content
stringlengths
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assert(range.trangA(1) == 1 + 5) assert(range.trangB(1,1) == 2) assert(range.trangC(3,3) == 3 + 3 + 5)
-- trickle v0.1.0 - Lua bitstream -- https://github.com/bjornbytes/trickle -- MIT License local trickle = {} local function byteExtract(x, a, b) b = b or a x = x % (2 ^ (b + 1)) for i = 1, a do x = math.floor(x / 2) end return x end local function byteInsert(x, y, a, b) local res = x for i = a, b do local e = byteExtract(y, i - a) if e ~= byteExtract(x, i) then res = (e == 1) and res + (2 ^ i) or res - (2 ^ i) end end return res end function trickle.create(str) local stream = { str = str or '', byte = nil, byteLen = nil } return setmetatable(stream, trickle) end function trickle:truncate() if self.byte then self.str = self.str .. string.char(self.byte) self.byte = nil self.byteLen = nil end return self.str end function trickle:clear() self.str = '' self.byte = nil self.byteLen = nil return self end function trickle:write(x, sig) if sig == 'string' then self:writeString(x) elseif sig == 'bool' then self:writeBool(x) elseif sig == 'float' then self:writeFloat(x) else local n = sig:match('(%d+)bit') self:writeBits(x, n) end return self end function trickle:writeString(string) self:truncate() string = tostring(string) self.str = self.str .. string.char(#string) .. string end function trickle:writeBool(bool) local x = bool and 1 or 0 self:writeBits(x, 1) end function trickle:writeFloat(float) self:writeString(float) end function trickle:writeBits(x, n) local idx = 0 repeat if not self.byte then self.byte = 0 self.byteLen = 0 end local numWrite = math.min(n, (7 - self.byteLen) + 1) local toWrite = byteExtract(x, idx, idx + (numWrite - 1)) self.byte = byteInsert(self.byte, toWrite, self.byteLen, self.byteLen + (numWrite - 1)) self.byteLen = self.byteLen + numWrite if self.byteLen == 8 then self.str = self.str .. string.char(self.byte) self.byte = nil self.byteLen = nil end n = n - numWrite idx = idx + numWrite until n == 0 end function trickle:read(kind) if kind == 'string' then return self:readString() elseif kind == 'bool' then return self:readBool() elseif kind == 'float' then return self:readFloat() else local n = tonumber(kind:match('(%d+)bit')) return self:readBits(n) end end function trickle:readString() if self.byte then self.str = self.str:sub(2) self.byte = nil self.byteLen = nil end local len = self.str:byte(1) local res = '' if len then self.str = self.str:sub(2) res = self.str:sub(1, len) self.str = self.str:sub(len + 1) end return res end function trickle:readBool() return self:readBits(1) > 0 end function trickle:readFloat() return tonumber(self:readString()) end function trickle:readBits(n) local x = 0 local idx = 0 while n > 0 do if not self.byte then self.byte = self.str:byte(1) or 0 self.byteLen = 0 end local numRead = math.min(n, (7 - self.byteLen) + 1) x = x + (byteExtract(self.byte, self.byteLen, self.byteLen + (numRead - 1)) * (2 ^ idx)) self.byteLen = self.byteLen + numRead if self.byteLen == 8 then self.str = self.str:sub(2) self.byte = nil self.byteLen = nil end n = n - numRead idx = idx + numRead end return x end function trickle:pack(data, signature) local keys if signature.delta then keys = {} for _, key in ipairs(signature.delta) do if type(key) == 'table' then local has = 0 for i = 1, #key do if data[key[i]] ~= nil then keys[key[i]] = true has = has + 1 else keys[key[i]] = false end end if has == 0 then self:write(0, '1bit') elseif has == #key then self:write(1, '1bit') else error('Only part of message delta group "' .. table.concat(key, ', ') .. '" was provided.') end else self:write(data[key] ~= nil and 1 or 0, '1bit') keys[key] = data[key] ~= nil and true or false end end end for _, sig in ipairs(signature) do if not keys or keys[sig[1]] ~= false then if type(sig[2]) == 'table' then self:write(#data[sig[1]], '4bits') for i = 1, #data[sig[1]] do self:pack(data[sig[1]][i], sig[2]) end else self:write(data[sig[1]], sig[2]) end end end end function trickle:unpack(signature) local keys if signature.delta then keys = {} for i = 1, #signature.delta do local val = self:read('1bit') > 0 if type(signature.delta[i]) == 'table' then for j = 1, #signature.delta[i] do keys[signature.delta[i][j]] = val end else keys[signature.delta[i]] = val end end end local data = {} for _, sig in ipairs(signature) do if not keys or keys[sig[1]] ~= false then if type(sig[2]) == 'table' then local ct = self:read('4bits') data[sig[1]] = {} for i = 1, ct do table.insert(data[sig[1]], self:unpack(sig[2])) end else data[sig[1]] = self:read(sig[2]) end end end return data end trickle.__tostring = trickle.truncate trickle.__index = trickle return { create = trickle.create }
surface.CreateFont("bSecure.Title",{ font = "Roboto", size = 22 }) surface.CreateFont("bSecure.Small",{ font = "Roboto", size = 18 }) surface.CreateFont("bSecure.ExtraSmallButSlightlyBigger",{ font = "Roboto", size = 17, }) surface.CreateFont("bSecure.ExtraSmall",{ font = "Roboto", size = 15, }) net.Receive("bSecure.OpenMenu", function() local frame = vgui.Create("bSecure.Frame") frame:SetSize(860,630) frame:Center() frame:MakePopup() local navbar = frame:Add("bSecure.NavBar") navbar:Dock(LEFT) navbar:SetWide(170) navbar:SetBody(frame) --navbar:AddPage("Dashboard", "DButton") navbar:AddPage("All Players", "bSecure.AllPlayers") navbar:AddPage("Ban Records", "bSecure.BanRecords") navbar:AddPage("Region Restriction", "bSecure.RegionRestrictions") navbar:AddPage("VPN Whitelist", "bSecure.VPNDetection") navbar:AddPage("Screengrab", "bSecure.Screengrab") navbar:AddPage("Logs", "bSecure.Logs") navbar:AddPage("Settings", "bSecure.Settings") navbar:SetActive("All Players") end)
name = "player"
local PLUGIN = PLUGIN netstream.Hook("noteSendText", function(client, id, contents) if (string.len(contents) <= NOTELIMIT) then for k, v in pairs(nut.item.instances) do if v.uniqueID == "note" and v.id == id then v:setData("text", contents) end end end end)
local UIBloxRoot = script.Parent.Parent.Parent.Parent local Packages = UIBloxRoot.Parent local Roact = require(Packages.Roact) return function(props) return Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), [Roact.Ref] = props[Roact.Ref], }) end
local L = BigWigs:NewBossLocale("Mephistroth", "zhCN") if not L then return end if L then L.custom_on_time_lost = "暗影消退计时" L.custom_on_time_lost_desc = "显示暗影消退为|cffff0000红色|r计时条。" end L = BigWigs:NewBossLocale("Domatrax", "zhCN") if L then L.custom_on_autotalk = "自动对话" L.custom_on_autotalk_desc = "立即选择阿格拉玛之盾对话开始与多玛塔克斯战斗。" L.missing_aegis = "你没站在盾内" -- Aegis is a short name for Aegis of Aggramar L.aegis_healing = "盾:降低治疗" L.aegis_damage = "盾:降低伤害" end L = BigWigs:NewBossLocale("Cathedral of Eternal Night Trash", "zhCN") if L then L.dulzak = "杜尔扎克" L.wrathguard = "愤怒卫士入侵者" L.felguard = "恶魔卫士毁灭者" L.soulmender = "鬼火慰魂者" L.temptress = "鬼焰女妖" L.botanist = "邪脉植物学家" L.orbcaster = "邪足晶球法师" L.waglur = "瓦格鲁尔" L.scavenger = "虫语清道夫" L.gazerax = "加泽拉克斯" L.vilebark = "邪皮行者" L.throw_tome = "投掷宝典" -- Common part of Throw Arcane/Frost/Silence Tome (242837/242839/242841) end
local AI = {} function onGoal(x, y, grid) -- Comprueba si existe una casilla redonda en la posición indicada for z = 1, #grid[y + 1][x + 1] do if grid[y + 1][x + 1][z] == 5 then return true end end end local function solve(x, y, maxMoves, detailedInfo, data, grid, moves) -- Calcula todas las soluciones posibles, el número mínimo y el máximo de movimientos -- x: posición x del jugador -- y: posición y del jugador -- grid: grilla del nivel -- moves: hoja de datos de los movimientos data.iter = data.iter + 1 grid = grid or mytable.copy(lm:getGrid()) moves = moves or {{x, y}} local dirX; local dirY for dir = 1, 4 do dirX = 0; dirY = 0 if dir == 1 then -- Norte dirY = -1 elseif dir == 2 then -- Este dirX = 1 elseif dir == 3 then -- Sur dirY = 1 elseif dir == 4 then -- Oeste dirX = -1 end if (onGoal(x, y, grid)) and not lm:remainingCells(grid) then -- Si la posición actual es una casilla redonda y no quedan bloques restantes que gastar local dashes = 1 local lastDashMove = 1 for i = 1, #moves do -- Calculamos los dashes for j = lastDashMove, i - 1 do if moves[i][1] == moves[j][1] and moves[i][2] == moves[j][2] then -- Si se repite un movimiento (fin del dash) lastDashMove = i - 1 dashes = dashes + 1 if detailedInfo then io.write "] [" end -- Separación de dash end end -- Imprimimos las posiciones en cada momento y las flechas local arrow local diffX; local diffY if moves[i - 1] then diffX = moves[i][1] - moves[i - 1][1]; diffY = moves[i][2] - moves[i - 1][2] if diffX == -1 then arrow = "<" elseif diffX == 1 then arrow = ">" elseif diffY == -1 then arrow = "^" elseif diffY == 1 then arrow = "v" end else arrow = "[" end if detailedInfo then io.write(arrow) end end data.solutions = data.solutions + 1 if detailedInfo then print ("]\nSolution found with " .. dashes .. " dashes") print "============================================================" else io.write(dashes .. ",") end break end if grid[y + dirY + 1] and grid[y + dirY + 1][x + dirX + 1] and tm:areWalkable(grid[y + dirY + 1][x + dirX + 1]) then local newX = x + dirX; local newY = y + dirY local newMoves = mytable.copy(moves) table.insert(newMoves, {newX, newY}) local newGrid = mytable.copy(grid) -- Se copia la tabla para que la tabla de las demás direcciones no se vea modificada for z = 1, #newGrid[newY + 1][newX + 1] do if newGrid[newY + 1][newX + 1][z] ~= 5 and newGrid[newY + 1][newX + 1][z] ~= 0 then -- El 0 no tiene función onOver y la del 5 no queremos que se active tm.tiles[newGrid[newY + 1][newX + 1][z]].onOver(newGrid, newY + 1, newX + 1, z) end end if #newMoves <= maxMoves then solve(newX, newY, maxMoves, detailedInfo, data, newGrid, newMoves) end end end end function AI.solve() local initTime local maxMoves local detailedInfo local data = {iter = 0, solutions = 0} io.write("Type the max number of moves (leave blank for inf): ") maxMoves = tonumber(io.read()) or math.huge io.write("Do you want detailed info (move steps, dashes, processing time...)? (y/n): ") detailedInfo = (function() if io.read() == "y" then return true end end)() initTime = os.clock() solve(player.x, player.y, maxMoves, detailedInfo, data) print("Processing time: " .. os.clock() - initTime .. "s") print("Iterations: " .. data.iter) print("Solutions: " .. data.solutions) end return AI
-- パラメータ : 周波数[Hz](省略時1000) beta(省略時周波数/10) function process(data, sample_rate, parameters) freq = tonumber(parameters[1] or 1000) beta = tonumber(parameters[2] or (freq / 10)) result = {} for c = 1, #data do result[c] = {} sekibun = 0 for i = 1, #data[c] do sekibun = sekibun + data[c][i] / sample_rate result[c][i] = math.cos((i - 1) * math.pi * 2 / (sample_rate / freq) + beta * sekibun) end end return result end
local utils = require("lui.util.utils") local Color = utils.class() function Color:init() self:set(1, 1, 1, 1) end function Color:unpackRGBA() return self.r, self.g, self.b, self.a end function Color:toTableRGBA() return { self.r, self.g, self.b, self.a } end function Color:set(r, g, b, a) if type(r) == "string" and utils.strStartsWith(r, "#") then assert(not g and not b and not a) r = r:sub(2) if string.len(r) == 6 or string.len(r) == 8 then self.r = tonumber(r:sub(1, 2), 16) / 255.0 self.g = tonumber(r:sub(3, 4), 16) / 255.0 self.b = tonumber(r:sub(5, 6), 16) / 255.0 if string.len(r) == 8 then self.a = tonumber(r:sub(7, 8), 16) / 255.0 end else assert(false, "Color:set: unknown hex color: " .. r) end elseif type(r) == "table" and utils.instanceOf(r, Color) then self.r = r.r self.g = r.g self.b = r.b self.a = r.a else assert(tonumber(r) and tonumber(g) and tonumber(b) and tonumber(a)) self.r = tonumber(r) self.g = tonumber(g) self.b = tonumber(b) self.a = tonumber(a) end end function Color:clone() return Color.newFrom(self) end -- Static function Color.newFrom(r, g, b, a) local o = Color:new() o:set(r, g, b, a) return o end return Color
operation = {"more", "less"}
-- toggleterm plugin -- ----------------- require('toggleterm').setup { size = 20, hide_numbers = true, open_mapping = [[<C-t>]], shade_filetypes = {}, shade_terminals = false, shading_factor = 0.3, -- The degree by which to darken to terminal colour, default: 1 for dark backgrounds, 3 for light start_in_insert = true, persist_size = true, direction = 'horizontal', } -- require('core.utils').map('n', '<C-`>', '<Cmd>exe v:count1 . "ToggleTerm"<CR>') -- require('core.utils').map('i', '<C-`>', '<ESC><Cmd>exe v:count1 . "ToggleTerm"<CR>')
local IChargeable = class.interface("IChargeable", { charges = "number", max_charges = "number", can_be_recharged = "boolean", display_charge_count = "boolean" }) function IChargeable:init(item, params) if type(params.charges) == "function" then self.charges = params.charges(item) elseif type(params.charges) == "number" then self.charges = params.charges else self.charges = 0 end self.max_charges = params.max_charges or 0 self.can_be_recharged = params.can_be_recharged if self.can_be_recharged == nil then self.can_be_recharged = true end self.display_charge_count = params.display_charge_count if self.display_charge_count == nil then self.display_charge_count = true end end function IChargeable:is_charged(item) return self.charges > 0 end function IChargeable:set_charges(item, charges) self.charges = math.max(charges, 0) end function IChargeable:modify_charges(item, delta) self:set_charges(item, self.charges + delta) end function IChargeable:is_rechargeable(item) return self:calc(item, "max_charges") > 0 and self:calc(item, "can_be_recharged") end return IChargeable
-- Copyright 2016 Yat Hin Wong vector = require "lib.vector" Entity = require "entity" steering = require "steering" function love.load() math.randomseed(os.time()) player = Entity(love.graphics.getWidth()/2, love.graphics.getHeight()/2, "assets/playership.png") lasers = {} bombs = {} enemies = {} -- repeating background tile background = love.graphics.newImage("assets/black.png") background:setWrap("repeat", "repeat") bgQuad = love.graphics.newQuad(0, 0, love.graphics.getWidth(), love.graphics.getHeight(), background:getWidth(), background:getHeight()) weaponInterval = 0 weaponRoF = 8 enemySpawnChance = 0.01 instructions = true instructionsTimeout = 10 end function love.update(dt) if love.keyboard.isDown("escape") then love.event.quit() end local mouse = {position = vector(love.mouse.getPosition())} -- make enemies "pursue" the player and keep some distance between themselves for i, v in ipairs(enemies) do v.acceleration = 0.6 * steering.pursue(v, player, 100, 3) + 0.4 * steering.separation(v, enemies, 20, 10000, 100) _, v.angularAcceleration = steering.lookWhereYoureGoing(v, 10, 2, 0.01, 1, 0.1) end -- player movement controls local inputVelocity = vector(0, 0) if love.keyboard.isDown("w") or love.keyboard.isDown("up") then inputVelocity.y = -1 elseif love.keyboard.isDown("s") or love.keyboard.isDown("down") then inputVelocity.y = 1 end if love.keyboard.isDown("a") or love.keyboard.isDown("left") then inputVelocity.x = -1 elseif love.keyboard.isDown("d") or love.keyboard.isDown("right") then inputVelocity.x = 1 end inputVelocity = inputVelocity:rotated(player.orientation) * 100 player.acceleration = steering.velocityMath(player, {velocity = inputVelocity}, 100, 0.1) _, player.angularAcceleration = steering.face(player, mouse, 10, 2, 0.01, 1, 0.1) -- player weapon controls if weaponInterval > 0 then weaponInterval = weaponInterval - dt end if love.mouse.isDown(1) then if weaponInterval <= 0 then local laser = Entity(player.position.x, player.position.y, "assets/laser1.png") laser.orientation = player.orientation laser.speed = 400 laser.velocity = vector(math.sin(laser.orientation), -math.cos(laser.orientation)) * laser.speed lasers[#lasers+1] = laser weaponInterval = 1/weaponRoF end end -- enemy spawner if math.random() < enemySpawnChance then if math.random() < 0.1 then local smallX, smallY = math.random(0, 800), math.random(0, 600) for i=1,10 do enemies[#enemies+1] = Entity(smallX + math.random(-50, 50), smallY + math.random(-50, 50), "assets/smallenemy.png") end else enemies[#enemies+1] = Entity(math.random(0, 800), math.random(0, 600), "assets/enemy" .. math.random(5) .. ".png") end end player:update(dt) for i = #lasers, 1, -1 do lasers[i]:update(dt) if lasers[i]:isOutOfBounds() then table.remove(lasers, i) end end for i = #enemies, 1, -1 do enemies[i]:update(dt) if enemies[i]:isOutOfBounds() then table.remove(enemies, i) enemySpawnChance = enemySpawnChance + 0.001 end end for i = #bombs, 1, -1 do bombs[i]:update(dt) bombs[i].timer = bombs[i].timer - dt if bombs[i].timer < 0 then for j = #enemies, 1, -1 do if bombs[i].position:dist(enemies[j].position) < bombs[i].radius then enemies[j].speed = 1000 -- blast enemies off screen enemies[j].velocity = (-bombs[i].position + enemies[j].position):normalizeInplace() * enemies[j].speed end end table.remove(bombs, i) elseif bombs[i]:isOutOfBounds() then table.remove(bombs, i) -- destroy out-of-bounds bombs end end -- simple collision check between lasers and enemies for i = #lasers, 1, -1 do for j = #enemies, 1, -1 do if lasers[i].position:dist(enemies[j].position) < enemies[j].width/2 then table.remove(lasers, i) table.remove(enemies, j) enemySpawnChance = enemySpawnChance + 0.001 break end end end if instructions then if instructionsTimeout < 0 then instructions = false end instructionsTimeout = instructionsTimeout - dt end end function love.mousepressed(x, y, button) if button == 2 then local bomb = Entity(player.position.x, player.position.y, "assets/bomb1.png") local direction = vector(x, y) - player.position bomb.orientation = math.atan2(direction.x, -direction.y) bomb.speed = 200 bomb.velocity = vector(math.sin(bomb.orientation), -math.cos(bomb.orientation)) * bomb.speed bomb.timer = direction:len() / bomb.speed bomb.radius = 100 bombs[#bombs+1] = bomb end end function love.draw() love.graphics.draw(background, bgQuad, 0, 0) player:draw() for _, v in ipairs(lasers) do v:draw() end for _, v in ipairs(bombs) do v:draw() end for _, v in ipairs(enemies) do v:draw() end love.graphics.print("FPS: " .. love.timer.getFPS()) if instructions then love.graphics.printf("WASD to move\nMouse to turn\nLeft Click to shoot lasers\nRight Click to throw a bomb\nESC to exit", 0, 15, love.graphics.getWidth(), "left", 0, 2) end end
connect = require("connect") weatherlogger = require("weatherlogger") --require "config" connect.start() weatherlogger.start()
local channel = 1235 local reactorName = "fissionReactorLogicAdapter" local boilerName = "boilerValve" local turbineName = "turbineValve" local inductionName = "inductionPort" -- Find Wireless Modems local wirelessModems = table.pack(peripheral.find("modem", function(_, modem) return modem.isWireless() end)) local modem = wirelessModems[1] local connectedMachines = { reactors = {}, boilers = {}, turbines = {}, inductions = {} } local opCodes = { toggleReactor = 1, updateBurnrate = 2, newData = 3, } function loadPeripherals() for i, v in pairs(peripheral.getNames()) do if string.find(v, reactorName .. "_%d") then -- reactor table.insert(connectedMachines.reactors, peripheral.wrap(v)) print("Reactor at", i, v) elseif string.find(v, boilerName .. "_%d") then -- boiler table.insert(connectedMachines.boilers, peripheral.wrap(v)) print("Boiler at", i, v) elseif string.find(v, turbineName .. "_%d") then -- turbine table.insert(connectedMachines.turbines, peripheral.wrap(v)) print("Turbine at", i, v) elseif string.find(v, inductionName .. "_%d") then -- induction table.insert(connectedMachines.inductions, peripheral.wrap(v)) print("Induction at", i, v) end end end function readReactor(i, v) local r = { id = i, } parallel.waitForAll( function () r.active = v.getStatus() end, function () r.coolantPercent = v.getCoolantFilledPercentage() end, function () r.coolantCapacity = v.getCoolantCapacity() end, function () r.heatedCoolantPercent = v.getHeatedCoolantFilledPercentage() end, function () r.heatedCoolantCapacity = v.getHeatedCoolantCapacity() end, function () r.fuelAmount = v.getFuel().amount end, function () r.fuelPercent = v.getFuelFilledPercentage() end, function () r.fuelCapacity = v.getFuelCapacity() end, function () r.wasteAmount = v.getWaste().amount end, function () r.wastePercent = v.getWasteFilledPercentage() end, function () r.wasteCapacity = v.getWasteCapacity() end, function () r.burnRate = v.getBurnRate() end, function () r.actualBurnRate = v.getActualBurnRate() end, function () r.maxBurnRate = v.getMaxBurnRate() end, function () r.damagePercent = v.getDamagePercent() end, function () r.heatingRate = v.getHeatingRate() end, function () r.tempature = v.getTemperature() end, function () r.coolant = v.getCoolant() end, function () r.heatedCoolant = v.getHeatedCoolant() end ) local parsedCoolantName = getCoolantName(r.coolant.name) r.coolant = { name = parsedCoolantName, amount = r.coolant.amount } r.heatedCoolant = { name = getHeatedCoolantName(parsedCoolantName), amount = r.heatedCoolant.amount } return r end function getValues() returnData = {} --local t = os.clock() if #connectedMachines.reactors > 0 then returnData.reactors = {} for i, v in pairs(connectedMachines.reactors) do local t = os.clock() local s, data = pcall(readReactor, i, v) local r = os.clock() - t print("Took", r, "s for read") if not s then connectedMachines.reactors[i] = nil print("Reactor " .. tostring(i) .. " Disconnected:", data) else returnData.reactors[i] = data end end end -- local r = os.clock() - t -- print("Took", r, "s for read") return returnData end function getHeatedCoolantName(coolant) if coolant == "Water" then return "Steam" elseif coolant == "Sodium" then return "Superheated Sodium" else return "Unknown" end end function getCoolantName(fullName) local term = Split(fullName, ":") return term[2]:gsub("^%l", string.upper) end function Split(s, delimiter) result = {}; for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match); end return result; end function handleMessage(data) if data.op == opCodes.toggleReactor then local reactor = connectedMachines.reactors[data.p.id] if reactor then local x, y = nil, nil if not reactor.getStatus() and data.p.value then x, y = pcall(reactor.activate) else x, y = pcall(reactor.scram) end print(x, y) end elseif data.op == opCodes.updateBurnrate then local reactor = connectedMachines.reactors[data.p.id] local x, y = pcall(reactor.setBurnRate, data.p.value) print(x, y) end end function transmitData() while true do local s, data = pcall(getValues) if s then modem.transmit(1230, channel, { op = 3, p = data }) os.sleep(0.1) else end end end function listenForEvents() while true do local event = {os.pullEvent()} local eventName = event[1] if eventName == "modem_message" then local msg = event[5] handleMessage(msg) end end end modem.open(channel) print("Loading peripherals") loadPeripherals() function test() return "aaa" end x, y = parallel.waitForAll(test) print(x, y) parallel.waitForAll(listenForEvents, transmitData)
return { fadeOut = 1.5, mode = 2, id = "NAERWEIKE1", once = true, fadeType = 1, fadein = 1.5, scripts = { { actor = 401210, side = 2, nameColor = "#a9f548", say = "为什么我们非要来这种地方执行任务啊!", dir = 1, bgm = "level02", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 }, action = { { type = "shake", y = 45, delay = 0, dur = 0.15, x = 0, number = 2 } } }, { actor = 401180, nameColor = "#a9f548", side = 0, dir = 1, say = "好啦,Z21,来,笑一笑~", paintingFadeOut = { time = 0.5, side = 1 }, typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401190, side = 1, nameColor = "#a9f548", dir = 1, say = "……风雪真大。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401020, side = 0, nameColor = "#a9f548", dir = 1, say = "Z21,不要抱怨了,已经到了目标海域,你是队长,按照规定,复述一遍任务。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401210, side = 1, nameColor = "#a9f548", dir = 1, say = "可是我好冷……Z2帮我做……?", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 }, action = { { type = "shake", y = 0, delay = 0, dur = 0.4, x = 45, number = 2 } } }, { actor = 401020, side = 0, nameColor = "#a9f548", dir = 1, say = "……唉,本次作战,作为威悉演习行动的一环,目的是占领纳尔维克。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { expression = 2, nameColor = "#a9f548", side = 0, actor = 401020, dir = 1, say = "这项任务,将由Z21作为旗舰,带领Z2,Z9,Z11,Z12,Z17,Z13,Z18,Z19,Z22,共10艘驱逐级共同完成。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401020, side = 0, nameColor = "#a9f548", dir = 1, say = "有什么问题吗?", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401190, side = 1, nameColor = "#a9f548", dir = 1, say = "我!Z2,敌方的兵力如何?", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 }, action = { { type = "shake", y = 45, delay = 0, dur = 0.15, x = 0, number = 2 } } }, { expression = 1, nameColor = "#a9f548", side = 0, actor = 401020, dir = 1, say = "纳尔维克目前为止一直保持着中立,港内布置的防卫力量并不充裕,凭我们的力量可以轻松解决。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401210, side = 1, nameColor = "#a9f548", dir = 1, say = "那不是超轻松的任务吗?", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { expression = 2, nameColor = "#a9f548", side = 0, actor = 401020, dir = 1, say = "问题不在占领,而在之后……呼,总之,先完成占领再说吧。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401020, side = 0, nameColor = "#a9f548", dir = 1, say = "另外,Z18,有情报显示,在峡湾的另一边有一座要塞,以防万一,你和Z22去探查一下。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401180, side = 1, nameColor = "#a9f548", dir = -1, say = "好~", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401020, side = 0, nameColor = "#a9f548", dir = 1, say = "其他人,跟随Z21出击。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { actor = 401210, side = 1, nameColor = "#a9f548", dir = 1, say = "诶,结果还是我吗,Z2当队长不就好了……", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } }, { expression = 2, nameColor = "#a9f548", side = 0, actor = 401020, dir = 1, say = "别说傻话。", typewriter = { speed = 0.05, speedUp = 0.01 }, painting = { alpha = 0.3, time = 1 } } } }
------------------------------------------------------------------ -------------------- Helper Functions ---------------------------- return { Round = function (num, numDecimalPlaces) -- try GUI.round(num[, places]) local mult = 10^(numDecimalPlaces or 0) return math.floor(num * mult + 0.5) / mult end, BoolToInt = function (bool) local convert = {[true] = 1, [false] = 0} return convert[bool] end, BoolToString = function (bool) local convert = {[true] = "true", [false] = "false"} return convert[bool] end }
require("bootstrap") vim.cmd([[packadd packer.nvim]]) vim.g["mapleader"] = "," local functions = require("functions") require("keymappings") local cmp = require("cmp") local global_opt = vim.opt_global local opt = vim.opt -- global_opt.termguicolors = true global_opt.ignorecase = true global_opt.smartcase = true opt.hlsearch = true opt.incsearch = true opt.tabstop = 2 opt.shiftwidth = 2 opt.softtabstop = 2 opt.expandtab = true opt.fileformat = "unix" opt.number = true opt.relativenumber = true vim.cmd("colorscheme onedark") vim.cmd([[ augroup packer_user_config autocmd! autocmd BufWritePost plugins.lua source <afile> | PackerCompile augroup end ]]) require("telescope").setup({ defaults = { file_ignore_patterns = { "target", "node_modules", "_build", ".git/" }, file_previewer = require("telescope.previewers").vim_buffer_cat.new, grep_previewer = require("telescope.previewers").vim_buffer_vimgrep.new, }, pickers = { live_grep = { additional_args = function(opts) return {"--hidden"} end }, }, }) require("telescope").load_extension("fzy_native") cmp.setup({ snippet = { expand = function(args) -- Comes from vsnip vim.fn["vsnip#anonymous"](args.body) end, }, mapping = { ["<CR>"] = cmp.mapping.confirm({ select = true }), ["<Tab>"] = function(fallback) if cmp.visible() then cmp.select_next_item() else fallback() end end, ["<S-Tab>"] = function(fallback) if cmp.visible() then cmp.select_prev_item() else fallback() end end, ["<C-Space>"] = cmp.mapping.complete(), ["<C-e>"] = cmp.mapping.close(), }, sources = { { name = "nvim_lsp", priority = 10 }, { name = "vsnip" }, { name = "path" }, }, formatting = { format = require("lspkind").cmp_format({ with_text = true, menu = { nvim_lsp = "[LSP]", }, }), }, }) require("lsp").setup()
local exception = {} exception.DEFENDER_PARAMS_LACKING = {code = 110001, data = {}, msg = "An internal server error has occurred on the server"} exception.DEFENDER_PARAMS_FAIL = {code = 110002, data = {}, msg = "An internal server error has occurred on the server"} exception.DEFENDER_MORE = {code = 110003, data = {}, msg = "An internal server error has occurred on the server"} exception.DEFENDER_LIMIT = {code = 110004, data = {}, msg = "An internal server error has occurred on the server"} return exception
local module = {} module.qry_ambient = "ambient" module.qry_requested = "requested" module.API_v1 = "/api/v1/" module.API_state = "state/" module.API_v1_state_requested = module.API_v1..module.API_state..module.qry_requested return module
local shape = require"module/bump/shapes/shape" local point_shape = point("point"){ _pos = {x = 0,y = 0}, } function point_shape:init(x,y) Shape.init(self, 'point') self._pos = {x = x, y = y} end function point_shape:collidesWith(other) if self == other then return false end if other._type == 'point' then return (self._pos == other._pos), 0,0 end return other:contains(self._pos.x, self._pos.y), 0,0 end function point_shape:contains(x,y) return x == self._pos.x and y == self._pos.y end function point_shape:intersectsRay(x,y, dx,dy) local px,py = self._pos.x-x, self._pos.y-y local t = px/dx -- see (px,py) and (dx,dy) point in same direction return (t == py/dy), t end function point_shape:intersectionsWithRay(x,y, dx,dy) local intersects, t = self:intersectsRay(x,y, dx,dy) return intersects and {t} or {} end function point_shape:center() return self._pos.x, self._pos.y end function point_shape:outcircle() return self._pos.x, self._pos.y, 0 end function point_shape:bbox() local x,y = self:center() return x,y,x,y end function point_shape:move(x,y) self._pos.x = self._pos.x + x self._pos.y = self._pos.y + y end function point_shape:scale() -- nothing end function point_shape:draw() love.graphics.point(self:center()) end return point_shape
-- Main crosshair (to be used in final) local crosshair = game.GUI.Image.new() crosshair:setSource("crosshair") crosshair:setPosition(game.GUI.GDim.new(0.5, -16, 0.5, -16)) crosshair:setSize(game.GUI.GDim.new(0, 32, 0, 32)) game.GUI.addImage(crosshair) -- gui.lua ---- This crosshair rotates around the main crosshair --local test = game.GUI.Image.new() --test:setSource("crosshair") --test:setPosition(game.GUI.GDim.new(0.5, -16, 0.5, -16)) --test:setSize(game.GUI.GDim.new(0, 32, 0, 32)) --test:setColor(game.GUI.Color3.new(0,0,0)); --game.GUI.addImage(test) -- ---- Spin and colour the crosshairs --local p = 0 --function update(delta) -- f_crosshair:setColor(game.GUI.Color3.new(math.sin(p)/(math.pi/2) * 0.5 + 0.5, 0, 0)); -- test:setPosition(game.GUI.GDim.new(0.5, -16 + math.sin(p)*50, 0.5, -16 + math.cos(p)*50)) -- p = p + (delta * math.pi*2) --end
print("test_crypto_primitives begin") var b = {'1FNfecY7xnKmMQyUpc7hbgSHqD2pD8YDJ7': 20000} print("b tojson is ", tojsonstring(b)) print("sha256(\"\")=", sha256_hex("")) print("sha3(\"\")=", sha3_hex("")) print("sha1(\"\")=", sha1_hex("")) print("ripemd160(\"\")=", ripemd160_hex("")) print("sha256(\"a123\")=", sha256_hex("a123")) print("sha3(\"a123\")=", sha3_hex("a123")) print("sha1(\"a123\")=", sha1_hex("a123")) print("ripemd160(\"a123\")=", ripemd160_hex("a123")) var a = hex_to_bytes('a123') pprint("hex_to_bytes(\"a123\")=", a) var c = bytes_to_hex(a) pprint("a123=", c) print("test_crypto_primitives end")
-- Autogenerated with DRAKON Editor 1.32 local table = table local string = string local pairs = pairs local ipairs = ipairs local type = type local tostring = tostring local tonumber = tonumber local print = print local math = math local os = os local global_cfg = global_cfg local globs = globs local vud = require("vud") local ej = require("ej") local clock = require("clock") local log = require("log") local digest = require("digest") local fiber = require("fiber") local utils = require("utils") local fun = require("fun") local lic = require("lic") local json = require("json") local fio = require("fio") local utf8 = require("lua-utf8") local search_yield = 0.005 local current_version = 20180619 local root_folder_id = "1" local db = require(global_cfg.db) local default_html = "<!DOCTYPE html>\n" .. "<html lang=\"en\">\n" .. "<head>\n" .. " <meta charset=\"utf-8\"/>\n" .. " <meta name=\"viewport\" content=\"width=device-width,initial-scale=1\"/>\n" .. " <title>@name@</title>\n" .. "</head>\n" .. "<body>\n" .. " <h1>@name@</h1>\n" .. " <div id=\"main\"></div>\n" .. " <script src=\"/gen/@gentoken@/@name@.js\">\n" .. " </script>\n" .. " <script>\n" .. " </script>\n" .. "</body>\n" .. "</html>" local default_html_es6 = "<!DOCTYPE html>\n" .. "<html lang=\"en\">\n" .. "<head>\n" .. " <meta charset=\"utf-8\"/>\n" .. " <meta name=\"viewport\" content=\"width=device-width,initial-scale=1\"/>\n" .. " <title>@name@</title>\n" .. "</head>\n" .. "<body>\n" .. " <h1>@name@</h1>\n" .. " <div id=\"main\"></div>\n" .. " <script type=\"module\">\n" .. " import * as @name@ from \"/gen/@gentoken@/@name@.js\";\n" .. " </script>\n" .. "</body>\n" .. "</html>" setfenv(1, {}) function access(data, grant, user_id, roles) -- item 1731 local message = access_core( data, grant, user_id, roles ) -- item 1732 if message then -- item 1737 return message else -- item 1736 return nil end end function access_core(data, grant, user_id, roles) -- item 2101 local count = 0 -- item 1668 local space_id = data.workspace -- item 1665 local message = check_admin_access( space_id, user_id, roles ) -- item 1666 if message then -- item 1657 return message, count else -- item 2969 db.begin() -- item 1685 if grant then for _, uid in ipairs(data.users) do -- item 1897 log_user_event( user_id, "grant", {principal=uid, space=space_id, op=data.operation} ) -- item 2970 db.rights_insert( space_id, uid, data.operation, {} ) end else for _, uid in ipairs(data.users) do -- item 1898 log_user_event( user_id, "revoke", {principal=uid, space=space_id, op=data.operation} ) -- item 2971 db.rights_delete( space_id, uid, data.operation ) end end -- item 3064 local sdata = db.space_get(space_id) -- item 3018 local rights = db.rights_get_by_space( space_id ) -- item 3020 local admins = get_admins(rights) -- item 1714 if #admins == 0 then -- item 1717 message = "ERR_LAST_ADMIN" -- item 2972 db.rollback() -- item 1657 return message, count else -- item 2089 if ((grant) and (not (roles.admin))) and (not (data.operation == "read")) then -- item 2083 local max_users = get_max_users(sdata) local actual_users = get_actual_users( rights ) -- item 2084 if actual_users > max_users then -- item 2087 message = "ERR_USER_LIMIT" count = actual_users -- item 2972 db.rollback() -- item 1657 return message, count else -- item 2116 update_space_limits_core( space_id, admins ) -- item 2973 db.commit() -- item 1709 return nil end else -- item 2116 update_space_limits_core( space_id, admins ) -- item 2973 db.commit() -- item 1709 return nil end end end end function add_child(space_id, folder_id, child_id, user_id) -- item 401 local fdata = db.folder_get(space_id, folder_id) -- item 497 if is_folder(fdata) then -- item 3114 db.folder_tree_upsert( space_id, child_id, folder_id ) -- item 501 return nil else -- item 500 return "ERR_NOT_FOLDER" end end function add_default_html(space_id, folder_id, user_id, roles, props) -- item 3542 if props.language == "LANG_JS" then -- item 3545 if props.html then -- item 3548 content = utils.trim(props.html) -- item 3549 if #content == 0 then -- item 3551 local ok, gt = get_create_gentoken( space_id, user_id, roles ) -- item 3552 if ok then -- item 3550 local fdata = db.folder_get( space_id, folder_id ) -- item 3553 props.html = make_default_html( fdata.name, props.mformat, gt.gentoken ) end end else -- item 3551 local ok, gt = get_create_gentoken( space_id, user_id, roles ) -- item 3552 if ok then -- item 3550 local fdata = db.folder_get( space_id, folder_id ) -- item 3553 props.html = make_default_html( fdata.name, props.mformat, gt.gentoken ) end end end end function add_to_recent(space_id, folder_id, user_id) -- item 1470 local data = { when = clock.time() } -- item 1471 db.recent_upsert( space_id, folder_id, user_id, data ) -- item 1472 local urecent = db.recent_get_by_user(user_id) -- item 1473 if #urecent > global_cfg.max_recent then -- item 1476 local compare_when = function(left, right) local lwhen = left[4].when local rwhen = right[4].when return lwhen < rwhen end -- item 1477 table.sort(urecent, compare_when) -- item 1478 local n = #urecent - global_cfg.max_recent local redundant = fun.take_n(n, urecent) for i, red in fun.iter(redundant) do -- item 1479 db.recent_delete( red[1], red[2], red[3] ) end end end function add_to_trash(space_id, folders) for _, folder_id in ipairs(folders) do -- item 3106 db.trash_insert(space_id, folder_id) end end function add_tree_node(space_id, folder_id, fdata, depth, lines) -- item 1017 if is_folder(fdata) then -- item 1010 local me = { space_id = space_id, id = folder_id, name = fdata.name, depth = depth } -- item 1016 table.insert(lines, me) -- item 1020 local children = {} -- item 3141 local kids = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(kids) do -- item 1023 local child_data = db.folder_get( space_id, child_id ) -- item 1034 table.insert( children, { id = child_id, fdata = child_data } ) end -- item 1035 table.sort( children, compare_fdata ) -- item 1012 local cdepth = depth + 1 for _, child in ipairs(children) do -- item 1015 add_tree_node( space_id, child.id, child.fdata, cdepth, lines ) end end end function build_copy_plan(space_id, folder_id, plan) -- item 2315 fiber.yield() -- item 3139 local children = get_child_folders( space_id, folder_id ) -- item 2310 plan[folder_id] = utils.list_to_set( children ) for _, child_id in ipairs(children) do -- item 2314 build_copy_plan( space_id, child_id, plan ) end end function by_count(left, right) -- item 2881 return left.count > right.count end function calculate_depth(space_id, folder_id) -- item 1375 local depth = 0 while true do -- item 1381 depth = depth + 1 -- item 1383 folder_id = db.folder_tree_get( space_id, folder_id ) -- item 1377 if folder_id then else break end end -- item 1376 return depth end function can_edit_folder(space_id, folder_id, user_id, roles) -- item 650 local message = check_write_access( space_id, user_id, roles ) -- item 651 if message then -- item 665 return false, message else -- item 653 local fdata = db.folder_get( space_id, folder_id ) -- item 654 if fdata then -- item 691 if fdata.deleted then -- item 693 message = "ERR_NOT_FOUND" -- item 665 return false, message else -- item 664 return true, fdata end else -- item 656 message = "ERR_NOT_FOUND" -- item 665 return false, message end end end function check_admin_access(space_id, user_id, roles) -- item 1205 local sdata = db.space_get(space_id) -- item 1206 if sdata then -- item 1209 local access = get_access( sdata, space_id, user_id, roles ) -- item 1198 if access == "admin" then -- item 1201 return nil else -- item 1208 return "ERR_ACCESS_DENIED" end else -- item 1207 return "ERR_NOT_FOUND" end end function check_dst_folder(space_id, folder_id, user_id, roles) -- item 1095 local message = check_write_access( space_id, user_id, roles ) -- item 1096 if message then -- item 1107 return message else -- item 1097 local fdata = find_folder( space_id, folder_id ) -- item 1098 if fdata then -- item 1102 if is_folder(fdata) then -- item 1106 return nil else -- item 1105 return "ERR_NOT_FOLDER" end else -- item 1101 return "ERR_NOT_FOUND" end end end function check_read_access(space_id, user_id, roles) -- item 2951 local sdata = db.space_get(space_id) -- item 360 if sdata then -- item 3034 local access = get_access( sdata, space_id, user_id, roles ) -- item 36 if ((access == "admin") or (access == "write")) or (access == "read") then -- item 39 return nil, access, sdata.public else -- item 362 return "ERR_ACCESS_DENIED" end else -- item 361 return "ERR_NOT_FOUND" end end function check_write_access(space_id, user_id, roles) -- item 3514 local sdata = db.space_get(space_id) -- item 3510 if sdata then -- item 3515 local access = get_access( sdata, space_id, user_id, roles ) -- item 3502 if (access == "admin") or (access == "write") then -- item 3505 return nil else -- item 3512 return "ERR_ACCESS_DENIED" end else -- item 3511 return "ERR_NOT_FOUND" end end function clear_trash(space_id, user_id, roles) -- item 911 local message = check_write_access( space_id, user_id, roles ) -- item 912 if message then -- item 3111 return message else -- item 914 db.begin() -- item 3109 local folders = get_trash_folders( space_id ) for _, folder_id in ipairs(folders) do -- item 935 delete_forever( space_id, folder_id ) -- item 3110 remove_from_trash( space_id, folder_id ) end -- item 938 db.commit() -- item 939 return nil end end function compare_fdata(left, right) -- item 1029 local result = utf8.ncasecmp( left.fdata.name, right.fdata.name ) -- item 1033 return result < 0 end function copyNotNil(src, name, dst) -- item 1878 local value = src[name] -- item 1875 if value == nil then else -- item 1879 dst[name] = value end end function copy_folder(space_id, folder_id, dst_space_id, dst_folder_id, user_id, plan) -- item 2298 fiber.yield() -- item 2300 db.begin() -- item 2032 local new_id local ok = true local message = nil -- item 1122 local fdata = db.folder_get( space_id, folder_id ) -- item 1149 ok, new_id = create_folder_kernel( dst_space_id, fdata, user_id, fdata.version or 0, dst_folder_id ) -- item 2034 if ok then -- item 1769 local my_items = db.item_get_by_folder( space_id, folder_id ) for _, item in ipairs(my_items) do -- item 1290 local item_id = item[3] local idata = item[4] -- item 1287 db.item_insert( dst_space_id, new_id, item_id, idata ) end -- item 3202 local props = db.folder_props_get_by_folder( space_id, folder_id ) for _, prop in ipairs(props) do -- item 3205 local prop_name = prop[3] local prop_value = prop[4] -- item 3206 db.folder_props_insert( dst_space_id, new_id, prop_name, prop_value ) end -- item 2299 db.commit() -- item 2304 local children = plan[folder_id] -- item 2303 if children then for child_id, _ in pairs(children) do -- item 1152 ok, message = copy_folder( space_id, child_id, dst_space_id, new_id, user_id, plan ) -- item 2038 if ok then else break end end end else -- item 2301 db.rollback() -- item 2037 message = new_id end -- item 2033 return ok, message end function copy_many(items, dst_space_id, dst_folder_id, user_id, roles) -- item 2028 local ok, message -- item 1066 message = check_dst_folder( dst_space_id, dst_folder_id, user_id, roles ) -- item 1067 if message then -- item 1055 return