content stringlengths 5 1.05M |
|---|
----------------------------
-- @file utils.lua
-- @brief
-- @author yingx
-- @date 2019-08-15
----------------------------
--执行随机种子
math.randomseed(ngx.now())
local invalid_mobile_id = {
["000000000000000"] = 1,
["111111111111111"] = 1,
["012345678912345"] = 1,
["null"] = 1,
["null_imei"] = 1,
["9774d56d682e549c"] = 1,
["00:00:00:00:00:00"] = 1,
["02:00:00:00:00:00"] = 1,
["00000000-0000-0000-0000-000000000000"] = 1,
["0"] = 1,
["00000000"] = 1,
["unknow"] = 1,
["unknown"] = 1,
}
local function filterInvalidMobileId(devid)
local id = string.lower(devid)
if invalid_mobile_id[id] == 1 then
return ""
else
return devid
end
end
local function isValidString(str)
return (str ~= nil and str ~= "")
end
local function isValidTable(v)
return (type(v) == "table")
end
local function genSuv()
local str = ngx.localtime()
local pat = {
["-"] = "",
[":"] = "",
[" "] = "",
}
str = string.gsub(str, "[%W+]", pat)
local n = math.random(10000)
return string.format("%s%05d", str, n)
end
local function generateImpId(pid)
local id
local n = #pid
if n <= 8 then
id = string.rep("0", 8 - n)
id = id .. pid
else
id = string.sub(pid, 1, 8)
end
local str = '0123456789abcdef'
for i = 1, 24 do
local r = math.random(1, 16)
id = id .. string.sub(str, r, r)
end
return id
end
local function calulateRespTime(context, resp)
local elaspe_time = 0
local end_time = 0
if resp and resp.header then
end_time = tonumber(resp.header["Elapse-Time"] or "0")
end
if end_time == 0 then
end_time = ngx.now() * 1000
end
elaspe_time = end_time - (context.start_time or 0)
if elaspe_time < 0 then
elaspe_time = -1
end
return elaspe_time
end
local _M = {
filterInvalidMobileId = filterInvalidMobileId,
isValidString = isValidString,
isValidTable = isValidTable,
genSuv = genSuv,
generateImpId = generateImpId,
calulateRespTime = calulateRespTime,
}
return _M
|
#!/usr/bin/env lua
local io = require("io")
local from, tover = ...
if not from or not tover then
print("Format: prepareNextRelease.lua <from-tag> <tover-tag>")
return
end
local f = assert(io.open("docs/ReleaseNotes-" .. tover .. ".txt", "w"))
local headLine = "luajson v" .. tover .. " Release Notes"
f:write(headLine, "\n", ("="):rep(#headLine), "\n\n")
f:write([[
User Visible Changes
--------------------
Plans for next release
----------------------
]])
local tailLine = "Updates since " .. from
f:write(tailLine, "\n", ("="):rep(#tailLine), "\n\n")
local data = assert(io.popen("git shortlog " .. from .. "..HEAD | util/processShortlog.lua", "r"))
local tail = data:read("*a")
data:close()
f:write(tail)
f:close()
|
local sonic_screwdriver_max_charge = 200000
local S = technic.getter
technic.register_power_tool("technic:sonic_screwdriver", sonic_screwdriver_max_charge)
-- screwdriver handler code reused from minetest/minetest_game screwdriver @a9ac480
local ROTATE_FACE = 1
local ROTATE_AXIS = 2
local function nextrange(x, max)
x = x + 1
if x > max then
x = 0
end
return x
end
-- Handles rotation
local function screwdriver_handler(itemstack, user, pointed_thing, mode)
if pointed_thing.type ~= "node" then
return
end
local pos = pointed_thing.under
if minetest.is_protected(pos, user:get_player_name()) then
minetest.record_protection_violation(pos, user:get_player_name())
return
end
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
if not ndef or not ndef.paramtype2 == "facedir" or
(ndef.drawtype == "nodebox" and
not ndef.node_box.type == "fixed") or
node.param2 == nil then
return
end
-- contrary to the default screwdriver, do not check for can_dig, to allow rotating machines with CLU's in them
-- this is consistent with the previous sonic screwdriver
local meta1 = minetest.deserialize(itemstack:get_metadata())
if not meta1 or not meta1.charge or meta1.charge < 100 then
return
end
minetest.sound_play("technic_sonic_screwdriver", {pos = pos, gain = 0.3, max_hear_distance = 10})
-- Set param2
local rotationPart = node.param2 % 32 -- get first 4 bits
local preservePart = node.param2 - rotationPart
local axisdir = math.floor(rotationPart / 4)
local rotation = rotationPart - axisdir * 4
if mode == ROTATE_FACE then
rotationPart = axisdir * 4 + nextrange(rotation, 3)
elseif mode == ROTATE_AXIS then
rotationPart = nextrange(axisdir, 5) * 4
end
node.param2 = preservePart + rotationPart
minetest.swap_node(pos, node)
if not technic.creative_mode then
meta1.charge = meta1.charge - 100
itemstack:set_metadata(minetest.serialize(meta1))
technic.set_RE_wear(itemstack, meta1.charge, sonic_screwdriver_max_charge)
end
return itemstack
end
minetest.register_tool("technic:sonic_screwdriver", {
description = S("Sonic Screwdriver (left-click rotates face, right-click rotates axis)"),
inventory_image = "technic_sonic_screwdriver.png",
wear_represents = "technic_RE_charge",
on_refill = technic.refill_RE_charge,
on_use = function(itemstack, user, pointed_thing)
screwdriver_handler(itemstack, user, pointed_thing, ROTATE_FACE)
return itemstack
end,
on_place = function(itemstack, user, pointed_thing)
screwdriver_handler(itemstack, user, pointed_thing, ROTATE_AXIS)
return itemstack
end,
})
minetest.register_craft({
output = "technic:sonic_screwdriver",
recipe = {
{"", "mcl_core:diamond", ""},
{"technic:carbon_plate", "technic:battery", "technic:carbon_plate"},
{"technic:carbon_plate", "mcl_core:iron_ingot", "technic:carbon_plate"}
}
})
|
-- VARIABLE INITIALIZATION
local thismod = minetest.get_current_modname()
local modpath = minetest.get_modpath(thismod)
old_expansion = {
growNodes = {"default:dirt","default:dirt_with_grass","default:dirt_with_snow"},
growthSources = {},
schems = {},
types = { logs = {"cinnamon", "paperbark"}}
}
old_expansion.growthSources.names = {"default:dirt", "default:dirt_with_grass", "default:water_source", "default:water_flowing", "default:ice", "default:dirt_with_snow",}
old_expansion.growthSources.values = {6, 4, 4, 3, -6, 2}
-- FILES TO RUN
dofile(modpath.."/support.lua")
dofile(modpath.."/nodereg.lua")
dofile(modpath.."/itemreg.lua")
dofile(modpath.."/framework.lua")
--dofile(modpath.."/depends.txt")
|
-- Add the path to the draggin lua files.
-- When building for release you won't/can't do it this way. You should copy the src/draggin
-- directory into your program's main directory.
package.path = package.path .. ';' .. os.getenv("DRAGGIN_FRAMEWORK") .. '/src/?.lua'
|
kata = {}
function kata.save(sizes, hd)
local sum = 0
for index = 1, #sizes do
sum = sum + sizes[index]
if sum > hd then
return index - 1
end
end
return #sizes
end
return kata |
--[[ Lua --]]
local version, name;
name = "lua_playground";
version = nil;
print(name) |
local menu_service = require('services/menu')
local net_service = require('services/net')
return function()
menu_service.load('main-menu')
net_service.disconnect()
end
|
local json = require("misc.libs.json") -- JSON Library
-- Write command to file; then send signal to python script
local function focusTab(id)
awful.spawn.with_shell('echo "focusTab ' .. id .. '" >> /tmp/ff-tabs-input; kill -s SIGUSR1 $(pgrep server.py)')
end
local function removeTab(id)
awful.spawn.with_shell('echo "removeTab ' .. id .. '" >> /tmp/ff-tabs-input; kill -s SIGUSR1 $(pgrep server.py)')
end
local function forceUpdate()
awful.spawn.with_shell('echo "fullUpdate" >> /tmp/ff-tabs-input; kill -s SIGUSR1 $(pgrep server.py)')
end
local function trimLong(t, m)
m = m or 20
if #t > m then
return t:sub(0, m)
else
return t
end
end
local function fullClean(list)
for _, tab in ipairs(list.children) do
local x = tab:get_children_by_id("background_")[1].iconPath
if x then
awful.spawn("rm " .. x)
end
end
end
local function setFavicon(widget, url)
local image_widget = widget:get_children_by_id("icon")[1]
local bg_widget = widget:get_children_by_id("background_")[1]
-- If is base64 encoded image file
if string.find(url or "", "data:image/%S+base64,") then
local path = os.tmpname()
local image = url:gsub("data:image/%S+;base64,", "")
awful.spawn.easy_async_with_shell("echo '" .. image .. "' | base64 -d >> " .. path, function(_, err)
image_widget.image = path
bg_widget.iconPath = path
bg_widget.iconId = image:sub(0, 25)
if string.len(err) > 0 then
print("ERROR:", err)
end
end)
else
image_widget.image = _config_dir .. "theme/assets/site.svg"
end
end
local focusBG = "#c5c8c6"
local focusFG = "#1d1f21"
-- local unFocusFG = "#e0e0e0"
--local unFocusBG = "#00000000"
local function getIcon(tab)
local iconWidget = wibox.widget({
{
{
{
{
{
{
widget = wibox.widget.imagebox,
scaling_quality = "best",
id = "icon",
},
widget = wibox.container.constraint,
width = dpi(20),
height = dpi(20),
},
widget = wibox.container.place,
halign = "center",
valign = "center",
},
{
{
widget = wibox.widget.textbox,
text = trimLong(tab.title or ""),
font = "PT Sans",
valign = "center",
visible = tab.active or false, -- If active show, otherwise dont
id = "title",
},
widget = wibox.container.margin,
left = dpi(5),
},
layout = wibox.layout.fixed.horizontal,
},
widget = wibox.container.margin,
top = dpi(5),
left = dpi(8),
right = dpi(8),
bottom = dpi(5),
},
widget = wibox.container.background,
bg = tab.active and focusBG or "#00000000",
active = tab.active,
shape = function(cr, w, h)
gears.shape.rounded_rect(cr, w, h, 5)
end,
buttons = gears.table.join(
awful.button({}, mouse.LEFT, function()
focusTab(tab.id)
end),
awful.button({}, mouse.RIGHT, function()
removeTab(tab.id)
end)
),
id = "background_",
tabId = tab.id,
fg = focusFG,
},
widget = wibox.container.place,
halign = "center",
valign = "center",
})
setFavicon(iconWidget, tab.favIconUrl)
return iconWidget
end
-- Setup
local export = {}
function export.x(c)
-- Ignore windows that arent firefox!
if c.class ~= "Firefox-esr" then
return nil
end
if client.focus ~= c then
print("Client isnt focused!")
focusBG = "#282a2e"
focusFG = "#e0e0e0"
end
-- Container
local list = wibox.widget({
layout = wibox.layout.fixed.horizontal,
spacing = dpi(5),
})
-- Setup Connections
awesome.connect_signal("custom::update_ff_focused", function(id)
for _, child in ipairs(list.children) do
local x = child:get_children_by_id("background_")[1]
if x.tabId == id then -- if is the selected tab
x.bg = focusBG
child:get_children_by_id("title")[1].visible = true
x.active = true
else
child:get_children_by_id("title")[1].visible = false
x.bg = unFocusBG
x.active = false
end
end
end)
-- Attempt to re-connect with firefox (mostly for awm restarts!)
gears.timer({
timeout = 5,
autostart = true,
single_shot = true,
callback = function()
if #list.children == 0 then
forceUpdate()
end
end,
})
-- Full Update
awesome.connect_signal("custom::update_ff_tabs", function(out)
local firefoxTabs = json.decode(out)
-- Might not be needed, since this is usually run at the start and the list is empty
fullClean(list)
list:reset()
for _, tab in ipairs(firefoxTabs) do
list:add(getIcon(tab))
end
end)
-- Before Exit / Restart
awesome.connect_signal("exit", function()
fullClean(list)
end)
-- Remove Specific Tab
awesome.connect_signal("custom::remove_ff_tab", function(id)
for idx, tab in ipairs(list.children) do
local x = tab:get_children_by_id("background_")[1]
if x.tabId == id then
if x.iconPath then
awful.spawn("rm " .. x.iconPath)
end
list:remove(idx)
end
end
end)
-- New Tab
awesome.connect_signal("custom::add_ff_tab", function(payload)
local tab = json.decode(payload)
list:add(getIcon(tab))
end)
-- Update Tab Icon / URL / Etc
awesome.connect_signal("custom::update_ff_tab", function(payload)
local tab = json.decode(payload)
iconId = nil
if string.find(tab.favIconUrl, "data:image/%S+base64,") then
iconId = (tab.favIconUrl or ""):gsub("data:image/%S+;base64,", "")
iconId = string.sub(iconId, 0, 25)
end
for idx, child in ipairs(list.children) do
local x = child:get_children_by_id("background_")[1]
-- Check if tab id matches
if x.tabId == tab.id then
-- and then check if icon has been changed, if not ignore!
if iconId and x.iconId ~= iconId then
if x.iconPath then
awful.spawn("rm " .. x.iconPath)
end
list:set(idx, getIcon(tab))
end
-- if tab is focused, everything else reverts!
elseif tab.active then
x.bg = unFocusBG
end
end
end)
local final = wibox.widget({
{
list,
widget = wibox.container.margin,
top = dpi(5),
left = dpi(5),
right = dpi(5),
bottom = dpi(5),
},
widget = wibox.container.background,
bg = "#00000000",
})
c:connect_signal("unfocus", function()
focusBG = "#282a2e"
focusFG = "#e0e0e0"
for _, tab in ipairs(list.children) do
local bg = tab:get_children_by_id("background_")[1]
bg.fg = focusFG
if bg.active == true then -- is tab focused?
bg.bg = focusBG
else
bg.bg = "#00000000"
end
end
end)
c:connect_signal("focus", function()
focusBG = "#c5c8c6"
focusFG = "#1d1f21"
for _, tab in ipairs(list.children) do
local bg = tab:get_children_by_id("background_")[1]
bg.fg = focusFG
if bg.active == true then -- is tab focused?
bg.bg = focusBG
else
bg.bg = "#00000000"
end
end
end)
return final
end
--[[
Add ff-tabs-indicator widget when firefox is active and when it isnt remove it!
TODO: Add support for running multiple instances of firefox!
--]]
function export.attach()
local ll
client.connect_signal("focus", function(c)
if c.class == "Firefox-esr" then
ll = ll or export.x(c)
mouse.screen.left_mod:add(ll)
end
end)
client.connect_signal("unfocus", function(c)
if c.class == "Firefox-esr" then
mouse.screen.left_mod:remove(#mouse.screen.left_mod.children)
end
end)
end
return export
|
--[[
Replacement tool for creative building (Mod for MineTest)
Copyright (C) 2013 Sokomine
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--]]
-- Version 3.0
-- Changelog:
-- 09.12.2017 * Got rid of outdated minetest.env
-- * Fixed error in protection function.
-- * Fixed minor bugs.
-- * Added blacklist
-- 02.10.2014 * Some more improvements for inspect-tool. Added craft-guide.
-- 01.10.2014 * Added inspect-tool.
-- 12.01.2013 * If digging the node was unsuccessful, then the replacement will now fail
-- (instead of destroying the old node with its metadata; i.e. chests with content)
-- 20.11.2013 * if the server version is new enough, minetest.is_protected is used
-- in order to check if the replacement is allowed
-- 24.04.2013 * param1 and param2 are now stored
-- * hold sneak + right click to store new pattern
-- * right click: place one of the itmes
-- * receipe changed
-- * inventory image added
-- adds a function to check ownership of a node; taken from VanessaEs homedecor mod
dofile(minetest.get_modpath("replacer").."/check_owner.lua");
replacer = {};
replacer.blacklist = {};
-- playing with tnt and creative building are usually contradictory
-- (except when doing large-scale landscaping in singleplayer)
replacer.blacklist[ "tnt:boom"] = true;
replacer.blacklist[ "tnt:gunpowder"] = true;
replacer.blacklist[ "tnt:gunpowder_burning"] = true;
replacer.blacklist[ "tnt:tnt"] = true;
-- prevent accidental replacement of your protector
replacer.blacklist[ "protector:protect"] = true;
replacer.blacklist[ "protector:protect2"] = true;
-- adds a tool for inspecting nodes and entities
dofile(minetest.get_modpath("replacer").."/inspect.lua");
-- add HUD support for tool information
dofile(minetest.get_modpath("replacer").."/hud.lua")
minetest.register_tool( "replacer:replacer",
{
description = "Node replacement tool",
groups = {},
inventory_image = "replacer_replacer.png",
wield_image = "",
wield_scale = {x=1,y=1,z=1},
stack_max = 1, -- it has to store information - thus only one can be stacked
liquids_pointable = true, -- it is ok to painit in/with water
--[[
-- the tool_capabilities are of nearly no intrest here
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=0,
groupcaps={
-- For example:
fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
}
},
--]]
node_placement_prediction = nil,
metadata = "default:dirt", -- default replacement: common dirt
on_place = function(itemstack, placer, pointed_thing)
if( placer == nil or pointed_thing == nil) then
return itemstack; -- nothing consumed
end
local name = placer:get_player_name();
--minetest.chat_send_player( name, "You PLACED this on "..minetest.serialize( pointed_thing )..".");
local keys=placer:get_player_control();
-- just place the stored node if now new one is to be selected
if( not( keys["sneak"] )) then
return replacer.replace( itemstack, placer, pointed_thing, 0 ); end
if( pointed_thing.type ~= "node" ) then
-- minetest.chat_send_player( name, " Error: No node selected.");
replacer.set_hud(name, " Error: No node selected.");
return nil;
end
local pos = minetest.get_pointed_thing_position( pointed_thing, under );
local node = minetest.get_node_or_nil( pos );
--minetest.chat_send_player( name, " Target node: "..minetest.serialize( node ).." at pos "..minetest.serialize( pos )..".");
local metadata = "default:dirt 0 0";
if( node ~= nil and node.name ) then
metadata = node.name..' '..node.param1..' '..node.param2;
end
itemstack:set_metadata( metadata );
--minetest.chat_send_player( name, "Node replacement tool set to: '"..metadata.."'.");
replacer.set_hud(name, "Node replacement tool set to: '"..metadata.."'.");
return itemstack; -- nothing consumed but data changed
end,
-- on_drop = func(itemstack, dropper, pos),
on_use = function(itemstack, user, pointed_thing)
return replacer.replace( itemstack, user, pointed_thing, above );
end,
})
replacer.replace = function( itemstack, user, pointed_thing, mode )
if( user == nil or pointed_thing == nil) then
return nil;
end
local name = user:get_player_name();
--minetest.chat_send_player( name, "You USED this on "..minetest.serialize( pointed_thing )..".");
if( pointed_thing.type ~= "node" ) then
--minetest.chat_send_player( name, " Error: No node.");
replacer.set_hud(name, " Error: No node.");
return nil;
end
local pos = minetest.get_pointed_thing_position( pointed_thing, mode );
local node = minetest.get_node_or_nil( pos );
--minetest.chat_send_player( name, " Target node: "..minetest.serialize( node ).." at pos "..minetest.serialize( pos )..".");
if( node == nil ) then
--minetest.chat_send_player( name, "Error: Target node not yet loaded. Please wait a moment for the server to catch up.");
replacer.set_hud(name, "Error: Target node not yet loaded. Please wait a moment for the server to catch up.");
return nil;
end
local item = itemstack:to_table();
-- make sure it is defined
if( not( item[ "metadata"] ) or item["metadata"]=="" ) then
item["metadata"] = "default:dirt 0 0";
end
-- regain information about nodename, param1 and param2
local daten = item[ "metadata"]:split( " " );
-- the old format stored only the node name
if( #daten < 3 ) then
daten[2] = 0;
daten[3] = 0;
end
-- if someone else owns that node then we can not change it
if( replacer_homedecor_node_is_owned(pos, user)) then
return nil;
end
if( node.name and node.name ~= "" and replacer.blacklist[ node.name ]) then
--minetest.chat_send_player( name, "Replacing blocks of the type '"..( node.name or "?" )..
--"' is not allowed on this server. Replacement failed.");
replacer.set_hud( name, "Replacing blocks of the type '"..( node.name or "?" )..
"' is not allowed on this server. Replacement failed.");
return nil;
end
if( replacer.blacklist[ daten[1] ]) then
-- minetest.chat_send_player( name, "Placing blocks of the type '"..( daten[1] or "?" )..
--"' with the replacer is not allowed on this server. Replacement failed.");
replacer.set_hud( name, "Placing blocks of the type '"..( daten[1] or "?" )..
"' with the replacer is not allowed on this server. Replacement failed.");
return nil;
end
-- do not replace if there is nothing to be done
if( node.name == daten[1] ) then
-- the node itshelf remains the same, but the orientation was changed
if( node.param1 ~= daten[2] or node.param2 ~= daten[3] ) then
minetest.add_node( pos, { name = node.name, param1 = daten[2], param2 = daten[3] } );
end
return nil;
end
-- in survival mode, the player has to provide the node he wants to place
if( not(minetest.settings:get_bool("creative_mode") )
and not( minetest.check_player_privs( name, {creative=true}))) then
-- players usually don't carry dirt_with_grass around; it's safe to assume normal dirt here
-- fortunately, dirt and dirt_with_grass does not make use of rotation
if( daten[1] == "default:dirt_with_grass" ) then
daten[1] = "default:dirt";
item["metadata"] = "default:dirt 0 0";
end
-- does the player carry at least one of the desired nodes with him?
if( not( user:get_inventory():contains_item("main", daten[1]))) then
--minetest.chat_send_player( name, "You have no further '"..( daten[1] or "?" ).."'. Replacement failed.");
replacer.set_hud(name, "You have no further '"..( daten[1] or "?" ).."'. Replacement failed.");
return nil;
end
-- give the player the item by simulating digging if possible
if( node.name ~= "air"
and node.name ~= "ignore"
and node.name ~= "default:lava_source"
and node.name ~= "default:lava_flowing"
and node.name ~= "default:river_water_source"
and node.name ~= "default:river_water_flowing"
and node.name ~= "default:water_source"
and node.name ~= "default:water_flowing" ) then
minetest.node_dig( pos, node, user );
local digged_node = minetest.get_node_or_nil( pos );
if( not( digged_node )
or digged_node.name == node.name ) then
--minetest.chat_send_player( name, "Replacing '"..( node.name or "air" ).."' with '"..( item[ "metadata"] or "?" ).."' failed. Unable to remove old node.");
replacer.set_hud(name, "Replacing '"..( node.name or "air" ).."' with '"..( item[ "metadata"] or "?" ).."' failed. Unable to remove old node.");
return nil;
end
end
-- consume the item
user:get_inventory():remove_item("main", daten[1].." 1");
--user:get_inventory():add_item( "main", node.name.." 1");
end
--minetest.chat_send_player( name, "Replacing node '"..( node.name or "air" ).."' with '"..( item[ "metadata"] or "?" ).."'.");
--minetest.place_node( pos, { name = item[ "metadata" ] } );
minetest.add_node( pos, { name = daten[1], param1 = daten[2], param2 = daten[3] } );
return nil; -- no item shall be removed from inventory
end
minetest.register_craft({
output = 'replacer:replacer',
recipe = {
{ 'default:chest', '', '' },
{ '', 'default:stick', '' },
{ '', '', 'default:chest' },
}
})
|
local presetMessages = {
["SIGN"] = "You have joined the league!",
["ASIGN"] = "You have already joined the league!",
["INPROG"] = "The league is already in progress.",
}
local player = Game.GetLocalPlayer()
function OnReceivedMessage(message, color)
if presetMessages[message] ~= nil then message = presetMessages[message] end
UI.ShowFlyUpText(message, player:GetWorldPosition() + Vector3.UP * 100, {
isBig = true,
color = color or Color.WHITE,
duration = 3,
})
end
Events.Connect("RPS_PMP", OnReceivedMessage) |
ITEM.name = "Marijuana Joint"
ITEM.description = "A rolled up cigarette featuring marijuana instead of tobacco."
ITEM.model = Model("models/mosi/fallout4/props/junk/cigar.mdl")
ITEM.category = "Drugs"
ITEM.width = 1
ITEM.height = 1
ITEM.chance = 55
ITEM.functions.Consume = {
OnRun = function(itemTable)
local client = itemTable.player
client:GetCharacter():AddBoost("buff", "str", 20)
client:GetCharacter():AddBoost("debuff", "int", -20)
client:SetHealth(math.Clamp(client:Health() - 10, 0, client:GetMaxHealth()))
hook.Run("SetupDrugTimer", client, client:GetCharacter(), 180) --Seconds
end
} |
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local Rodux = require(Modules.Packages.Rodux)
local IncrementTryOnCharacterModelVersion =
require(Modules.AvatarExperience.Catalog.Actions.IncrementTryOnCharacterModelVersion)
return Rodux.createReducer(0, {
[IncrementTryOnCharacterModelVersion.name] = function(state, action)
return state + 1
end,
}) |
--Point
--author: SukaiPoppuGo
if not _POSAPI and not os.loadAPI("/api/pos/turtle.lua") then
error("Pos API required", 2)
return
end
if not utils then os.loadAPI("/api/utils.lua") end
-- shortcuts
local _abs = math.abs
local _pow = math.pow
local _max = math.max
local _min = math.min
local _sqrt = math.sqrt
local _rep = string.rep
local _len = string.len
--
_G.Point = {}
Point.__index = Point
Point.new = function(self, x, y, z)
local o = {}
local rx, ry, rz = getPos()
setmetatable(o, Point)
o.type = "Point"
o.x = utils.parseCoords(x, rx)
o.y = utils.parseCoords(y, ry)
o.z = utils.parseCoords(z, rz)
return o
end
Point.__add = function(A, B)
return Point:new(A.x + B.x, A.y + B.y, A.z + B.z)
end
Point.__sub = function(A, B)
return Point:new(A.x - B.x, A.y - B.y, A.z - B.z)
end
Point.__eq = function(A, B)
return A.x == B.x and A.y == B.y and A.z == B.z
end
Point.__lt = function(A, B) -- <
return A:distance() < B:distance()
end
Point.__le = function(A, B) -- <=
return A:distance() <= B:distance()
end
Point.__concat = function(self)
return "{"..self.x..","..self._y..","..self._z.."}"
end
Point.__tostring = function(self)
local _x = _rep(" ", _max(0, 5 - _len(self.x)))..self.x
local _y = _rep(" ", _max(0, 5 - _len(self.y)))..self.y
local _z = _rep(" ", _max(0, 5 - _len(self.z)))..self.z
return "{".._x..",".._y..",".._z.."}"
end
Point.fuelCost = function (A, B)
B = B and B or getPos(true)
--print("")
--print("_abs(B.x - A.x) + _abs(B.y - A.y) + _abs(B.z - A.z)")
--print(string.format("(%s) B = (%s) %s, (%s) %s, (%s) %s", type(B), type(B.x), tostring(B.x), type(B.y), tostring(B.y), type(B.z), tostring(B.z)))
--print(string.format("(%s) A = (%s) %s, (%s) %s, (%s) %s", type(A), type(A.x), tostring(A.x), type(A.y), tostring(A.y), type(A.z), tostring(A.z)))
return _abs(B.x - A.x) + _abs(B.y - A.y) + _abs(B.z - A.z)
end
Point.distance = function (A, B)
B = B and B or getPos(true)
return _sqrt(_pow(B.x - A.x, 2) + _pow(B.y - A.y, 2) + _pow(B.z - A.z, 2))
end
Point.size = function(A, B)
return _abs(B.x - A.x) + 1, _abs(B.y - A.y) + 1, _abs(B.z - A.z) + 1
end
Point.volume = function(A, B)
local _x, _y, _z = A:size(B)
return _x * _y * _z
end
|
if matches[2] then
dx.mining:goProspect(matches[3])
else
dx.mining:goProspect()
end |
vim.g.nvim_tree_icons = {
default = "",
symlink = "",
git = {
unstaged = "",
staged = "S",
unmerged = "",
renamed = "➜",
deleted = "",
untracked = "U",
ignored = "◌",
},
folder = {
default = "",
open = "",
empty = "",
empty_open = "",
symlink = "",
},
}
vim.g.nvim_tree_indent_markers = 1 -- 0 by default, this option shows indent markers when folders are open
vim.g.nvim_tree_git_hl = 1 -- 0 by default, will enable file highlight for git attributes (can be used without the icons).
vim.g.nvim_tree_highlight_opened_files = 1 -- 0 by default, will enable folder and file icon highlight for opened files/directories.
local nvim_tree = require "nvim-tree"
local nvim_tree_config = require "nvim-tree.config"
nvim_tree.setup {
disable_netrw = true,
hijack_netrw = true,
ignore_ft_on_setup = {},
auto_close = true,
open_on_tab = false,
update_cwd = true,
diagnostics = {
enable = true,
icons = {
hint = "",
info = "",
warning = "",
error = "",
}
},
update_focused_file = {
enable = true,
update_cwd = true,
ignore_list = {}
},
filters = {
dotfiles = false,
custom = {}
},
git = {
enable = true,
ignore = true,
timeout = 500,
},
view= {
width = 30,
height = 30,
hide_root_folder = false,
side = 'left',
auto_resize = true,
preserve_window_proportions = true,
mappings = {
custom_only = false,
-- In app key maps
list = {
{ key = "h", cb = nvim_tree_config.nvim_tree_callback "close_node" }, -- to collapse expanded nodes
}
},
number = false,
relativenumber = false,
signcolumn = "yes"
},
trash = {
cmd = "trash",
require_confirm = true
},
}
-------------------- Default actions reference ----------------------------------------------------------------------
-- <CR> or o on the root folder will cd in the above directory
-- <C-]> will cd in the directory under the cursor
-- <BS> will close current opened directory or parent
-- type a to add a file. Adding a directory requires leaving a leading / at the end of the path.
-- you can add multiple directories by doing foo/bar/baz/f and it will add foo bar and baz directories and f as a file
-- type r to rename a file
-- type <C-r> to rename a file and omit the filename on input
-- type x to add/remove file/directory to cut clipboard
-- type c to add/remove file/directory to copy clipboard
-- type y will copy name to system clipboard
-- type Y will copy relative path to system clipboard
-- type gy will copy absolute path to system clipboard
-- type p to paste from clipboard. Cut clipboard has precedence over copy (will prompt for confirmation)
-- type d to delete a file (will prompt for confirmation)
-- type D to trash a file (configured in setup())
-- type ]c to go to next git item
-- type [c to go to prev git item
-- type - to navigate up to theparent directory of the current file/directory
-- type s to open a file with default system application or a folder with default file manager (if you want to change the command used to do it see :h nvim-tree.setup under system_open)
-- if the file is a directory, <CR> will open the directory otherwise it will open the file in the buffer near the tree
-- if the file is a symlink, <CR> will follow the symlink (if the target is a file)
-- <C-v> will open the file in a vertical split
-- <C-x> will open the file in a horizontal split
-- <C-t> will open the file in a new tab
-- <Tab> will open the file as a preview (keeps the cursor in the tree)
-- I will toggle visibility of hidden folders / files
-- H will toggle visibility of dotfiles (files/folders starting with a .)
-- R will refresh the tree
-- Double left click acts like <CR>
-- Double right click acts like <C-]>
-- W will collapse the whole tree
-- S will prompt the user to enter a path and then expands the tree to match the path
-- . will enter vim command mode with the file the cursor is on
-- C-k will toggle a popup with file infos about the file under the cursor
|
local getChildrenArrayByLevelIndex
getChildrenArrayByLevelIndex = function (id, level, index, limit, offset, children, result)
level = level - 1
-- current level = maxlevel - level
local value = redis.call('get', prefix .. id)
if not value then
return result
end
local list = cmsgpack.unpack(value)
for i, v in ipairs(list) do
local cid = v[1]
local hasChild = v[2] -- Should be an array
local item = { cid, hasChild }
if hasChild ~= 0 and level ~= 0 then
if (cid == id) then -- If child ID == current node
return redis.error_reply("ERR infinite loop found in 'tchildrenarray' command")
end
getChildrenArrayByLevelIndex(cid, level, index, limit, offset, children, item)
if #item == 2 then
v[2] = 0
end
end
if result then
result[#result + 1] = item
end
if level == 0 and #children ~= limit then -- and index >= offset then -- if this is the level we're looking for
children[#children + 1] = cid
end
if level == 0 then -- if this is the level we're looking for
index = index + 1
end
end
return result
end
local level = 1
local limit = 50
local offset = 0
local flowover = 'true'
local index = 0
if ARGV[2] then
if string.upper(ARGV[2]) == 'LEVEL' then
if not ARGV[3] then
return redis.error_reply("ERR wrong number of arguments for 'tchildrenarray' command")
end
level = tonumber(ARGV[3])
end
end
if ARGV[4] then
if string.upper(ARGV[4]) == 'LIMIT' then
if not ARGV[5] then
return redis.error_reply("ERR wrong number of arguments for 'tchildrenarray' command")
end
limit = tonumber(ARGV[5])
end
end
if ARGV[6] then
if string.upper(ARGV[6]) == 'OFFSET' then
if not ARGV[7] then
return redis.error_reply("ERR wrong number of arguments for 'tchildrenarray' command")
end
offset = tonumber(ARGV[7])
end
end
if ARGV[8] then
if string.upper(ARGV[8]) == 'FLOWOVER' then
if not ARGV[9] then
return redis.error_reply("ERR wrong number of arguments for 'tchildrenarray' command")
end
flowover = ARGV[9]
end
end
if level == 0 then
return nil
end
-- getChildrenArrayByLevelIndex(
-- currentid, // ID of the node (USER SET)
-- currentlevel, // Current level reverse index doubles as max level (USER SET)
-- index, // Current index of the node in a flat array (NON-USER SET)
-- limit, // Max number of nodes to return (USER SET)
-- offset, // Offset to start placing nodes in array (USER SET)
-- flowover, // Whether to continue after hitting the maxlevel (USER SET)
-- Result) // An array
local result = {}
getChildrenArrayByLevelIndex(id, level, index, limit, offset, result, {})
while #result ~= limit and flowover == 'true' do
local size = #result
level = level + 1
getChildrenArrayByLevelIndex(id, level, index, limit, offset, result)
if size == #result then -- we've hit the end
return result
end
end
return result
|
RECIPE.name = "Manhack"
RECIPE.description = "recipeManhackDesc"
RECIPE.category = "Assembly"
RECIPE.model = "models/manhack.mdl"
RECIPE.requirements = {
["manhack_gib01"] = 1,
["manhack_gib02"] = 1,
["manhack_gib03"] = 1,
["manhack_gib04"] = 1,
["manhack_gib05"] = 2,
}
RECIPE.results = {
["manhack"] = 1
}
RECIPE:PostHook("OnCanCraft", function(recipeTable, client)
for _, v in pairs(ents.FindByClass("ix_station_workbench")) do
if (client:GetPos():DistToSqr(v:GetPos()) < 100 * 100) then
return true
end
end
return false, L("noWorkbench")
end)
|
local EventRegistry = {}
local EventRegistry_mt = { __index = EventRegistry }
function EventRegistry:Create(frame)
local event_registry = {}
setmetatable(event_registry, EventRegistry_mt)
event_registry:Initialize(frame)
return event_registry
end
function EventRegistry:Initialize(frame)
self.frame = CreateFrame("Frame", "EventRegistry", frame)
self.frame.owner = self
self.frame:SetScript("OnEvent", EventRegistry.OnEvent)
self.registry = {}
self.events_by_unit = {}
end
function EventRegistry:OnEvent(event, unit)
self = self.owner
if unit and unit ~= "player" and unit ~= "target" then return end
local escaped_unit = unit or "nil"
if not self.events_by_unit[unit] then
self.events_by_unit[escaped_unit] = {}
end
self.events_by_unit[escaped_unit][event] = true
end
function EventRegistry:Run()
for unit, events in pairs(self.events_by_unit) do
local unescaped_unit = unit == "nil" and nil or unit
for event, _ in pairs(events) do
for entry, _ in pairs(self.registry[event] or {}) do
entry.callback(entry.spell, event, unescaped_unit)
end
end
end
self.events_by_unit = {}
end
function EventRegistry:Register(event, spell, callback)
if not self.registry[event] then
self.registry[event] = {}
self.frame:RegisterEvent(event)
end
entry = { callback = callback, spell = spell }
self.registry[event][entry] = true
end
function EventRegistry:Unregister(spell)
for event, spells in pairs(self.registry) do
for entry, _ in pairs(spells) do
if entry.spell == spell then
spells[entry] = nil
end
end
end
end
GuiBarHero.EventRegistry = EventRegistry
|
--[[
Strict variable declarations for Lua 5.1, 5.2 & 5.3
Copyright(C) 2014-2021 Gary V. Vaughan
Copyright(C) 2010-2014 Reuben Thomas <rrt@sc3d.org>
Copyright(C) 2006-2011 Luiz Henrique de Figueiredo <lhf@tecgraf.puc-rio.br>
]]
--[[--
Diagnose uses of undeclared variables.
All variables(including functions!) must be "declared" through a regular
assignment(even assigning `nil` will do) in a strict scope before being
used anywhere or assigned to inside a nested scope.
Use the callable returned by this module to interpose a strictness check
proxy table to the given environment. The callable runs `setfenv`
appropriately in Lua 5.1 interpreters to ensure the semantic equivalence.
@module std.strict
]]
local _ENV = {
error = error,
getmetatable = getmetatable,
pairs = pairs,
setfenv = setfenv or function() end,
setmetatable = setmetatable,
debug_getinfo = debug.getinfo,
}
setfenv(1, _ENV)
--- What kind of variable declaration is this?
-- @treturn string 'C', 'Lua' or 'main'
local function what()
local d = debug_getinfo(3, 'S')
return d and d.what or 'C'
end
return setmetatable({
--- Module table.
-- @table strict
-- @string version release version identifier
version = 'Strict Variable Declaration / 1.2.1-1',
--- Require variable declarations before use in scope *env*.
--
-- Normally the module @{strict:__call} metamethod is all you need,
-- but you can use this method for more complex situations.
-- @function strict
-- @tparam table env lexical environment table
-- @treturn table *env* proxy table with metamethods to enforce strict
-- declarations
-- @usage
-- local _ENV = setmetatable({}, {__index = _G})
-- if require 'std.debug_init'._DEBUG.strict then
-- _ENV = require 'std.strict'.strict(_ENV)
-- end
-- -- ...and for Lua 5.1 compatibility, without triggering undeclared
-- -- variable error:
-- if rawget(_G, 'setfenv') ~= nil then setfenv(1, _ENV) end
strict = function(env)
-- The set of declared variables in this scope.
local declared = {}
--- Environment Metamethods
-- @section environmentmetamethods
return setmetatable({}, {
--- Detect dereference of undeclared variable.
-- @function env:__index
-- @string n name of the variable being dereferenced
__index = function(_, n)
local v = env[n]
if v ~= nil then
declared[n] = true
elseif not declared[n] and what() ~= 'C' then
error("variable '" .. n .. "' is not declared", 2)
end
return v
end,
--- Proxy `len` calls.
-- @function env:__len
-- @tparam table t strict table
__len = function()
local len = (getmetatable(env) or {}).__len
if len then
return len(env)
end
local n = #env
for i = 1, n do
if env[i] == nil then
return i -1
end
end
return n
end,
--- Detect assignment to undeclared variable.
-- @function env:__newindex
-- @string n name of the variable being declared
-- @param v initial value of the variable
__newindex = function(_, n, v)
local x = env[n]
if x == nil and not declared[n] then
local w = what()
if w ~= 'main' and w ~= 'C' then
error("assignment to undeclared variable '" .. n .. "'", 2)
end
end
declared[n] = true
env[n] = v
end,
--- Proxy `pairs` calls.
-- @function env:__pairs
-- @tparam table t strict table
__pairs = function()
return ((getmetatable(env) or {}).__pairs or pairs)(env)
end,
})
end,
}, {
--- Module Metamethods
-- @section modulemetamethods
--- Enforce strict variable declarations in *env*.
-- @function strict:__call
-- @tparam table env lexical environment table
-- @tparam[opt=1] int level stack level for `setfenv`, 1 means
-- set caller's environment
-- @treturn table *env* which must be assigned to `_ENV`
-- @usage
-- local _ENV = require 'std.strict'(_G)
__call = function(self, env, level)
env = self.strict(env)
setfenv(1 +(level or 1), env)
return env
end,
})
|
GM.Name = "PeterPVP"
GM.Author = "Peter Soboyejo<thepcmrtim@gmail.com>"
GM.Email = "thepcmrtim@gmail.com"
GM.Website = "http://petersoboyejo.com/"
team.SetUp( 0, "Blue", Color(0, 0, 255) )
team.SetUp( 1, "Red", Color(255, 0, 0) )
function GM:Initialize() -- called when the gamemode is first started
self.BaseClass.Initialize(self)
end
|
local assets =
{
Asset("ANIM", "anim/evergreen_new.zip"), --build
Asset("ANIM", "anim/evergreen_new_2.zip"), --build
Asset("ANIM", "anim/evergreen_tall_old.zip"),
Asset("ANIM", "anim/evergreen_short_normal.zip"),
Asset("ANIM", "anim/dust_fx.zip"),
Asset("SOUND", "sound/forest.fsb"),
}
local prefabs =
{
"log",
"twigs",
"pinecone",
"charcoal",
"leif",
"leif_sparse",
"pine_needles"
}
local builds =
{
normal = {
file="evergreen_new",
prefab_name="evergreen",
normal_loot = {"log", "log", "pinecone"},
short_loot = {"log"},
tall_loot = {"log", "log", "log", "pinecone", "pinecone"},
drop_pinecones=true,
leif="leif",
},
sparse = {
file="evergreen_new_2",
prefab_name="evergreen_sparse",
normal_loot = {"log","log"},
short_loot = {"log"},
tall_loot = {"log", "log","log"},
drop_pinecones=false,
leif="leif_sparse",
},
}
local function makeanims(stage)
return {
idle="idle_"..stage,
sway1="sway1_loop_"..stage,
sway2="sway2_loop_"..stage,
chop="chop_"..stage,
fallleft="fallleft_"..stage,
fallright="fallright_"..stage,
stump="stump_"..stage,
burning="burning_loop_"..stage,
burnt="burnt_"..stage,
chop_burnt="chop_burnt_"..stage,
idle_chop_burnt="idle_chop_burnt_"..stage
}
end
local short_anims = makeanims("short")
local tall_anims = makeanims("tall")
local normal_anims = makeanims("normal")
local old_anims =
{
idle="idle_old",
sway1="idle_old",
sway2="idle_old",
chop="chop_old",
fallleft="chop_old",
fallright="chop_old",
stump="stump_old",
burning="idle_olds",
burnt="burnt_tall",
chop_burnt="chop_burnt_tall",
idle_chop_burnt="idle_chop_burnt_tall",
}
local function dig_up_stump(inst, chopper)
inst:Remove()
inst.components.lootdropper:SpawnLootPrefab("log")
end
local function chop_down_burnt_tree(inst, chopper)
inst:RemoveComponent("workable")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeCrumble")
inst.SoundEmitter:PlaySound("dontstarve/wilson/use_axe_tree")
inst.AnimState:PlayAnimation(inst.anims.chop_burnt)
RemovePhysicsColliders(inst)
inst:ListenForEvent("animover", function() inst:Remove() end)
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:DropLoot()
if inst.pineconetask then
inst.pineconetask:Cancel()
inst.pineconetask = nil
end
end
local function GetBuild(inst)
local build = builds[inst.build]
if build == nil then
return builds["normal"]
end
return build
end
local burnt_highlight_override = {.5,.5,.5}
local function OnBurnt(inst, imm)
local function changes()
if inst.components.burnable then
inst.components.burnable:Extinguish()
end
inst:RemoveComponent("burnable")
inst:RemoveComponent("propagator")
inst:RemoveComponent("growable")
inst:RemoveTag("shelter")
inst:RemoveTag("dragonflybait_lowprio")
inst:RemoveTag("fire")
inst.components.lootdropper:SetLoot({})
if GetBuild(inst).drop_pinecones then
inst.components.lootdropper:AddChanceLoot("pinecone", 0.1)
end
if inst.components.workable then
inst.components.workable:SetWorkLeft(1)
inst.components.workable:SetOnWorkCallback(nil)
inst.components.workable:SetOnFinishCallback(chop_down_burnt_tree)
end
end
if imm then
changes()
else
inst:DoTaskInTime( 0.5, changes)
end
inst.AnimState:PlayAnimation(inst.anims.burnt, true)
inst.AnimState:SetRayTestOnBB(true);
inst:AddTag("burnt")
inst.highlight_override = burnt_highlight_override
end
local function PushSway(inst)
if math.random() > .5 then
inst.AnimState:PushAnimation(inst.anims.sway1, true)
else
inst.AnimState:PushAnimation(inst.anims.sway2, true)
end
end
local function Sway(inst)
if math.random() > .5 then
inst.AnimState:PlayAnimation(inst.anims.sway1, true)
else
inst.AnimState:PlayAnimation(inst.anims.sway2, true)
end
end
local function SetShort(inst)
inst.anims = short_anims
if inst.components.workable then
inst.components.workable:SetWorkLeft(TUNING.EVERGREEN_CHOPS_SMALL)
end
-- if inst:HasTag("shelter") then inst:RemoveTag("shelter") end
inst.components.lootdropper:SetLoot(GetBuild(inst).short_loot)
Sway(inst)
end
local function GrowShort(inst)
inst.AnimState:PlayAnimation("grow_old_to_short")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeGrowFromWilt")
PushSway(inst)
end
local function SetNormal(inst)
inst.anims = normal_anims
if inst.components.workable then
inst.components.workable:SetWorkLeft(TUNING.EVERGREEN_CHOPS_NORMAL)
end
-- if inst:HasTag("shelter") then inst:RemoveTag("shelter") end
inst.components.lootdropper:SetLoot(GetBuild(inst).normal_loot)
Sway(inst)
end
local function GrowNormal(inst)
inst.AnimState:PlayAnimation("grow_short_to_normal")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeGrow")
PushSway(inst)
end
local function SetTall(inst)
inst.anims = tall_anims
if inst.components.workable then
inst.components.workable:SetWorkLeft(TUNING.EVERGREEN_CHOPS_TALL)
end
-- inst:AddTag("shelter")
inst.components.lootdropper:SetLoot(GetBuild(inst).tall_loot)
Sway(inst)
end
local function GrowTall(inst)
inst.AnimState:PlayAnimation("grow_normal_to_tall")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeGrow")
PushSway(inst)
end
local function SetOld(inst)
inst.anims = old_anims
if inst.components.workable then
inst.components.workable:SetWorkLeft(1)
end
if GetBuild(inst).drop_pinecones then
inst.components.lootdropper:SetLoot({"pinecone"})
else
inst.components.lootdropper:SetLoot({})
end
Sway(inst)
end
local function GrowOld(inst)
inst.AnimState:PlayAnimation("grow_tall_to_old")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeWilt")
PushSway(inst)
end
local function inspect_tree(inst)
if inst:HasTag("burnt") then
return "BURNT"
elseif inst:HasTag("stump") then
return "CHOPPED"
end
end
local growth_stages =
{
{name="short", time = function(inst) return GetRandomWithVariance(TUNING.EVERGREEN_GROW_TIME[1].base, TUNING.EVERGREEN_GROW_TIME[1].random) end, fn = function(inst) SetShort(inst) end, growfn = function(inst) GrowShort(inst) end , leifscale=.7 },
{name="normal", time = function(inst) return GetRandomWithVariance(TUNING.EVERGREEN_GROW_TIME[2].base, TUNING.EVERGREEN_GROW_TIME[2].random) end, fn = function(inst) SetNormal(inst) end, growfn = function(inst) GrowNormal(inst) end, leifscale=1 },
{name="tall", time = function(inst) return GetRandomWithVariance(TUNING.EVERGREEN_GROW_TIME[3].base, TUNING.EVERGREEN_GROW_TIME[3].random) end, fn = function(inst) SetTall(inst) end, growfn = function(inst) GrowTall(inst) end, leifscale=1.25 },
{name="old", time = function(inst) return GetRandomWithVariance(TUNING.EVERGREEN_GROW_TIME[4].base, TUNING.EVERGREEN_GROW_TIME[4].random) end, fn = function(inst) SetOld(inst) end, growfn = function(inst) GrowOld(inst) end },
}
local function chop_tree(inst, chopper, chops)
if chopper and chopper.components.beaverness and chopper.components.beaverness:IsBeaver() then
inst.SoundEmitter:PlaySound("dontstarve/characters/woodie/beaver_chop_tree")
else
inst.SoundEmitter:PlaySound("dontstarve/wilson/use_axe_tree")
end
local fx = SpawnPrefab("pine_needles_chop")
local x, y, z= inst.Transform:GetWorldPosition()
fx.Transform:SetPosition(x,y + math.random()*2,z)
inst.AnimState:PlayAnimation(inst.anims.chop)
inst.AnimState:PushAnimation(inst.anims.sway1, true)
--tell any nearby leifs to wake up
local pt = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pt.x,pt.y,pt.z, TUNING.LEIF_REAWAKEN_RADIUS, {"leif"})
for k,v in pairs(ents) do
if v.components.sleeper and v.components.sleeper:IsAsleep() then
v:DoTaskInTime(math.random(), function() v.components.sleeper:WakeUp() end)
end
v.components.combat:SuggestTarget(chopper)
end
end
local function chop_down_tree(inst, chopper)
inst:RemoveComponent("burnable")
MakeSmallBurnable(inst)
inst:RemoveComponent("propagator")
MakeSmallPropagator(inst)
inst:RemoveComponent("workable")
inst:RemoveTag("shelter")
inst.SoundEmitter:PlaySound("dontstarve/forest/treefall")
local pt = Vector3(inst.Transform:GetWorldPosition())
local hispos = Vector3(chopper.Transform:GetWorldPosition())
local he_right = (hispos - pt):Dot(TheCamera:GetRightVec()) > 0
if he_right then
inst.AnimState:PlayAnimation(inst.anims.fallleft)
inst.components.lootdropper:DropLoot(pt - TheCamera:GetRightVec())
else
inst.AnimState:PlayAnimation(inst.anims.fallright)
inst.components.lootdropper:DropLoot(pt + TheCamera:GetRightVec())
end
inst:DoTaskInTime(.4, function()
local sz = (inst.components.growable and inst.components.growable.stage > 2) and .5 or .25
GetPlayer().components.playercontroller:ShakeCamera(inst, "FULL", 0.25, 0.03, sz, 6)
end)
RemovePhysicsColliders(inst)
inst.AnimState:PushAnimation(inst.anims.stump)
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up_stump)
inst.components.workable:SetWorkLeft(1)
inst:AddTag("stump")
if inst.components.growable then
inst.components.growable:StopGrowing()
end
inst:AddTag("NOCLICK")
inst:DoTaskInTime(2, function() inst:RemoveTag("NOCLICK") end)
local days_survived = GetClock().numcycles
if days_survived >= TUNING.LEIF_MIN_DAY then
if math.random() <= TUNING.LEIF_PERCENT_CHANCE then
local numleifs = 1
if days_survived > 30 then
numleifs = math.random(2)
elseif days_survived > 80 then
numleifs = math.random(3)
end
for k = 1,numleifs do
local target = FindEntity(inst, TUNING.LEIF_MAXSPAWNDIST,
function(item)
if item.components.growable and item.components.growable.stage <= 3 then
return item:HasTag("tree") and (not item:HasTag("stump")) and (not item:HasTag("burnt")) and not item.noleif
end
return false
end)
if target then
target.noleif = true
target.leifscale = growth_stages[target.components.growable.stage].leifscale or 1
target:DoTaskInTime(1 + math.random()*3, function()
if target and not target:HasTag("stump") and not target:HasTag("burnt") and
target.components.growable and target.components.growable.stage <= 3 then
local target = target
if builds[target.build] and builds[target.build].leif then
local leif = SpawnPrefab(builds[target.build].leif)
if leif then
local scale = target.leifscale
local r,g,b,a = target.AnimState:GetMultColour()
leif.AnimState:SetMultColour(r,g,b,a)
--we should serialize this?
leif.components.locomotor.walkspeed = leif.components.locomotor.walkspeed*scale
leif.components.combat.defaultdamage = leif.components.combat.defaultdamage*scale
leif.components.health.maxhealth = leif.components.health.maxhealth*scale
leif.components.health.currenthealth = leif.components.health.currenthealth*scale
leif.components.combat.hitrange = leif.components.combat.hitrange*scale
leif.components.combat.attackrange = leif.components.combat.attackrange*scale
leif.Transform:SetScale(scale,scale,scale)
leif.components.combat:SuggestTarget(chopper)
leif.sg:GoToState("spawn")
target:Remove()
leif.Transform:SetPosition(target.Transform:GetWorldPosition())
end
end
end
end)
end
end
end
end
end
local function tree_burnt(inst)
OnBurnt(inst)
inst.pineconetask = inst:DoTaskInTime(10,
function()
local pt = Vector3(inst.Transform:GetWorldPosition())
if math.random(0, 1) == 1 then
pt = pt + TheCamera:GetRightVec()
else
pt = pt - TheCamera:GetRightVec()
end
inst.components.lootdropper:DropLoot(pt)
inst.pineconetask = nil
end)
end
local function handler_growfromseed (inst)
inst.components.growable:SetStage(1)
inst.AnimState:PlayAnimation("grow_seed_to_short")
inst.SoundEmitter:PlaySound("dontstarve/forest/treeGrow")
PushSway(inst)
end
local function onsave(inst, data)
if inst:HasTag("burnt") or inst:HasTag("fire") then
data.burnt = true
end
if inst:HasTag("stump") then
data.stump = true
end
if inst.build ~= "normal" then
data.build = inst.build
end
end
local function onload(inst, data)
if data then
if not data.build or builds[data.build] == nil then
inst.build = "normal"
else
inst.build = data.build
end
if data.burnt then
inst:AddTag("fire") -- Add the fire tag here: OnEntityWake will handle it actually doing burnt logic
elseif data.stump then
inst:RemoveComponent("burnable")
MakeSmallBurnable(inst)
inst:RemoveComponent("workable")
inst:RemoveComponent("propagator")
MakeSmallPropagator(inst)
inst:RemoveComponent("growable")
RemovePhysicsColliders(inst)
inst.AnimState:PlayAnimation(inst.anims.stump)
inst:AddTag("stump")
inst:RemoveTag("shelter")
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up_stump)
inst.components.workable:SetWorkLeft(1)
end
end
end
local function OnEntitySleep(inst)
local fire = false
if inst:HasTag("fire") then
fire = true
end
inst:RemoveComponent("burnable")
inst:RemoveComponent("propagator")
inst:RemoveComponent("inspectable")
if fire then
inst:AddTag("fire")
end
end
local function OnEntityWake(inst)
if not inst:HasTag("burnt") and not inst:HasTag("fire") then
if not inst.components.burnable then
if inst:HasTag("stump") then
MakeSmallBurnable(inst)
else
MakeLargeBurnable(inst)
inst.components.burnable:SetFXLevel(5)
inst.components.burnable:SetOnBurntFn(tree_burnt)
end
end
if not inst.components.propagator then
if inst:HasTag("stump") then
MakeSmallPropagator(inst)
else
MakeLargePropagator(inst)
end
end
elseif not inst:HasTag("burnt") and inst:HasTag("fire") then
OnBurnt(inst, true)
end
if not inst.components.inspectable then
inst:AddComponent("inspectable")
inst.components.inspectable.getstatus = inspect_tree
end
end
local function makefn(build, stage, data)
local function fn(Sim)
local l_stage = stage
if l_stage == 0 then
l_stage = math.random(1,3)
end
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
local sound = inst.entity:AddSoundEmitter()
MakeObstaclePhysics(inst, .25)
local minimap = inst.entity:AddMiniMapEntity()
if build == "normal" then
minimap:SetIcon("evergreen.png")
elseif build == "sparse" then
minimap:SetIcon("evergreen_lumpy.png")
end
minimap:SetPriority(-1)
inst:AddTag("tree")
inst:AddTag("workable")
inst:AddTag("shelter")
inst.build = build
anim:SetBuild(GetBuild(inst).file)
anim:SetBank("evergreen_short")
local color = 0.5 + math.random() * 0.5
anim:SetMultColour(color, color, color, 1)
-------------------
MakeLargeBurnable(inst)
inst.components.burnable:SetFXLevel(5)
inst.components.burnable:SetOnBurntFn(tree_burnt)
inst.components.burnable:MakeDragonflyBait(1)
MakeLargePropagator(inst)
-------------------
inst:AddComponent("inspectable")
inst.components.inspectable.getstatus = inspect_tree
-------------------
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.CHOP)
inst.components.workable:SetOnWorkCallback(chop_tree)
inst.components.workable:SetOnFinishCallback(chop_down_tree)
-------------------
inst:AddComponent("lootdropper")
---------------------
inst:AddComponent("growable")
inst.components.growable.stages = growth_stages
inst.components.growable:SetStage(l_stage)
inst.components.growable.loopstages = true
inst.components.growable.springgrowth = true
inst.components.growable:StartGrowing()
inst.growfromseed = handler_growfromseed
---------------------
--PushSway(inst)
inst.AnimState:SetTime(math.random()*2)
---------------------
inst.OnSave = onsave
inst.OnLoad = onload
MakeSnowCovered(inst, .01)
---------------------
inst:SetPrefabName( GetBuild(inst).prefab_name )
if data =="burnt" then
OnBurnt(inst)
end
if data =="stump" then
inst:RemoveComponent("burnable")
MakeSmallBurnable(inst)
inst:RemoveComponent("workable")
inst:RemoveComponent("propagator")
MakeSmallPropagator(inst)
inst:RemoveComponent("growable")
RemovePhysicsColliders(inst)
inst.AnimState:PlayAnimation(inst.anims.stump)
inst:AddTag("stump")
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up_stump)
inst.components.workable:SetWorkLeft(1)
end
inst.OnEntitySleep = OnEntitySleep
inst.OnEntityWake = OnEntityWake
return inst
end
return fn
end
local function tree(name, build, stage, data)
return Prefab("forest/objects/trees/"..name, makefn(build, stage, data), assets, prefabs)
end
return tree("evergreen", "normal", 0),
tree("evergreen_normal", "normal", 2),
tree("evergreen_tall", "normal", 3),
tree("evergreen_short", "normal", 1),
tree("evergreen_sparse", "sparse", 0),
tree("evergreen_sparse_normal", "sparse", 2),
tree("evergreen_sparse_tall", "sparse", 3),
tree("evergreen_sparse_short", "sparse", 1),
tree("evergreen_burnt", "normal", 0, "burnt"),
tree("evergreen_stump", "normal", 0, "stump")
|
-- this file is outdated now, I think.
-- colors for each theme should live somewhere else because I'm nutty like that.
themeColors = {
Player = {
P1 = HSV(38,0.8,1),
P2 = HSV(195,0.8,1),
},
Difficulty = {
Beginner = color("#ff32f8"), -- light cyan
Easy = color("#2cff00"), -- green
Medium = color("#fee600"), -- yellow
Hard = color("#ff2f39"), -- red
Challenge = color("#1cd8ff"), -- light blue
Edit = color("0.8,0.8,0.8,1"), -- gray
Couple = color("#ed0972"), -- hot pink
Routine = color("#ff9a00"), -- orange
Difficulty_Beginner = color("0.0,0.9,1.0,1"), -- purple
Difficulty_Easy = color("0.9,0.9,0.0,1"), -- green
Difficulty_Medium = color("1.0,0.1,0.1,1"), -- yellow
Difficulty_Hard = color("0.2,1.0,0.2,1"), -- red
Difficulty_Challenge = color("0.2,0.6,1.0,1"), -- light blue
Difficulty_Edit = color("0.8,0.8,0.8,1"), -- gray
Difficulty_Couple = color("#ed0972"), -- hot pink
Difficulty_Routine = color("#ff9a00"), -- orange
},
}
-- temporary:
function StageToColor( stage )
return color("#FFFFFF")
end
-- specific functions
function PlayerColor(pn)
return themeColors.Player[ ToEnumShortString(pn) ]
end;
function CustomDifficultyToColor(diff)
return themeColors.Difficulty[diff] or color("1,0,0,1")
end;
-- judgment colors
local tnsColors = {
TapNoteScore_W1 = HSV(48,0.2,1),
TapNoteScore_W2 = HSV(48,0.8,0.95),
TapNoteScore_W3 = HSV(160,0.9,0.8),
TapNoteScore_W4 = HSV(200,0.9,1),
TapNoteScore_W5 = HSV(320,0.9,1),
TapNoteScore_Miss = HSV(0,0.8,0.8)
};
function TapNoteScoreToColor(tns) return tnsColors[tns] end
|
-- Timing is a namespace of functions dealing with time. Timing.OnUpdate is likely to be
-- the most familiar timer for any newbies.
--
-- local r=Timing.OnUpdate(print, "This is printed every frame!");
-- r() -- Remove the timer
--
-- Timing also lets you call a function periodically. All periods in Timing are specified
-- in seconds:
--
-- Timing.Every(1, print, "Print every 1 second");
--
-- Invocations are dependent on framerate, so a slow or inconsistent framerate can cause
-- issues. There's a few different strategies for compensating for this problem, and Timing
-- provides them as separate timing functions:
--
-- * Periodic - Call function one period after now. Invocations can be lost, and the actual
-- time will drift from the scheduled time. However, time between invocations will stay fairly
-- constant.
-- * Rhythmic - Compensate for drift, so delayed invocations will not delay subsequent
-- invocations. Invocations can be lost. Time between individual invocations will vary.
-- * Burst - Compensate for delays. Invocations are never lost, but time between invocations
-- can be extremely inconsistent.
--
-- If you have a good framerate, there will be very little difference between these functions.
-- Periodic and Rhythmic are only subtly different from one another. You must use Burst if
-- you're depending on a function to be called a certain number of times.
--
-- There's also some other neat functions here that aren't timers:
--
-- -- Cycle a myPowerText between purple and orange
-- local color=Timing.CycleValues(1, "purple", "orange");
-- Timing.Every(.2, function()
-- Frames.Color(myPowerText, color);
-- myPowerText:SetText(UnitPower("player");
-- end);
--
-- -- Spam guild with "FAIL" five times, streaming every .1 seconds.
-- local out=Timing.Throttle(.1, Chat.g);
-- for i=1, 5 do
-- Chatpic.fail(out);
-- end;
-- I don't try to have FritoMod cover every possible case. If your timing strategy is sufficiently
-- complicated, you'll have to write it yourself.
--
-- I might eventually write a scheduler that would balance timer invocations and framerate. This
-- would take some of the guesswork out of deciding period magnitude. Until then, use your best
-- judgement.
--
-- Prefer callbacks over timers, as callbacks will only fire on changes. These saved frames add up.
if nil ~= require then
require "wow/Frame-Events";
require "wow/api/Frame";
require "wow/api/Timing"
require "fritomod/basic";
require "fritomod/currying";
require "fritomod/Functions";
require "fritomod/Lists";
require "fritomod/ListenerList";
require "fritomod/Callbacks-Frames";
end;
Timing = Timing or {};
do
local listeners = ListenerList:New();
listeners:SetRemoveOnFail(true);
listeners:SetID("Timing")
listeners:AddInstaller(function()
if IsCallable(Timing.delegate) then
Timing.delegate = Timing.delegate();
end;
return Timing.delegate:Start();
end);
local Delegate = OOP.Class("Timing.Delegate(WoW)");
function Delegate:Constructor()
self.frame = CreateFrame("Frame");
end;
function Delegate:Start()
return Callbacks.OnUpdate(self.frame, Timing.Tick);
end;
Timing.delegate = Seal(Delegate, "New");
Timing.LAST_ELAPSED = 0;
-- Iterate our timers.
--
-- There's never a need to directly call this function unless you're developing or
-- testing this addon.
function Timing.Tick(delta)
Timing.LAST_ELAPSED = delta;
-- We don't use currying here to ensure we can override listeners
-- during testing.
listeners:Fire();
end;
-- Adds a function that is fired every update. This is the highest-precision timing
-- function though its precision is dependent on framerate.
--
-- listener, ...
-- the function that is fired every update
-- returns
-- a function that removes the specified listener
function Timing.OnUpdate(func, ...)
-- We don't use currying here to ensure we can override listeners
-- during testing.
return listeners:Add(func, ...);
end;
-- Replace our listener tables with new ones.
