content stringlengths 5 1.05M |
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--[[-------------------------------------------------------------------]]--[[
Copyright wiltOS Technologies LLC, 2020
Contact: www.wiltostech.com
----------------------------------------]]--
wOS = wOS or {}
wOS.ALCS = wOS.ALCS or {}
wOS.ALCS.Config = wOS.ALCS.Config or {}
wOS.ALCS.Config.Skills = wOS.ALCS.Config.Skills or {}
/*
What skill tree schema do you want to use?
Options:
WOS_ALCS.SKILLMENU.NEWAGE --The UI introduced by the Dark Ascension update, 3D and with all the new features
WOS_ALCS.SKILLMENU.CLASSIC --The UI everyone has come to know and love, and in 2D. May not work with newer features
*/
wOS.ALCS.Config.Skills.MenuSchema = WOS_ALCS.SKILLMENU.NEWAGE
--How much experience is required for the first level?
--This is an assumption based on my default quadratic increase, but it may have no purpose to you.
wOS.ALCS.Config.Skills.MinimumExperience = 200
--Create your own leveling formula with this. The default property is a quadratic increase
--( level^2 )*wOS.ALCS.Config.Skills.MinimumExperience*0.5 + level*wOS.ALCS.Config.Skills.MinimumExperience + wOS.ALCS.Config.Skills.MinimumExperience
--This amounts to the ( ax^2 + bx + c ) format of increase
--You can use this to create set amounts per level by returning a table
--If you need help setting this up you'll probably want to ask, but it's just simple math so there's probably tutorials everywhere
wOS.ALCS.Config.Skills.XPScaleFormula = function( level )
local required_experience = ( level^2 )*wOS.ALCS.Config.Skills.MinimumExperience*0.5 + level*wOS.ALCS.Config.Skills.MinimumExperience + wOS.ALCS.Config.Skills.MinimumExperience
return required_experience
end
--What is the max level for the Skill Leveling? Set this to FALSE if you want it to go infinitely
wOS.ALCS.Config.Skills.SkillMaxLevel = 200
--Should we be able to see the Combat Level and XP on the HUD?
wOS.ALCS.Config.Skills.MountLevelToHUD = true
--Should we be able to see the combat level of other players above their head?
wOS.ALCS.Config.Skills.MountLevelToPlayer = false |
-- ter_fighter1.lua
-- Configuration file for the Terran Mk.1 Fighter
ship = {
uname = "ter_fighter1",
race = "terran",
fullname = "Fighter Mk.1",
model = "fighter.3ds",
cockpit = "canopy02.3ds",
pitch = 80,
yaw = 50,
roll = 90,
mass = 2500,
enginetype = "ter_fusion2.lua",
engines = {
{x=0, y=0, z=5}
},
weapons = {
{x=0, y=-1.5, z=-5},
},
weapontype = "ter_ppc1.lua",
brakes = {
{x=1.6, y=0.7, z=-2.5},
{x=-1.6, y=0.7, z=-2.5}
},
shield_fore = "ter_shield1.lua",
shield_aft = "ter_shield1.lua",
shield_right = "ter_shield1.lua",
shield_left = "ter_shield1.lua"
}
|
ITEM.name = "Moskovskaya Sausage"
ITEM.description = "A lump of sausage"
ITEM.longdesc = "A traditional Russian sausage similar to the Polish kielbasa, this Eastern European sausage is also known as Maskoska. This sausage is made in the Ukraine following the classic Eastern European recipe, pork and beef lightly smoked, with a bit of garlic and other spices. Ready to eat, just bite off a piece."
ITEM.model = "models/lostsignalproject/items/consumable/sausage2.mdl"
ITEM.price = 40
ITEM.width = 1
ITEM.height = 1
ITEM.weight = 0.125
ITEM.flatweight = 0
ITEM.hunger = 11
ITEM.quantity = 2
ITEM.sound = "stalkersound/inv_eat_mutant_food.mp3"
ITEM:Hook("use", function(item)
item.player:EmitSound(item.sound or "items/battery_pickup.wav")
ix.chat.Send(item.player, "iteminternal", "takes a bite out of their "..item.name..".", false)
end)
ITEM:DecideFunction() |
-- Prosody IM
-- Copyright (C) 2014 Daurnimator
--
-- This project is MIT/X11 licensed. Please see the
-- COPYING file in the source package for more information.
--
-- This module allows you to use cqueues with a net.server mainloop
--
local server = require "net.server";
local cqueues = require "cqueues";
assert(cqueues.VERSION >= 20150113, "cqueues newer than 20150113 required")
-- Create a single top level cqueue
local cq;
if server.cq then -- server provides cqueues object
cq = server.cq;
elseif server.get_backend() == "select" and server._addtimer then -- server_select
cq = cqueues.new();
local function step()
assert(cq:loop(0));
end
-- Use wrapclient (as wrapconnection isn't exported) to get server_select to watch cq fd
local handler = server.wrapclient({
getfd = function() return cq:pollfd(); end;
settimeout = function() end; -- Method just needs to exist
close = function() end; -- Need close method for 'closeall'
}, nil, nil, {});
-- Only need to listen for readable; cqueues handles everything under the hood
-- readbuffer is called when `select` notes an fd as readable
handler.readbuffer = step;
-- Use server_select low lever timer facility,
-- this callback gets called *every* time there is a timeout in the main loop
server._addtimer(function(current_time)
-- This may end up in extra step()'s, but cqueues handles it for us.
step();
return cq:timeout();
end);
elseif server.event and server.base then -- server_event
cq = cqueues.new();
-- Only need to listen for readable; cqueues handles everything under the hood
local EV_READ = server.event.EV_READ;
-- Convert a cqueues timeout to an acceptable timeout for luaevent
local function luaevent_safe_timeout(cq)
local t = cq:timeout();
-- if you give luaevent 0 or nil, it re-uses the previous timeout.
if t == 0 then
t = 0.000001; -- 1 microsecond is the smallest that works (goes into a `struct timeval`)
elseif t == nil then -- pick something big if we don't have one
t = 0x7FFFFFFF; -- largest 32bit int
end
return t
end
local event_handle;
event_handle = server.base:addevent(cq:pollfd(), EV_READ, function(e)
-- Need to reference event_handle or this callback will get collected
-- This creates a circular reference that can only be broken if event_handle is manually :close()'d
local _ = event_handle;
-- Run as many cqueues things as possible (with a timeout of 0)
-- If an error is thrown, it will break the libevent loop; but prosody resumes after logging a top level error
assert(cq:loop(0));
return EV_READ, luaevent_safe_timeout(cq);
end, luaevent_safe_timeout(cq));
else
error "NYI"
end
return {
cq = cq;
}
|
--[[
© CloudSixteen.com do not share, re-distribute or modify
without permission of its author (kurozael@gmail.com).
Clockwork was created by Conna Wiles (also known as kurozael.)
http://cloudsixteen.com/license/clockwork.html
--]]
Clockwork.json = Clockwork.kernel:NewLibrary("Json");
function Clockwork.json:Encode(tableToEncode)
return util.TableToJSON(tableToEncode);
end;
function Clockwork.json:Decode(stringToDecode)
return util.JSONToTable(stringToDecode);
end; |
local ffi = require 'ffi'
local C = ffi.C
local typeof = ffi.typeof
ffi.cdef([[
int execve(const char *filename, const char *argv[], const char *envp[]);
char *strerror(int errnum);
int execvp(const char *file, const char *argv[]);
]])
local string_array_t = typeof("const char *[?]")
local function execvp(filename, args)
table.insert(args, 1, filename) -- the command name should be the first arg
local cargv = string_array_t(#args + 1, args)
cargv[#args] = nil
C.execvp(filename, cargv)
error(ffi.string(ffi.C.strerror(ffi.errno())))
end
return execvp
|
function todo.create_frame(player, name, caption, close_name)
local frame = player.gui.screen.add({
type = "frame",
name = name,
direction = "vertical"
})
-- Add title bar
local title_bar = frame.add({
type = "flow"
})
local title = title_bar.add({
type = "label",
caption = caption,
style = "frame_title"
})
title.drag_target = frame
-- Add 'dragger' (filler) between title and (close) buttons
local dragger = title_bar.add({
type = "empty-widget",
style = "draggable_space_header"
})
dragger.style.vertically_stretchable = true
dragger.style.horizontally_stretchable = true
dragger.drag_target = frame
if close_name ~= nil then
title_bar.add({
type = "sprite-button",
style = "frame_action_button",
sprite = "utility/close_white",
name = close_name
})
end
return frame
end |
-- the hud handles all hud elements
local pBarX, pBarY, pBarW, pBarH = 0
local devFont, hudFont, specialFont = nil
local devInfo = nil
local dangertimer = 0 -- used to modify danger warner text dynamically (size, color)
-- simple init function
function hud_init()
pBarW = math.floor(love.graphics:getWidth() / 6)
pBarH = math.floor(love.graphics:getHeight() / 30)
pBarX = math.floor(love.graphics:getWidth() - pBarW - pBarH / 2)
pBarY = math.floor(pBarH / 2)
devFont = love.graphics.newFont(15)
specialFont = love.graphics.newFont( "res/fonts/beon/Beon-Regular.otf", 30 )
devInfo = {}
end
-- draw Hud
function hud_draw()
-- the run progress bar
local perc = runHandler.traderun.travelled / runHandler.traderun.distance
love.graphics.setColor(192, 232, 239, 255)
love.graphics.rectangle( "fill", pBarX, pBarY, pBarW * perc, pBarH )
love.graphics.rectangle( "line", pBarX, pBarY, pBarW, pBarH )
-- run warning
local c = runHandler.traderun:getCurrentChallenge()
if c ~= nil then
local message = "Danger: "..c.name
love.graphics.setFont(specialFont)
local v = math.abs(math.sin(dangertimer * 2))
local s = 1 + v / 5
love.graphics.setColor(160 + v * 90, 160, 160, 255)
love.graphics.print(message, love.graphics:getWidth() / 2, 30, 0, s, s, specialFont:getWidth(message) / 2, specialFont:getHeight() / 2)
else
dangertimer = 0
end
-- draw developer information
if DEVELOPER_MODE then
love.graphics.setFont(devFont)
love.graphics.setColor(255, 255, 255, 255)
local shift = 20
for i,element in pairs(devInfo) do
love.graphics.print(i..": "..element, 20, shift)
shift = shift + 20
end
end
end
-- update Hud elements
function hud_update(dt)
dangertimer = dangertimer + dt
-- update developer information
if DEVELOPER_MODE then
devInfo["FPS"] = love.timer.getFPS()
devInfo["Delta"] = love.timer.getFPS()
devInfo["scale"] = scale
devInfo["ent act"] = table.getn(entities)
devInfo["ent sur"] = table.getn(runHandler.traderun.encountered)
end
end
|
--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
local room = {}
room.id = "ward"
room.vip_must_visit = true
room.level_config_id = 9
room.class = "WardRoom"
room.name = _S.rooms_short.ward
room.tooltip = _S.tooltip.rooms.ward
room.long_name = _S.rooms_long.ward
room.objects_additional = {
"extinguisher",
"radiator",
"plant",
"desk",
"bin",
"bed" }
room.objects_needed = { desk = 1, bed = 1 }
room.build_preview_animation = 910
room.categories = {
treatment = 2,
diagnosis = 9,
}
room.minimum_size = 6
room.wall_type = "white"
room.floor_tile = 21
room.swing_doors = true
room.required_staff = {
Nurse = 1,
}
room.call_sound = "reqd009.wav"
class "WardRoom" (Room)
---@type WardRoom
local WardRoom = _G["WardRoom"]
function WardRoom:WardRoom(...)
self:Room(...)
self.staff_member_set = {}
self.healing_amount = 0 -- The size of progress towards a diagnostic step
end
function WardRoom:roomFinished()
local fx, fy = self:getEntranceXY(true)
local objects = self.world:findAllObjectsNear(fx, fy)
local beds = 0
local desks = 0
for object, _ in pairs(objects) do
if object.object_type.id == "bed" then
beds = beds + 1
end
if object.object_type.id == "desk" then
desks = desks + 1
end
end
self.maximum_staff = {
Nurse = desks,
}
self.maximum_patients = beds
if self.hospital:countStaffOfCategory("Nurse", 1) == 0 then
self.world.ui.adviser:say(_A.room_requirements.ward_need_nurse)
end
Room.roomFinished(self)
end
function WardRoom:getMaximumStaffCriteria()
return self.maximum_staff
end
function WardRoom:commandEnteringStaff(humanoid)
self.staff_member_set[humanoid] = true
self:doStaffUseCycle(humanoid)
return Room.commandEnteringStaff(self, humanoid, true)
end
function WardRoom:doStaffUseCycle(humanoid)
local meander_time = math.random(4, 10)
humanoid:setNextAction(MeanderAction():setCount(meander_time))
local obj, ox, oy = self.world:findFreeObjectNearToUse(humanoid, "desk")
if obj then
obj.reserved_for = humanoid
humanoid:walkTo(ox, oy)
if obj.object_type.id == "desk" then
local desk_use_time = math.random(7, 14)
local desk_loop = --[[persistable:ward_desk_loop_callback]] function()
desk_use_time = desk_use_time - 1
if desk_use_time == 0 then
self:doStaffUseCycle(humanoid)
end
end
humanoid:queueAction(UseObjectAction(obj):setLoopCallback(desk_loop))
end
end
local num_meanders = math.random(2, 4)
local meanders_loop = --[[persistable:ward_meander_loop_callback]] function(action)
num_meanders = num_meanders - 1
if num_meanders == 0 then
self:doStaffUseCycle(humanoid)
end
end
humanoid:queueAction(MeanderAction():setLoopCallback(meanders_loop))
end
function WardRoom:updateHealingAmount()
local patient_count = 1
local nurse_factor = 0
for humanoid in pairs(self.humanoids) do
if not humanoid:isLeaving() then
if class.is(humanoid, Patient) then
patient_count = patient_count + 1
elseif humanoid.humanoid_class == "Nurse" and not humanoid.fired then
nurse_factor = nurse_factor + 0.5 + humanoid:getServiceQuality()
end
end
end
if nurse_factor > 0 then
-- Difficulty of healing - 10% faster on easier, 10% slower on hard mode
local difficulty_factor = 0.8 + self.world.map:getDifficulty() * 0.1
self.healing_amount = nurse_factor / math.log(patient_count) / difficulty_factor
else
self.healing_amount = 0
end
end
function WardRoom:commandEnteringPatient(patient)
local bed, pat_x, pat_y = self.world:findFreeObjectNearToUse(patient, "bed")
self:setStaffMembersAttribute("dealing_with_patient", nil)
if not bed then
patient:setNextAction(self:createLeaveAction())
patient:queueAction(self:createEnterAction(patient))
self.world:gameLog("Warning: A patient was called into the ward even though there are no free beds.")
return Room.commandEnteringPatient(self, patient)
end
bed.reserved_for = patient
-- Old callback kept for persistence in savegame version 155, April 2021
local --[[persistable:ward_loop_callback]] function _(action)
if length <= 0 then
action.prolonged_usage = false
end
length = length - 1
end
-- New callback
local --[[persistable:ward_loop_callback2]] function loop_callback(action)
action.remaining_work = action.remaining_work - self.healing_amount
if action.remaining_work <= 0 then -- The patient is diagnosed or healed
action.prolonged_usage = false
end
end
local after_use = --[[persistable:ward_after_use]] function()
self:dealtWithPatient(patient)
end
patient:walkTo(pat_x, pat_y)
local bed_action = UseObjectAction(bed):setProlongedUsage(true)
:setLoopCallback(loop_callback):setAfterUse(after_use)
bed_action.remaining_work = math.random(150, 600)
patient:queueAction(bed_action)
return Room.commandEnteringPatient(self, patient)
end
function WardRoom:setStaffMember(staff)
self.staff_member_set[staff] = true
end
function WardRoom:setStaffMembersAttribute(attribute, value)
for staff_member, _ in pairs(self.staff_member_set) do
staff_member[attribute] = value
end
end
function WardRoom:onHumanoidLeave(humanoid)
self.staff_member_set[humanoid] = nil
Room.onHumanoidLeave(self, humanoid)
self:updateHealingAmount()
end
function WardRoom:onHumanoidEnter(humanoid)
Room.onHumanoidEnter(self, humanoid)
self:updateHealingAmount()
end
function WardRoom:afterLoad(old, new)
if old < 11 then
-- Make sure all three tiles outside of the door are unbuildable.
local door = self.door
local x = door.tile_x
local y = door.tile_y
local dir = door.direction
local map = self.world.map.th
local flags = {}
local function checkLocation(xpos, ypos)
if self.world:getRoom(xpos, ypos) or not map:getCellFlags(xpos, ypos, flags).passable then
local message = "Warning: An update has resolved a problem concerning " ..
"swing doors, but not all tiles adjacent to them could be fixed."
self.world.ui:addWindow(UIInformation(self.world.ui, {message}))
return false
end
return true
end
if dir == "west" then -- In west or east wall
if self.world:getRoom(x, y) == self then -- In west wall
if checkLocation(x - 1, y + 1) then
map:setCellFlags(x - 1, y + 1, {buildable = false})
end
else -- East wall
if checkLocation(x, y + 1) then
map:setCellFlags(x, y + 1, {buildable = false})
end
end
else -- if dir == "north", North or south wall
if self.world:getRoom(x, y) == self then -- In north wall
if checkLocation(x + 1, y - 1) then
map:setCellFlags(x + 1, y - 1, {buildable = false})
end
else -- South wall
if checkLocation(x + 1, y) then
map:setCellFlags(x + 1, y, {buildable = false})
end
end
end
end
if old < 74 then
-- add some new variables
self.staff_member_set = {}
self.nursecount = 0
-- reset any wards that already exist
self:roomFinished()
-- if there is already a nurse in the ward
-- make her leave so she gets counted properly
local nurse = self.staff_member
if nurse then
nurse:setNextAction(self:createLeaveAction())
nurse:queueAction(MeanderAction())
end
end
Room.afterLoad(self, old, new)
end
return room
|
return
{
name = 'sony_morpheus',
ident = '^SCEIHMD',
wm = 'ignore',
tag = 'VR'
};
|
return function()
require("stabilize").setup()
end
|
includeFile("custom_content/tangible/loot/loot_schematic/dancing_droid_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/deconstructed_armor_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/deconstructed_vehicle_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/deconstructed_weapon_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/duel_recording_terminal_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/generic_limited_use_flashy.lua")
includeFile("custom_content/tangible/loot/loot_schematic/generic_vehicle.lua")
includeFile("custom_content/tangible/loot/loot_schematic/imperial_gunner_helmet_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/kashyyyk_treehouse_scem.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_bestine_imp_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_bestine_reb_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_dearic_imp_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_dearic_reb_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_keren_imp_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/planning_table_keren_reb_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/portable_bazaar_terminal_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/portable_space_terminal_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/rebel_trooper_helmet_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/speeder_desert_skiff_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/speeder_usv5_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/trandoshan_hunter_rifle_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/vehicle_lava_res_kit_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_floating_stones_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_ns_gate_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_ns_hut.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_sm_hut.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_tower_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/wod_trilithon_schematic.lua")
includeFile("custom_content/tangible/loot/loot_schematic/yt1300_house_schematic.lua")
|
--[[
Mob fight arena script
Script made by Grandelf.
]]--
--[[
##################################################################################################
# #
# Emap, Ex, Ey, Ez, Ezone this are the coords of the easy battle zone. #
# Just define it by putting in the coords as follow. #
# Map, X, Y, Z, Zone, so for e.g.: local Emap, Ex, Ey, Ez = 1, 4235.43, 3145.32, 12.3, 14 #
# #
# Nmap, Nx, Ny, Nz, Nzone #
# Same as above but then for the normal battle zone. #
# #
# Hmap, Hx, Hy, Hz, Hzone #
# Same as above but then for the hard battle zone. #
# #
##################################################################################################
]]--
local Emap, Ex, Ey, Ez, Ezone = 0, -13205, 278, 22, 33
local Nmap, Nx, Ny, Nz, Nzone = 0, -13205, 278, 22, 33
local Hmap, Hx, Hy, Hz, Hzone = 0, -13205, 278, 22, 33
--[[
##################################################################################################
# #
# EasyMob --> Id for the mobs that will spawn at easy mode #
# #
# NormalMob --> Id for the mobs that will spawn at easy mode #
# #
# HardMob --> Id for the mobs that will spawn at easy mode #
# #
# GossipGuy --> Id for the gossip npc. #
# #
##################################################################################################
]]--
local EasyMob = 4316
local NormalMob = 4316
local HardMob = 4316
local GossipGuy = 4316
--[[
##################################################################################################
# #
# Maximum --> Enter the maximum amount of mobs a player can fight. #
# #
# Emax --> Max amount of players that can join easy mode. #
# Nmax --> Max amount of players that can join normal mode. #
# Hmax --> Max amount of players that can join hard mode. #
# #
# Wmap, Wx, Wy, Wz --> map, x, y, z coords where player gets ported to if he won. #
# Lmap, Lx, Ly, Lz --> map, x, y, z coords where player gets ported to if he lost. #
# #
##################################################################################################
]]--
local Maximum = 15
local Emax = 30
local Nmax = 30
local Hmax = 30
local Wmap, Wx, Wy, Wz = 0, -13205, 278, 22
local Lmap, Lx, Ly, Lz = 0, -13205, 278, 22
ARENA = {}
ARENA["Battle"] = {
["Easy"] = {
["In"] = 0,
["Players"] = {}
},
["Normal"] = {
["In"] = 0,
["Players"] = {}
},
["Hard"] = {
["In"] = 0,
["Players"] = {}
},
["Phase"] = {
}
}
function ARENA.BattleNpc(pUnit, event, player)
pUnit:GossipCreateMenu(100, player, 0)
pUnit:GossipMenuAddItem(0, "Enter the amount of mobs you want to fight.", 1, 1)
pUnit:GossipMenuAddItem(0, "Nevermind.", 2, 0)
pUnit:GossipSendMenu(player)
end
function ARENA.BattleNpcOnGossip(pUnit, event, player, id, intid, code, pMisc)
if (intid == 1) then
if (code ~= nil) and (NumberCheck(code) == true) then
if (tonumber(code) <= Maximum) then
pUnit:GossipCreateMenu(100, player, 0)
pUnit:GossipMenuAddItem(0, "Easy mode.", 2, 0)
pUnit:GossipMenuAddItem(0, "Normal mode.", 3, 0)
pUnit:GossipMenuAddItem(0, "Hard mode.", 4, 0)
pUnit:GossipMenuAddItem(0, "Nevermind.", 5, 0)
pUnit:GossipSendMenu(player)
ARENA[tostring(player)] = {}
ARENA[tostring(player)].Code = code
else
player:SendBroadcastMessage("The limit is "..Maximum..".")
player:GossipComplete()
end
else
player:SendBroadcastMessage("You can only use numbers.")
player:GossipComplete()
end
end
if (intid == 2) then
if (ARENA["Battle"]["Easy"]["In"] <= Emax) then
ARENA["Battle"]["Easy"]["Players"][GetFreeSlot("Easy", "Players")] = player
ARENA["Battle"]["Easy"]["In"] = ARENA["Battle"]["Easy"]["In"] + 1
local t = GetPhaseNr()
ARENA["Battle"]["Phase"][t] = 1
player:PhaseSet(t)
player:Teleport(Emap, Ex, Ey, Ez)
ARENA[tostring(player)].Mob = {}
local p = FindPlayer(player, "Easy", "Players")
local code = ARENA[tostring(player)].Code
RegisterTimedEvent("StartBattle", 5000, 1, "Easy", player, code, p) -- Triggers mob spawning.
player:GossipComplete()
player:Root()
else
player:SendBroadcastMessage("Easy mode is full at this moment, try another mode or come back later.")
player:GossipComplete()
end
end
if (intid == 3) then
if (ARENA["Battle"]["Easy"]["In"] <= Nmax) then
ARENA["Battle"]["Normal"]["Players"][GetFreeSlot("Normal", "Players")] = player
ARENA["Battle"]["Normal"]["In"] = ARENA["Battle"]["Normal"]["In"] + 1
local t = GetPhaseNr()
ARENA["Battle"]["Phase"][t] = 1
player:PhaseSet(t)
player:Teleport(Nmap, Nx, Ny, Nz)
ARENA[tostring(player)].Mob = {}
local p = FindPlayer(player, "Normal", "Players")
local code = ARENA[tostring(player)].Code
RegisterTimedEvent("StartBattle", 5000, 1, "Normal", player, code, p)
player:GossipComplete()
player:Root()
else
player:SendBroadcastMessage("Normal mode is full at this moment, try another mode or come back later.")
player:GossipComplete()
end
end
if (intid == 4) then
if (ARENA["Battle"]["Easy"]["In"] <= Hmax) then
ARENA["Battle"]["Hard"]["Players"][GetFreeSlot("Hard", "Players")] = player
ARENA["Battle"]["Hard"]["In"] = ARENA["Battle"]["Hard"]["In"] + 1
local t = GetPhaseNr()
ARENA["Battle"]["Phase"][t] = 1
player:PhaseSet(t)
player:Teleport(Hmap, Hx, Hy, Hz)
ARENA[tostring(player)].Mob = {}
local p = FindPlayer(player, "Hard", "Players")
local code = ARENA[tostring(player)].Code
RegisterTimedEvent("StartBattle", 5000, 1, "Hard", player, code, p)
player:GossipComplete()
player:Root()
else
player:SendBroadcastMessage("Hard mode is full at this moment, try another mode or come back later.")
player:GossipComplete()
end
end
if (intid == 5) then
player:GossipComplete()
end
end
function CheckIfPlayerWon(player, Mode, p)
if (ARENA[tostring(player)].Mob ~= nil) then
if (player:IsInCombat() == false) and (player:IsAlive() == true) then -- mobs dead
player:SendBroadcastMessage("Congratulations, you have won this battle")
player:Teleport(Wmap, Wx, Wy, Wz)
player:PhaseSet(1)
ARENA["Battle"][Mode]["In"] = ARENA["Battle"][Mode]["In"] - 1
ARENA["Battle"][Mode]["Players"][p] = nil
ARENA["Battle"]["Phase"][p] = nil
for _, s in pairs(ARENA[tostring(player)].Mob) do
s:Despawn(1000, 0)
end
ARENA[tostring(player)] = {}
else
RegisterTimedEvent("CheckIfPlayerWon", 1000, 1, player, Mode, p)
end
else
return;
end
end
function StartBattle(mode, player, code, p)
local t = 0
while (t ~= tonumber(code)) do
t = t + 1
if (mode == "Easy") then
ARENA[tostring(player)].Mob[t] = player:SpawnCreature(EasyMob, player:GetX() + 5, player:GetY(), player:GetZ(), 3, 14, 0)
elseif (mode == "Normal") then
ARENA[tostring(player)].Mob[t] = player:SpawnCreature(NormalMob, player:GetX() + 5, player:GetY(), player:GetZ(), 3, 14, 0)
elseif (mode == "Hard") then
ARENA[tostring(player)].Mob[t] = player:SpawnCreature(HardMob, player:GetX() + 5, player:GetY(), player:GetZ(), 3, 14, 0)
end
end
RegisterTimedEvent("CheckIfPlayerWon", 2000, 1, player, mode, p)
RegisterTimedEvent("Checks", 1000, 1, player, mode, p)
player:Unroot()
end
function Checks(player, mode, p)
local Zone = 0
if (mode == "Easy") then
Zone = Ezone
elseif (mode == "Normal") then
Zone = Nzone
elseif (mode == "Hard") then
Zone = Hzone
end
if (player:IsAlive() == false) or (player:GetZoneId() ~= Zone) then
ARENA["Battle"][mode]["In"] = ARENA["Battle"][mode]["In"] - 1
ARENA["Battle"][mode]["Players"][p] = nil
ARENA["Battle"]["Phase"][p] = nil
for _, s in pairs(ARENA[tostring(player)].Mob) do
s:Despawn(1000, 0)
end
ARENA[tostring(player)] = {}
player:Teleport(Lmap, Lx, Ly, Lz)
player:CastSpell(18976) -- Resurrect
else
RegisterTimedEvent("Checks", 1000, 1, player, mode, p)
end
end
function NumberCheck(str)
local len, t = string.len(str) + 1, 1
while (t ~= len) do
local p = string.find(str, "%d", t)
if (p ~= nil) then
t = t + 1
else
return false
end
end
return true
end
function GetFreeSlot(Mode, Tbl)
local t = 1
while (ARENA["Battle"][Mode][Tbl][t] ~= nil) do -- Checking for a free slot.
t = t + 1
end
return t;
end
function GetPhaseNr()
local t = 1
while (ARENA["Battle"]["Phase"][t] ~= nil) do -- Checking for an unused phase.
t = t + 1
end
return t;
end
function FindPlayer(player, Mode, Tbl)
for k, v in pairs(ARENA["Battle"][Mode][Tbl]) do
if (v == player) then
return k;
end
end
end
logcol(4)
print(" [Arena]: Loaded succesfully.")
print(" [Arena]: Script made by Grandelf.")
logcol(7)
RegisterUnitGossipEvent(GossipGuy, 129130, "ARENA.BattleNpc")
RegisterUnitGossipEvent(GossipGuy, 129130, "ARENA.BattleNpcOnGossip") |
--------------------------------
-- @module PhysicsShapeEdgePolygon
-- @extend PhysicsShape
-- @parent_module cc
--------------------------------
-- Get this polygon's points array count.<br>
-- return An interger number.
-- @function [parent=#PhysicsShapeEdgePolygon] getPointsCount
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- Get this polygon's center position.<br>
-- return A Vec2 object.
-- @function [parent=#PhysicsShapeEdgePolygon] getCenter
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
return nil
|
local api, cmd, fn, g = vim.api, vim.cmd, vim.fn, vim.g
local opt, wo = vim.opt, vim.wo
local fmt = string.format
---- defaults ----
opt.shell='fish'
opt.mouse = 'a'
opt.termguicolors = true
-- ui
opt.cursorline = true
opt.number = true
opt.wrap = false
-- tab, indent
opt.expandtab = true
opt.smarttab = true
opt.autoindent = true
opt.smartindent = true
opt.shiftwidth = 2
opt.tabstop = 2
opt.softtabstop = 2
-- leader
api.nvim_set_keymap('', '<Space>', '<Nop>', { noremap = true, silent = true })
g.mapleader = ' '
g.maplocalleader = ','
-- provider
g.loaded_python_provider = 0
g.python3_host_prog = '~/.asdf/shims/python'
g.loaded_perl_provider = 0
---- packer ----
local install_path = fn.stdpath('data')..'/site/pack/packer/start/packer.nvim'
if fn.empty(fn.glob(install_path)) > 0 then
packer_bootstrap = fn.system({'git', 'clone', '--depth', '1', 'https://github.com/wbthomason/packer.nvim', install_path})
end
---- plugins ----
local packer = require'packer'
local use = packer.use
packer.startup(function()
use 'wbthomason/packer.nvim'
-- etc
use 'lewis6991/impatient.nvim'
-- LSP
use { 'neovim/nvim-lspconfig', 'williamboman/nvim-lsp-installer' }
use 'nvim-lua/lsp-status.nvim'
use 'nvim-lua/lsp_extensions.nvim'
use 'glepnir/lspsaga.nvim'
use {
"folke/trouble.nvim",
requires = "kyazdani42/nvim-web-devicons",
config = function()
require("trouble").setup {
-- your configuration comes here
-- or leave it empty to use the default settings
-- refer to the configuration section below
}
end
}
use{ "jose-elias-alvarez/null-ls.nvim",
config = function()
require("null-ls").setup({
sources = {
require("null-ls").builtins.formatting.fish_indent,
require("null-ls").builtins.formatting.dart_format,
require("null-ls").builtins.formatting.lua_format
}
})
end,
requires = {"nvim-lua/plenary.nvim", "neovim/nvim-lspconfig"}
}
use 'folke/lsp-colors.nvim'
-- completion
use 'hrsh7th/cmp-nvim-lsp'
use 'hrsh7th/cmp-buffer'
use 'hrsh7th/nvim-cmp'
-- syntax
use { 'nvim-treesitter/nvim-treesitter', run = ':TSUpdate' }
use 'nvim-treesitter/nvim-treesitter-textobjects'
use 'blackCauldron7/surround.nvim'
-- terminal
use {"akinsho/toggleterm.nvim"}
-- snippet
use 'L3MON4D3/LuaSnip'
use 'saadparwaiz1/cmp_luasnip'
-- fuzzy find
use {
'nvim-telescope/telescope.nvim',
requires = { {'nvim-lua/plenary.nvim'} }
}
use {'nvim-telescope/telescope-fzf-native.nvim', run = 'make' }
-- color
use 'norcalli/nvim-colorizer.lua'
-- colorscheme
use 'navarasu/onedark.nvim'
-- icon
-- neovim lua dev
-- tabbar
use {'akinsho/bufferline.nvim', requires = 'kyazdani42/nvim-web-devicons'}
-- statusline
use {
'hoob3rt/lualine.nvim',
requires = {'kyazdani42/nvim-web-devicons', opt = true}
}
-- coursorline
use 'yamatsum/nvim-cursorline'
-- editing support
use 'p00f/nvim-ts-rainbow'
use 'JoosepAlviste/nvim-ts-context-commentstring'
-- formatting
-- ident
use 'lukas-reineke/indent-blankline.nvim'
-- file explorer
use {
'kyazdani42/nvim-tree.lua',
requires = 'kyazdani42/nvim-web-devicons',
}
-- git
use {
'lewis6991/gitsigns.nvim',
requires = { 'nvim-lua/plenary.nvim' },
}
use { 'TimUntersberger/neogit', requires = 'nvim-lua/plenary.nvim' }
-- language support
use {'akinsho/flutter-tools.nvim', requires = 'nvim-lua/plenary.nvim'}
use 'gennaro-tedesco/nvim-jqx'
-- comment
use 'numToStr/Comment.nvim'
-- keybinding
use 'folke/which-key.nvim'
if packer_bootstrap then
require('packer').sync()
end
end)
---- plugin configs ----
--etc
require('impatient')
--lsp
local lspconfig = require'lspconfig'
local lsp_installer = require("nvim-lsp-installer")
lsp_installer.on_server_ready(function(server)
local opts = {}
opts.capabilities = require('cmp_nvim_lsp').update_capabilities(vim.lsp.protocol.make_client_capabilities())
-- (optional) Customize the options passed to the server
-- if server.name == "tsserver" then
-- opts.root_dir = function() ... end
-- end
-- This setup() function is exactly the same as lspconfig's setup function (:help lspconfig-quickstart)
server:setup(opts)
vim.cmd [[ do User LspAttachBuffers ]]
end)
local saga = require'lspsaga'
saga.init_lsp_saga()
-- completion
local cmp = require'cmp'
cmp.setup({
snippet = {
expand = function(args)
require('luasnip').lsp_expand(args.body)
end,
},
mapping = {
['<C-d>'] = cmp.mapping.scroll_docs(-4),
['<C-f>'] = cmp.mapping.scroll_docs(4),
['<C-Space>'] = cmp.mapping.complete(),
['<C-e>'] = cmp.mapping.close(),
['<CR>'] = cmp.mapping.confirm({ select = true }),
},
sources = {
{ name = 'nvim_lsp' },
{ name = 'luasnip' },
{ name = 'buffer' },
}
})
-- syntax
require'nvim-treesitter.configs'.setup {
ensure_installed = "maintained", -- one of "all", "maintained" (parsers with maintainers), or a list of languages
--ignore_install = { "javascript" }, -- List of parsers to ignore installing
highlight = {
enable = true, -- false will disable the whole extension
-- disable = { "c", "rust" }, -- list of language that will be disabled
-- Setting this to true will run `:h syntax` and tree-sitter at the same time.
-- Set this to `true` if you depend on 'syntax' being enabled (like for indentation).
-- Using this option may slow down your editor, and you may see some duplicate highlights.
-- Instead of true it can also be a list of languages
additional_vim_regex_highlighting = false,
},
context_commentstring = {
enable = true
},
rainbow = {
enable = true,
extended_mode = true,
}
}
require"surround".setup {mappings_style = "sandwich"}
-- terminal
require("toggleterm").setup{}
-- snippet
-- fuzzy finder
require("telescope").load_extension("flutter")
-- color
require'colorizer'.setup{}
-- colorscheme
require('onedark').load()
-- icon
-- utility
-- lua development
-- tabline
require('bufferline').setup{
options = {
offsets = {
{
filetype = "NvimTree",
text = "File Explorer",
highlight = "Directory",
text_align = "left"
}
}
}
}
-- statusline
require('lualine').setup{
options = { theme = 'onedark' },
extensions = {'nvim-tree'}
}
-- cursorline
-- indent
-- file explorer
require'nvim-tree'.setup{}
-- git
require('gitsigns').setup{}
local neogit = require('neogit')
neogit.setup{}
-- language support
require("flutter-tools").setup{}
-- comment
require('Comment').setup{}
-- editing support
-- formatting
-- keybinding
local wk = require("which-key")
wk.setup{}
wk.register({
-- ["<leader>c"] = { name = "+Color" },
["<leader>c"] = { name = "+Command"},
["<leader>C"] = { "<cmd>Telescope commands<cr>", "Commands" },
["<leader>cc"] = { "<cmd>Telescope commands<cr>", "Commands" },
["<leader>ct"] = { "<cmd>Telescope command_history<cr>", "Command History"},
["<leader>ck"] = { "<cmd>Telescope keymaps<cr>", "Keymaps" },
["<leader>ch"] = { "<cmd>Telescope man_pages<cr>", "Help"},
["<localleader>w"] = { name = "+Workspace"},
["<localleader>wa"] = { "<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>", "Format" },
["<localleader>wr"] = { "<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>", "Format" },
["<localleader>wl"] = { "<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>", "Format" },
["<leader>x"] = { name = "+Language"},
["<localleader>x"] = { name = "+Language"},
["<leader>X"] = { "<cmd>TroubleToggle lsp_workspace_diagnostics<cr>", "Problems" },
["<leader>xx"] = { "<cmd>TroubleToggle lsp_workspace_diagnostics<cr>", "Problems" },
["<localleader>X"] = { "<cmd>TroubleToggle lsp_document_diagnostics<cr>", "Problems" },
["<localleader>xx"] = { "<cmd>TroubleToggle lsp_document_diagnostics<cr>", "Problems" },
["<leader>xq"] = { "<cmd>TroubleToggle quickfix<cr>", "Quickfix" },
["<leader>xl"] = { "<cmd>TroubleToggle loclist<cr>", "Loclist" },
["<leader>xt"] = { "<cmd>TroubleToggle<cr>", "Trouble" },
["<localleader>xf"] = { "<cmd>lua vim.lsp.buf.formatting()<CR>", "Format" },
["<localleader>xF"] = { "<cmd>lua vim.lsp.buf.range_formatting()<CR>", "Range Format" },
["<leader>b"] = { name = "+Buffer"},
["<leader>B"] = { "<cmd>Telescope buffers<cr>", "Buffers" },
["<leader>bb"] = { "<cmd>Telescope buffers<cr>", "Buffers" },
["<leader>r"] = { name = "+Register"},
["<leader>R"] = { "<cmd>Telescope registers<cr>", "Registers" },
["<leader>rr"] = { "<cmd>Telescope registers<cr>", "Registers" },
["<leader>e"] = { name = "+Explorer"},
["<leader>E"] = { "<cmd>NvimTreeToggle<cr>", "Explorer"},
["<leader>ee"] = { "<cmd>NvimTreeToggle<cr>", "Explorer"},
["<leader>eE"] = { "<cmd>Telescope file_browser<cr>", "Explorer(search)" },
["<leader>ef"] = { "<cmd>FlutterOutlineToggle<cr>", "Flutter"},
["<leader>s"] = { name = "+Search"},
["<localleader>s"] = { name = "+Search"},
["<leader>S"] = { "<cmd>Telescope live_grep<cr>", "Grep" },
["<leader>ss"] = { "<cmd>Telescope live_grep<cr>", "Grep" },
["<localleader>S"] = { "<cmd>Telescope current_buffer_fuzzy_find<cr>", "Grep" },
["<localleader>ss"] = { "<cmd>Telescope current_buffer_fuzzy_find<cr>", "Grep" },
["<leader>sn"] = { "<cmd>Telescope help_tags<cr>", "Tags" },
["<leader>sh"] = { "<cmd>Telescope search_history<cr>", "Search History"},
["<leader>st"] = { "<cmd>Telescope<cr>", "Telescope"},
["<leader>f"] = { name = "+File" },
["<leader>F"] = { "<cmd>Telescope find_files<cr>", "Find File" },
["<leader>ff"] = { "<cmd>Telescope find_files<cr>", "Find File" },
["<leader>fr"] = { "<cmd>Telescope oldfiles<cr>", "Open Recent File" },
["<leader>fn"] = { "<cmd>enew<cr>", "New File" },
["<leader>g"] = { name = "+Git" },
["<leader>G"] = { "<cmd>Neogit<cr>", "Status" },
["<leader>gg"] = { "<cmd>Neogit<cr>", "Status" },
["<leader>gc"] = { "<cmd>Neogit commit<cr>", "Commit" },
["<leader>t"] = { name = "+Terminal" },
["<leader>T"] = { "<cmd>ToggleTerm<cr>", "Terminal" },
["<leader>tt"] = { "<cmd>ToggleTerm<cr>", "Terminal" },
["<leader>tb"] = { "<cmd>terminal<cr>", "Terminal Buffer" },
})
|
#!/usr/bin/env lua
--- Tests on dumocks.ScreenRenderer.
-- @see dumocks.ScreenRenderer
-- set search path to include src directory
package.path = "src/?.lua;" .. package.path
local lu = require("luaunit")
local sr = require("dumocks.ScreenRenderer")
_G.TestScreenRenderer = {}
--- Characterization test to determine in-game behavior, can run on mock and uses assert instead of luaunit to run
-- in-game.
--
-- Test setup:
-- 1. 1x Screen or Sign, paste relevent bit directly into render script
--
-- Exercises: ??TODO??
function _G.TestScreenRenderer.testGameBehavior()
local screenRenderer = sr:new()
local oldEnv = _ENV
local closure = screenRenderer:mockGetEnvironment()
local _ENV = closure
---------------
-- copy from here to renderer
---------------
local expectedFunctions = {"getCursor", "createLayer", "getResolution", "addCircle", "setNextFillColor",
"setNextStrokeColor", "getDeltaTime", "addImage", "loadImage", "setNextRotation",
"loadFont", "setNextRotationDegrees", "addTriangle", "requestAnimationFrame", "addQuad",
"setNextStrokeWidth", "addText", "getRenderCostMax", "addLine", "getRenderCost",
"addBox", "getInput", "setOutput", "setDefaultRotation", "isImageLoaded",
"setDefaultShadow", "setDefaultStrokeColor", "setNextTextAlign", "setNextShadow",
"isFontLoaded", "setDefaultStrokeWidth", "addBoxRounded", "setBackgroundColor",
"getCursorPressed", "getCursorReleased", "getCursorDown", "setDefaultFillColor",
"getFontMetrics", "getTextBounds", "logMessage",
"next", "pairs", "ipairs", "select", "type", "tostring", "tonumber", "pcall", "xpcall",
"assert", "error", "load", "require", "setmetatable", "getmetatable"}
local unexpectedFunctions = {}
local expectedTables = {"table", "string", "math"}
local unexpectedTables = {}
local expectedStrings = {
["_VERSION"] = "Lua 5.3"
}
local unexpectedStrings = {}
local expectedNumbers = {
Shape_Box = 0,
Shape_BoxRounded = 1,
Shape_Circle = 2,
Shape_Image = 3,
Shape_Line = 4,
Shape_Polygon = 5,
Shape_Text = 6,
AlignH_Left = 0,
AlignH_Center = 1,
AlignH_Right = 2,
AlignV_Ascender = 0,
AlignV_Top = 1,
AlignV_Middle = 2,
AlignV_Baseline = 3,
AlignV_Bottom = 4,
AlignV_Descender = 5,
}
local unexpectedNumbers = {}
local other = {}
for key, value in pairs(_ENV) do
if type(value) == "function" then
for index, name in pairs(expectedFunctions) do
if key == name then
table.remove(expectedFunctions, index)
goto continueOuter
end
end
local functionDescription = key
-- unknown function, try to get parameters
-- taken from hdparm's global dump script posted on forum
local dump_success, dump_result = pcall(string.dump, value)
if dump_success then
local params = string.match(dump_result, "function%s+[^%s)]*" .. key .. "%s*%(([^)]*)%)")
if params then
params = params:gsub(",%s+", ",") -- remove whitespace after function parameter names
functionDescription = string.format("%s(%s)", functionDescription, params)
end
end
table.insert(unexpectedFunctions, functionDescription)
elseif type(value) == "table" then
for index, name in pairs(expectedTables) do
if key == name then
table.remove(expectedTables, index)
goto continueOuter
end
end
table.insert(unexpectedTables, key)
elseif type(value) == "string" then
local expected = expectedStrings[key]
if expected then
expectedStrings[key] = nil
if expected == value then
goto continueOuter
end
end
table.insert(unexpectedStrings, string.format("%s=%s (%s)", key, value, expected))
elseif type(value) == "number" then
local expected = expectedNumbers[key]
if expected then
expectedNumbers[key] = nil
if expected == value then
goto continueOuter
end
end
table.insert(unexpectedNumbers, string.format("%s=%s (%s)", key, value, expected))
else
table.insert(other, string.format("%s(%s)", key, type(value)))
end
::continueOuter::
end
local message = ""
if #expectedFunctions > 0 then
message = message .. "Missing expected functions. " .. table.concat(expectedFunctions, ", ") .. "\n"
end
if #unexpectedFunctions > 0 then
message = message .. "Found unexpected functions. " .. table.concat(unexpectedFunctions, ", ") .. "\n"
end
if #expectedTables > 0 then
message = message .. "Missing expected tables. " .. table.concat(expectedTables, ", ") .. "\n"
end
if #unexpectedTables > 0 then
message = message .. "Found unexpected tables. " .. table.concat(unexpectedTables, ", ") .. "\n"
end
-- table with keys set has to be iterated
local function tableLength(input)
local count = 0
for _ in pairs(input) do
count = count + 1
end
return count
end
if tableLength(expectedStrings) > 0 then
message = message .. "Missing expected strings. "
for key, value in pairs(expectedNumbers) do
message = message .. string.format("%s=%s, ", key, value)
end
message = message .. "\n"
end
if #unexpectedStrings > 0 then
message = message .. "Found unexpected strings. " .. table.concat(unexpectedStrings, ", ") .. "\n"
end
if tableLength(expectedNumbers) > 0 then
message = message .. "Missing expected numbers. "
for key, value in pairs(expectedNumbers) do
message = message .. string.format("%s=%s, ", key, value)
end
message = message .. "\n"
end
if #unexpectedNumbers > 0 then
message = message .. "Found unexpected numbers. " .. table.concat(unexpectedNumbers, ", ") .. "\n"
end
if #other > 0 then
message = message .. "Found other entries. " .. table.concat(other, ", ") .. "\n"
end
if message:len() > 0 then
logMessage(message)
error(message)
end
---------------
-- copy from here to renderer
---------------
_ENV = oldEnv
end
os.exit(lu.LuaUnit.run())
|
----------------------------------------------------------------------------
-- channelwatch.lua v0.02
-- by Jason D. Ozubko - 2012,2018 (jdozubko@gmail.com)
----------------------------------------------------------------------------
-- This script file should be placed in the proper VLC playlist parser directory
-- For information about where this is, see:
--
-- http://wiki.videolan.org/Documentation:Play_HowTo/Building_Lua_Playlist_Scripts
--
-- This script processes and plays .channel files. The format for these files
-- is simply the filenames of each video file, and the duration of the video,
-- for each video that you want to be in the programming for that channel.
-- For example, "example.channel" might contain:
--
-- foo.mp4
-- 10:21
-- bar.mov
-- 43:17
--
-- Based on the day's date, the script will make a playlist of 30 hours of
-- programming out of the video files in the .channel file. The script will then
-- grab the current time, and set VLC to the proper position in the playlist and
-- in the video file, down to the second.
