content stringlengths 5 1.05M |
|---|
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
--
-- This file is compatible with Lua 5.3
local class = require("class")
require("kaitaistruct")
local stringstream = require("string_stream")
ExprSizeofValueSized = class.class(KaitaiStruct)
function ExprSizeofValueSized:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function ExprSizeofValueSized:_read()
self._raw_block1 = self._io:read_bytes(12)
local _io = KaitaiStream(stringstream(self._raw_block1))
self.block1 = ExprSizeofValueSized.Block(_io, self, self._root)
self.more = self._io:read_u2le()
end
ExprSizeofValueSized.property.self_sizeof = {}
function ExprSizeofValueSized.property.self_sizeof:get()
if self._m_self_sizeof ~= nil then
return self._m_self_sizeof
end
self._m_self_sizeof = 14
return self._m_self_sizeof
end
ExprSizeofValueSized.property.sizeof_block = {}
function ExprSizeofValueSized.property.sizeof_block:get()
if self._m_sizeof_block ~= nil then
return self._m_sizeof_block
end
self._m_sizeof_block = 12
return self._m_sizeof_block
end
ExprSizeofValueSized.property.sizeof_block_b = {}
function ExprSizeofValueSized.property.sizeof_block_b:get()
if self._m_sizeof_block_b ~= nil then
return self._m_sizeof_block_b
end
self._m_sizeof_block_b = 4
return self._m_sizeof_block_b
end
ExprSizeofValueSized.property.sizeof_block_a = {}
function ExprSizeofValueSized.property.sizeof_block_a:get()
if self._m_sizeof_block_a ~= nil then
return self._m_sizeof_block_a
end
self._m_sizeof_block_a = 1
return self._m_sizeof_block_a
end
ExprSizeofValueSized.property.sizeof_block_c = {}
function ExprSizeofValueSized.property.sizeof_block_c:get()
if self._m_sizeof_block_c ~= nil then
return self._m_sizeof_block_c
end
self._m_sizeof_block_c = 2
return self._m_sizeof_block_c
end
ExprSizeofValueSized.Block = class.class(KaitaiStruct)
function ExprSizeofValueSized.Block:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function ExprSizeofValueSized.Block:_read()
self.a = self._io:read_u1()
self.b = self._io:read_u4le()
self.c = self._io:read_bytes(2)
end
|
-- Copyright 2004-present Facebook. All Rights Reserved.
require('fb.luaunit')
require('math')
require('fbtorch')
require('nn')
require('fbcunn.layers.cpu')
require('fbcunn.layers.GroupKMaxPooling')
function run_GroupKMaxPooling_updateOutput(n, d, k)
-- n = number of words
-- d = dimension of embeddings
-- k = k-max pooling
local input = torch.randn(n, d)
local kmax = nn.GroupKMaxPooling(k)
local output = kmax:updateOutput(input)
assert(output == kmax.output)
assert(output:size(1) == k)
assert(output:size(2) == input:size(2))
local norms = torch.norm(input, 2, 2)
local _, kmax_indices = torch.sort(norms, 1)
kmax_indices = kmax_indices[{{-k,-1}}]
kmax_indices = torch.sort(kmax_indices, 1)
local kmax_result = torch.Tensor(k, input:size(2))
for i = 1, kmax_indices:size(1) do
kmax_result:select(1, i):copy(input:select(1, kmax_indices[i][1]))
end
assert(torch.sum(torch.eq(kmax_result, output)) == torch.numel(output))
end
function test_GroupKMaxPooling_updateOutput()
run_GroupKMaxPooling_updateOutput(10, 11, 4)
end
function run_GroupKMaxPooling_updateOutput_batch(b, n, d, k)
-- b = batch size
-- n = number of words
-- d = dimension of embeddings
-- k = k-max pooling
local input = torch.randn(b, n, d)
local kmax = nn.GroupKMaxPooling(k)
local output = kmax:updateOutput(input)
assert(output == kmax.output)
assert(output:size(1) == b)
assert(output:size(2) == k)
assert(output:size(3) == input:size(3))
local norms = torch.norm(input, 2, 3):squeeze()
local _, kmax_indices = torch.sort(norms, 2)
kmax_indices = kmax_indices:sub(1, -1, -k, -1)
kmax_indices = torch.sort(kmax_indices, 2)
local kmax_result = torch.Tensor(input:size(1), k, input:size(3))
kmax_result:fill(0.0)
for i = 1, kmax_indices:size(1) do
for j = 1, kmax_indices:size(2) do
kmax_result:select(1, i):select(1, j):copy(
input:select(1, i):select(1, kmax_indices[i][j]))
end
end
assert(torch.sum(torch.eq(kmax_result, output)) == torch.numel(output))
end
function test_GroupKMaxPooling_updateOutput_batch()
run_GroupKMaxPooling_updateOutput_batch(15, 10, 11, 4)
end
function run_GroupKMaxPooling_updateGradInput(n, d, k)
-- n = number of words
-- d = dimension of embeddings
-- k = k-max pooling
local input = torch.randn(n, d)
local kmax = nn.GroupKMaxPooling(k)
local output = kmax:updateOutput(input)
local delta = torch.randn(output:size())
local gradInput = kmax:updateGradInput(input, delta)
assert(gradInput == kmax.gradInput)
assert(gradInput:sum() == delta:sum())
end
function test_GroupKMaxPooling_updateGradInput()
run_GroupKMaxPooling_updateOutput(10, 11, 4)
end
function run_GroupKMaxPooling_updateGradInput_batch(b, n, d, k)
-- n = number of words
-- d = dimension of embeddings
-- k = k-max pooling
local input = torch.randn(b, n, d)
local kmax = nn.GroupKMaxPooling(k)
local output = kmax:updateOutput(input)
local delta = torch.randn(output:size())
local gradInput = kmax:updateGradInput(input, delta)
assert(gradInput == kmax.gradInput)
assert(gradInput:sum() == delta:sum())
end
function test_GroupKMaxPooling_updateGradInput_batch()
run_GroupKMaxPooling_updateOutput(12, 10, 11, 4)
end
LuaUnit:main()
|
slot0 = class("DragonExploreView", function ()
return cc.LayerColor:create(cc.c4b(0, 0, 0, 128))
end)
slot0.ctor = function (slot0, slot1, slot2, slot3)
slot0._score_reward = slot1
slot0.controller = slot2
slot0:initUI(slot3)
end
slot0.initUI = function (slot0, slot1)
slot0:setPositionX(slot1)
slot0._skeleton = sp.SkeletonAnimation:create(Serial.Serial_Root .. "reward/lhdb_tbdj.json", Serial.Serial_Root .. "reward/lhdb_tbdj.atlas")
slot0._skeleton:setAnimation(0, "start", false)
slot0._skeleton:addAnimation(0, "idle", true)
slot0._skeleton:setPosition(667 - slot1, slot3)
slot0:addChild(slot0._skeleton)
slot0._rollText2 = SerialCacheManager:getCacheObject("rolling_text_tanbao", slot4)
slot5, slot6, slot7 = SerialFunc.computeIntegerReminder(slot0._score_reward)
slot0._rollText2:setNumber(slot8)
slot0._rollText2:setCascadeOpacityEnabled(true)
slot0._rollText2:setName("rolling_text_tanbao")
slot0:addChild(slot0._rollText2)
slot0._button = ccui.Button:create(Serial.Serial_Root .. "ingame/fanhuiyouxi.png", Serial.Serial_Root .. "ingame/fanhuiyouxi.png", Serial.Serial_Root .. "ingame/fanhuiyouxi.png")
slot0._button:setPosition(689 - slot1, 141)
slot0._button:addTouchEventListener(c_func(slot0.onButtonClick_Back, slot0))
slot0:addChild(slot0._button)
slot0._event_listener_mask = cc.EventListenerTouchOneByOne:create()
slot0._event_listener_mask:registerScriptHandler(function ()
return true
end, cc.Handler.EVENT_TOUCH_BEGAN)
slot0._event_listener_mask:registerScriptHandler(function ()
return
end, cc.Handler.EVENT_TOUCH_MOVED)
slot0._event_listener_mask:registerScriptHandler(function ()
return
end, cc.Handler.EVENT_TOUCH_ENDED)
slot0._event_listener_mask:setSwallowTouches(true)
slot0:getEventDispatcher():addEventListenerWithSceneGraphPriority(slot0._event_listener_mask, slot0)
slot0._rollText2:setPosition(678 - slot1 - (slot7 * 39 + (math.ceil(slot7 / 3) - 1) * 17) * 0.5, 217.5)
slot0._button:setVisible(false)
slot0._rollText2:setVisible(false)
slot0:runAction(cc.Sequence:create(cc.DelayTime:create(0.5), cc.CallFunc:create(function ()
slot0._rollText2:setVisible(true)
slot0._rollText2.setVisible._rollText2:addNumber2u(slot0._score_reward)
end)))
slot0._button:runAction(cc.Sequence:create(cc.DelayTime:create(1.5), cc.Show:create()))
end
slot0.onButtonClick_Back = function (slot0, slot1, slot2)
if slot2 == ccui.TouchEventType.ended then
slot0._button:setEnabled(false)
slot0._skeleton:setAnimation(0, "end", false)
slot0:runAction(cc.Sequence:create(cc.DelayTime:create(0.5), cc.CallFunc:create(c_func(slot0.onDestroy, slot0))))
end
end
slot0.onButtonClick_Hall = function (slot0, slot1, slot2)
if slot2 == ccui.TouchEventType.ended then
slot0:onDestroy()
slot0.controller:try2ExitBattle()
end
end
slot0.onDestroy = function (slot0)
slot0:getEventDispatcher():removeEventListener(slot0._event_listener_mask)
EventController:dispatchEvent(Serial.Event.dragonRewardUIClose)
end
return slot0
|
local networks = {}
local net_members = {}
local netname = 1
bitumen.mod_storage = minetest.get_mod_storage()
local mod_storage = bitumen.mod_storage
networks = minetest.deserialize(mod_storage:get_string("networks")) or {}
net_members = minetest.deserialize(mod_storage:get_string("net_members")) or {}
netname = mod_storage:get_int("netname") or 1
local function save_data()
--print("saving")
mod_storage:set_string("networks", minetest.serialize(networks))
mod_storage:set_string("net_members", minetest.serialize(net_members))
mod_storage:set_int("netname", netname)
end
-- centralized network creation for consistency
local function new_network(pos)
local hash = minetest.hash_node_position(pos)
print("new network: hash: ".. hash .." name: " ..netname);
networks[hash] = {
hash = hash,
pos = {x=pos.x, y=pos.y, z=pos.z},
fluid = 'air',
name = netname,
count = 1,
inputs = {
[hash] = 1,
},
outputs = {},
buffer = 0,
in_pressure = -32000,
}
net_members[hash] = hash
netname = netname + 1
return networks[hash], hash
end
-- check nearby nodes for existing networks
local function check_merge(pos)
local hash = minetest.hash_node_position(pos)
local merge_list = {}
local current_net = nil
local found_net = 0
local check_net = function(npos)
local nhash = minetest.hash_node_position(npos)
local nphash = net_members[nhash]
if nphash ~= nil then
local pnet = networks[nphash]
if nil == current_net then
print("joining existing network: ".. pnet.name)
net_members[hash] = nphash
current_net = nphash
pnet.count = pnet.count + 1
pnet.inputs[hash] = 1
table.insert(merge_list, pnet)
elseif current_net == nphash then
print("alternate connection to existing network")
else
print("found seconday network: "..pnet.name)
table.insert(merge_list, pnet)
end
found_net = 1
end
end
check_net({x=pos.x, y=pos.y - 1, z=pos.z})
check_net({x=pos.x, y=pos.y + 1, z=pos.z})
check_net({x=pos.x + 1, y=pos.y, z=pos.z})
check_net({x=pos.x - 1, y=pos.y, z=pos.z})
check_net({x=pos.x, y=pos.y, z=pos.z + 1})
