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local kernel = {} kernel.language = "glsl" kernel.category = "filter" kernel.name = "grayscale" kernel.fragment = [[ const P_COLOR vec3 kWeights = vec3( 0.2125, 0.7154, 0.0721 ); P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ) { P_COLOR vec4 texColor = texture2D( u_FillSampler0, texCoord ) * v_ColorScale; P_COLOR float luminance = dot( texColor.rgb, kWeights ); return vec4( vec3( luminance ), texColor.a ); } ]] return kernel
local Players = game:GetService("Players") local Modules = Players.LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local AppPage = require(Modules.NotLApp.AppPage) local ResetNavigationHistory = require(Modules.NotLApp.Thunks.ResetNavigationHistory) local NavigateToRoute = require(Modules.NotLApp.Thunks.NavigateToRoute) local GetFFlagAvatarExperienceNavigationFix = function() return true end local FFlagAvatarExperienceEmptyHistoryFix = true local function getDefaultRoute() return { { name = AppPage.Home } } end return function() return function(store) local state = store:getState() local history = state.Navigation.history local currentRoute = history[#history] if not currentRoute then currentRoute = getDefaultRoute() end local newRoute = {} for index = 1, #currentRoute do if currentRoute[index].name ~= AppPage.ItemDetails then newRoute[#newRoute + 1] = currentRoute[index] end end -- Ensure that the history isn't being overwritten with an empty route. Fall back to the HomePage. if #newRoute == 0 then if GetFFlagAvatarExperienceNavigationFix() then return store:dispatch(NavigateToRoute(getDefaultRoute())) else newRoute = getDefaultRoute() end end local newHistory = {} if not FFlagAvatarExperienceEmptyHistoryFix or (FFlagAvatarExperienceEmptyHistoryFix and #newRoute > 1) then for i = 1, #newRoute - 1 do local tempRoute = {} for j = 1, i do tempRoute[#tempRoute + 1] = newRoute[j] end newHistory[#newHistory + 1] = tempRoute end elseif FFlagAvatarExperienceEmptyHistoryFix then newHistory = { newRoute } end return store:dispatch(ResetNavigationHistory(newRoute, newHistory)) end end
-- -- Created by IntelliJ IDEA. -- User: chen0 -- Date: 9/7/2017 -- Time: 10:12 AM -- To change this template use File | Settings | File Templates. -- describe('BreadthFirstSearch()', function() local g = require('luagraphs.data.graph').create(6) g:addEdge(0, 5); g:addEdge(2, 4); g:addEdge(2, 3); g:addEdge(1, 2); g:addEdge(0, 1); g:addEdge(3, 4); g:addEdge(3, 5); g:addEdge(0, 2); local bfs = require('luagraphs.search.BreadthFirstSearch').create() local s = 0 bfs:run(g, s) for i = 0, g:vertexCount()-1 do local v = g:vertexAt(i) if v ~= s and bfs:hasPathTo(v) then local path = bfs:getPathTo(v) local pathText = '' while path:isEmpty() == false do local x = path:pop() if pathText == '' then pathText = pathText .. x else pathText = pathText .. ' -> ' .. x end end print(pathText) end end end)
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('StoryBit', { ActivationEffects = {}, Comment = "make this Follow-up immediate (no sol delay after the choice)", Effects = {}, Image = "UI/Messages/Events/02_video_call_2.tga", Prerequisites = {}, ScriptDone = true, Text = T(576575765241, --[[StoryBit RedMars_2 Text]] 'On the screen there is only a black silhouette. The person talks to you through a voice modulator.\n\n"Commander, you\'ve made quite a mess by revealing the location of our facility. Now, we have to send a clean-up team, and it would cost us a lot of money and precious time. Of course, you can help us help you and do the dirty work yourself – remove all evidence that the facility you discovered ever existed. Your call."'), TextReadyForValidation = true, TextsDone = true, Title = T(198669391331, --[[StoryBit RedMars_2 Title]] "Hot Seat"), VoicedText = T(317649281591, --[[voice:narrator]] "The expedition team returns and you diligently and dutifully file in the report about the discovery. It’s not too long before you get the call."), group = "Expeditions", id = "RedMars_2", qa_info = PlaceObj('PresetQAInfo', { data = { { action = "Modified", time = 1553175195, user = "Radomir", }, }, }), PlaceObj('StoryBitReply', { 'Text', T(617235319542, --[[StoryBit RedMars_2 Text]] "I don’t like being threatened!"), }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'Enables', { "RedMars_3", }, 'Effects', {}, }), PlaceObj('StoryBitReply', { 'Text', T(474144864309, --[[StoryBit RedMars_2 Text]] "I will organize the clean-up immediately!"), }), PlaceObj('StoryBitParamFunding', { 'Name', "reward_funding", 'Value', 250000000, }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'VoicedText', T(274260689272, --[[voice:narrator]] "You have the strong feeling that the mysterious figure isn’t joking. Probably it would be best to organize a new flight to the facility coordinates immediately."), 'Text', T(646429066953, --[[StoryBit RedMars_2 Text]] "<goal>Return to the coordinates of the secret facility. Upon completion, you will receive <funding(reward_funding)> Funding."), 'Enables', { "RedMars_4", }, 'Effects', { PlaceObj('CreatePlanetaryAnomaly', { 'id', "RedMarsReturn", 'display_name', T(11381, --[[StoryBit RedMars_2 display_name]] "Secret Nuke Facility"), 'description', T(11382, --[[StoryBit RedMars_2 description]] "Top-secret facility from the Cold War period. You have promised to wipe all evidence of its existence."), 'required_crew', 5, 'required_crew_specialization', "security", 'required_rover', "RCTransport", 'reward', "custom", 'outcome_text', T(101937911549, --[[StoryBit RedMars_2 outcome_text]] "Funding"), }), }, }), })
function Boss2Spinner(x,y, index, core, direction, angular_speed) local spinner = pewpew.new_customizable_entity(x, y) pewpew.customizable_entity_set_mesh(spinner, "/dynamic/BossPack/enemy_meshes.lua", index) pewpew.customizable_entity_set_position_interpolation(spinner, true) local angle = 0fx pewpew.entity_set_update_callback(spinner, function() if pewpew.entity_get_is_alive(core) then if not pewpew.entity_get_is_started_to_be_destroyed(core) then local ex, ey = pewpew.entity_get_position(core) pewpew.entity_set_position(spinner, ex, ey) pewpew.customizable_entity_set_mesh_angle(spinner, angle, 0fx, 0fx, 1fx) angle = angle + angular_speed * direction else pewpew.customizable_entity_start_exploding(spinner, 30) pewpew.entity_set_update_callback(spinner, nil) end end end) return spinner end function Boss2Projectile(x,y,angle,speed,core, ship_id) local target = ship_id local Projectile = pewpew.new_customizable_entity(x,y) local direction = angle local rotation = 0fx local sin, cos = fmath.sincos(direction) local size = 60fx local basecolor = 0xfc4997ff local colors = {basecolor, 0xfc49e8ff, 0xcc49fcff, 0x9a49fcff, 0x5849fcff, 0x497ffcff, 0x49b4fcff, 0x49e4fcff, 0x49fcd5ff, 0x3dff91ff, 0x3dff91ff} pewpew.customizable_entity_set_mesh(Projectile, "/dynamic/BossPack/enemy_meshes.lua", 16) pewpew.entity_set_radius(Projectile, size) pewpew.customizable_entity_start_spawning(Projectile,5) pewpew.customizable_entity_set_position_interpolation(Projectile, true) pewpew.customizable_entity_set_mesh_color(Projectile, basecolor) pewpew.add_arrow_to_player_ship(ship_id, Projectile, basecolor) local health = 10 local ChangeDebounce = true local DamageDebounce = true local TargetDebounce = true pewpew.customizable_entity_configure_wall_collision(Projectile, true, function() pewpew.customizable_entity_start_exploding(Projectile, 10) end) pewpew.entity_set_update_callback(Projectile, function() local ex, ey = pewpew.entity_get_position(Projectile) pewpew.customizable_entity_set_mesh_color(Projectile, colors[11-health]) pewpew.customizable_entity_set_mesh_angle(Projectile, rotation, cos, sin, 0fx) rotation = rotation + fmath.tau()/30fx pewpew.entity_set_position(Projectile, ex + cos * speed, ey + sin * speed) if target == core and TargetDebounce and #game[core].spinners > 0 then local cx, cy = pewpew.entity_get_position(core) local dx = cx - ex local dy = cy - ey local distance = fmath.sqrt(dx*dx + dy*dy) if distance <= game[core].size + size and pewpew.entity_get_is_alive(Projectile) then if not pewpew.entity_get_is_started_to_be_destroyed(Projectile) then TargetDebounce = false game[core].spinnercount = game[core].spinnercount - 1 pewpew.customizable_entity_start_exploding(Projectile, 10) pewpew.entity_set_update_callback(Projectile, nil) end end end end) pewpew.customizable_entity_set_weapon_collision_callback(Projectile, function() if pewpew.entity_get_is_alive(Projectile) then if not pewpew.entity_get_is_started_to_be_destroyed(Projectile) then if health > 0 then health = health - 1 return true elseif ChangeDebounce then ChangeDebounce = false target = core local px, py = pewpew.entity_get_position(ship_id) local ex, ey = pewpew.entity_get_position(Projectile) local dx = px - ex local dy = py - ey direction = fmath.atan2(dy, dx) + fmath.tau()/2fx sin, cos = fmath.sincos(direction) elseif TargetDebounce then return true end end end end) pewpew.customizable_entity_set_player_collision_callback(Projectile, function() if target ~= core and DamageDebounce then DamageDebounce = false pewpew.add_damage_to_player_ship(ship_id, 2) pewpew.customizable_entity_start_exploding(Projectile, 15) end end) end function Boss2Bullet(x, y, angle, damage, speed, core) local bullet = pewpew.new_customizable_entity(x,y) pewpew.entity_set_radius(bullet, 15fx) pewpew.customizable_entity_set_mesh(bullet, "/dynamic/BossPack/enemy_meshes.lua", 11) pewpew.customizable_entity_set_position_interpolation(bullet, true) pewpew.customizable_entity_start_spawning(bullet, 5) local rotation = 0fx pewpew.entity_set_update_callback(bullet, function() if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then pewpew.customizable_entity_start_exploding(bullet, 15) end end local x2, y2 = pewpew.entity_get_position(bullet) local sin, cos = fmath.sincos(angle) local dx = x2 + cos * speed local dy = y2 + sin * speed pewpew.entity_set_position(bullet, dx, dy) pewpew.customizable_entity_set_mesh_angle(bullet, rotation, sin, cos, 0fx) rotation = rotation + fmath.tau()/15fx end) pewpew.customizable_entity_set_player_collision_callback(bullet, function(player_id, player_ship) pewpew.add_damage_to_player_ship(player_ship, damage) pewpew.customizable_entity_start_exploding(bullet, 12) end) pewpew.customizable_entity_configure_wall_collision(bullet, true, function() pewpew.customizable_entity_start_exploding(bullet, 12) end) end function Boss2Rain(x,y,z,fallspeed, core) local Rain = pewpew.new_customizable_entity(x,y) local height = z local Indicator = pewpew.new_customizable_entity(x,y) local angle = 0fx local radius = 60fx pewpew.customizable_entity_set_mesh_z(Rain, height) pewpew.customizable_entity_set_position_interpolation(Rain, true) pewpew.customizable_entity_set_mesh(Rain, "/dynamic/BossPack/enemy_meshes.lua", 12) pewpew.customizable_entity_start_spawning(Rain, 5) pewpew.entity_set_radius(Rain, radius) pewpew.customizable_entity_set_mesh_color(Rain, 0xffffff11) local color = 0xffffff11 pewpew.customizable_entity_set_mesh(Indicator, "/dynamic/BossPack/enemy_meshes.lua", 13) pewpew.customizable_entity_set_string(Indicator, "#ff3333ffX") pewpew.entity_set_update_callback(Rain, function() height = height - fallspeed pewpew.customizable_entity_set_mesh_z(Rain, height) pewpew.customizable_entity_set_mesh_angle(Rain, angle, 0.23fx, 0.07fx, 0.16fx) angle = angle + fmath.tau()/30fx if color < 0xfffffffa then color = color + 5 pewpew.customizable_entity_set_mesh_color(Rain, color) end if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then if pewpew.entity_get_is_alive(Rain) then pewpew.customizable_entity_start_exploding(Rain, 15) end if pewpew.entity_get_is_alive(Indicator) then pewpew.customizable_entity_start_exploding(Indicator, 15) end end end if height >= -radius and height <= radius then pewpew.customizable_entity_set_player_collision_callback(Rain, function(player_index, player_ship) pewpew.add_damage_to_player_ship(player_ship, 1) pewpew.customizable_entity_start_exploding(Rain, 15) pewpew.customizable_entity_start_exploding(Indicator, 15) pewpew.customizable_entity_set_string(Indicator, "") pewpew.customizable_entity_set_player_collision_callback(Rain, nil) pewpew.entity_set_update_callback(Rain, nil) end) elseif height < -radius then pewpew.customizable_entity_start_exploding(Rain, 15) pewpew.customizable_entity_start_exploding(Indicator, 15) pewpew.customizable_entity_set_string(Indicator, "") pewpew.customizable_entity_set_player_collision_callback(Rain, nil) pewpew.entity_set_update_callback(Rain, nil) end end) end function Boss2Inertiac(x,y,angle,core,speed,lifetime) local InertiacBullet = pewpew.new_customizable_entity(x,y) local life = lifetime pewpew.customizable_entity_set_mesh(InertiacBullet, "/dynamic/BossPack/enemy_meshes.lua", 15) pewpew.customizable_entity_set_position_interpolation(InertiacBullet, true) pewpew.entity_set_radius(InertiacBullet, 30fx) pewpew.customizable_entity_set_mesh_color(InertiacBullet, 0xff7f08ff) pewpew.customizable_entity_set_mesh_angle(InertiacBullet, angle+ fmath.tau()/4fx, 0fx,0fx,1fx) pewpew.customizable_entity_start_spawning(InertiacBullet, 0) pewpew.entity_set_update_callback(InertiacBullet, function() if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then pewpew.customizable_entity_start_exploding(InertiacBullet, 5) pewpew.entity_set_update_callback(InertiacBullet,nil) end end local ex, ey = pewpew.entity_get_position(InertiacBullet) local sin, cos = fmath.sincos(angle) local dx = ex + cos * speed local dy = ex + sin * speed pewpew.entity_set_position(InertiacBullet, dx, dy) life = life - 1 local scoredebounce = true if life <= 0 then local wx, wy = pewpew.entity_get_position(InertiacBullet) local NewInertiac = pewpew.new_inertiac(wx, wy, 1fx, angle) pewpew.entity_set_update_callback(NewInertiac, function() if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then pewpew.entity_destroy(NewInertiac) pewpew.entity_set_update_callback(NewInertiac,nil) end end if pewpew.entity_get_is_alive(NewInertiac) then if pewpew.entity_get_is_started_to_be_destroyed(NewInertiac) and PracticeBoolean and scoredebounce then scoredebounce = false end end end) pewpew.customizable_entity_start_exploding(InertiacBullet, 5) pewpew.entity_set_update_callback(InertiacBullet,nil) end end) end function Boss2MarchingCube(x,y,angle,core,speed,lifetime) local CubeBullet = pewpew.new_customizable_entity(x,y) local life = lifetime pewpew.customizable_entity_set_mesh(CubeBullet, "/dynamic/BossPack/enemy_meshes.lua", 15) pewpew.customizable_entity_set_position_interpolation(CubeBullet, true) pewpew.entity_set_radius(CubeBullet, 30fx) pewpew.customizable_entity_set_mesh_color(CubeBullet, 0xfffc4dff) pewpew.customizable_entity_set_mesh_angle(CubeBullet, angle+ fmath.tau()/4fx, 0fx,0fx,1fx) pewpew.customizable_entity_start_spawning(CubeBullet, 0) pewpew.entity_set_update_callback(CubeBullet, function() if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then pewpew.customizable_entity_start_exploding(CubeBullet, 5) pewpew.entity_set_update_callback(CubeBullet,nil) end end local ex, ey = pewpew.entity_get_position(CubeBullet) local sin, cos = fmath.sincos(angle) local dx = ex + cos * speed local dy = ex + sin * speed pewpew.entity_set_position(CubeBullet, dx, dy) life = life - 1 local scoredebounce = true if life <= 0 then local wx, wy = pewpew.entity_get_position(CubeBullet) local NewCube = pewpew.new_rolling_cube(wx, wy) pewpew.entity_set_update_callback(NewCube, function() if pewpew.entity_get_is_alive(core) then if pewpew.entity_get_is_started_to_be_destroyed(core) then pewpew.entity_destroy(NewCube) pewpew.entity_set_update_callback(NewCube,nil) end end if pewpew.entity_get_is_alive(NewCube) then if pewpew.entity_get_is_started_to_be_destroyed(NewCube) and PracticeBoolean and scoredebounce then scoredebounce = false end end end) pewpew.customizable_entity_start_exploding(CubeBullet, 5) pewpew.entity_set_update_callback(CubeBullet,nil) end end) end function newBoss2(x,y,range, ship_id) local core = pewpew.new_customizable_entity(x, y) local radius = 60fx local mode = 1 local HitDebounce = 0 game[core] = {size = radius, spinnercount = 4} pewpew.customizable_entity_set_mesh(core, "/dynamic/BossPack/enemy_meshes.lua", 6) pewpew.entity_set_radius(core, radius) local debounce = true local health = 150 local cooldown = 90 local rotation = 0fx local ShootAngle = 0fx local RainCooldown = 10 local InertiacCooldown = 150 local CubeCooldown = 120 local hurt = 0 local sendangle local sendspeed = 0fx local spinner1 = Boss2Spinner(x, y, 7, core, -1fx, 3fx) local spinner2 = Boss2Spinner(x, y, 8, core, 1fx, 2fx) local spinner3 = Boss2Spinner(x, y, 9, core, -1fx, 1fx) local spinner4 = Boss2Spinner(x, y, 10, core, -1fx, 2fx) game[core].spinners = {spinner4, spinner3, spinner2, spinner1} pewpew.customizable_entity_set_player_collision_callback(core, function(player_id, player_ship) if HitDebounce == 0 then local playerx, playery = pewpew.entity_get_position(player_ship) local entityx, entityy = pewpew.entity_get_position(core) local x = playerx - entityx local y = playery - entityy sendangle = fmath.atan2(y,x) sendspeed = 30fx pewpew.add_damage_to_player_ship(player_ship, 3) end end) pewpew.customizable_entity_set_weapon_collision_callback(core, function() if health > 0 then if(#game[core].spinners == 0) and game[core].spinnercount == 0 then health = health - 1 hurt = 5 return true else return true end elseif debounce then debounce = false if pewpew.entity_get_is_alive(core) then pewpew.customizable_entity_start_exploding(core, 30) end end end) pewpew.entity_set_update_callback(core, function() if HitDebounce > 0 then HitDebounce = HitDebounce - 1 end if sendspeed > 0fx and pewpew.entity_get_is_alive(ship_id) then local x, y = pewpew.entity_get_position(ship_id) local ychange, xchange = fmath.sincos(sendangle) if x + xchange < 0fx or x + xchange > level_length then xchange = 0fx end if y + ychange < 0fx or y + ychange > level_height then ychange = 0fx end pewpew.entity_set_position(ship_id, x + xchange * sendspeed, y + ychange * sendspeed) if ychange == 0fx or xchange == 0fx then sendspeed = sendspeed - 10fx else sendspeed = sendspeed - 1fx end end if InertiacCooldown > 0 then InertiacCooldown = InertiacCooldown - 1 else InertiacCooldown = 210 local x,y = pewpew.entity_get_position(core) local angle = fmath.tau()/40fx * fmath.random_fixedpoint(0fx,40fx) local InertiacLifetime = fmath.random_int(30,40) --Boss2Inertiac(x,y,angle,core,13fx,30) end if CubeCooldown > 0 then CubeCooldown = CubeCooldown - 1 else CubeCooldown = 120 local x,y = pewpew.entity_get_position(core) local angle = fmath.tau()/40fx * fmath.random_fixedpoint(0fx,40fx) local InertiacLifetime = fmath.random_int(30,40) --Boss2MarchingCube(x,y,angle,core,13fx,30) end if hurt > 0 then hurt = hurt - 1 pewpew.customizable_entity_set_mesh(core, "/dynamic/BossPack/enemy_meshes.lua", 14) else pewpew.customizable_entity_set_mesh(core, "/dynamic/BossPack/enemy_meshes.lua", 6) end if RainCooldown > 0 then RainCooldown = RainCooldown - 1 else RainCooldown = 10 local ex, ey = pewpew.entity_get_position(core) local x = ex + fmath.random_fixedpoint(-range, range) local y = ey + fmath.random_fixedpoint(-range, range) local z = fmath.random_fixedpoint(1000fx, 1200fx) local fallspeed = fmath.random_fixedpoint(20fx,30fx) Boss2Rain(x,y,z,fallspeed,core) end pewpew.customizable_entity_set_mesh_angle(core, rotation, 0.3fx, 0.4fx, 0.5fx) rotation = rotation + fmath.tau()/20fx if #game[core].spinners > game[core].spinnercount then game[core].size = game[core].size - 10fx pewpew.customizable_entity_start_exploding(table.remove(game[core].spinners, #game[core].spinners), 30) pewpew.entity_set_radius(core, game[core].size) end if #game[core].spinners == 0 and game[core].spinnercount == 0 and mode == 1 then mode = 2 end if mode == 1 then if cooldown > 0 then cooldown = cooldown - 1 elseif debounce and pewpew.entity_get_is_alive(ship_id) then local px, py = pewpew.entity_get_position(ship_id) local ex, ey = pewpew.entity_get_position(core) local dx = px - ex local dy = py - ey local angle = fmath.atan2(dy, dx) cooldown = fmath.random_int(120,180) Boss2Projectile(ex,ey,angle,12fx,core,ship_id) end elseif mode == 2 then if cooldown > 0 then cooldown = cooldown - 1 elseif debounce then local ex, ey = pewpew.entity_get_position(core) local offset = fmath.tau()/4fx -- cooldown = 5 cooldown = 2 Boss2Bullet(ex, ey, ShootAngle + offset * 1fx, 1, 15fx, core) Boss2Bullet(ex, ey, ShootAngle + offset * 2fx, 1, 15fx, core) Boss2Bullet(ex, ey, ShootAngle + offset * 3fx, 1, 15fx, core) Boss2Bullet(ex, ey, ShootAngle + offset * 4fx, 1, 15fx, core) -- ShootAngle = ShootAngle + fmath.tau()/20fx ShootAngle = ShootAngle + fmath.tau()/120fx end end end) end return newBoss2
vector = {} --vector.__index = vector vector.isMathType = true vector.isvector = true function vector.zero( len, con ) con = con or 0 local v = {} for i = 1, len do v[i] = con end return vector.new( v ) end -- function vector.isvector( v ) -- return getmetatable( v ) == vector -- end function vector:tostring( parensQ ) parensQ = parensQ or true local res = '' if parensQ then res = '( ' end local selfstr = map( self, mathToStr ) res = res .. table.concat( selfstr, ', ' ) if parensQ then res = res .. ')' end return res end function vector:clone() local tmp = table.pack( table.unpack( self ) ) return vector.new( tmp ) end function vector.unm(a) local res = a:clone() for i = 1, #a do res[i] = -res[i] end return res end function vector.add(a,b) assert(a.isvector and b.isvector, "Add: wrong argument types (<vector> expected)") assert( #a == #b, "Add: wrong argument lengths (same dim expected)") local sum = {} for i = 1, #a do sum[i] = a[i] + b[i] end return vector.new( sum ) end function vector.sub(a,b) assert( a.isvector and b.isvector, "Add: wrong argument types (<vector> expected)") assert( #a == #b, "Add: wrong argument lengths (same dim expected)") local dif = {} for i = 1, #a do dif[i] = a[i] - b[i] end return vector.new( dif ) end function vector.scalarMult( s, v ) --io.write("Scalar mult...") local res = {} for i = 1, #v do table.insert( res, s * v[i] ) end return vector.new( res ) end function dotProd( v1, v2 ) assert( #v1 == #v2, "Add: wrong argument lengths (same dim expected)") local res = 0 for i = 1, #v1 do res = res + v1[i] * v2[i] end return res end function vector.mul(a,b) local tanQ, tbnQ = type(a)=='number' or frc.isfraction(a), type(b)=='number' or frc.isfraction(b) if tanQ and b.isvector then return scalarMult( a, b ) elseif tbnQ and a.isvector then return scalarMult( b, a ) else assert(a.isvector and b.isvector, "Mul: wrong argument types (<vector> or <number> expected)") return dotProd( a, b ) end end function vector.div(a,b) assert(a.isvector and type(b) == "number", "wrong argument types (expected <vector> / <number>)") return scalarMult( 1 / b , a ) end function vector.eq(a,b) if #a ~= #b then return false end local res = true for i = 1, #a do res = res and ( a[i] == b[i] ) end return res end function vector:len() local sqs = 0 for _, x in ipairs( self ) do sqs = sqs + x * x end return math.sqrt( sqs ) end function vector.random( l, max, sgnF ) if sgnF == nil then sgnF = true end local lst = {} for i = 1, l do if sgnF then table.insert( lst, math.random( -max, max ) ) else table.insert( lst, math.random( 0, max ) ) end end return vector.new( lst ) end function vector.randomNonNeg( l, max ) local lst = {} for i = 1, l do table.insert( lst, math.random( max ) ) end return vector.new( lst ) end function vector:tolatex() local ltx = map( self, mathToLatex ) ltx = table.concat( ltx, [[\ \ ]] ) --return [[ (\,]] .. (self:__tostring()):sub(2,-2) .. [[\,)]] return [[ [\ ]] .. ltx .. [[\ ] ]] end -- -- return setmetatable({new = new, isvector = isvector, zero = zero, -- -- random = random, randomNonNeg = randomNonNeg }, -- -- {__call = function(_, ...) return new(...) end}) function vector.new( lst ) local newvec = copy( vector ) for k,v in ipairs(lst) do newvec[k] = v end return newvec end return vector
target("DopplerEffect") set_group("Examples") set_kind("binary") add_deps("NazaraAudio", "NazaraPlatform") add_files("main.cpp")
--lua端的全局事件号以10000起始,c#的是1~9999 local GlobalEvents = BaseClass(CS.UnityMMO.GlobalEvents) GlobalEvents.GameStart = 10000 GlobalEvents.SetMainUIVisible = 10001 return GlobalEvents
#!/usr/bin/env tarantool local test = require("sqltester") test:plan(4) -- Make sure that the comparison between DECIMAL and large DOUBLE is correct. test:do_execsql_test( "gh-6376-1", [[ SELECT CAST(1 AS DECIMAL) < -1e40; ]], { false }) test:do_execsql_test( "gh-6376-2", [[ SELECT CAST(-1 AS DECIMAL) > -1e400; ]], { true }) test:do_execsql_test( "gh-6376-3", [[ SELECT CAST(1 AS DECIMAL) <= 1e40; ]], { true }) test:do_execsql_test( "gh-6376-4", [[ SELECT CAST(1 AS DECIMAL) >= 1e400; ]], { false }) test:finish_test()
--------------- --Unbreakable-- --------------- --Stone minetest.register_node("tower_defense:red_stone", { tiles = {"tower_defense_red_stone.png"}, description = "Unbreakable stone for TD games", groups = {not_in_creative_inventory = 1, unbreakable = 1}, }) --Sand minetest.register_node("tower_defense:yellow_stone", { tiles = {"tower_defense_yellow_stone.png"}, description = "Unbreakable sand for TD games", groups = {not_in_creative_inventory = 1, unbreakable = 1}, }) --Barrier minetest.register_node("tower_defense:barrier", { drawtype = "airlike", paramtype = "light", sunlight_propagates = true, description = "Unbreakable barrier for TD games", groups = {not_in_creative_inventory = 1, unbreakable = 1}, }) --Flag minetest.register_node("tower_defense:flag", { tiles = { "tower_defense_flag_top.png^[transform1", "tower_defense_flag_top.png^[transform1", "tower_defense_flag_front.png", "tower_defense_flag_back.png", "tower_defense_flag_side.png^[transform4", "tower_defense_flag_side.png", }, drawtype = "nodebox", node_box = { type = "fixed", fixed = { {-5/16,-8/16,-1/16,-3/16,8/16,1/16}, {-3/16,1/16,-1/16,6/16,7/16,1/16}, } }, description = "Flag", paramtype = "light", groups = {not_in_creative_inventory = 1, unbreakable = 1, health = 1000} }) ------------------ ----Barricades---- ------------------ minetest.register_node("tower_defense:wood_barricade",{ description = "Wood Barricade", tiles = {"default_wood.png"}, groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = 3, health = 50} }) minetest.register_node("tower_defense:stone_barricade",{ description = "Stone Barricade", tiles = {"default_stone.png"}, groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = 3, health = 100} }) minetest.register_node("tower_defense:steel_barricade",{ description = "Steel Barricade", tiles = {"default_steel_block.png"}, groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = 3, health = 250} }) minetest.register_node("tower_defense:obsidian_barricade",{ description = "Obsidian Barricade", tiles = {"default_obsidian.png"}, groups = {not_in_creative_inventory = 1, oddly_breakable_by_hand = 3, health = 500} })
local state = {} state._NAME = ... local Body = require'Body' local util = require'util' local vector = require'vector' local HT = require'libHeadTransform' local T = require'Transform' local movearm = require'movearm' local forwardR = movearm.rPlanner.forward local t_entry, t_update -- TODO: need to compensate the torso pose local headSpeed = 30 * DEG_TO_RAD * vector.ones(2) local headThresh = 1 * DEG_TO_RAD * vector.ones(2) function state.entry() print(state._NAME..' Entry' ) -- When entry was previously called local t_entry_prev = t_entry -- Update the time of entry t_entry = Body.get_time() t_update = t_entry end local function get_world_tf() local bH = mcm.get_stance_bodyHeight() local uTorso = mcm.get_stance_uTorsoComp() local pitch = Body.get_rpy()[2] return T.trans(uTorso[1], uTorso[2], bH) * T.rotY(pitch) end function state.update() -- print(_NAME..' Update' ) -- Get the time of update local t = Body.get_time() local dt = t - t_update -- Save this at the last update time t_update = t local qRArm = Body.get_rarm_position() local qWaist = Body.get_waist_position() local headNow = Body.get_head_command_position() local tfArm = forwardR(qRArm) local tfWorld = get_world_tf() local tfHand = tfWorld * tfArm local headAngles = vector.new{HT.ikineCam(unpack(T.position(tfHand)))} local apprAng, doneHead = util.approachTol(headNow, headAngles, headSpeed, dt, headThresh) Body.set_head_command_position(apprAng) return doneHead and 'done' end function state.exit() print(state._NAME..' Exit') end return state
mineunit:set_modpath("technic", "spec/fixtures") technic = {} technic.chests = {} technic.chests.colors = { {"black", S("Black")}, {"blue", S("Blue")}, {"brown", S("Brown")}, {"cyan", S("Cyan")}, {"dark_green", S("Dark Green")}, {"dark_grey", S("Dark Grey")}, {"green", S("Green")}, {"grey", S("Grey")}, {"magenta", S("Magenta")}, {"orange", S("Orange")}, {"pink", S("Pink")}, {"red", S("Red")}, {"violet", S("Violet")}, {"white", S("White")}, {"yellow", S("Yellow")}, } function technic.chests.change_allowed(pos, player, owned, protected) if owned then if minetest.is_player(player) and not default.can_interact_with_node(player, pos) then return false end elseif protected then if minetest.is_protected(pos, player:get_player_name()) then return false end end return true end
module 'mock' CLASS: PhysicsBodyDef () :MODEL{ Field 'tag' :string(); '----'; Field 'bodyType' :enum( EnumPhysicsBodyType ); '----'; Field 'allowSleep' :boolean(); Field 'isBullet' :boolean(); Field 'fixedRotation' :boolean(); '----'; Field 'gravityScale' :number(); Field 'linearDamping' :number(); Field 'angularDamping' :number(); '----'; Field 'defaultMaterial' :asset( 'physics_material' ) } function PhysicsBodyDef:__init() self.tag = '' self.bodyType = 'dynamic' self.allowSleep = true self.isBullet = false self.fixedRotation = false self.gravityScale = 1 self.linearDamping = 1 self.angularDamping = 1 self.defaultMaterial = false end local defaultBodyDef = PhysicsBodyDef() defaultBodyDef.tag = '_default' function getDefaultPhysicsBodyDef() return table.simplecopy(defaultBodyDef) end -------------------------------------------------------------------- local function loadPhysicsBodyDef( node ) local data = mock.loadAssetDataTable( node:getObjectFile('def') ) local def = mock.deserialize( nil, data ) return def end registerAssetLoader( 'physics_body_def', loadPhysicsBodyDef )
local archetypes = {} local CACHE_WITH = {} local CACHE_WITHOUT = {} -- Version of the last registered archetype. Used to cache the systems execution plan local Version = 0 --[[ An Archetype is a unique combination of component types. The EntityRepository uses the archetype to group all entities that have the same sets of components. An entity can change archetype fluidly over its lifespan. For example, when you add or remove components, the archetype of the affected entity changes. An archetype object is not a container; rather it is an identifier to each unique combination of component types that an application has created at run time, either directly or implicitly. You can create archetypes directly using ECS.Archetype.Of(Components[]). You also implicitly create archetypes whenever you add or remove a component from an entity. An Archetype object is an immutable singleton; creating an archetype with the same set of components, either directly or implicitly, results in the same archetype. The ECS framework uses archetypes to group entities that have the same structure together. The ECS framework stores component data in blocks of memory called chunks. A given chunk stores only entities having the same archetype. You can get the Archetype object for a chunk from its Archetype property. Use ECS.Archetype.Of(Components[]) to get a Archetype reference. ]] local Archetype = {} Archetype.__index = Archetype --[[ Gets the reference to an archetype from the informed components @param componentClasses {ComponentClass[]} Component that define this archetype @return Archetype ]] function Archetype.Of(componentClasses) local ids = {} local cTypes = {} for _, cType in ipairs(componentClasses) do if (cType.IsCType and not cType.isComponent) then if cType.IsQualifier then if cTypes[cType] == nil then cTypes[cType] = true table.insert(ids, cType.Id) end cType = cType.SuperClass end if cTypes[cType] == nil then cTypes[cType] = true table.insert(ids, cType.Id) end end end table.sort(ids) local id = "_" .. table.concat(ids, "_") if archetypes[id] == nil then archetypes[id] = setmetatable({ id = id, _components = cTypes }, Archetype) Version = Version + 1 end return archetypes[id] end --[[ Get the version of archetype definitions @return number ]] function Archetype.Version() return Version end --[[ Checks whether this archetype has the informed component @param componentClass {ComponentClass} @return bool ]] function Archetype:Has(componentClass) return (self._components[componentClass] == true) end --[[ Gets the reference to an archetype that has the current components + the informed component @param componentClass {ComponentClass} @return Archetype ]] function Archetype:With(componentClass) if self._components[componentClass] == true then -- component exists in that list, returns the archetype itself return self end local cache = CACHE_WITH[self] if not cache then cache = {} CACHE_WITH[self] = cache end local other = cache[componentClass] if other == nil then local componentTs = {componentClass} for component,_ in pairs(self._components) do table.insert(componentTs, component) end other = Archetype.Of(componentTs) cache[componentClass] = other end return other end --[[ Gets the reference to an archetype that has the current components + the informed components @param componentClasses {ComponentClass[]} @return Archetype ]] function Archetype:WithAll(componentClasses) local cTypes = {} for component,_ in pairs(self._components) do table.insert(cTypes, component) end for _,component in ipairs(componentClasses) do if self._components[component] == nil then table.insert(cTypes, component) end end return Archetype.Of(cTypes) end --[[ Gets the reference to an archetype that has the current components - the informed component @param componentClass {ComponentClass} @return Archetype ]] function Archetype:Without(componentClass) if self._components[componentClass] == nil then -- component does not exist in this list, returns the archetype itself return self end local cache = CACHE_WITHOUT[self] if not cache then cache = {} CACHE_WITHOUT[self] = cache end local other = cache[componentClass] if other == nil then local componentTs = {} for component,_ in pairs(self._components) do if component ~= componentClass then table.insert(componentTs, component) end end other = Archetype.Of(componentTs) cache[componentClass] = other end return other end --[[ Gets the reference to an archetype that has the current components - the informed components @param componentClasses {ComponentClass[]} @return Archetype ]] function Archetype:WithoutAll(componentClasses) local toIgnoreIdx = {} for _,component in ipairs(componentClasses) do toIgnoreIdx[component] = true end local cTypes = {} for component,_ in pairs(self._components) do if toIgnoreIdx[component] == nil then table.insert(cTypes, component) end end return Archetype.Of(cTypes) end -- Generic archetype, for entities that do not have components Archetype.EMPTY = Archetype.Of({}) return Archetype
need_boolean(in_site({'setup_mode', 'skip'}), false)