--
-- So for example, if the playlist loads and is in the middle of playing foo.mp4
-- and you then close VLC. If you reopen VLC 2 minutes later, and reload the
-- same .channel file, the player will still be showing foo, but will be 2
-- minutes further along in the show.
--
-- To create different channels, fill up .channel files with different video
-- files. To create different versions of the same channel put a different
-- 3 digit number on the first line of the .channel file. This digit acts as
-- a random seed that the script uses to build the daily schedule.
--
-- (modified from randomseek.lua by HostileFork, Sept 2011)
function probe()
-- tell VLC we will handle anything ending in ".channel"
return string.match(vlc.path, ".channel$")
end
function parse()
-- if there is a playlist already, then clear it
if vlc.playlist ~= nil then
vlc.playlist.clear()
end
--STEP 1. LOAD IN ALL FILES IN THE .CHANNEL FILE
-- fulllist will contain a list of ALL the media files in the .channel
fulllist = {}
nfulllist = 0
-- default channel number... used as a random seed when shuffling the playlist
channum = 0
-- set a flag to indicate that the first line doesn't need to be re-read
skipfirst = true
-- read a line from the .channel file
line = vlc.readline()
-- if the length is 3 digits or less...
if string.len(line) <= 3 then
-- try to use this as our channel number
channum = tonumber(line)
if channum == nil then
channum = 0
end
-- we don't need to skip reading the first line
skipfirst = false
end
-- loop through the list...
all_done = false
while all_done == false do
-- if firstread flag is not true, then go ahead and read
if skipfirst == false then
while true do
-- read a line from the .channel file
line = vlc.readline()
-- make sure we don't have an empty line
if line ~= "" then
break
end
end
end
-- set the skipfirst flag... we're going to read from now on
skipfirst = false
-- if that line does not exist...
if line == nil then
break --we're done reading the file
end
-- get the first character of the line
l = string.sub(line, 1, 1)
-- if we have a number...
if l == '0' or l == '1' or l == '2' or l == '3' or l == '4' or l == '5' or l == '6' or l == '7' or l == '8' or l == '9' then
--the file somehow got misaligned... skip this entry
-- we don't have a number
else
-- create an empty item for entry
list_item = {}
-- create a loop to find a valid entry item
while true do
-- use line as the file name
list_item.path = "file:///"..line
while true do
-- read a line from the .channel file
line = vlc.readline()
-- make sure we don't have an empty line
if line ~= "" then
break
end
end
-- if that line does not exist...
if line == nil then
all_done = true
break --we're done reading the file
end
-- else, get the first character of the line
l = string.sub(line, 1, 1)
-- if we have a number...
if l == '0' or l == '1' or l == '2' or l == '3' or l == '4' or l == '5' or l == '6' or l == '7' or l == '8' or l == '9' then
-- debug
--vlc.msg.info( "!!!FOUND!!! " .. list_item.path .. " > " .. line )
-- read in the duration in seconds
for _hour, _min, _sec in string.gmatch( line, "(%d*):(%d*):(%d*)" )
do
list_item.duration = (60 * 60 * _hour) + (60 * _min) + _sec
end
-- add the list item to the full list
table.insert( fulllist, list_item )
nfulllist = nfulllist + 1
-- quit the entry loop
break
-- else we have a file name...
else
-- do nothing here, we'll loop back and consider this new file name as an entry
-- debug
--vlc.msg.info( "!!!FAILED AT!!! " .. line )
end
end -- entry loop
end
end -- all_done loop
-- STEP 2. RANDOMIZE THE ORDER OF THE FULLLIST ARRAY
-- get the current date
cdate = os.date("*t")
-- calculate the current second
csec = (60 * 60 * cdate.hour) + (60 * cdate.min) + cdate.sec
-- based on the current date, calculate the current day we are on
-- (note, that between midnight and 6am we consider it "yesterday")
-- (this means that media lists are made each day for 6am to 5:59am (next day))
if cdate.hour <= 6 then
rseed = (cdate.yday-1) + ((cdate.year - 2012 + (100 * channum)) * 366)
else
rseed = cdate.yday + ((cdate.year - 2012 + (100 * channum)) * 366)
end
-- seed the random number with the current day we're on...
-- (ensures a unique program schedule every day forever)
math.randomseed(rseed)
-- shuffle the fullist
for i = nfulllist, 1, -1 do -- backwards
local r = math.random(nfulllist) -- select a random number between 1 and i
fulllist[i], fulllist[r] = fulllist[r], fulllist[i] -- swap the randomly selected item to position i
end
-- STEP 3. START LOADING IN VIDEO FILES UNTIL WE GET TO THE CURRENT TIME
-- current time of the channel
last_duration = 0
total_duration = 0
curidx = 1
-- debug
--vlc.msg.info( "!!!DEBUG!!! csec: " .. tostring(csec) )
-- loop forever...
while true do
-- if we are currently probing past the end of the fulllist
if curidx > nfulllist then
curidx = 1
end
-- add the duration of the probed item to the total
if fulllist[curidx].duration ~= nil then
last_duration = total_duration
total_duration = last_duration + fulllist[curidx].duration
end
--debug
--vlc.msg.info( "!!!ADDING!!! "..fulllist[curidx].path.." dur: " .. tostring(total_duration) )
-- see if we're now past the current time
if total_duration > csec then
break -- we're done
end
-- increment the index of the probe item
curidx = curidx + 1
end
-- STEP 4. LOAD THE FIRST ITEM INTO THE PLAYLIST AT CURRENT TIME
-- start with a blank playlist
playlist = {}
-- the start time will be the last duration minus the current seconds
start_time = csec - last_duration
-- make sure we have a valid start time
if start_time < 0 then
start_time = 0
end
-- add the start/stop time properties
fulllist[curidx].options = {}
table.insert(fulllist[curidx].options, "start-time="..tostring(start_time))
table.insert(fulllist[curidx].options, "stop-time="..tostring(fulllist[curidx].duration))
-- add the item to the playlist as the first item
table.insert( playlist, fulllist[curidx] )
-- STEP 5. ADD IN ALL REMAINING ITEMS UNTIL WE HIT A 30 HR PLAYLIST
-- now loop until we hit 24 hrs + 6 hrs
while true do
-- increment the current index
curidx = curidx + 1
-- if we are currently probing past the end of the fulllist
if curidx > nfulllist then
curidx = 1
end
if fulllist[curidx].duration ~= nil then
-- add the next item to the playlist
table.insert( playlist, fulllist[curidx] )
-- update the duration
total_duration = total_duration + fulllist[curidx].duration
end
-- check if we're past 30 hours yet
if total_duration > 0 then
break
end
end
-- give VLC the playlist
return playlist
end
|
local Los = require "plugin.wattageTileEngine.lineOfSight"
local ObjectSystem = require "plugin.wattageTileEngine.objectSystem"
local Utils = require "plugin.wattageTileEngine.utils"
local min = math.min
local sqrt = math.sqrt
local AggregateLightTransitioner = {}
AggregateLightTransitioner.new = function(params)
local self = {}
self.index = params.index
local aggregateLightByCoordinate = params.aggregateLightByCoordinate
local transitionerTargetCoordinates = params.transitionerTargetCoordinates
self.row = params.row
self.column = params.column
local startR = params.startR
local startG = params.startG
local startB = params.startB
local endR = params.endR
local endG = params.endG
local endB = params.endB
local transitionTime = params.transitionTime
self.transitionerIndexesForRemoval = params.transitionerIndexesForRemoval
local elapsedTime = 0
local diffR = endR - startR
local diffG = endG - startG
local diffB = endB - startB
local curR = startR
local curG = startG
local curB = startB
function self.resetIfChanged(params)
if endR ~= params.endR or endG ~= params.endG or endB ~= params.endB then
startR = curR
startG = curG
startB = curB
endR = params.endR
endG = params.endG
endB = params.endB
diffR = endR - startR
diffG = endG - startG
diffB = endB - startB
elapsedTime = 0
end
end
function self.getEndRGB()
return {r = endR, g = endG, b = endB}
end
function self.forceFinish()
elapsedTime = transitionTime
self.update(0)
end
function self.update(deltaTime)
elapsedTime = elapsedTime + deltaTime
curR = startR + (elapsedTime / transitionTime) * diffR
curG = startG + (elapsedTime / transitionTime) * diffG
curB = startB + (elapsedTime / transitionTime) * diffB
if elapsedTime >= transitionTime then
curR = endR
curG = endG
curB = endB
startR = endR
startG = endG
startB = endB
table.insert(self.transitionerIndexesForRemoval, self.index)
table.insert(transitionerTargetCoordinates, {row = self.row, column = self.column})
else
table.insert(transitionerTargetCoordinates, {row = self.row, column = self.column})
end
local columns = aggregateLightByCoordinate[self.row]
if columns == nil then
columns = {}
aggregateLightByCoordinate[self.row] = columns
end
local cell = columns[self.column]
if cell == nil then
cell = {}
columns[self.column] = cell
end
cell.r = curR
cell.g = curG
cell.b = curB
end
return self
end
local LightingModel = {}
LightingModel.objectType = "LightingModel"
LightingModel.new = function(params)
local requireParams = Utils.requireParams
requireParams({
"isTransparent",
"isTileAffectedByAmbient",
"useTransitioners",
"compensateLightingForViewingPosition"
}, params)
local isTransparentCallback = params.isTransparent
local isTileAffectedByAmbientCallback = params.isTileAffectedByAmbient
local useTransitioners = params.useTransitioners
local compensateLightingForViewingPosition = params.compensateLightingForViewingPosition
local self = ObjectSystem.Object.new({objectType=LightingModel.objectType})
-- Tracks next available light ID to assign to new lights
local nextLightId
-- Instance of line of sight module
local lineOfSight
-- Ambient Light
local ambientRed
local ambientGreen
local ambientBlue
local ambientIntensity
-- Dirty coordinates
local ambientLightChanged -- This is true if the ambient lighting has changed. This is necessary since a change in the ambient lighting changes all lighting tiles and requires a resync with the tile engine.
local dirtyAggregateUniqueIndex -- This is a table of tables. The existence of a value in the table indicates that that coordinate has already been marked as dirty.
local dirtyAggregateRows -- An array of row coordinates for dirty aggregate tiles.
local dirtyAggregateColumns -- An array of column coordinates for dirty aggregate tiles.
local dirtyAggregateIndex -- Tracks the next available index for dirtyAggregateRows and dirtyAggregateColumns.
-- Stores aggregate light values
local aggregateLightByCoordinate -- This is a table of tables representing rows of columns. Each coordinate stores the corresponding aggregated lighting value.
local transparencyStateByRow
-- Stores the aggregate light transitioners
local aggregateLightTransitionerByCoordinate -- This stores the transitioners for aggregate lighting.
local activeTransitioners -- Stores the active transitioners
local transitionerIndexesForRemoval -- Stores the indexes of the transitioners that can be removed from the active transitioner list.
local transitionerTargetCoordinates -- Stores tile coordinates of the tiles affected by the transitioners. This is necessary to notify tiles to update their tint.
-- Stores IDs for dirty lights
local dirtyLightIds -- This table stores the IDs of all lights that have been made dirty.
-- Stores lights indexed by their ID
local lightsById -- Index of IDs to lights.
-- Stores affected areas for each light by ID
local affectedAreasByLightId -- Stores table of tables representing rows and columns of tiles holding data for how the light would affect that tile.
-- Tracks current affected area for use in the callback
local curLight -- Reference to current light used during processing
local curAffectedArea -- Reference to current affected area used during processing
-- Marks the tile at the row/column coordinate as dirty and ensures uniqueness of entries.
local function markDirtyAggregateTile(row, column)
local uniqueRowIndex = dirtyAggregateUniqueIndex[row]
if uniqueRowIndex ~= nil then
if uniqueRowIndex[column] then
return
end
else
uniqueRowIndex = {}
dirtyAggregateUniqueIndex[row] = uniqueRowIndex
end
uniqueRowIndex[column] = true
dirtyAggregateRows[dirtyAggregateIndex] = row
dirtyAggregateColumns[dirtyAggregateIndex] = column
dirtyAggregateIndex = dirtyAggregateIndex + 1
end
-- Convenience function to clamp a value to a specified range.
local function clamp(v, min, max)
if v < min then
return min
end
if v > max then
return max
end
return v
end
-- Callback to light affected area
local function fovCallback(x, y, distanceSquared, isTransparent)
-- Record state of transparency if compensating for viewing position
if compensateLightingForViewingPosition then
local transparencyStateRow = transparencyStateByRow[y]
if transparencyStateRow == nil then
transparencyStateRow = {}
transparencyStateByRow[y] = transparencyStateRow
end
transparencyStateRow[x] = isTransparent
end
local curAffectedRow = curAffectedArea[y]
if curAffectedRow == nil then
curAffectedRow = {}
curAffectedArea[y] = curAffectedRow
end
-- New equation simple
local attenuation = clamp(1.0 - distanceSquared / (curLight.radius * curLight.radius), 0, 1)
attenuation = attenuation * attenuation
-- New equation not as simple
-- local attenuation = clamp(1.0 - ((distance * distance) / (curLight.radius * curLight.radius)), 0, 1)
-- attenuation = attenuation * attenuation
local adjustedIntensity = curLight.intensity * attenuation
if adjustedIntensity > 0 then
curLight.affectedRows[curLight.affectedIndex] = y
curLight.affectedColumns[curLight.affectedIndex] = x
curLight.affectedIndex = curLight.affectedIndex + 1
curAffectedRow[x] = {
adjustedIntensity = adjustedIntensity
}
markDirtyAggregateTile(y, x)
end
end
-- Inserts light ID into the dirty list if it does not already exist.
local function markLightAsDirty(lightId)
local found = false
for i=1,#dirtyLightIds do
if lightId == dirtyLightIds[i] then
found = true
end
end
if not found then
table.insert(dirtyLightIds, lightId)
end
end
-- Marks all lights as dirty
local function markAllLightsAsDirty()
dirtyLightIds = {}
local index = 1
for k,v in pairs(lightsById) do
dirtyLightIds[index] = k
index = index + 1
end
end
-- Marks the affected tiles of the light as dirty
local function markAggregateTilesAffectedByLightAsDirty(id)
local light = lightsById[id]
local affectedRows = light.affectedRows
local affectedColumns = light.affectedColumns
for i=1,light.affectedIndex - 1 do
markDirtyAggregateTile(affectedRows[i], affectedColumns[i])
end
end
-- Marks the corresponding aggregate tile as dirty for each of the current affected tiles of all lights
local function markAllAggregateTilesAffectedByLightAsDirty()
for id,light in pairs(lightsById) do
local affectedRows = light.affectedRows
local affectedColumns = light.affectedColumns
for i=1,light.affectedIndex - 1 do
markDirtyAggregateTile(affectedRows[i], affectedColumns[i])
end
end
end
function self.setUseTransitioners(useTransitionersParam)
useTransitioners = useTransitionersParam
if not useTransitioners then
for i=1,#activeTransitioners do
activeTransitioners[i].forceFinish()
end
for i=1,#transitionerTargetCoordinates do
local coordinate = transitionerTargetCoordinates[i]
markDirtyAggregateTile(coordinate.row, coordinate.column)
end
end
end
-- Will result in all aggregate tiles affected by light as dirty and set the ambientLightChanged flag to true
function self.setAmbientLight(red, green, blue, intensity)
if ambientRed ~= red
or ambientGreen ~= green
or ambientBlue ~= blue
or ambientIntensity ~= intensity then
ambientRed = red
ambientGreen = green
ambientBlue = blue
ambientIntensity = intensity
markAllAggregateTilesAffectedByLightAsDirty()
ambientLightChanged = true
end
end
function self.markChangeInTransparency(row, column)
self.markLightAsDirtyIfAffectedAreaContainsTile(row, column)
-- clear transparency cache
local transparencyRow = transparencyStateByRow[row]
if transparencyRow ~= nil then
transparencyRow[column] = nil
end
end
function self.getAmbientLight()
return {
r = min(ambientRed * ambientIntensity, 1),
g = min(ambientGreen * ambientIntensity, 1),
b = min(ambientBlue * ambientIntensity, 1),
intensity = ambientIntensity
}
end
function self.update(deltaTime)
--region Update transitioners
-- update transitioners
for i=1,#activeTransitioners do
activeTransitioners[i].update(deltaTime)
end
-- sort indexes
table.sort(transitionerIndexesForRemoval)
-- remove indexes
for i=#transitionerIndexesForRemoval,1,-1 do
local indexToRemove = transitionerIndexesForRemoval[i]
local transitionerForRemoval = activeTransitioners[indexToRemove]
if transitionerForRemoval ~= nil then
markDirtyAggregateTile(transitionerForRemoval.row, transitionerForRemoval.column)
aggregateLightTransitionerByCoordinate[transitionerForRemoval.row][transitionerForRemoval.column] = nil
table.remove(activeTransitioners, indexToRemove)
end
end
transitionerIndexesForRemoval = {}
for i=1,#activeTransitioners do
activeTransitioners[i].transitionerIndexesForRemoval = transitionerIndexesForRemoval
end
-- reset indexes
for i=1,#activeTransitioners do
activeTransitioners[i].index = i
end
--endregion
--region Mark dirty aggregate coords resulting from dirty lights
-- and clear current light affected areas
for k,lightId in pairs(dirtyLightIds) do
local light = lightsById[lightId]
local affectedRows = light.affectedRows
local affectedColumns = light.affectedColumns
local affectedAreas = affectedAreasByLightId[lightId]
if affectedAreas ~= nil then
for curAffectedIndex=1,light.affectedIndex - 1 do
local row = affectedRows[curAffectedIndex]
local affectedRow = affectedAreas[row]
if affectedRow ~= nil then
local column = affectedColumns[curAffectedIndex]
if affectedRow[column] ~= nil then
markDirtyAggregateTile(row, column)
end
end
end
affectedAreasByLightId[lightId] = {}
end
light.affectedRows = {}
light.affectedColumns = {}
light.affectedIndex = 1
end
--endregion
--region Update affected areas for dirty lights
for k,lightId in pairs(dirtyLightIds) do
curLight = lightsById[lightId]
curAffectedArea = affectedAreasByLightId[lightId]
if curAffectedArea == nil then
curAffectedArea = {}
affectedAreasByLightId[lightId] = curAffectedArea
end
lineOfSight.calculateFov({
startX = curLight.column,
startY = curLight.row,
radius = curLight.radius
})
end
--endregion
--region Aggregate dirty light data
-- First get bounding region for dirty tiles
local minRow
local maxRow
local minCol
local maxCol
for i=1,dirtyAggregateIndex - 1 do
if minRow == nil then
minRow = dirtyAggregateRows[i]
maxRow = minRow
minCol = dirtyAggregateColumns[i]
maxCol = minCol
else
local curRow = dirtyAggregateRows[i]
local curCol = dirtyAggregateColumns[i]
if curRow < minRow then
minRow = curRow
end
if curRow > maxRow then
maxRow = curRow
end
if curCol < minCol then
minCol = curCol
end
if curCol > maxCol then
maxCol = curCol
end
end
end
local trimmedAffectedAreas = {}
if minRow ~= nil then
local halfWidth = (maxCol - minCol) / 2
local halfHeight = (maxRow - minRow) / 2
local boundingCenterCol = minCol + halfWidth
local boundingCenterRow = minRow + halfHeight
local boundingRadius = sqrt(halfWidth * halfWidth + halfHeight * halfHeight)
for lightId,area in pairs(affectedAreasByLightId) do
local light = lightsById[lightId]
local lightRadius = light.radius
local distanceRows = boundingCenterRow - light.row
local distanceCols = boundingCenterCol - light.column
local distance = sqrt(distanceRows * distanceRows + distanceCols * distanceCols)
if distance <= boundingRadius + lightRadius then
table.insert(trimmedAffectedAreas, {
light = light,
area = area
})
end
end
end
for i=1,dirtyAggregateIndex - 1 do
local aggregateRow = dirtyAggregateRows[i]
local aggregateCol = dirtyAggregateColumns[i]
local aggregateR = 0
local aggregateG = 0
local aggregateB = 0
--region Calculate aggregate value
local isAffectedByLight = false
for i=1,#trimmedAffectedAreas do
local entry = trimmedAffectedAreas[i]
local areaRow = entry.area[aggregateRow]
if areaRow ~= nil then
local areaTile = areaRow[aggregateCol]
if areaTile ~= nil then
local light = entry.light
local intensity = areaTile.adjustedIntensity
aggregateR = min(aggregateR + light.r * intensity, 1)
aggregateG = min(aggregateG + light.g * intensity, 1)
aggregateB = min(aggregateB + light.b * intensity, 1)
isAffectedByLight = true
end
end
end
--endregion
--region Store aggregate value
local aggregateRowArray = aggregateLightByCoordinate[aggregateRow]
if aggregateRowArray == nil then
aggregateRowArray = {}
aggregateLightByCoordinate[aggregateRow] = aggregateRowArray
end
local cell = aggregateRowArray[aggregateCol]
if not isAffectedByLight then
local transitionerRow = aggregateLightTransitionerByCoordinate[aggregateRow]
if transitionerRow == nil then
transitionerRow = {}
aggregateLightTransitionerByCoordinate[aggregateRow] = transitionerRow
end
local transitioner = transitionerRow[aggregateCol]
-- No light data, clear the aggregate value or update transitioner
if not useTransitioners or transitioner == nil then
aggregateRowArray[aggregateCol] = nil
else
if isTileAffectedByAmbientCallback(aggregateRow, aggregateCol) then
transitioner.resetIfChanged({
endR = ambientRed * ambientIntensity,
endG = ambientGreen * ambientIntensity,
endB = ambientBlue * ambientIntensity
})
else
transitioner.resetIfChanged({
endR = 0,
endG = 0,
endB = 0
})
end
end
else
local newR
local newG
local newB
if isTileAffectedByAmbientCallback(aggregateRow, aggregateCol) then
newR = min(ambientRed * ambientIntensity + aggregateR, 1)
newG = min(ambientGreen * ambientIntensity + aggregateG, 1)
newB = min(ambientBlue * ambientIntensity + aggregateB, 1)
else
newR = aggregateR
newG = aggregateG
newB = aggregateB
end
if cell == nil or not useTransitioners then
aggregateRowArray[aggregateCol] = {
r = newR,
g = newG,
b = newB
}
else
local transitionerRow = aggregateLightTransitionerByCoordinate[aggregateRow]
if transitionerRow == nil then
transitionerRow = {}
aggregateLightTransitionerByCoordinate[aggregateRow] = transitionerRow
end
local transitioner = transitionerRow[aggregateCol]
if transitioner == nil then
transitioner = AggregateLightTransitioner.new({
index = #activeTransitioners,
aggregateLightByCoordinate = aggregateLightByCoordinate,
transitionerTargetCoordinates = transitionerTargetCoordinates,
row = aggregateRow,
column = aggregateCol,
startR = cell.r,
startG = cell.g,
startB = cell.b,
endR = newR,
endG = newG,
endB = newB,
transitionTime = 250,
transitionerIndexesForRemoval = transitionerIndexesForRemoval
})
transitionerRow[aggregateCol] = transitioner
table.insert(activeTransitioners, transitioner)
else
transitioner.resetIfChanged({
endR = newR,
endG = newG,
endB = newB
})
end
end
end
--endregion
end
--endregion
--After processing tiles which need full aggregate computations, add the ones managed by the transitioners to the list.
for i=1,#transitionerTargetCoordinates do
local coordinate = transitionerTargetCoordinates[i]
markDirtyAggregateTile(coordinate.row, coordinate.column)
end
end
-- todo rename this to resetDirtyFlagsAndIndexes
function self.resetDirtyFlags()
dirtyLightIds = {}
ambientLightChanged = false
dirtyAggregateUniqueIndex = {}
dirtyAggregateRows = {}
dirtyAggregateColumns = {}
dirtyAggregateIndex = 1
for i=1,#transitionerTargetCoordinates do
transitionerTargetCoordinates[i] = nil
end
end
function self.addLight(params)
requireParams({"row","column","r","g","b","intensity","radius"}, params)
-- Fetch next light id and increment to the next value
local lightId
if params.lightId ~= nil then
lightId = params.lightId
else
lightId = nextLightId
nextLightId = nextLightId + 1
end
-- Add the light ID to the dirty list
table.insert(dirtyLightIds, lightId)
-- Add the light
lightsById[lightId] = {
row = params.row,
column = params.column,
r = params.r,
g = params.g,
b = params.b,
intensity = params.intensity,
radius = params.radius,
affectedRows = {},
affectedColumns = {},
affectedIndex = 1
}
return lightId
end
-- todo expand interface to allow changing color, intensity, radius, or any attribute of the light
function self.updateLight(params)
requireParams({"lightId","newRow","newColumn"}, params)
local newRow = params.newRow
local newColumn = params.newColumn
local light = lightsById[params.lightId]
if newRow ~= light.row or newColumn ~= light.column then
light.row = newRow
light.column = newColumn
markLightAsDirty(params.lightId)
end
end
function self.removeLight(lightId)
markAggregateTilesAffectedByLightAsDirty(lightId)
lightsById[lightId] = nil
affectedAreasByLightId[lightId] = nil
end
function self.getLightProperties(lightId)
local props
local light = lightsById[lightId]
if light ~= nil then
props = {}
props.row = light.row
props.column = light.column
props.r = light.r
props.g = light.g
props.b = light.b
props.intensity = light.intensity
props.radius = light.radius
end
return props
end
function self.markLightAsDirtyIfAffectedAreaContainsTile(row, col)
for lightId, light in pairs(lightsById) do
local affectedArea = affectedAreasByLightId[lightId]
local affectedRow = affectedArea[row]
if affectedRow ~= nil then
local affectedColumn = affectedRow[col]
if affectedColumn ~= nil then
markLightAsDirty(lightId)
end
end
end
end
local function checkTransparent(row, col)
local transparent = true
local transparencyStateRow = transparencyStateByRow[row]
if transparencyStateRow ~= nil then
local isTransparent = transparencyStateRow[col]
if isTransparent == false then
transparent = false
elseif isTransparent == nil then
transparent = isTransparentCallback(col, row)
end
else
transparent = isTransparentCallback(col, row)
end
return transparent
end
function self.getAggregateLightIfRowColumnOpaque(row, col, viewRow, viewCol)
local light
if not checkTransparent(row, col) then
local totalR = 0
local totalG = 0
local totalB = 0
local total = 0
if viewRow >= row then
if viewCol >= col then -- bottom right
if checkTransparent(row, col + 1) then
local l1 = self.getAggregateLight(row, col + 1)
if l1 ~= nil then
totalR = totalR + l1.r
totalG = totalG + l1.g
totalB = totalB + l1.b
total = total + 1
end
end
if checkTransparent(row + 1, col + 1) then
local l2 = self.getAggregateLight(row + 1, col + 1)
if l2 ~= nil then
totalR = totalR + l2.r
totalG = totalG + l2.g
totalB = totalB + l2.b
total = total + 1
end
end
if checkTransparent(row + 1, col) then
local l3 = self.getAggregateLight(row + 1, col)
if l3 ~= nil then
totalR = totalR + l3.r
totalG = totalG + l3.g
totalB = totalB + l3.b
total = total + 1
end
end
else -- bottom left
if checkTransparent(row, col - 1) then
local l1 = self.getAggregateLight(row, col - 1)
if l1 ~= nil then
totalR = totalR + l1.r
totalG = totalG + l1.g
totalB = totalB + l1.b
total = total + 1
end
end
if checkTransparent(row + 1, col - 1) then
local l2 = self.getAggregateLight(row + 1, col - 1)
if l2 ~= nil then
totalR = totalR + l2.r
totalG = totalG + l2.g
totalB = totalB + l2.b
total = total + 1
end
end
if checkTransparent(row + 1, col) then
local l3 = self.getAggregateLight(row + 1, col)
if l3 ~= nil then
totalR = totalR + l3.r
totalG = totalG + l3.g
totalB = totalB + l3.b
total = total + 1
end
end
end
else
if viewCol >= col then -- top right
if checkTransparent(row - 1, col) then
local l1 = self.getAggregateLight(row - 1, col)
if l1 ~= nil then
totalR = totalR + l1.r
totalG = totalG + l1.g
totalB = totalB + l1.b
total = total + 1
end
end
if checkTransparent(row - 1, col + 1) then
local l2 = self.getAggregateLight(row - 1, col + 1)
if l2 ~= nil then
totalR = totalR + l2.r
totalG = totalG + l2.g
totalB = totalB + l2.b
total = total + 1
end
end
if checkTransparent(row, col + 1) then
local l3 = self.getAggregateLight(row, col + 1)
if l3 ~= nil then
totalR = totalR + l3.r
totalG = totalG + l3.g
totalB = totalB + l3.b
total = total + 1
end
end
else -- top left
if checkTransparent(row - 1, col) then
local l1 = self.getAggregateLight(row - 1, col)
if l1 ~= nil then
totalR = totalR + l1.r
totalG = totalG + l1.g
totalB = totalB + l1.b
total = total + 1
end
end
if checkTransparent(row - 1, col - 1) then
local l2 = self.getAggregateLight(row - 1, col - 1)
if l2 ~= nil then
totalR = totalR + l2.r
totalG = totalG + l2.g
totalB = totalB + l2.b
total = total + 1
end
end
if checkTransparent(row, col - 1) then
local l3 = self.getAggregateLight(row, col - 1)
if l3 ~= nil then
totalR = totalR + l3.r
totalG = totalG + l3.g
totalB = totalB + l3.b
total = total + 1
end
end
end
end
light = {
r = totalR / total,
g = totalG / total,
b = totalB / total
}
end
return light
end
function self.getAggregateLight(row, col)
local light
local rowArray = aggregateLightByCoordinate[row]
if rowArray ~= nil then
light = rowArray[col]
end
-- Return a default ambient light if no aggregate data is found
if light == nil and isTileAffectedByAmbientCallback(row, col) then
light = {
r=ambientRed * ambientIntensity,
g=ambientGreen * ambientIntensity,
b=ambientBlue * ambientIntensity
}
elseif light == nil then
light = {
r=0,
g=0,
b=0
}
end
return light
end
function self.getDirtyAggregateRows()
return dirtyAggregateRows
end
function self.getDirtyAggregateColumns()
return dirtyAggregateColumns
end
function self.getDirtyAggregateCount()
return dirtyAggregateIndex - 1
end
function self.hasDirtyAggregateTile()
return dirtyAggregateIndex > 1
end
function self.hasAmbientLightChanged()
return ambientLightChanged
end
function self.setIsTransparentCallback(callback)
isTransparentCallback = callback
lineOfSight.setIsTransparentCallback(callback)
end
function self.setIsTileAffectedByAmbientCallback(callback)
isTileAffectedByAmbientCallback = callback
end
local parentSave = self.save
function self.save(diskStream)
parentSave(diskStream)
diskStream.write(useTransitioners)
diskStream.write(compensateLightingForViewingPosition)
diskStream.write(nextLightId)
diskStream.write(ambientRed)
diskStream.write(ambientGreen)
diskStream.write(ambientBlue)
diskStream.write(ambientIntensity)
local lightCount = 0
for k,v in pairs(lightsById) do
lightCount = lightCount + 1
end
diskStream.write(lightCount)
for lightId,light in pairs(lightsById) do
diskStream.write(lightId)
diskStream.write(light.row)
diskStream.write(light.column)
diskStream.write(light.r)
diskStream.write(light.g)
diskStream.write(light.b)
diskStream.write(light.intensity)
diskStream.write(light.radius)
end
end
local parentLoad = self.load
function self.load(diskStream)
parentLoad(diskStream)
useTransitioners = diskStream.read()
compensateLightingForViewingPosition = diskStream.read()
nextLightId = diskStream.read()
ambientRed = diskStream.read()
ambientGreen = diskStream.read()
ambientBlue = diskStream.read()
ambientIntensity = diskStream.read()
local lightCount = diskStream.read()
for i=1,lightCount do
local lightId = diskStream.read()
local row = diskStream.read()
local column = diskStream.read()
local r = diskStream.read()
local g = diskStream.read()
local b = diskStream.read()
local intensity = diskStream.read()
local radius = diskStream.read()
self.addLight({
lightId = lightId,
row = row,
column = column,
r = r,
g = g,
b = b,
intensity = intensity,
radius = radius
})
end
end
local function initialize()
lineOfSight = Los.new({
maxRadius = 20,
isTransparent = isTransparentCallback,
fovCallback = fovCallback
})
nextLightId = 0
ambientRed = 1
ambientGreen = 1
ambientBlue = 1
ambientIntensity = 0.3
ambientLightChanged = false
dirtyAggregateUniqueIndex = {}
dirtyAggregateRows = {}
dirtyAggregateColumns = {}
dirtyAggregateIndex = 1
aggregateLightByCoordinate = {}
transparencyStateByRow = {}
dirtyLightIds = {}
lightsById = {}
affectedAreasByLightId = {}
aggregateLightTransitionerByCoordinate = {}
activeTransitioners = {}
transitionerIndexesForRemoval = {}
transitionerTargetCoordinates = {}
end
initialize()
return self
end
ObjectSystem.Factory.registerForType(LightingModel.objectType, LightingModel.new)
return LightingModel |
vim.o.completeopt = 'menuone,noselect' -- Completion options (for deoplete)
local lspkind = require "lspkind"
lspkind.init()
-- Setup nvim-cmp.
local cmp = require('cmp')
cmp.setup({
snippet = {
-- REQUIRED - you must specify a snippet engine
expand = function(args)
vim.fn["vsnip#anonymous"](args.body) -- For `vsnip` users.
-- require('luasnip').lsp_expand(args.body) -- For `luasnip` users.
-- vim.fn["UltiSnips#Anon"](args.body) -- For `ultisnips` users.
-- require'snippy'.expand_snippet(args.body) -- For `snippy` users.
end,
},
mapping = {
['<C-b>'] = cmp.mapping(cmp.mapping.scroll_docs(-4), { 'i', 'c' }),
['<C-f>'] = cmp.mapping(cmp.mapping.scroll_docs(4), { 'i', 'c' }),
['<C-Space>'] = cmp.mapping(cmp.mapping.complete(), { 'i', 'c' }),
['<C-y>'] = cmp.config.disable, -- Specify `cmp.config.disable` if you want to remove the default `<C-y>` mapping.
['<C-e>'] = cmp.mapping({
i = cmp.mapping.abort(),
c = cmp.mapping.close(),
}),
['<CR>'] = cmp.mapping.confirm({ select = true }),
-- If you want tab completion :'(
-- First you have to just promise to read `:help ins-completion`.
["<Tab>"] = function(fallback)
if cmp.visible() then
cmp.select_next_item()
else
fallback()
end
end,
["<S-Tab>"] = function(fallback)
if cmp.visible() then
cmp.select_prev_item()
else
fallback()
end
end,
},
sources = cmp.config.sources({
{ name = 'nvim_lsp' },
-- { name = 'vsnip' }, -- For vsnip users.
{ name = 'luasnip' }, -- For luasnip users.
-- { name = 'ultisnips' }, -- For ultisnips users.
-- { name = 'snippy' }, -- For snippy users.
}, {
{ name = 'buffer' },
}),
formatting = {
-- Youtube: How to set up nice formatting for your sources.
format = lspkind.cmp_format {
with_text = true,
menu = {
buffer = "[buf]",
nvim_lsp = "[LSP]",
nvim_lua = "[api]",
path = "[path]",
luasnip = "[snip]",
gh_issues = "[issues]",
tn = "[TabNine]",
},
},
},
experimental = {
-- I like the new menu better! Nice work hrsh7th
native_menu = true,
-- Let's play with this for a day or two
-- ghost_text = false,
},
})
-- -- Use buffer source for `/` (if you enabled `native_menu`, this won't work anymore).
-- cmp.setup.cmdline('/', {
-- sources = {
-- { name = 'buffer' }
-- }
-- })
-- -- Use cmdline & path source for ':' (if you enabled `native_menu`, this won't work anymore).
-- cmp.setup.cmdline(':', {
-- sources = cmp.config.sources({
-- { name = 'path' }
-- }, {
-- { name = 'cmdline' }
-- })
-- })
-- Setup lspconfig.
local capabilities = require('cmp_nvim_lsp').update_capabilities(vim.lsp.protocol.make_client_capabilities())
-- Replace <YOUR_LSP_SERVER> with each lsp server you've enabled.
require('lspconfig')['eslint'].setup {
capabilities = capabilities
}
require('lspconfig')['sumneko_lua'].setup {
capabilities = capabilities
}
|
--Arquivo init.lua
--Autor: Elisson Andrade, 2019
dofile("login.lua")
--LEDS Verdes
gpio.mode(0,gpio.OUTPUT)
--LEDS vermelhos, da direita para a esquerda
gpio.mode(1,gpio.OUTPUT)
gpio.mode(2,gpio.OUTPUT)
gpio.mode(3,gpio.OUTPUT)
gpio.mode(4,gpio.OUTPUT)
gpio.mode(5,gpio.OUTPUT)
gpio.mode(6,gpio.OUTPUT)
--LED Amarelo
gpio.mode(7,gpio.OUTPUT)
--LED Branco
gpio.mode(8,gpio.OUTPUT)
function piscaCiclo(leds, intervalo)
for led, valor in next, leds do
if(valor == 0 or valor == 3) then
gpio.write(led-1, gpio.LOW)
else
gpio.write(led-1, gpio.HIGH)
end
end
tmr.delay(intervalo/2)
for led, valor in next, leds do
if(valor == 0 or valor == 2) then
gpio.write(led-1, gpio.LOW)
else
gpio.write(led-1, gpio.HIGH)
end
end
tmr.delay(intervalo/2)
end
function startup()
if file.open("init.lua") == nil then
print("init.lua deleted or renamed")
else
print("Running")
file.close("init.lua")
piscaCiclo({1,0,0,0,0,0,0,1,1},10)
dofile("select.lua")
end
end
-- Define WiFi station event callbacks
wifi_connect_event = function(T)
print("Connection to AP("..T.SSID..") established!")
print("Waiting for IP address...")
if disconnect_ct ~= nil then disconnect_ct = nil end
piscaCiclo({0,0,0,0,0,0,0,1,0},10)
end
wifi_got_ip_event = function(T)
-- Note: Having an IP address does not mean there is internet access!
-- Internet connectivity can be determined with net.dns.resolve().
print("Wifi connection is ready! IP address is: "..T.IP)
print("Startup will resume momentarily, you have 3 seconds to abort.")
print("Waiting...")
piscaCiclo({1,0,0,0,0,0,0,1,0},10)
startUpTimer = tmr.create() -- JFM mod to allow abort
startUpTimer:alarm(3000, tmr.ALARM_SINGLE, startup)
end
wifi_disconnect_event = function(T)
if T.reason == wifi.eventmon.reason.ASSOC_LEAVE then
--the station has disassociated from a previously connected AP
return
end
-- total_tries: how many times the station will attempt to connect to the AP. Should consider AP reboot duration.
local total_tries = 75
print("\nWiFi connection to AP("..T.SSID..") has failed!")
--There are many possible disconnect reasons, the following iterates through
--the list and returns the string corresponding to the disconnect reason.
for key,val in pairs(wifi.eventmon.reason) do
if val == T.reason then
print("Disconnect reason: "..val.."("..key..")")
break
end
end
if disconnect_ct == nil then
disconnect_ct = 1
else
disconnect_ct = disconnect_ct + 1
end
if disconnect_ct < total_tries then
print("Retrying connection...(attempt "..(disconnect_ct+1).." of "..total_tries..")")
else
wifi.sta.disconnect()
print("Aborting connection to AP!")
disconnect_ct = nil
end
end
-- Register WiFi Station event callbacks
wifi.eventmon.register(wifi.eventmon.STA_CONNECTED, wifi_connect_event)
wifi.eventmon.register(wifi.eventmon.STA_GOT_IP, wifi_got_ip_event)
wifi.eventmon.register(wifi.eventmon.STA_DISCONNECTED, wifi_disconnect_event)
print("Connecting to WiFi access point...")
wifi.setmode(wifi.STATION)
wifi.sta.config({ssid=SSID, pwd=SENHA})
|
local Star = require('star')
local StarField = {}
StarField.__index = StarField
setmetatable(StarField, {
__call = function(cls, ...)
return cls.create(...)
