content
stringlengths
5
1.05M
position = {x = 47.3906326293945, y = 0.947854518890381, z = 14.9340381622314} rotation = {x = 2.68935082203825E-07, y = 270.004608154297, z = -1.25960523291724E-05}
-- -- tiledmaphandler.lua -- lua-astar -- -- Created by Jay Roberts on 2011-01-12. -- Copyright 2011 GloryFish.org. All rights reserved. -- require 'middleclass' TiledMapHandler = class('TiledMapHandler') function TiledMapHandler:initialize() self.tiles = { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, } end function TiledMapHandler:getNode(location) -- Here you make sure the requested node is valid (i.e. on the map, not blocked) if location.x > #self.tiles[1] or location.y > #self.tiles then -- print 'location is outside of map on right or bottom' return nil end if location.x < 1 or location.y < 1 then -- print 'location is outside of map on left or top' return nil end if self.tiles[location.y][location.x] == 1 then -- print(string.format('location is solid: (%i, %i)', location.x, location.y)) return nil end return Node(location, 1, location.y * #self.tiles[1] + location.x) end function TiledMapHandler:getAdjacentNodes(curnode, dest) -- Given a node, return a table containing all adjacent nodes -- The code here works for a 2d tile-based game but could be modified -- for other types of node graphs local result = {} local cl = curnode.location local dl = dest local n = false n = self:_handleNode(cl.x + 1, cl.y, curnode, dl.x, dl.y) if n then table.insert(result, n) end n = self:_handleNode(cl.x - 1, cl.y, curnode, dl.x, dl.y) if n then table.insert(result, n) end n = self:_handleNode(cl.x, cl.y + 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end n = self:_handleNode(cl.x, cl.y - 1, curnode, dl.x, dl.y) if n then table.insert(result, n) end return result end function TiledMapHandler:locationsAreEqual(a, b) return a.x == b.x and a.y == b.y end function TiledMapHandler:_handleNode(x, y, fromnode, destx, desty) -- Fetch a Node for the given location and set its parameters local loc = { x = x, y = y } local n = self:getNode(loc) if n ~= nil then local dx = math.max(x, destx) - math.min(x, destx) local dy = math.max(y, desty) - math.min(y, desty) local emCost = dx + dy n.mCost = n.mCost + fromnode.mCost n.score = n.mCost + emCost n.parent = fromnode return n end return nil end
-- SPI PinAssign Table -- PIO[0]: MOSI(Out) : FlashAir Pin2 CMD -- PIO[1]: SCLK(Out) : FlashAir Pin7 DAT0 -- PIO[2]: /SS(Out) : FlashAir Pin8 DAT1 -- PIO[3]: MISO(In) : FlashAir Pin9 DAT2 -- PIO[4]: INT(In) : FlashAir Pin1 CD/DAT3 -- g_spi_cs: SPI CS IO state(0,1) -- g_spi_mode: SPI mode (0,1,2,3) g_spi_mode=2 g_spi_cs=1 g_contrast=35 function spi_cs(cs,verbosity) g_spi_cs=cs local s=0 local r=0 s,r = fa.pio (0x07, (bit32.lshift(g_spi_cs,2)+2+1) ) if (verbosity == 1) then print (r) end end function spi_write(data,verbosity) local s=0 local r=0 for i=7, 0,-1 do s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 2 + bit32.band(bit32.rshift(data,i),1))) if (verbosity == 1) then print (r) end s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 0 + bit32.band(bit32.rshift(data,i),1))) if (verbosity == 1) then print (r) end end s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 2 + bit32.band(data,1))) if (verbosity == 1) then print (r) end end function spi_read(data,verbosity) local s=0 local r=0 local ret_val="" local tmp for i=7, 0,-1 do s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 2 + bit32.band(bit32.rshift(data,i),1))) if (verbosity == 1) then print (r) end s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 0 + bit32.band(bit32.rshift(data,i),1))) tmp = bit32.band(r, 0x8) ret_val = ret_val..tmp/8 if (verbosity == 1) then print (r) end end s,r = fa.pio (0x07,(bit32.lshift(g_spi_cs,2) + 2 + bit32.band(data,1))) if (verbosity == 1) then print (r) end ret_val=tonumber(ret_val,2) return ret_val end function write_reg(addr,data) spi_cs(0,0) spi_write(0x20,0) spi_write(addr,0) spi_write(data,0) spi_cs(1,0) end function lcd_cmd(data) spi_cs(0,0) spi_write(0x00,0) -- command 0x00 spi_write(0x02,0) -- number of bytes: 2 spi_write(0x7c,0) -- slave address+W spi_write(0x00,0) -- O = 0,RS = 0 spi_write(data,0) spi_cs(1,0) end function lcd_contdata(data) spi_cs(0,0) spi_write(0x00,0) -- command 0x00 spi_write(0x02,0) -- number of bytes: 2 spi_write(0x7c,0) -- slave address+W spi_write(0xC0,0) -- CO = 1, RS = 1 spi_write(data,0) spi_cs(1,0) end function read_reg(addr) local tmp spi_cs(0,0) spi_write(0x21,0) spi_write(addr,0) spi_write(0x00,0) -- Don't Care tmp = spi_read(0x00,0) lcd_printStr(tmp) spi_cs(1,0) end function lcd_printStr(text) local tmp for i=1, string.len(text) do tmp = string.sub(text, i, i) tmp = string.byte(tmp) lcd_contdata(tmp) end end function lcd_setCursor(x, y) lcd_cmd(bit32.bor(0x80 , y * 0x40 + x)) end function lcd_init() lcd_cmd(0x38) -- function set lcd_cmd(0x39) -- function set lcd_cmd(0x04) -- EntryModeSet lcd_cmd(0x14) -- interval osc lcd_cmd(0x73) -- contrast Low lcd_cmd(0x5E) -- contast High/icon/power lcd_cmd(0x6C) -- follower control lcd_cmd(0x38) -- function set lcd_cmd(0x0C) -- Display On lcd_cmd(0x01) -- Clear Display end function lcd_init2() lcd_cmd(0x38) -- function set lcd_cmd(0x39) -- function set --lcd_cmd(0x04) -- EntryModeSet --lcd_cmd(0x14) -- interval osc --lcd_cmd(0x73) -- contrast Low --lcd_cmd(0x5E) -- contast High/icon/power --lcd_cmd(0x6C) -- follower control --lcd_cmd(0x38) -- function set --lcd_cmd(0x0C) -- Display On lcd_cmd(0x01) -- Clear Display end function LM75B_init() spi_cs(0,0) spi_write(0x00,0) -- command 0x00 spi_write(0x01,0) -- number of bytes: 1 spi_write(0x90,0) -- slave address+W spi_write(0x00,0) spi_cs(1,0) end function LM75B_read() local tmp=0 local tmp2=0 spi_cs(0,0) spi_write(0x01,0) -- command 0x01 spi_write(0x02,0) -- number of bytes: 2 spi_write(0x91,0) -- slave address+R spi_cs(1,0) spi_cs(0,0) spi_write(0x06,0) -- command 0x06 spi_write(0x00,0) -- Dont't Care tmp = spi_read(0x00,0) -- Read tmp2 = spi_read(0x00,0) -- Read spi_cs(1,0) tmp = bit32.bor(bit32.lshift(tmp,8), tmp2) tmp = string.format("%3.2f",tmp/256) return(tmp) end function lcd_clear() lcd_cmd(0x01) sleep(1000) end lcd_init() --lcd_setCursor(0, 1) --lcd_printStr("FlashAir") --LM75B_init() --write_reg(0x06,0x02) cnt=1 lcd_printStr("cnt:"..cnt) lcd_setCursor(0, 1) lcd_printStr("t:") f = io.open("test.txt","w+") f:close() while(1) do LM75B_init() tmp3 = LM75B_read() --lcd_setCursor(0, 1) --lcd_cmd(0x80) lcd_init2() lcd_setCursor(4, 0) lcd_printStr(cnt) lcd_setCursor(2, 1) lcd_printStr(tmp3) cnt = cnt+1 f = io.open("test.txt","a") tmp3 = string.format("%f\n", tmp3) f:write(tmp3) f:close() sleep(1000) collectgarbage("collect") end --read_reg(0x02) --[[ cnt=1 while(1) do lcd_setCursor(0,1) lcd_printStr("cnt:"..cnt) write_reg(0x01,cnt%2) cnt = cnt + 1 end while(1) do --write_reg(0x01,0x00) write_reg(0x01,0x01) write_reg(0x01,0x02) write_reg(0x01,0x04) write_reg(0x01,0x08) write_reg(0x01,0x10) write_reg(0x01,0x20) write_reg(0x01,0x40) write_reg(0x01,0x80) end ]]
----------------------------------- -- Area: Inner Horutoto Ruins (192) ----------------------------------- require("scripts/globals/zone") ----------------------------------- zones = zones or {} zones[tpz.zone.INNER_HORUTOTO_RUINS] = { text = { PORTAL_SEALED_BY_3_MAGIC = 8, -- The Sealed Portal is sealed by three kinds of magic. PORTAL_NOT_OPEN_THAT_SIDE = 9, -- The Sealed Portal cannot be opened from this side. CONQUEST_BASE = 10, -- Tallying conquest results... ITEM_CANNOT_BE_OBTAINED = 6551, -- You cannot obtain the <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6557, -- Obtained: <item>. GIL_OBTAINED = 6558, -- Obtained <number> gil. KEYITEM_OBTAINED = 6560, -- Obtained key item: <keyitem>. FELLOW_MESSAGE_OFFSET = 6586, -- I'm ready. I suppose. GEOMAGNETRON_ATTUNED = 7179, -- Your <keyitem> has been attuned to a geomagnetic fount in the corresponding locale. NOT_BROKEN_ORB = 7234, -- The Mana Orb in this receptacle is not broken. EXAMINED_RECEPTACLE = 7235, -- You have already examined this receptacle. DOOR_FIRMLY_CLOSED = 7262, -- The door is firmly closed. CHEST_UNLOCKED = 7338, -- You unlock the chest! PLAYER_OBTAINS_ITEM = 7401, -- <name> obtains <item>! UNABLE_TO_OBTAIN_ITEM = 7402, -- You were unable to obtain the item. PLAYER_OBTAINS_TEMP_ITEM = 7403, -- <name> obtains the temporary item: <item>! ALREADY_POSSESS_TEMP = 7404, -- You already possess that temporary item. NO_COMBINATION = 7409, -- You were unable to enter a combination. REGIME_REGISTERED = 9487, -- New training regime registered! COMMON_SENSE_SURVIVAL = 10535, -- It appears that you have arrived at a new survival guide provided by the Adventurers' Mutual Aid Network. Common sense dictates that you should now be able to teleport here from similar tomes throughout the world. }, mob = { SLENDLIX_SPINDLETHUMB_PH = { [17563758] = 17563785, -- -238.315 -0.002 -179.249 }, NOCUOUS_WEAPON_PH = { [17563798] = 17563801, -- -236.855 0.476 -51.263 [17563799] = 17563801, -- -237.426 0.5 -23.412 [17563800] = 17563801, -- -230.732 -0.025 -52.324 }, }, npc = { CASKET_BASE = 17563838, PORTAL_CIRCLE_BASE = 17563861, TREASURE_CHEST = 17563914, }, } return zones[tpz.zone.INNER_HORUTOTO_RUINS]
local detectives = {}; local detective_color = Color(0, 0, 255); net.Receive("Detectives", function() table.Empty(detectives); detectives = net.ReadTable(); end); hook.Add("PreDrawHalos", "DetectiveHalos", function() local ply_role = LocalPlayer():GetRole(); if (ply_role == ROLE_DETECTIVE and LocalPlayer():Alive() and table.Count(detectives) > 0) then halo.Add(detectives, detective_color, 1, 1, 10, true, true); end end);
require 'class' require 'sprite' class 'gui' gui.children = {} gui.atlas = Sprite( 'data/sprites', 'gui' ) function gui:addChild( child ) -- should check all the methods are present ... table.insert( self.children, child ) end function mouseMoved(b,time,x,y) for _,child in pairs( gui.children ) do if child:mouseMoved(time, x, y, b) then break end end end function mouseClick(b,time,x,y) for _,child in pairs( gui.children ) do if child:mouseClick(time, x, y, b) then break end end end function mouseUp(b,time,x,y) for _,child in pairs( gui.children ) do if child:mouseUp(time, x, y, b) then break end end end function mouseDown(b,time,x,y) for _,child in pairs( gui.children ) do if child:mouseDown(time, x, y, b) then break end end end
-- test_journal_cursor.lua --[[ Test using SDJournal as a cursor over the journal entries In this case, we want to try the various cursor positioning operations to ensure the work correctly. --]] package.path = package.path..";../src/?.lua" local SDJournal = require("SDJournal") local sysd = require("systemd_ffi") local jnl = SDJournal() -- move forward a few times for i=1,10 do jnl:next(); end -- get the cursor label for this position local label10 = jnl:positionLabel() print("Label 10: ", label10) -- seek to the beginning, print that label jnl:seekHead(); jnl:next(); local label1 = jnl:positionLabel(); print("Label 1: ", label1); -- seek to label 10 again jnl:seekLabel(label10) jnl:next(); local label3 = jnl:positionLabel(); print("Label 3: ", label3) print("label 3 == label 10: ", label3 == label10)
local view = {} view.__index = view local player = game.Players.LocalPlayer local RunService = game:GetService("RunService") view.DistanceFromCharacter = 5 local offsets = setmetatable({}, { __call = function(_, mode, Chrt, distance) distance = distance or view.DistanceFromCharacter if mode:lower() == "front" then return CFrame.new((Chrt.CFrame * CFrame.new(0, 0, -distance)).Position, Chrt.Position) elseif mode:lower() == "back" then return CFrame.new((Chrt.CFrame * CFrame.new(0, 0, distance )).Position, Chrt.Position) elseif mode:lower() == "freecam" then return Chrt.CFrame * player.Character.HumanoidRootPart.CFrame:ToObjectSpace(workspace.CurrentCamera.CFrame) end end }) local rendered_bodyparts = { --R6 Characters ["Torso"] = true; ["Head"] = true; ["HumanoidRootPart"] = true; ["Left Arm"] = true; ["Left Leg"] = true; ["Right Arm"] = true; ["Right Leg"] = true; --R15 Characters ["LeftFoot"] = true; ["LeftHand"] = true; ["LeftLowerArm"] = true; ["LeftLowerLeg"] = true; ["LeftUpperArm"] = true; ["LeftUpperLeg"] = true; ["LowerTorso"] = true; ["RightFoot"] = true; ["RightHand"] = true; ["RightLowerArm"] = true; ["RightLowerLeg"] = true; ["RightUpperArm"] = true; ["RightUpperLeg"] = true; ["UpperTorso"] = true; } --These are children instances that will not be cloned. local function rename_similars(model) for _, v in ipairs(model:GetChildren()) do local equivalent = model:FindFirstChild(v.Name) if equivalent and v ~= equivalent then print("Renamed!") model[v.Name].Name = v.Name..math.random(1, 100000000)..string.rep(math.random(1, 100), math.random(1, 5)) end end end local function camera_render(camera, cloned_char, mode) return RunService.RenderStepped:Connect(function(step) camera.CFrame = offsets(mode, cloned_char["HumanoidRootPart"]) end) end local function clean_up(object) for _, v in ipairs(object:GetDescendants()) do if v:IsA("BaseScript") or v:IsA("GuiObject") or v:IsA("GuiBase2d") or v:IsA("ParticleEmitter") or v:IsA("Camera") or v:IsA("ValueBase") or v:IsA("Camera") or v:IsA("Motor") or v:IsA("Weld") then v:Destroy() end end end local function view_ui(viewport_frame, data) if data:IsA("ViewportFrame") then viewport_frame.Visible = true data.Visible = true else viewport_frame.BackgroundTransparency = 1 viewport_frame.Position = data.Position viewport_frame.Size = data.Size viewport_frame.Parent.Enabled = true viewport_frame.Visible = true end end function view.new(data, char) if not data:IsA("ViewportFrame") then --If not passed already-made viewport frame, checks if you instead passed the Position and Size parameters in the data list assert(data.Size and typeof(data.Size) == "UDim2", "Data type error!") assert(data.Position and typeof(data.Position) == "UDim2", "Data type error!") end local self = setmetatable({}, view) if data:IsA("ViewportFrame") then self._viewport = data else local screenGui = Instance.new("ScreenGui") screenGui.Name = "ViewCharacter.fr" screenGui.Parent = player:WaitForChild("PlayerGui") local viewPortFrame = Instance.new("ViewportFrame") viewPortFrame.Parent = screenGui self._viewport = viewPortFrame end self._backups = {} self._character = char self._data = data self._clonedchar = {} self._updatechar = {} self._events = {} self._accessorypool = {} self._vehicle = {} return self end local function disconnectAllEvents(tabl) for _, v in ipairs(tabl) do v:Disconnect() end pcall(function() tabl["Cam"]:Disconnect() end) return {} end function view:Enable(Mode) Mode = self._previousmode or Mode or "Front" self._viewport:ClearAllChildren() self._events = disconnectAllEvents(self._events) self._clonedchar = {} self._updatechar = {} if self._camera then self._camera:Destroy() end self._camera = Instance.new("Camera", self._viewport) self:InitAddition() self:_TrackChanges() view_ui(self._viewport, self._data) self._viewport.CurrentCamera = self._camera self._events["Cam"] = camera_render(self._camera, self._clonedchar, Mode) self._previousmode = Mode local added added = self._character.ChildAdded:Connect(function(child) self._clonedchar[child.Name] = child local clone = child:Clone() clean_up(clone) clone.Parent = self._clonedchar["HumanoidRootPart"].Parent local event event = RunService.Stepped:Connect(function() if child then for _, v in ipairs(clone:GetChildren()) do if v:IsA("BasePart") then v.CFrame = child[v.Name].CFrame end end else event:Disconnect() end end) self._events[child] = event end) local removed removed = self._character.ChildRemoved:Connect(function(child) if self._events[child] then self._events[child]:Disconnect(); self._events[child] = nil end self._clonedchar[child.Name] = nil local model = self._clonedchar["HumanoidRootPart"].Parent local child_viewport = model:FindFirstChild(child.Name) if child_viewport then child_viewport:Destroy() end end) local died died = self._character:WaitForChild("Humanoid").Died:Connect(function() self:Freeze() removed:Disconnect() added:Disconnect() end) table.insert(self._events, died) --Minor support for vehicles self._character:WaitForChild("Humanoid").StateChanged:Connect(function(old, new) if new == Enum.HumanoidStateType.Seated then local ray = Ray.new(self._character.HumanoidRootPart.Position, -self._character.HumanoidRootPart.CFrame.UpVector * 2) local part = workspace:FindPartOnRay(ray, self._character) if part then local parent = part:FindFirstAncestorWhichIsA("Model", true); if parent then rename_similars(parent) self._vehicle = parent:GetChildren() if not self._backups[parent.Parent.Name..parent.Name] then self._backups[parent.Parent.Name..parent.Name] = parent end self:LoadOnToView(self._vehicle) end end elseif old == Enum.HumanoidStateType.Seated then self:UnLoadFromView(self._vehicle) self._vehicle = {} end end) end function view:SwitchMode(mode) self._events["Cam"]:Disconnect() self._events["Cam"] = camera_render(self._camera, self._clonedchar, mode) end function view:Disable() self._viewport:ClearAllChildren() disconnectAllEvents(self._events) end function view:Freeze() disconnectAllEvents(self._events) end function view:Unfreeze() coroutine.wrap(function() self:Enable(self._previousmode) end)() end function view:InitAddition() -- Internal use self._character.Archivable=true local clonedModel = Instance.new("Model") for _, v in ipairs(self._character:GetChildren()) do if v:IsA("Accessory") then repeat wait() until v:FindFirstChild("Handle") ~= nil end local archivable = v.Archivable v.Archivable = true local clone = v:Clone() clean_up(clone) clone.Parent = clonedModel self._clonedchar[v.Name] = clone v.Archivable = archivable end clonedModel.Parent = self._viewport end function view:_TrackChanges() --Internal use for _, v in ipairs(self._character:GetChildren()) do if (v:IsA("BasePart") and rendered_bodyparts[v.Name]) or v:IsA("Tool") or v:IsA("Humanoid") then table.insert(self._updatechar, v) print("added", v) end end if self._character:FindFirstChildWhichIsA("Accessory") then self:ReloadAccessories() print("Loading accessories!") else print("No accessories to load!") end for i = 1, #self._updatechar do local object = self._updatechar[i] if object:IsA("BasePart") or object:IsA("UnionOperation") then local event event = RunService.Stepped:Connect(function() if object then self:Update(object, "CFrame") else event:Disconnect() end end) table.insert(self._events, event) elseif object:IsA("Humanoid") then self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Running, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Climbing, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Landed, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Flying, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Freefall, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Seated, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Dead, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Swimming, false) self._clonedchar[object.Name]:SetStateEnabled(Enum.HumanoidStateType.Physics, false) self._clonedchar[object.Name].HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff self._clonedchar[object.Name].DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None elseif object:IsA("Accessory") or object:IsA("Tool") then local event if object:IsA("Accessory") then event = RunService.Stepped:Connect(function() if object then self:Update(object, "CFrame") else event:Disconnect() end end) elseif object:IsA("Tool") then event = RunService.Stepped:Connect(function() if object then self:Update(object, "CFrame") else event:Disconnect() end end) end table.insert(self._events, event) end end end function view:Update(object, property) --Internal use if object:IsA("Humanoid") then return end if object:IsA("Accoutrement") then self._clonedchar[object.Name].Handle[property] = object.Handle[property] else self._clonedchar[object.Name][property] = object[property] end end function view:UpdateCustomLoaded(OriginalObject, ClonedObject, Property) if OriginalObject:IsA("BasePart") or OriginalObject:IsA("UnionOperation") then ClonedObject[Property] = OriginalObject[Property] end end function view:ReloadAccessories() local accessories = {} local char_children = self._character:GetChildren() for i = 1, #char_children do if char_children[i]:IsA("Accessory") then table.insert(accessories, char_children[i]) table.insert(self._updatechar, char_children[i]) end end end function view:LoadOnToView(tabl) local index = tabl[1].Parent.Parent.Name..tabl[1].Parent.Name local backed_up = self._backups[index] if typeof(backed_up) == "table" then for i = 1, #backed_up do if backed_up[i]:IsA("BasePart") or backed_up[i]:IsA("Decal") or backed_up[i]:IsA("UnionOperation") then local new_transparency = (backed_up[i].Transparency == 0 and 1) or 0 backed_up[i].Transparency = new_transparency end end return end self._backups[index] = {} spawn(function() for _, object in ipairs(tabl) do for _, obj in ipairs(object:GetDescendants()) do if obj:IsA("Model") then obj:Destroy() end end end end) for _, object in ipairs(tabl) do if object:IsA("Light") then continue end if (object:IsA("BasePart") or object:IsA("Decal") or object:IsA("UnionOperation")) and object.Transparency == 1 then continue end local clone = object:Clone() clean_up(clone) clone.Parent = self._viewport table.insert(self._backups[index], clone) local event event = RunService.Stepped:Connect(function() if object then self:UpdateCustomLoaded(object, clone,"CFrame") else clone:Destroy() event:Disconnect() end end) table.insert(self._events, event) end end function view:UnLoadFromView(tabl) local table_rel = self._backups[tabl[1].Parent.Parent.Name..tabl[1].Parent.Name] if typeof(table_rel) == "table" then for _, object in ipairs(table_rel) do if object:IsA("BasePart") or object:IsA("UnionOperation") or object:IsA("Decal") then object.Transparency = 1 end end return end end function view:Destroy() self:Disable() self._viewport = nil self._data = nil self._clonedchar = nil self._updatechar = nil self._events = nil self._camera = nil self._previousmode = nil self._vehicle = nil self._backups = nil end return view
object_tangible_component_reverse_engineering_power_bit = object_tangible_component_reverse_engineering_shared_power_bit:new { } ObjectTemplates:addTemplate(object_tangible_component_reverse_engineering_power_bit, "object/tangible/component/reverse_engineering/power_bit.iff")
if not loadStatFile then dofile("statdesc.lua") end loadStatFile("stat_descriptions.txt") local itemClassMap = { ["LifeFlask"] = "Flask", ["ManaFlask"] = "Flask", ["HybridFlask"] = "Flask", ["Amulet"] = "Amulet", ["Ring"] = "Ring", ["Claw"] = "Claw", ["Dagger"] = "Dagger", ["Wand"] = "Wand", ["One Hand Sword"] = "One Handed Sword", ["Thrusting One Hand Sword"] = "Thrusting One Handed Sword", ["One Hand Axe"] = "One Handed Axe", ["One Hand Mace"] = "One Handed Mace", ["Bow"] = "Bow", ["Staff"] = "Staff", ["Two Hand Sword"] = "Two Handed Sword", ["Two Hand Axe"] = "Two Handed Axe", ["Two Hand Mace"] = "Two Handed Mace", ["Quiver"] = "Quiver", ["Belt"] = "Belt", ["Gloves"] = "Gloves", ["Boots"] = "Boots", ["Body Armour"] = "Body Armour", ["Helmet"] = "Helmet", ["Shield"] = "Shield", ["Sceptre"] = "Sceptre", ["UtilityFlask"] = "Flask", ["UtilityFlaskCritical"] = "Flask", ["Map"] = "Map", ["Jewel"] = "Jewel", ["Rune Dagger"] = "Dagger", ["Warstaff"] = "Staff", } local out = io.open("../Data/ModMaster.lua", "w") out:write('-- This file is automatically generated, do not edit!\n') out:write('-- Item data (c) Grinding Gear Games\n\nreturn {\n') for _, craft in ipairs(dat("CraftingBenchOptions"):GetRowList("IsDisabled", false)) do if craft.Mod then out:write('\t{ ') if craft.Mod.GenerationType == 1 then out:write('type = "Prefix", ') elseif craft.Mod.GenerationType == 2 then out:write('type = "Suffix", ') end out:write('affix = "', craft.Mod.Name, '", ') local stats, orders = describeMod(craft.Mod) out:write('modTags = { ', stats.modTags, ' }, ') out:write('"', table.concat(stats, '", "'), '", ') out:write('statOrder = { ', table.concat(orders, ', '), ' }, ') out:write('level = ', craft.Mod.Level, ', group = "', craft.Mod.Family, '", ') out:write('types = { ') for _, category in ipairs(craft.ItemCategories) do for _, itemClass in ipairs(category.ItemClasses) do out:write('["', itemClassMap[itemClass.Id], '"] = true, ') end end out:write('}, ') out:write('},\n') end end out:write('}') out:close() print("Master mods exported.")
return {'acacia','acaciahout','acacialaan','academica','academicus','academie','academiegebouw','academiejaar','academiestad','academietijd','academievergadering','academievriend','academisch','academisme','acajou','acajouboom','acanthus','acanthusblad','academielid','academieopleiding','academieburger','acacias','acacialanen','academici','academiegebouwen','academiejaren','academies','academiesteden','academievrienden','academische','academischer','academien','acanthussen','acaciaatje','acajoubomen','acanthusbladeren','academieleden'}
----------------------------------- -- Area: Southern SandOria [S] -- NPC: Miuseloir B Enchelles -- !pos 120 0 104 80 ----------------------------------- ------------------------------------ function onTrade(player,npc,trade) end; function onTrigger(player,npc) player:startEvent(154); end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
--[[ Workstealing architecture **************************************** PUC-RIO 2014 **************************************** Implemented by: - Breno Riba Implemented on October 2014 ********************************************************************************************** ]]-- local workstealing = {} local stages = {} local lstage = require 'lstage' local pool = require 'lstage.pool' function workstealing.compare(a,b) local aRate = a:getInputCount() local bRate = b:getInputCount() if (aRate ~= 0) then aRate = (a:getProcessedCount() * 100) / aRate end if (bRate ~= 0) then bRate = (b:getProcessedCount() * 100) / bRate end return aRate < bRate end --[[ <summary> Used to refresh stage's rate </summary> <param name="id">Timer ID</param> ]]-- function workstealing.on_timer(id) -- Validate ID number if (id ~= 100) then return end table.sort(stages,workstealing.compare) if (#stages >= 4) then local first = 1 local last = #stages for i=1,2,1 do local firstPool = stages[first]:pool() local lastPool = stages[last]:pool() local lastPoolSize = lastPool:size() if (lastPoolSize > 1 and stages[first]:instances() >= (firstPool:size() + 1)) then print(first.." roubou do estágio "..last) stages[first]:steal(stages[last],1) end first = first + 1 last = last - 1 end end -- Reset statistics for i,stage in ipairs(stages) do stage:resetStatistics() end end --[[ <summary> Workstealing configure method </summary> <param name="stagesTable">LEDA stages table</param> <param name="threadsPerPool">Number of threads to be created per pool</param> <param name="refreshSeconds">Time (in seconds) to refresh stage's rate</param> ]]-- function workstealing.configure (stagesTable, threadsPerPool, refreshSeconds) -- Creating a pool per stage for i,stage in ipairs(stagesTable) do -- New pool local currentPool=pool.new(0) currentPool:add(threadsPerPool) -- Set this pool to stage stage:setpool(currentPool) end stages = stagesTable -- Every "refreshSeconds" with ID = 100 while true do lstage.event.sleep(refreshSeconds) workstealing.on_timer(100) end end return workstealing
local update_formspec = function(meta) local text = meta:get_string("text") meta:set_string("infotext", "Dialogue block: '" .. text .. "'") meta:set_string("formspec", "size[8,2;]" .. "field[0.2,0.5;8,1;text;Text;" .. text .. "]" .. "button_exit[0.1,1.5;8,1;save;Save]" .. "") end -- player -> {} local active_dialogues = {} -- formspec name local FORMNAME = "epic_dialogue" -- create the dialogue formspec local function show_formspec(player_name) local player_dialogue = active_dialogues[player_name] local buttons = "" local i = 0 for pos_str, text in pairs(player_dialogue.targets) do buttons = buttons .. "button_exit[0," .. (i+0) .. ";2,1;" .. pos_str .. ";Choose]" .. "label[2.5," .. (i+0.2) .. ";" .. text .. "]" i = i + 1 end minetest.show_formspec(player_name, FORMNAME, "size[8," .. (i) .. ";]" .. buttons ) end -- callback minetest.register_on_player_receive_fields(function(player, formname, fields) local parts = formname:split(";") local name = parts[1] if name ~= FORMNAME then return end print("epic_dialogue", player:get_player_name(), dump(fields)) local player_name = player:get_player_name() local player_dialogue = active_dialogues[player_name] if not player_dialogue then -- dialogue not active return end for pos_str in pairs(player_dialogue.targets) do if fields[pos_str] then player_dialogue.selected = pos_str return true end end -- no choice = quit player_dialogue.quit = true return true end) minetest.register_node("epic:dialogue", { description = "Epic dialogue block: show one or more questions in a formspec", tiles = epic.create_texture("condition", "epic_bubble.png"), paramtype2 = "facedir", groups = {cracky=3,oddly_breakable_by_hand=3,epic=1}, on_rotate = epic.on_rotate, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("text", "Example text") update_formspec(meta, pos) end, on_receive_fields = function(pos, _, fields, sender) local meta = minetest.get_meta(pos); if not sender or minetest.is_protected(pos, sender:get_player_name()) then -- not allowed return end if fields.save then local text = fields.text or "<no text>" meta:set_string("text", text) update_formspec(meta, pos) end end, epic = { on_enter = function(pos, meta, player) local player_name = player:get_player_name() local player_dialogue = active_dialogues[player_name] if not player_dialogue then -- create dialogue entry player_dialogue = { active = false, quit = false, selected = nil, -- pos-str -> bool(selected) targets = {} } -- save active_dialogues[player_name] = player_dialogue end -- mark dialogue as not selected yet player_dialogue.targets[minetest.pos_to_string(pos)] = meta:get_string("text") end, on_check = function(pos, _, player, ctx) local player_name = player:get_player_name() local player_dialogue = active_dialogues[player_name] if player_dialogue then -- show formspec if not alredy active if not player_dialogue.active then show_formspec(player_name) player_dialogue.active = true end if player_dialogue.quit then -- player quit the formname, abort epic execution ctx.abort("dialogue-exit") return end -- check if current dialogue node is selected if player_dialogue.selected and player_dialogue.selected == minetest.pos_to_string(pos) then -- position matches proceed ctx.next() end end end, on_exit = function(_, _, player) -- clear current dialogue local player_name = player:get_player_name() active_dialogues[player_name] = nil end } })
-------------------------------- -- @module CheckBox -- @extend AbstractCheckButton -- @parent_module ccui -------------------------------- -- Add a callback function which would be called when checkbox is selected or unselected.<br> -- param callback A std::function with type @see `ccCheckBoxCallback` -- @function [parent=#CheckBox] addEventListener -- @param self -- @param #function callback -- @return CheckBox#CheckBox self (return value: ccui.CheckBox) -------------------------------- -- @overload self, string, string, string, string, string, int -- @overload self -- @overload self, string, string, int -- @function [parent=#CheckBox] create -- @param self -- @param #string backGround -- @param #string backGroundSelected -- @param #string cross -- @param #string backGroundDisabled -- @param #string frontCrossDisabled -- @param #int texType -- @return CheckBox#CheckBox ret (return value: ccui.CheckBox) -------------------------------- -- -- @function [parent=#CheckBox] createInstance -- @param self -- @return Ref#Ref ret (return value: cc.Ref) -------------------------------- -- -- @function [parent=#CheckBox] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- Default constructor.<br> -- lua new -- @function [parent=#CheckBox] CheckBox -- @param self -- @return CheckBox#CheckBox self (return value: ccui.CheckBox) return nil
local Events = require "scripts/ToolKit/events" local Utilities = require "scripts/ToolKit/utilities" local PlayerAnimationController = { Properties = { Debug = true, Animations = { Right = EntityId(), Left = EntityId(), Up = EntityId(), Down = EntityId(), WalkDown = EntityId(), WalkUp = EntityId(), WalkRight = EntityId(), WalkLeft = EntityId(), AttackRightSword = EntityId(), AttackLeftSword = EntityId(), AttackUpSword = EntityId(), AttackDownSword = EntityId(), } }, Events = { [Events.OnPlayAnimation] = {global=true} } } function PlayerAnimationController:OnActivate() Utilities:InitLogging(self, "PlayerAnimationController") Utilities:BindEvents(self, self.Events) end function PlayerAnimationController.Events.OnPlayAnimation:OnEventBegin(animation) for animName,entityId in pairs(self.Component.Properties.Animations) do if animName == animation then UiElementBus.Event.SetIsEnabled(entityId, true) else UiElementBus.Event.SetIsEnabled(entityId, false) end end end function PlayerAnimationController:OnDeactivate() Utilities:UnBindEvents(self.Events) end return PlayerAnimationController
local Prop = {} Prop.Name = "Mesa 3-315 Grif Dr" Prop.Cat = "Apartments" Prop.Price = 750 Prop.Doors = { Vector( 254, 8190, 804 ), Vector( -78, 7938, 804 ), Vector( -198, 7982, 804 ), Vector( -78, 8066, 804 ), Vector( -50, 8446, 804 ), } GM.Property:Register( Prop )
fx_version "cerulean" games { "gta5" } ui_page "html/index.html" files { "html/index.html", "html/script.js", "html/style.css", "html/doorL1.png", "html/doorL2.png", "html/doorR1.png", "html/doorR2.png", "html/hood.png", "html/trunk.png", "html/seat.png", "html/windowL1.png", "html/windowL2.png", "html/windowR1.png", "html/windowR2.png", "html/buttonOff.png", "html/buttonOn.png", "html/buttonHover.png", "html/engine.png", } shared_scripts { "shared/*", } server_scripts { "server/*", } client_scripts { "@caue-sync/client/cl_lib.lua", "client/*", }