local utils = require("browse.utils") local M = {} M.devdocs_search = function() vim.ui.input("Search String: ", function(input) if input == nil or input == "" then return end local open_cmd = utils.get_open_cmd() local input_with_filetype = vim.bo.filetype .. " " .. input vim.fn.jobstart(string.format("%s 'https://devdocs.io/#q=%s'", open_cmd, input_with_filetype)) end) end M.devdocs_search_without_filetype = function() vim.ui.input("Search String: ", function(input) if input == nil or input == "" then return end local open_cmd = utils.get_open_cmd() vim.fn.jobstart(string.format("%s 'https://devdocs.io/#q=%s'", open_cmd, input)) end) end return M
------------------------------------------------------------------------------- -- modt.lua -- -- author: Lawrence Hoffman -- -- an example of how to write unit tests with bgtest ------------------------------------------------------------------------------- local function add(a, b) return a+b end -- Tests have a specific signature, the take a test object, and return either -- nil or a string. Returning nil indicates success, returning a string means -- that the test failed, the string is shown as a message to the user. local function t_add(t) t:Info("I'm an informative but oververly verbose message") if add(2, 2) == 4 then return end return "That doesn't add up" end local function t_bad(t) t:Warn("I'm going fail on purpose") return "OOPS!" end -- Check if we've been loaded by a test harness if __TESTING then local Suite = __TESTING return Suite:New("example_basic") :Test("Good add", t_add) :Test("Bad add", t_bad) :Done() end -- Our totally normal return here return { add = add }
local ffi = require "ffi" local bit = require "bit" local string = require "string" local table = require "table" local ffi_new = ffi.new local ffi_str = ffi.string local ffi_cast = ffi.cast local is_luajit = pcall(require, "jit") local clib local consts = {} --- -- aux --- local aux = {} if is_luajit then function aux.is_null(ptr) return ptr == nil end else function aux.is_null(ptr) return ptr == ffi.C.NULL end end function aux.wrap_string(c_str) if not aux.is_null(c_str) then return ffi_str(c_str) end return nil end function aux.wrap_bool(c_bool) return c_bool ~= 0 end --- -- sqlite3 --- local _M = {} local function init_mod(mod, opts) if clib ~= nil then return mod end clib = _M._load_clib(opts) _M.C = clib _M._bind_clib() return mod end function _M._load_clib(opts) if opts == nil then return ffi.C end return ffi.load(opts) end function _M._bind_clib() _M.consts = consts consts.OK = 0 consts.ERROR = 1 consts.INTERNAL = 2 consts.PERM = 3 consts.ABORT = 4 consts.BUSY = 5 consts.LOCKED = 6 consts.NOMEM = 7 consts.READONLY = 8 consts.INTERRUPT = 9 consts.IOERR = 10 consts.CORRUPT = 11 consts.NOTFOUND = 12 consts.FULL = 13 consts.CANTOPEN = 14 consts.PROTOCOL = 15 consts.EMPTY = 16 consts.SCHEMA = 17 consts.TOOBIG = 18 consts.CONSTRAINT = 19 consts.MISMATCH = 20 consts.MISUSE = 21 consts.NOLFS = 22 consts.AUTH = 23 consts.FORMAT = 24 consts.RANGE = 25 consts.NOTADB = 26 consts.NOTICE = 27 consts.WARNING = 28 consts.ROW = 100 consts.DONE = 101 consts.INTEGER = 1 consts.FLOAT = 2 consts.TEXT = 3 consts.BLOB = 4 consts.NULL = 5 if not is_luajit then consts.C_NULL = ffi.C.NULL end consts.OPEN_READONLY = 0x00000001 consts.OPEN_READWRITE = 0x00000002 consts.OPEN_CREATE = 0x00000004 consts.OPEN_URI = 0x00000040 consts.OPEN_MEMORY = 0x00000080 consts.OPEN_NOMUTEX = 0x00008000 consts.OPEN_FULLMUTEX = 0x00010000 consts.OPEN_SHAREDCACHE = 0x00020000 consts.OPEN_PRIVATECACHE = 0x00040000 consts.OPEN_NOFOLLOW = 0x01000000 ffi.cdef [[ typedef __int64 sqlite3_int64; typedef unsigned __int64 sqlite3_uint64; typedef void (*sqlite3_destructor_type)(void *); typedef struct sqlite3 sqlite3; typedef struct sqlite3_stmt sqlite3_stmt; typedef struct sqlite3_value sqlite3_value; ]] consts.STATIC = ffi_cast("sqlite3_destructor_type", 0) consts.TRANSIENT = ffi_cast("sqlite3_destructor_type", -1) ffi.cdef [[ const char *sqlite3_libversion(); const char *sqlite3_sourceid(); int sqlite3_libversion_number(); int sqlite3_threadsafe(); void sqlite3_free(void*); int sqlite3_errcode(sqlite3 *); const char *sqlite3_errmsg(sqlite3 *); int sqlite3_extended_errcode(sqlite3 *); const char *sqlite3_errstr(int); int sqlite3_extended_result_codes(sqlite3 *, int); ]] function _M.libversion() return aux.wrap_string(clib.sqlite3_libversion()) end function _M.sourceid() return aux.wrap_string(clib.sqlite3_sourceid()) end function _M.libversion_number() return clib.sqlite3_libversion_number() end function _M.threadsafe() -- return 0, 1, or 2 return clib.sqlite3_threadsafe() end function _M.free(pointer) clib.sqlite3_free(pointer) end function _M.extended_result_codes(db, onoff) return clib.sqlite3_extended_result_codes(db, onoff) end function _M.errcode(db) return clib.sqlite3_errcode(db) end function _M.extended_errcode(db) return clib.sqlite3_extended_errcode(db) end function _M.errmsg(db) return aux.wrap_string(clib.sqlite3_errmsg(db)) end function _M.errstr(code) return aux.wrap_string(clib.sqlite3_errstr(code)) end ffi.cdef [[ int sqlite3_open(const char *, sqlite3 **); int sqlite3_open_v2(const char *, sqlite3 **, int, const char *); int sqlite3_close(sqlite3 *); int sqlite3_close_v2(sqlite3 *); ]] function _M.open(filename) local db_p = ffi_new("sqlite3*[1]") local rc = clib.sqlite3_open(filename, db_p) return rc, db_p[0] end function _M.open_v2(filename, flags, vfs) local db_p = ffi_new("sqlite3*[1]") local rc = clib.sqlite3_open_v2(filename, db_p, flags, vfs) return rc, db_p[0] end function _M.close(db) return clib.sqlite3_close(db) end function _M.close_v2(db) return clib.sqlite3_close_v2(db) end ffi.cdef [[ int sqlite3_exec(sqlite3 *, const char *sql, int (*callback)(void *arg1, int argc, char **argv, char **col_names), void *arg1, char **errmsg ); sqlite3_int64 sqlite3_last_insert_rowid(sqlite3 *); void sqlite3_set_last_insert_rowid(sqlite3 *, sqlite3_int64); ]] function _M.exec(db, sql, callback, arg1, errmsg) if errmsg == true then local cstr = ffi_new("char*[1]") local rc = clib.sqlite3_exec(db, sql, callback, arg1, cstr) local errstr = aux.wrap_string(cstr[0]) clib.sqlite3_free(cstr[0]) return rc, errstr end return clib.sqlite3_exec(db, sql, callback, arg1, errmsg) end function _M.last_insert_rowid(db) return clib.sqlite3_last_insert_rowid(db) end function _M.set_last_insert_rowid(db, rowid) clib.sqlite3_set_last_insert_rowid(db, rowid) end ffi.cdef [[ int sqlite3_prepare(sqlite3*, const char*, int, sqlite3_stmt**, const char**); int sqlite3_prepare_v2(sqlite3 *, const char *sql, int nbytes, sqlite3_stmt **ppStmt, const char **pzTail); int sqlite3_finalize(sqlite3_stmt*); ]] function _M.prepare_v2(db, sql) local pstmt = ffi.new("sqlite3_stmt*[1]") local rc = clib.sqlite3_prepare_v2(db, sql, #sql + 1, pstmt, nil); if rc == consts.OK then return rc, pstmt[0] else return rc, nil end end function _M.finalize(stmt) return clib.sqlite3_finalize(stmt) end ffi.cdef [[ int sqlite3_step(sqlite3_stmt *); int sqlite3_reset(sqlite3_stmt *); int sqlite3_clear_bindings(sqlite3_stmt *); ]] function _M.step(stmt) return clib.sqlite3_step(stmt) end function _M.reset(stmt) return clib.sqlite3_reset(stmt) end function _M.clear_bindings(stmt) return clib.sqlite3_sqlite3_clear_bindings(stmt) end ffi.cdef [[ int sqlite3_bind_parameter_count(sqlite3_stmt*); const char *sqlite3_bind_parameter_name(sqlite3_stmt*, int); int sqlite3_bind_parameter_index(sqlite3_stmt*, const char*); ]] function _M.bind_parameter_count(stmt) return clib.sqlite3_bind_parameter_count(stmt) end function _M.bind_parameter_name(stmt, index) return aux.wrap_string(clib.sqlite3_bind_parameter_name(stmt, index)) end function _M.bind_parameter_index(stmt, name) return clib.sqlite3_bind_parameter_index(stmt, name) end ffi.cdef [[ int sqlite3_bind_blob(sqlite3_stmt*, int, const void*, int n, void(*)(void*)); int sqlite3_bind_blob64(sqlite3_stmt*, int, const void*, sqlite3_uint64, void(*)(void*)); int sqlite3_bind_double(sqlite3_stmt*, int, double); int sqlite3_bind_int(sqlite3_stmt *, int index, int value); int sqlite3_bind_int64(sqlite3_stmt*, int, sqlite3_int64); int sqlite3_bind_null(sqlite3_stmt*, int); int sqlite3_bind_text(sqlite3_stmt*, int, const char*, int, void(*)(void*)); int sqlite3_bind_value(sqlite3_stmt*, int, const sqlite3_value*); int sqlite3_bind_pointer(sqlite3_stmt*, int, void*, const char*, void(*)(void*)); ]] function _M.bind_blob(stmt, index, pointer, size, destructor) return clib.sqlite3_bind_blob(stmt, index, pointer, size, destructor) end function _M.bind_blob64(stmt, index, pointer, size, destructor) return clib.sqlite3_bind_blob64(stmt, index, pointer, size, destructor) end function _M.bind_double(stmt, index, value) return clib.sqlite3_bind_double(stmt, index, value) end function _M.bind_int(stmt, index, value) return clib.sqlite3_bind_int(stmt, index, value) end function _M.bind_null(stmt, index) return clib.sqlite3_bind_null(stmt, index) end function _M.bind_text(stmt, index, text, nbytes, destructor) if type(text) == "string" then return clib.sqlite3_bind_text(stmt, index, text, nbytes or #text + 1, nil) end return clib.sqlite3_bind_text(stmt, index, text, nbytes, destructor) end function _M.bind_value(stmt, index, value) return clib.sqlite3_bind_value(stmt, index, value) end function _M.bind_pointer(stmt, index, pointer, p_type, destructor) return clib.sqlite3_bind_pointer(stmt, index, pointer, p_type, destructor) end ffi.cdef [[ int sqlite3_data_count(sqlite3_stmt *); int sqlite3_column_count(sqlite3_stmt *); const char *sqlite3_column_name(sqlite3_stmt *, int); const char *sqlite3_column_decltype(sqlite3_stmt *, int); ]] function _M.data_count(stmt) return clib.sqlite3_data_count(stmt) end function _M.column_count(stmt) return clib.sqlite3_column_count(stmt) end function _M.column_name(stmt, index) return aux.wrap_string(clib.sqlite3_column_name(stmt, index)) end function _M.column_decltype(stmt, index) return aux.wrap_string(clib.sqlite3_column_decltype(stmt, index)) end ffi.cdef [[ const void *sqlite3_column_blob(sqlite3_stmt*, int); double sqlite3_column_double(sqlite3_stmt*, int); int sqlite3_column_int(sqlite3_stmt*, int); sqlite3_int64 sqlite3_column_int64(sqlite3_stmt*, int); const char *sqlite3_column_text(sqlite3_stmt*, int); sqlite3_value *sqlite3_column_value(sqlite3_stmt*, int); int sqlite3_column_bytes(sqlite3_stmt*, int); int sqlite3_column_type(sqlite3_stmt*, int); ]] function _M.column_blob(stmt, column) return clib.sqlite3_column_blob(stmt, column) end function _M.column_double(stmt, column) return clib.sqlite3_column_double(stmt, column) end function _M.column_int(stmt, column) return clib.sqlite3_column_int(stmt, column) end function _M.column_int64(stmt, column) return clib.sqlite3_column_int64(stmt, column) end function _M.column_text(stmt, column) return aux.wrap_string(clib.sqlite3_column_text(stmt, column)) end function _M.column_value(stmt, column) return clib.sqlite3_column_value(stmt, column) end function _M.column_bytes(stmt, column) return clib.sqlite3_column_bytes(stmt, column) end function _M.column_type(stmt, column) return clib.sqlite3_column_type(stmt, column) end ffi.cdef [[ const char *sqlite3_sql(sqlite3_stmt*); char *sqlite3_expanded_sql(sqlite3_stmt*); const char *sqlite3_normalized_sql(sqlite3_stmt *pStmt); ]] function _M.sql(stmt) return aux.wrap_string(clib.sqlite3_sql(stmt)) end function _M.expanded_sql(stmt) local cstr = clib.sqlite3_expanded_sql(stmt) local lstr = ffi_str(cstr) clib.sqlite3_free(cstr) return lstr end function _M.normalized_sql(stmt) return aux.wrap_string(clib.sqlite3_normalized_sql(stmt)) end end return setmetatable(_M, { __call = init_mod })
local Drop, Version = MakeSushi(7, 'Frame', 'DropdownFrame', nil, nil, SushiGroup) if not Drop then return elseif not Version then local function closeAll() Drop:CloseAll() end hooksecurefunc('ToggleDropDownMenu', closeAll) hooksecurefunc('CloseDropDownMenus', closeAll) end local function get(value, ...) if type(value) == 'function' then return value(...) end return value end --[[ Startup ]]-- function Drop:OnCreate() SushiGroup.OnCreate(self) self:SetOrientation('HORIZONTAL') self:SetResizing('VERTICAL') self:SetClampedToScreen(true) self.bg = CreateFrame('Frame', nil, self) self.bg:SetFrameLevel(self:GetFrameLevel()) self.bg:SetPoint('BOTTOMLEFT', 0, -11) self.bg:SetPoint('TOPRIGHT', 0, 11) end function Drop:OnAcquire() SushiCallHandler.OnAcquire(self) self.lines = nil self:SetMenu(false) self:SetFrameStrata('FULLSCREEN_DIALOG') self:SetCall('UpdateChildren', function() self.width = 0 local lines = get(self.lines, self) if lines then for i, line in ipairs(lines) do self:AddLine(line) end end for button in self:IterateChildren() do button:SetWidth(self.width + 25) end self:SetWidth(self.width + 52) end) end --[[ API ]]-- function Drop:SetMenu(isMenu) if isMenu then self.bg:SetBackdrop { bgFile = 'Interface/Tooltips/UI-Tooltip-Background', edgeFile = 'Interface/Tooltips/UI-Tooltip-Border', insets = {left = 5, right = 5, top = 5, bottom = 5}, edgeSize = 16, tileSize = 16, tile = true } self.bg:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b) self.bg:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b) else self.bg:SetBackdrop { bgFile = 'Interface/DialogFrame/UI-DialogBox-Background-Dark', edgeFile = 'Interface/DialogFrame/UI-DialogBox-Border', insets = {left = 11, right = 11, top = 11, bottom = 9}, edgeSize = 32, tileSize = 32, tile = true } end end function Drop:SetLines(lines) self.lines = lines self:UpdateChildren() end function Drop:AddLine(data) local button = self:Create('DropdownButton') button:SetTip(data.tooltipTitle, data.tooltipText) button:SetChecked(get(data.checked, data)) button:SetRadio(data.isRadio) button:SetText(data.text) button:SetTitle(data.isTitle) button:SetCheckable(not data.notCheckable) button:SetCall('OnClick', function() if not data.disabled or data.isTitle then data.checked = button:GetChecked() data:func() self:SetShown(data.keepShownOnClick) end end) self.width = max(self.width, button:GetTextWidth()) end --[[ Static ]]-- function Drop:Toggle(...) local n = select('#', ...) local anchor = select(n < 4 and 1 or 2, ...) if anchor ~= self.target then self:Display(...) else CloseDropDownMenus() end PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON) end function Drop:Display(...) local n = select('#', ...) local anchor = select(n < 4 and 1 or 2, ...) CloseDropDownMenus() self.target = anchor local frame = self(anchor) if n < 4 then frame:SetPoint('TOP', anchor, 'BOTTOM', 0, -5) else frame:SetPoint(...) end frame:SetMenu(select(n-1, ...)) frame:SetLines(select(n, ...)) end function Drop:CloseAll() for i, frame in ipairs(self.usedFrames) do frame:Release() end self.target = nil end SushiDropFrame = Drop
local Rule = require('nvim-autopairs.rule') local cond = require('nvim-autopairs.conds') local npairs = require('nvim-autopairs') local ignored_next_char = string.gsub([[ [%w%%%[%.] ]],"%s+", "") npairs.setup { ignored_next_char = ignored_next_char } npairs.add_rule( Rule('<', '>') :with_pair(cond.not_after_regex(ignored_next_char)) :with_move(function(opts) return opts.char == '>' end) :with_pair(cond.is_bracket_line()) ) -- (|) press space => ( | ) -- ( | ) press ) => ( )| npairs.add_rules { Rule(' ', ' ') :with_pair(function (opts) local pair = opts.line:sub(opts.col - 1, opts.col) return vim.tbl_contains({ '()', '{}', '[]' }, pair) end), Rule('( ', ' )') :with_pair(function() return false end) :with_move(function(opts) return opts.prev_char:match('.%)') ~= nil end) :use_key(')'), Rule('{ ', ' }') :with_pair(function() return false end) :with_move(function(opts) return opts.prev_char:match('.%}') ~= nil end) :use_key(')'), Rule('[ ', ' ]') :with_pair(function() return false end) :with_move(function(opts) return opts.prev_char:match('.%]') ~= nil end) :use_key(')'), }
local awful = require("awful") local gears = require("gears") local wibox = require("wibox") local beautiful = require("beautiful") local dpi = beautiful.xresources.apply_dpi local helpers = require('helpers') local ram = wibox.widget.textbox("") awesome.connect_signal("watches::ram", function(used, total) local used_ram_percentage = string.format( "%.1f%% ", (used / total) * 100 ) ram.markup = helpers.colorize_text(used_ram_percentage, beautiful.xcolor1) end) return ram
loader.SetFillMode((loader.GetFillMode() + 1) % 2) -- SOLID / WIREFRAME loader.SetWindMode((loader.GetWindMode() + 1) % 2) -- STRAIGHT / RADIAL wind_speed = loader.GetWindSpeed() loader.SetWindSpeed((wind_speed + 25.0) % 100.0) wave_width = loader.GetWaveWidth() loader.SetWaveWidth((wave_width + 6.0) % 20.0) wind_strength = loader.GetWindStrength() loader.SetWindStrength((wind_strength + 15.0) % 100.0) math.randomseed( os.time() ) random_level = math.random(10) loader.SetMaxTessellationLevel(random_level)
local restserver = {} local request = require("wsapi.request") local response = require("wsapi.response") local json = require("dkjson") local unpack = unpack or table.unpack local function add_resource(self, name, entries, authfunc) for _, entry in ipairs(entries) do local path = ("^/" .. name .. "/" .. entry.path):gsub("([^{]+)(%b{})", function (literal,pattern) return literal:gsub("%-", "%%-")..pattern end):gsub("/+", "/"):gsub("/$", "") .. "$" entry.rest_path = path entry.match_path = path:gsub("{[^:]*:([^}]*)}", "(%1)"):gsub("{[^}]*}", "([^/]+)") -- set up auth (if not already present) for all entries of this resource if not entry.auth and authfunc then entry.auth = authfunc end path = path:gsub("{[^:]*:([^}]*)}", "%1"):gsub("{[^}]*}", "[^/]+") local methods = self.config.paths[path] if not methods then methods = {} self.config.paths[path] = methods table.insert(self.config.path_list, path) end if methods[entry.method] then local ui_path = "/" .. name .. "/" .. entry.path error("A handler for method "..entry.method.." in path "..ui_path.." is already defined.") end methods[entry.method] = entry end end local function set_error_handler(self, entry) self.error_handler = function(_, code, msg) return { response = entry.handler(code, msg), headers = { ["Content-Type"] = entry.produces or "text/plain" } } end self.error_schema = entry.output_schema end local function type_check(tbl, schema) for k, s in pairs(schema) do if not tbl[k] then if not s.optional then return nil, "missing field '"..k.."'" end elseif type(tbl[k]) ~= s.type then return nil, "in field '"..k.."', expected type "..s.type..", got "..type(tbl[k]) elseif s.array and next(tbl[k]) and not tbl[k][1] then return nil, "in field '"..k.."', expected an array" end end return true end local function decode(data, mimetype, schema) if mimetype == "application/json" then local tbl = json.decode(data) if schema then local ok, err = type_check(tbl, schema) if not ok then return nil, err end end return tbl elseif mimetype == "text/plain" then return data or "" elseif not mimetype or mimetype == "*/*" then return data or "" else error("Mimetype "..mimetype.." not supported.") end end local function encode(data, mimetype, schema) if mimetype == "application/json" then if schema then local ok, err = type_check(data, schema) if not ok then return nil, err end end return json.encode(data) elseif mimetype == "text/plain" then return data or "" elseif not mimetype then return data or "" else error("Mimetype "..mimetype.." not supported.") end end local function get_error_response(self, code, msg, wreq) local res = self.error_handler(wreq, code, msg) res.headers = res.headers or { ["Content-Type"] = "text/plain" } local output, err = encode(res.response, res.headers["Content-Type"], self.error_schema) if not output then return nil, err end res.content = output return res end local function fail(self, wreq, code, msg) local res, err = get_error_response(self, code, msg, wreq) local wres = response.new(code, res.headers) local output if err then wres = response.new(500, { ["Content-Type"] = "text/plain" }) output = "Internal Server Error - Server built a response that fails schema validation: "..err else output = res.content end wres:write(output) return wres:finish() end local function match_path(self, path_info) for _, path in ipairs(self.config.path_list) do if path_info:match(path) then return self.config.paths[path] end end end local function wsapi_handler_with_self(self, wsapi_env, rs_api) local wreq = request.new(wsapi_env) local input_path = wsapi_env.PATH_INFO:gsub("/$", "") local methods = self.config.paths["^" .. input_path .. "$"] or match_path(self, wsapi_env.PATH_INFO) local entry = methods and methods[wreq.method] if not entry then return fail(self, wreq, 405, "Method Not Allowed") end local input, err if wreq.method == "POST" then input, err = decode(wreq.POST.post_data, entry.consumes, entry.input_schema) elseif wreq.method == "GET" then input = wreq.GET elseif wreq.method == "DELETE" then input = "" else error("Other methods not implemented yet.") end if not input then return fail(self, wreq, 400, "Bad Request - Your request fails schema validation: "..("" or err) ) end local placeholder_matches = (entry.rest_path ~= entry.match_path) and { input_path:match(entry.match_path) } or {} local ok, res local handler local pass_wreq = false if rs_api == "0.3" then handler = entry.handler pass_wreq = true elseif entry.handle_req then handler = entry.handle_req pass_wreq = true else handler = entry.handler pass_wreq = false end local auth_result = entry.auth and entry.auth(wsapi_env) -- return { errorcode = 401|403, user = 'alice' } or nil if auth_result and auth_result.errorcode then return fail(self, wreq, auth_result.errorcode, "Authentication error: "..(auth_result.message or "")) end if pass_wreq then if auth_result then ok, res = pcall(handler, wreq, input, auth_result.user, unpack(placeholder_matches)) else ok, res = pcall(handler, wreq, input, unpack(placeholder_matches)) end else if auth_result then ok, res = pcall(handler, input, auth_result.user, unpack(placeholder_matches)) else ok, res = pcall(handler, input, unpack(placeholder_matches)) end end if not ok then return fail(self, wreq, 500, "Application error: "..res) end if not res then return fail(self, wreq, 500, "Server failed to produce a response.") end local output, err = encode(res.config.entity, entry.produces, entry.output_schema) if not output then return fail(self, wreq, 500, "Server built a response that fails schema validation: "..err) end local headers = { ["Content-Type"] = entry.produces or "text/plain" } if res.config.headers then for k,v in pairs(res.config.headers) do headers[k] = v end end local wres = response.new(res.config.status,headers) wres:write(output) return wres:finish() end local function add_setter(self, var) self[var] = function (self, val) self.config[var] = val return self end end function restserver.new(rs_api) local server = { config = { paths = {}, path_list = {}, }, enable = function(self, plugin_name) local mod = require(plugin_name) mod.extend(self) return self end, add_resource = add_resource, set_error_handler = set_error_handler, get_error_response = get_error_response, -- To be used by server plugins } add_setter(server, "host") add_setter(server, "port") server.wsapi_handler = function(wsapi_env) return wsapi_handler_with_self(server, wsapi_env, rs_api) end server.error_handler = function(wreq, code, msg) return { response = tostring(code).." "..msg } end return server end function restserver.response() local res = { config = {}, } add_setter(res, "status") add_setter(res, "entity") add_setter(res, "headers") return res end return restserver
return {'vorderen','vordering','vorderingsrecht','vore','voren','vorenbedoeld','vorengenoemd','vorenstaand','vorig','vork','vorkbeen','vorken','vorkheftruck','vorm','vormbak','vormbehoud','vormcrisis','vormeis','vormelijk','vormelijkheid','vormeling','vormeloos','vormeloosheid','vormen','vormend','vormenrijkdom','vormenstoof','vormentaal','vormer','vormexperiment','vormfout','vormgebrek','vormgeefster','vormgeheugen','vormgeven','vormgever','vormgeving','vormgevingsbeleid','vormgevingsinstituut','vormgevingsprobleem','vormgevoel','vorming','vormingsactiviteit','vormingscentrum','vormingscursus','vormingsinstituut','vormingsklas','vormingsleider','vormingsleidster','vormingsonderwijs','vormingsproces','vormingstheater','vormingstoneel','vormingswerk','vormingswerker','vormingswerkster','vormkenmerk','vormleer','vormloos','vormloosheid','vormmachine','vormmeter','vormopmaker','vormpeter','vormpje','vormsel','vormtaal','vormvariant','vormvast','vormvastheid','vormverandering','vormverlies','vormzand','vorsen','vorser','vorst','vorstdag','vorstelijk','vorstelijkheid','vorstenbloed','vorstendom','vorstengunst','vorstenhuis','vorstenkroon','vorstenpaar','vorstentelg','vorstenzoon','vorstgevaar','vorstgevoelig','vorstgrens','vorstig','vorstin','vorstpan','vorstperiode','vorstschade','vorstverlet','vorstvrij','vort','vormbeheersing','vormverscheidenheid','vorstkam','vormtheorie','vorklift','vormdrift','vormherkenning','vormingsaanbod','vormpeil','vormbaar','vormbewustzijn','vormenwereld','vormfactor','vormingsdag','vormingsfonds','vormingspakket','vormingsplicht','vormingsprogramma','vormingsstation','vormkracht','vormovereenkomst','vormveld','vormvereiste','vormverzuim','vormvoorschrift','vormvrij','vormwereld','vormmerk','vorderingenstaat','vormingsmoment','vormingsperiode','vorden','vorselaar','vorsen','vorst','vorstenaar','vorsts','voragen','vording','vorster','vorenkamp','vorgers','vorder','vorderde','vorderden','vorderingen','vordert','vorenbedoelde','vorengenoemde','vorens','vorenstaande','vorentje','vorentjes','vorige','vorigen','vorkbenen','vorkheftrucks','vorkje','vorkjes','vormbakken','vormde','vormden','vormelijke','vormelijker','vormelijkheden','vormelingen','vormeloze','vormelozer','vormende','vormers','vormexperimenten','vormfouten','vormgeef','vormgeeft','vormgegeven','vormgevend','vormgevende','vormgevers','vormgevingskwesties','vormgevingsproblemen','vormingen','vormingscentra','vormingsleiders','vormingswerkers','vormkenmerken','vormloze','vormlozer','vormmachines','vormmeters','vormpeters','vormpjes','vormprincipes','vormstukken','vormt','vormveranderingen','vormvereisten','vors','vorstdagen','vorste','vorstelijke','vorstelijker','vorstelijkste','vorsten','vorstendommen','vorstendommetje','vorstendommetjes','vorstenhoven','vorstenhuizen','vorstenspiegels','vorstentelgen','vorstenzonen','vorstgrenzen','vorstige','vorstinnen','vorstinnetje','vorstpannen','vorstvrije','vorderende','vorkbeenderen','vormeisen','vormgaf','vormingsactiviteiten','vormingscursussen','vormingsinstituten','vormingsklassen','vormvarianten','vormvaste','vorsend','vorsers','vorstenkronen','vorstgevoelige','vorstkammen','vormingsdagen','vormingsmomenten','vormvoorschriften','vormvrije','vorstperiodes','vormgaven','vormingsprogrammas','vormkrachten','vorstperioden','vormgebreken','vormingspakketten','vormingsprocessen','vormfoutje','vormmerken','vormfactoren','vormingsstations','vordense'}
-------------------------------------------------------------------------=--- -- Name: dialog.wx.lua -- Purpose: Dialog wxLua sample, a temperature converter -- Based on the C++ version by Marco Ghislanzoni -- Author: J Winwood, John Labenski -- Created: March 2002 -- Copyright: (c) 2001 Lomtick Software. All rights reserved. -- Licence: wxWidgets licence -------------------------------------------------------------------------=--- -- Load the wxLua module, does nothing if running from wxLua, wxLuaFreeze, or wxLuaEdit package.cpath = package.cpath..";./?.dll;./?.so;../lib/?.so;../lib/vc_dll/?.dll;../lib/bcc_dll/?.dll;../lib/mingw_dll/?.dll;" require("wx") -- IDs of the controls in the dialog ID_CELSIUS_BUTTON = 1 -- NOTE: We use the fact that the textctrl ids ID_CELSIUS_TEXTCTRL = 2 -- are +1 fom the button ids. ID_KELVIN_BUTTON = 3 ID_KELVIN_TEXTCTRL = 4 ID_FAHRENHEIT_BUTTON = 5 ID_FAHRENHEIT_TEXTCTRL = 6 ID_RANKINE_BUTTON = 7 ID_RANKINE_TEXTCTRL = 8 ID_ABOUT_BUTTON = 9 ID_CLOSE_BUTTON = 10 ID__MAX = 11 -- max of our window ids -- Create the dialog, there's no reason why we couldn't use a wxFrame and -- a frame would probably be a better choice. dialog = wx.wxDialog(wx.NULL, wx.wxID_ANY, "wxLua Temperature Converter", wx.wxDefaultPosition, wx.wxDefaultSize) -- Create a wxPanel to contain all the buttons. It's a good idea to always -- create a single child window for top level windows (frames, dialogs) since -- by default the top level window will want to expand the child to fill the -- whole client area. The wxPanel also gives us keyboard navigation with TAB key. panel = wx.wxPanel(dialog, wx.wxID_ANY) -- Layout all the buttons using wxSizers local mainSizer = wx.wxBoxSizer(wx.wxVERTICAL) local staticBox = wx.wxStaticBox(panel, wx.wxID_ANY, "Enter temperature") local staticBoxSizer = wx.wxStaticBoxSizer(staticBox, wx.wxVERTICAL) local flexGridSizer = wx.wxFlexGridSizer( 3, 3, 0, 0 ) flexGridSizer:AddGrowableCol(1, 0) -- Make a function to reduce the amount of duplicate code. function AddConverterControl(name_string, button_text, textCtrlID, buttonID) local staticText = wx.wxStaticText( panel, wx.wxID_ANY, name_string) local textCtrl = wx.wxTextCtrl( panel, textCtrlID, "000000.00000", wx.wxDefaultPosition, wx.wxDefaultSize, wx.wxTE_PROCESS_ENTER ) local button = wx.wxButton( panel, buttonID, button_text) flexGridSizer:Add( staticText, 0, wx.wxALIGN_CENTER_VERTICAL+wx.wxALL, 5 ) flexGridSizer:Add( textCtrl, 0, wx.wxGROW+wx.wxALIGN_CENTER+wx.wxALL, 5 ) flexGridSizer:Add( button, 0, wx.wxGROW+wx.wxALIGN_CENTER+wx.wxALL, 5 ) return textCtrl end celsiusTextCtrl = AddConverterControl("Celsius", "From &Celsius", ID_CELSIUS_TEXTCTRL, ID_CELSIUS_BUTTON) kelvinTextCtrl = AddConverterControl("Kelvin", "From &Kelvin", ID_KELVIN_TEXTCTRL, ID_KELVIN_BUTTON) fahrenheitTextCtrl = AddConverterControl("Fahrenheit", "From &Fahrenheit", ID_FAHRENHEIT_TEXTCTRL, ID_FAHRENHEIT_BUTTON) rankineTextCtrl = AddConverterControl("Rankine", "From &Rankine", ID_RANKINE_TEXTCTRL, ID_RANKINE_BUTTON) --[[ NOTE: We've wrapped the creation of the controls into a function, but we could have created them all separately this way. local celsiusStaticText = wx.wxStaticText( panel, wx.wxID_ANY, "Celsius") local celsiusTextCtrl = wx.wxTextCtrl( panel, ID_CELSIUS_TEXTCTRL, "", wx.wxDefaultPosition, wx.wxSize(80,-1), 0 ) local celsiusButton = wx.wxButton( panel, ID_CELSIUS_BUTTON, "C -> K && F") flexGridSizer:AddWindow( celsiusStaticText, 0, wx.wxALIGN_CENTER_VERTICAL+wx.wxALL, 5 ) flexGridSizer:AddWindow( celsiusTextCtrl, 0, wx.wxGROW+wx.wxALIGN_CENTER+wx.wxALL, 5 ) flexGridSizer:AddWindow( celsiusButton, 0, wx.wxALIGN_CENTER+wx.wxALL, 5 ) ]] staticBoxSizer:Add( flexGridSizer, 0, wx.wxGROW+wx.wxALIGN_CENTER+wx.wxALL, 5 ) mainSizer:Add( staticBoxSizer, 1, wx.wxGROW+wx.wxALIGN_CENTER+wx.wxALL, 5 ) local buttonSizer = wx.wxBoxSizer( wx.wxHORIZONTAL ) local aboutButton = wx.wxButton( panel, ID_ABOUT_BUTTON, "&About") local closeButton = wx.wxButton( panel, ID_CLOSE_BUTTON, "E&xit") buttonSizer:Add( aboutButton, 0, wx.wxALIGN_CENTER+wx.wxALL, 5 ) buttonSizer:Add( closeButton, 0, wx.wxALIGN_CENTER+wx.wxALL, 5 ) mainSizer:Add( buttonSizer, 0, wx.wxALIGN_CENTER+wx.wxALL, 5 ) panel:SetSizer( mainSizer ) mainSizer:SetSizeHints( dialog ) -- --------------------------------------------------------------------------- -- Calculate the temp conversions, input only one temp, set others to nil -- Shows how to handle nil inputs and return multiple ones function ConvertTemp( Tc, Tk, Tf, Tr ) if Tc or Tk then Tc = Tc or (Tk - 273.15) Tf = (Tc * 9/5) + 32 else -- Tf or Tr Tf = Tf or (Tr - 459.67) Tc = (Tf - 32) * 5/9 end Tk = Tc + 273.15 Tr = Tf + 459.67 return Tc, Tk, Tf, Tr end -- --------------------------------------------------------------------------- -- Connect a handler for pressing enter in the textctrls dialog:Connect(wx.wxID_ANY, wx.wxEVT_COMMAND_TEXT_ENTER, function(event) -- Send "fake" button press to do calculation. -- Button ids have been set to be -1 from textctrl ids. dialog:ProcessEvent(wx.wxCommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, event:GetId()-1)) end) -- --------------------------------------------------------------------------- -- Connect a central event handler that responds to all button clicks. -- NOTE: Since we Connect() the about and close buttons after this they will be -- called first and unless we call event:Skip() in their handlers the -- events will never reach this function. Therefore we don't need to -- check that the ids are only from temp conversion buttons. dialog:Connect(wx.wxID_ANY, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) -- NOTE: A wxID_CANCEL event is sent when the close button on the -- dialog is pressed. if event:GetId() >= ID__MAX then event:Skip() return end -- We know that the textctrl window ids are +1 from the button ids local T = tonumber(dialog:FindWindow(event:GetId()+1):DynamicCast("wxTextCtrl"):GetValue()) if T == nil then wx.wxMessageBox("The input temperature is invalid, enter a number.", "Error!", wx.wxOK + wx.wxICON_EXCLAMATION + wx.wxCENTRE, dialog) else -- Create a "case" type statement local TempCase = { [ID_CELSIUS_BUTTON] = function() return ConvertTemp(T, nil, nil, nil) end, [ID_KELVIN_BUTTON] = function() return ConvertTemp(nil, T) end, -- don't need trailing nils [ID_FAHRENHEIT_BUTTON] = function() return ConvertTemp(nil, nil, T) end, [ID_RANKINE_BUTTON] = function() return ConvertTemp(nil, nil, nil, T) end } -- call the "case" statement local Tc, Tk, Tf, Tr = TempCase[event:GetId()]() celsiusTextCtrl:SetValue( string.format("%.3f", Tc)) kelvinTextCtrl:SetValue( string.format("%.3f", Tk)) fahrenheitTextCtrl:SetValue(string.format("%.3f", Tf)) rankineTextCtrl:SetValue( string.format("%.3f", Tr)) end end) --[[ -- NOTE: You can also attach single event handlers to each of the buttons and -- handle them separately. dialog:Connect(ID_CELSIUS_BUTTON, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) local T = tonumber(celsiusTextCtrl:GetValue()) if T == nil then wx.wxMessageBox("The Celsius temperature is invalid, enter a number.", "Error!", wx.wxOK + wx.wxICON_EXCLAMATION + wx.wxCENTRE, dialog) else kelvinTextCtrl:SetValue(T + 273.15) fahrenheitTextCtrl:SetValue((T * 9 / 5) + 32) rankineTextCtrl:SetValue((T * 9 / 5) + 32 + 459.67) end end) ]] -- --------------------------------------------------------------------------- -- Attach an event handler to the Close button dialog:Connect(ID_CLOSE_BUTTON, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) dialog:Destroy() end) dialog:Connect(wx.wxEVT_CLOSE_WINDOW, function (event) dialog:Destroy() event:Skip() end) -- --------------------------------------------------------------------------- -- Attach an event handler to the About button dialog:Connect(ID_ABOUT_BUTTON, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) wx.wxMessageBox("Based on the C++ version by Marco Ghislanzoni.\n".. wxlua.wxLUA_VERSION_STRING.." built with "..wx.wxVERSION_STRING, "About wxLua Temperature Converter", wx.wxOK + wx.wxICON_INFORMATION, dialog) end) -- --------------------------------------------------------------------------- -- Send a "fake" event to simulate a button press to update the textctrls dialog:ProcessEvent(wx.wxCommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, ID_CELSIUS_BUTTON)) -- --------------------------------------------------------------------------- -- Centre the dialog on the screen dialog:Centre() -- Show the dialog dialog:Show(true) -- Call wx.wxGetApp():MainLoop() last to start the wxWidgets event loop, -- otherwise the wxLua program will exit immediately. -- Does nothing if running from wxLua, wxLuaFreeze, or wxLuaEdit since the -- MainLoop is already running or will be started by the C++ program. wx.wxGetApp():MainLoop()
