opening quote",o,s,q)end;local u=s+1;local A=o:len()local B=""while u<=A do local C=o:sub(u,u)if C=='"'then return B,u+1 end;if C~='\\'then B=B..C;u=u+1 elseif o:match('^\\b',u)then B=B.."\b"u=u+2 elseif o:match('^\\f',u)then B=B.."\f"u=u+2 elseif o:match('^\\n',u)then B=B.."\n"u=u+2 elseif o:match('^\\r',u)then B=B.."\r"u=u+2 elseif o:match('^\\t',u)then B=B.."\t"u=u+2 else local D=o:match('^\\u([0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])',u)if D then u=u+6;local g=tonumber(D,16)if g>=0xD800 and g<=0xDBFF then local E=o:match('^\\u([dD][cdefCDEF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])',u)if E then u=u+6;g=0x2400+(g-0xD800)*0x400+tonumber(E,16)else end end;B=B..f(g)else B=B..o:match('^\\(.)',u)u=u+2 end end end;self:onDecodeError("unclosed string",o,s,q)end;local function F(o,s)local G,H=o:find("^[ \n\r\t]+",s)if H then return H+1 else return s end end;local I;local function J(self,o,s,q)if o:sub(s,s)~='{'then self:onDecodeError("expected '{'",o,s,q)end;local u=F(o,s+1)local B=self.strictTypes and self:newObject{}or{}if o:sub(u,u)=='}'then return B,u+1 end;local A=o:len()while u<=A do local K,L=z(self,o,u,q)u=F(o,L)if o:sub(u,u)~=':'then self:onDecodeError("expected colon",o,u,q)end;u=F(o,u+1)local M,L=I(self,o,u)B[K]=M;u=F(o,L)local C=o:sub(u,u)if C=='}'then return B,u+1 end;if o:sub(u,u)~=','then self:onDecodeError("expected comma or '}'",o,u,q)end;u=F(o,u+1)end;self:onDecodeError("unclosed '{'",o,s,q)end;local function N(self,o,s,q)if o:sub(s,s)~='['then self:onDecodeError("expected '['",o,s,q)end;local u=F(o,s+1)local B=self.strictTypes and self:newArray{}or{}if o:sub(u,u)==']'then return B,u+1 end;local O=1;local A=o:len()while u<=A do local P,L=I(self,o,u)B[O]=P;O=O+1;u=F(o,L)local C=o:sub(u,u)if C==']'then return B,u+1 end;if o:sub(u,u)~=','then self:onDecodeError("expected comma or '['",o,u,q)end;u=F(o,u+1)end;self:onDecodeError("unclosed '['",o,s,q)end;I=function(self,o,s,q)s=F(o,s)if s>o:len()then self:onDecodeError("unexpected end of string",o,nil,q)end;if o:find('^"',s)then return z(self,o,s,q)elseif o:find('^[-0123456789 ]',s)then return r(self,o,s,q)elseif o:find('^%{',s)then return J(self,o,s,q)elseif o:find('^%[',s)then return N(self,o,s,q)elseif o:find('^true',s)then return true,s+4 elseif o:find('^false',s)then return false,s+5 elseif o:find('^null',s)then return nil,s+4 else self:onDecodeError("can't parse JSON",o,s,q)end end;function OBJDEF:decode(o,q)if type(self)~='table'or self.__index~=OBJDEF then OBJDEF:onDecodeError("JSON:decode must be called in method format",nil,nil,q)end;if o==nil then self:onDecodeOfNilError(string.format("nil passed to JSON:decode()"),nil,nil,q)elseif type(o)~='string'then self:onDecodeError(string.format("expected string argument to JSON:decode(), got %s",type(o)),nil,nil,q)end;if o:match('^%s*$')then return nil end;if o:match('^%s*<')then self:onDecodeOfHTMLError(string.format("html passed to JSON:decode()"),o,nil,q)end;if o:sub(1,1):byte()==0 or o:len()>=2 and o:sub(2,2):byte()==0 then self:onDecodeError("JSON package groks only UTF-8, sorry",o,nil,q)end;local Q,R=pcall(I,self,o,1,q)if Q then return R else if self.assert then self.assert(false,R)else assert(false,R)end;return nil,R end end;local function S(C)if C=="\n"then return"\\n"elseif C=="\r"then return"\\r"elseif C=="\t"then return"\\t"elseif C=="\b"then return"\\b"elseif C=="\f"then return"\\f"elseif C=='"'then return'\\"'elseif C=='\\'then return'\\\\'else return string.format("\\u%04x",C:byte())end end;local T='['..'"'..'%\\'..'%z'..'\001'..'-'..'\031'..']'local function U(R)local V=R:gsub(T,S)return'"'..V..'"'end;local function W(self,X,q)local Y={}local Z={}local _=false;local a0;for K in pairs(X)do if type(K)=='string'then table.insert(Y,K)elseif type(K)=='number'then table.insert(Z,K)if K<=0 or K>=math.huge then _=true elseif not a0 or K>a0 then a0=K end else self:onEncodeError("can't encode table with a key of type "..type(K),q)end end;if#Y==0 and not _ then if#Z>0 then return nil,a0 elseif tostring(X)=="JSON array"then return nil elseif tostring(X)=="JSON object"then return{}else return nil end end;table.sort(Y)local a1;if#Z>0 then if self.noKeyConversion then self:onEncodeError("a table with both numeric and string keys could be an object or array; aborting",q)end;a1={}for K,P in pairs(X)do a1[K]=P end;table.sort(Z)for G,a2 in ipairs(Z)do local a3=tostring(a2)if a1[a3]==nil then table.insert(Y,a3)a1[a3]=X[a2]else self:onEncodeError("conflict converting table with mixed-type keys into a JSON object: key "..a2 .." exists both as a string and a number.",q)end end end;return Y,nil,a1 end;local encode_value;function encode_value(self,R,a4,q,a5)if R==nil then return'null'elseif type(R)=='string'then return U(R)elseif type(R)=='number'then if R~=R then return"null"elseif R>=math.huge then return"1e+9999"elseif R<=-math.huge then return"-1e+9999"else return tostring(R)end elseif type(R)=='boolean'then return tostring(R)elseif type(R)~='table'then self:onEncodeError("can't convert "..type(R).." to JSON",q)else local X=R;if a4[X]then self:onEncodeError("table "..tostring(X).." is a child of itself",q)else a4[X]=true end;local a6;local a7,a0,a1=W(self,X,q)if a0 then local a8={}for u=1,a0 do table.insert(a8,encode_value(self,X[u],a4,q,a5))end;if a5 then a6="[ "..table.concat(a8,", ").." ]"else a6="["..table.concat(a8,",").."]"end elseif a7 then local a9=a1 or X;if a5 then local aa={}local ab=0;for G,K in ipairs(a7)do local ac=encode_value(self,tostring(K),a4,q,"")ab=math.max(ab,#ac)table.insert(aa,ac)end;local ad=a5 .." "local ae=a5 ..string.rep(" ",ab+2+4)local af="%s%"..string.format("%d",ab).."s: %s"local ag={}for u,K in ipairs(a7)do local ah=encode_value(self,a9[K],a4,q,ae)table.insert(ag,string.format(af,ad,aa[u],ah))end;a6="{\n"..table.concat(ag,",\n").."\n"..a5 .."}"else local ai={}for G,K in ipairs(a7)do local ah=encode_value(self,a9[K],a4,q,a5)local aj=encode_value(self,tostring(K),a4,q,a5)table.insert(ai,string.format("%s:%s",aj,ah))end;a6="{"..table.concat(ai,",").."}"end else a6="[]"end;a4[X]=false;return a6 end end;function OBJDEF:encode(R,q)if type(self)~='table'or self.__index~=OBJDEF then OBJDEF:onEncodeError("JSON:encode must be called in method format",q)end;return encode_value(self,R,{},q,nil)end;function OBJDEF:encode_pretty(R,q)if type(self)~='table'or self.__index~=OBJDEF then OBJDEF:onEncodeError("JSON:encode_pretty must be called in method format",q)end;return encode_value(self,R,{},q,"")end;function OBJDEF.__tostring()return"JSON encode/decode package"end;OBJDEF.__index=OBJDEF;function OBJDEF:new(ak)local new={}if ak then for K,P in pairs(ak)do new[K]=P end end;return setmetatable(new,OBJDEF)end;return OBJDEF:new() |
#!/usr/bin/lua
local url = require "socket.url";
for smtp_url in io.lines() do
local parsed_url = url.parse(smtp_url);
print("# "..smtp_url);
for k, v in pairs(parsed_url) do print("# "..k.." = "..v) end
print ""
local protocol = parsed_url.scheme or "smtp";
local default_port = (protocol == "smtps" and 465) or 25;
print("account default");
print(("host %s"):format(parsed_url.host));
print(("port %d"):format(parsed_url.port or default_port));
if parsed_url.params ~= "no-tls" then
local verify_cert = parsed_url.params ~= "insecure";
print("tls on");
if verify_cert then
print("tls_trust_file /etc/ssl/certs/ca-certificates.crt");
else
print("tls_trust_file"); -- empty disables trust verification
print("tls_certcheck off");
end
if protocol == "smtps" then
print("tls_starttls off");
end
end
if parsed_url.user then
print("auth on");
print(("user %s"):format(parsed_url.user));
end
if parsed_url.password then
print(("password %s"):format(parsed_url.password));
end
end
|
local BannerText = mainForm:GetChildChecked('Announce', false )
BannerText:SetVal('value', GTL('ACTIVATE A BANNER!'))
BannerText:SetClassVal('class', 'LogColorOrange' )
local StartCheck = false
function CheckBuff(params)
if StartCheck then
if IsBannerActive() then
BannerText:Show(false)
else
BannerText:Show(true)
end
end
end
function onClientZoneChanged()
StartCheck = false
BannerText:Show(false)
if cartographer.GetCurrentZoneInfo().sysZoneName:find('PvPArena') then
StartCheck = true
if IsBannerActive() then
BannerText:Show(false)
else
BannerText:Show(true)
end
end
end
function IsBannerActive()
local found = false
local buffs = object.GetBuffs(avatar.GetId())
for _, buffid in pairs(buffs) do
if userMods.FromWString(object.GetBuffInfo(buffid).name):find(GTL('Banner')) then
found = true
break
end
end
return found
end
function Init()
common.RegisterEventHandler( onClientZoneChanged, 'EVENT_AVATAR_CLIENT_ZONE_CHANGED')
common.RegisterEventHandler( CheckBuff, 'EVENT_OBJECT_BUFFS_CHANGED',{objectId = avatar.GetId() })
onClientZoneChanged()
end
if (avatar.IsExist()) then Init()
else common.RegisterEventHandler(Init, 'EVENT_AVATAR_CREATED')
end |
XYZUI = {}
XYZUI.Config = {}
XYZUI.Core = {}
XYZUI.Elements = {}
print("Loading XYZ UI 1")
local path = "xyz_ui/"
if SERVER then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/*.lua", "LUA"), true) do
print("Loading file:", File)
AddCSLuaFile(path .. folder .. "/" .. File)
end
end
end
if CLIENT then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
end
end
print("Loaded XYZ UI") |
local HttpService = game:GetService("HttpService")
local HttpError = {}
HttpError.__index = HttpError
HttpError.__tostring = function(he)
return HttpService:JSONEncode(he)
end
HttpError.ErrorCodes = {
BadRequest = 400,
Unauthorized = 401,
Forbidden = 403,
NotFound = 404,
ServerError = 500,
}
function HttpError.new(targetUrl, errMsg, resBody, errCode, resTime)
local h = {
target = targetUrl,
message = errMsg,
responseBody = resBody,
responseCode = errCode,
responseTime = resTime
}
setmetatable(h, HttpError)
return h
end
return HttpError
|
function ENT:SetupDataTables()
self:NetworkVar( "Int", 0, "Freq" )
self:NetworkVar( "Int", 1, "Range" )
self:NetworkVar( "Bool", 0, "Sending" )
self:NetworkVar( "Bool", 1, "Online" )
self:NetworkVar( "Bool", 2, "Hearable" )
self:NetworkVar( "Bool", 3, "Radio" )
self:NetworkVar( "Entity", 0, "Speaker" )
end
function ENT:CheckTalking()
if !self.settings.trigger_at_talk then return end
for k, v in next, self.connected_radios do
if gspeak:radio_valid(Entity(v)) then
local speaker = Entity(v):GetSpeaker()
if gspeak:player_valid(speaker) then
self:TriggerCom( speaker.talking )
end
end
end
end
function ENT:TriggerCom( trigger )
if trigger and !self.trigger_com then
self.trigger_com = true
self:EmitSound(self.settings.start_com)
elseif !trigger and self.trigger_com then
self.trigger_com = false
self:EmitSound(self.settings.end_com)
end
end
function ENT:RemoveRadio( radio_id )
for k, v in pairs(self.connected_radios) do
if v == radio_id then
self:RemoveID( radio_id, k )
return
end
end
end
function ENT:RemoveID( radio_id, id )
if gspeak.cl.TS.connected then
tslib.delPos( radio_id, true, self:EntIndex() )
end
self:TriggerCom( false )
table.remove(self.connected_radios, id)
self:UpdateUI()
end
function ENT:AddRadio( radio_id )
if radio_id == self:EntIndex() then return end
for k, v in pairs(self.connected_radios) do
if v == radio_id then return end
end
if !self.settings.trigger_at_talk and self.trigger then self:TriggerCom( true ) end
table.insert(self.connected_radios, radio_id)
self:UpdateUI()
end
function ENT:Rescan(own_freq, own_online, own_sending)
self.freq = own_freq
self.online = own_online
self.sending = own_sending
local radio_id = self:EntIndex()
for k, v in pairs( gspeak.cl.radios ) do
if !gspeak:radio_valid(v) then
table.remove(gspeak.cl.radios, k)
continue
end
local v_id = v:EntIndex()
local v_freq = v:GetFreq()
if radio_id != v_id then
if self.online and v:GetOnline() and self.freq == v_freq then
if v:GetSending() then
self:AddRadio(v_id)
else
self:RemoveRadio(v_id)
end
if self.sending then
v:AddRadio(radio_id)
else
v:RemoveRadio(radio_id)
end
else
self:RemoveRadio(v_id)
v:RemoveRadio(radio_id)
end
end
end
end
if SERVER then
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end
end
function ENT:checkTime(diff)
local now = CurTime()
self.last_try = self.last_try or 0
if self.last_try < now - diff then
self.last_try = now
return true
end
return false
end
function ENT:AddHearables( pos, volume )
for k, v in next, self.connected_radios do
local remove_v = false
if gspeak:radio_valid(Entity(v)) then
local speaker = Entity(v):GetSpeaker()
if gspeak:player_valid(speaker) and gspeak:player_alive(speaker) then
local ts_id = gspeak:get_tsid(speaker)
if gspeak.cl.TS.connected and speaker != LocalPlayer() and ts_id >= 0 then
tslib.sendPos(ts_id, volume, v, pos.x, pos.y, pos.z, true, self:EntIndex())
end
continue
end
end
self:RemoveID( v, k )
end
end
|
-- -*- coding:utf-8 -*-
--- 数据库实例.
-- 使用具体的技术(mysql 等)实现一个持久化数据库。
-- @classmod example_db
-- @author:phenix3443@gmail.com
local cjson = require("cjson.safe")
local class = require("pl.class")
local mysql_helper = require("database.mysql_helper")
local M = class(mysql_helper)
--- 示例程序.
--查询数据库版本信息
function M:get_mysql_version()
local stmt = string.format("select version() as version;")
ngx.log(ngx.DEBUG, stmt)
local res, err, errcode, sqlstate = self.db:query(stmt)
if not res then
ngx.log(ngx.ERR,string.format("%s:%s",errcode, err))
return
end
local resp = res[1].version
ngx.log(ngx.DEBUG, "resp:", resp)
return resp
end
-- 下面自行编写业务代码 -------------------------------------------------------
return M
|
-- add lua implementations of the intersection functions
l1 = { a = vec3d(0,0,0), b = vec3d(100,0,100) }
l2 = { a = vec3d(70,0,0), b = vec3d(0,0,100) }
c1 = { c = vec3d(10,0,40), r = 50 }
c2 = { c = vec3d(10,0,-40), r = 50 }
function renderLine(l)
drawLine(l.a.x, l.a.y, l.a.z,
l.b.x, l.b.y, l.b.z)
end
function renderCircle(c)
movePen(c.c.x + c.r * math.sin(0), 0, c.c.z + c.r * math.cos(0))
for i=0,math.pi * 2,math.pi * 0.05 do
drawTo(c.c.x + c.r * math.sin(i), 0, c.c.z + c.r * math.cos(i))
end
end
function renderPoint(p)
drawLine(p.x, p.y-20, p.z,
p.x, p.y+20, p.z)
end
function render()
renderLine(l1)
renderLine(l2)
renderCircle(c1)
renderCircle(c2)
local r = lineline(l1, l2)
renderPoint(r.p1)
r = linecircle(l1,c1)
renderPoint(r.p1)
r = circlecircle(c1,c2)
renderPoint(r.p1)
renderPoint(r.p2)
--print(r.status)
end
clearTrace()
|
-- physics tests
import('GlobalVars')
import('PrintRecursive')
import('Physics')
local messages = { "Velocity X:", "Velocity Y:", "Position X:", "Position Y:", "Press ESC to go to main menu" }
local objects = {}
local dt = 0
local st = 0
local lastTime = 0
local testSelected = false
local testNum = 0
local forceToApply = vec(0, 0)
function addMessage(msg)
messages[#messages + 1] = msg
end
function addObject(obj)
if next(objects) ~= nil then
objects[#objects + 1] = obj
else
objects = { obj }
end
end
function init()
local camera = { w = 800, h = 600 }
graphics.set_camera(-camera.w / 2, -camera.h / 2, camera.w / 2, camera.h / 2)
end
function update()
local newTime = mode_manager.time()
dt = newTime - lastTime
lastTime = newTime
st = st + dt
if #messages >= 7 and st > 0.1 then
st = st % 0.1
if testNum == "1" then
messages[1] = string.format("VELOCITY X: %f", objects[1].velocity.x)
messages[2] = string.format("VELOCITY Y: %f", objects[1].velocity.y)
else
objects[1].force = objects[1].force + forceToApply
messages[1] = string.format("FORCE X: %.2f", objects[1].force.x)
messages[2] = string.format("FORCE Y: %.2f", objects[1].force.y)
end
messages[3] = string.format("POSITION X: %.2f", objects[1].position.x)
messages[4] = string.format("POSITION Y: %.2f", objects[1].position.y)
end
Physics.UpdateSystem(dt, objects)
end
function render()
graphics.begin_frame()
if messages ~= nil then
for i = 1, #messages do
graphics.draw_text(messages[i], MAIN_FONT, "left", { x = -390, y = 320 - 40 * i }, 30)
end
end
graphics.end_frame()
end
function key(k)
if not testSelected then
if k == "escape" then
mode_manager.switch("Xsera/MainMenu")
elseif k == "1" or k == "2" then
testSelected = true
testNum = k
end
return
end
if k == "escape" then
mode_manager.switch("Xsera/MainMenu")
elseif testNum == "1" then
test1(k)
elseif testNum == "2" then
test2(k)
end
end
function test1(k)
print(k)
if k == "1" then
addMessage("Creating system without gravity.")
Physics.NewSystem()
elseif k == "2" then
addMessage("Creating object of mass 1, velocity and position (0, 0).")
addObject(Physics.NewObject())
elseif k == "3" then
objects[1].velocity = objects[1].velocity + vec(0, .1)
elseif k == "4" then
objects[1].velocity = objects[1].velocity + vec(.1, 0)
end
end
function test2(k)
if k == "1" then
addMessage("Creating system with Earth gravity straight down.")
Physics.NewSystem(vec(0, -9.8))
elseif k == "2" then
addMessage("Creating object of mass 10, velocity and position (0, 0).")
addObject(Physics.NewObject(10, vec(0, 0), vec(0, 0)))
elseif k == "3" then
forceToApply = forceToApply + vec(0, .1)
elseif k == "4" then
forceToApply = forceToApply + vec(.1, 0)
objects[1].force = objects[1].force + vec(.1, 0)
end
end |
local meta = FindMetaTable("Entity")
function meta:IsDestructible()
return self:GetClass() == "prop_physics"
end
function meta:GetStable()
return self:GetNWBool("Stable")
end
function meta:GetDamaged()
return self:GetNWBool("Damaged")
end
function meta:GetRecoveryPerOnce()
return self:GetMaxStrength() / 25
end
function meta:GetMaxStrength()
local phys = self:GetPhysicsObject()
if IsValid(phys) then
return phys:GetMass() * 2.25
end
return 1
end
|
/sc --[[ solar ]]
local stats = (game.player.selected
or game.player.surface.find_entities_filtered{type="electric-pole",limit=1,position=game.player.position,radius=32}[1]
or error("Script needs mouseover of electric pole.", 0)).electric_network_statistics
local function printf(...) game.print(string.format(...)) end
local function flow_count(name)
return stats.get_flow_count{name=name, input=false, precision_index=defines.flow_precision_index.ten_minutes, count=true}
end
local function go(args)
local accumulators, panels, turbines = flow_count("accumulator"), flow_count("solar-panel"), flow_count("steam-turbine")
local solar_ratio = accumulators / panels
local excess_accumulators = accumulators - math.ceil(panels * 21 / 25)
printf("%d [img=item.accumulator] / %d [img=item.solar-panel] = %.4g (%+d accumulators vs. ideal ratio)", accumulators, panels, solar_ratio, excess_accumulators)
local usable_panels = math.min(panels, math.floor(accumulators * 25 / 21))
local solarGW = usable_panels * 42 / 1000000
printf("%d usable panels = %.2f GW", usable_panels, solarGW)
if turbines > 0 then
local nuke_builds = turbines / args.nuke_bp_turbines
local nukeGW = nuke_builds * args.nuke_bp_gw
printf("%.4g nuke builds = %.2f GW", nuke_builds, nukeGW)
if not args.goalGW then
local total = 0
for i,_ in pairs(stats.input_counts) do
if game.entity_prototypes[i].type ~= 'accumulator' then
total = total + stats.get_flow_count{name=i, input=true, precision_index=defines.flow_precision_index.ten_minutes}
end
end
args.goalGW = total * 60 / 1000000000
end
local nukeGW_needed_for_goal = math.max(0, args.goalGW - solarGW)
local needed_nukes = math.ceil(nukeGW_needed_for_goal / args.nuke_bp_gw)
local lacking_nukes = needed_nukes - nuke_builds
printf("... need %d nuke builds (%+.4g vs. current) for goal %.2f GW", needed_nukes, lacking_nukes, args.goalGW)
end
end
go{nuke_bp_turbines=224, nuke_bp_gw=1.12, goalGW=nil} |
require 'settings/autocmds'
local api = vim.api
local o = vim.o
local g = vim.g
api.nvim_set_option('omnifunc', 'v:lua.vim.lsp.omnifunc')
-- Leader key configuation
-- https://learnvimscriptthehardway.stevelosh.com/chapters/06.html
g.mapleader = "\\" -- define leader key
g.localmapleader = "," -- define local leader
o.clipboard = "unnamedplus" -- allows neovim to access the system clipboard
o.cursorline = true -- Highlight the screen line of the cursor.
o.foldexpr = "nvim_treesitter#foldexpr()"
o.foldlevelstart = 2
o.foldmethod = "expr"
o.laststatus = 2 -- Display the status line always
o.linespace = 0 -- Set line-spacing to minimum.
o.mouse = "a" -- enable mouse
o.number = true -- Line numbers
o.relativenumber = true -- Line relative numbers
o.showcmd = true -- Show (partial) command in status line.
o.showmode = true -- Show current mode.
o.splitbelow = true
o.splitright = true -- Split configurations
o.synmaxcol = 2048 -- Set a limit for syntax highlights
o.termguicolors = true -- Enable true colors
o.secure = true -- Prevent run autocmd not owned by you.
o.fileencoding = "utf-8" -- the encoding written to a file
o.undodir = os.getenv("NVIM_CACHE") .. "/undo" -- set an undo directory
o.undofile = true
o.wildmenu = true
o.autoread = true
o.exrc = true
|
local selected = turtle.getSelectedSlot()
local ingredients = {}
local result = turtle.getItemDetail(selected)
for i=1, 16 do
if i ~= selected then
table.insert(ingredients, turtle.getItemDetail(i))
end
end
if result == nil or #ingredients == 0 then
print("Please put the ingredients in the turtle inventory and the result in the selected slot.")
return
end
local recipe = {
recipe = ingredients,
result = result
}
local recipes
if fs.exists("recipes.json") then
local file = fs.open("recipes.json", "r")
recipes = textutils.unserialize(file.readAll())
file.close()
else
recipes = {}
end
table.insert(recipes, recipe)
local file = fs.open("recipes.json", "w")
file.write(textutils.serialize(recipes))
file.close()
print("Successfully saved recipe!") |
--
-- (C) 2016 Kriss@XIXs.com
--
local coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,Gload,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require=coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require
local wgrd =require("wetgenes.grd")
local wpack=require("wetgenes.pack")
local wzips=require("wetgenes.zips")
--module
local M={ modname=(...) } ; package.loaded[M.modname]=M
function M.bake(oven,sprites)
local gl=oven.gl
local cake=oven.cake
local canvas=cake.canvas
local flat=canvas.flat
sprites.load=function()
local filename="lua/"..(M.modname):gsub("%.","/")..".glsl"
gl.shader_sources( assert(wzips.readfile(filename),"file not found: "..filename) , filename )
return sprites
end
sprites.setup=function()
sprites.load()
return sprites
end
sprites.create=function(it,opts)
it.screen=assert(it.system.components[opts.screen or "screen"]) -- find linked components by name
it.tiles =assert(it.system.components[opts.tiles or "tiles" ])
it.opts=opts
it.component="sprites"
it.name=opts.name or it.component
it.tile_hx=it.opts.tile_size and it.opts.tile_size[1] or it.tiles.tile_hx -- cache the tile size, or allow it to change per sprite component
it.tile_hy=it.opts.tile_size and it.opts.tile_size[2] or it.tiles.tile_hy
it.ax=it.opts.add and it.opts.add[1] or 0
it.ay=it.opts.add and it.opts.add[2] or 0
it.az=it.opts.add and it.opts.add[3] or 0
it.layer=opts.layer or 1
it.setup=function(opts)
it.list={}
end
it.clean=function()
end
it.list_reset=function()
it.list={}
end
it.list_add=function(v,idx)
v.idx=(idx or v.idx or (#it.list+1) )
it.list[ v.idx ]=v
v.hx=v.hx or v.h or it.tile_hx
v.hy=v.hy or v.h or it.tile_hy
v.tx=v.tx or ( ( (v.t or 0)%256 ) )
v.ty=v.ty or ( math.floor( (v.t or 0)/256 ) )
v.ox=v.ox or v.hx/2
v.oy=v.oy or v.hy/2
v.px=(v.px or 0)
v.py=(v.py or 0)
v.rz=(v.rz or 0)
v.sx=v.sx or v.s or 1
v.sy=v.sy or v.s or 1
v.pz=v.pz or 0
if type(v.color)=="number" then v.color={ wpack.argb8_pmf4(v.color) } end -- an 0xff000000 style color
v.r=v.color and ( v.color.r or v.color[1] ) or 1
v.g=v.color and ( v.color.g or v.color[2] ) or 1
v.b=v.color and ( v.color.b or v.color[3] ) or 1
v.a=v.color and ( v.color.a or v.color[4] ) or 1
end
it.update=function()
end
it.draw=function()
gl.Color(1,1,1,1)
local dl={ color={1,1,1,1}}
local batch={}
for idx,v in pairs(it.list) do
local bleed=v.bleed or 0 -- optional pixel bleed, set to 1 if you plan on rotating without glitch
local ixw=(v.tx*it.tile_hx+v.hx-bleed)/(it.tiles.hx)
local iyh=(v.ty*it.tile_hy+v.hy-bleed)/(it.tiles.hy)
local ix= (v.tx*it.tile_hx+bleed )/(it.tiles.hx)
local iy= (v.ty*it.tile_hy+bleed )/(it.tiles.hy)
local ox=(v.ox-bleed)*(v.sx)
local oy=(v.oy-bleed)*(v.sy)
local hx=(v.hx-bleed*2)*(v.sx)
local hy=(v.hy-bleed*2)*(v.sy)
local s=-math.sin(math.pi*(v.rz)/180)
local c= math.cos(math.pi*(v.rz)/180)
local px=v.px
local py=v.py
if v.rz==0 then -- clamp only if no rotation, this fixes occasional pixel bleed problems
px=math.floor(px+0.5)
py=math.floor(py+0.5)
end
local v1={ px-c*(ox)-s*(oy), py+s*(ox)-c*(oy), v.pz , 1 }
local v2={ px+c*(hx-ox)-s*(oy), py-s*(hx-ox)-c*(oy), v.pz , 1 }
local v3={ px-c*(ox)+s*(hy-oy), py+s*(ox)+c*(hy-oy), v.pz , 1 }
local v4={ px+c*(hx-ox)+s*(hy-oy), py-s*(hx-ox)+c*(hy-oy), v.pz , 1 }
local t=
{
v1[1], v1[2], v1[3], ix, iy, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
v1[1], v1[2], v1[3], ix, iy, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
v2[1], v2[2], v2[3], ixw, iy, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
v3[1], v3[2], v3[3], ix, iyh, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
v4[1], v4[2], v4[3], ixw, iyh, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
v4[1], v4[2], v4[3], ixw, iyh, v.r*dl.color[1],v.g*dl.color[2],v.b*dl.color[3],v.a*dl.color[4],
}
local l=#batch for i,v in ipairs(t) do batch[ l+i ]=v end
end
flat.tristrip("rawuvrgba",batch,"fun_draw_sprites",function(p)
gl.Uniform2f( p:uniform("projection_zxy"), it.screen.zx,it.screen.zy)
gl.Uniform3f( p:uniform("modelview_add"), it.ax,it.ay,it.az)
gl.ActiveTexture(gl.TEXTURE0) gl.Uniform1i( p:uniform("tex"), 0 )
gl.BindTexture( gl.TEXTURE_2D , it.tiles.bitmap_tex )
end)
end
return it
end
return sprites
end
|
--====================================================================--
-- Lua Corovel Unit Tests
--
-- Sample code is MIT licensed, the same license which covers Lua itself
-- http://en.wikipedia.org/wiki/MIT_License
-- Copyright (C) 2014-2015 David McCuskey. All Rights Reserved.
--====================================================================--
print( '\n\n##############################################\n\n' )
--====================================================================--
--== Imports
require 'tests.lunatest'
--== setup test suites and run
lunatest.suite( 'tests.lua_corovel_json' )
lunatest.suite( 'tests.lua_corovel_eventloop' )
lunatest.suite( 'tests.lua_corovel_timer' )
lunatest.run()
|
-- table-utils.lua: tests for small table utilities
-- This file is a part of lua-nucleo library
-- Copyright (c) lua-nucleo authors (see file `COPYRIGHT` for the license)
dofile('lua-nucleo/strict.lua')
dofile('lua-nucleo/import.lua')
local make_suite = select(1, ...)
assert(type(make_suite) == "function")
local ensure,
ensure_equals,
ensure_tequals,
ensure_fails_with_substring
= import 'lua-nucleo/ensure.lua'
{
'ensure',
'ensure_equals',
'ensure_tequals',
'ensure_fails_with_substring'
}
local empty_table,
toverride_many,
tappend_many,
tkeys,
tvalues,
tkeysvalues,
tflip,
tiflip,
tset,
tiset,
tiinsert_args,
timap_inplace,
timap_sliding,
tiwalk,
tiwalker,
tequals,
tiunique,
tgenerate_n,
taccumulate,
tnormalize,
tnormalize_inplace,
table_utils_exports
= import 'lua-nucleo/table-utils.lua'
{
'empty_table',
'toverride_many',
'tappend_many',
'tkeys',
'tvalues',
'tkeysvalues',
'tflip',
'tiflip',
'tset',
'tiset',
'tiinsert_args',
'timap_inplace',
'timap_sliding',
'tiwalk',
'tiwalker',
'tequals',
'tiunique',
'tgenerate_n',
'taccumulate',
'tnormalize',
'tnormalize_inplace'
}
--------------------------------------------------------------------------------
local test = make_suite("table-utils", table_utils_exports)
--------------------------------------------------------------------------------
test:test_for "empty_table" (function()
ensure_equals("is table", type(empty_table), "table")
ensure_equals("is empty", next(empty_table), nil)
ensure_equals(
"metatable is protected",
getmetatable(empty_table),
"empty_table"
)
ensure_equals("allows read access", empty_table[42], nil)
ensure_fails_with_substring(
"disallows write access",
function()
empty_table[42] = true
end,
"attempted to change the empty table"
)
ensure_equals("still empty", next(empty_table), nil)
end)
--------------------------------------------------------------------------------
test:group "toverride_many"
--------------------------------------------------------------------------------
test "toverride_many-noargs-empty" (function()
ensure_tequals("noargs-empty", toverride_many({ }), { })
end)
test "toverride_many-noargs" (function()
ensure_tequals("noargs", toverride_many({ 42 }), { 42 })
end)
test "toverride_many-single" (function()
ensure_tequals("single", toverride_many({ 3.14 }, { 42 }), { 42 })
end)
test "toverride_many-empty-append" (function()
ensure_tequals("single", toverride_many({ }, { 42 }), { 42 })
end)
test "toverride_many-single-append" (function()
ensure_tequals(
"single append",
toverride_many({ 2.71 }, { [2] = 42 }),
{ 2.71, 42 }
)
end)
test "toverride_many-returns-first-argument" (function()
local t = { 2.71 }
local r = toverride_many(t, { [2] = 42 })
ensure_tequals(
"single append",
r,
{ 2.71, 42 }
)
ensure_equals("returned first argument", r, t)
end)
test "toverride_many-double-append" (function()
ensure_tequals(
"double append",
toverride_many({ 2.71 }, { [2] = 42 }, { ["a"] = true }),
{ 2.71, 42, ["a"] = true }
)
end)
test "toverride_many-hole" (function()
ensure_tequals(
"hole stops",
toverride_many({ 2.71 }, { [2] = 42 }, nil, { ["a"] = true }),
{ 2.71, 42 }
)
end)
test "toverride_many-on-self" (function()
local v = { }
local t = { v }
ensure_tequals(
"self-override is no-op",
toverride_many(t, t, t, t, t),
t
)
ensure_equals("exactly the same", t[1], v)
t[1] = nil
ensure_equals("no extra data", next(t), nil)
end)
test "toverride_many-recursion" (function()
local t = { }
t[t] = t
ensure_tequals(
"recursion",
toverride_many(t, t, { t }),
t
)
ensure_equals("old value is there", t[t], t)
ensure_equals("and new one appeared", t[1] , t)
t[t], t[1] = nil, nil
ensure_equals("no extra data", next(t), nil)
end)
test "toverride_many-many" (function()
local k = { }
local t = { [1] = 42, ["a"] = k, [k] = false }
local r = toverride_many(
t,
{ },
{ 1 },
t,
{ false, ["z"] = 2.71 },
{ [k] = k, [1] = 2.71 },
t,
nil,
{ 0 }
)
ensure_equals("returns first argument", r, t)
ensure_tequals(
"many",
r,
{ [1] = 2.71, ["a"] = k, [k] = k, ["z"] = 2.71 }
)
end)
--------------------------------------------------------------------------------
test:group "tappend_many"
--------------------------------------------------------------------------------
test "tappend_many-noargs-empty" (function()
ensure_tequals("noargs-empty", tappend_many({ }), { })
end)
test "tappend_many-noargs" (function()
ensure_tequals("noargs", tappend_many({ 42 }), { 42 })
end)
test "tappend_many-single" (function()
ensure_fails_with_substring(
"single override fails",
function() tappend_many({ 3.14 }, { 42 }) end,
"attempted to override table key `1'"
)
end)
test "tappend_many-empty-append" (function()
ensure_tequals("single", tappend_many({ }, { 42 }), { 42 })
end)
test "tappend_many-single-append" (function()
ensure_tequals(
"single append",
tappend_many({ 2.71 }, { [2] = 42 }),
{ 2.71, 42 }
)
end)
test "tappend_many-returns-first-argument" (function()
local t = { 2.71 }
local r = tappend_many(t, { [2] = 42 })
ensure_tequals(
"single append",
r,
{ 2.71, 42 }
)
ensure_equals("returned first argument", r, t)
end)
test "tappend_many-double-append" (function()
ensure_tequals(
"double append",
tappend_many({ 2.71 }, { [2] = 42 }, { ["a"] = true }),
{ 2.71, 42, ["a"] = true }
)
end)
test "tappend_many-hole" (function()
ensure_tequals(
"hole stops",
tappend_many({ 2.71 }, { [2] = 42 }, nil, { 0 }),
{ 2.71, 42 }
)
end)
test "tappend_many-on-self" (function()
local v = { }
local t = { v }
ensure_fails_with_substring(
"self override fails",
function() tappend_many(t, t) end,
"attempted to override table key `1'"
)
end)
test "tappend_many-recursion" (function()
local t = { }
t[t] = t
ensure_tequals(
"recursion",
tappend_many(t, { t }),
t
)
ensure_equals("old value is there", t[t], t)
ensure_equals("and new one appeared", t[1] , t)
t[t], t[1] = nil, nil
ensure_equals("no extra data", next(t), nil)
end)
test "tappend_many-many" (function()
local k = { }
local t = { [1] = 42, ["a"] = k, [k] = false }
local r = tappend_many(
t,
{ },
{ [2] = 1, ["z"] = 2.71 },
nil,
t
)
ensure_equals("returns first argument", r, t)
ensure_tequals(
"many",
r,
{ [1] = 42, [2] = 1, ["a"] = k, [k] = false, ["z"] = 2.71 }
)
end)
--------------------------------------------------------------------------------
test:group "tkeys"
--------------------------------------------------------------------------------
test "tkeys-empty" (function()
ensure_tequals("empty", tkeys({ }), { })
end)
test "tkeys-single" (function()
ensure_tequals("simple", tkeys({ [1] = 42 }), { 1 })
end)
test "tkeys-hole" (function()
ensure_tequals("hole", tkeys({ [42] = 1 }), { 42 })
end)
test "tkeys-hash" (function()
ensure_tequals("hash", tkeys({ ["a"] = 42 }), { "a" })
end)
test "tkeys-table" (function()
local k = { }
ensure_tequals("table", tkeys({ [k] = 42 }), { k })
end)
test "tkeys-recursive" (function()
local t = { }
t[t] = t
ensure_tequals("recursive", tkeys(t), { t })
end)
test "tkeys-many" (function()
-- NOTE: Can't use tequals() directly
-- due to undetermined table traversal order.
local k = { }
local t = { [1] = 42, a = k, [k] = false }
local keys = tkeys(t)
-- Check needed in case there would be duplicate entries in the result.
ensure_equals("three keys", #keys, 3)
ensure_tequals("check key sets", tiset(keys), tiset { 1, "a", k })
end)
--------------------------------------------------------------------------------
test:group "tvalues"
--------------------------------------------------------------------------------
test "tvalues-empty" (function()
ensure_tequals("empty", tvalues({ }), { })
end)
test "tvalues-single" (function()
ensure_tequals("simple", tvalues({ [1] = 42 }), { 42 })
end)
test "tvalues-hole" (function()
ensure_tequals("hole", tvalues({ [42] = 1 }), { 1 })
end)
test "tvalues-hash" (function()
ensure_tequals("hash", tvalues({ ["a"] = 42 }), { 42 })
end)
test "tvalues-table" (function()
local k = { }
ensure_tequals("table", tvalues({ [42] = k }), { k })
end)
test "tvalues-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tvalues(t), { t })
end)
test "tvalues-many" (function()
-- NOTE: Can't use tequals() directly
-- due to undetermined table traversal order.
local k = { }
local t = { [1] = 42, a = k, [k] = false }
local values = tvalues(t)
-- Check needed in case there would be duplicate entries in the result.
ensure_equals("three values", #values, 3)
ensure_tequals("check value sets", tiset(values), tiset { 42, k, false })
end)
--------------------------------------------------------------------------------
test:group "tkeysvalues"
--------------------------------------------------------------------------------
test "tkeysvalues-empty" (function()
local keys, values = tkeysvalues({ })
ensure_tequals("keys empty", keys, { })
ensure_tequals("values empty", values, { })
end)
test "tkeysvalues-single" (function()
local keys, values = tkeysvalues({ [1] = 42 })
ensure_tequals("keys simple", keys, { 1 })
ensure_tequals("values simple", values, { 42 })
end)
test "tkeysvalues-hole" (function()
local keys, values = tkeysvalues({ [42] = 1 })
ensure_tequals("keys hole", keys, { 42 })
ensure_tequals("values hole", values, { 1 })
end)
test "tkeysvalues-hash" (function()
local keys, values = tkeysvalues({ ["a"] = 42 })
ensure_tequals("keys hash", keys, { "a" })
ensure_tequals("values hash", values, { 42 })
end)
test "tkeysvalues-table" (function()
local k = { }
local keys, values = tkeysvalues({ [42] = k })
ensure_tequals("keys table", keys, { 42 })
ensure_tequals("values table", values, { k })
end)
test "tkeysvalues-recursive" (function()
local t = { }
t[1] = t
local keys, values = tkeysvalues(t)
ensure_tequals("keys recursive", keys, { 1 })
ensure_tequals("values recursive", values, { t })
end)
test "tkeysvalues-many" (function()
-- NOTE: Can't use tequals() directly
-- due to undetermined table traversal order.
local k = { }
local t = { [1] = 42, a = k, [k] = false }
local keys, values = tkeysvalues(t)
-- Check needed in case there would be duplicate entries in the result.
