content
stringlengths
5
1.05M
slot0 = class("CollectionScene", import("..base.BaseUI")) slot0.SHOW_DETAIL = "event show detail" slot0.GET_AWARD = "event get award" slot0.ACTIVITY_OP = "event activity op" slot0.BEGIN_STAGE = "event begin state" slot0.ON_INDEX = "event on index" slot0.UPDATE_RED_POINT = "CollectionScene:UPDATE_RED_POINT" slot0.ShipOrderAsc = false slot0.ShipIndex = { display = { index = IndexConst.FlagRange2Bits(IndexConst.IndexAll, IndexConst.IndexOther), camp = IndexConst.FlagRange2Bits(IndexConst.CampAll, IndexConst.CampOther), rarity = IndexConst.FlagRange2Bits(IndexConst.RarityAll, IndexConst.Rarity5), extra = IndexConst.FlagRange2Bits(IndexConst.ExtraAll, IndexConst.ExtraNotObtained) }, index = IndexConst.Flags2Bits({ IndexConst.IndexAll }), camp = IndexConst.Flags2Bits({ IndexConst.CampAll }), rarity = IndexConst.Flags2Bits({ IndexConst.RarityAll }), extra = IndexConst.Flags2Bits({ IndexConst.ExtraAll }) } slot0.MANGA_INDEX = 4 slot0.GALLERY_INDEX = 5 slot0.MUSIC_INDEX = 6 slot0.getUIName = function (slot0) return "CollectionUI" end slot0.setShipGroups = function (slot0, slot1) slot0.shipGroups = slot1 end slot0.setAwards = function (slot0, slot1) slot0.awards = slot1 end slot0.setCollectionRate = function (slot0, slot1, slot2, slot3) slot0.rate = slot1 slot0.count = slot2 slot0.totalCount = slot3 end slot0.setLinkCollectionCount = function (slot0, slot1) slot0.linkCount = slot1 end slot0.setPlayer = function (slot0, slot1) slot0.player = slot1 end slot0.setProposeList = function (slot0, slot1) slot0.proposeList = slot1 end slot0.init = function (slot0) slot0:initEvents() slot0.blurPanel = slot0:findTF("blur_panel") slot0.top = slot0:findTF("blur_panel/adapt/top") slot0.leftPanel = slot0:findTF("blur_panel/adapt/left_length") slot0.UIMgr = pg.UIMgr.GetInstance() slot0.backBtn = findTF(slot0.top, "back_btn") slot0.contextData.toggle = slot0.contextData.toggle or 2 slot0.toggles = { slot0:findTF("frame/tagRoot/card", slot0.leftPanel), slot0:findTF("frame/tagRoot/display", slot0.leftPanel), slot0:findTF("frame/tagRoot/trans", slot0.leftPanel), slot0:findTF("frame/tagRoot/manga", slot0.leftPanel), slot0:findTF("frame/tagRoot/gallery", slot0.leftPanel), slot0:findTF("frame/tagRoot/music", slot0.leftPanel) } slot0.toggleUpdates = { "initCardPanel", "initDisplayPanel", "initCardPanel", "initMangaPanel", "initGalleryPanel", "initMusicPanel" } slot0.cardList = slot0:findTF("main/list_card/scroll"):GetComponent("LScrollRect") slot0.cardList.onInitItem = function (slot0) slot0:onInitCard(slot0) end slot0.cardList.onUpdateItem = function (slot0, slot1) slot0:onUpdateCard(slot0, slot1) end slot0.cardList.onReturnItem = function (slot0, slot1) slot0:onReturnCard(slot0, slot1) end slot0.cardItems = {} slot0.cardContent = slot0.findTF(slot0, "ships", slot0.cardList) slot0.contextData.cardToggle = slot0.contextData.cardToggle or 1 slot0.cardToggleGroup = slot0:findTF("main/list_card/types") slot0.cardToggles = { slot0:findTF("char", slot0.cardToggleGroup), slot0:findTF("link", slot0.cardToggleGroup), slot0:findTF("blueprint", slot0.cardToggleGroup), slot0:findTF("meta", slot0.cardToggleGroup) } slot0.cardList.decelerationRate = 0.07 slot0.bonusPanel = slot0:findTF("bonus_panel") slot0.charTpl = slot0:getTpl("chartpl") slot0.tip = slot0:findTF("tip", slot0.toggles[2]) slot0.favoriteVOs = {} for slot5, slot6 in ipairs(pg.storeup_data_template.all) do table.insert(slot0.favoriteVOs, Favorite.New({ id = slot5 })) end slot0.memoryGroups = _.map(pg.memory_group.all, function (slot0) return pg.memory_group[slot0] end) slot0.memories = nil slot0.memoryList = slot0.findTF(slot0, "main/list_memory"):GetComponent("LScrollRect") slot0.memoryList.onInitItem = function (slot0) slot0:onInitMemory(slot0) end slot0.memoryList.onUpdateItem = function (slot0, slot1) slot0:onUpdateMemory(slot0, slot1) end slot0.memoryList.onReturnItem = function (slot0, slot1) slot0:onReturnMemory(slot0, slot1) end slot0.memoryViewport = slot0.findTF(slot0, "main/list_memory/viewport") slot0.memoriesGrid = slot0:findTF("main/list_memory/viewport/memories"):GetComponent(typeof(GridLayoutGroup)) slot0.memoryItems = {} slot0.memoryMask = slot0:findTF("blur_panel/adapt/story_mask") setActive(slot2, false) setActive(slot0.memoryMask, false) slot0.memoryTogGroup = slot0:findTF("memory", slot0.top) setActive(slot0.memoryTogGroup, false) slot0.memoryToggles = { slot0:findTF("memory/0", slot0.top), slot0:findTF("memory/1", slot0.top), slot0:findTF("memory/2", slot0.top), slot0:findTF("memory/3", slot0.top) } slot0.memoryFilterIndex = { true, true, true } slot0.galleryPanelContainer = slot0:findTF("main/GalleryContainer") slot0.musicPanelContainer = slot0:findTF("main/MusicContainer") slot0.mangaPanelContainer = slot0:findTF("main/MangaContainer") end slot0.didEnter = function (slot0) onButton(slot0, slot0.backBtn, function () slot0.contextData.cardScrollValue = 0 slot0.contextData:emit(slot1.ON_BACK) end, SFX_CANCEL) slot0.helpBtn = slot0.findTF(slot0, "help_btn", slot0.leftPanel) onButton(slot0, slot0.helpBtn, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_HELP, helps = pg.gametip.collection_help.tip, weight = LayerWeightConst.THIRD_LAYER }) end, SFX_PANEL) setActive(slot1, getProxy(TaskProxy):mingshiTouchFlagEnabled()) onButton(slot0, slot1, function () getProxy(TaskProxy):dealMingshiTouchFlag(8) end, SFX_CONFIRM) for slot5, slot6 in ipairs(slot0.toggles) do if PLATFORM_CODE == PLATFORM_CH and (slot5 == 1 or slot5 == 3) and LOCK_COLLECTION then setActive(slot6, false) else onToggle(slot0, slot6, function (slot0) if slot0 then if slot0.contextData.toggle ~= then if slot0.contextData.toggle == 1 and slot0.contextData.cardToggle == 1 then slot0.contextData.cardScrollValue = slot0.cardList.value end slot0.contextData.toggle = slot0.contextData if slot0.toggleUpdates[] then slot0[slot0.toggleUpdates[slot0]](slot0) slot0:calFavoriteRate() end end slot1(slot0.helpBtn, setActive == 1) if slot1 == 1 and not getProxy(SettingsProxy):IsShowCollectionHelp() then triggerButton(slot0.helpBtn) slot1:SetCollectionHelpFlag(true) end if slot1 ~= slot2.MUSIC_INDEX then if slot0.musicView and slot0.musicView:CheckState(BaseSubView.STATES.INITED) then slot0.musicView:tryPauseMusic() slot0.musicView:closeSongListPanel() end pg.CriMgr.GetInstance():ResumeLastNormalBGM() elseif slot1 == slot2.MUSIC_INDEX and slot0.musicView and slot0.musicView:CheckState(BaseSubView.STATES.INITED) then pg.CriMgr.GetInstance():StopBGM() slot0.musicView:tryPlayMusic() end if slot1 ~= slot2.GALLERY_INDEX and slot0.galleryView and slot0.galleryView:CheckState(BaseSubView.STATES.INITED) then slot0.galleryView:closePicPanel() end end end, SFX_UI_TAG) end end for slot5, slot6 in ipairs(slot0.memoryToggles) do onToggle(slot0, slot6, function (slot0) if slot0 then if slot0 == 1 then slot1.memoryFilterIndex = { true, true, true } else for slot4 in ipairs(slot1.memoryFilterIndex) do slot1.memoryFilterIndex[slot4] = slot0 - 1 == slot4 end end slot1:memoryFilter() end end, SFX_UI_TAG) end slot0.contextData.toggle = -1 triggerToggle(slot0.toggles[slot0.contextData.toggle], true) if slot0.contextData.memoryGroup and pg.memory_group[slot3] then slot0.showSubMemories(slot0, pg.memory_group[slot3]) else triggerToggle(slot0.memoryToggles[1], true) end for slot7, slot8 in ipairs(slot0.cardToggles) do triggerToggle(slot8, slot0.contextData.cardToggle == slot7) onToggle(slot0, slot8, function (slot0) if slot0 and slot0.contextData.cardToggle ~= then if slot0.contextData.cardToggle == 1 then slot0.contextData.cardScrollValue = slot0.cardList.value end slot0.contextData.cardToggle = slot0.contextData slot0:initCardPanel() slot0:calFavoriteRate() end end) end slot0.initIndexPanel(slot0) slot0:calFavoriteRate() pg.UIMgr.GetInstance():OverlayPanelPB(slot0.blurPanel, { groupName = LayerWeightConst.GROUP_COLLECTION }) onButton(slot0, slot0.bonusPanel, function () slot0:closeBonus() end, SFX_PANEL) end slot0.updateCollectNotices = function (slot0, slot1) setActive(slot0.tip, slot1) setActive(slot0:findTF("tip", slot0.toggles[slot0.GALLERY_INDEX]), getProxy(AppreciateProxy):isGalleryHaveNewRes()) setActive(slot0:findTF("tip", slot0.toggles[slot0.MUSIC_INDEX]), getProxy(AppreciateProxy):isMusicHaveNewRes()) setActive(slot0:findTF("tip", slot0.toggles[slot0.MANGA_INDEX]), getProxy(AppreciateProxy):isMangaHaveNewRes()) end slot0.calFavoriteRate = function (slot0) setActive(slot0:findTF("total/char", slot0.top), not (slot0.contextData.toggle == 1 and slot0.contextData.cardToggle == 2)) setActive(slot0:findTF("total/link", slot0.top), slot0.contextData.toggle == 1 and slot0.contextData.cardToggle == 2) setText(slot0:findTF("total/char/rate/Text", slot0.top), slot0.rate * 100 .. "%") setText(slot0:findTF("total/char/count/Text", slot0.top), slot0.count .. "/" .. slot0.totalCount) setText(slot0:findTF("total/link/count/Text", slot0.top), slot0.linkCount) end slot0.initCardPanel = function (slot0) if slot0.contextData.toggle == 1 then setActive(slot0.cardToggleGroup, true) slot0:cardFilter() elseif slot0.contextData.toggle == 3 then setActive(slot0.cardToggleGroup, false) slot0:transFilter() end table.sort(slot0.codeShips, function (slot0, slot1) return slot0.index_id < slot1.index_id end) slot0.cardList.SetTotalCount(slot1, #slot0.codeShips, slot0.contextData.cardScrollValue or 0) end slot0.initIndexPanel = function (slot0) slot0.indexBtn = slot0:findTF("index_button", slot0.top) onButton(slot0, slot0.indexBtn, function () slot0 = Clone(slot0.ShipIndex) if slot0.ShipIndex.contextData.toggle == 1 and slot1.contextData.cardToggle == 2 then slot0.display.camp = nil slot0.camp = nil end slot0.callback = function (slot0) for slot4, slot5 in pairs(slot0) do slot0.ShipIndex[slot4] = slot5 end slot1:initCardPanel() end function (slot0) for slot4, slot5 in pairs(slot0) do slot0.ShipIndex[slot4] = slot5 end slot1.initCardPanel() end.emit(slot1, slot0.ON_INDEX, slot0) end, SFX_PANEL) end slot0.onInitCard = function (slot0, slot1) if slot0.exited then return end onButton(slot0, CollectionShipCard.New(slot1).go, function () if not slot0.isClicked then slot0.isClicked = true LeanTween.delayedCall(0.2, System.Action(function () slot0.isClicked = false if not false:getIsInited() then return end if slot1.state == ShipGroup.STATE_UNLOCK then slot0.contextData.cardScrollValue = slot0.cardList.value slot0.contextData:emit(slot2.SHOW_DETAIL, slot1.showTrans, slot1.shipGroup.id) elseif slot1.state == ShipGroup.STATE_NOTGET then if slot1.showTrans == true and slot1.shipGroup.trans == true then return end if slot1.config then slot0:showObtain(slot1.config.description, slot1.shipGroup:getShipConfigId()) end end end)) end end, SOUND_BACK) slot0.cardItems[slot1] = CollectionShipCard.New(slot1) end slot0.showObtain = function (slot0, slot1, slot2) slot0.contextData.cardScrollValue = slot0.cardList.value pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_OBTAIN, shipId = slot2, list = slot1, mediatorName = CollectionMediator.__cname }) end slot0.skipIn = function (slot0, slot1, slot2) slot0.contextData.displayGroupId = slot2 triggerToggle(slot0.toggles[slot1], true) end slot0.onUpdateCard = function (slot0, slot1, slot2) if slot0.exited then return end if not slot0.cardItems[slot2] then slot0:onInitCard(slot2) slot3 = slot0.cardItems[slot2] end if not slot0.codeShips[slot1 + 1] then return end slot6 = false if slot5.group then slot6 = slot0.proposeList[slot5.group.id] end slot3:update(slot5.code, slot5.group, slot5.showTrans, slot6, slot5.id) end slot0.onReturnCard = function (slot0, slot1, slot2) if slot0.exited then return end if slot0.cardItems[slot2] then slot3:clear() end end slot0.cardFilter = function (slot0) slot0.codeShips = {} table.sort(slot1) for slot5, slot6 in ipairs(slot1) do if IndexConst.filterByIndex(slot0.shipGroups[pg.ship_data_group[slot6].group_type] or ShipGroup.New({ id = slot7.group_type }), slot0.ShipIndex.index) and (slot0.contextData.cardToggle == 2 or IndexConst.filterByCamp(slot8, slot0.ShipIndex.camp)) and slot0.contextData.cardToggle == 4 == Nation.IsMeta(ShipGroup.getDefaultShipConfig(slot7.group_type).nationality) and IndexConst.filterByRarity(slot8, slot0.ShipIndex.rarity) and IndexConst.filterByExtra(slot8, slot0.ShipIndex.extra) then slot0.codeShips[#slot0.codeShips + 1] = { showTrans = false, id = slot6, code = slot6 - (slot0.contextData.cardToggle - 1) * 10000, group = slot0.shipGroups[slot7.group_type], index_id = slot7.index_id } end end end slot0.transFilter = function (slot0) slot0.codeShips = {} table.sort(slot1) for slot5, slot6 in ipairs(slot1) do if pg.ship_data_trans[pg.ship_data_group[slot6].group_type] and IndexConst.filterByIndex(slot0.shipGroups[slot7.group_type] or ShipGroup.New({ remoulded = true, id = slot7.group_type }), slot0.ShipIndex.index) and IndexConst.filterByCamp(slot8, slot0.ShipIndex.camp) and IndexConst.filterByRarity(slot8, slot0.ShipIndex.rarity) and IndexConst.filterByExtra(slot8, slot0.ShipIndex.extra) then slot0.codeShips[#slot0.codeShips + 1] = { showTrans = true, id = slot6, code = 3000 + slot6, group = (slot8.trans and slot8) or nil, index_id = slot7.index_id } end end end slot0.sortDisplay = function (slot0) table.sort(slot0.favoriteVOs, function (slot0, slot1) if slot0:getState(slot0.shipGroups, slot0.awards) == slot1:getState(slot0.shipGroups, slot0.awards) then return slot0.id < slot1.id else return slot2 < slot3 end end) slot1 = 0 slot2 = slot0.contextData.displayGroupId for slot6, slot7 in ipairs(slot0.favoriteVOs) do if slot7.containShipGroup(slot7, slot2) then slot1 = slot6 break end end slot0.displayRect:SetTotalCount(#slot0.favoriteVOs, slot0.displayRect:HeadIndexToValue(slot1 - 1)) end slot0.initDisplayPanel = function (slot0) if not slot0.isInitDisplay then slot0.isInitDisplay = true slot0.displayRect = slot0:findTF("main/list_display"):GetComponent("LScrollRect") slot0.displayRect.decelerationRate = 0.07 slot0.displayRect.onInitItem = function (slot0) slot0:initFavoriteCard(slot0) end slot0.displayRect.onUpdateItem = function (slot0, slot1) slot0:updateFavoriteCard(slot0, slot1) end slot0.favoriteCards = {} end slot0.sortDisplay(slot0) end slot0.initFavoriteCard = function (slot0, slot1) if slot0.exited then return end slot2 = FavoriteCard.New(slot1, slot0.charTpl) onButton(slot0, slot2.awardTF, function () if slot0.state == Favorite.STATE_AWARD then slot1:emit(slot2.GET_AWARD, slot0.favoriteVO.id, slot0.favoriteVO:getNextAwardIndex(slot0.awards)) elseif slot0.state == Favorite.STATE_LOCK then pg.TipsMgr.GetInstance():ShowTips(i18n("collection_lock")) elseif slot0.state == Favorite.STATE_FETCHED then pg.TipsMgr.GetInstance():ShowTips(i18n("collection_fetched")) elseif slot0.state == Favorite.STATE_STATE_WAIT then pg.TipsMgr.GetInstance():ShowTips(i18n("collection_nostar")) end end, SFX_PANEL) onButton(slot0, slot2.box, function () slot0:openBonus(slot1.favoriteVO) end, SFX_PANEL) slot0.favoriteCards[slot1] = slot2 end slot0.updateFavoriteCard = function (slot0, slot1, slot2) if slot0.exited then return end if not slot0.favoriteCards[slot2] then slot0:initFavoriteCard(slot2) slot3 = slot0.favoriteCards[slot2] end slot3:update(slot0.favoriteVOs[slot1 + 1], slot0.shipGroups, slot0.awards) end slot0.openBonus = function (slot0, slot1) if not slot0.isInitBound then slot0.isInitBound = true slot0.boundName = findTF(slot0.bonusPanel, "frame/name/Text"):GetComponent(typeof(Text)) slot0.progressSlider = findTF(slot0.bonusPanel, "frame/process"):GetComponent(typeof(Slider)) end pg.UIMgr.GetInstance():BlurPanel(slot0.bonusPanel) setActive(slot0.bonusPanel, true) slot0.boundName.text = slot1:getConfig("name") slot2 = slot1:getConfig("award_display") for slot7, slot8 in ipairs(slot3) do slot9 = slot2[slot7] setText(findTF(slot10, "process"), slot8) setActive(findTF(slot10, "item_tpl/unfinish"), slot1:getAwardState(slot0.shipGroups, slot0.awards, slot7) == Favorite.STATE_WAIT) setActive(findTF(slot10, "item_tpl/get"), slot11 == Favorite.STATE_AWARD) setActive(findTF(slot10, "item_tpl/got"), slot11 == Favorite.STATE_FETCHED) setActive(findTF(slot10, "item_tpl/lock"), slot11 == Favorite.STATE_LOCK) setActive(findTF(slot10, "item_tpl/icon_bg"), slot11 ~= Favorite.STATE_LOCK) setActive(findTF(slot10, "item_tpl/bg"), slot11 ~= Favorite.STATE_LOCK) if slot9 then updateDrop(findTF(slot10, "item_tpl"), { count = 0, type = slot9[1], id = slot9[2] }) onButton(slot0, slot10, function () if slot0[1] == DROP_TYPE_RESOURCE then slot1:emit(slot2.ON_ITEM, id2ItemId(slot0[2])) elseif slot0[1] == DROP_TYPE_ITEM then slot1:emit(slot2.ON_DROP, { type = slot0[1], id = slot0[2], count = slot0[3] }) elseif slot0[1] == DROP_TYPE_SHIP then pg.MsgboxMgr.GetInstance():ShowMsgBox({ hideNo = true, type = MSGBOX_TYPE_SINGLE_ITEM, drop = { type = slot0[1], id = slot0[2], count = slot0[3] } }) elseif slot0[1] == DROP_TYPE_FURNITURE then pg.MsgboxMgr.GetInstance():ShowMsgBox({ hideNo = true, content = "", yesText = "text_confirm", type = MSGBOX_TYPE_SINGLE_ITEM, drop = { type = DROP_TYPE_FURNITURE, id = slot0[2], cfg = pg.furniture_data_template[slot0[2]] } }) elseif slot0[1] == DROP_TYPE_EQUIP then slot1:emit(slot2.ON_EQUIPMENT, { equipmentId = slot0[2], type = EquipmentInfoMediator.TYPE_DISPLAY }) end end, SFX_PANEL) else GetOrAddComponent(slot10, typeof(Button)).onClick:RemoveAllListeners() end end slot0.progressSlider.value = slot1:getStarCount(slot0.shipGroups) / slot3[#slot3] end slot0.closeBonus = function (slot0) pg.UIMgr.GetInstance():UnblurPanel(slot0.bonusPanel, slot0._tf) setActive(slot0.bonusPanel, false) end slot0.showSubMemories = function (slot0, slot1) slot0.contextData.memoryGroup = slot1.id slot0.memories = _.map(slot1.memories, function (slot0) return pg.memory_template[slot0] end) for slot5 in ipairs(slot0.memories) do slot0.memories[slot5].index = slot5 end slot0.memoryList.SetTotalCount(slot2, #slot0.memories, 0) setActive(slot0:findTF("memory", slot0.top), false) end slot1 = 3 slot0.return2MemoryGroup = function (slot0) slot0.contextData.memoryGroup = nil slot0.memories = nil slot2 = 0 if slot0.contextData.memoryGroup then slot3 = 0 for slot7, slot8 in ipairs(slot0.memoryGroups) do if slot8.id == slot1 then slot3 = slot7 break end end if slot3 >= 0 then slot2 = Mathf.Clamp01(((slot0.memoriesGrid.cellSize.y + slot0.memoriesGrid.spacing.y) * math.floor((slot3 - 1) / slot0) + slot0.memoryList.paddingFront) / ((slot0.memoriesGrid.cellSize.y + slot0.memoriesGrid.spacing.y) * math.ceil(#slot0.memoryGroups / slot0) - slot0.memoryViewport.rect.height)) end end slot0.memoryList:SetTotalCount(#slot0.memoryGroups, slot2) setActive(slot0:findTF("memory", slot0.top), true) end slot0.initMemoryPanel = function (slot0) if getProxy(ActivityProxy):getActivityById(ActivityConst.QIXI_ACTIVITY_ID) and not slot2:isEnd() and getProxy(TaskProxy):getTaskById(_.flatten(slot3)[#_.flatten(slot3)]) and not slot7:isFinish() then pg.NewStoryMgr.GetInstance():Play("HOSHO8", function () slot0:emit(CollectionScene.ACTIVITY_OP, { cmd = 2, activity_id = slot1.id }) end, true) end slot0.memoryFilter(slot0) end slot0.onInitMemory = function (slot0, slot1) if slot0.exited then return end onButton(slot0, MemoryCard.New(slot1).go, function () if slot0.info then if slot0.isGroup then slot1:showSubMemories(slot0.info) elseif slot0.info.is_open == 1 or pg.NewStoryMgr.GetInstance():IsPlayed(slot0.info.story, true) then slot1:playMemory(slot0.info) end end end, SOUND_BACK) slot0.memoryItems[slot1] = MemoryCard.New(slot1) end slot0.onUpdateMemory = function (slot0, slot1, slot2) if slot0.exited then return end if not slot0.memoryItems[slot2] then slot0:onInitMemory(slot2) slot3 = slot0.memoryItems[slot2] end if slot0.memories then slot3:update(false, slot0.memories[slot1 + 1]) else slot3:update(true, slot0.memoryGroups[slot1 + 1]) end _.any({ slot3.lock, slot3.normal, slot3.group }, function (slot0) if isActive(slot0) then slot0.go:GetComponent(typeof(Button)).targetGraphic = slot0:GetComponent(typeof(Image)) end return slot1 end) end slot0.onReturnMemory = function (slot0, slot1, slot2) if slot0.exited then return end if slot0.memoryItems[slot2] then slot3:clear() end end slot0.playMemory = function (slot0, slot1) if slot1.type == 1 then slot2 = findTF(slot0.memoryMask, "pic") if string.len(slot1.mask) > 0 then setActive(slot2, true) slot2:GetComponent(typeof(Image)).sprite = LoadSprite(slot1.mask) else setActive(slot2, false) end setActive(slot0.memoryMask, true) pg.NewStoryMgr.GetInstance():Play(slot1.story, function () setActive(slot0.memoryMask, false) end, true) elseif slot1.type == 2 then slot0:emit(slot0.BEGIN_STAGE, { memory = true, system = SYSTEM_PERFORM, stageId = pg.NewStoryMgr.GetInstance().StoryName2StoryId(slot2, slot1.story) }) end end slot0.memoryFilter = function (slot0) slot0.memoryGroups = {} for slot4, slot5 in pairs(pg.memory_group) do if slot0.memoryFilterIndex[slot5.type] then table.insert(slot0.memoryGroups, slot5) end end table.sort(slot0.memoryGroups, function (slot0, slot1) return slot0.id < slot1.id end) slot0.memoryList.SetTotalCount(slot1, #slot0.memoryGroups, 0) end slot0.willExit = function (slot0) if slot0.tweens then cancelTweens(slot0.tweens) end pg.UIMgr.GetInstance():UnOverlayPanel(slot0.blurPanel, slot0._tf) if slot0.bonusPanel.gameObject.activeSelf then slot0:closeBonus() end Destroy(slot0.bonusPanel) slot0.bonusPanel = nil for slot4, slot5 in pairs(slot0.cardItems) do slot5:clear() end if slot0.resPanel then slot0.resPanel:exit() slot0.resPanel = nil end if slot0.galleryView then slot0.galleryView:Destroy() slot0.galleryView = nil end if slot0.musicView then slot0.musicView:Destroy() slot0.musicView = nil end if slot0.mangaView then slot0.mangaView:Destroy() slot0.mangaView = nil end end slot0.initGalleryPanel = function (slot0) if not slot0.galleryView then slot0.galleryView = GalleryView.New(slot0.galleryPanelContainer, slot0.event, slot0.contextData) slot0.galleryView:Reset() slot0.galleryView:Load() end end slot0.initMusicPanel = function (slot0) if not slot0.musicView then slot0.musicView = MusicCollectionView.New(slot0.musicPanelContainer, slot0.event, slot0.contextData) slot0.musicView:Reset() slot0.musicView:Load() pg.CriMgr.GetInstance():StopBGM() end end slot0.initMangaPanel = function (slot0) if not slot0.mangaView then slot0.mangaView = MangaView.New(slot0.mangaPanelContainer, slot0.event, slot0.contextData) slot0.mangaView:Reset() slot0.mangaView:Load() end end slot0.initEvents = function (slot0) slot0:bind(GalleryConst.OPEN_FULL_SCREEN_PIC_VIEW, function (slot0, slot1) slot0:emit(CollectionMediator.EVENT_OPEN_FULL_SCREEN_PIC_VIEW, slot1) end) slot0.bind(slot0, slot0.UPDATE_RED_POINT, function () slot0:updateCollectNotices() end) end slot0.onBackPressed = function (slot0) pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_CANCEL) if slot0.bonusPanel.gameObject.activeSelf then slot0:closeBonus() return end if slot0.galleryView then if slot0.galleryView:onBackPressed() == true then slot0.galleryView:Destroy() slot0.galleryView = nil else return end end if slot0.musicView then if slot0.musicView:onBackPressed() == true then slot0.musicView:Destroy() slot0.musicView = nil else return end end if slot0.mangaView then if slot0.mangaView:onBackPressed() == true then slot0.mangaView:Destroy() slot0.mangaView = nil else return end end triggerButton(slot0.backBtn) end return slot0
require("colorbuddy").setup() local Color = require('colorbuddy').Color Color.new('white', '#ffffff') Color.new('red', '#8afef7') Color.new('pink', '#ed2b8f') Color.new('green', '#ff9e64') Color.new('yellow', '#88ff99') Color.new('blue', '#91ede2') Color.new('aqua', '#ff2020') Color.new('cyan', '#2fedab') Color.new('purple', '#2bb0ed') Color.new('violet', '#ff6666') Color.new('orange', '#de935f') Color.new('brown', '#a3785a') Color.new('seagreen', '#89ab89') Color.new('turquoise', '#598b59')
fx_version "cerulean" game "gta5" name "GGCommon" description "Gamemode independant features for the Gun Game server" author "Remco Troost (d0p3t)" url "https://github.com/d0p3t/ggcommon" dependency "screenshot-basic" client_scripts { "client/*.lua" } server_scripts { "server/*.lua" } files { "client/lib/Newtonsoft.Json.dll", "client/lib/index.html", "client/lib/audio/**/*.ogg", "client/lib/*.min.css", "client/lib/*.css", "client/lib/*.min.js" } ui_page "client/lib/index.html" server_export "PrintLog" server_export "Log" server_export "Screenshot" server_export "SentryIssue"
includeFile("custom_content/tangible/wearables/wookiee/wke_shirt_s05.lua")
--ZFUNC-numseq-v1 local function numseq( n, init, f ) --> seq init = init or 0 f = f or function ( v ) return v + 1 end local result = {} table.insert( result, init ) for i = 2,n do table.insert( result, f( result[ i - 1 ] ) ) end return result end return numseq
function start_tween (animatable, animation) animatable.animating = true animatable[animation] = game.animations[animation] end
--[[ --MIT License -- --Copyright (c) 2019 manilarome --Copyright (c) 2020 Tom Meyers -- --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 mouse = require("tde.lib-tde.mouse") function test_mouse_api_exists() assert(mouse.getInputDevices, "The getInputDevices function doesn't exist") assert(mouse.setAcceleration, "The setAccellaration function doesn't exist") assert(mouse.setMouseSpeed, "The setMouseSpeed function doesn't exist") assert(mouse.setNaturalScrolling, "The setNaturalScrolling function doesn't exist") end function test_mouse_input_device_return_correct() local result = mouse.getInputDevices() assert(type(result) == "table", "The list of input devices should be a table") -- only run this when a mouse was found if #result > 0 then assert(type(result[1].name) == "string", "The input device list should have a name attribute") assert(type(result[1].id) == "number", "The input device list should have a id attribute") end end function test_mouse_api_unit_tested() local amount = 4 local result = tablelength(mouse) assert( result == amount, "You didn't test all mouse api endpoints, please add them then update the amount to: " .. result ) end
Utils = {} local screenWidth, screenHeight = guiGetScreenSize() function Utils.screenScale(val) if screenWidth < 1280 then return val * screenWidth / 1280 end return val end function Utils.wrapAngle(value) if not value then return 0 end value = math.mod(value, 360) if value < 0 then value = value + 360 end return value end function Utils.calculateRPM(vehicle) local vx, vy, vz = getElementVelocity(vehicle) local speed = (vx^2 + vy^2 + vz^2)^0.5 * 161 if speed < 40 then return speed * 162 elseif speed < 80 then return (speed - 30) * 132 elseif speed < 120 then return (speed - 65) * 118 elseif speed < 160 then return (speed - 110) * 125 elseif speed < 200 then return (speed - 130) * 92 elseif speed >= 200 then if speed > 250 then return 6000 else return (speed - 130) * 50 end end end
require "/scripts/util.lua" function init() self.detectArea = config.getParameter("detectArea") self.detectArea[1] = object.toAbsolutePosition(self.detectArea[1]) self.detectArea[2] = object.toAbsolutePosition(self.detectArea[2]) animator.setAnimationState("portal", "off") object.setLightColor({0, 0, 0, 0}) storage.uuid = storage.uuid or sb.makeUuid() object.setInteractive(true) message.setHandler("onTeleport", function(message, isLocal, data) if not config.getParameter("returnDoor") and not storage.vanishTime then storage.vanishTime = world.time() + config.getParameter("vanishTime") if not (animator.animationState("portal") == "open" or animator.animationState("portal") == "on") then animator.setAnimationState("portal", "open") end end end) if config.getParameter("messagePlayerInterval") then self.radioMessage = util.interval(config.getParameter("messagePlayerInterval"), function() local nearPlayers = world.entityQuery(object.position(), config.getParameter("messagePlayerRange"), {includedTypes = {"player"}}) nearPlayers = util.filter(nearPlayers, entity.entityInSight) for _,playerId in pairs(nearPlayers) do world.sendEntityMessage(playerId, "queueRadioMessage", "challengedoor") end end) end end function update(dt) if self.radioMessage ~= nil then self.radioMessage(dt) end if animator.animationState("portal") == "gone" then object.smash() return elseif storage.vanishTime and world.time() > storage.vanishTime then animator.setAnimationState("portal", "vanish") end local players = world.entityQuery(self.detectArea[1], self.detectArea[2], { includedTypes = {"player"}, boundMode = "CollisionArea" }) if #players > 0 and animator.animationState("portal") == "off" then animator.setAnimationState("portal", "open") animator.playSound("on"); object.setLightColor(config.getParameter("lightColor", {255, 255, 255})) elseif #players == 0 and animator.animationState("portal") == "on" and not storage.vanishTime then animator.setAnimationState("portal", "close") animator.playSound("off"); object.setLightColor({0, 0, 0, 0}) end end function onInteraction(args) if config.getParameter("returnDoor") then return { "OpenTeleportDialog", { canBookmark = false, includePlayerBookmarks = false, destinations = { { name = "Exit Portal", planetName = "Return to World... Hopefully!", icon = "return", warpAction = "Return" } } } } else return { "OpenTeleportDialog", { canBookmark = false, includePlayerBookmarks = false, destinations = { { name = "Challenge Portal", planetName = "Unstable Pocket Dimension", icon = "default", warpAction = string.format("InstanceWorld:challengerooms:%s:%s", storage.uuid, world.threatLevel()) } } } } end end
local t = My.Translator.translate local mission My.EventHandler:register("onAttackersDetection", function() mission = Mission:new({}) Mission:withBroker(mission, t("story_mission_plan_defense", My.Commander:getPerson(), My.World.fortress:getCallSign())) Mission:forPlayer(mission) mission:setHint(t("story_mission_plan_defense_hint", My.World.fortress:getSectorName())) mission:setPlayer(My.World.player) mission:setMissionBroker(My.World.fortress) mission:accept() mission:start() My.World.player:addMission(mission) end) My.EventHandler:register("onFortressManned", function() if mission ~= nil then mission:setHint(t("story_mission_plan_defense_hint2", My.Commander:getPerson(), My.World.fortress:getSectorName())) end end) My.EventHandler:register("onDefensePlanned", function() if mission ~= nil and mission:getState() == "started" then mission:success() end end) My.EventHandler:register("onCommanderDead", function() if mission ~= nil and mission:getState() == "started" then mission:fail() end end)
-- -- Back ground parallax class. -- -- @filename LgBackgroundParallax.lua -- @copyright Copyright (c) 2015 Yaukey/yaukeywang/WangYaoqi (yaukeywang@gmail.com) all rights reserved. -- @license The MIT License (MIT) -- @author Yaukey -- @date 2015-09-02 -- local DLog = YwDebug.Log local DLogWarn = YwDebug.LogWarning local DLogError = YwDebug.LogError local Vector3 = Vector3 local Time = Time -- Register new class LgBackgroundParallax. local strClassName = "LgBackgroundParallax" local LgBackgroundParallax = YwDeclare(strClassName, YwClass(strClassName, YwMonoBehaviour)) -- Member variables. -- The background transforms. LgBackgroundParallax.m_aBackgrounds = false -- The parallax scale. LgBackgroundParallax.m_fParallaxScale = 0.5 -- The parallax reduction factor. LgBackgroundParallax.m_fParallaxReductionFactor = 0.4 -- The smoothing. LgBackgroundParallax.m_fSmoothing = 8.0 -- The current camera transform. LgBackgroundParallax.m_cCam = false -- The previous camera pos. LgBackgroundParallax.m_vPreviousCamPos = false -- Constructor. function LgBackgroundParallax:ctor() --print("LgBackgroundParallax:ctor") self.m_aBackgrounds = {} self.m_vPreviousCamPos = Vector3.zero end -- Destructor. function LgBackgroundParallax:dtor() --print("LgBackgroundParallax:dtor") self.m_aBackgrounds = nil end -- Awake method. function LgBackgroundParallax:Awake() --print("LgBackgroundParallax:Awake") -- Check variable. if (not self.this) or (not self.transform) or (not self.gameObject) then DLogError("Init error in LgBackgroundParallax!") return end -- Get camera. self.m_cCam = Camera.main.transform -- Init background transform for i = 1, #self.m_aParameters do self.m_aBackgrounds[i] = self.m_aParameters[i].transform end end -- Start method. function LgBackgroundParallax:Start() --print("LgBackgroundParallax:Start") -- The 'previous frame' had the current frame's camera position. self.m_vPreviousCamPos = self.m_cCam.position end -- Update method. function LgBackgroundParallax:Update() --print("LgBackgroundParallax:Update") -- The parallax is the opposite of the camera movement since the previous frame multiplied by the scale. local fParallax = (self.m_vPreviousCamPos.x - self.m_cCam.position.x) * self.m_fParallaxScale -- For each successive background... local aBackgrounds = self.m_aBackgrounds for i = 1, #aBackgrounds do -- ... set a target x position which is their current position plus the parallax multiplied by the reduction. local fBackgroundTargetPosX = aBackgrounds[i].position.x + fParallax * (i * self.m_fParallaxReductionFactor + 1.0) -- Create a target position which is the background's current position but with it's target x position. local vBackgroundTargetPos = Vector3(fBackgroundTargetPosX, aBackgrounds[i].position.y, aBackgrounds[i].position.z) -- Lerp the background's position between itself and it's target position. aBackgrounds[i].position = Vector3.Lerp(aBackgrounds[i].position, vBackgroundTargetPos, self.m_fSmoothing * Time.deltaTime) end -- Set the previousCamPos to the camera's position at the end of this frame. self.m_vPreviousCamPos = self.m_cCam.position end -- Return this class. return LgBackgroundParallax
local K = unpack(KkthnxUI) local Module = K:GetModule("AurasTable") if K.Class ~= "PRIEST" then return end local list = { ["Player Aura"] = { -- 玩家光环组 { AuraID = 586, UnitID = "player" }, -- 渐隐术 { AuraID = 45242, UnitID = "player" }, -- 专注意志 { AuraID = 121557, UnitID = "player" }, -- 天堂之羽 { AuraID = 194022, UnitID = "player" }, -- 意志坚定 { AuraID = 214121, UnitID = "player" }, -- 身心合一 }, ["Target Aura"] = { -- 目标光环组 { AuraID = 139, UnitID = "target", Caster = "player" }, -- 恢复 { AuraID = 589, UnitID = "target", Caster = "player" }, -- 暗言术:痛 { AuraID = 8122, UnitID = "target", Caster = "player" }, -- 心灵尖啸 { AuraID = 15487, UnitID = "target", Caster = "player" }, -- 沉默 { AuraID = 34914, UnitID = "target", Caster = "player" }, -- 吸血鬼之触 { AuraID = 41635, UnitID = "target", Caster = "player" }, -- 愈合祷言 { AuraID = 205369, UnitID = "target", Caster = "player" }, -- 心灵炸弹 { AuraID = 217673, UnitID = "target", Caster = "player" }, -- 心灵尖刺 { AuraID = 208065, UnitID = "target", Caster = "player" }, -- 图雷之光 { AuraID = 200196, UnitID = "target", Caster = "player" }, -- 圣言术:罚 { AuraID = 200200, UnitID = "target", Caster = "player" }, -- 圣言术:罚 { AuraID = 214121, UnitID = "target", Caster = "player" }, -- 身心合一 { AuraID = 121557, UnitID = "target", Caster = "player" }, -- 天堂之羽 { AuraID = 204263, UnitID = "target", Caster = "player" }, -- 闪光力场 { AuraID = 194384, UnitID = "target", Caster = "player" }, -- 救赎 { AuraID = 214621, UnitID = "target", Caster = "player" }, -- 教派分歧 { AuraID = 152118, UnitID = "target", Caster = "player" }, -- 意志洞悉 { AuraID = 204213, UnitID = "target", Caster = "player" }, -- 净化邪恶 { AuraID = 335467, UnitID = "target", Caster = "player" }, -- 噬灵疫病 { AuraID = 323673, UnitID = "target", Caster = "player" }, -- 控心术 { AuraID = 342132, UnitID = "target", Caster = "player" }, -- 盛怒法夜 { AuraID = 325203, UnitID = "target", Caster = "player" }, -- 邪恶灌注 { AuraID = 17, UnitID = "target", Caster = "player", Value = true }, -- 真言术:盾 { AuraID = 208772, UnitID = "target", Caster = "player", Value = true }, -- 惩击 { AuraID = 271466, UnitID = "target", Caster = "player", Value = true }, -- 微光屏障 }, ["Special Aura"] = { -- 玩家重要光环组 { AuraID = 17, UnitID = "player", Caster = "player" }, -- 真言术:盾 { AuraID = 194384, UnitID = "player", Caster = "player" }, -- 救赎 { AuraID = 27827, UnitID = "player" }, -- 救赎之魂 { AuraID = 47536, UnitID = "player" }, -- 全神贯注 { AuraID = 65081, UnitID = "player" }, -- 身心合一 { AuraID = 47585, UnitID = "player" }, -- 消散 { AuraID = 15286, UnitID = "player" }, -- 吸血鬼的拥抱 { AuraID = 197937, UnitID = "player" }, -- 延宕狂乱 { AuraID = 194249, UnitID = "player" }, -- 虚空形态 { AuraID = 205372, UnitID = "player" }, -- 虚空射线 { AuraID = 193223, UnitID = "player" }, -- 疯入膏肓 { AuraID = 196490, UnitID = "player" }, -- 纳鲁之能 { AuraID = 114255, UnitID = "player" }, -- 圣光涌动 { AuraID = 196644, UnitID = "player" }, -- 图雷的祝福 { AuraID = 197030, UnitID = "player" }, -- 圣洁 { AuraID = 200183, UnitID = "player" }, -- 神圣化身 { AuraID = 197763, UnitID = "player" }, -- 争分夺秒 { AuraID = 198069, UnitID = "player" }, -- 阴暗面之力 { AuraID = 123254, UnitID = "player" }, -- 命运多舛 { AuraID = 211440, UnitID = "player" }, -- 神牧神器 { AuraID = 211442, UnitID = "player" }, -- 神牧神器 { AuraID = 252848, UnitID = "player" }, -- T21戒律 { AuraID = 253437, UnitID = "player" }, -- T21神圣2 { AuraID = 253443, UnitID = "player" }, -- T21神圣4 { AuraID = 216135, UnitID = "player" }, -- 戒律法袍 { AuraID = 271466, UnitID = "player" }, -- 微光屏障 { AuraID = 124430, UnitID = "player" }, -- 暗影洞察 { AuraID = 197871, UnitID = "player" }, -- 黑暗天使长 }, ["Focus Aura"] = { -- 焦点光环组 { AuraID = 139, UnitID = "focus", Caster = "player" }, -- 恢复 }, ["Spell Cooldown"] = { -- 冷却计时组 { SlotID = 13 }, -- 饰品1 { SlotID = 14 }, -- 饰品2 { SpellID = 64843 }, -- 神圣赞美诗 { SpellID = 33206 }, -- 痛苦压制 }, } Module:AddNewAuraWatch("PRIEST", list)
-- Copyright (C) 2012 Nicholas Carlson -- -- 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 ffi = require 'ffi' local gl = eiga.alias.gl() local glfw = eiga.alias.glfw() local soil = eiga.ffi.soil local physfs = eiga.alias.physfs() local Matrix4 = require 'math.mat4' local Vector3 = require 'math.vec3' local i = 0.25 local data = { position = { i, -i, -i, 1, --back -i, -i, -i, 1, i, i, -i, 1, -i, i, -i, 1, -i, -i, i, 1, --front i, -i, i, 1, -i, i, i, 1, i, i, i, 1, -i, -i, -i, 1, --left -i, -i, i, 1, -i, i, -i, 1, -i, i, i, 1, i, -i, i, 1, --right i, -i, -i, 1, i, i, i, 1, i, i, -i, 1, -i, -i, -i, 1, --bottom i, -i, -i, 1, -i, -i, i, 1, i, -i, i, 1, -i, i, i, 1, --top i, i, i, 1, -i, i, -i, 1, i, i, -i, 1 }; texcoord = { 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0 }; index = { 0, 1, 3, 0, 3, 2, 4, 5, 7, 4, 7, 6, 8, 9, 11, 8, 11, 10, 12, 13, 15, 12, 15, 14, 16, 17, 19, 16, 19, 18, 20, 21, 23, 20, 23, 22 }; } local mesh = eiga.graphics.newMesh( "IndexPositionTexCoord" ) local effect = eiga.graphics.newEffect( "assets/effect.vert", "assets/effect.frag" ); local m = Matrix4.scale( 2.0, 2.0, 2.0 ) local v = Matrix4.lookat( Vector3( 0, 0, -3 ), Vector3( 0, 0, 0 ), Vector3( 0, 1, 0 ) ) local p = Matrix4.perspectiveFov( 55, 16/9, 0.1, 100 ) function eiga.load ( args ) gl.Enable( gl.CULL_FACE ) gl.Enable( gl.TEXTURE_2D ) gl.Enable( gl.BLEND ) gl.BlendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ) gl.Enable( gl.DEPTH_TEST ) gl.DepthFunc( gl.LESS ) gl.ActiveTexture( gl.TEXTURE0 ) stone_texture = eiga.graphics.newTexture( "assets/stone.png", gl.NEAREST, gl.NEAREST ) gl.BindTexture( gl.TEXTURE_2D, stone_texture ) for i=#data.position+1, 1024 do data.position[i] = 0 end mesh.buffers.position:setData( data.position ) for i=#data.texcoord+1, 1024 do data.texcoord[i] = 0 end mesh.buffers.texcoord:setData( data.texcoord ) mesh.buffers.index:setData( data.index ) mesh:compile( effect ) effect:sendTexture( 0, "tex0") effect:sendMatrix4( m, "Model" ) effect:sendMatrix4( v, "View" ) effect:sendMatrix4( p, "Projection" ) end function eiga.update ( dt ) effect:sendMatrix4( Matrix4.rotate( eiga.timer.get_time(), 0.3, 1, 0 ) * m , "Model" ) end function eiga.draw () mesh:draw( #data.index, effect ) end function eiga.keypressed ( key ) if key == glfw.KEY_ESC then eiga.event.push("quit") end end function eiga.resized ( width, height ) gl.Viewport( 0, 0, width, height ) end