local _CreateConVar = CreateConVar local _CurTime = CurTime local _hook_Add = hook.Add local _player_GetAll = player.GetAll if !gAC.config.NEKO_LUA_CHECKS then return end local Neko_Value = gAC.Encoder.stringrandom(8, true) _CreateConVar("neko_exit", Neko_Value, { FCVAR_CHEAT, FCVAR_PROTECTED, FCVAR_NOT_CONNECTED, FCVAR_USERINFO, FCVAR_UNREGISTERED, FCVAR_REPLICATED, FCVAR_UNLOGGED, FCVAR_DONTRECORD, FCVAR_SPONLY } ) _CreateConVar("neko_list", Neko_Value, { FCVAR_CHEAT, FCVAR_PROTECTED, FCVAR_NOT_CONNECTED, FCVAR_USERINFO, FCVAR_UNREGISTERED, FCVAR_REPLICATED, FCVAR_UNLOGGED, FCVAR_DONTRECORD, FCVAR_SPONLY } ) --Like if you managed to receive all gAC files then he should be able to receive the next messages. _hook_Add("gAC.CLFilesLoaded", "g-ACAntiNekoPlayerAuthed", function(plr) plr.GAC_Neko = 0 plr.GAC_Neko_Checks = _CurTime() + 5 gAC.Network:Send("g-AC_antineko", Neko_Value, plr) end) gAC.Network:AddReceiver("g-AC_Neko",function(tabledata, ply) if ply.GAC_NEKOG then return end ply.GAC_NEKOG = true gAC.AddDetection( ply, "Global 'neko' function detected [Code 112]", gAC.config.NEKO_LUA_RETRIVAL_PUNISHMENT, gAC.config.NEKO_LUA_RETRIVAL_BANTIME ) end) _hook_Add("Tick", "gAC-CheckNeko", function() local _IPAIRS_ = _player_GetAll() for k=1, #_IPAIRS_ do local ply =_IPAIRS_[k] if ply:IsBot() then continue end if !ply.GAC_Neko_Checks then continue end if ply.GAC_Neko_Checks > _CurTime() then continue end if ply:IsTimingOut() then continue end if ply:GetInfo( "neko_exit" ) != Neko_Value || ply:GetInfo("neko_list") != Neko_Value then if ply.GAC_Neko > 4 then gAC.AddDetection( ply, "Anti-neko cvar response not returned [Code 114]", gAC.config.NEKO_LUA_RETRIVAL_PUNISHMENT, gAC.config.NEKO_LUA_RETRIVAL_BANTIME ) ply.GAC_Neko_Checks = nil continue end ply.GAC_Neko = ply.GAC_Neko + 1 ply.GAC_Neko_Checks = _CurTime() + 15 continue end if ply.GAC_Neko != 0 then ply.GAC_Neko = 0 end ply.GAC_Neko_Checks = _CurTime() + 5 end end )
pg = pg or {} pg.medal_template = { [10011] = { target_num = 2000, name = "海军优秀服役勋章", explain2 = "表现优秀的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间表现优秀的指挥官", next = 10012, icon = "2021", target_type = 1022, start = 0, hide = 0, label = "l_201", condition = "舰队出征累积胜利2000次 ", rank = 1, id = 10011, explain1 = "授予在服役期间", target_id = "0" }, [10012] = { target_num = 4000, name = "海军优秀服役勋章", explain2 = "表现优秀的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间表现优秀的指挥官", next = 10013, icon = "2022", target_type = 1022, start = 1, hide = 0, label = "l_201", condition = "舰队出征累积胜利4000次 ", rank = 2, id = 10012, explain1 = "授予在服役期间", target_id = "0" }, [10013] = { target_num = 10000, name = "海军优秀服役勋章", explain2 = "表现优秀的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间表现优秀的指挥官", next = 10014, icon = "2023", target_type = 1022, start = 1, hide = 0, label = "l_201", condition = "舰队出征累积胜利10000次 ", rank = 3, id = 10013, explain1 = "授予在服役期间", target_id = "0" }, [10014] = { target_num = 20000, name = "海军优秀服役勋章", explain2 = "表现优秀的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间表现优秀的指挥官", next = 10015, icon = "2024", target_type = 1022, start = 1, hide = 0, label = "l_201", condition = "舰队出征累积胜利20000次 ", rank = 4, id = 10014, explain1 = "授予在服役期间", target_id = "0" }, [10015] = { target_num = 1, name = "海军优秀服役勋章", explain2 = "表现优秀的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间表现优秀的指挥官", next = 0, icon = "2025", target_type = 9999, start = 1, hide = 3, label = "l_201", condition = "尚未开放,敬请期待", rank = 5, id = 10015, explain1 = "授予在服役期间", target_id = "0" }, [10021] = { target_num = 100, name = "恪尽职守勋章", explain2 = "恪守职责的指挥官", type = 0, count_inherit = 10022, desc = "该勋章授予在服役期间出色履行职责的指挥官", next = 10022, icon = "2051", target_type = 91, start = 0, hide = 0, label = "l_202", condition = "累积完成每日任务100次", rank = 1, id = 10021, explain1 = "授予在服役期间", target_id = "0" }, [10022] = { target_num = 300, name = "恪尽职守勋章", explain2 = "恪守职责的指挥官", type = 0, count_inherit = 10023, desc = "该勋章授予在服役期间出色履行职责的指挥官", next = 10023, icon = "2052", target_type = 91, start = 1, hide = 0, label = "l_202", condition = "累积完成每日任务300次", rank = 2, id = 10022, explain1 = "授予在服役期间", target_id = "0" }, [10023] = { target_num = 800, name = "恪尽职守勋章", explain2 = "恪守职责的指挥官", type = 0, count_inherit = 10024, desc = "该勋章授予在服役期间出色履行职责的指挥官", next = 10024, icon = "2053", target_type = 91, start = 1, hide = 0, label = "l_202", condition = "累积完成每日任务800次", rank = 3, id = 10023, explain1 = "授予在服役期间", target_id = "0" }, [10024] = { target_num = 1600, name = "恪尽职守勋章", explain2 = "恪守职责的指挥官", type = 0, count_inherit = 10025, desc = "该勋章授予在服役期间出色履行职责的指挥官", next = 10025, icon = "2054", target_type = 91, start = 1, hide = 0, label = "l_202", condition = "累积完成每日任务1600次", rank = 4, id = 10024, explain1 = "授予在服役期间", target_id = "0" }, [10025] = { target_num = 3200, name = "恪尽职守勋章", explain2 = "恪守职责的指挥官", type = 0, count_inherit = 0, desc = "该勋章授予在服役期间出色履行职责的指挥官", next = 0, icon = "2055", target_type = 91, start = 1, hide = 0, label = "l_202", condition = "累积完成每日任务3200次", rank = 5, id = 10025, explain1 = "授予在服役期间", target_id = "0" }, [10031] = { target_num = 1, name = "海洋探索者勋章", explain2 = "持之以恒的指挥官", type = 0, count_inherit = 10032, desc = "探索不总伴随有收获。该勋章授予拥有坚定信念并持之以恒的指挥官", next = 10032, icon = "2031", target_type = 141, start = 0, hide = 0, label = "l_203", condition = "从关卡中累积掉落获得1名超稀有角色", rank = 1, id = 10031, explain1 = "授予在信念坚定", target_id = "5" }, [10032] = { target_num = 3, name = "海洋探索者勋章", explain2 = "持之以恒的指挥官", type = 0, count_inherit = 10033, desc = "探索不总伴随有收获。该勋章授予拥有坚定信念并持之以恒的指挥官", next = 10033, icon = "2032", target_type = 141, start = 1, hide = 0, label = "l_203", condition = "从关卡中累积掉落获得3名超稀有角色", rank = 2, id = 10032, explain1 = "授予在信念坚定", target_id = "5" }, [10033] = { target_num = 10, name = "海洋探索者勋章", explain2 = "持之以恒的指挥官", type = 0, count_inherit = 10034, desc = "探索不总伴随有收获。该勋章授予拥有坚定信念并持之以恒的指挥官", next = 10034, icon = "2033", target_type = 141, start = 1, hide = 0, label = "l_203", condition = "从关卡中累积掉落获得10名超稀有角色", rank = 3, id = 10033, explain1 = "授予在信念坚定", target_id = "5" }, [10034] = { target_num = 20, name = "海洋探索者勋章", explain2 = "持之以恒的指挥官", type = 0, count_inherit = 0, desc = "探索不总伴随有收获。该勋章授予拥有坚定信念并持之以恒的指挥官", next = 10035, icon = "2034", target_type = 141, start = 1, hide = 0, label = "l_203", condition = "从关卡中累积掉落获得20名超稀有角色", rank = 4, id = 10034, explain1 = "授予在信念坚定", target_id = "5" }, [10035] = { target_num = 1, name = "海洋探索者勋章", explain2 = "持之以恒的指挥官", type = 0, count_inherit = 0, desc = "探索不总伴随有收获。该勋章授予拥有坚定信念并持之以恒的指挥官", next = 0, icon = "2035", target_type = 9999, start = 1, hide = 3, label = "l_203", condition = "尚未开放,敬请期待", rank = 5, id = 10035, explain1 = "授予在信念坚定", target_id = "0" }, [10041] = { target_num = 3000, name = "杰出服务勋章", explain2 = "贡献杰出的指挥官", type = 0, count_inherit = 0, desc = "家,甜蜜的家。该勋章授予在港区建设中作出杰出贡献的指挥官", next = 10042, icon = "2041", target_type = 133, start = 0, hide = 0, label = "l_204", condition = 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explain1 = "授予为港区建设", target_id = "0" }, [10045] = { target_num = 60000, name = "杰出服务勋章", explain2 = "贡献杰出的指挥官", type = 0, count_inherit = 0, desc = "家,甜蜜的家。该勋章授予在港区建设中作出杰出贡献的指挥官", next = 0, icon = "2045", target_type = 133, start = 1, hide = 0, label = "l_204", condition = "累积消耗家具币达到60000枚", rank = 5, id = 10045, explain1 = "授予为港区建设", target_id = "0" }, [10051] = { target_num = 10, name = "玫瑰誓约纪念章", explain2 = "如玫瑰般绽放于心间 ", type = 0, count_inherit = 0, desc = "点滴中耕耘的羁绊,如玫瑰般绽放于心间。 ", next = 10052, icon = "2061", target_type = 1019, start = 0, hide = 0, label = "l_205", condition = "舰队中好感度大于等于100的舰船达到10艘", rank = 1, id = 10051, explain1 = "点滴中耕耘的羁绊", target_id = "10000" }, [10052] = { target_num = 20, name = "玫瑰誓约纪念章", explain2 = "如玫瑰般绽放于心间 ", type = 0, count_inherit = 0, desc = "点滴中耕耘的羁绊,如玫瑰般绽放于心间。 ", next = 10053, icon = "2062", target_type = 1019, start = 1, hide = 0, label = "l_205", condition = "舰队中好感度大于等于100的舰船达到20艘", rank = 2, id = 10052, explain1 = "点滴中耕耘的羁绊", target_id = 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"尚未开放,敬请期待", rank = 3, id = 10063, explain1 = "以白鹰之名授予", target_id = "0" }, [10064] = { target_num = 1, name = "白鹰海军荣誉勋章", explain2 = "最杰出的指挥官", type = 0, count_inherit = 0, desc = "以白鹰之名,授予在白鹰阵营军事行动中作出最杰出贡献的海军指挥官", next = 10065, icon = "1014", target_type = 9999, start = 1, hide = 3, label = "l_101", condition = "尚未开放,敬请期待", rank = 4, id = 10064, explain1 = "以白鹰之名授予", target_id = "0" }, [10065] = { target_num = 1, name = "白鹰海军荣誉勋章", explain2 = "最杰出的指挥官", type = 0, count_inherit = 0, desc = "以白鹰之名,授予在白鹰阵营军事行动中作出最杰出贡献的海军指挥官", next = 0, icon = "1015", target_type = 9999, start = 1, hide = 3, label = "l_101", condition = "尚未开放,敬请期待", rank = 5, id = 10065, explain1 = "以白鹰之名授予", target_id = "0" }, [10071] = { target_type = 160, name = "皇家海军十字勋章", hide = 0, type = 0, start = 0, count_inherit = 0, condition = "皇家阵营120级舰船达到12艘,皇家阵营舰船总好感达成2000点,使用皇家舰船在任意关卡中获得经验200万点", desc = "以皇家之名,将该荣耀赠予在面对敌人时表现最英勇、最无畏的指挥官", label = "l_102", icon = "1021", next = 10072, rank = 1, id = 10071, explain1 = "以皇家之名赠予", target_num = 3, explain2 = "最英勇的指挥官", target_id = { 100711, 100721, 100731 } }, [10072] = { target_type = 160, name = "皇家海军十字勋章", hide = 0, type = 0, start = 1, count_inherit = 0, condition = "皇家阵营120级舰船达到24艘,皇家阵营舰船总好感达成4000点,使用皇家舰船在任意关卡中获得经验200万点", desc = "以皇家之名,将该荣耀赠予在面对敌人时表现最英勇、最无畏的指挥官", label = "l_102", icon = "1022", next = 10073, rank = 2, id = 10072, explain1 = "以皇家之名赠予", target_num = 3, explain2 = "最英勇的指挥官", target_id = { 100712, 100722, 100732 } }, [10073] = { target_num = 1, name = "皇家海军十字勋章", explain2 = "最英勇的指挥官", type = 0, count_inherit = 0, desc = "以皇家之名,将该荣耀赠予在面对敌人时表现最英勇、最无畏的指挥官", next = 10074, icon = "1023", target_type = 9999, start = 1, hide = 3, label = "l_102", condition = "尚未开放,敬请期待", rank = 3, id = 10073, explain1 = "以皇家之名赠予", target_id = "0" }, [10074] = { target_num = 1, name = "皇家海军十字勋章", explain2 = "最英勇的指挥官", type = 0, count_inherit = 0, desc = "以皇家之名,将该荣耀赠予在面对敌人时表现最英勇、最无畏的指挥官", next = 10075, icon = "1024", target_type = 9999, start = 1, hide = 3, label = "l_102", condition = "尚未开放,敬请期待", rank = 4, id = 10074, explain1 = "以皇家之名赠予", target_id = "0" }, [10075] = { target_num = 1, name = "皇家海军十字勋章", explain2 = "最英勇的指挥官", type = 0, count_inherit = 0, desc = "以皇家之名,将该荣耀赠予在面对敌人时表现最英勇、最无畏的指挥官", next = 0, icon = "1025", target_type = 9999, start = 1, hide = 3, label = "l_102", condition = "尚未开放,敬请期待", rank = 5, id = 10075, explain1 = "以皇家之名赠予", target_id = "0" }, [10081] = { target_type = 160, name = "重樱勋位大绶章", hide = 0, type = 0, start = 0, count_inherit = 0, condition = "重樱阵营120级舰船达到12艘,重樱阵营舰船总好感达成2000点,使用重樱舰船在任意关卡中获得经验200万点", desc = "以重樱之名,授予为重樱海军建设作出最卓越功绩的指挥官阁下", label = "l_103", icon = "1031", next = 10082, rank = 1, id = 10081, explain1 = "以重樱之名授予", target_num = 3, explain2 = "最卓越的指挥官", target_id = { 100811, 100821, 100831 } }, [10082] = { target_type = 160, name = "重樱勋位大绶章", hide = 0, type = 0, start = 1, count_inherit = 0, condition = "重樱阵营120级舰船达到24艘,重樱阵营舰船总好感达成4000点,使用重樱舰船在任意关卡中获得经验200万点", desc = "以重樱之名,授予为重樱海军建设作出最卓越功绩的指挥官阁下", label = "l_103", icon = "1032", next = 10083, rank = 2, id = 10082, explain1 = "以重樱之名授予", target_num = 3, explain2 = "最卓越的指挥官", target_id = { 100812, 100822, 100832 } }, [10083] = { target_num = 1, name = "重樱勋位大绶章", explain2 = "最卓越的指挥官", type = 0, count_inherit = 0, desc = "以重樱之名,授予为重樱海军建设作出最卓越功绩的指挥官阁下", next = 10084, icon = "1033", target_type = 9999, start = 1, hide = 3, label = "l_103", condition = "尚未开放,敬请期待", rank = 3, id = 10083, explain1 = "以重樱之名授予", target_id = "0" }, [10084] = { target_num = 1, name = "重樱勋位大绶章", explain2 = "最卓越的指挥官", type = 0, count_inherit = 0, desc = "以重樱之名,授予为重樱海军建设作出最卓越功绩的指挥官阁下", next = 10085, icon = "1034", target_type = 9999, start = 1, hide = 3, label = "l_103", condition = "尚未开放,敬请期待", rank = 4, id = 10084, explain1 = "以重樱之名授予", target_id = "0" }, [10085] = { target_num = 1, name = "重樱勋位大绶章", explain2 = "最卓越的指挥官", type = 0, count_inherit = 0, desc = "以重樱之名,授予为重樱海军建设作出最卓越功绩的指挥官阁下", next = 0, icon = "1035", target_type = 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= "白鹰阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100613, explain1 = "", target_id = "0" }, [100614] = { target_num = 1, name = "白鹰阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100614, explain1 = "", target_id = "0" }, [100615] = { target_num = 1, name = "白鹰阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100615, explain1 = "", target_id = "0" }, [100621] = { target_num = 200000, name = "白鹰阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "白鹰阵营总好感达成2000", rank = 1, id = 100621, explain1 = "", target_id = "1" }, [100622] = { target_num = 400000, name = "白鹰阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "白鹰阵营总好感达成4000", rank = 2, id = 100622, explain1 = "", target_id = "1" }, [100623] = { target_num = 1, name = "白鹰阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100623, explain1 = "", target_id = "0" }, [100624] = { target_num = 1, name = "白鹰阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100624, explain1 = "", target_id = "0" }, [100625] = { target_num = 1, name = "白鹰阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100625, explain1 = "", target_id = "0" }, [100631] = { target_type = 1041, name = "白鹰阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "白鹰舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100631, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 1, 0 } } }, [100632] = { target_type = 1041, name = "白鹰阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "白鹰舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100632, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 1, 0 } } }, [100633] = { target_num = 1, name = "白鹰阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100633, explain1 = "", target_id = "0" }, [100634] = { target_num = 1, name = "白鹰阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100634, explain1 = "", target_id = "0" }, [100635] = { target_num = 1, name = "白鹰阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100635, explain1 = "", target_id = "0" }, [100711] = { target_type = 1042, name = "皇家阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "皇家阵营120级的舰船达到12艘", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100711, explain1 = "", target_num = 12, explain2 = "", target_id = { { 2, 120 } } }, [100712] = { target_type = 1042, name = "皇家阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "皇家阵营120级的舰船达到24艘", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100712, explain1 = "", target_num = 24, explain2 = "", target_id = { { 2, 120 } } }, [100713] = { target_num = 1, name = "皇家阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100713, explain1 = "", target_id = "0" }, [100714] = { target_num = 1, name = "皇家阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100714, explain1 = "", target_id = "0" }, [100715] = { target_num = 1, name = "皇家阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100715, explain1 = "", target_id = "0" }, [100721] = { target_num = 200000, name = "皇家阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "皇家阵营总好感达成2000", rank = 1, id = 100721, explain1 = "", target_id = "2" }, [100722] = { target_num = 400000, name = "皇家阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "皇家阵营总好感达成4000", rank = 2, id = 100722, explain1 = "", target_id = "2" }, [100723] = { target_num = 1, name = "皇家阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100723, explain1 = "", target_id = "0" }, [100724] = { target_num = 1, name = "皇家阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100724, explain1 = "", target_id = "0" }, [100725] = { target_num = 1, name = "皇家阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100725, explain1 = "", target_id = "0" }, [100731] = { target_type = 1041, name = "皇家阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "皇家舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100731, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 2, 0 } } }, [100732] = { target_type = 1041, name = "皇家阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "皇家舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100732, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 2, 0 } } }, [100733] = { target_num = 1, name = "皇家阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100733, explain1 = "", target_id = "0" }, [100734] = { target_num = 1, name = "皇家阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100734, explain1 = "", target_id = "0" }, [100735] = { target_num = 1, name = "皇家阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100735, explain1 = "", target_id = "0" }, [100811] = { target_type = 1042, name = "重樱阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "重樱阵营120级的舰船达到12艘", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100811, explain1 = "", target_num = 12, explain2 = "", target_id = { { 3, 120 } } }, [100812] = { target_type = 1042, name = "重樱阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "重樱阵营120级的舰船达到24艘", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100812, explain1 = "", target_num = 24, explain2 = "", target_id = { { 3, 120 } } }, [100813] = { target_num = 1, name = "重樱阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100813, explain1 = "", target_id = "0" }, [100814] = { target_num = 1, name = "重樱阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100814, explain1 = "", target_id = "0" }, [100815] = { target_num = 1, name = "重樱阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100815, explain1 = "", target_id = "0" }, [100821] = { target_num = 200000, name = "重樱阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "重樱阵营总好感达成2000", rank = 1, id = 100821, explain1 = "", target_id = "3" }, [100822] = { target_num = 400000, name = "重樱阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "重樱阵营总好感达成4000", rank = 2, id = 100822, explain1 = "", target_id = "3" }, [100823] = { target_num = 1, name = "重樱阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100823, explain1 = "", target_id = "0" }, [100824] = { target_num = 1, name = "重樱阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100824, explain1 = "", target_id = "0" }, [100825] = { target_num = 1, name = "重樱阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100825, explain1 = "", target_id = "0" }, [100831] = { target_type = 1041, name = "重樱阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "重樱舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100831, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 3, 0 } } }, [100832] = { target_type = 1041, name = "重樱阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "重樱舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100832, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 3, 0 } } }, [100833] = { target_num = 1, name = "重樱阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100833, explain1 = "", target_id = "0" }, [100834] = { target_num = 1, name = "重樱阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100834, explain1 = "", target_id = "0" }, [100835] = { target_num = 1, name = "重樱阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100835, explain1 = "", target_id = "0" }, [100911] = { target_type = 1042, name = "铁血阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "铁血阵营120级的舰船达到12艘", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100911, explain1 = "", target_num = 12, explain2 = "", target_id = { { 4, 120 } } }, [100912] = { target_type = 1042, name = "铁血阵营子勋章1", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "铁血阵营120级的舰船达到24艘", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100912, explain1 = "", target_num = 24, explain2 = "", target_id = { { 4, 120 } } }, [100913] = { target_num = 1, name = "铁血阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100913, explain1 = "", target_id = "0" }, [100914] = { target_num = 1, name = "铁血阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100914, explain1 = "", target_id = "0" }, [100915] = { target_num = 1, name = "铁血阵营子勋章1", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100915, explain1 = "", target_id = "0" }, [100921] = { target_num = 200000, name = "铁血阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "铁血阵营总好感达成2000", rank = 1, id = 100921, explain1 = "", target_id = "4" }, [100922] = { target_num = 400000, name = "铁血阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 1043, start = 1, hide = 1, label = "", condition = "铁血阵营总好感达成4000", rank = 2, id = 100922, explain1 = "", target_id = "4" }, [100923] = { target_num = 1, name = "铁血阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100923, explain1 = "", target_id = "0" }, [100924] = { target_num = 1, name = "铁血阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100924, explain1 = "", target_id = "0" }, [100925] = { target_num = 1, name = "铁血阵营子勋章2", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100925, explain1 = "", target_id = "0" }, [100931] = { target_type = 1041, name = "铁血阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "铁血舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 1, id = 100931, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 4, 0 } } }, [100932] = { target_type = 1041, name = "铁血阵营子勋章3", hide = 1, type = 0, start = 1, count_inherit = 0, condition = "铁血舰船出征获得经验200万点", desc = "", label = "", icon = "", next = 0, rank = 2, id = 100932, explain1 = "", target_num = 2000000, explain2 = "", target_id = { { 4, 0 } } }, [100933] = { target_num = 1, name = "铁血阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 3, id = 100933, explain1 = "", target_id = "0" }, [100934] = { target_num = 1, name = "铁血阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 4, id = 100934, explain1 = "", target_id = "0" }, [100935] = { target_num = 1, name = "铁血阵营子勋章3", explain2 = "", type = 0, count_inherit = 0, desc = "", next = 0, icon = "", target_type = 9999, start = 1, hide = 3, label = "", condition = "尚未开放,敬请期待", rank = 5, id = 100935, explain1 = "", target_id = "0" }, all = { 10011, 10012, 10013, 10014, 10015, 10021, 10022, 10023, 10024, 10025, 10031, 10032, 10033, 10034, 10035, 10041, 10042, 10043, 10044, 10045, 10051, 10052, 10053, 10054, 10055, 10061, 10062, 10063, 10064, 10065, 10071, 10072, 10073, 10074, 10075, 10081, 10082, 10083, 10084, 10085, 10091, 10092, 10093, 10094, 10095, 10101, 10102, 10103, 10104, 10105, 100611, 100612, 100613, 100614, 100615, 100621, 100622, 100623, 100624, 100625, 100631, 100632, 100633, 100634, 100635, 100711, 100712, 100713, 100714, 100715, 100721, 100722, 100723, 100724, 100725, 100731, 100732, 100733, 100734, 100735, 100811, 100812, 100813, 100814, 100815, 100821, 100822, 100823, 100824, 100825, 100831, 100832, 100833, 100834, 100835, 100911, 100912, 100913, 100914, 100915, 100921, 100922, 100923, 100924, 100925, 100931, 100932, 100933, 100934, 100935 } } return
-- include useful files u_execScript("utils.lua") u_execScript("common.lua") u_execScript("commonpatterns.lua") u_execScript("nextpatterns.lua") u_execScript("evolutionpatterns.lua") -- onInit is an hardcoded function that is called when the level is first loaded function onInit() l_setSpeedMult(5.0) l_setSpeedInc(0.0) l_setRotationSpeed(0.0) l_setRotationSpeedMax(0.0) l_setRotationSpeedInc(0.0) l_setDelayMult(1.35) l_setDelayInc(0.0) l_setFastSpin(71.0) l_setSides(32) l_setSidesMin(32) l_setSidesMax(32) l_setIncTime(10) l_setWallSkewLeft(15) l_setPulseMin(75) l_setPulseMax(75) l_setPulseSpeed(0) l_setPulseSpeedR(0) l_setPulseDelayMax(6.8) l_setBeatPulseMax(20) l_setBeatPulseDelayMax(26.1) l_setSwapEnabled(true) end -- onLoad is an hardcoded function that is called when the level is started/restarted function onLoad() e_messageAdd("remember, swap with spacebar!", 120) end -- onStep is an hardcoded function that is called when the level timeline is empty -- onStep should contain your pattern spawning logic function onStep() hmcSimpleBarrageSNeigh(getRandomSide(), 3, 0) t_wait(getPerfectDelayDM(THICKNESS) * 6) end -- onIncrement is an hardcoded function that is called when the level difficulty is incremented function onIncrement() end -- onUnload is an hardcoded function that is called when the level is closed/restarted function onUnload() end -- onUpdate is an hardcoded function that is called every frame function onUpdate(mFrameTime) end
return nn.Sequential():add(nn.Linear(4096,config.nClasses)):add(nn.LogSoftMax())
object_tangible_holiday_empire_day_empire_day_space_station = object_tangible_holiday_empire_day_shared_empire_day_space_station:new { } ObjectTemplates:addTemplate(object_tangible_holiday_empire_day_empire_day_space_station, "object/tangible/holiday/empire_day/empire_day_space_station.iff")
WorldItem = {}Apartment = {} Bank = {} Business = {} Carwash = {} ClothingStore = {} Dmv = {} DriveThrough = {} DrugProcessor = {} Fbi = {} Fishing = {} FlightSchool = {} Ganglands = {} Garage = {} Hospital = {} House = {} MechanicShop = {} MoneyTruck = {} Prison = {} Simeons = {} Store = {} TattooParlor = {} Taxi = {} VehicleMarket = {} VehicleRental = {}
local function Cake() a = "EAT THIS LAST" print(a) end Cake()
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf" module('BceLeaveHall_pb', package.seeall) local BCELEAVEHALL = protobuf.Descriptor(); BCELEAVEHALL.name = "BceLeaveHall" BCELEAVEHALL.full_name = ".com.xinqihd.sns.gameserver.proto.BceLeaveHall" BCELEAVEHALL.nested_types = {} BCELEAVEHALL.enum_types = {} BCELEAVEHALL.fields = {} BCELEAVEHALL.is_extendable = false BCELEAVEHALL.extensions = {} BceLeaveHall = protobuf.Message(BCELEAVEHALL) _G.BCELEAVEHALL_PB_BCELEAVEHALL = BCELEAVEHALL
local ga = gajosframework ga.MainMenu = classExtends(Controller, function(user) self.user = user self.model = ga.MainMenuModel.new(self, user) self.view = ga.MainMenuView.new(user) function self:setBackground(path, darkness) self.model:setBackground(path) if darkness then self.model:setBackgroundColor(255 * (1 - darkness), 255 * (1 - darkness), 255 * (1 - darkness)) end end function self:show() self.view:init() self.view:showBackground(self.model.background) self.view:drawNavItems(self.model.nav_items) self:loadNavItem() end function self:hide() self.view:hideBackground(self.model.background) self.view:remove() end function self:showTutorial() self.view:showTutorial() end function self:hideTutorial() self.view:hideTutorial() end function self:setNavItems(items) self.model:setNavItems(items) end function self:setPages(pages) self.model:setPages(pages) end function self:loadNavItem() local item = self.model.nav_items[self.view.current_nav_item] self.view:loadNavItem(self.view.current_nav_item, item.name, item.onShow, true) return true end end) ga.GUI_Window.AddStyle('ga_mainmenu', { width = 850, height = 400, }) ga.GUI_Button.AddStyle('ga_arrow', { path = ga.DIR.gfx .. 'hud_arrow.bmp', width = 32, height = 32, }) ga.GUI_Button.AddStyle('ga_slot', { width = 32, height = 32, }) ga.GUI_Button.AddStyle('ga_bigslot', { width = 50, height = 50, }) ga.GUI_Button.AddStyle('ga_nav_item', { width = 80, height = 25, })
----------------------------------- -- Area: Chateau d'Oraguille -- NPC: Faurie -- Chat Text and Zone Exit Menu ----------------------------------- require("scripts/globals/settings"); ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) player:startEvent(506); end; function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) if (option == 0) then player:setPos(0, 0, 100, 64, 231); end; end;
workspace "gperftools_test" configurations { "Debug", "Release" } platforms { "x64" } targetdir "../bin/%{cfg.buildcfg}" language "C++" flags { "C++11", "StaticRuntime", } includedirs { "../deps/include/", } libdirs { "../deps/lib_win", "../deps/lib_linux", } filter "configurations:Debug" libdirs{ "../bin/Debug", } filter "configurations:Release" libdirs{ "../bin/Release", } filter { } filter "configurations:Debug" defines { "_DEBUG" } symbols "On" filter "configurations:Release" defines { "NDEBUG" } optimize "On" filter { } defines { "ENABLE_PROFILER" } if os.is("windows") then end if os.is("linux") then buildoptions { "-fPIC -static-libgcc -static-libstdc++" } links{ "profiler", "tcmalloc", "pthread", } end project "test" kind "ConsoleApp" targetname "test" includedirs { "../src", } files { "../src/common/**", "../src/test/**", } project "PProfGo" kind "SharedLib" targetname "PProfGo" files { "../src/common/**", "../src/go/**", }
local value = { x = 0, y = 0, minvalue = 0, maxvalue = 100, value = 10, w = 60, h = 60, background = { 255, 255, 255 }, buttons = { 200, 200, 200 }, foreground = { 21, 21, 21 }, valtimer = timer.new(0.3), incriment = 1, substate = "Main", visible = true } value.__index = value function value:new( data, parent ) local data = data or {} local self = setmetatable( data, value ) self.font = data.font or ui.font( 16 ) self.parent = parent or error("Value object needs a parent!") self.state = data.state or parent.state table.insert( self.parent.children, self ) return self end function value:update( dt ) if ui.checkState( self ) then local ax, ay = ui.getAbsPos( self ) if self.align == "center" then ax = ui.getAbsX(self) + self.parent.w/2 - self.w/2 end if love.mouse.isDown(1) then if self.valtimer:update(dt) then local mx, my = love.mouse.getPosition() if mx >= ax and mx <= ax + self.w and my >= ay and my <= ay + self.h/3 then --increase value self.value = math.min(self.value + self.incriment, self.maxvalue) elseif mx >= ax and mx <= ax + self.w and my >= ay + self.h*.66 and my <= ay + self.h then --decrease value self.value = math.max(self.minvalue, self.value - self.incriment) end self.valtimer:restart() end else self.valtimer:stop() end end end function value:draw() if ui.checkState( self ) then local ax, ay = ui.getAbsPos( self ) if self.align == "center" then ax = ui.getAbsX(self) + self.parent.w/2 - self.w/2 end love.graphics.setColor( self.background ) love.graphics.rectangle("fill", ax, ay, self.w, self.h) love.graphics.setColor( self.buttons ) love.graphics.rectangle("fill", ax, ay, self.w, self.h/3) love.graphics.rectangle("fill", ax, ay+self.h*0.66, self.h/3) love.graphics.setColor( self.foreground ) love.graphics.printf("v", ax, ay+self.h*0.66, self.w, "center") love.graphics.printf("^", ax, ay, self.w, "center") love.graphics.printf(tostring(self.value), ax, ay+self.h/3, self.w, "center") love.graphics.setColor( 255, 255, 255 ) end end return value
ATJ.lcm = {} function ATJ.lcm.wait_fifo_empty() while (bit32.band(HW.YUV2RGB.CTL.read(), 0x04) == 0) do end end function ATJ.lcm.rs_command() ATJ.lcm.wait_fifo_empty() HW.YUV2RGB.CTL.write(0x802ae) end function ATJ.lcm.rs_data() ATJ.lcm.wait_fifo_empty() HW.YUV2RGB.CTL.write(0x902ae) end function ATJ.lcm.fb_data() ATJ.lcm.rs_command() HW.YUV2RGB.FIFODATA.write(0x22) HW.YUV2RGB.CTL.write(0xa02ae) end function ATJ.lcm.init() HW.CMU.DEVCLKEN.write(bit32.bor(HW.CMU.DEVCLKEN.read(), 0x102)) ATJ.gpio.muxsel("LCM") hwstub.udelay(1) ATJ.lcm.rs_command() HW.YUV2RGB.CLKCTL.write(0x102) end
local swap_next, swap_prev = (function() local swap_objects = { p = "@parameter.inner", f = "@function.outer", e = "@element", } local n, p = {}, {} for key, obj in pairs(swap_objects) do n[string.format("<M-l>%s", key)] = obj p[string.format("<M-h>%s", key)] = obj end return n, p end)() require("nvim-treesitter.configs").setup({ ensure_installed = { "bash", "dockerfile", "go", "lua", "yaml" }, sync_install = false, highlight = { enable = true }, indent = { enable = true, disable = { "yaml" } }, autopairs = { enable = true }, context_commentstring = { enable = true, enable_autocmd = false }, textobjects = { select = { enable = true, lookahead = true, keymaps = { ["af"] = "@function.outer", ["if"] = "@function.inner", ["ac"] = "@conditional.outer", ["ic"] = "@conditional.inner", ["aa"] = "@parameter.outer", ["ia"] = "@parameter.inner", ["av"] = "@variable.outer", ["iv"] = "@variable.inner", }, }, move = { enable = true, set_jumps = true, goto_next_start = { ["]p"] = "@parameter.inner", ["]m"] = "@function.outer", ["]]"] = "@class.outer", }, goto_next_end = { ["]M"] = "@function.outer", ["]["] = "@class.outer", }, goto_previous_start = { ["[p"] = "@parameter.inner", ["[m"] = "@function.outer", ["[["] = "@class.outer", }, goto_previous_end = { ["[M"] = "@function.outer", ["[]"] = "@class.outer", }, }, swap = { enable = true, swap_next = swap_next, swap_previous = swap_prev, }, }, })
-- Combat settings -- NOTE: valid values for worldType are: "pvp", "no-pvp" and "pvp-enforced" worldType = "pvp" hotkeyAimbotEnabled = true protectionLevel = 35 pzLocked = 50 * 1000 removeChargesFromRunes = true removeChargesFromPotions = true removeWeaponAmmunition = true removeWeaponCharges = true timeToDecreaseFrags = 24 * 60 * 60 * 1000 whiteSkullTime = 15 * 60 * 1000 stairJumpExhaustion = 2 * 1000 experienceByKillingPlayers = false expFromPlayersLevelRange = 75 dayKillsToRedSkull = 3 weekKillsToRedSkull = 5 monthKillsToRedSkull = 10 redSkullDuration = 30 blackSkullDuration = 45 orangeSkullDuration = 7 -- Connection Config -- NOTE: maxPlayers set to 0 means no limit ip = "127.0.0.1" bindOnlyGlobalAddress = false loginProtocolPort = 7171 gameProtocolPort = 7172 statusProtocolPort = 7171 maxPlayers = 0 motd = "Welcome to The Wallera Global!" onePlayerOnlinePerAccount = true allowClones = false serverName = "Wallera Global" statusTimeout = 5 * 1000 replaceKickOnLogin = true maxPacketsPerSecond = 25 -- Version Manual clientVersionMin = 1100 clientVersionMax = 1157 clientVersionStr = "11.57" -- Depot Limit freeDepotLimit = 2000 premiumDepotLimit = 10000 depotBoxes = 17 -- GameStore gamestoreByModules = true -- Casting System enableLiveCasting = true liveCastPort = 7173 -- Expert Pvp Config expertPvp = false -- Deaths -- NOTE: Leave deathLosePercent as -1 if you want to use the default -- death penalty formula. For the old formula, set it to 10. For -- no skill/experience loss, set it to 0. deathLosePercent = -1 -- Houses -- NOTE: set housePriceEachSQM to -1 to disable the ingame buy house functionality housePriceEachSQM = 1000 houseRentPeriod = "daily" -- Item Usage timeBetweenActions = 200 timeBetweenExActions = 1000 -- Map -- NOTE: set mapName WITHOUT .otbm at the end mapName = "realmap" mapAuthor = "Cipsoft" -- Market marketOfferDuration = 30 * 24 * 60 * 60 premiumToCreateMarketOffer = true checkExpiredMarketOffersEachMinutes = 60 maxMarketOffersAtATimePerPlayer = 100 -- MySQL mysqlHost = "194.5.156.1" mysqlUser = "u410324573_otserv" mysqlPass = "otserver" mysqlDatabase = "u410324573_mortera" mysqlPort = 3306 mysqlSock = "" passwordType = "sha1" -- Misc. allowChangeOutfit = true freePremium = true kickIdlePlayerAfterMinutes = 15 idleWarningTime = 10 * 60 * 1000 idleKickTime = 15 * 60 * 1000 maxMessageBuffer = 4 emoteSpells = false classicEquipmentSlots = false allowWalkthrough = true coinPacketSize = 1 coinImagesURL = "http://localhost/images/store/" classicAttackSpeed = false -- Rates -- NOTE: rateExp is not used if you have enabled stages in data/XML/stages.xml rateExp = 1 rateSkill = 50 rateLoot = 3 rateMagic = 25 rateSpawn = 1 -- Monster rates rateMonsterHealth = 1.0 rateMonsterAttack = 1.0 rateMonsterDefense = 1.0 -- Monsters deSpawnRange = 2 deSpawnRadius = 50 -- Stamina staminaSystem = true -- Scripts warnUnsafeScripts = true convertUnsafeScripts = true -- Startup -- NOTE: defaultPriority only works on Windows and sets process -- priority, valid values are: "normal", "above-normal", "high" defaultPriority = "high" startupDatabaseOptimization = true -- Status server information ownerName = "ADM Kabo" ownerEmail = "kabofloww@gmail.com" url = "http://www.facebook.com/kaboflow18" location = "Mexico"