end
})
function StarField.getRandomStar(width, height)
local x = math.random(-width/4, width/4)
local y = math.random(-height/2, height/2)
local z = math.random(width)
local speed = math.random(1, 6)
return Star(x, y, z, speed)
end
function StarField.create(width, height, numberOfStars)
local starfield = {
numberOfStars = numberOfStars,
width = width,
height = height,
stars = {}
}
for i = 1, numberOfStars, 1 do
starfield.stars[i] = StarField.getRandomStar(width, height)
end
return setmetatable(starfield, StarField)
end
function StarField:update(star, index)
if (star.z <= star.speed) then
self.stars[index] = StarField.getRandomStar(self.width, self.height)
else
star:update()
end
end
function StarField:getStars()
return self.stars
end
return StarField
|
-- DONT DELETE THIS FILE
-- ITS A FAILSAVE LUA FILE! |
filter {}
location ( "../../build/" .. mpt_projectpathname )
filter {}
preferredtoolarchitecture "x86_64"
configurations { "Debug", "Release", "Checked", "DebugShared", "ReleaseShared", "CheckedShared" }
platforms ( allplatforms )
filter { "platforms:x86" }
system "Windows"
architecture "x86"
filter { "platforms:x86_64" }
system "Windows"
architecture "x86_64"
filter { "platforms:arm" }
system "Windows"
architecture "ARM"
filter { "platforms:arm64" }
system "Windows"
architecture "ARM64"
filter {}
function mpt_kind(mykind)
if mykind == "" then
-- nothing
elseif mykind == "default" then
filter {}
filter { "configurations:Debug" }
kind "StaticLib"
filter { "configurations:DebugShared" }
kind "SharedLib"
filter { "configurations:Checked" }
kind "StaticLib"
filter { "configurations:CheckedShared" }
kind "SharedLib"
filter { "configurations:Release" }
kind "StaticLib"
filter { "configurations:ReleaseShared" }
kind "SharedLib"
filter {}
elseif mykind == "shared" then
kind "SharedLib"
elseif mykind == "static" then
kind "StaticLib"
elseif mykind == "GUI" then
kind "WindowedApp"
if _OPTIONS["windows-version"] == "win10" then
files {
"../../build/vs/win10.manifest",
}
elseif _OPTIONS["windows-version"] == "win81" then
files {
"../../build/vs/win81.manifest",
}
elseif _OPTIONS["windows-version"] == "win7" then
files {
"../../build/vs/win7.manifest",
}
end
elseif mykind == "Console" then
kind "ConsoleApp"
else
-- nothing
end
end
filter {}
objdir ( "../../build/obj/" .. mpt_projectpathname .. "/" .. "%{prj.name}" )
filter {}
filter {}
if _OPTIONS["clang"] then
toolset "clang"
end
filter {}
filter {}
if _OPTIONS["windows-version"] == "winxp" then
if _ACTION == "vs2017" then
toolset "v141_xp"
end
defines { "MPT_BUILD_RETRO" }
filter { "action:vs*" }
buildoptions { "/Zc:threadSafeInit-" }
filter {}
end
filter {}
filter {}
filter {}
cdialect "C17"
filter { "action:vs*", "language:C++", "action:vs2017" }
cppdialect "C++17"
filter { "action:vs*", "language:C++", "action:vs2019" }
cppdialect "C++17"
filter { "action:vs*", "language:C++", "not action:vs2017", "not action:vs2019" }
if _OPTIONS["clang"] then
cppdialect "C++17"
else
cppdialect "C++20"
end
filter { "action:vs*", "action:vs2017" }
if _OPTIONS["windows-version"] == "win10" then
conformancemode "On"
end
filter { "action:vs*", "action:vs2017" }
defines { "MPT_CHECK_CXX_IGNORE_PREPROCESSOR" }
filter { "action:vs*", "not action:vs2017" }
preprocessor "Standard"
conformancemode "On"
filter { "not action:vs*", "language:C++" }
buildoptions { "-std=c++17" }
filter { "not action:vs*", "language:C" }
buildoptions { "-std=c17" }
filter {}
filter {}
filter { "action:vs*" }
if not _OPTIONS["clang"] and _OPTIONS["windows-version"] ~= "winxp" and _OPTIONS["windows-family"] ~= "uwp" then
spectremitigations "On"
end
filter {}
filter { "action:vs*", "architecture:x86" }
resdefines { "VER_ARCHNAME=\"x86\"" }
filter { "action:vs*", "architecture:x86_64" }
resdefines { "VER_ARCHNAME=\"amd64\"" }
filter { "action:vs*", "architecture:ARM" }
resdefines { "VER_ARCHNAME=\"arm\"" }
filter { "action:vs*", "architecture:ARM64" }
resdefines { "VER_ARCHNAME=\"arm64\"" }
filter {}
filter { "kind:StaticLib" }
targetdir ( "../../build/lib/" .. mpt_projectpathname .. "/%{cfg.architecture}/%{cfg.buildcfg}" )
filter { "kind:not StaticLib", "configurations:Debug", "architecture:x86" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/x86" )
filter { "kind:not StaticLib", "configurations:DebugShared", "architecture:x86" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/x86" )
filter { "kind:not StaticLib", "configurations:Checked", "architecture:x86" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/x86" )
filter { "kind:not StaticLib", "configurations:CheckedShared", "architecture:x86" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/x86" )
filter { "kind:not StaticLib", "configurations:Release", "architecture:x86" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/x86" )
filter { "kind:not StaticLib", "configurations:ReleaseShared", "architecture:x86" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/x86" )
filter { "kind:not StaticLib", "configurations:Debug", "architecture:x86_64" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/amd64" )
filter { "kind:not StaticLib", "configurations:DebugShared", "architecture:x86_64" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/amd64" )
filter { "kind:not StaticLib", "configurations:Checked", "architecture:x86_64" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/amd64" )
filter { "kind:not StaticLib", "configurations:CheckedShared", "architecture:x86_64" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/amd64" )
filter { "kind:not StaticLib", "configurations:Release", "architecture:x86_64" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/amd64" )
filter { "kind:not StaticLib", "configurations:ReleaseShared", "architecture:x86_64" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/amd64" )
filter { "kind:not StaticLib", "configurations:Debug", "architecture:ARM" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm" )
filter { "kind:not StaticLib", "configurations:DebugShared", "architecture:ARM" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm" )
filter { "kind:not StaticLib", "configurations:Checked", "architecture:ARM" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm" )
filter { "kind:not StaticLib", "configurations:CheckedShared", "architecture:ARM" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm" )
filter { "kind:not StaticLib", "configurations:Release", "architecture:ARM" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm" )
filter { "kind:not StaticLib", "configurations:ReleaseShared", "architecture:ARM" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm" )
filter { "kind:not StaticLib", "configurations:Debug", "architecture:ARM64" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm64" )
filter { "kind:not StaticLib", "configurations:DebugShared", "architecture:ARM64" }
targetdir ( "../../bin/debug/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm64" )
filter { "kind:not StaticLib", "configurations:Checked", "architecture:ARM64" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm64" )
filter { "kind:not StaticLib", "configurations:CheckedShared", "architecture:ARM64" }
targetdir ( "../../bin/checked/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm64" )
filter { "kind:not StaticLib", "configurations:Release", "architecture:ARM64" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-static/arm64" )
filter { "kind:not StaticLib", "configurations:ReleaseShared", "architecture:ARM64" }
targetdir ( "../../bin/release/" .. _ACTION .. "-" .. mpt_bindirsuffix .. "-shared/arm64" )
filter { "configurations:Debug", "architecture:ARM" }
editandcontinue "Off"
filter { "configurations:Debug", "architecture:ARM64" }
editandcontinue "Off"
filter { "configurations:DebugShared", "architecture:ARM" }
editandcontinue "Off"
filter { "configurations:DebugShared", "architecture:ARM64" }
editandcontinue "Off"
filter { "configurations:Debug" }
defines { "DEBUG" }
defines { "MPT_BUILD_DEBUG" }
defines { "MPT_BUILD_MSVC_STATIC" }
filter { "configurations:Debug", "architecture:ARM" }
symbols "On"
filter { "configurations:Debug", "architecture:ARM64" }
symbols "On"
filter { "configurations:Debug", "architecture:not ARM", "architecture:not ARM64" }
symbols "FastLink"
filter { "configurations:Debug" }
if _OPTIONS["windows-family"] ~= "uwp" then
staticruntime "On"
end
runtime "Debug"
optimize "Debug"
filter { "configurations:DebugShared" }
defines { "DEBUG" }
defines { "MPT_BUILD_DEBUG" }
defines { "MPT_BUILD_MSVC_SHARED" }
symbols "On"
runtime "Debug"
optimize "Debug"
filter { "configurations:Checked" }
defines { "DEBUG" }
defines { "MPT_BUILD_MSVC_STATIC" }
defines { "MPT_BUILD_CHECKED" }
symbols "On"
if _OPTIONS["windows-family"] ~= "uwp" then
staticruntime "On"
end
runtime "Release"
optimize "On"
omitframepointer "Off"
filter { "configurations:CheckedShared" }
defines { "DEBUG" }
defines { "MPT_BUILD_MSVC_SHARED" }
defines { "MPT_BUILD_CHECKED" }
symbols "On"
runtime "Release"
optimize "On"
omitframepointer "Off"
filter { "configurations:Release" }
defines { "NDEBUG" }
defines { "MPT_BUILD_MSVC_STATIC" }
symbols "On"
if not _OPTIONS["clang"] then
flags { "LinkTimeOptimization" }
end
if _OPTIONS["windows-family"] ~= "uwp" then
staticruntime "On"
end
runtime "Release"
optimize "Speed"
filter { "configurations:ReleaseShared" }
defines { "NDEBUG" }
defines { "MPT_BUILD_MSVC_SHARED" }
symbols "On"
if not _OPTIONS["clang"] then
flags { "LinkTimeOptimization" }
end
runtime "Release"
optimize "Speed"
filter {}
if not _OPTIONS["clang"] then
flags { "MultiProcessorCompile" }
end
if _OPTIONS["windows-version"] == "winxp" then
filter { "architecture:x86" }
vectorextensions "IA32"
filter {}
else
filter {}
filter { "architecture:x86", "configurations:Checked" }
vectorextensions "SSE2"
filter { "architecture:x86", "configurations:CheckedShared" }
vectorextensions "SSE2"
filter { "architecture:x86", "configurations:Release" }
vectorextensions "SSE2"
filter { "architecture:x86", "configurations:ReleaseShared" }
vectorextensions "SSE2"
filter {}
end
filter {}
defines { "MPT_BUILD_MSVC" }
filter {}
defines {
"WIN32",
"NOMINMAX",
"_CRT_NONSTDC_NO_WARNINGS",
"_CRT_SECURE_NO_WARNINGS",
"_CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES=1",
"_CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES_COUNT=1",
}
filter {}
if _OPTIONS["windows-version"] ~= "winxp" and _OPTIONS["windows-family"] ~= "uwp" then
filter {}
filter { "action:vs2017" }
systemversion "10.0.17763.0"
filter {}
filter { "action:vs2019" }
systemversion "10.0.20348.0"
filter {}
filter { "action:vs2022" }
systemversion "10.0.20348.0"
filter {}
end
if _OPTIONS["windows-version"] == "win10" then
filter {}
defines { "_WIN32_WINNT=0x0A00" }
filter {}
filter { "architecture:x86" }
defines { "NTDDI_VERSION=0x0A000000" }
filter {}
filter { "architecture:x86_64" }
defines { "NTDDI_VERSION=0x0A000000" }
filter {}
filter { "architecture:ARM" }
defines { "NTDDI_VERSION=0x0A000004" } -- Windows 10 1709 Build 16299
filter {}
filter { "architecture:ARM64" }
defines { "NTDDI_VERSION=0x0A000004" } -- Windows 10 1709 Build 16299
filter {}
elseif _OPTIONS["windows-version"] == "win81" then
filter {}
defines { "_WIN32_WINNT=0x0603" }
defines { "NTDDI_VERSION=0x06030000" }
elseif _OPTIONS["windows-version"] == "win7" then
filter {}
defines { "_WIN32_WINNT=0x0601" }
defines { "NTDDI_VERSION=0x06010000" }
elseif _OPTIONS["windows-version"] == "winxp" then
filter {}
systemversion "7.0"
filter {}
filter { "architecture:x86" }
defines { "_WIN32_WINNT=0x0501" }
defines { "NTDDI_VERSION=0x05010100" } -- Windows XP SP1
filter { "architecture:x86_64" }
defines { "_WIN32_WINNT=0x0502" }
defines { "NTDDI_VERSION=0x05020000" } -- Windows XP x64
filter {}
end
filter {}
|
local ts = require "nvim-treesitter.configs"
local parsers = require "nvim-treesitter.parsers"
vim.treesitter.set_query("lua", "folds", "")
vim.treesitter.set_query("lua", "indents", "")
ts.setup {
highlight = { enable = true },
incremental_selection = {
enable = true,
keymaps = {
init_selection = "<cr>",
node_incremental = "<cr>",
node_decremental = "<tab>",
scope_incremental = "<s-cr>",
},
},
indent = { enable = false },
refactor = {
highlight_definitions = { enable = true },
highlight_current_scope = { enable = false },
smart_rename = { enable = false },
navigation = {
enable = true,
keymaps = {
goto_definition = "gnd",
list_definitions = "gnD",
list_definitions_toc = "gO",
goto_next_usage = "<a-*>",
goto_previous_usage = "<a-#>",
},
},
},
textobjects = {
select = {
enable = true,
lookahead = true,
keymaps = {
["af"] = "@function.outer",
["if"] = "@function.inner",
["ac"] = "@class.outer",
["ic"] = "@class.inner",
},
},
swap = {
enable = true,
swap_next = {
["<leader>a"] = "@parameter.inner",
},
swap_previous = {
["<leader>A"] = "@parameter.inner",
},
},
move = {
enable = true,
set_jumps = true, -- whether to set jumps in the jumplist
goto_next_start = {
["]m"] = "@function.outer",
["]]"] = "@class.outer",
},
goto_next_end = {
["]M"] = "@function.outer",
["]["] = "@class.outer",
},
goto_previous_start = {
["[m"] = "@function.outer",
["[["] = "@class.outer",
},
goto_previous_end = {
["[M"] = "@function.outer",
["[]"] = "@class.outer",
},
},
},
playground = {
enable = true,
updatetime = 25,
persist_queries = false,
},
query_linter = {
enable = true,
use_virtual_text = true,
lint_events = { "BufWrite", "CursorHold" },
},
ensure_installed = {
"bash",
"bibtex",
"c",
"c_sharp",
"clojure",
"cmake",
"comment",
"cpp",
"css",
"dockerfile",
"fennel",
"go",
"gomod",
"graphql",
"html",
"java",
"javascript",
"json",
"kotlin",
"latex",
"nix",
"perl",
"php",
"python",
"ql",
"query",
"r",
"regex",
"rst",
"ruby",
"rust",
"toml",
"typescript",
"yaml",
},
}
local configs = parsers.get_parser_configs()
local treesitter_group = vim.api.nvim_create_augroup("custom_treesitter_stuff", { clear = true })
vim.api.nvim_create_autocmd("Filetype", {
pattern = table.concat(
vim.tbl_map(function(ft)
return configs[ft].filetype or ft
end, parsers.available_parsers()),
","
),
command = "setlocal foldmethod=expr foldexpr=nvim_treesitter#foldexpr()",
group = treesitter_group,
})
|
component = require("component")
computer = require("computer")
serialization = require("serialization")
sides = require("sides")
g = require("gachLib")
local rec = require("draconicRec")
-- tells refinedStorage to start new crafting
redSideNewCrafting = sides.right
-- tells draconic infusion to start crafting (after all chests are empty)
redSideStartInjection = sides.back
-- tells enderIo to extract the result
redSideExtractResult = sides.left
-- side of transposer in which the items for crafting land
transSideInput = sides.north
-- side of transposer from which the items for the Core gets
transSideCore = sides.west
-- side of transposer from which the items for the Inject gets
transSideInject = sides.east
-- side of transposer in which the result of core land
transSideResult = sides.south
-- checks if chest on side is empty
function chestIsEmpty(side)
local stacks = component.transposer.getAllStacks(side)
for i=1,stacks.count(),1 do
if stacks[i].name ~= "minecraft:air" then
return false
end
end
return true
end
function getItemsInInput()
local stacks = component.transposer.getAllStacks(transSideInput)
local ret = {}
for i=1,stacks.count(),1 do
if stacks[i].name ~= "minecraft:air" then
for j=1,(#ret+1),1 do
if j > #ret then
ret[i] = {name = stacks[i].name, count = stacks[i].size, slot = j}
break
elseif ret[i] ~= nil and ret[i].name == stacks[i].name then
ret[i].count = ret[i].count + stacks[i].size
break
end
end
end
end
return ret
end
-- tell refinedStorage to start next crafting and wait for new input O(N^3)
function startNewCrafting()
print("startNewCrafting")
g.state.setState({state = "ready", recepie = "<none>"})
while chestIsEmpty(transSideInput) do
component.redstone.setOutput(redSideNewCrafting, 15)
os.sleep(.1)
component.redstone.setOutput(redSideNewCrafting, 0)
os.sleep(1)
end
end
function getRecepie()
local ret = {recIndex = -1, coreSlot = -1, items = getItemsInInput()}
for i=1,#rec,1 do
local coreSlot = -1
-- check item for core
print(" check for core " .. i)
for k=1,#ret.items,1 do
if rec[i].core.name == ret.items[k].name and rec[i].core.count >= ret.items[k].count then
print(" item for core found: " .. ret.items[k].name .. " in slot " .. ret.items[k].slot)
coreSlot = ret.items[k].slot
break
end
end
-- check items for inject
if coreSlot > 0 then
local checked = 0
for j=1,#rec[i].inject do
print(" check for inject " .. j .. "/" .. #rec[i].inject)
for k=1,#ret.items,1 do
if rec[i].inject[j].name == ret.items[k].name and rec[i].inject[j].count >= ret.items[k].count then
print(" item for inject found: " .. ret.items[k].name .. " in slot " .. ret.items[k].slot)
checked = checked + 1
break
end
end
end
if checked >= #rec[i].inject then
ret.recIndex = i
ret.coreSlot = coreSlot
break
end
end
end
return ret
end
-- move input to the rigth chests
function moveInput()
local retry = true
while retry do
print("moveInput")
local recepie = getRecepie()
print(serialization.serialize(recepie))
if recepie.recIndex > 0 then
g.state.setState({state = "crafting", recepie = rec[recepie.recIndex].name})
moveToCore(recepie.coreSlot, recepie.recIndex)
moveToInjection(recepie.recIndex)
retry = false
else
print("No recepie found.. Retry")
os.sleep(1)
end
end
end
-- move item from input in slot to core
function moveToCore(slot, recIndex)
print("move to core " .. slot)
component.transposer.transferItem(transSideInput, transSideCore, rec[recIndex].core.count, slot)
end
-- move all items from input to injection
function moveToInjection(recIndex)
for i=1,component.transposer.getInventorySize(transSideInput),1 do
local stack = component.transposer.getStackInSlot(transSideInput,i)
if stack ~= nil and stack.name ~= "minecraft:air" then
for j=1,#rec[recIndex].inject do
if stack.name == rec[recIndex].inject[j].name then
component.transposer.transferItem(
transSideInput,
transSideInject,
rec[recIndex].inject[j].count,
i,
g.transposer.nextEmptySlot(component.transposer, transSideInject))
end
end
end
end
end
-- starts the injection
function startInjection()
print("startInjection")
while not chestIsEmpty(transSideInject) do
os.sleep(1)
end
component.redstone.setOutput(redSideStartInjection, 15)
os.sleep(1)
component.redstone.setOutput(redSideStartInjection, 0)
end
-- wait for injection to finish
function awaitResult()
print("awaitResult")
while chestIsEmpty(transSideResult) do
os.sleep(1)
end
end
-- return result of injection
function returnResult()
print("returnResult")
component.redstone.setOutput(redSideExtractResult, 15)
os.sleep(1)
component.redstone.setOutput(redSideExtractResult, 0)
end
-- main
if g.network ~= nil then
g.network.init("woot")
end
g.state.setState({state = "init"})
while true do
startNewCrafting()
moveInput()
startInjection()
awaitResult()
returnResult()
end |
object_mobile_tcg_massiff_pet = object_mobile_shared_tcg_massiff_pet:new {
}
ObjectTemplates:addTemplate(object_mobile_tcg_massiff_pet, "object/mobile/tcg_massiff_pet.iff")
|
local a=module('_core','libs/Tunnel')local b=module('_core','libs/Proxy')API=b.getInterface('API')cAPI=a.getInterface('cAPI')RegisterServerEvent('_inventory:showInventory')AddEventHandler('_inventory:showInventory',function()local c=source;local d=API.getUserFromSource(c)d:viewInventory()end)RegisterServerEvent('_inventory:funcItem')AddEventHandler('_inventory:funcItem',function(e)local c=source;local d=API.getUserFromSource(c)local f=d:getCharacter()local g=d:getCharacter():getInventory()if tonumber(e.Quantidade)==0 or tonumber(e.Quantidade)<0 then return end;if tonumber(f:getItemAmount(e.ItemName))<tonumber(e.Quantidade)then return end;if e.Tipo=="useItem"then g:useItem(c,e.ItemName,e.Quantidade)elseif e.Tipo=="sendItem"then g:sendItem(c,e.ItemName,e.Quantidade)elseif e.Tipo=="dropItem"then f:removeItem(e.ItemName,e.Quantidade)end end) |
---------------------------------------------
-- Tyrranic Blare
--
-- Description: Emits an overwhelming scream that damages nearby targets.
-- Type: Magical?
-- Utsusemi/Blink absorb: Ignores shadows
-- Range: Less than or equal to 10.0
-- Notes: Only used by Gulool Ja Ja.
---------------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/monstertpmoves")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local dmgmod = 1
local info = MobMagicalMove(mob,target,skill,mob:getWeaponDmg()*2.8,tpz.magic.ele.EARTH,dmgmod,TP_NO_EFFECT)
local dmg = MobFinalAdjustments(info.dmg,mob,skill,target,tpz.attackType.MAGICAL,tpz.damageType.EARTH,MOBPARAM_IGNORE_SHADOWS)
target:takeDamage(dmg, mob, tpz.attackType.MAGICAL, tpz.damageType.EARTH)
return dmg
end
|
function Doors:ShowSpare1(player)
local trace = player:GetEyeTraceNoCursor()
local entity = trace.Entity
if IsValid(entity) and entity:is_door() and player:GetPos():Distance(entity:GetPos()) < 115 then
local can_lock = hook.run('PlayerCanLockDoor', player, entity) or false
Cable.send(player, 'fl_door_menu', entity, can_lock, entity.conditions)
end
end
function Doors:PlayerUse(player, entity)
local cur_time = CurTime()
if IsValid(entity) and entity:is_door() and player:GetPos():Distance(entity:GetPos()) < 115 then
if !entity.next_use or entity.next_use <= cur_time then
if hook.run('PlayerCanLockDoor', player, entity) and player:IsSprinting() then
local locked = entity:get_nv('fl_locked')
self:lock_door(entity, !locked)
entity:Fire(locked and 'Open' or 'Close')
entity.next_use = cur_time + 2
if !locked then
return false
end
end
entity.next_use = cur_time + 0.5
hook.run('PlayerUseDoor', player, entity)
else
return false
end
end
end
function Doors:PlayerCanLockDoor(player, entity)
local conditions = entity.conditions
if conditions and Conditions:check(player, conditions) then
return true
end
end
|
-----------------------------------
-- Area: Windurst Walls
-- NPC: Juvillie
-- Type: Event Replayer
-- !pos -180.731 -3.451 143.138 239
--
-- Auto-Script: Requires Verification (Verfied by Brawndo)
-----------------------------------
function onTrade(player,npc,trade)
end;
function onTrigger(player,npc)
player:startEvent(406);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
--[[---------------------------------------------------------
Duplicator module,
to add new constraints or entity classes use...
duplicator.RegisterConstraint( "name", funct, ... )
duplicator.RegisterEntityClass( "class", funct, ... )
-----------------------------------------------------------]]
module( "duplicator", package.seeall )
--
-- When saving or loading all coordinates are saved relative to these
--
local LocalPos = Vector( 0, 0, 0 )
local LocalAng = Angle( 0, 0, 0 )
--
-- Should be set to the player that is creating/copying stuff. Can be nil.
--
local ActionPlayer = nil
--
-- The physics object Saver/Loader
--
local PhysicsObject =
{
Save = function( data, phys )
data.Pos = phys:GetPos()
data.Angle = phys:GetAngles()
data.Frozen = !phys:IsMoveable()
if ( phys:IsGravityEnabled() == false ) then data.NoGrav = true end
if ( phys:IsAsleep() == true ) then data.Sleep = true end
data.Pos, data.Angle = WorldToLocal( data.Pos, data.Angle, LocalPos, LocalAng )
end,
Load = function( data, phys )
if ( isvector( data.Pos ) && isangle( data.Angle ) ) then
local pos, ang = LocalToWorld( data.Pos, data.Angle, LocalPos, LocalAng )
phys:SetPos( pos )
phys:SetAngles( ang )
end
if ( data.Sleep == true ) then
phys:Sleep();
else
phys:Wake();
end
if ( data.Frozen == true ) then
phys:EnableMotion( false )
-- If we're being created by a player then add these to their frozen list so they can unfreeze them all
if ( IsValid( ActionPlayer ) ) then
ActionPlayer:AddFrozenPhysicsObject( Entity, phys )
end
end
if ( data.NoGrav == true ) then phys:EnableGravity( false ) end
end,
}
--
-- Entity physics saver
--
local EntityPhysics =
{
--
-- Loop each bone, calling PhysicsObject.Save
--
Save = function( data, Entity )
local num = Entity:GetPhysicsObjectCount()
for objectid = 0, num-1 do
local obj = Entity:GetPhysicsObjectNum( objectid )
if ( !obj:IsValid() ) then continue end
data[ objectid ] = {}
PhysicsObject.Save( data[ objectid ], obj )
end
end,
--
-- Loop each bone, calling PhysicsObject.Load
--
Load = function( data, Entity )
if ( !istable( data ) ) then return end
for objectid, objectdata in pairs( data ) do
local Phys = Entity:GetPhysicsObjectNum( objectid )
if ( !IsValid( Phys ) ) then continue end
PhysicsObject.Load( objectdata, Phys )
end
end,
}
--
-- Entity saver
--
local EntitySaver =
{
--
-- Called on each entity when saving
--
Save = function( data, ent )
--
-- Merge the entities actual table with the table we're saving
-- this is terrible behaviour - but it's what we've always done.
--
if ( ent.PreEntityCopy ) then ent:PreEntityCopy() end
table.Merge( data, ent:GetTable() )
if ( ent.PostEntityCopy ) then ent:PostEntityCopy() end
--
-- Set so me generic variables that pretty much all entities
-- would like to save.
--
data.Pos = ent:GetPos()
data.Angle = ent:GetAngles()
data.Class = ent:GetClass()
data.Model = ent:GetModel()
data.Skin = ent:GetSkin()
data.Mins, data.Maxs = ent:GetCollisionBounds()
data.ColGroup = ent:GetCollisionGroup()
data.Name = ent:GetName()
data.WorkshopID = ent:GetWorkshopID()
data.Pos, data.Angle = WorldToLocal( data.Pos, data.Angle, LocalPos, LocalAng )
data.ModelScale = ent:GetModelScale()
if ( data.ModelScale == 1 ) then data.ModelScale = nil end
-- We have no reason to keep the creation ID anymore - but we will
if ( ent:CreatedByMap() ) then
data.MapCreationID = ent:MapCreationID();
end
-- Allow the entity to override the class
-- (this is a hack for the jeep, since it's real class is different from the one it reports as)
if ( ent.ClassOverride ) then data.Class = ent.ClassOverride end
-- Save the physics
data.PhysicsObjects = data.PhysicsObjects or {}
EntityPhysics.Save( data.PhysicsObjects, ent )
-- Flexes
data.FlexScale = ent:GetFlexScale()
for i = 0, ent:GetFlexNum() do
local w = ent:GetFlexWeight( i );
if ( w != 0 ) then
data.Flex = data.Flex or {}
data.Flex[ i ] = w
end
end
-- Body Groups
local bg = ent:GetBodyGroups();
if ( bg ) then
for k, v in pairs( bg ) do
--
-- If it has a non default setting, save it.
--
if ( ent:GetBodygroup( v.id ) > 0 ) then
data.BodyG = data.BodyG or {}
data.BodyG[ v.id ] = ent:GetBodygroup( v.id )
end
end
end
-- Bone Manipulator
if ( ent:HasBoneManipulations() ) then
data.BoneManip = {}
for i=0, ent:GetBoneCount() do
local t = {}
local s = ent:GetManipulateBoneScale( i )
local a = ent:GetManipulateBoneAngles( i )
local p = ent:GetManipulateBonePosition( i )
if ( s != Vector( 1, 1, 1 ) ) then t[ 's' ] = s end -- scale
if ( a != Angle( 0, 0, 0 ) ) then t[ 'a' ] = a end -- angle
if ( p != Vector( 0, 0, 0 ) ) then t[ 'p' ] = p end -- position
if ( table.Count( t ) > 0 ) then
data.BoneManip[ i ] = t
end
end
end
--
-- Store networks vars/DT vars (assigned using SetupDataTables)
--
if ( ent.GetNetworkVars ) then
data.DT = ent:GetNetworkVars();
end
-- Make this function on your SENT if you want to modify the
-- returned table specifically for your entity.
if ( ent.OnEntityCopyTableFinish ) then
ent:OnEntityCopyTableFinish( data )
end
--
-- Exclude this crap
--
for k, v in pairs( data ) do
if ( isfunction(v) ) then
data[k] = nil
end
end
data.OnDieFunctions = nil
data.AutomaticFrameAdvance = nil
data.BaseClass = nil
end,
--
-- Fill in the data!
--
Load = function( data, ent )
if ( !data ) then return end
if ( data.Model ) then ent:SetModel( data.Model ) end
if ( data.Angle ) then ent:SetAngles( data.Angle ) end
if ( data.Pos ) then ent:SetPos( data.Pos ) end
if ( data.Skin ) then ent:SetSkin( data.Skin ) end
if ( data.Flex ) then DoFlex( ent, data.Flex, data.FlexScale ) end
if ( data.BoneManip ) then DoBoneManipulator( ent, data.BoneManip ) end
if ( data.ModelScale ) then ent:SetModelScale( data.ModelScale, 0 ) end
if ( data.ColGroup ) then ent:SetCollisionGroup( data.ColGroup ) end
if ( data.Name ) then ent:SetName( data.Name ) end
-- Body Groups
if ( data.BodyG ) then
for k, v in pairs( data.BodyG ) do
ent:SetBodygroup( k, v )
end
end
--
-- Restore NetworkVars/DataTable variables (the SetupDataTables values)
--
if ( ent.RestoreNetworkVars ) then
ent:RestoreNetworkVars( data.DT )
end
end,
}
local DuplicateAllowed = {}
--
-- Allow this entity to be duplicated
--
function Allow( classname )
DuplicateAllowed[ classname ] = true
end
--
-- Returns true if we can copy/paste this entity
--
function IsAllowed( classname )
return DuplicateAllowed[ classname ]
end
ConstraintType = ConstraintType or {}
--
-- When a copy is copied it will be translated according to these
-- If you set them - make sure to set them back to 0 0 0!
--
function SetLocalPos( v ) LocalPos = v * 1 end
function SetLocalAng( v ) LocalAng = v * 1 end
--[[---------------------------------------------------------
Register a constraint to be duplicated
-----------------------------------------------------------]]
function RegisterConstraint( _name_ , _function_, ... )
ConstraintType[ _name_ ] = {}
ConstraintType[ _name_ ].Func = _function_;
ConstraintType[ _name_ ].Args = {...}
end
EntityClasses = EntityClasses or {}
--[[---------------------------------------------------------
Register an entity's class, to allow it to be duplicated
-----------------------------------------------------------]]
function RegisterEntityClass( _name_ , _function_, ... )
EntityClasses[ _name_ ] = {}
EntityClasses[ _name_ ].Func = _function_
EntityClasses[ _name_ ].Args = {...}
Allow( _name_ )
end
--[[---------------------------------------------------------
Returns an entity class factory
-----------------------------------------------------------]]
function FindEntityClass( _name_ )
if ( !_name_ ) then return end
return EntityClasses[ _name_ ]
end
--[[---------------------------------------------------------
-----------------------------------------------------------]]
BoneModifiers = BoneModifiers or {}
EntityModifiers = EntityModifiers or {}
function RegisterBoneModifier( _name_, _function_ ) BoneModifiers[ _name_ ] = _function_ end
function RegisterEntityModifier( _name_, _function_ ) EntityModifiers[ _name_ ] = _function_ end
if ( !SERVER ) then return end
--[[---------------------------------------------------------
Restore's the flex data
-----------------------------------------------------------]]
function DoFlex( ent, Flex, Scale )
if ( !Flex ) then return end
if ( !IsValid(ent) ) then return end
for k, v in pairs( Flex ) do
ent:SetFlexWeight( k, v )
end
if ( Scale ) then
ent:SetFlexScale( Scale )
end
end
--[[---------------------------------------------------------
Restore's the bone's data
-----------------------------------------------------------]]
function DoBoneManipulator( ent, Bones )
if ( !Bones ) then return end
if ( !IsValid(ent) ) then return end
for k, v in pairs( Bones ) do
if ( v.s ) then ent:ManipulateBoneScale( k, v.s ) end
if ( v.a ) then ent:ManipulateBoneAngles( k, v.a ) end
if ( v.p ) then ent:ManipulateBonePosition( k, v.p ) end
end
end
--[[---------------------------------------------------------
Generic function for duplicating stuff
-----------------------------------------------------------]]
function GenericDuplicatorFunction( Player, data )
if ( !IsAllowed( data.Class ) ) then
-- MsgN( "duplicator: ", data.Class, " isn't allowed to be duplicated!" )
return
end
--
-- Is this entity 'admin only'?
--
if ( IsValid( Player ) && !Player:IsAdmin() ) then
if ( !scripted_ents.GetMember( data.Class, "Spawnable" ) ) then return end
if ( scripted_ents.GetMember( data.Class, "AdminOnly" ) ) then return end
end
local Entity = ents.Create( data.Class )
if ( !IsValid( Entity ) ) then return end
-- TODO: Entity not found - maybe spawn a prop_physics with their model?
DoGeneric( Entity, data )
Entity:Spawn()
Entity:Activate()
EntityPhysics.Load( data.PhysicsObjects, Entity )
table.Merge( Entity:GetTable(), data )
return Entity
end
--[[---------------------------------------------------------
Automates the process of adding crap the EntityMods table
-----------------------------------------------------------]]
function StoreEntityModifier( Entity, Type, Data )
if (!Entity) then return end
if (!Entity:IsValid()) then return end
Entity.EntityMods = Entity.EntityMods or {}
-- Copy the data
local NewData = Entity.EntityMods[ Type ] or {}
table.Merge( NewData, Data )
Entity.EntityMods[ Type ] = NewData
end
--[[---------------------------------------------------------
Clear entity modification
-----------------------------------------------------------]]
function ClearEntityModifier( Entity, Type )
if (!Entity) then return end
if (!Entity:IsValid()) then return end
Entity.EntityMods = Entity.EntityMods or {}
Entity.EntityMods[ Type ] = nil
end
--[[---------------------------------------------------------
Automates the process of adding crap the BoneMods table
-----------------------------------------------------------]]
function StoreBoneModifier( Entity, BoneID, Type, Data )
if (!Entity) then return end
if (!Entity:IsValid()) then return end
-- Copy the data
NewData = {}
table.Merge( NewData , Data )
-- Add it to the entity
Entity.BoneMods = Entity.BoneMods or {}
Entity.BoneMods[ BoneID ] = Entity.BoneMods[ BoneID ] or {}
Entity.BoneMods[ BoneID ][ Type ] = NewData
end
--[[---------------------------------------------------------
Returns a copy of the passed entity's table
-----------------------------------------------------------]]
function CopyEntTable( Ent )
local output = {}
EntitySaver.Save( output, Ent )
return output
end
--
-- Work out the AABB size
--
function WorkoutSize( Ents )
local mins = Vector( -1, -1, -1 )
local maxs = Vector( 1, 1, 1 )
for k, v in pairs( Ents ) do
if ( !v.Mins || !v.Maxs ) then continue end
if ( !v.Angle || !v.Pos ) then continue end
--
-- Rotate according to the entity!
--
local RotMins = v.Mins * 1;
local RotMaxs = v.Maxs * 1;
RotMins:Rotate( v.Angle )
RotMaxs:Rotate( v.Angle )
--
-- This is dumb and the logic is wrong, but it works for now.
--
mins.x = math.min( mins.x, v.Pos.x + RotMins.x )
mins.y = math.min( mins.y, v.Pos.y + RotMins.y )
mins.z = math.min( mins.z, v.Pos.z + RotMins.z )
mins.x = math.min( mins.x, v.Pos.x + RotMaxs.x )
mins.y = math.min( mins.y, v.Pos.y + RotMaxs.y )
mins.z = math.min( mins.z, v.Pos.z + RotMaxs.z )
maxs.x = math.max( maxs.x, v.Pos.x + RotMins.x )
maxs.y = math.max( maxs.y, v.Pos.y + RotMins.y )
maxs.z = math.max( maxs.z, v.Pos.z + RotMins.z )
maxs.x = math.max( maxs.x, v.Pos.x + RotMaxs.x )
maxs.y = math.max( maxs.y, v.Pos.y + RotMaxs.y )
maxs.z = math.max( maxs.z, v.Pos.z + RotMaxs.z )
end
return mins, maxs
end
--[[---------------------------------------------------------
Copy this entity, and all of its constraints and entities
and put them in a table.
-----------------------------------------------------------]]
function Copy( Ent, AddToTable )
local Ents = {}
local Constraints = {}
GetAllConstrainedEntitiesAndConstraints( Ent, Ents, Constraints )
local EntTables = {}
if ( AddToTable != nil ) then EntTables = AddToTable.Entities or {} end
for k, v in pairs(Ents) do
EntTables[ k ] = CopyEntTable( v )
end
local ConstraintTables = {}
if ( AddToTable != nil ) then ConstraintTables = AddToTable.Constraints or {} end
for k, v in pairs(Constraints) do
ConstraintTables[ k ] = v
end
local mins, maxs = WorkoutSize( EntTables )
return {
Entities = EntTables,
Constraints = ConstraintTables,
Mins = mins,
Maxs = maxs
}
end
--[[---------------------------------------------------------
-----------------------------------------------------------]]
function CopyEnts( Ents )
local Ret = { Entities = {}, Constraints = {} }
for k, v in pairs( Ents ) do
Ret = Copy( v, Ret )
end
return Ret
end
--[[---------------------------------------------------------
Create an entity from a table.
-----------------------------------------------------------]]
function CreateEntityFromTable( Player, EntTable )
--
-- Convert position/angle to `local`
--
if ( EntTable.Pos && EntTable.Angle ) then
EntTable.Pos, EntTable.Angle = LocalToWorld( EntTable.Pos, EntTable.Angle, LocalPos, LocalAng )
end
local EntityClass = FindEntityClass( EntTable.Class )
-- This class is unregistered. Instead of failing try using a generic
-- Duplication function to make a new copy..
if ( !EntityClass ) then
return GenericDuplicatorFunction( Player, EntTable )
end
-- Build the argument list
local ArgList = {}
for iNumber, Key in pairs( EntityClass.Args ) do
local Arg = nil
-- Translate keys from old system
if ( Key == "pos" || Key == "position" ) then Key = "Pos" end
if ( Key == "ang" || Key == "Ang" || Key == "angle" ) then Key = "Angle" end
if ( Key == "model" ) then Key = "Model" end
Arg = EntTable[ Key ]
-- Special keys
if ( Key == "Data" ) then Arg = EntTable end
-- If there's a missing argument then unpack will stop sending at that argument so send it as `false`
if ( Arg == nil ) then Arg = false end
ArgList[ iNumber ] = Arg
end
-- Create and return the entity
return EntityClass.Func( Player, unpack(ArgList) )
end
--[[---------------------------------------------------------
Make a constraint from a constraint table
-----------------------------------------------------------]]
function CreateConstraintFromTable( Constraint, EntityList )
local Factory = ConstraintType[ Constraint.Type ]
if ( !Factory ) then return end
local Args = {}
for k, Key in pairs( Factory.Args ) do
local Val = Constraint[ Key ]
for i=1, 6 do
if ( Constraint.Entity[ i ] ) then
if ( Key == "Ent"..i ) then
Val = EntityList[ Constraint.Entity[ i ].Index ]
if ( Constraint.Entity[ i ].World ) then
Val = game.GetWorld()
end
end
if ( Key == "Bone"..i ) then Val = Constraint.Entity[ i ].Bone or 0 end
if ( Key == "LPos"..i ) then Val = Constraint.Entity[ i ].LPos end
if ( Key == "WPos"..i ) then Val = Constraint.Entity[ i ].WPos end
if ( Key == "Length"..i ) then Val = Constraint.Entity[ i ].Length or 0 end
end
end
-- If there's a missing argument then unpack will stop sending at that argument
if ( Val == nil ) then Val = false end
table.insert( Args, Val )
end
local Entity = Factory.Func( unpack(Args) )
return Entity
end
--[[---------------------------------------------------------
Given entity list and constranit list, create all entities
and return their tables
-----------------------------------------------------------]]
function Paste( Player, EntityList, ConstraintList )
--
-- Store the player
--
local oldplayer = ActionPlayer
ActionPlayer = Player
--
-- Copy the table - because we're gonna be changing some stuff on it.
--
local EntityList = table.Copy( EntityList );
local ConstraintList = table.Copy( ConstraintList );
local CreatedEntities = {}
--
-- Create the Entities
--
for k, v in pairs( EntityList ) do
local e = nil
local b = ProtectedCall( function() e = CreateEntityFromTable( Player, v ) end )
if ( !b ) then continue; end
if ( IsValid( e ) ) then
--
-- Call this here ( as well as before :Spawn) because Spawn/Init might have stomped the values
--
if ( e.RestoreNetworkVars ) then
e:RestoreNetworkVars( v.DT )
end
if ( e.OnDuplicated ) then
e:OnDuplicated( v )
end
end
CreatedEntities[ k ] = e
if ( CreatedEntities[ k ] ) then
CreatedEntities[ k ].BoneMods = table.Copy( v.BoneMods )
CreatedEntities[ k ].EntityMods = table.Copy( v.EntityMods )
CreatedEntities[ k ].PhysicsObjects = table.Copy( v.PhysicsObjects )
else
CreatedEntities[ k ] = nil
end
end
--
-- Apply modifiers to the created entities
--
for EntID, Ent in pairs( CreatedEntities ) do
ApplyEntityModifiers ( Player, Ent )
ApplyBoneModifiers ( Player, Ent )
if ( Ent.PostEntityPaste ) then
Ent:PostEntityPaste( Player, Ent, CreatedEntities )
end
end
local CreatedConstraints = {}
--
-- Create constraints
--
for k, Constraint in pairs( ConstraintList ) do
local Entity = CreateConstraintFromTable( Constraint, CreatedEntities )
if ( Entity && Entity:IsValid() ) then
table.insert( CreatedConstraints, Entity )
end
end
ActionPlayer = oldplayer
return CreatedEntities, CreatedConstraints
end
--[[---------------------------------------------------------
Applies entity modifiers
-----------------------------------------------------------]]
function ApplyEntityModifiers( Player, Ent )
if ( !Ent ) then return end
if ( !Ent.EntityMods ) then return end
for Type, ModFunction in pairs( EntityModifiers ) do
if ( Ent.EntityMods[ Type ] ) then
ModFunction( Player, Ent, Ent.EntityMods[ Type ] )
end
end
end
--[[---------------------------------------------------------
Applies Bone Modifiers
-----------------------------------------------------------]]
function ApplyBoneModifiers( Player, Ent )
if ( !Ent ) then return end
if ( !Ent.PhysicsObjects ) then return end
if ( !Ent.BoneMods ) then return end
--
-- Loop every Bone on the entity
--
for Bone, Types in pairs( Ent.BoneMods ) do
-- The physics object isn't valid, skip it.
if ( !Ent.PhysicsObjects[Bone] ) then continue end
-- Loop through each modifier on this bone
for Type, Data in pairs(Types) do
-- Find and all the function
local ModFunction = BoneModifiers[Type];
if ( ModFunction ) then
ModFunction( Player, Ent, Bone, Ent:GetPhysicsObjectNum( Bone ), Data )
end
end
end
end
--[[---------------------------------------------------------
Returns all constrained Entities and constraints
This is kind of in the wrong place. No not call this
from outside of this code. It will probably get moved to
constraint.lua soon.
-----------------------------------------------------------]]
function GetAllConstrainedEntitiesAndConstraints( ent, EntTable, ConstraintTable )
if ( !IsValid( ent ) ) then return end
-- Translate the class name
local classname = ent:GetClass();
if ( ent.ClassOverride ) then classname = ent.ClassOverride end
-- Is the entity in the dupe whitelist?
if ( !IsAllowed( classname ) ) then
-- MsgN( "duplicator: ", classname, " isn't allowed to be duplicated!" )
return
end
-- Entity doesn't want to be duplicated.
if ( ent.DoNotDuplicate ) then return end
EntTable[ ent:EntIndex() ] = ent
if ( !constraint.HasConstraints( ent ) ) then return end
local ConTable = constraint.GetTable( ent )
for key, constraint in pairs( ConTable ) do
local index = constraint.Constraint:GetCreationID()
if ( !ConstraintTable[ index ] ) then
-- Add constraint to the constraints table
ConstraintTable[ index ] = constraint
-- Run the Function for any ents attached to this constraint
for key, ConstrainedEnt in pairs( constraint.Entity ) do
GetAllConstrainedEntitiesAndConstraints( ConstrainedEnt.Entity, EntTable, ConstraintTable )
end
end
end
return EntTable, ConstraintTable
end
--
-- Return true if this entity should be removed when RemoveMapCreatedEntities is called
-- We don't want to remove all entities.
--
local function ShouldMapEntityBeRemoved( ent, classname )
if ( classname == "prop_physics" ) then return true end
if ( classname == "prop_physics_multiplayer" ) then return true end
if ( classname == "prop_ragdoll" ) then return true end
if ( ent:IsNPC() ) then return true end
return false
end
--
-- Help to remove certain map created entities before creating the saved entities
-- This is obviously so we don't get duplicate props everywhere. It should be called
-- before calling Paste.
--
function RemoveMapCreatedEntities()
local list = ents.GetAll()
for k, v in pairs( list ) do
if ( ShouldMapEntityBeRemoved( v, v:GetClass() ) ) then
v:Remove()
end
end
end
--
-- BACKWARDS COMPATIBILITY - PHASE OUT, RENAME?
--
function DoGenericPhysics( Entity, Player, data )
if ( !data || !data.PhysicsObjects ) then return end
EntityPhysics.Load( data.PhysicsObjects, Entity )
end
--
--
--
function DoGeneric( ent, data )
EntitySaver.Load( data, ent )
end |
--- A physical player in the server
-- @classmod Player
if SERVER then
util.AddNetworkString( "GM-ColoredMessage" )
util.AddNetworkString( "GM-SurfaceSound" )
util.AddNetworkString("impulseNotify")
function meta:AddChatText(...)
local package = {...}
netstream.Start(self, "GM-ColoredMessage", package)
end
function meta:SurfacePlaySound(sound)
net.Start("GM-SurfaceSound")
net.WriteString(sound)
net.Send(self)
end
function impulse.CinematicIntro(message)
net.Start("impulseCinematicMessage")
net.WriteString(message)
net.Broadcast()
end
concommand.Add("impulse_cinemessage", function(ply, cmd, args)
if not ply:IsSuperAdmin() then return end
impulse.CinematicIntro(args[1] or "")
end)
function meta:AllowScenePVSControl(bool)
self.allowPVS = bool
if not bool then
self.extraPVS = nil
self.extraPVS2 = nil
end
end
else
netstream.Hook("GM-ColoredMessage",function(msg)
chat.AddText(unpack(msg))
end)
net.Receive("GM-SurfaceSound",function()
surface.PlaySound(net.ReadString())
end)
end
local eMeta = FindMetaTable("Entity")
--- Returns if a player is an impulse framework developer
-- @realm shared
-- @treturn bool Is developer
function meta:IsDeveloper()
return self:SteamID() == "STEAM_0:1:95921723"
end
--- Returns if a player has donator status
-- @realm shared
-- @treturn bool Is donator
function meta:IsDonator()
return (self:IsUserGroup("donator") or self:IsAdmin())
end
local adminGroups = {
["admin"] = true,
["leadadmin"] = true,
["communitymanager"] = true
}
function meta:IsAdmin()
if self.IsSuperAdmin(self) then
return true
end
if adminGroups[self.GetUserGroup(self)] then
return true
end
return false
end
local leadAdminGroups = {
["leadadmin"] = true,
["communitymanager"] = true
}
function meta:IsLeadAdmin()
if self.IsSuperAdmin(self) then
return true
end
if leadAdminGroups[self.GetUserGroup(self)] then
return true
end
return false
end
--- Returns if a player is in the spawn zone
-- @realm shared
-- @treturn bool Is in spawn
function meta:InSpawn()
return self:GetPos():WithinAABox(impulse.Config.SpawnPos1, impulse.Config.SpawnPos2)
end
function impulse.AngleToBearing(ang)
return math.Round(360 - (ang.y % 360))
end
function impulse.PosToString(pos)
return pos.x.."|"..pos.y.."|"..pos.x
end
impulse.notices = impulse.notices or {}
local function OrganizeNotices(i)
local scrW = ScrW()
local lastHeight = ScrH() - 100
for k, v in ipairs(impulse.notices) do
local height = lastHeight - v:GetTall() - 10
v:MoveTo(scrW - (v:GetWide()), height, 0.15, (k / #impulse.notices) * 0.25, nil)
lastHeight = height
end
end
--- Sends a notification to a player
-- @realm shared
-- @string message The notification message
function meta:Notify(message)
if CLIENT then
if not impulse.hudEnabled then
return MsgN(message)
end
local notice = vgui.Create("impulseNotify")
local i = table.insert(impulse.notices, notice)
notice:SetMessage(message)
notice:SetPos(ScrW(), ScrH() - (i - 1) * (notice:GetTall() + 4) + 4) -- needs to be recoded to support variable heights
notice:MoveToFront()
OrganizeNotices(i)
timer.Simple(7.5, function()
if IsValid(notice) then
notice:AlphaTo(0, 1, 0, function()
notice:Remove()
for v,k in pairs(impulse.notices) do
if k == notice then
table.remove(impulse.notices, v)
end
end
OrganizeNotices(i)
end)
end
end)
MsgN(message)
else
net.Start("impulseNotify")
net.WriteString(message)
net.Send(self)
end
end
local modelCache = {}
function eMeta:IsFemale(modelov)
local model = modelov or self:GetModel()
if modelCache[model] then
return modelCache[model]
end
local isFemale = string.find(self:GetModel(), "female")
if isFemale then
modelCache[model] = true
return true
end
modelCache[model] = false
return false
end
--- Returns if the player has a female character
-- @realm shared
-- @treturn bool Is female
function meta:IsCharacterFemale()
if SERVER then
return self:IsFemale(self.defaultModel)
else
return self:IsFemale(impulse_defaultModel)
end
end
function impulse.FindPlayer(searchKey)
if not searchKey or searchKey == "" then return nil end
local searchPlayers = player.GetAll()
local lowerKey = string.lower(tostring(searchKey))
for k = 1, #searchPlayers do
local v = searchPlayers[k]
if searchKey == v:SteamID() then
return v
end
if string.find(string.lower(v:Name()), lowerKey, 1, true) ~= nil then
return v
end
if string.find(string.lower(v:SteamName()), lowerKey, 1, true) ~= nil then
return v
end
end
return nil
end
function impulse.SafeString(str)
local pattern = "[^0-9a-zA-Z%s]+"
local clean = tostring(str)
local first, last = string.find(str, pattern)
if first != nil and last != nil then
clean = string.gsub(clean, pattern, "") -- remove bad sequences
end
return clean
end
local idleVO = {
"question23.wav",
"question25.wav",
"question09.wav",
"question06.wav",
"question05.wav"
}
local idleCPVO = {
"copy.wav",
"needanyhelpwiththisone.wav",
"unitis10-8standingby.wav",
"affirmative.wav",
"affirmative2.wav",
"rodgerthat.wav",
"checkformiscount.wav"
}
local idleFishVO = {
"fish_crabpot01.wav",
"fish_likeleeches.wav",
"fish_oldleg.wav",
"fish_resumetalk02.wav",
"fish_stayoutwater.wav",
"fish_wipeouttown01.wav",
"fish_resumetalk01.wav",
"fish_resumetalk02.wav",
"fish_resumetalk03.wav"
}
local idleZombVO = {
"npc/zombie/zombie_voice_idle9.wav",
"npc/zombie/zombie_voice_idle4.wav",
"npc/zombie/zombie_voice_idle10.wav",
"npc/zombie/zombie_voice_idle13.wav",
"npc/zombie/zombie_voice_idle6.wav",
"npc/zombie/zombie_voice_idle7.wav"
}
function impulse.GetRandomAmbientVO(gender)
if gender == "male" then
return "vo/npc/male01/"..idleVO[math.random(1, #idleVO)]
elseif gender == "fisherman" then
return "lostcoast/vo/fisherman/"..idleFishVO[math.random(1, #idleFishVO)]
elseif gender == "cp" then
return "npc/metropolice/vo/"..idleCPVO[math.random(1, #idleCPVO)]
elseif gender == "zombie" then
return idleZombVO[math.random(1, #idleZombVO)]
else
return "vo/npc/female01/"..idleVO[math.random(1, #idleVO)]
end
end |
--- greetings.lua – turns any document into a friendly greeting
---
--- Copyright: © 2021–2022 Contributors
--- License: MIT – see LICENSE for details
-- Makes sure users know if their pandoc version is too old for this
-- filter.
PANDOC_VERSION:must_be_at_least '2.17'
--- Amends the contents of a document with a simple greeting.
local function say_hello (doc)
doc.meta.subtitle = doc.meta.title -- demote title to subtitle
doc.meta.title = pandoc.Inlines 'Greetings!' -- set new title
doc.blocks:insert(1, pandoc.Para 'Hello from the Lua filter!')
return doc
end
return {
-- Apply the `say_hello` function to the main Pandoc document.
{ Pandoc = say_hello }
}
|
-- 主窗口句柄
local main_window_handle = nil
-- 启动配置对话框
local function launch_config()
local config_program = fs.ydwe_path() / "bin" / "YDWEConfig.exe"
local command_line = string.format('"%s"', config_program:string())
sys.spawn(command_line, fs.ydwe_path())
end
-- 启动魔兽
local function launch_warcraft3()
local config_program = fs.ydwe_path() / "ydwe.exe"
local command_line = string.format('"%s" -war3', config_program:string())
sys.spawn(command_line, fs.ydwe_path())
end
-- 打开官网
local function open_offical_site()
os.execute('explorer "http://www.ydwe.net"')
end
-- 初始化菜单
-- event_data - 事件参数,table,包含以下值
-- main_window_handle - 主窗口的handle
-- main_menu_handle - 主菜单的handle
-- 返回值:一律返回0
function event.EVENT_INIT_MENU(event_data)
log.debug("********************* on menuinit start *********************")
local menu = gui.menu(event_data.main_menu_handle, LNG.MENU_YDWE)
menu:add(LNG.MENU_CONIFG, launch_config)
menu:add(LNG.MENU_LAUNCH_WAR3, launch_warcraft3)
menu:add(LNG.MENU_OPEN_OFFICIAL_SITE, open_offical_site)
menu:add(LNG.MENU_CREDITS, show_credit)
main_window_handle = event_data.main_window_handle
log.debug("********************* on menuinit end *********************")
return 0
end
|
id = 'V-38537'
severity = 'low'
weight = 10.0
title = 'The system must ignore ICMPv4 bogus error responses.'
description = 'Ignoring bogus ICMP error responses reduces log size, although some activity would not be logged.'
fixtext = [==[To set the runtime status of the "net.ipv4.icmp_ignore_bogus_error_responses" kernel parameter, run the following command:
# sysctl -w net.ipv4.icmp_ignore_bogus_error_responses=1
If this is not the system's default value, add the following line to "/etc/sysctl.conf":
net.ipv4.icmp_ignore_bogus_error_responses = 1]==]
checktext = [=[The status of the "net.ipv4.icmp_ignore_bogus_error_responses" kernel parameter can be queried by running the following command:
$ sysctl net.ipv4.icmp_ignore_bogus_error_responses
The output of the command should indicate a value of "1". If this value is not the default value, investigate how it could have been adjusted at runtime, and verify it is not set improperly in "/etc/sysctl.conf".