local DataDependentModule, parent = torch.class('nn.DataDependentModule', 'nn.Module') function DataDependentModule:__init(DDM_learning_rate) parent.__init(self) self.gradInput = {} self.DDM_learning_rate = DDM_learning_rate or 0 end function DataDependentModule:updateOutput(input) self.output = input[1] return self.output end function DataDependentModule:updateGradInput(input, gradOutput) self.gradInput[1] = gradOutput:clone() DDM_vec = input[2] --print(DDM_vec) self.gradInput[2] = gradOutput[{{},2}]:clone() for i=1, self.gradInput[1]:size(1) do self.gradInput[1][{i,2}] = self.gradInput[1][{i,2}]*DDM_vec[{i}] self.gradInput[2][{i}] = self.gradInput[2][{i}]*input[1][{i,2}]*self.DDM_learning_rate end return self.gradInput end
-- Copyright (C) 2016 Gernot Riegler -- Institute for Computer Graphics and Vision (ICG) -- Graz University of Technology (TU GRAZ) -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions are met: -- 1. Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- 2. Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- 3. All advertising materials mentioning features or use of this software -- must display the following acknowledgement: -- This product includes software developed by the ICG, TU GRAZ. -- 4. Neither the name of the ICG, TU GRAZ nor the -- names of its contributors may be used to endorse or promote products -- derived from this software without specific prior written permission. -- THIS SOFTWARE IS PROVIDED ''AS IS'' AND ANY -- EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -- DISCLAIMED. IN NO EVENT SHALL THE PROVIDER BE LIABLE FOR ANY -- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND -- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. local model = {} local function atgvl2(max_iter, lambda, edge_w, tgv_alpha0, tgv_alpha1, tensor_beta, tensor_gamma) -- parameters local max_iter = max_iter or 10 local lambda = lambda or 1 local edge_w = edge_w or 1 local tgv_alpha0 = tgv_alpha0 or 17 local tgv_alpha1 = tgv_alpha1 or 1.2 local tensor_beta = tensor_beta or 10 local tensor_gamma = tensor_gamma or 0.75 local eta_p = 3 local eta_q = 2 local tau = 1; local sigma = 1 / tau; local timestep_lambda = 1 local lambda_modules = {} -- split net output estimate/edge local input = nn.Identity()() local u_init = nn.SelectTable(1)(input) local edge = icgnn.IcgExpMul() edge.weight:fill(math.log(edge_w)) edge = edge(nn.SelectTable(2)(input)) -- create anisotropic tensor local tensor_abs = icgnn.IcgL2Norm()(edge) local n_normed = nn.CDivTable()({edge, nn.Replicate(2, 1, 3)( nn.Threshold(0, 1e-6)(tensor_abs) )}) local nT_normed = icgnn.IcgVectorRotate()(n_normed) local mul_tensor_b = nn.Mul(); mul_tensor_b.weight:fill(-tensor_beta) local wtensor = nn.Threshold(1e-8, 1e-8, true)( nn.Exp()( mul_tensor_b( nn.Power(tensor_gamma)(tensor_abs) )) ) local n_normed_split = nn.SplitTable(1, 3)(n_normed) local nT_normed_split = nn.SplitTable(1, 3)(nT_normed) local atensor = nn.CAddTable()({nn.CMulTable()({wtensor, nn.Power(2)(nn.SelectTable(1)(n_normed_split))}), nn.Power(2)(nn.SelectTable(1)(nT_normed_split))}) local ctensor = nn.CAddTable()({nn.CMulTable()({wtensor, nn.SelectTable(1)(n_normed_split), nn.SelectTable(2)(n_normed_split)}), nn.CMulTable()({nn.SelectTable(1)(nT_normed_split), nn.SelectTable(2)(nT_normed_split)})}) local btensor = nn.CAddTable()({nn.CMulTable()({wtensor, nn.Power(2)(nn.SelectTable(2)(n_normed_split))}), nn.Power(2)(nn.SelectTable(2)(nT_normed_split))}) -- set up local atensor2 = nn.Power(2)(atensor) local btensor2 = nn.Power(2)(btensor) local ctensor2 = nn.Power(2)(ctensor) local eta_u = nn.Threshold(1e-8, 1e-8, false)( nn.MulConstant(tgv_alpha1^2, true)( nn.CAddTable()({atensor2, btensor2, nn.MulConstant(2, false)(ctensor2), nn.Power(2)(nn.CAddTable()({atensor, ctensor})), nn.Power(2)(nn.CAddTable()({btensor, ctensor}))}) ) ) local eta_v1 = nn.AddConstant(4*tgv_alpha0^2, true)(icgnn.IcgCAddTable({tgv_alpha1^2, tgv_alpha1^2}, true)({btensor2, ctensor2})) local eta_v2 = nn.AddConstant(4*tgv_alpha0^2, true)(icgnn.IcgCAddTable({tgv_alpha1^2, tgv_alpha1^2}, true)({atensor2, ctensor2})) local eta_v = nn.JoinTable(1, 3)({eta_v1, eta_v2}) -- iterations local d = nn.Identity()(u_init) local u = nn.Identity()(d) local u_ = nn.Identity()(u) local v_, p_x, p_y, q local u_x, u_y, du_tensor_x, du_tensor_y, projection_p, Tp_x, Tp_y, dq_tensor, div_p for iter = 1, max_iter do local mu = 1 / math.sqrt(1 + 0.7 * tau * timestep_lambda) if sigma >= 1e3 then mu = 1 end -- dual variables update local u_xy = nil if iter == 1 then u_xy = nn.SplitTable(1, 3)( icgnn.IcgNabla()(u_) ) else u_xy = nn.SplitTable(1, 3)( icgnn.IcgCAddTable({1, -1}, true)({icgnn.IcgNabla()(u_), v_}) ) end u_x = nn.SelectTable(1)(u_xy) u_y = nn.SelectTable(2)(u_xy) du_tensor_x = nn.CAddTable()({nn.CMulTable()({atensor, u_x}), nn.CMulTable()({ctensor, u_y})}) du_tensor_y = nn.CAddTable()({nn.CMulTable()({ctensor, u_x}), nn.CMulTable()({btensor, u_y})}) if iter == 1 then local mul_du_tensor_x = nn.Mul(); mul_du_tensor_x.weight:fill(tgv_alpha1 * sigma / eta_p) p_x = mul_du_tensor_x(du_tensor_x) local mul_du_tensor_y = nn.Mul(); mul_du_tensor_y.weight:fill(tgv_alpha1 * sigma / eta_p) p_y = mul_du_tensor_y(du_tensor_y) else local mul_du_tensor_x = nn.Mul(); mul_du_tensor_x.weight:fill(tgv_alpha1 * sigma / eta_p) p_x = nn.CAddTable()({p_x, mul_du_tensor_x(du_tensor_x)}) local mul_du_tensor_y = nn.Mul(); mul_du_tensor_y.weight:fill(tgv_alpha1 * sigma / eta_p) p_y = nn.CAddTable()({p_y, mul_du_tensor_y(du_tensor_y)}) end projection_p = nn.Threshold(1, 1, true)(nn.Sqrt()(nn.CAddTable()({nn.Power(2)(p_x), nn.Power(2)(p_y)}))) p_x = nn.CDivTable()({p_x, projection_p}) p_y = nn.CDivTable()({p_y, projection_p}) if iter > 1 and iter < max_iter then local grad_v = icgnn.IcgNabla()(v_) if iter == 2 then local mul_grad_v = nn.Mul(); mul_grad_v.weight:fill(tgv_alpha0 * sigma / eta_q) q = mul_grad_v(grad_v) else local mul_grad_v = nn.Mul(); mul_grad_v.weight:fill(tgv_alpha0 * sigma / eta_q) q = nn.CAddTable()({q, mul_grad_v(grad_v)}) end local projection_q = nn.Threshold(1, 1, true)(icgnn.IcgL2Norm()(q)) q = nn.CDivTable()({q, nn.Replicate(4)(projection_q)}) end -- primal variables update u_ = nn.Identity()(u) if iter >= 2 and iter < max_iter then v_ = nn.Identity()(v) end Tp_x = nn.CAddTable()({nn.CMulTable()({atensor, p_x}), nn.CMulTable()({ctensor, p_y})}) Tp_y = nn.CAddTable()({nn.CMulTable()({ctensor, p_x}), nn.CMulTable()({btensor, p_y})}) dq_tensor = nn.JoinTable(1, 3)({Tp_x, Tp_y}) div_p = icgnn.IcgNablaT(true)( dq_tensor ) local lambda_numerator = icgnn.IcgExpMul() lambda_numerator.weight:fill(math.log(lambda * tau)) local numerator = nn.CAddTable()({ u_, nn.CDivTable()({ nn.CAddTable()({nn.MulConstant(tau * tgv_alpha1, true)(div_p), lambda_numerator(d)}), eta_u }) }) local lambda_denominator = icgnn.IcgExpMul() lambda_denominator.weight:fill(math.log(lambda * tau)) local denominator = nn.AddConstant(1, true)(lambda_denominator(nn.Power(-1)(eta_u))) u = nn.CDivTable()({numerator, denominator}) if iter < max_iter then if iter == 1 then v = nn.CDivTable()({ nn.MulConstant(tau * tgv_alpha1, true)(dq_tensor), eta_v }) else local div_q = icgnn.IcgNablaT(true)(q) v = nn.CAddTable()({ v_, nn.CDivTable()({ icgnn.IcgCAddTable({tau * tgv_alpha1, tau * tgv_alpha0}, true)({dq_tensor, div_q}), eta_v }) }) end end -- over relaxation u_ = icgnn.IcgCAddTable({1 + mu, -mu}, true)({u, u_}) if iter < max_iter then if iter == 1 then v_ = nn.MulConstant(1 + mu, false)(v) else v_ = icgnn.IcgCAddTable({1 + mu, -mu}, true)({v, v_}) end end sigma = sigma / mu tau = tau * mu end local net = nn.gModule({input}, {u_}) return net end function model.load(opt) local backend if opt.cudnn then backend = cudnn else backend = nn end opt.model_name = 'atgvl2' opt.criterion = nn.MSECriterion() opt.optimizer = optim['sgd'] opt.learningRate = 1e-4 opt.clip_gradient = 0.1 opt.batch_size = 32 local atgvl2_net = atgvl2(unpack(opt.atgvl2_params)) opt.net = atgvl2_net return opt end return model
local ANIMALS = {"Rat","Ox","Tiger","Rabbit","Dragon","Snake","Horse","Goat","Monkey","Rooster","Dog","Pig"} local ELEMENTS = {"Wood","Fire","Earth","Metal","Water"} function element(year) local idx = math.floor(((year - 4) % 10) / 2) return ELEMENTS[idx + 1] end function animal(year) local idx = (year - 4) % 12 return ANIMALS[idx + 1] end function yy(year) if year % 2 == 0 then return "yang" else return "yin" end end function zodiac(year) local e = element(year) local a = animal(year) local y = yy(year) print(year.." is the year of the "..e.." "..a.." ("..y..")") end zodiac(1935) zodiac(1938) zodiac(1968) zodiac(1972) zodiac(1976) zodiac(2017)
local messager = require 'script.messager' local code = require 'script.code' local redis = require 'script.redis' local cheat = require 'script.common.cheat' local data, err = messager.recive() if not data then ngx.log(ngx.WARN, err) messager.response { result = false, error = code.ERROR_PROTO_ERROR, message = err, } return end local function call() if data.type == 'cheat' then return redis.call(cheat.report, data.value) end error('Unknown proto:' .. tostring(data.type)) end local suc, res = xpcall(call, debug.traceback) if not suc then ngx.log(ngx.ERR, res) messager.response { request = data.type, result = false, error = code.ERROR_RUNTIME, message = res, } return end messager.response { request = data.type, result = true, value = res, }
-- Obstacle.lua Obstacle = class('Obstacle') function Obstacle.initialize(this) this.Pos = {X = 0, Y = 300} this.Vel = {X = 500, Y = 0} this.Graphic = nil end function Obstacle.draw(this) love.graphics.draw(this.Graphic, this.Pos.X, this.Pos.Y) end function Obstacle.update(this, dt) -- Movement this.Pos.X = this.Pos.X + (this.Vel.X * dt) this.Pos.Y = this.Pos.Y + (this.Vel.Y * dt) end
object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blade_vibro_unit_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blade_vibro_unit_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_pistol_barrel_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_pistol_barrel_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_blaster_rifle_barrel_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_blaster_rifle_barrel_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_acid = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_acid.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_acid, "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_acid.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_cold = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_cold.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_cold, "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_cold.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_electric = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_electric.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_electric, "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_electric.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_heat = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_heat.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_heat, "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_heat.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_heavy = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_heavy.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_elemental_heavy, "object/draft_schematic/weapon/component/shared_new_weapon_comp_elemental_heavy.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge, "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_gas_cartridge_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_gas_cartridge_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_pistol_barrel_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_pistol_barrel_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_projectile_rifle_barrel_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core, "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core_advanced = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core_advanced.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core_advanced, "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core_advanced.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core_exceptional = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core_exceptional.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_reinforcement_core_exceptional, "object/draft_schematic/weapon/component/shared_new_weapon_comp_reinforcement_core_exceptional.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_scope = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_scope.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_scope, "object/draft_schematic/weapon/component/shared_new_weapon_comp_scope.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_new_weapon_comp_stock = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_new_weapon_comp_stock.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_new_weapon_comp_stock, "object/draft_schematic/weapon/component/shared_new_weapon_comp_stock.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_projectile_rifle_barrel_faux_bowcaster = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_projectile_rifle_barrel_faux_bowcaster.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_projectile_rifle_barrel_faux_bowcaster, "object/draft_schematic/weapon/component/shared_projectile_rifle_barrel_faux_bowcaster.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_vibro_unit_nightsister = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_vibro_unit_nightsister.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_vibro_unit_nightsister, "object/draft_schematic/weapon/component/shared_vibro_unit_nightsister.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_draft_schematic_weapon_component_shared_weapon_power_bit = SharedDraftSchematicObjectTemplate:new { clientTemplateFileName = "object/draft_schematic/weapon/component/shared_weapon_power_bit.iff" } ObjectTemplates:addClientTemplate(object_draft_schematic_weapon_component_shared_weapon_power_bit, "object/draft_schematic/weapon/component/shared_weapon_power_bit.iff") ------------------------------------------------------------------------------------------------------------------------------------
package("newtondynamics") set_homepage("http://newtondynamics.com") set_description("Newton Dynamics is an integrated solution for real time simulation of physics environments.") set_license("zlib") set_urls("https://github.com/MADEAPPS/newton-dynamics.git") add_versions("v3.14d", "e501c6d13e127a595c847d92b12ca3c7616a441d") if is_plat("mingw") and is_subhost("msys") then add_extsources("pacman::newton-dynamics") elseif is_plat("linux") then add_extsources("pacman::newton-dynamics") end if is_plat("linux", "android") then add_syslinks("dl", "pthread") end on_load(function (package) if package:is_plat("windows") and not package:config("shared") then package:add("defines", "_NEWTON_STATIC_LIB") end end) on_install("windows", "linux", "macosx", "mingw", function (package) os.cd("newton-3.14") local configs = {} configs.kind = package:config("shared") and "shared" or "static" configs.mode = package:debug() and "debug" or "release" if not package:config("shared") and package:is_plat("linux", "android") and package:config("pic") ~= false then configs.cxflags = "-fPIC" end os.cp(path.join(package:scriptdir(), "port", "xmake.lua"), "xmake.lua") import("package.tools.xmake").install(package, configs) end) on_test(function (package) assert(package:check_cxxsnippets({test = [[ void test(int args, char** argv) { NewtonWorld* world = NewtonCreate(); NewtonDestroy(world); } ]]}, {includes = "newton/Newton.h"})) end)
local p = game.Players.LocalPlayer local Mpc = p.Character local mouse = p:GetMouse() visible=false function fgeld(zName,zParent,zPart0,zPart1,zCoco,a,b,c,d,e,f) local funcw = Instance.new("Weld") funcw.Name = zName funcw.Parent = zParent funcw.Part0 = zPart0 funcw.Part1 = zPart1 if (zCoco == true) then funcw.C0 = CFrame.new(a,b,c) *CFrame.fromEulerAnglesXYZ(d,e,f) else funcw.C1 = CFrame.new(a,b,c) *CFrame.fromEulerAnglesXYZ(d,e,f) end return funcw end ------------------- size = 3 t2 = game.Players.LocalPlayer.Character.Torso pcall(function() game.Players.LocalPlayer.Character.Torso["Something Beautiful"]:Remove() end) mdl = Instance.new("Model",t2) mdl.Name = ("Something Beautiful") local bl = Instance.new("Part") bl.TopSurface = 0 bl.BottomSurface = 0 bl.CanCollide = false bl.BrickColor = Mpc.Torso.BrickColor bl.Shape = "Ball" bl.Parent = mdl bl.Size = Vector3.new(1,1,1) local dm = Instance.new("SpecialMesh") dm.MeshType = "Sphere" dm.Parent = bl dm.Scale = Vector3.new(1.2,1.2,1.2) fgeld("weld",mdl,t2,bl,true,-0.5,0.5,-0.6,0,0,0) local br = Instance.new("Part") br.TopSurface = 0 br.BottomSurface = 0 br.CanCollide = false br.BrickColor = Mpc.Torso.BrickColor br.Shape = "Ball" br.Parent = mdl br.Size = Vector3.new(1,1,1) local dm = Instance.new("SpecialMesh") dm.MeshType = "Sphere" dm.Parent = br dm.Scale = Vector3.new(1.2,1.2,1.2) fgeld("weld",mdl,t2,br,true,0.5,0.5,-0.6,0,0,0) local bln = Instance.new("Part") bln.BrickColor = BrickColor.new("Pink") bln.TopSurface = 0 bln.BottomSurface = 0 bln.CanCollide = false bln.Shape = "Ball" bln.Parent = mdl bln.Size = Vector3.new(1,1,1) local dm = Instance.new("SpecialMesh") dm.MeshType = "Sphere" dm.Parent = bln dm.Scale = Vector3.new(0.2,0.2,0.2) fgeld("weld",mdl,t2,bln,true,-0.5,0.5,-1.2,0,0,0) local brn = Instance.new("Part") brn.BrickColor = BrickColor.new("Pink") brn.TopSurface = 0 brn.BottomSurface = 0 brn.CanCollide = false brn.Shape = "Ball" brn.Parent = mdl brn.Size = Vector3.new(1,1,1) local dm = Instance.new("SpecialMesh") dm.MeshType = "Sphere" dm.Parent = brn dm.Scale = Vector3.new(0.2,0.2,0.2) fgeld("weld",mdl,t2,brn,true,0.5,0.5,-1.2,0,0,0) for i,v in pairs(mdl:children()) do if v:IsA("Part") then v.Transparency=0 end end end mouse.KeyDown:connect(function(key) if key == "n" and visible==true then for i,v in pairs(mdl:children()) do if v:IsA("Part") then v.Transparency=1 end end end visible=false end) mouse.KeyDown:connect(function(key) if key == "n" and visible==false then for i,v in pairs(mdl:children()) do if v:IsA("Part") then v.Transparency=0 end end end visible=true end) local V = Instance.new("Part", Mpc) V.Size = Vector3.new(0.5,1,0.25) V.BrickColor = Mpc.Torso.BrickColor Instance.new("SpecialMesh",V).MeshType = "Sphere" local VW = Instance.new("Weld", V) VW.Part0 = Mpc.Torso VW.Part1 = V VW.C0 = CFrame.new(0,-1,-0.5) local GH = Instance.new("Part", V) GH.Size = Vector3.new(0.25,0.5,0.25) GH.BrickColor = BrickColor.new("Pink") Instance.new("SpecialMesh",GH).MeshType = "Sphere" local GHW = Instance.new("Weld", GH) GHW.Part0 = V GHW.Part1 = GH GHW.C0 = CFrame.new(0, 0,-0.1) local V = Instance.new("Part", Mpc) V.Size = Vector3.new(0.5,1,0.25) V.BrickColor = Mpc.Torso.BrickColor Instance.new("SpecialMesh",V).MeshType = "Sphere" local VW = Instance.new("Weld", V) VW.Part0 = Mpc.Torso VW.Part1 = V VW.C0 = CFrame.new(0,-1,-0.5) local GH = Instance.new("Part", V) GH.Size = Vector3.new(0.25,0.5,0.25) GH.BrickColor = BrickColor.new("Pink") Instance.new("SpecialMesh",GH).MeshType = "Sphere" local GHW = Instance.new("Weld", GH) GHW.Part0 = V GHW.Part1 = GH GHW.C0 = CFrame.new(0, 0,-0.1)
local request = KEYS[1] local value = ARGV[1] if redis.call('get', request) == value then return redis.call('del', request) else return -1 end
--[[ Load this test file by adding lua_preload_file ./lua_preload_file.lua to the civetweb.conf file ]] mg.preload = "lua_preload_file successfully loaded"
local collectionService = game:GetService("CollectionService") local insert = game:GetService("InsertService") -- https://devforum.roblox.com/t/how-can-i-get-a-random-position-located-through-the-size-of-the-part/253540/6 function getRandomInPart(part) local random = Random.new() local randomCFrame = part.CFrame * CFrame.new(random:NextNumber(-part.Size.X/2,part.Size.X/2), random:NextNumber(-part.Size.Y/2,part.Size.Y/2), random:NextNumber(-part.Size.Z/2,part.Size.Z/2)) return randomCFrame end print("loading server spawn manager cleanup proccess...") local cleanup = coroutine.create(function () while true do wait(5) for i, item in pairs(game.Workspace:WaitForChild("spawnStorage"):GetDescendants()) do if item:IsA("Model") then local innerCount = #item:GetChildren() if innerCount == 0 then item:Destroy() end end end end end) coroutine.resume(cleanup) print("loading server spawn manager...") -- configure this table for new mobs local mobSpawns = { bull = collectionService:GetTagged("BullSpawn"), forestMage = collectionService:GetTagged("ForestMageSpawn") } local mobIds = { bull = 7214764565, forestMage = 7384742784 } local tick = 5 -- every tick, we spawn new mobs at areas that need them local enableSpawnInstance = game.ServerStorage:FindFirstChild("enableMobSpawn") local enableSpawn = true if enableSpawnInstance ~= nil then enableSpawn = enableSpawnInstance.Value end function spawnMob(mobName, instances) if game.Workspace:FindFirstChild("spawnStorage") == nil then warn("creating spawn storage in studio is recommened.") local spawnStorage = Instance.new("Folder") spawnStorage.Name = "spawnStorage" spawnStorage.Parent = game.Workspace end local spawnStorage = game.Workspace:FindFirstChild("spawnStorage") if spawnStorage:FindFirstChild(mobName) == nil then local folder = Instance.new("Folder") folder.Name = mobName folder.Parent = game.Workspace.spawnStorage end for mobIndex, instance in pairs(instances) do local spawnLimit = instance:FindFirstChild("maxLimit") if spawnLimit == nil then spawnLimit = 15 else spawnLimit = spawnLimit.Value end local mobStore = spawnStorage[mobName]:FindFirstChild(tostring(mobIndex)) if mobStore == nil then local inst = Instance.new("Folder") inst.Name = tostring(mobIndex) inst.Parent = spawnStorage[mobName] mobStore = inst end local currentSpawns = #mobStore:GetChildren() if currentSpawns >= spawnLimit then print("not spawning: max limit reached.") else -- spawn mob if mobIds[mobName] == nil then warn("not spawning "..mobName..": asset id not found.") else local insertItem = insert:LoadAsset(mobIds[mobName]) local mobModel = insertItem:GetChildren()[1] insertItem.Parent = mobStore mobModel:MoveTo(getRandomInPart(instance).Position) end end end end while enableSpawn do -- don't use wait, might migrate the reset of the codebase over to using task.wait soon task.wait(tick) for mobName, mobInstances in pairs(mobSpawns) do spawnMob(mobName, mobInstances) end end
--====================================================================-- -- dmc_ui/dmc_widget/widget_text.lua -- -- Documentation: http://docs.davidmccuskey.com/ --====================================================================-- --[[ The MIT License (MIT) Copyright (c) 2015 David McCuskey 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. --]] --====================================================================-- --== DMC Corona UI : Text Widget --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "0.1.0" --====================================================================-- --== DMC UI Setup --====================================================================-- local dmc_ui_data = _G.__dmc_ui local dmc_ui_func = dmc_ui_data.func local ui_find = dmc_ui_func.find --====================================================================-- --== DMC UI : newText --====================================================================-- --====================================================================-- --== Imports local Objects = require 'dmc_objects' local uiConst = require( ui_find( 'ui_constants' ) ) local WidgetBase = require( ui_find( 'core.widget' ) ) local WidgetHelp = require( ui_find( 'core.widget_helper' ) ) --====================================================================-- --== Setup, Constants local newText = display.newText local ssub = string.sub --== To be set in initialize() local dUI = nil local FontMgr = nil --====================================================================-- --== Support Functions local function testTextLength( text, params ) -- print( "Text:testTextLength", text, params.width ) local w = params.width local f = params.font local fs = params.fontSize local fsm = params.fontSizeMinimum local _ssub = ssub local _newText = newText --== check size with defaults local o = _newText{ text=text, font=f, fontSize=fs } local tw = o.width o:removeSelf() if tw < w then return text, fs end --== check for font minimum if fsm~=0 then local cfs = fs-1 -- current font size while cfs>=fsm do local o = _newText{ text=text, font=f, fontSize=cfs } local tw = o.width o:removeSelf() if tw > w then cfs = cfs-1 else break end end if cfs<fsm then -- text too big, shorten with '...' fs=fsm else return text, cfs end end --== check for ellipses local cnt = 0 local prev = '...' while true do local t = ssub( text, 0, cnt )..'...' local o = _newText{ text=t, font=f, fontSize=fs } local tw = o.width o:removeSelf() if tw <= w then cnt = cnt + 1 ; prev = t else break end end return prev, fs end --====================================================================-- --== Text Widget Class --====================================================================-- --- Text Widget Module. -- displays text content. this widget wraps the a Corona OpenGL Text component to provide its core functionality. -- -- **Inherits from:** <br> -- * @{Core.Widget} -- -- **Style Object:** <br> -- * @{Style.Text} -- -- @classmod Widget.Text -- @usage -- dUI = require 'dmc_ui' -- widget = dUI.newText() local Text = newClass( WidgetBase, { name="Text Widget" } ) --- Class Constants. -- @section --== Class Constants --- Constant for 'left' Text.LEFT = 'left' --- Constant for 'center' Text.CENTER = 'center' --- Constant for 'right' Text.RIGHT = 'right' --== Style/Theme Constants Text.STYLE_CLASS = nil -- added later Text.STYLE_TYPE = uiConst.TEXT -- TODO: hook up later -- Text.DEFAULT = 'default' -- Text.THEME_STATES = { -- Text.DEFAULT, -- } --== Event Constants Text.EVENT = 'text-widget-event' Text.DIMENSION_CHANGED = 'dimension-changed-event' --======================================================-- -- Start: Setup DMC Objects --== Init function Text:__init__( params ) -- print( "Text:__init__", params ) params = params or {} if params.text==nil then params.text="" end self:superCall( '__init__', params ) --==-- --== Create Properties ==-- -- properties in this class self._text = params.text self._text_dirty=true -- properties from style -- virtual self._displayWidth_dirty=true self._displayHeight_dirty=true self._rectBgWidth_dirty=true self._rectBgHeight_dirty=true self._align_dirty=true self._fillColor_dirty = true self._font_dirty=true self._fontSize_dirty=true self._marginX_dirty=true self._marginY_dirty=true self._strokeColor_dirty=true self._strokeWidth_dirty=true self._textColor_dirty=true self._textObject_dirty=true -- virtual self._textX_dirty=true self._textY_dirty=true --== Object References ==-- self._txtText = nil -- our text object self._rectBg = nil -- our background object end --[[ function Text:__undoInit__() -- print( "Text:__undoInit__" ) --==-- self:superCall( '__undoInit__' ) end --]] --== createView function Text:__createView__() -- print( "Text:__createView__" ) self:superCall( '__createView__' ) --==-- local o = display.newRect( 0,0,0,0 ) o.anchorX, o.anchorY = 0.5, 0.5 self:insert( o ) self._rectBg = o end function Text:__undoCreateView__() -- print( "Text:__undoCreateView__" ) self._rectBg:removeSelf() self._rectBg=nil --==-- self:superCall( '__undoCreateView__' ) end --== initComplete --[[ function Text:__initComplete__() -- print( "Text:__initComplete__" ) self:superCall( '__initComplete__' ) --==-- end --]] function Text:__undoInitComplete__() --print( "Text:__undoInitComplete__" ) self:_removeText() --==-- self:superCall( '__undoInitComplete__' ) end -- END: Setup DMC Objects --======================================================-- --====================================================================-- --== Static Methods function Text.initialize( manager ) -- print( "Text.initialize" ) dUI = manager local Widget = nil FontMgr = dUI.FontMgr local Style = dUI.Style Text.STYLE_CLASS = Style.Text Style.registerWidget( Text ) end --====================================================================-- --== Public Methods --== .align --- [**style**] set/get align. -- values are 'left', 'center', 'right' -- -- @within Properties -- @function .align -- @usage widget.align = 'center' -- @usage print( widget.align ) Text.__getters.align = WidgetHelp.__getters.align Text.__setters.align = WidgetHelp.__setters.align --== .fillColor --- [**style**] set/get Style value for Widget fill color. -- -- @within Properties -- @function .fillColor -- @usage style.fillColor = '#ff0000' -- @usage print( style.fillColor ) Text.__getters.fillColor = WidgetHelp.__getters.fillColor Text.__setters.fillColor = WidgetHelp.__setters.fillColor --== .font --- [**style**] set/get font. -- can either be Corona font (eg, native.systemFont) or one installed in system (eg, 'Helvetica-Grande') -- -- @within Properties -- @function .font -- @usage widget.font = native.systemFont -- @usage print( widget.font ) Text.__getters.font = WidgetHelp.__getters.font Text.__setters.font = WidgetHelp.__setters.font --== .fontSize --- [**style**] set/get fontSize. -- set the font size of the text. -- -- @within Properties -- @function .fontSize -- @usage widget.fontSize = 18 -- @usage print( widget.fontSize ) Text.__getters.fontSize = WidgetHelp.__getters.fontSize Text.__setters.fontSize = WidgetHelp.__setters.fontSize --== .marginX --- [**style**] set/get marginX. -- set the margin inset of the widget. this value is *subtracted* from the widget width. -- -- @within Properties -- @function .marginX -- @usage widget.marginX = 18 -- @usage print( widget.marginX ) Text.__getters.marginX = WidgetHelp.__getters.marginX Text.__setters.marginX = WidgetHelp.__setters.marginX --== .strokeWidth --- [**style**] set/get strokeWidth. -- set stroke width for the simple background. -- -- @within Properties -- @function .strokeWidth -- @usage widget.strokeWidth = 18 -- @usage print( widget.strokeWidth ) Text.__getters.strokeWidth = WidgetHelp.__getters.strokeWidth Text.__setters.strokeWidth = WidgetHelp.__setters.strokeWidth --== .textColor --- [**style**] set/get textColor. -- set the font size of the text. -- -- @within Properties -- @function .textColor -- @usage widget.textColor = 18 -- @usage print( widget.textColor ) Text.__getters.textColor = WidgetHelp.__getters.textColor Text.__setters.textColor = WidgetHelp.__setters.textColor --[[ we use custom getters for width/height without width/height, we just use dimensions from text object after creation --]] --== .width (custom) --- [**style**] set/get width. -- Note: this property changes both the width of the DMC Text Widget and the encapsulated Corona Text widget. If the style is unset, then the width value is the width of the encapsulated Corona Text widget. If the style value is set, then then the width for both will change to that value. -- -- @within Properties -- @function .width -- @usage widget.width = 5 -- @usage print( widget.width ) function Text.__getters:width() -- print( 'Text.__getters:width' ) local style = self.curr_style local w, t = style.width, self._txtText if w==0 and t then w=t.width+style.marginX*2 end return w end function Text.__setters:width( value ) -- print( 'Text.__setters:width', value ) self.curr_style.width = value end --== .height (custom) --- [**style**] set/get height. -- Note: this property *doesn't* change the height of the actual *Corona Text widget*, that remains constant. If the style is unset, then the height value is the height of the encapsulated Corona Text widget. If the style value is set, then then the height is that value, even if the height of the Corona Text widget is different. (If the height of the Corona Text widget is set then it becomes a multi-line text widget.) -- -- @within Properties -- @function .height -- @usage widget.height = 5 -- @usage print( widget.height ) function Text.__getters:height() -- print( 'Text.__getters:height' ) local style = self.curr_style local h, t = style.height, self._txtText if h==0 then h = self:getTextHeight()+style.marginY*2 end return h end function Text.__setters:height( value ) -- print( 'Text.__setters:height', value ) self.curr_style.height = value end --== .text --- set/get widget text. -- -- @within Properties -- @function .text -- @usage widget.text = 5 -- @usage print( widget.text ) function Text.__getters:text() return self._text end function Text.__setters:text( value ) -- print( 'Text.__setters:text', value ) assert( type(value)=='string' ) --==-- if self._text == value then return end self._text = value self._text_dirty=true self:__invalidateProperties__() end --- get height of Corona Text object. -- return the height of the encapsulated Corona text object, not height of the DMC Text Widget. returns 0 if Corona Text has yet to be created. -- -- @within Methods -- @function :getTextHeight -- @treturn number height of Corona Text object -- @usage print( widget:getTextHeight() ) function Text:getTextHeight() -- print( "Text:getTextHeight", self._txtText ) local val = 0 local o = self._txtText if o then val = o.height end return val end --== .setFillColor --- set the fill color of the simple background. -- -- @within Methods -- @function :setFillColor -- @usage -- widget:setFillColor( grey ) -- widget:setFillColor( grey, a ) -- widget:setFillColor( r, g, b, a ) -- widget:setFillColor( gradient ) Text.setFillColor = WidgetHelp.setFillColor Text.setFillColor = WidgetHelp.setFillColor --== .setStrokeColor --- set stroke color of the simple background. -- -- @within Methods -- @function :setStrokeColor -- @usage -- widget:setStrokeColor( grey ) -- widget:setStrokeColor( grey, a ) -- widget:setStrokeColor( r, g, b, a ) -- widget:setStrokeColor( gradient ) Text.setStrokeColor = WidgetHelp.setStrokeColor Text.setStrokeColor = WidgetHelp.setStrokeColor --== .setTextColor --- set color of text. -- -- @within Methods -- @function :setTextColor -- @usage -- widget:setTextColor( grey ) -- widget:setTextColor( grey, a ) -- widget:setTextColor( r, g, b, a ) -- widget:setTextColor( gradient ) Text.setTextColor = WidgetHelp.setTextColor Text.setTextColor = WidgetHelp.setTextColor --====================================================================-- --== Private Methods function Text:_removeText() -- print( "Text:_removeText" ) local o = self._txtText if not o then return end o:removeSelf() self._txtText = nil end function Text:_createText() -- print( "Text:_createText" ) local style = self.curr_style local o -- object self:_removeText() local w, h = style.width, style.height local font, fontSize = style.font, style.fontSize local text = self._text local tw if w==0 then tw=nil else tw = w - style.marginX*2 text, fontSize = testTextLength( text, { width=w, font=font, fontSize=fontSize, fontSizeMinimum=style.fontSizeMinimum }) end o = newText{ x=0, y=0, width=tw, -- don't use height, turns into multi-line height=nil, text=text, align=style.align, font=font, fontSize=fontSize, } self:insert( o ) self._txtText = o --== Reset properties self._x_dirty=true self._y_dirty=true self._width_dirty=true self._height_dirty=true if w==0 or h==0 then self._textDimension_dirty=true end self._text_dirty=false self._textColor_dirty=true end function Text:__commitProperties__() -- print( 'Text:__commitProperties__' ) local style = self.curr_style -- local metric = FontMgr:getFontMetric( style.font, style.fontSize ) -- metric={offsetX=0,offsetY=0} if self._width_dirty then self._width_dirty=false self._anchorX_dirty=true self._displayWidth_dirty=true self._rectBgWidth_dirty=true self._textObject_dirty=true end if self._height_dirty then self._height_dirty=false self._anchorY_dirty=true self._displayHeight_dirty=true self._rectBgHeight_dirty=true end -- create new text if necessary if self._align_dirty or self._font_dirty or self._fontSize_dirty or self._textObject_dirty then self:_createText() self._align_dirty=false self._font_dirty=false self._fontSize_dirty=false self._textObject_dirty=false end local view = self.view local bg = self._rectBg local txt = self._txtText --== position sensitive -- set text string if self._text_dirty then self._text_dirty=false end if self._marginX_dirty then self._marginX_dirty=false self._displayWidth_dirty=true self._rectBgWidth_dirty=true self._textX_dirty=true end if self._marginY_dirty then --== Reminder, we don't set text height ==-- self._marginY_dirty=false self._displayHeight_dirty=true self._rectBgHeight_dirty=true self._textY_dirty=true end -- bg width/height if self._rectBgWidth_dirty then bg.width = self.width -- use getter self._rectBgWidth_dirty=false end if self._rectBgHeight_dirty then bg.height = self.height -- use getter self._rectBgHeight_dirty=false end if self._displayWidth_dirty then self._displayWidth_dirty=false end if self._displayHeight_dirty then --== !! DO NOT SET HEIGHT OF TEXT !! ==-- --[[ -- -- txt.height = self.height --]] self._displayHeight_dirty=false end -- anchorX/anchorY if self._anchorX_dirty then bg.anchorX = style.anchorX self._anchorX_dirty=false self._x_dirty=true self._textX_dirty=true end if self._anchorY_dirty then bg.anchorY = style.anchorY self._anchorY_dirty=false self._y_dirty=true self._textY_dirty=true end -- x/y if self._x_dirty then view.x = self._x self._x_dirty = false self._textX_dirty=true end if self._y_dirty then view.y = self._y self._y_dirty = false self._textY_dirty=true end -- text align x/y if self._textX_dirty then local align = style.align local w = style.width local width = self.width -- use getter, it's smart local offset if align == self.LEFT then txt.anchorX = 0 offset = -width*(style.anchorX) if w~=nil then offset = offset+style.marginX end txt.x=offset elseif align == self.RIGHT then txt.anchorX = 1 offset = width*(1-style.anchorX) if w~=nil then offset = offset-style.marginX end txt.x=offset else txt.anchorX = 0.5 offset = width*(0.5-style.anchorX) txt.x=offset end self._textX_dirty = false end if self._textY_dirty then local height = self.height -- use getter local offset txt.anchorY = 0.5 offset = height/2-height*(style.anchorY) txt.y=offset self._textY_dirty=false end --== non-position sensitive -- textColor/fillColor if self._fillColor_dirty or self._debugOn_dirty then if style.debugOn==true then bg:setFillColor( 1,0,0,0.2 ) else bg:setFillColor( unpack( style.fillColor )) end self._fillColor_dirty=false self._debugOn_dirty=false end if self._strokeColor_dirty then bg:setStrokeColor( unpack( style.strokeColor )) self._strokeColor_dirty=false end if self._strokeWidth_dirty then bg.strokeWidth = style.strokeWidth self._strokeWidth_dirty=false end if self._textColor_dirty then txt:setTextColor( unpack( style.textColor ) ) self._textColor_dirty=false end if self._textDimension_dirty then self:dispatchEvent( self.EVENT, {width=self.width,height=self.height}, {merge=true} ) self._textDimension_dirty=false end end --====================================================================-- --== Event Handlers function Text:stylePropertyChangeHandler( event ) -- print( "Text:stylePropertyChangeHandler", event.type, event.property ) local style = event.target local etype= event.type local property= event.property local value = event.value -- print( "Style Changed", etype, property, value ) if etype==style.STYLE_RESET then self._debugOn_dirty = true self._width_dirty=true self._height_dirty=true self._anchorX_dirty=true self._anchorY_dirty=true self._align_dirty=true self._fillColor_dirty = true self._font_dirty=true self._fontSize_dirty=true self._marginX_dirty=true self._marginY_dirty=true self._strokeColor_dirty=true self._strokeWidth_dirty=true self._text_dirty=true self._textColor_dirty=true property = etype else if property=='debugActive' then self._debugOn_dirty=true elseif property=='width' then self._width_dirty=true elseif property=='height' then self._height_dirty=true elseif property=='anchorX' then self._anchorX_dirty=true elseif property=='anchorY' then self._anchorY_dirty=true elseif property=='align' then self._align_dirty=true elseif property=='fillColor' then self._fillColor_dirty=true elseif property=='font' then self._font_dirty=true elseif property=='fontSize' then self._fontSize_dirty=true elseif property=='marginX' then self._marginX_dirty=true elseif property=='marginY' then self._marginY_dirty=true elseif property=='strokeColor' then self._strokeColor_dirty=true elseif property=='strokeWidth' then self._strokeWidth_dirty=true elseif property=='text' then self._text_dirty=true elseif property=='textColor' then self._textColor_dirty=true end end self:__invalidateProperties__() self:__dispatchInvalidateNotification__( property, value ) end return Text