message else for _, item in ipairs(items) do -- item 1083 local sdata = find_folder( item.space_id, item.id ) -- item 1084 if sdata then else -- item 1085 message = "ERR_NOT_FOUND" -- item 1055 return message end -- item 1078 message = check_read_access( item.space_id, user_id, roles ) -- item 1081 if message then -- item 1055 return message end end for _, item in ipairs(items) do -- item 2302 local plan = {} build_copy_plan( item.space_id, item.id, plan ) -- item 1155 ok, message = copy_folder( item.space_id, item.id, dst_space_id, dst_folder_id, user_id, plan ) -- item 2029 if ok then else -- item 1055 return message end end -- item 1054 return nil end end function create_folder(space_id, fields, user_id, roles) -- item 2100 local count = 0 -- item 328 db.begin() -- item 319 local message = check_write_access( space_id, user_id, roles ) -- item 320 if message then -- item 331 db.rollback() -- item 330 return false, message, count else -- item 3142 local parent_id = extract_parent_id( fields ) -- item 339 local ok, result, dcount = create_folder_kernel( space_id, fields, user_id, current_version, parent_id ) -- item 504 if ok then -- item 335 db.commit() -- item 336 return true, result else -- item 1148 message = result count = dcount -- item 331 db.rollback() -- item 330 return false, message, count end end end function create_folder_kernel(space_id, fields, user_id, version, parent_id) -- item 1145 local sdata = db.space_get(space_id) -- item 2023 local diagrams = get_diagram_count(space_id) local limit = get_max_diagrams(sdata) -- item 2024 if (diagrams >= limit) and (not (is_folder(fields))) then -- item 2027 return false, "ERR_DIAGRAM_LIMIT", diagrams + 1 else -- item 1140 local id = sdata.next_id sdata.next_id = id + 1 local folder_id = tostring(id) -- item 2958 db.space_update( space_id, sdata ) -- item 1141 local message = db_create_folder( space_id, folder_id, fields, user_id, version, parent_id ) -- item 1143 if message then -- item 1147 return false, message else -- item 1139 return true, folder_id end end end function create_gen_folder(gentoken) -- item 3327 local path = global_cfg.gen_dir .. "/" .. gentoken -- item 3326 return fio.mkdir(path) end function create_space(space_id, owner, root_id) -- item 8 local now = clock.time() -- item 7 local sdata = { public = false, when_created = now, when_updated = now, next_id = 2, root_id = root_id } -- item 6 db.space_insert(space_id, sdata) -- item 3049 db.rights_insert( space_id, owner, "admin", {} ) -- item 1156 local fields = { type = "folder", name = "<root>" } -- item 17 db_create_folder( space_id, root_folder_id, fields, "system", current_version, nil ) -- item 1906 log_user_event( owner, "create_space", {space = space_id} ) end function db_create_folder(space_id, folder_id, fields, user_id, version, parent_id) -- item 16 local now = clock.time() -- item 15 local fdata = {} for key, value in pairs(fields) do -- item 1896 fdata[key] = value end -- item 1893 fdata.when_created = now fdata.when_updated = now fdata.created_by = user_id fdata.updated_by = user_id fdata.version = version fdata.tag = "" -- item 14 db.folder_insert(space_id, folder_id, fdata) -- item 407 if parent_id then -- item 394 return add_child( space_id, parent_id, folder_id, user_id ) else -- item 502 return nil end end function def_query(data, user_id, roles) -- item 3434 local match local found = {} -- item 2255 local space_error, access, is_public = check_read_access( data.space_id, user_id, roles ) -- item 2256 if space_error then -- item 2257 return false, space_error else -- item 3430 if data.tokens then -- item 3454 local tokens = utils.map( data.tokens, utils.normalize_string ) -- item 3440 match = function(sid, fid, folder) name_matches( sid, fid, folder, tokens, found ) end else -- item 3455 local lines = utils.map( data.lines, utils.normalize_string ) -- item 2864 match = function(sid, fid, folder) folder_matches_reversed( sid, fid, folder, lines, found ) end end -- item 2865 for_space_folders(data.space_id, match) -- item 2254 return true, { items = found } end end function delete_folder(space_id, folder_id) -- item 2208 delete_items(space_id, folder_id) -- item 2207 db.folder_delete( space_id, folder_id ) end function delete_forever(space_id, folder_id) -- item 3128 db.folder_tree_delete( space_id, folder_id ) -- item 3127 local children = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(children) do -- item 958 delete_forever(space_id, child_id) end -- item 3207 db.folder_props_delete( space_id, folder_id ) -- item 1857 delete_folder(space_id, folder_id) end function delete_items(space_id, folder_id) -- item 2948 local my_items = db.item_get_by_folder( space_id, folder_id ) for _, item in ipairs(my_items) do -- item 1856 local item_id = item[3] -- item 1852 db.item_delete( space_id, folder_id, item_id ) end end function delete_many(items, user_id, roles) -- item 703 local message local deleted = {} -- item 573 db.begin() for _, item in ipairs(items) do -- item 702 message = delete_one( item.space_id, item.id, user_id, roles, deleted, true ) -- item 579 if message then -- item 574 db.rollback() -- item 583 return message end end -- item 575 db.commit() -- item 582 return nil end function delete_one(space_id, folder_id, user_id, roles, deleted, tell_parent) -- item 672 local message = nil -- item 676 local key = space_id .. "/" .. folder_id -- item 674 if deleted[key] then else -- item 677 deleted[key] = { space_id = space_id, folder_id = folder_id } -- item 668 local ok, result = can_edit_folder( space_id, folder_id, user_id, roles ) -- item 669 if ok then -- item 671 local fdata = result -- item 682 if tell_parent then -- item 3129 db.folder_tree_delete( space_id, folder_id ) -- item 967 add_to_trash( space_id, { folder_id } ) end -- item 687 local tag = make_folder_tag() -- item 688 fdata.tag = tag remember_update(fdata, user_id) fdata.deleted = true -- item 2929 db.folder_update( space_id, folder_id, fdata ) -- item 1496 remove_from_recent( space_id, folder_id ) -- item 3131 local children = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(children) do -- item 697 message = delete_one( space_id, child_id, user_id, roles, deleted, false ) -- item 698 if message then break end end else -- item 673 message = result end end -- item 701 return message end function delete_recent(user_id) -- item 2964 local found = db.recent_get_by_user(user_id) for _, item in ipairs(found) do -- item 2180 local space_id = item[1] local folder_id = item[2] -- item 2181 db.recent_delete(space_id, folder_id, user_id) end -- item 2182 log_user_event(user_id, "delete_recent", {}) end function delete_space(space_id, user_id, roles) -- item 3580 local space = {} -- item 1930 local message = check_admin_access( space_id, user_id, roles ) -- item 1931 if message then else -- item 2905 space = db.space_get(space_id) -- item 3050 db.rights_delete_by_space(space_id) -- item 1993 local folders = db.folder_get_by_space( space_id ) for _, folder in ipairs(folders) do -- item 1988 local folder_id = folder[2] -- item 1987 remove_from_recent( space_id, folder_id ) -- item 2211 delete_folder( space_id, folder_id ) end -- item 1990 db.space_delete(space_id) -- item 2292 log_user_event( user_id, "vud_delete_space", {space_id=space_id} ) end -- item 1922 return message, space.root_id end function delete_theme(user_id) -- item 2189 if user_id then -- item 2188 db.user_props_delete(user_id) end end function edit(space_id, folder_id, data, user_id, roles) -- item 282 db.begin() -- item 794 local message = nil -- item 789 local ok, result = can_edit_folder( space_id, folder_id, user_id, roles ) -- item 790 if ok then -- item 792 local fdata = result -- item 257 if fdata.tag == data.oldTag then -- item 1882 copyNotNil(data, "name", fdata) copyNotNil(data, "keywords", fdata) copyNotNil(data, "params", fdata) copyNotNil(data, "tag", fdata) copyNotNil(data, "background", fdata) copyNotNil(data, "diaLine", fdata) copyNotNil(data, "diaLineThickness", fdata) copyNotNil(data, "font", fdata) -- item 1279 remember_update(fdata, user_id) -- item 2930 db.folder_update( space_id, folder_id, fdata ) -- item 1844 if data.editType == "replace" then -- item 1858 delete_items(space_id, folder_id) for _, ritem in ipairs(data.items) do -- item 1861 db.item_insert( space_id, folder_id, ritem.id, ritem ) end else -- item 1888 local deleted = {} -- item 284 if data.removed then for _, ritem in ipairs(data.removed) do -- item 2947 db.item_delete( space_id, folder_id, ritem ) -- item 1889 deleted[ritem] = true end end -- item 296 if data.added then for _, aitem in ipairs(data.added) do -- item 301 db.item_insert( space_id, folder_id, aitem.id, aitem ) end end -- item 290 if data.updated then for _, uitem in ipairs(data.updated) do -- item 295 update_item( space_id, folder_id, uitem.id, uitem, deleted ) end end end -- item 283 db.commit() -- item 255 return nil else -- item 272 message = "ERR_MODIFIED" -- item 481 db.rollback() -- item 482 return message end else -- item 793 message = result -- item 481 db.rollback() -- item 482 return message end end function export_folder(space_id, folder_id, folder_list, item_list) -- item 2363 local fdata = find_folder(space_id, folder_id) -- item 2364 if fdata then -- item 2367 local folder_item = { folder_id = folder_id, fdata = fdata } -- item 2368 table.insert(folder_list, folder_item) -- item 2949 local my_items = db.item_get_by_folder( space_id, folder_id ) for _, item in ipairs(my_items) do -- item 2373 local item_id = item[3] local fields = item[4] -- item 2374 local item_record = { folder_id = folder_id, item_id = item_id, fields = fields } -- item 2375 table.insert(item_list, item_record) end end end function export_space(space_id, filename) -- item 2346 local folder_list = {} local item_list = {} -- item 2941 local folders = db.folder_get_by_space( space_id ) for _, folder in ipairs(folders) do -- item 2344 local folder_id = folder[2] -- item 2343 export_folder( space_id, folder_id, folder_list, item_list ) end -- item 2347 local result = { folders = folder_list, items = item_list } -- item 2376 utils.write_json(filename, result) end function extend_life(self) -- item 2650 local timeout = 20 -- item 2652 self.expiry = os.time() + timeout end function extract_parent_id(fields) -- item 3151 local parent_id = fields.parent -- item 3152 fields.parent = nil -- item 3148 if parent_id == "" then -- item 3153 return nil else -- item 3154 return parent_id end end function find_cycle(space_id, moving_id, target_id) while true do -- item 512 if target_id then else -- item 520 return false end -- item 517 if target_id == moving_id then -- item 521 return true end -- item 3172 target_id = db.folder_tree_get( space_id, target_id ) end end function find_folder(space_id, folder_id) -- item 347 if folder_id then -- item 2927 local fdata = db.folder_get( space_id, folder_id ) -- item 372 if (fdata) and (not (fdata.deleted)) then -- item 353 return fdata else -- item 350 return nil end else -- item 350 return nil end end function find_folders(space_id, needle, user_id, roles) -- item 2759 ej.info( "find_folders", {user_id=user_id, needle=needle, space_id=space_id} ) -- item 2424 local space_error, a, p = check_read_access( space_id, user_id, roles ) -- item 2425 if space_error then -- item 2427 return false, space_error else -- item 2459 needle = utils.normalize_string(needle) -- item 2443 local folders = {} -- item 2441 local match = function(sid, fid, folder) folder_matches( sid, fid, folder, needle, folders ) end -- item 2492 for_space_folders(space_id, match) -- item 2451 local result = { folders = folders } -- item 2450 return true, result end end function find_move_cycle(dst_space_id, dst_folder_id, space_id, folder_id) -- item 1413 if (dst_space_id == space_id) and (find_cycle(dst_space_id, folder_id, dst_folder_id)) then -- item 1417 return true else -- item 1416 return false end end function folder_matches(space_id, folder_id, folder, needle, result) -- item 2489 if norm_contains(folder.name, needle) then -- item 2487 local folder_info = make_found_folder( space_id, folder_id, folder ) -- item 2486 table.insert(result, folder_info) end end function folder_matches_reversed(space_id, folder_id, folder, lines, result) -- item 2860 local name = utils.normalize_string( folder.name ) for _, line in ipairs(lines) do -- item 2857 if utils.string_contains_words(line, name) then -- item 2856 local folder_info = make_found_folder( space_id, folder_id, folder ) -- item 2855 table.insert(result, folder_info) break end end end function for_space_folders(space_id, action) -- item 2942 local folders = db.folder_get_by_space( space_id ) for _, row in ipairs(folders) do -- item 2471 local folder_id = row[2] local folder = row[3] -- item 2473 if ((folder) and (not (folder_id == "1"))) and (not (is_deleted(folder))) then -- item 2472 action( space_id, folder_id, folder ) end end end function get_access(sdata, space_id, user_id, roles) -- item 96 if roles.admin then -- item 110 return "admin" else -- item 195 if user_id == "" then -- item 194 if (sdata.public) or (roles.system) then -- item 113 return "read" else -- item 109 return nil end else -- item 3063 local accesses = get_accesses( space_id, user_id ) -- item 100 if accesses.admin then -- item 110 return "admin" else -- item 103 if accesses.write then -- item 111 return "write" else -- item 106 if accesses.read then -- item 113 return "read" else -- item 194 if (sdata.public) or (roles.system) then -- item 113 return "read" else -- item 109 return nil end end end end end end end function get_access_for_space(space_id) -- item 3076 local rights = db.rights_get_by_space( space_id ) -- item 3073 local readers = {} local writers = {} local admins = {} for _, right in ipairs(rights) do -- item 3070 local user_id = right[2] local access = right[3] -- item 30780001 if access == "admin" then -- item 3086 admins[user_id] = true else -- item 30780002 if access == "write" then -- item 3087 writers[user_id] = true else -- item 30780003 if access == "read" then else -- item 30780004 error(access) end -- item 3088 readers[user_id] = true end end end -- item 3077 return { readers = utils.set_to_list(readers), writers = utils.set_to_list(writers), admins = utils.set_to_list(admins) } end function get_accesses(space_id, user_id) -- item 3056 local rights = db.rights_get_by_space_user( space_id, user_id ) -- item 3053 local accesses = {} for _, right in ipairs(rights) do -- item 3047 local access = right[3] -- item 3054 accesses[access] = true end -- item 3055 return accesses end function get_actual_users(rights) -- item 2078 local all = {} for _, right in ipairs(rights) do -- item 2978 local access = right[3] local user_id = right[2] -- item 2979 if access == "read" then else -- item 2982 all[user_id] = true end end -- item 2077 local all_list = utils.set_to_list(all) -- item 2082 return #all_list end function get_admins(rights) -- item 2992 local admins = {} for _, right in ipairs(rights) do -- item 2996 local access = right[3] local user_id = right[2] -- item 2997 if access == "admin" then -- item 3000 table.insert( admins, user_id ) end end -- item 2993 return admins end function get_basic_limits() -- item 2145 local product = utils.get_product("basic") -- item 2146 return { max_spaces = product.max_spaces, max_diagrams = product.max_diagrams, max_users = product.max_users } end function get_child_folders(space_id, parent_id) -- item 3121 local get_folder_id = function(row) return row[2] end -- item 3122 local rows = db.folder_tree_get_by_parent( space_id, parent_id ) -- item 3123 local result = utils.map( rows, get_folder_id ) -- item 3179 return result end function get_children(space_id, folder_id) -- item 161 local children = {} local language = nil local path, language local module, module_name -- item 3133 local kids = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(kids) do -- item 2919 local cdata = db.folder_get( space_id, child_id ) -- item 356 if (cdata) and (not (is_deleted(cdata))) then -- item 170 local item = { space_id = space_id, id = child_id, type = cdata.type, name = cdata.name, params = cdata.params, keywords = cdata.keywords } -- item 3570 if cdata.type == "module" then -- item 3573 path, language, module, module_name = get_path(space_id, child_id) -- item 3579 item.language = language item.module = module item.module_name = module_name end -- item 171 table.insert(children, item) end end -- item 162 return children end function get_create_gentoken(space_id, user_id, roles) -- item 3307 local gentoken = nil local result = nil local ok = nil -- item 3292 local space_error, access, is_public = check_read_access( space_id, user_id, roles ) -- item 3293 if space_error then -- item 3295 ok = false result = space_error else -- item 3300 local sdata = db.space_get(space_id) -- item 3301 if sdata.gentoken then -- item 3304 gentoken = sdata.gentoken -- item 3332 result = { gentoken = gentoken } ok = true else -- item 3309 gentoken = utils.random_password(32) -- item 3319 if create_gen_folder(gentoken) then -- item 3311 sdata.gentoken = gentoken -- item 3310 db.space_update( space_id, sdata ) -- item 3332 result = { gentoken = gentoken } ok = true else -- item 3331 ok = false result = "ERROR_COULD_NOT_CREATE_FOLDER" end end end -- item 3383 return ok, result end function get_diagram_count(space_id) -- item 2014 local count = 0 -- item 2943 local folders = db.folder_get_by_space( space_id ) for _, folder in ipairs(folders) do -- item 2018 local fdata = folder[3] -- item 2019 if (is_folder(fdata)) or (fdata.deleted) then else -- item 2022 count = count + 1 end end -- item 2015 return count end function get_drakons(space_id, folder_id, drakons) local _sw34870000_ = 0 -- item 3483 local children = get_children( space_id, folder_id ) for _, child in ipairs(children) do -- item 34870000 _sw34870000_ = child.type -- item 34870001 if _sw34870000_ == "drakon" then -- item 3496 table.insert( drakons, child ) else -- item 34870002 if _sw34870000_ == "folder" then -- item 3495 get_drakons( child.space_id, child.id, drakons ) end end end end function get_first_admin(space_id) -- item 2953 local sdata = db.space_get(space_id) -- item 2893 return sdata.admins[1] end function get_folder(space_id, folder_id, visit, user_id, roles) -- item 85 local space_error, access, is_public = check_read_access( space_id, user_id, roles ) -- item 86 if space_error then -- item 88 return false, space_error else -- item 23 local fdata = find_folder(space_id, folder_id) -- item 28 if fdata then -- item 1455 if ((user_id == "") or (not (visit))) or (is_folder(fdata)) then else -- item 1459 add_to_recent( space_id, folder_id, user_id ) end -- item 137 local path, language, module, module_name = get_path(space_id, folder_id) local items = get_items(space_id, folder_id) local children = get_children(space_id, folder_id) local parent = db.folder_tree_get( space_id, folder_id ) -- item 3575 if module then for _, child in ipairs(children) do -- item 3569 child.module = module child.module_name = module_name end end -- item 90 local result = { id = folder_id, space_id = space_id, name = fdata.name, type = fdata.type, tag = fdata.tag, params = fdata.params, keywords = fdata.keywords, parent = parent, description = fdata.description, access = access, children = children, items = items, path = path, is_public = is_public, version = fdata.version or 0, language = language, module = module, module_name = module_name } -- item 138 return true, result else -- item 89 return false, "ERR_NOT_FOUND" end end end function get_folder_props(space_id, folder_id, user_id, roles) -- item 3217 local space_error, access, is_public = check_read_access( space_id, user_id, roles ) -- item 3218 if space_error then -- item 3220 return false, space_error else -- item 3225 local props = db.folder_props_get_by_folder( space_id, folder_id ) -- item 3226 local result = {} for _, prop in ipairs(props) do -- item 3229 result[prop[3]] = prop[4] end -- item 3536 add_default_html( space_id, folder_id, user_id, roles, result ) -- item 3224 return true, result end end function get_item_text(item) -- item 2822 return item.text or "" end function get_item_text2(item) -- item 3198 return item.text2 or "" end function get_items(space_id, folder_id) -- item 180 local result = {} -- item 2950 local my_items = db.item_get_by_folder( space_id, folder_id ) for _, item in ipairs(my_items) do -- item 187 local item_id = item[3] local idata = item[4] idata.id = item_id -- item 190 table.insert(result, idata) end -- item 181 return result end function get_language(space_id, folder_id) -- item 3427 return db.folder_props_get( space_id, folder_id, "language" ) end function get_max_access(space_id, user_id) -- item 3062 local accesses = get_accesses( space_id, user_id ) end function get_max_diagrams(sdata) -- item 2004 if sdata.max_diagrams then -- item 2003 return sdata.max_diagrams else -- item 2147 local limits = get_basic_limits() -- item 2007 return limits.max_diagrams end end function get_max_users(sdata) -- item 2059 if sdata.max_users then -- item 2058 return sdata.max_users else -- item 2149 local limits = get_basic_limits() -- item 2148 return limits.max_users end end function get_module(space_id, folder_id, user_id, roles) -- item 3470 local space_error, access, is_public = check_read_access( space_id, user_id, roles ) -- item 3471 if space_error then -- item 3473 return false, space_error else -- item 3466 local fdata = find_folder( space_id, folder_id ) -- item 3468 if fdata then -- item 3497 local drakons = {} -- item 3476 get_drakons( space_id, folder_id, drakons ) -- item 3475 local result = { id = folder_id, space_id = space_id, name = fdata.name, type = fdata.type, tag = fdata.tag, description = fdata.description, diagrams = drakons } -- item 3477 return true, result else -- item 3474 return false, "ERR_NOT_FOUND" end end end function get_parent_id_for_restore(space_id, folder_id) -- item 3166 local parent_id = db.folder_tree_get( space_id, folder_id ) -- item 3161 if parent_id then -- item 3160 local parent = db.folder_get( space_id, parent_id ) -- item 3167 if parent.deleted then -- item 3164 parent_id = root_folder_id end else -- item 3164 parent_id = root_folder_id end -- item 3168 return parent_id end function get_path(space_id, folder_id) -- item 144 local path = {} local language = nil local module = nil local module_name = nil local fdata while true do -- item 145 fdata = db.folder_get( space_id, folder_id ) -- item 3252 if fdata.type == "module" then -- item 3251 language = db.folder_props_get( space_id, folder_id, "language" ) -- item 3256 module = folder_id module_name = fdata.name end -- item 151 table.insert( path, { space_id = space_id, id = folder_id, name = fdata.name } ) -- item 3170 folder_id = db.folder_tree_get( space_id, folder_id ) -- item 146 if folder_id then else break end end -- item 149 return utils.reverse(path), language, module, module_name end function get_prog_modules(space_id, user_id, roles) -- item 3399 local message = check_write_access( space_id, user_id, roles ) -- item 3400 if message then -- item 3409 return false, message else -- item 3419 local result = { modules = {} } -- item 3412 local folders = db.folder_get_by_space( space_id ) for _, folder in ipairs(folders) do -- item 3413 local folder_id = folder[2] local fdata = folder[3] -- item 3414 if (fdata.deleted) or (not (fdata.type == "module")) then else -- item 3428 local language = get_language( space_id, folder_id ) -- item 3429 if (language) and (not (language == "LANG_HUMAN")) then -- item 3420 local module = { space_id = space_id, folder_id = folder_id, name = fdata.name, language = language } -- item 3421 table.insert( result.modules, module ) end end end -- item 3408 return true, result end end function get_recent(user_id) -- item 1511 local result = {} -- item 1512 if user_id == "" then else -- item 2965 local found = db.recent_get_by_user(user_id) for _, item in ipairs(found) do -- item 1521 local record = { space_id = item[1], folder_id = item[2], whenOpened = item[4].when } -- item 2295 local folder = db.folder_get( record.space_id, record.folder_id ) -- item 1522 record.name = folder.name record.type = folder.type record.path, record.language, record.module, record.module_name = get_path( record.space_id, record.folder_id ) -- item 1524 table.insert(result, record) end -- item 1520 local compare_name = function(left, right) local lname = left.name local rname = right.name local comp = utf8.ncasecmp(lname, rname) return comp < 0 end -- item 1766 local compare_when = function(left, right) return left.whenOpened > right.whenOpened end -- item 1523 table.sort( result, compare_when ) end -- item 1515 return true, { recent = result } end function get_search(session_id) -- item 2703 return globs.searches[session_id] end function get_short_path(space_id, folder_id) -- item 2840 local path = {} while true do -- item 2921 local fdata = db.folder_get( space_id, folder_id ) -- item 2845 table.insert(path, fdata.name) -- item 3171 folder_id = db.folder_tree_get( space_id, folder_id ) -- item 2842 if folder_id == "1" then break end end -- item 2848 table.insert(path, space_id) -- item 2843 return utils.reverse(path) end function get_space_access(space_id, user_id, roles) -- item 2321 local space_error, access, is_public = check_read_access( space_id, user_id, roles ) -- item 2322 if space_error then -- item 2325 return nil else -- item 2326 return access end end function get_space_diagrams(space_id) -- item 2592 local diagrams = {} -- item 2591 local match = function(sid, fid, folder) match_diagrams( sid, fid, folder, diagrams ) end -- item 2593 for_space_folders(space_id, match) -- item 2594 return diagrams end function get_tag(space_id, folder_id) -- item 201 local fdata = find_folder(space_id, folder_id) -- item 202 if fdata then -- item 207 return true, fdata.tag else -- item 204 return false, "ERR_NOT_FOUND" end end function get_theme(user_id) -- item 3257 local rows = db.user_props_get_by_user(user_id) -- item 3258 local result = {} for _, row in ipairs(rows) do -- item 3261 result[row[2]] = row[3] end -- item 218 return true, result end function get_trash(space_id, user_id, roles) -- item 758 local space_error, access = check_read_access( space_id, user_id, roles ) -- item 759 if space_error then -- item 761 return false, space_error else -- item 3104 local folders = get_trash_folders( space_id ) -- item 770 local result = { access = access, items = {} } for _, folder_id in ipairs(folders) do -- item 795 local fdata = db.folder_get(space_id, folder_id) -- item 777 local item = { space_id = space_id, id = folder_id, type = fdata.type, name = fdata.name } -- item 778 table.insert( result.items, item ) end -- item 771 return true, result end end function get_trash_folders(space_id) -- item 3095 local rows = db.trash_get_by_space(space_id) -- item 3105 local get_folder_id = function(row) return row[2] end -- item 3103 return utils.map( rows, get_folder_id ) end function get_tree(space_id, user_id, roles) -- item 994 local space_error, access = check_read_access( space_id, user_id, roles ) -- item 995 if space_error then -- item 997 return false, space_error else -- item 1002 local lines = {} -- item 1049 local root = db.folder_get( space_id, "1" ) -- item 1003 add_tree_node( space_id, "1", root, 0, lines ) -- item 1004 local result = { lines = lines } -- item 1001 return true, result end end function get_user_limits(user_id) -- item 2158 local user = vud.get_user(user_id) -- item 2171 if user then -- item 2159 local license = lic.get_license(user.license) -- item 2164 if license then -- item 2163 return license.limits else -- item 2162 return get_basic_limits() end else -- item 2162 return get_basic_limits() end end function import_space(space_id, filename, owner) -- item 2394 create_space(space_id, owner) -- item 2937 db.folder_delete( space_id, "1" ) -- item 2402 local obj = utils.read_json(filename) -- item 2405 local min_id = 1 for _, folder in ipairs(obj.folders) do -- item 2406 local id = tonumber(folder.folder_id) -- item 2407 min_id = math.max(min_id, id) end -- item 2408 local next_id = min_id + 1 for _, folder in ipairs(obj.folders) do -- item 2414 db.folder_insert( space_id, folder.folder_id, folder.fdata ) end for _, item in ipairs(obj.items) do -- item 2397 db.item_insert( space_id, item.folder_id, item.item_id, item.fields ) end -- item 2954 local sdata = db.space_get(space_id) -- item 2417 sdata.next_id = next_id -- item 2959 db.space_update( space_id, sdata ) end function insert_items_from_map(space_id, folder_id, items_map) -- item 2229 if items_map then for item_id, item in pairs(items_map) do -- item 2235 item.id = nil -- item 2234 db.item_insert( space_id, folder_id, item_id, item ) end end end function is_deleted(folder) -- item 2439 local deleted = not not folder.deleted -- item 2440 return deleted end function is_diagram_like(fields, names) -- item 2272 if is_folder(fields) then -- item 2276 return false else -- item 2277 local dia_name = utils.parse_compound_name( fields.name ) for _, name in ipairs(names) do -- item 2278 if name == dia_name then -- item 2280 return true end end -- item 2281 return false end end function is_folder(obj) local _sw31850000_ = 0 -- item 31850000 _sw31850000_ = obj.type -- item 31850001 if ((_sw31850000_ == "folder") or (_sw31850000_ == "module")) or (_sw31850000_ == "class") then -- item 3196 return true else -- item 3197 return false end end function log_user_event(user_id, type, data) -- item 1904 data.user_id = user_id -- item 1905 ej.info(type, data) end function make_default_html(name, mformat, gentoken) -- item 3561 local template -- item 3562 if mformat == "MES_ES6" then -- item 3565 template = default_html_es6 else -- item 3566 template = default_html end -- item 3559 local p2 = template:gsub("@name@", name) -- item 3560 return p2:gsub("@gentoken@", gentoken) end function make_folder_tag() -- item 392 local t = clock.time() return tostring(t * 10000) end function make_found_folder(space_id, folder_id, folder) -- item 2457 local result = { space_id = space_id, folder_id = folder_id, name = folder.name, type = folder.type, path = get_short_path(space_id, folder_id) } -- item 2458 return result end function match_diagrams(space_id, folder_id, folder, result) -- item 2544 if is_folder(folder) then else -- item 2542 local folder_info = { space_id = space_id, folder_id = folder_id, fields = folder } -- item 2541 table.insert(result, folder_info) end end function move_many(items, dst_space_id, dst_folder_id, user_id, roles) -- item 1311 local message = check_dst_folder( dst_space_id, dst_folder_id, user_id, roles ) -- item 1312 if message then -- item 1305 return false, message else for _, item in ipairs(items) do -- item 1445 if item.space_id == dst_space_id then else -- item 1446 message = "ERR_CANT_MOVE_ACROSS" -- item 1305 return false, message end -- item 1322 local ok, fdata = can_edit_folder( item.space_id, item.id, user_id, roles ) -- item 1323 if ok then else -- item 1324 message = fdata -- item 1305 return false, message end -- item 1419 local cycle = find_move_cycle( dst_space_id, dst_folder_id, item.space_id, item.id ) -- item 1406 if cycle then -- item 1407 message = "ERR_CYCLE" -- item 1305 return false, message end end -- item 1356 local sorted = sort_for_move(items) for _, item in ipairs(sorted) do -- item 1427 message = move_via_reparent( item.space_id, item.id, dst_folder_id, user_id ) -- item 1357 if message then -- item 1305 return false, message end end -- item 1452 local result = { items = sorted } -- item 1304 return true, result end end function move_via_reparent(space_id, folder_id, new_parent, user_id) -- item 1442 db.folder_tree_upsert( space_id, folder_id, new_parent ) -- item 1439 return nil end function multi_access(data, user_id, roles) for _, block in ipairs(data.blocks) do -- item 1755 local grant = (block.action == "grant") -- item 1745 local message, count = access_core( block, grant, user_id, roles ) -- item 1746 if message then -- item 1751 return message, count end end -- item 1756 if data.setPublicAccess then -- item 1759 local sdata = db.space_get(data.spaceId) sdata.public = data.publicAccess -- item 2960 db.space_update( data.spaceId, sdata ) -- item 1907 log_user_event( user_id, "public access", {space=data.spaceId, public=sdata.public} ) end -- item 1750 return nil end function name_matches(space_id, folder_id, folder, tokens, result) -- item 3451 local name = utils.normalize_string( folder.name ) for _, token in ipairs(tokens) do -- item 3448 if token == name then -- item 3447 local folder_info = make_found_folder( space_id, folder_id, folder ) -- item 3446 table.insert(result, folder_info) break end end end function norm_contains(haystack, needle) -- item 2793 if haystack then -- item 2791 local norm_haystack = utils.normalize_string( haystack ) -- item 2792 return utils.string_contains( norm_haystack, needle ) else -- item 2796 return false end end function read_access(space_id, user_id, roles) -- item 1603 local space_error, access = check_read_access( space_id, user_id, roles ) -- item 1604 if space_error then -- item 1606 return false, space_error else -- item 1607 local sdata = db.space_get(space_id) -- item 3089 local result = get_access_for_space( space_id ) -- item 1608 result.public = sdata.public -- item 1601 return true, result end end function remember_update(fields, user_id) -- item 1277 fields.updated_by = user_id fields.when_updated = clock.time() end function remove_from_recent(space_id, folder_id) -- item 2966 local found = db.recent_get_by_folder( space_id, folder_id ) for _, record in ipairs(found) do -- item 1492 local user_id = record[3] -- item 1491 db.recent_delete( space_id, folder_id, user_id ) end end function remove_from_trash(space_id, folder_id) -- item 3107 db.trash_delete(space_id, folder_id) end function remove_gen_folder(gentoken) -- item 3340 local path = global_cfg.gen_dir .. "/" .. gentoken -- item 3384 local pattern = path .. "/*" -- item 3385 local files = fio.glob(pattern) for _, file in ipairs(files) do -- item 3390 if os.remove(file) then else -- item 3393 return false end end -- item 3339 return os.remove(path) end function reset_gentoken(space_id, user_id, roles) -- item 3364 local result = nil local ok = nil -- item 3351 local space_error = check_write_access( space_id, user_id, roles ) -- item 3352 if space_error then -- item 3354 ok = false result = space_error else -- item 3363 db.begin() -- item 3359 local sdata = db.space_get(space_id) -- item 3360 if sdata.gentoken then -- item 3372 if remove_gen_folder(sdata.gentoken) then -- item 3368 sdata.gentoken = nil -- item 3367 db.space_update( space_id, sdata ) -- item 3370 db.commit() -- item 3382 ok, result = get_create_gentoken( space_id, user_id, roles ) else -- item 3375 db.rollback() -- item 3376 ok = false result = "ERROR_COULD_NOT_REMOVE_FOLDER" end else -- item 3369 db.commit() -- item 3382 ok, result = get_create_gentoken( space_id, user_id, roles ) end end -- item 3365 return ok, result end function restore(space_id, folder_id, user_id, roles) -- item 823 db.begin() -- item 867 local message = check_write_access( space_id, user_id, roles ) -- item 868 if message then -- item 855 db.rollback() -- item 856 return message else -- item 2922 local fdata = db.folder_get( space_id, folder_id ) -- item 865 if fdata then -- item 812 if fdata.deleted then -- item 872 local parent_id = get_parent_id_for_restore( space_id, folder_id ) -- item 878 local tag = make_folder_tag() -- item 816 fdata.tag = tag fdata.deleted = false -- item 1281 remember_update(fdata, user_id) -- item 3169 db.folder_tree_upsert( space_id, folder_id, parent_id ) -- item 2933 db.folder_update( space_id, folder_id, fdata ) -- item 3135 local children = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(children) do -- item 971 restore_recursive( space_id, child_id ) end -- item 880 add_child( space_id, parent_id, folder_id, user_id ) -- item 895 remove_from_trash( space_id, folder_id ) -- item 824 db.commit() -- item 811 return nil else -- item 813 message = "ERR_NOT_DELETED" -- item 855 db.rollback() -- item 856 return message end else -- item 866 message = "ERR_NOT_FOUND" -- item 855 db.rollback() -- item 856 return message end end end function restore_recursive(space_id, folder_id) -- item 982 local fdata = db.folder_get( space_id, folder_id ) -- item 983 fdata.deleted = false -- item 2934 db.folder_update( space_id, folder_id, fdata ) -- item 3137 local children = get_child_folders( space_id, folder_id ) for _, child_id in ipairs(children) do -- item 979 restore_recursive( space_id, child_id ) end end function save_try(data, user_id) -- item 1559 local space_id = user_id local count = 0 -- item 1582 db.begin() -- item 1543 local message = check_write_access( space_id, user_id, {} ) -- item 1556 if message then -- item 1554 db.rollback() -- item 2239 log_user_event( user_id, "save_try-failed", {message=message} ) -- item 1555 return false, message, count else -- item 1565 local fields = { type = data.type, name = data.name, background = data.background, diaLine = data.diaLine, diaLineThickness = data.diaLineThickness, font = data.font } -- item 1560 local ok, folder_id, dcount = create_folder_kernel( space_id, fields, user_id, current_version, root_folder_id ) -- item 1563 if ok then -- item 2236 insert_items_from_map( space_id, folder_id, data.free ) -- item 2237 insert_items_from_map( space_id, folder_id, data.nodes ) -- item 2238 insert_items_from_map( space_id, folder_id, data.edges ) -- item 1561 db.commit() -- item 1562 return true, folder_id, 0 else -- item 1567 message = folder_id count = dcount -- item 1554 db.rollback() -- item 2239 log_user_event( user_id, "save_try-failed", {message=message} ) -- item 1555 return false, message, count end end end function seach_text_chunk(item_id, text, needle, found) -- item 3529 if norm_contains(text, needle) then -- item 3528 local match = { item_id = item_id, text = text } -- item 3527 table.insert(found, match) -- item 3532 return true else -- item 3533 return false end end function search_add(session_id, search) -- item 2548 search_delete(session_id) -- item 2535 globs.searches[session_id] = search end function search_delete(session_id) -- item 2722 local search = globs.searches[session_id] -- item 2723 if search then -- item 2726 search.state = nil -- item 2727 globs.searches[session_id] = nil end end function search_items_get(session_id) -- item 2704 local search = get_search(session_id) -- item 2706 if search then -- item 2705 local result = {} -- item 2710 search:get(result) -- item 2711 return result else -- item 2757 return nil end end function search_items_start(session_id, space_id, needle, user_id, roles) -- item 2758 ej.info( "search_items_start", {user_id=user_id, needle=needle, space_id=space_id} ) -- item 2508 local space_error, a, p = check_read_access( space_id, user_id, roles ) -- item 2509 if space_error then -- item 2743 return false, space_error else -- item 2751 local norm_needle = utils.normalize_string( needle ) -- item 2754 local diagrams = get_space_diagrams( space_id ) -- item 2712 local msg = { space_id = space_id, needle = norm_needle, session_id = session_id, diagrams = diagrams } -- item 2515 local search = search_machine() -- item 2714 search:update(msg) -- item 2968 local run_search = function () search_loop(search) end -- item 2967 db.run_in_fiber( run_search, "search" ) -- item 2744 return true, {} end end function search_loop(search) while true do -- item 2735 fiber.sleep(search_yield) -- item 2733 if search.state then else break end -- item 2736 local now = os.time() -- item 2737 if now > search.expiry then break end -- item 2734 search:update(nil) end end function search_machine_completed_default(self, msg) -- item 2685 self.state = "completed" end function search_machine_completed_get(self, msg) -- item 2690 take_found_items(self, msg) -- item 2756 msg.completed = true -- item 2746 search_delete(self.session_id) -- item 2673 self.state = nil end function search_machine_init_default(self, msg) -- item 2634 self.state = "init" end function search_machine_init_update(self, msg) -- item 2659 self.items = {} self.session_id = msg.session_id self.needle = msg.needle self.diagrams = msg.diagrams self.current = 1 -- item 2651 extend_life(self) -- item 2745 search_add( self.session_id, self ) -- item 2573 self.state = "scanning" end function search_machine_scanning_get(self, msg) -- item 2665 take_found_items(self, msg) -- item 2755 msg.completed = false -- item 2664 extend_life(self) -- item 2663 self.state = "scanning" end function search_machine_scanning_update(self, msg) -- item 2653 if self.current > #self.diagrams then -- item 2655 self.state = "completed" else -- item 2657 local diagram = self.diagrams[self.current] -- item 2658 search_scan_items( diagram, self.needle, self.items ) -- item 2656 self.current = self.current + 1 -- item 2576 self.state = "scanning" end end function search_scan_items(diagram, needle, result) -- item 2834 local space_id = diagram.space_id local folder_id = diagram.folder_id local fields = diagram.fields -- item 2774 local found = {} -- item 2775 local items = db.item_get_by_folder( space_id, folder_id ) -- item 3518 if fields.params then -- item 3535 seach_text_chunk( "params", fields.params, needle, found ) end for _, item_row in ipairs(items) do -- item 2778 local item_id = item_row[3] local item = item_row[4] -- item 2849 if item.role == "header" then else -- item 2785 local text = get_item_text(item) local text2 = get_item_text2(item) -- item 2797 if seach_text_chunk(item_id, text, needle, found) then else -- item 3534 seach_text_chunk(item_id, text2, needle, found) end end end -- item 2803 if #found == 0 then else -- item 2808 local path = get_short_path( space_id, folder_id ) for _, match in ipairs(found) do -- item 2809 match.space_id = space_id match.folder_id = folder_id match.name = fields.name match.type = fields.type match.path = path -- item 2810 table.insert(result, match) end end end function set_folder_props(space_id, folder_id, props, user_id, roles) -- item 3238 db.begin() -- item 3235 local ok, space_error = can_edit_folder( space_id, folder_id, user_id, roles ) -- item 3236 if ok then -- item 3249 db.folder_props_delete( space_id, folder_id ) for name, value in pairs(props) do -- item 3250 db.folder_props_insert( space_id, folder_id, name, value ) end -- item 3246 db.commit() -- item 3244 return nil else -- item 3245 db.rollback() -- item 3243 return space_error end end function set_space_limits(space_id, max_diagrams, max_users) -- item 2046 local sdata = db.space_get(space_id) -- item 2047 sdata.max_diagrams = max_diagrams sdata.max_users = max_users -- item 2962 db.space_update( space_id, sdata ) end function set_theme(user_id, settings) for key, value in pairs(settings) do -- item 3264 db.user_props_upsert( user_id, key, value ) end end function sort_for_move(items) -- item 1365 local add_depth = function(item) local depth = calculate_depth( item.space_id, item.id ) return { id = item.id, space_id = item.space_id, depth = depth } end -- item 1367 local result = fun.totable(fun.map( add_depth, items )) -- item 1366 local compare_depth = function(left, right) return left.depth > right.depth end -- item 1368 table.sort( result, compare_depth ) -- item 1369 return result end function space_exists(space_id, user_id, roles) -- item 2955 local sdata = db.space_get(space_id) -- item 1626 if sdata then -- item 1631 return true else -- item 1632 return false end end function take_found_items(self, dst) -- item 2671 dst.items = self.items self.items = {} end function top_spaces() -- item 2870 local spaces = db.space_get_all() -- item 2874 local result = {} for _, space_row in ipairs(spaces) do -- item 2887 local space_id = space_row[1] local admin = get_first_admin(space_id) local email = db.user_get_email(admin) or "" -- item 2873 local count = get_diagram_count(space_id) local item = { space_id = space_id, user = admin, email = email, count = count } -- item 2875 table.insert(result, item) end -- item 2882 table.sort(result, by_count) -- item 2896 local txt = "" for _, item in ipairs(result) do -- item 2897 txt = txt .. item.space_id .. "\t" .. item.user .. "\t" .. item.email .. "\t" .. item.count .. "\n" end -- item 2883 return txt end function update_folder(space_id, folder_id, fields, user_id, roles) -- item 438 db.begin() -- item 666 local message -- item 435 local ok, result = can_edit_folder( space_id, folder_id, user_id, roles ) -- item 436 if ok then -- item 454 local fdata = result -- item 3174 local old_parent = db.folder_tree_get( space_id, folder_id ) -- item 486 local tag = make_folder_tag() -- item 1590 remember_update(fdata, user_id) -- item 1868 copyNotNil(fields, "name", fdata) copyNotNil(fields, "tag", fdata) copyNotNil(fields, "background", fdata) copyNotNil(fields, "font", fdata) copyNotNil(fields, "description", fdata) copyNotNil(fields, "keywords", fdata) copyNotNil(fields, "params", fdata) -- item 3173 local new_parent = extract_parent_id( fields ) -- item 459 if (new_parent) and (not (new_parent == old_parent)) then -- item 524 if find_cycle(space_id, folder_id, new_parent) then -- item 526 message = "ERR_CYCLE" -- item 440 db.rollback() -- item 439 return message else -- item 484 message = add_child( space_id, new_parent, folder_id, user_id ) -- item 492 if message then -- item 440 db.rollback() -- item 439 return message else -- item 487 fdata.tag = tag -- item 1282 remember_update(fdata, user_id) -- item 2935 db.folder_update( space_id, folder_id, fdata ) -- item 444 db.commit() -- item 445 return nil end end else -- item 487 fdata.tag = tag -- item 1282 remember_update(fdata, user_id) -- item 2935 db.folder_update( space_id, folder_id, fdata ) -- item 444 db.commit() -- item 445 return nil end else -- item 667 message = result -- item 440 db.rollback() -- item 439 return message end end function update_folder_tag(space_id, folder_id, tag, user_id) -- item 788 local fdata = db.folder_get(space_id, folder_id) -- item 1283 remember_update(fdata, user_id) -- item 379 fdata.tag = tag -- item 2936 db.folder_update( space_id, folder_id, fdata ) end function update_item(space_id, folder_id, item_id, new_data, deleted) -- item 415 local idata = db.item_get( space_id, folder_id, item_id ) -- item 1883 if idata then for key, value in pairs(new_data) do -- item 418 idata[key] = value end -- item 419 db.item_update( space_id, folder_id, item_id, idata ) else -- item 1886 log.error("item not found " .. item_id) -- item 1890 if deleted[item_id] then else for key, value in pairs(new_data) do -- item 418 idata[key] = value end -- item 419 db.item_update( space_id, folder_id, item_id, idata ) end end end function update_space_limits(space_id) -- item 3031 local rights = db.rights_get_by_space( space_id ) -- item 3032 local admins = get_admins(rights) -- item 3030 update_space_limits_core( space_id, admins ) end function update_space_limits_core(space_id, admins) -- item 3025 local max_users = 0 local max_diagrams = 0 for _, user_id in ipairs(admins) do -- item 3026 local ulimits = get_user_limits(user_id) -- item 3027 max_users = math.max( max_users, ulimits.max_users ) -- item 3028 max_diagrams = math.max( max_diagrams, ulimits.max_diagrams ) end -- item 3029 set_space_limits( space_id, max_diagrams, max_users ) end function search_machine() local obj = {} obj.type_name = "search_machine" obj.state = "init" obj.get = function(self, msg) local _state_ = self.state if _state_ == "init" then return search_machine_init_default(self, msg) elseif _state_ == "scanning" then return search_machine_scanning_get(self, msg) elseif _state_ == "completed" then return search_machine_completed_get(self, msg) end return nil end obj.update = function(self, msg) local _state_ = self.state if _state_ == "init" then return search_machine_init_update(self, msg) elseif _state_ == "scanning" then return search_machine_scanning_update(self, msg) elseif _state_ == "completed" then return search_machine_completed_default(self, msg) end return nil end return obj end return { create_space = create_space, get_folder = get_folder, get_tag = get_tag, get_theme = get_theme, set_theme = set_theme, edit = edit, create_folder = create_folder, update_folder = update_folder, delete_many = delete_many, copy_many = copy_many, move_many = move_many, get_trash = get_trash, restore = restore, clear_trash = clear_trash, get_tree = get_tree, access = access, get_recent = get_recent, save_try = save_try, read_access = read_access, space_exists = space_exists, multi_access = multi_access, delete_space = delete_space, set_space_limits = set_space_limits, update_space_limits = update_space_limits, get_user_limits = get_user_limits, delete_recent = delete_recent, delete_theme = delete_theme, remove_user = remove_user, def_query = def_query, get_space_access = get_space_access, export_space = export_space, import_space = import_space, find_folders = find_folders, search_delete = search_delete, search_items_start = search_items_start, search_items_get = search_items_get, top_spaces = top_spaces, get_folder_props = get_folder_props, set_folder_props = set_folder_props, get_create_gentoken = get_create_gentoken, reset_gentoken = reset_gentoken, get_prog_modules = get_prog_modules, get_module = get_module, check_write_access = check_write_access }
-- ================= -- INPUT/OUPUT UTILS -- ================= -- Created by datwaft <github.com/datwaft> -- ======== -- Preamble -- ======== local M = require'bubbly.core.module'.new('utils.io') -- ======= -- Warning -- ======= -- Output a warning message M.warning = function(message) vim.cmd([[echohl WarningMsg]]) vim.cmd(string.format([[echomsg "%s"]], vim.fn.escape(message, "\"\\"))) vim.cmd([[echohl None]]) end -- ===== -- Error -- ===== -- Output an error message M.error = function(message) vim.cmd([[echohl ErrorMsg]]) vim.cmd(string.format([[echomsg "%s"]], vim.fn.escape(message, "\"\\"))) vim.cmd([[echohl None]]) end -- ============ -- Finalization -- ============ return M
----------------------------------------- -- Spell: Regurgitation -- Deals Water damage to an enemy. Additional Effect: Bind -- Spell cost: 69 MP -- Monster Type: Lizards -- Spell Type: Magical (Water) -- Blue Magic Points: 1 -- Stat Bonus: INT+1 MND+1 MP+3 -- Level: 68 -- Casting Time: 5 seconds -- Recast Time: 24 seconds -- Magic Bursts on: Reverberation, Distortion, and Darkness -- Combos: Resist Gravity ----------------------------------------- require("scripts/globals/bluemagic") require("scripts/globals/status") require("scripts/globals/magic") ----------------------------------------- function onMagicCastingCheck(caster,target,spell) return 0 end function onSpellCast(caster,target,spell) local params = {} params.multiplier = 1.83 params.tMultiplier = 2.0 params.duppercap = 69 params.str_wsc = 0.0 params.dex_wsc = 0.0 params.vit_wsc = 0.0 params.agi_wsc = 0.0 params.int_wsc = 0.0 params.mnd_wsc = 0.30 params.chr_wsc = 0.0 damage = BlueMagicalSpell(caster, target, spell, params, INT_BASED) if (caster:isBehind(target, 15)) then -- guesstimating the angle at 15 degrees here damage = math.floor(damage * 1.25) -- printf("is behind mob") end damage = BlueFinalAdjustments(caster, target, spell, damage, params) --TODO: Knockback? Where does that get handled? How much knockback does it have? local params = {} params.diff = caster:getStat(tpz.mod.INT) - target:getStat(tpz.mod.INT) params.attribute = tpz.mod.INT params.skillType = tpz.skill.BLUE_MAGIC params.bonus = 1.0 local resist = applyResistance(caster, target, spell, params) if (damage > 0 and resist > 0.125) then local typeEffect = tpz.effect.BIND target:delStatusEffect(typeEffect) target:addStatusEffect(typeEffect,1,0,getBlueEffectDuration(caster,resist,typeEffect)) end return damage end
local path = vim.fn.stdpath('data')..'/site/pack/packer/opt/packer.nvim' if vim.fn.empty(vim.fn.glob(path)) > 0 then vim.api.nvim_command('!git clone https://github.com/wbthomason/packer.nvim '..path) end -- Required if packer is in `opt` path vim.cmd('packadd packer.nvim') local packer = require('packer') return packer.startup(function() local use = packer.use use { 'wbthomason/packer.nvim', opt = true } -- Fuzzy Finder use { 'nvim-telescope/telescope.nvim', requires = { { 'nvim-lua/plenary.nvim' }, { 'nvim-lua/popup.nvim' }, { 'nvim-telescope/telescope-github.nvim', config = function() require'telescope'.load_extension("gh") end }, }, } -- Tree-sitter use { 'nvim-treesitter/nvim-treesitter', run = ':TSUpdate', config = function() require'treesitter' end, } -- LSP and Completion use { 'neovim/nvim-lspconfig', config = function() require'lsp' end, requires = { { 'glepnir/lspsaga.nvim' }, { 'nvim-lua/completion-nvim' }, }, } -- Statusline use { 'glepnir/galaxyline.nvim', branch = 'main', config = function() require'statusline' end, requires = { 'kyazdani42/nvim-web-devicons', opt = true }, } -- Colorscheme use { 'dracula/vim', as = 'dracula', config = function() vim.o.termguicolors = true vim.cmd('colorscheme dracula') end } -- Browser use { 'tpope/vim-vinegar', config = function() vim.g.netrw_home = "~/.cache/nvim" end } use { 'gennaro-tedesco/nvim-jqx' } use { 'tjdevries/astronauta.nvim' } end)
local clashCalc = {} function clashCalc.acerto(hitChance) local rand = math.random(1, 100) if rand < hitChance then return true end return false end function clashCalc.critical(unit) local rand = math.random(1, 100) if rand / 100 > unit:get_critical() then return true end return false end return clashCalc
unpack = unpack or table.unpack --problemas de versionamento local mqtt = require("mqtt_library") local plMod = require("player") local tbMod = require("textbox") local pkMod = require("puck") local binser = require("binser") local mime = require ("mime") local width, height = 800, 600 local pingTime = 10 -- o intervalo de tempo em que uma instância tenta dar ping local disconnectTime = 20 -- o intervalo de tempo que configura desconexão por inatividade local instanceID --o id do meu jogo local --dicionário de players conectados --a chave é o ID de um player, e o valor é um objeto player local players = {} local textbox = 0 local puck = 0 local base_puck_timeout = 2 --o timeout para o mesmo player interagir com a puck de novo. Meio difícil de regular, acaba dependendo da internet --helper serialize and deserialize functions local function serialize(...) local str = binser.serialize(...) str = mime.b64(str) return str end local function deserialize(string) local str = mime.unb64(string) local t = binser.deserialize(str) return unpack(t) end --helper function que dá o ping do player local function pingPlayer(player) mqtt_client:publish("players_ping", plMod.ToString(players[instanceID])) players[instanceID].lastPing = love.timer.getTime() end --essa função é a callback para qualquer subscription. function mqttcb(topic, message) print("Received from topic: " .. topic .. " - message:" .. message) if topic == "players_ping" then players_pingCB(message) elseif topic == "textbox" then textboxCB(message) elseif topic == "puck_info" then puck_infoCB(message) end end function players_pingCB(message) player = plMod.stringToPlayer(message) player.lastPing = love.timer.getTime() --se este player já estava registrado localmente, if players[player.ID] ~= nil then --ignoramos a posição X e Y que ele me passou, já que a movimentação é resolvida localmente pra ficar mais fluida player.posX, player.posY = players[player.ID].posX, players[player.ID].posY end players[player.ID] = player end function love.mousepressed( x, y, button, istouch, presses ) if button == 1 and players[instanceID] ~= nil then local old_x, old_y = players[instanceID].desiredX, players[instanceID].desiredY players[instanceID]:SetDesiredPosition(x,y) --isso tá violando o princípio de bater no servidor e voltar de novo... --dá um ping só pra informar a nova posição desejada pingPlayer(players[instanceID]) players[instanceID]:SetDesiredPosition(old_x, old_y) --então eu desfaço a mudança acima, pra não violar o princípio end end function textboxCB(message) playerID, text_message = deserialize(message) if players[playerID] ~= nil then players[playerID]:displayMessage(text_message) end end function love.keypressed(key) --se o jogador apertou enter, if key == "kpenter" or key == "return" then --aproveita e dá ping no player? --envia texto da textbox local shouldSend, text = textbox:getTextForSending() if shouldSend then mqtt_client:publish("textbox", serialize(instanceID, text)) end end end function love.textinput(t) textbox:textInput(t) end function puck_infoCB(message) puck.desiredX, puck.desiredY = deserialize(message) end function love.load() math.randomseed(os.clock()) instanceID = math.floor(math.random() * 10000) --to do: sempre checar antes se já há outra instancia com esse ID --cria textbox textbox = tbMod.createTextbox(50, 600 - 50, "Type your message") --cria puck puck = pkMod.createPuck() puck_timeout = 0 --o servidor mosquitto não estava conectando em vários momentos quando estava desenvolvendo mqtt_client = mqtt.client.create("test.mosquitto.org", 1883, mqttcb) --mqtt_client = mqtt.client.create("iot.eclipse.org", 1883, mqttcb) mqtt_client:connect("cliente love " .. instanceID) --esse identificador provavelmente seria trocado por um identificador único de usuário em uma implementação séria mqtt_client:subscribe({"players_ping"}) --optei por ter tres filas nesse caso mesmo, pq de forma geral são informações desrelacionadas. A textbox só depende de que o player esteja ativo, nada mais. A puck até colide com o player, o que pode ficar meio defasado, mas considerei como um erro aceitável mqtt_client:subscribe({"textbox"}) mqtt_client:subscribe({"puck_info"}) --sempre há no mínimo um player, eu mesmo. O seu ID é o ID dessa sessão do jogo local player1 = plMod.newPlayer(instanceID, width / 2, height / 2) --publico o primeiro ping desse player mqtt_client:publish("players_ping", plMod.ToString(player1)) end function love.draw() --pra desenhar, me asseguro de que o player local seja sempre desenhado por último, para mantê-lo sempre visível for k, player in pairs(players) do if k ~= instanceID then player:draw() end end -- true indica à draw que este é o player local. De novo, tenho que me proteger de ser null por causa da ida e volta ao mosquitto if players[instanceID] ~= nil then players[instanceID]:draw(true) end textbox:draw() puck:draw() end function love.update(dt) mqtt_client:handler() now = love.timer.getTime() -- for k, player in pairs(players) do if k ~= instanceID and player.lastPing + disconnectTime < now then --"desconecta" player inativo players[k] = nil --this is fine else player:update(dt) end end --se este player não deu ping nos últimos pingTime segundos, --players[instanceID] pode acabar sendo nil por alguns frames pq antes de registrar ele na table, ele vai lá no servidor, bate e volta if players[instanceID] ~= nil and players[instanceID].lastPing + pingTime < now then --dá o ping pingPlayer(players[instanceID]) end --checa se player local colide com puc, se sim, publica mensagem com novas coordenadas da puck if players[instanceID] ~= nil and puck_timeout <= 0 then --cálculo da distância entre centro do puck e centro do player local dx, dy = puck.posX - players[instanceID].posX , puck.posY - players[instanceID].posY local dist = math.sqrt(dx*dx, dy*dy) if dist < players[instanceID].radius then --player e puck estão se tocando: print("collide") mqtt_client:publish("puck_info", serialize(puck.randomPosition())) puck_timeout = base_puck_timeout end end puck_timeout = math.max(0, puck_timeout - dt) puck:update(dt) end
local ZxSimpleUI = LibStub("AceAddon-3.0"):GetAddon("ZxSimpleUI") local media = LibStub("LibSharedMedia-3.0") local Power47Options = {} Power47Options.__index = Power47Options Power47Options.OPTION_NAME = "Power47Options" ZxSimpleUI.optionTables[Power47Options.OPTION_NAME] = Power47Options ---@param barTemplateOptions table function Power47Options:__init__(barTemplateOptions) self.options = {} self._barTemplateOptions = barTemplateOptions self._coreOptions47 = self._barTemplateOptions:getCoreOptions47() self._currentModule = self._barTemplateOptions:getCurrentModule() end function Power47Options:new(...) local newInstance = setmetatable({}, self) newInstance:__init__(...) return newInstance end function Power47Options:registerModuleOptionsTable() ZxSimpleUI:registerModuleOptions(self._currentModule.MODULE_NAME, self:getOptionTable(), self._currentModule.DECORATIVE_NAME) end ---@return table function Power47Options:getOptionTable() if next(self.options) == nil then self.options = self._barTemplateOptions:getOptionTable() self.options.args.color = nil local extraOptions = self:_getExtraOptionTable() for k, v in pairs(extraOptions) do self.options.args[k] = v end end return self.options end ---@param optionTable table function Power47Options:addOption(optionTable) self._barTemplateOptions:addOption(optionTable) end -- #################################### -- # PRIVATE FUNCTIONS -- #################################### function Power47Options:_getExtraOptionTable() local t1 = { colorgroup = { name = "Power Colors", type = "group", inline = true, get = function(info) return self._coreOptions47:getOptionColor(info) end, set = function(info, r, g, b, a) self._currentModule.currentPowerColorEdited = {r, g, b, a} self._coreOptions47:setOptionColor(info, r, g, b, a) end, order = -1, args = { showbar = { name = "Show Color", desc = "Show the currently edited power color", type = "toggle", order = 1, disabled = function(info) return not self._currentModule.db.profile.enabledToggle end, get = function(info) return self._coreOptions47:getOption(info) end, set = function(info, value) self._coreOptions47:setOption(info, value) end }, colorMana = { name = "Mana", desc = "UNIT_MANA", type = "color", hasAlpha = true, order = 5 }, colorRage = { name = "Rage", desc = "UNIT_RAGE", type = "color", hasAlpha = true, order = 6 }, colorFocus = { name = "Focus", desc = "UNIT_FOCUS", type = "color", hasAlpha = true, order = 7 }, colorEnergy = { name = "Energy", desc = "UNIT_ENERGY", type = "color", hasAlpha = true, order = 8 }, colorRunicPower = { name = "Runic Power", desc = "UNIT_RUNIC_POWER", type = "color", hasAlpha = true, order = 9 } } } } return t1 end
-- Copyright (c) 2017-present, Facebook, Inc. -- All rights reserved. -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. local speech = require('libspeech') --Applies Triangular filter to input. --nof: number of filters (number of rows of filter) --fn: number of frequency bins (length of input) --f_low: lower frequency limit --f_high: higher frequency limit --fs: sampling frequency (HZ) --h2w: hertz to warp scale function handle (e.g. mel scale) --w2h: inverse of h2w local function TriFiltering(nof, fn, fs, f_low, f_high, h2w, w2h) nof = nof or 20 f_low = f_low or 0 f_high = f_high or math.floor(fs / 2) --Mel warping functions h2w = h2w or function(hz) return 2595 * math.log10(1 + hz / 700) end w2h = w2h or function(mel) return 700 * (math.pow(10, mel / 2595) - 1) end local f = torch.linspace(0, torch.floor(fs/2), fn) local minmel = h2w(f_low) local maxmel = h2w(f_high) local c = torch.range(0, nof+1) c:mul((maxmel - minmel)/ (nof + 1)) c:add(minmel) c:apply(w2h) local H = torch.zeros(nof, fn) for m = 1, nof do local loslope = f:clone() local hislope = f:clone() loslope:add(-c[m]) loslope:div(c[m+1] - c[m]) hislope:mul(-1) hislope:add(c[m+2]) hislope:div(c[m+2] - c[m+1]) H[m] = torch.cmin(loslope, hislope):cmax(0) end return function (output_raw, input_raw) local input, output = speech.Proc(output_raw, input_raw) H = H:type(input:type()) --Resize fortunately allocates minimally if(input:dim() == 1) then output:resize(nof):zero() return output:addmv(H, input) elseif (input:dim() == 2) then output:resize(input:size(1), nof):zero() return output:t():addmm(H, input:t()) else error("Unsupported dimension") end end end speech.TriFiltering = TriFiltering
require "/scripts/vec2.lua" function init() self.delayTimer = config.getParameter("delayTime") self.aimPosition = mcontroller.position() message.setHandler("updateProjectile", function(_, _, aimPosition) self.aimPosition = self.aimPosition return entity.id() end) message.setHandler("kill", function() projectile.die() end) end function update(dt) if self.delayTimer then self.delayTimer = math.max(0, self.delayTimer - dt) if self.delayTimer == 0 then self.delayTimer = nil trigger() end end end function trigger() mcontroller.setVelocity(vec2.mul(vec2.norm(world.distance(self.aimPosition, mcontroller.position())), config.getParameter("triggerSpeed"))) end
local config = require "config" local tiled = require "lib.levels.tiled" local layer = require "lib.levels.layer" local tiles = require "lib.tiles" local vector = require "lib.vector" local entity_handlers = require "lib.levels.entity_handlers" local level = {} ; level.__index = level function level.new (level_name) local self = setmetatable({}, level) self.name = level_name local map_data = require("res.map." .. level_name) self.width = map_data.width self.height = map_data.height self.layers = { overlay = layer.new(tiled.getLayerData(map_data, "overlay")), walls = layer.new(tiled.getLayerData(map_data, "walls")), platforms = layer.new(tiled.getLayerData(map_data, "platforms")), decor = layer.new(tiled.getLayerData(map_data, "decor")), background = layer.new(tiled.getLayerData(map_data, "background")) } self.objects = {} local object_layer = tiled.getLayerData(map_data, "objects") for k, object in ipairs(object_layer.objects) do self.objects[#self.objects + 1] = object end return self end function level:initialize (env) assert(env.level == self) -- sanity check for i, object in pairs(self.objects) do if entity_handlers[object.type] then entity_handlers[object.type](env, object) end end end function level:getObjectByName (object_name) for i, object in ipairs(self.objects) do if object.name == object_name then return object end end error('no object with name: ' .. object_name) end function level:getObjectById (object_id) for i, object in ipairs(self.objects) do if object.id == object_id then return object end end error('no object with id: ' .. object_id) end function level:getObject (id_or_name) if not id_or_name then error('missing id or name') end if type(id_or_name) == 'string' then return self:getObjectByName(id_or_name) elseif type(id_or_name) == 'number' then return self:getObjectById(id_or_name) else error('expected string name or number id; found ' .. type(id_or_name)) end end function level:getUnderlay () if not self.underlay_batch then local tileset_image = tiles:getTileSet() local batch = love.graphics.newSpriteBatch(tileset_image, self.width * self.height * 4 --[[ four layers ]]) for x = 0, self.width - 1 do for y = 0, self.height - 1 do local background = self.layers.background and self.layers.background:getTile(x, y) local decor = self.layers.decor and self.layers.decor:getTile(x, y) local platform = self.layers.platforms and self.layers.platforms:getTile(x, y) local wall = self.layers.walls and self.layers.walls:getTile(x, y) if background then batch:add(tiles[background].quad, x * config.tile_size, y * config.tile_size, 0) end if decor then batch:add(tiles[decor].quad, x * config.tile_size, y * config.tile_size, 0) end if platform then batch:add(tiles[platform].quad, x * config.tile_size, y * config.tile_size, 0) end if wall then batch:add(tiles[wall].quad, x * config.tile_size, y * config.tile_size, 0) end end end self.underlay_batch = batch end return self.underlay_batch end function level:getOverlay () if not self.overlay_batch then local tileset_image = tiles:getTileSet() local batch = love.graphics.newSpriteBatch(tileset_image, self.width * self.height --[[ one layer ]]) for x = 0, self.width - 1 do for y = 0, self.height - 1 do local overlay = self.layers.overlay and self.layers.overlay:getTile(x, y) if overlay then batch:add(tiles[overlay].quad, x * config.tile_size, y * config.tile_size, 0) end end end self.overlay_batch = batch end return self.overlay_batch end function level:drawUnderlay (env) love.graphics.setColor(0xFF, 0xFF, 0xFF) love.graphics.draw(self:getUnderlay(), -env.camera.x * env.camera.scale, -env.camera.y * env.camera.scale, 0, env.camera.scale, env.camera.scale) end function level:drawOverlay (env) love.graphics.setColor(0xFF, 0xFF, 0xFF) love.graphics.draw(self:getOverlay(), -env.camera.x * env.camera.scale, -env.camera.y * env.camera.scale, 0, env.camera.scale, env.camera.scale) end return level
local prototype = {} local prototype_mt = { __call = function(self, ...) local result local bi = self.proto.beforeInstance if bi then result = bi(self, ...) end if type(result) == "nil" then result = self.proto._new(table.unpack(self.args)) local ri = result.instanced; if ri then ri(result, ...) end end return result end, __tostring = function(self) return "prototype of " .. tostring(self.proto) end } local function prototype_new(class, ...) if class.prototyped then class:prototyped(...) end return setmetatable({ proto = class, args = {class, ...} }, prototype_mt) end function prototype.prepare(class) assert(type(class.static._new) == "nil") class.static._new = class.static.new class.static.new = prototype_new end function prototype.copy(other, args) if not args then args = {}; for i, v in ipairs(other.args) do args[i] = v end end return setmetatable({ proto = other.proto, args = args }, prototype_mt) end function prototype.isPrototype(v) return getmetatable(v) == prototype_mt end return prototype
---@class CS.UnityEngine.ParticleSystem.ForceOverLifetimeModule : CS.System.ValueType ---@field public enabled boolean ---@field public x CS.UnityEngine.ParticleSystem.MinMaxCurve ---@field public y CS.UnityEngine.ParticleSystem.MinMaxCurve ---@field public z CS.UnityEngine.ParticleSystem.MinMaxCurve ---@field public xMultiplier number ---@field public yMultiplier number ---@field public zMultiplier number ---@field public space number ---@field public randomized boolean ---@type CS.UnityEngine.ParticleSystem.ForceOverLifetimeModule CS.UnityEngine.ParticleSystem.ForceOverLifetimeModule = { } return CS.UnityEngine.ParticleSystem.ForceOverLifetimeModule
local Name="yfc" local player=game.Players[Name] local char=player.Character local Suit=false Welds={} if script.Parent.className~="HopperBin" then local h=Instance.new("HopperBin") h.Name="Ice reaper" h.Parent=player.Backpack script.Parent=h end pcall(function() char.Sword:remove() end) pcall(function() char.Sheath:remove() end) pcall(function() char.Suit:remove() end) local m=Instance.new("Model") m.Name="Sword" m.Parent=char local otherm=Instance.new("Model") otherm.Name="Sheath" otherm.Parent=char --SWORD-- local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.BrickColor=BrickColor:Blue() p.Reflectance=0.4 p.CanCollide=false p.Parent=m local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.4,1.2,0.2) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=char.Torso w.C0=CFrame.new(0,0,0.65)*CFrame.Angles(0,0,math.rad(150)) w.C1=CFrame.new(0,0.25,0) local HoldWeld=w local Blade=p Welds["MAIN"]=HoldWeld local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.BrickColor=BrickColor:Yellow() p.Parent=m local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.02,1,0.21) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,-.2,0) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor.new("White") p.Parent=m p.Reflectance=0.4 local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.6,.2,.3) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,-1.45,0) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor.new("White") p.Parent=m p.Reflectance=0.4 local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.4,.2,.3) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0.4,-1.37,0)*CFrame.Angles(0,0,math.rad(30)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor.new("White") p.Parent=m p.Reflectance=0.4 local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.4,.2,.3) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(-0.4,-1.37,0)*CFrame.Angles(0,0,math.rad(-30)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor.new("Grey") p.Parent=m local mes=Instance.new("CylinderMesh") mes.Parent=p mes.Scale=Vector3.new(.2,1.25,.2) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,-2,0) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:Yellow() p.Parent=m p.Reflectance=0.4 local mes=Instance.new("CylinderMesh") mes.Parent=p mes.Scale=Vector3.new(.21,.1,.21) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,-2.75,0) for i=1,10 do local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:Black() p.Parent=m local mes=Instance.new("CylinderMesh") mes.Parent=p mes.Scale=Vector3.new(.21,.05,.21) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,-2.7+.9*(i/9),0) end local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:Blue() p.Parent=m p.Reflectance=0.4 local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(.28,.24,.205) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Blade w.C0=CFrame.new(0,1.45,0)*CFrame.Angles(0,0,math.rad(-45)) local Tip=p --/SWORD-- --SHEATH-- local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.Reflectance=0.4 p.BrickColor=BrickColor:Blue() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.6,1.2,0.3) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=char.Torso w.C0=CFrame.new(0,0,0.65)*CFrame.Angles(0,0,math.rad(-30)) local Back=p local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(-0.1,-1.5,0)*CFrame.Angles(0,0,math.rad(45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0.1,-1.5,0)*CFrame.Angles(0,0,math.rad(-45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(-0.1,1.29,0)*CFrame.Angles(0,0,math.rad(-45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0.1,1.29,0)*CFrame.Angles(0,0,math.rad(45)) local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,1.25,0.32) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0,-0.25/2.5,0) local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.BrickColor=BrickColor:Yellow() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.02,1.12,0.325) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0,0,0) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0.1,.25/2,0)*CFrame.Angles(0,0,math.rad(45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(-0.1,.25/2,0)*CFrame.Angles(0,0,math.rad(-45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0.1,-.25/2,0)*CFrame.Angles(0,0,math.rad(-45)) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:White() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.1,.25,0.31) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(-0.1,-.25/2,0)*CFrame.Angles(0,0,math.rad(45)) local p=Instance.new("Part") p.Size=Vector3.new(1,3,1) p.BrickColor=BrickColor:Black() p.Parent=otherm local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(0.55,.5,0.25) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0,.85,0) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.BrickColor=BrickColor:Blue() p.Parent=m p.Reflectance=0.4 local mes=Instance.new("BlockMesh") mes.Parent=p mes.Scale=Vector3.new(.42,.35,.305) local w=Instance.new("Weld") w.Parent=p w.Part1=p w.Part0=Back w.C0=CFrame.new(0,-1.45,0)*CFrame.Angles(0,0,math.rad(-45)) for _,v in pairs(otherm:children()) do v.CanCollide=false end --/SHEATH-- b=Instance.new("IntValue") b.Value=0 b.Parent=char.Sword function Click() if b.Value~=0 then pcall(function() DCLICK:disconnect() end) wait(0.25) Button() wait() DCLICK=b.Changed:connect(Click) end end DCLICK=b.Changed:connect(Click) Arms={char.Torso["Left Shoulder"],char.Torso["Right Shoulder"]} function Button(mouse) if b.Value==1 then local rw=Welds["rw"] for i=0,0.7,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(4.5), math.rad(-6),0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=0,0.4,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-10),0,0) rw.C0 = rw.C0*CFrame.new(0, 0.1, 0) end wait() for i=0,0.4,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(10),0,0) rw.C0 = rw.C0*CFrame.new(0, -0.1, 0) end for i=0,0.9,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-4.5), math.rad(6),0) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 b.Value=0 else local rw=Welds["rw"] for i=0,0.3,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(6),0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=0,1,0.5 do wait() rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(50)+math.rad(60)*i, 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end for i=0,1,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-10), 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end for i=0,0.3,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(10), 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=0,0.3,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(-6),0) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 b.Value=0 end end function Charge() local rw=Welds["rw"] for i=0,1.2,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(1), math.rad(6),math.rad(2)) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=1,6 do wait() local Laz=Instance.new("Part") Laz.Anchored=false Laz.BrickColor=BrickColor:Blue() Laz.Reflectance=0 Laz.Shape="Ball" Laz.Transparency=1-i/9 Laz.TopSurface="Smooth" Laz.BottomSurface="Smooth" Laz.CanCollide=false Laz.Size=Vector3.new(1,1,1) Laz.Parent=char.Sword w=Instance.new("Weld") w.Part1=Laz w.Part0=Blade w.Parent=Laz local Me=Instance.new("SpecialMesh") Me.MeshType="Sphere" Me.Parent=Laz for i=1,7,0.75 do Me.Scale = Vector3.new(i/2.5,i,i/2.5) wait() end Laz:remove() end end function SHOCK() Charge() wait() for i=0,0.7,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-10),0,0) rw.C0 = rw.C0*CFrame.new(0, 0, 0) end for i=1,35 do p=Instance.new("Part") p.Size=Vector3.new(1,9,7) p.Transparency=0.2 p.BrickColor=BrickColor:Blue() p.Reflectance=0.1 p.CanCollide=true p.Velocity=Vector3.new(9000,300,0) p.TopSurface="Smooth" p.BottomSurface="Smooth" p.Anchored=true p.Parent=char p.CFrame=char.Torso.CFrame*CFrame.Angles(0,math.rad(90),0)*CFrame.new(6+i,0,0) Delay(0,function() local p=p for i=3,10 do p.Transparency=i/10 wait() end p:remove() end) wait() end for i=0,0.7,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(10),0,0) rw.C0 = rw.C0*CFrame.new(0, 0, 0) end wait() for i=0,1.2,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-1), math.rad(-6),math.rad(-2)) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 end function GATE() local rw=Welds["rw"] for i=0,0.3,0.1 do wait(0.06) rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(6),0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=0,2,0.5 do wait(0.06) rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(50)+math.rad(60)*i, 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() local b=Instance.new("BodyPosition") b.position=char.Torso.Position+Vector3.new(0,30,0) b.maxForce=Vector3.new(200,999999999,200) b.Parent=char.Torso wait(0.75) for i=0,2,0.5 do wait(0.05) local p=Blade:Clone() p.Transparency=0.5 p.Reflectance=0 p.BrickColor=BrickColor:Blue() p.Anchored=true p.CanCollide=false p.Parent=char Delay(0.75,function() p:remove() end) rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(50)+math.rad(-60)*i, 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end b:remove() function Check(d) for _,v in pairs(game.Players:children()) do if v.Name~=Name and v.Character and v.Character:findFirstChild("Torso") and (v.Character.Torso.Position-Star.Position).magnitude<d then v.Character.Humanoid:TakeDamage(5) v.Character.Humanoid.PlatformStand=true v.Character.Torso.Velocity=(v.Character.Torso.Position-Star.Position).unit*120 end end end wait(0.5) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=BrickColor:Blue() Tor.Reflectance=0 Tor.Anchored=true Tor.Transparency=1 Tor.CanCollide=false Tor.Parent=char Tor.TopSurface="Weld" Star=Tor Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(3,1.2,3) Tor.CFrame=CFrame.new(char.Torso.Position.x,workspace.Base.Position.y,char.Torso.Position.z) Delay(0.1,function() for i=1,40 do wait() Mesh.Scale=Mesh.Scale+Vector3.new(1,0,1) Star.Transparency=i/50 Dist=Mesh.Scale.x/2 Check(Dist) end Tor:remove() end) for i=0,0.3,0.1 do wait(0.06) rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(-6),0) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 end function GHOST() Charge() for i=0,0.7,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-10),0,0) rw.C0 = rw.C0*CFrame.new(0, 0, 0) end function Check(i) for _,v in pairs(i:children()) do if v:IsA("Part") and (v.Position - char.Torso.Position).magnitude < 7 and v.Parent~=char.Torso and v.Name~="Base" and v.Parent.Name~=Name and v.Parent.Parent.Name~=Name and v.Name~="Handle" then Delay(0,function() local bool=v.Anchored v.Anchored=true v.CanCollide=false wait(0.25) v.CanCollide=true v.Anchored=bool end) if game.Players:getPlayerFromCharacter(v.Parent) then v.Anchored=false end elseif v:children()[1]~=nil then Check(v) end end end local B=Instance.new("BodyPosition") B.Parent=char.Torso B.maxForce=Vector3.new(0,9e99,0) B.position=char.Torso.Position local t=tick() repeat Check(workspace) wait(0.17) until tick()-t>10 B:remove() for i=0,0.7,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(10),0,0) rw.C0 = rw.C0*CFrame.new(0, 0, 0) end wait() for i=0,1.2,0.1 do wait() rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(math.rad(-1), math.rad(-6),math.rad(-2)) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 end function PORT(mouse) local mouset=mouse.Target local mouseh=mouse.Hit if mouset then local Laz=Instance.new("Part") Laz.Anchored=false Laz.BrickColor=BrickColor:Blue() Laz.Reflectance=0 Laz.Transparency=1 Laz.Shape="Ball" Laz.TopSurface="Smooth" Laz.BottomSurface="Smooth" Laz.CanCollide=false Laz.Size=Vector3.new(1,1,1) Laz.CFrame=char.Torso.CFrame Laz.Parent=char.Torso Laz.Transparency=1 w = Instance.new("Weld") w.Parent = Laz w.Part0 = w.Parent w.Part1 = char.Torso w.C0 = CFrame.new(0,0,0) local Me=Instance.new("SpecialMesh") Me.MeshType="Sphere" Me.Scale=Vector3.new(15,15,15) Me.Parent=Laz for i=1,20 do Me.Scale=Me.Scale+Vector3.new(-0.5,-0.5,-0.5) Laz.Transparency=Laz.Transparency-1/20 wait() end char.Torso.CFrame=mouseh*CFrame.new(0,5,0) for i=1,20 do Me.Scale=Me.Scale+Vector3.new(0.5,0.5,0.5) Laz.Transparency=i/20 wait() end Laz:remove() end end function RUSH() local rw=Welds["rw"] for i=0,0.3,0.1 do wait(0.06) rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(6),0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() for i=0,0.9,0.05 do wait() rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(50)+math.rad(-60)*(i/1), 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end wait() local p=Instance.new("Part") p.Locked=true p.BrickColor=BrickColor:Blue() p.Name="Lan" p.CanCollide=false p.Size=Vector3.new(1,6,1) Mesh=Instance.new("SpecialMesh") Mesh.MeshType="FileMesh" Mesh.Scale=Vector3.new(0.7,7.3,0.7) Mesh.MeshId="http://roblox.com/asset/?id=1033714" Mesh.Parent=p p.Parent=char w=Instance.new("Weld") w.Part1=Blade w.Part0=p w.Parent=p w.C0=CFrame.new(0,1,0) local b=Instance.new("BodyVelocity") b.maxForce = Vector3.new(math.huge,math.huge,math.huge) b.velocity=char.Torso.CFrame.lookVector*65 b.Parent=char.Torso for i=1,20 do b.velocity=char.Torso.CFrame.lookVector*65 local blue=p:clone() blue.CanCollide=false blue.Anchored=true blue.CFrame=p.CFrame blue.BrickColor=BrickColor:Blue() blue.Parent=char Delay(0,function() local blue=blue for i=1,5 do blue.Transparency=blue.Transparency+1/20 wait() end blue:remove() end) wait() end wait(0.05) p:remove() b:remove() wait() for i=0,0.2,0.05 do wait() rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(50)+math.rad(60)*(i/1), 0,0) rw.C0 = CFrame.new(0, 0.5, 0) end for i=0,0.3,0.1 do wait(0.06) rw.C1 = rw.C1*CFrame.fromEulerAnglesXYZ(0,math.rad(-6),0) rw.C0 = CFrame.new(0, 0.5, 0) end rw.C0=OrgR0 rw.C1=OrgR1 end De=0 Equip=false function EQUIP(mouse) if De==0 and #game["LocalBackpack"]:children()>0 then Equip=true De=1 --pcall(function() game["LocalBackpack"]:children()[1]:remove() end) rs=char.Torso["Right Shoulder"] p1=rs.Part1 p0=rs.Part0 rs.Part0=nil rw=Instance.new("Weld") rw.Parent=char rw.Part1=char.Torso rw.Part0=char["Right Arm"] rw.C1=CFrame.new(1.5,0,0)*CFrame.Angles(0,0,0) R1=rw.C1 R0=rw.C0 Arms["rw"]=rw Welds["rw"]=rw Weld=Welds["MAIN"] for i=0,1,0.1 do wait(0.05) rw.C1 = CFrame.new(1.5,0.5,0)*CFrame.fromEulerAnglesXYZ(math.rad(270)*i, i,-i) rw.C0 = CFrame.new(0, 0.5, 0) end pcall(function() Weld.Part0=char["Right Arm"] Weld.C0=CFrame.new(0,-1.1,-2.35)*CFrame.Angles(math.rad(90),math.rad(90),math.rad(180)) Connec=Blade.Touched:connect(function(h) if h.Parent and h.Parent:findFirstChild("Humanoid") and not h.Parent:findFirstChild("Ice") and h.Parent.Name~=Name then h.Parent.Torso.Name="Ice" h.Parent.Ice.Anchored=true local i=Instance.new("Part") i.Parent=h.Parent i.Size=Vector3.new(5,7,5) i.TopSurface="Smooth" i.BottomSurface="Smooth" i.Anchored=true i.CFrame=h.Parent.Ice.CFrame i.BrickColor=BrickColor:Blue() i.Reflectance=0.4 i.Transparency=0.5 end end) end) for i=0,1,0.5 do wait(0.05) rw.C1 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(135)-math.rad(67.5)*i, 0, math.rad(45-22.5*i)) rw.C0 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait() for i=0,1,0.25 do rw.C1=rw.C1*CFrame.Angles(math.rad(-3.5),math.rad(-2),math.rad(-6)) wait(0.05) end Delay(0,function() while Equip==true do wait(0.08) local p=Instance.new("Part") p.Size=Vector3.new(1,1,1) p.Reflectance=0.3 p.BrickColor=BrickColor:Blue() p.Anchored=true p.CanCollide=false p.Parent=char p.CFrame=Blade.CFrame*CFrame.new(math.random(-1,1)*math.random(),math.random(-2,2)*math.random(),math.random(-1,1)*math.random())*CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360)) local m=Instance.new("BlockMesh") m.Scale=Vector3.new(0.15,0.15,0.15) m.Parent=p Delay(0,function() local p=p for i=1,3 do wait(0.05) p.Transparency=i/3 end p:remove() end) end end) OrgR0=rw.C0 OrgR1=rw.C1 local rw=rw mouse.Icon = "rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() b.Value=b.Value+1 end) Attack=false mouse.KeyDown:connect(function(key) if Attack==false then if key=="q" then Attack=true SHOCK() Attack=false elseif key=="e" then Attack=true GATE() Attack=false elseif key=="r" then Attack=true RUSH() Attack=false elseif key=="t" then Attack=true GHOST() Attack=false elseif key=="y" then Attack=true PORT(mouse) Attack=false end end end) wait() De=0 end end setfenv(EQUIP,getfenv(0)) script.Parent.Selected:connect(function(mouse) EQUIP(mouse) end) script.Parent.Deselected:connect(function() Equip=false for i=0,1,0.1 do rw.C1=rw.C1*CFrame.Angles(math.rad(17),math.rad(8),math.rad(4)) -- 6 wait(0.04) end Welds["MAIN"].Part0=char.Torso Welds["MAIN"].C0=CFrame.new(0,0,0.65)*CFrame.Angles(0,0,math.rad(150)) Welds["MAIN"].C1=CFrame.new(0,0.25,0) Connec:disconnect() for i=0,1,0.1 do rw.C1=rw.C1*CFrame.Angles(math.rad(-19),math.rad(-3),math.rad(-6)) -- -1 wait(0.03) end pcall(function() rs.Part0=p0 rs.Part1=p1 rs.Parent=char.Torso rw:remove() end) end) --Suit-- if Suit then color=BrickColor:White() color2=BrickColor.new("Dark stone grey") pcall(function() char.Suit:remove() end) model = Instance.new("Model") model.Parent = char model.Name = "Suit" Tors=Instance.new("Part") Tors.Size=char.Torso.Size Tors.BrickColor=color Tors.Reflectance=0.75 Tors.Transparency=0 Tors.CanCollide=false Tors.Parent=model Mesh=Instance.new("BlockMesh") Mesh.Parent=Tors Mesh.Scale=Vector3.new(1.01,0.9,1.01) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tors w.C0 = CFrame.new(0,0,0) for _,v in pairs(char:children()) do if string.sub(v.Name,1,4)=="Left" or string.sub(v.Name,1,4)=='Righ' then Tor=Instance.new("Part") Tor.Size=v.Size Tor.BrickColor=color Tor.Reflectance=0.75 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("BlockMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(1.01,0.9,1.01) w = Instance.new("Weld") w.Parent = v w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0,0) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color Tor.Reflectance=0.1 Tor.Transparency=0 Tor.Locked=true Tor.CanCollide=true Tor.Parent=model Tor.TopSurface="Smooth" Tor.BottomSurface="Smooth" Mesh=Instance.new("BlockMesh") Mesh.Bevel=0.05 Mesh.Parent=Tor Mesh.Scale=Vector3.new(1.1,0.4,1.1) w = Instance.new("Weld") w.Parent = v w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,-0.6,0) end end Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("BlockMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.4,0.4,0.01) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0,-0.51) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0,-0.49)*CFrame.Angles(0,0,math.rad(90)) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0,-0.49) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("SpecialMesh") Mesh.MeshType="Sphere" Mesh.Parent=Tor Mesh.Scale=Vector3.new(.25,.25,.25) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0,-0.49) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0.27,0,-0.49) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(-0.27,0,-0.49) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,0.295,-0.49)*CFrame.Angles(0,0,math.rad(90)) Tor=Instance.new("Part") Tor.Size=Vector3.new(1,1,1) Tor.BrickColor=color2 Tor.Reflectance=0 Tor.Transparency=0 Tor.CanCollide=false Tor.Parent=model Mesh=Instance.new("CylinderMesh") Mesh.Parent=Tor Mesh.Scale=Vector3.new(.5,0.5,0.049) w = Instance.new("Weld") w.Parent = char.Torso w.Part0 = w.Parent w.Part1 = Tor w.C0 = CFrame.new(0,-0.295,-0.49)*CFrame.Angles(0,0,math.rad(90)) end --/Suit--