local parser = require("moocscript.parser") local compile = require("moocscript.compile") describe("test success 1 #table", function() local mnstr=[[ b = 9 + ... a = { --- 111 3, 4 = 3, --- 222 fn(){} = 4, {fn(){}} = fn(){}, --[=[ 90123d ]=] false = tonumber("10"), class = 12, c = 1 + ..., =b, d = b, [b] = b -- 999 } a [ "d"] = 3 return a ]] local ret, ast = parser.parse(mnstr) it("should get ast", function() assert.is_true(ret) assert.is_true(type(ast) == "table") end) local ret, content = compile.compile({}, ast) it("should get compiled lua", function() assert.is_true(ret) assert.is_true(type(content) == "string") end) local f = load(content, "test", "t") it("should get function", function() assert(type(f) == "function") local t = f(10) assert.is_equal(t.c, 11) assert.is_equal(t.b, 19) assert.is_equal(t.d, 3) end) end) describe("test success 2 #table", function() local mnstr=[[ b = 9 + ... a = { --- 111 3, 4 = 3, --- 222 fn(){} = 4, {fn(){}} = fn(){}, --[=[ 90123d ]=] false = tonumber("10"), class = 12, c = 1 + ..., =b, d = b, [b] = b -- 999 } a [ "d"] = 3 return a ]] local ret, ast = parser.parse(mnstr) it("should get ast", function() assert.is_true(ret) assert.is_true(type(ast) == "table") end) local ret, content = compile.compile({}, ast) it("should get compiled lua", function() assert.is_true(ret) assert.is_true(type(content) == "string") end) local f = load(content, "test", "t") it("should get function", function() assert(type(f) == "function") local t = f(10) assert.is_equal(t.c, 11) assert.is_equal(t.b, 19) assert.is_equal(t.d, 3) end) end) describe("test comment #table", function() local mnstr=[[ b = 9 + ... a = { --- 111 --- 222 3, 4 = 3, --- 222 --[=[ 1231232 ]=] --[=[ 212312 ]=] fn(){} = 4, {fn(){}} = fn(){}, --[=[ 90123d ]=] false = tonumber("10"), class = 12, c = 1 + ..., =b, d = b, [b] = b -- 999 -- 33 --[=[ 222 ]=] } c = { -- 111 -- 222 --[=[ 12312 ]=] } a [ "d"] = 3 return a ]] local ret, ast = parser.parse(mnstr) it("should get ast", function() assert.is_true(ret) assert.is_true(type(ast) == "table") end) local ret, content = compile.compile({}, ast) it("should get compiled lua", function() assert.is_true(ret) assert.is_true(type(content) == "string") end) local f = load(content, "test", "t") it("should get function", function() assert(type(f) == "function") local t = f(10) assert.is_equal(t.c, 11) assert.is_equal(t.b, 19) assert.is_equal(t.d, 3) end) end) describe("test failed #table", function() local mnstr=[[ return { a = a } ]] local ret, ast = parser.parse(mnstr) it("should get ast", function() assert.is_true(ret) end) it("has error", function() local ret, content = compile.compile({}, ast) assert.is_false(ret) assert.is_equal(content, "_:1: return { a = a } <undefined variable 'a'>") end) end)
--[[ Sklepy z odzieza @author Jakub 'XJMLN' Starzak <jack@pszmta.pl @package PSZMTA.gracz-sklep_odziezowy @copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl> Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie. ]]-- local s_active = nil local i = 1 local sw, sh = guiGetScreenSize() local tWidth = dxGetTextWidth("Wciśnij strzałkę w lewo lub prawo aby poruszać się po menu. Wciśńij klawisz ENTER aby zakończyć.") local type1_skinlist = { -- id, nazwa {11,"Człowiek z maską"}, {14,"Joker"}, {18,"Człowiek 'Steve' "}, {20,"FBI"}, {24,"a chuj wie"}, {26,"nie wiem co tu wpisac lol"}, {32,"Lamar Davis"}, {33,"Brooke Scott"}, {40,"Kobieta"}, {51,"nie wiem co tu wpisac lol"}, {52,"nie wiem co tu wpisac lol"}, {53,"nie wiem co tu wpisac lol"}, {54,"nie wiem co tu wpisac lol"}, {59,"nie wiem co tu wpisac lol"}, {98,"nie wiem co tu wpisac lol"}, {100,"nie wiem co tu wpisac lol"}, {104,"nie wiem co tu wpisac lol"}, {105,"nie wiem co tu wpisac lol"}, {108,"nie wiem co tu wpisac lol"}, {123,"nie wiem co tu wpisac lol"}, {246,"nie wiem co tu wpisac lol"}, {254,"nie wiem co tu wpisac lol"}, {285,"nie wiem co tu wpisac lol"}, {288,"nie wiem co tu wpisac lol"}, } local function renderMainMenu() if (not s_active.active) then return end dxDrawImage(0,sh-256, 256/2, 256/2, "i/a_left.png") dxDrawImage(sw-256/2,sh-256, 256/2, 256/2, "i/a_right.png") if getTickCount()-s_active.ts<15000 then local alpha = 1 if (getTickCount()-s_active.ts>(5000-1000)) then alpha = interpolateBetween(0,0,0,255,0,0,(getTickCount()-s_active.ts/500),"InQuad") end dxDrawText(s_active.descr,sw/2 - dxGetTextWidth(s_active.descr)/2,sh/2 - 50,250,250,tocolor(255,255,255,255*alpha)) end dxDrawText("Wciśnij strzałkę w lewo lub prawo aby poruszać się po menu. Wciśnij klawisz ENTER aby zakończyć.",(sw/2 - tWidth/2), sh - 50,(sw/2 - tWidth/2), 50) end local function goRightSkin() if i>=#type1_skinlist then return end i=i+1 s_active = {active = true, descr = type1_skinlist[i][2], ts = getTickCount()} setElementModel(getLocalPlayer(),type1_skinlist[i][1]) end local function goLeftSkin() if i == 0 or i == 1 then i = 1 return end i=i-1 s_active = {active = true, descr = type1_skinlist[i][2], ts = getTickCount()} setElementModel(getLocalPlayer(),type1_skinlist[i][1]) end function onPlayerEndShopping(plr,sid) if (not plr) then return end unbindKey("arrow_r","down",goRightSkin) unbindKey("arrow_l","down",goLeftSkin) unbindKey("enter","down",acceptOwnedSkin) removeEventHandler("onClientRender",root, renderMainMenu) s_active = nil i = 1 triggerServerEvent("onPlayerRequestEnd",localPlayer, plr, tonumber(sid)) end local function acceptOwnedSkin() if s_active and s_active.active then local owned_skin = type1_skinlist[i][1] local owned_skin_desc = type1_skinlist[i][2] outputChatBox("Zmieniono wygląd postaci na "..owned_skin_desc..".",255,0,0) setElementModel(getLocalPlayer(),owned_skin) local c= getElementData(getLocalPlayer(),"character") if (not c or not c.skin) then return end c.skin = owned_skin setElementData(getLocalPlayer(),"character",c) fadeCamera(false) setCameraTarget(getLocalPlayer()) setElementFrozen(getLocalPlayer(),false) showChat(true) showPlayerHudComponent("all",true) toggleAllControls(true) fadeCamera(true) onPlayerEndShopping(getLocalPlayer(),owned_skin) end end local function createChangeroomPerPlayer(plr) if (not plr == getLocalPlayer()) then return end fadeCamera(false) setElementFrozen(plr,true) showChat(false) showPlayerHudComponent("all",false) setElementPosition(plr,198.8,-127.64,1003.52) setElementRotation(plr,0,0,180) setElementDimension(plr,getElementData(plr,"id")*251) setCameraMatrix(198.94,-130.48,1005.52,198.93,-127.29,1004,0,0) toggleAllControls(false,true,true) setElementModel(plr,11) end addEvent("onPlayerHitShopMarker", true) addEventHandler("onPlayerHitShopMarker", getRootElement(), function(plr,type) if (not plr == getLocalPlayer()) then return end local c = getElementData(plr,"character") if (not c or not c.skin) then return end createChangeroomPerPlayer(plr) setTimer(function() bindKey("arrow_r","down",goRightSkin) bindKey("arrow_l","down",goLeftSkin) bindKey("enter","down",acceptOwnedSkin) local sd = type1_skinlist[i][2] s_active = {active = true, descr = sd, ts = getTickCount()} addEventHandler("onClientRender", root, renderMainMenu) fadeCamera(true) end,1500,1) end)
object_tangible_component_clothing_trim_outbreak_prison_guard_jacket = object_tangible_component_clothing_shared_trim_outbreak_prison_guard_jacket:new { } ObjectTemplates:addTemplate(object_tangible_component_clothing_trim_outbreak_prison_guard_jacket, "object/tangible/component/clothing/trim_outbreak_prison_guard_jacket.iff")
setfenv(1, require "sysapi-ns") ffi.cdef [[ typedef void VOID; typedef signed char CCHAR, CHAR, INT8; typedef unsigned char BYTE, UCHAR, UINT8, BOOLEAN; typedef signed short SHORT, INT16; typedef unsigned short WORD, USHORT, UINT16; typedef signed int INT, INT32, BOOL; typedef unsigned int UINT, UINT32; typedef signed long LONG; typedef unsigned long ULONG, DWORD; typedef int64_t INT64; typedef uint64_t UINT64; typedef signed long long LONGLONG; typedef unsigned long long ULONGLONG; typedef intptr_t LONG_PTR; typedef uintptr_t ULONG_PTR; typedef size_t SIZE_T, *PSIZE_T; typedef int errno_t; typedef long HRESULT; typedef const char *LPCSTR, *LPCCH, *PCCH;; typedef CHAR *NPSTR, *LPSTR, *PSTR; typedef PSTR *PZPSTR; typedef const PSTR *PCZPSTR; typedef const CHAR *LPCSTR, *PCSTR; typedef PCSTR *PZPCSTR; typedef const PCSTR *PCZPCSTR; typedef wchar_t WCHAR, *PWCHAR, *PWCH, *PWSTR, *LPWSTR; typedef WCHAR *PWCHAR, *LPWCH, *PWCH, *LMSTR; typedef const wchar_t *LPCWSTR, *PCWSTR, *LPCTSTR; typedef const WCHAR *LPCWCH, *PCWCH; typedef VOID *PVOID, *LPVOID; typedef const VOID* LPCVOID; typedef CHAR *PCHAR, *LPSTR; typedef void * __ptr64 PVOID64; typedef UCHAR *PUCHAR; typedef SHORT *PSHORT; typedef USHORT *PUSHORT; typedef INT *PINT; typedef DWORD *PDWORD, *LPDWORD; typedef UINT *PUINT; typedef LONG *PLONG; typedef ULONG *PULONG; typedef LONGLONG *PLONGLONG; typedef ULONGLONG *PULONGLONG; typedef BOOL *PBOOL, *LPBOOL; typedef BYTE *PBYTE, *LPBYTE; typedef PVOID HANDLE, *PHANDLE, *LPHANDLE; typedef PVOID HINSTANCE; typedef HINSTANCE HMODULE; typedef PVOID LPUNKNOWN; typedef DWORD (*PTHREAD_START_ROUTINE)( LPVOID lpThreadParameter ); typedef PTHREAD_START_ROUTINE LPTHREAD_START_ROUTINE; typedef LONG KPRIORITY; typedef struct _SECURITY_ATTRIBUTES { DWORD nLength; LPVOID lpSecurityDescriptor; BOOL bInheritHandle; } SECURITY_ATTRIBUTES, *PSECURITY_ATTRIBUTES, *LPSECURITY_ATTRIBUTES; typedef union _LARGE_INTEGER { struct { ULONG LowPart; LONG HighPart; } DUMMYSTRUCTNAME; struct { ULONG LowPart; LONG HighPart; } u; LONGLONG QuadPart; } LARGE_INTEGER, *PLARGE_INTEGER; typedef union _ULARGE_INTEGER { struct { DWORD LowPart; DWORD HighPart; } DUMMYSTRUCTNAME; struct { DWORD LowPart; DWORD HighPart; } u; ULONGLONG QuadPart; } ULARGE_INTEGER; typedef struct _STRING { USHORT Length; USHORT MaximumLength; PCHAR Buffer; } STRING, *PSTRING, ANSI_STRING, *PANSI_STRING, OEM_STRING, *POEM_STRING; typedef struct _UNICODE_STRING { USHORT Length; USHORT MaximumLength; PWCH Buffer; } UNICODE_STRING, *PUNICODE_STRING; typedef struct _GUID { unsigned long Data1; unsigned short Data2; unsigned short Data3; unsigned char Data4[8]; } GUID; typedef PVOID PSID; typedef struct _SID_AND_ATTRIBUTES { PSID Sid; DWORD Attributes; } SID_AND_ATTRIBUTES, * PSID_AND_ATTRIBUTES; ]]
package.path="lualib/?.lua;" local lproto = require "lproto" local protDict = {} local function registprot(p) table.insert(protDict,p) return #protDict end --[[ -- define protocol dict --]] local dp = { user = "hanxi", money = 100, list = { -- it mean's array. the element is the table content. a = 1, b = "hao", }, } local test_prot_Id = registprot(dp) prot = lproto.initprot(protDict) -- 序列化 function serialize(obj,n) if n==nil then n=1 end local lua = "" local t = type(obj) if t == "number" then lua = lua .. obj elseif t == "boolean" then lua = lua .. tostring(obj) elseif t == "string" then lua = lua .. string.format("%q", obj) elseif t == "table" then lua = lua .. "{\n" for k, v in pairs(obj) do lua = lua .. string.rep("\t",n) .. "[" .. serialize(k) .. "]=" .. serialize(v,n+1) .. ",\n" end local metatable = getmetatable(obj) if metatable ~= nil and type(metatable.__index) == "table" then for k, v in pairs(metatable.__index) do lua = lua .. string.rep("\t",n) .."[" .. serialize(k) .. "]=" .. serialize(v,n+1) .. ",\n" end end lua = lua .. string.rep("\t",n-1) .. "}" elseif t == "nil" then return nil else error("can not serialize a " .. t .. " type.") end return lua end --[[ -- the protocol will bu pack --]] local p = { protId = 1, user = "hanxi", money = 0xffff0fffff, list = {{a=1,b="h"},{a=2,b="s"}}, } local fd = 1 print("pack protId=",test_prot_Id) local sz,str = prot:pack(fd,test_prot_Id,p) print("return : ",sz,str) local ret,fd,protId,pp = prot:unpack(str,sz) print("upacke protId=",protId) print("return : ",ret,fd,protId,pp) print(serialize(pp))
local status_ok, bufferline = pcall(require, 'bufferline') if not status_ok then return end bufferline.setup({ options = { mode = 'buffers', -- set to 'tabs' to only show tabpages instead close_command = 'bdelete! %d', -- can be a string | function, see 'Mouse actions' right_mouse_command = 'bdelete! %d', -- can be a string | function, see 'Mouse actions' left_mouse_command = 'buffer %d', -- can be a string | function, see 'Mouse actions' middle_mouse_command = nil, -- can be a string | function, see 'Mouse actions' -- NOTE: this plugin is designed with this icon in mind, -- and so changing this is NOT recommended, this is intended -- as an escape hatch for people who cannot bear it for whatever reason indicator_icon = '▎', buffer_close_icon = '', modified_icon = '●', close_icon = '', left_trunc_marker = '', right_trunc_marker = '', --- name_formatter can be used to change the buffer's label in the bufferline. --- Please note some names can/will break the --- bufferline so use this at your discretion knowing that it has --- some limitations that will *NOT* be fixed. name_formatter = function(buf) -- buf contains a 'name', 'path' and 'bufnr' -- remove extension from markdown files for example if buf.name:match('%.md') then return vim.fn.fnamemodify(buf.name, ':t:r') end end, max_name_length = 18, max_prefix_length = 15, -- prefix used when a buffer is de-duplicated tab_size = 18, diagnostics = 'nvim_lsp', diagnostics_update_in_insert = false, diagnostics_indicator = function(count, level) local icon = level:match("error") and " " or " " return " " .. icon .. count end, -- NOTE: this will be called a lot so don't do any heavy processing here offsets = { { filetype = 'NvimTree', text = '', padding = 1 } }, color_icons = true, -- whether or not to add the filetype icon highlights show_buffer_icons = true, -- disable filetype icons for buffers show_buffer_close_icons = true, show_buffer_default_icon = true, -- whether or not an unrecognised filetype should show a default icon show_close_icon = false, show_tab_indicators = true, persist_buffer_sort = true, -- whether or not custom sorted buffers should persist -- can also be a table containing 2 custom separators -- [focused and unfocused]. eg: { '|', '|' } separator_style = 'thick', enforce_regular_tabs = false, always_show_bufferline = true, sort_by = 'insert_after_current' } })
local PANEL = {} function PANEL:Init() self:Receiver("impulseInv", self.OnDrop) self:SetMouseInputEnabled(false) self:SetSize(140, 140) self:Hide() end function PANEL:SetItem(panel) self.Item = panel self:SetPos(gui.MouseX() + 6, gui.MouseY() - self:GetTall() - 6) self.ItemName = panel.Item.Name self.ItemColour = panel.Item.Colour or impulse.Config.MainColour self.ItemDesc = panel.Item.Desc or "" self.ItemRarity = 1 self.ItemIsIllegal = panel.Item.Illegal or false self.ItemIsEquipped = panel.Item.Equipable or false self.ItemIsRestricted = panel.Item.Restricted or false surface.SetFont("Impulse-Elements18-Shadow") local nameSize = surface.GetTextSize(self.ItemName) surface.SetFont("Impulse-Elements16-Shadow") local descSize = surface.GetTextSize(self.ItemDesc) local wide if descSize > nameSize and nameSize < 200 then wide = math.Clamp(descSize, 140, 200) else wide = math.Clamp(nameSize, 140, 340) end local extraTall = 0 if descSize > 773 then extraTall = 70 end local extraMarkup = "" if self.ItemIsIllegal then extraMarkup = "<colour=255, 0, 0, 255>This item is contraband</colour>\n" end if self.ItemIsEquipped then extraMarkup = extraMarkup.."<colour=0, 200, 0, 255>This item is equipped</colour>\n" end if self.ItemIsRestricted then extraMarkup = extraMarkup.."<colour=255, 223, 0, 255>This item is restricted</colour>\n" end self.ItemDescMarkup = markup.Parse("<font=Impulse-Elements16-Shadow>"..extraMarkup.."<colour=255, 255, 255, 255>"..self.ItemDesc.."</colour></font>", wide) self:SetSize(wide + 20, 140 + extraTall) self:Show() end function PANEL:Think() self:SetPos(gui.MouseX() + 6, gui.MouseY() - self:GetTall() - 2) if self.Item and IsValid(self.Item) and self.Item.model:IsHovered() then self:MoveToFront() else self:Remove() end end local gradient = Material("vgui/gradient-r") local outlineCol = Color(10, 10, 10, 255) local darkCol = Color(80, 80, 80, 100) local fullCol = Color(139, 0, 0, 15) function PANEL:Paint(w,h) impulse.blur(self, 10, 20, 255) surface.SetDrawColor(darkCol) surface.DrawRect(0, 0, w, h) surface.SetDrawColor(outlineCol) surface.DrawOutlinedRect(0, 0, w, h) surface.SetFont("Impulse-Elements18-Shadow") surface.SetTextColor(self.ItemColour) surface.SetTextPos(10, 10) surface.DrawText(self.ItemName) self.ItemDescMarkup:Draw(10, 30) end vgui.Register("impulseInventoryHover", PANEL, "DPanel")
<form action="." class="form-horizontal hidden-print" id="main" method="GET"> <div class="form-group"> <input type="hidden" name="database" value="<%= html.dbactive %>"> <input type="hidden" name="action" value="new_task"> <input type="hidden" name="tagid" value="<%= html.taglist[html.options.tag].id %>"> <div class="col-xs-10"> <input id="search" class="form-control" name="name" type="text" autocomplete="off" autofocus> </div> <div class="col-xs-2"> <button class="btn btn-default pull-right" type="submit"><%= html.img("note_add", 16) %></button> </div> </div> </form> <ul id="tasklist" class="list-group"> <li class="list-group-item active"><%= #html.tasklist %> Tarefas</li> <% for i, v in pairs(html.tasklist) do %> <li class="list-group-item"> <a href="#" class="dropdown-toggle" data-toggle="dropdown"> <%= html.img(html.dueicon(v), 16) %> <span class="caret"></span> <%= v.name %> </a> <ul class="dropdown-menu"> <li><a href="?action=new_task&tagid=<%= html.taglist[html.options.tag].id %>&database=<%= html.dbactive %>"><%= html.img("note_add", 16) %> Nova tarefa</a></li> <li><a href="?action=upd_task&id=<%= v.id %>&database=<%= html.dbactive %>"><%= html.img("note_edit", 16) %> Editar tarefa</a></li> <% if v.recurrent == "1" then %> <li><a href="?action=del_task&id=<%= v.id %>&name=<%= v.name %>&database=<%= html.dbactive %>"><%= html.img("note_delete", 16) %> Excluir tarefa</a></li> <% else %> <li><a href="?action=del_task&id=<%= v.id %>&name=<%= v.name %>&recurrent=<%= v.recurrent %>&database=<%= html.dbactive %>"><%= html.img("note_go", 16) %> Concluir tarefa</a></li> <% end %> <li class="divider"></li> <li><a href="?action=set_date&date=today&id=<%= v.id %>&database=<%= html.dbactive %>"><%= html.img("flag_today", 16) %> Marcar para hoje</a></li> <li><a href="?action=set_date&date=tomorrow&id=<%= v.id %>&database=<%= html.dbactive %>"><%= html.img("flag_tomorrow", 16) %> Marcar para amanhã</a></li> <li><a href="?action=set_date&date=anytime&id=<%= v.id %>&database=<%= html.dbactive %>"><%= html.img("flag_anytime", 16) %> Deixar para qualquer dia</a></li> </ul> </li> <% end %> </ul> <script> $("#search").on("input", function(){ var r = new RegExp(this.value, "i"); $("#tasklist > li > a").each(function(i, e) { if ($(e).text().match(r)) e.parentNode.style.display = "block" else e.parentNode.style.display = "none"; }); $("#tasklist > li.active").text($("#tasklist > li > a:visible").length + " Tarefas"); }); </script>
Outfitter.EquipmentUpdateCount = 0 ---------------------------------------- Outfitter._EquipmentChanges = Outfitter:newClass() ---------------------------------------- function Outfitter._EquipmentChanges:construct() end function Outfitter._EquipmentChanges:addChange(change) table.insert(self, change) end function Outfitter._EquipmentChanges:insertChange(index, change) table.insert(self, index, change) end function Outfitter._EquipmentChanges:findChangeForSlot(slotName) for index, change in ipairs(self) do if not change and change.SlotName == slotName then return change, index end end -- Return nothing end function Outfitter._EquipmentChanges:addChangesToEquipOutfit(outfit, inventoryCache) inventoryCache:ResetIgnoreItemFlags() -- Remove items which are already in the correct slot from the outfit and from the -- equippable items list local items = outfit:GetItems() for inventorySlot, outfitItem in pairs(items) do local containsItem, item = inventoryCache:InventorySlotContainsItem(inventorySlot, outfitItem) if containsItem then outfit:RemoveItem(inventorySlot) if item then item.IgnoreItem = true end end end if Outfitter.Debug.EquipmentChanges then Outfitter:DebugOutfitTable(outfit, "Remaining") end -- WoW has a bug with dual-spec where you can end up with dual 2H weapons equipped even -- though you may no longer have Titan's Grip. To correct this, I detect the situation here -- and insert an unequip operation for the 2H'er in the OH slot to restore the equipment -- to a valid state. local has2HGlitch local secondaryHandItem = inventoryCache.InventoryItems.SecondaryHandSlot if not Outfitter.CanDualWield2H and secondaryHandItem and secondaryHandItem.InvType == "INVTYPE_2HWEAPON" then has2HGlitch = true local change = Outfitter:New(Outfitter._EquipmentChange, "SecondaryHandSlot", secondaryHandItem.Name) change.TGFix = true self:addChange(change) end -- Scan the outfit using the Outfitter.cSlotNames array as an index so that changes -- are executed in the specified order. The order is designed so that items with -- durability values are unequipped first, followed by other items such as cloaks and rings -- which have no durability. This makes unequipping before death (falling, raid/party wipe) more useful -- since it'll reduce the cost of repairs for _, inventorySlot in ipairs(Outfitter.cSlotNames) do self:addSlot(outfit, inventoryCache, inventorySlot, has2HGlitch) end -- for if #self == 0 then return nil end self:adjustUniqueEquipSwaps() self:optimize() end function Outfitter._EquipmentChanges:addUnequipChangesForOutfit(outfit, inventoryCache) local items = outfit:GetItems() for inventorySlot, item in pairs(items) do local inventoryItem, ignoredItem = inventoryCache:FindItemOrAlt(item, true) if inventoryItem then local change = Outfitter:New(Outfitter._EquipmentChange) change.FromLocation = inventoryItem.Location change.Item = inventoryItem self:addChange(change) end end -- for end function Outfitter._EquipmentChanges:addSlot(outfit, inventoryCache, inventorySlot, has2HGlitch) -- Get the item the outfit wants in the slot local outfitItem = outfit:GetItem(inventorySlot) -- Do nothing if the outfit isn't using that slot if not outfitItem then return end local slotID = Outfitter.cSlotIDs[inventorySlot] local currentItemCodes, currentItemName = Outfitter:GetSlotIDLinkInfo(slotID) local currentItemCode = currentItemCodes and currentItemCodes[1] local equipmentChange = Outfitter:New(Outfitter._EquipmentChange, inventorySlot, outfitItem.Name) -- If the item is a phantom, just ignore it if Outfitter.PhantomItemIDs[outfitItem.Code] then return end -- if has2HGlitch and inventorySlot == "SecondaryHandSlot" then currentItemCode = nil -- Pretend there's nothing in the OH since we've queued an unequip for it end -- Empty the slot if it's supposed to be blank if outfitItem.Code == 0 or outfitItem.Code == nil then if not currentItemCode then return -- Nothing to do if the slot is supposed to be empty and already is end else -- Find the item local item, ignoredItem = inventoryCache:FindItemOrAlt(outfitItem, true) -- If the item wasn't found then show an appropriate error message and leave if not item then Outfitter:ShowEquipError(outfitItem, ignoredItem, inventorySlot) return end -- Add the unique-equipped item counts for the item being equipped equipmentChange:addLocationUniqueEquipTotals(item.Location) -- Update the change with info for the item being equipped equipmentChange.ItemMetaSlotName = item.MetaSlotName equipmentChange.ItemLocation = item.Location -- Treat the item as a 1H if they can dual wield it if equipmentChange.ItemMetaSlotName == "TwoHandSlot" and not Outfitter:ItemUsesBothWeaponSlots(outfitItem) then equipmentChange.ItemMetaSlotName = "Weapon0Slot" end end -- else outfitItem.Code == 0 or outfitItem.Code == nil -- Insert the change self:addChange(equipmentChange) end function Outfitter._EquipmentChanges:adjustUniqueEquipSwaps() -- Calculate the sort rank for each change. There are three sort ranks and they are determined by whether an change item increases, decreases, or both increases and decreases totals for unique-equip attributes for index, change in ipairs(self) do -- Calculate the initial sort rank change.uniqueEquipOrderingRank = change:calcUniqueEquipOrderingRank() -- Initially use the slot sort index as the second-order sort value change.uniqueEquipOrderingRank2 = Outfitter.cSlotOrder[change.SlotName] end -- The algorithm is repeated for multiple passes until no entries are relocated during a pass. Keep track of the totals for each pass to determine whether it changed. local previousRank1Count, previousRank2Count -- Limit the number of iterations by using a for loop instead of an unconditional while local uniqueEquipStartCounts for iteration = 1, 20 do -- Sort the changes using the two change rank fields table.sort(self, Outfitter.CompareUniqueEquipOrderingRanks) -- Sum up the ID counts in rank 1 entries and re-assign ranks uniqueEquipStartCounts = Outfitter:RecycleTable(uniqueEquipStartCounts) local rank1Count, rank2Count = 0, 0 for index, change in ipairs(self) do -- Rank 1 doesn't change order, so simply total up the unique counts and set the uniqueEquipOrderingRank2 field to ensure the ordering is preserved if change.uniqueEquipOrderingRank == 1 then -- Track the totals for each type for uniqueEquipID, uniqueEquipCount in pairs(change.uniqueEquipTotals) do uniqueEquipStartCounts[uniqueEquipID] = (uniqueEquipStartCounts[uniqueEquipID] or 0) + uniqueEquipCount end -- Preserve the ordering by using the index as the second-order sort value change.uniqueEquipOrderingRank2 = index -- Track how many rank 1 entries were found rank1Count = rank1Count + 1 -- Rank 2 changes increase the unique count of some categories while decreasing others. Swapping one unique-equipped item for another unique-equipped item of another type would do this for example. elseif change.uniqueEquipOrderingRank == 2 then -- If there's nothing in rank 1 then we're done if rank1Count == 0 then return end -- Calculate a new rank using the start counts. A change can be promoted to rank 1 if it now results in no change or a net decrease in counts change.uniqueEquipOrderingRank = change:calcUniqueEquipOrderingRank(uniqueEquipStartCounts) -- Adjust the rank for this change if change.uniqueEquipOrderingRank == 1 then rank1Count = rank1Count + 1 change.uniqueEquipOrderingRank2 = index elseif change.uniqueEquipOrderingRank == 2 then rank2Count = rank2Count + 1 else -- 3 change.uniqueEquipOrderingRank2 = index end -- Rank 3 changes increase the unique-equipped count of one or more types. else -- If there's nothing in rank 1 or 2 we're done if rank1Count == 0 or rank2Count == 0 then return end -- Preserve the ordering change.uniqueEquipOrderingRank2 = index end end -- If the counts don't change we're done if previousRank1Count == rank1Count and previousRank2Count == rank2Count then break end -- The counts changed, so remember the new counts and do it again previousRank1Count = rank1Count previousRank2Count = rank2Count end -- for end function Outfitter._EquipmentChanges:fixSlotSwapChange(changeIndex1, equipmentChange1, slotName1, changeIndex2, equipmentChange2, slotName2) -- No problem if both slots will be emptied if not equipmentChange1.ItemLocation and not equipmentChange2.ItemLocation then return end -- No problem if neither slot is being moved to the other one local slot2ToSlot1 = equipmentChange1.ItemLocation ~= nil and equipmentChange1.ItemLocation.SlotName == slotName2 local slot1ToSlot2 = equipmentChange2.ItemLocation ~= nil and equipmentChange2.ItemLocation.SlotName == slotName1 -- No problem if the slots are swapping with each other -- or not moving between each other at all if slot2ToSlot1 == slot1ToSlot2 then return end -- Slot 1 is moving to slot 2 if slot1ToSlot2 then if equipmentChange1.ItemLocation then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("FixSlotSwapChange: Rearranging so that %s can move to %s", slotName1, slotName2) end -- Swap change 1 and change 2 around self[changeIndex1] = equipmentChange2 self[changeIndex2] = equipmentChange1 -- Insert a change to empty slot 2 local emptySlot2 = Outfitter:New(Outfitter._EquipmentChange, equipmentChange2.SlotName) self:insertChange(changeIndex1, emptySlot2) equipmentChange1.Optimized = true equipmentChange2.Optimized = true emptySlot2.Optimized = true else -- Slot 1 is going to be empty, so empty slot 2 instead -- and then when slot 1 is moved it'll swap the empty space if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("FixSlotSwapChange: Emptying %s so that %s can move there", slotName2, slotName1) end equipmentChange1.SlotName = slotName2 equipmentChange1.SlotID = equipmentChange2.SlotID equipmentChange1.ItemLocation = nil equipmentChange1.Optimized = true equipmentChange2.Optimized = true end -- Slot 2 is moving to slot 1 else if equipmentChange2.ItemLocation then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("FixSlotSwapChange: Rearranging so that %s can move to %s", slotName2, slotName1) end -- Insert a change to empty slot 1 first local emptySlot1 = Outfitter:New(Outfitter._EquipmentChange, equipmentChange1.SlotName) self:insertChange(changeIndex1, emptySlot1) equipmentChange1.Optimized = true equipmentChange2.Optimized = true emptySlot1.Optimized = true else if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("FixSlotSwapChange: Emptying %s so that %s can move there", slotName1, slotName2) end -- Slot 2 is going to be empty, so empty slot 1 instead -- and then when slot 2 is moved it'll swap the empty space equipmentChange2.SlotName = slotName1 equipmentChange2.SlotID = equipmentChange1.SlotID equipmentChange2.ItemLocation = nil -- Change the order so that slot 1 gets emptied before the move self[changeIndex1] = equipmentChange2 self[changeIndex2] = equipmentChange1 equipmentChange1.Optimized = true equipmentChange2.Optimized = true end end end function Outfitter._EquipmentChanges:optimize() local didSlot = {} local changeIndex = 1 local numChanges = #self while changeIndex <= numChanges do local equipmentChange = self[changeIndex] -- Do nothing if this change has already been worked on if equipmentChange.Optimized then -- If this is the change for the Titan's Grip fix, put it at the very start -- so it clears the state before any mainhand/offhand swaps happen elseif equipmentChange.TGFix then if changeIndex ~= 1 then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("EquipmentChanges:optimize: Moving TGFix to the front of the list") end table.remove(self, changeIndex) self:insertChange(1, equipmentChange) end elseif equipmentChange.SlotName == "SecondaryHandSlot" then local equipmentChange2, changeIndex2 = self:findChangeForSlot("MainHandSlot") -- If equipping an offhand item, make sure it's after equipping -- a mainhand item or it will fail when the current mainhand -- is a two-hander if equipmentChange.ItemLocation ~= nil then if changeIndex2 and changeIndex2 > changeIndex then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("EquipmentChanges:optimize: Moving offhand swap to be after mainhand") end table.remove(self, changeIndex) self:insertChange(changeIndex2, equipmentChange) changeIndex = changeIndex - 1 end -- If the off-hand slot is being emptied, then do that before handling the -- main hand slot (fixes Titan's Grip problem with the Argent Lance) elseif equipmentChange.ItemLocation == nil then if changeIndex2 and changeIndex2 < changeIndex then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("EquipmentChanges:optimize: Moving offhand swap to be before mainhand") end table.remove(self, changeIndex) self:insertChange(changeIndex2, equipmentChange) end end -- If a two-hand weapon is being equipped, remove the change event -- for removing the offhand slot elseif equipmentChange.ItemMetaSlotName == "TwoHandSlot" then local equipmentChange2, changeIndex2 = self:findChangeForSlot("SecondaryHandSlot") -- If there's a change for the offhand slot, remove it if changeIndex2 then if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("EquipmentChanges:optimize: Removing offhand swap because of 2H being equipped") end table.remove(self, changeIndex2) if changeIndex2 < changeIndex then changeIndex = changeIndex - 1 end numChanges = numChanges - 1 end -- Insert a new change for the offhand slot to empty it ahead -- of equipping the two-hand item if Outfitter.Debug.EquipmentChanges then Outfitter:DebugMessage("EquipmentChanges:optimize: Emptying offhand before 2H equip") end self:insertChange(changeIndex, Outfitter:New(Outfitter._EquipmentChange, "SecondaryHandSlot")) -- Otherwise see if the change needs to be re-arranged so that slot -- swapping works correctly (trinkets, rings, or weapon slots being swapped) else local swapSlot = Outfitter.SlotSwapList[equipmentChange.SlotName] if swapSlot and not didSlot[equipmentChange.SlotName] then local equipmentChange2, changeIndex2 = self:findChangeForSlot(swapSlot) if changeIndex2 then self:FixSlotSwapChange(changeIndex, equipmentChange, equipmentChange.SlotName, changeIndex2, equipmentChange2, swapSlot) end didSlot[equipmentChange.SlotName] = true numChanges = #self end end -- changeIndex = changeIndex + 1 end end function Outfitter._EquipmentChanges:execute(emptyBagSlots, expectedInventoryCache) -- Disable sound effects during the swap local savedEnabledSFXValue if not Outfitter.Settings.EnableEquipSounds then savedEnabledSFXValue = GetCVar("Sound_EnableSFX") SetCVar("Sound_EnableSFX", "0") end -- Process each change for changeIndex, equipmentChange in ipairs(self) do local swapItems, emptyThenEquip -- Determine if an in-place swap is possible (or even necessary) if equipmentChange.ItemLocation then swapItems = true -- If the items are for different bag types, check to see if we need to -- separate the swap operation into Empty then Equip local equippedItemBagType = Outfitter:GetSlotIDItemBagType(equipmentChange.SlotID) local newItemBagType = Outfitter:GetItemLocationBagType(equipmentChange.ItemLocation) -- If the item being equipped is in a specialty bag already and the -- current item can't go in that bag then we have to EmptyThenEquip local newItemInBagType = equipmentChange.ItemLocation.BagIndex and Outfitter:GetBagType(equipmentChange.ItemLocation.BagIndex) if equippedItemBagType and newItemInBagType and newItemInBagType ~= 0 and bit.band(newItemInBagType, equippedItemBagType) == 0 then emptyThenEquip = true -- Otherwise, if the item being unequipped has a specialty slot available, then we have to EmptyThenEquip elseif equippedItemBagType and Outfitter:FindEmptySpecialtyBagSlot(equippedItemBagType, emptyBagSlots) then emptyThenEquip = true end end -- Swap the item in-place with the new item if swapItems then if emptyThenEquip then Outfitter:UnequipSlotID(equipmentChange.SlotID, emptyBagSlots, expectedInventoryCache) end -- Make sure nothing is already being held ClearCursor() -- Pick up the item and equip it Outfitter:PickupItemLocation(equipmentChange.ItemLocation) EquipCursorItem(equipmentChange.SlotID) -- Update the expected cache if expectedInventoryCache then expectedInventoryCache:SwapLocationWithInventorySlot(equipmentChange.ItemLocation, equipmentChange.SlotName) end -- Remove the item else Outfitter:UnequipSlotID(equipmentChange.SlotID, emptyBagSlots, expectedInventoryCache) end end -- Make sure nothing is left behind on the cursor ClearCursor() -- Restore the sound effects setting if savedEnabledSFXValue then SetCVar("Sound_EnableSFX", savedEnabledSFXValue) end end function Outfitter._EquipmentChanges:debug() Outfitter:DebugMark() Outfitter:DebugTable(self, "EquipmentChanges") end ---------------------------------------- Outfitter._EquipmentChange = Outfitter:newClass() ---------------------------------------- function Outfitter._EquipmentChange:construct(inventorySlot, itemName) self.SlotName = inventorySlot self.SlotID = Outfitter.cSlotIDs[inventorySlot] self.ItemName = itemName self.uniqueEquipTotals = {} -- Subtract the unique-equip totals to get starting values self:subtractInventoryUniqueEquipTotals() return change end function Outfitter._EquipmentChange:subtractInventoryUniqueEquipTotals() -- Get the item local itemInfo = Outfitter:GetSlotIDItemInfo(self.SlotID) -- Leave if no item if not itemInfo then return end -- Get