content stringlengths 5 1.05M |
|---|
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--]] |
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