check_net({x=pos.x, y=pos.y, z=pos.z - 1})
return found_net, merge_list
end
-- merge a list of networks, if the are multiple nets in the list
local function try_merge(merge_list)
if #merge_list > 1 then
print("\n merging "..#merge_list.." networks")
local biggest = {count = 0}
local mlookup = {}
for _,n in ipairs(merge_list) do
mlookup[n.hash] = 1
if n.count > biggest.count then
biggest = n
end
end
mlookup[biggest.hash] = 0
for k,v in pairs(net_members) do
if mlookup[v] == 1 then
net_members[k] = biggest.hash
end
end
for _,n in ipairs(merge_list) do
if n.hash ~= biggest.hash then
biggest.count = biggest.count + n.count
networks[n.hash] = nil -- delete old networks
end
end
return biggest
end
return merge_list[1]
end
local function pnet_for(pos)
local hash = minetest.hash_node_position(pos)
local ph = net_members[hash]
if ph == nil then
return nil, hash
end
return networks[ph], hash
end
local function walk_net(opos)
local members = {}
local count = 0
local opnet = pnet_for(opos)
if opnet == nil then
return nil, 0, nil
end
local stack = {}
table.insert(stack, opos)
while #stack > 0 do
local pos = table.remove(stack)
local pnet, hash = pnet_for(pos)
if pnet ~= nil and members[hash] == nil then
-- only count members of the original node's network
if pnet.name == opnet.name then
members[hash] = pos
count = count + 1
-- print(" found net node: " .. minetest.pos_to_string(pos))
table.insert(stack, {x=pos.x-1, y=pos.y, z=pos.z})
table.insert(stack, {x=pos.x+1, y=pos.y, z=pos.z})
table.insert(stack, {x=pos.x, y=pos.y-1, z=pos.z})
table.insert(stack, {x=pos.x, y=pos.y+1, z=pos.z})
table.insert(stack, {x=pos.x, y=pos.y, z=pos.z-1})
table.insert(stack, {x=pos.x, y=pos.y, z=pos.z+1})
end
end
end
return members, count, opnet
end
-- crawls the network and assigns found nodes to the new network
local function rebase_network(pos)
local net, phash, hash = bitumen.pipes.get_net(pos)
-- print(dump(pos))
if hash == phash then
print("trying to rebase network to the same spot")
return {name = 9999999}
end
local pipes = walk_net(pos)
-- print(dump(pipes))
local new_net, new_phash = new_network(pos)
-- switch all the members
for h,p in pairs(pipes) do
--print("reassigning " .. minetest.pos_to_string(p))
net_members[h] = new_phash
new_net.count = new_net.count + 1
end
return new_net, new_phash
end
bitumen.pipes = {}
-- used by external machines to connect to a network in their on_construct callback
bitumen.pipes.on_construct = function(pos)
local found_net, merge_list = check_merge(pos)
if found_net == 0 then
local hash = minetest.hash_node_position(pos)
local net = new_network(pos)
end
local pnet = try_merge(merge_list)
--pnet.count = pnet.count + 1 -- TODO: this might be implicit somewhere else
save_data()
end
bitumen.pipes.after_destruct = function(pos)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
if phash == nil then
print("wtf: pipe has no network in after_destruct")
return
end
local pnet = networks[phash]
if pnet == nil then
print("wtf: no network in after_destruct for pipe")
return
end
-- remove this node from the network
net_members[hash] = nil
pnet.count = pnet.count - 1
-- neighboring nodes
local check_pos = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y+1, z=pos.z},
{x=pos.x, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1},
}
local stack = {}
local found = 0
-- check neighbors for network membership
for _,p in ipairs(check_pos) do
local h = minetest.hash_node_position(p)
local lphash = net_members[h]
if lphash ~= nil then
local lpnet = networks[lphash]
-- only process pipes/fixtures on the same network as the destroyed pipe
if lpnet and lpnet.name == pnet.name then
stack[h] = vector.new(p)
found = found + 1
--print("check stack: "..p.x..","..p.y..","..p.z)
else
print("no lpnet")
end
else
print("no lphash "..p.x..","..p.y..","..p.z)
end
end
-- don't need to split the network if this was just on the end
if found > 1 then
--print("check to split the network")
for h,p in pairs(stack) do
print(dump(p))
print(dump(h))
-- BUG: spouts and intakes can be counted as pipes when walking the network
-- just rename the net
local new_pnet = rebase_network(p)
-- print("split off pnet ".. new_pnet.name .. " at " .. minetest.pos_to_string(p))
-- all fluid is lost in the network atm
-- some networks might get orphaned, for example, the first
-- net to be rebased in a loop
end
end
save_data()
end
-- used by external machines to find the network for a node
bitumen.pipes.get_net = function(pos)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
if phash == nil then
return nil, nil, hash
end
return networks[phash], phash, hash
end
-- used by external machines to add fluid into the pipe network
-- returns amount of fluid successfully pushed into the network
bitumen.pipes.push_fluid = function(pos, fluid, amount, extra_pressure)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
if phash == nil then
--print("no network to push to")
return 0 -- no network
end
local pnet = networks[phash]
--print("fluid: "..pnet.fluid.. ", buf: "..pnet.buffer)
if pnet.fluid == 'air' or pnet.buffer == 0 then
if minetest.registered_nodes[fluid]
and minetest.registered_nodes[fluid].groups.petroleum ~= nil then
-- BUG: check for "full" nodes
pnet.fluid = fluid
else
--print("here "..fluid.." ".. dump(minetest.registered_nodes[fluid]))
return 0 -- no available liquids
end
else -- only suck in existing fluid
if fluid ~= pnet.fluid and fluid ~= pnet.fluid.."_full" then
--print("wrong fluid")
return 0
end
end
if amount < 0 then
print("!!!!!!!!!!!! push amount less than zero?")
return 0
end
local input_pres = math.floor(pos.y + extra_pressure + .5)
pnet.in_pressure = pnet.in_pressure or -32000
if math.floor(pnet.in_pressure + .5) > input_pres then
--print("backflow at intake: " .. pnet.in_pressure.. " > " ..input_pres )
return 0
end
pnet.in_pressure = math.max(pnet.in_pressure, input_pres)
--print("net pressure: ".. pnet.in_pressure)
local rate = amount --math.max(1, math.ceil(ulevel / 2))
local cap = 64
local take = math.max(0, math.min(amount, cap - pnet.buffer))
pnet.buffer = pnet.buffer + take
return take
end
-- used by external machines to remove fluid from the pipe network
-- returns amount and fluid type
bitumen.pipes.take_fluid = function(pos, max_amount, backpressure)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
if phash == nil then
return 0, "air" -- no network
end
local pnet = networks[phash]
if pnet.buffer <= 0 then
--print("spout: no water in pipe")
return 0, "air" -- no water in the pipe
end
-- hack
pnet.in_pressure = pnet.in_pressure or -32000
if pnet.in_pressure <= pos.y then
--print("insufficient pressure at spout: ".. pnet.in_pressure .. " < " ..pos.y )
return 0, "air"
end
local take = math.min(pnet.buffer, max_amount)
pnet.buffer = math.max(pnet.buffer - take, 0)
if pnet.buffer == 0 then
-- print("pipe drained " .. pnet.name) -- BUG: there might be a bug where a low pressure input can add fluid to the network with a higher spout, then a higher intake with low flow can raise the pressure of the previous fluid to the level of the comparatively lower spout
pnet.in_pressure = backpressure or pos.y
end
return take, pnet.fluid
end
-- take or push into the network, based on given pressure
-- returns change in fluid and fluid type
-- negative if fluid was pushed into the network
-- positive if fluid was taken from the network
bitumen.pipes.buffer = function(pos, fluid, my_pres, avail_push, cap_take, can_change_fluid)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
if phash == nil then
--print("no net")
return 0, "air" -- no network
end
local pnet = networks[phash]
-- print("pressure ["..pnet.name.."] ".. pnet.in_pressure .. " - " .. my_pres)
if pnet.in_pressure <= my_pres then
-- push into the network
-- print("push")
return -bitumen.pipes.push_fluid(pos, fluid, avail_push, my_pres), fluid
else
-- print("take")
if pnet.fluid == fluid or can_change_fluid then
-- print("can take " .. cap_take)
return bitumen.pipes.take_fluid(pos, cap_take, my_pres)
else
-- print("wrong type ".. pnet.fluid .. " - ".. fluid)
return 0, "air" -- wrong fluid type
end
end
end
minetest.register_node("bitumen:intake", {
description = "Petroleum Intake",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-.1, -.1, -.1, .1, .1, .1}},
-- connect_bottom =
connect_front = {{-.1, -.1, -.5, .1, .1, .1}},
connect_left = {{-.5, -.1, -.1, -.1, .1, .1}},
connect_back = {{-.1, -.1, .1, .1, .1, .5}},
connect_right = {{ .1, -.1, -.1, .5, .1, .1}},
connect_bottom = {{ -.1, -.5, -.1, .1, .1, .1}},
},
connects_to = { "group:petroleum_pipe"--[[, "group:petroleum_fixture"]]},
paramtype = "light",
is_ground_content = false,
tiles = { "default_tin_block.png" },
walkable = true,
groups = { cracky = 3, petroleum_fixture = 1, },
on_construct = function(pos)
print("\nintake placed at "..pos.x..","..pos.y..","..pos.z)
local found_net, merge_list = check_merge(pos)
if found_net == 0 then
local hash = minetest.hash_node_position(pos)
local net = new_network(pos)
net.in_pressure = pos.y
net.inputs[hash] = 1
end
try_merge(merge_list)
save_data()
end,
after_destruct = bitumen.pipes.after_destruct,
})
minetest.register_abm({
nodenames = {"bitumen:intake"},
neighbors = {"group:petroleum"},
interval = 1,
chance = 1,
action = function(pos)
local hash = minetest.hash_node_position(pos)
pos.y = pos.y + 1
local unode = minetest.get_node(pos)
local phash = net_members[hash]
local pnet = networks[phash]
if pnet.fluid == 'air' or pnet.buffer == 0 then
if minetest.registered_nodes[unode.name].groups.petroleum ~= nil then
-- BUG: check for "full" nodes
pnet.fluid = minetest.registered_nodes[unode.name].nonfull_name
--print("intake: here".. (pnet.fluid or "<nil>"))
else
--print("intake: no fluid available ".. pos.x.. ",".. pos.y..",".. pos.z)
return -- no available liquids
end
else -- only suck in existing fluid
if unode.name ~= pnet.fluid and unode.name ~= pnet.fluid.."_full" then
--print("bitumen: no fluid near intake: " .. unode.name .. " != " .. pnet.fluid)
return
end
end
local ulevel = minetest.get_node_level(pos)
if ulevel < 1 then
print("!!!!!!!!!!!! intake level less than one?")