--
-- You'll never call this function unless you're developing this addon.
function Timing._Mask(newListeners)
local oldListeners = listeners;
listeners=newListeners;
return function()
listeners=oldListeners;
end;
end;
end;
-- Helper function to construct timers. tickFuncs are called every update, and should
-- return what they want elapsed to be. This allows tickFuncs to reset or adjust their
-- timer.
local function Timer(tickFunc, ...)
tickFunc=Curry(tickFunc, ...);
return function(period, func, ...)
period = Strings.GetTime(period);
func = Curry(func, ...);
local success, err = true, "";
local function Receiver()
success, err = xpcall(func, traceback);
end;
local elapsed=0;
return Timing.OnUpdate(function(delta)
delta = Timing.LAST_ELAPSED;
elapsed=tickFunc(period, elapsed+delta, Receiver);
if not success then
-- Reset success
success = true;
error(err);
end;
end);
end;
end;
-- Calls the specified function periodically. This timer doesn't try to keep rhythm,
-- so the actual time will slowly wander further from the scheduled time. For most uses,
-- though, this behavior is tolerable, if not expected.
--
-- period
-- the length in between calls, in seconds
-- func, ...
-- the function that is invoked periodically
-- returns
-- a function that, when invoked, stops this timer.
Timing.Periodic = Timer(function(period, elapsed, func)
if elapsed >= period then
func();
elapsed=0;
end;
return elapsed;
end);
function Timing.Every(first, ...)
if type(first) == "string" then
local time = Strings.GetTime(first);
if time > 0 then
first = time;
end;
end;
if type(first)=="number" then
return Timing.Periodic(first, ...);
else
return Timing.OnUpdate(first, ...);
end;
end;
-- Calls the specified function rhythmically. This timer will maintain a rhythm; actual
-- times will stay close to scheduled times, but distances between individual iterations
-- will vary.
--
-- This rhythm is local to this function. You'll have to do synchronizing on your own to
-- maintain a global rhythm.
Timing.Rhythmic = Timer(function(period, elapsed, func)
if elapsed >= period then
func();
elapsed=elapsed % period;
end;
return elapsed;
end);
Timing.Beat=Timing.Rhythmic;
Timing.OnBeat=Timing.Rhythmic;
-- Calls the specified function periodically. This timer will ensure that the function
-- is called for every elapsed period. This is similar to Timing.Rhythmic, but where
-- the rhymthic timer could "miss" beats, burst will fire the function as many times as
-- necessary to account for them.
Timing.Burst = Timer(function(period, elapsed, func)
local c=math.floor(elapsed / period);
while c > 0 do
func();
c=c-1;
end;
return elapsed % period;
end);
-- Count down from the specified value, in seconds. The specified function will be
-- called each second, starting with seconds - 1 until zero, inclusively.
--
-- The returned remover will immediately stop the countdown with no further function
-- invocations.
function Timing.Countdown(seconds, func, ...)
seconds=assert(tonumber(seconds), "Seconds must be a number. Given: "..type(seconds));
assert(seconds > 0, "seconds must be positive. Given: "..tostring(seconds));
func=Curry(func, ...);
local r;
r=Timing.Rhythmic(1, function()
seconds = seconds - 1;
if seconds >= 0 then
func(seconds);
else
r();
end;
end);
return r;
end;
Timing.CountDown=Timing.Countdown;
Timing.Count=Timing.Countdown;
function Timing.Interpolate(duration, func, ...)
func = Curry(func, ...);
duration = Strings.GetTime(duration);
local start = GetTime();
return function()
local elapsed = GetTime() - start;
func(Math.Clamp(0, elapsed / duration, 1));
end;
end;
function Timing.Modulo(duration, func, ...)
func = Curry(func, ...);
duration = Strings.GetTime(duration);
local start = GetTime();
return function()
local elapsed = GetTime() - start;
func(Math.Clamp(0, (elapsed / duration) % 1, 1));
end;
end;
function Timing.Looping(duration, func, ...)
func = Curry(func, ...);
duration = Strings.GetTime(duration);
local start = GetTime();
return function()
local elapsed = GetTime() - start;
local integral, fraction = math.modf(elapsed / duration);
if integral % 2 == 1 then
-- Decreasing
func(1 - fraction);
else
-- Increasing
func(fraction);
end;
end;
end;
-- Cycle between a series of values, based on when this function is called.
--
-- This function has no remover since it does not use a timer.
--
-- period
-- the amount of time for which any given value will be returned.
-- value, ...
-- the values that will, over time, be used
function Timing.CycleValues(period, value, ...)
period = Strings.GetTime(period);
local values={value, ...};
local time=GetTime();
return function()
-- First, get the total elapsed time.
--
-- Imagine a 2 second period with 3 values and our elapsed time is 9 seconds.
local elapsed=GetTime()-time;
-- Then, use modulus to get our elapsed time in the scope of a single period.
--
-- elapsed is now 3, due to 9 % ( 3 * 2)
elapsed=elapsed % (#values * period);
-- Since elapsed is now in the range [0,#values * period), we can use it to
-- find which value to return.
--
-- math.ceil(3 / 2) == math.ceil(1.5) == 2
elapsed=math.ceil(elapsed / period);
return values[math.min(math.max(1, elapsed), #values)];
end;
end;
-- Throttles invocations for the specified function. Multiple calls to this function
-- will only yield one invocation of the specified function. Subsequent calls will be
-- ignored until the cooldown time has passed.
--
-- This is not a timer; the function is always invoked directly and never as a result
-- of an event. If the returned function is never called, the specified function will
-- never be invoked.
--
-- cooldownTime
-- the minimum amount of time between calls to the specified function
-- returns
-- a function that throttles invocations of function
-- see
-- Timing.Throttle
function Timing.Cooldown(cooldownTime, func, ...)
cooldownTime = Strings.GetTime(cooldownTime);
func = Curry(func, ...);
local lastCall;
return function(first, ...)
if first==POISON and select("#", ...) == 0 then
lastCall=nil;
return;
end;
local current = GetTime();
if lastCall and lastCall + cooldownTime > current then
return;
end;
lastCall = current;
func(first, ...);
end;
end;
-- Saves invocations so that func is only called periodically. Excess invocations are
-- saved, so you can use this function to "slow down" a stream of data. This function
-- is similar to Timing.Cooldown, but cooldown ignores excess invocations instead of
-- postponing them.
--
-- This function is not undoable, but it can be poisoned.
--
-- waitTime
-- time to wait between invocations, in seconds
-- func, ...
-- func that is eventually called
-- returns
-- a function that receives invocations. The arguments passed to the returned function
-- will eventually be passed to func.
-- see
-- Timing.Cooldown
function Timing.Throttle(waitTime, func, ...)
waitTime = Strings.GetTime(waitTime);
func=Curry(func, ...);
local invocations={};
local r;
return function(p, ...)
if p == POISON then
if r then
r();
r=nil;
end;
invocations={};
return;
end;
table.insert(invocations, {p,...});
if not r then
r=Timing.Rhythmic(waitTime, function()
if #invocations > 0 then
func(unpack(table.remove(invocations, 1)));
end;
if #invocations==0 then
r();
r=nil;
end;
end);
end;
end;
end;
-- Return a timer that, after `wait` seconds, will call `func`.
--
-- The timer can be delayed by calling it with special values:
-- * If the timer is called with a number, the call to `func`
-- will be delayed by that amount. There is no maximum delay, so
-- you can delay `func` by a value that's greater than the initial
-- `wait`.
-- * If the timer is called with POISON, the timer will be
-- irrecoverably killed.
-- * If the timer is called with nil, this timer will wait
-- at least `wait` seconds before calling `func`.
--
-- wait
-- the initial wait time, in seconds
-- func, ...
-- the function that may be eventually called
-- returns
-- a timer that responds to the values listed above
function Timing.After(wait, func, ...)
wait = Strings.GetTime(wait);
func = Curry(func,...);
local elapsed = 0;
local timer;
timer = Timing.OnUpdate(function()
delta = Timing.LAST_ELAPSED;
elapsed = elapsed + delta;
if elapsed >= wait then
timer();
timer = nil;
func();
end;
end);
return function(...)
if not timer then
return;
end;
if select("#", ...) == 0 or (...) == POISON then
timer();
timer = nil;
return;
end;
local delay = ...;
elapsed = elapsed - delay;
end;
end;
Callbacks = Callbacks or {};
Callbacks.After = Timing.After;
|
local ipairs=ipairs
local type=type
local print=print
local naughty=require('naughty')
module('z.debug')
function print_table(t)
for i,element in ipairs(t)do
print(i.." type:"..type(element))
end
end
function dump(e)
naughty.notify({text="type"..type(e)})
print ("type"..type(e).."\n")
-- if type(e)=='userdata' then print "user data\n" end
end
function msg(txt)
naughty.notify({text="debug:"..txt,timeout=30})
end
|
-- @docconsts @{
AnchorNone = 0
AnchorTop = 1
AnchorBottom = 2
AnchorLeft = 3
AnchorRight = 4
AnchorVerticalCenter = 5
AnchorHorizontalCenter = 6
LogDebug = 0
LogInfo = 1
LogWarning = 2
LogError = 3
LogFatal = 4
MouseFocusReason = 0
KeyboardFocusReason = 1
ActiveFocusReason = 2
OtherFocusReason = 3
AutoFocusNone = 0
AutoFocusFirst = 1
AutoFocusLast = 2
KeyboardNoModifier = 0
KeyboardCtrlModifier = 1
KeyboardAltModifier = 2
KeyboardCtrlAltModifier = 3
KeyboardShiftModifier = 4
KeyboardCtrlShiftModifier = 5
KeyboardAltShiftModifier = 6
KeyboardCtrlAltShiftModifier = 7
MouseNoButton = 0
MouseLeftButton = 1
MouseRightButton = 2
MouseMidButton = 3
MouseNoWheel = 0
MouseWheelUp = 1
MouseWheelDown = 2
AlignNone = 0
AlignLeft = 1
AlignRight = 2
AlignTop = 4
AlignBottom = 8
AlignHorizontalCenter = 16
AlignVerticalCenter = 32
AlignTopLeft = 5
AlignTopRight = 6
AlignBottomLeft = 9
AlignBottomRight = 10
AlignLeftCenter = 33
AlignRightCenter = 34
AlignTopCenter = 20
AlignBottomCenter = 24
AlignCenter = 48
KeyUnknown = 0
KeyEscape = 1
KeyTab = 2
KeyBackspace = 3
KeyEnter = 5
KeyInsert = 6
KeyDelete = 7
KeyPause = 8
KeyPrintScreen = 9
KeyHome = 10
KeyEnd = 11
KeyPageUp = 12
KeyPageDown = 13
KeyUp = 14
KeyDown = 15
KeyLeft = 16
KeyRight = 17
KeyNumLock = 18
KeyScrollLock = 19
KeyCapsLock = 20
KeyCtrl = 21
KeyShift = 22
KeyAlt = 23
KeyMeta = 25
KeyMenu = 26
KeySpace = 32 -- ' '
KeyExclamation = 33 -- !
KeyQuote = 34 -- "
KeyNumberSign = 35 -- #
KeyDollar = 36 -- $
KeyPercent = 37 -- %
KeyAmpersand = 38 -- &
KeyApostrophe = 39 -- '
KeyLeftParen = 40 -- (
KeyRightParen = 41 -- )
KeyAsterisk = 42 -- *
KeyPlus = 43 -- +
KeyComma = 44 -- ,
KeyMinus = 45 -- -
KeyPeriod = 46 -- .
KeySlash = 47 -- /
Key0 = 48 -- 0
Key1 = 49 -- 1
Key2 = 50 -- 2
Key3 = 51 -- 3
Key4 = 52 -- 4
Key5 = 53 -- 5
Key6 = 54 -- 6
Key7 = 55 -- 7
Key8 = 56 -- 8
Key9 = 57 -- 9
KeyColon = 58 -- :
KeySemicolon = 59 -- ;
KeyLess = 60 -- <
KeyEqual = 61 -- =
KeyGreater = 62 -- >
KeyQuestion = 63 -- ?
KeyAtSign = 64 -- @
KeyA = 65 -- a
KeyB = 66 -- b
KeyC = 67 -- c
KeyD = 68 -- d
KeyE = 69 -- e
KeyF = 70 -- f
KeyG = 71 -- g
KeyH = 72 -- h
KeyI = 73 -- i
KeyJ = 74 -- j
KeyK = 75 -- k
KeyL = 76 -- l
KeyM = 77 -- m
KeyN = 78 -- n
KeyO = 79 -- o
KeyP = 80 -- p
KeyQ = 81 -- q
KeyR = 82 -- r
KeyS = 83 -- s
KeyT = 84 -- t
KeyU = 85 -- u
KeyV = 86 -- v
KeyW = 87 -- w
KeyX = 88 -- x
KeyY = 89 -- y
KeyZ = 90 -- z
KeyLeftBracket = 91 -- [
KeyBackslash = 92 -- '\'
KeyRightBracket = 93 -- ]
KeyCaret = 94 -- ^
KeyUnderscore = 95 -- _
KeyGrave = 96 -- `
KeyLeftCurly = 123 -- {
KeyBar = 124 -- |
KeyRightCurly = 125 -- }
KeyTilde = 126 -- ~
KeyF1 = 128
KeyF2 = 129
KeyF3 = 130
KeyF4 = 131
KeyF5 = 132
KeyF6 = 134
KeyF7 = 135
KeyF8 = 136
KeyF9 = 137
KeyF10 = 138
KeyF11 = 139
KeyF12 = 140
KeyNumpad0 = 141
KeyNumpad1 = 142
KeyNumpad2 = 143
KeyNumpad3 = 144
KeyNumpad4 = 145
KeyNumpad5 = 146
KeyNumpad6 = 147
KeyNumpad7 = 148
KeyNumpad8 = 149
KeyNumpad9 = 150
FirstKey = KeyUnknown
LastKey = KeyNumpad9
ExtendedActivate = 0
ExtendedLocales = 1
ExtendedParticles = 2
-- @}
KeyCodeDescs = {
[KeyUnknown] = 'Unknown',
[KeyEscape] = 'Escape',
[KeyTab] = 'Tab',
[KeyBackspace] = 'Backspace',
[KeyEnter] = 'Enter',
[KeyInsert] = 'Insert',
[KeyDelete] = 'Delete',
[KeyPause] = 'Pause',
[KeyPrintScreen] = 'PrintScreen',
[KeyHome] = 'Home',
[KeyEnd] = 'End',
[KeyPageUp] = 'PageUp',
[KeyPageDown] = 'PageDown',
[KeyUp] = 'Up',
[KeyDown] = 'Down',
[KeyLeft] = 'Left',
[KeyRight] = 'Right',
[KeyNumLock] = 'NumLock',
[KeyScrollLock] = 'ScrollLock',
[KeyCapsLock] = 'CapsLock',
[KeyCtrl] = 'Ctrl',
[KeyShift] = 'Shift',
[KeyAlt] = 'Alt',
[KeyMeta] = 'Meta',
[KeyMenu] = 'Menu',
[KeySpace] = 'Space',
[KeyExclamation] = '!',
[KeyQuote] = '\"',
[KeyNumberSign] = '#',
[KeyDollar] = '$',
[KeyPercent] = '%',
[KeyAmpersand] = '&',
[KeyApostrophe] = '\'',
[KeyLeftParen] = '(',
[KeyRightParen] = ')',
[KeyAsterisk] = '*',
[KeyPlus] = 'Plus',
[KeyComma] = ',',
[KeyMinus] = '-',
[KeyPeriod] = '.',
[KeySlash] = '/',
[Key0] = '0',
[Key1] = '1',
[Key2] = '2',
[Key3] = '3',
[Key4] = '4',
[Key5] = '5',
[Key6] = '6',
[Key7] = '7',
[Key8] = '8',
[Key9] = '9',
[KeyColon] = ':',
[KeySemicolon] = ';',
[KeyLess] = '<',
[KeyEqual] = '=',
[KeyGreater] = '>',
[KeyQuestion] = '?',
[KeyAtSign] = '@',
[KeyA] = 'A',
[KeyB] = 'B',
[KeyC] = 'C',
[KeyD] = 'D',
[KeyE] = 'E',
[KeyF] = 'F',
[KeyG] = 'G',
[KeyH] = 'H',
[KeyI] = 'I',
[KeyJ] = 'J',
[KeyK] = 'K',
[KeyL] = 'L',
[KeyM] = 'M',
[KeyN] = 'N',
[KeyO] = 'O',
[KeyP] = 'P',
[KeyQ] = 'Q',
[KeyR] = 'R',
[KeyS] = 'S',
[KeyT] = 'T',
[KeyU] = 'U',
[KeyV] = 'V',
[KeyW] = 'W',
[KeyX] = 'X',
[KeyY] = 'Y',
[KeyZ] = 'Z',
[KeyLeftBracket] = '[',
[KeyBackslash] = '\\',
[KeyRightBracket] = ']',
[KeyCaret] = '^',
[KeyUnderscore] = '_',
[KeyGrave] = '`',
[KeyLeftCurly] = '{',
[KeyBar] = '|',
[KeyRightCurly] = '}',
[KeyTilde] = '~',
[KeyF1] = 'F1',
[KeyF2] = 'F2',
[KeyF3] = 'F3',
[KeyF4] = 'F4',
[KeyF5] = 'F5',
[KeyF6] = 'F6',
[KeyF7] = 'F7',
[KeyF8] = 'F8',
[KeyF9] = 'F9',
[KeyF10] = 'F10',
[KeyF11] = 'F11',
[KeyF12] = 'F12',
[KeyNumpad0] = 'Numpad0',
[KeyNumpad1] = 'Numpad1',
[KeyNumpad2] = 'Numpad2',
[KeyNumpad3] = 'Numpad3',
[KeyNumpad4] = 'Numpad4',
[KeyNumpad5] = 'Numpad5',
[KeyNumpad6] = 'Numpad6',
[KeyNumpad7] = 'Numpad7',
[KeyNumpad8] = 'Numpad8',
[KeyNumpad9] = 'Numpad9',
}
NetworkMessageTypes = {
Boolean = 1,
U8 = 2,
U16 = 3,
U32 = 4,
U64 = 5,
NumberString = 6,
String = 7,
Table = 8,
}
SoundChannels = {
Music = 1,
Ambient = 2,
}
|
--------------------------------------------------
-- =============== Autorun File ===============
-- *** Copyright (c) 2012-2017 by DrVrej, All rights reserved. ***
-- No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
-- without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-- this addon by Tamcl, newtamcl@foxmail.com
-- https://space.bilibili.com/3761568/#!/
--------------------------------------------------
------------------ Addon Information ------------------
local PublicAddonName = "Improved Anime Bodyguard"
local AddonName = "Improved Anime Bodyguard"
local AddonType = "SNPC"
local AutorunFile = "autorun/anime_bodyguard.lua"
-------------------------------------------------------
local VJExists = file.Exists("lua/autorun/vj_base_autorun.lua","GAME")
if VJExists == true then
include('autorun/vj_controls.lua')
local vCat = "Anime Bodyguards"
VJ.AddNPC_HUMAN("2B","npc_ab_2b",{"weapon_vj_smg1"},vCat) --index: 1
VJ.AddNPC_HUMAN("Amatsukaze","npc_ab_amatsukaze",{"weapon_vj_smg1"},vCat) --index: 2
VJ.AddNPC_HUMAN("Aqua","npc_ab_aqua",{"weapon_vj_smg1"},vCat) --index: 3
VJ.AddNPC_HUMAN("Astolfo","npc_ab_astolfo",{"weapon_vj_smg1"},vCat) --index: 4
VJ.AddNPC_HUMAN("Asuna","npc_ab_asuna",{"weapon_vj_smg1"},vCat) --index: 5
VJ.AddNPC_HUMAN("Aya Drevis","npc_ab_aya_drevis",{"weapon_vj_smg1"},vCat) --index: 6
VJ.AddNPC_HUMAN("Blake Belladonna","npc_ab_blake_belladonna",{"weapon_vj_smg1"},vCat) --index: 7
VJ.AddNPC_HUMAN("BRS","npc_ab_brs",{"weapon_vj_smg1"},vCat) --index: 8
VJ.AddNPC_HUMAN("Cirno","npc_ab_cirno",{"weapon_vj_smg1"},vCat) --index: 9
VJ.AddNPC_HUMAN("Cleaire","npc_ab_cleaire",{"weapon_vj_smg1"},vCat) --index: 10
VJ.AddNPC_HUMAN("Combine Soldier","npc_ab_combine_soldier",{"weapon_vj_smg1"},vCat) --index: 11
VJ.AddNPC_HUMAN("Creeper Girl","npc_ab_creeper_girl",{"weapon_vj_smg1"},vCat) --index: 12
VJ.AddNPC_HUMAN("Ezo Red Fox","npc_ab_ezo_red_fox",{"weapon_vj_smg1"},vCat) --index: 13
VJ.AddNPC_HUMAN("Friendly Combine Elite","npc_ab_friendly_combine_elite",{"weapon_vj_smg1"},vCat) --index: 14
VJ.AddNPC_HUMAN("God Eater","npc_ab_god_eater",{"weapon_vj_smg1"},vCat) --index: 15
VJ.AddNPC_HUMAN("Hata No Kokoro","npc_ab_hata_no_kokoro",{"weapon_vj_smg1"},vCat) --index: 16
VJ.AddNPC_HUMAN("Hinanawi Tenshi","npc_ab_hinanawi_tenshi",{"weapon_vj_smg1"},vCat) --index: 17
VJ.AddNPC_HUMAN("Izuku Midoriya","npc_ab_izuku_midoriya",{"weapon_vj_smg1"},vCat) --index: 18
VJ.AddNPC_HUMAN("Jaune Arc","npc_ab_jaune_arc",{"weapon_vj_smg1"},vCat) --index: 19
VJ.AddNPC_HUMAN("Kafuu Chino","npc_ab_kafuu_chino",{"weapon_vj_smg1"},vCat) --index: 20
VJ.AddNPC_HUMAN("Kamikaze","npc_ab_kamikaze",{"weapon_vj_smg1"},vCat) --index: 21
VJ.AddNPC_HUMAN("Kanna Kamui","npc_ab_kanna_kamui",{"weapon_vj_smg1"},vCat) --index: 22
VJ.AddNPC_HUMAN("Kashima","npc_ab_kashima",{"weapon_vj_smg1"},vCat) --index: 23
VJ.AddNPC_HUMAN("Katyusha","npc_ab_katyusha",{"weapon_vj_smg1"},vCat) --index: 24
VJ.AddNPC_HUMAN("Kirito","npc_ab_kirito",{"weapon_vj_smg1"},vCat) --index: 25
VJ.AddNPC_HUMAN("Kizuna AI","npc_ab_kizuna_ai",{"weapon_vj_smg1"},vCat) --index: 26
VJ.AddNPC_HUMAN("Kochiya Sanae","npc_ab_kochiya_sanae",{"weapon_vj_smg1"},vCat) --index: 27
VJ.AddNPC_HUMAN("Konata","npc_ab_konata",{"weapon_vj_smg1"},vCat) --index: 28
VJ.AddNPC_HUMAN("L7","npc_ab_l7",{"weapon_vj_smg1"},vCat) --index: 29
VJ.AddNPC_HUMAN("Llenn","npc_ab_llenn",{"weapon_vj_smg1"},vCat) --index: 30
VJ.AddNPC_HUMAN("Megumin","npc_ab_megumin",{"weapon_vj_smg1"},vCat) --index: 31
VJ.AddNPC_HUMAN("Miku","npc_ab_miku",{"weapon_vj_smg1"},vCat) --index: 32
VJ.AddNPC_HUMAN("Miku 2","npc_ab_miku_2",{"weapon_vj_smg1"},vCat) --index: 33
VJ.AddNPC_HUMAN("Mirai Akari","npc_ab_mirai_akari",{"weapon_vj_smg1"},vCat) --index: 34
VJ.AddNPC_HUMAN("Misaka Mikoto","npc_ab_misaka_mikoto",{"weapon_vj_smg1"},vCat) --index: 35
VJ.AddNPC_HUMAN("Murasame","npc_ab_murasame",{"weapon_vj_smg1"},vCat) --index: 36
VJ.AddNPC_HUMAN("Nepgear","npc_ab_nepgear",{"weapon_vj_smg1"},vCat) --index: 37
VJ.AddNPC_HUMAN("Neptune","npc_ab_neptune",{"weapon_vj_smg1"},vCat) --index: 38
VJ.AddNPC_HUMAN("Prinz Eugen","npc_ab_prinz_eugen",{"weapon_vj_smg1"},vCat) --index: 39
VJ.AddNPC_HUMAN("Pyrrha Nikos","npc_ab_pyrrha_nikos",{"weapon_vj_smg1"},vCat) --index: 40
VJ.AddNPC_HUMAN("Ram","npc_ab_ram",{"weapon_vj_smg1"},vCat) --index: 41
VJ.AddNPC_HUMAN("Rem","npc_ab_rem",{"weapon_vj_smg1"},vCat) --index: 42
VJ.AddNPC_HUMAN("Renri Yamine","npc_ab_renri_yamine",{"weapon_vj_smg1"},vCat) --index: 43
VJ.AddNPC_HUMAN("Rin","npc_ab_rin",{"weapon_vj_smg1"},vCat) --index: 44
VJ.AddNPC_HUMAN("Ruby Rose","npc_ab_ruby_rose",{"weapon_vj_smg1"},vCat) --index: 45
VJ.AddNPC_HUMAN("Sagiri Izumi","npc_ab_sagiri_izumi",{"weapon_vj_smg1"},vCat) --index: 46
VJ.AddNPC_HUMAN("Saten Ruiko","npc_ab_saten_ruiko",{"weapon_vj_smg1"},vCat) --index: 47
VJ.AddNPC_HUMAN("Sharo Kirima","npc_ab_sharo_kirima",{"weapon_vj_smg1"},vCat) --index: 48
VJ.AddNPC_HUMAN("Shigure","npc_ab_shigure",{"weapon_vj_smg1"},vCat) --index: 49
VJ.AddNPC_HUMAN("Shimakaze","npc_ab_shimakaze",{"weapon_vj_smg1"},vCat) --index: 50
VJ.AddNPC_HUMAN("Shirai Kuroko","npc_ab_shirai_kuroko",{"weapon_vj_smg1"},vCat) --index: 51
VJ.AddNPC_HUMAN("Shiro","npc_ab_shiro",{"weapon_vj_smg1"},vCat) --index: 52
VJ.AddNPC_HUMAN("Sinon","npc_ab_sinon",{"weapon_vj_smg1"},vCat) --index: 53
VJ.AddNPC_HUMAN("Tohru","npc_ab_tohru",{"weapon_vj_smg1"},vCat) --index: 54
VJ.AddNPC_HUMAN("Uiharu Kazari","npc_ab_uiharu_kazari",{"weapon_vj_smg1"},vCat) --index: 55
VJ.AddNPC_HUMAN("Umaru Doma","npc_ab_umaru_doma",{"weapon_vj_smg1"},vCat) --index: 56
VJ.AddNPC_HUMAN("Uni","npc_ab_uni",{"weapon_vj_smg1"},vCat) --index: 57
VJ.AddNPC_HUMAN("U-511","npc_ab_u_511",{"weapon_vj_smg1"},vCat) --index: 58
VJ.AddNPC_HUMAN("Weiss Schnee","npc_ab_weiss_schnee",{"weapon_vj_smg1"},vCat) --index: 59
VJ.AddNPC_HUMAN("WRS","npc_ab_wrs",{"weapon_vj_smg1"},vCat) --index: 60
VJ.AddNPC_HUMAN("Yang Xiao Long","npc_ab_yang_xiao_long",{"weapon_vj_smg1"},vCat) --index: 61
VJ.AddNPC_HUMAN("Yuudachi","npc_ab_yuudachi",{"weapon_vj_smg1"},vCat) --index: 62
VJ.AddNPC_HUMAN("Zero Two","npc_ab_zero_two",{"weapon_vj_smg1"},vCat) --index: 63
VJ.AddNPC_HUMAN("Zetsune Miku","npc_ab_zetsune_miku",{"weapon_vj_smg1"},vCat) --index: 64
VJ.AddNPC_HUMAN("zuikaku","npc_ab_zuikaku",{"weapon_vj_smg1"},vCat) --index: 65
if SERVER then
resource.AddWorkshop("1156321204")
end
end
|
package.path = "../?.lua;../webtersen/?.lua;" .. package.path
print("LUA MODULES:\n",(package.path:gsub("%;","\n\t")))
local js = require "js"
local window = js.global
local lut_mod = require 'tersen.lut'
local trace_mod = require 'tersen.trace'
local tersen_mod = require 'tersen.tersen'
local function elem(name)
return window.document:getElementById(name)
end
local submit = elem("submit")
function submit:onclick(e)
e:preventDefault()
elem("processing").style["display"] = "inline"
local dict_str = elem("tersen_dict").value
local lut = lut_mod.build_from_string(dict_str)
trace_mod.trace(lut)
local result = tersen_mod.tersen(lut, elem("verbose_text").value)
elem("results").innerText = result
elem("processing").style["display"] = "none"
end
|
local LOCAL_PLAYER = Game.GetLocalPlayer()
function Tick()
for _, ability in ipairs(LOCAL_PLAYER:GetAbilities()) do
ability:Activate()
Task.Wait(1)
end
end
|
local skynet = require "skynet"
local i = 10
skynet.start(function()
skynet.fork(function ( )
while true do
skynet.sleep(100)
skynet.error("hello bo222y",i)
i=i+1
end
end)
skynet.dispatch("lua", function(_,_,msg)
skynet.sleep(100)
--skynet.ret(skynet.pack(msg))
end)
end)
|
local sadb
local AceConfigDialog = LibStub("AceConfigDialog-3.0")
local AceConfig = LibStub("AceConfig-3.0")
local L = LibStub("AceLocale-3.0"):GetLocale("SoundAlerter")
local self, SoundAlerter = SoundAlerter, SoundAlerter
local function initOptions()
if SoundAlerter.options.args.general then
return
end
SoundAlerter:OnOptionsCreate()
for k, v in SoundAlerter:IterateModules() do
if type(v.OnOptionsCreate) == "function" then
v:OnOptionsCreate()
end
end
AceConfig:RegisterOptionsTable("SoundAlerter", SoundAlerter.options)
end
function SoundAlerter:ShowConfig()
initOptions()
AceConfigDialog:Open("SoundAlerter")
end
function SoundAlerter:ChangeProfile()
sadb = self.db1.profile
for k,v in SoundAlerter:IterateModules() do
if type(v.ChangeProfile) == 'function' then
v:ChangeProfile()
end
end
end
function SoundAlerter:AddOption(key, table)
self.options.args[key] = table
end
local function setOption(info, value)
local name = info[#info]
sadb[name] = value
--print(sadb.sapath..name..".mp3")
PlaySoundFile(sadb.sapath..name..".mp3");
end
local function getOption(info)
local name = info[#info]
return sadb[name]
end
function listOption(spellList, listType, ...)
local args = {}
for k,v in pairs(spellList) do
if SoundAlerter.spellList[listType][v] then
rawset(args, SoundAlerter.spellList[listType][v], self:spellOptions(k, v))
else
print(v)
end
end
return args
end
function SpellTexture(sid)
local spellname,_,icon = GetSpellInfo(sid)
if spellname ~= nil then
return "\124T"..icon..":24\124t"
end
end
function SpellTextureName(sid)
local spellname,_,icon = GetSpellInfo(sid)
if spellname ~= nil then
return "\124T"..icon..":24\124t"..spellname
end
end
function SoundAlerter:OnOptionsCreate()
sadb = self.db1.profile
self:AddOption("profiles", LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db1))
self.options.args.profiles.order = -1
self:AddOption('General', {
type = 'group',
name = "General",
desc = "General Options",
order = 1,
args = {
enableArea = {
type = 'group',
inline = true,
name = "General options",
set = setOption,
get = getOption,
args = {
all = {
type = 'toggle',
name = "Enable Everything",
desc = "Enables Sound Alerter for BGs, world and arena",
order = 1,
},
arena = {
type = 'toggle',
name = "Arena",
desc = "Enabled in the arena",
disabled = function() return sadb.all end,
order = 2,
},
battleground = {
type = 'toggle',
name = "Battleground",
desc = "Enable Battleground",
disabled = function() return sadb.all end,
order = 3,
},
field = {
type = 'toggle',
name = "World",
desc = "Enabled outside Battlegrounds and arenas",
disabled = function() return sadb.all end,
order = 4,
},
AlertConditions = {
type = 'group',
inline = true,
order = 9,
name = "Alert Conditions",
args = {
myself = {
type = 'toggle',
name = L["Target and Focus only"],
disabled = function() return sadb.enemyinrange end,
desc = "Alert works only when your current target casts a spell, or an enemy casts a spell on you",
order = 5,
},
enemyinrange = {
type = 'toggle',
name = "All Enemies in Range",
desc = "Alerts are enabled for all enemies in range",
disabled = function() return sadb.myself end,
order = 6,
},
},
},
volumecontrol = {
type = 'group',
inline = true,
order = 10,
name = "Volume Control",
args = {
volumn = {
type = 'range',
max = 1,
min = 0,
isPercent = true,
step = 0.1,
name = "Master Volume",
desc = "Sets the master volume so sound alerts can be louder/softer",
set = function (info, value) SetCVar ("Sound_MasterVolume",tostring (value)) end,
get = function () return tonumber (GetCVar ("Sound_MasterVolume")) end,
order = 1,
},
volumn2 = {
type = 'execute',
width = 'normal',
name = "Addon sounds only",
desc = "Sets other sounds to minimum, only hearing the addon sounds",
func = function()
SetCVar ("Sound_AmbienceVolume",tostring ("0")); SetCVar ("Sound_SFXVolume",tostring ("0")); SetCVar ("Sound_MusicVolume",tostring ("0"));
print("|cffFF7D0ASoundAlerter|r: Addons will only be heard by your Client. To undo this, click the 'reset sound options' button.");
end,
order = 2,
},
volumn3 = {
type = 'execute',
width = 'normal',
name = "Reset volume options",
desc = "Resets sound options",
func = function()
SetCVar ("Sound_MasterVolume",tostring ("1")); SetCVar ("Sound_AmbienceVolume",tostring ("1")); SetCVar ("Sound_SFXVolume",tostring ("1")); SetCVar ("Sound_MusicVolume",tostring ("1"));
print("|cffFF7D0ASoundAlerter|r: Sound options reset.");
end,
order = 3,
},
sapath = {
type = 'select',
name = "Language",
desc = "Language of Sounds",
values = self.SA_LANGUAGE,
order = 3,
},
combatText = {
type = 'toggle',
name = "Combat Text Only",
desc = "Disable sounds and use combat text instead",
order = 4,
}
},
},
advance = {
type = 'group',
inline = true,
name = L["Advanced options"],
order = 11,
args = {
debugmode = {
type = 'toggle',
name = "Debug Mode",
desc = "Enable Debugging",
order = 3,
},
},
},
debugopts = {
type = 'group',
inline = true,
order = 11,
hidden = function() return not sadb.debugmode end,
name = "Debug options",
args = {
cspell = {
type = 'input',
name = "Custom spells entry name",
order = 1,
},
spelldebug = {
type = 'toggle',
name = "Spell ID output debugging",
order = 2,
},
csname = {
type = 'input',
name = "Spell name",
order = 2,
},
},
},
importexport = {
type = 'group',
inline = true,
hidden = function() return not sadb.debugmode end,
name = "Import/Export",
desc = "Import or export custom sound alerts",
order = 12,
args = {
import = {
type = 'execute',
name = "Import custom sound alerts",
order = 1,
confirm = true,
confirmText = "Are you sure? This will remove all of your current sound alerts",
func = function()
sadb.custom = nil
end,
},
export = {
type = 'execute',
name = "Export encapsulation",
order = 2,
func = function()
local thisw = "@"
for k,css in pairs (sadb.custom) do
thisw = thisw.."|"..css.name..","..css.soundfilepath..","..(css.spellid and css.spellid or "0")..","
for j,l in pairs (sadb.custom[k].eventtype) do
thisw = thisw..j..","..tostring(l)..","
end
end
sadb.exportbox = thisw.."#"
end,
},
exportbox = {
type = 'input',
name = "Export custom sound alerts",
order = 3,
},
},
}
},
},
}
})
self:AddOption('Spells', {
type = 'group',
name = "Spells",
desc = "Spell Options",
order = 2,
args = {
-- INLINE - checkbox to enable / disable spells alerter
spellGeneral = {
type = 'group',
name = "Spell Disables",
desc = "Enable certain spell types",
inline = true,
set = setOption,
get = getOption,
order = 0,
args = {
chatalerts = {
type = 'toggle',
name = "Disable Chat Alerts",
desc = "Disbles Chat notifications of special abilities in the chat bar",
order = 1,
},
interrupt = {
type = 'toggle',
name = "Disable Interrupted Spells",
desc = "Check this option to disable notifications of friendly interrupted spells",
order = 2,
},
auraApplied = {
type = 'toggle',
name = "Disable buff applied",
desc = "Disables sound notifications of buffs applied",
order = 3,
},
auraRemoved = {
type = 'toggle',
name = "Disable Buff down",
desc = "Disables sound notifications of buffs down",
order = 4,
},
castStart = {
type = 'toggle',
name = "Disable spell casting",
desc = "Disables spell casting notifications",
order = 5,
},
castSuccess = {
type = 'toggle',
name = "Disable enemy cooldown abilities",
desc = "Disbles sound notifications of cooldown abilities",
order = 6,
},
dEnemyDebuff = {
type = 'toggle',
name = "Disable Enemy Debuff alerts",
desc = "Check this option to disable notifications of enemy debuff/CC alerts",
order = 7,
},
dEnemyDebuffDown = {
type = 'toggle',
name = "Disable Enemy Debuff down alerts",
desc = "Check this option to disable notifications of enemy debuff/CC alerts",
order = 8,
},
dArenaPartner = {
type = 'toggle',
name = "Disable Arena Partner CC alerts",
desc = "Check this option to disable notifications of Arena Partner debuff/CC alerts",
order = 9,
},
dSelfDebuff = {
type = 'toggle',
name = "Disable Self Debuff alerts",
desc = "Check this option to disable notifications of self debuff/CC alerts",
order = 10,
},
},
},
-- INLINE - Buttons for fast navigation
inlineCategories = {
type = 'group',
name = "",
inline = true,
order = 1,
args = {
btnChatAlerter = {
type = 'execute',
name = "Chat Alerter",
order = 10,
width = "full",
disabled = function() return sadb.chatalerts end,
hidden = function() return sadb.chatalerts end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "chatalerter") end,
},
btnAura = {
type = 'execute',
name = "Enemy Aura",
order = 11,
width = "full",
disabled = function() return sadb.auraApplied end,
hidden = function() return sadb.auraApplied end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied") end,
},
btnAuraDown = {
type = 'execute',
name = "Enemy Aura Down",
order = 12,
width = "full",
disabled = function() return sadb.auraRemoved end,
hidden = function() return sadb.auraRemoved end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved") end,
},
btnCastStart = {
type = 'execute',
name = "Enemy Casting Start",
order = 13,
width = "full",
disabled = function() return sadb.castStart end,
hidden = function() return sadb.castStart end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart") end,
},
btnCastSucc = {
type = 'execute',
name = "Enemy Casting Success",
order = 14,
width = "full",
disabled = function() return sadb.castSuccess end,
hidden = function() return sadb.castSuccess end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess") end,
},
btnEnemyDebuff = {
type = 'execute',
name = "Enemy Debuff",
order = 15,
width = "full",
disabled = function() return sadb.dEnemyDebuff end,
hidden = function() return sadb.dEnemyDebuff end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "enemydebuff") end,
},
btnEnemyDebuffDown = {
type = 'execute',
name = "Enemy Debuff Down",
order = 16,
width = "full",
disabled = function() return sadb.dEnemyDebuffDown end,
hidden = function() return sadb.dEnemyDebuffDown end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "enemydebuffdown") end,
},
btnFriendDebuff = {
type = 'execute',
name = "Friend Debuff",
order = 17,
width = "full",
disabled = function() return sadb.dArenaPartner end,
hidden = function() return sadb.dArenaPartner end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "FriendDebuff") end,
},
btnFriendDebuffSuccess= {
type = 'execute',
name = "Friend Debuff Success",
order = 18,
width = "full",
disabled = function() return sadb.dArenaPartner end,
hidden = function() return sadb.dArenaPartner end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "FriendDebuffSuccess") end,
},
btnselfDebuffs = {
type = 'execute',
name = "self Debuffs",
order = 19,
width = "full",
disabled = function() return sadb.dSelfDebuff end,
hidden = function() return sadb.dSelfDebuff end,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "selfDebuffs") end,
},
},
},
--
spellauraApplied = {
type = 'group',
name = "Enemy Aura",
desc = "Alerts you when your enemy gains an aura, or uses a cooldown",
set = setOption,
get = getOption,
disabled = function() return sadb.auraApplied end,
order = 2,
args = {
inlineCategories = {
type = 'group',
inline = true,
name = "",
order = 0,
args = {
btnGen = {
type = 'execute',
name = "General spells",
order = 8,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "general") end,
},
btnRaces = {
type = 'execute',
name = "General races",
order = 9,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "races") end,
},
btnDK = {
type = 'execute',
name = "Death Knight",
order = 10,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "dk") end,
},
btnDruid = {
type = 'execute',
name = "Druid",
order = 11,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "druid") end,
},
btnHunt = {
type = 'execute',
name = "Hunter",
order = 12,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "hunter") end,
},
btnMage = {
type = 'execute',
name = "Mage",
order = 13,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "mage") end,
},
btnPaladin = {
type = 'execute',
name = "Paladin",
order = 14,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "paladin") end,
},
btnPriest = {
type = 'execute',
name = "Priest",
order = 15,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "priest") end,
},
btnRogue = {
type = 'execute',
name = "Rogue",
order = 16,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "rogue") end,
},
btnShaman = {
type = 'execute',
name = "Shaman",
order = 17,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "shaman") end,
},
btnWarlock = {
type = 'execute',
name = "Warlock",
order = 18,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "warlock") end,
},
btnWarrior = {
type = 'execute',
name = "Warrior",
order = 19,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellauraApplied", "warrior") end,
},
},
},
general = {
type = 'group',
name = "General spells",
order = 1,
args = {
class = {
type = 'toggle',
name = "Alert Class calling for trinketting in Arena",
desc = "Alert when an enemy class trinkets in arena",
confirm = function() PlaySoundFile(sadb.sapath.."paladin.mp3"); end,
order = 1,
},
drinking = {
type = 'toggle',
name = "Alert Drinking in Arena",
desc = "Alert when an enemy drinks in arena",
order = 2,
},
trinket = {
type = 'toggle',
name = SpellTexture(42292).."PvP Trinket/Every Man for Himself",
desc = function ()
GameTooltip:SetHyperlink(GetSpellLink(42292));
end,
descStyle = "custom",
order = 3,
},
objects = {
type = 'group',
inline = true,
name= "Objects",
order = 5,
args = listOption({54861,54758},"auraApplied"),
},
}
},
races = {
type = 'group',
name = "|cffFFFFFFGeneral races|r",
order = 4,
args = listOption({58984,26297,20594,33702,7744,28880},"auraApplied"),
},
dk = {
type = 'group',
name = "|cffC41F3BDeath Knight|r",
order = 10,
args = {
dkBlood = {
type = 'group',
inline = true,
name= SpellTexture(48266).." |cffC41F3BBlood|r",
order = 5,
args = listOption({45529,49028,49016,55233},"auraApplied"),
},
spacerFrost = {
order = 6,
type = "description",
name = " "
},
dkFrost = {
type = 'group',
inline = true,
name= SpellTexture(48263).."|cffC41F3B Frost |r",
order = 10,
args = listOption({57623,48792,49039,51271},"auraApplied"),
},
spacerUH = {
order = 11,
type = "description",
name = " "
},
dkUnholy = {
type = 'group',
inline = true,
name= SpellTexture(48265).."|cffC41F3B Unholy |r",
order = 15,
args = listOption({48707,51052,49222},"auraApplied"),
},
}
},
druid = {
order = 11,
type = 'group',
name = "|cffFF7D0ADruid|r",
args = {
druidBalance= {
type = 'group',
inline = true,
name = SpellTexture(48463).." |cffFF7D0ABalance|r",
order = 1,
args = listOption({16870,22812,29166,53312,53201,53307},"auraApplied"),
},
spacerFeral = {
order = 5,
type = "description",
name = " "
},
druidFeral = {
type = 'group',
inline = true,
name = SpellTexture(9634).." |cffFF7D0AFeral Combat|r",
order = 6,
args = listOption({50334,33357,5229,22842,52610,61336,69369},"auraApplied"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
druidResto = {
type = 'group',
inline = true,
name = SpellTexture(48378).." |cffFF7D0ARestoration|r",
order = 11,
args = listOption({48470,48469,17116},"auraApplied"),
},
}
},
hunter = {
order = 12,
type = 'group',
name = "|cffABD473Hunter|r",
args = {
beastmastery = {
type = 'group',
inline = true,
name = SpellTexture(1515).." |cffABD473 Beast Mastery|r",
order = 1,
args = listOption({34027,54216,34471},"auraApplied"),
},
spacerMM = {
order = 5,
type = "description",
name = " "
},
marksman = {
type = 'group',
inline = true,
name = SpellTexture(58434).." |cffABD473Marksmanship|r",
order = 6,
args = listOption({3045},"auraApplied"),
},
spacerSurvival = {
order = 10,
type = "description",
name = " "
},
survival = {
type = 'group',
inline = true,
name = SpellTexture(53339).." |cffABD473Survival|r",
order = 11,
args = listOption({19263,35079},"auraApplied"),
},
spacerPet = {
order = 15,
type = "description",
name = " "
},
pet = {
type = 'group',
inline = true,
name = "|cffABD473Pet|r",
order = 16,
args = {
Gen = {
type = 'group',
inline = false,
name = "",
order = 1,
args = listOption({53480,53517,1742},"auraApplied"),
},
Crab = {
type = 'group',
inline = false,
name = "|cffABD473Crab|r",
order = 1,
args = listOption({53476,53479},"auraApplied"),
},
Ravager = {
type = 'group',
inline = false,
name = "|cffABD473Ravager|r",
order = 1,
args = listOption({61684},"auraApplied"),
},
},
},
},
},
mage = {
order = 13,
type = 'group',
name = "|cff69CCF0Mage|r",
args = {
arcane = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(42995).."|cff69CCF0 Arcane |r",
args = listOption({12042,66,43020,12043,130,44401},"auraApplied"),
},
spacerFire = {
order = 5,
type = "description",
name = " "
},
fire = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(42833).."|cff69CCF0 Fire |r",
args = listOption({28682,43010,31643,64343,48108},"auraApplied"),
},
spacerFrost = {
order = 10,
type = "description",
name = " "
},
frost = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(42842).."|cff69CCF0 Frost |r",
args = listOption({43012,43039,45438,12472,74396,57761},"auraApplied"),
},
},
},
paladin = {
order = 14,
type = 'group',
name = "|cffF58CBAPaladin|r",
args = {
holy = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffF58CBA Holy |r",
args = listOption({31821,53563,31842,54428,53601,54149},"auraApplied"),
},
spacerProt = {
order = 5,
type = "description",
name = " "
},
protection = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48942).."|cffF58CBA Protection |r",
args = listOption({498,64205,642,1044,10278,6940,1038,25780,20178},"auraApplied"),
},
spacerRet = {
order = 10,
type = "description",
name = " "
},
retribution = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(54043).."|cffF58CBA Retribution |r",
args = listOption({31884,59578,54203},"auraApplied"),
},
},
},
priest = {
order = 15,
type = 'group',
name = "|cffFFFFFFPriest|r",
args = {
discipline = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48161).."|cffFFFFFF Discipline |r",
args = listOption({6346,48168,33206,10060,48066},"auraApplied"),
},
spacerHoly = {
order = 5,
type = "description",
name = " "
},
holy = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffFFFFFF Holy |r",
args = listOption({47788},"auraApplied"),
},
spacerShadow = {
order = 10,
type = "description",
name = " "
},
shadow = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(48125).."|cffFFFFFF Shadow |r",
args = listOption({47585,586,15473},"auraApplied"),
},
}
},
rogue = {
type = 'group',
name = "|cffFFF569Rogue|r",
order = 16,
args = {
assassination = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48668).."|cffFFF569 Assassination |r",
args = listOption({14177},"auraApplied"),
},
spacerCombat = {
order = 5,
type = "description",
name = " "
},
combat = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48657).."|cffFFF569 Combat |r",
args = listOption({13750, 26669, 48659, 51690, 11305},"auraApplied"),
},
spacerSub = {
order = 10,
type = "description",
name = " "
},
subtlety = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(1784).."|cffFFF569 Subtlety |r",
args = listOption({31224,51713,57934,45182},"auraApplied"),
},
},
},
shaman = {
type = 'group',
name = "|cff0070DEShaman|r",
order = 17,
args = {
elem = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(49238).."|cff0070DE Elemental Combat |r",
args = listOption({16166},"auraApplied"),
},
spacerEH = {
order = 5,
type = "description",
name = " "
},
EH = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(49281).."|cff0070DE Enhancement |r",
args = listOption({2645,32182,30823,53817},"auraApplied"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
Resto = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(49273).."|cff0070DE Restauration |r",
args = listOption({49284,57960,16188},"auraApplied"),
},
}
},
warlock = {
type = 'group',
name = "|cff9482C9Warlock|r",
order = 18,
args = {
affliction = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(47860).." |cff9482C9Affliction|r",
args = listOption({17941},"auraApplied"),
},
spacerDemo = {
order = 5,
type = "description",
name = " "
},
demonology = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(5500).." |cff9482C9Demonology|r",
args = listOption({47891,18708},"auraApplied"),
},
spacerDestro = {
order = 15,
type = "description",
name = " "
},
destruction = {
order = 16,
type = 'group',
inline = true,
name = SpellTexture(47820).." |cff9482C9Destruction|r",
args = listOption({54277},"auraApplied"),
},
},
},
warrior = {
order = 19,
type = 'group',
name = "|cffC79C6EWarrior|r",
args = {
arms = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(2457).." |cffC79C6EArms|r",
args = listOption({46924,20230,12328,60503},"auraApplied"),
},
spacerFury = {
order = 5,
type = "description",
name = " "
},
fury = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(2458).." |cffC79C6EFury|r",
args = listOption({18499,12292,55694,1719,47436,47440},"auraApplied"),
},
spacerProt = {
order = 10,
type = "description",
name = " "
},
protection = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(71).." |cffC79C6EProtection|r",
args = listOption({12975,2565,871,23920,50227},"auraApplied"),
},
},
},
}
},
spellAuraRemoved = {
type = 'group',
name = "Enemy Aura Down",
desc = "Alerts you when enemy aura or used cooldowns are off the enemy",
set = setOption,
get = getOption,
disabled = function() return sadb.auraRemoved end,
order = 3,
args = {
inlineCategories = {
type = 'group',
inline = true,
name = "",
order = 0,
args = {
btnGen = {
type = 'execute',
name = "General spells",
order = 8,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "general") end,
},
btnRaces = {
type = 'execute',
name = "General races",
order = 9,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "races") end,
},
btnDK = {
type = 'execute',
name = "Death Knight",
order = 10,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "dk") end,
},
btnDruid = {
type = 'execute',
name = "Druid",
order = 11,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "druid") end,
},
btnHunt = {
type = 'execute',
name = "Hunter",
order = 12,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "hunter") end,
},
btnMage = {
type = 'execute',
name = "Mage",
order = 13,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "mage") end,
},
btnPaladin = {
type = 'execute',
name = "Paladin",
order = 14,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "paladin") end,
},
btnPriest = {
type = 'execute',
name = "Priest",
order = 15,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "priest") end,
},
btnRogue = {
type = 'execute',
name = "Rogue",
order = 16,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "rogue") end,
},
btnShaman = {
type = 'execute',
name = "Shaman",
order = 17,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "shaman") end,
},
btnWarlock = {
type = 'execute',
name = "Warlock",
order = 18,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "warlock") end,
},
btnWarrior = {
type = 'execute',
name = "Warrior",
order = 19,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellAuraRemoved", "warrior") end,
},
},
},
general = {
type = 'group',
name = "General spells",
order = 1,
args = {
objects = {
type = 'group',
inline = true,
name= "Objects",
order = 5,
args = listOption({54861,54758},"auraRemoved"),
},
}
},
races = {
type = 'group',
name = "|cffFFFFFFGeneral Races|r",
order = 4,
args = listOption({58984,26297,20594,33702,7744,28880},"auraRemoved"),
},
dk = {
type = 'group',
name = "|cffC41F3BDeath Knight|r",
order = 10,
args = {
dkBlood = {
type = 'group',
inline = true,
name= SpellTexture(48266).." |cffC41F3BBlood|r",
order = 5,
args = listOption({45529,49028,49016,55233},"auraRemoved"),
},
spacerFrost = {
order = 6,
type = "description",
name = " "
},
dkFrost = {
type = 'group',
inline = true,
name= SpellTexture(48263).."|cffC41F3B Frost |r",
order = 10,
args = listOption({57623,48792,49039,51271},"auraRemoved"),
},
spacerUH = {
order = 11,
type = "description",
name = " "
},
dkUnholy = {
type = 'group',
inline = true,
name= SpellTexture(48265).."|cffC41F3B Unholy |r",
order = 15,
args = listOption({48707,51052,49222},"auraRemoved"),
},
}
},
druid = {
order = 11,
type = 'group',
name = "|cffFF7D0ADruid|r",
args = {
druidBalance= {
type = 'group',
inline = true,
name = SpellTexture(48463).." |cffFF7D0ABalance|r",
order = 1,
args = listOption({16870,22812,29166,53312,53201,53307},"auraRemoved"),
},
spacerFeral = {
order = 5,
type = "description",
name = " "
},
druidFeral = {
type = 'group',
inline = true,
name = SpellTexture(9634).." |cffFF7D0AFeral Combat|r",
order = 6,
args = listOption({50334,33357,5229,22842,52610,61336,69369},"auraRemoved"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
druidResto = {
type = 'group',
inline = true,
name = SpellTexture(48378).." |cffFF7D0ARestoration|r",
order = 11,
args = listOption({48470,48469,17116},"auraRemoved"),
},
}
},
hunter = {
order = 12,
type = 'group',
name = "|cffABD473Hunter|r",
args = {
beastmastery = {
type = 'group',
inline = true,
name = SpellTexture(1515).." |cffABD473 Beast Mastery|r",
order = 1,
args = listOption({34027,54216,34471},"auraRemoved"),
},
spacerMM = {
order = 5,
type = "description",
name = " "
},
marksman = {
type = 'group',
inline = true,
name = SpellTexture(58434).." |cffABD473Marksmanship|r",
order = 6,
args = listOption({3045},"auraRemoved"),
},
spacerSurvival = {
order = 10,
type = "description",
name = " "
},
survival = {
type = 'group',
inline = true,
name = SpellTexture(53339).." |cffABD473Survival|r",
order = 11,
args = listOption({19263,35079},"auraRemoved"),
},
spacerPet = {
order = 15,
type = "description",
name = " "
},
pet = {
type = 'group',
inline = true,
name = "|cffABD473Pet|r",
order = 16,
args = {
Gen = {
type = 'group',
inline = false,
name = "",
order = 1,
args = listOption({53480,53517,1742},"auraRemoved"),
},
Crab = {
type = 'group',
inline = false,
name = "|cffABD473Crab|r",
order = 1,
args = listOption({53476,53479},"auraRemoved"),
},
Ravager = {
type = 'group',
inline = false,
name = "|cffABD473Ravager|r",
order = 1,
args = listOption({61684},"auraRemoved"),
},
},
},
},
},
mage = {
order = 13,
type = 'group',
name = "|cff69CCF0Mage|r",
args = {
arcane = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(42995).."|cff69CCF0 Arcane |r",
args = listOption({12042,66,43020,12043,130,44401},"auraRemoved"),
},
spacerFire = {
order = 5,
type = "description",
name = " "
},
fire = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(42833).."|cff69CCF0 Fire |r",
args = listOption({28682,43010,31643,64343,48108},"auraRemoved"),
},
spacerFrost = {
order = 10,
type = "description",
name = " "
},
frost = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(42842).."|cff69CCF0 Frost |r",
args = listOption({43012,43039,45438,12472,74396,57761},"auraRemoved"),
},
},
},
paladin = {
order = 14,
type = 'group',
name = "|cffF58CBAPaladin|r",
args = {
holy = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffF58CBA Holy |r",
args = listOption({31821,53563,31842,54428,53601,54149},"auraRemoved"),
},
spacerProt = {
order = 5,
type = "description",
name = " "
},
protection = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48942).."|cffF58CBA Protection |r",
args = listOption({498,64205,642,1044,10278,6940,1038,25780,20178},"auraRemoved"),
},
spacerRet = {
order = 10,
type = "description",
name = " "
},
retribution = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(54043).."|cffF58CBA Retribution |r",
args = listOption({31884,59578,54203},"auraRemoved"),
},
},
},
priest = {
order = 15,
type = 'group',
name = "|cffFFFFFFPriest|r",
args = {
discipline = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48161).."|cffFFFFFF Discipline |r",
args = listOption({6346,48168,33206,10060,48066},"auraRemoved"),
},
spacerHoly = {
order = 5,
type = "description",
name = " "
},
holy = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffFFFFFF Holy |r",
args = listOption({47788},"auraRemoved"),
},
spacerShadow = {
order = 10,
type = "description",
name = " "
},
shadow = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(48125).."|cffFFFFFF Shadow |r",
args = listOption({47585,586,15473},"auraRemoved"),
},
}
},
rogue = {
type = 'group',
name = "|cffFFF569Rogue|r",
order = 16,
args = {
assassination = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48668).."|cffFFF569 Assassination |r",
args = listOption({14177},"auraRemoved"),
},
spacerCombat = {
order = 5,
type = "description",
name = " "
},
combat = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48657).."|cffFFF569 Combat |r",
args = listOption({13750, 26669, 48659, 51690, 11305},"auraRemoved"),
},
spacerSub = {
order = 10,
type = "description",
name = " "
},
subtlety = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(1784).."|cffFFF569 Subtlety |r",
args = listOption({31224,51713,57934,45182},"auraRemoved"),
},
},
},
shaman = {
type = 'group',
name = "|cff0070DEShaman|r",
order = 17,
args = {
elem = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(49238).."|cff0070DE Elemental Combat |r",
args = listOption({16166},"auraRemoved"),
},
spacerEH = {
order = 5,
type = "description",
name = " "
},
EH = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(49281).."|cff0070DE Enhancement |r",
args = listOption({2645,32182,30823,53817},"auraRemoved"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
Resto = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(49273).."|cff0070DE Restauration |r",
args = listOption({49284,57960,16188},"auraRemoved"),
},
}
},
warlock = {
type = 'group',
name = "|cff9482C9Warlock|r",
order = 18,
args = {
affliction = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(47860).." |cff9482C9Affliction|r",
args = listOption({17941},"auraRemoved"),
},
spacerDemo = {
order = 5,
type = "description",
name = " "
},
demonology = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(5500).." |cff9482C9Demonology|r",
args = listOption({47891,18708},"auraRemoved"),
},
spacerDestro = {
order = 15,
type = "description",
name = " "
},
destruction = {
order = 16,
type = 'group',
inline = true,
name = SpellTexture(47820).." |cff9482C9Destruction|r",
args = listOption({54277},"auraRemoved"),
},
},
},
warrior = {
order = 19,
type = 'group',
name = "|cffC79C6EWarrior|r",
args = {
arms = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(2457).." |cffC79C6EArms|r",
args = listOption({46924,20230,12328,60503},"auraRemoved"),
},
spacerFury = {
order = 5,
type = "description",
name = " "
},
fury = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(2458).." |cffC79C6EFury|r",
args = listOption({18499,12292,55694,1719,47436,47440},"auraRemoved"),
},
spacerProt = {
order = 10,
type = "description",
name = " "
},
protection = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(71).." |cffC79C6EProtection|r",
args = listOption({12975,2565,871,23920,50227},"auraRemoved"),
},
},
},
}
},
--
spellCastStart = {
type = 'group',
name = "Enemy Spell Casting",
desc = "Alerts you when an enemy is attempting to cast a spell on you or another player",
disabled = function() return sadb.castStart end,
set = setOption,
get = getOption,
order = 4,
args = {
inlineCategories = {
type = 'group',
inline = true,
name = "",
order = 0,
args = {
btnGen = {
type = 'execute',
name = "General",
order = 9,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "general") end,
},
--[[btnDK = {
type = 'execute',
name = "Death Knight",
order = 10,
width = "full",
disabled = true,
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "dk") end,
},]]
btnDruid = {
type = 'execute',
name = "Druid",
order = 11,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "druid") end,
},
btnHunt = {
type = 'execute',
name = "Hunter",
order = 12,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "hunter") end,
},
btnMage = {
type = 'execute',
name = "Mage",
order = 13,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "mage") end,
},
btnPaladin = {
type = 'execute',
name = "Paladin",
order = 14,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "paladin") end,
},
btnPriest = {
type = 'execute',
name = "Priest",
order = 15,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "priest") end,
},
btnRogue = {
type = 'execute',
name = "Rogue",
order = 16,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "rogue") end,
},
btnShaman = {
type = 'execute',
name = "Shaman",
order = 17,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "shaman") end,
},
btnWarlock = {
type = 'execute',
name = "Warlock",
order = 18,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "warlock") end,
},
btnWarrior = {
type = 'execute',
name = "Warrior",
order = 19,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastStart", "warrior") end,
},
},
},
general = {
type = 'group',
name = "General Spells",
order = 2,
args = {
bigHeal = {
type = 'toggle',
name = SpellTexture(48782).."Big Heals",
desc = "Heal, Holy Light, Healing Wave, Healing Touch",
order = 1,
},
resurrection = {
type = 'toggle',
name = SpellTexture(20609).."Resurrection spells",
desc = "Ancestral Spirit, Redemption, etc",
order = 2,
},
}
},
druid = {
type = 'group',
name = "|cffFF7D0ADruid|r",
order = 2,
args = {
druidBalance= {
type = 'group',
inline = true,
name = SpellTexture(48463).." |cffFF7D0ABalance|r",
order = 1,
args = listOption({18658,48467,33786,48465,53308,48461},"castStart"),
},
--[[spacerFeral = {
order = 5,
type = "description",
name = " "
},
druidFeral = {
type = 'group',
inline = true,
name = SpellTexture(9634).." |cffFF7D0AFeral Combat|r",
order = 6,
args = listOption({},"castStart"),
},]]
spacerResto = {
order = 10,
type = "description",
name = " "
},
druidResto = {
type = 'group',
inline = true,
name = SpellTexture(48378).." |cffFF7D0ARestoration|r",
order = 11,
args = listOption({48443,48447},"castStart"),
},
}
},
hunter = {
type = 'group',
name = "|cffABD473Hunter|r",
order = 3,
args = {
beastmastery = {
type = 'group',
inline = true,
name = SpellTexture(1515).." |cffABD473 Beast Mastery|r",
order = 1,
args = listOption({982, 14327},"castStart"),
},
spacerMM = {
order = 5,
type = "description",
name = " "
},
marksman = {
type = 'group',
inline = true,
name = SpellTexture(58434).." |cffABD473Marksmanship|r",
order = 6,
args = listOption({49052},"castStart"),
},
--[[spacerSurvival = {
order = 10,
type = "description",
name = " "
},
survival = {
type = 'group',
inline = true,
name = SpellTexture(53339).." |cffABD473Survival|r",
order = 11,
args = listOption({},"castStart"),
},]]
},
},
mage = {
type = 'group',
name = "|cff69CCF0Mage|r",
order = 4,
args = {
arcane = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(42995).."|cff69CCF0 Arcane |r",
args = listOption({42897,28271,42846},"castStart"),
},
spacerFire = {
order = 5,
type = "description",
name = " "
},
fire = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(42833).."|cff69CCF0 Fire |r",
args = listOption({42833,42926,47610,42859},"castStart"),
},
spacerFrost = {
order = 10,
type = "description",
name = " "
},
frost = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(42842).."|cff69CCF0 Frost |r",
args = listOption({42842},"castStart"),
},
},
},
paladin = {
type = 'group',
name = "|cffF58CBAPaladin|r",
order = 5,
args = {
holy = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffF58CBA Holy |r",
args = listOption({48801,48785,10326},"castStart"),
},
--[[spacerProt = {
order = 5,
type = "description",
name = " "
},
protection = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48942).."|cffF58CBA Protection |r",
args = listOption({},"castStart"),
},]]
--[[spacerRet = {
order = 10,
type = "description",
name = " "
},
retribution = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(54043).."|cffF58CBA Retribution |r",
args = listOption({},"castStart"),
},]]
},
},
priest = {
type = 'group',
name = "|cffFFFFFFPriest|r",
order = 6,
args = {
discipline = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48161).."|cffFFFFFF Discipline |r",
args = listOption({8129,9484,10955,32375},"castStart"),
},
spacerHoly = {
order = 5,
type = "description",
name = " "
},
holy = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffFFFFFF Holy |r",
args = listOption({48120,48071,48135,48123},"castStart"),
},
spacerShadow = {
order = 10,
type = "description",
name = " "
},
shadow = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(48125).."|cffFFFFFF Shadow |r",
args = listOption({48127,605,48160},"castStart"),
},
}
},
rogue = {
type = 'group',
name = "|cffFFF569Rogue|r",
order = 7,
args = {
subtlety = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(1784).."|cffFFF569 Subtlety |r",
args = listOption({1842},"castStart"),
},
},
},
shaman = {
type = 'group',
name = "|cff0070DEShaman|r",
order = 8,
args = {
elem = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(49238).."|cff0070DE Elemental Combat |r",
args = listOption({49271,51514,60043,49238},"castStart"),
},
--[[spacerEH = {
order = 5,
type = "description",
name = " "
},
EH = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(49281).."|cff0070DE Enhancement |r",
args = listOption({51514},"castStart"),
},]]
spacerResto = {
order = 10,
type = "description",
name = " "
},
Resto = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(49273).."|cff0070DE Restauration |r",
args = listOption({49276},"castStart"),
},
}
},
warlock = {
type = 'group',
name = "|cff9482C9Warlock|r",
order = 9,
args = {
affliction = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(47860).." |cff9482C9Affliction|r",
args = listOption({6215,59164,17928,47836,47843},"castStart"),
},
spacerDemo = {
order = 5,
type = "description",
name = " "
},
demonology = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(5500).." |cff9482C9Demonology|r",
args = listOption({18647,47878,48018,61191,691,688,712,697,30146},"castStart"),
},
spacerDestro = {
order = 15,
type = "description",
name = " "
},
destruction = {
order = 16,
type = 'group',
inline = true,
name = SpellTexture(47820).." |cff9482C9Destruction|r",
args = listOption({59172,47811,47838,47815,47825},"castStart"),
},
spacerPet = {
order = 20,
type = "description",
name = " "
},
pet = {
order = 21,
type = 'group',
inline = true,
name = "|cff9482C9Pet|r",
args = {
succube = {
type = 'group',
inline = false,
name = SpellTexture(712).."|cff9482C9 Succube |r",
order = 2,
args = listOption({6358},"castStart"),
},
--[[voidwalker = {
type = 'group',
inline = true,
name = SpellTexture(697).." Voidwalker",
order = 3,
args = listOption({ },"castSuccess"),
},]]
}
},
},
},
warrior = {
type = 'group',
name = "|cffC79C6EWarrior|r",
order = 10,
args = {
arms = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(2457).." |cffC79C6EArms|r",
args = listOption({64382},"castStart"),
},
--[[spacerFury = {
order = 5,
type = "description",
name = " "
},
fury = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(2458).." |cffC79C6EFury|r",
args = listOption({},"castStart"),
},]]
--[[spacerProt = {
order = 10,
type = "description",
name = " "
},
protection = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(71).." |cffC79C6EProtection|r",
args = listOption({},"castStart"),
},]]
},
},
},
},
spellCastSuccess = {
type = 'group',
name = "Enemy Cooldown Abilities",
desc = "Alerts you when enemies have used cooldowns",
disabled = function() return sadb.castSuccess end,
set = setOption,
get = getOption,
order = 5,
args = {
inlineCategories = {
type = 'group',
inline = true,
name = "",
order = 0,
args = {
btnGen = {
type = 'execute',
name = "General",
order = 9,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "general") end,
},
btnDK = {
type = 'execute',
name = "Death Knight",
order = 10,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "dk") end,
},
btnDruid = {
type = 'execute',
name = "Druid",
order = 11,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "druid") end,
},
btnHunt = {
type = 'execute',
name = "Hunter",
order = 12,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "hunter") end,
},
btnMage = {
type = 'execute',
name = "Mage",
order = 13,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "mage") end,
},
btnPaladin = {
type = 'execute',
name = "Paladin",
order = 14,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "paladin") end,
},
btnPriest = {
type = 'execute',
name = "Priest",
order = 15,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "priest") end,
},
btnRogue = {
type = 'execute',
name = "Rogue",
order = 16,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "rogue") end,
},
btnShaman = {
type = 'execute',
name = "Shaman",
order = 17,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "shaman") end,
},
btnWarlock = {
type = 'execute',
name = "Warlock",
order = 18,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "warlock") end,
},
btnWarrior = {
type = 'execute',
name = "Warrior",
order = 19,
width = "full",
func = function() AceConfigDialog:SelectGroup("SoundAlerter", "Spells", "spellCastSuccess", "warrior") end,
},
},
},
general = {
type = 'group',
name = "General spells",
order = 1,
args = {
objects = {
type = 'group',
inline = true,
name= "Objects",
order = 5,
args = listOption({71607,54757},"castSuccess"),
},
}
},
dk = {
type = 'group',
name = "|cffC41F3BDeath Knight|r",
order = 10,
args = {
dkBlood = {
type = 'group',
inline = true,
name= SpellTexture(48266).." |cffC41F3BBlood|r",
order = 5,
args = listOption({49941,48266,49930,56222,48743,55262,49005,50842,48982,47476},"castSuccess"),
},
spacerFrost = {
order = 6,
type = "description",
name = " "
},
dkFrost = {
type = 'group',
inline = true,
name= SpellTexture(48263).."|cffC41F3B Frost |r",
order = 10,
args = listOption({45524,49796,47568,48263,55268,49203,49909,47528,51425,56815},"castSuccess"),
},
spacerUH = {
order = 11,
type = "description",
name = " "
},
dkUnholy = {
type = 'group',
inline = true,
name= SpellTexture(48265).."|cffC41F3B Unholy |r",
order = 15,
args = listOption({51328,49938,49576,49924,49921,61999,46584,55271,49206,48265},"castSuccess"),
},
spacerPet = {
order = 16,
type = "description",
name = " "
},
dkpet = {
type = 'group',
inline = true,
name= SpellTexture(42650).." Pet",
order = 20,
args = listOption({47468,47481,47482,47484},"castSuccess"),
},
}
},
druid = {
type = 'group',
