content stringlengths 5 1.05M |
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require("../logger")
require("../diff/diff_export")
require("../events")
require("../tick")
require("../utils/deepcopy")
Track = {}
Track.__index = Track
setmetatable(Track, {
__call = function(cls, ...)
return cls.init(...)
end
})
function Track.init()
local self = setmetatable({}, Track)
self.type = "Track"
self.logger = Logger(self.type)
self:reset()
return self
end
function Track:reset()
if self._id then
EventHandler.instance:del(self._id)
EventHandler.instance:del(self._frameid)
end
self.track = {}
self:clear()
self._id = EventHandler.instance:on(Events.TRACK, self.onTrack, self)
self._frameid = EventHandler.instance:on(Events.FRAME, self.onFrame, self)
return false
end
function Track:clear()
self.size = 0
self._track = {[0] = {
type = "Node",
maxAir = 0,
jumpAirTime = 0,
AjumpAirTime = 0,
pos = {
x = 0,
y = 0,
z = 0
},
rot = {
x = 0,
y = 0,
z = 0,
pan = 0,
tilt = 0,
roll = 0
},
funkyrot = false,
color = {
r = 255,
g = 255,
b = 255,
a = 0
},
intensity = 0,
trafficStrength = 0,
AtrafficStrength = 0,
time = -5
}}
self._maxAir = {}
self._jumpAirTime = {}
self._AjumpAirTime = {}
self._pos = {} -- x-y-z
self._rot = {} -- x-y-z, aka pan-tilt-roll
self._funkyRot = {}
self._color = {} -- r-g-b-a
self._intensity = {}
self._trafficStrength = {}
self._AtrafficStrength = {}
self._time = {}
self.current = 0
self.currentNode = deepcopy(self._track[0])
self.minTilt = 0
self.maxTilt = 0
return false
end
function Track:generateLogJumps()
if self.size <= 0 then
return true
end
self._logJumps = {}
for i = 1, self.size do
local j = 1
local k = 1
self._logJumps[i] = {}
while i + k <= self.size do
self._logJumps[i][j] = {i+k, self._time[i+k]}
j = j + 1
k = k * 2
end
end
return false
end
function Track:process()
self:clear()
local lastTime = -5
for k, v in ipairs(self.track) do
self._track[k] = deepcopy(self._track[0])
self.size = self.size + 1
if v.maxair ~= nil then
self._maxAir[k] = v.maxair
self._track[k].maxAir = v.maxair
else
self._maxAir[k] = 0
self._track[k].maxAir = 0
end
if v.jumpairtime ~= nil then
self._jumpAirTime[k] = v.jumpairtime
self._track[k].jumpAirTime = v.jumpairtime
else
self._jumpAirTime[k] = 0
self._track[k].jumpAirTime = 0
end
if v.antiairtime ~= nil then
self._AjumpAirTime[k] = v.antiairtime
self._track[k].AjumpAirTime = v.antiairtime
else
self._AjumpAirTime[k] = 0
self._track[k].AjumpAirTime = 0
end
if v.pos ~= nil then
self._pos[k] = v.pos
self._track[k].pos = v.pos
else
self._pos[k] = {x = 0, y = 0, z = 0}
self._track[k].pos = {x = 0, y = 0, z = 0}
end
if v.rot ~= nil then
self._rot[k] = {x = v.rot.x, roll = v.rot.x, y = v.rot.y, tilt = v.rot.y, z = v.rot.z, pan = v.rot.z}
self._track[k].rot = {x = v.rot.x, roll = v.rot.x, y = v.rot.y, tilt = v.rot.y, z = v.rot.z, pan = v.rot.z}
else
self._rot[k] = {x = 0, y = 0, z = 0, pan = 0, tilt = 0, roll = 0}
self._track[k].rot = {x = 0, y = 0, z = 0, pan = 0, tilt = 0, roll = 0}
end
if v.funkyrot ~= nil then
self._funkyRot[k] = v.funkyrot
self._track[k].funkyRot = v.funkyrot
else
self._funkyRot[k] = false
self._track[k].funkyRot = false
end
if v.color ~= nil then
self._color[k] = v.color
self._track[k].color = v.color
else
self._color[k] = {r = 255, g = 255, b = 255, a = 0}
self._track[k].color = {r = 255, g = 255, b = 255, a = 0}
end
if v.intensity ~= nil then
self._intensity[k] = v.intensity
self._track[k].intensity = v.intensity
else
self._intensity[k] = 0
self._track[k].intensity = 0
end
if v.trafficstrength ~= nil then
self._trafficStrength[k] = v.trafficstrength
self._track[k].trafficStrength = v.trafficstrength
else
self._trafficStrength[k] = 0
self._track[k].trafficStrength = 0
end
if v.antitrafficstrength ~= nil then
self._AtrafficStrength[k] = v.antitrafficstrength
self._track[k].AtrafficStrength = v.antitrafficstrength
else
self._AtrafficStrength[k] = 0
self._track[k].AtrafficStrength = 0
end
if v.seconds ~= nil then
self._time[k] = v.seconds
self._track[k].time = v.seconds
lastTime = v.seconds
else
self._time[k] = lastTime
self._track[k].time = lastTime
end
self._track[k].id = k
end
local min = math.min
local max = math.max
for i=1,self.size do
self.minTilt = min(self.minTilt, self._rot[i].tilt)
self.maxTilt = max(self.maxTilt, self._rot[i].tilt)
end
self:generateLogJumps()
return false
end
function Track:load(tr)
if type(tr) == "table" then
self.track = tr
elseif GameStates.current == PRE_TRACK then
return true
else
self.track = GetTrack()
end
self:process()
return false
end
function Track:timeToNode(sec)
if self.size <= 0 then
return true
end
local min = math.min
local current = 1
local jumpCounter = #self._logJumps[current]
while jumpCounter > 0 do
if self._logJumps[current][jumpCounter][2] <= sec then
current = self._logJumps[current][jumpCounter][1]
jumpCounter = min(jumpCounter - 1, #self._logJumps[current])
else
jumpCounter = jumpCounter - 1
end
end
return deepcopy(self._track[current])
end
function Track:nodeToTime(num)
if num <= 0 then
return self._time[1]
elseif num <= self.size then
return self._time[num]
else
return self._time[self.size]
end
end
function Track:getNode(num)
if num > 0 and num <= self.size then
return self._track[num]
else
return self._track[0]
end
end
function Track:get(varname)
if varname == nil then
return deepcopy(self._track)
elseif self["_" .. varname] then
return deepcopy(self["_" .. varname])
else
return true
end
end
function Track:onTrack(ev)
self.track = ev.data
self:process()
return false
end
function Track:onFrame(ev)
self.currentNode = self:timeToNode(Tick.instance:getRelativeTime())
self.currentID = self.currentNode.id
return false
end
|
Note = {}
Note.__index = Note
setmetatable(Note, {
__call = function(cls, ...)
return cls.init(...)
end,
__lt = function(a, b)
return a:lt(b)
end
})
Note.Objects = {
AUTO = 0,
DEFAULT = "Meteor",
DEFAULT_TAIL = "Meteor_Tail"
}
Note.HandTypes = {
AUTO = 0,
LEFT = 1,
RIGHT = 2,
PURPLE = 4
}
function Note.init(obj)
local self = setmetatable({}, Note)
self.type = "Note"
self.logger = Logger(self.type)
self:reset()
self:set(obj)
return self
end
function Note.defaultOffset(id, pos, span, handType)
return {
pos = {x = pos.x, y = pos.y},
span = {x = span.x, y = span.y}
}
end
function Note:reset()
self.enabled = true
self.startTime = -5
self.startNode = 1
self.lengthTime = 0
self.lengthNode = 1
self.endTime = -5
self.endNode = 1
self.handType = Note.HandTypes.AUTO
self.stack = 1 -- meteors in the same position
self.pos = {x = 0, y = 0} -- assign manual positions here
self.span = {x = 0, y = 0}
self.endPos = {x = 0, y = 0}
self.endSpan = {x = 0, y = 0}
self.offsetFunc = Note.defaultOffset
self.assigned = false
self.curve = {roll = 0, tilt = 0, pan = -1} -- The next one should be pan-tilt-roll? More testing is needed
-- I only have "The game does this for us" as the official documentation LUL
self.autoCurve = true
self.objects = {note = Note.Objects.DEFAULT, tail = Note.Objects.DEFAULT_TAIL} -- alternatively, you can give a note length-size array of object names
self.scales = {note = Diff.instance.noteScale, tail = Diff.instance.tailScale} -- same as above
self.speeds = {Diff.instance.meteorSpeed} -- || --
self.colors = {{53, 141, 255}, {255, 52, 0}, {103, 53, 176}}
self.emissives = self.colors
self.generator = "none"
end
function Note:modify(obj)
return self:set(obj)
end
function Note:load(obj)
return self:set(obj)
end
function Note:set(obj)
if type(obj) ~= "table" then
return true
end
if obj.type == "Note" then
self.id = obj.id or 0
self.enabled = obj.enabled
self.startTime = obj.startTime
self.startNode = obj.startNode
self.endTime = obj.endTime
self.endNode = obj.endNode
self.lengthTime = obj.lengthTime
self.lengthNode = obj.lengthNode
self.handType = obj.handType
self.stack = obj.stack
self.pos = deepcopy(obj.pos)
self.span = deepcopy(obj.span)
self.endPos = deepcopy(obj.endPos)
self.endSpan = deepcopy(obj.endSpan)
self.offsetFunc = obj.offsetFunc
self.assigned = obj.assigned
self.curve = deepcopy(obj.curve)
self.autoCurve = obj.autoCurve
self.objects = deepcopy(obj.objects)
self.scales = deepcopy(obj.scales)
self.speeds = deepcopy(obj.speeds)
self.colors = deepcopy(obj.colors)
self.emissives = (obj.colors == obj.emissives) and self.colors or deepcopy(obj.emissives)
self.generator = obj.generator
return false
end
if obj.node ~= nil or obj.startNode ~= nil then
self.startNode = obj.startNode or obj.node
self.startTime = obj.startTime or obj.time or Track.instance:nodeToTime(self.startNode)
elseif obj.time ~= nil or obj.startTime ~= nil then
self.startTime = obj.startTime or obj.time
self.startNode = Track.instance:timeToNode(self.start)
end
if obj.endNode ~= nil then
self.endNode = obj.endNode
self.endTime = obj.endTime or Track.instance:nodeToTime(self.endNode)
else
self.endTime = obj.endTime or self.startTime
self.endNode = Track.instance:timeToNode(self.endTime)
end
self.lengthTime = self.endTime - self.startTime
self.lengthNode = self.endNode - self.startNode + 1
self.offsetFunc = obj.offsetFunc or self.offsetFunc
self.stack = obj.stack or self.stack
if obj.pos then
self.assigned = true
self.pos.x = obj.pos.x or self.pos.x
self.pos.y = obj.pos.y or self.pos.y
end
if obj.span then
self.assigned = true
self.span.x = obj.span.x or self.span.x
self.span.y = obj.span.y or self.span.y
end
if obj.curve then
self.curve = deepcopy(obj.curve)
self.autoCurve = false
end
if obj.objects then
self.objects = deepcopy(obj.objects)
end
if obj.scales then
self.scales = deepcopy(obj.scales)
end
if obj.speeds then
self.speeds = deepcopy(obj.speeds)
end
if obj.colors then
self.colors = deepcopy(obj.colors)
if obj.emissives then
if obj.emissives == obj.colors then
self.emissives = self.colors
else
self.emissives = deepcopy(obj.emissives)
end
end
elseif obj.emissives then
self.emissives = deepcopy(obj.emissives)
end
if obj.generator then
self.generator = obj.generator
end
return false
end
function Note:enable()
self.enabled = true
end
function Note:disable()
self.enabled = false
end
function Note:toggle()
self.enabled = not self.enabled
end
function Note:get()
local ret = {}
for k, v in pairs(self) do
if k ~= "PosTypes" and k ~= "RenderTypes" and type(v) ~= "function" then
ret[k] = v
end
end
return ret
end
function Note:setHand(hand)
if hand == 0 then
return true
end
if self.assigned and self.handType >= 3 and hand < 3 then
if hand == 2 then
self.pos.x = self.pos.x + self.span.x / 2
self.pos.y = self.pos.y + self.span.y / 2
self.span.x = 0
self.span.y = 0
else
self.pos.x = self.pos.x - self.span.x / 2
self.pos.y = self.pos.y - self.span.y / 2
self.span.x = 0
self.span.y = 0
end
end
self.handType = hand
return false
end
--[[
Returns true if
- there's the hand OR
- there's a purple
Exclusive mode:
Returns true ONLY if
- there's exactly the hand
--]]
function Note:hasHands(hands, excHands)
local floor = math.floor
return (
(hands%2 == self.handType%2 or (not excHands and self.handType%2 == 1)) or (not excHands and floor(self.handType/4)%2 == 1)
) and (
(floor(hands/2)%2 == floor(self.handType/2)%2 or (not excHands and floor(self.handType/2)%2 == 1)) or (not excHands and floor(self.handType/4)%2 == 1)
) and (
floor(hands/4)%2 == floor(self.handType/4)%2 or (not excHands and floor(self.handType/4)%2 == 1)
)
end
function Note:finishAssign()
return self:finalize()
end
function Note:markAssigned()
return self:finalize()
end
function Note:finalize()
local endVals = self.offsetFunc(self.lengthNode, self.pos, self.span, self.handType)
self.endPos = endVals.pos
self.endSpan = endVals.span
self.assigned = true
end
function Note:calcCurves(realPos)
return {
z = math.max(Diff.instance.spanZ - Diff.instance.spanZ_factor, math.sqrt(Diff.instance.spanZ*Diff.instance.spanZ - realPos.x*realPos.x - (realPos.y - Diff.instance.chestHeight)*(realPos.y - Diff.instance.chestHeight))),
roll = self.autoCurve and 0 or self.curve.roll,
tilt = self.autoCurve and 0 or self.curve.tilt,
pan = self.autoCurve and -1 or self.curve.pan,
peakX = realPos.x * Diff.instance.curveFactorX,
peakY = math.min(math.max(realPos.y * Diff.instance.curveFactorY, Diff.instance.curveY_min), Diff.instance.curveY_max),
peakZ = 0
}
end
function Note:clone()
return Note:copy()
end
function Note:copy()
return Note(self)
end
function Note:toBREF()
if not self.enabled or not self.assigned then
return {}
end
local floor = math.floor
local ret = {}
for i=1,(self.lengthNode) do
local preSpanPos = self.offsetFunc(i - 1, self.pos, self.span, Note.HandTypes.PURPLE)
if floor(self.handType/4)%2==1 then
local postSpanPos = {
x = preSpanPos.pos.x,
y = preSpanPos.pos.y
}
local curves = self:calcCurves(postSpanPos)
local outPos = {postSpanPos.x, postSpanPos.y + Diff.instance.chestHeight, curves.z}
local outDir = {curves.roll, curves.tilt, curves.pan}
local obj = self.objects[i] or (i ~= 1 and self.objects.tail) or self.objects.note or self.objects[1]
local tailedObj = (i==1 and "h_" or "t_") .. obj
local peaks = {curves.peakX, curves.peakY, curves.peakZ}
local purp = {
tailedObject = tailedObj,
object = obj,
node = self.startNode + i,
pos = outPos,
handType = 2,
emissive = self.emissives[3],
color = self.colors[3],
scale = self.scales[i] or (i ~= 1 and self.scales.tail) or self.scales.note or self.scales[1],
speed = self.speeds[i] or (i ~= 1 and self.speeds.tail) or self.speeds.note or self.speeds[1],
direction = outDir,
curvePeak = peaks
}
ret[#ret+1] = purp
end
if floor(self.handType/2)%2==1 then
local postSpanPos = {
x = preSpanPos.pos.x + preSpanPos.span.x / 2,
y = preSpanPos.pos.y + preSpanPos.span.y / 2
}
local curves = self:calcCurves(postSpanPos)
local outPos = {postSpanPos.x, postSpanPos.y + Diff.instance.chestHeight, curves.z}
local outDir = {curves.roll, curves.tilt, curves.pan}
local obj = self.objects[i] or (i ~= 1 and self.objects.tail) or self.objects.note or self.objects[1]
local tailedObj = (i == 1 and "h_" or "t_") .. obj
local peaks = {curves.peakX, curves.peakY, curves.peakZ}
local rig = {
tailedObject = tailedObj,
object = obj,
node = self.startNode + i,
pos = outPos,
handType = 1,
emissive = self.emissives[2],
color = self.colors[2],
scale = self.scales[i] or (i ~= 1 and self.scales.tail) or self.scales.note or self.scales[1],
speed = self.speeds[i] or (i ~= 1 and self.speeds.tail) or self.speeds.note or self.speeds[1],
direction = outDir,
curvePeak = peaks
}
ret[#ret+1] = rig
end
if self.handType%2==1 then
local postSpanPos = {
x = preSpanPos.pos.x - preSpanPos.span.x / 2,
y = preSpanPos.pos.y - preSpanPos.span.y / 2
}
local curves = self:calcCurves(postSpanPos)
local outPos = {postSpanPos.x, postSpanPos.y + Diff.instance.chestHeight, curves.z}
local outDir = {curves.roll, curves.tilt, curves.pan}
local obj = self.objects[i] or (i ~= 1 and self.objects.tail) or self.objects.note or self.objects[1]
local tailedObj = (i == 1 and "h_" or "t_") .. obj
local peaks = {curves.peakX, curves.peakY, curves.peakZ}
local lef = {
tailedObject = tailedObj,
object = obj,
node = self.startNode + i,
pos = outPos,
handType = 0,
emissive = self.emissives[1],
color = self.colors[1],
scale = self.scales[i] or (i ~= 1 and self.scales.tail) or self.scales.note or self.scales[1],
speed = self.speeds[i] or (i ~= 1 and self.speeds.tail) or self.speeds.note or self.speeds[1],
direction = outDir,
curvePeak = peaks
}
ret[#ret+1] = lef
end
end
return ret
end
|
-- Vis Sleuth Plugin
-- Detect and set indentation.
require("vis")
local tab_width =
2
local defaults =
{ expandtab = "on"
, softtabstop = tab_width
, tabwidth = tab_width
}
local function vis_sleuth(win)
local function map(fn, list)
local mapped =
{}
for key, value in pairs(list) do
mapped[key] =
fn(key, value)
end
return mapped
end
local function command(option, value)
vis:command("set " .. option .. " " .. value)
return true
end
local function commands(options)
local merged =
options
for key, value in pairs(defaults) do
if not merged[key] then
merged[key] = value
end
end
return map(command, merged)
end
local new_file =
{ elixir =
function()
commands(defaults)
end
, elm =
function()
commands({ ["elm-format-indent"] = tab_width })
end
, python =
function()
local tab_width = 4
commands
( { softtabstop = tab_width
, tabwidth = tab_width
}
)
end
}
if type(new_file[win.syntax]) == "function" then
new_file[win.syntax]()
else
commands(defaults)
end
end
vis.events.subscribe(vis.events.WIN_OPEN, vis_sleuth)
|
redis_host = os.getenv("REDIS_HOST")
dark_canary_threshold = tonumber(os.getenv("DARK_CANARY_THRESHOLD")) |
Plane = class.sub(Mob)
function Plane:init(pDelay)
Mob.init(self, pDelay, -100, love.math.random(150) + 50)
self.speed = 1.7 + self.level/10
if self.speed >= 5 then
self.speed = 5
end
self.score = 5
self.targetX = config.gameWidth + 100
self.targetY = love.math.random(150) + 50
self.scale = 2
self.image = images.plane
self.colliderX = self.image:getWidth()/2 * self.scale
self.colliderY = self.image:getHeight()/2 * self.scale
self.stage2 = false
self.stage2trigX = love.math.random(150)+70
self.stage2trigBomb = 0
self.stage2posX = 0
end
function Plane:update()
Mob.update(self)
if (self.x >= self.stage2trigX) and not self.stage2 then
self.stage2 = true
self.stage2posX = self.x
end
if self.stage2 and ((self.x - self.stage2posX) > self.stage2trigBomb) and (self.x <= 730) then
mobs:add(class.new(Bomb, self.x, self.y+30, 0))
self.stage2trigBomb = 20 + love.math.random(10)
self.stage2posX = self.x
end
if self.x > config.gameWidth + 50 then
self.destroyed = true
end
end
function Plane:setTarget()
self.direction = math.atan2(self.targetY-self.startY, self.targetX-self.startX)
self.vX = math.cos(self.direction) * self.speed
self.vY = math.sin(self.direction) * self.speed
end
function Plane:destroy()
Mob.destroy(self)
if self.hit and not self.stage2 then
game.scenes.stages.score = game.scenes.stages.score + 15
end
end
|
pistol_intimidator = {
minimumLevel = 0,
maximumLevel = -1,
customObjectName = "Intimidator pistol",
directObjectTemplate = "object/weapon/ranged/pistol/pistol_intimidator.iff",
craftingValues = {
{"mindamage",150,200,0},
{"maxdamage",200,250,0},
{"attackspeed",5.3,3.7,1},
{"woundchance",8,16,0},
{"roundsused",30,65,0},
{"hitpoints",1500,1500,1500},
{"zerorangemod",-35,-35,0},
{"maxrangemod",-50,-50,0},
{"midrange",40,40,0},
{"midrangemod",5,15,0},
{"attackhealthcost",15,5,0},
{"attackactioncost",15,5,0},
{"attackmindcost",15,5,0},
},
customizationStringNames = {},
customizationValues = {},
-- randomDotChance: The chance of this weapon object dropping with a random dot on it. Higher number means less chance. Set to 0 to always have a random dot.
randomDotChance = -1,
junkDealerTypeNeeded = JUNKWEAPONS,
junkMinValue = 20,
junkMaxValue = 40
}
-- this is the intimidator_pistol
addLootItemTemplate("pistol_intimidator", pistol_intimidator)
|
local P = {}
local debug_level = tonumber(os.getenv('jagen_debug')) or -1
function P.message(...)
io.write('(I) ', string.format(...), '\n')
io.flush()
end
function P.warning(...)
io.stderr:write('(W) ', string.format(...), '\n')
io.stderr:flush()
end
function P.error(...)
io.stderr:write('(E) ', string.format(...), '\n')
io.stderr:flush()
end
function P.debug(...)
if debug_level >= 0 then
io.write('(D0) ', string.format(...), '\n')
io.flush()
end
end
function P.debug1(...)
if debug_level >= 1 then
io.write('(D1) ', string.format(...), '\n')
io.flush()
end
end
function P.debug2(...)
if debug_level >= 2 then
io.write('(D2) ', string.format(...), '\n')
io.flush()
end
end
return P
|
--[[ Netherstorm -- Nether Ray.lua
This script was written and is protected
by the GPL v2. This script was released
by BlackHer0 of the BLUA Scripting
Project. Please give proper accredidations
when re-releasing or sharing this script
with others in the emulation community.
~~End of License Agreement
-- BlackHer0, July, 29th, 2008. ]]
function Ray_OnEnterCombat(Unit,Event)
Unit:RegisterEvent("Ray_Drain",1000,0)
Unit:RegisterEvent("Ray_Shock",1000,0)
Unit:RegisterEvent("Ray_Sting",1000,0)
end
function Ray_Drain(Unit,Event)
Unit:FullCastSpellOnTarget(17008,Unit:GetClosestPlayer())
end
function Ray_Shock(Unit,Event)
Unit:FullCastSpellOnTarget(35334,Unit:GetClosestPlayer())
end
function Ray_Sting(Unit,Event)
Unit:FullCastSpellOnTarget(36659,Unit:GetClosestPlayer())
end
function Ray_OnLeaveCombat(Unit,Event)
Unit:RemoveEvents()
end
function Ray_OnDied(Unit,Event)
Unit:RemoveEvents()
end
RegisterUnitEvent (18880, 1, "Ray_OnEnterCombat")
RegisterUnitEvent (18880, 2, "Ray_OnLeaveCombat")
RegisterUnitEvent (18880, 4, "Ray_OnDied") |
local Spawn = require("coro-spawn")
return {
GetWifi = function ()
local Commands = {
Windows = "Powershell.exe -Command \"(get-netconnectionProfile).Name\"",
Mac = "/System/Library/PrivateFrameworks/Apple80211.framework/Resources/airport -I | awk -F: '/ SSID/{print $2}'"
}
local Handle = io.popen(Commands[RuntimeOS], "r")
local Name
for Line in Handle:lines() do
Name = Line
--Logger.Info(Line)
end
Handle:close()
return Name
end
} |
--
-- config
--
local P = {}
setfenv(1, P)
-- Redis
P.redis = {}
P.redis.host = "127.0.0.1"
P.redis.port = "6379"
-- 短链服务序列号[0|1|2|3]
P.worker_id = 0
return P
|
--
-- Licensed to the Apache Software Foundation (ASF) under one or more
-- contributor license agreements. See the NOTICE file distributed with
-- this work for additional information regarding copyright ownership.
-- The ASF licenses this file to You under the Apache License, Version 2.0
-- (the "License"); you may not use this file except in compliance with
-- the License. You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
local core = require("apisix.core")
local log_util = require("apisix.utils.log-util")
local bp_manager_mod = require("apisix.utils.batch-processor-manager")
local plugin_name = "sls-logger"
local ngx = ngx
local rf5424 = require("apisix.plugins.slslog.rfc5424")
local tcp = ngx.socket.tcp
local tostring = tostring
local ipairs = ipairs
local table = table
local batch_processor_manager = bp_manager_mod.new(plugin_name)
local schema = {
type = "object",
properties = {
include_req_body = {type = "boolean", default = false},
timeout = {type = "integer", minimum = 1, default= 5000},
host = {type = "string"},
port = {type = "integer"},
project = {type = "string"},
logstore = {type = "string"},
access_key_id = {type = "string"},
access_key_secret = {type ="string"}
},
required = {"host", "port", "project", "logstore", "access_key_id", "access_key_secret"}
}
local _M = {
version = 0.1,
priority = 406,
name = plugin_name,
schema = batch_processor_manager:wrap_schema(schema),
}
function _M.check_schema(conf)
return core.schema.check(schema, conf)
end
local function send_tcp_data(route_conf, log_message)
local err_msg
local res = true
local sock, soc_err = tcp()
local can_close
if not sock then
return false, "failed to init the socket" .. soc_err
end
sock:settimeout(route_conf.timeout)
local ok, err = sock:connect(route_conf.host, route_conf.port)
if not ok then
return false, "failed to connect to TCP server: host[" .. route_conf.host
.. "] port[" .. tostring(route_conf.port) .. "] err: " .. err
end
ok, err = sock:sslhandshake(true, nil, false)
if not ok then
return false, "failed to perform TLS handshake to TCP server: host["
.. route_conf.host .. "] port[" .. tostring(route_conf.port)
.. "] err: " .. err
end
core.log.debug("sls logger send data ", log_message)
ok, err = sock:send(log_message)
if not ok then
res = false
can_close = true
err_msg = "failed to send data to TCP server: host[" .. route_conf.host
.. "] port[" .. tostring(route_conf.port) .. "] err: " .. err
else
ok, err = sock:setkeepalive(120 * 1000, 20)
if not ok then
can_close = true
core.log.warn("failed to set socket keepalive: host[", route_conf.host,
"] port[", tostring(route_conf.port), "] err: ", err)
end
end
if can_close then
ok, err = sock:close()
if not ok then
core.log.warn("failed to close the TCP connection, host[",
route_conf.host, "] port[", route_conf.port, "] ", err)
end
end
return res, err_msg
end
local function combine_syslog(entries)
local items = {}
for _, entry in ipairs(entries) do
table.insert(items, entry.data)
core.log.info("buffered logs:", entry.data)
end
return table.concat(items)
end
_M.combine_syslog = combine_syslog
local function handle_log(entries)
local data = combine_syslog(entries)
if not data then
return true
end
return send_tcp_data(entries[1].route_conf, data)
end
-- log phase in APISIX
function _M.log(conf, ctx)
local entry = log_util.get_full_log(ngx, conf)
if not entry.route_id then
core.log.error("failed to obtain the route id for sys logger")
return
end
local json_str, err = core.json.encode(entry)
if not json_str then
core.log.error('error occurred while encoding the data: ', err)
return
end
local rf5424_data = rf5424.encode("SYSLOG", "INFO", ctx.var.host,"apisix",
ctx.var.pid, conf.project, conf.logstore,
conf.access_key_id, conf.access_key_secret, json_str)
local process_context = {
data = rf5424_data,
route_conf = conf
}
if batch_processor_manager:add_entry(conf, process_context) then
return
end
batch_processor_manager:add_entry_to_new_processor(conf, process_context, ctx, handle_log)
end
return _M
|
pg = pg or {}
pg.item_data_frame = {
[0] = {
time_limit_type = 0,
name = "默认装扮",
gain_by = "",
id = 0,
time_second = 0,
desc = "<color=#ffffff>不设置任何头像框</color>\n该状态下将誓约角色设置为秘书舰,可显示誓约头像框",
scene = {}
},
[101] = {
time_limit_type = 0,
name = "一周年纪念",
gain_by = "",
id = 101,
time_second = 0,
desc = "<color=#ffffff>献给所有一年间持续奋斗在港区的指挥官们</color>\n开启「再诞·曙光」纪念币获取",
scene = {}
},
[102] = {
time_limit_type = 0,
name = "二周年纪念",
gain_by = "",
id = 102,
time_second = 0,
desc = "<color=#ffffff>献给所有两年间持续奋斗在港区的指挥官们</color>\n通过参与二周年限定活动获取",
scene = {}
},
[103] = {
time_limit_type = 0,
name = "千日的纪念",
gain_by = "",
id = 103,
time_second = 0,
desc = "<color=#ffffff>愿能一起走过下一个、再下一个,再下无数个的千日~啾!</color>\n碧蓝航线港区开设1000天奖励",
scene = {}
},
[104] = {
time_limit_type = 0,
name = "三周年纪念",
gain_by = "",
id = 104,
time_second = 0,
desc = "<color=#ffffff>献给所有三年间持续奋斗在港区的指挥官们</color>\n通过参与三周年限定活动获取",
scene = {}
},
[105] = {
time_limit_type = 0,
name = "四周年纪念",
gain_by = "",
id = 105,
time_second = 0,
desc = "<color=#ffffff>献给所有四年间持续奋斗在港区的指挥官们</color>\n通过参与四周年限定活动获取",
scene = {}
},
[201] = {
time_limit_type = 0,
name = "限界的挑战者",
gain_by = "",
id = 201,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (19.06.06-19.07.28)",
scene = {}
},
[202] = {
time_limit_type = 0,
name = "限界的挑战者II",
gain_by = "",
id = 202,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (19.08.07-19.09.29)",
scene = {}
},
[203] = {
time_limit_type = 0,
name = "限界的挑战者III",
gain_by = "",
id = 203,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (19.10.10-19.12.08)",
scene = {}
},
[204] = {
time_limit_type = 0,
name = "限界的挑战者IV",
gain_by = "",
id = 204,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (19.12.19-20.03.29)",
scene = {}
},
[205] = {
time_limit_type = 0,
name = "限界的挑战者V",
gain_by = "",
id = 205,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (20.04.09-20.07.05)",
scene = {}
},
[206] = {
time_limit_type = 0,
name = "限界的挑战者VI",
gain_by = "",
id = 206,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (20.07.09-20.10.04)",
scene = {}
},
[207] = {
time_limit_type = 0,
name = "限界的挑战者VII",
gain_by = "",
id = 207,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (20.10.12-21.01.17)",
scene = {}
},
[208] = {
time_limit_type = 0,
name = "限界的挑战者VIII",
gain_by = "",
id = 208,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (21.01.21-21.04.18)",
scene = {}
},
[209] = {
time_limit_type = 0,
name = "限界的挑战者IX",
gain_by = "",
id = 209,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (21.04.22-21.07.18)",
scene = {}
},
[210] = {
time_limit_type = 0,
name = "限界的挑战者X",
gain_by = "",
id = 210,
time_second = 0,
desc = "<color=#ffffff>献给所有勇于挑战极限的指挥官们</color>\n通过参与「限界挑战」获取 (21.07.22-21.10.17)",
scene = {}
},
[300] = {
time_limit_type = 1,
name = "召集者",
gain_by = "",
id = 300,
time_second = 2592000,
desc = "<color=#ffffff>感谢您对于动员指令的响应,指挥官</color>\n有效期30天",
scene = {}
},
[301] = {
time_limit_type = 1,
name = "回归者",
gain_by = "",
id = 301,
time_second = 2592000,
desc = "<color=#ffffff>指挥部欢迎您的归来,期待您今后的活跃</color>\n有效期30天",
scene = {}
},
[302] = {
time_limit_type = 0,
name = "铁血之誓",
gain_by = "铁血、音符与誓言",
id = 302,
time_second = 0,
desc = "<color=#ffffff>以赤红的血、和冷彻的铁,铸就坚定的意志</color>\n「铁血、音符与誓言」活动获取",
scene = {}
},
[303] = {
time_limit_type = 0,
name = "自由之翼",
gain_by = "箱庭疗法",
id = 303,
time_second = 0,
desc = "<color=#ffffff>「——为了碧蓝色的自由意志,天佑白鹰」</color>\n「箱庭疗法」活动获取",
scene = {}
},
[304] = {
time_limit_type = 0,
name = "荣光之徽",
gain_by = "神圣的悲喜剧",
id = 304,
time_second = 0,
desc = "<color=#ffffff>「让世界知晓撒丁帝国的荣耀与尊严吧!」</color>\n「神圣的悲喜剧」活动获取",
scene = {}
},
[305] = {
time_limit_type = 0,
name = "重樱之仪",
gain_by = "浮樱影华",
id = 305,
time_second = 0,
desc = "<color=#ffffff>「奉纳信仰,为重樱之未来祈愿光明」</color>\n「浮樱影华」活动获取",
scene = {}
},
[306] = {
time_limit_type = 0,
name = "团结之证",
gain_by = "北境序曲",
id = 306,
time_second = 0,
desc = "<color=#ffffff>「同志们,团结起来吧!世界将在我们手中改变!」</color>\n「北境序曲」活动获取",
scene = {}
},
[307] = {
time_limit_type = 0,
name = "闪耀之翼",
gain_by = "微层混合",
id = 307,
time_second = 0,
desc = "<color=#ffffff>「无畏的闪电划破黑暗,照亮我们前进的方向」</color>\n「微层混合」活动获取",
scene = {}
},
[308] = {
time_limit_type = 0,
name = "鸢尾之颂",
gain_by = "穹顶下的圣咏曲",
id = 308,
time_second = 0,
desc = "<color=#ffffff>「愿昔日的颂歌再次响彻天空,Vive la Iris!」</color>\n「穹顶下的圣咏曲」活动获取",
scene = {}
},
[309] = {
time_limit_type = 0,
name = "皇家之冠",
gain_by = "永夜幻光",
id = 309,
time_second = 0,
desc = "<color=#ffffff>为皇家的荣耀而战,天佑女王</color>\n「永夜幻光」活动获取",
scene = {}
},
[311] = {
time_limit_type = 0,
name = "浮光蝶影",
gain_by = "蝶海梦花",
id = 311,
time_second = 0,
desc = "<color=#ffffff>「无论现世亦或梦境,皆愿希望之光长存。」</color>\n「蝶海梦花」活动获取",
scene = {}
},
[312] = {
time_limit_type = 0,
name = "铁血之器",
gain_by = "负象限作战",
id = 312,
time_second = 0,
desc = "<color=#ffffff>「以冷彻之器,重铸赤红的铁血意志。」</color>\n「负象限作战」活动获取",
scene = {}
},
[313] = {
time_limit_type = 0,
name = "冰华之证",
gain_by = "破晓冰华",
id = 313,
time_second = 0,
desc = "<color=#ffffff>「让我们一同探寻隐藏在“密室”之中的秘密吧!」</color>\n「破晓冰华」活动获取",
scene = {}
},
[314] = {
time_limit_type = 0,
name = "帝国之柱",
gain_by = "复兴的赞美诗",
id = 314,
time_second = 0,
desc = "<color=#ffffff>「坚固的立柱撑起了崭新的帝国,一起为光荣而战吧!」</color>\n「复兴的赞美诗」活动获取",
scene = {}
},
[315] = {
time_limit_type = 0,
name = "掣电光翼",
gain_by = "镜位螺旋",
id = 315,
time_second = 0,
desc = "<color=#ffffff>「白鹰最大最强的Black Dragon登场!一起去撼动世界吧!」</color>\n「镜位螺旋」活动获取",
scene = {}
},
[316] = {
time_limit_type = 0,
name = "龙宫之证",
gain_by = "碧海光粼",
id = 316,
time_second = 0,
desc = "<color=#ffffff>「愿汝等揭开龙宫城中谜题,寻获真正的宝藏」</color>\n「碧海光粼」活动获取",
scene = {}
},
[401] = {
time_limit_type = 0,
name = "殿堂纪念:企业",
gain_by = "",
id = 401,
time_second = 0,
desc = "<color=#ffffff>为企业特别制作的角色专属头像框</color>\n「Azurlane人气投票2019」活动获取",
scene = {}
},
[402] = {
time_limit_type = 0,
name = "殿堂纪念:贝尔法斯特",
gain_by = "",
id = 402,
time_second = 0,
desc = "<color=#ffffff>为贝尔法斯特特别制作的角色专属头像框</color>\n「Azurlane人气投票2019」活动获取",
scene = {}
},
[404] = {
time_limit_type = 0,
name = "殿堂纪念:椿",
gain_by = "",
id = 404,
time_second = 0,
desc = "<color=#ffffff>为椿特别制作的角色专属头像框</color>\n「Azurlane人气投票2019」活动获取",
scene = {}
},
[501] = {
time_limit_type = 0,
name = "美味的纪念 ",
gain_by = "",
id = 501,
time_second = 0,
desc = "<color=#ffffff>献给所有对美味比萨有爱的指挥官们</color>\n通过参与「啾啾欢乐餐厅」活动获取",
scene = {}
},
all = {
0,
101,
102,
103,
104,
105,
201,
202,
203,
204,
205,
206,
207,
208,
209,
210,
300,
301,
302,
303,
304,
305,
306,
307,
308,
309,
311,
312,
313,
314,
315,
316,
401,
402,
404,
501
}
}
return
|
RegisterClientScript()
RegisterClientAssets("placeholder/socle.png")
ENTITY.IsNetworked = true
ENTITY.Properties = {
{ Name = "respawntime", Type = PropertyType.Integer, Default = 30 },
{ Name = "powerup_type", Type = PropertyType.String, Default = "" }
}
ENTITY.CanSpawn = true
function ENTITY:Initialize()
if (CLIENT) then
self:AddSprite({
Scale = Vec2(0.5, 0.5),
TexturePath = "placeholder/socle.png"
})
end
end
if (SERVER) then
ENTITY.NextRespawn = os.time()
function ENTITY:OnPowerupConsumed()
self.CanSpawn = true
self.NextRespawn = os.time() + self:GetProperty("respawntime")
end
function ENTITY:OnTick()
local now = os.time()
if (now >= self.NextRespawn) then
if (self.CanSpawn) then
local powerup = match.CreateEntity({
Type = self:GetProperty("powerup_type"),
LayerIndex = self:GetLayerIndex(),
Parent = self,
Position = Vec2(0, -10)
})
powerup.Parent = self
self.CanSpawn = false
end
self.NextRespawn = os.time() + self:GetProperty("respawntime")
end
end
end
|
--Copyright (C) 2009 <SWGEmu>
--This File is part of Core3.
--This program is free software; you can redistribute
--it and/or modify it under the terms of the GNU Lesser
--General Public License as published by the Free Software
--Foundation; either version 2 of the License,
--or (at your option) any later version.
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--See the GNU Lesser General Public License for
--more details.
--You should have received a copy of the GNU Lesser General
--Public License along with this program; if not, write to
--the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--Linking Engine3 statically or dynamically with other modules
--is making a combined work based on Engine3.
--Thus, the terms and conditions of the GNU Lesser General Public License
--cover the whole combination.
--In addition, as a special exception, the copyright holders of Engine3
--give you permission to combine Engine3 program with free software
--programs or libraries that are released under the GNU LGPL and with
--code included in the standard release of Core3 under the GNU LGPL
--license (or modified versions of such code, with unchanged license).
--You may copy and distribute such a system following the terms of the
--GNU LGPL for Engine3 and the licenses of the other code concerned,
--provided that you include the source code of that other code when
--and as the GNU LGPL requires distribution of source code.
--Note that people who make modified versions of Engine3 are not obligated
--to grant this special exception for their modified versions;
--it is their choice whether to do so. The GNU Lesser General Public License
--gives permission to release a modified version without this exception;
--this exception also makes it possible to release a modified version
--which carries forward this exception.
object_tangible_wearables_armor_padded_shared_armor_padded_s01_belt = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_belt.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_belt_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/belt.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 259,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_belt",
gameObjectType = 259,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_belt",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_belt",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 4150080953,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_belt.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_belt, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_belt.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_bicep_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bicep_l.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_bicep_l_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/bicep_l.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 261,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_bicep_l",
gameObjectType = 261,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_bicep_l",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_bicep_l",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 3710375326,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_bicep_l.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_bicep_l, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bicep_l.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_bicep_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bicep_r.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_bicep_r_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/bicep_r.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 261,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_bicep_r",
gameObjectType = 261,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_bicep_r",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_bicep_r",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 2918354957,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_bicep_r.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_bicep_r, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bicep_r.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_boots = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_boots.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_boots_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/shoe.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 263,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_boots",
gameObjectType = 263,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_boots",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_boots",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 343908402,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_shoes.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_boots, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_boots.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_bracer_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bracer_l.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_bracer_l_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/bracer_l.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 261,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_bracer_l",
gameObjectType = 261,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_bracer_l",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_bracer_l",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 2948310718,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_bracer_l.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_bracer_l, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bracer_l.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_bracer_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bracer_r.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_bracer_r_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/bracer_r.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 261,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_bracer_r",
gameObjectType = 261,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_bracer_r",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_bracer_r",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 3748586285,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_bracer_r.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_bracer_r, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_bracer_r.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_chest_plate = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_chest_plate.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_chest_plate_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/vest.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 257,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_chest_plate",
gameObjectType = 257,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_chest_plate",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_chest_plate",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 927787210,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_vest.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_chest_plate, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_chest_plate.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_gloves = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_gloves.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_gloves_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/gauntlets.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 262,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_gloves",
gameObjectType = 262,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_gloves",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_gloves",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 2813934470,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_gauntlets.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_gloves, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_gloves.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_helmet = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_helmet.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_helmet_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/helmet_closed_full.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 258,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_helmet",
gameObjectType = 258,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_helmet",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_helmet",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 293198478,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_armor_base.iff", "object/tangible/wearables/base/shared_base_helmet_closed_full.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_helmet, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_helmet.iff")
object_tangible_wearables_armor_padded_shared_armor_padded_s01_leggings = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/armor/padded/shared_armor_padded_s01_leggings.iff"
--Data below here is deprecated and loaded from the tres, keeping for easy lookups
--[[
appearanceFilename = "appearance/armor_padded_s01_leggings_f.sat",
arrangementDescriptorFilename = "abstract/slot/arrangement/wearables/skirt.iff",
certificationsRequired = {},
clearFloraRadius = 0,
clientDataFile = "",
clientGameObjectType = 260,
collisionActionBlockFlags = 0,
collisionActionFlags = 51,
collisionActionPassFlags = 1,
collisionMaterialBlockFlags = 0,
collisionMaterialFlags = 1,
collisionMaterialPassFlags = 0,
containerType = 0,
containerVolumeLimit = 1,
customizationVariableMapping = {},
detailedDescription = "@wearables_detail:armor_padded_s01_leggings",
gameObjectType = 260,
locationReservationRadius = 0,
lookAtText = "@wearables_lookat:armor_padded_s01_leggings",
noBuildRadius = 0,
objectName = "@wearables_name:armor_padded_s01_leggings",
onlyVisibleInTools = 0,
paletteColorCustomizationVariables = {},
portalLayoutFilename = "",
rangedIntCustomizationVariables = {},
scale = 1,
scaleThresholdBeforeExtentTest = 0.5,
sendToClient = 1,
slotDescriptorFilename = "abstract/slot/descriptor/tangible.iff",
snapToTerrain = 1,
socketDestinations = {},
structureFootprintFileName = "",
surfaceType = 0,
targetable = 1,
totalCellNumber = 0,
useStructureFootprintOutline = 0,
clientObjectCRC = 547322785,
derivedFromTemplates = {"object/object/base/shared_base_object.iff", "object/tangible/base/shared_tangible_base.iff", "object/tangible/base/shared_tangible_craftable.iff", "object/tangible/wearables/base/shared_wearables_base.iff", "object/tangible/wearables/base/shared_base_skirt.iff"}
]]
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_armor_padded_shared_armor_padded_s01_leggings, "object/tangible/wearables/armor/padded/shared_armor_padded_s01_leggings.iff")
|
--[[
Event system (aka pub/sub) mixin for any object or class.