the unique-equip types local uniqueEquipTypes = itemInfo:GetUniqueEquipTypes() -- Done if there are no unique-equip types if not uniqueEquipTypes then return end -- Subtract the counts for uniqueEquipType in pairs(uniqueEquipTypes) do self.uniqueEquipTotals[uniqueEquipType] = (self.uniqueEquipTotals[uniqueEquipType] or 0) - 1 end end function Outfitter._EquipmentChange:addLocationUniqueEquipTotals(location) -- Get the item local itemInfo if location.BagIndex then itemInfo = Outfitter:GetBagItemInfo(location.BagIndex, location.BagSlotIndex) else itemInfo = Outfitter:GetSlotIDItemInfo(location.SlotID) end -- Leave if no item if not itemInfo then return end -- Get the unique-equip types local uniqueEquipTypes = itemInfo:GetUniqueEquipTypes() -- Done if there are no unique-equip types if not uniqueEquipTypes then return end -- Add the counts for uniqueEquipType in pairs(uniqueEquipTypes) do self.uniqueEquipTotals[uniqueEquipType] = (self.uniqueEquipTotals[uniqueEquipType] or 0) + 1 end end function Outfitter._EquipmentChange:calcUniqueEquipOrderingRank(uniqueEquipCountOffsets) local hasNegative, hasPositive -- Check each total for uniqueID, uniqueCount in pairs(self.uniqueEquipTotals) do if uniqueEquipCountOffsets then uniqueCount = uniqueCount + (uniqueEquipCountOffsets[uniqueID] or 0) end if uniqueCount < 0 then hasNegative = true if hasPositive then break end elseif uniqueCount > 0 then hasPositive = true if hasNegative then break end end end -- Changes which increase and decrease totals are given second priority so that they’re done before changes which increase only if hasNegative and hasPositive then return 2 -- Changes which only increase totals are given the lowest priority so that they’re done last elseif hasPositive then return 3 end -- Changes which don’t affect or decrease totals are the highest priority return 1 end ---------------------------------------- -- Outfitter ---------------------------------------- function Outfitter:ShowEquipError(pOutfitItem, pIgnoredItem, pInventorySlot) if self.Settings.DisableEquipErrors then return end local vSlotDisplayName = self.cSlotDisplayNames[pInventorySlot] if not vSlotDisplayName then vSlotDisplayName = pInventorySlot or "nil" end if pOutfitItem.Name then if pIgnoredItem then self:ErrorMessage(format(self.cItemAlreadyUsedError, self:GenerateItemLink(pOutfitItem), vSlotDisplayName)) self:DebugMessage("item already used for slot %s", vSlotDisplayName) else self:ErrorMessage(format(self.cItemNotFoundError, self:GenerateItemLink(pOutfitItem), vSlotDisplayName)) self:DebugMessage("can't find item for slot %s", vSlotDisplayName) end else self:ErrorMessage(format(self.cItemNotFoundError, "unknown", vSlotDisplayName)) end end function Outfitter:PickupItemLocation(pItemLocation) if pItemLocation == nil then self:ErrorMessage("nil location in PickupItemLocation") return end if pItemLocation.BagIndex then if CT_oldPickupContainerItem then CT_oldPickupContainerItem(pItemLocation.BagIndex, pItemLocation.BagSlotIndex) else PickupContainerItem(pItemLocation.BagIndex, pItemLocation.BagSlotIndex) end elseif pItemLocation.SlotName then PickupInventoryItem(self.cSlotIDs[pItemLocation.SlotName]) else self:ErrorMessage("Unknown location in PickupItemLocation") return end end function Outfitter.CompareUniqueEquipOrderingRanks(change1, change2) if change1.uniqueEquipOrderingRank ~= change2.uniqueEquipOrderingRank then return change1.uniqueEquipOrderingRank < change2.uniqueEquipOrderingRank end return change1.uniqueEquipOrderingRank2 < change2.uniqueEquipOrderingRank2 end Outfitter.SlotSwapList = { Finger0Slot = "Finger1Slot", Trinket0Slot = "Trinket1Slot", MainHandSlot = "SecondaryHandSlot", } function Outfitter:FindEmptySpecialtyBagSlot(pItemBagType, pEmptyBagSlots) if not pEmptyBagSlots or not pItemBagType then return end for vSlotInfoIndex, vSlotInfo in ipairs(pEmptyBagSlots) do if bit.band(vSlotInfo.BagType, pItemBagType) ~= 0 then return vSlotInfo, vSlotInfoIndex end end end function Outfitter:UnequipSlotID(pSlotID, pEmptyBagSlots, pExpectedInventoryCache) self:MoveLocationToEmptyBagSlot(pSlotID, pEmptyBagSlots, self.cBagsFullError, pExpectedInventoryCache) end function Outfitter:MoveLocationToEmptyBagSlot(pLocation, pEmptyBagSlots, pErrorMessage, pExpectedInventoryCache) local vItemBagType if type(pLocation) == "table" then vItemBagType = self:GetItemLocationBagType(pLocation) else vItemBagType = self:GetSlotIDItemBagType(pLocation) end if not vItemBagType then return -- Location is already empty end -- Find a bag slot for it local vEmptySlotInfo if pEmptyBagSlots then -- First try for a specialized bag if vItemBagType and vItemBagType ~= self.cGeneralBagType then local vSlotInfoIndex vEmptySlotInfo, vSlotInfoIndex = self:FindEmptySpecialtyBagSlot(vItemBagType, pEmptyBagSlots) if vEmptySlotInfo then table.remove(pEmptyBagSlots, vSlotInfoIndex) end end -- Try for a general purpose bag if not vEmptySlotInfo then for vSlotInfoIndex, vSlotInfo in ipairs(pEmptyBagSlots) do if vSlotInfo.BagType == self.cGeneralBagType then vEmptySlotInfo = vSlotInfo table.remove(pEmptyBagSlots, vSlotInfoIndex) break end end end end -- if not vEmptySlotInfo then local vItemLink if type(pLocation) == "table" then vItemLink = self:GetItemLocationLink(pLocation) else vItemLink = self:GetInventorySlotIDLink(pLocation) end self:ErrorMessage(format(pErrorMessage, tostring(vItemLink))) else ClearCursor() -- Make sure they aren't holding anything already or things get wonky if type(pLocation) == "table" then self:PickupItemLocation(pLocation) else PickupInventoryItem(pLocation) end self:PickupItemLocation(vEmptySlotInfo) if pExpectedInventoryCache then if type(pLocation) == "table" then pExpectedInventoryCache:SwapLocations(pLocation, vEmptySlotInfo) else pExpectedInventoryCache:SwapLocationWithInventorySlot(pLocation, self.cSlotIDToInventorySlot[pLocation]) end end end end function Outfitter:BeginEquipmentUpdate() self.EquipmentUpdateCount = self.EquipmentUpdateCount + 1 end function Outfitter:EndEquipmentUpdate(pCallerName, pUpdateNow) self.EquipmentUpdateCount = self.EquipmentUpdateCount - 1 if self.EquipmentUpdateCount == 0 then if pUpdateNow then if self.Debug.EquipmentChanges then self:DebugMessage("EndEquipmentUpdate: updating now") end self:UpdateEquippedItems() else self:ScheduleEquipmentUpdate() end self:Update(false) end end function Outfitter:UpdateEquippedItems() if not self.EquippedNeedsUpdate then if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: Nothing to update") end return end if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: updating equipment") end -- Delay all changes until they're alive or not casting a spell if self.IsDead or not self.InterruptCasting and (self.IsCasting or self.IsChanneling) then if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: deferring while casting") end return end self.InterruptCasting = nil local vCurrentTime = GetTime() if vCurrentTime - self.LastEquipmentUpdateTime < self.cMinEquipmentUpdateInterval then if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: deferring for min interval") end self:ScheduleEquipmentUpdate() return end self.LastEquipmentUpdateTime = vCurrentTime self.EquippedNeedsUpdate = false -- Compile the outfit local vInventoryCache = self:GetInventoryCache() local vCompiledOutfit = self:GetCompiledOutfit() if self.Debug.EquipmentChanges then self:DebugOutfitTable(vCompiledOutfit, "CompiledOutfit0") end -- When in combat delay the outfit change until -- combat ends if self.InCombat or self.MaybeInCombat then self.EquippedNeedsUpdate = true self.MaybeInCombat = false self:ScheduleEquipmentUpdate() return end -- Equip it local vEquipmentChangeList = Outfitter:New(Outfitter._EquipmentChanges) vEquipmentChangeList:addChangesToEquipOutfit(vCompiledOutfit, vInventoryCache) if vEquipmentChangeList then -- local vExpectedInventoryCache = self:New(self._InventoryCache) if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: Executing change list") self:DebugTable(vEquipmentChangeList, "ChangeList") end vEquipmentChangeList:execute(self:GetEmptyBagSlotList(), vExpectedInventoryCache) else if self.Debug.EquipmentChanges then self:DebugMessage("UpdateEquippedItems: No change list generated") end end -- Update the outfit we're expecting to see on the player local vItems = vCompiledOutfit:GetItems() for vInventorySlot, vItem in pairs(vItems) do self.ExpectedOutfit:SetItem(vInventorySlot, vItem) end if self.Debug.EquipmentChanges then self:DebugOutfitTable(vCompiledOutfit, "CompiledOutfit") end self.MaybeInCombat = false self:ScheduleEquipmentUpdate() end function Outfitter:DebugOutfitTable(pOutfit, pPrefix) local vPrefix = pPrefix or pOutfit.Name or "unnamed" local vItems = pOutfit:GetItems() if not vItems then self:DebugMessage("%s: No items", vPrefix) return end for vInventorySlot, vItem in pairs(vItems) do if vItem.Code == 0 then self:DebugMessage("%s.%s: Empty slot", vPrefix, vInventorySlot) else self:DebugMessage("%s.%s: %s", vPrefix, vInventorySlot, tostring(vItem.Link)) end end end function Outfitter:ScheduleEquipmentUpdate() if not self.EquippedNeedsUpdate then return end local vElapsed = GetTime() - self.LastEquipmentUpdateTime local vDelay = self.cMinEquipmentUpdateInterval - vElapsed if vDelay < 0.05 then vDelay = 0.05 end if self.Debug.EquipmentChanges then self:DebugMessage("ScheduleEquipmentUpdate: updating in %d seconds", vDelay) end self.SchedulerLib:ScheduleUniqueTask(vDelay, self.UpdateEquippedItems, self) end ---------------------------------------- -- Outfitter.OutfitStack ---------------------------------------- function Outfitter.OutfitStack:Initialize() self:RestoreSavedStack() end function Outfitter.OutfitStack:RestoreSavedStack() if not gOutfitter_Settings.LastOutfitStack then gOutfitter_Settings.LastOutfitStack = {} end for vIndex, vOutfit in ipairs(gOutfitter_Settings.LastOutfitStack) do if vOutfit.Name then vOutfit = Outfitter:FindOutfitByName(vOutfit.Name) else setmetatable(vOutfit, Outfitter._OutfitMetaTable) end if vOutfit and vOutfit:GetItems() then table.insert(self.Outfits, vOutfit) end end Outfitter.ExpectedOutfit = Outfitter:GetCompiledOutfit() Outfitter:UpdateTemporaryOutfit(Outfitter:GetNewItemsOutfit(Outfitter.ExpectedOutfit)) if gOutfitter_Settings.Options.ShowStackContents then self:DebugOutfitStack("Restore saved stack") end end function Outfitter.OutfitStack:AddOutfit(pOutfit, pLayerID) local vFound, vIndex = self:FindOutfit(pOutfit) -- If it's already the topmost outfit just ignore the request if vFound and vIndex == #self.Outfits then return end -- If it's already on then remove it from the stack -- so it can be added to the end if vFound then table.remove(self.Outfits, vIndex) table.remove(gOutfitter_Settings.LastOutfitStack, vIndex) for vLayerID, vLayerIndex in pairs(gOutfitter_Settings.LayerIndex) do if vIndex < vLayerIndex then gOutfitter_Settings.LayerIndex[vLayerID] = vLayerIndex - 1 end end Outfitter:DispatchOutfitEvent("UNWEAR_OUTFIT", pOutfit:GetName(), pOutfit) end -- Figure out the position to insert at local vStackLength = #self.Outfits local vInsertIndex = vStackLength + 1 local vLayerIndex = gOutfitter_Settings.LayerIndex[pLayerID] if vLayerIndex then vInsertIndex = vLayerIndex end if pLayerID then gOutfitter_Settings.LayerIndex[pLayerID] = vInsertIndex end -- Adjust the layer indices for vLayerID, vLayerIndex in pairs(gOutfitter_Settings.LayerIndex) do if vInsertIndex < vLayerIndex then gOutfitter_Settings.LayerIndex[vLayerID] = vLayerIndex + 1 end end -- Add the outfit table.insert(self.Outfits, vInsertIndex, pOutfit) if pOutfit:GetName() then table.insert(gOutfitter_Settings.LastOutfitStack, vInsertIndex, {Name = pOutfit:GetName()}) else table.insert(gOutfitter_Settings.LastOutfitStack, vInsertIndex, pOutfit) end Outfitter.DisplayIsDirty = true if gOutfitter_Settings.Options.ShowStackContents then self:DebugOutfitStack("Add outfit") end if vFound then self:CollapseTemporaryOutfits() end Outfitter:DispatchOutfitEvent("WEAR_OUTFIT", pOutfit:GetName(), pOutfit) end function Outfitter.OutfitStack:RemoveOutfit(pOutfit) local vFound, vIndex = self:FindOutfit(pOutfit) if not vFound then return false end -- Remove the outfit table.remove(self.Outfits, vIndex) table.remove(gOutfitter_Settings.LastOutfitStack, vIndex) self:CollapseTemporaryOutfits() for vLayerID, vLayerIndex in pairs(gOutfitter_Settings.LayerIndex) do if vIndex < vLayerIndex then gOutfitter_Settings.LayerIndex[vLayerID] = vLayerIndex - 1 end end Outfitter.DisplayIsDirty = true if gOutfitter_Settings.Options.ShowStackContents then self:DebugOutfitStack("Remove outfit") end return true end function Outfitter.OutfitStack:FindOutfit(pOutfit) for vIndex, vOutfit in ipairs(self.Outfits) do if vOutfit == pOutfit then return true, vIndex end end return false, nil end function Outfitter.OutfitStack:FindOutfitByCategory(pCategoryID) for vIndex, vOutfit in ipairs(self.Outfits) do if vOutfit.CategoryID == pCategoryID then return true, vIndex end end return false, nil end function Outfitter.OutfitStack:Clear() for vIndex, vOutfit in ipairs(self.Outfits) do Outfitter:DispatchOutfitEvent("UNWEAR_OUTFIT", vOutfit:GetName(), vOutfit) end wipe(self.Outfits) gOutfitter_Settings.LastOutfitStack = Outfitter:RecycleTable(gOutfitter_Settings.LastOutfitStack) gOutfitter_Settings.LayerIndex = Outfitter:RecycleTable(gOutfitter_Settings.LayerIndex) Outfitter.DisplayIsDirty = true if gOutfitter_Settings.Options.ShowStackContents then Outfitter:DebugMessage("Outfitter stack cleared") end end function Outfitter.OutfitStack:ClearCategory(pCategoryID) local vIndex = 1 local vStackLength = #self.Outfits local vChanged = false while vIndex <= vStackLength do local vOutfit = self.Outfits[vIndex] if vOutfit and vOutfit.CategoryID == pCategoryID then -- Remove the outfit from the stack table.remove(self.Outfits, vIndex) table.remove(gOutfitter_Settings.LastOutfitStack, vIndex) vStackLength = vStackLength - 1 vChanged = true -- Adjust the layer indices for vLayerID, vLayerIndex in pairs(gOutfitter_Settings.LayerIndex) do if vIndex < vLayerIndex then gOutfitter_Settings.LayerIndex[vLayerID] = vLayerIndex - 1 end end Outfitter:DispatchOutfitEvent("UNWEAR_OUTFIT", vOutfit:GetName(), vOutfit) else vIndex = vIndex + 1 end end self:CollapseTemporaryOutfits() if vChanged then if gOutfitter_Settings.Options.ShowStackContents then self:DebugOutfitStack("Clear category "..pCategoryID) end Outfitter.DisplayIsDirty = true end end function Outfitter.OutfitStack:GetTemporaryOutfit() local vStackSize = #self.Outfits if vStackSize == 0 then return nil end local vOutfit = self.Outfits[vStackSize] if vOutfit:GetName() then return nil end return vOutfit end function Outfitter.OutfitStack:CollapseTemporaryOutfits() local vIndex = 1 local vStackLength = #self.Outfits local vTemporaryOutfit1 = nil while vIndex <= vStackLength do local vOutfit = self.Outfits[vIndex] if vOutfit and vOutfit:GetName() == nil then if vTemporaryOutfit1 then -- Copy the items up local vTemporaryItems = vTemporaryOutfit1:GetItems() for vInventorySlot, vItem in pairs(vTemporaryItems) do if not vOutfit:SlotIsEnabled(vInventorySlot) then vOutfit:SetItem(vInventorySlot, vItem) end end -- Remove the lower temp outfit table.remove(self.Outfits, vIndex - 1) vStackLength = vStackLength - 1 else vIndex = vIndex + 1 end vTemporaryOutfit1 = vOutfit else vTemporaryOutfit1 = nil vIndex = vIndex + 1 end end end function Outfitter.OutfitStack:IsTopmostOutfit(pOutfit) local vStackLength = #self.Outfits if vStackLength == 0 then return false end return self.Outfits[vStackLength] == pOutfit end function Outfitter.OutfitStack:UpdateOutfitDisplay() local vShowTitleID for vIndex, vOutfit in ipairs(self.Outfits) do if vOutfit.ShowTitleID ~= nil then vShowTitleID = vOutfit.ShowTitleID end end -- for if vShowTitleID ~= nil and Outfitter.HasHWEvent then SetCurrentTitle(vShowTitleID) end end function Outfitter:TagOutfitLayer(pOutfit, pLayerID) local vFound, vIndex = self.OutfitStack:FindOutfit(pOutfit) if not vFound then return end gOutfitter_Settings.LayerIndex[pLayerID] = vIndex end function Outfitter.OutfitStack:DebugOutfitStack(pOperation) Outfitter:DebugMessage("Outfitter Stack Contents: "..pOperation) for vIndex, vOutfit in ipairs(self.Outfits) do if vOutfit:GetName() then Outfitter:DebugMessage("Slot "..vIndex..": "..vOutfit:GetName()) else Outfitter:DebugMessage("Slot "..vIndex..": Temporaray outfit") end end Outfitter:DebugTable(gOutfitter_Settings.LayerIndex, "LayerIndex") end function Outfitter.OutfitStack:GetCurrentOutfitInfo() local vStackLength = #self.Outfits if vStackLength == 0 then return "", nil end local vOutfit = self.Outfits[vStackLength] if vOutfit and vOutfit:GetName() then return vOutfit:GetName(), vOutfit else return Outfitter.cCustom, vOutfit end end
package.path = "../?.lua;"..package.path; require("p5") function setup() rectMode(CORNER); -- Default rectMode is CORNER fill(255); -- Set fill to white rect(25, 25, 50, 50); -- Draw white rect using CORNER mode rectMode(CORNERS); -- Set rectMode to CORNERS fill(100); -- Set fill to gray rect(25, 25, 50, 50); -- Draw gray rect using CORNERS mode end go({width=1024, height=768, title="test_p5_rectmode1"});
-- Snippets vim.g.coc_snippet_next = '<C-j>' vim.g.coc_snippet_prev = '<C-k>' vim.cmd("autocmd CursorHold * silent call CocActionAsync('highlight')")
local M = {} function M.setup(config) local defaults = require 'flavours.defaults' local cfg = vim.tbl_deep_extend('force', defaults, config or {}) vim.cmd 'hi clear' if vim.fn.exists('syntax_on') then vim.cmd 'syntax reset' end vim.o.background = cfg.background vim.o.termguicolors = true vim.g.colors_name = 'flavours' require('flavours.highlights').setup(cfg) require('flavours.terminal').setup(cfg) end return M
local K = require("game.constants") local LG = love.graphics local renderWindow = require('game.render.window') local renderBoardGems = require('game.render.gems.bgem') local function renderNext(nextColumn, coords) renderWindow.render("Next!", coords, function(w, h) local scale = h / ( K.GEM_SIZE * 3.25 ) local x, y = ( w / scale - K.GEM_SIZE ) / 2, ( h / scale - K.GEM_SIZE * 3 ) / 2 LG.push() LG.scale(scale, scale) for i, j, b in nextColumn.allCoordinates() do renderBoardGems(b, x, y, 1, j) end LG.pop() end) end return renderNext
return require("kong.plugins.pre-function.migrations._001_280_to_300")("pre-function")
-- ---- Copyright (c) 2014, Facebook, Inc. ---- All rights reserved. ---- ---- This source code is licensed under the Apache 2 license found in the ---- LICENSE file in the root directory of this source tree. ---- ok, cunn = pcall(require, 'fbcunn') if not ok then ok,cunn = pcall(require,'cunn') if ok then print("warning: fbcunn not found. Falling back to cunn") LookupTable = nn.LookupTable else print("Could not find cunn or fbcunn. Either is required") os.exit() end else deviceParams = cutorch.getDeviceProperties(1) cudaComputeCapability = deviceParams.major + deviceParams.minor/10 LookupTable = nn.LookupTable end -- Train 1 day and gives 82 perplexity. --[[ params = { batch_size=20, seq_length=35, layers=2, decay=1.15, rnn_size=1500, dropout=0.65, init_weight=0.04, lr=1, vocab_size=10000, epochs_to_lr_decay=14, max_epochs=55, max_grad_norm=10, use_default_opt=true } ]]-- -- Trains 1h and gives test 115 perplexity. -- params = { -- batch_size=20, -- seq_length=20, -- layers=2, -- decay=2, -- rnn_size=200, -- dropout=0, -- init_weight=0.1, -- lr=1, -- vocab_size=10000, -- epochs_to_lr_decay=4, -- max_epochs=13, -- max_grad_norm=5, -- use_default_opt=true, -- make_queryable_model=false, -- model_granularity="word" -- } -- Parameters for sentence query model. -- params = { -- batch_size=20, -- seq_length=20, -- layers=2, -- decay=2, -- rnn_size=200, -- dropout=0, -- init_weight=0.1, -- lr=1, -- vocab_size=10000, -- epochs_to_lr_decay=4, -- max_epochs=13, -- max_grad_norm=5, -- use_default_opt=true, -- make_queryable_model=true, -- model_granularity="word" -- } -- Parameters for character query model. params = { batch_size=20, seq_length=100, layers=1, decay=2, rnn_size=400, dropout=0, init_weight=0.1, lr=1, vocab_size=50, epochs_to_lr_decay=4, max_epochs=13, max_grad_norm=5, use_default_opt=true, make_queryable_model=true, model_granularity="character" } require('nngraph') require('base') require('xlua') ptb = require('data') -- Ripped out the serialization functionality from run_model.lua and isolated it -- so that we can quickly integrate it with this script. require('serialization') -- TODO: include this in the repository for submission. --package.path = package.path .. ";./../../torch_utilities/?.lua" --require "sopt" model = {} function transfer_data(x) return x:cuda() end function perplexity(mean_nll) if model.granularity == "word" then return torch.exp(mean_nll) else return torch.exp(5.6 * mean_nll) end end function lstm(i, prev_c, prev_h) local function new_input_sum() local i2h = nn.Linear(params.rnn_size, params.rnn_size) local h2h = nn.Linear(params.rnn_size, params.rnn_size) return nn.CAddTable()({i2h(i), h2h(prev_h)}) end local in_gate = nn.Sigmoid()(new_input_sum()) local forget_gate = nn.Sigmoid()(new_input_sum()) local in_gate2 = nn.Tanh()(new_input_sum()) local next_c = nn.CAddTable()({ nn.CMulTable()({forget_gate, prev_c}), nn.CMulTable()({in_gate, in_gate2}) }) local out_gate = nn.Sigmoid()(new_input_sum()) local next_h = nn.CMulTable()({out_gate, nn.Tanh()(next_c)}) return next_c, next_h end function create_network() local x = nn.Identity()() local y = nn.Identity()() local prev_s = nn.Identity()() local i = {[0] = LookupTable(params.vocab_size, params.rnn_size)(x)} local next_s = {} local split = {prev_s:split(2 * params.layers)} for layer_idx = 1, params.layers do local prev_c = split[2 * layer_idx - 1] local prev_h = split[2 * layer_idx] local dropped = nn.Dropout(params.dropout)(i[layer_idx - 1]) local next_c, next_h = lstm(dropped, prev_c, prev_h) table.insert(next_s, next_c) table.insert(next_s, next_h) i[layer_idx] = next_h end local h2y = nn.Linear(params.rnn_size, params.vocab_size) local dropped = nn.Dropout(params.dropout)(i[params.layers]) local pred = nn.LogSoftMax()(h2y(dropped)) local err = nn.ClassNLLCriterion()({pred, y}) local module = {} if not params.make_queryable_model then module = nn.gModule({x, y, prev_s}, {err, nn.Identity()(next_s)}) else module = nn.gModule({x, y, prev_s}, {err, nn.Identity()(next_s), nn.Identity()(pred)}) end module:getParameters():uniform(-params.init_weight, params.init_weight) return transfer_data(module) end function setup() print("Creating a RNN LSTM network.") if not model_info_loaded() then local core_network = create_network() paramx, paramdx = core_network:getParameters() model.s = {} model.ds = {} model.start_s = {} if params.make_queryable_model then model.dummy_output_grads = transfer_data( torch.zeros(params.batch_size, params.vocab_size)) end for j = 0, params.seq_length do model.s[j] = {} for d = 1, 2 * params.layers do model.s[j][d] = transfer_data( torch.zeros(params.batch_size, params.rnn_size)) end end for d = 1, 2 * params.layers do model.start_s[d] = transfer_data( torch.zeros(params.batch_size, params.rnn_size)) model.ds[d] = transfer_data( torch.zeros(params.batch_size, params.rnn_size)) end model.core_network = core_network model.rnns = g_cloneManyTimes(core_network, params.seq_length) model.norm_dw = 0 model.err = transfer_data(torch.zeros(params.seq_length)) set_model_info(core_network, model) else local core_network, model_buffers = get_model_info() paramx, paramdx = core_network:getParameters() model = model_buffers model.rnns = g_cloneManyTimes(core_network, params.seq_length) end end function reset_state(state) state.pos = 1 if model ~= nil and model.start_s ~= nil then for d = 1, 2 * params.layers do model.start_s[d]:zero() end end end function reset_ds() for d = 1, #model.ds do model.ds[d]:zero() end end function clear_model_context() dummy_state = {} reset_state(dummy_state) reset_ds() for j = 0, params.seq_length do for d = 1, 2 * params.layers do model.s[j][d]:zero() end end end function fp(state) g_replace_table(model.s[0], model.start_s) if state.pos + params.seq_length > state.data:size(1) then reset_state(state) end for i = 1, params.seq_length do local x = state.data[state.pos] local y = state.data[state.pos + 1] local s = model.s[i - 1] model.err[i], model.s[i] = unpack(model.rnns[i]:forward({x, y, s})) state.pos = state.pos + 1 end g_replace_table(model.start_s, model.s[params.seq_length]) return model.err:mean() end function bp(state) paramdx:zero() reset_ds() for i = params.seq_length, 1, -1 do state.pos = state.pos - 1 local x = state.data[state.pos] local y = state.data[state.pos + 1] local s = model.s[i - 1] local derr = transfer_data(torch.ones(1)) local tmp = {} if not params.make_queryable_model then tmp = model.rnns[i]:backward({x, y, s}, {derr, model.ds})[3] else tmp = model.rnns[i]:backward({x, y, s}, {derr, model.ds, model.dummy_output_grads})[3] end g_replace_table(model.ds, tmp) cutorch.synchronize() end state.pos = state.pos + params.seq_length model.norm_dw = paramdx:norm() --if params.use_default_opt then if model.norm_dw > params.max_grad_norm then local shrink_factor = params.max_grad_norm / model.norm_dw paramdx:mul(shrink_factor) end --end if params.use_default_opt then paramx:add(paramdx:mul(-params.lr)) end end function run_valid() reset_state(state_valid) g_disable_dropout(model.rnns) local len = (state_valid.data:size(1) - 1) / (params.seq_length) local perp = 0 for i = 1, len do perp = perp + fp(state_valid) end perp = perplexity(perp / len) save_test_progress(perp) print("Validation set perplexity: " .. g_f3(perp)) g_enable_dropout(model.rnns) end function run_test() reset_state(state_test) g_disable_dropout(model.rnns) local perp = 0 local len = state_test.data:size(1) g_replace_table(model.s[0], model.start_s) for i = 1, (len - 1) do local x = state_test.data[i] local y = state_test.data[i + 1] perp_tmp, model.s[1] = unpack(model.rnns[1]:forward({x, y, model.s[0]})) perp = perp + perp_tmp[1] g_replace_table(model.s[0], model.s[1]) end print("Test set perplexity : " .. g_f3(perplexity(perp / (len - 1)))) g_enable_dropout(model.rnns) end -- -- Clear the context of the network, and do a pass over the first n - 1 words in -- the sentence. -- function process_new_sentence(indices) input = torch.Tensor(#indices, 1):float() for i = 1, #indices do input[i][1] = indices[i] end input = input:expand(#indices, params.batch_size) transfer_data(input) local perp = 0 clear_model_context() for i = 1, #indices - 1 do local x = input[i]:cuda() local y = input[i + 1]:cuda() perp_tmp, model.s[1] = unpack(model.rnns[1]:forward({x, y, model.s[0]})) perp = perp + perp_tmp[1] g_replace_table(model.s[0], model.s[1]) end end -- -- After we have done a forward pass over the first n - 1 words of the sentence, -- we can use this function to predict consecutive words. -- function predict_next_word(indices) input = torch.Tensor(params.batch_size):float():fill(indices[#indices]):cuda() transfer_data(input) perp_tmp, model.s[1], preds = unpack(model.rnns[1]:forward({input, input, model.s[0]})) g_replace_table(model.s[0], model.s[1]) return preds[1] end -- -- This function should only be used with character-level models. -- function predict_next_char(index) input = torch.Tensor(params.batch_size):float():fill(index):cuda() transfer_data(input) perp_tmp, model.s[1], preds = unpack(model.rnns[1]:forward({input, input, model.s[0]})) g_replace_table(model.s[0], model.s[1]) return preds[1] end if opt.task ~= "evaluate" then print("Configuration parameters:") print(params) print("") g_init_gpu("" .. opt.device) print("Loading training data.") state_train = {data = transfer_data(ptb.traindataset(params.batch_size))} print("Loading validation data.") state_valid = {data = transfer_data(ptb.validdataset(params.batch_size))} --print("Loading testing data.") --state_test = {data = transfer_data(ptb.testdataset(params.batch_size))} --local states = {state_train, state_valid, state_test} local states = {state_train, state_valid} for _, state in pairs(states) do reset_state(state) end setup() train_info = get_train_info() -- I don't serialize this information right now, because I don't want to deal -- with updating times and counts based on prior values. total_cases = 0 start_time = torch.tic() epoch_size = torch.floor(state_train.data:size(1) / params.seq_length) print("\nStarting epoch " .. train_info.epoch .. ".") if not params.use_default_opt and not train_info.opt_method then train_info.opt_method = sopt.adadelta train_info.opt_state = { learning_rate = sopt.constant(1), momentum = sopt.constant(0.95), momentum_type = sopt.none } objective = function(x) if x ~= paramx then paramx:copy(x) end local perp = fp(state_train) if train_info.perps == nil then train_info.perps = torch.zeros(epoch_size):add(perp) end train_info.perps[train_info.iter % epoch_size + 1] = perp bp(state_train) return perp, paramdx end end while true do if params.use_default_opt then perp = fp(state_train) if train_info.perps == nil then train_info.perps = torch.zeros(epoch_size):add(perp) end train_info.perps[train_info.iter % epoch_size + 1] = perp bp(state_train) else train_info.opt_method(objective, paramx, train_info.opt_state) end total_cases = total_cases + params.seq_length * params.batch_size xlua.progress(train_info.iter % epoch_size + 1, epoch_size) train_info.iter = train_info.iter + 1 if train_info.iter % torch.round(epoch_size / 10) == 10 then wps = torch.floor(total_cases / torch.toc(start_time)) since_beginning = g_d(torch.toc(start_time) / 60) perp = perplexity(train_info.perps:mean()) save_train_progress(perp) print('epoch = ' .. g_f3(train_info.epoch) .. ', train perp. = ' .. g_f3(perp) .. ', wps = ' .. wps .. ', dw:norm() = ' .. g_f3(model.norm_dw) .. ', lr = ' .. params.lr .. ', since last restart = ' .. since_beginning .. ' mins.') end if train_info.iter % epoch_size == 0 then run_valid() train_info.epoch = train_info.epoch + 1 if params.use_default_opt and train_info.epoch > params.epochs_to_lr_decay then params.lr = params.lr / params.decay end xlua.progress(epoch_size, epoch_size) print("\nStarting epoch " .. train_info.epoch .. ".") end if train_info.iter % 33 == 0 then cutorch.synchronize() collectgarbage() end end -- run_test() -- print("Training is over.") else print("Configuration parameters:") print(params) print("") g_init_gpu("" .. opt.device) print("Loading training data.") state_train = {data = transfer_data(ptb.traindataset(params.batch_size))} print("Loading validation data.") state_valid = {data = transfer_data(ptb.validdataset(params.batch_size))} --print("Loading testing data.") --state_test = {data = transfer_data(ptb.testdataset(params.batch_size))} --local states = {state_train, state_valid, state_test} local states = {state_train, state_valid} for _, state in pairs(states) do reset_state(state) end setup() g_disable_dropout(model.rnns) end
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('StoryBit', { ActivationEffects = {}, Category = "Tick_BeforeFounders", Effects = {}, EnableChance = 40, Enabled = true, Image = "UI/Messages/Events/03_discussion.tga", Prerequisites = {}, ScriptDone = true, Text = T(525807588817, --[[StoryBit Boost2_DigDeep Text]] "The data seems correct, but our equipment wasn't calibrated to detect the sites. You congratulate your colleague for the discovery and decide on a further course of action.\n\n<effect>You have discovered several new deposits near the colony."), TextReadyForValidation = true, TextsDone = true, Title = T(252027768740, --[[StoryBit Boost2_DigDeep Title]] "Dig Deep"), VoicedText = T(417309031546, --[[voice:narrator]] "One of our Scientists has just re-analyzed the scan data and found traces of resource deposits that you didn’t know existed."), group = "Pre-Founder Stage", id = "Boost2_DigDeep", qa_info = PlaceObj('PresetQAInfo', { data = { { action = "Modified", time = 1549880229, user = "Momchil", }, { action = "Modified", time = 1549966361, user = "Kmilushev", }, { action = "Verified", time = 1549966939, user = "Kmilushev", }, { action = "Verified", time = 1550059384, user = "Kmilushev", }, { action = "Modified", time = 1550489063, user = "Blizzard", }, { action = "Modified", time = 1551175391, user = "Momchil", }, { action = "Modified", time = 1551274292, user = "Radomir", }, { action = "Modified", time = 1551965696, user = "Radomir", }, }, }), PlaceObj('StoryBitReply', { 'Text', T(540767662028, --[[StoryBit Boost2_DigDeep Text]] "Correct the search patterns."), 'OutcomeText', "custom", 'CustomOutcomeText', T(968824402245, --[[StoryBit Boost2_DigDeep CustomOutcomeText]] "gain discount on the Deep Scanning tech"), 'Prerequisite', PlaceObj('IsCommander', { 'CommanderProfile', "astrogeologist", 'Negate', true, }), }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'Effects', { PlaceObj('SpawnSubsurfaceDeposits', { 'ResourceAmount', 5000000, 'DepthLayer', 2, }), PlaceObj('SpawnSubsurfaceDeposits', { 'Resource', "Water", 'ResourceAmount', 5000000, 'DepthLayer', 2, }), PlaceObj('RewardTechBoost', { 'Field', "Physics", 'Research', "DeepScanning", 'Amount', 50, }), }, }), PlaceObj('StoryBitReply', { 'Text', T(494623791079, --[[StoryBit Boost2_DigDeep Text]] "Improve the drilling technology."), 'OutcomeText', "custom", 'CustomOutcomeText', T(818223058478, --[[StoryBit Boost2_DigDeep CustomOutcomeText]] "reveals Deep Water Extraction and Deep Metal Extraction tech"), }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'Effects', { PlaceObj('SpawnSubsurfaceDeposits', { 'ResourceAmount', 5000000, 'DepthLayer', 2, }), PlaceObj('SpawnSubsurfaceDeposits', { 'Resource', "Water", 'ResourceAmount', 5000000, 'DepthLayer', 2, }), PlaceObj('DiscoverTech', { 'Field', "Physics", 'Tech', "DeepWaterExtraction", }), PlaceObj('DiscoverTech', { 'Field', "Physics", 'Tech', "DeepMetalExtraction", }), }, }), PlaceObj('StoryBitReply', { 'Text', T(262277117951, --[[StoryBit Boost2_DigDeep Text]] "Immediately exploit the new deposits."), 'OutcomeText', "custom", 'CustomOutcomeText', T(297703279807, --[[StoryBit Boost2_DigDeep CustomOutcomeText]] "additional resources in all of the new deposits"), }), PlaceObj('StoryBitOutcome', { 'Prerequisites', {}, 'Effects', { PlaceObj('SpawnSubsurfaceDeposits', { 'ResourceAmount', 20000000, 'Grade', "Very High", }), PlaceObj('SpawnSubsurfaceDeposits', { 'Resource', "Water", 'ResourceAmount', 20000000, 'Grade', "Very High", }), }, }), })
-- local dbg = require("debugger") -- dbg.auto_where = 2 local chunk = require'tools.string'.chunk local subject local function set_subject(str, spos, epos) subject = chunk(str, spos, epos) end local function assert_chunk_is(string, startpos, endpos, chunk) local chunk = chunk or string it("has the correct string", function() assert.is_equal(string, subject.string()) end) it("has the correct starting positiion", function() assert.is_equal(startpos, subject.startpos()) end) it("has the correct end position", function() assert.is_equal(endpos, subject.endpos()) end) it("has the correct chunk", function() assert.is_equal(chunk, subject.chunk()) end) it("has a nice representation", function() assert.are.same({str = string, spos = startpos, epos = endpos, chunk = chunk}, subject:to_s()) end) end local function assert_parts(pfx, sfx) local pfx = pfx or "" local sfx = sfx or "" it("has correct prefix", function() assert.is_equal(pfx, subject.prefix()) end) it("has correct suffix", function() assert.is_equal(sfx, subject.suffix()) end) end describe("chunks", function() describe("empty", function() set_subject("") assert_chunk_is("", 1, 0) assert_parts() end) describe("default positions", function() set_subject("subject") assert_chunk_is("subject", 1, 7) assert_parts() it("hence replace replaces all", function() assert.is_equal("new", subject.replace("new").string()) assert.is_equal("subject", subject.string()) end) describe("delete", function() local deleted = subject.delete().string() set_subject(deleted) assert_chunk_is("", 1, 0, "") end) end) describe("parts", function() set_subject("abcdef", 2, 4) assert_chunk_is("abcdef", 2, 4, "bcd") assert_parts("a", "ef") end) end)