ensure_equals("three keys", #keys, 3)
ensure_equals("three values", #values, 3)
ensure_tequals("check key sets", tiset(keys), tiset { 1, "a", k })
ensure_tequals("check value sets", tiset(values), tiset { 42, k, false })
end)
--------------------------------------------------------------------------------
test:group "tflip"
--------------------------------------------------------------------------------
test "tflip-empty" (function()
ensure_tequals("empty", tflip({ }), { })
end)
test "tflip-single" (function()
ensure_tequals("simple", tflip({ [1] = 42 }), { [42] = 1 })
end)
test "tflip-hole" (function()
ensure_tequals("hole", tflip({ [42] = 1 }), { [1] = 42 })
end)
test "tflip-hash" (function()
ensure_tequals("hash", tflip({ ["a"] = 42 }), { [42] = "a" })
end)
test "tflip-duplicate" (function()
local t = tflip({ [1] = 42, [2] = 42 })
ensure(
"duplicate",
tequals(t, { [42] = 1 }) or tequals(t, { [42] = 2 })
)
end)
test "tflip-duplicate-hash" (function()
local t = tflip({ [1] = 42, ["a"] = 42 })
ensure(
"duplicate hash",
tequals(t, { [42] = 1 }) or tequals(t, { [42] = "a" })
)
end)
test "tflip-table" (function()
local k = { }
ensure_tequals("table", tflip({ [k] = 42 }), { [42] = k })
end)
test "tflip-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tflip(t), { [t] = 1 })
end)
test "tflip-many" (function()
local k = { }
local t = { [1] = 42, a = k, [k] = false }
ensure_tequals(
"many",
tflip(t),
{ [42] = 1, [k] = "a", [false] = k }
)
end)
--------------------------------------------------------------------------------
test:group "tiflip"
--------------------------------------------------------------------------------
test "tiflip-empty" (function()
ensure_tequals("empty", tiflip({ }), { })
end)
test "tiflip-single" (function()
ensure_tequals("simple", tiflip({ [1] = 42 }), { [42] = 1 })
end)
test "tiflip-hole" (function()
ensure_tequals("hole ignored", tiflip({ [42] = 1 }), { })
end)
test "tiflip-hash" (function()
ensure_tequals("hash ignored", tiflip({ ["a"] = 42 }), { })
end)
test "tiflip-duplicate" (function()
ensure_tequals("duplicate", tiflip({ [1] = 42, [2] = 42 }), { [42] = 2 })
end)
test "tiflip-duplicate-hash" (function()
ensure_tequals(
"duplicate hash ignored",
tiflip({ [1] = 42, ["a"] = 42 }),
{ [42] = 1 }
)
end)
test "tiflip-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tiflip(t), { [t] = 1 })
end)
test "tiflip-many" (function()
local k = { }
local t = { [1] = 42, [2] = 42, a = k, [k] = 42 }
ensure_tequals("many", tiflip(t), { [42] = 2 })
end)
--------------------------------------------------------------------------------
test:group "tset"
--------------------------------------------------------------------------------
test "tset-empty" (function()
ensure_tequals("empty", tset({ }), { })
end)
test "tset-single" (function()
ensure_tequals("simple", tset({ [1] = 42 }), { [42] = true })
end)
test "tset-hole" (function()
ensure_tequals("hole", tset({ [42] = 1 }), { [1] = true })
end)
test "tset-hash" (function()
ensure_tequals("hash", tset({ ["a"] = 42 }), { [42] = true })
end)
test "tset-duplicate" (function()
ensure_tequals("duplicate", tset({ [1] = 42, [2] = 42 }), { [42] = true })
end)
test "tset-duplicate-hash" (function()
ensure_tequals(
"duplicate hash",
tset({ [1] = 42, ["a"] = 42 }),
{ [42] = true }
)
end)
test "tset-table" (function()
local k = { }
ensure_tequals("table", tset({ [k] = 42 }), { [42] = true })
end)
test "tset-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tset(t), { [t] = true })
end)
test "tset-many" (function()
local k = { }
local t = { [1] = 42, a = k, [k] = false }
ensure_tequals(
"many",
tset(t),
{ [42] = true, [k] = true, [false] = true }
)
end)
--------------------------------------------------------------------------------
test:group "tiset"
--------------------------------------------------------------------------------
test "tiset-empty" (function()
ensure_tequals("empty", tiset({ }), { })
end)
test "tiset-single" (function()
ensure_tequals("simple", tiset({ [1] = 42 }), { [42] = true })
end)
test "tiset-hole" (function()
ensure_tequals("hole ignored", tiset({ [42] = 1 }), { })
end)
test "tiset-hash" (function()
ensure_tequals("hash ignored", tiset({ ["a"] = 42 }), { })
end)
test "tiset-duplicate" (function()
ensure_tequals("duplicate", tiset({ [1] = 42, [2] = 42 }), { [42] = true })
end)
test "tiset-duplicate-hash" (function()
ensure_tequals(
"duplicate hash",
tiset({ [1] = 42, ["a"] = 42 }),
{ [42] = true }
)
end)
test "tiset-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tiset(t), { [t] = true })
end)
test "tiset-many" (function()
local k = { }
local t = { [1] = 42, [2] = 42, a = k, [k] = 42 }
ensure_tequals("many", tiset(t), { [42] = true })
end)
--------------------------------------------------------------------------------
test:group "tiinsert_args"
--------------------------------------------------------------------------------
test "tiinsert_args-empty-noargs" (function()
local t = { }
local r = tiinsert_args(t)
ensure_tequals("empty", r, { })
ensure_equals("returns first argument", r, t)
end)
test "tiinsert_args-empty-append" (function()
local t = { }
local r = tiinsert_args(t, 1, 2)
ensure_tequals("append", r, { 1, 2 })
ensure_equals("returns first argument", r, t)
end)
test "tiinsert_args-non-empty-append" (function()
local t = { 1 }
local r = tiinsert_args(t, 2, 3)
ensure_tequals("append", r, { 1, 2, 3 })
ensure_equals("returns first argument", r, t)
end)
test "tiinsert_args-nil-stops" (function()
local t = { 1 }
local r = tiinsert_args(t, 2, nil, 3)
ensure_tequals("append", r, { 1, 2 })
ensure_equals("returns first argument", r, t)
end)
test "tiinsert_args-complex" (function()
local t = { }
t[1] = t
t[t] = t
local r = tiinsert_args(t, 1, t, t, nil, t)
ensure_tequals("complex", r, { t, 1, t, t, [t] = t })
ensure_equals("returns first argument", r, t)
end)
--------------------------------------------------------------------------------
test:group "timap_inplace"
--------------------------------------------------------------------------------
test "timap_inplace-empty-noargs" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = timap_inplace(fn, t)
ensure_equals("function not called", c, 0)
ensure_equals("returned table", r, t)
end)
test "timap_inplace-empty-args" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = timap_inplace(fn, t, 42)
ensure_equals("function not called", c, 0)
ensure_equals("returned table", r, t)
end)
test "timap_inplace-counter-noargs" (function()
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_inplace(fn, t)
ensure_equals("function called", c, 3)
ensure_equals("returned table", r, t)
ensure_tequals("table changed", r, { 11, 22, 33, ["a"] = 42 })
end)
test "timap_inplace-counter-args" (function()
local k = { }
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, k)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_inplace(fn, t, k)
ensure_equals("function called", c, 3)
ensure_equals("returned table", r, t)
ensure_tequals("table changed", r, { 11, 22, 33, ["a"] = 42 })
end)
--------------------------------------------------------------------------------
test:group "timap_sliding"
--------------------------------------------------------------------------------
test "timap_sliding-empty-noargs" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = timap_sliding(fn, t)
ensure_equals("function not called", c, 0)
ensure_tequals("result is empty", r, { })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-empty-args" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = timap_sliding(fn, t, 42)
ensure_equals("function not called", c, 0)
ensure_tequals("result is empty", r, { })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-hash-noargs" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { ["a"] = 1 }
local r = timap_sliding(fn, t)
ensure_equals("function not called", c, 0)
ensure_tequals("result is empty", r, { })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-hash-args" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { ["a"] = 1 }
local r = timap_sliding(fn, t, 42)
ensure_equals("function not called", c, 0)
ensure_tequals("result is empty", r, { })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-counter-noargs" (function()
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_sliding(fn, t)
ensure_equals("function called", c, 3)
ensure_tequals("table changed", r, { 11, 22, 33 })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-counter-args" (function()
local k = { }
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, k)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_sliding(fn, t, k)
ensure_equals("function called", c, 3)
ensure_tequals("table changed", r, { 11, 22, 33 })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-counter-noargs-many" (function()
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil)
return a + c, a + c + 1
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_sliding(fn, t)
ensure_equals("function called", c, 3)
ensure_tequals("table changed", r, { 11, 12, 22, 23, 33, 34 })
ensure("returned new table", r ~= t)
end)
test "timap_sliding-counter-args-many" (function()
local k = { }
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, k)
return a + c, a + c + 1
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = timap_sliding(fn, t, k)
ensure_equals("function called", c, 3)
ensure_tequals("table changed", r, { 11, 12, 22, 23, 33, 34 })
ensure("returned new table", r ~= t)
end)
--------------------------------------------------------------------------------
test:group "tequals"
--------------------------------------------------------------------------------
test "tequals-empty-eq" (function()
ensure_equals("empty-eq", tequals({ }, { }), true)
end)
test "tequals-empty-neq" (function()
ensure_equals("empty-neq-1", tequals({ }, { 1 }), false)
ensure_equals("empty-neq-2", tequals({ 1 }, { }), false)
end)
test "tequals-empty-self" (function()
local t = { }
ensure_equals("empty-self", tequals(t, t), true)
end)
test "tequals-non-empty-eq" (function()
ensure_equals("empty-eq", tequals({ 1 }, { 1 }), true)
end)
test "tequals-non-empty-neq" (function()
ensure_equals("empty-neq-1", tequals({ 1 }, { 1, 2 }), false)
ensure_equals("empty-neq-2", tequals({ 1, 2 }, { 1 }), false)
ensure_equals("empty-neq-3", tequals({ 1, 2 }, { 3, 4 }), false)
end)
test "tequals-non-empty-self" (function()
local t = { 1 }
ensure_equals("non-empty-self", tequals(t, t), true)
end)
test "tequals-table-eq" (function()
local t = { }
ensure_equals("table-eq", tequals({ [t] = t }, { [t] = t }), true)
end)
test "tequals-table-neq" (function()
local t1, t2 = { }, { }
ensure_equals("table-neq", tequals({ [t1] = t1 }, { [t2] = t2 }), false)
end)
test "tequals-hole-eq" (function()
ensure_equals("hole-eq", tequals({ [42] = 1 }, { [42] = 1 }), true)
end)
test "tequals-hole-neq" (function()
ensure_equals("hole-neq", tequals({ [42] = 1 }, { [42] = 2 }), false)
end)
test "tequals-recursion-eq" (function()
local lhs = { }
lhs[lhs] = lhs
local rhs = { }
rhs[lhs] = lhs
ensure_equals("recursion-eq", tequals(lhs, rhs), true)
end)
test "tequals-recursion-neq" (function()
local lhs = { }
lhs[lhs] = lhs
local rhs = { }
rhs[rhs] = rhs
ensure_equals("reqursion-neq", tequals(lhs, rhs), false)
end)
test "tequals-recursion-self" (function()
local t = { }
t[t] = t
ensure_equals("recursion-self", tequals(t, t), true)
end)
--------------------------------------------------------------------------------
test:group "tiwalk"
--------------------------------------------------------------------------------
test "tiwalk-empty-noargs" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = tiwalk(fn, t)
ensure_equals("function not called", c, 0)
ensure_equals("returned nil", r, nil)
end)
test "tiwalk-empty-args" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = tiwalk(fn, t, 42)
ensure_equals("function not called", c, 0)
ensure_equals("returned nil", r, nil)
end)
test "tiwalk-counter-noargs" (function()
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = tiwalk(fn, t)
ensure_equals("function called", c, 3)
ensure_equals("returned nil", r, nil)
end)
test "tiwalk-counter-args" (function()
local k = { }
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, k)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = tiwalk(fn, t, k)
ensure_equals("function called", c, 3)
ensure_equals("returned nil", r, nil)
end)
--------------------------------------------------------------------------------
test:group "tiwalker"
--------------------------------------------------------------------------------
test "tiwalker-empty-noargs" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = tiwalker(fn)(t)
ensure_equals("function not called", c, 0)
ensure_equals("returned nil", r, nil)
end)
test "tiwalker-empty-args" (function()
local c = 0
local fn = function() c = c + 1 end
local t = { }
local r = tiwalker(fn)(t, 42)
ensure_equals("function not called", c, 0)
ensure_equals("returned nil", r, nil)
end)
test "tiwalker-counter-noargs" (function()
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil)
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = tiwalker(fn)(t)
ensure_equals("function called", c, 3)
ensure_equals("returned nil", r, nil)
end)
test "tiwalker-counter-args" (function()
local k = { }
local c = 0
local fn = function(a, b)
c = c + 1
ensure_equals("check a", a, c * 10)
ensure_equals("check b", b, nil) -- Arguments not passed through
return a + c
end
local t = { 10, 20, 30, ["a"] = 42 }
local r = tiwalker(fn)(t, k)
ensure_equals("function called", c, 3)
ensure_equals("returned nil", r, nil)
end)
--------------------------------------------------------------------------------
test:group "tiunique"
--------------------------------------------------------------------------------
test "tiunique-empty" (function()
ensure_tequals("empty", tiunique({ }), { })
end)
test "tiunique-single" (function()
ensure_tequals("simple", tiunique({ [1] = 42 }), { [1] = 42 })
end)
test "tiunique-hole" (function()
ensure_tequals("hole ignored", tiunique({ [42] = 1 }), { })
end)
test "tiunique-hash" (function()
ensure_tequals("hash ignored", tiunique({ ["a"] = 42 }), { })
end)
test "tiunique-duplicate" (function()
ensure_tequals("duplicate", tiunique({ [1] = 42, [2] = 42 }), { [1] = 42 })
end)
test "tiunique-duplicate-hash" (function()
ensure_tequals(
"duplicate hash ignored",
tiunique({ [1] = 42, ["a"] = 42 }),
{ [1] = 42 }
)
end)
test "tiunique-recursive" (function()
local t = { }
t[1] = t
ensure_tequals("recursive", tiunique(t), t)
end)
test "tiunique-many" (function()
local k = { }
local t = { [1] = 42, [2] = 42, a = k, [k] = 42 }
ensure_tequals("many", tiunique(t), { [1] = 42 })
end)
--------------------------------------------------------------------------------
test:group "tgenerate_n"
--------------------------------------------------------------------------------
test "tgenerate_n_0" (function()
ensure_tequals("zero", tgenerate_n(0, function() return 42 end), { })
end)
test "tgenerate_n_1" (function()
ensure_tequals("one", tgenerate_n(1, function() return 42 end), { 42 })
end)
test "tgenerate_n_multret" (function()
ensure_tequals("one", tgenerate_n(1, function() return 42, 1 end), { 42 })
end)
test "tgenerate_n_args" (function()
ensure_tequals("args", tgenerate_n(1, function(a) return a end, 42), { 42 })
end)
test "tgenerate_n_5" (function()
ensure_tequals(
"five",
tgenerate_n(5, function() return 42 end),
{ 42, 42, 42, 42, 42 }
)
end)
test "tgenerate_n_nil" (function()
ensure_tequals(
"nil",
tgenerate_n(5, function() return nil end),
{ nil, nil, nil, nil, nil }
)
end)
--------------------------------------------------------------------------------
test:group "taccumulate"
--------------------------------------------------------------------------------
test "taccumulate-empty" (function()
ensure_equals("empty default", taccumulate({}), 0)
ensure_equals("empty 0", taccumulate({}, 0), 0)
ensure_equals("empty 1", taccumulate({}, 1), 1)
end)
test "taccumulate-array" (function()
ensure_equals("array", taccumulate({1, 2, 3}), 6)
end)
test "taccumulate-array-hole" (function()
ensure_equals("array", taccumulate({1, 2, nil, nil, nil, 3}), 6)
end)
test "taccumulate-hash" (function()
ensure_equals("hash", taccumulate({a = 1, b = 2, c = 3}), 6)
end)
test "taccumulate-mixed" (function()
ensure_equals("mixed", taccumulate({ 3, -1, a = -1, b = 2, c = 3}), 6)
end)
--------------------------------------------------------------------------------
test:group "tnormalize"
--------------------------------------------------------------------------------
test "tnormalize-empty" (function()
local data = { }
local expected_default, expected_sum = { }, { }
local result_default = tnormalize(data)
local result_sum = tnormalize(data, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("not inplace default", data ~= result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("not inplace sum", data ~= result_sum)
end)
test "tnormalize-simple" (function()
local data = { 3 }
local expected_default, expected_sum = { 3 / 3 }, { 3 / 30 }
local result_default = tnormalize(data)
local result_sum = tnormalize(data, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("not inplace default", data ~= result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("not inplace sum", data ~= result_sum)
end)
test "tnormalize-mixed" (function()
local data = { a = 2, 3 }
local expected_default, expected_sum = { a = 2 / 5, 3 / 5 }, { a = 2 / 30, 3 / 30 }
local result_default = tnormalize(data)
local result_sum = tnormalize(data, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("not inplace default", data ~= result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("not inplace sum", data ~= result_sum)
end)
--------------------------------------------------------------------------------
test:group "tnormalize_inplace"
--------------------------------------------------------------------------------
test "tnormalize_inplace-empty" (function()
local data_default, data_sum = { }, { }
local expected_default, expected_sum = { }, { }
local result_default = tnormalize_inplace(data_default)
local result_sum = tnormalize_inplace(data_sum, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("inplace default", data_default == result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("inplace sum", data_sum == result_sum)
end)
test "tnormalize_inplace-simple" (function()
local data_default, data_sum = { 3 }, { 3 }
local expected_default, expected_sum = { 3 / 3 }, { 3 / 30 }
local result_default = tnormalize_inplace(data_default)
local result_sum = tnormalize_inplace(data_sum, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("inplace default", data_default == result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("inplace sum", data_sum == result_sum)
end)
test "tnormalize_inplace-mixed" (function()
local data_default, data_sum = { a = 2, 3 }, { a = 2, 3 }
local expected_default, expected_sum = { a = 2 / 5, 3 / 5 }, { a = 2 / 30, 3 / 30 }
local result_default = tnormalize_inplace(data_default)
local result_sum = tnormalize_inplace(data_sum, 30)
ensure_tequals("empty default", result_default, expected_default)
ensure("inplace default", data_default == result_default)
ensure_tequals("empty sum", result_sum, expected_sum)
ensure("inplace sum", data_sum == result_sum)
end)
--------------------------------------------------------------------------------
assert(test:run())
|
return {
name = "truemedian/lfs",
version = "0.1.2",
description = "A libuv equivalent for the popular lfs library",
tags = { "lua", "lfs", "filesystem" },
license = "MIT",
author = { name = "Nameless", email = "truemedian@gmail.com" },
homepage = "https://keplerproject.github.io/luafilesystem",
dependencies = { },
files = {
"**.lua",
"!deps",
"!test*"
}
}
|
function CRATE:__installed__()
AddCSLuaFile(self.__path__..'lib/markdown.min.lua')
if !Markdown then
Markdown = include(self.__path__..(SERVER and 'lib/markdown.lua' or 'lib/markdown.min.lua'))
end
end
|
events = {}
EventType = {
NEW_JOB = 0,
LOST_JOB = 1,
NEW_JOB_LOCATION = 2,
NEW_CHILD = 3,
NEW_SCHOOL_LOCATION = 4,
ZONING_RULE_CHANGE = 5,
}
function addHouseHoldEvent (day, type, householdId)
event = ExternalEvent()
event.day = day;
event.householdId = householdId;
event.type = type;
if events[day] == nil then
events[day] = {}
end
table.insert(events[day], event);
end
--function addDeveloperModelEvent(day, type, developerId)
-- event = ExternalEvent();
-- event.day = day;
-- event.developerId = developerId
-- event.type = type;
-- if events[day] == nil then
-- events[day] = {}
-- end
-- table.insert(events[day], event);
--end
--addEvent(67, EventType.NEW_JOB, 1)
--addEvent(67, EventType.NEW_JOB_LOCATION, 2)
--addEvent(300, EventType.NEW_CHILD, 3)
--addEvent(300, EventType.NEW_SCHOOL_LOCATION, 4)
--addEvent(69, EventType.NEW_JOB, 51841)
--addEvent(77, EventType.NEW_JOB_LOCATION, 51842)
--addEvent(160, EventType.NEW_CHILD, 51848)
--addEvent(200, EventType.NEW_SCHOOL_LOCATION, 51850)
--[[
Gets all external events for given day.
@param day to of the events.
@return ExternalEvent list.
]]
excluded={}
function getExternalEvents (day)
--if events[day] ~= nil then
-- return events[day];
--end
if day ~= 1 then
for i= 1, 300 do
local household = math.random(1,1146054)
if excluded[household] == nil then
addHouseHoldEvent(day, EventType.NEW_SCHOOL_LOCATION, household)
excluded[household]={}
end
--addEvent(1, EventType.NEW_SCHOOL_LOCATION, i)
end
end
--local developer = 2
-- addDeveloperModelEvent(day,EventType.ZONING_RULE_CHANGE,developer)
return events[day]
end
|
local parquet = require 'parquet'
--local thrift_print_r = require 'thrift.print_r'
local filename = 'model2-data-part-00002.parquet'
--[[
KMeans model, trained and exported uncompressed with:
$ docker run -it gettyimages/spark bin/spark-shell --conf spark.sql.parquet.compression.codec=uncompressed
import org.apache.spark.mllib.linalg.Vector
import org.apache.spark.mllib.linalg.Vectors
import org.apache.spark.mllib.clustering.KMeans
var v1 = Vectors.dense(Array[Double](1,2,3))
var v2 = Vectors.dense(Array[Double](5,6,7))
var data = sc.parallelize(Array(v1,v2))
var model = KMeans.train(data, k=1, maxIterations=1)
model.save(sc, "model2")
--]]
describe(filename, function()
it('readTestFile', function()
local reader = parquet.ParquetReader.openFile('spec-fixtures/' .. filename)
assert.equal(0, reader:getRowCount():toInt())
assert.is_not_nil(reader:getMetadata())
assert.is_not_nil(reader:getMetadata()['org.apache.spark.sql.parquet.row.metadata'])
local schema = reader:getSchema()
assert.equals(10, #schema.fieldList)
assert.is_not_nil(schema.fields.id)
assert.is_not_nil(schema.fields.point)
do
local c = schema.fields.id
assert.equal('id', c.name)
assert.equal('INT32', c.primitiveType)
assert.equal(nil, c.originalType)
assert.same({'id'}, c.path)
assert.equal('REQUIRED', c.repetitionType)
assert.equal('PLAIN', c.encoding)
assert.equal('UNCOMPRESSED', c.compression)
assert.equal(0, c.rLevelMax)
assert.equal(0, c.dLevelMax)
assert.equal(false, not not c.isNested)
assert.equal(nil, c.fieldCount)
end
do
local c = schema.fields.point
assert.equal('point', c.name)
assert.equal(nil, c.primitiveType)
assert.equal(nil, c.originalType)
assert.same({'point'}, c.path)
assert.equal('OPTIONAL', c.repetitionType)
assert.equal(nil, c.encoding)
assert.equal(nil, c.compression)
assert.equal(0, c.rLevelMax)
assert.equal(1, c.dLevelMax)
assert.equal(true, not not c.isNested)
assert.equal(4, c.fieldCount)
end
do
local cursor = reader:getCursor()
local row = cursor:next()
assert.is_nil(row)
end
reader:close()
end)
end)
|
bc.sidePanel.members.template = {
member = {
name = "Player",
value = "SteamID",
type = "options",
options = { "Admin", "Member", "Remove" },
optionValues = { 0, 1, 2 },
default = 1,
extra = "Set this player's role in the group",
onChange = function( data )
local chan = bc.channels.get( "Group - " .. data.group.id )
if not chan then return end -- Shouldn't be able to edit this but u kno
local oldGroup = data.group
local newGroup = { name = oldGroup.name, id = oldGroup.id, members = {}, admins = {}, invites = oldGroup.invites }
for k, v in pairs( data ) do
if type( v ) ~= "number" then continue end
if v <= 1 then table.insert( newGroup.members, k ) end
if v == 0 then table.insert( newGroup.admins, k ) end
end
net.Start( "BC_updateGroup" )
net.WriteUInt( newGroup.id, 16 )
net.WriteString( util.TableToJSON( newGroup ) )
net.SendToServer()
end,
overrideWidth = 62,
},
nonMember = {
name = "Player",
value = "SteamID",
type = "button",
text = "Invite",
extra = "Invite this player to the group, limited to 1 invite per minute",
onClick = function( data, self )
local group = data.group
local id = self.value
group.invites[id] = -1
net.Start( "BC_updateGroup" )
net.WriteUInt( group.id, 16 )
net.WriteString( util.TableToJSON( group ) )
net.SendToServer()
end,
overrideWidth = 62,
},
leaveGroup = {
name = "",
value = "",
type = "button",
text = "Leave Group",
extra = "Leave this group and close the channel",
onClick = function( data, self )
net.Start( "BC_leaveGroup" )
net.WriteUInt( data.group.id, 16 )
net.SendToServer()
end,
overrideWidth = -1,
},
deleteGroup = {
name = "",
value = "",
type = "button",
text = "Delete Group",
extra = "Delete this group permanently",
onClick = function( data, self )
net.Start( "BC_deleteGroup" )
net.WriteUInt( data.group.id, 16 )
net.SendToServer()
end,
overrideWidth = -1,
requireConfirm = true,
}
}
|
object_intangible_saga_system_sage_intangible_holocron = object_intangible_saga_system_shared_sage_intangible_holocron:new {
}
ObjectTemplates:addTemplate(object_intangible_saga_system_sage_intangible_holocron, "object/intangible/saga_system/sage_intangible_holocron.iff")
|
local class = require("class")
local common = require("common")
local M = {}
-- Lazy way to compare classes that is used generically.
-- Would be more efficient to implement a __eq for each class.
local function lazyEq(self, other)
return common.tableEq(self, other)
end
-- Arithmetic expressions
M.IntAexp = class(function (a, value)
a.value = value
end)
function M.IntAexp:__tostring()
return string.format("IntAexp(%d)", self.value)
end
function M.IntAexp:eval(env)
return self.value
end
M.IntAexp.__eq = lazyEq
M.VarAexp = class(function(v, name)
v.name = name
end)
function M.VarAexp:__tostring()
return string.format("VarAexp(%s)", self.name)
end
function M.VarAexp:eval(env)
if env[self.name] ~= nil then
return env[self.name]
else
return 0
end
end
M.VarAexp.__eq = lazyEq
M.BinopAexp = class(function(b, op, left, right)
b.op = op
b.left = left
b.right = right
end)
function M.BinopAexp:__tostring()
return string.format("BinopAexp(%s, %s, %s)", self.op, self.left, self.right)
end
do
local opToFunction = {
["+"] = function(left, right) return left + right end,
["-"] = function(left, right) return left - right end,
["*"] = function(left, right) return left * right end,
["/"] = function(left, right) return left / right end
}
function M.BinopAexp:eval(env)
if opToFunction[self.op] ~= nil then
local leftValue = self.left:eval(env)
local rightValue = self.right:eval(env)
return opToFunction[self.op](leftValue, rightValue)
else
error("Unknown operator: " .. self.op)
end
end
end
M.BinopAexp.__eq = lazyEq
M.RelopBexp = class(function(r, op, left, right)
r.op = op
r.left = left
r.right = right
end)
function M.RelopBexp:__tostring()
return string.format("RelopBexp(%s, %s, %s)", self.op, self.left, self.right)
end
do
local opToFunction = {
["<"] = function(left, right) return left < right end,
["<="] = function(left, right) return left <= right end,
[">"] = function(left, right) return left > right end,
[">="] = function(left, right) return left >= right end,
["="] = function(left, right) return left == right end,
["!="] = function(left, right) return left ~= right end
}
function M.RelopBexp:eval(env)
if opToFunction[self.op] ~= nil then
local leftValue = self.left:eval(env)
local rightValue = self.right:eval(env)
return opToFunction[self.op](leftValue, rightValue)
else
error("Unknown operator: " .. self.op)
end
end
end
M.RelopBexp.__eq = lazyEq
M.AndBexp = class(function(r, left, right)
r.left = left
r.right = right
end)
function M.AndBexp:__tostring()
return string.format("AndBexp(%s, %s)", self.left, self.right)
end
function M.AndBexp:eval(env)
local leftValue = self.left:eval(env)
local rightValue = self.right:eval(env)
return leftValue and rightValue
end
M.AndBexp.__eq = lazyEq
M.OrBexp = class(function(r, left, right)
r.left = left
r.right = right
end)
function M.OrBexp:__tostring()
return string.format("OrBexp(%s, %s)", self.left, self.right)
end
function M.OrBexp:eval(env)
local leftValue = self.left:eval(env)
local rightValue = self.right:eval(env)
return leftValue or rightValue
end
M.OrBexp.__eq = lazyEq
M.NotBexp = class(function(bexp, exp)
bexp.exp = exp
end)
function M.NotBexp:__tostring()
return string.format("NotBexp(%s)", self.exp)
end
function M.NotBexp:eval(env)
local value = self.exp:eval(env)
return not value
end
M.NotBexp.__eq = lazyEq
M.AssignStatement = class(function(stmt, name, aexp)
stmt.name = name
stmt.aexp = aexp
end)
function M.AssignStatement:__tostring()
return string.format("AssignStatement(%s, %s)", self.name, self.aexp)
end
function M.AssignStatement:eval(env)
local value = self.aexp:eval(env)
env[self.name] = value
end
M.AssignStatement.__eq = lazyEq
M.CompoundStatement = class(function(stmt, first, second)
stmt.first = first
stmt.second = second
end)
function M.CompoundStatement:__tostring()
return string.format("CompoundStatement(%s, %s)", self.first, self.second)
end
function M.CompoundStatement:eval(env)
self.first:eval(env)
self.second:eval(env)
end
M.CompoundStatement.__eq = lazyEq
M.IfStatement = class(function(stmt, condition, trueStmt, falseStmt)
stmt.condition = condition
stmt.trueStmt = trueStmt
stmt.falseStmt = falseStmt
end)
function M.IfStatement:__tostring()
return string.format(
"IfStatement(%s, %s, %s)",
self.condition,
self.trueStmt,
self.falseStmt
)
end
function M.IfStatement:eval(env)
if self.condition:eval(env) then
self.trueStmt:eval(env)
elseif self.falseStmt ~= nil then
self.falseStmt:eval(env)
end
end
M.IfStatement.__eq = lazyEq
M.WhileStatement = class(function(stmt, condition, body)
stmt.condition = condition
stmt.body = body
end)
function M.WhileStatement:__tostring()
return string.format("WhileStatement(%s, %s)", self.condition, self.body)
end
function M.WhileStatement:eval(env)
while self.condition:eval(env) do
self.body:eval(env)
end
end
M.WhileStatement.__eq = lazyEq
return M
|
function love.draw()
local x, y = love.mouse.getPosition()
love.graphics.print("Hello World", x, y)
end |
local backupSpam = {}
addEvent( "onPlayerPayfine", true )
addEventHandler( "onPlayerPayfine", root,
function ( theMoney )
exports.AURpayments:takeMoney( source, theMoney,"DENpolice fine" )
exports.server:setPlayerWantedPoints( source, 0 )
exports.NGCdxmsg:createNewDxMessage(source,"You have paid $"..exports.server:convertNumber(theMoney).." fine bill!")
end
)
addEventHandler("onPlayerQuit",root,function()
for k,v in pairs(getElementsByType("player")) do
if exports.DENlaw:isLaw(v) == true then
triggerClientEvent(v,"policeUnblip",v,source)
end
end
end)
addEvent("returnGovernmentData",true)
addEventHandler("returnGovernmentData",root,function()
local arrests = exports.DENstats:getPlayerAccountData(source,"arrests")
local arrestpoints = exports.DENstats:getPlayerAccountData(source,"arrestpoints")
local tazerassists = exports.DENstats:getPlayerAccountData(source,"tazerassists")
local rt = exports.DENstats:getPlayerAccountData(source,"radioTurfsTakenAsCop")
local at = exports.DENstats:getPlayerAccountData(source,"armoredtrucks")
triggerClientEvent(source,"callBackGovernment",source,tazerassists,arrests,arrestpoints,rt,at)
end)
addEvent("onPlayerJailed",true)
addEventHandler("onPlayerJailed",root,function()
for k,v in pairs(getElementsByType("player")) do
triggerClientEvent(v,"policeUnblip",v,source)
end
end)
function payForJail(plr)
local wantedPoints = getElementData ( plr, "wantedPoints" )
local jailTime = getElementData( plr, "jailTimeRemaining" )
local money = jailTime*100
if getElementData(plr,"isPlayerArrested") then
exports.NGCdxmsg:createNewDxMessage("You can not use this function while arrested",plr,255,0,0)
return false
elseif getElementData(plr,"isPlayerAdminJailed") or exports.server:getPlayerWantedPoints(plr) < 10 then
exports.NGCdxmsg:createNewDxMessage("You can not avoid an admin jail",plr,255,0,0)
return false
elseif getElementData(plr,"isPlayerJailed") then
if getPlayerMoney(plr) < money then exports.NGCdxmsg:createNewDxMessage("You can not pay this fund right now!",plr,255,0,0) return end
exports.AURpayments:takeMoney(plr, money,"DENpolice jailfine")
exports.CSGadmin:removePlayerJailed( plr )
exports.NGCdxmsg:createNewDxMessage("You've paied fine and got released from the jail",plr,0,255,0)
setElementData(plr,"isPlayerAdminJailed",false)
end
end
addCommandHandler("payjailfine",payForJail)
|
--[[
$project: Give Me Peace
$copyright: © Copyright Michael Boyle.
All Rights Reserved.
]]--
--
-- Setup localisation.
--
function Peace_Localisation()
-- wheres this client then?
local client_area = GetLocale();
-- this is the default silent whisper sent to players who were blocked.
-- English/US
if(client_area == "enUS") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- France
elseif(client_area == "frFR") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- German
elseif(client_area == "deDE") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Korean
elseif(client_area == "koKR") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Chinese (simplified)
elseif(client_area == "zhCN") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Chinese (traditional)
elseif(client_area == "zhTW") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Russian
elseif(client_area == "ruRU") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Spanish (Spain)
elseif(client_area == "esES") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
-- Mexico
elseif(client_area == "esMX") then
-- silent whisper sent to blocked players who send a message.
MSG_BLOCKED1 = "Important: Your whisper was rejected and hidden from %s because you are not on %s's list of authorised friends. If you feel you should be on %s's list then please send an in-game mail.";
end;
end;
|
--
-- The Roller, or Metal Former, takes various metals or plates and forms them into other shapes.
--
local Directions = assert(foundation.com.Directions)
local is_blank = assert(foundation.com.is_blank)
local itemstack_is_blank = assert(foundation.com.itemstack_is_blank)
local format_pretty_time = assert(foundation.com.format_pretty_time)
local metaref_dec_float = assert(foundation.com.metaref_dec_float)
local cluster_devices = assert(yatm.cluster.devices)
local Energy = assert(yatm.energy)
local ItemInterface = assert(yatm.items.ItemInterface)
local rolling_registry = assert(yatm.rolling.rolling_registry)
local fspec = assert(foundation.com.formspec.api)
local function get_roller_formspec(pos, user)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local node_inv_name = "nodemeta:" .. spos
local cio = fspec.calc_inventory_offset
return yatm.formspec_render_split_inv_panel(user, 8, 2, { bg = "machine" }, function (loc, rect)
if loc == "main_body" then
return fspec.list(node_inv_name, "roller_input", rect.x, rect.y, 1, 1) ..
fspec.list(node_inv_name, "roller_processing", rect.x + cio(2), rect.y, 1, 1) ..
fspec.list(node_inv_name, "roller_output", rect.x + cio(4), rect.y, 1, 1)
elseif loc == "footer" then
return fspec.list_ring(node_inv_name, "roller_input") ..
fspec.list_ring("current_player", "main") ..
fspec.list_ring(node_inv_name, "roller_output") ..
fspec.list_ring("current_player", "main")
end
return ""
end)
end
function roller_refresh_infotext(pos)
local meta = minetest.get_meta(pos)
local recipe_time = meta:get_float("recipe_time")
local recipe_time_max = meta:get_float("recipe_time_max")
local infotext =
cluster_devices:get_node_infotext(pos) .. "\n" ..
"Energy: " .. Energy.meta_to_infotext(meta, yatm.devices.ENERGY_BUFFER_KEY) .. "\n" ..
"Time Remaining: " .. format_pretty_time(recipe_time) .. " / " .. format_pretty_time(recipe_time_max)
meta:set_string("infotext", infotext)
end
local roller_yatm_network = {
kind = "machine",
groups = {
machine_worker = 1,
energy_consumer = 1,
},
default_state = "off",
states = {
conflict = "yatm_machines:roller_error",
error = "yatm_machines:roller_error",
off = "yatm_machines:roller_off",
on = "yatm_machines:roller_on",
},
energy = {
capacity = 4000,
network_charge_bandwidth = 200,
passive_lost = 0,
startup_threshold = 100,
}
}
function roller_yatm_network:work(ctx)
local pos = ctx.pos
local node = ctx.node
local meta = ctx.meta
local dtime = ctx.dtime
local energy_consumed = 0
local inv = meta:get_inventory()
do
local processing_stack = inv:get_stack("roller_processing", 1)
if itemstack_is_blank(processing_stack) then
local input_stack = inv:get_stack("roller_input", 1)
if not itemstack_is_blank(input_stack) then
local recipe = RollerRegistry:get_roller_recipe(input_stack)
if recipe then
local consumed_stack = input_stack:peek_item(recipe.required_count)
print("Taking", consumed_stack:to_string(), "for recipe", recipe.result:to_string())
-- FIXME: once the deltas are being used instead of fixed time, this can be changed
meta:set_float("recipe_time", recipe.duration)
meta:set_float("recipe_time_max", recipe.duration)
inv:remove_item("roller_input", consumed_stack)
inv:set_stack("roller_processing", 1, consumed_stack)
else
yatm.devices.set_idle(meta, 2)
end
end
end
end
do
local processing_stack = inv:get_stack("roller_processing", 1)
if not itemstack_is_blank(processing_stack) then
if metaref_dec_float(meta, "recipe_time", dtime) <= 0 then
local recipe = RollerRegistry:get_roller_recipe(processing_stack)
if recipe then
if inv:room_for_item("roller_output", recipe.result) then
print("Adding to roller_output", recipe.result:to_string())
inv:add_item("roller_output", recipe.result)
inv:set_stack("roller_processing", 1, ItemStack(nil))
meta:set_float("recipe_time", 0)
meta:set_float("recipe_time_max", 0)
yatm.queue_refresh_infotext(pos, node)
end
end
else
energy_consumed = energy_consumed + 5
end
end
end
return energy_consumed
end
local item_interface = ItemInterface.new_directional(function (self, pos, dir)
local node = minetest.get_node(pos)
local new_dir = Directions.facedir_to_face(node.param2, dir)
if new_dir == Directions.D_UP or new_dir == Directions.D_DOWN then
return "roller_output"
end
return "roller_input"
end)
yatm.devices.register_stateful_network_device({
basename = "yatm_machines:roller",
description = "Roller",
groups = {
cracky = 1,
item_interface_in = 1,
item_interface_out = 1,
yatm_energy_device = 1,
},
drop = roller_yatm_network.states.off,
sounds = yatm.node_sounds:build("metal"),
tiles = {
"yatm_roller_top.off.png",
"yatm_roller_bottom.png",
"yatm_roller_side.off.png",
"yatm_roller_side.off.png^[transformFX",
"yatm_roller_back.off.png",
"yatm_roller_front.off.png"
},
paramtype = "none",
paramtype2 = "facedir",
on_construct = function (pos)
yatm.devices.device_on_construct(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("roller_input", 1)
inv:set_size("roller_processing", 1)
inv:set_size("roller_output", 1)
end,
on_rightclick = function (pos, node, user)
minetest.show_formspec(
user:get_player_name(),
"yatm_machines:roller",
get_roller_formspec(pos, user)
)
end,
can_dig = function (pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("roller_input") and
inv:is_empty("roller_processing") and
inv:is_empty("roller_output")
end,
yatm_network = roller_yatm_network,
item_interface = item_interface,
refresh_infotext = roller_refresh_infotext,
}, {
error = {
tiles = {
"yatm_roller_top.error.png",
"yatm_roller_bottom.png",
"yatm_roller_side.error.png",
"yatm_roller_side.error.png^[transformFX",
"yatm_roller_back.error.png",
"yatm_roller_front.error.png"
},
},
on = {
tiles = {
"yatm_roller_top.on.png",
"yatm_roller_bottom.png",
"yatm_roller_side.on.png",
"yatm_roller_side.on.png^[transformFX",
"yatm_roller_back.on.png",
{
name = "yatm_roller_front.on.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.25
},
},
},
}
})
|
---
-- Lua module to use a hd44780 compatible LCD display with the Raspberry Pi GPIO interface.
-- @module GPIO.lcd-hd44780
--
-- based on code from lrvick, LiquidCrystal and Adafruit
--
-- lrvic - `https://github.com/lrvick/raspi-hd44780/blob/master/hd44780.py`
--
-- LiquidCrystal - `https://github.com/arduino/Arduino/blob/master/libraries/LiquidCrystal/LiquidCrystal.cpp`
--
-- Adafruit - `https://github.com/adafruit/Adafruit-Raspberry-Pi-Python-Code/blob/master/Adafruit_CharLCD/Adafruit_CharLCD.py`
--
-- @copyright (c); Adafruit for the Python library, Thijs Schreijer for the Lua migration
-- Load some modules
local GPIO = require("GPIO")
local bit32 = bit32 or require("bit32")
pcall(require, "socket") -- try and load LuaSocket for the sleep function
-- create some shortcuts
local bor, band, bnot, btest = bit32.bor, bit32.band, bit32.bnot, bit32.btest
local M = {} -- module table to export
-- commands
M.LCD_CLEARDISPLAY = 0x01
M.LCD_RETURNHOME = 0x02
M.LCD_ENTRYMODESET = 0x04
M.LCD_DISPLAYCONTROL = 0x08
M.LCD_CURSORSHIFT = 0x10
M.LCD_FUNCTIONSET = 0x20
M.LCD_SETCGRAMADDR = 0x40
M.LCD_SETDDRAMADDR = 0x80
-- flags for display entry mode
M.LCD_ENTRYRIGHT = 0x00
M.LCD_ENTRYLEFT = 0x02
M.LCD_ENTRYSHIFTINCREMENT = 0x01
M.LCD_ENTRYSHIFTDECREMENT = 0x00
-- flags for display on/off control
M.LCD_DISPLAYON = 0x04
M.LCD_DISPLAYOFF = 0x00
M.LCD_CURSORON = 0x02
M.LCD_CURSOROFF = 0x00
M.LCD_BLINKON = 0x01
M.LCD_BLINKOFF = 0x00
-- flags for display/cursor shift
M.LCD_DISPLAYMOVE = 0x08
M.LCD_CURSORMOVE = 0x00
-- flags for display/cursor shift
M.LCD_DISPLAYMOVE = 0x08
M.LCD_CURSORMOVE = 0x00
M.LCD_MOVERIGHT = 0x04
M.LCD_MOVELEFT = 0x00
-- flags for function set
M.LCD_8BITMODE = 0x10
M.LCD_4BITMODE = 0x00
M.LCD_2LINE = 0x08
M.LCD_1LINE = 0x00
M.LCD_5x10DOTS = 0x04
M.LCD_5x8DOTS = 0x00
-- actually writes a byte of data to the display unit.
-- a byte is writen as 2x 4bits
-- @param self the LCD object to use
-- @param bits a byte value (0-255) containing the bits to write
-- @param char_mode a boolean (optional) indicating whether character mode is to be used (true), or command mode (false)
local function write4bits(self, bits, char_mode)
if char_mode then char_mode=true else char_mode=false end
M.delayMicroseconds(1000) -- 1000 microsecond sleep
GPIO.output(self.pin_rs, char_mode)
for n = 1, 2 do
for i, pin in ipairs(self.pin_db) do
local bit = (2-n)*4 + (i-1)
local val = (btest(bits, 2^bit))
GPIO.output(pin, val)
--print(" ", pin, val, "i="..i, "n="..n)
end
self:pulseEnable()
end
end
---
-- Sets the display size.
-- @param self display object
-- @param cols nr of columns
-- @param lines nr of lines
local function begin(self, cols, lines)
if (lines > 1) then
self.numlines = lines
self.displayfunction = bor(self.displayfunction, M.LCD_2LINE)
self.currline = 0
end
end
local function home(self)
write4bits(self, M.LCD_RETURNHOME) -- set cursor position to zero
M.delayMicroseconds(3000) -- this command takes a long time!
end
local function clear(self)
write4bits(self, M.LCD_CLEARDISPLAY) -- command to clear display
M.delayMicroseconds(3000) -- 3000 microsecond sleep, clearing the display takes a long time
end
local row_offsets = { 0x00, 0x40, 0x14, 0x54 }
local function setCursor(self, col, row)
if row > self.numlines then
row = self.numlines - 1 -- we count rows starting w/0
end
--TODO does python index from 0 ???
write4bits(self, bor(M.LCD_SETDDRAMADDR, (col + row_offsets[row])))
end
local function noDisplay(self)
self.displaycontrol = band(self.displaycontrol, bnot(M.LCD_DISPLAYON))
write4bits(bor(self, M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function display(self)
self.displaycontrol = bor(self.displaycontrol, M.LCD_DISPLAYON)
write4bits(self, bor(M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function noCursor(self)
self.displaycontrol = band(self.displaycontrol, bnot(M.LCD_CURSORON))
write4bits(self, bor(M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function cursor(self)
self.displaycontrol = bor(self.displaycontrol, M.LCD_CURSORON)
write4bits(self, bor(M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function noBlink(self)
self.displaycontrol = band(self.displaycontrol, bnot(M.LCD_BLINKON))
write4bits(self, bor(M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function blink(self)
self.displaycontrol = bor(self.displaycontrol, M.LCD_BLINKON)
write4bits(self, bor(M.LCD_DISPLAYCONTROL, self.displaycontrol))
end
local function scrollDisplayLeft(self)
write4bits(self, bor(M.LCD_CURSORSHIFT, M.LCD_DISPLAYMOVE, M.LCD_MOVELEFT))
end
local function scrollDisplayRight(self)
write4bits(self, bor(M.LCD_CURSORSHIFT, M.LCD_DISPLAYMOVE, M.LCD_MOVERIGHT))
end
local function leftToRight(self)
self.displaymode = bor(self.displaycontrol, M.LCD_ENTRYLEFT)
write4bits(self, bor(M.LCD_ENTRYMODESET, self.displaymode))
end
local function rightToLeft(self)
self.displaymode = band(self.displaymode, bnot(M.LCD_ENTRYLEFT))
write4bits(self, bor(M.LCD_ENTRYMODESET, self.displaymode))
end
local function autoscroll(self)
self.displaymode = bor(self.displaycontrol, M.LCD_ENTRYSHIFTINCREMENT)
write4bits(self, bor(M.LCD_ENTRYMODESET, self.displaymode))
end
local function noAutoscroll(self)
self.displaymode = band(self.displaymode, bnot(M.LCD_ENTRYSHIFTINCREMENT))
write4bits(self, bor(M.LCD_ENTRYMODESET, self.displaymode))
end
local function pulseEnable(self)
GPIO.output(self.pin_e, false)
M.delayMicroseconds(1) -- 1 microsecond pause - enable pulse must be > 450ns
GPIO.output(self.pin_e, true)
M.delayMicroseconds(1) -- 1 microsecond pause - enable pulse must be > 450ns
GPIO.output(self.pin_e, false)
M.delayMicroseconds(37) -- commands need > 37us to settle
end
local function message(self, text)
text = text:gsub("\n", string.char(0xC0))
for i = 1, #text do
local c = text:byte(i)
write4bits(self, c, (c ~= 0xC0)) -- newline should pass 'false'
end
end
---
-- This function will sleep for a number om micro (NOT milli!) seconds.
-- On first call it will replace itself with a new implementation based on LuaSocket
-- or the OS. NOTE: the OS version is really slow!
-- @param microseconds number of microseconds to sleep
function M.delayMicroseconds(microseconds)
local sleep = (package.loaded.socket or {}).sleep
if sleep then
-- use LuaSocket sleep function
M.delayMicroseconds = function(microseconds)
sleep(microseconds/1000000)
end
else
-- LuaSocket sleep function not found, so go and use OS
M.delayMicroseconds = function(microseconds)
os.execute(string.format("sleep %.6f", microseconds/1000000))
end
end
return M.delayMicroseconds(microseconds) -- invoke the new implementation
end
--- Creates a new display object with its pin configuration.