Written by Cosmin Apreutesei. Public Domain.
Events are a way to associate an action with one or more callback functions
to be called on that action, with the distinct ability to remove one or more
callbacks later on, based on a criteria.
This module is only a mixin (a plain table with methods). It must be added to
your particular object system by copying the methods over to your base class.
EVENT FACTS
* events fire in the order in which they were added.
* extra args passed to `fire()` are passed to each event handler.
* if the method `obj:on_EVENT(args...)` is found, it is called first.
* returning a non-nil value from a handler interrupts the event handling
call chain and the value is returned back by `fire()`.
* the meta-event called `'event'` is fired on all events (the name of the
event that was fired is received as arg#1).
* events can be tagged with multiple tags/namespaces `'event.ns1.ns2...'`
or `{event, ns1, ns2, ...}`: tags/namespaces are useful for easy bulk
event removal with `obj:off'.ns1'` or `obj:off({nil, ns1})`.
* multiple handlers can be added for the same event and/or namespace.
* handlers are stored in `self.__observers`.
* tags/namespaces can be of any type, which allows objects to register
event handlers on other objects using `self` as tag so they can later
remove them with `obj:off({nil, self})`.
* `obj:off()` can be safely called inside any event handler, even to remove
itself.
LIMITATIONS
* no bubbling or trickling/capturing as there is no awareness of a hierarchy.
Add them yourself as needed by walking up or down the tree and firing them
for each node (don't forget to inject the target object in the arg list).
EXAMPLES
* `apple:on('falling.ns1.ns2', function(self, args...) ... end)` - register
an event handler and associate it with the `ns1` and `ns2` tags/namespaces.
* `apple:on({'falling', ns1, ns2}, function ... end)` - same but the tags
can be any type.
* `apple:once('falling', function ... end)` - fires only once.
* `Apple:falling(args...)` - default event handler for the `falling` event.
* `apple:fire('falling', args...)` - call all `falling` event handlers.
* `apple:off'falling'` - remove all `falling` event handlers.
* `apple:off'.ns1'` - remove all event handlers on the `ns1` tag.
* `apple:off{nil, ns1}` - remove all event handlers on the `ns1` tag.
* `apple:off() - remove all event handlers registered on `apple`.
API
obj:on('event[.ns1...]', function(self, args...) ... end)
obj:on({event_name, ns1, ...}, function(self, args...) ... end)
obj:once(event, function(self, args...) ... end)
obj:fire(event, args...) -> ret
obj:off('[event][.ns1...]')
obj:off({[event], [ns1, ...]})
obj:off()
]]
local glue = require'glue'
local add = table.insert
local remove = table.remove
local indexof = glue.indexof
local attr = glue.attr
local events = {}
--default values to speed up look-up in class systems with dynamic dispatch.
events.event = false
events.__observers = false
local function parse_event(s)
local ev, t
if type(s) == 'table' then -- {ev|false, ns1, ...}
local ev = s[1] or nil
t = {}
for i=2,#s do t[i-1] = s[i] end
elseif s:find('.', 1, true) then -- `[ev].ns1.ns2`
t = {}
for s in s:gmatch'[^%.]*' do
if not ev then
ev = s
elseif s ~= '' then
add(t, s)
end
end
else --`ev`
ev = s
end
if ev == '' then ev = nil end
return ev, t
end
--register a function to be called for a specific event type.
function events:on(s, fn, on)
if not fn then
return
end
if on == false then
return self:off(s, fn)
end
local ev, nss = parse_event(s)
assert(ev, 'event name missing')
local t = self.__observers
if not t then
t = {}
self.__observers = t
end
local t = attr(t, ev)
add(t, fn)
if nss then
for _,ns in ipairs(nss) do
attr(t, ns)[fn] = true
end
end
end
--remove a handler or all handlers of an event and/or namespace.
function events:off(s, fn)
local t = self.__observers
if not t then return end
local ev, nss = parse_event(s)
if fn then
local t = t[ev]
local i = t and indexof(fn, t)
elseif ev and nss then
local t = t[ev]
if t then
for _,ns in ipairs(nss) do
local fns = t[ns]
if fns then
for fn in pairs(fns) do
local i = indexof(fn, t)
if i then
remove(t, i)
end
fns[fn] = nil
end
end
end
end
elseif ev then
t[ev] = nil
elseif nss then
for _,ns in ipairs(nss) do
for _,t in pairs(t) do
local fns = t[ns]
if fns then
for fn in pairs(fns) do
local i = indexof(fn, t)
if i then
remove(t, i)
end
fns[fn] = nil
end
end
end
end
end
end
function events:once(ev, func)
local ev, nss = parse_event(ev)
local id = {}
local ev
if nss then
add(nss, 1, ev)
add(nss, id)
else
ev = {ev, id}
end
self:on(ev, function(...)
self:off(ev)
return func(...)
end)
end
--fire an event, i.e. call its handler method and all observers.
function events:fire(ev, ...)
local fn = self['on_'..ev]
if fn then
local ret = fn(self, ...)
if ret ~= nil then return ret end
end
local t = self.__observers
local t = t and t[ev]
if t then
local i = 1
while true do
local handler = t[i]
if not handler then break end --list end or handler removed
local ret = handler(self, ...)
if ret ~= nil then return ret end
if t[i] ~= handler then
--handler was removed from inside itself, stay at i
else
i = i + 1
end
end
end
if ev ~= 'event' then
return self:fire('event', ev, ...)
end
end
--tests ----------------------------------------------------------------------
if not ... then
local obj = {}
for k,v in pairs(events) do obj[k] = v end
local n = 0
local t = {}
local function handler_func(order)
return function(self, a, b, c)
assert(a == 3)
assert(b == 5)
assert(c == nil)
n = n + 1
table.insert(t, order)
end
end
obj:on('testing.ns1', handler_func(2))
obj:on('testing.ns2', handler_func(3))
obj:on('testing.ns3', handler_func(4))
obj.on_testing = handler_func(1)
obj:fire('testing', 3, 5)
assert(#t == 4)
assert(t[1] == 1)
assert(t[2] == 2)
assert(t[3] == 3)
assert(t[4] == 4)
t = {}
obj:off'.ns2'
obj:fire('testing', 3, 5)
assert(#t == 3)
assert(t[1] == 1)
assert(t[2] == 2)
assert(t[3] == 4)
t = {}
obj:off'testing'
obj:fire('testing', 3, 5)
assert(#t == 1)
assert(t[1] == 1)
end
return events
|
local EMPTY_VALUE = "NULL"
local currentGame
local lastGestationData = {}
local function initCurrentGameObject()
currentGame = {}
currentGame["classKillCounts"] = {}
currentGame["classBuildCounts"] = {}
currentGame["classBuildCompleteCounts"] = {}
currentGame["clients"] = {}
currentGame["WeldHealth"] = {}
currentGame["HealSpray"] = {}
currentGame["ClassDurations"] = {}
currentGame["HarvestersKilled"] = {}
currentGame["ExtractorsKilled"] = {}
currentGame["ParasitesInjested"] = {}
currentGame["ParasitesLanded"] = {}
end
local trackedClassData = { {PlayerDataPropertyName="GorgeSeconds", TechId=kTechId.Gorge}, {PlayerDataPropertyName="LerkSeconds", TechId=kTechId.Lerk}, {PlayerDataPropertyName="FadeSeconds", TechId=kTechId.Fade}, {PlayerDataPropertyName="OnosSeconds", TechId=kTechId.Onos} }
local function addClientClassDuration(client)
if client and Shine:IsValidClient(client) and not TGNS.GetIsClientVirtual(client) then
local lastGestation = lastGestationData[client]
if lastGestation and lastGestation.what and lastGestation.when and currentGame then
local classDuration = Shared.GetTime() - lastGestation.when
currentGame["ClassDurations"][client] = currentGame["ClassDurations"][client] or {}
local currentGameClassSeconds = currentGame["ClassDurations"][client][lastGestation.what.TechId] or 0
currentGame["ClassDurations"][client][lastGestation.what.TechId] = currentGameClassSeconds + classDuration
lastGestationData[client] = nil
-- TGNS.DebugPrint(string.format("addClientClassDuration[%s]: id=%s; techid=%s (%s); addingDuration=%s; totalDuration=%s", currentGame["startTimeSeconds"], TGNS.GetClientSteamId(client), lastGestation.what.PlayerDataPropertyName, lastGestation.what.TechId, classDuration, currentGame["ClassDurations"][client][lastGestation.what.TechId]))
end
end
end
local function audit(statementId, data, callback)
local updateUrl = string.format("%s&v=%s&g=%s&s=%s&n=%s", TGNS.Config.AuditEndpointBaseUrl, TGNS.UrlEncode(json.encode(data)), TGNS.UrlEncode(Shine.GetGamemode()), statementId, TGNS.UrlEncode(TGNS.GetSimpleServerName()))
-- TGNS.DebugPrint(string.format("Auditing URL: %s", updateUrl))
TGNS.GetHttpAsync(updateUrl, callback)
end
local function incrementCurrentGameClassKillCounts(killedPlayer)
local className = TGNS.GetPlayerClassName(killedPlayer)
currentGame["classKillCounts"][className] = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"][className]) + 1
end
local Plugin = {}
function Plugin:ClientConfirmConnect(client)
end
function Plugin:OnConstructInit(building)
local className = building:GetClassName()
if className:lower() ~= "cyst" then
currentGame["classBuildCounts"][className] = TGNS.GetNumericValueOrZero(currentGame["classBuildCounts"][className]) + 1
-- Shared.Message("OnConstructInit - className: " .. tostring(className))
local originalSetConstructionComplete = building.SetConstructionComplete
building.SetConstructionComplete = function(buildingSelf, builder)
originalSetConstructionComplete(buildingSelf, builder)
local builderClient = TGNS.GetClient(builder)
if builderClient then
local className = buildingSelf:GetClassName()
-- Shared.Message("SetConstructionComplete - className: " .. tostring(className))
currentGame["classBuildCompleteCounts"][builderClient] = currentGame["classBuildCompleteCounts"][builderClient] or {}
currentGame["classBuildCompleteCounts"][builderClient][className] = TGNS.GetNumericValueOrZero(currentGame["classBuildCompleteCounts"][builderClient][className]) + 1
end
end
end
end
function Plugin:OnEntityKilled(gamerules, victim, attacker, inflictor, point, dir)
if attacker and inflictor and victim then
local victimClassName = victim:GetClassName()
if victimClassName == "Marine" then
local primaryWeapon = victim.GetWeaponInHUDSlot and victim:GetWeaponInHUDSlot(1)
if primaryWeapon then
if primaryWeapon:isa("Shotgun") then
victimClassName = "ShotgunMarine"
elseif primaryWeapon:isa("Flamethrower") then
victimClassName = "FlamethrowerMarine"
elseif primaryWeapon:isa("GrenadeLauncher") then
victimClassName = "GranadeLauncherMarine"
end
end
elseif victimClassName == "Exo" then
victimClassName = victim.layout
end
currentGame["classKillCounts"][victimClassName] = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"][victimClassName]) + 1
local attackerClient = TGNS.GetClient(attacker)
if attackerClient then
local currentGamePersonalCounterToIncrement
if victim:isa("Harvester") then
currentGamePersonalCounterToIncrement = "HarvestersKilled"
elseif victim:isa("Extractor") then
currentGamePersonalCounterToIncrement = "ExtractorsKilled"
end
if currentGamePersonalCounterToIncrement then
currentGame[currentGamePersonalCounterToIncrement][attackerClient] = currentGame[currentGamePersonalCounterToIncrement][attackerClient] or 0
currentGame[currentGamePersonalCounterToIncrement][attackerClient] = currentGame[currentGamePersonalCounterToIncrement][attackerClient] + 1
end
end
end
end
function Plugin:PostJoinTeam(gamerules, player, oldTeamNumber, newTeamNumber, force, shineForce)
local client = TGNS.GetClient(player)
if TGNS.IsGameplayTeamNumber(newTeamNumber) then
if TGNS.GetIsClientVirtual(client) then
currentGame["includedBots"] = true
else
table.insertunique(currentGame["clients"], client)
end
end
addClientClassDuration(client)
end
function Plugin:ClientDisconnect(client)
addClientClassDuration(client)
end
function Plugin:Initialise()
self.Enabled = true
initCurrentGameObject()
TGNS.RegisterEventHook("GameStarted", function(secondsSinceEpoch)
initCurrentGameObject()
currentGame["startTimeSeconds"] = secondsSinceEpoch
currentGame["isCaptainsMode"] = Shine.Plugins.captains and Shine.Plugins.captains.IsCaptainsModeEnabled and Shine.Plugins.captains:IsCaptainsModeEnabled()
currentGame["includedBots"] = TGNS.Any(TGNS.GetClientList(), TGNS.GetIsClientVirtual)
TGNS.DoFor(TGNS.GetPlayingClients(TGNS.GetPlayerList()), function(c)
table.insertunique(currentGame["clients"], c)
end)
lastGestationData = {}
end)
TGNS.RegisterEventHook("WinOrLoseCalled", function(teamNumber)
currentGame["surrenderTeamNumber"] = teamNumber
end)
TGNS.RegisterEventHook("WinOrLoseCountdownChanged", function(countdownValue)
currentGame["winOrLoseEndGameCountdownValue"] = countdownValue
end)
TGNS.RegisterEventHook("FullGamePlayed", function(clients, winningTeam, gameDurationInSeconds)
TGNS.DoFor(clients, addClientClassDuration)
local gamerules = GetGamerules()
local gameData = {}
gameData.StartTimeSeconds = currentGame["startTimeSeconds"]
gameData.DurationInSeconds = gameDurationInSeconds
gameData.WinningTeamNumber = winningTeam and winningTeam:GetTeamNumber() or 0
gameData.TotalPlayerCount = #currentGame["clients"]
gameData.FullGameSupportingMemberCount = #TGNS.Where(clients, TGNS.IsClientSM)
gameData.FullGamePrimerWithGamesCount = #TGNS.Where(clients, TGNS.HasClientSignedPrimerWithGames)
gameData.FullGameStrangerCount = #TGNS.Where(clients, TGNS.IsClientStranger)
gameData.SkulksKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Skulk"])
gameData.GorgesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Gorge"])
gameData.LerksKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Lerk"])
gameData.FadesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Fade"])
gameData.OnosKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Onos"])
gameData.RifleMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Marine"])
gameData.JetpackMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["JetpackMarine"])
gameData.ClawMinigunMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["ClawMinigun"])
gameData.ClawRailgunMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["ClawRailgun"])
gameData.MinigunMinigunMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["MinigunMinigun"])
gameData.RailgunRailgunMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["RailgunRailgun"])
gameData.ShotgunMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["ShotgunMarine"])
gameData.FlamethrowerMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["FlamethrowerMarine"])
gameData.GrenadeLauncherMarinesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["GranadeLauncherMarine"])
gameData.HivesKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Hive"])
gameData.ChairsKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["CommandStation"])
gameData.HarvestersKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Harvester"])
gameData.ExtractorsKilled = TGNS.GetNumericValueOrZero(currentGame["classKillCounts"]["Extractor"])
gameData.CaptainsMode = currentGame["isCaptainsMode"] == true
gameData.SurrenderTeamNumber = currentGame["surrenderTeamNumber"] or EMPTY_VALUE
gameData.WinOrLoseEndGameCountdownValue = currentGame["winOrLoseEndGameCountdownValue"] or EMPTY_VALUE
gameData.MarineTeamResourcesTotal = gamerules.team1:GetTotalTeamResources()
gameData.AlienTeamResourcesTotal = gamerules.team2:GetTotalTeamResources()
gameData.MarineStartLocationName = gamerules.startingLocationNameTeam1 or EMPTY_VALUE
gameData.AlienStartLocationName = gamerules.startingLocationNameTeam2 or EMPTY_VALUE
gameData.StartingLocationsPathDistance = gamerules.startingLocationsPathDistance or EMPTY_VALUE
gameData.MarineBonusResourcesAwarded = (Shine.Plugins.tf_comeback and Shine.Plugins.tf_comeback.Enabled and Shine.Plugins.tf_comeback.GetBonusResourcesAwardedSoFar) and Shine.Plugins.tf_comeback:GetBonusResourcesAwardedSoFar(1) or 0
gameData.AlienBonusResourcesAwarded = (Shine.Plugins.tf_comeback and Shine.Plugins.tf_comeback.Enabled and Shine.Plugins.tf_comeback.GetBonusResourcesAwardedSoFar) and Shine.Plugins.tf_comeback:GetBonusResourcesAwardedSoFar(2) or 0
gameData.StartingLocationsPathDistance = gamerules.startingLocationsPathDistance or EMPTY_VALUE
gameData.BuildNumber = Shared.GetBuildNumber()
gameData.MapName = TGNS.GetCurrentMapName()
gameData.IncludedBots = currentGame["includedBots"]
audit(382, gameData, function(gameDataAuditResponseJson)
local gameDataAuditResponse = json.decode(gameDataAuditResponseJson) or {}
if gameDataAuditResponse.success then
TGNS.DoFor(clients, function(c)
if Shine:IsValidClient(c) and not TGNS.GetIsClientVirtual(c) then
TGNS.ScheduleAction(0, function()
if Shine:IsValidClient(c) then
local p = TGNS.GetPlayer(c)
local playerData = {}
playerData.StartTimeSeconds = gameData.StartTimeSeconds
playerData.PlayerId = TGNS.GetClientSteamId(c)
playerData.MarineSeconds = p:GetMarinePlayTime()
playerData.AlienSeconds = p:GetAlienPlayTime()
playerData.CommanderSeconds = p:GetCommanderTime()
playerData.EndGameCommander = Shine.Plugins.communityslots.IsClientRecentCommander and Shine.Plugins.communityslots:IsClientRecentCommander(c)
playerData.Captain = Shine.Plugins.captains.IsClientCaptain and Shine.Plugins.captains:IsClientCaptain(c)
playerData.Score = TGNS.GetPlayerScore(p)
playerData.Kills = TGNS.GetPlayerKills(p)
playerData.Assists = TGNS.GetPlayerAssists(p)
playerData.Deaths = TGNS.GetPlayerDeaths(p)
playerData.SupportingMember = TGNS.IsClientSM(c)
playerData.PrimerSignerWithGames = TGNS.HasClientSignedPrimerWithGames(c)
playerData.Stranger = TGNS.IsClientStranger(c)
playerData.WeldGave = TGNS.GetNumericValueOrZero(currentGame["WeldHealth"][c])
playerData.HealSprayGave = TGNS.GetNumericValueOrZero(currentGame["HealSpray"][c])
playerData.HarvestersKilled = TGNS.GetNumericValueOrZero(currentGame["HarvestersKilled"][c])
playerData.ExtractorsKilled = TGNS.GetNumericValueOrZero(currentGame["ExtractorsKilled"][c])
playerData.ParasitesInjested = TGNS.GetNumericValueOrZero(currentGame["ParasitesInjested"][c])
playerData.ParasitesLanded = TGNS.GetNumericValueOrZero(currentGame["ParasitesLanded"][c])
currentGame["ClassDurations"][c] = currentGame["ClassDurations"][c] or {}
TGNS.DoFor(trackedClassData, function(d)
playerData[d.PlayerDataPropertyName] = currentGame["ClassDurations"][c][d.TechId] or 0
end)
playerData.GorgeSeconds = currentGame["ClassDurations"][c][kTechId.Gorge] or 0
playerData.LerkSeconds = currentGame["ClassDurations"][c][kTechId.Lerk] or 0
playerData.FadeSeconds = currentGame["ClassDurations"][c][kTechId.Fade] or 0
playerData.OnosSeconds = currentGame["ClassDurations"][c][kTechId.Onos] or 0
playerData.StructuresBuilt = 0
playerData.HarvestersBuilt = 0
playerData.ExtractorsBuilt = 0
TGNS.DoForPairs(currentGame["classBuildCompleteCounts"][c], function(className, count)
playerData.StructuresBuilt = playerData.StructuresBuilt + 1
if className == "Harvester" then
playerData.HarvestersBuilt = playerData.HarvestersBuilt + 1
elseif className == "Extractor" then
playerData.ExtractorsBuilt = playerData.ExtractorsBuilt + 1
end
end)
playerData.IPV4 = IPAddressToString(Server.GetClientAddress(c))
audit(718, playerData, function(playerDataAuditResponseJson)
local playerDataAuditResponse = json.decode(playerDataAuditResponseJson) or {}
if playerDataAuditResponse.success then
if gameData.TotalPlayerCount >= 8 then
if playerData.CommanderSeconds > (gameData.DurationInSeconds / 2) and not gameData.IncludedBots then
TGNS.Karma(playerData.PlayerId, "Commanding")
end
if playerData.Captain then
TGNS.Karma(playerData.PlayerId, "BeingCaptain")
end
end
else
TGNS.DebugPrint(string.format("audit ERROR: Unable to audit playerData. msg: %s | stacktrace: %s", playerDataAuditResponse.msg, playerDataAuditResponse.stacktrace))
TGNS.PrintTable(playerData, "playerData", function(x) TGNS.DebugPrint(x) end)
end
end)
end
end)
end
end)
else
TGNS.DebugPrint(string.format("audit ERROR: Unable to audit gameData. msg: %s | stacktrace: %s", gameDataAuditResponse.msg, gameDataAuditResponse.stacktrace), false, "audit")
TGNS.PrintTable(gameData, "gameData", function(x) TGNS.DebugPrint(x) end)
end
end)
end, TGNS.HIGHEST_EVENT_HANDLER_PRIORITY)
local originalAddContinuousScore
originalAddContinuousScore = TGNS.ReplaceClassMethod("ScoringMixin", "AddContinuousScore", function(self, name, addAmount, amountNeededToScore, pointsGivenOnScore)
originalAddContinuousScore(self, name, addAmount, amountNeededToScore, pointsGivenOnScore)
local client = TGNS.GetClient(self)
if client then
currentGame[name][client] = TGNS.GetNumericValueOrZero(currentGame[name][client]) + addAmount
end
end)
local originalParasiteMixinSetParasited = ParasiteMixin.SetParasited
ParasiteMixin.SetParasited = function(parasiteMixinSelf, fromPlayer, durationOverride)
local wasParasited = parasiteMixinSelf.parasited
originalParasiteMixinSetParasited(parasiteMixinSelf, fromPlayer, durationOverride)
if (durationOverride or kParasiteDuration) == kParasiteDuration and not wasParasited then
local victimClient = TGNS.GetClient(parasiteMixinSelf)
if victimClient then
currentGame["ParasitesInjested"][victimClient] = currentGame["ParasitesInjested"][victimClient] or 0
currentGame["ParasitesInjested"][victimClient] = currentGame["ParasitesInjested"][victimClient] + 1
end
local fromClient = TGNS.GetClient(fromPlayer)
if fromClient then
currentGame["ParasitesLanded"][fromClient] = currentGame["ParasitesLanded"][fromClient] or 0
currentGame["ParasitesLanded"][fromClient] = currentGame["ParasitesLanded"][fromClient] + 1
end
end
end
local originalEmbryoSetGestationData = Embryo.SetGestationData
Embryo.SetGestationData = function(embryoSelf, techIds, previousTechId, healthScalar, armorScalar)
originalEmbryoSetGestationData(embryoSelf, techIds, previousTechId, healthScalar, armorScalar)
local client = TGNS.GetClient(embryoSelf)
addClientClassDuration(client)
local trackedClass = TGNS.FirstOrNil(trackedClassData, function(d) return TGNS.Has(techIds, d.TechId) end)
if trackedClass then
lastGestationData[client] = {when=Shared.GetTime(),what=trackedClass}
end
end
local originalPlayerOnKill = Player.OnKill
Player.OnKill = function(playerSelf, killer, doer, point, direction)
originalPlayerOnKill(playerSelf, killer, doer, point, direction)
local client = TGNS.GetClient(playerSelf)
addClientClassDuration(client)
end
return true
end
function Plugin:Cleanup()
--Cleanup your extra stuff like timers, data etc.
self.BaseClass.Cleanup( self )
end
Shine:RegisterExtension("audit", Plugin ) |
RegisterServerEvent('npc-vehicleshop.requestInfo')
AddEventHandler('npc-vehicleshop.requestInfo', function()
local src = source
local user = exports["npc-core"]:getModule("Player"):GetUser(src)
local firstname = user:getCurrentCharacter().first_name
local rows
TriggerClientEvent('npc-vehicleshop.receiveInfo', src, user:getBalance(), firstname)
TriggerClientEvent("npc-vehicleshop.notify", src, 'error', 'Use A and D To Rotate')
end)
RegisterServerEvent('npc-vehicleshop.isPlateTaken')
AddEventHandler('npc-vehicleshop.isPlateTaken', function (plate)
local src = source
exports.ghmattimysql:execute("SELECT * FROM `player_vehicles` WHERE `plate` = @plate", {["plate"] = plate}, function(result)
TriggerClientEvent('npc-vehicleshop.isPlateTaken', src, (result[1] ~= nil))
end)
end)
RegisterServerEvent('npc-vehicleshop.CheckMoneyForVeh')
AddEventHandler('npc-vehicleshop.CheckMoneyForVeh', function(veh, price, name, vehicleProps)
local src = source
local user = exports["npc-core"]:getModule("Player"):GetUser(src)
local chrctr = user:getCurrentCharacter()
local bankbal = user:getBalance()
if bankbal >= tonumber(price) then
user:removeBank(tonumber(price))
local vehiclePropsjson = json.encode(vehicleProps)
if Cfg.SpawnVehicle then
stateVehicle = 0
else
stateVehicle = 1
end
local q = [[INSERT INTO player_vehicles (steam, cid, vehicle, hash, mods, plate, state)
VALUES(@steam, @cid, @vehicle, @hash, @mods, @plate, @state);]]
local v = {
["steam"] = chrctr.owner,
["cid"] = chrctr.id,
["vehicle"] = veh,
["hash"] = GetHashKey(veh),
["mods"] = vehiclePropsjson,
["plate"] = vehicleProps.plate,
["state"] = stateVehicle
}
exports.ghmattimysql:execute(q, v)
TriggerClientEvent("npc-vehicleshop.successfulbuy", source, name, vehicleProps.plate, price)
TriggerClientEvent('npc-vehicleshop.receiveInfo', src, user:getBalance())
TriggerClientEvent('npc-vehicleshop.spawnVehicle', src, veh, vehicleProps.plate)
else
TriggerClientEvent("npc-vehicleshop.notify", source, 'error', 'Not Enough Money')
end
end)
RegisterServerEvent('npc-vehicleshop:npcCreate')
AddEventHandler('npc-vehicleshop:npcCreate', function()
TriggerClientEvent('npc-vehicleshop:npcCreate', -1)
end) |
-- Buildat: extension/sandbox_test/init.lua
-- http://www.apache.org/licenses/LICENSE-2.0
-- Copyright 2014 Perttu Ahola <celeron55@gmail.com>
local log = buildat.Logger("sandbox_test")
local dump = buildat.dump
local try_exploit = dofile(buildat.extension_path("sandbox_test").."/try_exploit.lua")
local M = {}
local function get_file_content(path)
local f = io.open(path, "rb")
if not f then
log:error("Could not open file "..dump(path))
return nil
end
local content = f:read("*all")
f:close()
return content
end
local function run_in_sandbox(content, chunkname)
local sandbox_status = nil
local f = function()
sandbox_status = __buildat_run_code_in_sandbox(content, chunkname)
end
local status, err = __buildat_pcall(f)
if err then
log:verbose(err)
end
return sandbox_status
end
function M.run()
log:info("sandbox_test(): Begin")
local ext_path = buildat.extension_path("sandbox_test")
local tmp_path = buildat.extension_path("sandbox_test")
-- Check that running safe code works
log:info("sandbox_test(): Testing safe code")
local safe_content = get_file_content(ext_path.."/tests/safe.lua")
assert(safe_content)
local success = run_in_sandbox(safe_content, "=safe.lua")
assert(success)
-- Check that running the safe code as bytecode doesn't work
log:info("sandbox_test(): Testing bytecode")
local f, err = loadstring(safe_content)
if f == nil then
error("Could not load bytecode source: "..err)
end
local bytecode = string.dump(f)
local success = run_in_sandbox(bytecode)
assert(success == false)
-- Run the exploit search
log:info("sandbox_test(): Trying to find an exploit")
try_exploit.run()
log:info("sandbox_test(): Finished")
end
-- Enabled when this module is loaded.
-- Normally that happens when KEY_F10 is pressed on the client.
local value_checker_enabled = true
function M.check_value(value)
if not value_checker_enabled then return end
log:debug("sandbox_test.check_value()")
try_exploit.search_single_value(value)
end
__buildat_sandbox_debug_check_value_sub(M.check_value)
local is_active = false
function M.toggle() -- Called by client/app
if not is_active then
M.run()
value_checker_enabled = true
is_active = true
else
value_checker_enabled = false
is_active = false
end
end
return M
-- vim: set noet ts=4 sw=4:
|
-------------------------------------------------
-- AE2 auto craft 'fluix crystal' 自動生成用プログラム
-- 要求最大128個ver
--
-- creater 'wusagi24'
-------------------------------------------------
local material_1_slot = 1
local material_2_slot = 2
local material_3_slot = 3
local product_slot = 16
while true do
-- インベントリにアイテムが入るのを待つ
local evt = os.pullEvent("turtle_inventory")
-- インベントリにアイテムが入る
print("change inventory")
print()
-- インベントリに素材がある程度搬入されるまで待つ
-- sleep(3)
repeat
-- 素材スロットのアイテムを32セット真下にドロップする [*]
turtle.select(material_1_slot)
turtle.dropDown(1)
turtle.select(material_2_slot)
turtle.dropDown(1)
turtle.select(material_3_slot)
turtle.dropDown(1)
-- 一定時間待機する
sleep(4)
-- 完成品スロットに移動
turtle.select(product_slot)
-- 真下のアイテムを完成品スロットに拾う
while turtle.suckDown() do
-- 完成品スロットのアイテムを正面に送り出す
turtle.drop()
end
-- 素材スロットにまだアイテムセットがあれば[*] に戻る
until turtle.getItemCount(material_1_slot) <= 0
-- 待機状態に戻る
end |
-- Toggle dynamic lighting on blaster bolts
if !ConVarExists("cl_dynamic_tracer") then
CreateClientConVar("cl_dynamic_tracer", 1, true, false, "Enable/Disable dynamic lighting on Star Wars weapons")
end |
-- Licensed to the public under the Apache License 2.0.
local m = Map("radicale2", translate("Radicale 2.x"),
translate("A lightweight CalDAV/CardDAV server"))
local s = m:section(NamedSection, "logging", "section", translate("Logging"))
s.addremove = true
s.anonymous = false
local logging_file = nil
logging_file = s:option(FileUpload, "config", translate("Logging File"), translate("Log configuration file (no file means default procd which ends up in syslog"))
logging_file.rmempty = true
logging_file.default = ""
o = s:option(Button, "remove_conf", translate("Remove configuration for logging"),
translate("This permanently deletes configuration for logging"))
o.inputstyle = "remove"
function o.write(self, section)
if logging_file:cfgvalue(section) and fs.access(logging_file:cfgvalue(section)) then fs.unlink(loggin_file:cfgvalue(section)) end
self.map:del(section, "config")
luci.http.redirect(luci.dispatcher.build_url("admin", "services", "radicale2", "logging"))
end
o = s:option(Flag, "debug", translate("Debug"), translate("Send debug information to logs"))
o.rmempty = true
o.default = o.disabled
o = s:option(Flag, "full_environment", translate("Dump Environment"), translate("Include full environment in logs"))
o.rmempty = true
o.default = o.disabled
o = s:option(Flag, "mask_passwords", translate("Mask Passwords"), translate("Redact passwords in logs"))
o.rmempty = true
o.default = o.enabled
-- TODO: Allow configuration logging file from this page
return m
|
project "VortexAnimatSim"
language "C++"
kind "SharedLib"
files { "../*.h",
"../*.cpp"}
configuration { "Debug or Debug_Double", "windows" }
includedirs { "../../../include",
"../../../../3rdParty/Vortex_5_1/include",
"../../../../3rdParty/Vortex_5_1/3rdparty/osg-2.8.3/include",
"../../../../3rdParty/Vortex_5_1/3rdparty/sdl-1.2.14/include",
"../../StdUtils",
"../../AnimatSim",
"../../../../3rdParty/boost_1_54_0"}
libdirs { "../../../lib",
"$(OutDir)",
"../../../../3rdParty/Vortex_5_1/3rdparty/osg-2.8.3/lib",
"../../../../3rdParty/Vortex_5_1/lib",
"../../../../3rdParty/Vortex_5_1/3rdparty/boost-1.45.0/lib",
"../../../../3rdParty/Vortex_5_1/3rdparty/sdl-1.2.14/lib",
"../../../../3rdParty/boost_1_54_0/lib" }
defines { "WIN32", "_DEBUG", "_WINDOWS", "_USRDLL", "VORTEXANIMATLIBRARY_EXPORTS", "_CRT_SECURE_NO_WARNINGS" }
flags { "Symbols", "SEH" }
targetdir ("Debug")
targetname ("VortexAnimatSim_vc10D")
links { "libVx51d",
"libVxController51d",
"libVxControllerPersistence51d",
"libVxGraphics51d",
"libVxPersistence51d",
"libVxPs51d",
"libVxPsExtraOSG51d",
"libVxVehicle51d",
"libVxVehiclePersistence51d",
"libVxExtra51d",
"libVxExtraOSG51d",
"libVxVehicleExtra51d",
"libVxVehicleExtraOSG51d",
"libVxOSG51d-2.8.3",
"libboostVx_filesystem-vc100-mt-gd",
"libboostVx_regex-vc100-mt-gd",
"libboostVx_serialization-vc100-mt-gd",
"libboostVx_system-vc100-mt-gd",
"OpenThreadsd",
"osgAnimationd",
"osgd",
"osgDBd",
"osgFXd",
"osgGAd",
"osgManipulatord",
"osgParticled",
"osgShadowd",
"osgSimd",
"osgTerraind",
"osgTextd",
"osgUtild",
"osgViewerd",
"osgVolumed",
"osgWidgetd",
"SDL",
"opengl32",
"wsock32",
"netapi32",
"comctl32",
"wbemuuid" }
postbuildcommands { "Copy $(OutDir)VortexAnimatSim_vc10D.lib ..\\..\\..\\lib\\VortexAnimatSim_vc10D.lib",
"Copy $(TargetPath) ..\\..\\..\\bin" }
configuration { "Release or Release_Double", "windows" }
includedirs { "../../../include",
"../../../../3rdParty/Vortex_5_1/include",
"../../../../3rdParty/Vortex_5_1/3rdparty/osg-2.8.3/include",
"../../../../3rdParty/Vortex_5_1/3rdparty/sdl-1.2.14/include",
"../../StdUtils",
"../../AnimatSim",
"../../../../3rdParty/boost_1_54_0"}
libdirs { "../../../lib",
"$(OutDir)",
"../../../../3rdParty/Vortex_5_1/3rdparty/osg-2.8.3/lib",
"../../../../3rdParty/Vortex_5_1/lib",
"../../../../3rdParty/Vortex_5_1/3rdparty/boost-1.45.0/lib",
"../../../../3rdParty/Vortex_5_1/3rdparty/sdl-1.2.14/lib",
"../../../../3rdParty/boost_1_54_0/lib" }
defines { "WIN32", "NDEBUG", "_WINDOWS", "_USRDLL", "VORTEXANIMATLIBRARY_EXPORTS" }
flags { "Optimize", "SEH" }
targetdir ("Release")
targetname ("VortexAnimatSim_vc10")
links { "libVx51",
"libVxController51",
"libVxControllerPersistence51",
"libVxGraphics51",
"libVxPersistence51",
"libVxPs51",
"libVxPsExtraOSG51",
"libVxVehicle51",
"libVxVehiclePersistence51",
"libVxExtra51",
"libVxExtraOSG51",
"libVxVehicleExtra51",
"libVxVehicleExtraOSG51",
"libVxOSG51-2.8.3",
"libboostVx_filesystem-vc100-mt",
"libboostVx_regex-vc100-mt",
"libboostVx_serialization-vc100-mt",
"libboostVx_system-vc100-mt",
"OpenThreads",
"osgAnimation",
"osg",
"osgDB",
"osgFX",
"osgGA",
"osgManipulator",
"osgParticle",
"osgShadow",
"osgSim",
"osgTerrain",
"osgText",
"osgUtil",
"osgViewer",
"osgVolume",
"osgWidget",
"SDL",
"opengl32",
"wsock32",
"netapi32",
"comctl32",
"wbemuuid" }
postbuildcommands { "Copy $(OutDir)VortexAnimatSim_vc10.lib ..\\..\\..\\lib\\VortexAnimatSim_vc10.lib",
"Copy $(TargetPath) ..\\..\\..\\bin" }
|
ENT.Base = "base_ai"
ENT.Type = "ai"
ENT.PrintName = "Black Helicopter"
ENT.Author = "Shark_vil by. Xystus234"
ENT.Contact = "https://steamcommunity.com/groups/fgserv"
ENT.Purpose = "Helicopter for battles."
ENT.Instructions = "You can spawn it through the Sandbox menu, in the NPC tab, in the SCP:CB category."
ENT.Information = "Security helicopter of the fund."
ENT.Category = "SCP:CB"
ENT.AutomaticFrameAdvance = true
ENT.Spawnable = false
ENT.AdminSpawnable = false
function ENT:SetAutomaticFrameAdvance( bUsingAnim )
self.AutomaticFrameAdvance = bUsingAnim
end |
function WallMovementMixin:TraceWallNormal(startPoint, endPoint, result, feelerSize)
local theTrace = Shared.TraceCapsule(startPoint, endPoint, feelerSize, 0, CollisionRep.Move, PhysicsMask.AllButPCs, EntityFilterOneAndIsaActual(self, "Babbler"))
--[[ double-comment to see wall-walk traces
if Client then
DebugLine(startPoint, theTrace.endPoint, 5, 0,1,0,1)
end --]]
if self:ValidWallTrace(theTrace) then
table.insert(result, theTrace.normal)
return true
end
return false
end
|
addCommandHandler("rapor",
function(cmd, ...)
if getElementData(localPlayer, "loggedin") == 1 then
if not (...) then
outputChatBox(exports.mrp_pool:getServerSyntax(false, "e").."/rapor <bilgi>", 255, 255, 255, true)
return
end
local message = table.concat({...}, " ")
triggerServerEvent("clientSendReport", localPlayer, localPlayer, message, 1)
end
end
)
addCommandHandler("sorusor",
function(cmd, ...)
if getElementData(localPlayer, "loggedin") == 1 then
if not (...) then
outputChatBox(exports.mrp_pool:getServerSyntax(false, "w").."/sorusor <soru içeriği>", 255, 255, 255, true)
return
end
local message = table.concat({...}, " ")
triggerServerEvent("clientSendReport", localPlayer, localPlayer, message, 2)
end
end
) |
local server = require "nvim-lsp-installer.server"
local installers = require "nvim-lsp-installer.installers"
local path = require "nvim-lsp-installer.path"
local zx = require "nvim-lsp-installer.installers.zx"
local root_dir = server.get_server_root_path "ruby"
return server.Server:new {
name = "solargraph",
root_dir = root_dir,
installer = installers.when {
unix = zx.file "./install.mjs",
},
pre_install_check = function()
if vim.fn.executable "bundle" ~= 1 then
error "bundle not installed"
end
end,
default_options = {
cmd = { path.concat { root_dir, "solargraph", "solargraph" }, "stdio" },
},
}
|
/*
* @package : rlib
* @module : promises
* @author : Richard [http://steamcommunity.com/profiles/76561198135875727]
* @copyright : (C) 2020 - 2020
* @since : 1.0.0
* @website : https://rlib.io
* @docs : https://docs.rlib.io
*
* MIT License
*
* 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.
*/
/*
* @package : promises
* @author : Lex Robinson
* @copyright : (C) 2013
*
* MIT License
*
* 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.