$ grep net.ipv4.icmp_ignore_bogus_error_responses /etc/sysctl.conf
If the correct value is not returned, this is a finding.]=]
function test()
end
function fix()
end
|
local OrganismController = {}
local Json = require "util.Json"
function OrganismController:new(organismConstructor, initialPosition)
local self = {
organisms;
numberOfGenomes;
genomeSize;
constructor = function (this, initialPosition)
this.numberOfGenomes = 50
this.organisms = {}
this.genomeSize = 16
for index = 1, this.numberOfGenomes, 1 do
local organism = organismConstructor:new(this.genomeSize)
organism.setPosition({x = initialPosition.x, y = initialPosition.y})
table.insert(this.organisms, organism)
end
end
}
self.constructor(self, initialPosition)
local crossover = function (MomOrganism, DadOrganism, mutationProbability)
if(not (MomOrganism and DadOrganism and mutationProbability)) then
return false
end
local firstRandom, secondRandom
local children = {}
for indexOfChildren = 1, self.genomeSize, 1 do
local newChildren = organismConstructor:new(self.genomeSize)
for index = 1, self.genomeSize, 1 do --parents code
firstRandom = math.random()
local selectedOrganism = nil
if (firstRandom <= 0.5) then
selectedOrganism = MomOrganism
else
selectedOrganism = DadOrganism
end
newChildren.setGenomeInIndex(index, selectedOrganism.getGenomeInIndex(index) + 0)
secondRandom = math.random()
if (secondRandom <= mutationProbability) then --mutations (mutationProbability)
newChildren.setGenomeInIndex(index, math.random(0, 3))
end
end --for end
newChildren.setGeneration(MomOrganism.getGeneration() + 1)
table.insert(children, newChildren)
end --end of children for
MomOrganism.setGeneration(MomOrganism.getGeneration() + 1)
table.insert(children, MomOrganism)
DadOrganism.setGeneration(DadOrganism.getGeneration() + 1)
table.insert(children, DadOrganism)
MomOrganism.reset(); DadOrganism.reset()
self.organisms = children
return children
end
local selectBestOnes = function ()
local maxScores = {[0] = 0, [1] = 0}
local bestOrganisms = {[0] = self.organisms[1], [1] = self.organisms[2]}
for index, value in ipairs(self.organisms) do
if(value.getFitness() > maxScores[0]) then
bestOrganisms[1] = bestOrganisms[0]
maxScores[1] = maxScores[0]
bestOrganisms[0] = value
maxScores[0] = value.getFitness()
elseif(value.getFitness() > maxScores[1]) then
bestOrganisms[1] = value
maxScores[1] = value.getFitness()
end
end
return bestOrganisms[0], bestOrganisms[1]
end
local saveGenomes = function (filePath)
local outFile = assert(io.open(filePath, "w"))
outFile:write("{ \"Organisms\":[")
for index, value in ipairs(self.organisms) do
outFile:write("{\"Generation", "\": [", value.getGeneration(), "],")
outFile:write("\"Genome", "\": [")
genomeSize = #value.getGenome()
for genomeIndex, genomeValue in ipairs(value.getGenome()) do
if(genomeIndex < genomeSize) then
outFile:write(genomeValue, ",")
else
outFile:write(genomeValue, "]")
end
end
if(index < #self.organisms) then
outFile:write("},")
else
outFile:write("}")
end
end
outFile:write("]}")
assert(outFile:close())
end
local loadGenomes = function (filePath)
local file = io.open(filePath,'r')
local organisms = Json.decode(file:read("*all"))
end
local getOrganisms = function()
return self.organisms
end
return {
crossover = crossover;
selectBestOnes = selectBestOnes;
saveGenomes = saveGenomes;
loadGenomes = loadGenomes;
getOrganisms = getOrganisms;
}
end
return OrganismController
|
module_version("/1.0.14", "1.0")
module_version("/2.0.15", "2.0")
module_version("/3.14.15", "3.0")
|
-----------------------------------------------------------------------------------------
--
-- main.lua
--
-----------------------------------------------------------------------------------------
-- hide the status bar
display.setStatusBar( display.HiddenStatusBar )
-- include the Corona "composer" module
local composer = require "composer"
--[[
local licensing = require( "licensing" )
licensing.init( "google" )
local function licensingListener( event )
local verified = event.isVerified
if not event.isVerified then
--failed verify app from the play store, we print a message
print( "Pirates: Walk the Plank!!!" )
native.requestExit() --assuming this is how we handle pirates
end
end
licensing.verify( licensingListener )
--]]
local options =
{
effect = "crossFade",
time = 300
}
-- load menu screen
composer.gotoScene( "mainmenu", options )
|
local colors = require "themes.onedark"
local present, bufferline = pcall(require, "bufferline")
if not present then
return
end
bufferline.setup {
options = {
offsets = { { filetype = "NvimTree", text = "", padding = 1 } },
buffer_close_icon = "",
modified_icon = "",
close_icon = "",
left_trunc_marker = "",
right_trunc_marker = "",
max_name_length = 14,
max_prefix_length = 13,
tab_size = 20,
show_tab_indicators = true,
enforce_regular_tabs = false,
view = "multiwindow",
show_buffer_close_icons = true,
separator_style = "thin",
mappings = true,
always_show_bufferline = true,
},
highlights = {
fill = {
guifg = colors.grey_fg,
guibg = colors.black2,
},
background = {
guifg = colors.grey_fg,
guibg = colors.black2,
},
-- buffers
buffer_visible = {
guifg = colors.light_grey,
guibg = colors.black2,
},
buffer_selected = {
guifg = colors.white,
guibg = colors.black,
gui = "bold",
},
-- tabs
tab = {
guifg = colors.light_grey,
guibg = colors.one_bg3,
},
tab_selected = {
guifg = colors.black2,
guibg = colors.nord_blue,
},
tab_close = {
guifg = colors.red,
guibg = colors.black,
},
indicator_selected = {
guifg = colors.black,
guibg = colors.black,
},
-- separators
separator = {
guifg = colors.black2,
guibg = colors.black2,
},
separator_visible = {
guifg = colors.black2,
guibg = colors.black2,
},
separator_selected = {
guifg = colors.black2,
guibg = colors.black2,
},
-- modified
modified = {
guifg = colors.red,
guibg = colors.black2,
},
modified_visible = {
guifg = colors.red,
guibg = colors.black2,
},
modified_selected = {
guifg = colors.green,
guibg = colors.black,
},
-- close buttons
close_button = {
guifg = colors.light_grey,
guibg = colors.black2,
},
close_button_visible = {
guifg = colors.light_grey,
guibg = colors.black2,
},
close_button_selected = {
guifg = colors.red,
guibg = colors.black,
},
},
}
|
local function removeItemFromPlayerInventory(playerId, itemId)
assert(typeof(playerId) == "string")
assert(typeof(itemId) == "string")
return {
type = script.Name,
playerId = playerId,
itemId = itemId,
replicateTo = playerId,
}
end
return removeItemFromPlayerInventory |
return {
{
name = "2015-08-03-132400_init_oidc_user_ratelimiting_metrics",
up = [[
CREATE TABLE IF NOT EXISTS oidc_user_ratelimiting_metrics(
identifier text,
period text,
period_date timestamp without time zone,
value integer,
PRIMARY KEY (identifier, period_date, period)
);
CREATE OR REPLACE FUNCTION increment_oidc_user_rate_limits(i text, p text, p_date timestamp with time zone, v integer) RETURNS VOID AS $$
BEGIN
LOOP
UPDATE oidc_user_ratelimiting_metrics SET value = value + v WHERE identifier = i AND period = p AND period_date = p_date;
IF found then
RETURN;
END IF;
BEGIN
INSERT INTO oidc_user_ratelimiting_metrics(period, period_date, identifier, value) VALUES(p, p_date, i, v);
RETURN;
EXCEPTION WHEN unique_violation THEN
END;
END LOOP;
END;
$$ LANGUAGE 'plpgsql';
]],
down = [[
DROP TABLE oidc_user_ratelimiting_metrics;
]]
},
{
name = "oidc_user_ratelimiting_policies",
up = function(_, _, dao)
local rows, err = dao.plugins:find_all {name = "oidc-user-rate-limiting"}
if err then return err end
for i = 1, #rows do
local oidc_user_rate_limiting = rows[i]
-- Delete the old one to avoid conflicts when inserting the new one
local _, err = dao.plugins:delete(oidc_user_rate_limiting)
if err then return err end
local _, err = dao.plugins:insert {
name = "oidc-user-rate-limiting",
consumer_id = oidc_user_rate_limiting.consumer_id,
enabled = oidc_user_rate_limiting.enabled,
config = {
second = oidc_user_rate_limiting.config.second,
minute = oidc_user_rate_limiting.config.minute,
hour = oidc_user_rate_limiting.config.hour,
day = oidc_user_rate_limiting.config.day,
month = oidc_user_rate_limiting.config.month,
year = oidc_user_rate_limiting.config.year,
limit_by = "consumer",
policy = "local",
fault_tolerant = oidc_user_rate_limiting.config.continue_on_error
}
}
if err then return err end
end
end
}
}
|
local F, C, L = unpack(select(2, ...))
local strsplit, ipairs, wipe = string.split, ipairs, table.wipe
local toggle = 0
local shadeFrame = CreateFrame('Frame')
local shadeTexture = shadeFrame:CreateTexture(nil, 'BACKGROUND', nil, -8)
shadeFrame:SetFrameStrata('BACKGROUND')
shadeFrame:SetWidth(GetScreenWidth() * UIParent:GetEffectiveScale())
shadeFrame:SetHeight(GetScreenHeight() * UIParent:GetEffectiveScale())
shadeTexture:SetAllPoints(shadeFrame)
shadeFrame:SetPoint('CENTER', 0, 0)
local crosshairFrameNS = CreateFrame('Frame')
local crosshairTextureNS = crosshairFrameNS:CreateTexture(nil, 'TOOLTIP')
crosshairFrameNS:SetFrameStrata('TOOLTIP')
crosshairFrameNS:SetWidth(1)
crosshairFrameNS:SetHeight(GetScreenHeight() * UIParent:GetEffectiveScale())
crosshairTextureNS:SetAllPoints(crosshairFrameNS)
crosshairTextureNS:SetColorTexture(0, 0, 0, 1)
local crosshairFrameEW = CreateFrame('Frame')
local crosshairTextureEW = crosshairFrameEW:CreateTexture(nil, 'TOOLTIP')
crosshairFrameEW:SetFrameStrata('TOOLTIP')
crosshairFrameEW:SetWidth(GetScreenWidth() * UIParent:GetEffectiveScale())
crosshairFrameEW:SetHeight(1)
crosshairTextureEW:SetAllPoints(crosshairFrameEW)
crosshairTextureEW:SetColorTexture(0, 0, 0, 1)
local function clear()
shadeFrame:Hide()
crosshairFrameNS:Hide()
crosshairFrameEW:Hide()
end
local function shade(r, g, b, a)
shadeTexture:SetColorTexture(r, g, b, a)
shadeFrame:Show()
end
local function follow()
local mouseX, mouseY = GetCursorPosition()
crosshairFrameNS:SetPoint('TOPLEFT', mouseX, 0)
crosshairFrameEW:SetPoint('BOTTOMLEFT', 0, mouseY)
end
local function crosshair(arg)
local mouseX, mouseY = GetCursorPosition()
crosshairFrameNS:SetPoint('TOPLEFT', mouseX, 0)
crosshairFrameEW:SetPoint('BOTTOMLEFT', 0, mouseY)
crosshairFrameNS:Show()
crosshairFrameEW:Show()
if arg == 'follow' then
crosshairFrameNS:SetScript('OnUpdate', follow)
else
crosshairFrameNS:SetScript('OnUpdate', nil)
end
end
local MoverList, BackupTable, f = {}, {}
function F:Mover(text, value, anchor, width, height)
local key = 'UIElementsAnchor'
if not FreeUIConfig[key] then FreeUIConfig[key] = {} end
local mover = CreateFrame('Frame', nil, UIParent)
mover:SetWidth(width or self:GetWidth())
mover:SetHeight(height or self:GetHeight())
F.CreateBD(mover)
F.CreateSD(mover)
F.CreateFS(mover, (C.isCNClient and {C.font.normal, 11}) or 'pixel', text, 'yellow', true)
tinsert(MoverList, mover)
if not FreeUIConfig[key][value] then
mover:SetPoint(unpack(anchor))
else
mover:SetPoint(unpack(FreeUIConfig[key][value]))
end
mover:EnableMouse(true)
mover:SetMovable(true)
mover:SetClampedToScreen(true)
mover:SetFrameStrata('HIGH')
mover:RegisterForDrag('LeftButton')
mover:SetScript('OnDragStart', function() mover:StartMoving() end)
mover:SetScript('OnDragStop', function()
mover:StopMovingOrSizing()
local orig, _, tar, x, y = mover:GetPoint()
FreeUIConfig[key][value] = {orig, 'UIParent', tar, x, y}
end)
mover:Hide()
self:ClearAllPoints()
self:SetPoint('TOPLEFT', mover)
return mover
end
local function UnlockElements()
for i = 1, #MoverList do
local mover = MoverList[i]
if not mover:IsShown() then
mover:Show()
end
end
F.CopyTable(FreeUIConfig['UIElementsAnchor'], BackupTable)
f:Show()
end
local function LockElements()
for i = 1, #MoverList do
local mover = MoverList[i]
mover:Hide()
end
f:Hide()
--SlashCmdList['TOGGLEGRID']('1')
toggle = 0
clear()
end
StaticPopupDialogs['FREEUI_MOVER_RESET'] = {
text = L['MOVER_RESET_CONFIRM'],
button1 = OKAY,
button2 = CANCEL,
OnAccept = function()
wipe(FreeUIConfig['UIElementsAnchor'])
ReloadUI()
end,
timeout = 0,
whileDead = 1,
hideOnEscape = true,
preferredIndex = 5,
}
StaticPopupDialogs['FREEUI_MOVER_CANCEL'] = {
text = L['MOVER_CANCEL_CONFIRM'],
button1 = OKAY,
button2 = CANCEL,
OnAccept = function()
F.CopyTable(BackupTable, FreeUIConfig['UIElementsAnchor'])
ReloadUI()
end,
timeout = 0,
whileDead = 1,
hideOnEscape = true,
preferredIndex = 5,
}
local function CreateConsole()
if f then return end
f = CreateFrame('Frame', nil, UIParent)
f:SetPoint('TOP', 0, -150)
f:SetSize(296, 65)
F.CreateBD(f)
F.CreateSD(f)
F.CreateMF(f)
F.CreateFS(f, {C.font.normal, 14}, L['MOVER_PANEL'], 'yellow', true, 'TOP', 0, -10)
local bu, text = {}, {LOCK, CANCEL, L['MOVER_GRID'], RESET}
for i = 1, 4 do
bu[i] = F.CreateButton(f, 70, 28, text[i])
F.Reskin(bu[i])
if i == 1 then
bu[i]:SetPoint('BOTTOMLEFT', 5, 5)
else
bu[i]:SetPoint('LEFT', bu[i-1], 'RIGHT', 2, 0)
end
end
-- Lock
bu[1]:SetScript('OnClick', LockElements)
-- Cancel
bu[2]:SetScript('OnClick', function()
StaticPopup_Show('FREEUI_MOVER_CANCEL')
end)
-- Grids
bu[3]:SetScript('OnClick', function()
--SlashCmdList['TOGGLEGRID']('64')
if toggle == 0 then
shade(1, 1, 1, 0.85)
crosshairTextureNS:SetColorTexture(0, 0, 0, 1)
crosshairTextureEW:SetColorTexture(0, 0, 0, 1)
crosshair('follow')
toggle = 1
else
toggle = 0
clear()
end
end)
-- Reset
bu[4]:SetScript('OnClick', function()
StaticPopup_Show('FREEUI_MOVER_RESET')
end)
local function showLater(event)
if event == 'PLAYER_REGEN_DISABLED' then
if f:IsShown() then
LockElements()
F:RegisterEvent('PLAYER_REGEN_ENABLED', showLater)
end
else
UnlockElements()
F:UnregisterEvent(event, showLater)
end
end
F:RegisterEvent('PLAYER_REGEN_DISABLED', showLater)
end
function F:MoverConsole()
if InCombatLockdown() then
UIErrorsFrame:AddMessage(C.InfoColor..ERR_NOT_IN_COMBAT)
return
end
CreateConsole()
UnlockElements()
end
SlashCmdList['FREEUI_MOVER'] = function()
if InCombatLockdown() then
UIErrorsFrame:AddMessage(C.InfoColor..ERR_NOT_IN_COMBAT)
return
end
CreateConsole()
UnlockElements()
end
SLASH_FREEUI_MOVER1 = '/mover'
|
function shared_pl_col_logic(a, other)
if other.coin then
other:obtain()
end
if other.balloon then
other:pop()
end
end
function get_direction_for_shooting(xf)
local xdir = 0
local ydir = 0
if btn(1) then
xdir = 1
elseif btn(0) then
xdir = -1
end
if btn(2) then
ydir = -1
elseif btn(3) then
ydir = 1
end
if xdir == 0 and ydir == 0 then
xdir = bool_to_num(xf)
end
return xdir, ydir
end
create_actor([[growing_circle;3;pre_drawable,drawable_obj,rel,confined|
rel_actor:@1; color:@2; radius:@3;
tl_max_time=.25,d=@4; -- init state
]], function(a)
scr_circ(a.x, a.y, a.radius*a.tl_tim*6, a.color or 2)
end)
create_actor([[growing_circle_point;4;pre_drawable,drawable_obj,confined|
x:@1; y:@2; color:@3; radius:@4;
tl_max_time=.25,d=@5; -- init state
]], function(a)
scr_circ(a.x, a.y, a.radius*a.tl_tim*6, a.color or 2)
end)
create_actor([[water_shot;4;post_drawable_2,mov,confined,col|
x:@1; y:@2; xdir:@3; ydir:@4;
touchable:no;
ix:.85;
iy:.85;
i:@5;
d:@6;
tl_max_time=.5,;
hit:@7;
]], function(a)
g_stats.shots += 1
sfx'2'
local ang = atan2(a.xdir, a.ydir)
a.dx = cos(ang)*.8
a.dy = sin(ang)*.8 + .2
end, function(a)
scr_circfill(a.x, a.y, 1/(1.5+a.tl_tim*16), 12)
end, function(a, other)
if other.boulder or (other.balloon and not other.bubble) then
local sign = zsgn(a.dx)
if sign == 0 then
sign = zsgn(other.x - a.x)
if sign == 0 then
sign = flr_rnd(2) == 0 and -1 or 1
end
end
other.dx += sign*.05
_g.growing_circle(other, 12, 1)
a.hit = nf
elseif other.balloon then
other:pop()
a.hit = nf
end
end)
create_actor([[pl_dead;3;post_drawable_1,spr,confined|
x:@1; y:@2; xf:@3;
sind:7;
u=@4,tl_max_time=3;
]], function(a)
a.ixx = rnd_one()
a.iyy = rnd_one()
end)
|
local assert = require('assert')
local errno = require('errno')
local realpath = require('realpath')
local function test_realpath_resolve()
-- test that resolve pathname
for v, match in pairs({
['.'] = 'lua%-realpath$',
['./test/..'] = 'lua%-realpath$',
['./test/realpath_test.lua'] = 'lua%-realpath/test/realpath_test%.lua$',
}) do
local pathname = assert(realpath(v))
assert.match(pathname, match, false)
end
-- test that perform normalization before resolve pathname
local pathname, err = realpath('./foo/../bar/../test/realpath_test.lua/',
true)
assert.match(pathname, 'lua%-realpath/test/realpath_test%.lua$', false)
assert.is_nil(err)
-- test that returns error
pathname, err = realpath('./foo/../bar/../realpath_test.lua/')
assert.is_nil(pathname)
assert.equal(err.type, errno.ENOENT)
end
local function test_realpath_normalize()
-- test that peform normalize only
-- NOTE: this test cases copied from
-- https://github.com/golang/go/blob/go1.17.7/src/path/filepath/path_test.go#L26
for _, v in ipairs({
-- Already clean
{
"abc",
"abc",
},
{
"abc/def",
"abc/def",
},
{
"a/b/c",
"a/b/c",
},
{
".",
".",
},
{
"..",
"..",
},
{
"../..",
"../..",
},
{
"../../abc",
"../../abc",
},
{
"/abc",
"/abc",
},
{
"/",
"/",
},
-- Empty is current dir
{
"",
".",
},
-- Remove trailing slash
{
"abc/",
"abc",
},
{
"abc/def/",
"abc/def",
},
{
"a/b/c/",
"a/b/c",
},
{
"./",
".",
},
{
"../",
"..",
},
{
"../../",
"../..",
},
{
"/abc/",
"/abc",
},
-- Remove doubled slash
{
"abc//def//ghi",
"abc/def/ghi",
},
{
"//abc",
"/abc",
},
{
"///abc",
"/abc",
},
{
"//abc//",
"/abc",
},
{
"abc//",
"abc",
},
-- Remove . elements
{
"abc/./def",
"abc/def",
},
{
"/./abc/def",
"/abc/def",
},
{
"abc/.",
"abc",
},
-- Remove .. elements
{
"abc/def/ghi/../jkl",
"abc/def/jkl",
},
{
"abc/def/../ghi/../jkl",
"abc/jkl",
},
{
"abc/def/..",
"abc",
},
{
"abc/def/../..",
".",
},
{
"/abc/def/../..",
"/",
},
{
"abc/def/../../..",
"..",
},
{
"/abc/def/../../..",
"/",
},
{
"abc/def/../../../ghi/jkl/../../../mno",
"../../mno",
},
{
"/../abc",
"/abc",
},
-- Combinations
{
"abc/./../def",
"def",
},
{
"abc//./../def",
"def",
},
{
"abc/../../././../def",
"../../def",
},
}) do
local pathname = assert(realpath(v[1], nil, false))
-- print(string.format('#%02d: %-2s | %-38s | %-12s | %s', _,
-- pathname == v[2] and '' or 'NG', v[1], pathname,
-- v[2]))
assert.equal(pathname, v[2])
end
-- test that return error if pathname is invalid string
local pathname, err = realpath('foo/bar' .. string.char(0) .. '/baz', nil,
false)
assert.is_nil(pathname);
assert.equal(err.type, errno.EILSEQ)
end
test_realpath_resolve()
test_realpath_normalize()
|
-- TreeView.lua
-- @Author : DengSir (tdaddon@163.com)
-- @Link : https://dengsir.github.io
-- @Date : 10/20/2018, 4:28:53 PM
--
---@param ns table
local ns = select(2, ...)
local ipairs, type, setmetatable = ipairs, type, setmetatable
local coroutine = coroutine
local ceil, min, max = ceil, min, max
local HybridScrollFrame_GetOffset = HybridScrollFrame_GetOffset
local HybridScrollFrame_Update = HybridScrollFrame_Update
---@class TreeStatus: Object
---@field depth number
---@field extends any
---@field itemTree any
local TreeStatus = ns.class()
function TreeStatus:Constructor(itemTree, depth)
self.itemTree = itemTree
self.depth = depth
self.extends = setmetatable({}, {__mode = 'k'})
end
function TreeStatus:Iterate(start)
local index = 0
local function Iterate(tree, depth)
if depth > self.depth then
return
end
for _, child in ipairs(tree) do
index = index + 1
if not start or index >= start then
coroutine.yield(depth, child)
end
if type(child) == 'table' and self.extends[child] then
Iterate(child, depth + 1)
end
end
end
return coroutine.wrap(function()
return Iterate(self.itemTree, 1)
end)
end
function TreeStatus:GetCount()
local function GetCount(tree, depth)
if self.depth == depth then
return #tree
end
local count = 0
for i, child in ipairs(tree) do
count = count + 1
if type(child) == 'table' and self.extends[child] then
count = count + GetCount(child, depth + 1)
end
end
return count
end
return GetCount(self.itemTree, 1)
end
---@class TreeView: _ScrollFrame
---@field treeStatus TreeStatus
---@field OnItemFormatting function
local TreeView = ns.class(ns.ScrollFrame)
ns.TreeView = TreeView
function TreeView:Constructor(_, opts)
self.treeStatus = TreeStatus:New(opts.itemTree, opts.depth)
self.OnItemFormatting = opts.OnItemFormatting
end
function TreeView:update()
local offset = HybridScrollFrame_GetOffset(self)
local buttons = self.buttons
local treeStatus = self.treeStatus
local containerHeight = self:GetHeight()
local buttonHeight = self.buttonHeight or buttons[1]:GetHeight()
local itemCount = treeStatus:GetCount()
local maxCount = ceil(containerHeight / buttonHeight)
local buttonCount = min(maxCount, itemCount)
local iter = treeStatus:Iterate(offset + 1)
for i = 1, buttonCount do
local index = i + offset
local button = buttons[i]
if index > itemCount then
button:Hide()
else
local depth, item = iter()
button.depth = depth
button.item = item
button.scrollFrame = self
button:SetID(index)
button:Show()
self.OnItemFormatting[depth](button, item)
end
end
for i = buttonCount + 1, #buttons do
buttons[i]:Hide()
end
HybridScrollFrame_Update(self, max(1, itemCount * buttonHeight), containerHeight)
end
function TreeView:ToggleItem(item)
self.treeStatus.extends[item] = not self.treeStatus.extends[item] or nil
self:Refresh()
end
function TreeView:IsItemExpend(item)
return self.treeStatus.extends[item]
end
|
--[[
untestable by automatic tests:
ClearUndoMove
SetUndoLoc
GetUndoLoc
IsHighlighted
PawnIsPlayerControlled
MarkHpLoss
GetMoveSkill
SetMoveSkill
SetRepairSkill
]]
local tests = LApi.Tests
tests:AddTests{
"PawnGetOwner",
"PawnSetOwner",
"PawnSetFire",
"PawnGetImpactMaterial",
"PawnSetImpactMaterial",
"PawnGetColor",
"PawnSetColor",
"PawnIsMassive",
"PawnSetMassive",
--IsMovementAvailable
--SetMovementAvailable
"PawnSetFlying",
"PawnSetTeleporter",
"PawnSetJumper",
"PawnGetMaxHealth",
"PawnGetBaseMaxHealth",
"PawnSetHealth",
"PawnSetMaxHealth",
"PawnSetBaseMaxHealth",
"PawnGetWeaponCount",
"PawnGetWeaponType",
--"PawnGetWeaponClass",
"PawnRemoveWeapon",
--GetPilot
--SetMech
--IsTeleporter
--IsJumper
}
LApi_TEST_WEAPON = Prime_Punchmech:new{}
LApi_TEST_MECH = PunchMech:new{}
function tests:PawnGetOwner()
local loc = Point(0,0)
local target = Point(1,0)
Board:ClearSpace(loc)
Board:ClearSpace(target)
LApi_TEST_MECH = PunchMech:new{ SkillList = {"LApi_TEST_WEAPON"} }
LApi_TEST_WEAPON = Skill:new{
GetSkillEffect = function(self, p1, p2)
local ret = SkillEffect()
local damage = SpaceDamage(p2)
damage.sPawn = "LApi_TEST_MECH"
ret:AddDamage(damage)
return ret
end
}
local parent = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
Board:AddPawn(parent, loc)
parent:FireWeapon(target, 1)
local child = Board:GetPawn(target)
local ownerIsParent = child:GetOwner() == parent:GetId()
Board:ClearSpace(loc)
Board:ClearSpace(target)
return ownerIsParent
end
function tests:PawnSetOwner()
local loc = Point(0,0)
local target = Point(1,0)
Board:ClearSpace(loc)
Board:ClearSpace(target)
LApi_TEST_MECH = PunchMech:new{}
local parent = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local child = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
Board:AddPawn(parent, loc)
Board:AddPawn(child, target)
local hasNoParent = child:GetOwner() == -1
child:SetOwner(parent:GetId()); local hasParent = child:GetOwner() == parent:GetId()
Board:ClearSpace(loc)
Board:ClearSpace(target)
return hasNoParent, hasParent
end
function tests:PawnSetFire()
local loc = Point(0,0)
Board:ClearSpace(loc)
LApi_TEST_MECH = PunchMech:new{}
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
Board:AddPawn(pawn, loc)
local notOnFire = pawn:IsFire() == false
pawn:SetFire(true); local onFire = pawn:IsFire() == true
Board:ClearSpace(loc)
return notOnFire, onFire
end
function tests:PawnGetImpactMaterial()
LApi_TEST_MECH = PunchMech:new{ ImpactMaterial = IMPACT_INSECT }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local insect = pawn:GetImpactMaterial() == IMPACT_INSECT
LApi_TEST_MECH = PunchMech:new{ ImpactMaterial = IMPACT_BLOB }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local blob = pawn:GetImpactMaterial() == IMPACT_BLOB
return insecct, blob
end
function tests:PawnSetImpactMaterial()
LApi_TEST_MECH = PunchMech:new{ ImpactMaterial = IMPACT_INSECT }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local insect = pawn:GetImpactMaterial() == IMPACT_INSECT
pawn:SetImpactMaterial(IMPACT_BLOB); local blob = pawn:GetImpactMaterial() == IMPACT_BLOB
return insect, blob
end
function tests:PawnGetColor()
LApi_TEST_MECH = PunchMech:new{ ImageOffset = 0 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local color0 = pawn:GetColor() == 0
LApi_TEST_MECH = PunchMech:new{ ImageOffset = 1 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local color1 = pawn:GetColor() == 1
return color0, color1
end
function tests:PawnSetColor()
LApi_TEST_MECH = PunchMech:new{ ImageOffset = 0 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local color0 = pawn:GetColor() == 0
pawn:SetColor(1); local color1 = pawn:GetColor() == 1
return color0, color1
end
function tests:PawnIsMassive()
LApi_TEST_MECH = PunchMech:new{ Massive = true }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local massive = pawn:IsMassive() == true
LApi_TEST_MECH = PunchMech:new{ Massive = false }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local notMassive = pawn:IsMassive() == false
return massive, notMassive
end
function tests:PawnSetMassive()
LApi_TEST_MECH = PunchMech:new{ Massive = true }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local massive = pawn:IsMassive() == true
pawn:SetMassive(false); local notMassive = pawn:IsMassive() == false
return massive, notMassive
end
function tests:PawnSetFlying()
LApi_TEST_MECH = PunchMech:new{ Flying = true }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local flying = pawn:IsFlying() == true
pawn:SetFlying(false); local notFlying = pawn:IsFlying() == false
return flying, notFlying
end
function tests:PawnSetTeleporter()
LApi_TEST_MECH = PunchMech:new{ Teleporter = true }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local teleporter = pawn:IsTeleporter() == true
pawn:SetTeleporter(false); local notTeleporter = pawn:IsTeleporter() == false
return teleporter, notTeleporter
end
function tests:PawnSetJumper()
LApi_TEST_MECH = PunchMech:new{ Jumper = true }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local jumper = pawn:IsJumper() == true
pawn:SetJumper(false); local notJumper = pawn:IsJumper() == false
return jumper, notJumper
end
-- fails if there are units on the field altering health.
function tests:PawnGetMaxHealth()
LApi_TEST_MECH = PunchMech:new{ Health = 5 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local maxHealth5 = pawn:GetMaxHealth() == 5
LApi_TEST_MECH = PunchMech:new{ Health = 6 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local maxHealth6 = pawn:GetMaxHealth() == 6
return maxHealth5, maxHealth6
end
function tests:PawnGetBaseMaxHealth()
local loc = Point(0,0)
local locJelly = Point(1,0)
Board:ClearSpace(loc)
Board:ClearSpace(locJelly)
local jelly = PAWN_FACTORY:CreatePawn("Jelly_Health1"); Board:AddPawn(jelly, locJelly)
LApi_TEST_MECH = PunchMech:new{ Health = 5, SkillList = { "Passive_Psions" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH"); Board:AddPawn(pawn, loc)
local baseMaxHealth5 = pawn:GetBaseMaxHealth() == 5
Board:ClearSpace(loc)
Board:ClearSpace(locJelly)
return baseMaxHealth5
end
function tests:PawnSetHealth()
LApi_TEST_MECH = PunchMech:new{ Health = 5 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local health5 = pawn:GetHealth() == 5
pawn:SetHealth(7); local health5Max = pawn:GetHealth() == 5
pawn:SetHealth(2); local health2 = pawn:GetHealth() == 2
return health5, health5Max, health2
end
function tests:PawnSetMaxHealth()
LApi_TEST_MECH = PunchMech:new{ Health = 5 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local maxHealth5 = pawn:GetMaxHealth() == 5
pawn:SetMaxHealth(7); local maxHealth7 = pawn:GetMaxHealth() == 7
return maxHealth5, maxHealth7
end
function tests:PawnSetBaseMaxHealth()
LApi_TEST_MECH = PunchMech:new{ Health = 5 }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local baseMaxHealth5 = pawn:GetBaseMaxHealth() == 5
pawn:SetBaseMaxHealth(7); local baseMaxHealth7 = pawn:GetBaseMaxHealth() == 7
return baseMaxHealth5, baseMaxHealth7
end
function tests:PawnGetWeaponCount()
LApi_TEST_MECH = PunchMech:new{ SkillList = { "Prime_Punchmech" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local weaponCount1 = pawn:GetWeaponCount() == 1
LApi_TEST_MECH = PunchMech:new{ SkillList = { "Prime_Punchmech", "Brute_Tankmech" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local weaponCount2 = pawn:GetWeaponCount() == 2
return weaponCount1, weaponCount2
end
function tests:PawnGetWeaponType()
LApi_TEST_MECH = PunchMech:new{ SkillList = { "Prime_Punchmech", "Brute_Tankmech" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local weaponType1 = pawn:GetWeaponType(1) == "Prime_Punchmech"
local weaponType2 = pawn:GetWeaponType(2) == "Brute_Tankmech"
return weaponType1, weaponType2
end
function tests:PawnGetWeaponClass()
LApi_TEST_MECH = PunchMech:new{ SkillList = { "Prime_Punchmech", "Brute_Tankmech" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local weaponClass1 = pawn:GetWeaponClass(1) == _G["Prime_Punchmech"].Class
local weaponClass2 = pawn:GetWeaponClass(2) == _G["Brute_Tankmech"].Class
return weaponClass1, weaponClass2
end
function tests:PawnRemoveWeapon()
LApi_TEST_MECH = PunchMech:new{ SkillList = { "Prime_Punchmech", "Brute_Tankmech" } }
local pawn = PAWN_FACTORY:CreatePawn("LApi_TEST_MECH")
local weaponCount2 = pawn:GetWeaponCount() == 2
pawn:RemoveWeapon(1)
local weaponCount1 = pawn:GetWeaponCount() == 1
return weaponCount2, weaponCount1
end
|
-- JS<-->Lua glue
--
-- Horribly hackish, this is not the right way to do it
js.number = 1
js.string = 2
js.object = 3
js.func = 4
js.lua_table = {}
js.lua_index = 1
js.to_js = function(x)
if type(x) == 'number' then return tostring(x)
elseif type(x) == 'string' then return '"' .. x .. '"'
elseif type(x) == 'function' then
local lua_index = js.lua_index
js.lua_index = js.lua_index + 1
js.lua_table[lua_index] = x
return 'Lua.funcWrapper(' .. lua_index .. ')'
--elseif type(x) == 'table' then return 'Lua.wrappers[
else return '<{[Unsupported]}>' end
end
js.convert_args = function(args)
local js_args = ''
for i, v in ipairs(args) do
if i > 1 then js_args = js_args .. ',' end
js_args = js_args .. js.to_js(v)
end
return js_args
end
js.wrapper_index = 1
js.wrapper = {}
js.wrapper.__index = function(table, key)
if key == 'new' then
local ret = { what = 'Lua.wrappers[' .. table.index .. ']' }
setmetatable(ret, js.new.property)
return ret
end
return js.get('Lua.wrappers[' .. table.index .. '].' .. key, table)
end
js.wrapper.__newindex = function(table, key, v)
js.run('Lua.wrappers[' .. table.index .. '].'..key.."="..js.to_js(v))
end
js.wrapper.__call = function(table, ...)
if rawget(table, 'parent') then
local suffix = js.convert_args({...})
if string.len(suffix) > 0 then suffix = ',' .. suffix end
return js.get('(tempFunc = Lua.wrappers[' .. table.index .. '], tempFunc).call(Lua.wrappers[' .. table.parent.index .. ']' .. suffix .. ')') -- tempFunc needed to work around js invalid call issue FIXME
else
return js.get('(tempFunc = Lua.wrappers[' .. table.index .. '], tempFunc)(' .. js.convert_args({...}) .. ')') -- tempFunc needed to work around js invalid call issue FIXME
end
end
js.wrapper.__gc = function(table)
js.run('delete Lua.reverseWrappers[Lua.wrappers['..table.index..']]')
js.run('delete Lua.wrappers['..table.index..']')
end
local wrapper_store = {}
setmetatable(wrapper_store, {__mode='v'})
js.getWrapperStore = function() return wrapper_store end
js.storeGet = function(idx) return wrapper_store[idx] end
js.get = function(what, parent)
local ret = { index = js.wrapper_index, parent=false }
js.wrapper_index = js.wrapper_index + 1
local return_type = js.run("Lua.test('" .. what .. "', "..(js.wrapper_index-1)..")")
if return_type < 0 then
return wrapper_store[-return_type]
elseif return_type == js.number then
return js.run('Lua.last')
elseif return_type == js.string then
return js.run_string('Lua.last')
elseif return_type == js.object or return_type == js.func then
js.run('Lua.wrappers[' .. ret.index .. '] = Lua.last')
ret.parent = parent
setmetatable(ret, js.wrapper)
wrapper_store[js.wrapper_index-1] = ret
return ret
else
return '!Unsupported!'
end
end
js.global = js.get('Lua.theGlobal')
js.new = {}
setmetatable(js.new, js.new)
js.new.__index = function(table, key)
local ret = { what = key }
setmetatable(ret, js.new.property)
return ret
end
js.new.property = {}
js.new.property.__call = function(table, ...)
return js.get('new ' .. table.what .. '(' .. js.convert_args({...}) .. ')')
end
|
--=================--
local libTabMenu = {}
--=================--
-- < Modules > --
local table2 = require "table2"
-- < References > --
local constTabMenu = require "constTabMenu"
--====================================================--
-- class tabMenuEntry --
-- Contains all customizable properties of one entry. --
--====================================================--
libTabMenu.tabMenuEntry = setmetatable({
Name = "New Tab Menu Entry",
--== Text ==--
Label = "", -- Text shown on tab button
Title = "", -- Title text
Desc1 = "", -- Text in left description box
Desc2 = "", -- Text in right description box
--=============--
-- Constructor --
--=============--
new = function(self, o)
o = o or {}
setmetatable(o, {__index = self})
return o
end,
},{
--===========--
-- Metatable --
--===========--
})
--===============================================--
-- class tabMenu --
-- Handles creating and updating TabMenu Frames. --
--===============================================--
libTabMenu.tabMenu = setmetatable({
Name = "New Tab Menu",
--== Auto-Update Functionality On Change ==--
Entries = {}, -- tabMenuEntry class objects
BoardMode = false, -- If game has a leaderboard, set this to true, to avoid blocking X button.
--== Read-Only ==--
Frame, -- Framehandle for main parent frame
ButtonCurrent, -- Number of currently clicked tab button (0 to 4). Can be negative due to tab slider position.
EntryCurrent, -- The table key into Entries to get the entry currently selected by tab buttons.
EntryCount, -- Size of Entries array. (not the supaTable proxy)
CloseButtonTrig, -- Trigger to hide frame when close button is clicked
TabSliderTrig, -- Trigger to scroll tab buttons with slider
TabButtonTrigs = {}, -- Triggers to update text when tab buttons are clicked
TabPosOffset = 0, -- How much the width of first tab is adjusted to simulate scrolling
TabSkip = 0, -- Number of tabs scrolled past with slider, starting from 0.