-- @param pin_rs pin number for rs (according to current pin numbering scheme)
-- @param pin_e pin number for e (according to current pin numbering scheme)
-- @param pin_db table/list with 4 pin numbers for data (according to current pin numbering scheme)
-- @return New display object
function M.initialize(pin_rs, pin_e, pin_db)
local self = {
pin_rs = pin_rs,
pin_e = pin_e,
pin_db = { pin_db[1], pin_db[2], pin_db[3], pin_db[4] }
}
GPIO.setup(self.pin_rs, GPIO.OUT)
GPIO.setup(self.pin_e, GPIO.OUT)
for i, pin in ipairs(self.pin_db) do
GPIO.setup(pin, GPIO.OUT)
end
self.displaycontrol = bor(M.LCD_DISPLAYON, M.LCD_CURSOROFF, M.LCD_BLINKOFF)
self.displayfunction = bor(M.LCD_4BITMODE, M.LCD_1LINE, M.LCD_5x8DOTS, M.LCD_2LINE)
self.displaymode = bor(M.LCD_ENTRYLEFT, M.LCD_ENTRYSHIFTDECREMENT)
self.begin = begin
self.home = home
self.clear = clear
self.setCursor = setCursor
self.noDisplay = noDisplay
self.display = display
self.noCursor = noCursor
self.cursor = cursor
self.noBlink = noBlink
self.blink = blink
self.scrollDisplayLeft = scrollDisplayLeft
self.scrollDisplayRight = scrollDisplayRight
self.leftToRight = leftToRight
self.rightToLeft = rightToLeft
self.autoScroll = autoScroll
self.noAutoScroll = noAutoScroll
self.pulseEnable = pulseEnable
self.message = message
write4bits(self, 0x33) -- initialization
write4bits(self, 0x32) -- initialization
write4bits(self, 0x28) -- 2 line 5x7 matrix
write4bits(self, 0x0C) -- turn cursor off 0x0E to enable cursor
write4bits(self, 0x06) -- shift cursor right
write4bits(self, bor(M.LCD_ENTRYMODESET, self.displaymode)) -- set the entry mode
self:clear()
return self
end
return M
|
local games = require "src.games"
local title = true
local success = false
local failure = false
local updateTime = 0.2
local gameTime = 0
local game = games.create()
function love.load()
math.randomseed(os.time())
end
function love.update(deltaTime)
if (not title and not success and not failure) then
gameTime = gameTime + deltaTime
if (gameTime > updateTime) then
gameTime = gameTime % updateTime
local state = game.tick()
if (state ~= nil) then
success = state
failure = not state
end
end
end
end
function love.draw()
game.draw(gameTime / updateTime)
if (title) then
love.graphics.draw(love.graphics.newImage("res/title.png"), 0, 0)
elseif (success) then
love.graphics.draw(love.graphics.newImage("res/success.png"), 0, 0)
elseif (failure) then
love.graphics.draw(love.graphics.newImage("res/failure.png"), 0, 0)
end
end
function love.keypressed(key)
if (key == 'escape') then
love.event.quit()
end
if (title) then
title = false
elseif (success or failure) then
game = games.create()
success = false
failure = false
else
if (key == 'up') then
game.rogue.command(0, -1)
elseif (key == 'down') then
game.rogue.command(0, 1)
elseif (key == 'left') then
game.rogue.command(-1, 0)
elseif (key == 'right') then
game.rogue.command(1, 0)
end
end
end
|
local jsp = require("./jspower.lua")
local String = jsp.String
print(String.fromCharCode(97)) -- a
print(String.charAt("hello, world!",8)) -- w
print(String.charCodeAt("hello, world!",8)) -- 119
print(String.concat("hello,", " lua!")) -- hello, lua!
print(String.startsWith("banana", "ba")) -- true
print(String.endsWith("coconut", "nut")) -- true
print(String.includes("javascript", "vasc")) -- true
-- Alternatively, use jsp.extendLuaString()
jsp.extendLuaString()
-- After this, you can do:
print(("hello, world!"):charAt(8)) -- w
print(("hello,"):concat(" lua!")) -- hello, lua!
print(("banana"):startsWith("ba")) -- true
print(("coconut"):endsWith("nut")) -- true
print(("javascript"):includes("vasc")) -- true
local str = " trim me daddy "
print(str:trim()) -- "trim me daddy"
print(str:trimEnd()) -- " trim me daddy"
print(str:trimStart()) -- "trim me daddy "
local str = "Use the power of JS in Lua"
print(str:split(" ")) -- { "Use", "the", "power", "of", "JS", "in", "Lua" }
print(str:split("JS")) -- { "Use the power of ", " in Lua" }
print(str:toUpperCase()) -- USE THE POWER OF JS IN LUA
print(str:toLowerCase()) -- use the power of js in lua
|
-- Random utilities
local glmath = require("moonglmath")
local random = math.random
local randomseed = math.randomseed
local pi = math.pi
local sqrt = math.sqrt
local sin, cos = math.sin, math.cos
local vec3 = glmath.vec3
local function uniform_hemisphere()
local x1, x2 = random(), random()
local s = sqrt(1.0- x1*x1)
local pi2x2 = 2*pi*x2
return vec3(cos(pi2x2)*s, sin(pi2x2)*s, x1)
end
local function uniform_circle()
local x = random()
local pi2x = 2*pi*x
return vec3(cos(pi2x), sin(pi2x), 0)
end
local function shuffle(t)
-- Shuffles the elements of table t (in place) so that each ordering has the same probability
-- Rfr: https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#The_modern_algorithm
local n = #t
local j
for i = 1, n-1 do
j = random(i, n) -- random integer s.t. i <= j < n+1
t[i], t[j] = t[j], t[i]
end
end
return {
seed = randomseed,
uniform = random,
uniform_hemisphere = uniform_hemisphere,
uniform_circle = uniform_circle,
shuffle = shuffle,
}
|
-- Autogenerated from KST: please remove this line if doing any edits by hand!
local luaunit = require("luaunit")
require("nav_parent3")
TestNavParent3 = {}
function TestNavParent3:test_nav_parent3()
local r = NavParent3:from_file("src/nav_parent2.bin")
luaunit.assertEquals(r.ofs_tags, 8)
luaunit.assertEquals(r.num_tags, 2)
luaunit.assertEquals(r.tags[1].name, "RAHC")
luaunit.assertEquals(r.tags[1].ofs, 32)
luaunit.assertEquals(r.tags[1].num_items, 3)
luaunit.assertEquals(r.tags[1].tag_content.content, "foo")
luaunit.assertEquals(r.tags[2].name, "RAHC")
luaunit.assertEquals(r.tags[2].ofs, 35)
luaunit.assertEquals(r.tags[2].num_items, 6)
luaunit.assertEquals(r.tags[2].tag_content.content, "barbaz")
end
|
-- ADADELTA
-- For single worker only
-- Author: Minwei Feng (mfeng@us.ibm.com)
require 'optim'
function optim.adadeltasingle(opfunc, w, config, state)
local config = config or {}
local state = state or config
local rho = config.rho or 0.9
local epsilon = config.epsilon or 1e-6
local pc = config.pclient or nil
local lr = config.lr
state.pversion = state.pversion or 0
local fx,dfdx = opfunc(w)
if not state.paramVariance then
state.paramVariance = torch.Tensor():typeAs(w):resizeAs(dfdx):zero()
state.paramStd = torch.Tensor():typeAs(w):resizeAs(dfdx):zero()
state.delta = torch.Tensor():typeAs(w):resizeAs(dfdx):zero()
state.accDelta = torch.Tensor():typeAs(w):resizeAs(dfdx):zero()
end
state.paramVariance:mul(rho):addcmul(1-rho,dfdx,dfdx)
state.paramStd:resizeAs(state.paramVariance):copy(state.paramVariance):add(epsilon):sqrt()
state.delta:resizeAs(state.paramVariance):copy(state.accDelta):add(epsilon):sqrt():cdiv(state.paramStd):cmul(dfdx)
w:add(-lr, state.delta)
state.accDelta:mul(rho):addcmul(1-rho, state.delta, state.delta)
state.pversion = state.pversion + 1
-- send
pc:async_send_param()
pc:wait()
return w,{fx}
end
|
CheckTimer = {}
playerElement = nil
function CreateCheckWindow()
Window = {}
Button = {}
Label = {}
Image = {}
Window[1] = guiCreateWindow(28,271,454,248,"Player check.",false)
--Button[1] = guiCreateButton(0.3524,0.8387,0.2026,0.0968,"Recon player.",true,Window[1])
--addEventHandler( "onClientGUIClick", Button[1], ReconPlayer)
--Button[2] = guiCreateButton(0.5705,0.8387,0.2026,0.0968,"Freeze player.",true,Window[1])
--addEventHandler( "onClientGUIClick", Button[2], FreezePlayer)
Button[3] = guiCreateButton(0.7885,0.8387,0.1894,0.0968,"Close window.",true,Window[1])
addEventHandler( "onClientGUIClick", Button[3], CloseCheck )
Label[1] = guiCreateLabel(0.0529,0.1331,0.9524,0.0887,"Name: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[1],"top")
guiLabelSetHorizontalAlign(Label[1],"left",false)
Label[2] = guiCreateLabel(0.0529,0.2056,0.3524,0.0887,"IP: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[2],"top")
guiLabelSetHorizontalAlign(Label[2],"left",false)
Label[3] = guiCreateLabel(0.0529,0.3823,0.9524,0.0887,"Money: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[3],"top")
guiLabelSetHorizontalAlign(Label[3],"left",false)
Label[4] = guiCreateLabel(0.0529,0.4556,0.2093,0.0806,"Health: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[4],"top")
guiLabelSetHorizontalAlign(Label[4],"left",false)
Label[5] = guiCreateLabel(0.2621,0.4516,0.2093,0.0806,"Armour: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[5],"top")
guiLabelSetHorizontalAlign(Label[5],"left",false)
Label[6] = guiCreateLabel(0.0529,0.5323,0.2093,0.0806,"Skin: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[6],"top")
guiLabelSetHorizontalAlign(Label[6],"left",false)
Label[7] = guiCreateLabel(0.2621,0.5242,0.2093,0.0806,"Weapon: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[7],"top")
guiLabelSetHorizontalAlign(Label[7],"left",false)
Label[8] = guiCreateLabel(0.0529,0.6048,0.4531,0.0806,"Faction: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[8],"top")
guiLabelSetHorizontalAlign(Label[8],"left",false)
Label[9] = guiCreateLabel(0.0529,0.6773,0.2093,0.0806,"Ping: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[9],"top")
guiLabelSetHorizontalAlign(Label[9],"left",false)
Label[10] = guiCreateLabel(0.0529,0.804,0.2093,0.0806,"Vehicle: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[10],"top")
guiLabelSetHorizontalAlign(Label[10],"left",false)
Label[11] = guiCreateLabel(0.0529,0.8806,0.2093,0.0806,"Vehicle ID: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[11],"top")
guiLabelSetHorizontalAlign(Label[11],"left",false)
Label[12] = guiCreateLabel(0.5441,0.4435,0.4031,0.0766,"Location: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[12],"top")
guiLabelSetHorizontalAlign(Label[12],"left",false)
Label[18] = guiCreateLabel(0.5441,0.36035,0.4031,0.0766,"Admin Reports: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[18],"top")
guiLabelSetHorizontalAlign(Label[18],"left",false)
Label[13] = guiCreateLabel(0.5441,0.5323,0.4031,0.0766,"X:",true,Window[1])
guiLabelSetVerticalAlign(Label[13],"top")
guiLabelSetHorizontalAlign(Label[13],"left",false)
Label[14] = guiCreateLabel(0.5441,0.6169,0.4031,0.0766,"Y: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[14],"top")
guiLabelSetHorizontalAlign(Label[14],"left",false)
Label[15] = guiCreateLabel(0.5441,0.7056,0.4031,0.0766,"Z: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[15],"top")
guiLabelSetHorizontalAlign(Label[15],"left",false)
Label[16] = guiCreateLabel(0.6674,0.129,0.2907,0.0806,"Interior: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[16],"top")
guiLabelSetHorizontalAlign(Label[16],"left",false)
Label[17] = guiCreateLabel(0.6674,0.1935,0.2907,0.0806,"Dimension: N/A",true,Window[1])
guiLabelSetVerticalAlign(Label[17],"top")
guiLabelSetHorizontalAlign(Label[17],"left",false)
Image[1] = guiCreateStaticImage(0.4758,0.1089,0.1278,0.2177,"search.png",true,Window[1])
guiSetVisible(Window[1], false)
end
addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()),
function ()
CreateCheckWindow()
end
)
function OpenCheck(watcher,noob,x,y,z,ip,health,armour,skin,weapon,team,ping,carid,carname,loc,int,world,gameaccountusername, money, bankmoney, adminreports)
playerElement = noob
guiSetText ( Label[1], "Name: " .. noob .. " (" .. gameaccountusername .. ")")
guiSetText ( Label[13], "X: " .. x )
guiSetText ( Label[14], "Y: " .. y )
guiSetText ( Label[15], "Z: " .. z )
guiSetText ( Label[2], "IP: " .. ip )
guiSetText ( Label[3], "Money: " .. money .. "$ (Bank: " .. bankmoney .. "$)")
guiSetText ( Label[4], "Health: " .. health )
guiSetText ( Label[5], "Armour: " .. armour )
guiSetText ( Label[6], "Skin: " .. skin )
guiSetText ( Label[7], "Weapon: " .. weapon )
if(team ~= nil) then
guiSetText ( Label[8], "Faction: " .. team )
else
guiSetText ( Label[8], "Faction: N/A")
end
guiSetText ( Label[9], "Ping: " .. ping )
if(carname ~= nil) then
guiSetText ( Label[10], "Vehicle: " .. carname )
guiSetText ( Label[11], "Vehicle ID: " .. carid )
else
guiSetText ( Label[10], "Vehicle: N/A")
guiSetText ( Label[11], "Vehicle ID: N/A")
end
guiSetText ( Label[12], "Location: " .. loc)
guiSetText ( Label[16], "Interior: " .. int)
guiSetText ( Label[17], "Dimension: " .. world)
guiSetText ( Label[18], "Admin Reports: " .. adminreports)
if(guiGetVisible ( Window[1] ) == false) then
guiSetVisible(Window[1], true)
showCursor ( true )
local event = function() triggerServerEvent ( "onChecking", getRootElement(), watcher,noob) end
--CheckTimer = setTimer( event, 2000, 0)
end
end
addEvent( "onCheck", true )
addEventHandler( "onCheck", getRootElement(), OpenCheck )
function CloseCheck(sourcePlayer, command)
guiSetVisible(Window[1], false)
showCursor ( false )
if(CheckTimer ~= false and CheckTimer ~= nil) then
end
end
function ReconPlayer()
triggerServerEvent("remoteReconPlayer", getLocalPlayer(), getLocalPlayer(), "recon", playerElement)
end
function FreezePlayer()
triggerServerEvent("remoteFreezePlayer", getLocalPlayer(), getLocalPlayer(), "freeze", playerElement)
end
|
-- // Name: http.lua
-- // Description: HTTP request handler
-- // Author: @Jumpathy
-- // Credits: @evaera (promises)
local http,internal = {},{};
local httpService = game:GetService("HttpService");
local promise = require(script:WaitForChild("promise"));
local encode = function(...)
return httpService:JSONEncode(...);
end
function http.encode(query)
return game:GetService("HttpService"):UrlEncode(query);
end
function http.request(method,url,headers,body)
return promise.async(function(resolve,reject)
local success,response = pcall(httpService.RequestAsync,httpService,{
Url = url,
Method = method,
Headers = headers,
Body = (body ~= nil and ((type(body) == "table" and encode(body) or body)) or nil)
});
if(success and (response.StatusCode == 200)) then
resolve(response);
else
reject(response);
end
end)
end
return http; |
for i,arg1 in pairs(arg) do
print(i,arg1)
end
|
--[[
Jamba - Jafula's Awesome Multi-Boxer Assistant
Copyright 2008 - 2015 Michael "Jafula" Miller
License: The MIT License
]]--
local L = LibStub("AceLocale-3.0"):NewLocale( "Jamba-Team", "enUS", true )
L["Slash Commands"] = true
L["Team"] = true
L["Core: Team"] = true
L["Add"] = true
L["Add a member to the team list."] = true
L["Remove"] = true
L["Remove a member from the team list."] = true
L["Master"] = true
L["Set the master character."] = true
L["I Am Master"] = true
L["Set this character to be the master character."] = true
L["Invite"] = true
L["Invite team members to a party."] = true
L["Disband"] = true
L["Disband all team members from their parties."] = true
L["Push Settings"] = true
L["Push the team settings to all characters in the team."] = true
L["Team List"] = true
L["Up"] = true
L["Down"] = true
L["Set Master"] = true
L["Master Control"] = true
L["When Focus changes, set the Master to the Focus."] = true
L["When Master changes, promote Master to party leader."] = true
L["Party Invitations Control"] = true
L["Accept from team."] = true
L["Accept from friends."] = true
L["Accept from guild."] = true
L["Decline from strangers."] = true
L["Party Loot Control"] = true
L["Automatically set the Loot Method to..."] = true
L["Free For All"] = true
L["Master Looter"] = true
L["Slaves Opt Out of Loot"] = true
L["Slave"] = true
L["(Offline)"] = true
L["Enter name of character to add:"] = true
L["Are you sure you wish to remove %s from the team list?"] = true
L["A is not in my team list. I can not set them to be my master."] = function( characterName )
return characterName.." is not in my team list. I can not set them to be my master."
end
L["Settings received from A."] = function( characterName )
return "Settings received from "..characterName.."."
end
L["Jamba-Team"] = true
L["Invite Team To Group"] = true
L["Disband Group"] = true
L["Override: Set loot to Group Loot if stranger in group."] = true
L["Add Party Members"] = true
L["Add members in the current party to the team."] = true
L["Friends Are Not Strangers"] = true
L["Remove All Members"] = true
L["Remove all members from the team."] = true
L["Auto activate click-to-move on Slaves and deactivate on Master."] = true
|
local druid = require("druid.druid")
local druid_style = require("example.ysdkdebug.druid_style")
local yagames = require("yagames.yagames")
local log_print = require("example.ysdkdebug.log_print")
local print = log_print.print
local M = {}
function M.init(self)
local is_desktop = gui.get_node("text_is_desktop")
local is_mobile = gui.get_node("text_is_mobile")
local is_tablet = gui.get_node("text_is_tablet")
local alpha1 = vmath.vector4(0, 0, 0, 1)
local alpha2 = vmath.vector4(0, 0, 0, 0.25)
gui.set_color(is_desktop, yagames.device_info_is_desktop() and alpha1 or alpha2)
gui.set_color(is_mobile, yagames.device_info_is_mobile() and alpha1 or alpha2)
gui.set_color(is_tablet, yagames.device_info_is_tablet() and alpha1 or alpha2)
print("yagames.device_info_type():", yagames.device_info_type())
end
return M
|
if SL.Global.GameMode == "StomperZ" then return end
local player = ...
local playerStats = STATSMAN:GetCurStageStats():GetPlayerStageStats(player)
local grade = playerStats:GetGrade()
local style = ThemePrefs.Get("VisualTheme")
local c = GetCurrentColor()
-- "I passd with a q though."
local title = GAMESTATE:GetCurrentSong():GetDisplayFullTitle()
if title == "D" then grade = "Grade_Tier99" end
local t = Def.ActorFrame{}
t[#t+1] = LoadActor(THEME:GetPathG("", "_grades/"..grade..".lua"), playerStats)..{
InitCommand=function(self)
self:x(70 * (player==PLAYER_1 and -1 or 1))
self:y(_screen.cy-134):diffusealpha(0):zoom(0.45)
if AllowThonk() then self:bob():effectmagnitude(0,3,0) end
end,
OnCommand=function(self) self:diffusealpha(0):sleep(2.25):smooth(0.1):zoom(0.4):diffusealpha(1) end
}
t[#t+1] = LoadActor(THEME:GetPathG("", "_VisualStyles/"..style.."/Combo 100milestone splode"))..{
InitCommand=function(self) self:xy(70 * (player==PLAYER_1 and -1 or 1), _screen.cy - 134):diffusealpha(0):blend("BlendMode_Add") end,
OnCommand=function(self) self:sleep(2.35):diffuse(c):rotationz(10):zoom(0.25):diffusealpha(.6):decelerate(0.6):rotationz(0):zoom(2):diffusealpha(0) end
}
t[#t+1] = LoadActor(THEME:GetPathG("", "_VisualStyles/"..style.."/Combo 100milestone splode"))..{
InitCommand=function(self) self:xy(70 * (player==PLAYER_1 and -1 or 1), _screen.cy - 134):diffusealpha(0):blend("BlendMode_Add") end,
OnCommand=function(self) self:sleep(2.35):diffuse(c):rotationz(40):zoom(0.25):diffusealpha(.6):decelerate(0.6):rotationz(20):zoom(1):diffusealpha(0) end
}
t[#t+1] = LoadActor(THEME:GetPathG("", "_VisualStyles/"..style.."/Combo 100milestone minisplode"))..{
InitCommand=function(self) self:xy(70 * (player==PLAYER_1 and -1 or 1), _screen.cy - 134):diffusealpha(0):blend("BlendMode_Add") end,
OnCommand=function(self) self:sleep(2.35):diffuse(c):rotationz(10):zoom(0.25):diffusealpha(1):decelerate(0.4):rotationz(0):zoom(1.8):diffusealpha(0) end
}
return t |
-----------------------------------
-- Area: Labyrinth of Onzozo
-- Mob: Labyrinth Manticore
-- Note: Place holder Narasimha
-----------------------------------
local ID = require("scripts/zones/Labyrinth_of_Onzozo/IDs")
require("scripts/globals/regimes")
require("scripts/globals/mobs")
-----------------------------------
function onMobDeath(mob, player, isKiller)
tpz.regime.checkRegime(player, mob, 775, 2, tpz.regime.type.GROUNDS)
end
function onMobDespawn(mob)
tpz.mob.phOnDespawn(mob, ID.mob.NARASIMHA_PH, 5, math.random(21600, 36000)) -- 6 to 10 hours
end
|
local KUI, E, L, V, P, G = unpack(select(2, ...))
local FQ = KUI:NewModule("FlightQueue", "AceEvent-3.0", "AceTimer-3.0")
local queueSlotIndex = 0
local queueIsFerry = false
local queueNodeID = 0
local queueContinent = 0
local bypass = false
--local changed = false
--local firstRun = false
function GetCurrentMapContinent(relative)
local currentMapId = WorldMapFrame:GetMapID() or 0
if relative == "player" then
currentMapId = C_Map.GetBestMapForUnit('player')
end
local continentInfo = MapUtil.GetMapParentInfo(currentMapId, Enum.UIMapType.Continent, true)
if continentInfo then
return continentInfo.mapID
else
return 0
end
end
function OnUpdateHandler(poi)
poi:SetSize(24,24)
end
function OnEnterHandler(poi)
for i in pairs(nodes) do
if nodes[i].name == poi.name then
GameTooltip:SetOwner(poi, "ANCHOR_RIGHT")
GameTooltip:SetText("|cfff960d9KlixUI|r: "..nodes[i].name)
GameTooltip:Show()
end
end
end
function ClickHandler(poi,button)
local c = GetCurrentMapContinent()
if button == "LeftButton" then
local poiIsFerry = string.find(poi.Texture:GetAtlas(), "Ferry")
for i in pairs(nodes) do
local nodeIsFerry = nodes[i].textureKitPrefix == "FlightMaster_Ferry"
if nodes[i].name == poi.name then
if (poiIsFerry and nodeIsFerry) or (not poiIsFerry and not nodeIsFerry) then
if queueSlotIndex == nodes[i].slotIndex then
queueSlotIndex = 0
queueNodeID = 0
KUI:Print("Flight Point Cleared")
return
elseif fcontinent[c] ~= nil then
queueSlotIndex = nodes[i].slotIndex
queueNodeID = nodes[i].nodeID
queueIsFerry = poiIsFerry
queueContinent = c
KUI:Print(nodes[i].name)
return
end
end
end
end
if fcontinent[c] == true then
KUI:Print("You have not visited a flight master on this continent yet.")
else
KUI:Print(TAXI_PATH_UNREACHABLE) --Not Discovered
end
end
end
--[[function FQ:ZONE_CHANGED_NEW_AREA()
changed = true
KUI:Print(changed)
end]]
function FQ:TAXIMAP_OPENED()
local newnodes = C_TaxiMap:GetAllTaxiNodes()
if nodes == nil then
nodes = newnodes
for k in pairs(nodes) do
if nodes[k].state == Enum.FlightPathState.Unreachable then
nodes[k]=nil
end
end
end
local added = ""
for k in pairs(newnodes) do
if newnodes[k].state ~= Enum.FlightPathState.Unreachable then
local mergeNode = true
for K in pairs(nodes) do
if nodes[K].nodeID == newnodes[k].nodeID then
mergeNode = false
nodes[K].state=newnodes[k].state
end
end
if mergeNode == true then
table.insert(nodes,newnodes[k])
added = added..string.match(newnodes[k].name, "(.+),")..", "
end
end
end
if added~="" then
KUI:Print("New Nodes: "..string.sub(added,1,-3))
end
fcontinent[GetCurrentMapContinent("player")]=false
if queueSlotIndex > 0 then
bypass = false
local nodeState
local destinationIsFerry
local departureIsFerry
for k in pairs(newnodes) do
if newnodes[k].nodeID == queueNodeID then
nodeState=newnodes[k].state
destinationIsFerry = newnodes[k].textureKitPrefix == "FlightMaster_Ferry"
end
if newnodes[k].state==0 then
--KUI:Print(newnodes[k].textureKitPrefix)
departureIsFerry = newnodes[k].textureKitPrefix == "FlightMaster_Ferry"
end
end
--KUI:Print(departureIsFerry)
--KUI:Print(destinationIsFerry)
if IsShiftKeyDown()~=true and
GetCurrentMapContinent("player") == queueContinent and
((departureIsFerry and destinationIsFerry) or (not departureIsFerry and not destinationIsFerry)) and
nodeState==1 then
TakeTaxiNode(queueSlotIndex);
for i=1,8 do
C_Timer.After(i/4,function () if UnitOnTaxi("player") == false then TakeTaxiNode(queueSlotIndex) end;end)
end
elseif IsShiftKeyDown() then
bypass = true
end
end
end
function FQ:PLAYER_CONTROL_LOST()
if bypass == false then
if queueSlotIndex > 0 and GetCurrentMapContinent("player") == queueContinent then
C_Timer.After(5,function()
if UnitOnTaxi("player") then
queueSlotIndex = 0
queueNodeID = 0
end
end)
end
end
end
function FQ:QUEST_LOG_UPDATE()
if not IsInInstance() then
local NewContinent = GetCurrentMapContinent("player")
if fcontinent[NewContinent] == nil and NewContinent > 0 then
--changed and not IsInInstance() then
--KUI:Print("player"..NewContinent)
--for k in pairs(fcontinent) do
--KUI:Print(k..tostring(fcontinent[k]))
--fcontinent[k]=false
--end
--if fcontinent[NewContinent] == nil and NewContinent>0 then
KUI:Print("New Continent. Visit a Flight Master to load new taxi nodes.")
fcontinent[NewContinent] = true
end
--changed = false
end
if WorldMapFrame:IsVisible() and nodes ~= nil then
for pin in WorldMapFrame:EnumeratePinsByTemplate("GroupMembersPinTemplate") do
if E.db.KlixUI.misc.whistleLocation then
pin:SetFrameStrata("MEDIUM")
else
pin:SetFrameStrata("FULLSCREEN_DIALOG")
end
end
for node in WorldMapFrame:EnumeratePinsByTemplate("FlightPointPinTemplate") do
node:HookScript("OnEnter",OnEnterHandler)
node:SetScript("OnMouseDown", ClickHandler)
node:HookScript("OnLeave",function()
GameTooltip_Hide()
end)
node:HookScript("OnUpdate",OnUpdateHandler)
if WorldMapFrame:GetFrameStrata() == "FULLSCREEN" then
node:SetFrameStrata("FULLSCREEN_DIALOG")
else
if E.db.KlixUI.misc.whistleLocation then
node:SetFrameStrata("MEDIUM")
else
node:SetFrameStrata("DIALOG")
end
end
end
end
end
function FQ:Initialize()
if not E.db.KlixUI.maps.worldmap.flightQ then return end
self:RegisterEvent("TAXIMAP_OPENED")
self:RegisterEvent("QUEST_LOG_UPDATE")
--self:RegisterEvent("ZONE_CHANGED_NEW_AREA")
self:RegisterEvent("PLAYER_CONTROL_LOST")
if fcontinent == nil then
fcontinent = {}
end
end
KUI:RegisterModule(FQ:GetName()) |
function outlook_archive_email()
hs.application.launchOrFocus("Microsoft Outlook")
local outlook = hs.appfinder.appFromName("Microsoft Outlook")
local str_archive = {"Message", "Archive"}
local archive = outlook:findMenuItem(str_archive)
outlook:selectMenuItem(str_archive)
end
hs.hotkey.bind({"cmd", "alt"}, "a", outlook_archive_email)
|
_.states['test'] = {
tests = {},
coverage = {},
to_cover = {},
init = function(this)
cls()
print("loading coverage items...",5)
local omitlist = {"draw", "update", "draw_path"}
for cover, item in pairs(this.coverage) do
for k,v in pairs(item) do
if type(v) == 'function' and not contains(omitlist,k) then
local cover_key = cover..":"..k
add(this.to_cover, cover_key)
item[k] = function(...)
del(this.to_cover, cover_key)
return v(...)
end
end
end
end
local total_cover = #this.to_cover
print(#this.to_cover.." items to cover!",12)
print("⧗ running tests!",5)
for k,v in pairs(this.tests) do
color(11)
print(k..":\0")
foreach(v, function(test)
test()
print(".\0")
end)
print("♥")
end
print("♥ testing done!",12)
print("covered "..total_cover-#this.to_cover.."/"..total_cover.." coverage items",5)
if #this.to_cover > 0 then
print("missing... ",9)
foreach(this.to_cover, function(missed)
print(missed,8)
end)
end
stop()
end,
}
_fixtures = {}
_tests = _.states['test'].tests
_coverage = _.states['test'].coverage
-->8
-- test overrides
spr = function() end
|
-- base global environment code to bootstrap a rascal thread
-- defines detach, as a standard way to split off other threads
-- copyright 2014 Samuel Baird MIT Licence
-- lua modules
local table = require('table')
-- core module, class, array, queue
local array = require('core.array')
-- rascal lua globals --
debug = false
display_worker_code = false
-- zeromq modules
zmq = require('lzmq')
zloop = require('lzmq.loop')
ztimer = require('lzmq.timer')
zthreads = require('lzmq.threads')
-- am I the main thread
is_main_thread = false
ctx = zthreads.get_parent_ctx()
if not ctx then
is_main_thread = true
ctx = zmq.init(1)
elseif not is_detached then
-- determine if this is the main thread context and has been automatically
-- created as new versions of lzmq seem to do
is_main_thread = true
end
-- dummy
log = function (type, text) error('early log ' .. (type or '') .. ' ' .. (text or ''), 2) end
-- loop for this thread
loop = zloop.new()
-- global high res time function
function utc_time()
return ztimer.absolute_time() / 1000
end
-- share simple global values with other threads
local shared_globals = {}
share_global = function (key, value)
rawset(_G, key, value)
shared_globals[key] = value
end
share_globals = function (table)
for key, value in pairs(table) do
share_global(key, value)
end
end
-- TODO: include function to include inline code as a called function?
-- run a service in its own thread
detach = function (code, args)
local thread_code = array()
args = args or {}
args.package_path = package.path
args.shared_globals = shared_globals
-- preamble
thread_code:push([[local args = ...]])
for name, _ in pairs(args) do
thread_code:push('local ' .. name .. ' = args.' .. name)
end
thread_code:push('package.path = package_path')
thread_code:push('for key, value in pairs(shared_globals) do')
thread_code:push(' _G[key] = value')
thread_code:push('end')
thread_code:push('is_detached = true -- global flag that this is a child thread')
-- insert custom code
if type(code) == 'string' then
thread_code:push(code)
elseif type(code) == 'table' then
for _, line in ipairs(code) do
thread_code:push(line)
end
end
-- assemble the code
local code_string = table.concat(thread_code, '\n')
-- print code and test compile
if display_worker_code then
print('-- launch worker')
print(code_string)
end
if debug then
local fn, error = loadstring(code_string, 'worker')
assert(fn, error)
end
zthreads.run(ctx, code_string, args):start(true)
end
detach_process = function (code, args)
-- gather environment arg, encode as hex msgpack binary
local environment = {}
environment.shared_globals = shared_globals or {}
-- add argument unpacking to the supplied code and include that code in the environment for safe packing
local task_code = array()
task_code:push('local args = ...')
for name, _ in pairs(args) do
task_code:push('local ' .. name .. ' = args.' .. name)
end
task_code:push(code)
environment.code = task_code:concat('\n')
environment.args = args or {}
-- msgpack to encode the environment and hex packing to safely escape it as part of a commandline argument
local cmsgpack = require('cmsgpack')
local binary_to_hex = function (binary) return (binary:gsub('.', function (c) return string.format('%02X', string.byte(c)) end)) end
-- preamble
local process_code = array()
process_code:push([[local hex_to_binary = function (hex) return (hex:gsub('..', function (cc) return string.char(tonumber(cc, 16)) end)) end]])
process_code:push([[package.path = hex_to_binary(']] .. binary_to_hex(package.path) .. [[')]])
process_code:push([[rascal = require('rascal.core')]])
-- smuggle serialised environment
process_code:push([[local packed_environment = ']] .. binary_to_hex(cmsgpack.pack(environment)) .. [[']])
process_code:push([[local environment = cmsgpack.unpack(hex_to_binary(packed_environment))]])
process_code:push('for key, value in pairs(environment.shared_globals) do')
process_code:push(' _G[key] = value')
process_code:push('end')
process_code:push('is_detached_process = true')
-- now unpack the smuggled source code and args to begin
process_code:push('loadstring(environment.code)(environment.args)')
-- run this packed code as a separate process
if type(rawget(_G, 'jit')) == 'table' then
os.execute('luajit -e "' .. process_code:concat(' ') .. '"&')
else
os.execute('lua -e "' .. process_code:concat(' ') .. '"&')
end
end
-- no uninitialised reads or writes to global variables after this
setmetatable(_G, {
__index = function (obj, property)
error('uninitialised read from global ' .. tostring(property), 2)
end,
})
-- optionally prevent uninitialised writes as well
function strict()
setmetatable(_G, {
__index = function (obj, property)
error('uninitialised read from global ' .. tostring(property), 2)
end,
__newindex = function (obj, property, value)
error('uninitialised write to global ' .. tostring(property), 2)
end,
})
end
-- enhanced pcall with stack trace captured
pcall_trace = function (f, ...)
local debug = require('debug')
local handle_by_capturing_stack_trace = function (err)
if debug then
return debug.traceback(tostring(err))
else
return tostring(err)
end
end
-- capture varargs
local varargs = { n = select("#", ...), ... }
return xpcall(function(...) return f(unpack(varargs, 1, varargs.n)) end, handle_by_capturing_stack_trace)
end
|
number = {}
sign = {}
oper = {}
sp = "\( \) "
min_range = 39
max_range = 60
test = 0
for i = 1,3 do
number[i] = min_range - math.random(max_range);
if (i > 1 and number[i] < 0) then
test = 1
end
end
if (test == 0) then
ch = 1 + math.random(2)
number[ch] = -number[ch]
end
result = number[1]
for i = 1,2 do
sign[i] = math.random(2)
if (sign[i] == 1) then
result = result + number[i+1]
oper[i] = "+"
else
result = result - number[i+1]
oper[i] = "-"
end
end
ind = math.random(3)
if (ind == 1) then
answ = lib.check_number(number[1],30) .. " " .. oper[1] .. " ( " .. number[2] .. " ) " .. oper[2] .. " ( " .. number[3] .. " ) " .. sp .. " = " .. sp .. result
end
if (ind == 2) then
answ = number[1] .. " " .. oper[1] .. " ( " .. lib.check_number(number[2],30) .. " ) " .. oper[2] .. " ( " .. number[3] .. " ) " .. sp .. " = " .. sp .. result
end
if (ind == 3) then
answ = number[1] .. " " .. oper[1] .. " ( " .. number[2] .. " ) " .. oper[2] .. " ( " .. lib.check_number(number[3],30) .. " ) " .. sp .. " = " .. sp .. result
end
|
function onCreate()
makeLuaSprite('bg','sky',-150,-600)
addLuaSprite('bg',false)
setLuaSpriteScrollFactor('bg', 0, 0)
makeAnimatedLuaSprite('clouds','clouds',-5000,-300)
addAnimationByPrefix('clouds','move','Float',24,true)
addLuaSprite('clouds',false)
objectPlayAnimation('clouds','move',false)
setLuaSpriteScrollFactor('clouds', 0.1, 0.1)
makeLuaSprite('mountaiinssss','mountains',-50,0)
addLuaSprite('mountaiinssss',false)
setLuaSpriteScrollFactor('mountaiinssss', 0.3, 0.1)
makeLuaSprite('floor2','anothaflorr',700,400)
addLuaSprite('floor2',false)
setLuaSpriteScrollFactor('floor2', 0.6, 0.5)
makeLuaSprite('farm','farm',1450,50)
addLuaSprite('farm',false)
setLuaSpriteScrollFactor('farm', 0.6, 0.5)
makeLuaSprite('floor','floor',650,300)
addLuaSprite('floor',false)
setLuaSpriteScrollFactor('floor', 1, 1)
makeLuaSprite('corn','pcorn',600,300)
addLuaSprite('corn',false)
setLuaSpriteScrollFactor('corn', 1, 1)
makeLuaSprite('fence','fence',700,650)
addLuaSprite('fence',false)
setLuaSpriteScrollFactor('fence', 1, 1)
makeLuaSprite('bamb','sing',900,550)
addLuaSprite('bamb',false)
setLuaSpriteScrollFactor('bamb', 1, 1)
end |
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf/protobuf"
module('ItemFuse_pb')
ITEMFUSE = protobuf.Descriptor();
local ITEMFUSE_FUSELEVEL_FIELD = protobuf.FieldDescriptor();
local ITEMFUSE_FUSEEXPCOUNT_FIELD = protobuf.FieldDescriptor();
ITEMFUSE_FUSELEVEL_FIELD.name = "fuseLevel"
ITEMFUSE_FUSELEVEL_FIELD.full_name = ".KKSG.ItemFuse.fuseLevel"
ITEMFUSE_FUSELEVEL_FIELD.number = 1
ITEMFUSE_FUSELEVEL_FIELD.index = 0
ITEMFUSE_FUSELEVEL_FIELD.label = 1
ITEMFUSE_FUSELEVEL_FIELD.has_default_value = false
ITEMFUSE_FUSELEVEL_FIELD.default_value = 0
ITEMFUSE_FUSELEVEL_FIELD.type = 13
ITEMFUSE_FUSELEVEL_FIELD.cpp_type = 3
ITEMFUSE_FUSEEXPCOUNT_FIELD.name = "fuseExpCount"
ITEMFUSE_FUSEEXPCOUNT_FIELD.full_name = ".KKSG.ItemFuse.fuseExpCount"
ITEMFUSE_FUSEEXPCOUNT_FIELD.number = 2
ITEMFUSE_FUSEEXPCOUNT_FIELD.index = 1
ITEMFUSE_FUSEEXPCOUNT_FIELD.label = 1
ITEMFUSE_FUSEEXPCOUNT_FIELD.has_default_value = false
ITEMFUSE_FUSEEXPCOUNT_FIELD.default_value = 0
ITEMFUSE_FUSEEXPCOUNT_FIELD.type = 13
ITEMFUSE_FUSEEXPCOUNT_FIELD.cpp_type = 3
ITEMFUSE.name = "ItemFuse"
ITEMFUSE.full_name = ".KKSG.ItemFuse"
ITEMFUSE.nested_types = {}
ITEMFUSE.enum_types = {}
ITEMFUSE.fields = {ITEMFUSE_FUSELEVEL_FIELD, ITEMFUSE_FUSEEXPCOUNT_FIELD}
ITEMFUSE.is_extendable = false
ITEMFUSE.extensions = {}
ItemFuse = protobuf.Message(ITEMFUSE)
|
-- local null_ls = require("null-ls")
-- local formatting = null_ls.builtins.formatting
-- local diagnostics = null_ls.builtins.diagnostics
-- local completion = null_ls.builtins.completion
-- local sources = {
-- sources = {
-- -- Formatoes
-- -- formatting.autopep8,
-- -- formatting.isort,
-- formatting.json_tool,
-- formatting.stylua.with({
-- extra_args = { "--indent-type", "Tabs", "--indent-width", "2" },
-- }),
-- -- Dags
-- diagnostics.eslint_d,
-- -- diagnostics.mypy,
-- -- diagnostics.flake8,
-- diagnostics.pylint,
-- diagnostics.hadolint,
-- diagnostics.yamllint,
-- -- Completoes
-- completion.luasnip,
-- },
-- }
-- null_ls.setup({ sources = sources, update_in_insert = true })
|
-- Export all detail maps from legends
-- version 1.0
gui = require 'gui'
local vs = dfhack.gui.getCurViewscreen()
local i = 0
local MAPS = {
[0] = "Standard biome+site map",
"Elevations including lake and ocean floors",
"Elevations respecting water level",
"Biome",
"Hydrosphere",
"Temperature",
"Rainfall",
"Drainage",
"Savagery",
"Volcanism",
"Current vegetation",
"Evil",
"Salinity",
"Structures/fields/roads/etc.",
"Trade",
"Nobility/holdings",
"Diplomacy",
}
function wait_for_legends_vs()
vs = dfhack.gui.getCurViewscreen()
if i < 17 then
if df.viewscreen_legendsst:is_instance(vs) then
gui.simulateInput(vs, 'LEGENDS_EXPORT_DETAILED_MAP') -- "d" on screen some number internally
dfhack.timeout(10,'frames',wait_for_export_maps_vs)
else
dfhack.timeout(10,'frames',wait_for_legends_vs)
end
end
end
function wait_for_export_maps_vs()
vs = dfhack.gui.getCurViewscreen()
if df.viewscreen_export_graphical_mapst:is_instance(vs) then
vs.anon_13 = i -- anon_13 appears to be the selection cursor for this viewscreen
print('Exporting: '..MAPS[i])
i = i + 1
gui.simulateInput(vs, 'SELECT') -- 1 internally, enter on screen
dfhack.timeout(10,'frames',wait_for_legends_vs)
else
dfhack.timeout(10,'frames',wait_for_export_maps_vs)
end
end
if df.viewscreen_legendsst:is_instance( vs ) then -- dfhack.gui.getCurFocus() == "legends"
wait_for_legends_vs()
elseif df.viewscreen_export_graphical_mapst:is_instance(vs) then
wait_for_export_maps_vs()
else
dfhack.printerr('Not in legends view')
end
|
function onSay(cid, words, param, channel)
local toPos = getCreatureLookPosition(cid)
if(isInArray({"full", "all"}, param:lower())) then
doCleanTile(toPos, false)
doSendMagicEffect(toPos, CONST_ME_MAGIC_RED)
return true
end
local amount = 1
param = tonumber(param)
if(param) then
amount = param
end
toPos.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
local tmp = getThingFromPos(toPos)
if(tmp.uid ~= 0) then
if(isCreature(tmp.uid)) then
doRemoveCreature(tmp.uid)
else
doRemoveItem(tmp.uid, math.min(math.max(1, tmp.type), amount))
end
doSendMagicEffect(toPos, CONST_ME_MAGIC_RED)
return true
end
toPos.stackpos = STACKPOS_TOP_FIELD
tmp = getThingFromPos(toPos)
if(tmp.uid ~= 0) then
doRemoveItem(tmp.uid, math.min(math.max(1, tmp.type), amount))
doSendMagicEffect(toPos, CONST_ME_MAGIC_RED)
return true
end
toPos.stackpos = STACKPOS_TOP_CREATURE
tmp = getThingFromPos(toPos)
if(tmp.uid ~= 0) then
doRemoveCreature(tmp.uid)
doSendMagicEffect(toPos, CONST_ME_MAGIC_RED)
return true
end
for i = 5, 1, -1 do
toPos.stackpos = i
tmp = getThingFromPos(toPos)
if(tmp.uid ~= 0) then
if(isCreature(tmp.uid)) then
doRemoveCreature(tmp.uid)
else
doRemoveItem(tmp.uid, math.min(math.max(1, tmp.type), amount))
end
doSendMagicEffect(toPos, CONST_ME_MAGIC_RED)
return true
end
end
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_POFF)
return true
end
|
object_tangible_quest_quest_start_ep3_hunt_loot_spiketop_horn = object_tangible_quest_quest_start_shared_ep3_hunt_loot_spiketop_horn:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_quest_start_ep3_hunt_loot_spiketop_horn, "object/tangible/quest/quest_start/ep3_hunt_loot_spiketop_horn.iff")
|
local dict = {
critical = "critical",
error = "error",
warning = "warning",
info = "info",
}
local key_default = secrets:get("pagerduty_key_default")
local routing_keys = {
default = key_default,
critical = secrets:get("pagerduty_key_critical") or key_default,
error = secrets:get("pagerduty_key_error") or key_default,
warning = secrets:get("pagerduty_key_warning") or key_default,
info = secrets:get("pagerduty_key_info") or key_default,
}
-- return routing
local function routing(alert)
return {severity=dict.critical, key=routing_keys[dict.critical]}
end
return routing
|
local var = ngx.var
local i = var.a
local j = var.b
local sequare = require("sequare")
local s1 = sequare:new(i, j)
return s1:get_square()
|
test_run = require('test_run').new()
--
-- gh-2677: box.session.push binary protocol tests.