*/
/*
* standard tables and localization
*/
rlib = rlib or { }
local base = rlib
local mf = base.manifest
local pf = mf.prefix
/*
* lib includes
*/
local access = base.a
local helper = base.h
/*
* localizations
*/
local smt = setmetatable
local table = table
local pairs = pairs
local ipairs = ipairs
local error = error
local istable = istable
local sf = string.format
/*
* simplifiy funcs
*/
local function con( ... ) base:console( ... ) end
local function log( ... ) base:log( ... ) end
/*
* prefix :: create id
*/
local function pref( id, suffix )
local affix = istable( suffix ) and suffix.id or isstring( suffix ) and suffix or prefix
affix = affix:sub( -1 ) ~= '.' and sf( '%s.', affix ) or affix
id = isstring( id ) and id or 'noname'
id = id:gsub( '[%c%s]', '.' )
return sf( '%s%s', affix, id )
end
/*
* prefix :: handle
*/
local function pid( str, suffix )
local state = ( isstring( suffix ) and suffix ) or ( base and mf.prefix ) or false
return pref( str, state )
end
/*
* declarations
*/
local M = { }
local deferred = { }
deferred.__index = deferred
/*
* declare :: status
*/
local PENDING = 0
local RESOLVING = 1
local REJECTING = 2
local RESOLVED = 3
local REJECTED = 4
/*
* finish
*/
local function finish( deferred, state )
state = state or REJECTED
for i, f in ipairs( deferred.queue ) do
if state == RESOLVED then
f:resolve( deferred.value )
else
f:reject( deferred.value )
end
end
deferred.state = state
end
/*
* isfunc
*/
local function isfunc( f )
if type( f ) == 'table' then
local mt = getmetatable( f )
return mt ~= nil and type( mt.__call ) == 'function'
end
return type( f ) == 'function'
end
/*
* promise
*/
local function promise( deferred, next, success, failure, nonpromisecb )
if istable( deferred ) and istable( deferred.value ) and isfunc( next ) then
local called = false
local ok, err = pcall( next, deferred.value, function( v )
if called then return end
called = true
deferred.value = v
success( )
end, function( v )
if called then return end
called = true
deferred.value = v
failure( )
end )
if not ok and not called then
deferred.value = err
failure( )
end
else
nonpromisecb( )
end
end
/*
* fire
*/
local function fire( deferred )
local next
if type( deferred.value ) == 'table' then
next = deferred.value.next
end
promise( deferred, next, function( )
deferred.state = RESOLVING
fire( deferred )
end, function( )
deferred.state = REJECTING
fire( deferred )
end, function( )
local ok
local v
if deferred.state == RESOLVING and isfunc( deferred.success ) then
ok, v = pcall( deferred.success, deferred.value )
elseif deferred.state == REJECTING and isfunc( deferred.failure ) then
ok, v = pcall( deferred.failure, deferred.value )
if ok then
deferred.state = RESOLVING
end
end
if ok ~= nil then
if ok then
deferred.value = v
else
deferred.value = v
return finish( deferred )
end
end
if deferred.value == deferred then
deferred.value = pcall( error, 'resolving promise with itself' )
return finish( deferred )
else
promise( deferred, next, function( )
finish( deferred, RESOLVED )
end, function( state )
finish( deferred, state )
end, function( )
finish( deferred, deferred.state == RESOLVING and RESOLVED )
end )
end
end )
end
/*
* resolve
*/
local function resolve( deferred, state, value )
if deferred.state == 0 then
deferred.value = value
deferred.state = state
fire( deferred )
end
return deferred
end
/*
* PUBLIC
*/
/*
* deferred :: resolve
*/
function deferred:resolve( val )
return resolve( self, RESOLVING, val )
end
/*
* deferred :: reject
*/
function deferred:reject( val )
return resolve( self, REJECTING, val )
end
/*
* new
*
* returns a new promise object
*
* @ex : local deferred = require( 'deferred' )
*/
function M.new( options )
if isfunc( options ) then
local d = M.new( )
local ok, err = pcall( options, d )
if not ok then
d:reject( err )
end
return d
end
options = options or { }
local d
d =
{
next = function( self, success, failure )
local next = M.new( { success = success, failure = failure, extend = options.extend } )
if d.state == RESOLVED then
next:resolve( d.value )
elseif d.state == REJECTED then
next:reject( d.value )
else
table.insert( d.queue, next )
end
return next
end,
state = 0,
queue = { },
success = options.success,
failure = options.failure,
}
d = smt( d, deferred )
if isfunc( options.extend ) then
options.extend( d )
end
return d
end
/*
* all
*
* returns a new promise object that is resolved when all promises are resolved/rejected.
*/
function M.all( args )
local d = M.new( )
if #args == 0 then
return d:resolve( { } )
end
local method = 'resolve'
local pending = #args
local results = { }
local function synchronizer( i, resolved )
return function( value )
results[ i ] = value
if not resolved then
method = 'reject'
end
pending = pending - 1
if pending == 0 then
d[ method ]( d, results )
end
return value
end
end
for i = 1, pending do
args[ i ]:next( synchronizer( i, true ), synchronizer( i, false ) )
end
return d
end
/*
* new
*
* returns a new promise object that is resolved with the values
* of sequential application of function fn to each element in the
* list. fn is expected to return promise object.
*/
function M.map( args, fn )
local d = M.new( )
local results = { }
local function donext( i )
if i > #args then
d:resolve( results )
else
fn( args[ i ] ):next( function( res )
table.insert( results, res )
donext( i + 1 )
end, function( err )
d:reject( err )
end )
end
end
donext( 1 )
return d
end
/*
* first
*
* returns a new promise object that is resolved as soon as
* the first of the promises gets resolved/rejected.
*/
function M.first( args )
local d = M.new( )
for _, v in ipairs( args ) do
v:next( function( res )
d:resolve(res)
end, function( err )
d:reject( err )
end )
end
return d
end
return M |
-- test case:__index is a table
print("----------test case 1----------")
local mt = { [1] = 2020 }
local tbl = setmetatable({}, { __index = mt })
print(tbl[1])
print(tbl[2])
-- test case2
print("----------test case 2----------")
local c2_mt0 = { world = "hello" }
local c2_mt1 = { hello = "world" }
setmetatable(c2_mt1, { __index = c2_mt0 })
local c2_tbl = setmetatable({}, { __index = c2_mt1 })
print(c2_tbl.world)
print(c2_tbl.hello)
print(c2_tbl.xxx)
print(c2_mt1.hello)
print(c2_mt1.world)
print(c2_mt0.hello)
print(c2_mt0.world)
-- test case3
print("----------test case 3----------")
local c3_mt0 = setmetatable({}, { __index = function(t, k) print(t, k) end })
local c3_mt1 = setmetatable({}, { __index = c3_mt0 })
local c3_tbl = setmetatable({}, { __index = c3_mt1 })
print(c3_mt1.hello)
print(c3_tbl.hello)
-- test case4
print("----------test case 4----------")
local c4_mt0 = setmetatable({}, { __index = function(t, k) print("c4_mt0") end })
local c4_mt1 = setmetatable({}, { __index = function(t, k) print("c4_mt1"); return "hello world" end })
local c4_tbl = setmetatable({}, { __index = c4_mt1 })
print(c4_mt1.hello)
print(c4_tbl.hello)
-- test case5
print("----------test case 5----------")
local c5_mt0 = setmetatable({}, { __newindex = function(t, k, v) print("c5_mt0"); print(t, k, v) end })
local c5_mt1 = setmetatable({}, { __newindex = function(t, k, v) print("c5_mt1"); print(t, k, v) end })
local c5_tbl = setmetatable({}, { __newindex = c5_mt1})
c5_tbl.key = "key"
print(c5_tbl.key)
c5_mt1.key = "key_c5_mt1"
print(c5_tbl.key)
-- test case6
print("----------test case 6----------")
local c6_mt0 = {}
local c6_mt1 = setmetatable({}, { __newindex = c6_mt0 })
local c6_mt2 = setmetatable({}, { __newindex = c6_mt1 })
c6_mt2.key = "key1"
print(c6_mt2.key)
print(c6_mt1.key)
print(c6_mt0.key)
c6_mt1.key = "key2"
print(c6_mt0.key)
-- test case7
print("----------test case 7----------")
local t1, t2 = {}, {}
setmetatable(t1, { __add = function(lhs, rhs) print(lhs, rhs); return 0 end })
local t3 = t1 + t2
print(t3)
-- ignore more binary arith test cases
-- test case8
print("----------test case 8----------")
local c8_t1 = { value = 1 }
local c8_t2 = { value = 2 }
setmetatable(c8_t1, {
__eq = function(lhs, rhs) print("__eq"); return lhs.value == rhs.value end,
__lt = function(lhs, rhs) print("__lt"); return lhs.value < rhs.value end,
__le = function(lhs, rhs) print("__le"); return lhs.value <= rhs.value end,
__concat = function(lhs, rhs) return tostring(lhs.value) .. tostring(rhs.value) end,
})
print(c8_t1 == c8_t2)
print(c8_t1 < c8_t2)
print(c8_t1 <= c8_t2)
print(c8_t1 .. c8_t2) |
local insert,getn,remove = table.insert,table.getn,table.remove
local p = require('pretty-print').prettyPrint
local Events = {
name = "Events",
magicalCharacters = {'+','-','*','.','?','^','@',"#"},
registeredEvents =
{
Emoji = {}
},
pendent = {
guildLoad = {}
},
redirections = {},
whitelistedCommands = {}
}
local function EndsWith(str1, str2)
return str == "" or str1:sub(-#str2) == str2
end
function Events.onMessage(msg)
--Check if its a command, if it is then attempt to run it
if msg.author.bot then return end
local words = {}
for w in msg.content:gmatch("%g+") do
insert(words, w)
end
words.msg = msg
if #Events.redirections > 0 then
for _, redirector in ipairs(Events.redirections) do
local result = {redirector.inspector(words)}
if result and result[1] then
redirector.consumer(table.unpack(result))
return true
end
end
end
local prefix = Events.prefix
local st = msg.content:find(Events.prefix)
if st ~= 1 then
return
else
for _,v in ipairs(Events.magicalCharacters) do
if EndsWith(prefix,v) then
prefix = prefix:gsub("%"..v,"%%"..v) -- Ugly stuff here, we check if it ends with a magical character and
break
end
end
local command = remove(words, 1):gsub(prefix,"")
if not msg.guild then
if not Events.whitelistedCommands[command] then
msg:reply("Excuse me sir, but I'm not employed to do private affairs!")
return false
end
local s,e = Commands:Run(command, words, msg)
else
local s,e = Commands:Run(command, words, msg)
end
end
end
function Events.onReady()
print("Ready!")
end
function Events.onReact(...)
local args = {...}
if args[3] then
Events:callBack("Emoji",args[3],{hash=args[3],msgId=args[2],userId = args[4]})
else
Events:callBack("Emoji",args[1].emojiName,{hash=args[1].emojiName,msgId=args[1].message.id,userId=args[2]})
end
end
function Events:registerEvent(eventType,eventKey,callback)
if not self.registeredEvents[eventType] then return false end
if not self.registeredEvents[eventType][eventKey] then
self.registeredEvents[eventType][eventKey] = {}
end
insert(self.registeredEvents[eventType][eventKey],callback)
end
function Events:callBack(eventType,eventKey,args)
for k,v in pairs(self.registeredEvents) do
if k == eventType then
if not v[eventKey] then print("Key is not registered!") return false end
for _,z in ipairs(v[eventKey]) do
z(args)
end
break
end
end
end
function Events:registerRedirect(inspector, consumer)
table.insert(self.redirections, { inspector = inspector, consumer = consumer })
end
function Events:whitelistPrivateCommand(name)
self.whitelistedCommands[name] = true
end
function Events:__init()
if not _G.dev then
self.prefix = self.Deps.Config.Defaults.Prefix
else
self.prefix = self.Deps.Config.Defaults.DevPrefix
end
return Events
end
return Events |
-- Created by Elfansoer
--[[
Ability checklist (erase if done/checked):
- Scepter Upgrade
- Break behavior
- Linken/Reflect behavior
- Spell Immune/Invulnerable/Invisible behavior
- Illusion behavior
- Stolen behavior
]]
--------------------------------------------------------------------------------
modifier_hoodwink_scurry_lua = class({})
--------------------------------------------------------------------------------
-- Classifications
function modifier_hoodwink_scurry_lua:IsHidden()
return self:GetStackCount()~=0
end
function modifier_hoodwink_scurry_lua:IsDebuff()
return false
end
function modifier_hoodwink_scurry_lua:IsStunDebuff()
return false
end
function modifier_hoodwink_scurry_lua:IsPurgable()
return false
end
--------------------------------------------------------------------------------
-- Initializations
function modifier_hoodwink_scurry_lua:OnCreated( kv )
self.parent = self:GetParent()
-- references
self.evasion = self:GetAbility():GetSpecialValueFor( "evasion" )
self.radius = self:GetAbility():GetSpecialValueFor( "radius" )
self.interval = 0.5
if not IsServer() then return end
-- Start interval
self:StartIntervalThink( self.interval )
self:OnIntervalThink()
end
function modifier_hoodwink_scurry_lua:OnRefresh( kv )
-- references
self.evasion = self:GetAbility():GetSpecialValueFor( "evasion" )
self.radius = self:GetAbility():GetSpecialValueFor( "radius" )
end
function modifier_hoodwink_scurry_lua:OnRemoved()
end
function modifier_hoodwink_scurry_lua:OnDestroy()
end
--------------------------------------------------------------------------------
-- Modifier Effects
function modifier_hoodwink_scurry_lua:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_EVASION_CONSTANT,
}
return funcs
end
function modifier_hoodwink_scurry_lua:GetModifierEvasion_Constant()
if self:GetStackCount()==1 then return 0 end
return self.evasion
end
--------------------------------------------------------------------------------
-- Interval Effects
function modifier_hoodwink_scurry_lua:OnIntervalThink()
-- check trees
local trees = GridNav:GetAllTreesAroundPoint( self.parent:GetOrigin(), self.radius, false )
local stack = 1
if #trees>0 then stack = 0 end
-- stack: 0 is active, 1 is inactive (no tree)
if self:GetStackCount()~=stack then
self:SetStackCount( stack )
-- set effects
if stack==0 then
self:PlayEffects()
else
self:StopEffects()
end
end
end
--------------------------------------------------------------------------------
-- Graphics & Animations
function modifier_hoodwink_scurry_lua:PlayEffects()
-- Get Resources
local particle_cast = "particles/units/heroes/hero_hoodwink/hoodwink_scurry_passive.vpcf"
-- Create Particle
local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_ABSORIGIN_FOLLOW, self.parent )
ParticleManager:SetParticleControl( effect_cast, 2, Vector( self.radius, 0, 0 ) )
self.effect_cast = effect_cast
end
function modifier_hoodwink_scurry_lua:StopEffects()
if not self.effect_cast then return end
ParticleManager:DestroyParticle( self.effect_cast, false )
ParticleManager:ReleaseParticleIndex( self.effect_cast )
end |
local utSwitchCam = false
function onCreate()
makeLuaSprite('hall', 'stages/sans/hall', 0, 0);
addLuaSprite('hall', false);
end
function onMoveCamera(focus)
if not utSwitchCam then
if focus == 'dad' then
setProperty('camFollow.y', getProperty('camFollow.y') );
setProperty('camFollow.x', getProperty('camFollow.x') +50);
elseif focus == 'boyfriend' then
setProperty('camFollow.y', getProperty('camFollow.y') -50);
setProperty('camFollow.x', getProperty('camFollow.x') -300);
end
else
if focus == 'dad' then
setProperty('camFollow.y', getProperty('camFollow.y'));
setProperty('camFollow.x', getProperty('camFollow.x') -150);
elseif focus == 'boyfriend' then
setProperty('camFollow.y', getProperty('camFollow.y') +100);
setProperty('camFollow.x', getProperty('camFollow.x') +100);
end
end
end
function onStepHit()
if curStep == 800 then
removeLuaSprite('hall', false)
makeLuaSprite('battle', 'stages/sans/battle', 0, 0);
addLuaSprite('battle', false);
setProperty('dad.x', 750);
setProperty('dad.y', 720);
setProperty('boyfriend.x', 750);
setProperty('boyfriend.y', 1500);
utSwitchCam = true;
end
end |
return function()
local Root = script.Parent.Parent
local MarketplaceService = game:GetService("MarketplaceService")
local CorePackages = game:GetService("CorePackages")
local PurchasePromptDeps = require(CorePackages.PurchasePromptDeps)
local Rodux = PurchasePromptDeps.Rodux
local RequestType = require(Root.Enums.RequestType)
local PromptState = require(Root.Enums.PromptState)
local Reducer = require(Root.Reducers.Reducer)
local createSpy = require(Root.Test.createSpy)
local Thunk = require(Root.Thunk)
local completeRequest = require(script.Parent.completeRequest)
describe("should signal prompt finished when purchase was not made", function()
it("should signal product purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.PromptPurchase,
promptRequest = {
id = 123,
requestType = RequestType.Product,
infoType = Enum.InfoType.Product
},
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptProductPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("userId", "productId", "didPurchase")
expect(values.productId).to.equal(123)
expect(values.didPurchase).to.equal(false)
connection:Disconnect()
end)
it("should signal game pass purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.Error,
promptRequest = {
id = 456,
requestType = RequestType.GamePass,
infoType = Enum.InfoType.GamePass
},
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptGamePassPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("player", "gamePassId", "didPurchase")
expect(values.gamePassId).to.equal(456)
expect(values.didPurchase).to.equal(false)
connection:Disconnect()
end)
it("should signal asset purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.Error,
promptRequest = {
id = 789,
requestType = RequestType.Asset,
infoType = Enum.InfoType.Asset
},
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("player", "assetId", "didPurchase")
expect(values.assetId).to.equal(789)
expect(values.didPurchase).to.equal(false)
connection:Disconnect()
end)
end)
describe("should signal prompt finished when purchase was completed", function()
it("should signal product purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.PurchaseComplete,
promptRequest = {
id = 123,
requestType = RequestType.Product,
infoType = Enum.InfoType.Product
},
hasCompletedPurchase = true,
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptProductPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("userId", "productId", "didPurchase")
expect(values.productId).to.equal(123)
expect(values.didPurchase).to.equal(true)
connection:Disconnect()
end)
it("should signal game pass purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.PurchaseComplete,
promptRequest = {
id = 456,
requestType = RequestType.GamePass,
infoType = Enum.InfoType.GamePass
},
hasCompletedPurchase = true,
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptGamePassPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("player", "gamePassId", "didPurchase")
expect(values.gamePassId).to.equal(456)
expect(values.didPurchase).to.equal(true)
connection:Disconnect()
end)
it("should signal asset purchase finished", function()
local store = Rodux.Store.new(Reducer, {
promptState = PromptState.PurchaseComplete,
promptRequest = {
id = 789,
requestType = RequestType.Asset,
infoType = Enum.InfoType.Asset
},
hasCompletedPurchase = true,
})
local thunk = completeRequest()
local finishedSignalSpy = createSpy()
local connection = MarketplaceService.PromptPurchaseFinished:Connect(finishedSignalSpy.value)
Thunk.test(thunk, store)
local state = store:getState()
expect(state.promptState).to.equal(PromptState.None)
expect(finishedSignalSpy.callCount).to.equal(1)
local values = finishedSignalSpy:captureValues("player", "assetId", "didPurchase")
expect(values.assetId).to.equal(789)
expect(values.didPurchase).to.equal(true)
connection:Disconnect()
end)
end)
end
|
local play = require 'play'
local title = require 'title'
function normalise(vx, vy, speed)
local length = math.sqrt(vx * vx + vy * vy)
local speed_len = speed / length
return vx * speed_len, vy * speed_len
end
function switch_scene(c_scene)
scene = c_scene
c_scene.load()
for i, v in pairs(c_scene) do
if i ~= "load" then
love[i] = v
end
end
end
function love.load()
font = love.graphics.newFont("font/PressStart2P.ttf", 42)
small_font = love.graphics.newFont("font/PressStart2P.ttf", 21)
switch_scene(title)
end
|
-- Class definition of a servient
-- Autor: Sebastian Kaebisch (sebastiankb@git)
-- servient class
servient={}
servient.name = ""
-- which protocols does the servient support (e.g., CoAP, HTTP, ...)
servient.coap=false
servient.http=false
servient.properties={} -- servient's properties
servient.actions={} -- servient's actions
servient.events={} -- servient's events
--property class
property={}
property.name=""
property.writable=false
property.bpr = "" -- binds Lua parameter (=property value) to resource
--action class
action={}
action.name=""
action.inputData={} -- multiple data can be transmitted
action.outputData="" -- only one return type
action.bpr = "" -- binds Lua parameter (=action function) to resource
function servient:new()
local res = {}
setmetatable(res,self)
self.__index = self
return res
end
function property:new()
local res = {}
setmetatable(res,self)
self.__index = self
return res
end
function action:new()
local res = {}
setmetatable(res,self)
self.__index = self
return res
end
function servient:addProperty(prop)
table.insert(self.properties, prop)
end
function servient:addAction(act)
table.insert(self.actions, act)
end
json_msg="{\"value\":"
-- starts the servient and provides the services online
function startServient(s)
if(s.coap==true) then
cs=coap.Server()
cs:listen(5683)
-- for each property a coap resource is added
for i=1,#s.properties,1 do
if s.properties[i].writable == true then
cs:var(coap.GET, coap.PUT, s.properties[i].bpr, 0, 0)
else
cs:var(coap.GET, s.properties[i].bpr, 0, 0)
end
end
end
if(s.http==true) then
startHTTPServer(s)
end
end
function startHTTPServer(s)
print("Start HTTP Server")
srv = net.createServer(net.TCP)
srv:listen(80, function(conn)
conn:on("receive", function(conn, payload)
-- get requested resource name
i_s, j = string.find(payload, "/")
i_e, j = string.find(payload, " ",j)
meth = string.sub(payload,1,i_s-2);
res = string.sub(payload,i_s+1,i_e-1);
-- print(meth)
if meth=="GET" then
ret = (_G[res])
if ret~=nil then
if type(ret) == "number" then
ret = json_msg .. ret .."}"
else
ret = json_msg .. "\"".. ret .."\"}"
end
conn:send(ret)
end
elseif meth=="PUT" then
if (_G[res])~=nil then
-- _G[res] = 123
-- get payload data
i, j_s = string.find(payload, ":", i_e)
i_e, j = string.find(payload, "}", j_s)
a = string.sub(payload,j_s+1, i_e-1)
a=a:gsub("^%s*", "")
if type(_G[res])== "number" then
_G[res] = tonumber(a)
else
_G[res] = a
end
conn:send()
end
elseif meth=="POST" then
if (_G[res])~=nil then
-- todo, read input data
ret = _G[res]()
if type(ret) == "number" then
ret = json_msg .. ret .."}"
else
ret = json_msg .. "\"".. ret .."\"}"
end
conn:send(ret)
end
end
end)
conn:on("sent", function(conn) conn:close() end)
end)
end
|
---------------------------------------------
-- Amber Scutum
-- Family: Wamouracampa
-- Description: Increases defense.
-- Type: Enhancing
-- Utsusemi/Blink absorb: N/A
-- Range: Self
---------------------------------------------
require("scripts/globals/monstertpmoves")
require("scripts/globals/status")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local status = mob:getStatusEffect(tpz.effect.DEFENSE_BOOST)
local power = 100
if status ~= nil then
-- This is as accurate as we get until effects applied by mob moves can use subpower..
power = status:getPower() * 2
end
skill:setMsg(MobBuffMove(mob, tpz.effect.DEFENSE_BOOST, power, 0, 60))
return tpz.effect.DEFENSE_BOOST
end |
fx_version 'bodacious'
game 'gta5'
developer 'kim111#2795'
client_scripts {
'config.lua',
'client/*.lua',
'locale.lua',
'Locales/*.lua'
}
server_scripts {
'@mysql-async/lib/MySQL.lua',
'server/*.lua',
'config.lua',
'locale.lua',
'Locales/*.lua'
} |
local m = {};
function m.print()
print("module03 print().");
end
return m;
|
function morebombs.nuke(pos, radius)
tnt.boom(pos, {
radius = radius,
})
local corium = minetest.find_node_near(pos, 3, {"air"}) or pos
minetest.set_node(corium, {name = "morebombs:falling_corium"})
minetest.check_for_falling(corium)
end
minetest.register_node("morebombs:falling_corium", {
drawtype = "airlike",
paramtype = "light",
groups = {falling_node = 1, not_in_creative_inventory = 1},
})
minetest.register_abm{
label = "Falling Corium Transformation",
nodenames = {"morebombs:falling_corium"},
interval = 1,
chance = 1,
action = function(pos)
minetest.set_node(pos, {name = "technic:corium_source"})
end,
}
morebombs.register("morebombs:nuclear_bomb", {
description = "Nuclear Bomb",
tiles = {"morebombs_nuke.png"},
sounds = default.node_sound_metal_defaults(),
groups = {cracky = 2},
action = function(pos)
morebombs.nuke(pos, 14)
end,
})
minetest.register_craft{
output = "morebombs:nuclear_bomb 2",
recipe = {
{"default:mese_crystal", "tnt:tnt", "default:mese_crystal"},
{"technic:stainless_steel_block", "technic:uranium_fuel", "technic:stainless_steel_block"},
{"default:mese_crystal", "tnt:tnt", "default:mese_crystal"},
},
}
morebombs.register("morebombs:infused_nuclear_bomb", {
description = "Infused Nuclear Bomb",
tiles = {"morebombs_infused.png"},
sounds = default.node_sound_metal_defaults(),
groups = {cracky = 2},
action = function(pos)
morebombs.nuke(pos, 22)
end,
})
minetest.register_craft{
output = "morebombs:infused_nuclear_bomb",
recipe = {
{"morebombs:nuclear_bomb", "morebombs:nuclear_bomb", "morebombs:nuclear_bomb"},
{"technic:stainless_steel_block", "morebombs:nuclear_bomb", "technic:stainless_steel_block"},
{"technic:stainless_steel_block", "default:diamondblock", "technic:stainless_steel_block"},
},
}
morebombs.register("morebombs:armageddon", {
description = "Armageddon",
tiles = {"morebombs_armageddon.png"},
sounds = default.node_sound_metal_defaults(),
groups = {cracky = 2},
action = function(pos)
morebombs.nuke(pos, 30)
end,
})
minetest.register_craft{
output = "morebombs:armageddon",
recipe = {
{"morebombs:infused_nuclear_bomb", "morebombs:thunderfist", "morebombs:infused_nuclear_bomb"},
{"technic:stainless_steel_block", "morebombs:infused_nuclear_bomb", "technic:stainless_steel_block"},
{"technic:stainless_steel_block", "default:diamondblock", "technic:stainless_steel_block"},
},
}
|
---@class IsoSpriteManager : zombie.iso.sprite.IsoSpriteManager
---@field public instance IsoSpriteManager
---@field public NamedMap HashMap|String|IsoSprite
---@field public IntMap TIntObjectHashMap|Unknown
---@field private emptySprite IsoSprite
IsoSpriteManager = {}
---@public
---@param gid String
---@return IsoSprite
---@overload fun(gid:int)
function IsoSpriteManager:getSprite(gid) end
---@public
---@param gid int
---@return IsoSprite
function IsoSpriteManager:getSprite(gid) end
---@public
---@param tex String
---@return IsoSprite
---@overload fun(tex:String, col:Color)
function IsoSpriteManager:getOrAddSpriteCache(tex) end
---@public
---@param tex String
---@param col Color
---@return IsoSprite
function IsoSpriteManager:getOrAddSpriteCache(tex, col) end
---@public
---@param tex String
---@return IsoSprite
---@overload fun(tex:String, ID:int)
function IsoSpriteManager:AddSprite(tex) end
---@public
---@param tex String
---@param ID int
---@return IsoSprite
function IsoSpriteManager:AddSprite(tex, ID) end
---@public
---@return void
function IsoSpriteManager:Dispose() end
|
AddCSLuaFile();
SWEP.PrintName = "Base";
SWEP.Slot = 1;
SWEP.SlotPos = 1;
SWEP.ViewModelFlip = false;
SWEP.ViewModelFOV = 54;
SWEP.ViewModel = "";
SWEP.WorldModel = "";
SWEP.SwayScale = 0;
SWEP.Primary.ClipSize = -1;
SWEP.Primary.DefaultClip = -1;
SWEP.Primary.Ammo = "";
SWEP.Primary.Automatic = false;
SWEP.Secondary.ClipSize = 1;
SWEP.Secondary.DefaultClip = 1;
SWEP.Secondary.Ammo = "none";
SWEP.Secondary.Automatic = false;
SWEP.CanReload = false;
SWEP.Holsterable = true;
local ActIndex = {
[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER,
[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
[ "normal" ] = ACT_HL2MP_IDLE,
[ "" ] = ACT_HL2MP_IDLE,
[ "fist" ] = ACT_HL2MP_IDLE_FIST,
[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
[ "camera" ] = ACT_HL2MP_IDLE_CAMERA,
[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
[ "magic" ] = ACT_HL2MP_IDLE_MAGIC,
[ "zombie" ] = ACT_HL2MP_IDLE_ZOMBIE,
[ "suitcase" ] = ACT_HL2MP_IDLE_SUITCASE
}
function SWEP:SetWeaponHoldType( t )
local index = ActIndex[ t ]
self.ActivityTranslate = { }
self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslate [ ACT_MP_WALK ] = index+1
self.ActivityTranslate [ ACT_MP_RUN ] = index+2
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
if t == "normal" then
self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
if t == "revolver" then
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL;
end
if t == "passive" then
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH;
end
if( t == "suitcase" ) then
self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE
self.ActivityTranslate [ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE
self.ActivityTranslate [ ACT_MP_RUN ] = ACT_HL2MP_IDLE+2
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE+3
self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = ACT_HL2MP_IDLE+4
self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = ACT_HL2MP_IDLE+5
self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = ACT_HL2MP_IDLE+5
self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = ACT_HL2MP_IDLE+6
self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = ACT_HL2MP_IDLE+6
self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_IDLE+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = ACT_HL2MP_IDLE+8
end
end
function SWEP:SetWeaponHoldTypeHolster( t )
local index = ActIndex[ t ]
self.ActivityTranslateHolster = { }
self.ActivityTranslateHolster [ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslateHolster [ ACT_MP_WALK ] = index+1
self.ActivityTranslateHolster [ ACT_MP_RUN ] = index+2
self.ActivityTranslateHolster [ ACT_MP_CROUCH_IDLE ] = index+3
self.ActivityTranslateHolster [ ACT_MP_CROUCHWALK ] = index+4
self.ActivityTranslateHolster [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
self.ActivityTranslateHolster [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
self.ActivityTranslateHolster [ ACT_MP_RELOAD_STAND ] = index+6
self.ActivityTranslateHolster [ ACT_MP_RELOAD_CROUCH ] = index+6
self.ActivityTranslateHolster [ ACT_MP_JUMP ] = index+7
self.ActivityTranslateHolster [ ACT_RANGE_ATTACK1 ] = index+8
if t == "normal" then
self.ActivityTranslateHolster [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
if t == "revolver" then
self.ActivityTranslateHolster [ ACT_RANGE_ATTACK1 ] = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL;
end
if t == "passive" then
self.ActivityTranslateHolster [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH;
end
if( t == "suitcase" ) then
self.ActivityTranslateHolster [ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE
self.ActivityTranslateHolster [ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE
self.ActivityTranslateHolster [ ACT_MP_RUN ] = ACT_HL2MP_IDLE+2
self.ActivityTranslateHolster [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE+3
self.ActivityTranslateHolster [ ACT_MP_CROUCHWALK ] = ACT_HL2MP_IDLE+4
self.ActivityTranslateHolster [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = ACT_HL2MP_IDLE+5
self.ActivityTranslateHolster [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = ACT_HL2MP_IDLE+5
self.ActivityTranslateHolster [ ACT_MP_RELOAD_STAND ] = ACT_HL2MP_IDLE+6
self.ActivityTranslateHolster [ ACT_MP_RELOAD_CROUCH ] = ACT_HL2MP_IDLE+6
self.ActivityTranslateHolster [ ACT_MP_JUMP ] = ACT_HL2MP_IDLE+7
self.ActivityTranslateHolster [ ACT_RANGE_ATTACK1 ] = ACT_HL2MP_IDLE+8
end
end
function SWEP:TranslateActivity( act )
local val = -1;
if( self.Owner:Holstered() ) then
if( self.ActivityTranslateHolster[ act ] ) then
val = self.ActivityTranslateHolster[ act ]
end
else
if( self.ActivityTranslate[ act ] ) then
val = self.ActivityTranslate[ act ]
end
end
local len2d = self.Owner:GetVelocity():Length2D();
if( val == ACT_HL2MP_RUN and len2d >= 200 ) then
val = ACT_HL2MP_RUN_FAST;
end
return val;
end
function SWEP:Initialize()
self:SetWeaponHoldType( self.HoldType );
self:SetWeaponHoldTypeHolster( self.HoldTypeHolster );
end
function SWEP:Precache()
if( self.Firearm ) then
if( type( self.Primary.Sound ) == "table" ) then
for _, v in pairs( self.Primary.Sound ) do
util.PrecacheSound( v );
end
else
util.PrecacheSound( self.Primary.Sound );
end
util.PrecacheSound( self.Primary.ReloadSound );
end
end
function SWEP:DoDrawAnim()
if( self.DrawAnim ) then
if( type( self.DrawAnim ) == "string" ) then
local vm = self.Owner:GetViewModel();
vm:SendViewModelMatchingSequence( vm:LookupSequence( self.DrawAnim ) );
else
self:SendWeaponAnimShared( self.DrawAnim );
end
else
self:SendWeaponAnimShared( ACT_VM_DRAW );
end
self:Idle();
end
function SWEP:DoHolsterAnim()
if( self.HolsterAnim ) then
if( type( self.HolsterAnim ) == "string" ) then
local vm = self.Owner:GetViewModel();
vm:SendViewModelMatchingSequence( vm:LookupSequence( self.HolsterAnim ) );
else
self:SendWeaponAnimShared( self.HolsterAnim );
end
else
self:SendWeaponAnimShared( ACT_VM_HOLSTER );
end
timer.Stop( "cc_weapon_idle" .. self:EntIndex() );
end
function SWEP:IdleNow()
self:SendWeaponAnimShared( ACT_VM_IDLE );
end
function SWEP:Idle()
if( self.DevMode ) then return end -- No pesky animations getting in MY way.
local vm = self.Owner:GetViewModel();
timer.Create( "cc_weapon_idle" .. self:EntIndex(), vm:SequenceDuration(), 1, function()
if( !self or !self:IsValid() or !self.Owner or !self.Owner:IsValid() ) then return end
self:IdleNow();
end )
end
function SWEP:Deploy()
if( self.Owner:Holstered() and self.HolsterUseAnim ) then
self:DoHolsterAnim();
elseif( !self.Owner:Holstered() and self.HolsterUseAnim ) then
self:DoDrawAnim();
else
if( self.Owner:Holstered() ) then
self.IronMode = IRON_HOLSTERED;
self.IronMul = 1;
else
self.IronMode = IRON_IDLE;
self.IronMul = 0;
end
end
if( self:DeployChild() ) then return false end
return true;
end
function SWEP:DeployChild()
end
function SWEP:OnRemove()
end
function SWEP:HolsterChild()
end
function SWEP:Holster()
timer.Stop( "cc_weapon_idle" .. self:EntIndex() );
if( self:HolsterChild() ) then return false end
return true;
end
function SWEP:Think()
if( self.ApplyReload and CurTime() >= self.ApplyReload ) then
self.ApplyReload = nil;
self:SetClip1( self:Clip1() + self.ApplyReloadAmount );
if( !self.Primary.InfiniteAmmo ) then
self.Owner:RemoveAmmo( self.ApplyReloadAmount, self.Primary.Ammo );
end
end
if( !IsFirstTimePredicted() ) then return end
if( self.ThinkChild ) then
self:ThinkChild()
end
if( !self.Owner or !self.Owner:IsValid() ) then return end
if( self.Owner:Holstered() and self.IronMode > IRON_HOLSTERED ) then -- Going down.
if( self.IronMode > IRON_IDLE ) then
self.IronMul = 0;
end
if( self.HolsterUseAnim ) then
self:DoHolsterAnim();
self.IronMode = IRON_HOLSTERED;
else
self.IronMode = IRON_HOLSTERED2IDLE;
self.IronDir = 1;
self:Idle();
end
elseif( !self.Owner:Holstered() and self.IronMode < IRON_IDLE ) then -- Raising up.