--=============--
-- Constructor --
--=============--
new = function(self, o)
o = o or {}
-- Init default params and methods --
o.Entries = o.Entries or {}
o.TabButtonTrigs = o.TabButtonTrigs or {}
o.EntryCount = 0
for k, v in pairs(o.Entries) do o.EntryCount = o.EntryCount + 1 end
o.Frame = BlzCreateFrame("TabMenu", BlzGetOriginFrame(ORIGIN_FRAME_GAME_UI, 0), 0, 0)
BlzFrameSetAbsPoint(o.Frame, FRAMEPOINT_TOPLEFT, 0.02, 0.553)
setmetatable(o, {__index = self})
-- This class is a supaTable --
local tbl = table2.supaTable:new(o)
-- Set read-only properties (supaTable) --
tbl:setReadOnly(true, "Frame")
tbl:setReadOnly(true, "ButtonCurrent")
tbl:setReadOnly(true, "EntryCurrent")
tbl:setReadOnly(true, "EntryCount")
tbl:setReadOnly(true, "TabSliderTrig")
tbl:setReadOnly(true, "TabButtonTrigs")
tbl:setReadOnly(true, "TabPosOffset")
tbl:setReadOnly(true, "TabSkip")
-- Auto-update frame (supaTable) --
tbl:watchProp(function(t,k,v)
local tbl0 = getmetatable(tbl).__index --set read-only prop (supaTable)
local tblEntries = getmetatable(tbl.Entries).__index --get array size of actual table, not metatable proxy
tbl0.EntryCount = 0
for k, v in pairs(tblEntries) do
tbl0.EntryCount = tbl0.EntryCount + 1 end
tbl:updateTabLabels()
tbl:updateTabCount()
tbl:updateTabSlider()
tbl:updateText()
end, "Entries", true)
tbl:watchProp(function(t,k,v)
tbl:updateCloseButtonPos()
end, "BoardMode", false)
-- Main --
tbl:updateCloseButtonPos()
tbl:updateTabLabels()
tbl:updateTabCount()
tbl:updateTabSlider()
tbl:initTabSliderTrig()
tbl:initTabButtonTrigs()
tbl:initCloseButtonTrig()
-- Return --
return tbl
end,
--<< PRIVATE METHODS >>--
--=================================================--
-- tabMenu:updateCloseButtonPos() --
-- --
-- Positions CloseButton, TabBar, and TabBarSlider --
-- to be compatible with BoardMode. --
--=================================================--
updateCloseButtonPos = function(self)
local closeButton = BlzFrameGetChild(self.Frame, 1)
local tabBar = BlzFrameGetChild(self.Frame, 2)
local tabSlider = BlzFrameGetChild(self.Frame, 3)
local closeButtonY = -constTabMenu.borderSize
local tabBarY = -constTabMenu.borderSize
local tabSliderY = -constTabMenu.borderSize - (constTabMenu.menuSize * constTabMenu.tabBarHeight)
if (self.BoardMode == false) then
local closeButtonX = (constTabMenu.menuSize * constTabMenu.tabBarWidth) + constTabMenu.borderSize
local tabBarX = constTabMenu.borderSize
local tabSliderX = tabBarX
BlzFrameSetPoint(closeButton, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, closeButtonX, closeButtonY)
BlzFrameSetPoint(tabBar, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, tabBarX, tabBarY)
BlzFrameSetPoint(tabSlider, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, tabSliderX, tabSliderY)
else
local closeButtonX = constTabMenu.borderSize
local tabBarX = (constTabMenu.menuSize * constTabMenu.closeButtonWidth) + constTabMenu.borderSize
local tabSliderX = tabBarX
BlzFrameSetPoint(closeButton, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, closeButtonX, closeButtonY)
BlzFrameSetPoint(tabBar, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, tabBarX, tabBarY)
BlzFrameSetPoint(tabSlider, FRAMEPOINT_TOPLEFT, self.Frame, FRAMEPOINT_TOPLEFT, tabSliderX, tabSliderY)
end
end,
--==============================================--
-- tabMenu:updateTabLabels() --
-- --
-- Updates tab labels to corresponding entries. --
--==============================================--
updateTabLabels = function(self)
local tabBar = BlzFrameGetChild(self.Frame, 2)
local tabFrameIndex = 0
local skippedEntries = 0
for k, v in table2.pairsByKeys(self.Entries) do
if (skippedEntries < self.TabSkip) then
skippedEntries = skippedEntries + 1
else
local tab = BlzFrameGetChild(tabBar, tabFrameIndex)
BlzFrameSetText(tab, v.Label)
tabFrameIndex = tabFrameIndex + 1
if (tabFrameIndex > 4) then break end
end
end
end,
--=================================================--
-- tabMenu:updateTabCount() --
-- --
-- If less than 5 entries, hides some tab buttons. --
--=================================================--
updateTabCount = function(self)
local tabBar = BlzFrameGetChild(self.Frame, 2)
for i=1, math.min(5, self.EntryCount) do
local tab = BlzFrameGetChild(tabBar, i-1)
BlzFrameSetVisible(tab, true)
end
for i=(self.EntryCount+1), 5 do
local tab = BlzFrameGetChild(tabBar, i-1)
BlzFrameSetVisible(tab, false)
end
end,
--=========================================--
-- tabMenu:updateTabSlider() --
-- --
-- If less than 5 entries, hide tab slider --
-- and reset tab width and position. --
--=========================================--
updateTabSlider = function(self)
local tabBar = BlzFrameGetChild(self.Frame, 2)
local tabSlider = BlzFrameGetChild(self.Frame, 3)
local tabWidth = constTabMenu.menuSize * constTabMenu.tabWidth
local tabHeight = constTabMenu.menuSize * constTabMenu.tabHeight
if (self.EntryCount < 5) then
BlzFrameSetVisible(tabSlider, false)
BlzFrameSetValue(tabSlider, 0)
for i=1, 4 do
local tab = BlzFrameGetChild(tabBar, i-1)
local tabPosX = tabWidth * (i-1)
BlzFrameSetSize(tab, tabWidth, tabHeight)
BlzFrameSetPoint(tab, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX, 0)
end
local tab4 = BlzFrameGetChild(tabBar, 4)
local tabPosX4 = tabWidth * 4
BlzFrameSetSize(tab4, 0, tabHeight)
BlzFrameSetPoint(tab4, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX4, 0)
else
BlzFrameSetVisible(tabSlider, true)
end
end,
--================================================--
-- tabMenu:updateText() --
-- --
-- Updates text to show currently selected Entry. --
--================================================--
updateText = function(self)
if (self.EntryCurrent == nil) then return end
local textTitle = BlzFrameGetChild(BlzFrameGetChild(self.Frame, 4), 1)
local textLeftBody = BlzFrameGetChild(BlzFrameGetChild(self.Frame, 5), 1)
local textRightBody = BlzFrameGetChild(BlzFrameGetChild(self.Frame, 6), 1)
BlzFrameSetText(textTitle, self.Entries[self.EntryCurrent].Title)
BlzFrameSetText(textLeftBody, self.Entries[self.EntryCurrent].Desc1)
BlzFrameSetText(textRightBody, self.Entries[self.EntryCurrent].Desc2)
end,
--=========================================================--
-- tabMenu:initTabSliderTrig() --
-- --
-- Updates trigger for scrolling through tabs with slider. --
--=========================================================--
initTabSliderTrig = function(self)
local tbl = getmetatable(self).__index --Used to set read-only props (supaTable)
local tabBar = BlzFrameGetChild(self.Frame, 2)
local tabSlider = BlzFrameGetChild(self.Frame, 3)
local tab0 = BlzFrameGetChild(tabBar, 0)
local tab1 = BlzFrameGetChild(tabBar, 1)
local tab2 = BlzFrameGetChild(tabBar, 2)
local tab3 = BlzFrameGetChild(tabBar, 3)
local tab4 = BlzFrameGetChild(tabBar, 4)
local tabHeight = constTabMenu.menuSize * constTabMenu.tabHeight
local tabWidth = constTabMenu.menuSize * constTabMenu.tabWidth
local minWidth = 0.02
-- Update tabs every time slider changes --
local newTrig = CreateTrigger()
BlzTriggerRegisterFrameEvent(newTrig, tabSlider, FRAMEEVENT_SLIDER_VALUE_CHANGED)
TriggerAddAction(newTrig, function()
if (GetLocalPlayer() ~= GetTriggerPlayer()) then return end
if (self.EntryCount < 5) then return end
-- Update read-only properties (supaTable) --
local oldTabSkip = self.TabSkip
local sliderValue = BlzGetTriggerFrameValue()
local sliderRangePerTab = constTabMenu.sliderRange / (self.EntryCount - 4)
tbl.TabPosOffset = tabWidth * ((sliderValue % sliderRangePerTab) / sliderRangePerTab)
tbl.TabSkip = math.floor(sliderValue / sliderRangePerTab)
-- If scrolled to a new button --
if (self.TabSkip ~= oldTabSkip) then
self:updateTabLabels()
-- Update current selected button --
if (self.ButtonCurrent ~= nil) then
local oldButtonNum = self.ButtonCurrent
tbl.ButtonCurrent = self.ButtonCurrent + oldTabSkip - self.TabSkip
end
end
-- Vertically indent currently selected button --
local tabHeight0 = (self.ButtonCurrent == 0) and (tabHeight + constTabMenu.tabSelectIndent) or tabHeight
local tabHeight1 = (self.ButtonCurrent == 1) and (tabHeight + constTabMenu.tabSelectIndent) or tabHeight
local tabHeight2 = (self.ButtonCurrent == 2) and (tabHeight + constTabMenu.tabSelectIndent) or tabHeight
local tabHeight3 = (self.ButtonCurrent == 3) and (tabHeight + constTabMenu.tabSelectIndent) or tabHeight
local tabHeight4 = (self.ButtonCurrent == 4) and (tabHeight + constTabMenu.tabSelectIndent) or tabHeight
local tabPosY0 = (self.ButtonCurrent == 0) and constTabMenu.tabSelectIndent or 0
local tabPosY1 = (self.ButtonCurrent == 1) and constTabMenu.tabSelectIndent or 0
local tabPosY2 = (self.ButtonCurrent == 2) and constTabMenu.tabSelectIndent or 0
local tabPosY3 = (self.ButtonCurrent == 3) and constTabMenu.tabSelectIndent or 0
local tabPosY4 = (self.ButtonCurrent == 4) and constTabMenu.tabSelectIndent or 0
-- Adjust width and position of tabs to simulate scrolling --
local tabWidth0 = tabWidth - self.TabPosOffset
local tabWidth1 = tabWidth
local tabWidth2 = tabWidth
local tabWidth3 = tabWidth
local tabWidth4 = self.TabPosOffset
local tabPosX0 = 0
local tabPosX1 = tabWidth0
local tabPosX2 = tabWidth0 + tabWidth1
local tabPosX3 = tabWidth0 + tabWidth1 + tabWidth2
local tabPosX4 = tabWidth0 + tabWidth1 + tabWidth2 + tabWidth3
BlzFrameSetSize(tab0, tabWidth0, tabHeight0)
BlzFrameSetSize(tab1, tabWidth1, tabHeight1)
BlzFrameSetSize(tab2, tabWidth2, tabHeight2)
BlzFrameSetSize(tab3, tabWidth3, tabHeight3)
BlzFrameSetSize(tab4, tabWidth4, tabHeight4)
BlzFrameSetPoint(tab0, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX0, tabPosY0)
BlzFrameSetPoint(tab1, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX1, tabPosY1)
BlzFrameSetPoint(tab2, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX2, tabPosY2)
BlzFrameSetPoint(tab3, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX3, tabPosY3)
BlzFrameSetPoint(tab4, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, tabPosX4, tabPosY4)
--- Hide tabs if too small, to avoid display quirks --
if (tabWidth0 < minWidth) then
BlzFrameSetVisible(tab0, false)
else
BlzFrameSetVisible(tab0, true)
end
if (tabWidth4 < minWidth) then
BlzFrameSetVisible(tab4, false)
else
BlzFrameSetVisible(tab4, true)
end
end)
-- Clean up old trigger and replace it with new trigger --
if (self.TabSliderTrig ~= nil) then
DestroyTrigger(self.TabSliderTrig) end
tbl.TabSliderTrig = newTrig
end,
--================================================================--
-- tabMenu:initTabButtonTrigs() --
-- --
-- Update triggers that change text when tab buttons are clicked. --
--================================================================--
initTabButtonTrigs = function(self)
local tabBar = BlzFrameGetChild(self.Frame, 2)
-- Used to set read-only props (supaTable) --
local tbl = getmetatable(self).__index
local tblTrigs = getmetatable(self.TabButtonTrigs).__index
local tblEntries = getmetatable(self.Entries).__index
for i=1, 5 do -- Clean up old trigger --
if (self.TabButtonTrigs[i] ~= nil) then
DestroyTrigger(self.TabButtonTrigs[i])
end
-- Create new trigger that runs on button click --
local tabButton = BlzFrameGetChild(tabBar, i-1)
tblTrigs[i] = CreateTrigger()
BlzTriggerRegisterFrameEvent(self.TabButtonTrigs[i], tabButton, FRAMEEVENT_CONTROL_CLICK)
TriggerAddAction(self.TabButtonTrigs[i], function()
if (GetLocalPlayer() ~= GetTriggerPlayer()) then return end
local buttonNum = i - 1
-- Traverse Entries in order of keys. EntryCurrent = TabSkip + i --
local skippedEntries = 0
local buttonIndex = 0
for k, v in table2.pairsByKeys(tblEntries) do
if (skippedEntries < self.TabSkip) then
skippedEntries = skippedEntries + 1
else
buttonIndex = buttonIndex + 1
if (buttonIndex >= i) then
tbl.EntryCurrent = k
break
end
end
end
-- Update displayed text --
self:updateText()
-- Indent clicked button --
local tabWidth = constTabMenu.menuSize * constTabMenu.tabWidth
local tabHeight = constTabMenu.menuSize * constTabMenu.tabHeight
local newTabHeight = tabHeight + constTabMenu.tabSelectIndent
local newTabPosY = constTabMenu.tabSelectIndent
local newTabWidth = tabWidth
if (i == 1) then newTabWidth = tabWidth - self.TabPosOffset
elseif (i == 5) then newTabWidth = self.TabPosOffset end
local newTabPosX = 0
if (i == 2) then newTabPosX = tabWidth - self.TabPosOffset end
if (i > 2) then newTabPosX = (tabWidth - self.TabPosOffset) + (tabWidth * (i-2)) end
BlzFrameSetSize(tabButton, newTabWidth, newTabHeight)
BlzFrameSetPoint(tabButton, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, newTabPosX, newTabPosY)
-- Unindent previously clicked button --
local buttonPrev = tbl.ButtonCurrent
if (buttonPrev ~= nil) then
local prevTabButton = BlzFrameGetChild(tabBar, buttonPrev)
local prevTabPosX = 0
if (buttonPrev == 1) then prevTabPosX = tabWidth - self.TabPosOffset end
if (buttonPrev > 1) then prevTabPosX = (tabWidth - self.TabPosOffset) + (tabWidth * (buttonPrev-1)) end
BlzFrameSetSize(prevTabButton, tabWidth, tabHeight)
BlzFrameSetPoint(prevTabButton, FRAMEPOINT_TOPLEFT, tabBar, FRAMEPOINT_TOPLEFT, prevTabPosX, 0)
end
-- Clear keyboard focus --
BlzFrameSetEnable(tabButton, false)
BlzFrameSetEnable(tabButton, true)
-- Update current button --
tbl.ButtonCurrent = i-1
end)
end
end,
--===============================================================--
-- tabMenu:initCloseButtonTrig() --
-- --
-- Update trigger that hides frame when close button is clicked. --
--===============================================================--
initCloseButtonTrig = function(self)
local xButton = BlzFrameGetChild(self.Frame, 1)
local tabBar = BlzFrameGetChild(self.Frame, 2)
local newTrig = CreateTrigger()
BlzTriggerRegisterFrameEvent(newTrig, xButton, FRAMEEVENT_CONTROL_CLICK)
TriggerAddAction(newTrig, function()
if (GetLocalPlayer() ~= GetTriggerPlayer()) then return end
BlzFrameSetVisible(self.Frame, false)
end)
-- Clean up old trigger and replace it with new trigger --
if (self.CloseButtonTrig ~= nil) then
DestroyTrigger(self.CloseButtonTrig) end
getmetatable(self).__index.CloseButtonTrig = newTrig --Set read-only prop (supaTable)
end,
},{
--===========--
-- Metatable --
--===========--
})
--=============--
return libTabMenu
--=============--
|
return function()
local Component = require(script.Parent.Component)
local NoopRenderer = require(script.Parent.NoopRenderer)
local Children = require(script.Parent.PropMarkers.Children)
local createContext = require(script.Parent.createContext)
local createElement = require(script.Parent.createElement)
local createFragment = require(script.Parent.createFragment)
local createReconciler = require(script.Parent.createReconciler)
local createSpy = require(script.Parent.createSpy)
local noopReconciler = createReconciler(NoopRenderer)
it("should return a table", function()
local context = createContext("Test")
expect(context).to.be.ok()
expect(type(context)).to.equal("table")
end)
it("should contain a Provider and a Consumer", function()
local context = createContext("Test")
expect(context.Provider).to.be.ok()
expect(context.Consumer).to.be.ok()
end)
describe("Provider", function()
it("should render its children", function()
local context = createContext("Test")
local Listener = createSpy(function()
return nil
end)
local element = createElement(context.Provider, {
value = "Test",
}, {
Listener = createElement(Listener.value),
})
local tree = noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
noopReconciler.unmountVirtualTree(tree)
expect(Listener.callCount).to.equal(1)
end)
end)
describe("Consumer", function()
it("should expect a render function", function()
local context = createContext("Test")
local element = createElement(context.Consumer)
expect(function()
noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
end).to.throw()
end)
it("should return the default value if there is no Provider", function()
local valueSpy = createSpy()
local context = createContext("Test")
local element = createElement(context.Consumer, {
render = valueSpy.value,
})
local tree = noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
noopReconciler.unmountVirtualTree(tree)
valueSpy:assertCalledWith("Test")
end)
it("should pass the value to the render function", function()
local valueSpy = createSpy()
local context = createContext("Test")
local function Listener()
return createElement(context.Consumer, {
render = valueSpy.value,
})
end
local element = createElement(context.Provider, {
value = "NewTest",
}, {
Listener = createElement(Listener),
})
local tree = noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
noopReconciler.unmountVirtualTree(tree)
valueSpy:assertCalledWith("NewTest")
end)
it("should update when the value updates", function()
local valueSpy = createSpy()
local context = createContext("Test")
local function Listener()
return createElement(context.Consumer, {
render = valueSpy.value,
})
end
local element = createElement(context.Provider, {
value = "NewTest",
}, {
Listener = createElement(Listener),
})
local tree = noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
expect(valueSpy.callCount).to.equal(1)
valueSpy:assertCalledWith("NewTest")
noopReconciler.updateVirtualTree(tree, createElement(context.Provider, {
value = "ThirdTest",
}, {
Listener = createElement(Listener),
}))
expect(valueSpy.callCount).to.equal(2)
valueSpy:assertCalledWith("ThirdTest")
noopReconciler.unmountVirtualTree(tree)
end)
--[[
This test is the same as the one above, but with a component that
always blocks updates in the middle. We expect behavior to be the
same.
]]
it("should update when the value updates through an update blocking component", function()
local valueSpy = createSpy()
local context = createContext("Test")
local UpdateBlocker = Component:extend("UpdateBlocker")
function UpdateBlocker:render()
return createFragment(self.props[Children])
end
function UpdateBlocker:shouldUpdate()
return false
end
local function Listener()
return createElement(context.Consumer, {
render = valueSpy.value,
})
end
local element = createElement(context.Provider, {
value = "NewTest",
}, {
Blocker = createElement(UpdateBlocker, nil, {
Listener = createElement(Listener),
}),
})
local tree = noopReconciler.mountVirtualTree(element, nil, "Provide Tree")
expect(valueSpy.callCount).to.equal(1)
valueSpy:assertCalledWith("NewTest")
noopReconciler.updateVirtualTree(tree, createElement(context.Provider, {
value = "ThirdTest",
}, {
Blocker = createElement(UpdateBlocker, nil, {
Listener = createElement(Listener),
}),
}))
expect(valueSpy.callCount).to.equal(2)
valueSpy:assertCalledWith("ThirdTest")
noopReconciler.unmountVirtualTree(tree)
end)
it("should behave correctly when the default value is nil", function()
local context = createContext(nil)
local valueSpy = createSpy()
local function Listener()
return createElement(context.Consumer, {
render = valueSpy.value,
})
end
local tree = noopReconciler.mountVirtualTree(createElement(Listener), nil, "Provide Tree")
expect(valueSpy.callCount).to.equal(1)
valueSpy:assertCalledWith(nil)
tree = noopReconciler.updateVirtualTree(tree, createElement(Listener))
noopReconciler.unmountVirtualTree(tree)
expect(valueSpy.callCount).to.equal(2)
valueSpy:assertCalledWith(nil)
end)
end)
describe("Update order", function()
--[[
This test ensures that there is no scenario where we can observe
'update tearing' when props and context are updated at the same
time.
Update tearing is scenario where a single update is partially
applied in multiple steps instead of atomically. This is observable
by components and can lead to strange bugs or errors.
This instance of update tearing happens when updating a prop and a
context value in the same update. Image we represent our tree's
state as the current prop and context versions. Our initial state
is:
(prop_1, context_1)
The next state we would like to update to is:
(prop_2, context_2)
Under the bug reported in issue 259, Roact reaches three different
states in sequence:
1: (prop_1, context_1) - the initial state
2: (prop_2, context_1) - woops!
3: (prop_2, context_2) - correct end state
In state 2, a user component was added that tried to access the
current context value, which was not set at the time. This raised an
error, because this state is not valid!
The first proposed solution was to move the context update to happen
before the props update. It is easy to show that this will still
result in update tearing:
1: (prop_1, context_1)
2: (prop_1, context_2)
3: (prop_2, context_2)
Although the initial concern about newly added components observing
old context values is fixed, there is still a state
desynchronization between props and state.
We would instead like the following update sequence:
1: (prop_1, context_1)
2: (prop_2, context_2)
This test tries to ensure that is the case.
The initial bug report is here:
https://github.com/Roblox/roact/issues/259
]]
it("should update context at the same time as props", function()
-- These values are used to make sure we reach both the first and
-- second state combinations we want to visit.
local observedA = false
local observedB = false
local updateCount = 0
local context = createContext("default")
local function Listener(props)
return createElement(context.Consumer, {
render = function(value)
updateCount = updateCount + 1
if value == "context_1" then
expect(props.someProp).to.equal("prop_1")
observedA = true
elseif value == "context_2" then
expect(props.someProp).to.equal("prop_2")
observedB = true
else
error("Unexpected context value")
end
end,
})
end
local element1 = createElement(context.Provider, {
value = "context_1",
}, {
Child = createElement(Listener, {
someProp = "prop_1",
}),
})
local element2 = createElement(context.Provider, {
value = "context_2",
}, {
Child = createElement(Listener, {
someProp = "prop_2",
}),
})
local tree = noopReconciler.mountVirtualTree(element1, nil, "UpdateObservationIsFun")
noopReconciler.updateVirtualTree(tree, element2)
expect(updateCount).to.equal(2)
expect(observedA).to.equal(true)
expect(observedB).to.equal(true)
end)
end)
end |
--------------------------------------------------------------------------------
-- Module Declaration
--
local mod, CL = BigWigs:NewBoss("King Deepbeard", 1456, 1491)
if not mod then return end
mod:RegisterEnableMob(91797)
mod.engageId = 1812
--------------------------------------------------------------------------------
-- Locals
--
local bubblesOnMe = false
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
193051, -- Call the Seas
{193018, "FLASH"}, -- Gaseous Bubbles
193093, -- Ground Slam
{193152, "PROXIMITY"}, -- Quake
}
end
function mod:OnBossEnable()
self:Log("SPELL_CAST_SUCCESS", "CallTheSeas", 193051)
self:Log("SPELL_CAST_SUCCESS", "GaseousBubbles", 193018)
self:Log("SPELL_AURA_APPLIED", "GaseousBubblesApplied", 193018)
self:Log("SPELL_AURA_REMOVED", "GaseousBubblesRemoved", 193018)
self:Log("SPELL_CAST_START", "GroundSlam", 193093)
self:Log("SPELL_CAST_START", "Quake", 193152)
self:Log("SPELL_DAMAGE", "Aftershock", 193171)
self:Log("SPELL_MISSED", "Aftershock", 193171)
end
function mod:OnEngage()
bubblesOnMe = false
self:Bar(193051, 20) -- Call the Seas
self:CDBar(193018, 12) -- Gaseous Bubbles
self:CDBar(193093, 6) -- Ground Slam
self:Bar(193152, 15) -- Quake
self:OpenProximity(193152, 5) -- Quake
end
--------------------------------------------------------------------------------
-- Event Handlers
--
function mod:CallTheSeas(args)
self:Message(args.spellId, "yellow", "Long")
self:Bar(args.spellId, 30) -- pull:20.5, 30.4, 30.3
end
function mod:GaseousBubbles(args)
self:CDBar(args.spellId, 32) -- pull:12.8, 35.3, 32.8 / m pull:12.9, 35.3, 32.8, 32.8
end
function mod:GaseousBubblesApplied(args)
if self:Me(args.destGUID) then
bubblesOnMe = true
self:TargetMessage(args.spellId, args.destName, "blue", "Warning")
self:TargetBar(args.spellId, 20, args.destName)
self:Flash(args.spellId)
end
end
function mod:GaseousBubblesRemoved(args)
if self:Me(args.destGUID) then
bubblesOnMe = false
self:Message(args.spellId, "blue", "Warning", CL.removed:format(args.spellName))
self:StopBar(args.spellName, args.destName)
end
end
function mod:GroundSlam(args)
self:Message(args.spellId, "orange", "Info", CL.incoming:format(args.spellName))
self:CDBar(args.spellId, 18) -- pull:5.9, 18.2, 20.6, 19.4
end
function mod:Quake(args)
self:Message(args.spellId, "red", "Alert")
self:Bar(args.spellId, 21) -- pull:15.6, 21.9, 21.8, 21.8
end
do
local prev = 0
function mod:Aftershock(args)
if self:Me(args.destGUID) then
local t = GetTime()
-- players with Gaseous Bubbles may (and should) be taking damage intentionally
if t-prev > (bubblesOnMe and 6 or 1.5) then
prev = t
self:Message(193152, "blue", "Alert", CL.underyou:format(args.spellName))
end
end
end
end
|
--[[
##########################################################
S V U I By: Failcoder
##########################################################
LOCALIZED LUA FUNCTIONS
##########################################################
]]--
--GLOBAL NAMESPACE
local _G = _G;
--LUA
local unpack = _G.unpack;
local select = _G.select;
local assert = _G.assert;
local SV = _G["SVUI"];
local L = SV.L
local MOD = SV:NewModule(...);
local Schema = MOD.Schema;
MOD.media = {}
MOD.media.dockIcon = [[Interface\AddOns\SVUI_QuestTracker\assets\DOCK-ICON-QUESTS]];
MOD.media.buttonArt = [[Interface\AddOns\SVUI_QuestTracker\assets\QUEST-BUTTON-ART]];
MOD.media.completeIcon = [[Interface\AddOns\SVUI_QuestTracker\assets\QUEST-COMPLETE-ICON]];
MOD.media.incompleteIcon = [[Interface\AddOns\SVUI_QuestTracker\assets\QUEST-INCOMPLETE-ICON]];
SV.defaults[Schema] = {
["rowHeight"] = 0,
["itemBarDirection"] = 'VERTICAL',
["itemButtonSize"] = 28,
["itemButtonsPerRow"] = 5,
};
SV:AssignMedia("font", "questdialog", "SVUI Default Font", 12, "OUTLINE");
SV:AssignMedia("font", "questheader", "SVUI Caps Font", 16, "OUTLINE");
SV:AssignMedia("font", "questnumber", "SVUI Number Font", 11, "OUTLINE");
SV:AssignMedia("globalfont", "questdialog", "SVUI_Font_Quest");
SV:AssignMedia("globalfont", "questheader", "SVUI_Font_Quest_Header");
SV:AssignMedia("globalfont", "questnumber", "SVUI_Font_Quest_Number");
function MOD:LoadOptions()
local questFonts = {
["questdialog"] = {
order = 1,
name = "Quest Tracker Dialog",
desc = "Default font used in the quest tracker"
},
["questheader"] = {
order = 2,
name = "Quest Tracker Titles",
desc = "Font used in the quest tracker for listing headers."
},
["questnumber"] = {
order = 3,
name = "Quest Tracker Numbers",
desc = "Font used in the quest tracker to display numeric values."
},
};
SV:GenerateFontOptionGroup("QuestTracker", 6, "Fonts used in the SVUI Quest Tracker.", questFonts)
SV.Options.args[Schema] = {
type = "group",
name = Schema,
args = {
generalGroup = {
order = 1,
type = "group",
name = "General",
guiInline = true,
args = {
rowHeight = {
order = 1,
type = 'range',
name = L["Row Height (minimum adjusted by font size)"],
desc = L["Setting this to 0 (zero) will force an automatic size"],
min = 0,
max = 50,
step = 1,
width = "full",
get = function(a)return SV.db[Schema][a[#a]] end,
set = function(a,b)
local c = SV.media.shared.font.questdialog.size;
local d = c + 4;
if((b > 0) and (b < d)) then
b = d;
end
MOD:ChangeDBVar(b,a[#a]);
MOD:UpdateSetup();
end
},
}
},
itemsGroup = {
order = 2,
type = "group",
name = "Quest Items",
guiInline = true,
get = function(a)return SV.db[Schema][a[#a]] end,
set = function(a,b)
MOD:ChangeDBVar(b,a[#a]);
MOD:UpdateLocals();
end,
args = {
itemBarDirection = {
order = 1,
type = 'select',
name = L["Bar Direction"],
values = {
['VERTICAL'] = L['Vertical'],
['HORIZONTAL'] = L['Horizontal']
},
},
itemButtonSize = {
order = 2,
type = 'range',
name = L["Button Size"],
min = 10,
max = 100,
step = 1,
width = "full",
},
itemButtonsPerRow = {
order = 3,
type = 'range',
name = L["Buttons Per Row"],
desc = L["This will only take effect if you have moved the item bar away from the dock."],
min = 1,
max = 20,
step = 1,
width = "full",
},
}
}
}
}
end
|
-- coding: utf-8
--[[
-- PLEASE DO "NOT" EDIT THIS FILE!
-- This file is generated by script.
--
-- If you want to apply corrections visit:
-- http://rom.curseforge.com/addons/addonmanager/localization/
--]]
local lang={}
lang.CAT = {
}
return lang
|
local techHandler = LazarusMod:GetModule('techhandler')
techHandler:RemoveTechData(kTechId.GorgeEgg)
techHandler:RemoveTechData(kTechId.LerkEgg)
techHandler:RemoveTechData(kTechId.FadeEgg)
techHandler:RemoveTechData(kTechId.OnosEgg)
|
local m = require 'model_helpers'
local inspect = require 'inspect'
local System = {}
local Config = require 'models.config'
local MiddlewareSpec = require 'models.middleware_spec'
local shared_dict = require 'shared_dict'
local jor = require 'jor'
local crontab = require 'crontab'
local statsd = require 'statsd_wrapper'
local redis = require 'concurredis'
System.is_initialized = function()
return Config.get().initialized
end
System.initialize = function()
MiddlewareSpec:ensure_defaults_exist()
Config.update_missing({ initialized = true })
-- This ensures that crontab is re-launched if it dies
crontab.initialize()
end
System.reset = function()
statsd:flush(true)
shared_dict.reset() -- this should go before crontab.reset
jor:reset()
Config.reset()
crontab.reset()
end
System.cron_flush = function()
crontab.flush()
end
System.cron_stats = function()
return crontab.stats()
end
System.status = function()
local cron = System.cron_stats()
local redis = redis.status()
local pid = ngx.worker.pid()
return { cron = cron, redis = redis, pid = pid }
end
System.logfile = os.getenv('SLUG_LOGFILE')
System.log = function(block)
local log = io.open(System.logfile)
log:seek('end')
local loop = function(file, block, wait_time)
local abort = false
ngx.on_abort(function() abort = true end)
repeat
for line in file:lines() do
block(line)
end
ngx.sleep(wait_time)
until abort
end
local co = ngx.thread.spawn(loop, log, block, 0.5)
local ok, res = ngx.thread.wait(co)
log:close()
return ok, res
end
System.run_timer = function(timer_id)
local timer = crontab.get_timer(timer_id)
if timer then
crontab.run(timer, 'manual')
end
end
return System
|
return {"abandoned","abilities","aboriginal","absolutely","absorption","abstracts","academics","acceptable","acceptance","accepting","accessibility","accessible","accessing","accessories","accessory","accidents","accommodate","accommodation","accommodations","accompanied","accompanying","accomplish","accomplished","accordance","according","accordingly","accountability","accounting","accreditation","accredited","accurately","acdbentity","achievement","achievements","achieving","acknowledge","acknowledged","acquisition","acquisitions","activated","activation","activists","activities","adaptation","addiction","additional","additionally","additions","addressed","addresses","addressing","adjustable","adjustment","adjustments","administered","administration","administrative","administrator","administrators","admission","admissions","adolescent","advancement","advantage","advantages","adventure","adventures","advertise","advertisement","advertisements","advertiser","advertisers","advertising","aerospace","affecting","affiliate","affiliated","affiliates","affiliation","affordable","afghanistan","afternoon","afterwards","aggregate","aggressive","agreement","agreements","agricultural","agriculture","albuquerque","alexander","alexandria","algorithm","algorithms","alignment","allocated","allocation","allowance","alphabetical","alternate","alternative","alternatively","alternatives","aluminium","ambassador","amendment","amendments","amenities","americans","amplifier","amsterdam","analytical","animation","anniversary","annotated","annotation","announced","announcement","announcements","announces","anonymous","answering","antarctica","anthropology","antibodies","anticipated","antivirus","apartment","apartments","apparatus","apparently","appearance","appearing","appliance","appliances","applicable","applicant","applicants","application","applications","appointed","appointment","appointments","appraisal","appreciate","appreciated","appreciation","approaches","appropriate","appropriations","approximate","approximately","arbitrary","arbitration","architect","architects","architectural","architecture","argentina","arguments","arlington","armstrong","arrangement","arrangements","arthritis","artificial","assembled","assessing","assessment","assessments","assignment","assignments","assistance","assistant","associate","associated","associates","association","associations","assumption","assumptions","assurance","astrology","astronomy","athletics","atmosphere","atmospheric","attachment","attachments","attempted","attempting","attendance","attending","attention","attitudes","attorneys","attraction","attractions","attractive","attribute","attributes","australia","australian","authentic","authentication","authorities","authority","authorization","authorized","automated","automatic","automatically","automation","automobile","automobiles","automotive","availability","available","awareness","azerbaijan","background","backgrounds","bacterial","baltimore","bandwidth","bangladesh","bankruptcy","barcelona","basically","basketball","bathrooms","batteries","battlefield","beastality","beautiful","beautifully","beginners","beginning","behavioral","benchmark","beneficial","bestsellers","beverages","bibliographic","bibliography","biodiversity","biographies","biography","biological","biotechnology","birmingham","blackberry","blackjack","bloomberg","bluetooth","bookmarks","bookstore","boulevard","boundaries","bracelets","brazilian","breakdown","breakfast","breathing","brilliant","britannica","broadband","broadcast","broadcasting","brochures","brunswick","buildings","bulgarian","burlington","businesses","butterfly","calculate","calculated","calculation","calculations","calculator","calculators","calendars","calibration","california","cambridge","camcorder","camcorders","campaigns","cancellation","cancelled","candidate","candidates","capabilities","capability","cardiovascular","carefully","caribbean","cartridge","cartridges","catalogue","categories","cathedral","catherine","celebrate","celebration","celebrities","celebrity","centuries","certainly","certificate","certificates","certification","certified","challenge","challenged","challenges","challenging","champagne","champions","championship","championships","chancellor","changelog","character","characteristic","characteristics","characterization","characterized","characters","charitable","charleston","charlotte","checklist","chemicals","chemistry","chevrolet","childhood","childrens","chocolate","cholesterol","christian","christianity","christians","christina","christine","christmas","christopher","chronicle","chronicles","cigarette","cigarettes","cincinnati","circulation","circumstances","citations","citizenship","citysearch","civilization","classical","classification","classified","classifieds","classroom","clearance","cleveland","coalition","cognitive","collaboration","collaborative","colleague","colleagues","collectables","collected","collectible","collectibles","collecting","collection","collections","co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","instances","instantly","institute","institutes","institution","institutional","institutions","instruction","instructional","instructions","instructor","instructors","instrument","instrumental","instrumentation","instruments","insulation","insurance","integrate","integrated","integrating","integration","integrity","intellectual","intelligence","intelligent","intensity","intensive","intention","interaction","interactions","interactive","interested","interesting","interests","interface","interfaces","interference","intermediate","international","internationally","internship","interpretation","interpreted","interracial","intersection","interstate","intervals","intervention","interventions","interview","interviews","introduce","introduced","introduces","introducing","introduction","introductory","invention","inventory","investigate","investigated","investigation","investigations","investigator","investigators","investing","investment","investments","investors","invisible","invitation","invitations","involvement","involving","irrigation","isolation","jacksonville","javascript","jefferson","jerusalem","jewellery","journalism","journalist","journalists","jurisdiction","kazakhstan","keyboards","kilometers","knowledge","knowledgestorm","laboratories","laboratory","lafayette","lancaster","landscape","landscapes","languages","lauderdale","leadership","legendary","legislation","legislative","legislature","legitimate","lexington","liabilities","liability","librarian","libraries","licensing","liechtenstein","lifestyle","lightning","lightweight","likelihood","limitation","limitations","limousines","listening","listprice","literally","literature","lithuania","litigation","liverpool","livestock","locations","logistics","longitude","looksmart","louisiana","louisville","luxembourg","macedonia","machinery","macintosh","macromedia","madagascar","magazines","magnificent","magnitude","mainstream","maintained","maintaining","maintains","maintenance","malpractice","management","manchester","mandatory","manhattan","manufacture","manufactured","manufacturer","manufacturers","manufacturing","marijuana","marketing","marketplace","massachusetts","mastercard","masturbating","masturbation","materials","maternity","mathematical","mathematics","mauritius","meaningful","meanwhile","measurement","measurements","measuring","mechanical","mechanics","mechanism","mechanisms","mediawiki","medication","medications","medicines","meditation","mediterranean","melbourne","membership","memorabilia","mentioned","merchandise","merchants","messaging","messenger","metabolism","metallica","methodology","metropolitan","microphone","microsoft","microwave","migration","milfhunter","millennium","milwaukee","miniature","ministers","ministries","minneapolis","minnesota","miscellaneous","mississippi","mitsubishi","modelling","moderator","moderators","modification","modifications","molecular","molecules","monitored","monitoring","montgomery","mortality","mortgages","motherboard","motivated","motivation","motorcycle","motorcycles","mountains","movements","mozambique","multimedia","municipal","municipality","musicians","mysterious","namespace","narrative","nashville","nationally","nationwide","naturally","navigation","navigator","necessarily","necessary","necessity","negotiation","negotiations","neighborhood","neighbors","netherlands","networking","nevertheless","newcastle","newfoundland","newsletter","newsletters","newspaper","newspapers","nicaragua","nightlife","nightmare","nominated","nomination","nominations","nonprofit","northeast","northwest","norwegian","notebooks","notification","notifications","nottingham","numerical","nutrition","nutritional","obituaries","objective","objectives","obligation","obligations","observation","observations","obtaining","obviously","occasional","occasionally","occasions","occupation","occupational","occupations","occurrence","occurring","offensive","offerings","officially","officials","omissions","operating","operation","operational","operations","operators","opponents","opportunities","opportunity","opposition","optimization","orchestra","ordinance","organisation","organisations","organisms","organization","organizational","organizations","organized","organizer","organizing","orientation","originally","otherwise","ourselves","outsourcing","outstanding","overnight","ownership","packaging","paintball","paintings","palestine","palestinian","panasonic","pantyhose","paperback","paperbacks","paragraph","paragraphs","parameter","parameters","parenting","parliament","parliamentary","partially","participant","participants","participate","participated","participating","participation","particles","particular","particularly","partition","partnership","partnerships","passenger","passengers","passwords","pathology","pediatric","penalties","penetration","peninsula","pennsylvania","perceived","percentage","perception","perfectly","performance","performances","performed","performer","performing","periodically","peripheral","peripherals","permali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|
local oldKeyboardSetTextInput = love.keyboard.setTextInput
function love.keyboard.setTextInput(config)
end
|
local SwapItem = {}
SwapItem.Name = "purchase item"
SwapItem.NumArgs = 3
function SwapItem:Call( hUnit, slotA, slotB )
hUnit:ActionImmediate_SwapItems(slotA[1], slotB[1])
end
return SwapItem
|
local Class = require("Classy")
---@class KVstore
--- Simple KeyStore
---@field data table all currently held key=value pairs
local KVstore = Class("KVstore", {data = {}})
function KVstore:new(data)
if data then for k, v in pairs(data) do self.data[k] = v end end
end
function KVstore:setValue(key, value) self.data[key] = value end
function KVstore:getValue(key) return self.data[key] end
function KVstore:purge() self.data = {} end
return KVstore |
--
-- Abstract: animated sprite or "movieclip" library
-- This library assembles animation sequences from individual image files. For more advanced
-- texture memory handling, see the "sprite sheet" feature in Corona Game Edition.
--
-- Version: 2.1
--
-- Copyright (C) 2010 ANSCA Inc. All Rights Reserved.
--
-- 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.
-- movieclip.lua (a convenience library for assembling animated sprites from separate images)
module(..., package.seeall)
function newAnim (imageTable)
-- Set up graphics
local g = display.newGroup()
local animFrames = {}
local animLabels = {}
local limitX, limitY, transpose
local i = 1
while imageTable[i] do
animFrames[i] = display.newImage(imageTable[i]);
g:insert(animFrames[i], true)
animLabels[i] = i -- default frame label is frame number
animFrames[i].isVisible = false
i = i + 1
end
-- show first frame by default
animFrames[1].isVisible = true
-------------------------
-- Define private methods
local currentFrame = 1
local totalFrames = #animFrames
local startFrame = 1
local endFrame = #animFrames
local loop = 0
local loopCount = 0
local remove = false
local dragBounds = nil
local dragLeft, dragTop, dragWidth, dragHeight
-- flag to distinguish initial default case (where no sequence parameters are submitted)
local inSequence = false
local function resetDefaults()
currentFrame = 1
startFrame = 1
endFrame = #animFrames
loop = 0
loopCount = 0
remove = false
end
local function resetReverseDefaults()
currentFrame = #animFrames
startFrame = #animFrames
endFrame = 1
loop = 0
loopCount = 0
remove = false
end
local function nextFrame( self, event )
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame + 1
if (currentFrame == endFrame + 1) then
if (loop > 0) then
loopCount = loopCount + 1
if (loopCount == loop) then
-- stop looping
currentFrame = currentFrame - 1
animFrames[currentFrame].isVisible = true
Runtime:removeEventListener( "enterFrame", self )
if (remove) then
-- delete self (only gets garbage collected if there are no other references)
if self.removeSelf then
self:removeSelf()
end
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
elseif (currentFrame > #animFrames) then
currentFrame = 1
animFrames[currentFrame].isVisible = true
else
animFrames[currentFrame].isVisible = true
end
end
local function prevFrame( self, event )
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame - 1
if (currentFrame == endFrame - 1) then
if (loop > 0) then
loopCount = loopCount + 1
if (loopCount == loop) then
-- stop looping
currentFrame = currentFrame + 1
animFrames[currentFrame].isVisible = true
Runtime:removeEventListener( "enterFrame", self )
if (remove) then
-- delete self
self.parent:remove(self)
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
elseif (currentFrame < 1) then
currentFrame = #animFrames
animFrames[currentFrame].isVisible = true
else
animFrames[currentFrame].isVisible = true
end
end
local function dragMe(self, event)
local onPress = self._onPress
local onDrag = self._onDrag
local onRelease = self._onRelease
if event.phase == "began" then
display.getCurrentStage():setFocus( self )
g._startX = event.x - g.x
g._startY = event.y - g.y
if onPress then
result = onPress( event )
end
elseif event.phase == "moved" then
if transpose == true then
-- Note: "transpose" is deprecated now that Corona supports native landscape mode
-- dragBounds is omitted in transposed mode, but feel free to implement it
if limitX ~= true then
g.x = g._startX - (event.yStart - event.y)
end
if limitY ~= true then
g.y = g._startY + (event.xStart - event.x)
end
else
if limitX ~= true then
g.x = event.x - g._startX
if (dragBounds) then
if (g.x < dragLeft) then g.x = dragLeft end
if (g.x > dragLeft + dragWidth) then g.x = dragLeft + dragWidth end
end
end
if limitY ~= true then
g.y = event.y - g._startY
if (dragBounds) then
if (g.y < dragTop) then g.y = dragTop end
if (g.y > dragTop + dragHeight) then g.y = dragTop + dragHeight end
end
end
print("g" , g.x, g.y, event.x, event.y)
end
if onDrag then
result = onDrag( event )
end
elseif event.phase == "ended" then
display.getCurrentStage():setFocus( nil )
if onRelease then
result = onRelease( event )
end
end
-- stop touch from falling through to objects underneath
return true
end
------------------------
-- Define public methods
function g:enterFrame( event )
self:repeatFunction( event )
end
function g:play( params )
Runtime:removeEventListener( "enterFrame", self )
if ( params ) then
-- if any parameters are submitted, assume this is a new sequence and reset all default values
animFrames[currentFrame].isVisible = false
resetDefaults()
inSequence = true
-- apply optional parameters (with some boundary and type checking)
if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end
if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = 1 end
if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end
if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = #animFrames end
if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end
if ( loop < 0 ) then loop = 0 end
if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end
loopCount = 0
else
if (not inSequence) then
-- use default values
startFrame = 1
endFrame = #animFrames
loop = 0
loopCount = 0
remove = false
end
end
currentFrame = startFrame
animFrames[startFrame].isVisible = true
self.repeatFunction = nextFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:reverse( params )
Runtime:removeEventListener( "enterFrame", self )
if ( params ) then
-- if any parameters are submitted, assume this is a new sequence and reset all default values
animFrames[currentFrame].isVisible = false
resetReverseDefaults()
inSequence = true
-- apply optional parameters (with some boundary and type checking)
if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end
if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = #animFrames end
if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end
if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = 1 end
if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end
if ( loop < 0 ) then loop = 0 end
if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end
else
if (not inSequence) then
-- use default values
startFrame = #animFrames
endFrame = 1
loop = 0
loopCount = 0
remove = false
end
end
currentFrame = startFrame
animFrames[startFrame].isVisible = true
self.repeatFunction = prevFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:nextFrame()
-- stop current sequence, if any, and reset to defaults
Runtime:removeEventListener( "enterFrame", self )
inSequence = false
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame + 1
if ( currentFrame > #animFrames ) then
currentFrame = 1
end
animFrames[currentFrame].isVisible = true
end
function g:previousFrame()
-- stop current sequence, if any, and reset to defaults
Runtime:removeEventListener( "enterFrame", self )
inSequence = false
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame - 1
if ( currentFrame < 1 ) then
currentFrame = #animFrames
end
animFrames[currentFrame].isVisible = true
end
function g:currentFrame()
return currentFrame
end
function g:totalFrames()
return totalFrames
end
function g:stop()
Runtime:removeEventListener( "enterFrame", self )
end
function g:stopAtFrame(label)
-- This works for either numerical indices or optional text labels
if (type(label) == "number") then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = label
animFrames[currentFrame].isVisible = true
elseif (type(label) == "string") then
for k, v in next, animLabels do
if (v == label) then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = k
animFrames[currentFrame].isVisible = true
end
end
end
end
function g:playAtFrame(label)
-- This works for either numerical indices or optional text labels
if (type(label) == "number") then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = label
animFrames[currentFrame].isVisible = true
elseif (type(label) == "string") then
for k, v in next, animLabels do
if (v == label) then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = k
animFrames[currentFrame].isVisible = true
end
end
end
self.repeatFunction = nextFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:setDrag( params )
if ( params ) then
if params.drag == true then
limitX = (params.limitX == true)
limitY = (params.limitY == true)
transpose = (params.transpose == true)
dragBounds = nil
if ( params.onPress and ( type(params.onPress) == "function" ) ) then
g._onPress = params.onPress
end
if ( params.onDrag and ( type(params.onDrag) == "function" ) ) then
g._onDrag = params.onDrag
end
if ( params.onRelease and ( type(params.onRelease) == "function" ) ) then
g._onRelease = params.onRelease
end
if ( params.bounds and ( type(params.bounds) == "table" ) ) then
dragBounds = params.bounds
dragLeft = dragBounds[1]
dragTop = dragBounds[2]
dragWidth = dragBounds[3]
dragHeight = dragBounds[4]
end
g.touch = dragMe
g:addEventListener( "touch", g )
else
g:removeEventListener( "touch", g )
dragBounds = nil
end
end
end
-- Optional function to assign text labels to frames
function g:setLabels(labelTable)
for k, v in next, labelTable do
if (type(k) == "string") then
animLabels[v] = k
end
end
end
-- Return instance of anim
return g
end
|
function isHarshad(n)
local s=0
local n_str=tostring(n)
for i=1,#n_str do
s=s+tonumber(n_str:sub(i,i))
end
return n%s==0
end
local count=0
local harshads={}
local n=1
while count<20 do
if isHarshad(n) then
count=count+1
table.insert(harshads, n)
end
n=n+1
end
print(table.concat(harshads, " "))
local h=1001
while not isHarshad(h) do
h=h+1
end
print(h)
|
local secrule = 'SecRule'
local secaction = 'SecAction'
local args = 'ARGS'
local operator = 'foo'
local actions = "block,id:12345,msg:'hello world'"
describe("parse_token", function()
local lib = require "resty.waf.translate"
local p = lib.parse_tokens
it("lives ok with four tokens", function()
stub(lib, 'parse_vars')
stub(lib, 'parse_operator')
stub(lib, 'parse_actions')
assert.has_no_errors(function()
p({secrule, args, operator, actions})
end)
assert.stub(lib.parse_vars).was.called(1)
assert.stub(lib.parse_operator).was.called(1)
assert.stub(lib.parse_actions).was.called(1)
end)
it("lives ok with two tokens", function()
stub(lib, 'parse_vars')
stub(lib, 'parse_operator')
stub(lib, 'parse_actions')
assert.has_no_errors(function() p({secaction, actions}) end)
assert.stub(lib.parse_vars).was.not_called()
assert.stub(lib.parse_operator).was.not_called()
assert.stub(lib.parse_actions).was.called(1)
end)
it("dies with four tokens and SecAction", function()
assert.has_error(function()
p({secaction, args, operator, actions})
end)
end)
it("properly forms an entry from SecRule", function()
stub(lib, 'parse_vars')
stub(lib, 'parse_operator')
stub(lib, 'parse_actions')
local entry = p({secrule, args, operator, actions})
assert.is.same(entry.original,
"SecRule ARGS foo block,id:12345,msg:'hello world'")
assert.is.same(entry.directive, 'SecRule')
assert.stub(lib.parse_vars).was.called_with("ARGS")
assert.stub(lib.parse_operator).was.called_with("foo")
assert.stub(lib.parse_actions).was.
called_with("block,id:12345,msg:'hello world'")
end)
it("properly forms an entry from SecRule with no actions", function()
stub(lib, 'parse_vars')
stub(lib, 'parse_operator')
stub(lib, 'parse_actions')
local entry = p({secrule, args, operator})
assert.is.same(entry.original, "SecRule ARGS foo")
assert.is.same(entry.directive, 'SecRule')
assert.stub(lib.parse_vars).was.called_with("ARGS")
assert.stub(lib.parse_operator).was.called_with("foo")
assert.stub(lib.parse_actions).was.not_called()
end)
it("properly forms an entry from SecAction", function()
stub(lib, 'parse_vars')
stub(lib, 'parse_operator')
stub(lib, 'parse_actions')
local entry = p({secaction, actions})
assert.is.same(entry.original,
"SecAction block,id:12345,msg:'hello world'")
assert.is.same(entry.directive, 'SecAction')
assert.stub(lib.parse_actions).was.
called_with("block,id:12345,msg:'hello world'")
end)
end)
|
local engine = require('engine')
local game = Game:create()
game:start()
print(string.format("The target to reach is %03d", game.target))
local numbers = game.numbers[1]
for i = 2, #game.numbers do
numbers = numbers .. ', ' .. game.numbers[i]
end
print(string.format("\nThe numbers are %s", numbers))
-- Okay go time.
--
-- For a target of 500 with the numbers 25, 50, 75, 100, 1, 2
--
-- We want 75/25 = 3 then add 2 for 5 then mulply by 100.