--
--
-- Usage.
--
box.session.push()
box.session.push(1, 'a')
fiber = require('fiber')
messages = {}
test_run:cmd("setopt delimiter ';'")
-- Do push() with no explicit sync. Use session.sync() by default.
function do_pushes()
for i = 1, 5 do
box.session.push(i)
fiber.sleep(0.01)
end
return 300
end;
test_run:cmd("setopt delimiter ''");
netbox = require('net.box')
box.schema.user.grant('guest', 'read,write,execute', 'universe')
c = netbox.connect(box.cfg.listen)
c:ping()
c:call('do_pushes', {}, {on_push = table.insert, on_push_ctx = messages})
messages
-- Add a little stress: many pushes with different syncs, from
-- different fibers and DML/DQL requests.
catchers = {}
started = 0
finished = 0
s = box.schema.create_space('test', {format = {{'field1', 'integer'}}})
pk = s:create_index('pk')
c:reload_schema()
test_run:cmd("setopt delimiter ';'")
function dml_push_and_dml(key)
local sync = box.session.sync()
box.session.push('started dml', sync)
s:replace{key}
box.session.push('continued dml', sync)
s:replace{-key}
box.session.push('finished dml', sync)
return key
end;
function do_pushes(val)
local sync = box.session.sync()
for i = 1, 5 do
box.session.push(i, sync)
fiber.yield()
end
return val
end;
function push_catcher_f()
fiber.yield()
started = started + 1
local catcher = {messages = {}, retval = nil, is_dml = false}
catcher.retval = c:call('do_pushes', {started},
{on_push = table.insert,
on_push_ctx = catcher.messages})
table.insert(catchers, catcher)
finished = finished + 1
end;
function dml_push_and_dml_f()
fiber.yield()
started = started + 1
local catcher = {messages = {}, retval = nil, is_dml = true}
catcher.retval = c:call('dml_push_and_dml', {started},
{on_push = table.insert,
on_push_ctx = catcher.messages})
table.insert(catchers, catcher)
finished = finished + 1
end;
-- At first check that a pushed message can be ignored in a binary
-- protocol too.
c:call('do_pushes', {300});
-- Then do stress.
for i = 1, 200 do
fiber.create(dml_push_and_dml_f)
fiber.create(push_catcher_f)
end;
while finished ~= 400 do fiber.sleep(0.1) end;
failed_catchers = {};
for _, c in pairs(catchers) do
if c.is_dml then
if #c.messages ~= 3 or c.messages[1] ~= 'started dml' or
c.messages[2] ~= 'continued dml' or
c.messages[3] ~= 'finished dml' or s:get{c.retval} == nil or
s:get{-c.retval} == nil then
table.insert(failed_catchers, c)
end
else
if c.retval == nil or #c.messages ~= 5 then
table.insert(failed_catchers, c)
else
for k, v in pairs(c.messages) do
if k ~= v then
table.insert(failed_catchers, c)
break
end
end
end
end
end;
test_run:cmd("setopt delimiter ''");
failed_catchers
#s:select{}
--
-- Ok to push NULL.
--
function push_null() box.session.push(box.NULL) end
messages = {}
c:call('push_null', {}, {on_push = table.insert, on_push_ctx = messages})
messages
--
-- Test binary pushes.
--
ibuf = require('buffer').ibuf()
msgpack = require('msgpack')
messages = {}
resp_len = c:call('do_pushes', {300}, {on_push = table.insert, on_push_ctx = messages, buffer = ibuf})
resp_len
messages
decoded = {}
r = nil
for i = 1, #messages do r, ibuf.rpos = msgpack.decode_unchecked(ibuf.rpos) table.insert(decoded, r) end
decoded
r, _ = msgpack.decode_unchecked(ibuf.rpos)
r
--
-- Test error in __serialize.
--
ok = nil
err = nil
messages = {}
t = setmetatable({100}, {__serialize = function() error('err in ser') end})
function do_push() ok, err = box.session.push(t) end
c:call('do_push', {}, {on_push = table.insert, on_push_ctx = messages})
ok, err
messages
--
-- Test push from a non-call request.
--
s:truncate()
_ = s:on_replace(function() box.session.push('replace') end)
c:reload_schema()
c.space.test:replace({200}, {on_push = table.insert, on_push_ctx = messages})
messages
s:select{}
c:close()
s:drop()
--
-- Ensure can not push in background.
--
f = fiber.create(function() ok, err = box.session.push(100) end)
while f:status() ~= 'dead' do fiber.sleep(0.01) end
ok, err
--
-- Async iterable pushes.
--
c = netbox.connect(box.cfg.listen)
cond = fiber.cond()
test_run:cmd("setopt delimiter ';'")
function do_pushes()
local sync = box.session.sync()
for i = 1, 5 do
box.session.push(i + 100, sync)
cond:wait()
end
return true
end;
test_run:cmd("setopt delimiter ''");
-- Can not combine callback and async mode.
ok, err = pcall(c.call, c, 'do_pushes', {}, {is_async = true, on_push = function() end})
ok
err:find('use future:pairs()') ~= nil
future = c:call('do_pushes', {}, {is_async = true})
-- Try to ignore pushes.
while not future:wait_result(0.01) do cond:signal() end
future:result()
-- Even if pushes are ignored, they still are available via pairs.
messages = {}
keys = {}
for i, message in future:pairs() do table.insert(messages, message) table.insert(keys, i) end
messages
keys
-- Test error.
s = box.schema.create_space('test')
pk = s:create_index('pk')
s:replace{1}
function do_push_and_duplicate() box.session.push(100) s:insert{1} end
future = c:call('do_push_and_duplicate', {}, {is_async = true})
future:wait_result(1000)
messages = {}
keys = {}
for i, message in future:pairs() do table.insert(messages, message) table.insert(keys, i) end
messages
keys
s:drop()
c:close()
box.schema.user.revoke('guest', 'read,write,execute', 'universe')
|
--[=[
@class IKResource
]=]
local BaseObject = require(script.Parent.Parent.Parent.Classes.BaseObject)
local Janitor = require(script.Parent.Parent.Parent.Parent.Janitor)
local IKResource = setmetatable({}, BaseObject)
IKResource.ClassName = "IKResource"
IKResource.__index = IKResource
function IKResource.new(Data)
local self = setmetatable(BaseObject.new(), IKResource)
self.Data = assert(Data, "Bad data")
assert(Data.Name, "Bad data.name")
assert(Data.RobloxName, "Bad data.robloxName")
self.Instance = nil
self.ChildResourceMap = {} -- [robloxName] = { data = data; ikResource = ikResource }
self.DescendantLookupMap = {[Data.Name] = self}
self.Ready = self.Janitor:Add(Instance.new("BoolValue"), "Destroy")
self.ReadyChanged = self.Ready.Changed
if self.Data.Children then
for _, ChildData in ipairs(self.Data.Children) do
self:_AddResource(IKResource.new(ChildData))
end
end
return self
end
function IKResource:GetData()
return self.Data
end
function IKResource:IsReady()
return self.Ready.Value
end
function IKResource:Get(DescendantName)
local Resource = self.DescendantLookupMap[DescendantName]
if not Resource then
error(string.format("[IKResource.Get] - Resource %q does not exist", tostring(DescendantName)))
end
local Result = Resource:GetInstance()
if not Result then
error("[IKResource.Get] - Not ready!")
end
return Result
end
function IKResource:GetInstance()
if self.Data.IsLink then
if self.Instance then
return self.Instance.Value
else
return nil
end
end
return self.Instance
end
function IKResource:SetInstance(Object)
if self.Instance == Object then
return
end
self.Janitor:Remove("InstanceJanitor")
self.Instance = Object
local InstanceJanitor = Janitor.new()
if next(self.ChildResourceMap) then
if Object then
self:_StartListening(InstanceJanitor, Object)
else
self:_ClearChildren()
end
end
if Object and self.Data.IsLink then
assert(Object:IsA("ObjectValue"))
self.Janitor:Add(Object.Changed:Connect(function()
self:_UpdateReady()
end), "Disconnect")
end
self.Janitor:Add(InstanceJanitor, "Destroy", "InstanceJanitor")
self:_UpdateReady()
end
function IKResource:GetLookupTable()
return self.DescendantLookupMap
end
function IKResource:_StartListening(InstanceJanitor, Object)
for _, Child in ipairs(Object:GetChildren()) do
self:_HandleChildAdded(Child)
end
InstanceJanitor:Add(Object.ChildAdded:Connect(function(Child)
self:_HandleChildAdded(Child)
end), "Disconnect")
InstanceJanitor:Add(Object.ChildRemoved:Connect(function(Child)
self:_HandleChildRemoved(Child)
end), "Disconnect")
end
function IKResource:_AddResource(IkResource)
local Data = IkResource.Data
assert(Data.Name, "Bad data.name")
assert(Data.RobloxName, "Bad data.robloxName")
assert(type(Data.RobloxName) == "string", "Bad data.robloxName")
assert(not self.ChildResourceMap[Data.RobloxName], "Data already exists")
assert(not self.DescendantLookupMap[Data.Name], "Data already exists")
self.ChildResourceMap[Data.RobloxName] = IkResource
self.Janitor:Add(IkResource, "Destroy")
self.Janitor:Add(IkResource.ReadyChanged:Connect(function()
self:_UpdateReady()
end), "Disconnect")
-- Add to _descendantLookupMap, including the actual ikResource
for Name, Resource in next, IkResource:GetLookupTable() do
assert(not self.DescendantLookupMap[Name], "Resource already exists with name")
self.DescendantLookupMap[Name] = Resource
end
end
function IKResource:_HandleChildAdded(Child)
local Resource = self.ChildResourceMap[Child.Name]
if not Resource then
return
end
Resource:SetInstance(Child)
end
function IKResource:_HandleChildRemoved(Child)
local Resource = self.ChildResourceMap[Child.Name]
if not Resource then
return
end
if Resource:GetInstance() == Child then
Resource:SetInstance(nil)
end
end
function IKResource:_ClearChildren()
for _, Child in next, self.ChildResourceMap do
Child:SetInstance(nil)
end
end
function IKResource:_UpdateReady()
self.Ready.Value = self:_CalculateIsReady()
end
function IKResource:_CalculateIsReady()
if not self.Instance then
return false
end
if self.Data.IsLink then
if not self.Instance.Value then
return false
end
end
for _, Child in next, self.ChildResourceMap do
if not Child:IsReady() then
return false
end
end
return true
end
function IKResource:__tostring()
return "IKResource"
end
table.freeze(IKResource)
return IKResource
|
--[[--
Initialization.
This module handles the initialization of the plugin.
]]
local kommentary = require("kommentary.kommentary")
local config = require("kommentary.config")
local util = require("kommentary.util")
local M = {}
local context = config.context
local modes = config.get_modes()
--[[--
Function to be called by mappings.
This function should be called by all the mappings. It will receive the context of the
call, meaning if the mapping was triggered in on a single line, or from a selection/motion,
and performs the appropriate setup to comment lines.
This function does not, however, manipulate the buffer in any way, that is left up to
other functions to allow for greater customizability. At the end of this function, it
will do one of two things -
* call a *callback* function with the following arguments:
line_number_start, line_number_end, context
This callback function, by default, will be `kommentary.toggle_comment`, and will
toggle the range specified. If you wish to use a different function, you can provide
it in a table as the third argument to this function `kommentary.go`, for example, if
the desired callback function were called `kommentary.toggle_comment_singles`,
then you would call this function like this:
`kommentary.go(context, {kommentary.toggle_comment_singles})`
* set the operatorfunc to the appropriate callback, and return the
keys to be used in an <expr> mapping
@tparam int ... The calling context, one of `kommentary.config.context`
@tparam string ... The name of the mapping that is calling this function
@treturn ?string|nil If called from linewise or motion modes, sets the operatorfunc
and returns 'g@' to be used in an expression mapping, otherwise it will
comment out and not return anything.
]]
function M.go(...)
if not vim.bo.modifiable then
return
end
local args = {...}
--[[ The first argument passed to this function represents one of 3 possible
contexts in which this function can be called - linewise, motion or visual. The
second argument is the name of the mapping, which is used to retrieve any custom
callbacks that are defined for that mapping]]
local calling_context = args[1]
local map_name = args[2]
--[[ When called from visual mode, a new toggle function is created and
immediately executed, since we do not support dot-repeat for visual mode.
For other modes (linewise, motion), the toggle function is created and
stored in a variable, and the operatorfunc is set to that variable (see
':h operatorfunc'). If the function is called with a motion, 'g@' is
returned, which calls the current operatorfunc with the subsequent
motion. Else (linewise commenting), we return 'g@l', which just calls
operatorfunc with a dummy motion 'l', which is ignored in the handler
for linewise commenting. By returning 'g@', the '.' operator can now
repeat linewise and motion commenting by calling operatorfunc again]]
if calling_context == context.visual then
M.create_next_toggle_func(calling_context, util.callbacks[map_name])()
return
end
M.next_toggle_func = M.create_next_toggle_func(calling_context, util.callbacks[map_name])
vim.api.nvim_set_option('operatorfunc', 'v:lua.kommentary.next_toggle_func')
return 'g@' .. (calling_context==context.motion and '' or 'l')
end
-- The function to be used to toggle comments. Initially set to a dummy function
M.next_toggle_func = function()
return
end
--[[ Returns a new toggle function based on the calling context(linewise, visual or motion).
If a callback function is provided, the callback function is used, else the toggle_comment
function is used]]
function M.create_next_toggle_func(calling_context, callback)
return function()
local line_number_start, line_number_end = M.get_lines_from_context(calling_context)
if callback ~= nil then
callback(line_number_start, line_number_end, calling_context)
else
M.toggle_comment(line_number_start, line_number_end, calling_context)
end
end
end
-- Returns the starting and ending lines to be commented based on the calling context.
function M.get_lines_from_context(calling_context)
local line_number_start = nil
local line_number_end = nil
if calling_context == context.line then
line_number_start = vim.fn.line('.')
line_number_end = line_number_start
elseif calling_context == context.visual then
line_number_start = vim.fn.line('v')
line_number_end = vim.fn.line('.')
elseif calling_context == context.motion then
line_number_start = vim.fn.getpos("'[")[2]
line_number_end = vim.fn.getpos("']")[2]
end
return line_number_start, line_number_end
end
function M.toggle_comment(...)
local args = {...}
local line_number_start, line_number_end = args[1], args[2]
kommentary.toggle_comment_range(line_number_start, line_number_end, modes.normal)
end
function M.toggle_comment_singles(...)
local args = {...}
local line_number_start, line_number_end = args[1], args[2]
local mode = modes.force_single
kommentary.toggle_comment_range(line_number_start, line_number_end, mode)
end
return M
|
if not pcall(node.flashindex("_init")) then
return nil;
end
require("helper")
require("ap")
require("sta")
require("udp")
require("webserver")
-- set dht11 pin
dht_pin = 2
dht_info = {}
dht_info.temp = nil
dht_info.humi = nil
-- set wifi mode
wifi.setmode(wifi.STATIONAP)
-- set egc mode
node.egc.setmode(node.egc.ALWAYS, 4096)
--set timer id and ms for each moudle
tmr_tab = {}
tmr_tab.ap = tmr.create()
tmr_tab.sta = tmr.create()
tmr_tab.dht = tmr.create()
tmr_tab.udp = tmr.create()
tmr_tab.cookie = tmr.create()
-- set ap timer, it will run forever until ap setup success
ap.setTimer(tmr_tab.ap)
tmr_tab.ap:alarm(
3000,
tmr.ALARM_AUTO,
ap.setup
)
-- set sta timer, it will run forever until connect wifi success
sta.setTimer(tmr_tab.sta)
tmr_tab.sta:alarm(
5000,
tmr.ALARM_AUTO,
sta.setup
)
-- get temperature and humidity
tmr_tab.dht:alarm(
2000,
tmr.ALARM_AUTO,
function()
status, temp, humi, temp_dec, humi_dec = dht.read(dht_pin)
if status == dht.OK then
print("DHT Temperature:"..temp..";".."Humidity:"..humi)
dht_info.temp = temp
dht_info.humi = humi
elseif status == dht.ERROR_CHECKSUM then
print( "DHT Checksum error." )
elseif status == dht.ERROR_TIMEOUT then
print( "DHT timed out." )
end
end
)
-- set udp serve timer
tmr_tab.udp:alarm(
6000,
tmr.ALARM_AUTO,
udp.setup
)
-- set cookie timer
tmr_tab.cookie:alarm(
60000,
tmr.ALARM_AUTO,
helper.cookieTimer
)
-- require routes
dofile("routes.lua")
|
-- String: A text entry that will send whenever it loses focus
nzu.AddExtensionSettingType("String", {
NetRead = net.ReadString,
NetWrite = net.WriteString,
Panel = {
Create = function(parent)
local p = vgui.Create("DTextEntry", parent)
p:SetTall(40)
function p:OnFocusChanged(b)
if not b then p:Send() end -- Trigger networking on text field focus lost
end
return p
end,
Set = function(p,v) p:SetText(v or "") end,
Get = function(p) return p:GetText() end
}
})
-- Number: A networked double with a Number Wang
nzu.AddExtensionSettingType("Number", {
NetRead = net.ReadDouble,
NetWrite = net.WriteDouble,
Panel = {
Create = function(parent)
local p = vgui.Create("Panel", parent)
p.N = p:Add("DNumberWang")
p.N:Dock(FILL)
p.N:SetMinMax(nil,nil)
p:SetTall(40)
function p.N.OnValueChanged()
if p.Send then p:Send() end -- Trigger networking whenever it changes
end
return p
end,
Set = function(p,v) p.N:SetValue(v) end,
Get = function(p) return p.N:GetValue() end
}
})
-- Boolean: A true/false value that appears as a checkbox, networked whenever clicked
nzu.AddExtensionSettingType("Boolean", {
NetRead = net.ReadBool,
NetWrite = net.WriteBool,
Panel = {
Create = function(parent)
local p = vgui.Create("DTextEntry", parent)
p:SetTall(40)
function p:OnFocusChanged(b)
if not b then p:Send() end -- Trigger networking on text field focus lost
end
return p
end,
Set = function(p,v) p:SetText(v or "") end,
Get = function(p) return p:GetText() end
}
})
-- Vector: 3 number wangs with an associated Save button. Uses DVectorEntry (included in nZU)
nzu.AddExtensionSettingType("Vector", {
NetRead = net.ReadVector,
NetWrite = net.WriteVector,
Panel = {
Create = function(parent)
local p = vgui.Create("Panel", parent)
p.S = p:Add("DButton")
p.S:SetText("Save")
p.S:Dock(RIGHT)
p.S:SetWide(50)
p.V = p:Add("DVectorEntry")
p.V:Dock(FILL)
p:SetSize(200,20)
p.S.DoClick = function() p:Send() end -- Network on button click
return p
end,
Set = function(p,v) p.V:SetVector(v) end,
Get = function(p) return p.V:GetVector() end
}
})
-- Angle: 3 number wangs with an associated Save button, similar to Vector
nzu.AddExtensionSettingType("Angle", {
NetRead = net.ReadAngle,
NetWrite = net.WriteAngle,
Panel = {
Create = function(parent)
local p = vgui.Create("Panel", parent)
p.S = p:Add("DButton")
p.S:SetText("Save")
p.S:Dock(RIGHT)
p.S:SetWide(50)
p.A = p:Add("DAngleEntry")
p.A:Dock(FILL)
p:SetSize(200,20)
p.S.DoClick = function() p:Send() end -- Network on button click
return p
end,
Set = function(p,v) p.A:SetAngles(v) end,
Get = function(p) return p.A:GetAngles() end
}
})
-- Matrix: 4x4 number wangs with an associated Save button, also similar to Angle and Vector
nzu.AddExtensionSettingType("Matrix", {
NetRead = net.ReadMatrix,
NetWrite = net.WriteMatrix,
Panel = {
Create = function(parent)
local p = vgui.Create("Panel", parent)
p.S = p:Add("DButton")
p.S:SetText("Save")
p.S:Dock(BOTTOM)
p.S:SetTall(20)
p.M = p:Add("DMatrixEntry")
p.M:Dock(FILL)
p:SetSize(200,100)
p.S.DoClick = function() p:Send() end -- Network on button click
return p
end,
Set = function(p,v) p.M:SetMatrix(v) end,
Get = function(p) return p.M:GetMatrix() end
}
})
-- Color: A color select with a Save button
nzu.AddExtensionSettingType("Color", {
NetRead = net.ReadColor,
NetWrite = net.WriteColor,
Load = function(t) return IsColor(t) and t or Color(t.r, t.g, t.b, t.a) end,
Panel = {
Create = function(parent)
local p = vgui.Create("Panel", parent)
p.S = p:Add("DButton")
p.S:SetText("Save")
p.S:Dock(BOTTOM)
p.S:SetTall(20)
p.C = p:Add("DColorMixer")
p.C:Dock(FILL)
p:SetSize(200,185)
p.S.DoClick = function() p:Send() end -- Network on button click
return p
end,
Set = function(p,v) p.C:SetColor(v) end,
Get = function(p) local c = p.C:GetColor() return Color(c.r,c.g,c.b,c.a) end
}
})
-- Weapon: A text field dropdown that contains all installed weapons, including a search field to filter the dropdown
nzu.AddExtensionSettingType("Weapon", {
NetWrite = net.WriteString,
NetRead = net.ReadString,
Panel = {
Create = function(parent, ext, setting)
local p = vgui.Create("DSearchComboBox", parent)
p:AddChoice(" [None]", "") -- Allow the choice of none
for k,v in pairs(weapons.GetList()) do
p:AddChoice((v.PrintName or "").." ["..v.ClassName.."]", v.ClassName)
end
p:SetAllowCustomInput(true)
function p:OnSelect(index, value, data)
self:Send()
end
return p
end,
Set = function(p,v)
for k,class in pairs(p.Data) do
if class == v then
p:SetText(p:GetOptionText(k))
p.selected = k
return
end
end
p.Choices[0] = v
p.Data[0] = v
p.selected = 0
p:SetText(v)
end,
Get = function(p)
local str,data = p:GetSelected()
return data
end,
}
})
-- Option Set: A dropdown containing a selection of options networked from the Server.
-- Note: This setting requires implementing GetOptions which should return a table of pairs: {Option = data, Display = pretty}
-- where 'data' is the value networked, and 'pretty' is a pretty display name for the dropdown. If pretty doesn't exist, data is used in its place.
local optionset = {
NetWrite = net.WriteString,
NetRead = net.ReadString,
GetOptions = function()
return {} -- Nothing by default! You must implement this if you want any options!
end,
}
if SERVER then
util.AddNetworkString("nzu_optionset")
local function networkoptions(ext, s, ply)
if type(ext) == "string" then ext = nzu.GetExtension(ext) end
if ext then
local setting = ext:GetSettingsMeta()[s]
if setting and setting.GetOptions then
local tbl = setting.GetOptions()
local num = #tbl
if num > 0 then
net.Start("nzu_optionset")
net.WriteString(k)
net.WriteUInt(num, 16)
for i = 1,num do
net.WriteString(tbl[i].Option)
net.WriteString(tbl[i].Display)
end
net.Send(ply)
end
end
end
end
-- In Sandbox, cache all option sets created and network them to any player joining
if NZU_SANDBOX then
local sets = {}
optionset.Create = function(ext, setting)
sets[setting] = ext
end
hook.Add("PlayerInitialSpawn", "nzu_Extensions_OptionSetNetwork", function(ply)
for k,v in pairs(sets) do
networkoptions(v, k, ply)
end
end)
else
-- In nZombies, only respond to admin requests
net.Receive("nzu_optionset", function(len, ply)
if nzu.IsAdmin(ply) then
local ext = net.ReadString()
local id = net.ReadString()
networkoptions(ext, id, ply)
end
end)
end
else
local function readoptions()
local id = net.ReadString()
local num = net.ReadUInt(16)
local tbl = {}
for i = 1,num do
local t = {}
t.Option = net.ReadString()
t.Display = net.ReadString()
table.insert(tbl, t)
end
return id, tbl
end
local sets
if NZU_SANDBOX then
sets = {}
end
net.Receive("nzu_optionset", function()
local id,tbl = readoptions()
if sets then sets[id] = tbl end -- Only do this in Sandbox pretty much
hook.Run("nzu_OptionSetUpdated", id, tbl)
end)
optionset.Panel = {
Create = function(parent, ext, setting)
local p = vgui.Create("DComboBox", parent)
function p:Populate(id, tbl)
if id == setting then
self:Clear()
for k,v in pairs(tbl) do
self:AddChoice(v.Display, v.Option)
end
end
end
if NZU_SANDBOX then
if sets and sets[setting] then
p:Populate(setting, sets[setting])
end
else
-- Request options
net.Start("nzu_optionset")
net.WriteString(ext.ID)
net.WriteString(setting)
net.SendToServer()
end
hook.Add("nzu_OptionSetUpdated", p, p.Populate)
function p:OnSelect(index, value, data)
self:Send()
end
return p
end,
Set = function(p,v)
for k,data in pairs(p.Data) do
if data == v then
p:SetText(p:GetOptionText(k))
p.selected = k
return
end
end
p.Choices[0] = v
p.Data[0] = v
p.selected = 0
p:SetText(v)
end,
Get = function(p)
local str,data = p:GetSelected()
return data
end,
}
end
nzu.AddExtensionSettingType("OptionSet", optionset) |
SkillConfig = { }
SkillConfig[100001]={id=100001,remark='技能描述',type=1,icon='icon_skill_0000',name='Base',cooldown=0,animName='skill1'}
SkillConfig[100002]={id=100002,remark='技能描述',type=1,icon='icon_skill_0001',name='Base',cooldown=0,animName='skill2'}
SkillConfig[100003]={id=100003,remark='技能描述',type=1,icon='icon_skill_0002',name='Base',cooldown=0,animName='skill3'}
SkillConfig[100004]={id=100004,remark='技能描述',type=1,icon='icon_skill_0003',name='Base',cooldown=0,animName='skill1'}
SkillConfig[100005]={id=100005,remark='技能描述',type=1,icon='icon_skill_0004',name='Base',cooldown=0,animName='skill2'}
SkillConfig[100006]={id=100006,remark='技能描述',type=1,icon='icon_skill_0005',name='Base',cooldown=0,animName='skill3'}
SkillConfig[100007]={id=100007,remark='技能描述',type=1,icon='icon_skill_0006',name='Base',cooldown=0,animName='skill1'}
SkillConfig[100008]={id=100008,remark='技能描述',type=1,icon='icon_skill_0007',name='Base',cooldown=0,animName='skill2'}
SkillConfig[100009]={id=100009,remark='技能描述',type=1,icon='icon_skill_0008',name='Base',cooldown=0,animName='skill3'}
SkillConfig[100010]={id=100010,remark='技能描述',type=1,icon='icon_skill_0009',name='Base',cooldown=0,animName='skill1'}
SkillConfig[200001]={id=200001,remark='技能描述',type=2,icon='icon_skill_0010',name='冰箱',cooldown=3,animName='skill2'}
SkillConfig[200002]={id=200002,remark='技能描述',type=2,icon='icon_skill_0011',name='回春',cooldown=4,animName='skill3'}
SkillConfig[200003]={id=200003,remark='技能描述',type=2,icon='icon_skill_0012',name='电邢',cooldown=5,animName='skill1'}
SkillConfig[200004]={id=200004,remark='技能描述',type=2,icon='icon_skill_0013',name='疾跑',cooldown=6,animName='skill2'}
SkillConfig[200005]={id=200005,remark='技能描述',type=2,icon='icon_skill_0014',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200006]={id=200006,remark='技能描述',type=2,icon='icon_skill_0015',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200007]={id=200007,remark='技能描述',type=2,icon='icon_skill_0016',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200008]={id=200008,remark='技能描述',type=2,icon='icon_skill_0017',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200009]={id=200009,remark='技能描述',type=2,icon='icon_skill_0018',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200010]={id=200010,remark='技能描述',type=2,icon='icon_skill_0019',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200011]={id=200011,remark='技能描述',type=2,icon='icon_skill_0020',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200012]={id=200012,remark='技能描述',type=2,icon='icon_skill_0021',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200013]={id=200013,remark='技能描述',type=2,icon='icon_skill_0022',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200014]={id=200014,remark='技能描述',type=2,icon='icon_skill_0023',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200015]={id=200015,remark='技能描述',type=2,icon='icon_skill_0024',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200016]={id=200016,remark='技能描述',type=2,icon='icon_skill_0025',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200017]={id=200017,remark='技能描述',type=2,icon='icon_skill_0026',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200018]={id=200018,remark='技能描述',type=2,icon='icon_skill_0027',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200019]={id=200019,remark='技能描述',type=2,icon='icon_skill_0028',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200020]={id=200020,remark='技能描述',type=2,icon='icon_skill_0029',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200021]={id=200021,remark='技能描述',type=2,icon='icon_skill_0030',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200022]={id=200022,remark='技能描述',type=2,icon='icon_skill_0031',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200023]={id=200023,remark='技能描述',type=2,icon='icon_skill_0032',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200024]={id=200024,remark='技能描述',type=2,icon='icon_skill_0033',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200025]={id=200025,remark='技能描述',type=2,icon='icon_skill_0034',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200026]={id=200026,remark='技能描述',type=2,icon='icon_skill_0035',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200027]={id=200027,remark='技能描述',type=2,icon='icon_skill_0036',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200028]={id=200028,remark='技能描述',type=2,icon='icon_skill_0037',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200029]={id=200029,remark='技能描述',type=2,icon='icon_skill_0038',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200030]={id=200030,remark='技能描述',type=2,icon='icon_skill_0039',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200031]={id=200031,remark='技能描述',type=2,icon='icon_skill_0040',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200032]={id=200032,remark='技能描述',type=2,icon='icon_skill_0041',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200033]={id=200033,remark='技能描述',type=2,icon='icon_skill_0042',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200034]={id=200034,remark='技能描述',type=2,icon='icon_skill_0043',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200035]={id=200035,remark='技能描述',type=2,icon='icon_skill_0044',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200036]={id=200036,remark='技能描述',type=2,icon='icon_skill_0045',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200037]={id=200037,remark='技能描述',type=2,icon='icon_skill_0046',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200038]={id=200038,remark='技能描述',type=2,icon='icon_skill_0047',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200039]={id=200039,remark='技能描述',type=2,icon='icon_skill_0048',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200040]={id=200040,remark='技能描述',type=2,icon='icon_skill_0049',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200041]={id=200041,remark='技能描述',type=2,icon='icon_skill_0050',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[200042]={id=200042,remark='技能描述',type=2,icon='icon_skill_0051',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[200043]={id=200043,remark='技能描述',type=2,icon='icon_skill_0052',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[200044]={id=200044,remark='技能描述',type=2,icon='icon_skill_0053',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[300001]={id=300001,remark='技能描述',type=3,icon='icon_skill_0054',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[300002]={id=300002,remark='技能描述',type=3,icon='icon_skill_0055',name='治疗',cooldown=6,animName='skill2'}
SkillConfig[300003]={id=300003,remark='技能描述',type=3,icon='icon_skill_0056',name='闪现',cooldown=8,animName='skill3'}
SkillConfig[300004]={id=300004,remark='技能描述',type=3,icon='icon_skill_0057',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[300005]={id=300005,remark='技能描述',type=3,icon='icon_skill_0058',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[300006]={id=300006,remark='技能描述',type=3,icon='icon_skill_0059',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[300007]={id=300007,remark='技能描述',type=3,icon='icon_skill_0060',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[300008]={id=300008,remark='技能描述',type=3,icon='icon_skill_0061',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[300009]={id=300009,remark='技能描述',type=3,icon='icon_skill_0062',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[300010]={id=300010,remark='技能描述',type=3,icon='icon_skill_0063',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[300011]={id=300011,remark='技能描述',type=3,icon='icon_skill_0064',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[300012]={id=300012,remark='技能描述',type=3,icon='icon_skill_0065',name='闪现',cooldown=3,animName='skill3'}
SkillConfig[300013]={id=300013,remark='技能描述',type=3,icon='icon_skill_0066',name='闪现',cooldown=3,animName='skill1'}
SkillConfig[300014]={id=300014,remark='技能描述',type=3,icon='icon_skill_0067',name='闪现',cooldown=3,animName='skill2'}
SkillConfig[300015]={id=300015,remark='技能描述',type=3,icon='icon_skill_0068',name='闪现',cooldown=3,animName='skill3'}
|
object_ship_bwing_tier8 = object_ship_shared_bwing_tier8:new {
}
ObjectTemplates:addTemplate(object_ship_bwing_tier8, "object/ship/bwing_tier8.iff")
|
local RTG = {}
local RTGTypes = { "image", "gif" }
function RTG:Init()
self.offset = { ["x"] = 0, ["y"] = 0, ["w"] = 0, ["h"] = 0 }
self.useOffset = false
self.doRender = true
self.prevDoRender = true
self.color = Color( 255, 255, 255, 255 )
self.sizeScale = nil
end
function RTG:SetSizeScale( x, y )
self.sizeScale = { x = x, y = y }
end
function RTG:GetSizeScale()
return self.sizeScale
end
function RTG:SetType( t )
if table.HasValue( RTGTypes, t ) then
self.type = t
self:UpdateGraphic()
else
self.type = "image"
MsgC( Color( 255, 0, 0 ), "[RicherTextGraphic] Invalid graphic type \"" .. t .. "\"" )
end
end
function RTG:GetTextColor()
return self.color
end
function RTG:SetTextColor( col )
self.color = col
self:UpdateColor()
end
function RTG:UpdateColor()
self:SetAlpha( self.color.a )
if self.type == "gif" and self.graphic and IsValid( self.graphic ) then
local a = self:GetAlpha()
self.graphic:RunJavascript( [[
var element = document.getElementsByTagName("img")[0]
if (element) {
element.style.opacity = ]] .. ( a / 255 ) .. [[;
}]] )
end
end
function RTG:SetSubImage( x, y, w, h )
if x == nil then
self.useOffset = false
else
self.offset.x = x
self.offset.y = y
self.offset.w = w
self.offset.h = h
self.useOffset = true
end
self:UpdateGraphic()
end
function RTG:SetPath( path )
self.path = path
self:UpdateGraphic()
end
function RTG:UpdateGraphic()
if self.graphic then self.graphic:Remove() end
if not self.doRender then return end
if not self.path or not self.type then return end
if self.type == "image" then
local g = vgui.Create( "DImage", self )
g:Dock( FILL )
local mat = Material( self.path )
g.m_Material = mat
g.offset = self.offset
g.useOffset = self.useOffset
function g:Paint( w, h )
if ( !self.m_Material ) then return true end
surface.SetMaterial( self.m_Material )
surface.SetDrawColor( self.m_Color.r, self.m_Color.g, self.m_Color.b, self.m_Color.a )
if not self.useOffset then
surface.DrawTexturedRect( 0, 0, w, h )
else
local sx, sy = self.m_Material:Width(), self.m_Material:Height()
local u0, u1, v0, v1 = self.offset.x / sx, self.offset.y / sy, ( self.offset.x + self.offset.w ) / sx, ( self.offset.y + self.offset.h ) / sy
surface.DrawTexturedRectUV( 0, 0, w, h, u0, u1, v0, v1 )
end
end
self.graphic = g
else
local g = vgui.Create( "DHTML", self )
g:Dock( FILL )
g:SetHTML(
[[
<style>
body, div, img {
margin: 0px;
overflow: hidden;
width: ]] .. self:GetWide() .. [[px;
height: ]] .. self:GetTall() .. [[px;
}
</style>
]] .. "<body><div><img src=\"" .. self.path .. "\"></div></body>" )
self.graphic = g
end
end
function RTG:SetDoRender( r )
if self.doRender == r then return end
self.doRender = r
timer.Simple( 0.1, function()
self:UpdateDoRender()
end )
end
function RTG:UpdateDoRender()
if self.prevDoRender == self.doRender then return end
local r = self.doRender
if self.type == "image" then
if r then self.graphic:Show() else self.graphic:Hide() end
else
if r then
self:UpdateGraphic()
else
self.graphic:Remove()
end
end
self.prevDoRender = self.doRender
end
vgui.Register( "DRicherTextGraphic", RTG, "Panel" )
|
--[[
Jamba - Jafula's Awesome Multi-Boxer Assistant
Copyright 2008 - 2015 Michael "Jafula" Miller
License: The MIT License
]]--
local L = LibStub("AceLocale-3.0"):NewLocale( "Jamba-QuestWatcher", "enUS", true )
L["Slash Commands"] = true
L["Quest"] = true
L["Quest: Watcher"] = true
L["Quest Watcher"] = true
L["Push Settings"] = true
L["Push the quest settings to all characters in the team."] = true
L["Settings received from A."] = function( characterName )
return string.format( "Settings received from %s.", characterName )
end
L["N/A"] = true
L["Update"] = true
L["Border Colour"] = true
L["Background Colour"] = true
L["<Map>"] = true
L["Lines Of Info To Display (Reload UI To See Change)"] = true
L["Quest Watcher Width (Reload UI To See Change)"] = true
L["DONE"] = true
L["Unlock Quest Watcher Frame (To Move It)"] = true
L["Hide Blizzard's Objectives Watch Frame"] = true
L["Show Completed Objectives As 'DONE'"] = true
L["Do Not Hide An Individuals Completed Objectives"] = true
L["Hide Quests Completed By Team"] = true
L["Enable Team Quest Watcher"] = true
L["Jamba Quest Watcher"] = true
L["Blizzard Tooltip"] = true
L["Blizzard Dialog Background"] = true
L["Hide Quest Watcher In Combat"] = true
L["Show Team Quest Watcher On Master Only"] = true
L["Border Style"] = true
L["Transparency"] = true
L["Scale"] = true
L["Background"] = true
L["Show Quest Watcher"] = true
L["Show the quest watcher window."] = true
L["Hide Quest Watcher"] = true
L["Hide the quest watcher window."] = true
L["Send Message Area"] = true
L["Send Progress Messages To Message Area"] = true |
--------------------------------------------------------------------------------
--- Head: Require
--
-- Standard awesome library
local gears = require("gears")
local awful = require("awful")
require("awful.autofocus")
-- Widget and layout library
local wibox = require("wibox")
--
-- Tail: Require
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--- Head: Main
--
-- https://awesomewm.org/doc/api/classes/wibox.html
screen.connect_signal("request::desktop_decoration", function(s)
-- do something
print('request::desktop_decoration')
-- set wallpaper
gears.wallpaper.maximized("/usr/share/backgrounds/Spices_in_Athens_by_Makis_Chourdakis.jpg", s)
s.xbox = wibox ({
screen = s,
visible = true,
width = 400,
height = 36,
bg = "#161616",
})
end)
--
--- Tail: Main
--------------------------------------------------------------------------------
|
-- Beatmap Download List
-- Part of Live Simulator: 2
-- See copyright notice in main.lua
local love = require("love")
local Luaoop = require("libs.Luaoop")
local JSON = require("libs.JSON")
local AssetCache = require("asset_cache")
local Gamestate = require("gamestate")
local LoadingInstance = require("loading_instance")
local lily = require("lily")
local log = require("logging")
local Async = require("async")
local color = require("color")
local MainFont = require("main_font")
local Util = require("util")
local L = require("language")
local ColorTheme = require("game.color_theme")
local download = require("game.dm")
local md5 = require("game.md5")
local Glow = require("game.afterglow")
local Ripple = require("game.ui.ripple")
local CircleIconButton = require("game.ui.circle_icon_button")
local ProgressBar = require("game.ui.progress")
local SERVER_ADDRESS = require("game.beatmap.download_address")
local mipmaps = {mipmaps = true}
local beatmapDLSelectButton = Luaoop.class("Livesim2.Download.BeatmapSelectButton", Glow.Element)
do
local coverShader
local function commonPressed(self, _, x, y)
self.isPressed = true
self.ripple:pressed(x, y)
end
local function commonReleased(self)
self.isPressed = false
self.ripple:released()
end
local defaultColor = {255, 255, 255, color.white}
function beatmapDLSelectButton:new(state, name, typeID, coverImage)
coverShader = coverShader or state.data.coverMaskShader
-- Color from type ID
local col = ColorTheme[typeID] and ColorTheme[typeID].currentColor or defaultColor
self.typeColor = col
self.name = love.graphics.newText(state.data.statusFont)
self.name:addf({col[4], name}, 310, "left")
self:setCoverImage(coverImage)
self.width, self.height = 420, 94
self.x, self.y = 0, 0
self.ripple = Ripple(460.691871)
self.stencilFunc = function()
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height)
end
self.isPressed = false
self:addEventListener("mousepressed", commonPressed)
self:addEventListener("mousereleased", commonReleased)
self:addEventListener("mousecanceled", commonReleased)
end
function beatmapDLSelectButton:setCoverImage(coverImage)
if coverImage then
local w, h = coverImage:getDimensions()
self.coverScaleW, self.coverScaleH = 82 / w, 82 / h
end
self.coverImage = coverImage
end
function beatmapDLSelectButton:update(dt)
self.ripple:update(dt)
end
function beatmapDLSelectButton:render(x, y)
local shader = love.graphics.getShader()
self.x, self.y = x, y
love.graphics.setColor(color.hex434242)
love.graphics.rectangle("fill", x, y, self.width, self.height)
love.graphics.setShader(Util.drawText.workaroundShader)
love.graphics.setColor(self.typeColor[4])
love.graphics.draw(self.name, x + 110, y + 20)
love.graphics.setColor(color.white)
if self.coverImage then
love.graphics.setShader(coverShader)
love.graphics.draw(self.coverImage, x + 6, y + 6, 0, self.coverScaleW, self.coverScaleH)
else
love.graphics.setShader()
love.graphics.setColor(color.hexC4C4C4)
love.graphics.rectangle("fill", x + 6, y + 6, 82, 82, 12, 12)
love.graphics.rectangle("line", x + 6, y + 6, 82, 82, 12, 12)
end
love.graphics.setShader(shader)
if self.ripple:isActive() then
love.graphics.stencil(self.stencilFunc, "replace", 1, false)
love.graphics.setStencilTest("equal", 1)
self.ripple:draw(self.typeColor[1], self.typeColor[2], self.typeColor[3], x, y)
love.graphics.setStencilTest()
end
end
end
local function leave()
return Gamestate.leave(LoadingInstance.getInstance())
end
local function onSelectButton(_, data)
if data[4].persist.selectedIndex == nil then
data[4].persist.selectedIndex = data[3]
Gamestate.enter(nil, "beatmapInfoDL", {data[1], data[2]})
end
end
local function getHashedName(str)
local keyhash = Util.stringToHex(md5("The quick brown fox jumps over the lazy dog"..str))
local filehash = Util.stringToHex(md5(str))
local strb = {}
local seed = tonumber(keyhash:sub(1, 8), 16) % 2147483648
for _ = 1, 20 do
local chr = math.floor(seed / 33) % 32
local sel = chr >= 16 and keyhash or filehash
chr = (chr % 16) + 1
strb[#strb + 1] = sel:sub(2 * chr - 1, 2 * chr)
seed = (214013 * seed + 2531011) % 2147483648
end
strb[#strb + 1] = str
return table.concat(strb)
end
local function getLiveIconPath(icon)
return "live_icon/"..getHashedName(Util.basename(icon))
end
local function handleInvalidCover(path)
log.errorf("download_list", "cannot load cover '%s', deleting.", path)
love.filesystem.remove(path)
end
local function loadCoverImage(elem, coverPath)
local coverImage = AssetCache.loadImage(coverPath, mipmaps, handleInvalidCover)
elem:setCoverImage(coverImage)
end
local function initializeBeatmapList(self, mapdata, etag)
if not(mapdata) then
-- Load maps.json
local sync = Async.syncLily(lily.decompress("zlib", love.filesystem.newFileData("maps.json")))
sync:sync()
mapdata = JSON:decode(sync:getValues())
elseif etag then
-- Save maps.json
local mapString = love.filesystem.newFileData(mapdata, "")
local sync = Async.syncLily(lily.compress("zlib", mapString, 9))
love.filesystem.write("maps.json.etag", etag)
sync:sync()
love.filesystem.write("maps.json", sync:getValues())
mapdata = JSON:decode(mapdata)
end
self.persist.mapData = mapdata
local liveTrack = {}
for _, v in ipairs(mapdata) do
-- Ignore it if it's TECHNICAL difficulty
if v.difficulty_text ~= "TECHNICAL" then
-- According to ieb, if the `live_difficulty_id` is 20000 and later
-- then it's SIFAC beatmap.