if( self.HolsterUseAnim ) then
self:DoDrawAnim();
self.IronMode = IRON_IDLE;
self.IronMul = 0;
else
self.IronMode = IRON_HOLSTERED2IDLE;
self.IronDir = -1;
timer.Stop( "cc_weapon_idle" .. self:EntIndex() );
end
end
if( self.Owner:KeyDown( IN_ATTACK2 ) ) then
if( self.IronMode == IRON_IDLE or self.IronMode == IRON_IDLE2AIM ) then
self.IronMode = IRON_IDLE2AIM;
self.IronDir = 1;
end
elseif( self.IronMode > IRON_IDLE ) then
self.IronMode = IRON_IDLE2AIM;
self.IronDir = -1;
end
end
function SWEP:PlaySound( snd, vol, pit )
if( SERVER ) then
if( type( snd ) == "table" ) then
self.Owner:EmitSound( table.Random( snd ), vol, pit );
else
self.Owner:EmitSound( snd, vol, pit );
end
end
end
function SWEP:StopSound( snd )
if( SERVER ) then
self.Owner:StopSound( snd );
end
end
function SWEP:CanPrimaryAttack( noreload )
if( self:Clip1() <= 0 ) then
self:EmitSound( self.EmptySound or "Weapon_Pistol.Empty" );
self:SetNextPrimaryFire( CurTime() + 0.2 );
if( !noreload ) then
self:Reload();
end
return false;
end
return true;
end
function SWEP:CanSecondaryAttack()
if( self:Clip2() <= 0 ) then
self:EmitSound( self.EmptyAltSound or "Weapon_Pistol.Empty" );
self:SetNextSecondaryFire( CurTime() + 0.2 );
return false;
end
return true;
end
function SWEP:BulletAccuracyModifier( m )
local m = m or 0.8;
local mulstat = 1 - ( self.Owner:Aim() / 100 ) * m;
local muliron = self.Owner:KeyDown( IN_ATTACK2 ) and 0.7 or 1;
return mulstat * muliron;
end
function SWEP:PrimaryHolstered()
end
function SWEP:ShootEffects()
self:SendWeaponAnimShared( ACT_VM_PRIMARYATTACK );
self.Owner:MuzzleFlash();
self.Owner:SetAnimation( PLAYER_ATTACK1 );
end
function SWEP:PrimaryUnholstered()
if( self.Firearm ) then
if( self:CanPrimaryAttack() ) then
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay );
self:ShootEffects();
self:TakePrimaryAmmo( 1 );
self:Idle();
if( self.AddViewKick ) then
self:AddViewKick();
else
if( type( self.Primary.ViewPunch ) == "Angle" ) then
self.Owner:ViewPunch( Angle( self.Primary.ViewPunch.p, math.random( -self.Primary.ViewPunch.y, self.Primary.ViewPunch.y ), math.random( -self.Primary.ViewPunch.r, self.Primary.ViewPunch.r ) ) );
else
self:DoMachineGunKick( self.Primary.ViewPunch.x, self.Primary.ViewPunch.y, self.Primary.Delay, self.Primary.ViewPunch.z );
end
end
self.CanReload = true;
if( type( self.Primary.Sound ) == "table" ) then
for _, v in pairs( self.Primary.Sound ) do
self:PlaySound( v, 80, 100 );
end
else
self:PlaySound( self.Primary.Sound, 80, 100 );
end
if( !IsFirstTimePredicted() ) then return end
self:ShootBullet( self.Primary.Damage, self.Primary.Force, self.Primary.NumBullets, self.Primary.Accuracy * self:BulletAccuracyModifier() );
end
elseif( self.Melee ) then
if( self.Owner:KeyDown( IN_ATTACK2 ) ) then return end
self:SetNextPrimaryFire( CurTime() + self.MissDelay );
self:SetNextSecondaryFire( CurTime() + self.MissDelay );
self.Owner:LagCompensation( true );
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self:PlaySound( self.SwingSound );
local trace = { };
trace.start = self.Owner:GetShootPos();
trace.endpos = trace.start + self.Owner:GetAimVector() * self.Length;
trace.filter = self.Owner;
trace.mins = Vector( -8, -8, -8 );
trace.maxs = Vector( 8, 8, 8 );
local tr = util.TraceHull( trace );
if( tr.Hit ) then
self.Weapon:SendWeaponAnimShared( self.HitAnim or ACT_VM_PRIMARYATTACK );
self:SetNextPrimaryFire( CurTime() + self.HitDelay );
self:SetNextSecondaryFire( CurTime() + self.HitDelay );
local ltr = util.TraceLine( trace );
if( tr.Entity and tr.Entity:IsValid() and ( tr.Entity:IsPlayer() or tr.Entity:IsNPC() ) ) then
self:PlaySound( self.HitFleshSound );
else
if( type( self.HitWallSound ) == "boolean" ) then
if( self.HitWallSound ) then
self:PlaySound( GAMEMODE:GetImpactSound( tr ) );
end
else
self:PlaySound( self.HitWallSound );
end
end
if( type( self.BulletDecal ) == "boolean" and self.BulletDecal ) then
util.Decal( GAMEMODE:GetTraceDecal( tr ), ltr.HitPos + ltr.HitNormal, ltr.HitPos - ltr.HitNormal );
elseif( self.BulletDecal ) then
util.Decal( self.BulletDecal, ltr.HitPos + ltr.HitNormal, ltr.HitPos - ltr.HitNormal );
end
if( SERVER ) then
if( !self.Owner.NextStrength ) then self.Owner.NextStrength = 0 end
if( CurTime() >= self.Owner.NextStrength ) then
self.Owner:SetStrength( math.Clamp( self.Owner:Strength() + GAMEMODE:ScaledStatIncrease( self.Owner, self.Owner:Strength() ) * 0.02, 0, 100 ) );
self.Owner:UpdateCharacterField( "StatStrength", tostring( self.Owner:Strength() ), true );
self.Owner.NextStrength = CurTime() + 10;
end
local blockmul = 1;
if( tr.Entity:IsPlayer() ) then
if( tr.Entity:GetActiveWeapon() and tr.Entity:GetActiveWeapon():IsValid() ) then
if( tr.Entity:GetActiveWeapon().IsBlocking and tr.Entity:GetActiveWeapon():IsBlocking() ) then
blockmul = tr.Entity:GetActiveWeapon().BlockMul;
end
end
end
if( tr.Entity:IsPlayer() ) then
net.Start( "nFlashRed" );
net.Send( tr.Entity );
end
local dmg = DamageInfo();
dmg:SetAttacker( self.Owner );
dmg:SetDamage( math.Round( ( ( self.Owner:Strength() + 20 ) / 50 ) * ( self.DamageMul or 10 ) * blockmul ) );
dmg:SetDamageForce( tr.Normal * 50 );
dmg:SetDamagePosition( tr.HitPos );
dmg:SetDamageType( self.DamageType or DMG_SLASH );
dmg:SetInflictor( self );
if( tr.Entity.DispatchTraceAttack ) then
tr.Entity:DispatchTraceAttack( dmg, tr );
end
end
else
self.Weapon:SendWeaponAnimShared( self.MissAnim or ACT_VM_MISSCENTER );
end
if( self.AddViewKick ) then
self:AddViewKick();
else
if( type( self.Primary.ViewPunch ) == "Angle" ) then
self.Owner:ViewPunch( Angle( self.Primary.ViewPunch.p, math.random( -self.Primary.ViewPunch.y, self.Primary.ViewPunch.y ), math.random( -self.Primary.ViewPunch.r, self.Primary.ViewPunch.r ) ) );
else
self:DoMachineGunKick( self.Primary.ViewPunch.x, self.Primary.ViewPunch.y, self.Primary.Delay, self.Primary.ViewPunch.z );
end
end
self.Owner:LagCompensation( false );
self:Idle();
end
end
function SWEP:SecondaryHolstered()
end
function SWEP:SecondaryUnholstered()
end
function SWEP:ShootBullet( damage, force, n, aimcone )
local bullet = { };
bullet.Num = n or 1;
bullet.Src = self.Owner:GetShootPos();
bullet.Dir = self.Owner:GetAimVector();
bullet.Spread = Vector( aimcone, aimcone, 0 );
bullet.Tracer = 1;
bullet.Force = force;
bullet.Damage = damage;
bullet.AmmoType = "Pistol";
bullet.TracerName = self.Primary.TracerName or "Tracer";
self.Owner:FireBullets( bullet );
end
function SWEP:PrimaryAttack()
if( self.Owner:Holstered() ) then
self:PrimaryHolstered();
else
self:PrimaryUnholstered();
end
end
function SWEP:SecondaryAttack()
if( self.Owner:Holstered() ) then
self:SecondaryHolstered();
else
self:SecondaryUnholstered();
end
end
function SWEP:IsBlocking()
if( self.SecondaryBlock ) then
if( !self.Owner:Holstered() and self.Owner:KeyDown( IN_ATTACK2 ) ) then
return true;
end
end
return false;
end
function SWEP:Reload()
if( self.Owner:Holstered() ) then return end
if( !self.Firearm ) then return end
if( !self.CanReload ) then return end
local delta = self.Primary.ClipSize - self:Clip1();
if( !self.Primary.InfiniteAmmo ) then
delta = math.min( self.Primary.ClipSize - self:Clip1(), self:Ammo1() );
end
if( delta > 0 ) then
if( self.ReloadAnim ) then
self:SendWeaponAnimShared( self.ReloadAnim );
elseif( self:SelectWeightedSequence( ACT_VM_RELOAD ) != -1 ) then
self:SendWeaponAnimShared( ACT_VM_RELOAD );
else
self:SendWeaponAnimShared( ACT_VM_RELOAD_EMPTY );
end
self:PlaySound( self.Primary.ReloadSound );
self.Owner:SetAnimation( PLAYER_RELOAD );
self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() );
self:SetNextSecondaryFire( CurTime() + self:SequenceDuration() );
self.CanReload = false;
self:Idle();
self.ApplyReload = CurTime() + self:SequenceDuration();
self.ApplyReloadAmount = delta;
end
end
SWEP.Holstered = false;
SWEP.IronMode = IRON_HOLSTERED;
SWEP.IronDir = 1;
SWEP.IronMul = 1;
SWEP.IronNetPos = Vector();
SWEP.IronNetAng = Vector();
function SWEP:CalcIron()
if( !self.Holsterable and self.IronMode < IRON_IDLE ) then
self.IronMode = IRON_IDLE;
end
if( self.HolsterPos and self.AimPos and self.HolsterAng and self.AimAng ) then
if( self.IronMode == IRON_HOLSTERED ) then
self.IronNetPos = self.HolsterPos;
self.IronNetAng = self.HolsterAng;
elseif( self.IronMode == IRON_HOLSTERED2IDLE ) then
if( self.IronMul == 1 and self.IronDir == 1 ) then -- Going up... and hit idle
self.IronMode = IRON_HOLSTERED;
elseif( self.IronMul == 0 and self.IronDir == -1 ) then -- Going down... and hit holstered
self.IronMode = IRON_IDLE;
else
self.IronMul = math.Clamp( self.IronMul + self.IronDir * GAMEMODE:IronsightsMul(), 0, 1 );
self.IronNetPos = self.IronMul * self.HolsterPos;
self.IronNetAng = self.IronMul * self.HolsterAng;
end
elseif( self.IronMode == IRON_IDLE ) then
self.IronNetPos = Vector();
self.IronNetAng = Vector();
elseif( self.IronMode == IRON_IDLE2AIM ) then
if( self.IronMul == 1 and self.IronDir == 1 ) then
self.IronMode = IRON_AIM;
elseif( self.IronMul == 0 and self.IronDir == -1 ) then
self.IronMode = IRON_IDLE;
else
self.IronMul = math.Clamp( self.IronMul + self.IronDir * GAMEMODE:IronsightsMul(), 0, 1 );
self.IronNetPos = self.IronMul * self.AimPos;
self.IronNetAng = self.IronMul * self.AimAng;
end
elseif( self.IronMode == IRON_AIM ) then
self.IronNetPos = self.AimPos;
self.IronNetAng = self.AimAng;
end
end
end
function SWEP:GetViewModelPosition( pos, ang )
if( CCP.IronDev ) then
ang:RotateAroundAxis( ang:Up(), GAMEMODE.IronDevAng.y );
ang:RotateAroundAxis( ang:Right(), GAMEMODE.IronDevAng.x );
ang:RotateAroundAxis( ang:Forward(), GAMEMODE.IronDevAng.z );
pos = pos + GAMEMODE.IronDevPos.x * ang:Right();
pos = pos + GAMEMODE.IronDevPos.y * ang:Up();
pos = pos + GAMEMODE.IronDevPos.z * ang:Forward();
return pos, ang;
end
local vOriginalOrigin = pos;
local vOriginalAngles = ang;
self:CalcIron();
ang:RotateAroundAxis( ang:Right(), self.IronNetAng.x );
ang:RotateAroundAxis( ang:Up(), self.IronNetAng.y );
ang:RotateAroundAxis( ang:Forward(), self.IronNetAng.z );
pos = pos + self.IronNetPos.x * ang:Right();
pos = pos + self.IronNetPos.y * ang:Up();
pos = pos + self.IronNetPos.z * ang:Forward();
if( !self.m_vecLastFacing ) then
self.m_vecLastFacing = vOriginalOrigin;
end
local forward = vOriginalAngles:Forward();
local right = vOriginalAngles:Right();
local up = vOriginalAngles:Up();
local vDifference = self.m_vecLastFacing - forward;
local flSpeed = 7;
local flDiff = vDifference:Length();
if( flDiff > 1.5 ) then
flSpeed = flSpeed * ( flDiff / 1.5 );
end
vDifference:Normalize();
self.m_vecLastFacing = self.m_vecLastFacing + vDifference * flSpeed * FrameTime();
self.m_vecLastFacing:Normalize();
pos = pos + ( vDifference * -1 ) * 5;
return pos - forward * 5, ang;
end
function SWEP:FreezeMovement()
if( self.Owner.FreezeTime and CurTime() < self.Owner.FreezeTime ) then
return true;
end
return false;
end
SWEP.DevMode = false;
SWEP.ScopeTexture = "gmod/scope-refract";
SWEP.ScopeTextureTop = "gmod/scope";
function SWEP:PreDrawViewModel( vm, wep, ply )
if( self.Scoped ) then
if( self.IronMode == IRON_AIM ) then
vm:SetMaterial( "engine/occlusionproxy" );
else
vm:SetMaterial( "" );
end
else
vm:SetMaterial( "" );
end
end
function SWEP:InScope()
if( self.Scoped and LocalPlayer():GetViewEntity() == LocalPlayer() and self.IronMode == IRON_AIM ) then
return true;
end
return false;
end
function SWEP:DrawHUD()
if( self:InScope() ) then
local h = ScrH();
local w = ( 4 / 3 ) * h;
local dw = ( ScrW() - w ) / 2;
surface.SetDrawColor( 0, 0, 0, 255 );
surface.DrawRect( 0, 0, dw, h );
surface.DrawRect( w + dw, 0, dw, h );
if( render.GetDXLevel() >= 90 ) then
render.UpdateRefractTexture();
surface.SetTexture( surface.GetTextureID( self.ScopeTexture ) );
surface.SetDrawColor( 255, 255, 255, 255 );
surface.DrawTexturedRect( dw, 0, w, h );
end
surface.SetTexture( surface.GetTextureID( self.ScopeTextureTop ) );
surface.SetDrawColor( 0, 0, 0, 255 );
surface.DrawTexturedRect( dw, 0, w, h );
surface.SetDrawColor( 0, 0, 0, 255 );
surface.DrawLine( 0, ScrH() / 2, ScrW(), ScrH() / 2 );
surface.DrawLine( ScrW() / 2, 0, ScrW() / 2, ScrH() );
end
if( CCP.IronDev ) then
surface.SetDrawColor( 255, 255, 255, 255 );
surface.DrawLine( 0, ScrH() / 2, ScrW(), ScrH() / 2 );
surface.DrawLine( ScrW() / 2, 0, ScrW() / 2, ScrH() );
end
if( self.DevMode ) then
draw.DrawTextShadow( self.IronMode, "CombineControl.LabelGiant", ScrW(), 0, Color( 255, 255, 255, 255 ), Color( 0, 0, 0, 255 ), 2 );
draw.DrawTextShadow( self.IronMul, "CombineControl.LabelGiant", ScrW(), 20, Color( 255, 255, 255, 255 ), Color( 0, 0, 0, 255 ), 2 );
end
end
function SWEP:TranslateFOV( fov )
if( self:InScope() ) then
return 20;
end
return fov;
end
function SWEP:AdjustMouseSensitivity()
if( self:InScope() ) then
return ( 20 / GetConVarNumber( "fov_desired" ) );
end
return 1;
end
function SWEP:DrawWorldModel()
if( self.CSFallback ) then
local hasCS = false;
for _, v in pairs( engine.GetGames() ) do
if( v.depot == 240 and v.mounted ) then
hasCS = true;
end
end
if( !hasCS ) then
local hand = self.Owner:GetAttachment( self.Owner:LookupAttachment( "anim_attachment_rh" ) );
if( hand ) then
self:SetRenderOrigin( hand.Pos );
self:SetRenderAngles( hand.Ang );
end
end
elseif( self.RepositionToHand ) then
local hand = self.Owner:GetAttachment( self.Owner:LookupAttachment( "anim_attachment_rh" ) );
if( hand ) then
self:SetRenderOrigin( hand.Pos );
self:SetRenderAngles( hand.Ang );
end
end
self:DrawModel();
end
function SWEP:ClipPunchAngleOffset( inang, punch, clip )
local final = inang + punch;
for _, v in pairs( { "p", "y", "r" } ) do
inang[v] = math.Clamp( final[v], -clip[v], clip[v] ) - punch[v];
end
return inang;
end
function SWEP:DoMachineGunKick( dampEasy, maxVerticalKickAngle, fireDurationTime, slideLimitTime )
local KICK_MIN_X = 0.2;
local KICK_MIN_Y = 0.2;
local KICK_MIN_Z = 0.1;
local duration = math.min( fireDurationTime, slideLimitTime );
local kickPerc = duration / slideLimitTime;
self.Owner:ViewPunchReset( 10 );
local vecScratch = Angle();
vecScratch.p = -( KICK_MIN_X + ( maxVerticalKickAngle * kickPerc ) );
vecScratch.y = -( KICK_MIN_Y + ( maxVerticalKickAngle * kickPerc ) ) / 3;
vecScratch.r = KICK_MIN_Z + ( maxVerticalKickAngle * kickPerc ) / 8;
if( math.random( -1, 1 ) >= 0 ) then
vecScratch.y = vecScratch.y * -1;
end
if( math.random( -1, 1 ) >= 0 ) then
vecScratch.r = vecScratch.r * -1;
end
vecScratch = self:ClipPunchAngleOffset( vecScratch, self.Owner:GetViewPunchAngles(), Angle( 24, 3, 1 ) );
self.Owner:ViewPunch( vecScratch * 2 );
end
function SWEP:SendWeaponAnimShared( act )
--[[
local vm = self.Owner:GetViewModel();
vm:SendViewModelMatchingSequence( vm:SelectWeightedSequence( ACT_VM_IDLE ) );
timer.Simple( 0, function()
if ( !IsValid( self ) || !IsValid( self.Owner ) || !self.Owner:GetActiveWeapon() || self.Owner:GetActiveWeapon() != self ) then return end
local vm = self.Owner:GetViewModel();
vm:SendViewModelMatchingSequence( vm:SelectWeightedSequence( act ) );
end );
--]]
--if( SERVER ) then
self:SendWeaponAnim( act );
--end
end
|
return {'cortes','cordiaal','cordiet','corduroy','corebusiness','coreferent','coregisseur','corgi','cornedbeef','corner','cornerbal','cornerspecialist','cornervlag','cornet','cornflakes','corona','coronaal','coronair','corporale','corporalen','corporatie','corporatief','corporatisme','corporatistisch','corporeel','corps','corpsbal','corpslid','corpsstudent','corpulent','corpulentie','corpus','corpusculair','correct','correctheid','correctheidsbewijs','correctheidsbewijzen','correctie','correctieafdeling','correctief','correctiefactor','correctiefase','correctielak','correctielint','correctiemechanisme','correctiemodel','correctieronde','correctiesleutel','correctieteken','correctietoets','correctievloeistof','correctiewerk','correctionaliseren','correctioneel','corrector','correctrice','correlaat','correlatie','correlatiecoefficient','correlatief','correlatierekening','correleren','correspondent','correspondente','correspondentennet','correspondentie','correspondentieadres','correspondentiekaart','correspondentieonderwijs','correspondentievriend','correspondentievriendin','correspondentschap','corresponderen','corridor','corrigeerbaar','corrigenda','corrigendum','corrigeren','corroderen','corrosie','corrosief','corrumperen','corrumpering','corrupt','corruptheid','corruptie','corruptieaffaire','corruptiebestrijder','corruptiebestrijding','corruptief','corruptieonderzoek','corruptiepraktijk','corruptieproces','corruptieschandaal','corruptiezaak','corsage','corselet','corso','cortex','corticosteron','corticosteroiden','corticoide','cortison','cortisone','cortege','corvee','corveedienst','corveelijst','corveeer','corveeers','coryfee','coryfeeen','corveeen','cornisch','coronie','corniche','corbillard','coroniaan','coroniaans','corporatiesector','corpusonderzoek','correctievoorschrift','corsowagen','corporatiebezit','correspondentietheorie','correctieverzoek','correctiekaart','cor','corantijn','corfu','cornelia','cornelis','corne','corrie','corry','corsica','corsicaan','corsicaans','cornelissen','cornelisse','cora','corien','corina','corine','corinna','corinne','corneel','cornel','cornelius','cordes','corten','corsten','cornet','corstjens','coremans','cornielje','corte','corbijn','corba','corporaal','corver','cortenbach','cortenraad','coret','corstanje','correia','corbeau','corijn','corbeij','corbet','cornips','cordia','corts','corsius','corneille','correa','cordiale','corners','coronas','coronaire','corpora','corporaties','corporatieve','corporatiewoningen','corporele','corpsen','corpsleden','corpulente','corpulenter','corpulentere','corpusculaire','corpussen','correcte','correcter','correctere','correctielinten','correctiemechanismen','correcties','correctiestrookje','correctietekens','correctieve','correctieven','correctionele','correctoren','correctors','correctrices','correctst','correctste','correlatiecoefficienten','correlaties','correlatieve','correleer','correleerde','correleerden','correleert','correspondeer','correspondeerde','correspondeerden','correspondeert','correspondenten','correspondentieadressen','correspondenties','corresponderend','corresponderende','corridors','corrigeer','corrigeerbare','corrigeerde','corrigeerden','corrigeert','corrigerend','corrigerende','corrodeerde','corrodeerden','corrodeert','corrosieve','corrumpeer','corrumpeerde','corrumpeerden','corrumpeert','corrumperende','corrupte','corrupter','corruptere','corruptiegevallen','corrupties','corruptiezaken','corruptste','corsages','corsos','corticoiden','cortisonen','corveediensten','corvees','cornervlaggen','corporatistische','corpsballen','corpsstudenten','correctiesleutels','correctietoetsen','correctionaliseerde','correspondentes','correspondentiekaarten','correspondentievrienden','corrumperend','corruptieaffaires','corruptiepraktijken','corruptieschandalen','corruptieve','corselets','coronianen','corsicaanse','corveetje','corteges','corsootje','coronale','correlaten','coroniaanse','corniches','coreferenten','cornets','corbillards','coregisseurs','corgis','corseletten','corveede','corveet','cors','coras','coriens','corinas','corines','corinnas','corinnes','corneels','cornels','cornelias','cornelis','cornelius','cornes','corries','corrys','correctiefactoren','correctievoorschriften','corsowagens','cornerballen','correctiemodellen','correctierondes','correspondentiekaartjes','correspondentievriendje'} |
-- ===========================================================================
-- Cui Great Person Tooltip
-- eudaimonia, 2/26/2019
-- ===========================================================================
include("InstanceManager")
include("SupportFunctions")
include("CivilizationIcon")
local CuiGreatPersonTT = {}
TTManager:GetTypeControlTable("CuiGreatPersonTT", CuiGreatPersonTT)
-- ===========================================================================
function UpdateGreatPersonTooltip(tControl, tData_Player, tData_GP)
local classData = GameInfo.GreatPersonClasses[tData_GP.ClassID]
-- Prep Instance Managers
if CuiGreatPersonTT["PlayerIM"] ~= nil then
CuiGreatPersonTT["PlayerIM"]:ResetInstances()
else
CuiGreatPersonTT["PlayerIM"] = InstanceManager:new("CuiRecruitInstance", "Top", CuiGreatPersonTT.ProgressStack)
end
local classText = Locale.Lookup(classData.Name)
CuiGreatPersonTT.Label:SetText(classText)
CuiGreatPersonTT.Divider:SetSizeX(CuiGreatPersonTT.Label:GetSizeX() + 60)
for i, kPlayerPoints in ipairs(tData_Player) do
local canEarnAnotherOfThisClass = true
if (kPlayerPoints.MaxPlayerInstances ~= nil and kPlayerPoints.NumInstancesEarned ~= nil) then
canEarnAnotherOfThisClass = kPlayerPoints.MaxPlayerInstances > kPlayerPoints.NumInstancesEarned
end
if (canEarnAnotherOfThisClass) then
local tProgressInstance = CuiGreatPersonTT["PlayerIM"]:GetInstance()
local sProgress = ""
local sTurns = ""
local pointTotal = tData_GP.RecruitCost
local pointPlayer = Round(kPlayerPoints.PointsTotal, 0)
local percent = Clamp(pointPlayer / pointTotal, 0, 1)
if percent < 1 then
local pointRemaining = Round(pointTotal - pointPlayer, 0)
local pointPerturn = Round(kPlayerPoints.PointsPerTurn, 1)
local turnsRemaining = pointPerturn == 0 and 999 or math.ceil(pointRemaining / pointPerturn)
if pointPerturn == 0 then
sProgress = "-"
else
sProgress = "[COLOR_ModStatusGreen]+" .. pointPerturn .. "[ENDCOLOR]"
end
sTurns = turnsRemaining .. "[ICON_TURN]"
end
tProgressInstance.Country:SetText(kPlayerPoints.PlayerName)
tProgressInstance.Point:SetText(sProgress)
tProgressInstance.TurnsRemaining:SetText(sTurns)
tProgressInstance.ProgressBar:SetPercent(percent)
tProgressInstance.YouIndicator:SetHide(not (kPlayerPoints.PlayerID == Game.GetLocalPlayer()))
tProgressInstance.YouBacking:SetHide(not (kPlayerPoints.PlayerID == Game.GetLocalPlayer()))
tProgressInstance.CivilizationIcon = tProgressInstance.CivilizationIcon or CivilizationIcon:new(tProgressInstance)
tProgressInstance.CivilizationIcon:UpdateIconFromPlayerID(kPlayerPoints.PlayerID)
end
end
end
-- ===========================================================================
function SetGreatPersonToolTip(tControl, tData_Player, tData_GP)
tControl:SetToolTipType("CuiGreatPersonTT")
tControl:ClearToolTipCallback()
tControl:SetToolTipCallback(function()
UpdateGreatPersonTooltip(tControl, tData_Player, tData_GP)
end)
end
-- ===========================================================================
LuaEvents.CuiGreatPersonToolTip.Add(SetGreatPersonToolTip)
|
class 'EventManager'
function EventManager:__init( ... )
self.active_events = {}
self.timer = Timer()
self.event_post_tick = Events:Subscribe( 'PostTick', self, self.Tick )
self.event_module_load = Events:Subscribe( 'MapsLoaded', self, self.LoadDebug )
end
function EventManager:LoadDebug()
-- military base test event
-- local t = {
-- event_type = 'Populate',
-- centerPoint = Vector3( -7747.413574, 203.999985, -6959.811523 ),
-- activateDistance = 500,
-- actors = {
-- { type = 'CombatGrunt', position = Vector3( -7723.378418, 209.999985, -7012.460449 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7704.593262, 208.884323, -7051.159180 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7686.826172, 208.880722, -7050.500000 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7651.135742, 210.219849, -7034.099121 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7651.875000, 210.196991, -7016.163086 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7741.729004, 218.979019, -7039.564941 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7633.865234, 238.945633, -6916.647461 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7666.199219, 214.699982, -6829.084961 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7681.496094, 210.000015, -6770.031250 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'CombatGrunt', position = Vector3( -7841.692871, 203.999557, -6916.616699 ), angle = Angle(), goal = AiGoal.Guard, faction = Faction.PanauMilitary },
-- { type = 'MilitaryAPC_Cannon', position = Vector3( -7749.505859, 204.006073, -6962.047363 ), angle = Angle( -0.803231, 0.000000, 0.000000 ), goal = AiGoal.Guard, faction = Faction.PanauMilitary }
-- }
-- }
-- self:AddEvent( t )
end
function EventManager:AddEvent( args )
local event = nil
if args.event_type == 'Populate' then
event = PopulateEvent( args )
elseif args.event_type == 'Heat' then
event = HeatEvent( args )
end
if event then
table.insert( self.active_events, event )
else
error('Error loading event of type :', args.event_type)
end
return event
end
function EventManager:RemoveEvent( event )
local t = self.active_events
for i=1,#t do
local e = t[i]
if e == event then
e:Remove()
table.remove( self.active_events, i )
return
end
end
end
function EventManager:Tick( ... )
local t = self.timer
if t:GetMilliseconds() < 250 then return end
t:Restart()
-- event logic currently runs every 250ms
local t = self.active_events
for i=1,#t do
local event = t[i]
event:Tick()
end
end
EM = EventManager() |
require "weapon"
WeaponsManager = {}
-- this manager give the ability of who inherat to use weapons
function WeaponsManager.new()
local self = {}
self.weapons = {}
function self.change_delay_of_all_weapons(new_delay)
for _, weapon in ipairs(self.weapons) do
weapon.change_delay_to(new_delay)
end
end
function self.change_ammo_of_all_weapons(new_ammo)
for _, weapon in ipairs(self.weapons) do
weapon.change_ammo_to(new_ammo)
end
end
function self.change_delay_of_weapon(weapon_id, new_delay)
if self.weapons[weapon_id] ~= nil then
self.weapons[weapon_id].change_delay_to(new_ammo)
end
end
function self.change_ammo_of_weapon(weapon_id, new_ammo)
if self.weapons[weapon_id] ~= nil then
self.weapons[weapon_id].change_ammo_to(new_ammo)
end
end
-- create a "weapon" with position relative the body of ship
function self.add_weapon(ammo_name, x_pos_relative, y_pos_relative, delay)
local new_weapon = Weapon.new(ammo_name, x_pos_relative, y_pos_relative, delay)
new_weapon.active()
self.weapons[#self.weapons+1] = new_weapon
end
-- shoot all weapons at the same time (if it possible)
-- note that here we use : because body "doesn't belong to this class"
function self:shoot_every_weapon()
for _, weapon in ipairs(self.weapons) do
if weapon.actived and weapon.can_shoot() then
weapon.shoot(self.body.x, self.body.y, self.owner, self.title)
end
end
end
return self
end |
package = "blunty666.nodes"
interface = "INodeController"
methods = {
"_CheckCoordDrawn",
"_CheckCoordVisible",
"_CheckCoordClickable",
"GetOrder",
"SetOrder",
"_CheckActiveSubNode",
"GetActiveSubNode",
"SetActiveSubNode",
}
|
local a = 1
local b = 1
log(a)
log(b)
log(mathex.add(a, b))
|
-----------------------------------
-- Area: Bastok Mines
-- NPC: Davyad
-- Involved in Mission: Bastok 3-2
-- !pos 83 0 30 234
-----------------------------------
require("scripts/globals/missions")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
if (player:getCurrentMission(BASTOK) == tpz.mission.id.bastok.TO_THE_FORSAKEN_MINES) then
player:startEvent(54)
else
player:startEvent(53)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
|
--- currently contains useful lua functions for vrep only
--- to use:
--- 1) symlink or copy grl.lua into the same folder as the vrep executable
--- 2) add the following line to your script before you want to use the library:
--- require "grl"
--- 3) call your function! ex: grl.isModuleLoaded('')
grl = {}
grl.isModuleLoaded=function(moduleName)
-- Check if the required plugin is there:
local loadedModuleName=0
local moduleVersion=0
local index=0
local isModuleFound=false
while loadedModuleName do
loadedModuleName,moduleVersion=simGetModuleName(index)
if (loadedModuleName==moduleName) then
isModuleFound=true
end
index=index+1
end
return isModuleFound
end
grl.getQuaternionFromEulerAngle=function(position,eulerAngle)
local m=simBuildMatrix(position,eulerAngle)
local q=simGetQuaternionFromMatrix(m)
return q
end
--- Get the pose of one object relative to another
---
--- @param objectpositionHandle The Object you want to get the position of
--- @param relativeToBaseFrameHandle The object or frame the position should be defined in, nil for world
--- @return position,orientation a 3 vector and quaternion value pair
grl.getTransformBetweenHandles=function(objectPositionHandle, relativeToBaseFrameHandle)
local p=simGetObjectPosition(objectPositionHandle,relativeToBaseFrameHandle)
local o=simGetObjectQuaternion(objectPositionHandle,relativeToBaseFrameHandle)
return p,o
end
--- Get the pose of a point on a path in the world frame
---
--- @param pathHandle handle representing the path object you are referring to
--- @param relative distance along a path from the start at 0 to the end at 1 (percentage*100)
--- @return position,orientation a 3 vector and quaternion value pair
grl.getPathPointInWorldFrame=function(pathHandle,relativeDistance)
local p=simGetPositionOnPath(pathHandle,relativeDistance)
local euler_o=simGetOrientationOnPath(pathHandle,relativeDistance)
local o=grl.getQuaternionFromEulerAngle(p,euler_o)
return p,o
end
--- @brief Load a vrep path from a file
---
--- @note if the objectName parameter already exists, it will default to the first of path,path0,path1 which doesn't exist.
---
--- @todo can be 11 or 16 elements, read the file and determine it as you go
---
--- @param fileName path and name of file to load, for example 'pathFile.csv'
--- @param objectName vrep object name you can use to get the handle later, for example 'MyPath', see simSetObjectName
--- @param pathProperties http://www.coppeliarobotics.com/helpFiles/en/apiConstants.htm#pathObjectProperties
---
--- @return handle to the path
---
--- @see path overview http://www.coppeliarobotics.com/helpFiles/en/paths.htm
--- @see path import/export http://www.coppeliarobotics.com/helpFiles/en/pathImportExport.htm
grl.loadPathFile=function(fileName, objectName, pathProperties)
if(pathProperties == nil) then
pathProperties = sim_pathproperty_show_line or sim_pathproperty_show_orientation or sim_pathproperty_infinite_acceleration or sim_pathproperty_show_position
end
local file = io.open(fileName, "r")
local ctrlPointsBufferTable = {} --define buffer table
local lineCount = 0; --csv line counter
local lineElementCount=11;
for line in io.lines(fileName) do
if(lineCount==0) then
lineCopy=line
-- string.gsub returns the number of replacements
-- each line will have 1 less comma then values
-- @see https://stackoverflow.com/questions/11152220/counting-number-of-string-occurrences
local _,lineElementCount = string.gsub(lineCopy,",",",")
lineElementCount = lineElementCount+1 -- 1 more value than commas
end
lineCount = lineCount + 1
end
--Number of data in csv file(each line contains 11 data, or 16 data with aux values)
local fileTotalElementCount = lineCount * lineElementCount
for n =1,fileTotalElementCount do
ctrlPointsBufferTable[n] =file:read('*n'); file:read(1)
end
--- @see http://www.coppeliarobotics.com/helpFiles/en/apiFunctions.htm#simInsertPathCtrlPoints
--- set the flag indicating if there are 11 or 16 elements in each row of the csv file
local pathCtrlPointsOptions = 0
if(lineElementCount == 16) then
pathCtrlPointsOptions = 2 -- see LuaScriptFunctions.cpp
end
--point1 = {0.324854,-0.825006,0.215077,-0,0,math.pi,1.000000,0,15,0.500000,0.500000} --Orientation should be in radian
--point2 = {0.424805,-0.750010,0.215113,-0.000000,0.000000,math.pi,1.000000,0,15,0.5,0.5}
--BallJointPath=simGetObjectHandle('RemoveBallJoint')
--pathPosition=simGetObjectPosition(BallJointPath,-1)
--pathOrientation=simGetObjectOrientation(BallJointPath,-1)
local MyPathHandle = simCreatePath(pathProperties,nil,nil,nil)
--simSetObjectPosition(MyPathHandle,-1,pathPosition)
--simSetObjectOrientation(MyPathHandle,-1,pathOrientation)
simInsertPathCtrlPoints(MyPathHandle, pathCtrlPointsOptions, 0, lineCount, ctrlPointsBufferTable)
local initialName=simGetObjectName(MyPathHandle)
local initialHandle=simGetObjectHandle(initialName)
simSetObjectName(initialHandle,objectName)
--simGetObjectPosition()
io.close(file)
return MyPathHandle
end
grl.setPoseRelativeToParent=function(objectHandle,parentHandle,objectPositionXYZ,objectOrientationRPY)
simSetObjectPosition(objectHandle,parentHandle,objectPositionXYZ)
simSetObjectOrientation(objectHandle,parentHandle,objectOrientationRPY)
simSetObjectParent(objectHandle,parentHandle,true)
end
return grl |
--[[FDOC
@id AiRtEvChkIsPlayingVoice
@category Ai RouteNodeEvent
@brief ルートイベント条件スクリプト
* 汎用。ChVoicePluginの再生完了待ちを行うスクリプト
]]--
AiRtEvChkIsPlayingVoice = {
----------------------------------------
--開始条件判定 EnableCheck()
-- RouteNodeEventのアクション実行前に呼ばれます。
-- boolを返してください。
-- true: アクションを開始します。
-- false: アクションを開始せずに、次のアクションを実行します。
----------------------------------------
EnableCheck = function( chara )
--VoicePluginが見つからない場合終了
local plgVoice = chara:FindPlugin( "ChVoicePlugin" )
if Entity.IsNull( plgVoice ) then
plgVoice = chara:FindPlugin( "ChVoicePlugin2" )
if Entity.IsNull( plgVoice ) then
return false
end
end
return true
end,
----------------------------------------
--終了条件判定 EndCheck()
-- RouteNodeEventのアクション実行後に呼ばれます。
-- boolを返してください。
-- true: アクションを終了します。
-- false: アクションを終了せずに、もう一度同じアクションを繰り返し実行します。
----------------------------------------
EndCheck = function( chara )
--VoicePluginが見つからない場合終了
local plgVoice = chara:FindPlugin( "ChVoicePlugin" )
if Entity.IsNull( plgVoice ) then
plgVoice = chara:FindPlugin( "ChVoicePlugin2" )
if Entity.IsNull( plgVoice ) then
return true
end
end
-- 音声再生終了で終了
if not plgVoice:IsPlaying() then
return true
end
return false
end,
}
|
if settings.startup["enable-morebobsaddon"] and settings.startup["enable-morebobsaddon"].value then
require("lib/tu_market")
script.on_event(defines.events.on_entity_died, function(event)
-- get shops
market_spawning(event)
end)
local tuonela = require("lib/tuonela")
end |
-- this module define some Mono tools (ex: non global assembly loader) (experimental, doesn't fully work)
local Mono = {}
local function splitString(str, sep)
if sep == nil then sep = "%s" end
local t={}
local i=1
for str in string.gmatch(str, "([^"..sep.."]+)") do
t[i] = str
i = i + 1
end
return t
end
local function __call_type(self,...)
print("call "..tostring(self._type))
return clr.System.Activator.CreateInstance(self._type, arg)
end
-- build assembly namespace
local function add_assembly_type(namespace,atype)
local path = splitString(tostring(atype),".")
local t = namespace
for i=1,#path do
local name = path[i]
if i == #path then -- last iteration, add type
-- proxy type definition, can call the activator instance creation
local def = setmetatable({}, { __call = __call_type })
def._type = atype
def.GetType = function() return def._type end
t[name] = def
else
local nt = t[name]
if nt == nil then -- create subspace if not exists
nt = {}
t[name] = nt
end
t = nt
end
end
end
function Mono.loadAssembly(path)
local bytes = clr.System.IO.File.ReadAllBytes(path)
local assembly = clr.System.Reflection.Assembly.Load(bytes)
local r = {}
if assembly ~= nil then
-- build assembly namespace
local count = 0
foreach atype in assembly.GetTypes() do
add_assembly_type(r,atype)
count = count+1
end
print("[vRP Mono] loaded assembly "..path.." ("..count.." types)")
else
print("[vRP Mono] ERROR: failed to load assembly "..path)
end
return r
end
return Mono
|
local skynet = require "skynet"
local Room = require "Room"
local constant = require "constant"
local log = require "skynet.log"
local cluster = require "skynet.cluster"
local utils = require "utils"
local ALL_CARDS = constant.ALL_CARDS
local RECOVER_GAME_TYPE = constant.RECOVER_GAME_TYPE
local GAME_CMD = constant.GAME_CMD
local NET_RESULT = constant.NET_RESULT
local ZJ_MODE = constant.ZJ_MODE
local PUSH_EVENT = constant.PUSH_EVENT
local PAY_TYPE = constant.PAY_TYPE
local ROUND_COST = constant.ROUND_COST
local cjson = require "cjson"
local judgecard = require "hzmj.judgecard"
local GANG_TYPE = {
AN_GANG = 1,
MING_GANG = 2,
PENG_GANG = 3,
}
local GAME_OVER_TYPE = {
["NORMAL"] = 1, --正常胡牌
["FLOW"] = 2, --流局
["DISTROY_ROOM"] = 3, --房间解散推送结算积分
}
local TYPE = {
PENG = 1,
GANG = 2,
CHI = 3,
}
local game = {}
local game_meta = {}
setmetatable(game,game_meta)
game.__index = game_meta
game.__newindex = game_meta
function game:clear()
local players = self.room:get("players")
local over_round = self.room:get("over_round")
local round = self.room:get("round")
-- 大赢家金币结算
if over_round >= 1 then
local pay_type = self.room:get("pay_type")
--赢家出资 积分高的掏钱
if pay_type == PAY_TYPE.WINNER_COST then
-- 积分从高到低排序
table.sort(players,function(a,b)
return a.score > b.score
end)
local max_score = players[1].score
--大赢家列表
local winners = {}
for i,obj in ipairs(players) do
if obj.score >= max_score then
table.insert(winners,obj)
end
end
local gold_list = { }
local per_cost = math.floor(cost/#winners)
for _,obj in ipairs(winners) do
local gold_num = self:safeClusterCall(obj.node_name,".agent_manager","updateResource",obj.user_id,"gold_num",-1*per_cost)
obj.gold_num = gold_num
local info = {user_id=obj.user_id,user_pos=obj.user_pos,gold_num=gold_num}
table.insert(gold_list,info)
end
self:broadcastAllPlayers("update_cost_gold",{gold_list=gold_list})
end
end
--如果在1局跟最后一局之间解散的,则需要发送结算通知
if over_round >= 1 and over_round < round then
self:gameOver(player,GAME_OVER_TYPE.DISTROY_ROOM)
end
--清空数据
local game_meta = {}
setmetatable(game,game_meta)
game.__index = game_meta
game.__newindex = game_meta
end
--洗牌 FisherYates洗牌算法
--算法的思想是每次从未选中的数字中随机挑选一个加入排列,时间复杂度为O(n)
function game:fisherYates()
for i = #self.card_list,1,-1 do
--在剩余的牌中随机取一张
local j = math.random(i)
--交换i和j位置的牌
local temp = self.card_list[i]
self.card_list[i] = self.card_list[j]
self.card_list[j] = temp
end
end
function game:safeClusterCall(node_name,service_name,func,...)
local result,rsp = xpcall(cluster.call,debug.traceback,node_name,service_name,func,...)