return
end
pnet.in_pressure = pnet.in_pressure or -32000
if pnet.in_pressure > pos.y - 1 then
--print("petroleum backflow at intake: " .. pnet.in_pressure.. " > " ..(pos.y - 1) )
return
end
pnet.in_pressure = math.max(pnet.in_pressure, pos.y - 1)
local rate = math.max(1, math.ceil(ulevel / 2))
local cap = 64
local take = math.max(0, math.min(ulevel, cap - pnet.buffer))
pnet.buffer = pnet.buffer + take
--print("intake took "..take.. " water")
local nl = math.floor(ulevel - take + 0.5)
if nl > 0 then
minetest.set_node_level(pos, nl)
else
minetest.set_node(pos, {name = "air"})
end
end
})
minetest.register_node("bitumen:spout", {
description = "Petroleum Spout",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-.1, -.1, -.1, .1, .1, .1}},
-- connect_bottom =
connect_front = {{-.1, -.1, -.5, .1, .1, .1}},
connect_left = {{-.5, -.1, -.1, -.1, .1, .1}},
connect_back = {{-.1, -.1, .1, .1, .1, .5}},
connect_right = {{ .1, -.1, -.1, .5, .1, .1}},
connect_top = {{ -.1, -.1, -.1, .1, .5, .1}},
},
connects_to = { "group:petroleum_pipe",--[[ "group:petroleum_fixture" ]]},
paramtype = "light",
is_ground_content = false,
tiles = { "default_copper_block.png" },
walkable = true,
groups = { cracky = 3, petroleum_fixture = 1, },
on_construct = function(pos)
print("\nspout placed at "..pos.x..","..pos.y..","..pos.z)
local found_net, merge_list = check_merge(pos)
if found_net == 0 then
local hash = minetest.hash_node_position(pos)
local pnet = new_network(pos)
pnet.outputs[hash] = 1
end
try_merge(merge_list)
save_data()
end,
after_destruct = bitumen.pipes.after_destruct,
})
minetest.register_abm({
nodenames = {"bitumen:spout"},
-- neighbors = {"group:fresh_water"},
interval = 1,
chance = 1,
action = function(pos)
local hash = minetest.hash_node_position(pos)
local phash = net_members[hash]
local pnet = networks[phash]
if pnet.buffer <= 0 then
--print("spout: no water in pipe")
return -- no water in the pipe
end
-- hack
pnet.in_pressure = pnet.in_pressure or -32000
if pnet.in_pressure <= pos.y then
--print("insufficient pressure at spout: ".. pnet.in_pressure .. " < " ..pos.y )
return
end
pos.y = pos.y - 1
local bnode = minetest.get_node(pos)
local avail = math.min(16, pnet.buffer) -- pnet.buffer / #pnet.outputs
if bnode.name == pnet.fluid then
local blevel = minetest.get_node_level(pos)
local cap = 64 - blevel
local out = math.min(cap, math.min(avail, cap))
--print("cap: ".. cap .." avail: ".. avail .. " out: "..out)
pnet.buffer = pnet.buffer - out
minetest.set_node_level(pos, blevel + out)
elseif bnode.name == "air" or bnode.name == "bitumen:vapor_1" or bnode.name == "bitumen:vapor_2" then
local out = math.min(64, math.max(0, avail))
pnet.buffer = pnet.buffer - out
minetest.set_node(pos, {name = pnet.fluid})
minetest.set_node_level(pos, out)
end
end
})
minetest.register_node("bitumen:pipe", {
description = "petroleum pipe",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-.1, -.1, -.1, .1, .1, .1}},
-- connect_bottom =
connect_front = {{-.1, -.1, -.5, .1, .1, .1}},
connect_left = {{-.5, -.1, -.1, -.1, .1, .1}},
connect_back = {{-.1, -.1, .1, .1, .1, .5}},
connect_right = {{ .1, -.1, -.1, .5, .1, .1}},
connect_top = {{ -.1, -.1, -.1, .1, .5, .1}},
connect_bottom = {{ -.1, -.5, -.1, .1, .1, .1}},
},
connects_to = { "group:petroleum_pipe", "group:petroleum_fixture" },
paramtype = "light",
is_ground_content = false,
tiles = { "default_steel_block.png" },
walkable = true,
groups = { cracky = 3, petroleum_pipe = 1, },
on_construct = function(pos)
print("\npipe placed at "..pos.x..","..pos.y..","..pos.z)
local found_net, merge_list = check_merge(pos)
if found_net == 0 then
local net = new_network(pos)
end
try_merge(merge_list)
save_data()
end,
after_destruct = bitumen.pipes.after_destruct,
})
|
cprogram {
ins = {
"third_party/emu2/src/cpu.c",
"third_party/emu2/src/loader.c",
"third_party/emu2/src/main.c",
"third_party/emu2/src/codepage.c",
"third_party/emu2/src/dosnames.c",
"third_party/emu2/src/dis.c",
"third_party/emu2/src/dos.c",
"third_party/emu2/src/keyb.c",
"third_party/emu2/src/dbg.c",
"third_party/emu2/src/timer.c",
"third_party/emu2/src/utils.c",
"third_party/emu2/src/video.c",
},
ldflags = "-lm",
outs = { "bin/emu2" }
}
|
object_tangible_loot_creature_loot_collections_bondar_crystal = object_tangible_loot_creature_loot_collections_shared_bondar_crystal:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_bondar_crystal, "object/tangible/loot/creature/loot/collections/bondar_crystal.iff")
|
---------------------------------------------------------------------------------------------------
-- User story: TBD
-- Use case: TBD
--
-- Requirement summary:
-- [SDL_RC] TBD
--
-- Description:
-- In case:
-- 1) RC app1 and RC app2 are registered
-- 2) Module_1 is allocated by app1
-- 3) App2 allocates the allocated module_1 by app1
-- SDL must:
-- 1) Send OnRCStatus notifications to RC apps and to HMI by app2 tries allocate the allocated module by app1
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local common = require('test_scripts/RC/OnRCStatus/commonOnRCStatus')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
--[[ Local Variables ]]
local freeModules = common.getAllModules()
local allocatedModules = {
[1] = {},
[2] = {}
}
--[[ Local Functions ]]
local function alocateModuleFirstApp(pModuleType)
local pModuleStatusAllocatedApp, pModuleStatusAnotherApp = common.setModuleStatus(freeModules, allocatedModules, "CLIMATE")
common.rpcAllowed(pModuleType, 1, "SetInteriorVehicleData")
common.validateOnRCStatusForApp(1, pModuleStatusAllocatedApp)
common.validateOnRCStatusForApp(2, pModuleStatusAnotherApp)
common.validateOnRCStatusForHMI(2, { pModuleStatusAllocatedApp, pModuleStatusAnotherApp }, 1)
end
local function alocateModuleSecondApp(pModuleType)
local pModuleStatusAllocatedApp, pModuleStatusAnotherApp = common.setModuleStatus(freeModules, allocatedModules, "CLIMATE", 2)
common.rpcAllowed(pModuleType, 2, "SetInteriorVehicleData")
common.validateOnRCStatusForApp(2, pModuleStatusAllocatedApp)
common.validateOnRCStatusForApp(1, pModuleStatusAnotherApp)
common.validateOnRCStatusForHMI(2, { pModuleStatusAnotherApp, pModuleStatusAllocatedApp }, 2)
end
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", common.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
runner.Step("Register RC application 1", common.registerRCApplication, { 1 })
runner.Step("Register RC application 2", common.registerRCApplication, { 2 })
runner.Step("Activate App 1", common.activateApp)
runner.Title("Test")
runner.Step("App1 allocates module CLIMATE", alocateModuleFirstApp, { "CLIMATE"})
runner.Step("Activate App 2", common.activateApp, { 2 })
runner.Step("App2 allocates module CLIMATE", alocateModuleSecondApp, { "CLIMATE"})
runner.Title("Postconditions")
runner.Step("Stop SDL", common.postconditions)
|
--proc/monitor: Multiple display monitors functions
setfenv(1, require'winapi')
require'winapi.window'
--creation
ffi.cdef [[
static const int CCHDEVICENAME = 32;
typedef struct tagMONITORINFOEXW
{
DWORD cbSize;
RECT rcMonitor;
RECT rcWork;
DWORD dwFlags;
WCHAR szDevice[CCHDEVICENAME];
} MONITORINFOEXW, MONITORINFOEX, *LPMONITORINFOEXW, *LPMONITORINFOEX;
BOOL GetMonitorInfoW(
HMONITOR hMonitor,
LPMONITORINFOEXW lpmi
);
HMONITOR MonitorFromWindow(
HWND hwnd,
DWORD flags
);
]]
MONITORINFOEX = struct {
ctype='MONITORINFOEX',
size='cbSize',
}
MONITOR_DEFAULTTONULL = 0
MONITOR_DEFAULTTOPRIMARY = 1
MONITOR_DEFAULTTONEAREST = 2
function MonitorFromWindow(hwnd, f)
return C.MonitorFromWindow(hwnd, flags(f))
end
function GetMonitorInfo(hMonitor, monitorInfo)
monitorInfo = MONITORINFOEX(monitorInfo)
checknz(C.GetMonitorInfoW(hMonitor, monitorInfo))
return monitorInfo
end
|
--- Class describes CryptoKey object
--
-- The object could be created directly, use @{Crypto:Key} instead
-- @classmod CryptoKey
-- @pragma nostrip
setfenv(1, require "sysapi-ns")
local CryptoKey = SysapiMod("CryptoKey")
local CryptoKey_MT = {__index = CryptoKey, __call = CryptoKey.new}
local advapi32 = ffi.load("advapi32")
function CryptoKey.new(providerHandle, algo, flags)
local key = ffi.new("HCRYPTKEY[1]")
if advapi32.CryptGenKey(providerHandle, algo, flags or 0, key) ~= 0 then
return setmetatable({handle = ffi.gc(key, advapi32.CryptDestroyKey)[0]}, CryptoKey_MT)
end
end
function CryptoKey.newFromHandle(keyHandle)
return setmetatable({handle = keyHandle}, CryptoKey_MT)
end
function CryptoKey.import(providerHandle, blob)
local keyHandle = ffi.new("HCRYPTKEY[1]", 0)
if
advapi32.CryptImportKey(
providerHandle,
ffi.cast("char*", blob),
ffi.sizeof(blob[0]),
0,
CRYPT_EXPORTABLE,
keyHandle
) ~= 0
then
return setmetatable({handle = ffi.gc(keyHandle, advapi32.CryptDestroyKey)[0]}, CryptoKey_MT)
end
end
function interp(s, tab)
return (s:gsub(
"%%%((%a%w*)%)([-0-9%.]*[cdeEfgGiouxXsq])",
function(k, fmt)
return tab[k] and ("%" .. fmt):format(tab[k]) or "%(" .. k .. ")" .. fmt
end
))
end
local function createType(bitlen)
local privTypeName = ("PPRIVATEKEYBLOB_${bitlen}"):interpolate({bitlen = bitlen})
pcall(
ffi.cdef,
([[
typedef struct {
BYTE modulus[${bitlen8}];
BYTE prime1[${bitlen16}];
BYTE prime2[${bitlen16}];
BYTE exponent1[${bitlen16}];
BYTE exponent2[${bitlen16}];
BYTE coefficient[${bitlen16}];
BYTE privateExponent[${bitlen8}];
} ${privTypeName}, *P${privTypeName};
]]):interpolate(
{privTypeName = privTypeName, bitlen = bitlen, bitlen8 = bitlen / 8, bitlen16 = bitlen / 16}
)
)
local typeName = ("PRIVATEKEYBLOB_${bitlen}"):interpolate({bitlen = bitlen})
pcall(
ffi.cdef,
([[
typedef struct {
PUBLICKEYSTRUC hdr;
RSAPUBKEY pubkey;
${privTypeName} priv;
} ${typeName}, *P${typeName};
]]):interpolate(
{privTypeName = privTypeName, typeName = typeName}
)
)
return typeName
end
--- Export key to a binary blob
-- @param blobType key blob type - `CryptExportKey` `dwBlobType` parameter
-- @return typed pointer or string depending on `blobType`
function CryptoKey:export(blobType)
local size = ffi.new("DWORD[1]", 0)
if advapi32.CryptExportKey(self.handle, 0, blobType, 0, nil, size) ~= 0 then
size[0] = size[0] * 2
local blob = ffi.new("BYTE[?]", size[0])
if advapi32.CryptExportKey(self.handle, 0, blobType, 0, blob, size) ~= 0 then
if blobType == PLAINTEXTKEYBLOB then
return ffi.cast("PPLAINTEXTKEYBLOB", blob)
elseif blobType == PRIVATEKEYBLOB then
local b = ffi.cast("PPRIVATEKEYBLOB", blob)
local typeName = createType(b.pubkey.bitlen)
return ffi.cast(typeName .. "*", blob)
else
return ffi.string(blob, size[0])
end
end
end
end
return CryptoKey
|
--[[
Seriál "Programovací jazyk Lua"
Demonstrační příklad k článku:
Lua Fun: knihovna pro zpracování konečných i nekonečných sekvencí v jazyce Lua
]]
-- načtení knihovny Lua Fun a současně import symbolů do globálního jmenného prostoru
require "fun"()
-- pomocná funkce pro tisk několika prvků nekonečné sekvence
function printZippedSequence(sequence, n)
i = 0
for index, a, b, c in iter(sequence) do
i = i + 1
if i > n then
break
end
print(index, a, b, c)
end
end
-- vlastní generátor
function my_generator(x)
return (x+1)*(x+1)
end
-- inicializovat vlastní generátor
g1 = tabulate(my_generator)
-- další generátor nekonečné sekvence
g2 = xrepeat("*")
-- třetí generátor nekonečné sekvence
g3 = zeros()
-- vytvoření zipu ze tří sekvencí
z1 = zip(g1, g2, g3)
print()
print("Zipped sequence (first ten items from infinite sequence)")
print("--------------------------------------------------------")
printZippedSequence(z1, 10)
-- finito
|
object_mobile_vehicle_light_bending_barc = object_mobile_vehicle_shared_light_bending_barc:new {
templateType = VEHICLE,
decayRate = 15, -- Damage tick per decay cycle
decayCycle = 600 -- Time in seconds per cycle
}
ObjectTemplates:addTemplate(object_mobile_vehicle_light_bending_barc, "object/mobile/vehicle/light_bending_barc.iff") |
-- Attack with Antiship Missiles
--
-- This script will start a limited-munition-attack task
-- for each missile that is to be launched. Each one
-- is an instantaneous attack, and each is started
-- as soon as the previous one is complete. Multiple-missile
-- attacks are implemented as multiple limited-munition-attacks
-- so that they each resolve independently for P(hit).