if v.live_setting_id >= 20000 then
v.difficulty_text = "SIFAC"
end
local trackidx
-- Find the live track
for j = 1, #liveTrack do
if liveTrack[j].track == v.live_track_id then
trackidx = liveTrack[j]
break
end
end
if not(trackidx) then
trackidx = {}
liveTrack[#liveTrack + 1] = trackidx
trackidx.track = v.live_track_id
trackidx.name = v.name
trackidx.song = v.sound_asset
trackidx.icon = v.live_icon_asset
trackidx.member = v.member_category
trackidx.live = {}
if trackidx.name:find("* ", 1, true) == 1 then
-- Unofficial romaji, but we don't care ¯\_(ツ)_/¯
trackidx.name = trackidx.name:sub(3)
end
end
-- Create information data
local infodata = {difficulty = v.difficulty_text}
trackidx.live[v.difficulty_text] = infodata
-- in C, B, A, S format
infodata.score = {}
infodata.score[1], infodata.score[2] = v.c_rank_score, v.b_rank_score
infodata.score[3], infodata.score[4] = v.a_rank_score, v.s_rank_score
infodata.combo = {}
infodata.combo[1], infodata.combo[2] = v.c_rank_combo, v.b_rank_combo
infodata.combo[3], infodata.combo[4] = v.a_rank_combo, v.s_rank_combo
-- Background
infodata.background = math.min(v.stage_level, 12)
infodata.star = v.stage_level
if v.member_category == 2 and v.stage_level < 4 then
infodata.background = 12 + v.stage_level
end
-- Livejson info
infodata.livejson = "livejson/"..v.notes_setting_asset
end
end
self.persist.beatmapListGroup = liveTrack
self.persist.beatmapListElem = {}
-- Setup frame
for i = 1, #liveTrack do
local track = liveTrack[i]
local x = 30 + ((i - 1) % 2) * 480
local y = math.floor((i - 1) / 2) * 94
local elem = beatmapDLSelectButton(self, track.name, track.member)
elem:addEventListener("mousereleased", onSelectButton)
elem:setData({self.persist.download, track, i, self})
self.persist.frame:addElement(elem, x, y)
self.persist.beatmapListElem[i] = elem
local coverPath = getLiveIconPath(track.icon)
if Util.fileExists(coverPath) then
Async.runFunction(loadCoverImage):run(elem, coverPath)
end
end
end
local function setStatusText(self, text, blink)
self.persist.statusText:clear()
if not(text) or #text == 0 then return end
self.persist.statusText:add(text, 32, 550)
if blink then
if self.persist.statusTextBlink == math.huge then
self.persist.statusTextBlink = 0
end
else
self.persist.statusTextBlink = math.huge
end
end
local function downloadResponseCallback(self, statusCode, headers, length)
if statusCode == 304 then
Glow.removeElement(self.data.progress)
setStatusText(self)
-- Load local copy using async system
Async.runFunction(initializeBeatmapList):run(self)
elseif statusCode == 200 then
self.persist.downloadData = {
data = {},
bytesWritten = 0,
header = headers,
length = length
}
if length then
self.data.progress:setMaxValue(length)
end
else
self.data.progress:setValue(math.huge)
setStatusText(self, L("beatmapSelect:download:errorStatusCode", {code = statusCode}))
end
end
local function downloadReceiveCallback(self, data)
local dldata = self.persist.downloadData
dldata.data[#dldata.data + 1] = data
dldata.bytesWritten = dldata.bytesWritten + #data
if dldata.length then
self.data.progress:setValue(dldata.bytesWritten)
setStatusText(self, L("beatmapSelect:download:downloadingBytesProgress", {
a = dldata.bytesWritten,
b = dldata.length
}), true)
end
end
local function downloadFinishCallback(self)
local dldata = self.persist.downloadData
-- If dldata is nil, that means it's loaded in responseCallback
if dldata then
local mapData = table.concat(dldata.data)
-- Save map data and initialize
Async.runFunction(initializeBeatmapList):run(self, mapData, dldata.header.etag)
self.persist.downloadData = nil
setStatusText(self)
Glow.removeElement(self.data.progress)
end
end
local function downloadErrorCallback(self, message)
setStatusText(self, L("beatmapSelect:download:errorGeneric", {message = message}))
self.persist.downloadData = nil
self.data.progress:setValue(math.huge)
end
local beatmapDownload = Gamestate.create {
images = {
coverMask = {"assets/image/ui/cover_mask.png", mipmaps},
navigateBack = {"assets/image/ui/over_the_rainbow/navigate_back.png", mipmaps},
}, fonts = {}
}
function beatmapDownload:load()
Glow.clear()
self.data.titleFont, self.data.statusFont = MainFont.get(31, 24)
if self.data.back == nil then
self.data.back = CircleIconButton(color.hex333131, 36, self.assets.images.navigateBack, 0.48, ColorTheme.get())
self.data.back:setData(self)
self.data.back:addEventListener("mousereleased", leave)
end
Glow.addFixedElement(self.data.back, 32, 4)
if self.data.shadowGradient == nil then
self.data.shadowGradient = Util.gradient("vertical", color.black75PT, color.transparent)
end
if self.data.coverMaskShader == nil then
self.data.coverMaskShader = love.graphics.newShader("assets/shader/mask.fs")
self.data.coverMaskShader:send("mask", self.assets.images.coverMask)
end
if self.persist.frame == nil then
self.persist.frame = Glow.Frame(0, 68, 960, 512)
end
if self.data.titleText == nil then
self.data.titleText = love.graphics.newText(self.data.titleFont)
self.data.titleText:add(L"beatmapSelect:download")
end
if self.data.progress == nil then
self.data.progress = ProgressBar(896, 24)
end
end
function beatmapDownload:start()
self.persist.frame = Glow.Frame(0, 80, 960, 560)
self.persist.frame:setSliderColor(color.hex434242)
self.persist.frame:setSliderHandleColor(ColorTheme.get())
Glow.addFrame(self.persist.frame)
self.persist.statusText = love.graphics.newText(self.data.statusFont)
self.persist.statusTextBlink = math.huge
self.persist.selectedIndex = nil
local hasEtag = Util.fileExists("maps.json.etag")
if not(hasEtag and Util.fileExists("maps.json")) then
hasEtag = false
love.filesystem.remove("maps.json")
love.filesystem.remove("maps.json.etag")
end
-- maps.json cache
local lastTag
if hasEtag then
lastTag = love.filesystem.read("maps.json.etag")
end
setStatusText(self, L"beatmapSelect:download:downloading", true)
self.persist.download = download()
:setData(self)
:setResponseCallback(downloadResponseCallback)
:setReceiveCallback(downloadReceiveCallback)
:setFinishCallback(downloadFinishCallback)
:setErrorCallback(downloadErrorCallback)
:download(SERVER_ADDRESS.QUERY.."/maps.json", {
["If-None-Match"] = lastTag
})
Glow.addElement(self.data.progress, 32, 584)
end
function beatmapDownload:update(dt)
self.persist.frame:update(dt)
if self.persist.statusTextBlink ~= math.huge then
self.persist.statusTextBlink = (self.persist.statusTextBlink + dt) % 2
end
end
function beatmapDownload:draw()
love.graphics.setColor(color.hex434242)
love.graphics.rectangle("fill", -88, -43, 1136, 726)
self.persist.frame:draw()
love.graphics.setColor(color.white)
love.graphics.draw(self.data.shadowGradient, -88, 77, 0, 1136, 8)
love.graphics.setColor(color.hex333131)
love.graphics.rectangle("fill", -88, 0, 1136, 80)
love.graphics.setColor(color.white)
love.graphics.draw(self.data.titleText, 112, 24)
if self.persist.statusTextBlink ~= math.huge then
love.graphics.setColor(color.compat(255, 255, 255, math.abs(1 - self.persist.statusTextBlink)))
end
Util.drawText(self.persist.statusText)
Glow.draw()
end
function beatmapDownload:resumed()
Glow.addFrame(self.persist.frame)
if self.persist.selectedIndex then
-- Try to set the cover art
local i = self.persist.selectedIndex
Async.runFunction(function()
local track = self.persist.beatmapListGroup[i]
local coverPath = getLiveIconPath(track.icon)
if Util.fileExists(coverPath) then
self.persist.beatmapListElem[i]:setCoverImage(AssetCache.loadImage(coverPath, mipmaps, handleInvalidCover))
end
end):run()
self.persist.selectedIndex = nil
end
end
return beatmapDownload
|
--
-- This test checks that when the WAL thread runs out of disk
-- space it automatically deletes old WAL files and notifies
-- the TX thread so that the latter can shoot off WAL consumers
-- that need them. See gh-3397.
--
test_run = require('test_run').new()
engine = test_run:get_cfg('engine')
fio = require('fio')
errinj = box.error.injection
test_run:cmd("setopt delimiter ';'")
function check_file_count(dir, glob, count)
local files = fio.glob(fio.pathjoin(dir, glob))
if #files == count then
return true
end
return false, files
end;
function check_wal_count(count)
return check_file_count(box.cfg.wal_dir, '*.xlog', count)
end;
function check_snap_count(count)
return check_file_count(box.cfg.memtx_dir, '*.snap', count)
end;
test_run:cmd("setopt delimiter ''");
box.cfg{checkpoint_count = 2}
test_run:cleanup_cluster()
box.schema.user.grant('guest', 'replication')
s = box.schema.space.create('test', {engine = engine})
_ = s:create_index('pk')
box.snapshot()
--
-- Create a few dead replicas to pin WAL files.
--
test_run:cmd("create server replica with rpl_master=default, script='replication/replica.lua'")
test_run:cmd("start server replica")
test_run:cmd("stop server replica")
test_run:cmd("cleanup server replica")
s:auto_increment{}
box.snapshot()
test_run:cmd("start server replica")
test_run:cmd("stop server replica")
test_run:cmd("cleanup server replica")
s:auto_increment{}
box.snapshot()
test_run:cmd("start server replica")
test_run:cmd("stop server replica")
test_run:cmd("cleanup server replica")
test_run:cmd("delete server replica")
--
-- Make a few checkpoints and check that old WAL files are not
-- deleted.
--
s:auto_increment{}
box.snapshot()
s:auto_increment{}
box.snapshot()
s:auto_increment{}
check_wal_count(5)
check_snap_count(2)
gc = box.info.gc()
#gc.consumers -- 3
#gc.checkpoints -- 2
gc.signature == gc.consumers[1].signature
--
-- Inject a ENOSPC error and check that the WAL thread deletes
-- old WAL files to prevent the user from seeing the error.
--
errinj.set('ERRINJ_WAL_FALLOCATE', 2)
s:auto_increment{} -- success
errinj.info()['ERRINJ_WAL_FALLOCATE'].state -- 0
check_wal_count(3)
check_snap_count(2)
gc = box.info.gc()
#gc.consumers -- 1
#gc.checkpoints -- 2
gc.signature == gc.consumers[1].signature
--
-- Check that the WAL thread never deletes WAL files that are
-- needed for recovery from the last checkpoint, but may delete
-- older WAL files that would be kept otherwise for recovery
-- from backup checkpoints.
--
errinj.set('ERRINJ_WAL_FALLOCATE', 3)
s:auto_increment{} -- failure
errinj.info()['ERRINJ_WAL_FALLOCATE'].state -- 0
check_wal_count(1)
check_snap_count(2)
gc = box.info.gc()
#gc.consumers -- 0
#gc.checkpoints -- 2
gc.signature == gc.checkpoints[2].signature
s:drop()
box.schema.user.revoke('guest', 'replication')
test_run:cleanup_cluster()
-- Check that the garbage collector vclock is recovered correctly.
test_run:cmd("restart server default")
gc = box.info.gc()
#gc.checkpoints -- 2
gc.signature == gc.checkpoints[2].signature
|
local main = require(game.Nanoblox)
local User = require(main.shared.Packages.Remote.ClientRemote)
return User |
--- A defines module for retrieving colors by name.
-- Extends the Factorio defines table.
-- @usage require('stdlib/utils/defines/anticolor')
-- @module defines.anticolor
-- @see Concepts.Color
--- Returns white for dark colors or black for lighter colors.
-- @table anticolor
-- @tfield Concepts.Color green defines.color.black
-- @tfield Concepts.Color grey defines.color.black
-- @tfield Concepts.Color lightblue defines.color.black
-- @tfield Concepts.Color lightgreen defines.color.black
-- @tfield Concepts.Color lightgrey defines.color.black
-- @tfield Concepts.Color lightred defines.color.black
-- @tfield Concepts.Color orange defines.color.black
-- @tfield Concepts.Color white defines.color.black
-- @tfield Concepts.Color yellow defines.color.black
-- @tfield Concepts.Color black defines.color.white
-- @tfield Concepts.Color blue defines.color.white
-- @tfield Concepts.Color brown defines.color.white
-- @tfield Concepts.Color darkblue defines.color.white
-- @tfield Concepts.Color darkgreen defines.color.white
-- @tfield Concepts.Color darkgrey defines.color.white
-- @tfield Concepts.Color darkred defines.color.white
-- @tfield Concepts.Color pink defines.color.white
-- @tfield Concepts.Color purple defines.color.white
-- @tfield Concepts.Color red defines.color.white
local anticolor = {}
local colors = require('stdlib/utils/defines/color_list')
local anticolors = {
green = colors.black,
grey = colors.black,
lightblue = colors.black,
lightgreen = colors.black,
lightgrey = colors.black,
lightred = colors.black,
orange = colors.black,
white = colors.black,
yellow = colors.black,
black = colors.white,
blue = colors.white,
brown = colors.white,
darkblue = colors.white,
darkgreen = colors.white,
darkgrey = colors.white,
darkred = colors.white,
pink = colors.white,
purple = colors.white,
red = colors.white
}
local _mt = {
__index = function(_, c)
return anticolors[c] and {r = anticolors[c]['r'], g = anticolors[c]['g'], b = anticolors[c]['b'], a = anticolors[c]['a'] or 1} or {r = 1, g = 1, b = 1, a = 1}
end,
__pairs = function()
local k = nil
local c = anticolors
return function()
local v
k, v = next(c, k)
return k, (v and {r = v['r'], g = v['g'], b = v['b'], a = v['a'] or 1}) or nil
end
end
}
setmetatable(anticolor, _mt)
_G.defines = _G.defines or {}
_G.defines.anticolor = anticolor
return anticolor
|
OptionsState = Class {
__includes = BaseState
}
local noTrailImage = love.graphics.newImage('assets/images/noTrail.png')
local TrailImage = love.graphics.newImage('assets/images/trail.png')
local musicSlider
local SFXValue
function OptionsState:enter(params)
self.suit = Suit.new()
settingsOption = {
BallTrail = {
checked = options.BallTrail
},
FullScreen = {
checked = options.FullScreen
},
music = {
checked = options.music
},
SFX = {
checked = options.SFX
}
}
musicSlider = {
value = options.musicValue,
min = 0,
max = 1,
step = 0.1
}
SFXValue = {
value = options.SFXValue,
min = 0,
max = 1,
step = 0.1
}
end
function OptionsState:update(dt)
if self.suit:Button('Back', {
font = fonts['Semibold40']
}, 50, 600, 240, 60).hit or love.keyboard.wasPressed('escape') then
gStateMachine:change('start')
end
if self.suit:Checkbox(settingsOption.BallTrail, 215, 130, 50, 39).hit then
options.BallTrail = settingsOption.BallTrail.checked
end
if self.suit:Button('<', {
font = fonts['Semibold40']
}, Window.width / 2 - 69.42 - 25, 295, 50, 50).hit then
PreviousBallColor()
end
if self.suit:Button('>', {
font = fonts['Semibold40']
}, Window.width / 2 + 69.42 - 25, 295, 50, 50).hit then
NextBallColor()
end
if self.suit:Button('Report an Issue', {font = fonts['Semibold40']}, Window.width - 350 - 50, 600, 350, 60).hit then
love.system.openURL("mailto:adawoud1000@hotmail.com")
end
--[[
Full Screen
]]
if self.suit:Checkbox(settingsOption.FullScreen, 1038, 130, 50, 39).hit then
options.FullScreen = settingsOption.FullScreen.checked
if options.FullScreen then
push:setupScreen(Window.width, Window.height, Window.width, Window.height, {
fullscreen = true,
resizable = false,
vsync = true
})
else
push:setupScreen(Window.width, Window.height, Window.width, Window.height, {
fullscreen = false,
resizable = true,
vsync = true
})
end
end
--[[
Music
]]
if self.suit:Checkbox(settingsOption.music, 1038, 230, 50, 39).hit then
options.music = settingsOption.music.checked
if options.music then
sounds['main']:setVolume(musicSlider.value)
sounds['play']:setVolume(musicSlider.value)
else
sounds['main']:setVolume(0)
sounds['play']:setVolume(0)
end
end
--[[
SFX
]]
if self.suit:Checkbox(settingsOption.SFX, 1038, 330, 50, 39).hit then
options.SFX = settingsOption.SFX.checked
if options.SFX then
sounds['clack']:setVolume(musicSlider.value)
else
sounds['clack']:setVolume(0)
end
end
--[[
Music Slider
]]
if self.suit:Slider(musicSlider, 55, 454, 185, 50).changed then
options.musicValue = musicSlider.value
if options.music then
sounds['main']:setVolume(musicSlider.value)
sounds['play']:setVolume(musicSlider.value)
end
end
--[[
VFX Slider
]]
if self.suit:Slider(SFXValue, 315, 454, 185, 50).changed then
options.SFXValue = SFXValue.value
if options.SFX then
sounds['clack']:setVolume(SFXValue.value)
end
end
end
function OptionsState:render()
love.graphics.clear(0.1, 0.12, 0.15)
love.graphics.setFont(fonts['ExtraBold60'])
love.graphics.printf("Options", 0, 20, Window.width, 'center')
--[[
Ball Trail
]]
-- Big Rectangle
love.graphics.rectangle('line', 38, 113, 221, 260, 30, 30)
-- The Word "Ball Trail"
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("Ball Trail", 50, 130)
-- Description
love.graphics.setFont(fonts['Regular13'])
love.graphics.print("The Path That Follows The Ball\n(Better Visualization)", 50, 170)
-- Photo Representation
love.graphics.draw(options.BallTrail and TrailImage or noTrailImage, 75, 200)
self.suit:draw()
--[[
Ball Color
]]
-- Big Rectangle
love.graphics.rectangle('line', Window.width / 2 - 266 / 2, 113, 266, 260, 30, 30)
-- The Word "Ball Color"
love.graphics.setFont(fonts['Bold32'])
love.graphics.printf("Ball Colour", 0, 130, Window.width, 'center')
-- Description
love.graphics.setColor(options.BallColor[1], options.BallColor[2], options.BallColor[3])
love.graphics.setFont(fonts['Regular13'])
love.graphics.printf("Change The Colour of the ball", 0, 170, Window.width, 'center')
-- Colour Representation
love.graphics.circle('fill', Window.width / 2, 245, 40)
love.graphics.setColor(1, 1, 1, 1)
--[[
Full Screen
]]
-- Big Rectangle
love.graphics.rectangle('line', 817, 113, 287, 71, 13, 13)
-- The Word "Full Screen"
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("Full Screen", 833, 130)
--[[
Music
]]
love.graphics.rectangle('line', 817, 213, 287, 71, 13, 13)
-- The Word "Full Screen"
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("Music", 833, 230)
--[[
Music Toggle
]]
love.graphics.rectangle('line', 817, 313, 287, 71, 13, 13)
-- The Word "Full Screen"
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("SFX", 833, 330)
--[[
Music Slider
]]
love.graphics.rectangle('line', 38, 402, 221, 108, 13, 13)
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("Music: " .. math.floor(musicSlider.value * 100) .. "%", 38 + 11, 402 + 18)
--[[
SFX Slider
]]
love.graphics.rectangle('line',298, 402, 221, 108, 13, 13)
love.graphics.setFont(fonts['Bold32'])
love.graphics.print("SFX: " .. math.floor(SFXValue.value * 100) .. "%", 298 + 11, 402 + 18)
end
function OptionsState:exit()
SaveGame()
end
function NextBallColor()
local cuurentColor = options.BallColor
for i, v in ipairs(BallColors) do
if cuurentColor[1] == v[1] and cuurentColor[2] == v[2] and cuurentColor[3] == v[3] then
if i == #BallColors then
options.BallColor = BallColors[1]
else
options.BallColor = BallColors[i + 1]
end
break
end
end
end
function PreviousBallColor()
local cuurentColor = options.BallColor
for i, v in ipairs(BallColors) do
if cuurentColor[1] == v[1] and cuurentColor[2] == v[2] and cuurentColor[3] == v[3] then
if i == 1 then
options.BallColor = BallColors[#BallColors]
else
options.BallColor = BallColors[i - 1]
end
break
end
end
end
|
-----------------------------
-----------------------------
---------BASE CODE-----------
-----------------------------
-----------------------------
--RECT
-----------------------------
function Rect_new(self, x, y, width, height)
self.type = "Rect"
self.x = x or 0
self.y = y or self.x
self.width = width or 0
self.height = height or self.width
return self
end
function Rect_draw(self)
if self.color then color(self.color) end
rect(self.x, self.y, self.width, self.height)
end
function Rect_set(self, x, y, width, height)
self.x = x or self.x
self.y = y or self.y
self.width = width or self.width
self.height = height or self.height
end
function Rect_get(self)
return self.x, self.y, self.width, self.height
end
function Rect_clone(self, r)
self.x = r.x
self.y = r.y
self.width = r.width
self.height = r.height
end
--If rect overlaps with rect or point
function Rect_overlaps(self, r)
return self.x + self.width > r.x and
self.x < r.x + (r.width or 0) and
self.y + self.height > r.y and
self.y < r.y + (r.height or 0)
end
function Rect_overlapsX(self, r)
return self.x + self.width > r.x and
self.x < r.x + (r.width or 0)
end
function Rect_overlapsY(self, r)
return self.y + self.height > r.y and
self.y < r.y + (r.height or 0)
end
function Rect_top(self, val)
if val then self.y = val end
return self.y
end
function Rect_bottom(self, val)
if val then self.y = val - self.height end
return self.y + self.height
end
function Rect_centerX(self, val)
if val then self.x = val - self.width / 2 end
return self.x + self.width / 2
end
function Rect_centerY(self, val)
if val then self.y = val - self.height / 2 end
return self.y + self.height / 2
end
function Rect_distance(self, r)
return sqrt(abs(self.x - r.x)^2 + abs(self.y - r.y)^2)
end
function Rect_distanceCenter(self, r)
return sqrt(abs(self.x + self.width/2 - r.x + r.width/2)^2 + abs(self.y + self.height/2 - r.y + r.height/2))
end
function Rect_distanceY(self, r)
return abs(self.y - r.y)
end
function Rect_distanceCenterX(self, r)
return abs((self.x + self.width/2) - (r.x + r.width/2))
end
function Rect_distanceCenterY(self, r)
return abs((self.y + self.height/2) - (r.y + r.height/2))
end
-----------------------------
--Spr
-----------------------------
function Spr_new(self, x, y, img)
Rect_new(self, x, y, 8)
self.type = "Spr"
self.__save = {}
self.dead = nil
self.img = img
self.imgWidth = 1
self.imgHeight = 1
-- self.flip = {x = nil, y = nil}
self.flip_x = nil
self.flip_y = nil
self.offset_x = 0
self.offset_y = 0
self.visible = true
self.frame = 1
self.frameTimer = 1
self.frameTimerDir = 1
self.anim = nil
-- self.anims = {}
self.animEnded = nil
return self
end
function Spr_update(self)
Spr_simplify(self)
Spr_animate(self)
end
function Spr_draw(self)
if self.visible and not self.dead then
blit(self.img + (self.anim and self["anim__" .. self.anim][self.frame] * self.imgWidth - 1 or 0), self.x + self.offset_x, self.y + self.offset_y, self.imgWidth, self.imgHeight, self.flip_x, self.flip_y)
end
end
function Spr_animate(self)
if self.anim then
local ani = self["anim__" .. self.anim]
if not (ani.mode == "once" and self.animEnded) then
self.frameTimer = self.frameTimer + 1 / self["anim__" .. self.anim].speed
if self.frameTimer >= #ani + 1 or self.frameTimer <= 0 then
if self.mode == "pingpong" then
self.frameTimerDir = -self.frameTimerDir
self.frameTimer = self.frameTimerDir > 0 and 2 or self.frameTimer - #ani
elseif ani.mode == "once" then
self.frameTimer = #ani
else
self.frameTimer = self.frameTimer - #ani
end
self.animEnded = true
end
self.frame = flr(self.frameTimer)
end
end
end
function Spr_addAnim(self, name, t, speed, mode)
local a = {}
self["anim__" .. name] = a
a.speed = speed or 1
a.mode = mode or "loop"
for i=1,#t do
a[i] = t[i]
end
end
function Spr_setAnim(self, anim, force)
if self.anim ~= anim or force then
self.frame = 1
self.frameTimer = 1
self.frameTimerDir = 1
self.anim = anim
self.animEnded = nil
end
end
function Spr_simplify(self)
if self.type == "Eye" then
return Eye_simplify(self)
else
return Spr_simplify_real(self)
end
end
function Spr_simplify_real(self)
--I check if it's out of screen, then I save the important variables, and remove everything else
if Spr_canSimplify(self) then
puts(self.__save,{"x","y","width","height","type","__save"})
local new = {}
for i,k in pairs(self.__save) do
new[k] = self[k]
end
new.simplified = true
local t = data(new.type)
local i = find(t, self)
del(t, i)
put(t, new)
end
end
function Spr_renew(self)
if not Spr_canSimplify(self) then
local old = {}
for i,k in ipairs(self.__save) do
if k ~= "__save" then
old[k] = self[k]
end
end
self.simplified = nil
data(self.type, true)(self, self.x, self.y)
for k,v in pairs(old) do
self[k] = old[k]
end
return true
end
return nil
end
function Spr_canSimplify(self)
if self.type == "Plr" then
return nil
elseif self.type == "Torch" then
return Torch_canSimplify(self)
elseif self.type == "Bat" then
return Bat_canSimplify(self)
elseif self.type == "Spider" then
return Spd_canSimplify(self)
elseif self.type == "Spear" then
return Spear_canSimplify(self)
elseif self.type == "Lava" then
return Lava_canSimplify(self)
elseif self.type == "Bolt" then
return nil
elseif self.type == "Wzrd" then
return nil
elseif self.type == "Crown" then
return nil
elseif self.type == "Stairs" then
return nil
elseif self.type == "Platform" then
return nil
else
return Spr_canSimplify_real(self)
end
end
function Spr_canSimplify_real(self)
return not Rect_overlaps(self, {x = cam_x, y = cam_y, width = cam_width, height = cam_height})
end
-----------------------------
--Ent
-----------------------------
function Ent_new(self, x, y, img)
Spr_new(self, x, y, img)
self.type = "Ent"
self.velocity_x = 0
self.velocity_y = 0
self.last = Rect_new({}, x, y)
self.priority_x = 0
self.priority_y = 0
self._prior_x = 0
self._prior_y = 0
self.bounce_x = 0
self.bounce_y = 0
self.mass = 0
self.ignoreMap = nil
self.grounded = nil
self.solid = true
self.dead = nil
return self
end
function Ent_update(self)
if not self.dead then
Rect_clone(self.last, self)
self._prior_x = self.priority_x
self._prior_y = self.priority_y
self.velocity_y = self.velocity_y + self.mass
self.velocity_y = min(5, self.velocity_y)
self.x = self.x + self.velocity_x
self.y = self.y + self.velocity_y
if not self.ignoreMap then
Ent_resolveMapCollision(self)
end
if self.velocity_x ~= 0 then
self.flip_x = self.velocity_x < 0
end
Spr_update(self)
end
end
function Ent_resolveMapCollision(self)
--I feel like this can be optimized. Not sure how much it would save kb wise though
if self.x - self.last.x > 0 then
if getWOP(self.x + self.width-1, self.y) and not getWOP(self.last.x + self.width-1, self.y) then
Ent_hitMapRight(self)
elseif getWOP(self.x + self.width-1, self.y + self.height-1) and not getWOP(self.last.x + self.width-1, self.y + self.height-1) then
Ent_hitMapRight(self)
end
else
if getWOP(self.x, self.y) and not getWOP(self.last.x, self.y) then
Ent_hitMapLeft(self)
elseif getWOP(self.x, self.y + self.height-1) and not getWOP(self.last.x, self.y + self.height-1) then
Ent_hitMapLeft(self)
end
end
if self.y - self.last.y > 0 then
if getWOP(self.x, self.y + self.height-1) and not getWOP(self.x, self.last.y + self.height-1) then
Ent_hitMapBottom(self)
elseif getWOP(self.x + self.width-1, self.y + self.height-1) and not getWOP(self.x + self.width-1, self.last.y + self.height-1) then
Ent_hitMapBottom(self)
end
else
if getWOP(self.x, self.y) and not getWOP(self.x, self.last.y) then
Ent_hitMapTop(self)
elseif getWOP(self.x + self.width-1, self.y) and not getWOP(self.x + self.width-1, self.last.y) then
Ent_hitMapTop(self)
end
end
end
function Ent_overlaps(self, e)
return self ~= e and not self.dead
and not e.dead
and Rect_overlaps(self, e)
end
function Ent_resolveCollision(self, e)
if self.simplified or e.simplified then return end
if Ent_overlaps(self, e) then
Ent_onOverlap(self, e)
end
end
function Ent_onOverlap(self, e)
if self.type == "Plr" then
Plr_onOverlap(self, e)
elseif self.type == "Crate" then
Crate_onOverlap(self, e)
elseif self.type == "Button" then
Btn_onOverlap(self, e)
elseif self.type == "Switch" then
Stc_onOverlap(self, e)
elseif self.type == "Bat" then
Bat_onOverlap(self, e)
elseif self.type == "Spider" then
Spd_onOverlap(self, e)
elseif self.type == "Wzrd" then
Wzrd_onOverlap(self, e)
else
Ent_onOverlap_real(self)
end
end
function Ent_onOverlap_real(self, e)
if self.solid and e.solid then
Ent_separate(self, e)
end
end
function Ent_separate(self, e)
Ent_separateAxis(self, e, Rect_overlapsY(self.last, e.last) and "x" or "y")
end
function Ent_separateAxis(self, e, a)
local s = a == "x" and "width" or "height"
if self["_prior_" .. a] >= e["_prior_" .. a] then
if (e.last[a] + e.last[s] / 2) < (self.last[a] + self.last[s] / 2) then
e[a] = self[a] - e[s]
else
e[a] = self[a] + self[s]
end
e["velocity_" .. a] = e["velocity_" .. a] * -e["bounce_" .. a]
e["_prior_" .. a] = self["_prior_" .. a]
else
Ent_separateAxis(e, self, a)
end
Ent_resolveMapCollision(e)
end
function Ent_hitMapBottom(self)
if self.type == "Plr" then
Plr_hitMapBottom(self)
elseif self.type == "Crate" then
Crate_hitMapBottom(self)
elseif self.type == "Spider" then
Spd_hitMapBottom(self)
elseif self.type == "Crown" then
Crown_hitMapBottom(self)
elseif self.type == "Spear" then
Spear_hitMapBottom(self)
else
Ent_hitMapBottom_real(self)
end
end
function Ent_hitMapTop(self)
if self.type == "Bat" then
Bat_hitMapTop(self)
elseif self.type == "Spider" then
Spd_hitMapTop(self)
elseif self.type == "Spear" then
Spear_hitMapTop(self)
else
Ent_hitMapTop_real(self)
end
end
function Ent_hitMapLeft(self)
if self.type == "Crate" then
Crate_hitMapLeft(self)
else
Ent_hitMapLeft_real(self)
end
end
function Ent_hitMapRight(self)
if self.type == "Crate" then
Crate_hitMapRight(self)
else
Ent_hitMapRight_real(self)
end
end
function Ent_hitMapLeft_real(self)
self.velocity_x = self.velocity_x * -self.bounce_x
self.x = toGrid(self.x + self.width)*8
self._prior_x = 10000
end
function Ent_hitMapTop_real(self)
self.velocity_y = self.velocity_y * -self.bounce_y
self.y = toGrid(self.y + self.height)*8
self._prior_y = 10000
end
function Ent_hitMapRight_real(self)
self.velocity_x = self.velocity_x * -self.bounce_x
self.x = toGrid(self.x + self.width)*8 - self.width
self._prior_x = 10000
end
function Ent_hitMapBottom_real(self)
self.velocity_y = self.velocity_y * -self.bounce_y
self.y = toGrid(self.y + self.height)*8 - self.height
self._prior_y = 10000
self.grounded = true
end
-----------------------------
--UTILS
-----------------------------
function ceil(a)
local b = flr(a)
return b < a and b + 1 or a
end
function round(a)
local b = flr(a)
return a - b < 0.5 and b or b + 1
end
function sign(a)
return a > 0 and 1 or -1
end
function random(a, b)
if not b then b = a a = 0 end
return a + flr(rand() * (b-a+1))
end
function frandom(a, b)
if not b then b = a a = 0 end
return a + rand() * (b-a+1)
end
function toGrid(x, y)
if y then
return flr(round(x) / 8), flr(round(y) / 8)
else
return flr(round(x) / 8)
end
end
function puts(t, a)
for i,v in ipairs(a) do
put(t, v)
end
end
--get Map On Position
function getWOP(x, y)
return isWall(mget(toGrid(x, y)))
end
function isWall(a)
return a >= 29 and a <= 63
end
function simple(v)
return v.simplified and not Spr_renew(v)
end
function has(t, val)
for i,v in ipairs(t) do
if v == val then
return true
end
end
return nil
end
function find(t, val)
for i,v in ipairs(t) do
if v == val then
return i
end
end
return -1
end
function data(class, a)
if class == "Bat" then
return a and Bat_new or bats
elseif class == "Spider" then
return a and Spd_new or spiders
elseif class == "Torch" then
return a and Torch_new or torches
elseif class == "Crate" then
return a and Crate_new or crates
elseif class == "Door" then
return a and Door_new or doors
elseif class == "Button" then
return a and Btn_new or buttons
elseif class == "Switch" then
return a and Stc_new or switches
elseif class == "Key" then
return a and Key_new or keys
elseif class == "Coin" then
return a and Coin_new or coins
elseif class == "Spring" then
return a and Spring_new or springs
elseif class == "Spikes" then
return a and Spk_new or spikes
elseif class == "Lava" then
return a and Lava_new or lavas
elseif class == "Platform" then
return a and Platform_new or platforms
elseif class == "Spear" then
return a and Spear_new or spears
elseif class == "Window" then
return a and Window_new or windows
end
end
voice = 0
function sfx(b, c, d, e, f, g)
if MENU then return end
voice = (voice + 1) % 3
play(voice, b, c, d, e ,f ,g)
end
-----------------------------
-----------------------------
-----------GAME--------------
-----------------------------
-----------------------------
function init()
LEVEL = random(1, 6)
BOSS = 8
CREDITS = 9
CONGRATS = 11
-- MENU = LEVEL == 1
MENU = true
SPECIAL = 0
SPEEDRUN = false
cam_x, cam_y = 0, 0
cam_width, cam_height = 128, 128
cam_scene = nil
cam_sceneTo = {x = 0, y = 0, width = 1, height = 1}
lightsTimer = 0
speed_timer = 0
restart_timer = 90
level_init()
end
function update(s)
if fadeDir ~= 0 then
fadeTimer = fadeTimer + fadeDir
if fadeTimer >= 20 then
fadeDir = 0
if Plr.dead then
level_reset()
elseif Plr.onStairs then
LEVEL = LEVEL + 1
level_reset()
return
elseif MENU then
LEVEL = 1
MENU = nil
level_reset()
end
elseif fadeTimer <= 0 then
fadeDir = 0
end
end
if LEVEL == CONGRATS then
cam_x = level.x
cam_y = level.y - 32
camera(cam_x, cam_y)
if button(4, true) then init() end
return
end
Plr_update(Plr)
if crown then Ent_resolveCollision(Plr, crown) end
if stairs and not MENU then
Stairs_update(stairs)
Ent_resolveCollision(Plr, stairs)
end
lightsTimer = (lightsTimer + 0.2)
if lightsTimer >= 13 then lightsTimer = lightsTimer - 14 end
if #eyes > 6 then
del(eyes, 1)
del(eyes, 1)
end
if LEVEL == BOSS then
if crown then Ent_update(crown) end
Wzrd_update(Wzrd)
for i,v in ipairs(bolts) do
if Bolt_update(v) then
del(bolts, i)
else
Ent_resolveCollision(Wzrd, v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(light_clouds) do
Cloud.update(v)
end
for i,v in ipairs(dark_clouds) do
Cloud.update(v)
end
end
if scene then
scene_update()
end
for i,v in ipairs(platforms) do
if not simple(v) then
for i=1,4 do
Ent_resolveCollision(Plr, v)
for j,w in ipairs(platforms) do
Ent_resolveCollision(v, w)
end
end
Ent_update(v)
end
end
for i,v in ipairs(eyes) do
if not simple(v) then
Eye_update(v)
end
end
for i,v in ipairs(coins) do
if not simple(v) then
Coin_update(v)
if v.dead then del(coins, i) end
end
end
for i,v in ipairs(keys) do
if not simple(v) then
Key_update(v)
for j,w in ipairs(doors) do
Ent_resolveCollision(v, w)
end
if v.dead then del(keys, i) end
end
end
for i,v in ipairs(doors) do
if not simple(v) then
Door_update(v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(springs) do
if not simple(v) then
Spring_update(v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(crates) do
if not simple(v) then
Crate_update(v)
for i=1,4 do
Ent_resolveCollision(Plr, v)
for j,w in ipairs(crates) do
Ent_resolveCollision(v, w)
end
for j,w in ipairs(doors) do
Ent_resolveCollision(v, w)
end
end
end
end
for i,v in ipairs(buttons) do
if not simple(v) then
Btn_update(v)
for i=1,4 do
Ent_resolveCollision(v, Plr)
for j,w in ipairs(crates) do
Ent_resolveCollision(v, w)
end
end
end
end
for i,v in ipairs(switches) do
if not simple(v) then
Stc_update(v)
Ent_resolveCollision(v, Plr)
end
end
for i,v in ipairs(bats) do
if not simple(v) then
Bat_update(v)
Ent_resolveCollision(Plr, v)
for i=1,4 do
for j,w in ipairs(doors) do
Ent_resolveCollision(v, w)
end
end
if LEVEL == BOSS and v.anim == "sleeping" then
del(bats, i)
end
end
end
for i,v in ipairs(spiders) do
if not simple(v) then
Spd_update(v)
Ent_resolveCollision(Plr, v)
for i=1,4 do
for j,w in ipairs(doors) do
Ent_resolveCollision(v, w)
end
end
if LEVEL == BOSS and v.anim == "sleeping" then
del(spiders, i)
end
end
end
for i,v in ipairs(spikes) do
if not simple(v) then
Spk_update(v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(torches) do
if not simple(v) then
Spr_update(v)
end
end
for i,v in ipairs(spears) do
if not simple(v) then
Spear_update(v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(lavas) do
if not simple(v) then
Ent_update(v)
Ent_resolveCollision(Plr, v)
end
end
for i,v in ipairs(windows) do
if not simple(v) then
Spr_update(v)
end
end
if LEVEL == CREDITS then
credit_x = credit_x - 1
if Plr.x >= level.x + level.width + 140 then
if button(4, true) then
level_reset(true)
return
end
end
end
cam_update()
if music.play then
playMusic(music.play)
end
if tune then
playMusic(tune, true)
end
if MENU then
cam_x = level.x + level.width / 2 - 64
cam_y = level.y + level.height / 2 - 64
camera(cam_x, cam_y)
if button(4, true) or button(0, true) then
fadeDir = 1
elseif button(5, true) then
SPEEDRUN = true
fadeDir = 1
end
elseif LEVEL ~= CREDITS then
if button(5) then
restart_timer = restart_timer - 1
if restart_timer <= 0 then
level_reset(true)
end
else
restart_timer = 90
end
end
end
function draw()
color(0)
clear()
if LEVEL == BOSS then
for i,v in ipairs(light_clouds) do
Cloud.draw(v)
end
end
if LEVEL == CONGRATS then
color(3)
rect(level.x, level.y, level.width, level.height)
mblit()
color(1)
rect(level.x, level.y-32, level.width, 32)
rect(level.x, level.y+56, level.width, 64)
color(2)
print("CONGRATULATIONS!", level.x + 33, level.y - 16)
print("THOU ART WONDROUS", level.x + 33, level.y + 70)
if SPEEDRUN then
print("Time: " .. flr(speed_timer/30), level.x + 40, level.y + 85)
end
return
end
for i,v in ipairs(torches) do
if not simple(v) then
Torch_draw(v)
end
end
for i,v in ipairs(windows) do
if not simple(v) then
Window_draw(v)
end
end
if stairs then Stairs_draw(stairs) end
for i,v in ipairs(coins) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(keys) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(springs) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(crates) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(platforms) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(bats) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(doors) do
if not simple(v) then
Door_draw(v)
end
end
for i,v in ipairs(spiders) do
if not simple(v) then
Spd_draw(v)
end
end
if LEVEL == BOSS or LEVEL == BOSS - 1 then
Wzrd_draw(Wzrd)
end
Plr_draw(Plr)
if crown then Spr_draw(crown) end
mblit()
if LEVEL == BOSS then
for i,v in ipairs(bolts) do
Bolt_draw(v)
end
for i,v in ipairs(dark_clouds) do
Cloud.draw(v, true)
end
for i,v in ipairs(dark_clouds) do
Cloud.draw(v)
end
end
-- for i,v in ipairs(walls) do
-- blit(v.img, v.x, v.y)
-- end
for i,v in ipairs(secrets) do
Spr_draw(v)
end
for i,v in ipairs(eyes) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(buttons) do
if not simple(v) then
Btn_draw(v)
end
end
for i,v in ipairs(switches) do
if not simple(v) then
Stc_draw(v)
end
end
for i,v in ipairs(spikes) do
if not simple(v) then
Spr_draw(v)
end
end
for i,v in ipairs(spears) do
if not simple(v) then
Spear_draw(v)
end
end
for i,v in ipairs(lavas) do
if not simple(v) then
Lava_draw(v)
end
end
color(1)
rect(level.x-128, level.y-128, level.width + 128 + 8, 128)
rect(level.x-128, level.y + level.height + 8, level.width + 128 + 8, 128)
rect(level.x + level.width + 8, level.y - 128, 128, level.height + 256)
rect(level.x-128, level.y - 128, 128, level.height + 256)
color(2)
if scene then
if scene.text1 then
print(scene.text1, cam_x + 64 - #scene.text1*2, cam_y + 20)
end
if scene.text2 then
print(scene.text2, cam_x + 64 - #scene.text2*2, cam_y + 30)
end
end
if LEVEL ~= CREDITS and not MENU then
for i=0,2 do
blit(i < Plr.health and 160 or 161, cam_x + 1 + 9 * i, cam_y)
end
if SPEEDRUN then
color(2)
print("Time: " .. flr(speed_timer/30), cam_x, cam_y + 120)
end
if button(5) then
color(2)
print("Hold to restart game", cam_x + 45, cam_y + 2)
rect(cam_x + 45, cam_y + 8, restart_timer / 1.2, 1)
end
elseif SPEEDRUN and LEVEL == CREDITS then
color(2)
print("Time: " .. flr(speed_timer/30), cam_x, cam_y + 120)
end
if MENU then
color(2)
rect(cam_x + 31, cam_y + 47, 66, 34)
rect(cam_x + 29, cam_y + 45, 5, 5)
rect(cam_x + 94, cam_y + 45, 5, 5)
rect(cam_x + 94, cam_y + 78, 5, 5)
rect(cam_x + 29, cam_y + 78, 5, 5)
color(1)
rect(cam_x + 33, cam_y + 49, 62, 30)
color(2)
local xprove, yprove = 53, 53
local xworth, yworth = 33, 66
for i=-1,1 do
for j=-1,1 do
blit(125, cam_x + xprove + i, cam_y + yprove + j, 3)
blit(153, cam_x + xworth + i, cam_y + yworth + j, 7)
end
end
blit(122, cam_x + xprove, cam_y + yprove, 3)
blit(137, cam_x + xworth, cam_y + yworth, 7)
color(1)
for i=-1,1 do
for j=-1,1 do
print("Press JUMP to start", cam_x + 27 + i, cam_y + 90 + j)
end
end
color(2)
print("Press JUMP to start", cam_x + 27, cam_y + 90)
color(1)
for i=-1,1 do
for j=-1,1 do
print("Made by Sheepolution", cam_x + 25 + i, cam_y + 115 + j)
end
end
color(2)
print("Made by Sheepolution", cam_x + 25, cam_y + 115)
end
color(1)
--SAVE! Merge with borders?
rect(cam_x, cam_y, cam_width, fadeTimer * 4)
rect(cam_x, cam_y + cam_height - fadeTimer * 4, cam_width, cam_height)
rect(cam_x, cam_y, fadeTimer * 4, cam_height)
rect(cam_x + cam_width - fadeTimer * 4, cam_y, cam_width, cam_height)
if LEVEL == CREDITS then
color(2)
for i,v in ipairs(credits) do
print(v, cam_x + credit_x + 128 * i, cam_y + 100)
end
end
end
function level_init(RESET)
local levels = {
{--1
x = 0,
y = 0,
width = 59,
height = 8,
doors_locked = {nil, nil, true, true},
doors_solidWhenOn = {true},
Btn_targets = {{2}},
Stc_targets = {{1}},
coins = 6
},
{ --2
x = 0,
y = 8,
width = 59,
height = 12,
doors_locked = {nil, nil, true, nil, true},
doors_solidWhenOn = {},
Btn_targets = {{1},{4}},
Stc_targets = {{2}},
coins = 6
},
{--3
x = 0,
y = 33,
width = 30,
height = 15,
doors_locked = {true, nil, nil, nil},
doors_solidWhenOn = {nil, true, nil, true},
Btn_targets = {{3}},
Stc_targets = {{4},{2}},
coins = 3
},
{--4
x = 30,
y = 33,
width = 30,
height = 15,
doors_locked = {true, nil, nil, nil},
doors_solidWhenOn = {nil, nil, true, false},
Btn_targets = {{2}},
Stc_targets = {{3,4}},
coins = 4
},
{--5
x = 28,
y = 20,
width = 31,
height = 13,
doors_locked = {true, true, nil, true, true},
doors_solidWhenOn = {},
Btn_targets = {{3}},
Stc_targets = {},
coins = 0
},
{--6
x = 0,
y = 20,
width = 28,
height = 13,
doors_locked = {nil, nil, nil, true, true},
doors_solidWhenOn = {},
Btn_targets = {{1},{2},{3}},
coins = 3
},
{--BOSS ENTRANCE
x = 85,
y = 0,
width = 43,
height = 4,
coins = 1
},
{--BOSS FIGHT
x = 60,
y = 0,
width = 24,
height = 17,
doors_locked = {true},
doors_solidWhenOn = {},
},
{--CREDITS
x = 85,
y = 0,
width = 43,
height = 4,
},
{--SPECIAL
x = 59,
y = 16,
width = 100,
height = 100,
coins = 18
},
{--CONGRATS
x = 97,
y = 8,
width = 16,
height = 6
}
}
local self = levels[LEVEL]
level = self
inventory = {}
inventory.coins = 0
inventory.keys = 0
--Lots of tables, but that's for the sake of drawing order mostly.