if not result then
log.warning("cluster call faild")
end
return rsp
end
--更新玩家的积分
function game:updatePlayerScore(player,over_type,operate,tempResult)
local players = self.room:get("players")
local seat_num = self.room:get("seat_num")
local award_list = {}
if over_type == GAME_OVER_TYPE.NORMAL then
local count = seat_num - 1
--如果是自摸胡 赢每个玩家2*底分
if operate == "WAIT_PLAY_CARD" then
player.cur_score = player.cur_score + self.base_score * 2 * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 2
end
end
end
--摸到四张红中胡牌,赢每个玩家2*底分;
if tempResult.iHuiNum == 4 then
player.cur_score = player.cur_score + self.base_score * 2 * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 2
end
end
end
--胡七对 赢每个玩家2*底分
if tempResult.iChiNum + tempResult.iPengNum == 0 then
player.cur_score = player.cur_score + self.base_score * 2 * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 2
end
end
end
local award_num = self.award_num
--每一张码 赢每个玩家2*底分
if tempResult.iHuiNum == 0 then
--如果没有红中,则额外奖励两张码
award_num = award_num + 2
end
--奖码列表
for i=1,award_num do
local card = self.card_list[i]
if card then
table.insert(award_list,card)
end
end
local num = 0
for _,card in ipairs(award_list) do
local card_value = card % 10
--红中的值是35,所以这里就不单独写了
if card_value == 1 or card_value == 5 or card_value == 9 then
num = num + 1
end
end
if num > 0 then
player.cur_score = player.cur_score + self.base_score * 2 * 2 * num * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 2 * 2 * num
end
end
end
--更新玩家的总积分
for i,obj in ipairs(players) do
obj.score = obj.score + obj.cur_score
end
else
for _,player in ipairs(players) do
player.cur_score = 0
end
end
if over_type == GAME_OVER_TYPE.NORMAL then
player.hu_num = player.hu_num + 1
for _,player in ipairs(players) do
for i,obj in ipairs(player.card_stack) do
if obj.type == TYPE.GANG then
if obj.gang_type == GANG_TYPE.AN_GANG then
player.an_gang_num = player.an_gang_num + 1
else
player.ming_gang_num = player.ming_gang_num + 1
end
end
end
player.reward_num = player.reward_num + 1
player.card_stack = {}
end
end
local info = self.room:getPlayerInfo("user_id","score","card_list","user_pos","cur_score")
local data = {over_type = over_type,players = info,award_list=award_list}
if over_type == GAME_OVER_TYPE.NORMAL then
data.winner_pos = player.user_pos
if operate == "WAIT_PLAY_CARD" then
data.winner_type = constant["WINNER_TYPE"].ZIMO
elseif operate == "WAIT_HU" then
data.winner_type = constant["WINNER_TYPE"].QIANG_GANG
end
end
local cur_round = self.room:get("cur_round")
local round = self.room:get("round")
data.last_round = cur_round == round
self.room:broadcastAllPlayers("notice_game_over",data)
end
--更新玩家的金币
function game:updatePlayerGold(over_type)
if over_type == GAME_OVER_TYPE.DISTROY_ROOM then
return
end
local room = self.room
local players = room:get("players")
local cur_round = room:get("cur_round")
local round = room:get("round")
local seat_num = room:get("seat_num")
--花费
local cost = round * ROUND_COST
--出资类型
local pay_type = room:get("pay_type")
--第一局结束 结算(房主出资/平摊出资)的金币
if cur_round == 1 then
--房主出资
if pay_type == PAY_TYPE.ROOM_OWNER_COST then
local owner_id = room:get("owner_id")
local owner = room:getPlayerByUserId(owner_id)
--更新玩家的金币数量
local gold_num = self:safeClusterCall(owner.node_name,".agent_manager","updateResource",owner_id,"gold_num",-1*cost)
--如果owner不存在 有可能不在游戏中(比如:有人开房给别人玩,自己不玩)
if owner then
owner.gold_num = gold_num
local gold_list = {{user_id = owner_id,user_pos = owner.user_pos,gold_num=gold_num}}
--通知房间中的所有人,有人的金币发生了变化
room:broadcastAllPlayers("update_cost_gold",{gold_list=gold_list})
end
--平摊
elseif pay_type == PAY_TYPE.AMORTIZED_COST then
--每个人的花费
local per_cost = math.floor(cost / seat_num)
local gold_list = {}
for i,obj in ipairs(players) do
local gold_num = self:safeClusterCall(obj.node_name,".agent_manager","updateResource",obj.user_id,"gold_num",-1*per_cost)
obj.gold_num = gold_num
local info = {user_id = obj.user_id,user_pos = obj.user_pos,gold_num = gold_num}
table.insert(gold_list,info)
end
room:broadcastAllPlayers("update_cost_gold",{gold_list=gold_list})
end
end
end
--游戏结束
function game:gameOver(player,over_type,operate,tempResult)
local room = self.room
local players = room:get("players")
local cur_round = room:get("cur_round")
local round = room:get("round")
local seat_num = room:get("seat_num")
local room_id = room:get("room_id")
--计算金币并通知玩家更新
self:updatePlayerGold(over_type)
--计算积分并通知玩家
self:updatePlayerScore(player,over_type,operate,tempResult)
--FYD1
--更新当前已经完成的局数
local over_round = self.room:get("over_round")
self.room:set("over_round",over_round + 1)
local players = self.room:get("players")
for i,player in ipairs(players) do
player.is_sit = false
end
room:set("sit_down_num",0)
local room_info = self.room:getAllInfo()
skynet.call(".room_manager","lua","gameOver",room_id,room_info)
end
--检测流局
function game:flowBureau()
local num = #self.card_list
if num == self.award_num + 1 then
return true
end
return false
end
--游戏初始化
function game:init(room_id,gtype)
self.room = Room.recover("room:"..room_id)
--填充牌库
self.card_list = {}
for _,value in ipairs(ALL_CARDS[gtype]) do
table.insert(self.card_list,value)
end
--洗牌
self:fisherYates()
self.other_setting = self.room:get("other_setting")
--底分
self.base_score = self.other_setting[1]
--奖码数
self.award_num = self.other_setting[2]
--七对
self.seven_pairs = self.other_setting[3]
--喜分
self.hi_point = self.other_setting[4]
--一码不中当全中
self.convert = self.other_setting[5]
--等待玩家操作的列表
self.waite_operators = {}
--当前出牌人
self.cur_play_user = nil
--当前出的牌
self.cur_play_card = nil
local players = self.room:get("players")
for _,player in ipairs(players) do
--玩家当前局积分清零
player.cur_score = 0
end
end
--更新庄家的位置
function game:updateZpos()
local zpos = nil
local zj_mode = self.room:get("zj_mode")
local sit_down_num = self.room:get("sit_down_num")
if not self.zpos then
zpos = math.random(1,sit_down_num)
else
zpos = self.zpos
end
self.zpos = zpos
end
function game:start()
--1、更新庄家的位置
self:updateZpos()
if constant["DEBUG"] then
local conf = require("hzmj/conf")
self.zpos = conf.zpos
utils:mergeToTable(self.card_list,conf.card_list)
end
local players = self.room:get("players")
local random_nums = {}
for i = 1,2 do
local num = math.random(1,6)
table.insert(random_nums,num)
end
--2、发牌
local deal_num = 13 --红中麻将发13张牌
for index=1,self.room:get("sit_down_num") do
local cards = {}
for j=1,deal_num do
--从最后一个开始移除,避免大量的元素位置重排
local card = table.remove(self.card_list)
table.insert(cards,card)
end
local player = self.room:getPlayerByPos(index)
player.card_list = cards
local rsp_msg = {}
rsp_msg.zpos = self.zpos
rsp_msg.cards = cards
rsp_msg.user_id = user_id
rsp_msg.user_pos = player.user_pos
rsp_msg.random_nums = random_nums
rsp_msg.cur_round = self.room:get("cur_round")
self.room:sendMsgToPlyaer(player, "deal_card", rsp_msg)
end
--3、将card按类别和数字存储
for _,player in ipairs(players) do
local card_list = player.card_list
local handle_cards = { }
for i= 1,4 do
handle_cards[i] = {}
for j= 1,10 do
handle_cards[i][j] = 0
end
end
for _,value in ipairs(card_list) do
local card_type = math.floor(value / 10) + 1
local card_value = value % 10
handle_cards[card_type][10] = handle_cards[card_type][10] + 1
handle_cards[card_type][card_value] = handle_cards[card_type][card_value] + 1
end
player.handle_cards = handle_cards
end
for i,player in ipairs(players) do
self.waite_operators[player.user_pos] = "WAIT_DEAL_FINISH"
end
end
--增加手牌
function game:addHandleCard(player,card)
table.insert(player.card_list,card)
local card_type = math.floor(card / 10) + 1
local card_value = card % 10
local handle_cards = player.handle_cards
handle_cards[card_type][10] = handle_cards[card_type][10] + 1
handle_cards[card_type][card_value] = handle_cards[card_type][card_value] + 1
end
--减去手牌
function game:removeHandleCard(player,card,num)
num = num or 1
local indexs = {}
for i=#player.card_list,1,-1 do
local value = player.card_list[i]
if value == card then
table.insert(indexs,i)
end
end
if #indexs < num then
return false
end
for i,idx in ipairs(indexs) do
if i <= num then
table.remove(player.card_list,idx)
local card_type = math.floor(card / 10) + 1
local card_value = card % 10
local handle_cards = player.handle_cards
handle_cards[card_type][10] = handle_cards[card_type][10] - 1
handle_cards[card_type][card_value] = handle_cards[card_type][card_value] - 1
else
break
end
end
return true
end
--通知玩家出牌
function game:noticePushPlayCard(splayer,operator)
local players = self.room:get("players")
for i,player in ipairs(players) do
local rsp_msg = {user_id=splayer.user_id,user_pos=splayer.user_pos}
if player.user_id == splayer.user_id then
rsp_msg.card_list = player.card_list
rsp_msg.card_stack = player.card_stack
end
rsp_msg.operator = operator
self.room:sendMsgToPlyaer(player,"push_play_card",rsp_msg)
end
end
--向A发一张牌 摸牌
function game:drawCard(player)
--检查是否流局
local is_flow = self:flowBureau()
if is_flow then
self:gameOver(player,GAME_OVER_TYPE.FLOW)
return
end
local card = table.remove(self.card_list)
self:addHandleCard(player,card)
local user_id = player.user_id
--通知摸牌
for _,obj in ipairs(self.room:get("players")) do
local data = {user_id = user_id,user_pos = player.user_pos}
if obj.user_id == user_id then
data.card = card
end
self.room:sendMsgToPlyaer(obj,"push_draw_card",data)
end
--通知玩家出牌了
local operator = 1
self:noticePushPlayCard(player,operator)
self.waite_operators[player.user_pos] = "WAIT_PLAY_CARD"
end
--发牌完毕
game["DEAL_FINISH"] = function(self, player)
local user_pos = player.user_pos
if self.waite_operators[user_pos] ~= "WAIT_DEAL_FINISH" then
return "invaild_operator"
end
self.waite_operators[user_pos] = nil
--计算剩余的数量
local num = 0
for k, v in pairs(self.waite_operators) do
num = num + 1
end
if num == 0 then
--庄家出牌
local zplayer = self.room:getPlayerByPos(self.zpos)
self:drawCard(zplayer)
end
return "success"
end
--出牌
game["PLAY_CARD"] = function(self,player,data)
if self.waite_operators[player.user_pos] ~= "WAIT_PLAY_CARD" then
return "invaild_operator"
end
if not data.card then
return "paramater_error"
end
--减少A玩家的手牌
local result = self:removeHandleCard(player,data.card)
if not result then
return "invaild_operator"
end
self.waite_operators[player.user_pos] = nil
local user_id = player.user_id
local data = {user_id = user_id,card = data.card,user_pos = player.user_pos}
--通知所有人 A 已经出牌
self.room:broadcastAllPlayers("notice_play_card",data)
--记录下当前出牌人和当前出的牌
self.cur_play_user = player
self.cur_play_card = data.card
local card_type = math.floor(data.card / 10) + 1
local card_value = data.card % 10
--因为红中麻将只能 抢杠胡(碰杠,先碰,然后自摸一个)和自摸胡,所以这里不用判断胡牌
--只需要判断是否碰、杠 并且有且最多只有一个人会碰、杠
local num = 0
local check_player = nil
local user_pos = player.user_pos
for pos = user_pos+1,user_pos + self.room:get("seat_num")-1 do
if pos > self.room:get("seat_num") then
pos = 1
end
check_player = self.room:getPlayerByPos(pos)
local handle_cards = check_player.handle_cards
num = handle_cards[card_type][card_value]
if num == 2 then
break
elseif num == 3 then
break
end
end
local operator_list = {}
if num == 2 then --碰
table.insert(operator_list,"PENG")
self.room:sendMsgToPlyaer(check_player,"push_player_operator_state",{operator_list=operator_list,user_pos=check_player.user_pos,card=data.card})
self.waite_operators[check_player.user_pos] = "WAIT_PENG"
elseif num == 3 then --杠
table.insert(operator_list,"PENG")
table.insert(operator_list,"GANG")
self.room:sendMsgToPlyaer(check_player,"push_player_operator_state",{operator_list=operator_list,user_pos=check_player.user_pos,card=data.card})
self.waite_operators[check_player.user_pos] = "WAIT_GANG_WAIT_PENG"
else
next_pos = user_pos + 1
if next_pos > self.room:get("seat_num") then
next_pos = 1
end
local next_player = self.room:getPlayerByPos(next_pos)
self:drawCard(next_player)
end
return "success"
end
function game:checkPeng(player,card)
local card_type = math.floor(card / 10) + 1
local card_value = card % 10
local handle_cards = player.handle_cards
return handle_cards[card_type][card_value] >= 2
end
--碰
game["PENG"] = function(self,player,data)
if not string.find(self.waite_operators[player.user_pos],"WAIT_PENG") then
return "invaild_operator"
end
self.waite_operators[player.user_pos] = nil
local card = self.cur_play_card
if not self:checkPeng(player,card) then
return "invaild_operator"
end
local obj = {value = card,from = self.cur_play_user.user_pos,type=TYPE.PENG}
--记录下已经碰的牌
table.insert(player.card_stack,obj)
--移除手牌
local result = self:removeHandleCard(player,card,2)
if not result then
return "server_error"
end
--通知所有人,有人碰了
local data = {user_id=player.user_id,user_pos=player.user_pos,item=obj}
self.room:broadcastAllPlayers("notice_peng_card",data)
--通知玩家出牌
local operator = 2
self:noticePushPlayCard(player,operator)
self.waite_operators[player.user_pos] = "WAIT_PLAY_CARD"
return "success"
end
function game:checkGang(player,card)
--1、暗杠 手牌拥有四张牌 =>暗杠
--2、明杠 手牌拥有三张,加上别人出的一张 =>别人放的杠
--3、碰杠 手牌拥有1张 =>自己摸的明杠
local result
local card_type = math.floor(card / 10) + 1
local card_value = card % 10
local handle_cards = player.handle_cards
local num = handle_cards[card_type][card_value]
if num >= 4 then
result = GANG_TYPE.AN_GANG
elseif num >= 3 then
result = GANG_TYPE.MING_GANG
elseif num == 1 then
for _,obj in ipairs(player.card_stack) do
if obj.value == card and obj.type == TYPE.PENG then
result = GANG_TYPE.PENG_GANG
break
end
end
end
return result
end
--检查是否可以胡牌
function game:checkHu(player)
local tempResult = {
iChiNum = 0;
iPengNum = 0;
iHuiNum = 0;
bJiangOK = false;
iHuiType = 0;
chiType = {
[1] = {iType = 0,iFirstValue = 0,iFromPost = 0},
[2] = {iType = 0,iFirstValue = 0,iFromPost = 0},
[3] = {iType = 0,iFirstValue = 0,iFromPost = 0},
[4] = {iType = 0,iFirstValue = 0,iFromPost = 0},
};
pengType = {
[1] = {iType = 0,iValue = 0,iFromPost = 0},
[2] = {iType = 0,iValue = 0,iFromPost = 0},
[3] = {iType = 0,iValue = 0,iFromPost = 0},
[4] = {iType = 0,iValue = 0,iFromPost = 0},
};
jiangType = {
[1] = {iType = 0,iValue = 0},
[2] = {iType = 0,iValue = 0},
[3] = {iType = 0,iValue = 0},
[4] = {iType = 0,iValue = 0},
}
}
tempResult.iHuiCard = 35
return judgecard:JudgeIfHu2(player.handle_cards, tempResult, self.seven_pairs),tempResult
end
--杠
game["GANG"] = function(self,player,data)
local card = data.card
local gang_type = self:checkGang(player,card)
if not gang_type then
return "invaild_operator"
end
local operate = self.waite_operators[player.user_pos]
--如果操作是等待出牌,并且可以进行暗杠,则可以进去
if operate == "WAIT_PLAY_CARD" and (gang_type == GANG_TYPE.AN_GANG or gang_type == GANG_TYPE.PENG_GANG ) then
elseif not string.find(self.waite_operators[player.user_pos],"WAIT_GANG") then
return "invaild_operator"
end
self.waite_operators[player.user_pos] = nil
local obj = {value = card,gang_type = gang_type,type=TYPE.GANG}
local num = 0
if gang_type == GANG_TYPE.AN_GANG then
obj.from = player.user_pos
num = 4
--记录下已经杠的牌
table.insert(player.card_stack,obj)
elseif gang_type == GANG_TYPE.MING_GANG then
obj.from = self.cur_play_user.user_pos
num = 3
--记录下已经杠的牌
table.insert(player.card_stack,obj)
elseif gang_type == GANG_TYPE.PENG_GANG then
num = 1
--如果是碰杠,则更改碰变成杠
for _,item in ipairs(player.card_stack) do
if item.value == card and item.type == TYPE.PENG then
item.type = TYPE.GANG
item.gang_type = GANG_TYPE.PENG_GANG
obj = item
break
end
end
end
--移除手牌
local result = self:removeHandleCard(player,card,num)
if not result then
return "server_error"
end
--通知所有人,有人杠了
local data = {user_id = player.user_id,user_pos = player.user_pos,item = obj}
self.room:broadcastAllPlayers("notice_gang_card",data)
local players = self.room:get("players")
local count = self.room:get("seat_num") - 1
local origin_data = self.room:getPlayerInfo("user_id","cur_score")
--计算杠的积分
for _,obj in ipairs(player.card_stack) do
if obj.gang_type == GANG_TYPE.AN_GANG then
--暗杠,赢每个玩家2*底分;
player.cur_score = player.cur_score + self.base_score * 2 * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 2
end
end
elseif obj.gang_type == GANG_TYPE.MING_GANG then
--明杠 赢放杠者3*底分
player.cur_score = player.cur_score + self.base_score * 3
for _,obj in ipairs(players) do
if obj.from == obj.user_pos then
obj.cur_score = obj.cur_score - self.base_score * 3
end
end
elseif obj.gang_type == GANG_TYPE.PENG_GANG then
--自己摸的明杠(公杠) 三家出,赢每个玩家1*底分;
player.cur_score = player.cur_score + self.base_score * 1 * count
for _,obj in ipairs(players) do
if player.user_id ~= obj.user_id then
obj.cur_score = obj.cur_score - self.base_score * 1
end
end
end
end
local data = self.room:getPlayerInfo("user_id","user_pos","cur_score")
for _,origin_info in ipairs(origin_data) do
for _,info in ipairs(data) do
if origin_info.user_id == info.user_id then
info.delt_score = info.cur_score - origin_info.cur_score
info.cur_score = nil
end
end
end
self.room:broadcastAllPlayers("refresh_player_cur_score",{cur_score_list=data})
if gang_type ~= GANG_TYPE.PENG_GANG then
--杠了之后再摸一张牌
self:drawCard(player)
return "success"
end
--如果是碰杠,则需要检查是否有人胡这张牌
local hu_list = {}
local players = self.room:get("players")
for _,temp_player in ipairs(players) do
if temp_player.user_id ~= player.user_id then
--胡牌前,先将这张杠牌加入玩家手牌
self:addHandleCard(temp_player,card)
local is_hu = self:checkHu(player)
--检查完之后,去掉这张牌
self:removeHandleCard(temp_player,card,1)
if is_hu then
table.insert(hu_list,temp_player)
end
end
end
if #hu_list > 1 then
for _,hu_player in ipairs(hu_list) do
--通知客户端当前可以胡牌
self.room:sendMsgToPlyaer(hu_player,"push_player_operator_state",{operator_state = "HU",user_pos = hu_player.user_pos,user_id=hu_player.user_id})
self.waite_operators[player.user_pos] = "WAIT_HU"
self.gang_pos = player.user_pos
end
else
--杠了之后再摸一张牌
self:drawCard(player)
end
return "success"
end
--过
game["GUO"] = function(self,player,data)
local operate = self.waite_operators[player.user_pos]
if not operate then
return "invaild_operator"
end
self.waite_operators[player.user_pos] = nil
--检测是否有延迟胡牌的情况
local positions = {}
for pos,v in pairs(self.waite_operators) do
table.insert(positions,pos)
end
if #positions >= 1 then
for i=1,self.room:get("seat_num")-1 do
local next_pos = self.gang_pos + 1
if positions[next_pos] then --找到胡牌人中优先级最高的人
if positions[next_pos] == "DELAY_HU" then --如果这个人处于延迟胡状态
local player = self.room:getPlayerByPos(next_pos)
local is_hu,tempResult = self:checkHu(player)
if is_hu then
--延迟胡牌不可能是自摸胡牌,所以这里填写WAIT_HU
self:gameOver(player,GAME_OVER_TYPE.NORMAL,"WAIT_HU",tempResult)
end
end
end
end
end
--下一家出牌
local next_pos = self.cur_play_user.user_pos + 1
if next_pos > self.room:get("seat_num") then
next_pos = 1
end
local next_player = self.room:getPlayerByPos(next_pos)
self:drawCard(next_player)
return "success"
end
--胡牌
game["HU"] = function(self,player,data)
local operate = self.waite_operators[player.user_pos]
local gang_hu = string.find(self.waite_operators[player.user_pos],"WAIT_HU")
if not (operate == "WAIT_PLAY_CARD" or gang_hu) then
return "invaild_operator"
end
local positions = {}
for pos,v in pairs(self.waite_operators) do
positions[pos] = true
end
if # positions > 1 then
for i=1,self.room:get("seat_num")-1 do
local next_pos = self.gang_pos + 1
if positions[next_pos] then --找到胡牌人中优先级最高的人,如果当前胡牌人不是这个人
if positions[next_pos] ~= player.user_pos then
--延迟胡牌
self.waite_operators[player.user_pos] = "DELAY_HU"
return "success"
end
end
end
end
self.waite_operators[player.user_pos] = nil
--抢杠的话,杠是不算的
if gang_hu then
local card = nil
for _,obj in ipairs(player.card_stack) do
if obj.gang_type == GANG_TYPE.PENG_GANG then
obj.gang_type = nil
obj.type = TYPE.PENG
card = obj.value
end
end
--胡牌前,先将这张杠牌加入玩家手牌
self:addHandleCard(player,card)
local is_hu = self:checkHu(player)
--检查完之后,去掉这张牌
self:removeHandleCard(player,card,1)
if is_hu then
self:gameOver(player,GAME_OVER_TYPE.NORMAL,operate,tempResult)
end
return "success"
end
local is_hu,tempResult = self:checkHu(player)
if is_hu then
self:gameOver(player,GAME_OVER_TYPE.NORMAL,operate,tempResult)
end
return "success"
end
--返回房间
game["BACK_ROOM"] = function(self,player,data)
player.fd = data.fd
local room_setting = self.room:getPropertys("game_type","round","pay_type","seat_num","is_friend_room","is_open_voice","is_open_gps","other_setting","cur_round")
local players_info = self.room:getPlayerInfo("user_id","user_name","user_pic","user_ip","user_pos","is_sit","score","card_stack","gold_num")
local rsp_msg = {}
rsp_msg.room_setting = room_setting
rsp_msg.card_list = player.card_list
rsp_msg.players = players_info
rsp_msg.operator = self.waite_operators[player.user_pos]
self.room:sendMsgToPlyaer(player,"push_all_room_info",rsp_msg)
self.room:noticePlayerConnectState(player,true)
return "success"
end
function game:gameCMD(data)
local user_id = data.user_id
local command = data.command
local func = game[command]
if not func then
return "no_support_command"
end
local player = self.room:getPlayerByUserId(user_id)
local result = func(game,player,data)
return result
end
return game
|
local table_stack = {}
function table_stack.new()
return setmetatable({ n = 0 }, table_stack)
end
function table_stack:push(...)
self.n = self.n + 1
local entry = self[self.n]
for i = 1, select('#', ...) do
entry[i] = select(i, ...)
end
return entry
end
function table_stack:peek()
return self[self.n]
end
function table_stack:pop()
local prev = self[self.n]
self.n = self.n - 1
return prev
end
function table_stack:clear(n)
self.n = n or 0
end
local methods = {
push = table_stack.push,
peek = table_stack.peek,
pop = table_stack.pop,
clear = table_stack.clear,
}
local weak_mt = { __mt = 'kv' }
function table_stack:__index(index)
if methods[index] then return methods[index] end
local new_table = setmetatable({}, weak_mt)
rawset(self, index, new_table)
return new_table
end
return table_stack
|
return {
library = [[
```json
"Lua.workspace.library": {
"C:/lua": true,
"../lib": [
"temp/*"
]
}
```
]],
disable = [[
```json
"Lua.diagnostics.disable" : [
"unused-local",
"lowercase-global"
]
```
]],
globals = [[
```json
"Lua.diagnostics.globals" : [
"GLOBAL1",
"GLOBAL2"
]
```
]],
severity = [[
```json
"Lua.diagnostics.severity" : {
"redefined-local" : "Warning",
"emmy-lua" : "Hint"
}
```
]],
ignoreDir = [[
```json
"Lua.workspace.ignoreDir" : [
"temp/*.*",
"!temp/*.lua"
]
```
]],
special = [[
```json
"Lua.runtime.special" : {
"include" : "require"
}
```
]]
}
|
local Tunnel = module("vrp","lib/Tunnel")
local Proxy = module("vrp","lib/Proxy")
vRP = Proxy.getInterface("vRP")
--[ LOCAIS ]-----------------------------------------------------------------------------------------------------------------------------
Resg = Tunnel.getInterface("nav_uniforme-medico")
--[ FUNCTION ]---------------------------------------------------------------------------------------------------------------------------
local menuactive = false
function ToggleActionMenu()
menuactive = not menuactive
if menuactive then
SetNuiFocus(true,true)
SendNUIMessage({ showmenu = true })
else
SetNuiFocus(false)
SendNUIMessage({ hidemenu = true })
end
end
--[ BUTTON ]-----------------------------------------------------------------------------------------------------------------------------
RegisterNUICallback("ButtonClick",function(data,cb)
if data == "diretorgeral" then
TriggerServerEvent("diretorgeral")
elseif data == "diretorauxiliar" then
TriggerServerEvent("diretorauxiliar")
elseif data == "medicochefe" then
TriggerServerEvent("medicochefe")
elseif data == "medicoauxiliar" then
TriggerServerEvent("medicoauxiliar")
elseif data == "cirurgiao" then
TriggerServerEvent("cirurgiao")
elseif data == "medico" then
TriggerServerEvent("medico")
elseif data == "enfermeiro" then
TriggerServerEvent("enfermeiro")
elseif data == "estagiario" then
TriggerServerEvent("estagiario")
elseif data == "paramedico" then
TriggerServerEvent("paramedico")
elseif data == "socorrista" then
TriggerServerEvent("socorrista")
elseif data == "tirar-uniforme" then
TriggerServerEvent("tirar-uniforme")
elseif data == "fechar" then
ToggleActionMenu()
end
end)
--[ LOCAIS ]-----------------------------------------------------------------------------------------------------------------------------
local armarios = {
{ ['x'] = 298.57, ['y'] = -598.36, ['z'] = 43.29 },
{ ['x'] = 303.83, ['y'] = -569.69, ['z'] = 43.29 }
}
--[ LOCAIS ]-----------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
SetNuiFocus(false,false)
while true do
local idle = 1000
for k,v in pairs(armarios) do
local ped = PlayerPedId()
local x,y,z = table.unpack(GetEntityCoords(ped))
local bowz,cdz = GetGroundZFor_3dCoord(v.x,v.y,v.z)
local distance = GetDistanceBetweenCoords(v.x,v.y,cdz,x,y,z,true)
local armarios = armarios[k]
if distance < 5.1 then
DrawMarker(23,armarios.x,armarios.y,armarios.z-0.99,0,0,0,0,0,0,0.7,0.7,0.5,136, 96, 240, 180,0,0,0,0)
idle = 5
if distance <= 1.2 then
if IsControlJustPressed(0,38) and Resg.checkPermissao() then
ToggleActionMenu()
end
end
end
end
Citizen.Wait(idle)
end
end)
--[ FUNÇÕES ]----------------------------------------------------------------------------------------------------------------------------
function DrawText3D(x,y,z, text) -- some useful function, use it if you want!
SetDrawOrigin(x, y, z, 0)
SetTextFont(4)
SetTextProportional(1)
SetTextScale(0.28, 0.28)
SetTextColour(255, 255, 255, 215)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(2, 0, 0, 0, 150)
SetTextDropShadow()
SetTextOutline()
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(0.0, 0.0)
ClearDrawOrigin()
end |
--海竜神の怒り
function c82685480.initial_effect(c)
aux.AddCodeList(c,22702055)
--activate
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_DESTROY)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCountLimit(1,82685480+EFFECT_COUNT_CODE_OATH)
e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER+TIMING_END_PHASE)
e1:SetCondition(c82685480.condition)
e1:SetTarget(c82685480.target)
e1:SetOperation(c82685480.activate)
c:RegisterEffect(e1)
end
function c82685480.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsEnvironment(22702055)
end
function c82685480.filter(c)
return c:IsFaceup() and c:IsAttribute(ATTRIBUTE_WATER) and c:GetOriginalLevel()>=5
end
function c82685480.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsControler(1-tp) and chkc:IsLocation(LOCATION_MZONE) end
local ct=Duel.GetMatchingGroupCount(c82685480.filter,tp,LOCATION_MZONE,0,nil)
if chk==0 then return ct>0 and Duel.IsExistingTarget(nil,tp,0,LOCATION_MZONE,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
local g=Duel.SelectTarget(tp,nil,tp,0,LOCATION_MZONE,1,ct,nil)
Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,g:GetCount(),0,0)
end
function c82685480.activate(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS):Filter(Card.IsRelateToEffect,nil,e)
if g:GetCount()==0 then return end
if Duel.Destroy(g,REASON_EFFECT)==0 then return end
local val=0
local og=Duel.GetOperatedGroup()
local tc=og:GetFirst()
while tc do
val=val|aux.SequenceToGlobal(tc:GetPreviousControler(),LOCATION_MZONE,tc:GetPreviousSequence())
tc=og:GetNext()
end
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_DISABLE_FIELD)
e1:SetValue(val)
e1:SetReset(RESET_PHASE+PHASE_END,2)
Duel.RegisterEffect(e1,tp)
end
|
local ObjectManager = require("managers.object.object_manager")
NewsnetMenuComponent = { }
function NewsnetMenuComponent:fillObjectMenuResponse(pSceneObject, pMenuResponse, pPlayer)
local menuResponse = LuaObjectMenuResponse(pMenuResponse)
menuResponse:addRadialMenuItem(20, 3, "@gcw:read_headline") -- Read Headline
end
function NewsnetMenuComponent:handleObjectMenuSelect(pObject, pPlayer, selectedID)
if (pPlayer == nil or pObject == nil) then
return 0
end
if (selectedID ~= 20) then
return 0
end
local planet = SceneObject(pObject):getZoneName()
if (planet == "") then
return 0
end
local controllingFaction = getControllingFaction(planet)
if (planet ~= "naboo" and planet ~= "corellia") then
planet = "general"
end
local headline
if (controllingFaction == FACTIONREBEL) then -- Rebels winning
headline = "headline_" .. planet .. "_rebel_winning_" .. getRandomNumber(1,4)
elseif (controllingFaction == FACTIONIMPERIAL) then
headline = "headline_" .. planet .. "_rebel_losing_" .. getRandomNumber(1,4)
else
headline = "headline_" .. planet .. "_equal"
end
-- Close open Newsnet SUIs and send the player a new one.
local pGhost = CreatureObject(pPlayer):getPlayerObject()
if (pGhost ~= nil) then
PlayerObject(pGhost):closeSuiWindowType( NEWSNET_INFO )
end
local suiManager = LuaSuiManager()
suiManager:sendMessageBox(pObject, pPlayer, "@gcw:" .. planet .. "_newsnet_name", "@gcw:" .. headline, "@ok", "NewsnetMenuComponent", "notifyOkPressed", NEWSNET_INFO)
return 0
end
function NewsnetMenuComponent:notifyOkPressed()
end
|
-----------------------------------------
-- Spell: Grand Slam
-- Delivers an area attack. Damage varies with TP
-- Spell cost: 24 MP
-- Monster Type: Beastmen
-- Spell Type: Physical (Blunt)
-- Blue Magic Points: 2
-- Stat Bonus: INT+1
-- Level: 30
-- Casting Time: 1 seconds
-- Recast Time: 14.25 seconds
-- Skillchain Element(s): Ice (can open Impaction, Compression, or Fragmentation can close Induration)
-- Combos: Defense Bonus
-----------------------------------------
require("scripts/globals/bluemagic")
require("scripts/globals/status")
require("scripts/globals/magic")
-----------------------------------------
function onMagicCastingCheck(caster,target,spell)
return 0
end
function onSpellCast(caster,target,spell)
local params = {}
-- This data should match information on http://wiki.ffxiclopedia.org/wiki/Calculating_Blue_Magic_Damage
params.tpmod = TPMOD_ATTACK
params.dmgtype = tpz.damageType.BLUNT
params.scattr = SC_INDURATION
params.numhits = 1
params.multiplier = 1.0
params.tp150 = 1.0
params.tp300 = 1.0
params.azuretp = 1.0
params.duppercap = 33
params.str_wsc = 0.0
params.dex_wsc = 0.0
params.vit_wsc = 0.3
params.agi_wsc = 0.0
params.int_wsc = 0.1
params.mnd_wsc = 0.1
params.chr_wsc = 0.1
damage = BluePhysicalSpell(caster, target, spell, params)
damage = BlueFinalAdjustments(caster, target, spell, damage, params)
return damage
end |
modifier_boss_charger_hero_pillar_debuff = class(ModifierBaseClass)
function modifier_boss_charger_hero_pillar_debuff:DeclareFunctions()
return {
MODIFIER_PROPERTY_OVERRIDE_ANIMATION,
}
end
function modifier_boss_charger_hero_pillar_debuff:IsDebuff()
return true
end
function modifier_boss_charger_hero_pillar_debuff:IsHidden()
return false
end
function modifier_boss_charger_hero_pillar_debuff:IsPurgable()
return true
end
function modifier_boss_charger_hero_pillar_debuff:IsStunDebuff()
return true
end
function modifier_boss_charger_hero_pillar_debuff:GetEffectName()
return "particles/generic_gameplay/generic_stunned.vpcf"
end
function modifier_boss_charger_hero_pillar_debuff:GetEffectAttachType()
return PATTACH_OVERHEAD_FOLLOW
end
function modifier_boss_charger_hero_pillar_debuff:GetOverrideAnimation( params )
return ACT_DOTA_DISABLED
end
function modifier_boss_charger_hero_pillar_debuff:CheckState()
local state = {
[MODIFIER_STATE_STUNNED] = true
}
return state
end
|
local moon = require("moon")
local socket = require("moon.socket")
local conf = ... or {}
local total,count,client_num,send_count
count = 0
local start_time = 0
local result = {}
local connects = {}
local time_count = {}
local send_data = "Hello World"
local n = 0
socket.on("connect",function(fd,msg)
connects[fd] = 1
n = n + 1
if n == client_num then
for k,v in pairs(connects) do
time_count[k] = moon.now()
socket.write(k,send_data)
end
start_time = moon.now()
print("start....")
end
end)
socket.on("message",function(fd, msg)
count = count + 1
local now = moon.now()
local diff = now - time_count[fd]
local v = result[diff]
if not v then
v = 0
end
result[diff] = v + 1
local nc = connects[fd]
if nc < send_count then
connects[fd] = nc + 1
time_count[fd] = now
socket.write(fd,send_data)
return
end
socket.close(fd)
--print(fd,connects[fd],count,total)
if count == total then
local qps = total*1000/(moon.now()-start_time)
local keys = {}
for k,_ in pairs(result) do
table.insert( keys, k)
end
table.sort( keys )
local n = 0
for _,k in pairs(keys) do
local v = result[k]
n = n + v
print(string.format( "%.02f%% <= %d milliseconds",n/total*100,k))
end
print(string.format("%.02f requests per second",qps))
end
end)
socket.on("close",function(fd, msg)
--print("close ", fd, moon.decode(msg, "Z"))
end)
socket.on("error",function(fd, msg)
--print("error ", fd, moon.decode(msg, "Z"))
end)
total = conf.client_num * conf.count
print(total)
client_num = conf.client_num
send_count = conf.count
moon.async(function()
moon.sleep(10)
for _=1,conf.client_num do
local fd = socket.connect(conf.host,conf.port,moon.PTYPE_SOCKET)
end
end)
|
--[[
MATRIX MODULE v1.0
by RedPolygon
All functions (except fill) return new matrices
--]]
-- INITIALIZE
local matrix = {}
local mt = {}
-- FUNCTIONS
function matrix.new( rows, cols )
local m = {}
if type(rows) == "table" then -- Filled matrix
if type(rows[1]) == "table" then
m = rows
else -- Vector (basically 1D matrix)
m = matrix.vectorToMatrix(rows)
end
else -- Empty matrix
for row = 1, rows do
m[row] = {}
for col = 1, cols do
m[row][col] = 0
end
end
end
m.rows = #m
m.cols = #m[1]
m.width = m.cols
m.height = m.rows
return setmetatable( m, mt )
end
function matrix.vectorToMatrix(v)
local m = {}
for i = 1, #v do
m[i] = {v[i]}
end
return setmetatable( m, mt )
end
-- Create a new matrix out of 2 matrices
function matrix.loop( m1, m2, fn )
if not fn then
fn = m2
m2 = nil
end
local m = {}
for row = 1, #m1 do
m[row] = {}
for col = 1, #m1[row] do
m[row][col] = fn( m1[row][col], (m2 and m2[row][col]) )
end
end
return matrix.new(m)
end
-- Fill the given matrix with n or using a function(row,col)
-- This function modifies the matrix, instead of returning a new one
function matrix.fill( m, n )
for row = 1, #m do
for col = 1, #m[row] do
m[row][col] = (type(n) == "function" and n(row,col) or n)
end
end
end
function matrix.add( m1, m2 )
if type(m2) == "number" then
return matrix.loop( m1, function(a)
return a + m2
end)
else
return matrix.loop( m1, m2, function(a,b)
return a + b
end)
end
end
function matrix.sub( m1, m2 )
if type(m2) == "number" then
return matrix.loop( m1, function(a)
return a - m2
end)
else
return matrix.loop( m1, m2, function(a,b)
return a - b
end)
end
end
function matrix.mul( m1, m2 )
if type(m2) == "number" then
return matrix.scale( m1, m2 )
else
return m1.multiply and m1.multiply( m1, m2 ) or matrix.multiply( m1, m2 )
end
end
function matrix.div( m1, m2 )
if type(m2) == "number" then
return matrix.scale( m1, 1/m2 )
else
return matrix.loop( m1, m2, function(a,b)
return a / b
end)
end
end
function matrix.scale( m1, amount )
return matrix.loop( m1, function(a)
return a * amount
end)
end
-- Matrix product
function matrix.product( a, b )
-- Multiplying matrices or vector(s)
if a.cols ~= b.rows then
error("Cols of A not equal to rows of B")
end
local m = {}
for row = 1, a.rows do -- For each row of A
m[row] = {}
for col = 1, b.cols do -- For each col of B
local sum = 0
for i = 1, b.rows do -- For each col of A / row of B
sum = sum + a[row][i] * b[i][col]
end
m[row][col] = sum
end
end
return matrix.new(m)
end
function matrix.hadamard( m1, m2 )
return matrix.loop( m1, m2, function( a, b )
return a * b
end)
end
function matrix.transpose(m)
local new = {}
for row = 1, #m[1] do
new[row] = {}
for col = 1, #m do
new[row][col] = m[col][row]
end
end
return matrix.new(new)
end
function matrix.equals( m1, m2 )
-- Check type and length
if type(m1) ~= "table" or type(m2) ~= "table" or #m1 ~= #m2 or #m1[1] ~= #m2[1] then
return false
end
-- Check each cell
for row = 1, #m1 do
for col = 1, #m1[row] do
if m1[row][col] ~= m2[row][col] then return false end
end
end
return true
end
function matrix.tostring(m)
local str = "Matrix ("..#m.." x "..#m[1]..")\n"
for row = 1, #m do
for col = 1, #m[row] do
str = str .. math.floor( m[row][col] * 1000 ) / 1000 .. "\t"
end
str = str .. "\n"
end
return string.sub( str, 1, -2 ) -- Trim last newline
end
-- METAMETHODS
mt.__index = matrix
mt.__add = matrix.add
mt.__sub = matrix.sub
mt.__mul = matrix.mul
mt.__div = matrix.div
mt.__unm = function( m )
return matrix.scale( m, -1 )
end
mt.__eq = matrix.equals
mt.__tostring = matrix.tostring
-- SETTINGS
matrix.multiply = matrix.product -- matrix.product or matrix.hadamard
-- RETURN
return setmetatable( matrix, {__call = function(_,...) return matrix.new(...) end} ) |
module("XPluginManager", mkSingleton)
setmetatable(XPluginManager, {__index=XLuaBehaviour})
function Init(self)
-- current plugin list
self.plugins = {
}
end
-- start plugin manager
function Startup(self)
self.gameObject = GameObject("XPluginManager")
if not self.gameObject then
error("Can't create PluginManager")
end
GameObject.DontDestroyOnLoad(self.gameObject)
self:AddLuaBehaviour(self.gameObject)
return true
end
function LoadPlugin(self, name, classType)
local plugin = self.plugins[name]
if not plugin then
plugin = classType.new(name)
if plugin then
if plugin.transform then
plugin.transform.parent = self.transform
end
plugin:Install()
end
TRACE("Load plugin %s", name)
self.plugins[name] = plugin
end
return plugin
end
function QueryPlugin(self, name)
return self.plugins[name]
end
function UnloadPlugin(self, name)
local plugin = self.plugins[name]
if not plugin then
plugin:Uninstall()
TRACE("Unload plugin %s", name)
-- shutdown the plugin
plugin:Shutdown()
if plugin.gameObject then
GameObject.Destroy(plugin.gameObject)
end
end
self.plugins[name] = nil
end
function Shutdown(self)
for name, plugin in pairs(self.plugins) do
self:UnloadPlugin(name)
end
self.plugins = {}
end
-- send a plugin event
-- @param szPluginName
-- @param nID
-- @param evtArgs
-- @param szObserverName
function SendEvent(self, szPluginName, nID, evtArgs, szObserverName)
local plugin = self:QueryPlugin(szPluginName)
if plugin then
plugin:SendEvent(nID, evtArgs, szObserverName)
end
end
-- send a plugin event
-- @param nID
-- @param evtArgs
function FireEvent(self, nID, evtArgs)
if _EDITOR then
INFO("FireEvent(id=%s) evtArgs(%s)", tostring(nID), tostring(evtArgs))
end
for idx, plugin in pairs(self.plugins) do
local bResult = plugin:SendEvent(nID, evtArgs)
if bResult then
break
end
end
end
function PostEvent(self, nID, evtArgs)
if _EDITOR then
INFO("FireEvent(id=%s) evtArgs(%s)", tostring(nID), tostring(evtArgs))
end
for idx, plugin in pairs(self.plugins) do
plugin:PostEvent(nID, evtArgs)
end
end
|
--- Keymap command support.
--
-- This module (and associated autoloads) provides support for
-- using standard keymap commands such as `:map` and `:nnoremap`.
-- However, consider using the `bex.keymap` API instead.
--
-- The right-hand side of a mapping may be a Lua callable instead
-- of a raw command or expression, in which case it is invoked with no arguments.
-- Use `vim.v` to access any parameters. The following trivial example
-- prints the count when the key sequence is pressed:
--
-- cmd.nnoremap('<buffer>', '<Leader>zzz', function() print(vim.v.count) end)
-- Load keymap so we can use its bridge
require('bex.keymap')
local cmd = require('bex.cmd')
local param = require('bex.param')
local bridge = require('bex.bridge').keymap
local map_cmds = {
'map',
'nmap',
'vmap',
'xmap',
'smap',
'omap',
'map!',
'imap',
'lmap',
'cmap',
'tmap',
'noremap',
'nnoremap',
'vnoremap',
'xnoremap',
'snoremap',
'noremap!',
'inoremap',
'lnoremap',
'tnoremap'
}
local unmap_cmds = {
'unmap',
'nunmap',
'vunmap',
'xunmap',
'sunmap',
'unmap!',
'ounmap',
'iunmap',
'lunmap',
'cunmap',
'tunmap'
}
local clear_cmds = {
'mapclear',
'nmapclear',
'vmapclear',
'xmapclear',
'smapclear',
'omapclear',
'mapclear!',
'imapclear',
'lmapclear',
'cmapclear',
'tmapclear'
}
local function opt(ctx)
arg = vim.trim(ctx:pop())
if vim.api.nvim_replace_termcodes(arg, true, true, true) == arg and
vim.startswith(arg, '<') and vim.endswith(arg, '>') then
ctx:raw(arg)
if string.find(arg, '<expr>') then
ctx.is_expr = true
end
return true
end
ctx:push(arg)
end
local function rhs(ctx)
arg = ctx:pop()
if vim.is_callable(arg) then
ident = bridge[arg]
if ctx.is_expr then
ctx:raw('v:lua.' .. ident .. '()')
else
ctx:raw('<cmd>call v:lua.' .. ident .. '()<cr>')
end
else
ctx:push(arg)
while ctx:remaining() > 0 do
ctx:raw(ctx:pop())
end
end
end
for _, name in ipairs(map_cmds) do
local c = cmd[name]
c.params = {param.star(opt), param.raw, rhs}
end
for _, name in ipairs(unmap_cmds) do
local c = cmd[name]
c.params = {param.star(opt), param.raw}
end
for _, name in ipairs(clear_cmds) do
local c = cmd[name]
c.params = {param.star(opt)}
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.