FLAG.PrintName = "Squad Leader"; FLAG.Flag = "C"; FLAG.Color = Color( 60, 20, 20, 255 ); FLAG.Loadout = { }; FLAG.ItemLoadout = { "radio", "zipties", "smallmedkit", "weapon_cc_medkit", "weapon_cc_stunstick", "weapon_cc_flare", "weapon_cc_pistol", "weapon_cc_smg", "weapon_cc_shotgun", "weapon_cc_doorbreach", "weapon_cc_beanbag", "weapon_cc_grenade", "weapon_cc_flashbang", "weapon_cc_manhack", "combineturret" }; FLAG.CharName = "CCA-C18.$SQUAD-SqL.$CID"; FLAG.CanJW = true; FLAG.CanEditLoans = true; FLAG.CanEditCPs = true; function FLAG.ModelFunc( ply ) if( ply:Gender() == GENDER_FEMALE ) then return "models/player/police_fem.mdl"; end return "models/player/police.mdl"; end
game.reload_script() for index, force in pairs(game.forces) do local technologies = force.technologies; local recipes = force.recipes; force.reset_recipes() force.reset_technologies() end
FYAC_BWords = {} FYAC_BWords.Words = { -- 'haha', -- 'lol', -- 'xddd', 'chocolate', 'panickey', 'jolmany', 'killmenu' }
local server = require "nvim-lsp-installer.server" local path = require "nvim-lsp-installer.path" local std = require "nvim-lsp-installer.installers.std" local context = require "nvim-lsp-installer.installers.context" local installers = require "nvim-lsp-installer.installers" local process = require "nvim-lsp-installer.process" return function(name, root_dir) return server.Server:new { name = name, root_dir = root_dir, homepage = "https://wiki.gnome.org/Projects/Vala", languages = { "vala" }, installer = { std.ensure_executables { { "meson", "meson was not found in path. Refer to https://mesonbuild.com/Getting-meson.html" }, { "ninja", "ninja was not found in path. Refer to https://ninja-build.org/" }, { "valac", "valac was not found in path. Refer to https://wiki.gnome.org/Projects/Vala" }, }, context.use_github_release_file("Prince781/vala-language-server", function(version) return ("vala-language-server-%s.tar.xz"):format(version) end), context.capture(function(ctx) return installers.pipe { std.untarxz_remote(ctx.github_release_file), std.rename( ("vala-language-server-%s"):format(ctx.requested_server_version), "vala-language-server" ), } end), function(_, callback, ctx) local c = process.chain { cwd = path.concat { ctx.install_dir, "vala-language-server" }, stdio_sink = ctx.stdio_sink, } c.run("meson", { ("-Dprefix=%s"):format(ctx.install_dir), "build" }) c.run("ninja", { "-C", "build", "install" }) c.spawn(callback) end, std.rmrf "vala-language-server", context.receipt(function(receipt, ctx) receipt:with_primary_source(receipt.github_release_file(ctx)) end), }, default_options = { cmd_env = { PATH = process.extend_path { path.concat { root_dir, "bin" } }, }, }, } end
local function CreditsText( pn ) local text = Def.ActorFrame{ InitCommand=function(self) self:name("Credits" .. PlayerNumberToString(pn)) end; UpdateVisibleCommand=function(self) local screen = SCREENMAN:GetTopScreen(); local bShow = true; if screen then local sClass = screen:GetName(); bShow = THEME:GetMetric( sClass, "ShowCreditDisplay" ); end self:visible( bShow ); end; UpdateTextCommand=function(self) local str = ScreenSystemLayerHelpers.GetCreditsMessage(pn); end; LoadActor("Test_Isla.png")..{ InitCommand=function(self) self:name("Credits_Icon" .. PlayerNumberToString(pn)) self:maxwidth(50); if pn == PLAYER_1 then self:horizalign(left):vertalign(bottom) self:x(SCREEN_LEFT):y(SCREEN_BOTTOM); else self:horizalign(right):vertalign(bottom) self:x(SCREEN_RIGHT):y(SCREEN_BOTTOM); end end; UpdateTextCommand=function(self) local str = ScreenSystemLayerHelpers.GetCreditsMessage(pn); self:visible(str ~= "PRESS START" and str ~= "NOT PRESENT" and str ~= "INSERT CARD" and str ~= "") end; } LoadFont(Var "LoadingScreen","credits") .. { InitCommand=function(self) self:name("Credits_Text" .. PlayerNumberToString(pn)) end; UpdateTextCommand=function(self) local str = ScreenSystemLayerHelpers.GetCreditsMessage(pn); self:settext(str); if str ~= "PRESS START" and str ~= "NOT PRESENT" and str ~= "INSERT CARD" and str ~= "" then if pn == PLAYER_1 then self:x(SCREEN_LEFT+55):y(SCREEN_BOTTOM-16); else self:x(SCREEN_RIGHT-55):y(SCREEN_BOTTOM-16); end else if pn == PLAYER_1 then self:x(SCREEN_LEFT+15):y(SCREEN_BOTTOM-16); else self:x(SCREEN_RIGHT-15):y(SCREEN_BOTTOM-16); end end end; }; }; return text; end; --[[ local function PlayerPane( PlayerNumber ) local t = Def.ActorFrame { InitCommand=function(self) self:name("PlayerPane" .. PlayerNumberToString(PlayerNumber)); -- ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end }; t[#t+1] = Def.ActorFrame { Name = "Background"; Def.Quad { InitCommand=cmd(zoomto,160,28;queuecommand,"On"); OnCommand=cmd(diffuse,PlayerColor(PlayerNumber);fadebottom,1); }; }; t[#t+1] = Def.BitmapText{ Font="Common Normal"; Name = "PlayerText"; InitCommand=cmd(x,-60;maxwidth,80/0.5;zoom,0.5;queuecommand,"On"); OnCommand=cmd(playcommand,"Set"); SetCommand=function(self) local profile = PROFILEMAN:GetProfile( PlayerNumber) or PROFILEMAN:GetMachineProfile() if profile then self:settext( profile:GetDisplayName() ); else self:settext( "NoProf" ); end end; }; return t end --]] -- local t = Def.ActorFrame {} -- Aux t[#t+1] = LoadActor(THEME:GetPathB("ScreenSystemLayer","aux")); -- Credits t[#t+1] = Def.ActorFrame { --[[ PlayerPane( PLAYER_1 ) .. { InitCommand=cmd(x,scale(0.125,0,1,SCREEN_LEFT,SCREEN_WIDTH);y,SCREEN_BOTTOM-16) }; --]] CreditsText( PLAYER_1 ); CreditsText( PLAYER_2 ); }; -- Text t[#t+1] = Def.ActorFrame { OnCommand=cmd(finishtweening;addx,10;decelerate,0.2;addx,-10;); OffCommand=cmd(sleep,3;linear,0.5;addx,-10;sleep,0.01;addx,10;); Def.Quad { InitCommand=cmd(zoomtowidth,SCREEN_WIDTH;zoomtoheight,30;horizalign,left;vertalign,top;y,SCREEN_TOP;diffuse,color("0,0,0,0")); OnCommand=cmd(finishtweening;decelerate,0.2;diffusealpha,0.85;); OffCommand=cmd(sleep,3;linear,0.5;diffusealpha,0;); }; Def.BitmapText{ Font="Common Normal"; Name="Text"; InitCommand=cmd(maxwidth,750;horizalign,left;vertalign,top;y,SCREEN_TOP+10;x,SCREEN_LEFT+10;shadowlength,1;diffusealpha,0;); OnCommand=cmd(finishtweening;decelerate,0.2;diffusealpha,1;zoom,0.5); OffCommand=cmd(sleep,3;linear,0.5;diffusealpha,0;); }; SystemMessageMessageCommand = function(self, params) self:GetChild("Text"):settext( params.Message ); self:playcommand( "On" ); if params.NoAnimate then self:finishtweening(); end self:playcommand( "Off" ); end; HideSystemMessageMessageCommand = cmd(finishtweening); }; return t;
if CLIENT then return end include( 'shared.lua' ) AddCSLuaFile( 'cl_init.lua' ) util.AddNetworkString('bail_player_now') local wait = wait or {} local npcclass = 'npc_courier' function ENT:Initialize() self:InitVars() self:DontDeleteOnRemove( self ) self.CanUse = true self:SetModel( ARREST_NPC_MODEL ) self:SetHullType( HULL_HUMAN ) self:SetHullSizeNormal() self:SetNPCState( NPC_STATE_SCRIPT ) self:SetSolid( SOLID_BBOX ) self:CapabilitiesAdd( CAP_ANIMATEDFACE + CAP_TURN_HEAD ) self:SetUseType( SIMPLE_USE ) self:DropToFloor() self:SetSequence( 4 ) self:SetTrigger( true ) end local cleanup = game.CleanUpMap function game.CleanUpMap(send,flr) if !flr then flr = {} end if !table.HasValue(flr,npcclass) then flr[#flr+1] = npcclass --after cleanup, insert npc in table end cleanup(send,flr) end function ENT:OnRemove() end function ENT:SpawnFunction( ply, tr, ClassName ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 20 local ent = ents.Create( ClassName ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end function ENT:AcceptInput( name, ent, ply ) if( name == "Use" and IsValid( ply ) and ply:IsPlayer() and ply:Alive() )then if( self.NextUse <= CurTime() )then self.NextUse = CurTime() + self.CoolDown net.Start( 'open_bail_menu' ) net.WriteEntity( self ) net.Send( ply ) end end end net.Receive('bail_player_now', function(ln,pl) local ent = net.ReadEntity() if !table.HasValue(ARREST_BAILLIST, ent) then return end if ent:getJailReason() == 'nil' then pl:ChatPrint(ent:Nick().." не арестован!") return '' end if !pl:canAfford(ent:getBailPrice()) then pl:ChatPrint("Not enought money! Need "..ent:getBailPrice()..ARREST_MONEYPREFIX) return '' end pl:addMoney(-ent:getBailPrice()) pl:ChatPrint("Ты внес залог за "..ent:Nick().." в размере "..ent:getBailPrice()..ARREST_MONEYPREFIX) ent:ChatPrint(pl:Nick().." внес за Вас залог в размере "..ent:getBailPrice()..ARREST_MONEYPREFIX) ent:unArrest(pl) ent:setJailReason('nil') table.RemoveByValue(ARREST_BAILLIST, ent) net.Start('send_table') net.WriteTable(ARREST_BAILLIST) net.Broadcast() end)
antimage_spell_shield_lua = class({}) LinkLuaModifier( "modifier_antimage_spell_shield_lua", "lua_abilities/antimage_spell_shield_lua/modifier_antimage_spell_shield_lua", LUA_MODIFIER_MOTION_NONE ) -------------------------------------------------------------------------------- function antimage_spell_shield_lua:GetIntrinsicModifierName() return "modifier_antimage_spell_shield_lua" end --------------------------------------------------------------------------------
if not pcall(require, "telescope") then return end local sorters = require "telescope.sorters" TelescopeMapArgs = TelescopeMapArgs or {} local map_tele = function(mode, key, f, options, buffer) local map_key = vim.api.nvim_replace_termcodes(key .. f, true, true, true) TelescopeMapArgs[map_key] = options or {} -- local mode = "n" local rhs = string.format("<cmd>lua R('configs.telescope')['%s'](TelescopeMapArgs['%s'])<CR>", f, map_key) local map_options = { noremap = true, silent = true, } if not buffer then vim.api.nvim_set_keymap(mode, key, rhs, map_options) else vim.api.nvim_buf_set_keymap(0, mode, key, rhs, map_options) end end -- -- Dotfiles -- map_tele("n", "<Leader>en", "edit_neovim") -- map_tele("n", "<Leader>ed", "edit_dotfiles") -- Search -- TODO: I would like to completely remove _mock from my search results here when I'm in SG/SG -- map_tele("n", "<space>gw", "grep_string", { -- short_path = true, -- word_match = "-w", -- only_sort_text = true, -- layout_strategy = "vertical", -- sorter = sorters.get_fzy_sorter(), -- }) -- map_tele("n", "<localleader>f/", "grep_last_search", { -- layout_strategy = "vertical", -- }) -- Files -- map_tele("n", "<space>ft", "git_files") -- map_tele("n", "<Leader>gp", "grep_prompt") map_tele("v", "<Leader>gg", "grep_prompt_visual") -- map_tele("n", "<Leader>gq", "grep_quickfix") -- map_tele("n", "<Leader>gg", "live_grep") -- map_tele("n", "<Leader>G", "grep_prompt_regex_filetype") -- map_tele("n", "<Leader>GG", "grep_prompt_regex_filetype_add_args") map_tele("v", "<Leader>G", "grep_prompt_regex_filetype") -- map_tele("n", "**", "find_word") -- map_tele("n", "<Leader>fd", "find_files") -- map_tele("n", "<Leader><leader>", "find_files") -- map_tele("n", "<Leader>ft", "search_only_certain_files") -- map_tele("n", "<space>fo", "oldfiles") -- map_tele("n", "<space>fv", "find_nvim_source") -- map_tele("n", "<leader>fe", "file_browser") -- map_tele("n", "<leader>fr", 'registers') -- map_tele("n", "<Leader>.", "symbol?") -- map_tele("n", "<Leader>hh",'help_tags') -- map_tele("n", "<Leader>hk",'keymaps') -- map_tele("n", "<Leader>:",'commands') -- map_tele("n", "<LocalLeader>.",'lsp_document_symbols') map_tele("n", "<localleader>fl", 'loclist') map_tele("n", "<localleader>g", 'curbuf') map_tele("n", "<localleader>fi", "tbs_infrastructure_search") map_tele("n", "<localleader>gi", "tbs_infrastructure_live_grep") map_tele("v", "<localleader>gi", "tbs_infrastructure_grep_string") map_tele("n", "<localleader>gip", "tbs_infrastructure_live_grep") return map_tele
function dataRequest(host,service) m.broadcast(host,service) _,_,_,_,_,data = event.pull("modem_message") m.send(client,response,data) print(tostring(service)) return end
--[[ Print the time in particular timeZone Refs: http://man7.org/linux/man-pages/man1/date.1.html https://stackoverflow.com/questions/9676113/lua-os-execute-return-value ]] local handle = io.popen("TZ='America/New_York' date") local result = handle:read("*a") print(result) --[[ Prints complete date/time Fri Apr 3 07:36:45 EDT 2020 ]] handle = io.popen("TZ=Canada/Pacific date +%B") result = handle:read("*a") print(result) -- Prints only Month handle:close()
-- OptimisticSide -- 5/9/2021 -- Command manager local REVOKE_PREFIX = "un" local Commands = {} -- Find a command. function Commands.findCommand(call) -- Commands are not case-sensitive. call = string.lower(call) -- Handle reverse commands. local procedure = "invoke" if string.sub(call, 1, #REVOKE_PREFIX) == REVOKE_PREFIX then procedure = "revoke" end for _, command in ipairs(Commands.cache) do -- Check if command's name matches. if string.lower(command.name) == call then return command, procedure end -- Check command's aliases. for _, aliase in ipairs(command.aliases or {}) do if string.lower(aliase) == call then return command, procedure end end -- Check for special opposites. for _, opposite in ipairs(command.opposites or {}) do if string.lower(opposite) == call then procedure = "revoke" return command, procedure end end end end return Commands
local String = require('string') local Table = require('table') --[[ local s = '/iframe-12.34234.html' local params = {} p(String.gsub(s, '/iframe(.*).html', function(prm) if prm then Table.insert(params, prm) end end)) p('gsub', s, params) local s = '/iframe-12.34234.html' p('match', String.match(s, '/iframe(.-)%.(.-)%.html')) ]]-- for cookie in String.gmatch(' ; JSESSIONID = foo', '[^;]+') do local name, value = String.match(cookie, '%s*([^=%s]-)%s*=%s*([^%s]*)') p(name, value) end
--[[ pls give credit and dont name it the same thing and have fun ]]
ENT.Type = "anim" ENT.Base = "cw_ammo_ent_base" ENT.PrintName = ".44 Magnum Ammo" ENT.Author = "Spy" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.Category = "CW 2.0 Ammo" ENT.CaliberSpecific = true ENT.AmmoCapacity = 30 ENT.ResupplyAmount = 6 ENT.Caliber = ".44 Magnum" ENT.Model = "models/Items/BoxSRounds.mdl"
local L = LibStub("AceLocale-3.0"):GetLocale("ClassicCodex") local AceConfigRegistry = LibStub("AceConfigRegistry-3.0") local AceConfigDialog = LibStub("AceConfigDialog-3.0") local AceConfigCmd = LibStub("AceConfigCmd-3.0") CodexConfig = {} CodexColors = {} DefaultCodexConfig = { ["trackingMethod"] = 1, -- 1: All Quests; 2: Tracked Quests; 3: Manual; 4: Hide ["autoAccept"] = false, -- Auto-accept quests ["autoTurnin"] = false, -- Auto-turnin quests ["nameplateIcon"] = false, -- Show quest icon above nameplates ["minimapButton"] = true, -- Show button of codex browser on the edge of the minimap ["continentIcon"] = false, -- Show quest markers on continent map (top two levels of the world map) ["zoneMapIcon"] = true, -- Show quest markers on zone map (the third and subsequent levels of the world map) ["miniMapIcon"] = true, -- Show quest markers on mini map ["allQuestGivers"] = true, -- Show available quest givers ["currentQuestGivers"] = true, -- Show current quest giver nodes ["alwaysShowId"] = false, -- Display unit/object/item/quest id in non-id search results ["showLowLevel"] = false, -- Show low level quest giver nodes ["showHighLevel"] = true, -- Show level+3 quest giver nodes ["showFestival"] = false, -- Show event quest giver nodes ["colorBySpawn"] = true, ["questMarkerSize"] = 15, ["spawnMarkerSize"] = 15, ["bossMarkerSize"] = 25, -- Display a larger icon for the boss or a single target to help you find it. ["minimumDropChance"] = 2, -- (%) Hide markers with a drop probability less than this value ["showTrackingMethodDropdown"] = true, -- Show Tracking Method Dropdown on the World Map ["showUnitTooltip"] = true, -- Show quest name in mouseover tooltip of units } CodexConfigFrame = CreateFrame("Frame", "CodexConfigFrame", UIParent) function CodexConfigFrame:LoadConfig() if not CodexConfig then CodexConfig = {} end for key, val in pairs(DefaultCodexConfig) do if CodexConfig[key] == nil then if key == "colorList" then CodexConfig[key] = {unpack(val)} else CodexConfig[key] = val end end end self:UpdateMinimapButton() self.configTable = { type = "group", name = "ClassicCodex", args = { ---------------------------------------- column 1 ---------------------------------------- autoAccept = { order = 101, -- row: 1, column: 1 type = "toggle", width = 1.5, -- make two checkboxes on the same line name = L["Auto-Accept Quests"], desc = L["Toggle auto-accepting quests"], get = function(info) return CodexConfig.autoAccept end, set = function(info, val) CodexConfig.autoAccept = val end }, autoTurnin = { order = 201, -- row: 2, column: 1 type = "toggle", width = 1.5, -- make two checkboxes on the same line name = L["Auto-Turnin Quests"], desc = L["Toggle auto-turning in quests"], get = function(info) return CodexConfig.autoTurnin end, set = function(info, val) CodexConfig.autoTurnin = val end }, nameplateIcon = { order = 301, type = "toggle", width = 1.5, name = L["Nameplate Quest Icon"], desc = L["Toggle quest icon on top of enemy nameplates"], get = function(info) return CodexConfig.nameplateIcon end, set = function(info, val) CodexConfig.nameplateIcon = val CodexQuest:UpdateAllNameplates() end }, allQuestGivers = { order = 401, type = "toggle", width = 1.5, name = L["All Questgivers"], desc = L["If selected, this will display all questgivers on the map"], get = function(info) return CodexConfig.allQuestGivers end, set = function(info, val) CodexConfig.allQuestGivers = val CodexQuest:ResetAll() end }, currentQuestGivers = { order = 501, type = "toggle", width = 1.5, name = L["Current Questgivers"], desc = L["If selected, current quest-ender npcs/objects will be displayed on the map for active quests"], get = function(info) return CodexConfig.currentQuestGivers end, set = function(info, val) CodexConfig.currentQuestGivers = val CodexQuest:ResetAll() end }, showLowLevel = { order = 601, type = "toggle", width = 1.5, name = L["Show Low-level Quests"], desc = L["If selected, low-level quests will be hidden on the map"], get = function(info) return CodexConfig.showLowLevel end, set = function(info, val) CodexConfig.showLowLevel = val CodexQuest:ResetAll() end }, showHighLevel = { order = 701, type = "toggle", width = 1.5, name = L["Show High-level Quests"], desc = L["If selected, quests with a level requirement of your level + 3 will be shown on the map"], get = function(info) return CodexConfig.showHighLevel end, set = function(info, val) CodexConfig.showHighLevel = val CodexQuest:ResetAll() end }, showFestival = { order = 801, type = "toggle", width = 1.5, name = L["Show Festival/PVP/Misc Quests"], desc = L["If selected, quests related to WoW festive seasons or PVP or not available at the current stage will be displayed on the map"], get = function(info) return CodexConfig.showFestival end, set = function(info, val) CodexConfig.showFestival = val CodexQuest:ResetAll() end }, colorBySpawn = { order = 901, type = "toggle", width = 3, -- make the next checkbox in a new line name = L["Color By Spawn"], desc = L["If selected, markers' colors will be set per spawn type or per quest if not selected"], get = function(info) return CodexConfig.colorBySpawn end, set = function(info, val) CodexConfig.colorBySpawn = val CodexQuest:ResetAll() end }, ---------------------------------------- column 2 ---------------------------------------- alwaysShowId = { order = 102, -- row: 1, column: 2 type = "toggle", width = 1.5, -- make two checkboxes on the same line name = L["Show ID in Codex Browser"], desc = L["If selected, the item/object/unit/quest ID will be displayed when you searching something in Codex browser."], get = function(info) return CodexConfig.alwaysShowId end, set = function(info, val) CodexConfig.alwaysShowId = val CodexBrowser.input:Search() end }, minimapButton = { order = 202, -- row: 2, column: 2 type = "toggle", width = 1.5, -- make two checkboxes on the same line name = L["Show Minimap Button"], desc = L["Show a button on the edge of the minimap, click to open Codex browser"], get = function(info) return CodexConfig.minimapButton end, set = function(info, val) CodexConfig.minimapButton = val CodexConfigFrame:UpdateMinimapButton() end }, continentIcon = { order = 302, type = "toggle", width = 1.5, name = L["Show Markers on Continent Maps"], desc = L["Show markers on the top two levels of the world map"], get = function(info) return CodexConfig.continentIcon end, set = function(info, val) CodexConfig.continentIcon = val if CodexConfig.continentIcon and not CodexConfig.zoneMapIcon then CodexConfig.zoneMapIcon = true end CodexMap:UpdateNodes() end }, zoneMapIcon = { order = 402, type = "toggle", width = 1.5, name = L["Show Markers on Zone Maps"], desc = L["Show markers on the third and subsequent levels of the world map"], get = function(info) return CodexConfig.zoneMapIcon end, set = function(info, val) CodexConfig.zoneMapIcon = val if not CodexConfig.zoneMapIcon and CodexConfig.continentIcon then CodexConfig.continentIcon = false end CodexMap:UpdateNodes() end }, miniMapIcon = { order = 502, type = "toggle", width = 1.5, name = L["Show Markers on the Minimap"], get = function(info) return CodexConfig.miniMapIcon end, set = function(info, val) CodexConfig.miniMapIcon = val CodexMap:UpdateNodes() end }, showUnitTooltip = { order = 602, type = "toggle", width = 1.5, name = L["Show Quest Name in Unit Tooltip"], desc = L["Show quest name in mouseover tooltip of units"], get = function(info) return CodexConfig.showUnitTooltip end, set = function(info, val) CodexConfig.showUnitTooltip = val end }, showTrackingMethodDropdown = { order = 702, type = "toggle", width = 1.5, name = L["Show Tracking Method Dropdown on the World Map"], get = function(info) return CodexConfig.showTrackingMethodDropdown end, set = function(info, val) CodexConfig.showTrackingMethodDropdown = val if CodexConfig.showTrackingMethodDropdown then CodexQuest.mapButton:Show() else CodexQuest.mapButton:Hide() end end }, trackingMethod = { order = 802, type = "select", width = 1.5, name = L["Quest Tracking Method"], values = { L["All Quests"], L["Tracked Quests"], L["Manual Selection"], L["Hide Quests"], }, get = function(info) return CodexConfig.trackingMethod end, set = function(info, val) CodexConfig.trackingMethod = val CodexQuest:ResetAll() end }, ---------------------------------------- sliders ---------------------------------------- questMarkerSize = { order = 1001, type = "range", width = 1, name = L["Quest Marker Size"], min = 0, max = 300, step = 1, softMin = 10, softMax = 50, bigStep = 1, get = function(info) return CodexConfig.questMarkerSize end, set = function(info, val) CodexConfig.questMarkerSize = tonumber(val) CodexMap:UpdateNodes() end }, spawnMarkerSize = { order = 1002, type = "range", width = 1, name = L["Spawn Marker Size"], min = 0, max = 300, step = 1, softMin = 10, softMax = 50, bigStep = 1, get = function(info) return CodexConfig.spawnMarkerSize end, set = function(info, val) CodexConfig.spawnMarkerSize = tonumber(val) CodexMap:UpdateNodes() end }, bossMarkerSize = { order = 1003, type = "range", width = 1, name = L["Boss Marker Size"], desc = L["Display a larger icon for the boss or a single target to help you find it"], min = 0, max = 300, step = 1, softMin = 10, softMax = 50, bigStep = 1, get = function(info) return CodexConfig.bossMarkerSize end, set = function(info, val) CodexConfig.bossMarkerSize = tonumber(val) CodexMap:UpdateNodes() end }, minimumDropChance = { order = 1101, type = "range", width = 3, name = L["Hide items with a drop probability less than (%)"], min = 0, max = 100, step = 1, get = function(info) return CodexConfig.minimumDropChance end, set = function(info, val) CodexConfig.minimumDropChance = tonumber(val) CodexQuest:ResetAll() end }, ---------------------------------------- buttons ---------------------------------------- listHiddenQuests = { order = 1201, type = "execute", width = 1.5, name = L["List Manually Hidden Quests"], func = function(info) if CodexBrowser then CodexBrowser.input:SetText('!') CodexBrowser:OpenView('quests') end end, }, listCompletedQuests = { order = 1202, type = "execute", width = 1.5, name = L["List Completed Quests"], func = function(info) if CodexBrowser then CodexBrowser.input:SetText('@') CodexBrowser:OpenView('quests') end end, }, showAllHiddenQuests = { order = 1301, type = "execute", width = 1.5, name = L["Show All Quests You Manually Hide Again"], desc = L["Show all the quests you have hidden by shift + click."].."\n".. L["Hide a quest by holding the shift key and clicking on the quest icon on the minimap or world map."], func = function(info) local size = Codex:tablelen(CodexHiddenQuests) CodexHiddenQuests = {} CodexQuest:ResetAll() if size < 1 then print(L["ClassicCodex: You have no manually hidden quests. You can hold the shift key and click on the quest icon on the minimap or world map to hide it."]) else print(string.format(L["ClassicCodex: %d hidden quests will be able to show again."], size)) end end, }, openCodexBrowser = { order = 1302, type = "execute", width = 1.5, name = L["Open Codex Browser"], func = function(info) if CodexBrowser then CodexBrowser:Show() end end, }, }, } self.registeredOptionsTable = AceConfigRegistry:RegisterOptionsTable("ClassicCodex", self.configTable) self.blizOptions = AceConfigDialog:AddToBlizOptions("ClassicCodex", "ClassicCodex") self.cmdOptions = AceConfigCmd:CreateChatCommand("codexcfg", "ClassicCodex") end function CodexConfigFrame:UpdateMinimapButton() if not CodexBrowserIcon then return end if CodexConfig.minimapButton then CodexBrowserIcon:Show() else CodexBrowserIcon:Hide() end end CodexConfigFrame:RegisterEvent("ADDON_LOADED") CodexConfigFrame:SetScript("OnEvent", function(self, event, arg1) if event == "ADDON_LOADED" and arg1 == "ClassicCodex" then self:LoadConfig() CodexConfigFrame:UnregisterEvent("ADDON_LOADED") end end)
local timestamp = require "kong.tools.timestamp" describe("Timestamp", function() local table_size = function(t) local s = 0 for _ in pairs(t) do s = s + 1 end return s end it("should get UTC time", function() assert.truthy(timestamp.get_utc()) assert.are.same(13, string.len(tostring(timestamp.get_utc()))) end) it("should get timestamps table when no timestamp is provided", function() local timestamps = timestamp.get_timestamps() assert.truthy(timestamps) assert.are.same(6, table_size(timestamps)) assert.truthy(timestamps.second) assert.truthy(timestamps.minute) assert.truthy(timestamps.hour) assert.truthy(timestamps.day) assert.truthy(timestamps.month) assert.truthy(timestamps.year) end) it("should get timestamps table when no timestamp is provided", function() local timestamps = timestamp.get_timestamps(timestamp.get_utc()) assert.truthy(timestamps) assert.are.same(6, table_size(timestamps)) assert.truthy(timestamps.second) assert.truthy(timestamps.minute) assert.truthy(timestamps.hour) assert.truthy(timestamps.day) assert.truthy(timestamps.month) assert.truthy(timestamps.year) end) it("should give the same timestamps table for the same time", function() -- Wait til the beginning of a new second before starting the test -- to avoid ending up in an edge case when the second is about to end local now = os.time() while os.time() < now + 1 do -- Nothing end local timestamps_one = timestamp.get_timestamps() local timestamps_two = timestamp.get_timestamps(timestamp.get_utc()) assert.truthy(timestamps_one) assert.truthy(timestamps_two) assert.are.same(6, table_size(timestamps_one)) assert.are.same(6, table_size(timestamps_two)) assert.are.same(timestamps_one, timestamps_two) end) end)
require "nn" mlp = nn.ParallelTable() mlp:add(nn.Linear(10, 2)) mlp:add(nn.Linear(5, 3)) x = torch.randn(10) y = torch.rand(5) pred = mlp:forward{x, y} -- pred = mlp:forward(x, y) error for i, k in pairs(pred) do print(i, k) end
-- -- Created by IntelliJ IDEA. -- User: romansztergbaum -- Date: 06/08/2018 -- Time: 22:07 -- To change this template use File | Settings | File Templates. -- local entities = {} function update() if (shiva.is_key_pressed(Keyboard.Z) == true) then print("Z pressed") end end function on_key_pressed(evt) if (evt.keycode == Keyboard.Escape) then print("should quit_game") shiva.dispatcher:trigger_quit_game_event(1) elseif (evt.keycode == Keyboard.Left) then shiva.dispatcher:trigger_change_scene_event("game_scene") end end function on_key_released(evt) end function leave() print("leave sprite scene") for key, value in pairs(entities) do shiva.entity_registry:destroy(value) entities[key] = nil end shiva.resource_registry:unload_all_resources("sprite_scene") print("leaving sprite scene, nb entities: " .. shiva.entity_registry:nb_entities()) end function on_after_load_resources(evt) local id = shiva.entity_registry:create_game_object_with_sprite("sprite_scene/toto", 250, 250) entities[#entities + 1] = id shiva.entity_registry:add_layer_1_component(id) local other_id = shiva.entity_registry:create_text("Hello from sprite_scene", "sprite_scene/kenney_future", 24) shiva.entity_registry:add_layer_1_component(other_id) entities[#entities + 1] = other_id print("after_loading_resources sprite scene, nb entities: " .. shiva.entity_registry:nb_entities()) end function enter() print("enter sprite scene") shiva.resource_registry:load_all_resources("sprite_scene") end return { on_key_released = on_key_released, on_key_pressed = on_key_pressed, on_after_load_resources = on_after_load_resources, leave = leave, enter = enter, update = update, scene_active = false }
--14.file a = 3 for n in pairs(_G) do print(n) end
--[[ Phantom Forces Cheat - Herrtt Supports * No Fall Damage * WalkSpeed * JumpPower * SilentAim * Headshot Percentage * Wallhacks ]] -- Default launch settings local settings = { silentaim = true, nofalldamage = false, setwalkspeed = false, walkspeed = 55, setjumppower = false, jumppower = 45, headshotchanceenabled = true, headshotchance = 25, -- gunVisuals = true, deadVisuals = true, colorEffect = true, -- fov = 350, fovcircle = true, fovsides = 12, fovthickness = 1 } local main = {running = true} local end_funcs = {} local __SETTINGS__ = {} function main:End() main.running = false for _,func in pairs(end_funcs) do func() end if (main == shared.__main) then shared.__main = nil -- k end main = nil spawn(function() for i,v in pairs(connections) do pcall(function() v:Disconnect() end) end end) shared.main = nil -- k __SETTINGS__:Save() end if shared.__main then pcall(shared.__main.End, shared.__main) shared.__main = nil end shared.__main = main local connections = {} local function bindEvent(event, callback) -- Let me disconnect in peace local con = event:Connect(callback) table.insert(connections, con) return con end table.insert(end_funcs, function() for i,v in pairs(connections) do v:Disconnect() connections[i] = nil end end) local servs servs = setmetatable( { Get = function(self, serv) if servs[serv] then return servs[serv] end local s = game:GetService(serv) if s then servs[serv] = s end return s end; }, { __index = function(self, index) local s = game:GetService(index) if s then servs[index] = s end return s end; }) local players = servs.Players local runservice = servs.RunService local http = servs.HttpService local uis = servs.UserInputService local function jsonEncode(t) return http:JSONEncode(t) end local function jsonDecode(t) return http:JSONDecode(t) end local function existsFile(name) return pcall(function() return readfile(name) end) end local function mergetab(a,b) local c = a or {} for i,v in pairs(b or {}) do c[i] = v end return c end local serialize local deserialize do --/ Serializer : garbage : slow as fuck local function hex_encode(IN, len) local B,K,OUT,I,D=16,"0123456789ABCDEF","",0,nil while IN>0 do I=I+1 IN,D=math.floor(IN/B), IN%B+1 OUT=string.sub(K,D,D)..OUT end if len then OUT = ('0'):rep(len - #OUT) .. OUT end return OUT end local function hex_decode(IN) return tonumber(IN, 16) end local types = { ["nil"] = "0"; ["boolean"] = "1"; ["number"] = "2"; ["string"] = "3"; ["table"] = "4"; ["Vector3"] = "5"; ["CFrame"] = "6"; ["Instance"] = "7"; ["Color3"] = "8"; } local rtypes = (function() local a = {} for i,v in pairs(types) do a[v] = i end return a end)() local typeof = typeof or type local function encode(t, ...) local type = typeof(t) local s = types[type] local c = '' if type == "nil" then c = types[type] .. "0" elseif type == "boolean" then local t = t == true and '1' or '0' c = s .. t elseif type == "number" then local new = tostring(t) local len = #new c = s .. len .. "." .. new elseif type == "string" then local new = t local len = #new c = s .. len .. "." .. new elseif type == "Vector3" then local x,y,z = tostring(t.X), tostring(t.Y), tostring(t.Z) local new = hex_encode(#x, 2) .. x .. hex_encode(#y, 2) .. y .. hex_encode(#z, 2) .. z c = s .. new elseif type == "CFrame" then local a = {t:GetComponents()} local new = '' for i,v in pairs(a) do local l = tostring(v) new = new .. hex_encode(#l, 2) .. l end c = s .. new elseif type == "Color3" then local a = {t.R, t.G, t.B} local new = '' for i,v in pairs(a) do local l = tostring(v) new = new .. hex_encode(#l, 2) .. l end c = s .. new elseif type == "table" then return serialize(t, ...) end return c end local function decode(t, extra) local p = 0 local function read(l) l = l or 1 p = p + l return t:sub(p-l + 1, p) end local function get(a) local k = "" while p < #t do if t:sub(p+1,p+1) == a then break else k = k .. read() end end return k end local type = rtypes[read()] local c if type == "nil" then read() elseif type == "boolean" then local d = read() c = d == "1" and true or false elseif type == "number" then local length = tonumber(get(".")) local d = read(length+1):sub(2,-1) c = tonumber(d) elseif type == "string" then local length = tonumber(get(".")) --read() local d = read(length+1):sub(2,-1) c = d elseif type == "Vector3" then local function getnext() local length = hex_decode(read(2)) local a = read(tonumber(length)) return tonumber(a) end local x,y,z = getnext(),getnext(),getnext() c = Vector3.new(x, y, z) elseif type == "CFrame" then local a = {} for i = 1,12 do local l = hex_decode(read(2)) local b = read(tonumber(l)) a[i] = tonumber(b) end c = CFrame.new(unpack(a)) elseif type == "Instance" then local pos = hex_decode(read(2)) c = extra[tonumber(pos)] elseif type == "Color3" then local a = {} for i = 1,3 do local l = hex_decode(read(2)) local b = read(tonumber(l)) a[i] = tonumber(b) end c = Color3.new(unpack(a)) end return c end function serialize(data, p) if data == nil then return end local type = typeof(data) if type == "table" then local extra = {} local s = types[type] local new = "" local p = p or 0 for i,v in pairs(data) do local i1,camera local t0,t1 = typeof(i), typeof(v) local a,b if t0 == "Instance" then p = p + 1 extra[p] = i i1 = types[t0] .. hex_encode(p, 2) else i1, a = encode(i, p) if a then for i,v in pairs(a) do extra[i] = v end end end if t1 == "Instance" then p = p + 1 extra[p] = v camera = types[t1] .. hex_encode(p, 2) else camera, b = encode(v, p) if b then for i,v in pairs(b) do extra[i] = v end end end new = new .. i1 .. camera end return s .. #new .. "." .. new, extra elseif type == "Instance" then return types[type] .. hex_encode(1, 2), {data} else return encode(data), {} end end function deserialize(data, extra) if data == nil then return end extra = extra or {} local type = rtypes[data:sub(1,1)] if type == "table" then local p = 0 local function read(l) l = l or 1 p = p + l return data:sub(p-l + 1, p) end local function get(a) local k = "" while p < #data do if data:sub(p+1,p+1) == a then break else k = k .. read() end end return k end local length = tonumber(get("."):sub(2, -1)) read() local new = {} local l = 0 while p <= length do l = l + 1 local function getnext() local i local t = read() local type = rtypes[t] if type == "nil" then i = decode(t .. read()) elseif type == "boolean" then i = decode(t .. read()) elseif type == "number" then local l = get(".") local dc = t .. l .. read() local a = read(tonumber(l)) dc = dc .. a i = decode(dc) elseif type == "string" then local l = get(".") local dc = t .. l .. read() local a = read(tonumber(l)) dc = dc .. a i = decode(dc) elseif type == "Vector3" then local function getnext() local length = hex_decode(read(2)) local a = read(tonumber(length)) return tonumber(a) end local x,y,z = getnext(),getnext(),getnext() i = Vector3.new(x, y, z) elseif type == "CFrame" then local a = {} for i = 1,12 do local l = hex_decode(read(2)) local b = read(tonumber(l)) -- why did I decide to do this a[i] = tonumber(b) end i = CFrame.new(unpack(a)) elseif type == "Instance" then local pos = hex_decode(read(2)) i = extra[tonumber(pos)] elseif type == "Color3" then local a = {} for i = 1,3 do local l = hex_decode(read(2)) local b = read(tonumber(l)) a[i] = tonumber(b) end i = Color3.new(unpack(a)) elseif type == "table" then local l = get(".") local dc = t .. l .. read() .. read(tonumber(l)) i = deserialize(dc, extra) end return i end local i = getnext() local v = getnext() new[(typeof(i) ~= "nil" and i or l)] = v end return new elseif type == "Instance" then local pos = tonumber(hex_decode(data:sub(2,3))) return extra[pos] else return decode(data, extra) end end end local utility do -- shit utility = {} local servs servs = setmetatable({}, { __index = function(self, index) local s = game:GetService(index) if s then servs[index] = s end return s end; }) local game, workspace = game, workspace local v2 = Vector2 local math, table = math, table local v2new = v2.new local players = servs.Players local locpl = players.LocalPlayer local mouse = locpl:GetMouse() local currentcamera = workspace.CurrentCamera local findFirstChildOfClass = game.FindFirstChildOfClass local isDescendantOf = game.IsDescendantOf local getPlayers = players.GetPlayers local getPartsObscuringTarget = currentcamera.GetPartsObscuringTarget local worldToViewportPoint = currentcamera.WorldToViewportPoint local raynew = Ray.new local findPartOnRayWithIgnoreList = workspace.FindPartOnRayWithIgnoreList local findFirstChild = game.FindFirstChild local function raycast(ray, ignore, callback) local ignore = ignore or {} local hit, pos, normal, material = findPartOnRayWithIgnoreList(workspace, ray, ignore) while hit and callback do local Continue, _ignore = callback(hit) if not Continue then break end if _ignore then table.insert(ignore, _ignore) else table.insert(ignore, hit) end hit, pos, normal, material = findPartOnRayWithIgnoreList(workspace, ray, ignore) end return hit, pos, normal, material end local function badraycastnotevensure(pos, ignore) -- 1 ray > 1 obscuringthing | 100 rays < 1 obscuring thing local hitparts = getPartsObscuringTarget(currentcamera, {pos}, ignore or {}) return hitparts end local charshit = {} function