-- Standard awesome library local gears = require("gears") local awful = require("awful") local beautiful = require("beautiful") local naughty = require("naughty") local menubar = require("menubar") local hotkeys_popup = require("awful.hotkeys_popup") require("awful.hotkeys_popup.keys") --local mymainmenu = require("widgets.startmenu") -- Return this local keys = {} -- Apps terminal = "st" modkey = "Mod4" editor = os.getenv("EDITOR") or "vi" editor_cmd = terminal .. " -e " .. editor mylauncher = awful.widget.launcher({ image = beautiful.awesome_icon, menu = mymainmenu }) -- Menubar configuration menubar.utils.terminal = terminal -- Set the terminal for applications that require it -- }}} -- {{{ Key bindings -- i'll fix this eventually function toggle_systray() local s = awful.screen.focused() s.systray.visible = not s.systray.visible end -- General Awesome keys awful.keyboard.append_global_keybindings({ awful.key({ "Control" }, "`", function() naughty.destroy_all_notifications(nil, 1) end, {description="kills all notifications", group="awesome"}), awful.key({ modkey, }, "=", toggle_systray, {description="show help", group="awesome"}), awful.key({ modkey, }, "s", hotkeys_popup.show_help, {description="show help", group="awesome"}), awful.key({ modkey, }, "w", function () mymainmenu:show() end, {description = "show main menu", group = "awesome"}), awful.key({ modkey, "Shift" }, "r", awesome.restart, {description = "reload awesome", group = "awesome"}), awful.key({ modkey, "Shift" }, "q", awesome.quit, {description = "quit awesome", group = "awesome"}), awful.key({ modkey }, "x", function () awful.prompt.run { prompt = "Run Lua code: ", textbox = awful.screen.focused().mypromptbox.widget, exe_callback = awful.util.eval, history_path = awful.util.get_cache_dir() .. "/history_eval" } end, {description = "lua execute prompt", group = "awesome"}), awful.key({ modkey, }, "Return", function () awful.spawn(terminal) end, {description = "open a terminal", group = "launcher"}), awful.key({ modkey }, "r", function () awful.spawn.with_shell("rofi -show drun") end, {description = "run prompt", group = "launcher"}), awful.key({ modkey }, "p", function() menubar.show() end, {description = "show the menubar", group = "launcher"}), }) -- Tags related keybindings awful.keyboard.append_global_keybindings({ awful.key({ modkey, }, "Left", awful.tag.viewprev, {description = "view previous", group = "tag"}), awful.key({ modkey, }, "Right", awful.tag.viewnext, {description = "view next", group = "tag"}), awful.key({ modkey, }, "Escape", awful.tag.history.restore, {description = "go back", group = "tag"}), }) -- Focus related keybindings awful.keyboard.append_global_keybindings({ awful.key({ modkey, }, "j", function () awful.client.focus.byidx( 1) end, {description = "focus next by index", group = "client"} ), awful.key({ modkey, }, "k", function () awful.client.focus.byidx(-1) end, {description = "focus previous by index", group = "client"} ), awful.key({ modkey, }, "Tab", function () awful.client.focus.history.previous() if client.focus then client.focus:raise() end end, {description = "go back", group = "client"}), awful.key({ modkey, "Control" }, "j", function () awful.screen.focus_relative( 1) end, {description = "focus the next screen", group = "screen"}), awful.key({ modkey, "Control" }, "k", function () awful.screen.focus_relative(-1) end, {description = "focus the previous screen", group = "screen"}), awful.key({ modkey, "Control" }, "n", function () local c = awful.client.restore() -- Focus restored client if c then c:activate { raise = true, context = "key.unminimize" } end end, {description = "restore minimized", group = "client"}), }) -- Audio related keybindings local volume_notif local vol = function(step) if step < 0 then step = -step signal = "-" not_icon = os.getenv("HOME") .. "/.config/bin/icons/volume-down.svg" elseif step > 0 then signal = "+" not_icon = os.getenv("HOME") .. "/.config/bin/icons/volume-up.svg" else step = "toggle" signal = "" not_icon = os.getenv("HOME") .. "/.config/bin/icons/volume-muted.svg" end local muted = "amixer sget 'Master' | grep -m 1 'Left:' | awk '{print$6}'" local cmd = "amixer sset 'Master' " .. step .. "%" .. signal local vol_cmd = "amixer sget 'Master' | grep -o '.*%]' | cut -d '[' -f 2 | head -n 1 | cut -d% -f1" awful.spawn.easy_async_with_shell(muted, function(out) if signal == "+" and out == "[off]\n" then -- unmute and change volume cmd = "amixer sset 'Master' toggle && " .. cmd awful.spawn.easy_async_with_shell(cmd, function(vol) awful.spawn.easy_async_with_shell(vol_cmd, function(vol) awful.spawn.easy_async_with_shell("getprogressstring 20 '━' '┄' " .. vol, function(bar) if volume_notif and not volume_notif.is_expired then volume_notif.message = cmd volume_notif.icon = not_icon else volume_notif = naughty.notification({ title = "Volume", message = cmd, icon = not_icon, timeout = 2 }) end end) end) end) else if step == "toggle" then if out == "[off]\n" then not_icon = os.getenv("HOME") .. "/.config/bin/icons/volume-on.svg" elseif out == "[on]\n" then not_icon = os.getenv("HOME") .. "/.config/bin/icons/volume-muted.svg" end end -- change volume awful.spawn.easy_async_with_shell(cmd, function() awful.spawn.easy_async_with_shell(vol_cmd, function(vol) awful.spawn.easy_async_with_shell("getprogressstring 20 '━' '┄' " .. vol, function(bar) if volume_notif and not volume_notif.is_expired then volume_notif.message = bar volume_notif.icon = not_icon else volume_notif = naughty.notification({ title = "Volume", message = bar, icon = not_icon, timeout = 2 }) end end) end) end) end end) end awful.keyboard.append_global_keybindings({ awful.key({ }, "XF86AudioLowerVolume", function () vol(-5) end, {description = "decreases volume by 1", group = "audio"}), awful.key({ }, "XF86AudioRaiseVolume", function () vol(5) end, {description = "increases volume by 1", group = "audio"}), awful.key({ }, "XF86AudioMute", function () vol(0) end, {description = "toggle audio mute", group = "audio"}), -- Music Volume awful.key({ modkey }, "XF86AudioLowerVolume", function () awful.spawn.with_shell("mpc volume -1") end, {description = "decreases music volume by 1", group = "audio"}), awful.key({ modkey }, "XF86AudioRaiseVolume", function () awful.spawn.with_shell("mpc volume +1") end, {description = "increases music volume by 1", group = "audio"}), -- Music awful.key({ }, "XF86AudioPlay", function () awful.spawn.with_shell("controlmusic toggle") end, {description = "play/pause music", group = "audio"}), awful.key({ }, "XF86AudioPause", function () awful.spawn.with_shell("controlmusic toggle") end, {description = "play/pause music", group = "audio"}), awful.key({ }, "XF86AudioNext", function () awful.spawn.with_shell("controlmusic next") end, {description = "plays next song", group = "audio"}), awful.key({ }, "XF86AudioPrev", function () awful.spawn.with_shell("controlmusic prev") end, {description = "plays previous song", group = "audio"}), }) -- Print awful.keyboard.append_global_keybindings({ awful.key({ }, "Print", function () awful.spawn.with_shell("screenshot.sh") end, {description = "screenshot the entire screen", group = "screenshot"}), awful.key({ "Shift" }, "Print", function () awful.spawn.with_shell("screenshot.sh -c") end, {description = "select area to capture", group = "screenshot"}), awful.key({ "Control", "Shift" }, "Print", function () awful.spawn.with_shell("screenshot.sh -s") end, {description = "select area to take a screenshot", group = "screenshot"}), }) -- Layout related keybindings awful.keyboard.append_global_keybindings({ awful.key({ modkey, "Shift" }, "j", function () awful.client.swap.byidx( 1) end, {description = "swap with next client by index", group = "client"}), awful.key({ modkey, "Shift" }, "k", function () awful.client.swap.byidx( -1) end, {description = "swap with previous client by index", group = "client"}), awful.key({ modkey, }, "u", awful.client.urgent.jumpto, {description = "jump to urgent client", group = "client"}), awful.key({ modkey, }, "l", function () awful.tag.incmwfact( 0.05) end, {description = "increase master width factor", group = "layout"}), awful.key({ modkey, }, "h", function () awful.tag.incmwfact(-0.05) end, {description = "decrease master width factor", group = "layout"}), awful.key({ modkey, "Shift" }, "h", function () awful.tag.incnmaster( 1, nil, true) end, {description = "increase the number of master clients", group = "layout"}), awful.key({ modkey, "Shift" }, "l", function () awful.tag.incnmaster(-1, nil, true) end, {description = "decrease the number of master clients", group = "layout"}), awful.key({ modkey, "Control" }, "h", function () awful.tag.incncol( 1, nil, true) end, {description = "increase the number of columns", group = "layout"}), awful.key({ modkey, "Control" }, "l", function () awful.tag.incncol(-1, nil, true) end, {description = "decrease the number of columns", group = "layout"}), awful.key({ modkey, }, "space", function () awful.layout.inc( 1) end, {description = "select next", group = "layout"}), awful.key({ modkey, "Shift" }, "space", function () awful.layout.inc(-1) end, {description = "select previous", group = "layout"}), }) awful.keyboard.append_global_keybindings({ awful.key { modifiers = { modkey }, keygroup = "numrow", description = "only view tag", group = "tag", on_press = function (index) awesome.emit_signal("t") local screen = awful.screen.focused() local tag = screen.tags[index] if tag then tag:view_only() end end, }, awful.key { modifiers = { modkey, "Control" }, keygroup = "numrow", description = "toggle tag", group = "tag", on_press = function (index) local screen = awful.screen.focused() local tag = screen.tags[index] if tag then awful.tag.viewtoggle(tag) end end, }, awful.key { modifiers = { modkey, "Shift" }, keygroup = "numrow", description = "move focused client to tag", group = "tag", on_press = function (index) if client.focus then local tag = client.focus.screen.tags[index] if tag then client.focus:move_to_tag(tag) end end end, }, awful.key { modifiers = { modkey, "Control", "Shift" }, keygroup = "numrow", description = "toggle focused client on tag", group = "tag", on_press = function (index) if client.focus then local tag = client.focus.screen.tags[index] if tag then client.focus:toggle_tag(tag) end end end, }, awful.key { modifiers = { modkey }, keygroup = "numpad", description = "select layout directly", group = "layout", on_press = function (index) local t = awful.screen.focused().selected_tag if t then t.layout = t.layouts[index] or t.layout end end, } }) client.connect_signal("request::default_mousebindings", function() awful.mouse.append_client_mousebindings({ awful.button({ }, 1, function (c) c:activate { context = "mouse_click" } end), awful.button({ modkey }, 1, function (c) c:activate { context = "mouse_click", action = "mouse_move" } end), awful.button({ modkey }, 3, function (c) c:activate { context = "mouse_click", action = "mouse_resize"} end), }) end) client.connect_signal("request::default_keybindings", function() awful.keyboard.append_client_keybindings({ awful.key({ modkey, }, "f", function (c) c.fullscreen = not c.fullscreen c:raise() end, {description = "toggle fullscreen", group = "client"}), awful.key({ modkey }, "q", function (c) c:kill() end, {description = "close", group = "client"}), awful.key({ modkey, "Control" }, "space", awful.client.floating.toggle , {description = "toggle floating", group = "client"}), awful.key({ modkey, "Control" }, "Return", function (c) c:swap(awful.client.getmaster()) end, {description = "move to master", group = "client"}), awful.key({ modkey, }, "o", function (c) c:move_to_screen() end, {description = "move to screen", group = "client"}), awful.key({ modkey, }, "t", function (c) c.ontop = not c.ontop end, {description = "toggle keep on top", group = "client"}), awful.key({ modkey, }, "n", function (c) -- The client currently has the input focus, so it cannot be -- minimized, since minimized clients can't have the focus. c.minimized = true end , {description = "minimize", group = "client"}), awful.key({ modkey, }, "m", function (c) c.maximized = not c.maximized c:raise() end , {description = "(un)maximize", group = "client"}), awful.key({ modkey, "Control" }, "m", function (c) c.maximized_vertical = not c.maximized_vertical c:raise() end , {description = "(un)maximize vertically", group = "client"}), awful.key({ modkey, "Shift" }, "m", function (c) c.maximized_horizontal = not c.maximized_horizontal c:raise() end , {description = "(un)maximize horizontally", group = "client"}), }) end) -- }}} -- {{{ Mouse bindings -- mouse wheel speed fix aux = 0 awful.mouse.append_global_mousebindings({ awful.button({ }, 3, function () mymainmenu:toggle() end), awful.button({ }, 4, function () aux = aux + 1 if aux > 2 then awful.tag.viewnext() aux = 0 end end), awful.button({ }, 5, function () aux = aux + 1 if aux > 2 then awful.tag.viewprev() aux = 0 end end), }) -- }}} return keys
-- Start this file with a command like: -- >lua launchPlotServer.lua "PARENT PORT" portNum local args = {...} -- arguments given by parent -- Search for PARENT PORT number and store it in parentPort global variable for i=1,#args,2 do --print(args[i],args[i+1],args[i]=="PARENT PORT",#args[i]) if args[i] == "PARENT PORT" and args[i+1] then --print("Set parentPort = ",tonumber(args[i+1])) parentPort = args[i+1] end end --print("plotserver is launched") require("lua-plot.plotserver")
function SpawnPoints() return { constructionworker = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } }, fireofficer = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } }, parkranger = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } }, policeofficer = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } }, securityguard = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } }, unemployed = { { worldX = 30, worldY = 21, posX = 297, posY = 177, posZ = 0 }, { worldX = 30, worldY = 21, posX = 297, posY = 123, posZ = 0 } } } end
local utils = require "utils" -- For debugging purposes _G.dump = function(...) print(vim.inspect(...)) end _G.warn= function(msg, name) utils.log(msg, name, "DiagnosticWarn") end _G.error = function(msg, name) utils.log(msg, name, "DiagnosticError") end _G.info = function(msg, name) utils.log(msg, name, "DiagnosticInfo") end utils.map("n", "gn", "<cmd>lua info(vim.api.nvim_buf_get_name(0), 'Filename')<CR>")
return function() local ScreenSize = require(script.Parent.ScreenSize) local AvatarEditorPrompts = script.Parent.Parent local Actions = AvatarEditorPrompts.Actions local ScreenSizeUpdated = require(Actions.ScreenSizeUpdated) it("should have the correct default value", function() local defaultState = ScreenSize(nil, {}) expect(defaultState).to.equal(Vector2.new(0, 0)) end) describe("ScreenSizeUpdated", function() it("should change the value screenSize", function() local oldState = ScreenSize(nil, {}) local newState = ScreenSize(oldState, ScreenSizeUpdated(Vector2.new(1500, 1200))) expect(oldState).to.never.equal(newState) expect(newState).to.equal(Vector2.new(1500, 1200)) end) end) end
local bin = require "bin" local nmap = require "nmap" local shortport = require "shortport" local stdnse = require "stdnse" local string = require "string" local table = require "table" description = [[ Enumerates Siemens S7 PLC Devices and collects their device information. This script is based off PLCScan that was developed by Positive Research and Scadastrangelove (https://code.google.com/p/plcscan/). This script is meant to provide the same functionality as PLCScan inside of Nmap. Some of the information that is collected by PLCScan was not ported over; this information can be parsed out of the packets that are received. Thanks to Positive Research, and Dmitry Efanov for creating PLCScan ]] author = "Stephen Hilt (Digital Bond)" license = "Same as Nmap--See https://nmap.org/book/man-legal.html" categories = {"discovery", "version"} --- -- @usage -- nmap --script s7-info.nse -p 102 <host/s> -- -- @output --102/tcp open Siemens S7 PLC --| s7-info: --| Basic Hardware: 6ES7 315-2AG10-0AB0 --| System Name: SIMATIC 300(1) --| Copyright: Original Siemens Equipment --| Version: 2.6.9 --| Module Type: CPU 315-2 DP --| Module: 6ES7 315-2AG10-0AB0 --|_ Serial Number: S C-X4U421302009 -- -- -- @xmloutput --<elem key="Basic Hardware">6ES7 315-2AG10-0AB0</elem> --<elem key="System Name">SIMATIC 300(1)</elem> --<elem key="Copyright">Original Siemens Equipment</elem> --<elem key="Version">2.6.9</elem> --<elem key="Object Name">SimpleServer</elem> --<elem key="Module Type">CPU 315-2 DP</elem> --<elem key="Module">6ES7 315-2AG10-0AB0</elem> --<elem key="Serial Number">S C-X4U421302009</elem> --<elm key="Plant Identification"></elem> -- port rule for devices running on TCP/102 portrule = shortport.port_or_service(102, "iso-tsap", "tcp") --- -- Function to send and receive the S7COMM Packet -- -- First argument is the socket that was created inside of the main Action -- this will be utilized to send and receive the packets from the host. -- the second argument is the query to be sent, this is passed in and is created -- inside of the main action. -- @param socket the socket that was created in Action. -- @param query the specific query that you want to send/receive on. local function send_receive(socket, query) local sendstatus, senderr = socket:send(query) if(sendstatus == false) then return "Error Sending S7COMM" end -- receive response local rcvstatus, response = socket:receive() if(rcvstatus == false) then return "Error Reading S7COMM" end return response end --- -- Function to parse the first SZL Request response that was received from the S7 PLCC -- -- First argument is the socket that was created inside of the main Action -- this will be utilized to send and receive the packets from the host. -- the second argument is the query to be sent, this is passed in and is created -- inside of the main action. -- @param response Packet response that was received from S7 host. -- @param host The host hat was passed in via Nmap, this is to change output of host/port -- @param port The port that was passed in via Nmap, this is to change output of host/port -- @param output Table used for output for return to Nmap local function parse_response(response, host, port, output) -- unpack the protocol ID local pos, value = bin.unpack("C", response, 8) -- unpack the second byte of the SZL-ID local pos, szl_id = bin.unpack("C", response, 31) -- set the offset to 0 local offset = 0 -- if the protocol ID is 0x32 if (value == 0x32) then local pos -- unpack the module information pos, output["Module"] = bin.unpack("z", response, 44) -- unpack the basic hardware information pos, output["Basic Hardware"] = bin.unpack("z", response, 72) -- set version number to 0 local version = 0 -- parse version number local pos, char1, char2, char3 = bin.unpack("CCC", response, 123) -- concatenate string, or if string is nil make version number 0.0 output["Version"] = table.concat({char1 or "0.0", char2, char3}, ".") -- return the output table return output else return nil end end --- -- Function to parse the second SZL Request response that was received from the S7 PLC -- -- First argument is the socket that was created inside of the main Action -- this will be utilized to send and receive the packets from the host. -- the second argument is the query to be sent, this is passed in and is created -- inside of the main action. -- @param response Packet response that was received from S7 host. -- @param output Table used for output for return to Nmap local function second_parse_response(response, output) local offset = 0 -- unpack the protocol ID local pos, value = bin.unpack("C", response, 8) -- unpack the second byte of the SZL-ID local pos, szl_id = bin.unpack("C", response, 31) -- if the protocol ID is 0x32 if (value == 0x32) then -- if the szl-ID is not 0x1c if( szl_id ~= 0x1c ) then -- change offset to 4, this is where most of valid PLCs will fall offset = 4 end -- parse system name pos, output["System Name"] = bin.unpack("z", response, 40 + offset) -- parse module type pos, output["Module Type"] = bin.unpack("z", response, 74 + offset) -- parse serial number pos, output["Serial Number"] = bin.unpack("z", response, 176 + offset) -- parse plant identification pos, output["Plant Identification"] = bin.unpack("z", response, 108 + offset) -- parse copyright pos, output["Copyright"] = bin.unpack("z", response, 142 + offset) -- for each element in the table, if it is nil, then remove the information from the table for key, value in pairs(output) do if(string.len(output[key]) == 0) then output[key] = nil end end -- return output return output else return nil end end --- -- Function to set the nmap output for the host, if a valid S7COMM packet -- is received then the output will show that the port is open -- and change the output to reflect an S7 PLC -- -- @param host Host that was passed in via nmap -- @param port port that S7COMM is running on local function set_nmap(host, port) --set port Open port.state = "open" -- set that detected an Siemens S7 port.version.name = "iso-tsap" port.version.devicetype = "specialized" port.version.product = "Siemens S7 PLC" nmap.set_port_version(host, port) nmap.set_port_state(host, port, "open") end --- -- Action Function that is used to run the NSE. This function will send the initial query to the -- host and port that were passed in via nmap. The initial response is parsed to determine if host -- is a S7COMM device. If it is then more actions are taken to gather extra information. -- -- @param host Host that was scanned via nmap -- @param port port that was scanned via nmap action = function(host, port) -- COTP packet with a dst of 102 local COTP = bin.pack("H", "0300001611e00000001400c1020100c2020" .. "102" .. "c0010a") -- COTP packet with a dst of 200 local alt_COTP = bin.pack("H", "0300001611e00000000500c1020100c2020" .. "200" .. "c0010a") -- setup the ROSCTR Packet local ROSCTR_Setup = bin.pack("H", "0300001902f08032010000000000080000f0000001000101e0") -- setup the Read SZL information packet local Read_SZL = bin.pack("H", "0300002102f080320700000000000800080001120411440100ff09000400110001") -- setup the first SZL request (gather the basic hardware and version number) local first_SZL_Request = bin.pack("H", "0300002102f080320700000000000800080001120411440100ff09000400110001") -- setup the second SZL request local second_SZL_Request = bin.pack("H", "0300002102f080320700000000000800080001120411440100ff090004001c0001") -- response is used to collect the packet responses local response -- output table for Nmap local output = stdnse.output_table() -- create socket for communications local sock = nmap.new_socket() -- connect to host local constatus, conerr = sock:connect(host, port) if not constatus then stdnse.debug1('Error establishing connection for %s - %s', host, conerr) return nil end -- send and receive the COTP Packet response = send_receive(sock, COTP) -- unpack the PDU Type local pos, CC_connect_confirm = bin.unpack("C", response, 6) -- if PDU type is not 0xd0, then not a successful COTP connection if ( CC_connect_confirm ~= 0xd0) then sock:close() -- create socket for communications stdnse.debug1('S7INFO:: CREATING NEW SOCKET') sock = nmap.new_socket() -- connect to host local constatus, conerr = sock:connect(host, port) if not constatus then stdnse.debug1('Error establishing connection for %s - %s', host, conerr) return nil end response = send_receive(sock, alt_COTP) local pos, CC_connect_confirm = bin.unpack("C", response, 6) if ( CC_connect_confirm ~= 0xd0) then stdnse.debug1('S7 INFO:: Could not negotiate COTP') return nil end end -- send and receive the ROSCTR Setup Packet response = send_receive(sock, ROSCTR_Setup) -- unpack the protocol ID local pos, protocol_id = bin.unpack("C", response, 8) -- if protocol ID is not 0x32 then return nil if ( protocol_id ~= 0x32) then return nil end -- send and receive the READ_SZL packet response = send_receive(sock, Read_SZL) local pos, protocol_id = bin.unpack("C", response, 8) -- if protocol ID is not 0x32 then return nil if ( protocol_id ~= 0x32) then return nil end -- send and receive the first SZL Request packet response = send_receive(sock, first_SZL_Request) -- parse the response for basic hardware information output = parse_response(response, host, port, output) -- send and receive the second SZL Request packet response = send_receive(sock, second_SZL_Request) -- parse the response for more information output = second_parse_response(response, output) -- close the socket sock:close() -- If we parsed anything, then set the version info for Nmap if #output > 0 then set_nmap(host, port) end -- return output to Nmap return output end
#!/usr/bin/env lua5.3 local awful = require("awful") local wibox = require("wibox") local gears = require("gears") local easing = require("modules.libraries.backend.easing") local naughty = require("naughty") local animation = { mt = {}, } local function create_animation(args) if type(args) ~= "table" then raise_error("Type of 'args' must be table!") end args = args or {} args = { fps = args.fps or 60, start = args.start or 0, stop = args.stop or 100, step = args.step or 1, loop = args.loop or false, easing = args.easing or easing.easeInOutCubic, callback = args.callback, -- Needs to be defined, because it's just a resource waste otherwise. } local current_step = 0 local current_step_invert = 1 local timer local timer_callback if args.loop == true or args.loop == "forward" or args.loop == "f" then timer_callback = function() current_step = current_step + args.step if current_step >= args.stop then current_step = 0 end local current_step_eased = args.easing(current_step / args.stop) * args.stop args.callback(current_step_eased) end elseif args.loop == "forward-backward" or args.loop == "fb" then timer_callback = function() if current_step <= args.start then current_step_invert = 1 elseif current_step >= args.stop then current_step_invert = -1 end current_step = current_step + (args.step * current_step_invert) local current_step_eased = args.easing(current_step / args.stop) * args.stop args.callback(current_step_eased) end else timer_callback = function() current_step = current_step + args.step if current_step >= args.stop then current_step = 0 timer:stop() end local current_step_eased = args.easing(current_step / args.stop) * args.stop args.callback(current_step_eased) end end timer = gears.timer { timeout = 1 / args.fps, autostart = true, callback = timer_callback } end local function new(args) create_animation(args) local new_instance = setmetatable({}, animation) animation.__index = animation return new_instance end function animation.mt:__call(...) return new(...) end return setmetatable(animation, animation.mt)
//________________________________ // // NS2 Combat Mod // Made by JimWest and MCMLXXXIV, 2012 // //________________________________ // combat_Utility.lua // Used to send messages to all players. function SendGlobalChatMessage(message) local allPlayers = Shared.GetEntitiesWithClassname("Player") if (allPlayers:GetSize() > 0) then for index, player in ientitylist(allPlayers) do player:SendDirectMessage(message) end end // Also output to the console for admins. Shared.Message(message) end // Gets the time in the format "[m minutes,] s seconds" function GetTimeText(timeInSeconds) local timeLeftText = "" timeNumericSeconds = math.abs(tonumber(timeInSeconds)) ASSERT(timeNumericSeconds >= 0) if (timeNumericSeconds > 60) then timeLeftText = math.floor(timeNumericSeconds/60) .." minutes" elseif (timeNumericSeconds == 60) then timeLeftText = "1 minute" end if (timeNumericSeconds > 60 and timeNumericSeconds % 60 ~= 0) then timeLeftText = timeLeftText .. ", " end if (timeNumericSeconds % 60 ~= 0) then if (timeNumericSeconds % 60 == 1) then timeLeftText = timeLeftText .. "1 second" else timeLeftText = timeLeftText .. (timeNumericSeconds % 60) .." seconds" end end return timeLeftText end // Gets the time in the format "mm:ss:ms" function GetTimeDigital(timeInSeconds, showMinutes, showMilliseconds) local timeLeftText = "" timeNumericSeconds = tonumber(timeInSeconds) if (timeNumericSeconds < 0) then timeLeftText = "- " end timeNumericSeconds = math.abs(tonumber(timeInSeconds)) if showMinutes then local timeLeftMinutes = math.floor(timeNumericSeconds/60) if (timeLeftMinutes < 10) then timeLeftText = timeLeftText .. "0" .. timeLeftMinutes else timeLeftText = timeLeftText .. timeLeftMinutes end timeLeftText = timeLeftText .. ":" end timeLeftSeconds = math.floor(timeNumericSeconds % 60) if (timeLeftSeconds < 10) then timeLeftText = timeLeftText .. "0" .. timeLeftSeconds else timeLeftText = timeLeftText .. timeLeftSeconds end // Disable milliseconds by default. They are *really* annoying. if showMilliseconds then timeLeftText = timeLeftText .. ":" local timeLeftMilliseconds = math.ceil((timeNumericSeconds * 100) % 100) if (timeLeftMilliseconds < 10) then timeLeftText = timeLeftText .. "0" .. timeLeftMilliseconds else timeLeftText = timeLeftText .. timeLeftMilliseconds end end return timeLeftText end function GetHasTimelimitPassed() if Server then return GetGamerules():GetHasTimelimitPassed() else return PlayerUI_GetHasTimelimitPassed() end end
--[[ Copyright (c) 2011-2014 chukong-inc.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local Node = cc.Node function Node:add(child, zorder, tag) if tag then self:addChild(child, zorder, tag) elseif zorder then self:addChild(child, zorder) else self:addChild(child) end return self end function Node:addTo(parent, zorder, tag) if tag then parent:addChild(self, zorder, tag) elseif zorder then parent:addChild(self, zorder) else parent:addChild(self) end return self end function Node:removeSelf() self:removeFromParent() return self end function Node:align(anchorPoint, x, y) self:setAnchorPoint(anchorPoint) return self:move(x, y) end function Node:show() self:setVisible(true) return self end function Node:hide() self:setVisible(false) return self end function Node:move(x, y) if y then self:setPosition(x, y) else self:setPosition(x) end return self end function Node:moveTo(args) transition.moveTo(self, args) return self end function Node:moveBy(args) transition.moveBy(self, args) return self end function Node:fadeIn(args) transition.fadeIn(self, args) return self end function Node:fadeOut(args) transition.fadeOut(self, args) return self end function Node:fadeTo(args) transition.fadeTo(self, args) return self end function Node:rotate(rotation) self:setRotation(rotation) return self end function Node:rotateTo(args) transition.rotateTo(self, args) return self end function Node:rotateBy(args) transition.rotateBy(self, args) return self end function Node:scaleTo(args) transition.scaleTo(self, args) return self end function Node:onUpdate(callback) self:scheduleUpdateWithPriorityLua(callback, 0) return self end Node.scheduleUpdate = Node.onUpdate function Node:onNodeEvent(eventName, callback) if "enter" == eventName then self.onEnterCallback_ = callback elseif "exit" == eventName then self.onExitCallback_ = callback elseif "enterTransitionFinish" == eventName then self.onEnterTransitionFinishCallback_ = callback elseif "exitTransitionStart" == eventName then self.onExitTransitionStartCallback_ = callback elseif "cleanup" == eventName then self.onCleanupCallback_ = callback end self:enableNodeEvents() end function Node:enableNodeEvents() if self.isNodeEventEnabled_ then return self end self:registerScriptHandler(function(state) if state == "enter" then self:onEnter_() elseif state == "exit" then self:onExit_() elseif state == "enterTransitionFinish" then self:onEnterTransitionFinish_() elseif state == "exitTransitionStart" then self:onExitTransitionStart_() elseif state == "cleanup" then self:onCleanup_() end end) self.isNodeEventEnabled_ = true return self end function Node:disableNodeEvents() self:unregisterScriptHandler() self.isNodeEventEnabled_ = false return self end function Node:onEnter() end function Node:onExit() end function Node:onEnterTransitionFinish() end function Node:onExitTransitionStart() end function Node:onCleanup() end function Node:onEnter_() self:onEnter() if not self.onEnterCallback_ then return end self:onEnterCallback_() end function Node:onExit_() self:onExit() if not self.onExitCallback_ then return end self:onExitCallback_() end function Node:onEnterTransitionFinish_() self:onEnterTransitionFinish() if not self.onEnterTransitionFinishCallback_ then return end self:onEnterTransitionFinishCallback_() end function Node:onExitTransitionStart_() self:onExitTransitionStart() if not self.onExitTransitionStartCallback_ then return end self:onExitTransitionStartCallback_() end function Node:onCleanup_() self:onCleanup() if not self.onCleanupCallback_ then return end self:onCleanupCallback_() end
return {'hysop','hysterica','hystericus','hysterie','hysterisch','hystericae','hysterici','hysterische','hysterischer'}
local linkBodyToBone = { [3] = 4, [4] = 1, [5] = 23, [6] = 33, [7] = 52, [8] = 42, [9] = 5, } local linkBodyToFly = { [3] = 0, [4] = 1, [5] = 1, [6] = 0, [7] = 1, [8] = 0, [9] = 1, } -- 1 = Text flows Left side -- 0 = Text flows Right Side local drawTextQueue = {} local font = dxCreateFont("font.otf", 16) if (not font) then font = "arial" end function getRGBFromObject(v) if (v[2] == 9) then return 210, 117, 7 end if (v[10] == 0) then return 0, 0, 255 end return 255, 255, 255 end function drawDamageText() for i, v in pairs(drawTextQueue) do if (getTickCount() - v[6] > 500) then drawTextQueue[i] = nil else if (v[1] and isElementOnScreen(v[1])) then if (not v[7]) then local boneX, boneY, boneZ = getPedBonePosition(v[1], v[5]) local screenX, screenY = getScreenFromWorldPosition(boneX, boneY, boneZ) drawTextQueue[i][7] = true if (screenX) then drawTextQueue[i][8] = {0, 0} local r, g, b = getRGBFromObject(v) dxDrawText(tostring(v[3]), screenX, screenY, screenX, screenY, tocolor(r, g, b, 255), 1, font, "left", "top", false, false, true) else drawTextQueue[i] = nil end else local boneX, boneY, boneZ = getPedBonePosition(v[1], v[5]) local screenX, screenY = getScreenFromWorldPosition(boneX, boneY, boneZ) if (screenX) then local alterX, alterY = unpack(drawTextQueue[i][8]) local screenX, screenY = screenX + alterX, screenY + alterY local moveTo = v[4] screenY = screenY - 1 alterY = alterY - 1 if (moveTo == 0) then screenX = screenX - 1 alterX = alterX - 1 else screenX = screenX + 1 alterX = alterX + 1 end drawTextQueue[i][8] = {alterX , alterY} local r, g, b = getRGBFromObject(v) dxDrawText(tostring(v[3]), screenX, screenY, screenX, screenY, tocolor(r, g, b, (500 - (getTickCount() - v[6]) / 500) * 255), 1, font, "left", "top", false, false, true) end end end end end end addEventHandler("onClientRender", root, drawDamageText) function drawDamageNumbers(attacker, weapon, bodypart, loss) if (wasEventCancelled()) then return false end if (loss < 5) then return false end if (localPlayer ~= attacker) then return false end if (bodypart == 9) then setSoundVolume(playSound("sound.mp3", false), 1.5) end drawTextQueue[#drawTextQueue + 1] = {source, bodypart, math.floor(loss), linkBodyToFly[bodypart], linkBodyToBone[bodypart], getTickCount(), false, 0, 0, getPedArmor(source) > 0 and 0 or 1} end addEvent("onClientLocalPlayerDamage", true) addEventHandler("onClientLocalPlayerDamage", root, drawDamageNumbers, true, "low-5")
--[[ ================================================================= Description: All strings (German) used by MailTips. ================================================================= --]] -- Strings used within MailTips if (GetLocale()=="deDE") then MT_STARTUP_MESSAGE = MT_NAME.." ("..C_GREEN..MT_VERSION..C_CLOSE..") geladen."; MT_ENCLOSED_ITEMS = "Beiliegende Gegenst\195\164nde"; end;
--[[ A very simple wrapper for the DataStore methods. Do you ever find yourself typing the word "Async" over and over again every time you work with DataStores? There's got to be a better way! Well now there is! With this simple module you will never need to type the word "Async" again. Thaaat's right, for the low price of FREE you can save yourself from the pain of remembering the correct sequence of letters to type that horrible word. Also with Crazyman32's MockDataStoreService module, all data store operations can be handled offline. Now your game won't break down and cry when testing locally. --]] local dataStoreService = game:GetService("DataStoreService") if game.PlaceId == 0 then dataStoreService = require(script.Parent.MockDataStoreService) end local DataStore = {} DataStore.__index = DataStore function DataStore.new(name, scope) local self = {} self.DataStore = dataStoreService:GetDataStore(name, scope) return setmetatable(self, DataStore) end function DataStore:Get(key) self.DataStore:GetAsync(key) end function DataStore:Set(key, value) self.DataStore:SetAsync(key, value) end function DataStore:Update(key, callback) self.DataStore:UpdateAsync(key, callback) end function DataStore:Increment(key, delta) self.DataStore:IncrementAsync(key, delta) end return DataStore
slot2 = "DdzRoomBgAutoAdaptWidthCcsPane" DdzRoomBgAutoAdaptWidthCcsPane = class(slot1) DdzRoomBgAutoAdaptWidthCcsPane.onCreationComplete = function (slot0) slot4 = BgAutoAdaptWidthCcsPane ClassUtil.extends(slot2, slot0) BgAutoAdaptWidthCcsPane.onCreationComplete(slot2) slot4 = slot0._newTxt slot0._newTxt._posX = slot0._newTxt.getPositionX(slot0) end DdzRoomBgAutoAdaptWidthCcsPane.onStrTxt = function (slot0) slot3 = slot0 BgAutoAdaptWidthCcsPane.onStrTxt(slot2) slot3 = slot0._newTxt if slot0._newTxt.getTextWidth(slot2) < slot0._strBaseWidth then slot5 = slot0._newTxt._posX + (slot0._strBaseWidth - slot1) / 2 slot0._newTxt.setPositionX(slot3, slot0._newTxt) else slot5 = slot0._newTxt._posX slot0._newTxt.setPositionX(slot3, slot0._newTxt) end end return