#!/usr/bin/env luajit local ffi = require'ffi' local bit = require'bit' local ENABLE_CDATA = true local defaults = { int8_t = '0', int16_t = '0', int32_t = '0', int64_t = ENABLE_CDATA and "ffi.new'int64_t'" or "0", boolean = 'false', float = '0.0', double = '0.0', string = '""', byte = '0', } local ffitypes = { int8_t = 'int8_t', int16_t = 'int16_t', int32_t = 'int32_t', int64_t = 'int64_t', boolean = 'uint8_t', float = 'float', double = 'double', string = 'uint8_t', byte = 'uint8_t', } local type_sz = { int8_t = 1, int16_t = 2, int32_t = 4, int64_t = 8, boolean = 1, float = 4, double = 8, byte = 1, } local function update_hash_number(h, c) assert(type(c)=='number', "Invalid hash number") local h1 = bit.bxor(bit.lshift(h, 8), bit.arshift(h, 55)) + c -- print(string.format("[0x%s] -> (%c:%d) -> [0x%s]", bit.tohex(h), c, c, bit.tohex(h1))) return h1 end local function update_hash_string(h, s) assert(type(s)=='string', "Invalid hash string") h = update_hash_number(h, #s) for i=1,#s do h = update_hash_number(h, s:byte(i)) end return h end local function emit_file_str(package, struct, comments, variables, constants) local tbl = { "local ffi = require'ffi'", string.format("local %s = {}", struct), string.format("%s.__index = %s", struct, struct), } local substructs = {} local substructs_set = {} for iv,v in pairs(variables) do -- Add the struct stuff for fingerprinting if not ffitypes[v.type] then table.insert(substructs, v.type) substructs_set[v.type] = #substructs end end -- Require only once, so use the has of pairs for s in pairs(substructs_set) do -- table.insert(tbl, string.format("local %s = require'%s'",s,s)) table.insert(tbl, string.format("local %s = require'%s.%s'",s,package,s)) end -- Constants table.insert(tbl, "-- Constants") for c, v in pairs(constants) do table.insert(tbl, string.format("%s.%s = %s",struct,c,v)) --print(c, v) end -- Make the new pbj local new_obj = { "\n-- New Object", string.format("function %s:new()", struct), "local obj = {}" } for iv,v in pairs(variables) do local populate = { string.format("obj.%s=", v.name) } if #v.dims == 0 then populate[1] = populate[1]..(defaults[v.type] or v.type..":new()") else populate[1] = populate[1].."{}" for i, n in ipairs(v.dims) do if type(n)~='number' then break end local pop = string.format("for i%d = 1,%d do",i,n) table.insert(populate, pop) -- TODO: This is wrong... local pop_val = string.format("obj.%s[i%d]=", v.name, i) if i==#v.dims then pop_val = pop_val..(defaults[v.type] or v.type..":new()") else --if type(v.dims[i+1])=='string' then pop_val = pop_val.."{}" end table.insert(populate, pop_val) end for i, n in ipairs(v.dims) do if type(n)~='number' then break end table.insert(populate, "end") end end table.insert(new_obj, table.concat(populate,"\n")) end table.insert(new_obj, "return setmetatable(obj, self)") table.insert(new_obj, "end") table.insert(tbl, table.concat(new_obj,'\n')) new_obj = nil -- Fingerprint generation local fp_obj = { "\n-- Fingerprint generation", } -- For reference: lcm_member_dump, lcm_dimension_t, lcm_struct_has local LCM_CONST, LCM_VAR = 0, 1 local h = ffi.new('uint64_t', 0x12345678) -- hash for iv,v in pairs(variables) do --print("++",iv,"++") -- hash the member name h = update_hash_string(h, v.name) -- hash the primitive name if ffitypes[v.type] then h = update_hash_string(h, v.type) end -- hash the dimensionality information h = update_hash_number(h, #v.dims) for id, d in ipairs(v.dims) do h = update_hash_number(h, type(d)=='number' and LCM_CONST or LCM_VAR) h = update_hash_string(h, tostring(d)) end end -- Save the base hash local base_hash = h table.insert(fp_obj, string.format("-- Base Hash: 0x%s", bit.tohex(base_hash)) ) if #substructs > 0 then local strtbl = {} for x in bit.tohex(base_hash):gmatch("%x%x") do table.insert(strtbl, '0x'..x) end local hash_bytes = table.concat(strtbl,',') table.insert(fp_obj, string.format("function %s.get_fingerprint(parents)", struct)) table.insert(fp_obj, [[ -- Copy parents until we spot ourselves local newparents = {} for _, v in ipairs(parents) do if v == ]]..struct..[[ then return 0x0 end table.insert(newparents, v) end]]) -- table.insert(fp_obj, [[local tmp = ffi.new('uint8_t[8]', string.char(]]..hash_bytes..[[):reverse()) -- local val = ffi.cast('uint64_t*', tmp)[0] -- local hash = val]]) table.insert(fp_obj, string.format("local hash = 0x%sLL", bit.tohex(base_hash):upper())) for i,s in ipairs(substructs) do table.insert(fp_obj, string.format("+ %s.get_fingerprint(newparents)", s)) end table.insert(fp_obj, "return require'bit'.rol(hash, 1)") table.insert(fp_obj, "end") -- Actually form the fingerprint here table.insert(fp_obj, struct..".fingerprint = {}") table.insert(fp_obj, "for v in require'bit'.tohex("..struct..".get_fingerprint({})):gmatch('%x%x') do") table.insert(fp_obj, "table.insert("..struct..".fingerprint, tonumber('0x'..v))") table.insert(fp_obj, "end") -- No need to reverse, with Lua constructing the string table.insert(fp_obj, struct..".fingerprint = string.char(unpack("..struct..".fingerprint))") else -- Single is easy local strtbl = {} local h_rot1 = bit.rol(base_hash, 1) for x in bit.tohex(h_rot1):gmatch("%x%x") do table.insert(strtbl, '0x'..x) end table.insert(fp_obj, string.format("%s.fingerprint = string.char(%s)", struct, table.concat(strtbl,',')) ) table.insert(fp_obj, string.format("function %s.get_fingerprint(parents)", struct)) table.insert(fp_obj, [[ local tmp = ffi.new('uint8_t[8]', ]]..struct..[[.fingerprint:reverse()) local val = ffi.cast('uint64_t*', tmp)[0] return val]]) table.insert(fp_obj, "end") end table.insert(tbl, table.concat(fp_obj,'\n')) fp_obj = nil -- Decode local decode_obj = { "\n-- Decoder", string.format("function %s.decode(data, skip_fingerprint)", struct), [[ if type(data)~='string' or #data==0 then return false, "]]..struct..[[ cannot decode "..(type(data)=='string' and #data or type(data)) end local idata = skip_fingerprint and 1 or 9 if (not skip_fingerprint) and data:sub(1,8)~=]]..struct..[[.fingerprint then return false, "Bad fingerprint" end local obj = setmetatable({},]]..struct..")", } -- Order of decoding for iv,v in pairs(variables) do --assert(type(type_sz[v.type])=='number', "No type size defined"..v.type) local ftype = ffitypes[v.type] local digest = { "\n-- Digesting "..v.name } -- TODO: Option to keep as cdata -- If not ftype, then it is another module if not ftype then -- TODO: Multidim for objects if #v.dims > 0 then table.insert(digest, string.format("obj.%s = {}", v.name)) -- Only if the dims is a string... if type(v.dims[1])=='string' then table.insert(digest, string.format("for n=1, obj.%s do", v.dims[1])) else table.insert(digest, string.format("for n=1, %d do", v.dims[1])) end table.insert(digest, string.format("local o, sz = assert(%s.decode(data:sub(idata), true))", v.type)) table.insert(digest, string.format("table.insert(obj.%s, o)", v.name)) table.insert(digest, "idata = idata + sz") table.insert(digest, "end") else table.insert(digest, string.format("local o, sz = assert(%s.decode(data:sub(idata), true))", v.type)) table.insert(digest, string.format("obj.%s = o", v.name)) table.insert(digest, "idata = idata + sz") end elseif v.type=='string' then -- String if #v.dims > 0 then -- Make the sizes available for Lua to use in the loops local obj_dims = {} for i,d in ipairs(v.dims) do obj_dims[i] = type(d)=='string' and 'obj.'..d or d end -- Array (possibly multidim) -- Outer of loop definitions local accessors = {} for i, d in ipairs(obj_dims) do table.insert(digest, string.format("obj.%s%s = {}", v.name, table.concat(accessors)) ) table.insert(digest, string.format("for i%d = 1, %s do", i, d)) table.insert(accessors, string.format("[i%d]", i)) end -- Inner table.insert(digest, "local sz = ffi.cast('uint32_t*', data:sub(idata, idata+3):reverse())[0]") table.insert(digest, "idata = idata + 4") -- We receive a null terminator from LCM always table.insert(digest, string.format("obj.%s%s = ffi.string(data:sub(idata, idata+sz), sz-1)", v.name, table.concat(accessors))) table.insert(digest, "idata = idata + sz") -- Close for i, d in ipairs(obj_dims) do table.insert(digest, "end") end else table.insert(digest, "local sz = ffi.cast('uint32_t*', data:sub(idata, idata+3):reverse())[0]") table.insert(digest, "idata = idata + 4") -- We receive a null terminator from LCM always table.insert(digest, string.format("obj.%s = ffi.string(data:sub(idata, idata+sz), sz-1)", v.name)) table.insert(digest, "idata = idata + sz") end elseif v.type=='byte' and #v.dims > 0 then --print("BYTE ARRAY") -- Byte array -- Make the sizes available for Lua to use in the loops local obj_dims = {} for i,d in ipairs(v.dims) do obj_dims[i] = type(d)=='string' and 'obj.'..d or d end -- Array (possibly multidim) table.insert(digest, "sz = "..table.concat(obj_dims,'*')) table.insert(digest, string.format("obj.%s = data:sub(idata, idata+sz-1)", v.name)) table.insert(digest, "idata = idata + sz") elseif #v.dims > 0 then table.insert(digest, string.format("obj.%s = {}", v.name)) -- Make the sizes available for Lua to use in the loops local obj_dims = {} for i,d in ipairs(v.dims) do obj_dims[i] = type(d)=='string' and 'obj.'..d or d end -- Populate the Lua table with the cdata array information table.insert(digest, string.format("local substr = data:sub(idata, idata+%d*%s-1):reverse()", type_sz[v.type], table.concat(obj_dims, "*")) ) table.insert(digest, string.format("local ptr = ffi.cast('%s*', substr )", ftype) ) -- Array (possibly multidim) table.insert(digest, "local ibuf = 0") -- Outer of loop definitions -- NOTE: Endian reversal local accessors = {} for i, d in ipairs(obj_dims) do table.insert(digest, string.format("obj.%s%s = {}", v.name, table.concat(accessors)) ) table.insert(digest, string.format("for i%d = %s, 1, -1 do", i, d)) table.insert(accessors, string.format("[i%d]", i)) end -- Inner -- TODO: This is wrong... table.insert(digest, string.format("obj.%s%s = ptr[ibuf]%s", v.name, table.concat(accessors), v.type=='boolean' and '>0' or '')) table.insert(digest, "ibuf = ibuf + 1") -- Close for i, d in ipairs(obj_dims) do table.insert(digest, "end") end table.insert(digest, "idata = idata + #substr") else -- Single element table.insert(digest, string.format("obj.%s = ffi.cast('%s*', data:sub(idata, idata+%d-1):reverse() )[0]%s", v.name, ftype, type_sz[v.type], v.type=='boolean' and '>0' or '') ) table.insert(digest, string.format("idata = idata + %d", type_sz[v.type]) ) end table.insert(decode_obj, table.concat(digest, '\n')) end table.insert(decode_obj, [[ if skip_fingerprint or idata-1==#data then return obj, idata-1 end return false, "Bad cursor: ]]..struct..'"') table.insert(decode_obj, "end") table.insert(tbl, table.concat(decode_obj,'\n')) decode_obj = nil -- Encode local encode_obj = { "\n-- Encoder", string.format("function %s:encode(skip_fingerprint)", struct), "local tbl = {}", "local n, data" } -- Fingerprint table.insert(encode_obj,[[ -- Fingerprint if not skip_fingerprint then table.insert(tbl, self.fingerprint) end]]) -- Variables for iv,v in pairs(variables) do table.insert(encode_obj, "\n-- Encoding "..v.name) local ftype = ffitypes[v.type] if not ftype then if #v.dims > 0 then -- Only if the dims is a string... if type(v.dims[1])=='string' then table.insert(encode_obj, string.format("for n=1, self.%s do", v.dims[1])) else table.insert(encode_obj, string.format("for n=1, %d do", v.dims[1])) end table.insert(encode_obj, string.format("local e = assert(self.%s[n]:encode(true))", v.name)) table.insert(encode_obj, "table.insert(tbl, e)") table.insert(encode_obj, "end") else table.insert(encode_obj, string.format("local e = assert(self.%s:encode(true))", v.name)) table.insert(encode_obj, "table.insert(tbl, e)") end elseif v.type=='string' then if #v.dims>0 then local obj_dims = {} for i,d in ipairs(v.dims) do obj_dims[i] = type(d)=='string' and 'self.'..d or d end -- Outer of loop definitions -- NOTE: Endian reversal local accessors = {} for i, d in ipairs(obj_dims) do table.insert(encode_obj, string.format("for i%d = 1, %s do", i, d)) table.insert(accessors, string.format("[i%d]", i)) end -- Inner -- TODO: This is wrong... table.insert(encode_obj, string.format("n = ffi.new('uint32_t[1]', #self.%s%s+1)", v.name, table.concat(accessors))) table.insert(encode_obj, "table.insert(tbl, ffi.string(n, 4):reverse())") table.insert(encode_obj, string.format("table.insert(tbl, self.%s%s)", v.name, table.concat(accessors)) ) table.insert(encode_obj, "table.insert(tbl, '\\0')") -- Close for i, d in ipairs(obj_dims) do table.insert(encode_obj, "end") end else table.insert(encode_obj, string.format("n = ffi.new('uint32_t[1]', #self.%s+1)", v.name)) table.insert(encode_obj, "table.insert(tbl, ffi.string(n, 4):reverse())") table.insert(encode_obj, string.format("table.insert(tbl, self.%s)", v.name)) table.insert(encode_obj, "table.insert(tbl, '\\0')") end --table.insert(encode_obj, string.format("table.insert(tbl, ffi.string(ffi.cast('uint8_t*', self.%s), #self.%s))", v.name, v.name)) elseif v.type=='byte' then -- We assume bytes are just strings! -- NOTE: No multidim support for now if #v.dims>2 then error("Only single dimension supported") else -- Just a single number or a single string table.insert(encode_obj, string.format("table.insert(tbl, self.%s)", v.name)) end --table.insert(encode_obj, string.format("table.insert(tbl, ffi.string(ffi.cast('uint8_t*', self.%s), #self.%s))", v.name, v.name)) elseif #v.dims>0 then -- TODO: Multidim arrays local obj_dims = {} for i,d in ipairs(v.dims) do obj_dims[i] = type(d)=='string' and 'self.'..d or d end -- Array (possibly multidim) table.insert(encode_obj, string.format("n = %s", table.concat(obj_dims, "*"))) table.insert(encode_obj, string.format("data = ffi.new('%s[?]', n)", ftype)) table.insert(encode_obj, "local ibuf = 0") -- Outer of loop definitions -- NOTE: Endian reversal local accessors = {} for i, d in ipairs(obj_dims) do table.insert(encode_obj, string.format("for i%d = %s, 1, -1 do", i, d)) table.insert(accessors, string.format("[i%d]", i)) end -- Inner -- TODO: This is wrong... table.insert(encode_obj, string.format("data[ibuf] = self.%s%s", v.name, table.concat(accessors)) ) table.insert(encode_obj, "ibuf = ibuf + 1") -- Close for i, d in ipairs(obj_dims) do table.insert(encode_obj, "end") end -- NOTE: Endian reversal table.insert(encode_obj, string.format("table.insert(tbl, ffi.string(data, n*%s):reverse())", type_sz[v.type])) else table.insert(encode_obj, string.format("data = ffi.new('%s[1]', self.%s)", ftype, v.name)) -- NOTE: Endian reversal table.insert(encode_obj, string.format("table.insert(tbl, ffi.string(data, %s):reverse())", type_sz[v.type])) end end-- for table.insert(encode_obj, "return table.concat(tbl)") table.insert(encode_obj, "end") table.insert(tbl, table.concat(encode_obj,'\n')) encode_obj = nil -- Assemble Full file table.insert(tbl, "return "..struct) return table.concat(tbl,'\n') end local function process(l, IS_COMMENT) -- If nothing on the line then return if not l:match"%S+" then return "BLANK" end -- If the line starts with a double forward slash local comment = l:find"%s*//"==1 if comment then return "COMMENT", l:match"//(.*)" end local pkg = l:match"%s*package%s+(%S+);" if pkg then return "PKG", pkg end if l:find"%s*struct%s"==1 then local struct = l:match"%s*struct%s+(%S+)[{%s*]?" return "STRUCT", assert(struct, l) end -- Assume that the constants are defined on the same line if l:match("const") then local constants = {} for d,e in l:gmatch"([%w_%-]+)%s*=%s*([%.x%d%x]+)%s*[,;]" do -- TODO: Handle 64 bit numbers constants[d] = assert(tonumber(e) or tonumber(e, 16)) end return "CONSTANT", constants end -- Struct variables if l:match("([%w_]+).*;") then --local typ, name, arr = l:match("([%w_]+)%s+([%w%-_]+)(%S*);%s*") local typ, name, arr = l:match"([%w_]+)%s+([%w%-_]+)%s*(%S*);" local dims = {} for a in arr:gmatch"([%w_%-]+)" do table.insert(dims, tonumber(a) or a) end return "VARIABLE",{ type = typ, name = name, dims = dims } end -- Assume that these are on their own lines if l:find"{" then return"OPEN" end if l:find"}" then return"CLOSE" end if l:find"/\\*" then return"COMMENTOPEN", l end if l:find"\\*/" then return"COMMENTCLOSE", l end if IS_COMMENT then return"COMMENT", l end -- error("UNKNOWN LINE: "..l) end -- Default directory of the types local dir = arg[1] or 'types' io.write("Directory "..dir, "\n======\n") local fnames = {} for fname in io.popen('ls '..dir):lines() do -- Check suffix local a,b = fname:find".lcm" if b==#fname then local fname0 = fname:sub(1,a-1) io.write(fname0, '\n') table.insert(fnames, fname0) end end local file_str = {} for i,fname in ipairs(fnames) do io.write("\n\nProcessing ", fname, '\n') -- Process each one in kind local package = 'default' local struct local comments = {} local variables = {} local constants = {} local f = assert(io.open(dir.."/"..fname..".lcm")) local IS_COMMENT = false for l in f:lines() do local el, val = assert(process(l, IS_COMMENT)) if el=="CLOSE" then break end if el=="CONSTANT" then assert(type(val)=='table') for name,value in pairs(val) do assert(type(value)=='number' or type(value)=='cdata') constants[name] = value end elseif el=="VARIABLE" then table.insert(variables, val) elseif el=="COMMENT" then table.insert(comments, val) elseif el=="COMMENTOPEN" then IS_COMMENT = true table.insert(comments, val) elseif el=="COMMENTCLOSE" then IS_COMMENT = false table.insert(comments, val) elseif el=="PKG" then package = val elseif el=="STRUCT" then --print(fname, val) --assert(fname==val) struct = val end end f:close() -- Print out the parsing results --[[ print("Package", package) print("Constants") for k,v in pairs(constants) do print('\t', k, v, type(v) ) end print("Variables") for k,v in pairs(variables) do io.write("\t", string.format('%s=%s', k, v.type)) if #v.dims>0 then io.write("[",table.concat(v.dims,"]["),"]") end io.write('\n') end --]] -- Emit the file local str = emit_file_str(package, struct, comments, variables, constants) file_str[string.format("%s/%s.lua",package,struct)] = str --print('\n') --io.write(str) package = package or 'default' os.execute("mkdir -p "..package) local out_fname = string.format("%s/%s.lua",package,struct) local f = assert(io.open(out_fname, 'w')) f:write(str) f:close() -- Correctly indent the resulting file --os.execute("ludent "..out_fname) end
--- alle EntityCategories EntityCategories = { CavalryHeavy = 1, CavalryLight = 2, Spear = 3, Bow = 4, Sword = 5, VillageCenter = 6, Headquarters = 7, Scout = 8, Thief = 9, Rifle = 10, Cannon = 11, Worker = 12, Serf = 13, Hero8 = 14, Hero7 = 15, Hero6 = 16, Hero5 = 17, Hero4 = 18, Hero3 = 19, Hero2 = 20, Hero1 = 21, Hero = 22, Military = 23, ResourcePit = 24, Coiner = 25, Hero11 = 26, Hero10 = 27, Soldier = 28, Leader = 29, SplashDamage = 30, EvilLeader = 31, LongRange = 32, Melee = 33, ThiefRefuge = 34, NeutralBridge = 35, SerfConversionBuilding = 36, Bridge = 37, Wall = 38, SulfurSupplier = 39, IronSupplier = 40, ClaySupplier = 41, WoodSupplier = 42, StoneSupplier = 43, GoldSupplier = 44, DefendableBuilding = 45, Barracks = 46, MilitaryBuilding = 47, Workplace = 48, Farm = 49, Residence = 50, TargetFilter_CustomRanged = 102, TargetFilter_NonCombat = 103, TargetFilter_TargetType = 100, TargetFilter_TargetTypeLeader = 101, }
AddCSLuaFile() SWEP.HoldType = "pistol" if CLIENT then SWEP.PrintName = "Deagle" SWEP.Slot = 1 SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 54 SWEP.Icon = "vgui/ttt/icon_deagle" end SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_PISTOL SWEP.WeaponID = AMMO_DEAGLE SWEP.Primary.Ammo = "AlyxGun" -- hijack an ammo type we don't use otherwise SWEP.Primary.Recoil = 6 SWEP.Primary.Damage = 37 SWEP.Primary.Delay = 0.6 SWEP.Primary.Cone = 0.02 SWEP.Primary.ClipSize = 8 SWEP.Primary.ClipMax = 36 SWEP.Primary.DefaultClip = 8 SWEP.Primary.Automatic = true SWEP.Primary.Sound = Sound( "Weapon_Deagle.Single" ) SWEP.HeadshotMultiplier = 4 SWEP.AutoSpawnable = true SWEP.Spawnable = true SWEP.AmmoEnt = "item_ammo_revolver_ttt" SWEP.UseHands = true SWEP.ViewModel = "models/weapons/cstrike/c_pist_deagle.mdl" SWEP.WorldModel = "models/weapons/w_pist_deagle.mdl" SWEP.IronSightsPos = Vector(-6.361, -3.701, 2.15) SWEP.IronSightsAng = Vector(0, 0, 0)
local ClassColor = { Name = "ClassColor", Type = "System", Namespace = "C_ClassColor", Functions = { { Name = "GetClassColor", Type = "Function", Arguments = { { Name = "className", Type = "string", Nilable = false }, }, Returns = { { Name = "classColor", Type = "table", Mixin = "ColorMixin", Nilable = false }, }, }, }, Events = { }, Tables = { }, }; APIDocumentation:AddDocumentationTable(ClassColor);
local sStage = GAMESTATE:GetCurrentStage(); local tRemap = { Stage_1st = 1, Stage_2nd = 2, Stage_3rd = 3, Stage_4th = 4, Stage_5th = 5, Stage_6th = 6, }; if tRemap[sStage] == PREFSMAN:GetPreference("SongsPerPlay") then sStage = "Stage_Final"; else sStage = sStage; end; local t = Def.ActorFrame{}; --------- SOUND STAGE --------------- -- 1st stage ------ t[#t+1] = LoadActor("1st_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_1st'; StartTransitioningCommand=function(self) self:play(); end; }; -- 2nd stage ------- t[#t+1] = LoadActor("2nd_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_2nd'; StartTransitioningCommand=function(self) self:play(); end; }; -- 3 t[#t+1] = LoadActor("3rd_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_3rd' and PREFSMAN:GetPreference("SongsPerPlay") == 5 ; StartTransitioningCommand=function(self) self:play(); end; }; t[#t+1] = LoadActor("3rd_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_3rd' and PREFSMAN:GetPreference("SongsPerPlay") == 4 ; StartTransitioningCommand=function(self) self:play(); end; }; -- 4 t[#t+1] = LoadActor("4th_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_4th'; StartTransitioningCommand=function(self) self:play(); end; }; -- 5 t[#t+1] = LoadActor("Other_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_5th'; StartTransitioningCommand=function(self) self:play(); end; }; -- 6 t[#t+1] = LoadActor("Other_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_6th'; StartTransitioningCommand=function(self) self:play(); end; }; t[#t+1] = LoadActor("Final_stage")..{ Condition=GAMESTATE:GetCurrentStage() == 'Stage_Final'; -- Condition=PREFSMAN:GetPreference("SongsPerPlay"); StartTransitioningCommand=function(self) self:play(); end; }; --extra stage t[#t+1] = LoadActor("Extra_stage")..{ Condition=GAMESTATE:IsExtraStage(); StartTransitioningCommand=function(self) self:play(); end; }; -- encore extra stage t[#t+1] = LoadActor("Encore_Extra_stage")..{ Condition=GAMESTATE:IsExtraStage2(); StartTransitioningCommand=function(self) self:play(); end; }; ----- event mode -- t[#t+1] = LoadActor("Other_stage")..{ Condition=GAMESTATE:IsEventMode(); StartTransitioningCommand=function(self) self:play(); end; }; return t;
require "GlobalVariables" require "MessageDispatchCenter" require "Helper" require "AttackCommand" local file = "model/dragon/dragon.c3b" Dragon = class("Dragon", function() return require "Actor".create() end) function Dragon:ctor() copyTable(ActorCommonValues, self) copyTable(DragonValues,self) self:init3D() self:initActions() end function Dragon:reset() copyTable(ActorCommonValues, self) copyTable(DragonValues, self) self:walkMode() self:setPositionZ(0) end function Dragon.create() local ret = Dragon.new() ret._AIEnabled = true --this update function do not do AI function update(dt) ret:baseUpdate(dt) ret:stateMachineUpdate(dt) ret:movementUpdate(dt) end ret:scheduleUpdateWithPriorityLua(update, 0.5) return ret end function Dragon:dyingMode(knockSource, knockAmount) self:setStateType(EnumStateType.DYING) self:playAnimation("dead") --Twice play in order to inhance the sounds, -- todo:zijian. -- ccexp.AudioEngine:play2d(MonsterDragonValues.dead, false,1) if knockAmount then local p = getPosTable(self) local angle = cc.pToAngleSelf(cc.pSub(p, knockSource)) local newPos = cc.pRotateByAngle(cc.pAdd({x=knockAmount,y=0}, p),p,angle) self:runAction(cc.EaseCubicActionOut:create(cc.MoveTo:create(self._action.knocked:getDuration()*3,newPos))) end self._AIEnabled = false List.removeObj(MonsterManager,self) local function recycle() self:setVisible(false) --self:reset() List.pushlast(DragonPool,self) end self:runAction(cc.Sequence:create(cc.DelayTime:create(3),cc.MoveBy:create(1.0,cc.V3(0,0,-50)),cc.CallFunc:create(recycle))) end function Dragon:normalAttackSoundEffects() ccexp.AudioEngine:play2d(MonsterDragonValues.attack, false,1) end function Dragon:playDyingEffects() ccexp.AudioEngine:play2d(MonsterDragonValues.dead, false,1) end function Dragon:hurtSoundEffects() ccexp.AudioEngine:play2d(MonsterDragonValues.wounded, false,0.7) end function Dragon:normalAttack() self:normalAttackSoundEffects() DragonAttack.create(getPosTable(self), self._curFacing, self._normalAttack) end function Dragon:init3D() self:initShadow() self._sprite3d = cc.EffectSprite3D:create(file) self._sprite3d:setScale(10) self._sprite3d:addEffect(cc.V3(0,0,0),CelLine, -1) self:addChild(self._sprite3d) self._sprite3d:setRotation3D({x = 90, y = 0, z = 0}) self._sprite3d:setRotation(-90) end -- init Dragon animations============================= do Dragon._action = { idle = createAnimation(file,0,24,0.7), knocked = createAnimation(file,30,37,0.7), dead = createAnimation(file,42,80,1), attack1 = createAnimation(file,85,100,0.7), attack2 = createAnimation(file,100,115,0.7), walk = createAnimation(file,120,140,1), } end -- end init Dragon animations======================== function Dragon:initActions() self._action = Dragon._action end
local ipairs, unpack = ipairs, unpack local table_concat, bit_band, bit_rshift = table.concat, bit.band, bit.rshift local string_len, string_byte, string_char = string.len, string.byte, string.char local t_ucs16_to_gbk = require "trochilus.common.util.codec.string.data.ucs16_to_gbk" local t_gbk_to_ucs16 = require "trochilus.common.util.codec.string.data.gbk_to_ucs16" local t_ucs16_to_ansi = { gbk = t_ucs16_to_gbk } local t_ansi_to_ucs16 = { gbk = t_gbk_to_ucs16 } local exports = {} local ucs16_to_ansi = function(arr_ucs, enc) local t = t_ucs16_to_ansi[enc] local out, i = {}, 1 for _, u in ipairs(arr_ucs) do local c = t[u + 1] if c and c ~= 0 then out[i] = c i = i + 1 end end return table_concat(out) end local ansi_to_ucs16 = function(s, enc) local t = t_ansi_to_ucs16[enc] local out, i = {}, 1 local l, j = string_len(s), 1 while j <= l do local c = string_byte(s, j) if c < 0x80 then out[i] = c i = i + 1 else j = j + 1 if j > l then break end c = c * 0x100 + string_byte(s, j) - 0x8000 local u = t[c + 1] if u ~= 0 then out[i] = u i = i + 1 end end j = j + 1 end return out end exports.ucs16_to_gbk = function(arr_ucs) return ucs16_to_ansi(arr_ucs, "gbk") end exports.gbk_to_ucs16 = function(s) return ansi_to_ucs16(s, "gbk") end local ucs16_to_utf8 = function(arr_ucs) local out, i = {}, 1 for _, u in ipairs(arr_ucs) do if u < 0x80 then out[i] = u i = i + 1 elseif u < 0x800 then out[i] = bit_rshift(u, 6) + 0xc0 i = i + 1 out[i] = bit_band(u, 0x3f) + 0x80 i = i + 1 elseif u < 0x10000 then out[i] = bit_rshift(u, 12) + 0xe0 i = i + 1 out[i] = bit_band(bit_rshift(u, 6), 0x3f) + 0x80 i = i + 1 out[i] = bit_band(u, 0x3f) + 0x80 i = i + 1 end end return string_char(unpack(out)) end exports.ucs16_to_utf8 = ucs16_to_utf8 local utf8_to_ucs16 = function(s, len) local out, i = {}, 1 local l, j = string_len(s), 1 while (j <= l) and ((not len) or (i <= len)) do local c = string_byte(s, j) if c < 0x80 then out[i] = c j = j + 1 i = i + 1 elseif bit_band(c, 0xe0) == 0xc0 then local u = (c - 0xc0) * 0x40 j = j + 1 if j > l then break end c = string_byte(s, j) if bit_band(c, 0xc0) == 0x80 then u = u + (c - 0x80) j = j + 1 out[i] = u i = i + 1 end elseif bit_band(c, 0xf0) == 0xe0 then local u = (c - 0xe0) * 0x1000 j = j + 1 if j > l then break end c = string_byte(s, j) if bit_band(c, 0xc0) == 0x80 then u = u + (c - 0x80) * 0x40 j = j + 1 if j > l then break end c = string_byte(s, j) if bit_band(c, 0xc0) == 0x80 then u = u + (c - 0x80) j = j + 1 out[i] = u i = i + 1 end end else j = j + 1 end end return out end exports.utf8_to_ucs16 = utf8_to_ucs16 exports.utf8_truncate = function(s, len) return ucs16_to_utf8(utf8_to_ucs16(s, len)) end return exports
-------------------------------------------------------------------------------- -- Module Declaration -- local mod, CL = BigWigs:NewBoss("Thalnos the Soulrender", 1004, 688) if not mod then return end mod:RegisterEnableMob(59789) -------------------------------------------------------------------------------- -- Localization -- local L = mod:GetLocale() if L then L.engage_yell = "My endless agony shall be yours, as well!" end -------------------------------------------------------------------------------- -- Initialization -- function mod:GetOptions() return { {-5865, "FLASH"}, -- Spirit Gale 115297, -- Evict Soul } end function mod:OnBossEnable() self:Log("SPELL_CAST_START", "SpiritGaleCast", 115289) self:Log("SPELL_AURA_APPLIED", "SpiritGaleYou", 115291) self:Log("SPELL_INTERRUPT", "SpiritGaleStopped", "*") self:Log("SPELL_AURA_APPLIED", "EvictSoul", 115297) self:Log("SPELL_AURA_REMOVED", "EvictSoulRemoved", 115297) self:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT", "CheckBossStatus") self:Death("Win", 59789) end function mod:OnEngage() self:CDBar(115297, 25) -- Evict Soul, 25.x - 26.x end -------------------------------------------------------------------------------- -- Event Handlers -- function mod:SpiritGaleCast(args) self:Message(-5865, "yellow", nil, CL["casting"]:format(args.spellName), args.spellId) self:Bar(-5865, 2, CL["cast"]:format(args.spellName), args.spellId) end function mod:SpiritGaleYou(args) if self:Me(args.destGUID) then self:Message(-5865, "blue", "Alarm", CL["underyou"]:format(args.spellName), args.spellId) self:Flash(-5865) end end function mod:SpiritGaleStopped(args) if args.extraSpellId == 115289 then self:StopBar(CL["cast"]:format(args.extraSpellName)) end end function mod:EvictSoul(args) self:TargetMessage(args.spellId, args.destName, "orange", "Info") self:TargetBar(args.spellId, 6, args.destName) self:CDBar(args.spellId, 41) end function mod:EvictSoulRemoved(args) self:StopBar(args.spellName, args.destName) end
#!/usr/bin/env tarantool local tap = require('tap') local middleware_module = require('http.router.middleware') -- fix tap and http logs interleaving. -- -- tap module writes to stdout, -- http-server logs to stderr. -- this results in non-synchronized output. -- -- somehow redirecting stdout to stderr doesn't -- remove buffering of tap logs (at least on OSX). -- Monkeypatching to the rescue! local orig_iowrite = io.write package.loaded['io'].write = function(...) orig_iowrite(...) io.flush() end local test = tap.test("http") test:plan(1) test:test("ordering", function(test) test:plan(7) local middleware = middleware_module.new() local add = function(opts, add_opts) local should_be_ok = not (add_opts or {}).must_fail local msg = ('adding middleware %s is successful'):format(opts.name) if not should_be_ok then msg = ('adding middleware %s must fail'):format(opts.name) end local ok = middleware:use(opts) test:is(ok, should_be_ok, msg) end local ensure_before = function(mwname1, mwname2) local msg = ('%s must be ordered before %s'):format(mwname1, mwname2) for _, mw in ipairs(middleware:ordered()) do if mw.name == mwname1 then test:ok(true, msg) return elseif mw.name == mwname2 then test:fail(msg) return end end end add({ name = 'a' }) add({ name = 'b', after = 'a', before = 'c' }) add({ name = 'c', }) ensure_before('a', 'b') ensure_before('b', 'c') ensure_before('b', 'c') add({ name = 'd', before = 'a', after = 'c' }, { must_fail = true }) middleware:clear() end)
------------------------------------------------------------------------------------------------------------------------ -- Funnel Module Server -- Author: Morticai (META) (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380) -- Date: 2020/12/22 -- Version 0.1.2 ------------------------------------------------------------------------------------------------------------------------ -- Component that registers itself to the _G table and can be accessed by: _G.Funnel ------------------------------------------------------------------------------------------------------------------------ local NAMESPACE = "FunnelModule." ------------------------------------------------------------------------------------------------------------------------ _G.Funnel = {} ------------------------------------------------------------------------------------------------------------------------ -- Requires ------------------------------------------------------------------------------------------------------------------------ local BTC = require(script:GetCustomProperty("BinaryTableConverter")) local DATE_API = require(script:GetCustomProperty("DateTimeTrackingModule")) local FUNNEL_DATA = require(script:GetCustomProperty("FunnelStepsData")) ------------------------------------------------------------------------------------------------------------------------ -- Script Custom Properties ------------------------------------------------------------------------------------------------------------------------ local ROOT = script:GetCustomProperty("ROOT"):WaitForObject() local FunnelSampleSize = ROOT:GetCustomProperty("FunnelSampleSize") local FunnelLeaderBoard = ROOT:GetCustomProperty("FunnelLeaderBoard") ------------------------------------------------------------------------------------------------------------------------ -- Local Variables ------------------------------------------------------------------------------------------------------------------------ local playerSteps = {} local playerLoginDate = {} local playerSessionLength = {} ------------------------------------------------------------------------------------------------------------------------ -- Local Functions ------------------------------------------------------------------------------------------------------------------------ -- @param object Player -- Returns true if Player tracking should continue, uses Player resource as a flag. local function ShouldTrackPlayerSteps(Player) return Player:GetResource(FUNNEL_DATA.SHOULD_TRACK_RES_NAME) == FUNNEL_DATA.SHOULD_TRACK_TRUE end --#TODO CHANGE: Dependant on game. Only works on games where the creator has previously used presistant storage. -- @param object Player -- Returns false if Player hasn't played prior to analytics being installed. Used to filter old Players that can scew tracking. local function OldPlayerCheck(Player) if Player:GetResource("Lifetime_RoundsPlayed") > 0 then return true end return false end -- @param object Player -- Sets the intial Player sessions local function SetIntialSession(Player) playerLoginDate[Player] = DATE_API.GetInitialLoginDate() playerSessionLength[Player] = os.time() end -- @param object Player -- @param int int -- Found in FunnelStepsData SHOULD_TRACK_TRUE = 1 / SHOULD_TRACK_FALSE = 2 -- Uses resources, so the client side can access it without extra broadcasting. Using 2 as false, incase a game saves all resources to presistance. local function SetPlayerStepsTracking(Player, int) Player:SetResource(FUNNEL_DATA.SHOULD_TRACK_RES_NAME, int) end -- @param object LeaderBoard -- @return true if has Leaderboards and FunnelLeaderboard not nil local function HasLeaderBoard(LeaderBoard) return (Leaderboards.HasLeaderboards()) and LeaderBoard ~= nil end -- returns Leaderboard used for funnel tracking. local function GetLeaderBoard() if HasLeaderBoard(FunnelLeaderBoard) then return Leaderboards.GetLeaderboard(FunnelLeaderBoard, LeaderboardType.GLOBAL) end end -- @param object Player -- Returns which test group the Player is in. local function GetPlayerTestGroup(Player) if (tonumber(string.byte(Player.id)) % 2 == 0) then return 1 else return 2 end end -- @param object Player -- @param int groupId (Optional) defaults to 1 if nothing passed. -- Returns true / false if a Player is in a test group. local function IsPlayerInTestGroup(Player, groupId) if (tonumber(string.byte(Player.id)) % 2 == 0) then return 1 == groupId else return 2 == groupId end end -- @param object Player -- Saves Player Score from Binary local function SavePlayerFunnelData(Player) if playerSteps[Player] and playerLoginDate[Player] ~= nil and DATE_API.IsFirstLoginDay(playerLoginDate[Player]) then local bin = BTC.ConvertBinaryToStr(Player, playerSteps) local currentSession if bin then local score = BTC.ConvertBinaryToNumber(bin) if score == 0 then score = 0.1 -- Leaderboard doesn't save unless there is a score > 0, this will be rounded back to 0 on load. end -- Fix in case the player didn't get a starting session time if not playerSessionLength[Player] or not tonumber(playerSessionLength[Player]) then SetIntialSession(Player) end if tonumber(playerSessionLength[Player]) <= DATE_API.SESSION then currentSession = playerSessionLength[Player] else currentSession = DATE_API.SetSessionTime(Player, playerSessionLength) end if (Leaderboards.HasLeaderboards()) then Leaderboards.SubmitPlayerScore( FunnelLeaderBoard, Player, score, playerLoginDate[Player] .. currentSession ) end end end end -- @param object Player -- Used to save Player data on D1 login local function SaveD1FunnelData(Player) local tempTbl = {} for i, v in ipairs(playerSteps[Player]) do if i == (BTC.BIT_LIMIT - FUNNEL_DATA.D1_ID + 1) then tempTbl[i] = 1 else tempTbl[i] = v end end playerSteps[Player] = tempTbl local bin = BTC.ConvertBinaryToStr(Player, playerSteps) if bin then if (Leaderboards.HasLeaderboards()) then Leaderboards.SubmitPlayerScore( FunnelLeaderBoard, Player, BTC.ConvertBinaryToNumber(bin), playerLoginDate[Player] .. playerSessionLength[Player] ) end end end -- @param object - Player -- Checks if should add Player to leaderboard, if true then adds a new record local function SetNewPlayerData(Player) local tempTable = {} for i = 1, BTC.BIT_LIMIT do tempTable[i] = 0 end playerSteps[Player] = tempTable SetIntialSession(Player) if (Leaderboards.HasLeaderboards()) then Leaderboards.SubmitPlayerScore(FunnelLeaderBoard, Player, 0, "") end end -- Checks if Player already exsists -- @param object - Player -- @return bool local function IsANewPlayer(Player) local leaderBoard = GetLeaderBoard() if HasLeaderBoard(leaderBoard) then for _, entry in ipairs(leaderBoard) do if entry.id == Player.id then playerSteps[Player] = BTC.ConvertNumberToBinaryTable(CoreMath.Round(entry.score)) playerLoginDate[Player] = entry.additionalData:sub(1, 5) playerSessionLength[Player] = DATE_API.GetSavedSessionTime(entry.additionalData) return false end end return true end end -- Checks if there is room on the leaderboard for a new entry -- @return bool local function HasRoomInSampleSet() local leaderBoard = GetLeaderBoard() if HasLeaderBoard(leaderBoard) then for i, _ in ipairs(leaderBoard) do if i == FunnelSampleSize then return false end end return true end end -- Report a Players step status in the funnel -- @param object - Player -- @param in - stepIndex -- index ID of step in FunnelStepsData -- @return true/false if step has been completed by the Player local function ReportPlayerStep(Player, stepIndex) for i, step in ipairs(playerSteps[Player]) do if i == (BTC.BIT_LIMIT - stepIndex + 1) then if step == 0 then return false elseif step == 1 then return true end end end warn("Couldn't find Player FunnelStats") end -- Update a Players step status in the funnel -- @param object - Player -- @param int - stepIndex -- index ID of step in FunnelStepsData local function SetPlayerStepComplete(Player, stepIndex) local tempTbl = {} for i, step in ipairs(playerSteps[Player]) do if i == (BTC.BIT_LIMIT - stepIndex + 1) then tempTbl[i] = 1 else tempTbl[i] = step end end playerSteps[Player] = tempTbl SavePlayerFunnelData(Player) end -- @param object - Player -- @param bool isNewPlayer -- true if new / false if currently has data or shouldn't be tracked local function SetPlayerTracking(Player, isNewPlayer) if isNewPlayer and HasRoomInSampleSet() and not OldPlayerCheck(Player) then SetNewPlayerData(Player) SetPlayerStepsTracking(Player, FUNNEL_DATA.SHOULD_TRACK_TRUE) elseif not isNewPlayer and playerLoginDate[Player] ~= nil and DATE_API.IsFirstLoginDay(playerLoginDate[Player]) then SetPlayerStepsTracking(Player, FUNNEL_DATA.SHOULD_TRACK_TRUE) elseif not isNewPlayer and playerLoginDate[Player] ~= nil and DATE_API.PreviousDayNewPlayers(playerLoginDate[Player]) then SaveD1FunnelData(Player) SetPlayerStepsTracking(Player, FUNNEL_DATA.SHOULD_TRACK_FALSE) else SetPlayerStepsTracking(Player, FUNNEL_DATA.SHOULD_TRACK_FALSE) end end -- Called on playerJoinedEvent -- @param object - Player local function OnPlayerJoined(Player) --print("Funnel: PlayerJoined 1") playerSteps[Player] = {} repeat Task.Wait() -- if not Object.IsValid(Player) then return end -- local hasL = Leaderboards.HasLeaderboards() -- print("Has leaderboards = " .. tostring(hasL)) until Leaderboards.HasLeaderboards() --print("Funnel: PlayerJoined 2") if not Object.IsValid(Player) then return end --print("Funnel: PlayerJoined 3") SetPlayerTracking(Player, IsANewPlayer(Player)) end -- Called on playerLeftedEvent -- @param object - Player local function OnPlayerLeft(Player) SavePlayerFunnelData(Player) playerSteps[Player] = nil playerLoginDate[Player] = nil playerSessionLength[Player] = nil end ------------------------------------------------------------------------------------------------------------------------ -- Public Functions ------------------------------------------------------------------------------------------------------------------------ function _G.Funnel.ReportStep(Player, stepIndex) if ShouldTrackPlayerSteps(Player) then return ReportPlayerStep(Player, stepIndex) end end function _G.Funnel.GetPlayerStepsTable(Player) if ShouldTrackPlayerSteps(Player) then return playerSteps[Player] end end function _G.Funnel.SetPlayerStepComplete(Player, stepIndex) --print("Funnel::SetPlayerStepComplete() stepIndex = " .. stepIndex) if ShouldTrackPlayerSteps(Player) then SetPlayerStepComplete(Player, stepIndex) end end function _G.Funnel.GetPlayerTestGroup(Player) return GetPlayerTestGroup(Player) end function _G.Funnel.GetPlayerTestGroup(Player, groupId) return IsPlayerInTestGroup(Player, groupId) end ------------------------------------------------------------------------------------------------------------------------ -- Listeners ------------------------------------------------------------------------------------------------------------------------ Game.playerJoinedEvent:Connect(OnPlayerJoined) Game.playerLeftEvent:Connect(OnPlayerLeft) ------------------------------------------------------------------------------------------------------------------------ -- Used to take care of client side events ------------------------------------------------------------------------------------------------------------------------ Events.ConnectForPlayer(NAMESPACE .. "SetPlayerStepComplete", _G.Funnel.SetPlayerStepComplete, stepIndex) ------------------------------------------------------------------------------------------------------------------------