utility.getcharacter(player) -- Change this or something if you want to add support for other games. if (player == nil) then return end if (charshit[player]) then return charshit[player] end local char = player.Character if (char == nil or isDescendantOf(char, game) == false) then char = findFirstChild(workspace, player.Name) end return char end utility.mychar = nil utility.myroot = nil local rootshit = {} function utility.getroot(player) if (player == nil) then return end if (rootshit[player]) then return rootshit[player] end local char if (player:IsA("Player")) then char = utility.getcharacter(player) else char = player end if (char ~= nil) then return (findFirstChild(char, "Torso") or char.PrimaryPart) end return end function utility.isalive(_1, _2) if _1 == nil then return end local Char, RootPart if _2 ~= nil then Char, RootPart = _1,_2 else Char = utility.getcharacter(_1) RootPart = Char and (Char:FindFirstChild("Torso") or Char.PrimaryPart) end if Char and RootPart then local Human = findFirstChildOfClass(Char, "Humanoid") if RootPart and Human then if Human.Health > 0 then return true end elseif RootPart and isDescendantOf(Char, game) then return true end end return false end local shit = false function utility.isvisible(char, root, max, ...) local pos = root.Position if shit or max > 4 then local parts = badraycastnotevensure(pos, {utility.mychar, ..., workspace.CurrentCamera, char, root, workspace:FindFirstChild("Ignore"), }) return parts <= max else local camp = currentcamera.CFrame.p local dist = (camp - pos).Magnitude local hitt = 0 local hit = raycast(raynew(camp, (pos - camp).unit * dist), {utility.mychar, ..., currentcamera}, function(hit) if hit.Name == "Window" then return true end if hit.CanCollide == true then-- hit.Transparency ~= 1 then hitt = hitt + 1 return hitt < max end if isDescendantOf(hit, char) then return end return true end) return hit == nil or isDescendantOf(hit, char) or hitt <= max, hitt end end function utility.sameteam(player, p1) local p0 = p1 or locpl return (player.Team~=nil and player.Team==p0.Team) and player.Neutral == false or false end function utility.getDistanceFromMouse(position) local screenpos, vis = worldToViewportPoint(currentcamera, position) if vis and screenpos.Z > 0 then return (v2new(mouse.X, mouse.Y) - v2new(screenpos.X, screenpos.Y)).Magnitude end return math.huge end function utility.getClosestMouseTarget(settings) local closest, temp = nil, settings.fov or math.huge local plr local mychar = utility.getcharacter(locpl) utility.mychar = mychar local myroot = utility.getroot(mychar) utility.myroot = myroot for i,v in pairs(getPlayers(players)) do if (locpl ~= v and (settings.ignoreteam==true and utility.sameteam(v)==false or settings.ignoreteam == false)) then local character = utility.getcharacter(v) if character then local part = findFirstChild(character, settings.name or "Torso") or findFirstChild(character, "Torso") or character.PrimaryPart if part and part:IsA("BasePart") then local legal = true local distance = utility.getDistanceFromMouse(part.CFrame.Position) if temp <= distance then legal = false end if legal and settings.checkifalive then local isalive = utility.isalive(character, part) if not isalive then legal = false end end if legal and settings.ignorewalls == false then if not utility.isvisible(character, part, (settings.maxobscuringparts or 0)) then legal = false end end if legal and myroot and settings.maxdist then if settings.maxdist < (myroot.Position - part.Position).Magnitude then legal = false end end if legal then temp = distance closest = part plr = v end end end end end -- who doesnt love 5 ends in a row? return closest, temp, plr end end local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer local RunService = game:GetService("RunService") local function assert(a, b, ...) if not a then print(...) return error(b) end end local function kick(...) LocalPlayer:Kick(...) end local function findFirstChild(parent,child,callback) if parent ~= nil and callback ~= nil then local obj = parent:FindFirstChild(tostring(child)) if obj ~= nil then callback(obj) end end end local function map(a, f) local b = {} for i,v in pairs(a) do local i2,v2 = f(i,v) if typeof(i2) ~= nil then b[i2] = v2 end end return b end local function findLocal(lookinfor) local found = {} for i,v in pairs(lookinfor.gc and getgc() or getreg()) do if typeof(v) == "function" and islclosure(v) then local upvals = debug.getupvalues(v) for i2,v2 in pairs(upvals) do if typeof(v2) == "table" then local Correct = true if typeof(lookinfor) == "table" then if lookinfor.env ~= nil then local env = getfenv(v) for i3,v3 in pairs(lookinfor.env) do if typeof(v3) == "string" then if tostring(rawget(env, i3)) ~= v3 then Correct = false break end end end end if Correct then if #lookinfor == 0 and lookinfor.env == nil then Correct = false end for i3,v3 in pairs(lookinfor) do if typeof(i3) == "number" then if rawget(v2, v3) == nil then Correct = false break end end end end else if rawget(v2, lookinfor) == nil then Correct = false end end if Correct then if lookinfor.remove then debug.setupvalue(v, i2, nil) end if lookinfor.replace then debug.setupvalue(v, i2, lookinfor.replace) end table.insert(found, v2) end elseif typeof(v2) == "function" and islclosure(v2) then local Correct = true if lookinfor.constants ~= nil then local consts = debug.getconstants(v2) consts = map(consts, function(a,b) return b,true end) for i3,v3 in pairs(lookinfor.constants) do if typeof(i3) == "number" then if not consts[v3] then Correct = false break end end end if Correct then if lookinfor.remove then debug.setupvalue(v, i2, nil) end if lookinfor.replace then debug.setupvalue(v, i2, lookinfor.replace) end table.insert(found, v2) end end end end end end return found end -- just so I can re-execute multiple times local storage = shared.gamer_storage or {} shared.gamer_storage = storage -- fuck off storage.misc = storage.misc or {} -- yup local network = storage.misc.network or findLocal({ "fetch", "send", "ready", "servertick" })[1] assert(network, kick, "Failed to find network module") storage.misc.network = network -- character handler local char = storage.misc.char or findLocal({ "setsprint", "setbasewalkspeed", "getstate", env = { script = "Framework" } })[1] assert(char, kick, "Failed to find char module") storage.misc.char = char local hudModule = storage.misc.hud or findLocal({ "firehitmarker" })[1] assert(hudModule, kick, "Failed to find hud module") storage.misc.hud = hudModule local effects = storage.misc.effects or findLocal({ "bloodhit", "breakwindow", gc = true, })[1] assert(effects, kick, "Failed to find effects module") storage.misc.effects = effects local sound = storage.misc.sound or findLocal({ "PlaySound", "PlaySoundId", gc = true, })[1] assert(sound, kick, "Failed to find sound module") storage.misc.sound = sound local gamelogic = storage.misc.gamelogic or findLocal({ "gammo", "setsprintdisable", "controllerstep", gc = true, })[1] assert(gamelogic, kick, "Failed to find gamelogic module") storage.misc.gamelogic = gamelogic local particle = storage.misc.particle or findLocal({ "new", "reset", "step", gc = true, env = { script = "Framework" } })[1] assert(particle, kick, "Failed to find particle module") storage.misc.particle = particle local beamobject = storage.misc.beamobject or debug.getupvalue(particle.new, 1) assert(beamobject, kick, "Failed to find beamobject module") assert(beamobject.Destroy and beamobject.new and beamobject.step, kick, "Failed to find beamobject module") local camera = storage.misc.camera or findLocal({ "setfixedcam", "setmenucam", "setmenucf", gc = true, env = { script = "Framework" } })[1] assert(camera, kick, "Failed to find camera module") storage.misc.camera = camera do -- Character shit, pf renames characters so yeah umh local replication = storage.misc.replication or findLocal({ "removecharacterhash", "getplayerhit", "thickcastplayers", env = { script = "Framework" } })[1] assert(replication, kick, "Failed to find replication module") storage.misc.replication = replication utility.getcharacter = function(player) if player == LocalPlayer then return char.rootpart and char.rootpart.Parent end for i,v in pairs(debug.getupvalue(replication.getplayerhit, 1)) do if v == player then return i end end end char.humanoid = debug.getupvalue(char.getstate, 1) storage.char = storage.char or {} -- Infinite jump & JumpPower storage.char.jump = storage.char.jump or char.jump char.jump = function(self, ...) if (settings.setjumppower) then char.humanoid.JumpPower = (2 * game.Workspace.Gravity * settings.jumppower) ^ 0.5 char.humanoid.Jump = true return true end return storage.char.jump(self, ...) end -- walkspeed storage.char.setbasewalkspeed = storage.char.setbasewalkspeed or char.setbasewalkspeed storage.char.oldWalkspeed = 16 char.setbasewalkspeed = function(self, speed, ...) storage.char.oldWalkspeed = speed if (settings.setwalkspeed) then return storage.char.setbasewalkspeed(self, settings.walkspeed) end return storage.char.setbasewalkspeed(self, speed, ...) end --[[ storage.char.loadgun = storage.char.loadgun or char.loadgun local modifyData = storage.char.modifyData or debug.getupvalue(char.loadgun, 1) storage.char.modifyData = modifyData local getGunData = storage.char.getGunData or debug.getupvalue(char.loadgun, 2) storage.char.getGunData = getGunData char.loadgun = function(...) local gunName, magShit, spareRounds, attachments, data, camodata, gunnumber = ... print(gunName, magShit, spareRounds, attachments, data, camodata, gunnumber) --local data = v33(u38(self), p296, p297); return storage.char.loadgun(...) end--]] --[[for i,v in pairs(gamelogic.currentgun) do print(i,v) end--]] end do -- Workspace visuals local color = Color3.fromRGB(175, 120, 180) local function editInstance(v) if v:IsA("BasePart") then v.Material = Enum.Material.ForceField v.Color = color elseif v:IsA("FileMesh") then v.TextureId = '6856098975' -- 6838365496 if v.Parent and v.Parent:IsA("BasePart") then local c = v.Parent.Color v.VertexColor = Vector3.new(color.r, color.g, color.b) end elseif v:IsA("RopeConstraint") then v.Visible = false elseif v:IsA("Texture") then v.Transparency = 1 end end bindEvent(workspace.CurrentCamera.DescendantAdded, function(v) if settings.gunVisuals then editInstance(v) end end) if (settings.gunVisuals) then for i,v in pairs(workspace.CurrentCamera:GetDescendants()) do editInstance(v) end end bindEvent(workspace:WaitForChild("Ignore"):WaitForChild("DeadBody").DescendantAdded, function(v) if settings.deadVisuals then editInstance(v) end end) if (settings.deadVisuals) then for i,v in pairs(workspace.Ignore.DeadBody:GetDescendants()) do editInstance(v) end end local effect = storage.colorEffect or Instance.new("ColorCorrectionEffect") effect.Enabled = settings.colorEffect effect.Brightness = 0.4 effect.Contrast = 0.4 effect.Saturation = 0.1 effect.TintColor = color storage.colorEffect = effect effect.Parent = game:GetService("Lighting") end do -- camera camera.shakespring.s = 0; camera.shakespring.d = 1000; camera.shakespring.t = Vector3.new() camera.magspring.s = 12; camera.magspring.d = 1; camera.magspring.t = 0 camera.swayspring.s = 0; camera.swayspring.d = 1000; camera.swayspring.t = 0 camera.swayspeed.s = 0; camera.swayspeed.d = 1000; camera.swayspeed.t = 0; camera.zanglespring.s = 0; camera.offsetspring.s = 0; end do -- Network hook funcs storage.network = storage.network or {} local old_send = storage.network.send or network.send storage.network.send = old_send network.send = function(self, method, ...) -- hookfunction randomly broke, idk why :( if checkcaller() then return old_send(self, method, ...) end local args = {...} if method == "closeconnection" then return end if method == "falldamage" and settings.nofalldamage then return -- Remove fall damage end if method == "bullethit" and settings.headshotchanceenabled then -- headshot % if args[3] and typeof(args[3]) == 'string' then local ran = math.random(1,100) if ran <= settings.headshotchance then args[3] = "Head" else args[3] = "Torso" end end end if method == "knifehit" and settings.headshotchanceenabled then -- headshot % if args[3] and typeof(args[3]) == "Instance" then local ran = math.random(1,100) if ran <= settings.headshotchance then args[3] = args[3].Parent:FindFirstChild("Head") or args[3] else args[3] = args[3].Parent:FindFirstChild("Torso") or args[3] end end end return old_send(self, method, unpack(args)) end end do -- Metatable hooks local old_mt = storage.old_mt or {} storage.old_mt = old_mt local _nindex = hookmetamethod(game, "__index", function(...) local self, index = ... if checkcaller() then return old_mt.__index(self, index) end if index == "CFrame" and settings.silentaim then -- its a meh.. local barrel = gamelogic and gamelogic.currentgun and gamelogic.currentgun.barrel local sight = gamelogic and gamelogic.currentgun and gamelogic.currentgun.aimsightdata and gamelogic.currentgun.aimsightdata[1] and gamelogic.currentgun.aimsightdata[1].sightpart if barrel and (self == barrel or self == sight) then local Head, dist, plr = utility.getClosestMouseTarget({ ignoreteam = true, ignorewalls = false, maxobscuringparts = 0, name = 'Head', fov = settings.fov, maxdist = 3000, checkifalive = false }) if Head then local bulletspeed = gamelogic.currentgun.data and gamelogic.currentgun.data.bulletspeed or dist * 10 --dist = (bulletspeed ^ 2 * dist + 196.2 * dist) / bulletspeed ^ 2 local t = (bulletspeed * dist + 196.2 * dist) / bulletspeed ^ 2 local Dir = Vector3.new( Head.Position.X, Head.Position.Y + (((196.2 ^ t) / 2) - (t * 2)), Head.Position.Z ) Dir = Dir + (Head.Parent.Torso.Velocity * (t * 2.1)) return CFrame.new(barrel.Position, Dir) end end end return old_mt.__index(self, index) end) old_mt.__index = old_mt.__index or _nindex local _neindex = hookmetamethod(game, "__newindex", function(...) local self, index, value = ... if checkcaller() then return old_mt.__newindex(self, index, value) end if index == "FieldOfView" then return old_mt.__newindex(self, index, value * 3) end return old_mt.__newindex(self, index, value) end) old_mt.__newindex = old_mt.__newindex or _neindex end local clearDrawn, newdrawing do --/ Drawing extra functions local insert = table.insert local newd = Drawing.new local drawn = {} function clearDrawn() -- who doesnt love drawing library for i,v in pairs(drawn) do pcall(function() v:Remove() end) drawn[i] = nil end drawn = {} end function newdrawing(class, props) --if visuals.enabled ~= true then -- return --end local new = newd(class) for i,v in pairs(props) do new[i] = v end insert(drawn, new) return new end end local sett_2 = settings local settings = __SETTINGS__ do --/ Settings -- TODO: Other datatypes. settings.fileName = "PFHax_settings.txt" -- Lovely settings.saved = {} function settings:Get(name, default) local self = {} local value = settings.saved[name] if value == nil and default ~= nil then value = default settings.saved[name] = value end self.Value = value function self:Set(val) self.Value = val settings.saved[name] = val end return self --value or default end function settings:Set(name, value) local r = settings.saved[name] settings.saved[name] = value return r end function settings:Save() local savesettings = settings:GetAll() or {} local new = mergetab(savesettings, settings.saved) local js = serialize(new) writefile(settings.fileName, js) end function settings:GetAll() if not existsFile(settings.fileName) then return end local fileContents = readfile(settings.fileName) local data pcall(function() data = deserialize(fileContents) end) return data end function settings:Load() if not existsFile(settings.fileName) then return end local fileContents = readfile(settings.fileName) local data pcall(function() data = deserialize(fileContents) end) if data then data = mergetab(settings.saved, data) end settings.saved = data return data end ---settings:Load() spawn(function() while main and main.enabled do settings:Save() wait(5) end end) end local esp = {} do local esp_settings = {} esp_settings.enabled = settings:Get("esp.enabled", true) esp_settings.showteam = settings:Get("esp.showteam", false) esp_settings.teamcolor = Color3.fromRGB(155, 114, 170) -- 121,255,97, 57,255,20 esp_settings.enemycolor = Color3.fromRGB(234, 234, 234) -- 238,38,37, 255,0,13, 255,7,58 esp_settings.visiblecolor = Color3.fromRGB(234, 234, 234) -- 0, 141, 255 esp_settings.size = settings:Get("esp.size", 16) esp_settings.centertext = settings:Get("esp.centertext", true) esp_settings.outline = settings:Get("esp.outline", true) esp_settings.transparency = settings:Get("esp.transparency", 0.1) esp_settings.drawdistance = settings:Get("esp.drawdistance", 1500) esp_settings.showvisible = settings:Get("esp.showvisible", true) esp_settings.yoffset = settings:Get("esp.yoffset", 4) esp_settings.showhealth = settings:Get("esp.showhealth", true) esp_settings.showdistance = settings:Get("esp.showdistance", true) setmetatable(esp, { __index = function(self, index) if esp_settings[index] ~= nil then local Value = esp_settings[index] if typeof(Value) == "table" then return typeof(Value) == "table" and Value.Value else return Value end end warn(("EspSettings : Tried to index %s"):format(tostring(index))) end; __newindex = function(self, index, value) if typeof(value) ~= "function" then if esp_settings[index] ~= nil then local v = esp_settings[index] if typeof(v) ~= "table" then esp_settings[index] = value return elseif v.Set then v:Set(value) return end end end rawset(self, index, value) end; }) local currentcamera = workspace.CurrentCamera local worldToViewportPoint = currentcamera.WorldToViewportPoint local floor = math.floor local insert = table.insert local concat = table.concat local v2new = Vector2.new local drawn = {} local completeStop = false local function drawTemplate(player) if completeStop then return end if drawn[player] then return drawn[player] end local obj = newdrawing("Text", { Text = "n/a", Size = esp.size, Color = esp.enemycolor, Center = esp.centertext, Outline = esp.outline, Transparency = (1 - esp.transparency), }) return obj end function esp:Draw(player, character, root, humanoid, onscreen, isteam, dist) if completeStop then return end if character == nil then return esp:Remove(player) end if root == nil then return esp:Remove(player) end if not esp.showteam and isteam then return esp:Remove(player) end if dist then if dist > esp.drawdistance then return esp:Remove(player) end end local where, isvis = worldToViewportPoint(currentcamera, (root.CFrame * esp.offset).p); --if not isvis then return esp:Remove(player) end local oesp = drawn[player] if oesp == nil then oesp = drawTemplate(player) drawn[player] = oesp end if oesp then oesp.Visible = isvis if isvis then oesp.Position = v2new(where.X, where.Y) local color if isteam == false and esp.showvisible then if utility.isvisible(character, root, 0) then color = esp.visiblecolor else color = isteam and esp.teamcolor or esp.enemycolor end else color = isteam and esp.teamcolor or esp.enemycolor end oesp.Color = color oesp.Center = esp.centertext oesp.Size = esp.size oesp.Outline = esp.outline oesp.Transparency = (1 - esp.transparency) local texts = { player.Name, } local b = humanoid and esp.showhealth and ("%s/%s"):format(floor(humanoid.Health + .5), floor(humanoid.MaxHealth + .5)) if b then insert(texts, b) end local c = dist and esp.showdistance and ("%s"):format(floor(dist + .5)) if c then insert(texts, c) end local text = "[ " .. concat(texts, " | ") .. " ]" oesp.Text = text end end end function esp:Remove(player) local data = drawn[player] if data ~= nil then data:Remove() drawn[player] = nil end end function esp:RemoveAll() for i,v in pairs(drawn) do pcall(function() v:Remove() end) drawn[i] = nil end end function esp:End() completeStop = true esp:RemoveAll() end end local boxes = {} do --/ Boxes local boxes_settings = {} boxes_settings.enabled = settings:Get("boxes.enabled", true) boxes_settings.transparency = settings:Get("boxes.transparency", .2) boxes_settings.thickness = settings:Get("boxes.thickness", 1.5) boxes_settings.showteam = settings:Get("boxes.showteam", false) boxes_settings.teamcolor = Color3.fromRGB(155, 114, 170) -- 121,255,97, 57,255,20 boxes_settings.enemycolor = Color3.fromRGB(220,20,60) -- 238,38,37, 255,0,13, 255,7,58 boxes_settings.visiblecolor = Color3.fromRGB(234, 234, 234) boxes_settings.thirddimension = settings:Get("boxes.thirddimension", true) boxes_settings.showvisible = settings:Get("boxes.showvisible", true) boxes_settings.dist3d = settings:Get("boxes.dist3d", 1000) boxes_settings.drawdistance = settings:Get("boxes.drawdistance", 4000) boxes_settings.color = Color3.fromRGB(255, 50, 50) setmetatable(boxes, { __index = function(self, index) if boxes_settings[index] ~= nil then local Value = boxes_settings[index] if typeof(Value) == "table" then return typeof(Value) == "table" and Value.Value else return Value end end warn(("BoxesSettings : Tried to index %s"):format(tostring(index))) end; __newindex = function(self, index, value) if typeof(value) ~= "function" then if boxes_settings[index] then local v = boxes_settings[index] if typeof(v) ~= "table" then boxes_settings[index] = value return elseif v.Set then v:Set(value) return end end end rawset(self, index, value) end; }) local currentcamera = workspace.CurrentCamera local unpack = unpack local worldToViewportPoint = currentcamera.WorldToViewportPoint local v2new = Vector2.new local cfnew = CFrame.new local completeStop = false local drawn = {} local function drawTemplate(player, amount) if completeStop then return end if drawn[player] then if #drawn[player] == amount then return drawn[player] end boxes:Remove(player) end local props = { Visible = true; Transparency = 1 - boxes.transparency; Thickness = boxes.thickness; Color = boxes.color; } local a = {} for i = 1,amount or 4 do a[i] = newdrawing("Line", props) end drawn[player] = {unpack(a)} return unpack(a) end local function updateLine(line, from, to, vis, color) if line == nil then return end line.Visible = vis if vis then line.From = from line.To = to line.Color = color end end function boxes:Draw(player, character, root, humanoid, onscreen, isteam, dist) -- No skid plox if completeStop then return end if character == nil then return boxes:Remove(player) end if root == nil then return boxes:Remove(player) end if not onscreen then return boxes:Remove(player) end if not boxes.showteam and isteam then return boxes:Remove(player) end local _3dimension = boxes.thirddimension if dist ~= nil then if dist > boxes.drawdistance then return boxes:Remove(player) elseif _3dimension and dist > boxes.dist3d then _3dimension = false end end local color if isteam == false and boxes.showvisible then if utility.isvisible(character, root, 0) then color = boxes.visiblecolor else color = isteam and boxes.teamcolor or boxes.enemycolor end else color = isteam and boxes.teamcolor or boxes.enemycolor end --size = ... lastsize--, v3new(5,8,0) --getBoundingBox(character)--]] root.CFrame, getExtentsSize(character)--]] -- Might change this later idk + idc if _3dimension then local tlb, trb, blb, brb, tlf, trf, blf, brf, tlf0, trf0, blf0, brf0 if drawn[player] == nil or #drawn[player] ~= 12 then tlb, trb, blb, brb, tlf, trf ,blf, brf, tlf0, trf0, blf0, brf0 = drawTemplate(player, 12) else tlb, trb, blb, brb, tlf, trf ,blf, brf, tlf0, trf0, blf0, brf0 = unpack(drawn[player]) end local pos, size = root.CFrame, root.Size--lastsize--, v3new(5,8,0) local topleftback, topleftbackvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, size.Y, size.Z)).p); local toprightback, toprightbackvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, size.Y, size.Z)).p); local btmleftback, btmleftbackvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, -size.Y, size.Z)).p); local btmrightback, btmrightbackvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, -size.Y, size.Z)).p); local topleftfront, topleftfrontvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, size.Y, -size.Z)).p); local toprightfront, toprightfrontvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, size.Y, -size.Z)).p); local btmleftfront, btmleftfrontvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, -size.Y, -size.Z)).p); local btmrightfront, btmrightfrontvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, -size.Y, -size.Z)).p); local topleftback = v2new(topleftback.X, topleftback.Y) local toprightback = v2new(toprightback.X, toprightback.Y) local btmleftback = v2new(btmleftback.X, btmleftback.Y) local btmrightback = v2new(btmrightback.X, btmrightback.Y) local topleftfront = v2new(topleftfront.X, topleftfront.Y) local toprightfront = v2new(toprightfront.X, toprightfront.Y) local btmleftfront = v2new(btmleftfront.X, btmleftfront.Y) local btmrightfront = v2new(btmrightfront.X, btmrightfront.Y) -- pls don't copy this bad code updateLine(tlb, topleftback, toprightback, topleftbackvisible, color) updateLine(trb, toprightback, btmrightback, toprightbackvisible, color) updateLine(blb, btmleftback, topleftback, btmleftbackvisible, color) updateLine(brb, btmleftback, btmrightback, btmrightbackvisible, color) -- updateLine(brf, btmrightfront, btmleftfront, btmrightfrontvisible, color) updateLine(tlf, topleftfront, toprightfront, topleftfrontvisible, color) updateLine(trf, toprightfront, btmrightfront, toprightfrontvisible, color) updateLine(blf, btmleftfront, topleftfront, btmleftfrontvisible, color) -- updateLine(brf0, btmrightfront, btmrightback, btmrightfrontvisible, color) updateLine(tlf0, topleftfront, topleftback, topleftfrontvisible, color) updateLine(trf0, toprightfront, toprightback, toprightfrontvisible, color) updateLine(blf0, btmleftfront, btmleftback, btmleftfrontvisible, color) return else local tl, tr, bl, br if drawn[player] == nil or #drawn[player] ~= 4 then tl, tr, bl, br = drawTemplate(player, 4) else tl, tr, bl, br = unpack(drawn[player]) end local pos, size = root.CFrame, root.Size local topleft, topleftvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, size.Y, 0)).p); local topright, toprightvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, size.Y, 0)).p); local btmleft, btmleftvisible = worldToViewportPoint(currentcamera, (pos * cfnew(-size.X, -size.Y, 0)).p); local btmright, btmrightvisible = worldToViewportPoint(currentcamera, (pos * cfnew(size.X, -size.Y, 0)).p); local topleft = v2new(topleft.X, topleft.Y) local topright = v2new(topright.X, topright.Y) local btmleft = v2new(btmleft.X, btmleft.Y) local btmright = v2new(btmright.X, btmright.Y) updateLine(tl, topleft, topright, topleftvisible, color) updateLine(tr, topright, btmright, toprightvisible, color) updateLine(bl, btmleft, topleft, btmleftvisible, color) updateLine(br, btmleft, btmright, btmrightvisible, color) return end -- I have never been more bored when doing 3d boxes. end function boxes:Remove(player) local data = drawn[player] if data == nil then return end if data then for i,v in pairs(data) do v:Remove() data[i] = nil end end drawn[player] = nil end function boxes:RemoveAll() for i,v in pairs(drawn) do pcall(function() for i2,v2 in pairs(v) do v2:Remove() v[i] = nil end end) drawn[i] = nil end drawn = {} end function boxes:End() completeStop = true for i,v in pairs(drawn) do for i2,v2 in pairs(v) do pcall(function() v2:Remove() v[i2] = nil end) end drawn[i] = nil end drawn = {} end end local visuals = {} do --/ Visuals visuals.enabled = settings:Get("visuals.enabled", true).Value local players = game:GetService("Players") local locpl = players.LocalPlayer local mouse = locpl:GetMouse() local isDescendantOf = game.IsDescendantOf local getPlayers = players.GetPlayers local findFirstChildOfClass = game.FindFirstChildOfClass local cfnew = CFrame.new local completeStop = false bindEvent(players.PlayerRemoving, function(p) if completeStop then return end boxes:Remove(p) esp:Remove(p) end) local currentcamera = workspace.CurrentCamera local worldToViewportPoint = currentcamera.WorldToViewportPoint local function remove(p) esp:Remove(p) boxes:Remove(p) end local circle = newdrawing("Circle", { Position = Vector2.new(mouse.X, mouse.Y+36), Radius = sett_2.fov, Color = Color3.fromRGB(240,240,240), Thickness = sett_2.fovthickness, Filled = false, Transparency = 0, NumSides = sett_2.fovsides, Visible = sett_2.fovcircle; }) function visuals.step() --if visuals.enabled ~= true then return clearDrawn() end if completeStop then return end if (visuals.enabled and (sett_2.fovcircle)) then circle.Position = Vector2.new(mouse.X, mouse.Y+36) circle.Radius = sett_2.fov circle.NumSides = sett_2.fovsides circle.Thickness = sett_2.fovthickness circle.Transparency = .8 else circle.Transparency = 0 end if visuals.enabled and (esp.enabled or boxes.enabled) then if esp.enabled then esp.offset = cfnew(0, esp.yoffset, 0) end for i,v in pairs(getPlayers(players)) do if (v ~= locpl) then local character = utility.getcharacter(v) if character and isDescendantOf(character, game) == true then local root = utility.getroot(character) local humanoid = findFirstChildOfClass(character, "Humanoid") if root and isDescendantOf(character, game) == true then local screenpos, onscreen = worldToViewportPoint(currentcamera, root.Position) local dist = utility.myroot and (utility.myroot.Position - root.Position).Magnitude local isteam = (v.Team~=nil and v.Team==locpl.Team) and not v.Neutral or false if not boxes.showteam and not esp.showteam and isteam then remove(v) continue end if boxes.enabled then -- Profilebegin is life boxes:Draw(v, character, root, humanoid, onscreen, isteam, dist) else boxes:Remove(v) end if esp.enabled then esp:Draw(v, character, root, humanoid, onscreen, isteam, dist) else esp:Remove(v) end else remove(v) end else remove(v) end end end else -- mhm boxes:RemoveAll() esp:RemoveAll() end end function visuals:End() completeStop = true boxes:End() esp:End() clearDrawn() end table.insert(end_funcs, visuals.End) end -- Ok yes local run = {} do --/ Run local tostring = tostring; local warn = warn; local debug = debug; local runservice = game:GetService("RunService") local renderstep = runservice.RenderStepped local heartbeat = runservice.Heartbeat local stepped = runservice.Stepped local wait = renderstep.wait local function Warn(a, ...) -- ok frosty get to bed warn(tostring(a):format(...)) end run.dt = 0 run.time = tick() local engine = { { name = 'visuals.step', func = visuals.step }; } local heartengine = { } local whilerender = { } run.onstep = {} run.onthink = {} run.onrender = {} function run.wait() wait(renderstep) end local rstname = "Renderstep" bindEvent(renderstep, function(delta) local ntime = tick() run.dt = ntime - run.time run.time = ntime for i,v in pairs(engine) do xpcall(v.func, function(err) Warn("Failed to run %s! %s | %s", v.name, tostring(err), debug.traceback()) engine[i] = nil end, run.dt) end end) bindEvent(heartbeat, function(delta) for i,v in pairs(heartengine) do xpcall(v.func, function(err) Warn("Failed to run %s! %s | %s", v.name, tostring(err), debug.traceback()) heartengine[i] = nil end, delta) end end) bindEvent(stepped, function(delta) for i,v in pairs(whilerender) do xpcall(v.func, function(err) Warn("Failed to run %s! %s | %s", v.name, tostring(err), debug.traceback()) heartengine[i] = nil end, delta) end end) end local uid = tick() .. math.random(1,100000) .. math.random(1,100000) if shared.main and shared.main.close and shared.main.uid~=uid then shared.main:close() end local hud = loadstring(game:HttpGet("https://pastebin.com/raw/3hREvLEU", true))()[1] table.insert(end_funcs, hud.End) do --/ Main or something I am not sure what I am writing anymore settings:Save() main.enabled = true main.visible = hud.Visible function main:show() hud:show() main.visible = hud.Visible end function main:hide() hud:hide() main.visible = hud.Visible end setmetatable(main, { -- ok safazi be happy now __newindex = function(self, index, value) if (index == "Keybind") then settings:Set("hud.keybind", value) hud.Keybind = value return end end; }) shared.main = main local players = game:GetService("Players") local loc = players.LocalPlayer bindEvent(players.PlayerRemoving, function(p) if p == loc then settings:Save() end end) end local shais = sett_2 -- I didn't think this ui lib through local Aiming = hud:AddTab({ Text = "silent aim", }) Aiming:AddToggle({ Text = "enable silent aim", State = shais.silentaim, }, function(new) shais.silentaim = new end) Aiming:AddSlider({ Text = "headshot chance", Current = shais.headshotchance, }, {0, 100, 1}, function(new) shais.headshotchance = new end) local FieldOfView = Aiming:AddToggleCategory({ Text = "fov", State = shais.fovcircle, }, function(state) shais.fovcircle = state end) FieldOfView:AddSlider({ Text = "Radius", Current = shais.fov, }, {1, 1000, 1}, function(new) shais.fov = new end) FieldOfView:AddSlider({ Text = "Sides", Current = shais.fovsides, }, {6, 40, 1}, function(new) shais.fovsides = new end) FieldOfView:AddSlider({ Text = "Thickness", Current = shais.fovthickness, }, {0.1, 50, 0.1}, function(new) shais.fovthickness = new end) local Character = hud:AddTab({ Text = "character", }) Character:AddToggle({ Text = "no fall damage", State = shais.nofalldamage, }, function(new) shais.nofalldamage = new end) Character:AddToggle({ Text = "enable speed", State = shais.setwalkspeed, }, function(new) shais.setwalkspeed = new if (not new) then storage.char.setbasewalkspeed(char, storage.char.oldWalkspeed) else storage.char.setbasewalkspeed(char, shais.walkspeed) end end) Character:AddSlider({ Text = "speed", Current = shais.walkspeed, }, {1, 100, 1}, function(new) shais.walkspeed = new storage.char.setbasewalkspeed(char, new) end) Character:AddToggle({ Text = "enable jump", State = shais.setjumppower, }, function(new) shais.setjumppower = new end) Character:AddSlider({ Text = "jumppower", Current = shais.jumppower, }, {1, 50, 1}, function(new) shais.jumppower = new end) local Visuals = hud:AddTab({ Text = "Visuals", }) Visuals:AddLabel({Text = "Gun visuals will update when you respawn"}) Visuals:AddToggle({ Text = "Color effect", State = shais.colorEffect, }, function(new) shais.colorEffect = new storage.colorEffect.Enabled = new end) Visuals:AddToggle({ Text = "Gun visuals", State = shais.gunVisuals, }, function(new) shais.gunVisuals = new end) Visuals:AddToggle({ Text = "Dead visuals", State = shais.deadVisuals, }, function(new) shais.deadVisuals = new end) local Hud = hud:AddTab({ Text = "Hud", }) hud.Keybind = settings:Get("hud.keybind", "RightAlt").Value Hud:AddKeybind({ Text = "Toggle", Current = hud.Keybind, }, function(new) settings:Set("hud.keybind", new.Name) hud.Keybind = new.Name end) Hud:AddButton({ Text = "Exit" }, function() main:End() end)
-- Called OnSpellStart function MysticBoltSpendMana(event) local caster = event.caster local ability = event.ability -- Storing current mana into a local variable local current_caster_mana = caster:GetMana() -- If the table is nil or empty, create a new one with same name and insert one element into it if caster.mana_spent_at_cast_time == nil or next(caster.mana_spent_at_cast_time) == nil then -- Create or reset the table caster.mana_spent_at_cast_time = {} -- Create or reset the counter caster.mystic_bolt_counter = 1 -- Store the current mana at the moment of cast in the table caster.mana_spent_at_cast_time[1] = current_caster_mana else -- Increment the counter caster.mystic_bolt_counter = caster.mystic_bolt_counter + 1 -- Store the current mana at the moment of cast in the table caster.mana_spent_at_cast_time[caster.mystic_bolt_counter] = current_caster_mana end -- Spending current mana caster:SpendMana(current_caster_mana, ability) end -- Called OnProjectileHitUnit function MysticBoltHit(event) local target = event.target local caster = event.caster local ability = event.ability -- Find correct mana_at_that_time local mana_at_that_time for i, mana in pairs(caster.mana_spent_at_cast_time) do if mana then mana_at_that_time = mana caster.mana_spent_at_cast_time[i] = nil break end end -- if the 'for loop' doesn't work for some reason then define mana_at_that_time if mana_at_that_time == nil then mana_at_that_time = 0 end -- Checking if target has spell block, if target has spell block, there is no need to execute the spell if not target:TriggerSpellAbsorb(ability) then local ability_level = ability:GetLevel() - 1 local base_damage = ability:GetLevelSpecialValueFor("base_damage", ability_level) local damage_per_mana = ability:GetLevelSpecialValueFor("damage_per_mana", ability_level) local damage_table = {} damage_table.attacker = caster damage_table.damage_type = ability:GetAbilityDamageType() damage_table.ability = ability damage_table.victim = target damage_table.damage = base_damage + mana_at_that_time*damage_per_mana if target:HasModifier("modifier_anti_magic_field_buff") then damage_table.damage_type = DAMAGE_TYPE_PHYSICAL damage_table.damage_flags = DOTA_DAMAGE_FLAG_BYPASSES_BLOCK end -- Applying the damage ApplyDamage(damage_table) end -- Stop Sounds StopSoundOn("Hero_SkywrathMage.ArcaneBolt.Cast", caster) StopSoundOn("Hero_SkywrathMage.ArcaneBolt.Impact", target) end
----------------------------------- -- Area: The Sanctuary of Zitah -- NPC: ??? -- Finishes Quest: Lovers in the Dusk -- !zone 121 ----------------------------------- local ID = require("scripts/zones/The_Sanctuary_of_ZiTah/IDs") require("scripts/globals/npc_util") require("scripts/globals/weather") require("scripts/globals/quests") ----------------------------------- function onTrade(player,npc,trade) end function onTrigger(player,npc) if player:getQuestStatus(BASTOK, tpz.quest.id.bastok.LOVERS_IN_THE_DUSK) == QUEST_ACCEPTED and VanadielTOTD() == tpz.time.DUSK then player:startEvent(204) else player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) if csid == 204 then npcUtil.completeQuest(player, BASTOK, tpz.quest.id.bastok.LOVERS_IN_THE_DUSK, {item = 17346, fame = 120}) end end
local uv = require "lluv" local iconv = require "iconv" local json = require "dkjson" local NULL = require "null".null local utils = {} utils.json = json utils.NULL = NULL utils.STATUS = { SENDING = 'sending', SUCCESS = 'success', FAIL = 'fail', } function utils.coalesce(v, ...) if v == NULL then return utils.coalesce(...) end return v end local unpack = unpack or table.unpack -- luacheck: ignore unpack utils.unpack = unpack do -- is_uuid local pattern = '^%x%x%x%x%x%x%x%x%-%x%x%x%x%-%x%x%x%x%-%x%x%x%x%-%x%x%x%x%x%x%x%x%x%x%x%x$' function utils.is_uuid(s) return s and string.match(s, pattern) end end function utils.is_2xx(c) return c and (c >= 200) and (c <= 299) and c end function utils.delay_call(timeout, cb, ...) local argv, argc = {...}, select('#', ...) uv.timer():start(timeout, function(timer) timer:close() cb(unpack(argv, 1, argc)) end) end local function pass(msg) return msg end function utils.iconv_converter(src, dst) if dst == src then return pass end local conv = iconv.new(dst, src) if not conv then return pass end return function(msg) return msg and conv:iconv(msg) or msg end end do -- pgerr_tostring local conv = utils.iconv_converter('utf-8', 'cp866') function utils.pgerr_tostring(err) if err and err.cat and err:cat() == "PostgreSQL" then err = conv(tostring(err)) end return tostring(err) end end function utils.render(str, params, ...) for k, v in pairs(params) do str = string.gsub(str, '${' .. k .. '}', v) end if ... then return utils.render(str, ...) end return str end function utils.deep_render(t, ...) if type(t) == 'string' then return utils.render(t, ...) end local res = {} for k, v in pairs(t) do res[k] = utils.deep_render(v, ...) end return res end function utils.append(t, v) t[#t + 1] = v return t end function utils.pg_apply_names(rs, no_null) local colnames = rs.header and rs.header[1] for rowid = 1, #rs do local row = rs[rowid] for i = 1, #row do local name = colnames[i] local value = row[i] print(value, NULL) if value == NULL then print("::", name, value, no_null) if no_null then value = nil end end row[name] = value end end return rs end function utils.pg_named_cb(no_null, cb) if not cb then cb, no_null = no_null, nil end return function(self, err, ...) if ... then utils.pg_apply_names(..., no_null) end return cb(self, err, ...) end end utils.is = setmetatable ({}, { __index = function (self, TYPE) local fn = function (VALUE) if type(VALUE) ~= TYPE then local msg = string.format('Invalid value type. Expected `%s` but got `%s`', TYPE, type(VALUE) ) return error(msg, 2) end return VALUE end self[TYPE] = fn return fn end }) return utils
--- A western style swinging door with key. Door = { -- specifies whether it is in the closed or opened state open = nil, -- specifies whether the key is turned or not locked = nil } function Door.new( map, x, y, dir ) local door = Object.new( map, x, y, 0, dir ) door.opened = false door.locked = false door.interaction = interaction.open door.isDoor = true door.render = Door.render door.isOpen = Door.isOpen door.isLocked = Door.isLocked door.open = Door.open door.close = Door.close door.lock = Door.lock door.unlock = Door.unlock return door end function Door:isOpen() return self.opened end function Door:isLocked() return self.locked end function Door:open() if not self.opened and not self.locked then self.opened = true end end function Door:close() if not self.locked then self.opened = false end end function Door:lock() -- if key in door self.locked = true end function Door:unlock() -- if key in door self.locked = false end function Door:render( x, y ) local x = self.x * world.tileSize local y = self.y * world.tileSize local w = world.tileSize local h = world.tileSize if self.opened then love.graphics.setColor( 255, 255, 255 ) else love.graphics.setColor( 0, 0, 0 ) end love.graphics.rectangle( "fill", x, y, w, h ) end
-- Copyright (c) 2019 Redfern, Trevor <trevorredfern@gmail.com> -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT describe("Alignment", function() local align = require "moonpie.ui.alignment" it("align left uses the smallest value possible", function() local x = align("left", 10, 50, 5) assert.equals(10, x) end) it("align right returns the maximum minus the width", function() local x = align("right", 10, 50, 5) assert.equals(45, x) end) it("takes the difference when aligning to the center", function() local x = align("center", 10, 50, 5) assert.equals(17.5, x) end) it("align top uses the smallest value possible", function() local y = align("top", 10, 50, 5) assert.equals(10, y) end) it("aligns bottom to the maximum minus the height", function() local y = align("bottom", 10, 50, 5) assert.equals(45, y) end) it("aligns middle to the difference and half left over", function() local y = align("middle", 10, 50, 5) assert.equals(17.5, y) end) end)
local config = require "formatter.config" local M = {} function M.setup(o) config.set_defaults(o) end return M
object_building_player_construction_construction_player_tcg_relaxation_pool = object_building_player_construction_shared_construction_player_tcg_relaxation_pool:new { } ObjectTemplates:addTemplate(object_building_player_construction_construction_player_tcg_relaxation_pool, "object/building/player/construction/construction_player_tcg_relaxation_pool.iff")
return { ["LOP_NOP"]= 1, ["LOP_BREAK"]= 2, ["LOP_LOADNIL"]= 3, ["LOP_LOADB"]= 4, ["LOP_LOADN"]= 5, ["LOP_LOADK"]= 6, ["LOP_MOVE"]= 7, ["LOP_GETGLOBAL"]= 8, ["LOP_SETGLOBAL"]= 9, ["LOP_GETUPVAL"]= 10, ["LOP_SETUPVAL"]= 11, ["LOP_CLOSEUPVALS"]= 12, ["LOP_GETIMPORT"]= 13, ["LOP_GETTABLE"]= 14, ["LOP_SETTABLE"]= 15, ["LOP_GETTABLEKS"]= 16, ["LOP_SETTABLEKS"]= 17, ["LOP_GETTABLEN"]= 18, ["LOP_SETTABLEN"]= 19, ["LOP_NEWCLOSURE"]= 20, ["LOP_NAMECALL"]= 21, ["LOP_CALL"]= 22, ["LOP_RETURN"]= 23, ["LOP_JUMP"]= 24, ["LOP_JUMPBACK"]= 25, ["LOP_JUMPIF"]= 26, ["LOP_JUMPIFNOT"]= 27, ["LOP_JUMPIFEQ"]= 28, ["LOP_JUMPIFLE"]= 29, ["LOP_JUMPIFLT"]= 30, ["LOP_JUMPIFNOTEQ"]= 31, ["LOP_JUMPIFNOTLE"]= 32, ["LOP_JUMPIFNOTLT"]= 33, ["LOP_ADD"]= 34, ["LOP_SUB"]= 35, ["LOP_MUL"]= 36, ["LOP_DIV"]= 37, ["LOP_MOD"]= 38, ["LOP_POW"]= 39, ["LOP_ADDK"]= 40, ["LOP_SUBK"]= 41, ["LOP_MULK"]= 42, ["LOP_DIVK"]= 43, ["LOP_MODK"]= 44, ["LOP_POWK"]= 45, ["LOP_AND"]= 46, ["LOP_OR"]= 47, ["LOP_ANDK"]= 48, ["LOP_ORK"]= 49, ["LOP_CONCAT"]= 50, ["LOP_NOT"]= 51, ["LOP_MINUS"]= 52, ["LOP_LENGTH"]= 53, ["LOP_NEWTABLE"]= 54, ["LOP_DUPTABLE"]= 55, ["LOP_SETLIST"]= 56, ["LOP_FORNPREP"]= 57, ["LOP_FORNLOOP"]= 58, ["LOP_FORGLOOP"]= 59, ["LOP_FORGPREP_INEXT"]= 60, ["LOP_FORGLOOP_INEXT"]= 61, ["LOP_FORGPREP_NEXT"]= 62, ["LOP_FORGLOOP_NEXT"]= 63, ["LOP_GETVARARGS"]= 64, ["LOP_DUPCLOSURE"]= 65, ["LOP_PREPVARARGS"]= 66, ["LOP_LOADKX"]= 67, ["LOP_JUMPX"]= 68, ["LOP_FASTCALL"]= 69, ["LOP_COVERAGE"]= 70, ["LOP_CAPTURE"]= 71, ["LOP_JUMPIFEQK"]= 72, ["LOP_JUMPIFNOTEQK"]= 73, ["LOP_FASTCALL1"]= 74, ["LOP_FASTCALL2"]= 75, ["LOP_FASTCALL2K"]= 76, ["LOP__COUNT"]= 77 }
skills = {001} -- 범위에서 몹을 대상으로 가장 가까운 대상을 타겟으로 삼아 공격 local me = Client.myPlayerUnit local target = nil local range = 249 -- 내 위치로부터 238 범위가 사거리, 초과할 시 보는 방향으로 나감 local skillID = 001 -- 발사될 스킬 번호 1번 target = Client.field.FindNearUnit(me.x, me.y, range, 2, me) if (target ~= nil) then local dist = (me.x - target.x)^2 + (me.y - target.y)^2 if dist < range^2 then me.UseSkill(skillID, Point(target.x - me.x, target.y - me.y)) end else me.UseSkill(001) end end
local GuidLibary = { } function GuidLibary:Hexidecimal(Size) local HexValues = { } for Index = 1, Size do local HexValue = ("%x"):format((Index == Size and math.random(8, 11)) or math.random(0, 15)) table.insert(HexValues, HexValue) end return table.concat(HexValues) end function GuidLibary:GenerateShort() return ("%s-%s"):format( self:Hexidecimal(16), self:Hexidecimal(5) ) end function GuidLibary:GenerateLong() return ("%s-%s-4%s-%s%s-%s"):format( self:Hexidecimal(8), self:Hexidecimal(4), self:Hexidecimal(3), self:Hexidecimal(1), self:Hexidecimal(3), self:Hexidecimal(12) ) end function GuidLibary.new() return GuidLibary:GenerateLong() end return GuidLibary
mysql = exports.mysql function leader_check (accountName, password) local leader = tonumber( getElementData(source, "factionleader") ) if not (tonumber(leader)==1) then -- If the player is not the leader triggerClientEvent("notLeader",source) else register_email(accountName, password) end end addEvent("leaderCheck",true) addEventHandler("leaderCheck",getRootElement(),leader_check) function register_email(accountName, password) local result = mysql:query("SELECT username FROM emailaccounts WHERE username='" .. mysql:escape_string(accountName) .."'") if (mysql:num_rows(result)>0) then mysql:free_result(result) triggerClientEvent("name_in_use", source) -- Error Message else mysql:free_result(result) triggerClientEvent("closeEmailLogin",source) local dbid = getElementData(source, "dbid") mysql:query_free("INSERT INTO emailaccounts SET username='" .. mysql:escape_string(accountName) .. "', password=MD5('" .. mysql:escape_string(password) .. "'), creator='"..dbid.."'") -- Create the account. mysql:query_free("INSERT INTO emails SET date= NOW(), sender='Customer Services', receiver='" .. mysql:escape_string(accountName) .. "', subject='Welcome', inbox='1',outbox='0', message='Welcome,\ \ Your email account has been registered.\ \ Now you are online you are ableto receive email on the move.\ \ Username: " ..mysql:escape_string(accountName).."\ Password: " ..mysql:escape_string(password).."\ \ Rest assured your private details are secure with us and our arbitarary third party advertisers.\ \ Thank you for registering.'") get_inbox(accountName) get_outbox(accountName) end end addEvent("registerEmail", true) addEventHandler("registerEmail", getRootElement(),register_email) function login_email(accountName, password) local result = mysql:query("SELECT * FROM emailaccounts WHERE username='" .. mysql:escape_string(accountName) .."' AND password=MD5('" .. mysql:escape_string(password) .. "')") if (mysql:num_rows(result)==0) then mysql:free_result(result) triggerClientEvent("loginError", source) -- Error Message else mysql:free_result(result) triggerClientEvent("closeEmailLogin",source) get_inbox(accountName) get_outbox(accountName) end end addEvent("loginEmail", true) addEventHandler("loginEmail", getRootElement(),login_email) function get_inbox(accountName) -- `date` - INTERVAL 1 hour as 'newtime' -- hour correction local result = mysql:query("SELECT id, `date` - INTERVAL 1 hour as 'newdate', sender, subject, message FROM emails WHERE receiver='".. mysql:escape_string(accountName) .."' AND inbox='1' ORDER BY date DESC") if (result) then inbox_table = { } local key = 1 local continue = true while continue do local row = mysql:fetch_assoc(result) if not row then break end inbox_table[key] = { } inbox_table[key][1] = row["id"] inbox_table[key][2] = row["newdate"] inbox_table[key][3] = row["sender"] inbox_table[key][4] = row["subject"] inbox_table[key][5] = row["message"] key = key + 1 end if(key==1)then inbox_table = { { "","","","","Inbox is empty" }, } end mysql:free_result(result) triggerClientEvent("showInbox",source,inbox_table, accountName) end end addEvent("s_getInbox",true) addEventHandler("s_getInbox",getRootElement(),get_inbox) function get_outbox(accountName) local result = mysql:query("SELECT id, `date` - INTERVAL 1 hour as 'newdate', receiver, subject, message FROM emails WHERE sender='".. mysql:escape_string(accountName) .."' AND outbox='1' ORDER BY date DESC") if (result) then outbox_table = { } local key = 1 local continue = true while continue do local row = mysql:fetch_assoc(result) if not row then break end outbox_table[key] = { } outbox_table[key][1] = row["id"] outbox_table[key][2] = row["newdate"] outbox_table[key][3] = row["receiver"] outbox_table[key][4] = row["subject"] outbox_table[key][5] = row["message"] key = key + 1 end if(key==1)then outbox_table = { { "","","","","Outbox is empty" }, } end mysql:free_result(result) triggerClientEvent("showOutbox",source,outbox_table, accountName) end end addEvent("s_getOutbox",true) addEventHandler("s_getOutbox",getRootElement(),get_outbox) function send_message(accountName,to,subject,message) local result = mysql:query("SELECT username FROM emailaccounts WHERE username='" .. mysql:escape_string(to) .."'") if (mysql:num_rows(result)==0) then mysql:free_result(result) triggerClientEvent("invalidAddress", source) -- Error Message else mysql:free_result(result) mysql:query_free("INSERT INTO emails SET date= NOW(), sender='".. mysql:escape_string(accountName) .."', receiver='" .. mysql:escape_string(to) .. "', subject='" .. mysql:escape_string(subject) .. "', message='" .. mysql:escape_string(message) .. "', inbox='1', outbox='1'") get_outbox(accountName) triggerClientEvent("c_sendMessage",source) end end addEvent("sendMessage",true) addEventHandler("sendMessage", getRootElement(),send_message) function delete_inbox_message(id,accountName) mysql:query_free("UPDATE emails SET inbox=0 WHERE id='" .. mysql:escape_string(id) .."'") mysql:query_free("DELETE FROM emails WHERE inbox='0' AND outbox='0'") get_inbox(accountName) end addEvent("deleteInboxMessage",true) addEventHandler("deleteInboxMessage", getRootElement(),delete_inbox_message) function delete_outbox_message(id, accountName) mysql:query_free("UPDATE emails SET outbox=0 WHERE id='" .. mysql:escape_string(id) .."'") mysql:query_free("DELETE FROM emails WHERE inbox='0' AND outbox='0'") get_outbox(accountName) end addEvent("deleteOutboxMessage",true) addEventHandler("deleteOutboxMessage", getRootElement(),delete_outbox_message)
 --------------------------------------------- How to populate the lookup table -------------------------------------------------------------- -- --The lookup table is indexed by a string, which should match the DialogueKey value on the corresponding trigger --The values for the lookup table are lists of tables. Each element of the list represents a line of dialogue ---Example, lookup["key"] = {line1, line2, line3} --The supported values for the tables in the list are as follows: --- speaker (required): Which character is speaking this line? 0 for the character on the left, 1 for the character on the right, -1 for a dialogue choice --- text (required): A string representing the text that will be displayed as the dialogue --- name (optional): A string representing the name we want displayed for this character. ----This only needs to be used if we want to change the name to something other than what is currently displayed --- image (optional): A reference to the UI image asset we want to use for this character ----This only needs to be used when we want to change the image to something other than what is currently displayed ----This value also supports passing a player, in which case it will use their profile picture --- optionA (optional): A table used when the speaker is -1, and represents the first dialogue option. ---- The corresponding button will not be displayed if this value is not set --- optionB (optional): A table used when the speaker is -1, and represents the second dialogue option ---- The corresponding button will not be displayed if this value is not set --- optionC (optional): A table used when the speaker is -1, and represents the third dialogue option ---- The corresponding button will not be displayed if this value is not set --- setFlag (optional): A table used when we want to set a variable on the player for later access ---- The values for this table are: ----- flag (required): A string representing the name of the flag to set ----- value (required): An integer representing the value to set this flag to ----- addValue (required): A boolean. Set to true when you want to add to the existing value, or false when you want to overwrite any existing value --- flagCheck (optional): A table used when we want to conditionally display the line of dialogue. ---- The values for this table are: ----- comparison (required): A function that performs a comparison on two values and returns true or false. ----- lValueKey (required): A string representing the name of the flag to use. The value of the flag will be passed as the first parameter to the comparison function ----- rValue (optional): A variable that represents a value (or values if it's a table) to compare the flag with. ------ The type of this variable should match the expected type for the second parameter in the comparison function --The optionA, optionB, and optionC tables support the following values: --- text (required): A string representing the text to display on the button --- path (optional): Any branching dialogue that is specific to this option, set up the same as a normal dialogue table. ----Once this path has been traversed, the dialogue will continue along the original dialogue path --- flagCheck (optional): A table used when we want to conditionally display certain dialogue options ----This structure should be set up the same way as the flagCheck parameter above -------------------------------------------------------------------------------------------------------------------------------------------- lookup = {} ----------------------- Helper data structures ----------------------- ---------------------------------------------------------------------- local portraitImages = { taco = script:GetCustomProperty("TacoImage"), bird = script:GetCustomProperty("BirdImage"), monkey = script:GetCustomProperty("MonkeyImage"), player = Game.GetLocalPlayer() } local names = { taco = "Timmy the Taco", bird = "Bird Boi", monkey = "Toy Monkey", player = "You" } ---------------------------------------------------------------------- ---------------------------------------------------------------------- ------------------------ Comparison Functions ------------------------ ---------------------------------------------------------------------- function GreaterThanComparison(lValue, rValue) return lValue > rValue end function LessThanComparison(lValue, rValue) return lValue < rValue end function GreaterThanOrEqualToComparison(lValue, rValue) return lValue >= rValue end function LessThanOrEqualToComparison(lValue, rValue) return lValue <= rValue end function EqualsComparison(lValue, rValue) return lValue == rValue end function NotEqualsComparison(lValue, rValue) return lValue ~= rValue end ---------------------------------------------------------------------- ---------------------------------------------------------------------- ------------------------ Dialogue Tables ----------------------------- ---------------------------------------------------------------------- local tacoDialogue = { {speaker = 0, name = names.taco, image = portraitImages.taco, text = "They call me Timmy the tiny taco. Can you guess why?"}, {speaker = 1, name = names.player, image = portraitImages.player, text = "It's probably because you're a tiny taco"} } local birdDialogue = { {speaker = 0, setFlag = {flag = "SpokeToBird", value = 1, addValue = false}, name = names.bird, image = portraitImages.bird, text = "I'm a bird. I do a lot of tweeting and retweeting" }, {speaker = 1, name = names.player, image = portraitImages.player, text = "What's your Twitter?"}, {speaker = 0, text = "@Twitter of course!"}, {speaker = -1, optionA = {text = "...", path = { {speaker = 0, text = "Hello? You there?"}, {speaker = 1, text = "Why is my life like this? WHY?"}, {speaker = 0, text = "Well ok then. Bye"} } }, optionB = {flagCheck = {comparison = NotEqualsComparison, lValueKey = "SpokeToMonkey", rValue = 1}, text = "That's hilarious!", path = { {speaker = 0, text = "But I wasn't joking. The profile picture is a selfie I took after all"} } }, optionC = {text="Oh I already follow you", path = { {speaker = 0, text = "What was your favorite tweet of mine?"}, {speaker = 1, text = "Probably the one from a few weeks ago."}, {speaker = 0, text = "Oh yeah. That one was pretty great."} } } }, {speaker = 1, text = "I'm glad I said that"} } local monkeyDialogue = { {speaker = 1, setFlag = {flag = "SpokeToMonkey", value = 1, addValue = false}, name = names.player, image = portraitImages.player, text = "Please no monkey business from you."}, {speaker = 0, flagCheck = {comparison = EqualsComparison, lValueKey = "SpokeToBird", rValue = 1}, name = names.monkey, image = portraitImages.monkey, text = "I see you've spoken to Bird Boi." }, {speaker = 0, name = names.monkey, image = portraitImages.monkey, text = "I make no promises."}, {speaker = 0, text = "How do monkeys get down the stairs? They slide down the banana-ster!"} } ---------------------------------------------------------------------- ---------------------------------------------------------------------- --Here is where we actually set the values in the lookup table lookup["Taco"] = tacoDialogue lookup["Bird"] = birdDialogue lookup["Monkey"] = monkeyDialogue
Config = {} Config.Locale = 'fr' -- Localisation Config.CurrencyPrefix = '$' -- Ex. $ for USD - will be in front of the price Config.CurrencySuffix = '' -- Ex. DKK for Danish Kroner - will be behind the price, remember a space in the start. Config.Zones = { BikeRental = { Enable = true, -- Enable/Disable Bike Rental Name = _U('bikerental_blip'), -- Blip Name DrawDistance = 10.0, -- DrawDistance lower is better! (controles how fare away you should be before the marker on the ground is drawn) MarkerType = 25, -- Marker Type https://forum.fivem.net/t/drawmarker-pictures-for-dev/99136 ZoneSize = {x = 2.0, y = 2.0, z = 2.0}, -- Zone Size (How large the ring is) MarkerColor = {r = 0, g = 255, b = 255}, -- Marker Color RGB RentetMarkerColor = {r = 255, g = 0, b = 0}, -- Marker Color when bike is rentet BlipSprite = 162, -- Map Marker Icon http://gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html BlipScale = 0.8, -- Size of Map Marker BlipColor = 15, -- Map Marker Color EnableBlips = true, -- Enable/Disable Map Markers Free = false, -- Controle if bike rental is free Multiplier = 5, -- Multiplie the renting price, if bike is not returned (Bike Rental resets on server restart) MenuTitle = _U('menu_title_bikerental'), -- Menu Title ItemType = 'vehicle', -- Item Type (This one is not used currently, but is intended to be used if script is expanded) MenuActions = { MenuTrigger = 'bikerental_menu', -- Menu Trigger MenuMessage = _U('press_bikerental_menu'), -- Menu Help Text }, Items = { -- Item, label, and price used for the menu {item = 'BMX', label = 'BMX Cykel', price = 10}, {item = 'CRUISER', label = 'Cruiser Cykel', price = 10}, {item = 'FIXTER', label = 'Racercykel', price = 10}, {item = 'SCORCHER', label = 'Mountainbike', price = 10}, {item = 'TRIBIKE', label = 'Triathlon Cykel 1', price = 10}, {item = 'TRIBIKE2', label = 'Triathlon Cykel 2', price = 10}, {item = 'TRIBIKE3', label = 'Triathlon Cykel 3', price = 10}, }, Pos = { -- Zone positions {x = -246.980, y = -339.820, z = 29.000}, {x = -1085.78, y = -263.01, z = 36.80}, {x = -1262.36, y = -1438.98, z = 3.45}, {x = -248.95, y = -1528.82, z = 30.62}, {x = 1808.5, y = 3676.96, z = 33.31}, {x = -839.99, y = 5402.05, z = 33.64} } }, Basejumping = { Enable = true, -- Enable/Disable Basejumping Name = _U('basejumping_blip'), -- Blip Name DrawDistance = 10.0, -- DrawDistance lower is better! (controles how fare away you should be before the marker on the ground is drawn) MarkerType = 25, -- Marker Type https://forum.fivem.net/t/drawmarker-pictures-for-dev/99136 ZoneSize = {x = 2.0, y = 2.0, z = 2.0}, -- Zone Size (How large the ring is) MarkerColor = {r = 255, g = 168, b = 0}, -- Marker Color RGB BlipSprite = 94, -- Map Marker Icon http://gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html BlipScale = 0.8, -- Size of Map Marker BlipColor = 81, -- Map Marker Color EnableBlips = true, -- Enable/Disable Map Markers Free = false, -- Controle if bike rental is free MenuTitle = _U('menu_title_basejumping'), -- Menu Title ItemType = 'weapon', -- Item Type (Is in use dont change or it will break) MenuActions = { MenuTrigger = 'basejumping_menu', -- Menu Trigger MenuMessage = _U('press_basejumping_menu'), -- Menu Help Text }, Items = { -- Item, label, and price used for the menu {item = 'GADGET_PARACHUTE', label = 'Faldskærm', price = 75}, }, Pos = { -- Zone positions {x = 451.45, y = 5587.85, z = 780.23}, {x = -1136.27, y = 4659.88, z = 243.02}, {x = 1665.17, y = -28.0, z = 195.97}, {x = -119.97, y = -977.51, z = 303.41}, {x = -543.86, y = -2226.02, z = 121.44}, }, TelePos = { -- Basejump TP locations (used to launch the player for basejumping) {x = 446.74, y = 5587.83, z = 791.2, h = 85.5}, {x = -1146.22, y = 4660.92, z = 243.89, h = 88.5}, {x = 1659.71, y = -29.39, z = 196.93, h = 103.5}, {x = -118.81, y = -979.88, z = 304.24, h = 207.5}, {x = -539.62, y = -2228.61, z = 122.36, h = 237.5}, } } }
--点晴大兽-Cyclogic local m=14000043 local cm=_G["c"..m] cm.named_with_another=1 function cm.initial_effect(c) --SpecialSummon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(m,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_DELAY) e1:SetCode(EVENT_REMOVE) e1:SetRange(LOCATION_REMOVED) e1:SetCondition(cm.spcon) e1:SetTarget(cm.sptg) e1:SetOperation(cm.spop) c:RegisterEffect(e1) --lp Recover local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(m,1)) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e2:SetCode(EVENT_PHASE+PHASE_END) e2:SetRange(LOCATION_REMOVED) e2:SetCondition(cm.lpcon) e2:SetOperation(cm.lpop) c:RegisterEffect(e2) end function cm.ANOTHER(c) local m=_G["c"..c:GetCode()] return m and m.named_with_another end function cm.rfilter(c) return cm.ANOTHER(c) and c:IsFaceup() and not c:IsCode(m) end function cm.spcon(e,tp,eg,ep,ev,re,r,rp) return eg:IsExists(cm.rfilter,1,nil,tp) end function cm.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function cm.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c:IsRelateToEffect(e) then if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)~=0 then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_LEAVE_FIELD_REDIRECT) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetReset(RESET_EVENT+RESETS_REDIRECT) e1:SetValue(LOCATION_REMOVED) c:RegisterEffect(e1,true) Duel.BreakEffect() local g1=Duel.GetMatchingGroup(cm.cfilter,tp,LOCATION_REMOVED,0,nil) local ct=g1:GetCount() if ct>0 then Duel.SetLP(tp,Duel.GetLP(tp)-ct*800) end end end end function cm.cfilter(c) return cm.ANOTHER(c) and c:IsFaceup() end function cm.lpcon(e,tp,eg,ep,ev,re,r,rp) return Duel.GetFlagEffect(tp,14000041)==0 and e:GetHandler():IsFaceup() end function cm.lpop(e,tp,eg,ep,ev,re,r,rp) Duel.RegisterFlagEffect(tp,14000041,RESET_PHASE+PHASE_END,0,1) Duel.Hint(HINT_CARD,0,m) local g=Duel.GetFieldGroup(tp,LOCATION_REMOVED,0) local ct=Duel.SendtoDeck(g,nil,2,REASON_EFFECT) if ct>0 then Duel.Recover(tp,ct*400,REASON_EFFECT) end end
local M = {} local selector = require 'lumen.tasks.selector' local sched = require 'lumen.sched' local log = require 'lumen.log' local function script_path() local str = debug.getinfo(2, "S").source:sub(2) return str:match("(.*/)") end M.new = function(conf) local encoder_lib = require( conf.encoder or 'lumen.lib.dkjson') conf.encode_f = conf.encode_f or encoder_lib.encode conf.decode_f = conf.decode_f or encoder_lib.decode local encode_f = conf.encode_f local decode_f = conf.decode_f local ivs = assert(loadfile (script_path()..'lib/inventory_view_sets.lua'))() --M.conf = conf local rong = setmetatable({ conf = conf, signals = loadfile (script_path()..'lib/signals.lua')(), inv = ivs.inv, view = ivs.view, }, { __index = M, }) local messages = assert(require ('rong.messages.'..conf.protocol)).new(rong) rong.messages = messages local incomming_handler = function (data, err) if data then --log('RONG', 'DEBUG', 'Incomming: %s', tostring(data)) local m = assert(decode_f(data)) for k, v in pairs(m) do if messages.incomming[k] then --log('RONG', 'DEBUG', ' Incomming found: %s', tostring(k)) messages.incomming[k] (rong, v) else log('RONG', 'WARN', ' Incomming unknown: %s', tostring(k)) end end --[[ if m.view then process_incoming_view(rong, m) elseif m.messages then elseif m.subscribe then elseif m.subrequest then end --]] else log('RONG', 'WARN', 'Incomming error: %s', tostring(err)) end return true end rong.net = require 'rong.lib.networking'.new(rong, incomming_handler) rong.pending = require 'rong.lib.pending'.new(rong) -- start tasks --rong.broadcast_listener_task = sched.sigrun( -- { rong.signals.broadcast_view }, -- function() messages:broadcast_view() end --) rong.broadcast_view_task = sched.run( function () local timeout = conf.send_views_timeout local spread = 0.1 local spread_2 = spread / 2 while true do --sched.signal( rong.signals.broadcast_view ) messages:broadcast_view() sched.sleep( timeout + (spread*math.random()-spread_2)*timeout ) end end ) M.subscribe = function (rong, sid, filter) sid = sid or 'sid:'..math.random(2^31) --subscriptions:add(sid,{subscription_id=sid, filter=s.filter, p_encounter=p_encounter, --last_seen=t, ts=t, cached_template=parser.build_subscription_template(s),own=skt}) log('RONG', 'INFO', 'Publishing subscription: "%s"', tostring(sid)) rong.view:add(sid, filter, true) messages.init_subscription(sid) if messages.message_scan_for_delivery then messages.message_scan_for_delivery() end log('RONG', 'INFO', ' subscriptions: %i', rong.view:len()) return rong.view[sid] end M.update_subscription = function (rong, sid, filter) if not sid then return nil, 'Missing sid for update' end log('RONG', 'INFO', 'Updating subscription: "%s"', tostring(sid)) rong.view:update(sid, filter, true) --messages.init_subscription(sid) if messages.message_scan_for_delivery then messages.message_scan_for_delivery() end return rong.view[sid] end M.notificate = function (rong, nid, data) nid = nid or 'nid:'..math.random(2^31) log('RONG', 'INFO', 'Publishing notification: "%s"', tostring(nid)) rong.inv:add(nid, data, true) local entry = messages.init_notification(nid) if messages.message_scan_for_delivery then messages.message_scan_for_delivery() end log('RONG', 'INFO', ' notifications: %i', rong.inv:len()) return entry end log('RONG', 'INFO', 'Library instance initialized: %s', tostring(rong)) return rong end return M
local Tools={ CurrentSortItem = nil, } AAH.Tools=Tools function AAHDebug(msg) --[===[@alpha@ DEFAULT_CHAT_FRAME:AddMessage(msg) --@end-alpha@]===] end function Tools.SortBidLess(item1, item2) if item1.bidPrice == item2.bidPrice then return item1.auctionid < item2.auctionid end return item1.bidPrice < item2.bidPrice end function Tools.SortBidMore(item1, item2) return not Tools.SortBidLess(item1, item2) end function Tools.SortBuyoutLess(item1, item2) if item1.buyoutPrice == 0 then if item2.buyoutPrice == 0 then return Tools.SortBidLess(item1, item2) end return false elseif item2.buyoutPrice == 0 then return true else if item1.buyoutPrice == item2.buyoutPrice then return item1.auctionid < item2.auctionid end return item1.buyoutPrice < item2.buyoutPrice end end function Tools.SortBuyoutMore(item1, item2) return Tools.SortBuyoutLess(item2, item1) end function Tools.SortBidPPULess(item1, item2) local white1 = Tools.GetWhiteValue(item1.name) local white2 = Tools.GetWhiteValue(item2.name) local PPU1 = item1.bidppu or (item1.bidPrice / item1.count) local PPU2 = item2.bidppu or (item2.bidPrice / item2.count) local v1 = PPU1/white1 local v2 = PPU2/white2 if v1==v2 then return item1.auctionid < item2.auctionid end return v1 < v2 end function Tools.SortBidPPUMore(item1, item2) return not Tools.SortBidPPULess(item1, item2) end function Tools.SortBuyoutPPULess(item1, item2) if item1.buyoutPrice == 0 then if item2.buyoutPrice == 0 then return Tools.SortBidLess(item1, item2) end return false elseif item2.buyoutPrice == 0 then return true else local white1 = Tools.GetWhiteValue(item1.name) local white2 = Tools.GetWhiteValue(item2.name) local PPU1 = item1.buyppu or (item1.buyoutPrice / item1.count) local PPU2 = item2.buyppu or (item2.buyoutPrice / item2.count) local v1 = PPU1/white1 local v2 = PPU2/white2 if v1==v2 then return item1.auctionid < item2.auctionid end return v1 < v2 end end function Tools.SortBuyoutPPUMore(item1, item2) return Tools.SortBuyoutPPULess(item2, item1) end function Tools.SortLess(item1, item2) if Tools.CurrentSortItem == "status" then if item1[Tools.CurrentSortItem] == false and item2[Tools.CurrentSortItem] == true then return true else return false end elseif Tools.CurrentSortItem == "seller" or Tools.CurrentSortItem == "bidder" then return Tools.StringLower(item1[Tools.CurrentSortItem]) < Tools.StringLower(item2[Tools.CurrentSortItem]) elseif Tools.CurrentSortItem == "name" then for _, id in pairs({200000, 200003}) do local count1, name1 = item1[Tools.CurrentSortItem]:gsub("%"..COMMA, ""):match("(%d*) "..TEXT("Sys"..id.."_name_plural").."$") local count2, name2 = item2[Tools.CurrentSortItem]:gsub("%"..COMMA, ""):match("(%d*) "..TEXT("Sys"..id.."_name_plural").."$") if count1 and count2 then return tonumber(count1) < tonumber(count2) end end return item1[Tools.CurrentSortItem]:gsub("%"..COMMA, "") < item2[Tools.CurrentSortItem]:gsub("%"..COMMA, "") else return item1[Tools.CurrentSortItem] < item2[Tools.CurrentSortItem] end end function Tools.SortMore(item1, item2) if Tools.CurrentSortItem == "status" then if item1[Tools.CurrentSortItem] == true and item2[Tools.CurrentSortItem] == false then return true else return false end elseif Tools.CurrentSortItem == "seller" or Tools.CurrentSortItem == "bidder" then return Tools.StringLower(item1[Tools.CurrentSortItem]) > Tools.StringLower(item2[Tools.CurrentSortItem]) elseif Tools.CurrentSortItem == "name" then for _, id in pairs({200000, 200003}) do local count1, name1 = item1[Tools.CurrentSortItem]:gsub("%"..COMMA, ""):match("(%d*) "..TEXT("Sys"..id.."_name_plural").."$") local count2, name2 = item2[Tools.CurrentSortItem]:gsub("%"..COMMA, ""):match("(%d*) "..TEXT("Sys"..id.."_name_plural").."$") if count1 and count2 then return tonumber(count1) > tonumber(count2) end end return item1[Tools.CurrentSortItem]:gsub("%"..COMMA, "") > item2[Tools.CurrentSortItem]:gsub("%"..COMMA, "") else return item1[Tools.CurrentSortItem] > item2[Tools.CurrentSortItem] end end function Tools.CalcBidPrice(money) local price = math.floor(money * 1.05) if price == money then price = price + 1 end return price end function Tools.LunaReceive(Name, Message) --@non-alpha@ if string.find(Message, "Build: [%d]+") then if AAH.Manifest.Build < tonumber(string.match(Message, "[%d]+")) and not AAH.Updated then DEFAULT_CHAT_FRAME:AddMessage(AAHLocale.Messages.LUNA_NEW_VERSION_FOUND) AAH.Updated = true end end --@end-non-alpha@ end function Tools.LocalTimeString(leftTime) local days, hours, minutes local temptime days = math.floor(leftTime / 1440) temptime = leftTime - (days * 1440) hours = string.format("%2s", math.floor(temptime / 60)) temptime = temptime - (hours * 60) minutes = string.format("%02s", temptime) if days == 0 then days = " " else hours = string.format("%02d", hours) days = days..AAHLocale.Messages.TOOLS_DAY_ABV end if days == " " and hours == 0 then hours = " " else hours = hours..AAHLocale.Messages.TOOLS_HOUR_ABV end return days.." "..hours.." "..minutes..AAHLocale.Messages.TOOLS_MIN_ABV end function Tools.EvaluateString(str) str = string.gsub(str, ",", ".") local func, _error = loadstring("return " .. str, str) if _error then return _error end local _,result = pcall( func, str ) return result end function Tools.ChatEdit_AddItemLink(ItemLink, insert_in_self) if ItemLink == nil then return end if ITEMLINK_EDITBOX ~= nil then ITEMLINK_EDITBOX:InsertText(ItemLink) return true elseif insert_in_self and AAH_AuctionFrame:IsVisible() and AAH_BrowseFrame:IsVisible() then local _type, _data, _name = ParseHyperlink(ItemLink) AAH_BrowseNameEditBox:SetText(_name) return true else local editbox = GetKeyboardFocus() if editbox then local _type, _data, _name = ParseHyperlink(ItemLink) editbox:InsertText(_name) return true end end return false end function Tools.GetVendorPrice() local temp for i = 1, 40 do local label = getglobal("AAH_TooltipTextLeft"..i) if label:IsVisible() then temp = label:GetText() if temp and string.find(temp, TEXT("SYS_ITEM_COST")) then temp = string.gsub(temp, COMMA, "") return tonumber(string.match(temp, "%d+")) end end end return nil end function Tools.SetDropDown(frame, id, name, color) if name then getglobal(frame:GetName().."Text"):SetText(name) if color then getglobal(frame:GetName().."Text"):SetColor(color[1], color[2], color[3]) end end if id then frame.selectedID = id end end function Tools.ParseLink(link) local data, name if link and link ~= "" then _, data, name = ParseHyperlink(link) if data then return tonumber(string.sub(data, 1, 5), 16), name else AAHDebug("ToolsParseLink: Bad Link: link = "..link) end end return nil, nil end function Tools.ClickPlayerName(this, key) local Seller = this:GetText() if Seller == nil or Seller == "" then return end Hyperlink_Assign(string.format("|Hplayer:%s|h[%s]|h", Seller, Seller), key) end function Tools.FormatDynDecimals(number) if type(number) ~= "number" then AAHDebug("ToolsDynamicDecimalPlaces: Bad number") return 0 elseif number < 0 then return 0 elseif number < 0.001 then return tonumber(string.format("%.6f", number)) elseif number < 0.01 then return tonumber(string.format("%.5f", number)) elseif number < 0.1 then return tonumber(string.format("%.4f", number)) elseif number < 1 then return tonumber(string.format("%.3f", number)) elseif number < 10 then return tonumber(string.format("%.2f", number)) elseif number < 100 then return tonumber(string.format("%.1f", number)) else return tonumber(string.format("%.0f", number)) end end function Tools.FormatNumber(num) if num < 1 and num > -1 and num ~= 0 then return string.format("%.15f",num):gsub("0+$",""):gsub("%.",AAHLocale.Messages.GENERAL_DECIMAL_POINT) end local n = Tools.FormatDynDecimals(num) return Tools.FormatThousands(n) end function Tools.FormatForceDecimals(num) if num < 1 and num > -1 and num ~= 0 then return string.format("%.15f",num):gsub("0+$","") end return num end function Tools.FormatThousands(number) local left,num,right = string.match(tostring(number),'^([^%d]*%d)(%d*)(.-)$') num = num:reverse():gsub('(%d%d%d)','%1'..COMMA) right = right:gsub("^%.",AAHLocale.Messages.GENERAL_DECIMAL_POINT) return left..(num:reverse())..right end function Tools.ParseMoney(t) t = string.gsub(t,"%"..COMMA,"") t = string.gsub(t,"%"..AAHLocale.Messages.GENERAL_DECIMAL_POINT,".") if string.find(t,"e[%+%-%d]*$") then return tonumber(t) end local _,_,v,k = string.find(t,"^(.-)([kK]+)$") if k then t=v * math.pow(10, k:len()*3) end local _,_,v,k = string.find(t,"^(.-)([mM]+)$") if k then t=v * math.pow(10, k:len()*6) end return tonumber(t) end function Tools.IsValidMoneyFormat(t) t = string.match(t,"^%s*(.*)%s*$") -- misplaced thousend point if string.find(t,"%"..COMMA.."%d[^%d]") or string.find(t,"%"..COMMA.."%d%d[^%d]") or string.find(t,"%"..COMMA.."%d$") or string.find(t,"%"..COMMA.."%d%d$") then return false end -- illegal ending if string.find(t,"[^%d^k^K^m^M]$") then return false end -- multiple decimal points if string.find(t,"%"..AAHLocale.Messages.GENERAL_DECIMAL_POINT..".*[%"..AAHLocale.Messages.GENERAL_DECIMAL_POINT.."%"..COMMA.."]") then return false end return Tools.ParseMoney(t) end function Tools.SetSortIcon(frame, icon) if icon == 0 then frame:SetFile("Interface\\AddOns\\AdvancedAuctionhouse\\Textures\\full_arrow_up") elseif icon== 1 then frame:SetFile("Interface\\AddOns\\AdvancedAuctionhouse\\Textures\\full_arrow_down") elseif icon == 2 then frame:SetFile("Interface\\AddOns\\AdvancedAuctionhouse\\Textures\\hollow_arrow_up") elseif icon == 3 then frame:SetFile("Interface\\AddOns\\AdvancedAuctionhouse\\Textures\\hollow_arrow_down") else frame:SetFile("") end end function Tools.GetWhiteValue(itemid) if AAH_SavedSettings.UseMatWhiteValue then return AAH.Data.MatWhiteValue[itemid] or 1 else return 1 end end local Gradient = { -- value r g b a {0.50, 0.0, 1.0, 0.5, 1.0}, {0.75, 0.0, 1.0, 0.0, 1.0}, {1.00, 1.0, 1.0, 1.0, 1.0}, {1.50, 1.0, 1.0, 0.0, 1.0}, {2.00, 1.0, 0.0, 0.0, 1.0}, } local InvGradient = { -- value r g b a {2.00, 0.0, 1.0, 0.5, 1.0}, {1.50, 0.0, 1.0, 0.0, 1.0}, {1.00, 1.0, 1.0, 1.0, 1.0}, {0.75, 1.0, 1.0, 0.0, 1.0}, {0.50, 1.0, 0.0, 0.0, 1.0}, } function Tools.GetAvgPriceColorNew(price, average, widget, inverse) if inverse then getglobal(widget):SetColor(Tools.ColFromGradient(price/average, InvGradient)) else getglobal(widget):SetColor(Tools.ColFromGradient(price/average, Gradient)) end end function Tools.GetAvgPriceColorOld(price, average, widget, inverse) local buyPPUColor = 0 if inverse then if price / average < 1 then buyPPUColor = price / average getglobal(widget):SetColor(1,buyPPUColor,buyPPUColor) else buyPPUColor = 2 - math.min(price / average, 2) getglobal(widget):SetColor(buyPPUColor,1,buyPPUColor) end else if price / average < 1 then buyPPUColor = price / average getglobal(widget):SetColor(buyPPUColor,1,buyPPUColor) else buyPPUColor = 2 - math.min(price / average, 2) getglobal(widget):SetColor(1,buyPPUColor,buyPPUColor) end end end --Make new function the working one (A config option to activate the old one might follow if people don't like it) Tools.GetAvgPriceColor = Tools.GetAvgPriceColorNew function Tools.FindColorType(r, g, b) if r == 1 and g == 1 and b == 1 then return "white" elseif r == 0 and g == 1 and b == 0 then return "green" elseif r == 1 and g == 1 and b == 0 then return "yellow" elseif r == 1 and g == 0 and b == 0 then return "red" elseif string.format("%.2f", r) == "0.94" and string.format("%.2f", g) == "0.38" and string.format("%.2f", b) == "0.05" then return "orange" elseif string.format("%.2f", r) == "0.74" and string.format("%.2f", g) == "0.18" and string.format("%.2f", b) == "1.00" then return "rune" elseif string.format("%.2f", r) == "0.62" and string.format("%.2f", g) == "0.46" and string.format("%.2f", b) == "0.30" then return "set" else return "other" end end -- Copyright notice: This function has been copied BY NOGUAI! from ZZLibrary. function Tools.ColFromGradient(val, gradient) --Return white on missing parameter if not val or not gradient then return 1, 1, 1, 1 end --Sort gradient table table.sort(gradient, function(a,b) return a[1] < b[1] end) --Return color on gradients border if value exceeds one if val <= gradient[1][1] then return gradient[1][2], gradient[1][3], gradient[1][4], gradient[1][5] end if val >= gradient[#gradient][1] then return gradient[#gradient][2], gradient[#gradient][3], gradient[#gradient][4], gradient[#gradient][5] end for i = 1, #gradient-1 do --find nearest gradient points if val >= gradient[i][1] and val <= gradient[i+1][1] then --load differences local temp = {} for j = 1, 5 do temp[j] = gradient[i+1][j] - gradient[i][j] end --calculate relative position local pct = (val - gradient[i][1]) / temp[1] --calculate new color for j = 2, 5 do temp[j] = gradient[i][j] + (temp[j] * pct) end --return color return temp[2], temp[3], temp[4], temp[5] end end end function Tools.StringLower(text) local convert = { ["Ä"] = "ä", ["Ö"] = "ö", ["Ü"] = "ü", } text = string.lower(text) for u, l in pairs(convert) do text = string.gsub(text, u, l) end return text end