-- Error TEST (make sure we have the number)
-- game:useNumber(5)
game:pick(3)
game:performOperation("/")
game:pick(1)
game:performOperation("+")
game:pick(6)
game:performOperation("*")
game:pick(4)
print(string.format("\nYou are at %d", game.current)) |
-- SearchModule.lua
-- Krysmatic
local SearchModule = {}
function SearchModule:SearchGame(directory, SEARCH_ID)
local children = directory:GetChildren()
local output = {}
local function PrintResult(typeName, model)
print("------------------------------------------------------------------------------------")
print("[ASSET ID: " .. SEARCH_ID .. "] Found " .. typeName .. " in " .. directory.Name)
-- Get all parent names
local function GetParent(modelobj)
if modelobj.Parent then
GetParent(modelobj.Parent)
table.insert(output, " >> " .. modelobj.Name)
end
end
GetParent(model)
print(table.concat(output))
end
local t = 0
for i = 1, #children do
t = t + 1
if t % 200 == 0 then
wait()
end
if children[i]:IsA("MeshPart") then
if string.match(tostring(children[i].TextureID), SEARCH_ID) then
PrintResult("Meshpart", children[i])
end
end
if children[i]:IsA("Decal") or children[i]:IsA("Texture") then
if string.match(tostring(children[i].Texture), SEARCH_ID) then
PrintResult("Decal/Texture", children[i])
end
end
if children[i]:IsA("ImageLabel") then
if string.match(tostring(children[i].Image), SEARCH_ID) then
PrintResult("ImageLabel", children[i])
end
end
if children[i]:IsA("ImageButton") then
if string.match(tostring(children[i].Image), SEARCH_ID) then
PrintResult("ImageButton", children[i])
end
if string.match(tostring(children[i].HoverImage), SEARCH_ID) then
PrintResult("ImageButton Hover", children[i])
end
end
if children[i]:IsA("Sound") then
if string.match(tostring(children[i].SoundId), SEARCH_ID) then
PrintResult("Sound", children[i])
end
end
self:SearchGame(children[i], SEARCH_ID)
end
end
-- Start search
function SearchModule:Search(settings, SEARCH_ID)
if SEARCH_ID and SEARCH_ID ~= "" then
for service, props in pairs(settings) do
if props["Activated"] then
self:SearchGame(game[service], SEARCH_ID)
end
end
print("Finished Searching ID: " .. SEARCH_ID)
else
print("Enter valid ID.")
end
end
return SearchModule
|
local skynet = require "skynet"
local snax = require "skynet.snax"
local msg = "I am a snax service"
function init(...)
print ("snax service start: ", msg, ...)
end
function exit(...)
print ("snax service exit: ", ...)
end
function response.hello(hello)
return hello
end
function accept.hello(hello)
assert("MAIN_POST" == hello)
end
|
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.Author = "n00bmobile" |
local database = require("database")
local gps = require("gps")
local posUtil = require("posUtil")
local scanner = require("scanner")
local action = require("action")
local config = require("config")
local args = {...}
local function spreadOnce()
for slot=2, config.farmSize^2, 2 do
gps.go(posUtil.farmToGlobal(slot))
local crop = scanner.scan()
if crop.name == "air" then
action.placeCropStick(2)
elseif (not config.assumeNoBareStick) and crop.name == "crop" then
action.placeCropStick()
elseif crop.isCrop then
if crop.name == "weed" or crop.gr > 23 or
(crop.name == "venomilia" and crop.gr > 7) then
action.deweed()
action.placeCropStick()
elseif crop.name == database.getFarm()[1].name and
(not config.bestStatWhileSpreading or (crop.gr >= 21 and crop.ga == 31)) then
local nextMultifarmPos = database.nextMultifarmPos()
if nextMultifarmPos then
action.transplantToMultifarm(posUtil.farmToGlobal(slot), nextMultifarmPos)
action.placeCropStick(2)
database.updateMultifarm(nextMultifarmPos)
else
return true
end
else
action.deweed()
action.placeCropStick()
end
end
if action.needCharge() then
action.charge()
end
end
return false
end
local function init()
database.scanFarm()
local multifarmPos = {}
if #args == 2 then
multifarmPos[1] = tonumber(args[1])
multifarmPos[2] = tonumber(args[2])
end
if multifarmPos[1] and multifarmPos[2] then
database.setLastMultifarmPos(multifarmPos)
else
database.scanMultifarm()
end
action.restockAll()
end
local function main()
init()
while not spreadOnce() do
gps.go({0, 0})
action.restockAll()
end
gps.go({0,0})
if #args == 1 and args[1] == "docleanup" then
action.destroyAll()
gps.go({0,0})
end
if config.takeCareOfDrops then
action.dumpInventory()
end
gps.turnTo(1)
print("Done.\nThe Multifarm is filled up.")
end
main()
|
local player = ...
local pn = ToEnumShortString(player)
local p = PlayerNumber:Reverse()[player]
local show = false
local function getInputHandler(actor)
return (function (event)
if event.GameButton == "Select" and event.PlayerNumber == player then
if event.type == "InputEventType_FirstPress" then
show = true
actor:queuecommand("UpdateGraphState")
elseif event.type == "InputEventType_Release" then
show = false
actor:queuecommand("UpdateGraphState")
end
end
return false
end)
end
local bannerWidth = 418
local bannerHeight = 164
local padding = 10
-- Trims streams to desired length
local function GetTrimmedStreamBreakdown(streams, maximumEntriesAllowed)
if #streams <= maximumEntriesAllowed then
return streams
end
-- Assume that maximum number of entries is 25 to keep things simple -- if it's over 25, start applying
-- heuristics to trim the size down.
-- Total stream/break are recorded so that we get a better picture of how much stream is in the section. For every 25% add another *.
local tempStreams = {}
for i, stream in ipairs(streams) do
-- Cache the stream/break counts per stream object so that we're not
local sectionLength = stream.streamEnd - stream.streamStart
if stream.isBreak then
table.insert(tempStreams, {streamStart=stream.streamStart, streamEnd=stream.streamEnd, breakCount=sectionLength, streamCount=0, combined=false, isBreak=true})
else
table.insert(tempStreams, {streamStart=stream.streamStart, streamEnd=stream.streamEnd, breakCount=0, streamCount=sectionLength, combined=false, isBreak=false})
end
end
streams = tempStreams
if #streams <= maximumEntriesAllowed then
return streams
end
-- each pass should just try to combine adjacent sections. breaks will get longer and longer as they are removed.
local minBreakLength = 2
while #streams > maximumEntriesAllowed do
-- Trim short breaks
tempStreams = {}
for i, stream in ipairs(streams) do
-- Add breaks if and only if they meet the criteria
local stream = streams[i]
if stream.isBreak then
if stream.streamEnd - stream.streamStart >= minBreakLength then
table.insert(tempStreams, stream)
end
else
table.insert(tempStreams, stream)
end
end
streams = tempStreams
tempStreams = {}
i = 1
while i <= #streams do
-- Combine the next item into this item if and only if they're both streams
local currStream = streams[i]
local nextStream = streams[i+1]
local lastStream = tempStreams[#tempStreams]
-- First handle continuing stream
if lastStream ~= nil and not lastStream.isBreak and not currStream.isBreak then
tempStreams[#tempStreams] = {streamStart=lastStream.streamStart, streamEnd=currStream.streamEnd, breakCount=lastStream.breakCount + 1, streamCount=lastStream.streamCount + currStream.streamCount, combined=true, isBreak=false}
lastStream = tempStreams[#tempStreams]
if lastStream.streamStart + 1 == lastStream.streamEnd then
error("Producing 1* with obj " .. table.tostring(currStream))
end
i = i + 1
elseif not currStream.isBreak and nextStream ~= nil and not nextStream.isBreak then
-- This should insert an item
table.insert(tempStreams, {streamStart=currStream.streamStart, streamEnd=nextStream.streamEnd, breakCount=minBreakLength - 1, streamCount=currStream.streamCount + nextStream.streamCount, isBreak=false, combined=true})
lastStream = tempStreams[#tempStreams]
if lastStream.streamStart + 1 == lastStream.streamEnd then
error("Producing 1* with curr obj " .. table.tostring(currStream) .. " next obj " .. table.tostring(nextStream))
end
i = i + 2
else
table.insert(tempStreams, currStream)
i = i + 1
end
end
streams = tempStreams
if #streams <= maximumEntriesAllowed then
return streams
end
minBreakLength = minBreakLength + 1
end
return streams
end
-- Get breakdown to show above banner
local function GetStreamBreakdownShort(SongDir, StepsType, Difficulty)
local NotesPerMeasure = 16
local MeasureSequenceThreshold = 2
local streams = GetStreams(SongDir, StepsType, Difficulty, NotesPerMeasure, nil)
local ismarathon = false
-- if the length of the song is over 30 minutes, use marathon notation.
if GAMESTATE:GetCurrentSong():MusicLengthSeconds() >= 16*60 then
ismarathon = true
end
-- nil out unused big objects which prevent errors from being shown.
SongDir = nil
StepsType = nil
if not streams then
return ""
end
-- Truncate breaks at the beginning and end.
if streams[1] ~= nil and streams[1].isBreak then
table.remove(streams, 1)
end
if streams[#streams] ~= nil and streams[#streams].isBreak then
table.remove(streams, #streams)
end
streams = GetTrimmedStreamBreakdown(streams, 20) -- Maximum 20 entries
local lastStream
local streamText = {}
for i, stream in ipairs(streams) do
local streamLength = stream.streamEnd - stream.streamStart
local streamString = tostring(streamLength)
if stream.isBreak then
local breakString = "(" .. streamString .. ")"
streamText[i] = breakString
elseif stream.combined then
local stars = "****"
if stream.streamCount / streamLength > 0.75 then
stars = "*"
elseif stream.streamCount / streamLength > 0.50 then
stars = "**"
elseif stream.streamCount / streamLength > 0.25 then
stars = "***"
end
if ismarathon then
streamText[i] = tostring(stream.streamCount) .. stars
else
streamText[i] = streamLength .. stars
end
else
streamText[i] = streamLength
end
lastStream = stream
end
-- Print a debug string showing the measure breakdown in case something is funky
-- local measure_breakdown = ""
-- for i, stream in ipairs(streams) do
-- measure_breakdown = measure_breakdown .. "[" .. tostring(stream.streamStart) .. "/" .. tostring(stream.streamEnd) .. "]"
-- end
-- SCREENMAN:SystemMessage(measure_breakdown)
return table.concat(streamText, " "), ismarathon
end
-- TODO make this global
local function getTimes(npsPerMeasure, timingData)
if (npsPerMeasure == nil) then
return {firstSecond=0, lastSecond=0, totalSeconds=0}
end
-- insane, but whatever
local totalMeasures = 0
for i, a in ipairs(npsPerMeasure) do
totalMeasures = totalMeasures + 1
end
local firstSecond = 0
local lastSecond = timingData:GetElapsedTimeFromBeat(totalMeasures * 4)
local totalSeconds = lastSecond - firstSecond
return {firstSecond=firstSecond, lastSecond=lastSecond, totalSeconds=totalSeconds}
end
local function getGraphParams(song, steps)
local difficulty = ToEnumShortString(steps:GetDifficulty())
local stepsType = ToEnumShortString(steps:GetStepsType()):gsub("_", "-"):lower()
local peakNps, npsPerMeasure = GetNPSperMeasure(song, stepsType, difficulty)
local timingData = song:GetTimingData()
local times = getTimes(npsPerMeasure, timingData)
local rvalue = {
second=times.firstSecond,
graphWidthSeconds=times.lastSecond - times.firstSecond,
song=song,
steps=steps,
peakNps=peakNps,
npsPerMeasure=npsPerMeasure
}
return rvalue
end
return Def.ActorFrame {
-- song and course changes
OnCommand=cmd(queuecommand, "StepsHaveChanged"),
CurrentSongChangedMessageCommand=cmd(queuecommand, "StepsHaveChanged"),
CurrentCourseChangedMessageCommand=cmd(queuecommand, "StepsHaveChanged"),
InitCommand=function(self)
local zoom, xPos
if IsUsingWideScreen() then
zoom = 0.7655
xPos = 170
else
zoom = 0.75
xPos = 166
end
self:zoom(zoom)
self:xy(_screen.cx - xPos - ((bannerWidth / 2 - padding) * zoom), 112 - ((bannerHeight / 2 - padding) * zoom))
if (player == PLAYER_2) then
self:addy((bannerHeight / 2 - (padding * 0.5)) * zoom)
end
self:diffusealpha(0)
self:queuecommand("Capture")
end,
CaptureCommand=function(self)
SCREENMAN:GetTopScreen():AddInputCallback(getInputHandler(self))
end,
StepsHaveChangedCommand=function(self, params)
if show then
self:queuecommand("UpdateGraphState")
end
end,
UpdateGraphStateCommand=function(self, params)
if show and not GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentSong() then
local song = GAMESTATE:GetCurrentSong()
local steps = GAMESTATE:GetCurrentSteps(player)
self:playcommand("ChangeSteps", getGraphParams(song,steps))
self:stoptweening()
self:linear(0.1):diffusealpha(0.9)
else
self:stoptweening()
self:linear(0.1):diffusealpha(0)
end
end,
CreateDensityGraph(bannerWidth - (padding * 2), bannerHeight / 2 - (padding * 1.5)),
Def.Quad {
InitCommand=function(self)
self:zoomto(bannerWidth - (padding * 2), 20)
:diffuse(color("#000000"))
:diffusealpha(0.8)
:align(0, 0)
:y(bannerHeight / 2 - (padding * 1.5) - 20)
end,
},
Def.BitmapText{
Font="_miso",
InitCommand=function(self)
self:diffuse(color("#ffffff"))
:horizalign("left")
:y(bannerHeight / 2 - (padding * 1.5) - 20 + 2)
:x(5)
:maxwidth(bannerWidth - (padding * 2) - 10)
:align(0, 0)
:Stroke(color("#000000"))
end,
StepsHaveChangedCommand=function(self, params)
if show then
self:queuecommand("UpdateGraphState")
end
end,
UpdateGraphStateCommand=function(self)
if show and not GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentSong() then
local song_dir = GAMESTATE:GetCurrentSong():GetSongDir()
local steps = GAMESTATE:GetCurrentSteps(player)
local steps_type = ToEnumShortString( steps:GetStepsType() ):gsub("_", "-"):lower()
local difficulty = ToEnumShortString( steps:GetDifficulty() )
local breakdown, ismarathon = GetStreamBreakdownShort(song_dir, steps_type, difficulty)
if breakdown == "" then
self:settext("No streams!")
elseif ismarathon then
self:settext("Marathon: " .. breakdown)
else
self:settext("Streams: " .. breakdown)
end
return true
end
end
}
}
|
title = "Hello LowRez"
author = "Calle Englund"
shortname = "hello-lowrez"
version = "0.0.1"
copyright_message = "Copyright (c) 2019 Calle Englund"
|
--
-- api.lua
-- Implementation of the workspace, project, and configuration APIs.
-- Author Jason Perkins
-- Copyright (c) 2002-2015 Jason Perkins and the Premake project
--
local p = premake
p.api = {}
local api = p.api
local configset = p.configset
---
-- Set up a place to store the current active objects in each configuration
-- scope (e.g. wprkspaces, projects, groups, and configurations). This likely
-- ought to be internal scope, but it is useful for testing.
---
api.scope = {}
---
-- Define a new class of configuration container. A container can receive and
-- store configuration blocks, which are what hold the individial settings
-- from the scripts. A container can also hold one or more kinds of child
-- containers; a workspace can contain projects, for instance.
--
-- @param containerName
-- The name of the new container type, e.g. "workspace". Used to define a
-- corresponding global function, e.g. workspace() to create new instances
-- of the container.
-- @param parentContainer (optional)
-- The container that can contain this one. For a project, this would be
-- the workspace container class.
-- @param extraScopes (optional)
-- Each container can hold fields scoped to itself (by putting the container's
-- class name into its scope attribute), or any of the container's children.
-- If a container can hold scopes other than these (i.e. "config"), it can
-- provide a list of those scopes in this argument.
-- @returns
-- The newly defined container class.
---
function api.container(containerName, parentContainer, extraScopes)
local class, err = p.container.newClass(containerName, parentContainer, extraScopes)
if not class then
error(err, 2)
end
_G[containerName] = function(name)
local c = api._setContainer(class, name)
if api._isIncludingExternal then
c.external = true
end
return c
end
_G["external" .. containerName] = function(name)
local c = _G[containerName](name)
c.external = true
return c
end
-- for backward compatibility
p.alias(_G, "external" .. containerName, "external" .. containerName:capitalized())
return class
end
---
-- Register a general-purpose includeExternal() call which works just like
-- include(), but marks any containers created while evaluating the included
-- scripts as external. It also, loads the file regardless of how many times
-- it has been loaded already.
---
function includeexternal(fname)
local fullPath = p.findProjectScript(fname)
api._isIncludingExternal = true
fname = fullPath or fname
dofile(fname)
api._isIncludingExternal = nil
end
p.alias(_G, "includeexternal", "includeExternal")
---
-- Return the global configuration container.
---
function api.rootContainer()
return api.scope.global
end
---
-- Activate a new configuration container, making it the target for all
-- subsequent configuration settings. When you call workspace() or project()
-- to active a container, that call comes here (see api.container() for the
-- details on how that happens).
--
-- @param class
-- The container class being activated, e.g. a project or workspace.
-- @param name
-- The name of the container instance to be activated. If a container
-- (e.g. project) with this name does not already exist it will be
-- created. If name is not set, the last activated container of this
-- class will be made current again.
-- @return
-- The container instance.
---
function api._setContainer(class, name)
local instance
-- for backward compatibility, "*" activates the parent container
if name == "*" then
return api._setContainer(class.parent)
end
-- if name is not set, use whatever was last made current
if not name then
instance = api.scope[class.name]
if not instance then
error("no " .. class.name .. " in scope", 3)
end
end
-- otherwise, look up the instance by name
local parent
if not instance and class.parent then
parent = api.scope[class.parent.name]
if not parent then
error("no " .. class.parent.name .. " in scope", 3)
end
instance = p.container.getChild(parent, class, name)
end
-- if I have an existing instance, create a new configuration
-- block for it so I don't pick up an old filter
if instance then
configset.addFilter(instance, {}, os.getcwd())
end
-- otherwise, a new instance
if not instance then
instance = class.new(name, parent)
if parent then
p.container.addChild(parent, instance)
end
end
-- clear out any active child containers that might be active
-- (recursive call, so needs to be its own function)
api._clearContainerChildren(class)
-- active this container, as well as it ancestors
if not class.placeholder then
api.scope.current = instance
end
while instance do
api.scope[instance.class.name] = instance
if instance.class.alias then
api.scope[instance.class.alias] = instance
end
instance = instance.parent
end
return api.scope.current
end
function api._clearContainerChildren(class)
for childClass in p.container.eachChildClass(class) do
api.scope[childClass.name] = nil
if childClass.alias then
api.scope[childClass.alias] = nil
end
api._clearContainerChildren(childClass)
end
end
---
-- Register a new API function. See the built-in API definitions in
-- _premake_init.lua for lots of usage examples.
--
-- A new global function will be created to receive values for the field.
-- List fields will also receive a `remove...()` function to remove values.
--
-- @param field
-- A table describing the new field, with these keys:
--
-- name The API name of the new field. This is used to create a global
-- function with the same name, and so should follow Lua symbol
-- naming conventions. (required)
-- scope The scoping level at which this value can be used; see list
-- below. (required)
-- kind The type of values that can be stored into this field; see
-- list below. (required)
-- allowed An array of valid values for this field, or a function which
-- accepts a value as input and returns the canonical value as a
-- result, or nil if the input value is invalid. (optional)
-- tokens A boolean indicating whether token expansion should be
-- performed on this field.
--
-- The available field scopes are:
--
-- project The field applies to workspaces and projects.
-- config The field applies to workspaces, projects, and individual build
-- configurations.
--
-- The available field kinds are:
--
-- string A simple string value.
-- path A file system path. The value will be made into an absolute
-- path, but no wildcard expansion will be performed.
-- file One or more file names. Wilcard expansion will be performed,
-- and the results made absolute. Implies a list.
-- directory One of more directory names. Wildcard expansion will be
-- performed, and the results made absolute. Implies a list.
-- mixed A mix of simple string values and file system paths. Values
-- which contain a directory separator ("/") will be made
-- absolute; other values will be left intact.
-- table A table of values. If the input value is not a table, it is
-- wrapped in one.
---
function api.register(field)
-- verify the name
local name = field.name
if not name then
error("missing name", 2)
end
if rawget(_G, name) then
error("name '" .. name .. "' in use", 2)
end
-- add this new field to my master list
field, err = p.field.new(field)
if not field then
error(err)
end
-- Flag fields which contain filesystem paths. The context object will
-- use this information when expanding tokens, to ensure that the paths
-- are still well-formed after replacements.
field.paths = p.field.property(field, "paths")
-- Add preprocessed, lowercase keys to the allowed and aliased value
-- lists to speed up value checking later on.
if type(field.allowed) == "table" then
for i, item in ipairs(field.allowed) do
field.allowed[item:lower()] = item
end
end
if type(field.aliases) == "table" then
local keys = table.keys(field.aliases)
for i, key in ipairs(keys) do
field.aliases[key:lower()] = field.aliases[key]
end
end
-- create a setter function for it
_G[name] = function(value)
return api.storeField(field, value)
end
if p.field.removes(field) then
_G["remove" .. name] = function(value)
return api.remove(field, value)
end
end
return field
end
---
-- Unregister a field definition, removing its functions and field
-- list entries.
---
function api.unregister(field)
if type(field) == "string" then
field = p.field.get(field)
end
p.field.unregister(field)
_G[field.name] = nil
_G["remove" .. field.name] = nil
end
---
-- Create an alias to one of the canonical API functions. This creates
-- new setter and remover names pointing to the same functions.
--
-- @param original
-- The name of the function to be aliased (a string value).
-- @param alias
-- The alias name (another string value).
---
function api.alias(original, alias)
p.alias(_G, original, alias)
if _G["remove" .. original] then
p.alias(_G, "remove" .. original, "remove" .. alias)
end
end
--
-- Add a new value to a field's list of allowed values.
--
-- @param fieldName
-- The name of the field to which to add the value.
-- @param value
-- The value to add. May be a single string value, or an array
-- of values.
--
function api.addAllowed(fieldName, value)
local field = p.field.get(fieldName)
if not field then
error("No such field: " .. fieldName, 2)
end
if type(value) == "table" then
for i, item in ipairs(value) do
api.addAllowed(fieldName, item)
end
else
field.allowed = field.allowed or {}
if field.allowed[value:lower()] == nil then
table.insert(field.allowed, value)
field.allowed[value:lower()] = value
end
end
end
--
-- Add a new value to a field's list of allowed values.
--
-- @param fieldName
-- The name of the field to which to add the value.
-- @param value
-- The value to add. May be a single string value, or an array
-- of values.
--
function api.addAliases(fieldName, value)
local field = p.field.get(fieldName)
if not field then
error("No such field: " .. fieldName, 2)
end
field.aliases = field.aliases or {}
for k, v in pairs(value) do
field.aliases[k] = v
field.aliases[k:lower()] = v
end
end
--
-- Mark an API field as deprecated.
--
-- @param name
-- The name of the field to mark as deprecated.
-- @param message
-- A optional message providing more information, to be shown
-- as part of the deprecation warning message.
-- @param handler
-- A function to call when the field is used. Passes the value
-- provided to the field as the only argument.
--
function api.deprecateField(name, message, handler)
p.fields[name].deprecated = {
handler = handler,
message = message
}
end
--
-- Mark a specific value of a field as deprecated.
--
-- @param name
-- The name of the field containing the value.
-- @param value
-- The value or values to mark as deprecated. May be a string
-- for a single value or an array of multiple values.
-- @param message
-- A optional message providing more information, to be shown
-- as part of the deprecation warning message.
-- @param addHandler
-- A function to call when the value is used, receiving the
-- value as its only argument.
-- @param removeHandler
-- A function to call when the value is removed from a list
-- field, receiving the value as its only argument (optional).
--
function api.deprecateValue(name, value, message, addHandler, removeHandler)
if type(value) == "table" then
for _, v in pairs(value) do
api.deprecateValue(name, v, message, addHandler, removeHandler)
end
else
local field = p.fields[name]
field.deprecated = field.deprecated or {}
field.deprecated[value] = {
add = addHandler,
remove = removeHandler,
message = message
}
end
end
--
-- Control the handling of API deprecations.
--
-- @param value
-- One of "on" to enable the deprecation behavior, "off" to disable it,
-- and "error" to raise an error instead of logging a warning.
--
function api.deprecations(value)
value = value:lower()
if not table.contains({ "on", "off", "error"}, value) then
error("Invalid value: " .. value, 2)
end
api._deprecations = value:lower()
end
api._deprecations = "on"
---
-- Return the target container instance for a field.
--
-- @param field
-- The field being set or fetched.
-- @return
-- The currently active container instance if one is available, or nil if
-- active container is of the wrong class.
---
function api.target(field)
if p.container.classCanContain(api.scope.current.class, field.scope) then
return api.scope.current
end
return nil
end
--
-- Callback for all API functions; everything comes here first, and then
-- gets parceled out to the individual set...() functions.
--
function api.storeField(field, value)
if value == nil then
return
end
if field.deprecated and type(field.deprecated.handler) == "function" then
field.deprecated.handler(value)
if field.deprecated.message and api._deprecations ~= "off" then
local caller = filelineinfo(2)
local key = field.name .. "_" .. caller
p.warnOnce(key, "the field %s has been deprecated and will be removed.\n %s\n @%s\n", field.name, field.deprecated.message, caller)
if api._deprecations == "error" then
error("deprecation errors enabled", 3)
end
end
end
local target = api.target(field)
if not target then
local err = string.format("unable to set %s in %s scope, should be %s", field.name, api.scope.current.class.name, table.concat(field.scopes, ", "))
error(err, 3)
end
local status, err = configset.store(target, field, value)
if err then
error(err, 3)
end
end
--
-- The remover: adds values to be removed to the "removes" field on
-- current configuration. Removes are keyed by the associated field,
-- so the call `removedefines("X")` will add the entry:
-- cfg.removes["defines"] = { "X" }
--
function api.remove(field, value)
-- right now, ignore calls with no value; later might want to
-- return the current baked value
if value == nil then return end
local target = api.target(field)
if not target then
local err = string.format("unable to remove %s from %s scope, should be %s", field.name, api.scope.current.class.name, table.concat(field.scopes, ", "))
error(err, 3)
end
local hasDeprecatedValues = (type(field.deprecated) == "table")
-- Build a list of values to be removed. If this field has deprecated
-- values, check to see if any of those are going to be removed by this
-- call (which means matching against any provided wildcards) and call
-- the appropriate logic for removing that value.
local removes = {}
local function check(value)
if field.deprecated[value] then
local handler = field.deprecated[value]
if handler.remove then handler.remove(value) end
if handler.message and api._deprecations ~= "off" then
local caller = filelineinfo(8)
local key = field.name .. "_" .. value .. "_" .. caller
p.warnOnce(key, "the %s value %s has been deprecated and will be removed.\n %s\n @%s\n", field.name, value, handler.message, caller)
if api._deprecations == "error" then
error { msg="deprecation errors enabled" }
end
end
end
end
local function recurse(value)
if type(value) == "table" then
table.foreachi(value, recurse)
elseif hasDeprecatedValues and value:contains("*") then
local current = configset.fetch(target, field, {
matcher = function(cset, block, filter)
local current = cset.current
return criteria.matches(current._criteria, block._criteria.terms or {}) or
criteria.matches(block._criteria, current._criteria.terms or {})
end
})
local mask = path.wildcards(value)
for _, item in ipairs(current) do
if item:match(mask) == item then
recurse(item)
end
end
else
local value, err, additional = api.checkValue(field, value)
if err then
error { msg=err }
end
if field.deprecated then
check(value)
end
table.insert(removes, value)
if additional then
table.insert(removes, additional)
end
end
end
local ok, err = pcall(function ()
recurse(value)
end)
if not ok then
if type(err) == "table" then
err = err.msg
end
error(err, 3)
end
configset.remove(target, field, removes)
end
--
-- Check to see if a value is valid for a particular field.
--
-- @param field
-- The field to check against.
-- @param value
-- The value to check.
-- @param kind
-- The kind of data currently being checked, corresponding to
-- one segment of the field's kind string (e.g. "string"). If
-- not set, defaults to "string".
-- @return
-- If the value is valid for this field, the canonical version
-- of that value is returned. If the value is not valid two
-- values are returned: nil, and an error message.
--
function api.checkValue(field, value, kind)
if not field.allowed then
return value
end
local canonical, result
local lowerValue = value:lower()
if field.aliases then
canonical = field.aliases[lowerValue]
end
if not canonical then
if type(field.allowed) == "function" then
canonical = field.allowed(value, kind or "string")
else
canonical = field.allowed[lowerValue]
end
end
if not canonical then
return nil, "invalid value '" .. value .. "' for " .. field.name
end
if field.deprecated and field.deprecated[canonical] then
local handler = field.deprecated[canonical]
handler.add(canonical)
if handler.message and api._deprecations ~= "off" then
local caller = filelineinfo(9)
local key = field.name .. "_" .. value .. "_" .. caller
p.warnOnce(key, "the %s value %s has been deprecated and will be removed.\n %s\n @%s\n", field.name, canonical, handler.message, caller)
if api._deprecations == "error" then
return nil, "deprecation errors enabled"
end
end
end
return canonical
end
---
-- Reset the API system, clearing out any temporary or cached values.
-- Used by the automated testing framework to clear state between
-- individual test runs.
---
function api.reset()
for containerClass in p.container.eachChildClass(p.global) do
api.scope.global[containerClass.pluralName] = {}
end
end
--
-- Arrays are integer indexed tables; unlike lists, a new array value
-- will replace the old one, rather than merging both.
--
premake.field.kind("array", {
store = function(field, current, value, processor)
if type(value) ~= "table" then
value = { value }
end
for i, item in ipairs(value) do
value[i] = processor(field, nil, value[i])
end
return value
end,
compare = function(field, a, b, processor)
if a == nil or b == nil or #a ~= #b then
return false
end
for i = 1, #a do
if not processor(field, a[i], b[i]) then
return false
end
end
return true
end
})
---
-- Boolean field kind; converts common yes/no strings into true/false values.
---
premake.field.kind("boolean", {
store = function(field, current, value, processor)
local mapping = {
["false"] = false,
["no"] = false,
["off"] = false,
["on"] = true,
["true"] = true,
["yes"] = true,
}
if type(value) == "string" then
value = mapping[value:lower()]
if value == nil then
error { msg="expected boolean; got " .. value }
end
return value
end
if type(value) == "boolean" then
return value
end
if type(value) == "number" then
return (value ~= 0)
end
return (value ~= nil)
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- Directory data kind; performs wildcard directory searches, converts
-- results to absolute paths.
--
premake.field.kind("directory", {
paths = true,
store = function(field, current, value, processor)
return path.getabsolute(value)
end,
remove = function(field, current, value, processor)
return path.getabsolute(value)
end,
compare = function(field, a, b, processor)
return (a == b)
end,
translate = function(field, current, _, processor)
if current:find("*") then
return os.matchdirs(current)
end
return { current }
end
})
--
-- File data kind; performs wildcard file searches, converts results
-- to absolute paths.
--
premake.field.kind("file", {
paths = true,
store = function(field, current, value, processor)
return path.getabsolute(value)
end,
remove = function(field, current, value, processor)
return path.getabsolute(value)
end,
compare = function(field, a, b, processor)
return (a == b)
end,
translate = function(field, current, _, processor)
if current:find("*") then
return os.matchfiles(current)
end
return { current }
end
})
--
-- Function data kind; this isn't terribly useful right now, but makes
-- a nice extension point for modules to build on.
--
premake.field.kind("function", {
store = function(field, current, value, processor)
local t = type(value)
if t ~= "function" then
error { msg="expected function; got " .. t }
end
return value
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- Integer data kind; validates inputs.
--
premake.field.kind("integer", {
store = function(field, current, value, processor)
local t = type(value)
if t ~= "number" then
error { msg="expected number; got " .. t }
end
if math.floor(value) ~= value then
error { msg="expected integer; got " .. tostring(value) }
end
return value
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
---
-- Key-value data kind definition. Merges key domains; values may be any kind.
---
local function storeKeyed(field, current, value, processor)
current = current or {}
for k, v in pairs(value) do
if processor then
v = processor(field, current[k], v)
end
current[k] = v
end
return current
end
local function mergeKeyed(field, current, value, processor)
value = value or {}
for k, v in pairs(value) do
current[k] = v
end
return current
end
premake.field.kind("keyed", {
store = storeKeyed,
merge = mergeKeyed,
compare = function(field, a, b, processor)
if a == nil or b == nil then
return false
end
for k in pairs(a) do
if not processor(field, a[k], b[k]) then
return false
end
end
return true
end,
translate = function(field, current, _, processor)
if not processor then
return { current }
end
for k, v in pairs(current) do
current[k] = processor(field, v, nil)[1]
end
return { current }
end
})
---
-- List data kind definition. Actually a misnomer, lists are more like sets in
-- that duplicate values are weeded out; each will only appear once. Can
-- contain any other kind of data.
---
local function storeListItem(current, item, allowDuplicates)
if not allowDuplicates and current[item] then
table.remove(current, table.indexof(current, item))
end
table.insert(current, item)
current[item] = item
end
local function storeList(field, current, value, processor)
if type(value) == "table" then
-- Flatten out incoming arrays of values
if #value > 0 then
for i = 1, #value do
current = storeList(field, current, value[i], processor)
end
return current
end
-- Ignore empty lists
if table.isempty(value) then
return current
end
end
current = current or {}
if processor then
value = processor(field, nil, value)
end
if type(value) == "table" then
if #value > 0 then
for i = 1, #value do
storeListItem(current, value[i], field.allowDuplicates)
end
elseif not table.isempty(value) then
storeListItem(current, value, field.allowDuplicates)
end
elseif value then
storeListItem(current, value, field.allowDuplicates)
end
return current
end
local function mergeList(field, current, value, processor)
value = value or {}
for i = 1, #value do
storeListItem(current, value[i], field.allowDuplicates)
end
return current
end
premake.field.kind("list", {
store = storeList,
remove = storeList,
merge = mergeList,
compare = function(field, a, b, processor)
if a == nil or b == nil or #a ~= #b then
return false
end
for i = 1, #a do
if not processor(field, a[i], b[i]) then
return false
end
end
return true
end,
translate = function(field, current, _, processor)
if not processor then
return { current }
end
local ret = {}
for _, value in ipairs(current) do
for _, processed in ipairs(processor(field, value, nil)) do
table.insert(ret, processed)
end
end
return { ret }
end
})
--
-- Mixed data kind; values containing a directory separator "/" are converted
-- to absolute paths, other values left as-is. Used for links, where system
-- libraries and local library paths can be mixed into a single list.
--
premake.field.kind("mixed", {
paths = true,
store = function(field, current, value, processor)
if type(value) == "string" and value:find('/', nil, true) then
if string.sub(value, 1, 2) ~= "%{" then
value = path.getabsolute(value)
end
end
return value
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- Number data kind; validates inputs.
--
premake.field.kind("number", {
store = function(field, current, value, processor)
local t = type(value)
if t ~= "number" then
error { msg="expected number; got " .. t }
end
return value
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- Path data kind; converts all inputs to absolute paths.
--
premake.field.kind("path", {
paths = true,
store = function(field, current, value, processor)
return path.deferredjoin(os.getcwd(), value)
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- String data kind; performs validation against allowed fields, checks for
-- value deprecations.
--
premake.field.kind("string", {
store = function(field, current, value, processor)
if type(value) == "table" then
error { msg="expected string; got table" }
end
if value ~= nil then
local err
value, err = api.checkValue(field, value)
if err then
error { msg=err }
end
end
return value
end,
compare = function(field, a, b, processor)
return (a == b)
end
})
--
-- Table data kind; wraps simple values into a table, returns others as-is.
--
premake.field.kind("table", {
store = function(field, current, value, processor)
if type(value) ~= "table" then
value = { value }
end
return value
end,
compare = function(field, a, b, processor)
-- TODO: is there a reliable way to check this?
return true
end
})
--
-- nested data kind; wraps simple values into a table, returns others as-is.
--
premake.field.kind("nested", {
store = function(field, current, value, processor)
-- create meta-table.
if not current then
current = p.nested.create(field)
end
-- copy values.
for name, v in pairs(value) do
current[name] = v
end
-- return result.
return current
end,
compare = function(field, a, b, processor)
-- TODO: is there a reliable way to check this?
return true
end
})
---
-- Start a new block of configuration settings, using the old, "open"
-- style of matching without field prefixes.
---
function configuration(terms)
if terms then
if (type(terms) == "table" and #terms == 1 and terms[1] == "*") or (terms == "*") then
terms = nil
end
configset.addblock(api.scope.current, {terms}, os.getcwd())
end
return api.scope.current
end
---
-- Start a new block of configuration settings, using the new prefixed
-- style of pattern matching.
---
function filter(terms)
if terms then
if (type(terms) == "table" and #terms == 1 and terms[1] == "*") or (terms == "*") then
terms = nil
end
local ok, err = configset.addFilter(api.scope.current, {terms}, os.getcwd())
if not ok then
error(err, 2)
end
end
end
--
-- Define a new action.
--
-- @param a
-- The new action object.
--
function newaction(a)
p.action.add(a)
end
--
-- Define a new option.
--
-- @param opt
-- The new option object.
--
function newoption(opt)
p.option.add(opt)
end
|
local consts = require("__LaneBalancer__.const")
data:extend(
{
{
type = "item",
name = "lane-balancer",
icon = consts.graphicsPath.."balancer1.png",
icon_size = 32,
subgroup = "belt",
order = "e[balancer]-a[lane-balancer]",
place_result = "lane-balancer",
stack_size = 50
},
{
type = "item",
name = "fast-lane-balancer",
icon = consts.graphicsPath.."balancer2.png",
icon_size = 32,
subgroup = "belt",
order = "e[balancer]-b[fast-lane-balancer]",
place_result = "fast-lane-balancer",
stack_size = 50
},
{
type = "item",
name = "express-lane-balancer",
icon = consts.graphicsPath.."balancer3.png",
icon_size = 32,
subgroup = "belt",
order = "e[balancer]-c[express-lane-balancer]",
place_result = "express-lane-balancer",
stack_size = 50
}
})
|
if mg.lua_type ~= "websocket" then
mg.write("HTTP/1.0 200 OK\r\n")
mg.write("Connection: close\r\n")
mg.write("\r\n")
mg.write("<!DOCTYPE HTML>\r\n")
mg.write("<html xmlns=\"http://www.w3.org/1999/xhtml\">\r\n")
mg.write("<head>\r\n")
mg.write("<meta charset=\"UTF-8\"></meta>\r\n")
mg.write("<title>Server stats</title>\r\n")
mg.write("</head>\r\n")
mg.write("<body onload=\"load()\">\r\n")
mg.write([====[
<script type="text/javascript">
var connection;
var data_field;
function webSockKeepAlive() {
if (keepAlive) {
connection.send('Ok');
setTimeout("webSockKeepAlive()", 10000);
}
}
function load() {
var wsproto = (location.protocol === 'https:') ? "wss:" : "ws:";
connection = new WebSocket(wsproto + "//" + window.location.host + window.location.pathname);
data_field = document.getElementById('data');
data_field.innerHTML = "wait for data";
use_keepAlive = true;
connection.onopen = function () {
keepAlive = use_keepAlive;
webSockKeepAlive();
};
// Log errors
connection.onerror = function (error) {
keepAlive = false;
alert("WebSocket error");
connection.close();
};
// Log messages from the server
connection.onmessage = function (e) {
data_field.innerHTML = e.data;
};
}
</script>
]====])
mg.write("<div id='data'>Wait for page load</div>\r\n")
mg.write("</body>\r\n")
mg.write("</html>\r\n")
return
end
function table.count(tab)
local count = 0
for _ in pairs(tab) do
count = count + 1
end
return count
end
-- table of all active connection
allConnections = {}
connCount = table.count(allConnections)
-- function to get a client identification string
function who(tab)
local ri = allConnections[tab.client].request_info
return ri.remote_addr .. ":" .. ri.remote_port
end
-- Callback to accept or reject a connection
function open(tab)
allConnections[tab.client] = tab
connCount = table.count(allConnections)
return true -- return true to accept the connection
end
-- Callback for "Websocket ready"
function ready(tab)
senddata()
return true -- return true to keep the connection open
end
-- Callback for "Websocket received data"
function data(tab)
senddata()
return true -- return true to keep the connection open
end
-- Callback for "Websocket is closing"
function close(tab)
allConnections[tab.client] = nil
connCount = table.count(allConnections)
end
function senddata()
local date = os.date('*t');
collectgarbage("collect"); -- Avoid adding uncollected Lua memory from this state
mg.write(string.format([[
{"Time": "%u:%02u:%02u",
"Date": "%04u-%02u-%02u",
"Context": %s,
"Common": %s,
"System": \"%s\",
"ws_status": {"Memory": %u, "Connections": %u}
}]],
date.hour, date.min, date.sec,
date.year, date.month, date.day,
mg.get_info("context"),
mg.get_info("common"),
mg.get_info("system"),
collectgarbage("count")*1024,
connCount
));
end
function timer()
senddata()
mg.set_timeout("timer()", 1)
end
mg.set_timeout("timer()", 1)
|
local curPlatform = g_application:getTargetPlatform()
local bIsIosAndUseSimpleAudioEngine = false
if curPlatform == cc.PLATFORM_OS_IPHONE or curPlatform == cc.PLATFORM_OS_IPAD then
include('global_utils/ios_utils.lua')
bIsIosAndUseSimpleAudioEngine = platform_ios_is_use_simple_audio_engine()
end
-- 音频播放相关
if not bIsIosAndUseSimpleAudioEngine and utils_is_game_cpp_interface_available and utils_is_game_cpp_interface_available('new_audio_engine') then
print('use audio engine')
local audio_engine_mgr = import('audio_engine_mgr')
playMusic = function(filename, isLoop)
audio_engine_mgr.play_music(filename, true, isLoop == true)
end
stopMusic = audio_engine_mgr.stop_music
isMusicPlaying = audio_engine_mgr.is_music_playing
playSound = audio_engine_mgr.play_audio
unloadSound = function(filename)
audio_engine_mgr.stop_audio(filename, true)
end
stopAllSounds = audio_engine_mgr.stop_all_aounds
destory = audio_engine_mgr.destory
g_eventHandler:AddCallback('event_applicationDidEnterBackground', function()
audio_engine_mgr.pause_all()
end)
g_eventHandler:AddCallback('event_applicationWillEnterForeground', function()
audio_engine_mgr.resume_all()
end)
else
print('use simple audio engine')
local engine = cc.SimpleAudioEngine:getInstance()
local curPlatform = g_application:getTargetPlatform()
-- 预加载music
preloadMusic = function(filename)
assert(filename, "audio.preloadMusic() - invalid filename")
engine:preloadMusic(filename)
end
-- 播放music
playMusic = function(filename, isLoop)
assert(filename, "audio.playMusic() - invalid filename")
local audio_config = g_native_conf.game_audio_info
if not audio_config.isCanPlayMusic then return end
if type(isLoop) ~= "boolean" then isLoop = true end
stopMusic(true)
if curPlatform == cc.PLATFORM_OS_IPHONE or curPlatform == cc.PLATFORM_OS_IPAD then
-- iOS 11 BUG 第一次播放不了 尝试预加载
engine:preloadMusic(filename)
end
engine:playMusic(filename, isLoop)
end
-- 停止music
stopMusic = function(isReleaseData)
if type(isReleaseData) ~= "boolean" then
isReleaseData = true
end
engine:stopMusic(isReleaseData)
end
-- 当前是否有music在播放
isMusicPlaying = function()
local ret = cc.SimpleAudioEngine:getInstance():isMusicPlaying()
return ret
end
-- 预加载sound
preloadSound = function(filename)
if not filename then
return
end
engine:preloadEffect(filename)
end
-- 播放sound
playSound = function(filename, isLoop)
if not filename then
return
end
if curPlatform == cc.PLATFORM_OS_IPHONE or curPlatform == cc.PLATFORM_OS_IPAD then
end
if not g_fileUtils:isFileExist(filename) then
printf('error!file name [%s] not exists, %s', filename, debug.traceback())
return
end
local audio_config = g_native_conf.game_audio_info
if not audio_config.isCanPlaySound then return end
if type(isLoop) ~= "boolean" then isLoop = false end
return engine:playEffect(filename, isLoop)
end
-- 取消预加载的sound
unloadSound = function(filename)
if not filename then
return
end
engine:unloadEffect(filename)
end
-- 停止所有的sound
stopAllSounds = function()
engine:stopAllEffects()
end
-- 停止sound
stopSound = function(handle)
if not handle then
return
end
engine:stopEffect(handle)
end
-- 销毁音效相关资源等
destory = function()
cc.SimpleAudioEngine:destroyInstance()
end
g_eventHandler:AddCallback('event_applicationDidEnterBackground', function()
engine:pauseMusic()
engine:pauseAllEffects()
end)
g_eventHandler:AddCallback('event_applicationWillEnterForeground', function()
engine:resumeMusic()
engine:resumeAllEffects()
end)
end |
local label = require("engine/ui/label")
-- overlay class: allows to draw labels on top of the screen
local overlay = new_class()
-- parameters
-- layer int level at which the overlay should be drawn, higher on top
-- state vars
-- labels {string: label} table of labels to draw, identified by name
function overlay:_init(layer)
self.layer = layer
self.labels = {}
end
--#if log
function overlay:_tostring()
return "overlay(layer: "..self.layer..")"
end
--#endif
-- add a label identified by a name, containing a text string,
-- at a position vector, with a given color
-- if a label with the same name already exists, replace it
function overlay:add_label(name, text, position, colour)
if not colour then
colour = colors.black
warn("overlay:add_label no colour passed, will default to black (0)", 'ui')
end
if self.labels[name] == nil then
-- create new label and add it
self.labels[name] = label(text, position, colour)
else
-- set existing label properties
local label = self.labels[name]
label.text = text
label.position = position
label.colour = colour
end
end
-- remove a label identified by a name
-- if the label is not found, fails with warning
function overlay:remove_label(name, text, position)
if self.labels[name] ~= nil then
self.labels[name] = nil
else
warn("overlay:remove_label: could not find label with name: '"..name.."'", 'ui')
end
end
-- remove all the labels
function overlay:clear_labels()
clear_table(self.labels)
end
-- draw all labels in the overlay. order is not guaranteed
function overlay:draw_labels()
for _, label in pairs(self.labels) do
label:draw()
end
end
return overlay
|
proj = "project18a"
-- full init =
-- 1 init
-- 2 WIFI
-- 3 TIME
-- then your "project" is ready to start
-- short init might skip WIFI/TIME
-- following makes missing file into non-panic:
local df=dofile
dofile=function(f)
if file.exists(f) then
df(f)
else
print("File ", f, "not exist ***\n")
ff=file.open("missingfile", "w") ff:writeline(f) ff:close()
node.restart()
end
end
if file.open("missingfile", "r") then
f = file.readline() file.close() file.remove("missingfile")
print("Please fix missing file", f)
return -- terminate
end
if file.open("runonce", "r") then
f = file.readline():gsub('\n','') file.close() file.remove("runonce")
dofile(f)
node.restart()
end
-- refer lib-DEEPSLEEP.lua to understand these numbers
if rtcmem and rtcmem.read32(20) == 123654 then-- test if waking from deepsleep? (either timer or button)
rtcmem.write32(20,654321)
-- if so, destroy that number against re-use, but leave its equivalent for our project to see
local pass=rtcmem.read32(23)
local starttype = rtcmem.read32(22)
if starttype == 1 and pass >0 then
node.task.post( function() dofile("init2-WIFI.lua") end ) -- faster than below
return
elseif starttype == 2 or (starttype == 3 and pass >0) then
node.task.post( function() dofile(proj..".lua") end ) -- skip pause, wifi & sntp
return
end
-- so, waking from deepsleep, but not doing any special fast start
end
-- below, doing regular delayed full start ...
wifi.setmode(wifi.STATION)
print "Hold down button during blinking to abort..."
gpio.mode(4,gpio.OUTPUT) -- the led on ESP12 submodule
gpio.mode(3,gpio.INPUT) -- make sure D3 button is working, & not left as an output since just before reset
pwm.setup(4,12,950) -- flash
pwm.start(4) -- stage #1
tmr.alarm(0, 5000, 0, function()
-- allow time for wifi to autostart, and time to salvage looping panics
if rtctime.get() > 10 then print("Awake from Deep Sleep") end
-- we arrive here after the X mseconds past reset
-- see https://bigdanzblog.wordpress.com/2015/04/24/esp8266-nodemcu-interrupting-init-lua-during-boot/
pwm.stop(4)
pwm.close(4) -- stop flash
if gpio.read(3) == 0 then
print "Button held: Aborted start."
gpio.write(4,0) -- turn on
return -- EXITS without anything else happening. flashing continues.
end
-- if we get here, we didn't press abort button
gpio.write(4,1) -- turn led off
gpio.mode(4,0) -- restore to regular input mode
dofile("init2-WIFI.lua")
end)
-- early "stop timer 0" at ESPlorer can abort the init sequence
local rawcode,extcode = node.bootreason()
local rc={"Pwr on","Reset", "HW reset", "WDT reset"}
local ec={"Pwr on", "HW WDT", "Exception Crash", "SW WDT", "SW restart", "Deepsleep Wake", "EXT reset"}
-- 0 1 2 3 4 5 6
print(rc[rawcode], ec[extcode+1])
if extcode == 2 then print (node.bootreason()) end
-- BUT DON'T BELIEVE IT RELIGIOUSLY !!