name = "|cffFF7D0ADruid|r",
order = 11,
args = {
druidBalance= {
type = 'group',
inline = true,
name = SpellTexture(48463).." |cffFF7D0ABalance|r",
order = 1,
args = listOption({770,33831,48467,48468,48463,24858,61384},"castSuccess"),
},
spacerFeral = {
order = 5,
type = "description",
name = " "
},
druidFeral = {
type = 'group',
inline = true,
name = SpellTexture(9634).." |cffFF7D0AFeral Combat|r",
order = 6,
args = listOption({8983,768,9634,48570,48560,16857,16979,49376,48577,48568,49802,33878,33876,48480,49803,5215,48574,48579,49800,48572,48562,62078,50213,5225,783},"castSuccess"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
druidResto = {
type = 'group',
inline = true,
name = SpellTexture(48378).." |cffFF7D0ARestoration|r",
order = 11,
args = listOption({2893,48470,48469,48451,17116,48441,2782,18562,33891,53251},"castSuccess"),
},
}
},
hunter = {
type = 'group',
name = "|cffABD473Hunter|r",
order = 12,
args = {
beastmastery = {
type = 'group',
inline = true,
name = SpellTexture(1515).." |cffABD473 Beast Mastery|r",
order = 1,
args = listOption({13161,5118,61847,27044,13163,13159,34074,49071,6991,48990},"castSuccess"),
},
spacerMM = {
order = 5,
type = "description",
name = " "
},
marksman = {
type = 'group',
inline = true,
name = SpellTexture(58434).." |cffABD473Marksmanship|r",
order = 6,
args = listOption({49050,49045,53209,5116,20736,1543,53338,61006,49048,23989,3043,49001,34490,19801,3034,58434},"castSuccess"),
},
spacerSurvival = {
order = 10,
type = "description",
name = " "
},
survival = {
type = 'group',
inline = true,
name = SpellTexture(53339).." |cffABD473Survival|r",
order = 11,
args = listOption({781,49067,5384,60192,14311,13809,49056,53339,48996,19503,34600,19885,19883,49010},"castSuccess"),
},
spacerPet = {
order = 15,
type = "description",
name = " "
},
pet = {
type = 'group',
inline = true,
name = "|cffABD473Pet|r",
order = 16,
args = {
Crab = {
type = 'group',
inline = false,
name = "|cffABD473Crab|r",
order = 1,
args = listOption({61685,52472,53547},"castSuccess"),
},
Ravager = {
type = 'group',
inline = false,
name = "|cffABD473Ravager|r",
order = 2,
args = listOption({53561,53490,52473,61684},"castSuccess"),
},
},
},
},
},
mage = {
type = 'group',
name = "|cff69CCF0Mage|r",
order = 13,
args = {
arcane = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(42995).."|cff69CCF0 Arcane |r",
args = listOption({44781,42921,42846,1953,42987,2139,12051,66,55342,475,31589,30449},"castSuccess"),
},
spacerFire = {
order = 5,
type = "description",
name = " "
},
fire = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(42833).."|cff69CCF0 Fire |r",
args = listOption({42945, 42950,42873,55360},"castSuccess"),
},
spacerFrost = {
order = 10,
type = "description",
name = " "
},
frost = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(42842).."|cff69CCF0 Frost |r",
args = listOption({42940,11958, 42931,44572,42917,42914,31687},"castSuccess"),
},
spacerPet = {
order = 20,
type = "description",
name = " "
},
pet = {
order = 21,
type = 'group',
inline = true,
name = "|cff69CCF0Pet|r",
args = {
waterElem = {
type = 'group',
inline = false,
name = SpellTexture(31687).."|cff9482C9 Felhunter |r",
order = 1,
args = listOption({33395},"castSuccess"),
},
}
},
},
},
paladin = {
type = 'group',
name = "|cffF58CBAPaladin|r",
order = 14,
args = {
holy = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffF58CBA Holy |r",
args = listOption({4987,19746,48819,20216,48825,48817,48788,1152},"castSuccess"),
},
spacerProt = {
order = 5,
type = "description",
name = " "
},
protection = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48942).."|cffF58CBA Protection |r",
args = listOption({48827,48942,48947,48945,10308,53595,62124,20164,48943,61411},"castSuccess"),
},
spacerRet = {
order = 10,
type = "description",
name = " "
},
retribution = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(54043).."|cffF58CBA Retribution |r",
args = listOption({32223,35395,53385, 48806,53407,20271,53408,20066,54043},"castSuccess"),
},
},
},
priest = {
type = 'group',
name = "|cffFFFFFFPriest|r",
order = 15,
args = {
discipline = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48161).."|cffFFFFFF Discipline |r",
args = listOption({988,53007},"castSuccess"),
},
spacerHoly = {
order = 5,
type = "description",
name = " "
},
holy = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48782).."|cffFFFFFF Holy |r",
args = listOption({552, 528,48173,48078,48068,48113},"castSuccess"),
},
spacerShadow = {
order = 10,
type = "description",
name = " "
},
shadow = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(48125).."|cffFFFFFF Shadow |r",
args = listOption({48300,48156,53023, 64044,10890,48158,48125,34433,15487},"castSuccess"),
},
}
},
rogue = {
type = 'group',
name = "|cffFFF569Rogue|r",
order = 16,
args = {
assassination = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(48668).."|cffFFF569 Assassination |r",
args = listOption({48691, 1833,48674,51722,57993,48668,8647,48676,8643,48666,48672},"castSuccess"),
},
spacerCombat = {
order = 5,
type = "description",
name = " "
},
combat = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(48657).."|cffFFF569 Combat |r",
args = listOption({48657,51723, 1776,1766,5938,48638,13877},"castSuccess"),
},
spacerSub = {
order = 10,
type = "description",
name = " "
},
subtlety = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(1784).."|cffFFF569 Subtlety |r",
args = listOption({2094,1725,48660,14183,14185,51724,36554,1784,26889},"castSuccess"),
},
},
},
shaman = {
type = 'group',
name = "|cff0070DEShaman|r",
order = 17,
args = {
elem = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(49238).."|cff0070DE Elemental Combat |r",
args = listOption({66843, 66842,66844,49231,2484,2894,61657,49233,49236,58734,8012,58704,58582,59159,57722,57994},"castSuccess"),
},
spacerEH = {
order = 5,
type = "description",
name = " "
},
EH = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(49281).."|cff0070DE Enhancement |r",
args = listOption({2062,51533,58739,58656,58745,8177,60103,49281,58749,58753,17364,58643,8512,3738},"castSuccess"),
},
spacerResto = {
order = 10,
type = "description",
name = " "
},
Resto = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(49273).."|cff0070DE Restauration |r",
args = listOption({51886,8170,526,58757,58774,16190,16188,61301,55198,36936,8143},"castSuccess"),
},
}
},
warlock = {
type = 'group',
name = "|cff9482C9Warlock|r",
order = 18,
args = {
affliction = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(47860).." |cff9482C9Affliction|r",
args = listOption({47813,47864,47867,18223,47865,11719,50511,47860,47857,5138,47855,17928,57946},"castSuccess"),
},
spacerDemo = {
order = 5,
type = "description",
name = " "
},
demonology = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(5500).." |cff9482C9Demonology|r",
args = listOption({47875,48020,132,47856,1122},"castSuccess"),
},
spacerDestro = {
order = 15,
type = "description",
name = " "
},
destruction = {
order = 16,
type = 'group',
inline = true,
name = SpellTexture(47820).." |cff9482C9Destruction|r",
args = listOption({17962,47823,47820,47827,61290,47847},"castSuccess"),
},
spacerPet = {
order = 20,
type = "description",
name = " "
},
pet = {
order = 21,
type = 'group',
inline = true,
name = "|cff9482C9Pet|r",
args = {
felhunter = {
type = 'group',
inline = false,
name = SpellTexture(691).."|cff9482C9 Felhunter |r",
order = 1,
args = listOption({19647,48011},"castSuccess"),
},
succube = {
type = 'group',
inline = false,
name = SpellTexture(712).."|cff9482C9 Succube |r",
order = 2,
args = listOption({7870},"castSuccess"),
},
--[[voidwalker = {
type = 'group',
inline = true,
name = SpellTexture(697).." Voidwalker",
order = 3,
args = listOption({ },"castSuccess"),
},]]
}
},
},
},
warrior = {
type = 'group',
name = "|cffC79C6EWarrior|r",
order = 19,
args = {
arms = {
order = 1,
type = 'group',
inline = true,
name = SpellTexture(2457).." |cffC79C6EArms|r",
args = listOption({2457,11578,1715,47450,57755,694,47486,7384,47465,47502},"castSuccess"),
},
spacerFury = {
order = 5,
type = "description",
name = " "
},
fury = {
order = 6,
type = 'group',
inline = true,
name = SpellTexture(2458).." |cffC79C6EFury|r",
args = listOption({2458,23881,1161,47520,47437,47471,60970,20252,5246,12323,6552,47475,34428,1680},"castSuccess"),
},
spacerProt = {
order = 10,
type = "description",
name = " "
},
protection = {
order = 11,
type = 'group',
inline = true,
name = SpellTexture(71).." |cffC79C6EProtection|r",
args = listOption({71,2687,12809,47498,676,3411,57823,72,47488,46968,7386,355},"castSuccess"),
},
},
},
},
},
--
enemydebuff = {
type = 'group',
--inline = true,
name = "Enemy Debuff",
desc = "Alerts you when you (or your arena partner) have casted a CC on an enemy",
disabled = function() return sadb.dEnemyDebuff end,
set = setOption,
get = getOption,
order = 6,
args = {
fromself = {
type = 'group',
inline = true,
name = "|cffFFF569From Self|r",
order = 1,
args = listOption({2094,51724,51514,12826,118,33786},"enemyDebuffs"),
},
fromarenapartner = {
type = 'group',
inline = true,
name = "|cffFFF569From Arena Partner or affecting your Target|r",
order = 2,
args = listOption({2094,51724,51514,12826,118,33786},"friendCCenemy"),
}
},
},
enemydebuffdown = {
type = 'group',
--inline = true,
name = "Enemy Debuff Down",
desc = "Alerts you when your (or your arena partner) casted CC's on an enemy is down",
disabled = function() return sadb.dEnemyDebuffDown end,
set = setOption,
get = getOption,
order = 7,
args = {
fromself = {
type = 'group',
inline = true,
name = "|cffFFF569From Self|r",
order = 1,
args = listOption({2094,51724,51514,12826,118,33786},"enemyDebuffdown"),
},
fromarenapartner = {
type = 'group',
inline = true,
name = "|cffFFF569From Arena Partner or affecting your Target|r",
desc = "Alerts you if your arena partner casts a spell or your target gets afflicted by a spell",
order = 2,
args = listOption({2094,51724,51514,12826,118,33786},"enemyDebuffdownAP"),
}
},
},
--
chatalerter = {
type = 'group',
name = "Chat Alerts",
desc = "Alerts you and others via sending a chat message",
disabled = function() return sadb.chatalerts end,
set = setOption,
get = getOption,
order = 1,
args = {
caonlyTF = {
type = 'toggle',
name = L["Target and Focus only"],
desc = L["Alerts you when your target or focus is applicable to a sound alert"],
order = 1,
},
chatgroup = {
type = 'select',
name = L["What channel to alert in"],
desc = L["You send a message to either party, raid, say or battleground with your chat alert"],
values = self.SA_CHATGROUP,
order = 2,
},
spells = {
type = 'group',
inline = true,
name = "Spells",
order = 3,
args = {
stealthenemy = {
type = 'toggle',
name = SpellTextureName(1784),
desc = function ()
GameTooltip:SetHyperlink(GetSpellLink(1784));
end,
order = 1,
},
blindenemy = {
type = 'toggle',
name = SpellTexture(2094).."Blind on Enemy",
desc = "Enemies you blind will be alerted in chat",
order = 3,
},
blindselffriend = {
type = 'toggle',
name = SpellTexture(2094).."Blind on Self/Friend",
desc = "Enemies that have blinded you will be alerted",
order = 4,
},
cycloneenemy = {
type = 'toggle',
name = SpellTexture(33786).."Cyclone on Enemy",
desc = "Enemies you cyclone will be alerted in chat",
order = 5,
},
cycloneselffriend = {
type = 'toggle',
name = SpellTexture(33786).."Cyclone on Self/Friend",
desc = "Enemies you cyclone will be alerted in chat",
order = 6,
},
hexenemy = {
type = 'toggle',
name = SpellTexture(51514).."Hex on Enemy",
desc = "Enemies you hex will be alerted in chat",
order = 7,
},
hexselffriend = {
type = 'toggle',
name = SpellTexture(51514).."Hex on Self/Friend",
desc = "Enemies you hex will be alerted in chat",
order = 8,
},
fearenemy = {
type = 'toggle',
name = SpellTexture(5484).."Fear on Enemy",
desc = "Enemies you fear will be alerted in chat",
order = 9,
},
fearselffriend = {
type = 'toggle',
name = SpellTexture(5484).."Fear on Self/friend",
desc = "Enemies you fear will be alerted in chat",
order = 10,
},
sapenemy = {
type = 'toggle',
name = SpellTexture(6770).."Sap on Enemy",
desc = "Enemies you sapped will be alerted",
order = 11,
},
bubbleenemy = {
type = 'toggle',
name = SpellTextureName(642),
desc = "Enemies that have casted Divine Shield will be alerted",
order = 12,
},
polyenemy = {
type = 'toggle',
name = SpellTextureName(118),
desc = "Enemies that have casted Polymorph will be alerted",
order = 13,
},
vanishenemy = {
type = 'toggle',
name = SpellTextureName(26889),
desc = "Enemies that have casted Vanish will be alerted",
order = 13,
},
trinketalert = {
type = 'toggle',
name = GetSpellInfo(42292),
desc = function ()
GameTooltip:SetHyperlink(GetSpellLink(42292));
end,
order = 14,
},
interruptenemy = {
type = 'toggle',
name = "Interrupt on Enemy",
desc = "Sends a chat message if you have interrupted an enemy's spell.",
order = 15,
},
interruptself = {
type = 'toggle',
name = "Interrupt on Self",
desc = "Sends a chat message if an enemy has interrupted you.",
order = 16,
},
chatdownself = {
type = 'toggle',
name = "Alert enemy debuff down (from self)",
desc = "Sends a chat message when an enemies debuff is down that came from yourself (eg. Hex down)",
order = 17,
},
chatdownfriend = {
type = 'toggle',
name = "Alert enemy debuff down (from friend)",
desc = "Sends a chat message when an enemies debuff is down that came from yourself (eg. Hex down)",
order = 17,
},
},
},
general = {
type = "group",
inline = true,
name = "General Chat Alerts",
args = {
enemychat = {
type = "input",
name = "To Enemy",
desc = "Example: '#spell# up on #enemy#' = [Blind] up on Enemyname",
order = 1,
width = "full",
},
friendchat = {
type = "input",
name = "From Enemy to friend",
desc = "Example: '#enemy# casted #spell# on #target# = Enemyname casted [Blind] on FriendName",
order = 2,
width = "full",
},
selfchat = {
type = "input",
name = "From Enemy to self",
desc = "Example: '#enemy# casted #spell# on #target# = Enemyname casted [Blind] on FriendName",
order = 3,
width = "full",
},
enemybuffchat = {
type = "input",
name = "Enemy buffs/cooldowns",
desc = "Example: '#enemy# casted #spell# = Enemyname casted [Stealth]",
order = 4,
width = "full",
},
},
},
saptextfriendg = {
type = "group",
inline = true,
hidden = function() if sadb.sapenemy then return false else return true end end,
name = SpellTexture(6770).."Sap on self/friend",
order = 13,
args = {
sapselftext = {
type = "input",
name = "Sap on Self (Avoid using '#enemy# due to unknown enemy when stealthed)",
order = 1,
width = "full",
},
sapfriendtext = {
type = "input",
name = "Sap on Friend (Avoid using '#enemy# due to unknown enemy when stealthed)",
order = 1,
width = "full",
},
},
},
trinketalerttextg = {
type = "group",
inline = true,
hidden = function() if sadb.trinketalert then return false else return true end end,
name = "PvP trinket text",
order = 14,
args = {
trinketalerttext = {
type = 'input',
name = "Example: '#enemy# casted #spell#!' = Enemyname casted [PvP Trinket]!",
order = 1,
width = "full",
},
},
},
stealthalerttextg = {
type = "group",
inline = true,
hidden = function() if sadb.stealthenemy then return false else return true end end,
name = SpellTextureName(1784),
order = 15,
args = {
stealthTF = {
type = 'toggle',
name = "Ignore target/focus",
order = 2,
},
},
},
vanishalerttextg = {
type = "group",
inline = true,
hidden = function() if sadb.vanishenemy then return false else return true end end,
name = SpellTextureName(26889),
order = 16,
args = {
vanishTF = {
type = 'toggle',
name = "Ignore target/focus",
order = 2,
},
},
},
InterruptTextg = {
type = "group",
inline = true,
name = "Interrupt Text",
order = 17,
args = {
InterruptEnemyText = {
name = "Interrupt on Enemy (eg. 'Interrupted #enemy# with #spell#')",
hidden = function() if sadb.interruptenemy then return false else return true end end,
type = "input",
order = 1,
width = "full",
},
InterruptSelfText = {
name = "Interrupts from Enemy (eg. '#enemy# interrupted me with #spell#')",
hidden = function() if sadb.interruptself then return false else return true end end,
type = "input",
order = 1,
width = "full",
},
},
},
},
},
--
FriendDebuff = {
type = 'group',
--inline = true,
name = "Arena partner Enemy Spell Casting",
desc = "Alerts you when an enemy is casting a spell targetted at your arena partner",
disabled = function() return sadb.dArenaPartner end,
set = setOption,
get = getOption,
order = 8,
args = listOption({51514,118,33786,6215},"friendCCs"),
},
FriendDebuffSuccess = {
type = 'group',
name = "Arena partner CCs/Debuffs",
desc = "Alerts you when your arena partner gets CC'd",
disabled = function() return sadb.dArenaPartner end,
set = setOption,
get = getOption,
order = 9,
args = listOption({14309,2094,10308,51514,12826,33786,6215,2139,51724},"friendCCSuccess"),
},
--
selfDebuffs = {
type = 'group',
--inline = true,
name = "Self Debuffs",
desc = "Alerts you when you get afflicted by one of these spells when you aren't targeting the enemy.",
disabled = function() return sadb.dSelfDebuff end,
set = setOption,
get = getOption,
order = 10,
args = listOption({33786,51514,118,6215,14309,13809,5246,17928,2094,51724,10308,47860,5138,44572,20066,34490,19434,47476,51722,61606,19386,6358},"selfDebuff"),
},
},
})
self:AddOption('custom', {
type = 'group',
name = L["Custom Alerts"],
desc = L["Create a custom sound or chat alert with text or a sound file"],
order = 3,
args = {
newalert = {
type = 'execute',
name = function ()
if sadb.custom[L["New Alert"]] then
return L["Rename the New Alert entry"]
else
return L["New Alert"]
end
end,
order = -1,
func = function()
sadb.custom[L["New Alert"]] = {
name = L["New Alert"],
soundfilepath = L["New Alert"]..".[ogg/mp3/wav]",
sourceuidfilter = "any",
destuidfilter = "any",
eventtype = {
SPELL_CAST_SUCCESS = true,
SPELL_CAST_START = false,
SPELL_AURA_APPLIED = false,
SPELL_AURA_REMOVED = false,
SPELL_INTERRUPT = false,
SPELL_SUMMON = false,
},
sourcetypefilter = COMBATLOG_FILTER_EVERYTHING,
desttypefilter = COMBATLOG_FILTER_EVERYTHING,
order = 0,
}
self:OnOptionsCreate()
end,
disabled = function ()
if sadb.custom[L["New Alert"]] then
return true
else
return false
end
end,
},
}
})
local function makeoption(key)
local keytemp = key
self.options.args.custom.args[key] = {
type = 'group',
name = sadb.custom[key].name,
set = function(info, value) local name = info[#info] sadb.custom[key][name] = value end,
get = function(info) local name = info[#info] return sadb.custom[key][name] end,
order = sadb.custom[key].order,
args = {
name = {
name = L["Spell Entry Name"],
desc = L["Menu entry for the spell (eg. Hex down on arena partner)"],
type = 'input',
set = function(info, value)
if sadb.custom[value] then log(L["same name already exists"]) return end
sadb.custom[key].name = value
sadb.custom[key].order = 100
sadb.custom[value] = sadb.custom[key]
sadb.custom[key] = nil
--makeoption(value)
self.options.args.custom.args[keytemp].name = value
key = value
end,
order = 1,
},
spellname = {
name = L["Spell Name"],
type = 'input',
order = 10,
hidden = function() return not sadb.custom[key].acceptSpellName end,
},
spellid = {
name = L["Spell ID"],
desc = L["Can be found on OpenWoW, in the URL"],
set = function(info, value)
local name = info[#info] sadb.custom[key][name] = value
if GetSpellInfo(value) then
sadb.custom[key].spellname = GetSpellInfo(value)
self.options.args.custom.args[keytemp].spellname = GetSpellInfo(value)
else
sadb.custom[key].spellname = "Invalid Spell ID"
self.options.args.custom.args[keytemp].spellname = "Invalid Spell ID"
end
end,
type = 'input',
order = 20,
pattern = "%d+$",
},
remove = {
type = 'execute',
order = 25,
name = L["Remove"],
confirm = true,
confirmText = L["Are you sure?"],
func = function()
sadb.custom[key] = nil
self.options.args.custom.args[keytemp] = nil
end,
},
acceptSpellName = {
type = 'toggle',
name = "Use specific spell name",
desc = "Use this in case there are multiple ranks for this spell",
order = 26,
},
chatAlert = {
type = 'toggle',
name = "Chat Alert",
order = 27,
},
test = {
type = 'execute',
order = 28,
name = L["Test"],
desc = L["If you don't hear anything, try restarting WoW"],
func = function() PlaySoundFile("Interface\\Addons\\SoundAlerter\\CustomSounds\\"..sadb.custom[key].soundfilepath) end,
hidden = function() if sadb.custom[key].chatAlert then return true end end,
},
soundfilepath = {
name = L["File Path"],
desc = L["Place your ogg/mp3 custom sound in the CustomSounds folder in Interface/Addons/SoundAlerter/"],
type = 'input',
width = 'double',
order = 27,
hidden = function() if sadb.custom[key].chatAlert then return true end end,
},
chatalerttext = {
name = "Chat Alert Text",
desc = "eg. #enemy# casted #spell# on me! (Use '%t' if you're casting a spell on an enemy. )",
type = 'input',
width = 'double',
order = 28,
hidden = function() if not sadb.custom[key].chatAlert then return true end end,
},
eventtype = {
type = 'multiselect',
order = 50,
name = L["Event type - it's best to have the least amount of event conditions"],
values = self.SA_EVENT,
get = function(info, k) return sadb.custom[key].eventtype[k] end,
set = function(info, k, v) sadb.custom[key].eventtype[k] = v end,
},
sourceuidfilter = {
type = 'select',
order = 61,
name = L["Source unit"],
desc = L["Is the person who casted the spell your target/focus/mouseover?"],
values = self.SA_UNIT,
},
sourcetypefilter = {
type = 'select',
order = 60,
name = L["Source of the spell"],
desc = L["Who casted the spell? Leave on 'any' if a spell got casted on you"],
values = self.SA_TYPE,
},
sourcecustomname = {
type= 'input',
order = 62,
name = L["Custom source name"],
desc = L["Example: If the spell came from a specific player or boss"],
disabled = function() return not (sadb.custom[key].sourceuidfilter == "custom") end,
},
destuidfilter = {
type = 'select',
order = 65,
name = L["Spell destination unit"],
desc = L["Was the spell destination towards your target/focus/mouseover? (Leave on 'player' if it's yourself)"],
values = self.SA_UNIT,
},
desttypefilter = {
type = 'select',
order = 63,
name = L["Spell Destination"],
desc = L["Who was afflicted by the spell? Leave it on 'any' if it's a spell cast or a buff"],
values = self.SA_TYPE,
},
destcustomname = {
type= 'input',
order = 68,
name = L["Custom destination name"],
disabled = function() return not (sadb.custom[key].destuidfilter == "custom") end,
},
--[[NewLine5 = {
type = 'header',
order = 69,
name = "",
},]]
}
}
end
for key, v in pairs(sadb.custom) do
makeoption(key)
end
end |
require('constants')
require('stdlib/table')
local Entity = require('stdlib/entity/entity')
-- Split a string in to tokens using whitespace as a seperator.
local function split( str )
local result = {}
for sub in string.gmatch( str, "%S+" ) do
table.insert( result, sub )
end
return result
end
-- Parse tokens in to an AST we can store and evaluate later.
local function parse( tokens )
if #tokens == 0 then
return OP_NOP
end
local c = 1
local parseExpr
local peek = function() return tokens[c] end
local consume = function()
local result = peek()
c = c + 1
return result
end
local parseNum = function()
return { val = tonumber(consume()), type = 'num' }
end
local parseOp = function()
local node = { val = consume(), type = 'op', expr = {} }
while(peek()) do
local expr = parseExpr()
if expr then
table.insert( node.expr, expr )
else
break
end
end
return node
end
local parseAddress = function(name)
local token = consume()
if string.find(token, "@%d") then
local addr = string.gsub(token, name.."@(%d+)", "%1")
return {val = tonumber(addr), pointer = true}
else
local index = string.gsub(token, name.."(%d+)", "%1")
return {val = tonumber(index), pointer = false}
end
end
local parseWire = function(name)
local address = parseAddress(name)
return { type = "wire", color = name, val = address.val, pointer = address.pointer}
end
local parseRegister = function(name)
local address = parseAddress(name)
return { type = "register", location = name, val = address.val, pointer = address.pointer }
end
local parseReadOnlyRegister = function( name, index )
consume()
return { type = "register", location = "mem", val = tonumber(index) }
end
local parseOutput = function(name)
consume()
return { type = "register", location = "out" }
end
local parseLabel = function()
local label = consume()
return { type = "label", label = label }
end
parseExpr = function()
if peek() then
if string.sub(peek(), 1, 1) == "#" then
return OP_NOP
elseif string.sub(peek(), 1, 1) == ":" then
return parseLabel()
elseif string.find( peek(), "%d" ) == 1 then
return parseNum()
elseif string.find(peek(), "red") then
return parseWire("red")
elseif string.find(peek(), "green") then
return parseWire("green")
elseif string.find(peek(), "mem") then
return parseRegister("mem")
elseif string.find(peek(), "out") then
return parseOutput("out")
elseif string.find(peek(), "ipt") then
return parseReadOnlyRegister("ipt", 5)
elseif string.find(peek(), "cnr") then
return parseReadOnlyRegister("cnr", 6)
elseif string.find(peek(), "cng") then
return parseReadOnlyRegister("cng", 7)
elseif string.find(peek(), "clk") then
return parseReadOnlyRegister("clk", 8)
else
return parseOp()
end
end
end
return parseExpr()
end
--- Throws an exception, the exception has a control character prepended to that
--- we can substring the message to only display the error message and not the stack-trace
--- to the user.
local function exception( val )
error("@"..val, 2)
end
--- Evaluates an AST.
local function eval( ast, control, memory, modules, program_counter, clock )
local wires = {}
wires.red = control.get_circuit_network(defines.wire_type.red, defines.circuit_connector_id.combinator_input)
wires.green = control.get_circuit_network(defines.wire_type.green, defines.circuit_connector_id.combinator_input)
local node, num
-- Assertion Helper Functions
local assert_inout = function( _ )
if #_ ~= 2 then
exception("Expecting two parameters after opcode")
end
end
local assert_in = function( _ )
if #_ ~= 1 then
exception("Expecting one parameter after opcode")
end
end
local assert_in_register = function( _ )
if _.type ~= "register" then
exception("Expecting 1st parameter to be a memory or output register")
end
end
local assert_in_mem = function( _ )
if _.type ~= "register" or _.location ~= "mem" then
exception("Expecting 1st parameter to be a memory register")
end
end
local assert_in_register_or_wire = function( _ )
if not (_.type == "register" or _.type == "wire") then
exception("Expecting 1st parameter to be a register or wire input")
end
end
local assert_in_mem_or_val = function( _ )
if not ((_.type == "register" and _.location == "mem") or _.type == "num") then
exception("Expecting 1st parameter to be an integer or memory register")
end
end
local assert_in_mem_or_val_or_label = function( _ )
if not ((_.type == "register" and _.location == "mem") or _.type == "num" or _.type == "label") then
exception("Expecting 1st parameter to be an integer, memory register or label")
end
end
local assert_in_wire = function( _ )
if _.type ~= "wire" then
exception("Expecting 1st parameter to be a wire input")
end
end
local assert_out_mem = function( _ )
if _.type ~= "register" or _.location ~= "mem" then
exception("Expecting 2nd parameter to be a memory register")
end
end
local assert_out_register = function( _ )
if _.type ~= "register" then
exception("Expecting 2nd parameter to be a memory or output register")
end
end
local assert_out_mem_or_val = function( _ )
if not ((_.type == "register" and _.location == "mem") or _.type == "num") then
exception("Expecting 2nd parameter to be an integer or memory register")
end
end
local assert_memory_index_range = function( index, max )
if index == nil then
exception("No register address specified.")
end
if index < 1 or index > max then
exception("Invalid memory address: "..index..". Out of range.")
end
end
-- Memory Register Helper Functions
-- Read only registers
local getmem, setmem
local function readOnlyRegister( index )
if index == 5 then
return program_counter
elseif index == 6 then
if wires.red and wires.red.signals then
return #wires.red.signals
else
return 0
end
elseif index == 7 then
if wires.green and wires.green.signals then
return #wires.green.signals
else
return 0
end
elseif index == 8 then
return clock
end
end
local memindex = function( _ )
if _.pointer then
--assert_memory_index_range(_.val, 8)
return getmem(_, true).count
else
return _.val
end
end
getmem = function( index_expr, ignore_pointer )
local index
if not ignore_pointer then
index = memindex(index_expr)
else
index = index_expr.val
end
if index > 10 and index < 45 then
local direction = math.floor(index / 10)
local module_index = index - (direction * 10)
assert_memory_index_range(module_index, 4)
local module = modules[direction]
if module then
if module.name == "microcontroller-ram" then
return table.deepcopy(module.get_control_behavior().get_signal(module_index))
elseif module.name == "microcontroller" then
return table.deepcopy(Entity.get_data(module).memory[module_index])
end
else
exception("Module "..direction.." not found.")
end
elseif index > 4 then
assert_memory_index_range(index, 8)
local result = table.deepcopy(NULL_SIGNAL)
result.count = readOnlyRegister(index)
return result
else
assert_memory_index_range(index, 4)
return table.deepcopy(memory[index])
end
end
setmem = function( index_expr, value )
local index = memindex(index_expr)
local signal = table.deepcopy(value)
if index > 10 and index < 45 then
local direction = math.floor(index / 10)
local module_index = index - (direction * 10)
assert_memory_index_range(module_index, 4)
local module = modules[direction]
if module then
if module.name == "microcontroller-ram" then
module.get_control_behavior().set_signal(module_index, signal)
elseif module.name == "microcontroller" then
local other_mc_state = Entity.get_data(module)
other_mc_state.memory[module_index] = signal
end
else
exception("Module "..direction.." not found.")
end
else
assert_memory_index_range(index, 4)
memory[index] = signal
end
end
local setmem_count = function( index_expr, count )
local value = getmem(index_expr)
value.count = count
setmem(index_expr, value)
end
-- Output Register Helper Functions
local getout = function()
local signalID = control.parameters.parameters.output_signal
local value = control.parameters.parameters.first_constant
return {signal = signalID, count = value}
end
local setout = function( value )
local params = control.parameters
params.parameters.first_constant = value.count
params.parameters.output_signal = value.signal
control.parameters = params
end
local setout_count = function( count )
local params = control.parameters
params.parameters.first_constant = count
control.parameters = params
end
-- Multiplex Helper Functions
local function getregister( index_expr )
if index_expr.location == 'mem' then
return getmem(index_expr)
elseif index_expr.location == 'out' then
return getout()
end
end
local function setregister( index_expr, value )
if index_expr.location == 'mem' then
setmem(index_expr, value)
elseif index_expr.location == 'out' then
setout(value)
end
end
local function setregister_count( index_expr, count )
if index_expr.location == 'mem' then
setmem_count(index_expr, count)
elseif index_expr.location == 'out' then
setout_count(count)
end
end
local function const_num( number )
return {type = "num", val = number}
end
local function memcount_or_val( _ )
if _.type == 'num' then
return num(_)
elseif _.type == 'register' and _.location == 'mem' then
return getmem(_).count
end
end
-- Wire Helper Functions
local function getwire( _ )
local index = memindex(_)
if not wires[_.color] then
exception("Tried to access ".._.color.." wire when input not present.")
end
if wires[_.color].signals then
return wires[_.color].signals[index] or NULL_SIGNAL
end
return NULL_SIGNAL
end
local function find_signal_in_wire( wire, signal_to_find )
if signal_to_find and wire.signals then
for index, wire_signal in pairs(wire.signals) do
if wire_signal and wire_signal.signal.name == signal_to_find.signal.name then
return wire.signals[index]
end
end
end
return NULL_SIGNAL
end
-- Setup Helper Functions
local standard_op = function( _ )
assert_inout(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local _out = _[2]
assert_out_mem_or_val(_out)
return _in, _out
end
local test_op = function( _ )
assert_inout(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local _out = _[2]
assert_out_mem_or_val(_out)
return _in, _out
end
--------------------
-- OPCODE Functions
--------------------
local ops = {
-- W = wire
-- I = integer constant
-- M = memory register
-- O = output register
-- R = Register (memory or output)
-- + = zero, one or more parameters
nop = function(_)
end,
mov = function(_) -- MOV W/R R -- Move
local _in = _[1]
assert_in_register_or_wire(_in)
local out_val = nil
if _in.type == 'wire' then
out_val = getwire(_in)
elseif _in.type == 'register' then
out_val = getregister(_in)
end
if #_ > 2 then
for i = 2, #_ do
assert_out_register(_[i])
setregister(_[i], out_val)
end
else
local _out = _[2]
assert_out_register(_out)
setregister(_out, out_val)
end
end,
set = function(_) -- SET M/I R -- Set Count
assert_inout(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local _out = _[2]
assert_out_register(_out)
if _in.type == 'register' then
setregister_count(_out, getregister(_in).count)
elseif _in.type == 'num' then
setregister_count(_out, num(_in))
end
end,
clr = function(_) -- CLR R+ -- Clear
if #_ > 0 then
for i, expr in ipairs(_) do
setregister(_[i], NULL_SIGNAL)
end
else
for i = 1, #memory do
memory[i] = NULL_SIGNAL
end
for i = 1, 4 do
if modules[i] then
for k = 1, 4 do
setmem(const_num(i*10 + k, NULL_SIGNAL))
end
end
end
setout(NULL_SIGNAL)
end
end,
fir = function(_) -- FIR R -- Find (from) Red
assert_in(_)
local _in = _[1]
assert_in_register(_in)
local signal = getregister(_in)
local wire_signal = find_signal_in_wire(wires.red, signal)
setmem(const_num(1), wire_signal)
end,
fig = function(_) -- FIG R -- Find (from) Green
assert_in(_)
local _in = _[1]
assert_in_register(_in)
local signal = getregister(_in)
local wire_signal = find_signal_in_wire(wires.green, signal)
setmem(const_num(1), wire_signal)
end,
swp = function(_) -- SWP R R -- Swap
assert_inout(_)
local _in = _[1]
assert_in_register(_in)
local _out = _[2]
assert_out_register(_out)
local inSignal = getregister(_in)
local outSignal = getregister(_out)
setregister(_in, outSignal)
setregister(_out, inSignal)
end,
syn = function(_) -- SYN
return {type = "sync"}
end,
add = function(_) -- ADD M/I M/I -- Add
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) + memcount_or_val(_out))
end,
sub = function(_) -- SUB M/I M/I -- Subtract
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) - memcount_or_val(_out))
end,
mul = function(_) -- MUL M/I M/I -- Multiply
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) * memcount_or_val(_out))
end,
div = function(_) -- DIV M/I M/I -- Divide
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) / memcount_or_val(_out))
end,
mod = function(_) -- MOD M/I M/I -- Modulo
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) % memcount_or_val(_out))
end,
pow = function(_) -- POW M/I M/I -- Exponetiation
local _in, _out = standard_op(_)
setmem_count(const_num(1), memcount_or_val(_in) ^ memcount_or_val(_out))
end,
bnd = function(_) -- BND M/I M/I -- Bitwise AND
local _in, _out = standard_op(_)
local result = bit32.band(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
bor = function(_) -- BOR M/I M/I -- Bitwise OR
local _in, _out = standard_op(_)
local result = bit32.bor(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
bxr = function(_) -- BXR M/I M/I -- Bitwise XOR
local _in, _out = standard_op(_)
local result = bit32.bxor(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
bls = function(_) -- BLS M/I M/I -- Bitwise left shift
local _in, _out = standard_op(_)
local result = bit32.lshift(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
brs = function(_) -- BRS M/I M/I -- Bitwise right shift
local _in, _out = standard_op(_)
local result = bit32.rshift(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
blr = function(_) -- BLR M/I M/I -- Bitwise left rotate
local _in, _out = standard_op(_)
local result = bit32.lrotate(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
brr = function(_) -- BRR M/I M/I -- Bitwise right rotate
local _in, _out = standard_op(_)
local result = bit32.rrotate(memcount_or_val(_in), memcount_or_val(_out))
setmem_count(const_num(1), result)
end,
bno = function(_) -- BNO M/I M/I -- Bitwise NOT
assert_in(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local result = bit32.bnot(memcount_or_val(_in))
setmem_count(const_num(1), result)
end,
slp = function(_) -- SLP M/I -- Sleep
assert_in(_)
local _in = _[1]
assert_in_mem_or_val(_in)
return { type = "sleep", val = memcount_or_val(_in) }
end,
jmp = function(_) -- JMP M/I/L -- Jump
assert_in(_)
local _in = _[1]
assert_in_mem_or_val_or_label(_in)
if _in.type == 'label' then
return { type = "jump", label = _in.label }
else
return { type = "jump", val = memcount_or_val(_in) }
end
end,
hlt = function(_) -- HLT -- Halt
return { type = "halt" }
end,
tgt = function(_) -- TGT M/I M/I -- Test Greater Than
local _in, _out = test_op(_)
if memcount_or_val(_in) > memcount_or_val(_out) then
return { type = "skip" }
end
end,
tlt = function(_) -- TLT M/I M/I -- Test Less Than
local _in, _out = test_op(_)
if memcount_or_val(_in) < memcount_or_val(_out) then
return { type = "skip" }
end
end,
teq = function(_) -- TEQ M/I M/I -- Test Equal (Signal count)
local _in, _out = test_op(_)
if memcount_or_val(_in) == memcount_or_val(_out) then
return { type = "skip" }
end
end,
tnq = function(_) -- TNG M/I M/I -- Test Not Equal (Signal count)
local _in, _out = test_op(_)
if memcount_or_val(_in) ~= memcount_or_val(_out) then
return { type = "skip" }
end
end,
tte = function(_) -- TTE M M -- Test Equal (Signal type)
assert_inout(_)
local _in = _[1]
assert_in_mem(_in)
local _out = _[2]
assert_out_mem(_out)
if getmem(_in).signal.name == getmem(_out).signal.name then
return { type = "skip" }
end
end,
ttn = function(_) -- TTN M M -- Test Not Equal (Signal type)
assert_inout(_)
local _in = _[1]
assert_in_mem(_in)
local _out = _[2]
assert_out_mem(_out)
if getmem(_in).signal.name ~= getmem(_out).signal.name then
return { type = "skip" }
end
end,
dig = function(_) -- DIG M/I -- Get Digit (from memory1)
assert_in(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local i = memcount_or_val(_in)
local value = getmem(const_num(1)).count
local digit = tonumber(string.sub(tostring(value), -i, -i))
setmem_count(const_num(1), digit)
end,
dis = function(_) -- DIS M/I M/I -- Set Digit (in memory1)
assert_inout(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local _out = _[2]
assert_out_mem_or_val(_out)
local str_value = tostring(getmem(const_num(1)).count)
local selector = string.len(str_value) - memcount_or_val(_in) + 1
local digit = memcount_or_val(_out)
local p1 = string.sub(str_value, 1, selector-1)
local p2 = string.sub(str_value, selector, selector)
local p3 = string.sub(str_value, selector+1, -1)
p2 = string.sub(tostring(digit), -1)
setmem_count(const_num(1), tonumber(p1..p2..p3))
end,
bkr = function(_) -- BKR M/I -- Block until there are at least [a] red signals.
assert_in(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local count = memcount_or_val(_in)
if wires.red.signals == nil or #wires.red.signals < count then
return {type = "block"}
end
end,
bkg = function(_) -- BKG M/I -- Block until there are at least [a] green signals.
assert_in(_)
local _in = _[1]
assert_in_mem_or_val(_in)
local count = memcount_or_val(_in)
if wires.green.signals == nil or #wires.green.signals < count then
return {type = "block"}
end
end,
}
-- TODO: Tidy this up, we've got functions being declared in two different ways here
-- and also some before the op codes and some after.
num = function( _ )
return _.val
end
node = function( _ )
if _.type == 'num' then
return num(_)
elseif _.type == 'op' then
if not ops[_.val] then
exception("Unknown opcode: ".._.val)
else
return ops[_.val](_.expr)
end
elseif _.type == 'nop' or _.type == 'label' then
-- do nothing
else
exception("Unable to parse code")
end
end
if ast then
local result = node(ast)
if type(result) == "number" then
exception("Expected an opcode but instead read an integer.")
end
return result
end
end
local compiler = {}
function compiler.compile( lines )
local ast = {}
for i, line in ipairs(lines) do
ast[i] = parse(split(line))
end
return ast
end
function compiler.eval( ast, control, state )
local status, results = pcall(eval, ast, control, state.memory, state.adjacent_modules, state.program_counter, state.clock)
if not status then
local start_index = string.find(results, "@") or 1
results = string.sub(results, start_index+1, -1)
end
return status, results
end
return compiler |
return {
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.05
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.066
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.082
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.1
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.116
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.132
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.15
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.166
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.182
}
}
}
},
{
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.2
}
}
}
},
init_effect = "",
name = "",
time = 0,
color = "red",
picture = "",
desc = "主炮射程提升,对轻甲伤害提高",
stack = 1,
id = 14181,
icon = 14180,
last_effect = "",
effect_list = {
{
type = "BattleBuffFixRange",
trigger = {
"onAttach"
},
arg_list = {
bulletRange = 75,
weaponRange = 75,
index = {
1
}
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "damageAgainstArmorEnhance_1",
number = 0.05
}
}
}
}
|
--//////////////////////////////////////////////////////
-- Name: Operation Clear Field Escalation - Navy Module
-- Author: Surrexen ༼ つ ◕_◕ ༽つ (づ。◕‿◕。)づ
--//////////////////////////////////////////////////////
--////MAIN
trigger.action.outSound('Background Chatter.ogg')
CarrierPhase = 1
---------------------------------------------------------------------------------------------------------------------------------------
--////FUNCTIONS
function SEF_CarrierTurning()
trigger.action.outText("Admiral Michael Gilday Reports The Carrier Group Will Be Making It's Turn In Another 00:08:34 / 5000m", 15)
end
function SEF_TarawaTurning()
trigger.action.outText("Admiral Michael Gilday Reports The Tarawa Will Be Making It's Turn In Another 00:08:34 / 5000m", 15)
end
function SEF_BattlePhaseCheckCarrierGroup()
if ( Airbase.getByName(AIRBASE.Caucasus.Batumi):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Kobuleti):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Senaki_Kolkhi):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Kutaisi):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Tbilisi_Lochini):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Vaziani):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Soganlug):getCoalition() ~= 2 ) then
--Then we must be in Phase 1
return 1
elseif ( Airbase.getByName(AIRBASE.Caucasus.Sukhumi_Babushara):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Gudauta):getCoalition() ~= 2 ) then
--Then we must be in Phase 2
return 2
elseif ( Airbase.getByName(AIRBASE.Caucasus.Nalchik):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Beslan):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Mozdok):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Mineralnye_Vody):getCoalition() ~= 2 ) then
--Then we must be in Phase 3
return 3
elseif ( Airbase.getByName(AIRBASE.Caucasus.Sochi_Adler):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Maykop_Khanskaya):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Krymsk):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Krasnodar_Pashkovsky):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Krasnodar_Center):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Novorossiysk):getCoalition() ~= 2 or
Airbase.getByName(AIRBASE.Caucasus.Gelendzhik):getCoalition() ~= 2 ) then
--Then we must be in Phase 4
return 4
else
return 1
end
end
function SEF_CarrierMission()
--CarrierPhase = SEF_BattlePhaseCheckCarrierGroup() --Override for now as we don't have a 2nd route implemented
if ( CarrierPhase <= 2 ) then
CarrierRouteZone1 = ZONE:FindByName("Carrier Route 1 Point 1")
CarrierRouteZone2 = ZONE:FindByName("Carrier Route 1 Point 2")
CarrierRouteZone3 = ZONE:FindByName("Carrier Route 1 Point 3")
CarrierRouteZone4 = ZONE:FindByName("Carrier Route 1 Point 4")
CarrierRouteZone5 = ZONE:FindByName("Carrier Route 1 Point 5")
CarrierRouteZone6 = ZONE:FindByName("Carrier Route 1 Point 6")
CarrierRouteZone7 = ZONE:FindByName("Carrier Route 1 Point 7")
CarrierRouteZone8 = ZONE:FindByName("Carrier Route 1 Point 8")
CarrierRouteZone9 = ZONE:FindByName("Carrier Route 1 Point 9")
CarrierRoutePoint1Vec2 = CarrierRouteZone1:GetVec2()
CarrierRoutePoint2Vec2 = CarrierRouteZone2:GetVec2()
CarrierRoutePoint3Vec2 = CarrierRouteZone3:GetVec2()
CarrierRoutePoint4Vec2 = CarrierRouteZone4:GetVec2()
CarrierRoutePoint5Vec2 = CarrierRouteZone5:GetVec2()
CarrierRoutePoint6Vec2 = CarrierRouteZone6:GetVec2()
CarrierRoutePoint7Vec2 = CarrierRouteZone7:GetVec2()
CarrierRoutePoint8Vec2 = CarrierRouteZone8:GetVec2()
CarrierRoutePoint9Vec2 = CarrierRouteZone9:GetVec2()
trigger.action.outText("Admiral Michael Gilday Reports The Carrier Group Is Executing The Phase 1/2 Mission Plan", 15)
else
CarrierRouteZone1 = ZONE:FindByName("Carrier Route 2 Point 1")
CarrierRouteZone2 = ZONE:FindByName("Carrier Route 2 Point 2")
CarrierRouteZone3 = ZONE:FindByName("Carrier Route 2 Point 3")
CarrierRouteZone4 = ZONE:FindByName("Carrier Route 2 Point 4")
CarrierRouteZone5 = ZONE:FindByName("Carrier Route 2 Point 5")
CarrierRouteZone6 = ZONE:FindByName("Carrier Route 2 Point 6")
CarrierRouteZone7 = ZONE:FindByName("Carrier Route 2 Point 7")
CarrierRouteZone8 = ZONE:FindByName("Carrier Route 2 Point 8")
CarrierRouteZone9 = ZONE:FindByName("Carrier Route 2 Point 9")
CarrierRoutePoint1Vec2 = CarrierRouteZone1:GetVec2()
CarrierRoutePoint2Vec2 = CarrierRouteZone2:GetVec2()
CarrierRoutePoint3Vec2 = CarrierRouteZone3:GetVec2()
CarrierRoutePoint4Vec2 = CarrierRouteZone4:GetVec2()
CarrierRoutePoint5Vec2 = CarrierRouteZone5:GetVec2()
CarrierRoutePoint6Vec2 = CarrierRouteZone6:GetVec2()
CarrierRoutePoint7Vec2 = CarrierRouteZone7:GetVec2()
CarrierRoutePoint8Vec2 = CarrierRouteZone8:GetVec2()
CarrierRoutePoint9Vec2 = CarrierRouteZone9:GetVec2()
trigger.action.outText("Admiral Michael Gilday Reports The Carrier Group Is Executing The Phase 3/4 Mission Plan", 15)
end
--////EXECUTE CARRIER MISSION PROFILE
CarrierMission = {
["id"] = "Mission",
["params"] = {
["route"] =
{
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 2052.9461697281,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint1Vec2.y,
["x"] = CarrierRoutePoint1Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_CarrierTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
[2] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 4197.5234743132,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint2Vec2.y,
["x"] = CarrierRoutePoint2Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [2]
[3] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 9283.8062952378,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint3Vec2.y,
["x"] = CarrierRoutePoint3Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_CarrierTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [3]
[4] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 11524.882414909,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint4Vec2.y,
["x"] = CarrierRoutePoint4Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [4]
[5] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint5Vec2.y,
["x"] = CarrierRoutePoint5Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_CarrierTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [5]
[6] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint6Vec2.y,
["x"] = CarrierRoutePoint6Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [6]
[7] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint7Vec2.y,
["x"] = CarrierRoutePoint7Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_CarrierTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [7]
[8] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint8Vec2.y,
["x"] = CarrierRoutePoint8Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [8]
[9] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = CarrierRoutePoint9Vec2.y,
["x"] = CarrierRoutePoint9Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "ABE",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 72,
["unitId"] = 1,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1159000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 1,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 7,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_CarrierMission()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [9]
}, -- end of ["points"]
}, -- end of ["route"]
}, --end of ["params"]
}--end of Mission
GROUP:FindByName("CVN-72 Abraham Lincoln"):SetTask(CarrierMission)
end
function SEF_TarawaMission()
--CarrierPhase = SEF_BattlePhaseCheckCarrierGroup() --Override for now as we don't have a 2nd route implemented
if ( CarrierPhase <= 2 ) then
TarawaRouteZone1 = ZONE:FindByName("Tarawa Route 1 Point 1")
TarawaRouteZone2 = ZONE:FindByName("Tarawa Route 1 Point 2")
TarawaRouteZone3 = ZONE:FindByName("Tarawa Route 1 Point 3")
TarawaRouteZone4 = ZONE:FindByName("Tarawa Route 1 Point 4")
TarawaRouteZone5 = ZONE:FindByName("Tarawa Route 1 Point 5")
TarawaRouteZone6 = ZONE:FindByName("Tarawa Route 1 Point 6")
TarawaRouteZone7 = ZONE:FindByName("Tarawa Route 1 Point 7")
TarawaRouteZone8 = ZONE:FindByName("Tarawa Route 1 Point 8")
TarawaRouteZone9 = ZONE:FindByName("Tarawa Route 1 Point 9")
TarawaRoutePoint1Vec2 = TarawaRouteZone1:GetVec2()
TarawaRoutePoint2Vec2 = TarawaRouteZone2:GetVec2()
TarawaRoutePoint3Vec2 = TarawaRouteZone3:GetVec2()
TarawaRoutePoint4Vec2 = TarawaRouteZone4:GetVec2()
TarawaRoutePoint5Vec2 = TarawaRouteZone5:GetVec2()
TarawaRoutePoint6Vec2 = TarawaRouteZone6:GetVec2()
TarawaRoutePoint7Vec2 = TarawaRouteZone7:GetVec2()
TarawaRoutePoint8Vec2 = TarawaRouteZone8:GetVec2()
TarawaRoutePoint9Vec2 = TarawaRouteZone9:GetVec2()
trigger.action.outText("Admiral Michael Gilday Reports The Tarawa Is Executing The Phase 1/2 Mission Plan", 15)
else
TarawaRouteZone1 = ZONE:FindByName("Tarawa Route 2 Point 1")
TarawaRouteZone2 = ZONE:FindByName("Tarawa Route 2 Point 2")
TarawaRouteZone3 = ZONE:FindByName("Tarawa Route 2 Point 3")
TarawaRouteZone4 = ZONE:FindByName("Tarawa Route 2 Point 4")
TarawaRouteZone5 = ZONE:FindByName("Tarawa Route 2 Point 5")
TarawaRouteZone6 = ZONE:FindByName("Tarawa Route 2 Point 6")
TarawaRouteZone7 = ZONE:FindByName("Tarawa Route 2 Point 7")
TarawaRouteZone8 = ZONE:FindByName("Tarawa Route 2 Point 8")
TarawaRouteZone9 = ZONE:FindByName("Tarawa Route 2 Point 9")
TarawaRoutePoint1Vec2 = TarawaRouteZone1:GetVec2()
TarawaRoutePoint2Vec2 = TarawaRouteZone2:GetVec2()
TarawaRoutePoint3Vec2 = TarawaRouteZone3:GetVec2()
TarawaRoutePoint4Vec2 = TarawaRouteZone4:GetVec2()
TarawaRoutePoint5Vec2 = TarawaRouteZone5:GetVec2()
TarawaRoutePoint6Vec2 = TarawaRouteZone6:GetVec2()
TarawaRoutePoint7Vec2 = TarawaRouteZone7:GetVec2()
TarawaRoutePoint8Vec2 = TarawaRouteZone8:GetVec2()
TarawaRoutePoint9Vec2 = TarawaRouteZone9:GetVec2()
trigger.action.outText("Admiral Michael Gilday Reports The Tarawa Is Executing The Phase 3/4 Mission Plan", 15)
end
--////EXECUTE TARAWA MISSION PROFILE
TarawaMission = {
["id"] = "Mission",
["params"] = {
["route"] =
{
["points"] =
{
[1] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 2052.9461697281,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint1Vec2.y,
["x"] = TarawaRoutePoint1Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_TarawaTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [1]
[2] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 4197.5234743132,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint2Vec2.y,
["x"] = TarawaRoutePoint2Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [2]
[3] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 9283.8062952378,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint3Vec2.y,
["x"] = TarawaRoutePoint3Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_TarawaTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [3]
[4] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 11524.882414909,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint4Vec2.y,
["x"] = TarawaRoutePoint4Vec2.x,
["ETA_locked"] = false,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [4]
[5] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint5Vec2.y,
["x"] = TarawaRoutePoint5Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_TarawaTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [5]
[6] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint6Vec2.y,
["x"] = TarawaRoutePoint6Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [6]
[7] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint7Vec2.y,
["x"] = TarawaRoutePoint7Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_TarawaTurning()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [7]
[8] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint8Vec2.y,
["x"] = TarawaRoutePoint8Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [8]
[9] =
{
["alt"] = 0,
["type"] = "Turning Point",
["ETA"] = 0,
["alt_type"] = "BARO",
["formation_template"] = "",
["y"] = TarawaRoutePoint9Vec2.y,
["x"] = TarawaRoutePoint9Vec2.x,
["ETA_locked"] = true,
["speed"] = 9.7222222222222,
["action"] = "Turning Point",
["task"] =
{
["id"] = "ComboTask",
["params"] =
{
["tasks"] =
{
[1] =
{
["number"] = 1,
["auto"] = true,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateBeacon",
["params"] =
{
["type"] = 4,
["AA"] = false,
["callsign"] = "TRW",
["modeChannel"] = "X",
["name"] = "TACAN",
["channel"] = 75,
["unitId"] = 874,
["system"] = 3,
["bearing"] = true,
["frequency"] = 1162000000,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [1]
[2] =
{
["number"] = 2,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "ActivateICLS",
["params"] =
{
["unitId"] = 874,
["type"] = 131584,
["name"] = "ICLS",
["channel"] = 8,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [2]
[3] =
{
["number"] = 3,
["auto"] = false,
["id"] = "WrappedAction",
["enabled"] = true,
["params"] =
{
["action"] =
{
["id"] = "Option",
["params"] =
{
["value"] = true,
["name"] = 20,
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [3]
[4] =
{
["enabled"] = true,
["auto"] = false,
["id"] = "WrappedAction",
["number"] = 4,
["params"] =
{
["action"] =
{
["id"] = "Script",
["params"] =
{
["command"] = "SEF_TarawaMission()",
}, -- end of ["params"]
}, -- end of ["action"]
}, -- end of ["params"]
}, -- end of [4]
}, -- end of ["tasks"]
}, -- end of ["params"]
}, -- end of ["task"]
["speed_locked"] = true,
}, -- end of [9]
}, -- end of ["points"]
}, -- end of ["route"]
}, --end of ["params"]
}--end of Mission
GROUP:FindByName("LHA-1 Tarawa"):SetTask(TarawaMission)
end
---------------------------------------------------------------------------------------------------------------------------------------
--////MAIN
SEF_CarrierMission()
SEF_TarawaMission()
if ( Group.getByName("CV 1143.5 Admiral Kuznetsov") ) then
GROUP:FindByName("CV 1143.5 Admiral Kuznetsov"):PatrolRoute()
end
if ( Group.getByName("Georgian Navy") ) then
GROUP:FindByName("Georgian Navy"):PatrolRoute()
end
if ( Group.getByName("Sukhumi - Navy") ) then
GROUP:FindByName("Sukhumi - Navy"):PatrolRoute()
end
if ( Group.getByName("Gudauta - Navy") ) then
GROUP:FindByName("Gudauta - Navy"):PatrolRoute()
end
if ( Group.getByName("Sochi - Navy") ) then
GROUP:FindByName("Sochi - Navy"):PatrolRoute()
end
if ( Group.getByName("Red October") ) then
GROUP:FindByName("Red October"):PatrolRoute()
end
if ( Group.getByName("Lazarevskoe - Cargo Ship") ) then
GROUP:FindByName("Lazarevskoe - Cargo Ship"):PatrolRoute()
end
if ( Group.getByName("Pitsunda - Cargo Ship") ) then
GROUP:FindByName("Pitsunda - Cargo Ship"):PatrolRoute()
end |
aliveai_threats.fort={furnishings={"aliveai_threats:toxic_tank","aliveai_threats:labbottle_containing","aliveai_threats:timed_bumb","aliveai_threats:timed_nitrobumb","aliveai_threat_eletric:timed_ebumb","aliveai_threats:landmine","aliveai_threats:deadlock","aliveai_massdestruction:nuclearbarrel"},}
minetest.register_tool("aliveai_threats:fortspawner", {
description = "fort spawner",
range=15,
groups={not_in_creative_inventory=1},
inventory_image = "default_stick.png",
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type=="node" then
aliveai_threats.fort.spawning(pointed_thing.under,1)
end
end,
})
minetest.register_node("aliveai_threats:fort_spawner", {
tiles={"default_stone.png"},
groups = {not_in_creative_inventory=1},
is_ground_content = false
})
minetest.register_ore({
ore_type = "scatter",
ore = "aliveai_threats:fort_spawner",
wherein = "group:spreading_dirt_type",
clust_scarcity = 20 * 20 * 20,
clust_num_ores = 1,
clust_size = 1,
y_min = -1,
y_max = 50,
})
minetest.register_ore({
ore_type = "scatter",
ore = "aliveai_threats:fort_spawner",
wherein = "default:snow",
clust_scarcity = 20 * 20 * 20,
clust_num_ores = 1,
clust_size = 1,
y_min = -1,
y_max = 50,
})
minetest.register_ore({
ore_type = "scatter",
ore = "aliveai_threats:fort_spawner",
wherein = "default:snowblock",
clust_scarcity = 20 * 20 * 20,
clust_num_ores = 1,
clust_size = 1,
y_min = -1,
y_max = 50,
})
aliveai.register_on_generated("aliveai_threats:fort_spawner",function(pos)
minetest.after(0, function(pos)
if math.random(1,10)==1 then
aliveai_threats.fort.spawning(pos)
end
end,pos)
return "default:stone"
end)
aliveai_threats.fort.spawning=function(pos,nrnd)
if not nrnd and math.random(1,20)~=1 then return end
local test1=0
local test2=0
for y=-5,6,1 do
for x=-5,31,1 do
for z=-5,31,1 do
local p={x=pos.x+x,y=pos.y+y,z=pos.z+z}
if nrnd and minetest.is_protected(p,"") then return end
if y<1 and aliveai.def(p,"walkable") then
test1=test1+1
elseif y>0 and aliveai.def(p,"walkable") then
test2=test2+1
if test2>3000 then return end
end
end
end
end
if test1<7000 then return end
local door=math.random(11,17)
local n
local cam
local start
for y=0,6,1 do
for x=-5,31,1 do
for z=-5,31,1 do
local p={x=pos.x+x,y=pos.y+y,z=pos.z+z}
local n="air"
local param=0
if y==0 then
n="default:silver_sandstone_brick"
elseif y==6 and ((x==9 and z==9) or (x==18 and z==18) or (x==18 and z==9) or (x==9 and z==18)) then
n="aliveai_threats:secam2"
cam=1
elseif y<5 and (x==1 or x==26 or z==1 or z==26) and (x>0 and z>0 and x<27 and z<27) then
n="aliveai_threats:chainfence"
if aliveai_electric then start=1 end
param=1
if x==1 then
param=1
elseif x==26 then
param=3
elseif z==1 then
param=2
else
param=0
end
elseif (y==1 or y==2) and (((x==door and (z==9 or z==18)) or (z==door and (x==9 or x==18))))then
if y==1 then n="aliveai:door_steel" end
elseif (y==1 or y==2) and (x==door or z==door) then
elseif (y==1 or y==2) and (((x==10 or x==17) and (z>9 and z<18)) or ((z==10 or z==17) and (x>9 and x<18))) then
if y==1 then
n="aliveai_threats:labtable"
elseif math.random(1,3)==1 then
n=aliveai_threats.fort.furnishings[math.random(1,#aliveai_threats.fort.furnishings)]
end
elseif y<5 and (((x==9 or x==18) and (z>8 and z<19)) or ((z==9 or z==18) and (x>8 and x<19))) then
n="default:silver_sandstone_brick"
elseif y==5 and (x>8 and x<19 and z>8 and z<19) then
n="default:silver_sandstone_brick"
end
if n then
minetest.set_node(p,{name=n,param2=param})
if cam then
minetest.get_meta(p):set_string("team","nuke")
minetest.get_node_timer(p):start(1)
cam=nil
elseif start then
minetest.get_node_timer(p):start(1)
start=nil
end
end
end
end
end
if math.random(1,3)==1 then return end
for y=-5,0,1 do
for x=-4,30,1 do
for z=-4,30,1 do
local p={x=pos.x+x,y=pos.y+y,z=pos.z+z}
local n=nil
if y==-5 and ((x<0 or x>26) or (z<0 or z>26)) then
n="default:silver_sandstone_brick"
elseif x==-4 or x==30 or z==-4 or z==30 then
n="default:silver_sandstone_brick"
elseif (x>-4 and x<0) or (x>26 and x<30) or (z>-5 and z<0) or (z>26 and z<30) then
n="aliveai_threats:slime"
elseif x==0 or x==26 or z==0 or z==26 then
n="default:silver_sandstone_brick"
end
if n then
minetest.set_node(p,{name=n})
end
end
end
end
end
minetest.register_node("aliveai_threats:chainfence", {
description = "Chain fence",
tiles = {"aliveai_threats_chainfence.png"},
drawtype = "nodebox",
groups = {cracky=1, not_in_creative_inventory=0,level=3},
sounds = default.node_sound_stone_defaults(),
is_ground_content = false,
paramtype2 = "facedir",
paramtype = "light",
node_box = {type="fixed",fixed={-0.5,-0.5,0.45,0.5,0.5,0.5}},
on_punch = function(pos, node, puncher, pointed_thing)
if not (puncher:is_player() and minetest.get_meta(pos):get_string("owner")==puncher:get_player_name()) then
if aliveai_electric and aliveai.team(puncher)~="nuke" then
aliveai_electric.hit(puncher,20,5)
end
end
end,
after_place_node = function(pos, placer)
if placer:is_player() then
minetest.get_meta(pos):set_string("owner",placer:get_player_name())
end
end,
on_construct = function(pos)
if aliveai_electric then
minetest.get_node_timer(pos):start(5)
end
end,
on_timer = function (pos, elapsed)
if math.random(1,4)~=1 then return true end
for i, ob in pairs(minetest.get_objects_inside_radius(pos, 2)) do
if aliveai.team(ob)~="nuke" then
aliveai_electric.hit(ob,20,5)
end
end
return true
end
}) |
local L = LibStub("AceLocale-3.0"):NewLocale("Skada", "enUS", true)
L["Include set"] = true
L["Include set name in title bar"] = true
L["Disable"] = true
L["Profiles"] = true
L["Hint: Left-Click to toggle Skada window."] = true
L["Shift + Left-Click to reset."] = true
L["Right-click to open menu"] = true
L["Options"] = true
L["Appearance"] = true
L["A damage meter."] = true
L["Skada summary"] = true
L["opens the configuration window"] = true
L["Memory usage is high. You may want to reset Skada, and enable one of the automatic reset options."] = true
L["resets all data"] = true
L["Current"] = "Current fight"
L["Total"] = "Total"
L["All data has been reset."] = true
L["Skada: Modes"] = true
L["Skada: Fights"] = true
-- Options
L["Disabled Modules"] = true
L["This change requires a UI reload. Are you sure?"] = true
L["Tick the modules you want to disable."] = true
L["Bar font"] = true
L["The font used by all bars."] = true
L["Bar font size"] = true
L["The font size of all bars."] = true
L["Bar texture"] = true
L["The texture used by all bars."] = true
L["Bar spacing"] = true
L["Distance between bars."] = true
L["Bar height"] = true
L["The height of the bars."] = true
L["Bar width"] = true
L["The width of the bars."] = true
L["Bar color"] = true
L["Choose the default color of the bars."] = true
L["Max bars"] = true
L["The maximum number of bars shown."] = true
L["Bar orientation"] = true
L["The direction the bars are drawn in."] = true
L["Left to right"] = true
L["Right to left"] = true
L["Combat mode"] = true
L["Automatically switch to set 'Current' and this mode when entering combat."] = true
L["None"] = true
L["Return after combat"] = true
L["Return to the previous set and mode after combat ends."] = true
L["Show minimap button"] = true
L["Toggles showing the minimap button."] = true
L["reports the active mode"] = true
L["Skada: %s for %s:"] = "Skada: %s for %s:"
L["Only keep boss fighs"] = "Only keep boss fights"
L["Boss fights will be kept with this on, and non-boss fights are discarded."] = true
L["Show raw threat"] = true
L["Shows raw threat percentage relative to tank instead of modified for range."] = true
L["Lock window"] = "Lock window"
L["Locks the bar window in place."] = "Locks the bar window in place."