-- Copyright (c) 2020 Kirazy -- Part of Bob's Logistics Belt Reskin -- -- See LICENSE.md in the project directory for license information. -- Create belt particles if data.raw["transport-belt"]["basic-transport-belt"] then beltReskin.createParticles("basic") end if data.raw["transport-belt"]["turbo-transport-belt"] then beltReskin.createParticles("turbo") end if data.raw["transport-belt"]["ultimate-transport-belt"] then beltReskin.createParticles("ultimate") end
-- This information tells other players more about the mod name = "Monster Healthbars" description = "Healthbar for enemies" author = "nlight" version = "1.2d" forumthread = "" -- This lets other players know if your mod is out of date, update it to match the current version in the game api_version = 6 api_version_dst = 10 dont_starve_compatible = true reign_of_giants_compatible = true shipwrecked_compatible = true -- DST stuff dst_compatible = true all_clients_require_mod = false client_only_mod = true configuration_options = { { name = "HealthbarSize", label = "Healthbar size", options = { { description = "Extra small", data = "xs" }, { description = "Small", data = "small" }, { description = "Medium (default)", data = "med" }, { description = "Large", data = "large" } }, default = "med" }, { name = "WideHealthbar", label = "Healthbar width", options = { { description = "Normal (default)", data = false }, { description = "Wide", data = true } }, default = false }, { name = "FontSize", label = "Font size", options = { { description = "Extra small", data = "xs" }, { description = "Small", data = "small" }, { description = "Medium (default)", data = "med" }, { description = "Large", data = "large" } }, default = "med" }, { name = "ShowHealthText", label = "Show health values", options = { { description = "No", data = false }, { description = "Yes", data = true } }, default = false }, { name = "ShowTraitsText", label = "Show traits text", options = { { description = "No", data = false }, { description = "Yes", data = true } }, default = true } }
inspect = require 'lib.inspect' GameState = require 'lib.hump.gamestate' HumpCamera = require 'lib.hump.camera' Vector = require 'lib.hump.vector' class = require 'lib.hump.class' Timer = require 'lib.hump.timer' anim8 = require 'lib.anim8' bump = require 'lib.bump' tiny = require 'lib.tiny' _ = require 'lib.underscore' animation = require 'systems.animation' player = require 'systems.player' librarycard = require 'systems.librarycard' book = require 'systems.book' collision = require 'systems.collision' enemy = require 'systems.enemy' collection = require 'systems.collection' wingame = require 'systems.wingame' losegame = require 'systems.losegame' title = require 'systems.title' level_gui = require 'systems.level_gui' TileLayerRenderer = require 'systems.renderers.tilelayer' LevelLoader = require 'levelloader' Camera = require 'camera' ecs = tiny.world() physics = bump.newWorld() camera = true pause = false change_state = false function switch_state(st, ...) change_state = {} change_state.state = st change_state.args = {...} end function state_refresh() ecs = tiny.world() physics = bump.newWorld() end function level_state(lvlid) tiny.addSystem(ecs, TileLayerRenderer) tiny.addSystem(ecs, animation.renderer) tiny.addSystem(ecs, animation.system) tiny.addSystem(ecs, player.controller) tiny.addSystem(ecs, player.system) tiny.addSystem(ecs, librarycard.system) tiny.addSystem(ecs, book.system) tiny.addSystem(ecs, enemy.system) tiny.addSystem(ecs, enemy.teenager.system) tiny.addSystem(ecs, collision.system) tiny.addSystem(ecs, level_gui.system) LevelLoader.load_level(lvlid) --initialize the proper systems end function game_win_state() tiny.addSystem(ecs, animation.renderer) tiny.addSystem(ecs, animation.system) tiny.addSystem(ecs, wingame.system) camera = HumpCamera() camera:lookAt(320,200) tiny.addEntity(ecs, wingame.new()) end function game_over_state(lvlid) tiny.addSystem(ecs, animation.renderer) tiny.addSystem(ecs, animation.system) tiny.addSystem(ecs, losegame.system) camera = HumpCamera() camera:lookAt(320, 200) tiny.addEntity(ecs, losegame.new(lvlid)) end function title_screen_state() tiny.addSystem(ecs, animation.renderer) tiny.addSystem(ecs, animation.system) tiny.addSystem(ecs, title.system) camera = HumpCamera() camera:lookAt(320, 200) tiny.addEntity(ecs, title.new()) end function love.load() ecs = tiny.world() physics = bump.newWorld() switch_state(title_screen_state) end function love.update(dt) if change_state then state_refresh() change_state.state(unpack(change_state.args)) change_state=nil end if not pause then Timer.update(dt) if camera.update then camera:update(dt) end tiny.update(ecs, dt, tiny.rejectAny('draw', 'keyboard')) end end function love.draw() camera:attach() tiny.update(ecs, 0, tiny.requireAll('draw', 'with_camera')) camera:detach() tiny.update(ecs, 0, tiny.requireAll('draw', 'after_camera')) end function love.keypressed(key) tiny.update(ecs, {key=key, isDown=true}, tiny.requireAll('keyboard')) if key == 'escape' then love.event.quit() end if key=='p' then pause = not pause end end function love.keyreleased(key) tiny.update(ecs, {key=key, isDown=false}, tiny.requireAll('keyboard')) end
-- the standard cubemap plates = { { { 0, 0, 1 }, { 0, 1, 0 }, 90 }, -- front { { 1, 0, 0 }, { 0, 1, 0 }, 90 }, -- right { { -1, 0, 0 }, { 0, 1, 0 }, 90 }, -- left { { 0, 0, -1 }, { 0, 1, 0 }, 90 }, -- back { { 0, 1, 0 }, { 0, 0, -1 }, 90 }, -- top { { 0, -1, 0 }, { 0, 0, 1 }, 90 } -- bottom }
return { PlaceObj('ModItemCode', { 'name', "ExtractorAvailableDepositScript", 'FileName', "Code/ExtractorAvailableDepositScript.lua", }), }
credits.settings = {} local set = credits.settings --[[ See your `minetest.conf` file after first run to change these settings credits.settings.interest_rate = 0.05 -- Equates to 5% per in-game day (Only executed once) credits.settings.bal_refresh_rate = 3 -- Every 3 seconds, updates the HUD and checks if interest can be performed credits.settings.starting_balance = 100 -- New players who the mod did not see before will get 100 credits on join credits.settings.allow_replication = false -- Do we allow credits in item_replicators? (could be duped) if credits.settings.allow_replication then credits.settings.replication_time = 15 -- Seconds it takes... credits.settings.replication_amount = 1 -- To produce this many end credits.settings.online_get_interest = true -- Do player's online get interest or does every account get interest credits.settings.max_interest = 250 -- Limit the max credits a player can earn to this amount (this means regardless of their balance) -- If online_get_interest then -- For each player online do -- credits_interest(player) -- Else -- For every player with an account do -- credits_interest(player_account) -- End ]] set.interest_rate = minetest.settings:get("credits.interest_rate") set.bal_refresh_rate = minetest.settings:get("credits.hud_refresh_rate") set.starting_balance = minetest.settings:get("credits.starting_balance") set.allow_replication = minetest.settings:get_bool("credits.allow_replication") set.replication_time = minetest.settings:get("credits.replication_time") set.replication_amount= minetest.settings:get("credits.replication_amount") set.online_get_interest = minetest.settings:get_bool("credits.online_get_interest") set.max_interest = minetest.settings:get("credits.max_interest") -- Auto generate if they didn't exist if set.interest_rate == nil then set.interest_rate = 0.05 minetest.settings:set("credits.interest_rate", set.interest_rate) else set.interest_rate = tonumber(set.interest_rate) end if set.bal_refresh_rate == nil then set.bal_refresh_rate = 3.0 minetest.settings:set("credits.hud_refresh_rate", set.bal_refresh_rate) else set.bal_refresh_rate = tonumber(set.bal_refresh_rate) end if set.starting_balance == nil then set.starting_balance = 100 minetest.settings:set("credits.starting_balance", set.starting_balance) else set.starting_balance = tonumber(set.starting_balance) end if set.allow_replication == nil then set.allow_replication = false minetest.settings:set_bool("credits.allow_replication", set.allow_replication) end if set.replication_time == nil then set.replication_time = 60 minetest.settings:set("credits.replication_time", set.replication_time) else set.replication_time = tonumber(set.replication_time) end if set.replication_amount == nil then set.replication_amount = 1 minetest.settings:set("credits.replication_amount", set.replication_amount) else set.replication_amount = tonumber(set.replication_amount) end if set.online_get_interest == nil then set.online_get_interest = true minetest.settings:set_bool("credits.online_get_interest", set.online_get_interest) end if set.max_interest == nil then set.max_interest = 250 minetest.settings:set("credits.max_interest", set.max_interest) else set.max_interest = tonumber(set.max_interest) end minetest.log("action", "[credits] credits.interest_rate = '"..tostring(set.interest_rate).."'") minetest.log("action", "[credits] credits.hud_refresh_rate = '"..tostring(set.bal_refresh_rate).."'") minetest.log("action", "[credits] credits.starting_balance = '"..tostring(set.starting_balance).."'") minetest.log("action", "[credits] credits.allow_replication = '"..tostring(set.allow_replication).."'") minetest.log("action", "[credits] credits.replication_time = '"..tostring(set.replication_time).."'") minetest.log("action", "[credits] credits.replication_amount = '"..tostring(set.replication_amount).."'") minetest.log("action", "[credits] credits.online_get_interest = '"..tostring(set.online_get_interest).."'") minetest.log("action", "[credits] credits.max_interest = '"..tostring(set.max_interest).."'")
--[[ © 2018 Thriving Ventures AB do not share, re-distribute or modify without permission of its author (gustaf@thrivingventures.com). ]] local plugin = plugin plugin.name = "MOTD" plugin.author = "`impulse" plugin.version = "1.0" plugin.description = "An MOTD that is displayed when a player joins the server." plugin.permissions = {"Manage MOTD"} plugin.toggled = false plugin.config = { { uniqueID = "Unlock Type", description = "Changes how the MOTD closes", default = "slider" }, { uniqueID = "URL", description = "The website to load when opened", default = "" }, { uniqueID = "Delay", description = "How long you need to wait before you can close the MOTD", default = 0 } }
--[[ Copyright (c) 2019 igor725, scaledteam released under The MIT license http://opensource.org/licenses/MIT ]] local survBlocknames = { 'Stone', 'Grass', 'Dirt', 'Cobblestone', 'Planks', 'Sapling', 'Bedrock', 'Water', 'Water', 'Lava', 'Lava', 'Sand', 'Gravel', 'Gold ore', 'Iron ore', 'Coal ore', 'Log', 'Leaves', 'Sponge', 'Glass', 'Red wool', 'Orange wool', 'Yellow wool', 'Lime wool', 'Green wool', 'Teal wool', 'Aqua wool', 'Cyan wool', 'Blue wool', 'Indigo wool', 'Violet wool', 'Magenta wool', 'Pink wool', 'Black wool', 'Gray wool', 'White wool', 'Dandelion', 'Rose', 'Brown mushroom', 'Red mushroom', 'Gold block', 'Iron block', 'Double slab', 'Slab', 'Brick', 'TNT', 'Bookshelf', 'Mossy stone', 'Obsidian', 'Cobblestone slab', 'Rope', 'Sandstone', 'Snow', 'Fire', 'Light pink wool', 'Forest green wool', 'Brown wool', 'Deep blue', 'Turquoise wool', 'Ice', 'Ceramic tile', 'Magma', 'Pillar', 'Crate', 'Stone brick' } function survAddBlockName(id, name) survBlocknames[id] = name end function survGetBlockName(id) return survBlocknames[id] or BlockDefinitions:getOpt(id, 'name') or'Unknown block' end
local screenWidth, screenHeight = guiGetScreenSize() local phi, theta = false, false local elem = false local distance = false local height = false local sin = math.sin local cos = math.cos local pi = math.pi local rad = math.rad local function scale(factor, baseX, baseY, baseZ, x, y, z) return baseX + factor*(x-baseX), baseY + factor*(y-baseY), baseZ + factor*(z-baseZ) end local function onRender() if not elem then return end local x, y, z = getElementPosition(elem) local camX = x + distance*cos(phi)*cos(theta) local camY = y + distance*sin(phi)*cos(theta) local camZ = z + 0.4*height + distance/1.5*sin(theta) local camLookZ = z + 0.5*height local hit, hitX, hitY, hitZ = processLineOfSight(x, y, camLookZ, camX, camY, camZ, true, false, false) if hit then camX, camY, camZ = scale(0.9, x, y, camLookZ, hitX, hitY, hitZ) end setCameraMatrix(camX, camY, camZ, x, y, camLookZ) end local function onMouseMove(relX, relY, absX, absY) if isMTAWindowActive() then return end absX = absX - screenWidth/2 absY = absY - screenHeight/2 phi = (phi - 0.005*absX) % (2*pi) theta = theta + 0.005*absY if theta > 0.4*pi then theta = 0.4*pi elseif theta < -0.4*pi then theta = -0.4*pi end end function setMouseLook(target, h, dist) if target then elem = target distance = dist height = h local rX, rY, rZ = getElementRotation(elem) phi = rad(rZ + 90 + 180) theta = 0 addEventHandler('onClientCursorMove', getRootElement(), onMouseMove) addEventHandler('onClientRender', getRootElement(), onRender) else elem = false distance = false height = false removeEventHandler('onClientCursorMove', getRootElement(), onMouseMove) removeEventHandler('onClientRender', getRootElement(), onRender) end end
return {'mexicaan','mexicaans','mexicaanse','mexico','mex','mexx','mexicanen','mex','mexx'}
print("main.lua start") BAD_REQUEST=400 OK=200 powersave_flag = false print("load config.lua") dofile("config") print("sda", sda, "scl", scl) print("load util.lua") dofile("util.lua") function init_display(disp) disp:setFlipMode(1) disp:clearBuffer() disp:setContrast(255) disp:setFontMode(0) disp:setDrawColor(1) disp:setBitmapMode(0) disp:sendBuffer() end -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -- MAIN -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ print('init I2C') i2c.setup(id,sda,scl,i2c.SLOW) if (false) then print('I2C Scan') for i=0,127 do i2c.start(id) resCode = i2c.address(id, i, i2c.TRANSMITTER) i2c.stop(id) if resCode == true then print("We have a device on address 0x" .. string.format("%02x", i) .. " (" .. i ..")") end end end print("init display 1") disp1 = u8g2.sh1106_i2c_128x64_noname(id, i2c_addr_1) init_display(disp1) if (i2c_addr_2 == -1) then disp2 = nil else print("init display 2") disp2 = u8g2.sh1106_i2c_128x64_noname(id, i2c_addr_2) init_display(disp2) end print('load utilDisplay.lua') dofile('utilDisplay.lua') print("HTTP server start") dofile('httpServer.lua') httpServer:listen(80) print('mdns start hostname=' .. mdns_name) mdns.register(mdns_name, { description="dumb_display", service="http", port=80, location='Living Room' }) print('load handler*.lua') dofile('handleBatch.lua') dofile('handleClear.lua') dofile('handleString.lua') dofile('handleBrightness.lua') dofile('handlePowersave.lua') dofile('handleExample.lua') print('load displayDemo.lua') dofile('displayDemo.lua') print('initialize done.') ip = wifi.sta.getip() display_demo(disp1, "display1", ip) display_demo(disp2, "display2", ip) print('ready.')
psAir={ getGravity=function() if player.vel.y<0 then return 0.015 else return 0.01 end end, update=function() pAirUpdate(psAir.getGravity()) end, checkTransition=function() if (btnp(btnWhip)) return psWhip if (pAirFrames<6 and btnp(btnJump)) return psJump if (pAirFrames==0) sfx(33) return psGround end } setmetatable(psAir,ps)
--[[ Main entry point for the mod. This file holds all general event handlers. ]]-- if not todo then todo = {} end -- features require("todo/features/add_task") require("todo/features/delete_task") require("todo/features/details_view") require("todo/features/edit_task") require("todo/features/export_task") require("todo/features/import_task") require("todo/features/main_ui") require("todo/features/mark_complete") require("todo/features/mark_open") require("todo/features/sort_tasks") require("todo/features/subtasks") require("todo/features/take_task") -- UIs require("todo/ui/helper") require("todo/ui/add_dialog") require("todo/ui/edit_dialog") require("todo/ui/edit_subtask_dialog") require("todo/ui/export_dialog") require("todo/ui/import_dialog") require("todo/ui/main_frame") -- convenience require("todo/helper") require("todo/logging") todo.base64 = require("lib/base64") function todo.mod_init() todo.log("setting up mod data.") if not global.todo then global.todo = { ["open"] = {}, ["done"] = {}, ["settings"] = {} } else for _, task in ipairs(global.todo.open) do todo.init_ensure_task_fields(task) end for _, task in ipairs(global.todo.done) do todo.init_ensure_task_fields(task) end end for _, player in pairs(game.players) do todo.create_maximize_button(player) end -- If there is an old gui, remove it for _, player in pairs(game.players) do local flow = mod_gui.get_frame_flow(player) if flow.todo_main_frame then flow.todo_main_frame.destroy() end end end function todo.init_ensure_task_fields(task) if not task.id then task.id = todo.next_task_id() end if not task.title then task.title = string.match(task.task, "[^\r\n]+") end end function todo.on_gui_click(event) local player = game.players[event.player_index] local element = event.element if (element.name == "todo_maximize_button") then todo.on_maximize_button_click(player) elseif (element.name == "todo_minimize_button") then todo.minimize_main_frame(player) elseif (element.name == "todo_open_add_dialog_button") then todo.create_add_task_dialog(player) elseif (element.name == "todo_save_new_task_button") then todo.on_save_new_task_click(player) elseif (element.name == "todo_add_cancel_button") then todo.on_add_cancel_click(player) elseif (string.find(element.name, "todo_take_task_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_take_task_button_") todo.on_take_task_click(player, id) elseif (string.find(element.name, "todo_open_edit_dialog_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_open_edit_dialog_button_") todo.create_edit_task_dialog(player, id) elseif (string.find(element.name, "todo_main_task_title_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_title_") todo.on_main_task_title_click(player, id, event.button) elseif (string.find(element.name, "todo_edit_save_changes_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_edit_save_changes_button_") todo.on_edit_save_changes_click(player, id) elseif (element.name == "todo_edit_cancel_button") then todo.on_edit_cancel_click(player) elseif (string.find(element.name, "todo_edit_delete_button")) then local id = todo.get_task_id_from_element_name(element.name, "todo_edit_delete_button_") todo.create_delete_confirmation_button(player, element, id) elseif (string.find(element.name, "todo_edit_confirm_deletion_button")) then local id = todo.get_task_id_from_element_name(element.name, "todo_edit_confirm_deletion_button_") todo.on_edit_confirm_delete_click(player, id) elseif (string.find(element.name, "todo_main_task_mark_complete_checkbox_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_mark_complete_checkbox_") todo.on_mark_complete_click(id) elseif (string.find(element.name, "todo_main_task_mark_open_checkbox_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_mark_open_checkbox_") todo.on_mark_open_click(id) elseif (element.name == "todo_toggle_show_completed_button") then todo.on_toggle_show_completed_click(player) elseif (string.find(element.name, "todo_main_task_move_up")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_move_up_") todo.on_main_move_up_click(id) elseif (string.find(element.name, "todo_main_task_move_down")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_move_down_") todo.on_main_move_down_click(id) elseif (string.find(element.name, "todo_main_task_move_top")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_move_top_") todo.on_main_move_top_click(id) elseif (string.find(element.name, "todo_main_task_move_bottom")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_task_move_bottom_") todo.on_main_move_bottom_click(id) elseif (element.name == "todo_main_open_export_dialog_button") then todo.create_export_dialog(player) elseif (element.name == "todo_export_generate_export_string_button") then todo.generate_and_show_export_string(player) elseif (element.name == "todo_export_cancel_button") then todo.on_export_cancel_click(player) elseif (element.name == "todo_main_open_import_dialog_button") then todo.create_import_dialog(player) elseif (element.name == "todo_import_import_tasks_button") then todo.on_import_tasks_click(player) elseif (element.name == "todo_import_cancel_button") then todo.on_import_cancel_click(player) elseif (string.find(element.name, "todo_main_open_details_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_open_details_button_") todo.on_show_task_details_click(player, id) elseif (string.find(element.name, "todo_main_close_details_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_close_details_button_") todo.on_hide_task_details_click(player, id) elseif (string.find(element.name, "todo_main_subtask_save_new_button_")) then local id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_save_new_button_") todo.on_save_new_subtask_click(player, id) elseif (string.find(element.name, "todo_main_subtask_edit_button_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_edit_button_") todo.on_edit_subtask_click(player, task_id, subtask_id) elseif (element.name == "todo_edit_subtask_cancel_button") then todo.on_edit_subtask_cancel_click(player) elseif (string.find(element.name, "todo_edit_subtask_save_button_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_edit_subtask_save_button_") todo.on_edit_subtask_save_click(player, task_id, subtask_id) elseif (string.find(element.name, "todo_main_subtask_checkbox_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_checkbox_") todo.on_subtask_checkbox_click(task_id, subtask_id) elseif (string.find(element.name, "todo_main_subtask_move_up_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_move_up_") todo.on_main_subtask_move_up_click(task_id, subtask_id) elseif (string.find(element.name, "todo_main_subtask_move_down_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_move_down_") todo.on_main_subtask_move_down_click(task_id, subtask_id) elseif (string.find(element.name, "todo_main_subtask_delete_button_")) then local task_id, subtask_id = todo.get_task_id_from_element_name(element.name, "todo_main_subtask_delete_button_") todo.on_subtask_delete_click(task_id, subtask_id) elseif (string.find(element.name, "todo_")) then todo.log("Unknown todo element name:" .. element.name) end end function todo.on_lua_shortcut(event) local player = game.players[event.player_index] if (event.prototype_name == "todo-toggle-ui-shortcut") then todo.toggle_main_frame(player) elseif (event.prototype_name == "todo-add-task-shortcut") then todo.create_add_task_dialog(player) end end function todo.on_runtime_mod_setting_changed(player, key) if (key == "todolist-show-button") then todo.on_show_maximize_button_changed(player) elseif (key == "todolist-show-log") then todo.log("Updated logging settings for player " .. player.name) elseif (key == "todolist-auto-assign") then todo.log("Changed auto-assign...") elseif (key == "todolist-click-edit-task") then todo.log("Changed button click to open edit frame...") elseif (key == "todolist-translation-mode") then -- automatically redraw main frame on mode change todo.toggle_main_frame(player) todo.toggle_main_frame(player) end end -- TODO: is this the right place? function todo.on_show_maximize_button_changed(player) if todo.should_show_maximize_button(player) then todo.log("Showing minimized button.") if not todo.get_maximize_button(player) then todo.create_maximize_button(player) end else todo.log("Hiding minimized button.") local max_button = todo.get_maximize_button(player) if max_button then max_button.destroy() end end end
--------------------- -- Local variables -- --------------------- local g_Wnd, g_Anim, g_Visible local g_PosX, g_PosY = g_ScreenSize[1] - 260, (g_ScreenSize[2] - 280)/2 local g_Width = 250 local g_StatsView -------------------------------- -- Local function definitions -- -------------------------------- local function SpInitGui() local h = StatsView.getHeight() + 30 g_Wnd = guiCreateWindow(g_ScreenSize[1] + g_Width, g_PosY, g_Width, h, "Statistics", false) guiSetAlpha(g_Wnd, 0.8) guiSetVisible(g_Wnd, false) g_StatsView = StatsView.create(g_SharedState.accountId or g_Me, g_Wnd, 10, 25, g_Width - 20, h - 35) end local function onAccountChange() if(g_StatsView) then g_StatsView:changeTarget(g_SharedState.accountId or g_Me) end end local function SpInit() addEventHandler('main.onAccountChange', g_ResRoot, onAccountChange) addCommandHandler('StatsPanel', SpToggle, false, false) local key = getKeyBoundToCommand('StatsPanel') or 'F1' bindKey(key, 'down', 'StatsPanel') -- Me: 270, RoadRunner: 225 --Debug.info('Height def-normal '..GUI.getFontHeight('default-normal')..' def-small '..GUI.getFontHeight('default-small')..' def-bold-small '..GUI.getFontHeight('default-bold-small')..' clear-norm '..GUI.getFontHeight('clear-normal')..' sa-hdr '..GUI.getFontHeight('sa-header')) end ---------------------- -- Global functions -- ---------------------- function SpToggle() if(not g_Wnd) then SpInitGui() end if(g_Anim) then g_Anim:remove() end if(g_Visible) then -- hide panel g_Anim = Animation.createAndPlay(g_Wnd, Animation.presets.guiMoveEx(g_ScreenSize[1] + g_Width, g_PosY, 500, 'InQuad'), Animation.presets.guiSetVisible(false)) g_StatsView:hide() else -- show panel guiSetVisible(g_Wnd, true) g_Anim = Animation.createAndPlay(g_Wnd, Animation.presets.guiMoveEx(g_PosX, g_PosY, 500, 'InOutQuad')) g_StatsView:show() AchvActivate('Open Statistics Panel') end g_Visible = not g_Visible end addInitFunc(SpInit)
local keyboard = libs.keyboard; --@help Lower volume actions.volume_down = function() toast(); keyboard.stroke("down"); end --@help Raise volume actions.volume_up = function() toast(); keyboard.stroke("up"); end --@help Rewind actions.rewind = function() keyboard.stroke("left"); end --@help Fast forward actions.fast_forward = function() keyboard.stroke("right"); end --@help Toggle fullscreen actions.fullscreen = function() keyboard.stroke("F"); end --@help Exit fullscreen actions.exit_fullscreen = function() keyboard.stroke("esc"); end --@help Toggle play/pause actions.play_pause = function() keyboard.stroke("space"); end
--[[ Modefied version of Direwolf20`s button API http://pastebin.com/cK9wnj7X ]] local mon = peripheral.wrap("right") local button = {} mon.setTextScale(1) mon.setTextColor(colors.white) mon.setBackgroundColor(colors.black) function setTable(name, func, arg, xmin, xmax, ymin, ymax) button[name] = {} button[name]["func"] = func button[name]["active"] = false button[name]["arg"] = arg button[name]["xmin"] = xmin button[name]["ymin"] = ymin button[name]["xmax"] = xmax button[name]["ymax"] = ymax end --[[ function funcName() print("You clicked buttonText") end function fillTable() setTable("ButtonText", funcName, 5, 25, 4, 8) end ]] function clearTable() button = {} end function screen() local BColor for name,data in pairs(button) do if data["active"] == true then BColor = colors.lime else BColor = colors.red end mon.setBackgroundColor(BColor) local yspot = math.floor((data["ymin"] + data["ymax"]) /2) local xspot = math.floor((data["xmax"] - data["xmin"] - string.len(name)) /2) +1 for j = data["ymin"], data["ymax"] do mon.setCursorPos(data["xmin"], j) if j == yspot then for k = 0, data["xmax"] - data["xmin"] - string.len(name) +1 do if k == xspot then mon.write(name) else mon.write(" ") end end else for i = data["xmin"], data["xmax"] do mon.write(" ") end end end mon.setBackgroundColor(colors.black) end end function toggleButton(name) button[name]["active"] = not button[name]["active"] screen() end function flash(name) toggleButton(name) screen() sleep(0.15) toggleButton(name) screen() end function checkxy(x, y) for name, data in pairs(button) do if y>=data["ymin"] and y <= data["ymax"] then if x>=data["xmin"] and x<= data["xmax"] then if data["arg"] == "" then data["func"]() else data["func"](data["arg"]) end return true --print(name) end end end return false end function heading(text) w, h = mon.getSize() mon.setCursorPos((w-string.len(text))/2+1, 1) mon.write(text) end function label(w, h, text) mon.setCursorPos(w, h) mon.write(text) end
--- 模块功能:Lua补丁 -- @module patch -- @author openLuat -- @license MIT -- @copyright openLuat -- @release 2017.10.21 require"pm" module(..., package.seeall) --[[ 模块名称:Lua自带接口补丁 模块功能:补丁某些Lua自带的接口,规避调用异常时死机 模块最后修改时间:2017.02.14 ]] --保存Lua自带的os.time接口 local oldostime = os.time --[[ 函数名:safeostime 功能 :封装自定义的os.time接口 参数 : t:日期表,如果没有传入,使用系统当前时间 返回值:t时间距离1970年1月1日0时0分0秒所经过的秒数 ]] function safeostime(t) return oldostime(t) or 0 end --Lua自带的os.time接口指向自定义的safeostime接口 os.time = safeostime --保存Lua自带的os.date接口 local oldosdate = os.date --[[ 函数名:safeosdate 功能 :封装自定义的os.date接口 参数 : s:输出格式 t:距离1970年1月1日0时0分0秒所经过的秒数 返回值:参考Lua自带的os.date接口说明 ]] function safeosdate(s, t) if s == "*t" then return oldosdate(s, t) or {year = 2012, month = 12, day = 11, hour = 10, min = 9, sec = 0} else return oldosdate(s, t) end end --Lua自带的os.date接口指向自定义的safeosdate接口 os.date = safeosdate -- 对coroutine.resume加一个修饰器用于捕获协程错误 local rawcoresume = coroutine.resume coroutine.resume = function(...) local arg = { ... } function wrapper(co,...) local arg = { ... } if not arg[1] then local traceBack = debug.traceback(co) or "empty" traceBack = (traceBack and traceBack~="") and ((arg[2] or "").."\r\n"..traceBack) or (arg[2] or "") log.error("coroutine.resume",traceBack) if errDump and type(errDump.appendErr)=="function" then errDump.appendErr(traceBack) end if _G.COROUTINE_ERROR_RESTART then rtos.restart() end end return unpack(arg) end return wrapper(arg[1],rawcoresume(...)) end os.clockms = function() return rtos.tick()/16 end --保存Lua自带的json.decode接口 if json and json.decode then oldjsondecode = json.decode end --- 封装自定义的json.decode接口 -- @string s,json格式的字符串 -- @return table,第一个返回值为解析json字符串后的table -- @return boole,第二个返回值为解析结果(true表示成功,false失败) -- @return string,第三个返回值可选(只有第二个返回值为false时,才有意义),表示出错信息 local function safeJsonDecode(s) local result, info = pcall(oldjsondecode, s) if result then return info, true else return {}, false, info end end --Lua自带的json.decode接口指向自定义的safeJsonDecode接口 if json and json.decode then json.decode = safeJsonDecode end local oldUartWrite = uart.write uart.write = function(...) pm.wake("lib.patch.uart.write") local result = oldUartWrite(...) pm.sleep("lib.patch.uart.write") return result end if i2c and i2c.write then local oldI2cWrite = i2c.write i2c.write = function(...) pm.wake("lib.patch.i2c.write") local result = oldI2cWrite(...) pm.sleep("lib.patch.i2c.write") return result end end if i2c and i2c.send then local oldI2cSend = i2c.send i2c.send = function(...) pm.wake("lib.patch.i2c.send") local result = oldI2cSend(...) pm.sleep("lib.patch.i2c.send") return result end end if spi and spi.send then oldSpiSend = spi.send spi.send = function(...) pm.wake("lib.patch.spi.send") local result = oldSpiSend(...) pm.sleep("lib.patch.spi.send") return result end end if spi and spi.send_recv then oldSpiSendRecv = spi.send_recv spi.send_recv = function(...) pm.wake("lib.patch.spi.send_recv") local result = oldSpiSendRecv(...) pm.sleep("lib.patch.spi.send_recv") return result end end
local ca_pass = {} function ca_pass:evaluation() return 999980 end function ca_pass:execution(cfg, data) end return ca_pass
function mobs.on_step(self,dtime) if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then self.object:remove() return end if self.lifetimer ~= false then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then local player_count = 0 for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do if obj:is_player() then player_count = player_count+1 end end if player_count == 0 and self.state ~= "attack" then minetest.log("action","lifetimer expired, removed mob "..self.name) self.object:remove() return end end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 self.object:setacceleration({x=x, y=-10, z=z}) else self.object:setacceleration({x=0, y=-10, z=0}) end if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) if self.object:get_hp() == 0 then self.object:remove() end end self.old_y = self.object:getpos().y end end -- if pause state then this is where the loop ends -- pause is only set after a monster is hit if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime if self.pause_timer <= 0 then self.pause_timer = 0 end return end self.timer = self.timer+dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds and self.sounds.random and self.state ~= "attack" then if randomChance(self.random_freq) then if ( self.type == "npc" and randomChance(65) ) or self.type ~= "npc" then local maxhear = 50 local g = 1 if self.type == "npc" then maxhear = 20 g = 0.7 end minetest.sound_play(self.sounds.random, {object = self.object, max_hear_distance=maxhear, gain=g}) end end end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) if self.light_damage and self.light_damage ~= 0 and pos.y>0 and minetest.get_node_light(pos) and minetest.get_node_light(pos) > 4 and minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) if self.object:get_hp() == 0 then self.object:remove() end end end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end self:do_avoidance() -- if they are attacking that should take priority over everything else so move it up here if self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:getpos() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > self.attack_range then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.jump == true and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 7 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 1 then self.timer = 0 local p2 = p local s2 = s p2.y = p2.y + 1.5 s2.y = s2.y + 1.5 if minetest.line_of_sight(p2,s2) == true then if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end if self.attack_function ~= nil then self.attack_function(self,self.attack.player) else self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) end if self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") end end end end return elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() p.y = p.y - .5 s.y = s.y + .5 local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) if self.type ~= "npc" then self.attack = {player=nil, dist=nil} end self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + self.arrow_offset local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = obj:get_luaentity().velocity vec.y = vec.y vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) if obj:get_luaentity().drop_rate ~= nil then obj:setacceleration({x=vec.x, y=obj:get_luaentity().drop_rate, z=vec.z}) end end return end -- FIND SOMEONE TO ATTACK if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then if mobs.api_throttling(self) then return end local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) local player = nil local type = nil for _,oir in ipairs(inradius) do if oir:is_player() then player = oir type = "player" else local obj = oir:get_luaentity() if obj then player = obj.object type = obj.type end end if type == "player" or type == "npc" then local s = self.object:getpos() local p = player:getpos() local sp = s p.y = p.y + 1 sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 --print("Dist "..tostring(dist) .. " < " .. tostring(self.view_range) .. " in_fov " .. tostring(self.in_fov(self,p))) if dist < self.view_range and self.in_fov(self,p) then if minetest.line_of_sight(sp,p,2) == true then self.do_attack(self,player,dist) break else --print("no line of site") end end end end end -- NPC FIND A MONSTER TO ATTACK if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then if mobs.api_throttling(self) then return end local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.type == "monster" or obj.type == "barbarian" then -- attack monster local p = obj.object:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 self.do_attack(self,obj.object,dist) break end end end end if self.follow ~= nil and not self.following then if mobs.api_throttling(self) then return end for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player break end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil else local s = self.object:getpos() local p = self.following:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump == true and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 6 self.object:setvelocity(v) end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then -- randomly turn math.randomseed(os.clock()) if math.random(1, 100) < self.activity_level then if mobs.api_throttling(self) then return end -- if there is a player nearby look at them local lp = nil local s = self.object:getpos() if self.type == "npc" then local o = minetest.get_objects_inside_radius(self.object:getpos(), 3) local yaw = 0 for _,o in ipairs(o) do if o:is_player() then lp = o:getpos() break end end end if lp ~= nil then mobs:face_pos(self,lp) else local yaw = self.object:getyaw()+((math.random(0,360)-270)/180*math.pi) self.object:setyaw(yaw) end end self.set_velocity(self, 0) self.set_animation(self, "stand") if math.random(1, 100) <= self.activity_level and self.stationary == false then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" or self.state == "path" then if ( math.random(1, 100) <= 30 or ( self.get_velocity(self) < self.walk_velocity ) ) and self.state ~= "path" then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-270)/180*math.pi)) end if self.jump == true and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 and self.state ~= "path" then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end if self.state == "path" then self.leg_timer = self.leg_timer + dtime self.check_path(self) end end end