]]
-- For those reading this
-- This plugin is not designed to be used daily
-- Instead it is a proof of concept of what you can do with our plugin system
-- It makes your computer laggy for daily use (because a game is constantly running parallel to the rest of your system
local wibox = require("wibox")
local beautiful = require("beautiful")
local dpi = beautiful.xresources.apply_dpi
local gears = require("gears")
local awful = require("awful")
-- list of all "sections" of the snake
local parts = {}
-- the location of the fruit
local fruit = nil
-- information about the game area
local screen_width = mouse.screen.workarea.width
local screen_height = mouse.screen.workarea.height
-- player direction offset
-- Could be a vector
local xoffset = -1
local yoffset = 0
local timer = nil
-- size of the player and fruit
local size = dpi(20)
-- check if a number is 'close' to another number
-- eg 7 and 10 have a margin of error of 3
-- 10 and 50 have a margin of error of 40
-- this function returns true when the margin is smaller that <margin>
local function margin_of_error(point1, point2, margin)
local smaller = 0
local bigger = 0
if point1 == point2 then
return true
end
if point1 < point2 then
smaller = point1
bigger = point2
else
smaller = point2
bigger = point1
end
return smaller + margin >= bigger
end
-- check if 2 rectangles are intersecting (rectangles of equal size)
local function intersecting(source, target)
-- target left top point is in the source circle
return margin_of_error(source.x, target.x, size) and margin_of_error(source.y, target.y, size)
end
-- create one "section" of the snake at a specific x and y position
-- if head and fruit define the color of the box
local function createPart(x, y, head, fruit)
local bg = head or fruit or beautiful.accent.hue_800
local box =
wibox(
{
ontop = true,
visible = true,
x = x,
y = y,
type = "dock",
bg = bg .. "44",
border_width = dpi(1),
border_color = bg,
width = size,
height = size,
screen = mouse.screen
}
)
return box
end
-- append an extra part to the snake
local function add_snake_part()
-- No parts means we are generating the head (at the center of the screen)
if #parts == 0 then
local box =
createPart(
math.floor((screen_width - size) / size) * size * 0.5,
math.floor((screen_height - size) / size) * size * 0.5,
beautiful.accent.hue_600
)
table.insert(parts, box)
else
-- find the location of the last element and append it after that position
local head = parts[#parts]
local x = head.x - (xoffset * size * 1.7)
local y = head.y - (yoffset * size * 1.7)
local box = createPart(x, y)
table.insert(parts, box)
end
end
-- create a fruit (should be called only once)
local function create_fruit()
fruit =
createPart(
math.random(size, math.floor((screen_width - size) / size)) * size,
math.random(size, math.floor((screen_height - size) / size)) * size,
nil,
"#FF033E"
)
end
-- move the fruit to a new position (randomly)
local function update_fruit()
fruit.x = math.random(size, math.floor((screen_width - size) / size)) * size
fruit.y = math.random(size, math.floor((screen_height - size) / size)) * size
end
-- stop the game
-- and free up resources
local function stop()
print("Stopping snake")
if parts ~= nil then
for _, widget in ipairs(parts) do
widget.visible = false
end
end
if fruit ~= nil then
fruit.visible = false
end
parts = nil
fruit = nil
if timer ~= nil then
timer:stop()
end
collectgarbage()
end
-- move the head into a direction
-- If we are out of bounds we wrap to the other side
-- Much like a torus
local function move_head(widget)
widget.x = widget.x + (xoffset * size * 1.2)
widget.y = widget.y + (yoffset * size * 1.2)
if widget.x < 0 then
widget.x = screen_width
elseif widget.x > screen_width then
widget.x = 0
end
if widget.y < 0 then
widget.y = screen_height
elseif widget.y > screen_height then
widget.y = 0
end
end
-- start the game with a head and a tail
add_snake_part()
add_snake_part()
-- init the fruit
create_fruit()
-- this is our main game loop (10 fps)
timer =
gears.timer {
timeout = 0.1,
call_now = true,
autostart = true,
callback = function()
-- in our game loop we move the head and make all the parts follow it
for _index, _ in ipairs(parts) do
local index = (#parts + 1) - _index
if not (index == 1) then
local widget = parts[index]
local toLoc = parts[index - 1]
widget.x = toLoc.x
widget.y = toLoc.y
end
end
move_head(parts[1])
-- if the head intersects with the fruit we gain a section and move the fruit to a new position
if intersecting(parts[1], fruit) then
add_snake_part()
update_fruit()
end
-- TODO: check if the head is intersecting with any other snake section
-- If that is the case the snake "crashed" in itself and the game should stop
for i, part in ipairs(parts) do
if not (i == 1) and intersecting(parts[1], part) then
stop()
end
end
end
}
-- input handling of the game
-- For each input (Up, Down, Right, Left) we change the vector to point in the direction we are moving
-- This will then be applied in the gameloop
local input =
awful.keygrabber {
-- Note that it is using the key name and not the modifier name.
keybindings = {
awful.key {
modifiers = {},
key = "Up",
on_press = function()
if yoffset == 1 then
return
end
xoffset = 0
yoffset = -1
end
},
awful.key {
modifiers = {},
key = "Left",
on_press = function()
if xoffset == 1 then
return
end
xoffset = -1
yoffset = 0
end
},
awful.key {
modifiers = {},
key = "Right",
on_press = function()
if xoffset == -1 then
return
end
xoffset = 1
yoffset = 0
end
},
awful.key {
modifiers = {},
key = "Down",
on_press = function()
if yoffset == -1 then
return
end
xoffset = 0
yoffset = 1
end
}
},
-- Stop the game when we press Escape
stop_key = "Escape",
stop_event = "release",
stop_callback = stop
}
-- start input handling
input:start()
|
-- Set keep_alive. The return value specifies if this is possible at all.
canKeepAlive = mg.keep_alive(true)
now = os.date("!%a, %d %b %Y %H:%M:%S")
-- First send the http headers
mg.write("HTTP/1.1 200 OK\r\n")
mg.write("Content-Type: text/html\r\n")
mg.write("Date: " .. now .. " GMT\r\n")
mg.write("Cache-Control: no-cache\r\n")
mg.write("Last-Modified: " .. now .. " GMT\r\n")
if not canKeepAlive then
mg.write("Connection: close\r\n")
mg.write("\r\n")
mg.write("<html><body>Keep alive not possible!</body></html>")
return
end
if mg.request_info.http_version ~= "1.1" then
-- wget will use HTTP/1.0 and Connection: keep-alive, so chunked transfer is not possible
mg.write("Connection: close\r\n")
mg.write("\r\n")
mg.write("<html><body>Chunked transfer is only possible for HTTP/1.1 requests!</body></html>")
mg.keep_alive(false)
return
end
-- use chunked encoding (http://www.jmarshall.com/easy/http/#http1.1c2)
mg.write("Cache-Control: max-age=0, must-revalidate\r\n")
--mg.write("Cache-Control: no-cache\r\n")
--mg.write("Cache-Control: no-store\r\n")
mg.write("Connection: keep-alive\r\n")
mg.write("Transfer-Encoding: chunked\r\n")
mg.write("\r\n")
-- function to send a chunk
function send(str)
local len = string.len(str)
mg.write(string.format("%x\r\n", len))
mg.write(str.."\r\n")
end
-- send the chunks
send("<html>")
send("<head><title>Civetweb Lua script chunked transfer test page</title></head>")
send("<body>\n")
fileCnt = 0
if lfs then
send("Files in " .. lfs.currentdir())
send('\n<table border="1">\n')
send('<tr><th>name</th><th>type</th><th>size</th></tr>\n')
for f in lfs.dir(".") do
local at = lfs.attributes(f);
if at then
send('<tr><td>' .. f .. '</td><td>' .. at.mode .. '</td><td>' .. at.size .. '</td></tr>\n')
end
fileCnt = fileCnt + 1
end
send("</table>\n")
end
send(fileCnt .. " entries (" .. now .. " GMT)\n")
send("</body>")
send("</html>")
-- end
send("")
|
-- Copyright 2017 Xingwang Liao <kuoruan@gmail.com>
-- Licensed to the public under the Apache License 2.0.
local m, s, o
local sid = arg[1]
local qos_gargoyle = "qos_gargoyle"
m = Map(qos_gargoyle, translate("Edit Upload Service Class"))
m.redirect = luci.dispatcher.build_url("admin/network/qos_gargoyle/upload")
if m.uci:get(qos_gargoyle, sid) ~= "upload_class" then
luci.http.redirect(m.redirect)
return
end
s = m:section(NamedSection, sid, "upload_class")
s.anonymous = true
s.addremove = false
o = s:option(Value, "name", translate("Service Class Name"))
o.rmempty = false
o = s:option(Value, "percent_bandwidth", translate("Percent Bandwidth At Capacity"),
translate("The percentage of the total available bandwidth that should be allocated to this class "
.. "when all available bandwidth is being used. If unused bandwidth is available, more can (and "
.. "will) be allocated. The percentages can be configured to equal more (or less) than 100, but "
.. "when the settings are applied the percentages will be adjusted proportionally so that they "
.. "add to 100. This setting only comes into effect when the WAN link is saturated."))
o.datatype = "range(1, 100)"
o.rmempty = false
o = s:option(Value, "min_bandwidth", translate("Minimum Bandwidth"),
translate("The minimum service this class will be allocated when the link is at capacity. Classes "
.. "which specify minimum service are known as realtime classes by the active congestion "
.. "controller. Streaming video, VoIP and interactive online gaming are all examples of "
.. "applications that must have a minimum bandwith to function. To determine what to enter use "
.. "the application on an unloaded LAN and observe how much bandwidth it uses. Then enter a "
.. "number only slightly higher than this into this field. QoS will satisfiy the minimum service "
.. "of all classes first before allocating to other waiting classes so be careful to use minimum "
.. "bandwidths sparingly."))
o:value("0", translate("Zero"))
o.datatype = "uinteger"
o.default = "0"
o = s:option(Value, "max_bandwidth", translate("Maximum Bandwidth"),
translate("The maximum amount of bandwidth this class will be allocated in kbit/s. Even if unused "
.. "bandwidth is available, this service class will never be permitted to use more than this "
.. "amount of bandwidth."))
o:value("", translate("Unlimited"))
o.datatype = "uinteger"
return m
|
#!/usr/bin/env lua
-- MoonFLTK example: clipboard.lua
--
-- Derived from the FLTK examples/clipboard.cxx example (http://www.fltk.org)
--
fl = require("moonfltk")
-- Displays and follows the content of the clipboard with either image or text data
function chess(x, y, h, w) -- a box with a chess-like pattern below its image
local self = fl.box_sub('flat box', x, y, h, w)
self:align(fl.ALIGN_CENTER | fl.ALIGN_CLIP)
self:override_draw(function(_)
assert(_ == self)
self:draw_box()
local im = self:image()
if im then -- draw the chess pattern below the box centered image
local x, y, w, h = self:xywh()
local X, Y, W, H = x+(w-im:w())/2, y+(h-im:h())/2, im:w(), im:h()
fl.push_clip(X,Y,W,H)
fl.push_clip(x,y,w,h)
fl.color(fl.WHITE)
fl.rectf(X,Y,W,H)
fl.color(fl.LIGHT2)
local side = 4
local side2 = 2*side
for j = Y, Y+H+1, side do
for i = X + (j-Y)%side2, X+W+1, side2 do
fl.rectf(i,j,side,side)
end
end
fl.pop_clip()
fl.pop_clip()
end
self:draw_label() -- draw the box image
end)
return self
end
TAB_COLOR = fl.DARK3
function clipboard_viewer(x, y, w, h)
-- use tabs to display as appropriate the image or textual content of the clipboard
local self = fl.tabs_sub(x,y,w,h)
self:override_handle(function (_, event)
if event ~= 'paste' then return self:super_handle(event) end
-- print(event, fl.event_clipboard_type())
if fl.event_clipboard_type() == 'image' then -- an image is being pasted
local im = fl.event_clipboard()
if not im then return true end
title = string.format("%dx%d",im:w(), im:h()) -- display the image original size
local scale_x = im:w() / image_box:w() -- rescale the image if larger than the display box
local scale_y = im:h() / image_box:h()
local scale = scale_x
if scale_y > scale then scale = scale_y end
if scale > 1 then
im = im:copy(math.floor(im:w()/scale), math.floor(im:h()/scale))
end
local oldim = image_box:image()
-- if oldim then delete oldim end @@ fl.unreference()?
image_box:image(im) -- show the scaled image
image_size:label(title)
self:value(image_box:parent())
self:window():redraw()
else -- text is being pasted
display:buffer():text(fl.event_text())
self:value(display)
display:redraw()
end
return true
end)
return self
end
function cb(_, tabs)
-- try to find image or text in the clipboard
-- print("image?", fl.clipboard_contains('image'))
-- print("text/plain?", fl.clipboard_contains('text/plain'))
if fl.clipboard_contains('image') then
fl.paste(tabs, 'clipboard', 'image')
elseif fl.clipboard_contains('text/plain') then
fl.paste(tabs, 'clipboard', 'text/plain')
end
end
function clip_callback(source)
-- called after clipboard was changed or at application activation
if source == 'clipboard' then cb(nil, tabs) end
end
-- main ----------------------------------
fl.register_images() -- required to allow pasting of images
win = fl.window(500, 550, "clipboard viewer")
tabs = clipboard_viewer(0, 0, 500, 500)
g = fl.group( 5, 30, 490, 460, 'image') -- g will display the image form
g:box('flat box')
image_box = chess(5, 30, 490, 450)
image_size = fl.box('no box', 5, 485, 490, 10)
g:done()
g:selection_color(TAB_COLOR)
buffer = fl.text_buffer()
display = fl.text_display(5,30,490, 460, 'text/plain') -- display will display the text form
display:buffer(buffer)
display:selection_color(TAB_COLOR)
tabs:done()
tabs:resizable(display)
g2 = fl.group( 10,510,200,25)
refresh = fl.button(10,510,200,25, "Refresh from clipboard")
refresh:callback(cb, tabs)
g2:done()
g2:resizable(nil)
win:done()
win:resizable(tabs)
win:show(argc,argv)
-- will update with new clipboard content immediately or at application activation:
fl.add_clipboard_notify(clip_callback) --, tabs)
fl.rgb_scaling('bilinear') -- set bilinear image scaling method
return fl.run()
|
-- Copyright (c) 2020 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
return {
csv = require "moonpie.ext.csv",
ensureKey = require "moonpie.utility.ensure_key",
files = require "moonpie.utility.files",
function_timer = require "moonpie.utility.function_timer",
isCallable = require "moonpie.utility.is_callable",
readOnlyTable = require "moonpie.utility.read_only_table",
safecall = require "moonpie.utility.safe_call",
script_tools = require "moonpie.utility.script_tools",
sleep = require "moonpie.utility.sleep",
string = require "moonpie.utility.string",
swapFunction = require "moonpie.utility.swap_function",
tables = require "moonpie.tables",
template = require "moonpie.utility.template",
timer = require "moonpie.utility.timer",
} |
local string = { }
local metatable = {
__tostring = function (self)
return string[ self ]
end,
}
local function tokenizer (input)
local next = input: gmatch "."
local line = 1
local column = 0
local buffer = ""
local state = { }
function state.initial (char)
if char == "\n" or char == "\r" then
column = 0
line = line + 1
return state.space (next ( ))
elseif char == " " or char == "\t" then
column = column + 1
return state.space (next ( ))
elseif char == "\"" then
column = column + 1
return state.string (next ( ))
elseif char == nil then
return
else
column = column + 1
buffer = buffer .. char
return state.word (next ( ))
end
end
function state.space (char)
if char == "\r" or char == "\n" then
column = 0
line = line + 1
return state.space (next ( ))
elseif char == " " or char == "\t" then
column = column + 1
return state.space (next ( ))
elseif char == "\"" then
column = column + 1
return state.string (next ( ))
elseif char == nil then
return
else
column = column + 1
buffer = buffer .. char
return state.word (next ( ))
end
end
function state.string (char)
if char == "\\" then
column = column + 1
buffer = buffer .. char
local char = next ( )
if char == nil then
error (("Expected something after [\\] at line <%d>!"): format (line))
else
return state.string (next ( ))
end
elseif char == "\"" then
local reference = { }
string[ reference ] = buffer
setmetatable (reference, metatable)
coroutine.yield (reference)
column = column + 1
buffer = ""
return state.initial (next ( ))
elseif char == nil then
error (("Missing a [\"] to close ongoing string (at line <%d>)!"): format (line))
else
if char == "\n" or char == "\r" then
column = 0
line = line + 1
else
column = column + 1
end
buffer = buffer .. char
return state.string (next ( ))
end
end
function state.word (char)
if char == "\n" or char == "\r" then
coroutine.yield (buffer)
line = line + 1
column = 0
buffer = ""
return state.space (next ( ))
elseif char == " " or char == "\t" then
coroutine.yield (buffer)
column = column + 1
buffer = ""
return state.space (next ( ))
elseif char == "\"" then
coroutine.yield (buffer)
column = column + 1
buffer = ""
return state.string (next ( ))
elseif char == nil then
coroutine.yield (buffer)
return
else
column = column + 1
buffer = buffer .. char
return state.word (next ( ))
end
end
return coroutine.wrap (function ( )
return state.initial (next ( ))
end)
end
-- stack object --
local function stack (next)
local self = { }
local list = { }
function self.pop ( )
if #list == 0 then
return next ( )
else
return table.remove (list, 1)
end
end
function self.push (value)
return table.insert (list, 1, value)
end
function self.swap ( )
local first = self.pop ( )
local second = self.pop ( )
self.push (first)
self.push (second)
end
function self.rot ( )
local first = self.pop ( )
local second = self.pop ( )
local third = self.pop ( )
self.push (second)
self.push (first)
self.push (third)
end
function self.over ( )
local first = self.pop ( )
local second = self.pop ( )
self.push (second)
self.push (first)
self.push (second)
end
function self.dup ( )
local first = self.pop ( )
self.push (first)
self.push (first)
end
return self
end
local function functor (interpreter)
local export = { }
function export.lines (filename)
for line in io.lines (filename) do
local tokens = stack (tokenizer (line))
interpreter.state.next = tokens.pop
interpreter.state.expand = tokens.push
interpreter.state.mode.decoder ( )
end
end
function export.input ( )
local tokens = stack (tokenizer (io.read ( )))
interpreter.state.next = tokens.pop
interpreter.state.expand = tokens.push
interpreter.state[ "swap-tokens" ] = tokens.swap
interpreter.state[ "rot-tokens" ] = tokens.rot
interpreter.state[ "over-tokens" ] = tokens.over
interpreter.state[ "dup-tokens" ] = tokens.dup
interpreter.state.mode.decoder ( )
end
function export.string (reference)
return string[ reference ]
end
return export
end
return functor |
function ItemPurchaseThink()
end
|
function StallVehicle()
Citizen.CreateThread(function()
IsStalling = true
local endTime = GetGameTimer() + GetRandomIntInRange(table.unpack(Config.Stalling.StallTime))
local vehicle = CurrentVehicle
while GetGameTimer() < endTime and vehicle == CurrentVehicle do
SetVehicleCurrentRpm(vehicle, 0.0)
Citizen.Wait(0)
end
IsStalling = false
end)
end
function Damage.process:Stalling(data, deltas, direction)
local damage = (deltas.engine or 0.0) + (deltas.body or 0.0) + (deltas.petrol or 0.0)
if damage > Config.Stalling.MinDamage and not IsStalling then
StallVehicle()
end
LastDamageTime = GetGameTimer()
LastDamageEntity = data.attacker and IsEntityAPed(data.attacker) and IsPedInAnyVehicle(data.attacker) and GetVehiclePedIsIn(data.attacker) or data.attacker
end |
Locales['en'] = {
['invoices'] = 'invoices',
['received_invoice'] = 'you ~r~received~s~ an invoice',
['paid_invoice'] = 'you ~g~paid~s~ an invoice of ~r~$',
['received_payment'] = 'you ~g~received~s~ a payment of ~r~$',
['player_not_logged'] = 'the player is not logged in',
}
|
local api = vim.api
local lsp = require("feline.providers.lsp")
local vi_mode_utils = require("feline.providers.vi_mode")
local colors = {
bg = "#282c34",
fg = "#DCD7BA",
yellow = "#DCA561",
cyan = "#658594",
darkblue = "#223249",
green = "#98BB6C",
orange = "#FFA066",
violet = "#957FB8",
magenta = "#D27E99",
blue = "#7E9CD8",
red = "#FF5D62",
}
local mode_colors = {
NORMAL = colors.green,
INSERT = colors.red,
VISUAL = colors.magenta,
OP = colors.green,
BLOCK = colors.blue,
REPLACE = colors.violet,
["V-REPLACE"] = colors.violet,
ENTER = colors.cyan,
MORE = colors.cyan,
SELECT = colors.orange,
COMMAND = colors.orange,
SHELL = colors.green,
TERM = colors.green,
NONE = colors.yellow,
}
local comps = {
vi_mode = {
left = {
provider = function()
return " " .. vi_mode_utils.get_vim_mode() .. " "
end,
hl = function()
return {
name = vi_mode_utils.get_mode_highlight_name(),
bg = vi_mode_utils.get_mode_color(),
fg = colors.bg,
}
end,
right_sep = " ",
},
right = {
-- provider = '▊',
provider = "",
hl = function()
return {
name = vi_mode_utils.get_mode_highlight_name(),
fg = vi_mode_utils.get_mode_color(),
}
end,
left_sep = " ",
right_sep = " ",
},
},
file = {
info = {
provider = {
name = "file_info",
opts = {
type = "relative-short",
file_readonly_icon = " ",
-- file_readonly_icon = ' ',
-- file_readonly_icon = ' ',
-- file_readonly_icon = ' ',
-- file_modified_icon = '',
file_modified_icon = "",
-- file_modified_icon = 'ﱐ',
-- file_modified_icon = '',
-- file_modified_icon = '',
-- file_modified_icon = '',
},
},
hl = {
fg = colors.blue,
style = "bold",
},
},
encoding = {
provider = "file_encoding",
left_sep = " ",
hl = {
fg = colors.violet,
style = "bold",
},
},
type = {
provider = "file_type",
},
position = {
provider = "position",
left_sep = " ",
hl = {
fg = colors.cyan,
-- style = 'bold'
},
},
},
line_percentage = {
provider = "line_percentage",
left_sep = " ",
hl = {
style = "bold",
},
},
scroll_bar = {
provider = "scroll_bar",
left_sep = " ",
hl = {
fg = colors.blue,
style = "bold",
},
},
diagnos = {
err = {
provider = "diagnostic_errors",
-- left_sep = ' ',
enabled = function()
return lsp.diagnostics_exist("Error")
end,
hl = {
fg = colors.red,
},
},
warn = {
provider = "diagnostic_warnings",
-- left_sep = ' ',
enabled = function()
return lsp.diagnostics_exist("Warn")
end,
hl = {
fg = colors.yellow,
},
},
info = {
provider = "diagnostic_info",
-- left_sep = ' ',
enabled = function()
return lsp.diagnostics_exist("Info")
end,
hl = {
fg = colors.blue,
},
},
hint = {
provider = "diagnostic_hints",
-- left_sep = ' ',
enabled = function()
return lsp.diagnostics_exist("Hint")
end,
hl = {
fg = colors.cyan,
},
},
},
lsp = {
name = {
provider = "lsp_client_names",
-- left_sep = ' ',
right_sep = " ",
icon = " ",
-- icon = '慎',
hl = {
fg = colors.yellow,
},
},
},
git = {
branch = {
provider = "git_branch",
icon = " ",
left_sep = " ",
hl = {
fg = colors.violet,
style = "bold",
},
},
add = {
provider = "git_diff_added",
hl = {
fg = colors.green,
},
},
change = {
provider = "git_diff_changed",
hl = {
fg = colors.orange,
},
},
remove = {
provider = "git_diff_removed",
hl = {
fg = colors.red,
},
},
},
}
local components = {
active = { {}, {}, {} },
inactive = { {}, {}, {} },
}
table.insert(components.active[1], comps.vi_mode.left)
table.insert(components.active[1], comps.file.info)
table.insert(components.active[1], comps.git.branch)
table.insert(components.active[1], comps.git.add)
table.insert(components.active[1], comps.git.change)
table.insert(components.active[1], comps.git.remove)
table.insert(components.inactive[1], comps.vi_mode.left)
table.insert(components.inactive[1], comps.file.info)
table.insert(components.active[2], comps.lsp.name)
table.insert(components.active[3], comps.diagnos.err)
table.insert(components.active[3], comps.diagnos.warn)
table.insert(components.active[3], comps.diagnos.hint)
table.insert(components.active[3], comps.diagnos.info)
table.insert(components.active[3], comps.file.position)
table.insert(components.active[3], comps.line_percentage)
table.insert(components.active[3], comps.scroll_bar)
table.insert(components.active[3], comps.vi_mode.right)
-- TreeSitter
-- local ts_utils = require("nvim-treesitter.ts_utils")
-- local ts_parsers = require("nvim-treesitter.parsers")
-- local ts_queries = require("nvim-treesitter.query")
-- table.insert(components.active[2], {
-- provider = function()
-- local node = require("nvim-treesitter.ts_utils").get_node_at_cursor()
-- return ("%d:%s [%d, %d] - [%d, %d]")
-- :format(node:symbol(), node:type(), node:range())
-- end,
-- enabled = function()
-- local ok, ts_parsers = pcall(require, "nvim-treesitter.parsers")
-- return ok and ts_parsers.has_parser()
-- end
-- })
-- require'feline'.setup {}
require("feline").setup({
colors = {
bg = colors.bg,
fg = colors.fg,
},
components = components,
vi_mode_colors = mode_colors,
force_inactive = {
filetypes = { "packer", "NvimTree", "fugitive", "fugitiveblame" },
buftypes = { "terminal" },
bufnames = {},
},
})
require("feline").winbar.setup()
|
--- Pre-defined Node Sound Groups
--
-- @topic node_groups
sounds.node = {
dig = {
--- @sndgroup sounds.node.dig.choppy
-- @snd[r3] node_dig_choppy
-- @see node sounds.node_choppy
choppy = iSoundGroup({"node_dig_choppy"}),
--- @sndgroup sounds.node.dig.cracky
-- @snd[r3] node_dig_cracky
-- @see node sounds.node_cracky
cracky = iSoundGroup({"node_dig_cracky"}),
--- @sndgroup sounds.node.dig.crumbly
-- @snd node_dig_crumbly
-- @see node sounds.node_crumbly
crumbly = iSoundGroup({"node_dig_crumbly"}),
--- @sndgroup sounds.node.dig.snappy
-- @snd node_dig_snappy
-- @see node sounds.node_snappy
snappy = iSoundGroup({"node_dig_snappy"}),
--- @sndgroup sounds.node.dig.gravel
-- @snd[r2] node_dig_gravel
-- @see node sounds.node_gravel
gravel = iSoundGroup({"node_dig_gravel"}),
--- @sndgroup sounds.node.dig.ice
-- @snd[r3] node_dig_ice
-- @see node sounds.node_ice
ice = iSoundGroup({"node_dig_ice"}),
--- @sndgroup sounds.node.dig.metal
-- @snd node_dig_metal
-- @see node sounds.node_metal
metal = iSoundGroup({"node_dig_metal"}),
},
--- @sndgroup sounds.node.dug
-- @snd[r2] node_dug
-- @see node sounds.node
dug = iSoundGroup({"node_dug",
--- @sndgroup sounds.node.dug.glass
-- @snd[r3] node_dug_glass
-- @see node sounds.node_glass
glass = iSoundGroup({"node_dug_glass"}),
--- @sndgroup sounds.node.dug.gravel
-- @snd[r3] node_dug_gravel
gravel = iSoundGroup({"node_dug_gravel"}),
--- @sndgroup sounds.node.dug.ice
-- @snd node_dug_ice
-- @see node sounds.node_ice
ice = iSoundGroup({"node_dug_ice"}),
--- @sndgroup sounds.node.dug.metal
-- @snd[r2] node_dug_metal
-- @see node sounds.node_metal
metal = iSoundGroup({"node_dug_metal"}),
}),
--- @sndgroup sounds.node.place
-- @snd[r2] node_place
-- @see node sounds.node
place = iSoundGroup({"node_place",
--- @sndgroup sounds.node.place.metal
-- @snd[r2] node_dug_metal
-- @see node sounds.node_metal
metal = iSoundGroup({"node_dug_metal"}),
--- @sndgroup sounds.node.place.soft
-- @snd[r3] node_place_soft
soft = iSoundGroup({"node_place_soft"}),
}),
step = {
--- @sndgroup sounds.node.step.dirt
-- @snd[r2] node_step_dirt
-- @see node sounds.node_dirt
dirt = iSoundGroup({"node_step_dirt"}),
--- @sndgroup sounds.node.step.glass
-- @snd node_step_glass
-- @see node sounds.node_glass
glass = iSoundGroup({"node_step_glass"}),
--- @sndgroup sounds.node.step.grass
-- @snd[r3] node_step_grass
-- @see node sounds.node_grass
grass = iSoundGroup({"node_step_grass"}),
--- @sndgroup sounds.node.step.gravel
-- @snd[r4] node_step_gravel
-- @see node sounds.node_gravel
gravel = iSoundGroup({"node_step_gravel"}),
--- @sndgroup sounds.node.step.hard
-- @snd[r3] node_step_hard
hard = iSoundGroup({"node_step_hard"}),
--- @sndgroup sounds.node.step.ice
-- @snd[r3] node_step_ice
-- @see node sounds.node_ice
ice = iSoundGroup({"node_step_ice"}),
--- @sndgroup sounds.node.step.metal
-- @snd[r3] node_step_metal
-- @see node sounds.node_metal
metal = iSoundGroup({"node_step_metal"}),
--- @sndgroup sounds.node.step.sand
-- @snd[r3] node_step_sand
-- @see node sounds.node_sand
sand = iSoundGroup({"node_step_sand"}),
--- @sndgroup sounds.node.step.snow
-- @snd[r5] node_step_snow
-- @see node sounds.node_snow
snow = iSoundGroup({"node_step_snow"}),
--- @sndgroup sounds.node.step.water
-- @snd[r4] node_step_water (**Note:** node\_step\_water.4 is silent)
-- @see node sounds.node_water
water = iSoundGroup({"node_step_water"}),
--- @sndgroup sounds.node.step.wood
-- @snd[r2] node_step_wood
-- @see node sounds.node_wood
wood = iSoundGroup({"node_step_wood"}),
},
}
|
setenv("VERSION","3.0")
|
Ext.Require("Server/Modules/FallDamage.lua")
Ext.Require("Server/Modules/GBTalents.lua")
Ext.Require("Server/Modules/Corrogic.lua")
PersistentVars = {}
------ Real Jumps module -------
function ReplaceAllJumps(toggle)
if toggle == "on" then
print("RealJump module activated")
PersistentVars["DGM_RealJump"] = true
CharacterLaunchOsirisOnlyIterator("DGM_CharacterReplaceJumpSkills")
else
print("RealJump module deactivated")
PersistentVars["DGM_RealJump"] = false
CharacterLaunchOsirisOnlyIterator("DGM_CharacterReplaceJumpSkillsRevert")
end
end
local function GameStartJumpModule(arg1, arg2)
if PersistentVars["DGM_RealJump"] == true then
ReplaceAllJumps("on")
elseif PersistentVars["DGM_RealJump"] == false then
ReplaceAllJumps("off")
end
end
local elligibleSkills = {
"Jump_PhoenixDive",
"Jump_EnemyPhoenixDive",
"Jump_TacticalRetreat",
"Jump_EnemyTacticalRetreat",
"Jump_EnemyTacticalRetreat_Frog",
"Jump_IncarnateJump",
"Jump_CloakAndDagger",
"Jump_EnemyCloakAndDagger"
}
local function IsElligibleJump(skill)
for i,jump in pairs(elligibleSkills) do
if skill == jump then
return true
end
end
return false
end
local function CharacterReplaceJumpSkills(character, eventName)
if eventName == "DGM_CharacterReplaceJumpSkills" then
local character = Ext.GetCharacter(character)
if character == nil then return end
--print(character)
local skills = character.GetSkills(character)
for i,skill in pairs(skills) do
for j,jump in pairs(elligibleSkills) do
if skill == jump then
CharacterRemoveSkill(character.MyGuid, skill)
local newJump = string.gsub(skill, "Jump_", "Projectile_")
CharacterAddSkill(character.MyGuid, newJump)
end
end
end
end
if eventName == "DGM_CharacterReplaceJumpSkillsRevert" then
local character = Ext.GetCharacter(character)
if character == nil then return end
local skills = character.GetSkills(character)
for i,skill in pairs(skills) do
for j,jump in pairs(elligibleSkills) do
local projectileJump = string.gsub(jump, "Jump_", "Projectile_")
if skill == projectileJump then
CharacterRemoveSkill(character.MyGuid, skill)
local newJump = string.gsub(skill, "Projectile_", "Jump_")
CharacterAddSkill(character.MyGuid, newJump)
end
end
end
end
end
Ext.RegisterOsirisListener("StoryEvent", 2, "before", CharacterReplaceJumpSkills)
local function CharacterUnlearnJumpSkill(character, skill)
for i,jump in pairs(elligibleSkills) do
if skill == jump then
--print("Jump learned")
local character = Ext.GetCharacter(character)
if character == nil then return end
CharacterRemoveSkill(character.MyGuid, skill)
local newJump = string.gsub(skill, "Jump_", "Projectile_")
--print(newJump)
CharacterAddSkill(character.MyGuid, newJump)
end
end
end
local function CharacterHotReplaceJumps(character, x, y, z, skill, skillType, skillElement)
if not PersistentVars.DGM_RealJump then return end
if skillType ~= "jump" then return end
CharacterUnlearnJumpSkill(character, skill)
-- Cancel cast for NPCs
if not Ext.GetCharacter(character).IsPlayer and IsElligibleJump(skill) then
CharacterUseSkill(character, "Shout_LX_CancelCast", character, 0, 1, 1)
CharacterAddActionPoints(character, 1)
end
end
Ext.RegisterOsirisListener("CharacterUsedSkillAtPosition", 7, "before", CharacterHotReplaceJumps)
local function ReplaceJumpsOnTurn(char)
if not PersistentVars.DGM_RealJump then return end
if ObjectIsCharacter(char) ~= 1 then return end
char = Ext.GetCharacter(char)
for i,skill in pairs(char.GetSkills(char)) do
CharacterUnlearnJumpSkill(char.MyGuid, skill)
end
end
Ext.RegisterOsirisListener("ObjectTurnStarted", 1, "after", ReplaceJumpsOnTurn)
function EnableFallDamage(cmd)
if cmd == "on" then
print("Fall damage module activated")
PersistentVars["DGM_FallDamage"] = true
elseif cmd == "off" then
print("Fall damage module deactivated")
PersistentVars["DGM_FallDamage"] = false
end
end
function EnableJumpDamage(cmd)
if cmd == "on" then
print("Jump fall damage module activated")
PersistentVars["DGM_FallDamage_Jump"] = true
elseif cmd == "off" then
print("Jump fall damage module deactivated")
PersistentVars["DGM_FallDamage_Jump"] = false
end
end
local function DGM_Modules_consoleCmd(cmd, ...)
local params = {...}
for i=1,10,1 do
local par = params[i]
if par == nil then break end
if type(par) == "string" then
par = par:gsub("&", " ")
par = par:gsub("\\ ", "&")
params[i] = par
end
end
if cmd == "DGM_Module_RealJump" then ReplaceAllJumps(params[1]) end
if cmd == "DGM_Module_FallDamage" then EnableFallDamage(params[1]) end
if cmd == "DGM_Module_FallDamage_Jump" then EnableJumpDamage(params[1]) end
end
local function ActivateModule(flag)
if flag == "LXDGM_ModuleRealJump" then
ReplaceAllJumps("on")
elseif flag == "LXDGM_ModuleFallDamageClassic" then
EnableFallDamage("on")
elseif flag == "LXDGM_ModuleFallDamageAlternate" then
EnableJumpDamage("on")
elseif flag == "LXDGM_ModuleDualCC" then
Ext.ExtraData.DGM_EnableDualCCParry = 1
elseif flag == "LXDGM_ModuleCorrogicDisable" then
Ext.ExtraData.DGM_Corrogic = 0
end
end
Ext.RegisterOsirisListener("GlobalFlagSet", 1, "after", ActivateModule)
local function DeactivateModule(flag)
if flag == "LXDGM_ModuleRealJump" then
ReplaceAllJumps("off")
elseif flag == "LXDGM_ModuleFallDamageClassic" then
EnableFallDamage("off")
elseif flag == "LXDGM_ModuleFallDamageAlternate" then
EnableJumpDamage("off")
elseif flag == "LXDGM_ModuleDualCC" then
Ext.ExtraData.DGM_EnableDualCCParry = 0
elseif flag == "LXDGM_ModuleCorrogicDisable" then
Ext.ExtraData.DGM_Corrogic = 1
end
end
Ext.RegisterOsirisListener("GlobalFlagCleared", 1, "after", DeactivateModule)
Ext.RegisterConsoleCommand("DGM_Module_RealJump", DGM_Modules_consoleCmd)
Ext.RegisterConsoleCommand("DGM_Module_FallDamage", DGM_Modules_consoleCmd)
Ext.RegisterOsirisListener("CharacterLearnedSkill", 2, "before", CharacterUnlearnJumpSkill)
Ext.RegisterOsirisListener("GameStarted", 2, "after", GameStartJumpModule)
|
local mod = DBM:NewMod(2172, "DBM-Party-BfA", 3, 1041)
local L = mod:GetLocalizedStrings()
mod:SetRevision(("$Revision: 18085 $"):sub(12, -3))
mod:SetCreatureID(136160)
mod:SetEncounterID(2143)
mod:SetZone()
mod:RegisterCombat("combat")
mod:RegisterEventsInCombat(
"SPELL_CAST_START 268403 268932 268586 269369",
"SPELL_CAST_SUCCESS 269231",
"UNIT_DIED",
"INSTANCE_ENCOUNTER_ENGAGE_UNIT",
"UNIT_SPELLCAST_SUCCEEDED boss1"
)
--(ability.id = 268932 or ability.id = 268403 or ability.id = 268586) and type = "begincast"
--TODO: pull:12.0, 42.3, 19.7, 23.2 (wtf?)
local warnGaleSlash = mod:NewSpellAnnounce(268403, 2)
local warnQuakingLeap = mod:NewTargetAnnounce(268932, 2)
local specWarnQuakingLeap = mod:NewSpecialWarningYou(268932, nil, nil, nil, 1, 2)
local yellQuakingLeap = mod:NewYell(268932)
local specWarnQuakingLeapNear = mod:NewSpecialWarningClose(268932, nil, nil, nil, 1, 2)
local specWarnBladeCombo = mod:NewSpecialWarningDefensive(268586, nil, nil, nil, 1, 2)
local specWarnImpalingSpear = mod:NewSpecialWarningDodge(268796, nil, nil, nil, 2, 2)
----ADDS
local specWarnHuntingLeap = mod:NewSpecialWarningYou(269231, nil, nil, nil, 1, 2)
local yellHuntingLeap = mod:NewYell(269231)
local specWarnDeadlyRoar = mod:NewSpecialWarningSpell(269369, nil, nil, nil, 2, 2)
--local specWarnGTFO = mod:NewSpecialWarningGTFO(238028, nil, nil, nil, 1, 8)
local timerGaleSlashCD = mod:NewCDTimer(13, 268403, nil, nil, nil, 3)
local timerQuakingLeapCD = mod:NewCDTimer(19.3, 268932, nil, nil, nil, 3)
local timerBladeComboCD = mod:NewCDTimer(14.5, 268586, nil, nil, nil, 5, nil, DBM_CORE_TANK_ICON)
--Adds
local timerHuntingLeapCD = mod:NewCDTimer(12.8, 269231, nil, nil, nil, 3)
local timerDeathlyRoarCD = mod:NewCDTimer(13.6, 269369, nil, nil, nil, 2)
--mod:AddRangeFrameOption(5, 194966)
local seenMobs = {}
--Handles the ICD that Boss triggers on other abilities
local function updateAllTimers(self, ICD)
DBM:Debug("updateAllTimers running", 3)
if timerGaleSlashCD:GetRemaining() < ICD then
local elapsed, total = timerGaleSlashCD:GetTime()
local extend = ICD - (total-elapsed)
DBM:Debug("timerGaleSlashCD extended by: "..extend, 2)
timerGaleSlashCD:Stop()
timerGaleSlashCD:Update(elapsed, total+extend)
end
if timerQuakingLeapCD:GetRemaining() < ICD then
local elapsed, total = timerQuakingLeapCD:GetTime()
local extend = ICD - (total-elapsed)
DBM:Debug("timerQuakingLeapCD extended by: "..extend, 2)
timerQuakingLeapCD:Stop()
timerQuakingLeapCD:Update(elapsed, total+extend)
end
if timerBladeComboCD:GetRemaining() < ICD then
local elapsed, total = timerBladeComboCD:GetTime()
local extend = ICD - (total-elapsed)
DBM:Debug("timerBladeComboCD extended by: "..extend, 2)
timerBladeComboCD:Stop()
timerBladeComboCD:Update(elapsed, total+extend)
end
end
function mod:LeapTarget(targetname, uId)
if not targetname then return end
if targetname == UnitName("player") then
specWarnQuakingLeap:Show()
specWarnQuakingLeap:Play("targetyou")
yellQuakingLeap:Yell()
elseif self:CheckNearby(10, targetname) then
specWarnQuakingLeapNear:Show(targetname)
specWarnQuakingLeapNear:Play("runaway")
else
warnQuakingLeap:Show(targetname)
end
end
function mod:OnCombatStart(delay)
timerGaleSlashCD:Start(8.4-delay)
timerQuakingLeapCD:Start(12-delay)
timerBladeComboCD:Start(18-delay)
end
function mod:OnCombatEnd()
table.wipe(seenMobs)
-- if self.Options.RangeFrame then
-- DBM.RangeCheck:Hide()
-- end
end
function mod:SPELL_CAST_START(args)
local spellId = args.spellId
if spellId == 268403 then
warnGaleSlash:Show()
timerGaleSlashCD:Start()
--updateAllTimers(self, 4.5)--Not confirmed
elseif spellId == 268932 then
timerQuakingLeapCD:Stop()
timerQuakingLeapCD:Start()
self:BossTargetScanner(args.sourceGUID, "LeapTarget", 0.05, 12, true)--0.2 seconds faster than emote still
updateAllTimers(self, 4.5)
elseif spellId == 268586 then
if self:IsTanking("player", "boss1", nil, true) and self:AntiSpam(3, 1) then
specWarnBladeCombo:Show()
specWarnBladeCombo:Play("defensive")
end
timerBladeComboCD:Stop()
timerBladeComboCD:Start()
updateAllTimers(self, 5)
elseif spellId == 269369 then
specWarnDeadlyRoar:Show()
specWarnDeadlyRoar:Play("fearsoon")
timerDeathlyRoarCD:Start()
end
end
function mod:SPELL_CAST_SUCCESS(args)
local spellId = args.spellId
if spellId == 269231 then
if args:IsPlayer() then
specWarnHuntingLeap:Show()
specWarnHuntingLeap:Play("runaway")
yellHuntingLeap:Yell()
end
timerHuntingLeapCD:Start()
end
end
function mod:UNIT_DIED(args)
local cid = self:GetCIDFromGUID(args.destGUID)
if cid == 136984 then--Reban
timerHuntingLeapCD:Stop()
elseif cid == 136976 then--T'zala
timerDeathlyRoarCD:Stop()
end
end
function mod:INSTANCE_ENCOUNTER_ENGAGE_UNIT()
for i = 1, 3 do
local unitID = "boss"..i
local GUID = UnitGUID(unitID)
if GUID and not seenMobs[GUID] then
seenMobs[GUID] = true
local cid = self:GetCIDFromGUID(GUID)
if cid == 136984 then--Reban
timerHuntingLeapCD:Start(5)
elseif cid == 136976 then--T'zala
timerDeathlyRoarCD:Start(8)
end
end
end
end
--[[
function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId)
if spellId == 228007 and destGUID == UnitGUID("player") and self:AntiSpam(2, 4) then
specWarnGTFO:Show()
specWarnGTFO:Play("watchfeet")
end
end
mod.SPELL_PERIODIC_MISSED = mod.SPELL_PERIODIC_DAMAGE
--]]
function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, spellId)
if spellId == 269377 then--Spokey Pattern Controller
specWarnImpalingSpear:Show()
specWarnImpalingSpear:Play("watchstep")
end
end
|
local weaponsGUI = {}
local weaponTable = { [1]=69, [2]=70, [3]=71, [4]=72, [5]=73, [6]=74, [7]=75, [8]=76, [9]=78, [10]=77, [11]=79 }
local thewepFont = "Tahoma bold"
local theFontSize = 2
theFont = "Tahoma bold"
function onResStart ()
local dxStatus = dxGetStatus()
if tonumber(dxStatus['VideoMemoryFreeForMTA']) > 250 then
local testFont = guiCreateFont( "tutano_cc_v2.ttf", 0.07*BGWidth )
if testFont then
thewepFont = testFont
end
end
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), onResStart )
local sx, sy = guiGetScreenSize()
function isCursorHover(posX,posY,sizeX,sizeY)
if posX and posY and sizeX and sizeY then
if isCursorShowing() then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
if x>=posX and x<=posX+sizeX and y>=posY and y<=posY+sizeY then
return true
end
else
return false
end
else
return false
end
end
function onOpenWeaponsApp ( )
apps[8][7] = true
function drawT()
local Pistolstats = (getPedStat(localPlayer,69))
if Pistolstats <= 100 then
pr,pg,pb = 255,0,0
elseif Pistolstats > 200 and Pistolstats <= 400 then
pr,pg,pb = 255,150,0
elseif Pistolstats > 400 and Pistolstats <= 800 then
pr,pg,pb = 255,255,0
elseif Pistolstats >= 950 then
Pistolstats = 1000
pr,pg,pb = 0,255,0
end
local Silencedstats = (getPedStat(localPlayer,70))
if Silencedstats <= 100 then
psr,psg,psb = 255,0,0
elseif Silencedstats > 200 and Silencedstats <= 400 then
psr,psg,psb = 255,150,0
elseif Silencedstats > 400 and Silencedstats <= 800 then
psr,psg,psb = 255,255,0
elseif Silencedstats >= 950 then
psr,psg,psb = 0,255,0
end
local Deaglestats = (getPedStat(localPlayer,71))
if Deaglestats <= 100 then
dr,dg,db = 255,0,0
elseif Deaglestats > 200 and Deaglestats <= 400 then
dr,dg,db = 255,150,0
elseif Deaglestats > 400 and Deaglestats <= 800 then
dr,dg,db = 255,255,0
elseif Deaglestats >= 950 then
dr,dg,db = 0,255,0
end
local Shotgunstats = (getPedStat(localPlayer,72))
if Shotgunstats <= 100 then
shr,shg,shb = 255,0,0
elseif Shotgunstats > 200 and Shotgunstats <= 400 then
shr,shg,shb = 255,150,0
elseif Shotgunstats > 400 and Shotgunstats <= 800 then
shr,shg,shb = 255,255,0
elseif Shotgunstats >= 950 then
shr,shg,shb = 0,255,0
end
local Sawnstats = (getPedStat(localPlayer,73))
if Sawnstats <= 100 then
swr,swg,swb = 255,0,0
elseif Sawnstats > 200 and Sawnstats <= 400 then
swr,swg,swb = 255,150,0
elseif Sawnstats > 400 and Sawnstats <= 800 then
swr,swg,swb = 255,255,0
elseif Sawnstats >= 950 then
Sawnstats = 1000
swr,swg,swb = 0,255,0
end
local Spasstats = (getPedStat(localPlayer,74))
if Spasstats <= 100 then
Spr,Spg,Spb = 255,0,0
elseif Spasstats > 200 and Spasstats <= 400 then
Spr,Spg,Spb = 255,150,0
elseif Spasstats > 400 and Spasstats <= 800 then
Spr,Spg,Spb = 255,255,0
elseif Spasstats >= 950 then
Spr,Spg,Spb = 0,255,0
end
local UZIstats = (getPedStat(localPlayer,75))
if UZIstats <= 100 then
UZIr,UZIg,UZIb = 255,0,0
elseif UZIstats > 200 and UZIstats <= 400 then
UZIr,UZIg,UZIb = 255,150,0
elseif UZIstats > 400 and UZIstats <= 800 then
UZIr,UZIg,UZIb = 255,255,0
elseif UZIstats >= 950 then
UZIstats = 1000
UZIr,UZIg,UZIb = 0,255,0
end
local MP5stats = (getPedStat(localPlayer,76))
if MP5stats <= 100 then
MP5r,MP5g,MP5b = 255,0,0
elseif MP5stats > 200 and MP5stats <= 400 then
MP5r,MP5g,MP5b = 255,150,0
elseif MP5stats > 400 and MP5stats <= 800 then
MP5r,MP5g,MP5b = 255,255,0
elseif MP5stats >= 950 then
MP5r,MP5g,MP5b = 0,255,0
end
local M4stats = (getPedStat(localPlayer,78))
if M4stats <= 100 then
M4r,M4g,M4b = 255,0,0
elseif M4stats > 200 and M4stats <= 400 then
M4r,M4g,M4b = 255,150,0
elseif M4stats > 400 and M4stats <= 800 then
M4r,M4g,M4b = 255,255,0
elseif M4stats >= 950 then
M4r,M4g,M4b = 0,255,0
end
local AKstats = (getPedStat(localPlayer,77))
if AKstats <= 100 then
AKr,AKg,AKb = 255,0,0
elseif AKstats > 200 and AKstats <= 400 then
AKr,AKg,AKb = 255,150,0
elseif AKstats > 400 and AKstats <= 800 then
AKr,AKg,AKb = 255,255,0
elseif AKstats >= 950 then
AKr,AKg,AKb = 0,255,0
end
local Cstats = (getPedStat(localPlayer,79))
if Cstats <= 100 then
Cr,Cg,Cb = 255,0,0
elseif Cstats > 200 and Cstats <= 400 then
Cr,Cg,Cb = 255,150,0
elseif Cstats > 400 and Cstats <= 800 then
Cr,Cg,Cb = 255,255,0
elseif Cstats >= 950 then
Cr,Cg,Cb = 0,255,0
end
weaponsGUI[31] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.02*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[32] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.10*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[33] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.18*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[34] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.26*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[35] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.34*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[36] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.42*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[37] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.50*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[38] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.58*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[39] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.66*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[40] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.74*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[41] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.82*BGHeight), 1*BGWidth, 0.060*BGHeight, tocolor(0,0,0, 100), true,true)
weaponsGUI[1] = dxDrawRectangle(BGX+(0.0*BGWidth),BGY+(0.02*BGHeight), (Pistolstats/1000)*BGWidth, 0.060*BGHeight, tocolor(pr,pg,pb, 178), true,true)
weaponsGUI[2] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.10*BGHeight), (Silencedstats/1000)*BGWidth, 0.060*BGHeight, tocolor(psr,psg,psb, 178), true,true)
weaponsGUI[3] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.18*BGHeight), (Deaglestats/1000)*BGWidth, 0.060*BGHeight, tocolor(dr,dg,db, 178), true,true)
weaponsGUI[4] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.26*BGHeight), (Shotgunstats/1000)*BGWidth, 0.060*BGHeight, tocolor(shr,shg,shb, 178), true,true)
weaponsGUI[5] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.34*BGHeight), (Sawnstats/1000)*BGWidth, 0.060*BGHeight, tocolor(swr,swg,swb, 178), true,true)
weaponsGUI[6] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.42*BGHeight), (Spasstats/1000)*BGWidth, 0.060*BGHeight, tocolor(Spr,Spg,Spb, 178), true,true)
weaponsGUI[7] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.50*BGHeight), (UZIstats/1000)*BGWidth, 0.060*BGHeight, tocolor(UZIr,UZIg,UZIb, 178), true,true)
weaponsGUI[8] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.58*BGHeight), (MP5stats/1000)*BGWidth, 0.060*BGHeight, tocolor(MP5r,MP5g,MP5b, 178), true,true)
weaponsGUI[9] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.66*BGHeight), (M4stats/1000)*BGWidth, 0.060*BGHeight, tocolor(M4r,M4g,M4b, 178), true,true)
weaponsGUI[10] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.74*BGHeight), (AKstats/1000)*BGWidth, 0.060*BGHeight, tocolor(AKr,AKg,AKb, 178), true,true)
weaponsGUI[11] = dxDrawRectangle( BGX+(0.0*BGWidth),BGY+(0.82*BGHeight), (Cstats/1000)*BGWidth, 0.060*BGHeight, tocolor(Cr,Cg,Cb, 178), true,true)
local pistol = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.02*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local silenced = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.10*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local deagle = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.18*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local Shotgun = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.26*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local sawnoff = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.34*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local spas = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.42*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local UZI = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.50*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local MP5 = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.58*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local M4 = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.66*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local AK = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.74*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local sniper = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.82*BGHeight), 0.90*BGWidth, 0.060*BGHeight)
local note = isCursorHover(BGX+(0.05*BGWidth),BGY+(0.85*BGHeight), 0.90*BGWidth, 0.20*BGHeight)
if pistol and weaponsGUI[12] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Pistol skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif silenced and weaponsGUI[13] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Silenced skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif deagle and weaponsGUI[14] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Deagle skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif Shotgun and weaponsGUI[15] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Shotgun skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif sawnoff and weaponsGUI[16] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Sawn-off skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif spas and weaponsGUI[17] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Spas-12 skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif UZI and weaponsGUI[18] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "UZI & Tec-9 skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif MP5 and weaponsGUI[19] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "MP5 skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif M4 and weaponsGUI[20] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "M4 Rifle skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif AK and weaponsGUI[21] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "AK-47 Rifle skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif sniper and weaponsGUI[22] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Sniper Rifle skills", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-0.3, theFont, "center", "center", false,false,true )
elseif note and weaponsGUI[23] then
local x,y = getCursorPosition()
local x,y = x*sx,y*sy
dxDrawText ( "Only Pistol,Tec-9 and Uzi are dual guns.", x*2,y*2-40, 0.20*BGWidth, 0.060*BGHeight, tocolor ( 255, 255, 255, 255 ), theFontSize-1, theFont, "center", "center", false,true,true )
end
end
addEventHandler("onClientRender",root,drawT)
weaponsGUI[12] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.02*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Pistol", false, nil )
weaponsGUI[13] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.10*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Silenced Pistol", false, nil )
weaponsGUI[14] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.18*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Desert Eagle", false, nil )
weaponsGUI[15] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.26*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Shotgun", false, nil )
weaponsGUI[16] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.34*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Sawn-Off Shotgun", false, nil )
weaponsGUI[17] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.42*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Spas-12", false, nil )
weaponsGUI[18] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.50*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Uzi / TEC-9", false, nil )
weaponsGUI[19] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.58*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "MP5", false, nil )
weaponsGUI[20] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.66*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "M4", false, nil )
weaponsGUI[21] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.74*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "AK-47", false, nil )
weaponsGUI[22] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.82*BGHeight), 0.90*BGWidth, 0.060*BGHeight, "Country Rifle / Sniper", false, nil )
weaponsGUI[23] = guiCreateLabel( BGX+(0.05*BGWidth),BGY+(0.85*BGHeight), 0.90*BGWidth, 0.20*BGHeight, "", false, nil )
for i=12,23 do
guiSetProperty( weaponsGUI[i], "AlwaysOnTop", "True" )
guiSetVisible( weaponsGUI[i],true )
guiBringToFront( weaponsGUI[i] )
guiLabelSetColor ( weaponsGUI[i], 255, 255, 255 )
guiLabelSetHorizontalAlign ( weaponsGUI[i], "center" )
guiLabelSetVerticalAlign ( weaponsGUI[i], "center" )
guiSetFont ( weaponsGUI[i], thewepFont )
end
end
apps[8][8] = onOpenWeaponsApp
function onCloseWeaponsApp ()
for i=12,23 do
guiSetProperty( weaponsGUI[i], "AlwaysOnTop", "True" )
guiSetVisible(weaponsGUI[i],false)
end
removeEventHandler("onClientRender",root,drawT)
apps[8][7] = false
end
apps[8][9] = onCloseWeaponsApp
|
nested = require 'nested'
local nested_function = require 'nested.function'
local nested_ordered = require 'nested.ordered'