------------------------------ local a,b; return 1,a,b ------------------------------ success compiling learn.lua ; source chunk: learn.lua ; x86 standard (32-bit, little endian, doubles) ; function [0] definition (level 1) 0 ; 0 upvalues, 0 params, is_vararg = 2, 5 stacks .function 0 0 2 5 .local "a" ; 0 .local "b" ; 1 .const 1 ; 0 [1] loadk 2 0 ; R2 := 1 [2] move 3 0 ; R3 := R0 [3] move 4 1 ; R4 := R1 [4] return 2 4 ; return R2 to R4 [5] return 0 1 ; return ; end of function 0 ; source chunk: luac.out ; x86 standard (32-bit, little endian, doubles) ; function [0] definition (level 1) 0 ; 0 upvalues, 0 params, is_vararg = 2, 5 stacks .function 0 0 2 5 .local "a" ; 0 .local "b" ; 1 .const 1 ; 0 [1] loadk 2 0 ; R2 := 1 [2] move 3 0 ; R3 := R0 [3] move 4 1 ; R4 := R1 [4] return 2 4 ; return R2 to R4 [5] return 0 1 ; return ; end of function 0 ------------------------------ success compiling learn.lua Pos Hex Data Description or Code ------------------------------------------------------------------------ 0000 ** source chunk: learn.lua ** global header start ** 0000 1B4C7561 header signature: "\27Lua" 0004 51 version (major:minor hex digits) 0005 00 format (0=official) 0006 01 endianness (1=little endian) 0007 04 size of int (bytes) 0008 08 size of size_t (bytes) 0009 04 size of Instruction (bytes) 000A 08 size of number (bytes) 000B 00 integral (1=integral) * number type: double * x86 standard (32-bit, little endian, doubles) ** global header end ** 000C ** function [0] definition (level 1) 0 ** start of function 0 ** 000C 0B00000000000000 string size (11) 0014 406C6561726E2E6C+ "@learn.l" 001C 756100 "ua\0" source name: @learn.lua 001F 00000000 line defined (0) 0023 00000000 last line defined (0) 0027 00 nups (0) 0028 00 numparams (0) 0029 02 is_vararg (2) 002A 05 maxstacksize (5) * code: 002B 05000000 sizecode (5) 002F 81000000 [1] loadk 2 0 ; R2 := 1 0033 C0000000 [2] move 3 0 ; R3 := R0 0037 00018000 [3] move 4 1 ; R4 := R1 003B 9E000002 [4] return 2 4 ; return R2 to R4 003F 1E008000 [5] return 0 1 ; return * constants: 0043 01000000 sizek (1) 0047 03 const type 3 0048 000000000000F03F const [0]: (1) * functions: 0050 00000000 sizep (0) * lines: 0054 05000000 sizelineinfo (5) [pc] (line) 0058 01000000 [1] (1) 005C 01000000 [2] (1) 0060 01000000 [3] (1) 0064 01000000 [4] (1) 0068 01000000 [5] (1) * locals: 006C 02000000 sizelocvars (2) 0070 0200000000000000 string size (2) 0078 6100 "a\0" local [0]: a 007A 00000000 startpc (0) 007E 04000000 endpc (4) 0082 0200000000000000 string size (2) 008A 6200 "b\0" local [1]: b 008C 00000000 startpc (0) 0090 04000000 endpc (4) * upvalues: 0094 00000000 sizeupvalues (0) ** end of function 0 ** 0098 ** end of chunk ** Pos Hex Data Description or Code ------------------------------------------------------------------------ 0000 ** source chunk: luac.out ** global header start ** 0000 1B4C7561 header signature: "\27Lua" 0004 51 version (major:minor hex digits) 0005 00 format (0=official) 0006 01 endianness (1=little endian) 0007 04 size of int (bytes) 0008 08 size of size_t (bytes) 0009 04 size of Instruction (bytes) 000A 08 size of number (bytes) 000B 00 integral (1=integral) * number type: double * x86 standard (32-bit, little endian, doubles) ** global header end ** 000C ** function [0] definition (level 1) 0 ** start of function 0 ** 000C 0B00000000000000 string size (11) 0014 406C6561726E2E6C+ "@learn.l" 001C 756100 "ua\0" source name: @learn.lua 001F 00000000 line defined (0) 0023 00000000 last line defined (0) 0027 00 nups (0) 0028 00 numparams (0) 0029 02 is_vararg (2) 002A 05 maxstacksize (5) * code: 002B 05000000 sizecode (5) 002F 81000000 [1] loadk 2 0 ; R2 := 1 0033 C0000000 [2] move 3 0 ; R3 := R0 0037 00018000 [3] move 4 1 ; R4 := R1 003B 9E000002 [4] return 2 4 ; return R2 to R4 003F 1E008000 [5] return 0 1 ; return * constants: 0043 01000000 sizek (1) 0047 03 const type 3 0048 000000000000F03F const [0]: (1) * functions: 0050 00000000 sizep (0) * lines: 0054 05000000 sizelineinfo (5) [pc] (line) 0058 01000000 [1] (1) 005C 01000000 [2] (1) 0060 01000000 [3] (1) 0064 01000000 [4] (1) 0068 01000000 [5] (1) * locals: 006C 02000000 sizelocvars (2) 0070 0200000000000000 string size (2) 0078 6100 "a\0" local [0]: a 007A 00000000 startpc (0) 007E 04000000 endpc (4) 0082 0200000000000000 string size (2) 008A 6200 "b\0" local [1]: b 008C 00000000 startpc (0) 0090 04000000 endpc (4) * upvalues: 0094 00000000 sizeupvalues (0) ** end of function 0 ** 0098 ** end of chunk **
--[[ Author: Miqueas Martinez (miqueas2020@yahoo.com) Date: 2020/04/30 Git repository: https://github.com/Miqueas/Self zlib License Copyright (c) 2020 - 2022 Miqueas Martinez This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. ]] local unp = unpack or table.unpack local getmt = getmetatable local setmt = setmetatable local get = rawget local set = rawset --[[ Private stuff ]] --- A simple custom version of `assert()` with built-in --- `string.format()` support --- @generic Expr --- @param exp Expr Expression to evaluate --- @param msg string Error message to print --- @vararg any Additional arguments to format for `msg` --- @return Expr local function err(exp, msg, ...) local msg = msg:format(...) if not (exp) then return error(msg) end return exp end --- Argument type checking function --- @generic Any --- @generic Type --- @param argn number The argument position in function --- @param arg_ Any The argument to check --- @param expected Type The type expected (`string`) --- @return nil local function check_arg(argn, arg_, expected) local argt = type(arg_) local msg = "Bad argument #%d, `%s` expected, got `%s`." if argt ~= expected then error(msg:format(argn, expected, argt)) end end --- Same as `check_arg()`, except that this don't throw --- and error if the argument is `nil` --- @generic Any --- @generic Type --- @param argn number The argument position in function --- @param arg_ Any The argument to check --- @param expected Type The type expected (`string`) --- @return nil local function opt_arg(argn, arg_, expected) local argt = type(arg_) local msg = "Bad argument #%d, `%s` or `nil` expected, got `%s`." if argt ~= expected and argt ~= "nil" then error(msg:format(argn, expected, argt)) end end --[[ Public stuff ]] --- Parent class for all classes --- @class Object local Object = {} --- Creates a class --- @param def table Class "template" --- @return table function Class(def) check_arg(1, def, "table") local class = setmt(def, Object) return class end --- Return `true` if `instance` is type of `class`, --- otherwise returns false. If `class` is `nil`, --- then returns "Object". --- @param instance table The object --- @param class table The class --- @return table|string function Object.is(instance, class) check_arg(1, instance, "table") opt_arg(2, class, "table") local mt = getmt(instance) if not class then return "Object" end return mt == class or getmt(mt) == Object end --- Implements all functions from one or more classes/tables given. --- Can't use this from an instance. --- @param class table The class where implement functions --- @param ... table Tables/classes with functions to import from --- @return nil function Object.implements(class, ...) check_arg(1, class, "table") -- Prevent using this method from an instance err( getmt(class) == Object, "Trying to call 'implements' method from an instance" ) for iface_index, iface in ipairs({ ... }) do check_arg(iface_index, iface, "table") for name, func in pairs(iface) do if not get(class, name) then set(class, name, func) end end end end --- Global constructor --- @param class table The class to use to create the object --- @param ... any Additional arguments to pass to the class constructor --- @return table function Object.__call(class, ...) check_arg(1, class, "table") -- At the moment, these two meta-fields aren't writables set(class, "__index", class) set(class, "__newindex", Object.__newindex) local o = setmt({}, class) o:new(...) return o end --- Getter --- @param class table The object --- @param key string The key --- @return any function Object.__index(class, key) return get(class, key) or get(Object, key) end --- Setter --- @param class table The object --- @param key string The key --- @param val any The value --- @return nil function Object.__newindex(class, key, val) local mt = getmt(class) local _val = get(class, key) or get(mt, key) if mt == Object then -- From a class set(class, key, val) else -- From an instance err(_val, "Field '%s' doesn't exists.", key) err(type(_val) ~= "function", "Trying to overwrite method '%s'.", key) set(class, key, val) end end Object.new = Object.__call --- Handles what will be returned when "require()" this library. --- See the documentation for more details. --- @param g_constructor boolean Enable/disable global constructor --- @param g_object boolean Enable/disable global `Object` --- @return function, Object|nil return function (g_constructor, g_object) opt_arg(1, g_constructor, "boolean") opt_arg(2, g_object, "boolean") if g_constructor then if not _G.New then _G.New = Object.new end end if g_object then return Class, Object end return Class end
fio = require('fio') net = require('net.box') fiber = require('fiber') ext = (jit.os == "OSX" and "dylib" or "so") build_path = os.getenv("BUILDDIR") reload1_path = build_path..'/test/box/reload1.'..ext reload2_path = build_path..'/test/box/reload2.'..ext reload_path = "reload."..ext _ = fio.unlink(reload_path) c = net.connect(os.getenv("LISTEN")) box.schema.func.create('reload.foo', {language = "C"}) box.schema.user.grant('guest', 'execute', 'function', 'reload.foo') _ = box.schema.space.create('test') _ = box.space.test:create_index('primary', {parts = {1, "integer"}}) box.schema.user.grant('guest', 'read,write', 'space', 'test') _ = fio.unlink(reload_path) fio.copyfile(reload1_path, reload_path) --check not fail on non-load func box.schema.func.reload("reload") -- test of usual case reload. No hanging calls box.space.test:insert{0} c:call("reload.foo", {1}) box.space.test:delete{0} fio.copyfile(reload2_path, reload_path) box.schema.func.reload("reload") c:call("reload.foo") box.space.test:select{} box.space.test:truncate() -- test case with hanging calls fio.copyfile(reload1_path, reload_path) box.schema.func.reload("reload") fibers = 10 for i = 1, fibers do fiber.create(function() c:call("reload.foo", {i}) end) end while box.space.test:count() < fibers do fiber.sleep(0.001) end -- double reload doesn't fail waiting functions box.schema.func.reload("reload") fio.copyfile(reload2_path, reload_path) box.schema.func.reload("reload") c:call("reload.foo") while box.space.test:count() < 2 * fibers + 1 do fiber.sleep(0.001) end box.space.test:select{} box.schema.func.drop("reload.foo") box.space.test:drop() fio.copyfile(reload1_path, reload_path) box.schema.func.create('reload.test_reload', {language = "C"}) box.schema.user.grant('guest', 'execute', 'function', 'reload.test_reload') s = box.schema.space.create('test_reload') _ = s:create_index('pk') box.schema.user.grant('guest', 'read,write', 'space', 'test_reload') ch = fiber.channel(2) -- call first time to load function c:call("reload.test_reload") s:delete({1}) fio.copyfile(reload2_path, reload_path) _ = fiber.create(function() ch:put(c:call("reload.test_reload")) end) while s:get({1}) == nil do fiber.yield(0.0001) end box.schema.func.reload("reload") _ = fiber.create(function() ch:put(c:call("reload.test_reload")) end) _ = ch:get() _ = ch:get() s:drop() box.schema.func.create('reload.test_reload_fail', {language = "C"}) box.schema.user.grant('guest', 'execute', 'function', 'reload.test_reload_fail') c:call("reload.test_reload_fail") fio.copyfile(reload1_path, reload_path) c:call("reload.test_reload") c:call("reload.test_reload_fail") box.schema.func.reload() box.schema.func.reload("non-existing") -- Make sure that $TMPDIR env variable is used to generate temporary -- path for DSO copy os.setenv("TMPDIR", "/dev/null") _, err = pcall(box.schema.func.reload, "reload") tostring(err):gsub(': [/%w]+:', ':') os.setenv("TMPDIR", nil) box.schema.func.drop("reload.test_reload") box.schema.func.drop("reload.test_reload_fail") _ = fio.unlink(reload_path)
-------------------------------- ---- Created by Cheglalw83 ----- -------------------------------- Locales['fr'] = { ['vending'] = 'Attend un peu.', ['machine'] = 'Machine à boissons', ['machines'] = 'Machine à boissons', ['press_context'] = 'Appuyez sur ~INPUT_CONTEXT~ pour acheter dans la machine', ['bought'] = 'Merci de ton achat (-1$)', ['not_enough'] = 'Tu n\'a pas assez d\'argent', ['player_cannot_hold'] = 'vous n'avez ~r~pas~s~ assez d'~y~espace libre~s~ dans votre inventaire !', ['refreshment'] = 'Vous avez apprécié un bon rafraîchissement', ['broken'] = 'Machine cassé', ['out_of_product'] = 'Plus aucun produit', ['other_problem'] = 'La machine c'est coincée et a pris votre argent.', }
local beautiful = require('beautiful') local gears = require('gears') local icons = require('theme.icons') local theme_dir = gears.filesystem.get_configuration_dir() .. 'theme/' local xresources = beautiful.xresources local colors = xresources.get_current_theme() local dpi = xresources.apply_dpi local theme = { --#region Directories dir = theme_dir, icons_dir = theme_dir .. 'icons/', --#endregion --#region Wallpaper & Icons icons = icons, --#endregion --#region Colors background = colors.background, foreground = colors.foreground, transparent = colors.background .. '00', opacity = '66', black = colors.color0, dark_gray = colors.color8, dark_red = colors.color1, light_red = colors.color9, dark_green = colors.color2, light_green = colors.color10, dark_yellow = colors.color3, light_yellow = colors.color11, dark_blue = colors.color4, light_blue = colors.color12, dark_magenta = colors.color5, light_magenta = colors.color13, dark_cyan = colors.color6, light_cyan = colors.color14, light_gray = colors.color7, white = colors.color15, --#endregion } --#region Color Theme theme.primary = theme.dark_blue theme.success = theme.dark_green theme.danger = theme.dark_red theme.warning = theme.dark_yellow theme.disabled = theme.foreground .. theme.opacity theme.highlight = theme.light_gray .. 28 theme.bg_focus = theme.background theme.bg_minimize = theme.background theme.bg_normal = theme.background theme.bg_urgent = theme.dark_red theme.fg_focus = theme.foreground theme.fg_minimize = theme.foreground theme.fg_normal = theme.foreground theme.fg_urgent = theme.foreground --#endregion --#region UI events theme.leave_event = theme.transparent theme.hover_event = theme.white .. '10' theme.press_event = theme.white .. '15' --#endregion --#region Fonts theme.base_font = 'Roboto Regular' theme.font = theme.base_font .. ' 10' theme.base_font_bold = 'Roboto Bold' theme.nerd_font = 'FiraCode Nerd Font Mono' --#endregion --#region Borders theme.border_focus = theme.primary theme.border_marked = theme.background theme.border_normal = theme.background theme.border_radius = dpi(9) theme.border_width = dpi(3) theme.useless_gap = dpi(4) theme.separator_color = theme.foreground --#endregion --#region Taglist theme.taglist_spacing = dpi(3) theme.taglist_font = theme.nerd_font .. ' 20' theme.taglist_bg_empty = theme.transparent theme.taglist_bg_focus = theme.primary theme.taglist_bg_occupied = theme.transparent theme.taglist_bg_urgent = theme.transparent theme.taglist_bg_volatile = theme.transparent theme.taglist_fg_empty = theme.foreground theme.taglist_fg_focus = theme.background theme.taglist_fg_occupied = theme.primary theme.taglist_fg_urgent = theme.danger theme.taglist_fg_volatile = theme.foreground --#endregion --#region Tasklist theme.tasklist_font = theme.font theme.tasklist_plain_task_name = true theme.tasklist_bg_focus = theme.background theme.tasklist_fg_focus = theme.foreground theme.tasklist_fg_urgent = theme.foreground --#endregion --#region System tray theme.bg_systray = '#242c39' theme.systray_icon_spacing = dpi(10) --#endregion --#endregion --#region Shapes theme.rounded_rect = function(cr, w, h) return gears.shape.rounded_rect(cr, w, h, dpi(12)) end --#endregion --#region Tooltips theme.tooltip_align = 'bottom' theme.tooltip_bg_color = theme.background theme.tooltip_border_color = theme.highlight theme.tooltip_border_width = dpi(2) theme.tooltip_delay = 1 theme.tooltip_fg_color = theme.foreground theme.tooltip_font = theme.nerd_font .. ' 10' theme.tooltip_margins = dpi(8) theme.tooltip_shape = theme.rounded_rect --#endregion --#region Hotkeys theme.hotkeys_bg = theme.background theme.hotkeys_border_color = theme.primary theme.hotkeys_border_width = dpi(2) theme.hotkeys_description_font = theme.font theme.hotkeys_fg = theme.foreground theme.hotkeys_font = theme.font_bold theme.hotkeys_modifiers_fg = theme.foreground theme.hotkeys_group_margin = dpi(20) theme.hotkeys_opacity = theme.opacity theme.hotkeys_shape = theme.rounded_rect --#endregion --#region Notifications theme.notification_bg = theme.transparent theme.notification_border_color = theme.primary theme.notification_border_width = dpi(0) theme.notification_fg = theme.foreground theme.notification_font = theme.font theme.notification_icon_resize_strategy = 'center' theme.notification_icon_size = dpi(32) theme.notification_margin = dpi(6) theme.notification_position = 'top_right' theme.notification_shape = theme.rect theme.notification_spacing = dpi(12) --#endregion --#region Menu theme.menu_bg_normal = theme.background theme.menu_bg_focus = theme.background theme.menu_fg_normal = theme.foreground theme.menu_fg_focus = theme.foreground theme.menu_border_color = theme.primary theme.menu_border_width = dpi(1) theme.menu_height = dpi(34) theme.menu_width = dpi(200) --#endregion --#region Layout theme.layout_floating = theme.icons.layout_floating theme.layout_fullscreen = theme.icons.layout_max theme.layout_max = theme.icons.layout_max theme.layout_dwindle = theme.icons.layout_tiled theme.layout_tile = theme.icons.layout_tiled theme.layout_tileleft = theme.icons.layout_tiled theme.layout_tileright = theme.icons.layout_tiled theme.layout_tilebottom = theme.icons.layout_tiled theme.layout_tiletop = theme.icons.layout_tiled theme.layout_fairv = theme.icons.layout_tiled theme.layout_fairh = theme.icons.layout_tiled theme.layout_spiral = theme.icons.layout_tiled theme.layout_magnifier = theme.icons.layout_tiled theme.layout_cornernw = theme.icons.layout_tiled theme.layout_cornerne = theme.icons.layout_tiled theme.layout_cornersw = theme.icons.layout_tiled theme.layout_cornerse = theme.icons.layout_tiled --#endregion --#region Widgets theme.widget_spacing = dpi(3) theme.icon_spacing = dpi(7) --#endregion return theme
--[[ actionBar.lua the code for Dominos action bars and buttons --]] --[[ globals ]]-- local Dominos = _G['Dominos'] local ActionButton = Dominos.ActionButton local HiddenFrame = CreateFrame('Frame'); HiddenFrame:Hide() local MAX_BUTTONS = 120 local ceil = math.ceil local min = math.min local format = string.format --[[ Action Bar ]]-- local ActionBar = Dominos:CreateClass('Frame', Dominos.Frame); Dominos.ActionBar = ActionBar --metatable magic. Basically this says, 'create a new table for this index' --I do this so that I only create page tables for classes the user is actually playing ActionBar.defaultOffsets = { __index = function(t, i) t[i] = {} return t[i] end } --metatable magic. Basically this says, 'create a new table for this index, with these defaults' --I do this so that I only create page tables for classes the user is actually playing ActionBar.mainbarOffsets = { __index = function(t, i) local pages = { page2 = 1, page3 = 2, page4 = 3, page5 = 4, page6 = 5, } if i == 'DRUID' then pages.cat = 6 pages.bear = 8 pages.moonkin = 9 pages.tree = 7 elseif i == 'WARRIOR' then pages.battle = 6 pages.defensive = 7 -- pages.berserker = 8 elseif i == 'PRIEST' then pages.shadow = 6 elseif i == 'ROGUE' then pages.stealth = 6 pages.shadowdance = 6 elseif i == 'MONK' then pages.tiger = 6 pages.ox = 7 pages.serpent = 8 end t[i] = pages return pages end } ActionBar.class = select(2, UnitClass('player')) local active = {} function ActionBar:New(id) local f = self.super.New(self, id) f.sets.pages = setmetatable(f.sets.pages, f.id == 1 and self.mainbarOffsets or self.defaultOffsets) f.pages = f.sets.pages[f.class] f.baseID = f:MaxLength() * (id-1) f:LoadButtons() f:LoadStateController() f:UpdateClickThrough() f:UpdateStateDriver() f:Layout() f:UpdateGrid() f:UpdateRightClickUnit() f:SetScript('OnSizeChanged', self.OnSizeChanged) f:UpdateFlyoutDirection() active[id] = f return f end function ActionBar:OnSizeChanged() if not InCombatLockdown() then self:UpdateFlyoutDirection() end end --TODO: change the position code to be based more on the number of action bars function ActionBar:GetDefaults() local defaults = {} defaults.point = 'BOTTOM' defaults.x = 0 defaults.y = 40*(self.id-1) defaults.pages = {} defaults.spacing = 4 defaults.padW = 2 defaults.padH = 2 defaults.numButtons = self:MaxLength() return defaults end function ActionBar:Free() active[self.id] = nil self.super.Free(self) end --returns the maximum possible size for a given bar function ActionBar:MaxLength() return floor(MAX_BUTTONS / Dominos:NumBars()) end --[[ button stuff]]-- function ActionBar:LoadButtons() for i = 1, self:NumButtons() do local b = ActionButton:New(self.baseID + i) if b then b:SetParent(self.header) b:SetFlyoutDirection(self:GetFlyoutDirection()) self.buttons[i] = b else break end end self:UpdateActions() end function ActionBar:AddButton(i) local b = ActionButton:New(self.baseID + i) if b then self.buttons[i] = b b:SetParent(self.header) b:SetFlyoutDirection(self:GetFlyoutDirection()) b:LoadAction() self:UpdateAction(i) self:UpdateGrid() end end function ActionBar:RemoveButton(i) local b = self.buttons[i] self.buttons[i] = nil b:Free() end --[[ Paging Code ]]-- function ActionBar:SetOffset(stateId, page) self.pages[stateId] = page self:UpdateStateDriver() end function ActionBar:GetOffset(stateId) return self.pages[stateId] end -- note to self: -- if you leave a ; on the end of a statebutton string, it causes evaluation issues, -- especially if you're doing right click selfcast on the base state function ActionBar:UpdateStateDriver() UnregisterStateDriver(self.header, 'page', 0) local header = '' for i, state in Dominos.BarStates:getAll() do local stateId = state.id local condition if type(state.value) == 'function' then condition = state.value() else condition = state.value end if self:GetOffset(stateId) then header = header .. condition .. 'S' .. i .. ';' end end if header ~= '' then RegisterStateDriver(self.header, 'page', header .. 0) end self:UpdateActions() self:RefreshActions() end do local function ToValidID(id) return (id - 1) % MAX_BUTTONS + 1 end --updates the actionID of a given button for all states function ActionBar:UpdateAction(i) local b = self.buttons[i] local maxSize = self:MaxLength() b:SetAttribute('button--index', i) for i, state in Dominos.BarStates:getAll() do local offset = self:GetOffset(state.id) local actionId = nil if offset then actionId = ToValidID(b:GetAttribute('action--base') + offset * maxSize) end b:SetAttribute('action--S' .. i, actionId) end end end --updates the actionID of all buttons for all states function ActionBar:UpdateActions() for i = 1, #self.buttons do self:UpdateAction(i) end end function ActionBar:LoadStateController() self.header:SetAttribute('_onstate-overridebar', [[ self:RunAttribute('updateState') ]]) self.header:SetAttribute('_onstate-overridepage', [[ self:RunAttribute('updateState') ]]) self.header:SetAttribute('_onstate-page', [[ self:RunAttribute('updateState') ]]) self.header:SetAttribute('updateState', [[ local state if self:GetAttribute('state-overridepage') > 10 and self:GetAttribute('state-overridebar') then state = 'override' else state = self:GetAttribute('state-page') end control:ChildUpdate('action', state) ]]) self:UpdateOverrideBar() end function ActionBar:RefreshActions() self.header:Execute([[ self:RunAttribute('updateState') ]]) end function ActionBar:UpdateOverrideBar() local isOverrideBar = self:IsOverrideBar() self.header:SetAttribute('state-overridebar', isOverrideBar) end --returns true if the possess bar, false otherwise function ActionBar:IsOverrideBar() return self == Dominos:GetOverrideBar() end --Empty button display function ActionBar:ShowGrid() for _,b in pairs(self.buttons) do b:SetAttribute('showgrid', b:GetAttribute('showgrid') + 1) b:UpdateGrid() end end function ActionBar:HideGrid() for _,b in pairs(self.buttons) do b:SetAttribute('showgrid', max(b:GetAttribute('showgrid') - 1, 0)) b:UpdateGrid() end end function ActionBar:UpdateGrid() if Dominos:ShowGrid() then self:ShowGrid() else self:HideGrid() end end ---keybound support function ActionBar:KEYBOUND_ENABLED() self:ShowGrid() end function ActionBar:KEYBOUND_DISABLED() self:HideGrid() end --right click targeting support function ActionBar:UpdateRightClickUnit() self.header:SetAttribute('*unit2', Dominos:GetRightClickUnit()) end --utility functions function ActionBar:ForAll(method, ...) for _,f in pairs(active) do f[method](f, ...) end end function ActionBar:OnSetAlpha(alpha) if not self.buttons then return end local transparent = alpha <= 0 if self.transparent ~= transparent then self.transparent = transparent self:UpdateCooldownOpacities() end end function ActionBar:UpdateCooldownOpacities() if self.transparent then -- hide cooldown frames on transparent buttons by sticking them onto a different parent for i, button in pairs(self.buttons) do button.cooldown:SetParent(HiddenFrame) end else -- show cooldown frames on non transparent buttons for i, button in pairs(self.buttons) do if button.cooldown:GetParent() ~= button then button.cooldown:SetParent(button) ActionButton_UpdateCooldown(button) end end end end --[[ flyout direction updating ]]-- function ActionBar:GetFlyoutDirection() local w, h = self:GetSize() local isVertical = w < h local anchor = self:GetPoint() if isVertical then if anchor and anchor:match('LEFT') then return 'RIGHT' end return 'LEFT' end if anchor and anchor:match('TOP') then return 'DOWN' end return 'UP' end function ActionBar:UpdateFlyoutDirection() if self.buttons then local direction = self:GetFlyoutDirection() --dear blizzard, I'd like to be able to use the useparent-* attribute stuff for this for _,b in pairs(self.buttons) do b:SetFlyoutDirection(direction) end end end function ActionBar:SavePosition() Dominos.Frame.SavePosition(self) self:UpdateFlyoutDirection() end --right click menu code for action bars --TODO: Probably enable the showstate stuff for other bars, since every bar basically has showstate functionality for 'free' do local L --state slider template local function ConditionSlider_OnShow(self) self:SetMinMaxValues(-1, Dominos:NumBars() - 1) self:SetValue(self:GetParent().owner:GetOffset(self.stateId) or -1) self:UpdateText(self:GetValue()) if self.stateTextFunc then _G[self:GetName() .. 'Text']:SetText(self.stateTextFunc()) end end local function ConditionSlider_UpdateValue(self, value) self:GetParent().owner:SetOffset(self.stateId, (value > -1 and value) or nil) end local function ConditionSlider_UpdateText(self, value) if value > -1 then local page = (self:GetParent().owner.id + value - 1) % Dominos:NumBars() + 1 self.valText:SetFormattedText(L.Bar, page) else self.valText:SetText(DISABLE) end end local function ConditionSlider_New(panel, stateId, text) local s = panel:NewSlider(stateId, 0, 1, 1) s.OnShow = ConditionSlider_OnShow s.UpdateValue = ConditionSlider_UpdateValue s.UpdateText = ConditionSlider_UpdateText s.stateId = stateId s:SetWidth(s:GetWidth() + 28) local title = _G[s:GetName() .. 'Text'] title:ClearAllPoints() title:SetPoint('BOTTOMLEFT', s, 'TOPLEFT') title:SetJustifyH('LEFT') if type(text) == 'function' then s.stateTextFunc = text else title:SetText(text or L['State_' .. stateId:upper()]) end local value = s.valText value:ClearAllPoints() value:SetPoint('BOTTOMRIGHT', s, 'TOPRIGHT') value:SetJustifyH('RIGHT') return s end local function AddLayout(self) local p = self:AddLayoutPanel() local size = p:NewSlider(L.Size, 1, 1, 1) size.OnShow = function(self) self:SetMinMaxValues(1, self:GetParent().owner:MaxLength()) self:SetValue(self:GetParent().owner:NumButtons()) end size.UpdateValue = function(self, value) self:GetParent().owner:SetNumButtons(value) _G[self:GetParent():GetName() .. L.Columns]:OnShow() end end local function AddAdvancedLayout(self) self:AddAdvancedPanel() end --GetSpellInfo(spellID) is awesome for localization local function addStatePanel(self, name, type) local states = Dominos.BarStates:map(function(s) return s.type == type end) if #states > 0 then local p = self:NewPanel(name) --HACK: Make the state panel wider for monks -- since their stances have long names local playerClass = select(2, UnitClass('player')) local hasLongStanceNames = playerClass == 'MONK' or playerClass == 'ROGUE' or playerClass == 'DRUID' for i = #states, 1, -1 do local state = states[i] local slider = ConditionSlider_New(p, state.id, state.text) if hasLongStanceNames then slider:SetWidth(slider:GetWidth() + 48) end end if hasLongStanceNames then p.width = 228 end end end local function AddClass(self) addStatePanel(self, UnitClass('player'), 'class') end local function AddPaging(self) addStatePanel(self, L.QuickPaging, 'page') end local function AddModifier(self) addStatePanel(self, L.Modifiers, 'modifier') end local function AddTargeting(self) addStatePanel(self, L.Targeting, 'target') end local function AddShowState(self) local p = self:NewPanel(L.ShowStates) p.height = 56 local editBox = CreateFrame('EditBox', p:GetName() .. 'StateText', p, 'InputBoxTemplate') editBox:SetWidth(148) editBox:SetHeight(20) editBox:SetPoint('TOPLEFT', 12, -10) editBox:SetAutoFocus(false) editBox:SetScript('OnShow', function(self) self:SetText(self:GetParent().owner:GetShowStates() or '') end) editBox:SetScript('OnEnterPressed', function(self) local text = self:GetText() self:GetParent().owner:SetShowStates(text ~= '' and text or nil) end) editBox:SetScript('OnEditFocusLost', function(self) self:HighlightText(0, 0) end) editBox:SetScript('OnEditFocusGained', function(self) self:HighlightText() end) local set = CreateFrame('Button', p:GetName() .. 'Set', p, 'UIPanelButtonTemplate') set:SetWidth(30) set:SetHeight(20) set:SetText(L.Set) set:SetScript('OnClick', function(self) local text = editBox:GetText() self:GetParent().owner:SetShowStates(text ~= '' and text or nil) editBox:SetText(self:GetParent().owner:GetShowStates() or '') end) set:SetPoint('BOTTOMRIGHT', -8, 2) return p end function ActionBar:CreateMenu() local menu = Dominos:NewMenu(self.id) L = LibStub('AceLocale-3.0'):GetLocale('Dominos-Config') AddLayout(menu) AddClass(menu) AddPaging(menu) AddModifier(menu) AddTargeting(menu) AddShowState(menu) AddAdvancedLayout(menu) ActionBar.menu = menu end end --[[ Action Bar Controller ]]-- local ActionBarController = Dominos:NewModule('ActionBars', 'AceEvent-3.0') function ActionBarController:Load() self:RegisterEvent('UPDATE_BONUS_ACTIONBAR', 'UpdateOverrideBar') self:RegisterEvent('UPDATE_VEHICLE_ACTIONBAR', 'UpdateOverrideBar') self:RegisterEvent('UPDATE_OVERRIDE_ACTIONBAR', 'UpdateOverrideBar') for i = 1, Dominos:NumBars() do ActionBar:New(i) end end function ActionBarController:Unload() self:UnregisterAllEvents() for i = 1, Dominos:NumBars() do Dominos.Frame:ForFrame(i, 'Free') end end function ActionBarController:UpdateOverrideBar() if InCombatLockdown() or (not Dominos.OverrideController:OverrideBarActive()) then return end local overrideBar = Dominos:GetOverrideBar() for _, button in pairs(overrideBar.buttons) do ActionButton_Update(button) end end
-- scaffolding entry point for EASTL return dofile("EASTL.lua")
return {'zich','zicht','zichtas','zichtbaar','zichtbaarheid','zichten','zichter','zichtlijn','zichtlocatie','zichtlocaties','zichtrekening','zichtzending','zichzelf','zichttermijn','zichtveld','zichtdekking','zichtvermogen','zichtzijde','zichtbeton','zichem','zico','zichtbaarder','zichtbaars','zichtbaarst','zichtbare','zichters','zichthouders','zichtlijnen','zichtte','zichtzendingen','zichtrekeningen','zicos'}
package 'gluon-web-mesh-vpn-fastd' entry({"admin", "mesh_vpn_fastd"}, model("admin/mesh_vpn_fastd"), _("Mesh VPN"), 50)
fx_version "cerulean" games {"gta5"} dependencies { 'yarn', 'PolyZone' } files { 'nui/ui.html', 'nui/ui.css', 'nui/ui.js' } ui_page "nui/ui.html" -- Common Scripts client_scripts { '@PolyZone/client.lua', '@PolyZone/BoxZone.lua', '@PolyZone/EntityZone.lua', '@PolyZone/CircleZone.lua', '@PolyZone/ComboZone.lua' } client_script 'client.lua' server_script 'server.lua'
describe("TestAttacks", function() before_each(function() newBuild() end) teardown(function() -- newBuild() takes care of resetting everything in setup() end) it("adds envy, ensures +1 level keeps level 25 Envy", function() build.itemsTab:CreateDisplayItemFromRaw("New Item\nAssassin Bow\nGrants Level 1 Summon Raging Spirit\nGrants Level 25 Envy Skill") build.itemsTab:AddDisplayItem() runCallback("OnFrame") assert.are.equals(205, build.calcsTab.mainEnv.minion.modDB:Sum("BASE", build.calcsTab.mainEnv.minion.mainSkill.skillCfg, "ChaosMin")) build.skillsTab:PasteSocketGroup("Slot: Weapon 1\nAwakened Generosity 4/0 Default 1\n") runCallback("OnFrame") assert.are.equals(round(205 * 1.43), build.calcsTab.mainEnv.minion.modDB:Sum("BASE", build.calcsTab.mainEnv.minion.mainSkill.skillCfg, "ChaosMin")) build.skillsTab:PasteSocketGroup("Slot: Weapon 1\nAwakened Generosity 5/0 Default 1\n") runCallback("OnFrame") -- No Envy level increase, so base should still be 205 assert.are.equals(round(205 * 1.44), build.calcsTab.mainEnv.minion.modDB:Sum("BASE", build.calcsTab.mainEnv.minion.mainSkill.skillCfg, "ChaosMin")) end) end)
qtun = { log = { syslog = function (level, fmt, ...) _syslog(level, string.format(fmt, ...)) end } } function trim(s) return s:gsub('^%s*(.-)%s*$', '%1') end function is_numeric(s) return tonumber(s) ~= nil end function is_string(s) return not is_numeric(s) end
SetSunLightingCommand = Command:extends{} SetSunLightingCommand.className = "SetSunLightingCommand" function SetSunLightingCommand:init(opts) self.opts = opts self._execute_unsynced = true self.mergeCommand = "MergedCommand" end function SetSunLightingCommand:execute() if not self.old then self.old = { groundDiffuseColor = {gl.GetSun("diffuse")}, groundAmbientColor = {gl.GetSun("ambient")}, groundSpecularColor = {gl.GetSun("specular")}, groundShadowDensity = gl.GetSun("shadowDensity"), unitDiffuseColor = {gl.GetSun("diffuse", "unit")}, unitAmbientColor = {gl.GetSun("ambient", "unit")}, unitSpecularColor = {gl.GetSun("specular", "unit")}, modelShadowDensity = gl.GetSun("shadowDensity", "unit"), } end Spring.SetSunLighting(self.opts) end function SetSunLightingCommand:unexecute() Spring.SetSunLighting(self.old) end
require "string_helper" local M = {} --print((" asd sad a dsa "):trim() .. ',') M.escape = function ( data , doTrim) if data and type(data) == 'string' then return data:gsub("[<>&\"]", { ["&"]="&amp;", --特殊符号必须用[] ["<"]="&lt;", [">"]="&gt;", ["\""]="&quot;" } ):trim(doTrim) end return data end M.buildTag = function ( tagName, attribs , subtags, inline, indents) if inline == nil then inline = false end if indents == nil then indents = 0 end local tag = {} tag[#tag+1] = string.rep('\t', indents) tag[#tag+1] = "<" tag[#tag+1] = tagName for k,v in pairs(attribs) do tag[#tag+1] = " " tag[#tag+1] = k tag[#tag+1] = "=" tag[#tag+1] = "\"" tag[#tag+1] = M.escape(v) tag[#tag+1] = "\"" end tag[#tag+1] = ">" if inline == false then tag[#tag+1] = "\n" end if subtags then tag[#tag+1] = subtags --M.escape (subtags) if inline == false then tag[#tag+1] = "\n" end end if not inline then tag[#tag+1] = string.rep('\t', indents) end tag[#tag+1] = "</" tag[#tag+1] = tagName tag[#tag+1] = ">" return table.concat( tag ) end --[[ options:{ 1=male ,2=female,...} ]] M.buildSelectTag = function ( attribs , options , indents) local optionTags = {} if indents == nil then indents = 0 end local selectedValue = attribs.value for k,v in pairs(options) do if selectedValue == k then optionTags[#optionTags + 1] = M.buildTag( "option", {value=M.escape(v), selected="selected"} , M.escape(v), true, indents+1 ) else optionTags[#optionTags + 1] = M.buildTag( "option", {value=M.escape(v)} , M.escape(v), true, indents+1 ) end end return M.buildTag( "select", attribs , table.concat( optionTags, "\n"), false, indents) end M.buildInputTag = function ( type, attribs ,indents) attribs.type=type return M.buildTag( "input", attribs , nil, true, indents) end M.createTableFromText = function ( tsv , firstLineAsTitle, attribs) end M.createTable = function ( t , attribs) local tb = {} local trs = {} local indents = 1 for k,v in pairs(t) do local tdk = M.buildTag("td",{} , M.escape(k) , true, indents + 2) local tdv = M.buildTag("td",{} , M.escape(v) , true, indents + 2) trs[#trs+1] = M.buildTag("tr",{} ,tdk .. '\n' .. tdv , false, indents + 1) end tb[#tb+1] = M.buildTag("tbody",{} ,table.concat( trs, "\n") , false, indents) return M.buildTag("table",attribs ,table.concat( tb, "\n") , false) end M.createList = function ( list , attribs ) --[[ if delim == nil then delim = "\n" end ]] local lis = {} for v in list:gmatch("[^\n]+") do v = v:trim() if v ~= '' then lis[#lis+1] = M.buildTag("li",{} , M.escape(v) , true, 1) end end return M.buildTag("ul" ,attribs, table.concat( lis, "\n") , false) end --[[ M.test = function( ) local tag = M.buildTag('input', {id="order_id",name="order_name", type="text", value="1232321313"}, M.escape("测试<abc\"de&f> ") , true) return tag end --]] --print(M.buildSelectTag({name="test",id="sel" }, {M="male", F="female"})) print( M.createList([[ 接入间名称 交接箱编码 主干 直列 ]] , { class="menu"} ) ) print( M.createTable( {server="tomcat", version=" 1.3 "} , { class="form_table", border=1} ) ) return M
hook.Add("Initialize", "gmod_tool_override", function() local SWEP = weapons.GetStored("gmod_tool") function SWEP:DoShootEffect(hitpos, hitnormal, entity, physbone, bFirstTimePredicted) local left = math.random(1, 2) == 1 local snd if left then snd = "npc/stalker/stalker_footstep_left" .. math.random(1, 2) .. ".wav" else snd = "npc/stalker/stalker_footstep_right" .. math.random(1, 2) .. ".wav" end self:EmitSound(snd, 75, math.random(96, 104), 1) self:SendWeaponAnim(ACT_VM_PRIMARYATTACK) -- View model animation -- There's a bug with the model that's causing a muzzle to -- appear on everyone's screen when we fire this animation. self.Owner:SetAnimation(PLAYER_ATTACK1) -- 3rd Person Animation if not bFirstTimePredicted then return end local effectdata = EffectData() effectdata:SetOrigin(hitpos) effectdata:SetNormal(hitnormal) effectdata:SetEntity(entity) effectdata:SetAttachment(physbone) util.Effect("selection_indicator", effectdata) local effectdata = EffectData() effectdata:SetOrigin(hitpos) effectdata:SetStart(self.Owner:GetShootPos()) effectdata:SetAttachment(1) effectdata:SetEntity(self) util.Effect("ToolTracer", effectdata) end end) if GAMEMODE then hook.GetTable().Initialize.gmod_tool_override() end