-- Anti-ship missile attacks are not "indirect" attacks,
-- so it is possible to configure a ship such that the
-- missile combat effect is different for different sectors.
-- Some basic VRF Utilities defined in a common module.
require "vrfutil"
require "aggregateUtils"
-- Set to true to print more detail to debug console
DEBUG_DETAIL = true
-- Global Variables. Global variables get saved when a scenario gets checkpointed.
-- They get re-initialized when a checkpointed scenario is loaded.
local allIFWeapons = this:getStateProperty("Indirect-Fire-Power")
local ammoByCategory = this:getStateProperty("Ammunition-Categories")
attackingWeapon = ""
attackSubtaskId = -1
attacksRemaining = taskParameters.numMissiles
-- Task Parameters Available in Script
-- taskParameters.targetShip Type: SimObject
-- taskParameters.numMissiles Type: Integer
function hasAmmo(weaponName)
local result = false
-- For weapon system ammo, weapon name and category are the same
local ammoStatus = ammoByCategory[weaponName]
if ammoStatus ~= nil then
if ammoStatus.Count >= 1 then
result = true
end
else
printDebug("No ammo with category %s", weaponName)
for ammoCatName, ammoCatInfo in pairs(ammoByCategory) do
printDebug("__ %s", ammoCatName)
end
end
return result
end
function inRange(weaponInfo, targetRange)
local result = false
if weaponInfo ~= nil then
local maxRange = weaponInfo["Range"]
if maxRange ~= nil then
if targetRange <= maxRange then
result = true
end
else
printWarn(vrf:trUtf8("Attack with anti-ship: can't get range for weapon %1."):
arg(weaponName))
end
end
return result
end
-- Called when the task first starts. Never called again.
function init()
if DEBUG_DETAIL then
printDebug("Starting attack-with-antiship missile init function")
end
if allIFWeapons == nil or
ammoByCategory == nil then
printWarn(vrf:trUtf8("Error: Attack with Anti-ship: Parameter table(s) nil."))
vrf:endTask(false)
elseif taskParameters.targetShip == this then
printWarn(vrf:trUtf8("Error: Attack with Anti-Surface: cannot target self."))
vrf:endTask(false)
elseif not taskParameters.targetShip:isValid() then
printWarn(vrf:trUtf8("Error: Attack with Anti-Surface: no target selected."))
vrf:endTask(false)
elseif not (vrf:entityTypeMatches(taskParameters.targetShip:getEntityType(), EntityType.AggregateSurface())
or vrf:entityTypeMatches(taskParameters.targetShip:getEntityType(), EntityType.AggregateSubsurface())) then
printWarn(vrf:trUtf8("Error: Attack with Anti-Surface: Target is not aggregate surface."))
vrf:endTask(false)
elseif this:getEmbarkedOn():isValid() then
printWarn(vrf:trUtf8("Attack with Anti-Surface: Cannot attack while embarked."))
vrf:endTask(false)
else
vrf:setTickPeriod(2.0)
local targetLoc = taskParameters.targetShip:getLocation3D()
local terrainAlt = vrf:getTerrainAltitude(targetLoc:getLat(), targetLoc:getLon())
if targetLoc:getAlt() - terrainAlt < -0.5 then
printWarn(vrf:trUtf8("Cannot attack submerged vessel with missile"))
vrf:endTask(false)
else
local rangeToTarget = this:getLocation3D():distanceToLocation3D(targetLoc)
local weapon = ""
local weaponInfo = nil
local foundWeapon = false
local wrongPosture = false
local myPosture = this:getStateProperty("Posture")
for weapon, weaponInfo in pairs(allIFWeapons) do
if DEBUG_DETAIL then
printDebug("Considering weapon ", weapon)
end
if string.find(string.lower(weapon), "missile") and
weaponInfo["Damage-Type"] == "Anti-Ship" then
if DEBUG_DETAIL then printDebug("...anti-ship type, missile") end
if hasAmmo(weapon) and
inRange(weaponInfo, rangeToTarget) then
if postureAllowsWeaponUse(weaponInfo, myPosture) then
attackingWeapon = weapon
foundWeapon = true
if DEBUG_DETAIL then
printDebug(string.format("Weapon %s found for attack",
attackingWeapon))
end
break
else
-- If a weapon can't be used just because of posture, warn the user
wrongPosture = true
end
else
if DEBUG_DETAIL then
if not hasAmmo(weapon) then
printDebug("...No ammo")
end
if not inRange(weaponInfo, rangeToTarget) then
printDebug("...Out of range (range ", rangeToTarget, ")")
end
end
end
end
end
if not foundWeapon then
printWarn(vrf:trUtf8("Cannot fire. Possible reasons include: no appropriate weapon system, out of ammunition, target out of range."))
if wrongPosture then
printWarn(vrf:trUtf8("At least one anti-ship missile cannot be used in the current posture."))
end
vrf:endTask(false)
end
end
end
end
-- Called each tick while this task is active.
function tick()
if attackSubtaskId == -1 then
-- Start indirect fire subtask
attackSubtaskId = vrf:startSubtask("Limited_Munition_Attack",
{NumberOfAttacks=1,
TargetEntity=taskParameters.targetShip,
Weapon=attackingWeapon,
CheckRange=true,
Instantaneous=true,
IsIndirect = false})
attacksRemaining = attacksRemaining - 1
if DEBUG_DETAIL then
printDebug("Attack-with-antiship is launching a missile")
end
elseif vrf:isSubtaskComplete(attackSubtaskId) then
if attacksRemaining > 0 and
vrf:subtaskResult(attackSubtaskId) then
-- Start indirect fire subtask
attackSubtaskId = vrf:startSubtask("Limited_Munition_Attack",
{NumberOfAttacks=1,
TargetEntity=taskParameters.targetShip,
Weapon=attackingWeapon,
CheckRange=true,
Instantaneous=true,
IsIndirect = false})
attacksRemaining = attacksRemaining - 1
if DEBUG_DETAIL then
printDebug("Attack-with-antiship is launching a missile")
end
else
vrf:endTask(true)
end
end
end
-- Called when this task is being suspended, likely by a reaction activating.
function suspend()
-- By default, halt all subtasks and other entity tasks started by this task when suspending.
vrf:stopAllSubtasks()
vrf:stopAllTasks()
end
-- Called when this task is being resumed after being suspended.
function resume()
-- By default, simply call init() to start the task over.
init()
end
-- Called immediately before a scenario checkpoint is saved when
-- this task is active.
-- It is typically not necessary to add code to this function.
function saveState()
end
-- Called immediately after a scenario checkpoint is loaded in which
-- this task is active.
-- It is typically not necessary to add code to this function.
function loadState()
end
-- Called when this task is ending, for any reason.
-- It is typically not necessary to add code to this function.
function shutdown()
end
-- Called whenever the entity receives a text report message while
-- this task is active.
-- message is the message text string.
-- sender is the SimObject which sent the message.
function receiveTextMessage(message, sender)
end
|
local command = wincent.vim.command
local nmap = wincent.vim.nmap
--
-- Settings.
--
vim.g.CommandTCancelMap = {'<ESC>', '<C-c>'}
local term = vim.api.nvim_get_option('term') -- because `vim.o.term` goes 💥
if vim.regex('screen|tmux|xterm'):match_str(term) then
vim.g.CommandTSelectNextMap = {'<C-j>', '<Down>', '<ESC>OB'}
vim.g.CommandTSelectPrevMap = {'<C-k>', '<Up>', '<ESC>OA'}
end
vim.g.CommandTEncoding = 'UTF-8'
vim.g.CommandTFileScanner = 'watchman'
vim.g.CommandTInputDebounce = 50
vim.g.CommandTMaxCachedDirectories = 10
vim.g.CommandTMaxFiles = 3000000
vim.g.CommandTScanDotDirectories = 1
vim.g.CommandTTraverseSCM = 'pwd'
vim.g.CommandTWildIgnore = vim.o.wildignore
.. ',*/.git/*'
.. ',*/.hg/*'
.. ',*/bower_components/*'
.. ',*/tmp/*'
.. ',*.class'
.. ',*/classes/*'
.. ',*/build/*'
-- Allow Command-T to open selections in dirvish windows.
vim.g.CommandTWindowFilter = '!&buflisted && &buftype == "nofile" && &filetype !=# "dirvish"'
--
-- Mappings.
--
nmap('<LocalLeader>c', '<Plug>(CommandTCommand)', {unique = true})
nmap('<Leader>h', '<Plug>(CommandTHelp)', {unique = true})
nmap('<LocalLeader>h', '<Plug>(CommandTHistory)', {unique = true})
nmap('<LocalLeader>l', '<Plug>(CommandTLine)', {unique = true})
-- Convenience for starting Command-T at launch without causing freak-out inside
-- tmux.