-- Custom local NETWORKED_OBJ = script:GetCustomProperty("Networked"):WaitForObject() ---@type Folder -- API local IK_API = require(script:GetCustomProperty("IK_API")) local ENCODER_API = require(script:GetCustomProperty("EncoderAPI")) local animations = {} local listeners = {} function DecodeKeyFrame(message) local kf = {} local misc = ENCODER_API.DecodeMisc(message:sub(1, 1)) kf.active = misc[1] kf.rxl = misc[2] kf.ryl = misc[3] kf.rzl = misc[4] local signTable = ENCODER_API.DecodePosAndOffsetSigns(message:sub(2, 2)) local x = ENCODER_API.DecodeDecimal(message:sub(3, 5)) local y = ENCODER_API.DecodeDecimal(message:sub(6, 8)) local z = ENCODER_API.DecodeDecimal(message:sub(9, 11)) kf.position = Vector3.New(signTable[1] and x or -x, signTable[2] and y or -y, signTable[3] and z or -z) x = ENCODER_API.DecodeDecimal(message:sub(12, 14)) y = ENCODER_API.DecodeDecimal(message:sub(15, 17)) z = ENCODER_API.DecodeDecimal(message:sub(18, 20)) kf.offset = Vector3.New(signTable[4] and x or -x, signTable[5] and y or -y, signTable[6] and z or -z) x = ENCODER_API.DecodeDecimal(message:sub(21, 23)) y = ENCODER_API.DecodeDecimal(message:sub(24, 26)) z = ENCODER_API.DecodeDecimal(message:sub(27, 29)) kf.rotation = Rotation.New(x > 180 and -(360 - x) or x, y > 180 and - (360 - y) or y, z > 180 and - (360 - z) or z ) kf.time = ENCODER_API.DecodeDecimal(message:sub(30, 32)) kf.weight = CoreMath.Round(ENCODER_API.DecodeNetwork(message:sub(33, 34)) / 1000, 3) kf.blendIn = ENCODER_API.DecodeDecimal(message:sub(35, 37)) kf.blendOut = ENCODER_API.DecodeDecimal(message:sub(38, 40)) return kf end function SendAnimations(player) local encodedTable = {} for _, tbl in ipairs(animations[player]) do table.insert(encodedTable, ENCODER_API.EncodeByte(#tbl.name)) table.insert(encodedTable, tbl.name) end NETWORKED_OBJ:SetCustomProperty(player.serverUserData.nProp, table.concat(encodedTable, "")) end function DecodeFromStorage(player, data) animations[player] = {} for _, animation in ipairs(data) do local entry = {} entry.name = animation.name entry.maxTime = animation.maxTime entry.timeScale = animation.timeScale entry.keyFrames = {} for _, anchor in ipairs(animation.keyFrames) do --[[ if type(anchor) == "table" then local animationTable = {{name="animation1", maxTime = 10, timeScale = 1, keyFrames = {{}, {}, {}, {}, {}}}, {name="animation 2", maxTime = 20, timeScale = 2, keyFrames = {{}, {}, {}, {}, {}}}, {name="animation 3" , maxTime = 15, timeScale = 3, keyFrames = {{}, {}, {}, {}, {}}}} animations[player] = animationTable local persistent = Storage.GetPlayerData(player) persistent.animations = nil Storage.SetPlayerData(player, persistent) return end]] local keyFrames = {} local index = 1 local size = ENCODER_API.DecodeNetwork(anchor:sub(1, 2)) index = index + 2 if size > 0 then for i= 1, size do table.insert(keyFrames, DecodeKeyFrame(anchor:sub(index, index + 39))) index = index + 40 end end table.insert(entry.keyFrames, keyFrames) end table.insert(animations[player], entry) end end function LoadAnimation(player, index) if #animations[player] < index then return end local animInfo = animations[player][index] local kfTable = animInfo.keyFrames for i = 1, 5 do local keyFrames = kfTable[i] IK_API.CreateSortedKFs(player, i, keyFrames) end player.serverUserData.currentAnimation = index IK_API.Status[player].currentTime = 0 IK_API.Status[player].isPlaying = true IK_API.MoveTo(player) player:SetPrivateNetworkedData("animNum", index) player:SetPrivateNetworkedData("maxTime", animInfo.maxTime) player:SetPrivateNetworkedData("currentTime", 0) player.movementControlMode = MovementControlMode.NONE player.isMovementEnabled = false player.maxJumpCount = 0 end function StopAnimation(player) player:SetPrivateNetworkedData("animNum", 0) player:SetPrivateNetworkedData("currentTime", 0) IK_API.Status[player].currentTime = 0 IK_API.Status[player].isPlaying = false player.serverUserData.currentAnimation = nil for _, anchor in ipairs(player:GetIKAnchors()) do anchor:Deactivate() end player.movementControlMode = player.serverUserData.originalMovement player.isMovementEnabled = true player.maxJumpCount = player.serverUserData.maxJumps end function GetCurrentAnimation(player) return animations[player][player.serverUserData.currentAnimation] end function GetNumber() local table = {} local val = nil for _, player in ipairs(Game.GetPlayers()) do val = player.serverUserData.pID if val ~= nil then table[val] = 1 end end for i = 1, 8 do -- change if more players if table[i] == nil then return i end end return -1 end local properties = {"P1", "P2", "P3", "P4", "P5", "P6", "P7", "P8"} function NumberToPropertyName(number) if number > 0 and number < 9 then return properties[number] end return nil end local numKeys = {} for i= 1, 9 do table.insert(numKeys, "ability_extra_"..tostring(i)) end function KeyPressed(player, key) for i, val in ipairs(numKeys) do if val == key then if player:GetPrivateNetworkedData("animNum") == i then StopAnimation(player) else LoadAnimation(player, i) end return end end end function Join(player) player.serverUserData.originalMovement = player.movementControlMode player.serverUserData.maxJumps = player.maxJumpCount animations[player] = {} local persistent = Storage.GetPlayerData(player) local num = GetNumber() player.serverUserData.pID = num player.serverUserData.nProp = NumberToPropertyName(num) player:SetPrivateNetworkedData("pID", num) player:SetPrivateNetworkedData("propName", player.serverUserData.nProp) player:SetPrivateNetworkedData("animNum", 0) player:SetPrivateNetworkedData("maxTime", 0) player:SetPrivateNetworkedData("currentTime", 0) --DEBUG --persistent = {} if not persistent.animations then local animationTable = {{name="animation1", maxTime = 10, timeScale = 1, keyFrames = {{}, {}, {}, {}, {}}}, {name="animation 2", maxTime = 20, timeScale = 2, keyFrames = {{}, {}, {}, {}, {}}}, {name="animation 3" , maxTime = 15, timeScale = 3, keyFrames = {{}, {}, {}, {}, {}}}} animations[player] = animationTable else DecodeFromStorage(player, persistent.animations) end player.serverUserData.currentAnimation = nil listeners[player] = {} listeners[player].binding = player.bindingReleasedEvent:Connect(KeyPressed) SendAnimations(player) end function Leave(player) animations[player] = nil listeners[player].binding:Disconnect() listeners[player] = nil NETWORKED_OBJ:SetCustomProperty(player.serverUserData.nProp, "") end function Tick(deltaTime) for _, player in ipairs(Game.GetPlayers()) do local status = IK_API.Status[player] if status.isPlaying and player.serverUserData.currentAnimation then local maxTime = GetCurrentAnimation(player).maxTime status.currentTime = status.currentTime + deltaTime if status.currentTime > maxTime then StopAnimation(player) else IK_API.UpdateAnchors(player, status.currentTime) player:SetPrivateNetworkedData("currentTime", status.currentTime) end end end end Game.playerJoinedEvent:Connect(Join) Game.playerLeftEvent:Connect(Leave)
-- Activate this by adding lua require'jupyter_setup'.setup() to your init.vim -- or require'jupyter_setup'.setup() to init.lua local M = {} vim.g.ipy_celldef = '^##' local function bash_cmd(input) local handle = io.popen(input) local out = handle:read("*a") handle:close() return out end M.connect_to_ipy_kernel = function() local kernel = bash_cmd('echo "ipykernel_$(basename $(pwd))" | tr -d "\n"') vim.call({'IPyConnect'},{'--kernel', kernel, '--no-window'}) end M.run_console = function() bash_cmd("jupyter qtconsole --JupyterWidget.include_other_output=True") end vim.cmd([[ command! RunQtConsole lua require('jupyter_setup').run_console() command! ConnectToIPyKernel lua require('jupyter_setup').connect_kernel() ]]) -- -- Example Mappings -- local opts = { noremap=true, silent=true } -- vim.g.nvim_ipy_perform_mappings = 0 -- deactivate nvim-ipy debug mappings -- vim.api.nvim_set_keymap( 'n', '<leader>jqt', '<cmd>RunQtConsole<CR>', opts) -- vim.api.nvim_set_keymap( 'n', '<leader>jk', '<cmd>ConnectToIPyKernel<CR>', opts) -- vim.api.nvim_set_keymap( 'n', '<leader>jc', '<Plug>(IPy-RunCell)', opts) return M
require("zenburn").setup()
-- NavelGame Class local flux = require "smee.libs.flux" local anim8 = require "smee.libs.anim8" local Game = require "smee.game_core.game" local Entity = require "smee.game_core.entity" local GameComponent = require "smee.game_core.gamecomponent" local EntityManager = require "smee.game_core.entitymanager" local ComponentImporter = require "smee.io.componentimporter" local MapComponent = require "sandbox.mapcomponent" local UiComponent = require "sandbox.uicomponent" local Table = require "sandbox.utl.table" local InputHandler = require "sandbox.inputhandler" local loveframes = require("libs.loveframes") local NavelGame = Game:subclass("NavelGame") -- CALLED ON GAME START -- load resources here function NavelGame:load() Game.load(self) self.resources = { spritesheets = {}, images = {}, componentClasses = {}, entityStatics = {} } ComponentImporter.loadComponentClasses(self.resources.componentClasses, "sandbox\\entitycomponents") self.resources.entityStatics = require "sandbox.statics.entitydefinitions" self.resources.images["BGImage"] = love.graphics.newImage("/sandbox/resources/grass_wallpaper.jpg") end -- CALLED ON GAME INIT -- initialize variables here function NavelGame:init() Game.init(self) self.mapComponent = MapComponent:new(self.resources.images["BGImage"]) self:addComponent(self.mapComponent) self.entityManager = EntityManager:new(self) self:addComponent(self.entityManager) self.uiComponent = UiComponent:new() self:addComponent(self.uiComponent) self.inputHandler = InputHandler:new() self:addComponent(self.inputHandler) -- Create first encounter entity. Entity holds a battlefield component which has its units in 'units'. self.currentEncounter = Entity.static.createFromEStat(self.resources.entityStatics.FirstEncounter, 1) self.entityManager:add(self.currentEncounter) end -- CALLED EVERY FRAME function NavelGame:update(dt) Game.update(self, dt) -- mainChar:update(dt) -- NavelGame.mainAnimation:update(dt) local components = self.components for i = 1, #components do components[i]:update(dt) end end -- CALLED EVERY FRAME function NavelGame:draw(dt) Game.draw(self, dt) local components = self.components for i = 1, #components do components[i]:draw(dt) end end return NavelGame
--[[ InputBox.lua @Author : DengSir (tdaddon@163.com) @Link : https://dengsir.github.io ]] local MAJOR, MINOR = 'InputBox', 2 local InputBox = LibStub('tdGUI-1.0'):NewClass(MAJOR, MINOR, 'EditBox') if not InputBox then return end function InputBox:Constructor() local tLeft = self:CreateTexture(nil, 'BACKGROUND') do tLeft:SetTexture([[Interface\Common\Common-Input-Border]]) tLeft:SetTexCoord(0, 0.0625, 0, 0.625) tLeft:SetWidth(8) tLeft:SetPoint('TOPLEFT') tLeft:SetPoint('BOTTOMLEFT') end local tRight = self:CreateTexture(nil, 'BACKGROUND') do tRight:SetTexture([[Interface\Common\Common-Input-Border]]) tRight:SetTexCoord(0.9375, 1.0, 0, 0.625) tRight:SetWidth(8) tRight:SetPoint('TOPRIGHT') tRight:SetPoint('BOTTOMRIGHT') end local tMid = self:CreateTexture(nil, 'BACKGROUND') do tMid:SetTexture([[Interface\Common\Common-Input-Border]]) tMid:SetTexCoord(0.0625, 0.9375, 0, 0.625) tMid:SetPoint('TOPLEFT', tLeft, 'TOPRIGHT') tMid:SetPoint('BOTTOMRIGHT', tRight, 'BOTTOMLEFT') end local Prompt = self:CreateFontString(nil, 'ARTWORK', 'GameFontDisableSmall') do Prompt:SetJustifyH('LEFT') Prompt:SetJustifyV('TOP') Prompt:SetPoint('LEFT', 8, 0) end self.Prompt = Prompt self.Label = Label self:SetFontObject('GameFontHighlightSmall') self:SetAutoFocus(nil) self:SetTextInsets(8, 8, 0, 0) self:SetScript('OnTextChanged', self.OnTextChanged) self:SetScript('OnEscapePressed', self.ClearFocus) end function InputBox:OnTextChanged(...) self.Prompt:SetShown(self:GetText() == '') self:Fire('OnTextChanged', ...) end function InputBox:SetPrompt(prompt) self.Prompt:SetText(prompt) end function InputBox:GetPrompt() return self.Prompt:GetText() end
function dividers(number) for i = 1, number do if number%i == 0 then print(i) end end end print(dividers(1000))
---------------------------------------------------------------------------------- --- Total RP 3 --- ElvUI chat compatibility plugin --- --------------------------------------------------------------------------- --- Copyright 2014-2019 Morgane "Ellypse" Parize <ellypse@totalrp3.info> @EllypseCelwe --- --- Licensed under the Apache License, Version 2.0 (the "License"); --- you may not use this file except in compliance with the License. --- You may obtain a copy of the License at --- --- http://www.apache.org/licenses/LICENSE-2.0 --- --- Unless required by applicable law or agreed to in writing, software --- distributed under the License is distributed on an "AS IS" BASIS, --- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. --- See the License for the specific language governing permissions and --- limitations under the License. ---------------------------------------------------------------------------------- ---@type TRP3_API local _, TRP3_API = ...; local loc = TRP3_API.loc; local function onStart() -- Stop right here if ElvUI is not installed if not ElvUI then return false, loc.MO_ADDON_NOT_INSTALLED:format("ElvUI"); end local ElvUI = ElvUI[1]; local ElvUIChatModule = ElvUI:GetModule("Chat", true); if not ElvUIChatModule then return false, "Your version of ElvUI doesn't need this module to function."; end local ElvUIGetColoredName = ElvUIChatModule.GetColoredName; if not ElvUIGetColoredName then return false, "Your version of ElvUI doesn't need this module to function."; end -- Build the fallback, using ElvUI's function local function fallback(...) return ElvUIGetColoredName(ElvUIChatModule, ...); end -- Replace ElvUI's GetColoredName function ElvUIChatModule:GetColoredName(...) return TRP3_API.utils.customGetColoredNameWithCustomFallbackFunction(fallback, ...); end end -- Register a Total RP 3 module that can be disabled in the settings TRP3_API.module.registerModule({ ["name"] = "ElvUI", ["description"] = loc.MO_CHAT_CUSTOMIZATIONS_DESCRIPTION:format("ElvUI"), ["version"] = 1.0, ["id"] = "trp3_elvui_chat", ["onStart"] = onStart, ["minVersion"] = 48, ["requiredDeps"] = { {"trp3_chatframes", 1.100}, } });
-- :help options local options = { spelllang = "en_us", spellfile = vim.fn.stdpath "config" .. "/spell/dictionary.utf-8.add", undofile = true, -- enable persistent undo pumheight = 15, -- pop up menu height updatetime = 1000, -- faster completion (4000ms default) timeoutlen = 1000, -- time to wait for a mapped sequence to complete (in milliseconds) fileencoding = "utf-8", -- the encoding written to a file -- termguicolors = true, -- set term gui colors (most terminals support this) showcmd = true, -- Display incomplete commands showmode = true, -- Display current mode autoread = true, -- read file when it is modified outside of vim autowrite = true, -- write file when running some buffer motion commands number = true, -- set numbered lines relativenumber = false, -- set relative numbered lines signcolumn = "yes", -- always show the sign column, otherwise it would shift the text each time ruler = true, -- status line shows cursor position cursorline = true, -- highlight the line containing the cursor mouse = "a", -- enable the mouse to be used in neovim -- wildmenu = true, -- allow tab completion of commands -- wildmode = "longest:full", -- complete till longest common string scrolloff = 8, -- scroll 8 lines prior to horizontal border sidescrolloff = 8, -- scroll 8 lines prior to vertical border splitbelow = true, -- force all horizontal splits to go below current window splitright = true, -- force all vertical splits to go to the right of current window ----- Indentation ----- autoindent = true, -- Copy indentation from previous line expandtab = true, -- Expands tabs into spaces tabstop = 8, -- Changes the width of the <TAB> character shiftwidth = 4, -- Affects how automatic indentation works (>>,<<,==) softtabstop = 4, -- Affects what happens when you press <TAB> or <BS> listchars = "tab:▸-,trail:·,eol:¬,nbsp:_", -- Show 'invisible' whitespace characters ----- Search ----- incsearch = true, -- Search while typing hlsearch = true, -- Highlight matching searches ignorecase = true, -- ignore case while searching smartcase = true, -- ignore case only when all lowercase clipboard = "unnamedplus", -- allows neovim to access the system clipboard completeopt = { "menuone", "noselect" }, -- mostly just for cmp -- swapfile = false, -- disables swapfiles -- writebackup = false, -- if a file is being edited by another program (or was written to file while editing with another program), it is not allowed to be edited } vim.opt.shortmess:append "c" -- Don't pass messages to |ins-completion-menu| vim.opt.iskeyword:append "-" -- treat '-' as part of a 'word' for k, v in pairs(options) do vim.opt[k] = v end vim.cmd "noh" -- force highlighting off when config is reloaded
Plot = require("mod.plot.api.Plot") x = {10, 20, 30, 40} y = {5, 20, 30, 2} Plot.plot(x, y):tuples() -- Local Variables: -- open-nefia-always-send-to-repl: t -- End:
local nested = require 'nested' local nested_match = require 'nested.match' local nested_function = require 'nested.function' local nested_ordered = require 'nested.ordered' local t = nested.decode([=[ a: 5 b: 30 c: [ d e f g: 200 h: [ is: true but-this: false ] ] ]=], { text_filter = nested.bool_number_filter }) local pattern = nested.decode([=[ a c.1 c.h.but-this: [function true] c.g: [> 100] !b: [> 100] !c.non-existent [function(t) `return #t == 0 and t.a > 2`] ]=], { text_filter = nested.bool_number_filter, table_constructor = nested_ordered.new }) pattern = nested_function.evaluate(pattern, { ['>'] = function(const) return function(v) return v > const end end, }) print(nested.encode(pattern)) assert(nested_match(t, pattern)) assert(nested_match(t, { {'c', 'h', 'is'}, 'c.h.is', function(t) return nested.get(t, 'c', 'h', 'is') end, }))
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] ---------------- --Initialization ---------------- ZO_GamepadFenceComponent = ZO_GamepadStoreListComponent:Subclass() function ZO_GamepadFenceComponent:New(...) return ZO_GamepadStoreListComponent.New(self, ...) end function ZO_GamepadFenceComponent:Initialize(mode, title) ZO_GamepadStoreListComponent.Initialize(self, STORE_WINDOW_GAMEPAD, mode, title) self.mode = mode self:SetSearchContext("fenceTextSearch") self.fragment:RegisterCallback("StateChange", function(oldState, newState) if newState == SCENE_SHOWING then self:RegisterEvents() self.isCurrentSelectionDirty = true self:Refresh() self:RefreshFooter() self:ShowFenceBar() elseif newState == SCENE_HIDING then self:UnregisterEvents() self:HideFenceBar() GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP) ZO_Dialogs_ReleaseDialog("CANT_BUYBACK_FROM_FENCE") end end) end function ZO_GamepadFenceComponent:RegisterEvents() local function OnInventoryFullUpdate() self.isCurrentSelectionDirty = true self:Refresh() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end local function OnInventorySingleSlotUpdate(eventId, bagId, slotId, isNewItem, itemSoundCategory, updateReason) if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then self.isCurrentSelectionDirty = true self:Refresh() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end end self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnInventoryFullUpdate) self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventorySingleSlotUpdate) local oldUpdateHandler = self.control:GetHandler("OnUpdate") local lastUpdateSeconds = 0 local function OnUpdate(control, currentFrameTimeSeconds) oldUpdateHandler(control, currentFrameTimeSeconds) if currentFrameTimeSeconds - lastUpdateSeconds > 1 then self:RefreshFooter() lastUpdateSeconds = currentFrameTimeSeconds end end self.control:SetHandler("OnUpdate", OnUpdate) end function ZO_GamepadFenceComponent:UnregisterEvents() self.control:UnregisterForEvent(EVENT_INVENTORY_FULL_UPDATE) self.control:UnregisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE) end function ZO_GamepadFenceComponent:InitializeKeybindStrip(forwardText) -- sell screen keybind self.keybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT, { keybind = "UI_SHORTCUT_LEFT_STICK", name = GetString(SI_ITEM_ACTION_STACK_ALL), callback = function() StackBag(BAG_BACKPACK) end }, } ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() self:Confirm() end, forwardText, function() return not self.list:IsEmpty() end) ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON) ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.list) self.confirmKeybindStripDescriptor = {} ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.confirmKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() self:Confirm() end, forwardText ) ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.confirmKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() self:UnselectItem() end) end function ZO_GamepadFenceComponent:AddKeybinds() if not KEYBIND_STRIP:HasKeybindButtonGroup(self.keybindStripDescriptor) then KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor) end end function ZO_GamepadFenceComponent:RemoveKeybinds() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) end ----------------- --Class Functions ----------------- function ZO_GamepadFenceComponent:SelectItem(ignoreInvalidCost) self.confirmationMode = true KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) KEYBIND_STRIP:AddKeybindButtonGroup(self.confirmKeybindStripDescriptor) STORE_WINDOW_GAMEPAD:SetQuantitySpinnerActive(self.confirmationMode, self.list, ignoreInvalidCost) end function ZO_GamepadFenceComponent:UnselectItem() self.confirmationMode = false KEYBIND_STRIP:RemoveKeybindButtonGroup(self.confirmKeybindStripDescriptor) KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor) STORE_WINDOW_GAMEPAD:SetQuantitySpinnerActive(self.confirmationMode, self.list) end function ZO_GamepadFenceComponent:SetupEntry(control, data, selected, selectedDuringRebuild, enabled, activated) local price = self.confirmationMode and selected and data.sellPrice * STORE_WINDOW_GAMEPAD:GetSpinnerValue() or data.sellPrice self:SetupStoreItem(control, data, selected, selectedDuringRebuild, enabled, activated, price, ZO_STORE_FORCE_VALID_PRICE, self.mode) end function ZO_GamepadFenceComponent:OnSelectedItemChanged(inventoryData) GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP) if inventoryData then GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, inventoryData.bagId, inventoryData.slotIndex) STORE_WINDOW_GAMEPAD:UpdateRightTooltip(self.list, self.mode) end end function ZO_GamepadFenceComponent:Confirm() --Stubbed, to be overriden end function ZO_GamepadFenceComponent:OnSuccess() --Stubbed, to be overriden end function ZO_GamepadFenceComponent:RefreshFooter() --Stubbed, to be overriden end function ZO_GamepadFenceComponent:ShowFenceBar() --Stubbed, to be overriden end function ZO_GamepadFenceComponent:HideFenceBar() --Stubbed, to be overriden end function ZO_GamepadFenceComponent:ClearFooter() local data = { data1HeaderText = nil, data1Text = nil } GAMEPAD_GENERIC_FOOTER:Refresh(data) end
env = require('test_run') test_run = env.new() engine = test_run:get_cfg('engine') box.execute('pragma sql_default_engine=\''..engine..'\'') -- create space box.execute("CREATE TABLE foobar (foo INT PRIMARY KEY, bar TEXT)") -- prepare data box.execute("INSERT INTO foobar VALUES (1, 'foo')") box.execute("INSERT INTO foobar VALUES (2, 'bar')") box.execute("INSERT INTO foobar VALUES (1000, 'foobar')") box.execute("INSERT INTO foobar VALUES (1, 'duplicate')") -- simple select box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar LIMIT 2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo=2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo>2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo>=2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo=10000") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo>10000") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo<2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo<2.001") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo<=2") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE foo<100") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar WHERE bar='foo'") box.execute("SELECT count(*) FROM foobar") box.execute("SELECT count(*) FROM foobar WHERE bar='foo'") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar ORDER BY bar") box.execute("SELECT bar, foo, 42, 'awesome' FROM foobar ORDER BY bar DESC") -- updates box.execute("REPLACE INTO foobar VALUES (1, 'cacodaemon')") box.execute("SELECT COUNT(*) FROM foobar WHERE foo=1") box.execute("SELECT COUNT(*) FROM foobar WHERE bar='cacodaemon'") box.execute("DELETE FROM foobar WHERE bar='cacodaemon'") box.execute("SELECT COUNT(*) FROM foobar WHERE bar='cacodaemon'") -- multi-index -- create space box.execute("CREATE TABLE barfoo (bar TEXT, foo FLOAT PRIMARY KEY)") box.execute("CREATE UNIQUE INDEX barfoo2 ON barfoo(bar)") -- prepare data box.execute("INSERT INTO barfoo VALUES ('foo', 1)") box.execute("INSERT INTO barfoo VALUES ('bar', 2)") box.execute("INSERT INTO barfoo VALUES ('foobar', 1000)") -- create a trigger box.execute("CREATE TRIGGER tfoobar AFTER INSERT ON foobar FOR EACH ROW BEGIN INSERT INTO barfoo VALUES ('trigger test', 9999); END") box.execute("SELECT \"name\", \"opts\" FROM \"_trigger\""); -- Many entries box.execute("CREATE TABLE t1(a INT,b INT,c INT,PRIMARY KEY(b,c));") box.execute("WITH RECURSIVE cnt(x) AS (VALUES(1) UNION ALL SELECT x+1 FROM cnt WHERE x<1000) INSERT INTO t1 SELECT x, x%40, x/40 FROM cnt;") box.execute("SELECT a FROM t1 ORDER BY b, a LIMIT 10 OFFSET 20;"); test_run:cmd('restart server default'); -- prove that trigger survived box.execute("SELECT \"name\", \"opts\" FROM \"_trigger\""); -- ... functional box.execute("INSERT INTO foobar VALUES ('foobar trigger test', 8888)") box.execute("SELECT * FROM barfoo WHERE foo = 9999"); -- and still persistent box.execute("SELECT \"name\", \"opts\" FROM \"_trigger\"") -- and can be dropped just once box.execute("DROP TRIGGER tfoobar") -- Should error box.execute("DROP TRIGGER tfoobar") -- Should be empty box.execute("SELECT \"name\", \"opts\" FROM \"_trigger\"") -- prove barfoo2 still exists box.execute("INSERT INTO barfoo VALUES ('xfoo', 1)") box.execute("SELECT * FROM barfoo") box.execute("SELECT * FROM foobar"); box.execute("SELECT a FROM t1 ORDER BY b, a LIMIT 10 OFFSET 20;"); -- cleanup box.execute("DROP TABLE foobar") box.execute("DROP TABLE barfoo") box.execute("DROP TABLE t1")
-- Stand Power Star Platinum local s, id = GetID() function s.initial_effect( c ) -- You can only control 1 "${SP} Star Platinum". c:SetUniqueOnField(1, 0, id) -- Can only be equipped to a "${SU} Kujo Jotaro" you control. aux.AddEquipProcedure(c, 0, aux.FilterBoolFunction(Card.IsCode, 1090076074)) -- Destroy this instead local e1 = Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_EQUIP) e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE) e1:SetCode(EFFECT_DESTROY_REPLACE) e1:SetTarget(s.desreptg) e1:SetOperation(s.desrepop) c:RegisterEffect(e1) -- Gains 1000 ATK local e2 = Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_EQUIP) e2:SetCategory(CATEGORY_ATKCHANGE) e2:SetCode(EFFECT_UPDATE_ATTACK) e2:SetValue(1000) c:RegisterEffect(e2) -- Attack Twice local e3 = Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_EQUIP) e3:SetCode(EFFECT_EXTRA_ATTACK) e3:SetValue(1) c:RegisterEffect(e3) -- battle resist local e4 = Effect.CreateEffect(c) e4:SetType(EFFECT_TYPE_EQUIP) e4:SetCode(EFFECT_INDESTRUCTABLE_BATTLE) e4:SetValue(1) c:RegisterEffect(e4) end s.listed_names = { 2233678692, 1090076074 } function s.desreptg( e, tp, eg, ep, ev, re, r, rp, chk ) local c = e:GetHandler() local tg = c:GetEquipTarget() if chk == 0 then return c:IsDestructable(e) and not c:IsStatus(STATUS_DESTROY_CONFIRMED) and tg and tg:IsReason(REASON_BATTLE + REASON_EFFECT) end return Duel.SelectEffectYesNo(tp, c, 96) end function s.desrepop( e, tp, eg, ep, ev, re, r, rp ) Duel.Destroy(e:GetHandler(), REASON_EFFECT + REASON_REPLACE) end
-- Script: artifacts -- Description: Handles artifacts (things players can wear that are not clothes) -- Client-Side -- Created by Exciter for Owl Gaming, 15.05.2014 (DD/MM/YYYY) -- Thanks to Adams, iG Scripting Team and RPP Scripting Team for their base work. -- License: BSD function replaceModels() -- Credit for models goes to Adams --Fishing Rod local txd = engineLoadTXD("models/rod.txd") engineImportTXD(txd, 16442 ) local dff = engineLoadDFF("models/rod.dff", 16442) engineReplaceModel(dff, 16442) --Motocross Helmet local txd = engineLoadTXD("models/pro.txd") engineImportTXD(txd, 2799) local dff = engineLoadDFF("models/pro.dff", 2799) engineReplaceModel(dff, 2799) local col = engineLoadCOL("models/helmet.col") engineReplaceCOL(col, 2799) --Biker Helmet local txd = engineLoadTXD("models/bikerhelmet.txd") engineImportTXD(txd, 3911) local dff = engineLoadDFF("models/bikerhelmet.dff", 3911) engineReplaceModel(dff, 3911) --local col = engineLoadCOL("models/helmet.col") engineReplaceCOL(col, 3911) --Full Face Helmet local txd = engineLoadTXD("models/fullfacehelmet.txd") engineImportTXD(txd, 3917) local dff = engineLoadDFF("models/fullfacehelmet.dff", 3917) engineReplaceModel(dff, 3917) --local col = engineLoadCOL("models/helmet.col") engineReplaceCOL(col, 3917) --Gas Mask local txd = engineLoadTXD("models/gasmask.txd") engineImportTXD(txd, 3890) local dff = engineLoadDFF("models/gasmask.dff", 3890) engineReplaceModel(dff, 3890) --Dufflebag local txd = engineLoadTXD("models/dufflebag.txd") engineImportTXD(txd, 3915) local dff = engineLoadDFF("models/dufflebag.dff", 3915) engineReplaceModel(dff, 3915) --Kevlar Vest local txd = engineLoadTXD("models/kevlar.txd") engineImportTXD(txd, 3916) local dff = engineLoadDFF("models/kevlar.dff", 3916) engineReplaceModel(dff, 3916) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), function() replaceModels() setTimer (replaceModels, 1000, 1) end )
--!NEEDS:../../tiled/tiled_polygon.lua Collectibles = Core.class(Tiled_Shape_Polygon) function Collectibles:init() -- others self.snd = Sound.new("audio/Collectibles_1.wav") self.snd2 = Sound.new("audio/Collectibles_3.wav") self.volume = g_sfxvolume*0.01 * 0.3 -- event listeners self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) end function Collectibles:onEnterFrame(e) if self.body and self.img then self.img:setRotation(math.sin(e.time*4)*16) if self.body.isdirty then self.world:destroyBody(self.body) self:getParent():removeChild(self) if self.body.role == G_COLLECTIBLE then local sfx = self.snd:play() if sfx then sfx:setVolume(self.volume) end self.world.score += self.body.value self.world.scoretf:setText("SCORE: "..self.world.score) local mc = MovieClip.new{ {1, 20, self.world.scoretf, {scale={4, 8, "inOutElastic"}}}, {20, 30, self.world.scoretf, {scale={8, 4, "inOutElastic"}}} } end self.body = nil self.img = nil self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) return end end -- spritesheet animations if self.isssanim then self:playAnim(e.deltaTime) end end -- anims function Collectibles:prepareAnim(xtexpath, xcols, xrows, xscale) -- spritesheet animations local spritesheettex = Texture.new(xtexpath) self.spritesheetimgs = {} -- table that will hold all the images in the sprite sheet self.anims = {} -- table that will hold all our animations ("idle", "run", ...) -- 1 retrieve all anims in spritesheet local ssw, ssh = spritesheettex:getWidth()/xcols, spritesheettex:getHeight()/xrows local spritesheettexregion = nil for r = 1, xrows do for c = 1, xcols do spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * ssw, (r - 1) * ssh, ssw, ssh) self.spritesheetimgs[#self.spritesheetimgs + 1] = spritesheettexregion end end -- 2 create animations self:createAnim("idle", 1, 12) -- 3 we can now create the bitmap self.img = Bitmap.new(self.spritesheetimgs[1]) self.img:setAnchorPoint(0.5, 0.5) -- print("bmp size before scaling", params2.ROLE, ssw, ssh) self.img:setScale(xscale) -- self.img:setColorTransform(params2.r, params2.g, params2.b, params2.a) -- self.img:setPosition(params2.offsetx, params2.offsety) self.img:setPosition(self.body:getPosition()) self:addChild(self.img) -- anim self.body.animspeed = 1 / 10 self.body.animtimer = self.body.animspeed self.body.currentanim = "idle" self.body.frame = 1 self.isssanim = true end function Collectibles:createAnim(xanimname, xstart, xfinish) self.anims[xanimname] = {} for i = xstart, xfinish do self.anims[xanimname][#self.anims[xanimname] + 1] = self.spritesheetimgs[i] end end function Collectibles:playAnim(xdt) if self.body.currentanim ~= "" then self.body.animtimer = self.body.animtimer - xdt if self.body.animtimer <= 0 then self.body.frame += 1 self.body.animtimer = self.body.animspeed -- for debugging purpose -- comment before release! XXX if (self.anims[self.body.currentanim] or 0) == 0 then print("### PLAYANIM ERROR###", self.body.role, self.body.currentanim) end -- fx if self.body.isdead then if self.body.frame > #self.anims[self.body.currentanim] then self.body.frame = #self.anims[self.body.currentanim] if self.body.role == G_PLAYER then self.body.timer = 0 end end else if self.body.frame > #self.anims[self.body.currentanim] then self.body.frame = 1 end end self.img:setTextureRegion(self.anims[self.body.currentanim][self.body.frame]) end end end
-- Licensed to the Apache Software Foundation (ASF) under one -- or more contributor license agreements. See the NOTICE file -- distributed with this work for additional information -- regarding copyright ownership. The ASF licenses this file -- to you under the Apache License, Version 2.0 (the -- "License"); you may not use this file except in compliance -- with the License. You may obtain a copy of the License at -- http://www.apache.org/licenses/LICENSE-2.0 -- Unless required by applicable law or agreed to in writing, -- software distributed under the License is distributed on an -- "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY -- KIND, either express or implied. See the License for the -- specific language governing permissions and limitations -- under the License. require('ThriftTest_ThriftTest') require('TSocket') require('TFramedTransport') require('TBinaryProtocol') require('TServer') require('liblualongnumber') -------------------------------------------------------------------------------- -- Handler TestHandler = ThriftTestIface:new{} -- Stops the server function TestHandler:testVoid() self.__server:stop() end function TestHandler:testString(str) return str end function TestHandler:testByte(byte) return byte end function TestHandler:testI32(i32) return i32 end function TestHandler:testI64(i64) return i64 end function TestHandler:testDouble(d) return d end function TestHandler:testStruct(thing) return thing end -------------------------------------------------------------------------------- -- Test local server function teardown() if server then server:close() end end function testBasicServer() -- Handler & Processor local handler = TestHandler:new{} assert(handler, 'Failed to create handler') local processor = ThriftTestProcessor:new{ handler = handler } assert(processor, 'Failed to create processor') -- Server Socket local socket = TServerSocket:new{ port = 9090 } assert(socket, 'Failed to create server socket') -- Transport & Factory local trans_factory = TFramedTransportFactory:new{} assert(trans_factory, 'Failed to create framed transport factory') local prot_factory = TBinaryProtocolFactory:new{} assert(prot_factory, 'Failed to create binary protocol factory') -- Simple Server server = TSimpleServer:new{ processor = processor, serverTransport = socket, transportFactory = trans_factory, protocolFactory = prot_factory } assert(server, 'Failed to create server') -- Serve server:serve() server = nil end testBasicServer() teardown()
local typedefs = require "kong.db.schema.typedefs" return { name = "jwt-reconcile", fields = { { consumer = typedefs.no_consumer }, { protocols = typedefs.protocols_http }, { config = { type = "record", fields = { { method = { type = "string", default = "POST", one_of = { "POST", "GET", }, }, }, { url = typedefs.url({ required = true }) }, { path = { type = "string", default = "/api/v1/auth/reconcile", }, }, { connect_timeout = { type = "number", default = 5000, }, }, { send_timeout = { type = "number", default = 10000, }, }, { read_timeout = { type = "number", default = 10000, }, }, { copy_headers = { type = "boolean", default = true, }, }, { forward_path = { type = "boolean", default = false, }, }, { forward_query = { type = "boolean", default = false, }, }, { forward_headers = { type = "boolean", default = false, }, }, { forward_body = { type = "boolean", default = false, }, }, { inject_body_response_into_header = { type = "boolean", default = true, }, }, { injected_header_prefix = { type = "string", }, }, { streamdown_injected_headers = { type = "boolean", default = false, }, }, { message_401 = { default = "Unauthorized", type = "string", }, }, { message_403 = { default = "You don't have enough permissions to access", type = "string" }, }, { message_404 = { default = "Not Found", type = "string" }, }, }, }, }, } }