module 'belua' { lib { define 'BE_BELUA_IMPL', link_project 'luaxx', link_project 'core' } }
function love.load() auth = require "lib/auth" login = require "bin/login" process = require "lib/process" sha256 = require "lib/sha256" end function love.update() process.update() end function love.draw() windowCanvases = process.renderCanvases() window.drawWindows(windowCanvases) end
local Prop = {} Prop.Name = "Nº401 Rua do Trabalhador" Prop.Cat = "House" Prop.Price = 340 Prop.Doors = { Vector(-818, -1363, -142), } GM.Property:Register( Prop )
require 'torch' left = torch.FloatTensor(torch.FloatStorage('../left.bin')):view(1, 70, 370, 1226) right = torch.FloatTensor(torch.FloatStorage('../right.bin')):view(1, 70, 370, 1226) disp = torch.FloatTensor(torch.FloatStorage('../disp.bin')):view(1, 1, 370, 1226)
local lshift = bit32.lshift local band = bit32.band function apply(opcodes, opcode_cycles, z80, memory) local reg = z80.registers local flags = reg.flags local read_byte = memory.read_byte local write_byte = memory.write_byte set_inc_flags = function(value) flags.z = value == 0 flags.h = value % 0x10 == 0x0 flags.n = false end set_dec_flags = function(value) flags.z = value == 0 flags.h = value % 0x10 == 0xF flags.n = true end -- inc r opcodes[0x04] = function() reg.b = band(reg.b + 1, 0xFF); set_inc_flags(reg.b) end opcodes[0x0C] = function() reg.c = band(reg.c + 1, 0xFF); set_inc_flags(reg.c) end opcodes[0x14] = function() reg.d = band(reg.d + 1, 0xFF); set_inc_flags(reg.d) end opcodes[0x1C] = function() reg.e = band(reg.e + 1, 0xFF); set_inc_flags(reg.e) end opcodes[0x24] = function() reg.h = band(reg.h + 1, 0xFF); set_inc_flags(reg.h) end opcodes[0x2C] = function() reg.l = band(reg.l + 1, 0xFF); set_inc_flags(reg.l) end opcode_cycles[0x34] = 12 opcodes[0x34] = function() write_byte(reg.hl(), band(read_byte(reg.hl()) + 1, 0xFF)) set_inc_flags(read_byte(reg.hl())) end opcodes[0x3C] = function() reg.a = band(reg.a + 1, 0xFF); set_inc_flags(reg.a) end -- dec r opcodes[0x05] = function() reg.b = band(reg.b - 1, 0xFF); set_dec_flags(reg.b) end opcodes[0x0D] = function() reg.c = band(reg.c - 1, 0xFF); set_dec_flags(reg.c) end opcodes[0x15] = function() reg.d = band(reg.d - 1, 0xFF); set_dec_flags(reg.d) end opcodes[0x1D] = function() reg.e = band(reg.e - 1, 0xFF); set_dec_flags(reg.e) end opcodes[0x25] = function() reg.h = band(reg.h - 1, 0xFF); set_dec_flags(reg.h) end opcodes[0x2D] = function() reg.l = band(reg.l - 1, 0xFF); set_dec_flags(reg.l) end opcode_cycles[0x35] = 12 opcodes[0x35] = function() write_byte(reg.hl(), band(read_byte(reg.hl()) - 1, 0xFF)) set_dec_flags(read_byte(reg.hl())) end opcodes[0x3D] = function() reg.a = band(reg.a - 1, 0xFF); set_dec_flags(reg.a) end end return apply
-- loading.lua -- Copyright (c) 2018 Jon Thysell local game = require "game" local Splash = game.Game:new({ id = "splash", title = "RetroLove 1.0.0", caption = "Made with LÖVE", timeRemaining = 2.0, }) function Splash:initGame() self.logo = love.graphics.newImage("logo.png") end function Splash:updateGame(dt, input) self.timeRemaining = self.timeRemaining - dt if self.timeRemaining <= 0 then self:exit() end end function Splash:drawGame(dt, input) local font = love.graphics.getFont() love.graphics.setColor({255, 255, 255, 255}) local logoImage = self.logo love.graphics.draw(logoImage, (self.resWidth - logoImage:getWidth()) / 2, (self.resHeight - logoImage:getHeight()) * 0.5) local titleText = tostring(self.title) love.graphics.print(titleText, (self.resWidth - font:getWidth(titleText)) / 2, (self.resHeight - font:getHeight(titleText)) * 0.1) local captionText = tostring(self.caption) love.graphics.print(captionText, (self.resWidth - font:getWidth(captionText)) / 2, (self.resHeight - font:getHeight(captionText)) * 0.9) -- Draw Debug Info if self.debugMode then local fpsText = "FPS: "..tostring(love.timer.getFPS()) love.graphics.print(fpsText, self.resWidth - (font:getWidth(fpsText) + self.margin / 4), self.resHeight - self.margin + ((self.margin - font:getHeight(fpsText)) / 2)) end end function Splash:exitGame() return self.nextGame end return { Splash = Splash }
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") local enum = require("enum") local stringstream = require("string_stream") local str_decode = require("string_decode") -- -- Python interpreter runs .py files in 2 step process: first, it -- produces bytecode, which it then executes. Translation of .py source -- into bytecode is time-consuming, so Python dumps compiled bytecode -- into .pyc files, to be reused from cache at later time if possible. -- -- .pyc file is essentially a raw dump of `py_object` (see `body`) with -- a simple header prepended. PythonPyc27 = class.class(KaitaiStruct) PythonPyc27.Version = enum.Enum { v15 = 20121, v16 = 50428, v20 = 50823, v21 = 60202, v22 = 60717, v23_a0 = 62011, v23_a0b = 62021, v24_a0 = 62041, v24_a3 = 62051, v24_b1 = 62061, v25_a0 = 62071, v25_a0b = 62081, v25_a0c = 62091, v25_a0d = 62092, v25_b3 = 62101, v25_b3b = 62111, v25_c1 = 62121, v25_c2 = 62131, v26_a0 = 62151, v26_a1 = 62161, v27_a0 = 62171, v27_a0b = 62181, v27_a0c = 62191, v27_a0d = 62201, v27_a0e = 62211, } function PythonPyc27:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27:_read() self.version_magic = PythonPyc27.Version(self._io:read_u2le()) self.crlf = self._io:read_u2le() self.modification_timestamp = self._io:read_u4le() self.body = PythonPyc27.PyObject(self._io, self, self._root) end PythonPyc27.CodeObject = class.class(KaitaiStruct) PythonPyc27.CodeObject.FlagsEnum = enum.Enum { has_args = 4, has_kwargs = 8, generator = 32, } function PythonPyc27.CodeObject:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.CodeObject:_read() self.arg_count = self._io:read_u4le() self.local_count = self._io:read_u4le() self.stack_size = self._io:read_u4le() self.flags = PythonPyc27.CodeObject.FlagsEnum(self._io:read_u4le()) self.code = PythonPyc27.Assembly(self._io, self, self._root) self.consts = PythonPyc27.PyObject(self._io, self, self._root) self.names = PythonPyc27.PyObject(self._io, self, self._root) self.var_names = PythonPyc27.PyObject(self._io, self, self._root) self.free_vars = PythonPyc27.PyObject(self._io, self, self._root) self.cell_vars = PythonPyc27.PyObject(self._io, self, self._root) self.filename = PythonPyc27.PyObject(self._io, self, self._root) self.name = PythonPyc27.PyObject(self._io, self, self._root) self.first_line_no = self._io:read_u4le() self.lnotab = PythonPyc27.PyObject(self._io, self, self._root) end PythonPyc27.Assembly = class.class(KaitaiStruct) function PythonPyc27.Assembly:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.Assembly:_read() self.string_magic = self._io:read_bytes(1) if not(self.string_magic == "\115") then error("not equal, expected " .. "\115" .. ", but got " .. self.string_magic) end self.length = self._io:read_u4le() self._raw_items = self._io:read_bytes(self.length) local _io = KaitaiStream(stringstream(self._raw_items)) self.items = PythonPyc27.OpArgs(_io, self, self._root) end PythonPyc27.OpArg = class.class(KaitaiStruct) PythonPyc27.OpArg.OpCodeEnum = enum.Enum { stop_code = 0, pop_top = 1, rot_two = 2, rot_three = 3, dup_top = 4, rot_four = 5, nop = 9, unary_positive = 10, unary_negative = 11, unary_not = 12, unary_convert = 13, unary_invert = 15, binary_power = 19, binary_multiply = 20, binary_divide = 21, binary_modulo = 22, binary_add = 23, binary_subtract = 24, binary_subscr = 25, binary_floor_divide = 26, binary_true_divide = 27, inplace_floor_divide = 28, inplace_true_divide = 29, slice_0 = 30, slice_1 = 31, slice_2 = 32, slice_3 = 33, store_slice_0 = 40, store_slice_1 = 41, store_slice_2 = 42, store_slice_3 = 43, delete_slice_0 = 50, delete_slice_1 = 51, delete_slice_2 = 52, delete_slice_3 = 53, store_map = 54, inplace_add = 55, inplace_subtract = 56, inplace_multiply = 57, inplace_divide = 58, inplace_modulo = 59, store_subscr = 60, delete_subscr = 61, binary_lshift = 62, binary_rshift = 63, binary_and = 64, binary_xor = 65, binary_or = 66, inplace_power = 67, get_iter = 68, print_expr = 70, print_item = 71, print_newline = 72, print_item_to = 73, print_newline_to = 74, inplace_lshift = 75, inplace_rshift = 76, inplace_and = 77, inplace_xor = 78, inplace_or = 79, break_loop = 80, with_cleanup = 81, load_locals = 82, return_value = 83, import_star = 84, exec_stmt = 85, yield_value = 86, pop_block = 87, end_finally = 88, build_class = 89, store_name = 90, delete_name = 91, unpack_sequence = 92, for_iter = 93, list_append = 94, store_attr = 95, delete_attr = 96, store_global = 97, delete_global = 98, dup_topx = 99, load_const = 100, load_name = 101, build_tuple = 102, build_list = 103, build_set = 104, build_map = 105, load_attr = 106, compare_op = 107, import_name = 108, import_from = 109, jump_forward = 110, jump_if_false_or_pop = 111, jump_if_true_or_pop = 112, jump_absolute = 113, pop_jump_if_false = 114, pop_jump_if_true = 115, load_global = 116, continue_loop = 119, setup_loop = 120, setup_except = 121, setup_finally = 122, load_fast = 124, store_fast = 125, delete_fast = 126, raise_varargs = 130, call_function = 131, make_function = 132, build_slice = 133, make_closure = 134, load_closure = 135, load_deref = 136, store_deref = 137, call_function_var = 140, call_function_kw = 141, call_function_var_kw = 142, setup_with = 143, extended_arg = 145, set_add = 146, map_add = 147, } function PythonPyc27.OpArg:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.OpArg:_read() self.op_code = PythonPyc27.OpArg.OpCodeEnum(self._io:read_u1()) if self.op_code.value >= PythonPyc27.OpArg.OpCodeEnum.store_name.value then self.arg = self._io:read_u2le() end end PythonPyc27.PyObject = class.class(KaitaiStruct) PythonPyc27.PyObject.ObjectType = enum.Enum { tuple = 40, py_false = 70, none = 78, string_ref = 82, py_true = 84, code_object = 99, int = 105, string = 115, interned = 116, unicode_string = 117, } function PythonPyc27.PyObject:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject:_read() self.type = PythonPyc27.PyObject.ObjectType(self._io:read_u1()) local _on = self.type if _on == PythonPyc27.PyObject.ObjectType.string then self.value = PythonPyc27.PyObject.PyString(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.tuple then self.value = PythonPyc27.PyObject.Tuple(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.int then self.value = self._io:read_u4le() elseif _on == PythonPyc27.PyObject.ObjectType.py_true then self.value = PythonPyc27.PyObject.PyTrue(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.py_false then self.value = PythonPyc27.PyObject.PyFalse(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.none then self.value = PythonPyc27.PyObject.PyNone(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.string_ref then self.value = PythonPyc27.PyObject.StringRef(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.code_object then self.value = PythonPyc27.CodeObject(self._io, self, self._root) elseif _on == PythonPyc27.PyObject.ObjectType.interned then self.value = PythonPyc27.PyObject.InternedString(self._io, self, self._root) end end PythonPyc27.PyObject.PyNone = class.class(KaitaiStruct) function PythonPyc27.PyObject.PyNone:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.PyNone:_read() end PythonPyc27.PyObject.PyFalse = class.class(KaitaiStruct) function PythonPyc27.PyObject.PyFalse:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.PyFalse:_read() end PythonPyc27.PyObject.StringRef = class.class(KaitaiStruct) function PythonPyc27.PyObject.StringRef:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.StringRef:_read() self.interned_list_index = self._io:read_u4le() end PythonPyc27.PyObject.PyTrue = class.class(KaitaiStruct) function PythonPyc27.PyObject.PyTrue:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.PyTrue:_read() end PythonPyc27.PyObject.Tuple = class.class(KaitaiStruct) function PythonPyc27.PyObject.Tuple:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.Tuple:_read() self.count = self._io:read_u4le() self.items = {} for i = 0, self.count - 1 do self.items[i + 1] = PythonPyc27.PyObject(self._io, self, self._root) end end PythonPyc27.PyObject.UnicodeString = class.class(KaitaiStruct) function PythonPyc27.PyObject.UnicodeString:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.UnicodeString:_read() self.length = self._io:read_u4le() self.data = str_decode.decode(self._io:read_bytes(self.length), "utf-8") end PythonPyc27.PyObject.InternedString = class.class(KaitaiStruct) function PythonPyc27.PyObject.InternedString:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.InternedString:_read() self.length = self._io:read_u4le() self.data = str_decode.decode(self._io:read_bytes(self.length), "utf-8") end PythonPyc27.PyObject.PyString = class.class(KaitaiStruct) function PythonPyc27.PyObject.PyString:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.PyObject.PyString:_read() self.length = self._io:read_u4le() self.data = self._io:read_bytes(self.length) end PythonPyc27.OpArgs = class.class(KaitaiStruct) function PythonPyc27.OpArgs:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function PythonPyc27.OpArgs:_read() self.items = {} local i = 0 while not self._io:is_eof() do self.items[i + 1] = PythonPyc27.OpArg(self._io, self, self._root) i = i + 1 end end
Cfg = {} Cfg.ped = true Cfg.pos = {x = -1985.80, y = -232.253, z = 28.611, h = 241.65} KCDD = { ['Heavy'] = { inform = { label = "Heavy 3xGövde,1xNamlu,1x Sarjör,1xKabza,2xYay ", -- Menüde gözükecek olan isim value = "pistol", -- Bir değer girin özel harf olmasın. CraftedItem = "WEAPON_HEAVYPISTOL", -- Craftlayınca vericek item count = 1, -- Craftlayınca kaç tane verilsin Craft = { -- Maksimum 5 eşya arttırabilirsiniz ! [1] = { reqitem = "gunbody", -- Craftlamak için gerekli item count = 3, }, [2] = { reqitem = "gunbarrel", count = 1, }, [3] = { reqitem = "gunmagazine", count = 1, }, [4] = { -- Maksimum 5 ! reqitem = "gunkabza", count = 1, }, [5] = { reqitem = "yay", count = 2, } } } }, ['Glock'] = { inform = { label = "Glock 2xGövde,1xNamlu,1xSarjör,1xKabza,3xYay", -- Menüde gözükecek olan isim value = "pistol", -- Bir değer girin özel harf olmasın. CraftedItem = "WEAPON_COMBATPISTOL", -- Craftlayınca vericek item count = 1, -- Craftlayınca kaç tane verilsin Craft = { -- Maksimum 5 eşya arttırabilirsiniz ! [1] = { reqitem = "gunbody", -- Craftlamak için gerekli item count = 2, }, [2] = { reqitem = "gunbarrel", count = 1, }, [3] = { reqitem = "gunmagazine", count = 1, }, [4] = { -- Maksimum 5 ! reqitem = "gunkabza", count = 1, }, [5] = { reqitem = "yay", count = 3, } } } }, ['Pistol Mermi'] = { inform = { label = "Pistol Mermi 1xKovan,1xAliminyum", -- Menüde gözükecek olan isim value = "Mermi", -- Bir değer girin özel harf olmasın. CraftedItem = "disc_ammo_pistol", -- Craftlayınca vericek item count = 5, -- Craftlayınca kaç tane verilsin Craft = { -- Maksimum 5 eşya arttırabilirsiniz ! [1] = { reqitem = "kovan", -- Craftlamak için gerekli item count = 1, }, [2] = { reqitem = "aluminium", count = 1, } } } }, ['SMG Mermi'] = { inform = { label = "SMG Mermi 2xKovan,2xAliminyum", -- Menüde gözükecek olan isim value = "Mermi", -- Bir değer girin özel harf olmasın. CraftedItem = "disc_ammo_smg", -- Craftlayınca vericek item count = 5, -- Craftlayınca kaç tane verilsin Craft = { -- Maksimum 5 eşya arttırabilirsiniz ! [1] = { reqitem = "kovan", -- Craftlamak için gerekli item count = 2, }, [2] = { reqitem = "aluminium", count = 1, } } } }, ['Rifle Mermi'] = { inform = { label = "Rifle Mermi 3xKovan,3xAliminyum", -- Menüde gözükecek olan isim value = "Mermi", -- Bir değer girin özel harf olmasın. CraftedItem = "disc_ammo_rifle", -- Craftlayınca vericek item count = 5, -- Craftlayınca kaç tane verilsin Craft = { -- Maksimum 5 eşya arttırabilirsiniz ! [1] = { reqitem = "kovan", -- Craftlamak için gerekli item count = 3, }, [2] = { reqitem = "aluminium", count = 3, } } } }, ['Zırh'] = { inform = { label = "Zırh craftla", value = "armor", CraftedItem = "fullarmor", count = 5, Craft = { [1] = { reqitem = "kevlar", count = 2, } } } } } Cfg.WaitingTime = 180000 Cfg.Locations = { craft = { process = { body = vector3(-1973.25, -220.380, 27.864), body2 = vector3(-1973.07, -222.721, 27.864), body3 = vector3(-1975.61, -220.966, 27.864), barrel = vector3(-1965.73, -224.398, 27.864), kabza = vector3(-1968.98, -223.101, 27.864), kabza2 = vector3(-1970.21, -224.940, 27.864), yay = vector3(-1977.07, -226.869, 27.864), yay2 = vector3(-1975.04, -224.209, 27.864), kovan = vector3(-1974.69, -231.431, 27.864), sarjor = vector3(-1969.83, -228.148, 27.549), kevlar = vector3(-1976.19, -223.477, 27.864), kevlar2 = vector3(-1977.52, -225.061, 27.864), kevlar3 = vector3(-1978.31, -226.401, 27.864) } } }
local msgpack = require("omgameserver.msgpack") local buffer = require("omgameserver.buffer") local function create_buffer_from_byte_array(array) local b = buffer.create_empty() for i = 1, #array do buffer.write_unsigned_byte(b, array[i]) end return b end local function compare_table(t1, t2) for k, v in pairs(t1) do if type(t1[k]) == "table" then if (not compare_table(t1[k], t2[k])) then return false end else if (t1[k] ~= t2[k]) then return false end end end return true end -- To prepare data was used this tool - https://kawanet.github.io/msgpack-lite/ local test_data = { boolean = { lua_table = { key1 = true, key2 = false }, msgpack_buffer = create_buffer_from_byte_array({130, 164, 107, 101, 121, 49, 195, 164, 107, 101, 121, 50, 194}), }, integer = { lua_table = { positive_fixint = 64, unit8 = 160, unit16 = 1024, uint32 = 1048575, negative_fixint = -16, int8 = -64, int16 = -4095, int32 = -268435455 }, msgpack_buffer = create_buffer_from_byte_array({136, 175, 112, 111, 115, 105, 116, 105, 118, 101, 95, 102, 105, 120, 105, 110, 116, 64, 165, 117, 110, 105, 116, 56, 204, 160, 166, 117, 110, 105, 116, 49, 54, 205, 4, 0, 166, 117, 105, 110, 116, 51, 50, 206, 0, 15, 255, 255, 175, 110, 101, 103, 97, 116, 105, 118, 101, 95, 102, 105, 120, 105, 110, 116, 240, 164, 105, 110, 116, 56, 208, 192, 165, 105, 110, 116, 49, 54, 209, 240, 1, 165, 105, 110, 116, 51, 50, 210, 240, 0, 0, 1}), }, big_integer = { lua_table = { uint64 = 12345678901, int64 = 98765432109, }, msgpack_buffer = create_buffer_from_byte_array({130, 166, 117, 105, 110, 116, 54, 52, 207, 66, 6, 254, 224, 225, 168, 0, 0, 165, 105, 110, 116, 54, 52, 211, 66, 54, 254, 224, 229, 45, 0, 0}), }, strings = { lua_table = { fixstr = "Fixstr", str8 = "Str8str8str8str8str8str8str8str8str8str8", str16 = "Str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16str16", ключ = "значение" }, msgpack_buffer = create_buffer_from_byte_array({132, 166, 102, 105, 120, 115, 116, 114, 166, 70, 105, 120, 115, 116, 114, 164, 115, 116, 114, 56, 217, 40, 83, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 115, 116, 114, 56, 165, 115, 116, 114, 49, 54, 218, 1, 9, 83, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 115, 116, 114, 49, 54, 168, 208, 186, 208, 187, 209, 142, 209, 135, 176, 208, 183, 208, 189, 208, 176, 209, 135, 208, 181, 208, 189, 208, 184, 208, 181}) }, arrays = { lua_table = { fixarray = { 1, 2, 3, 4, 5, 6, 7, 8, 9 }, array16 = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 } }, msgpack_buffer = create_buffer_from_byte_array({130, 168, 102, 105, 120, 97, 114, 114, 97, 121, 153, 1, 2, 3, 4, 5, 6, 7, 8, 9, 167, 97, 114, 114, 97, 121, 49, 54, 220, 0, 32, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32}) }, maps = { lua_table = { fixmap = { ["1"] = 1, ["2"] = 2, ["4"] = 4, ["8"] = 8 }, map16 = { ["1"] = 1, ["2"] = 2, ["4"] = 4, ["8"] = 8, ["16"] = 16, ["32"] = 32, ["64"] = 64, ["128"] = 128, ["256"] = 256, ["512"] = 512, ["1024"] = 1024, ["2048"] = 2048, ["4096"] = 4096, ["8192"] = 8192, ["16384"] = 16384, ["32768"] = 32768, ["65536"] = 65536 } }, msgpack_buffer = create_buffer_from_byte_array({130, 166, 102, 105, 120, 109, 97, 112, 132, 161, 49, 1, 161, 50, 2, 161, 52, 4, 161, 56, 8, 165, 109, 97, 112, 49, 54, 222, 0, 17, 161, 49, 1, 161, 50, 2, 161, 52, 4, 161, 56, 8, 162, 49, 54, 16, 162, 51, 50, 32, 162, 54, 52, 64, 163, 49, 50, 56, 204, 128, 163, 50, 53, 54, 205, 1, 0, 163, 53, 49, 50, 205, 2, 0, 164, 49, 48, 50, 52, 205, 4, 0, 164, 50, 48, 52, 56, 205, 8, 0, 164, 52, 48, 57, 54, 205, 16, 0, 164, 56, 49, 57, 50, 205, 32, 0, 165, 49, 54, 51, 56, 52, 205, 64, 0, 165, 51, 50, 55, 54, 56, 205, 128, 0, 165, 54, 53, 53, 51, 54, 206, 0, 1, 0, 0}) } } local function test_msgpack_simpletest() assert(msgpack.decode(msgpack.encode({ payload = "helloworld" })).payload == "helloworld") end local function test_msgpack_boolean() assert(compare_table(test_data.boolean.lua_table, msgpack.decode(test_data.boolean.msgpack_buffer)) == true) assert(compare_table(test_data.boolean.lua_table, msgpack.decode(msgpack.encode(test_data.boolean.lua_table))) == true) end local function test_msgpack_integer() assert(compare_table(test_data.integer.lua_table, msgpack.decode(test_data.integer.msgpack_buffer)) == true) assert(compare_table(test_data.integer.lua_table, msgpack.decode(msgpack.encode(test_data.integer.lua_table))) == true) end local function test_msgpack_big_integer() assert(compare_table(test_data.big_integer.lua_table, msgpack.decode(test_data.big_integer.msgpack_buffer)) == true) assert(compare_table(test_data.big_integer.lua_table, msgpack.decode(msgpack.encode(test_data.big_integer.lua_table))) == true) end local function test_msgpack_strings() assert(compare_table(test_data.strings.lua_table, msgpack.decode(test_data.strings.msgpack_buffer)) == true) assert(compare_table(test_data.strings.lua_table, msgpack.decode(msgpack.encode(test_data.strings.lua_table))) == true) end local function test_msgpack_array() assert(compare_table(test_data.arrays.lua_table, msgpack.decode(test_data.arrays.msgpack_buffer)) == true) assert(compare_table(test_data.arrays.lua_table, msgpack.decode(msgpack.encode(test_data.arrays.lua_table))) == true) end local function test_msgpack_map() assert(compare_table(test_data.maps.lua_table, msgpack.decode(test_data.maps.msgpack_buffer)) == true) assert(compare_table(test_data.maps.lua_table, msgpack.decode(msgpack.encode(test_data.maps.lua_table))) == true) end local msgpack_test_suite = function() print("[OMGS/MSGPACK] test suite for msgpack: started") test_msgpack_simpletest() test_msgpack_boolean() test_msgpack_integer() test_msgpack_big_integer() test_msgpack_strings() test_msgpack_array() test_msgpack_map() print("[OMGS/MSGPACK] test suite for msgpack: passed") end return msgpack_test_suite
-- license:MIT -- copyright-holders:Gavin Kistner local exports = {} exports.name = "SLAXML" exports.version = "0.8" exports.homepage = "http://github.com/Phrogz/SLAXML" exports.description = "Lua SLAX XML parser" exports.tags = {"xml"} exports.license = "MIT" exports.author = { name = "Gavin Kistner", } local SLAXML = exports --[=====================================================================[ v0.8 Copyright © 2013-2018 Gavin Kistner <!@phrogz.net>; MIT Licensed See http://github.com/Phrogz/SLAXML for details. --]=====================================================================] SLAXML.VERSION = "0.8" SLAXML._call = { pi = function(target,content) print(string.format("<?%s %s?>",target,content)) end, comment = function(content) print(string.format("<!-- %s -->",content)) end, startElement = function(name,nsURI,nsPrefix) io.write("<") if nsPrefix then io.write(nsPrefix,":") end io.write(name) if nsURI then io.write(" (ns='",nsURI,"')") end print(">") end, attribute = function(name,value,nsURI,nsPrefix) io.write(' ') if nsPrefix then io.write(nsPrefix,":") end io.write(name,'=',string.format('%q',value)) if nsURI then io.write(" (ns='",nsURI,"')") end io.write("\n") end, text = function(text,cdata) print(string.format(" %s: %q",cdata and 'cdata' or 'text',text)) end, closeElement = function(name,nsURI,nsPrefix) io.write("</") if nsPrefix then io.write(nsPrefix,":") end print(name..">") end, } function SLAXML:parser(callbacks) return { _call=callbacks or self._call, parse=SLAXML.parse } end function SLAXML:parse(xml,options) if not options then options = { stripWhitespace=false } end -- Cache references for maximum speed local find, sub, gsub, char, push, pop, concat = string.find, string.sub, string.gsub, string.char, table.insert, table.remove, table.concat local first, last, match1, match2, match3, pos2, nsURI local unpack = unpack or table.unpack local pos = 1 local state = "text" local textStart = 1 local currentElement={} local currentAttributes={} local currentAttributeCt -- manually track length since the table is re-used local nsStack = {} local anyElement = false local utf8markers = { {0x7FF,192}, {0xFFFF,224}, {0x1FFFFF,240} } local function utf8(decimal) -- convert unicode code point to utf-8 encoded character string if decimal<128 then return char(decimal) end local charbytes = {} for bytes,vals in ipairs(utf8markers) do if decimal<=vals[1] then for b=bytes+1,2,-1 do local mod = decimal%64 decimal = (decimal-mod)/64 charbytes[b] = char(128+mod) end charbytes[1] = char(vals[2]+decimal) return concat(charbytes) end end end local entityMap = { ["lt"]="<", ["gt"]=">", ["amp"]="&", ["quot"]='"', ["apos"]="'" } local entitySwap = function(orig,n,s) return entityMap[s] or n=="#" and utf8(tonumber('0'..s)) or orig end local function unescape(str) return gsub( str, '(&(#?)([%d%a]+);)', entitySwap ) end local function finishText() if first>textStart and self._call.text then local text = sub(xml,textStart,first-1) if options.stripWhitespace then text = gsub(text,'^%s+','') text = gsub(text,'%s+$','') if #text==0 then text=nil end end if text then self._call.text(unescape(text),false) end end end local function findPI() first, last, match1, match2 = find( xml, '^<%?([:%a_][:%w_.-]*) ?(.-)%?>', pos ) if first then finishText() if self._call.pi then self._call.pi(match1,match2) end pos = last+1 textStart = pos return true end end local function findComment() first, last, match1 = find( xml, '^<!%-%-(.-)%-%->', pos ) if first then finishText() if self._call.comment then self._call.comment(match1) end pos = last+1 textStart = pos return true end end local function nsForPrefix(prefix) if prefix=='xml' then return 'http://www.w3.org/XML/1998/namespace' end -- http://www.w3.org/TR/xml-names/#ns-decl for i=#nsStack,1,-1 do if nsStack[i][prefix] then return nsStack[i][prefix] end end error(("Cannot find namespace for prefix %s"):format(prefix)) end local function startElement() anyElement = true first, last, match1 = find( xml, '^<([%a_][%w_.-]*)', pos ) if first then currentElement[2] = nil -- reset the nsURI, since this table is re-used currentElement[3] = nil -- reset the nsPrefix, since this table is re-used finishText() pos = last+1 first,last,match2 = find(xml, '^:([%a_][%w_.-]*)', pos ) if first then currentElement[1] = match2 currentElement[3] = match1 -- Save the prefix for later resolution match1 = match2 pos = last+1 else currentElement[1] = match1 for i=#nsStack,1,-1 do if nsStack[i]['!'] then currentElement[2] = nsStack[i]['!']; break end end end currentAttributeCt = 0 push(nsStack,{}) return true end end local function findAttribute() first, last, match1 = find( xml, '^%s+([:%a_][:%w_.-]*)%s*=%s*', pos ) if first then pos2 = last+1 first, last, match2 = find( xml, '^"([^<"]*)"', pos2 ) -- FIXME: disallow non-entity ampersands if first then pos = last+1 match2 = unescape(match2) else first, last, match2 = find( xml, "^'([^<']*)'", pos2 ) -- FIXME: disallow non-entity ampersands if first then pos = last+1 match2 = unescape(match2) end end end if match1 and match2 then local currentAttribute = {match1,match2} local prefix,name = string.match(match1,'^([^:]+):([^:]+)$') if prefix then if prefix=='xmlns' then nsStack[#nsStack][name] = match2 else currentAttribute[1] = name currentAttribute[4] = prefix end else if match1=='xmlns' then nsStack[#nsStack]['!'] = match2 currentElement[2] = match2 end end currentAttributeCt = currentAttributeCt + 1 currentAttributes[currentAttributeCt] = currentAttribute return true end end local function findCDATA() first, last, match1 = find( xml, '^<!%[CDATA%[(.-)%]%]>', pos ) if first then finishText() if self._call.text then self._call.text(match1,true) end pos = last+1 textStart = pos return true end end local function closeElement() first, last, match1 = find( xml, '^%s*(/?)>', pos ) if first then state = "text" pos = last+1 textStart = pos -- Resolve namespace prefixes AFTER all new/redefined prefixes have been parsed if currentElement[3] then currentElement[2] = nsForPrefix(currentElement[3]) end if self._call.startElement then self._call.startElement(unpack(currentElement)) end if self._call.attribute then for i=1,currentAttributeCt do if currentAttributes[i][4] then currentAttributes[i][3] = nsForPrefix(currentAttributes[i][4]) end self._call.attribute(unpack(currentAttributes[i])) end end if match1=="/" then pop(nsStack) if self._call.closeElement then self._call.closeElement(unpack(currentElement)) end end return true end end local function findElementClose() first, last, match1, match2 = find( xml, '^</([%a_][%w_.-]*)%s*>', pos ) if first then nsURI = nil for i=#nsStack,1,-1 do if nsStack[i]['!'] then nsURI = nsStack[i]['!']; break end end else first, last, match2, match1 = find( xml, '^</([%a_][%w_.-]*):([%a_][%w_.-]*)%s*>', pos ) if first then nsURI = nsForPrefix(match2) end end if first then finishText() if self._call.closeElement then self._call.closeElement(match1,nsURI) end pos = last+1 textStart = pos pop(nsStack) return true end end while pos<#xml do if state=="text" then if not (findPI() or findComment() or findCDATA() or findElementClose()) then if startElement() then state = "attributes" else first, last = find( xml, '^[^<]+', pos ) pos = (first and last or pos) + 1 end end elseif state=="attributes" then if not findAttribute() then if not closeElement() then error("Was in an element and couldn't find attributes or the close.") end end end end if not anyElement then error("Parsing did not discover any elements") end if #nsStack > 0 then error("Parsing ended with unclosed elements") end end -- Optional parser that creates a flat DOM from parsing function SLAXML:dom(xml,opts) if not opts then opts={} end local rich = not opts.simple local push, pop = table.insert, table.remove local doc = {type="document", name="#doc", kids={}} local current,stack = doc, {doc} local builder = SLAXML:parser{ startElement = function(name,nsURI,nsPrefix) local el = { type="element", name=name, kids={}, el=rich and {} or nil, attr={}, nsURI=nsURI, nsPrefix=nsPrefix, parent=rich and current or nil } if current==doc then if doc.root then error(("Encountered element '%s' when the document already has a root '%s' element"):format(name,doc.root.name)) end doc.root = rich and el or nil end push(current.kids,el) if current.el then push(current.el,el) end current = el push(stack,el) end, attribute = function(name,value,nsURI,nsPrefix) if not current or current.type~="element" then error(("Encountered an attribute %s=%s but I wasn't inside an element"):format(name,value)) end local attr = {type='attribute',name=name,nsURI=nsURI,nsPrefix=nsPrefix,value=value,parent=rich and current or nil} if rich then current.attr[name] = value end push(current.attr,attr) end, closeElement = function(name) if current.name~=name or current.type~="element" then error(("Received a close element notification for '%s' but was inside a '%s' %s"):format(name,current.name,current.type)) end pop(stack) current = stack[#stack] end, text = function(value,cdata) -- documents may only have text node children that are whitespace: https://www.w3.org/TR/xml/#NT-Misc if current.type=='document' and not value:find('^%s+$') then error(("Document has non-whitespace text at root: '%s'"):format(value:gsub('[\r\n\t]',{['\r']='\\r', ['\n']='\\n', ['\t']='\\t'}))) end push(current.kids,{type='text',name='#text',cdata=cdata and true or nil,value=value,parent=rich and current or nil}) end, comment = function(value) push(current.kids,{type='comment',name='#comment',value=value,parent=rich and current or nil}) end, pi = function(name,value) push(current.kids,{type='pi',name=name,value=value,parent=rich and current or nil}) end } builder:parse(xml,opts) return doc end local escmap = {["<"]="&lt;", [">"]="&gt;", ["&"]="&amp;", ['"']="&quot;", ["'"]="&apos;"} local function esc(s) return s:gsub('[<>&"]', escmap) end -- opts.indent: number of spaces, or string function SLAXML:xml(n,opts) opts = opts or {} local out = {} local tab = opts.indent and (type(opts.indent)=="number" and string.rep(" ",opts.indent) or opts.indent) or "" local ser = {} local omit = {} if opts.omit then for _,s in ipairs(opts.omit) do omit[s]=true end end function ser.document(n) for _,kid in ipairs(n.kids) do if ser[kid.type] then ser[kid.type](kid,0) end end end function ser.pi(n,depth) depth = depth or 0 table.insert(out, tab:rep(depth)..'<?'..n.name..' '..n.value..'?>') end function ser.element(n,depth) if n.nsURI and omit[n.nsURI] then return end depth = depth or 0 local indent = tab:rep(depth) local name = n.nsPrefix and n.nsPrefix..':'..n.name or n.name local result = indent..'<'..name if n.attr and n.attr[1] then local sorted = n.attr if opts.sort then sorted = {} for i,a in ipairs(n.attr) do sorted[i]=a end table.sort(sorted,function(a,b) if a.nsPrefix and b.nsPrefix then return a.nsPrefix==b.nsPrefix and a.name<b.name or a.nsPrefix<b.nsPrefix elseif not (a.nsPrefix or b.nsPrefix) then return a.name<b.name elseif b.nsPrefix then return true else return false end end) end local attrs = {} for _,a in ipairs(sorted) do if (not a.nsURI or not omit[a.nsURI]) and not (omit[a.value] and a.name:find('^xmlns:')) then attrs[#attrs+1] = ' '..(a.nsPrefix and (a.nsPrefix..':') or '')..a.name..'="'..esc(a.value)..'"' end end result = result..table.concat(attrs,'') end result = result .. (n.kids and n.kids[1] and '>' or '/>') table.insert(out, result) if n.kids and n.kids[1] then for _,kid in ipairs(n.kids) do if ser[kid.type] then ser[kid.type](kid,depth+1) end end table.insert(out, indent..'</'..name..'>') end end function ser.text(n,depth) if n.cdata then table.insert(out, tab:rep(depth)..'<![CDATA['..n.value..']]>') else table.insert(out, tab:rep(depth)..esc(n.value)) end end function ser.comment(n,depth) table.insert(out, tab:rep(depth)..'<!--'..n.value..'-->') end ser[n.type](n,0) return table.concat(out, opts.indent and '\n' or '') end return SLAXML
local BulletChar = require "bosses/lekkerchat/projectiles/bulletchar" local BulletCharGT = BulletChar:extend("BulletCharGT") function BulletCharGT:new(x, y, part) BulletCharGT.super.new(self, x, y) if part then self.isPart = true self:setImage("bosses/lekkerchat/char_gt_part") if part == "up" then self.velocity.y = -100 else self.flip.y = true self.velocity.y = 100 end else self:setImage("bosses/lekkerchat/char_gt") end self.velocity.x = -BulletChar.xSpeed self.timer = 0 end function BulletCharGT:update(dt) if not self.isPart then self.timer = self.timer + dt if self.timer > 0.6 then self.scene:addEntity(BulletCharGT(self.x, self.y, "up")) self.scene:addEntity(BulletCharGT(self.x, self.y, "down")) self:destroy() end end BulletCharGT.super.update(self, dt) end function BulletCharGT:draw() BulletCharGT.super.draw(self) end return BulletCharGT
project "Lumi" kind "StaticLib" language "C++" cppdialect "C++20" staticruntime "on" targetdir ("%{wks.location}/bin/" .. outputdir .. "/%{prj.name}") objdir ("%{wks.location}/bin-int/" .. outputdir .. "/%{prj.name}") pchheader "pch.h" pchsource "src/pch.cpp" files { "src/**.h", "src/**.hpp", "src/**.cpp", "src/**.inl" } defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { "%{wks.location}/%{prj.name}/src", "%{wks.location}/%{prj.name}/include", "%{IncludeDir.entt}", "%{IncludeDir.glad}", "%{IncludeDir.GLFW}", "%{IncludeDir.glm}", "%{IncludeDir.ImGui}", "%{IncludeDir.spdlog}", "%{IncludeDir.stb}", "%{IncludeDir.yaml}", "%{wks.location}/LumiEditor/src" } links { "opengl32.lib", "entt", "glad", "GLFW", "glm", "ImGui", "spdlog", "stb", "yaml" } filter "system:windows" systemversion "latest" defines { "_LM_WINDOWS_", "LM_DLL_EXPORTS" } filter "configurations:Debug" defines "LUMI_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "LUMI_RELEASE" runtime "RELEASE" optimize "on" filter "configurations:Dist" defines "LUMI_DIST" runtime "RELEASE" optimize "on" filter "configurations:RelWithDebInfo" defines "LUMI_RELEASE" defines "LM_PROFILE" runtime "RELEASE" optimize "on"
local test_cache = ngx.shared.test_cache0 local key = {} test_cache:set('key', 100, 10) ngx.say(type(test_cache)) ngx.say(ngx.shared)