--
-- BUG: As of 2021-07-19, it's pretty much freaking out a lot — 😂
local show = nil
local tries = 20
show = function()
if vim.v.vim_did_enter == 1 then
vim.cmd('CommandT')
else
if tries > 0 then
tries = tries - 1
vim.defer_fn(show, 100)
else
vim.cmd [[
echoerr "Startup too slow: giving up waiting to :CommandTBoot"
]]
end
end
end
command('CommandTBoot', show)
|
local mgn = mgn
mgn.VOXList = {
["_comma"] = {Path = "sound/vox/_comma.wav", Duration = 0.248889},
["_period"] = {Path = "sound/vox/_period.wav", Duration = 0.431202},
["a"] = {Path = "sound/vox/a.wav", Duration = 0.372789},
["accelerating"] = {Path = "sound/vox/accelerating.wav", Duration = 1.136871},
["accelerator"] = {Path = "sound/vox/accelerator.wav", Duration = 1.180136},
["accepted"] = {Path = "sound/vox/accepted.wav", Duration = 0.876100},
["access"] = {Path = "sound/vox/access.wav", Duration = 0.817687},
["acknowledge"] = {Path = "sound/vox/acknowledge.wav", Duration = 0.914558},
["acknowledged"] = {Path = "sound/vox/acknowledged.wav", Duration = 0.869841},
["acquired"] = {Path = "sound/vox/acquired.wav", Duration = 0.833923},
["acquisition"] = {Path = "sound/vox/acquisition.wav", Duration = 0.873379},
["across"] = {Path = "sound/vox/across.wav", Duration = 0.785669},
["activate"] = {Path = "sound/vox/activate.wav", Duration = 0.795918},
["activated"] = {Path = "sound/vox/activated.wav", Duration = 0.954104},
["activity"] = {Path = "sound/vox/activity.wav", Duration = 0.973333},
["adios"] = {Path = "sound/vox/adios.wav", Duration = 0.946667},
["administration"] = {Path = "sound/vox/administration.wav", Duration = 1.241633},
["advanced"] = {Path = "sound/vox/advanced.wav", Duration = 0.799002},
["after"] = {Path = "sound/vox/after.wav", Duration = 0.652336},
["agent"] = {Path = "sound/vox/agent.wav", Duration = 0.634830},
["alarm"] = {Path = "sound/vox/alarm.wav", Duration = 0.672472},
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["warn"] = {Path = "sound/vox/warn.wav", Duration = 0.466848},
["warning"] = {Path = "sound/vox/warning.wav", Duration = 0.564444},
["waste"] = {Path = "sound/vox/waste.wav", Duration = 0.557732},
["water"] = {Path = "sound/vox/water.wav", Duration = 0.506485},
["we"] = {Path = "sound/vox/we.wav", Duration = 0.295692},
["weapon"] = {Path = "sound/vox/weapon.wav", Duration = 0.550113},
["west"] = {Path = "sound/vox/west.wav", Duration = 0.483719},
["whiskey"] = {Path = "sound/vox/whiskey.wav", Duration = 0.522993},
["white"] = {Path = "sound/vox/white.wav", Duration = 0.459683},
["wilco"] = {Path = "sound/vox/wilco.wav", Duration = 0.627302},
["will"] = {Path = "sound/vox/will.wav", Duration = 0.320998},
["with"] = {Path = "sound/vox/with.wav", Duration = 0.339592},
["without"] = {Path = "sound/vox/without.wav", Duration = 0.604898},
["woop"] = {Path = "sound/vox/woop.wav", Duration = 0.630295},
["xeno"] = {Path = "sound/vox/xeno.wav", Duration = 0.702404},
["yankee"] = {Path = "sound/vox/yankee.wav", Duration = 0.692880},
["yards"] = {Path = "sound/vox/yards.wav", Duration = 0.533333},
["year"] = {Path = "sound/vox/year.wav", Duration = 0.538050},
["yellow"] = {Path = "sound/vox/yellow.wav", Duration = 0.526893},
["yes"] = {Path = "sound/vox/yes.wav", Duration = 0.517732},
["you"] = {Path = "sound/vox/you.wav", Duration = 0.456871},
["your"] = {Path = "sound/vox/your.wav", Duration = 0.403265},
["yourself"] = {Path = "sound/vox/yourself.wav", Duration = 0.930068},
["zero"] = {Path = "sound/vox/zero.wav", Duration = 0.648798},
["zone"] = {Path = "sound/vox/zone.wav", Duration = 0.687891},
["zulu"] = {Path = "sound/vox/zulu.wav", Duration = 0.713741}
}
|
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_anakin_forearm = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_anakin_forearm.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_anakin_forearm, "object/tangible/wearables/cybernetic/shared_cybernetic_anakin_forearm.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_forearm_l_01 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_forearm_l_01.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_forearm_l_01, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_forearm_l_01.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_forearm_r_01 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_forearm_r_01.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_forearm_r_01, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_forearm_r_01.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_hand_l_01 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_hand_l_01.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_hand_l_01, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_hand_l_01.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_hand_r_01 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_hand_r_01.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_hand_r_01, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_hand_r_01.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_arm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_arm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_arm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_arm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_arm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_arm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_arm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_arm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_legs = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_legs.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_legs, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_legs.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_torso = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_torso.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s01_torso, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s01_torso.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_arm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_arm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_arm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_arm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_arm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_arm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_arm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_arm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_forearm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_forearm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_forearm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_forearm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_forearm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_forearm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_forearm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_forearm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_hand_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_hand_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_hand_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_hand_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_hand_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_hand_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_hand_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_hand_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_legs = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_legs.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_legs, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_legs.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_torso = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_torso.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s02_torso, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s02_torso.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_arm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_arm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_arm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_arm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_arm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_arm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_arm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_arm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_forearm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_forearm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_forearm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_forearm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_forearm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_forearm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_forearm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_forearm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_hand_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_hand_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_hand_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_hand_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_hand_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_hand_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s03_hand_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s03_hand_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_arm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_arm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_arm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_arm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_arm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_arm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_arm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_arm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_forearm_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_forearm_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_forearm_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_forearm_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_forearm_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_forearm_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_forearm_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_forearm_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_hand_l = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_hand_l.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_hand_l, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_hand_l.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_hand_r = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_hand_r.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_hand_r, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_hand_r.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_legs = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_legs.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_legs, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_legs.iff")
--**********************************************
object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_torso = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_torso.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_wearables_cybernetic_shared_cybernetic_crafted_s05_torso, "object/tangible/wearables/cybernetic/shared_cybernetic_crafted_s05_torso.iff")
|
-- vim.cmd([[
-- highlight Normal guibg=none ctermbg=none
-- highlight NonText guibg=none ctermbg=none
-- ]])
vim.cmd([[
autocmd! BufWinLeave * let b:winview = winsaveview()
autocmd! BufWinEnter * if exists('b:winview') | call winrestview(b:winview) | unlet b:winview
autocmd FileType css,javascript,json,scss setl iskeyword+=-
autocmd FileType git set nofoldenable
]])
vim.cmd([[
augroup highlight_yank
autocmd!
" autocmd TextYankPost * silent! lua vim.highlight.on_yank { higroup='IncSearch', timeout=200 }
autocmd TextYankPost * silent! lua vim.highlight.on_yank { higroup='IncSearch', timeout=400 }
augroup END
augroup rods_highlights
autocmd!
highlight breakSpace ctermfg=46 guifg=#00ff00
" match does not work if has more than one
" match breakSpace /\%xa0/
call matchadd('breakSpace', '\%xa0')
" highlight ColorColumn88 ctermbg=magenta guibg=#b41158
" call matchadd('ColorColumn88', '\%88v')
augroup END
]])
vim.cmd([[au VimEnter * highlight Folded guifg=#465a7d]])
vim.cmd([[au ColorScheme * highlight Folded guifg=#465a7d]])
vim.cmd([[au VimEnter * highlight IncSearch guifg=#ab7f54 guibg=#00000000 ]])
vim.cmd([[au ColorScheme * highlight IncSearch guifg=#ab7f54 guibg=#00000000 ]])
-- Line Column Colors
vim.cmd [[ highlight LineNrAbove guibg=#1e2127 guifg=#414855 ]]
vim.cmd [[ highlight LineNr guifg=#93a2bf ]]
vim.cmd [[ highlight LineNrBelow guibg=#1e2127 guifg=#414855 ]]
-- git
vim.cmd [[ highlight SignColumn guibg=#1e2127 ]]
vim.cmd [[ highlight GitSignsAdd guibg=#1e2127 ]]
vim.cmd [[ highlight GitSignsChange guibg=#1e2127 ]]
vim.cmd [[ highlight GitSignsDelete guibg=#1e2127 ]]
-- lsp
vim.cmd [[ highlight DiagnosticInfo guibg=#1e2127 ]]
vim.cmd [[ highlight DiagnosticError guibg=#1e2127 ]]
vim.cmd [[ highlight DiagnosticWarn guibg=#1e2127 ]]
vim.cmd [[ highlight DiagnosticHint guibg=#1e2127 ]]
-- require("rods/funcs").toggle_transparency()
|
local M = {}
function Solution_1()
term_cur = 2
term_last = 1
sum = 0
while term_cur < 4000000 do
if term_cur % 2 == 0 then
sum = sum + term_cur
end
temp = term_cur
term_cur = term_cur + term_last
term_last = temp
end
return sum
end
function Test_Solution_1()
assert( Solution_1() == 4613732 )
end
function M.Get_Solutions()
func = {}
func[1] = Test_Solution_1
return func
end
return M
|
impulse.Ops.ST = impulse.Ops.ST or {}
util.AddNetworkString("impulseOpsSTOpenTool")
util.AddNetworkString("impulseOpsSTDoRefund")
util.AddNetworkString("impulseOpsSTGetRefund")
util.AddNetworkString("impulseOpsSTDoOOCEnabled")
util.AddNetworkString("impulseOpsSTDoTeamLocked")
util.AddNetworkString("impulseOpsSTDoGroupRemove")
local function isSupport(ply)
if not ply:IsSuperAdmin() then
if ply:GetUserGroup() != "communitymanager" then
return false
end
end
return true
end
local lockedTeams = lockedTeams or {}
net.Receive("impulseOpsSTDoOOCEnabled", function(len, ply)
if not isSupport(ply) then
return
end
local enabled = net.ReadBool()
impulse.OOCClosed = !enabled
ply:Notify("OOC enabled set to "..(enabled and "true" or "false")..".")
end)
net.Receive("impulseOpsSTDoGroupRemove", function(len, ply)
if not isSupport(ply) then
return
end
local name = net.ReadString()
local groupData = impulse.Group.Groups[name]
if not groupData or not groupData.ID then
impulse.Group.DBRemoveByName(name)
ply:Notify("No loaded group found, however, we have attempted to remove it from the database.")
return
end
for v,k in pairs(groupData.Members) do
local targEnt = player.GetBySteamID(v)
if IsValid(targEnt) then
targEnt:SetSyncVar(SYNC_GROUP_NAME, nil, true)
targEnt:SetSyncVar(SYNC_GROUP_RANK, nil, true)
targEnt:Notify("You were removed from the "..name.." group as it has been removed by the staff team for violations of the RP group rules.")
end
end
impulse.Group.DBRemove(groupData.ID)
impulse.Group.DBRemovePlayerMass(groupData.ID)
impulse.Group.Groups[name] = nil
ply:Notify("The "..name.." group has been removed.")
end)
net.Receive("impulseOpsSTDoTeamLocked", function(len, ply)
if not isSupport(ply) then
return
end
local teamid = net.ReadUInt(8)
local locked = net.ReadBool()
if teamid == impulse.Config.DefaultTeam then
return ply:Notify("You can't lock the default team.")
end
lockedTeams[teamid] = locked
ply:Notify("Team "..teamid.." has been "..(locked and "locked" or "unlocked")..".")
end)
net.Receive("impulseOpsSTDoRefund", function(len, ply)
if not isSupport(ply) then
return
end
local s64 = net.ReadString()
local len = net.ReadUInt(32)
local items = pon.decode(net.ReadData(len))
local steamid = util.SteamIDFrom64(s64)
local query = mysql:Select("impulse_players")
query:Select("id")
query:Where("steamid", steamid)
query:Callback(function(result)
if not IsValid(ply) then
return
end
if not type(result) == "table" or #result == 0 then
return ply:Notify("This Steam account has not joined the server yet or the SteamID is invalid.")
end
local impulseID = result[1].id
local refundData = {}
for v,k in pairs(items) do
if not impulse.Inventory.ItemsRef[v] then
continue
end
refundData[v] = k
end
impulse.Data.Write("SupportRefund_"..s64, refundData)
ply:Notify("Issued support refund for user "..s64..".")
end)
query:Execute()
end)
function impulse.Ops.ST.Open(ply)
net.Start("impulseOpsSTOpenTool")
net.Send(ply)
end
function PLUGIN:PostInventorySetup(ply)
impulse.Data.Read("SupportRefund_"..ply:SteamID64(), function(refundData)
if not IsValid(ply) then
return
end
for v,k in pairs(refundData) do
if not impulse.Inventory.ItemsRef[v] then
continue
end
for i=1,k do
ply:GiveInventoryItem(v, INV_STORAGE) -- refund to storage
end
end
impulse.Data.Remove("SupportRefund_"..ply:SteamID64())
local data = pon.encode(refundData)
net.Start("impulseOpsSTGetRefund")
net.WriteUInt(#data, 32)
net.WriteData(data, #data)
net.Send(ply)
end)
end
function PLUGIN:CanPlayerChangeTeam(ply, newTeam)
if lockedTeams[newTeam] then
if SERVER then
ply:Notify("Team temporarily locked.")