--require('mobdebug').start() require ('torch') require ('nn') require ('rnn') ---------------------------------------------------------------------- -- parse command line arguments if not opt then print('==> processing options') cmd = torch.CmdLine() cmd:text() cmd:text('Bi-Directional LSTM') cmd:text() cmd:text('Options:') cmd:option('-data_type', 'vot', 'the type of the data: multi | dummy | vot') cmd:option('-train', 'train.t7', 'the path to the train data') cmd:option('-test', 'test.t7', 'the path to the test data') cmd:option('-val', 'val.t7', 'the path to the test data') cmd:option('-input_dim', 9, 'the input size') cmd:option('-batch_size', 32, 'the mini-batch size') cmd:option('-val_percentage', 0.2, 'the percentage of exampels to be considered as validation set from the training set') cmd:text() opt = cmd:parse(args or {}) end ---------------------------------------------------------------------- -- load from txt file function load_data(path, num_of_examples, input_dim) local file = io.open(path, "r") local data = torch.Tensor(num_of_examples, input_dim) if file then local i = 1 for line in file:lines() do local j = 1 for str in string.gmatch(line, "(%S+)") do data[i][j] = str j = j + 1 end i = i + 1 end else print("\n==>ERROR: can not open file.") end if not file then file:close() end return data end function get_mini_batch(x, y, rho) mini_batch_idx = mini_batch_idx + 1 start_idx = (mini_batch_idx-1)*rho + 1 end_idx = (mini_batch_idx)*rho -- validation if x:size(1) < end_idx then mini_batch_idx = 1 start_idx = 1 end_idx = rho end local mini_batch_x = x[{{start_idx, end_idx}, {}}] local mini_batch_y = y[{{start_idx, end_idx}}] return mini_batch_x, mini_batch_y end function pop_data(orig_data) local data = {} for i=1, #orig_data[1] do local y = torch.zeros(orig_data[1][i]:size(1)) y[{{tonumber(orig_data[2][i][1]), tonumber(orig_data[2][i][2])}}] = 1 local item = torch.zeros(orig_data[1][i]:size(1), orig_data[1][i]:size(2), orig_data[1][i]:size(3)+1) item[{{}, {}, 1}] = y item[{{}, {}, {2, item:size(3)}}] = orig_data[1][i] table.insert(data, item) end return data end mini_batch_idx = 0 --for the minibatchs print("==> Loading data set") if opt.data_type == 'dummy' then -- build dummy dataset, same as vowel duration data_dir = 'data/dummy/' local train = torch.load(paths.concat(data_dir, opt.train)) local test = torch.load(paths.concat(data_dir, opt.test)) -- take part of the training set for validation local val_size = train:size(1)*opt.val_percentage local val = train[{{(train:size(1)-val_size), train:size(1)}, {}}] -- take the last elements for validation train = train[{{1, (train:size(1)-val_size-1)}, {}}] -- the rest are for training -- Detecting and removing NaNs if train:ne(train):sum() > 0 then print(sys.COLORS.red .. ' training set has NaN/s, replace with zeros.') train[train:ne(train)] = 0 end if test:ne(test):sum() > 0 then print(sys.COLORS.red .. ' test set has NaN/s, replace with zeros.') test[test:ne(test)] = 0 end if val:ne(val):sum() > 0 then print(sys.COLORS.red .. ' validation set has NaN/s, replace with zeros.') val[val:ne(val)] = 0 end -- build training set train_x = train[{{}, {2, (opt.input_dim+1)}}] train_y = train[{{}, 1}] train_y:add(1) -- torch start index is 1 not 0 -- build validation set val_x = val[{{}, {2, (opt.input_dim+1)}}] val_y = val[{{}, 1}] val_y:add(1) -- torch start index is 1 not 0 -- build test set test_x = test[{{}, {2, (opt.input_dim+1)}}] test_y = test[{{}, 1}] test_y:add(1) -- torch start index is 1 not 0 elseif opt.data_type == 'multi' then data_dir = 'data/multi_class/' all_data = torch.load(paths.concat(data_dir, opt.train)) all_test_data = torch.load(paths.concat(data_dir, opt.test)) -- take part of the training set for validation local val_size = #all_data*opt.val_percentage local train_size = #all_data - val_size val_data = {} train_data = {} for i=1,#all_data do -- Detecting and removing NaNs if all_data[i]:ne(all_data[i]):sum() > 0 then print(sys.COLORS.red .. ' training set has NaN/s, replace with zeros.') all_data[i][all_data[i]:ne(all_data[i])] = 0 end if i <= train_size then table.insert(train_data, all_data[i]:reshape(all_data[i]:size(1), 1, all_data[i]:size(2))) else table.insert(val_data, all_data[i]:reshape(all_data[i]:size(1), 1, all_data[i]:size(2))) end end test_data = {} for i=1,#all_test_data do -- Detecting and removing NaNs if all_test_data[i]:ne(all_test_data[i]):sum() > 0 then print(sys.COLORS.red .. ' test set has NaN/s, replace with zeros.') all_test_data[i][all_test_data[i]:ne(all_test_data[i])] = 0 end table.insert(test_data, all_test_data[i]:reshape(all_test_data[i]:size(1), 1, all_test_data[i]:size(2))) end elseif opt.data_type == 'vot' then data_dir = 'data/bb_pos/' local train = torch.load(paths.concat(data_dir, opt.train)) local test = torch.load(paths.concat(data_dir, opt.test)) local val = torch.load(paths.concat(data_dir, opt.val)) train_data = pop_data(train) val_data = pop_data(val) test_data = pop_data(test) else print("\nNo such data set") end
moveToNext = function() local win = hs.window.focusedWindow() local current = hs.screen.mainScreen() local nextscr = current:next() win:setFrame(nextscr:frame()) end moveToPrev = function() local win = hs.window.focusedWindow() local current = hs.screen.mainScreen() local nextscr = current:previous() win:setFrame(nextscr:frame()) end
if isVoiceEnabled() then function setPlayerVoiceMuted ( player, muted ) if not checkValidPlayer ( player ) then return false end muted = not not muted or nil globalMuted[player] = muted return setPlayerVoiceBroadcastTo ( player, (not muted) and root or nil ) end function isPlayerVoiceMuted ( player ) if not checkValidPlayer ( player ) then return false end return not not globalMuted[player] end --Returns a list of players of which have muted the specified player function getPlayerVoiceMutedByList ( player ) if not checkValidPlayer ( player ) then return false end return tableToArray(mutedBy[player] or {}) end function updateMuted ( player ) setPlayerVoiceIgnoreFrom ( player, getPlayerVoiceMutedByList ( player ) ) end function addPlayerMutedBy () mutedBy[client] = mutedBy[client] or {} mutedBy[client][source] = true updateMuted ( client ) end addEventHandler ( "voice_mutePlayerForPlayer", root, addPlayerMutedBy ) function removePlayerMutedBy () if mutedBy[client] then mutedBy[client][source] = nil --Refresh the player updateMuted ( client ) end end addEventHandler ( "voice_unmutePlayerForPlayer", root, removePlayerMutedBy ) function addPlayerMutedByTable (players) --Single packet for multiple muted players for i,player in ipairs(players) do source = player addPlayerMutedBy() end end addEventHandler ( "voice_muteTableForPlayer", root, addPlayerMutedByTable ) addEventHandler ( "onPlayerQuit", root, function() mutedBy[source] = nil globalMuted[source] = nil end ) else setPlayerVoiceMuted = outputVoiceNotLoaded isPlayerVoiceMuted = outputVoiceNotLoaded getPlayerVoiceMutedByList = outputVoiceNotLoaded end -- Functions for backward compatibility only -- DO NOT USE THESE AS THEY WILL BE REMOVED IN A LITTLE WHILE -- function isPlayerMuted ( player ) return isPlayerVoiceMuted ( player ) end function setPlayerMuted ( player, muted ) return setPlayerVoiceMuted ( player, muted ) end function getPlayerMutedByList ( player ) return getPlayerVoiceMutedByList ( player ) end -- DO NOT USE THESE AS THEY WILL BE REMOVED IN A LITTLE WHILE --
print("test") poof(0xf,2,10) led(0x10,0xff,0x00,0x00) if switch(0x20,0) then print("0") end if switch(0x20,1) then print("1") end if switch(0x20,2) then print("2") end if switch(0x20,3) then print("3") end
--- Library for accesing gpsd. -- The device will be named "gpsd", module "gpsd", and will generate signals -- from gpsd. The gpsd service must be started. For an example using this module, -- see listener_gpsd.lua -- @module gpsd -- @alias device local M = {} --- Initialize and starts the module. -- This is called automatically by toribio if the _load_ attribute for the module in the configuration file is set to -- true. -- @param conf the configuration table (see @{conf}). M.init = function(conf) local toribio = require 'toribio' local selector = require 'tasks/selector' local sched = require 'sched' local json = require 'lib/dkjson' local log = require 'log' local ip = conf.ip or '127.0.0.1' local port = conf.port or 2947 local device={ --- Name of the device (in this case, 'gpsd'). name = 'gpsd', --- Module name (in this case, 'gpsd'). module = 'gpsd', --- Events emitted by this device. -- Each event represent a gpsd event. The signal has a single -- parameter, a table containing the gpsd provided data. -- @table events -- @field VERSION -- @field WATCH -- @field DEVICES -- @field DEVICE -- @field SKY -- @field TPV -- @field AIS events = { VERSION = {}, WATCH = {}, DEVICES = {}, DEVICE = {}, SKY = {}, TPV = {}, AIS = {}, }, } local events=device.events local function get_incomming_handler() local buff = '' return function(sktd, data, err) --print ('', data) if not data then return end buff = buff .. data --print ('incomming', buff) local decoded, index, e = json.decode(buff) if decoded then --print ('','',decoded.class) buff = buff:sub(index) sched.signal(events[decoded.class], decoded) else log('GPSD', 'ERROR', 'failed to jsondecode buff with length %s with error "%s"', tostring(#buff), tostring(index).." "..tostring(e)) end return true end end local sktd_gpsd = selector.new_tcp_client(ip, port, nil, nil, 'line', get_incomming_handler()) --- Start and Stop gpsd watching. -- @param enable true to start, false to stop device.set_watch = function(enable) if enable then log('GPSD', 'INFO', 'Watch enabled') sktd_gpsd:send_sync('?WATCH={"enable":true,"json":true}\r\n') else log('GPSD', 'INFO', 'Watch disabled') sktd_gpsd:send_sync('?WATCH={"enable":false}\r\n') end end log('GPSD', 'INFO', 'Device %s created: %s', device.module, device.name) toribio.add_device(device) end return M --- Configuration Table. -- This table is populated by toribio from the configuration file. -- @table conf -- @field load whether toribio should start this module automatically at startup. -- @field ip of the gpsd daemon (defaults to '127.0.0.1') -- @field port of the gpsd daemon (defaults to 2947)
local mainMaxWidth = 390 local subMaxWidth = 390 local artistMaxWidth = 390 local mainMaxWidthHighScore = 192 local subMaxWidthHighScore = 280 local artistMaxWidthHighScore = 280/0.8 function TextBannerAfterSet(self,param) local Title = self:GetChild("Title") local Artist = self:GetChild("Artist") Title:maxwidth(mainMaxWidth/0.7) Title:xy(75,-8) Title:zoom(0.7) Artist:zoom(0.5) Artist:maxwidth(artistMaxWidth/0.5) Artist:xy(75,8) end
local aiconnector = {} -- parameters aiconnector.PARAMS = {} -- files that have been opened aiconnector.OPEN_FILES = {} -- functions -- main function which returns the action id function aiconnector.getAction() -- call primary function on_frame_emulated() return actions.NEXT_ACTION end -- if the AI wants a new level, it will set PARAMS.reload to true, which is forwarded to python by this method function aiconnector.getReload() return aiconnector.PARAMS.reload == true -- comparison will turn nil into false for python end -- returns the action counter from lua (total number of taken actions) function aiconnector.getActionCount() return STATS.ACTION_COUNTER end -- returns the world count function aiconnector.getWorldCount() return STATS.WORLD_COUNT end -- increases world count by one function aiconnector.increaseWorldCount(amount) amount = amount or 1 -- defaulting to 1 STATS.WORLD_COUNT = STATS.WORLD_COUNT + 1 end -- sets PARAMS (only needed because a return value with LUA_PREFIX is necessary function aiconnector.setParams(par) aiconnector.PARAMS = par end function aiconnector.cleanup() for _, value in ipairs(aiconnector.OPEN_FILES) do value:close() end end return aiconnector
local manager = require "manager" local mc_supply_util = require "mc_supply_util" local util = require "util" local entitytracker = require "entitytracker" function data() return { info = { majorVersion = 0, minorVersion = 1, severityAdd = "NONE", severityRemove = "WARNING", name = _("MC Coal Bunker"), description = _("A coal bunker that supplies steam trains. Mainly used as a proof of concept, but it can be used in a stand-alone fashion."), tags = {"Industry", "Script Mod" }, authors = { { name = 'Bram Fokke', role = 'CREATOR', text = 'Mod', } } }, runFn = function (settings) game.config.industryButton = true mc_supply_util.setup() mc_supply_util.registerSupplyStationType("industry/coal_bunker.con") addModifier("loadModel", function (fileName, data) mc_supply_util.registerVehicleType(fileName, data) return data end) end, } end
fw.config = fw.config or {} --how often should payroll be issued? seconds fw.config.payrollTime = 60 --should payroll be deducted from the faction bank? fw.config.useFactionBank = true --should the boss have powers, allowing them to demote and remove without votes? fw.config.bossPowers = true --how many slots should the player get for default in their inventory? fw.config.defaultInvSlots = 10 --should faction currency persist over restart? fw.config.factionBankPersist = true --should the physgun color be set as the faction's color? fw.config.physgunColorFactionColor = true --how many points does a faction need to capture a zone fw.config.zoneCaptureScore = 100 --every <x> seconds score is added to the faction in control fw.config.zoneCaptureRate = 1 -- what portion of the real weapon value should shipments cost -- shipmentCount * singlePrice * fw.config.shipmentMarkdown fw.config.shipmentMarkdown = 0.80 --how many guns are in a shipment by default fw.config.defaultShipmentCount = 10 --which tools should we ignore when checking if a player can use it? fw.config.whitelisted_tools = { ['fw_zone_creator'] = true, -- leave this here or you won't be able to create zones! ['fw_object_creator'] = true, }
local utils = require("textadept-nim.utils") local check_type = utils.check_type local file_exists = utils.file_exists local _M = {} local sep = WIN32 and "\\" or "/" local function parse_nimble(filename) check_type("string", filename) local project = {} project.backend = "c" -- nimble builds project in C by default -- parse nimble file for line in io.lines(filename) do local key, val = line:match("^%s*(%S+)%s*=%s*(%S+)") if key == "bin" then project.bin = val elseif key == "srcDir" then project.srcdir = val elseif key == "backend" then project.backend = val elseif line:match("setCommand") ~= nil then project.backend = line:match("setCommand%s+\"(%a+)\"") end end return project end function _M.detect_project(filename) -- Trying to obtain project root file -- If not succeed returns passed filename check_type("string", filename) local root_dir = io.get_project_root(buffer.filename) or filename:match("^([%p%w]-)[^/\\]+$") or "." local nimble_file = "" lfs.dir_foreach(root_dir, function(n) if n:match("%.nimble") or n:match("%.babel") then nimble_file = n return false end end, "!.*") if #nimble_file > 0 then local project = parse_nimble(nimble_file) if project.bin ~= nil then -- root file is a file that transforms to a binary project.root = root_dir..sep..(project.srcdir or "").. sep..project.bin..".nim" if file_exists(project.root) then return project end end -- if project builds no binaries -- trying to consider as root a file with name similar to nimble file project.root = tostring(nimble_file:match("(.*%.)[^/\\]+")).."nim" if not file_exists(project.root) then -- if it does not exists checking it in srcdir(if exists) project.root = root_dir..sep..(project.srcdir or "").. project.root:match(".*([/\\][^/\\]+)$") if not file_exists(project.root) then -- finally give up, project root will be a given file project.root = filename end end return project end local dummy_project = { backend = "c", srcdir = root_dir, root = filename } -- When no nimble file detected - just return dummy project for one file return dummy_project end return _M
ThreatPlatesDB = { ["char"] = { ["仔酷 - 森金"] = { ["welcome"] = true, ["spec"] = { true, -- [1] [3] = false, }, }, ["风雨思年华 - 森金"] = { ["welcome"] = true, ["spec"] = { [3] = false, }, }, ["巨目巨目巨目 - 森金"] = { ["spec"] = { [3] = false, }, ["welcome"] = true, }, ["午盾 - 森金"] = { ["welcome"] = true, ["spec"] = { [3] = true, }, }, ["牛爹爹 - 屠魔山谷"] = { ["spec"] = { true, -- [1] [3] = false, }, ["welcome"] = true, }, ["雄奶奶 - 森金"] = { ["welcome"] = true, ["spec"] = { [3] = false, }, }, ["独孤牛儿 - 森金"] = { ["welcome"] = true, ["spec"] = { nil, -- [1] nil, -- [2] true, -- [3] false, -- [4] }, }, ["奶奶的大刀 - 森金"] = { ["welcome"] = true, ["spec"] = { nil, -- [1] true, -- [2] }, }, }, ["profileKeys"] = { ["仔酷 - 森金"] = "Default", ["风雨思年华 - 森金"] = "Default", ["巨目巨目巨目 - 森金"] = "Default", ["午盾 - 森金"] = "Default", ["牛爹爹 - 屠魔山谷"] = "Default", ["雄奶奶 - 森金"] = "Default", ["独孤牛儿 - 森金"] = "Default", ["奶奶的大刀 - 森金"] = "Default", }, ["global"] = { ["version"] = "9.1.12", }, ["profiles"] = { ["Default"] = { ["uniqueSettings"] = { [33] = { }, [35] = { }, [37] = { }, [39] = { }, [41] = { }, [43] = { }, [45] = { }, [47] = { }, [49] = { }, [51] = { }, [53] = { }, [55] = { }, [57] = { }, [59] = { }, [61] = { }, [63] = { }, [66] = { }, [70] = { }, [74] = { }, [78] = { }, [82] = { }, [86] = { }, [90] = { }, [94] = { }, [98] = { }, [102] = { }, [106] = { }, [110] = { }, [114] = { }, [118] = { }, [122] = { }, [126] = { }, ["map"] = { ["暗影幻灵"] = { }, ["被复活的追随者"] = { }, ["水元素"] = { }, ["缠网"] = { }, ["食尸鬼苦工"] = { }, ["剧毒蛇"] = { }, ["沾泥龙虾"] = { }, ["动力炸弹"] = { }, ["不朽守护者"] = { }, ["骨针"] = { }, ["亢奋的追随者"] = { }, ["毒牙坑道蛇"] = { }, ["巫妖王"] = { }, ["奥妮克希亚雏龙"] = { }, ["幽灵狼"] = { }, ["运河蟹"] = { }, ["暴怒的灵魂"] = { }, ["蹒跚的血僵尸"] = { }, ["燃烧的余烬"] = { }, ["燃烧的炼狱火"] = { }, ["亡者军团食尸鬼"] = { }, ["暗影魔"] = { }, ["被标记的不朽守护者"] = { }, ["毒蛇"] = { }, ["达尔纳文"] = { }, ["不稳定的软泥怪"] = { }, ["毒气之云"] = { }, ["被复活的狂热者"] = { }, ["树人"] = { }, ["瓦格里暗影戒卫者"] = { }, ["畸形的狂热者"] = { }, ["黑锋石像鬼"] = { }, }, }, ["questWidget"] = { ["HideInCombat"] = true, ["ShowInHeadlineView"] = true, }, ["ColorByReaction"] = { ["HostileNPC"] = { ["g"] = 0.06274509803921569, ["b"] = 0.5137254901960784, }, }, ["cache"] = { }, ["settings"] = { ["customtext"] = { ["SubtextColorUseSpecific"] = true, }, ["level"] = { ["x"] = 40, ["y"] = -2, }, ["healthbar"] = { ["backdrop"] = "Line", ["width"] = 66, ["BackgroundUseForegroundColor"] = true, ["height"] = 6, ["texture"] = "Sinaris", }, ["healthborder"] = { ["Offset"] = 2, ["EdgeSize"] = 2, ["show"] = false, }, ["name"] = { ["EnemyTextColor"] = { ["r"] = 0.9411764705882353, ["b"] = 0.9764705882352941, }, ["typeface"] = "EUI", ["size"] = 11, }, ["frame"] = { ["height"] = 41, ["width"] = 56, }, }, ["targetWidget"] = { ["HPBarColor"] = { ["r"] = 0, ["g"] = 1, ["b"] = 0.00784313725490196, }, ["ModeHPBar"] = true, ["ModeNames"] = true, }, ["Transparency"] = { ["Fading"] = false, }, }, ["森金"] = { ["uniqueSettings"] = { nil, -- [1] nil, -- [2] nil, -- [3] nil, -- [4] nil, -- [5] nil, -- [6] nil, -- [7] nil, -- [8] nil, -- [9] nil, -- [10] nil, -- [11] nil, -- [12] nil, -- [13] nil, -- [14] nil, -- [15] nil, -- [16] nil, -- [17] nil, -- [18] nil, -- [19] nil, -- [20] nil, -- [21] nil, -- [22] nil, -- [23] nil, -- [24] nil, -- [25] nil, -- [26] nil, -- [27] nil, -- [28] nil, -- [29] nil, -- [30] nil, -- [31] nil, -- [32] { }, -- [33] { }, -- [34] { }, -- [35] { }, -- [36] { }, -- [37] { }, -- [38] { }, -- [39] { }, -- [40] { }, -- [41] { }, -- [42] { }, -- [43] { }, -- [44] { }, -- [45] { }, -- [46] { }, -- [47] { }, -- [48] { }, -- [49] { }, -- [50] { }, -- [51] { }, -- [52] { }, -- [53] { }, -- [54] { }, -- [55] { }, -- [56] { }, -- [57] { }, -- [58] { }, -- [59] { }, -- [60] { }, -- [61] { }, -- [62] { }, -- [63] { }, -- [64] { }, -- [65] { }, -- [66] { }, -- [67] { }, -- [68] { }, -- [69] { }, -- [70] { }, -- [71] { }, -- [72] { }, -- [73] { }, -- [74] { }, -- [75] { }, -- [76] { }, -- [77] { }, -- [78] { }, -- [79] { }, -- [80] { }, -- [81] { }, -- [82] { }, -- [83] { }, -- [84] { }, -- [85] { }, -- [86] { }, -- [87] { }, -- [88] { }, -- [89] { }, -- [90] { }, -- [91] { }, -- [92] { }, -- [93] { }, -- [94] { }, -- [95] { }, -- [96] { }, -- [97] { }, -- [98] { }, -- [99] { }, -- [100] { }, -- [101] { }, -- [102] { }, -- [103] { }, -- [104] { }, -- [105] { }, -- [106] { }, -- [107] { }, -- [108] { }, -- [109] { }, -- [110] { }, -- [111] { }, -- [112] { }, -- [113] { }, -- [114] { }, -- [115] { }, -- [116] { }, -- [117] { }, -- [118] { }, -- [119] { }, -- [120] { }, -- [121] { }, -- [122] { }, -- [123] { }, -- [124] { }, -- [125] { }, -- [126] { }, -- [127] { }, -- [128] { }, -- [129] { }, -- [130] ["map"] = { ["暗影幻灵"] = { }, ["被复活的追随者"] = { }, ["水元素"] = { }, ["幽灵狼"] = { }, ["食尸鬼苦工"] = { }, ["剧毒蛇"] = { }, ["沾泥龙虾"] = { }, ["动力炸弹"] = { }, ["不朽守护者"] = { }, ["骨针"] = { }, ["亢奋的追随者"] = { }, ["被标记的不朽守护者"] = { }, ["燃烧的炼狱火"] = { }, ["暴怒的灵魂"] = { }, ["黑锋石像鬼"] = { }, ["运河蟹"] = { }, ["畸形的狂热者"] = { }, ["蹒跚的血僵尸"] = { }, ["燃烧的余烬"] = { }, ["毒牙坑道蛇"] = { }, ["亡者军团食尸鬼"] = { }, ["暗影魔"] = { }, ["缠网"] = { }, ["毒蛇"] = { }, ["达尔纳文"] = { }, ["被复活的狂热者"] = { }, ["毒气之云"] = { }, ["不稳定的软泥怪"] = { }, ["树人"] = { }, ["瓦格里暗影戒卫者"] = { }, ["奥妮克希亚雏龙"] = { }, ["巫妖王"] = { }, }, }, }, ["MAGE"] = { ["uniqueSettings"] = { nil, -- [1] nil, -- [2] nil, -- [3] nil, -- [4] nil, -- [5] nil, -- [6] nil, -- [7] nil, -- [8] nil, -- [9] nil, -- [10] nil, -- [11] nil, -- [12] nil, -- [13] nil, -- [14] nil, -- [15] nil, -- [16] nil, -- [17] nil, -- [18] nil, -- [19] nil, -- [20] nil, -- [21] nil, -- [22] nil, -- [23] nil, -- [24] nil, -- [25] nil, -- [26] nil, -- [27] nil, -- [28] nil, -- [29] nil, -- [30] nil, -- [31] nil, -- [32] { }, -- [33] { }, -- [34] { }, -- [35] { }, -- [36] { }, -- [37] { }, -- [38] { }, -- [39] { }, -- [40] { }, -- [41] { }, -- [42] { }, -- [43] { }, -- [44] { }, -- [45] { }, -- [46] { }, -- [47] { }, -- [48] { }, -- [49] { }, -- [50] { }, -- [51] { }, -- [52] { }, -- [53] { }, -- [54] { }, -- [55] { }, -- [56] { }, -- [57] { }, -- [58] { }, -- [59] { }, -- [60] { }, -- [61] { }, -- [62] { }, -- [63] { }, -- [64] { }, -- [65] { }, -- [66] { }, -- [67] { }, -- [68] { }, -- [69] { }, -- [70] { }, -- [71] { }, -- [72] { }, -- [73] { }, -- [74] { }, -- [75] { }, -- [76] { }, -- [77] { }, -- [78] { }, -- [79] { }, -- [80] { }, -- [81] { }, -- [82] { }, -- [83] { }, -- [84] { }, -- [85] { }, -- [86] { }, -- [87] { }, -- [88] { }, -- [89] { }, -- [90] { }, -- [91] { }, -- [92] { }, -- [93] { }, -- [94] { }, -- [95] { }, -- [96] { }, -- [97] { }, -- [98] { }, -- [99] { }, -- [100] { }, -- [101] { }, -- [102] { }, -- [103] { }, -- [104] { }, -- [105] { }, -- [106] { }, -- [107] { }, -- [108] { }, -- [109] { }, -- [110] { }, -- [111] { }, -- [112] { }, -- [113] { }, -- [114] { }, -- [115] { }, -- [116] { }, -- [117] { }, -- [118] { }, -- [119] { }, -- [120] { }, -- [121] { }, -- [122] { }, -- [123] { }, -- [124] { }, -- [125] { }, -- [126] { }, -- [127] { }, -- [128] { }, -- [129] { }, -- [130] ["map"] = { ["暗影幻灵"] = { }, ["被复活的追随者"] = { }, ["水元素"] = { }, ["幽灵狼"] = { }, ["食尸鬼苦工"] = { }, ["剧毒蛇"] = { }, ["沾泥龙虾"] = { }, ["动力炸弹"] = { }, ["不朽守护者"] = { }, ["骨针"] = { }, ["亢奋的追随者"] = { }, ["被标记的不朽守护者"] = { }, ["燃烧的炼狱火"] = { }, ["暴怒的灵魂"] = { }, ["黑锋石像鬼"] = { }, ["运河蟹"] = { }, ["畸形的狂热者"] = { }, ["蹒跚的血僵尸"] = { }, ["燃烧的余烬"] = { }, ["毒牙坑道蛇"] = { }, ["亡者军团食尸鬼"] = { }, ["暗影魔"] = { }, ["缠网"] = { }, ["毒蛇"] = { }, ["达尔纳文"] = { }, ["被复活的狂热者"] = { }, ["毒气之云"] = { }, ["不稳定的软泥怪"] = { }, ["树人"] = { }, ["瓦格里暗影戒卫者"] = { }, ["奥妮克希亚雏龙"] = { }, ["巫妖王"] = { }, }, }, }, ["雄奶奶 - 森金"] = { ["uniqueSettings"] = { nil, -- [1] nil, -- [2] nil, -- [3] nil, -- [4] nil, -- [5] nil, -- [6] nil, -- [7] nil, -- [8] nil, -- [9] nil, -- [10] nil, -- [11] nil, -- [12] nil, -- [13] nil, -- [14] nil, -- [15] nil, -- [16] nil, -- [17] nil, -- [18] nil, -- [19] nil, -- [20] nil, -- [21] nil, -- [22] nil, -- [23] nil, -- [24] nil, -- [25] nil, -- [26] nil, -- [27] nil, -- [28] nil, -- [29] nil, -- [30] nil, -- [31] nil, -- [32] { }, -- [33] { }, -- [34] { }, -- [35] { }, -- [36] { }, -- [37] { }, -- [38] { }, -- [39] { }, -- [40] { }, -- [41] { }, -- [42] { }, -- [43] { }, -- [44] { }, -- [45] { }, -- [46] { }, -- [47] { }, -- [48] { }, -- [49] { }, -- [50] { }, -- [51] { }, -- [52] { }, -- [53] { }, -- [54] { }, -- [55] { }, -- [56] { }, -- [57] { }, -- [58] { }, -- [59] { }, -- [60] { }, -- [61] { }, -- [62] { }, -- [63] { }, -- [64] { }, -- [65] { }, -- [66] { }, -- [67] { }, -- [68] { }, -- [69] { }, -- [70] { }, -- [71] { }, -- [72] { }, -- [73] { }, -- [74] { }, -- [75] { }, -- [76] { }, -- [77] { }, -- [78] { }, -- [79] { }, -- [80] { }, -- [81] { }, -- [82] { }, -- [83] { }, -- [84] { }, -- [85] { }, -- [86] { }, -- [87] { }, -- [88] { }, -- [89] { }, -- [90] { }, -- [91] { }, -- [92] { }, -- [93] { }, -- [94] { }, -- [95] { }, -- [96] { }, -- [97] { }, -- [98] { }, -- [99] { }, -- [100] { }, -- [101] { }, -- [102] { }, -- [103] { }, -- [104] { }, -- [105] { }, -- [106] { }, -- [107] { }, -- [108] { }, -- [109] { }, -- [110] { }, -- [111] { }, -- [112] { }, -- [113] { }, -- [114] { }, -- [115] { }, -- [116] { }, -- [117] { }, -- [118] { }, -- [119] { }, -- [120] { }, -- [121] { }, -- [122] { }, -- [123] { }, -- [124] { }, -- [125] { }, -- [126] { }, -- [127] { }, -- [128] { }, -- [129] { }, -- [130] ["map"] = { ["暗影幻灵"] = { }, ["被复活的追随者"] = { }, ["水元素"] = { }, ["幽灵狼"] = { }, ["食尸鬼苦工"] = { }, ["剧毒蛇"] = { }, ["沾泥龙虾"] = { }, ["动力炸弹"] = { }, ["不朽守护者"] = { }, ["骨针"] = { }, ["亢奋的追随者"] = { }, ["被标记的不朽守护者"] = { }, ["燃烧的炼狱火"] = { }, ["暴怒的灵魂"] = { }, ["黑锋石像鬼"] = { }, ["运河蟹"] = { }, ["畸形的狂热者"] = { }, ["蹒跚的血僵尸"] = { }, ["燃烧的余烬"] = { }, ["毒牙坑道蛇"] = { }, ["亡者军团食尸鬼"] = { }, ["暗影魔"] = { }, ["缠网"] = { }, ["毒蛇"] = { }, ["达尔纳文"] = { }, ["被复活的狂热者"] = { }, ["毒气之云"] = { }, ["不稳定的软泥怪"] = { }, ["树人"] = { }, ["瓦格里暗影戒卫者"] = { }, ["奥妮克希亚雏龙"] = { }, ["巫妖王"] = { }, }, }, }, ["颜色配置"] = { ["uniqueSettings"] = { nil, -- [1] nil, -- [2] nil, -- [3] nil, -- [4] nil, -- [5] nil, -- [6] nil, -- [7] nil, -- [8] nil, -- [9] nil, -- [10] nil, -- [11] nil, -- [12] nil, -- [13] nil, -- [14] nil, -- [15] nil, -- [16] nil, -- [17] nil, -- [18] nil, -- [19] nil, -- [20] nil, -- [21] nil, -- [22] nil, -- [23] nil, -- [24] nil, -- [25] nil, -- [26] nil, -- [27] nil, -- [28] nil, -- [29] nil, -- [30] nil, -- [31] nil, -- [32] { }, -- [33] { }, -- [34] { }, -- [35] { }, -- [36] { }, -- [37] { }, -- [38] { }, -- [39] { }, -- [40] { }, -- [41] { }, -- [42] { }, -- [43] { }, -- [44] { }, -- [45] { }, -- [46] { }, -- [47] { }, -- [48] { }, -- [49] { }, -- [50] { }, -- [51] { }, -- [52] { }, -- [53] { }, -- [54] { }, -- [55] { }, -- [56] { }, -- [57] { }, -- [58] { }, -- [59] { }, -- [60] { }, -- [61] { }, -- [62] { }, -- [63] { }, -- [64] { }, -- [65] { }, -- [66] { }, -- [67] { }, -- [68] { }, -- [69] { }, -- [70] { }, -- [71] { }, -- [72] { }, -- [73] { }, -- [74] { }, -- [75] { }, -- [76] { }, -- [77] { }, -- [78] { }, -- [79] { }, -- [80] { }, -- [81] { }, -- [82] { }, -- [83] { }, -- [84] { }, -- [85] { }, -- [86] { }, -- [87] { }, -- [88] { }, -- [89] { }, -- [90] { }, -- [91] { }, -- [92] { }, -- [93] { }, -- [94] { }, -- [95] { }, -- [96] { }, -- [97] { }, -- [98] { }, -- [99] { }, -- [100] { }, -- [101] { }, -- [102] { }, -- [103] { }, -- [104] { }, -- [105] { }, -- [106] { }, -- [107] { }, -- [108] { }, -- [109] { }, -- [110] { }, -- [111] { }, -- [112] { }, -- [113] { }, -- [114] { }, -- [115] { }, -- [116] { }, -- [117] { }, -- [118] { }, -- [119] { }, -- [120] { }, -- [121] { }, -- [122] { }, -- [123] { }, -- [124] { }, -- [125] { }, -- [126] { }, -- [127] { }, -- [128] { }, -- [129] { }, -- [130] ["map"] = { ["暗影幻灵"] = { }, ["被复活的追随者"] = { }, ["水元素"] = { }, ["幽灵狼"] = { }, ["食尸鬼苦工"] = { }, ["剧毒蛇"] = { }, ["沾泥龙虾"] = { }, ["动力炸弹"] = { }, ["不朽守护者"] = { }, ["骨针"] = { }, ["亢奋的追随者"] = { }, ["被标记的不朽守护者"] = { }, ["燃烧的炼狱火"] = { }, ["暴怒的灵魂"] = { }, ["黑锋石像鬼"] = { }, ["运河蟹"] = { }, ["畸形的狂热者"] = { }, ["蹒跚的血僵尸"] = { }, ["燃烧的余烬"] = { }, ["毒牙坑道蛇"] = { }, ["亡者军团食尸鬼"] = { }, ["暗影魔"] = { }, ["缠网"] = { }, ["毒蛇"] = { }, ["达尔纳文"] = { }, ["被复活的狂热者"] = { }, ["毒气之云"] = { }, ["不稳定的软泥怪"] = { }, ["树人"] = { }, ["瓦格里暗影戒卫者"] = { }, ["奥妮克希亚雏龙"] = { }, ["巫妖王"] = { }, }, }, }, }, }
-- Client Base Scripts client_script "sirencontrols.net.dll" client_script "vehiculehealth.lua" client_script "regulateur.lua" client_script "cl_indicator.lua" client_script "pointing.lua" client_script "crouch.lua" -- -- client_script "anti-gang_client" -- -- client_script 'pedblacklist.lua' server_script "sv_indicator.lua" server_script "hand_server.lua"
local assertClassTest = GUnit.Test:new("AssertClass") local function shouldEqualIntegerSpec() for i = 1, 100 do local randomNumber = math.random(1, 100000) GUnit.assert(randomNumber):shouldEqual(randomNumber) end end local function shouldEqualStringSpec() for i = 1, 100 do local randomString = GUnit.Generators.StringGen.generateAlphaNum() GUnit.assert(randomString):shouldEqual(randomString) end end local function lessThanIntSpec() for i = 1, 100 do local randomNumber = math.random(-100000, 100000) GUnit.assert(randomNumber - 1):lessThan(randomNumber) end end local function lessThanFloatSpec() for i = 1, 100 do local randomNumber = math.random(-100000.0, 100000.0) GUnit.assert(randomNumber - 1.0):lessThan(randomNumber) end end local function lessThanOrEqualToIntSpec() for i = 1, 100 do local randomNumber = math.random(-100000, 100000) local subtraction = math.random(0, 10) GUnit.assert(randomNumber - subtraction):lessThanOrEqualTo(randomNumber) end end local function lessThanOrEqualToFloatSpec() for i = 1, 100 do local randomNumber = math.random(-100000.0, 100000.0) local subtraction = math.random(0.0, 10.0) GUnit.assert(randomNumber - subtraction):lessThanOrEqualTo(randomNumber) end end local function greaterThanIntSpec() for i = 1, 100 do local randomNumber = math.random(-100000, 100000) local addition = math.random(1, 10) GUnit.assert(randomNumber + addition):greaterThan(randomNumber) end end local function greaterThanFloatSpec() for i = 1, 100 do local randomNumber = math.random(-100000.0, 100000.0) local addition = math.random(1.0, 10.0) GUnit.assert(randomNumber + addition):greaterThan(randomNumber) end end local function greaterThanOrEqualToIntSpec() for i = 1, 100 do local randomNumber = math.random(-100000, 100000) local addition = math.random(1, 10) GUnit.assert(randomNumber + addition):greaterThan(randomNumber) end end local function greaterThanOrEqualToFloatSpec() for i = 1, 100 do local randomNumber = math.random(-100000.0, 100000.0) local addition = math.random(1.0, 10.0) GUnit.assert(randomNumber + addition):greaterThan(randomNumber) end end local function isTrueSpec() GUnit.assert(true):isTrue() end local function isFalseSpec() GUnit.assert(false):isFalse() end local function chainedAssertSpec() for i = 1, 100 do local randomNumber = math.random(-100000.0, 100000.0) GUnit.assert(randomNumber):shouldEqual(randomNumber): greaterThanOrEqualTo(randomNumber): lessThanOrEqualTo(randomNumber) end end assertClassTest:addSpec("perform shouldEqual properly with integers", shouldEqualIntegerSpec) assertClassTest:addSpec("perform shouldEqual properly with strings", shouldEqualStringSpec) assertClassTest:addSpec("perform lessThan properly with integers", lessThanIntSpec) assertClassTest:addSpec("perform lessThan properly with floats", lessThanFloatSpec) assertClassTest:addSpec("perform lessThanOrEqualTo properly with integers", lessThanOrEqualToIntSpec) assertClassTest:addSpec("perform lessThanOrEqualTo properly with floats", lessThanOrEqualToFloatSpec) assertClassTest:addSpec("perform greaterThan properly with integers", greaterThanIntSpec) assertClassTest:addSpec("perform greaterThan properly with floats", greaterThanFloatSpec) assertClassTest:addSpec("perform greaterThanOrEqualTo properly with integers", greaterThanOrEqualToIntSpec) assertClassTest:addSpec("perform greaterThanOrEqualTo properly with floats", greaterThanOrEqualToFloatSpec) assertClassTest:addSpec("perform isTrue properly", isTrueSpec) assertClassTest:addSpec("perform isFalse properly", isFalseSpec) assertClassTest:addSpec("chain together some asserts", chainedAssertSpec)
local http = require "http" local nmap = require "nmap" local shortport = require "shortport" local stdnse = require "stdnse" local table = require "table" local target = require "target" description = [[ Retrieves information from an Apache HBase (Hadoop database) region server HTTP status page. Information gathered: * HBase version * HBase compile date * A bunch of metrics about the state of the region server * Zookeeper quorum server For more information about Hbase, see: * http://hbase.apache.org/ * http://wiki.apache.org/hadoop/Hbase ]] --- -- @usage -- nmap --script hbase-region-info -p 60030 host -- -- @output -- PORT STATE SERVICE REASON -- 60030/tcp open hbase-region syn-ack -- | hbase-region-info: -- | Hbase Version: 0.90.1 -- | Hbase Compiled: Wed May 11 22:33:44 PDT 2011, bob -- | Metrics requests=0, regions=0, stores=0, storefiles=0, storefileIndexSize=0, memstoreSize=0, -- | compactionQueueSize=0, flushQueueSize=0, usedHeap=0, maxHeap=0, blockCacheSize=0, -- | blockCacheFree=0, blockCacheCount=0, blockCacheHitCount=0, blockCacheMissCount=0, -- | blockCacheEvictedCount=0, blockCacheHitRatio=0, blockCacheHitCachingRatio=0 -- |_ Zookeeper Quorum: zookeeper.example.com:2181 --- author = "John R. Bond" license = "Simplified (2-clause) BSD license--See http://nmap.org/svn/docs/licenses/BSD-simplified" categories = {"default", "discovery", "safe"} portrule = function(host, port) -- Run for the special port number, or for any HTTP-like service that is -- not on a usual HTTP port. return shortport.port_or_service ({60030}, "hbase-region")(host, port) or (shortport.service(shortport.LIKELY_HTTP_SERVICES)(host, port) and not shortport.portnumber(shortport.LIKELY_HTTP_PORTS)(host, port)) end action = function( host, port ) local result = {} local region_servers = {} -- uri was previously "/regionserver.jsp". See -- http://seclists.org/nmap-dev/2012/q3/903. local uri = "/rs-status" stdnse.print_debug(1, "%s:HTTP GET %s:%s%s", SCRIPT_NAME, host.targetname or host.ip, port.number, uri) local response = http.get( host, port, uri ) stdnse.print_debug(1, "%s: Status %s", SCRIPT_NAME,response['status-line'] or "No Response") if response['status-line'] and response['status-line']:match("200%s+OK") and response['body'] then local body = response['body']:gsub("%%","%%%%") stdnse.print_debug(2, "%s: Body %s\n", SCRIPT_NAME,body) if body:match("HBase%s+Version</td><td>([^][<]+)") then local version = body:match("HBase%s+Version</td><td>([^][<]+)"):gsub("%s+", " ") stdnse.print_debug(1, "%s:Hbase Version %s", SCRIPT_NAME,version) table.insert(result, ("Hbase Version: %s"):format(version)) port.version.version = version end if body:match("HBase%s+Compiled</td><td>([^][<]+)") then local compiled = body:match("HBase%s+Compiled</td><td>([^][<]+)"):gsub("%s+", " ") stdnse.print_debug(1, "%s: Hbase Compiled %s", SCRIPT_NAME,compiled) table.insert(result, ("Hbase Compiled: %s"):format(compiled)) end if body:match("Metrics</td><td>([^][<]+)") then local metrics = body:match("Metrics</td><td>([^][<]+)"):gsub("%s+", " ") stdnse.print_debug(1, "%s: Metrics %s", SCRIPT_NAME,metrics) table.insert(result, ("Metrics %s"):format(metrics)) end if body:match("Quorum</td><td>([^][<]+)") then local quorum = body:match("Quorum</td><td>([^][<]+)"):gsub("%s+", " ") stdnse.print_debug(1, "%s: Zookeeper Quorum %s", SCRIPT_NAME,quorum) table.insert(result, ("Zookeeper Quorum: %s"):format(quorum)) if target.ALLOW_NEW_TARGETS then if quorum:match("([%w%.]+)") then local newtarget = quorum:match("([%w%.]+)") stdnse.print_debug(1, "%s: Added target: %s", SCRIPT_NAME, newtarget) local status,err = target.add(newtarget) end end end if #result > 0 then port.version.name = "hbase-region" port.version.product = "Apache Hadoop Hbase" nmap.set_port_version(host, port) end return stdnse.format_output(true, result) end end
-- -- Main entry point for game -- require("combat") require("util") require("font") audio = require("audio") cheats = require("cheats") menu = require("menu") highscore = require("highscore") typing = require("typing") crosshair = require("crosshair") beverage = require("beverage") weapon = require("weapon") dude = require("dude") progress = require("progress") imgs = {} consts = {} vars = {} function startGame() vars.promille = 0 crosshair.drunk = 0 weapon.drunk = 0 typing.length = 4 typing.newstring() vars.state = 2 vars.weapon.rounds = vars.weapon.roundsfull vars.weapon.lastshot = 0 vars.beverage.progress = 0 vars.beverage.lastshot = 0 love.mouse.setPosition(320, 240) dude.reset() love.mouse.setGrabbed(true) audio.delay(audio.srcpouring, 0.5) end function love.load() math.randomseed(os.time()) love.graphics.setDefaultFilter("nearest", "nearest") love.mouse.setVisible(false) love.window.setIcon(love.image.newImageData("assets/logo.png")) imgs.bg = love.graphics.newImage("assets/bg.png") imgs.bar = love.graphics.newImage("assets/bar.png") menu.load() highscore.load() audio.load() typing.load() crosshair.load() dude.load() consts = { sx = 2, sy = 2, width = love.graphics.getWidth(), height = love.graphics.getHeight(), } vars = { state = 1, xp = 0, promille = 0, beverage = beverage.new("Wodka", 10, 0.42), weapon = weapon.new("Revolver", 6, 1) } progress.load(dude, vars) cheats.load(crosshair, typing, vars.weapon) end function update_1(dt) menu.update(dt) end function update_2(dt) cheats.update(dt) typing.update(dt) crosshair.update(dt) vars.weapon:update(dt) vars.beverage:update(dt) dude.update(dt) end function update_3(dt) cheats.update(dt) typing.update(dt) crosshair.update(dt) vars.beverage:update(dt) dude.update(dt) end function update_4(dt) end function love.update(dt) local update = { update_1, update_2, update_3, update_4 } update[vars.state](dt) audio.update(dt) end function draw_1() love.graphics.scale(consts.sx, consts.sy) love.graphics.draw(imgs.bg, 0, 0) love.graphics.draw(imgs.bar, 0, 0) menu.draw(vars.xp) end function draw_2() love.graphics.scale(consts.sx, consts.sy) love.graphics.draw(imgs.bg, 0, 0) dude.draw() love.graphics.draw(imgs.bar, 0, 0) vars.beverage:draw() typing.draw() vars.weapon:draw(crosshair.x) crosshair.draw(vars.state) progress.draw() if vars.weapon.lastshot > 0.5 then love.graphics.pushColor() love.graphics.setColor({1, 1, 1, (vars.weapon.lastshot * 2 - 1) * 1}) love.graphics.rectangle("fill", 0, 0, consts.width, consts.height) love.graphics.popColor() end cheats.draw() end function draw_3() love.graphics.scale(consts.sx, consts.sy) love.graphics.draw(imgs.bg, 0, 0) dude.draw() love.graphics.draw(imgs.bar, 0, 0) vars.weapon:drawReload() crosshair.draw(vars.state) progress.draw() cheats.draw() end function draw_4() highscore.draw() end function love.draw() local draw = { draw_1, draw_2, draw_3, draw_4 } draw[vars.state]() end function keypressed_1(key) menu.keypressed(key) end function keypressed_2(key) typing.keypressed(key) beverage.progress = typing.progress cheats.keypressed(key) if key == "space" and vars.weapon.rounds ~= vars.weapon.roundsfull then vars.state = 3 typing.currentpos = 1 vars.weapon:prepareReload() end end function keypressed_3(key) cheats.keypressed(key) if key == "space" then vars.state = 2 end end function keypressed_4(key) highscore.keypressed(key) end function love.keypressed(key) local keypressed = { keypressed_1, keypressed_2, keypressed_3, keypressed_4 } keypressed[vars.state](key) if key == "tab" then audio.toggleMusic() end end function love.textinput(t) if vars.state == 4 then highscore.textinput(t) end end function menu.done() startGame() end function typing.done() beverage.lastshot = 1 typing.timeout = 4 vars.promille = vars.beverage:newPromille(vars.promille) crosshair.drunk = math.log(99*vars.promille+1, 100) weapon.drunk = math.log(99*vars.promille+1, 100) typing.length = math.ceil(math.pow(vars.promille, 0.3)*42) + 1 audio.delay(audio.srcslurp, 1) audio.delay(audio.srcpouring, 2.5) print(string.format("promille %f, drunk %f, length %d", vars.promille, crosshair.drunk, typing.length)) end function crosshair.shoot() if vars.state == 2 then local success = vars.weapon:shot() if success then local success = dude.shoot(crosshair.x, crosshair.y) audio.playrandom(audio.srcgunshot) if not success then if 212 < crosshair.x and crosshair.x < 320 and 16 < crosshair.y and crosshair.y < 90 then audio.delay(audio.srcwoosh, 0.15) end end end elseif vars.state == 3 then local success = vars.weapon:reload(crosshair.x, crosshair.y) if success then audio.playrandom(audio.srcreload) end if vars.weapon.rounds == vars.weapon.roundsfull then vars.state = 2 end end end function dude.hitglass() audio.delay(audio.srcklirr, 0.1) audio.delay(audio.srcpouring, 12.8) end function dude.drink() audio.playrandom(audio.srcslurp) audio.delay(audio.srcpouring, 1.7 + dude.drinks * 0.08) dude.promille = vars.beverage:newPromille(dude.promille) end function dude.toodrunk() highscore.score = math.floor(vars.promille * 1000) highscore.deduction = 0 dude.dying = true end function dude.dead() audio.delay(audio.srcouch, 0.5) highscore.score = math.floor(vars.promille * 1000) highscore.deduction = math.max(1, math.floor(highscore.score * 0.4)) highscore.score = highscore.score - highscore.deduction dude.dying = true end function dude.finishedDying() vars.state = 4 highscore.retrieve() love.mouse.setGrabbed(false) end function highscore.done() vars.state = 1 end
-- Copyright (c) 2015-present, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. local tablex = require 'pl.tablex' local babi = require 'babi._env' local Clause = torch.class('babi.Clause', babi) function Clause:__init(world, truth_value, actor, action, ...) self.world = world self.truth_value = truth_value self.actor = actor self.action = action self.args = {...} end function Clause.new(...) local cl = {} setmetatable(cl, {__index = Clause}) cl:__init(...) return cl end function Clause:is_valid() return self.action:is_valid(self.world, self.actor, unpack(self.args)) end function Clause:perform() if self.truth_value then self.action:perform(self.world, self.actor, unpack(self.args)) end end function Clause.__eq(lhs, rhs) if lhs.world == rhs.world and lhs.actor == rhs.actor and tablex.compare(lhs.args, rhs.args, function(lhs, rhs) return lhs == rhs end) then return true end end -- Given options, sample a clause that is valid function Clause.sample_valid(world, truth_values, actors, actions, ...) local clause for _ = 1, 100 do local truth_value = truth_values[math.random(#truth_values)] local actor = actors[math.random(#actors)] local action = actions[math.random(#actions)] local args = {} for i, arg in ipairs{...} do args[i] = arg[math.random(#arg)] end clause = Clause.new(world, truth_value, actor, action, unpack(args)) if clause:is_valid() then return clause end end end return Clause