L["Reverse bar growth"] = "Reverse bar growth"
L["Bars will grow up instead of down."] = "Bars will grow up instead of down."
L["Number format"] = "Number format"
L["Controls the way large numbers are displayed."] = "Controls the way large numbers are displayed."
L["Number set duplicates"] = "Number set duplicates"
L["Append a count to set names with duplicate mob names."] = "Append a count to set names with duplicate mob names."
L["Set format"] = "Set format"
L["Controls the way set names are displayed."] = "Controls the way set names are displayed."
L["Reset on entering instance"] = "Reset on entering instance"
L["Controls if data is reset when you enter an instance."] = "Controls if data is reset when you enter an instance."
L["Reset on joining a group"] = "Reset on joining a group"
L["Controls if data is reset when you join a group."] = "Controls if data is reset when you join a group."
L["Reset on leaving a group"] = "Reset on leaving a group"
L["Controls if data is reset when you leave a group."] = "Controls if data is reset when you leave a group."
L["General options"] = "General options"
L["Mode switching"] = "Mode switching"
L["Data resets"] = "Data resets"
L["Bars"] = "Bars"
L["Yes"] = "Yes"
L["No"] = "No"
L["Ask"] = "Ask"
L["Condensed"] = "Condensed"
L["Detailed"] = "Detailed"
L["'s Death"] = "'s Death"
L["Hide when solo"] = "Hide when solo"
L["Hides Skada's window when not in a party or raid."] = "Hides Skada's window when not in a party or raid."
L["Title bar"] = "Title bar"
L["Background texture"] = "Background texture"
L["The texture used as the background of the title."] = "The texture used as the background of the title."
L["Border texture"] = "Border texture"
L["The texture used for the border of the title."] = "The texture used for the border of the title."
L["Border thickness"] = "Border thickness"
L["The thickness of the borders."] = "The thickness of the borders."
L["Background color"] = "Background color"
L["The background color of the title."] = "The background color of the title."
L["'s "] = "'s "
L["Do you want to reset Skada?"] = "Do you want to reset Skada?"
L["'s Fails"] = "'s Fails"
L["The margin between the outer edge and the background texture."] = "The margin between the outer edge and the background texture."
L["Margin"] = "Margin"
L["Window height"] = "Window height"
L["The height of the window. If this is 0 the height is dynamically changed according to how many bars exist."] = "The height of the window. If this is 0 the height is dynamically changed according to how many bars exist."
L["Adds a background frame under the bars. The height of the background frame determines how many bars are shown. This will override the max number of bars setting."] = "Adds a background frame under the bars. The height of the background frame determines how many bars are shown. This will override the max number of bars setting."
L["Enable"] = "Enable"
L["Background"] = "Background"
L["The texture used as the background."] = "The texture used as the background."
L["The texture used for the borders."] = "The texture used for the borders."
L["The color of the background."] = "The color of the background."
L["Data feed"] = "Data feed"
L["Choose which data feed to show in the DataBroker view. This requires an LDB display addon, such as Titan Panel."] = "Choose which data feed to show in the DataBroker view. This requires an LDB display addon, such as Titan Panel."
L["RDPS"] = "RDPS"
L["Damage: Personal DPS"] = "Damage: Personal DPS"
L["Damage: Raid DPS"] = "Damage: Raid DPS"
L["Threat: Personal Threat"] = "Threat: Personal Threat"
L["Data segments to keep"] = "Data segments to keep"
L["The number of fight segments to keep. Persistent segments are not included in this."] = "The number of fight segments to keep. Persistent segments are not included in this."
L["Alternate color"] = "Alternate color"
L["Choose the alternate color of the bars."] = "Choose the alternate color of the bars."
L["Threat warning"] = "Threat warning"
L["Flash screen"] = "Flash screen"
L["This will cause the screen to flash as a threat warning."] = "This will cause the screen to flash as a threat warning."
L["Shake screen"] = "Shake screen"
L["This will cause the screen to shake as a threat warning."] = "This will cause the screen to shake as a threat warning."
L["Play sound"] = "Play sound"
L["This will play a sound as a threat warning."] = "This will play a sound as a threat warning."
L["Threat sound"] = "Threat sound"
L["The sound that will be played when your threat percentage reaches a certain point."] = "The sound that will be played when your threat percentage reaches a certain point."
L["Threat threshold"] = "Threat threshold"
L["When your threat reaches this level, relative to tank, warnings are shown."] = "When your threat reaches this level, relative to tank, warnings are shown."
L["Enables the title bar."] = "Enables the title bar."
L["Total healing"] = "Total healing"
L["Interrupts"] = "Interrupts"
L["Skada Menu"] = "Skada Menu"
L["Switch to mode"] = "Switch to mode"
L["Report"] = "Report"
L["Toggle window"] = "Toggle window"
L["Configure"] = "Configure"
L["Delete segment"] = "Delete segment"
L["Keep segment"] = "Keep segment"
L["Mode"] = "Mode"
L["Lines"] = "Lines"
L["Channel"] = "Channel"
L["Send report"] = "Send report"
L["No mode selected for report."] = "No mode selected for report."
L["Say"] = "Say"
L["Raid"] = "Raid"
L["Party"] = "Party"
L["Guild"] = "Guild"
L["Officer"] = "Officer"
L["Self"] = "Self"
L["'s Healing"] = "'s Healing"
L["Enemy damage done"] = "Enemy damage done"
L["Enemy damage taken"] = "Enemy damage taken"
L["Damage on"] = "Damage on"
L["Damage from"] = "Damage from"
L["Delete window"] = "Delete window"
L["Deletes the chosen window."] = "Deletes the chosen window."
L["Choose the window to be deleted."] = "Choose the window to be deleted."
L["Enter the name for the new window."] = "Enter the name for the new window."
L["Create window"] = "Create window"
L["Windows"] = "Windows"
L["Switch to segment"] = "Switch to segment"
L["Segment"] = "Segment"
L["Whisper"] = "Whisper"
L["No mode or segment selected for report."] = "No mode or segment selected for report."
L["Name of recipient"] = "Name of recipient"
L["Resist"] = "Resist"
L["Reflect"] = "Reflect"
L["Parry"] = "Parry"
L["Immune"] = "Immune"
L["Evade"] = "Evade"
L["Dodge"] = "Dodge"
L["Deflect"] = "Deflect"
L["Block"] = "Block"
L["Absorb"] = "Absorb"
L["Last fight"] = "Last fight"
L["Disable while hidden"] = "Disable while hidden"
L["Skada will not collect any data when automatically hidden."] = "Skada will not collect any data when automatically hidden."
L["Data Collection"] = "Data Collection"
L["ENABLED"] = "ENABLED"
L["DISABLED"] = "DISABLED"
L["Rename window"] = "Rename window"
L["Enter the name for the window."] = "Enter the name for the window."
L["Bar display"] = "Bar display"
L["Display system"] = "Display system"
L["Choose the system to be used for displaying data in this window."] = "Choose the system to be used for displaying data in this window."
L["Hides HPS from the Healing modes."] = "Hides HPS from the Healing modes."
L["Do not show HPS"] = "Do not show HPS"
L["Do not show DPS"] = "Do not show DPS"
L["Hides DPS from the Damage mode."] = "Hides DPS from the Damage mode."
L["Class color bars"] = "Class color bars"
L["When possible, bars will be colored according to player class."] = "When possible, bars will be colored according to player class."
L["Class color text"] = "Class color text"
L["When possible, bar text will be colored according to player class."] = "When possible, bar text will be colored according to player class."
L["Reset"] = "Reset"
L["Show tooltips"] = "Show tooltips"
L["Mana gained"] = "Mana gained"
L["Shows tooltips with extra information in some modes."] = "Shows tooltips with extra information in some modes."
L["Average hit:"] = "Average hit:"
L["Maximum hit:"] = "Maximum hit:"
L["Minimum hit:"] = "Minimum hit:"
L["Absorbs"] = "Absorbs"
L["'s Absorbs"] = "'s Absorbs"
L["Do not show TPS"] = "Do not show TPS"
L["Do not warn while tanking"] = "Do not warn while tanking"
L["Hide in PvP"] = "Hide in PvP"
L["Hides Skada's window when in Battlegrounds/Arenas."] = "Hides Skada's window when in Battlegrounds/Arenas."
L["Healed players"] = "Healed players"
L["Healed by"] = "Healed by"
L["Absorb details"] = "Absorb details"
L["Spell details"] = "Spell details"
L["Healing spell list"] = "Healing spell list"
L["Damage spell list"] = "Damage spell list"
L["Death log"] = "Death log"
L["Damage done per player"] = "Damage done per player"
L["Damage taken per player"] = "Damage taken per player"
L["Damage spell details"] = "Damage spell details"
L["Healing spell details"] = "Healing spell details"
L["Mana gain spell list"] = "Mana gain spell list"
L["List of damaging spells"] = "List of damaging spells"
L["Debuff spell list"] = "Debuff spell list"
L["Click for"] = "Click for"
L["Shift-Click for"] = "Shift-Click for"
L["Control-Click for"] = "Control-Click for"
L["Default"] = "Default"
L["Top right"] = "Top right"
L["Top left"] = "Top left"
L["Position of the tooltips."] = "Position of the tooltips."
L["Tooltip position"] = "Tooltip position"
L["Damaged mobs"] = "Damaged mobs"
L["Shows a button for opening the menu in the window title bar."] = "Shows a button for opening the menu in the window title bar."
L["Show menu button"] = "Show menu button"
L["Debuff uptimes"] = true
L["'s Debuffs"] = true
L["Deaths"] = true
L["Damage taken"] = true
L["Attack"] = true
L["'s Damage taken"] = true
L["DPS"] = true
L["Damage"] = true
L["'s Damage"] = true
L["Hit"] = true
L["Critical"] = true
L["Missed"] = true
L["Resisted"] = true
L["Blocked"] = true
L["Glancing"] = true
L["Crushing"] = "Crushing"
L["Multistrike"] = STAT_MULTISTRIKE or true -- XXX compat
L["Absorbed"] = true
L["Dispels"] = true
L["Fails"] = true
L["'s Fails"] = true
L["HPS"] = "HPS"
L["Healing"] = true
L["'s Healing"] = true
L["Overhealing"] = true
L["Threat"] = true
L["Power"] = true
L["Enemies"] = true
L["Debuffs"] = true
L["DamageTaken"] = "Damage Taken"
L["TotalHealing"] = "Total Healing"
L["Announce CC breaking to party"] = true
L["Ignore Main Tanks"] = true
L["%s on %s removed by %s's %s"]= true
L["%s on %s removed by %s"]= true
L["CC"] = true
L["CC breakers"] = true
L["CC breaks"] = true
L["Start new segment"] = true
L["Columns"] = "Columns"
L["Overheal"] = "Overheal"
L["Percent"] = "Percent"
L["TPS"] = "TPS"
L["%s dies"] = "%s dies"
L["Timestamp"] = "Timestamp"
L["Change"] = "Change"
L["Health"] = "Health"
L["Hide in combat"] = "Hide in combat"
L["Hides Skada's window when in combat."] = "Hides Skada's window when in combat."
L["Tooltips"] = "Tooltips"
L["Informative tooltips"] = "Informative tooltips"
L["Shows subview summaries in the tooltips."] = "Shows subview summaries in the tooltips."
L["Subview rows"] = "Subview rows"
L["The number of rows from each subview to show when using informative tooltips."] = "The number of rows from each subview to show when using informative tooltips."
L["Damage done"] = "Damage done"
L["Active time"] = "Active time"
L["Segment time"] = "Segment time"
L["Absorbs and healing"] = "Absorbs and healing"
L["Activity"] = true
L["Show rank numbers"] = "Show rank numbers"
L["Shows numbers for relative ranks for modes where it is applicable."] = "Shows numbers for relative ranks for modes where it is applicable."
L["Use focus target"] = "Use focus target"
L["Shows threat on focus target, or focus target's target, when available."] = "Shows threat on focus target, or focus target's target, when available."
L["Show spark effect"] = "Show spark effect"
L["List of damaged players"] = "List of damaged players"
L["Damage taken by spell"] = "Damage taken by spell"
L["targets"] = "targets"
L["Aggressive combat detection"] = "Aggressive combat detection"
L["Skada usually uses a very conservative (simple) combat detection scheme that works best in raids. With this option Skada attempts to emulate other damage meters. Useful for running dungeons. Meaningless on boss encounters."] = "Skada usually uses a very conservative (simple) combat detection scheme that works best in raids. With this option Skada attempts to emulate other damage meters. Useful for running dungeons. Meaningless on boss encounters."
L["Clickthrough"] = "Clickthrough"
L["Disables mouse clicks on bars."] = "Disables mouse clicks on bars."
L["DTPS"] = "DTPS"
L["Healing taken"] = "Healing taken"
L["Wipe mode"] = "Wipe mode"
L["Automatically switch to set 'Current' and this mode after a wipe."] = "Automatically switch to set 'Current' and this mode after a wipe."
L["Merge pets"] = "Merge pets"
L["Merges pets with their owners. Changing this only affects new data."] = "Merges pets with their owners. Changing this only affects new data."
L["Show totals"] = "Show totals"
L["Shows a extra row with a summary in certain modes."] = "Shows a extra row with a summary in certain modes."
L["There is nothing to report."] = "There is nothing to report."
L["Buttons"] = "Buttons"
L["Buff uptimes"] = "Buff uptimes"
L["Buff spell list"] = "Buff spell list"
L["'s Buffs"] = "'s Buffs"
L["Deletes the chosen window."] = "Deletes the chosen window."
L["Delete window"] = "Delete window"
L["Window"] = "Window"
L["Scale"] = "Scale"
L["Sets the scale of the window."] = "Sets the scale of the window."
L["Snaps the window size to best fit when resizing."] = "Snaps the window size to best fit when resizing."
L["Snap to best fit"] = "Snap to best fit"
L["Hide window"] = "Hide window"
L["Absorb spells"] = "Absorb spells"
L["Choose the background color of the bars."] = "Choose the background color of the bars."
L["Font flags"] = "Font flags"
L["Sets the font flags."] = "Sets the font flags."
L["None"] = "None"
L["Outline"] = "Outline"
L["Thick outline"] = "Thick outline"
L["Monochrome"] = "Monochrome"
L["Outlined monochrome"] = "Outlined monochrome"
L["The height of the title frame."] = "The height of the title frame."
L["Title height"] = "Title height"
L["Use class icons where applicable."] = "Use class icons where applicable."
L["Class icons"] = "Class icons"
L["RealID"] = "RealID"
L["Instance"] = "Instance"
L["Enemy healing done"] = "Enemy healing done"
L["Enemy healing taken"] = "Enemy healing taken"
L["Stop"] = "Stop/Resume"
L["Autostop"] = "Stop early on wipe"
L["Autostop description"] = "Automatically stops the current segment after a certain amount of raid members have died."
L["Stop description"] = "Stops or resumes the current segment. Useful for discounting data after a wipe. Can also be set to automatically stop in the settings."
L["Segment description"] = "Jump to a specific segment."
L["Mode description"] = "Jump to a specific mode."
L["Reset description"] = "Resets all fight data except those marked as kept."
L["Report description"] = "Opens a dialog that lets you report your data to others in various ways."
L["Configure description"] = "Lets you configure the active Skada window."
L["Role icons"] = true
L["Use role icons where applicable."] = true
L["Overhealing spells"] = true
L["Whisper Target"] = true
L["Always show self"] = true
L["Keeps the player shown last even if there is not enough space."] = true
L["Strata"] = true
L["This determines what other frames will be in front of the frame."] = true
L["Fixed bar width"] = true
L["If checked, bar width is fixed. Otherwise, bar width depends on the text width."] = true
L["Text color"] = true
L["Choose the default color."] = true
L["Hint: Left-Click to set active mode."] = true
L["Right-click to set active set."] = true
L["Shift + Left-Click to open menu."] = true
L["Title color"] = true
L["The text color of the title."] = true
L["Border color"] = true
L["The color used for the border."] = true
L["Tweaks"] = true
L["Inline bar display"] = true
L["Data text"] = true
L["Width"] = true
L["Height"] = true
L["Tile"] = true
L["Tile the background texture."] = true
L["Tile size"] = true
L["The size of the texture pattern."] = true
L["Border"] = true
L["General"] = true
L["Inline display is a horizontal window style."] = true
L["Data text acts as an LDB data feed. It can be integrated in any LDB display such as Titan Panel or ChocolateBar. It also has an optional internal frame."] = true
L["Bar display is the normal bar window used by most damage meters. It can be extensively styled."] = true
L["Theme applied!"] = true
L["Themes"] = true
L["Theme"] = true
L["Apply theme"] = true
L["Save theme"] = true
L["Name of your new theme."] = true
L["Name"] = true
L["Save"] = true
L["Apply"] = true
L["Delete"] = true
L["Delete theme"] = true
L["Various tweaks to get around deficiences and problems in the game's combat logs. Carries a small performance penalty."] = true
L["Adds a set of standard themes to Skada. Custom themes can also be used."] = true
L["Smart"] = true
L["Memory usage is high. You may want to reset Skada, and enable one of the automatic reset options."] = true
L["Other"] = true
L["Energy gained"] = true
L["Rage gained"] = true
L["Runic power gained"] = true
L["Holy power gained"] = true
L["Energy gain sources"] = true
L["Rage gain sources"] = true
L["Holy power gain sources"] = true
L["Runic power gain sources"] = true
L["Power gains"] = true
L["Focus gained"] = true
L["Fury gained"] = true
L["Pain gained"] = true
L["Soul Shards gained"] = true
L["Focus gain sources"] = true
L["Fury gain sources"] = true
L["Pain gain sources"] = true
L["Soul Shards gain sources"] = true
L["Minimum"] = true
L["Maximum"] = true
L["Average"] = true
L["Spell school colors"] = true
L["Use spell school colors where applicable."] = true
L["Sort modes by usage"] = true
L["The mode list will be sorted to reflect usage instead of alphabetically."] = true
L["Smooth bars"] = true
L["Animate bar changes smoothly rather than immediately."] = true
L["Update frequency"] = true
L["How often windows are updated. Shorter for faster updates. Increases CPU usage."] = true
L["Buffs"] = true
L["Debuffs"] = true
L["Healing: Personal HPS"] = true
L["Healing: Raid HPS"] = true
L["RHPS"] = true
L["Friendly Fire"] = true
L["List of players damaged"] = true
L["List of damaging spells"] = true
L["spells"] = true
L["targets"] = true
L["Shows damage done on players by friendly players."] = true
|
-- ~~~~~~~~
-- hud.lua
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-- In-game HUD elements for Mars Lander
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
local HUD = {}
HUD.font = love.graphics.newFont(20)
-- TODO: Create variables in a init or create function
-- Fuel indicator elements
HUD.fuel = {x = 20, y = 20, width = SCREEN_WIDTH - 40, height = 50, cornerSize = 15}
HUD.fuel.middle = HUD.fuel.x + math.floor(HUD.fuel.width / 2)
HUD.fuel.bottom = HUD.fuel.y + HUD.fuel.height
HUD.fuel.text = {image=love.graphics.newText(HUD.font, "FUEL")}
HUD.fuel.text.width, HUD.fuel.text.height = HUD.fuel.text.image:getDimensions()
HUD.fuel.text.x, HUD.fuel.text.y = HUD.fuel.x + 20, HUD.fuel.y + math.floor(HUD.fuel.text.height / 2)
local ship = Assets.getImageSet("ship")
local flame = Assets.getImageSet("flame")
-- ~~~~~~~~~~~~~~~~
-- Local functions
-- ~~~~~~~~~~~~~~~~
local function drawFuelIndicator(lander)
-- draws the fuel indicator across the top of the screen
-- credit: Milon
-- refactored by Fox
-- Fuel indicator
assert(lander.fuel ~= nil)
local grad = lander.fuel / lander.fuelCapacity
local color = {1, grad, grad}
local x, y = HUD.fuel.x, HUD.fuel.y
local width, height = HUD.fuel.width, HUD.fuel.height
local cornerSize = HUD.fuel.cornerSize
love.graphics.setColor(1,1,1,1)
love.graphics.rectangle("fill", x, y, width, height, cornerSize, cornerSize)
love.graphics.setColor(color)
love.graphics.rectangle("fill", x, y, width * grad, height, cornerSize, cornerSize)
love.graphics.setColor(0,0.5,1,1)
love.graphics.draw(HUD.fuel.text.image, HUD.fuel.text.x, HUD.fuel.text.y)
love.graphics.setColor(1,1,1,1)
-- center line
love.graphics.line(HUD.fuel.middle, y, HUD.fuel.middle, HUD.fuel.bottom)
end
local function drawOffscreenIndicator(lander)
-- draws an indicator when the lander flies off the top of the screen
local lineThickness = love.graphics.getLineWidth()
love.graphics.setLineWidth(3)
local indicatorY = 40
local magnifier = 1.5
local x, y = lander.x - WORLD_OFFSET, ship.height + indicatorY
if lander.y < 0 then
love.graphics.draw(ship.image, x, y, math.rad(lander.angle), magnifier, magnifier, ship.width/2, ship.height/2)
love.graphics.circle("line", x, y, ship.height + 5)
love.graphics.polygon("fill", x, lander.y, x - 10, indicatorY - 5, x + 10, indicatorY - 5)
if lander.engineOn then
love.graphics.draw(flame.image, x, y, math.rad(lander.angle), magnifier, magnifier, flame.width/2, flame.height/2)
end
end
-- restore line thickness
love.graphics.setLineWidth(lineThickness)
end
local function drawMoney(lander)
Assets.setFont("font20")
love.graphics.print("$" .. lander.money, SCREEN_WIDTH - 100, 75)
end
local function drawRangefinder(lander)
-- determine distance to nearest base and draw indicator
local module = Modules.rangefinder
if Lander.hasUpgrade(lander, module) then
local rawDistance, _ = Fun.GetDistanceToClosestBase(lander.x, Enum.basetypeFuel)
-- limit the rangefinder to a maximum distance
if rawDistance < Enum.rangefinderMaximumDistance * -1 then
rawDistance = Enum.rangefinderMaximumDistance * -1
end
if rawDistance > Enum.rangefinderMaximumDistance then
rawDistance = Enum.rangefinderMaximumDistance
end
local absDistance = math.abs(Cf.round(rawDistance, 0))
-- don't draw if close to base
if absDistance > 100 then
local halfScreenW = SCREEN_WIDTH / 2
if rawDistance <= 0 then
Assets.setFont("font20")
-- closest base is to the right (forward)
love.graphics.print("--> " .. absDistance, halfScreenW - 75, SCREEN_HEIGHT * 0.90)
else
love.graphics.print("<-- " .. absDistance, halfScreenW - 75, SCREEN_HEIGHT * 0.90)
end
end
end
end
local function drawHealthIndicator(lander)
-- lander.health reports health from 0 (dead) to 100 (best health)
local indicatorLength = lander.health * -1
local x = SCREEN_WIDTH - 30
local y = SCREEN_HEIGHT * 0.33
local width = 10
local height = indicatorLength
Assets.setFont("font14")
love.graphics.print("Health", x - 20, y)
-- Draw rectangle
love.graphics.setColor(1,0,0,1)
love.graphics.rectangle("fill", x, y + 120, width, height)
love.graphics.setColor(1,1,1,1)
end
local function drawShopMenu()
-- draws a menu to buy lander parts. This is text based. Hope to make it a full GUI at some point.
local gameOver = LANDERS[1].gameOver
local isOnLandingPad = Lander.isOnLandingPad(LANDERS[1], Enum.basetypeFuel)
if not gameOver and isOnLandingPad then
Assets.setFont("font20")
-- Create List of available modules
for _, module in pairs(Modules) do
local string = "%s. Buy %s - $%s \n"
itemListString = string.format(string, module.id, module.name, module.cost)
-- Draw list of modules
local color = {1, 1, 1, 1}
local y = SCREEN_HEIGHT * 0.33
if Lander.hasUpgrade(LANDERS[1], module) then
color = {.8, .1, .1, .5}
end
love.graphics.setColor(color)
love.graphics.printf(itemListString, 0, y + (20*module.id), SCREEN_WIDTH, "center")
love.graphics.setColor(1, 1, 1, 1)
end
end
end
local function drawGameOver()
Assets.setFont("font16")
local text = "You are out of fuel. Game over. Press R to reset"
-- try to get centre of screen
local x = (SCREEN_WIDTH / 2) - 150
local y = SCREEN_HEIGHT * 0.33
love.graphics.print(text, x, y)
end
local function drawScore()
-- score is simply the amount of forward distance travelled (lander.score)
local lineLength = 150 -- printf will wrap after this point
local x = SCREEN_WIDTH - 15 - lineLength -- the 15 is an asthetic margin from the right edge
local y = SCREEN_HEIGHT * 0.20
local alignment = "right"
Assets.setFont("font14")
for _,lander in pairs(LANDERS) do
-- guard against connecting mplayer clients not having complete data
if lander.score ~= nil then
local roundedScore = Cf.round(lander.score)
local formattedScore = Cf.strFormatThousand(roundedScore)
local tempString = lander.name .. ": " .. formattedScore
love.graphics.printf(tempString,x,y, lineLength, alignment)
y = y + 20 -- prep the y value for the next score (will be ignored for single player)
end
end
end
local function drawDebug()
Assets.setFont("font14")
local lander = LANDERS[1]
love.graphics.print("Mass = " .. Cf.round(Lander.getMass(lander), 2), 5, 75)
love.graphics.print("Fuel = " .. Cf.round(lander.fuel, 2), 5, 90)
love.graphics.print("FPS: " .. love.timer.getFPS(), 10, 120)
love.graphics.print("MEM: " .. Cf.round(collectgarbage("count")), 10, 140)
love.graphics.print("Ground: " .. #GROUND, 10, 160)
love.graphics.print("Objects: " .. #OBJECTS, 10, 180)
love.graphics.print("WorldOffsetX: " .. WORLD_OFFSET, 10, 200)
end
local function drawPortInformation()
if IS_A_HOST then
love.graphics.setColor(1,1,1,0.50)
Assets.setFont("font14")
local txt = "Hosting on port: " .. HOST_IP_ADDRESS .. ":" .. GAME_SETTINGS.hostPort
love.graphics.printf(txt, 0, 5, SCREEN_WIDTH, "center")
love.graphics.setColor(1, 1, 1, 1)
end
end
-- ~~~~~~~~~~~~~~~~~
-- Public functions
-- ~~~~~~~~~~~~~~~~~
function HUD.drawPause()
-- Simple text based pause screen
Assets.setFont("font18")
love.graphics.setColor(1,1,1,1)
local text = "GAME PAUSED: PRESS <ESC> OR <P> TO RESUME"
love.graphics.print(text, SCREEN_WIDTH / 2 - 200, SCREEN_HEIGHT /2)
end
function HUD.draw()
local lander = LANDERS[1]
drawFuelIndicator(lander)
drawHealthIndicator(lander)
drawScore()
drawOffscreenIndicator(lander)
drawMoney(lander)
drawRangefinder(lander)
drawPortInformation()
if lander.gameOver then
drawGameOver()
elseif lander.onGround then
drawShopMenu()
end
if DEBUG then
drawDebug()
end
end
return HUD |
--[[
--MIT License
--
--Copyright (c) 2019 manilarome
--Copyright (c) 2020 Tom Meyers
--
--Permission is hereby granted, free of charge, to any person obtaining a copy
--of this software and associated documentation files (the "Software"), to deal
--in the Software without restriction, including without limitation the rights
--to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--copies of the Software, and to permit persons to whom the Software is
--furnished to do so, subject to the following conditions:
--
--The above copyright notice and this permission notice shall be included in all
--copies or substantial portions of the Software.
--
--THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
--IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
--FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
--AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
--LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
--SOFTWARE.
]]
local filesystem = require("gears.filesystem")
local mat_colors = require("theme.mat-colors")
local theme_dir = filesystem.get_configuration_dir() .. "/theme"
local gears = require("gears")
local dpi = require("beautiful").xresources.apply_dpi
local gtk = require("beautiful.gtk")
local config = require("theme.config")
local darklight = require("theme.icons.dark-light")
local filehandle = require("lib-tde.file")
local file_exists = filehandle.exists
local theme = {}
theme.icons = theme_dir .. "/icons/"
theme.font = "Roboto medium 10"
theme.monitor_font = "Roboto medium 50"
theme.gtk = gtk.get_theme_variables()
theme.background_transparency = config["background_transparent"] or "66"
-- get all lines from a file, returns an empty
-- list/table if the file does not exist
local function lines_from(file)
if not file_exists(file) then
return "/usr/share/backgrounds/tos/default.jpg"
end
local lines = {}
for line in io.lines(file) do
lines[#lines + 1] = line
end
return lines
end
local function color(value)
if value == nil then
return nil
end
return "#" .. value
end
local function loadtheme(standard, override, prefix)
standard["hue_50"] = color(override[prefix .. "hue_50"]) or standard["hue_50"]
standard["hue_100"] = color(override[prefix .. "hue_100"]) or standard["hue_100"]
standard["hue_200"] = color(override[prefix .. "hue_200"]) or standard["hue_200"]
standard["hue_300"] = color(override[prefix .. "hue_300"]) or standard["hue_300"]
standard["hue_400"] = color(override[prefix .. "hue_400"]) or standard["hue_400"]
standard["hue_500"] = color(override[prefix .. "hue_500"]) or standard["hue_500"]
standard["hue_600"] = color(override[prefix .. "hue_600"]) or standard["hue_600"]
standard["hue_700"] = color(override[prefix .. "hue_700"]) or standard["hue_700"]
standard["hue_800"] = color(override[prefix .. "hue_800"]) or standard["hue_800"]
standard["hue_900"] = color(override[prefix .. "hue_900"]) or standard["hue_900"]
standard["hue_A100"] = color(override[prefix .. "hue_A100"]) or standard["hue_A100"]
standard["hue_A200"] = color(override[prefix .. "hue_A200"]) or standard["hue_A200"]
standard["hue_A400"] = color(override[prefix .. "hue_A400"]) or standard["hue_A400"]
standard["hue_A700"] = color(override[prefix .. "hue_A700"]) or standard["hue_A700"]
return standard
end
local function darkLightSwitcher(dark, light)
if config["background"] == "light" then
return light
end
return dark
end
-- Colors Pallets
-- Custom
theme.custom = "#ffffff"
-- Primary
theme.primary = mat_colors[config["primary"]] or mat_colors.purple
-- Accent
theme.accent = mat_colors[config["accent"]] or mat_colors.hue_purple
-- Background
theme.background = mat_colors[config["background"]] or mat_colors.grey
theme.primary = loadtheme(theme.primary, config, "primary_")
theme.accent = loadtheme(theme.accent, config, "accent_")
theme.background = loadtheme(theme.background, config, "background_")
theme.text = color(config["text"]) or "#FFFFFF"
-- system stat charts in settings app
theme.cpu_bar = color(config["cpu_bar"]) or "#f90273"
theme.ram_bar = color(config["ram_bar"]) or "#017AFC"
theme.disk_bar = color(config["disk_bar"]) or "#fdc400"
local awesome_overrides = function(awesome_theme)
awesome_theme.dir = "/etc/xdg/tde/theme"
--theme.dir = os.getenv("HOME") .. "/code/awesome-pro/themes/pro-dark"
awesome_theme.icons = awesome_theme.dir .. "/icons/"
local resultset = lines_from(os.getenv("HOME") .. "/.config/tos/theme")
awesome_theme.wallpaper = resultset[#resultset] or "/usr/share/backgrounds/tos/default.jpg"
awesome_theme.font = "Roboto medium 10"
awesome_theme.title_font = "Roboto medium 14"
awesome_theme.fg_white = "#ffffffde"
awesome_theme.fg_black = "#292929"
awesome_theme.fg_normal =
color(config["foreground_normal"]) or darkLightSwitcher(awesome_theme.fg_white, awesome_theme.fg_black)
awesome_theme.fg_focus = color(config["foreground_focus"]) or darkLightSwitcher("#e4e4e4", "#343434")
awesome_theme.fg_urgent = color(config["foreground_urgent"]) or darkLightSwitcher("#CC9393", "#994545")
awesome_theme.bat_fg_critical = color(config["foreground_critical"]) or darkLightSwitcher("#232323", "#BEBEBE3")
awesome_theme.bg_normal = awesome_theme.background.hue_800
awesome_theme.bg_focus = color(config["background_focus"]) or "#5a5a5a"
awesome_theme.bg_urgent = color(config["background_urgent"]) or "#3F3F3F"
awesome_theme.bg_systray = awesome_theme.background.hue_800
awesome_theme.bg_modal = color(config["background_modal"]) or darkLightSwitcher("#ffffff35", "#ffffffA0")
awesome_theme.bg_modal_title = color(config["background_modal_title"]) or darkLightSwitcher("#ffffff55", "#ffffffD0")
awesome_theme.bg_settings_display_number = "#00000070"
-- Borders
awesome_theme.border_width = dpi(2)
awesome_theme.border_normal = awesome_theme.background.hue_800
awesome_theme.border_focus = awesome_theme.primary.hue_300
awesome_theme.border_marked = color(config["border_marked"]) or "#CC9393"
-- Notification
awesome_theme.transparent = "#00000000"
awesome_theme.notification_position = "top_right"
awesome_theme.notification_bg = awesome_theme.transparent
awesome_theme.notification_margin = dpi(5)
awesome_theme.notification_border_width = dpi(0)
awesome_theme.notification_border_color = awesome_theme.transparent
awesome_theme.notification_spacing = dpi(0)
awesome_theme.notification_icon_resize_strategy = "center"
awesome_theme.notification_icon_size = dpi(32)
-- UI Groups
awesome_theme.groups_title_bg = awesome_theme.bg_modal_title
awesome_theme.groups_bg = awesome_theme.bg_modal
awesome_theme.groups_radius = dpi(9)
-- Menu
awesome_theme.menu_height = dpi(16)
awesome_theme.menu_width = dpi(160)
-- Tooltips
awesome_theme.tooltip_bg = (color(config["tooltip_bg"]) or awesome_theme.bg_normal)
--awesome_theme.tooltip_border_color = '#232323'
awesome_theme.tooltip_border_width = 0
awesome_theme.tooltip_shape = function(cr, w, h)
gears.shape.rounded_rect(cr, w, h, dpi(6))
end
-- Layout
awesome_theme.layout_max = darklight(awesome_theme.icons .. "layouts/arrow-expand-all.png")
awesome_theme.layout_tile = darklight(awesome_theme.icons .. "layouts/view-quilt.png")
awesome_theme.layout_dwindle = darklight(awesome_theme.icons .. "layouts/dwindle.png")
awesome_theme.layout_floating = darklight(awesome_theme.icons .. "layouts/floating.png")
awesome_theme.layout_fairv = darklight(awesome_theme.icons .. "layouts/fair.png")
awesome_theme.layout_fairh = darklight(awesome_theme.icons .. "layouts/fairh.png")
awesome_theme.layout_magnifier = darklight(awesome_theme.icons .. "layouts/magnifier.png")
-- Taglist
taglist_occupied = color(config["taglist_occupied"]) or "#ffffff"
awesome_theme.taglist_bg_empty = awesome_theme.background.hue_800 .. "99"
awesome_theme.taglist_bg_occupied =
"linear:0," ..
dpi(48) ..
":0,0:0," ..
taglist_occupied ..
":0.11," ..
taglist_occupied .. ":0.11," .. awesome_theme.background.hue_800 .. "99" .. awesome_theme.background.hue_800
awesome_theme.taglist_bg_urgent =
"linear:0," ..
dpi(48) ..
":0,0:0," ..
awesome_theme.accent.hue_500 ..
":0.11," ..
awesome_theme.accent.hue_500 ..
":0.11," .. awesome_theme.background.hue_800 .. ":1," .. awesome_theme.background.hue_800
awesome_theme.taglist_bg_focus =
"linear:0," ..
dpi(48) ..
":0,0:0," ..
awesome_theme.primary.hue_500 ..
":0.11," ..
awesome_theme.primary.hue_500 ..
":0.11," .. awesome_theme.background.hue_800 .. ":1," --[[':1,']] .. awesome_theme.background.hue_800
-- Tasklist
awesome_theme.tasklist_font = "Roboto Regular 10"
awesome_theme.tasklist_bg_normal = awesome_theme.background.hue_800 .. "99"
awesome_theme.tasklist_bg_focus =
"linear:0,0:0," ..
dpi(48) ..
":0," ..
awesome_theme.background.hue_800 ..
":0.95," ..
awesome_theme.background.hue_800 .. ":0.95," .. awesome_theme.fg_normal .. ":1," .. awesome_theme.fg_normal
awesome_theme.tasklist_bg_urgent = awesome_theme.primary.hue_800
awesome_theme.tasklist_fg_focus = awesome_theme.fg_focus
awesome_theme.tasklist_fg_urgent = awesome_theme.fg_urgent
awesome_theme.tasklist_fg_normal = awesome_theme.fg_normal
awesome_theme.icon_theme = "Papirus-Dark"
local out =
io.popen(
"if [[ -f ~/.config/gtk-3.0/settings.ini ]]; " ..
[[then grep "gtk-icon-theme-name" ~/.config/gtk-3.0/settings.ini | awk -F= '{printf $2}'; fi]]
):read("*all")
if out ~= nil then
awesome_theme.icon_theme = out
end
--Client
awesome_theme.border_width = dpi(0)
awesome_theme.border_focus = awesome_theme.primary.hue_500
awesome_theme.border_normal = awesome_theme.primary.hue_800
awesome_theme.border_color = awesome_theme.primary.hue_500
awesome_theme.snap_bg = awesome_theme.primary.hue_700
end
return {
theme = theme,
awesome_overrides = awesome_overrides
}
|
package.path = package.path .. ";data/scripts/lib/?.lua"
package.path = package.path .. ";data/scripts/?.lua"
include ("galaxy")
include ("randomext")
include ("stringutility")
include ("player")
include ("relations")
ESCCUtil = include("esccutil")
local Placer = include ("placer")
local AsyncPirateGenerator = include ("asyncpirategenerator")
local SpawnUtility = include ("spawnutility")
local EventUT = include ("eventutility")
local ITUtil = include("increasingthreatutility")
local piratefaction = nil
local ships = {}
local pirate_reserves = {}
local remaining_executioners = 0
local decapTargetPlayer = nil
local decapTargetAlliance = nil
local decapHatredLevel = 0
local participants = {}
--Some consts.
local decap_taunts = {
"Target verified. Commencing hostilities.",
"At the end of the broken path lies death, and death alone.",
"There's nowhere left for you to run.",
"Endless is the path that leads you from hell.",
"Honed is the blade that severs the villain's head.",
"This is the end for you.",
"This is the end of the road for you. I think you understand why.",
"You think it's your right to choose who lives and dies?",
"Time to cut the head from the beast.",
"There's nowhere to run!",
"You die here!",
"We'll decorate this sector with your strewn corpses!",
"Go down, you murderer!",
"An eye for an eye!"
}
local exit_taunts = {
"This is not war anymore.",
"You are not our adversary.",
"Do not mistake this for mercy.",
"We leave you to rot in your pathetic existence.",
"Someday, we'll kill you too. But not here. Not today.",
"Enjoy your unearned reprieve."
}
-- Don't remove or alter the following comment, it tells the game the namespace this script lives in. If you remove it, the script will break.
-- namespace DecapStrike
DecapStrike = {}
DecapStrike.attackersGenerated = false
DecapStrike._Debug = 0
local _ActiveMods = Mods()
DecapStrike._HETActive = false
for _, _Xmod in pairs(_ActiveMods) do
if _Xmod.id == "1821043731" then --HET
DecapStrike._HETActive = true
end
end
if onServer() then
--Keep a structure roughly similar to other events that way we can expand this if needed.
function DecapStrike.secure()
local _MethodName = "Secure"
DecapStrike.Log(_MethodName, "securing decap strike")
DecapStrike.patchPirateFaction()
return {
pirate_reserves = pirate_reserves,
remainingexecutioners = remaining_executioners,
decaptarget = decapTargetPlayer,
decapTargetAlliance = decapTargetAlliance,
decaphatred = decapHatredLevel,
ships = ships,
piratefaction = piratefaction.index
}
end
function DecapStrike.restore(data)
local _MethodName = "Restore"
DecapStrike.Log(_MethodName, "restoring decap strike")
pirate_reserves = data.pirate_reserves
remaining_executioners = data.remainingexecutioners
decapTargetPlayer = data.decaptarget
decapTargetAlliance = data.decapTargetAlliance
decapHatredLevel = data.decaphatred
ships = data.ships
piratefaction = Faction(data.piratefaction)
DecapStrike.patchPirateFaction()
end
function DecapStrike.initialize()
local _MethodName = "Initialize"
if not _restoring then
local _Sector = Sector()
DecapStrike.Log(_MethodName, "Initializing.")
if not EventUT.attackEventAllowed() then
DecapStrike.Log(_MethodName, "event not allowed - cancelling decapitation strike")
ITUtil.unpauseEvents()
terminate()
return
end
local generator = AsyncPirateGenerator(DecapStrike, DecapStrike.onPiratesGenerated)
piratefaction = generator:getPirateFaction()
--If the pirate faction is craven, add a chance to abort the attack if there's AI defenders.
local _Craven = piratefaction:getTrait("craven")
if _Craven and _Craven >= 0.25 then
local _Galaxy = Galaxy()
local _X, _Y = _Sector:getCoordinates()
local _Controller = _Galaxy:getControllingFaction(_X, _Y)
if _Controller then
if _Controller.isAIFaction then
local _Rgen = ESCCUtil.getRand()
if _Rgen:getInt(1, 5) == 1 then
DecapStrike.Log(_MethodName, "Pirates decided to abort the attack due to cowardice.")
termiante()
return
end
end
end
end
--Decap strikes work as follows:
--Preference is given to players by how much hatred they have. Players are sorted from most to least hated.
--A decap strike cannot be done more than once every 3-6 hours. This amount is chosen at random. This, however is on a PER PLAYER basis.
--i.e. if KnifeHeart and Cy are both in the same sector and KnifeHeart had a decap strike in the last hour, Cy can still get hit by one.
--At least one player in the sector must have at least 50 notoriety and 200 hatred to trigger a decapitation strike event.
--Even if both players are eligible for a decap strike event, it starts at a 25% chance at 200 hatred, and caps at a 75% chance at 1000.
--So you might still get lucky and skip some decapitation strikes.
--Executioner strength is based on the hatred value of the targeted player.
--Number of executioners spawn based on the number of ships that the targeted player owns in the sector. It is 1 ex per 3 ships up to 16, then 1 per 2 afterwards.
--BUT the pirates aren't stupid. They will add one standard ship to the list of ships for each ship owned by a player who is NOT the targeted player.
local ITPlayers = ITUtil.getSectorPlayersByHatred(piratefaction.index)
local triggerDecapStrike = false
local serverTime = Server().unpausedRuntime
for _, p in pairs(ITPlayers) do
if p.hatred >= 200 and p.notoriety >= 50 then
--eligible for a decap. Check to see when the last decap strike they got hit with was.
local nextDecapTime = p.player:getValue("_increasingthreat_next_decap") or -1
DecapStrike.Log(_MethodName, "next decap OK at " .. tostring(nextDecapTime) .. " <= current time is: " .. tostring(serverTime))
if serverTime >= nextDecapTime or nextDecapTime == -1 then
local chance = 25 + math.min(50, math.floor(math.max(0, p.hatred - 200) / 16))
DecapStrike.Log(_MethodName, "Chance to initiate decap is " .. tostring(chance) .. " chance")
if math.random(100) < chance then
--This is it. We set off a decap strike here.
triggerDecapStrike = true
decapTargetPlayer = p.player
decapHatredLevel = p.hatred
local nextDecapHrs = math.random(3,6)
if DecapStrike._HETActive then
nextDecapHrs = nextDecapHrs * 0.6
end
local _Vengeful = piratefaction:getTrait("vengeful")
if _Vengeful and _Vengeful >= 0.25 then
DecapStrike.Log(_MethodName, "Pirates are Vengeful. Decreasing time until next decap strike happens.")
local _VengefulFactor = 1.0
if _Vengeful >= 0.25 then
_VengefulFactor = 0.8
end
if _Vengeful >= 0.75 then
_VengefulFactor = 0.7
end
nextDecapHrs = nextDecapHrs * _VengefulFactor
end
DecapStrike.Log(_MethodName, "Next decap will be in " .. tostring(nextDecapHrs) .. " decap hatred level is " .. tostring(decapHatredLevel) .. " || " .. tostring(type(decapHatredLevel)))
local nextDecap = serverTime + (3600 * nextDecapHrs)
p.player:setValue("_increasingthreat_next_decap", nextDecap)
break
end
else
DecapStrike.Log(_MethodName, p.player.name .. " was targeted by a decap strike recently. Checking next potential target.")
end
else
DecapStrike.Log(_MethodName, "Player hatred only " .. tostring(p.hatred) .. " and notoriety is only " .. tostring(p.notoriety) .. " - player isn't eligible for a decap.")
end
end
if triggerDecapStrike then
--Count target player ships and non-target player ships.
local targetPlayerShips = 0
local nonTargetPlayerShips = 0
local factions = {_Sector:getPresentFactions()}
for _, index in pairs(factions) do
local faction = Faction(index)
if faction then
local crafts = {_Sector:getEntitiesByFaction(index)}
for _, craft in pairs(crafts) do
if craft.isShip or craft.isStation then
if faction.isPlayer then
if index == decapTargetPlayer.index then
DecapStrike.Log(_MethodName, "Ship belongs to target of decap strike. Increasing target player ships value.")
targetPlayerShips = targetPlayerShips + 1
else
DecapStrike.Log(_MethodName, "Ship does not belong to target. Increasing non target player ships value.")
nonTargetPlayerShips = nonTargetPlayerShips + 1
end
end
if faction.isAlliance then
local allx = Alliance(faction.index)
if allx:contains(decapTargetPlayer.index) then
DecapStrike.Log(_MethodName, "Alliance contains targeted player. Use this to count their ships.")
decapTargetAlliance = faction
targetPlayerShips = targetPlayerShips + 1
else
nonTargetPlayerShips = nonTargetPlayerShips + 1
end
end
if faction.isAIFaction then
--AI ships / stations count double since they get cheater buffs. (i.e. damage multipliers)
nonTargetPlayerShips = nonTargetPlayerShips + 2
end
end
end
end
end
DecapStrike.Log(_MethodName, "Ships owned by target: " .. targetPlayerShips)
DecapStrike.Log(_MethodName, "Ships not owned by target: " .. nonTargetPlayerShips)
--subtract 1 from this immediately because we are spawning an executioner directly in this block of code.
remaining_executioners = math.ceil(math.min(4, targetPlayerShips / 4) + (math.max(0, targetPlayerShips - 16) / 2)) - 1
DecapStrike.Log(_MethodName, "spawning " .. remaining_executioners .. " plus one.")
local numberOfOtherShips = nonTargetPlayerShips
local _Brutish = piratefaction:getTrait("brutish")
if _Brutish and _Brutish >= 0.25 then
numberOfOtherShips = math.max(5, math.floor(numberOfOtherShips * 1.3))
end
if DecapStrike._HETActive then
numberOfOtherShips = math.floor(numberOfOtherShips * 1.5) --50% more ships.
remaining_executioners = remaining_executioners + 1 --1 more executioner
end
local lowThreatTable = ITUtil.getLowThreatTable()
local highThreatTable = ITUtil.getHatredTable(decapHatredLevel)
for _ = 1, numberOfOtherShips do
table.insert(pirate_reserves, highThreatTable[math.random(#highThreatTable)])
end
--Create the first wave. It always consists of an executioner.
local attackingShips = {}
table.insert(attackingShips, "Executioner")
local firstWaveExtras = math.random(2, 4)
for _ = 1, firstWaveExtras do
if next(pirate_reserves) ~= nil then
local xShip = table.remove(pirate_reserves)
table.insert(attackingShips, xShip)
else
table.insert(attackingShips, lowThreatTable[math.random(#lowThreatTable)])
end
end
generator:startBatch()
local posCounter = 1
local pirate_positions = generator:getStandardPositions(#attackingShips, 300)
for _, p in pairs(attackingShips) do
if p == "Executioner" then
generator:createScaledExecutioner(pirate_positions[posCounter], decapHatredLevel)
else
generator:createScaledPirateByName(p, pirate_positions[posCounter])
end
posCounter = posCounter + 1
end
generator:endBatch()
local alertstring = string.format("%s is being targeted by a pirate attack"%_t, decapTargetPlayer.name)
_Sector:broadcastChatMessage("Server"%_t, 2, alertstring .. "!")
AlertAbsentPlayers(2, alertstring .. " in sector \\s(%1%:%2%)!"%_t, _Sector:getCoordinates())
else
DecapStrike.Log(_MethodName, "no decap strike. Terminating the event.")
ITUtil.unpauseEvents()
terminate()
return
end
end
end
function DecapStrike.getUpdateInterval()
return 10
end
--Created Callbacks
function DecapStrike.onPiratesGenerated(generated)
-- add enemy buffs
SpawnUtility.addEnemyBuffs(generated) --Covered IT Extra Scripts
local _WilyTrait = piratefaction:getTrait("wily") or 0
SpawnUtility.addITEnemyBuffs(generated, _WilyTrait, decapHatredLevel)
for _, ship in pairs(generated) do
if valid(ship) then -- this check is necessary because ships could get destroyed before this callback is executed
ships[ship.index.string] = true
ship:registerCallback("onDestroyed", "onShipDestroyed")
end
end
for _, ship in pairs(generated) do
local isexec = ship:getValue("is_executioner") or 0
if isexec == 1 then
Sector():broadcastChatMessage(ship, ChatMessageType.Chatter, decap_taunts[math.random(#decap_taunts)])
break
end
end
-- resolve intersections between generated ships
Placer.resolveIntersections(generated)
DecapStrike.attackersGenerated = true
end
function DecapStrike.onNextPiratesGenerated(generated)
-- add enemy buffs
SpawnUtility.addEnemyBuffs(generated) --Covered IT Extra Scripts
local _WilyTrait = piratefaction:getTrait("wily") or 0
SpawnUtility.addITEnemyBuffs(generated, _WilyTrait, decapHatredLevel)
for _, ship in pairs(generated) do
if valid(ship) then -- this check is necessary because ships could get destroyed before this callback is executed
ships[ship.index.string] = true
ship:registerCallback("onDestroyed", "onShipDestroyed")
end
end
-- resolve intersections between generated ships
Placer.resolveIntersections(generated)
DecapStrike.attackersGenerated = true
end
function DecapStrike.onShipDestroyed(shipIndex)
ships[shipIndex.string] = nil
local ship = Entity(shipIndex)
local damagers = {ship:getDamageContributors()}
for _, damager in pairs(damagers) do
local faction = Faction(damager)
if faction and (faction.isPlayer or faction.isAlliance) then
participants[damager] = damager
end
end
if #pirate_reserves == 0 and tablelength(ships) == 0 and remaining_executioners == 0 then
DecapStrike.endEvent()
end
end
function DecapStrike.update(timeStep)
local _MethodName = "Update"
DecapStrike.Log(_MethodName, "running decap strike update")
if not DecapStrike.attackersGenerated then return end
local _PiratesInSector = {Sector():getEntitiesByFaction(piratefaction)}
local _PiratesInSectorCt = #_PiratesInSector
local noShips = tablelength(ships)
if noShips < 25 and _PiratesInSectorCt < 40 then
local pirateBatch = {}
if remaining_executioners > 0 then
table.insert(pirateBatch, "Executioner")
local lowThreatTable = ITUtil.getLowThreatTable()
local WaveExtras = math.random(2, 4)
for _ = 1, WaveExtras do
if next(pirate_reserves) ~= nil then
local xShip = table.remove(pirate_reserves)
table.insert(pirateBatch, xShip)
else
table.insert(pirateBatch, lowThreatTable[math.random(#lowThreatTable)])
end
end
remaining_executioners = remaining_executioners - 1
end
if #pirateBatch < 5 and #pirate_reserves > 0 then
local ins = 5 - #pirateBatch
--Keep # of ships from going above 25.
if noShips + ins > 25 then
ins = 25 - noShips
end
for _ = 1, ins do
if next(pirate_reserves) ~= nil then
local xShip = table.remove(pirate_reserves)
table.insert(pirateBatch, xShip)
end
end
end
local generator = AsyncPirateGenerator(DecapStrike, DecapStrike.onNextPiratesGenerated)
generator:startBatch()
local posCounter = 1
local pirate_positions = generator:getStandardPositions(#pirateBatch, 300)
for _, p in pairs(pirateBatch) do
if p == "Executioner" then
generator:createScaledExecutioner(pirate_positions[posCounter], decapHatredLevel)
else
generator:createScaledPirateByName(p, pirate_positions[posCounter])
end
posCounter = posCounter + 1
end
generator:endBatch()
end
local decapTargets = 0
local crafts = {Sector():getEntitiesByFaction(decapTargetPlayer.index)}
for _, c in pairs(crafts) do
if c.isShip or c.isStation then
decapTargets = decapTargets + 1
end
end
if decapTargetAlliance then
local acrafts = {Sector():getEntitiesByFaction(decapTargetAlliance.index)}
for _, c in pairs(acrafts) do
if c.isShip or c.isStation then
decapTargets = decapTargets + 1
end
end
end
local sentTaunt = false
if decapTargets == 0 then
local pcrafts = {Sector():getEntitiesByFaction(piratefaction.index)}
pirate_reserves = {}
ships = {}
for _, pcraft in pairs(pcrafts) do
if pcraft.isShip and not sentTaunt then
Sector():broadcastChatMessage(pcraft, ChatMessageType.Chatter, exit_taunts[math.random(#exit_taunts)])
sentTaunt = true
end
if pcraft.isShip then
pcraft:addScriptOnce("entity/utility/delayeddelete.lua", random():getFloat(3, 6))
end
end
end
DecapStrike.Log(_MethodName, "pirate reserve count is " .. #pirate_reserves)
DecapStrike.Log(_MethodName, "ship count remaining is " .. noShips)
if #pirate_reserves == 0 and noShips == 0 and remaining_executioners == 0 then
DecapStrike.endEvent()
end
end
function DecapStrike.endEvent()
local _MethodName = "End Event"
DecapStrike.Log(_MethodName, "ending decap strike")
local _IncreasedHatredFor = {}
local players = {Sector():getPlayers()}
for _, participant in pairs(participants) do
local participantFaction = Faction(participant)
if participantFaction then
if participantFaction.isPlayer and not _IncreasedHatredFor[participantFaction.index] then
DecapStrike.Log(_MethodName, "Have not yet increased hatred for faction index " .. tostring(participantFaction.index) .. " - increasing hatred.")
DecapStrike.increaseHatred(participantFaction)
_IncreasedHatredFor[participantFaction.index] = true
end
if participantFaction.isAlliance then
local _Alliance = Alliance(participant)
for _, _Pl in pairs(players) do
if _Alliance:contains(_Pl.index) and not _IncreasedHatredFor[_Pl.index] then
DecapStrike.increaseHatred(_Pl)
_IncreasedHatredFor[_Pl.index] = true
else
DecapStrike.Log(_MethodName, "Have either increased hatred for faciton index " .. tostring(_Pl.index) .. " or they are not part of the alliance.")
end
end
end
end
end
terminate()
end
function DecapStrike.patchPirateFaction()
if not piratefaction then
--needed to patch an issue on Divine Reapers. Not sure why this happens but apparently my previous patch didn't fix it.
local generator = AsyncPirateGenerator(DecapStrike, DecapStrike.onPiratesGenerated)
piratefaction = generator:getPirateFaction()
end
end
end
--region #CLIENT / SERVER CALLS
function DecapStrike.increaseHatred(_Faction)
local _MethodName = "Increase Hatred"
local hatredindex = "_increasingthreat_hatred_" .. piratefaction.index
local hatred = _Faction:getValue(hatredindex)
local xmultiplier = 1
local _Difficulty = GameSettings().difficulty
if _Difficulty == Difficulty.Veteran then
xmultiplier = 1.15
elseif _Difficulty == Difficulty.Expert then
xmultiplier = 1.3
elseif _Difficulty > Difficulty.Expert then
xmultiplier = 1.5
end
local hatredincrement = 15 * xmultiplier
local _Tempered = piratefaction:getTrait("tempered")
if _Tempered then
local _TemperedFactor = 1.0
if _Tempered >= 0.25 then
_TemperedFactor = 0.8
end
if _Tempered >= 0.75 then
_TemperedFactor = 0.7
end
DecapStrike.Log(_MethodName, "Faction is tempered - hatred multiplier is (" .. tostring(_TemperedFactor) .. ")")
hatredincrement = hatredincrement * _TemperedFactor
end
hatredincrement = math.ceil(hatredincrement)
if hatred then
DecapStrike.Log(_MethodName, "hatred value is " .. hatred)
hatred = hatred + hatredincrement
else
DecapStrike.Log(_MethodName, "hatred value is 0")
hatred = hatredincrement
end
DecapStrike.Log(_MethodName, "new hatred value is " .. hatred)
_Faction:setValue(hatredindex, hatred)
if hatred >= 700 then
DecapStrike.Log(_MethodName, "Hatred is greater than 700. Setting traits for pirates.")