a = { 1, { segundo = 2 }, 3, b = 'B' }
callable = setmetatable({}, {
__call = function(self, ...)
print('CALLABLE', ...)
end
})
local _ENV = _ENV or getfenv()
_ENV['function'] = function(arguments, body)
if not body then body, arguments = arguments, nil end
return function(...)
local env = _ENV or getfenv()
if arguments then
env = setmetatable({}, { __index = _ENV or getfenv() })
for i = 1, #arguments do
env[arguments[i]] = select(i, ...)
end
end
if type(body) == 'string' then
local chunk = assert(load(body, nil, 't', env))
return chunk(...)
else
return nested_function.evaluate_with_env(body, env)
end
end
end
local t = assert(nested.decode([=[
f: [function [x y] `
print(string.format('%d + %d = %d', x, y, x + y))
`]
f2: [function `print 'just print'`]
self.doidera.demais: 5
[print olars a.1 a.2.segundo a a.b]
[print a.b.c outro: 1]
[f 1 5 9]
[f2 ignored but evaluated args]
[[function [print 'evaluate now']]]
[callable tables work too]
]=], nested.bool_number_filter, nested_ordered.new))
print(nested.encode(nested_function.evaluate(t))) |
local awss3auth = require "resty.s3_auth"
local cjson = require "cjson"
local xml = require "resty.s3_xml"
local util = require "resty.s3_util"
local tb = require "resty.iresty_test"
local test = tb.new({unit_name="amazon_s3_test"})
local AWSAccessKeyId='THE_ACCESS_KEY_ID'
local AWSSecretAccessKey="THE_SECRET_ACCESS_KEY"
local aws_bucket = "test"
local aws_region = "us-east-1"
local aws4_testsuite_dir = "/root/work/lua-resty-s3/test/aws4_testsuite"
local debug_file = false
local aws4_debugfile_dir = "/root/work/lua-resty-s3/test/aws4_debug"
local function datetime_cb()
local date = "20110909"
local time = "233600"
local datetime = date .. "T" .. time .. "Z"
return date, time, datetime
end
function tb:init()
self.s3_auth = awss3auth:new(AWSAccessKeyId, AWSSecretAccessKey, aws_bucket, aws_region)
end
--------------------------------------------------------
--------------------------------------------------------
function split(s, delimiter)
local result = {};
for match in string.gmatch(s, "[^"..delimiter.."]+") do
table.insert(result, match);
end
return result;
end
function split_line(s)
local delimiter = "\n"
local result = {};
for match in string.gmatch(s, "[^"..delimiter.."]*" .. delimiter) do
match = string.sub(match, 1, #match-1)
table.insert(result, match);
if match == "" then
local idx = string.find(s, delimiter .. delimiter)
if idx then
local body = string.sub(s, idx + 2)
table.insert(result, body)
end
break
end
end
return result;
end
function trim (s)
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))
end
local function parse_req_line(req_line)
local space_idx = string.find(req_line, " ")
if not space_idx then
return false
end
local method = string.sub(req_line, 1, space_idx-1)
local last_space_pos = req_line:reverse():find(" ")
last_space_pos = #req_line - last_space_pos + 1
local url = string.sub(req_line, space_idx+1, last_space_pos-1)
local http_ver = string.sub(req_line, last_space_pos+1)
return true, method, url, http_ver
end
local function parse_req(req)
local arr = split_line(req)
local req_line = arr[1]
--[[
local req_line = split(arr[1], " ")
if #req_line ~= 3 then
error("req_line [" .. arr[1] .. "] invalid ")
end
local method = req_line[1]
local url = req_line[2]
local http_ver = req_line[3]
]]
local ok, method, url, http_ver = parse_req_line(req_line)
if not ok then
error("req_line [" .. req_line .. "] invalid ")
end
local headers = util.new_headers()
local body_idx = 2
for i, head in ipairs(arr) do
if i >= 2 then
if head == "" or head == nil then
body_idx = i + 1
break
end
local idx = string.find(head, ":")
if idx == nil then
ngx.log(ngx.ERR, "----invalid HEAD:", head)
else
local key = string.lower(string.sub(head, 1, idx-1))
local value = trim(string.sub(head, idx+1))
if headers[key] == nil then
headers[key] = value
else
local old_value = headers[key]
local values = nil
if type(old_value) == 'table' then
values = old_value
else
values = {old_value}
end
table.insert(values, value)
headers[key] = values
end
end
end
end
local body = nil
if body_idx > #arr then
body = ""
else
local body_lines = {}
for i = body_idx, #arr do
table.insert(body_lines, arr[i])
end
body = table.concat(body_lines, "\n")
end
return {method=method, url=url, headers=headers, body=body}
end
--------------------------------------------
function file_read(filename)
local file = io.open(filename, "r")
if file == nil then
return false, "not-exist"
end
local content = file:read("*a")
file:close()
return true, content
end
local function file_write(filename, content)
local file = io.open(filename, "w")
if file == nil then
return false, "not-exist"
end
local content = file:write(content)
file:close()
return true
end
local function write_debug_file(filename, content)
if not debug_file then
return
end
local fullfilename = aws4_debugfile_dir .. "/" .. filename
file_write(fullfilename, content)
end
function tb:_s3_auth_v4_test(data, filename)
local req_str = data.req
local req = parse_req(req_str)
local auth, sign, extinfo = self.s3_auth:authorization_v4_4test(req.method, req.url, req.headers, req.body)
if extinfo.request == data.creq then
self.log(filename .. " creq OK")
else
write_debug_file(filename .. ".creq", extinfo.request)
error(filename .. " creq error! cale creq [\n" .. extinfo.request .. "\n] ok creq [\n" .. data.creq .. "\n]")
end
if extinfo.string_to_sign == data.sts then
self.log("sts OK")
else
write_debug_file(filename .. ".sts", extinfo.string_to_sign)
error(filename .. " sts error! cale sts [\n" .. extinfo.string_to_sign .. "\n] ok sts [\n" .. data.sts .. "\n]")
end
if extinfo.authorization == data.authz then
self.log("authz OK")
else
write_debug_file(filename .. ".authz", extinfo.authorization)
error(filename .. " sts error! cale authz [\n" .. extinfo.authorization .. "\n] ok authz [\n" .. data.authz .. "\n]")
end
end
function read_data(filename)
local suffixs = {"req", "creq", "sts", "authz", "sreq"}
local data = {}
for _, suffix in ipairs(suffixs) do
local fullfilename = filename .. "." .. suffix
local ok, content = file_read(fullfilename)
if not ok then
error("file [" .. fullfilename .. "] not exist!")
return ok, content
end
content = string.gsub(content, "\r\n", "\n")
data[suffix] = content
--ngx.log(ngx.INFO, "-----", suffix, ">>>>", content)
end
return true, data
end
function tb:_file_test(filename)
local dir = aws4_testsuite_dir
local fullfilename = dir .. "/" .. filename
local ok, data = read_data(fullfilename)
if not ok then
error("file test [" .. filename .."] failed! err:" .. data)
return
end
self:_s3_auth_v4_test(data, filename)
self:log("test [" .. filename .."] OK")
end
---- shell 生成的代码。
--[[
cd aws4_testsuite && find . | grep -v "txt" | awk -F[/\.] '{print $3}' | uniq |awk '
{fn=$1;gsub(/-/,"_",$1);
printf("function tb:test_%s()\n self:_file_test(\"%s\")\nend\n\n", $1, fn);}'
]]
function tb:test_get_header_key_duplicate()
self:_file_test("get-header-key-duplicate")
end
function tb:test_get_header_value_order()
self:_file_test("get-header-value-order")
end
function tb:test_get_header_value_trim()
self:_file_test("get-header-value-trim")
end
function tb:test_get_relative_relative()
self:_file_test("get-relative-relative")
end
function tb:test_get_relative()
self:_file_test("get-relative")
end
function tb:test_get_slash_dot_slash()
self:_file_test("get-slash-dot-slash")
end
function tb:test_get_slash_pointless_dot()
self:_file_test("get-slash-pointless-dot")
end
function tb:test_get_slash()
self:_file_test("get-slash")
end
function tb:test_get_slashes()
self:_file_test("get-slashes")
end
function tb:test_get_space()
self:_file_test("get-space")
end
function tb:test_get_unreserved()
self:_file_test("get-unreserved")
end
function tb:test_get_utf8()
self:_file_test("get-utf8")
end
function tb:test_get_vanilla_empty_query_key()
self:_file_test("get-vanilla-empty-query-key")
end
function tb:test_get_vanilla_query_order_key_case()
self:_file_test("get-vanilla-query-order-key-case")
end
function tb:test_get_vanilla_query_order_key()
self:_file_test("get-vanilla-query-order-key")
end
function tb:test_get_vanilla_query_order_value()
self:_file_test("get-vanilla-query-order-value")
end
function tb:test_get_vanilla_query_unreserved()
self:_file_test("get-vanilla-query-unreserved")
end
function tb:test_get_vanilla_query()
self:_file_test("get-vanilla-query")
end
function tb:test_get_vanilla_ut8_query()
self:_file_test("get-vanilla-ut8-query")
end
function tb:test_get_vanilla()
self:_file_test("get-vanilla")
end
function tb:test_post_header_key_case()
self:_file_test("post-header-key-case")
end
function tb:test_post_header_key_sort()
self:_file_test("post-header-key-sort")
end
function tb:test_post_header_value_case()
self:_file_test("post-header-value-case")
end
function tb:test_post_vanilla_empty_query_value()
self:_file_test("post-vanilla-empty-query-value")
end
--[[
function tb:test_post_vanilla_query_nonunreserved()
self:_file_test("post-vanilla-query-nonunreserved")
end
function tb:test_post_vanilla_query_space()
self:_file_test("post-vanilla-query-space")
end
]]
function tb:test_post_vanilla_query()
self:_file_test("post-vanilla-query")
end
function tb:test_post_vanilla()
self:_file_test("post-vanilla")
end
function tb:test_post_x_www_form_urlencoded_parameters()
self:_file_test("post-x-www-form-urlencoded-parameters")
end
function tb:test_post_x_www_form_urlencoded()
self:_file_test("post-x-www-form-urlencoded")
end
-- units test
test:run()
-- bench units test
-- test:bench_run()
|
local itsOn = false -- chart preview state
local stepsdisplayx = SCREEN_WIDTH * 0.56 - 54
local thesteps = nil
local rowwidth = 60
local rowheight = 17
local cursorwidth = 6
local cursorheight = 17
local numshown = 7
local currentindex = 1
local displayindexoffset = 0
local sd = Def.ActorFrame {
Name = "StepsDisplay",
InitCommand = function(self)
self:xy(stepsdisplayx, 68):valign(0)
end,
OffCommand = function(self)
self:visible(false)
end,
OnCommand = function(self)
self:visible(true)
end,
TabChangedMessageCommand = function(self, params)
self:finishtweening()
if getTabIndex() < 3 and GAMESTATE:GetCurrentSong() then
-- dont display this if the score nested tab is already online
-- prevents repeat 3 presses to break the display
-- (let page 2 handle this specifically)
if params.to == 2 then
return
end
self:playcommand("On")
self:playcommand("UpdateStepsRows")
else
self:playcommand("Off")
end
end,
CurrentSongChangedMessageCommand = function(self, song)
local song = song.ptr
if song then
thesteps = song:GetChartsMatchingFilter()
-- if in online scores tab it still pops up for 1 frame
-- so the bug fixed in the above command makes a return
-- how sad
if getTabIndex() < 3 then
self:playcommand("On")
end
self:playcommand("UpdateStepsRows")
else
self:playcommand("Off")
end
end,
DelayedChartUpdateMessageCommand = function(self)
local leaderboardEnabled =
playerConfig:get_data(pn_to_profile_slot(PLAYER_1)).leaderboardEnabled and DLMAN:IsLoggedIn()
if leaderboardEnabled and GAMESTATE:GetCurrentSteps() then
local chartkey = GAMESTATE:GetCurrentSteps():GetChartKey()
if SCREENMAN:GetTopScreen():GetMusicWheel():IsSettled() then
DLMAN:RequestChartLeaderBoardFromOnline(
chartkey,
function(leaderboard)
end
)
end
end
end,
ChartPreviewOnMessageCommand = function(self)
if not itsOn then
self:addx(capWideScale(12, 0)):addy(capWideScale(18, 0))
itsOn = true
end
end,
ChartPreviewOffMessageCommand = function(self)
if itsOn then
self:addx(capWideScale(-12, 0)):addy(capWideScale(-18, 0))
itsOn = false
end
end,
CalcInfoOnMessageCommand = function(self)
self:x(20)
end,
CalcInfoOffMessageCommand = function(self)
self:x(stepsdisplayx)
end
}
local function stepsRows(i)
local o = Def.ActorFrame {
InitCommand = function(self)
self:y(rowheight * (i - 1))
end,
UIElements.QuadButton(1, 1) .. {
InitCommand = function(self)
self:zoomto(rowwidth, rowheight):halign(0)
end,
UpdateStepsRowsCommand = function(self)
local steps = thesteps[i + displayindexoffset]
if steps then
self:visible(true)
local diff = steps:GetDifficulty()
self:diffuse(getDifficultyColor(diff))
self:diffusealpha(0.4)
else
self:visible(false)
end
end,
MouseDownCommand = function(self, params)
local steps = thesteps[i + displayindexoffset]
if steps and params.event == "DeviceButton_left mouse button" then
SCREENMAN:GetTopScreen():ChangeSteps(i - currentindex)
SCREENMAN:GetTopScreen():ChangeSteps(0)
end
end
},
Def.Quad {
InitCommand = function(self)
self:zoomto(24, rowheight):halign(0)
end,
UpdateStepsRowsCommand = function(self)
local steps = thesteps[i + displayindexoffset]
if steps then
self:visible(true)
local diff = steps:GetDifficulty()
self:diffuse(byDifficulty(diff))
else
self:visible(false)
end
end
},
-- Chart defined "Meter" value, not msd (useful to have this for reference)
LoadFont("Common Large") .. {
InitCommand = function(self)
self:x(rowwidth - cursorwidth - 2):addy(-1):zoom(0.35):settext(""):halign(1):maxwidth(75)
end,
UpdateStepsRowsCommand = function(self)
local steps = thesteps[i + displayindexoffset]
if steps then
self:settext(steps:GetMeter())
else
self:settext("")
end
end
},
--chart difficulty name
LoadFont("Common Large") .. {
InitCommand = function(self)
self:x(12):zoom(0.18):settext(""):halign(0.5):valign(0)
end,
UpdateStepsRowsCommand = function(self)
local steps = thesteps[i + displayindexoffset]
if steps then
local diff = steps:GetDifficulty()
self:settext(getShortDifficulty(diff))
else
self:settext("")
end
end
},
--chart steps type
LoadFont("Common Large") .. {
InitCommand = function(self)
self:x(12):addy(-9):zoom(0.18):settext(""):halign(0.5):valign(0):maxwidth(23 / 0.18)
end,
UpdateStepsRowsCommand = function(self)
local steps = thesteps[i + displayindexoffset]
if steps then
local st = THEME:GetString("StepsDisplay StepsType", ToEnumShortString(steps:GetStepsType()))
self:settext(st)
else
self:settext("")
end
end
}
}
return o
end
local sdr = Def.ActorFrame {
Name = "StepsRows",
}
for i = 1, numshown do
sdr[#sdr + 1] = stepsRows(i)
end
sd[#sd + 1] = sdr
local center = math.ceil(numshown / 2)
-- cursor goes on top
sd[#sd + 1] = Def.Quad {
Name = "StepsCursor",
InitCommand = function(self)
self:x(rowwidth):zoomto(cursorwidth, cursorheight):halign(1):valign(0.5):diffusealpha(0.6)
end,
CurrentStepsChangedMessageCommand = function(self, steps)
for i = 1, 20 do
if thesteps and thesteps[i] and thesteps[i] == steps.ptr then
currentindex = i
break
end
end
if currentindex <= center then
displayindexoffset = 0
elseif #thesteps - displayindexoffset > numshown then
displayindexoffset = currentindex - center
currentindex = center
else
currentindex = currentindex - displayindexoffset
end
if #thesteps > numshown and #thesteps - displayindexoffset < numshown then
displayindexoffset = #thesteps - numshown
end
self:finishtweening()
self:smooth(0.03):y(cursorheight * (currentindex - 1))
if self:GetParent():GetVisible() then
self:GetParent():GetChild("StepsRows"):playcommand("UpdateStepsRows")
end
end
}
return sd
|
SB.Include(Path.Join(SB.DIRS.SRC, 'view/editor.lua'))
ObjectPropertyWindow = Editor:extends{}
ObjectPropertyWindow:Register({
name = "objectPropertyWindow",
tab = "Objects",
caption = "Properties",
tooltip = "Edit object properties",
image = Path.Join(SB.DIRS.IMG, 'anatomy.png'),
order = 2,
no_serialize = true,
})
function ObjectPropertyWindow:_GetValue(name)
return self.bridge.s11n:Get(self.objectID, name)
end
function ObjectPropertyWindow:AddPosField()
self:AddControl("pos-sep", {
Label:New {
caption = "Position",
},
Line:New {
x = 50,
width = self.VALUE_POS,
}
})
self:AddField(GroupField({
NumericField({
name = "posx",
title = "X:",
tooltip = "Position (x)",
value = 1,
minValue = 0,
maxValue = Game.mapSizeX,
step = 1,
width = 100,
decimals = 0,
}),
NumericField({
name = "posy",
title = "Y:",
tooltip = "Position (y)",
value = 0,
step = 1,
width = 100,
decimals = 0,
}),
NumericField({
name = "posz",
title = "Z:",
tooltip = "Position (z)",
value = 1,
minValue = 0,
maxValue = Game.mapSizeZ,
step = 1,
width = 100,
decimals = 0,
}),
BooleanField({
name = "stickToGround",
title = "S",
tooltip = "Stick to ground",
width = 50,
value = true,
}),
BooleanField({
name = "avgPos",
title = "G",
tooltip = "Alter the position of the object selection as a group.",
width = 50,
value = self.__avgPosValue,
}),
}))
end
function ObjectPropertyWindow:AddAngleField()
self:AddControl("rot-sep", {
Label:New {
caption = "Angle",
},
Line:New {
x = 50,
width = self.VALUE_POS,
}
})
self:AddField(GroupField({
NumericField({
name = "rotx",
title = "X:",
tooltip = "Angle (x)",
value = 0,
step = 0.2,
width = 100,
}),
NumericField({
name = "roty",
title = "Y:",
tooltip = "Angle (y)",
value = 0,
step = 0.2,
width = 100,
}),
NumericField({
name = "rotz",
title = "Z:",
tooltip = "Angle (z)",
value = 0,
step = 0.2,
width = 100,
}),
Field({
name = "btn-align-ground",
width = 150,
components = {
Button:New {
caption = "Align",
x = 0,
width = 135,
height = 30,
tooltip = "Align to heightmap",
OnClick = {
function()
local selection = SB.view.selectionManager:GetSelection()
local objectID, bridge
if #selection.unit > 0 then
objectID = selection.unit[1]
bridge = unitBridge
elseif #selection.feature > 0 then
objectID = selection.feature[1]
bridge = featureBridge
end
local x, z = self.fields["posx"].value, self.fields["posz"].value
local dirX, dirY, dirZ = Spring.GetGroundNormal(x, z)
local frontDir = bridge.s11n:Get(objectID, "dir")
local upDir = {x=dirX, y=dirY, z=dirZ}
local rightDir = CrossProduct(frontDir, upDir)
frontDir = CrossProduct(upDir, rightDir)
self:OnFieldChange("dir", frontDir)
--self:OnFieldChange("dir", {x=1, y=0, z=0})
end
}
},
}
})
}))
end
function ObjectPropertyWindow:AddStateField()
self:AddControl("state-sep", {
Label:New {
caption = "State",
},
Line:New {
x = 50,
width = self.VALUE_POS,
}
})
self:AddField(GroupField({
ChoiceField({
name = "fireState",
tooltip = "Fire state",
items = {0, 1, 2},
captions = {"Hold fire", "Return fire", "Fire at will"},
width = 100,
}),
ChoiceField({
name = "moveState",
tooltip = "Move state",
items = {0, 1, 2},
captions = {"Hold pos", "Maneuver", "Roam"},
width = 100,
}),
BooleanField({
name = "active",
title = "Active",
tooltip = "Active/passive unit",
width = 100,
}),
BooleanField({
name = "repeat",
title = "Repeat",
tooltip = "Should the unit repeat orders",
width = 100,
}),
}))
self:AddField(GroupField({
BooleanField({
name = "cloak",
title = "Cloak",
tooltip = "Cloak state",
width = 100,
}),
BooleanField({
name = "trajectory",
title = "Trajectory",
tooltip = "Shoot using a trajectory",
width = 100,
}),
BooleanField({
name = "autoRepairLevel",
title = "Auto repair",
tooltip = "Auto repair level",
width = 100,
}),
BooleanField({
name = "loopbackAttack",
title = "Loopback",
tooltip = "Loopback attack",
width = 100,
}),
}))
self:AddField(BooleanField({
name = "autoLand",
title = "Auto land",
tooltip = "Auto land",
width = 100,
}))
end
function ObjectPropertyWindow:AddTeamField()
local teamIDs = Table.GetField(SB.model.teamManager:getAllTeams(), "id")
for i = 1, #teamIDs do
teamIDs[i] = tostring(teamIDs[i])
end
local teamCaptions = Table.GetField(SB.model.teamManager:getAllTeams(), "name")
self:AddField(ChoiceField({
name = "team",
items = teamIDs,
captions = teamCaptions,
title = "Team: ",
}))
end
function ObjectPropertyWindow:AddS11NField(name, value, s11nField)
local humanName = s11nField.humanName
if not humanName then
humanName = String.Capitalize(name)
end
local dtype = type(value)
if name == "pos" then
self:AddPosField()
elseif name == "rot" then
self:AddAngleField()
elseif name == "states" then
self:AddStateField()
elseif name == "team" then
self:AddTeamField()
else
if dtype == "number" then
self:AddField(NumericField({
name = name,
title = String.Capitalize(name) .. ":",
minValue = s11nField.minValue,
maxValue = s11nField.maxValue,
value = self:_GetValue(name),
-- step = 1,
}))
elseif dtype == "string" then
self:AddField(StringField({
name = name,
title = String.Capitalize(name) .. ":",
value = self:_GetValue(name),
}))
elseif dtype == "boolean" then
self:AddField(BooleanField({
name = name,
title = String.Capitalize(name) .. ":",
value = self:_GetValue(name),
}))
elseif dtype == "table" then
self:AddControl(name .. "-sep", {
Label:New {
caption = humanName,
},
Line:New {
x = 50,
width = self.VALUE_POS,
}
})
local tkeys = Table.GetKeys(value)
table.sort(tkeys)
local fields = {}
local count = 0
for _, tkey in pairs(tkeys) do
tkey = tostring(tkey)
local opts = {
name = name .. tkey,
title = String.Capitalize(tkey) .. ":",
tooltip = humanName .. " (" .. tkey .. ")",
value = value[tkey],
width = 140,
}
local elType = type(opts.value)
local field
if elType == "number" then
field = NumericField(opts)
elseif elType == "string" then
field = StringField(opts)
elseif elType == "boolean" then
field = BooleanField(opts)
end
self.__keys[name .. tkey] = name
table.insert(fields, field)
count = count + 1
if count == 3 then
count = 0
self:AddField(GroupField(fields))
fields = {}
end
end
if count > 0 then
self:AddField(GroupField(fields))
end
else
Spring.Echo("unknown type")
Spring.Echo(name, dtype)
end
end
end
function ObjectPropertyWindow:AddObjectFields(bridge, objectID)
self.__keys = {}
local objectValues = bridge.s11n:Get(objectID)
for _, k in pairs(bridge.s11nFieldOrder) do
local v = objectValues[k]
if not Table.Contains(bridge.blockedFields, k) and v then
local s11nField = bridge.s11n.funcs[k]
self:AddS11NField(k, v, s11nField)
end
end
for k, v in pairs(objectValues) do
if not Table.Contains(bridge.blockedFields, k) and
not Table.Contains(bridge.s11nFieldOrder or {}, k) then
local s11nField = bridge.s11n.funcs[k]
self:AddS11NField(k, v, s11nField)
end
end
self.rules = {}
if bridge == unitBridge or bridge == featureBridge then
self:AddObjectRules(objectID, bridge)
end
end
function ObjectPropertyWindow:init()
self:super("init")
self.__avgPosValue = true
local children = {}
table.insert(children,
ScrollPanel:New {
x = 0,
y = "0%",
bottom = 30,
right = 0,
borderColor = {0,0,0,0},
horizontalScrollbar = false,
children = { self.stackPanel },
}
)
self:Finalize(children)
SB.view.selectionManager:addListener(self)
self:OnSelectionChanged()
SB.commandManager:addListener(self)
end
function CrossProduct(u, v)
return {x = u.y * v.z - u.z * v.x,
y = u.z * v.x - u.x * v.z,
z = u.x * v.y - u.y * v.x}
end
function ObjectPropertyWindow:OnCommandExecuted()
if not self._startedChanging then
self.selectionChanging = true
if self.__fullRefresh then
self:OnSelectionChanged()
self.__fullRefresh = true
end
self:__UpdateFields()
self.selectionChanging = false
end
end
function ObjectPropertyWindow:OnStartChange(name)
SB.commandManager:execute(SetMultipleCommandModeCommand(true))
end
function ObjectPropertyWindow:OnEndChange(name)
SB.commandManager:execute(SetMultipleCommandModeCommand(false))
end
NewRuleDialog = Editor:extends{}
function NewRuleDialog:init(objectPropertyWindow)
self:super("init")
self.objectPropertyWindow = objectPropertyWindow
self:AddField(GroupField({
StringField({
name = "ruleName",
title = "Name:",
width = 140,
}),
ChoiceField({
name = "ruleType",
title = "Type:",
width = 200,
items = {"String", "Number"}
})
}))
local children = {
ScrollPanel:New {
x = 0,
y = 0,
bottom = 30,
right = 0,
borderColor = {0,0,0,0},
horizontalScrollbar = false,
children = { self.stackPanel },
},
}
self:Finalize(children, {
notMainWindow = true,
buttons = { "ok", "cancel" },
width = 400,
height = 120,
})
end
function NewRuleDialog:ConfirmDialog()
local ruleName = self.fields["ruleName"].value
local ruleType = self.fields["ruleType"].value
if String.Trim(ruleName) == "" then
return false
end
local value = 0
if ruleType == "String" then
value = "empty"
end
self.objectPropertyWindow:OnFieldChange("rule_" .. ruleName, value)
self.objectPropertyWindow.__fullRefresh = true
return true
end
function ObjectPropertyWindow:AddObjectRules(objectID, bridge)
self:AddControl("rule-sep", {
Label:New {
caption = "Rules",
},
Line:New {
x = 50,
width = self.VALUE_POS,
}
})
for rule, value in pairs(bridge.s11n:Get(objectID, "rules")) do
local ruleName = "rule_" .. rule
local fields = {}
if type(value) == "string" then
table.insert(fields, StringField({
name = ruleName,
title = rule .. ":",
tooltip = "Rule (" .. rule .. ")",
value = tostring(value),
}))
else
table.insert(fields, NumericField({
name = ruleName,
title = rule .. ":",
tooltip = "Rule (" .. rule .. ")",
value = value,
}))
end
table.insert(fields, Field({
name = "rem_" .. ruleName,
width = SB.conf.B_HEIGHT,
components = {
Button:New {
caption = "",
width = SB.conf.B_HEIGHT,
height = SB.conf.B_HEIGHT,
padding = {2, 2, 2, 2},
tooltip = "Remove rule",
classname = "negative_button",
children = {
Image:New {
file = Path.Join(SB.DIRS.IMG, 'cancel.png'),
height = "100%",
width = "100%",
},
},
OnClick = {
function()
self:OnFieldChange(ruleName, false)
self.__fullRefresh = true
end
}
},
}
}))
self:AddField(GroupField(fields))
table.insert(self.rules, ruleName)
end
self:AddField(Field({
name = "btn-add-rule",
width = 150,
components = {
Button:New {
caption = "Add rule",
x = 0,
width = 135,
height = 30,
tooltip = "Add unit rule",
OnClick = {
function()
NewRuleDialog(self)
end
}
},
}
}))
end
function ObjectPropertyWindow:_GetAveragePos()
local selection = SB.view.selectionManager:GetSelection()
local selCount = SB.view.selectionManager:GetSelectionCount()
local avg = {x=0, y=0, z=0}
for selType, selected in pairs(selection) do
local bridge = ObjectBridge.GetObjectBridge(selType)
for _, objectID in pairs(selected) do
local pos = bridge.s11n:Get(objectID, "pos")
avg.x = avg.x + pos.x
avg.y = avg.y + pos.y
avg.z = avg.z + pos.z
end
end
avg.x = avg.x / selCount
avg.y = avg.y / selCount
avg.z = avg.z / selCount
return avg
end
function ObjectPropertyWindow:OnSelectionChanged()
local selection = SB.view.selectionManager:GetSelection()
self.selectionChanging = true
local objectID, bridge
for selType, objectIDs in pairs(selection) do
if #objectIDs > 0 then
bridge = ObjectBridge.GetObjectBridge(selType)
objectID = objectIDs[1]
break
end
end
for name, _ in pairs(self.fields) do
self:RemoveField(name)
end
if not bridge then
self.stackPanel:EnableRealign()
self.stackPanel:Invalidate()
return
end
self.bridge = bridge
self.objectID = objectID
self:AddObjectFields(bridge, objectID)
self:__UpdateFields()
self.stackPanel:EnableRealign()
self.stackPanel:Invalidate()
self.selectionChanging = false
end
function ObjectPropertyWindow:__UpdateFields()
local selCount = SB.view.selectionManager:GetSelectionCount()
if selCount == 0 then
return
end
local bridge = self.bridge
local objectID = self.objectID
if not objectID then
return
end
local value = bridge.s11n:Get(objectID)
for k, v in pairs(value) do
-- if key == "fuel" then -- FIXME: fuel is aircraft only
-- local maxFuel = bridge.ObjectDefs[bridge.GetObjectDefID(objectID)].maxFuel
-- end
if not Table.Contains(bridge.blockedFields, k) and k ~= "pos" and k ~= "rot" then
local dtype = type(v)
if dtype == "table" then
for _, tkey in pairs(Table.GetKeys(v)) do
tkey = tostring(tkey)
local name = k .. tkey
if self.fields[name] then
self:Set(name, v[name])
end
end
elseif self.fields[k] then
self:Set(k, v)
end
end
end
local pos
if self.fields["avgPos"].value then
pos = self:_GetAveragePos()
else
pos = bridge.s11n:Get(objectID, "pos")
end
self:Set("posx", pos.x)
self:Set("posy", pos.y)
self:Set("posz", pos.z)
if pos.y ~= Spring.GetGroundHeight(pos.x, pos.z) then
self:Set("stickToGround", false)
end
if self.fields.rotx then
local rot = bridge.s11n:Get(objectID, "rot")
self:Set("rotx", math.deg(rot.x))
self:Set("roty", math.deg(rot.y))
self:Set("rotz", math.deg(rot.z))
end
if bridge == unitBridge then
local states = bridge.s11n:Get(objectID, "states")
-- FIXME: states should always be available if we use globallos ?
if states then
Log.Debug("ACTIVE", states.active)
self:Set("fireState", states.fireState)
self:Set("moveState", states.moveState)
self:Set("repeat", states["repeat"])
self:Set("cloak", states.cloak)
self:Set("active", states.active)
self:Set("trajectory", states.trajectory)
self:Set("autoLand", states.autoLand)
self:Set("autoRepairLevel", states.autoRepairLevel)
self:Set("loopbackAttack", states.loopbackAttack)
end
end
end
function ObjectPropertyWindow:OnFieldChange(name, value)
if self.selectionChanging then
return
end
local selection = SB.view.selectionManager:GetSelection()
local selCount = SB.view.selectionManager:GetSelectionCount()
if selCount == 0 then
return
end
if name == "avgPos" then
self.__avgPosValue = value
self:OnSelectionChanged()
return
end
if name == "stickToGround" then
if value then
self:OnFieldChange("movectrl", false)
self:OnFieldChange("gravity", 1)
-- Force refreshing the position
self:OnFieldChange("posx", self.fields["posx"].value)
end
return
end
local commands = {}
if name == "posx" or name == "posy" or name == "posz" then
local avg
if self.fields["avgPos"].value then
avg = self:_GetAveragePos()
else
avg = { x=0, y=0, z=0}
end
if name == "posx" then
value = { x = self.fields["posx"].value - avg.x }
elseif name == "posy" then
if self.fields["stickToGround"].value then
self:Set("stickToGround", false)
end
value = { y = self.fields["posy"].value - avg.y }
elseif name == "posz" then
value = { z = self.fields["posz"].value - avg.z }
end
name = "pos"
elseif self.__keys[name] then
name = self.__keys[name]
local values = self.bridge.s11n:Get(self.objectID, name)
value = {}
for tkey, _ in pairs(values) do
value[tkey] = self.fields[name .. tostring(tkey)].value
end
elseif name == "rotx" or name == "roty" or name == "rotz" then
local rotx = math.rad(self.fields["rotx"].value)
local roty = math.rad(self.fields["roty"].value)
local rotz = math.rad(self.fields["rotz"].value)
value = { x = rotx,
y = roty,
z = rotz }
name = "rot"
elseif name == "fireState" or name == "moveState" or name == "repeat" or name == "cloak" or name == "active" or name == "trajectory" or name == "autoLand" or name == "autoRepairLevel" or name == "loopbackAttack" then
value = { [name] = self.fields[name].value }
name = "states"
elseif name:sub(1, #"rule_") == "rule_" then
local rule = name:sub(#"rule_"+1)
name = "rules"
value = {
[rule] = value
}
end
for selType, objectIDs in pairs(selection) do
if #objectIDs > 0 then
local bridge = ObjectBridge.GetObjectBridge(selType)
if bridge.s11n.setFuncs[name] then
local cmds = self:GetCommands(objectIDs, name, value, bridge)
for _, command in pairs(cmds) do
table.insert(commands, command)
end
end
end
end
if #commands > 0 then
local compoundCommand = CompoundCommand(commands)
SB.commandManager:execute(compoundCommand)
end
end
function ObjectPropertyWindow:GetCommands(objectIDs, name, value, bridge)
local commands = {}
for _, objectID in pairs(objectIDs) do
local modelID = bridge.getObjectModelID(objectID)
if name ~= "pos" then
table.insert(commands, SetObjectParamCommand(bridge.name, modelID, name, value))
else
local pos = bridge.s11n:Get(objectID, "pos")
for coordName, coordValue in pairs(value) do
if self.fields["avgPos"].value then
pos[coordName] = pos[coordName] + coordValue
else
pos[coordName] = coordValue
end
end
if self.fields["stickToGround"].value then
pos.y = Spring.GetGroundHeight(pos.x, pos.z)
end
table.insert(commands, SetObjectParamCommand(bridge.name, modelID, name, pos))
if bridge == unitBridge then
table.insert(commands, SetObjectParamCommand(bridge.name, modelID, "movectrl", true))
table.insert(commands, SetObjectParamCommand(bridge.name, modelID, "gravity", 0))
-- elseif bridge == featureBridge then
--table.insert(commands, SetObjectParamCommand(bridge.name, modelID, "lockPos", false))
end
end
end
return commands
end
|
object_tangible_content_wod_crafting_alter_4 = object_tangible_content_shared_wod_crafting_alter_4:new {
}
ObjectTemplates:addTemplate(object_tangible_content_wod_crafting_alter_4, "object/tangible/content/wod_crafting_alter_4.iff")
|
local wibox = require('wibox')
local awful = require('awful')
local naughty = require('naughty')
local find_widget_in_wibox = function(wb, widget)
local function find_widget_in_hierarchy(h, widget)
if h:get_widget() == widget then
return h
end
local result
for _, ch in ipairs(h:get_children()) do
result = result or find_widget_in_hierarchy(ch, widget)
end
return result
end
local h = wb._drawable._widget_hierarchy
return h and find_widget_in_hierarchy(h, widget)
end
local focused = awful.screen.focused()
local h = find_widget_in_wibox(focused.top_panel, focused.music)
local x, y, width, height = h:get_matrix_to_device():transform_rectangle(0, 0, h:get_size())
-- local geo = focused.mywibox:geometry()
-- x, y = x + geo.x, y + geo.y
-- print(string.format("The widget is inside of the rectangle (%d, %d, %d, %d) on the screen", x, y, width, height)
naughty.notification({message=tostring(height)}) |
Notify("Starting mariadb container...")
require("podman")({
NAME = "mariadb",
URL = "docker://docker.io/library/mariadb",
TAG = "10.5",
IP = "0.255.128.1",
CPUS = "3",
MEM = "1g",
})
|
function jtorch._saveReshapeNode(node, ofile)
local sz = node.size:totable()
if #sz <= 0 then
error('Bad module')
end
ofile:writeInt(#sz)
for i = 1, #sz do
ofile:writeInt(sz[i])
end
end
|
--[[--------------------------------------------------------------------------
-- TomTom - A navigational assistant for World of Warcraft
--
-- CrazyTaxi: A crazy-taxi style arrow used for waypoint navigation.