end
return false
end
end |
local tunnelStartTrigger = script.parent
local tunnelEndTrigger = script:GetCustomProperty("TunnelEndTrigger"):WaitForObject()
local speedKeyBinding = "ability_extra_17"
local slowFallSpeed = 2500
local fallingWalkSpeed = 2000
local function IsPlayerFalling(player)
return player.maxWalkSpeed == fallingWalkSpeed and not player.isDead
end
local function OnBindingPressed(player, bindingPressed)
if not IsPlayerFalling(player) then
return
end
if bindingPressed == speedKeyBinding then
player.gravityScale = 1.9
end
end
local function OnBindingReleased(player, bindingReleased)
if not IsPlayerFalling(player) then
return
end
if bindingReleased == speedKeyBinding then
player.gravityScale = 0
local velocity = player:GetVelocity()
velocity.z = math.max(velocity.z, -slowFallSpeed)
player:SetVelocity(velocity)
end
end
local function OnMovementModeChanged(player, mode)
if not IsPlayerFalling(player) then
return
end
if mode == MovementMode.WALKING then
player:Die()
end
end
local function TogglePlayerFalling(player, state)
if state then
player.maxAcceleration = 10000
player.maxWalkSpeed = fallingWalkSpeed
player.maxJumpCount = 0
player.isCrouchEnabled = false
player.gravityScale = 0
local velocity = player:GetVelocity()
velocity.z = -slowFallSpeed
player:SetVelocity(velocity)
else
player.maxAcceleration = 1800
player.maxWalkSpeed = 640
player.maxJumpCount = 1
player.gravityScale = 1.9
end
end
local function OnEnterTunnel(theTrigger, player)
TogglePlayerFalling(player, true)
end
local function OnRoundEnd()
for _, player in ipairs(Game.GetPlayers()) do
TogglePlayerFalling(player, false)
end
end
local function OnFinishTunnel(theTrigger, player)
TogglePlayerFalling(player, false)
print("player finished")
end
local function OnPlayerJoin(player)
player.respawnedEvent:Connect(function (player)
TogglePlayerFalling(player, false)
end)
player.movementModeChangedEvent:Connect(OnMovementModeChanged)
player.bindingPressedEvent:Connect(OnBindingPressed)
player.bindingReleasedEvent:Connect(OnBindingReleased)
end
tunnelStartTrigger.beginOverlapEvent:Connect(OnEnterTunnel)
tunnelEndTrigger.beginOverlapEvent:Connect(OnFinishTunnel)
Game.roundEndEvent:Connect(OnRoundEnd)
Game.playerJoinedEvent:Connect(OnPlayerJoin) |
----------------------
-- Define hyper key --
----------------------
hyper = {"ctrl", "alt", "cmd"}
meta = {"cmd", "shift"}
|
FROM("gcr.io/distroless/static", "traefik")
UPLOAD("traefik.v2.4.8", "/traefik")
ENTRYPOINT("/traefik", "--config", "/config/traefik.yaml")
COMMIT("traefik:2.4.8")
|
------------------------------------------------------------------------------
-- Tabs class
------------------------------------------------------------------------------
local ctrl = {
nick = "tabs",
parent = WIDGET,
creation = "v",
callback = {
tabchange_cb = "ii",
},
funcname = "Tabsv",
createfunc = [[
static int Tabsv(lua_State *L)
{
Ihandle **hlist = iuplua_checkihandle_array(L, 1);
Ihandle *h = IupTabsv(hlist);
iuplua_plugstate(L, h);
iuplua_pushihandle_raw(L, h);
free(hlist);
return 1;
}
]],
}
function ctrl.createElement(class, arg)
return Tabsv(arg)
end
iupRegisterWidget(ctrl)
iupSetClass(ctrl, "iup widget")
|
-- Additions for Space Exploration mod.
local util = require("__bztitanium__.data-util");
if data.raw.recipe["se-space-pipe"] then
-- Space Exploration space stuff
util.steel_to_titanium(data.raw.recipe["se-space-pipe"])
util.steel_to_titanium(data.raw.recipe["se-space-pipe"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-pipe"].expensive)
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt"])
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt"].expensive)
util.steel_to_titanium(data.raw.recipe["se-space-underground-belt"])
util.steel_to_titanium(data.raw.recipe["se-space-underground-belt"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-underground-belt"].expensive)
util.steel_to_titanium(data.raw.recipe["se-space-splitter"])
util.steel_to_titanium(data.raw.recipe["se-space-splitter"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-splitter"].expensive)
util.steel_to_titanium(data.raw.recipe["se-space-rail"])
util.steel_to_titanium(data.raw.recipe["se-space-rail"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-rail"].expensive)
util.add_titanium_ingredient(1, data.raw.recipe["se-space-platform-scaffold"])
util.add_titanium_ingredient(1, data.raw.recipe["se-space-platform-scaffold"].normal)
util.add_titanium_ingredient(1, data.raw.recipe["se-space-platform-scaffold"].expensive)
-- Space Exploration alternative LDS
util.steel_to_titanium(data.raw.recipe["se-low-density-structure-beryllium"])
util.steel_to_titanium(data.raw.recipe["se-low-density-structure-beryllium"].normal)
util.steel_to_titanium(data.raw.recipe["se-low-density-structure-beryllium"].expensive)
-- Space Exploration buildings
util.add_titanium_ingredient(20, data.raw.recipe["se-condenser-turbine"])
util.add_titanium_ingredient(20, data.raw.recipe["se-condenser-turbine"].normal)
util.add_titanium_ingredient(20, data.raw.recipe["se-condenser-turbine"].expensive)
-- A couple more deeper tech thematic items to use titanium in.
util.add_titanium_ingredient(2, data.raw.recipe["se-lattice-pressure-vessel"])
util.add_titanium_ingredient(2, data.raw.recipe["se-lattice-pressure-vessel"].normal)
util.add_titanium_ingredient(2, data.raw.recipe["se-lattice-pressure-vessel"].expensive)
util.add_titanium_ingredient(2, data.raw.recipe["se-aeroframe-bulkhead"])
util.add_titanium_ingredient(2, data.raw.recipe["se-aeroframe-bulkhead"].normal)
util.add_titanium_ingredient(2, data.raw.recipe["se-aeroframe-bulkhead"].expensive)
-- Organization
data.raw.item["titanium-plate"].subgroup = "plates"
-- deadlock loaders for SE -- mods["deadlock-beltboxes-loaders"]
if mods["Deadlock-SE-bridge"] then
if data.raw.recipe["se-space-transport-belt-loader"] then
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-loader"])
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-loader"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-loader"].expensive)
end
if data.raw.recipe["se-space-transport-belt-beltbox"] then
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-beltbox"])
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-beltbox"].normal)
util.steel_to_titanium(data.raw.recipe["se-space-transport-belt-beltbox"].expensive)
end
end
end
|
return {'opeen','opeendringen','opeengeklemd','opeengepakt','opeengepropt','opeenhopen','opeenhoping','opeens','opeenstapelen','opeenstapeling','opeenvolgen','opeenvolgend','opeenvolging','opeisbaar','opeisbaarheid','opeisen','opeising','open','openbaar','openbaarheid','openbaarheidsbeginsel','openbaarmaking','openbaarvervoerbedrijf','openbaarvervoerkaart','openbaarvervoermaatschappij','openbaarvervoerskaart','openbaarvervoertarief','openbaren','openbaring','openbaringsleer','openbarsten','openblijven','openbloeien','openbreken','openbreking','openbuigen','opendeurbeleid','opendeurdag','opendeurpolitiek','opendoen','opendraaien','openduwen','openeinderegeling','openeindregeling','openen','opener','opengaan','opengehakt','opengewerkt','opengooien','openhaardhout','openhakken','openhalen','openhangen','openhartchirurgie','openhartig','openhartigheid','openhartoperatie','openheid','openhouden','opening','openingsact','openingsartikel','openingsavond','openingsbalans','openingsbod','openingsceremonie','openingsceremonien','openingsconcert','openingsdag','openingsdatum','openingsdoelpunt','openingsduel','openingsetappe','openingsfase','openingsfeest','openingsfilm','openingsfolder','openingsgala','openingsgedicht','openingsgoal','openingshandeling','openingshoofdstuk','openingsklassieker','openingskoers','openingslied','openingsmanifestatie','openingsmatch','openingsnieuwtje','openingsnummer','openingspagina','openingspartij','openingsplechtigheid','openingsprogramma','openingsrace','openingsrede','openingsrit','openingsronde','openingsscene','openingssessie','openingsspeech','openingstheorie','openingstijd','openingstijden','openingstoespraak','openingstreffer','openingsuren','openingsuur','openingsverhaal','openingsverhouding','openingsvoorbereiding','openingsvoorstelling','openingsvraag','openingswedstrijd','openingsweekeinde','openingsweekend','openingswoord','openingszet','openingszin','openingszitting','openklappen','openknippen','openkrabben','openlaten','openleggen','openlegging','openliggen','openlijk','openluchtbad','openluchtconcert','openluchtdienst','openluchtexpositie','openluchtfestival','openluchtmis','openluchtmissen','openluchtmuseum','openluchtpodium','openluchtrecreatie','openluchtschool','openluchtspel','openluchttentoonstelling','openluchttheater','openluchtviering','openluchtvoorstelling','openluchtzwembad','openmaken','openpeuteren','openprikken','openrijten','openritsen','openrukken','openscheuren','openschuiven','openslaan','openslaand','opensnijden','opensourcelicentie','opensourceprogramma','opensourceproject','opensourcesoftware','openspalken','opensperren','opensplijten','openspringen','openstaan','openstaand','openstellen','openstelling','opentrappen','opentrekken','openvallen','openvliegen','openvouwen','openwerken','openwerpen','openzetten','openzwaaien','opera','operabel','operacomponist','operadebuut','operadirigent','operadiva','operafestival','operagebouw','operagezelschap','operahuis','operaklas','operalibretto','operamuziek','operand','operanden','operaorkest','operaproductie','operaregie','operaregisseur','operarepertoire','operaseizoen','operaster','operatesk','operateur','operatheater','operatie','operatieafdeling','operatiebasis','operatiecapaciteit','operatief','operatiegebied','operatiekamer','operatiemicroscoop','operatiepatient','operatieplan','operatietafel','operatietechniek','operatieterrein','operatieveld','operatiezaal','operatiezuster','operationaliseren','operationalisering','operationaliteit','operationeel','operator','operavoorstelling','operawereld','operazaal','operazanger','operazangeres','opereren','operette','operetteachtig','operettefiguur','operettegezelschap','operettezanger','operment','opeten','openluchtrecreatiebeleid','opeenklemmen','operakoor','operatiekamerpersoneel','openboektentamen','opendeurdienst','openingsdefile','openschieten','operarol','operaliefhebber','openingspost','operatiekwartier','openingsdans','openingsbel','openingsdeel','openingsgebed','openingshoek','openingskoor','openingskwartier','openingsreceptie','openingsscherm','openingsshot','openingsshow','openingsstoet','openingsstuk','openingstijdrit','openingstoernooi','openingstrack','openingstune','openingsweek','operatieassistent','operatiecentrum','operatiedatum','operatiehemd','operatiekleding','operatieteam','operatietijd','operatieverslag','operatiewond','operagebied','openingstentoonstelling','openingstekst','operapubliek','openingsdebat','openingscollege','openingsthema','openbaarvervoersysteem','openbronsoftware','openingstitel','opendocument','opentaal','opel','opeengehoopt','opeengehoopte','opeengepakte','opeengestapeld','opeengestapelde','opeenhoopt','opeenhoopten','opeenhopingen','opeenstapelde','opeenstapelingen','opeenstapelt','opeenvolgende','opeenvolgingen','opeet','opeis','opeisbare','opeisingen','opeist','opeiste','opeisten','openbaarde','openbaargemaakt','openbaarmakingen','openbaart','openbaarvervoerbedrijven','openbare','openbaringen','openbarst','openbarstte','openbarstten','openbleef','openbleven','openblijft','openbrak','openbraken','openbreek','openbreekt','opende','opendeden','opendeed','opendoe','opendoet','opendraai','opendraaide','opendraaiden','opendraait','openduw','openduwde','openduwden','openduwt','openend','openers','openga','opengaat','opengebarsten','opengebleven','opengebogen','opengebroken','opengedaan','opengedraaid','opengeduwd','opengegaan','opengegane','opengehaald','opengehaalde','opengehakte','opengehouden','opengeknipt','opengeknipte','opengeknoopt','opengeknoopte','opengekrabd','opengelaten','opengelegd','opengelegde','opengelegen','opengemaakt','opengemaakte','opengepeuterd','opengeprikt','opengereten','opengerukt','opengerukte','opengescheurd','opengescheurde','opengeschoven','opengeslagen','opengesneden','opengespalkt','opengespalkte','opengesperde','opengesprongen','opengestaan','opengesteld','opengetrapt','opengetrapte','opengetrokken','opengevallen','opengevlogen','opengevouwen','opengewerkte','opengezet','opengezette','openging','opengingen','openhangend','openhangende','openhartige','openhartiger','openhartigere','openhartigst','openhartigste','openhield','openhoud','openhoudt','openingen','openingetje','openingetjes','openingsceremonies','openingsfestiviteiten','openingshaakje','openingsplechtigheden','openingsredes','openingsspeeches','openingsvarianten','openingszinnen','openlaat','openliet','openlijke','openlijker','openlijkere','openlijkst','openlijkste','openluchtmusea','openluchtmuseums','openluchtscholen','openluchtspelen','openluchttheaters','openluchtvieringen','openmaak','openmaakt','openmaakte','openmaakten','openprikt','openruk','openrukt','openrukte','opensla','openslaande','openslaat','opensloeg','opensloegen','opensneden','opensneed','opensnijd','opensnijdt','opensourceprogrammas','opensourceprojecten','openspring','openspringt','opensprong','opensprongen','opensta','openstaande','openstaat','openstellingstijden','openstond','opent','opentrek','opentrekt','opentrok','opentrokken','openval','openvallende','openvalt','openviel','openvielen','openvliegt','openvlogen','openvloog','openvouw','openvouwde','openvouwden','openvouwt','openzet','openzette','operas','operaatje','operaatjes','operacomponisten','operafragmenten','operagebouwen','operakostuums','operaliefhebbers','operateurs','operatieafdelingen','operatieassistenten','operatiekamers','operatielittekens','operaties','operatietechnieken','operatieve','operatievelden','operationaliseer','operationaliseerde','operationaliseerden','operationaliseert','operationaliseringen','operationele','operatoren','operators','operazangeressen','operazangers','opereer','opereerde','opereerden','opereert','opererend','opererende','operettegezelschappen','operettes','operettetje','opeengedrongen','opeengevolgd','openbaarden','openbaarvervoerkaarten','openbarend','openbarende','openden','opendeurdagen','openende','opengaande','opengegooid','opengehangen','opengeklapt','opengesperd','opengespleten','opengestelde','opengeworpen','opengezwaaid','opengooit','openhartoperaties','openingskoersen','openingstoespraken','openingswedstrijden','openingswoorden','openingszetten','openklapt','openliggende','openligt','openluchtbaden','openluchtconcerten','openluchtfestivals','openluchtvoorstellingen','openluchtzwembaden','opens','openscheurde','openscheurt','openschuift','openspringende','openstelde','openstelt','openstonden','operabele','operagezelschappen','operahuizen','operaorkesten','operasterren','operatiebasissen','operatiegebieden','operatiepatienten','operatieplannen','operatietafels','operatiezalen','operavoorstellingen','operazalen','operettezangers','operarollen','operatiebases','operetje','operateske','openbaarvervoertarieven','operatiezusters','operettefiguren','operakoren','operaregisseurs','openbaarvervoerskaarten','openboektentamens','opendeurdiensten','opengeschoten','openhartigheden','openingsdata','openingsraces','openingsspeechen','operetteachtige','opels','openingsdagen','openingsfeestje','operaproducties','openingsscenes','openingshandelingen','openingsfilmpje','openingsbalansen','openingsnummers','operatheaters','openingshoeken','operatiehemdje','openingswoordje','operatieterreinen','openingszinnetje','openingshoofdstukken','operatiecentra','operaregies','openingsliedje','operalibrettos','openingsvragen','openingsdelen','operadivas','openbaarvervoersystemen'} |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local world = require(ReplicatedStorage.tetris.shared.world)
for _, system in pairs(ReplicatedStorage.tetris.client.systems:GetChildren()) do
world:addSystem(system)
end
local board = Instance.new("Part")
board.Anchored = true
board.CanCollide = false
board.Transparency = 1
board.Name = "TetrisBoard"
board.Parent = Workspace
world:addComponent("tetris", board, {
})
|
local M = {}
local fn = vim.fn
local shellescape = fn.shellescape
local function range(from, to)
local step = 1
return function(_, lastvalue)
local nextvalue = lastvalue + step
if step > 0 and nextvalue <= to or step < 0 and nextvalue >= to or
step == 0
then
return nextvalue
end
end,nil, from - step
end
function M.tests(first, last)
local bin = vim.g.gotests_bin
if fn.executable(bin) == nil then
print('gotests.nvim: gotests binary not found.')
return
end
-- search function names
local matchstr = vim.fn.matchstr
local getline = vim.fn.getline
local funcMatch = ''
for lineno in range(first, last) do
local funcName = matchstr(getline(lineno), [[^func\s*\(([^)]\+)\)\=\s*\zs\w\+\ze(]])
if funcName ~= '' then
funcMatch = funcMatch .. '|' .. funcName
end
end
if funcMatch ~= '' then
-- remove first pipe('|')
funcMatch = string.sub(funcMatch, 2)
else
print('gotests.nvim: No function selected!')
return
end
local tmplDir = ''
if vim.g.gotests_template_dir ~= '' then
tmplDir = '-template_dir ' .. shellescape(vim.g.gotests_template_dir)
end
local file = vim.fn.expand('%')
local out = vim.fn.system(bin .. ' -w -only ' .. shellescape(funcMatch) .. ' ' .. tmplDir .. ' ' .. shellescape(file))
print('gotests.nvim: ' .. out)
end
function M.alltests()
local bin = vim.g.gotests_bin
if fn.executable(bin) == nil then
print('gotests.nvim: gotests binary not found.')
return
end
local tmplDir = ''
if vim.g.gotests_template_dir ~= '' then
tmplDir = '-template_dir ' .. shellescape(vim.g.gotests_template_dir)
end
local file = vim.fn.expand('%')
local out = vim.fn.system(bin .. ' -w -all ' .. tmplDir .. ' ' .. shellescape(file))
print('gotests.nvim: ' .. out)
end
return M
|
do
function run(msg, matches)
return [[ > Alomina Bot Super GP
> Anti spam bot in Lua
SUDO : @AttackerTeleagent
> with lots of COOL stuffs! ⚙
from now on you can have your own ANTI SPAM Group! just contact to our SUDO for buying GP!🎁
dont forget to visit our channel : @Alominateam
Our Team: 👥
@spammer021
@AttackerTeleagent
< Alomina , Group Manager > ]]
end
return {
description = "",
usage = "",
patterns = {
"^[/!#]alomina$"
},
run = run
}
end
|
--inbetween.lua
inbetween = {}
require "states/game"
local curSpecial = {
{0, 255, 0, 255}, -- 1
{255, 255, 255, 255}, -- 2
{255, 255, 255, 255}, -- 3
{255, 255, 255, 255}, -- 4
{255, 255, 255, 255}, -- 5
{255, 255, 255, 255}, -- 6
}
local states = {
{"battle ", "level ", "special ", "help "},
{"vitality ", "endurance ", "strength ", "agility ", {255, 255, 0, 255}, "done "},
{"health ", "move ", "s-points ", "vitality ", "endurance ", "strength ", "agility ", "special ", {255, 255, 0, 255}, "done "},
{curSpecial[1], "heal ", curSpecial[2], "attack ", curSpecial[3], "perfect ", curSpecial[4], "gains ", curSpecial[5], "stamina ", curSpecial[6], "done "}
}
local state = 1
local function resetCurSpecial(x)
for i = 1, #curSpecial do
curSpecial[i] = {255, 255, 255, 255}
end
curSpecial[x] = {0, 255, 0, 255}
states[4] = {curSpecial[1], "heal ", curSpecial[2], "attack ", curSpecial[3], "perfect ", curSpecial[4], "gains ", curSpecial[5], "stamina ", curSpecial[6], "done "}
end
local stats = {}
local string = ""
function inbetween:enter()
inbetweenBG = maid64.newImage("img/inbetween.png")
textBox = maid64.newImage("img/textbox.png")
stats = getPlayerStats()
end
local function inbetweenParser(text)
if state == 1 then
if stripSpaces(text) == 'battle' then
state = 1
correctWord:play()
Gamestate.switch(game)
elseif stripSpaces(text) == 'level' then
state = 2
correctWord:play()
setHelpLog("select a stat to improve!", {255, 255, 255, 255})
elseif stripSpaces(text) == 'help' then
setHelpLog("type any stat for a description!", {255, 255, 255, 255})
state = 3
correctWord:play()
elseif stripSpaces(text) == 'special' then
setHelpLog("select a special ability!", {255, 255, 255, 255})
state = 4
correctWord:play()
end
elseif state == 2 then
if stripSpaces(text) == 'vitality' then
stats.vitality = stats.vitality + 1
if updatePlayerStats(stats) then setLog("vitality upgraded!") else setLog("you're out of skill points!") end
correctWord:play()
elseif stripSpaces(text) == 'endurance' then
stats.endurance = stats.endurance + 1
if updatePlayerStats(stats) then setLog("endurance upgraded!") else setLog("you're out of skill points!") end
correctWord:play()
elseif stripSpaces(text) == 'strength' then
stats.strength = stats.strength + 1
if updatePlayerStats(stats) then setLog("strength upgraded!") else setLog("you're out of skill points!") end
correctWord:play()
elseif stripSpaces(text) == 'agility' then
stats.agility = stats.agility + 1
if updatePlayerStats(stats) then setLog("agility upgraded!") else setLog("you're out of skill points!") end
correctWord:play()
elseif stripSpaces(text) == 'done' then
state = 1
clearHelpLog()
correctWord:play()
end
elseif state == 3 then
if stripSpaces(text) == 'health' then
setHelpLog("health - your lifeforce, let it drop to 0 and you're out of the tournament!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'move' then
setHelpLog("move - the number of words required for your next move. stamina is only added when a sentence is complete.", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 's-points' then
setHelpLog({"s-points - points used to level up your stats between battles. you can do this now by selecting the ", {255, 255, 0, 255}, "level ", {255, 255, 255, 255}, "command on the previous menu. you currently have:", {255, 255, 0, 255}, " " .. stats.skillPoints}, {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'vitality' then
setHelpLog("vitality - directly impacts your max health. more vitality means more health!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'endurance' then
setHelpLog("endurance - affects how much damage you can negate during an enemy attack. essentially your defense!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'strength' then
setHelpLog("strength - the amount of damage you can dish out when attacking!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'agility' then