ITUtil.setIncreasingThreatTraits(piratefaction)
end
end
function DecapStrike.Log(_MethodName, _Msg)
if DecapStrike._Debug == 1 then
print("[IT DecapStrike] - [" .. tostring(_MethodName) .. "] - " .. tostring(_Msg))
end
end
--endregion |
-- Mixes in a large suite of iteration functions to the specified library. This
-- mixin allow you to interact with various iterable types with a healthy baseline
-- of functionality.
--
-- Specifically, this mixin adds a set of generic accessors and modifiers, insertion
-- and removal functions, cloning, updating, and reversing.
if nil ~= require then
require "fritomod/currying";
require "fritomod/Operator";
require "fritomod/Mixins-Iteration";
end;
if Mixins == nil then
Mixins = {};
end;
-- The specified library must provide an Iterator function, as required by
-- Mixins.Iteration. Other methods should be provided for various parts of this mixin:
--
-- * New - used for cloning, reversing
-- * Set - used in Update
-- * Delete - will default to Set(iterable, key, nil);
-- * Insert - required for Insert* functions
--
-- These functions, except for Insert, have defaults, but these assume a table-like
-- iterable.
--
-- library
-- a table that provides an Iterator function
-- iteratorFunc
-- optional. A function that creates an iterator usable for this library
-- returns
-- library
-- see
-- Mixins.Iteration. This mixin is also used on the specified library
function Mixins.MutableIteration(library, iteratorFunc)
library=library or {};
local lib=library;
Mixins.Iteration(library, iteratorFunc);
if library.New == nil then
-- Returns a new, empty iterable that is usable by this library.
--
-- returns
-- a new iterable usable by this library
-- throws
-- if this library does not support this operation
function library.New()
return {};
end;
end;
if library.Set == nil then
-- Sets the specified pair to the specified iterable, overriding any existing
-- values for the specified key.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library
-- key
-- the key that will be inserted into this iterable
-- value
-- the value that will be inserted into this iterable
-- returns
-- the old value
-- throws
-- if this library does not support this operation
function library.Set(iterable, key, value)
assert(type(iterable) == "table", "Iterable is not a table");
local oldValue = iterable[key];
iterable[key] = value;
return oldValue;
end;
end;
-- An undoable Set
if library.Change == nil then
function library.Change(iterable, key, value)
local oldValue=library.Get(iterable, key);
library.Set(iterable, key, value);
return Functions.OnlyOnce(function()
library.Set(iterable, key, oldValue);
end);
end;
end;
if library.Delete == nil then
-- Deletes the specified key from the specified iterable.
--
-- iterable
-- an iterable usable by this library
-- key
-- the key that will be deleted from this iterable
-- returns
-- the value that was at the specified key
-- throws
-- if this library does not support this operation
function library.Delete(iterable, key)
return library.Set(iterable, key, nil);
end;
end;
-- Inserts the specified value to the specified iterable.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library
-- value
-- the value that will be inserted into this library
-- returns
-- a function that, when invoked, removes the specified value
-- throws
-- if this library does not support this operation
if library.Insert == nil then
-- This function must be explicitly implemented by clients.
end;
if library.InsertFunction == nil then
-- Inserts the specified curried function into the specified iterable.
--
-- This is an optional operation.
--
-- iterable
-- an iterable used by this library
-- func, ...
-- the function that is inserted into this iterable
-- returns
-- a function that, when invoked, removes the specified function
-- throws
-- if this library does not support this operation
function library.InsertFunction(iterable, func, ...)
return library.Insert(iterable, Curry(func, ...));
end;
end;
-- Inserts the specified pair into the specified iterable.
--
-- This is an optional operation.
--
-- The key may or may not be used by this operation.
--
-- iterable
-- an iterable usable by this library
-- key
-- the key that will be inserted into this library. It may be discarded.
-- value
-- the value that will be inserted into this library
-- returns
-- a function that, when invoked, removes the specified value
-- throws
-- if this library does not support this operation
if library.InsertPair == nil then
function library.InsertPair(iterable, key, value)
return library.Insert(iterable, value);
end;
end;
if library.InsertAll == nil then
-- Inserts all specified values into the specified iterable.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library
-- ...
-- the value that will be inserted into this library
-- returns
-- a function that, when invoked, removes the specified values
-- throws
-- if this library does not support this operation
function library.InsertAll(iterable, ...)
assert(type(library.Insert) == "function", "Insert is not implemented by this library");
local removers = {};
for i=1, select("#", ...) do
local value = select(i, ...);
table.insert(removers, library.Insert(iterable, value));
end;
return function()
for i=1, #removers do
removers[i]();
end;
removers = {};
end;
end;
end;
if library.InsertAt == nil then
-- Inserts the specified value into the specified iterable.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library
-- index
-- the location of the inserted item
-- value
-- the value that will be inserted into this iterable
-- returns
-- a function that, when invoked, removes the specified value
-- throws
-- if this library does not support this operation
function library.InsertAt(list, index, value)
assert(type(library.Insert) == "function", "Insert is not implemented by this library");
if not index then
return Lists.Insert(list, value);
end;
assert(type(index) == "number", "index is not a number. Type: " .. type(index));
table.insert(list, index, value);
return Curry(library.Remove, list, value);
end;
end;
if library.InsertAllAt == nil then
-- Inserts all of the specified values into the specified iterable.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library
-- index
-- the starting location where items are inserted
-- ...
-- the values that will be inserted into this iterable
-- returns
-- a function that, when invoked, removes all specified values
-- throws
-- if this library does not support this operation
function library.InsertAllAt(list, index, ...)
assert(type(library.Insert) == "function", "Insert is not implemented by this library");
assert(type(index) == "number", "index is not a number. Type: " .. type(index));
local removers = {};
for i=1, select("#", ...) do
local value = select(i, ...);
table.insert(removers, index, library.Insert(iterable, value));
index = index + 1;
end;
return function()
for i=1, #removers do
removers[i]();
end;
removers = {};
end;
end;
end;
if library.SwapKeys == nil then
function library.SwapKeys(iterable, a, b)
local temp=library.Get(iterable, a);
library.Set(iterable, a, library.Get(iterable, b));
library.Set(iterable, b, temp);
end;
end;
if library.SwapValues == nil then
function library.SwapValues(iterable, a, b)
return library.SwapKeys(iterable,
library.KeyFor(iterable, a),
library.KeyFor(iterable, b)
);
end;
end;
if library.Swap == nil then
library.Swap = CurryNamedFunction(library, "SwapKeys");
end;
if library.Remove == nil then
-- Removes the first matching value from the specified iterable, according to the specified
-- test and specified target value.
--
-- iterable
-- an iterable usable by this library.
-- targetValue
-- the searched value
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the removed key, or nil if no value was removed
function library.Remove(iterable, targetValue, testFunc, ...)
if testFunc then
testFunc = library.NewEqualsTest(testFunc, ...);
end;
for key, candidate in library.Iterator(iterable) do
if testFunc then
if testFunc(candidate, targetValue) then
return library.Delete(iterable, key);
end;
else
if candidate == targetValue then
return library.Delete(iterable, key);
end
end;
end;
end;
end;
if library.RemoveValue == nil then
library.RemoveValue = CurryNamedFunction(library, "Remove");
end;
if library.RemoveFirst == nil then
library.RemoveFirst = CurryNamedFunction(library, "Remove");
end;
if library.RemoveAll == nil then
-- Removes all matching values from the specified iterable, according to the specified
-- test and specified value.
--
-- This function does not modify the iterable until every item has been iterated. While
-- this minimizes the chance of corrupted iteration, it is also potentially more
-- inefficient than a safe, iterable-specific solution.
--
-- iterable
-- an iterable usable by this library.
-- targetValue
-- the searched value
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the number of removed elements
function library.RemoveAll(iterable, targetValue, testFunc, ...)
if testFunc then
testFunc = library.NewEqualsTest(testFunc, ...);
end;
local removedKeys = {};
for key, candidate in library.Iterator(iterable) do
if testFunc then
if testFunc(candidate, targetValue) then
table.insert(removedKeys, key);
end
else
if candidate == targetValue then
table.insert(removedKeys, key);
end;
end;
end;
for i=#removedKeys, 1, -1 do
library.Delete(iterable, removedKeys[i]);
end;
return #removedKeys;
end;
end;
if library.RemoveLast == nil then
-- Removes the last matching value from the specified iterable, according to the specified
-- test and specified value.
--
-- iterable
-- an iterable usable by this library.
-- targetValue
-- the searched value
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the removed key, or nil if no value was removed
function library.RemoveLast(iterable, targetValue, testFunc, ...)
testFunc = library.NewEqualsTest(testFunc, ...);
for key, candidate in library.ReverseIterator(iterable) do
if testFunc(candidate, targetValue) then
library.Delete(iterable, key);
return key;
end;
end;
end;
end;
if library.RemoveAt == nil then
-- Removes the first matching key from the specified iterable, according to the specified
-- test and specified target key.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library.
-- targetKey
-- the searched key
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the removed value, or nil if no key was removed
function library.RemoveAt(iterable, targetKey, testFunc, ...)
testFunc = library.NewEqualsTest(testFunc, ...);
for candidate, value in library.Iterator(iterable) do
if testFunc(candidate, targetKey) then
return library.Delete(iterable, targetKey);
end;
end;
end;
end;
if library.RemoveAllAt == nil then
-- Removes all matching keys from the specified iterable, according to the specified
-- test and specified target key.
--
-- This function does not modify the iterable until every item has been iterated. While
-- this minimizes the chance of corrupted iteration, it is also potentially more
-- inefficient than a safe, iterable-specific solution.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library.
-- targetKey
-- the searched key
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the number of removed elements
function library.RemoveAllAt(iterable, targetKey, testFunc, ...)
testFunc = library.NewEqualsTest(testFunc, ...);
local removedKeys = {};
for candidate, value in library.Iterator(iterable) do
if testFunc(candidate, targetKey) then
table.insert(removedKeys, key);
end;
end;
for i=#removedKeys, 1, -1 do
library.Delete(iterable, removedKeys[i]);
end;
return #removedKeys;
end;
end;
if library.RemoveLastAt == nil then
-- Removes the last matching key from the specified iterable, according to the specified
-- test and specified target key.
--
-- This is an optional operation.
--
-- iterable
-- an iterable usable by this library.
-- targetKey
-- the searched key
-- testFunc, ...
-- optional. The test that performs the search for the specified value
-- returns
-- the removed value, or nil if no key was removed
function library.RemoveLastAt(iterable, targetKey, testFunc, ...)
testFunc = library.NewEqualsTest(testFunc, ...);
for candidate, value in library.ReverseIterator(iterable) do
if testFunc(candidate, targetKey) then
library.Delete(iterable, key);
return value;
end;
end;
end;
end;
if library.Pop==nil then
function library.Pop(iterable, count)
count=count or 1;
local s=library.Size(iterable);
count=math.min(s,count);
local final=s-count;
local removed=library.New();
while s>final do
library.Insert(removed, library.RemoveAt(iterable, s));
s=s-1;
end;
return removed;
end;
end;
if library.PopOne==nil then
function library.PopOne(iterable)
return library.RemoveAt(iterable, library.Size(iterable));
end;
end;
if library.Push==nil then
function library.Push(iterable, value)
return library.Insert(iterable, value);
end;
end;
if library.Shift==nil then
function library.Shift(iterable, count)
count=count or 1;
local s=library.Size(iterable);
count=math.min(s,count);
local removed=library.New();
while count>0 do
library.Insert(removed, library.RemoveAt(iterable,1));
count=count-1;
end;
return removed;
end;
end;
if library.ShiftOne==nil then
function library.ShiftOne(iterable)
if not library.IsEmpty(iterable) then
return library.RemoveAt(iterable, 1);
end;
end;
end;
if library.Unshift == nil then
function library.Unshift(iterable, value)
return library.InsertAt(iterable, 1, value);
end;
end;
if library.RotateRight == nil then
function library.RotateRight(iterable, count)
while count > 0 do
library.Unshift(iterable, library.PopOne(iterable));
count = count - 1;
end;
end;
end;
if library.RotateLeft == nil then
function library.RotateLeft(iterable, count)
while count > 0 do
library.Push(iterable, library.ShiftOne(iterable));
count = count - 1;
end;
end;
end;
if library.Clear == nil then
-- Removes every element from the specified iterable.
--
-- iterable
-- the iterable that is modified by this operation
function library.Clear(iterable)
local keys = library.Keys(iterable);
for i=#keys, 1, -1 do
library.Delete(iterable, keys[i]);
end;
end;
end;
if library.Clone == nil then
-- Returns an iterable that is the clone of the specified iterable.
--
-- iterable
-- a value that is iterable using library.Iterator
-- returns
-- a clone of the specified iterable
function library.Clone(iterable)
local cloned = library.New();
for key, value in library.Iterator(iterable) do
library.InsertPair(cloned, key, value);
end;
return cloned;
end;
end;
if lib.Shuffle == nil then
function lib.Shuffle(iterable)
for i=1,lib.Size(iterable) do
lib.Swap(iterable, lib.Random(iterable), lib.Random(iterable));
end;
end;
end;
if library.Sort == nil then
local function Partition(iter, compare, left, right)
local m=lib.Get(iter, left+math.floor((right-left)/2));
local i,j=left,right;
repeat
while compare(lib.Get(iter,i), m) < 0 do
i=i+1;
end;
while compare(lib.Get(iter,j), m) > 0 do
j=j-1;
end;
if i <= j then
lib.Swap(iter,i,j);
i=i+1;
j=j-1;
end
until i > j;
if left < j then
Partition(iter, compare, left, j);
end;
if i < right then
Partition(iter, compare, i, right);
end;
end;
function library.Sort(iterable, compareFunc, ...)
compareFunc=library.NewComparator(compareFunc, ...);
local s=library.Size(iterable);
if s < 2 then
return iterable;
end;
assert(s);
Partition(iterable, compareFunc, 1, s);
return iterable;
end;
end;
if library.Update == nil then
-- Updates targetIterable such that updatingIterable is copied over it.
--
-- targetIterable
-- the target iterable that is affected by this operation
-- updatingIterable
-- the unmodified iterable that is the source of updates to targetIterable
-- func, ...
-- the function that performs the update.
function library.Update(targetIterable, updatingIterable, func, ...)
if not func and select("#", ...) == 0 then
func = library.Set;
end;
for key, value in library.Iterator(updatingIterable) do
func(targetIterable, key, value);
end;
end;
end;
if library.Reverse == nil then
-- Returns a new iterable that is the reverse of the specified iterable
--
-- iterable
-- the iterable that is reversed
-- returns
-- a new iterable that contains every element
-- throws
-- if this library does not support this operation
function library.Reverse(iterable)
local reversed = library.New();
for value in library.ReverseValueIterator(iterable) do
library.InsertPair(reversed, key, value);
end;
return reversed;
end;
end;
local function trim(remover, iterable, limit)
return remover(iterable, library.Size(iterable)-limit);
end;
if library.ShiftTrim == nil then
library.ShiftTrim=CurryFunction(trim, CurryNamedFunction(library, "Shift"));
end;
library.QueueTrim = CurryNamedFunction(library, "ShiftTrim");
if library.PopTrim == nil then
library.PopTrim=CurryFunction(trim, CurryNamedFunction(library, "Pop"));
end;
library.StackTrim = CurryNamedFunction(library, "PopTrim");
return library;
end;
|
function BadCoderz.ReadReport()
local len = net.ReadUInt(16)
local data = net.ReadData(len)
local json = util.Decompress(data)
local table = util.JSONToTable(json)
return table
end
net.Receive("BadCoderz_status_request", function()
local codeSmellsScan = net.ReadBool()
local compiledFuncsScan = net.ReadBool()
local scanOnReboot = net.ReadBool()
BadCoderz.ShowUI(codeSmellsScan, compiledFuncsScan, scanOnReboot)
end)
concommand.Add("BadCoderz", function()
if not LocalPlayer():CanUseBadCoderz() then
LocalPlayer():ChatPrint("You cannot use badcoderz")
return
end
net.Start("BadCoderz_status_request")
net.SendToServer()
end)
net.Receive("BadCoderz_report_request", function()
local active = net.ReadBool()
local report = BadCoderz.ReadReport()
if (BadCoderz.Derma and IsValid(BadCoderz.Derma)) then
BadCoderz.Derma.buttonServerside:UpdateAsync(active, report)
end
end)
net.Receive("BadCoderz_serverside_file_open", function(len)
local realPath = net.ReadString()
local datalen = net.ReadUInt(16)
local data = net.ReadData(datalen)
local line
if (net.ReadBool()) then
line = net.ReadUInt(13)
end
data = util.Decompress(data)
if not data then
error("Could not read file data from server : " .. realPath)
return
end
BadCoderz.openLuaPad(data, realPath, line)
end)
net.Receive("BadCoderz_serverside_bytecode_reader", function(len)
assert(GLib, "GLib is missing")
local bytecode = util.Decompress(net.ReadData(net.ReadUInt(16)))
local pointer = net.ReadString()
local stack = net.ReadString()
local location = net.ReadString()
local code = string.format("--[[\n\n%s\n\n]]\n\n", stack) .. bytecode
BadCoderz.openLuaPad(code, "DECOMPILED VIRTUAL FUNCTION : " .. pointer .. " " .. location)
end) |
Propagation = {
Unhandled = 0,
Handled = 1
}
-- Represents the buttons on the gameboy system
Button = {
Right = 0,
Left = 1,
Up = 2,
Down = 3,
A = 4,
B = 5,
Select = 6,
Start = 7
}
-- Virtual keycodes for keyboard input
Key = {
Unknown = 0x00,
Backspace = 0x08,
Tab = 0x09,
Clear = 0x0C,
Enter = 0x0D,
Shift = 0x10,
Ctrl = 0x11,
Alt = 0x12,
Pause = 0x13,
Caps = 0x14,
Esc = 0x1B,
Space = 0x20,
PageUp = 0x21,
PageDown = 0x22,
End = 0x23,
Home = 0x24,
LeftArrow = 0x25,
UpArrow = 0x26,
RightArrow = 0x27,
DownArrow = 0x28,
Select = 0x29,
Print = 0x2A,
Execute = 0x2B,
PrintScreen = 0x2C,
Insert = 0x2D,
Delete = 0x2E,
Help = 0x2F,
Num0 = 0x30,
Num1 = 0x31,
Num2 = 0x32,
Num3 = 0x33,
Num4 = 0x34,
Num5 = 0x35,
Num6 = 0x36,
Num7 = 0x37,
Num8 = 0x38,
Num9 = 0x39,
A = 0x41,
B = 0x42,
C = 0x43,
D = 0x44,
E = 0x45,
F = 0x46,
G = 0x47,
H = 0x48,
I = 0x49,
J = 0x4A,
K = 0x4B,
L = 0x4C,
M = 0x4D,
N = 0x4E,
O = 0x4F,
P = 0x50,
Q = 0x51,
R = 0x52,
S = 0x53,
T = 0x54,
U = 0x55,
V = 0x56,
W = 0x57,
X = 0x58,
Y = 0x59,
Z = 0x5A,
LeftWin = 0x5B,
RightWin = 0x5C,
Sleep = 0x5F,
NumPad0 = 0x60,
NumPad1 = 0x61,
NumPad2 = 0x62,
NumPad3 = 0x63,
NumPad4 = 0x64,
NumPad5 = 0x65,
NumPad6 = 0x66,
NumPad7 = 0x67,
NumPad8 = 0x68,
NumPad9 = 0x69,
Multiply = 0x6A,
Add = 0x6B,
Separator = 0x6C,
Subtract = 0x6D,
Decimal = 0x6E,
Divide = 0x6F,
F1 = 0x70,
F2 = 0x71,
F3 = 0x72,
F4 = 0x73,
F5 = 0x74,
F6 = 0x75,
F7 = 0x76,
F8 = 0x77,
F9 = 0x78,
F10 = 0x79,
F11 = 0x7A,
F12 = 0x7B,
F13 = 0x7C,
F14 = 0x7D,
F15 = 0x7E,
F16 = 0x7F,
F17 = 0x80,
F18 = 0x81,
F19 = 0x82,
F20 = 0x83,
F21 = 0x84,
F22 = 0x85,
F23 = 0x86,
F24 = 0x87,
NumLock = 0x90,
Scroll = 0x91,
LeftShift = 0xA0,
RightShift = 0xA1,
LeftCtrl = 0xA2,
RightCtrl = 0xA3,
LeftMenu = 0xA4,
RightMenu = 0xA5
}
-- Represents buttons on a game pad
Pad = {
-- Axis converted to button presses
LeftStickLeft = 0,
LeftStickRight = 1,
LeftStickDown = 2,
LeftStickUp = 3,
RightStickLeft = 4,
RightStickRight = 5,
RightStickDown = 6,
RightStickUp = 7,
-- Actual button presses
Start = 44,
Select = 45,
Left = 46,
Right = 47,
Up = 48,
Down = 49,
A = 50,
B = 51,
X = 52,
Y = 53,
L1 = 54,
R1 = 55,
L2 = 56,
R2 = 57,
L3 = 58,
R3 = 59,
Home = 60,
Button17 = 61,
Button18 = 62,
Button19 = 63,
Button20 = 64,
Button21 = 65,
Button22 = 66,
Button23 = 67,
Button24 = 68,
Button25 = 69,
Button26 = 70,
Button27 = 71,
Button28 = 72,
Button29 = 73,
Button30 = 74,
Button31 = 75
}
MidiNote = {
C2 = 0,
CSharp2 = 1
} |
-- deque.lua: tests for double-ended queue wrapper
-- This file is a part of lua-nucleo library
-- Copyright (c) lua-nucleo authors (see file `COPYRIGHT` for the license)
dofile('lua-nucleo/strict.lua')
dofile('lua-nucleo/import.lua')
local make_suite = select(1, ...)
assert(type(make_suite) == "function")
math.randomseed(12345)
local ensure,
ensure_equals,
ensure_tequals,
ensure_tdeepequals,
ensure_fails_with_substring
= import 'lua-nucleo/ensure.lua'
{
'ensure',
'ensure_equals',
'ensure_tequals',
'ensure_tdeepequals',
'ensure_fails_with_substring'
}
local arguments
= import 'lua-nucleo/args.lua'
{
'arguments'
}
local tset,
tclone,
empty_table,
tstr
= import 'lua-nucleo/table.lua'
{
'tset',
'tclone',
'empty_table',
'tstr'
}
local make_value_generators
= import 'test/lib/value_generators.lua'
{
'make_value_generators'
}
--------------------------------------------------------------------------------
local make_deque,
deque_exports
= import 'lua-nucleo/deque.lua'
{
'make_deque'
}
--------------------------------------------------------------------------------
local test = make_suite("deque", deque_exports)
--------------------------------------------------------------------------------
test:factory "make_deque" ((function()
return debug.getmetatable(make_deque()).__index -- TODO: Hack
end))
test:methods "back"
"pop_back"
"push_back"
"front"
"pop_front"
"push_front"
"size"
--------------------------------------------------------------------------------
test "deque-empty-size" (function()
local deque = make_deque()
ensure_equals("size", deque:size(), 0)
end)
test "deque-empty-back" (function()
local deque = make_deque()
ensure_equals("back", deque:back(), nil)
end)
test "deque-empty-front" (function()
local deque = make_deque()
ensure_equals("front", deque:front(), nil)
end)
test "deque-empty-pop_back" (function()
local deque = make_deque()
ensure_equals("pop_back", deque:pop_back(), nil)
end)
test "deque-empty-pop_front" (function()
local deque = make_deque()
ensure_equals("pop_front", deque:pop_front(), nil)
end)
test "deque-empty-push-pop-back" (function()
local deque = make_deque()
deque:push_back(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("pop back", deque:pop_back(), 42)
ensure_equals("size empty", deque:size(), 0)
ensure_equals("back empty", deque:back(), nil)
ensure_equals("front empty", deque:front(), nil)
end)
test "deque-empty-push-pop-front" (function()
local deque = make_deque()
deque:push_front(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("pop front", deque:pop_front(), 42)
ensure_equals("size empty", deque:size(), 0)
ensure_equals("back empty", deque:back(), nil)
ensure_equals("front empty", deque:front(), nil)
end)
test "deque-empty-push-back-pop-front" (function()
local deque = make_deque()
deque:push_back(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("pop front", deque:pop_front(), 42)
ensure_equals("size empty", deque:size(), 0)
ensure_equals("back empty", deque:back(), nil)
ensure_equals("front empty", deque:front(), nil)
end)
test "deque-empty-push-front-pop-back" (function()
local deque = make_deque()
deque:push_front(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("pop back", deque:pop_back(), 42)
ensure_equals("size empty", deque:size(), 0)
ensure_equals("back empty", deque:back(), nil)
ensure_equals("front empty", deque:front(), nil)
end)
test "deque-empty-over-pop_front" (function()
local deque = make_deque()
ensure_equals("pop front 1", deque:pop_front(), nil)
ensure_equals("pop front 2", deque:pop_front(), nil)
ensure_equals("pop front 3", deque:pop_front(), nil)
deque:push_front(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
end)
test "deque-empty-over-pop_back" (function()
local deque = make_deque()
ensure_equals("pop back 1", deque:pop_back(), nil)
ensure_equals("pop back 2", deque:pop_back(), nil)
ensure_equals("pop back 3", deque:pop_back(), nil)
deque:push_back(42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
end)
--------------------------------------------------------------------------------
test "deque-wraps-data" (function()
local t = { 42 }
local deque = make_deque(t)
ensure_equals("deque wraps data", deque, t) -- Direct equality
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("size", deque:size(), 1)
ensure_equals("back", deque:back(), 42)
ensure_equals("front", deque:front(), 42)
ensure_equals("pop back", deque:pop_back(), 42)
ensure_equals("size empty", deque:size(), 0)
ensure_equals("back empty", deque:back(), nil)
ensure_equals("front empty", deque:front(), nil)
end)
--------------------------------------------------------------------------------
test "deque-empty-push_back-nil-fails" (function()
local deque = make_deque()
ensure_fails_with_substring(
"push_back nil",
function() deque:push_back(nil) end,
"deque: can't push nil"
)
end)
test "deque-empty-pop_back-nil-fails" (function()
local deque = make_deque()
ensure_fails_with_substring(
"push_back nil",
function() deque:push_back(nil) end,
"deque: can't push nil"
)
end)
test "deque-empty-pre-set-back" (function()
-- A semi-official side effect.
local deque = make_deque({ [0] = "EMPTY" })
ensure_equals("empty size", deque:size(), 0)
ensure_equals("empty back", deque:back(), nil)
ensure_equals("empty pop_back", deque:pop_back(), nil)
deque:push_back(42)
ensure_equals("non-empty size", deque:size(), 1)
ensure_equals("non-empty back", deque:size(), 1)
ensure_equals("pop_back", deque:pop_back(), 42)
ensure_equals("empty size again", deque:size(), 0)
ensure_equals("empty back again", deque:back(), nil)
ensure_equals("zero is still there", deque[0], "EMPTY")
end)
test "deque-on-metatable-fails" (function()
local data = setmetatable({ }, { })
ensure_fails_with_substring(
"push_back nil",
function() make_deque(data) end,
"can't create deque on data with metatable"
)
end)
--------------------------------------------------------------------------------
test "deque-random" (function()
local NUM_ITER = 1e4
local MAX_NUM_OPERATIONS = 1e2
local MAX_INITIAL_SIZE = 1e3
local value_generators = make_value_generators(tset({ "userdata" }))
local random_value = function()
return value_generators[math.random(#value_generators)]()
end
-- Not using numeric keys in hash part to avoid confusing #t
local key_generators = make_value_generators(
tset({ "userdata", "no-numbers" })
)
local random_key = function()
return key_generators[math.random(#key_generators)]()
end
local check_once = function()
local initial_data = nil
if math.random() > 0.5 then
-- print("using empty initial data")
else
-- print("using non-empty initial data")
initial_data = { }
for i = 1, math.random(MAX_INITIAL_SIZE) do
if math.random() > 0.25 then
-- Array part
initial_data[#initial_data + 1] = random_value()
else
-- Hash part
initial_data[random_key()] = random_value()
end
end
end
local expected = { }
for k, v in pairs(initial_data or empty_table) do
-- Note can't use tclone(), need shallow copy.
expected[k] = v
end
local deque = make_deque(initial_data)
local check_ends = function(deque, expected)
local expected_size = #expected
local expected_back = expected[expected_size]
if expected_size == 0 then
expected_back = nil
end
local expected_front = expected[1]
ensure_equals("size", deque:size(), expected_size)
ensure_equals("back", deque:back(), expected_back)
ensure_equals("front", deque:front(), expected_front)
return expected_size, expected_back, expected_front
end
local operations =
{
-- Push back
function(deque, expected)
local size, back, front = check_ends(deque, expected)
local value = random_value()
deque:push_back(value)
expected[#expected + 1] = value
check_ends(deque, expected)
end;
-- Push front
function(deque, expected)
local size, back, front = check_ends(deque, expected)
local value = random_value()
deque:push_front(value)
table.insert(expected, 1, value)
check_ends(deque, expected)
end;
-- Pop back
function(deque, expected)
local size, back, front = check_ends(deque, expected)
--print("BEFORE POP deque ", tstr(deque))
--print("BEFORE POP expected", tstr(expected))
ensure_equals("sanity check", table.remove(expected), back)
ensure_equals("pop_back", deque:pop_back(), back)
check_ends(deque, expected)
end;
-- Pop front
function(deque, expected)
local size, back, front = check_ends(deque, expected)
ensure_equals("sanity check", table.remove(expected, 1), front)
ensure_equals("pop_front", deque:pop_front(), front)
check_ends(deque, expected)
end;
}
check_ends(deque, expected)
for i = 1, math.random(MAX_NUM_OPERATIONS) do
operations[math.random(#operations)](deque, expected)
end
check_ends(deque, expected)
end
for i = 1, NUM_ITER do
if i % 1000 == 0 then
print("deque check", i, "of", NUM_ITER)
end
check_once()
end
end)
--------------------------------------------------------------------------------
assert(test:run())
|
local localization = {
mod_description = {
en = "Press \"r\" over inventory items to mark as a favorite.",
ru = "Нажатие \"r\" над вещами в инвентаре добавляет их в избранное.",
},
help_message_1 = {
en = "----------FILTERING AND FAVORITES----------",
ru = "----------ФИЛЬТРАЦИЯ И ИЗБРАННОЕ----------",
},
help_message_2 = {
en = "Hover over an inventory item and press \"r\" to set the item as your favorite! Repeat to undo. Favorites won't show on the salvage tab of the forge!",
ru = "Наведите курсор на вещь в инвентаре и нажмите \"r\", чтобы добавить её в избранное. Таким же образом вещь можно удалить из избранного. Избранные вещи будут скрыты из списка вещей для сплавки.",
},
help_message_3 = {
en = "Filter by item name, item type or by trait names. Narrow the search with multiple search terms separated with a comma.",
ru = "Отфильтровывайте вещи по их названию, типу, или по названию их свойств. Вы можете сузить поиск, введя несколько условий, и разделив их запятой.",
},
help_message_4 = {
en = "----------------------------------------------------------------------",
},
search_textbox_placeholder = {
en = "Search ...",
ru = "Найти ...",
},
checkbox_show_favorites_only = {
en = "Show Favorites Only",
ru = "Показывать только избранное",
},
fav = {
en = "FAV",
ru = "ИЗБР.",
},
}
return localization
|
local AddonName, AddonTable = ...
AddonTable.cooking = {
-- Ingredients
43011,
43012,
43013,
43501,
}
|
firstSpawn = true
SetManualShutdownLoadingScreenNui(true)
local weapons =
{
"weapon_Knife",
"weapon_Nightstick",
"weapon_Hammer",
"weapon_Bat",
"weapon_GolfClub",
"weapon_Crowbar",
"weapon_Bottle",
"weapon_SwitchBlade",
"weapon_Pistol",
"weapon_CombatPistol",
"weapon_APPistol",
"weapon_Pistol50",
"weapon_FlareGun",
"weapon_MarksmanPistol",
"weapon_Revolver",
"weapon_MicroSMG",
"weapon_SMG",
"weapon_AssaultSMG",
"weapon_CombatPDW",
"weapon_AssaultRifle",
"weapon_CarbineRifle",
"weapon_AdvancedRifle",
"weapon_CompactRifle",
"weapon_MG",
"weapon_CombatMG",
"weapon_PumpShotgun",
"weapon_SawnOffShotgun",
"weapon_AssaultShotgun",
"weapon_BullpupShotgun",
"weapon_DoubleBarrelShotgun",
"weapon_StunGun",
"weapon_SniperRifle",
"weapon_HeavySniper",
"weapon_Grenade",
"weapon_StickyBomb",
"weapon_SmokeGrenade",
"weapon_Molotov",
"weapon_FireExtinguisher",
"weapon_PetrolCan",
"weapon_SNSPistol",
"weapon_SpecialCarbine",
"weapon_HeavyPistol",
"weapon_BullpupRifle",
"weapon_VintagePistol",
"weapon_Dagger",
"weapon_Musket",
"weapon_MarksmanRifle",
"weapon_HeavyShotgun",
"weapon_Gusenberg",
"weapon_Hatchet",
"weapon_KnuckleDuster",
"weapon_Machete",
"weapon_MachinePistol",
"weapon_Flashlight",
"weapon_SweeperShotgun",
"weapon_BattleAxe",
"weapon_MiniSMG",
"weapon_PipeBomb",
"weapon_PoolCue",
"weapon_Wrench",
"weapon_Pistol_Mk2",
"weapon_AssaultRifle_Mk2",
"weapon_CarbineRifle_Mk2",
"weapon_CombatMG_Mk2",
"weapon_HeavySniper_Mk2",
"weapon_SMG_Mk2",
}
LoadedPlayerData = false
playtime = {}
playtime.minute = 0
playtime.hour = 0
playtime.second = 0
zombiekillsthislife = 0
playerkillsthislife = 0
zombiekills = 0
playerkills = 0
locker_money = 0
RegisterNetEvent("requestDaily")
AddEventHandler("requestDaily", function(a)
Quests[97].finishrequirements = a[1].finishrequirements
Quests[97].finishloot = a[1].finishloot
Quests[98].finishrequirements = a[2].finishrequirements
Quests[98].finishloot = a[2].finishloot
Quests[99].finishrequirements = a[3].finishrequirements
Quests[99].finishloot = a[3].finishloot
GenerateQuestDescriptions()
writeLog("\nrequested daily",1)
end) -- reqeest daily info
Citizen.CreateThread( function()
SwitchOutPlayer(PlayerPedId(), 0, 1)
RegisterNetEvent('loadPlayerIn')
AddEventHandler('loadPlayerIn', function(data)
PlayerUniqueId = data.ids
TriggerServerEvent("requestDaily")
-- prepare our variables
humanity = tonumber(data.humanity)
local inventory = data.inv
local hunger = data.hunger
LocalPlayer.state.thirst = data.thirst
LocalPlayer.state.hunger = data.hunger
local thirst = data.thirst
local isInfected = data.isInfected
local x,y,z = tonumber(data.x), tonumber(data.y), tonumber(data.z)
currentQuest = json.decode(data.currentQuest)
finishedQuests = json.decode(data.finishedQuests)
-- reset daily
wheelspins = data.wheelspins
local _,_,day = GetUtcTime()
local lastLoginDay = GetResourceKvpInt("last_login_day")
if not lastLoginDay or not type(lastLoginDay) == "number" then
SetResourceKvpInt("last_login_day",day)
elseif lastLoginDay == (day-1) then
wheelspins=wheelspins+1
TriggerEvent("showNotification", "Daily Login Reward! Get your Free Wheelspin in the Hub!")
end
SetResourceKvpInt("last_login_day",day)
if lastLoginDay ~= day and currentQuest.id and currentQuest.id >= 97 then
AbortQuest(currentQuest.id)
end
for i,quest in pairs(finishedQuests) do
if (quest == 97 or quest == 98 or quest == 99) and GetResourceKvpInt("quest_day") ~= day then
table.remove(finishedQuests,i)
end
end
-- set money values
consumableItems.count[17] = tonumber(data.money)
locker_money = tonumber(data.locker_money)
writeLog("\nRecieving Stats...",1)
local currentPlayerModel = config.skins.neutral
customSkin = data.customskin
if not customSkin or customSkin == "" then
if humanity > 800 then -- hero skin
currentPlayerModel = config.skins.hero
elseif humanity < 800 and humanity > 200 then -- neutral skin
currentPlayerModel = config.skins.neutral
elseif humanity < 200 then -- bandit skin
currentPlayerModel = config.skins.bandit
end
else
currentPlayerModel = customSkin
end
if currentPlayerModel then
if not HasModelLoaded(currentPlayerModel) then
RequestModel(currentPlayerModel)
end
while not HasModelLoaded(currentPlayerModel) do
Wait(1)
end
SetPlayerModel(PlayerId(), currentPlayerModel)
SetPedRandomComponentVariation(PlayerPedId(), true)
end
for i,data in ipairs(mysplit(data.playtime, ":")) do
if i == 1 then
playtime.hour = tonumber(data)
elseif i == 2 then
playtime.minute = tonumber(data)
end
end
RequestCollisionAtCoord(x+.0,y+.0,z+.0)
local currentzcoord = z
local L = "wtf"
repeat -- do a basic collision request and then request cols until we got our ground z, otherwise it will be 0
Wait(1)
RequestCollisionAtCoord(x, y, currentzcoord)
foundzcoord,z = GetGroundZFor_3dCoord(x, y, z+9999.0, 0)
if foundzcoord then
writeLog("\nfound z coord! "..z, 1)
end
if currentzcoord < -100 then -- if we go too low, go back up
foundzcoord = true
writeLog("\ndidn't find zcoord :(", 1)
z = 500.0 -- force a high up spawn
end
currentzcoord = currentzcoord-5.0
until foundzcoord
GiveWeaponToPed(PlayerPedId(), 0xFBAB5776,1, false, true) -- force player to have a parachute
local playerPed = PlayerPedId()
SetEntityCoords(playerPed,x+.0,y+.0,z+1.5,1,0,0,1)
ShutdownLoadingScreenNui()
writeLog("\nshutting down loadscreen", 1)
local wt = json.decode(inventory)
if wt[1] and not wt[1].id then
for i,w in ipairs(wt) do
consumableItems.count[i] = w.count
if consumableItems[i].requiredbatteries then
consumableItems[i].charge = (w.charge or 100)
end
if consumableItems[i].isWeapon and w.count ~= 0 and w.count ~= 1 then
GiveWeaponToPed(PlayerPedId(), consumableItems[i].hash, w.count, false, false)
if w.attachments then
for _,attachment in pairs(w.attachments) do
if DoesWeaponTakeWeaponComponent(consumableItems[i].hash, GetHashKey(attachment)) then
GiveWeaponComponentToPed(PlayerPedId(), consumableItems[i].hash, GetHashKey(attachment))
end
end
end
end
end
else
for i,w in ipairs(wt) do
consumableItems.count[w.id] = w.count
if consumableItems[w.id].requiredbatteries then
consumableItems[w.id].charge = (w.charge or 100)
end
if consumableItems[w.id].isWeapon and w.count ~= 0 and w.count ~= 1 then
GiveWeaponToPed(PlayerPedId(), consumableItems[w.id].hash, w.count, false, false)
if w.attachments then
for _,attachment in pairs(w.attachments) do
if DoesWeaponTakeWeaponComponent(consumableItems[w.id].hash, GetHashKey(attachment)) then
GiveWeaponComponentToPed(PlayerPedId(), consumableItems[w.id].hash, GetHashKey(attachment))
end
end
end
end
end
end
if not DoesPlayerHaveCBRadio() then -- make sure player has at least the basic CB
consumableItems.count[92] = 1
end
humanity = humanity+0.001
playerkills = data.playerkills
zombiekills = data.zombiekills
playerkillsthislife = data.playerkillsthislife
zombiekillsthislife = data.zombiekillsthislife
SetEntityHealth(PlayerPedId(), data.health)
infected = tobool(data.infected)
Wait(500)
N_0xd8295af639fd9cb8(PlayerPedId())
Wait(5000)
LoadedPlayerData = true
writeLog("\nDone, we should spawn soon!", 1)
end)
end)
Citizen.CreateThread(function()
AddEventHandler("playerSpawned", function()
if firstSpawn then
TriggerServerEvent("spawnPlayer", GetPlayerServerId(PlayerId()))
writeLog("\nRequesting Spawn!", 1)
writeLog("\nSent!", 1)
firstSpawn = false
end
Wait(500)
SetPedRandomComponentVariation(PlayerPedId(), true)
SetNightvision(false)
SetSeethrough(false)
end)
RegisterNetEvent('Z:killedPlayer')
AddEventHandler("Z:killedPlayer", function(phumanity,weapon)
local playerPed = PlayerPedId()
playerkills = playerkills+1
playerkillsthislife = playerkillsthislife+1
if phumanity <= 300 and phumanity >= 200 then
humanity = humanity+20
elseif phumanity < 200 and phumanity >= 100 then
humanity = humanity+30
elseif phumanity < 100 and phumanity >= 0 then
humanity = humanity+45
elseif phumanity < 0 then
humanity = humanity+50
else
humanity = humanity-50
end
if currentQuest.active then
if phumanity <= 300 then
if Quests[currentQuest.id].finishrequirements.withweapon then
if weapon == Quests[currentQuest.id].finishrequirements.withweapon then
currentQuest.progress.banditkills = currentQuest.progress.banditkills+1
end
else
currentQuest.progress.banditkills = currentQuest.progress.banditkills+1
end
elseif phumanity >= 700 then
if Quests[currentQuest.id].finishrequirements.withweapon then
if weapon == Quests[currentQuest.id].finishrequirements.withweapon then
currentQuest.progress.herokills = currentQuest.progress.herokills+1
end
else
currentQuest.progress.herokills = currentQuest.progress.herokills+1
end
end
end
end)
end)
RegisterNetEvent("c_killedZombie")
AddEventHandler("c_killedZombie", function(weapon)
if LoadedPlayerData then
consumableItems.count[17] = consumableItems.count[17]+1
TriggerServerEvent("AddLegitimateMoney", 1)
zombiekillsthislife = zombiekillsthislife+1
zombiekills = zombiekills+1
if currentQuest.active then
if Quests[currentQuest.id].finishrequirements.withweapon then
if weapon == Quests[currentQuest.id].finishrequirements.withweapon then
currentQuest.progress.zombiekills = currentQuest.progress.zombiekills+1
end
else
currentQuest.progress.zombiekills = currentQuest.progress.zombiekills+1
end
end
end
end)
Citizen.CreateThread(function()
function initiateSave(disallowTimer)
if not LoadedPlayerData then
writeLog("\nPlayer Data not Ready, Cancelling Save...", 1)
return
end
local playerPed = PlayerPedId()
local posX,posY,posZ = table.unpack(GetEntityCoords(playerPed,true))
local hunger = LocalPlayer.state.hunger
local thirst = LocalPlayer.state.thirst
local playerkills = playerkills
local zombiekills = zombiekills
local playerkillsthislife = playerkillsthislife
local zombiekillsthislife = zombiekillsthislife
local wheelspins = wheelspins
local money = consumableItems.count[17]
if money > 500000000 then
money = 0 -- naughty cheater protection
end
if locker_money > 10000 then
locker_money = 0
end
local PedItems = {}
for i,theItem in ipairs(consumableItems) do
local attachments = {}
local count = consumableItems.count[i]
if i ~= 17 and count > 1000 and not consumableItems[i].isWeapon then
TriggerServerEvent("AntiCheese:CustomFlag", "Item Cheating", "had "..consumableItems.count[i].." "..(consumableItems[i].multipleCase or consumableItems[i].name)..".")
count = 0 --naughty cheater protection
consumableItems[i].count = 0
end
if consumableItems[i].isWeapon then
if HasPedGotWeapon(PlayerPedId(), consumableItems[i].hash, false) then
if consumableItems[i].hasammo == false then
consumableItems.count[i] = 1
count = 1
else
consumableItems.count[i] = GetAmmoInPedWeapon(PlayerPedId(), consumableItems[i].hash)
count = GetAmmoInPedWeapon(PlayerPedId(), consumableItems[i].hash)
end
for _,attachment in ipairs(weaponComponents) do
if DoesWeaponTakeWeaponComponent(consumableItems[i].hash, GetHashKey(attachment.hash)) and HasPedGotWeaponComponent(PlayerPedId(), consumableItems[i].hash, GetHashKey(attachment.hash)) then
table.insert(attachments, attachment.hash)
end
end
else
consumableItems.count[i] = 0
count = 0
end
end
if #attachments == 0 then
attachments = nil
end
local charge = consumableItems[i].charge
if consumableItems.count[i] > 0 then
table.insert(PedItems, {id = i, count = count, attachments = attachments, charge = charge})
end
end
local PedItems = json.encode(PedItems)
local quest = {}
local finquests = json.encode(finishedQuests)
if currentQuest.active then
quest = json.encode(currentQuest)
else
quest = json.encode({})
end
local data = { posX = posX, posY = posY, posZ = posZ, hunger = hunger, thirst = thirst, inv = PedItems, health = GetEntityHealth(PlayerPedId()), playerkillsthislife = playerkillsthislife, zombiekillsthislife = zombiekillsthislife, playerkills = playerkills, zombiekills = zombiekills, humanity = humanity, money = money, infected = infected, playtime = playtime, currentQuest = quest, finishedQuests = finquests, locker_money = locker_money, wheelspins = wheelspins }
TriggerServerEvent("SavePlayerData",data)
writeLog("\nSaving PlayerData!", 1)
if disallowTimer ~= true then
SetTimeout(60000, initiateSave)
end
end
SetTimeout(60000, initiateSave)
end)
-- playtime calculation
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)
if playtime.second then
playtime.second = playtime.second+1
if playtime.second >= 60 then
playtime.second = 0
playtime.minute = playtime.minute+1
end
if playtime.minute >= 60 then
playtime.minute = 0
playtime.hour = playtime.hour+1
end
end
end
end)
RegisterNetEvent('playerRegistered')
AddEventHandler("playerRegistered", function()
writeLog("\nplayer registered", 1)
TriggerServerEvent("requestDaily")
local x,y,z = table.unpack(GetEntityCoords(PlayerPedId(), true))
local currentzcoord = z
repeat -- do a basic collision request and then request cols until we got our ground z, otherwise it will be 0
Wait(1)
RequestCollisionAtCoord(x, y, currentzcoord)
foundzcoord,z = GetGroundZFor_3dCoord(x, y, z+9999.0, 0)
if foundzcoord then writeLog("\nfound z coord! "..z, 1) end
if currentzcoord < -100 then -- if we go too low, go back up
foundzcoord = true
writeLog("\ndidn't find zcoord :(", 1)
z = 500.0 -- force a high up spawn
end
currentzcoord = currentzcoord-5.0
until foundzcoord
ShutdownLoadingScreenNui() -- shut down loading screen
writeLog("\nshutting down loadscreen", 1)
SetEntityCoords(PlayerPedId(), x, y, z+1.0, 0, 0, 0, false) -- teleport player to ground
playerkillsthislife = 0
zombiekillsthislife = 0
wheelspins = 1
infected = false
for i, count in pairs(config.startItems) do
consumableItems.count[i] = count
end
TriggerServerEvent("SetLegitimateMoney", config.startMoney)
consumableItems.count[17] = config.startMoney
Wait(300)
N_0xd8295af639fd9cb8(PlayerPedId()) -- move camera back to player
Wait(8000)
writeLog("\nplayer registered ", 1)
LoadedPlayerData = true
end)
RegisterNetEvent('SetCorrectedMoney')
AddEventHandler("SetCorrectedMoney", function(value)
consumableItems.count[17] = value
end)
Citizen.CreateThread(function()
local last = 0
repeat
if DoesEntityExist(PlayerPedId()) then
FreezeEntityPosition(PlayerPedId(), true)
SetEntityProofs(PlayerPedId(), true, true, true, true, true, true, true, true)
end
HideHUDThisFrame()
Wait(0)
until LoadedPlayerData
FreezeEntityPosition(PlayerPedId(),false)
SetEntityProofs(PlayerPedId(), false, false, false, false, false, false, false, false)
end)
|
local K, C = unpack(select(2, ...))
local _G = _G
local SetCVar = _G.SetCVar
local SetInsertItemsLeftToRight = _G.SetInsertItemsLeftToRight
local UnloadBlizzardFrames = CreateFrame("Frame")
UnloadBlizzardFrames:RegisterEvent("PLAYER_LOGIN")
UnloadBlizzardFrames:RegisterEvent("ADDON_LOADED")
UnloadBlizzardFrames:SetScript("OnEvent", function()
if InCombatLockdown() then
return
end
local UIHider = K.UIFrameHider
if C["Raid"].Enable then
-- Hide Default RaidFrame
local function HideRaid()
if InCombatLockdown() then
return
end
K.HideObject(CompactRaidFrameManager)
local compact_raid = CompactRaidFrameManager_GetSetting("IsShown")
if compact_raid and compact_raid ~= "0" then
CompactRaidFrameManager_SetSetting("IsShown", "0")
end
end
CompactRaidFrameManager:HookScript("OnShow", HideRaid)
if CompactRaidFrameManager_UpdateShown then
hooksecurefunc("CompactRaidFrameManager_UpdateShown", HideRaid)
end
CompactRaidFrameContainer:UnregisterAllEvents()
-- Hide Raid Interface Options.
InterfaceOptionsFrameCategoriesButton10:SetHeight(0.00001)
InterfaceOptionsFrameCategoriesButton10:SetAlpha(0)
end
if (C["Unitframe"].Enable) then
K.KillMenuOption(true, "InterfaceOptionsCombatPanelTargetOfTarget")
if (InterfaceOptionsUnitFramePanelPartyBackground) then
InterfaceOptionsUnitFramePanelPartyBackground:Hide()
InterfaceOptionsUnitFramePanelPartyBackground:SetAlpha(0)
end
if (PartyMemberBackground) then
PartyMemberBackground:SetParent(UIHider)
PartyMemberBackground:Hide()
PartyMemberBackground:SetAlpha(0)
end
end
if C["General"].AutoScale then
Advanced_UseUIScale:Kill()
Advanced_UIScaleSlider:Kill()
end
if (C["ActionBar"].Cooldowns) then
SetCVar("countdownForCooldowns", 0)
K.KillMenuOption(true, "InterfaceOptionsActionBarsPanelCountdownCooldowns")
end
if (C["ActionBar"].Enable) then
InterfaceOptionsActionBarsPanelAlwaysShowActionBars:Kill()
InterfaceOptionsActionBarsPanelBottomLeft:Kill()
InterfaceOptionsActionBarsPanelBottomRight:Kill()
InterfaceOptionsActionBarsPanelRight:Kill()
InterfaceOptionsActionBarsPanelRightTwo:Kill()
end
if (C["Nameplates"].Enable) then
SetCVar("ShowClassColorInNameplate", 1)
K.KillMenuOption(true, "InterfaceOptionsNamesPanelUnitNameplatesMakeLarger")
K.KillMenuOption(true, "InterfaceOptionsNamesPanelUnitNameplatesAggroFlash")
end
if (C["Minimap"].Enable) then
K.KillMenuOption(true, "InterfaceOptionsDisplayPanelRotateMinimap")
end
if (C["Inventory"].Enable) then
SetInsertItemsLeftToRight(C["Inventory"].ReverseLoot)
end
if not C["Party"].Enable and not C["Raid"].Enable then
C["Raid"].RaidUtility = false
end
end) |
-- Return an abstract syntax tree
local M = {}
local format = string.format
local util = require("lunamark.util")
local generic = require("lunamark.writer.generic")
local entities = require("lunamark.entities")
function M.new(options)
local options = options or {}
local AST = generic.new(options)
function AST.merge(result)
local function walk(t)
local out = {}
for i = 1,#t do
local typ = type(t[i])
if typ == "string" and #t[i] > 0 then
if type(out[#out]) == "string" then
out[#out] = out[#out] .. t[i]
else
out[#out+1] = t[i]
end
elseif typ == "table" then
out[#out+1] = walk(t[i])
out[#out].tag = t[i].tag
-- Copy attributes
for key,value in pairs(t[i]) do
if type(key)=="string" then out[#out][key] = value end
end
elseif typ == "function" then
out[#out+1] = t[i]()
end
end
return out
end
return walk(result)
-- return result
end
AST.genericCommand = function(name) return function(s)
local node = { tag = name }
node[1] = s
return node
end
end
AST.strong = AST.genericCommand("strong")
AST.paragraph = AST.genericCommand("paragraph")
AST.code = AST.genericCommand("code")
AST.emphasis = AST.genericCommand("emphasis")
AST.blockquote = AST.genericCommand("blockquote")
AST.verbatim = AST.genericCommand("verbatim")
AST.header = function (s,level)
return (AST.genericCommand("sect"..level))(s)
end
AST.listitem = AST.genericCommand("listitem")
AST.bulletlist = function (items)
local node = {tag = "bulletlist"}
for i=1,#items do node[i] = AST.listitem(items[i]) end
return node
end
AST.link = function(lab, src, tit)
return { [1] = lab, tag = "link", href = src }
end
AST.image = function(lab, src, tit)
return { tag = "image", src=src, [1]=lab }
end
return AST
end
return M
|
if not cleaner.unsafe then return end
local aux = dofile(cleaner.modpath .. "/misc_functions.lua")
local ores_data = aux.get_world_data().ores
for _, ore in ipairs(ores_data.remove) do
cleaner.register_ore_removal(ore)
end
core.register_on_mods_loaded(function()
for _, ore in ipairs(cleaner.get_remove_ores()) do
cleaner.log("action", "unregistering ore: " .. ore)
cleaner.remove_ore(ore)
end
end)
|
require "src/core/arrays"
local stack = {}
stack.__index = stack
function stack.new()
local self = setmetatable({}, stack)
self.list = {}
return self
end
function stack.push(self, value)
table.insert(self.list, value)
end
function stack.pop(self)
local value = self:top()
self.list[#(self.list)] = nil
return value
end
function stack.length(self)
return #(self.list)
end
function stack.top(self)
return last(self.list)
end
function stack.empty(self)
return 0 == #(self.list)
end
function stack.to_array(self)
return copy(self.list)
end
return stack
|
---@class CS.UnityEngine.Pose : CS.System.ValueType
---@field public position CS.UnityEngine.Vector3
---@field public rotation CS.UnityEngine.Quaternion
---@field public forward CS.UnityEngine.Vector3
---@field public right CS.UnityEngine.Vector3
---@field public up CS.UnityEngine.Vector3
---@field public identity CS.UnityEngine.Pose
---@type CS.UnityEngine.Pose
CS.UnityEngine.Pose = { }
---@return CS.UnityEngine.Pose
---@param position CS.UnityEngine.Vector3
---@param rotation CS.UnityEngine.Quaternion
function CS.UnityEngine.Pose.New(position, rotation) end
---@overload fun(): string
---@return string
---@param optional format string
function CS.UnityEngine.Pose:ToString(format) end
---@overload fun(lhs:CS.UnityEngine.Pose): CS.UnityEngine.Pose
---@return CS.UnityEngine.Pose
---@param lhs CS.UnityEngine.Transform
function CS.UnityEngine.Pose:GetTransformedBy(lhs) end
---@overload fun(obj:CS.System.Object): boolean
---@return boolean
---@param other CS.UnityEngine.Pose
function CS.UnityEngine.Pose:Equals(other) end
---@return number
function CS.UnityEngine.Pose:GetHashCode() end
---@return boolean
---@param a CS.UnityEngine.Pose
---@param b CS.UnityEngine.Pose
function CS.UnityEngine.Pose.op_Equality(a, b) end
---@return boolean
---@param a CS.UnityEngine.Pose
---@param b CS.UnityEngine.Pose
function CS.UnityEngine.Pose.op_Inequality(a, b) end
return CS.UnityEngine.Pose
|
--[[------------------------------------------------------------------
ARMOUR
Vignette effects to reflect player's current suit battery level
]]--------------------------------------------------------------------
if CLIENT then
-- Parameters
local WIDTH, HEIGHT = 163, 41;
local VIGNETTE_YELLOW = surface.GetTextureID("vighud/vignette_yellow");
local VIGNETTE_BLUE = surface.GetTextureID("vighud/vignette_blue");
local KEVLAR_ICON = Material("vighud/kevlar.png");
local BATTERY_ICON = Material("vighud/battery.png");
VGNTK.HEV_COLOUR = Color(255, 230, 10, 255);
local ARMOUR_COLOUR = Color(0, 200, 255);
local ARMOUR_ADD_COLOUR = Color(0, 133, 200);
local ARMOUR_DMG_COLOUR = Color(215, 60, 10);
local ARMOUR_BACKGROUND_COLOUR = Color(255, 255, 255, 6);
local WHITE = Color(255, 255, 255);
local SW, SH, SM = 9, 6, 5;
local TIME = 4;
local ARMOUR_DELAY = 1;
local ARMOUR_SPEED = 2;
-- Variables
local lastap = 0;
local apanim = 0;
local maanim = 0;
local nextap = 0;
local new = 0;
local aptime = 0;
local apt = 0;
local dmg = 0;
local time = 0;
local tick = 0;
local armourFlash = false;
local wasDead = false;
-- Create scaled font
surface.CreateFont( "vgntk_label", {
font = "Verdana",
size = math.Round(14 * VGNTK:GetScale()),
weight = 1000,
antialias = true
});
-- Internal function; animates the armour indicator
local function Animate(armour, mode)
-- Animate HEV monitor
if (mode == 3 and armour > 0) then
new = Lerp(FrameTime() * 2.4, new, 0);
end
-- Register as dead
if (not LocalPlayer():Alive()) then wasDead = true; end
-- Detect damage
if lastap ~= armour then
if lastap > armour then
if armour > 0 and armour <= 20 and VGNTK:IsArmourVignetteEnabled() then
apanim = 1; -- Activate effect
elseif armour <= 0 and not wasDead and VGNTK:IsArmourDepleteFlashEnabled() then
apt = 1;
new = 1;
maanim = 1;
end -- Reset variables
armourFlash = false;
else
if ((not armourFlash and armour >= 100) or armour >= 200) and VGNTK:IsArmourFullFlashEnabled() then
maanim = 1;
armourFlash = true;
end -- Screen blink effect
end -- trigger damage animation
if (dmg == armour) then
dmg = lastap;
end -- update armour variant indicator
time = CurTime() + ARMOUR_DELAY;
aptime = CurTime() + TIME;
lastap = armour;
wasDead = false;
end
-- Fade in/out
if (aptime > CurTime() or armour <= 20 or VGNTK:IsArmourAlwaysShown()) and armour > 0 then
apt = Lerp(FrameTime() * 12, apt, 1);
else
apt = math.max(Lerp(FrameTime() * 8, apt, -0.02), 0);
end
-- Cool off
apanim = math.max(Lerp(FrameTime(), apanim, -0.02), 0); -- Damage
maanim = math.max(Lerp(FrameTime() * 3, maanim, -0.02), 0); -- 100%/0% effect
-- Damage animation
if (mode >= 1 and time < CurTime() and tick < CurTime()) then
if (dmg > armour) then
dmg = math.max(dmg - ARMOUR_SPEED, armour);
elseif (dmg < armour) then
dmg = math.min(dmg + ARMOUR_SPEED, armour);
end
tick = CurTime() + 0.01;
end
-- Display armour amount when pressed the key
if (input.IsKeyDown(VGNTK:GetShowKey())) then
aptime = CurTime() + TIME;
end
end
-- Internal function; draws a aux power styled bar
local function DrawBar(x, y, w, h, m, amount, value, col, a)
-- Background
for i=0, amount do
draw.RoundedBox(0, x + math.Round((w + m) * VGNTK:GetScale()) * i, y, math.Round(w * VGNTK:GetScale()), math.Round(h * VGNTK:GetScale()), Color(col.r * 0.8, col.g * 0.8, col.b * 0.8, col.a * 0.4 * a));
end
-- Foreground
if (value <= 0) then return; end
for i=0, math.Round(value * amount) do
draw.RoundedBox(0, x + math.Round((w + m) * VGNTK:GetScale()) * i, y, math.Round(w * VGNTK:GetScale()), math.Round(h * VGNTK:GetScale()), Color(col.r, col.g, col.b, col.a * a));
end
end
-- Internal function; draws the HEV suit monitor
local function DrawHEVMonitor(armour)
draw.RoundedBox(6, 25 * VGNTK:GetScale(), ScrH() - (HEIGHT + 20) * VGNTK:GetScale(), WIDTH * VGNTK:GetScale(), HEIGHT * VGNTK:GetScale(), Color(VGNTK.HEV_COLOUR.r * new, VGNTK.HEV_COLOUR.g * new,VGNTK.HEV_COLOUR.b * new, (70 + 100 * new) * apt));
draw.SimpleText("SUIT POWER", "vgntk_label", 38 * VGNTK:GetScale(), ScrH() - (HEIGHT + 15) * VGNTK:GetScale(), Color(VGNTK.HEV_COLOUR.r, VGNTK.HEV_COLOUR.g, VGNTK.HEV_COLOUR.b, VGNTK.HEV_COLOUR.a * apt));
DrawBar(38 * VGNTK:GetScale(), ScrH() - (HEIGHT - 5) * VGNTK:GetScale(), SW, SH, SM, 9, armour * 0.01, VGNTK.HEV_COLOUR, apt);
end
-- Internal function; draws an icon representing the current armour level
local function DrawArmourIcon(armour, mode, over100, damage)
local w, h = 64 * VGNTK:GetScale(), 64 * VGNTK:GetScale();
local x, y = (ScrW() * 0.2) - (32 * VGNTK:GetScale()), ScrH() - (20 * VGNTK:GetScale()) - h;
if (VGNTK:IsArmourOnCorner()) then x = math.ceil(20 * VGNTK:GetScale()); end
local alpha = 1;
if (over100) then
alpha = 0.5;
end
local a, d = armour * 0.01, damage * 0.01;
local colour = ARMOUR_DMG_COLOUR;
local aColour = VGNTK:GetArmourColour();
local bright = VGNTK:GetArmourBackgroundBrightness();
local bColour = Color(255 * bright, 255 * bright, 255 * bright, aColour.a * VGNTK:GetArmourBackgroundAlpha() * apt);
if (armour > damage) then
d = armour * 0.01;
a = damage * 0.01;
colour = ARMOUR_ADD_COLOUR;
end -- detect if damage was taken
aColour.a = aColour.a * apt * alpha;
colour.a = aColour.a * 0.5 * alpha;
render.PushFilterMag( TEXFILTER.ANISOTROPIC );
render.PushFilterMin( TEXFILTER.ANISOTROPIC );
if (mode == 1) then
surface.SetMaterial(KEVLAR_ICON);
else
surface.SetMaterial(BATTERY_ICON);
end
-- Draw background
render.SetScissorRect(x, y, x + w, y + h * (1 - a), true);
surface.SetDrawColor(bColour);
surface.DrawTexturedRect(x, y, w, h);
-- Draw difference
render.SetScissorRect(x, y + (h * math.abs(1 - d)), x + w, y + (h * (1 - a)), true);
surface.SetDrawColor(colour);
surface.DrawTexturedRect(x, y, w, h);
-- Draw current level
render.SetScissorRect(x, y + (h * (1 - a)), x + w, y + h, true);
surface.SetDrawColor(aColour);
surface.DrawTexturedRect(x, y, w, h);
render.SetScissorRect(0, 0, 0, 0, false);
render.PopFilterMag();
render.PopFilterMin();
end
-- Internal function; draws the vignette and blinking effects
local function DrawArmour(mode)
local texture = VIGNETTE_BLUE;
local colour = ARMOUR_COLOUR;
if (mode == 3) then
texture = VIGNETTE_YELLOW;
colour = VGNTK.HEV_COLOUR;
end
-- Draw vignette
surface.SetDrawColor(WHITE);
surface.SetTexture(texture)
surface.DrawTexturedRect(0 - (ScrW() * (1-apanim)), 0 - (ScrH() * (1-apanim)), ScrW() * (1 + 2 * (1-apanim)), ScrH() * (1 + 2 * (1-apanim)));
-- Draw full screen flash
draw.RoundedBox(0, 0, 0, ScrW(), ScrH(), Color(colour.r, colour.g, colour.b, 30 * maanim));
end
--[[------------------------------------------------------------------
Draws the armour overlay
@param {boolean} HEV mode
]]--------------------------------------------------------------------
function VGNTK:DrawArmourOverlay(mode)
if (not VGNTK:ShouldDrawHealth()) then return end
local armour = LocalPlayer():Armor();
Animate(armour, mode);
DrawArmour(mode);
if (mode >= 1 and mode < 3) then
DrawArmourIcon(math.min(armour, 100), mode, armour > 100, math.min(dmg, 100));
if (armour > 100) then DrawArmourIcon(math.min(armour - 100, 100), mode, nil, dmg - 100); end
elseif (mode >= 3) then
DrawHEVMonitor(armour);
end
end
end
|
---@meta
---#if VERSION >=5.4 then
---#DES 'require>5.4'
---@param modname string
---@return any
---@return any loaderdata
function require(modname) end
---#else
---#DES 'require<5.3'
---@param modname string
---@return any
function require(modname) end
---#end
---#DES 'package'
---@class packagelib
---#DES 'package.config'
---@field config string
---#DES 'package.cpath'
---@field cpath string
---#DES 'package.loaded'
---@field loaded table
---#DES 'package.path'
---@field path string
---#DES 'package.preload'
---@field preload table
package = {}
---@version <5.1
---#DES 'package.loaders'
package.loaders = {}
---#DES 'package.loadlib'
---@param libname string
---@param funcname string
---@return any
function package.loadlib(libname, funcname) end
---#DES 'package.searchers'
---@version >5.2
package.searchers = {}
---#DES 'package.searchpath'
---@version >5.2,JIT
---@param name string
---@param path string
---@param sep? string
---@param rep? string
---@return string? filename
---@return string? errmsg
function package.searchpath(name, path, sep, rep) end
---#DES 'package.seeall'
---@version <5.1
---@param module table
function package.seeall(module) end
return package
|
object_tangible_loot_creature_loot_generic_liver_s02 = object_tangible_loot_creature_loot_generic_shared_liver_s02:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_generic_liver_s02, "object/tangible/loot/creature/loot/generic/liver_s02.iff")
|
local Cutscene = {}
local self = Cutscene
function Cutscene.start(cutscene)
if self.current_coroutine and coroutine.status(self.current_coroutine) ~= "dead" then
error("Attempt to start a cutscene while already in a cutscene . dumbass ,,")
self.current_coroutine = nil
end
local func = nil
if type(cutscene) == "string" then
func = Mod.info.script_chunks["scripts/world/cutscenes/" .. cutscene]
if not func then
error("Attempt to load cutscene \"" .. cutscene .. "\", but it wasn't found. Dumbass")
end
elseif type(cutscene) == "function" then
func = cutscene
else
error("Attempt to start cutscene with argument of type " .. type(cutscene))
end
self.delay_timer = 0
if self.textbox then
self.textbox:remove()
end
self.textbox = nil
self.textbox_actor = nil
if self.choicebox then
self.choicebox:remove()
end
self.choicebox = nil
self.move_targets = {}
self.camera_target = nil
self.camera_start = nil
self.camera_move_time = 0
self.camera_move_timer = 0
self.camera_move_after = nil
self.current_coroutine = coroutine.create(func)
Game.lock_input = true
Game.cutscene_active = true
--[[Overworld.cutscene_active = true
Overworld.lock_player_input = true
Overworld.can_open_menu = false]]
self.choice = 0
self.resume()
end
function Cutscene.isActive()
return self.current_coroutine ~= nil
end
function Cutscene.wait(seconds)
if self.current_coroutine then
self.delay_timer = seconds
coroutine.yield()
end
end
function Cutscene.pause()
if self.current_coroutine then
coroutine.yield()
end
end
function Cutscene.resume()
if self.current_coroutine then
local ok, msg = coroutine.resume(self.current_coroutine)
if not ok then
error(msg)
end
end
end
-- Main update function of the module
function Cutscene.update(dt)
if self.current_coroutine then
local done_moving = {}
for chara,target in pairs(self.move_targets) do
local ex, ey = chara:getExactPosition()
if ex == target[2] and ey == target[3] then
table.insert(done_moving, chara)
if target[5] then
chara:setFacing(target[5])
end
end
local tx = Utils.approach(ex, target[2], target[4] * DTMULT)
local ty = Utils.approach(ey, target[3], target[4] * DTMULT)
if target[1] then
chara:moveTo(tx, ty)
else
chara:setExactPosition(tx, ty)
end
end
for _,v in ipairs(done_moving) do
self.move_targets[v] = nil
end
if self.camera_target then
self.camera_move_timer = Utils.approach(self.camera_move_timer, self.camera_move_time, dt)
Game.world.camera.x = Utils.lerp(self.camera_start[1], self.camera_target[1], self.camera_move_timer / self.camera_move_time)
Game.world.camera.y = Utils.lerp(self.camera_start[2], self.camera_target[2], self.camera_move_timer / self.camera_move_time)
Game.world:updateCamera()
if self.camera_move_timer == self.camera_move_time then
self.camera_target = nil
if self.camera_move_after then
self.camera_move_after()
end
end
end
if coroutine.status(self.current_coroutine) == "dead" and not self.camera_target then
-- TODO: ALLOW THE PLAYER TO OPEN THE MENU OR SOMETHING
Game.lock_input = false
Game.cutscene_active = false
if self.textbox then
self.textbox:remove()
self.textbox = nil
end
if self.choicebox then
self.choicebox:remove()
self.choicebox = nil
end
self.current_coroutine = nil
return
end
if coroutine.status(self.current_coroutine) == "suspended" then
if self.delay_timer > 0 then
self.delay_timer = self.delay_timer - dt
if self.delay_timer <= 0 then
self.resume()
end
end
end
end
end
function Cutscene.getCharacter(id, index)
local i = 0
for _,chara in ipairs(Game.stage:getObjects(Character)) do
if chara.actor.id == id then
i = i + 1
if not index or index == i then
return chara
end
end
end
end
function Cutscene.detachFollowers()
for _,follower in ipairs(Game.followers) do
follower.following = false
end
end
function Cutscene.attachFollowers(return_speed, facing)
for _,follower in ipairs(Game.followers) do
follower.following = true
return_speed = return_speed or 6
if return_speed ~= true and return_speed > 0 then
local tx, ty = follower:getTargetPosition()
self.walkTo(follower, tx, ty, return_speed, facing)
end
end
end
function Cutscene.alignFollowers(facing, x, y)
Game.world.player:alignFollowers(facing, x, y)
end
function Cutscene.keepFollowerPositions()
Game.world.player:keepFollowerPositions()
end
function Cutscene.resetSprites()
Game.world.player:resetSprite()
for _,follower in ipairs(Game.world.followers) do
follower:resetSprite()
end
end
function Cutscene.look(chara, dir)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
chara:setFacing(dir)
end
function Cutscene.walkTo(chara, x, y, speed, facing)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
local ex, ey = chara:getExactPosition()
if ex ~= x or ey ~= y then
self.move_targets[chara] = {true, x, y, speed or 4, facing}
end
end
function Cutscene.setSprite(chara, sprite, speed)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
chara:setSprite(sprite)
if speed then
chara:play(speed, true)
end
end
function Cutscene.setAnimation(chara, anim)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
chara:setAnimation(anim)
end
function Cutscene.spin(chara, speed)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
chara:spin(speed)
end
function Cutscene.slideTo(chara, x, y, speed)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
local ex, ey = chara:getExactPosition()
if ex ~= x or ey ~= y then
self.move_targets[chara] = {false, x, y, speed or 4}
end
end
function Cutscene.shakeCharacter(chara, x, y)
if type(chara) == "string" then
chara = self.getCharacter(chara)
end
chara:shake(x, y)
end
function Cutscene.shakeCamera(x, y)
Game.world.shake_x = x or 0
Game.world.shake_y = y or x or 0
end
function Cutscene.detachCamera()
Game.world.camera_attached = false
end
function Cutscene.attachCamera(time)
local tx, ty = Game.world:getCameraTarget()
self.panTo(tx, ty, time or 0.8, function() Game.world.camera_attached = true end)
end
function Cutscene.setSpeaker(actor)
if isClass(actor) and actor:includes(Character) then
actor = actor.actor
end
self.textbox_actor = actor
end
function Cutscene.panTo(...)