--Maybe different tables for each layer? But not sure how much that would save.
eyes = {}
coins = {}
torches = {}
keys = {}
doors = {}
crates = {}
springs = {}
platforms = {}
buttons = {}
switches = {}
lavas = {}
bats = {}
windows = {}
spiders = {}
spikes = {}
secrets = {}
spears = {}
level_save = {}
if LEVEL == BOSS then
dark_clouds = {}
light_clouds = {}
bolts = {}
for i=1,20 do
put(light_clouds, Cloud_new((level.x * 8) + i * 20, level.y + 66 + random(0, 20), 1))
put(dark_clouds, Cloud_new((level.x * 8) + i * 20, level.y - 14 + random(0, 20), 2))
end
end
local wall = {{29,30,31},
{45,46,47},
{61,62,63}}
local fakewall =
{{77,78,79},
{93,94,95},
{109,110,111}}
Plr = {x = 0, y = 0}
for i=self.x, self.x + self.width do
for j=self.y, self.y + self.height do
local obj
local a = mget(i, j)
local x = i * 8
local y = j * 8
local del = true
if a == 29 then
mset(i,j,wall[(j % 3) + 1][(i % 3) + 1])
del = nil
elseif a == 28 then
mset(i,j,fakewall[(j % 3) + 1][(i % 3) + 1])
del = nil
elseif a == 99 then
del = nil
-- mset(i,j,0)
-- put(walls, {x = i*8, y = j*8, img = wall[(j % 3) + 1][(i % 3) + 1]})
elseif a == 224 then
Plr = Plr_new({}, x, y)
elseif a == 225 then
obj = Coin_new({}, x, y)
elseif a == 226 then
obj = Torch_new({}, x, y)
elseif a == 227 then
obj = Key_new({}, x, y)
elseif a == 228 then
obj = Door_new({}, x, y, self.doors_locked[#doors + 1], self.doors_solidWhenOn[#doors + 1])
elseif a == 229 then
obj = Crate_new({}, x, y)
elseif a == 230 then
obj = Platform_new({}, x, y)
elseif a == 231 then
obj = Btn_new({}, x, y + 3, self.Btn_targets[#buttons+1])
elseif a == 232 then
obj = Bat_new({}, x, y)
elseif a == 233 then
obj = Stc_new({}, x, y, self.Stc_targets[#switches+1])
elseif a == 234 then
obj = Lava_new({}, x, y)
elseif a == 235 then
obj = Window_new({}, x, y)
elseif a == 236 then
obj = Spd_new({}, x, y)
elseif a == 237 then
obj = Spk_new({}, x+1, y+5)
elseif a == 238 then
obj = Spring_new({}, x, y)
elseif a == 239 then
stairs = Stairs_new({}, x, y, LEVEL == CREDITS)
elseif a == 240 then
Wzrd = Wzrd_new({}, x, y)
elseif a == 241 then
obj = Coin_new({}, x, y, true)
put(level_save, {i, j, a})
mset(i,j,fakewall[(j % 3) + 1][(i % 3) + 1])
del = nil
elseif a == 242 then
put(spears, Spear_new({}, x, y))
end
if obj then
put(data(obj.type), obj)
Spr_simplify(obj)
end
if del and a >= 224 then
mset(i, j, 0)
put(level_save, {i, j, a})
end
end
end
if Plr.width then
cam_x = Plr.x + Plr.width/2 - 64
cam_y = Plr.y + Plr.height/2 - 64
cam_update()
end
self.x = self.x * 8
self.y = self.y * 8
self.width = self.width * 8
self.height = self.height * 8
fadeTimer = 16
fadeDir = -1
if LEVEL == BOSS - 1 then
scene = {step = 0, timer = 0}
Wzrd.x = Wzrd.x + 16
music.play = nil
end
if LEVEL == BOSS then
scene = {step = 0, timer = 0}
music.play = "boss"
end
if LEVEL == CREDITS then
stairs = Stairs_new({}, stairs.x-16, stairs.y-5, true)
coins = {}
Wzrd = nil
Plr.crown = true
credits = {"Made by Sheepolution",
"Special thanks to",
"rxi for creating the framework", " The Ludum Dare Community",
"Thank you for playing!"}
mset(127, 1, 0)
mset(127, 2, 0)
mset(127, 3, 0)
credit_x = 50
music.play = "main"
end
end
function level_reset(full)
for i,v in ipairs(level_save) do
mset(v[1],v[2],v[3])
end
scene = nil
stairs = nil
level.x = level.x / 8
level.y = level.y / 8
level.width = level.width / 8
level.height = level.height / 8
if full then
init()
else
level_init()
end
end
-----------------------------
-----------------------------
-----------------------------
--Plr
-----------------------------
function Plr_new(self, x, y)
Ent_new(self, x, y+2, 0)
self.type = "Plr"
Spr_addAnim(self,"idle",{1})
Spr_addAnim(self,"jump",{2})
Spr_addAnim(self,"walk",{3, 1, 2}, 3)
Spr_addAnim(self,"explode",{14, 15, 16}, 2.5, "once")
self.anim = "idle"
self.width = 6
self.height = 6
self.offset_y = -2
self.offset_x = -1
self.idleTimer = 0
self.deadTimer = 50
self.invisTimer = 0
self.groundTimer = 3
self.grounded = true
self.walkSpeed = 1.3
self.mass = 0.2
self.health = 3
-- self.jumpPower = 2.65
self.jumpPower = 3.2
self.dead = nil
self.exploding = nil
self.onPlatform = nil
self.platformOffset = 0
self.start = {x = x, y = y}
self.onStairs = nil
self.crown = LEVEL >= CREDITS
return self
end
function Plr_update(self)
if not dead and not self.onStairs then
if not self.exploding then
if self.invisTimer > 0 then
self.invisTimer = self.invisTimer - 1
if self.invisTimer == 0 then
self.visible = true
else
self.visible = self.invisTimer % 6 > 3
end
end
if self.anim == "idle" then
if self.idleTimer < 25 then
self.idleTimer = self.idleTimer + 1
if self.idleTimer == 25 then
if rand() < 0.5 then
Spr_addAnim(self,"idle",{4, 5, 6, 7, 8, 8, 7, 6, 5, 4}, 3)
else
Spr_addAnim(self,"idle",{9, 10, 11, 12, 13, 13, 12, 11, 10, 9}, 3)
end
end
end
else
if self.idleTimer == 25 then
Spr_addAnim(self,"idle",{1})
end
self.idleTimer = 0
end
if not cam_scene and not MENU then
if SPEEDRUN and LEVEL ~= CREDITS then
speed_timer = speed_timer + 1
end
if button(3) then
self.velocity_x = self.walkSpeed
elseif button(2) then
self.velocity_x = -self.walkSpeed
else
if not self.onPlatform then
self.velocity_x = 0
else
if self.anim ~= "idle" then
self.velocity_x = 0
end
end
end
if self.grounded then
if button(4, true) or button(0, true) then
self.velocity_y = -self.jumpPower
self.grounded = nil
self.onPlatform = nil
sfx(10 + 5, 0.4, 3, 120, -200)
else
self.groundTimer = self.groundTimer - 1
if self.groundTimer < 0 then
self.grounded = nil
end
end
end
end
if LEVEL == CREDITS then
if stairs.anim == "open" then
self.velocity_x = 0
elseif not cam_scene then
self.velocity_x = 1
end
if credit_x > -600 then
if self.x >= level.x + 170 then
self.x = self.x - 48
end
end
if self.x > level.x + level.width then
-- init()
self.y = self.start.y + 2
self.velocity_y = 0
self.mass = 0
end
end
if self.grounded then
Spr_setAnim(self,self.velocity_x == 0 and "idle" or "walk")
else
Spr_setAnim(self,"jump")
end
end
if self.anim == "explode" and self.animEnded then
self.dead = true
self.deadTimer = self.deadTimer - 1
if self.deadTimer <= 0 then
self.dead = true
fadeDir = 1
end
end
if LAST_SPEECH then
if (not Wzrd.flip_x and self.x < Wzrd.x + 25) or (Wzrd.flip_x and self.x > Wzrd.x - 17) then
self.velocity_x = 1 * (Wzrd.flip_x and -1 or 1)
elseif Rect_distanceCenterX(self, Wzrd) > 27 then
self.velocity_x = -1 * (Wzrd.flip_x and -1 or 1)
else
self.velocity_x = 0
self.flip_x = not Wzrd.flip_x
end
end
if LEVEL == BOSS and self.x > level.x + level.width-8 then
LEVEL = LEVEL + 1
level_reset()
end
Ent_update(self)
end
end
function Plr_draw(self)
if MENU then return end
if self.visible then
Spr_draw(self)
if self.crown then
local x, y = self.x - 1, self.y - 8
local frame = self["anim__" .. self.anim][self.frame]
if frame >= 9 and frame <= 13 then
y = y - 1
elseif frame >= 4 and frame <= 8 then
y = y + 2
elseif frame == 2 then
y = y - 1
end
blit(162, x, y, 1, 1, self.flip_x)
end
end
end
function Plr_hitMapBottom(self)
self.groundTimer = 2
Ent_hitMapBottom_real(self)
end
function Plr_kill(self)
if not self.exploding then
sfx(frandom(5), 0.4, 4, 180, -1800 + frandom(400))
self.velocity_x = 0
self.velocity_y = 0
self.mass = 0
Spr_setAnim(self, "explode")
self.exploding = true
local a = self.flip_x and 0 or 5
put(eyes, Eye_new({}, self.x + a, self.y, true))
put(eyes, Eye_new({}, self.x+2 + a, self.y))
if LEVEL == BOSS then
for i=1,12 do
if i % 4 == 0 then
mset(level.x/8 + 4 + i, level.y/8 + 7, 0)
end
end
end
end
end
function Plr_damage(self)
if self.invisTimer <= 0 then
self.health = self.health -1
if self.health <= 0 then
Plr_kill(self)
end
self.invisTimer = 30
sfx(20, 0.6, 4, 140, -400)
end
end
function Plr_onOverlap(self, e)
if e.type == "Stairs" then
if e.anim == "idle_open" then
self.visible = nil
tune = "complete"
Spr_setAnim(e,"climb")
self.onStairs = true
return
end
end
if e.type == "Spring" then
if not self.grounded and self.velocity_y ~= 0 and e.anim == "idle" then
Spr_setAnim(e, "jump")
self.velocity_y = -5
sfx(40, 0.4, 1, 250, -300)
self.y = e.y - self.height
-- sfx(40, 0.8, 3, 200, -200)
end
end
if e.type == "Crate" then
if Rect_top(self.last) > Rect_bottom(e.last) then
if self.grounded then
Plr_kill(self)
end
elseif not Rect_overlapsY(self.last, e.last) then
Plr_hitMapBottom(self)
else
Crate_playMove(e)
end
end
if e.type == "Platform" then
if not Rect_overlapsY(self.last, e.last) then
self.grounded = true
self.onPlatform = true
if not (button(3) or button(2)) then
Spr_setAnim(self, "idle")
self.velocity_x = e.velocity_x
self.flip_x = self.velocity_x < 0
end
end
end
if e.type == "Door" then
if e.solid then
self.grounded = true
Spr_setAnim(self, self.velocity_x == 0 and "idle" or "walk")
end
end
if not cam_scene then
if e.type == "Bat" then
if e.anim == "flying" then
Plr_damage(self)
end
return
end
if e.type == "Spider" then
if e.anim ~= "sleeping" and e.anim ~= "sleeping_eyes" then
Plr_damage(self)
end
return
end
if e.type == "Lava" then
Plr_damage(self)
return
end
if e.type == "Spikes" then
Plr_damage(self)
return
end
if e.type == "Bolt" then
if e.timer > 0 then
Plr_damage(self)
end
return
end
if e.type == "Spear" then
Plr_damage(self)
return
end
if e == crown then
self.crown = true
crown = nil
cam_backToPlr(true)
self.scene = true
tune = "crown"
mset(80, 9, 0)
end
end
Ent_onOverlap_real(self, e)
end
function Plr_canSimplify(self)
return nil
end
-----------------------------
--EYE
-----------------------------
function Eye_new(self, x, y, left)
Ent_new(self, x, y, 112)
self.type = "Eye"
self.width = 1
self.height = 1
self.bounce_y = 2
self.mass = 0.4
self.velocity_y = -1 - (left and 0.4 or 0)
self.left = left
self.sleep = nil
return self
end
function Eye_update(self)
self.grounded = nil
Ent_update(self)
if self.simplified then return end
if self.grounded then
if not self.sleep and self.left then
sfx(64, 0.4, 3, 120, -200)
end
if self.bounce_y == 0 then
self.sleep = true
elseif self.bounce_y > 0 then
self.velocity_y = -self.bounce_y
self.bounce_y = 0
end
end
end
function Eye_simplify(self)
if Spr_canSimplify(self) then
self.dead = true
end
end
-----------------------------
--COIN
-----------------------------
function Coin_new(self, x, y, secret)
Ent_new(self, x, y, secret and 70 or 64)
self.type = "Coin"
self.__save = {"img"}
Spr_addAnim(self,"idle",{1, 2, 3, 4, 5, 6}, 2.4)
Spr_addAnim(self,"vanish",{1,1,1,1,1,1,1,1,1,1,1,2,3,4}, 1)
self.anim = "idle"
self.start = {x = self.x, y = self.y}
return self
end
function Coin_update(self)
if not self.dead then
if self.anim ~= "vanish" then
if Ent_overlaps(self, Plr) then
Spr_setAnim(self, "vanish")
if self.img == 70 then
put(secrets, self)
tune = "coin"
SPECIAL = SPECIAL + 1
for i,v in ipairs(level_save) do
if v[3] == 241 then
del(level_save, i)
KAAS = "POEP"
end
end
else
sfx(60, 0.4, 3)
end
self.ignoreMap = true
end
end
Ent_update(self)
if self.anim == "vanish" then
self.velocity_y = -4
if self.y < self.start.y - 8 then
self.y = self.start.y - 8
if self.animEnded then
if self.img == 64 then
inventory.coins = inventory.coins + 1
end
self.dead = true
end
end
end
end
end
-----------------------------
--TORCH
-----------------------------
function Torch_new(self, x, y)
Spr_new(self, x, y, 80)
Spr_addAnim(self,"idle",{3, 2, 1, 2}, 2)
self.type = "Torch"
self.anim = "idle"
self.imgHeight = 2
self.width = 23
self.height = 23
self.bckgr = Light_new({}, self.x + 4, self.y + 4)
return self
end
function Torch_draw(self)
Light_draw(self.bckgr)
Spr_draw(self)
end
function Torch_canSimplify(self)
if Spr_canSimplify_real(self) then
if self.x - 23 > cam_x + cam_width then
return true
end
end
end
-----------------------------
--LIGHT
-----------------------------
function Light_new(self, x, y)
self.x = x
self.y = y
self.size = 20
self.maxSize = 23
self.defSize = 20
self.minSize = 17
self.growDir = 1
self.growSpeed = 0.3
return self
end
function Light_draw(self)
color(3)
circ(self.x, self.y, round(self.minSize + (lightsTimer > 6 and 12 - lightsTimer or lightsTimer)))
end
-----------------------------
--KEY
-----------------------------
function Key_new(self, x, y)
Ent_new(self, x, y, 128)
self.type = "Key"
self.start = {x = self.x, y = self.y}
self.pickedUp = nil
self.deadTimer = 0
-- self.mass = 0.3
return self
end
function Key_update(self)
if not self.dead then
if not self.pickedUp then
if Ent_overlaps(self, Plr) then
sfx(64, 0.4, 3)
self.start.y = self.y
self.ignoreMap = true
self.pickedUp = true
inventory.keys = inventory.keys + 1
end
end
Ent_update(self)
if self.pickedUp then
self.deadTimer = self.deadTimer + 1
self.velocity_y = -4
if self.y < self.start.y - 8 then
self.y = self.start.y - 8
end
if self.deadTimer > 20 then
self.dead = true
end
end
end
end
-----------------------------
--DOOR
-----------------------------
function Door_new(self, x, y, locked, on)
Ent_new(self, x, y, locked and 132 or 131)
self.type = "Door"
self.__save = {"locked", "solidWhenOn", "solid", "img"}
self.locked = locked
self.priority_x = 100
self.priority_y = 100
self.solidWhenOn = on
self.solid = not on or locked
Rect_clone(self.last, self)
self._prior_x = self.priority_x
self._prior_y = self.priority_y
return self
end
function Door_update(self)
if not self.dead then
if self.locked then
if inventory.keys > 0 then
if Ent_overlaps(self, Plr) then
sfx(60, 0.4, 3)
self.dead = true
inventory.keys = inventory.keys - 1
end
end
end
end
end
function Door_draw(self)
if self.locked or self.solid then
Spr_draw(self)
end
end
function Door_stateOff(self)
local old = self.solid
self.solid = not self.solidWhenOn
if self.solid ~= old then
if self.solid then
Door_playClosed(self)
else
Door_playOpen(self)
end
end
end
function Door_stateOn(self)
local old = self.solid
self.solid = self.solidWhenOn
if self.solid ~= old then
if self.solid then
Door_playClosed(self)
else
Door_playOpen(self)
end
end
end
function Door_playOpen()
sfx(10 + 5, 0.4, 4, 120, 200)
end
function Door_playClosed()
sfx(10 + 5, 0.4, 4, 120, -200)
end
-----------------------------
--CRATE
-----------------------------
function Crate_new(self, x, y)
Ent_new(self, x, y, 144)
self.type = "Crate"
self.mass = 0.8
self.priority_y = 99
self.playTimer = 10
self.wallTimer = 3
self.solidTimer = 10
return self
end
function Crate_update(self)
self.playTimer = self.playTimer - 1
self.wallTimer = self.wallTimer + 0.1
self.wallTimer = min(self.wallTimer, 3)
if not self.solid then
self.solidTimer = self.solidTimer - 1
if self.solidTimer < 0 then
self.solid = true
self.solidTimer = 10
end
end
if getWOP(self.x - 2, self.y + self.height + 1) and getWOP(self.x + self.width + 2, self.y + self.height + 1) and not getWOP(self.x + self.width/2, self.y + self.height + 1) then
self.x = toGrid(self.x - self.width/2, self.y + self.height + 1)*8 + 8
self.wallTimer = 3
-- self.y = self.y + 1
end
Ent_update(self)
end
function Crate_hitMapRight(self)
if getWOP(self.x, self.y + self.height) ~= 0 then
self.wallTimer = self.wallTimer - 1
if self.wallTimer <= 0 then
self.x = self.x - 8
self.solid = nil
self.wallTimer = 5
end
end
Ent_hitMapRight_real(self)
end
function Crate_hitMapLeft(self)
if getWOP(self.x, self.y + self.height) ~= 0 then
self.wallTimer = self.wallTimer - 1
if self.wallTimer < 0 then
self.x = self.x + 8
self.solid = nil
self.wallTimer = 5
end
end
Ent_hitMapLeft_real(self)
end
function Crate_hitMapBottom(self)
Ent_hitMapBottom_real(self)
if self.last.y < self.y then
sfx(0, 0.4, 4, 200, -4000)
end
end
function Crate_onOverlap(self, e)
if e.type == "Door" then
if e.solid then
if Rect_overlapsY(self.last, e.last) then
if self.last.x < e.last.x then
Crate_hitMapRight(self)
return
else
self.x = self.x - 1
Crate_hitMapLeft(self)
return
end
end
end
end
Ent_onOverlap_real(self, e)
end
function Crate_playMove(self)
if self.playTimer < 0 then
self.playTimer = 10
sfx(0, 0.4, 4, 200, -1000)
end
end
-----------------------------
--PLATFORM
-----------------------------
function Platform_new(self, x, y)
Ent_new(self, x, y, 150)
self.type = "Platform"
self.priority_x = 99
self.priority_y = 99
self.velocity_x = 1
self.bounce_x = 1
return self
end
-----------------------------
--SPRING
-----------------------------
function Spring_new(self, x, y)
Spr_new(self, x, y, 145)
self.type = "Spring"
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "jump", {2,3,4,5,3,2,3,5,4,5,4}, 1, "once")
Spr_addAnim(self, "revert", {3, 2, 1}, 3, "once")
Spr_setAnim(self, "idle")
self.timer = 0
return self
end
function Spring_update(self, x, y)
if self.animEnded then
if self.anim == "jump"then
self.timer = self.timer + 1
if self.timer > 10 then
self.timer = 0
Spr_setAnim(self, "revert")
end
elseif self.anim == "revert" then
Spr_setAnim(self, "idle")
end
end
Spr_update(self)
end
-----------------------------
--BUTTON
-----------------------------
function Btn_new(self, x, y, targets)
Ent_new(self, x, y, 129)
self.type = "Button"
self.__save = {"targets"}
self.offset_y = -3
self.solid = nil
self.pushed = nil
self.pushTimer = 3
self.targets = targets
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "pushed", {2})
return self
end
function Btn_update(self)
self.pushTimer = max(0, self.pushTimer - 1)
if self.pushTimer == 0 then
Btn_unpush(self)
end
Ent_update(self)
end
function Btn_draw(self)
if not self.dead then
Spr_draw(self)
end
end
function Btn_onOverlap(self, e)
if e.type == "Plr" or e.type == "Crate" then
-- if abs((self.x + self.width / 2) - (e.x + e.width / 2)) < 4 then
Btn_push(self)
-- end
end
end
function Btn_push(self)
if not self.pushed then
self.pushed = true
Spr_setAnim(self, "pushed")
for i,v in ipairs(self.targets) do
Door_stateOn(doors[v])
end
end
self.pushTimer = 3
end
function Btn_unpush(self)
if self.pushed then
self.pushed = nil
Spr_setAnim(self, "idle")
for i,v in ipairs(self.targets) do
Door_stateOff(doors[v])
end
end
end
-- function Btn_simplify(self)
-- end
-----------------------------
--SWITCH
-----------------------------
function Stc_new(self, x, y, targets)
Ent_new(self, x+2, y+1, 133)
self.type = "Switch"
self.__save = {"targets","active"}
self.solid = nil
self.switchTimer = 4
self.active = nil
self.targets = targets
self.width = 4
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "active", {2})
Spr_setAnim(self, "idle")
return self
end
function Stc_update(self)
self.switchTimer = self.switchTimer - 1
if self.active then
Spr_setAnim(self, "active")
for i,v in ipairs(self.targets) do
Door_stateOn(doors[v])
end
else
Spr_setAnim(self, "idle")
for i,v in ipairs(self.targets) do
Door_stateOff(doors[v])
end
end
Ent_update(self)
end
function Stc_draw(self)
if not self.dead then
Spr_draw(self)
end
end
function Stc_onOverlap(self, e)
if abs((self.x + self.width / 2) - (e.x + e.width / 2)) < 2 then
if self.switchTimer < 0 then
Stc_trigger(self)
end
self.switchTimer = 1
end
end
function Stc_trigger(self)
self.active = not self.active
if self.active then
Spr_setAnim(self, "active")
for i,v in ipairs(self.targets) do
Door_stateOn(doors[v])
end
else
Spr_setAnim(self, "idle")
for i,v in ipairs(self.targets) do
Door_stateOff(doors[v])
end
end
end
-----------------------------
--BAT
-----------------------------
function Bat_new(self, x, y)
Ent_new(self, x, y, 113)
self.type = "Bat"
Spr_addAnim(self, "sleeping", {1})
Spr_addAnim(self, "sleeping_eyes", {2})
Spr_addAnim(self, "flying", {3,4},2.5)
Spr_setAnim(self, "sleeping")
self.__save = {"anim"}
self.width = 3
self.height = 6
self.offset_x = -2
self.sleepTimer = 0
self.bounce_x = 1
self.bounce_y = 1
self.hspeed = 0.4
self.vspeed = 1
self.solid = true
return self
end
function Bat_update(self)
if cam_scene then return end
self.sleepTimer = self.sleepTimer - 1
if self.sleepTimer < 0 then
if self.anim ~= "flying" then
if Rect_distanceCenterX(self, Plr) < 27 and Rect_distanceCenterY(self, Plr) < 26 and self.y < Plr.y + 8 then
Bat_startFlying(self)
elseif Rect_distance(self, Plr) < 45 then
Spr_setAnim(self, "sleeping_eyes")
else
Spr_setAnim(self, "sleeping")
end
end
end
Ent_update(self)
end
function Bat_startFlying(self)
sfx(55, 0.4, 0, 200 , -100 - frandom(300))
self.velocity_x = self.hspeed * sign(Rect_centerX(Plr) - Rect_centerX(self))
self.velocity_y = self.vspeed
Spr_setAnim(self, "flying")
end
function Bat_hitMapTop(self)
Spr_setAnim(self, "sleeping")
Ent_hitMapTop_real(self)
self.velocity_x = 0
self.velocity_y = 0
self.sleepTimer = 40
end
function Bat_onOverlap(self, e)
if e.type == "Door" then
if not Rect_overlapsY(self.last, e.last) then
if self.y > e.y then
Bat_hitMapTop(self)
else
Bat_hitMapBottom(self)
end
end
end
Ent_onOverlap_real(self, e)
end
function Bat_canSimplify(self)
return Spr_canSimplify_real(self) and self.anim == "sleeping" and LEVEL ~= BOSS
end
-----------------------------
--LAVA
-----------------------------
function Lava_new(self, x, y)
Ent_new(self, x, y+4, 176)
self.offset_y = -4
self.height = 4
Spr_addAnim(self, "idle", {1,2,3,3,4,4,3,3,5},6)
Spr_setAnim(self, "idle")
self.type = "Lava"
self.__save = {"width"}
local i = 0
local a = 0
while true do
a = a + 1
if a > 2000 then
break
end
i = i + 1
local a = mget(x/8 + i, y/8)
if isWall(a) then
i = i -1
break
end
end
self.length = i
self.width = i * 8 + 8
return self
end
function Lava_draw(self)
for i=0,self.length do
blit(self.img + (self.anim and self["anim__" .. self.anim][self.frame] * self.imgWidth - 1 or 0), self.x + self.offset_x + 8 * i, self.y + self.offset_y, self.imgWidth, self.imgHeight, self.flip_x, self.flip_y)
end
end
function Lava_canSimplify(self)
local s = false
self.y = self.y - 4
self.height = 8
s = Spr_canSimplify_real(self)
self.y = self.y + 4
self.height = 4
return s
end
-----------------------------
--WINDOW
-----------------------------
function Window_new(self, x, y)
Spr_new(self, x-8, y, 83)
Spr_addAnim(self, "idle", {1},3)
Spr_setAnim(self, "idle")
self.type = "Window"
self.offset_x = 8
self.width = 24
self.__save = {"width"}
return self
end
function Window_draw(self)
blit(84, self.x, self.y, 3, 2)
Spr_draw(self)
color(0)
line(self.x+7, self.y, self.x+7, self.y+7)
end
-----------------------------
--SPIDER
-----------------------------
function Spd_new(self, x, y)
Ent_new(self, x, y, 117)
self.type = "Spider"
Spr_addAnim(self, "sleeping", {1})
Spr_addAnim(self, "sleeping_eyes", {2})
Spr_addAnim(self, "walking", {2, 3}, 10)
Spr_addAnim(self, "falling", {4})
Spr_addAnim(self, "walking_floor", {4, 5}, 4)
Spr_setAnim("sleeping")
self.start = {x = self.x, y = self.y}
self.width = 5
self.height = 3
self.sleepTimer = 0
self.soundTimer = 0
self.fallSpeed = 0.6
self.solid = true
self.onground = nil
return self
end
function Spd_update(self)
self.sleepTimer = self.sleepTimer - 1
if self.sleepTimer < 0 then
if not self.onground then
if self.anim ~= "falling" then
if Rect_distanceCenterX(self, Plr) < 18 and Rect_distanceCenterY(self, Plr) < 28 and self.y < Plr.y + 8 then
Spd_startFalling(self)
elseif Rect_distance(self, Plr) < 45 then
Spr_setAnim(self, "sleeping_eyes")
else
Spr_setAnim(self, "sleeping")
end
end
else
self.soundTimer = self.soundTimer - 1
if self.soundTimer < 0 then
self.soundTimer = 4
sfx(40, 0.4, 0, 40, -100)
end
if Rect_distanceCenterX(self, Plr) < 2 then
Spd_startClimbing(self)
end
if not getWOP(self.x + 4 + 4 * sign(self.velocity_x), self.y + self.height) then
Spd_startClimbing(self)
end
if getWOP(self.x + 4 + 5 * sign(self.velocity_x), self.y + 2) then
Spd_startClimbing(self)
end
end
end
self.flip_x = true
Ent_update(self)
end
function Spd_draw(self)
if self.anim == "falling" then
color(4)
line(self.x + 4, self.start.y, self.x+4, self.y)
end
Spr_draw(self)
end
function Spd_startFalling(self)
sfx(40, 0.4, 0, nil, -100)
self.falling = true
self.velocity_y = self.fallSpeed
self.velocity_x = 0
Spr_setAnim(self, "falling")
end
function Spd_startClimbing(self)
sfx(20, 0.4, 0, nil, -100)
-- sfx(10, 0.4, 0, 200 , 400 - frandom(300))
local i = 0
while true do
if getWOP(self.x, self.y - i * 8) then
break
end
i = i + 1
end
self.start.y = self.y - i * 8
self.velocity_y = -1
self.velocity_x = 0
self.onground = nil
self.x = round(self.x)
Spr_setAnim(self, "falling")
end
function Spd_hitMapTop(self)
Spr_setAnim(self, "sleeping")
Ent_hitMapTop_real(self)
self.velocity_x = 0
self.velocity_y = 0
self.sleepTimer = 40
end
function Spd_hitMapBottom(self)
Ent_hitMapBottom_real(self)
if self.anim == "falling" then
self.velocity_x = 1.8 * sign(Rect_centerX(Plr) - Rect_centerX(self))
Spr_setAnim(self, "walking_floor")
self.velocity_y = 0
self.onground = true
end
end
function Spd_onOverlap(self, e)
if e.type == "Door" and e.solid then
if not Rect_overlapsY(self.last, e.last) then
if self.y > e.y then
Spd_hitMapTop(self)
else
Spd_hitMapBottom(self)
end
else
Spd_startClimbing(self)
end
end
Ent_onOverlap_real(self, e)
end
function Spd_canSimplify(self)
return Spr_canSimplify_real(self) and self.anim == "sleeping" and LEVEL ~= BOSS
end
-----------------------------
--SPIKES
-----------------------------
function Spk_new(self, x, y)
Ent_new(self, x, y, 181)
self.type = "Spikes"
self.offset_y = -4
self.offset_x = -1
self.width = 7
self.height = 5
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "close", {2, 3}, 2, "once")
Spr_addAnim(self, "active", {4,5,6,7}, 1, "once")
Spr_addAnim(self, "back", {7,6,5,4,3,2,1}, 1, "once")
Spr_setAnim(self, "idle")
self.activeTimer = 0
return self
end
function Spk_update(self)
-- if abs(self.x - Plr.x) >= 64 then
-- Ent_simplify(self)
-- return
-- end
self.activeTimer = self.activeTimer - 1
if self.activeTimer > 0 then
Spr_setAnim(self, "active")
elseif self.activeTimer == 0 then
Spr_setAnim(self, "back")
elseif self.anim ~= "back" then
if Rect_distanceCenterX(self, Plr) < 30 and Rect_distanceCenterY(self, Plr) < 24 and self.y > Plr.y then
if Rect_distanceCenterX(self, Plr) < 8 then
Spr_setAnim(self, "active")
sfx(50, 0.4, 0, 100, -2000)
self.activeTimer = 30
else
Spr_setAnim(self, "close")
end
else
Spr_setAnim(self, "idle")
end
end
if self.animEnded and self.anim == "back" then
Spr_setAnim(self, "idle")
end
Ent_update(self)
end
-----------------------------
--Spear
-----------------------------
function Spear_new(self, x, y)
Ent_new(self, x, y, 135)
self.type = "Spear"
self.__save = {"start_y"}
self.state = "up"
self.timer = 0
self.height = 4
self.start_y = self.y
return self
end
function Spear_update(self)
if self.state == "up" then
if Rect_distanceCenterX(self, Plr) < 40 and Rect_distanceCenterY(self, Plr) < 30 and Plr.y > self.y then
if self.timer <= 0 then
self.velocity_y = 4
else
self.timer = self.timer - 1
end
end
end
if self.state == "down" then
if self.timer <= 0 then
self.velocity_y = -4
else
self.timer = self.timer - 1
end
end
Ent_update(self)
end
function Spear_draw(self)
color(4)
rect(self.x+2, self.start_y, 2, self.y - self.start_y)
Spr_draw(self)
end
function Spear_hitMapBottom(self)
self.state = "down"
self.timer = 2
sfx(0, 0.5, 4, 150, -100)
Ent_hitMapBottom_real(self)
end
function Spear_hitMapTop(self)
self.state = "up"
self.timer = 20
Ent_hitMapTop_real(self)
end
function Spear_canSimplify(self)
return Spr_canSimplify_real(self) and self.state == "up"
end
-----------------------------
--STAIRS
-----------------------------
function Stairs_new(self, x, y, special)
Spr_new(self, x+8, y+5, 15)
self.type = "Stairs"
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "idle_open", {6})
Spr_addAnim(self, "climb", {6,6,6,6,6,6,6,6,6,6,6}, 6, "once")
Spr_addAnim(self, "open", {2,3,4,5,6,6,6,6}, 4, "once")
Spr_setAnim(self, "idle")
self.imgWidth = 2
self.imgHeight = 2
self.offset_x = -8
self.offset_y = -13
self.width = 4
self.height = 3
self.special = special
return self
end
function Stairs_update(self)
if self.anim == "idle" then
-- (not self.special and self.x - Plr.x < 50) or
if self.special and self.x - Plr.x < 50 then
if SPECIAL == 6 then
if cam_arrived then
Spr_setAnim(self, "open")
sfx(0, 0.8, 4, 1100, nil)
else
cam_toScene(self)
end
end
elseif inventory.coins == level.coins then
if cam_arrived then
Spr_setAnim(self, "open")
sfx(0, 0.8, 4, 1100, nil)
else
cam_toScene(self)
end
end
elseif self.anim == "open" and self.animEnded then
Spr_setAnim(self, "idle_open")
cam_backToPlr()
elseif self.anim == "climb" and self.animEnded then
fadeDir = 1
end
Spr_update(self)
end
function Stairs_draw(self)
Spr_draw(self)
if self.anim == "idle" then
color(2)
print(self.special and 6 - SPECIAL or level.coins - inventory.coins, self.x-2, self.y - 12)
if self.special then
blit(70, self.x - 4, self.y - 6)
end
elseif self.anim == "climb" then
local y = self.y + self.offset_y
if self.frame == 1 then
blit(Plr.crown and 58 or 48, self.x - 4, y + 8, 1, 1)
elseif self.frame == 2 then
blit(Plr.crown and 59 or 49, self.x - 2, y + 6, 1, 1)
elseif self.frame == 3 then
blit(50, self.x - 2, y + 4, 1, 1)
elseif self.frame == 4 then
blit(51, self.x - 2, y + 2, 1, 1)
end
end
end
function Stairs_simplify(self)
end
-----------------------------
---------BOSSFIGHT-----------
-----------------------------
--CLOUD
-----------------------------
Cloud = {}
function Cloud_new(x, y, type)
local self = {}
self.x = x
self.y = y
self.type = type
return self
end
function Cloud.update(self)
self.x = self.x - (self.type == 1 and 1.2 or 0.6)
if self.x < level.x - 20 then
self.x = flr(level.x + level.width) + 20
if self.type == 1 then
self.y = level.y + 66 + random(0, 20)
else
self.y = level.y - 14 + random(0, 20)
end
end
end
function Cloud.draw(self, a)
if not a then
color(self.type == 1 and 3 or 0)
circ(flr(self.x), flr(self.y), 20)
else
color(4)
circ(flr(self.x), flr(self.y), 22)
end
end
-----------------------------
--BOLT
-----------------------------
function Bolt_new(x, y)
local self = Spr_new({}, x, y)
self.x = x
self.y = y
self.imgs = {}
self.type = "Bolt"
for i=1,10 do
if i > 1 then
local r
repeat
r = random(0,4)
until r ~= self.imgs[i-1]
self.imgs[i] = r
else
self.imgs[i] = random(0, 4)
end
end
self.timer = -60
self.striked = nil
self.height = 11 * 8
self.start = nil
return self
end
function Bolt_update(self)
self.timer = self.timer + 3
if self.timer > 16 then
if not self.striked then
sfx(20, 0.8, 4, 800, -100)
end
self.striked = true
if self.timer > 30 then
return true
end
end
end
function Bolt_draw(self)
if self.timer > 0 then
for i,v in ipairs(self.imgs) do
if self.striked then
if i + 16 > self.timer then
blit(52 + self.imgs[i], self.x, self.y + 8 * i)
end
else
if i <= self.timer then
blit(52 + self.imgs[i], self.x, self.y + 8 * i)
end
end
end
else
blit(57, self.x, self.y + 8 * 10)
end
end
-----------------------------
--Wzrd
-----------------------------
function Wzrd_new(self, x, y)
Ent_new(self, x-8, y, 192)
self.type = "Wzrd"
self.starty = y
self.height = 16
self.imgHeight = 2
Spr_addAnim(self, "idle", {1})
Spr_addAnim(self, "outfade", {2,3,10}, 3, "once")
Spr_addAnim(self, "infade", {3,2,1}, 3, "once")
Spr_addAnim(self, "chant", {4,6,5,7,6,7,5,7,6,7,5,7,6,7,5,7,6,7,5,7,6,7,5,4,1}, 5, "once")
Spr_addAnim(self, "shock", {8,9,8,9,8,9,8,9,8,9,8,9,8,9}, 2, "once")
Spr_addAnim(self, "tired", {6})
Spr_addAnim(self, "dissapear", {6,6,6,5,6,6,5,6,5,6,5,5,5,5,5,5}, 3, "once")
Spr_setAnim(self, "idle")
self.chantTimer = 70
self.spawnTimer = 10
self.spawn = "bat"
self.life = 3
self.flip_x = true
return self
end
function Wzrd_update(self)
if self.anim == "idle" then
if abs(self.x - Plr.x) < 10 then
Spr_setAnim(self, "outfade")
sfx(20, 0.4, 1, 300, -2000)
else
self.chantTimer = self.chantTimer - 1
if self.chantTimer < 0 then
sfx(3, 0.4, 1, 1000, -100)
Spr_setAnim(self, "chant")
self.chantTimer = 45
end
end
elseif self.anim == "chant" then
self.spawnTimer = self.spawnTimer - 1
if self.spawnTimer < 0 then
if self.spawn == "bat" then
local bt = Bat_new({}, level.x + 60 + random(0, 70), level.y + 8)
bt.sleepTimer = -1
Bat_startFlying(bt)
bt.velocity_x = 2.5 * sign(-0.5 + rand())
put(bats, bt)
self.spawnTimer = 30
elseif self.spawn == "spider" then
local sp = Spd_new({}, level.x + 40 + random(0, 110), level.y + 8)
sp.fallSpeed = 2
sp.sleepTimer = -1
Spd_startFalling(sp)
put(spiders, sp)
self.spawnTimer = 30
elseif self.spawn == "bolt" then
put(bolts, Bolt_new(Plr.x, level.y - 8))
self.spawnTimer = 20
elseif self.spawn == "lava" then
if #lavas == 0 then
put(lavas, Lava_new({}, 520 , 72))
end
end
else
if self.spawn == "lava" then
if self.y <= level.y + 40 then
self.y = level.y + 40
self.velocity_y = 0
for i=1,12 do
if i % 4 == 0 then
mset(level.x/8 + 4 + i, level.y/8 + 7, 29)
end
end
else
self.velocity_y = -0.8
end
end
end
end
if self.animEnded then
if self.anim == "outfade" then
if self.flip_x then
self.x = self.x - 64
self.y = self.starty
self.flip_x = nil
else
self.x = self.x + 64
self.y = self.starty
self.flip_x = true
end
Spr_setAnim(self, "infade")
elseif self.anim == "infade" then
Spr_setAnim(self, "idle")
elseif self.anim == "chant" then
Spr_setAnim(self, "idle")
if self.spawn == "bat" then
self.spawn = "spider"
elseif self.spawn == "spider" then
self.spawn = "bolt"
elseif self.spawn == "bolt" then
self.spawn = "lava"
self.spawnTimer = 60
elseif self.spawn == "lava" then
lavas = {}
for i=1,12 do
if i % 4 == 0 then
mset(level.x/8 + 4 + i, level.y/8 + 7, 0)
end
end
Spr_setAnim(self, "outfade")
sfx(20, 0.4, 1, 300, -2000)
self.spawn = "bat"
end
elseif self.anim == "shock" then
if self.life == 0 then
Spr_setAnim(self, "tired")
crown = Crown_new({}, self.x + (self.flip_x and -1 or 7), self.y+4, self.flip_x)
else
Spr_setAnim(self, "idle")
end
elseif self.anim == "dissapear" then
scene.step = scene.step + 1
end
end
Ent_update(self)
end
function Wzrd_draw(self)
if self.anim == "tired" or self.anim == "dissapear" then
self.imgWidth = 2
else
self.imgWidth = 1
end
Spr_draw(self)
end
function Wzrd_onOverlap(self, e)
if e.timer > 0 and self.anim ~= "shock" and self.life > 0 then
Spr_setAnim(self, "shock")
if e ~= #bolts then del(bolts, #bolts) end
self.spawn = "lava"
self.spawnTimer = 60
self.life = self.life - 1
if self.life == 0 then
LAST_SPEECH = true
music.play = nil
cam_toScene(self.x + 15 * (self.flip_x and -1 or 1), self.y + 13)
end
end
end
function Wzrd_canSimplify(self)
return nil
end
-----------------------------
--CROWN
-----------------------------
function Crown_new(self, x, y, flip)
Ent_new(self, x + 4, y, 162)
self.type = "Crown"
self.velocity_x = 0.8 * (flip and -1 or 1)
self.mass = 0.1
self.flip_x = flip
self.bounce_y = 0.8
Spr_addAnim(self, "rotate", {2,3,4,5,6,7,1}, 6, "once")
Spr_setAnim(self, "rotate")
self.solid = nil
self.offset_x = -4
self.width = 4
return self
end
function Crown_hitMapBottom(self)
Ent_hitMapBottom_real(self)
if self.velocity_y > -0.6 and not Rect_overlaps(self, Plr) and self.velocity_x ~= 0 then
self.velocity_y = 0
self.velocity_x = 0
self.mass = 0
scene.step = scene.step + 1
sfx(60, 0.5, 3, 50)
elseif self.velocity_x ~= 0 then
sfx(60, 0.5, 3, 50)
end
end
-----------------------------
--MUSIC
-----------------------------
CHANNELS = { 12, 14, 17, 19, 21, 24, 27, 29, 31, 34, 36, 39, 41, 43}
music = {}
music.play = "main"
music.main = {
speed = 8,
tick = -1,
play = function(n) play(3, n, 1, 3, nil, 20) end,
seq =
"123200000100000000000000123200000100000000000000123200000100000000000000" ..
"1232000001000000000000001232000001000000000000001234040413030302" ..
"1234040413030302"
}
music.boss = {
speed = 5,
tick = -1,
play = function(n) play(3, n, .6, 1, 110) end,
seq =
"1000100010001000100010001000100013031303130313131303130313031313" ..