function torch.find(tensor, val, dim) local i = 1 local indice = {} if dim then assert(tensor:dim() == 2, "torch.find dim arg only supports matrices for now") assert(dim == 2, "torch.find only supports dim=2 for now") local colSize, rowSize = tensor:size(1), tensor:size(2) local rowIndice = {} tensor:apply(function(x) if x == val then table.insert(rowIndice, i) end if i == rowSize then i = 1 table.insert(indice, rowIndice) rowIndice = {} else i = i + 1 end end) else tensor:apply(function(x) if x == val then table.insert(indice, i) end i = i + 1 end) end return indice end
ENT.Type = "ai" ENT.Base = "base_ai" ENT.PrintName = "Prison Warden" ENT.Author = "Owain Owjo" ENT.Category = "The XYZ Network Custom Stuff" ENT.Spawnable = true ENT.AdminSpawnable = true
local colors = require('colors') local os = require('os') local c = require('component') local noop = function() end local setPal = c and c.gpu and c.gpu.setPaletteColor or noop if not setPal then printError('Error: 99_color_palette.lua is unable to find the current gpu') os.sleep(4) end -- Monokai theme setPal(colors.white, 0xF8F8F2) setPal(colors.black, 0x272822) setPal(colors.yellow, 0xE6DB74) setPal(colors.pink, 0xF92672) setPal(colors.gray, 0x75715E) setPal(colors.silver, 0x90908A) setPal(colors.cyan, 0x66D9EF) setPal(colors.purple, 0xAE81FF) -- Basic other colors setPal(colors.green, 0x00DB00) setPal(colors.blue, 0x0049FF) setPal(colors.lightblue, 0x0092FF) setPal(colors.magenta, 0xFF24FF) setPal(colors.orange, 0xFF6D00) setPal(colors.lime, 0x00FF80) setPal(colors.red, 0xFF0000) setPal(colors.brown, 0x332400)
class("MapInstance" , MapEditor) -- I borrowed this code from an ancient version of Racing, which was borrowed from when I was new at -- Lua and playing around with tables. Let's hope me from 2 years ago wasn't an idiot. MapEditor.MapInstance.CopyTable = function(t , copiedTables) -- this will be returned as the copied table local tCopy = {} -- helps with tables that reference other tables -- that reference the fist table, etc -- key = old table that has been copied -- value new table if not copiedTables then copiedTables = {} end copiedTables[t] = tCopy for key , value in pairs(t) do if type(value) == "table" then if copiedTables[value] then tCopy[key] = copiedTables[value] else tCopy[key] = MapEditor.MapInstance.CopyTable(value , copiedTables) end else tCopy[key] = value end end return tCopy end function MapEditor.MapInstance:__init(map) self.map = map -- Copy objects map to a more convenient type-to-object-array map. -- Key: object type -- Value: array of objects (with any object-type properties replaced with object ids) self.objectTypeToObjects = {} for prettySureThisIsNeverActuallyTheObjectId , object in pairs(self.map.objects) do if self.objectTypeToObjects[object.type] == nil then self.objectTypeToObjects[object.type] = {} end -- Eeeeuuuuuuurrrrrggghhh -- Deep copy the object and change any object properties to use the object id instead. So it's -- reverting part of the work of MapEditor.LoadFromMarshalledMap, but I don't know a nice way -- of keeping the old data or something. local copiedObject = self.CopyTable(object) for propertyName , propertyValue in ipairs(copiedObject.properties) do if type(propertyValue) == "table" then if propertyValue.id ~= nil then -- This property is an Object. copiedObject.properties[propertyName] = propertyValue.id elseif #propertyValue > 0 and propertyValue[1].id ~= nil then -- This property is a table of Objects. for index , object in ipairs(propertyValue) do propertyValue[index] = object.id end end end end -- Fix for Angle inaccuracy when sent to clients. local a = copiedObject.angle copiedObject.angle = {a.x , a.y , a.z , a.w} table.insert(self.objectTypeToObjects[object.type] , copiedObject) end self.clientObjects = {} for objectType , objects in pairs(self.objectTypeToObjects) do if objects[1].isClientSide then for index , object in ipairs(objects) do table.insert(self.clientObjects , object) end end end self.players = {} end function MapEditor.MapInstance:Destroy() -- Remove all of our players. for index , player in ipairs(self.players) do self:RemovePlayer(player) end end function MapEditor.MapInstance:AddPlayer(player) table.insert(self.players , player) Network:Send(player , "InitializeMapInstance" , self.clientObjects) end function MapEditor.MapInstance:RemovePlayer(player) local index = table.find(self.players , player) if index == nil then error("Cannot find player: "..tostring(player)) end table.remove(self.players , index) Network:Send(player , "TerminateMapInstance") end
---------------------------- -- LORE Premake5 script -- ---------------------------- targetdir "../bin/%{cfg.buildcfg}/Run" objdir "../bin/%{cfg.buildcfg}/Obj" debugdir "../bin/%{cfg.buildcfg}/Run" includedirs { ".", "%{prj.location}", "%{sln.location}/External", "%{sln.location}/External/assimp/include", "%{sln.location}/External/freetype2", "%{sln.location}/External/glm", "%{sln.location}/External/imgui", "%{sln.location}/External/rapidjson/include", "%{sln.location}/Plugins/ThirdParty" } libdirs { "../lib/x64/%{cfg.buildcfg}" } architecture "x86_64" characterset ( "MBCS" ) -- -- Solution solution "LORE" configurations { "Debug", "Release" } startproject "Sample3D" -- -- Configurations filter "configurations:Debug" defines { "DEBUG" } symbols "On" filter "configurations:Release" defines { "NDEBUG" } optimize "On" -- -- Systems filter "system:MacOSX" cppdialect "C++14" -- -- Projects project "LORE" location "LORE" kind "SharedLib" language "C++" defines { "__Lore_Exports__", "_HAS_CXX17", "_HAS_CXX20", "LORE_DEBUG_UI" } buildoptions { "/std:c++latest" } pchheader "_pch.h" pchsource "LORE/_pch.cpp" forceincludes { "_pch.h" } files { "LORE/**.h", "LORE/**.cpp", "LORE/**.inl", "External/imgui/*.h", "External/imgui/*.cpp" } links { "assimp-vc142-mt" } postbuildcommands { "{COPY} ../../lib/x64/%{cfg.buildcfg}/ ../../bin/%{cfg.buildcfg}/Run/" } project "Plugin_OpenGL" location "Plugins/OpenGL" kind "SharedLib" language "C++" libdirs { "../bin/%{cfg.buildcfg}/Run" } -- Location of LORE.lib after build. defines { "__LoreOpenGL_Exports__", "_HAS_CXX17", "_HAS_CXX20", "LORE_DEBUG_UI" } buildoptions { "/std:c++latest" } pchheader "_pch.h" pchsource "Plugins/OpenGL/_pch.cpp" forceincludes { "_pch.h" } files { "Plugins/OpenGL/**.h", "Plugins/OpenGL/**.cpp", "External/imgui/*.h", "External/imgui/*.cpp" } links { "LORE", "glad", "freetype" } -- OS-specific options filter { "system:Windows" } links { "glfw3dll" } filter { "system:MacOSX" } links { "glfw3" } linkoptions { "-framework Cocoa -framework IOKit -framework CoreVideo -framework OpenGL" } postbuildcommands { "{COPY} ../../../lib/x64/%{cfg.buildcfg}/ ../../../bin/%{cfg.buildcfg}/Run/" } project "glad" location "Plugins/ThirdParty/glad" kind "StaticLib" language "C" files { "Plugins/ThirdParty/glad/*.h", "Plugins/ThirdParty/glad/*.c" } -- -- Examples project "Sample3D" location "Samples/Sample3D" kind "ConsoleApp" language "C++" defines { "_HAS_CXX17", "_HAS_CXX20" } buildoptions { "/std:c++latest" } files { "Samples/Sample3D/**.h", "Samples/Sample3D/**.cpp" } links { "LORE" } project "Sample2D" location "Samples/Sample2D" kind "ConsoleApp" language "C++" defines { "_HAS_CXX17", "_HAS_CXX20" } buildoptions { "/std:c++latest" } files { "Samples/Sample2D/**.h", "Samples/Sample2D/**.cpp" } links { "LORE" } -- -- Tests project "Tests" location "Tests" kind "ConsoleApp" language "C++" defines { "_HAS_CXX17", "_HAS_CXX20" } buildoptions { "/std:c++latest" } forceincludes { "TestUtils.h" } files { "Tests/**.h", "Tests/**.hpp", "Tests/**.cpp", "Tests/**.json" } links { "LORE" }
-- internationalization boilerplate local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP.."/intllib.lua") -- Note: diggers go in group 3 and have an execute_dig method. local digger_nodebox = { {-0.5, -0.5, 0, 0.5, 0.5, 0.4375}, -- Block {-0.4375, -0.3125, 0.4375, 0.4375, 0.3125, 0.5}, -- Cutter1 {-0.3125, -0.4375, 0.4375, 0.3125, 0.4375, 0.5}, -- Cutter2 {-0.5, -0.125, -0.125, 0.5, 0.125, 0}, -- BackFrame1 {-0.125, -0.5, -0.125, 0.125, 0.5, 0}, -- BackFrame2 {-0.25, -0.25, -0.5, 0.25, 0.25, 0}, -- Drive } local dual_digger_nodebox = { {-0.5, -0.4375, 0, 0.5, 0.5, 0.4375}, -- Block {-0.4375, -0.3125, 0.4375, 0.4375, 0.3125, 0.5}, -- Cutter1 {-0.3125, -0.4375, 0.4375, 0.3125, 0.4375, 0.5}, -- Cutter2 {-0.5, 0, -0.125, 0.5, 0.125, 0}, -- BackFrame1 {-0.25, 0, -0.5, 0.25, 0.25, 0}, -- Drive {-0.25, 0.25, -0.25, 0.25, 0.5, 0}, -- Upper_Drive {-0.5, -0.4375, -0.5, 0.5, 0, 0.4375}, -- Lower_Block {-0.3125, -0.5, -0.4375, 0.3125, -0.4375, 0.4375}, -- Lower_Cutter_1 {-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125}, -- Lower_Cutter_2 } local modpath_doc = minetest.get_modpath("doc") local intermittent_formspec_string = default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "field[0.5,0.8;1,0.1;period;" .. S("Periodicity") .. ";${period}]" .. "tooltip[period;" .. S("Digger will dig once every n steps.\nThese steps are globally aligned, all diggers with\nthe same period and offset will dig on the same location.") .. "]" .. "field[1.5,0.8;1,0.1;offset;" .. S("Offset") .. ";${offset}]" .. "tooltip[offset;" .. S("Offsets the start of periodicity counting by this amount.\nFor example, a digger with period 2 and offset 0 digs\nevery even-numbered block and one with period 2 and\noffset 1 digs every odd-numbered block.") .. "]" .. "button_exit[2.2,0.5;1,0.1;set;" .. S("Save &\nShow") .. "]" .. "tooltip[set;" .. S("Saves settings") .. "]" if modpath_doc then intermittent_formspec_string = "size[4.5,1]" .. intermittent_formspec_string .. "button_exit[3.2,0.5;1,0.1;help;" .. S("Help") .. "]" .. "tooltip[help;" .. S("Show documentation about this block") .. "]" else intermittent_formspec_string = "size[3.5,1]" .. intermittent_formspec_string end local intermittent_formspec = function(pos, meta) return intermittent_formspec_string end local intermittent_on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", intermittent_formspec(pos, meta)) meta:set_int("period", 1) meta:set_int("offset", 0) end local intermittent_on_receive_fields = function(pos, formname, fields, sender) local meta = minetest.get_meta(pos) local period = tonumber(fields.period) local offset = tonumber(fields.offset) if period and period > 0 then meta:set_int("period", math.floor(period)) end if offset then meta:set_int("offset", math.floor(offset)) end if fields.help and minetest.get_modpath("doc") then --check for mod in case someone disabled it after this digger was built local node_name = minetest.get_node(pos).name minetest.after(0.5, doc.show_entry, sender:get_player_name(), "nodes", node_name, true) end if fields.set then digtron.show_offset_markers(pos, offset, period) end end, -- Digs out nodes that are "in front" of the digger head. minetest.register_node("digtron:digger", { description = S("Digtron Digger Head"), _doc_items_longdesc = digtron.doc.digger_longdesc, _doc_items_usagehelp = digtron.doc.digger_usagehelp, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = digger_nodebox, }, -- Aims in the +Z direction by default tiles = { "digtron_plate.png^[transformR90", "digtron_plate.png^[transformR270", "digtron_plate.png", "digtron_plate.png^[transformR180", { name = "digtron_digger_yb.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_motor.png", }, -- returns fuel_cost, item_produced execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) if protected_nodes:get(digpos.x, digpos.y, digpos.z) then return 0, {} end return digtron.mark_diggable(digpos, nodes_dug, player) end, damage_creatures = function(player, pos, controlling_coordinate) local facing = minetest.get_node(pos).param2 digtron.damage_creatures(player, digtron.find_new_pos(pos, facing), 8) end, }) -- Digs out nodes that are "in front" of the digger head. minetest.register_node("digtron:intermittent_digger", { description = S("Digtron Intermittent Digger Head"), _doc_items_longdesc = digtron.doc.intermittent_digger_longdesc, _doc_items_usagehelp = digtron.doc.intermittent_digger_usagehelp, _digtron_formspec = intermittent_formspec, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:intermittent_digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = digger_nodebox, }, -- Aims in the +Z direction by default tiles = { "digtron_plate.png^[transformR90", "digtron_plate.png^[transformR270", "digtron_plate.png", "digtron_plate.png^[transformR180", { name = "digtron_digger_yb.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_intermittent.png^digtron_motor.png", }, on_construct = intermittent_on_construct, on_receive_fields = intermittent_on_receive_fields, -- returns fuel_cost, item_produced execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) if lateral_dig == true then return 0, {} end local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) if protected_nodes:get(digpos.x, digpos.y, digpos.z) then return 0, {} end local meta = minetest.get_meta(pos) if (digpos[controlling_coordinate] + meta:get_int("offset")) % meta:get_int("period") ~= 0 then return 0, {} end return digtron.mark_diggable(digpos, nodes_dug, player) end, damage_creatures = function(player, pos, controlling_coordinate) local facing = minetest.get_node(pos).param2 local targetpos = digtron.find_new_pos(pos, facing) local meta = minetest.get_meta(pos) if (targetpos[controlling_coordinate] + meta:get_int("offset")) % meta:get_int("period") == 0 then digtron.damage_creatures(player, targetpos, 8) end end }) -- A special-purpose digger to deal with stuff like sand and gravel in the ceiling. It always digs (no periodicity or offset), but it only digs falling_block nodes minetest.register_node("digtron:soft_digger", { description = S("Digtron Soft Material Digger Head"), _doc_items_longdesc = digtron.doc.soft_digger_longdesc, _doc_items_usagehelp = digtron.doc.soft_digger_usagehelp, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:soft_digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = digger_nodebox, }, -- Aims in the +Z direction by default tiles = { "digtron_plate.png^[transformR90^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[transformR270^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[transformR180^[colorize:" .. digtron.soft_digger_colorize, { name = "digtron_digger_yb.png^[colorize:" .. digtron.soft_digger_colorize, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_motor.png^[colorize:" .. digtron.soft_digger_colorize, }, execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) if protected_nodes:get(digpos.x, digpos.y, digpos.z) then return 0, {} end if digtron.is_soft_material(digpos) then return digtron.mark_diggable(digpos, nodes_dug, player) end return 0, {} end, damage_creatures = function(player, pos, controlling_coordinate) local facing = minetest.get_node(pos).param2 digtron.damage_creatures(player, digtron.find_new_pos(pos, facing), 4) end, }) minetest.register_node("digtron:intermittent_soft_digger", { description = S("Digtron Intermittent Soft Material Digger Head"), _doc_items_longdesc = digtron.doc.intermittent_soft_digger_longdesc, _doc_items_usagehelp = digtron.doc.intermittent_soft_digger_usagehelp, _digtron_formspec = intermittent_formspec, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:intermittent_soft_digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = digger_nodebox, }, -- Aims in the +Z direction by default tiles = { "digtron_plate.png^[transformR90^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[transformR270^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[transformR180^[colorize:" .. digtron.soft_digger_colorize, { name = "digtron_digger_yb.png^[colorize:" .. digtron.soft_digger_colorize, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_intermittent.png^digtron_motor.png^[colorize:" .. digtron.soft_digger_colorize, }, on_construct = intermittent_on_construct, on_receive_fields = intermittent_on_receive_fields, execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) if lateral_dig == true then return 0, {} end local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) if protected_nodes:get(digpos.x, digpos.y, digpos.z) then return 0, {} end local meta = minetest.get_meta(pos) if (digpos[controlling_coordinate] + meta:get_int("offset")) % meta:get_int("period") ~= 0 then return 0, {} end if digtron.is_soft_material(digpos) then return digtron.mark_diggable(digpos, nodes_dug, player) end return 0, {} end, damage_creatures = function(player, pos, controlling_coordinate) local meta = minetest.get_meta(pos) local facing = minetest.get_node(pos).param2 local targetpos = digtron.find_new_pos(pos, facing) if (targetpos[controlling_coordinate] + meta:get_int("offset")) % meta:get_int("period") == 0 then digtron.damage_creatures(player, targetpos, 4) end end, }) -- Digs out nodes that are "in front" of the digger head and "below" the digger head (can be rotated). minetest.register_node("digtron:dual_digger", { description = S("Digtron Dual Digger Head"), _doc_items_longdesc = digtron.doc.dual_digger_longdesc, _doc_items_usagehelp = digtron.doc.dual_digger_usagehelp, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:dual_digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = dual_digger_nodebox, }, -- Aims in the +Z and -Y direction by default tiles = { "digtron_plate.png^digtron_motor.png", { name = "digtron_digger_yb.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png", "digtron_plate.png^[transformR180", { name = "digtron_digger_yb.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_motor.png", }, -- returns fuel_cost, items_produced execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) local digdown = digtron.find_new_pos_downward(pos, facing) local items = {} local cost = 0 if protected_nodes:get(digpos.x, digpos.y, digpos.z) ~= true then local forward_cost, forward_items = digtron.mark_diggable(digpos, nodes_dug, player) for _, item in pairs(forward_items) do table.insert(items, item) end cost = cost + forward_cost end if protected_nodes:get(digdown.x, digdown.y, digdown.z) ~= true then local down_cost, down_items = digtron.mark_diggable(digdown, nodes_dug, player) for _, item in pairs(down_items) do table.insert(items, item) end cost = cost + down_cost end return cost, items end, damage_creatures = function(player, pos, controlling_coordinate) local facing = minetest.get_node(pos).param2 digtron.damage_creatures(player, digtron.find_new_pos(pos, facing), 8) digtron.damage_creatures(player, digtron.find_new_pos_downward(pos, facing), 8) end, }) -- Digs out soft nodes that are "in front" of the digger head and "below" the digger head (can be rotated). minetest.register_node("digtron:dual_soft_digger", { description = S("Digtron Dual Soft Material Digger Head"), _doc_items_longdesc = digtron.doc.dual_soft_digger_longdesc, _doc_items_usagehelp = digtron.doc.dual_soft_digger_usagehelp, groups = {cracky = 3, oddly_breakable_by_hand=3, digtron = 3}, drop = "digtron:dual_soft_digger", sounds = digtron.metal_sounds, paramtype = "light", paramtype2= "facedir", is_ground_content = false, drawtype="nodebox", node_box = { type = "fixed", fixed = dual_digger_nodebox, }, -- Aims in the +Z and -Y direction by default tiles = { "digtron_plate.png^digtron_motor.png^[colorize:" .. digtron.soft_digger_colorize, { name = "digtron_digger_yb.png^[colorize:" .. digtron.soft_digger_colorize, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^[colorize:" .. digtron.soft_digger_colorize, "digtron_plate.png^[transformR180^[colorize:" .. digtron.soft_digger_colorize, { name = "digtron_digger_yb.png^[colorize:" .. digtron.soft_digger_colorize, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1.0, }, }, "digtron_plate.png^digtron_motor.png^[colorize:" .. digtron.soft_digger_colorize, }, -- returns fuel_cost, items_produced execute_dig = function(pos, protected_nodes, nodes_dug, controlling_coordinate, lateral_dig, player) local facing = minetest.get_node(pos).param2 local digpos = digtron.find_new_pos(pos, facing) local digdown = digtron.find_new_pos_downward(pos, facing) local items = {} local cost = 0 if protected_nodes:get(digpos.x, digpos.y, digpos.z) ~= true and digtron.is_soft_material(digpos) then local forward_cost, forward_items = digtron.mark_diggable(digpos, nodes_dug, player) for _, item in pairs(forward_items) do table.insert(items, item) end cost = cost + forward_cost end if protected_nodes:get(digdown.x, digdown.y, digdown.z) ~= true and digtron.is_soft_material(digdown) then local down_cost, down_items = digtron.mark_diggable(digdown, nodes_dug, player) for _, item in pairs(down_items) do table.insert(items, item) end cost = cost + down_cost end return cost, items end, damage_creatures = function(player, pos, controlling_coordinate) local facing = minetest.get_node(pos).param2 digtron.damage_creatures(player, digtron.find_new_pos(pos, facing), 4) digtron.damage_creatures(player, digtron.find_new_pos_downward(pos, facing), 4) end, })
function getTableKeys(tab) local keyset = {} for k,v in pairs(tab) do keyset[#keyset + 1] = k end return keyset end FsmMachine = {} function FsmMachine:New(opts) opts = opts or {} self.__index = self local o = setmetatable({}, self) o.states = {} o.curState = nil o.debug = opts["debug"] return o end -- Current state function FsmMachine:GetCurrent() return self.curState.stateName end -- Available actions function FsmMachine:GetActions() return getTableKeys(self.curState.transitions) end -- Add state function FsmMachine:AddState(stateName, callbacks) local state = BaseState:New(stateName) self.states[stateName] = state if callbacks then self:Listen(stateName, callbacks) end if not self.curState then self:AddInitState(stateName) end end -- default initialization function FsmMachine:AddInitState(stateName) self.curState = self.states[stateName] end -- connect function FsmMachine:Connect(opts) local to = opts["to"] local message = opts["message"] local toState = self.states[to] local fromOrFroms = opts["from"] local froms = nil if type(fromOrFroms) == "table" then froms = fromOrFroms else froms = { fromOrFroms } end for i, from in ipairs(froms) do local fromState = self.states[from] fromState:Connect(message, toState) end end function FsmMachine:Listen(toStateName, callbacks) local state = self.states[toStateName] local onEnter = callbacks["onEnter"] if onEnter then state:ListenToOnEnter(onEnter) end local onLeave = callbacks["onLeave"] if onLeave then state:ListenToOnLeave(onLeave) end end -- switching state function FsmMachine:Switch(message) local shouldTransition = false local destState = nil if self.curState.transitions[message] then shouldTransition = true destState = self.curState.transitions[message] end if shouldTransition then if self.debug then print("FsmMachine: [" .. message .. "] message received") end self.curState:OnLeave() self.curState = destState self.curState:OnEnter() else if self.debug then print("FsmMachine: Unknown message [" .. message .. "] for state [" .. self.curState.stateName .. "]") end end end BaseState = {} function BaseState:New(stateName) self.__index = self local o = setmetatable({}, self) o.stateName = stateName o.onLeaves = {} o.onEnters = {} o.transitions = {} return o end -- Connect function BaseState:Connect(message, destState) self.transitions[message] = destState end -- Listen to onEnter function BaseState:ListenToOnEnter(onEnter) table.insert(self.onEnters, onEnter) end -- Listen to onLeave function BaseState:ListenToOnLeave(onLeave) table.insert(self.onLeaves, onLeave) end -- Enter state function BaseState:OnEnter() for i, onEnter in ipairs(self.onEnters) do onEnter() end end -- leave the state function BaseState:OnLeave() for i, onLeave in ipairs(self.onLeaves) do onLeave() end end return FsmMachine
--[[ Author: Noya Date: April 5, 2015 Get a point at a distance in front of the caster ]] function GetFrontPoint( event ) local caster = event.caster local fv = caster:GetForwardVector() local origin = caster:GetAbsOrigin() local distance = event.Distance local front_position = origin + fv * distance local result = {} table.insert(result, front_position) return result end -- Set the units looking at the same point of the caster function SetUnitsMoveForward( event ) local caster = event.caster local target = event.target local fv = caster:GetForwardVector() local origin = caster:GetAbsOrigin() target:SetForwardVector(fv) end --[[ Author: Noya Date: 16.01.2015. Levels up the ability_name to the same level of the ability that runs this ]] function LevelUpAbility( event ) local caster = event.caster local this_ability = event.ability local this_abilityName = this_ability:GetAbilityName() local this_abilityLevel = this_ability:GetLevel() -- The ability to level up local ability_name = event.ability_name local ability_handle = caster:FindAbilityByName(ability_name) local ability_level = ability_handle:GetLevel() -- Check to not enter a level up loop if ability_level ~= this_abilityLevel then ability_handle:SetLevel(this_abilityLevel) end end
--ZFUNC-clamp-v1 local function clamp( num, min, max ) --> res if num < min then return min elseif num > max then return max else return num end end return clamp
monitoring.wrap_global({"minetest", "set_node"}, "set_node")
-- vshard.util local log = require('log') local fiber = require('fiber') local lerror = require('vshard.error') local lversion = require('vshard.version') local lmsgpack = require('msgpack') local MODULE_INTERNALS = '__module_vshard_util' local M = rawget(_G, MODULE_INTERNALS) if not M then -- -- The module is loaded for the first time. -- M = { -- Latest versions of functions. reloadable_fiber_main_loop = nil, } rawset(_G, MODULE_INTERNALS, M) end local tnt_version = lversion.parse(_TARANTOOL) -- -- Extract parts of a tuple. -- @param tuple Tuple to extract a key from. -- @param parts Array of index parts. Each part must contain -- 'fieldno' attribute. -- -- @retval Extracted key. -- local function tuple_extract_key(tuple, parts) local key = {} for _, part in ipairs(parts) do table.insert(key, tuple[part.fieldno]) end return key end -- -- Wrapper to run a func in infinite loop and restart it on -- errors and module reload. -- This loop executes the latest version of itself in case of -- reload of that module. -- See description of parameters in `reloadable_fiber_create`. -- local function reloadable_fiber_main_loop(module, func_name, data) log.info('%s has been started', func_name) local func = module[func_name] ::restart_loop:: local ok, err = pcall(func, data) -- yield serves two purposes: -- * makes this fiber cancellable -- * prevents 100% cpu consumption fiber.yield() if not ok then log.error('%s has been failed: %s', func_name, err) if func == module[func_name] then goto restart_loop end -- There is a chance that error was raised during reload -- (or caused by reload). Perform reload in case function -- has been changed. log.error('reloadable function %s has been changed', func_name) end log.info('module is reloaded, restarting') -- luajit drops this frame if next function is called in -- return statement. return M.reloadable_fiber_main_loop(module, func_name, data) end -- -- Create a new fiber which runs a function in a loop. This loop -- is aware of reload mechanism and it loads a new version of the -- function in that case. -- To handle module reload and run new version of a function -- in the module, the function should just return. -- @param fiber_name Name of a new fiber. E.g. -- "vshard.rebalancer". -- @param module Module which can be reloaded. -- @param func_name Name of a function to be executed in the -- module. -- @param data Data to be passed to the specified function. -- @retval New fiber. -- local function reloadable_fiber_create(fiber_name, module, func_name, data) assert(type(fiber_name) == 'string') local xfiber = fiber.create(reloadable_fiber_main_loop, module, func_name, data) xfiber:name(fiber_name, {truncate = true}) return xfiber end -- -- Wrap a given function to check that self argument is passed. -- New function returns an error in case one called a method -- like object.func instead of object:func. -- Returning wrapped function to a user and using raw functions -- inside of a module improves speed. -- This function can be used only in case the second argument is -- not of the "table" type or has different metatable. -- @param obj_name Name of the called object. Used only for error -- message construction. -- @param func_name Name of the called function. Used only for an -- error message construction. -- @param mt Meta table of self argument. -- @param func A function which is about to be wrapped. -- -- @retval Wrapped function. -- local function generate_self_checker(obj_name, func_name, mt, func) return function (self, ...) if getmetatable(self) ~= mt then local fmt = 'Use %s:%s(...) instead of %s.%s(...)' error(string.format(fmt, obj_name, func_name, obj_name, func_name)) end return func(self, ...) end end -- Update latest versions of function M.reloadable_fiber_main_loop = reloadable_fiber_main_loop local function sync_task(delay, task, ...) if delay then fiber.sleep(delay) end task(...) end -- -- Run a function without interrupting current fiber. -- @param delay Delay in seconds before the task should be -- executed. -- @param task Function to be executed. -- @param ... Arguments which would be passed to the `task`. -- local function async_task(delay, task, ...) assert(delay == nil or type(delay) == 'number') fiber.create(sync_task, delay, task, ...) end -- -- Check if Tarantool version is >= that a specified one. -- local function version_is_at_least(...) return tnt_version >= lversion.new(...) end if not version_is_at_least(1, 10, 1) then error("VShard supports only Tarantool >= 1.10.1") end -- -- Copy @a src table. Fiber yields every @a interval keys copied. Does not give -- any guarantees on what is the result when the source table is changed during -- yield. -- local function table_copy_yield(src, interval) local res = {} -- Time-To-Yield. local tty = interval for k, v in pairs(src) do res[k] = v tty = tty - 1 if tty <= 0 then fiber.yield() tty = interval end end return res end -- -- Remove @a src keys from @a dst if their values match. Fiber yields every -- @a interval iterations. Does not give any guarantees on what is the result -- when the source table is changed during yield. -- local function table_minus_yield(dst, src, interval) -- Time-To-Yield. local tty = interval for k, srcv in pairs(src) do if dst[k] == srcv then dst[k] = nil end tty = tty - 1 if tty <= 0 then fiber.yield() tty = interval end end return dst end local function fiber_cond_wait_xc(cond, timeout) -- Handle negative timeout specifically - otherwise wait() will throw an -- ugly usage error. -- Don't trust this check to the caller's code, because often it just calls -- wait many times until it fails or the condition is met. Code looks much -- cleaner when it does not need to check the timeout sign. On the other -- hand, perf is not important here - anyway wait() yields which is slow on -- its own, but also breaks JIT trace recording which makes pcall() in the -- non-xc version of this function inconsiderable. if timeout < 0 or not cond:wait(timeout) then -- Don't use the original error if cond sets it. Because it sets -- TimedOut error. It does not have a proper error code, and may not be -- detected by router as a special timeout case if necessary. Or at -- least would complicate the handling in future. Instead, try to use a -- unified timeout error where possible. error(lerror.timeout()) end -- Still possible though that the fiber is canceled and cond:wait() throws. -- This is why the _xc() version of this function throws even the timeout - -- anyway pcall() is inevitable. end -- -- Exception-safe cond wait with unified errors in vshard format. -- local function fiber_cond_wait(cond, timeout) local ok, err = pcall(fiber_cond_wait_xc, cond, timeout) if ok then return true end return nil, lerror.make(err) end -- -- Exception-safe way to check if the current fiber is canceled. -- local function fiber_is_self_canceled() return not pcall(fiber.testcancel) end -- -- Dictionary of supported core features on the given instance. Try to use it -- in all the other code rather than direct version check. -- local feature = { msgpack_object = lmsgpack.object ~= nil, netbox_return_raw = version_is_at_least(2, 10, 0, 'beta', 2, 86), } return { tuple_extract_key = tuple_extract_key, reloadable_fiber_create = reloadable_fiber_create, generate_self_checker = generate_self_checker, async_task = async_task, internal = M, version_is_at_least = version_is_at_least, table_copy_yield = table_copy_yield, table_minus_yield = table_minus_yield, fiber_cond_wait = fiber_cond_wait, fiber_is_self_canceled = fiber_is_self_canceled, feature = feature, }
#!/usr/bin/env lua require "ex" for e in assert(os.dir(".")) do print(string.format("%.3s %9d %s", e.type or 'Unknown', e.size or -1, e.name)) end --[[ local f,s,i = assert(os.dir("..")) print(f,s,i) i=assert(f(s,i)) for e in f,s,i do print(e.name,e.type,e.size) end --]]