local args = {...}
local time = 1
local after = nil
if type(args[1]) == "number" then
self.camera_target = {args[1], args[2]}
time = args[3] or time
after = args[4]
elseif type(args[1]) == "string" then
local marker = Game.world.markers[args[1]]
self.camera_target = {marker.center_x, marker.center_y}
time = args[2] or time
after = args[3]
elseif isClass(args[1]) and args[1]:includes(Character) then
local chara = args[1]
self.camera_target = {chara:getRelativePos(chara.width/2, chara.height/2)}
time = args[2] or time
after = args[3]
else
self.camera_target = {Game.world:getCameraTarget()}
end
self.camera_start = {Game.world.camera.x, Game.world.camera.y}
self.camera_move_time = time or 0.8
self.camera_move_timer = 0
self.camera_move_after = after
end
function Cutscene.text(text, portrait, actor, options)
if type(actor) == "table" then
options = actor
actor = nil
end
if self.textbox then
self.textbox:remove()
end
if self.choicebox then
self.choicebox:remove()
self.choicebox = nil
end
self.textbox = Textbox(56, 344, 529, 103)
self.textbox.layer = 1
Game.stage:addChild(self.textbox)
actor = actor or self.textbox_actor
if actor then
self.textbox:setActor(actor)
end
options = options or {}
if options["top"] then
local bx, by = self.textbox:getBorder()
self.textbox.y = by
end
self.textbox.active = true
self.textbox.visible = true
self.textbox:setFace(portrait, options["x"], options["y"])
self.textbox:setText(text)
self.auto_advance = options["auto"]
if self.current_coroutine then
coroutine.yield()
end
end
function Cutscene.choicer(choices, options)
if self.textbox then
self.textbox:remove()
self.textbox = nil
end
if self.choicebox then self.choicebox:remove() end
self.choicebox = Choicebox(56, 344, 529, 103)
self.choicebox.layer = 1
Game.stage:addChild(self.choicebox)
for _,choice in ipairs(choices) do
self.choicebox:addChoice(choice)
end
options = options or {}
if options["top"] then
local bx, by = self.choicebox:getBorder()
self.choicebox.y = by
end
self.choicebox.active = true
self.choicebox.visible = true
if self.current_coroutine then
coroutine.yield()
end
end
--[[
function Cutscenes:SpawnTextbox(text,portrait,options)
self.delay_from_textbox = true
local top = true
if options and options["top"] ~= nil then
top = options["top"]
else
top = Overworld.player.y - Misc.cameraY < 230
end
OverworldTextbox.SetText(text,top,portrait,options)
coroutine.yield()
end]]
return Cutscene |
project( "Utils" )
currentSourceDir = path.join( sourceDir, "Core", "Utils" )
currentBinaryDir = path.join( binaryDir, "Core", "Utils" )
kind( "StaticLib" )
targetdir( path.join( outputDir, "%{cfg.architecture}", "%{cfg.buildcfg}", staticLibDir ) )
location( currentBinaryDir )
files{
"**.hpp",
"**.inl",
"**.cpp"
}
vpaths{ ["Header Files"] = "**.hpp" }
vpaths{ ["Header Files"] = "**.inl" }
vpaths{ ["Source Files"] = "**.cpp" } |
package.path = '../lib/?.lua;' .. package.path
require 'busted.runner'()
require '../lib/utils'
describe("Reverse Table", function()
it("should reverse a table", function()
foo = {1, 2, 3, 4, 5}
rev = {5, 4, 3, 2, 1}
utils.reverse_table(foo)
assert.are_same(foo, rev)
end)
end)
describe("Find next power of two from string", function()
it("Should be true for these common cases", function()
c1 = "500 1 1"
c2 = "1023 1 1"
c3 = "2040 1 1"
c4 = "4091 1 1"
c5 = "8183 1 1"
c6 = "400 1 512"
c7 = "1000 1 1024"
c8 = "2001 1 2048"
c9 = "4003 1 4096"
c10 = "8100 1 8192"
assert.are.same(utils.get_max_fft_size(c1), "512")
assert.are.same(utils.get_max_fft_size(c2), "1024")
assert.are.same(utils.get_max_fft_size(c3), "2048")
assert.are.same(utils.get_max_fft_size(c4), "4096")
assert.are.same(utils.get_max_fft_size(c5), "8192")
assert.are.same(utils.get_max_fft_size(c6), "512")
assert.are.same(utils.get_max_fft_size(c7), "1024")
assert.are.same(utils.get_max_fft_size(c8), "2048")
assert.are.same(utils.get_max_fft_size(c9), "4096")
assert.are.same(utils.get_max_fft_size(c10), "8192")
end)
end)
describe("Find next power of 2", function()
it("Return a power of two for these", function()
c1 = 3
c2 = 5
c3 = 7
c4 = 9
c5 = 12
c6 = 40000
c7 = 19
c8 = 500
c9 = 1000
assert.are_same(utils.next_pow_str(c1), '4')
assert.are_same(utils.next_pow_str(c2), '8')
assert.are_same(utils.next_pow_str(c3), '8')
assert.are_same(utils.next_pow_str(c4), '16')
assert.are_same(utils.next_pow_str(c5), '16')
assert.are_same(utils.next_pow_str(c6), '65536')
assert.are_same(utils.next_pow_str(c7), '32')
assert.are_same(utils.next_pow_str(c8), '512')
assert.are_same(utils.next_pow_str(c9), '1024')
end)
end)
describe("Samples to seconds", function()
it("Should return the proper conversion for the sample rate", function()
c1 = 44100
c2 = 22050
c3 = 4410
c4 = 17640
assert.are_same(utils.sampstos(c1, 44100), 1)
assert.are_same(utils.sampstos(c1, 48000), 0.91875)
assert.are_same(utils.sampstos(c2, 44100), 0.5)
assert.are_same(utils.sampstos(c3, 44100), 0.1)
assert.are_same(utils.sampstos(c4, 44100), 0.4)
end)
end)
describe("Seconds to samples", function()
it("Should return the proper conversion for the sample rate", function()
c1 = 1
c2 = 1.5
c3 = 2
c4 = 3
assert.are_same(utils.stosamps(c1, 44100), 44100)
assert.are_same(utils.stosamps(c1, 48000), 48000)
assert.are_same(utils.stosamps(c2, 44100), 66150)
assert.are_same(utils.stosamps(c3, 44100), 88200)
assert.are_same(utils.stosamps(c4, 44100), 132300)
end)
end)
describe("Get the base dir", function()
it("Return only the base dir", function()
c1 = "/home/james/path/foo.lua"
c2 = "/home/james/path/"
c3 = "/home/james/path"
c4 = "/home/james/path/foo"
assert.are_same(utils.dir_parent(c1), "/home/james/path/")
assert.are_same(utils.dir_parent(c2), "/home/james/path/")
assert.are_same(utils.dir_parent(c3), "/home/james/")
assert.are_same(utils.dir_parent(c4), "/home/james/path/")
end)
end)
describe("Get the base name", function()
it("Return only the name of the file", function()
c1 = "/home/james/path/foo.lua"
c2 = "/home/james/path/"
c3 = "/home/james/path"
c4 = "/home/james/path/foo"
assert.are_same(utils.basename(c1), "/home/james/path/foo")
assert.are_same(utils.basename(c2), nil)
assert.are_same(utils.basename(c3), nil)
assert.are_same(utils.basename(c4), nil)
end)
end)
describe("Remove trailing slash", function()
it("Removes a trailing slash from a path", function()
c1 = "/home/james/path/foo.lua/"
c2 = "/home/james/path/"
assert.are_same(utils.rm_trailing_slash(c1), "/home/james/path/foo.lua")
assert.are_same(utils.rm_trailing_slash(c2), "/home/james/path")
end)
end)
describe("Check comma splitting is predictable", function()
it("Split them commas", function()
c1 = "param1,param2,param3,param5"
test_case = {
"param1",
"param2",
"param3",
"param5"
}
assert.are_same(utils.split_comma(c1), test_case)
end)
end)
describe("Check space splitting is predictable", function()
it("Split them spaces", function()
c1 = "param1 param2 param3 param5"
test_case = {
"param1",
"param2",
"param3",
"param5"
}
assert.are_same(utils.split_space(c1), test_case)
end)
end)
describe("Lacing tables is predictable", function()
it("Lace them together", function()
c1 = "param1 param2 param3 param5"
left = {0.0, 100.0, 300.1}
right = {78.0, 299.0}
expected = {0.0, 78.0, 100.0, 299.0, 300.1}
assert.are_same(utils.lace_tables(left, right), expected)
end)
end)
describe("Remove delimiters", function()
it("Should have no delimiters in the string", function()
delimited = "foo.bar is the best.worst"
expected = "foobaristhebestworst"
assert.are_same(utils.rmdelim(delimited), expected)
end)
end)
describe("wrap_quotes a string for CLI", function()
it("Should return something that is double quoted", function()
c1 = '/home/james/Documents/Max 8/Packages/Worst Path Ever'
c2 = "/home/james/Documents/Max 8/Packages/Worst Path Ever"
expected = '"/home/james/Documents/Max 8/Packages/Worst Path Ever"'
assert.are_same(utils.wrap_quotes(c1), expected)
assert.are_same(utils.wrap_quotes(c2), expected)
end)
end)
-- describe("Check line splitting is predictable", function()
-- it("Split them commas", function()
-- c1 = "param1\rparam2\rparam3\rparam5 "
-- c2 = "param1\nparam2\nparam3\nparam5"
-- c3 = "param1\rparam2\nparam3\rparam5"
-- test_case = {
-- [1] = "param1",
-- "param2",
-- "param3",
-- "param5"
-- }
-- assert.are.equals(utils.split_line(c1), test_case)
-- assert.are.equals(utils.split_line(c2), test_case)
-- assert.are.equals(utils.split_line(c3), test_case)
-- end)
-- end) |
package("libgpg-error")
set_homepage("https://www.gnupg.org/related_software/libgpg-error/")
set_description("Libgpg-error is a small library that originally defined common error values for all GnuPG components.")
set_license("GPL-2.0")
add_urls("https://www.gnupg.org/ftp/gcrypt/libgpg-error/libgpg-error-$(version).tar.bz2")
add_versions("1.44", "8e3d2da7a8b9a104dd8e9212ebe8e0daf86aa838cc1314ba6bc4de8f2d8a1ff9")
if is_plat("macosx") then
add_deps("libintl")
end
on_install("linux", "macosx", function (package)
local configs = {"--disable-doc", "--disable-tests"}
table.insert(configs, "--enable-static=" .. (package:config("shared") and "no" or "yes"))
table.insert(configs, "--enable-shared=" .. (package:config("shared") and "yes" or "no"))
if package:config("pic") ~= false then
table.insert(configs, "--with-pic")
end
import("package.tools.autoconf").install(package, configs)
end)
on_test(function (package)
assert(package:has_cfuncs("gpgrt_strdup", {includes = "gpgrt.h"}))
end)
|
local math = require("math")
local Rope = {}
Rope.__index = Rope
setmetatable(Rope, {
__call = function(cls, ...)
return cls.new(...)
end,
})
-- Non-leaf nodes are represented by empty strings in the `string` field.
local RopeNode = {}
RopeNode.__index = RopeNode
setmetatable(RopeNode, {
__call = function(cls, ...)
return cls.new(...)
end,
})
function RopeNode.new(string, left, right)
local self = setmetatable({}, RopeNode)
self.string = string
self.weight = #string
self.sum_weights = RopeNode.sum_weights
self.concat = RopeNode.concat
if left then
self.left = left
self.left.parent = self
self.weight = self.weight + self.left:sum_weights()
end
if right then
self.right = right
self.right.parent = self
end
return self
end
function RopeNode:sum_weights()
local sum = #self.string
if sum == 0 then
if self.left.right then
sum = sum + self.left.weight + self.left.right:sum_weights()
else
sum = sum + self.left.weight
end
if self.right.right then
sum = sum + self.right.weight + self.right.right:sum_weights()
else
sum = sum + self.right.weight
end
end
return sum
end
function RopeNode.concat(left, right)
return RopeNode.new("", left, right)
end
function Rope.new(initial)
local self = setmetatable({}, Rope)
if type(initial) == "string" then
self.root = RopeNode.new(initial)
else
self.root = initial
end
self.get_node_and_index = Rope.get_node_and_index
self.concat = Rope.concat
self.append = Rope.append
self.split = Rope.split
self.insert = Rope.insert
self.delete = Rope.delete
self.report_until = Rope.report_until
self.report = Rope.report
return self
end
function Rope:get_node_and_index(i)
local function index_node(node, i)
if node.weight <= i then
return index_node(node.right, i - node.weight)
elseif node.left then
return index_node(node.left, i)
else
return node, i
end
end
local node, i = index_node(self.root, i - 1)
return node, i + 1
end
function Rope:__len()
return self.root:sum_weights()
end
function Rope:__index(i)
local node, i = self:get_node_and_index(i)
return node.string:sub(i, i)
end
function Rope.concat(left, right)
return Rope.new(RopeNode.concat(left.root, right.root))
-- TODO: rebalance tree
end
function Rope:append(s)
if s == "" then
return
end
self.root = RopeNode.concat(self.root, RopeNode.new(s))
end
function Rope:split(i)
local node, i = self:get_node_and_index(i)
local detatched_nodes = {}
local sub_weight
if i ~= #node.string then
local left = RopeNode.new(node.string:sub(1, i))
detatched_nodes[#detatched_nodes+1] = RopeNode.new(node.string:sub(i + 1))
sub_weight = detatched_nodes[1].weight
node.string = left.string
node.weight = left.weight
end
local last = node
node = node.parent
while node do
if node.left == last then
local detatch = node.right
detatched_nodes[#detatched_nodes+1] = detatch
node.string = last.string
node.weight = last.weight
node.left = last.left
node.right = last.right
if node.string == "" then -- non-leaf node
--node.weight = node.weight - sub_weight
-- TODO: optimize this if possible
node.weight = node.left:sum_weights()
end
end
last = node
node = node.parent
end
-- Processes in reverse order because our list of nodes is reversed
local function balanced_bst(nodes, start, end_)
if start == end_ then
return nodes[start]
else
return RopeNode.concat(
balanced_bst(nodes, start, end_ - math.floor((end_ - start) / 2) - 1),
balanced_bst(nodes, end_ - math.floor((end_ - start) / 2), end_)
)
end
end
if #detatched_nodes == 0 then
return Rope.new("")
else
return Rope.new(balanced_bst(detatched_nodes, 1, #detatched_nodes))
end
-- TODO: rebalance tree
end
function Rope:insert(i, s)
if s == "" then
return
end
if i == 0 then
self.root = RopeNode.concat(RopeNode.new(s), self.root)
elseif i == #self then
self.root = RopeNode.concat(self.root, RopeNode.new(s))
else
local t = self:split(i)
t = RopeNode.concat(RopeNode.new(s), t.root)
self.root = RopeNode.concat(self.root, t)
end
end
function Rope:delete(i, j)
if i == 1 then
local t = self:split(j)
self.root = t.root
elseif j == #self then
self:split(i - 1)
else
local t = self:split(j)
self:split(i - 1)
self.root = RopeNode.concat(self.root, t.root)
end
end
-- `term` is a function that takes two parameters: The current index, and the
-- full reported string (it can find the most recent character by just doing
-- `s.sub(i, i)`). The returned string excludes the last element (e.g. the one
-- that was added on the round that `term` returned true)
function Rope:report_until(start, term)
local node, i = self:get_node_and_index(start)
local current_index = 1
local res = ""
local function process_node(node, start)
start = start or 1
for i = start, #node.string do
res = res .. node.string:sub(i, i)
if term(current_index, res) then
res = res:sub(1, #res - 1)
return true
end
current_index = current_index + 1
end
return false
end
if process_node(node, i) then
return res
end
local function traverse_in_order(node)
if node.string ~= "" then
if process_node(node) then
return true
end
else
if traverse_in_order(left) then
return true
end
if traverse_in_order(right) then
return true
end
end
return false
end
-- Remarkably similar to the loop in split()
-- Maybe extract these out into functions...?
local last = node
local node = node.parent
while node do
if node.left == last then
if traverse_in_order(node.right) then
return res
end
end
last = node
node = node.parent
end
return res
end
function Rope:report(start, end_)
return self:report_until(start, function(i, _) return i == (end_ - start + 2) end)
end
return { Rope = Rope, RopeNode = RopeNode }
|
print("twat")
|
-- Apartment 1: -787.78050000 334.92320000 215.83840000
exports('GetExecApartment1Object', function()
return ExecApartment1
end)
ExecApartment1 = {
currentInteriorId = -1,
Style = {
Theme = {
modern = {interiorId = 227329, ipl = "apa_v_mp_h_01_a"},
moody = {interiorId = 228097, ipl = "apa_v_mp_h_02_a"},
vibrant = {interiorId = 228865, ipl = "apa_v_mp_h_03_a"},
sharp = {interiorId = 229633, ipl = "apa_v_mp_h_04_a"},
monochrome = {interiorId = 230401, ipl = "apa_v_mp_h_05_a"},
seductive = {interiorId = 231169, ipl = "apa_v_mp_h_06_a"},
regal = {interiorId = 231937, ipl = "apa_v_mp_h_07_a"},
aqua = {interiorId = 232705, ipl = "apa_v_mp_h_08_a"}
},
Set = function(style, refresh)
if (IsTable(style)) then
ExecApartment1.Style.Clear()
ExecApartment1.currentInteriorId = style.interiorId
EnableIpl(style.ipl, true)
if (refresh) then RefreshInterior(style.interiorId) end
end
end,
Clear = function()
for key, value in pairs(ExecApartment1.Style.Theme) do
SetIplPropState(value.interiorId, {"Apart_Hi_Strip_A", "Apart_Hi_Strip_B", "Apart_Hi_Strip_C"}, false)
SetIplPropState(value.interiorId, {"Apart_Hi_Booze_A", "Apart_Hi_Booze_B", "Apart_Hi_Booze_C"}, false)
SetIplPropState(value.interiorId, {"Apart_Hi_Smokes_A", "Apart_Hi_Smokes_B", "Apart_Hi_Smokes_C"}, false, true)
EnableIpl(value.ipl, false)
end
end
},
Strip = {
A = "Apart_Hi_Strip_A", B = "Apart_Hi_Strip_B", C = "Apart_Hi_Strip_C",
Enable = function (details, state, refresh)
SetIplPropState(ExecApartment1.currentInteriorId, details, state, refresh)
end
},
Booze = {
A = "Apart_Hi_Booze_A", B = "Apart_Hi_Booze_B", C = "Apart_Hi_Booze_C",
Enable = function (details, state, refresh)
SetIplPropState(ExecApartment1.currentInteriorId, details, state, refresh)
end
},
Smoke = {
none = "", stage1 = "Apart_Hi_Smokes_A", stage2 = "Apart_Hi_Smokes_B", stage3 = "Apart_Hi_Smokes_C",
Set = function(smoke, refresh)
ExecApartment1.Smoke.Clear(false)
if (smoke ~= nil) then
SetIplPropState(ExecApartment1.currentInteriorId, smoke, true, refresh)
else
if (refresh) then RefreshInterior(ExecApartment1.currentInteriorId) end
end
end,
Clear = function(refresh)
SetIplPropState(ExecApartment1.currentInteriorId, {ExecApartment1.Smoke.stage1, ExecApartment1.Smoke.stage2, ExecApartment1.Smoke.stage3}, false, refresh)
end
},
LoadDefault = function()
ExecApartment1.Style.Set(ExecApartment1.Style.Theme.modern, true)
ExecApartment1.Strip.Enable({ExecApartment1.Strip.A, ExecApartment1.Strip.B, ExecApartment1.Strip.C}, false)
ExecApartment1.Booze.Enable({ExecApartment1.Booze.A, ExecApartment1.Booze.B, ExecApartment1.Booze.C}, false)
ExecApartment1.Smoke.Set(ExecApartment1.Smoke.none)
end
}
|
--====================================================================--
-- dmc_ui/dmc_widget/widget_scrollview/axis_motion.lua
--
-- Documentation:
--====================================================================--
--[[
The MIT License (MIT)
Copyright (C) 2015 David McCuskey. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
--====================================================================--
--== DMC Corona UI : Axis Motion
--====================================================================--
-- Semantic Versioning Specification: http://semver.org/
local VERSION = "0.1.0"
--====================================================================--
--== DMC Corona UI Setup
--====================================================================--
local dmc_ui_data = _G.__dmc_ui
local dmc_ui_func = dmc_ui_data.func
local ui_find = dmc_ui_func.find
--====================================================================--
--== DMC UI :
--====================================================================--
--====================================================================--
--== Imports
local Objects = require 'dmc_objects'
local StatesMixModule = require 'dmc_states_mix'
local Utils = require 'dmc_utils'
local uiConst = require( ui_find( 'ui_constants' ) )
local easingx = require( ui_find( 'dmc_widget.lib.easingx' ) )
--====================================================================--
--== Setup, Constants
local newClass = Objects.newClass
local ObjectBase = Objects.ObjectBase
local mabs = math.abs
local mfloor = math.floor
local sfmt = string.format
local tinsert = table.insert
local tremove = table.remove
local tstr = tostring
--====================================================================--
--== Axis Motion Class
--====================================================================--
local AxisMotion = newClass( ObjectBase, {name="Axis Motion"} )
StatesMixModule.patch( AxisMotion )
--== Class Constants
AxisMotion.HIT_UPPER_LIMIT = 'upper-limit-hit'
AxisMotion.HIT_LOWER_LIMIT = 'lower-limit-hit'
AxisMotion.HIT_SIZE_LIMIT = 'size-limit-hit'
AxisMotion.SCROLLBACK_FACTOR = 1/3
AxisMotion.VELOCITY_STACK_LENGTH = uiConst.AXIS_VELOCITY_STACK_LENGTH
AxisMotion.VELOCITY_LIMIT = uiConst.AXIS_VELOCITY_LIMIT
AxisMotion.UPPER = 'upper-alignment'
AxisMotion.MIDDLE = 'middle-aligment'
AxisMotion.LOWER = 'lower-alignment'
AxisMotion._VALID_ALIGNMENT = {
AxisMotion.UPPER,
AxisMotion.MIDDLE,
AxisMotion.LOWER
}
--== State Constants
AxisMotion.STATE_CREATE = 'state_create'
AxisMotion.STATE_AT_REST = 'state_at_rest'
AxisMotion.STATE_DECELERATE = 'state_decelerate'
AxisMotion.STATE_RESTORE = 'state_restore'
AxisMotion.STATE_RESTRAINT = 'state_restraint'
AxisMotion.STATE_TOUCH = 'state_touch'
--== Event Constants
AxisMotion.SCROLLING = 'scrolling'
AxisMotion.SCROLLED = 'scrolled'
--======================================================--
-- Start: Setup DMC Objects
function AxisMotion:__init__( params )
-- print( "AxisMotion:__init__" )
params = params or {}
if params.bounceIsActive==nil then params.bounceIsActive=true end
if params.autoAlign==nil then params.autoAlign=AxisMotion.MIDDLE end
if params.decelerateTransitionTime==nil then params.decelerateTransitionTime=uiConst.AXIS_DECELERATE_TIME end
if params.restoreTransitionTime==nil then params.restoreTransitionTime=uiConst.AXIS_RESTORE_TIME end
if params.restraintTransitionTime==nil then params.restraintTransitionTime=uiConst.AXIS_RESTRAINT_TIME end
if params.scrollToTransitionTime==nil then params.scrollToTransitionTime=uiConst.AXIS_SCROLLTO_TIME end
if params.length==nil then params.length=0 end
if params.lowerOffset==nil then params.lowerOffset=0 end
if params.scrollbackFactor==nil then params.scrollbackFactor=AxisMotion.SCROLLBACK_FACTOR end
if params.scrollIsEnabled==nil then params.scrollIsEnabled=true end
if params.scrollLength==nil then params.scrollLength=0 end
if params.upperOffset==nil then params.upperOffset=0 end
self:superCall( '__init__', params )
--==--
-- save params for later
self._ax_tmp_params = params -- tmp
assert( params.callback )
--== Create Properties ==--
self._id = params.id
self._callback = params.callback
self._autoAlign = nil
self._decelTransTime = 0
self._restoreTransTime = 0
self._restraintTransTime = 0
self._scrollToTransTime = 0
-- value is current position, eg x/y
self._value = 0
-- view port size
self._length = 0
-- actual scroller size (at 1.0)
self._scrollLength = 0
-- current scale
self._scale = 1.0
-- scroller size at scale
self._scaledScrollLength = 0
-- reference point at scale 1.0 (eg, x,y)
self._refPoint = nil
self._location = 0 -- x/y position, used for offset
self._lowerOffset = 0
self._upperOffset = 0
self._scrollbackFactor = 0
self._scrollbackLimit = 0
-- block to make sure had a proper start
-- to touch events, eg 'began'
self._didBegin = false
--== Internal Properties
-- eg, HIT_UPPER_LIMIT, HIT_LOWER_LIMIT, etc
self._scrollLimit = nil
-- previous Touch Event, used for calculating deltas
self._tmpTouchEvt = nil
-- previous enterFrame event, used for calculating deltas
self._tmpFrameEvent = nil
self._velocityStack = {0,0}
self._velocity = { value=0, vector=0 }
self._enterFrameIterator = nil
self._bounceIsActive = false
self._alwaysBounce = false
self._scrollEnabled = false
self:setState( AxisMotion.STATE_CREATE )
end
--== createView
function AxisMotion:__initComplete__()
-- print( "AxisMotion:__initComplete__" )
self:superCall( '__initComplete__' )
--==--
local tmp = self._ax_tmp_params
--== Use Setters
self.alignment = tmp.alignment
self.autoAlign = tmp.autoAlign
self.bounceIsActive = tmp.bounceIsActive
self.decelerateTransitionTime = tmp.decelerateTransitionTime
self.length = tmp.length
self.lowerOffset = tmp.lowerOffset
self.restoreTransitionTime = tmp.restoreTransitionTime
self.restraintTransitionTime = tmp.restraintTransitionTime
self.scrollbackFactor = tmp.scrollbackFactor
self.scrollIsEnabled = tmp.scrollIsEnabled
self.scrollLength = tmp.scrollLength
self.scrollToTransitionTime = tmp.scrollToTransitionTime
self.upperOffset = tmp.upperOffset
self._ax_tmp_params = nil
self:gotoState( AxisMotion.STATE_AT_REST )
end
function AxisMotion:__undoInitComplete__()
-- print( "AxisMotion:__undoInitComplete__" )
--==--
self:superCall( '__undoInitComplete__' )
end
-- END: Setup DMC Objects
--======================================================--
--====================================================================--
--== Public Methods
-- whether to bounce on constraint
function AxisMotion.__getters:autoAlign()
return self._autoAlign
end
function AxisMotion.__setters:autoAlign( value )
assert( value==nil or type(value)=='string' )
if value~=nil then
if not Utils.propertyIn( AxisMotion._VALID_ALIGNMENT, value ) then
error( "AxisMotion.alignment expected a valid value" )
end
end
--==--
self._autoAlign = value
end
-- whether to bounce on constraint
function AxisMotion.__getters:bounceIsActive()
return self._bounceIsActive
end
function AxisMotion.__setters:bounceIsActive( value )
assert( type(value)=='boolean' )
--==--
self._bounceIsActive = value
end
function AxisMotion.__getters:decelerateTransitionTime()
return self._decelTransTime
end
function AxisMotion.__setters:decelerateTransitionTime( value )
assert( type(value)=='number' and value > 0, "ERROR: AxisMotion.decelerateTransitionTime expected number", value )
--==--
self._decelTransTime = value
end
-- this is the length of the view port
function AxisMotion.__getters:length()
return self._length
end
function AxisMotion.__setters:length( value )
assert( type(value)=='number' and value > 0 )
--==--
self._length = value
self:_setScrollbackLimit()
end
function AxisMotion.__setters:location( value )
assert( type(value)=='number' )
--==--
self._location = value
end
function AxisMotion.__getters:lowerOffset()
return self._lowerOffset
end
function AxisMotion.__setters:lowerOffset( value )
assert( type(value)=='number' )
--==--
self._lowerOffset = value
end
function AxisMotion.__getters:restoreTransitionTime()
return self._restoreTransTime
end
function AxisMotion.__setters:restoreTransitionTime( value )
assert( type(value)=='number' and value > 0, "ERROR: AxisMotion.restoreTransitionTime expected number", value )
--==--
self._restoreTransTime = value
end
function AxisMotion.__getters:restraintTransitionTime()
return self._restraintTransTime
end
function AxisMotion.__setters:restraintTransitionTime( value )
assert( type(value)=='number' and value > 0, "ERROR: AxisMotion.restraintTransitionTime expected number", value )
--==--
self._restraintTransTime = value
end
function AxisMotion.__setters:scale( value )
-- print("AxisMotion.__setters:scale", value )
self._scale = value
local refPoint = self._refPoint
self:_setScaledScrollLength()
if refPoint~=nil then
self._value = self._tmpTouchEvt.value - refPoint*value
end
self:_checkScaledPosition()
end
-- decimal fraction (1/3)
function AxisMotion.__setters:scrollbackFactor( value )
self._scrollbackFactor = value
self:_setScrollbackLimit()
end
function AxisMotion.__getters:scrollIsEnabled()
return self._scrollEnabled
end
function AxisMotion.__setters:scrollIsEnabled( value )
assert( type(value)=='boolean' )
--==--
self._scrollEnabled = value
end
function AxisMotion.__getters:scrollToTransitionTime()
return self._scrollToTransTime
end
function AxisMotion.__setters:scrollToTransitionTime( value )
assert( type(value)=='number' and value > 0, "ERROR: AxisMotion.scrollToTransitionTime expected number", value )
--==--
self._scrollToTransTime = value
end
-- this is the maximum dimension of the scroller
function AxisMotion.__getters:scaledScrollLength()
return self._scaledScrollLength
end
function AxisMotion:_setScaledScrollLength()
self._scaledScrollLength = mfloor( self._scrollLength * self._scale )
end
-- this is the maximum dimension of the scroller
function AxisMotion.__getters:scrollLength()
return self._scrollLength
end
function AxisMotion.__setters:scrollLength( value )
assert( type(value)=='number' and value >= 0 )
--==--
self._scrollLength = value
self:_setScaledScrollLength()
end
function AxisMotion.__getters:upperOffset()
return self._upperOffset
end
function AxisMotion.__setters:upperOffset( value )
assert( type(value)=='number' )
--==--
self._upperOffset = value
end
-- current position/location
function AxisMotion.__getters:value()
return self._value
end
function AxisMotion:scrollToPosition( pos, params )
-- print( "AxisMotion:scrollToPosition", pos )
params = params or {}
-- params.onComplete=params.onComplete
if params.time==nil then params.time=self._scrollToTransTime end
if params.limitIsActive==nil then params.limitIsActive=false end
--==--
local eFI
if params.time==0 then
eFI = function()
self._value = pos
self._isMoving=false
self._hasMoved=true
self._enterFrameIterator=nil
if params.onComplete then params.onComplete() end
end
else
local time = params.time
local ease_f = easingx.easeOut
local val = self._value
local startEvt = {
time=system.getTimer()
}
self._isMoving = true
local delta = self._value + pos
if params.limitIsActive then
local velocity = mabs( delta/time )
if velocity > AxisMotion.VELOCITY_LIMIT then
time = mfloor( mabs(delta/AxisMotion.VELOCITY_LIMIT) )
end
end
eFI = function( e )
local deltaT = e.time - startEvt.time
local deltaV = ease_f( deltaT, time, val, delta )
if deltaT < time then
self._value = deltaV
else
self._isMoving = false
self._hasMoved = true
self._value = delta
self._enterFrameIterator=nil
if params.onComplete then params.onComplete() end
end
end
end
self._enterFrameIterator = eFI
Runtime:addEventListener( 'enterFrame', self )
end
--====================================================================--
--== Private Methods
-- set how far table can be scrolled against a boundary limit
--
function AxisMotion:_setScrollbackLimit()
self._scrollbackLimit = self._length * self._scrollbackFactor
end
function AxisMotion:_checkScaledPosition()
-- print( "AxisMotion:_checkScaledPosition" )
if self:getState() ~= AxisMotion.STATE_AT_REST then return end
local value = self._value
if value==nil then return end
local newVal = self:_constrainPosition( value, 0 )
if value==newVal then return end
if newVal==nil then return end
self:scrollToPosition( newVal, {time=0} )
end
-- check if position is at a limit
--
function AxisMotion:_checkScrollBounds( value )
-- print( "AxisMotion:_checkScrollBounds", value )
local calcs = { min=0, max=0 }
if self._scrollEnabled and value then
local upper = 0 + self._upperOffset
local lower = (self._length-self._scaledScrollLength) - self._lowerOffset
calcs.min=upper
calcs.max=lower
if self._scaledScrollLength < self._length then
self._scrollLimit = AxisMotion.HIT_SIZE_LIMIT
elseif value > upper then
self._scrollLimit = AxisMotion.HIT_UPPER_LIMIT
elseif value < lower then
self._scrollLimit = AxisMotion.HIT_LOWER_LIMIT
else
self._scrollLimit = nil
end
end
return calcs
end
-- ensure position stays within boundaries
--
function AxisMotion:_constrainPosition( value, delta )
if self._id=='y' then
-- print( "AxisMotion:_constrainPosition", value, delta )
end
local isBounceActive = self._bounceIsActive
local LIMIT = self._scrollbackLimit
local scrollLimit, newVal, calcs, s, factor
newVal = value + delta
calcs = self:_checkScrollBounds( newVal )
scrollLimit = self._scrollLimit -- after check bounds
if scrollLimit==AxisMotion.HIT_SIZE_LIMIT then
local align = self._autoAlign
if align==nil then
newVal = newValue
elseif align==AxisMotion.MIDDLE then
newVal = self._length*0.5 - self._scaledScrollLength*0.5
elseif align==AxisMotion.LOWER then
newVal = self._length - self._scaledScrollLength
else
newVal = 0
end
elseif scrollLimit==AxisMotion.HIT_UPPER_LIMIT then
if not isBounceActive then
newVal=calcs.min
else
s = newVal-self._upperOffset
factor = 1 - (s/LIMIT)
if factor < 0 then factor = 0 end
newVal = value + ( delta * factor )
-- check bounds again
self:_checkScrollBounds( newVal )
end
elseif scrollLimit==AxisMotion.HIT_LOWER_LIMIT then
if not isBounceActive then
newVal=calcs.max
else
s = (self._length - self._scaledScrollLength) - newVal - self._lowerOffset
factor = 1 - (s/LIMIT)
if factor < 0 then factor = 0 end
newVal = value + ( delta * factor )
-- check bounds again
self:_checkScrollBounds( newVal )
end
end
if self._id=='y' then
-- print( "constain", self._scrollLimit )
end
return newVal
end
-- clamp max velocity, calculate average velocity
--
function AxisMotion:_updateVelocity( value )
-- print( "AxisMotion:_updateVelocity", value )
local VEL_STACK_LENGTH = AxisMotion.VELOCITY_STACK_LENGTH
local LIMIT = AxisMotion.VELOCITY_LIMIT
local _mabs = mabs
local velStack = self._velocityStack
local vel = self._velocity
local vector, aveVel = 0,0
if _mabs(value) > LIMIT then
-- clamp velocity
vector = (value>=0) and 1 or -1
value = LIMIT*vector
end
tinsert( velStack, 1, value )
for i = #velStack, 1, -1 do
-- calculate average velocity and
-- clean off velocity stack at same time
if i > VEL_STACK_LENGTH then
tremove( velStack, i )
else
aveVel = aveVel + velStack[i]
end
end
aveVel = aveVel / #velStack
vel.value = _mabs( aveVel )
if aveVel~=0 then
vel.vector = (aveVel>0) and -1 or 1
else
vel.vector = 0
end
end
--====================================================================--
--== Event Handlers
function AxisMotion:enterFrame( event )
-- print( "AxisMotion:enterFrame" )
local f = self._enterFrameIterator
if not f then
Runtime:removeEventListener( 'enterFrame', self )
else
f( event )
self._tmpFrameEvent = event
if self._isMoving then
local vel = self._velocity
self._callback{
id=self._id,
state=AxisMotion.SCROLLING,
value=self._value,
velocity = vel.value * vel.vector,
}
self._hasMoved = true
end
-- look at "full" 'enterFrameIterator' in case value
-- was changed during last call to interator
if not self._enterFrameIterator and self._hasMoved then
self._callback{
id=self._id,
state = AxisMotion.SCROLLED,
value = self._value,
velocity = 0
}
self._hasMoved = false
end
end
end
function AxisMotion:touch( event )
-- print( "AxisMotion:touch", event.phase, event.value )
local phase = event.phase
if not self._scrollEnabled then return end
local evt = {
-- make a "copy" of the event
time=event.time,
start=event.start,
-- make relative position, without using globalToContent
value=event.value-self._location
}
if phase=='began' then
local vel = self._velocity
local velStack = self._velocityStack
-- @TODO, probably check to see state we're in
vel.value, vel.vector = 0, 0
-- get our initial reference point
self._refPoint = (evt.value - self._value)/self._scale
if #velStack==0 then
tinsert( velStack, 1, 0 )
end
self._tmpTouchEvt = evt
self._didBegin = true
self:gotoState( AxisMotion.STATE_TOUCH )
end
if not self._didBegin then return end
if phase == 'moved' then
local tmpTouchEvt = self._tmpTouchEvt
local constrain = AxisMotion._constrainPosition
local deltaVal = evt.value - tmpTouchEvt.value
local deltaT = evt.time - tmpTouchEvt.time
local oldVal, newVal
self._isMoving = true
--== Calculate new position/velocity
oldVal = self._value
newVal = constrain( self, oldVal, deltaVal )
self:_updateVelocity( (oldVal-newVal)/deltaT )
self._value = newVal
self._tmpTouchEvt = evt
elseif phase=='ended' or phase=='cancelled' then
self._tmpTouchEvt = evt
self._didBegin = false
self._refPoint = nil
local next_state, next_params = self:_getNextState{ event=evt }
self:gotoState( next_state, next_params )
end
end
--====================================================================--
--== State Machine
function AxisMotion:_getNextState( params )
-- print( "AxisMotion:_getNextState" )
params = params or {}
--==--
local scrollLimit = self._scrollLimit
local velocity = self._velocity
local isBounceActive = self._bounceIsActive
local s, p -- state, params
-- print( "gNS>>", velocity.value, scrollLimit, isBounceActive )
if velocity.value > 0 and not scrollLimit then
s = AxisMotion.STATE_DECELERATE
p = { event=params.event }
elseif velocity.value <= 0 and scrollLimit and isBounceActive then
s = AxisMotion.STATE_RESTORE
p = { event=params.event }
elseif velocity.value > 0 and scrollLimit and isBounceActive then
s = AxisMotion.STATE_RESTRAINT
p = { event=params.event }
else
s = AxisMotion.STATE_AT_REST
p = { event=params.event }
end
return s, p
end
--== State Create
function AxisMotion:state_create( next_state, params )
-- print( "AxisMotion:state_create: >> ", next_state )
if next_state == AxisMotion.STATE_AT_REST then
self:do_state_at_rest( params )
else
pwarn( sfmt( "AxisMotion:state_create unknown transition '%s'", tstr( next_state )))
end
end
--== State At-Rest
function AxisMotion:do_state_at_rest( params )
-- print( "AxisMotion:do_state_at_rest", params )
params = params or {}
--==--
local vel = self._velocity
vel.value, vel.vector = 0, 0
self._isMoving = false
self._enterFrameIterator = nil
Runtime:removeEventListener( 'enterFrame', self )
self:setState( AxisMotion.STATE_AT_REST )
end
function AxisMotion:state_at_rest( next_state, params )
-- print( "AxisMotion:state_at_rest: >> ", next_state )
if next_state == AxisMotion.STATE_TOUCH then
self:do_state_touch( params )
else
pwarn( sfmt( "AxisMotion:state_at_rest unknown transition '%s'", tstr( next_state )))
end
end
--== State Touch
function AxisMotion:do_state_touch( params )
-- print( "AxisMotion:do_state_touch" )
-- params = params or {}
-- --==--
local enterFrameFunc1 = function( e )
-- print( "enterFrameFunc: enterFrameFunc1 state touch " )
self:_updateVelocity( 0 )
end
-- start animation
if self._enterFrameIterator == nil then
Runtime:addEventListener( 'enterFrame', self )
end
self._enterFrameIterator = enterFrameFunc1
-- set current state
self:setState( AxisMotion.STATE_TOUCH )
end
function AxisMotion:state_touch( next_state, params )
-- print( "AxisMotion:state_touch: >> ", next_state )
if next_state == AxisMotion.STATE_RESTORE then
self:do_state_restore( params )
elseif next_state == AxisMotion.STATE_RESTRAINT then
self:do_state_restraint( params )
elseif next_state == AxisMotion.STATE_AT_REST then
self:do_state_at_rest( params )
elseif next_state == AxisMotion.STATE_DECELERATE then
self:do_state_decelerate( params )
else
pwarn( sfmt( "AxisMotion:state_touch unknown state transition '%s'", tstr( next_state )))
end
end
--== State Decelerate
function AxisMotion:do_state_decelerate( params )
-- print( "AxisMotion:do_state_decelerate" )
params = params or {}
--==--
local TIME = self._decelTransTime
local constrain = AxisMotion._constrainPosition
local ease_f = easingx.easeOutQuad
local _mabs = mabs
local startEvt = params.event
local vel = self._velocity
local velocity = vel.value
local deltaVel = -velocity
self._isMoving = true
local enterFrameFunc = function( e )
-- print( "AxisMotion: enterFrameFunc: do_state_decelerate" )
local frameEvt = self._tmpFrameEvent
local scrollLimit = self._scrollLimit
local deltaStart = e.time - startEvt.time
local deltaFrame = e.time - frameEvt.time
local deltaVal, oldVal, newVal
--== Calculation
vel.value = ease_f( deltaStart, TIME, velocity, deltaVel )
deltaVal = vel.value * vel.vector * deltaFrame
--== Action
oldVal = self._value
newVal = constrain( self, oldVal, deltaVal )
self._value = newVal
if vel.value > 0 and scrollLimit then
-- hit edge while moving
self:gotoState( AxisMotion.STATE_RESTRAINT, { event=e } )
elseif deltaStart >= TIME or _mabs( newVal-oldVal ) < 1 then
-- over time or movement too small to see (pixel)
self:gotoState( AxisMotion.STATE_AT_REST )
end
end
-- start animation
if self._enterFrameIterator == nil then
Runtime:addEventListener( 'enterFrame', self )
end
self._enterFrameIterator = enterFrameFunc
-- set current state
self:setState( AxisMotion.STATE_DECELERATE )
end
function AxisMotion:state_decelerate( next_state, params )
-- print( "AxisMotion:state_decelerate: >> ", next_state )
if next_state == self.STATE_TOUCH then
self:do_state_touch( params )
elseif next_state == self.STATE_AT_REST then
self:do_state_at_rest( params )
elseif next_state == self.STATE_RESTRAINT then
self:do_state_restraint( params )
else
pwarn( sfmt( "AxisMotion:state_decelerate unknown state transition '%s'", tstr( next_state )))
end
end
--== State Restore
function AxisMotion:do_state_restore( params )
-- print( "AxisMotion:do_state_restore" )
params = params or {}
--==--
local TIME = self._restoreTransTime
local constrain = AxisMotion._constrainPosition
local ease_f = easingx.easeOut
local startEvt = params.event
local val = self._value
local vel = self._velocity
local delta, offset
-- calculate restore distance
local scrollLimit = self._scrollLimit
if scrollLimit == AxisMotion.HIT_SIZE_LIMIT then
offset = constrain( self, val, 0 )
elseif scrollLimit == AxisMotion.HIT_UPPER_LIMIT then
offset = self._upperOffset
else
offset = (self._length - self._scaledScrollLength - self._lowerOffset)
end
delta = offset-val
self._isMoving = true
local enterFrameFunc = function( e )
-- print( "AxisMotion: enterFrameFunc: do_state_restore " )
--== Calculation
local deltaT = e.time - startEvt.time
local deltaV = ease_f( deltaT, TIME, val, delta )
--== Action
if deltaT < TIME then
self._value = deltaV
else
self._value = offset
self:gotoState( AxisMotion.STATE_AT_REST )
end
end
-- start animation
if self._enterFrameIterator == nil then
Runtime:addEventListener( 'enterFrame', self )
end
self._enterFrameIterator = enterFrameFunc
-- set current state
self:setState( AxisMotion.STATE_RESTORE )
end
function AxisMotion:state_restore( next_state, params )
-- print( "AxisMotion:state_restore: >> ", next_state )
if next_state == AxisMotion.STATE_TOUCH then
self:do_state_touch( params )
elseif next_state == AxisMotion.STATE_AT_REST then
self:do_state_at_rest( params )
else
pwarn( sfmt( "AxisMotion:state_restore unknown state transition '%s'", tstr( next_state )))
end
end
--== State Restraint
-- when object has velocity and hit limit
-- we constrain its motion away from limit
--
function AxisMotion:do_state_restraint( params )
-- print( "AxisMotion:do_state_restraint" )
params = params or {}
--==--
local TIME = self._restraintTransTime
local constrain = AxisMotion._constrainPosition
local ease_f = easingx.easeOut
local _mabs = mabs
-- startEvt could be Touch or enterFrame event
-- of importance is the 'time' param
local startEvt = params.event
local vel = self._velocity
local velocity = vel.value * vel.vector
local deltaVel = -velocity
self._isMoving = true
local enterFrameFunc = function( e )
-- print( "AxisMotion: enterFrameFunc: do_state_restraint" )
local frameEvt = self._tmpFrameEvent
local deltaStart = e.time - startEvt.time -- total
local deltaFrame = e.time - frameEvt.time
local deltaVal, oldVal, newVal
--== Calculation
vel.value = ease_f( deltaStart, TIME, velocity, deltaVel )
deltaVal = vel.value * deltaFrame
--== Action
oldVal = self._value
newVal = constrain( self, oldVal, deltaVal )
self._value = newVal
if deltaStart >= TIME or _mabs( newVal-oldVal ) < 1 then
vel.value, vel.vector = 0, 0
self:gotoState( AxisMotion.STATE_RESTORE, { event=e } )
end
end
-- start animation
if self._enterFrameIterator == nil then
Runtime:addEventListener( 'enterFrame', self )
end
self._enterFrameIterator = enterFrameFunc
-- set current state
self:setState( AxisMotion.STATE_RESTRAINT )
end
function AxisMotion:state_restraint( next_state, params )
-- print( "AxisMotion:state_restraint: >> ", next_state )
if next_state == self.STATE_TOUCH then
self:do_state_touch( params )
elseif next_state == self.STATE_RESTORE then
self:do_state_restore( params )
else
pwarn( sfmt( "AxisMotion:state_restraint unknown state transition '%s'", tstr( next_state )))
end
end
return AxisMotion
|
return {
include = function()
includedirs "../vendor/cpprestsdk/Release/include/"
defines { '_NO_PPLXIMP', '_NO_ASYNCRTIMP', '_PPLTASK_ASYNC_LOGGING=0' }
if _OPTIONS['with-asan'] then
defines { 'CPPREST_FORCE_PPLX' }
end
end,
run = function()
language "C++"
kind "StaticLib"
includedirs "../vendor/cpprestsdk/Release/src/pch/"
files_project '../vendor/cpprestsdk/Release/src/' {
'pplx/pplx.cpp',
'pplx/threadpool.cpp',
'pch/stdafx.cpp',
'utilities/asyncrt_utils.cpp'
}
filter 'system:linux'
files_project '../vendor/cpprestsdk/Release/src/' {
'pplx/pplxlinux.cpp'
}
filter 'system:windows'
files_project '../vendor/cpprestsdk/Release/src/' {
'pplx/pplxwin.cpp'
}
end
}
|
object_building_player_player_guildhall_corellia_style_04 = object_building_player_shared_player_guildhall_corellia_style_04:new {
}
ObjectTemplates:addTemplate(object_building_player_player_guildhall_corellia_style_04, "object/building/player/player_guildhall_corellia_style_04.iff")
|
module(..., package.seeall)
local constants = require("apps.lwaftr.constants")
local bit = require("bit")
local ffi = require("ffi")
local band, rshift, bswap = bit.band, bit.rshift, bit.bswap
local cast = ffi.cast
local uint16_ptr_t = ffi.typeof("uint16_t*")
local uint32_ptr_t = ffi.typeof("uint32_t*")
function get_ihl_from_offset(pkt, offset)
local ver_and_ihl = pkt.data[offset]
return band(ver_and_ihl, 0xf) * 4
end
-- The rd16/wr16/rd32/wr32 functions are provided for convenience.
-- They do NO conversion of byte order; that is the caller's responsibility.
function rd16(offset)
return cast(uint16_ptr_t, offset)[0]
end
function wr16(offset, val)
cast(uint16_ptr_t, offset)[0] = val
end
function rd32(offset)
return cast(uint32_ptr_t, offset)[0]
end
function wr32(offset, val)
cast(uint32_ptr_t, offset)[0] = val
end
local to_uint32_buf = ffi.new('uint32_t[1]')
local function to_uint32(x)
to_uint32_buf[0] = x
return to_uint32_buf[0]
end
function htons(s) return rshift(bswap(s), 16) end
function htonl(s) return to_uint32(bswap(s)) end
function keys(t)
local result = {}
for k,_ in pairs(t) do
table.insert(result, k)
end
return result
end
local uint64_ptr_t = ffi.typeof('uint64_t*')
function ipv6_equals(a, b)
local a, b = ffi.cast(uint64_ptr_t, a), ffi.cast(uint64_ptr_t, b)
return a[0] == b[0] and a[1] == b[1]
end
-- Local bindings for constants that are used in the hot path of the
-- data plane. Not having them here is a 1-2% performance penalty.
local o_ethernet_ethertype = constants.o_ethernet_ethertype
local n_ethertype_ipv4 = constants.n_ethertype_ipv4
local n_ethertype_ipv6 = constants.n_ethertype_ipv6
function is_ipv6(pkt)
return rd16(pkt.data + o_ethernet_ethertype) == n_ethertype_ipv6
end
function is_ipv4(pkt)
return rd16(pkt.data + o_ethernet_ethertype) == n_ethertype_ipv4
end
|
local Bot={};
function Bot.initialize(agent)
local agentId=agent:getAgentId();
Bot[agentId]={};
local PredatorBrainFactory=dofile(agent:getScriptClassPath() .. "\\TransformerBrain.lua");
Bot[agentId].brain=PredatorBrainFactory.create(agent);
--attack any type of bots
end
function Bot.think(agent)
local agentId=agent:getAgentId();
Bot[agentId].brain:think();
end
function Bot.train(agent)
alert("Training not supported", "This bot does not have training algorithm embeded in it");
end
function Bot.uploadConfig(agent)
alert("Method not implemented", "Method not implemented");
end
return Bot;
|
-- Make lldb available in global
lldb = require('lldb')
-- Global assertion functions
function assertTrue(x)
if not x then error('assertTrue failure') end
end
function assertFalse(x)
if x then error('assertNotNil failure') end
end
function assertNotNil(x)
if x == nil then error('assertNotNil failure') end
end
function assertEquals(x, y)
if type(x) == 'table' and type(y) == 'table' then
for k, _ in pairs(x) do
assertEquals(x[k], y[k])
end
elseif type(x) ~= type(y) then
error('assertEquals failure')
elseif x ~= y then
error('assertEquals failure')
end
end
function assertStrContains(x, y)
if not string.find(x, y, 1, true) then
error('assertStrContains failure')
end
end
-- Global helper functions
function read_file_non_empty_lines(f)
local lines = {}
while true do
local line = f:read('*l')
if not line then break end
if line ~= '\n' then table.insert(lines, line) end
end
return lines
end
function split_lines(str)
local lines = {}
for line in str:gmatch("[^\r\n]+") do
table.insert(lines, line)
end
return lines
end
function get_stopped_threads(process, reason)
local threads = {}
for i = 0, process:GetNumThreads() - 1 do
local t = process:GetThreadAtIndex(i)
if t:IsValid() and t:GetStopReason() == reason then
table.insert(threads, t)
end
end
return threads
end
function get_stopped_thread(process, reason)
local threads = get_stopped_threads(process, reason)
if #threads ~= 0 then return threads[1]
else return nil end
end
-- Test helper
local _M = {}
local _m = {}
local _mt = { __index = _m }
function _M.create_test(name, exe, output, input)
print('[lldb/lua] Create test ' .. name)
exe = exe or os.getenv('TEST_EXE')
output = output or os.getenv('TEST_OUTPUT')
input = input or os.getenv('TEST_INPUT')
lldb.SBDebugger.Initialize()
local debugger = lldb.SBDebugger.Create()
-- Ensure that debugger is created
assertNotNil(debugger)
assertTrue(debugger:IsValid())
debugger:SetAsync(false)
local lua_language = debugger:GetScriptingLanguage('lua')
assertNotNil(lua_language)
debugger:SetScriptLanguage(lua_language)
local test = setmetatable({
output = output,
input = input,
name = name,
exe = exe,
debugger = debugger
}, _mt)
_G[name] = test
return test
end
function _m:create_target(exe)
local target
if not exe then exe = self.exe end
target = self.debugger:CreateTarget(exe)
-- Ensure that target is created
assertNotNil(target)
assertTrue(target:IsValid())
return target
end
function _m:handle_command(command, collect)
if collect == nil then collect = true end
if collect then
local ret = lldb.SBCommandReturnObject()
local interpreter = self.debugger:GetCommandInterpreter()
assertTrue(interpreter:IsValid())
interpreter:HandleCommand(command, ret)
self.debugger:GetOutputFile():Flush()
self.debugger:GetErrorFile():Flush()
assertTrue(ret:Succeeded())
return ret:GetOutput()
else
self.debugger:HandleCommand(command)
self.debugger:GetOutputFile():Flush()
self.debugger:GetErrorFile():Flush()
end
end
function _m:run()
local tests = {}
for k, v in pairs(self) do
if string.sub(k, 1, 4) == 'Test' then
table.insert(tests, k)
end
end
table.sort(tests)
for _, t in ipairs(tests) do
print('[lldb/lua] Doing test ' .. self.name .. ' - ' .. t)
local success = xpcall(self[t], function(e)
print(debug.traceback())
end, self)
if not success then
print('[lldb/lua] Failure in test ' .. self.name .. ' - ' .. t)
return 1
end
end
return 0
end
return _M
|
function onCreate()
-- background shit
makeLuaSprite('back2', 'back2', -250, 0);
setScrollFactor('back2', 0.9, 0.9);
addLuaSprite('back2', false);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
local prefix = '{' .. KEYS[1] .. '}' .. '::'
local id = ARGV[1]
local key = prefix .. id
local updateHasChildenCache = function (target, hasChild)
local parentKey = prefix .. target .. '::P'
local parents = redis.call('smembers', parentKey)
for _, parent in ipairs(parents) do
if parent then
local parentValue = redis.call('get', prefix .. parent);
if parentValue then
local list = cmsgpack.unpack(parentValue)
for _, v in ipairs(list) do
if v[1] == target then
v[2] = hasChild
end
end
redis.call('set', prefix .. parent, cmsgpack.pack(list));
else
-- REMEDY
redis.call('srem', parentKey, parent)
end
end
end
end
|
minetest.register_craftitem("technic_diamond:diamond_dust", { description="Diamond Dust", inventory_image = "technic_diamond_dust.png"})
technic.register_grinder_recipe({ input = {"default:diamond"}, output = {"technic_diamond:diamond_dust 2"}})
technic.register_compressor_recipe({ input = {"technic_diamond:diamond_dust"}, output = {"default:diamond"}})
technic.register_compressor_recipe({ input = {"technic:coal 10"}, output = {"default:diamond"}})
technic.register_compressor_recipe({ input = {"technic:coal_dust"}, input = {"default:coal_lump"}})
|
-- Collection of utility functions for the ConstructBot library
-- Runs func untill it returns either true or nil
function tillDone(func)
local r = {func()}
while(next(r) ~= nil and r[1] ~= true) do
r = {func()}
end
end
-- Runs tillDone(func) num times
-- This means func will be ran until it returns nil or true a total of num times
-- at wich point this method will return
function runMany(func, num)
local toMove = num
while(toMove > 0) do
tillDone(func)
toMove = toMove-1
end
end
|
require "utils"
utils.dofile("wifi")
require "am2302"
am2302.start()
|
-- Multi-threading
-- referenced (https://github.com/soumith/dcgan.torch/blob/master/data)
-- Copyright (c) 2017, Minchul Shin [See LICENSE file for details]
require 'os'
local Threads = require 'threads'
Threads.serialization('threads.sharedserialize')
local data = {}
local result = {}
local unpack = unpack and unpack or table.unpack
-- option list
-- 'threads', 'batchSize', 'manualSeed'
function data.new(_params)
local _params = _params or {}
local self = {}
for k,v in pairs(data) do
self[k] = v
end
-- get params or set default value.
local nthreads = _params.nthreads or 1 -- default thread num is 1.
local manualSeed = _params.manualSeed or os.time() -- random seed.
self.batchSize = _params.batchSize
--local donkey_file = 'donkey.lua'
if nthreads > 0 then
self.threads = Threads( nthreads,
function() require 'torch' end,
function(thread_id)
opt = _params
local seed = (manualSeed and manualSeed or 0) + thread_id
torch.manualSeed(seed)
torch.setnumthreads(1)
print(string.format('Starting donkey with id: %d, seed: %d',
thread_id, seed))
assert(opt, 'option parameters not given')
require('dataloader')
loader=DataLoader(opt)
end
)
end
local nTrainSamples = 0
local nTestSamples = 0
self.threads:addjob( function() return loader:size('train') end,
function(c) nTrainSamples = c end)
self.threads:addjob( function() return loader:size('test') end,
function(c) nTestSamples = c end)
self.threads:synchronize()
self._trainlen = nTrainSamples
self._testlen = nTestSamples
return self
end
function data._getFromTrainThreads()
assert(opt.batchSize, 'batchSize not found.')
return loader:getSample('train')
end
function data._getFromTestThreads()
assert(opt.batchSize, 'batchSize not found.')
return loader:getSample('test')
end
function data._pushResult(...)
local res = {...}
if res == nil then self.threads:synchronize() end
table.insert(result, res)
end
function data.table2Tensor(table)
assert( table[1]:size(1)==3 or table[1]:size(1)==1,
'the tensor channel should be 1(gray) or 3(rgb).')
assert( table[1]~=nil, 'no elements were found in batch table.')
local len = #table
local res = torch.Tensor(len, table[1]:size(1), table[1]:size(2), table[1]:size(3)):zero()
for i = 1, len do res[{{i},{},{},{}}]:copy(table[i]) end
return res
end
function data.getBatch(self, target)
assert(target=='train' or target=='test')
assert(self.batchSize, 'batchSize not found.')
local dataTable = {}
---queue another job
if target == 'train' then
for i = 1, self.batchSize do
self.threads:addjob(self._getFromTrainThreads,
function(c) table.insert(dataTable, c) end)
end
elseif target == 'test' then
for i = 1, opt.batchSize do
self.threads:addjob(self._getFromTestThreads, self._pushResult)
self.threads:dojob()
end
end
self.threads:synchronize()
collectgarbage()
local res = self.table2Tensor(dataTable)
return res
end
function data.getSample(self, target)
assert(target=='train' or target=='test')
assert(self.batchSize, 'batchSize not found.')
local dataTable = {}
if target == 'train' then
self.threads:addjob(self._getFromTrainThreads, function(c) table.insert(dataTable, c) end)
self.threads:dojob()
elseif target == 'test' then
self.threads:addjob(self._getFromTestThreads, function(c) table.insert(dataTable, c) end)
self.threads:dojob()
end
return unpack(dataTable)
end
function data:size(target)
if target == 'train' then return self._trainlen
elseif target == 'test' then return self._testlen
elseif target == 'all' or target == nil then return (self._trainlen + self._testlen) end
end
return data
|
--[[ Global scope variables ]]--
local WinWidth, WinHeight = love.graphics.getDimensions()
-- Global scope objects
local Ball
local Enemy
local Player
-- This basic object will hold the score info
local Score = {}
function Score.increase()
Score.score = Score.score + 1
end
function Score.draw()
love.graphics.setColor({1, 1, 1})
love.graphics.print( 'Score: ' .. Score.score, WinWidth/2-20, 50)
end
--[[ love.load ]]--
function love.load()
-- Reset the global score
Score.score = 0
-- To create Player and Enemy at same class
-- we can use the metatable of lua (https://www.lua.org/pil/13.html).