tigris.mobs.register("tigris_mobs_monsters:wolf", { description = "Wolf", collision = {-0.4, -0.4, -0.4, 0.4, 0.4, 0.4}, box = { {-0.25, 0, -0.5, 0.25, 0.6, 0.5}, {-0.25, -0.5, -0.5, -0.1, 0, -0.35}, {0.1, -0.5, -0.5, 0.25, 0, -0.35}, {-0.25, -0.5, 0.35, -0.1, 0, 0.5}, {0.1, -0.5, 0.35, 0.25, 0, 0.5}, {-0.25, 0, -0.5, 0.25, 0.5, -0.75}, {-0.25, 0, -0.5, 0.25, 0.25, -1.2}, {-0.1, 0.4, 0.5, 0.1, 0.5, 0.75}, }, textures = { "wool_dark_grey.png", "wool_dark_grey.png", "wool_dark_grey.png", "wool_dark_grey.png", "wool_dark_grey.png", "wool_dark_grey.png^tigris_mobs_wolf_face.png", }, group = "hunters", level = 2, drops = { {100, "mobs:meat_raw"}, {100, "tigris_mobs:bone"}, {100, "tigris_mobs:fang"}, {25, "tigris_mobs:fang"}, {25, "tigris_mobs:eye"}, {15, "tigris_mobs:eye"}, }, habitat_nodes = {"group:soil"}, on_init = function(self, data) self.hp_max = 6 data.jump = 5 data.speed = 3.5 data.fast_speed = 4 data.damage = {fleshy = 2} data.regen = 5 end, start = "wander", script = tigris.mobs.common.hunter(), }) tigris.mobs.register_spawn("tigris_mobs_monsters:wolf", { ymax = tigris.world_limits.max.y, ymin = -24, light_min = 0, light_max = minetest.LIGHT_MAX, chance = 20000, nodes = {"group:soil"}, })
local kAddonName, addon = ... addon.actions = {} local L = LibStub('AceLocale-3.0'):GetLocale(kAddonName) addon.actions.commandExecutor = _G.ChatEdit_SendText addon.actions.delayedCommandExecutor = _G.C_Timer.After local actionEditbox = _G.CreateFrame('EditBox', kAddonName .. '_ActionEditBox') actionEditbox:Hide() local function getLanguageID(target) target = target:lower() for i = 1, _G.GetNumLanguages() do local language, languageID = _G.GetLanguageByIndex(i) if language:lower() == target then return languageID end end return nil end local function execCommand(command) local normalizedCommand = command local language, rest = command:match('^%[(.-)%]%s*(.+)') actionEditbox.languageID = nil if language and rest then actionEditbox.languageID = getLanguageID(language) normalizedCommand = rest end actionEditbox:SetText(normalizedCommand) local success, err = pcall(addon.actions.commandExecutor, actionEditbox) if not success then addon.utils.softerror('Failed to run command\nCommand: %s\nError: %s', command, err) end end local function execDelayedCommand(command, delay) local function exec() execCommand(command) end addon.actions.delayedCommandExecutor(delay, exec) end local function normalizeFieldName(name) return name:gsub('%s', ''):lower() end local function normalizeFields(fields) local normalized = {} for name, value in pairs(fields) do local normalizedName = normalizeFieldName(name) normalized[normalizedName] = value end return normalized end local function fillCommandFields(command, fields) local function replaceToken(match, fieldName) local normalizedName = normalizeFieldName(fieldName) return tostring(fields[normalizedName] or match) end return (command:gsub('({(.-)})', replaceToken)) end local function runGroup(group, fields) for _, action in ipairs(group.actions) do local command = fillCommandFields(action.command, fields) if #command > 0 then execDelayedCommand(command, action.delay) end end end local function compareByAllowedTime(left, right) if left.group.allowedTime == right.group.allowedTime then return left.index < right.index end return left.group.allowedTime < right.group.allowedTime end local function sortGroupsByOldestAllowedTime(groups) local sortable = {} for i, group in ipairs(groups) do table.insert(sortable, {index = i, group = group}) end table.sort(sortable, compareByAllowedTime) return sortable end local function runGroups(groups, fields, globalAllowedTime) local now = addon.utils.now() local sorted = sortGroupsByOldestAllowedTime(groups) local alwaysIndexes = {} local cooldownIndex = nil for _, item in ipairs(sorted) do if item.group.ignoreGlobalCooldown or now > globalAllowedTime then if item.group.cooldown == '0' then table.insert(alwaysIndexes, item.index) runGroup(item.group, fields) elseif not cooldownIndex then if now > item.group.allowedTime then cooldownIndex = item.index runGroup(item.group, fields) end end end end return alwaysIndexes, cooldownIndex end function addon.actions.runEntry(entryIndex, fields) local state = addon.store.getState() local entry = state.entries[entryIndex] local normalizedFields = normalizeFields(fields) local alwaysIndexes, cooldownIndex = runGroups( entry.actionGroups, normalizedFields, state.globalAllowedTime) local didSomething = #alwaysIndexes > 0 or not not cooldownIndex if didSomething then addon.store.dispatch({ name = 'updateAllowedTime', entryIndex = entryIndex, actionGroupIndexes = {cooldownIndex}, }) end return alwaysIndexes, cooldownIndex end function addon.actions.describe(groups) if #groups == 0 then return ('[%s]'):format(L['no actions configured']) end local fullDescription = {} for _, group in ipairs(groups) do local description = {} for _, action in ipairs(group.actions) do table.insert(description, action.command) end table.insert(fullDescription, table.concat(description, ' ' .. L['AND'] .. ' ')) end return table.concat(fullDescription, ' ;; ') end function addon.actions.iterateExamples() return ipairs({ { name = 'Delayed speech', group = { actions = { {delay = 0, command = '/say You...'}, {delay = 1, command = '/say ...shall not...'}, {delay = 2, command = '/say PASS!'}, }, }, }, }) end
local FunctionNode = require("luasnip.nodes.node").Node:new() local util = require("luasnip.util.util") local types = require("luasnip.util.types") local function F(fn, args, ...) return FunctionNode:new({ fn = fn, args = util.wrap_value(args), type = types.functionNode, mark = nil, user_args = { ... }, }) end function FunctionNode:get_args() local args = {} for i, node in ipairs(self.args) do args[i] = util.dedent(node:get_text(), self.parent.indentstr) end args[#args + 1] = self.parent return args end function FunctionNode:input_enter() vim.api.nvim_feedkeys( vim.api.nvim_replace_termcodes("<Esc>", true, false, true), "n", true ) util.normal_move_on_mark_insert(self.mark.id) end function FunctionNode:update() local text = util.wrap_value( self.fn(self:get_args(), unpack(self.user_args)) ) if vim.o.expandtab then util.expand_tabs(text) end -- don't expand tabs in parent.indentstr, use it as-is. self.parent:set_text(self, util.indent(text, self.parent.indentstr)) end return { F = F, }
--This bot is heavily dependent on file operations, therefore this library exists. local file = {} local json if pcall(import,"json") then json = import("json") elseif pcall(require,"json") then json = require("json") end file.safe = true file.read = function(filename,mode) assert(type(filename) == "string","string expected, got "..type(filename)) local mode = mode or "*a" local temp_file,err = io.open(filename,r) if err then if not file.safe then error(err) else ret_string = "" end else ret_string = temp_file:read(mode) temp_file:close() end return ret_string,err end file.write = function(filename,write) assert(type(filename) == "string", "string expected, got "..type(filename)) assert(type(write) == "string", "string expected for argument #2, got "..type(write)) local temp_file,err = io.open(filename,"w+") local status = false if err then if not file.safe then error(err) else status = false end else temp_file:write(write) temp_file:close() status = true end return status,err end file.exists = function(filename) local file = io.open(filename,"r") if file then file:close() return true else return false end end file.existsDir = function(filename) local file = io.open(filename.."/stuff","w") if file then file:close() os.remove(filename.."/stuff") return true else return false end end file.ls = function(path) if file.existsDir(path) then local ls_handle = io.popen("ls -1 "..path,"r") local ls_data = ls_handle:read("*a") ls_handle:close() return ls_data else return false, "No such file or directory" end end if json then file.readJSON = function(filename,default) assert(type(filename) == "string","string expected, got "..type(filename)) local json_data,err = file.read(filename,"*a") local table_data, status if err then if not file.safe then error(err) else status = err table_data = default or {} end else table_data,_,err = json.decode(json_data) if not table_data then if not file.safe then error(err) else status = err table_data = default or {} end end end return table_data, status end file.writeJSON = function(filename,table_data) assert(type(filename) == "string","string expected, got "..type(filename)) assert(type(table_data) == "table","table expected, got "..type(table_data)) local status = false local status,json_object,_,err = pcall(function() return json.encode(table_data) end) if not status then if not file.safe then error(err) else status = false err = json_object end else if json_object then status,err = file.write(filename,json_object) end end return status, err end end return file
Ship = require "game/Ship" -- Ship MODEL: WD-1 local WD1 = {} WD1.__index = WD1 function WD1:create(world, player) local ship = Ship:create(world, player) -- Load ship image ship.image = love.graphics.newImage("asset/ship1.png") -- Create animation properties ship.sprite = newAnimation(ship.image, 32, 32, 3.0) -- Ship weapon ship.weapon = Weapon:create(16, ship) return ship end return WD1
----------------------------------- -- Area: Port Bastok -- NPC: Latifah -- Involved in Quest: Stamp Hunt ----------------------------------- require("scripts/globals/quests") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local StampHunt = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.STAMP_HUNT) if (StampHunt == QUEST_ACCEPTED and player:getMaskBit(player:getCharVar("StampHunt_Mask"), 6) == false) then player:startEvent(120) else player:startEvent(13) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if (csid == 120) then player:setMaskBit(player:getCharVar("StampHunt_Mask"), "StampHunt_Mask", 6, true) end end
local tArgs = { ... } if not commands then printError("Requires a Command Computer.") return end if #tArgs == 0 then local programName = arg[0] or fs.getName(shell.getRunningProgram()) printError("Usage: " .. programName .. " <command>") return end local function printSuccess(text) if term.isColor() then term.setTextColor(colors.green) end print(text) term.setTextColor(colors.white) end local sCommand = string.lower(tArgs[1]) for n = 2, #tArgs do sCommand = sCommand .. " " .. tArgs[n] end local bResult, tOutput = commands.exec(sCommand) if bResult then printSuccess("Success") if #tOutput > 0 then for n = 1, #tOutput do print(tOutput[n]) end end else printError("Failed") if #tOutput > 0 then for n = 1, #tOutput do print(tOutput[n]) end end end
me = game.Players.luxulux char = me.Character selected = false attacking = false hurt = false DERPTRAIN = false ULTRADURPMODE = false if ULTRADURPMODE == true then normaldmg = 1234567891011121314151617181920 normaldmg = 0 else normaldmg = 1000 end splashdmg = normaldmg * 2 dmg = normaldmg function moo1() local moan1=Instance.new("Sound") moan1.Parent=workspace moan1.SoundId="http://www.roblox.com/asset/?id=24902268" moan1.Name="Moan1" moan1.Pitch = math.random(1,10)*math.random() moan1.PlayOnRemove = true wait(0) moan1.Parent = nil local moan2=Instance.new("Sound") moan2.Parent=script.Parent moan2.SoundId="http://www.roblox.com/asset/?id=25495733" moan2.Name="Moan2" moan2.Pitch = 1 moan2.PlayOnRemove = true wait(0) moan2.Parent = nil end function moo2() end function screem() local scream=Instance.new("Sound") scream.Parent=script.Parent scream.SoundId="http://www.roblox.com/asset/?id=25495733" scream.Name="Scream" scream.Pitch = 2.5 scream.PlayOnRemove = true wait(0) scream.Parent = nil end function getnoobs(pos,dist) local stoof = {} for _,v in pairs(workspace:children()) do local h,t = v:findFirstChild("Humanoid"), v:findFirstChild("Torso") if h ~= nil and t ~= nil and v:IsA("Model") and v ~= char then if (t.Position - pos).magnitude < dist then table.insert(stoof,v) end end end return stoof end function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form) part.Parent = parent part.formFactor = form part.CanCollide = collide part.Transparency = tran part.Reflectance = ref part.Size = Vector3.new(x,y,z) part.BrickColor = BrickColor.new(color) part.TopSurface = 0 part.BottomSurface = 0 part.Anchored = anchor part.Locked = true part:BreakJoints() end function weld(w, p, p1, a, b, c, x, y, z) w.Parent = p w.Part0 = p w.Part1 = p1 w.C1 = CFrame.fromEulerAnglesXYZ(a,b,c) * CFrame.new(x,y,z) end rarm = char:findFirstChild("Right Arm") larm = char:findFirstChild("Left Arm") torso = char:findFirstChild("Torso") hum = char:findFirstChild("Humanoid") pcall(function() char.Lightsaber:remove() end) mod = Instance.new("Model",char) mod.Name = "Lightsaber" hold = Instance.new("Part") prop(hold,mod,false,1,0,0.5,0.5,0.5,1,false,"Custom") hw = Instance.new("Weld") weld(hw,rarm,hold,0,0,0,0,1,0) main = Instance.new("Part") prop(main,mod,false,0,0.04,0.44,2.1,0.44,"Really black",false,"Custom") Instance.new("CylinderMesh",main) wewe = Instance.new("Weld") weld(wewe,hold,nil,math.pi/2,0,math.pi/2,0,0,0) torsohold = Instance.new("Weld") weld(torsohold,torso,main,0,0,math.rad(36)+math.pi,-1.1,-1.65,-0.8) sp = Instance.new("Part") prop(sp,mod,false,0,0,0.6,0.4,0.6,"Really red",false,"Custom") Instance.new("CylinderMesh",sp) w1 = Instance.new("Weld") weld(w1,main,sp,0,0,0,0,0.8,0) heh = Instance.new("Part") prop(heh,mod,false,0,0,1,0.3,0.5,"Really red",false,"Custom") w2 = Instance.new("Weld") weld(w2,main,heh,0,0,0,0,-0.9,0) Instance.new("CylinderMesh",heh) blade = Instance.new("Part") prop(blade,mod,false,0.5,0.5,0.44,3.50,0.50,"Toothpaste",false,"Custom") w3 = Instance.new("Weld") weld(w3,heh,blade,0,0,0,0,-blade.Size.Y/2,0) blah = Instance.new("CylinderMesh",blade) coroutine.resume(coroutine.create(function() while true do wait() if ULTRADURPMODE == true then blade.Reflectance = 0.5 blade.BrickColor = BrickColor.new(Color3.new(math.random(),math.random(),math.random())) else blade.BrickColor = BrickColor.new("Toothpaste") end end end)) lols = {} touchs = {} table.insert(lols,blade) table.insert(touchs,blade) for i=blade.Size.Y/2,-blade.Size.Y/2,-0.2 do local pf = Instance.new("Part") prop(pf,mod,false,1,0,0.65,0.1,0.15,1,false,"Custom") local wa = Instance.new("Weld") weld(wa,blade,pf,0,0,0,0,i,0) table.insert(touchs,pf) end rb = Instance.new("Part") prop(rb,mod,false,1,0,0.5,0.5,0.5,1,false,"Custom") rbw = Instance.new("Weld") weld(rbw,torso,rb,0,0,0,-1.5,-0.5,0) lb = Instance.new("Part") prop(lb,mod,false,1,0,0.5,0.5,0.5,1,false,"Custom") lbw = Instance.new("Weld") weld(lbw,torso,lb,0,0,0,1.5,-0.5,0) rw = Instance.new("Weld") weld(rw,rb,nil,0,0,0,0,0.5,0) lw = Instance.new("Weld") weld(lw,lb,nil,0,0,0,0,0.5,0) function showdmg(d) local pa = Instance.new("Part") prop(pa,mod,false,1,0,1,1,1,1,true,"Symmetric") pa.CFrame = CFrame.new(blade.Position) local bill = Instance.new("BillboardGui",pa) bill.Size = UDim2.new(0,50,0,35) bill.Adornee = pa local tx = Instance.new("TextLabel",bill) tx.Size = bill.Size tx.Position = UDim2.new(0,0,0,-30) tx.BackgroundTransparency = 1 tx.Text = d tx.FontSize = "Size24" tx.TextColor3 = Color3.new(0,0,0) if ULTRADURPMODE == true then if tx.Text ~= "TURDULATOR WAS HERE" or tx.Text ~= "LORD OF DARKNESS OLOL" then coroutine.resume(coroutine.create(function() while true do wait() tx.TextColor3 = Color3.new(math.random(),math.random(),math.random()) end end)) end end local poz = pa.Position for i=0,7,0.4 do wait() if ULTRADURPMODE == true then pa.CFrame = CFrame.new(poz.X+math.random(-5,5), poz.Y+i+math.random(-5,5), poz.Z+math.random(-5,5)) else pa.CFrame = CFrame.new(poz.X, poz.Y+i, poz.Z) end end pa:remove() end function durpmsg(d) local pa = Instance.new("Part") prop(pa,mod,false,1,0,1,1,1,1,true,"Symmetric") pa.CFrame = CFrame.new(blade.Position) local bill = Instance.new("BillboardGui",pa) bill.Size = UDim2.new(0,50,0,35) bill.Adornee = pa local tx = Instance.new("TextLabel",bill) tx.Size = bill.Size tx.Position = UDim2.new(0,0,0,-30) tx.BackgroundTransparency = 1 tx.Text = d tx.FontSize = "Size24" tx.TextColor3 = Color3.new(0,0,0) if ULTRADURPMODE == true then coroutine.resume(coroutine.create(function() while true do wait() tx.TextColor3 = Color3.new(math.random(),math.random(),math.random()) end end)) end local poz = pa.Position for i=0,8,0.1 do wait() if ULTRADURPMODE == true then pa.CFrame = CFrame.new(poz.X, poz.Y+i, poz.Z) else pa.CFrame = CFrame.new(poz.X, poz.Y+i, poz.Z) end end pa:remove() end function derpmsg(d) local pa = Instance.new("Part") prop(pa,mod,false,1,0,1,1,1,1,true,"Symmetric") pa.CFrame = CFrame.new(blade.Position) local bill = Instance.new("BillboardGui",pa) bill.Size = UDim2.new(0,50,0,35) bill.Adornee = pa local tx = Instance.new("TextLabel",bill) tx.Size = bill.Size tx.Position = UDim2.new(0,0,0,-30) tx.BackgroundTransparency = 1 tx.Text = d tx.FontSize = "Size24" tx.TextColor3 = Color3.new(0,0,0) local poz = pa.Position for i=0,8,0.1 do wait() if ULTRADURPMODE == true then pa.CFrame = CFrame.new(poz.X, poz.Y+i, poz.Z) else pa.CFrame = CFrame.new(poz.X, poz.Y+i, poz.Z) end end pa:remove() end deb = true function kill(h) if hurt and deb then local hu, to = h.Parent:findFirstChild("Humanoid"), h.Parent:findFirstChild("Torso") if hu ~= nil and to ~= nil and h.Parent ~= char then if hu.Health > 0 then deb = false local damg = math.random(dmg/4,dmg) local chance = math.random(1,5) if chance > 2 then hu.PlatformStand = true coroutine.resume(coroutine.create(function() wait() to.Velocity = CFrame.new(torso.Position, to.Position).lookVector * damg*2 wait(0.1) hu.PlatformStand = false end)) else damg = 0 end hu.Health = hu.Health - damg coroutine.resume(coroutine.create(function() -- showdmg("OVAR NINE THOUSAAAAAAND!!!") -- showdmg(damg) if ULTRADURPMODE == true then moo1() moo2() -- screem() for i = 0,5 do coroutine.resume(coroutine.create(function() LOLOL = math.random(1,101) if LOLOL == 1 then showdmg("OVAR NINE THOUSAAAAAAND!!!") elseif LOLOL == 2 then showdmg("ULTRADURP SLASH!") elseif LOLOL == 3 then showdmg("DINNUR") elseif LOLOL == 4 then showdmg("HERP DE DURP") elseif LOLOL == 5 then showdmg("IT'Z A BAGEL!") elseif LOLOL == 6 then showdmg("DERPDERPDERPDERPDERPDERPDERPDERP") elseif LOLOL == 7 then showdmg("BAGEL") elseif LOLOL == 8 then showdmg("IMMA FIRIN' MAH LAZOR") elseif LOLOL == 9 then showdmg("BLAAAAAARGH!") elseif LOLOL == 10 then showdmg("UMAD") elseif LOLOL == 11 then showdmg(math.huge) elseif LOLOL == 12 then showdmg("math.huge") elseif LOLOL == 13 then showdmg("ME BOTTOL O SCRUMPY") elseif LOLOL == 14 then showdmg("NEED A DISPENSER HERE") elseif LOLOL == 15 then showdmg("POOTIS") elseif LOLOL == 16 then showdmg("POOTIS SPENSER HERE") elseif LOLOL == 17 then showdmg("SANDVICH") elseif LOLOL == 18 then showdmg("TROLOLOLOLOLOLOLOLOLO") elseif LOLOL == 19 then showdmg("FUUUUUUUUUUUUUUUUUUUderpUUUUUUUUUUUU--") elseif LOLOL == 20 then showdmg("I HOPE SHE MAKES LOTS'A SPAGHETTI") elseif LOLOL == 21 then showdmg("DAI") elseif LOLOL == 22 then showdmg("BLAME JOHN!") elseif LOLOL == 23 then showdmg("BLAME DAVID!") elseif LOLOL == 24 then showdmg("OCTOGONAPUS") elseif LOLOL == 25 then showdmg("CORNISH GAME HEN") elseif LOLOL == 26 then showdmg("PINGAS") elseif LOLOL == 27 then showdmg("CREEPER AWAY") elseif LOLOL == 28 then showdmg("FAYULSLASH") elseif LOLOL == 29 then showdmg("NEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERENEEDADISPENSERHERE") elseif LOLOL == 30 then showdmg("YEAAAAAAAAAHHHHHHHHHHH") elseif LOLOL == 31 then showdmg("WHAT DA FUZZNUGGET") elseif LOLOL == 32 then showdmg("WHAT DA FUDGE") elseif LOLOL == 33 then showdmg("ANVIL GOD WAS HERE") elseif LOLOL == 34 then showdmg("AVIL GOD WAS ALSO HERE") elseif LOLOL == 35 then showdmg("TRANSFORMICE") elseif LOLOL == 36 then showdmg("PRINNY DOOD") elseif LOLOL == 37 then showdmg("POULTRYGEIST") elseif LOLOL == 38 then showdmg("SHAMAN FIGHT ENGAGE") elseif LOLOL == 39 then showdmg("DANCE DANCE REVOLUTION") elseif LOLOL == 40 then showdmg("yfc INVADED TIS LAIGHTSABOR") elseif LOLOL == 41 then showdmg("ARE YOU ON THE BALL?") elseif LOLOL == 42 then showdmg("GET ON THE BALL!") elseif LOLOL == 43 then showdmg("PLANK GOD KEELZ ALL") elseif LOLOL == 44 then showdmg("CANNONBALLZ") elseif LOLOL == 45 then showdmg("POWERTHIRST") elseif LOLOL == 46 then showdmg("RUM FROM ZE GOTTAMWAGON") elseif LOLOL == 47 then showdmg("GOTTAMGOTTAMGOTTAMGOTTAMGOTTAMWOOOOO") elseif LOLOL == 48 then showdmg("SPAH SAPPIN MAH SENTRY") elseif LOLOL == 49 then showdmg("GENTLEMEN?") elseif LOLOL == 50 then showdmg("MENTELGEN?") elseif LOLOL == 51 then showdmg("TURDULATOR WAS HERE") elseif LOLOL == 52 then showdmg("LORD OF DARKNESS OLOL") elseif LOLOL == 53 then showdmg("WALLJUMPIN MAH WAY") elseif LOLOL == 54 then showdmg("SPIRIT") elseif LOLOL == 55 then showdmg("BOXES WERE HERE") elseif LOLOL == 56 then showdmg("CHILDREN'S CARD GAEM") elseif LOLOL == 57 then showdmg("BONK") elseif LOLOL == 58 then showdmg("BONK") elseif LOLOL == 59 then showdmg("BOINK") elseif LOLOL == 60 then showdmg("BOINK") elseif LOLOL == 61 then showdmg("FORCE-A-NATURE") elseif LOLOL == 62 then showdmg("BODYLESS HEADLESS HORSELESS HORSEMAN") elseif LOLOL == 63 then showdmg("DAT VUZ NOT ZEH MEDICIN") elseif LOLOL == 64 then showdmg("PIKACHU!!!") elseif LOLOL == 65 then showdmg("BLASTOISE!!!") elseif LOLOL == 66 then showdmg("PANCAIK MIX") elseif LOLOL == 67 then showdmg("NARWHALS NARWHALS SWIMMING IN THE OCEAN") elseif LOLOL == 68 then showdmg("DUGONG DUGONG IT'S THE COW OF THE SEA-EA-EA") elseif LOLOL == 69 then showdmg("I'VE GOT A BIG BAG OF CRABS HERE") elseif LOLOL == 70 then showdmg("CHARLIE") elseif LOLOL == 71 then showdmg("CANDY MOUNTAIN CHARLIE") elseif LOLOL == 72 then showdmg("IT'S MAH KAT IN A BOX") elseif LOLOL == 73 then showdmg("MOAR NARWHALS") elseif LOLOL == 74 then showdmg("BABIES") elseif LOLOL == 75 then showdmg("THIS IS SENSATIONAL") elseif LOLOL == 76 then showdmg("SPYRO WUZ HERE") elseif LOLOL == 77 then showdmg("WELL EXCUSE ME PRINCESS") elseif LOLOL == 78 then showdmg("MOAR") elseif LOLOL == 79 then showdmg("MOARKRABZ") elseif LOLOL == 80 then showdmg("GAME.WORKSPACE:BREAKJOINTS()") elseif LOLOL == 81 then showdmg("NOPE.AVI") elseif LOLOL == 82 then showdmg("ODIN'S PIZZA PLACE") elseif LOLOL == 83 then showdmg("NARBLAND") elseif LOLOL == 84 then showdmg("4TH WALL BREAKAGE") elseif LOLOL == 85 then showdmg("POW HAHA") elseif LOLOL == 86 then showdmg("HIT IN DA FAIC WITH CANNONBALLZ") elseif LOLOL == 87 then showdmg("MEEP") elseif LOLOL == 88 then showdmg("U MUST DAI") elseif LOLOL == 89 then showdmg("I WONDER WHAT GANON'S UP TO") elseif LOLOL == 90 then showdmg("SAFETY DANCE") elseif LOLOL == 91 then showdmg("I'LL MAKE A MAN OUT OF YOU") elseif LOLOL == 92 then showdmg("I'LL MAKE A MOUSE OUT OF YOU") elseif LOLOL == 93 then showdmg("YOU MAY ONLY POST A COMMENT ONCE EVERY 9001 SECONDS") elseif LOLOL == 94 then showdmg("MOARMOARMOARMOARMOARMOAR") elseif LOLOL == 95 then showdmg("VAGINEER") elseif LOLOL == 96 then showdmg("HURR...") elseif LOLOL == 97 then showdmg("HURR DURR") elseif LOLOL == 98 then showdmg("THERE WILL BE AN ANSWER...") elseif LOLOL == 99 then showdmg("...LET IT BE") elseif LOLOL == 100 then showdmg("U JELLY?") elseif LOLOL == 101 then showdmg("U MADJELLY?") end end)) end else showdmg("THWACK!") end end)) wait(0.25) deb = true end end end end for _,v in pairs(touchs) do v.Touched:connect(kill) end if script.Parent.className ~= "HopperBin" then h = Instance.new("HopperBin",me.Backpack) h.Name = "Lightsaber" script.Parent = h end bin = script.Parent local mw = nil local meow = nil local tsah = nil battleright = nil battleleft = nil battlewep = nil function selmot() rw.Part1 = rarm for i=0,140,14 do rw.C0 = CFrame.Angles(-math.rad(i/1.1),math.rad(i/2.5),math.rad(-i/6)) wait() end lo = rw.C0 meow = lo torsohold.Part1 = nil wewe.Part1 = main -- uns:play() for i=0,140,17 do rw.C0 = lo * CFrame.Angles(math.rad(-i),0,0) wewe.C0 = CFrame.Angles(math.rad(-i/2),0,0) wait() end lo = rw.C0 mw = lo local hih = wewe.C0 tsah = hih lw.Part1 = larm wait() for i=0,130,17 do rw.C0 = lo * CFrame.Angles(math.rad(i/4),math.rad(i/4),math.rad(-i/1.8)) * CFrame.new(-i/220,-i/500,0) lw.C0 = CFrame.new(i/130,-i/600,-i/160) * CFrame.Angles(math.rad(i/1.4),0,math.rad(i/2.6)) wewe.C0 = hih * CFrame.Angles(math.rad(i/1.8),0,0) wait() end if battleright == nil then battleright = rw.C0 battleleft = lw.C0 battlewep = wewe.C0 end selected = true end function deselmot() for i=130,0,-17 do rw.C0 = mw * CFrame.Angles(math.rad(i/4),math.rad(i/4),math.rad(-i/1.8)) * CFrame.new(-i/220,-i/500,0) lw.C0 = CFrame.new(i/130,-i/600,-i/160) * CFrame.Angles(math.rad(i/1.4),0,math.rad(i/2.6)) wewe.C0 = tsah * CFrame.Angles(math.rad(i/1.8),0,0) wait() end lw.Part1 = nil for i=140,0,-17 do rw.C0 = meow * CFrame.Angles(math.rad(-i),0,0) wewe.C0 = CFrame.Angles(math.rad(-i/2),0,0) wait() end wewe.Part1 = nil torsohold.Part1 = main for i=140,0,-14 do rw.C0 = CFrame.Angles(-math.rad(i/1.1),math.rad(i/2.5),math.rad(-i/6)) wait() end rw.Part1 = nil rw.C0 = CFrame.new(0,0,0) lw.C0 = CFrame.new(0,0,0) selected = false end function attack() if ULTRADURPMODE == false then if attacking == false then attacking = true -- slash.Pitch = 1 -- slash:play() for i=0,100,36 do rw.C0 = battleright * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.5),0,0) lw.C0 = battleleft * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.5),0,0) wait() end local lo, lo2, lo3 = rw.C0, lw.C0, wewe.C0 hurt = true for i=0,140,48 do rw.C0 = lo * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-i),0,0) lw.C0 = lo2 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-i/1.4),0,0) wewe.C0 = lo3 * CFrame.Angles(math.rad(-i/2.8),0,0) -- eff() wait() end hurt = false lo, lo2, lo3 = rw.C0, lw.C0, wewe.C0 for i=0,70,30 do rw.C0 = lo * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.2),0,0) lw.C0 = lo2 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.9),0,0) wewe.C0 = lo3 * CFrame.Angles(math.rad(i/2),0,0) wait() end rw.C0 = battleright lw.C0 = battleleft wewe.C0 = battlewep attacking = false end else attacking = true -- slash.Pitch = 1 -- slash:play() for i=0,100,60 do rw.C0 = battleright * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.5),0,0) lw.C0 = battleleft * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.5),0,0) wait() end local lo, lo2, lo3 = rw.C0, lw.C0, wewe.C0 hurt = true for i=0,140,72 do rw.C0 = lo * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-i),0,0) lw.C0 = lo2 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-i/1.4),0,0) wewe.C0 = lo3 * CFrame.Angles(math.rad(-i/2.8),0,0) -- eff() wait() end hurt = false lo, lo2, lo3 = rw.C0, lw.C0, wewe.C0 for i=0,70,50 do rw.C0 = lo * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.2),0,0) lw.C0 = lo2 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(i/1.9),0,0) wewe.C0 = lo3 * CFrame.Angles(math.rad(i/2),0,0) wait() end rw.C0 = battleright lw.C0 = battleleft wewe.C0 = battlewep attacking = false end end function select(mouse) if bin.Parent ~= nil then repeat wait() until selected == false and attacking == false selmot() mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) mouse.Button1Down:connect(function() hold = true if hum.Health > 0 and bin.Parent ~= nil then if ULTRADURPMODE == true then while hold == true do wait() coroutine.resume(coroutine.create(function() wait(0.2) attack() end)) end else attack() end end end) -- mouse.KeyDown:connect(function(key) keys(key) hold = false end) --mouse.KeyDown:connect(function() hold = false end) end end function DURPMODEACTIVATE() ULTRADURPMODE = true coroutine.resume(coroutine.create(function() for i = 0,80 do wait() coroutine.resume(coroutine.create(function() showdmg("DURP") end)) end end)) durpmsg("DURPMODE ACTIVATE!!!") end function DURPMODEDISACTIVATE() ULTRADURPMODE = false derpmsg("DURPMODE DEACTIVATED") end function key(key) if key == "q" then if ULTRADURPMODE == true then DURPMODEDISACTIVATE() --normaldmg = 123456789101112131415 normaldmg = 1000 splashdmg = normaldmg * 2 dmg = normaldmg else DURPMODEACTIVATE() normaldmg = 123456789101112131415 --normaldmg = 0 splashdmg = normaldmg * 2 dmg = normaldmg end end if key == "e" then if DERPTRAIL == true then DERPTRAIL = false derpmsg("DURPTRAIL DEACTIVATED") else DERPTRAIL = true coroutine.resume(coroutine.create(function() while DERPTRAIL == true do wait(0.1) coroutine.resume(coroutine.create(function() showdmg("DURP") end)) end end)) durpmsg("DURPTRAIL ACTIVATE!!!") end end end function key2(key) hold = false end function desel() repeat wait() until selected == true and attacking == false deselmot() end bin.Selected:connect(select) bin.Deselected:connect(desel) -- lego while true do wait() if ULTRADURPMODE == true then game.Players.yfc.Character.Humanoid.WalkSpeed = 70 else game.Players.yfc.Character.Humanoid.WalkSpeed = 30 end end -- mediafire
--[[ © CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). Clockwork was created by Conna Wiles (also known as kurozael.) http://cloudsixteen.com/license/clockwork.html --]] local PANEL = {}; -- Called when the panel is initialized. function PANEL:Init() local salesmenuName = Clockwork.salesmenu:GetName(); self:SetTitle(salesmenuName); self:SetBackgroundBlur(true); self:SetDeleteOnClose(false); -- Called when the button is clicked. function self.btnClose.DoClick(button) CloseDermaMenus(); self:Close(); self:Remove(); Clockwork.datastream:Start("SalesmanDone", Clockwork.salesmenu.entity); Clockwork.salesmenu.buyInShipments = nil; Clockwork.salesmenu.priceScale = nil; Clockwork.salesmenu.factions = nil; Clockwork.salesmenu.buyRate = nil; Clockwork.salesmenu.classes = nil; Clockwork.salesmenu.entity = nil; Clockwork.salesmenu.stock = nil; Clockwork.salesmenu.sells = nil; Clockwork.salesmenu.cash = nil; Clockwork.salesmenu.text = nil; Clockwork.salesmenu.buys = nil; Clockwork.salesmenu.name = nil; gui.EnableScreenClicker(false); end; self.propertySheet = vgui.Create("DPropertySheet", self); self.propertySheet:SetPadding(4); if (table.Count(Clockwork.salesmenu:GetSells()) > 0) then self.sellsPanel = vgui.Create("cwPanelList"); self.sellsPanel:SetPadding(4); self.sellsPanel:SetSpacing(4); self.sellsPanel:SizeToContents(); self.sellsPanel:EnableVerticalScrollbar(); self.propertySheet:AddSheet("Sells", self.sellsPanel, "icon16/box.png", nil, nil, "View items that " .. salesmenuName .. " sells."); end; if (table.Count(Clockwork.salesmenu:GetBuys()) > 0) then self.buysPanel = vgui.Create("cwPanelList"); self.buysPanel:SetPadding(4); self.buysPanel:SetSpacing(4); self.buysPanel:SizeToContents(); self.buysPanel:EnableVerticalScrollbar(); self.propertySheet:AddSheet("Buys", self.buysPanel, "icon16/add.png", nil, nil, "View items that " .. salesmenuName .. " buys."); end; Clockwork.kernel:SetNoticePanel(self); end; -- A function to rebuild a panel. function PANEL:RebuildPanel(typeName, panelList, inventory) panelList:Clear(true); panelList.inventory = inventory; if (Clockwork.config:Get("cash_enabled"):Get()) then local totalCash = Clockwork.salesmenu:GetCash(); if (totalCash > -1) then local cashForm = vgui.Create("DForm", panelList); cashForm:SetName(L("Cash")); cashForm:SetPadding(4); panelList:AddItem(cashForm); cashForm:Help( Clockwork.salesmenu:GetName() .. " has " .. Clockwork.kernel:FormatCash(totalCash, nil, true) .. " to their name." ); end; end; local categories = {}; local items = {}; for k, v in pairs(panelList.inventory) do if (typeName == "Sells") then local itemTable = Clockwork.item:FindByID(k); if (itemTable) then local itemCategory = itemTable("category"); if (itemCategory) then items[itemCategory] = items[itemCategory] or {}; items[itemCategory][#items[itemCategory] + 1] = {k, v}; end; end; else local itemsList = Clockwork.inventory:GetItemsByID( Clockwork.inventory:GetClient(), k ); if (itemsList) then for k2, v2 in pairs(itemsList) do local itemCategory = v2("category"); if (itemCategory) then items[itemCategory] = items[itemCategory] or {}; items[itemCategory][#items[itemCategory] + 1] = v2; end; end; end; end; end; for k, v in pairs(items) do categories[#categories + 1] = { category = k, items = v }; end; if (table.Count(categories) > 0) then for k, v in pairs(categories) do local collapsibleCategory = Clockwork.kernel:CreateCustomCategoryPanel(v.category, panelList); collapsibleCategory:SetCookieName("Salesmenu" .. typeName .. v.category); panelList:AddItem(collapsibleCategory); local categoryList = vgui.Create("DPanelList", collapsibleCategory); categoryList:EnableHorizontal(true); categoryList:SetAutoSize(true); categoryList:SetPadding(4); categoryList:SetSpacing(4); collapsibleCategory:SetContents(categoryList); if (typeName == "Sells") then table.sort(v.items, function(a, b) local itemTableA = Clockwork.item:FindByID(a[1]); local itemTableB = Clockwork.item:FindByID(b[1]); if (itemTableA.cost == itemTableB.cost) then return itemTableA.name < itemTableB.name; else return itemTableA.cost > itemTableB.cost; end; end); for k2, v2 in pairs(v.items) do CURRENT_ITEM_DATA = { itemTable = Clockwork.item:FindByID(v2[1]), typeName = typeName }; categoryList:AddItem( vgui.Create("cwSalesmenuItem", categoryList) ); end; else table.sort(v.items, function(a, b) if (a.cost == b.cost) then return a.name < b.name; else return a.cost > b.cost; end; end); for k2, v2 in pairs(v.items) do CURRENT_ITEM_DATA = { itemTable = v2, typeName = typeName }; categoryList:AddItem( vgui.Create("cwSalesmenuItem", categoryList) ); end; end; end; end; end; -- A function to rebuild the panel. function PANEL:Rebuild() if (IsValid(self.sellsPanel)) then self:RebuildPanel("Sells", self.sellsPanel, Clockwork.salesmenu:GetSells()); end; if (IsValid(self.buysPanel)) then self:RebuildPanel("Buys", self.buysPanel, Clockwork.salesmenu:GetBuys()); end; end; -- Called each frame. function PANEL:Think() local scrW = ScrW(); local scrH = ScrH(); self:SetSize(scrW * 0.5, scrH * 0.75); self:SetPos((scrW / 2) - (self:GetWide() / 2), (scrH / 2) - (self:GetTall() / 2)); end; -- Called when the layout should be performed. function PANEL:PerformLayout(w, h) DFrame.PerformLayout(self); self.propertySheet:StretchToParent(4, 28, 4, 4); end; vgui.Register("cwSalesmenu", PANEL, "DFrame"); local PANEL = {}; -- Called when the panel is initialized. function PANEL:Init() local itemData = self:GetParent().itemData or CURRENT_ITEM_DATA; self:SetSize(40, 40); self.itemTable = itemData.itemTable; self.typeName = itemData.typeName; self.spawnIcon = Clockwork.kernel:CreateMarkupToolTip(vgui.Create("cwSpawnIcon", self)); self.spawnIcon:SetColor(self.itemTable("color")); -- Called when the spawn icon is clicked. function self.spawnIcon.DoClick(spawnIcon) local entity = Clockwork.salesmenu:GetEntity(); if (IsValid(entity)) then Clockwork.datastream:Start("Salesmenu", { tradeType = self.typeName, uniqueID = self.itemTable("uniqueID"), itemID = self.itemTable("itemID"), entity = entity }); end; end; local model, skin = Clockwork.item:GetIconInfo(self.itemTable); self.spawnIcon:SetModel(model, skin); self.spawnIcon:SetTooltip(""); self.spawnIcon:SetSize(40, 40); end; -- Called each frame. function PANEL:Think() local function DisplayCallback(displayInfo) local priceScale = 1; local amount = 0; if (self.typeName == "Sells") then if (Clockwork.salesmenu:BuyInShipments()) then amount = self.itemTable("batch"); else amount = 1; end; priceScale = Clockwork.salesmenu:GetPriceScale(); elseif (self.typeName == "Buys") then priceScale = Clockwork.salesmenu:GetBuyRate() / 100; end; if (Clockwork.config:Get("cash_enabled"):Get()) then if (self.itemTable("cost") != 0) then displayInfo.weight = Clockwork.kernel:FormatCash( (self.itemTable("cost") * priceScale) * math.max(amount, 1) ); else displayInfo.weight = L("Priceless"); end; local overrideCash = Clockwork.salesmenu.sells[self.itemTable("uniqueID")]; if (self.typeName == "Buys") then overrideCash = Clockwork.salesmenu.buys[self.itemTable("uniqueID")]; end; if (type(overrideCash) == "number") then displayInfo.weight = Clockwork.kernel:FormatCash(overrideCash * math.max(amount, 1)); end; end; if (self.typeName == "Sells") then if (amount > 1) then displayInfo.name = L("AmountOfThing", amount, L(self.itemTable("name"))); else displayInfo.name = L(self.itemTable("name")); end; end; local stockLeft = Clockwork.salesmenu.stock[self.itemTable("uniqueID")]; if (self.typeName == "Sells" and stockLeft) then displayInfo.itemTitle = "[" .. stockLeft .. "] [" .. displayInfo.name .. ", " .. displayInfo.weight .. "]"; end; end; self.spawnIcon:SetMarkupToolTip(Clockwork.item:GetMarkupToolTip(self.itemTable, true, DisplayCallback)); self.spawnIcon:SetColor(self.itemTable("color")); end; vgui.Register("cwSalesmenuItem", PANEL, "DPanel");