local joystick = {} -------------------------------------------------------------------------------- --------- A small library for virtual joysticks in LOVE2D --------- -------------------------------------------------------------------------------- --------------------------------------by MightyPancake (Filip Król)------------- -------------------------------------------------------------------------------- joystick.joysticks = {} function joystick.new(x,y,r,size,borderColor, mainColor) local x = x or 0 local y = y or 0 local r = r or 150 local size = size or 50 local borderColor = borderColor or {} borderColor.r = borderColor.r or 1 borderColor.g = borderColor.g or 1 borderColor.b = borderColor.b or 1 borderColor.a = borderColor.a or 1 local mainColor = mainColor or borderColor mainColor.r = mainColor.r or 1 mainColor.g = mainColor.g or 1 mainColor.b = mainColor.b or 1 mainColor.a = mainColor.a or 1 local button = {x=x+r,y=y+r} joystick.joysticks[#joystick.joysticks + 1] = {x=x,y=y,size=size,radius=r,mainColor = mainColor, borderColor = borderColor, button = button} return joystick.joysticks[#joystick.joysticks] end function joystick.getState(joy) local ret = {} ret.x = (joy.button.x - (joy.x + joy.radius))/joy.radius ret.y = (joy.button.y - (joy.y + joy.radius))/joy.radius return ret end function joystick.update(dt) for i, joy in ipairs(joystick.joysticks) do if joy.touchID then local x, y = love.touch.getPosition(joy.touchID) if x and y then local dist = calcDistance({x = joy.x + joy.radius, y = joy.y + joy.radius}, {x=x, y=y}) if dist <= joy.radius then joy.button.x = x joy.button.y = y else local distX = x - (joy.x + joy.radius) local distY = y - (joy.y + joy.radius) joy.button.x = joy.x + joy.radius + distX/dist*joy.radius joy.button.y = joy.y + joy.radius + distY/dist*joy.radius end end end end end function joystick.touchreleased( id, x, y, dx, dy, pressure ) for i, joy in ipairs(joystick.joysticks) do if id == joy.touchID then joy.touchID = nil joy.button = {x=joy.x + joy.radius, y = joy.y + joy.radius} end end end function joystick.draw() local r,g,b,a = love.graphics.getColor() for i, joy in ipairs(joystick.joysticks) do local bColor = joy.borderColor love.graphics.setColor(bColor.r, bColor.g, bColor.b, bColor.a) love.graphics.circle("line", joy.x + joy.radius, joy.y + joy.radius, joy.radius) local mColor = joy.mainColor love.graphics.setColor(mColor.r, mColor.g, mColor.b, mColor.a) love.graphics.circle("fill", joy.button.x, joy.button.y, joy.size) end love.graphics.setColor(r, g, b, a) end function joystick.touchpressed(id, x, y, dx, dy, pressure ) for i, joy in ipairs(joystick.joysticks) do if not joy.touchID and calcDistance({x = joy.x + joy.radius, y = joy.y + joy.radius}, {x=x, y=y}) <= joy.radius then joy.touchID = id end end end function calcDistance(p1, p2) return math.sqrt((p1.x-p2.x)*(p1.x-p2.x) + (p1.y-p2.y)*(p1.y-p2.y)) end return joystick
fig = {"paralelograma", "trougla", "trapeza"} dim = {"stranica", "visina"}
local enet = require "enet" ser = require "libs/binser" local bump = require "libs/bump" local level = require "level" require "utils" require "libs/dump" local messageHandler = require "messages" config = {server = "fowl2.antloop.world:5700"} game = { queueLossy = {}, queueReliable = {}, teamSpawn = {red = {x = 0, y = 0}, blue = {x = 255, y = 255}}, teamColor = {red = {0.8, 0.1, 0.05}, blue = {0.05, 0.1, 0.8}}, teams = { red = {players = 0, score = 0, capturing = false}, blue = {players = 0, score = 0, capturing = false} }, world = bump.newWorld(64), entities = {} } function love.load(args) if args[1] == 'local' then config.server = "localhost:5700" end level:load("res/the_island.png") host = enet.host_create(config.server) end function love.update() local event = host:service(100) game.queueLossy = {} game.queueReliable = {} while event do local uid = event.peer:index() if event.type == "receive" then local messages = ser.d(event.data)[1] for i, message in ipairs(messages) do if messageHandler[message.type] then messageHandler[message.type](uid, event.peer, message) else print('unhandled event type', message.type) end end elseif event.type == "connect" then messageHandler[event.type](uid, event.peer, event) elseif event.type == "disconnect" then messageHandler[event.type](uid, event.peer, event) end event = host:service() end host:broadcast(ser.s{type = 'queue', queue = game.queueReliable}) host:broadcast(ser.s{type = 'queue', queue = game.queueLossy}, 0, 'unsequenced') end
DefineClass.DiggersMystery = { __parents = {"MysteryBase"}, scenario_name = "Mystery 2", can_destroy_diggers = false, is_big_digger_destroyed = false, destroyed_diggers = 0, display_name = T{1170, "The Dredgers (Normal)"}, rollover_text = T{1171, "\"Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.\"<newline><right>- Arthur C. Clarke"}, challenge_mod = 30, order_pos = 6, } function DiggersMystery:Init() self.city:InitEmptyLabel("AlienDiggers") end ------------------------------------------------------------------------------- --alien diggers ------------------------------------------------------------------------------- GlobalVar("AlienDiggerID", 0) DefineClass.AlienDigger = { __parents = { "CommandObject", "TaskRequester", "GridObject", "InfopanelObj" }, entity = "AlienDiggerSmall", --spawn enum_flags = { efVisible = false }, --so we are invisible if spawned on the ground initial_height = 700 * guim, --destruction is_being_destroyed = false, auto_connect = false, work_req = false, work_required_to_destroy = 25 * const.HourDuration, work_max_drones = 3, --digging dig_time = 75 * const.HourDuration, --the time, since the landing, it will take for the digger to leave and destroy picked resource. --anomally my_anomally = false, --ui display_name = T{1172, "Dredger"}, description = T{1173, "A mysterious alien object which seems to excavate landmass from the Martian surface."}, -- pre_hit_ground_t = 1000, pre_hit_ground_t_2 = 500, fx_rotating_obj = false, encyclopedia_id = false, digger_id = 0, ip_template = "ipAlienDigger", } function AlienDigger:Init() AlienDiggerID = AlienDiggerID + 1 self.digger_id = AlienDiggerID end function AlienDigger:GetDiggerId() return self.digger_id end function AlienDigger:GetDisplayName() return T{1174, "<display_name> <idx>", display_name = self.display_name, idx = FormatIndex(self.digger_id, self)} end function AlienDigger:GetDescription() return self.description end AlienDigger.GetIPDescription = AlienDigger.GetDescription function AlienDigger:CreateResourceRequests() self.work_req = self:AddWorkRequest("deconstruct", self.work_required_to_destroy, 0, self.work_max_drones) end function AlienDigger:GameInit() UICity:AddToLabel("AlienDiggers", self) self:SetCommand("Idle") if self.pre_hit_ground_t < self.pre_hit_ground_t_2 then local t = self.pre_hit_ground_t self.pre_hit_ground_t = self.pre_hit_ground_t_2 self.pre_hit_ground_t_2 = self.pre_hit_ground_t end end function AlienDigger:Done() UICity:RemoveFromLabel("AlienDiggers", self) end function AlienDigger:Land() local my_pos = self:GetPos() assert(my_pos ~= InvalidPos()) --will cause a game crash in GetAccelerationAndTime local target_z = terrain.GetHeight(my_pos) local initial_z = my_pos:z() local delta_z = abs(initial_z - target_z) if delta_z > 0 then self:PushDestructor(function(self) self:SetAcceleration(0) end) local dest = my_pos:SetZ(target_z) local a, t = self:GetAccelerationAndTime(dest, 0, 50000) --soft landing, reverse for hard self:SetAcceleration(a) self:SetPos(dest, t) Sleep(t - Min(self.pre_hit_ground_t, t)) PlayFX("AlienDiggerLanding", "pre-hit-ground", self) t = Min(self.pre_hit_ground_t, t) Sleep(t - Min(self.pre_hit_ground_t_2, t)) PlayFX("AlienDiggerLanding", "pre-hit-ground-2", self) Sleep(Min(self.pre_hit_ground_t_2, t)) self:PopAndCallDestructor() end end function AlienDigger:LiftOff() if self.auto_connect then self:InterruptDrones( nil, function(drone) if drone.command == "Work" and drone.target == self then return drone end end, nil ) self:DisconnectFromCommandCenters() self.auto_connect = false end local my_pos = self:GetVisualPos() --assumes terrain.GetHeight(my_pos) == my_pos:z(), i.e. we are landed when lifting off local target_z = my_pos:z() + 1000 * guim self:PushDestructor(function(self) self:SetAcceleration(0) end) local dest = my_pos:SetZ(target_z) local a, t = self:GetAccelerationAndTime(dest, 50000, 0) self:SetAcceleration(a) self:SetPos(dest, t) Sleep(t) self:PopAndCallDestructor() end function AlienDigger:CleanupAlienDiggerDestroyWarningFX() if self.fx_rotating_obj then PlayFX("AlienDiggerDestroyWarning", "end", self) DoneObject(self.fx_rotating_obj) self.fx_rotating_obj = false end end function AlienDigger:ToggleDestroyFromUI() if self.is_being_destroyed then self:InterruptDrones( nil, function(drone) if drone.command == "Work" and drone.target == self then return drone end end, nil ) self:DisconnectFromCommandCenters() self.auto_connect = false self:CleanupAlienDiggerDestroyWarningFX() else --start to destroy self.work_req:ResetAmount(self.work_required_to_destroy) --reset request amount. self:ConnectToCommandCenters() self.auto_connect = true self.fx_rotating_obj = PlaceObject("RotatyThing") self:Attach(self.fx_rotating_obj, self:GetSpotBeginIndex("Top")) PlayFX("AlienDiggerDestroyWarning", "start", self) end self.is_being_destroyed = not self.is_being_destroyed end function AlienDigger:ClearCables() --destroy all cables. local outline, interior = GetEntityHexShapes(self:GetEntity()) UICity:SetCableCascadeDeletion(false, "digger") local dir = HexAngleToDirection(self:GetAngle() * 60) local q, r = WorldToHex(self:GetPos():xy()) for i = 1, 2 do local shape_data = i == 1 and outline or interior for _, shape_pt in ipairs(shape_data) do local x, y = shape_pt:xy() x, y = HexRotate(x, y, dir) local remove = HexGridGetObjects(ObjectGrid, x + q, y + r, "DoesNotObstructConstruction", nil, function(o) return not IsKindOfClasses(o, "LifeSupportGridElement", "DomeInterior") end) for j=1,#remove do DoneObject(remove[j]) end end end UICity:SetCableCascadeDeletion(true, "digger") end function AlienDigger:InteractWithDeposit() --kill nearby deposit local dep = self:FindDeposit() if IsValid(dep) then local amount_to_consume = MulDivRound(20, dep.max_amount, 100) dep:TakeAmount(amount_to_consume) --take 20% of max, this will kill it if it hasn't got enough end end function AlienDigger:Idle() local spawn_pos = self:GetPos() if spawn_pos == InvalidPos() then print("Alien digger has an invalid poss, self destroying!") DoneObject(self) return end if not spawn_pos:z() or abs(spawn_pos:z() - terrain.GetHeight(spawn_pos)) < 10 then --epsilon is == 10 --set the object somewhere above the ground so it can land properly self:SetPos(spawn_pos:SetTerrainZ(self.initial_height)) end self:SetEnumFlags(const.efVisible) PlayFX("AlienDiggerLanding", "start", self) self:Land() PlayFX("AlienDiggerLanding", "hit-ground", self) if not IsValid(self) then return end self:SetPos(self:GetPos()) --apply block pass self:ClearCables() PlayFX("AlienDiggerDigging", "start", self) self:PushDestructor(function(self) PlayFX("AlienDiggerDigging", "end", self) end) self:PlayState("diggingStart") if not IsValid(self) then return end PlayFX("AlienDiggerDigging", "idle", self) self:SetAnim(1, "diggingIdle", const.eDontCrossfade) Sleep(self.dig_time) if not IsValid(self) then --we could have been deconstructed. return end self:InteractWithDeposit() if IsValid(self.my_anomally) then DoneObject(self.my_anomally) end --leave --self:GetPos should be == to spawn_pos but in case someone moved us.. --PlaceResourceStockpile_Delayed cant handle waste rock because it has too much variation. local stock = PlaceObject("WasteRockStockpileUngrided", {init_with_amount = WasteRockStockpileUngrided:GetMax() * const.ResourceScale, has_demand_request = false,}) stock:SetPos(self:GetPos():SetTerrainZ()) self:PlayState("diggingEnd") self:PopAndCallDestructor() if not IsValid(self) then return end self:CleanupAlienDiggerDestroyWarningFX() PlayFX("AlienDiggerTakeoff", "start", self) self:LiftOff() if not IsValid(self) then return end PlayFX("AlienDiggerTakeoff", "end", self) --die DoneObject(self) end local dep_query = { class = "SubsurfaceDeposit", area = false, arearadius = const.HexHeight * 5, --about 4 hexes around the digger filter = function(dep) return not IsKindOf(dep, "SubsurfaceAnomaly") end, } function AlienDigger:FindDeposit() --look for subsurface dep_query.area = self local dep = FindNearest(dep_query, self) dep_query.area = false return dep end local digger_rewards_on_dismantle = { {resource = "Metals", min = 10, max = 15}, {resource = "PreciousMetals", min = 1, max = 10}, {resource = "Polymers", min = 5, max = 10}, {resource = "MachineParts", min = 5, max = 10}, {resource = "Electronics", min = 5, max = 10}, {resource = "Fuel", min = 20, max = 30}, } function AlienDigger:SpawnResources() local entry = table.rand(digger_rewards_on_dismantle) local amount = AsyncRand(entry.max + 1 - entry.min) + entry.min PlaceResourceStockpile_Delayed(self:GetPos(), entry.resource, amount * const.ResourceScale, self:GetAngle(), true) end function AlienDigger:GetUIStatusOverrideForWorkCommand(request, drone) return "Dismantle" end function AlienDigger:DroneWork(drone, request, resource, amount) drone:PushDestructor(function(drone) local self = drone.target if drone.w_request:GetActualAmount() <= 0 and IsValid(self) then local city = drone.city if IsKindOf(self, "AlienDiggerBig") then city.mystery.is_big_digger_destroyed = true end if SelectedObj == self then SelectObj(false) end PlayFX("Deconstruct", "end", self, nil, self:GetPos()) self:SpawnResources() DoneObject(self) city.mystery.destroyed_diggers = city.mystery.destroyed_diggers + 1 else PlayFX("Deconstruct", "cancel", self) end end) self:CleanupAlienDiggerDestroyWarningFX() PlayFX("Deconstruct", "start", self) drone:ContinuousTask(request, amount, g_Consts.DroneDeconstructBatteryUse, "constructStart", "constructIdle", "constructEnd", "Deconstruct") drone:PopAndCallDestructor() end GlobalVar("AlienDiggerBigID", 0) DefineClass.AlienDiggerBig = { __parents = { "AlienDigger" }, entity = "AlienDiggerBig", display_name = T{1179, "Dredgenaught"}, work_required_to_destroy = 90 * const.HourDuration, work_max_drones = 6, dig_time = 100 * const.HourDuration, digger_big_id = 0, } function AlienDiggerBig:GetDiggerId() return self.digger_big_id end function AlienDiggerBig:Init() AlienDiggerBigID = AlienDiggerBigID + 1 self.digger_big_id = AlienDiggerBigID end local big_digger_rewards_on_dismantle = { {resource = "Electronics", min = 100, max = 110}, {resource = "PreciousMetals", min = 100, max = 110}, } function AlienDiggerBig:SpawnResources() for _,entry in ipairs(big_digger_rewards_on_dismantle) do local amount = AsyncRand(entry.max + 1 - entry.min) + entry.min PlaceResourceStockpile_Delayed(self:GetPos(), entry.resource, amount * const.ResourceScale, self:GetAngle(), true) end end -- shows where the digger will land DefineClass.AlienDiggerMarker = { __parents = { "SpawnFXObject", "GridObject" }, enum_flags = { efVisible = false, }, is_tall = true, --so SA_PlaceObj's buildable tests, test correctly for pipes when placing those entity = "AlienDiggerSmall", } DefineClass.AlienDiggerMarkerBig = { __parents = { "AlienDiggerMarker" }, entity = "AlienDiggerBig", } function dbg_SpawnDredgerAtCursor() local o = PlaceObject("AlienDigger") o:SetPos(GetTerrainCursor()) end
-- also see conf.lua local _={} _.scale=4 _.keyProfiler="f10" _.keyEditor="f11" _.keyDebugger="f12" _.keyDebuggerDump="f1" _.keyDebuggerWriteLogs="f2" _.keyDebuggerDumpSelected="f3" _.keyDebuggerPortal="f4" _.keyDebuggerLogEntities="f5" _.keyEditorNextItem="pagedown" _.keyEditorPrevItem="pageup" _.keyItemPickup="space" _.keyMount="x" _.keyDeleteEntity="delete" _.keyCharacterScreen="c" _.isDebug=true _.isFullLog=true return _
epic.register_hook({ on_execute_epic = function(player, main_pos, exit_pos, abort_pos, state) minetest.log("action", "[epic] on_execute_epic player=" .. player:get_player_name() .. " main_pos=" .. minetest.pos_to_string(main_pos) .. " exit_pos=" .. minetest.pos_to_string(exit_pos or {x=0,y=0,z=0}) .. " abort_pos=" .. minetest.pos_to_string(abort_pos or {x=0,y=0,z=0}) .. " state=" .. dump(state)) end, on_before_node_enter = function(pos, player) minetest.log("action", "[epic] on_before_node_enter player=" .. player:get_player_name() .. " pos=" .. minetest.pos_to_string(pos) .. " node=" .. minetest.get_node(pos).name) end, on_before_node_exit = function(pos, player) minetest.log("action", "[epic] on_before_node_exit player=" .. player:get_player_name() .. " pos=" .. minetest.pos_to_string(pos) .. " node=" .. minetest.get_node(pos).name) end, on_epic_exit = function(playername, state) minetest.log("action", "[epic] on_epic_exit player=" .. playername .. " state=" .. dump(state)) end, on_epic_abort = function(playername, state, reason) minetest.log("action", "[epic] on_epic_abort player=" .. playername .. " state=" .. dump(state) .. " reason=" .. reason) end })
function objectDump(object, filename) if( filename == nil ) then object:update(); path = getExecutionPath() .. "/objdump/"; local dir = getDirectory(path); if( dir == nil ) then os.execute(sprintf('md "%s" >nul 2>&1', path)); end local id = (object.Id or 0); local name = (object.Name or 'unknown'); if( player ~= nil and object.Address == player.Address ) then name = 'Player'; end filename = sprintf("%s%d-%s.dat", path, id, name); end local size = 0x1000; local outfile = io.open(filename, 'w'); outfile:write(sprintf("Dump of 0x%X\n", object.Address)) for i = 0, size-1 do local addr = object.Address + i; local value = memoryReadUByte(getProc(), addr); if( i == 0 or (i % 16) == 0 ) then outfile:write(sprintf("\n%08x:\t", i)); end if( value ~= nil ) then outfile:write(sprintf("%02x", value)); else outfile:write("--"); end if( i == size ) then outfile:write("\n"); elseif( (i % 16) < 15 ) then outfile:write(" "); end end outfile:close(); end
local blueprints = require 'blueprints' local missile_speed = 1 local shot_cooldown_time = 6 local shot_capacity = 8 local shot_reload_rate = 1.2 / 60 local shots = 0 local cooldown = 0 function is_empty() return shots < 1 end function is_reloaded() return shots == shot_capacity end function is_cooled_down() return cooldown == 0 end function is_ready_to_shoot() return is_cooled_down() and is_reloaded() end function update() cooldown = math.max(0, cooldown - 1) shots = math.min(shots + shot_reload_rate, shot_capacity) end function shoot() if cooldown == 0 and shots >= 1 then shots = shots - 1 cooldown = shot_cooldown_time local start_vel = missile_speed * self.transform.facing + self.ship.velocity game.actors.new(blueprints.missile, {'transform', pos=self.transform.pos}, {'ship', velocity=start_vel, player=self.ship.player}) end end
theme_park_reward_imperial_thrawn = { description = "", minimumLevel = 0, maximumLevel = 0, lootItems = { {itemTemplate = "atat_helmet", weight = 5000000}, {itemTemplate = "atat_suit", weight = 0}, {itemTemplate = "tie_helmet", weight = 5000000}, {itemTemplate = "tie_suit", weight = 0} } } addLootGroupTemplate("theme_park_reward_imperial_thrawn", theme_park_reward_imperial_thrawn)
--require "mattorch" require "torch" require "math" require "image" torch.setdefaulttensortype('torch.DoubleTensor') matio = require 'matio' local train_data, test_data = nil, nil local hha_train, hha_test = nil, nil -------------------------------------------------------------------------- --- Print size of a tensor function printDataSize(data) local sizeVec = data:size() local nDim = data:nDimension() println = '' for s=1,nDim do println = println..' '..sizeVec[s] if s<nDim then println = println..' x' end end print(println) end -------------------------------------------------------------------------- --- Show label class ratio within a dataset function printLabelDistribution(data, nclasses) -- label distribution local nPix = data:nElement() -- include 0 and N+1 local allLabs = torch.cat(torch.Tensor({0}),torch.cat(torch.linspace(1,nclasses,nclasses),torch.Tensor({nclasses+1}))) local ratios = torch.zeros(nclasses) local prline = 'Label: ' local prliner = 'Ratio: ' for l=1,nclasses+2 do local ratio = torch.sum(data:eq(allLabs[l])) / nPix prline = prline .. string.format('%5d',allLabs[l]) prliner = prliner .. string.format('%5.1f', 100 * ratio) if l%10==0 then prline = prline .. '\n' prliner = prliner .. '\n' end if l>1 and l<=nclasses+1 then ratios[l-1] = ratio end end print(prline) print(prliner) return ratios end -- DEPRECATED -- function remapLabels(data) -- if params.obj_class > 0 then -- -- map everything to class / non-class -- for o=1,40 do -- if o~= params.obj_class then -- data[data:eq(o)]=200 -- else -- data[data:eq(o)]=100 -- end -- end -- data[data:eq(200)]=2 -- data[data:eq(100)]=1 -- data[data:eq(41)]=3 -- else -- -- map everything to object / box / unknown -- for o=3,40 do data[data:eq(o)]=1 end -- data[data:eq(41)]=3 -- unknown to 3 -- end -- return data -- end function keepOneClass(data, hha) if params.obj_class == 0 then return data, hha end local nfiles = data.imArray:size(1) local idx = {} for t=1,nfiles do if torch.sum(data.labelArray[{t,{},{}}]:eq(params.obj_class))>0 then table.insert(idx,t) end end if #idx==0 then pm('WARNING. No positive samples found. Keep first dataset instance only',1) table.insert(idx, 1) end idx = torch.Tensor(idx):long() data.imArray = data.imArray:index(1,idx) data.labelArray = data.labelArray:index(1,idx) hha.hha = hha.hha:index(1,idx) return data, hha end function resizeAll(data) local nfiles = data:size(1) local imArray = torch.FloatTensor(nfiles,data:size(2),480,640) for t = 1, nfiles do imArray[{t,{},{},{}}] = image.scale(data[{t,{},{},{}}],480,640) end return imArray end function read_dc_chunk(fileName, varname) local data = {} pm('Loading densecap...') data.dcprobs = matio.load(fileName, varname):permute(4,3,2,1) pm('Fixing nans...') data.dcprobs[data.dcprobs:ne(data.dcprobs)]=0 -- replace nans with 0 local nF, nC, iH, iW = data.dcprobs:size(1), data.dcprobs:size(2), data.dcprobs:size(3), data.dcprobs:size(4) local ds = params.downsample -- local ds = 1 local iHDS, iWDS = iH/ds, iW/ds pm(string.format('Files: %d\tChannels: %d\t HxW: %dx%d',nF,nC,iH,iW)) local newDC = torch.zeros(nF, nC, iHDS, iWDS) pm('Preparing dcprobs...') for t = 1, newDC:size(1) do for c=1,newDC:size(2) do local s = torch.sum(data.dcprobs[{{t},{c},{},{}}]) if s>0 then newDC[{{t},{c},{},{}}] = image.scale(data.dcprobs[{{t},{c},{},{}}]:squeeze(), iWDS, iHDS, 'simple') -- wdcp = showImage(data.dcprobs[{{t},{c},{},{}}]:reshape(1,iH,iW), wdcp) -- print(t,c) -- wdc = showImage(newDC:narrow(1,t,1):narrow(2,c,1):squeeze(), wdc) sleep(.11) else newDC[{{t},{c},{},{}}] = torch.zeros(iWDS, iHDS) end end end -- data.dcprobs = newDC:permute(1,2,4,3) -- FIXME REMOVE PERMUTE WHEN DATASET FIXED data.dcprobs = newDC for t = 1, newDC:size(1) do for c=1,newDC:size(2) do local s = torch.sum(newDC[{{t},{c},{},{}}]) if s>0 then -- print(torch.max(newDC[{{t},{c},{},{}}])) newDC[{{t},{c},{},{}}] = newDC[{{t},{c},{},{}}]/torch.max(newDC[{{t},{c},{},{}}]) -- sleep(1) -- wdc = showImage(newDC:narrow(1,t,1):narrow(2,c,1):squeeze(), wdc) sleep(.1) end end end return newDC end function load_data(fileName, featType) -- featType = featType or false print('Loading ' ..fileName ..'...') -- print(featType) local data = {} if featType ~= nil then if featType == 'depths' then data.hha = matio.load(fileName, 'depths') data.hha=data.hha:permute(3,2,1) data.hha[data.hha:ne(data.hha)]=0 -- replace nans with 0 -- expand 1d to 3d local newFeatures = torch.zeros(data.hha:size(1), 3, data.hha:size(2), data.hha:size(3)) for t = 1, data.hha:size(1) do newFeatures[{{t},{},{},{}}] = prepDepth(data.hha[{{t},{},{}}]) end data.hha = newFeatures elseif featType == 'hha' then data.hha = matio.load(fileName, 'hha') data.hha = data.hha:permute(4,3,2,1) data.hha[data.hha:ne(data.hha)]=0 -- replace nans with 0 elseif featType == 'rha' then data.hha = matio.load(fileName, 'hha') data.hha = data.hha:permute(4,3,2,1) local relMeanDiff = matio.load(fileName, 'rmd') relMeanDiff = relMeanDiff:permute(3,2,1) data.hha[{{},{1},{},{}}] = relMeanDiff -- wdc = showImage(data.hha:narrow(1,1,1):narrow(2,2,1):squeeze(), wdc) sleep(.11) data.hha[data.hha:ne(data.hha)]=0 -- replace nans with 0 else error('unknown feature type') end if params.cuda_device > 0 then data.hha = data.hha:cuda() end else data.imArray = matio.load(fileName, 'imArray'):permute(4,3,2,1) data.labelArray = matio.load(fileName, 'labelArray'):permute(3,2,1) print(data.labelArray:size()) if params.cuda_device > 0 then data.imArray = data.imArray:cuda() data.labelArray = data.labelArray:cuda() -- if params.num_classes == 6 then -- -- do some mask picking -- local boxMasks = data.labelArray:eq(2) -- local bonesMasks = data.labelArray:eq(1) -- local objMasks = (data.labelArray:ge(3) and data.labelArray:le(40)) -- local shelfMasks = data.labelArray:ge(41) -- data.labelArray = boxMasks:cat(objMasks,2):cat(shelfMasks,2) -- print(data.labelArray:size()) -- -- -- data.labelArray = data.labelArray:index(1,torch.LongTensor( -- end end if params.densecap ~= 0 then local dp1 = read_dc_chunk(fileName, 'dcprobs1') local dp2 = read_dc_chunk(fileName, 'dcprobs2') local dp3 = read_dc_chunk(fileName, 'dcprobs3') local dp4 = read_dc_chunk(fileName, 'dcprobs4') data.dcprobs = dp1:cat(dp2,2):cat(dp3,2):cat(dp4,2) data.dcprobs = data.dcprobs:cuda() printDataSize(data.dcprobs) data.dcprobs:narrow(2,2,1):fill(1) data.dcprobs:narrow(2,params.num_classes,1):fill(1) end end -- print(data) -- os.exit() -- data.labelArray return data end function downsample_data(data, ds) local nfiles = data.imArray:size(1) imArray = torch.FloatTensor(nfiles,3,480/ds,640/ds) for t = 1, nfiles do imArray[{t,{},{},{}}] = image.scale(data.imArray[{t,{},{},{}}],480/ds,640/ds) end return imArray end function normalizeData(trainData, testData) local nChannels = trainData:size(2) mean = torch.zeros(nChannels) -- store the mean, to normalize the test set in the future stdv = torch.ones(nChannels) -- store the standard-deviation for the future for i=1,nChannels do -- over each image channel mean[i] = trainData[{ {}, {i}, {}, {} }]:mean() -- mean estimation stdv[i] = trainData[{ {}, {i}, {}, {} }]:std() -- std estimation print(string.format('Channel %d: Mean %.2f, Std: %.2f', i, mean[i], stdv[i])) trainData[{ {}, {i}, {}, {} }]:add(-mean[i]) -- mean subtraction testData[{ {}, {i}, {}, {} }]:add(-mean[i]) -- mean subtraction trainData[{ {}, {i}, {}, {} }]:div(stdv[i]) -- std scaling testData[{ {}, {i}, {}, {} }]:div(stdv[i]) -- std scaling end local normInfo = mean:cat(stdv,2) return trainData, testData, normInfo end -- local suffix = '_test' -- local suffix = '_light' local suffix = '' if params.data_suffix ~= '' then suffix = '_'..params.data_suffix end -- local split = 'train'torch.max(newDC[{{t},{c},{},{}}]) -- local split = 'all' local split = params.train_split if params.num_classes==3 and params.obj_class>0 then suffix='' end local keepSamples = 500 -- how many samples to keep from data local traininDataFile = string.format('%s/%s_%s_%s%s.mat', params.data_path, params.data_file, params.setting, split, suffix) print(traininDataFile) -- abort() local testDataFile= string.format('%s/%s_%s_test%s.mat', params.data_path, params.data_file, params.setting, suffix) hha_train = load_data(traininDataFile, params.feature_type) hha_test = load_data(testDataFile, params.feature_type) train_data = load_data(traininDataFile) if train_data.imArray:size(1)>keepSamples then train_data.imArray =train_data.imArray:narrow(1,1,keepSamples) end train_data, hha_train = keepOneClass(train_data, hha_train) test_data = load_data(testDataFile) if test_data.imArray:size(1)>keepSamples then test_data.imArray =test_data.imArray:narrow(1,1,keepSamples) end test_data, hha_test = keepOneClass(test_data, hha_test) -- print('*** WAAAARNINGGG!!!1! ***') -- train_data.labelArray[train_data.labelArray:eq(2)] = 41 -- train_data.labelArray[train_data.labelArray:eq(41)]:fill(0) print('Training images and labels') printDataSize(train_data.imArray) printDataSize(train_data.labelArray) printDataSize(hha_train.hha) print('Testing images, labels, features') printDataSize(test_data.imArray) printDataSize(test_data.labelArray) printDataSize(hha_test.hha) params.imHeight, params.imWidth = train_data.imArray:size(3), train_data.imArray:size(4) if params.num_classes == 2 or params.num_classes == 3 then test_data.labelArray = remapLabels(test_data.labelArray) train_data.labelArray = remapLabels(train_data.labelArray) end print('Train label distribution') train_ratios = printLabelDistribution(train_data.labelArray,params.num_classes) print('Test label distribution') test_ratios = printLabelDistribution(test_data.labelArray,params.num_classes) -- train_data, test_data, data_norm = normalize_data(train_data, test_data) -- hha_train, hha_test, feat_norm = normalize_features(hha_train, hha_test) pm('Normalizing data...') train_data.imArray, test_data.imArray, data_norm = normalizeData(train_data.imArray, test_data.imArray) hha_train.hha, hha_test.hha, feat_norm = normalizeData(hha_train.hha, hha_test.hha) local normInfo = {normDataInfo = data_norm, normFeaturesInfo = feat_norm} infoFilename = getNormInfoFilename() pm('Saving normalization info to '..infoFilename .. '...') torch.save(infoFilename, normInfo) paramFilename = getParamsFilename() pm('Saving parameters into '..paramFilename .. '...') torch.save(paramFilename, params) print('Data loaded...') -- throw data clone to another GPU if params.mode == 'train' and params.cuda_device > 0 then pm('Cloning data to another GPU...') cutorch.setDevice(params.cuda_device_train) train_data_clone = {imArray = train_data.imArray:clone():cuda(), labelArray = train_data.labelArray:clone():cuda()} test_data_clone = {imArray = test_data.imArray:clone():cuda(), labelArray = test_data.labelArray:clone():cuda()} hha_train_clone = {hha = hha_train.hha:clone():cuda()} hha_test_clone = {hha = hha_test.hha:clone():cuda()} pm(string.format('%20s%6s%6s','Variable','Orig','Clone'),2) pm(string.format('%20s%6d%6d','train img',train_data.imArray:getDevice(), train_data_clone.imArray:getDevice()),2) pm(string.format('%20s%6d%6d','train lab',train_data.labelArray:getDevice(), train_data_clone.labelArray:getDevice()),2) pm(string.format('%20s%6d%6d','train feat',hha_train.hha:getDevice(), hha_train_clone.hha:getDevice()),2) pm(string.format('%20s%6d%6d','test img',test_data.imArray:getDevice(), test_data_clone.imArray:getDevice()),2) pm(string.format('%20s%6d%6d','test lab',test_data.labelArray:getDevice(), test_data_clone.labelArray:getDevice()),2) pm(string.format('%20s%6d%6d','test feat',hha_test.hha:getDevice(), hha_test_clone.hha:getDevice()),2) cutorch.setDevice(params.cuda_device) end return train_data, test_data, hha_train, hha_test
-- result, err = pcall(vim.fn.json_decode, '{"jsonrpc":"2.0","method":"$/progress","params":{"token":"rustAnalyzer/roots scanned","value":{"kind":"report","message":"90/232","percentage":38}}}') -- print(result, vim.inspect(err)) out = print(vim.inspect(vim.lsp.protocol.make_client_capabilities()))
object_tangible_quest_corellia_corellia_38_pech_seki_bag = object_tangible_quest_corellia_shared_corellia_38_pech_seki_bag:new { } ObjectTemplates:addTemplate(object_tangible_quest_corellia_corellia_38_pech_seki_bag, "object/tangible/quest/corellia/corellia_38_pech_seki_bag.iff")
ENT.Type = 'anim' ENT.Base = 'base_gmodentity' ENT.PrintName = 'Quest Entity' ENT.Author = '' ENT.Contact = '' ENT.Purpose = '' ENT.Instructions = '' ENT.Spawnable = false ENT.AdminSpawnable = false ENT.hooks = {} ENT.triggers = {} ENT.points = {} ENT.npcs = {} ENT.items = {} ENT.weapons = {} ENT.players = {} ENT.values = {} ENT.structures = {} ENT.trigger_entities = {} ENT.StopThink = false local ipairs = ipairs local pairs = pairs local IsValid = IsValid local table_HasValueBySeq = table.HasValueBySeq local table_insert = table.insert local hook_Remove = hook.Remove local table_remove = table.remove local ents_FindInBox = ents.FindInBox local ents_FindInSphere = ents.FindInSphere function ENT:Initialize() self:SetModel('models/props_junk/PopCan01a.mdl') self:PhysicsInit(SOLID_NONE) self:SetMoveType(MOVETYPE_NONE) self:SetSolid(SOLID_NONE) self:SetNoDraw(true) if SERVER then self:slibSetVar('quest_entity_uuid', slib.UUID()) self:SetNWBool('StopThink', true) self:SetNWFloat('ThinkDelay', 0) end table_insert(QuestSystem.Storage.Quests, self) end function ENT:GetUUID() return self:slibGetVar('quest_entity_uuid', nil) end ------------------------------------- -- Gets the delay time. Used to delay sending network requests to clients. ------------------------------------- -- @return number - delay number ------------------------------------- function ENT:GetSyncDelay() return 0.3 end ------------------------------------- -- Checks for the existence of a nested steps value. ------------------------------------- -- @param arg string - value key ------------------------------------- -- @return bool - will return true if the key exists, otherwise false ------------------------------------- function ENT:IsExistStepArg(arg) for step_name, step_data in pairs(self:GetQuest().steps) do if step_data[arg] ~= nil then return true end end return false end ------------------------------------- -- Get data for the current quest. ------------------------------------- -- @return table - returns the quest configuration data table ------------------------------------- function ENT:GetQuest() self.quest = self.quest or QuestSystem:GetQuest(self:GetQuestId()) return self.quest end ------------------------------------- -- Get the data of the current step of the quest. ------------------------------------- -- @return table - returns the data table of the current step ------------------------------------- function ENT:GetQuestStepTable() local quest = self:GetQuest() if quest == nil then return nil end local step = self:GetQuestStep() return quest.steps[step] end ------------------------------------- -- Get the quest ID. ------------------------------------- -- @return string - quest id ------------------------------------- function ENT:GetQuestId() return self:slibGetVar('quest_id') end ------------------------------------- -- Get the current quest step. ------------------------------------- -- @return string - step id ------------------------------------- function ENT:GetQuestStep() return self:slibGetVar('step') end ------------------------------------- -- Get the old quest step. ------------------------------------- -- @return string - step id or empty string ------------------------------------- function ENT:GetQuestOldStep() return self:slibGetVar('old_step') end ------------------------------------- -- Get the entity of the player. If there are several players, -- this function will return only the first one in the table. ------------------------------------- -- @return entity - step id or empty string ------------------------------------- function ENT:GetPlayer() return self.players[1] end function ENT:HasQuester(ply) return table_HasValueBySeq(self.players, ply) end ------------------------------------- -- Check if step is first. ------------------------------------- -- @return bool - if the current step is start, true will be returned, otherwise false ------------------------------------- function ENT:IsFirstStart() return self:GetNWBool('is_first_start', true) end ------------------------------------- -- Executable a global quest function. ------------------------------------- -- @param id string - function identifier -- @param args varargs - any arguments separated by commas ------------------------------------- function ENT:QuestFunction(id, ...) local quest = self:GetQuest() if quest ~= nil and quest.functions ~= nil then local func = quest.functions[id] func(...) end end ------------------------------------- -- Get a list of all registered players. ------------------------------------- -- @return table - will return a list with player entities ------------------------------------- function ENT:GetAllPlayers() return self.players end ------------------------------------- -- Checks the existence of one or more NPCs. If there are several NPCs in the check, -- then the truth will be returned, even if there is only one left alive! ------------------------------------- -- @param npcType string - npc type -- @param npcTag string|nil - npc tag ------------------------------------- -- @return bool - will return true if one or more npc exists, otherwise false ------------------------------------- function ENT:QuestNPCIsAlive(npcType, npcTag) local allowAlive = false for i = 1, #self.npcs do local data = self.npcs[i] local npc = data.npc if npcType and npcTag then if data.type == npcType and data.tag == npcTag and IsValid(npc) and npc:Health() > 0 then allowAlive = true break end elseif npcType then if data.type == npcType and IsValid(npc) and npc:Health() > 0 then allowAlive = true break end else ErrorNoHalt('This function must take at least 1 argument!') end end return allowAlive end ------------------------------------- -- Calls an step think and triggers function if exists. ------------------------------------- -- Wiki - https://wiki.facepunch.com/gmod/ENTITY:Think ------------------------------------- function ENT:Think() local step = self:GetQuestStepTable() if step and not self:SetNWBool('StopThink', true) and not self.StopThink then QuestSystem:CallTableSSC(step, 'think', self) local triggers = self.triggers local triggers_count = #triggers if triggers_count ~= 0 then local quest = self:GetQuest() for i = 1, triggers_count do local tdata = triggers[i] local entities = {} local name = tdata.name local trigger = tdata.trigger local trigger_functions = quest.steps[tdata.step].triggers[name] local center self.trigger_entities[name] = self.trigger_entities[name] or {} if trigger.type == 'box' then entities = ents_FindInBox(trigger.vec1, trigger.vec2) center = (trigger.vec1 + trigger.vec2) / 2 elseif trigger.type == 'sphere' then entities = ents_FindInSphere(trigger.center, trigger.radius) center = trigger.center end for k = #self.trigger_entities[name], 1, -1 do local ent = self.trigger_entities[name][k] if not table_HasValueBySeq(entities, ent) then QuestSystem:CallTableSSC(trigger_functions, 'onExit', self, ent, center, trigger) table_remove(self.trigger_entities[name], k) end end for _, ent in ipairs(entities) do if not table_HasValueBySeq(self.trigger_entities[name], ent) then table_insert(self.trigger_entities[name], ent) QuestSystem:CallTableSSC(trigger_functions, 'onEnter', self, ent, center, trigger) end end QuestSystem:CallTableSSC(trigger_functions, 'think', self, entities, center, trigger) end end end end ------------------------------------- -- Removes all dependencies when the entity is deleted, and also calls the step function - onEnd. ------------------------------------- -- Wiki - https://wiki.facepunch.com/gmod/ENTITY:OnRemove ------------------------------------- function ENT:OnRemove() local step = self:GetQuestStepTable() QuestSystem:CallTableSSC(step, 'onEnd', self) if SERVER then self:RemoveNPC() self:RemoveItems() self:RemoveAllQuestWeapon() self:RemoveAllStructure() end local quest = self:GetQuest() for i = #self.hooks, 1, -1 do local data = self.hooks[i] hook_Remove(data.hook_type, data.hook_name) table_remove(self.hooks, i) end hook.Run('QSystem.QuestStopped', self, quest) table.RemoveValueBySeq(QuestSystem.Storage.Quests, self) end ------------------------------------- -- Registers and synchronizes the remaining dependencies. This function is called after - SetStep. ------------------------------------- function ENT:OnNextStep() QuestSystem:Debug('> OnNextStep execute') local quest = self:GetQuest() if not quest.steps then return end local step = self:GetQuestStep() hook.Run('QSystem.PreOnNextStep', self, step, quest) if #self.points ~= 0 and quest.steps[step] and quest.steps[step].points then for i = 1, #self.points do local data = self.points[i] local points_data = quest.steps[step].points[data.name] if isfunction(points_data) then points_data(self, data.points) elseif istable(points_data) then QuestSystem:CallTableSSC(points_data, 'onStart', self, data.points) end end if SERVER then snet.InvokeAll('QSystem.QuestAction.InitPoints', self) end end if #self.triggers ~= 0 then for i = 1, #self.triggers do local tdata = self.triggers[i] local name = tdata.name local trigger = tdata.trigger local trigger_functions = quest.steps[tdata.step].triggers[name] local center if trigger.type == 'box' then center = (trigger.vec1 + trigger.vec2) / 2 elseif trigger.type == 'sphere' then center = trigger.center end QuestSystem:CallTableSSC(trigger_functions, 'onStart', self, center, trigger) end end for i = #self.hooks, 1, -1 do local data = self.hooks[i] if not data.is_gloabl then hook_Remove(data.hook_type, data.hook_name) table_remove(self.hooks, i) end end if SERVER then self:SyncNPCs() self:SyncItems() self:SetNPCsBehavior() if GetConVar('qsystem_cfg_hide_quests_of_other_players'):GetBool() then self:SyncNoDraw() end end -- if SERVER then -- self:SetNWBool('StopThink', false) -- end local function add_hooks_to_data(global_hooks, is_global) for hook_type, func in pairs(global_hooks) do local hook_name = slib.UUID() hook.Add(hook_type, hook_name, function(...) if not IsValid(self) then hook_Remove(hook_type, hook_name) return end func(self, ...) end) table_insert(self.hooks, { hook_type = hook_type, hook_name = hook_name, is_gloabl = is_global }) end end if step == 'start' then if SERVER and not quest.disableNotify then if quest.is_event then self:NotifyAllQuestStart(quest.notify_lifetime, quest.notify_image, quest.notify_bgcolor) else self:NotifyQuestStart(quest.notify_lifetime, quest.notify_image, quest.notify_bgcolor) end end if quest.global_hooks then add_hooks_to_data(quest.global_hooks, true) end if SERVER and quest.global_hooksServer then add_hooks_to_data(quest.global_hooksServer, true) end if CLIENT and quest.global_hooksClient then add_hooks_to_data(quest.global_hooksClient, true) end end if quest.steps[step] then local step_data = quest.steps[step] if step_data.hooks then add_hooks_to_data(step_data.hooks, false) end if SERVER and step_data.hooksServer then add_hooks_to_data(step_data.hooksServer, false) end if CLIENT and step_data.hooksClient then add_hooks_to_data(step_data.hooksClient, false) end end hook.Run('QSystem.PostOnNextStep', self, step, quest) end function ENT:ConvertTextToValidLanguage(ply, text) if IsValid(ply) and ply:IsPlayer() and isstring(text) then local player_lang = ply:slibGetLanguage() local quest = self:GetQuest() if quest and quest.lang then if quest.lang[player_lang] and quest.lang[player_lang][text] then return quest.lang[player_lang][text] elseif quest.lang['default'] and quest.lang['default'][text] then return quest.lang['default'][text] end end end return text end ------------------------------------- -- Sends a notification to the first player in the list of registered players. ------------------------------------- -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -- ЗАПОЛНИТЬ ОПИСАНИЕ ПАРАМЕТРОВ -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ------------------------------------- function ENT:Notify(title, desc, lifetime, image, bgcolor) local ply = SERVER and self:GetPlayer() or LocalPlayer() if not IsValid(ply) then return end local _title = self:ConvertTextToValidLanguage(ply, title) local _desc = self:ConvertTextToValidLanguage(ply, desc) ply:QuestNotify(_title, _desc, lifetime, image, bgcolor) end function ENT:NotifyQuestStart(lifetime, image, bgcolor) local ply = SERVER and self:GetPlayer() or LocalPlayer() if not IsValid(ply) then return end local text = self:ConvertTextToValidLanguage(ply, self:GetQuest().id) ply:QuestStartNotify(text, lifetime, image, bgcolor) end ------------------------------------- -- Sends notification to all registered players. ------------------------------------- -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -- ЗАПОЛНИТЬ ОПИСАНИЕ ПАРАМЕТРОВ -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ------------------------------------- function ENT:NotifyOnlyRegistred(title, desc, lifetime, image, bgcolor) local players = SERVER and self.players or { LocalPlayer() } for _, ply in ipairs(players) do if not IsValid(ply) then continue end local _title = self:ConvertTextToValidLanguage(ply, title) local _desc = self:ConvertTextToValidLanguage(ply, desc) ply:QuestNotify(_title, _desc, lifetime, image, bgcolor) end end function ENT:NotifyOnlyRegistredQuestStart(lifetime, image, bgcolor) local players = SERVER and self.players or { LocalPlayer() } for _, ply in ipairs(players) do if not IsValid(ply) then continue end local text = self:ConvertTextToValidLanguage(ply, self:GetQuest().id) ply:QuestStartNotify(text, lifetime, image, bgcolor) end end ------------------------------------- -- Sends a notification to all players on the server. ------------------------------------- -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -- ЗАПОЛНИТЬ ОПИСАНИЕ ПАРАМЕТРОВ -- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ------------------------------------- function ENT:NotifyAll(title, desc, lifetime, image, bgcolor) local players = SERVER and player.GetHumans() or { LocalPlayer() } for _, ply in ipairs(players) do if not IsValid(ply) then continue end local _title = self:ConvertTextToValidLanguage(ply, title) local _desc = self:ConvertTextToValidLanguage(ply, desc) ply:QuestNotify(_title, _desc, lifetime, image, bgcolor) end end function ENT:NotifyAllQuestStart(lifetime, image, bgcolor) local players = SERVER and player.GetHumans() or { LocalPlayer() } for _, ply in ipairs(players) do if not IsValid(ply) then continue end local text = self:ConvertTextToValidLanguage(ply, self:GetQuest().id) ply:QuestStartNotify(text, lifetime, image, bgcolor) end end ------------------------------------- -- Check if the NPC belongs to the quest or not. ------------------------------------- -- @param npc entity - npc entity -- @param type string|nil - npc type -- @param tag string|nil - npc tag ------------------------------------- -- @return bool - will return true if NPCs were found according to the conditions, otherwise false ------------------------------------- function ENT:IsQuestNPC(npc, npcType, npcTag) if not IsValid(npc) then return false end for i = 1, #self.npcs do local data = self.npcs[i] if data.npc == npc then if npcTag and data.tag ~= npcTag then return false end if npcType and data.type ~= npcType then return false end return true end end return false end function ENT:IsAliveQuestNPC(npcType, npcTag) for i = 1, #self.npcs do local data = self.npcs[i] local npc = data.npc if npcTag then if data.tag == npcTag and IsValid(npc) and npc:Health() > 0 then return true end elseif npcType then if data.type == npcType and IsValid(npc) and npc:Health() > 0 then return true end else if IsValid(npc) and npc:Health() > 0 then return true end end end return false end ------------------------------------- -- Checks if the player is part of the quest. ------------------------------------- -- @param ply entity - player entity ------------------------------------- -- @return bool - will return true if the player belongs to the quest, otherwise false ------------------------------------- function ENT:IsQuestPlayer(ply) if not IsValid(ply) or not ply:IsPlayer() then return end for i = 1, #self.players do if self.players[i] == ply then return true end end return false end ------------------------------------- -- Get one or more registered NPCs. ------------------------------------- -- @param type string - npc type -- @param tag string|nil - npc tag ------------------------------------- -- @return entity - will return the found entity, otherwise NULL ------------------------------------- function ENT:GetQuestNpc(npcType, npcTag) if not npcType then return NULL end if npcTag then for _, data in pairs(self.npcs) do if data.type == npcType and data.tag == npcTag then return data.npc end end else local npcs = {} for _, data in pairs(self.npcs) do if data.type == npcType then table_insert(npcs, data.npc) end end return npcs end end ------------------------------------- -- Check if the Entity belongs to the quest or not. ------------------------------------- -- @param item entity - entity to check ------------------------------------- -- @return bool - will return true if entity were found, otherwise false ------------------------------------- function ENT:IsQuestItem(item) for _, data in pairs(self.items) do if data.item == item then return true end end return false end ------------------------------------- -- Get registered item. ------------------------------------- -- @param item_id string - unique item identifier ------------------------------------- -- @return entity - will return the found entity, otherwise NULL ------------------------------------- function ENT:GetQuestItem(item_id) for _, data in pairs(self.items) do if data.id == item_id then return data.item end end return NULL end ------------------------------------- -- Get quest variable. ------------------------------------- -- @param key string - variable key ------------------------------------- -- @return string - will return the value of a variable or nil ------------------------------------- function ENT:GetVariable(key) return self.values[key] end function ENT:SetArrow(target, autoEnable) if not isvector(target) and (not isentity(target) or not IsValid(target)) then return end if autoEnable == nil then autoEnable = true end if autoEnable then self:EnableArrowVector() end for _, ply in ipairs(self.players) do if not IsValid(ply) then continue end self:slibSetVar('arrow_target_' .. ply:PlayerId(), target) end end function ENT:SetArrowNPC(npc_type, npc_tag) for _, ply in ipairs(self.players) do if not IsValid(ply) then continue end local current_step = self:GetQuestStep() if not current_step or (not npc_type and not npc_tag) then return end if npc_type and npc_tag then for _, data in ipairs(self.npcs) do if data.type == npc_type and data.tag == npc_tag then self:SetArrow(data.npc) end end return end local timer_name = 'SetArrowNPC_' .. current_step .. '_' .. ply:PlayerId() self:slibCreateTimer(timer_name, 1, 0, function() if self:GetQuestStep() ~= current_step then self:slibRemoveTimer(timer_name) return end local npcs_count = #self.npcs if npcs_count == 0 then return end local near_npc local current_distance for i = 1, npcs_count do local data = self.npcs[i] if data.type == npc_type and IsValid(data.npc) then local new_distance = data.npc:GetPos():DistToSqr(ply:GetPos()) if not current_distance or current_distance > new_distance then current_distance = new_distance near_npc = data.npc end end end if not IsValid(near_npc) then return end self:SetArrow(near_npc) end) end end function ENT:EnableArrowVector() self:slibSetVar('arrow_target_enabled', true) end function ENT:DisableArrowVector() self:slibSetVar('arrow_target_enabled', false) end ------------------------------------- -- Check if the weapon is a quest one. ------------------------------------- -- @param otherWeapon entity - weapon entity ------------------------------------- -- @return bool - will return true if the weapon is a quest weapon, otherwise false ------------------------------------- function ENT:IsQuestWeapon(otherWeapon) for _, data in pairs(self.weapons) do if IsValid(otherWeapon) and data.weapon_class == otherWeapon:GetClass() then return true end end return false end ------------------------------------- -- timer.Simple wrapper. Creates a timer and automatically -- checks the existence of the quest before executing the function. ------------------------------------- -- @param func function - executable function -- @param delay number|nil - timer delay -- (By default it takes a number from the function - self:GetSyncDelay()) ------------------------------------- function ENT:TimerCreate(func, delay) delay = delay or self:GetSyncDelay() timer.Simple(delay, function() if not IsValid(self) then return end func() end) end function ENT:GetAllQuests() local quest = self:GetQuest() local quests = {} local quests_in_storage = QuestSystem.Storage.Quests for i = #quests_in_storage, 1, -1 do local eQuest = quests_in_storage[i] if eQuest:GetQuest().id == quest.id then table_insert(quests, eQuest) end end return quests end
MouseEvents = { MouseMove = 512, LButtonDown = 513, LButtonUp = 514, LButtonDBl = 515, RButtonDown = 516, RButtonUp = 517, RButtonDBl = 518, MButtonDown = 519, MButtonUp = 520, MButtonDBl = 521, MouseWheel = 522, XButtonDown = 523, XButtonUp = 524, XButtonDBl = 525, }
ClassicLFGVersionCheck = {} ClassicLFGVersionCheck.__index = ClassicLFGVersionCheck setmetatable(ClassicLFGVersionCheck, { __call = function (cls, ...) return cls.new(...) end, }) function ClassicLFGVersionCheck.new() local self = setmetatable({}, ClassicLFGVersionCheck) ClassicLFG.EventBus:RegisterCallback(ClassicLFG.Config.Events.VersionCheck, self, self.CheckVersion) self.UserNotified = false return self end function ClassicLFGVersionCheck:CheckVersion(version) if (self.UserNotified == false and self:CompareVersions(version, ClassicLFG.Config.Version) == 1) then self.UserNotified = true ClassicLFG.EventBus:PublishEvent(ClassicLFG.Config.Events.NewVersionAvailable, version) end end function ClassicLFGVersionCheck:CompareVersions(version1, version2) if (version1 ~= version2) then version1 = version1:SplitString(".") version2 = version2:SplitString(".") if (#version1 ~= 3 or #version2 ~= 3) then return 0 end if (tonumber(version1[1]) == tonumber(version2[1])) then if (tonumber(version1[2]) == tonumber(version2[2])) then if (tonumber(version1[3]) < tonumber(version2[3])) then return -1 end return 1 elseif (tonumber(version1[2]) < tonumber(version2[2])) then return -1 end return 1 elseif (tonumber(version1[1]) < tonumber(version2[1])) then return -1 end return 1 end return 0 end ClassicLFG.VersionCheck = ClassicLFGVersionCheck()
-- Various player and stage info, more text = fps drop so we should be sparing local profileP1 = GetPlayerOrMachineProfile(PLAYER_1) local PlayerFrameX = 0 local PlayerFrameY = SCREEN_HEIGHT-50 local t = Def.ActorFrame{ Def.Sprite { InitCommand=function(self) self:halign(0):valign(0):xy(PlayerFrameX,PlayerFrameY) end, BeginCommand=function(self) self:finishtweening() self:Load(getAvatarPath(PLAYER_1)) self:zoomto(50,50) end, }, LoadFont("Common Large") .. { InitCommand=function(self) self:xy(PlayerFrameX+90,PlayerFrameY+24):halign(0):zoom(0.45):maxwidth(120):diffuse(getMainColor('positive')) end, SetCommand=function(self) self:settext(getDifficulty(GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty())) self:diffuse(getDifficultyColor(GetCustomDifficulty(GAMESTATE:GetCurrentSteps(PLAYER_1):GetStepsType(),GAMESTATE:GetCurrentSteps(PLAYER_1):GetDifficulty()))) end, DoneLoadingNextSongMessageCommand=function(self) self:queuecommand("Set") end }, LoadFont("Common Large") .. { InitCommand=function(self) self:xy(PlayerFrameX+52,PlayerFrameY+28):halign(0):zoom(0.75):maxwidth(50) end, SetCommand=function(self) local meter = GAMESTATE:GetCurrentSteps(PLAYER_1):GetMSD(getCurRateValue(),1) self:settextf("%05.2f",meter) self:diffuse(byMSD(meter)) end, DoneLoadingNextSongMessageCommand=function(self) self:queuecommand("Set") end }, LoadFont("Common Normal") .. { InitCommand=function(self) self:xy(PlayerFrameX+91,PlayerFrameY+39):halign(0):zoom(0.4):maxwidth(SCREEN_WIDTH*0.8) end, BeginCommand=function(self) self:settext( GAMESTATE:GetPlayerState(PLAYER_1):GetPlayerOptionsString('ModsLevel_Current')) end }, LoadFont("Common Normal")..{ InitCommand=function(self) self:xy(PlayerFrameX+53,PlayerFrameY-2):halign(0):zoom(0.45) end, BeginCommand=function(self) self:settextf( "Judge: %d", GetTimingDifficulty()) end, }, LoadFont("Common Normal")..{ InitCommand=function(self) self:xy(PlayerFrameX+53,PlayerFrameY+8):halign(0):zoom(0.45) end, BeginCommand=function(self) self:settext( "Scoring: "..scoringToText(themeConfig:get_data().global.DefaultScoreType)) end, }, } return t
local _P = {} local function print(t) _P[#_P+1]=t end print[[<article> <h1>]] print(var(title,'title')) print[[</h1> ]] print(var(content,'content')) print[[</article> ]] return table.concat(_P)
scriptId = 'com.thalmic.generated' --TEMPLATE FOR SCRIPT GENERATION, DO NOT MODIFY --Helper functions ENABLED_TIMEOUT = 2200 function conditionallySwapWave(pose) if myo.getArm() == "left" then if pose == "waveIn" then pose = "waveOut" elseif pose == "waveOut" then pose = "waveIn" end end return pose end --Control Functions function waveInAction() --myo.debug("WaveIn") --PLACEHOLDER:WAVEIN end function waveOutAction() --myo.debug("WaveOut") --PLACEHOLDER:WAVEOUT end function fingersSpreadAction() --myo.debug("fingersSpread") --PLACEHOLDER:FINGERSSPREAD end function fistAction() --myo.debug("fist") --PLACEHOLDER:FIST end function thumbToPinkyAction() --PLACEHOLDER: thumbToPinky end --Unlock Functions function unlock() local now = myo.getTimeMilliseconds() if myo.practice then myo.notifyEffect("unlock") end enabled = true enabledSince = now end function extendUnlock() local now = myo.getTimeMilliseconds() if myo.practice then myo.notifyEffect("extendUnlock") end enabledSince = now end function onPoseEdge(pose, edge) pose=conditionallySwapWave(pose) local now = myo.getTimeMilliseconds() if pose == "thumbToPinky" then if edge == "off" then unlock() elseif edge == "on" and not enabled then -- Vibrate twice on unlock myo.vibrate("short") myo.vibrate("short") end end if edge == "on" and enabled then if pose == "waveIn" and enabled then waveInAction() extendUnlock() elseif pose == "waveOut" and enabled then waveOutAction() extendUnlock() elseif pose == "fist" and enabled then fistAction() extendUnlock() elseif pose == "fingersSpread" and enabled then fingersSpreadAction() extendUnlock() end end end -- onPeriodic runs every ~10ms function onPeriodic() local now = myo.getTimeMilliseconds() if enabled then if (now - enabledSince) > ENABLED_TIMEOUT then enabled = false -- Vibrate once on lock myo.vibrate("short") end end end -- Only activate when using correct application function onForegroundWindowChange(app, title) enabled = true if string.match(title, "PLACEHOLDER:TITLE") then unlock() return true end end
help([==[ Description =========== Intel C, C++ & Fortran compilers More information ================ - Homepage: http://software.intel.com/en-us/intel-cluster-toolkit-compiler/ ]==]) whatis([==[Description: Intel C, C++ & Fortran compilers]==]) whatis([==[Homepage: http://software.intel.com/en-us/intel-cluster-toolkit-compiler/]==]) local root = "/cvmfs/soft.computecanada.ca/easybuild/software/2017/Core/intel/2018.3" setenv("EBROOTICCIFORT", root) setenv("EBVERSIONICCIFORT", "2018.3") setenv("EBDEVELICCIFORT", pathJoin(root, "easybuild/Core-intel-2018.3-easybuild-devel")) --add_property("type_","tools") family("compiler") -- Built with EasyBuild version 3.7.0-rc7b39e420d4f1af2b79028319dfd5ed90b504390
player = game:GetService("Players").LocalPlayer char = player.Character mouse = player:GetMouse() idleq = false stun = Instance.new("BoolValue",char) stun.Name = "Stunned" stun.Value = false atk = Instance.new("NumberValue",char) atk.Name = "Attack" atk.Value = 1.1 def = Instance.new("NumberValue",char) def.Name = "Defense" def.Value = 1.0 spd = Instance.new("NumberValue",char) spd.Name = "Speed" spd.Value = 1 deft = Instance.new("NumberValue",char) deft.Name = "DefenseTime" deft.Value = 0 atkt = Instance.new("NumberValue",char) atkt.Name = "AttackTime" atkt.Value = 0 spdt = Instance.new("NumberValue",char) spdt.Name = "SpeedTime" spdt.Value = 0 local TARG7 local obj local TARG8 local obj2 for i,v in pairs (char:GetChildren())do if v.ClassName == "Weld" then v:destroy() end end ----OPEN local tr = char:WaitForChild("Torso") local lr = char:WaitForChild("Left Arm") local ra = char:WaitForChild("Right Arm") local s1 = Instance.new("Sound",char.Head) s1.Volume = 1 s1.SoundId = "rbxassetid://280667448" local s2 = Instance.new("Sound",char.Head) s2.Volume = .5 s2.SoundId = "rbxassetid://260430060" --WELDS -- local w3 = Instance.new("Weld",char) run = game:GetService("RunService") w3.Part0 = lr w3.Part1 = tr w3.C0 = CFrame.new(1.5,0,0) local w4= Instance.new("Weld",char) w4.Part0 = ra w4.Part1 = tr w4.C0 = CFrame.new(-1.5,0,0) local nc = Instance.new("Weld",char) nc.Part0 = char.Torso nc.Part1 = char.Head nc.C0 = CFrame.new(0,1.5,0) local ll = Instance.new("Weld",char) ll.Part0 = char.Torso ll.Part1 = char["Left Leg"] ll.C0 = CFrame.new(-.5,-2,0) local rl = Instance.new("Weld",char) rl.Part0 = char.Torso rl.Part1 = char["Right Leg"] rl.C0 = CFrame.new(.5,-2,0) local ts = Instance.new("Weld",char) ts.Part0 = char.HumanoidRootPart ts.Part1 = char.Torso ts.C0 = CFrame.new(0,0,0)* CFrame.Angles(0,0,0) --MAKE AND UNDO WELDS turnonwelds = function() w3.Part1 = tr w4.Part1 = tr nc.Part1 = char.Head ll.Part1 = char["Left Leg"] rl.Part1 = char["Right Leg"] end turnoffwelds = function() w3.Part1 = nil w4.Part1 = nil nc.Part1 = nil ll.Part1 = nil rl.Part1 = nil end turnoffwelds() ----LERP POSES ------- CFRAMES FOR LERP local walk = { --Left ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(0)), -- LEFT LEG rl.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)), -- RIGHT LEG --Right ll.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-45),math.rad(0),math.rad(0)), -- LEFT LEG rl.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(45),math.rad(0),math.rad(0)), -- RIGHT LEG ----------------------------------------------------------------------------------------------- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),0,0) , -- Torso Tilt nc.C0 * CFrame.Angles(math.rad(20),math.rad(0),0), -- HEAD TILT UP w4.C0 * CFrame.new(0,.2,-.4) * CFrame.Angles(math.rad(60),math.rad(0),math.rad(0)), -- ARM MOVEMENT w3.C0 * CFrame.new(0,.2,-.4) * CFrame.Angles(math.rad(60),math.rad(0),math.rad(0)) -- ARM MOVEMENT } local equip = { nc.C0 * CFrame.Angles(math.rad(-10),math.rad(0),0), -- HEAD BOB EQUIP w3.C0 * CFrame.new(-1.1,-.1,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(90)), -- LEFT ARM FOLD w4.C0 * CFrame.new(1.1,-.2,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(-90)) -- RIGHT ARM FOLD } local idle = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(-40),0), -- TORSO TILT nc.C0 * CFrame.Angles(0,math.rad(30),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(30),math.rad(-10)), -- LEFT LEG idle rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(5),math.rad(-30),math.rad(10)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.5,0) * CFrame.Angles(math.rad(-90),math.rad(20),math.rad(30)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-120),math.rad(-20),math.rad(-30)), -- RIGHT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-30),math.rad(-30)) } local PA1 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(40),math.rad(30)), -- TORSO TILT ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1 rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH nc.C0 * CFrame.Angles(math.rad(-7),math.rad(20),0), -- HEAD BOB PUNCH w3.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(20)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-20),math.rad(-30)), -- RIGHT ARM } local PA2 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(-35),0), -- TORSO TILT ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(30),math.rad(-10)), -- LEFT LEG idle rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(5),math.rad(-30),math.rad(10)), -- RIGHT LEG Idle CFrame.new(0,1.5,0)* CFrame.Angles(math.rad(20),math.rad(20),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(math.rad(30),0,math.rad(-40)), -- LEFT ARM Idle w3.C0 * CFrame.new(-.5,1.5,-.3) * CFrame.Angles(math.rad(-150),0,math.rad(-10)), -- RIGHT ARM Idle } local PA3 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(-50)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(-.3,1.5,0) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(50)), -- RIGHT ARM PUNCH 3 ll.C0 * CFrame.new(-.3,0,.3) * CFrame.Angles(math.rad(-20),math.rad(30),math.rad(-10)), -- LEFT LEG rl.C0 * CFrame.new(0,1,-.5) * CFrame.Angles(math.rad(-40),0,math.rad(0)), -- RIGHT LEG Idle } local PA4 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(60),math.rad(-60),0), -- TORSO TILT nc.C0 * CFrame.Angles(math.rad(-25),math.rad(50),0), -- HEAD BOB PUNCH w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(50),0,math.rad(-70)), -- LEFT ARM PUNCH 3 w3.C0 * CFrame.new(-1.2,-.2,1) * CFrame.Angles(math.rad(-40),math.rad(20),math.rad(-50)), -- RIGHT ARM PUNCH 3 ll.C0 * CFrame.new(-1.0,.5,0) * CFrame.Angles(0,math.rad(0),math.rad(-50)), -- LEFT LEG rl.C0 * CFrame.new(1,.5,.5) * CFrame.Angles(0,math.rad(-20),math.rad(60)), -- RIGHT LEG Idle } local jump = { nc.C0 * CFrame.Angles(math.rad(20),0,0), -- HEAD BOB EQUIP w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(-50)), -- LEFT ARM Idle w3.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(50)), -- RIGHT ARM Idle ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle } local stunned = { nc.C0 * CFrame.Angles(0,math.rad(90),0), -- HEAD BOB EQUIP w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(-50)), -- LEFT ARM Idle w3.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(50)), -- RIGHT ARM Idle ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle ts.C0 * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(90),0,0), -- TORSO TILT } local PA1C = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(-40),math.rad(-30)), -- TORSO TILT ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1 rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH nc.C0 * CFrame.Angles(math.rad(-7),math.rad(-20),0), -- HEAD BOB PUNCH w3.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(40),math.rad(30)), -- RIGHT ARM w4.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(-20)), -- LEFT ARM Idle } local Stomp = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.Angles(math.rad(-13),math.rad(-20),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG rl.C0 * CFrame.new(0,.6,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(30)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-30)), -- RIGHT ARM Idle } local Stomp2 = { ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED nc.C0 * CFrame.Angles(math.rad(-25),math.rad(-20),0), -- HEAD BOB EQUIP ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG rl.C0 * CFrame.new(0,0,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(35)), -- LEFT ARM Idle w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-35)), -- RIGHT ARM Idle } --[[for i = 0,1,wait() do wait() --ts.C0 = ts.C0:lerp(Stomp2[1],.4) --nc.C0 = nc.C0:lerp(Stomp2[2],.4) --ll.C0 = ll.C0:lerp(Stomp2[3],.4) --rl.C0 = rl.C0:lerp(Stomp2[4],.4) --w3.C0 = w3.C0:lerp(Stomp2[5],.4) --w4.C0 = w4.C0:lerp(Stomp2[6],.4) end--]] ------------------------------------CLASS UI ------------------------------------ f = Instance.new("ScreenGui",player.PlayerGui) f.Name = "UI" f1 = Instance.new("Frame",f) f1.BorderSizePixel = 0 f1.BackgroundColor3 = Color3.new(0,0,0) f1.Size = UDim2.new(0.3,0,0.05,0) f1.Position = UDim2.new(0.2,0,0.84,0) f1f = Instance.new("Frame",f1) f1f.BorderSizePixel = 0 f1f.BackgroundColor3 = Color3.new(255,255,255) f1f.Size = UDim2.new(1,0,1,0) f1l = Instance.new("TextLabel",f1) f1l.TextScaled = true f1l.TextStrokeTransparency = 0 f1l.BackgroundTransparency = 1 f1l.TextColor3 = Color3.new(255,255,255) f1l.BorderSizePixel = 0 f1l.Size = UDim2.new(1,0,1,0) f1l.Text = "[Z] Consecutive Punches" f2 = Instance.new("Frame",f) f2.BorderSizePixel = 0 f2.BackgroundColor3 = Color3.new(0,0,0) f2.Size = UDim2.new(0.3,0,0.05,0) f2.Position = UDim2.new(0.52, 0,0.84, 0) f2f = Instance.new("Frame",f2) f2f.BorderSizePixel = 0 f2f.BackgroundColor3 = Color3.new(255,255,255) f2f.Size = UDim2.new(1,0,1,0) f2l = Instance.new("TextLabel",f2) f2l.TextScaled = true f2l.TextStrokeTransparency = 0 f2l.BackgroundTransparency = 1 f2l.TextColor3 = Color3.new(255,255,255) f2l.BorderSizePixel = 0 f2l.Size = UDim2.new(1,0,1,0) f2l.Text = "[X] Ground Stomp" f3 = Instance.new("Frame",f) f3.BorderSizePixel = 0 f3.BackgroundColor3 = Color3.new(0,0,0) f3.Size = UDim2.new(0.3,0,0.05,0) f3.Position = UDim2.new(0.2,0,0.9,0) f3f = Instance.new("Frame",f3) f3f.BorderSizePixel = 0 f3f.BackgroundColor3 = Color3.new(255,255,255) f3f.Size = UDim2.new(1,0,1,0) f3l = Instance.new("TextLabel",f3) f3l.TextScaled = true f3l.TextStrokeTransparency = 0 f3l.BackgroundTransparency = 1 f3l.TextColor3 = Color3.new(255,255,255) f3l.BorderSizePixel = 0 f3l.Size = UDim2.new(1,0,1,0) f3l.Text = "[C] Gather Anger" f4 = Instance.new("Frame",f) f4.BorderSizePixel = 0 f4.BackgroundColor3 = Color3.new(0,0,0) f4.Size = UDim2.new(0.3,0,0.05,0) f4.Position = UDim2.new(.52,0,.9,0) f4f = Instance.new("Frame",f4) f4f.BorderSizePixel = 0 f4f.BackgroundColor3 = Color3.new(255,255,255) f4f.Size = UDim2.new(1,0,1,0) f4l = Instance.new("TextLabel",f4) f4l.TextScaled = true f4l.TextStrokeTransparency = 0 f4l.BackgroundTransparency = 1 f4l.TextColor3 = Color3.new(255,255,255) f4l.BorderSizePixel = 0 f4l.Size = UDim2.new(1,0,1,0) f4l.Text = "[V] Spike Earth" ---HEALTH BAR f5 = Instance.new("Frame",f) f5.BorderSizePixel = 0 f5.BackgroundColor3 = Color3.new(255,255,255) f5.Size = UDim2.new(0.3,0,0.03,0) f5.Position = UDim2.new(.52,0,.8,0) f5f = Instance.new("Frame",f5) f5f.BorderSizePixel = 0 f5f.BackgroundColor3 = Color3.new(0,255,0) f5f.Size = UDim2.new(1,0,1,0) f5l = Instance.new("TextLabel",f5) f5l.TextScaled = true f5l.TextStrokeTransparency = 0 f5l.BackgroundTransparency = 1 f5l.TextColor3 = Color3.new(255,255,255) f5l.BorderSizePixel = 0 f5l.Size = UDim2.new(1,0,1,0) f5l.Text = "Health" ---ENERGY BAR f6 = Instance.new("Frame",f) f6.BorderSizePixel = 0 f6.BackgroundColor3 = Color3.new(255,255,255) f6.Size = UDim2.new(0.3,0,0.03,0) f6.Position = UDim2.new(.2,0,.8,0) f6f = Instance.new("Frame",f6) f6f.BorderSizePixel = 0 f6f.BackgroundColor3 = Color3.new(255, 170, 0) f6f.Size = UDim2.new(1,0,1,0) f6l = Instance.new("TextLabel",f6) f6l.TextScaled = true f6l.TextStrokeTransparency = 0 f6l.BackgroundTransparency = 1 f6l.TextColor3 = Color3.new(255,255,255) f6l.BorderSizePixel = 0 f6l.Size = UDim2.new(1,0,1,0) f6l.Text = "Energy" ------------ATK fa = Instance.new("TextLabel",f) fa.TextScaled = true fa.TextStrokeTransparency = 0 fa.BackgroundTransparency = .5 fa.BackgroundColor3 = Color3.new(0,0,0) fa.TextColor3 = Color3.new(255,0,0) fa.BorderSizePixel = 0 fa.Size = UDim2.new(.2,0,0.05,0) fa.Position = UDim2.new(0.2,0,0.74,0) fa.Text = "Attack : 1" ------------SPD fa2 = Instance.new("TextLabel",f) fa2.TextScaled = true fa2.TextStrokeTransparency = 0 fa2.BackgroundTransparency = .5 fa2.BackgroundColor3 = Color3.new(0,0,0) fa2.TextColor3 = Color3.new(0,255,0) fa2.BorderSizePixel = 0 fa2.Size = UDim2.new(.2,0,0.05,0) fa2.Position = UDim2.new(0.41,0,0.74,0) fa2.Text = "Speed : 1" ------------DEF fa3 = Instance.new("TextLabel",f) fa3.TextScaled = true fa3.TextStrokeTransparency = 0 fa3.BackgroundTransparency = .5 fa3.BackgroundColor3 = Color3.new(0,0,0) fa3.TextColor3 = Color3.new(0,0,255) fa3.BorderSizePixel = 0 fa3.Size = UDim2.new(.2,0,0.05,0) fa3.Position = UDim2.new(0.62,0,0.74,0) fa3.Text = "Defense : 1" -------------------CLASS VARS-------------------------- S1 = true S1T = 0 S1TF = 7 S2 = true S2T = 0 S2TF = 15 S3 = true S3T = 0 S3TF = 12 S4 = true S4T = 0 S4TF = 30 energy = 0 ------------------------------------EXTRA WELDS AREA ------------------------------------ ----EQUIP FUNCTION local Close1 = CFrame.new(1.5,0,0) local Close2 = CFrame.new(-1.5,0,0) local Speed = 0.3 local Open4 = w4.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(-30)) local h1 = nc.C0 * CFrame.Angles(math.rad(20),math.rad(-30),0) local h2 = CFrame.new(0,1.5,0) local h3 = nc.C0 * CFrame.Angles(math.rad(-20),math.rad(30),0) --leg anims local opend = false local current = true --------------------------------------------------------------------------------------- ----DAMAGE UI N DMG local DGU = function(p,txt) local r = math.random(1,5) if r == 1 then s2.Pitch = 1 end if r == 2 then s2.Pitch = 1.2 end if r == 3 then s2.Pitch = 1.3 end if r == 4 then s2.Pitch = 1.4 end if r == 5 then s2.Pitch = 1.5 end s2:Play() local f = Instance.new("BillboardGui",p) f.Size = UDim2.new(1,0,1,0) f.AlwaysOnTop = true f.StudsOffset = Vector3.new(0,2,0) local fr = Instance.new("Frame",f) fr.BackgroundTransparency = 1 fr.Size = UDim2.new(1,0,1,0) fr.ClipsDescendants = true local fe = Instance.new("TextLabel",fr) fe.Size = UDim2.new(1,0,1,0) fe.BackgroundTransparency = 1 fe.TextColor3 = Color3.new(255,0,0) fe.TextStrokeTransparency = 0 fe.Text = txt fe.TextScaled = true fe.Font = "SourceSansBold" game.Debris:AddItem(f,2) fe.Position = UDim2.new(0,0,1,0) fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.3) for i = 1,10 do fe.TextTransparency = fe.TextTransparency + .1 wait(.1) end end makeui = function(color,txt) local f = Instance.new("BillboardGui",char.Head) f.Size = UDim2.new(1,0,1,0) f.AlwaysOnTop = true f.StudsOffset = Vector3.new(0,4,0) local fr = Instance.new("Frame",f) fr.BackgroundTransparency = 1 fr.Size = UDim2.new(1,0,1,0) fr.ClipsDescendants = true local fe = Instance.new("TextLabel",fr) fe.Size = UDim2.new(1,0,1,0) fe.BackgroundTransparency = 1 fe.TextColor3 = color fe.TextStrokeTransparency = 0 fe.Text = txt fe.TextScaled = true fe.Font = "SourceSansBold" game.Debris:AddItem(f,2) fe.Position = UDim2.new(0,0,1,0) fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.3) for i = 1,10 do fe.TextTransparency = fe.TextTransparency + .1 wait(.1) end end ----TARG local TARG1 local TARG2 local TARG3 local TARG4 local TARG5 local TARG6 local IdleAndWalk = false mouse.KeyDown:connect(function(key)key = key:lower() if key == "f" and current == true and stun.Value == false then if opend == true then current = false opend = false TARG6 = CFrame.new(0,0,0) TARG5 = CFrame.new(-.5,-2,0) TARG4 = CFrame.new(.5,-2,0) wait() TARG1 = equip[2] TARG2 = equip[3] TARG3 = equip[1] TARG5 = CFrame.new(-.5,-2,0) TARG4 = CFrame.new(.5,-2,0) TARG6 = CFrame.new(0,0,0) idleq = true wait(.2) current = true wait(.3) idleq = false TARG1 = Close1 TARG2 = Close2 TARG3 = h2 TARG6 = CFrame.new(0,0,0) TARG5 = CFrame.new(-.5,-2,0) TARG4 = CFrame.new(.5,-2,0) else turnonwelds() current = false opend = true wait() TARG1 = equip[2] TARG2 = equip[3] TARG3 = equip[1] idleq = true wait(.2) current = true wait(.3) idleq = false TARG6 = CFrame.new(0,0,0) TARG6 = CFrame.new(0,0,0) TARG5 = CFrame.new(-.5,-2,0) TARG4 = CFrame.new(.5,-2,0) end end end) --------------SKILL/KEY EVENTS --------------MOUSE EVENTS , ATTACKS local wpb = true local num = 1 mouse.Button1Down:connect(function() if current == true and idleq == false and opend == true and wpb == true and stun.Value == false then local fs if num == 1 then wpb = false current = false fr = true char["Right Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) s1:Play() wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.1) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num +1 return end if num == 2 then wpb = false current = false fr = true char["Left Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) s1:Play() wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.1) TARG1 = PA2[6] TARG2 = PA2[5] TARG3 = PA2[4] TARG4 = PA2[3] TARG5 = PA2[2] TARG6 = PA2[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num + 1 return end if num == 3 then wpb = false current = false fr = true char["Right Leg"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(5,11) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) s1:Play() wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.1) TARG1 = PA3[3] TARG2 = PA3[4] TARG3 = PA3[2] TARG4 = PA3[6] TARG5 = PA3[5] TARG6 = PA3[1] wait(.2) current = true fr = false wait(.1) wpb = true num = num +1 return end if num == 4 then wpb = false current = false fr = true char["Left Leg"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then fs = math.floor(math.random(7,15) * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(math.random(7,15) * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) s1:Play() wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.1) TARG1 = PA4[4] TARG2 = PA4[3] TARG3 = PA4[2] TARG4 = PA4[6] TARG5 = PA4[5] TARG6 = PA4[1] wait(.2) current = true fr = false wait(.1) wpb = true num = 1 return end end end) --[[ ts.C0 = ts.C0:lerp(PA4[1],.4) nc.C0 = nc.C0:lerp(PA4[2],.4) ll.C0 = ll.C0:lerp(PA4[5],.4) rl.C0 = rl.C0:lerp(PA4[6],.4) w3.C0 = w3.C0:lerp(PA4[4],.4) w4.C0 = w4.C0:lerp(PA4[3],.4) --]] mouse.KeyDown:connect(function(key)key = key:lower() if key == "z" then if current == true and opend == true and stun.Value == false and energy > 8 and S1 == true then energy = energy - 9 S1T = 0 current = false local num = 0 repeat fr = true local fs char["Right Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02 fs = math.floor(4 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(4 * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) TARG1 = PA1[5] TARG2 = PA1[6] TARG3 = PA1[4] TARG4 = PA1[3] TARG5 = PA1[2] TARG6 = PA1[1] wait(.11) fr = false wait(.11) fr = true local fs char["Left Arm"].Touched:connect(function(hit) if not fr then return end if hit.Parent:FindFirstChild("Defense")then hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02 fs = math.floor(4 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) else fs = math.floor(4 * atk.Value) end if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then fr = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs DGU(hit,fs) fr = false end end) TARG1 = PA1C[5] TARG2 = PA1C[6] TARG3 = PA1C[4] TARG4 = PA1C[3] TARG5 = PA1C[2] TARG6 = PA1C[1] wait(.11) fr = false wait(.11) num = num + 2 until num == 10 current = true wait(3) end end end) --- KEYDOWN 2 mouse.KeyDown:connect(function(key)key = key:lower() if key == "x" then if current == true and opend == true and stun.Value == false and energy > 15 and S2 == true then energy = energy - 16 S2T = 0 char.Humanoid.WalkSpeed = 0 f = Instance.new("Part",game.Workspace) f.Position = char.Torso.Position + Vector3.new(0, -2, -12) f.CanCollide = false f.Transparency = 1 local asdf local cf f.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then else cf = f.CFrame asdf = hit.BrickColor end end) current = false TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp[5] TARG2 = Stomp[6] TARG3 = Stomp[2] TARG4 = Stomp[4] TARG5 = Stomp[3] TARG6 = Stomp[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) TARG1 = Stomp2[5] TARG2 = Stomp2[6] TARG3 = Stomp2[2] TARG4 = Stomp2[4] TARG5 = Stomp2[3] TARG6 = Stomp2[1] wait(.05) local fs = Instance.new("Part",char) fs.BrickColor = asdf fs.Size = Vector3.new(1,1,1) fs.CanCollide = false fs.Anchored = true fs.Transparency = 1 fs.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) local fr = Instance.new("Part",char) fr.BrickColor = asdf fr.Size = Vector3.new(1,1,1) fr.CanCollide = false fr.Anchored = true fr.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(90),0,0) local fms = Instance.new("SpecialMesh",fr) fms.MeshId = "http://www.roblox.com/asset/?id=3270017" fms.Scale = Vector3.new(1,1,6) TARG7 = Vector3.new(40,40,10) obj = fms obj2 = fs TARG8 = Vector3.new(40,5,40) local dmg = true fs.Touched:connect(function(hit) if dmg == true and hit.Parent:FindFirstChild("Humanoid") then if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then if hit.Parent:FindFirstChild("Speed")then hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1 --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work local fx = math.floor(22 * atk.Value / hit.Parent:FindFirstChild("Defense").Value) dmg = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,math.floor(22 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)) else local fx = math.floor(22 * atk.Value) dmg = false hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx DGU(hit,math.floor(22 * atk.Value)) end end end end)--]] wait(.3) game.Debris:AddItem(fr,8) game.Debris:AddItem(fs,8) current = true for i = 1,10 do wait() fr.Transparency = fr.Transparency + .1 end wait(.4) dmg = false wait(3) end end end) --[[ts.C0 = ts.C0:lerp(Stomp2[1],.4) nc.C0 = nc.C0:lerp(Stomp2[2],.4) ll.C0 = ll.C0:lerp(Stomp2[3],.4) rl.C0 = rl.C0:lerp(Stomp2[4],.4) w3.C0 = w3.C0:lerp(Stomp2[5],.4) w4.C0 = w4.C0:lerp(Stomp2[6],.4) TARG1 = stunned[3] -- LEFT ARM TARG2 = stunned[2]-- RIGHT ARM TARG3 = stunned[1] -- NECK TARG4 = stunned[5] -- RIGHT LEG TARG5 = stunned[4] -- LEFT LEG TARG6 = stunned[6] -- TORSO TILT -]] local Speed = .4 local lspeed = .2 game:GetService("RunService").RenderStepped:connect(function() if Vector3.new(char.Torso.Velocity.X,0,char.Torso.Velocity.Z).magnitude > 2 then IdleAndWalk = true else IdleAndWalk = false end if TARG4 ~= nil then rl.C0 = rl.C0:lerp(TARG4,lspeed) end if TARG5 ~= nil then ll.C0 = ll.C0:lerp(TARG5,lspeed) end if TARG3 ~= nil then nc.C0 = nc.C0:lerp(TARG3,lspeed) end if TARG1 ~= nil then w3.C0 = w3.C0:lerp(TARG1,Speed) end if TARG2 ~= nil then w4.C0 = w4.C0:lerp(TARG2,Speed) end if TARG6 ~= nil then ts.C0 = ts.C0:lerp(TARG6,Speed) end if TARG7 ~= nil and obj ~= nil then obj.Scale = obj.Scale:lerp(TARG7,.05) end if TARG8 ~= nil and obj2 ~= nil then obj2.Size = obj2.Size:lerp(TARG8,.05) obj2.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) end end) --SEC HANDLER --[[ S1 = true S1T = 7 S1TF = 7 S2 = true S2T = 15 S2TF = 15 S3 = true S3T = 12 S3TF = 12 S4 = true S4T = 30 S4TF = 30 energy = 0 --]] --makeui(Color3.new(0,255,0),"+Speed") --makeui(Color3.new(255,0,0),"+Damage") --makeui(Color3.new(0,0,255),"+Defense") ---VALUE CHANGERS satk = atk.Value sdef = def.Value sspd = spd.Value atk.Changed:connect(function() if satk > atk.Value then makeui(Color3.new(255,0,0),"-Damage") satk = atk.Value atkt.Value = atkt.Value + 4 else makeui(Color3.new(255,0,0),"+Damage") satk = atk.Value atkt.Value = atkt.Value + 4 end end) def.Changed:connect(function() if sdef > def.Value then makeui(Color3.new(0,0,255),"-Defense") sdef = def.Value deft.Value = deft.Value + 4 else makeui(Color3.new(0,0,255),"+Defense") sdef = def.Value deft.Value = deft.Value + 4 end end) spd.Changed:connect(function() if sspd > spd.Value then makeui(Color3.new(0,255,0),"-Speed") sspd = spd.Value spdt.Value = spdt.Value + 4 else makeui(Color3.new(0,255,0),"+Speed") sspd = spd.Value spdt.Value = spdt.Value + 4 end end) stun.Changed:connect(function() if stun.Value == true then makeui(Color3.new(255,255,0),"+Stunned") wait(4) if opend == true then stun.Value = false end end if stun.Value == false then makeui(Color3.new(255,255,0),"-Stunned") end end) ------------------- while wait() do wait() fa.Text = "Attack : "..atk.Value fa2.Text = "Speed : "..spd.Value fa3.Text = "Defense : "..def.Value if atkt.Value > 0 then atkt.Value = atkt.Value - .03 else atk.Value = 1.1 end if deft.Value > 0 then deft.Value = deft.Value - .03 else def.Value = 1 end if spdt.Value > 0 then spdt.Value = spdt.Value - .03 else spd.Value = 1 end ----HP local initX5 = f5.Size.X.Scale local maxhp = char.Humanoid.MaxHealth local hp = char.Humanoid.Health local Pie = (hp / maxhp) f5f:TweenSize( UDim2.new( initX5*Pie*3.33, 0, 1, 0),"In","Linear",1 ) ---Energy local DV1 = energy / 100 local initX6 = f6.Size.X.Scale f6f:TweenSize( UDim2.new( initX6*DV1*3.33, 0, 1, 0),"In","Linear",1 ) --Skill 1 local DV2 = S1T / S1TF local initX6 = f1.Size.X.Scale f1f:TweenSize( UDim2.new( initX6*DV2* 1.665, 0, 1, 0),"In","Linear",1 ) if S1T < 14 then S1T = S1T + .05 S1 = false else S1 = true end if S1T == 14 then S1 = true end --Skill 2 local DV2 = S2T / S2TF local initX6 = f2.Size.X.Scale f2f:TweenSize( UDim2.new( initX6*DV2* 3.566, 0, 1, 0),"In","Linear",1 ) if S2T < 14 then S2T = S2T + .05 S2 = false else S2 = true end if S2T == 15 then S2 = true end --Skill 3 local DV2 = S3T / S3TF local initX6 = f3.Size.X.Scale f3f:TweenSize( UDim2.new( initX6*DV2* 2.855, 0, 1, 0),"In","Linear",1 ) if S3T < 14 then S3T = S3T + .01 S3 = false else S3 = true end if S3T == 15 then S3 = true end --Skill 4 local DV2 = S4T / S4TF local initX6 = f4.Size.X.Scale f4f:TweenSize( UDim2.new( initX6*DV2*3.45, 0, 1, 0),"In","Linear",1 ) if S4T < 29 then S4T = S4T + .04 S4 = false else S4= true end if S4T == 30 then S4 = true end if energy < 100 then energy = energy + .1 end if opend == true and current == true and idleq == false then if stun.Value == true then TARG1 = stunned[3] -- LEFT ARM TARG2 = stunned[2]-- RIGHT ARM TARG3 = stunned[1] -- NECK TARG4 = stunned[5] -- RIGHT LEG TARG5 = stunned[4] -- LEFT LEG TARG6 = stunned[6] -- TORSO TILT char.Humanoid.WalkSpeed = 0 end if stun.Value == false and current == true then char.Humanoid.WalkSpeed = 16 * spd.Value end if char.Humanoid.Jump == true and stun.Value == false then TARG1 = jump[3] -- LEFT ARM TARG2 = jump[2]-- RIGHT ARM TARG3 = jump[1] -- NECK TARG4 = jump[5] -- RIGHT LEG TARG5 = jump[4] -- LEFT LEG TARG6 = CFrame.new(0,0,0) end --ts.C0 = ts.C0:lerp(stunned[6],.4) --nc.C0 = nc.C0:lerp(stunned[1],.4) --ll.C0 = ll.C0:lerp(stunned[4],.4) --rl.C0 = rl.C0:lerp(stunned[5],.4) --w3.C0 = w3.C0:lerp(stunned[3],.4) --w4.C0 = w4.C0:lerp(stunned[2],.4) if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[4] -- RIGHT LEG TARG5 = walk[3] -- LEFT LEG TARG6 = walk[5] -- TORSO if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[2] -- RIGHT LEG TARG5 = walk[1] -- LEFT LEG TARG6 = walk[5] -- TORSO end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then wait(.05) end else if IdleAndWalk == false and char.Humanoid.Jump == false and stun.Value == false then TARG1 = idle[5] TARG2 = idle[6] TARG3 = idle[2] TARG4 = idle[4] TARG5 = idle[3] TARG6 = idle[1] end end end end --[[ ts.C0 = ts.C0:lerp(idle[1],.4) nc.C0 = nc.C0:lerp(idle[2],.4) ll.C0 = ll.C0:lerp(idle[3],.4) rl.C0 = rl.C0:lerp(idle[4],.4) w3.C0 = w3.C0:lerp(idle[5],.4) w4.C0 = w4.C0:lerp(idle[6],.4) TARG1 = idle[5] TARG2 = idle[6] TARG3 = idle[2] TARG4 = idle[5] TARG5 = idle[3] TARG6 = idle[2] if TARG4 ~= nil then rl.C0 = rl.C0:lerp(TARG4,lspeed) end if TARG5 ~= nil then ll.C0 = ll.C0:lerp(TARG5,lspeed) end if TARG3 ~= nil then nc.C0 = nc.C0:lerp(TARG3,lspeed) end if TARG1 ~= nil then w3.C0 = w3.C0:lerp(TARG1,Speed) end if TARG2 ~= nil then w4.C0 = w4.C0:lerp(TARG2,Speed) end ll.C0 = ll.C0:lerp(walk[3],.4) rl.C0 = rl.C0:lerp(walk[4],.4) ---OTHER ANIMS ts.C0 = ts.C0:lerp(walk[5],.4) nc.C0 = nc.C0:lerp(walk[6],.4) w4.C0 = w4.C0:lerp(walk[7],.4) w3.C0 = w3.C0:lerp(walk[8],.4) TARG1 = walk[8] -- LEFT ARM TARG2 = walk[7]-- RIGHT ARM TARG3 = walk[6] -- NECK TARG4 = walk[] -- RIGHT LEG TARG5 = walk[] -- LEFT LEG TARG6 = walk[5] -- TORSO for i = 0,1,wait() do wait() ll.C0 = ll.C0:lerp(walk[3],.4) rl.C0 = rl.C0:lerp(walk[4],.4) ---OTHER ANIMS ts.C0 = ts.C0:lerp(walk[5],.4) nc.C0 = nc.C0:lerp(walk[6],.4) w4.C0 = w4.C0:lerp(walk[7],.4) w3.C0 = w3.C0:lerp(walk[8],.4) end--]]