function clone (t)
-- clones a romtable (or table) into ram. Member romtables or lightfunctions remain in rom
-- eg math=clone(math)
local target = {}
for k, v in pairs(t) do target[k] = v end
setmetatable(target, getmetatable(t))
target['parent'] = t
return target
end
-- v 0.8 18 sept 2017 starttype 2 for deepsleep
|
local colors = {
{
hex="#ffa0a0"
},
{
hex="#ffe0a0"
},
{
hex="#ffffa0"
},
{
hex="#ffffa0"
},
{
hex="#ffffa0"
},
{
hex="#ffffa0"
},
{
hex="#ffffa0"
},
{
hex="#e0ffa0"
},
{
hex="#a0ffa0"
},
{
hex="#a0ffe0"
},
{
hex="#a0ffff"
},
{
hex="#a0ffff"
},
{
hex="#a0ffff"
},
{
hex="#a0ffff"
},
{
hex="#a0ffff"
},
{
hex="#a0e0ff"
},
{
hex="#a0a0ff"
},
{
hex="#e0a0ff"
},
{
hex="#ffa0ff"
},
{
hex="#ffa0ff"
},
{
hex="#ffa0ff"
},
{
hex="#ffa0ff"
},
{
hex="#ffa0ff"
},
{
hex="#ffa0e0"
},
{
hex="#ff7878"
},
{
hex="#ffb878"
},
{
hex="#fff878"
},
{
hex="#ffff78"
},
{
hex="#ffff78"
},
{
hex="#ffff78"
},
{
hex="#f8ff78"
},
{
hex="#b8ff78"
},
{
hex="#78ff78"
},
{
hex="#78ffb8"
},
{
hex="#78fff8"
},
{
hex="#78ffff"
},
{
hex="#78ffff"
},
{
hex="#78ffff"
},
{
hex="#78f8ff"
},
{
hex="#78b8ff"
},
{
hex="#7878ff"
},
{
hex="#b878ff"
},
{
hex="#f878ff"
},
{
hex="#ff78ff"
},
{
hex="#ff78ff"
},
{
hex="#ff78ff"
},
{
hex="#ff78f8"
},
{
hex="#ff78b8"
},
{
hex="#ff5050"
},
{
hex="#ff9050"
},
{
hex="#ffd050"
},
{
hex="#ffff50"
},
{
hex="#ffff50"
},
{
hex="#ffff50"
},
{
hex="#d0ff50"
},
{
hex="#90ff50"
},
{
hex="#50ff50"
},
{
hex="#50ff90"
},
{
hex="#50ffd0"
},
{
hex="#50ffff"
},
{
hex="#50ffff"
},
{
hex="#50ffff"
},
{
hex="#50d0ff"
},
{
hex="#5090ff"
},
{
hex="#5050ff"
},
{
hex="#9050ff"
},
{
hex="#d050ff"
},
{
hex="#ff50ff"
},
{
hex="#ff50ff"
},
{
hex="#ff50ff"
},
{
hex="#ff50d0"
},
{
hex="#ff5090"
},
{
hex="#ff2828"
},
{
hex="#ff6828"
},
{
hex="#ffa828"
},
{
hex="#ffe728"
},
{
hex="#ffff28"
},
{
hex="#e7ff28"
},
{
hex="#a8ff28"
},
{
hex="#68ff28"
},
{
hex="#28ff28"
},
{
hex="#28ff68"
},
{
hex="#28ffa8"
},
{
hex="#28ffe7"
},
{
hex="#28ffff"
},
{
hex="#28e7ff"
},
{
hex="#28a8ff"
},
{
hex="#2868ff"
},
{
hex="#2828ff"
},
{
hex="#6828ff"
},
{
hex="#a828ff"
},
{
hex="#e728ff"
},
{
hex="#ff28ff"
},
{
hex="#ff28e7"
},
{
hex="#ff28a8"
},
{
hex="#ff2868"
},
{
hex="#ff0000"
},
{
hex="#ff4000"
},
{
hex="#ff8000"
},
{
hex="#ffbf00"
},
{
hex="#ffff00"
},
{
hex="#bfff00"
},
{
hex="#80ff00"
},
{
hex="#40ff00"
},
{
hex="#00ff00"
},
{
hex="#00ff40"
},
{
hex="#00ff80"
},
{
hex="#00ffbf"
},
{
hex="#00ffff"
},
{
hex="#00bfff"
},
{
hex="#0080ff"
},
{
hex="#0040ff"
},
{
hex="#0000ff"
},
{
hex="#4000ff"
},
{
hex="#8000ff"
},
{
hex="#bf00ff"
},
{
hex="#ff00ff"
},
{
hex="#ff00bf"
},
{
hex="#ff0080"
},
{
hex="#ff0040"
},
{
hex="#c54545"
},
{
hex="#c96949"
},
{
hex="#d49555"
},
{
hex="#e4c465"
},
{
hex="#f7f778"
},
{
hex="#ceee6e"
},
{
hex="#a7e767"
},
{
hex="#83e263"
},
{
hex="#61e161"
},
{
hex="#62e182"
},
{
hex="#64e3a4"
},
{
hex="#66e6c6"
},
{
hex="#6aeaea"
},
{
hex="#54b4d4"
},
{
hex="#4181c0"
},
{
hex="#3151b1"
},
{
hex="#2b2baa"
},
{
hex="#4e2ead"
},
{
hex="#7737b6"
},
{
hex="#a343c3"
},
{
hex="#d151d1"
},
{
hex="#cc4cac"
},
{
hex="#c84888"
},
{
hex="#c64666"
},
{
hex="#b40000"
},
{
hex="#b40000"
},
{
hex="#b43500"
},
{
hex="#b47400"
},
{
hex="#b4b400"
},
{
hex="#74b400"
},
{
hex="#35b400"
},
{
hex="#00b400"
},
{
hex="#00b400"
},
{
hex="#00b400"
},
{
hex="#00b435"
},
{
hex="#00b474"
},
{
hex="#00b4b4"
},
{
hex="#0074b4"
},
{
hex="#0035b4"
},
{
hex="#0000b4"
},
{
hex="#0000b4"
},
{
hex="#0000b4"
},
{
hex="#3500b4"
},
{
hex="#7400b4"
},
{
hex="#b400b4"
},
{
hex="#b40074"
},
{
hex="#b40035"
},
{
hex="#b40000"
},
{
hex="#8b3131"
},
{
hex="#8b3131"
},
{
hex="#8f4f35"
},
{
hex="#9c7c42"
},
{
hex="#aeae54"
},
{
hex="#85a54b"
},
{
hex="#60a046"
},
{
hex="#449e44"
},
{
hex="#449e44"
},
{
hex="#449e44"
},
{
hex="#459f60"
},
{
hex="#47a181"
},
{
hex="#4ba5a5"
},
{
hex="#356f8f"
},
{
hex="#243f7e"
},
{
hex="#1e1e78"
},
{
hex="#1e1e78"
},
{
hex="#1e1e78"
},
{
hex="#3c217b"
},
{
hex="#652b85"
},
{
hex="#933993"
},
{
hex="#8e346e"
},
{
hex="#8c324c"
},
{
hex="#8b3131"
},
{
hex="#690000"
},
{
hex="#690000"
},
{
hex="#690000"
},
{
hex="#692900"
},
{
hex="#696900"
},
{
hex="#296900"
},
{
hex="#006900"
},
{
hex="#006900"
},
{
hex="#006900"
},
{
hex="#006900"
},
{
hex="#006900"
},
{
hex="#006929"
},
{
hex="#006969"
},
{
hex="#002969"
},
{
hex="#000069"
},
{
hex="#000069"
},
{
hex="#000069"
},
{
hex="#000069"
},
{
hex="#000069"
},
{
hex="#290069"
},
{
hex="#690069"
},
{
hex="#690029"
},
{
hex="#690000"
},
{
hex="#690000"
},
{
hex="#511c1c"
},
{
hex="#511c1c"
},
{
hex="#511c1c"
},
{
hex="#553520"
},
{
hex="#656531"
},
{
hex="#3e5e29"
},
{
hex="#285c28"
},
{
hex="#285c28"
},
{
hex="#285c28"
},
{
hex="#285c28"
},
{
hex="#285c28"
},
{
hex="#285d3d"
},
{
hex="#2b6060"
},
{
hex="#172c4c"
},
{
hex="#111146"
},
{
hex="#111146"
},
{
hex="#111146"
},
{
hex="#111146"
},
{
hex="#111146"
},
{
hex="#291449"
},
{
hex="#562156"
},
{
hex="#521d32"
},
{
hex="#511c1c"
},
{
hex="#511c1c"
},
{
hex="#ffffff"
},
{
hex="#eeeeee"
},
{
hex="#dddddd"
},
{
hex="#cccccc"
},
{
hex="#bbbbbb"
},
{
hex="#aaaaaa"
},
{
hex="#999999"
},
{
hex="#888888"
},
{
hex="#777777"
},
{
hex="#666666"
},
{
hex="#555555"
},
{
hex="#444444"
},
{
hex="#333333"
},
{
hex="#222222"
},
{
hex="#111111"
},
{
hex="#000000"
}
}
return colors
|
----------------------------------------------------------------------
--
-- Deep Genetic Programming: Reifying an AI researcher.
--
-- Set of modules the researcher has access to and init functions
-- * Initialize tables
-- * Setup list of models
-- * Processing functions
--
----------------------------------------------------------------------
----------------------------------------------------------------------
-- Sets of libs requirements
require 'optim'
require 'torch'
require 'dp'
--require 'cunn'
require 'rnn'
--require 'fbnn'
require 'nngraph'
require 'graph'
require 'nnx'
require 'nn'
----------------------------------------------------------------------
-- classes parameters
classes = {'1','2','3','4','5','6','7','8','9','0'}
-- This matrix records the current confusion across classes
confusion = optim.ConfusionMatrix(classes)
----------------------------------------------------------------------
-- Add the potential modules to the table of available modules
function insert_module(moduleName, moduleCall, moduleType, nParameters, paramNames, paramRange)
-- ensure we haven't already inserted this function
if module_table[moduleName] ~= nil then
print("Warning - module already defined: " .. moduleName)
return false
end
-- Add this function to the table
tempFunction = {}
tempFunction.func = moduleCall
tempFunction.name = moduleName
tempFunction.type = moduleType
tempFunction.params = nParameters
tempFunction.paramRange = paramRange
tempFunction.paramNames = paramNames
table.insert(module_table, tempFunction);
return true
end
----------------------------------------------------------------------
-- Sample the input to a certain percent
function sampleInput(input, percent)
setSize = input.data:size(1);
shuffle = torch.randperm(setSize)
return input.data[{shuffle[{1,(percent*setSize)}],{},{},{}}];
end
----------------------------------------------------------------------
-- List of parameter ranges
minUnits = 10;
maxUnits = 2000;
----------------------------------------------------------------------
-- List of available functions
function establish_functions()
-- Basic input/output (identity) nodes
insert_module("input", nn.Identity, "input", 0, {}, {});
insert_module("output", nn.Identity, "output", 0, {}, {});
---------------------
-- Tensors containers
---------------------
-- Sequential densely connects modules in a feed-forward manner
insert_module("Sequential", nn.Sequential, "iterate", 0, {}, {});
-- Parallel applies its ith child module to the ith slice of the input Tensor by using select on dimension inputDimension
insert_module("Parallel", nn.Parallel, "iterate", 2, {'dimensionIn', 'dimensionOut'}, {{1, ndims}, {1, ndims}});
-- Concat concatenates the output of one layer of "parallel" modules along the provided dimension dim
insert_module("Concat", nn.Concat, "iterate", 1, {'dimensionIn'}, {{1, ndims}});
-- DepthConcat concatenates output of parallel layer through depth (can be different dimensionalities)
insert_module("DepthConcat", nn.DepthConcat, "iterate", 1, {'dimensionIn'}, {{1, ndims}});
---------------------
-- Transfer functions
---------------------
-- Hard hyperbolic tangent
insert_module("HardTanh", nn.HardTanh, "transfer", 0, {}, {});
-- Hard shrinkage (almost RELU with threshold-based)
insert_module("HardShrink", nn.HardShrink, "transfer", 1, {'lambda'}, {{-1.5,1.5});
-- Soft shrinkage (threshold-based)
insert_module("SoftShrink", nn.SoftShrink, "transfer", 1, {'lambda'}, {{-1.5,1.5});
-- Softmax function (and unit-sum rescaling)
insert_module("SoftMax", nn.SoftMax, "transfer", 0, {}, {});
-- Softmin function (and unit-sum rescaling)
insert_module("SoftMin", nn.SoftMin, "transfer", 0, {}, {});
-- Softplus function (and unit-sum rescaling)
insert_module("SoftPlus", nn.SoftPlus, "transfer", 0, {}, {});
-- Softsign function always positive
insert_module("SoftSign", nn.SoftSign, "transfer", 0, {}, {});
-- Log-Sigmoid transfer function
insert_module("LogSigmoid", nn.LogSigmoid, "transfer", 0, {}, {});
-- Log-Softmax transfer function
insert_module("LogSoftMax", nn.LogSoftMax, "transfer", 0, {}, {});
-- Sigmoid transfer function
insert_module("Sigmoid", nn.Sigmoid, "transfer", 0, {}, {});
-- Tanh transfer function
insert_module("Tanh", nn.Tanh, "transfer", 0, {}, {});
-- Rectified Linear Units transfer function
insert_module("ReLU", nn.ReLU, "transfer", 0, {}, {});
-- Parametric Rectified Linear Units transfer function
insert_module("PReLU", nn.PReLU, "transfer", 0, {}, {});
---------------------
-- Combination functions
---------------------
-- Linear combination of the inputs
insert_module("Linear", nn.Linear, "transform", 2, {'inputDimension', 'outputDimension'}, {{minUnits, maxUnits}, {minUnits, maxUnits}});
-- Sparse linear combination of the inputs
insert_module("SparseLinear", nn.SparseLinear, "transform", 2, {'inputDimension', 'outputDimension'}, {{minUnits, maxUnits}, {minUnits, maxUnits}});
-- Dropout module
insert_module("Dropout", nn.Dropout, "transform", 1, {'ratio'}, {{0, 1}});
-- Spatial Dropout module
insert_module("SpatialDropout", nn.SpatialDropout, "transform", 1, {'ratio'}, {{0, 1}});
---------------------
-- Mathematical functions
---------------------
-- Absolute value of the input
insert_module("Abs", nn.Abs, "mathematical", 0, {}, {});
-- Add a scalar to the input
insert_module("Add", nn.Add, "mathematical", 2, {'inputDimension', 'scalar'}, {{minUnits, maxUnits}, {minUnits, maxUnits}});
-- Multiply the input
insert_module("Mul", nn.Mul, "mathematical", 0, {}, {});
-- Component-wise multiply the input
insert_module("CMul", nn.CMul, "mathematical", 1, {'size'}, {{1, ndims}});
-- Min across a specific dimensions of the input
insert_module("Min", nn.Min, "mathematical", 1, {'size'}, {{1, ndims}});
-- Min across a specific dimensions of the input
insert_module("Max", nn.Max, "mathematical", 1, {'size'}, {{1, ndims}});
-- Min across a specific dimensions of the input
insert_module("Mean", nn.Mean, "mathematical", 1, {'size'}, {{1, ndims}});
-- Min across a specific dimensions of the input
insert_module("Sum", nn.Sum, "mathematical", 1, {'size'}, {{1, ndims}});
-- Euclidean distance of the input to outputSize centers
insert_module("Euclidean", nn.Euclidean, "mathematical", 2, {'inputDimension', 'outputDimension'}, {{minUnits, maxUnits}, {minUnits, maxUnits}});
-- Euclidean distance which additionally learns a separate diagonal covariance matrix
insert_module("WeightedEuclidean", nn.WeightedEuclidean, "mathematical", 2, {'inputDimension', 'outputDimension'}, {{minUnits, maxUnits}, {minUnits, maxUnits}});
-- Exponentiate the input
insert_module("Exp", nn.Exp, "mathematical", 0, {}, {});
-- Square power of the input
insert_module("Square", nn.Square, "mathematical", 0, {}, {});
-- Square root of the input
insert_module("Sqrt", nn.Sqrt, "mathematical", 0, {}, {});
-- Take the power of the input
insert_module("Power", nn.Power, "mathematical", 1, {'power'}, {{1,32}});
-- Batch normalization of the input
insert_module("BatchNormalization", nn.BatchNormalization, "mathematical", 0, {}, {});
-- Take the power of the input
insert_module("L1Penalty", nn.BatchNormalization, "mathematical", 1, {'L1weight', 'sizeAverage'}, {{1,32}});
---------------------
-- Dimensional functions
---------------------
-- Narrow the module to a given length starting at an offset
insert_module("Narrow", nn.Narrow, "dimensional", 3, {'inputDimension', 'offset', 'outputDimension'}, {{minUnits, maxUnits}, {minUnits, maxUnits}, {minUnits, maxUnits}});
-- Replicate the module to a given length starting at an offset
insert_module("Replicate", nn.Replicate, "dimensional", 2, {'replication', 'dimension'}, {{2, maxUnits}, {1, ndims}});
---------------------
-- Table functions
---------------------
-- ConcatTable() : applies each member module to the same input Tensor and outputs a table;
-- ParallelTable() : applies the i-th member module to the i-th input and outputs a table;
-- SplitTable(dim,nInputs) : splits a Tensor into a table of Tensors;
-- JoinTable(dim,nInputs) : joins a table of Tensors into a Tensor;
-- MixtureTable(dim) : mixture of experts weighted by a gater;
-- SelectTable(index) : select one element from a table;
-- NarrowTable(offset,len) : select a slice of elements from a table;
-- FlattenTable() : flattens a nested table hierarchy;
-- PairwiseDistance(p) : outputs the p-norm distance between inputs;
-- DotProduct() : outputs the dot product (similarity) between inputs;
-- CosineDistance() : outputs the cosine distance between inputs;
-- CAddTable() : addition of input Tensors;
-- CSubTable() : substraction of input Tensors;
-- CMulTable() : multiplication of input Tensors;
-- CDivTable() : division of input Tensors
---------------------
-- Temporal convolutions (1-dimensional sequences)
---------------------
-- TemporalConvolution (1D convolution over an input sequence)
insert_module("TemporalConvolution", nn.TemporalConvolution, "temporal-convolution", 4, {'inputFrameSize', 'outputFrameSize', 'kernelWidth', 'convStep'}, {{1, 64}, {1, 64}, {1, 64}, {1, 64}});
-- TemporalSubSampling (1D sub-sampling over an input sequence)
insert_module("TemporalSubSampling", nn.TemporalSubSampling, "temporal-convolution", 3, {'inputFrameSize', 'kernelWidth', 'convStep'}, {{1, 64}, {1, 64}, {1, 64}});
-- TemporalMaxPooling (1D max-pooling operation over an input sequence)
insert_module("TemporalMaxPooling", nn.TemporalMaxPooling, "temporal-convolution", 2, {'kernelWidth', 'convStep'}, {{1, 64}, {1, 64}});
-- LookupTable (convolution of width 1 usually for word embeddings)
insert_module("LookupTable", nn.LookupTable, "temporal-convolution", 2, {'nIndex', 'sizes'}, {{1, ninputs}, {1, ndims}});
---------------------
-- Spatial convolutions (2-dimensional sequences)
---------------------
-- SpatialConvolution (2D convolution over an input image)
insert_module("SpatialConvolution", nn.SpatialConvolution, "spatial-convolution", 4, {'inputPlane', 'outputPlane', 'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}, {1, 64}, {1, 64}});
-- SpatialSubSampling (2D sub-sampling over an input image)
insert_module("SpatialSubSampling", nn.SpatialSubSampling, "spatial-convolution", 3, {'inputPlane', 'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}, {1, 64}});
-- SpatialMaxPooling (2D max-pooling operation over an input image)
insert_module("SpatialMaxPooling", nn.SpatialMaxPooling, "spatial-convolution", 2, {'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}});
-- SpatialAveragePooling (2D average-pooling operation over an input image)
insert_module("SpatialAveragePooling", nn.SpatialAveragePooling, "spatial-convolution", 2, {'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}});
-- SpatialAdaptiveMaxPooling (2D max-pooling operation which adapts its parameters dynamically)
insert_module("SpatialAdaptiveMaxPooling", nn.SpatialAdaptiveMaxPooling, "spatial-convolution", 2, {'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}});
-- SpatialLPPooling (p-norm in a convolutional manner on a set of input images)
insert_module("SpatialLPPooling", nn.SpatialLPPooling, "spatial-convolution", 4, {'inputPlane', 'pNorm', 'kernelWidth', 'convStep'}, {{1, 64}, {1, 64}, {1, 64}, {1, 64}});
-- SpatialZeroPadding (padds a feature map with specified number of zeros)
insert_module("SpatialZeroPadding", nn.SpatialZeroPadding, "spatial-convolution", 4, {'padLeft', 'padRight', 'padTop', 'padBottom'}, {{1, 64}, {1, 64}, {1, 64}, {1, 64}});
-- SpatialSubtractiveNormalization (spatial subtraction operation on a series of 2D inputs)
insert_module("SpatialSubtractiveNormalization", nn.SpatialSubtractiveNormalization, "spatial-convolution", 2, {'ninputplane', 'kernel'}, {{1, 64}, {1, 64}});
-- SpatialBatchNormalization (mean/std normalization over a mini-batch inputs)
insert_module("SpatialBatchNormalization", nn.SpatialBatchNormalization, "spatial-convolution", 0, {}, {});
---------------------
-- Volumetric convolutions (3-dimensional sequences)
---------------------
-- VolumetricConvolution (3D convolution over video)
insert_module("VolumetricConvolution", nn.VolumetricConvolution, "volumetric-convolution", 5, {'inputPlane', 'outputPlane', 'kernelTime', 'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}, {1, 64}, {1, 64}, {1, 64}});
-- VolumetricMaxPooling (3D max-pooling over video).
insert_module("VolumetricMaxPooling", nn.VolumetricMaxPooling, "volumetric-convolution", 3, {'kernelTime', 'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}, {1, 64}});
-- VolumetricAveragePooling (3D average-pooling over video)
insert_module("VolumetricAveragePooling", nn.VolumetricAveragePooling, "volumetric-convolution", 3, {'kernelTime', 'kernelWidth', 'kernelHeight'}, {{1, 64}, {1, 64}});
---------------------
-- Multiple classifications (from nnx)
---------------------
-- SoftMaxTree (A hierarchy of parameterized log-softmaxes, useful for very wide number of classes, use wutg TreeLLCCriterion)
insert_module("SoftMaxTree", nn.SoftMaxTree, "multi-classification", 3, {'inputSize', 'hierarchy'}, {{1, 64}, {1, 64}});
-- MultiSoftMax performs a softmax over the last dimension of 2/3-dimensional tensor
---------------------
-- Recurrent modules
---------------------
--
--
--
end
----------------------------------------------------------------------
-- Process the current network
function evaluateNetwork(model, trainData, testData)
-- First compute the forward activation
inTrans = model:forward(trainData.data)
print(inTrans)
-- Then add a softmax on this transform
softModel = nn.Sequential();
softModel:add(nn.LogSoftMax());
criterion = nn.ClassNLLCriterion();
-- shuffle at each epoch
shuffle = torch.randperm(trsize);
-- set model to train mode
--softModel:train()
for e = 1,opt.epochs do
for t = 1,inTrans:size(),opt.batchSize do
-- disp progress
xlua.progress(t, inTrans:size())
-- create mini batch
local inputs = {}
local targets = {}
for i = t,math.min(t+opt.batchSize-1,trainData:size()) do
-- load new sample
local input = inTrans[shuffle[i]]
local target = trainData.labels[shuffle[i]]
if opt.type == 'double' then input = input:double()
elseif opt.type == 'cuda' then input = input:cuda() end
table.insert(inputs, input)
table.insert(targets, target)
end
-- create closure to evaluate f(X) and df/dX
local feval = function(x)
-- get new parameters
if x ~= parameters then
parameters:copy(x)
end
-- reset gradients
gradParameters:zero()
-- f is the average of all criterions
local f = 0
-- evaluate function for complete mini batch
for i = 1,#inputs do
-- estimate f
local output = softModel:forward(inputs[i])
local err = criterion:forward(output, targets[i])
f = f + err
-- estimate df/dW
local df_do = criterion:backward(output, targets[i])
softModel:backward(inputs[i], df_do)
-- update confusion
confusion:add(output, targets[i])
end
-- normalize gradients and f(X)
gradParameters:div(#inputs)
f = f/#inputs
-- return f and df/dX
return f,gradParameters
end
-- optimize on current mini-batch
if optimMethod == optim.asgd then
_,_,average = optimMethod(feval, parameters, optimState)
else
optimMethod(feval, parameters, optimState)
end
end
confusion:zero();
end
-- set model to evaluate mode
--softModel:evalute();
for t = 1,testData:size() do
-- disp progress
xlua.progress(t, testData:size())
-- get new sample
local input = testData.data[t]
if opt.type == 'double' then input = input:double()
elseif opt.type == 'cuda' then input = input:cuda() end
local target = testData.labels[t]
-- test sample
local pred = softModel:forward(input)
confusion:add(pred, target)
end
return (1.0 - confusion.totalValid);
end |
ITEM.name = "Hula Doll"
ITEM.desc = "An old hula doll, the head still bobs when shaken"
ITEM.model = "models/props_lab/huladoll.mdl"
ITEM.width = 1
ITEM.height = 1
ITEM.money = {1, 4} |
-- Copyright (C) Jingli Chen (Wine93)
-- Copyright (C) Jinzheng Zhang (tianchaijz)
local base = require "resty.addon.base"
local register = base.register
local register_handlers = base.register_handlers
local init = base.init
local run = base.run
local exec = base.exec
local next_handler = base.next_handler
local _handlers = {}
local _inits = {} -- init worker hooks
local _inits_loaded = {}
local _M = {}
local _mt = { __index = _M }
_M.INIT_WORKER = -1
_M.REWRITE_PHASE = 1
_M.ACCESS_PHASE = 2
_M.CONTENT_PHASE = 3
_M.HEADER_FILTER_PHASE = 4
_M.BODY_FILTER_PHASE = 5
_M.LOG_PHASE = 6
function _M.register(typ, modules)
register(typ, modules, _M.INIT_WORKER, _M.REWRITE_PHASE, _M.LOG_PHASE,
_handlers, _inits, _inits_loaded)
end
function _M.register_handlers(registry)
register_handlers(registry, _M.INIT_WORKER, _M.REWRITE_PHASE, _M.LOG_PHASE,
_handlers, _inits, _inits_loaded)
end
function _M.init()
init(_inits)
_inits = {}
_inits_loaded = {}
end
function _M.new(typ)
local addon = {
_type = typ,
_ctx = {},
_phase = 0,
}
return setmetatable(addon, _mt)
end
_M.get_type = base.get_type
_M.set_type = base.set_type
_M.set_phase = base.set_phase
_M.get_phase = base.get_phase
_M.get_module_ctx = base.get_module_ctx
_M.set_module_ctx = base.set_module_ctx
function _M.run(self, phase)
return run(self, phase, _handlers)
end
function _M.exec(self, typ)
return exec(self, typ, _handlers)
end
function _M.next_handler(self, module)
return next_handler(self, module, _handlers)
end
return _M
|
local arch = ({
aarch64='arm64',
x86_64='x86',
})[config.target.platform:match('[^-]*')]
sub('tools.ninja', function()
toolchain(config.host)
exe('unifdef', {'scripts/unifdef.c'})
end)
rule('header', 'sed -E -f $dir/header.sed $in >$out.tmp && { $outdir/unifdef -U__KERNEL__ -D__EXPORTED_HEADERS__ $out.tmp >$out; [ $$? -le 1 ]; } && rm $out.tmp')
rule('wrapper', [[printf '#include <asm-generic/%s>\n' $file >$out]])
local function process(outdir, srcdir, files)
local outs = {}
for i, file in ipairs(files) do
local out = outdir..'/'..file
outs[i] = out
build('header', out, {srcdir..'/'..file, '|', '$dir/header.sed', '$outdir/unifdef'})
end
return outs
end
local mandatory = {
-- <awk '$1 == "mandatory-y" {printf "\\t'\'%s\'',\\n", $3}' src/include/uapi/asm-generic/Kbuild
'auxvec.h',
'bitsperlong.h',
'bpf_perf_event.h',
'byteorder.h',
'errno.h',
'fcntl.h',
'ioctl.h',
'ioctls.h',
'ipcbuf.h',
'mman.h',
'msgbuf.h',
'param.h',
'poll.h',
'posix_types.h',
'ptrace.h',
'resource.h',
'sembuf.h',
'setup.h',
'shmbuf.h',
'sigcontext.h',
'siginfo.h',
'signal.h',
'socket.h',
'sockios.h',
'stat.h',
'statfs.h',
'swab.h',
'termbits.h',
'termios.h',
'types.h',
'unistd.h',
}
local basefiles = load('base.lua')
local archfiles = load(arch..'.lua')
build('awk', '$outdir/include/linux/version.h', {'$srcdir/Makefile', '|', '$dir/version.awk'}, {
expr='-f $dir/version.awk',
})
pkg.hdrs = {
'$outdir/include/linux/version.h',
process('$outdir/include', '$srcdir/include/uapi', basefiles),
process('$outdir/include', '$srcdir/arch/'..arch..'/include/uapi', archfiles),
install=true,
}
for _, file in ipairs(archfiles) do
archfiles[file] = true
end
for _, file in ipairs(mandatory) do
if not archfiles['asm/'..file] then
local out = '$outdir/include/asm/'..file
build('wrapper', out, nil, {file=file})
table.insert(pkg.hdrs, out)
end
end
for _, spec in ipairs(archfiles.unistd) do
local out = '$outdir/include/asm/'..spec.dst
build('awk', out, {'$srcdir/'..spec.src, '|', '$dir/unistd.awk'}, {
expr={
'-v arch='..arch,
'-v file='..spec.dst,
string.format([[-v abi='%s']], spec.abi),
'-v off='..(spec.off or ''),
'-f $dir/unistd.awk',
},
})
table.insert(pkg.hdrs, out)
end
fetch 'local'
|
setDefaultTab("Main")
local panelName = "newHealer"
local ui = setupUI([[
Panel
height: 19
BotSwitch
id: title
anchors.top: parent.top
anchors.left: parent.left
text-align: center
width: 130
!text: tr('Friend Healer')
Button
id: edit
anchors.top: prev.top
anchors.left: prev.right
anchors.right: parent.right
margin-left: 3
height: 17
text: Setup
]])
ui:setId(panelName)
-- validate current settings
if not storage[panelName] or not storage[panelName].priorities then
storage[panelName] = nil
end
if not storage[panelName] then
storage[panelName] = {
enabled = false,
customPlayers = {},
vocations = {},
groups = {},
priorities = {
{name="Custom Spell", enabled=false, custom=true},
{name="Exura Gran Sio", enabled=true, strong = true},
{name="Exura Sio", enabled=true, normal = true},
{name="Exura Gran Mas Res", enabled=true, area = true},
{name="Health Item", enabled=true, health=true},
{name="Mana Item", enabled=true, mana=true}
},
settings = {
{type="HealItem", text="Mana Item ", value=268},
{type="HealScroll", text="Item Range: ", value=6},
{type="HealItem", text="Health Item ", value=3160},
{type="HealScroll", text="Mas Res Players: ", value=2},
{type="HealScroll", text="Heal Friend at: ", value=80},
{type="HealScroll", text="Use Gran Sio at: ", value=80},
{type="HealScroll", text="Min Player HP%: ", value=80},
{type="HealScroll", text="Min Player MP%: ", value=50},
},
conditions = {
knights = true,
paladins = true,
druids = false,
sorcerers = false,
party = true,
guild = false,
botserver = false,
friends = false
}
}
end
local config = storage[panelName]
local healerWindow = UI.createWindow('FriendHealer')
healerWindow:hide()
healerWindow:setId(panelName)
ui.title:setOn(config.enabled)
ui.title.onClick = function(widget)
config.enabled = not config.enabled
widget:setOn(config.enabled)
end
ui.edit.onClick = function()
healerWindow:show()
healerWindow:raise()
healerWindow:focus()
end
local conditions = healerWindow.conditions
local targetSettings = healerWindow.targetSettings
local customList = healerWindow.customList
local priority = healerWindow.priority
-- customList
-- create entries on the list
for name, health in pairs(config.customPlayers) do
local widget = UI.createWidget("HealerPlayerEntry", customList.playerList.list)
widget.remove.onClick = function()
config.customPlayers[name] = nil
widget:destroy()
end
widget:setText("["..health.."%] "..name)
end
customList.playerList.onDoubleClick = function()
customList.playerList:hide()
end
local function clearFields()
customList.addPanel.name:setText("friend name")
customList.addPanel.health:setText("1")
customList.playerList:show()
end
local function capitalFistLetter(str)
return (string.gsub(str, "^%l", string.upper))
end
customList.addPanel.add.onClick = function()
local name = ""
local words = string.split(customList.addPanel.name:getText(), " ")
local health = tonumber(customList.addPanel.health:getText())
for i, word in ipairs(words) do
name = name .. " " .. capitalFistLetter(word)
end
if not health then
clearFields()
return warn("[Friend Healer] Please enter health percent value!")
end
if name:len() == 0 or name:lower() == "friend name" then
clearFields()
return warn("[Friend Healer] Please enter friend name to be added!")
end
if config.customPlayers[name] or config.customPlayers[name:lower()] then
clearFields()
return warn("[Friend Healer] Player already added to custom list.")
else
config.customPlayers[name] = health
local widget = UI.createWidget("HealerPlayerEntry", customList.playerList.list)
widget.remove.onClick = function()
config.customPlayers[name] = nil
widget:destroy()
end
widget:setText("["..health.."%] "..name)
end
clearFields()
end
local function validate(widget, category)
local list = widget:getParent()
local label = list:getParent().title
-- 1 - priorities | 2 - vocation
category = category or 0
if category == 2 and not storage.extras.checkPlayer then
label:setColor("#d9321f")
label:setTooltip("! WARNING ! \nTurn on check players in extras to use this feature!")
return
else
label:setColor("#dfdfdf")
label:setTooltip("")
end
local checked = false
for i, child in ipairs(list:getChildren()) do
if category == 1 and child.enabled:isChecked() or child:isChecked() then
checked = true
end
end
if not checked then
label:setColor("#d9321f")
label:setTooltip("! WARNING ! \nNo category selected!")
else
label:setColor("#dfdfdf")
label:setTooltip("")
end
end
-- targetSettings
targetSettings.vocations.box.knights:setChecked(config.conditions.knights)
targetSettings.vocations.box.knights.onClick = function(widget)
config.conditions.knights = not config.conditions.knights
widget:setChecked(config.conditions.knights)
validate(widget, 2)
end
targetSettings.vocations.box.paladins:setChecked(config.conditions.paladins)
targetSettings.vocations.box.paladins.onClick = function(widget)
config.conditions.paladins = not config.conditions.paladins
widget:setChecked(config.conditions.paladins)
validate(widget, 2)
end
targetSettings.vocations.box.druids:setChecked(config.conditions.druids)
targetSettings.vocations.box.druids.onClick = function(widget)
config.conditions.druids = not config.conditions.druids
widget:setChecked(config.conditions.druids)
validate(widget, 2)
end
targetSettings.vocations.box.sorcerers:setChecked(config.conditions.sorcerers)
targetSettings.vocations.box.sorcerers.onClick = function(widget)
config.conditions.sorcerers = not config.conditions.sorcerers
widget:setChecked(config.conditions.sorcerers)
validate(widget, 2)
end
targetSettings.groups.box.friends:setChecked(config.conditions.friends)
targetSettings.groups.box.friends.onClick = function(widget)
config.conditions.friends = not config.conditions.friends
widget:setChecked(config.conditions.friends)
validate(widget)
end
targetSettings.groups.box.party:setChecked(config.conditions.party)
targetSettings.groups.box.party.onClick = function(widget)
config.conditions.party = not config.conditions.party
widget:setChecked(config.conditions.party)
validate(widget)
end
targetSettings.groups.box.guild:setChecked(config.conditions.guild)
targetSettings.groups.box.guild.onClick = function(widget)
config.conditions.guild = not config.conditions.guild
widget:setChecked(config.conditions.guild)
validate(widget)
end
targetSettings.groups.box.botserver:setChecked(config.conditions.botserver)
targetSettings.groups.box.botserver.onClick = function(widget)
config.conditions.botserver = not config.conditions.botserver
widget:setChecked(config.conditions.botserver)
validate(widget)
end
validate(targetSettings.vocations.box.knights)
validate(targetSettings.groups.box.friends)
validate(targetSettings.vocations.box.sorcerers, 2)
-- conditions
for i, setting in ipairs(config.settings) do
local widget = UI.createWidget(setting.type, conditions.box)
local text = setting.text
local val = setting.value
widget.text:setText(text)
if setting.type == "HealScroll" then
widget.text:setText(widget.text:getText()..val)
if not (text:find("Range") or text:find("Mas Res")) then
widget.text:setText(widget.text:getText().."%")
end
widget.scroll:setValue(val)
widget.scroll.onValueChange = function(scroll, value)
setting.value = value
widget.text:setText(text..value)
if not (text:find("Range") or text:find("Mas Res")) then
widget.text:setText(widget.text:getText().."%")
end
end
if text:find("Range") or text:find("Mas Res") then
widget.scroll:setMaximum(10)
end
else
widget.item:setItemId(val)
widget.item:setShowCount(false)
widget.item.onItemChange = function(widget)
setting.value = widget:getItemId()
end
end
end
-- priority and toggles
local function setCrementalButtons()
for i, child in ipairs(priority.list:getChildren()) do
if i == 1 then
child.increment:disable()
elseif i == 6 then
child.decrement:disable()
else
child.increment:enable()
child.decrement:enable()
end
end
end
for i, action in ipairs(config.priorities) do
local widget = UI.createWidget("PriorityEntry", priority.list)
widget:setText(action.name)
widget.increment.onClick = function()
local index = priority.list:getChildIndex(widget)
local table = config.priorities
priority.list:moveChildToIndex(widget, index-1)
table[index], table[index-1] = table[index-1], table[index]
setCrementalButtons()
end
widget.decrement.onClick = function()
local index = priority.list:getChildIndex(widget)
local table = config.priorities
priority.list:moveChildToIndex(widget, index+1)
table[index], table[index+1] = table[index+1], table[index]
setCrementalButtons()
end
widget.enabled:setChecked(action.enabled)
widget:setColor(action.enabled and "#98BF64" or "#dfdfdf")
widget.enabled.onClick = function()
action.enabled = not action.enabled
widget:setColor(action.enabled and "#98BF64" or "#dfdfdf")
widget.enabled:setChecked(action.enabled)
validate(widget, 1)
end
if action.custom then
widget.onDoubleClick = function()
local window = modules.client_textedit.show(widget, {title = "Custom Spell", description = "Enter below formula for a custom healing spell"})
schedule(50, function()
window:raise()
window:focus()
end)
end
widget.onTextChange = function(widget,text)
action.name = text
end
widget:setTooltip("Double click to set spell formula.")
end
if i == #config.priorities then
validate(widget, 1)
setCrementalButtons()
end
end
local lastItemUse = now
local function friendHealerAction(spec, targetsInRange)
local name = spec:getName()
local health = spec:getHealthPercent()
local mana = spec:getManaPercent()
local dist = distanceFromPlayer(spec:getPosition())
targetsInRange = targetsInRange or 0
local masResAmount = config.settings[4].value
local itemRange = config.settings[2].value
local healItem = config.settings[3].value
local manaItem = config.settings[1].value
local normalHeal = config.customPlayers[name] or config.settings[5].value
local strongHeal = config.customPlayers[name] and normalHeal/2 or config.settings[6].value
for i, action in ipairs(config.priorities) do
if action.enabled then
if action.area and masResAmount <= targetsInRange and canCast("exura gran mas res") then
return say("exura gran mas res")
end
if action.mana and findItem(manaItem) and mana <= normalHeal and dist <= itemRange and now - lastItemUse > 1000 then
lastItemUse = now
return useWith(manaItem, spec)
end
if action.health and findItem(healItem) and health <= normalHeal and dist <= itemRange and now - lastItemUse > 1000 then
lastItemUse = now
return useWith(healItem, spec)
end
if action.strong and health <= strongHeal and not modules.game_cooldown.isCooldownIconActive(101) then
return say('exura gran sio "'..name)
end
if (action.normal or action.custom) and health <= normalHeal and canCast('exura sio "'..name) then
return say('exura sio "'..name)
end
end
end
end
macro(100, function()
if not config.enabled then return end
if modules.game_cooldown.isGroupCooldownIconActive(2) then return end
local minHp = config.settings[7].value
local minMp = config.settings[8].value
-- first index will be heal target
local finalTable = {}
local inMasResRange = 0
-- check basic
if hppercent() <= minHp or manapercent() <= minMp then return end
-- get all spectators
local spectators = getSpectators()
-- clear table from irrelevant spectators
for i, spec in ipairs(getSpectators()) do
if spec:isLocalPlayer() or not spec:isPlayer() or not spec:canShoot() then
if not config.customPlayers[name] then
table.remove(spectators, table.find(spectators, spec))
end
else
local specText = spec:getText()
-- check players is enabled and spectator already verified
if storage.extras.checkPlayer and specText:len() > 0 then
if specText:find("EK") and not config.conditions.knights or
specText:find("RP") and not config.conditions.paladins or
specText:find("ED") and not config.conditions.druids or
specText:find("MS") and not config.conditions.sorcerers then
if not config.customPlayers[name] then
table.remove(spectators, table.find(spectators, spec))
end
end
end
local okParty = config.conditions.party and spec:isPartyMember()
local okFriend = config.conditions.friends and isFriend(spec)
local okGuild = config.conditions.guild and spec:getEmblem() == 1
local okBotServer = config.conditions.botserver and vBot.BotServerMembers[spec:getName()]
if not (okParty or okFriend or okGuild or okBotServer) then
if not config.customPlayers[name] then
table.remove(spectators, table.find(spectators, spec))
end
end
end
end
-- no targets, return
if #spectators == 0 then return end
for name, health in pairs(config.customPlayers) do
for i, spec in ipairs(spectators) do
local specHp = spec:getHealthPercent()
if spec:getName() == name and specHp <= health then
if distanceFromPlayer(spec:getPosition()) <= 2 then
inMasResRange = inMasResRange + 1
end
table.insert(finalTable, spec)
table.remove(spectators, i)
end
end
end
for i=1,#spectators do
local spec = spectators[i]
if distanceFromPlayer(spec:getPosition()) <= 3 then
inMasResRange = inMasResRange + 1
end
table.insert(finalTable, spec)
end
-- no targets, return
if #finalTable == 0 then return end
friendHealerAction(finalTable[1], inMasResRange)
end) |
--- wand cores
minetest.register_craftitem("sorcery:basic_core", {description = "Basic Wand Core", inventory_image = "basic_core.png"})
minetest.register_craft({
output = "sorcery:basic_core",
recipe = {
{"", "default:glass", ""},
{"default:glass", "default:torch", "default:glass"},
{"", "default:glass", ""}
}
})
minetest.register_craftitem("sorcery:mese_core", {description = "Mese Wand Core", inventory_image = "mese_core.png"})
minetest.register_craft({
output = "sorcery:mese_core",
recipe = {
{"", "default:obsidian_glass", ""},
{"default:obsidian_glass", "default:mese_crystal", "default:obsidian_glass"},
{"", "default:obsidian_glass", ""}
}
})
minetest.register_craftitem("sorcery:diamond_core", {description = "Diamond Wand Core", inventory_image = "diamond_core.png"})
minetest.register_craft({
output = "sorcery:diamond_core",
recipe = {
{"", "default:obsidian_glass", ""},
{"default:obsidian_glass", "default:diamond", "default:obsidian_glass"},
{"", "default:obsidian_glass", ""}
}
})
--- the actual wands
sorcery.register_wand({
name = "sorcery:basic_wand",
desc = "Basic Wand",
full_desc = "As you hold the wand, you feel a surge of excitement wash over you. Your very own wand, at last!",
image = "basic_wand.png",
power = 1,
craft_recipe = {
{"sorcery:basic_core"},
{"default:stick"},
{"default:stick"},
}
})
sorcery.register_wand({
name = "sorcery:mese_wand",
desc = "Mese Wand",
full_desc = "it's yellow lol",
image = "mese_wand.png",
power = 2,
craft_recipe = {
{"sorcery:mese_core"},
{"default:mese_crystal_fragment"},
{"default:mese_crystal_fragment"}
}
})
sorcery.register_wand({
name = "sorcery:diamond_wand",
desc = "Diamond Wand",
full_desc = "The large diamond on the tip of the wand shimmers brightly as you put it up to the sun. So beautiful, yet so deadly...",
image = "diamond_wand.png",
power = 3,
craft_recipe = {
{"sorcery:diamond_core"},
{"default:obsidian_shard"},
{"default:obsidian_shard"}
}
})
|
local Animal = require("animal")
local Timer = require("timer")
local lume = require("vendor/lume")
local Fox = {}
setmetatable(Fox, {__index = Animal})
Fox.speed = 100
Fox.spacing = 30
Fox.visionDistance = 300
Fox.gestationPeriod = 60
Fox.color = {1, .5, 0}
Fox.size = 15
function Fox.new(x, y, gender)
local self = Animal.new(x, y, gender)
setmetatable(self, {__index = Fox})
return self
end
function Fox:update(dt, world)
if self.hunger:ready(dt) then
if self.pregnant then
self.fill = self.fill - 2
else
self.fill = self.fill - 1
end
if self.fill < 0 then
lume.remove(world.creatures.foxes, self)
return
end
end
if self.pregnant and self.pregnant:ready(dt) then
love.event.push("new fox", {self.x + 30, self.y})
love.event.push("new fox", {self.x - 30, self.y})
self.pregnant = nil
end
local food = world.creatures.rabbits
if self.fill < self.full then
self:lookForFood(food)
else
self.netTarget = {0, 0}
end
self:watchForSimilar(world.creatures.foxes)
self:lookForMate(world.creatures.foxes)
self:move(dt, world.maxX, world.maxY)
if self.target and lume.distance(self.x, self.y, self.target.x, self.target.y, "squared") < 100 then
self:eat(food)
end
if self.mate and lume.distance(self.x, self.y, self.mate.x, self.mate.y, "squared") < 961 then
self:reproduce()
end
end
return Fox
|
#!/opt/local/bin/lua
local xml_string = [=[<?xml version="1.0" encoding="UTF-8"?>
<ns1:basic_gYear xmlns:ns1="http://test_example.com">1973</ns1:basic_gYear>]=]
mhf = require("schema_processor")
basic_gYear = mhf:get_message_handler("basic_gYear", "http://test_example.com");
local content, msg = basic_gYear:from_xml(xml_string)
if (type(content) == 'table') then require 'pl.pretty'.dump(content);
else print(content, msg)
end
if (content) then
print(basic_gYear:to_xml(content));
print(basic_gYear:to_json(content));
end
if (content ~= nil) then os.exit(true); else os.exit(false); end
|
local function removeOsSpecificLibraryAffixes(filename)
if path.islinkable(filename) then
local basename = path.getbasename(filename)
if os.host() == "windows" then
return basename
elseif string.startswith(basename, "lib") then
return string.sub(basename, 4, -1)
else
return basename
end
end
return filename
end
require("Premake/cleanAction")
require("Premake/formatTidyAction")
newoption({
trigger = "glfw_use_wayland",
description = "Should glfw use wayland for linux build",
value = "boolean",
allowed = {
{ "N", "No" },
{ "Y", "Yes" }
},
default = "N"
})
local openSSLLibCryptoPath = os.getenv("OPENSSL_LIB_CRYPTO_PATH")
if not openSSLLibCryptoPath then
error("Please find the path to openssl libcrypto and set 'OPENSSL_LIB_CRYPTO_PATH' environment variable to that!")
end
local openSSLLibCryptoSharedPath = os.getenv("OPENSSL_LIB_CRYPTO_SHARED_PATH")
if not openSSLLibCryptoSharedPath then
error("Please find the path to openssl libcrypto shared library and set 'OPENSSL_LIB_CRYPTO_SHARED_PATH' environment variable to that!")
end
local openSSLInclude = os.getenv("OPENSSL_INCLUDE")
if not openSSLInclude then
error("Please find the path to openssl include and set 'OPENSSL_INCLUDE' environment variable to that!")
end
local vulkanSDKPath = os.getenv("VULKAN_SDK")
if not vulkanSDKPath then
local hostOS = os.host()
if hostOS == "windows" then
error("Have you installed the Vulkan SDK correctly.\nIf you have then please go into environment variables and add 'VULKAN_SDK' with the path to the SDK!")