local oo = require("oo") local ui = require("ui") local MenuButton = oo.class("ui.MenuButton", ui.Button) -- TODO return MenuButton
object_mobile_dressed_ep3_forest_npc_greeter = object_mobile_shared_dressed_ep3_forest_npc_greeter:new { } ObjectTemplates:addTemplate(object_mobile_dressed_ep3_forest_npc_greeter, "object/mobile/dressed_ep3_forest_npc_greeter.iff")
AddCSLuaFile("shared.lua") include("shared.lua") /*----------------------------------------------- *** Copyright (c) 2012-2018 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/ ENT.Model = {"models/joazzz/warhammer40k/weapons/melta_bomb.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.MoveCollideType = nil -- Move type | Some examples: MOVECOLLIDE_FLY_BOUNCE, MOVECOLLIDE_FLY_SLIDE ENT.CollisionGroupType = nil -- Collision type, recommended to keep it as it is ENT.SolidType = SOLID_VPHYSICS -- Solid type, recommended to keep it as it is ENT.RemoveOnHit = false -- Should it remove itself when it touches something? | It will run the hit sound, place a decal, etc. ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 400 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units ENT.RadiusDamage = 10000 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit? ENT.RadiusDamageType = DMG_BLAST -- Damage type ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_OnCollide = {"weapons/hegrenade/he_bounce-1.wav"} -- Custom ENT.FussTime = 5 ENT.TimeSinceSpawn = 0 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:EnableGravity(true) phys:SetBuoyancyRatio(0) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() //if self:GetOwner():IsValid() && (self:GetOwner().GrenadeAttackFussTime) then //timer.Simple(self:GetOwner().GrenadeAttackFussTime,function() if IsValid(self) then self:DeathEffects() end end) else timer.Simple(self.FussTime,function() if IsValid(self) then self:DeathEffects() end end) //end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() self.TimeSinceSpawn = self.TimeSinceSpawn + 0.2 end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnTakeDamage(dmginfo) self:GetPhysicsObject():AddVelocity(dmginfo:GetDamageForce() * 0.1) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnPhysicsCollide(data,phys) getvelocity = phys:GetVelocity() velocityspeed = getvelocity:Length() //print(velocityspeed) if (data.HitEntity) then phys:SetVelocity(getvelocity * 0) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects() local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) //effectdata:SetScale( 500 ) util.Effect( "ThumperDust", effectdata ) util.Effect( "ManhackSparks", effectdata ) self:EmitSound("ambient/explosions/explode_9.wav", 125, 100, 1, CHAN_AUTO) ParticleEffect("40k_melta_bomb", self:GetPos(), self:GetAngles()) self.ExplosionLight1 = ents.Create("light_dynamic") self.ExplosionLight1:SetKeyValue("brightness", "4") self.ExplosionLight1:SetKeyValue("distance", "300") self.ExplosionLight1:SetLocalPos(self:GetPos()) self.ExplosionLight1:SetLocalAngles( self:GetAngles() ) self.ExplosionLight1:Fire("Color", "255 150 0") self.ExplosionLight1:SetParent(self) self.ExplosionLight1:Spawn() self.ExplosionLight1:Activate() self.ExplosionLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.ExplosionLight1) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) self:SetLocalPos(Vector(self:GetPos().x,self:GetPos().y,self:GetPos().z +4)) -- Because the entity is too close to the ground local tr = util.TraceLine({ start = self:GetPos(), endpos = self:GetPos() - Vector(0, 0, 100), filter = self }) util.Decal(VJ_PICKRANDOMTABLE(self.DecalTbl_DeathDecals),tr.HitPos+tr.HitNormal,tr.HitPos-tr.HitNormal) self:DoDamageCode() self:SetDeathVariablesTrue(nil,nil,false) self:Remove() end /*----------------------------------------------- *** Copyright (c) 2012-2018 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/
----------------------------------- -- Area: Cloister of Storms -- NPC: Lightning Protocrystal -- Involved in Quests: Trial by Lightning -- !pos 534.5 -13 492 202 ----------------------------------- require("scripts/globals/missions"); local ID = require("scripts/zones/Cloister_of_Storms/IDs"); require("scripts/globals/keyitems"); require("scripts/globals/quests"); require("scripts/globals/bcnm"); function onTrade(player,npc,trade) TradeBCNM(player,npc,trade); end; function onTrigger(player,npc) if (player:getCurrentMission(ASA) == tpz.mission.id.asa.SUGAR_COATED_DIRECTIVE and player:getCharVar("ASA4_Violet") == 1) then player:startEvent(2); elseif (EventTriggerBCNM(player,npc)) then return; else player:messageSpecial(ID.text.PROTOCRYSTAL); end end; function onEventUpdate(player,csid,option,extras) EventUpdateBCNM(player,csid,option,extras); end; ----------------------------------- -- onEventFinish Action ----------------------------------- function onEventFinish(player,csid,option) -- printf("onFinish CSID: %u",csid); -- printf("onFinish RESULT: %u",option); if (csid==2) then player:delKeyItem(tpz.ki.DOMINAS_VIOLET_SEAL); player:addKeyItem(tpz.ki.VIOLET_COUNTERSEAL); player:messageSpecial(ID.text.KEYITEM_OBTAINED,tpz.ki.VIOLET_COUNTERSEAL); player:setCharVar("ASA4_Violet","2"); elseif (EventFinishBCNM(player,csid,option)) then return; end end;
local holeId = { 294, 369, 370, 383, 392, 408, 409, 410, 427, 428, 429, 430, 462, 469, 470, 482, 484, 485, 489, 924, 1369, 3135, 3136, 4835, 4837, 7933, 7938, 8170, 8249, 8250, 8251, 8252, 8254, 8255, 8256, 8276, 8277, 8279, 8281, 8284, 8285, 8286, 8323, 8567, 8585, 8595, 8596, 8972, 9606, 9625, 13190, 14461, 19519, 21536 } function onUse(player, item, fromPosition, target, toPosition, isHotkey) local tile = Tile(toPosition) if not tile then return false end if table.contains(ropeSpots, tile:getGround():getId()) or tile:getItemById(14435) then if Tile(toPosition:moveUpstairs()):hasFlag(TILESTATE_PROTECTIONZONE) and player:isPzLocked() then player:sendCancelMessage(RETURNVALUE_PLAYERISPZLOCKED) return true end player:teleportTo(toPosition, false) return true elseif table.contains(holeId, target.itemid) then toPosition.z = toPosition.z + 1 tile = Tile(toPosition) if tile then local thing = tile:getTopVisibleThing() if thing:isPlayer() then if Tile(toPosition:moveUpstairs()):hasFlag(TILESTATE_PROTECTIONZONE) and thing:isPzLocked() then return false end return thing:teleportTo(toPosition, false) end if thing:isItem() and thing:getType():isMovable() then return thing:moveTo(toPosition:moveUpstairs()) end end player:sendCancelMessage(RETURNVALUE_NOTPOSSIBLE) return true end return false end
--[[ Description: DataStore handling methods. Author: Sceleratis Date: 4/3/2022 --]] local Root, Utilities, Service, Package; local Data = { --// How many times we should reattempt a datastore operation before giving up GetDataRetryCount = 5, SetDataRetryCount = 5, UpdateDataRetryCount = 5, --// Retry interval GetDataRetryMaxDelay = 30, SetDataRetryMaxDelay= 30, UpdateDataRetryMaxDelay = 30 } --// Output local Verbose = false local oWarn = warn; local function warn(...) if Root and Root.Warn then Root.Warn(...) else oWarn(":: ".. script.Name .." ::", ...) end end local function DebugWarn(...) if Verbose then warn("Debug ::", ...) end end --// Datastore handlers --[=[ Handles DataStore SetAsync operations. @method SetData @within Server.Data @param datastore DataStore @param key string @param data any ]=] function Data.SetData(self, datastore: DataStore, key: string, data: any) Utilities.Events.DatastoreSetData:Fire(datastore, key, data) return Utilities:Queue("DS_SetData", function() local ran, result = Utilities:Attempt(datastore.SetAsync, { MaxAttempts = Root.Data.SetDataRetryCount, MaxDelay = Root.Data.SetDataRetryMaxDelay, ExponentialBackoff = true, ErrorAction = function(err) warn("SetData Attempt Failed. Retrying...", err) Utilities.Events.DatastoreSetDataFailed:Fire(datastore, key, data, err) end }, datastore, key, data) if ran then Utilities.Events.DatastoreGetData:Fire(datastore, key, data) end return ran end) end --[=[ Handles DataStore GetAsync operations. @method GetData @within Server.Data @param datastore DataStore @param key string @return any ]=] function Data.GetData(self, datastore: DataStore, key: string): any Utilities.Events.DatastoreGetDataAttempt:Fire(datastore, key) return Utilities:Queue("DS_GetData", function() local ran, result = Utilities:Attempt(datastore.GetAsync, { MaxAttempts = Root.Data.GetDataRetryCount, MaxDelay = Root.Data.GetDataRetryMaxDelay, ExponentialBackoff = true, ErrorAction = function(err) warn("GetData Attempt Failed. Retrying...", err) Utilities.Events.DatastoreGetDataFailed:Fire(datastore, key, err) end }, datastore, key) if ran then Utilities.Events.DatastoreGetData:Fire(datastore, key, result) end return result end) end --[=[ Handles DataStore UpdateAsync operations. @method UpdateData @within Server.Data @param datastore DataStore @param key string @param callback (any) ]=] function Data.UpdateData(self, datastore: DataStore, key: string, callback: (any)) Utilities.Events.DatastoreUpdateData:Fire(datastore, key, callback) return Utilities:Queue("DS_UpdateData", function() local ran, result = Utilities:Attempt(datastore.UpdateAsync, { MaxAttempts = Root.Data.UpdateDataRetryCount, MaxDelay = Root.Data.UpdateDataRetryMaxDelay, ExponentialBackoff = true, ErrorAction = function(err) warn("UpdateData Attempt Failed. Retrying...", err) Utilities.Events.DatastoreUpdateDataFailed:Fire(datastore, key, callback, err) end }, datastore, key, callback) if ran then Utilities.Events.DatastoreUpdateData:Fire(datastore, key, callback) end return ran end) end --[=[ Handles DataStore setup and variable assignment. @method SetupDatastore @within Server.Data ]=] function Data.SetupDatastore(self) local dataStoreService = if Utilities:IsStudio() then Root.Libraries.MockDataStoreService else Service.DataStoreService local systemStore = dataStoreService:GetDataStore(Root.Settings.DataStoreName .."_System") local playerStore = dataStoreService:GetDataStore(Root.Settings.DataStoreName .."_PlayerData") self.SystemDataStore = systemStore self.PlayerDataStore = playerStore end --// Return initializer return { Init = function(cRoot, cPackage) Root = cRoot Package = cPackage Utilities = Root.Utilities Service = Root.Utilities.Services --// Do init if not Root.Data then Root.Data = Data else Utilities:MergeTables(Root.Data, Data) end Root.Data:SetupDatastore() end; AfterInit = function(Root, Package) --// Do after-init end; }
words = {'jass.common'} configs = { { name = 'Lua.runtime.version', type = 'set', value = 'Lua 5.3', }, }
local t = { "foo", "bar" } assert.Equal("foo", t[1]) t = { [0] = "foo", "bar" } assert.Equal("foo", t[0])
--[[ Adapted from http://www.bytefish.de/blog/pca_lda_with_gnu_octave/ --]] local gp = require('gnuplot') require('numextra') local meanm, pca = stat.meanm , stat.pca local project, reconstruct = stat.project, stat.reconstruct -- data local X = matrix{ {2, 3}, {3, 4}, {4, 5}, {5, 6}, {5, 7}, {2, 1}, {3, 2}, {4, 2}, {4, 3}, {6, 4}, {7, 6}} local c = matrix{ 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2 } -- X per class local c1 = X:filter(function(i) return c[i] == 1 end) local c2 = X:filter(function(i) return c[i] == 2 end) -- initial plot gp{ title = "Figure 1 - Points per class", grid = "back", xrange = "[0 to 8]", yrange = "[0 to 8]", width = 600 , height = 500, data = { gp.array{ { c1:col(1), c1:col(2) }, with = 'p', width = 4 }, gp.array{ { c2:col(1), c2:col(2) }, with = 'p', width = 4 }, } }:plot('fig1.png') -- PCA local s, V, mu = pca(X) -- plotting with the components local scale = 5 gp{ title = "Figure 2 - With components", grid = "back", xrange = "[0 to 8]", yrange = "[0 to 8]", width = 600 , height = 500, data = { gp.array{ { c1:col(1), c1:col(2) }, with = 'p', width = 4 }, gp.array{ { c2:col(1), c2:col(2) }, with = 'p', width = 4 }, gp.array{ { {mu[1] - scale*V[1][1] , mu[1] + scale*V[1][1] }, {mu[2] - scale*V[2][1] , mu[2] + scale*V[2][1] } } }, gp.array{ { {mu[1] - scale*V[1][2] , mu[1] + scale*V[1][2]}, {mu[2] - scale*V[2][2] , mu[2] + scale*V[2][2]} } } } }:plot('fig2.png') -- projecting at each principal component for comp = 1, 2 do local W = V:col(comp):reshape(2,1) local X1 = reconstruct( project(X, W, mu), W, mu) -- X per class local p1 = X1:filter(function(i) return c[i] == 1 end) local p2 = X1:filter(function(i) return c[i] == 2 end) -- plotting with the projection gp{ title = "Figure " .. (2+comp) .. " - Projection", grid = "back", xrange = "[0 to 8]", yrange = "[0 to 8]", width = 600 , height = 500, data = { gp.array{ { p1:col(1), p1:col(2) }, with = 'p', width = 4 }, gp.array{ { p2:col(1), p2:col(2) }, with = 'p', width = 4 }, gp.array{ { {mu[1] - scale*V[1][1] , mu[1] + scale*V[1][1] }, {mu[2] - scale*V[2][1] , mu[2] + scale*V[2][1] } } }, gp.array{ { {mu[1] - scale*V[1][2] , mu[1] + scale*V[1][2]}, {mu[2] - scale*V[2][2] , mu[2] + scale*V[2][2]} } } } }:plot('fig' .. (2+comp) .. '.png') end
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:KeyValue(key, value) self.VMF = self.VMF or {} self.VMF[key] = value end function ENT:Initialize() self:EntIndex() self.VMF = self.VMF or {} self.Type = (tonumber(self.VMF.Type) or 0) self.Light = (tonumber(self.VMF.Light) or 0) if self.Type == 0 then self:SetModel("models/metrostroi/clock_time_moscow.mdl") else self:SetModel("models/metrostroi/clock_time_type2.mdl") end self:SetNW2Bool("Type",self.Type > 0) self:SetNW2Int("Light",self.Light+1) end
-- Limit chat by distance [shout] -- by Muhammad Rifqi Priyo Susanto (srifqi) -- License: CC0 1.0 Universal -- Dependencies: (none) shout = {} -- Parameter shout.DISTANCE = 50 -- Distance (nodes) shout.PAYMENT = { -- Payment string = "default:stick", -- Payment ItemString amount = 1, name = "stick", -- "You don't have any %s to pay." } -------------------- -- Internal Stuff -- -------------------- shout.DISTANCESQ = shout.DISTANCE ^ 2 -- Limit chat by distance given in shout.DISTANCE parameter minetest.register_on_chat_message(function(name, message) local shouter = minetest.get_player_by_name(name) local spos = shouter:getpos() local heard = 0 -- Minetest library (modified) local function vdistancesq(a,b) local x,y,z = a.x-b.x,a.y-b.y,a.z-b.z return x*x+y*y+z*z end for _,player in ipairs(minetest.get_connected_players()) do if player:get_player_name() ~= shouter:get_player_name() then local pos = player:getpos() if vdistancesq(spos,pos) <= shout.DISTANCESQ then minetest.chat_send_player(player:get_player_name(), "<"..name.."> "..message) heard = heard +1 end end end minetest.chat_send_player(name, "("..heard.." hearing)") return true end) -- Broadcast your message to all player (pay 1 stick) minetest.register_chatcommand("sh", { params = "<messsage>", description = "Broadcast your message to all player (pay "..shout.PAYMENT.amount.." "..shout.PAYMENT.name..")", privs = {shout=true}, func = function(name, param) local player = minetest.get_player_by_name(name) local inv = player:get_inventory() local stackname = shout.PAYMENT.string.." "..shout.PAYMENT.amount if inv:contains_item("main",ItemStack(stackname)) then -- Pay 1 stick inv:remove_item("main",ItemStack(stackname)) minetest.chat_send_all("<"..name.."> "..param) return true else return false, "You don't have any "..shout.PAYMENT.name.." to pay." end end, })
--[[mediafire]]-- Name = "*{Evangon's Sniper}*" if script.Parent.className ~= "HopperBin" then local Bin = Instance.new("HopperBin") Bin.Parent = game:GetService("Players").yfc.Backpack Bin.Name = "*{Gun}*" script.Parent = Bin end Player = game:GetService("Players").yfc if Player:findFirstChild("Team") then Player:findFirstChild("Team").Value = "Sniper" --Detect if Exist local s = Instance.new("StringValue") s.Parent = Player s.Value = "Sniper" ---Choose Your Class s.Name = "Team" end local Bin = script.Parent Model = Instance.new("Model") Model.Parent = game:service("Players").yfc.Character Model.Name = Name local Human = Instance.new("Humanoid") Human.Parent = Model Human.MaxHealth = 0 Handle = Instance.new("Part") Handle.Parent = Model Handle.Name = "!<:>!" Handle.Size = Vector3.new(1,1,5) Handle.TopSurface = "Smooth" Handle.BottomSurface = "Smooth" Handle.formFactor = "Symmetric" Dec = Instance.new("Part") Dec.Parent = Model Dec.Name = "Head" Dec.Size = Vector3.new(2,1,2) Dec.TopSurface = "Smooth" Dec.BottomSurface = "Smooth" Dec.formFactor = "Symmetric" Dec.BrickColor = BrickColor.new("Really blue") Dec.Transparency = 0.7 Dec2 = Instance.new("Part") Dec2.Parent = Model Dec2.Name = "Torso" Dec2.Size = Vector3.new(1,1,1) Dec3 = Instance.new("Part") Dec3.Parent = Model Dec3.Name = "Dec" Dec3.Size = Vector3.new(1,1,1) Dec3.BrickColor = BrickColor.new("Really black") Dec3B = Instance.new("BlockMesh") Dec3B.Parent = Dec3 Dec3B.Scale = Vector3.new(0.7,1,0.7) HWzz = Instance.new("Weld") HWzz.Parent = Handle HWzz.Part0 = Dec2 HWzz.Part1 = Dec HWzzz = Instance.new("Weld") HWzzz.Parent = Handle HWzzz.Part0 = Dec3 HWzzz.Part1 = Dec2 HWzzz.C0 = CFrame.new(0,2,0) HWz = Instance.new("Weld") HWz.Parent = Handle HWz.Part0 = Dec HWz.Part1 = Handle HWz.C0 = CFrame.new(0,-1,0) HW = Instance.new("Weld") HW.Parent = Handle HW.Part0 = Handle HW.Part1 = game:service("Players").yfc.Character["Torso"] HW.C0 = CFrame.new(1.5,-0.5,2) pcall(function() game:service("Players").yfc.Character["Left Arm"]:Remove() end) showing = false Bin.Selected:connect(function(mouse) Bin:Remove() mouse.Button1Down:connect(function() if not Reloading then Reloading = true Lasso = Instance.new("SelectionPointLasso") Lasso.Parent = game.Workspace Lasso.Humanoid = Human Lasso.Point = mouse.Hit.p Lasso.Color = BrickColor.new("New Yeller") LassoP = Dec:Clone() LassoP.Parent = game.Workspace LassoP.CFrame = mouse.Hit LassoP.Size = Vector3.new(1,1,1) LassoP.Transparency = 1 pcall(function() for _,v in pairs(game.Workspace:children()) do if v.className == "Model" and v.Name ~= "yfc" then for _,a in pairs(v:GetChildren()) do if a.className == "Part" then if (a.Position - LassoP.Position).magnitude < 4 then a.Parent.Humanoid.Health = a.Parent.Humanoid.Health - math.random(50,90) end a.Parent.Humanoid.MaxHealth = 100 end end end end end) wait(0.5) Lasso:Remove() LassoP:Remove() wait(10) Reloading = false end end) mouse.KeyDown:connect(function(key) if key == "q" then if showing == false then showing = true local Sword = Instance.new("WedgePart") Sword.Parent = Model Sword.Size = Vector3.new(1,1,1) Sword.Name = "Swordz" local Weld = Instance.new("Weld") Weld.Parent = Sword Weld.Part0 = Sword Weld.Part1 = Handle Weld.C0 = CFrame.new(0,0,3) Sword.Touched:connect(function(hit) hit:BreakJoints() end) elseif showing == true then showing = false pcall(function() Model:findFirstChild("Swordz"):Remove() end) end end end) mouse.KeyDown:connect(function(key) if key == "r" then game:service("Players")[Me].Character:BreakJoints() end end) end)
local _G = getfenv(0) -- lua local tonumber, type = tonumber, type local str_match, str_format = string.match, string.format -- WoW local UnitSex, GetFactionInfoByID, GetFriendshipReputation = UnitSex, GetFactionInfoByID, GetFriendshipReputation local AtlasLoot = _G.AtlasLoot local Faction = AtlasLoot.Button:AddType("Faction", "f") local BF = AtlasLoot.LibBabble:Get("LibBabble-Faction-3.0") local AL = AtlasLoot.Locales local ClickHandler = AtlasLoot.ClickHandler --[[ -- rep info ("f1435rep3" = Unfriendly rep @ Shado-Pan Assault) 1. Hated 2. Hostile 3. Unfriendly 4. Neutral 5. Friendly 6. Honored 7. Revered 8. Exalted -- if rep index is in between 11 and 16, means it has friendship reputation ]] --[[ 1 => 11 - Stranger 2 => 12 - Acquaintance 3 => 13 - Buddy 4 => 14 - Friend 5 => 15 - Good Friend 6 => 16 - Best Friend ]] local FRIEND_REP_TEXT = { [11] = BF["Stranger"], [12] = BF["Acquaintance"], [13] = BF["Buddy"], [14] = BF["Friend"], [15] = BF["Good Friend"], [16] = BF["Best Friend"], } local FactionClickHandler local PlayerSex local TT_YES = "|cff00ff00"..YES local TT_NO = "|cffff0000"..NO local TT_YES_REV = "|cffff0000"..YES local TT_NO_REV = "|cff00ff00"..NO local FACTION_REP_COLORS local FACTION_IMAGES = { [0] = "Interface\\Icons\\Achievement_Reputation_08", -- dummy -- Classic [47] = "Interface\\Icons\\inv_misc_tournaments_symbol_dwarf", --Ironforge [54] = "Interface\\Icons\\inv_misc_tournaments_symbol_gnome", --Gnomeregan [59] = "Interface\\Icons\\INV_Ingot_Mithril", --Thorium Brotherhood [68] = "Interface\\Icons\\inv_misc_tournaments_symbol_scourge", --Undercity [69] = "Interface\\Icons\\inv_misc_tournaments_banner_nightelf", --Darnassus [72] = "Interface\\Icons\\inv_misc_tournaments_symbol_human", --Stormwind [76] = "Interface\\Icons\\inv_misc_tournaments_symbol_orc", --Orgrimmar [81] = "Interface\\Icons\\inv_misc_tournaments_symbol_tauren", --Thunder Bluff [87] = "Interface\\Icons\\INV_Helmet_66", --Bloodsail Buccaneers [529] = "Interface\\Icons\\inv_jewelry_talisman_07", --Argent Dawn [530] = "Interface\\Icons\\inv_misc_tournaments_symbol_troll", --Darkspear Trolls [576] = "Interface\\Icons\\achievement_reputation_timbermaw", --Timbermaw Hold [589] = "Interface\\Icons\\Achievement_Zone_Winterspring", --Wintersaber Trainers [609] = "Interface\\Icons\\ability_racial_ultravision", --Cenarion Circle [910] = "Interface\\Icons\\inv_misc_head_dragon_bronze", --Brood of Nozdormu -- BC [911] = "Interface\\Icons\\inv_misc_tournaments_symbol_bloodelf", --Silvermoon City [922] = "Interface\\Icons\\INV_Misc_Bandana_03", --Tranquillien [930] = "Interface\\Icons\\inv_misc_tournaments_symbol_draenei", --Exodar [932] = "Interface\\Icons\\spell_arcane_portalshattrath", --The Aldor [933] = "Interface\\Icons\\inv_enchant_shardprismaticlarge", --The Consortium [934] = "Interface\\Icons\\spell_arcane_portalshattrath", --The Scryers [935] = "Interface\\Icons\\Spell_Nature_LightningOverload", --The Sha'tar [941] = "Interface\\Icons\\inv_misc_foot_centaur", --The Mag'har [942] = "Interface\\Icons\\ability_racial_ultravision", --Cenarion Expedition [946] = "Interface\\Icons\\INV_BannerPVP_02", --Honor Hold [947] = "Interface\\Icons\\INV_BannerPVP_01", --Thrallmar [967] = "Interface\\Icons\\spell_holy_mindsooth", --The Violet Eye [970] = "Interface\\Icons\\inv_mushroom_11", --Sporeggar [978] = "Interface\\Icons\\inv_misc_foot_centaur", --Kurenai [989] = "Interface\\Icons\\Ability_Warrior_VictoryRush", --Keepers of Time [990] = "Interface\\Icons\\inv_enchant_dustillusion", --The Scale of the Sands [1011] = "Interface\\Icons\\Ability_Rogue_MasterOfSubtlety", --Lower City [1012] = "Interface\\Icons\\achievement_reputation_ashtonguedeathsworn", --Ashtongue Deathsworn [1015] = "Interface\\Icons\\ability_mount_netherdrakepurple", --Netherwing [1031] = "Interface\\Icons\\ability_hunter_pet_netherray", --Sha'tari Skyguard [1038] = "Interface\\Icons\\inv_misc_apexis_crystal", --Ogri'la [1077] = "Interface\\Icons\\inv_shield_48", --Shattered Sun Offensive -- WotLK [1037] = "Interface\\Icons\\spell_misc_hellifrepvphonorholdfavor", --Alliance Vanguard [1052] = "Interface\\Icons\\spell_misc_hellifrepvpthrallmarfavor", --Horde Expedition [1073] = "Interface\\Icons\\achievement_reputation_tuskarr", --The Kalu'ak [1090] = "Interface\\Icons\\achievement_reputation_kirintor", --Kirin Tor [1091] = "Interface\\Icons\\achievement_reputation_wyrmresttemple", --The Wyrmrest Accord [1094] = "Interface\\Icons\\inv_elemental_primal_mana", --The Silver Covenant [1098] = "Interface\\Icons\\achievement_reputation_knightsoftheebonblade", --Knights of the Ebon Blade [1104] = "Interface\\Icons\\ability_mount_whitedirewolf", --Frenzyheart Tribe [1105] = "Interface\\Icons\\inv_misc_head_murloc_01", --The Oracles [1106] = "Interface\\Icons\\inv_jewelry_talisman_08", --Argent Crusade [1119] = "Interface\\Icons\\spell_frost_wizardmark", --The Sons of Hodir [1124] = "Interface\\Icons\\inv_elemental_primal_nether", --The Sunreavers [1156] = "Interface\\Icons\\inv_jewelry_talisman_08", --The Ashen Verdict -- Cata [1133] = "Interface\\Icons\\inv_misc_tabard_kezan", --Bilgewater Cartel [1134] = "Interface\\Icons\\inv_misc_tabard_gilneas", --Gilneas [1135] = "Interface\\Icons\\inv_misc_tabard_earthenring", --The Earthen Ring [1158] = "Interface\\Icons\\inv_misc_tabard_guardiansofhyjal", --Guardians of Hyjal [1171] = "Interface\\Icons\\inv_misc_tabard_therazane", --Therazane [1172] = "Interface\\Icons\\inv_misc_tabard_dragonmawclan", --Dragonmaw Clan [1173] = "Interface\\Icons\\inv_misc_tabard_tolvir", --Ramkahen [1174] = "Interface\\Icons\\inv_misc_tabard_wildhammerclan", --Wildhammer Clan [1177] = "Interface\\Icons\\inv_misc_tabard_baradinwardens", --Baradin's Wardens [1178] = "Interface\\Icons\\inv_misc_tabard_hellscream", --Hellscream's Reach [1204] = "Interface\\Icons\\inv_neck_hyjaldaily_04", --Avengers of Hyjal -- MoP [1269] = "Interface\\Icons\\achievement_faction_goldenlotus", --Golden Lotus [1270] = "Interface\\Icons\\achievement_faction_shadopan", --Shado Pan [1271] = "Interface\\Icons\\achievement_faction_serpentriders", --Order of the Cloud Serpent [1272] = "Interface\\Icons\\achievement_faction_tillers", --The Tillers [1302] = "Interface\\Icons\\achievement_faction_anglers", --The Anglers [1337] = "Interface\\Icons\\achievement_faction_klaxxi", --The Klaxxi [1341] = "Interface\\Icons\\achievement_faction_celestials", --The August Celestials [1345] = "Interface\\Icons\\achievement_faction_lorewalkers", --The Lorewalkers [1352] = "Interface\\Icons\\inv_misc_tournaments_symbol_orc", --Huojin Pandaren [1353] = "Interface\\Icons\\inv_misc_tournaments_symbol_human", --Tushui Pandaren [1358] = "Interface\\Icons\\INV_Misc_Fishing_Raft", --Nat Pagle [1375] = "Interface\\Icons\\achievement_general_hordeslayer", --Dominance Offensive [1376] = "Interface\\Icons\\achievement_general_allianceslayer", --Operation: Shieldwall [1387] = "Interface\\Icons\\achievement_reputation_kirintor_offensive", --Kirin Tor Offensive [1388] = "Interface\\Icons\\achievement_faction_sunreaveronslaught", --Sunreaver Onslaught [1435] = "Interface\\Icons\\achievement_faction_shadopan", --Shado-Pan Assault [1492] = "Interface\\Icons\\ability_monk_quipunch", --Emperor Shaohao -- WoD [1445] = "Interface\\Icons\\inv_tabard_a_01frostwolfclan", --Frostwolf Orcs [1515] = "Interface\\Icons\\inv_tabard_a_76arakkoaoutcast", --Arakkoa Outcasts [1681] = "Interface\\Icons\\inv_tabard_a_77voljinsspear", --Vol'jin's Spear [1682] = "Interface\\Icons\\inv_tabard_a_78wrynnvanguard", --Wrynn's Vanguard [1708] = "Interface\\Icons\\inv_tabard_a_80laughingskull", --Laughing Skull Orcs [1710] = "Interface\\Icons\\inv_tabard_a_shataridefense", --Sha'tari Defense [1711] = "Interface\\Icons\\achievement_goblinhead", --Steamwheedle Perservation Society [1731] = "Interface\\Icons\\inv_tabard_a_81exarchs", --Council of Exarchs [1847] = "Interface\\Icons\\Achievement_Leader_Prophet_Velen", -- Hand of the Prophet [1848] = "Interface\\Icons\\INV_Misc_VoljinsShatteredTusk", -- Vol'jin's Headhunters [1849] = "Interface\\Icons\\INV_Tabard_A_82AwakenedOrder", -- Order of the Awakened [1850] = "Interface\\Icons\\INV_Tabard_A_83SaberStalkers", -- The Saberstalkers -- Legion [1828] = "Interface\\Icons\\INV_Legion_Faction_HightmountainTribes", -- Highmountain Tribe [1859] = "Interface\\Icons\\INV_Legion_Faction_NightFallen", -- The Nightfallen [1883] = "Interface\\Icons\\INV_Legion_Faction_DreamWeavers", -- Dreamweavers [1894] = "Interface\\Icons\\INV_Legion_Faction_Warden", -- The Wardens [1900] = "Interface\\Icons\\INV_Legion_Faction_CourtofFarnodis", -- Court Of Farondis [1948] = "Interface\\Icons\\INV_Legion_Faction_Valarjar", -- Valarjar [2045] = "Interface\\Icons\\INV_Legion_Faction_LegionFall", -- Armies of Legionfall [2165] = "Interface\\Icons\\INV_Legion_Faction_ArmyoftheLight", -- Army of the Light [2170] = "Interface\\Icons\\INV_legion_Faction_ArgussianReach", -- Argussian Reach } local FACTION_KEY = { -- Classic [47] = "Ironforge", [54] = "Gnomeregan", [59] = "Thorium Brotherhood", [68] = "Undercity", [69] = "Darnassus", [72] = "Stormwind", [76] = "Orgrimmar", [81] = "Thunder Bluff", [87] = "Bloodsail Buccaneers", [529] = "Argent Dawn", [530] = "Darkspear Trolls", [576] = "Timbermaw Hold", [589] = "Wintersaber Trainers", [609] = "Cenarion Circle", [910] = "Brood of Nozdormu", -- BC [911] = "Silvermoon City", [922] = "Tranquillien", [930] = "Exodar", [932] = "The Aldor", [933] = "The Consortium", [934] = "The Scryers", [935] = "The Sha'tar", [941] = "The Mag'har", [942] = "Cenarion Expedition", [946] = "Honor Hold", [947] = "Thrallmar", [967] = "The Violet Eye", [970] = "Sporeggar", [978] = "Kurenai", [989] = "Keepers of Time", [990] = "The Scale of the Sands", [1011] = "Lower City", [1012] = "Ashtongue Deathsworn", [1015] = "Netherwing", [1031] = "Sha'tari Skyguard", [1038] = "Ogri'la", [1077] = "Shattered Sun Offensive", -- WotLK [1037] = "Alliance Vanguard", [1052] = "Horde Expedition", [1073] = "The Kalu'ak", [1090] = "Kirin Tor", [1091] = "The Wyrmrest Accord", [1094] = "The Silver Covenant", [1098] = "Knights of the Ebon Blade", [1104] = "Frenzyheart Tribe", [1105] = "The Oracles", [1106] = "Argent Crusade", [1119] = "The Sons of Hodir", [1124] = "The Sunreavers", [1156] = "The Ashen Verdict", -- Cata [1133] = "Bilgewater Cartel", [1134] = "Gilneas", [1135] = "The Earthen Ring", [1158] = "Guardians of Hyjal", [1171] = "Therazane", [1172] = "Dragonmaw Clan", [1173] = "Ramkahen", [1174] = "Wildhammer Clan", [1177] = "Baradin's Wardens", [1178] = "Hellscream's Reach", [1204] = "Avengers of Hyjal", -- MoP [1269] = "Golden Lotus", [1270] = "Shado-Pan", [1271] = "Order of the Cloud Serpent", [1272] = "The Tillers", [1302] = "The Anglers", [1337] = "The Klaxxi", [1341] = "The August Celestials", [1345] = "The Lorewalkers", [1352] = "Huojin Pandaren", [1353] = "Tushui Pandaren", [1358] = "Nat Pagle", [1375] = "Dominance Offensive", [1376] = "Operation: Shieldwall", [1387] = "Kirin Tor Offensive", [1388] = "Sunreaver Onslaught", [1435] = "Shado-Pan Assault", [1492] = "Emperor Shaohao", -- WoD [1445] = "Frostwolf Orcs", [1515] = "Arakkoa Outcasts", [1681] = "Vol'jin's Spear", [1682] = "Wrynn's Vanguard", [1708] = "Laughing Skull Orcs", [1710] = "Sha'tari Defense", [1711] = "Steamwheedle Preservation Society", [1731] = "Council of Exarchs", [1847] = "Hand of the Prophet", [1848] = "Vol'jin's Headhunters", [1849] = "Order of the Awakened", [1850] = "The Saberstalkers", -- Legion [1828] = "Highmountain Tribe", [1859] = "The Nightfallen", [1883] = "Dreamweavers", [1894] = "The Wardens", [1900] = "Court of Farondis", [1948] = "Valarjar", [2045] = "Armies of Legionfall", [2165] = "Army of the Light", [2170] = "Argussian Reach", -- Bfa --- Alliance [2159] = "7th Legion", [2160] = "Proudmoore Admiralty", [2161] = "Order of Embers", [2162] = "Storm's Wake", --- Horde [2157] = "The Honorbound", [2103] = "Zandalari Empire", [2156] = "Talanji's Expedition", [2158] = "Voldunai", --- All [2163] = "Tortollan Seekers", [2164] = "Champions of Azeroth", } local function GetLocRepStanding(id) if (id > 10) then return FRIEND_REP_TEXT[id] or FACTION_STANDING_LABEL4_FEMALE else return PlayerSex==3 and _G["FACTION_STANDING_LABEL"..(id or 4).."_FEMALE"] or _G["FACTION_STANDING_LABEL"..(id or 4)] end end local function RGBToHex(t) local r,g,b = t.r*255,t.g*255,t.b*255 r = r <= 255 and r >= 0 and r or 0 g = g <= 255 and g >= 0 and g or 0 b = b <= 255 and b >= 0 and b or 0 return str_format("%02x%02x%02x", r, g, b) end function Faction.OnSet(button, second) if not FactionClickHandler then FactionClickHandler = ClickHandler:Add( "Faction", { --ChatLink = { "LeftButton", "Shift" }, types = { --ChatLink = true, }, }, AtlasLoot.db.Button.Faction.ClickHandler, { --{ "ChatLink", AL["Chat Link"], AL["Add item into chat"] }, } ) PlayerSex = UnitSex("player") FACTION_REP_COLORS = {} for i = 1, #FACTION_BAR_COLORS do FACTION_REP_COLORS[i] = RGBToHex(FACTION_BAR_COLORS[i]) end RGBToHex = nil end if not button then return end if second and button.__atlaslootinfo.secType then if type(button.__atlaslootinfo.secType[2]) == "table" then button.secButton.FactionID = button.__atlaslootinfo.secType[2][1] button.secButton.RepID = button.__atlaslootinfo.secType[2][2] else button.secButton.FactionID = button.__atlaslootinfo.secType[2] end Faction.Refresh(button.secButton) else if type(button.__atlaslootinfo.type[2]) == "table" then button.FactionID = button.__atlaslootinfo.type[2][1] button.RepID = button.__atlaslootinfo.type[2][2] else button.FactionID = button.__atlaslootinfo.type[2] end Faction.Refresh(button) end end function Faction.OnMouseAction(button, mouseButton) if not mouseButton then return end mouseButton = FactionClickHandler:Get(mouseButton) --if mouseButton == "ChatLink" then --end end function Faction.OnEnter(button, owner) if not button.FactionID then return end --[[ local tooltip = AtlasLoot.Tooltip:GetTooltip() tooltip:ClearLines() if owner and type(owner) == "table" then tooltip:SetOwner(unpack(owner)) else tooltip:SetOwner(button, "ANCHOR_RIGHT", -(button:GetWidth() * 0.5), 24) end local name, description, standingID, barMin, barMax, barValue, atWarWith, canToggleAtWar = GetFactionInfoByID(button.FactionID) tooltip:AddLine(name) tooltip:AddLine(description, 1, 1, 1, 1) tooltip:AddLine(" ") tooltip:AddLine(UnitName("player")..":") tooltip:AddDoubleLine(COMBAT_FACTION_CHANGE, string.format("|cFF%s%s ( %d / %d )", FACTION_REP_COLORS[standingID], GetLocRepStanding(standingID), barValue-barMin, barMax-barMin) ) if canToggleAtWar then tooltip:AddDoubleLine(AT_WAR, atWarWith and TT_YES_REV or TT_NO_REV) end tooltip:Show() ]]-- Faction.ShowToolTipFrame(button) end function Faction.OnLeave(button) if Faction.tooltipFrame then Faction.tooltipFrame:Hide() end end function Faction.OnClear(button) button.FactionID = nil button.secButton.FactionID = nil button.RepID = nil button.secButton.RepID = nil button.icon:SetDesaturated(false) button.secButton.icon:SetDesaturated(false) end function Faction.GetStringContent(str) if tonumber(str) then return tonumber(str) else return { tonumber(str_match(str, "(%d+)")), tonumber(str_match(str, "rep(%d+)")), -- required rep (1-8) } end end function Faction.Refresh(button) if not button.FactionID then return end --friendID, friendRep, friendMaxRep, friendName, friendText, friendTexture, friendTextLevel, friendThreshold, nextFriendThreshold = GetFriendshipReputation(factionID) local friendID = GetFriendshipReputation(button.FactionID) -- name, description, standingID, barMin, barMax, barValue, atWarWith, canToggleAtWar, isHeader, isCollapsed, hasRep, isWatched, isChild = GetFactionInfoByID(factionID) local name, _, standingID = GetFactionInfoByID(button.FactionID) local color if friendID and button.RepID then color = "|cFF"..FACTION_REP_COLORS[button.RepID > 12 and 5 or 4] else color = "|cFF"..FACTION_REP_COLORS[button.RepID or standingID] end if button.type == "secButton" then button:SetNormalTexture(FACTION_IMAGES[button.FactionID] or FACTION_IMAGES[0]) else -- ################## -- name -- ################## name = name or BF[FACTION_KEY[button.FactionID]] or FACTION.." "..button.FactionID button.name:SetText(color..name) --button.extra:SetText("|cFF"..FACTION_REP_COLORS[button.RepID or standingID]..GetLocRepStanding(button.RepID or standingID)) -- ################## -- icon -- ################## button.icon:SetTexture(FACTION_IMAGES[button.FactionID] or FACTION_IMAGES[0]) local reqRepText = friendID and FRIEND_REP_TEXT[button.RepID] or GetLocRepStanding(button.RepID or standingID) or "" if button.RepID and standingID and button.RepID > standingID then button.icon:SetDesaturated(true) button.extra:SetText("|cffff0000"..reqRepText) elseif not standingID then button.extra:SetText("|cffff0000"..reqRepText) else button.extra:SetText(color..reqRepText) end end return true end function Faction.ShowToolTipFrame(button) if not Faction.tooltipFrame then local WIDTH = 200 local name = "AtlasLoot-FactionToolTip" local frame = CreateFrame("Frame", name) frame:SetClampedToScreen(true) frame:SetWidth(WIDTH) frame:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }}) frame:SetBackdropColor(0,0,0,1) frame.icon = frame:CreateTexture(name.."-icon", frame) frame.icon:SetPoint("TOPLEFT", frame, "TOPLEFT", 5, -5) frame.icon:SetHeight(15) frame.icon:SetWidth(15) frame.icon:SetTexture(FACTION_IMAGES[0]) frame.name = frame:CreateFontString(name.."-name", "ARTWORK", "GameFontNormal") frame.name:SetPoint("TOPLEFT", frame.icon, "TOPRIGHT", 3, 0) frame.name:SetJustifyH("LEFT") frame.name:SetWidth(WIDTH-25) frame.name:SetHeight(15) --frame.name:SetTextColor(1, 1, 1, 1) frame.standing = CreateFrame("FRAME", name.."-standing", frame) frame.standing:SetWidth(WIDTH-10) frame.standing:SetHeight(20) frame.standing:SetPoint("TOPLEFT", frame.icon, "BOTTOMLEFT", 0, -1) frame.standing:SetBackdrop({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 3, right = 3, top = 3, bottom = 3 }}) frame.standing:SetBackdropColor(0, 0, 0, 1) frame.standing.bar = CreateFrame("StatusBar", name.."-standingBar", frame.standing) frame.standing.bar:SetStatusBarTexture("Interface\\TARGETINGFRAME\\UI-StatusBar") frame.standing.bar:SetPoint("TOPLEFT", 3, -3) frame.standing.bar:SetPoint("BOTTOMRIGHT", -4, 3) frame.standing.bar:GetStatusBarTexture():SetHorizTile(false) frame.standing.bar:GetStatusBarTexture():SetVertTile(false) frame.standing.text = frame.standing.bar:CreateFontString(name.."-standingText", "ARTWORK", "GameFontNormalSmall") frame.standing.text:SetPoint("TOPLEFT", 3, -3) frame.standing.text:SetPoint("BOTTOMRIGHT", -4, 3) frame.standing.text:SetJustifyH("CENTER") frame.standing.text:SetJustifyV("CENTER") frame.standing.text:SetTextColor(1, 1, 1, 1) frame.desc = frame:CreateFontString(name.."-desc", "ARTWORK", "GameFontNormalSmall") frame.desc:SetPoint("TOPLEFT", frame.standing, "BOTTOMLEFT", 0, -1) frame.desc:SetJustifyH("LEFT") frame.desc:SetJustifyV("TOP") frame.desc:SetWidth(WIDTH-10) frame.desc:SetTextColor(1, 1, 1, 1) Faction.tooltipFrame = frame end local frame = Faction.tooltipFrame local name, description, standingID, barMin, barMax, barValue = GetFactionInfoByID(button.FactionID) standingID = standingID or 1 local colorIndex = standingID local factionStandingtext local friendID, friendRep, _, _, _, _, friendTextLevel, friendThreshold, nextFriendThreshold = GetFriendshipReputation(button.FactionID) if friendID then factionStandingtext = friendTextLevel if ( nextFriendThreshold ) then barMin, barMax, barValue = friendThreshold, nextFriendThreshold, friendRep else -- max rank, make it look like a full bar barMin, barMax, barValue = 0, 1, 1; end colorIndex = 5 else barMin, barMax, barValue = barMin or 0, barMax or 1, barValue or 0 factionStandingtext = GetLocRepStanding(standingID) end frame:ClearAllPoints() frame:SetParent(button:GetParent():GetParent()) frame:SetFrameStrata("TOOLTIP") frame:SetPoint("BOTTOMLEFT", button, "TOPRIGHT") frame.icon:SetTexture(FACTION_IMAGES[button.FactionID] or FACTION_IMAGES[0]) frame.name:SetText(name or "Faction "..button.FactionID) frame.desc:SetText(description) frame.standing.bar:SetMinMaxValues(barMin, barMax) frame.standing.bar:SetValue(barValue) local color = FACTION_BAR_COLORS[colorIndex] frame.standing.bar:SetStatusBarColor(color.r, color.g, color.b) frame.standing.text:SetText(str_format("%s ( %d / %d )", factionStandingtext, barValue - barMin, barMax - barMin)) frame:SetHeight(20+21+frame.desc:GetHeight()+5) frame:Show() end