-- First create a simple table
local Rect = {}
-- __index will access the methods shared between
-- objects, working like inherit (https://www.lua.org/pil/13.4.1.html).
Rect.__index = Rect
-- Properties and methods shared between all rects
Rect.width = 10
Rect.height = 100
Rect.move = function(self, y)
-- Here we will first move the rect
self.y = self.y + y
-- then check if still inside the screen
if
self.y + self.height >= WinHeight or
self.y <= 0
then
-- and if is off screen the rect go back.
self.y = self.y - y
end
end
-- Just a monotone draw function
Rect.draw = function(self, color)
love.graphics.setColor(color)
love.graphics.rectangle(
'fill',
self.x, self.y,
self.width, self.height
)
end
-- Here we will pay some extra attention
Rect.coll = function(self, x, y, callback)
-- this is a way to put an default value on var
-- and dont catch an error
callback = callback or function() end
-- Then an intersection check that
-- test if x and y are inside the rect
if
x <= self.x + self.width and
x >= self.x and
y >= self.y and
y <= self.y + self.height
then
-- This callback function will score
-- on ball-player collision
callback()
-- after the collision has been
-- confirmed then return true
return true
end
end
-- Initialized the Enemy object
Enemy = {}
-- Here we simulate inherit of enemy object as a rect
setmetatable(Enemy, Rect)
-- These properties arent shared with anyone
-- x and y will be the position of enemy on screen
Enemy.x = WinWidth - 20
Enemy.y = math.floor(WinHeight/2) - 25
-- Initialized the Player object
Player = {}
-- Here we simulate inherit of player object as a rect too
setmetatable(Player, Rect)
-- These properties are the same from enemy but
-- are inside the player
Player.x = 10
Player.y = math.floor(WinHeight/2) - 25
-- vecY will be the player "velocity"
Player.vecY = 0
-- at the update method, the position of player will
-- be calculated with dt and vecY
Player.update = function(self, dt)
self:move(self.vecY * dt)
end
-- Ball object initialized
Ball = {}
-- same as in player but moves in two dimensions
Ball.x = math.floor(WinWidth/2)
Ball.y = math.floor(WinHeight/2)
Ball.vecX = 250
Ball.vecY = 50
-- Here the code gets a little confused
Ball.update = function(self, dt)
-- First of all, we need to update
-- the balls position
self.x = self.x + self.vecX*dt
self.y = self.y + self.vecY*dt
-- Then we check if has collision with
-- someone and if has collided with
-- player, the score increase
if
Player:coll(self.x, self.y, Score.increase) or
Enemy:coll(self.x, self.y)
then
-- When the ball collides, we need get back
-- the ball and invert his "velocity" to get
-- a bounce effect
self.x = self.x - self.vecX*dt
self.vecX = self.vecX * -1
-- and increase the speed of the ball to get harder
self.vecX = self.vecX*(1+dt)
self.vecY = self.vecY*(1+dt)
end
-- So if the ball didnt collided with anyone
-- we check if is beyond the limits of screen
-- first bouncing against the walls
if
self.y >= WinHeight - 10 or
self.y <= 10
then
self.y = self.y - self.vecY*dt
self.vecY = self.vecY * -1
end
-- and then verifying if has a game over
-- here we just quit the game to simplify
if
self.x >= WinWidth - 10 or
self.x <= 10
then
love.load()
end
-- This is a way to the enemy
-- follow the ball and (probaly) dont lose
Enemy:move(self.vecY*dt)
-- You can activate the samething
-- to the player, but this will be a cheat
-- or an I.A. battle...
--Player:move(self.vecY*dt)
end
-- Simple draw function
Ball.draw = function(self)
love.graphics.setColor({0.9, 0.4, 0.4})
love.graphics.circle("line", self.x, self.y, 10)
end
end
--[[ love.update ]]--
function love.update(dt)
Player:update(dt)
Ball:update(dt)
end
--[[ love.draw ]]--
function love.draw()
Score.draw()
Ball:draw()
Player:draw({0.5, 0.5, 0.6})
Enemy:draw({0.6, 0.5, 0.5})
-- Here we render big buttons to separate the
-- two touch buttons on the screen
love.graphics.setColor({1,1,1,0.05})
-- this has x and y at 0, 0 and goes at the
-- middle of screen width ocuppying full height
love.graphics.rectangle('fill', 0, 0, WinWidth/2-1, WinHeight)
-- and this has x at the middle of screen but
-- goes until the end, symmetric with the other button
love.graphics.rectangle('fill', WinWidth/2+2, 0, WinWidth/2-1, WinHeight)
-- these "+2" and "=1" are calculated to get a little gap
-- between the buttons
end
--[[ Functions that handles the touch ]]--
function touchpressHandle(id, x, y)
-- Exactly as in ball collision test
-- here we check the intersection of touch
-- on the buttons and then set the player "velocity"
-- where the negative indicates up and positive down
-- Left button
if
x >= 0 and
x <= WinWidth/2-1 and
y >= 0 and
y <= WinHeight
then
-- To Infinity and Beyond
Player.vecY = -500
end
-- Right button
if
x >= WinWidth/2+2 and
x <= WinWidth and
y >= 0 and
y <= WinHeight
then
-- On the highway to hell
Player.vecY = 500
end
end
function touchreleaseHandle()
-- When the button is released
-- we need to reset the player "velocity"
Player.vecY = 0
end
--[[ Mouse will simule the touch on computer ]]--
love.mousepressed = function(x, y) touchpressHandle(nil, x, y) end
love.mousereleased = touchreleaseHandle
--[[ Love touch events ]]--
love.touchpressed = touchpressHandle
love.mousereleased = touchreleaseHandle
--[[ end :) ]]-- |
-- Sector A2: Destroy the Enemy Ship
obj_prim_newobj_id = 0
enemy_ping = 0
function OnInit()
Rule_Add("Rule_Init")
end
function Rule_Init()
StartMission()
if (questsStatus.a2_ShipHasBeenDestroyed ~= 1) then
Event_Start( "IntelEvent_Intro" )
enemy_ping = Ping_AddSobGroup("Enemy Ship", "anomaly", "EnyGroup")
Rule_AddInterval( "Rule_PlayerWins", 2 )
else
objectivesClear[currentSectorRow][currentSectorCol] = 1
Event_Start( "IntelEvent_AlreadyDone" )
end
Rule_Remove( "Rule_Init" )
end
function Rule_PlayerWins()
if (SobGroup_Empty("EnyGroup") == 1) then
Ping_Remove(enemy_ping)
questsStatus.a2_ShipHasBeenDestroyed = 1
Objective_SetState(obj_prim_newobj_id, OS_Complete)
objectivesClear[currentSectorRow][currentSectorCol] = 1
Event_Start( "IntelEvent_Finale" )
Rule_Remove("Rule_PlayerWins")
end
end
Events = {}
Events.IntelEvent_Intro =
{
{
{
[[Sound_EnableAllSpeech( 1 )]],
[[]]
},
{
[[Sound_EnterIntelEvent()]],
[[]]
},
{
[[Universe_EnableSkip(1)]],
[[]]
},
HW2_LocationCardEvent( mission_text_card, 5 ),
},
{
-- HW2_Letterbox( 1 ),
HW2_Wait( 2 ),
},
{
{
[[obj_prim_newobj_id = Objective_Add( mission_text_short, OT_Primary )]],
[[]]
},
{
[[Objective_AddDescription( obj_prim_newobj_id, mission_text_long)]],
[[]]
},
HW2_SubTitleEvent( Actor_FleetIntel, mission_text_long, 4 ),
},
{
HW2_Wait( 1 ),
},
{
HW2_Letterbox( 0 ),
HW2_Wait( 2 ),
{
[[Universe_EnableSkip(0)]],
[[]]
},
{
[[Sound_ExitIntelEvent()]],
[[]]
},
},
}
Events.IntelEvent_Finale =
{
{
{"Sound_EnterIntelEvent()",""},
{"Universe_EnableSkip(1)",""},
},
{
HW2_Wait( 2 ),
HW2_Letterbox( 1 ),
HW2_Wait( 2 ),
},
{
HW2_SubTitleEvent( Actor_FleetCommand, mission_text_success, 5 ),
},
{
HW2_Wait( 1 ),
},
{
HW2_Letterbox( 0 ),
HW2_Wait( 2 ),
{"Universe_EnableSkip(0)",""},
{"Sound_ExitIntelEvent()",""},
},
}
Events.IntelEvent_AlreadyDone =
{
{
{"Sound_EnterIntelEvent()",""},
{"Universe_EnableSkip(1)",""},
},
{
HW2_Wait( 2 ),
HW2_Letterbox( 1 ),
HW2_Wait( 2 ),
},
{
{"obj_prim_newobj_id = Objective_Add( mission_text_short, OT_Primary )",""},
{"Objective_AddDescription( obj_prim_newobj_id, mission_text_clear)",""},
{"Objective_SetState( obj_prim_newobj_id, OS_Complete )",""},
HW2_SubTitleEvent( Actor_FleetCommand, mission_text_clear, 5 ),
},
{
HW2_Wait( 1 ),
},
{
HW2_Letterbox( 0 ),
HW2_Wait( 2 ),
{"Universe_EnableSkip(0)",""},
{"Sound_ExitIntelEvent()",""},
},
}
|
generator_list["json"] =
{
os.projectdir().."/tools/codegen/serialize_json.py",
os.projectdir().."/tools/codegen/json_reader.h.mako",
os.projectdir().."/tools/codegen/json_reader.cpp.mako",
os.projectdir().."/tools/codegen/json_writer.h.mako",
os.projectdir().."/tools/codegen/json_writer.cpp.mako"
};
generator_list["serialize"] =
{
os.projectdir().."/tools/codegen/serialize.py",
os.projectdir().."/tools/codegen/serialize.h.mako",
};
generator_list["typeid"] =
{
os.projectdir().."/tools/codegen/typeid.py",
os.projectdir().."/tools/codegen/typeid.hpp.mako",
};
generator_list["config"] =
{
os.projectdir().."/tools/codegen/config_resource.py",
os.projectdir().."/tools/codegen/config_resource.cpp.mako",
};
generator_list["rtti"] =
{
os.projectdir().."/tools/codegen/rtti.py",
os.projectdir().."/tools/codegen/rtti.cpp.mako",
os.projectdir().."/tools/codegen/rtti.hpp.mako",
};
generator_list["config_asset"] =
{
os.projectdir().."/tools/codegen/config_asset.py",
os.projectdir().."/tools/codegen/config_asset.cpp.mako",
gendir = toolgendir
};
generator_list["importer"] =
{
os.projectdir().."/tools/codegen/importer.py",
os.projectdir().."/tools/codegen/importer.cpp.mako",
}; |
---
--- Copyright (c) GoGo Easy Team & Jacobs Lei
--- Author: Jacobs Lei
--- Date: 2018/4/7
--- Time: 上午10:44
local utils = require("core.utils.utils")
local tonumber = tonumber
local global_cache = require("core.cache.local.global_cache_util")
local global_cache_prefix = require("core.cache.local.global_cache_prefix")
local base_handler = require("plugins.base_handler")
local plugin_config = require("plugins.global_rate_limit.config")
local error_utils = require("core.utils.error_utils")
local rate_limit_utils = require("core.utils.local_rate_limit_utils")
local resp_utils = require("core.resp.resp_utils")
local err_resp_template_utils = require("core.utils.err_resp_template_utils")
local error_type_sys = error_utils.types.ERROR_SYSTEM.name
local error_type_biz = error_utils.types.ERROR_BIZ.name
local PRIORITY = require("plugins.handler_priority")
local base_dao = require("core.dao.base_dao")
local req_var_extractor = require("core.req.req_var_extractor")
local log_config = require("core.utils.log_config")
local plugin_name = plugin_config.name
local ERR = ngx.ERR
local ngx_log = ngx.log
local str_format = string.format
local function check_rate_limit_period(rate_limit_period)
if not rate_limit_period then
return nil
end
local period = tonumber(rate_limit_period)
if not period then
return nil
end
if period ~= 1 and period ~= 60 and period ~= 3600 and period ~= 86400 then
return nil
end
ngx.log(ngx.DEBUG, "[global_rate_limit] period valid:", period)
return period
end
local function check_rate_limit_count(rate_limit_value)
if not rate_limit_value then
return nil
end
local total = tonumber(rate_limit_value)
if not total or total == 0 then
return nil
end
ngx.log(ngx.DEBUG, "[global_rate_limit] total count valid:", total)
return total
end
local function get_limit_type(period)
if not period then return nil end
if period == 1 then
return "Second"
elseif period == 60 then
return "Minute"
elseif period == 3600 then
return "Hour"
elseif period == 86400 then
return "Day"
else
return nil
end
end
-- 限速处理
local function rate_limit_handler(rate_limit_code,limit_count,limit_period,p_name,biz_id,cache_client)
limit_period = check_rate_limit_period(limit_period)
limit_count = check_rate_limit_count(limit_count)
if not limit_period or not limit_count then
ngx_log(ERR,str_format(log_config.sys_error_format,"[global_rate_limit] period or total count configuration error."))
error_utils.add_error_2_ctx(error_type_sys,plugin_config.small_error_types.sys.type_plugin_conf)
return
end
local limit_type = get_limit_type(limit_period)
if not limit_type then
ngx_log(ERR,str_format(log_config.sys_error_format,log_config.ERROR,"[global_rate_limit] period configuration error,only support 1 second/minute/hour/day"))
error_utils.add_error_2_ctx(error_type_sys,plugin_config.small_error_types.sys.type_plugin_conf)
return
end
if limit_type then
local current_timetable = utils.current_timetable()
local rate_limit_key = plugin_name .. rate_limit_code .. current_timetable[limit_type]
local pass = rate_limit_utils:check_rate_limit(rate_limit_key,limit_count,limit_type)
if not pass then
local msg = "ngr " .. rate_limit_code .." rate limit: ".. limit_count .. " remaining:".. 0;
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_biz,plugin_config.small_error_types.biz.type_rate_control)
resp_utils.say_customized_response_by_template(p_name,biz_id,resp_utils.status_codes.HTTP_GATEWAY_REJECTED,cache_client)
return
end
end
end
local global_rate_limit_handler = base_handler:extend()
global_rate_limit_handler.PRIORITY = PRIORITY.global_rate_limit
function global_rate_limit_handler:new(app_context)
global_rate_limit_handler.super.new(self, plugin_name)
self.app_context = app_context
end
local function execute(cache_client)
local http_host = req_var_extractor.extract_http_host()
if not http_host then
return
end
local rate_limit_table = global_cache.get_json(global_cache_prefix.rate_limit .. http_host)
if not rate_limit_table then
ngx_log(ERR,str_format(log_config.sys_error_format,log_config.ERROR,"can not get [" .. http_host .."] rate limit info from cache "))
error_utils.add_error_2_ctx(error_type_sys,plugin_config.small_error_types.sys.type_plugin_conf)
return
end
local gateway_limit_period = rate_limit_table.gateway_limit_period;
-- 网关限速
rate_limit_handler("gateway_" .. rate_limit_table.gateway_code, rate_limit_table.gateway_limit_count, gateway_limit_period,
"gateway",rate_limit_table.gateway_id,cache_client)
local host_limit_period = rate_limit_table.host_limit_period;
-- 主机限速
rate_limit_handler("host_" .. http_host, rate_limit_table.host_limit_count, host_limit_period,
"host",rate_limit_table.host_id,cache_client)
end
function global_rate_limit_handler:access()
global_rate_limit_handler.super.access(self)
local cache_client = self.app_context.cache_client
xpcall(function ()
execute(cache_client)
end,
function (err)
ngx.log(ngx.ERR, "global_rate_limit_handler access error: ", debug.traceback(err))
end)
end
function global_rate_limit_handler:init_worker_ext_timer()
global_rate_limit_handler.super.init_worker_ext_timer(self)
local app_context = self.app_context
base_dao.init_rate_limit(app_context.store,app_context.config.application_conf.hosts)
-- init gateway error massage
err_resp_template_utils.init_2_redis("gateway",self.app_context.store,self.app_context.cache_client)
-- init host error massage
err_resp_template_utils.init_2_redis("host",self.app_context.store,self.app_context.cache_client)
end
return global_rate_limit_handler
|
require "util.class"
require "util.event"
require "system.system"
local tt = require "util.table"
class("Font")
function Font:Font(font, size)
self.font = font or nil
self.size = size or 16
end
local DefaultFont = Font()
class("Noder")
function Noder:Noder(font, justify, color, hoffset)
self.font = font or DefaultFont
self.justify = justify or "left"
self.color = color or vec4(1, 0, 0, 1)
self.hoffset = hoffset or 125
end
local function txtnd(n, tag, fn)
local f = n.font
if f.font ~= nil then
return am.text(n.font, fn(), n.color, n.justify)
end
return am.text(fn(), n.color, n.justify):tag(tag)
end
local function getValue(n, tag, x, y, fn)
return am.translate(x,y):tag(string.format("%s", tag))
^txtnd(n, tag, fn)
end
local function getValueUpdating(n, tag, x, y, fn)
local s = string.format("%s-updatable", tag)
local txt = txtnd(n, s, function() return "-" end)
local act = function()
while true do
txt(s).text = fn()
coroutine.yield()
end
end
return am.translate(x,y):tag(string.format("%s", tag))
^txt:action(coroutine.create(act))
end
function Noder.Value(self)
return function(tag, fn)
return getValue(self, tag, 0, 0, fn)
end
end
function Noder.UpdatingValue(self)
return function(tag, fn)
return getValueUpdating(self, tag, 0, 0, fn)
end
end
function Noder.KeyValue(self)
return function(tag, fn)
local kt = string.format("%s-key", tag)
local vt = string.format("%s-value", tag)
local v = string.format("%s:", tag)
return am.translate(0,0):tag(tag)
^am.group{
getValue(self, kt, 0, 0, function() return v end),
getValue(self, vt, self.hoffset, 0, fn),
}
end
end
function Noder.UpdatingKeyValue(self)
return function(tag, fn)
local kt = string.format("%s-key", tag)
local vt = string.format("%s-value", tag)
local v = string.format("%s:", tag)
return am.translate(0, 0):tag(tag)
^am.group{
getValue(self, kt, 0, 0, function() return v end),
getValueUpdating(self, vt, self.hoffset, 0, fn),
}
end
end
function Noder:LineHeight()
return self.font.size
end
function Noder:Function(k)
local action = {
["Value"] = self.Value,
["UpdatingValue"] = self.UpdatingValue,
["KeyValue"] = self.KeyValue,
["UpdatingKeyValue"] = self.UpdatingKeyValue,
}
local function act(k)
local fn = action[k]
return fn(self)
end
return act(k)
end
class("Item")
function Item:Item(tag, noder, ofk, ifn)
self.tag = tag or "NO-ITEM-TAG"
self.noder = noder or Noder()
self.ofk = ofk or "Value"
self.ifn = ifn or function() return "NOTHING" end
end
function Item:execute()
local n = self.noder
local ofn = n:Function(self.ofk)
return ofn(self.tag, self.ifn)
end
class("Block")
function Block:Block(tag, button, ...)
self.tag = tag or "BLOCK"
self.button = button or ""
self.has = {...}
self.active = false
end
function Block:count()
return table.getn(self.has)
end
function Block:height()
local c = 0
for _, v in ipairs(self.has) do
c = c + v.noder:LineHeight()
end
return c
end
function Block:nodeGroup()
local current = 0
local g = am.translate(0,0)
for _,v in ipairs(self.has) do
g:append(am.translate(0,current)^v:execute())
current = current - v.noder:LineHeight()
end
return g
end
class("Blocker")
function Blocker:Blocker(tag, origin)
self.tag = tag or "BLOCKER"
self.Origin = origin or {X=0,Y=0}
self.Current = {X=0,Y=0}
self.attached = false
self.active = {}
end
local function base(tag, x, y)
local bt = string.format("%s-blocks", tag)
local ni = am.translate(x,y):tag(bt)
return ni
end
function Blocker:root()
self.rootNode = base(self.tag, self.Origin.X, self.Origin.Y)
return self.rootNode
end
function Blocker:Attach(to)
to:append(self:root())
self.attached = true
end
function Blocker:Detach(from)
local ni = from:remove(self.tag)
ni = nil
self.Current.X = 0
self.Current.Y = 0
self.rootNode = nil
self.attached = false
end
function Blocker:ActiveCount()
return table.getn(self.active)
end
function Blocker:setActive(block)
for _,v in ipairs(self.active) do
if v.tag == block.tag then
return
end
end
table.insert(self.active, block)
block.active = true
end
function Blocker:Add(...)
if self.attached and self.rootNode ~= nil then
local nbs = {}
local y = self.Current.Y
for _,v in ipairs({...}) do
local a = am.translate(0,y):tag(v.tag)
^v:nodeGroup()
table.insert(nbs, a)
self:setActive(v)
y = y - v:height()
end
for _,v in pairs(nbs) do
self.rootNode:append(v)
end
self.Current.Y = y
end
end
local function removal(n, t)
for i, v in ipairs(t) do
if n.tag == v.tag then
n.active = false
table.remove(t, i)
end
end
end
function Blocker:Remove(...)
if self.attached and self.rootNode ~= nil then
for _,v in ipairs({...}) do
removal(v, self.active)
end
self.rootNode:remove_all()
self.Current.X = 0
self.Current.Y = 0
self:Add(unpack(self.active))
end
end
class"OSDI" ("system")
local defaultBlocks = {
Block(
"AM_BLOCK",
"t",
Item("am_version", noder, "KeyValue", function() return am.version end),
Item("am_platform", noder,"KeyValue", function() return am.platform end),
Item("am_language", noder, "KeyValue", function() return am.language() end)
),
--Block(
-- "TIME_BLOCK",
-- "",
-- Item("os_clock", noder, "KeyValue", function() return os.clock() end),
-- Item("os_time", noder, "KeyValue", function() return os.time() end),
-- Item("date", noder, "KeyValue", function() return os.date() end),
-- Item("window_time", noder, "KeyValue", function() return am.current_time() end)
--),
Block(
"TIME_BLOCK_UPDATING",
"t",
Item("os_clock", noder, "UpdatingKeyValue", function() return os.clock() end),
Item("os_time", noder, "UpdatingKeyValue", function() return os.time() end),
Item("date", noder, "UpdatingKeyValue", function() return os.date() end),
Item("window_time", noder, "UpdatingKeyValue", function() return am.current_time() end)
),
--Block(
-- "FRAME",
-- "",
-- Item("frame_time", noder, "KeyValue", function() return am.frame_time end),
-- Item("delta_time", noder, "KeyValue", function() return am.delta_time end)
--),
Block(
"FRAME_UPDATING",
"t",
Item("frame_time", noder, "UpdatingKeyValue", function() return am.frame_time end),
Item("delta_time", noder, "UpdatingKeyValue", function() return am.delta_time end)
),
--Block(
-- "FPS",
-- "",
-- Item("avg_fps", noder, "KeyValue", function() local p = am.perf_stats();return p.avg_fps end),
-- Item("min_fps", noder, "KeyValue", function() local p = am.perf_stats();return p.min_fps end)
--),
Block(
"FPS_UPDATING",
"t",
Item("avg_fps", noder, "UpdatingKeyValue", function() local p = am.perf_stats();return p.avg_fps end),
Item("min_fps", noder, "UpdatingKeyValue", function() local p = am.perf_stats();return p.min_fps end)
),
}
function OSDI:OSDI()
system.system(self)
self.ui = true
self.widgets = true
self.noder = Noder()
self.blocks = defaultBlocks
self.root = am.translate(0,0):tag("on-screen-debugging-display")
end
local function blockFn(root, blocker, block)
local function blkrAttach(root, blocker)
if not blocker.attached then
blocker:Attach(root)
end
end
local function blkrDetach(root, blocker)
if blocker.attached and blocker:ActiveCount() < 1 then
blocker:Detach(root)
end
end
return function()
blkrAttach(root, blocker)
if not block.active then
blocker:Add(block)
return
end
if block.active then
blocker:Remove(block)
blkrDetach(root, blocker)
return
end
end
end
function OSDI:Init(world, broker)
local ev = Eventer()
self.eventer = ev
local events = {}
local subscriptions = {}
local blocker = Blocker("debugger", {X=0, Y=0}) -- Blocker("debugger", {X=w.left+10, Y=w.top-10})
for i, v in ipairs(self.blocks) do
table.insert(subscriptions, "KEYBOARD_PRESSED_" .. v.button)
table.insert(events, Event(v.button, blockFn(self.root, blocker, v)))
end
ev:Set(events)
broker:Subscribe(self, subscriptions)
end
function OSDI:process(dt, mouse, left, right)
local evs = self:GetBulk()
for k, v in pairs(evs) do
self.eventer:Execute(v)
end
end
|
-- include useful files
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "utils.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "common.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "commonpatterns.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "nextpatterns.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "evolutionpatterns.lua")
-- this function adds a pattern to the timeline based on a key
function addPattern(mKey)
if mKey == 0 then pAltBarrage(u_rndInt(1, 3), 2)
elseif mKey == 1 then pMirrorSpiral(u_rndInt(2, 4), 0)
elseif mKey == 2 then pBarrageSpiral(u_rndInt(0, 3), 1, 1)
elseif mKey == 3 then pBarrageSpiral(u_rndInt(0, 2), 1.2, 2)
elseif mKey == 4 then pBarrageSpiral(2, 0.7, 1)
elseif mKey == 5 then pInverseBarrage(0)
elseif mKey == 6 then hmcDefBarrageSpiral()
elseif mKey == 7 then pMirrorWallStrip(1, 0)
elseif mKey == 8 then hmcDefSpinner()
elseif mKey == 9 then hmcDefBarrage()
elseif mKey == 10 then hmcDef2Cage()
elseif mKey == 11 then hmcDefBarrageSpiralSpin()
end
end
-- shuffle the keys, and then call them to add all the patterns
-- shuffling is better than randomizing - it guarantees all the patterns will be called
keys = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 9, 10, 10, 8, 8, 9, 9, 9, 9, 6, 11, 11, 10, 10 }
shuffle(keys)
index = 0
achievementUnlocked = false
specials = { "cage", "spinner", "barrage" }
special = "none"
-- onInit is an hardcoded function that is called when the level is first loaded
function onInit()
l_setSpeedMult(1.7)
l_setSpeedInc(0.15)
l_setSpeedMax(2.9)
l_setRotationSpeed(0.1)
l_setRotationSpeedMax(0.415)
l_setRotationSpeedInc(0.035)
l_setDelayMult(1.2)
l_setDelayInc(0.0)
l_setFastSpin(0.0)
l_setSides(6)
l_setSidesMin(6)
l_setSidesMax(6)
l_setIncTime(15)
l_setPulseMin(77)
l_setPulseMax(95)
l_setPulseSpeed(1.937)
l_setPulseSpeedR(0.524)
l_setPulseDelayMax(13.05)
l_setPulseInitialDelay(28.346) -- skip a beat to match with the clap
l_setBeatPulseMax(17)
l_setBeatPulseDelayMax(28.346)
l_setSwapEnabled(true)
l_addTracked("special", "special")
end
-- onLoad is an hardcoded function that is called when the level is started/restarted
function onLoad()
end
-- onStep is an hardcoded function that is called when the level timeline is empty
-- onStep should contain your pattern spawning logic
function onStep()
if special == "none" then
addPattern(keys[index])
index = index + 1
if index - 1 == #keys then
index = 1
shuffle(keys)
end
elseif special == "cage" then
addPattern(10)
elseif special == "spinner" then
addPattern(8)
elseif special == "barrage" then
addPattern(9)
end
end
-- onIncrement is an hardcoded function that is called when the level difficulty is incremented
function onIncrement()
shuffle(specials)
if special == "none" then
special = specials[1]
e_messageAddImportant("Special: "..special, 120)
else
special = "none"
end
end
-- onUnload is an hardcoded function that is called when the level is closed/restarted
function onUnload()
end
-- onUpdate is an hardcoded function that is called every frame
function onUpdate(mFrameTime)
if not achievementUnlocked and l_getLevelTime() > 90 and u_getDifficultyMult() >= 1 then
steam_unlockAchievement("a12_disco")
achievementUnlocked = true
end
end
|
function lt.constant(value)
function f(iter) return value end
return f
end
--[[
Used to decay the learning rate. This schedule is advocated by Leon Bottou in "Stochastic Gradient
Descent Tricks".
--]]
function lt.gentle_decay(init, decay)
function f(iter) return init / (1 + iter * decay) end
return f
end
--[[
Used to decay momentum. See "On the importance of initialization and momentum in deep learning", by
Sutskever et al., for the reasoning behind why this schedule is used.
--]]
function lt.sutskever_blend(max, stretch)
stretch = stretch or 250
function f(iter)
return math.min(1 - math.pow(2, -1 - math.log(
math.floor(iter / stretch) + 1, 2)), max)
end
return f
end
|
ENT.Type = "brush"
function ENT:Initialize()
-- ParticleEffectAttach("portal_cleanser",PATTACH_ABSORIGIN,self,1)
self:SetTrigger(true)
end
function ENT:Touch( ent )
end
function ENT:StartTouch( ent )
if ent:IsPlayer() and ent:Alive() then
plyweap = ent:GetActiveWeapon()
if IsValid( plyweap ) and plyweap:GetClass() == "weapon_portalgun" and plyweap.CleanPortals then
plyweap:CleanPortals()
end
elseif ent and ent:IsValid() then
if ent:GetClass()=="projectile_portal_ball" then
//portal ball projectile.
local ang = ent:GetAngles()
ang:RotateAroundAxis(ent:GetForward(),90)
ang.y = self:GetAngles().y+90
ParticleEffect("portal_"..ent:GetNWInt("Kind",1).."_cleanser",ent:GetPos(),ang)
ent:Remove()
else
if ent:GetName() != "dissolveme" then
local vel = ent:GetVelocity()
local fakebox = ents.Create( "prop_physics" )
fakebox:SetModel(ent:GetModel())
fakebox:SetPos(ent:GetPos())
fakebox:SetAngles(ent:GetAngles())
fakebox:Spawn()
fakebox:Activate()
fakebox:SetSkin(ent:GetSkin())
fakebox:SetName("dissolveme")
local phys = fakebox:GetPhysicsObject()
if phys:IsValid() then
phys:EnableGravity(false)
phys:Wake()
phys:SetVelocity(vel/10)
end
ent:Remove()
local dissolver = ents.Create( "env_entity_dissolver" )
dissolver:SetKeyValue( "dissolvetype", 0 )
dissolver:SetKeyValue( "magnitude", 0 )
dissolver:Spawn()
dissolver:Activate()
dissolver:Fire("Dissolve","dissolveme",0)
dissolver:Fire("kill","",0.1)
end
end
end
end
function ENT:EndTouch( ent )
end
|
local SCREEN_WIDTH = 640
local SCREEN_HEIGHT = 480
local BLUE = "blue"
local RED = "red"
local GREEN = "green"
local COLOR_COUNT = 3
local TO_RIGHT = 1
local TO_LEFT = -1
local CORRECT = "correct"
local WRONG = "wrong"
local CODES_IN_PROD_DISPLAY_SIZE = 5
local TILE_DIMENSION = 32
local MARGIN = 10
local PLAYER_BASELINE = SCREEN_HEIGHT - 170
local SPAWN_SEQUENCE_DELAY_SEC= 1
local player1 = {
specs = {
red = {},
green = {},
blue = {}
},
codes = {},
codingDirection = TO_RIGHT,
spawnTimer = 0
}
local player2 = {
specs = {
red = {},
green = {},
blue = {}
},
codes = {},
codingDirection = TO_LEFT,
spawnTimer = 0
}
local codesInProd = {}
local specImages = {}
local codeImages = {}
local scores = {
implemented = 0,
bugs = 0
}
function love.load()
math.randomseed(os.time())
love.window.setMode(SCREEN_WIDTH, SCREEN_HEIGHT)
love.window.setTitle("ⓒⓞⓓⓔⓣⓡⓘⓢ")
specImages[RED] = love.graphics.newImage("images/rosso.png")
specImages[GREEN] = love.graphics.newImage("images/bene.png")
specImages[BLUE] = love.graphics.newImage("images/azzurro.png")
codeImages[CORRECT] = love.graphics.newImage("images/bene.png")
codeImages[WRONG] = love.graphics.newImage("images/antibene.png")
playerImage = love.graphics.newImage("images/sviluppatore.png")
end
function love.draw()
drawInstructions()
drawScoreboard(scores)
drawProd(codesInProd, codeImages)
drawThings(combineTables(player1.specs[RED], player1.specs[GREEN], player1.specs[BLUE],
player2.specs[RED], player2.specs[GREEN], player2.specs[BLUE]),
specImages)
drawThings(combineTables(player1.codes, player2.codes), codeImages)
drawImage(playerImage, 26, PLAYER_BASELINE)
drawImage(playerImage, SCREEN_WIDTH - 26, PLAYER_BASELINE, 0, -1)
end
function love.update(dt)
moveSpecs(player1, player2, dt)
moveSpecs(player2, player1, dt)
moveCodes(player1, dt)
moveCodes(player2, dt)
spawnSpecIfTimeIsRight(player1, MARGIN, dt)
spawnSpecIfTimeIsRight(player2, SCREEN_WIDTH - (3 * TILE_DIMENSION) - MARGIN, dt)
end
function love.keypressed(key)
if key == "z" then
handleCoding(RED, player1, player2)
end
if key == "x" then
handleCoding(GREEN, player1, player2)
end
if key == "c" then
handleCoding(BLUE, player1, player2)
end
if key == "lshift" then
handleReject(player1)
end
if key == "b" then
handleCoding(RED, player2, player1)
end
if key == "n" then
handleCoding(GREEN, player2, player1)
end
if key == "m" then
handleCoding(BLUE, player2, player1)
end
if key == "rshift" then
handleReject(player2)
end
end
function drawThings(things, thingImages)
for _, thing in ipairs(things) do
drawImage(thingImages[thing.image], thing.xPos, thing.yPos)
end
end
function drawImage(image, x, y, r, sx, sy)
r = r or 0
sx = sx or 1
sy = sy or 1
love.graphics.draw(image, x, y, r, sx, sy)
end
function moveSpecs(coder, reviewer, dt)
for key, coloredSpecs in pairs(coder.specs) do
for index, spec in ipairs(coloredSpecs) do
updateLocation(spec, dt)
if isNoMoreCodable(spec) then
table.remove(coloredSpecs, index)
table.insert(reviewer.codes, createCode(false, coder.codingDirection))
end
end
end
-- for i=1, COLOR_COUNT, 1 do
-- indexColor = getColorFromNumber(i)
-- for index, spec in ipairs(coder.specs[indexColor]) do
-- updateLocation(spec, dt)
-- if isNoMoreCodable(spec) then
-- table.remove(coder.specs[indexColor], index)
-- table.insert(reviewer.codes, createCode(false, coder.codingDirection))
-- end
-- end
-- end
end
function moveCodes(coder, dt)
for index, code in ipairs(coder.codes) do
updateLocation(code, dt)
if isRejectable(code) then
publishtoProd(code.image, codesInProd, scores)
table.remove(coder.codes, index)
end
end
end
function spawnSpecIfTimeIsRight(player, location, dt)
if player.spawnTimer > 0 then
player.spawnTimer = player.spawnTimer - dt
else
createSpec(player, location)
player.spawnTimer = SPAWN_SEQUENCE_DELAY_SEC
end
end
function updateLocation(thing, dt)
thing.yPos = thing.yPos + dt * thing.speedY
thing.xPos = thing.xPos + dt * thing.speedX
end
function createSpec(player, xPos)
colorIndex = math.random(COLOR_COUNT)
color = getColorFromNumber(colorIndex)
spec = {
xPos = xPos + colorIndex * TILE_DIMENSION - TILE_DIMENSION,
yPos = -10,
speedY = 100,
speedX = 0,
image = color,
width = TILE_DIMENSION,
height = TILE_DIMENSION
}
table.insert(player.specs[color], spec)
end
function getColorFromNumber(num)
if num == 1 then
return RED
elseif num == 2 then
return GREEN
else
return BLUE
end
end
function createCode(isCorrect, direction)
local correctness = WRONG
if isCorrect then
correctness = CORRECT
end
if direction == TO_RIGHT then
xPos = MARGIN + TILE_DIMENSION
yPos = PLAYER_BASELINE
else
xPos = SCREEN_WIDTH - MARGIN - 2 * TILE_DIMENSION
yPos = PLAYER_BASELINE + TILE_DIMENSION
end
return {
xPos = xPos,
yPos = yPos,
speedY = 0,
speedX = 100 * direction,
image = correctness,
width = TILE_DIMENSION,
height = TILE_DIMENSION
}
end
function isNoMoreCodable(thing)
return thing.yPos > PLAYER_BASELINE
end
function isRejectable(thing)
return thing.xPos < MARGIN + TILE_DIMENSION or
thing.xPos > SCREEN_WIDTH - MARGIN - 2 * TILE_DIMENSION
end
function handleCoding(color, coder, reviewer)
if noSpecsToCode(coder) then
return
end
if table.getn(coder.specs[color]) > 0 and color == coder.specs[color][1].image then
table.insert(reviewer.codes, createCode(true, coder.codingDirection))
else
table.insert(reviewer.codes, createCode(false, coder.codingDirection))
end
table.remove(coder.specs[color], 1)
coder.spawnTimer = SPAWN_SEQUENCE_DELAY_SEC / 3
end
function noSpecsToCode(coder)
return table.getn(coder.specs[BLUE]) == 0 and
table.getn(coder.specs[RED]) == 0 and
table.getn(coder.specs[GREEN]) == 0
end
function handleReject(player)
if table.getn(player.codes) > 0 then
table.remove(player.codes, 1)
end
end
function combineTables(...)
combined = {}
for i, t in pairs{...} do
for _, value in ipairs(t) do
table.insert(combined, value)
end
end
return combined
end
function drawInstructions()
local leftPadding = 200
love.graphics.print('player 1', leftPadding, 20)
love.graphics.print('z = red, x = greeb, c = blue', leftPadding, 40)
love.graphics.print('lshift = reject', leftPadding, 60)
love.graphics.print('player 2', leftPadding, 100)
love.graphics.print('b = red, n = green, m = blue', leftPadding, 120)
love.graphics.print('rshift = reject', leftPadding, 140)
end
function drawScoreboard(scores)
love.graphics.print('Implemented ' .. scores.implemented, 200, 180)
love.graphics.print('Bugs ' .. scores.bugs, 200, 200)
end
function publishtoProd(isCorrect, codesInProd, scores)
if isCorrect == CORRECT then
scores.implemented = scores.implemented + 1
else
scores.bugs = scores.bugs + 1
end
table.insert(codesInProd, isCorrect)
if #codesInProd > CODES_IN_PROD_DISPLAY_SIZE then
table.remove(codesInProd, 1)
end
end
function drawProd(codesInProd, images)
for i = #codesInProd, 1, -1 do
xPos = 450 - i * (TILE_DIMENSION + MARGIN)
drawImage(images[codesInProd[i]], xPos, SCREEN_HEIGHT - 40)
end
end
|
function ISatyr_OnEnterCombat(Unit,Event)
if Unit:GetHealthPct() == 97 then
Unit:FullCastSpellOnTarget(38048,Unit:GetClosestPlayer())
end
end
RegisterUnitEvent(21656, 1, "ISatyr_OnEnterCombat") |
---@class Ability
Ability = {}
---@class AbilityBlueprint
AbilityBlueprint = {}
---@class ActorID
ActorID = {}
---@class Ai
Ai = {}
---@class AIEncounter
AIEncounter = {}
---@class AITacticType
AITacticType = {}
---@class AllianceResult
AllianceResult = {}
---@class Availability
Availability = {}
---@class blipID
blipID = {}
---@class Blueprint
Blueprint = {}
---@class BuildingFireState
BuildingFireState = {}
---@class ButtonIconStyle
ButtonIconStyle = {}
---@class CamouflageStanceID
CamouflageStanceID = {}
---@class CapType
CapType = {}
---@class CheckHiddenType
CheckHiddenType = {}
---@class checkID
checkID = {}
---@class CriticalID
CriticalID = {}
---@class CrushMode
CrushMode = {}
---@class CueStyleID
CueStyleID = {}
---@class DialogResult
DialogResult = {}
---@class EGroup
EGroup = {}
---@class ElementID
ElementID = {}
---@class encID
encID = {}
---@class Encounter
Encounter = {}
---@class EncounterData
EncounterData = {}
---@class Entity
Entity = {}
---@class ErrorMessage
ErrorMessage = {}
---@class event
event = {}
---@class EVENT
EVENT = {}
---@class EventCueID
EventCueID = {}
---@class EventID
EventID = {}
---@class FactionID
FactionID = {}
---@class filtertype
filtertype = {}
---@class GameEventType
GameEventType = {}
---@class GD
GD = {}
---@class GoalData
GoalData = {}
---@class HintPointActionType
HintPointActionType = {}
---@class HintPointID
HintPointID = {}
---@class HPAT
HPAT = {}
---@class HUDFeatureType
HUDFeatureType = {}
---@class ID
ID = {}
---@class Item
Item = {}
---@class LabelAlignHorizontal
LabelAlignHorizontal = {}
---@class LabelAlignVertical
LabelAlignVertical = {}
---@class LocString
LocString = {}
---@class Lua
Lua = {}
---@class Marker
Marker = {}
---@class ModID
ModID = {}
---@class Modifier
Modifier = {}
---@class ModifierApplicationType
ModifierApplicationType = {}
---@class ModifierUsageType
ModifierUsageType = {}
---@class MoveTypeBlueprint
MoveTypeBlueprint = {}
---@class ObjectiveID
ObjectiveID = {}
---@class ObjectiveState
ObjectiveState = {}
---@class ObjectiveType
ObjectiveType = {}
---@class Offset
Offset = {}
---@class OpportunityID
OpportunityID = {}
---@class OwnerType
OwnerType = {}
---@class PingID
PingID = {}
---@class Player
Player = {}
---@class PrintOnScreenID
PrintOnScreenID = {}
---@class ProductionItemType
ProductionItemType = {}
---@class PropertyBagGroup
PropertyBagGroup = {}
---@class ProximityType
ProximityType = {}
---@class ProxType
ProxType = {}
---@class RaceID
RaceID = {}
---@class ResourceAmount
ResourceAmount = {}
---@class ResourceType
ResourceType = {}
---@class ScarAbilityPBG
ScarAbilityPBG = {}
---@class ScarCamouflageStancePBG
ScarCamouflageStancePBG = {}
---@class ScarCriticalPBG
ScarCriticalPBG = {}
---@class ScarEntityPBG
ScarEntityPBG = {}
---@class ScarMarker
ScarMarker = {}
---@class ScarMoveTypePBG
ScarMoveTypePBG = {}
---@class ScarPosition
---@field public x number
---@field public y number
---@field public z number
ScarPosition = {}
---@class ScarRacePBG
ScarRacePBG = {}
---@class ScarSlotItemPBG
ScarSlotItemPBG = {}
---@class ScarSquadPBG
ScarSquadPBG = {}
---@class ScarType
ScarType = {}
---@class ScarUpgradePBG
ScarUpgradePBG = {}
---@class ScarWeaponPBG
ScarWeaponPBG = {}
---@class SectorID
SectorID = {}
---@class SGroup
SGroup = {}
---@class SlotItemID
SlotItemID = {}
---@class Squad
Squad = {}
---@class SquadBlueprint
SquadBlueprint = {}
---@class SyncWeaponID
SyncWeaponID = {}
---@class TargetPreference
TargetPreference = {}
---@class TuningValue
TuningValue = {}
---@class Type
Type = {}
---@class UIEventType
UIEventType = {}
---@class UIMode
UIMode = {}
---@class UpgradeBlueprint
UpgradeBlueprint = {}
---@class UpgradeID
UpgradeID = {}
---@class world
world = {}
--- E-mails a warning out with logfiles at the end of the game.
---@param errormessage ErrorMessage
function bug(errormessage) end
--- Clears the direct draw frame.
---@param frame string
function dr_clear(frame) end
--- Draws a 2D circle on the screen.
---@param frame string
---@param x number
---@param y number
---@param z number
---@param radius number
---@param red integer
---@param green integer
---@param blue integer
function dr_drawCircle(frame, x, y, z, radius, red, green, blue) end
--- Draws a 2D line on the screen.
---@param start ScarPosition
---@param _end ScarPosition
---@param red integer
---@param green integer
---@param blue integer
---@param frame string
function dr_drawline(start, _end, red, green, blue, frame) end
--- Sets the auto-clear interval of a frame. 0 is infinite.
---@param frame string
---@param interval number
function dr_setautoclear(frame, interval) end
--- Sets the visibility of a frame.
---@param frame string
---@param isVisible boolean
function dr_setdisplay(frame, isVisible) end
--- Draws a circle on the terrain. Accuracy controls number of points on the circle perimeter. Minimum is 3, which results in a triangle.
---@param origin ScarPosition
---@param radius number
---@param red integer
---@param green integer
---@param blue integer
---@param accuracy integer
---@param frame string
function dr_terraincircle(origin, radius, red, green, blue, accuracy, frame) end
--- Unknown functionality because of lack of frame argument.
---@param origin ScarPosition
---@param unknown_1 number
---@param unknown_2 number
---@param red integer
---@param green integer
---@param blue integer
---@param unknown_3 number
function dr_terrainrect(origin, unknown_1, unknown_2, red, green, blue, unknown_3) end
--- Draws text on the screen.
---@param frame string
---@param x number
---@param y number
---@param text string
---@param red integer
---@param green integer
---@param blue integer
function dr_text2d(frame, x, y, text, red, green, blue) end
--- Draws text on the screen (3D).
---@param frame string
---@param x number
---@param y number
---@param z number
---@param text string
---@param red integer
---@param green integer
---@param blue integer
function dr_text3d(frame, x, y, z, text, red, green, blue) end
--- Throws an error to lua and print out the error message
---@param state any
---@return integer
function fatal(state) end
--- Imports a script file
---@param file string
function import(file) end
--- Dump content of inventory to a file
function inv_dump() end
--- Loads a nis file for playing.
---@param nisFile string
function nis_load(nisFile) end
--- Pauses the NIS animation.
function nis_pause() end
---
function nis_play() end
--- Sets the number of seconds it takes to transition from game to nis, 0 is instantaneous
---@param numSeconds number
function nis_setintransitiontime(numSeconds) end
---
function nis_setnextnis() end
--- Lets the nis system know which nis will be transitioned to when the first one ends.
---@param filename string
function nis_setouttransitionnis(filename) end
--- Sets the number of seconds it takes to transition from nis back to game, 0 is instantaneous
---@param numSeconds number
function nis_setouttransitiontime(numSeconds) end
---
function nis_settime() end
---
function nis_skip() end
---
function nis_skipone() end
--- Stops playing the NIS animation.
function nis_stop() end
---
function nis_synchelp() end
--- Returns the ScarType of the value.
---@param value any
---@return ScarType
function scartype(value) end
--- Returns the string representation of the ScarType of the value.
---@param value any
---@return string
function scartype_tostring(value) end
--- ??
function statgraph() end
--- ??
---@param channel string
function statgraph_channel(channel) end
--- ??
---@param channel string
---@return boolean
function statgraph_channel_get_enabled(channel) end
--- ??
---@param channel string
---@param enable boolean
function statgraph_channel_set_enabled(channel, enable) end
--- ??
function statgraph_clear() end
--- ??
function statgraph_list() end
--- ??
function statgraph_pause() end
---
---@param message string
function warning(message) end
--- Plays the next intel event in the debug queue. IntelEvents are played sequentially as they are defined in a mission's .events file.
---@param UnknownType any
function _IntelDebugNext(UnknownType) end
--- Plays the next intel event in the debug queue. IntelEvents are played sequentially as they are defined in a mission's .events file.
---@param UnknownType any
function _IntelDebugPrev(UnknownType) end
--- Replays the last intel event that was debugged.
---@param UnknownType any
function _IntelDebugReplay(UnknownType) end
--- Clear ties between an actor and any units
---@param actor table
function Actor_Clear(actor) end
--- Plays a speech event for a given actor WITH a portrait and subtitle
---@param actor table
---@param locID integer
---@param continueButton boolean
---@param stickySubtitle boolean
---@param blockInput boolean
---@overload fun(actor: table, locID: integer)
---@overload fun(actor: table, locID: integer, continueButton: boolean)
---@overload fun(actor: table, locID: integer, continueButton: boolean, stickySubtitle: boolean)
function Actor_PlaySpeech(actor, locID, continueButton, stickySubtitle, blockInput) end
--- Plays a speech event for a given actor WITHOUT a portrait or subtitle. See Actor_PlaySpeech for more details
---@param actor table
---@param locID integer
---@param continueButton boolean
---@param stickySubtitle boolean
---@param blockInput boolean
---@overload fun(actor: table, locID: integer)
---@overload fun(actor: table, locID: integer, continueButton: boolean)
---@overload fun(actor: table, locID: integer, continueButton: boolean, stickySubtitle: boolean)
function Actor_PlaySpeechWithoutPortrait(actor, locID, continueButton, stickySubtitle, blockInput) end
--- Tie an entire sgroup to an actor, so audio comes from a squad member
---@param actor table
---@param sgroup SGroup
function Actor_SetFromSGroup(actor, sgroup) end
--- Tie a single squad to an actor, so audio comes from a squad member
---@param actor table
---@param squad Squad
function Actor_SetFromSquad(actor, squad) end
--- Finds all encounters that contain ANY or ALL squads within the given sgroup.
---@param sgroup SGroup
---@param all any|boolean
---@return table
function Ai:GetEncountersBySGroup(sgroup, all) end
--- Finds all encounters that contain ANY or ALL squads within the given sgroup.
---@param sgroup SGroup
---@param all any|boolean
---@return table
function Ai:GetEncountersBySquad(sgroup, all) end
--- This clears the importance bonus on this capture point
---@param pPlayer Player
---@param pEntity Entity
function AI_ClearCaptureImportanceBonus(pPlayer, pEntity) end
--- This clears the importance override on this military point
---@param pPlayer Player
---@param pEntity Entity
function AI_ClearImportance(pPlayer, pEntity) end
--- Create a new objective for player
---@param pPlayer Player
---@param objectiveType integer
---@return table
function AI_CreateObjective(pPlayer, objectiveType) end
--- Enables/disables debugging of AI Attack Objective Encounter Position Scoring
---@param enable boolean
function AI_DebugAttackEncounterPositionScoringEnable(enable) end
--- Returns true if AI Attack Objective Encounter Position Scoring is enabled
---@return boolean
function AI_DebugAttackEncounterPositionScoringIsEnabled() end
--- Enables/disables AI Lua Debugging
---@param enable boolean
function AI_DebugLuaEnable(enable) end
--- Returns true if AI Lua Debugging is enabled
---@return boolean
function AI_DebugLuaIsEnabled() end
--- Enables/disables AI Construction Debugging
---@param enable boolean
function AI_DebugRatingEnable(enable) end
--- Returns true if AI Construction Debugging is enabled
---@return boolean
function AI_DebugRatingIsEnabled() end
--- Enables/disables AI Rendering of All Task Children
---@param enable boolean
function AI_DebugRenderAllTaskChildrenEnable(enable) end
--- Returns true if AI Rendering of All Task Children is enabled
---@return boolean
function AI_DebugRenderAllTaskChildrenIsEnabled() end
--- Enables/disables AI Skirmish Capture Debugging
---@param enable boolean
function AI_DebugSkirmishCaptureEnable(enable) end
--- Returns true if AI Skirmish Capture Debugging is enabled
---@return boolean
function AI_DebugSkirmishCaptureIsEnabled() end
--- Enables/disables AI Skirmish Combat Target Debugging
---@param enable boolean
function AI_DebugSkirmishCombatTargetEnable(enable) end
--- Returns true if AI Skirmish Combat Target Debugging is enabled
---@return boolean
function AI_DebugSkirmishCombatTargetIsEnabled() end
--- Enables/disables AI Skirmish Objective Debugging
---@param enable boolean
function AI_DebugSkirmishObjectiveEnable(enable) end
--- Returns true if AI Skirmish Objective Debugging is enabled
---@return boolean
function AI_DebugSkirmishObjectiveIsEnabled() end
--- Disable all of the economy overrides for the AI player
---@param pPlayer Player
function AI_DisableAllEconomyOverrides(pPlayer) end
--- Disables all encounters
function AI_DisableAllEncounters() end
--- Enables or Disables an AI player
---@param pPlayer Player
---@param enable boolean
function AI_Enable(pPlayer, enable) end
--- Enables or Disables all AI players
---@param enable boolean
function AI_EnableAll(enable) end
--- Enables all encounters
function AI_EnableAllEncounters() end
--- Enable or disable the economy override for the AI player
---@param pPlayer Player
---@param overrideName string
---@param enable boolean
function AI_EnableEconomyOverride(pPlayer, overrideName, enable) end
--- Returns a table with all active (not dead) encounters.
---@return table
function AI_GetActiveEncounters() end
--- Gets the difficulty level of this AI player
---@param pPlayer Player
---@return integer
function AI_GetDifficulty(pPlayer) end
--- Returns the number of alive encounters currently managed by the AI manager.
---@return integer
function AI_GetNumEncounters() end
--- Get the personality name of this AI player
---@param pPlayer Player
---@return string
function AI_GetPersonality(pPlayer) end
--- Get the personality lua file name of this AI player
---@param pPlayer Player
---@return string
function AI_GetPersonalityLuaFileName(pPlayer) end
--- Returns true if player is an AI player
---@param pPlayer Player
---@return boolean
function AI_IsAIPlayer(pPlayer) end
--- Returns true if player is a AIPlayer and is enabled
---@param pPlayer Player
---@return boolean
function AI_IsEnabled(pPlayer) end
--- Returns True if the current AI_Manager difficulty matches any in a given list.
---@param difficultyList integer|table
---@return boolean
function AI_IsMatchingDifficulty(difficultyList) end
--- Locks the entity and disables its tactics (if any) and the AI will no longer use this object
---@param pPlayer Player
---@param pEntity Entity
function AI_LockEntity(pPlayer, pEntity) end
--- Locks the squad and disables its tactics (if any) and the AI will no longer use this object
---@param pPlayer Player
---@param pSquad Squad
function AI_LockSquad(pPlayer, pSquad) end
--- Locks the squads and disables its tactics (if any) and the AI will no longer use these objects
---@param pPlayer Player
---@param squads SGroup
function AI_LockSquads(pPlayer, squads) end
--- Overrides the current difficulty setting (only for the AI Manager). Pass 'nil' to reset to Game_GetSPDifficulty() value
---@param level integer
function AI_OverrideDifficulty(level) end
--- Disables all encounters, then clears out the encounter list
function AI_RemoveAllEncounters() end
--- Restores the default personality and difficulty settings of this AI player
---@param pPlayer Player
function AI_RestoreDefaultPersonalitySettings(pPlayer) end
--- This sets importance bonus of the given capture point
---@param pPlayer Player
---@param pEntity Entity
---@param importanceBonus number
function AI_SetCaptureImportanceBonus(pPlayer, pEntity, importanceBonus) end
--- Set the level of debug information shown but Ai:Print().
function AI_SetDebugLevel() end
--- Set the difficulty level of this AI player
---@param pPlayer Player
---@param difficultyLevel integer
function AI_SetDifficulty(pPlayer, difficultyLevel) end
--- This overrides the default importance of the given military point
---@param pPlayer Player
---@param pEntity Entity
---@param importance number
function AI_SetImportance(pPlayer, pEntity, importance) end
--- Set the personality name of this AI player
---@param pPlayer Player
---@param personalityName string
function AI_SetPersonality(pPlayer, personalityName) end
--- Sets the delay to use when using staggeredSpawn for encounters. The new interval will take effect immediately.
---@param delay number
function AI_SetStaggeredSpawnDelay(delay) end
--- Toggle encounter/goal debug information on screen.
function AI_ToggleDebugData() end
--- Toggle printing console debug information for encounters.
function AI_ToggleDebugPrint() end
--- Unlocks all designer locked squads for player
---@param pPlayer Player
function AI_UnlockAll(pPlayer) end
--- Unlocks this entity so that AI can use it again
---@param pPlayer Player
---@param pEntity Entity
function AI_UnlockEntity(pPlayer, pEntity) end
--- Unlocks the given squad so the AI can use it again
---@param pPlayer Player
---@param pSquad Squad
function AI_UnlockSquad(pPlayer, pSquad) end
--- Locks the squads and disables its tactics (if any) and the AI will no longer use these objects
---@param pPlayer Player
---@param squads SGroup
function AI_UnlockSquads(pPlayer, squads) end
--- Re-updates the AI in regards to all the static objects in the world (if SCAR creates new strategic points dynamically this will need to be called)
---@param pPlayer Player
function AI_UpdateStatics(pPlayer) end
--- Adjust default goal data for ability goals. Sets the default GoalData to the current defaults plus additionalDefaultGoalData; any values specified are used for unspecified encounter ability goal values.
---@param additionalDefaultGoalData table
function AIAbilityGoal_AdjustDefaultGoalData(additionalDefaultGoalData) end
--- Set default goal data for ability goals. defaultGoalData is cloned; any values specified are used for unspecified encounter ability goal values.
---@param defaultGoalData table
function AIAbilityGoal_SetDefaultGoalData(defaultGoalData) end
--- Set modify goal data for ability goals. modifyGoalData is cloned; values specified via keyname_Multiplier are used for the numeric keyname encounter ability goal value.
---@param modifyGoalData table
function AIAbilityGoal_SetModifyGoalData(modifyGoalData) end
--- Set override goal data for ability goals. overrideGoalData is cloned; any values specified are used for encounter ability goal values.
---@param overrideGoalData table
function AIAbilityGoal_SetOverrideGoalData(overrideGoalData) end
--- Set ability for ability objective
---@param pObjective table
---@param abilityPBG PropertyBagGroup
function AIAbilityObjective_AbilityGuidance_SetAbilityPBG(pObjective, abilityPBG) end
--- Adjust default goal data for attack goals. Sets the default GoalData to the current defaults plus additionalDefaultGoalData; any values specified are used for unspecified encounter attack goal values.
---@param additionalDefaultGoalData table
function AIAttackGoal_AdjustDefaultGoalData(additionalDefaultGoalData) end
--- Set default goal data for attack goals. defaultGoalData is cloned; any values specified are used for unspecified encounter attack goal values.
---@param defaultGoalData table
function AIAttackGoal_SetDefaultGoalData(defaultGoalData) end
--- Set modify goal data for attack goals. modifyGoalData is cloned; values specified via keyname_Multiplier are used for the numeric keyname encounter attack goal value.
---@param modifyGoalData table
function AIAttackGoal_SetModifyGoalData(modifyGoalData) end
--- Set override goal data for attack goals. overrideGoalData is cloned; any values specified are used for encounter attack goal values.
---@param overrideGoalData table
function AIAttackGoal_SetOverrideGoalData(overrideGoalData) end
--- Adjust default goal data. Sets the default GoalData to the current defaults plus additionalDefaultGoalData; any values specified are used for unspecified encounter goal values.
---@param additionalDefaultGoalData table
function AIBaseGoal_AdjustDefaultGoalData(additionalDefaultGoalData) end
--- Set default goal data. defaultGoalData is cloned; any values specified are used for unspecified encounter goal values.
---@param defaultGoalData table
function AIBaseGoal_SetDefaultGoalData(defaultGoalData) end
--- Set modify goal data. modifyGoalData is cloned; values specified via keyname_Multiplier are used for the numeric keyname encounter goal value.
---@param modifyGoalData table
function AIBaseGoal_SetModifyGoalData(modifyGoalData) end
--- Set override goal data. overrideGoalData is cloned; any values specified are used for encounter goal values.
---@param overrideGoalData table
function AIBaseGoal_SetOverrideGoalData(overrideGoalData) end
--- Adjust default goal data for defend goals. Sets the default GoalData to the current defaults plus additionalDefaultGoalData; any values specified are used for unspecified encounter defend goal values.
---@param additionalDefaultGoalData table
function AIDefendGoal_AdjustDefaultGoalData(additionalDefaultGoalData) end
--- Set default goal data for defend goals. defaultGoalData is cloned; any values specified are used for unspecified encounter defend goal values.
---@param defaultGoalData table
function AIDefendGoal_SetDefaultGoalData(defaultGoalData) end
--- Set modify goal data for defend goals. modifyGoalData is cloned; values specified via keyname_Multiply are used for the numeric keyname encounter defend goal value.
---@param modifyGoalData table
function AIDefendGoal_SetModifyGoalData(modifyGoalData) end
--- Set override goal data for defend goals. overrideGoalData is cloned; any values specified are used for encounter defend goal values.