elseif hostOS == "macosx" then
error("Please find the Vulkan SDK and run the 'setup-env.sh' script in a terminal environment before running premake again!\nYou can open '~/.zshrc' or '~/.bashrc' and add:\ncd \"PathToVulkanSDK\"\nsource setup-env.sh\ncd ~/")
else
error("Please find the Vulkan SDK and run the 'setup-env.sh' script in a terminal environment before running premake again!\nYou can open '~/.zshrc' or '~/.bashrc' and add 'source \"PathToVulkanSDK/setup-env.sh\"'")
end
end
workspace("PasswordManager")
configurations({ "Debug", "Release", "Dist" })
platforms({ "x64" }) -- "x86",
cppdialect("C++20")
rtti("Off")
exceptionhandling("On")
flags("MultiProcessorCompile")
runclangformat(false)
runclangtidy(false)
filter("configurations:Debug")
defines({ "PM_CONFIG=PM_CONFIG_DEBUG" })
optimize("Off")
symbols("On")
filter("configurations:Release")
defines({ "PM_CONFIG=PM_CONFIG_RELEASE" })
optimize("Full")
symbols("On")
filter("configurations:Dist")
defines({ "PM_CONFIG=PM_CONFIG_DIST" })
optimize("Full")
symbols("Off")
filter("system:windows")
defines({
"PM_SYSTEM=PM_SYSTEM_WINDOWS",
"NOMINMAX",
"WIN32_LEAN_AND_MEAN",
"_CRT_SECURE_NO_WARNINGS"
})
toolset("msc")
filter("system:macosx")
defines({ "PM_SYSTEM=PM_SYSTEM_MACOSX" })
filter("system:linux")
defines({ "PM_SYSTEM=PM_SYSTEM_LINUX" })
filter("toolset:msc")
defines({ "PM_TOOLSET=PM_TOOLSET_MSVC" })
filter("toolset:clang")
defines({ "PM_TOOLSET=PM_TOOLSET_CLANG" })
filter("toolset:gcc")
defines({ "PM_TOOLSET=PM_TOOLSET_GCC" })
filter("platforms:x86")
defines({ "PM_PLATFORM=PM_PLATFORM_X86" })
filter("platforms:x64")
defines({ "PM_PLATFORM=PM_PLATFORM_AMD64" })
filter({})
startproject("PasswordManager")
project("GLFW")
location("ThirdParty/GLFW/")
kind("StaticLib")
targetdir("%{wks.location}/Bin/Int-%{cfg.system}-%{cfg.platform}-%{cfg.buildcfg}/%{prj.name}/")
objdir("%{wks.location}/Bin/Int-%{cfg.system}-%{cfg.platform}-%{cfg.buildcfg}/%{prj.name}/")
warnings("Off")
includedirs({ "%{prj.location}/include/" })
files({
"%{prj.location}/include/**",
"%{prj.location}/src/context.c",
"%{prj.location}/src/init.c",
"%{prj.location}/src/input.c",
"%{prj.location}/src/internal.h",
"%{prj.location}/src/mappings.h",
"%{prj.location}/src/monitor.c",
"%{prj.location}/src/null_*",
"%{prj.location}/src/platform.h",
"%{prj.location}/src/platform.c",
"%{prj.location}/src/vulkan.c",
"%{prj.location}/src/window.c",
"%{prj.location}/src/egl_*",
"%{prj.location}/src/osmesa_*"
})
filter("system:windows")
files({
"%{prj.location}/src/win32_*",
"%{prj.location}/src/wgl_*"
})
defines({ "_GLFW_WIN32" })
filter("system:linux")
files({
"%{prj.location}/src/linux_*",
"%{prj.location}/src/posix_*",
"%{prj.location}/src/xkb_*",
"%{prj.location}/src/glx_*"
})
if _OPTIONS["glfw_use_wayland"] == "Y" then
files({
"%{prj.location}/src/wl_*"
})
defines({ "_GLFW_WAYLAND" })
else
files({
"%{prj.location}/src/x11_*"
})
defines({ "_GLFW_X11" })
end
filter("system:macosx")
files({
"%{prj.location}/src/cocoa_*",
"%{prj.location}/src/nsgl_*",
"%{prj.location}/src/posix_*"
})
removefiles({
"%{prj.location}/src/posix_time.h",
"%{prj.location}/src/posix_time.c"
})
defines({ "_GLFW_COCOA" })
filter({})
project("VMA")
location("ThirdParty/VMA/")
kind("StaticLib")
targetdir("%{wks.location}/Bin/Int-%{cfg.system}-%{cfg.platform}-%{cfg.buildcfg}/%{prj.name}/")
objdir("%{wks.location}/Bin/Int-%{cfg.system}-%{cfg.platform}-%{cfg.buildcfg}/%{prj.name}/")
removedefines({ "NOMINMAX", "WIN32_LEAN_AND_MEAN" })
warnings("Off")
includedirs({ "%{prj.location}/include/" })
filter("system:windows")
sysincludedirs({ vulkanSDKPath .. "/Include/" })
filter("system:linux")
sysincludedirs({ vulkanSDKPath .. "/include/" })
filter("system:macosx")
sysincludedirs({ vulkanSDKPath .. "/include/" })
filter({})
files({
"%{prj.location}/include/**",
"%{prj.location}/src/VmaUsage.h",
"%{prj.location}/src/VmaUsage.cpp"
})
project("PasswordManager")
location("%{wks.location}/")
targetdir("%{wks.location}/Bin/%{cfg.system}-%{cfg.buildcfg}-%{cfg.platform}/")
objdir("%{wks.location}/Bin/Int-%{cfg.system}-%{cfg.buildcfg}-%{cfg.platform}/%{prj.name}")
debugdir("%{prj.location}/Run/")
filter("configurations:Debug")
kind("ConsoleApp")
filter("configurations:Release or Dist")
kind("WindowedApp")
filter({})
local openSSLLibCryptoPath = path.translate(openSSLLibCryptoPath, "/")
local openSSLLibCryptoDir = path.getdirectory(openSSLLibCryptoPath)
local openSSLLibCryptoSharedPath = path.translate(openSSLLibCryptoSharedPath, "/")
postbuildcommands({
"{COPY} \"" .. openSSLLibCryptoSharedPath .. "\" \"Bin/%{cfg.system}-%{cfg.buildcfg}-%{cfg.platform}/\""
})
libdirs({ path.getdirectory(openSSLLibCryptoPath) })
links({
"GLFW",
"VMA",
removeOsSpecificLibraryAffixes(path.getname(openSSLLibCryptoPath))
})
sysincludedirs({
"%{wks.location}/ThirdParty/GLFW/include/",
"%{wks.location}/ThirdParty/VMA/include/",
"%{wks.location}/ThirdParty/STB/",
openSSLInclude
})
filter("system:windows")
libdirs({ vulkanSDKPath .. "/Lib/" })
links({
"vulkan-1.lib",
"glslang.lib"
})
sysincludedirs({ vulkanSDKPath .. "/Include/" })
filter("system:linux")
libdirs({ vulkanSDKPath .. "/lib/" })
links({
"libvulkan.so.1",
"libglslang.a"
})
sysincludedirs({ vulkanSDKPath .. "/include/" })
filter("system:macosx")
libdirs({ vulkanSDKPath .. "/lib/" })
links({
"vulkan",
"glslang",
"CoreGraphics.framework",
"IOKit.framework",
"AppKit.framework"
})
sysincludedirs({ vulkanSDKPath .. "/include/" })
filter({})
includedirs({ "%{prj.location}/Source/" })
files({ "%{prj.location}/Source/**" })
filter("files:**.h")
runclangformat(true)
filter("files:**.cpp or **.mm")
runclangformat(true)
runclangtidy(true)
filter({})
|
--[[ PLAYER SPAWN POINT LIST
revive_point(<map_id>, <x_pos>, <y_pos>);
start_point(<map_id>, <x_pos>, <y_pos>);
respawn_point(<map_id>, <x_pos>, <y_pos>);
--]]
start_point(19, 5196.1, 5182.86);
respawn_point(19, 5212.27, 5184.06);
|
-- Path of Building
--
-- Module: Tree Tab
-- Passive skill tree tab for the current build.
--
local ipairs = ipairs
local t_insert = table.insert
local m_min = math.min
local TreeTabClass = newClass("TreeTab", "ControlHost", function(self, build)
self.ControlHost()
self.build = build
self.viewer = new("PassiveTreeView")
self.specList = { }
self.specList[1] = new("PassiveSpec", build, build.targetVersionData.latestTreeVersion)
self:SetActiveSpec(1)
self.anchorControls = new("Control", nil, 0, 0, 0, 20)
self.controls.specSelect = new("DropDownControl", {"LEFT",self.anchorControls,"RIGHT"}, 0, 0, 150, 20, nil, function(index, value)
if self.specList[index] then
self.build.modFlag = true
self:SetActiveSpec(index)
else
self:OpenSpecManagePopup()
end
end)
self.controls.specSelect.tooltipFunc = function(tooltip, mode, selIndex, selVal)
tooltip:Clear()
if mode ~= "OUT" then
local spec = self.specList[selIndex]
if spec then
local used, ascUsed, sockets = spec:CountAllocNodes()
tooltip:AddLine(16, "Class: "..spec.curClassName)
tooltip:AddLine(16, "Ascendancy: "..spec.curAscendClassName)
tooltip:AddLine(16, "Points used: "..used)
if sockets > 0 then
tooltip:AddLine(16, "Jewel sockets: "..sockets)
end
if selIndex ~= self.activeSpec then
local calcFunc, calcBase = self.build.calcsTab:GetMiscCalculator()
if calcFunc then
local output = calcFunc({ spec = spec })
self.build:AddStatComparesToTooltip(tooltip, calcBase, output, "^7Switching to this tree will give you:")
end
if spec.curClassId == self.build.spec.curClassId then
local respec = 0
for nodeId, node in pairs(self.build.spec.allocNodes) do
if node.type ~= "ClassStart" and node.type ~= "AscendClassStart" and not spec.allocNodes[nodeId] then
if node.ascendancyName then
respec = respec + 5
else
respec = respec + 1
end
end
end
if respec > 0 then
tooltip:AddLine(16, "^7Switching to this tree requires "..respec.." refund points.")
end
end
end
tooltip:AddLine(16, "Game Version: "..treeVersions[spec.treeVersion].short)
end
end
end
self.controls.reset = new("ButtonControl", {"LEFT",self.controls.specSelect,"RIGHT"}, 8, 0, 60, 20, "Reset", function()
main:OpenConfirmPopup("Reset Tree", "Are you sure you want to reset your passive tree?", "Reset", function()
self.build.spec:ResetNodes()
self.build.spec:AddUndoState()
self.build.buildFlag = true
end)
end)
self.controls.import = new("ButtonControl", {"LEFT",self.controls.reset,"RIGHT"}, 8, 0, 90, 20, "Import Tree", function()
self:OpenImportPopup()
end)
self.controls.export = new("ButtonControl", {"LEFT",self.controls.import,"RIGHT"}, 8, 0, 90, 20, "Export Tree", function()
self:OpenExportPopup()
end)
self.controls.treeSearch = new("EditControl", {"LEFT",self.controls.export,"RIGHT"}, 8, 0, 300, 20, "", "Search", "%c%(%)", 100, function(buf)
self.viewer.searchStr = buf
end)
self.controls.treeHeatMap = new("CheckBoxControl", {"LEFT",self.controls.treeSearch,"RIGHT"}, 130, 0, 20, "Show Node Power:", function(state)
self.viewer.showHeatMap = state
end)
self.controls.treeHeatMapStatSelect = new("DropDownControl", {"LEFT",self.controls.treeHeatMap,"RIGHT"}, 8, 0, 150, 20, nil, function(index, value)
self:SetPowerCalc(value)
end)
self.controls.treeHeatMap.tooltipText = function()
local offCol, defCol = main.nodePowerTheme:match("(%a+)/(%a+)")
return "When enabled, an estimate of the offensive and defensive strength of\neach unallocated passive is calculated and displayed visually.\nOffensive power shows as "..offCol:lower()..", defensive power as "..defCol:lower().."."
end
self.powerStatList = { }
for _, stat in ipairs(data.powerStatList) do
if not stat.ignoreForNodes then
t_insert(self.powerStatList, stat)
end
end
self.controls.specConvertText = new("LabelControl", {"BOTTOMLEFT",self.controls.specSelect,"TOPLEFT"}, 0, -14, 0, 16, "^7This is an older tree version, which may not be fully compatible with the current game version.")
self.controls.specConvertText.shown = function()
return self.showConvert
end
self.controls.specConvert = new("ButtonControl", {"LEFT",self.controls.specConvertText,"RIGHT"}, 8, 0, 120, 20, "^2Convert to "..treeVersions[self.build.targetVersionData.latestTreeVersion].short, function()
local newSpec = new("PassiveSpec", self.build, self.build.targetVersionData.latestTreeVersion)
newSpec.title = self.build.spec.title
newSpec.jewels = copyTable(self.build.spec.jewels)
newSpec:DecodeURL(self.build.spec:EncodeURL())
t_insert(self.specList, self.activeSpec + 1, newSpec)
self:SetActiveSpec(self.activeSpec + 1)
self.modFlag = true
main:OpenMessagePopup("Tree Converted", "The tree has been converted to "..treeVersions[self.build.targetVersionData.latestTreeVersion].short..".\nNote that some or all of the passives may have been de-allocated due to changes in the tree.\n\nYou can switch back to the old tree using the tree selector at the bottom left.")
end)
end)
function TreeTabClass:Draw(viewPort, inputEvents)
self.anchorControls.x = viewPort.x + 4
self.anchorControls.y = viewPort.y + viewPort.height - 24
for id, event in ipairs(inputEvents) do
if event.type == "KeyDown" then
if event.key == "z" and IsKeyDown("CTRL") then
self.build.spec:Undo()
self.build.buildFlag = true
inputEvents[id] = nil
elseif event.key == "y" and IsKeyDown("CTRL") then
self.build.spec:Redo()
self.build.buildFlag = true
inputEvents[id] = nil
elseif event.key == "f" and IsKeyDown("CTRL") then
self:SelectControl(self.controls.treeSearch)
end
end
end
self:ProcessControlsInput(inputEvents, viewPort)
local treeViewPort = { x = viewPort.x, y = viewPort.y, width = viewPort.width, height = viewPort.height - (self.showConvert and 64 or 32) }
self.viewer:Draw(self.build, treeViewPort, inputEvents)
self.controls.specSelect.selIndex = self.activeSpec
wipeTable(self.controls.specSelect.list)
for id, spec in ipairs(self.specList) do
t_insert(self.controls.specSelect.list, (spec.treeVersion ~= self.build.targetVersionData.latestTreeVersion and ("["..treeVersions[spec.treeVersion].short.."] ") or "")..(spec.title or "Default"))
end
t_insert(self.controls.specSelect.list, "Manage trees...")
if not self.controls.treeSearch.hasFocus then
self.controls.treeSearch:SetText(self.viewer.searchStr)
end
self.controls.treeHeatMap.state = self.viewer.showHeatMap
self.controls.treeHeatMapStatSelect.list = self.powerStatList
self.controls.treeHeatMapStatSelect.selIndex = 1
if self.build.calcsTab.powerStat then
self.controls.treeHeatMapStatSelect:SelByValue(self.build.calcsTab.powerStat.stat, "stat")
end
SetDrawLayer(1)
SetDrawColor(0.05, 0.05, 0.05)
DrawImage(nil, viewPort.x, viewPort.y + viewPort.height - 28, viewPort.width, 28)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, viewPort.x, viewPort.y + viewPort.height - 32, viewPort.width, 4)
if self.showConvert then
SetDrawColor(0.05, 0.05, 0.05)
DrawImage(nil, viewPort.x, viewPort.y + viewPort.height - 60, viewPort.width, 28)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, viewPort.x, viewPort.y + viewPort.height - 64, viewPort.width, 4)
end
self:DrawControls(viewPort)
end
function TreeTabClass:Load(xml, dbFileName)
self.specList = { }
if xml.elem == "Spec" then
-- Import single spec from old build
self.specList[1] = new("PassiveSpec", self.build, self.build.targetVersionData.defaultTreeVersion)
self.specList[1]:Load(xml, dbFileName)
self.activeSpec = 1
self.build.spec = self.specList[1]
return
end
for _, node in pairs(xml) do
if type(node) == "table" then
if node.elem == "Spec" then
local newSpec = new("PassiveSpec", self.build, node.attrib.treeVersion or self.build.targetVersionData.defaultTreeVersion)
newSpec:Load(node, dbFileName)
t_insert(self.specList, newSpec)
end
end
end
if not self.specList[1] then
self.specList[1] = new("PassiveSpec", self.build, self.build.targetVersionData.latestTreeVersion)
end
self:SetActiveSpec(tonumber(xml.attrib.activeSpec) or 1)
end
function TreeTabClass:PostLoad()
for _, spec in ipairs(self.specList) do
spec:BuildAllDependsAndPaths()
end
end
function TreeTabClass:Save(xml)
xml.attrib = {
activeSpec = tostring(self.activeSpec)
}
for specId, spec in ipairs(self.specList) do
if specId == self.activeSpec then
-- Update this spec's jewels from the socket slots
for _, slot in pairs(self.build.itemsTab.slots) do
if slot.nodeId then
spec.jewels[slot.nodeId] = slot.selItemId
end
end
end
local child = {
elem = "Spec"
}
spec:Save(child)
t_insert(xml, child)
end
self.modFlag = false
end
function TreeTabClass:SetActiveSpec(specId)
local prevSpec = self.build.spec
self.activeSpec = m_min(specId, #self.specList)
local curSpec = self.specList[self.activeSpec]
self.build.spec = curSpec
self.build.buildFlag = true
for _, slot in pairs(self.build.itemsTab.slots) do
if slot.nodeId then
if prevSpec then
-- Update the previous spec's jewel for this slot
prevSpec.jewels[slot.nodeId] = slot.selItemId
end
if curSpec.jewels[slot.nodeId] then
-- Socket the jewel for the new spec
slot.selItemId = curSpec.jewels[slot.nodeId]
end
end
end
self.showConvert = curSpec.treeVersion ~= self.build.targetVersionData.latestTreeVersion
if self.build.itemsTab.itemOrderList[1] then
-- Update item slots if items have been loaded already
self.build.itemsTab:PopulateSlots()
end
end
function TreeTabClass:SetPowerCalc(selection)
self.viewer.showHeatMap = true
self.build.buildFlag = true
self.build.powerBuildFlag = true
self.build.calcsTab.powerStat = selection
self.build.calcsTab:BuildPower()
end
function TreeTabClass:OpenSpecManagePopup()
main:OpenPopup(370, 290, "Manage Passive Trees", {
new("PassiveSpecListControl", nil, 0, 50, 350, 200, self),
new("ButtonControl", nil, 0, 260, 90, 20, "Done", function()
main:ClosePopup()
end),
})
end
function TreeTabClass:OpenImportPopup()
local controls = { }
local function decodeTreeLink(treeLink)
local errMsg = self.build.spec:DecodeURL(treeLink)
if errMsg then
controls.msg.label = "^1"..errMsg
else
self.build.spec:AddUndoState()
self.build.buildFlag = true
main:ClosePopup()
end
end
controls.editLabel = new("LabelControl", nil, 0, 20, 0, 16, "Enter passive tree link:")
controls.edit = new("EditControl", nil, 0, 40, 350, 18, "", nil, nil, nil, function(buf)
controls.msg.label = ""
end)
controls.msg = new("LabelControl", nil, 0, 58, 0, 16, "")
controls.import = new("ButtonControl", nil, -45, 80, 80, 20, "Import", function()
local treeLink = controls.edit.buf
if #treeLink == 0 then
return
end
if treeLink:match("poeurl%.com/") then
controls.import.enabled = false
controls.msg.label = "Resolving PoEURL link..."
local id = LaunchSubScript([[
local treeLink = ...
local curl = require("lcurl.safe")
local easy = curl.easy()
easy:setopt_url(treeLink)
easy:setopt_writefunction(function(data)
return true
end)
easy:perform()
local redirect = easy:getinfo(curl.INFO_REDIRECT_URL)
easy:close()
if not redirect or redirect:match("poeurl%.com/") then
return nil, "Failed to resolve PoEURL link"
end
return redirect
]], "", "", treeLink)
if id then
launch:RegisterSubScript(id, function(treeLink, errMsg)
if errMsg then
controls.msg.label = "^1"..errMsg
controls.import.enabled = true
else
decodeTreeLink(treeLink)
end
end)
end
else
decodeTreeLink(treeLink)
end
end)
controls.cancel = new("ButtonControl", nil, 45, 80, 80, 20, "Cancel", function()
main:ClosePopup()
end)
main:OpenPopup(380, 110, "Import Tree", controls, "import", "edit")
end
function TreeTabClass:OpenExportPopup()
local treeLink = self.build.spec:EncodeURL(treeVersions[self.build.spec.treeVersion].export)
local popup
local controls = { }
controls.label = new("LabelControl", nil, 0, 20, 0, 16, "Passive tree link:")
controls.edit = new("EditControl", nil, 0, 40, 350, 18, treeLink, nil, "%Z")
controls.shrink = new("ButtonControl", nil, -90, 70, 140, 20, "Shrink with PoEURL", function()
controls.shrink.enabled = false
controls.shrink.label = "Shrinking..."
launch:DownloadPage("http://poeurl.com/shrink.php?url="..treeLink, function(page, errMsg)
controls.shrink.label = "Done"
if errMsg or not page:match("%S") then
main:OpenMessagePopup("PoEURL Shortener", "Failed to get PoEURL link. Try again later.")
else
treeLink = "http://poeurl.com/"..page
controls.edit:SetText(treeLink)
popup:SelectControl(controls.edit)
end
end)
end)
controls.copy = new("ButtonControl", nil, 30, 70, 80, 20, "Copy", function()
Copy(treeLink)
end)
controls.done = new("ButtonControl", nil, 120, 70, 80, 20, "Done", function()
main:ClosePopup()
end)
popup = main:OpenPopup(380, 100, "Export Tree", controls, "done", "edit")
end |
local addOnName, ns = ...;
local RPTAGS = RPTAGS;
local Module = RPTAGS.queue:GetModule(addOnName);
Module:WaitUntil("before MODULE_G",
function(self, event, ...)
local Utils = RPTAGS.utils;
local Config = Utils.config;
local Locale = Utils.locale;
local loc = Locale.loc;
local Get = Config.get;
local Set = Config.set;
local source_order = Utils.options.source_order;
local Spacer = Utils.options.spacer;
local linkHandler = Utils.links.handler;
local addOptions = Utils.modules.addOptions;
local addOptionsPanel = Utils.modules.addOptionsPanel;
local LibSharedMedia = LibStub("LibSharedMedia-3.0");
local scaleFrame = Utils.frames.scale;
local scaleAllFrames = Utils.frames.scaleAll;
local Refresh = Utils.frames.RPUF_Refresh;
local RPUF_Disable = Utils.frames.RPUF_Disable;
local popup1 = "RP_UNITFRAMES_CONFIRM_RELOAD_UI";
local popup2 = "RP_UNITFRAMES_CONFIRM_RELOAD_UI_ENABLE";
local menu =
{ align =
{ LEFT = loc("LEFT" ),
CENTER = loc("CENTER" ),
RIGHT = loc("RIGHT" ), },
small =
{ COMPACT = loc("RPUF_COMPACT" ),
ABRIDGED = loc("RPUF_ABRIDGED" ),
THUMBNAIL = loc("RPUF_THUMBNAIL" ), },
large =
{ COMPACT = loc("RPUF_COMPACT" ),
ABRIDGED = loc("RPUF_ABRIDGED" ),
THUMBNAIL = loc("RPUF_THUMBNAIL" ),
PAPERDOLL = loc("RPUF_PAPERDOLL" ),
FULL = loc("RPUF_FULL" ), },
fontSize =
{ extrasmall = loc("SIZE_EXTRA_SMALL" ),
small = loc("SIZE_SMALL" ),
medium = loc("SIZE_MEDIUM" ),
large = loc("SIZE_LARGE" ),
extralarge = loc("SIZE_EXTRA_LARGE" ), },
};
local frameList = -- uppercase name, isSmallFrame
{ { "PLAYER", false },
{ "TARGET", false },
{ "FOCUS", true },
{ "TARGETTARGET", true },
};
-- specialized loc()
local function cloc(s) return loc( "CONFIG_" .. ( s or "" ) ) end;
local function tloc(s) return loc( "CONFIG_" .. ( s or "" ) .. "_TT" ) end;
local function oloc(s) return loc( "OPT_" .. ( s or "" ) ) end;
local function iloc(s) return loc( "OPT_" .. ( s or "" ) .. "_I" ) end;
local function ploc(s) return loc( "PANEL_" .. ( s or "" ) ) end;
-- constructor functions [---------------------------------------------]
local function get(setting) return function() return Get(setting) end; end; -- builds a Getter function
local function set(setting) return function(info, value) Set(setting, value); end; end; -- builds a Setter function
local mainGroup =
{ name = loc("RPUF_NAME"),
order = source_order(),
type = "group",
args = {},
};
mainGroup.args.instruct =
{ type = "description",
dialogControl = "LMD30_Description",
name = loc("PANEL_RPUF_MAIN"),
order = source_order(),
};
mainGroup.args.disableUF =
{ type = "toggle",
order = source_order(),
name = loc("CONFIG_DISABLE_RPUF"),
desc = loc("CONFIG_DISABLE_RPUF_TT"),
get = get("DISABLE_RPUF"),
set =
function(info, value)
if Get("DISABLE_BLIZZARD") and value == true
then StaticPopup_Show(popup2)
else Set("DISABLE_RPUF", value);
Refresh("all", "hiding");
end;
end,
width = 1.5,
};
mainGroup.args.disableBliz =
{ type = "toggle",
order = source_order(),
name = cloc("DISABLE_BLIZZARD"),
desc = tloc("DISABLE_BLIZZARD"),
get = get("DISABLE_BLIZZARD"),
set = function(info, value) StaticPopup_Show(popup1); end,
disabled = get("DISABLE_RPUF"),
width = 1.5,
};
addOptionsPanel("RPUF_Main", mainGroup);
StaticPopupDialogs[popup1] = {
showAlert = 1,
text = loc("RELOAD_UI_WARNING"),
button1 = loc("RELOAD_UI_WARNING_YES"),
button2 = loc("RELOAD_UI_WARNING_NO"),
exclusive = true,
OnAccept = function() Config.set("DISABLE_BLIZZARD", not(Config.get("DISABLE_BLIZZARD"))); ReloadUI() end,
timeout = 60,
whileDead = true,
hideOnEscape = true,
hideOnCancel = true,
preferredIndex = 3,
};
StaticPopupDialogs[popup2] = {
showAlert = 1,
text = loc("RELOAD_UI_WARNING_RPUF"),
button1 = loc("RELOAD_UI_WARNING_YES"),
button2 = loc("RELOAD_UI_WARNING_NO"),
exclusive = true,
OnAccept = function() Config.set("DISABLE_BLIZZARD", false); Config.set("DISABLE_RPUF", true); ReloadUI() end,
timeout = 60,
whileDead = true,
hideOnEscape = true,
hideOnCancel = true,
preferredIndex = 3,
};
end);
|
--waf.lua
|
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
end
SWEP.BulletLength = 9
SWEP.CaseLength = 19
SWEP.MuzVel = 255.905
SWEP.Attachments = {
[1] = {"reflex"}}
SWEP.InternalParts = {
[1] = {{key = "ergonomichandle"}}}
if ( CLIENT ) then
SWEP.PrintName = "Glock 18"
SWEP.Author = "Counter-Strike"
SWEP.Slot = 1
SWEP.SlotPos = 0 // = 1
SWEP.IconLetter = "c"
SWEP.ReloadAngleMod = -1
SWEP.Muzzle = "cstm_muzzle_pistol"
SWEP.SparkEffect = "cstm_child_sparks_small"
SWEP.SmokeEffect = "cstm_child_smoke_small"
killicon.AddFont( "cstm_pistol_glock18", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )
SWEP.VElements = {
["silencer"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", bone = "v_weapon.Glock_Parent", pos = Vector(-2.845, 3.2, -0.557), angle = Angle(92.43, 14.538, 1.187), size = Vector(0.043, 0.043, 0.136), color = Color(255, 255, 255, 0), surpresslightning = false, material = "models/bunneh/silencer", skin = 0, bodygroup = {} },
["reflex"] = { type = "Model", model = "models/wystan/attachments/2octorrds.mdl", bone = "v_weapon.Glock_Slide", pos = Vector(0.887, 0.125, 0.312), angle = Angle(-77.087, -89.825, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["silencer"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", pos = Vector(10.404, 1.976, -3.8), angle = Angle(-91.904, 0, 5.664), size = Vector(0.043, 0.043, 0.136), color = Color(255, 255, 255, 0), surpresslightning = false, material = "models/bunneh/silencer", skin = 0, bodygroup = {} },
["reflex"] = { type = "Model", model = "models/wystan/attachments/2octorrds.mdl", pos = Vector(2.273, 1.1, -2.3), angle = Angle(180, 85, 0), size = Vector(1.299, 1.299, 1.299), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.SafeXMoveMod = 2
end
SWEP.Category = "Customizable Weaponry"
SWEP.HoldType = "ar2"
SWEP.Base = "cstm_base_pistol"
SWEP.FireModes = {"auto", "3burst", "semi"}
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_pist_glock18.mdl"
SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBonescales = {}
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("Weapon_Glock.Single")
SWEP.Primary.Recoil = 0.3
SWEP.Primary.Damage = 15
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 19
SWEP.Primary.Delay = 0.0545
SWEP.Primary.DefaultClip = 19
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "9x19MM"
SWEP.InitialHoldtype = "pistol"
SWEP.InHoldtype = "pistol"
SWEP.NoBoltAnim = true
SWEP.DryFireAnim = true
SWEP.SprintAndShoot = true
-- Animation speed/custom reload function related
SWEP.IsReloading = false
SWEP.AnimPrefix = "glock_"
SWEP.ReloadSpeed = 1
SWEP.ShouldBolt = false
SWEP.ReloadDelay = 0
SWEP.IncAmmoPerc = 0.72 -- Amount of frames required to pass (in percentage) of the reload animation for the weapon to have it's amount of ammo increased
SWEP.FOVZoom = 85
-- Dynamic accuracy related
SWEP.ShotsAmount = 0
SWEP.ConeDecAff = 0
SWEP.DefRecoil = 0.5
SWEP.CurCone = 0.04
SWEP.DecreaseRecoilTime = 0
SWEP.ConeAff1 = 0 -- Crouching/standing
SWEP.ConeAff2 = 0 -- Using ironsights
SWEP.UnConeTime = 0 -- Amount of time after firing the last shot that needs to pass until accuracy increases
SWEP.FinalCone = 0 -- Self explanatory
SWEP.VelocitySensivity = 1 -- Percentage of how much the cone increases depending on the player's velocity (moving speed). Rifles - 100%; SMGs - 80%; Pistols - 60%; Shotguns - 20%
SWEP.HeadbobMul = 1
SWEP.IsSilenced = false
SWEP.IronsightsCone = 0.017
SWEP.HipCone = 0.045
SWEP.ConeInaccuracyAff1 = 0.5
SWEP.PlayFireAnim = true
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IsUsingIronsights = false
SWEP.TargetMul = 0
SWEP.SetAndForget = false
SWEP.IronSightsPos = Vector(6.0749, -5.5216, 2.3984)
SWEP.IronSightsAng = Vector(2.5174, -0.0099, 0)
SWEP.AimPos = Vector(4.335, -2.951, 2.875)
SWEP.AimAng = Vector(0.444, 0.019, 0)
SWEP.ChargePos = Vector (5.4056, -10.3522, -4.0017)
SWEP.ChargeAng = Vector (-1.7505, -55.5187, 68.8356)
SWEP.ReflexPos = Vector(4.335, -3.056, 2.553)
SWEP.ReflexAng = Vector(0, 0, 0)
SWEP.MeleePos = Vector(4.487, -1.497, -5.277)
SWEP.MeleeAng = Vector(25.629, -30.039, 26.18)
SWEP.SafePos = Vector(-0.392, -10.157, -6.064)
SWEP.SafeAng = Vector(70, 0, 0) |
-- Copyright (c) 2020 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
describe("game.ui.moon_display", function()
require "game.ui"
local moon = require "game.entities.moon"
it("displays the text of the current state", function()
local m = moon:new()
m:set_last_quarter()
local moon_dis = moonpie.ui.components.moon_display{
moon = m
}
assert.equals("Last Quarter", moon_dis.text)
end)
end) |
local net = require 'net'
local sh = require 'shell'
local argv = {...}
local dst = table.remove(argv, 1)
local path = net.path("home", dst)
table.remove(path,1)
sh.execute("connect " .. table.concat(path, "; connect ")
.. '; '..table.concat(argv, "; "))
|
require "lib"
require("prototypes.item")
|
return { name={
[1] = "UnexposedDecl";
[2] = "StructDecl";
[3] = "UnionDecl";
[4] = "ClassDecl";
[5] = "EnumDecl";
[6] = "FieldDecl";
[7] = "EnumConstantDecl";
[8] = "FunctionDecl";
[9] = "VarDecl";
[10] = "ParmDecl";
[11] = "ObjCInterfaceDecl";
[12] = "ObjCCategoryDecl";
[13] = "ObjCProtocolDecl";
[14] = "ObjCPropertyDecl";
[15] = "ObjCIvarDecl";
[16] = "ObjCInstanceMethodDecl";
[17] = "ObjCClassMethodDecl";
[18] = "ObjCImplementationDecl";
[19] = "ObjCCategoryImplDecl";
[20] = "TypedefDecl";
[21] = "CXXMethod";
[22] = "Namespace";
[23] = "LinkageSpec";
[24] = "Constructor";
[25] = "Destructor";
[26] = "ConversionFunction";
[27] = "TemplateTypeParameter";
[28] = "NonTypeTemplateParameter";
[29] = "TemplateTemplateParameter";
[30] = "FunctionTemplate";
[31] = "ClassTemplate";
[32] = "ClassTemplatePartialSpecialization";
[33] = "NamespaceAlias";
[34] = "UsingDirective";
[35] = "UsingDeclaration";
[36] = "TypeAliasDecl";
[37] = "ObjCSynthesizeDecl";
[38] = "ObjCDynamicDecl";
[39] = "CXXAccessSpecifier";
[40] = "ObjCSuperClassRef";
[41] = "ObjCProtocolRef";
[42] = "ObjCClassRef";
[43] = "TypeRef";
[44] = "CXXBaseSpecifier";
[45] = "TemplateRef";
[46] = "NamespaceRef";
[47] = "MemberRef";
[48] = "LabelRef";
[49] = "OverloadedDeclRef";
[50] = "VariableRef";
[70] = "InvalidFile";
[71] = "NoDeclFound";
[72] = "NotImplemented";
[73] = "InvalidCode";
[100] = "UnexposedExpr";
[101] = "DeclRefExpr";
[102] = "MemberRefExpr";
[103] = "CallExpr";
[104] = "ObjCMessageExpr";
[105] = "BlockExpr";
[106] = "IntegerLiteral";
[107] = "FloatingLiteral";
[108] = "ImaginaryLiteral";
[109] = "StringLiteral";
[110] = "CharacterLiteral";
[111] = "ParenExpr";
[112] = "UnaryOperator";
[113] = "ArraySubscriptExpr";
[114] = "BinaryOperator";
[115] = "CompoundAssignOperator";
[116] = "ConditionalOperator";
[117] = "CStyleCastExpr";
[118] = "CompoundLiteralExpr";
[119] = "InitListExpr";
[120] = "AddrLabelExpr";
[121] = "StmtExpr";
[122] = "GenericSelectionExpr";
[123] = "GNUNullExpr";
[124] = "CXXStaticCastExpr";
[125] = "CXXDynamicCastExpr";
[126] = "CXXReinterpretCastExpr";
[127] = "CXXConstCastExpr";
[128] = "CXXFunctionalCastExpr";
[129] = "CXXTypeidExpr";
[130] = "CXXBoolLiteralExpr";
[131] = "CXXNullPtrLiteralExpr";
[132] = "CXXThisExpr";
[133] = "CXXThrowExpr";
[134] = "CXXNewExpr";
[135] = "CXXDeleteExpr";
[136] = "UnaryExpr";
[137] = "ObjCStringLiteral";
[138] = "ObjCEncodeExpr";
[139] = "ObjCSelectorExpr";
[140] = "ObjCProtocolExpr";
[141] = "ObjCBridgedCastExpr";
[142] = "PackExpansionExpr";
[143] = "SizeOfPackExpr";
[144] = "LambdaExpr";
[145] = "ObjCBoolLiteralExpr";
[146] = "ObjCSelfExpr";
[200] = "UnexposedStmt";
[201] = "LabelStmt";
[202] = "CompoundStmt";
[203] = "CaseStmt";
[204] = "DefaultStmt";
[205] = "IfStmt";
[206] = "SwitchStmt";
[207] = "WhileStmt";
[208] = "DoStmt";
[209] = "ForStmt";
[210] = "GotoStmt";
[211] = "IndirectGotoStmt";
[212] = "ContinueStmt";
[213] = "BreakStmt";
[214] = "ReturnStmt";
[215] = "AsmStmt";
[216] = "ObjCAtTryStmt";
[217] = "ObjCAtCatchStmt";
[218] = "ObjCAtFinallyStmt";
[219] = "ObjCAtThrowStmt";
[220] = "ObjCAtSynchronizedStmt";
[221] = "ObjCAutoreleasePoolStmt";
[222] = "ObjCForCollectionStmt";
[223] = "CXXCatchStmt";
[224] = "CXXTryStmt";
[225] = "CXXForRangeStmt";
[226] = "SEHTryStmt";
[227] = "SEHExceptStmt";
[228] = "SEHFinallyStmt";
[229] = "MSAsmStmt";
[230] = "NullStmt";
[231] = "DeclStmt";
[232] = "OMPParallelDirective";
[233] = "OMPSimdDirective";
[234] = "OMPForDirective";
[235] = "OMPSectionsDirective";
[236] = "OMPSectionDirective";
[237] = "OMPSingleDirective";
[238] = "OMPParallelForDirective";
[239] = "OMPParallelSectionsDirective";
[240] = "OMPTaskDirective";
[241] = "OMPMasterDirective";
[242] = "OMPCriticalDirective";
[243] = "OMPTaskyieldDirective";
[244] = "OMPBarrierDirective";
[245] = "OMPTaskwaitDirective";
[246] = "OMPFlushDirective";
[247] = "SEHLeaveStmt";
[248] = "OMPOrderedDirective";
[249] = "OMPAtomicDirective";
[250] = "OMPForSimdDirective";
[251] = "OMPParallelForSimdDirective";
[252] = "OMPTargetDirective";
[253] = "OMPTeamsDirective";
[300] = "TranslationUnit";
[400] = "UnexposedAttr";
[401] = "IBActionAttr";
[402] = "IBOutletAttr";
[403] = "IBOutletCollectionAttr";
[404] = "CXXFinalAttr";
[405] = "CXXOverrideAttr";
[406] = "AnnotateAttr";
[407] = "AsmLabelAttr";
[408] = "PackedAttr";
[409] = "PureAttr";
[410] = "ConstAttr";
[411] = "NoDuplicateAttr";
[412] = "CUDAConstantAttr";
[413] = "CUDADeviceAttr";
[414] = "CUDAGlobalAttr";
[415] = "CUDAHostAttr";
[416] = "CUDASharedAttr";
[500] = "PreprocessingDirective";
[501] = "MacroDefinition";
[502] = "MacroExpansion";
[503] = "InclusionDirective";
[600] = "ModuleImportDecl";
[700] = "OverloadCandidate";
}, }
|
return {
level = 87,
need_exp = 260000,
clothes_attrs = {
1,
1,
1,
1,
1,
0,
0,
0,
0,
0,
},
} |
-- Code for basic item handling
-- cItem: Objects which can be picked up and carried
-- TODO
cItem = {__metatable=cItem, __index=cItem}
cItem.size = 1 -- Nominally, number of coke cans (volume)
cItem.weight = 0 -- Nominally, in kg
-- TODO cItem.CanTouch, CanPickup, CanDrop
-- cWieldable: Objects which can be used in combat
-- TODO
cWieldable = {__metatable=cWieldable, __index=cWieldable}
cWieldable.attackpoints = {} -- String-indexed list of attack types ("hilt", "edge", "point", etc.)
-- Values are attack tables (see core_combat.lua)
-- TODO
-- Returns an attack table.
-- TODO
function cWieldable:getAttack(attackpoint, target, attackdetails)
-- TODO
end
-- cWearable
-- TODO
cWearable = {__metatable=cWearable, __index=cWearable}
cWearable.isWorn = false
cWearable.slot = "UNDEFINED" -- Described where/how the item is worn
-- Test if the current holder (self.owner.location) can wear this.
-- Announces the reason for failure unless silent=true
function cWearable:CanWear(silent)
-- TODO
end
-- Test if the current wearer (self.owner.location) can remove it.
-- Announces the reason for failure unless silent=true
function cWearable:CanRemove(silent)
-- TODO
end
function cWearable:Wear(silent)
-- TODO
end
function cWearable:Remove(silent)
-- TODO
end
-- cThrowable
-- TODO
cThrowable = {__metatable=cThrowable, __index=cThrowable}
function cThrowable:Throw(actor, target)
-- TODO
end
-- cContainerObject: Objects which can contain other objects
-- TODO
cContainerObject = {__metatable=cContainerObject, __index=cContainerObject}
cContainerObject.contents = {} -- Keys = object IDs, value = true OR nil
-- Can item be placed by actor into the container?
-- Announces reason for failure unless silent=true
function cContainerObject:CanPlaceInto(item, actor, silent)
-- TODO
end
-- Can item be removed from the container by the actor?
-- Announces reason for failure unless silent=true
function cContainerObject:CanGetFrom(item, actor, silent)
-- TODO
end
-- Actually moves the item from its previous container/room into this one
-- Announces movement unless silent=true
function cContainerObject:MoveInto(item, actor, silent)
-- TODO
end
-- cDamageable: Objects which can be damaged or broken
-- TODO |
#!/usr/bin/env luajit
-- (c) 2014 Team THORwIn
local ok = pcall(dofile,'../fiddle.lua')
if not ok then dofile'fiddle.lua' end
local util = require'util'
local xbox360 = require 'xbox360'
local rospub = require 'rospub'
local signal = require'signal'.signal
local gettime = require'unix'.time
require'hcm'
rospub.init('lua_publisher')
local t_last = gettime()
local t_last_debug = gettime()
local t_debug_interval = 1
local tDelay = 0.005*1E6
local running = true
--precalculate
local int_sz = ffi.sizeof("int")
local float_sz = ffi.sizeof("float")
local double_sz = ffi.sizeof("double")
-- Cleanly exit on Ctrl-C
local function shutdown()
io.write('\n Soft shutdown!\n')
running=false
end
signal("SIGINT", shutdown)
signal("SIGTERM", shutdown)
local seq=0
local function update(ret)
local seq=hcm.get_xb360_seq()
local t=hcm.get_xb360_t()
local trigger=hcm.get_xb360_trigger()
local lst=hcm.get_xb360_lstick()
local rst=hcm.get_xb360_rstick()
local dpad=hcm.get_xb360_dpad()
local buttons=hcm.get_xb360_buttons()
print(lst,rst,dpad,buttons)
rospub.xb360(seq,
trigger[1],trigger[2], lst[1],lst[2],rst[1],rst[2],
dpad[1],dpad[2],
buttons[1],buttons[2],buttons[3],
buttons[4],buttons[5],buttons[6],
buttons[7],buttons[8],buttons[9]
)
end
while running do
-- local gccount = gcm.get_processes_xb360()
-- gcm.set_processes_xb360({2,gccount[2]+1,gccount[3]})
update()
unix.usleep(1e6*0.1) --20fps
end
-- if gcm.get_game_selfdestruct()==1 then
-- -- os.execute("mpg321 ~/Desktop/NaverRobotics/media/selfdestruct.mp3")
-- -- os.execute('sync')
-- -- os.execute('systemctl poweroff -i')
-- end
|
--[[
TheNexusAvenger
Implementation of a command.
--]]
local BaseCommand = require(script.Parent.Parent:WaitForChild("BaseCommand"))
local Command = BaseCommand:Extend()
--[[
Creates the command.
--]]
function Command:__new()
self:InitializeSuper("renameteam","BasicCommands","Renames a given team.")
self.Arguments = {
{
Type = "team",
Name = "Team",
Description = "Team to rename.",
},
{
Type = "string",
Name = "Name",
Description = "Name to use.",
},
}
end
--[[
Runs the command.
--]]
function Command:Run(CommandContext,Team,Name)
self.super:Run(CommandContext)
--Rename the team.
local FilteredName = self.API.Filter:FilterString(Name,CommandContext.Executor)
Team.Name = FilteredName
end
return Command |
for _, objectReference in pairs(script:GetCustomProperties()) do
objectReference:WaitForObject():LookAtLocalView(false)
end
|
--- === plugins.core.console ===
---
--- Search Console
local require = require
local application = require "hs.application"
local config = require "cp.config"
local tools = require "cp.tools"
local unpack = table.unpack
local mod = {}
-- plugins.core.console._appConsoles -> table
-- Variable
-- Table of application specific Search Consoles.
mod._appConsoles = {}
--- plugins.core.console.register(bundleID, activator) -> none
--- Function
--- Registers an application specific Search Console.
---
--- Parameters:
--- * bundleID - The bundle ID of the application
--- * activatorFn - A function that returns an activator.
---
--- Returns:
--- * None
function mod.register(bundleID, activator)
mod._appConsoles[bundleID] = activator
end
--- plugins.core.console.show() -> none
--- Function
--- Shows the Search Console.
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function mod.show()
--------------------------------------------------------------------------------
-- Check to see if there's any application specific activators:
--------------------------------------------------------------------------------
local frontmostApplication = application.frontmostApplication()
local bundleID = frontmostApplication and frontmostApplication:bundleID()
if bundleID and mod._appConsoles[bundleID] then
local activator = mod._appConsoles[bundleID]()
if activator then
activator:toggle()
return
end
end
--------------------------------------------------------------------------------
-- If not, use the global one:
--------------------------------------------------------------------------------
if not mod.activator then
mod.activator = mod.actionmanager.getActivator("core.console"):preloadChoices()
--------------------------------------------------------------------------------
-- Restrict Allowed Handlers for Activator to current group:
--------------------------------------------------------------------------------
local allowedHandlers = {}
local handlerIds = mod.actionmanager.handlerIds()
for _,id in pairs(handlerIds) do
local handlerTable = tools.split(id, "_")
if handlerTable[2]~= "widgets" and handlerTable[1] == "global" then
table.insert(allowedHandlers, id)
end
end
mod.activator:allowHandlers(unpack(allowedHandlers))
--------------------------------------------------------------------------------
-- Allow specific toolbar icons in the Console:
--------------------------------------------------------------------------------
local iconPath = config.basePath .. "/plugins/core/console/images/"
local toolbarIcons = {
global_applications = { path = iconPath .. "apps.png", priority = 1},
global_menuactions = { path = iconPath .. "menu.png", priority = 2},
}
mod.activator:toolbarIcons(toolbarIcons)
end
mod.activator:toggle()
end
local plugin = {
id = "core.console",
group = "core",
dependencies = {
["core.commands.global"] = "global",
["core.action.manager"] = "actionmanager",
}
}
function plugin.init(deps)
--------------------------------------------------------------------------------
-- Add the command trigger:
--------------------------------------------------------------------------------
mod.actionmanager = deps.actionmanager
deps.global:add("cpGlobalConsole")
:groupedBy("commandPost")
:whenActivated(function() mod.show() end)
:activatedBy():ctrl():option():cmd("space")
return mod
end
return plugin
|
local canEnd = false
function onEndSong()
-- Block the first countdown and start a timer of 0.8 seconds to play the dialogue
if isStoryMode and not canEnd then
setProperty('inCutscene', true);
triggerEvent('startDia')
canEnd = true
runTimer('endDialogue',2)
return Function_Stop;
else
return Function_Continue;
end
end
function onTimerCompleted(tag, loops, loopsLeft)
if tag == 'endDialogue' then -- Timer completed, play dialogue
startDialogue('dialogueEnd', '');
end
end
-- Dialogue (When a dialogue is finished, it calls startCountdown again)
function onNextDialogue(count)
-- triggered when the next dialogue line starts, 'line' starts with 1
end
function onSkipDialogue(count)
-- triggered when you press Enter and skip a dialogue line that was still being typed, dialogue line starts with 1
end |
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