local factory = require("items/factory_sange_yasha_kaya") DeclarePassiveAbility("item_sange_and_yasha_and_kaya", "modifier_item_sange_and_yasha_and_kaya") LinkLuaModifier("modifier_item_sange_and_yasha_and_kaya", "items/item_sange_and_yasha_and_kaya.lua", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_item_sange_and_yasha_and_kaya_maim", "items/item_sange_and_yasha_and_kaya.lua", LUA_MODIFIER_MOTION_NONE) modifier_item_sange_and_yasha_and_kaya, modifier_item_sange_and_yasha_and_kaya_maim = factory( { sange = "modifier_item_sange_and_yasha_and_kaya_maim", yasha = true, kaya = true } )
local Tunnel = module("vrp", "lib/Tunnel") local Proxy = module("vrp", "lib/Proxy") vRP = Proxy.getInterface("vRP") vRPclient = Tunnel.getInterface("vRP") --[ CONEXÃO ]---------------------------------------------------------------------------------------------------------------------------- banK = {} Tunnel.bindInterface("vrp_banco",banK) Proxy.addInterface("vrp_banco",banK) --[ VARIÁVEIS ]-------------------------------------------------------------------------------------------------------------------------- local recompensa = 0 local andamento = false local dinheirosujo = {} --[ LOCAIS ]----------------------------------------------------------------------------------------------------------------------------- local caixas = { [1] = { ['seconds'] = 25 }, [2] = { ['seconds'] = 39 }, [3] = { ['seconds'] = 39 }, [4] = { ['seconds'] = 35 }, [5] = { ['seconds'] = 33 }, [6] = { ['seconds'] = 33 }, [7] = { ['seconds'] = 55 }, [8] = { ['seconds'] = 39 }, [9] = { ['seconds'] = 35 }, [10] = { ['seconds'] = 60 }, [11] = { ['seconds'] = 43 }, [12] = { ['seconds'] = 27 }, [13] = { ['seconds'] = 45 }, [14] = { ['seconds'] = 120 } } --[ WEBHOOKS ]--------------------------------------------------------------------------------------------------------------------------- local webhookDepositar = "" local webhookSacar = "" local webhookPTrans = "" local webhookPSacar = "" local webhookRCaixaEletronico = "" --[ PAGAR MULTAS ]----------------------------------------------------------------------------------------------------------------------- RegisterCommand('multas',function(source,args,rawCommand) local source = source local user_id = vRP.getUserId(source) local value = vRP.getUData(parseInt(user_id),"vRP:multas") local multas = json.decode(value) or 0 local banco = vRP.getBankMoney(user_id) if user_id then if args[1] == nil then if multas >= 1 then TriggerClientEvent("Notify",source,"aviso","Você possuí <b>$"..multas.." dólares em multas</b> para pagar.",8000) else TriggerClientEvent("Notify",source,"aviso","Você <b>não possuí</b> multas para pagar.",8000) end elseif args[1] == "pagar" then local valorpay = vRP.prompt(source,"Saldo de multas: $"..multas.." - Valor de multas a pagar:","") if banco >= parseInt(valorpay) then if parseInt(valorpay) <= parseInt(multas) then vRP.setBankMoney(user_id,parseInt(banco-valorpay)) vRP.setUData(user_id,"vRP:multas",json.encode(parseInt(multas)-parseInt(valorpay))) TriggerClientEvent("Notify",source,"sucesso","Você pagou <b>$"..valorpay.." dólares</b> em multas.",8000) else TriggerClientEvent("Notify",source,"negado","Você não pode pagar mais multas do que deve.",8000) end else TriggerClientEvent("Notify",source,"negado","Você não tem dinheiro em sua conta suficiente para isso.",8000) end end end end) --[ DEPOSITAR ]-------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent('banco:depositar') AddEventHandler('banco:depositar', function(amount) local _source = source local user_id = vRP.getUserId(_source) if amount == nil or amount <= 0 or amount > vRP.getMoney(user_id) then TriggerClientEvent("Notify",_source,"negado","Valor inválido") else vRP.tryDeposit(user_id, tonumber(amount)) TriggerClientEvent("Notify",_source,"sucesso","Você depositou <b>$"..amount.." dólares</b>.") end end) --[ SACAR ]------------------------------------------------------------------------------------------------------------------------------ RegisterServerEvent('banco:sacar') AddEventHandler('banco:sacar', function(amount) local _source = source local user_id = vRP.getUserId(_source) amount = tonumber(amount) local getbankmoney = vRP.getBankMoney(user_id) if amount == nil or amount <= 0 or amount > getbankmoney then TriggerClientEvent("Notify",_source,"negado","Valor inválido") else vRP.tryWithdraw(user_id,amount) TriggerClientEvent("Notify",_source,"sucesso","Você sacou <b>$"..amount.." dólares</b>.") end end) --[ PAGAR ]------------------------------------------------------------------------------------------------------------------------------ RegisterServerEvent('banco:pagar') AddEventHandler('banco:pagar', function(amount) local _source = source local user_id = vRP.getUserId(_source) local banco = vRP.getBankMoney(user_id) local valor = tonumber(amount) if banco >= tonumber(amount) then local multas = vRP.getUData(user_id,"vRP:multas") local int = parseInt(multas) if int >= valor then if valor > 999 then local rounded = math.ceil(valor) local novamulta = int - rounded vRP.setUData(user_id,"vRP:multas",json.encode(novamulta)) vRP.setBankMoney(user_id,banco-tonumber(valor)) TriggerClientEvent("Notify",_source,"sucesso","Você pagou $"..valor.." em multas.") TriggerClientEvent("currentbalance2",_source) else TriggerClientEvent("Notify",_source,"negado","Você só pode pagar multas acima de <b>$1.000</b> dólares") end else TriggerClientEvent("Notify",_source,"negado","Você não pode pagar mais multas do que possuí.") end else TriggerClientEvent("Notify",_source,"negado","Saldo inválido.") end end) --[ SALDO ]------------------------------------------------------------------------------------------------------------------------------ RegisterServerEvent('banco:balance') AddEventHandler('banco:balance', function() local _source = source local user_id = vRP.getUserId(_source) local getbankmoney = vRP.getBankMoney(user_id) local multasbalance = vRP.getUData(user_id,"vRP:multas") TriggerClientEvent("currentbalance1",_source,addComma(math.floor(getbankmoney)),multasbalance) end) --[ TRANSFERENCIAS ]--------------------------------------------------------------------------------------------------------------------- RegisterServerEvent('banco:transferir') AddEventHandler('banco:transferir', function(to,amountt) local _source = source local user_id = vRP.getUserId(_source) local identity = vRP.getUserIdentity(user_id) local _nplayer = vRP.getUserSource(parseInt(to)) local nuser_id = vRP.getUserId(_nplayer) local identitynu = vRP.getUserIdentity(nuser_id) local banco = 0 if nuser_id == nil then TriggerClientEvent("Notify",_source,"negado","Passaporte inválido ou indisponível.") else if nuser_id == user_id then TriggerClientEvent("Notify",_source,"negado","Você não pode transferir dinheiro para sí mesmo.") else local banco = vRP.getBankMoney(user_id) local banconu = vRP.getBankMoney(nuser_id) if banco <= 0 or banco < tonumber(amountt) or tonumber(amountt) <= 0 then TriggerClientEvent("Notify",_source,"negado","Dinheiro Insuficiente") else vRP.setBankMoney(user_id,banco-tonumber(amountt)) vRP.setBankMoney(nuser_id,banconu+tonumber(amountt)) TriggerClientEvent("Notify",_nplayer,"sucesso","<b>"..identity.name.." "..identity.firstname.."</b> depositou <b>$"..amountt.." dólares</b> na sua conta.") TriggerClientEvent("Notify",_source,"sucesso","Você transferiu <b>$"..amountt.." dólares</b> para conta de <b>"..identitynu.name.." "..identitynu.firstname.."</b>.") end end end end) --[ TEMPO ]------------------------------------------------------------------------------------------------------------------------------ local timers = {} Citizen.CreateThread(function() while true do Citizen.Wait(1000) for k,v in pairs(timers) do if v > 0 then timers[k] = v - 1 end end end end) --[ CHECKROBBERY ]----------------------------------------------------------------------------------------------------------------------- function banK.checkRobbery(id,x,y,z,head) local source = source local user_id = vRP.getUserId(source) local policia = vRP.getUsersByPermission("policia-ptr.permissao") local identity = vRP.getUserIdentity(user_id) if user_id then if #policia <= 2 then TriggerClientEvent("Notify",source,"aviso","Número insuficiente de policiais em patrulha no momento.",8000) else if timers[id] == 0 or not timers[id] then timers[id] = 600 andamento = true dinheirosujo = {} dinheirosujo[user_id] = caixas[id].seconds vRPclient.setStandBY(source,parseInt(800)) recompensa = parseInt(math.random(2000,8000)/caixas[id].seconds) TriggerClientEvent('iniciandocaixaeletronico',source,x,y,z,caixas[id].seconds,head) vRPclient._playAnim(source,false,{{"anim@heists@ornate_bank@grab_cash_heels","grab"}},true) for l,w in pairs(policia) do local player = vRP.getUserSource(parseInt(w)) if player then async(function() TriggerClientEvent('blip:criar:caixaeletronico',player,x,y,z) vRPclient.playSound(player,"Oneshot_Final","MP_MISSION_COUNTDOWN_SOUNDSET") TriggerClientEvent('chatMessage',player,"911",{64,64,255},"O roubo começou no ^1Caixa Eletrônico^0, dirija-se até o local e intercepte os assaltantes.") end) end end PerformHttpRequest(webhookRCaixaEletronico, function(err, text, headers) end, 'POST', json.encode({ embeds = { { title = "REGISTRO DE ASSALTO:", thumbnail = { url = "https://i.imgur.com/5ydYKZg.png" }, fields = { { name = "**IDENTIFICAÇÃO DO PLAYER:**", value = "**"..identity.name.." "..identity.firstname.."** [**"..user_id.."**] \n⠀" }, { name = "**LUCRO DO ASSALTO:**", value = "**$"..parseInt(recompensa).." dólares**\n⠀" }, }, footer = { text = os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S"), icon_url = "https://i.imgur.com/5ydYKZg.png" }, color = 15906321 } } }), { ['Content-Type'] = 'application/json' }) SetTimeout(caixas[id].seconds*1000,function() if andamento then andamento = false for l,w in pairs(policia) do local player = vRP.getUserSource(parseInt(w)) if player then async(function() TriggerClientEvent('blip:remover:caixaeletronico',player) TriggerClientEvent('chatMessage',player,"911",{64,64,255},"O roubo terminou, os assaltantes estão correndo antes que vocês cheguem.") end) end end end end) else TriggerClientEvent("Notify",source,"aviso","O caixa eletrônico está vazio, aguarde <b>"..timers[id].." segundos</b> até que tenha dinheiro novamente.",8000) end end end end --[ CANCELROBBERY ]---------------------------------------------------------------------------------------------------------------------- function banK.cancelRobbery() if andamento then andamento = false local policia = vRP.getUsersByPermission("dpla-ptr.permissao") for l,w in pairs(policia) do local player = vRP.getUserSource(parseInt(w)) if player then async(function() TriggerClientEvent('blip:remover:caixaeletronico',player) TriggerClientEvent('chatMessage',player,"911",{64,64,255},"O assaltante saiu correndo e deixou tudo para trás.") end) end end end end --[ PAYMENTROBBERY ]--------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do Citizen.Wait(1000) if andamento then for k,v in pairs(dinheirosujo) do if v > 0 then dinheirosujo[k] = v - 1 vRP._giveInventoryItem(k,"dinheiro-sujo",recompensa) end end end end end) --[ CHECK PERMISSIONS ]------------------------------------------------------------------------------------------------------------------ function banK.checkPermission() local source = source local user_id = vRP.getUserId(source) return not (vRP.hasPermission(user_id,"policia-ptr.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"ems.permissao") or vRP.hasPermission(user_id,"paisana-ems.permissao")) end function banK.giveDebitCard() local source = source local user_id = vRP.getUserId(source) if vRP.getInventoryWeight(user_id) + vRP.getItemWeight("cartao-debito") <= vRP.getInventoryMaxWeight(user_id) then if vRP.getInventoryItemAmount(user_id,"cartao-debito") > 0 then TriggerClientEvent("Notify",source,"negado","Você já possui um cartão de débito em sua mochila.") else local bank = vRP.getBankMoney(user_id) if bank >= 170 then vRP.setBankMoney(user_id,bank-170) vRP.giveInventoryItem(user_id,"cartao-debito",1) TriggerClientEvent("Notify",source,"sucesso","Sucesso, você adquiriu o seu cartão de débito por <b>$170 dólares</b>.") else TriggerClientEvent("Notify",source,"negado","Saldo insuficiente para contratar o seu cartão de débito.") end end else TriggerClientEvent("Notify",source,"negado","Sua mochila está cheia.") end end --[ TESTE ]------------------------------------------------------------------------------------------------------------------------------ function round(num, numDecimalPlaces) local mult = 5^(numDecimalPlaces or 0) if num and type(num) == "number" then return math.floor(num * mult + 0.5) / mult end end function addComma(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1.%2') if (k==0) then break end end return formatted end
local settings_prefix= "/" .. THEME:GetThemeDisplayName() .. "_settings/" global_cur_game= GAMESTATE:GetCurrentGame():GetName():lower() function force_table_elements_to_match_type(candidate, must_match, depth_remaining) for k, v in pairs(candidate) do if type(must_match[k]) ~= type(v) then candidate[k]= nil elseif type(v) == "table" and depth_remaining ~= 0 then force_table_elements_to_match_type(v, must_match[k], depth_remaining-1) end end for k, v in pairs(must_match) do if type(candidate[k]) == "nil" then if type(v) == "table" then candidate[k]= DeepCopy(v) else candidate[k]= v end end end end local function slot_to_prof_dir(slot, reason) local prof_dir= "Save" if slot and slot ~= "ProfileSlot_Invalid" then prof_dir= PROFILEMAN:GetProfileDir(slot) if not prof_dir or prof_dir == "" then --Warn("Could not fetch profile dir to " .. reason .. ".") return end end return prof_dir end local function load_conf_file(fname) local file= RageFileUtil.CreateRageFile() local ret= {} if file:Open(fname, 1) then local data= loadstring(file:Read()) setfenv(data, {}) local success, data_ret= pcall(data) if success then ret= data_ret end file:Close() end file:destroy() return ret end local setting_mt= { __index= { init= function(self, name, file, default, match_depth) assert(type(default) == "table", "default for setting must be a table.") self.name= name self.file= file self.default= default self.match_depth= match_depth self.dirty_table= {} self.data_set= {} return self end, load= function(self, slot) slot= slot or "ProfileSlot_Invalid" local prof_dir= slot_to_prof_dir(slot, "read " .. self.name) if not prof_dir then self.data_set[slot]= DeepCopy(self.default) else local fname= prof_dir .. settings_prefix .. self.file if not FILEMAN:DoesFileExist(fname) then self.data_set[slot]= DeepCopy(self.default) else local from_file= load_conf_file(fname) if type(from_file) == "table" then if self.match_depth and self.match_depth ~= 0 then force_table_elements_to_match_type( from_file, self.default, self.match_depth-1) end self.data_set[slot]= from_file else self.data_set[slot]= DeepCopy(self.default) end end end return self.data_set[slot] end, get_data= function(self, slot) slot= slot or "ProfileSlot_Invalid" return self.data_set[slot] or self.default end, set_data= function(self, slot, data) slot= slot or "ProfileSlot_Invalid" self.data_set[slot]= data end, set_dirty= function(self, slot) slot= slot or "ProfileSlot_Invalid" self.dirty_table[slot]= true end, check_dirty= function(self, slot) slot= slot or "ProfileSlot_Invalid" return self.dirty_table[slot] end, clear_slot= function(self, slot) slot= slot or "ProfileSlot_Invalid" self.dirty_table[slot]= nil self.data_set[slot]= nil end, save= function(self, slot) slot= slot or "ProfileSlot_Invalid" if not self:check_dirty(slot) then return end local prof_dir= slot_to_prof_dir(slot, "write " .. self.name) if not prof_dir then return end local fname= prof_dir .. settings_prefix .. self.file local file_handle= RageFileUtil.CreateRageFile() if not file_handle:Open(fname, 2) then Warn("Could not open '" .. fname .. "' to write " .. self.name .. ".") else local output= "return " .. lua_table_to_string(self.data_set[slot]) file_handle:Write(output) file_handle:Close() file_handle:destroy() end end, save_all= function(self) for slot, data in pairs(self.data_set) do self:save(slot) end end }} function create_setting(name, file, default, match_depth) return setmetatable({}, setting_mt):init(name, file, default, match_depth) end function write_str_to_file(str, fname, str_name) local file_handle= RageFileUtil.CreateRageFile() if not file_handle:Open(fname, 2) then Warn("Could not open '" .. fname .. "' to write " .. str_name .. ".") else file_handle:Write(str) file_handle:Close() file_handle:destroy() end end function string_needs_escape(str) if str:match("^[a-zA-Z_][a-zA-Z_0-9]*$") then return false else return true end end function lua_table_to_string(t, indent, line_pos) indent= indent or "" line_pos= (line_pos or #indent) + 1 local internal_indent= indent .. " " local ret= "{" local has_table= false for k, v in pairs(t) do if type(v) == "table" then has_table= true end end if has_table then ret= "{\n" .. internal_indent line_pos= #internal_indent end local separator= "" local function do_value_for_key(k, v, need_key_str) if type(v) == "nil" then return end local k_str= k if type(k) == "number" then k_str= "[" .. k .. "]" else if string_needs_escape(k) then k_str= "[" .. ("%q"):format(k) .. "]" else k_str= k end end if need_key_str then k_str= k_str .. "= " else k_str= "" end local v_str= "" if type(v) == "table" then v_str= lua_table_to_string(v, internal_indent, line_pos + #k_str) elseif type(v) == "string" then v_str= ("%q"):format(v) elseif type(v) == "number" then if v ~= math.floor(v) then v_str= ("%.6f"):format(v) local last_nonz= v_str:reverse():find("[^0]") if last_nonz then v_str= v_str:sub(1, -last_nonz) end else v_str= tostring(v) end else v_str= tostring(v) end local to_add= k_str .. v_str if type(v) == "table" then if separator == "" then to_add= separator .. to_add else to_add= separator .."\n" .. internal_indent .. to_add end else if line_pos + #separator + #to_add > 80 then line_pos= #internal_indent + #to_add to_add= separator .. "\n" .. internal_indent .. to_add else to_add= separator .. to_add line_pos= line_pos + #to_add end end ret= ret .. to_add separator= ", " end -- do the integer indices from 0 to n first, in order. do_value_for_key(0, t[0], true) for n= 1, #t do do_value_for_key(n, t[n], false) end for k, v in pairs(t) do local is_integer_key= (type(k) == "number") and (k == math.floor(k)) and k >= 0 and k <= #t if not is_integer_key then do_value_for_key(k, v, true) end end ret= ret .. "}" return ret end local slot_conversion= { [PLAYER_1]= "ProfileSlot_Player1", [PLAYER_2]= "ProfileSlot_Player2",} function pn_to_profile_slot(pn) return slot_conversion[pn] or "ProfileSlot_Invalid" end
local app = require 'app' local Gamestate = require 'vendor/gamestate' local window = require 'window' local fonts = require 'fonts' local TunnelParticles = require "tunnelparticles" local flyin = Gamestate.new() local sound = require 'vendor/TEsound' local Timer = require 'vendor/timer' local Character = require 'character' function flyin:init( ) TunnelParticles:init() end function flyin:enter( prev ) self.flying = {} self.characterorder = {} for i,c in pairs(Character.characters) do if c.name ~= Character.name then table.insert(self.characterorder, c.name) end end self.characterorder = table.shuffle( self.characterorder, 5 ) table.insert( self.characterorder, Character.name ) local time = 0 for _,name in pairs( self.characterorder ) do Timer.add(time, function() table.insert( self.flying, { n = name, c = name == Character.name and Character.costume or Character:findRelatedCostume(name), x = window.width / 2, y = window.height / 2, t = math.random( ( math.pi * 2 ) * 10000 ) / 10000, r = n == Character.name and 0 or ( math.random( 4 ) - 1 ) * ( math.pi / 2 ), s = 0.1, show = true }) end) time = time + 0.4 end end function flyin:draw() TunnelParticles.draw() love.graphics.circle( 'fill', window.width / 2, window.height / 2, 30 ) --draw in reverse order, so the older ones get drawn on top of the newer ones for i = #flyin.flying, 1, -1 do local v = flyin.flying[i] if v.show then love.graphics.setColor( 255, 255, 255, 255 ) Character.characters[v.n].animations.flyin:draw( Character:getSheet(v.n,v.c), v.x, v.y, v.r - ( v.r % ( math.pi / 2 ) ), math.min(v.s,5), math.min(v.s,5), 22, 32 ) -- black mask while coming out of 'tunnel' if v.s <= 1 then love.graphics.setColor( 0, 0, 0, 255 * ( 1 - v.s ) ) Character.characters[v.n].animations.flyin:draw( Character:getSheet(v.n,v.c), v.x, v.y, v.r - ( v.r % ( math.pi / 2 ) ), math.min(v.s,5), math.min(v.s,5), 22, 32 ) end end end end function flyin:startGame(dt) local gamesave = app.gamesaves:active() local point = gamesave:get('savepoint', {level='studyroom', name='main'}) Gamestate.switch(point.level, point.name) end function flyin:keypressed(button) Timer.clear() self:startGame() end function flyin:update(dt) TunnelParticles.update(dt) for k,v in pairs(flyin.flying) do if v.n ~= Character.name then v.x = v.x + ( math.cos( v.t ) * dt * v.s * 90 ) v.y = v.y + ( math.sin( v.t ) * dt * v.s * 90 ) end v.s = v.s + dt * 4 v.r = v.r + dt * 5 if v.s >= 6 then v.show = false end end if not flyin.flying[ #flyin.flying ].show then Timer.clear() self:startGame() end end return flyin
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('StoryBit', { ActivationEffects = {}, Category = "Tick_FounderStageDone", Effects = {}, Enabled = true, Image = "UI/Messages/Events/06_space_suit.tga", Prerequisites = { PlaceObj('CheckObjectCount', { 'Label', "Colonist", 'Filters', {}, 'Condition', ">=", 'Amount', 50, }), PlaceObj('CheckObjectCount', { 'Label', "ShuttleHub", 'Filters', {}, 'Condition', ">=", 'Amount', 1, }), PlaceObj('PickFromLabel', { 'Label', "Colonist", 'Conditions', { PlaceObj('HasTrait', { 'Trait', "Child", 'Negate', true, }), }, }), }, ScriptDone = true, Text = T(268319532855, --[[StoryBit WatcherInTheSky Text]] "The signal seems harmless but can very well be a spying device.\n\nDo we ignore it? "), TextReadyForValidation = true, TextsDone = true, Title = T(348128839780, --[[StoryBit WatcherInTheSky Title]] "The Watcher"), VoicedText = T(284947371309, --[[voice:narrator]] "A faint signal was traced to originate from the high mountains just outside our Colony's vicinity."), group = "Colonists", id = "WatcherInTheSky", PlaceObj('StoryBitReply', { 'Text', T(982697491816, --[[StoryBit WatcherInTheSky Text]] "Send a Colonist in a Shuttle to investigate."), }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'Effects', { PlaceObj('ActivateStoryBit', { 'Id', "WatcherInTheSky_2", 'ForcePopup', false, }), }, }), PlaceObj('StoryBitReply', { 'Text', T(567951828202, --[[StoryBit WatcherInTheSky Text]] "Jam the signal and carry on."), }), })
{{$gEmoji:=`<:yag:277569741932068864>`}} {{/*Code*/}} {{ $data:=sdict}} {{$compareEmoji:=.Reaction.Emoji.Name}} {{with reFindAllSubmatches `(\d+)>\z` $gEmoji}}{{$gEmoji =index . 0 1}}{{$compareEmoji =str $.Reaction.Emoji.ID}}{{end}} {{if and (eq $compareEmoji $gEmoji) (not .User.Bot)}} {{with (dbGet 7777 "giveaway_active").Value}}{{$data =sdict .}}{{end}} {{$giveawayData := $data.Get (joinStr "" .Reaction.ChannelID .Reaction.MessageID)}} {{if $giveawayData}} {{$giveawayData =sdict $giveawayData}} {{$IDregex:=print .User.ID ","}} {{if .ReactionAdded}}{{$amount:=1}}{{if reFind $IDregex $giveawayData.listID}}{{$giveawayData.Set "listID" (reReplace $IDregex $giveawayData.listID "")}}{{$amount =0}}{{end}}{{$giveawayData.Set "listID" (print $giveawayData.listID $IDregex)}}{{$giveawayData.Set "count" (add $giveawayData.count $amount)}} {{else}}{{if reFind $IDregex $giveawayData.listID}}{{$giveawayData.Set "listID" (reReplace $IDregex $giveawayData.listID "")}}{{$giveawayData.Set "count" (add $giveawayData.count -1)}}{{end}} {{end}} {{$data.Set (joinStr "" .Reaction.ChannelID .Reaction.MessageID) $giveawayData}}{{dbSet 7777 "giveaway_active" $data}} {{end}} {{end}}
local M = {} local ADDR = 0x23 -- Addr L local COMMAND = 0x20 -- One time H-resolution mode local i2c = i2c local ID = 0 -- Always sero function M.init(sda, scl) i2c.setup(ID, sda, scl, i2c.SLOW) end local function read_data_from_bh1750(address) i2c.start(ID) i2c.address(ID, address, i2c.TRANSMITTER) i2c.write(ID, COMMAND) i2c.stop(ID) i2c.start(ID) i2c.address(ID, address,i2c.RECEIVER) tmr.delay(185000) -- Wait to complete H-resolution mode measurement max. 180 ms data = i2c.read(ID, 2) i2c.stop(ID) return data end function M.read_lux() data_string = read_data_from_bh1750(ADDR) data = data_string:byte(1) * 256 + data_string:byte(2) lux = (data / 1.2) -- H-reslution mode : Illuminance per 1 count ( lx / count ) = 1 / 1.2 return(lux) end return M
runer=loadfile("./ldoc/ldoc.lua") runer()
---@type cc.Sprite local Sprite = cc.Sprite --- ---@param path string ---@param size size_table ---@return cc.Sprite function Sprite:createWithSVGFile(path, size) local img = cc.Image() img:initWithSVGFile(unpack({ path, size })) local tex = cc.Texture2D() tex:initWithImage(img) return cc.Sprite:createWithTexture(tex) end --- ---@param b lstg.Buffer buffer which holds the image data. ---@return boolean true if loaded correctly. function Sprite:createWithImageData(b) local img = cc.Image() img:initWithImageData(b) local tex = cc.Texture2D() tex:initWithImage(img) return cc.Sprite:createWithTexture(tex) end --- warning: only support RGBA8888 ---@param b lstg.Buffer ---@param width number ---@param height number ---@param bitsPerComponent number ---@param preMulti boolean ---@return boolean function Sprite:createWithRawData(b, width, height, bitsPerComponent, preMulti) local img = cc.Image() img:initWithRawData(unpack({ b, width, height, bitsPerComponent, preMulti })) local tex = cc.Texture2D() tex:initWithImage(img) return cc.Sprite:createWithTexture(tex) end --- clone sprite ---@return cc.Sprite function Sprite:clone() return cc.Sprite:createWithSpriteFrame(self:getSpriteFrame()) end
local M = {} local usage = [[ Usage: check-republic SUBCOMMAND Example: check-republic install CLI helper for the check-republic daemon Options: -h, --help Display this help Available commands: help Display this help install Install the check-republic service and daemon list List all checks run Run all checks]] function M.process() print(usage) end return M
local module = ... local mqtt = require('mqtt_ws') local settings = require('settings') local device_id = wifi.sta.getmac():lower():gsub(':','') local c = mqtt.Client(settings.aws) local topics = settings.aws.topics local sendTimer = tmr.create() local timeout = tmr.create() local heartbeat = tmr.create() timeout:register(3000, tmr.ALARM_SEMI, function() sensorPut[1].retry = (sensorPut[1].retry or 0) + 1 sensorPut[1].message_id = nil sendTimer:start() end) sendTimer:register(200, tmr.ALARM_AUTO, function(t) local sensor = sensorPut[1] if sensor then t:stop() if sensor.retry and sensor.retry > 0 then print("Heap:", node.heap(), "Retry:", sensor.retry) end if sensor.retry and sensor.retry > 10 then print("Heap:", node.heap(), "Retried 10 times and failed. Rebooting in 30 seconds.") for k, v in pairs(sensorPut) do sensorPut[k] = nil end -- remove all pending sensor updates tmr.create():alarm(30000, tmr.ALARM_SINGLE, function() node.restart() end) -- reboot in 30 sec else local message_id = c.msg_id local topic = sensor.topic or topics.sensor sensor.device_id = device_id print("Heap:", node.heap(), "PUBLISH", "Message ID:", message_id, "Topic:", topic, "Payload:", sjson.encode(sensor)) timeout:start() c:publish(topic, sensor) sensor.message_id = message_id end end end) heartbeat:register(200, tmr.ALARM_AUTO, function(t) local hb = require('server_status')() hb.topic = topics.heartbeat hb.timestamp = rtctime.get() table.insert(sensorPut, hb) t:interval(300000) -- 5 minutes end) local function startLoop() print("Heap:", node.heap(), 'Connecting to AWS IoT Endpoint:', settings.endpoint) c:on('offline', function() print("Heap:", node.heap(), "mqtt: offline") sendTimer:stop() c:connect(settings.endpoint) end) c:connect(settings.endpoint) end c:on('puback', function(_, message_id) print("Heap:", node.heap(), 'PUBACK', 'Message ID:', message_id) local sensor = sensorPut[1] if sensor and sensor.message_id == message_id then table.remove(sensorPut, 1) blinktimer:start() timeout:stop() sendTimer:start() end end) c:on('message', function(_, topic, message) print("Heap:", node.heap(), 'topic:', topic, 'msg:', message) local payload = sjson.decode(message) require("switch")(payload) -- publish the new state after actuating switch table.insert(sensorPut, { pin = payload.pin, state = gpio.read(payload.pin) }) end) c:on('connect', function() print("Heap:", node.heap(), "mqtt: connected") print("Heap:", node.heap(), "Subscribing to topic:", topics.switch) c:subscribe(topics.switch) -- update current state of actuators upon boot for i, actuator in pairs(actuatorGet) do table.insert(sensorPut, { pin = actuator.pin, state = gpio.read(actuator.pin) }) end heartbeat:start() sendTimer:start() end) return function() package.loaded[module] = nil module = nil return startLoop() end
return function() clr_timers() local tt = tmr.create() table.insert(timers, tt) local r, g ,b = 0, 0, 0 tt:alarm(30, tmr.ALARM_AUTO, function() buf:fill(0, 0, 0) if math.random(1,6) >= 4 then for i = 1,3 do g, r, b = leds.hsv2grb(0, 0, val) buf:set(math.random(1,101), r, g, b) end end buf:set(1, 0, 0, 0) ws2812.write(buf) end) end
function write_doc(parsed_data, file_name) -- Set the general anchor local anchor = "__" .. parsed_data.title .. "__" local title = parsed_data.title if (title:match("^[A-Z][a-z]") and not title:match("^Data") and not title:match("^Df") and not title:match("^Batc")) then title = title:sub(1,1):lower() .. title:sub(2) end local header = ("# API documentation for [%s](#%s)"): format(title, anchor) for i=1,#parsed_data.anchors.tags do header = header .. get_anchor_link(parsed_data.anchors.titles[i], nil, parsed_data.anchors.tags[i], "") end local docfile = io.open(file_name, "w") docfile:write(header) docfile:write(("\n\n<a name=\"%s\">\n%s"):format(anchor, parsed_data.content)) docfile:close() end
Camera = { -------------------------------------------------------------------------------------------------------------------------------------------------------------------- --Initialize the x and y coordinates of Camera to a starter value x = 0, y = 0 -------------------------------------------------------------------------------------------------------------------------------------------------------------------- } function Camera.update(dt) -------------------------------------------------------------------------------------------------------------------------------------------------------------------- --[CODE 5 LINES] Make the camera move to the left and right with the left and right arrow keys. Exactly the same as Quiddtich if love.keyboard.isDown("right") then --RIGHT ARROW BUTTON IS DOWN then Camera.x = Camera.x + 5 elseif love.keyboard.isDown("left") then Camera.x = Camera.x - 5 end -------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------- --[CODE 5 LINES] Make the camera move to the up and down with the up and down arrow keys. Exactly the same as Quiddtich if love.keyboard.isDown("up") then Camera.y = Camera.y - 5 elseif love.keyboard.isDown("down") then Camera.y = Camera.y + 5 end -------------------------------------------------------------------------------------------------------------------------------------------------------------------- end function Camera:follow(dt, rider) -------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Make Camera.x and Camera.y follow the rider. Exactly the same as Quidditch Camera.x = rider.body:getX() - love.graphics.getWidth()/2 Camera.y = rider.body:getY() - love.graphics.getHeight()/2 -------------------------------------------------------------------------------------------------------------------------------------------------------------------- end
local errors = require('errors') errors.deprecate( "Module `cartridge.graphql.schema` is deprecated." .. " Use `require('graphql.schema')` instead." ) return require('graphql.schema')
data:extend { { type = "equipment-grid", name = "electric-vehicles-electric-car", width = 10, height = 5, equipment_categories = {"armor", "electric-vehicles-equipment"}, }, { type = "equipment-grid", name = "electric-vehicles-electric-locomotive", width = 10, height = 10, equipment_categories = {"armor", "electric-vehicles-equipment"}, }, { type = "equipment-grid", name = "electric-vehicles-electric-tank", width = 10, height = 10, equipment_categories = {"armor", "electric-vehicles-equipment"}, }, { type = "battery-equipment", name = "electric-vehicles-lo-voltage-transformer", sprite = { filename = "__Laser_Tanks_kr__/graphics/equipment/lo-voltage-transformer.png", width = 32, height = 64, priority = "medium" }, shape = { width = 1, height = 2, type = "full" }, energy_source = { type = "electric", buffer_capacity = math.ceil(300 / 60) .. "kJ", input_flow_limit = 300 .. "kW", output_flow_limit = "0W", usage_priority = "primary-input" }, categories = {"electric-vehicles-equipment"}, }, { type = "battery-equipment", name = "electric-vehicles-hi-voltage-transformer", sprite = { filename = "__Laser_Tanks_kr__/graphics/equipment/hi-voltage-transformer.png", width = 64, height = 64, priority = "medium" }, shape = { width = 2, height = 2, type = "full" }, energy_source = { type = "electric", buffer_capacity = math.ceil(5 / 60) .. "MJ", input_flow_limit = 5 .. "MW", output_flow_limit = "0W", usage_priority = "primary-input" }, categories = {"electric-vehicles-equipment"}, }, { type = "battery-equipment", name = "electric-vehicles-regen-brake-controller", sprite = { filename = "__Laser_Tanks_kr__/graphics/equipment/regen-brake-controller.png", width = 64, height = 64, priority = "medium" }, shape = { width = 2, height = 2, type = "full" }, energy_source = { type = "electric", buffer_capacity = math.ceil(10 / 60) .. "MJ", input_flow_limit = "0MW", output_flow_limit = 10 .. "MW", usage_priority = "primary-output" }, categories = {"electric-vehicles-equipment"}, }, } --if mods["vtk-armor-plating"] then -- table.insert(data.raw["equipment-grid"]["electric-vehicles-electric-locomotive"].equipment_categories,"vtk-armor-plating") -- table.insert(data.raw["equipment-grid"]["electric-vehicles-electric-car"].equipment_categories,"vtk-armor-plating") -- table.insert(data.raw["equipment-grid"]["electric-vehicles-electric-tank"].equipment_categories,"vtk-armor-plating") --end