---@param overrideGoalData table
function AIDefendGoal_SetOverrideGoalData(overrideGoalData) end
--- Adjust default goal data for move goals. Sets the default GoalData to the current defaults plus additionalDefaultGoalData; any values specified are used for unspecified encounter move goal values.
---@param additionalDefaultGoalData table
function AIMoveGoal_AdjustDefaultGoalData(additionalDefaultGoalData) end
--- Set default goal data for move goals. defaultGoalData is cloned; any values specified are used for unspecified encounter move goal values.
---@param defaultGoalData table
function AIMoveGoal_SetDefaultGoalData(defaultGoalData) end
--- Set modify goal data for move goals. modifyGoalData is cloned; values specified via keyname_Multiply are used for the numeric keyname encounter move goal value.
---@param modifyGoalData table
function AIMoveGoal_SetModifyGoalData(modifyGoalData) end
--- Set override goal data for move goals. overrideGoalData is cloned; any values specified are used for encounter move goal values.
---@param overrideGoalData table
function AIMoveGoal_SetOverrideGoalData(overrideGoalData) end
--- Ends the objective and deletes it.
---@param pObjective table
function AIObjective_Cancel(pObjective) end
--- Enables/disables squads in combat garrisoning.
---@param pObjective table
---@param enable boolean
function AIObjective_CombatGuidance_EnableCombatGarrison(pObjective, enable) end
--- Enables/disables allowing squads to retaliate against attacking enemies outside the allowed leash area
---@param pObjective table
---@param enable boolean
function AIObjective_CombatGuidance_EnableRetaliateAttacks(pObjective, enable) end
--- Sets the target area radius for the maximum range an enemy can be for a retaliate attack
---@param pObjective table
---@param radius number
function AIObjective_CombatGuidance_SetRetaliateAttackTargetAreaRadius(pObjective, radius) end
--- Add facing position to objective; used to determine good defensive setup positions.
---@param pObjective table
---@param pos ScarPosition
function AIObjective_DefenseGuidance_AddFacingPosition(pObjective, pos) end
--- Enables/disables idle squads garrisoning.
---@param pObjective table
---@param enable boolean
function AIObjective_DefenseGuidance_EnableIdleGarrison(pObjective, enable) end
--- Remove all facing positions from objective.
---@param pObjective table
function AIObjective_DefenseGuidance_ResetFacingPositions(pObjective) end
--- Enable / disable aggressive move into engagement area
---@param pObjective table
---@param enable boolean
function AIObjective_EngagementGuidance_EnableAggressiveEngagementMove(pObjective, enable) end
--- Enable objective to return to previous stages if they fail to meet conditions for current stage.
---@param pObjective table
---@param enable boolean
function AIObjective_EngagementGuidance_SetAllowReturnToPreviousStages(pObjective, enable) end
--- Enable coordinated arrival or setup of squads at engagement area.
---@param pObjective table
---@param enable boolean
function AIObjective_EngagementGuidance_SetCoordinatedSetup(pObjective, enable) end
--- Sets max time, in seconds, to accomplish objective, once the target is engaged.
---@param pObjective table
---@param seconds number
function AIObjective_EngagementGuidance_SetMaxEngagementTime(pObjective, seconds) end
--- Sets max time, in seconds, to remain idle at objective target, once engaged.
---@param pObjective table
---@param seconds number
function AIObjective_EngagementGuidance_SetMaxIdleTime(pObjective, seconds) end
--- Enable retreat to break supression.
---@param pObjective table
---@param enable boolean
function AIObjective_FallbackGuidance_EnableRetreatOnPinned(pObjective, enable) end
--- Enable retreat to break supression.
---@param pObjective table
---@param enable boolean
function AIObjective_FallbackGuidance_EnableRetreatOnSuppression(pObjective, enable) end
--- Set entities remaining threshold of encounter [0-N] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetEntitiesRemainingThreshold(pObjective, value) end
--- Set health threshold [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetFallbackCapacityPercentage(pObjective, value) end
--- Set health threshold [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetFallbackCombatRatingPercentage(pObjective, value) end
--- Set combat rating threshold of area [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetFallbackSquadHealthPercentage(pObjective, value) end
--- Set health threshold [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetFallbackVehicleHealthPercentage(pObjective, value) end
--- Set global fallback threshold (0.0f for individual squad).
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetGlobalFallbackPercentage(pObjective, value) end
--- Set global retreat type (true for retreat; false for fallback).
---@param pObjective table
---@param value boolean
function AIObjective_FallbackGuidance_SetGlobalFallbackRetreat(pObjective, value) end
--- Set combat rating threshold of area [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetRetreatCapacityPercentage(pObjective, value) end
--- Set combat rating threshold of area [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetRetreatCombatRatingPercentage(pObjective, value) end
--- Set combat rating threshold of area [0-1] to fallback at.
---@param pObjective table
---@param value number
function AIObjective_FallbackGuidance_SetRetreatHealthPercentage(pObjective, value) end
--- Set fallback target.
---@param pObjective table
---@param pos ScarPosition
function AIObjective_FallbackGuidance_SetTargetPosition(pObjective, pos) end
--- Determines if objective is still valid. Must be true before calling any other of the AIObjective_* function. Return true if valid, false otherwise.
---@param pObjective table
---@return boolean
function AIObjective_IsValid(pObjective) end
--- Enable / disable aggressive movements on way to engagement targets
---@param pObjective table
---@param enable boolean
function AIObjective_MoveGuidance_EnableAggressiveMove(pObjective, enable) end
--- Reset preference for shorter paths on way to engagement targets, to defaults
---@param pObjective table
function AIObjective_MoveGuidance_ResetPathingLengthFactor(pObjective) end
--- Reset preference for safe movements on way to engagement targets, to defaults
---@param pObjective table
function AIObjective_MoveGuidance_ResetSafePathingWeight(pObjective) end
--- Set preference for shorter paths on way to engagement targets
---@param pObjective table
---@param weight number
function AIObjective_MoveGuidance_SetPathingLengthFactor(pObjective, weight) end
--- Set preference for safe movements on way to engagement targets
---@param pObjective table
---@param weight number
function AIObjective_MoveGuidance_SetSafePathingWeight(pObjective, weight) end
--- Set radius (follow distance) for coordinated move phase (<= 0 disables coordinated movement)
---@param pObjective table
---@param radius number
function AIObjective_MoveGuidance_SetSquadCoherenceRadius(pObjective, radius) end
--- Clears all notification callbacks for objective
---@param pObjective table
function AIObjective_Notify_ClearCallbacks(pObjective) end
--- Sets the failure notification callback for objective.
---@param pObjective table
---@param f function
function AIObjective_Notify_SetFailureCallback(pObjective, f) end
--- Sets the transition notification callback for objective.
---@param pObjective table
---@param f function
function AIObjective_Notify_SetOnTransitionCallback(pObjective, f) end
--- Sets the ID for the notification event sent out by objective
---@param pObjective table
---@param id integer
function AIObjective_Notify_SetPlayerEventObjectiveID(pObjective, id) end
|
local api = trinium.api
local DataMesh = api.DataMesh
function api.initialize_inventory(inv, def)
for k, v in pairs(def) do
inv:set_size(k, v)
end
end
function api.initializer(def0)
return function(pos)
local def = table.copy(def0)
local meta = minetest.get_meta(pos)
if def.formspec then
meta:set_string("formspec", def.formspec)
def.formspec = nil
end
api.initialize_inventory(meta:get_inventory(), def)
end
end
function api.inv_to_itemmap(...)
local map, inv = {}, {...}
for _, v in pairs(inv) do
for _, v1 in pairs(v) do
local name, count = v1:get_name(), v1:get_count()
if not map[name] then map[name] = 0 end
map[name] = map[name] + count
end
end
map[""] = nil
return map
end
function api.get_item_identifier(stack)
local s = stack:to_string():split(" ")
if not s[1] then return nil end
return s[1] .. (s[3] and " " .. table.concat(table.multi_tail(s, 2), " ") or "")
end
function api.count_stacks(inv, list, disallow_multi_stacks)
local dm = DataMesh:new():data(inv:get_list(list)):filter(function(v)
return not v:is_empty()
end)
if not disallow_multi_stacks then
dm = dm:map(function(v)
return v:get_name()
end):unique()
end
return dm:count()
end
function api.formspec_escape_reverse(text)
text = text:gsub("\\%[", "["):gsub("\\%]", "]"):gsub("\\\\", "\\"):gsub("\\,", ","):gsub("\\;", ";")
return text
end
function api.merge_itemmaps(a, b)
for k, v in pairs(b) do
a[k] = (a[k] or 0) + v
end
end |
-- Commands interface. A simple way to handle dispatching commands and parse
-- arguments.
--
-- This file is licensed under the BSD 2-Clause license.
--
-- Copyright (c) 2016 Aaron Bolyard.
local function perform_dispatch(self, ...)
local command = select(1, ...)
if command and #command > 1 then
local func = self[string.lower(command)]
if func then
return pcall(func, select(2, ...))
end
end
return false, "command not found"
end
local M = {}
-- Creates a command object.
--
-- This object is callable, like a function. The first argument will be treated
-- as the command name. The dispatch method will return a boolean value
-- indicating success and any values returned by the invoked command. On error,
-- the boolean value will be false and an error message will be returned.
--
-- 't' should be a table that maps commands, represented as lower-case strings,
-- to commands. These commands should be callable.
--
-- Returns the command object.
function M.create(t)
return setmetatable(t or {}, { __call = perform_dispatch })
end
-- Parses 'line' into separate arguments.
--
-- Arguments are separated by whitespace. A quote character ('"') at the
-- beginning of an argument will include all characters, including whitespace,
-- until the next quote.
--
-- Returns the arguments individually.
function M.parse_arguments(line)
local quoted_argument = '^%s*"(.-)"'
local plain_argument = '^%s*([^%s]+)'
local args = {}
local is_done = false
repeat
local s, e, c
-- Advances the position to 'e + 1' and adds the match, 'c', to the
-- argument list.
local function add_argument()
table.insert(args, c)
line = string.sub(line, e + 1)
end
-- Attempt quoted arguments first.
--
-- The plain argument pattern can match quoted arguments, but quoted
-- arguments cannot match plain arguments.
s, e, c = string.find(line, quoted_argument)
if s then
add_argument()
else
s, e, c = string.find(line, plain_argument)
if s then
add_argument()
end
end
is_done = not e
until is_done
return unpack(args)
end
return M
|
local api = vim.api
local custom_options = { noremap = true, silent = true }
local M = {}
M.map = function(mode, target, source, opts)
api.nvim_set_keymap(mode, target, source, opts or custom_options)
end
for _, mode in ipairs({ "n", "o", "i", "x", "t" }) do
M[mode .. "map"] = function(...)
M.map(mode, ...)
end
end
M.buf_map = function(bufnr, mode, target, source, opts)
api.nvim_buf_set_keymap(bufnr or 0, mode, target, source, opts or custom_options)
end
M.command = function(name, fn)
vim.cmd(string.format("command! %s %s", name, fn))
end
M.lua_command = function(name, fn)
M.command(name, "lua " .. fn)
end
M.input = function(keys, mode)
api.nvim_feedkeys(M.t(keys), mode or "m", true)
end
return M
|
BASE_DIR = path.getabsolute("..")
THIRD_PARTY_DIR = path.join(BASE_DIR, "3rdparty")
TUTORIAL_BUILD_DIR = path.join(BASE_DIR, "build")
BGFX_DIR = path.join(THIRD_PARTY_DIR, "bgfx")
BX_DIR = path.join(THIRD_PARTY_DIR, "bx")
BIMG_DIR = path.join(THIRD_PARTY_DIR, "bimg")
SRC_DIR = path.join(BASE_DIR, "src")
function copyLib()
end
newoption {
trigger = "with-tools",
description = "Build with tools."
}
solution "isosurface-tutorial-genie"
configurations {
"debug",
"development",
"release",
}
if _ACTION:match "xcode*" then
platforms {
"Universal",
}
else
platforms {
"x32",
"x64",
-- "Xbox360",
"Native", -- for targets where bitness is not specified
}
end
language "C++"
--flags { "NoRTTI", "NoExceptions" }
configuration {}
dofile("toolchain.lua")
toolchain(TUTORIAL_BUILD_DIR, THIRD_PARTY_DIR)
project ("marching_squares")
kind "ConsoleApp"
includedirs {
path.join(BGFX_DIR, "include"),
path.join(BX_DIR, "include"),
path.join(BIMG_DIR, "include"),
}
files {
path.join(SRC_DIR, "marching_squares/*.cpp"),
path.join(SRC_DIR, "marching_squares/*.h"),
}
links {
"glfw",
"bgfx",
"bimg",
"bx",
}
configuration { "linux-*" }
links {
"X11",
"Xrandr",
"pthread",
"GL",
}
configuration {}
group "libs"
dofile(path.join(BGFX_DIR, "scripts/bgfx.lua"))
bgfxProject("", "StaticLib")
dofile (path.join(BX_DIR, "scripts/bx.lua"))
dofile (path.join(BIMG_DIR, "scripts/bimg.lua"))
dofile (path.join(BIMG_DIR, "scripts/bimg_encode.lua"))
dofile (path.join(BIMG_DIR, "scripts/bimg_decode.lua"))
if _OPTIONS["with-tools"] then
group "tools"
dofile(path.join(BGFX_DIR, "scripts/shaderc.lua"))
dofile(path.join(BGFX_DIR, "scripts/texturec.lua"))
end
dofile("tests.lua")
|
project "BenchLib"
kind "StaticLib"
if zpm.option( "ProfileMemory" ) then
zpm.export [[
defines "BENCHLIB_ENABLE_MEMPROFILE"
]]
end
zpm.export [[
includedirs "benchmark/include/"
flags "C++11"
]]
|
--[[
Name: cl_init.lua
For: SantosRP
By: TalosLife
]]--
include "shared.lua"
ENT.RenderGroup = RENDERGROUP_BOTH
function ENT:Initialize()
self.m_sndBurnSound = CreateSound( self, "weapons/flaregun/burn.wav" )
end
function ENT:OnRemove()
if self.m_sndBurnSound then self.m_sndBurnSound:Stop() end
end
function ENT:Think()
if not self:GetLit() then return end
if not self.m_sndBurnSound:IsPlaying() then
self.m_sndBurnSound:SetSoundLevel( 65 )
self.m_sndBurnSound:Play()
end
end |
--[[ Copyright (c) 2019 dgw
* Part of the Warehousing mod
*
* See License.txt in the project directory for license information.
--]]
-- migrate from old single logistic research to the new pair of techs
-- relies on JSON migration to rename the old tech to level 2 first
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if technologies["warehouse-logistics-research-2"].researched then
technologies["warehouse-logistics-research-1"].researched = true
end
end
|
local function map(list, mapper)
local listType = type(list)
assert(listType == "table", "expected a table for first argument, got " .. listType)
local mapperType = type(mapper)
assert(mapperType == "function", "expected a function for second argument, got " .. mapperType)
local new = {}
local index = 1
for i = 1, #list do
local value = mapper(list[i], i)
if value ~= nil then
new[index] = value
index = index + 1
end
end
return new
end
return map |
return setmetatable({},{
__index = function(_, key: string)
return function(duration: number?)
return TweenInfo.new(duration or 0, Enum.EasingStyle[key])
end
end,
}) |
-- Copyright (C) Miracle
-- Copyright (C) OpenWAF
local _M = {
_VERSION = "0.0.3"
}
local ffi = require "ffi"
local cjson = require "cjson.safe"
local twaf_action = require "lib.twaf.inc.action"
local ngx_ERR = ngx.ERR
local ngx_log = ngx.log
local ngx_exit = ngx.exit
local ngx_header = ngx.header
local timer = ngx.timer.at
local ngx_re_find = ngx.re.find
local ngx_var = ngx.var
local ngx_get_phase = ngx.get_phase
local ngx_socket_tcp = ngx.socket.tcp
local ngx_req_get_uri_args = ngx.req.get_uri_args
function _M.ffi_copy(value, len)
local buf = ffi.new(ffi.typeof("char[?]"), len + 1)
ffi.copy(buf, value)
return buf
end
function _M.ffi_str(value, len)
return ffi.string(value, len)
end
function _M.load_lib(cpath, lib_name)
for k, v in (cpath or ""):gmatch("[^;]+") do
local lib_path = k:match("(.*/)")
if lib_path then
-- "lib_path" could be nil. e.g, the dir path component is "."
lib_path = lib_path .. (lib_name or "")
local f = io.open(lib_path)
if f ~= nil then
f:close()
return ffi.load(lib_path)
end
end
end
ngx.log(ngx.WARN, "load lib failed - ", lib_name)
end
function _M.string_trim(self, str)
return (str:gsub("^%s*(.-)%s*$", "%1"))
end
--Only the first character to take effect in separator.
function _M.string_split(self, str, sep)
local fields = {}
local pattern = string.format("([^%s]+)", sep)
str:gsub(pattern, function(c) fields[#fields + 1] = c end)
return fields
end
-- If the separator with '-', '*', '+', '?', '%', '.', '[', ']', '^', it should add escape character
function _M.string_ssplit(self, str, sep)
if not str or not sep then
return str
end
local result = {}
for m in (str..sep):gmatch("(.-)"..sep) do
table.insert(result, m)
end
return result
end
-- When processing the request message, it is recommended to use this function
-- no object request pahse,this function does't work
function _M.string_split_re(self, str, sep)
if not str or not sep then
return str
end
local result = {}
repeat
local len = #str
if len <= 0 then
break
end
local from, to, err = ngx.re.find(str, sep, "oij")
if not from then
table.insert(result, str)
break
else
table.insert(result, str:sub(1, from - 1))
str = str:sub(to + 1)
end
until false
return result
end
function _M.get_cookie_table(self, text_cookie)
local text_cookie = ngx_var.http_cookie
if not text_cookie then
return {}
end
local cookie_table = {}
local cookie_string = _M:string_split(text_cookie, ";")
for _, value in ipairs(cookie_string) do
value = _M:string_trim(value)
local result = _M:string_split(value, "=")
if result[1] then
cookie_table[result[1]] = result[2]
end
end
return cookie_table
end
function _M.get_cookie(self, _twaf, key)
local cookie = ngx_var.http_cookie
if cookie == nil then
return nil, "no any cookie found in the current request"
end
local cookie_table = _twaf:ctx().cookie_table
if cookie_table == nil then
cookie_table = _M:get_cookie_table(cookie)
_twaf:ctx().cookie_table = cookie_table
end
return cookie_table[key]
end
local function _bake_cookie(cookie)
if not cookie.name or not cookie.value then
return nil, 'missing cookie field "name" or "value"'
end
if cookie["max-age"] then
cookie.max_age = cookie["max-age"]
end
local str = cookie.name .. "=" .. cookie.value
.. (cookie.expires and "; Expires=" .. cookie.expires or "")
.. (cookie.max_age and "; Max-Age=" .. cookie.max_age or "")
.. (cookie.domain and "; Domain=" .. cookie.domain or "")
.. (cookie.path and "; Path=" .. cookie.path or "")
.. (cookie.secure and "; Secure" or "")
.. (cookie.httponly and "; HttpOnly" or "")
.. (cookie.extension and "; " .. cookie.extension or "")
return str
end
function _M.set_cookie(self, cookie)
local cookie_str, err
if type(cookie) == "table" then
cookie_str, err = _bake_cookie(cookie)
else
cookie_str = cookie
end
if cookie_str == nil then
ngx_log(ngx_ERR, err)
return
end
local Set_Cookie = ngx_header['Set-Cookie']
local set_cookie_type = type(Set_Cookie)
local t = {}
if set_cookie_type == "string" then
-- only one cookie has been setted
if Set_Cookie ~= cookie_str then
t[1] = Set_Cookie
t[2] = cookie_str
ngx_header['Set-Cookie'] = t
end
elseif set_cookie_type == "table" then
-- more than one cookies has been setted
local size = #Set_Cookie
-- we can not set cookie like ngx.header['Set-Cookie'][3] = val
-- so create a new table, copy all the values, and then set it back
for i=1, size do
t[i] = ngx_header['Set-Cookie'][i]
if t[i] == cookie_str then
-- new cookie is duplicated
return true
end
end
t[size + 1] = cookie_str
ngx_header['Set-Cookie'] = t
else
-- no cookie has been setted
ngx_header['Set-Cookie'] = cookie_str
end
end
--time ip agent key time
function _M.set_cookie_value(self, request, key)
if type(key) ~= "string" then
ngx.log(ngx.WARN, "the cookie key not string in set_cookie_value")
return ""
end
local time = request.TIME_EPOCH or ngx.time()
local addr = request.REMOTE_ADDR or ngx.var.remote_addr
local agent = request.http_user_agent or ngx.var.http_user_agent or ""
local crc32_buf = time..addr..agent..key..time
local crc32 = ngx.crc32_long(crc32_buf)
return time..":"..crc32.."; path=/"
end
function _M.check_cookie_value(self, cookie, request, key, timeout)
if not cookie or type(key) ~= "string" then
ngx.log(ngx.WARN, "not cookie or key not a string in check_cookie_value")
return false
end
local from = cookie:find(":")
if not from or from == 1 or from == #cookie then
return false
end
local time = tonumber(cookie:sub(1, from - 1)) or 0
local crc = tonumber(cookie:sub(from + 1)) or 0
local now = request.TIME_EPOCH or ngx.time()
local addr = request.REMOTE_ADDR or ngx.var.remote_addr
local agent = request.http_user_agent or ngx.var.http_user_agent or ""
local crc32_buf = time..addr..agent..key..time
local crc32 = ngx.crc32_long(crc32_buf)
if crc == crc32 then
if timeout and (now - time) > timeout then
return ngx.AGAIN
end
return true
end
return false
end
function _M.flush_expired(premature, _twaf, dict, delay)
dict:flush_expired()
if not dict:get("add_timer") then
return nil, "twaf_func:flush_expired - don't have key \"add_timer\""
end
local ok, err = timer(delay, _M.flush_expired, _twaf, dict, delay)
if not ok then
dict:set("add_timer", nil)
end
return ok, err
end
function _M.dict_flush_expired(self, _twaf, dict, delay)
local add_timer = dict:get("add_timer")
if not add_timer then
dict:add("add_timer", 1)
local ok, err = timer(delay, _M.flush_expired, _twaf, dict, delay)
if not ok then
ngx_log(ngx_ERR, "twaf_func:dict_flush_expired - failed to create timer: ", err)
dict:set("add_timer", nil)
return
end
end
end
function _M.match(self, subject, complex, options)
if complex == nil then
return false
end
local res
if type(complex) == "string" then
res = ngx.re.find(subject, complex, options)
if res then
return true
end
elseif type(complex) == "table" then
for _, v in pairs(complex) do
res = ngx.re.find(subject, v, options)
if res then
return true
end
end
end
return false
end
function _M.state(self, state)
if state == nil then
return false
end
-- dynamic state
if type(state) == "string" then
state = state:sub(2)
local ds_state = ngx_var[state]
if ds_state == "1" then
return true
elseif ds_state == "0" then
return false
end
return false
end
if type(state) == "boolean" then
return state
end
return false
end
function _M.get_variable(self, key)
local str = nil
local request = twaf:ctx().request
if type(request[key]) == "function" then
str = _M:table_to_string(request[key]())
elseif key:sub(1,1) == "%" then
str = _M:parse_dynamic_value(key ,request)
else
str = _M:table_to_string(request[key])
end
if str == nil then
return "-"
end
return str
end
function _M.key(self, key_var)
local key
if type(key_var) == "string" then
key = self:get_variable(key_var)
elseif type(key_var) == "table" then
if type(key_var[1]) == "string" then
key = self:get_variable(key_var[1])
for i = 2, #key_var do
key = key .. self:get_variable(key_var[i])
end
elseif type(key_var[1]) == "table" then
for _, key_m in ipairs(key_var) do
local key_n = self:get_variable(key_m[1])
for i = 2, #key_m do
key_n = key_n .. self:get_variable(key_m[i])
end
key[#key+1] = key_n
end
end
end
return key
end
function _M.get_dict_info(self, dict, key)
return dict:get(key) or 0
end
function _M.content_length_operation(self, num, operator)
local phase = ngx_get_phase()
if phase ~= "header_filter" then
return nil
end
local content_length = ngx_header['Content-Length']
if content_length ~= nil then
if operator == "add" then
ngx_header['Content-Length'] = content_length + num
elseif operator == "sub" then
ngx_header['Content-Length'] = content_length - num
end
end
return nil
end
function _M.tcp_connect(self, host, port, timeout)
local sock, err = ngx_socket_tcp()
if not sock then
ngx_log(ngx_ERR, err)
return nil
end
if timeout then
sock:settimeout(timeout)
end
local ok, err = sock:connect(host, port)
if not ok then
ngx_log(ngx_ERR, err)
return nil
end
return sock
end
function _M.random_id(self, max_len)
local s0 = "1234567890"
local s1 = "abcdefghijklmnopqrstuvwxyz"
local s2 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local seed = tostring(os.time())..tostring(ngx.var.stat_requests)
math.randomseed(tonumber(seed))
local srt = ""
local str = s0 .. s1 .. s2
for i = 1, max_len, 1 do
local index = math.random(1, #str)
srt = srt .. str:sub(index, index)
end
return srt
end
function _M.copy_table(self, st)
local new_tab = {}
for k, v in pairs(st or {}) do
if k == "lua" then
new_tab[k] = tostring(v)
else
if type(v) ~= "table" then
new_tab[k] = v
else
new_tab[k] = _M:copy_table(v)
end
end
end
return new_tab
end
function _M.copy_value(self, val)
if type(val) == "table" then
return _M:copy_table(val)
end
return val
end
function _M.table_has_value(self, tb, value)
if type(tb) ~= "table" or type(value) == "table" then
return false
end
for _, v in pairs(tb) do
if type(v) == "table" then
return _M:table_has_value(v, value)
else
if type(v) == type(value) and v == value then
return true
end
end
end
return false
end
function _M.table_keys(self, tb)
if type(tb) ~= "table" then
ngx.log(ngx.WARN, type(tb) .. " was given to table_keys")
return tb
end
local t = {}
for key, _ in pairs(tb) do
table.insert(t, key)
end
return t
end
function _M.table_values(self, tb)
if type(tb) ~= "table" then
ngx.log(ngx.WARN, type(tb) .. " was given to table_values")
return tb
end
local t = {}
for _, value in pairs(tb) do
if type(value) == "table" then
local tab = _M:table_values(value)
for _, v in pairs(tab) do
table.insert(t, v)
end
else
table.insert(t, value)
end
end
return t
end
function _M.multi_table_values(self, ...)
local t = {}
for _, tb in ipairs({...}) do
local t1 = _M:table_values(tb)
for _, v in ipairs(t1) do
table.insert(t, v)
end
end
return t
end
function _M.check_rules(self, conf, rule)
local log = {}
-- id
if type(rule.id) ~= "string" then
table.insert(log, "ID("..tostring(rule.id).."): string expected, got "..type(rule.id))
rule.id = tostring(rule.id)
end
if conf.rules_id[rule.id] then
table.insert(log, "ID: "..rule.id.." is duplicate")
end
-- phase
local phase_arr = {access = 1, header_filter = 1, body_filter = 1}
local p_func = function(phase)
local t = type(phase)
if t == "string" then
if not phase_arr[phase] then
table.insert(log, "phase: 'access', 'header_filter' or "..
"'body_filter' expected, got "..
phase.." in rule ID: "..rule.id)
end
else
table.insert(log, "phase: 'string' or 'table' expected, got "..
t.." in rule ID: "..rule.id)
end
end
if type(rule.phase) ~= "table" then
p_func(rule.phase)
else
for _, v in ipairs(rule.phase) do
p_func(v)
end
end
if #log > 0 then
ngx.log(ngx.WARN, cjson.encode(log))
return false, log
end
return true
end
local function sanitise_request_line(ctx, request)
local s
local func = function(m)
local str = ""
for i = 1, #m - 1 do
str = str.."*"
end
str = s.."="..str..m:sub(-1, -1)
return str
end
local r_line = request.REQUEST_LINE
if r_line and ctx.sanitise_uri_args then
for _, arg in pairs(ctx.sanitise_uri_args) do
s = arg
r_line = string.gsub(r_line, arg.."=(.-[& ])", func)
end
end
ctx.sanitise_uri_args = nil
return r_line or ""
end
local function table_value_to_string(tb)
if type(tb) ~= "table" then return tb end
for k, v in pairs(tb) do
if type(v) == "table" then
tb[k] = table_value_to_string(v)
elseif type(v) =="function" then
tb[k] = string.dump(v)
elseif type(v) == "userdata" then
tb[k] = 1
end
end
return tb
end
function _M.table_to_string(self, tb)
if type(tb) ~= "table" then return tb end
local tbl = _M:copy_table(tb)
local t = table_value_to_string(tbl)
return cjson.encode(t)
end
function _M.syn_config_process(self, _twaf, worker_config)
if type(worker_config) ~= "table" then
return nil
end
local phase = {"access", "header_filter", "body_filter"}
-- system rules
if worker_config.rules then
for phase, rules in pairs(worker_config.rules) do
for _, rule in ipairs(rules) do
if not rule.match then
for _, p in ipairs(phase) do
if rule[p] then
rule[p] = load(rule[p])
end
end
end
end
end
end
-- user defined rules
if worker_config.twaf_policy and worker_config.twaf_policy.policy_uuids then
for uuid, _ in pairs(worker_config.twaf_policy.policy_uuids) do
local policy = worker_config.twaf_policy[uuid]
if policy and policy.twaf_secrules then
local rules = policy.twaf_secrules.user_defined_rules
for _, rule in ipairs(rules or {}) do
if not rule.match then
for _, p in ipairs(phase) do
if rule[p] then
rule[p] = load(rule[p])
end
end
end
end
end
end
end
for k, v in pairs(worker_config) do
if type(_twaf.config[k]) == "userdata" then
worker_config[k] = _twaf.config[k]
end
end
return worker_config
end
function _M.syn_config(self, _twaf)
local gcf = _twaf:get_config_param("twaf_global")
local dict = ngx.shared[gcf.dict_name]
local wid = ngx.worker.id()
local wpid = ngx.worker.pid()
local res = dict:get("worker_process_"..wid)
if res and res ~= true and res ~= wpid then
res = true
end
if res == true then
ngx.log(ngx.ERR, "config synchronization ing..")
local worker_config = dict:get("worker_config")
worker_config = cjson.decode(worker_config)
_twaf.config = _M:syn_config_process(_twaf, worker_config) or _twaf.config
dict:set("worker_process_"..wid, wpid)
end
end
function _M.parse_dynamic_value(self, key, request)
local lookup = function(m)
local val = request[m[1]:upper()]
local specific = m[2]
if (not val) then
--logger.fatal_fail("Bad dynamic parse, no collection key " .. m[1])
return "-"
end
if (type(val) == "table") then
if (specific) then
return tostring(val[specific])
else
return _M:table_to_string(val)
--return tostring(m[1])
end
elseif (type(val) == "function") then
return tostring(val(twaf))
else
return tostring(val)
end
end
-- grab something that looks like
-- %{VAL} or %{VAL.foo}
-- and find it in the lookup table
local str = ngx.re.gsub(key, [[%{([^\.]+?)(?:\.([^}]+))?}]], lookup, "oij")
--logger.log(_twaf, "Parsed dynamic value is " .. str)
if (ngx.re.find(str, [=[^\d+$]=], "oij")) then
return tonumber(str)
else
return str
end
end
function _M.conf_log(self, _twaf, request, ctx)
local log = {}
local lcf = _twaf:get_config_param("twaf_log") or {}
local sef = lcf.safe_event_format
if not sef then
return false
end
for _, v in pairs(sef.ctx or {}) do
log[v] = _M:table_to_string(ctx[v]) or "-"
end
for _, v in pairs(sef.vars or {}) do
local value = request[v:upper()]
if type(value) == "function" then
value = _M:table_to_string(value())
else
value = _M:table_to_string(value)
end
log[v] = value or "-"
end
return log
end
function _M.rule_category(self, _twaf, rule_name)
for k, v in pairs(_twaf.config.category_map or {}) do
if ngx.re.find(rule_name, v.rule_name) then
return k
end
end
return "UNKNOWN"
end
function _M.rule_log(self, _twaf, info)
local ctx = _twaf:ctx()
local request = ctx.request
info.category = _M:rule_category(_twaf, info.rule_name)
-- reqstat
ctx.events.stat[info.category] = (info.action or "PASS"):upper()
-- attack response
if info.action == "DENY" then
ngx_var.twaf_attack_info = ngx_var.twaf_attack_info .. info.rule_name .. ";"
end
-- log
if info.log_state == true then
ctx.events.log[info.rule_name] = _M:conf_log(_twaf, ctx.request, info)
end
request.MATCHED_VARS = {}
request.MATCHED_VAR_NAMES = {}
-- action
return twaf_action:do_action(_twaf, info.action, info.action_meta)
end
function _M:print_G(_twaf)
local gcf = _twaf:get_config_param("twaf_global")
local shm = gcf.dict_name
if not shm then return end
local dict = ngx.shared[shm]
if not dict then return end
local path = dict:get("twaf_print_G")
if not path then return end
dict:delete("twaf_print_G")
local data = {}
local tablePrinted = {}
local printTableItem = function(tb, k, v, printTableItem)
k = tostring(k)
if type(v) == "table" then
if not tablePrinted[v] then
tb[k] = {}
tablePrinted[v] = true
for m, n in pairs(v) do
printTableItem(tb[k], m, n, printTableItem)
end
else
tb[k] = "'"..k.."' have existed"
end
else
tb[k] = tostring(v)
end
end
printTableItem(data, "_G", _G, printTableItem)
local f = io.open(path, "a+")
f:write(cjson.encode(data))
f:close()
return
end
function _M:print_ctx(_twaf)
local gcf = _twaf:get_config_param("twaf_global")
local shm = gcf.dict_name
if not shm then return end
local dict = ngx.shared[shm]
if not dict then return end
local path = dict:get("twaf_print_ctx")
if not path then return end
dict:delete("twaf_print_ctx")
local func = function(tb, func, data, tablePrinted)
data = data or {}
tablePrinted = tablePrinted or {}
if type(tb) ~= "table" then
return tostring(tb)
end
for k, v in pairs(tb) do
if type(v) == "table" then
if not tablePrinted[v] then
tablePrinted[v] = true
data[k] = func(v, func, data[k], tablePrinted)
else
data[k] = "'"..k.."' have existed"
end
else
data[k] = tostring(v)
end
end
return data
end
local data = func(_twaf:ctx(), func)
local f = io.open(path, "a+")
f:write(cjson.encode(data))
f:close()
end
function _M.table_merge(tb1, tb2)
if type(tb1) ~= "table" or type(tb2) ~= "table" then return tb1 end
for k, v in pairs(tb2) do
tb1[k] = v
end
return tb1
end
-- check json body
function _M.api_check_json_body(log)
ngx.req.read_body()
local body = ngx.req.get_body_data()
local res, data = pcall(cjson.decode, body)
if not res or type(data) ~= "table" then
log.success = 0
log.reason = "request body: json expected, got " .. (body or "nil")
return nil
end
return data
end
return _M
|
FACTION.name = "Hauptamt SS-Gericht"
FACTION.desc = "SS Court Main Office"
FACTION.color = Color(255, 0, 0)
FACTION.isDefault = false
FACTION.pay = 125
FACTION.payTime = 900
FACTION.isGloballyRecognized = true
FACTION_GERICH = FACTION.index |
return function(args)
local weblit = require 'weblit-app'
weblit.use(require 'weblit-auto-headers')
local web_hook_server = require './src/WebHookServer'(weblit)
weblit.start()
local build_manager = require './src/BuildManager'()
build_manager.add_builder(require './src/SshBuilder'({
server = 'ryan@192.168.1.15',
port = 22,
labels = { 'ubuntu', 'lenv' }
}))
build_manager.add_builder(require './src/SshBuilder'({
server = 'ryan@192.168.1.1',
port = 22,
labels = { 'ubuntu', 'lenv' }
}))
local configamajig = require './src/Configamajig'(
'sample/mach.lua-config.lua',
'sample/webhook-test-config.lua'
)
local build_scheduler = require './src/BuildScheduler'(
web_hook_server,
build_manager,
configamajig
)
end
|
-- neovim_helpers.lua
-- Set of wrappers to ease interaction with the neovim api
local cmd = vim.cmd
local global = vim.o
local map_key = vim.api.nvim_set_keymap
-- Set an option to a value
-- If no scopes specified then use global
local function opt(option, value, scopes)
scopes = scopes or {global}
for _, s in ipairs(scopes) do s[option] = value end
end
-- Create an autocommand
local function autocmd(group, cmds, clear)
clear = clear == nil and false or clear
if type(cmds) == 'string' then cmds = {cmds} end
cmd('augroup ' .. group)
if clear then cmd [[au!]] end
for _, c in ipairs(cmds) do cmd('autocmd ' .. c) end
cmd [[augroup END]]
end
-- Create a key binding
local function map(modes, lhs, rhs, opts)
opts = opts or {}
opts.noremap = opts.noremap == nil and true or opts.noremap
if type(modes) == 'string' then modes = {modes} end
for _, mode in ipairs(modes) do map_key(mode, lhs, rhs, opts) end
end
return {opt = opt, autocmd = autocmd, map = map}
|
if not modules then modules = { } end modules ['attr-col'] = {
version = 1.001,
comment = "companion to attr-col.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- this module is being reconstructed and code will move to other places
-- we can also do the nsnone via a metatable and then also se index 0
-- list could as well refer to the tables (instead of numbers that
-- index into another table) .. depends on what we need
local type, tonumber = type, tonumber
local concat = table.concat
local min, max, floor, mod = math.min, math.max, math.floor, math.mod
local attributes = attributes
local nodes = nodes
local utilities = utilities
local logs = logs
local backends = backends
local storage = storage
local context = context
local tex = tex
local variables = interfaces.variables
local v_yes = variables.yes
local v_no = variables.no
local p_split_comma = lpeg.tsplitat(",")
local p_split_colon = lpeg.splitat(":")
local lpegmatch = lpeg.match
local allocate = utilities.storage.allocate
local setmetatableindex = table.setmetatableindex
local report_attributes = logs.reporter("attributes","colors")
local report_colors = logs.reporter("colors","support")
local report_transparencies = logs.reporter("transparencies","support")
-- todo: document this but first reimplement this as it reflects the early
-- days of luatex / mkiv and we have better ways now
-- nb: attributes: color etc is much slower than normal (marks + literals) but ...
-- nb. too many "0 g"s
local states = attributes.states
local nodeinjections = backends.nodeinjections
local registrations = backends.registrations
local unsetvalue = attributes.unsetvalue
local enableaction = nodes.tasks.enableaction
local setaction = nodes.tasks.setaction
local registerstorage = storage.register
local formatters = string.formatters
local interfaces = interfaces
local implement = interfaces.implement
local texgetattribute = tex.getattribute
-- We can distinguish between rules and glyphs but it's not worth the trouble. A
-- first implementation did that and while it saves a bit for glyphs and rules, it
-- costs more resourses for transparencies. So why bother.
--
-- colors
--
-- we can also collapse the two attributes: n, n+1, n+2 and then
-- at the tex end add 0, 1, 2, but this is not faster and less
-- flexible (since sometimes we freeze color attribute values at
-- the lua end of the game)
--
-- we also need to store the colorvalues because we need then in mp
--
-- This is a compromis between speed and simplicity. We used to store the
-- values and data in one array, which made in neccessary to store the
-- converters that need node constructor into strings and evaluate them
-- at runtime (after reading from storage). Think of:
--
-- colors.strings = colors.strings or { }
--
-- if environment.initex then
-- colors.strings[color] = "return colors." .. colorspace .. "(" .. concat({...},",") .. ")"
-- end
--
-- registerstorage("attributes/colors/data", colors.strings, "attributes.colors.data") -- evaluated
--
-- We assume that only processcolors are defined in the format.
attributes.colors = attributes.colors or { }
local colors = attributes.colors
local a_color = attributes.private('color')
local a_selector = attributes.private('colormodel')
colors.data = allocate()
colors.values = colors.values or { }
colors.registered = colors.registered or { }
colors.weightgray = true
colors.attribute = a_color
colors.selector = a_selector
colors.default = 1
colors.main = nil
colors.triggering = true
colors.supported = true
colors.model = "all"
local data = colors.data
local values = colors.values
local registered = colors.registered
local numbers = attributes.numbers
local list = attributes.list
registerstorage("attributes/colors/values", values, "attributes.colors.values")
registerstorage("attributes/colors/registered", registered, "attributes.colors.registered")
local f_colors = {
rgb = formatters["r:%s:%s:%s"],
cmyk = formatters["c:%s:%s:%s:%s"],
gray = formatters["s:%s"],
spot = formatters["p:%s:%s:%s:%s"],
}
local models = {
[interfaces.variables.none] = unsetvalue,
black = unsetvalue,
bw = unsetvalue,
all = 1,
gray = 2,
rgb = 3,
cmyk = 4,
}
local function rgbtocmyk(r,g,b) -- we could reduce
if not r then
return 0, 0, 0
else
return 1-r, 1-g, 1-b, 0
end
end
local function cmyktorgb(c,m,y,k)
if not c then
return 0, 0, 0, 1
else
return 1.0 - min(1.0,c+k), 1.0 - min(1.0,m+k), 1.0 - min(1.0,y+k)
end
end
local function rgbtogray(r,g,b)
if not r then
return 0
end
local w = colors.weightgray
if w == true then
return .30*r + .59*g + .11*b
elseif not w then
return r/3 + g/3 + b/3
else
return w[1]*r + w[2]*g + w[3]*b
end
end
local function cmyktogray(c,m,y,k)
return rgbtogray(cmyktorgb(c,m,y,k))
end
-- http://en.wikipedia.org/wiki/HSI_color_space
-- http://nl.wikipedia.org/wiki/HSV_(kleurruimte)
-- h /= 60; // sector 0 to 5
-- i = floor( h );
-- f = h - i; // factorial part of h
local function hsvtorgb(h,s,v)
if s > 1 then
s = 1
elseif s < 0 then
s = 0
elseif s == 0 then
return v, v, v
end
if v > 1 then
s = 1
elseif v < 0 then
v = 0
end
if h < 0 then
h = 0
elseif h >= 360 then
h = mod(h,360)
end
local hd = h / 60
local hi = floor(hd)
local f = hd - hi
local p = v * (1 - s)
local q = v * (1 - f * s)
local t = v * (1 - (1 - f) * s)
if hi == 0 then
return v, t, p
elseif hi == 1 then
return q, v, p
elseif hi == 2 then
return p, v, t
elseif hi == 3 then
return p, q, v
elseif hi == 4 then
return t, p, v
elseif hi == 5 then
return v, p, q
else
print("error in hsv -> rgb",h,s,v)
return 0, 0, 0
end
end
local function rgbtohsv(r,g,b)
local offset, maximum, other_1, other_2
if r >= g and r >= b then
offset, maximum, other_1, other_2 = 0, r, g, b
elseif g >= r and g >= b then
offset, maximum, other_1, other_2 = 2, g, b, r
else
offset, maximum, other_1, other_2 = 4, b, r, g
end
if maximum == 0 then
return 0, 0, 0
end
local minimum = other_1 < other_2 and other_1 or other_2
if maximum == minimum then
return 0, 0, maximum
end
local delta = maximum - minimum
return (offset + (other_1-other_2)/delta)*60, delta/maximum, maximum
end
local function graytorgb(s) -- unweighted
return 1-s, 1-s, 1-s
end
local function hsvtogray(h,s,v)
return rgb_to_gray(hsv_to_rgb(h,s,v))
end
local function graytohsv(s)
return 0, 0, s
end
colors.rgbtocmyk = rgbtocmyk
colors.rgbtogray = rgbtogray
colors.cmyktorgb = cmyktorgb
colors.cmyktogray = cmyktogray
colors.rgbtohsv = rgbtohsv
colors.hsvtorgb = hsvtorgb
colors.hsvtogray = hsvtogray
colors.graytohsv = graytohsv
-- we can share some *data by using s, rgb and cmyk hashes, but
-- normally the amount of colors is not that large; storing the
-- components costs a bit of extra runtime, but we expect to gain
-- some back because we have them at hand; the number indicates the
-- default color space
function colors.gray(s)
return { 2, s, s, s, s, 0, 0, 0, 1-s }
end
function colors.rgb(r,g,b)
local s = rgbtogray(r,g,b)
local c, m, y, k = rgbtocmyk(r,g,b)
return { 3, s, r, g, b, c, m, y, k }
end
function colors.cmyk(c,m,y,k)
local s = cmyktogray(c,m,y,k)
local r, g, b = cmyktorgb(c,m,y,k)
return { 4, s, r, g, b, c, m, y, k }
end
--~ function colors.spot(parent,f,d,p)
--~ return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
--~ end
function colors.spot(parent,f,d,p)
-- inspect(parent) inspect(f) inspect(d) inspect(p)
if type(p) == "number" then
local n = list[numbers.color][parent] -- hard coded ref to color number
if n then
local v = values[n]
if v then
-- the via cmyk hack is dirty, but it scales better
local c, m, y, k = p*v[6], p*v[7], p*v[8], p*v[8]
local r, g, b = cmyktorgb(c,m,y,k)
local s = cmyktogray(c,m,y,k)
return { 5, s, r, g, b, c, m, y, k, parent, f, d, p }
end
end
else
-- todo, multitone (maybe p should be a table)
local ps = lpegmatch(p_split_comma,p)
local ds = lpegmatch(p_split_comma,d)
local c, m, y, k = 0, 0, 0, 0
local done = false
for i=1,#ps do
local p = tonumber(ps[i])
local d = ds[i]
if p and d then
local n = list[numbers.color][d] -- hard coded ref to color number
if n then
local v = values[n]
if v then
c = c + p*v[6]
m = m + p*v[7]
y = y + p*v[8]
k = k + p*v[8]
done = true
end
end
end
end
if done then
local r, g, b = cmyktorgb(c,m,y,k)
local s = cmyktogray(c,m,y,k)
local f = tonumber(f)
return { 5, s, r, g, b, c, m, y, k, parent, f, d, p }
end
end
return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
end
local function graycolor(...) graycolor = nodeinjections.graycolor return graycolor(...) end
local function rgbcolor (...) rgbcolor = nodeinjections.rgbcolor return rgbcolor (...) end
local function cmykcolor(...) cmykcolor = nodeinjections.cmykcolor return cmykcolor(...) end
local function spotcolor(...) spotcolor = nodeinjections.spotcolor return spotcolor(...) end
local function extender(colors,key)
if colors.supported and key == "none" then
local d = graycolor(0)
colors.none = d
return d
end
end
local function reviver(data,n)
if colors.supported then
local v = values[n]
local d
if not v then
local gray = graycolor(0)
d = { gray, gray, gray, gray }
report_attributes("unable to revive color %a",n)
else
local model = colors.forcedmodel(v[1])
if model == 2 then
local gray = graycolor(v[2])
d = { gray, gray, gray, gray }
elseif model == 3 then
local gray, rgb, cmyk = graycolor(v[2]), rgbcolor(v[3],v[4],v[5]), cmykcolor(v[6],v[7],v[8],v[9])
d = { rgb, gray, rgb, cmyk }
elseif model == 4 then
local gray, rgb, cmyk = graycolor(v[2]), rgbcolor(v[3],v[4],v[5]), cmykcolor(v[6],v[7],v[8],v[9])
d = { cmyk, gray, rgb, cmyk }
elseif model == 5 then
local spot = spotcolor(v[10],v[11],v[12],v[13])
-- d = { spot, gray, rgb, cmyk }
d = { spot, spot, spot, spot }
end
end
data[n] = d
return d
end
end
setmetatableindex(colors, extender)
setmetatableindex(colors.data, reviver)
function colors.filter(n)
return concat(data[n],":",5)
end
-- unweighted (flat) gray could be another model but a bit work as we need to check:
--
-- attr-col colo-ini colo-run
-- grph-inc grph-wnd
-- lpdf-col lpdf-fmt lpdf-fld lpdf-grp
-- meta-pdf meta-pdh mlib-pps
--
-- but as we never needed it we happily delay that.
function colors.setmodel(name,weightgray)
if weightgray == true or weightgray == v_yes then
weightgray = true
elseif weightgray == false or weightgray == v_no then
weightgray = false
else
local r, g, b = lpegmatch(p_split_colon,weightgray)
if r and g and b then
weightgray = { r, g, b }
else
weightgray = true
end
end
colors.model = name -- global, not useful that way
colors.default = models[name] or 1 -- global
colors.weightgray = weightgray -- global
return colors.default
end
function colors.register(name, colorspace, ...) -- passing 9 vars is faster (but not called that often)
local stamp = f_colors[colorspace](...)
local color = registered[stamp]
if not color then
color = #values + 1
values[color] = colors[colorspace](...)
registered[stamp] = color
-- colors.reviver(color)
end
if name then
list[a_color][name] = color -- not grouped, so only global colors
end
return registered[stamp]
end
function colors.value(id)
return values[id]
end
attributes.colors.handler = nodes.installattributehandler {
name = "color",
namespace = colors,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.selective,
resolver = function() return colors.main end,
}
function colors.enable(value)
setaction("shipouts","attributes.colors.handler",not (value == false or not colors.supported))
end
function colors.forcesupport(value) -- can move to attr-div
colors.supported = value
report_colors("color is %ssupported",value and "" or "not ")
colors.enable(value)
end
function colors.toattributes(name)
local mc = list[a_color][name]
local mm = texgetattribute(a_selector)
return (mm == unsetvalue and 1) or mm or 1, mc or list[a_color][1] or unsetvalue
end
-- transparencies
local a_transparency = attributes.private('transparency')
attributes.transparencies = attributes.transparencies or { }
local transparencies = attributes.transparencies
transparencies.registered = transparencies.registered or { }
transparencies.data = allocate()
transparencies.values = transparencies.values or { }
transparencies.triggering = true
transparencies.attribute = a_transparency
transparencies.supported = true
local registered = transparencies.registered -- we could use a 2 dimensional table instead
local data = transparencies.data
local values = transparencies.values
local f_transparency = formatters["%s:%s"]
registerstorage("attributes/transparencies/registered", registered, "attributes.transparencies.registered")
registerstorage("attributes/transparencies/values", values, "attributes.transparencies.values")
local function inject_transparency(...)
inject_transparency = nodeinjections.transparency
return inject_transparency(...)
end
local function register_transparency(...)
register_transparency = registrations.transparency
return register_transparency(...)
end
function transparencies.register(name,a,t,force) -- name is irrelevant here (can even be nil)
-- Force needed here for metapost converter. We could always force
-- but then we'd end up with transparencies resources even if we
-- would not use transparencies (but define them only). This is
-- somewhat messy.
local stamp = f_transparency(a,t)
local n = registered[stamp]
if not n then
n = #values + 1
values[n] = { a, t }
registered[stamp] = n
if force then
register_transparency(n,a,t)
end
elseif force and not data[n] then
register_transparency(n,a,t)
end
if name then
list[a_transparency][name] = n -- not grouped, so only global transparencies
end
return registered[stamp]
end
local function extender(transparencies,key)
if colors.supported and key == "none" then
local d = inject_transparency(0)
transparencies.none = d
return d
end
end
local function reviver(data,n)
if transparencies.supported then
local v = values[n]
local d
if not v then
d = inject_transparency(0)
else
d = inject_transparency(n)
register_transparency(n,v[1],v[2])
end
data[n] = d
return d
else
return ""
end
end
setmetatableindex(transparencies,extender)
setmetatableindex(transparencies.data,reviver) -- register if used
-- check if there is an identity
function transparencies.value(id)
return values[id]
end
attributes.transparencies.handler = nodes.installattributehandler {
name = "transparency",
namespace = transparencies,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
function transparencies.enable(value) -- nil is enable
setaction("shipouts","attributes.transparencies.handler",not (value == false or not transparencies.supported))
end
function transparencies.forcesupport(value) -- can move to attr-div
transparencies.supported = value
report_transparencies("transparency is %ssupported",value and "" or "not ")
transparencies.enable(value)
end
function transparencies.toattribute(name)
return list[a_transparency][name] or unsetvalue
end
--- colorintents: overprint / knockout
attributes.colorintents = attributes.colorintents or { }
local colorintents = attributes.colorintents
colorintents.data = allocate() -- colorintents.data or { }
colorintents.attribute = attributes.private('colorintent')
colorintents.registered = allocate {
overprint = 1,
knockout = 2,
}
local data, registered = colorintents.data, colorintents.registered
local function extender(colorintents,key)
if key == "none" then
local d = data[2]
colorintents.none = d
return d
end
end
local function reviver(data,n)
if n == 1 then
local d = nodeinjections.overprint() -- called once
data[1] = d
return d
elseif n == 2 then
local d = nodeinjections.knockout() -- called once
data[2] = d
return d
end
end
setmetatableindex(colorintents, extender)
setmetatableindex(colorintents.data, reviver)
function colorintents.register(stamp)
return registered[stamp] or registered.overprint
end
colorintents.handler = nodes.installattributehandler {
name = "colorintent",
namespace = colorintents,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
function colorintents.enable()
enableaction("shipouts","attributes.colorintents.handler")
end
-- interface
implement { name = "enablecolor", onlyonce = true, actions = colors.enable }
implement { name = "enabletransparency", onlyonce = true, actions = transparencies.enable }
implement { name = "enablecolorintents", onlyonce = true, actions = colorintents.enable }
--------- { name = "registercolor", actions = { colors .register, context }, arguments = "string" }
--------- { name = "registertransparency", actions = { transparencies.register, context }, arguments = "string" }
implement { name = "registercolorintent", actions = { colorintents .register, context }, arguments = "string" }
|
require('stdlib/string')
local tools = {}
function tools.protect_entity(entity)
entity.minable = false
entity.destructible = false
end
function tools.link_in_spawn(pos)
local link_in = game.surfaces[GAME_SURFACE_NAME].create_entity {
name = "linked-belt",
position = pos,
force = game.forces["neutral"]
}
link_in.linked_belt_type = "input"
return link_in
end
function tools.link_out_spawn(pos)
local link_out = game.surfaces[GAME_SURFACE_NAME].create_entity {
name = "linked-belt",
position = pos,
force = game.forces["neutral"]
}
link_out.linked_belt_type = "output"
return link_out
end
function tools.link_belts(player, inp, outp)
local p = player.print
if inp.valid and outp.valid then
inp.connect_linked_belts(outp)
if inp.linked_belt_neighbour == out then
p("Success")
tools.protect_entity(inp)
tools.protect_entity(outp)
elseif inp.linked_belt_neighbour ~= outp then
p("Couldn't make link")
return
end
else
p("Invalid")
end
end
commands.add_command("make", "magic", function(command)
local player = game.players[command.player_index]
local args = string.split(command.parameter, " ")
if not args[1] then args[1] = false end
if not args[2] then args[2] = false end
tools.make(player, args[1], args[2])
end)
commands.add_command("replace",
"attempts to replace entities in the held blueprint",
function(command)
local player = game.players[command.player_index]
local args = string.split(command.parameter, " ")
args[1], args[2] = args[1] or false, args[2] or false
if not args[1] or not args[2] then
player.print("No source and/or replacement entity given.")
return
end
tools.replace(player, args[1], args[2])
end)
--[[
commands.add_command("layout", "save entity layout to file", function(command)
local player = game.players[command.player_index]
local area = command.parameter
tools.save_layout(player, area)
end)
function tools.save_layout(player, area)
local p = player.print
if not player.admin then
p("[ERROR] You're not admin!")
return
end
local surface = player.surface
game.write_file('layout.lua', '', false, player.index)
if not area.left_top then
local l_t = {x = area[1].x or area[1][1], y = area[1].y or area[1][2]}
end
if not area.right_bottom then
local r_b = {x = area[2].x or area[2][1], y = area[2].y or area[2][2]}
end
local area = area or {left_top = l_t, right_bottom = r_b}
local entities = surface.find_entities_filtered {area = area}
local data = {position = {}, name = {}, direction = {}, force = {}}
for _, e in pairs(entities) do
if e.name ~= 'character' then
table.insert(data.position, e.position)
table.insert(data.name, e.name)
table.insert(data.direction, tostring(e.direction))
table.insert(data.force, player.force.name)
end
end
game.write_file('layout.lua', "layout = " .. serpent.block(data) .. '\n',
false, player.index)
p("Done.\n" .. data.name.count() ..
" entities logged to \\script-output\\layout.lua")
end
--]]
function tools.make(player, sharedobject, flow)
local p = player.print
if not player.admin then
p("[ERROR] You're not admin!")
return
end
if sharedobject == "link" then
local link_in = global.oarc_players[player.name].link_in or nil
local link_out = global.oarc_players[player.name].link_out or nil
if link_in == link_out then
p(
"[ERROR] Last logged input belt is the same as last logged output belt. Specify a new belt with /make mode <in/out>")
return false
end
tools.link_belts(player, link_in, link_out)
end
if sharedobject == "mode" then
local sel = player.selected
if not sel then
p("[ERROR] Place your cursor over the target linked belt.")
return false
end
if sel.name == "linked-belt" then
if flow == "in" then
global.oarc_players[player.name].link_in = sel
local link_in = global.oarc_players[player.name].link_in
if link_in.linked_belt_type == "input" then
p(
"MODE already set to INPUT. '/make mode output' to link an OUTPUT belt. '/make link' to connect.")
return link_in
else
link_in.linked_belt_type = "input"
p(
"MODE set to INPUT. '/make mode output' to link an OUTPUT belt. '/make link' to connect.")
return link_in
end
elseif flow == "out" then
global.oarc_players[player.name].link_out = sel
local link_out = global.oarc_players[player.name].link_out
if link_out.linked_belt_type == "output" then
p(
"MODE already set to OUTPUT. '/make mode input' to link an INPUT belt. '/make link' to connect.")
return link_out
else
link_out.linked_belt_type = "output"
p(
"MODE set to OUTPUT. '/make mode input' to link an INPUT belt. '/make link' to connect.")
return link_out
end
else
p("[ERROR] Invalid argument. Looking for 'in' or 'out'")
return false
end
else
p("[ERROR] Not a linked belt type.")
return false
end
else
local pos = GetWoodenChestFromCursor(player)
pos = pos or FindClosestWoodenChestAndDestroy(player)
if pos then
if sharedobject == "chest" then
if flow == "in" then
SharedChestsSpawnInput(player, pos)
return true
end
if flow == "out" then
SharedChestsSpawnOutput(player, pos)
return true
end
end
if sharedobject == "belt" or "belts" then
if flow == "in" then
local link_in = tools.link_in_spawn(pos)
global.oarc_players[player.name].link_in = link_in
return link_in
end
if flow == "out" then
local link_out = tools.link_out_spawn(pos)
global.oarc_players[player.name].link_out = link_out
return link_out
end
end
if sharedobject == "power" or "energy" or "accumulator" then
if flow == "in" then
if (player.surface.can_place_entity {
name = "electric-energy-interface",
position = pos
}) and (player.surface.can_place_entity {
name = "constant-combinator",
position = {x = pos.x + 1, y = pos.y}
}) then
SharedEnergySpawnInput(player, pos)
return true
end
end
if flow == "out" then
if (player.surface.can_place_entity {
name = "electric-energy-interface",
position = pos
}) and (player.surface.can_place_entity {
name = "constant-combinator",
position = {x = pos.x + 1, y = pos.y}
}) then
SharedEnergySpawnOutput(player, pos)
return true
end
end
end
if sharedobject == "combinator" or sharedobject == "combinators" then
if (player.surface.can_place_entity {
name = "constant-combinator",
position = {pos.x, pos.y - 1}
}) and (player.surface.can_place_entity {
name = "constant-combinator",
position = {pos.x, pos.y + 1}
}) then
SharedChestsSpawnCombinators(player,
{x = pos.x, y = pos.y - 1},
{x = pos.x, y = pos.y + 1})
return true
else
p(
"Failed to place the special combinators. Please check there is enough space in the surrounding tiles!")
end
end
if sharedobject == "water" then
if (getDistance(pos, player.position) > 2) then
player.surface.set_tiles({
[1] = {name = "water", position = pos}
})
return true
else
p("Failed to place waterfill. Don't stand so close FOOL!")
end
end
end
end
end
function tools.run_tests(player, cursor_stack)
local p = player.print
local log = print
local tests = {
parent = {
"[cursor stack]", "[cursor stack]", "[cursor stack]",
"[cursor stack] ", "[player]", "[cursor stack]", "[cursor stack]",
"[cursor stack]", "[cursor stack]", "[cursor stack]",
"[cursor stack]"
},
name = {
"oName:", "valid:", "is_blueprint:", "is_blueprint_book:",
"is_cursor_blueprint:", "[cursor stack] is_module:", "is_tool:",
"[cursor stack] is_mining_tool:", "is_armor:",
"[cursor stack] is_repair_tool:", "is_item_with_label:",
"is_item_with_inventory:", "is_item_with_entity_data:",
"is_upgrade_item:"
},
funcs = {
cursor_stack.object_name, cursor_stack.valid,
cursor_stack.is_blueprint, cursor_stack.is_blueprint_book,
player.is_cursor_blueprint(), cursor_stack.is_module,
cursor_stack.is_tool, cursor_stack.is_mining_tool,
cursor_stack.is_armor, cursor_stack.is_repair_tool,
cursor_stack.is_item_with_label,
cursor_stack.is_item_with_inventory,
cursor_stack.is_item_with_entity_data, cursor_stack.is_upgrade_item
},
truthy = {
parent = "[color=blue]",
name = "[color=green]",
funcs = "[color=orange]",
close = "[/color]"
}
}
for index, test in pairs(tests.funcs) do
if test then
local msg = tests.truthy.parent .. tests.parent[index] ..
tests.truthy.close .. " " ..
tests.truthy.name ..
tests.name[index] ..
tests.truthy.close .. " " .. tests.truthy.funcs .. tostring(test) ..
tests.truthy.close
p(msg)
msg = tests.parent[index] .. " " .. tests.name[index] .. " " .. tostring(test)
log(msg)
end
end
end
function tools.replace(player, e1, e2)
if not player.admin then
player.print("[ERROR] You're not admin!")
return
end
local p, cs, bp_ent_count, bp_tile_count = player.print,
player.cursor_stack, 0, 0
tools.run_tests(player, cs)
if game.entity_prototypes[e1] or game.tile_prototypes[e1] then
local bp, bp_ents, bp_tiles = {}, {}, {}
if not player.is_cursor_blueprint() then
bp_ents = cs.get_blueprint_entities()
bp_tiles = cs.get_blueprint_tiles()
else
bp_ents = player.get_blueprint_entities()
bp_tiles = player.cursor_stack.import_stack(tostring(
player.cursor_stack
.export_stack()))
.get_blueprint_tiles()
end
if game.entity_prototypes[e1] then
p(e1 .. " is an entity prototype.")
for each, ent in pairs(bp_ents) do
if ent.name == e1 then
ent.name = e2
bp_ent_count = bp_ent_count + 1
end
end
elseif game.tile_prototypes[e1] then
p(e1 .. " is a tile prototype.")
for each, tile in pairs(bp_tiles) do
if tile.name == e1 then
tile.name = e2
bp_tile_count = bp_tile_count + 1
end
end
end
cs.clear()
cs.set_stack {name = "blueprint"}
bp = cs
bp.set_blueprint_entities(bp_ents)
bp.set_blueprint_tiles(bp_tiles)
-- bp.clear()
-- bp.
-- if not player.is_cursor_blueprint() then
-- else
-- end
-- bp.clear_blueprint()
end
p("entity replacements: " .. bp_ent_count)
p("tile replacements: " .. bp_tile_count)
-- else
-- player.print("Not a valid blueprint")
end
|
local utils = require "../sel/utils"
local stringSplit = utils.stringSplit
local stringTrim = utils.stringTrim
return {
populateContextByDefaultHandlers = function(context)
context:registerHandler('not', function(arg)
arg = tostring(arg)
arg = arg:lower();
local args = stringSplit(arg, ",");
--assert(table.getn(args) == 1, "SEL: not handler accepts only one argument")
arg = stringTrim(args[1]);
return not (arg == "true")
end)
context:registerHandler('allOf', function(arg)
arg = tostring(arg)
local args = stringSplit(arg, ",");
for k, v in pairs(args) do
if stringTrim(v) ~= "true" then
return false;
end
end
return true;
end)
context:registerHandler('anyOf', function(arg)
arg = tostring(arg)
local args = stringSplit(arg, ",");
for k, v in pairs(args) do
if stringTrim(v) == "true" then
return true;
end
end
return false;
end)
return context
end
} |
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