require "model" -- Make sure that model exists assert(model, "Model namespace does not exist") -- Create a sample user model with username, password, and usgn User = model{ "user", -- Table name, lowercase username = model.CharField{max_length = 10, null = false, unique = true}, password = model.CharField{max_length = 10, null = false}, usgn = model.IntegerField{null = true, unique = true} } -- Make sure that User is created assert(User, "Cannot create model User") -- Create a user lee = User{username = "lee", password = "confidential"} -- Check that lee exists assert(lee, "Cannot create user lee") -- Check that lee's password is too long assert(not lee.password, "confidential is somehow less than 10 letters long.") -- Check that lee doesn't have an id yet. assert(not lee.id, "Object lee has been tempered with") -- Assign a usgn to lee and validate lee.usgn = 146 -- Assign a valid password lee.password = "demo" -- Validate usgn assert(lee.usgn == 146, "Object lee's USGN is incorrect") -- Create a sample clan model with clan_name and tag fields Clan = model{ "clan", clan_name = model.CharField{unique = true}, tag = model.CharField{null = true} } -- Create a nice looking tostring of Clan function Clan.on_string(self) return self.tag or "[NaN]" end -- Make sure that Clan is created assert(Clan, "Cannot create model Clan") -- Create a clan TGV = Clan{clan_name = "TGV", tag = "[TGV]"} -- Check TGV assert(TGV, "Cannot create clan TGV") -- Create a userproxy to connect user to clan UserClan = model{ "userclan", clan = model.ForeignKey{to = "clan", null = false}, user = model.ForeignKey{to = "user", null = false} } -- Create a nice looking tostring method of UserClan function UserClan.on_string(self) return "%s%s"%{self.clan.tag or "[No Clan]", self.user.username} end -- Make sure that UserClan exists assert(UserClan, "UserClan Proxy model cannot be created") Model3 = model{"model3",data = model.CharField{}} -- Create Proxies and go from there... p = UserClan{user=lee,clan=TGV} p:save() aj = User{username = "aj", password = "aj"} p2 = UserClan{user=aj,clan=TGV} p2:save() jack = User{username = "jack", password = "jack"} jack:save() -- Creates a query-set that finds all UserClan objects where clan.clan_name equals "TGV" q = UserClan.objects.all():where{clan__clan_name = "TGV"} -- Check that the queryset is constructed correctly assert(q, "Queryset cannot be constructed") -- Make sure that the Queryset can be evaluted q() q = User.objects.all():where{userclan__clan = TGV} q() -- Cleanup p:delete() p2:delete() TGV:delete() lee:delete() aj:delete() jack:delete() sql:close() -- Generated SQL: --[[-- >lua -e "io.stdout:setvbuf 'no'" "test.lua" SELECT * FROM sqlite_master WHERE tbl_name = "user_model"; SELECT * FROM sqlite_master WHERE tbl_name = "clan_model"; SELECT * FROM sqlite_master WHERE tbl_name = "userclan_model"; INSERT INTO user_model (username,usgn,password) VALUES ("lee",146,"demo"); SELECT id FROM user_model ORDER BY id DESC INSERT INTO clan_model (clan_name,tag) VALUES ("TGV","[TGV]"); SELECT id FROM clan_model ORDER BY id DESC INSERT INTO userclan_model (user,clan) VALUES (1,1); SELECT id FROM userclan_model ORDER BY id DESC INSERT INTO user_model (password,username) VALUES ("aj","aj"); SELECT id FROM user_model ORDER BY id DESC INSERT INTO userclan_model (user,clan) VALUES (2,1); SELECT id FROM userclan_model ORDER BY id DESC INSERT INTO user_model (password,username) VALUES ("jack","jack"); SELECT id FROM user_model ORDER BY id DESC SELECT * FROM clan_model WHERE ( "clan_name" = "TGV" ) SELECT * FROM userclan_model WHERE ( "clan" = 1 ) SELECT * FROM clan_model WHERE ( "id" = 1 ) LIMIT 1 SELECT * FROM user_model WHERE ( "id" = 1 ) LIMIT 1 SELECT * FROM clan_model WHERE ( "id" = 1 ) LIMIT 1 SELECT * FROM user_model WHERE ( "id" = 2 ) LIMIT 1 SELECT user AS id FROM userclan_model WHERE ( "clan" LIKE 1 ESCAPE '\' ) SELECT * FROM user_model WHERE ( "id" = 1 ) LIMIT 1 SELECT * FROM user_model WHERE ( "id" = 2 ) LIMIT 1 DELETE FROM userclan_model WHERE id=1 DELETE FROM userclan_model WHERE id=2 DELETE FROM clan_model WHERE id=1 DELETE FROM user_model WHERE id=1 DELETE FROM user_model WHERE id=2 DELETE FROM user_model WHERE id=3 >Exit code: 0 --]]--
import "darkroom" (terralib.loadfile("test.t"))() width = 584 height = 388 --local frame1 = orion.image(orion.type.uint(8),width,height) local frame1 = testinput im vectorField(x,y) [uint8[3]]( {frame1(x,y),frame1(x,y)+3,0} ) end test({vectorField, im(x,y) [uint8[3]]( {(frame1(x,y))*50+128, (frame1(x,y))*50+12,0}) end})
--[[-- h1. four.Effect An effect defines either a configuration of the graphics pipeline or a list of Effects for rendering a Geometry object. --]]-- local lub = require 'lub' local four = require 'four' local lib = lub.class 'four.Effect' local Color = four.Color local Effect = lib -- Meta table to detect shader source changes. Allows the renderer to -- dynamically recompile the GPU program. local isShaderKey = { vertex = true, geometry = true, fragment = true } function lib.__index(t, k) if k == "shaders" then return rawget(t, k) elseif isShaderKey[k] then return t.shaders[k] else return lib[k] end end function lib.__newindex(t, k, v) if isShaderKey[k] then local shaders = t.shaders shaders[k] = v t.program_changed = true else rawset(t, k, v) end end setmetatable(lib, { __call = function(lib, ...) return lib.new(...) end}) -- h2. Render states --[[-- h3. Rasterization state *Note*. Faces with a counter clock-wise orientation are front faces. Rasterization state is described by a table with the following keys: * @face_cull@, faces to cull (defaults to @CULL_NONE@). --]]-- function lib.defaultRasterization () return { cull_face = lib.CULL_NONE } end lib.CULL_NONE = 1 lib.CULL_FRONT = 2 lib.CULL_BACK = 3 --[[-- h3. Depth state *Note.* Depth clearing and depth range are specified by the Camera object. Depth state is described by a table with the following keys: * @test@, @true@ if z-test should be performed (defaults to @true@) * @func@, comparison function (defaults to @DEPTH_FUNC_LEQUAL@) * @write@, @true@ if z buffer should be written to (default to @true@) * @offset@, depth offset (defaults to @{ factor = 0, units = 0 }@), see doc of glPolygonOffset. --]]-- function lib.defaultDepth() return { test = true, func = lib.DEPTH_FUNC_LEQUAL, write = true, offset = { factor = 0, units = 0 } } end lib.DEPTH_FUNC_NEVER = 1 lib.DEPTH_FUNC_LESS = 2 lib.DEPTH_FUNC_EQUAL = 3 lib.DEPTH_FUNC_LEQUAL = 4 lib.DEPTH_FUNC_GREATER = 5 lib.DEPTH_FUNC_NOTEQUAL = 6 lib.DEPTH_FUNC_GEQUAL = 7 lib.DEPTH_FUNC_ALWAYS = 8 -- h2. Constructor --[[-- @Effect(def)@ is a new effect object. @def@ keys: * @default_uniforms@, key/value table, defining default values for uniforms. * @uniform@, uniform lookup function invoked before rendering a renderable. defaults to @function(self, cam, renderable, name) = return renderable[name]@. If the function returns @nil@, @default_uniforms@ is used. * @vertex@, vertex shader source. * @geometry@, geometry shader source (optional). * @fragment@, fragment shader source. * @depth@, depth state keys to override the defaults (see Depth state). * @rasterization@, rasterization state keys to override the defaults (see Rasterization state). * @opaque@, defines whether the effect is opaque. Renderables with opaque effects are rendered before non-opaque ones. --]]-- function lib.new(def) local self = { default_uniforms = {}, uniform = function(e, cam, renderable, name) return renderable[name] end, shaders = { vertex = lib.Shader [[void main() {}]], geometry = nil, -- optional fragment = lib.Shader [[void main() {}]]}, program_changed = true, -- The renderer sets this to false once it got -- the new program. opaque = true, rasterization = lib.defaultRasterization(), depth = lib.defaultDepth() } setmetatable(self, lib) if def then self:set(def) end return self end function lib:set(def) if def.default_uniforms ~= nil then self.default_uniforms = def.default_uniforms end if def.uniform ~= nil then self.uniform = def.uniform end if def.vertex ~= nil then self.vertex = def.vertex end if def.geometry ~= nil then self.geometry = def.geometry end if def.fragment ~= nil then self.fragment = def.fragment end if def.rasterization ~= nil then if def.rasterization.cull_face ~= nil then self.rasterization.cull_face = def.rasterization.cull_face end end if def.depth ~= nil then if def.depth.test ~= nil then self.depth.test = def.depth.test end if def.depth.func ~= nil then self.depth.func = def.depth.func end if def.depth.write ~= nil then self.depth.write = def.depth.write end if def.depth.offset ~= nil then self.depth.offset = def.depth.offset end end if def.opaque ~= nil then self.opaque = def.opaque end end -- h2. Shader constructor function lib.Shader(src) local trace = lub.split(debug.traceback(),'\n\t')[3] local file, last_line = string.match(trace, '^([^:]+):([^:]+):') local src_line_count = #lub.split(src, '\n') return { file = file, line = last_line - src_line_count, fragment = src } end -- h2. Special uniform values lib.MODEL_TO_WORLD = { special_uniform = true } lib.MODEL_TO_CAMERA = { special_uniform = true } lib.MODEL_TO_CLIP = { special_uniform = true } lib.MODEL_NORMAL_TO_CAMERA = { special_uniform = true } lib.WORLD_TO_CAMERA = { special_uniform = true } lib.WORLD_TO_CLIP = { special_uniform = true } lib.CAMERA_TO_CLIP = { special_uniform = true } lib.CAMERA_RESOLUTION = { special_uniform = true } lib.RENDER_FRAME_START_TIME = { special_uniform = true } -- h2. Effect shaders local function makeSource(preamble, src) local frags = src.fragment and { src } or src local src = { preamble } local files = {} for i, f in ipairs(frags) do src[i + 1] = string.format("#line %d %d\n%s", f.line, i, f.fragment) files[i] = f.file end if #files == 0 then -- TODO can we do something better here ? error ("A shader source contains no fragments or a nil") end return { src = table.concat(src,"\n"), files = files } end function lib:vertexShaderSource(pre) return makeSource(pre, self.vertex) end function lib:fragmentShaderSource(pre) return makeSource(pre, self.fragment) end function lib:geometryShaderSource(pre) return self.geometry and makeSource(pre, self.geometry) or nil end -- h2. Predefined Effects --[[-- @Wireframe(def)@ renders triangle geometry as wireframe. @def@ keys: * @fill_color@, a Color defining the triangle fill color (defaults to Color.white ()). * @wire_color@, a Color defining the wireframe color (default to Color.red(). * @wire_only@, draw only the wire frame. * @ajdacency@, @true@ to apply the geometry primitive to Geometry.TRIANGLES_ADJACENCY. * All other @Effect@ @def@ key apply. Effect adapted from http://cgg-journal.com/2008-2/06/index.html. --]]-- -- TODO use discard ? function lib.Wireframe(def) local adjacency = def and def.adjacency or false local geometry = adjacency and Effect.Shader [[ layout(triangles_adjacency) in; layout(triangle_strip, max_vertices=3) out; uniform vec2 resolution; noperspective out vec3 dist; void main(void) { vec2 p0 = resolution * gl_in[0].gl_Position.xy/gl_in[0].gl_Position.w; vec2 p1 = resolution * gl_in[2].gl_Position.xy/gl_in[2].gl_Position.w; vec2 p2 = resolution * gl_in[4].gl_Position.xy/gl_in[4].gl_Position.w; vec2 v0 = p2 - p1; vec2 v1 = p2 - p0; vec2 v2 = p1 - p0; float area = abs(v1.x * v2.y - v1.y * v2.x); dist = vec3(area / length(v0), 0, 0); gl_Position = gl_in[0].gl_Position; EmitVertex(); dist = vec3(0, area / length(v1), 0); gl_Position = gl_in[2].gl_Position; EmitVertex(); dist = vec3(0, 0, area / length(v2)); gl_Position = gl_in[4].gl_Position; EmitVertex(); EndPrimitive(); } ]] or Effect.Shader [[ layout(triangles) in; layout(triangle_strip, max_vertices=3) out; uniform vec2 resolution; noperspective out vec3 dist; void main(void) { vec2 p0 = resolution * gl_in[0].gl_Position.xy/gl_in[0].gl_Position.w; vec2 p1 = resolution * gl_in[1].gl_Position.xy/gl_in[1].gl_Position.w; vec2 p2 = resolution * gl_in[2].gl_Position.xy/gl_in[2].gl_Position.w; vec2 v0 = p2 - p1; vec2 v1 = p2 - p0; vec2 v2 = p1 - p0; float area = abs(v1.x * v2.y - v1.y * v2.x); dist = vec3(area / length(v0), 0, 0); gl_Position = gl_in[0].gl_Position; EmitVertex(); dist = vec3(0, area / length(v1), 0); gl_Position = gl_in[1].gl_Position; EmitVertex(); dist = vec3(0, 0, area / length(v2)); gl_Position = gl_in[2].gl_Position; EmitVertex(); EndPrimitive(); } ]] return Effect { rasterization = def and def.rasterization, depth = def and def.depth, opaque = def and def.opaque, default_uniforms = { model_to_clip = Effect.MODEL_TO_CLIP, resolution = Effect.CAMERA_RESOLUTION, fill_color = def and def.fill_color or Color.white(), wire_color = def and def.wire_color or Color.black(), wire_width = def and def.wire_width or 1.0, wire_only = def and def.wire_only or false }, vertex = def and def.vertex or Effect.Shader [[ uniform mat4 model_to_clip; in vec4 vertex; out vec4 v_vertex; void main() { gl_Position = model_to_clip * vertex; } ]], geometry = def and def.geometry or geometry, fragment = def and def.fragment or Effect.Shader [[ uniform bool wire_only; uniform float wire_width; uniform vec4 wire_color; uniform vec4 fill_color; noperspective in vec3 dist; out vec4 color; void main(void) { float d = min(dist[0],min(dist[1],dist[2])); float I = exp2(-(2 / wire_width) * d * d); if (wire_only) { color = I * wire_color; } else { color = vec4(I * wire_color.rgb + (1.0 - I) * fill_color.rgb, fill_color.a); } } ]] } end --[[-- @Normals(def)@ renders the normals of geometry. * @normal_scale@, a scale factor to apply to the normals. * @normal_color_start@, color at the starting point of the vector. * @normal_color_end@, color at the end of vector. --]]-- function lib.Normals(def) return Effect { rasterization = def and def.rasterization, depth = def and def.depth, opaque = def and def.opaque, default_uniforms = { model_to_cam = Effect.MODEL_TO_CAMERA, normal_to_cam = Effect.MODEL_NORMAL_TO_CAMERA, cam_to_clip = Effect.CAMERA_TO_CLIP, normal_scale = def and def.normal_scale or 0.1, normal_color_start = def and def.normal_color_start or Color.black(), normal_color_end = def and def.normal_color_end or Color.white() }, vertex = def and def.vertex or Effect.Shader [[ uniform mat4 model_to_cam; uniform mat3 normal_to_cam; uniform float normal_scale; in vec3 vertex; in vec3 normal; out vec4 v_position; out vec3 v_snormal; void main() { v_position = model_to_cam * vec4(vertex, 1.0); v_snormal = normal_scale * normalize(normal_to_cam * normal); } ]], geometry = def and def.geometry or Effect.Shader [[ uniform mat4 cam_to_clip; uniform vec4 normal_color_start; uniform vec4 normal_color_end; layout(triangles) in; layout(line_strip, max_vertices = 6) out; in vec4 v_position[3]; in vec3 v_snormal[3]; out vec4 g_color; void main() { for (int i = 0; i < 3; i++) { gl_Position = cam_to_clip * v_position[i]; g_color = normal_color_start; EmitVertex(); gl_Position = cam_to_clip * (v_position[i] + vec4(v_snormal[i], 0.0)); g_color = normal_color_end; EmitVertex(); EndPrimitive(); } } ]], fragment = def and def.fragment or Effect.Shader [[ in vec4 g_color; out vec4 f_color; void main(void) { f_color = g_color; } ]] } end return lib
if (CLIENT) then net.Receive("GPM.Where_Are_You?", function() net.Start( "GPM.Where_Are_You?" ) net.WriteString( system.GetCountry():lower() ) net.SendToServer() end) end local default_language = "gb" local cvar = GetConVar( "default_language" ) if (cvar) then default_language = cvar:GetString() end local PLAYER = FindMetaTable("Player") do function PLAYER:Country() return self:GetNWString( "GPM.Where_Am_I", default_language ) end end if (SERVER) then function PLAYER:SetCountry( country_code ) return self:SetNWString( "GPM.Where_Am_I", country_code or default_language ) end util.AddNetworkString( "GPM.Where_Are_You?" ) hook.Add("PlayerInitialized", "GPM.Where_Are_You?", function( ply ) net.Start( "GPM.Where_Are_You?" ) net.Send( ply ) end) local net_ReadString = net.ReadString net.Receive("GPM.Where_Are_You?", function( len, ply ) if IsValid( ply ) and (ply:GetNWString( "GPM.Where_Am_I", false ) == false) then ply:SetCountry( net_ReadString() ) end end) end
-- Bahama Mamas: -1388.0013, -618.41967, 30.819599 exports('GetBahamaMamasObject', function() return BahamaMamas end) BahamaMamas = { ipl = "hei_sm_16_interior_v_bahama_milo_", Enable = function(state) EnableIpl(BahamaMamas.ipl, state) end }
local lu = require('luaunit') print( lu.EPS ) local pi_div_6_deg_expected, pi_div_6_deg_calculated, pi_div_3_deg_expected, pi_div_3_deg_calculated pi_div_6_deg_calculated = math.deg(math.pi/6) pi_div_6_deg_expected = 30 pi_div_3_deg_calculated = math.deg(math.pi/3) pi_div_3_deg_expected = 60 print( (pi_div_6_deg_expected - pi_div_6_deg_calculated) / lu.EPS ) -- prints: 16 print( (pi_div_3_deg_expected - pi_div_3_deg_calculated) / lu.EPS ) -- prints: 32 -- Better use relative error: print( ( (pi_div_6_deg_expected - pi_div_6_deg_calculated) / pi_div_6_deg_expected) / lu.EPS ) -- prints: 0.53333 print( ( (pi_div_3_deg_expected - pi_div_3_deg_calculated) / pi_div_3_deg_expected) / lu.EPS ) -- prints: 0.53333 -- relative error is constant. Assertion can take the form of: lu.assertAlmostEquals( (pi_div_6_deg_expected - pi_div_6_deg_calculated) / pi_div_6_deg_expected, 0, lu.EPS ) lu.assertAlmostEquals( (pi_div_3_deg_expected - pi_div_3_deg_calculated) / pi_div_3_deg_expected, 0, lu.EPS )
local function GetInserterImage(path) return "__MomoPyTweak__/graphics/entity/inserter/" .. path .. ".png" end local function ConvertSpriteToOnlyHR(sprite) if (sprite.hr_version) then sprite.filename = sprite.hr_version.filename sprite.width = sprite.hr_version.width sprite.height = sprite.hr_version.height end end local function ConvertSheetToOnlyHR(sheet) if (sheet.hr_version) then sheet.filename = sheet.hr_version.filename sheet.width = sheet.hr_version.width sheet.height = sheet.hr_version.height sheet.shift = sheet.shift end end function momoPyTweak.Inserter() local prototype = {} -- express momoPyTweak.item.inserter = momoIRTweak.item.NewItemFixedSize("momo-express-inserter", 32, "inserter", 50) momoPyTweak.item.inserter.order = "zz1" momoPyTweak.item.inserter.place_result = "momo-express-inserter" prototype = momoIRTweak.DeepCopy(data.raw.inserter["fast-inserter"]) prototype.icon_size = 32 prototype.icon = momoPyTweak.item.inserter.icon prototype.name = "momo-express-inserter" prototype.max_health = 600 prototype.energy_per_movement = "10KJ" prototype.energy_per_rotation = "10KJ" prototype.energy_source.drain = "0.7kW" prototype.extension_speed = 0.14 prototype.rotation_speed = 0.08 prototype.minable.result = "momo-express-inserter" prototype.hand_base_picture.hr_version.filename = GetInserterImage("express/hr-hand-base") ConvertSpriteToOnlyHR(prototype.hand_base_picture) prototype.hand_closed_picture.hr_version.filename = GetInserterImage("express/hr-hand-closed") ConvertSpriteToOnlyHR(prototype.hand_closed_picture) prototype.hand_open_picture.hr_version.filename = GetInserterImage("express/hr-hand-open") ConvertSpriteToOnlyHR(prototype.hand_open_picture) prototype.platform_picture.sheet.hr_version.filename = GetInserterImage("express/hr-platform") ConvertSheetToOnlyHR(prototype.platform_picture.sheet) data:extend({prototype}) --- express filter momoPyTweak.item.filterInserter = momoIRTweak.item.NewItemFixedSize("momo-express-filter-inserter", 32, "inserter", 50) momoPyTweak.item.filterInserter.order = "zz2" momoPyTweak.item.filterInserter.place_result = "momo-express-filter-inserter" prototype = momoIRTweak.DeepCopy(data.raw.inserter["filter-inserter"]) prototype.icon_size = 32 prototype.icon = momoPyTweak.item.filterInserter.icon prototype.name = "momo-express-filter-inserter" prototype.max_health = 600 prototype.energy_per_movement = "12KJ" prototype.energy_per_rotation = "12KJ" prototype.energy_source.drain = "1kW" prototype.extension_speed = 0.14 prototype.rotation_speed = 0.08 prototype.minable.result = "momo-express-filter-inserter" prototype.hand_base_picture.hr_version.filename = GetInserterImage("express-filter/hr-hand-base") ConvertSpriteToOnlyHR(prototype.hand_base_picture) prototype.hand_closed_picture.hr_version.filename = GetInserterImage("express-filter/hr-hand-closed") ConvertSpriteToOnlyHR(prototype.hand_closed_picture) prototype.hand_open_picture.hr_version.filename = GetInserterImage("express-filter/hr-hand-open") ConvertSpriteToOnlyHR(prototype.hand_open_picture) prototype.platform_picture.sheet.hr_version.filename = GetInserterImage("express-filter/hr-platform") ConvertSheetToOnlyHR(prototype.platform_picture.sheet) data:extend({prototype}) -- stack express momoPyTweak.item.stackInserter = momoIRTweak.item.NewItemFixedSize("momo-express-stack-inserter", 32, "inserter", 50) momoPyTweak.item.stackInserter.order = "zz3" momoPyTweak.item.stackInserter.place_result = "momo-express-stack-inserter" prototype = momoIRTweak.DeepCopy(data.raw.inserter["stack-inserter"]) prototype.icon_size = 32 prototype.icon = momoPyTweak.item.stackInserter.icon prototype.name = "momo-express-stack-inserter" prototype.max_health = 600 prototype.energy_per_movement = "30KJ" prototype.energy_per_rotation = "30KJ" prototype.energy_source.drain = "1kW" prototype.extension_speed = 0.14 prototype.rotation_speed = 0.08 prototype.minable.result = "momo-express-stack-inserter" prototype.hand_base_picture.hr_version.filename = GetInserterImage("express-stack/hr-hand-base") ConvertSpriteToOnlyHR(prototype.hand_base_picture) prototype.hand_closed_picture.hr_version.filename = GetInserterImage("express-stack/hr-hand-closed") ConvertSpriteToOnlyHR(prototype.hand_closed_picture) prototype.hand_open_picture.hr_version.filename = GetInserterImage("express-stack/hr-hand-open") ConvertSpriteToOnlyHR(prototype.hand_open_picture) prototype.platform_picture.sheet.hr_version.filename = GetInserterImage("express-stack/hr-platform") ConvertSheetToOnlyHR(prototype.platform_picture.sheet) data:extend({prototype}) -- stack express filter momoPyTweak.item.stackFilterInserter = momoIRTweak.item.NewItemFixedSize("momo-express-stack-filter-inserter", 32, "inserter", 50) momoPyTweak.item.stackFilterInserter.order = "zz4" momoPyTweak.item.stackFilterInserter.place_result = "momo-express-stack-filter-inserter" prototype = momoIRTweak.DeepCopy(data.raw.inserter["stack-filter-inserter"]) prototype.icon_size = 32 prototype.icon = momoPyTweak.item.stackFilterInserter.icon prototype.name = "momo-express-stack-filter-inserter" prototype.max_health = 600 prototype.energy_per_movement = "31KJ" prototype.energy_per_rotation = "31KJ" prototype.energy_source.drain = "1kW" prototype.extension_speed = 0.14 prototype.rotation_speed = 0.08 prototype.minable.result = "momo-express-stack-filter-inserter" prototype.hand_base_picture.hr_version.filename = GetInserterImage("express-stack-filter/hr-hand-base") ConvertSpriteToOnlyHR(prototype.hand_base_picture) prototype.hand_closed_picture.hr_version.filename = GetInserterImage("express-stack-filter/hr-hand-closed") ConvertSpriteToOnlyHR(prototype.hand_closed_picture) prototype.hand_open_picture.hr_version.filename = GetInserterImage("express-stack-filter/hr-hand-open") ConvertSpriteToOnlyHR(prototype.hand_open_picture) prototype.platform_picture.sheet.hr_version.filename = GetInserterImage("express-stack-filter/hr-platform") ConvertSheetToOnlyHR(prototype.platform_picture.sheet) data:extend({prototype}) end function momoPyTweak.updates.Inserter() local ITEM = momoIRTweak.FastItem local item = momoPyTweak.item momoIRTweak.recipe.NewRecipe("crafting", item.inserter.name, 1, { ITEM("fast-inserter", 1), ITEM("processing-unit", 5), ITEM("super-alloy", 10), ITEM("small-parts-02", 5) }, 30) momoIRTweak.recipe.NewRecipe("crafting", item.filterInserter.name, 1, { ITEM("filter-inserter", 1), ITEM("advanced-circuit", 10), ITEM("processing-unit", 5), ITEM("super-alloy", 10), ITEM("small-parts-02", 5) }, 30) momoIRTweak.recipe.NewRecipe("crafting", item.stackInserter.name, 1, { ITEM("stack-inserter", 1), ITEM("processing-unit", 10), ITEM("super-alloy", 5), ITEM("super-steel", 5), ITEM("small-parts-02", 5) }, 30) momoIRTweak.recipe.NewRecipe("crafting", item.stackFilterInserter.name, 1, { ITEM("stack-filter-inserter", 1), ITEM("processing-unit", 10), ITEM("advanced-circuit", 10), ITEM("super-alloy", 5), ITEM("super-steel", 5), ITEM("small-parts-02", 5) }, 30) end function momoPyTweak.updates.InserterTechnology() local tech = momoIRTweak.technology local item = momoPyTweak.item local prototype = tech.ClonePrototype("fast-inserter", "momo-inserter") tech.SetPrerequirePrototype(prototype, {"stack-inserter", "fine-electronics"}) tech.ClearEffects(prototype) tech.SetUnit(prototype, { {momoPyTweak.science.pack1, 1}, {momoPyTweak.science.pack2, 1}, {momoPyTweak.science.pack3, 1} }, 60, 300) data:extend({prototype}) momoPyTweak.technology.inserter = data.raw.technology["momo-inserter"] if (momoPyTweak.settings.inserter) then momoPyTweak.technology.inserter.enabled = true tech.AddUnlockEffect("momo-inserter", item.inserter.name) tech.AddUnlockEffect("momo-inserter", item.filterInserter.name) tech.AddUnlockEffect("momo-inserter", item.stackInserter.name) tech.AddUnlockEffect("momo-inserter", item.stackFilterInserter.name) else momoPyTweak.technology.inserter.enabled = false end end
-- Settings, Using Global Variables -- Apple gapple_apple = "default:apple" -- Exteriors gapple_gold = "default:gold_ingot" gapple_steel = "default:steel_ingot" gapple_copper = "default:copper_ingot" gapple_diamond = "default:diamond" gapple_mese = "default:mese_crystal" gapple_obsidian = "default:obsidian_block" -- Values, every 2 hit points equals 1 full heart gapple_value_gold = 12 gapple_value_steel = 10 gapple_value_copper = 14 gapple_value_diamond = 16 gapple_value_obsidian = 18 gapple_value_mese = 20 -- End of settings -- The order is the best to least from top to bottom dofile(minetest.get_modpath("gapple") .. "/mese_crystal.lua") dofile(minetest.get_modpath("gapple") .. "/obsidian.lua") dofile(minetest.get_modpath("gapple") .. "/diamond.lua") dofile(minetest.get_modpath("gapple") .. "/copper.lua") dofile(minetest.get_modpath("gapple") .. "/golden.lua") dofile(minetest.get_modpath("gapple") .. "/steel.lua")
local teleports = { [2150] = {text = 'Entering Ushuriel\'s ward.', newPos = Position(33158, 31728, 11), storage = 0, alwaysSetStorage = true}, -- to ushuriel ward [2151] = {text = 'Entering the Crystal Caves.', bossStorage = 200, newPos = Position(33069, 31782, 13), storage = 1}, -- from ushuriel ward [2152] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from crystal caves [2153] = {text = 'Entering the Crystal Caves.', newPos = Position(33069, 31782, 13), storage = 1}, -- to crystal caves [2154] = {text = 'Entering the Sunken Caves.', newPos = Position(33169, 31755, 13)}, -- to sunken caves [2155] = {text = 'Entering the Mirror Maze of Madness.', newPos = Position(33065, 31772, 10)}, -- from sunken caves [2156] = {text = 'Entering Zugurosh\'s ward.', newPos = Position(33124, 31692, 11)}, -- to zugurosh ward [2157] = {text = 'Entering the Blood Halls.', bossStorage = 201, newPos = Position(33372, 31613, 14), storage = 2}, -- from zugurosh ward [2158] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from blood halls [2159] = {text = 'Entering the Blood Halls.', newPos = Position(33372, 31613, 14), storage = 2}, -- to blood halls [2160] = {text = 'Entering the Foundry.', newPos = Position(33356, 31589, 11)}, -- to foundry [2161] = {text = 'Entering Madareth\'s ward.', newPos = Position(33197, 31767, 11)}, -- to madareth ward [2162] = {text = 'Entering the Vats.', bossStorage = 202, newPos = Position(33153, 31782, 12), storage = 3}, -- from madareth ward [2163] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from vats [2164] = {text = 'Entering the Vats.', newPos = Position(33153, 31782, 12), storage = 3}, -- to vats [2165] = {text = 'Entering the Battlefield.', newPos = Position(33250, 31632, 13)}, -- to battlefield [2166] = {text = 'Entering the Vats.', newPos = Position(33233, 31758, 12)}, -- from battlefield [2167] = {text = 'Entering the Demon Forge.', newPos = Position(33232, 31733, 11)}, -- to brothers ward [2168] = {text = 'Entering the Arcanum.', bossStorage = 203, newPos = Position(33038, 31753, 15), storage = 4}, -- from demon forge [2169] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from arcanum [2170] = {text = 'Entering the Arcanum.', newPos = Position(33038, 31753, 15), storage = 4}, -- to arcanum [2171] = {text = 'Entering the Soul Wells.', newPos = Position(33093, 31575, 11)}, -- to soul wells [2172] = {text = 'Entering the Arcanum.', newPos = Position(33186, 31759, 15)}, -- from soul wells [2173] = {text = 'Entering the Annihilon\'s ward.', newPos = Position(33197, 31703, 11)}, -- to annihilon ward [2174] = {text = 'Entering the Hive.', bossStorage = 204, newPos = Position(33199, 31686, 12), storage = 5}, -- from annihilon ward [2175] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from hive [2176] = {text = 'Entering the Hive.', newPos = Position(33199, 31686, 12), storage = 5}, -- to hive [2177] = {text = 'Entering the Hellgorak\'s ward.', newPos = Position(33104, 31734, 11)}, -- to hellgorak ward [2178] = {text = 'Entering the Shadow Nexus. Abandon all Hope.', bossStorage = 205, newPos = Position(33110, 31682, 12), storage = 6}, -- from hellgorak ward [2179] = {text = 'Escaping back to the Retreat.', newPos = Position(33165, 31709, 14)}, -- from shadow nexus [2180] = {text = 'Entering the Blood Halls.', newPos = Position(33357, 31589, 12)} -- from foundry to blood halls } function onStepIn(creature, item, position, fromPosition) local player = creature:getPlayer() if not player then return true end local teleport = teleports[item.uid] if teleport.alwaysSetStorage and player:getStorageValue(Storage.TheInquisition.EnterTeleport) < teleport.storage then player:setStorageValue(Storage.TheInquisition.EnterTeleport, teleport.storage) end if teleport.bossStorage then if Game.getStorageValue(teleport.bossStorage) == 2 then if player:getStorageValue(Storage.TheInquisition.EnterTeleport) < teleport.storage then player:setStorageValue(Storage.TheInquisition.EnterTeleport, teleport.storage) end else player:teleportTo(Position(33165, 31709, 14)) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) player:say('Escaping back to the Retreat.', TALKTYPE_MONSTER_SAY) return true end elseif teleport.storage and player:getStorageValue(Storage.TheInquisition.EnterTeleport) < teleport.storage then player:teleportTo(fromPosition) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) player:say('You don\'t have enough energy to enter this portal', TALKTYPE_MONSTER_SAY) return true end player:teleportTo(teleport.newPos) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) player:say(teleport.text, TALKTYPE_MONSTER_SAY) return true end
local S = aurum.get_translator() gemai.register_action("aurum_npcs:avatar_caligula_attack_modify", function(self) local nearby = math.max(1, aurum.mobs.helper_nearby_players(self)) self.data.regen_rate = nearby * 10 end) aurum.mobs.register("aurum_npcs:avatar_caligula", { description = S"Avatar of Caligula", herd = "aurum:servitors", longdesc = S"Lord of the Dead City.", box = {-0.35, -0.35, -0.35, 0.35, 0.85, 0.35}, initial_properties = { visual = "sprite", textures = {"aurum_npcs_avatar_caligula.png"}, visual_size = {x = 1, y = 2}, hp_max = 100, }, pathfinder = aurum.mobs.DEFAULT_FLY_PATHFINDER, initial_data = { habitat_nodes = {"group:dirt", "group:stone", "group:clay", "group:clay_brick"}, xmana = 100, movement = "fly", hunt_prey = {"player"}, regen_rate = 1, attack = b.t.combine(aurum.mobs.initial_data.attack, { damage = {chill = 10, psyche = 10, impact = 10}, }), base_speed = 1, }, entity_def = { _mob_init = function(self) self._data.gemai.drops = {"aurum_fear:ultimus " .. math.random(1, 3)} end, }, armor_groups = {chill = 0, psyche = 0}, gemai = { global_actions = { "aurum_mobs:physics", "aurum_mobs:environment", "aurum_mobs:regen", }, global_events = { punch = "go_fight", interact = "", herd_alerted = "go_fight", lost = "roam", stuck = "roam", }, states = { init = { events = { init = "roam", }, }, roam = { actions = { "aurum_mobs:find_prey", "aurum_mobs:find_habitat", "aurum_mobs:find_random", }, events = { found_prey = "go_fight", found_habitat = "go", found_random = "go", }, }, go = { actions = { "aurum_mobs:find_prey", "aurum_mobs:teleport", }, events = { found_prey = "go_fight", reached = "roam", }, }, go_fight = { actions = { "aurum_mobs:teleport", "aurum_mobs:alert_herd", "aurum_mobs:timeout", }, events = { reached = "fight", }, }, fight = { actions = { "aurum_mobs:adrenaline", "aurum_mobs:alert_herd", "aurum_mobs:attack", }, events = { noreach = "go_fight", }, }, }, }, })
--[[ Copyright (C) 2018-2019 Google Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. ]] local property_helpers = require 'common.property_helpers' local asserts = require 'testing.asserts' local test_runner = require 'testing.test_runner' local tests = {} local RESULT = property_helpers.RESULT function tests.headTailSplit() local headTailSplit = property_helpers.headTailSplit asserts.tablesEQ({headTailSplit('aaa.bbb.ccc')}, {'aaa', 'bbb.ccc'}) asserts.tablesEQ({headTailSplit('aaa')}, {'aaa', nil}) asserts.tablesEQ({headTailSplit('10.12')}, {10, '12'}) end function tests.readProperty() local readProperty = property_helpers.readProperty asserts.EQ(readProperty({abc = {a = 1, b = 2, c = 3}}, 'abc.b'), '2') asserts.EQ(readProperty({abc = {a = 1, b = 2, c = 3}}, 'abc.d'), RESULT.NOT_FOUND) asserts.EQ(readProperty({abc = {'a', 'b', 'c'}}, 'abc.2'), 'b') asserts.EQ(readProperty({abc = {'a', 'b', 'c'}}, 'abc.0'), RESULT.NOT_FOUND) local params = {abc = function(listKeys) return listKeys .. listKeys end} asserts.EQ(readProperty(params, 'abc.hello'), 'hellohello') end function tests.writeProperty() local writeProperty = property_helpers.writeProperty local params = {abc = {a = '1', b = 2, c = true}} asserts.EQ(writeProperty(params, 'abc.a', '11'), RESULT.SUCCESS) asserts.tablesEQ(params, {abc = {a = '11', b = 2, c = true}}) asserts.EQ(writeProperty(params, 'abc.b', '22'), RESULT.SUCCESS) asserts.tablesEQ(params, {abc = {a = '11', b = 22, c = true}}) asserts.EQ(writeProperty(params, 'abc.c', 'false'), RESULT.SUCCESS) asserts.tablesEQ(params, {abc = {a = '11', b = 22, c = false}}) local params2 = {} params2.abc = { add = function(key, value) params2.abc[key] = value return RESULT.SUCCESS end } asserts.EQ(writeProperty(params2, 'abc.add.newKey', 'newValue'), RESULT.SUCCESS) asserts.EQ(params2.abc.newKey, 'newValue') end function tests.addProperty() local addProperty = property_helpers.addProperty local params = {} asserts.EQ(addProperty(params, 'abc.b', 2), true) asserts.tablesEQ(params, {abc = {b = 2}}) asserts.EQ(addProperty(params, 'abc.a', '1'), true) asserts.tablesEQ(params, {abc = {a = '1', b = 2}}) asserts.EQ(addProperty(params, 'abc.a', '11'), false) asserts.tablesEQ(params, {abc = {a = '1', b = 2}}) asserts.EQ(addProperty(params, 'abc.c', {'c1', 'c2', 'c3'}), true) asserts.tablesEQ(params, {abc = {a = '1', b = 2, c = {'c1', 'c2', 'c3'}}}) end function tests.removeProperty() local removeProperty = property_helpers.removeProperty local params = {abc = {a = '1', b = 2, c = {'c1', 'c2', 'c3'}}} asserts.EQ(removeProperty(params, 'abc.b'), true) asserts.tablesEQ(params, {abc = {a = '1', c = {'c1', 'c2', 'c3'}}}) asserts.EQ(removeProperty(params, 'abc.a'), true) asserts.tablesEQ(params, {abc = {c = {'c1', 'c2', 'c3'}}}) asserts.EQ(removeProperty(params, 'abc.c.2'), true) asserts.tablesEQ(params, {abc = {c = {[1] = 'c1', [3] = 'c3'}}}) asserts.EQ(removeProperty(params, 'abc'), true) asserts.tablesEQ(params, {}) end return test_runner.run(tests)
--Make sure the commonjs loader pattern is in require '../node-resolve' --Make sure you `npm install luadash` first local __ = require 'luadash' local input = {1, 2, 3} print("in: ", table.concat(input, ", ")) function double (value) return value * 2 end print("out: ", table.concat(__.map(double, input), ", "))