-- NOTE that the standard is to pass/return signal and block NAMES, not tables, to/from functions. This shd save on overheads -- Initial setup; all three of these are dictionaries local Signals = require(script.SignalData) local Config = require(script.Config) local Blocks = {} local Reservations = {} -- Sorted by hitter. local RunService = game:GetService('RunService') -- Functions -- local Functions = {} -- Wait a bit between operations. Functions.Wait2 = function() --RunService.Heartbeat:Wait() end -- Set a signal's state Functions.SetState = function(SignalName, State) local Signal = Signals[SignalName] if Signal.State == State then return -- Not worth our time end Signal.State = State -- Now set its color local LowerColor = Config.States[State][1] local UpperColor = Config.States[State][2] Signal.Model[Config.Organisation.Names.SignalUpper].Color = LowerColor Signal.LowerLight.Enabled = LowerColor == Color3.new() -- If it's 0, 0, 0 Signal.LowerLight.Color = LowerColor Signal.Model[Config.Organisation.Names.SignalLower].Color = UpperColor Signal.UpperLight.Enabled = UpperColor == Color3.new() Signal.UpperLight.Color = UpperColor end -- Check a signal's state Functions.CheckState = function(SignalName) local Signal = Signals[SignalName] if Blocks[Signal.Block].HitterCount > 0 then return 1 -- Set to red unconditionally end local State = #Config.States -- Start at the highest state and go down through each next signal for _, NextSignal in ipairs(Signal.NextSignals) do -- Check every signal ahead for 'low' aspects requiring advance State = math.min(State, Signals[NextSignal].State + 1) -- It's still 1 more permissive end return State end -- Get the next signals or next blocks after a signal, a certain distance away. -- This is a tree shape, but it doesn't return any 'tree' data structure, which is bad -- (reserving shd only bother with the last layer, as the other layers shd already be reserved) Functions.GetNextSignals = function() end Functions.GetNextSignals = function(SignalName, Count, IncludeStarting) local NextSignals = IncludeStarting and { SignalName } or {} if Count == 0 then return NextSignals -- Not useful to do anything else. end local Signal = Signals[SignalName] for _, NextSignal in ipairs(Signal.NextSignals) do -- Add this signal, and its next signals (with 1 less count to prevent it going on forever) for _, NextSignal1 in ipairs(Functions.GetNextSignals(NextSignal, Count - 1, true)) do table.insert(NextSignals, NextSignal1) end end return NextSignals end -- When a signal changes, update advance aspects behind it. Functions.UpdatePrevSignals = function() end -- Allow for recursion. Functions.UpdatePrevSignals = function(SignalName) local Signal = Signals[SignalName] for _, PrevSignal in ipairs(Signal.PrevSignals) do local OldState = Signals[PrevSignal].State local NewState = Functions.CheckState(PrevSignal) -- Check if we're actually changing - if not, stop bothering if NewState ~= OldState then Functions.SetState(PrevSignal, NewState) Functions.UpdatePrevSignals(PrevSignal) -- Move it back one end end end -- Reserve and unreserve blocks. Functions.ActivateReservation = function(BlockName) -- Fetch some variables local Block = Blocks[BlockName] local SignalName = Block.ReservationQueue[1] -- Reserve from the signal at the front of the queue if SignalName == nil then return -- Nothing to reserve (we're all caught up!) end for _, OtherSignalName in ipairs(Block.InSignals) do if OtherSignalName == SignalName then -- Make it as permissive as we can local NewState = Functions.CheckState(OtherSignalName) if NewState ~= Signals[OtherSignalName].State then Functions.SetState(OtherSignalName, NewState) Functions.UpdatePrevSignals(OtherSignalName) end else -- Set this signal to danger, as it's conflicting with our path Functions.SetState(OtherSignalName, 1) Functions.UpdatePrevSignals(OtherSignalName) end end end Functions.ReserveBlock = function(Hitter, BlockName, SignalName) local Block = Blocks[BlockName] -- Join the queue, if we're not already in it if table.find(Block.ReservationQueue, SignalName) ~= nil then return -- We're wasting time here end -- Otherwise, queue us up table.insert(Block.ReservationQueue, SignalName) Reservations[Hitter][BlockName] = SignalName -- If we're up the front, update the system to actually let us in. if #Block.ReservationQueue == 1 then Functions.ActivateReservation(BlockName) end end Functions.UnreserveBlock = function(Hitter, BlockName, SignalName) local Block = Blocks[BlockName] -- Unqueue this signal, if it's queued at all local SignalIndex = table.find(Block.ReservationQueue, SignalName) if SignalIndex ~= nil then table.remove(Block.ReservationQueue, SignalIndex) if SignalIndex == 1 then Functions.ActivateReservation(BlockName) -- The front was removed and thus changed end -- Update the Reservations table Reservations[Hitter][BlockName] = nil end end -- Main two functions: detect and act upon changes Functions.BlockChanged = function(BlockName) local Block = Blocks[BlockName] if Block.HitterCount > 0 then -- This block is occupied: set its signals to danger for _, SignalName in ipairs(Block.InSignals) do Functions.SetState(SignalName, 1) -- 1 is the least permissive, NOT ZERO as in 2.4 -- Now check for signals behind that need to be changed as well Functions.UpdatePrevSignals(SignalName) end else -- Free this block up for _, SignalName in ipairs(Block.InSignals) do -- Set the state based on what it should be Functions.SetState(SignalName, Functions.CheckState(SignalName)) Functions.UpdatePrevSignals(SignalName) end end end Functions.DetectorTouched = function(Detector, Hitter, IsForward) -- We needn't check if it's a hitter, as only hitters are connected (see below) -- We needn't check that Detector is a detector either -- Change the part's current block, and update other block data local SignalName = Detector.Parent.Name -- This assumes detectors are directly parented to the signal! local OldBlockName = Hitter:GetAttribute('SignalBlock') local OldBlock = Blocks[OldBlockName] local NewBlockName local NewBlock -- Decide new block based on direction if IsForward == true then NewBlockName = Signals[SignalName].Block NewBlock = Blocks[NewBlockName] else -- Get the new block from the previous signal local PrevSignalName = Signals[SignalName].PrevSignals[1] if PrevSignalName ~= nil then -- If it's nil, our 'new block' doesn't exist! NewBlockName = Signals[PrevSignalName].Block NewBlock = Blocks[NewBlockName] end end if OldBlockName == NewBlockName then return end Hitter:SetAttribute('SignalBlock', NewBlockName) if OldBlock ~= nil then -- In case the train just spawned OldBlock.HitterCount -= 1 -- A hitter has left the block if OldBlock.HitterCount == 0 then -- The block has become empty Functions.BlockChanged(OldBlockName) Functions.Wait2() -- Don't unreserve the block we just left, as it was unreserved when we entered it -- Unreserve all blocks from signals we didn't go through for _, UnpassedSignalName in ipairs(OldBlock.OutSignals) do if UnpassedSignalName ~= SignalName then -- Don't unreserve the signal we did pass -- We need to find all the SIGNALS ahead of here, and then unreserve from them. -- BlocksAhead - 1 as we're one ahead of where we were, so didn't reserve quite that far for _, SignalName in ipairs(Functions.GetNextSignals(UnpassedSignalName, Config.Reservation.BlocksAhead - 1, true)) do Functions.UnreserveBlock(Hitter, Signals[SignalName].Block, SignalName) -- Unreserve this signal's block from the signal. end end end end end Functions.Wait2() if NewBlock ~= nil then NewBlock.HitterCount += 1 -- A hitter has entered the block if NewBlock.HitterCount == 1 then -- The block has just become full (it was 0 before) Functions.BlockChanged(NewBlockName) Functions.Wait2() -- Reserve blocks from this signal local NextSignals = Functions.GetNextSignals(SignalName, Config.Reservation.BlocksAhead, false) local ReservedBlocks = {} -- Dictionary! for _, SignalToReserve in ipairs(NextSignals) do local Block = Signals[SignalToReserve].Block if ReservedBlocks[Block] ~= nil then table.insert(ReservedBlocks[Block], SignalToReserve) -- It's full now anyway else ReservedBlocks[Block] = { SignalToReserve } end end -- Now, reserve every block with EXACTLY ONE signal for BlockToReserve, SignalsToReserve in pairs(ReservedBlocks) do if #SignalsToReserve == 1 then Functions.ReserveBlock(Hitter, BlockToReserve, SignalsToReserve[1]) -- Reserve it! end end Functions.Wait2() -- Unreserve the block we just entered (we don't need it reserved anymore) -- It's easiest to do this now, because we know which signal we had reserved from Functions.UnreserveBlock(Hitter, NewBlockName, SignalName) end end end -- The AWS system Functions.AWSDetectorTouched = function(Detector, Hitter) -- Before anything else, check we're enabled and we're not on debounce if Config.AWS.GetAWSEnabled(Hitter) ~= true then -- On the off chance it returns nil return end if tick() - (Detector:GetAttribute('LastDetection') or 0) < Config.AWS.DetectionDebounce then Detector:SetAttribute('LastDetection', tick()) -- Maybe bad practice, but makes more sense for long trains with more cars return end Detector:SetAttribute('LastDetection', tick()) -- We still need to set it! -- Get its signal local SignalName = Detector.Parent.Name local Signal = Signals[SignalName] local State = Signals[SignalName].State if State == #Config.States then -- Clear - play ding local Eminator = Config.AWS.GetSoundEminator(Hitter) local Sound = Eminator:FindFirstChild('AWSClear') if Sound == nil then -- Create it if it doesn't already exist Sound = Instance.new('Sound') Sound.Name = 'AWSClear' Sound.Parent = Config.AWS.GetSoundEminator(Hitter) Sound.SoundId = 'rbxassetid://' .. tostring(Config.AWS.ClearSoundID) end Sound:Play() -- Destroy it when it's finished using a connection (could've used a coroutine) local Connection Connection = Sound.Ended:Connect(function() Connection:Disconnect() -- Clean it up end) else -- Not clear - play beep repeatedly until silenced local Eminator = Config.AWS.GetSoundEminator(Hitter) local Sound = Eminator:FindFirstChild('AWSNotClear') if Sound == nil then -- Create it if it doesn't already exist Sound = Instance.new('Sound') Sound.Name = 'AWSNotClear' Sound.Parent = Config.AWS.GetSoundEminator(Hitter) Sound.SoundId = 'rbxassetid://' .. tostring(Config.AWS.NotClearSoundID) end Sound:Play() if Config.AWS.NotClearIsLooped == true then Sound.Looped = true -- Loop it local Connection -- Connect its deletion to a keypress event local RequiredPlayer = Config.AWS.GetPlayer(Hitter) if RequiredPlayer ~= nil then local Pressed = false Connection = Config.AWS.KeypressEvent.OnServerEvent:Connect(function(Player, InputType) if Player == RequiredPlayer and InputType == 'AWS' then if Connection ~= nil then Connection:Disconnect() end -- idk why it's sometimes nil Sound:Stop() Pressed = true end end) -- Time out if needed if Config.AWS.NotClearTimeout ~= nil then delay(Config.AWS.NotClearTimeout, function() if Pressed == false then Config.AWS.TimedOut(Hitter) Connection:Disconnect() Sound:Stop() end end) end end else -- As above - sorry about code duplication local Connection Connection = Sound.Ended:Connect(function() Connection:Disconnect() -- Clean it up Sound:Stop() end) end end end -- Setup -- Functions.Setup = function() -- Connect train hitters to the above local IsForward = function(Detector, Hitter) local DetectorDirection = Detector.CFrame.LookVector local HitterDirection = Hitter.Velocity.Unit -- Check which is closer: the same direction or opposite direction local ForwardMagnitude = (DetectorDirection - HitterDirection).Magnitude local BackwardMagnitude = (DetectorDirection - (HitterDirection * -1)).Magnitude return ForwardMagnitude < BackwardMagnitude end local NewPart = function(Hitter) -- The second clause prevent welds named to the welded part being picked up. if Hitter.Name == Config.Organisation.Names.TrainHitter and Hitter:IsA('BasePart') then -- It's a hitter Hitter.TouchEnded:Connect(function(OtherPart) -- TouchEnded in case it drives onto one then back off it if OtherPart.Name == Config.Organisation.Names.SignalDetector then -- It's a detector, so call the above function Functions.DetectorTouched(OtherPart, Hitter, IsForward(OtherPart, Hitter)) elseif OtherPart.Name == Config.Organisation.Names.AWSDetector then Functions.AWSDetectorTouched(OtherPart, Hitter) end end) -- Give it a reservations array Reservations[Hitter] = {} -- And listen for it being deleted local Connection = Hitter.AncestryChanged:Connect(function(Ancestor, NewParent) if Ancestor == Hitter and NewParent ~= workspace then -- It's been deleted - clear the array for BlockName, SignalName in pairs(Reservations[Hitter]) do Functions.UnreserveBlock(Hitter, BlockName, SignalName) end Reservations[Hitter] = nil -- We don't need this anymore -- Clear its block local BlockName = Hitter:GetAttribute('SignalBlock') local Block = Blocks[BlockName] if Block ~= nil then -- Otherwise, don't bother (it causes errors anyway) Block.HitterCount -= 1 if Block.HitterCount == 0 then Functions.BlockChanged(BlockName) end end end end) end end workspace.DescendantAdded:Connect(NewPart) for _, Part in ipairs(workspace:GetDescendants()) do NewPart(Part) -- In case any were here before this ran end -- Set up blocks and signals -- Find the model for each signal for _, d in ipairs(Config.Organisation.Folders.Signals:GetDescendants()) do local Signal = Signals[d.Name] if Signal ~= nil then -- Set the model key Signal.Model = d -- Give it lights local Lower = d[Config.Organisation.Names.SignalLower] local Upper = d[Config.Organisation.Names.SignalUpper] Signal.LowerLight = Lower:FindFirstChildWhichIsA('Light') or Config.NewLight(Lower) Signal.UpperLight = Upper:FindFirstChildWhichIsA('Light') or Config.NewLight(Upper) end end for Name, Data in pairs(Signals) do -- Initialise the signal Functions.SetState(Name, 1) -- Initialise to red -- Fill in the Blocks table if Blocks[Data.Block] == nil then Blocks[Data.Block] = { HitterCount = 0, -- Number of hitters in the block InSignals = { Name }, -- Start listing all the signals OutSignals = {}, ReservationQueue = {} } else table.insert(Blocks[Data.Block].InSignals, Name) -- Keep the above list up to date end -- Give it a PrevSignals table, if it hasn't already been given one by another signal Data.PrevSignals = Data.PrevSignals or {} -- Add to the PrevSignals array from every next signal for _, NextSignal in ipairs(Data.NextSignals) do -- PrevSignals in this signal (NextSignal) that should point back to us if Signals[NextSignal].PrevSignals ~= nil then -- In case it doesn't exist yet table.insert(Signals[NextSignal].PrevSignals, Name) -- Add us! else -- Create the table first Signals[NextSignal].PrevSignals = { Name } end -- Now, add this signal to the OutSignals of our block - if it's not there already if table.find(Blocks[Data.Block].OutSignals, NextSignal) == nil then table.insert(Blocks[Data.Block].OutSignals, NextSignal) end end -- Check it has a model if Data.Model == nil then error('Signal \'' .. Name .. '\' does not have a model in the folder referenced in Config. (1)') end end -- Update every block a few times to get signals off red (which they start as) for i = 1, #Config.States do for Block, _ in pairs(Blocks) do Functions.BlockChanged(Block) end end end -- Initialise plugins local Plugins = {} for _, c in ipairs(script.Plugins:GetChildren()) do table.insert(Plugins, { ['Plugin'] = require(c), ['Priority'] = c:GetAttribute('Priority') }) end -- Sort them to put lower priority (higher number) ones first -- The higher priority ones are then put over the top table.sort(Plugins, function(a, b) return a.Priority > b.Priority end) for _, Plugin in ipairs(Plugins) do Plugin = Plugin.Plugin -- We don't care about priority anymore local PluginFunctions = {} -- Pre-looping prevents weirdness due to modification of the dictionary inside the loop. for Name, _ in pairs(Plugin) do table.insert(PluginFunctions, Name) end for _, Name in ipairs(PluginFunctions) do -- Overwrite the existing function with this function, making the existing function this plugin's 'base' function. -- Obviously, if this function IS a base function, we don't want anything to do with it. -- (Plugin designers may make dummy base functions to make Lua stop complaining about unknown globals) if string.sub(Name, #Name - 4, #Name) == '_Base' then continue end Plugin[Name .. '_Base'] = Functions[Name] -- Note this isn't necessarily THE base function, as others may have written here Functions[Name] = Plugin[Name] -- When higher priority plugins write their base functions, that'll include our function end end Functions.Setup()
-------------------------------------------------------------------------------- -- single-BROKEN-with-decorator-suite.lua: suite used for full suite tests -- This file is a part of lua-nucleo library -- Copyright (c) lua-nucleo authors (see file `COPYRIGHT` for the license) -------------------------------------------------------------------------------- local make_suite = select(1, ...) local test = make_suite("single-BROKEN-unstrict-mode-suite", { }) test:set_strict_mode(false) local decorator = function(test_func) return function(test_env) return test_func(test_env) end end test:BROKEN "to_test" :with(decorator) (function() local counter = suite_tests_results + 1 end)
-- This file has dependencies to BOTH, the TeX part of pgfplots and the LUA part. -- It is the only LUA component with this property. -- -- Its purpose is to encapsulate the communication between TeX and LUA in a central LUA file local pgfplotsmath = pgfplots.pgfplotsmath local error=error local table=table local string=string local tostring=tostring local type=type local io=io local mathfloor=math.floor local mathceil=math.ceil local pgfmathparse = pgfplots.pgfluamathparser.pgfmathparse do -- all globals will be read from/defined in pgfplots: local _ENV = pgfplots local pgftonumber =pgfluamathfunctions.tonumber function texBoxPlotSurveyPoint(data) gca.currentPlotHandler:semiSurveyedValue(data) end ------------------------------------------------------- PercentileEstimator = newClass() function PercentileEstimator:constructor() end function PercentileEstimator:getIndex(data, i) local idx = i if idx < 1 then idx = 1 end if idx > #data then idx = #data end local result = data[idx] if not result then error("Box plot percentile estimator '" .. tostring(self) .." accessed illegal array index " .. tostring(idx) .. " in array of length " .. tostring(#data)) end return result end -- @param percentile the requested percentile. Use 0.5 for the median, 0.25 for the first quartile, 0.95 for the 95% percentile etc. function PercentileEstimator:getValue(percentile, data) error("Use implementation of PercentileEstimator, not interface") end -- LegacyPgfplotsPercentileEstimator is a minimally repaired percentile estimator as it has been shipped with pgfplots.10 . -- I decided to mark it as deprecated because it is non-standard and not comparable with other programs. LegacyPgfplotsPercentileEstimator = newClassExtends(PercentileEstimator) function LegacyPgfplotsPercentileEstimator:constructor() end function LegacyPgfplotsPercentileEstimator:__tostring() return "estimator=legacy"; end function LegacyPgfplotsPercentileEstimator:getValue(percentile, data) if not percentile or not data then error("Arguments must not be nil") end local numCoords = #data local h = numCoords * percentile local offset_low = mathfloor(h) local isInt = ( h==offset_low ) local offset_high = offset_low+1 local x_low = self:getIndex(data, offset_low) local x_up = self:getIndex(data, offset_high) local res = x_low if not isInt then res = 0.5 * (res + x_up) end return res end -- LegacyBadPgfplotsPercentileEstimator is _the_ percentile estimator as it has been shipped with pgfplots 1.10. -- It has bugs and is non-standard. Don't use it. LegacyBadPgfplotsPercentileEstimator = newClassExtends(PercentileEstimator) function LegacyBadPgfplotsPercentileEstimator:constructor() end function LegacyBadPgfplotsPercentileEstimator:__tostring() return "estimator=legacy*"; end function LegacyBadPgfplotsPercentileEstimator:getValue(percentile, data) if not percentile or not data then error("Arguments must not be nil") end local numCoords = #data local h = (numCoords-1) * percentile local offset_low = mathfloor(h) local isInt = ( h==offset_low ) local offset_high = offset_low+1 local x_low = self:getIndex(data, offset_low+1) local x_up = self:getIndex(data, offset_high+1) local res = x_low if not isInt then res = 0.5 * (res + x_up) end return res end ---------------- ParameterizedPercentileEstimator = newClassExtends(PercentileEstimator) function ParameterizedPercentileEstimator:__tostring() return "estimator=" .. tostring(self.typeFlag) ; end function ParameterizedPercentileEstimator:constructor( typeFlag ) -- http://en.wikipedia.org/wiki/Quantile self.typeFlag = typeFlag local getIndex = self.getIndex local stdLookup = function(data, h ) local h_low = mathfloor(h) local x_low = getIndex(self, data, h_low ) local x_up = getIndex(self, data, h_low +1 ) return x_low + (h - h_low) * (x_up - x_low) end if typeFlag == 1 then -- R1 self.getValue = function(self, percentile, data) local h= #data * percentile return getIndex(self, data, mathceil(h) ) end elseif typeFlag == 2 then -- R2 self.getValue = function(self, percentile, data) local h= #data * percentile + 0.5 return 0.5*(getIndex(self, data, mathceil(h-0.5)) + getIndex(self, data, mathfloor(h+0.5) ) ) end elseif typeFlag == 3 then -- R3 self.getValue = function(self, percentile, data) local h= #data * percentile return getIndex(self, data, pgfluamathfunctions.round(h) ) end elseif typeFlag == 4 then -- R4 self.getValue = function(self, percentile, data) local h= #data * percentile return stdLookup(data,h) end elseif typeFlag == 5 then -- R5 self.getValue = function(self, percentile, data) local h= #data * percentile + 0.5 return stdLookup(data,h) end elseif typeFlag == 6 then -- R6 self.getValue = function(self, percentile, data) local h= (#data +1) * percentile return stdLookup(data,h) end elseif typeFlag == 7 then -- R7 (Excel) self.getValue = function(self, percentile, data) local h= (#data -1) * percentile + 1 return stdLookup(data,h) end elseif typeFlag == 8 then -- R8 self.getValue = function(self, percentile, data) local h= (#data + 1/3) * percentile + 1/3 return stdLookup(data,h) end elseif typeFlag == 9 then -- R9 self.getValue = function(self, percentile, data) local h= (#data + 1/4) * percentile + 3/8 return stdLookup(data,h) end else error("Got unsupported type '" .. tostring(typeFlag) .. "'") end end getPercentileEstimator = function(estimatorName) if estimatorName == "legacy" then return LegacyPgfplotsPercentileEstimator.new() elseif estimatorName == "legacy*" then return LegacyBadPgfplotsPercentileEstimator.new() elseif estimatorName == "R1" then return ParameterizedPercentileEstimator.new(1) elseif estimatorName == "R2" then return ParameterizedPercentileEstimator.new(2) elseif estimatorName == "R3" then return ParameterizedPercentileEstimator.new(3) elseif estimatorName == "R4" then return ParameterizedPercentileEstimator.new(4) elseif estimatorName == "R5" then return ParameterizedPercentileEstimator.new(5) elseif estimatorName == "R6" then return ParameterizedPercentileEstimator.new(6) elseif estimatorName == "R7" then return ParameterizedPercentileEstimator.new(7) elseif estimatorName == "R8" then return ParameterizedPercentileEstimator.new(8) elseif estimatorName == "R9" then return ParameterizedPercentileEstimator.new(9) end error("Unknown estimator '" .. tostring(estimatorName) .. "'") end BoxPlotRequest = newClass() -- @param lowerQuartialPercent: typically 0.25 -- @param upperQuartialPercent: typically 0.75 -- @param whiskerRange: typically 1.5 -- @param estimator: an instance of PercentileEstimator -- @param morePercentiles: either nil or an array of percentiles to compute function BoxPlotRequest:constructor(lowerQuartialPercent, upperQuartialPercent, whiskerRange, estimator, morePercentiles) if not lowerQuartialPercent or not upperQuartialPercent or not whiskerRange or not estimator then error("Arguments must not be nil") end self.lowerQuartialPercent = pgftonumber(lowerQuartialPercent) self.upperQuartialPercent = pgftonumber(upperQuartialPercent) self.whiskerRange = pgftonumber(whiskerRange) self.estimator = estimator if not morePercentiles then self.morePercentiles = {} else self.morePercentiles = morePercentiles end end ------------------------------------------------------- BoxPlotResponse = newClass() function BoxPlotResponse:constructor() self.lowerWhisker = nil self.lowerQuartile = nil self.median = nil self.upperQuartile = nil self.upperWhisker = nil self.average = nil self.morePercentiles = {} self.outliers = {} end -- @param boxPlotRequest an instance of BoxPlotRequest -- @param data an indexed array with float values -- @return an instance of BoxPlotResponse function boxPlotCompute(boxPlotRequest, data) if not boxPlotRequest or not data then error("Arguments must not be nil") end for i = 1,#data do local data_i = data[i] if data_i == nil or type(data_i) ~= "number" then error("Illegal input array at index " .. tostring(i) .. ": " .. tostring(data_i)) end end table.sort(data) local sum = 0 for i = 1,#data do sum = sum + data[i] end local numCoords = #data local lowerWhisker local lowerQuartile = boxPlotRequest.estimator:getValue(boxPlotRequest.lowerQuartialPercent, data) local median = boxPlotRequest.estimator:getValue(0.5, data) local upperQuartile = boxPlotRequest.estimator:getValue(boxPlotRequest.upperQuartialPercent, data) local morePercentileValues = {} for i = 1,#boxPlotRequest.morePercentiles do morePercentileValues[i] = boxPlotRequest.estimator:getValue(boxPlotRequest.morePercentiles[i], data) end local upperWhisker local average = sum / numCoords local whiskerRange = boxPlotRequest.whiskerRange local whiskerWidth = whiskerRange*(upperQuartile - lowerQuartile) local upperWhiskerValue = upperQuartile + whiskerWidth local lowerWhiskerValue = lowerQuartile - whiskerWidth local outliers = {} for i = 1,numCoords do local current = data[i] if current < lowerWhiskerValue then table.insert(outliers, current) else lowerWhisker = current break end end for i = numCoords,1,-1 do local current = data[i] if upperWhiskerValue < current then table.insert(outliers, current) else upperWhisker = current break end end local result = BoxPlotResponse.new() result.lowerWhisker = lowerWhisker result.lowerQuartile = lowerQuartile result.median = median result.upperQuartile = upperQuartile result.upperWhisker = upperWhisker result.average = average result.morePercentiles = morePercentileValues result.outliers = outliers return result end ------------------------------------------------------- -- Replicates the survey phase of \pgfplotsplothandlerboxplot BoxPlotPlothandler = newClassExtends(Plothandler) -- drawDirection : either "x" or "y". function BoxPlotPlothandler:constructor(boxPlotRequest, drawDirection, drawPosition, axis, pointmetainputhandler) if not boxPlotRequest or not drawDirection or not drawPosition then error("Arguments must not be nil") end Plothandler.constructor(self,"boxplot", axis, pointmetainputhandler) self.boxPlotRequest = boxPlotRequest local function evaluateDrawPosition() local result = pgfmathparse(drawPosition) return result end if drawDirection == "x" then self.boxplotsetxy = function (a,b) return a,evaluateDrawPosition() + b end elseif drawDirection == "y" then self.boxplotsetxy = function (a,b) return evaluateDrawPosition() + b,a end else error("Illegal argument drawDirection="..tostring(drawDirection) ) end end function BoxPlotPlothandler:surveystart() self.boxplotInput = {} self.boxplotSurveyMode = true end function BoxPlotPlothandler:surveyend() self.boxplotSurveyMode = false local computed = boxPlotCompute( self.boxPlotRequest, self.boxplotInput ) local texResult = "\\pgfplotsplothandlersurveyend@boxplot@set{lower whisker}{" .. toTeXstring(computed.lowerWhisker) .. "}" .. "\\pgfplotsplothandlersurveyend@boxplot@set{lower quartile}{" .. toTeXstring(computed.lowerQuartile) .. "}" .. "\\pgfplotsplothandlersurveyend@boxplot@set{median}{" .. toTeXstring(computed.median) .. "}" .. "\\pgfplotsplothandlersurveyend@boxplot@set{upper quartile}{" .. toTeXstring(computed.upperQuartile) .. "}" .. "\\pgfplotsplothandlersurveyend@boxplot@set{upper whisker}{" .. toTeXstring(computed.upperWhisker) .. "}" .. "\\pgfplotsplothandlersurveyend@boxplot@set{sample size}{" .. toTeXstring(# self.boxplotInput) .. "}" self.boxplotInput = nil Plothandler.surveystart(self) local outliers = computed.outliers for i =1,#outliers do local outlier = outliers[i] local pt = Coord.new() -- this here resembles \pgfplotsplothandlersurveypoint@boxplot@prepared when it is invoked during boxplot: local X,Y = self.boxplotsetxy(outlier, 0) pt.x = { X, Y, nil } Plothandler.surveypoint(self,pt) end Plothandler.surveyend(self) return texResult end function BoxPlotPlothandler:semiSurveyedValue(data) local result = pgftonumber(data) if result then table.insert( self.boxplotInput, result ) end end function BoxPlotPlothandler:surveypoint(pt) if self.boxplotSurveyMode then error("Unsupported Operation encountered: box plot survey in LUA are only in PARTIAL mode (i.e. only if almost all has been prepared in TeX. Use 'lua backend=false' to get around this.") else Plothandler.surveypoint(self,pt) end end ------------------------------------------------------- end
-- vi: expandtab ts=2 sw=2 local fn = vim.fn local api = vim.api local cmd = vim.cmd local function tryload(module) local has_mod,mod = pcall(require,module) if has_mod then return mod end end local M = {} -- highlight groups M.colors = { active = '%#StatusLine#', inactive = '%#StatuslineNC#', mode = '%#Mode#', git = '%#Git#', file = '%#File#', lsp = '%#Lsp#', filetype = '%#Filetype#', line_col = '%#LineCol#', perc = '%#Percentage#', char = '%#Char#', } M.trunc_width = setmetatable({ mode = 90, git_status = 90, filename = 140, line_col = 60, }, { __index = function() return 80 end }) M.is_truncated = function(_, width) local current_width = api.nvim_win_get_width(0) return current_width < width end M.modes = setmetatable({ ['n'] = {'Normal', 'N'}; ['no'] = {'N-Pending', 'N-P'} ; ['v'] = {'Visual', 'V' }; ['V'] = {'V-Line', 'V-L' }; [''] = {'V-Block', 'V-B'}; -- this is not ^V, but it's , they're different ['s'] = {'Select', 'S'}; ['S'] = {'S-Line', 'S-L'}; [''] = {'S·Block', 'S-B'}; -- same with this one, it's not ^S but it's ['i'] = {'Insert', 'I'}; ['ic'] = {'Insert', 'I'}; ['R'] = {'Replace', 'R'}; ['Rv'] = {'V-Replace', 'V-R'}; ['c'] = {'Command', 'C'}; ['cv'] = {'Vim-Ex ', 'V-E'}; ['ce'] = {'Ex ', 'E'}; ['r'] = {'Prompt ', 'P'}; ['rm'] = {'More ', 'M'}; ['r?'] = {'Confirm ', 'C'}; ['!'] = {'Shell ', 'S'}; ['t'] = {'Terminal ', 'T'}; }, { __index = function() return {'Unknown', 'U'} -- handle edge cases end }) M.get_current_mode = function(self) local current_mode = api.nvim_get_mode().mode if self:is_truncated(self.trunc_width.mode) then return string.format(' %s ', self.modes[current_mode][2]):upper() end return string.format(' %s ', self.modes[current_mode][1]):upper() end M.get_git_status = function(self) -- use fallback because it doesn't set this variable on the initial `BufEnter` local signs = vim.b.gitsigns_status_dict or {head = '', added = 0, changed = 0, removed = 0} local is_head_empty = signs.head ~= '' if self:is_truncated(self.trunc_width.git_status) or ( signs.added == nil and signs.changed == nil and signs.removed == nil ) then return is_head_empty and string.format('  %s ', signs.head or '') or '' end return is_head_empty and string.format( ' +%s ~%s -%s |  %s ', signs.added, signs.changed, signs.removed, signs.head ) or '' end M.get_filename = function(self) return ' %<%f ' end M.get_filetype = function() local icons = tryload('nvim-web-devicons') local file_name, file_ext = fn.expand('%:t'), fn.expand('%:e') local icon = icons and icons.get_icon(file_name, file_ext, { default = true }) local filetype = vim.bo.filetype if filetype == '' or filetype == nil then return '' elseif icon == '' or icon == nil then return string.format(' %s ', filetype):lower() end return string.format(' %s %s ', icon, filetype):lower() end M.get_character = function(self) if self:is_truncated(self.trunc_width.line_col) then return '' end return ' 0x%04B ' end M.get_line_col = function(self) if self:is_truncated(self.trunc_width.line_col) then return ' %l:%c ' end return ' Ln %l, Col %c ' end M.get_lsp_diagnostic = function(self) local result = {} local levels = { errors = 'Error', warnings = 'Warning', info = 'Information', hints = 'Hint' } for k, level in pairs(levels) do result[k] = vim.lsp.diagnostic.get_count(0, level) end if self:is_truncated(120) then return '' else return string.format( ' :%s :%s :%s :%s ', result['errors'] or 0, result['warnings'] or 0, result['info'] or 0, result['hints'] or 0 ) end end M.set_active = function(self) local colors = self.colors cmd('hi Mode ctermfg=Black ctermbg=Yellow') cmd('hi Git ctermfg=Black ctermbg=DarkGray') cmd('hi File ctermfg=DarkGray') cmd('hi Lsp ctermbg=LightMagenta ctermfg=Black') cmd('hi FileType ctermbg=LightBlue ctermfg=Black') cmd('hi LineCol ctermbg=DarkBlue ctermfg=Black') cmd('hi Percentage ctermbg=Red ctermfg=White') cmd('hi Char ctermbg=Yellow ctermfg=Black') return table.concat({ colors.active, colors.mode .. self:get_current_mode(), colors.git .. self:get_git_status(), colors.file .. self:get_filename(), '%=', colors.lsp .. self:get_lsp_diagnostic(), colors.filetype .. self:get_filetype(), colors.line_col .. self:get_line_col(), colors.perc .. ' %p%% ', colors.char .. self:get_character(), }) end M.set_inactive = function(self) return self.colors.inactive .. '%= %F %=' end M.set_explorer = function(self) local title = self.colors.mode .. '  ' return table.concat({ self.colors.active, title }) end Statusline = setmetatable(M, { __call = function(statusline, mode) if mode == 'active' then return statusline:set_active() end if mode == 'inactive' then return statusline:set_inactive() end if mode == 'explorer' then return statusline:set_explorer() end end }) api.nvim_exec([[ augroup Statusline au! au WinEnter,BufEnter * setlocal statusline=%!v:lua.Statusline('active') au WinLeave,BufLeave * setlocal statusline=%!v:lua.Statusline('inactive') au WinEnter,BufEnter,FileType NvimTree setlocal statusline=%!v:lua.Statusline('explorer') augroup END ]], false)
local options = rbxmk.load{rbxmk.path{"$sd/options.lua"}, ...} rbxmk.load{rbxmk.path{"$sd/defines.lua"}, options} if options.help then print(rbxmk.load{rbxmk.path{"$sd/help.lua"}}) return end local targetPath = options.target if type(targetPath) ~= "string" then error("options.target: string expected, got " .. type(targetPath)) end ---------------------------------------------------------------- ---------------------------------------------------------------- -- Encode instance path table into a string. local function encodePath(path) return table.concat(path, ".") end -- Decode an instance path string into a table. local function newPath(path) local t = {} if type(path) == "table" then for i, v in ipairs(path) do if type(v) ~= "string" then return nil, string.format("index %d: string expected, got %s", i, type(v)) end t[i] = v end elseif type(path) == "string" then -- TODO: make more robust. for element in string.gmatch(path, "[^%.]+") do t[#t+1] = element end else return nil, "table or string expected, got " .. type(path) end t.string = encodePath(t) return t, nil end -- Compare instance path tables. local function comparePaths(a, b) if #a ~= #b then return false end for i, v in ipairs(a) do if b[i] ~= v then return false end end return true end -- Load a script from a file and run the preprocessor on it. local function processScript(format, name, ...) local script = rbxmk.input{format=format, rbxmk.path{...}} if name then rbxmk.map{ rbxmk.output{script, "Name"}, rbxmk.input{"generate://Value", string.format('string="%s"', name)}, } end local ok, script = pcall(rbxmk.filter, {"preprocess", script}) if not ok then return nil, script end return script, nil end -- Generate a Folder instance of the given name. local function createFolder(name) return rbxmk.input{"generate://Instance", string.format('Folder{Name:string="%s"}', name)} end -- Validate and add map to mappings table. local function addMapping(mappings, map) if type(map) ~= "table" then return "table expected, got " .. type(map) end local source = map.source if type(source) ~= "string" then return "field 'source': string expected, got " .. type(source) end local target, err = newPath(map.target) if err then return "field 'target': " .. err end local extension = map.extension if extension ~= nil and type(extension) ~= "string" then return "field 'extension': string expected, got " .. type(extension) end local excluded = map.excluded if excluded ~= nil and type(excluded) ~= "boolean" then return "field 'excluded': boolean expected, got " .. type(excluded) end local shared = map.shared if shared ~= nil and type(shared) ~= "boolean" then return "field 'shared': boolean expected, got " .. type(shared) end table.insert(mappings, { source = rbxmk.path{source}, target = target, extension = extension or ".modulescript.lua", excluded = excluded or false, shared = shared or false, }) return nil end -- Retrieve modules from mapping. local function resolveMapping(map, priority) local sourcePath = rbxmk.path{map.source} local ok, files = pcall(rbxmk.readdir, {sourcePath}) if not ok then return files end local modules = {} local function findModules(name, files) for _, info in ipairs(files) do if info.isdir then table.insert(name, info.name) local ok, subfiles = pcall(rbxmk.readdir, {rbxmk.path{sourcePath, unpack(name)}}) if ok then findModules(name, subfiles) end table.remove(name) elseif rbxmk.filename{info.name, "fext"} == map.extension then table.insert(name, info.name) local modulePath = rbxmk.path{unpack(name)} table.remove(name) table.insert(name, rbxmk.filename{info.name, "fstem"}) table.insert(modules, { source = map.source, path = modulePath, name = newPath(name), target = map.target, priority = priority, excluded = map.excluded, shared = map.shared, }) table.remove(name) end end end findModules({}, files) map.modules = modules end -- Add module to list only if it is uniquely named. local function insertModule(modules, module) if module.untracked then table.insert(modules, module) return nil end for _, prev in ipairs(modules) do if comparePaths(prev.name, module.name) then return prev end end table.insert(modules, module) return nil end -- Write module to an output. local function writeModule(input, output, module) if module.excluded then return nil end -- Ensure path exists. local slice = {} for _, name in ipairs(module.target) do table.insert(slice, name) local ok = pcall(rbxmk.input, {input, encodePath(slice)}) if not ok then table.remove(slice) if #slice == 0 then -- Add to root. rbxmk.map{output, createFolder(name)} else -- Add to descendant. rbxmk.map{ rbxmk.output{input, encodePath(slice)}, createFolder(name), } end table.insert(slice, name) end end -- Write module. local script, err = processScript( "modulescript.lua", module.name[#module.name], module.source, module.path ) if err ~= nil then error(module.name.string .. ": " .. err) end rbxmk.map{ rbxmk.output{output, module.target.string}, script, } end ---------------------------------------------------------------- ---------------------------------------------------------------- -- Add mappings. local Mappings = {} for i, map in ipairs(options.mappings) do local err = addMapping(Mappings, map) if err ~= nil then error(string.format("options.mappings[%d]: %s", i, err)) end end -- Resolve mappings. for i, map in ipairs(Mappings) do local err = resolveMapping(map, i) if err ~= nil then error(string.format("mappings[%d]: %s", i, err)) end end -- Merge modules. local Modules = {} if options.mainserver then local path = rbxmk.path{options.mainserver} insertModule(Modules, { source = rbxmk.filename{path, "dir"}, path = rbxmk.filename{path, "base"}, name = newPath("Main"), target = newPath("ServerScriptService"), priority = 0, untracked = true, }) end if options.mainclient then local path = rbxmk.path{options.mainclient} insertModule(Modules, { source = rbxmk.filename{path, "dir"}, path = rbxmk.filename{path, "base"}, name = newPath("Main"), target = newPath("ReplicatedFirst"), priority = 0, untracked = true, }) end for i, map in ipairs(Mappings) do for _, module in ipairs(map.modules) do local prev = insertModule(Modules, module) if prev then print(string.format("mappings[%d]: ignored %s, already defined in mappings[%d]", i, module.name.string, prev.priority)) end end end -- Exclude modules. for _, module in ipairs(Modules) do local include = options.modules[module.name.string] if include ~= nil then module.excluded = not include end end -- Sort by priority, then name. table.sort(Modules, function(a, b) if a.priority == b.priority then return a.name.string < b.name.string end return a.priority < b.priority end) -- Generate module manifests. local ModuleTargets = {} local SharedManifest = {} local ServerManifest = {} for _, module in ipairs(Modules) do if not module.untracked then if ModuleTargets[module.target.string] == nil then table.insert(ModuleTargets, string.format("%q", module.target.string)) ModuleTargets[module.target.string] = #ModuleTargets end end end for _, module in ipairs(Modules) do if not module.untracked then local data = string.format("[%q]=%d", module.name.string, ModuleTargets[module.target.string]) if module.shared then table.insert(SharedManifest, data) else table.insert(ServerManifest, data) end end end ModuleTargets = "{" .. table.concat(ModuleTargets, ",") .. "}" SharedManifest = "{" .. table.concat(SharedManifest, ",") .. "}" ServerManifest = "{" .. table.concat(ServerManifest, ",") .. "}" ---------------------------------------------------------------- ---------------------------------------------------------------- -- Define variable for the preprocessor, causing `--[[#Core]]` to resolve to -- code that loads the Core module. rbxmk.configure{ define = { Core = rbxmk.input{rbxmk.path{"$sd/loadcore.lua"}}, }, } -- Define variables specified in options. rbxmk.configure{define = options.define} -- Load clean-slate place file. local targetInput = rbxmk.load{rbxmk.path{"$sd/template.lua"}} -- Create an output to write directly to the target in-memory. local targetOutput = rbxmk.output{targetInput} -- Add Core module. do local core = processScript("modulescript.lua", nil, "$sd/../scripts/Core.lua") core = rbxmk.filter{"region", core, "ModuleTargets", ModuleTargets} core = rbxmk.filter{"region", core, "ServerManifest", ServerManifest} core = rbxmk.filter{"region", core, "SharedManifest", SharedManifest} rbxmk.map{rbxmk.output{targetOutput, "ReplicatedFirst"}, core} end -- Add bootstrappers. rbxmk.map{ rbxmk.output{targetOutput, "ServerScriptService"}, processScript("script.lua", "Bootstrap", "$sd/../scripts/BootstrapServer.lua"), } rbxmk.map{ rbxmk.output{targetOutput, "ReplicatedFirst"}, processScript("localscript.lua", "Bootstrap", "$sd/../scripts/BootstrapClient.lua"), } -- Add modules. for _, module in ipairs(Modules) do local err = writeModule(targetInput, targetOutput, module) if err ~= nil then error(string.format("module %q: %s", module.name.string, err)) end end -- Write to file. rbxmk.delete{rbxmk.output{targetPath}} rbxmk.map{targetInput, rbxmk.output{targetPath}} if options.debug then print("Module (priority : excluded : shared : source => target )") print("-----------------------------------------------------------------------------------------------------------------------------------------------") for _, module in pairs(Modules) do rbxmk.printf{"%-9s (%-8d : %-8s : %-6s : %-64s => %-32s)\n", module.name.string, module.priority, module.excluded, module.shared, rbxmk.path{module.source, module.path}, module.target.string, } end end