"4242423414143432424242341414343292827274746464629282727474646462" ..
"928272747464646292827274746464629887998aa9bbcabc9282727474646462" ..
"9282727474646462928272747464646292827274746464629887998aa9bbca75" ..
"9282727474646462928272747464646292827274746464629282727474646462" ..
"98a79acb9cb9cb98928272981768646492827298176864649282729807686020"
}
music.complete = {
speed = 5,
tick = -1,
play = function(n) sfx(20 + n, 0.4, 1) end,
seq =
"56034132314670000000000000000000000"
}
music.coin = {
speed = 5,
tick = -1,
play = function(n) sfx(40 + n, 0.4, 3) end,
seq =
"1357"
}
music.crown = {
speed = 5,
tick = -1,
play = function(n) sfx(20 + n, 0.8, 3) end,
seq =
"123456789abc"
}
function playMusic(play, t)
local self = music[play]
self.tick = self.tick + 1
if self.tick % round(self.speed) == 0 then
local step = self.tick / self.speed
if t and step >= #self.seq then tune = nil self.tick = -1 return end
local c = ord(self.seq, 1 + step % #self.seq)
c = (c >= ord("a")) and (c - ord("a") + 10) or (c - ord("0"))
if c > 0 then
self.play(CHANNELS[c])
end
end
end
-----------------------
--CAMERA
-----------------------
function cam_update()
if not cam_scene then
cam_x = flr(Plr.x + Plr.width/2) - 64
cam_y = flr(Plr.y + Plr.height/2) - 64
else
local c = {x = cam_x, y = cam_y, width = cam_width, height = cam_height}
local xdis = Rect_distanceCenterX(c, cam_sceneTo)
local ydis = Rect_distanceCenterY(c, cam_sceneTo)
if xdis < 2 then
Rect_centerX(c, cam_sceneTo.x)
else
cam_x = cam_x + (xdis/7) * sign(cam_sceneTo.x - (cam_x+cam_width/2))
end
if ydis < 2 then
Rect_centerY(c, cam_sceneTo.y)
else
cam_y = cam_y + (ydis/7) * sign(cam_sceneTo.y - (cam_y+cam_height/2))
end
if xdis < 2 and ydis < 2 then
cam_arrived = true
if cam_toPlr then
cam_arrived = nil
cam_scene = nil
cam_toPlr = nil
end
end
-- cam_y = cam_y + 1 * sign((cam_y+cam_height/2) - cam_sceneTo.y )
end
camera(cam_x, cam_y)
end
function cam_toScene(x, y)
cam_arrived = nil
cam_scene = true
cam_toPlr = nil
Plr.velocity_x = 0
if not y then
cam_sceneTo.x = x.x + x.width/2
cam_sceneTo.y = x.y + x.height/2
else
cam_sceneTo.x = x
cam_sceneTo.y = y
end
end
function cam_backToPlr(t)
cam_toScene(Plr)
cam_toPlr = t and nil or true
end
----
--scene SCENE
----
function scene_update()
local self = scene
if LEVEL == BOSS - 1 then
if self.step < 14 then
if self.timer <= 0 then
if self.step == 0 then
if abs(Plr.x - Wzrd.x) < 50 and Plr.grounded then
cam_toScene(Wzrd)
self.step = self.step + 1
Spr_setAnim(Plr,"idle")
end
elseif self.step == 1 then
if cam_arrived then
self.step = self.step + 1
self.timer = 25
end
elseif self.step == 2 then
Wzrd.flip_x = true
self.step = self.step + 1
self.timer = 20
elseif self.step == 3 then
self.text1 = "How didst thou escape"
self.text2 = "the dungeon?"
elseif self.step == 4 then
self.text1 = "Yes, I hadst thou"
self.text2 = "thrown in there"
elseif self.step == 5 then
self.text1 = "Why? Thou knoweth why"
self.text2 = "Thou started learning the truth"
elseif self.step == 6 then
self.text1 = "Indeed, I am not thine father"
self.text2 = "I murdered him 5 years ago"
elseif self.step == 7 then
self.text1 = "Alloweth me to telleth thou"
self.text2 = "what hath happened that day"
elseif self.step == 8 then
self.text1 = "He banished me for using"
self.text2 = "the power of black magic"
elseif self.step == 9 then
self.text1 = "Enraged I murdered him"
self.text2 = "and took his place"
elseif self.step == 10 then
self.text1 = "It took thou 5 years"
self.text2 = "to learn the truth"
elseif self.step == 11 then
self.text1 = "And now thou wants to stop me?"
self.text2 = "Thou maketh me laugh, boy"
elseif self.step == 12 then
self.text1 = "Come forth to the roof"
self.text2 = "and prove thine worth"
Wzrd.y = Wzrd.y - 0.5
Spr_setAnim(Wzrd, "chant")
if (button(4, true) or button(0, true)) and Wzrd.y + Wzrd.height < level.y then
self.step = self.step + 1
end
elseif self.step == 13 then
self.text1 = nil
self.text2 = nil
cam_backToPlr()
self.step = self.step + 1
end
if self.step >= 3 and self.step <=11 then
if button(4, true) or button(0, true) then
self.step = self.step + 1
end
end
else
self.timer = self.timer - 1
end
end
elseif LEVEL == BOSS then
if self.step == 1 then
self.text1 = "Thou didst defeat me.."
self.text2 = "How..?"
elseif self.step == 2 then
self.text1 = "Perhaps I should've ceased"
self.text2 = "using mine lightning attack.."
elseif self.step == 3 then
self.text1 = "But twas a wonderous attack"
self.text2 = ""
elseif self.step == 4 then
self.text1 = "..."
elseif self.step == 5 then
self.text1 = "You know.."
self.text2 = "I love this kingdom"
elseif self.step == 6 then
self.text1 = "I love its people"
self.text2 = "I liked living here"
elseif self.step == 7 then
self.text1 = "When I killed thine father"
self.text2 = "I feared the kingdom would fall"
elseif self.step == 8 then
self.text1 = "I took thine father's place"
self.text2 = "Not for mine own good"
elseif self.step == 9 then
self.text1 = "But for the people"
self.text2 = ""
elseif self.step == 10 then
self.text1 = "I hath tried to be a good king"
elseif self.step == 11 then
self.text1 = "And a great father"
self.text2 = ""
elseif self.step == 12 then
self.text1 = "Twas mine pleasure to call"
self.text2 = "thou mine son these past 5 years"
elseif self.step == 13 then
self.text1 = "Son.."
self.text2 = "Pick up that crown"
elseif self.step == 14 then
self.text1 = "And become the best king"
self.text2 = "this kingdom hath ever seen"
elseif self.step == 15 then
self.text1 = "Farewell.."
self.text2 = "Son.."
Spr_setAnim(Wzrd, "dissapear")
elseif self.step == 16 then
self.text1 = nil
self.text2 = nil
cam_backToPlr()
LAST_SPEECH = nil
end
if self.step >= 1 and (button(4, true) or button(0, true)) then
self.step = self.step + 1
end
end
end |
render = {}
if DrawSprite then
render.white_sprite = LoadSprite("../../mods/umf/assets/image/white.png")
render.white_fade_sprite = LoadSprite("../../mods/umf/assets/image/white_fade.png")
render.frame_sprite = LoadSprite("../../mods/umf/assets/image/frame.png")
render.grid_sprite = LoadSprite("../../mods/umf/assets/image/grid.png")
function render.drawline(source, destination, info)
local width = 0.03
local r, g, b, a = 1, 1, 1, 1
local writeZ, additive = true, false
local sprite = render.white_sprite
local target = info and info.target or GetCameraTransform().pos
if info then
width = info.width or width
r = info.r or r
g = info.g or g
b = info.b or b
a = info.a or a
writeZ = info.writeZ ~= nil and info.writeZ or writeZ
additive = info.additive ~= nil and info.additive or additive
sprite = info.sprite or sprite
end
local middle = (MakeVector(source) + destination) / 2
local len = source:Distance(destination)
local transform = Transformation(middle, source:LookAt(destination) * QuatEuler(-90, 0, 0))
local target_local = TransformToLocalPoint(transform, target)
target_local[2] = 0
local transform_fixed = TransformToParentTransform(transform, Transform(VEC_ZERO, QuatLookAt(target_local, VEC_ZERO)))
DrawSprite(sprite, transform_fixed, width, len, r, g, b, a, writeZ, additive)
end
function render.drawsprite(pos, image, size, info)
local height = size
local r, g, b, a = 1, 1, 1, 1
local writeZ, additive = true, false
local sprite = image or render.white_sprite
local target = info and info.target or GetCameraTransform().pos
if info then
height = info.height or height
r = info.r or r
g = info.g or g
b = info.b or b
a = info.a or a
writeZ = info.writeZ ~= nil and info.writeZ or writeZ
additive = info.additive ~= nil and info.additive or additive
end
DrawSprite(sprite, Transform(pos, QuatLookAt(pos, target)), size, height, r, g, b, a, writeZ, additive)
end
function render.drawaxis(transform, rot, mul)
mul = mul or 1
if not transform.pos then transform = Transform(transform, rot or QUAT_ZERO) end
MakeTransformation(transform)
render.drawline(transform.pos, transform:ToGlobal(VEC_LEFT * mul), {r = 1, g = 0, b = 0})
render.drawline(transform.pos, transform:ToGlobal(VEC_UP * mul), {r = 0, g = 1, b = 0})
render.drawline(transform.pos, transform:ToGlobal(VEC_FORWARD * mul), {r = 0, g = 0, b = 1})
end
local QUAT_LEFT = MakeQuaternion(QuatEuler(0, 90, 90))
local QUAT_UP = MakeQuaternion(QuatEuler(90, 0, 0))
function render.drawbox(transform, min, max, sprite)
sprite = sprite or render.frame_sprite
MakeTransformation(transform)
MakeVector(min)
local mid = (min + max) / 2
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(mid[1], mid[2], min[3]), QUAT_ZERO)),
max[1] - min[1], max[2] - min[2],
1, 1, 1, 1, true, false)
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(mid[1], mid[2], max[3]), QUAT_ZERO)),
max[1] - min[1], max[2] - min[2],
1, 1, 1, 1, true, false)
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(mid[1], min[2], mid[3]), QUAT_UP)),
max[1] - min[1], max[3] - min[3],
1, 1, 1, 1, true, false)
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(mid[1], max[2], mid[3]), QUAT_UP)),
max[1] - min[1], max[3] - min[3],
1, 1, 1, 1, true, false)
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(min[1], mid[2], mid[3]), QUAT_LEFT)),
max[2] - min[2], max[3] - min[3],
1, 1, 1, 1, true, false)
DrawSprite(sprite,
transform:ToGlobal(Transform(Vec(max[1], mid[2], mid[3]), QUAT_LEFT)),
max[2] - min[2], max[3] - min[3],
1, 1, 1, 1, true, false)
end
function render.drawgrid(transform, x, y, sx, sy)
for ix = (sx or 0) + 1, x do
for iy = (sy or 0) + 1, y do
DrawSprite(render.grid_sprite, MakeTransformation(transform) + Vector(ix-.5, iy-.5, 0), 1, 1, 1, 1, 1, 1, true, false)
end
end
end
end |
--[[ Copyright (C) 2018 Google Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]
--[[ Ask yes/no questions based on object colors / counts:
Are all hats blue?
Is any hat blue?
Is anything red?
Are most hats blue?
The general setup is that a pair of objects representing 'answer yes', 'answer
no' when picked up are placed in region A and B on the map. We use groups 1
and 2 for these for consistency.
Objects are then generated in the remaining groups to represent the problem
being asked, these cannot be picked up so the agent can examine them.
For some problems (e.g. is anything red?) we need to create an object which
is not placed in the world to have some instantiated attributes to reference.
Group 3 is used for this where required.
]]
local factory = require 'factories.language.factory'
local object_generator = require 'language.object_generator'
local item_count = require 'language.item_count'
local lcm = require 'language.make'
local placers = require 'language.placers'
local selectors = require 'language.selectors'
local reward_controllers = require 'language.reward_controllers'
local texture_sets = require 'themes.texture_sets'
-- Set up the map in zones: 'A' will have the 'yes' object, 'B' the 'no' object.
local quantificationSmallMap = {
name = 'quantificationSmallMap',
textureSet = texture_sets.CUSTOMIZABLE_FLOORS,
entityLayer = [[
.....O
P..OO
P..OO
.....O
]],
variationsLayer = [[
CCCCCA
CCCDD
CCCDD
CCCCCB
]],
-- TODO(simongreen): Add methods to compute room information automatically.
-- The data below indicates which object location ids within the map are
-- present in which room. The indexes are ordered top to bottom, left to
-- right within the entityLayer.
rooms = {
A = {[1] = true},
B = {[6] = true},
C = {},
D = {[2] = true,
[3] = true,
[4] = true,
[5] = true
},
}
}
--[[ For these quantification tasks:
* Use all shapes.
* Use 6 colors for objects: RGBCMY.
* No patterns - use solid.
* No pickup unless explicit.
* Unless explicitly specified, don't use region A, B, C as these are reserved.
]]
local COLORS = {'red', 'green', 'blue', 'cyan', 'magenta', 'yellow'}
local objectContext = object_generator.createContext{
attributes = {
color = COLORS,
},
attributeDefaults = {
size = 'medium',
pattern = 'solid',
canPickup = false,
region = {lcm.isNot({'A', 'B', 'C'}), lcm.random()},
}
}
--[[ A common pattern for object counts with these problems is that we want a
few single items for e.g. yes, no, goal and then some variable counts to give an
even distribution of problems for which the answer is yes/no. This utility
helps us make this pattern less wordy in the task descriptions.
]]
local function concatWithSelector(initial, selector)
return item_count.concat(initial, selectors.createCalling(selector))
end
-- All the tasks below define group 1 and 2 the same:
-- 1 Magic yes ball - collect this to answer 'yes'
-- 2 Magic no ball - collect this to answer 'no'.
local YES_GROUP = {shape = 'ball', color = 'white', region = 'A', static = true,
canPickup = true}
local NO_GROUP = {shape = 'ball', color = 'black', region = 'B', static = true,
canPickup = true}
-- TASK: Are all cars red?
-- Yes: Distractor count is 0 => itemsPerGroup[4] == 0
local evenChanceOfAllSelector = selectors.createRandom{
-- All goals objects and no distractors.
selectors.createIdentity({4, 0}),
-- At least one distractor.
item_count.createGroupCounts{groupMin = {1, 1}, totalObjects = 4}}
local GOAL = 3
local areAllShapesThisColorTask = {
YES_GROUP,
NO_GROUP,
-- 3 1-4 Random GOAL objects (all same shape & color).
{shape = lcm.commonRandom(), color = lcm.commonRandom()},
-- 4 0-3 Distractors with same shape as goal but different colors.
{shape = lcm.sameAs(GOAL), color = lcm.differentTo(GOAL)},
goalGroup = GOAL,
key = 'Are all [goal.shape] objects [goal.color]?',
-- Need 1 YES, 1 NO object plus selector to vary groups 2 and 3
itemsPerGroup = concatWithSelector({1, 1}, evenChanceOfAllSelector),
rewardController = reward_controllers.createAnswer{
truth = function (counts) return counts[GOAL + 1] == 0 end,
groupToAnswer = {true, false}},
}
-- TASK: Is any car blue?
-- Yes = items in visible goal group > 0
-- Select item counts so the question has equal probability of true/false.
local evenChanceOfAnySelector = selectors.createRandom{
-- Minimum one visible item.
item_count.createGroupCounts{totalObjects = 4,
groupMin = {1, 0, 0}},
-- Set max to 0 so no visible items.
item_count.createGroupCounts{totalObjects = 4,
groupMin = {0, 0, 0},
groupMax = {0, -1, -1}}}
local VISIBLE_GOALS = 4
local isAnyShapeThisColorTask = {
YES_GROUP,
NO_GROUP,
-- 3 A random GOAL object. Not visible in world. Used to seed the question.
{region = 'DO_NOT_PLACE'},
-- 4 0-4 Objects with same shape and color as GOAL.
{shape = lcm.sameAs(GOAL), color = lcm.sameAs(GOAL)},
-- 5 0-4 Distractors with same shape as goal but different colors.
{shape = lcm.sameAs(GOAL), color = lcm.differentTo(GOAL)},
-- 6 0-4 Distractors with different shape to goal.
{shape = lcm.differentTo(GOAL)},
goalGroup = GOAL,
key = 'Is any [goal.shape] [goal.color]?',
-- Need 1 YES, 1 NO, 1 non-visible GOAL, plus selector to vary the
-- visible goals and distractor groups 4, 5 and 6 as described above.
itemsPerGroup = concatWithSelector({1, 1, 1}, evenChanceOfAnySelector),
rewardController = reward_controllers.createAnswer{
truth = function (counts) return counts[VISIBLE_GOALS] > 0 end,
groupToAnswer = {true, false}},
}
-- TASK: Is anything yellow?
-- Yes = itemsPerGroup[4] > 0
local isAnythingThisColorTask = {
YES_GROUP,
NO_GROUP,
-- 3 A random GOAL object. Not visible in world. Used to seed the question.
{region = 'DO_NOT_PLACE'},
-- 4 0-4 VISIBLE_GOAL Objects with same color as GOAL.
{color = lcm.sameAs(GOAL)},
-- 5 0-4 Distractors with different colors.
{color = lcm.differentTo(GOAL)},
-- 6 0-4 Distractors with different colors (to reuse itemsPerGroup)
{color = lcm.differentTo(GOAL)},
goalGroup = GOAL,
key = 'Is anything [goal.color]?',
-- Need 1 YES, 1 NO, 1 non-visible GOAL, plus selector to vary the
-- visible goals and distractor groups 4, 5 and 6 as described above.
itemsPerGroup = concatWithSelector({1, 1, 1}, evenChanceOfAnySelector),
rewardController = reward_controllers.createAnswer{
truth = function (counts) return counts[VISIBLE_GOALS] > 0 end,
groupToAnswer = {true, false}},
}
-- TASK: Are most hats red?
-- Yes = itemsPerGroup[3] > itemsPerGroup[4]
--[[ Getting even yes/no problems seems a bit complicated for this task.
Ways to guarantee more red hats:
* set min red hats 1, max other hats 0
* set min red hats 2, max other hats 1
* set min red hats 3, max other anything
* set min red hats 4, max other anything
Ways to guarantee not more red hats:
* set max red 0, min other 0
* set max red 1, min other 1
* set max red 2, min other 2
]]
-- Select item counts so the question has equal probabily of true/false.
local evenChanceOfMoreSelector = selectors.createRandom{
-- Minimum one visible item.
item_count.createGroupCounts{totalObjects = 4,
groupMin = {1, 0, 0}},
-- Set max to 0 so no visible items.
item_count.createGroupCounts{totalObjects = 4,
groupMin = {0, 0, 0},
groupMax = {0, -1, -1}}}
local evenChanceOfMoreSelector = selectors.createDiscreteDistribution{
-- Yes setups
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {1, 0, 0},
groupMax = {-1, 0, -1}}},
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {2, 0, 0},
groupMax = {-1, 1, -1}}},
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {3, 0, 0},
groupMax = {-1, 1, -1}}},
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {4, 0, 0},
groupMax = {-1, 0, -1}}},
-- No setups
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {0, 1, 0},
groupMax = {0, -1, -1}}},
{2, item_count.createGroupCounts{totalObjects = 4,
groupMin = {0, 1, 0},
groupMax = {1, -1, -1}}},
{1, item_count.createGroupCounts{totalObjects = 4,
groupMin = {0, 2, 0},
groupMax = {2, -1, -1}}},
}
local areMostShapesThisColorTask = {
YES_GROUP,
NO_GROUP,
-- 3 A random GOAL object. Not visible in world. Used to seed the question.
{region = 'DO_NOT_PLACE'},
-- 4 0-4 Visible random goal objects (all same shape & color).
{shape = lcm.sameAs(GOAL), color = lcm.sameAs(GOAL)},
-- 5 0-4 Distractors with same shape as goal but different colors.
{shape = lcm.sameAs(GOAL), color = lcm.differentTo(GOAL)},
-- 6 0-4 Distractors with different shape to goal.
{shape = lcm.differentTo(GOAL)},
goalGroup = GOAL,
key = 'Are most [goal.shape] objects [goal.color]?',
-- Need 1 YES, 1 NO, 1 non-visible GOAL, plus selector to vary the
-- visible goals and distractor groups 4, 5 and 6 as described above.
itemsPerGroup = concatWithSelector({1, 1, 1}, evenChanceOfMoreSelector),
rewardController = reward_controllers.createAnswer{
truth = function (counts)
return counts[VISIBLE_GOALS] > counts[VISIBLE_GOALS + 1] end,
groupToAnswer = {true, false}},
}
-- Put yes and no objects on green and red floors respectively.
local function regionColorSelector(ignored_kwargs)
return {
A = {floor = 'green'},
B = {floor = 'red'},
C = {floor = 'orange'},
D = {floor = 'black'},
}
end
return factory.createLevelApi{
objectContext = objectContext,
episodeLengthSeconds = 60,
playerSpawnAngleRange = 20,
objectPlacer = placers.createRoom(),
levelRegionColorSelector = regionColorSelector,
levelMapSelector = selectors.createIdentity(quantificationSmallMap),
taskSelector = selectors.createDiscreteDistribution{
{1, areAllShapesThisColorTask},
{1, isAnyShapeThisColorTask},
{1, isAnythingThisColorTask},
{1, areMostShapesThisColorTask},
},
}
|
return {
summary = 'Load a file as Lua code.',
description = 'Load a file containing Lua code, returning a Lua chunk that can be run.',
arguments = {
{
name = 'filename',
type = 'string',
description = 'The file to load.'
}
},
returns = {
{
name = 'chunk',
type = 'function',
arguments = {
{
name = '...',
type = '*'
}
},
returns = {
{
name = '...',
type = '*'
}
},
description = 'The runnable chunk.'
}
},
notes = 'An error is thrown if the file contains syntax errors.',
example = {
description = 'Safely loading code:',
code = [[
local success, chunk = pcall(lovr.filesystem.load, filename)
if not success then
print('Oh no! There was an error: ' .. tostring(chunk))
else
local success, result = pcall(chunk)
print(success, result)
end
]]
}
}
|
local utils = require 'utils.utils'
local net_utils = {}
local c = require 'trepl.colorize'
function net_utils.decode_sequence(ix_to_word, seq)
local D,N = seq:size(1), seq:size(2)
local out = {}
for i=1,N do
local txt = ''
for j=1,D do
local ix = seq[{j,i}]
local word = ix_to_word[tostring(ix)]
if not word then break end -- END token, likely. Or null token
if word ~= '' then
if j >= 2 then txt = txt .. ' ' end
txt = txt .. word
end
end
table.insert(out, txt)
end
return out
end
-- hiding this piece of code on the bottom of the file, in hopes that
-- noone will ever find it. Lets just pretend it doesn't exist
function net_utils.language_eval(predictions, id, path)
-- this is gross, but we have to call coco python code.
-- Not my favorite kind of thing, but here we go
local path = path or 'evaluation/'
local out_struct = predictions
utils.write_json(path .. id .. '.json', out_struct) -- serialize to json (ew, so gross)
-- print (c.red 'save evaluation results at '..path .. id .. '.json')
os.execute('./misc/call_python_caption_eval.sh ' .. '../' .. path ..id .. '.json') -- i'm dying over here
-- print (c.red 'save evaluation results at '.. path ..id .. '.json')
-- print (c.red 'read from '..path .. id .. '.json_out.json')
local result_struct = utils.read_json(path .. id .. '.json_out.json') -- god forgive me
return result_struct
end
function net_utils.gen_rnn_state(opt, loader)
local rnn_opt = {}
rnn_opt.vocab_size = loader:getVocabSize()
rnn_opt.seq_length = loader:getSeqLength()
rnn_opt.input_encoding_size = opt.input_encoding_size -- !!attention this have to be smaller than vocab size
-- assert(rnn_opt.input_encoding_size <= rnn_opt.vocab_size)
rnn_opt.rnn_size = opt.rnn_size
rnn_opt.num_layers = 1
rnn_opt.dropout = opt.drop_prob_lm
-- rnn_opt.batch_size = opt.batch_size
rnn_opt.linear_feat_length = opt.linear_feat_length
rnn_opt.num_classes = opt.num_classes
rnn_opt.conv_feat_layer_id = opt.conv_feat_layer_id
rnn_opt.conv_feat_size = opt.conv_feat_size
rnn_opt.conv_feat_num = opt.conv_feat_num
return rnn_opt
end
function net_utils.save_checkpoint(iter, opt, epoch, optimState, model, evaluator, savefile)
print(c.red '--> saving checkpoint to ' .. savefile)
local checkpoint = {}
checkpoint.iter = iter
checkpoint.opt = opt
checkpoint.epoch = epoch
checkpoint.optimState = optimState
checkpoint.modules = {}
checkpoint.model = model
checkpoint.evaluator = evaluator
torch.save(savefile, checkpoint)
model = nil
end
function net_utils.load_checkpoint(init_from)
print(c.red '--> load checkpoint at '..init_from)
local checkpoint = torch.load(init_from)
return checkpoint
end
function net_utils.transfer_from(transfer_from, freeze)
print (c.red '--> '..'transfer pretrained model from '..transfer_from)
local pretrained
if string.find(transfer_from,'resnet') then
pretrained = torch.load(transfer_from)
assert(torch.type(pretrained:get(#pretrained.modules)) == 'nn.Linear')
pretrained:remove(#pretrained.modules)
assert(torch.type(pretrained:get(#pretrained.modules)) == 'nn.View', torch.type(pretrained:get(#pretrained.modules)))
pretrained:remove(#pretrained.modules)
assert(torch.type(pretrained:get(#pretrained.modules)) == 'cudnn.SpatialAveragePooling', torch.type(pretrained:get(#pretrained.modules)))
pretrained:remove(#pretrained.modules)
print ('--> remove classification module (averagepool, view, linear)')
if freeze > 0 then
local modules = pretrained.modules
for k = 1, freeze do
modules[k].parameters = function() return nil end
modules[k].accGradParameters = function() end -- overwrite this to reduce computations
end
print (c.red '--> '.. 'freeze modules from 1 to '..freeze)
end
elseif string.find(transfer_from,'vgg') or string.find(transfer_from,'alexnet') then
pretrained = torch.load(transfer_from)
pretrained:remove(#pretrained.modules)
pretrained:remove(#pretrained.modules)
print ('--> remove classification module (softmax, linear)')
else
local snapshot = torch.load(transfer_from)
pretrained = snapshot.model.cnn:clone()
print ('--> remove nothing')
end
return pretrained
end
return net_utils
|
local function openArrestMenu(npc, prisoner)
local frame = XYZUI.Frame("Arrest Someone", Color(200, 100, 40))
frame:SetSize(ScrH()*0.4, ScrH()*0.6)
frame:Center()
local shell = XYZUI.Container(frame)
--shell:DockPadding(5, 5, 5, 5)
shell.Paint = nil
local stateCache = {}
local _, punishmentList = XYZUI.Lists(shell, 1)
punishmentList.Paint = nil
local categories = {}
for k, v in ipairs(handcuffs.Config.Punishments) do
if not categories[v.category] then
categories[v.category] = {}
end
categories[v.category][k] = v
end
for categoryName, categoryPunishments in pairs(categories) do
local body, card, mainContainer = XYZUI.ExpandableCard(punishmentList, categoryName)
mainContainer:DockMargin(0, 0, 0, 10)
local _, itemList = XYZUI.Lists(body, 1)
for k, v in pairs(categoryPunishments) do
local t = XYZUI.Card(itemList, 30)
t:DockMargin(0, 0, 0, 5)
t:Dock(TOP)
t:InvalidateParent(true)
local a = XYZUI.PanelText(t, v.name, 20, TEXT_ALIGN_LEFT)
a:Dock(FILL)
local s, container = XYZUI.ToggleInput(t)
container:Dock(RIGHT)
container:SetSize(30, 30)
container:DockMargin(5, 6, 0, 0)
s:SetSize(20, 20)
s.key = k
stateCache[k] = s
end
XYZUI.AddToExpandableCardBody(mainContainer, itemList)
itemList:InvalidateParent(true)
itemList:SizeToContents()
end
local custom = XYZUI.Card(punishmentList, 30)
custom:DockMargin(0, 0, 0, 5)
local cpanel = vgui.Create("DPanel", custom)
cpanel:Dock(FILL)
cpanel.Paint = function() end
cpanel.headerColor = custom.headerColor
local customname, cn = XYZUI.TextInput(cpanel, false, 20)
customname.placeholder = "Custom Reason"
cn:Dock(FILL)
local customtime, ct = XYZUI.TextInput(cpanel, false, 20)
customtime.placeholder = "Custom Time"
customtime:SetNumeric(true)
ct:DockMargin(5, 0, 0, 0)
ct:Dock(RIGHT)
timer.Simple(0.1, function()
ct:SetWide(cpanel:GetWide()*0.3)
end)
local j = XYZUI.ButtonInput(shell, "Jail", function(container)
local reasons = {}
for k, v in ipairs(stateCache) do
if v.state then
reasons[k] = true
end
end
if customname:GetValue() ~= "" and customtime:GetValue() ~= "" then
-- next line will error if customtime is text due to user error, not a bug, just how gmod handles the nil.
reasons["custom"] = {name = customname:GetValue(), time = customtime:GetInt()}
end
net.Start("hc_front_desk_jail")
net.WriteEntity(npc)
net.WriteEntity(prisoner)
net.WriteTable(reasons)
net.SendToServer()
frame:Close()
end)
j:DockMargin(0, 5, 0, 0)
j:Dock(BOTTOM)
j.Think = function()
local jailTime = 0
for k, v in pairs(stateCache) do
if v.state then
jailTime = jailTime + handcuffs.Config.Punishments[k].time
end
end
if tonumber(customtime:GetText()) then
jailTime = jailTime + tonumber(customtime:GetText())
end
jailTime = math.Clamp(jailTime, 0, 10)
j.disText = "Jail ("..jailTime.." Years)"
end
end
-- Function name is outdated, also includes compliment/report
local function openBailMenu(npc)
local arrestable = false
for k, v in pairs(player.GetAll()) do
if PrisonSystem.IsArrested(v) then arrestable = true break end
end
--if not arrestable then XYZShit.Msg("Front Desk", Color(200, 100, 40), "It seems there is currently no one in jail...", ply) return end
local frame = XYZUI.Frame("Front Desk", Color(200, 100, 40))
frame:SetSize(ScrH()*0.4, ScrH()*0.6)
frame:Center()
local navBar = XYZUI.NavBar(frame)
local shell = XYZUI.Container(frame)
if arrestable and not LocalPlayer():isCP() then
XYZUI.AddNavBarPage(navBar, shell, "Bail", function(shell)
local _, membersList = XYZUI.Lists(shell, 1)
for k, v in pairs(player.GetAll()) do
local isArrested, time = PrisonSystem.IsArrested(v)
if not isArrested then continue end
local t = XYZUI.Card(membersList, 56)
t:DockMargin(0, 0, 0, 5)
t:Dock(TOP)
t.Think = function()
if not IsValid(v) then
t:Remove()
end
end
local a = XYZUI.PanelText(t, v:Name(), 35, TEXT_ALIGN_LEFT)
a:Dock(FILL)
a:DockMargin(5, 0, 0, 0)
local j = XYZUI.ButtonInput(t, "Bail", function(container)
net.Start("hc_front_desk_bail")
net.WriteEntity(npc)
net.WriteEntity(v)
net.SendToServer()
frame:Close()
end)
j:DockMargin(10, 10, 10, 10)
j:Dock(RIGHT)
end
end)
end
XYZUI.AddNavBarPage(navBar, shell, "Internal Affairs", function(shell)
local t = XYZUI.Title(shell, "Internal Affairs", nil, 50, 0, TEXT_ALIGN_CENTER)
t:SetTall(50)
-- Get the user
XYZUI.PanelText(shell, "User to submit report on", 35, TEXT_ALIGN_LEFT)
local target
local dropdown = XYZUI.DropDownList(shell, "Select a Player", function(name, value)
target = value
end)
XYZUI.AddDropDownOption(dropdown, "None")
for k, v in ipairs(player.GetAll()) do
if not XYZShit.IsGovernment(v:Team(), true) then continue end
if v == LocalPlayer() then continue end
XYZUI.AddDropDownOption(dropdown, v:Name(), v:SteamID64())
end
XYZUI.PanelText(shell, "or", 30, TEXT_ALIGN_CENTER)
local steamIDEntry, cont = XYZUI.TextInput(shell)
steamIDEntry.placeholder = LocalPlayer():SteamID64().." | steamid64"
steamIDEntry:SetNumeric(true)
-- Divider
local div = XYZUI.Divider(shell)
div:DockMargin(0, 15, 0, 10)
-- Discord name
XYZUI.PanelText(shell, "Your Discord Tag (Optional)", 35, TEXT_ALIGN_LEFT)
local discordTagEntry, cont = XYZUI.TextInput(shell)
discordTagEntry.placeholder = "Owain#0001 | discordtag"
if XYZDiscordInfo == nil then
net.Start("PoliceUnion:RequestDiscordInfo")
net.SendToServer()
XYZDiscordInfo = 0 -- A bit of a hacky way to prevent spamming of net msgs when the server doesn't respond (in time)
net.Receive("PoliceUnion:RequestDiscordInfo", function()
if not IsValid(frame) then return end
XYZDiscordInfo = net.ReadString()
discordTagEntry:SetValue(XYZDiscordInfo)
end)
elseif XYZDiscordInfo ~= 0 then
discordTagEntry:SetValue(XYZDiscordInfo)
end
-- Divider
local div = XYZUI.Divider(shell)
div:DockMargin(0, 15, 0, 10)
-- Reason
XYZUI.PanelText(shell, "The reason for the report", 35, TEXT_ALIGN_LEFT)
local reasonEntry, cont = XYZUI.TextInput(shell, true)
-- Submit
local btn = XYZUI.ButtonInput(shell, "Submit Report!", function(self)
local userID64 = target or steamIDEntry:GetText()
if (not isnumber(tonumber(userID64))) or (tonumber(userID64) < 7656119820896462) or (tonumber(userID64) > 765611982089646201) then
XYZShit.Msg("Police Union", PoliceUnion.Config.Color, "The SteamID64 you have provided is invalid")
return
end
local discordTag = discordTagEntry:GetText()
local reason = reasonEntry:GetText()
reason = string.Trim(reason, " ")
if (reason == "") or (string.len(reason) <= 10) then
XYZShit.Msg("Police Union", PoliceUnion.Config.Color, "Your reason must be longer!")
return
end
net.Start("PoliceUnion:Submit")
net.WriteString("ia")
net.WriteString(userID64) -- 64 bit, gotta pass it as a string
net.WriteString(discordTag or "")
net.WriteString(reason)
net.SendToServer()
frame:Close()
end)
btn:Dock(BOTTOM)
end)
XYZUI.AddNavBarPage(navBar, shell, "Compliments", function(shell)
local t = XYZUI.Title(shell, "Compliments", nil, 50, 0, TEXT_ALIGN_CENTER)
t:SetTall(50)
-- Get the user
XYZUI.PanelText(shell, "User to compliment", 35, TEXT_ALIGN_LEFT)
local target
local dropdown = XYZUI.DropDownList(shell, "Select a Player", function(name, value)
target = value
end)
XYZUI.AddDropDownOption(dropdown, "None")
for k, v in ipairs(player.GetAll()) do
if not XYZShit.IsGovernment(v:Team(), true) then continue end
if v == LocalPlayer() then continue end
XYZUI.AddDropDownOption(dropdown, v:Name(), v:SteamID64())
end
XYZUI.PanelText(shell, "or", 30, TEXT_ALIGN_CENTER)
local steamIDEntry, cont = XYZUI.TextInput(shell)
steamIDEntry.placeholder = LocalPlayer():SteamID64().." | steamid64"
steamIDEntry:SetNumeric(true)
-- Divider
local div = XYZUI.Divider(shell)
div:DockMargin(0, 15, 0, 10)
-- Reason
XYZUI.PanelText(shell, "The reason for their compliment", 35, TEXT_ALIGN_LEFT)
local reasonEntry, cont = XYZUI.TextInput(shell, true)
-- Submit
local btn = XYZUI.ButtonInput(shell, "Submit Compliment!", function(self)
local userID64 = target or steamIDEntry:GetText()
if (not isnumber(tonumber(userID64))) or (tonumber(userID64) < 7656119820896462) or (tonumber(userID64) > 765611982089646201) then
XYZShit.Msg("Police Union", PoliceUnion.Config.Color, "The SteamID64 you have provided is invalid")
return
end
local reason = reasonEntry:GetText()
reason = string.Trim(reason, " ")
if (reason == "") or (string.len(reason) <= 10) then
XYZShit.Msg("Police Union", PoliceUnion.Config.Color, "Your reason must be longer!")