function foo() function bar() end -- body end
local moon = require("moon") local test_assert = require("test_assert") moon.start( function() moon.async( function() local receiverid = moon.co_new_service( "lua", { name = "call_example_receiver", file = "call_example_receiver.lua" } ) print(moon.co_call("lua", receiverid, "SUB", 1000, 2000)) local res = moon.co_call("lua", receiverid, "SUB", 1000, 2000) test_assert.equal(res, -1000) res = moon.co_call("lua", receiverid, "ACCUM", 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16) test_assert.equal(res, 136) --This call will got error message: res = moon.co_call("lua", receiverid, "ADD", 100, 99) test_assert.equal(res, false) res = moon.co_call("lua", receiverid, "SUB", 100, 99) test_assert.equal(res, 1) --Let receiver exit: moon.co_call("lua", receiverid, "EXIT") test_assert.success() end ) end )
local playsession = { {"Menander", {1618689}}, {"ohmygodism", {3683}}, {"MetonymicalInsanity", {1573433}}, {"ultrajer", {1473774}}, {"Kokori", {144964}}, {"Duchesko", {675244}}, {"lemarkiz", {437624}}, {"Nikkichu", {862196}}, {"rlidwka", {1476443}}, {"Gerkiz", {412141}}, {"foggyliziouz", {934385}}, {"VB11", {718118}}, {"marklinCZ", {338651}}, {"Wesoly1234", {11606}}, {"pfd", {265683}}, {"toddrofls", {604314}}, {"bigoz72", {89816}}, {"Zillo7", {302680}}, {"Bartell", {28604}}, {"Nagrom_17", {7344}}, {"Hiero", {757538}}, {"ausmister", {476568}}, {"realDonaldTrump", {881411}}, {"Mullacs", {310954}}, {"helic99", {1066}}, {"Spelling_A", {175914}}, {"Frosty1098", {159118}}, {"Troubletime", {372733}}, {"zopieux", {302431}}, {"CustomSocks", {585099}}, {"ksb4145", {303270}}, {"fractaldelic", {822}}, {"sixtothegrave", {38703}}, {"bdgray02", {272052}}, {"Jularen", {257272}}, {"StormBreaker", {8026}}, {"NicolaasZA", {3582}}, {"Keo_nix", {167951}}, {"MECH4NIKER", {6698}}, {"RebuffedBrute44", {257300}}, {"Tracolix", {256512}}, {"Mselvage1231", {1284}}, {"jagger23", {115410}}, {"mars_precision", {6049}}, {"DrunkBoxer", {244955}}, {"marathonman", {5260}}, {"seirjgkemn", {26467}}, {"Bryce940", {22119}}, {"Miguel724", {4453}} } return playsession
local palette_data = {} local GetColorFromHexStr = function(str) local color = { a = 0, r = 0, g = 0, b = 0 } local tmp = {} for cc in string.gmatch(str, "..") do table.insert(tmp, tonumber(cc, 16)) end color.a = tmp[1] / 255 color.r = tmp[2] / 255 color.g = tmp[3] / 255 color.b = tmp[4] / 255 return color end -- https://lospec.com/palette-list/summers-past-16 local _colors = {'FF320011', 'FF5f3a60', 'FF876672', 'FFb7a39d', 'FFece8c2', 'FF6db7c3', 'FF5e80b2', 'FF627057', 'FF8da24e', 'FFd2cb3e', 'FFf7d554', 'FFe8bf92', 'FFe78c5b', 'FFc66f5e', 'FFc33846', 'FF933942'} local colors = {} for _, c in ipairs(_colors) do table.insert(colors, GetColorFromHexStr(c)) end palette_data.colors = colors palette_data.black = colors[1] palette_data.white = colors[5] palette_data.blue = colors[6] palette_data.green = colors[10] palette_data.red = colors[14] palette_data.main_colors = {palette_data.black, palette_data.white, palette_data.blue, palette_data.green, palette_data.red} palette_data.foreground_color = colors[5] palette_data.background_color = colors[16] palette_data.border_color = colors[1] return palette_data
local seafoam_islands_0 = DoorSlot("seafoam_islands","0") local seafoam_islands_0_hub = DoorSlotHub("seafoam_islands","0",seafoam_islands_0) seafoam_islands_0:setHubIcon(seafoam_islands_0_hub) local seafoam_islands_1 = DoorSlot("seafoam_islands","1") local seafoam_islands_1_hub = DoorSlotHub("seafoam_islands","1",seafoam_islands_1) seafoam_islands_1:setHubIcon(seafoam_islands_1_hub) local seafoam_islands_2 = DoorSlot("seafoam_islands","2") local seafoam_islands_2_hub = DoorSlotHub("seafoam_islands","2",seafoam_islands_2) seafoam_islands_2:setHubIcon(seafoam_islands_2_hub) local seafoam_islands_3 = DoorSlot("seafoam_islands","3") local seafoam_islands_3_hub = DoorSlotHub("seafoam_islands","3",seafoam_islands_3) seafoam_islands_3:setHubIcon(seafoam_islands_3_hub) local seafoam_islands_4 = DoorSlot("seafoam_islands","4") local seafoam_islands_4_hub = DoorSlotHub("seafoam_islands","4",seafoam_islands_4) seafoam_islands_4:setHubIcon(seafoam_islands_4_hub) local seafoam_islands_5 = DoorSlot("seafoam_islands","5") local seafoam_islands_5_hub = DoorSlotHub("seafoam_islands","5",seafoam_islands_5) seafoam_islands_5:setHubIcon(seafoam_islands_5_hub) local seafoam_islands_6 = DoorSlot("seafoam_islands","6") local seafoam_islands_6_hub = DoorSlotHub("seafoam_islands","6",seafoam_islands_6) seafoam_islands_6:setHubIcon(seafoam_islands_6_hub) local seafoam_islands_7 = DoorSlot("seafoam_islands","7") local seafoam_islands_7_hub = DoorSlotHub("seafoam_islands","7",seafoam_islands_7) seafoam_islands_7:setHubIcon(seafoam_islands_7_hub) local seafoam_islands_8 = DoorSlot("seafoam_islands","8") local seafoam_islands_8_hub = DoorSlotHub("seafoam_islands","8",seafoam_islands_8) seafoam_islands_8:setHubIcon(seafoam_islands_8_hub) local seafoam_islands_9 = DoorSlot("seafoam_islands","9") local seafoam_islands_9_hub = DoorSlotHub("seafoam_islands","9",seafoam_islands_9) seafoam_islands_9:setHubIcon(seafoam_islands_9_hub) local seafoam_islands_10 = DoorSlot("seafoam_islands","10") local seafoam_islands_10_hub = DoorSlotHub("seafoam_islands","10",seafoam_islands_10) seafoam_islands_10:setHubIcon(seafoam_islands_10_hub) local seafoam_islands_11 = DoorSlot("seafoam_islands","11") local seafoam_islands_11_hub = DoorSlotHub("seafoam_islands","11",seafoam_islands_11) seafoam_islands_11:setHubIcon(seafoam_islands_11_hub) local seafoam_islands_12 = DoorSlot("seafoam_islands","12") local seafoam_islands_12_hub = DoorSlotHub("seafoam_islands","12",seafoam_islands_12) seafoam_islands_12:setHubIcon(seafoam_islands_12_hub) local seafoam_islands_13 = DoorSlot("seafoam_islands","13") local seafoam_islands_13_hub = DoorSlotHub("seafoam_islands","13",seafoam_islands_13) seafoam_islands_13:setHubIcon(seafoam_islands_13_hub) local seafoam_islands_14 = DoorSlot("seafoam_islands","14") local seafoam_islands_14_hub = DoorSlotHub("seafoam_islands","14",seafoam_islands_14) seafoam_islands_14:setHubIcon(seafoam_islands_14_hub) local seafoam_islands_15 = DoorSlot("seafoam_islands","15") local seafoam_islands_15_hub = DoorSlotHub("seafoam_islands","15",seafoam_islands_15) seafoam_islands_15:setHubIcon(seafoam_islands_15_hub) local seafoam_islands_16 = DoorSlot("seafoam_islands","16") local seafoam_islands_16_hub = DoorSlotHub("seafoam_islands","16",seafoam_islands_16) seafoam_islands_16:setHubIcon(seafoam_islands_16_hub) local seafoam_islands_17 = DoorSlot("seafoam_islands","17") local seafoam_islands_17_hub = DoorSlotHub("seafoam_islands","17",seafoam_islands_17) seafoam_islands_17:setHubIcon(seafoam_islands_17_hub) local seafoam_islands_18 = DoorSlot("seafoam_islands","18") local seafoam_islands_18_hub = DoorSlotHub("seafoam_islands","18",seafoam_islands_18) seafoam_islands_18:setHubIcon(seafoam_islands_18_hub)
DefineClass.CargoTransporter = { __parents = { "Object", "TaskRequester" }, properties = { { category = "CargoTransporter", id = "name", name = T(1000037, "Name"), editor = "text", default = ""}, { template = true, category = "CargoTransporter", name = T(757, "Cargo Capacity (kg)"), id = "cargo_capacity", editor = "number", default = 10000, min = 0, max = 1000000, modifiable = true, help = "The amount of available cargo capacity." }, }, keep_cargo_in_labels = false, cargo = false, demand = false, supply = false, } function CargoTransporter:GameInit() self.cargo = self.cargo or {} self.drones_entering = {} self.drones_exiting = {} end function CargoTransporter:HasAutoMode() return false end function CreateEmptyManifest() local manifest = {} manifest.drones = 0 manifest.rovers = {} manifest.passengers = {} manifest.prefabs = {} return manifest end function CreateManifest(cargo) local manifest = CreateEmptyManifest() local transportable_rovers = table.filter(cargo, function(k, v) return IsKindOf(g_Classes[k], "BaseRover") end) for _,entry in pairs(transportable_rovers) do local count = entry.requested or 0 manifest.rovers[entry.class] = count > 0 and count or nil end manifest.drones = cargo["Drone"] and cargo["Drone"].requested or nil for _,specialization in ipairs(GetSortedColonistSpecializationTable()) do local count = cargo[specialization] and cargo[specialization].requested or 0 manifest.passengers[specialization] = count > 0 and count or nil end local prefabs = table.filter(cargo, function(k, v) return BuildingTemplates[k] end) for _,entry in pairs(prefabs) do local count = entry.requested or 0 manifest.prefabs[entry.class] = count > 0 and count or nil end return manifest end function CargoTransporter:SetCargoAmount(class_id, amount) if not self.cargo[class_id] then self.cargo[class_id] = { class = class_id, requested = 0, amount = 0, } end self.cargo[class_id].amount = amount end function CargoTransporter:GetCargoAmount(class_id) return self.cargo[class_id] and self.cargo[class_id].amount or 0 end function CargoTransporter:GetCargoRequested(class_id) return self.cargo[class_id] and self.cargo[class_id].requested or 0 end function CargoTransporter:GetCargoRemaining(class_id) local cargo = self.cargo[class_id] if cargo then return cargo.requested - cargo.amount else return 0 end end function CargoTransporter:GetCargoItemStatus(item) local remaining = (item.requested or 0) - item.amount local cargo_type = GetCargoType(item.class) local total_pending = GetTotalCargoPending(self.city, item.class) local available = GetTotalCargoAvailable(self.city, cargo_type, item.class) return GetAvailabilityStatus(remaining, total_pending, available) end function CargoTransporter:GetCargoStatus(class_id) local cargo = self.cargo[class_id] if cargo then return self:GetCargoItemStatus(cargo) else return AvailabilityStatus.None end end function CargoTransporter:AddCargoAmount(class_id, amount) self:SetCargoAmount(class_id, self:GetCargoAmount(class_id) + amount) end function CargoTransporter:UnitDropCargoOnLoad() return false end function CargoTransporter:Load(manifest, quick_load, transfer_available) assert(manifest) self.boarding = {} self.departures = {} self.cargo = self.cargo or {} local succeed, rovers, drones, crew, prefabs = self:GatherAvailableCargo(manifest, quick_load, transfer_available) if not transfer_available then while not succeed do Sleep(1000) succeed, rovers, drones, crew, prefabs = self:GatherAvailableCargo(manifest, quick_load, transfer_available) end end self:ExpeditionLoadDrones(drones) self:AddCargoAmount("Drone", #drones) for _,rover in pairs(rovers) do if self:UnitDropCargoOnLoad() and IsKindOf(rover, "RCTransport") then rover:ReturnStockpiledResources() end rover:SetCommand("EnterTransporter", self) self:AddCargoAmount(rover.class, 1) end self:ExpeditionLoadCrew(crew) for _,member in pairs(crew) do if member.traits.Tourist then self:AddCargoAmount("Tourist", 1) else self:AddCargoAmount(member.specialist, 1) end end for _,prefab in pairs(prefabs) do self:AddCargoAmount(prefab.class, prefab.amount) self.city:AddPrefabs(prefab.class, -prefab.amount, false) end return rovers, drones, crew, prefabs end -- This is an alias for a function that was renamed function CargoTransporter:Find(...) return self:GatherAvailableCargo(...) end function CargoTransporter:GatherAvailableCargo(manifest, quick_load, transfer_available) -- find vehicles local rovers = {} for rover_type, count in pairs(manifest.rovers) do local new_rovers = self:GatherAvailableRovers(rover_type, count, quick_load, transfer_available) or empty_table if not quick_load and not transfer_available and #new_rovers < count then return false end table.iappend(rovers, new_rovers) end -- pick the required number of drones uniformly from hubs in range local drones = {} if manifest.drones and manifest.drones > 0 then drones = self:GatherAvailableDrones(manifest.drones, quick_load) if not quick_load and not transfer_available and #drones < manifest.drones then return false end end -- wait to have enough potential crew, set command, wait them to board local crew = {} for specialization, count in pairs(manifest.passengers) do local new_crew = self:GatherAvailableColonists(count, specialization, quick_load, transfer_available) or empty_table if not quick_load and not transfer_available and #new_crew < count then return false end table.iappend(crew, new_crew) end -- wait till all prefabs are available to be loaded local prefabs = {} local manifest_prefabs = table.filter(manifest.prefabs, function(k, v) return v > 0 end) for prefab,count in pairs(manifest_prefabs) do local available_count = self:GatherAvailablePrefabs(count, prefab) if not quick_load and not transfer_available and available_count < count then return false end table.insert(prefabs, {class = prefab, amount = available_count}) end return true, rovers, drones, crew, prefabs end local function FilterColonists(colonists, label, amount) local all_filter = function(i, col) return (label == "Colonist" or col.traits[label]) end local adult_filter = function(i, col) return not col.traits.Child and all_filter(i, col) end local list = table.ifilter(colonists or empty_table, adult_filter) if #list < amount then list = table.ifilter(colonists or empty_table, all_filter) end return list end function CargoTransporter:GatherAvailableColonists(amount, label, quick_load, transfer_available) label = label or "Colonist" local colonists = self.city.labels.Colonist or empty_table colonists = quick_load and colonists or table.ifilter(colonists, function(_, unit) return not unit.thread_running_destructors end) local idle_colonists = table.ifilter(colonists, function(_, unit) return table.find({"Idle", "Abandoned"}, unit.command) end) local list = FilterColonists(idle_colonists, label, amount) if #list < amount then local busy_colonists = table.ifilter(colonists, function(_, unit) return not table.find(idle_colonists, unit) end) local remaining = amount - #list local remainder = FilterColonists(busy_colonists, label, amount) for i = 1, #remainder do list[#list + 1] = remainder[i] end end if #list >= amount or quick_load or transfer_available then local crew = {} while #list > 0 and #crew < amount do local unit = table.rand(list, InteractionRand("PickCrew")) table.remove_value(list, unit) table.insert(crew, unit) end return crew else return {} end end function CargoTransporter:ExpeditionLoadCrew(crew) for _,unit in pairs(crew) do unit:SetCommand("EnterTransporter", self) end end function CargoTransporter:GatherAvailablePrefabs(amount, prefab) local city = self.city or MainCity local available_prefabs = city:GetPrefabs(prefab) if available_prefabs >= amount then return amount else return available_prefabs end end function CargoTransporter:WaitToFinishDisembarking(crew) while #crew > 0 do for _,unit in ipairs(crew) do if unit.command~="ReturnFromExpedition" then table.remove_value(crew, unit) end end Sleep(1000) end end function GetBestAvailableDroneFrom(controller, picked, filter) local drone = nil for _, d in ipairs(controller.drones or empty_table) do if d:CanBeControlled() and not table.find(picked, d) then if (not filter or filter(d)) then if not drone or (drone.command ~= "Idle" and d.command == "Idle") then -- prefer idling drones drone = d end end end end return drone end function GatherBestAvailableDrones(drones, amount, city, filter) local list = table.copy(city.labels.DroneControl or empty_table) local idx = 1 while #drones < amount and #list > 0 do local drone = GetBestAvailableDroneFrom(list[idx], drones, filter) if drone then table.insert(drones, drone) idx = idx + 1 else table.remove(list, idx) end if idx > #list then idx = 1 end end end local function GatherAvailableDronesWithFilter(drones, amount, obj, filter) -- prefer own drones first while #drones < amount and #(obj:HasMember("drones") and obj.drones or empty_table) > 0 do local drone = GetBestAvailableDroneFrom(obj, drones, filter) if not drone then break end table.insert(drones, drone) end -- pick orphaned drones GatherAvailableOrphanedDrones(drones, amount, obj, filter) -- pick from other drone controllers GatherBestAvailableDrones(drones, amount, obj.city, filter) end function GatherAvailableOrphanedDrones(drones, amount, obj, filter) local available_orphaned_drones = table.copy(g_OrphanedDrones[obj:GetMapID()] or empty_table) while #drones < amount do local drone = FindClosest(available_orphaned_drones, obj) if not drone then return end if (not filter or filter(drone)) then table.insert(drones, drone) table.remove_value(available_orphaned_drones, drone) end end end local function DroneApproachingRocket(drone) if drone.s_request then local target_building = drone.s_request:GetBuilding() if IsKindOf(target_building, "RocketBase") and table.find(target_building.drones_entering, drone) then return true end end return false end local function GetAvailableDronesFilter(drone) local available = not drone.resource and drone.command ~= "Deliver" and not drone.holder and not drone.thread_running_destructors available = available and drone.command ~= "Charge" available = available and not DroneApproachingRocket(drone) return available end function CargoTransporter:GatherAvailableDrones(amount, quick_load) local found_drones = {} GatherAvailableDronesWithFilter(found_drones, amount, self, GetAvailableDronesFilter) -- Check if it's an availability issue if #found_drones < amount then -- Try finding all drones available drones local available_drones = table.copy(found_drones) GatherAvailableDronesWithFilter(available_drones, amount, self, nil) if quick_load then found_drones = table.copy(available_drones) end end return found_drones end function CargoTransporter:ExpeditionLoadRover(rover) -- backwards compatibility rover:SetCommand("EnterTransporter", self) end function CargoTransporter:ExpeditionLoadDrones(found_drones) for idx, d in ipairs(found_drones or empty_table) do if not GetAvailableDronesFilter(d) then -- Filter failed, but we have to load the drones -- Check if drone needs to be removed from approaching rocket if DroneApproachingRocket(d) then local rocket = d.s_request:GetBuilding() table.remove_entry(rocket.drones_entering, d) end -- Kill current drone and respawn it so it can be loaded safely d:DespawnNow() d = self.city:CreateDrone() d.init_with_command = false d:SetCommandCenter(self) found_drones[idx] = d end end for _, drone in ipairs(found_drones) do drone:SetCommand("EnterTransporter", self) end end function CargoTransporter:GatherAvailableRovers(class, amount, quick_load, transfer_available) local list = self:ListAvailableRovers(class, quick_load) if #list < amount then return (quick_load or transfer_available) and list or empty_table end local candidates = {} for _, unit in ipairs(list) do local d = self:GetDist2D(unit) table.insert(candidates, { rover = unit, distance = d, }) end table.sortby_field(candidates, "distance") local rovers = {} for i = 1, amount do rovers[i] = candidates[i].rover end return rovers end function CargoTransporter:ListAvailableRovers(class, quick_load) local filter = function(index, unit) return unit.class == class and unit:CanBeControlled() and not unit.holder and (quick_load or unit:IsIdle()) end local rovers_list = self.city.labels[class] or empty_table local available_list = table.ifilter(rovers_list, filter) return available_list end function CargoTransporter:AttachRovers(rovers) for n,rover in ipairs(rovers) do if n > 2 then break end self:Attach(rover, self:GetSpotBeginIndex("Roverdock"..n)) if n == 1 then rover:ClearGameFlags(const.gofSpecialOrientMode) end if rover:HasState("idleRocket") then rover:SetState("idleRocket") end end end function CargoTransporter:SpawnRovers() local rovers = { transports = {} } local map_id = self:GetMapID() for _,item in pairs(self.cargo or emptry_table) do if IsKindOf(g_Classes[item.class], "BaseRover") and item.amount > 0 then while item.amount > 0 do local rover = PlaceObjectIn(item.class, map_id, {city = self.city, override_ui_status = "Disembarking"}) rover:SetHolder(self) rovers[#rovers + 1] = rover item.amount = item.amount - 1 if IsKindOf(rover, "RCRover") then rover.sieged_state = false end end end end return rovers end function CargoTransporter:PlaceAdjacent(obj, def_pt, set_pos, move) local placement = self.placement local radius = obj:HasMember("GetDestlockRadius") and obj:GetDestlockRadius() or obj:GetRadius() local target_pt local adjacent local my_rad = self:GetRadius() my_rad = my_rad * my_rad -- artificially increase the radius for a sparser placement radius = MulDivRound(radius, 150, 100) if #placement == 0 then -- no objects placed, pick the default pt target_pt = def_pt adjacent = {} elseif #placement == 1 then -- only one object placed, pick a point in the direction of default local dir = (def_pt - placement[1].center):SetZ(0) target_pt = placement[1].center + SetLen(dir, placement[1].radius + radius) adjacent = { 1 } else -- two or more objects: pick an object at random and one adjacent to it, then -- try the centers of the two circles touching the two picked ones (one on each side) local objs = table.copy(placement, "deep") -- code below modifies adjacency structures, using a copy local valid = {} -- build a list of indices of valid starting objecets for i = 1, #objs do valid[i] = i end local terrain = GetTerrain(self) while not target_pt and #valid > 0 do local obj_idx, idx = table.rand(valid, InteractionRand("RocketUnload")) local obj = objs[obj_idx] if #obj.adjacent == 0 then -- obj is no longer a valid pick, remove from valid (not from objs, as it would invalidate adjacencies) table.remove(valid, idx) else local obj_idx2, idx2 = table.rand(obj.adjacent, InteractionRand("RocketUnload")) local obj2 = objs[obj_idx2] local d1 = obj.radius + obj2.radius local d2 = obj.radius + radius local d3 = obj2.radius + radius assert(d1 > 0 and d2 > 0 and d3 > 0) -- the centers of the 3 circles form a triangle with sides of length d1, d2 and d3 -- calculate the angle at 'obj' using cosine theorem local cos_alpha = MulDivRound(4096, (-d3 * d3 + d1 * d1 + d2 * d2), (2 * d1 * d2)) -- scale 4096 local angle = acos(cos_alpha) -- align a vector to the known side of the triangle, resize it to match the desired length local v = SetLen((obj2.center - obj.center):SetZ(0), d2) for i = 1, 2 do if not target_pt then -- rotate the vector using the calculated angle to get the 3rd point of the triangle target_pt = obj.center + Rotate(v, angle) -- check if valid if not terrain:IsPassable(target_pt) or target_pt:Dist2(self:GetPos()) < my_rad then --2 close 2 rocket or not passable. target_pt = false else for j = 1, #placement do if j ~= obj_idx2 and j ~= obj_idx and placement[j].center:Dist2D(target_pt) < placement[j].radius + radius then --DbgAddCircle(target_pt, radius, const.clrRed) target_pt = false break end end end end if target_pt then assert(target_pt:Dist2D(obj.center) < d2 + 10*guic and target_pt:Dist2D(obj2.center) < d3 + 10*guic) break end -- invert angle and try placing on the opposite side angle = -angle end -- if both points aren't valid remove adjacency between obj and obj2 for this placement if not target_pt then table.remove_entry(obj.adjacent, obj_idx2) table.remove_entry(obj2.adjacent, obj_idx) else adjacent = { obj_idx, obj_idx2 } end end end end local realm = GetRealm(self) target_pt = realm:SnapToTerrain(target_pt or def_pt) adjacent = adjacent or "" placement[#placement + 1] = { --obj = obj, center = target_pt, x = target_pt:x(), y = target_pt:y(), radius = radius, adjacent = adjacent, } if move then Movable.Goto(obj, target_pt) -- Unit.Goto is a command, use this instead for direct control end if set_pos then obj:SetPos(target_pt) end --DbgAddCircle(target_pt, radius, const.clrGreen) for i = 1, #adjacent do local idx = adjacent[i] local tbl = placement[idx].adjacent tbl[#tbl + 1] = #placement --DbgAddVector(placement[idx].center, target_pt - placement[idx].center, const.clrBlue) end return target_pt end function CargoTransporter:UnloadRovers(rovers, out) local rc_rovers = {} local angle = self:GetAngle() if #rovers > 0 then local first_rover = rovers[1] if IsKindOf(first_rover, "RCRover") then rc_rovers[1] = first_rover end local realm = GetRealm(self) local def_out_1 = out + SetLen((out - self:GetPos()):SetZ(0), 25*guim) local out_1 = realm:GetPassablePointNearby(def_out_1, first_rover.pfclass) out_1 = self:PlaceAdjacent(first_rover, out_1 or def_out_1) out = realm:GetPassablePointNearby(out, first_rover.pfclass) or out self:PlaceAdjacent(first_rover, out) --block out so they don't park right @ the ramp exit. first_rover:Detach() first_rover:SetGameFlags(const.gofSpecialOrientMode) first_rover:SetAngle(angle) first_rover:SetPos(out) first_rover:SetAnim(1, "disembarkUnload", const.eDontCrossfade) Sleep(first_rover:TimeToAnimEnd()) first_rover:SetHolder(false) first_rover.override_ui_status = nil first_rover:SetCommand("Goto", out_1) Sleep(1000) --disembark 2 anim is kinda quick so give it a sec if #rovers > 1 then --generate positions local positions = {} for i = #rovers, 2, -1 do if IsKindOf(rovers[i], "RCRover") then rc_rovers[#rc_rovers + 1] = rovers[i] end positions[i] = self:PlaceAdjacent(rovers[i], out_1) end for i = 2, #rovers do local rover = rovers[i] rover:Detach() rover:SetAngle(angle) rover:SetPos(out) rover:SetAnim(1, "disembarkUnload2", const.eDontCrossfade) Sleep(rover:TimeToAnimEnd()) rover:SetHolder(false) rover.override_ui_status = nil rover:SetCommand("Goto", positions[i]) Sleep(1000) --disembark 2 anim is kinda quick so give it a sec end end end --re enable auto siege mode on RC Commanders for i = 1, #rc_rovers do local rc_rover = rc_rovers[i] rc_rover.sieged_state = true if rc_rover.command == "Idle" then --otherwise player is touching it. rc_rover:SetCommand("Idle") end end end function CargoTransporter:PickArrivalPos(center, dir, max_radius, min_radius, max_angle, min_angle) min_radius = min_radius or 0 if not dir or not center then local spot = self:GetSpotBeginIndex("Colonistout") local pos, angle = self:GetSpotLoc(spot) center = center or pos dir = dir or (pos - self:GetPos()):SetZ(0) end local terrain = GetTerrain(self) local mw, mh = terrain:GetMapSize() if center == InvalidPos() then center = point(mw / 2, mh / 2) end --DbgClearVectors() --DbgAddVector(center, dir, const.clrWhite) for j = 1, 25 do local r = SetLen(dir, Random(min_radius, max_radius)) local v = Rotate(r, Random(min_angle, max_angle)) local pt = v + center local x, y = pt:x(), pt:y() x = Clamp(x, guim, mw - guim) y = Clamp(y, guim, mh - guim) if terrain:IsPassable(x, y) then --DbgAddVector(center, v, const.clrGreen) local pos = point(x, y) return pos end --DbgAddVector(center, v, const.clrYellow) end return center end function CargoTransporter:OnWaypointStartGoto(drone, pos, next_pos) local z = pos:z() local a = z and (z - (next_pos:z() or z)) or 0 if a ~= 0 then local b = pos:Dist2D(next_pos) local axis, angle = ComposeRotation(axis_y, atan(a, b), drone:GetAxis(), drone:GetAngle()) drone:SetAxisAngle(axis, angle) else drone:SetAxis(axis_z) end end function CargoTransporter:GetEntrancePoint() local entrance = nil if not self.waypoint_chains then return entrance end if self.waypoint_chains.entrance then entrance = self.waypoint_chains.entrance[1] end if self.waypoint_chains.rocket_exit then entrance = self.waypoint_chains.rocket_exit[1] end return entrance end function CargoTransporter:LeadOut(unit) if IsKindOf(unit, "Drone") then if self:HasMember("drone_charged") and self.drone_charged == unit then self.drone_charged = false unit.force_go_home = true end if unit.command == "Embark" then --cant move in embark unit:SetCommand(false) while unit.command_destructors and unit.command_destructors[1] > 0 do --wait while unit's destructor cleans up Sleep(1) end unit.command_thread = CurrentThread() --hack, so that PopAndCallDestructor in Goto doesn't halt this thread. end table.insert_unique(self.drones_exiting, unit) unit:ClearGameFlags(const.gofSpecialOrientMode) end unit:PushDestructor(function(unit) -- uninterruptible code: if not IsValid(unit) then return end unit:SetOutside(true) unit:SetState(unit:GetMoveAnim()) --fix for drones sometimes exiting in weird animation local entrance = self:GetEntrancePoint() if entrance then local open = entrance.openInside unit:SetPos(entrance[1]) local speed = unit:GetSpeed() for i = 2, #entrance do if not IsValid(self) or not IsValid(unit) then return end local p1 = entrance[i - 1] local p2 = entrance[i] unit:Face(p2) self:OnWaypointStartGoto(unit, p1, p2) local t = p1:Dist(p2) * 1000 / speed unit:SetPos(p2, t) Sleep(t) end else unit:SetPos(self:GetPos()) end if IsValid(unit) then unit:SetHolder(false) self:OnExitUnit(unit) end if IsKindOf(unit, "Drone") then table.remove_entry(self.drones_exiting, unit) if IsValid(unit) then unit:SetGameFlags(const.gofSpecialOrientMode) unit:SetAxis(axis_z) end if self == SelectedObj and self:HasMember("drones") and table.find(self.drones, unit) then SelectionArrowAdd(unit) end end end) unit:PopAndCallDestructor() end function CargoTransporter:UnloadDrones(drones) for i = 1, #drones do CreateGameTimeThread(function() local drone = drones[i] Sleep( (i - 1) * 1000 ) if IsValid(drone) then self:LeadOut(drone) if not IsValid(drone) then return end local pt if IsValid(self) then pt = self:PickArrivalPos(false, false, 30*guim, 10*guim, 90*60, -90*60) else pt = self:PickArrivalPos(drone:GetPos(), point(guim, 0, 0), 30*guim, 10*guim, 180*60, -180*60) end Movable.Goto(drone, pt) -- Unit.Goto is a command, use this instead for direct control drone:SetCommand("Idle") end end, self, i) end end function CargoTransporter:UnloadCargoObjects(cargo, out) local refreshBM = false local map_id = self:GetMapID() local specializations = GetSortedColonistSpecializationTable() for _,item in pairs(cargo) do local amount = item.amount or 0 if amount > 0 then local classdef = g_Classes[item.class] if GetResourceInfo(item.class) then self:AddResource(item.amount*const.ResourceScale, item.class) elseif item.class == "Passengers" then self:GenerateArrivals(item.amount, item.applicants_data) elseif IsKindOf(classdef, "Vehicle") then for j = 1, item.amount do local obj = PlaceObjectIn(item.class, map_id, {city = self.city}) self:PlaceAdjacent(obj, out, true) end elseif BuildingTemplates[item.class] then refreshBM = true self.city:AddPrefabs(item.class, item.amount, false) elseif not table.find(specializations, item.class) then print("unexpected cargo type", item.class, "ignored") end end end if refreshBM then RefreshXBuildMenu() end end local function ExtractCargo(cargo) local new_cargo = {} for _,entry in ipairs(cargo) do entry.requested = 0 new_cargo[entry.class] = entry end return new_cargo end function NormalizeCargo(cargo) if #cargo > 0 then return ExtractCargo(cargo) else return cargo end end function FixPayloadToCargoObject(payload_request) local flying_idx = table.find(payload_request, "class", "FlyingDrone") if flying_idx then local drone_idx = table.find(payload_request, "class", "Drone") payload_request[drone_idx].amount = payload_request[drone_idx].amount + payload_request[flying_idx].amount payload_request[flying_idx].amount = 0 end end function FixCargoToPayloadObject(payload_request) if GetMissionSponsor().id == "Japan" then local flying_amount = RocketPayload_GetAmount("FlyingDrone") local drone_amount = RocketPayload_GetAmount("Drone") payload_request:SetItem("FlyingDrone", flying_amount + drone_amount) payload_request:SetItem("Drone", 0) end end local function AddPayloadToCargo(payload_request, cargo) cargo = NormalizeCargo(cargo) payload_request = NormalizeCargo(payload_request) local classes = table.keys(payload_request) for class,_ in pairs(cargo) do table.insert_unique(classes, class) end local new_cargo = {} for _,class in ipairs(classes) do local entry = cargo[class] local amount = entry and Max(0, entry.amount) or 0 local requested = payload_request[class] and Max(0, payload_request[class].amount) or 0 if amount > 0 or requested > 0 then new_cargo[class] = { class = class, amount = amount, requested = requested } end end return new_cargo end local function AddPassengerManifestToCargo(passenger_manifest, cargo) cargo = NormalizeCargo(cargo) for class,amount in pairs(passenger_manifest) do cargo[class] = { class = class, amount = 0, requested = amount } end return cargo end function CreateCargoListFromPayload(payload_object, passenger_manifest, old_cargo) FixPayloadToCargoObject(payload_object) local cargo = AddPayloadToCargo(payload_object, old_cargo or empty_table) cargo = AddPassengerManifestToCargo(passenger_manifest, cargo) return cargo end function CargoTransporter:HasCargoRequestsOutstanding() for key,_ in pairs(self.cargo) do if self.cargo[key].requested > 0 then return true end end return false end function CargoTransporter:GetRequestUnitCount(max_storage) return 3 + (max_storage / (const.ResourceScale * 5)) -- 1 per 5 + 3 end function CargoTransporter:GetCargoLoadingStatus() local resources = table.filter(self.cargo, function(k, v) return GetResourceInfo(k) end) for _,entry in pairs(resources) do if entry.amount > entry.requested then return "unloading" end if entry.amount < entry.requested then return "loading" end end return false end function CargoTransporter:GetRollover(id) local item = GetResupplyItem(id) if not item then return end local display_name, description = item.name, item.description if not display_name or display_name == "" then display_name, description = ResolveDisplayName(id) end description = (description and description ~= "" and description .. "<newline><newline>") or "" local icon = item.icon and Untranslated("<image "..item.icon.." 2000><newline><newline>") or "" local item_weight = RocketPayload_GetItemWeight(item) local building_cost = "" if ClassTemplates.Building[id] then building_cost = FormatBuildingCostInfo(id, false) end description = icon..description .. T{13730, "Weight: <value> kg<newline><newline><cost>", value = item_weight, cost = building_cost} return { title = display_name, descr = description, gamepad_hint = T(7580, "<DPadLeft> Change value <DPadRight>"), } end function CargoTransporter:AddCargoDemandRequest(resource, amount, flags, max_units, desired_amount) assert(not self.demand[resource]) local demand = self:AddDemandRequest(resource, amount, flags, max_units, desired_amount) self.demand[resource] = demand return demand end function CargoTransporter:GetCargoDemandRequest(resource) return self.demand[resource] end function CargoTransporter:RemoveCargoDemandRequest(resource) local demand = self.demand[resource] assert(demand) if demand then demand:SetAmount(0) table.remove_entry(self.task_requests, demand) self.demand[resource] = nil end end function CargoTransporter:AddCargoSupplyRequest(resource, amount, flags, max_units, desired_amount) assert(not self.supply[resource]) local supply = self:AddSupplyRequest(resource, amount, flags, max_units, desired_amount) self.supply[resource] = supply return supply end function CargoTransporter:GetCargoSupplyRequest(resource) return self.supply[resource] end function CargoTransporter:RemoveCargoSupplyRequest(resource) local supply = self.supply[resource] assert(supply) if supply then supply:SetAmount(0) table.remove_entry(self.task_requests, supply) self.supply[resource] = nil end end function CargoTransporter:UpdateCargoResourceRequests(resources) self:DisconnectFromCommandCenters() for _,entry in pairs(resources) do if not self.demand[entry.class] then local unit_count = g_Consts.CargoRequestDroneAmount self:AddCargoDemandRequest(entry.class, 0, self.demand_r_flags, unit_count) self:AddCargoSupplyRequest(entry.class, 0, self.supply_r_flags, unit_count) end if entry.amount <= entry.requested then local amount_to_request = (entry.requested - entry.amount) * const.ResourceScale self:GetCargoSupplyRequest(entry.class):SetAmount(0) self:GetCargoDemandRequest(entry.class):SetAmount(amount_to_request) end if entry.amount > entry.requested then local amount_to_supply = (entry.amount - entry.requested) * const.ResourceScale self:GetCargoSupplyRequest(entry.class):SetAmount(amount_to_supply) self:GetCargoDemandRequest(entry.class):SetAmount(0) end end self:ConnectToCommandCenters() end local function ContainsActiveRequests(requests) for _,request in pairs(requests) do if request:GetActualAmount() > 0 then return true end end return false end function CargoTransporter:HasActiveDemandRequests() return ContainsActiveRequests(self.demand) end function CargoTransporter:SetCargoRequest(payload_object, passenger_manifest) self.cargo = CreateCargoListFromPayload(payload_object, passenger_manifest, self.cargo) local resources = table.filter(self.cargo, function(k, v) return GetResourceInfo(k) end) self:UpdateCargoResourceRequests(resources) end function CargoTransporter:DroneLoadResource(drone, request, resource, amount) if self.supply[resource] == request then local unscaled_amount = amount / const.ResourceScale assert(self.cargo[resource].amount >= 0) self.cargo[resource].amount = self.cargo[resource].amount - unscaled_amount end end function CargoTransporter:DroneUnloadResource(drone, request, resource, amount) if self.demand[resource] == request then local unscaled_amount = amount / const.ResourceScale self.cargo[resource].amount = self.cargo[resource].amount + unscaled_amount end end function CargoTransporter:BuildCargoInfo(cargo, skip_completed) local cargo_info = {} local table_copy = table.copy(cargo) table_copy["rocket_name"] = nil for _,entry in pairs(table_copy) do if not skip_completed or entry.requested > entry.amount then table.insert(cargo_info, { class = entry.class, amount = entry.amount, requested = entry.requested, status = self:GetCargoItemStatus(entry), }) end end return cargo_info end local function FormatCargoManifestLine(name, amount, requested, status, type, status_level, show_remaining_only) local show_status = status_level and status <= status_level local status_description = show_status and AvailabilityStatusDescription[status] or T("") local resource_format = T{13942, "<resource(amount,max_amount,type)>", amount = amount, max_amount = requested, type = type } if show_remaining_only then local remaining = requested - amount resource_format = T{13943, "<resource(amount,type)>", amount = remaining, type = type} end return T{13780, "<left><name><right><status> <amount_str>", name = name, status = status_description, amount_str = resource_format} end ShowAllCargoStatusLevels = { Resource = AvailabilityStatus.Loaded, Drone = AvailabilityStatus.Loaded, Rover = AvailabilityStatus.Loaded, Colonist = AvailabilityStatus.Loaded, Prefab = AvailabilityStatus.Loaded, } function FormatRequestedCargoManifest(cargo, status_levels, collapse_groups, only_collapsed, show_remaining_only) show_remaining_only = show_remaining_only or false if not cargo or #cargo == 0 then return T(720, "Nothing") end status_levels = status_levels or ShowAllCargoStatusLevels local prefabs = {loaded = 0, requested = 0, status = AvailabilityStatus.Ready, texts = {}, } local passengers = {loaded = 0, requested = 0, status = AvailabilityStatus.Ready, texts = {}, } local other_texts = {} local resource_texts = {} for i = 1, #cargo do local item = cargo[i] if item.requested and item.requested > 0 then if item.class == "Passengers" then local resource_format = T{13592, "<left>Passengers<right><amount>/<requested>", number = item.amount, requested = item.requested} if show_remaining_only then resource_format = T{13880, "<left>Passengers<right><amount>", number = item.requested-item.amount} end other_texts[#other_texts + 1] = resource_format elseif GetResourceInfo(item.class) then local requested = item.requested * const.ResourceScale local amount = item.amount * const.ResourceScale table.insert(resource_texts, FormatCargoManifestLine(GetResourceTranslation(item.class), amount, requested, item.status, item.class, status_levels.Resource, show_remaining_only)) elseif BuildingTemplates[item.class] then prefabs.loaded = prefabs.loaded + item.amount prefabs.requested = prefabs.requested + item.requested local status = item.status prefabs.status = GetHighestAvailabilityStatus(prefabs.status, status) if not collapse_groups then local def = BuildingTemplates[item.class] local name = item.amount > 1 and def.display_name_pl or def.display_name table.insert(prefabs.texts, FormatCargoManifestLine(name, item.amount, item.requested, status, "Prefab", status_levels.Prefab, show_remaining_only)) end elseif table.find(GetSortedColonistSpecializationTable(), item.class) then passengers.loaded = passengers.loaded + item.amount passengers.requested = passengers.requested + item.requested local status = item.status passengers.status = GetHighestAvailabilityStatus(passengers.status, status) if not collapse_groups then local name = const.ColonistSpecialization[item.class].display_name table.insert(passengers.texts, FormatCargoManifestLine(name, item.amount, item.requested, status, "Colonist", status_levels.Colonist, show_remaining_only)) end else local def = g_Classes[item.class] if def then local status = item.status local type = item.class == "Drone" and "Drone" or "Rover" local status_level = status_levels[type] table.insert(other_texts, FormatCargoManifestLine(def.display_name, item.amount, item.requested, status, type, status_level, show_remaining_only)) else assert(false, "invalid class (" .. tostring(item.class) .. ") in rocket cargo") end end end end local texts = {} if prefabs.requested > 0 then if collapse_groups then table.insert(texts, FormatCargoManifestLine(T(13784, "Prefabs"), prefabs.loaded, prefabs.requested, prefabs.status, "Prefab", status_levels.Prefab, show_remaining_only)) else table.insert(texts, T(13785, "<left><em>Prefabs</em>")) table.iappend(texts, prefabs.texts) table.insert(texts, "<newline>") end end if passengers.requested > 0 then if collapse_groups then table.insert(texts, FormatCargoManifestLine(T(547, "Colonists"), passengers.loaded, passengers.requested, passengers.status, "Colonist", status_levels.Colonist, show_remaining_only)) else table.insert(texts, T(13786, "<left><em>Colonists</em>")) table.iappend(texts, passengers.texts) table.insert(texts, "<newline>") end end if not only_collapsed then other_texts = table.map(other_texts, _InternalTranslate) table.sort(other_texts) table.iappend(texts, other_texts) resource_texts = table.map(resource_texts, _InternalTranslate) table.sort(resource_texts) table.iappend(texts, resource_texts) end texts = table.map(texts, Untranslated) if #texts == 0 then return nil end return table.concat(texts, "<newline>") end function FormatInlineCargoManifest(cargo) if not cargo or #cargo == 0 then return T(720, "Nothing") end local texts, resources = {}, {} local num_prefabs = 0 local num_rovers = 0 local num_drones = 0 local num_colonists = 0 for i = 1, #cargo do local item = cargo[i] if item.amount and item.amount > 0 then if BuildingTemplates[item.class] then num_prefabs = num_prefabs + item.amount elseif item.class == "Drone" or item.class == "FlyingDrone" then num_drones = num_drones + item.amount elseif GetResourceInfo(item.class) then resources[#resources + 1] = T{722, "<resource(amount,res)>", amount = item.amount*const.ResourceScale, res = item.class} elseif table.find(GetSortedColonistSpecializationTable(), item.class) then num_colonists = num_colonists + item.amount else local def = g_Classes[item.class] if def then num_rovers = num_rovers + item.amount else assert(false, "invalid class (" .. tostring(item.class) .. ") in cargo") end end end end if num_prefabs > 0 then resources[#resources + 1] = T{13944, "<prefab(amount)>", amount = num_prefabs} end if num_drones > 0 then resources[#resources + 1] = T{13945, "<drone(amount)>", amount = num_drones} end if num_rovers > 0 then resources[#resources + 1] = T{13946, "<rover(amount)>", amount = num_rovers} end if num_colonists > 0 then resources[#resources + 1] = T{13947, "<colonist(amount)>", amount = num_colonists} end if #resources > 0 then texts[#texts + 1] = table.concat(resources, " ") end if #texts == 0 then return T(10887, "No Cargo") end return table.concat(texts, "<newline>") end function GetAdditionalResources(cargo) local array = {} local table_copy = table.copy(cargo) table_copy["rocket_name"] = nil for _,entry in pairs(table_copy) do local requested = entry.requested or 0 local extra = entry.amount - requested if extra > 0 then table.insert(array, { class = entry.class, amount = extra, }) end end return array end function GetRemainingResources(cargo) local array = {} local table_copy = table.copy(cargo) table_copy["rocket_name"] = nil for _,entry in pairs(table_copy) do local requested = entry.requested or 0 local remaining = Max(0, requested - entry.amount) if remaining > 0 then table.insert(array, { class = entry.class, amount = remaining, }) end end return array end function CargoTransporter:GetRequestedCrew() local passengers = CreateManifest(self.cargo).passengers local total = 0 for k,v in pairs(passengers) do total = total + v end return total end function CargoTransporter:GetAdditionalResources() return GetAdditionalResources(self.cargo) end function CargoTransporter:GetUnloadingCargoManifest() return FormatCargoManifest(GetAdditionalResources(self.cargo)) end function CargoTransporter:GetCargoManifest() return FormatRequestedCargoManifest(self:BuildCargoInfo(self.cargo), empty_table, true, false) or T(10887, "No Cargo") end function CargoTransporter:GetCargoRolloverText() return FormatRequestedCargoManifest(self:BuildCargoInfo(self.cargo), empty_table, false, true) or T("") end function CargoTransporter:CanRequestPayload() return true end function CargoTransporter:OpenPayloadDialog(name, context) local dlg = GetDialog(name) if dlg then if not dlg.context or dlg.context.transporter ~= context.transporter then CloseDialog(name) else return end end return OpenDialog(name, nil, context) end function CargoTransporter:UIEditPayloadRequest() if self:CanRequestPayload() then self:OpenPayloadDialog("PayloadRequest", CargoRequest:new{transporter = self}) end end function CargoTransporter:UIEditPayloadRequest_Update(button) button:SetEnabled(self:CanRequestPayload()) end function CargoTransporter:GetLaunchIssue(skip_flight_ban) return self:GetCargoLoadingStatus() end function CargoTransporter:CanTransportCargoType(cargo_type) return true end function CargoTransporter:RestorePayloadRequest(payload) local specializations = GetSortedColonistSpecializationTable() for _,entry in pairs(self.cargo) do if table.find(specializations, entry.class) then payload.traits_object.approved_per_trait = payload.traits_object.approved_per_trait or {} payload.traits_object.approved_per_trait[entry.class] = entry.requested else local amount = entry.requested - entry.amount if amount > 0 then payload:SetItem(entry.class, amount) end end end FixCargoToPayloadObject(payload) end function CargoTransporter:SetDefaultPayload(payload) end function CargoTransporter:GetCargoWeightCapacity() return self.cargo_capacity end function CargoTransporter:GetPassengerCapacity() return -1 end function CargoTransporter:GetPayloadWarning() local colonists_missing = false local drones_missing = false local rovers_missing = false local prefabs_missing = false local busy_rovers = false local busy_drones = false for _,item in pairs(self.cargo) do if item.requested and item.requested > 0 then if GetCargoType(item.class) == CargoType.Rover then local available_rovers_list = self:ListAvailableRovers(item.class) local total_rovers_list = self.city.labels[item.class] or empty_table if item.requested <= #total_rovers_list and item.requested > #available_rovers_list then busy_rovers = true end end if GetCargoType(item.class) == CargoType.Drone then local available_drones_list = self:GatherAvailableDrones(item.requested) local total_drones_list = self.city.labels.Drone or empty_table if item.requested <= #total_drones_list and item.requested > #available_drones_list then busy_drones = true end end local status = self:GetCargoItemStatus(item) if status ~= AvailabilityStatus.Ready then if not colonists_missing and table.find(GetSortedColonistSpecializationTable(), item.class) then colonists_missing = true elseif not drones_missing and IsKindOf(g_Classes[item.class], "Drone") then drones_missing = true elseif not rovers_missing and IsKindOf(g_Classes[item.class], "BaseRover") then rovers_missing = true elseif not prefabs_missing then local is_resource = Resources[item.class] or false if not is_resource then prefabs_missing = true end end end end end if colonists_missing then return T(11473, "Not enough Colonists") end if drones_missing then return T(11472, "Not enough Drones") end if rovers_missing then return T(13882, "Not enough Rovers") end if prefabs_missing then return T(13883, "Not enough Prefabs") end if busy_rovers then return T(14355, "Rovers are busy") end if busy_drones then return T(14363, "Drones are busy") end end function CargoTransporter:GetCargoEnvironments() return empty_table end function CargoTransporter:GetTransportableVehicles(excluded) local vehicles = {} for _,def in ipairs(ResupplyItemDefinitions) do local class = g_Classes[def.id] local item = GetResupplyItem(def.id) if IsKindOf(class, "BaseRover") and not IsKindOfClasses(class, excluded) and IsResupplyItemAvailable(item.id) then table.insert(vehicles, def) end end return vehicles end function CargoTransporter:GetTransportablePrefabs(environments) return GetAccessiblePrefabs({ self.city }, self:GetCargoEnvironments()) end function SavegameFixups.AddMissingResupplyItemDefs() if IsDlcAccessible("picard") then ResupplyItemsInit(true) end end
--- -- unit_factory.lua local class = require "middleclass" local json = require "json.json" local Unit = require "repositories.units.dto.unit" local Stats = require "repositories.units.dto.stats" local Position = require "utils.position" local IdGenerator = require "utils.id_generator" local UnitFactory = class("UnitFactory") function UnitFactory:initialize(data) if not data.map_settings_repository then error("UnitFactory:initialize(): no data.map_settings_repository argument!") end self.map_settings_repository = data.map_settings_repository local file = assert(io.open("res/data/units.json", "rb")) local content = file:read("*all") file:close() self.units_data = json.decode(content) end function UnitFactory:get_trooper(unit_data) local tile_size = self.map_settings_repository:get_tile_size() local raw_x, raw_y = unit_data:get_position():get() local x_pos = (raw_x - 1) * tile_size local y_pos = (raw_y - 1) * tile_size local trooper = Unit({ id = IdGenerator:get_new_id(), type = unit_data:get_type(), team = unit_data:get_team(), position = Position(x_pos, y_pos), stats = Stats({ movement_range = self.units_data["trooper"].move }) }) return trooper end return UnitFactory
local config = require("aerial.config") local data = require("aerial.data") local util = require("aerial.util") local M = {} M.add_fold_mappings = function(bufnr) if config.link_folds_to_tree then local function map(key, cmd) vim.api.nvim_buf_set_keymap(bufnr or 0, "n", key, cmd, { silent = true, noremap = true }) end map("za", [[<cmd>AerialTreeToggle<CR>]]) map("zA", [[<cmd>AerialTreeToggle!<CR>]]) map("zo", [[<cmd>AerialTreeOpen<CR>]]) map("zO", [[<cmd>AerialTreeOpen!<CR>]]) map("zc", [[<cmd>AerialTreeClose<CR>]]) map("zC", [[<cmd>AerialTreeClose!<CR>]]) map("zM", [[<cmd>AerialTreeCloseAll<CR>]]) map("zR", [[<cmd>AerialTreeOpenAll<CR>]]) map("zx", [[<cmd>AerialTreeSyncFolds<CR>]]) map("zX", [[<cmd>AerialTreeSyncFolds<CR>]]) end end M.foldexpr = function(lnum, debug) if util.is_aerial_buffer() then return "0" end if not data:has_symbols(0) then return "0" end local bufdata = data[0] local lastItem = {} local foldItem = { level = -1 } bufdata:visit(function(item) lastItem = item if item.lnum > lnum then return true elseif bufdata:is_collapsable(item) then foldItem = item end end, { incl_hidden = true, }) local levelstr = string.format("%d", foldItem.level + 1) if lnum == foldItem.lnum then levelstr = ">" .. levelstr elseif vim.api.nvim_buf_get_lines(0, lnum - 1, lnum, true)[1] == "" then levelstr = "-1" end if debug then levelstr = string.format("%s %s:%d:%d", levelstr, lastItem.name, lastItem.level, lastItem.lnum) end return levelstr end local prev_fdm = "_aerial_prev_foldmethod" local prev_fde = "_aerial_prev_foldexpr" M.restore_foldmethod = function() local ok, prev_foldmethod = pcall(vim.api.nvim_win_get_var, 0, prev_fdm) if ok and prev_foldmethod then vim.api.nvim_win_del_var(0, prev_fdm) vim.wo.foldmethod = prev_foldmethod end local ok2, prev_foldexpr = pcall(vim.api.nvim_win_get_var, 0, prev_fde) if ok2 and prev_foldexpr then vim.api.nvim_win_del_var(0, prev_fde) vim.wo.foldexpr = prev_foldexpr end end M.maybe_set_foldmethod = function(bufnr) local manage_folds = config.manage_folds if not manage_folds then return end if not data:has_symbols(bufnr) then return end local winids if bufnr then winids = util.get_fixed_wins(bufnr) else winids = { vim.api.nvim_get_current_win() } end for _, winid in ipairs(winids) do local fdm = vim.api.nvim_win_get_option(winid, "foldmethod") local fde = vim.api.nvim_win_get_option(winid, "foldexpr") if not util.is_managing_folds(winid) and (manage_folds == true or (manage_folds == "auto" and fdm == "manual")) then vim.api.nvim_win_set_var(winid, prev_fdm, fdm) vim.api.nvim_win_set_var(winid, prev_fde, fde) vim.api.nvim_win_set_option(winid, "foldmethod", "expr") vim.api.nvim_win_set_option(winid, "foldexpr", "aerial#foldexpr()") if config.link_tree_to_folds then vim.api.nvim_win_set_option(winid, "foldlevel", 99) end end end end M.sync_tree_folds = function(winid) if not util.is_managing_folds(winid) then return end util.go_win_no_au(winid) local view = vim.fn.winsaveview() vim.cmd("normal! zxzR") local bufdata = data[0] local items = bufdata:flatten(nil, { incl_hidden = true }) table.sort(items, function(a, b) return a.level > b.level end) for _, item in ipairs(items) do if bufdata:is_collapsed(item) then vim.api.nvim_win_set_cursor(0, { item.lnum, 0 }) vim.cmd("normal! zc") end end vim.fn.winrestview(view) end local function win_do_action(winid, action, lnum, recurse) util.go_win_no_au(winid) if vim.fn.foldlevel(lnum) == 0 then M.sync_tree_folds(winid) end if vim.fn.foldlevel(lnum) == 0 then return end local view = vim.fn.winsaveview() vim.api.nvim_win_set_cursor(0, { lnum, 0 }) local key if action == "open" then key = "o" elseif action == "close" then key = "c" elseif action == "toggle" then key = "a" end if key and recurse then key = string.upper(key) end if key then vim.cmd("normal! z" .. key) end vim.fn.winrestview(view) end M.fold_action = function(action, lnum, opts) opts = vim.tbl_extend("keep", opts or {}, { recurse = false, }) local my_winid = vim.api.nvim_get_current_win() local wins local bufnr, _ = util.get_buffers() wins = util.get_fixed_wins(bufnr) for _, winid in ipairs(wins) do if util.is_managing_folds(winid) then win_do_action(winid, action, lnum, opts.recurse) end end util.go_win_no_au(my_winid) end return M
--[[? if (!ctx.test) out(]] __source 'lua/api_io.cpp' __namespace 'io' --[[) ?]] ffi.cdef[[ typedef struct { int64_t fileSize; int64_t creationTime; int64_t lastAccessTime; int64_t lastWriteTime; bool exists; bool isDirectory; bool isHidden; bool isReadOnly; bool isEncrypted; bool isCompressed; bool isReparsePoint; } lua_file_attributes; typedef struct { lua_string_ref name__; int64_t fileSize; int64_t creationTime; int64_t lastAccessTime; int64_t lastWriteTime; bool exists; bool isDirectory; bool isHidden; bool isReadOnly; bool isEncrypted; bool isCompressed; bool isReparsePoint; } lua_dir_scan; ]] ---Scan directory and call callback function for each of files, passing file name (not full name, but only name of the file) and attributes. If callback function would return ---a non-nil value, iteration will stop and value returned by callback would return from this function. This could be used to ---find a certain file without going through all files in the directory. Optionally, a mask can be used to pre-filter received files ---entries. --- ---If callback function is not provided, it’ll return list of files instead (file names only). --- ---System entries “.” and “..” will not be included in the list of files. Accessing attributes does not add extra cost. ---@generic TCallbackData ---@generic TReturn ---@param directory string @Directory to look for files in. Note: directory is relative to current directory, not to script directory. For AC in general it’s an AC root directory, but do not rely on it, instead use `ac.getFolder(ac.FolderID.Root)`. ---@param mask string @Mask in a form of usual “*.*”. Default value: '*'. ---@param callback fun(fileName: string, fileAttributes: io.FileAttributes, callbackData: TCallbackData): TReturn @Callback which will be ran for every file in directory fitting mask until it would return a non-nil value. ---@param callbackData TCallbackData @Callback data that will be passed to callback as third argument, to avoid creating a capture. ---@return TReturn @First non-nil value returned by callback. ---@overload fun(directory: string, callback: fun(fileName: string, fileAttributes: io.FileAttributes, callbackData: any), callbackData: any): any ---@overload fun(directory: string, mask: string|nil): string[] function io.scanDir(directory, mask, callback, callbackData) if type(directory) ~= 'string' then error('First argument has to be a string with path to a directory', 2) end if type(mask) == 'function' then mask, callback, callbackData = nil, mask, callback end local s, r = ffi.C.lj_dirscan_start__io(__util.str(directory), __util.str_opt(mask)), nil if not callback then r = {} local n = 1 while s.exists do r[n], n = __util.strref_ref(s.name__), n + 1 ffi.C.lj_dirscan_next__io(s) end else r = nil while s.exists do r = callback(__util.strref_ref(s.name__), s, callbackData) if r ~= nil then break end ffi.C.lj_dirscan_next__io(s) end end ffi.C.lj_dirscan_end__io(s) return r end
ATTRIBUTE.name = "Ballistic Skill (BAL)" ATTRIBUTE.description = "Ability to attack with ranged weapons accurately." ATTRIBUTE.shortname = "BAL"
-- Copyright (c) 2021 Kirazy -- Part of Prismatic Belts -- -- See LICENSE.md in the project directory for license information. if not mods["boblogistics"] then return end local tiers = { ["basic-"] = {tint = util.color("7d7d7dd1") , variant = 1, loader = "basic-", technology = "logistics-0"}, ["turbo-"] = {tint = util.color("a510e5d1"), variant = 2, loader = "purple-", technology = "logistics-4"}, ["ultimate-"] = {tint = util.color("16f263d1"), variant = 2, loader = "green-", technology = "logistics-5"}, } -- Compatibility with Bob's Logistics Belt Reskin if mods["boblogistics-belt-reskin"] then tiers["basic-"].tint = util.color("e7e7e7d1") tiers["turbo-"].tint = util.color("df1ee5d1") end -- Compatibility with Artisanal Reskins 1.1.3+ if mods["reskins-library"] and not (reskins.bobs and (reskins.bobs.triggers.logistics.entities == false)) then -- Setup standard properties tiers["basic-"].tier = 0 tiers["turbo-"].tier = 4 tiers["ultimate-"].tier = 5 tiers["basic-"].tint = reskins.lib.belt_tint_index[0] tiers["turbo-"].tint = reskins.lib.belt_tint_index[4] tiers["ultimate-"].tint = reskins.lib.belt_tint_index[5] -- Check for custom colors, update tint and tier information if so if reskins.lib.setting("reskins-lib-customize-tier-colors") then tiers[""] = {tint = reskins.lib.belt_tint_index[1], variant = 1, loader = "", tier = 1, technology = "logistics"} tiers["fast-"] = {tint = reskins.lib.belt_tint_index[2], variant = 2, loader = "fast-", tier = 2, technology = "logistics-2"} tiers["express-"] = {tint = reskins.lib.belt_tint_index[3], variant = 2, loader = "express-", tier = 3, technology = "logistics-3"} end -- Compatibility with Artisanal Reskins 2.0.0+ if prismatic_belts.migration.is_version_or_newer(mods["reskins-library"], "2.0.0") then for _, properties in pairs(tiers) do properties.use_reskin_process = true end end end -- Setup all the entities to use the updated belt animation sets for prefix, properties in pairs(tiers) do -- Fetch entities local entities = { belt = data.raw["transport-belt"][prefix.."transport-belt"], splitter = data.raw["splitter"][prefix.."splitter"], underground = data.raw["underground-belt"][prefix.."underground-belt"], loader = data.raw["loader"][properties.loader.."loader"], -- Miniloader miniloader = data.raw["loader-1x1"][prefix.."miniloader-loader"], filter_miniloader = data.raw["loader-1x1"][prefix.."filter-miniloader-loader"], -- Deadlock Stacking Beltboxes and Compact loaders deadlock_loader = data.raw["loader-1x1"][prefix.."transport-belt-loader"] } -- Reskin the belt item local belt_item = data.raw["item"][prefix.."transport-belt"] if belt_item then local icons = prismatic_belts.transport_belt_icon(properties.tint, properties.use_reskin_process) -- Append tier labels for reskins-library if mods["reskins-library"] and not (reskins.bobs and (reskins.bobs.triggers.logistics.entities == false)) then reskins.lib.append_tier_labels(properties.tier, {icon = icons, tier_labels = reskins.lib.setting("reskins-bobs-do-belt-entity-tier-labeling") and true or false}) reskins.lib.assign_icons(prefix.."transport-belt", {icon = icons, icon_picture = prismatic_belts.transport_belt_picture(properties.tint, properties.use_reskin_process), make_icon_pictures = true}) else belt_item.icons = icons end -- Update entity icon to match if entities.belt then entities.belt.icons = belt_item.icons end end -- Reskin all related entity types for _, entity in pairs(entities) do if entity then entity.belt_animation_set = prismatic_belts.transport_belt_animation_set({mask_tint = properties.tint, variant = properties.variant, use_reskin_process = properties.use_reskin_process}) end end -- Setup remnants if entities.belt then prismatic_belts.create_remnant(prefix.."transport-belt", {mask_tint = properties.tint}) end -- Setup logistics technologies local technology = data.raw["technology"][properties.technology] if technology then technology.icons = prismatic_belts.logistics_technology_icon({mask_tint = properties.tint, use_reskin_process = properties.use_reskin_process}) end end
-- core_file_l2_1_0.lua -- api-ms-win-core-file-l2-1-0.dll local ffi = require("ffi"); local k32Lib = ffi.load("kernel32"); local WTypes = require("WTypes"); local WinBase = require("WinBase"); ffi.cdef[[ typedef DWORD ( *LPPROGRESS_ROUTINE)( LARGE_INTEGER TotalFileSize, LARGE_INTEGER TotalBytesTransferred, LARGE_INTEGER StreamSize, LARGE_INTEGER StreamBytesTransferred, DWORD dwStreamNumber, DWORD dwCallbackReason, HANDLE hSourceFile, HANDLE hDestinationFile, LPVOID lpData ); ]] ffi.cdef[[ BOOL CopyFileExW( LPCWSTR lpExistingFileName, LPCWSTR lpNewFileName, LPPROGRESS_ROUTINE lpProgressRoutine, LPVOID lpData, LPBOOL pbCancel, DWORD dwCopyFlags ); BOOL CreateDirectoryExW( LPCWSTR lpTemplateDirectory, LPCWSTR lpNewDirectory, LPSECURITY_ATTRIBUTES lpSecurityAttributes ); BOOL CreateHardLinkW( LPCWSTR lpFileName, LPCWSTR lpExistingFileName, LPSECURITY_ATTRIBUTES lpSecurityAttributes ); BOOLEAN CreateSymbolicLinkW ( LPCWSTR lpSymlinkFileName, LPCWSTR lpTargetFileName, DWORD dwFlags ); BOOL GetFileInformationByHandleEx( HANDLE hFile, FILE_INFO_BY_HANDLE_CLASS FileInformationClass, LPVOID lpFileInformation, DWORD dwBufferSize ); BOOL MoveFileExW( LPCWSTR lpExistingFileName, LPCWSTR lpNewFileName, DWORD dwFlags ); BOOL MoveFileWithProgressW( LPCWSTR lpExistingFileName, LPCWSTR lpNewFileName, LPPROGRESS_ROUTINE lpProgressRoutine, LPVOID lpData, DWORD dwFlags ); BOOL ReadDirectoryChangesW( HANDLE hDirectory, LPVOID lpBuffer, DWORD nBufferLength, BOOL bWatchSubtree, DWORD dwNotifyFilter, LPDWORD lpBytesReturned, LPOVERLAPPED lpOverlapped, LPOVERLAPPED_COMPLETION_ROUTINE lpCompletionRoutine ); HANDLE ReOpenFile( HANDLE hOriginalFile, DWORD dwDesiredAccess, DWORD dwShareMode, DWORD dwFlagsAndAttributes ); BOOL ReplaceFileW( LPCWSTR lpReplacedFileName, LPCWSTR lpReplacementFileName, LPCWSTR lpBackupFileName, DWORD dwReplaceFlags, LPVOID lpExclude, LPVOID lpReserved ); ]] return { Lib = k32Lib, --CopyFile2 CopyFileExW = k32Lib.CopyFileExW, CreateDirectoryExW = k32Lib.CreateDirectoryExW, CreateHardLinkW = k32Lib.CreateHardLinkW, CreateSymbolicLinkW = k32Lib.CreateSymbolicLinkW, GetFileInformationByHandleEx = k32Lib.GetFileInformationByHandleEx, MoveFileExW = k32Lib.MoveFileExW, MoveFileWithProgressW = k32Lib.MoveFileWithProgressW, ReadDirectoryChangesW = k32Lib.ReadDirectoryChangesW, ReOpenFile = k32Lib.ReOpenFile, ReplaceFileW = k32Lib.ReplaceFileW, }
-- nvim-cmp -- A completion plugin for neovim coded in Lua. -- https://github.com/hrsh7th/nvim-cmp local cmp = require("cmp") -- local autopairs = require("nvim-autopairs") -- local cmp_autopairs = require("nvim-autopairs.completion.cmp") local lspkind = require("lspkind") vim.opt.completeopt = "menuone,noselect" cmp.setup { mapping = { ["<C-n>"] = cmp.mapping.select_next_item(), ["<C-p>"] = cmp.mapping.select_prev_item(), ["<C-f>"] = cmp.mapping.scroll_docs(-4), ["<C-d>"] = cmp.mapping.scroll_docs(4), ["<C-Space>"] = cmp.mapping.complete(), ["<CR>"] = cmp.mapping.confirm({ behaviour = cmp.ConfirmBehavior.Replace, select = false }) }, window = { completion = { border = _G.defaults.borders }, documentation = { border = _G.defaults.borders, max_width = 50 -- max_height = 50 } }, sources = { { name = "luasnip" }, { name = "nvim_lua" }, { name = "nvim_lsp" }, { name = "path" }, { name = "buffer" } }, experimental = { ghost_text = true }, formatting = { format = lspkind.cmp_format({ mode = "symbol_text", maxwidth = 50, before = function(entrey, vim_item) return vim_item end }) }, snippet = { expand = function(args) require("luasnip").lsp_expand(args.body) end } } -- autopairs.setup {} -- cmp.event:on("confirm_done", cmp_autopairs.on_confirm_done { -- map_char = { tex = "" } -- })
-- Circuit break if this plugin has already completed if vim.b.did_local_ftplugin == true then return 0 end -- Create an augroup for this module vim.api.nvim_define_augroup("Markdown", true) -- Align Github-flavored markdown tables vim.api.nvim_set_keymap("v", "<bar>", ":EasyAlign *<bar><CR>", { noremap = true }) -- Signal that the plugin has completed vim.b.did_local_ftplugin = true
-- -- tek.ui.class.meter -- Written by Timm S. Mueller <tmueller at schulze-mueller.de> -- See copyright notice in COPYRIGHT -- local db = require "tek.lib.debug" local ui = require "tek.ui".checkVersion(112) local Text = ui.Text local Region = require "tek.lib.region" local floor = math.floor local insert = table.insert local ipairs = ipairs local max = math.max local min = math.min local pi = math.pi local remove = table.remove local sin = math.sin local sort = table.sort local tonumber = tonumber local unpack = unpack or table.unpack local Meter = Text.module("tek.ui.class.meter", "tek.ui.class.text") Meter._VERSION = "Meter 8.3" ------------------------------------------------------------------------------- -- Class style properties: ------------------------------------------------------------------------------- Meter.Properties = { ["padding-top"] = 0, ["padding-right"] = 0, ["padding-bottom"] = 0, ["padding-left"] = 0, } ------------------------------------------------------------------------------- -- Class implementation: ------------------------------------------------------------------------------- function Meter.new(class, self) self = self or { } self.NumSamples = self.NumSamples or 256 self.GraphBGColor = self.GraphBGColor or "dark" self.GraphColor = self.GraphColor or "bright" self.GraphColor2 = self.GraphColor2 or self.GraphColor self.GraphColor3 = self.GraphColor3 or self.GraphColor self.GraphColor4 = self.GraphColor4 or self.GraphColor self.GraphPens = { self.GraphColor, self.GraphColor2, self.GraphColor3, self.GraphColor4 } self.CaptionsX = self.CaptionsX or { { pri = 100, text = "-1.0" }, { pri = 25, text = "-0.5" }, { pri = 50, text = "0.0" }, { pri = 25, text = "0.5" }, { pri = 100, text = "1.0" }, } self.CaptionsY = self.CaptionsY or { { pri = 100, text = "-1.0" }, { pri = 25, text = "-0.5" }, { pri = 50, text = "0.0" }, { pri = 25, text = "0.5" }, { pri = 100, text = "1.0" }, } self.Curves = self.Curves or { { } } self.Font = "ui-small" self.GraphRect = false self.MaxHeight = self.MaxHeight or "none" self.MaxWidth = self.MaxWidth or "none" self.Mode = self.Mode or "line" -- or "rect" self.RedrawGraph = false self.TextRecordsX = false self.TextRecordsY = false self.TextRegion = false return Text.new(class, self) end ------------------------------------------------------------------------------- -- layout: overrides ------------------------------------------------------------------------------- function Meter:layout(x0, y0, x1, y1, markdamage) local res = Text.layout(self, x0, y0, x1, y1, markdamage) if res then local font = self.Application.Display:openFont(self.Font) local r1, r2, r3, r4 = self:getRect() local captionheight, captionwidth, _ = 0, 0 if #self.CaptionsX > 0 then _, captionheight = font:getTextSize("") end -- flush text records: self.TextRecords = { } -- generate text records on Y axis: local height = r4 - r2 - captionheight local cy = 0 local dy = height * 0x10000 / (#self.CaptionsY - 1) local tr = { } local pris = { } for i, c in ipairs(self.CaptionsY) do insert(pris, c) local tw, th = font:getTextSize(c.text) local y0 = floor(cy / 0x10000) y0 = y0 - floor(th / 2) y0 = max(0, min(y0, height - 1 - th)) + captionheight c.y0 = y0 c.y1 = y0 + th - 1 c.tw = tw cy = cy + dy end sort(pris, function(a, b) return a.pri > b.pri end) local final = { } for i, c in ipairs(pris) do local found for j = 1, i - 1 do if c.y1 >= pris[j].y0 and c.y0 <= pris[j].y1 then found = true break end end if not found then insert(final, c) captionwidth = max(captionwidth, c.tw) end end for _, c in ipairs(final) do local t = self:newTextRecord(c.text, font, "left", "bottom", captionwidth - c.tw, 0, 0, c.y0) insert(tr, t) insert(self.TextRecords, t) end self.TextRecordsY = tr -- generate text records on X axis: local width = r3 - r1 - captionwidth local cx = 0 local dx = width * 0x10000 / (#self.CaptionsX - 1) tr = { } local pris = { } for i, c in ipairs(self.CaptionsX) do insert(pris, c) local tw, th = font:getTextSize(c.text) local x0 = floor(cx / 0x10000) x0 = x0 - floor(tw / 2) x0 = max(0, min(x0, width - 1 - tw)) + captionwidth c.x0 = x0 c.x1 = x0 + tw - 1 cx = cx + dx end sort(pris, function(a, b) return a.pri > b.pri end) for i, c in ipairs(pris) do local found for j = 1, i - 1 do if c.x1 >= pris[j].x0 and c.x0 <= pris[j].x1 then found = true break end end if not found then local t = self:newTextRecord(c.text, font, "left", "bottom", c.x0, 0, 0, 0) insert(tr, t) insert(self.TextRecords, t) end end self.TextRecordsX = tr -- layout all text records: self:layoutText() -- create regions for areas used by captions and graph: self.TextRegion = Region.new() self.GraphRect = { r1, r2, r3, r4 } local tr = self.TextRecordsX local tw, th, x0, y0 = ui.Text:getTextSize(tr) if x0 then local x1 = x0 + tw - 1 local y1 = y0 + th - 1 self.TextRegion:orRect(x0, y0, x1, y1) self.GraphRect[4] = y0 - 1 end local tr = self.TextRecordsY local tw, th, x0, y0 = ui.Text:getTextSize(tr) if x0 then local x1 = x0 + tw - 1 local y1 = y0 + th - 1 self.TextRegion:orRect(x0, y0, x1, y1) self.GraphRect[1] = x1 + 1 end self.TextRegion:andRect(r1, r2, r3, r4) self.RedrawGraph = true return true end end ------------------------------------------------------------------------------- -- drawGraph: ------------------------------------------------------------------------------- function Meter:drawGraph() local d = self.Window.Drawable local r1, r2, r3, r4 = self:getRect() for cnr, c in ipairs(self.Curves) do local pen = self.GraphPens[cnr] local x0, y0, x1, y1 = unpack(self.GraphRect) local gw = x1 - x0 local gh = y1 - y0 local n = self.NumSamples - 1 local dx = gw * 0x10000 / n local y = r2 + gh local v0 for i = 0, n do local v = c[i + 1] if not v then break end v = max(min(0xffff, v), 0) if i == 0 then v0 = v * gh / 0x10000 x0 = x0 * 0x10000 else local v1 = v * gh / 0x10000 local x1 = x0 + dx local x = x0 / 0x10000 if x >= r3 then break end if self.Mode == "rect" then local x1 = min(x1 / 0x10000, r3) d:drawLine(floor(x), floor(y - v0), floor(x1), floor(y - v0), pen) d:drawLine(floor(x1), floor(y - v0), floor(x1), floor(y - v1), pen) else d:drawLine(floor(x), floor(y - v0), floor(min(x1 / 0x10000, r3)), floor(y - v1), pen) end x0 = x1 v0 = v1 end end end end ------------------------------------------------------------------------------- -- eraseGraphBG: ------------------------------------------------------------------------------- function Meter:eraseGraphBG() local x0, y0, x1, y1 = unpack(self.GraphRect) self.Window.Drawable:fillRect(x0, y0, x1, y1, self.GraphBGColor) end ------------------------------------------------------------------------------- -- erase: overrides ------------------------------------------------------------------------------- function Meter:erase() local d = self.Window.Drawable d:setBGPen(self:getBG()) self.TextRegion:forEach(d.fillRect, d) end ------------------------------------------------------------------------------- -- draw: overrides ------------------------------------------------------------------------------- function Meter:draw() local res = Text.draw(self) if res or self.RedrawGraph then self:eraseGraphBG() self:drawGraph() self.RedrawGraph = false end return res end return Meter