assert(Skada, "Skada not found!") Skada:AddLoadableModule("Friendly Fire", function(Skada, L) if Skada:IsDisabled("Friendly Fire") then return end local mod = Skada:NewModule(L["Friendly Fire"]) local spellmod = mod:NewModule(L["Damage spell list"]) local targetmod = mod:NewModule(L["Damage target list"]) local pairs, ipairs, select, format = pairs, ipairs, select, string.format local getSpellInfo, tContains = Skada.getSpellInfo or GetSpellInfo, tContains local _ -- spells in the following table will be ignored. local ignoredSpells = {} local function log_damage(set, dmg) if dmg.spellid and tContains(ignoredSpells, dmg.spellid) then return end local player = Skada:get_player(set, dmg.playerid, dmg.playername, dmg.playerflags) if player then Skada:AddActiveTime(player, dmg.amount > 0) player.friendfire = (player.friendfire or 0) + dmg.amount set.friendfire = (set.friendfire or 0) + dmg.amount -- spell player.friendfire_spells = player.friendfire_spells or {} player.friendfire_spells[dmg.spellid] = (player.friendfire_spells[dmg.spellid] or 0) + dmg.amount -- saving this to total set may become a memory hog deluxe. if set == Skada.current and dmg.dstName then player.friendfire_targets = player.friendfire_targets or {} player.friendfire_targets[dmg.dstName] = (player.friendfire_targets[dmg.dstName] or 0) + dmg.amount end end end local dmg = {} local function SpellDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...) if srcGUID ~= dstGUID then local amount, absorbed if eventtype == "SWING_DAMAGE" then dmg.spellid = 6603 amount, _, _, _, _, absorbed = ... else dmg.spellid, _, _, amount, _, _, _, _, absorbed = ... end dmg.playerid = srcGUID dmg.playername = srcName dmg.playerflags = srcFlags dmg.dstName = dstName dmg.amount = (amount or 0) + (absorbed or 0) log_damage(Skada.current, dmg) log_damage(Skada.total, dmg) end end function targetmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's targets"], label) end function targetmod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's targets"], player.name) local total = player.friendfire or 0 if total > 0 and player.friendfire_targets then local maxvalue, nr = 0, 1 for targetname, amount in pairs(player.friendfire_targets) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = targetname d.label = targetname d.value = amount d.valuetext = Skada:FormatValueText( Skada:FormatNumber(d.value), mod.metadata.columns.Damage, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function spellmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's damage"], label) end function spellmod:Update(win, set) local player = Skada:find_player(set, win.playerid, win.playername) if player then win.title = format(L["%s's damage"], player.name) local total = player.friendfire or 0 if total > 0 and player.friendfire_spells then local maxvalue, nr = 0, 1 for spellid, amount in pairs(player.friendfire_spells) do local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = getSpellInfo(spellid) d.value = amount d.valuetext = Skada:FormatValueText( Skada:FormatNumber(d.value), mod.metadata.columns.Damage, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end win.metadata.maxvalue = maxvalue end end end function mod:Update(win, set) win.title = L["Friendly Fire"] local total = set.friendfire or 0 if total > 0 then local maxvalue, nr = 0, 1 for _, player in ipairs(set.players) do if (player.friendfire or 0) > 0 then local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = player.id d.label = player.name d.text = Skada:FormatName(player.name, player.id) d.class = player.class d.role = player.role d.spec = player.spec d.value = player.friendfire d.valuetext = Skada:FormatValueText( Skada:FormatNumber(d.value), self.metadata.columns.Damage, Skada:FormatPercent(d.value, total), self.metadata.columns.Percent ) if d.value > maxvalue then maxvalue = d.value end nr = nr + 1 end end win.metadata.maxvalue = maxvalue end end function mod:OnEnable() self.metadata = { showspots = true, click1 = spellmod, click2 = targetmod, nototalclick = {targetmod}, columns = {Damage = true, Percent = true}, icon = "Interface\\Icons\\inv_gizmo_supersappercharge" } Skada:RegisterForCL(SpellDamage, "DAMAGE_SHIELD", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "DAMAGE_SPLIT", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "RANGE_DAMAGE", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "SPELL_BUILDING_DAMAGE", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "SPELL_DAMAGE", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "SPELL_EXTRA_ATTACKS", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "SPELL_PERIODIC_DAMAGE", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:RegisterForCL(SpellDamage, "SWING_DAMAGE", {dst_is_interesting_nopets = true, src_is_interesting_nopets = true}) Skada:AddMode(self, L["Damage Done"]) end function mod:OnDisable() Skada:RemoveMode(self) end function mod:GetSetSummary(set) local value = set.friendfire or 0 return Skada:FormatNumber(value), value end end)
local M = {} function M.get(cp) return { TelescopeNormal = { bg = cp.black3 }, TelescopePromptNormal = { bg = cp.black4 }, TelescopePreviewNormal = { bg = cp.black1 }, TelescopeBorder = { bg = cp.black3, fg = cp.black3 }, TelescopePromptBorder = { bg = cp.black4, fg = cp.black4 }, TelescopePreviewBorder = { bg = cp.black1, fg = cp.black1 }, TelescopePromptTitle = { bg = cp.black4, fg = cp.red, style = 'italic' }, TelescopePreviewTitle = { bg = cp.black1, fg = cp.green, style = 'italic' }, } end return M
RegisterProtectedOsirisListener("CharacterKilledBy", Data.OsirisEvents.CharacterKilledBy, "after", function(defender, owner, attacker) if GameHelpers.Character.IsPlayer(owner) then CustomStatSystem:ModifyStat(owner, ID.Kills, 1, ModuleUUID) end end) RegisterProtectedOsirisListener("CharacterDied", Data.OsirisEvents.CharacterDied, "after", function(character) if GameHelpers.Character.IsPlayer(character) then CustomStatSystem:ModifyStat(character, ID.Deaths, 1, ModuleUUID) end end) RegisterProtectedOsirisListener("NRD_OnHeal", Data.OsirisEvents.NRD_OnHeal, "after", function(target, source, amount, handle) if amount > 0 and GameHelpers.Character.IsPlayer(source) then CustomStatSystem:ModifyStat(source, ID.HealingDone, amount, ModuleUUID) end end) local hitSource = {} ---@param target EsvCharacter|EsvItem ---@param source EsvCharacter|nil ---@param data HitData ---@param hitStatus EsvStatusHit RegisterListener("StatusHitEnter", function(target, source, data, hitStatus) if source then hitSource[data.HitContext.HitId] = source.MyGuid end end) ---@param target EsvCharacter ---@param attacker StatCharacter ---@param hit HitRequest ---@param causeType string ---@param impactDirection number[] ---@param context HitContext local function OnBeforeCharacterApplyDamage(target, attacker, hit, causeType, impactDirection, context) --fprint(LOGLEVEL.TRACE, "[OnBeforeCharacterApplyDamage] context.HitId(%s) hitSource[%s] = %s", context.HitId, context.HitId, hitSource[context.HitId]) --print("OnBeforeCharacterApplyDamage", target.DisplayName, hit.TotalDamageDone, attacker, (attacker and attacker.Character and attacker.Character.IsPlayer) or "No attacker", hit.DamageDealt, causeType) local source = hitSource[context.HitId] if source then source = Ext.GetGameObject(source) end if hit.TotalDamageDone > 0 then if not source then if attacker and attacker.Character then source = attacker.Character end end if GameHelpers.Character.IsPlayer(source) then CustomStatSystem:ModifyStat(source, ID.TotalDamage, hit.TotalDamageDone) local highestHitStat = CustomStatSystem:GetStatByID(ID.LargestHit, ModuleUUID) if highestHitStat then local amount = highestHitStat:GetValue(source) if amount < hit.TotalDamageDone then CustomStatSystem:SetStat(source, ID.LargestHit, hit.TotalDamageDone, ModuleUUID) end end end end if not source and attacker then source = attacker.Character end end RegisterProtectedExtenderListener("BeforeCharacterApplyDamage", OnBeforeCharacterApplyDamage) RegisterStatusListener(Vars.StatusEvent.Applied, "DRAIN", function(target, status, source, statusType) if GameHelpers.Character.IsPlayer(source) then CustomStatSystem:ModifyStat(source, ID.SoulsEaten, 1) end end)
local coroutine_pool = setmetatable({}, { __mode = "kv" }) local function co_create(f) local co = table.remove(coroutine_pool) if co == nil then co = coroutine.create(function(...) f(...) while true do f = nil coroutine_pool[#coroutine_pool + 1] = co f = coroutine.yield "SUSPEND" f(coroutine.yield()) end end) else coroutine.resume(co, f) end return co end local function fun1() f = io.open("/dev/null", "w") f:write("jjjjjjjjjjjjjj") end local t1 = os.time() local m1 = collectgarbage('count') for i = 1, 100000 do -- coroutine.resume(coroutine.create(fun1)) -- 不用pool coroutine.resume(co_create(fun1)) -- 用协程池 end local m2 = collectgarbage('count') local t2 = os.time() print('diff time is ', t2 - t1) print('diff mem is ', m2 - m1)
-- test_framebuffer.lua package.path = package.path..";../?.lua" local DRMCard = require("DRMCard") -- Try to create a connection to a card first local card, err = DRMCard(); if not card then print("Error creating card: ", err) return false; end
local class = require 'libs.middleclass' local Bullet = class('Bullet') function Bullet:initialize(speed, width, height,bullets) self.width = width self.height = height self.speed = speed self.bullets = bullets end function Bullet:create(x,y) self.x = x self.y = y table.insert(self.bullets, {x = self.x, y = self.y}) end function Bullet:update(dt) for i, v in ipairs(self.bullets) do v.y = v.y - self.speed * dt end end function Bullet:draw() love.graphics.setColor(255, 255, 255) for i, v in ipairs(self.bullets) do love.graphics.rectangle("fill", v.x, v.y, self.width, self.height) end end function Bullet:destroy() for i, v in ipairs(self.bullets) do if v.y >= love.graphics.getHeight() then table.remove(self.bullets, i) end end end return Bullet
-- -- gcc.lua -- Provides GCC-specific configuration strings. -- Copyright (c) 2002-2008 Jason Perkins and the Premake project -- premake.gcc = { } -- -- Set default tools -- premake.gcc.cc = "gcc" premake.gcc.cxx = "g++" premake.gcc.ar = "ar" -- -- Translation of Premake flags into GCC flags -- local cflags = { EnableSSE = "-msse", EnableSSE2 = "-msse2", ExtraWarnings = "-Wall", FatalWarnings = "-Werror", FloatFast = "-ffast-math", FloatStrict = "-ffloat-store", NoFramePointer = "-fomit-frame-pointer", Optimize = "-O2", OptimizeSize = "-Os", OptimizeSpeed = "-O3", Symbols = "-g", } local cxxflags = { NoExceptions = "-fno-exceptions", NoRTTI = "-fno-rtti", } -- -- Map platforms to flags -- premake.gcc.platforms = { Native = { cppflags = "-MMD -MP", }, x32 = { cppflags = "-MMD -MP", flags = "-m32", ldflags = "-L/usr/lib32", }, x64 = { cppflags = "-MMD -MP", flags = "-m64", ldflags = "-L/usr/lib64", }, Universal = { cppflags = "", flags = "-arch i386 -arch x86_64 -arch ppc -arch ppc64", }, Universal32 = { cppflags = "", flags = "-arch i386 -arch ppc", }, Universal64 = { cppflags = "", flags = "-arch x86_64 -arch ppc64", }, PS3 = { cc = "ppu-lv2-g++", cxx = "ppu-lv2-g++", ar = "ppu-lv2-ar", cppflags = "-MMD -MP", } } local platforms = premake.gcc.platforms -- -- Returns a list of compiler flags, based on the supplied configuration. -- function premake.gcc.getcppflags(cfg) local result = { } table.insert(result, platforms[cfg.platform].cppflags) return result end function premake.gcc.getcflags(cfg) local result = table.translate(cfg.flags, cflags) table.insert(result, platforms[cfg.platform].flags) if cfg.system ~= "windows" and cfg.kind == "SharedLib" then table.insert(result, "-fPIC") end return result end function premake.gcc.getcxxflags(cfg) local result = table.translate(cfg.flags, cxxflags) return result end -- -- Returns a list of linker flags, based on the supplied configuration. -- function premake.gcc.getldflags(cfg) local result = { } -- OS X has a bug, see http://lists.apple.com/archives/Darwin-dev/2006/Sep/msg00084.html if not cfg.flags.Symbols then if cfg.system == "macosx" then table.insert(result, "-Wl,-x") else table.insert(result, "-s") end end if cfg.kind == "SharedLib" then if cfg.system == "macosx" then result = table.join(result, { "-dynamiclib", "-flat_namespace" }) else table.insert(result, "-shared") end if cfg.system == "windows" and not cfg.flags.NoImportLib then table.insert(result, '-Wl,--out-implib="' .. cfg.linktarget.fullpath .. '"') end end if cfg.kind == "WindowedApp" and cfg.system == "windows" then table.insert(result, "-mwindows") end local platform = platforms[cfg.platform] table.insert(result, platform.flags) table.insert(result, platform.ldflags) return result end -- -- Return a list of library search paths. Technically part of LDFLAGS but need to -- be separated because of the way Visual Studio calls GCC for the PS3. See bug -- #1729227 for background on why library paths must be split. -- function premake.gcc.getlibdirflags(cfg) local result = { } for _, value in ipairs(premake.getlinks(cfg, "all", "directory")) do table.insert(result, '-L' .. _MAKE.esc(value)) end return result end -- -- Returns a list of linker flags for library search directories and library -- names. See bug #1729227 for background on why the path must be split. -- function premake.gcc.getlinkflags(cfg) local result = { } for _, value in ipairs(premake.getlinks(cfg, "all", "basename")) do if path.getextension(value) == ".framework" then table.insert(result, '-framework ' .. _MAKE.esc(path.getbasename(value))) else table.insert(result, '-l' .. _MAKE.esc(value)) end end return result end -- -- Decorate defines for the GCC command line. -- function premake.gcc.getdefines(defines) local result = { } for _,def in ipairs(defines) do table.insert(result, '-D' .. def) end return result end -- -- Decorate include file search paths for the GCC command line. -- function premake.gcc.getincludedirs(includedirs) local result = { } for _,dir in ipairs(includedirs) do table.insert(result, "-I" .. _MAKE.esc(dir)) end return result end
require 'base' require 'os' MST_ONLY = Clock:new('MST', nil, CLOCK_FONT, 'Arizona') MST_ONLY.condition(function() os.date("*t", os.time()).isdst end) CLOCKS = { Clock:new('EST5EDT', nil, BIG_CLOCK_FONT, 'DC'), Clock:new('JST', nil, CLOCK_FONT, 'Tokyo'), Clock:new('GMT', nil, CLOCK_FONT, 'UTC'), Clock:new('CST6CDT', nil, CLOCK_FONT, 'CST6CDT'), Clock:new('MST7MDT', nil, CLOCK_FONT, 'MST7MDT'), MST_ONLY, Clock:new('PST8PDT', nil, CLOCK_FONT, 'PST8PDT'), } wordlclock = { call = function(self) worldclock:all() end, --call colors = { '' }, all = function(self) --itterate over list for clock in clocks do print('}') end, --all clocks = CLOCKS, } Clock = { tz = 'UTC', place = 'Universal Coordinated Time', font_size = 9, display_id = tz, condition = function(self) return true end, new = function(self, tz, place, font_size, display_id) self.tz = tz or self.tz self.utc_offset = utc_offset or self.utc_offset() self.place = place or self.place self.font_size = font_size or self.font_size self.display_id = display_id or self.display_id end, --new label = function(self) return display_id end, --label time = function(self, format) format = format or '%H:%M' local offset_c_time = posix.mktime(posix.gmtime())+utc_offset_sec() return posix.strftime(format, offset_c_time) end, --time utc_offset = function(self) local f = io.popen('LANG=C TZ='..tz..' date +"%z"') local l = f:read("*a") f:close() return trim(l) end, --utc_offset utc_offset_int = function(self) local offset = get_offset(tz) local r_offset = offset.reverse() local sign = roffset:sub(5) or '+' local hour = tonumber(roffset:sub(3,4).reverse()) local min = tonumber(roffset:sub(1,2).reverse()) return tonumber(sign..((hour*60)+min)*60) end, --utc_offset_int } function trim(s) return s:find'^%s*$' and '' or s:match'^%s*(.*%S)' end
local p = peripheral.find("redstoneProbe") test.assert(p, "no capacitor")
local ucursor = require 'luci.model.uci'.cursor() local json = require 'luci.jsonc' local server_section = arg[1] local local_port = arg[3] local host = arg[4] local server = ucursor:get_all('vssr', server_section) local ss = { server = host, server_port = server.server_port, local_address = '0.0.0.0', local_port = local_port, password = server.password, timeout = (server.timeout ~= nil) and server.timeout or 60, method = server.encrypt_method_ss, reuse_port = true, fast_open = (server.fast_open == '1') and true or false, plugin = (server.plugin ~= nil) and server.plugin or nil, plugin_opts = (server.plugin ~= nil) and server.plugin_opts or nil } print(json.stringify(ss, 1))
local Ball3DRender = class("Ball3DRender") function Ball3DRender.new(nTag, rootBall) local rbDes = { } rbDes.disableSleep = true rbDes.mass = 1.0 rbDes.shape = cc.Physics3DShape:createSphere(0) Ball3DRender = cc.PhysicsSprite3D:create("gameBilliards/3d_ball/ball.c3b", rbDes) if Ball3DRender then local rigidBody = cc.Physics3DRigidBody:create(rbDes) local component = cc.Physics3DComponent:create(rigidBody) Ball3DRender:setTexture("gameBilliards/3d_ball/" .. nTag .. ".png") Ball3DRender:setTag(g_EightBallData.g_Border_Tag.texture3D) Ball3DRender:setScale((rootBall:getContentSize().width / 2) / g_EightBallData.radius_3D) Ball3DRender:setCameraMask(cc.CameraFlag.USER2) Ball3DRender:setGlobalZOrder(0 - nTag) -- 这里如果想要真实台球摆放位置,用random设置角度 -- Ball3DRender:setRotation3D(cc.vec3(0.0,0.0,0.0)) Ball3DRender:setRotation3D(cc.vec3(math.random(0, 180), math.random(0, 180), math.random(0, 180))) rigidBody:setAngularVelocity(cc.vec3(0.0, 0.0, 0.0)) end return Ball3DRender end return Ball3DRender --local rbDes = { } --rbDes.disableSleep = true --rbDes.mass = 1.0 --rbDes.shape = cc.Physics3DShape:createSphere(0) --local Ball3DRender = class("Ball3DRender", --function() -- return cc.PhysicsSprite3D:create("gameBilliards/3d_ball/ball.c3b", rbDes) --end ) ----调整3D滚动效果 ----@母体速度 ----@母体角速度 --function Ball3DRender:adjust3DRolling(velocity,angularVelocity) -- if self then -- local rigidBody = self:getPhysicsObj() -- if rigidBody then -- rigidBody:setAngularVelocity(cc.vec3(- velocity.y / g_EightBallData.ballRollingRate, velocity.x / g_EightBallData.ballRollingRate, angularVelocity / g_EightBallData.ballRollingRate)) -- end -- end --end ---- 渲染3D ----@tag ----@母体球 --function Ball3DRender:ctor(nTag, rootBall) -- local rigidBody = cc.Physics3DRigidBody:create(rbDes) -- local component = cc.Physics3DComponent:create(rigidBody) -- self:setTexture("gameBilliards/3d_ball/" .. nTag .. ".png") -- self:setTag(g_EightBallData.g_Border_Tag.texture3D) -- self:setScale((rootBall:getContentSize().width / 2) / g_EightBallData.radius_3D) -- self:setCameraMask(cc.CameraFlag.USER2) -- self:setGlobalZOrder(0-nTag) -- --这里如果想要真实台球摆放位置,用random设置角度 -- --self:setRotation3D(cc.vec3(0.0,0.0,0.0)) -- self:setRotation3D(cc.vec3(math.random(0, 180), math.random(0, 180), math.random(0, 180))) -- rigidBody:setAngularVelocity(cc.vec3(0.0, 0.0, 0.0)) --end --return Ball3DRender
--sandbox.lua require("lualog") local lstdfs = require("lstdfs") local pairs = pairs local loadfile = loadfile local iopen = io.open local mabs = math.abs local tpack = table.pack local tunpack = table.unpack local tinsert = table.insert local sformat = string.format local dgetinfo = debug.getinfo local file_time = lstdfs.last_write_time local logger = quanta.logger local load_files = {} local search_path = {} local function ssplit(str, token) local t = {} while #str > 0 do local pos = str:find(token) if pos then tinsert(t, str:sub(1, pos - 1)) str = str:sub(pos + 1, #str) else t[#t + 1] = str break end end return t end --加载lua文件搜索路径 for _, path in ipairs(ssplit(package.path, ";")) do search_path[#search_path + 1] = path:sub(1, path:find("?") - 1) end local function search_load(node) local load_path = node.fullpath if load_path then node.time = file_time(load_path) return loadfile(load_path) end local filename = node.filename for _, path_root in pairs(search_path) do local fullpath = path_root .. filename local file = iopen(fullpath) if file then file:close() node.fullpath = fullpath node.time = file_time(fullpath) return loadfile(fullpath) end end return nil, "file not exist!" end local function try_load(node) local trunk_func, err = search_load(node) if not trunk_func then logger:error(sformat("[sandbox][try_load] load file: %s ... [failed]\nerror : %s", node.filename, err)) return end local res = tpack(pcall(trunk_func)) if not res[1] then logger:error(sformat("[sandbox][try_load] exec file: %s ... [failed]\nerror : %s", node.filename, res[2])) return end logger:info(sformat("[sandbox][try_load] load file: %s ... [ok]", node.filename)) return tunpack(res, 2) end function import(filename) local node = load_files[filename] if not node then node = { filename = filename } load_files[filename] = node end if not node.time then local res = try_load(node) if res then node.res = res end end return node.res end function quanta.reload() for path, node in pairs(load_files) do local filetime = file_time(node.fullpath) if mabs(node.time - filetime) > 1 then try_load(node) end end end function quanta.get(name) local global_obj = quanta[name] if not global_obj then local info = dgetinfo(2, "S") logger:error(sformat("[quanta][get] %s not initial! source(%s:%s)", name, info.short_src, info.linedefined)) return end return global_obj end
workspace "Sentry-Native" function sentry_native_common() language "C++" cppdialect "C++14" includedirs { SRC_ROOT.."/include", } pic "on" filter "system:macosx or linux" toolset("clang") filter "system:windows" buildoptions { "/wd4201", -- nonstandard extension used : nameless struct/union } filter "system:android" defines { "SENTRY_WITH_NULL_UNWINDER", "SENTRY_WITH_INPROC_BACKEND", } links { "log", } filter {} end -- Temporary disable specific projects for Android by adding this function call function disable_for_android() filter "system:android" kind "SharedLib" removefiles { SRC_ROOT.."/**", } filter {} end function sentry_native_library() libdirs { "bin/Release", } files { SRC_ROOT.."/src/**.c", SRC_ROOT.."/src/**.h", SRC_ROOT.."/src/**.cpp", SRC_ROOT.."/src/**.hpp", } filter "system:macosx" links { "curl", } defines { "SENTRY_WITH_LIBCURL_TRANSPORT", } filter "system:linux" links { "pthread", "uuid", "curl", "dl", } defines { "SENTRY_WITH_LIBCURL_TRANSPORT", } filter "system:windows" links { "winhttp.lib", "dbghelp.lib", "rpcrt4.lib", -- for UUID operations } defines { "SENTRY_WITH_WINHTTP_TRANSPORT", } filter {} end project "sentry" kind "SharedLib" sentry_native_common() sentry_native_library() project "sentry_crashpad" kind "SharedLib" sentry_native_common() sentry_native_library() dependson { "crashpad_handler" } defines { "SENTRY_WITH_CRASHPAD_BACKEND" } includedirs { CRASHPAD_PKG, CRASHPAD_PKG.."/third_party/mini_chromium/mini_chromium", } -- Crashpad links { "crashpad_client", "crashpad_util", "crashpad_minichromium_base", } filter "system:macosx" -- System links { "Foundation.framework", "Security.framework", "CoreText.framework", "CoreGraphics.framework", "IOKit.framework", "bsm", } filter {} disable_for_android() project "sentry_breakpad" kind "SharedLib" sentry_native_common() sentry_native_library() defines { "SENTRY_WITH_BREAKPAD_BACKEND" } buildoptions { "-fvisibility=hidden", } includedirs { BREAKPAD_PKG.."/src", } -- Breakpad links { "breakpad_client", } filter "system:macosx" -- System links { "Foundation.framework", "pthread", } defines { } filter {} project "example" kind "ConsoleApp" sentry_native_common() links { "sentry", } files { SRC_ROOT.."/examples/example.c", } -- make sure we have a build-id filter "system:linux" linkoptions { "-Wl,--build-id=uuid" } filter {} disable_for_android() project "example_crashpad" kind "ConsoleApp" sentry_native_common() links { "sentry_crashpad" } dependson { "crashpad_handler" } files { SRC_ROOT.."/examples/example_crashpad.c", } disable_for_android() project "example_breakpad" kind "ConsoleApp" sentry_native_common() links { "sentry_breakpad", } files { SRC_ROOT.."/examples/example_breakpad.c", } disable_for_android() project "test_sentry" kind "ConsoleApp" sentry_native_common() -- We compile the exe, but with the library settings sentry_native_library() includedirs { SRC_ROOT.."/src", } defines { "SENTRY_WITH_TESTS" } files { SRC_ROOT.."/tests/**.cpp", } -- make sure we have a build-id filter "system:linux" -- -E is needed on linux to make dladdr work on the main executable linkoptions { "-Wl,--build-id=uuid,-E" } filter {}
return {'arabier','arabisch','arabische','arabischtalig','aramees','arameeer','ara','arabesk','arabier','arabisatie','arabiseren','arabisering','arabist','arabistiek','arachideolie','arachnofobie','arak','aramide','aramidevezel','arabicakoffie','arachidonzuur','arab','arabica','arabie','arafurazee','aragon','aralmeer','ararat','ara','arabella','arafat','aram','aran','aranka','aras','arab','arabieren','arameeers','aramese','arabesken','arabisten','arabischtalige','aras','arabieren','arabiseerde','aras','arabellas','arafats','arams','arans','arankas','aras'}
-- See LICENSE for terms local mod_EnableMod local function ModOptions(id) -- id is from ApplyModOptions if id and id ~= CurrentModId then return end mod_EnableMod = CurrentModOptions:GetProperty("EnableMod") end -- load default/saved settings OnMsg.ModsReloaded = ModOptions -- fired when Mod Options>Apply button is clicked OnMsg.ApplyModOptions = ModOptions local function BlockRivalMileStones(func, ...) if not mod_EnableMod then return func(...) end end local orig_AIContestMilestone = AIContestMilestone function AIContestMilestone(...) return BlockRivalMileStones(orig_AIContestMilestone, ...) end local orig_AIContestAnomaly = AIContestAnomaly function AIContestAnomaly(...) return BlockRivalMileStones(orig_AIContestAnomaly, ...) end local orig_UpdateCompetitionItems = UpdateCompetitionItems function UpdateCompetitionItems(...) return BlockRivalMileStones(orig_UpdateCompetitionItems, ...) end
local wibox = require("wibox") local awful = require("awful") local watch = require("awful.widget.watch") local beautiful = require("beautiful") rhythmbox_widget = wibox.widget { font = 'Play 9', widget = wibox.widget.textbox } rhythmbox_icon = wibox.widget watch( "rhythmbox-client --no-start --print-playing", 1, function(widget, stdout, stderr, exitreason, exitcode) if string.len(stdout) > 33 then stdout = string.sub(stdout, 0, 30) .. "..." end rhythmbox_widget:set_text(stdout) end ) widget = wibox.widget { { { image = "/usr/share/icons/Adwaita/16x16/devices/audio-speakers-symbolic.symbolic.png", resize = false, widget = wibox.widget.imagebox }, rhythmbox_widget, layout = wibox.layout.fixed.horizontal }, widget = wibox.container.background } return widget
local Native = require('lib.native.native') ---@class ItemRealField local ItemRealField = { ScalingValue = Native.ConvertItemRealField(0x69736361), --ITEM_RF_SCALING_VALUE } return ItemRealField
require 'nnlr' function createModel(nGPU) -- from https://code.google.com/p/cuda-convnet2/source/browse/layers/layers-imagenet-1gpu.cfg -- this is AlexNet that was presented in the One Weird Trick paper. http://arxiv.org/abs/1404.5997 local features = nn.Sequential() local SpatialConvolution = nn.SpatialConvolutionMKLDNN local ReLU = nn.ReLUMKLDNN local SpatialMaxPooling = nn.SpatialMaxPoolingMKLDNN local SBatchNorm = nn.SpatialBatchNormalizationMKLDNN local LRN = nn.LRNMKLDNN local conv1 = SpatialConvolution(3,96,11,11,4,4) conv1:learningRate('weight', 1) conv1:weightDecay('weight', 1) conv1:learningRate('bias', 2) conv1:weightDecay('bias', 0) conv1.weight:normal(0, 0.01) conv1.bias:fill(0) local conv2 = SpatialConvolution(96,256,5,5,1,1,2,2,2) conv2:learningRate('weight', 1) conv2:weightDecay('weight', 1) conv2:learningRate('bias', 2) conv2:weightDecay('bias', 0) conv2.weight:normal(0, 0.01) conv2.bias:fill(0.1) local conv3 = SpatialConvolution(256,384,3,3,1,1,1,1) conv3:learningRate('weight', 1) conv3:weightDecay('weight', 1) conv3:learningRate('bias', 2) conv3:weightDecay('bias', 0) conv3.weight:normal(0, 0.01) conv3.bias:fill(0) local conv4 = SpatialConvolution(384,384,3,3,1,1,1,1,2) conv4:learningRate('weight', 1) conv4:weightDecay('weight', 1) conv4:learningRate('bias', 2) conv4:weightDecay('bias', 0) conv4.weight:normal(0, 0.01) conv4.bias:fill(0.1) local conv5 = SpatialConvolution(384,256,3,3,1,1,1,1,2) conv5:learningRate('weight', 1) conv5:weightDecay('weight', 1) conv5:learningRate('bias', 2) conv5:weightDecay('bias', 0) conv5.weight:normal(0, 0.01) conv5.bias:fill(0.1) local fc6 = nn.Linear(256*6*6, 4096) fc6:learningRate('weight', 1) fc6:weightDecay('weight', 1) fc6:learningRate('bias', 2) fc6:weightDecay('bias', 0) fc6.weight:normal(0, 0.005) fc6.bias:fill(0.1) local fc7 = nn.Linear(4096, 4096) fc7:learningRate('weight', 1) fc7:weightDecay('weight', 1) fc7:learningRate('bias', 2) fc7:weightDecay('bias', 0) fc7.weight:normal(0, 0.005) fc7.bias:fill(0.1) local fc8 = nn.Linear(4096, nClasses) fc8:learningRate('weight', 1) fc8:weightDecay('weight', 1) fc8:learningRate('bias', 2) fc8:weightDecay('bias', 0) fc8.weight:normal(0, 0.01) fc8.bias:fill(0) features:add(conv1) -- 224 -> 55 features:add(ReLU(true)) features:add(LRN(5,0.0001,0.75)) features:add(SpatialMaxPooling(3,3,2,2)) -- 55 -> 27 features:add(conv2) -- 27 -> 27 features:add(ReLU(true)) features:add(LRN(5,0.0001,0.75)) features:add(SpatialMaxPooling(3,3,2,2)) -- 27 -> 13 features:add(conv3) -- 13 -> 13 features:add(ReLU(true)) features:add(conv4) -- 13 -> 13 features:add(ReLU(true)) features:add(conv5) -- 13 -> 13 features:add(ReLU(true)) features:add(SpatialMaxPooling(3,3,2,2)) -- 13 -> 6 local classifier = nn.Sequential() classifier:add(nn.View(256*6*6)) classifier:add(fc6) classifier:add(nn.ReLU()) classifier:add(nn.Dropout(0.5)) classifier:add(fc7) classifier:add(nn.ReLU()) classifier:add(nn.Dropout(0.5)) classifier:add(fc8) classifier:add(nn.LogSoftMax()) features:get(1).gradInput = nil --classifier:cuda() local model = nn.Sequential():add(features):add(classifier) model.imageSize = 256 model.imageCrop = 227 return model end
local function parse_args() local cmd = torch.CmdLine() cmd:option("-TrainingData", "", "path for your training data to distill") cmd:option("-TopResponseFile", "", "path for your extracted top frequent responses") cmd:option("-saveFolder", "", "directory for saving output data") cmd:option("-batch_size", 1280, "") cmd:option("-gpu_index", 1, "") cmd:option("-distill_rate", 0.08, "the proportion of training data to distill in this round") cmd:option("-dictPath", "data/movie_25000", "dictionary file") cmd:option("-params_file", "", "hyperparameters for the pre-trained generative model") cmd:option("-model_file", "", " path for loading a pre-trained generative model") cmd:option("-save_summary", false, "whether to write a summary file") local params = cmd:parse(arg) print(params) return params end return parse_args
-- =========================================================================== -- Status Message Manager -- Non-interactive messages that appear in the upper-center of the screen. -- =========================================================================== include( "InstanceManager" ); -- =========================================================================== -- CONSTANTS -- =========================================================================== local DEFAULT_TIME_TO_DISPLAY :number = 10; -- Seconds to display the message -- =========================================================================== -- VARIABLES -- =========================================================================== local m_statusIM :table = InstanceManager:new( "StatusMessageInstance", "Root", Controls.StackOfMessages ); local m_gossipIM :table = InstanceManager:new( "GossipMessageInstance", "Root", Controls.StackOfMessages ); local PlayerConnectedChatStr :string = Locale.Lookup( "LOC_MP_PLAYER_CONNECTED_CHAT" ); local PlayerDisconnectedChatStr :string = Locale.Lookup( "LOC_MP_PLAYER_DISCONNECTED_CHAT" ); local PlayerKickedChatStr :string = Locale.Lookup( "LOC_MP_PLAYER_KICKED_CHAT" ); local m_kMessages :table = {}; -- =========================================================================== -- FUNCTIONS -- =========================================================================== -- =========================================================================== -- =========================================================================== function OnStatusMessage( str:string, fDisplayTime:number, type:number ) if (type == ReportingStatusTypes.DEFAULT or type == ReportingStatusTypes.GOSSIP) then -- A type we handle? local kTypeEntry :table = m_kMessages[type]; if (kTypeEntry == nil) then -- New type m_kMessages[type] = { InstanceManager = nil, MessageInstances= {} }; kTypeEntry = m_kMessages[type]; -- Link to the instance manager and the stack the UI displays in if (type == ReportingStatusTypes.GOSSIP) then kTypeEntry.InstanceManager = m_gossipIM; else kTypeEntry.InstanceManager = m_statusIM; end end local pInstance:table = kTypeEntry.InstanceManager:GetInstance(); table.insert( kTypeEntry.MessageInstances, pInstance ); local timeToDisplay:number = (fDisplayTime > 0) and fDisplayTime or DEFAULT_TIME_TO_DISPLAY; pInstance.StatusLabel:SetText( str ); pInstance.Anim:SetEndPauseTime( timeToDisplay ); pInstance.Anim:RegisterEndCallback( function() OnEndAnim(kTypeEntry,pInstance) end ); pInstance.Anim:SetToBeginning(); pInstance.Anim:Play(); pInstance.Button:RegisterCallback( Mouse.eLClick, function() OnMessageClicked(kTypeEntry,pInstance) end ); Controls.StackOfMessages:CalculateSize(); Controls.StackOfMessages:ReprocessAnchoring(); end end -- =========================================================================== function OnEndAnim( kTypeEntry:table, pInstance:table ) RemoveMessage( kTypeEntry, pInstance ); end -- =========================================================================== function OnMessageClicked( kTypeEntry:table, pInstance:table ) RemoveMessage( kTypeEntry, pInstance ); end -- =========================================================================== function RemoveMessage( kTypeEntry:table, pInstance:table ) pInstance.Anim:ClearEndCallback(); Controls.StackOfMessages:CalculateSize(); Controls.StackOfMessages:ReprocessAnchoring(); kTypeEntry.InstanceManager:ReleaseInstance( pInstance ); end ---------------------------------------------------------------- function OnMultplayerPlayerConnected( playerID ) if( ContextPtr:IsHidden() == false and GameConfiguration.IsNetworkMultiplayer() ) then local pPlayerConfig = PlayerConfigurations[playerID]; local statusMessage = Locale.Lookup(pPlayerConfig:GetPlayerName()) .. " " .. PlayerConnectedChatStr; OnStatusMessage( statusMessage, DEFAULT_TIME_TO_DISPLAY, ReportingStatusTypes.DEFAULT ); end end ---------------------------------------------------------------- function OnMultiplayerPrePlayerDisconnected( playerID ) if( ContextPtr:IsHidden() == false and GameConfiguration.IsNetworkMultiplayer() ) then local pPlayerConfig = PlayerConfigurations[playerID]; local statusMessage = Locale.Lookup(pPlayerConfig:GetPlayerName()); if(Network.IsPlayerKicked(playerID)) then statusMessage = statusMessage .. " " .. PlayerKickedChatStr; else statusMessage = statusMessage .. " " .. PlayerDisconnectedChatStr; end OnStatusMessage(statusMessage, DEFAULT_TIME_TO_DISPLAY, ReportingStatusTypes.DEFAULT); end end -- =========================================================================== -- Testing: When on the "G" and "D" keys generate messages. -- =========================================================================== function Test() OnStatusMessage("Testing out A message", 10, ReportingStatusTypes.GOSSIP ); OnStatusMessage("Testing out BB message", 10, ReportingStatusTypes.GOSSIP ); ContextPtr:SetInputHandler( function( pInputStruct ) local uiMsg = pInputStruct:GetMessageType(); if uiMsg == KeyEvents.KeyUp then local key = pInputStruct:GetKey(); if key == Keys.D then OnStatusMessage("Testing out status message ajsdkl akds dk dkdkj dkdkd ajksaksdkjkjd dkadkj f djkdkjdkj dak sdkjdjkal dkd kd dk adkj dkkadj kdjd kdkjd jkd jd dkj djkd dkdkdjdkdkjdkd djkd dkd dkjd kdjdkj d", 10, ReportingStatusTypes.DEFAULT ); return true; end if key == Keys.G then OnStatusMessage("Testing out gossip message", 10, ReportingStatusTypes.GOSSIP ); return true; end end return false; end, true); end -- =========================================================================== function Initialize() Events.StatusMessage.Add( OnStatusMessage ); LuaEvents.Custom_StatusMessage.Add( OnStatusMessage ); Events.MultiplayerPlayerConnected.Add( OnMultplayerPlayerConnected ); Events.MultiplayerPrePlayerDisconnected.Add( OnMultiplayerPrePlayerDisconnected ); --Test(); end Initialize();
zBTN = 3 -- GPIO0 button zRelay = 6 -- GPIO12 PWM0 relay (active high) zLED = 7 -- GPIO13 PWM1 GREEN LED (active low) --pwm.setup(zLED, 1, 500) --pwm.start(zLED) gpio.mode(zBTN,gpio.INT) pwm.stop(zLED) gpio.write(zLED,1) gpio.trig(zBTN, "both",function() if gpio.read(zBTN)==0 then pwm.stop(zLED) gpio.write(zLED,0) t1=tmr.now() else gpio.write(zLED,1) t2=tmr.now() t3=(t2-t1)/1000000 print(t3) if t3<2 then gpio.write(zLED,1) print("start") pwm.setup(zLED, 1, 500) pwm.start(zLED) else print("config") pwm.setup(zLED, 10, 500) pwm.start(zLED) end end end)