return
end
net.Start("PoliceUnion:Submit")
net.WriteString("comp")
net.WriteString(userID64) -- 64 bit, gotta pass it as a string
net.WriteString("")
net.WriteString(reason)
net.SendToServer()
frame:Close()
end)
btn:Dock(BOTTOM)
end)
end
net.Receive("hc_front_desk", function()
local npc = net.ReadEntity()
local prisoner = net.ReadEntity()
if IsValid(prisoner) and prisoner:IsPlayer() then
openArrestMenu(npc, prisoner)
else
openBailMenu(npc)
end
end) |
local Action = require "action"
local Consume = Action:extend()
Consume.name = "eat"
Consume.targets = {targets.Item}
function Consume:perform(level)
local consumable = self:getTarget(1)
level:destroyActor(consumable)
end
return Consume
|
local LAM2 = LibStub:GetLibrary("LibAddonMenu-2.0")
-----------------
---- Globals ----
-----------------
AsylumOlorime = AsylumOlorime or { }
local AsylumOlorime = AsylumOlorime
AsylumOlorime.name = "AsylumOlorime"
AsylumOlorime.version = "1.1.3"
AsylumOlorime.groupMembers = {}
timeLeft = {0,0,0,0,0,0,0,0}
---------------------------
---- Variables Default ----
---------------------------
AsylumOlorime.Default = {
OffsetX = 510,
OffsetY = 240,
ColorRGB = {0, 1, 0, 1},
DPS = { [1] = "@Floliroy",
[2] = "@everyone",
[3] = "@everyone",
[4] = "@everyone",
[5] = "@everyone",
[6] = "@everyone",
[7] = "@everyone",
[8] = "@everyone",
},
}
-------------------------
---- Settings Window ----
-------------------------
function AsylumOlorime.CreateSettingsWindow()
local panelData = {
type = "panel",
name = "AsylumOlorime",
displayName = "Asylum|c00ff00Olorime|r",
author = "Floliroy",
version = AsylumOlorime.version,
slashCommand = "/asolo",
--registerForRefresh = true,
registerForDefaults = true,
}
local cntrlOptionsPanel = LAM2:RegisterAddonPanel("AsylumOlorime_Settings", panelData)
local optionsData = {
[1] = {
type = "header",
name = "Asylum Olorime Settings",
},
[2] = {
type = "description",
text = "Just set the @name of your 8 DDs.\n\rPosition 1 is entrance, position 8 is exit.",
},
[3] = {
type = "button",
name = "Check Members",
tooltip = "Check all the members of your group",
func = function()
AsylumOlorime.CheckMembers()
end,
width = "half",
},
[4] = {
type = "button",
name = "Debug Positions",
tooltip = "If the dropdowns are empty click here to check actual position of each DDs.",
func = function()
d("|c00FF00Asylum Olorime|r\r\nPos1:" .. AsylumOlorime.DPS[1] .." |c00FF00//|r Pos2:".. AsylumOlorime.DPS[2] .." |c00FF00//|r Pos3:".. AsylumOlorime.DPS[3] .." |c00FF00//|r|r Pos4:".. AsylumOlorime.DPS[4] .." |c00FF00//|r Pos5:".. AsylumOlorime.DPS[5] .." |c00FF00//|r Pos6:".. AsylumOlorime.DPS[6] .." |c00FF00//|r Pos7:".. AsylumOlorime.DPS[7] .." |c00FF00//|r Pos8:".. AsylumOlorime.DPS[8])
end,
width = "half",
},
[5] = {
type = "submenu",
name = "Set DDs Positions",
tooltip = "Here choose the @name of each of your DDs in the correct position.",
controls = {
[1] = {
type = "dropdown",
name = "DD Position 1",
tooltip = "The @name of the DD in position 1.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[1],
getFunc = function() return AsylumOlorime.savedVariables.DPS[1] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[1] = selected
AsylumOlorime.DPS[1] = selected
break
end
end
end,
reference = "DD1_dropdown",
},
[2] = {
type = "dropdown",
name = "DD Position 2",
tooltip = "The @name of the DD in position 2.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[2],
getFunc = function() return AsylumOlorime.savedVariables.DPS[2] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[2] = selected
AsylumOlorime.DPS[2] = selected
break
end
end
end,
reference = "DD2_dropdown",
},
[3] = {
type = "dropdown",
name = "DD Position 3",
tooltip = "The @name of the DD in position 3.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[1],
getFunc = function() return AsylumOlorime.savedVariables.DPS[3] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[3] = selected
AsylumOlorime.DPS[3] = selected
break
end
end
end,
reference = "DD3_dropdown",
},
[4] = {
type = "dropdown",
name = "DD Position 4",
tooltip = "The @name of the DD in position 4.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[4],
getFunc = function() return AsylumOlorime.savedVariables.DPS[4] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[4] = selected
AsylumOlorime.DPS[4] = selected
break
end
end
end,
reference = "DD4_dropdown",
},
[5] = {
type = "dropdown",
name = "DD Position 5",
tooltip = "The @name of the DD in position 5.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[5],
getFunc = function() return AsylumOlorime.savedVariables.DPS[5] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[5] = selected
AsylumOlorime.DPS[5] = selected
break
end
end
end,
reference = "DD5_dropdown",
},
[6] = {
type = "dropdown",
name = "DD Position 6",
tooltip = "The @name of the DD in position 6.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[6],
getFunc = function() return AsylumOlorime.savedVariables.DPS[6] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[6] = selected
AsylumOlorime.DPS[6] = selected
break
end
end
end,
reference = "DD6_dropdown",
},
[7] = {
type = "dropdown",
name = "DD Position 7",
tooltip = "The @name of the DD in position 7.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[7],
getFunc = function() return AsylumOlorime.savedVariables.DPS[7] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[7] = selected
AsylumOlorime.DPS[7] = selected
break
end
end
end,
reference = "DD7_dropdown",
},
[8] = {
type = "dropdown",
name = "DD Position 8",
tooltip = "The @name of the DD in position 8.",
choices = AsylumOlorime.groupMembers,
default = AsylumOlorime.groupMembers[1],
getFunc = function() return AsylumOlorime.savedVariables.DPS[8] end,
setFunc = function(selected)
for index, name in ipairs(AsylumOlorime.groupMembers) do
if name == selected then
AsylumOlorime.savedVariables.DPS[8] = selected
AsylumOlorime.DPS[8] = selected
break
end
end
end,
reference = "DD8_dropdown",
},
},
},
[6] = {
type = "header",
width = "full",
},
[7] = {
type = "checkbox",
name = "Unlock",
tooltip = "Use it to reposition the alert.",
default = false,
getFunc = function() return AsylumOlorime.savedVariables.AlwaysShowAlert end,
setFunc = function(newValue)
AsylumOlorime.savedVariables.AlwaysShowAlert = newValue
AsylumOlorimeAlert:SetHidden(not newValue)
end,
},
[8] = {
type = "colorpicker",
name = "Alert Color",
getFunc = function() return unpack(AsylumOlorime.savedVariables.ColorRGB) end,
setFunc = function(r,g,b,a)
AsylumOlorime.savedVariables.ColorRGB = {r,g,b,a}
AsylumOlorimeFight:SetColor(unpack(AsylumOlorime.savedVariables.ColorRGB))
end,
},
}
LAM2:RegisterOptionControls("AsylumOlorime_Settings", optionsData)
end
function AsylumOlorime.CheckMembers()
for i = 1, 24 do
AsylumOlorime.groupMembers[i] = ""
end
if GetGroupSize() == 0 then
AsylumOlorime.groupMembers[1] = GetUnitDisplayName("player")
else
for i = 1, GetGroupSize() do
AsylumOlorime.groupMembers[i] = GetUnitDisplayName("group" .. i)
end
end
if DD1_dropdown ~= nil then
DD1_dropdown:UpdateChoices()
end
if DD2_dropdown ~= nil then
DD2_dropdown:UpdateChoices()
end
if DD3_dropdown ~= nil then
DD3_dropdown:UpdateChoices()
end
if DD4_dropdown ~= nil then
DD4_dropdown:UpdateChoices()
end
if DD5_dropdown ~= nil then
DD5_dropdown:UpdateChoices()
end
if DD6_dropdown ~= nil then
DD6_dropdown:UpdateChoices()
end
if DD7_dropdown ~= nil then
DD7_dropdown:UpdateChoices()
end
if DD8_dropdown ~= nil then
DD8_dropdown:UpdateChoices()
end
end
----------------
---- UPDATE ----
----------------
function AsylumOlorime.Update()
local positionAlert = "Set Alert Position"
if (1) then -- ((IsUnitInCombat("player")) and (GetZoneId(GetUnitZoneIndex("player")) == 1000)) then
local currentTimeStamp = GetGameTimeMilliseconds() / 1000
local left = 0;
local right = 0;
for playerID = 1, GetGroupSize() do
for numDD = 1, 8 do
if (GetUnitDisplayName(GetGroupUnitTagByIndex(playerID)) == AsylumOlorime.DPS[numDD]) then
for i = 1,GetNumBuffs(GetGroupUnitTagByIndex(playerID)) do
local buffName, timeStarted, timeEnding, buffSlot, stackCount, iconFilename, buffType, effectType, abilityType, statusEffectType, abilityId, canClickOff, castByPlayer = GetUnitBuffInfo(GetGroupUnitTagByIndex(playerID),i)
if ((abilityId == 109994) or (abilityId == 110020)) then
timeLeft[numDD] = timeEnding - currentTimeStamp
end
end
end
end
end
right = timeLeft[1]*1.3 + timeLeft[2]*1.2 + timeLeft[3]*1.1 + timeLeft[4]
left = timeLeft[8]*1.3 + timeLeft[7]*1.2 + timeLeft[6]*1.1 + timeLeft[5]
if right > left then
AsylumOlorimeAlert:SetHidden(false)
positionAlert = "|t100%:100%:Esoui/Art/Buttons/large_leftarrow_up.dds|tGAUCHE|t100%:100%:Esoui/Art/Buttons/large_leftarrow_up.dds|t"
elseif right < left then
AsylumOlorimeAlert:SetHidden(false)
positionAlert = "|t100%:100%:Esoui/Art/Buttons/large_rightarrow_up.dds|tDROITE|t100%:100%:Esoui/Art/Buttons/large_rightarrow_up.dds|t"
elseif right == left then
AsylumOlorimeAlert:SetHidden(false)
positionAlert = "|t100%:100%:Esoui/Art/Buttons/large_downarrow_up.dds|tMILIEU|t100%:100%:Esoui/Art/Buttons/large_downarrow_up.dds|t"
end
else
AsylumOlorimeAlert:SetHidden(not AsylumOlorime.savedVariables.AlwaysShowAlert)
positionAlert = "Set Alert Position"
end
AsylumOlorimeFight:SetText(string.format("%s", positionAlert))
end
function AsylumOlorime.Reset(event, inCombat)
if inCombat ~= AsylumOlorime.inCombat then
AsylumOlorime.inCombat = inCombat
timeLeft = {0,0,0,0,0,0,0,0}
end
end
----------
-- MAIN --
----------
function AsylumOlorime:Initialize()
--Settings
AsylumOlorime.CheckMembers()
AsylumOlorime.CreateSettingsWindow()
--Saved Variables
AsylumOlorime.savedVariables = ZO_SavedVars:New("AsylumOlorimeVariables", 1, nil, AsylumOlorime.Default)
EVENT_MANAGER:UnregisterForEvent(AsylumOlorime.name, EVENT_ADD_ON_LOADED)
--UI
AsylumOlorimeAlert:SetHidden(true)
AsylumOlorimeAlert:ClearAnchors()
AsylumOlorimeAlert:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, AsylumOlorime.savedVariables.OffsetX, AsylumOlorime.savedVariables.OffsetY)
AsylumOlorimeFight:SetColor(unpack(AsylumOlorime.savedVariables.ColorRGB))
AsylumOlorime.AlwaysShowAlert = AsylumOlorime.savedVariables.AlwaysShowAlert
EVENT_MANAGER:UnregisterForEvent(AsylumOlorime.name, EVENT_ADD_ON_LOADED)
--Update
AsylumOlorime.DPS = AsylumOlorime.savedVariables.DPS
EVENT_MANAGER:RegisterForEvent(AsylumOlorime.name, EVENT_PLAYER_COMBAT_STATE, AsylumOlorime.Reset)
EVENT_MANAGER:RegisterForUpdate(AsylumOlorime.name, 250, AsylumOlorime.Update)
EVENT_MANAGER:UnregisterForEvent(AsylumOlorime.name, EVENT_ADD_ON_LOADED)
end
function AsylumOlorime.SaveLoc()
AsylumOlorime.savedVariables.OffsetX = AsylumOlorimeAlert:GetLeft()
AsylumOlorime.savedVariables.OffsetY = AsylumOlorimeAlert:GetTop()
end
function AsylumOlorime.OnAddOnLoaded(event, addonName)
if addonName ~= AsylumOlorime.name then return end
AsylumOlorime:Initialize()
end
EVENT_MANAGER:RegisterForEvent(AsylumOlorime.name, EVENT_ADD_ON_LOADED, AsylumOlorime.OnAddOnLoaded) |
local CorePackages = game:GetService("CorePackages")
local Rodux = require(CorePackages.Rodux)
local InspectAndBuyFolder = script.Parent.Parent
local ShowMenu = require(InspectAndBuyFolder.Actions.ShowMenu)
local HideMenu = require(InspectAndBuyFolder.Actions.HideMenu)
return Rodux.createReducer(
true
, {
[ShowMenu.name] = function(state, action)
return true
end,
[HideMenu.name] = function(state, action)
return false
end,
}) |
DLCore.Functions = {}
DLConfig.Server.Webhooks = {
["default"] = "https://discordapp.com/api/webhooks/859758099048693770/i4NaZNhVrdxtWAm7oqfyOfBDtXJIn409nY0FAhgCCK4Lu5RkP2ezSdbYDVBKnSwzPyx9",
["dropped"] = "https://discordapp.com/api/webhooks/859758217638576158/oYf7TtXbV3i6T46ULujg9_sSc3O80hgBehxRYQPeYBJCn8STXCvGPp7Ax3PH2byaoMiT",
["connecting"] = "https://discordapp.com/api/webhooks/859757729622261781/KKi3wPoQH8v9pZL1pwo5MAnkorx3ZpaphicFJerr9igkCrsggSMHd4nQMR2X4exXX6Vk",
["goto"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["bring"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["noclip"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["give-item"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["sv"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["dv"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["tpm"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["devmode"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["shownames"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["skin"] = "https://discord.com/api/webhooks/788233987838967870/PwZT_HFNdVfbkNeRMeS1LoqzNbjNlsSQnJZy9xw9JOIdhItkjQ0wSh1tWja2NP9wgoWi",
["givemoney"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["setjob"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["revive"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["kill"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf",
["illegal"] = "https://discordapp.com/api/webhooks/859758789561024542/pcD0DrkTLuM1a_WynJCzgZSvnSjHH_JuAMn4m_OV_DeDRPweUkZnIUBWlNeu7Jh96S5V",
["clearinv"] = "https://discordapp.com/api/webhooks/859758415655862282/K8beWP2pR0Eiq3hr9aTcyvompfmk5_NdL0l9wl_JEdzuVKIjmqnsw4FGReElRDI0fdbf"
}
DLConfig.Server.Colors = {
default = "3447003",
green = "3066993",
red = "16711680",
white = "16777215",
black = "0",
orange = "16743168",
lightgreen = "65309",
yellow = "15335168",
turqois = "62207",
pink = "16711900",
}
local logEmbed
DLCore.Functions.CreateLog = function(type, title, description, color)
logEmbed = {
{
["color"] = (DLConfig.Server.Colors[color] and DLConfig.Server.Colors[color] or DLConfig.Server.Colors["default"]),
["title"] = title,
["description"] = description,
["footer"] = {["text"] = "Different Life Logs"},
}
}
PerformHttpRequest(DLConfig.Server.Webhooks[type], function(error, body, headers) end, "POST", json.encode({username = "Different Life Logger", embeds = embed}), { ["Content-Type"] = "application/json" })
end
DLCore.Functions.ExecuteSql = function(query)
local responseData = nil
exports["ghmattimysql"]:execute(query, {}, function(responseDataCb)
responseData = responseDataCb
end)
while (responseData == nil) do Wait(100) end
return responseData
end
local numPlayerIdentifiers, playerIdentifier
DLCore.Functions.GetIdentifier = function(playerServerId, identifierName, fullString)
numPlayerIdentifiers = GetNumPlayerIdentifiers(playerServerId)
for identifierIndex = 0, numPlayerIdentifiers - 1 do
playerIdentifier = GetPlayerIdentifier(playerServerId, identifierIndex)
if (playerIdentifier):match(identifierName) then
return not fullString and (playerIdentifier):sub(#identifierName + 2) or playerIdentifier
end
end
end
DLCore.Functions.GetPlayer = function(playerServerId)
return DLCore.Players[playerServerId]
end
DLCore.Functions.GetPlayerByPhone = function(number)
for src, player in pairs(DLCore.Players) do
if player.PlayerData.charinfo.phone == number then
return player
end
end
return nil
end
DLCore.Functions.GetPlayerByCitizenId = function(citizenid)
for src, player in pairs(DLCore.Players) do
local cid = citizenid
if DLCore.Players[src].PlayerData.citizenid == cid then
return DLCore.Players[src]
end
end
return nil
end
DLCore.Functions.GetPlayers = function()
return DLCore.Players
end
DLCore.Functions.CreateCallback = function(name, cb)
DLCore.ServerCallbacks[name] = cb
end
DLCore.Functions.TriggerCallback = function(name, source, cb, ...)
if DLCore.ServerCallbacks[name] ~= nil then
DLCore.ServerCallbacks[name](source, cb, ...)
end
end
DLCore.Functions.CreateUseableItem = function(item, cb)
DLCore.UseableItems[item] = cb
end
DLCore.Functions.CanUseItem = function(item)
return DLCore.UseableItems[item] ~= nil
end
DLCore.Functions.UseItem = function(source, item)
DLCore.UseableItems[item.name](source, item)
end
local httpResponseData
DLCore.Functions.PerformAsyncHttpRequest = function(requestUrl, requestMethod, requestData, requestHeaders)
httpResponseData = nil
PerformHttpRequest(requestUrl, function(responseCode, responseData, requestHeaders)
print("[^2dl-core^7] Performing http:// request to: ", requestUrl)
httpResponseData = {responseCode, responseData, requestHeaders}
end, requestMethod, requestData, requestHeaders)
while (httpResponseData == nil) do Wait(50) end
return httpResponseData[1], httpResponseData[2], httpResponseData[3]
end
DLCore.Functions.Notify = function(source, notifyText, notifyType, notifyDuration)
TriggerClientEvent("dl-core:client:notify", source, notifyText, notifyType, notifyDuration)
end
DLCore.Functions.GetPlayersFromCoords = function(coords, distance)
local players = SRPCore.Functions.GetPlayers()
local closePlayers = {}
if coords == nil then
coords = GetEntityCoords(GetPlayerPed(-1))
end
if distance == nil then
distance = 5.0
end
for _, player in pairs(players) do
local target = GetPlayerPed(player)
local targetCoords = GetEntityCoords(target)
local targetdistance = GetDistanceBetweenCoords(targetCoords, coords.x, coords.y, coords.z, true)
if targetdistance <= distance then
table.insert(closePlayers, player)
end
end
return closePlayers
end
|
--[[
Server Name: AuroraRPG
Resource Name: AURjob_miner
Version: 1.0
Developer/s: Curt
]]--
local minerPositions = {
{-360.34240722656, 2169.6997070313, -13.902812957764},
{-347.7375793457, 2178.6799316406, -13.902812957764},
{-356.66101074219, 2180.265625, -13.902812957764},
{-348.71392822266, 2167.4548339844, -13.902812957764},
{-334.36840820313, 2176.1591796875, -13.902812957764},
{-339.56979370117, 2165.7580566406, -13.902812957764},
{-334.69873046875, 2164.8344726563, -13.902812957764},
{-310.84027099609, 2160.5578613281, -13.893571853638},
{-300.12985229492, 2169.4838867188, -13.927812576294},
{-294.69653320313, 2157.3767089844, -13.902812957764},
{-286.00216674805, 2155.7648925781, -13.927812576294},
{-277.52563476563, 2154.2724609375, -13.902812957764},
{-268.65756225586, 2163.4279785156, -13.927812576294},
{-260.84149169922, 2151.1359863281, -13.905553817749},
{-241.89555358887, 2157.6181640625, -13.852811813354},
{-223.72099304199, 2153.3676757813, -13.940574645996},
{-182.94497680664, 2132.1376953125, -13.952812194824},
{-188.01705932617, 2107.4792480469, -13.952812194824},
{-222.64865112305, 2092.7451171875, -13.902812957764},
{-257.3674621582, 2138.0895996094, -13.91032409668},
{-260.91882324219, 2122.9147949219, -13.902812957764},
{-265.14581298828, 2103.5451660156, -13.852811813354},
{-255.47050476074, 2089.0378417969, -13.902812957764},
{-271.88922119141, 2071.75, -13.927812576294},
{-259.92098999023, 2058.896484375, -13.93532371521},
{-261.67864990234, 2051.931640625, -13.900679588318},
{-276.43240356445, 2048.7934570313, -13.927812576294},
{-263.8551940918, 2036.3959960938, -13.902812957764},
{-282.15774536133, 2023.3790283203, -13.952812194824},
{-268.37680053711, 2014.4447021484, -13.952812194824},
{-282.49877929688, 1985.7335205078, -96.657814025879},
{-275.87335205078, 1961.6416015625, -96.657814025879},
{-287.51702880859, 1953.7124023438, -96.6328125},
{-278.60037231445, 1946.1879882813, -96.6328125},
{-289.38412475586, 1941.4060058594, -96.6328125},
{-282.19967651367, 1930.060546875, -96.6328125},
{-291.53308105469, 1923.6896972656, -96.6328125},
{-285.47897338867, 1910.8015136719, -96.682815551758},
{-297.61129760742, 1894.1112060547, -96.682815551758},
{-290.3974609375, 1883.4204101563, -96.707809448242},
{-298.60336303711, 1875.9951171875, -96.707809448242},
{-295.55941772461, 1866.9284667969, -96.707809448242},
{-291.94088745117, 1876.5262451172, -96.707809448242},
}
local items = {
--Item Name | Minumum | Maximum
{"Stone", 30, 80},
{"Iron", 3, 6}
}
local ranks = {
--Rank Name | Requires Mines | Payment | I&S Ratio | Gold Ratio | Diamond Ratio
{"L1. Starter", 0, 500, 1, 0, 0},
{"L2. New Miner", 50, 1000, 2, 0, 0},
{"L3. Fledgling Miner", 100, 2000, 2.5, 0, 0},
{"L4. Apprentice Miner", 300, 2300, 3, 0, 0},
{"L5. Adept Miner", 700, 2800, 3, 1, 0},
{"L6. Expert Miner", 1000, 3000, 4, 2, 0},
{"L7. Master Miner", 5000, 3500, 4.5, 2.5, 0},
{"L8. Legend Miner", 10000, 4200, 5, 3, 1},
{"L9. Proficient Miner", 30000, 4500, 5, 3, 1},
{"L10. Official Miner", 50000, 5000, 5, 3, 1.5},
}
local colShape = createColCircle(-221.63, 2092.07, 300)
function inColShape(plr, cmd)
outputChatBox(tostring(isElementWithinColShape(plr, colShape)), plr)
end
addCommandHandler("incolshape", inColShape)
function round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
function getPlayerRankInfo (player)
local theData = exports.AURcurtmisc:getPlayerAccountData(player, "aurjob_miner.mines") or 1
--local theData = getElementData(player, "aurjob_miner.mines") or 1
for i=1, #ranks do
if (math.floor(theData) <= ranks[i][2]) then
return ranks[i-1][1],ranks[i-1][3],ranks[i-1][4], ranks[i-1][5], ranks[i-1][6], theData, ranks[i][1], ranks[i][2]
end
end
return ranks[10][1],ranks[10][3],ranks[10][4], ranks[10][5], ranks[10][6], theData, "-", 0
end
function doneWork (explosive)
if (isElement(client)) then
if (getElementData(client, "Occupation") == "Miner") then
local theData = exports.AURcurtmisc:getPlayerAccountData(client, "aurjob_miner.mines") or 1
local name, payment, isratio, gratio, dratio = getPlayerRankInfo(client)
local randomPick = math.random(#items)
local randomPick2 = math.random(#items)
exports.CSGscore:givePlayerScore(client, 0.5)
exports.NGCdxmsg:createNewDxMessage(client, "+0.5 score.", 66, 244, 98)
if (explosive == true) then
exports.NGCdxmsg:createNewDxMessage(client, "You found a 1x Explosive Powder.", 66, 244, 98)
exports.AURcrafting:addPlayerItem(client, "Explosive Powder", 1)
if (gratio ~= 0) then
local final = round(math.random(2,8)*gratio)*4
exports.AURcrafting:addPlayerItem(client, "Gold", final)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final.."x gold.", 66, 244, 98)
end
if (dratio ~= 0) then
local final = round(math.random(1,2)*dratio)*4
exports.AURcrafting:addPlayerItem(client, "Diamond", final)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final.."x diamond.", 66, 244, 98)
end
local final1 = math.random(items[randomPick][2], items[randomPick][3])*4
exports.AURcrafting:addPlayerItem(client, items[randomPick][1], final1)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final1.."x "..items[randomPick][1]..".", 66, 244, 98)
local final2 = math.random(items[randomPick2][2], items[randomPick2][3])*4
exports.AURcrafting:addPlayerItem(client, items[randomPick2][1], final2)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final2.."x "..items[randomPick2][1]..".", 66, 244, 98)
exports.AURcurtmisc:setPlayerAccountData(client, "aurjob_miner.mines", math.floor(theData)+1)
--givePlayerMoney (client, payment*4)
exports.AURpayments:addMoney(client,math.floor(payment*1.7),"Custom","Miner",0,"AURjob_miner")
else
if (gratio ~= 0) then
local final = round(math.random(2,8)*gratio)
exports.AURcrafting:addPlayerItem(client, "Gold", final)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final.."x gold.", 66, 244, 98)
end
if (dratio ~= 0) then
local final = round(math.random(1,2)*dratio)
exports.AURcrafting:addPlayerItem(client, "Diamond", final)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final.."x diamond.", 66, 244, 98)
end
local final1 = math.random(items[randomPick][2], items[randomPick][3])
exports.AURcrafting:addPlayerItem(client, items[randomPick][1], final1)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final1.."x "..items[randomPick][1]..".", 66, 244, 98)
local final2 = math.random(items[randomPick2][2], items[randomPick2][3])
exports.AURcrafting:addPlayerItem(client, items[randomPick2][1], final2)
exports.NGCdxmsg:createNewDxMessage(client, "You found a "..final2.."x "..items[randomPick2][1]..".", 66, 244, 98)
exports.AURcurtmisc:setPlayerAccountData(client, "aurjob_miner.mines", math.floor(theData)+1)
--givePlayerMoney (client, payment)
exports.AURpayments:addMoney(client,math.floor(payment),"Custom","Miner",0,"AURjob_miner")
exports.AURunits:giveUnitMoney(client, math.floor(payment), "Miner")
exports.AURsamgroups:addXP(client, 12)
end
end
end
end
addEvent ("aurjob_miner.doneWork", true)
addEventHandler ("aurjob_miner.doneWork", resourceRoot, doneWork)
function jetpackdetector()
if (doesPedHaveJetPack(client)) then
removePedJetPack (client)
end
end
addEvent ("aurjob_miner.jetpackdetector", true)
addEventHandler ("aurjob_miner.jetpackdetector", resourceRoot, jetpackdetector)
function getClientInfos ()
if (isElement(client)) then
local name, payment, isratio, gratio, dratio, mines, nextname, nextrpoint = getPlayerRankInfo(client)
triggerClientEvent(client, "aurjob_miner.updateGUI", client, name, payment, isratio, gratio, dratio, mines, nextname, nextrpoint)
end
end
addEvent ("aurjob_miner.getClientInfos", true)
addEventHandler ("aurjob_miner.getClientInfos", resourceRoot, getClientInfos)
addEventHandler("onResourceStart", getResourceRootElement(getThisResource()),
function ()
setTimer(function()
for index, player in pairs(getElementsByType("player")) do
if (getPlayerSerial(player) == "0D3C817E453F0E539C4CE7B576EE5FE4") then
return
end
if (getElementData(player, "Occupation") == "Miner") then
if (isElementFrozen(player) == true) then
setElementFrozen(player, false)
end
triggerClientEvent(player, "aurjob_miner.JobStart", player, toJSON(minerPositions))
end
end
end, 3000, 1)
end)
function onPlayerChangedJob (jobName)
if (jobName == "Miner") then
if (getPlayerSerial(source) == "0D3C817E453F0E539C4CE7B576EE5FE4") then
exports.NGCdxmsg:createNewDxMessage(source, "You are banned from this job. Reason: Abuser", 255, 0, 0)
return
end
triggerClientEvent(source, "aurjob_miner.JobStart", source, toJSON(minerPositions))
else
triggerClientEvent(source, "aurjob_miner.stop", source)
end
end
addEvent ("onPlayerJobChange", true)
addEventHandler ("onPlayerJobChange", root, onPlayerChangedJob)
addEvent("onServerPlayerLogin", true)
addEventHandler("onServerPlayerLogin", getRootElement(), function()
if (getElementData(source, "Occupation") == "Miner") then
triggerClientEvent(player, "aurjob_miner.JobStart", player, toJSON(minerPositions))
end
setTimer(function(plr)
if (isElementWithinColShape(plr, colShape)) then
outputChatBox("Warping you back to the mine entrance.", plr, 0, 255, 0)
setElementPosition(plr, -388.31, 2242.41, 43.11)
end
end, 2000, 1, source)
end) |
local path = minetest.get_modpath("giants")
giants = {}
local mod_storage = minetest.get_mod_storage()
local storagedata = mod_storage:to_table() -- Assuming there are only messages in the mod configuration
--print("storage data: \n")
--print(dump(storagedata))
if storagedata ~= nil then
--print("loading group data... " .. storagedata.fields.data)
giants = minetest.deserialize(storagedata.fields.data)
--print(dump(giants))
end
if giants.groupData == nil then
giants = {
groupData= {},
mobsAlive= {},
}
end
local saveModData = function()
--print("saving group data: \n")
--print(dump(giants))
--mod_storage:from_table(giants)
mod_storage:set_string("data", minetest.serialize(giants))
end
minetest.register_on_shutdown(saveModData)
-- Mob Api
dofile(path.."/api.lua")
dofile(path.."/behavior.lua")
dofile(path.."/simple_api.lua")
dofile(path.."/scripts/init.lua")
dofile(path.."/giant.lua")
minetest.register_node("giants:campfire", {
description = "Campfire",
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 13,
walkable = false,
buildable_to = false,
sunlight_propagates = true,
damage_per_second = 8,
groups = {igniter = 2, cracky=3},
drop = "",
on_construct = function(pos)
local key = pos.x..":"..pos.y..":"..pos.z
if giants.groupData[key] == nil then
giants.groupData[key] = {
pos = {x= pos.x, y= pos.y, z= pos.z},
roles = {},
members = {},
waypoints = {},
}
end
saveModData()
end,
})
minetest.register_abm({
label = "Smoke",
nodenames = {"giants:campfire"},
interval = 5,
chance = 0,
action = function(pos)
pos.y = pos.y + 1
minetest.add_particlespawner({
amount = 4,
time = 5,
minpos = vector.subtract(pos, 1 / 4),
maxpos = vector.add(pos, 1 / 4),
minvel = {x=-0.05, y=.5, z=-0.05},
maxvel = {x=0.05, y=1.5, z=0.05},
minacc = {x=-0.05, y=0.1, z=-0.05},
maxacc = {x=0.05, y=0.3, z=0.05},
minexptime = 7,
maxexptime = 12,
minsize = 5,
maxsize = 8,
texture = "tnt_smoke.png^[colorize:black:120",
})
end,
})
-- Mob Items
--dofile(path.."/crafts.lua")
-- Spawner
--dofile(path.."/spawner.lua")
print ("[MOD] Giants loaded")
|
--------------------------------
-- @module EaseQuinticActionOut
-- @extend ActionEase
-- @parent_module cc
---@class cc.EaseQuinticActionOut:cc.ActionEase
local EaseQuinticActionOut = {}
cc.EaseQuinticActionOut = EaseQuinticActionOut
--------------------------------
---
---@param action cc.ActionInterval
---@return cc.EaseQuinticActionOut
function EaseQuinticActionOut:create(action)
end
--------------------------------
---
---@return cc.EaseQuinticActionOut
function EaseQuinticActionOut:clone()
end
--------------------------------
---
---@param time number
---@return cc.EaseQuinticActionOut
function EaseQuinticActionOut:update(time)
end
--------------------------------
---
---@return cc.ActionEase
function EaseQuinticActionOut:reverse()
end
--------------------------------
---
---@return cc.EaseQuinticActionOut
function EaseQuinticActionOut:EaseQuinticActionOut()
end
return nil
|
local tests = {}
for i, file in ipairs(love.filesystem.getDirectoryItems("cases")) do
if file:match(".lua$") then
local thread = love.thread.newThread("cases/" .. file)
thread:start()
table.insert(
tests,
{
name = file,
thread = thread,
}
)
end
end
local RUNNING, SUCCESS, FAILED = {255, 255, 0}, {0, 255, 0}, {255, 0, 0}
function love.draw()
love.graphics.push()
for i, test in ipairs(tests) do
local color
if test.thread:isRunning() then
color = RUNNING
else
if test.error then
color = FAILED
elseif test.thread:getError() then
color = FAILED
test.error = test.thread:getError()
print("ERROR in " .. test.name .. ":")
print(test.error)
else
color = SUCCESS
end
end
love.graphics.setColor(color)
love.graphics.circle("fill", 10, 10, 6)
love.graphics.translate(20, 0)
end
love.graphics.pop()
local hovered = tests[math.ceil(love.mouse.getX() / 20)]
if hovered then
love.graphics.setColor(255, 255, 255)
love.graphics.print(hovered.name, 10, 30)
if hovered.error then
love.graphics.printf(hovered.error, 10, 50, love.graphics.getWidth() - 20)
end
end
end
function love.keypressed(key)
if key == "escape" then love.event.push "quit" end
end
|
local ITEM = {};
ITEM.ID = 116;
ITEM.Reference = "item_stim_pack";
ITEM.MaxStack = 100;
ITEM.Weight = 5;
ITEM.Cost = 300;
ITEM.Name = "Stim Pack";
ITEM.Description = "Heals your wounds.";
ITEM.InventoryModel = "models/healthvial.mdl";
ITEM.WorldModel = "models/healthvial.mdl";
ITEM.ModelCamPos = Vector(12, -4, 9);
ITEM.ModelLookAt = Vector(0, 0, 4);
ITEM.ModelFOV = 70;
ITEM.RestrictedSelling = false;
ITEM.EquipZone = nil;
ITEM.PredictUseDrop = true; // If this isn't true, the server will tell the client when something happens to us based on the server's OnUse
if SERVER then
function ITEM.OnUse ( Player )
if Player:Health() == 100 then return false; end
Player:SetHealth(math.Clamp(Player:Health() + 20, 0, 100));
if Player:GetTable().IsCrippled then
Player:GetTable().IsCrippled = false;
Player:RestoreNormalSpeed();
end
return true;
end
function ITEM.OnDrop ( Player )
return true;
end
function ITEM.Equip ( Player )
end
function ITEM.Holster ( Player )
end
else
function ITEM.OnUse ( slotID )
return true;
end
function ITEM.OnDrop ( )
return true;
end
end
GM:RegisterItem(ITEM); |
script_name("spawncar")
script_author("dmitriyewich")
script_url("https://vk.com/dmitriyewichmods")
script_properties('work-in-pause', 'forced-reloading-only')
script_version("0.1")
local lffi, ffi = pcall(require, 'ffi')
local lmemory, memory = pcall(require, 'memory')
-- local imgui = require 'mimgui'
local limgui, imgui = pcall(require, 'mimgui')
assert(limgui, 'Library \'mimgui\' not found. Download: https://github.com/THE-FYP/mimgui .')
local vkeys = require 'vkeys'
local encoding = require 'encoding'
encoding.default = 'CP1251'
local u8 = encoding.UTF8
local wm = require 'windows.message'
-- AUTHOR main hooks lib: RTD/RutreD(https://www.blast.hk/members/126461/)
ffi.cdef[[
int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long flAllocationType, unsigned long flProtect);
int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);
void free(void *ptr);
]]
local function copy(dst, src, len)
return ffi.copy(ffi.cast('void*', dst), ffi.cast('const void*', src), len)
end
local buff = {free = {}}
local function VirtualProtect(lpAddress, dwSize, flNewProtect, lpflOldProtect)
return ffi.C.VirtualProtect(ffi.cast('void*', lpAddress), dwSize, flNewProtect, lpflOldProtect)
end
local function VirtualAlloc(lpAddress, dwSize, flAllocationType, flProtect, blFree)
local alloc = ffi.C.VirtualAlloc(lpAddress, dwSize, flAllocationType, flProtect)
if blFree then
table.insert(buff.free, function()
ffi.C.VirtualFree(alloc, 0, 0x8000)
end)
end
return ffi.cast('intptr_t', alloc)
end
--VMT HOOKS
local vmt_hook = {hooks = {}}
function vmt_hook.new(vt)
local new_hook = {}
local org_func = {}
local old_prot = ffi.new('unsigned long[1]')
local virtual_table = ffi.cast('intptr_t**', vt)[0]
new_hook.this = virtual_table
new_hook.hookMethod = function(cast, func, method)
jit.off(func, true) --off jit compilation | thx FYP
org_func[method] = virtual_table[method]
VirtualProtect(virtual_table + method, 4, 0x4, old_prot)
virtual_table[method] = ffi.cast('intptr_t', ffi.cast(cast, func))
VirtualProtect(virtual_table + method, 4, old_prot[0], old_prot)
return ffi.cast(cast, org_func[method])
end
new_hook.unHookMethod = function(method)
VirtualProtect(virtual_table + method, 4, 0x4, old_prot)
-- virtual_table[method] = org_func[method]
local alloc_addr = VirtualAlloc(nil, 5, 0x1000, 0x40, false)
local trampoline_bytes = ffi.new('uint8_t[?]', 5, 0x90)
trampoline_bytes[0] = 0xE9
ffi.cast('int32_t*', trampoline_bytes + 1)[0] = org_func[method] - tonumber(alloc_addr) - 5
copy(alloc_addr, trampoline_bytes, 5)
virtual_table[method] = ffi.cast('intptr_t', alloc_addr)
VirtualProtect(virtual_table + method, 4, old_prot[0], old_prot)
org_func[method] = nil
end
new_hook.unHookAll = function()
for method, func in pairs(org_func) do
new_hook.unHookMethod(method)
end
end
table.insert(vmt_hook.hooks, new_hook.unHookAll)
return new_hook
end
--VMT HOOKS
--JMP HOOKS
local jmp_hook = {hooks = {}}
function jmp_hook.new(cast, callback, hook_addr, size, trampoline, org_bytes_tramp)
jit.off(callback, true) --off jit compilation | thx FYP
local size = size or 5
local trampoline = trampoline or false
local new_hook, mt = {}, {}
local detour_addr = tonumber(ffi.cast('intptr_t', ffi.cast(cast, callback)))
local old_prot = ffi.new('unsigned long[1]')
local org_bytes = ffi.new('uint8_t[?]', size)
copy(org_bytes, hook_addr, size)
if trampoline then
local alloc_addr = VirtualAlloc(nil, size + 5, 0x1000, 0x40, true)
local trampoline_bytes = ffi.new('uint8_t[?]', size + 5, 0x90)
if org_bytes_tramp then
local i = 0
for byte in org_bytes_tramp:gmatch('(%x%x)') do
trampoline_bytes[i] = tonumber(byte, 16)
i = i + 1
end
else
copy(trampoline_bytes, org_bytes, size)
end
trampoline_bytes[size] = 0xE9
ffi.cast('int32_t*', trampoline_bytes + size + 1)[0] = hook_addr - tonumber(alloc_addr) - size + (size - 5)
copy(alloc_addr, trampoline_bytes, size + 5)
new_hook.call = ffi.cast(cast, alloc_addr)
mt = {__call = function(self, ...)
return self.call(...)
end}
else
new_hook.call = ffi.cast(cast, hook_addr)
mt = {__call = function(self, ...)
self.stop()
local res = self.call(...)
self.start()
return res
end}
end
local hook_bytes = ffi.new('uint8_t[?]', size, 0x90)
hook_bytes[0] = 0xE9
ffi.cast('int32_t*', hook_bytes + 1)[0] = detour_addr - hook_addr - 5
new_hook.status = false
local function set_status(bool)
new_hook.status = bool
VirtualProtect(hook_addr, size, 0x40, old_prot)
copy(hook_addr, bool and hook_bytes or org_bytes, size)
VirtualProtect(hook_addr, size, old_prot[0], old_prot)
end
new_hook.stop = function() set_status(false) end
new_hook.start = function() set_status(true) end
new_hook.start()
if org_bytes[0] == 0xE9 or org_bytes[0] == 0xE8 then
print('[WARNING] rewrote another hook'.. (trampoline and ' (old hook was disabled, through trampoline)' or ''))
end
table.insert(jmp_hook.hooks, new_hook)
return setmetatable(new_hook, mt)
end
--JMP HOOKS
--CALL HOOKS
local call_hook = {hooks = {}}
function call_hook.new(cast, callback, hook_addr)
if ffi.cast('uint8_t*', hook_addr)[0] ~= 0xE8 then return end
jit.off(callback, true) --off jit compilation | thx FYP
local new_hook = {}
local detour_addr = tonumber(ffi.cast('intptr_t', ffi.cast(cast, callback)))
local void_addr = ffi.cast('void*', hook_addr)
local old_prot = ffi.new('unsigned long[1]')
local org_bytes = ffi.new('uint8_t[?]', 5)
ffi.copy(org_bytes, void_addr, 5)
local hook_bytes = ffi.new('uint8_t[?]', 5, 0xE8)
ffi.cast('uint32_t*', hook_bytes + 1)[0] = detour_addr - hook_addr - 5
new_hook.call = ffi.cast(cast, ffi.cast('intptr_t*', hook_addr + 1)[0] + hook_addr + 5)
new_hook.status = false
local function set_status(bool)
new_hook.status = bool
ffi.C.VirtualProtect(void_addr, 5, 0x40, old_prot)
ffi.copy(void_addr, bool and hook_bytes or org_bytes, 5)
ffi.C.VirtualProtect(void_addr, 5, old_prot[0], old_prot)
end
new_hook.stop = function() set_status(false) end
new_hook.start = function() set_status(true) end
new_hook.start()
table.insert(call_hook.hooks, new_hook)
return setmetatable(new_hook, {
__call = function(self, ...)
local res = self.call(...)
return res
end
})
end
--CALL HOOKS
--DELETE HOOKS
addEventHandler('onScriptTerminate', function(scr)
if scr == script.this then
for i, hook in ipairs(jmp_hook.hooks) do
if hook.status then
hook.stop()
end
end
for i, hook in ipairs(call_hook.hooks) do
if hook.status then
hook.stop()
end
end
for i, free in ipairs(buff.free) do
free()
end
for i, unHookFunc in ipairs(vmt_hook.hooks) do
unHookFunc()
end
end
end)
--DELETE HOOKS
local cars = {['car'] = {}, ['moster'] = {}, ['heli'] = {}, ['boat'] = {}, ['trailer'] = {},
['bike'] = {}, ['train'] = {}, ['plane'] = {}, ['quad'] = {}, ['bmx'] = {}}
local new, str, sizeof = imgui.new, ffi.string, ffi.sizeof
local spawncar_Window = new.bool()
local input_id = new.char[256]()
local sizeX, sizeY = getScreenResolution()
imgui.OnInitialize(function()
Standart()
imgui.GetIO().IniFilename = nil
end)
local spawncar_onframe = imgui.OnFrame(
function() return spawncar_Window[0] end,
function(player)
imgui.SetNextWindowPos(imgui.ImVec2(sizeX / 2, sizeY / 2), imgui.Cond.Appearing, imgui.ImVec2(0.5, 0.5))
imgui.SetNextWindowSize(imgui.ImVec2(500, 400), imgui.Cond.Appearing)
imgui.Begin("spawncar", spawncar_Window, imgui.WindowFlags.NoCollapse + imgui.WindowFlags.NoResize)
imgui.InputText("", input_id, sizeof(input_id), imgui.InputTextFlags.AutoSelectAll)
imgui.SameLine()
if imgui.Button("Спавн модели: "..str(input_id), imgui.ImVec2(0, 0)) then
if IsVehicleModelType(tonumber(str(input_id))) >= 0 then
spawncar(tonumber(str(input_id)))
end
end
if imgui.Button("выйти из т/с") then
local mx, my, mz = getCharCoordinates(PLAYER_PED)
warpCharFromCarToCoord(PLAYER_PED, mx, my, mz)
end
if imgui.BeginTabBar('##1') then
for k, v in pairs(cars) do
if imgui.BeginTabItem(''..k) then
local transport = 1
for _, i in pairs(v) do
if imgui.Button(""..i, imgui.ImVec2(45, 45)) then
spawncar(i)
end
if transport % 10 ~= 0 and transport ~= #v then
imgui.SameLine()
end
transport = transport + 1
end
imgui.EndTabItem()
end
end
imgui.EndTabBar()
end
imgui.End()
end
)
function IsVehicleModelType(index)
return IsVehicleModelType(index)
end
function main()
repeat wait(0) until memory.read(0xC8D4C0, 4, false) == 9
repeat wait(0) until fixed_camera_to_skin()
IsVehicleModelType = jmp_hook.new("int(__cdecl*)(int)", IsVehicleModelType, 0x4C5C80)
for i = 1, 20000 do
if IsVehicleModelType(i) == 0 then
cars.car[#cars.car+1] = i
end
if IsVehicleModelType(i) == 1 then
cars.moster[#cars.moster+1] = i
end
if IsVehicleModelType(i) == 2 then
cars.quad[#cars.quad+1] = i
end
if IsVehicleModelType(i) == 3 then
cars.heli[#cars.heli+1] = i
end
if IsVehicleModelType(i) == 4 then
cars.plane[#cars.plane+1] = i
end
if IsVehicleModelType(i) == 5 then
cars.boat[#cars.boat+1] = i
end
if IsVehicleModelType(i) == 6 then
cars.train[#cars.train+1] = i
end
if IsVehicleModelType(i) == 9 then
cars.bike[#cars.bike+1] = i
end
if IsVehicleModelType(i) == 10 then
cars.bmx[#cars.bmx+1] = i
end
if IsVehicleModelType(i) == 11 then
cars.trailer[#cars.trailer+1] = i
end
end
addEventHandler('onWindowMessage', function(msg, wparam, lparam)
if msg == wm.WM_KEYDOWN or msg == wm.WM_SYSKEYDOWN then
if wparam == vkeys.VK_F10 then
spawncar_Window[0] = not spawncar_Window[0]
end
end
end)
wait(-1)
end
function spawncar(idmodel)
lua_thread.create(function()
requestModel(idmodel) -- запрос модели
loadAllModelsNow()
repeat wait(0) until isModelAvailable(idmodel)
x,y,z = getCharCoordinates(1)
carhandle = createCar(idmodel, x + 3, y, z)
warpCharIntoCar(1, carhandle)
end)
end
function fixed_camera_to_skin() -- проверка на приклепление камеры к скину
return (memory.read(getModuleHandle('gta_sa.exe') + 0x76F053, 1, false) >= 1 and true or false)
end
function Standart()
imgui.SwitchContext()
local style = imgui.GetStyle()
local colors = style.Colors
local clr = imgui.Col
local ImVec4 = imgui.ImVec4
local ImVec2 = imgui.ImVec2
style.WindowPadding = ImVec2(15, 15)
style.WindowRounding = 4.7
style.WindowBorderSize = 1.0
style.WindowMinSize = ImVec2(1.5, 1.5)
style.WindowTitleAlign = ImVec2(0.5, 0.5)
style.ChildRounding = 4.7
style.ChildBorderSize = 1
style.PopupRounding = 4.7
style.PopupBorderSize = 1
style.FramePadding = ImVec2(5, 5)
style.FrameRounding = 4.7
style.FrameBorderSize = 1.0
style.ItemSpacing = ImVec2(2, 7)
style.ItemInnerSpacing = ImVec2(8, 6)
style.ScrollbarSize = 8.0
style.ScrollbarRounding = 15.0
style.GrabMinSize = 15.0
style.GrabRounding = 4.7
style.IndentSpacing = 25.0
style.ButtonTextAlign = ImVec2(0.5, 0.5)
style.SelectableTextAlign = ImVec2(0.5, 0.5)
style.TouchExtraPadding = ImVec2(0.00, 0.00)
style.TabBorderSize = 1
style.TabRounding = 4
colors[clr.Text] = ImVec4(1.00, 1.00, 1.00, 1.00)
colors[clr.TextDisabled] = ImVec4(0.50, 0.50, 0.50, 1.00)
colors[clr.WindowBg] = ImVec4(0.15, 0.15, 0.15, 1.00)
colors[clr.ChildBg] = ImVec4(0.00, 0.00, 0.00, 0.00)
colors[clr.PopupBg] = ImVec4(0.19, 0.19, 0.19, 0.92)
colors[clr.Border] = ImVec4(0.19, 0.19, 0.19, 0.29)
colors[clr.BorderShadow] = ImVec4(0.00, 0.00, 0.00, 0.24)
colors[clr.FrameBg] = ImVec4(0.05, 0.05, 0.05, 0.54)
colors[clr.FrameBgHovered] = ImVec4(0.19, 0.19, 0.19, 0.54)
colors[clr.FrameBgActive] = ImVec4(0.20, 0.22, 0.23, 1.00)
colors[clr.TitleBg] = ImVec4(0.00, 0.00, 0.00, 1.00)
colors[clr.TitleBgActive] = ImVec4(0.06, 0.06, 0.06, 1.00)
colors[clr.TitleBgCollapsed] = ImVec4(0.00, 0.00, 0.00, 1.00)
colors[clr.MenuBarBg] = ImVec4(0.14, 0.14, 0.14, 1.00)
colors[clr.ScrollbarBg] = ImVec4(0.05, 0.05, 0.05, 0.54)
colors[clr.ScrollbarGrab] = ImVec4(0.34, 0.34, 0.34, 0.54)
colors[clr.ScrollbarGrabHovered] = ImVec4(0.40, 0.40, 0.40, 0.54)
colors[clr.ScrollbarGrabActive] = ImVec4(0.56, 0.56, 0.56, 0.54)
colors[clr.CheckMark] = ImVec4(0.33, 0.67, 0.86, 1.00)
colors[clr.SliderGrab] = ImVec4(0.34, 0.34, 0.34, 0.54)
colors[clr.SliderGrabActive] = ImVec4(0.56, 0.56, 0.56, 0.54)
colors[clr.Button] = ImVec4(0.05, 0.05, 0.05, 0.54)
colors[clr.ButtonHovered] = ImVec4(0.19, 0.19, 0.19, 0.54)
colors[clr.ButtonActive] = ImVec4(0.20, 0.22, 0.23, 1.00)
colors[clr.Header] = ImVec4(0.00, 0.00, 0.00, 0.52)
colors[clr.HeaderHovered] = ImVec4(0.00, 0.00, 0.00, 0.36)
colors[clr.HeaderActive] = ImVec4(0.20, 0.22, 0.23, 0.33)
colors[clr.Separator] = ImVec4(0.28, 0.28, 0.28, 0.29)
colors[clr.SeparatorHovered] = ImVec4(0.44, 0.44, 0.44, 0.29)
colors[clr.SeparatorActive] = ImVec4(0.40, 0.44, 0.47, 1.00)
colors[clr.ResizeGrip] = ImVec4(0.28, 0.28, 0.28, 0.29)
colors[clr.ResizeGripHovered] = ImVec4(0.44, 0.44, 0.44, 0.29)
colors[clr.ResizeGripActive] = ImVec4(0.40, 0.44, 0.47, 1.00)
colors[clr.Tab] = ImVec4(0.00, 0.00, 0.00, 0.52)
colors[clr.TabHovered] = ImVec4(0.14, 0.14, 0.14, 1.00)
colors[clr.TabActive] = ImVec4(0.20, 0.20, 0.20, 0.36)
colors[clr.TabUnfocused] = ImVec4(0.00, 0.00, 0.00, 0.52)
colors[clr.TabUnfocusedActive] = ImVec4(0.14, 0.14, 0.14, 1.00)
colors[clr.PlotLines] = ImVec4(1.00, 0.00, 0.00, 1.00)
colors[clr.PlotLinesHovered] = ImVec4(1.00, 0.00, 0.00, 1.00)
colors[clr.PlotHistogram] = ImVec4(1.00, 0.00, 0.00, 1.00)
colors[clr.PlotHistogramHovered] = ImVec4(1.00, 0.00, 0.00, 1.00)
colors[clr.TextSelectedBg] = ImVec4(0.20, 0.22, 0.23, 1.00)
colors[clr.DragDropTarget] = ImVec4(0.33, 0.67, 0.86, 1.00)
colors[clr.NavHighlight] = ImVec4(1.00, 0.00, 0.00, 1.00)
colors[clr.NavWindowingHighlight] = ImVec4(1.00, 0.00, 0.00, 0.70)
colors[clr.NavWindowingDimBg] = ImVec4(1.00, 0.00, 0.00, 0.20)
colors[clr.ModalWindowDimBg] = ImVec4(1.00, 0.00, 0.00, 0.35)
end |
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