-- concept taken from MapNotes2 (Thanks to Mery for the idea, along
-- with the artwork.)
----------------------------------------------------------------------------]]
local sformat = string.format
local L = TomTomLocals
local ldb = LibStub("LibDataBroker-1.1")
local function ColorGradient(perc, ...)
local num = select("#", ...)
local hexes = type(select(1, ...)) == "string"
if perc == 1 then
return select(num-2, ...), select(num-1, ...), select(num, ...)
end
num = num / 3
local segment, relperc = math.modf(perc*(num-1))
local r1, g1, b1, r2, g2, b2
r1, g1, b1 = select((segment*3)+1, ...), select((segment*3)+2, ...), select((segment*3)+3, ...)
r2, g2, b2 = select((segment*3)+4, ...), select((segment*3)+5, ...), select((segment*3)+6, ...)
if not r2 or not g2 or not b2 then
return r1, g1, b1
else
return r1 + (r2-r1)*relperc,
g1 + (g2-g1)*relperc,
b1 + (b2-b1)*relperc
end
end
local twopi = math.pi * 2
local wayframe = CreateFrame("Button", "TomTomCrazyArrow", UIParent)
wayframe:SetHeight(42)
wayframe:SetWidth(56)
wayframe:EnableMouse(true)
wayframe:SetMovable(true)
wayframe:SetClampedToScreen(true)
wayframe:Hide()
-- Frame used to control the scaling of the title and friends
local titleframe = CreateFrame("Frame", nil, wayframe)
wayframe.title = titleframe:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
wayframe.status = titleframe:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
wayframe.tta = titleframe:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
wayframe.title:SetPoint("TOP", wayframe, "BOTTOM", 0, 0)
wayframe.status:SetPoint("TOP", wayframe.title, "BOTTOM", 0, 0)
wayframe.tta:SetPoint("TOP", wayframe.status, "BOTTOM", 0, 0)
local function OnDragStart(self, button)
if not TomTom.db.profile.arrow.lock then
self:StartMoving()
end
end
local function OnDragStop(self, button)
self:StopMovingOrSizing()
self:SetUserPlaced(false)
-- point, relativeTo, relativePoint, xOfs, yOfs
TomTom.profile.arrow.position = { self:GetPoint() }
TomTom.profile.arrow.position[2] = nil -- Note we are relative to UIParent
end
local function OnEvent(self, event, ...)
if (event == "ZONE_CHANGED_NEW_AREA" or event == "ZONE_CHANGED") and TomTom.profile.arrow.enable then
self:Show()
return
end
if (event == "PLAYER_ENTERING_WORLD") then
wayframe:ClearAllPoints()
if not TomTom.profile.arrow.position then
TomTom.profile.arrow.position = {"CENTER", nil , "CENTER", 0, 0}
end
local pos = TomTom.profile.arrow.position
wayframe:SetPoint(pos[1], UIParent, pos[3], pos[4], pos[5])
end
end
wayframe:SetScript("OnDragStart", OnDragStart)
wayframe:SetScript("OnDragStop", OnDragStop)
wayframe:RegisterForDrag("LeftButton")
wayframe:RegisterEvent("ZONE_CHANGED_NEW_AREA")
wayframe:RegisterEvent("ZONE_CHANGED")
wayframe:RegisterEvent("PLAYER_ENTERING_WORLD")
wayframe:SetScript("OnEvent", OnEvent)
wayframe.arrow = wayframe:CreateTexture(nil, "OVERLAY")
wayframe.arrow:SetTexture("Interface\\Addons\\TomTom\\Images\\Arrow")
wayframe.arrow:SetAllPoints()
local active_point, arrive_distance, showDownArrow, point_title
function TomTom:SetCrazyArrow(uid, dist, title)
if active_point and active_point.corpse and self.db.profile.arrow.stickycorpse then
-- do not change the waypoint arrow from corpse
return
end
active_point = uid
arrive_distance = dist
point_title = title
if self.profile.arrow.enable then
wayframe.title:SetText(title or L["Unknown waypoint"])
wayframe:Show()
if wayframe.crazyFeedFrame then
wayframe.crazyFeedFrame:Show()
end
end
end
function TomTom:IsCrazyArrowEmpty()
return not active_point
end
local status = wayframe.status
local tta = wayframe.tta
local arrow = wayframe.arrow
local count = 0
local last_distance = 0
local tta_throttle = 0
local speed = 0
local speed_count = 0
local function OnUpdate(self, elapsed)
if not active_point then
self:Hide()
return
end
local dist,x,y = TomTom:GetDistanceToWaypoint(active_point)
-- The only time we cannot calculate the distance is when the waypoint
-- is on another continent, or we are in an instance
if not dist then
if not TomTom:IsValidWaypoint(active_point) then
active_point = nil
-- Change the crazy arrow to point at the closest waypoint
if TomTom.profile.arrow.setclosest then
TomTom:SetClosestWaypoint()
return
end
end
self:Hide()
return
end
status:SetText(sformat(L["%d yards"], dist))
local cell
-- Showing the arrival arrow?
if dist <= arrive_distance then
if not showDownArrow then
arrow:SetHeight(70)
arrow:SetWidth(53)
arrow:SetTexture("Interface\\AddOns\\TomTom\\Images\\Arrow-UP")
arrow:SetVertexColor(unpack(TomTom.db.profile.arrow.goodcolor))
showDownArrow = true
end
count = count + 1
if count >= 55 then
count = 0
end
local cell = count
local column = cell % 9
local row = floor(cell / 9)
local xstart = (column * 53) / 512
local ystart = (row * 70) / 512
local xend = ((column + 1) * 53) / 512
local yend = ((row + 1) * 70) / 512
arrow:SetTexCoord(xstart,xend,ystart,yend)
else
if showDownArrow then
arrow:SetHeight(56)
arrow:SetWidth(42)
arrow:SetTexture("Interface\\AddOns\\TomTom\\Images\\Arrow")
showDownArrow = false
end
local angle = TomTom:GetDirectionToWaypoint(active_point)
local player = GetPlayerFacing()
if not player then
if not TomTom:IsValidWaypoint(active_point) then
active_point = nil
-- Change the crazy arrow to point at the closest waypoint
if TomTom.profile.arrow.setclosest then
TomTom:SetClosestWaypoint()
return
end
end
self:Hide()
return
end
angle = angle - player
local perc = math.abs((math.pi - math.abs(angle)) / math.pi)
local gr,gg,gb = unpack(TomTom.db.profile.arrow.goodcolor)
local mr,mg,mb = unpack(TomTom.db.profile.arrow.middlecolor)
local br,bg,bb = unpack(TomTom.db.profile.arrow.badcolor)
local r,g,b = ColorGradient(perc, br, bg, bb, mr, mg, mb, gr, gg, gb)
-- If we're 98% heading in the right direction, then use the exact
-- color instead of the gradient. This allows us to distinguish 'good'
-- from 'on target'. Thanks to Gregor_Curse for the suggestion.
if perc > 0.98 then
r,g,b = unpack(TomTom.db.profile.arrow.exactcolor)
end
arrow:SetVertexColor(r,g,b)
local cell = floor(angle / twopi * 108 + 0.5) % 108
local column = cell % 9
local row = floor(cell / 9)
local xstart = (column * 56) / 512
local ystart = (row * 42) / 512
local xend = ((column + 1) * 56) / 512
local yend = ((row + 1) * 42) / 512
arrow:SetTexCoord(xstart,xend,ystart,yend)
end
-- Calculate the TTA every second (%01d:%02d)
tta_throttle = tta_throttle + elapsed
if tta_throttle >= 1.0 then
-- Calculate the speed in yards per sec at which we're moving
local current_speed = (last_distance - dist) / tta_throttle
if last_distance == 0 then
current_speed = 0
end
if speed_count < 2 then
speed = (speed + current_speed) / 2
speed_count = speed_count + 1
else
speed_count = 0
speed = current_speed
end
if speed > 0 then
local eta = math.abs(dist / speed)
tta:SetFormattedText("%s:%02d", math.floor(eta / 60), math.floor(eta % 60))
else
tta:SetText("***")
end
last_distance = dist
tta_throttle = 0
end
end
function TomTom:ShowHideCrazyArrow()
if self.profile.arrow.enable then
if self.profile.arrow.hideDuringPetBattles and C_PetBattles and C_PetBattles.IsInBattle() then
wayframe:Hide()
return
end
wayframe:Show()
if self.profile.arrow.noclick then
wayframe:EnableMouse(false)
else
wayframe:EnableMouse(true)
end
-- Set the scale and alpha
wayframe:SetScale(TomTom.db.profile.arrow.scale)
-- Do not allow the arrow to be invisible
if TomTom.db.profile.arrow.alpha < 0.1 then
TomTom.db.profile.arrow.alpha = 1.0
end
-- Set the stratum
if TomTom.db.profile.arrow.highstrata then
wayframe:SetFrameStrata("HIGH")
else
wayframe:SetFrameStrata("MEDIUM")
end
wayframe:SetAlpha(TomTom.db.profile.arrow.alpha)
local width = TomTom.db.profile.arrow.title_width
local height = TomTom.db.profile.arrow.title_height
local scale = TomTom.db.profile.arrow.title_scale
wayframe.title:SetWidth(width)
wayframe.title:SetHeight(height)
titleframe:SetScale(scale)
titleframe:SetAlpha(TomTom.db.profile.arrow.title_alpha)
if self.profile.arrow.showdistance then
wayframe.status:Show()
wayframe.tta:ClearAllPoints()
wayframe.tta:SetPoint("TOP", wayframe.status, "BOTTOM", 0, 0)
else
wayframe.status:Hide()
wayframe.tta:ClearAllPoints()
wayframe.tta:SetPoint("TOP", wayframe, "BOTTOM", 0, 0)
end
if self.profile.arrow.showtta then
tta:Show()
else
tta:Hide()
end
else
wayframe:Hide()
end
end
wayframe:SetScript("OnUpdate", OnUpdate)
--[[-------------------------------------------------------------------------
-- Dropdown
-------------------------------------------------------------------------]]--
local dropdown_info = {
-- Define level one elements here
[1] = {
{
-- Title
text = L["TomTom Waypoint Arrow"],
isTitle = 1,
},
{
-- Send waypoint
text = L["Send waypoint to"],
hasArrow = true,
value = "send",
},
{
-- Clear waypoint from crazy arrow
text = L["Clear waypoint from crazy arrow"],
func = function()
local prior = active_point
active_point = nil
if TomTom.profile.arrow.setclosest then
local uid = TomTom:GetClosestWaypoint()
if uid and uid ~= prior then
TomTom:SetClosestWaypoint()
return
end
end
end,
},
{
-- Remove a waypoint
text = L["Remove waypoint"],
func = function()
local uid = active_point
TomTom:RemoveWaypoint(uid)
end,
},
{
-- Remove all waypoints from this zone
text = L["Remove all waypoints from this zone"],
func = function()
local uid = active_point
local data = uid
local mapId = data[1]
for key, waypoint in pairs(TomTom.waypoints[mapId]) do
TomTom:RemoveWaypoint(waypoint)
end
end,
},
{
-- Remove all waypoints
text = L["Remove all waypoints"],
func = function()
if TomTom.db.profile.general.confirmremoveall then
StaticPopup_Show("TOMTOM_REMOVE_ALL_CONFIRM")
else
StaticPopupDialogs["TOMTOM_REMOVE_ALL_CONFIRM"].OnAccept()
return
end
end,
},
{
-- Lock Arrow
text = L["Arrow locked"],
checked = function () return TomTom.db.profile.arrow.lock; end,
func = function ()
TomTom.db.profile.arrow.lock = not TomTom.db.profile.arrow.lock
TomTom:ShowHideCrazyArrow()
end,
isNotRadio = true,
}
},
[2] = {
send = {
{
-- Title
text = L["Waypoint communication"],
isTitle = true,
},
{
-- Party
text = L["Send to party"],
func = function()
TomTom:SendWaypoint(TomTom.dropdown.uid, "PARTY")
end
},
{
-- Raid
text = L["Send to raid"],
func = function()
TomTom:SendWaypoint(TomTom.dropdown.uid, "RAID")
end
},
{
-- Battleground
text = L["Send to battleground"],
func = function()
TomTom:SendWaypoint(TomTom.dropdown.uid, "BATTLEGROUND")
end
},
{
-- Guild
text = L["Send to guild"],
func = function()
TomTom:SendWaypoint(TomTom.dropdown.uid, "GUILD")
end
},
},
},
}
local function init_dropdown(self, level)
-- Make sure level is set to 1, if not supplied
level = level or 1
-- Get the current level from the info table
local info = dropdown_info[level]
-- If a value has been set, try to find it at the current level
if level > 1 and UIDROPDOWNMENU_MENU_VALUE then
if info[UIDROPDOWNMENU_MENU_VALUE] then
info = info[UIDROPDOWNMENU_MENU_VALUE]
end
end
-- Add the buttons to the menu
for idx,entry in ipairs(info) do
if type(entry.checked) == "function" then
-- Make this button dynamic
local new = {}
for k,v in pairs(entry) do new[k] = v end
new.checked = new.checked()
entry = new
end
UIDropDownMenu_AddButton(entry, level)
end
end
local function WayFrame_OnClick(self, button)
if active_point then
if TomTom.db.profile.arrow.menu then
TomTom.dropdown.uid = active_point
UIDropDownMenu_Initialize(TomTom.dropdown, init_dropdown)
ToggleDropDownMenu(1, nil, TomTom.dropdown, "cursor", 0, 0)
end
end
end
wayframe:RegisterForClicks("RightButtonUp")
wayframe:SetScript("OnClick", WayFrame_OnClick)
local function getCoords(column, row)
local xstart = (column * 56) / 512
local ystart = (row * 42) / 512
local xend = ((column + 1) * 56) / 512
local yend = ((row + 1) * 42) / 512
return xstart, xend, ystart, yend
end
local texcoords = setmetatable({}, {__index = function(t, k)
local col,row = k:match("(%d+):(%d+)")
col,row = tonumber(col), tonumber(row)
local obj = {getCoords(col, row)}
rawset(t, k, obj)
return obj
end})
wayframe:RegisterEvent("ADDON_LOADED")
local function wayframe_OnEvent(self, event, arg1, ...)
if arg1 == "TomTom" then
if TomTom.db.profile.feeds.arrow then
-- Create a data feed for coordinates
local feed_crazy = ldb:NewDataObject("TomTom_CrazyArrow", {
type = "data source",
icon = "Interface\\Addons\\TomTom\\Images\\Arrow",
staticIcon = "Interface\\Addons\\TomTom\\Images\\StaticArrow",
text = "Crazy",
iconR = 0.2,
iconG = 1.0,
iconB = 0.2,
iconCoords = texcoords["1:1"],
OnTooltipShow = function(tooltip)
local dist = TomTom:GetDistanceToWaypoint(active_point)
if dist then
tooltip:AddLine(point_title or L["Unknown waypoint"])
tooltip:AddLine(sformat(L["%d yards"], dist), 1, 1, 1)
end
end,
OnClick = WayFrame_OnClick,
})
local crazyFeedFrame = CreateFrame("Frame")
local throttle = TomTom.db.profile.feeds.arrow_throttle
local counter = 0
function TomTom:UpdateArrowFeedThrottle()
throttle = TomTom.db.profile.feeds.arrow_throttle
end
wayframe.crazyFeedFrame = crazyFeedFrame
crazyFeedFrame:SetScript("OnUpdate", function(self, elapsed)
counter = counter + elapsed
if counter < throttle then
return
end
counter = 0
if not active_point then
self:Hide()
end
local angle = TomTom:GetDirectionToWaypoint(active_point)
local player = GetPlayerFacing()
if not angle or not player then
feed_crazy.iconCoords = texcoords["1:1"]
feed_crazy.iconR = 0.2
feed_crazy.iconG = 1.0
feed_crazy.iconB = 0.2
feed_crazy.text = "No waypoint"
return
end
angle = angle - player
local perc = math.abs((math.pi - math.abs(angle)) / math.pi)
local gr,gg,gb = unpack(TomTom.db.profile.arrow.goodcolor)
local mr,mg,mb = unpack(TomTom.db.profile.arrow.middlecolor)
local br,bg,bb = unpack(TomTom.db.profile.arrow.badcolor)
local r,g,b = ColorGradient(perc, br, bg, bb, mr, mg, mb, gr, gg, gb)
-- If we're 98% heading in the right direction, then use the exact
-- color instead of the gradient. This allows us to distinguish 'good'
-- from 'on target'. Thanks to Gregor_Curse for the suggestion.
if perc > 0.98 then
r,g,b = unpack(TomTom.db.profile.arrow.exactcolor)
end
feed_crazy.iconR = r
feed_crazy.iconG = g
feed_crazy.iconB = b
local cell = floor(angle / twopi * 108 + 0.5) % 108
local column = cell % 9
local row = floor(cell / 9)
local key = column .. ":" .. row
feed_crazy.iconCoords = texcoords[key]
feed_crazy.text = point_title or L["Unknown waypoint"]
end)
end
end
end
wayframe:HookScript("OnEvent", wayframe_OnEvent)
--[[-------------------------------------------------------------------------
-- API for manual control of Crazy Arrow
--
-- This allow for an addon to specify their own control of the waypoint
-- arrow without needing to tip-toe around the API. It may not integrate
-- properly, but in general it should work.
--
-- Example Usage:
--
-- if not TomTom:CrazyArrowIsHijacked() then
-- TomTom:HijackCrazyArrow(function(self, elapsed)
-- -- Random angle
-- local angle = math.random(math.pi * 2)
-- TomTom:SetCrazyArrowDirection(angle)
-- -- Random color
-- local r = math.random(100) / 100
-- local g = math.random(100) / 100
-- local b = math.random(100) / 100
-- TomTom:SetCrazyArrowColor(r, g, b)
-- -- Titles
-- TomTom:SetCrazyArrowTitle("Hijacked arrow", "Hijacked", "You will never arrive")
-- end)
-- end
--
-- -- At some point later
-- TomTom:ReleaseCrazyArrow()
-------------------------------------------------------------------------]]--
-- Set the direction of the crazy arrow without taking the player's facing
-- into consideration. This can be accomplished by subtracting
-- GetPlayerFacing() from the angle before passing it in.
function TomTom:SetCrazyArrowDirection(angle)
local cell = floor(angle / twopi * 108 + 0.5) % 108
local column = cell % 9
local row = floor(cell / 9)
local key = column .. ":" .. row
arrow:SetTexCoord(unpack(texcoords[key]))
end
-- Convenience function to set the color of the crazy arrow
function TomTom:SetCrazyArrowColor(r, g, b, a)
arrow:SetVertexColor(r, g, b, a)
end
-- Convenience function to set the title/status and time to arrival text
-- of the crazy arrow.
function TomTom:SetCrazyArrowTitle(title, status, tta)
wayframe.title:SetText(title)
wayframe.status:SetText(status)
wayframe.tta:SetText(tta)
end
-- Function to actually hijack the crazy arrow by replacing the OnUpdate script
function TomTom:HijackCrazyArrow(onupdate)
wayframe:SetScript("OnUpdate", onupdate)
wayframe.hijacked = true
wayframe:Show()
end
-- Releases the crazy arrow by restoring the original OnUpdate script
function TomTom:ReleaseCrazyArrow()
wayframe:SetScript("OnUpdate", OnUpdate)
wayframe.hijacked = false
end
-- Returns whether or not the crazy arrow is currently hijacked
function TomTom:CrazyArrowIsHijacked()
return wayframe.hijacked
end
-- Logs Crazy Arrow status
function TomTom:DebugCrazyArrow()
local msg
msg = string.format(L["|cffffff78TomTom:|r CrazyArrow %s hijacked"], (wayframe.hijacked and L["is"]) or L["not"])
ChatFrame1:AddMessage(msg)
msg = string.format(L["|cffffff78TomTom:|r CrazyArrow %s visible"], (wayframe:IsVisible() and L["is"]) or L["not"])
ChatFrame1:AddMessage(msg)
msg = string.format(L["|cffffff78TomTom:|r Waypoint %s valid"], (active_point and TomTom:IsValidWaypoint(active_point) and L["is"]) or L["not"])
ChatFrame1:AddMessage(msg)
local dist,x,y = TomTom:GetDistanceToWaypoint(active_point)
msg = string.format("|cffffff78TomTom:|r Waypoint distance=%s", tostring(dist))
ChatFrame1:AddMessage(msg)
if wayframe:IsVisible() then
local point, relativeTo, relativePoint, xOfs, yOfs = wayframe:GetPoint(1)
relativeTo = (relativeTo and relativeTo:GetName()) or "UIParent"
msg = string.format("|cffffff78TomTom:|r CrazyArrow point=%s frame=%s rpoint=%s xo=%.2f yo=%.2f", point, relativeTo, relativePoint, xOfs, yOfs)
ChatFrame1:AddMessage(msg)
end
end
|
local core = require "sys.core"
local socket = require "sys.socket"
local dns = require "sys.dns"
local testaux = require "testaux"
return function()
local ip = dns.resolve("smtp.sina.com.cn")
testaux.assertneq(ip, nil, "dns resolve ip")
local fd = socket.connect(string.format("%s:%s", ip, 25))
testaux.assertneq(fd, nil, "dns resolve ip validate")
local l = socket.readline(fd)
testaux.assertneq(l, nil, "dns resolve ip validate")
local f = l:find("220")
testaux.assertneq(f, nil, "dns resolve ip validate")
end
|
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
end
if ( CLIENT ) then
SWEP.PrintName = "DC-15 Side Arm"
SWEP.Author = "Syntax_Error752"
SWEP.ViewModelFOV = 70
SWEP.Slot = 1
SWEP.SlotPos = 5
SWEP.WepSelectIcon = surface.GetTextureID("HUD/killicons/DC15SA")
killicon.Add( "weapon_752_dc15sa", "HUD/killicons/DC15SA", Color( 255, 80, 0, 255 ) )
end
SWEP.HoldType = "pistol"
SWEP.Base = "tfa_swsft_base"
SWEP.Category = "TFA Star Wars"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_DC15SA.mdl"
SWEP.WorldModel = "models/weapons/w_DC15SA.mdl"
SWEP.Primary.Sound = Sound ("weapons/DC15SA_fire.wav");
local MaxTimer =64
local CurrentTimer =0
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Recoil = 0.5
SWEP.Primary.PenetrationMultiplier = 0 --Change the amount of something this gun can penetrate through
SWEP.Primary.Damage = 50
SWEP.Primary.NumShots = 1
SWEP.Primary.Spread = 0.0125
SWEP.Primary.ClipSize = 8
SWEP.Primary.RPM = 60/0.2
SWEP.Primary.DefaultClip = 8
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "battery"
SWEP.TracerName = "effect_sw_laser_blue"
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IronSightsPos = Vector (-3.9, -6, 2.5)
SWEP.IronSightsAng = Vector (-0.3, -0.05, 0)
function SWEP:Think()
if (self.Weapon:Clip1() < self.Primary.ClipSize) and SERVER then
if (CurrentTimer <= 0) then
CurrentTimer = MaxTimer
self.Weapon:SetClip1( self.Weapon:Clip1() + 1 )
else
CurrentTimer = CurrentTimer-1
end
end
end
function SWEP:Reload()
end |
local rules = require "scripts.rules"
local animations = require "character.animations"
local ServantGirl = require "character.servant_girl"
local ServantGirlInGranary = ServantGirl:new()
function ServantGirlInGranary:new(o, control)
o = o or ServantGirl:new(o, control)
setmetatable(o, self)
self.__index = self
return o
end
function ServantGirlInGranary:create()
ServantGirl.create(self)
end
function ServantGirlInGranary:on_interact(interactor_name)
local dialogue = {
start = {
text = "Did you know that princess Medea kidnapped prince Jason and run away instead of marrying with her fiance, the prince's own brother?",
options = {
{ text = "I see.", go_to = 'end' },
},
callback = function()
self.control.data.know_of_elopement = true
end
},
}
if self.control.characters.player.data.stats.ability.cha >= 13 then
table.insert(dialogue.start.options, { text = "(Cha 13) Really? You have to tell me everthing about it.", go_to = 'really' })
dialogue.really = {
text = "Yes! They went on a stroll in the woods. The princess took prince Jason to the witch and poisoned him so that he would love her and they ran away.",
go_to = 'end',
callback = function()
self.control.data.lead_to_forest = true
self.control.data.lead_to_witch = true
end
}
end
sfml_dialogue(dialogue)
end
return ServantGirlInGranary
|
local function capture(id, opts)
-- numbers will coalesce to strings, so we can try and convert back
if id ~= nil and tonumber(id) ~= nil then
id = tonumber(id)
end
return {"capture", id, opts}
end
return function(types)
return {
handler = capture,
args = {types.FACTORY, types.STRING, types.STRING},
names = {"id", "options"},
type_helper = {},
argc = 0,
help = "Open a video capture device."
}
end
|
ngx.header.content_type = 'text/html'
local name = ngx.var.arg_name or "Tester"
ngx.say("<br>TEST #4<hr>")
ngx.say("<br>Hello, ", name, "!<br>")
ngx.say("This is a test for the LUA interpreter, run by the gothings NGINX http proxy<br>")
ngx.say("<br><hr><br>")
ngx.say("If you see this file it means that:<br>")
ngx.say(" - nginx HTTP proxy is running OK<br>")
ngx.say(" - configuration files enable the test location<br>")
ngx.say(" - LUA interpreter is correctly configured into nginx<br>")
ngx.say(" - serving content by LUA interpreter is OK<br>")
ngx.say("<br><hr><br>")
ngx.say("This page is printed by the LUA interpreter, using statements like ngx.say(\"... \") <br><br>")
ngx.say("You can test more content going back to the <a href=\"/\">homepage</a><br>")
ngx.say("<br><hr><br>")
-- ngx.say("<br>Notes:<br>")
-- ngx.say(" - LUA version number: "..ngx.config.nginx_version.."<br>")
-- ngx.say(" - HTTP host: ",ngx.var.http_host,"<br>")
-- ngx.say(" - Docker container: ",ngx.var.hostname,"<br>")
-- ngx.say(" - This file filename is: 'home.lua'<br>")
-- ngx.say(" - This file directory is: 'var_www/test/'<br>")
-- ngx.say("<br><hr>")
|
local CorePackages = game:GetService("CorePackages")
local UserInputService = game:GetService("UserInputService")
local Roact = require(CorePackages.Roact)
local RoactRodux = require(CorePackages.RoactRodux)
local Components = script.Parent.Parent
local PlayerList = Components.Parent
local ClosePlayerDropDown = require(PlayerList.Actions.ClosePlayerDropDown)
local SetIsUsingGamepad = require(PlayerList.Actions.SetIsUsingGamepad)
local EventConnection = require(script.Parent.EventConnection)
local UserInputServiceConnector = Roact.PureComponent:extend("UserInputServiceConnector")
function UserInputServiceConnector:render()
return Roact.createFragment({
InputBeganConnection = Roact.createElement(EventConnection, {
event = UserInputService.InputBegan,
callback = function(inputObject, isProcessed)
if isProcessed then
return
end
local inputType = inputObject.UserInputType
if inputType == Enum.UserInputType.Touch or inputType == Enum.UserInputType.MouseButton1 then
self.props.closePlayerDropDown()
end
end,
}),
LastInputTypeChangedConnection = Roact.createElement(EventConnection, {
event = UserInputService.LastInputTypeChanged,
callback = function(inputType)
local isGamepad = inputType.Name:find("Gamepad")
self.props.setIsUsingGamepad(isGamepad ~= nil)
end,
})
})
end
local function mapDispatchToProps(dispatch)
return {
closePlayerDropDown = function()
return dispatch(ClosePlayerDropDown())
end,
setIsUsingGamepad = function(value)
return dispatch(SetIsUsingGamepad(value))
end,
}
end
return RoactRodux.UNSTABLE_connect2(nil, mapDispatchToProps)(UserInputServiceConnector) |
--
-- joiner_client.lua
--
-- see joiner.lua for details
--
g_Root = getRootElement()
g_ResRoot = getResourceRootElement(getThisResource())
addEvent('onClientPlayerJoining') -- Pre join
addEvent('onClientPlayerJoined') -- Post join
g_JoinedPlayers = {} -- List of joined players maintained at the client
---------------------------------
--
-- Hook events
--
---------------------------------
g_EventHandlers = {
onClientPlayerJoin = {}, -- { i = { elem = elem, fn = fn, getpropagated = bool } }
onClientResourceStart = {}
}
-- Divert 'onEventName' to '_onEventName'
for eventName,_ in pairs(g_EventHandlers) do
addEvent('_'..eventName)
addEventHandler(eventName, g_Root, function(...) triggerEvent( '_'..eventName, source, ... ) end)
end
-- Catch addEventHandler calls here and save the ones listed in g_EventHandlers
_addEventHandler = addEventHandler
function addEventHandler(event, elem, fn, getPropagated)
getPropagated = getPropagated==nil and true or getPropagated
if g_EventHandlers[event] then
table.insert(g_EventHandlers[event], { elem = elem, fn = fn, getpropagated = getPropagated })
else
_addEventHandler(event, elem, fn, getPropagated)
end
end
-- Catch removeEventHandler calls here and remove saved ones listed in g_EventHandlers
_removeEventHandler = removeEventHandler
function removeEventHandler(event, elem, fn)
if g_EventHandlers[event] then
local handler
for i=#g_EventHandlers[event],1,-1 do
handler = g_EventHandlers[event][i]
if handler.elem == elem and handler.fn == fn then
table.remove(g_EventHandlers[event], i)
end
end
else
_removeEventHandler(event, elem, fn)
end
end
-- call the saved handlers for 'onEventName'
function callSavedEventHandlers(eventName, eventSource, ...)
for _,handler in ipairs(g_EventHandlers[eventName]) do
local triggeredElem = eventSource or g_Root
if isElement(triggeredElem) then
while true do
if triggeredElem == handler.elem then
source = eventSource
handler.fn(...)
break
end
if not handler.getpropagated or triggeredElem == g_Root then
break
end
triggeredElem = getElementParent(triggeredElem)
end
end
end
end
----------------------------------------------------------------------------
--
-- Function patches
-- Modify functions to act only on joined players
--
----------------------------------------------------------------------------
-- getElementsByType patch
_getElementsByType = getElementsByType
function getElementsByType( type, startat )
startat = startat or getRootElement()
if type ~= 'player' then
return _getElementsByType( type, startat )
else
return filterTable(_getElementsByType( type, startat ))
end
end
----------------------------------------------------------------------------
--
-- Others functions
--
----------------------------------------------------------------------------
-- Remove players not joined from a table
function filterTable(playerList)
local result = {}
for i,player in ipairs(playerList) do
if table.find(g_JoinedPlayers,player) then
table.insert(result,player)
end
end
return result
end
----------------------------------------------------------------------------
--
-- Event handlers
--
----------------------------------------------------------------------------
-- Real onClientPlayerJoin event was fired
-- Do nothing
addEventHandler('_onClientPlayerJoin', g_Root,
function ()
triggerEvent( 'onClientPlayerJoining', source );
end
)
-- Real onClientResourceStart event was fired
-- Call the deferred onClientResourceStart event handlers, then tell the server we are loaded.
addEventHandler('_onClientResourceStart', g_ResRoot,
function()
callSavedEventHandlers( 'onClientResourceStart', source )
if _DEBUG_TIMING then
setTimer(
function()
triggerServerEvent('onLoadedAtClient', resourceRoot, g_Me )
end,
math.random(1000,15000), 1 )
else
triggerServerEvent('onLoadedAtClient', resourceRoot, g_Me )
end
end
)
-- onMyJoinCompleteAtServer
-- This player is now fully joined at the server.
addEvent('onMyJoinCompleteAtServer', true)
addEventHandler('onMyJoinCompleteAtServer', resourceRoot,
function(allJoinedPlayersAtServer)
for i,player in ipairs(allJoinedPlayersAtServer) do
table.insertUnique(g_JoinedPlayers,player)
end
end
)
-- onOtherJoinCompleteAtServer
-- A player is fully joined at the server. Call the deferred onClientPlayerJoin event handlers.
addEvent('onOtherJoinCompleteAtServer', true)
addEventHandler('onOtherJoinCompleteAtServer', resourceRoot,
function( player )
table.insertUnique(g_JoinedPlayers,player)
-- Call deferred onClientPlayerJoin event handlers
callSavedEventHandlers( 'onClientPlayerJoin', player )
-- Custom event for joiner aware event handlers
triggerEvent( 'onClientPlayerJoined', player )
end
)
-- onClientPlayerQuit
-- Remove player from JoinedPlayers list
addEventHandler('onClientPlayerQuit', g_Root,
function ()
table.removevalue(g_JoinedPlayers, source)
end
)
|
-- If you edit template.xml, reflect the change here
local nodesPerAF = 50
local templatepath = "../main/actors.xml"
-- End of config
--[[
geno is a library for creating screens in a similar way
to how SM5's Def tables work.
Part of the nitg-theme project: https://github.com/ArcticFqx/nitg-theme/
]]
-- geno deez nuts haha lmao gotem - jaez
actorgen = {
Actors = {},
ActorByName = {},
NameByActor = {},
TemplateByActor = {},
ActorFrame = {},
Overlay = { _ = "ignore", n = 0 }
}
local log = nodesPerAF == 10
and math.log10
or function(n)
return math.log(n)/math.log(nodesPerAF)
end
local stack = {}
local ceil = math.ceil
local getn = table.getn
local lower = string.lower
local typespec = assert(loadfile("main/typespec.lua"))()
local function GetDepth(t)
local depth = ceil(log(getn(t)))
--local depth = getn(t)
return depth > 0 and depth or 1
end
local smeta = {}
function smeta:Push(entry)
self[getn(self) + 1] = entry
end
function smeta:Pop()
local t = self[getn(self)]
self[getn(self)] = nil
return t
end
function smeta:Top()
return self[getn(self)]
end
function smeta:NewLayer(t)
self:Push {
template = t, -- current layer
depth = GetDepth(t), -- depth of tree structure
width = getn(t), -- width of layer
cd = 1, -- current depth
i = 0, -- current template index
l = {}, -- current index of node
a = {}, -- actorgen.Actors clone
ni = 0, -- current node index
}
end
smeta.__index = smeta
-- This runs first
function actorgen.Cond(index, type)
local s = stack:Top()
s.l[s.cd] = index or s.ni
if s.width <= s.i then
return false
end
if not index then s.ni = s.ni + 1 end
return true
end
-- just a small check
function actorgen.HasNext(index, type)
local s = stack:Top()
return s.width > (index or s.ni)
end
function actorgen.Type()
local s = stack:Top()
if s.cd < s.depth then
return
end
s.i = s.i + 1
local template = s.template[s.i]
if lower(template.Type) == "actorframe" then
if table.getn(template) > 0 then
return
end
end
if typespec[template.Type].Type then
template.Type = typespec[template.Type].Type
end
return typespec[template.Type].Type
end
-- This runs second
function actorgen.File()
local s = stack:Top()
if s.cd < s.depth then
s.cd = s.cd + 1
--print("Depth["..table.getn(stack).."]:", s.cd-1, "->", s.cd)
return templatepath
end
local template = s.template[s.i]
if lower(template.Type) == "actorframe" then
if table.getn(template) > 0 then
stack:NewLayer(template)
s.a[s.i] = stack:Top().a
--print("NewAF["..table.getn(stack).."]:", 0, "->", 1)
return templatepath
end
end
if template.File then
local rel = string.find(template.File, "^/") and "../" or ""
print(rel..template.File)
return rel .. template.File
end
return typespec[template.Type].File or nil
end
local function patchFunctionChaining(actor)
--[[
local mt,at = getmetatable(actor),{}
for k,v in pairs(mt) do
mt[k],at[k] = nil,v
end
function mt:__index(k)
return function(...)
return at[k](unpack(arg)) or arg[1]
end
end
mt.__actorgen = true
setmetatable(mt, mt)
--]]
end
function actorgen:Meta()
local s = stack:Top()
local template = s.template[s.i]
local meta = typespec[template.Type][self]
if meta then
return meta(template)
end
end
function actorgen:RegisterOverlay()
local name = self:GetName()
if actorgen.Overlay[name] then return end
if name == "" then
actorgen.Overlay.n = actorgen.Overlay.n+1
name = tostring(actorgen.Overlay.n)
self:SetName(name)
end
actorgen.Overlay[self] = name
actorgen.Overlay[name] = self
end
-- This runs third
function actorgen:Init()
local s = stack:Top()
if s.cd < 1 then
s.a[0] = self
actorgen.ActorFrame[self] = s.a
stack:Pop()
s = stack:Top()
end
local template = s.template[s.i]
if s.cd == s.depth then
if not s.a[s.i] then
s.a[s.i] = self
end
actorgen.TemplateByActor[self] = template
if template.Name then
actorgen.ActorByName[template.Name] = self
actorgen.NameByActor[self] = template.Name
self:SetName(template.Name)
end
typespec[template.Type].Init(self, template)
for k, v in pairs(template) do
if string.len(k) > 8 and string.sub(k, -7, -1) == "Command" then
--print(k)
local cmd_name = string.sub(k, 1, -8)
if self:hascommand(cmd_name) then self:removecommand(cmd_name) end
self:addcommand(cmd_name, v)
--if cmd_name == "Init" then self:playcommand("Init") end
end
end
else
self:SetName("_")
end
if template.Texture then
self:Load(GAMESTATE:GetCurrentSong():GetMusicPath() .. "/../" .. template.Texture)
end
if s.l[s.cd] >= nodesPerAF or s.width <= s.i then
s.cd = s.cd - 1
--print("Depth["..table.getn(stack).."]:", s.cd+1, "->", s.cd)
end
end
-- These runs at the very end when everything has been built
function actorgen:InitCmd(a)
local s = stack:Top()
local template = s.template
actorgen.Actors[0] = self
actorgen.TemplateByActor[self] = template
if template.Name then
actorgen.ActorByName[template.Name] = self
actorgen.NameByActor[self] = template.Name
self:SetName(template.Name)
end
typespec[template.Type].Init(self, template)
end
-- OnCommand Time
function actorgen:OnCmd(a)
a = a or actorgen.Actors
for k,v in ipairs(a) do
if type(v) == "table" then
actorgen.OnCmd(self, v)
else
typespec[v].On(v, actorgen.TemplateByActor[v])
end
end
typespec[a[0]].On(a[0], actorgen.TemplateByActor[a[0]])
end
-- Called from Root
function actorgen.Template(template)
actorgen.Actors = {}
actorgen.ActorByName = {}
actorgen.NameByActor = {}
actorgen.TemplateByActor = {}
actorgen.ActorFrame = {}
stack = setmetatable({},smeta)
stack:NewLayer(template)
local s = stack:Top()
s.a = actorgen.Actors
--print("Depth["..table.getn(stack).."]:", s.cd-1, "->", s.cd)
return true
end
local defmeta = {}
function defmeta:__call(append)
for _,v in ipairs(append) do
table.insert(self, v)
end
end
actorgen.Def = {}
function actorgen.Def:__index(k)
return function(t)
t.Type = k
return setmetatable(t, defmeta)
end
end
_G.Def = {}
setmetatable(Def, actorgen.Def)
return actorgen
|
local jit_version = monitoring.gauge("jit_version", "luajit version")
local jit_enabled = monitoring.gauge("jit_enabled", "luajit enabled")
if jit then
if jit.version_num then
jit_version.set(jit.version_num)
else
jit_version.set(0)
end
local enabled = jit.status()
if enabled then
jit_enabled.set(1)
else
jit_enabled.set(0)
end
else
jit_version.set(0)
jit_enabled.set(0)
end
|
object_tangible_veteran_reward_tow_retail_reward = object_tangible_veteran_reward_shared_tow_retail_reward:new {
}
ObjectTemplates:addTemplate(object_tangible_veteran_reward_tow_retail_reward, "object/tangible/veteran_reward/tow_retail_reward.iff")
|
local Utils = require(script.Parent.Parent.Utils)
local function TestIntersectionOfPointAndTriangle2d(point, triA, triB, triC)
local u, v, w = Utils.GetBarycentricCoordinates2d(point, triA, triB, triC)
return u >= 0 and v >= 0 and w >= 0
end
return TestIntersectionOfPointAndTriangle2d
|
unit_circle = {x = 0, y = 0, radius = 1, color = "black"}
c = {x = 4, color = "green"}
setmetatable(c, {__index = unit_circle})
assert(c.x == 4 and c.radius == 1)
|
PLUGIN.Title = "Helptext"
PLUGIN.Description = "Hooks into plugins to send helptext"
PLUGIN.Author = "#Domestos"
PLUGIN.Version = V(1, 4, 0)
PLUGIN.HasConfig = true
PLUGIN.ResourceID = 676
function PLUGIN:Init()
command.AddChatCommand("help", self.Object, "cmdHelp")
self:LoadDefaultConfig()
end
function PLUGIN:LoadDefaultConfig()
self.Config.Settings = self.Config.Settings or {}
self.Config.Settings.UseCustomHelpText = self.Config.Settings.UseCustomHelpText or "false"
self.Config.Settings.AllowHelpTextFromOtherPlugins = self.Config.Settings.AllowHelpTextFromOtherPlugins or "true"
self.Config.CustomHelpText = self.Config.CustomHelpText or {
"custom helptext",
"custom helptext"
}
self:SaveConfig()
end
function PLUGIN:cmdHelp(player)
if not player then return end
if self.Config.Settings.UseCustomHelpText == "true" then
for _, helptext in pairs(self.Config.CustomHelpText) do
rust.SendChatMessage(player, helptext)
end
end
if self.Config.Settings.AllowHelpTextFromOtherPlugins == "true" then
plugins.CallHook("SendHelpText", util.TableToArray({player}))
end
end |
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