setHelpLog("agility - determines how much stamina you need for your next move. the more agility the less stamina you need!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'special' then
setHelpLog("special - excess correct words will slowly power up your special bar allowing you to perform special moves without the cost of stamina! this transfers between fights so feel free to save it!", {255, 255, 255, 255})
correctWord:play()
elseif stripSpaces(text) == 'done' then
state = 1
correctWord:play()
clearHelpLog()
end
elseif state == 4 then
if stripSpaces(text) == 'heal' then
setHelpLog("heal - heals the player for 5 health.", {255, 255, 255, 255})
setPlayerSpecial(getSpecials().heal) -- set player special
correctWord:play()
resetCurSpecial(1)
elseif stripSpaces(text) == 'attack' then
setHelpLog("attack - performs an extra attack without the cost of stamina.", {255, 255, 255, 255})
setPlayerSpecial(getSpecials().attack) -- set player special
correctWord:play()
resetCurSpecial(2)
elseif stripSpaces(text) == 'perfect' then
setHelpLog("perfect - perfect sentences deal 1 damage and heal 1 health! this is a passive special.", {255, 255, 255, 255})
setPlayerSpecial(getSpecials().perfect) -- set player special
correctWord:play()
resetCurSpecial(3)
elseif stripSpaces(text) == 'gains' then
setHelpLog("gains - gain stamina or special while defending incoming attacks! this is a passive special.", {255, 255, 255, 255})
setPlayerSpecial(getSpecials().gains) -- set player special
correctWord:play()
resetCurSpecial(4)
elseif stripSpaces(text) == 'stamina' then
setHelpLog("stamina - gain 5 percent more stamina per word! this is a passive special.", {255, 255, 255, 255})
setPlayerSpecial(getSpecials().stamina) -- set player special
correctWord:play()
resetCurSpecial(5)
elseif stripSpaces(text) == 'done' then
state = 1
correctWord:play()
clearHelpLog()
end
end
return ''
end
function inbetween:textinput(t)
if t == ' ' then
string = inbetweenParser(string .. t)
else
string = string .. t
end
if #string >= 20 then
string = ""
end
clickClack()
end
function inbetween:keypressed(key, code)
-- pressed backspace
if key == "backspace" then
string = string.sub(string, 1, #string - 1)
clickClack()
elseif key == "return" then
string = inbetweenParser(string)
end
end
function inbetween:update(dt)
if stats.skillPoints > 0 then
states[1] = {"battle ", {0, 255, 0, 255}, "level ", {255, 255, 255, 255}, "special ", "help "}
else
states[1] = {"battle ", "level ", "special ", "help "}
end
updatePoints(dt)
stats = getPlayerStats()
if fast:isPlaying() then
fast:setVolume(fast:getVolume() - dt * 0.1)
if fast:getVolume() <= 0 then
fast:stop()
fast:setVolume(0.25)
end
end
if bossMusic:isPlaying() then
bossMusic:setVolume(bossMusic:getVolume() - dt * 0.1)
if bossMusic:getVolume() <= 0 then
bossMusic:stop()
bossMusic:setVolume(0.25)
end
end
if menuMusic:isPlaying() then
menuMusic:setVolume(menuMusic:getVolume() - dt * 0.1)
if menuMusic:getVolume() <= 0 then
menuMusic:stop()
menuMusic:setVolume(1)
end
end
end
function inbetween:draw()
maid64.start()
love.graphics.draw(theTyper, 36, 30, 0, 1, 1, 0, 0)
love.graphics.draw(getCurrentEnemy().portrait, 300, 36, 0, 1, 1, 0, 0)
love.graphics.draw(inbetweenBG, 0, 0, 0, 1, 1, 0, 0)
love.graphics.draw(textBox, 32, 189, 0, 1, 1, 32, 32)
love.graphics.setFont(medFont)
-- love.graphics.printf("next battle", 0, 10, 408, "center")
love.graphics.printf("you", 32, 27, 80, "center")
love.graphics.printf(getCurrentEnemy().name, 297, 27, 80, "center")
-- draw player stats
love.graphics.printf("health: " .. stats.healthMAX, 22, 120, 300, "left")
love.graphics.printf("to move: " .. stats.staminaMAX, 22, 130, 300, "left")
love.graphics.printf("s-points: " .. stats.skillPoints, 22, 140, 300, "left")
love.graphics.printf("vitality: " .. stats.vitality, 155, 120, 300, "left")
love.graphics.printf("endurance: " .. stats.endurance, 155, 130, 300, "left")
love.graphics.printf("strength: " .. stats.strength, 155, 140, 300, "left")
love.graphics.printf("agility: " .. stats.agility, 155, 150, 300, "left")
love.graphics.printf("AKA:", 297, 120, 80, "center")
love.graphics.printf(getCurrentEnemy().aka, 297, 130, 80, "center")
love.graphics.printf(string, 0, 230, 102*4, "center")
love.graphics.printf(states[state], 12, 190, 390, "center")
drawHelpLog()
drawLog()
maid64.finish()
end
|
data:extend({
{
type = "technology",
name = "orbital-ion-cannon",
icon = "__Orbital Ion Cannon__/graphics/icon64.png",
icon_size = 64,
prerequisites = {"rocket-silo", "energy-weapons-damage-6"},
effects =
{
{
type = "unlock-recipe",
recipe = "orbital-ion-cannon"
},
{
type = "unlock-recipe",
recipe = "ion-cannon-targeter"
}
},
unit =
{
count = 2500,
ingredients =
{
{"automation-science-pack", 2},
{"logistic-science-pack", 2},
{"chemical-science-pack", 2},
{"military-science-pack", 2},
{"utility-science-pack", 2},
{"production-science-pack", 2},
{"space-science-pack", 1}
},
time = 60
},
order = "k-a"
},
{
type = "technology",
name = "auto-targeting",
icon = "__Orbital Ion Cannon__/graphics/AutoTargetingTech.png",
icon_size = 64,
prerequisites = {"orbital-ion-cannon"},
effects = {},
unit =
{
count = 2000,
ingredients =
{
{"automation-science-pack", 2},
{"logistic-science-pack", 2},
{"chemical-science-pack", 2},
{"military-science-pack", 2},
{"utility-science-pack", 2},
{"production-science-pack", 2},
{"space-science-pack", 2}
},
time = 60
},
order = "k-b"
},
})
if data.raw["item"]["bob-laser-turret-5"] and settings.startup["ion-cannon-bob-updates"].value then
data.raw["technology"]["orbital-ion-cannon"].prerequisites = {"rocket-silo", "energy-weapons-damage-6", "bob-laser-turrets-5"}
end
if data.raw["item"]["fast-accumulator-3"] and data.raw["item"]["solar-panel-large-3"] and settings.startup["ion-cannon-bob-updates"].value then
data.raw["technology"]["orbital-ion-cannon"].prerequisites = {"rocket-silo", "energy-weapons-damage-6", "bob-solar-energy-4", "bob-electric-energy-accumulators-4"}
end
if data.raw["item"]["fast-accumulator-3"] and data.raw["item"]["solar-panel-large-3"] and data.raw["item"]["bob-laser-turret-5"] and settings.startup["ion-cannon-bob-updates"].value then
data.raw["technology"]["orbital-ion-cannon"].prerequisites = {"rocket-silo", "energy-weapons-damage-6", "bob-solar-energy-4", "bob-electric-energy-accumulators-4", "bob-laser-turrets-5"}
end
|
--- Remote interface functions
remote.add_interface("advanced-logistics-system",
{
showSettings = function(player)
local index = player.index
hideGUI(player, index)
showSettings(player, index)
end,
activateSystem = function(player)
local index = player.index
local forceName = player.force.name
init()
initForce(player.force)
global.hasSystem[forceName] = true
initPlayer(player)
initGUI(player, true)
end
}
) |
E2Lib.RegisterExtension("glon", true)
if not glon then pcall(require,"glon") end
local last_glon_error = ""
-- GLON output validation
local DEFAULT = {n={},ntypes={},s={},stypes={},size=0,depth=0}
--[[
wire_expression2_glon = {}
wire_expression2_glon.history = {}
wire_expression2_glon.players = {}
local function logGlonCall( self, glonString, ret, safeGlonObject )
local logEntry =
{
Expression2 =
{
Name = self.entity.name,
Owner = self.entity.player,
OwnerID = self.entity.player:IsValid() and self.entity.player:SteamID() or "[Unknown]",
OwnerName = self.entity.player:IsValid() and self.entity.player:Name() or "[Unknown]",
},
GLON = glonString,
GLONOutput = ret,
SafeOutput = safeGlonObject,
Timestamp = os.date("%c")
}
wire_expression2_glon.history[#wire_expression2_glon.history + 1] = logEntry
if self.entity.player:IsValid() then
wire_expression2_glon.players[self.entity.player] = wire_expression2_glon.players[self.entity.player] or {}
wire_expression2_glon.players[self.entity.player][#wire_expression2_glon.players[self.entity.player] + 1] = logEntry
end
end
]]
local forbiddenTypes = {
["xgt"] = true,
["xwl"] = true
}
local typeSanitizers
local function sanitizeGlonOutput ( self, glonOutputObject, objectType, safeGlonObjectMap )
self.prf = self.prf + 1
if not objectType then return nil end
if forbiddenTypes[objectType] then return nil end
if not wire_expression_types2[objectType] then return nil end
safeGlonObjectMap = safeGlonObjectMap or {
r = {},
t = {}
}
if not typeSanitizers[objectType] then
if wire_expression_types2[objectType][6](glonOutputObject) then return nil end -- failed type validity check
return glonOutputObject
end
return typeSanitizers[objectType] ( self, glonOutputObject, safeGlonObjectMap )
end
typeSanitizers = {
["r"] = function ( self, glonOutputObject, safeGlonObjectMap )
if safeGlonObjectMap["r"][glonOutputObject] then
return safeGlonObjectMap["r"][glonOutputObject]
end
local safeArray = {}
if not glonOutputObject then return safeArray end
safeGlonObjectMap["r"][glonOutputObject] = safeArray
if !istable(glonOutputObject) then return safeArray end
for k, v in pairs(glonOutputObject) do
if type (k) == "number" then
safeArray[k] = v
end
end
return safeArray
end,
["t"] = function ( self, glonOutputObject, safeGlonObjectMap )
if safeGlonObjectMap["t"][glonOutputObject] then
return safeGlonObjectMap["t"][glonOutputObject]
end
local safeTable = table.Copy(DEFAULT)
if not glonOutputObject then return safeTable end
safeGlonObjectMap["t"][glonOutputObject] = safeTable
if !istable(glonOutputObject) then return safeTable end
if istable(glonOutputObject.s) and istable(glonOutputObject.stypes) then
for k, v in pairs(glonOutputObject.s) do
local objectType = glonOutputObject.stypes[k]
local safeObject = sanitizeGlonOutput( self, v, objectType, safeGlonObjectMap )
if safeObject then
safeTable.s[tostring(k)] = safeObject
safeTable.stypes[tostring(k)] = objectType
end
end
end
if istable(glonOutputObject.n) and istable(glonOutputObject.ntypes) then
for k, v in pairs(glonOutputObject.n) do
if isnumber(k) then
local objectType = glonOutputObject.ntypes[k]
local safeObject = sanitizeGlonOutput( self, v, objectType, safeGlonObjectMap )
if safeObject then
safeTable.n[k] = safeObject
safeTable.ntypes[k] = objectType
end
end
end
end
safeTable.size = table.Count(safeTable.s) + #safeTable.n
return safeTable
end,
["v"] = function ( self, glonOutputObject, safeGlonObjectMap )
if not glonOutputObject then return table.Copy(wire_expression_types2["v"][2]) end
if isvector(glonOutputObject) then return { glonOutputObject.x, glonOutputObject.y, glonOutputObject.z } end
if !istable(glonOutputObject) then return table.Copy(wire_expression_types2["v"][2]) end
local safeValue = {}
for i = 1, 3 do
safeValue[i] = tonumber(glonOutputObject[i]) or wire_expression_types2["v"][2][i]
end
return safeValue
end
}
-- Default sanitizer for types that are arrays of numbers
local numericArrayDataTypes =
{
["a"] = 3,
["c"] = 2,
["m"] = 9,
["q"] = 4,
["xm2"] = 4,
["xm4"] = 16,
["xv2"] = 2,
["xv4"] = 4
}
for objectType, arrayLength in pairs(numericArrayDataTypes) do
typeSanitizers[objectType] = function ( self, glonOutputObject, sanitizedGlonObjectMap )
if !istable(glonOutputObject) then return table.Copy(wire_expression_types2[objectType][2]) end
local safeValue = {}
for i = 1, arrayLength do
safeValue[i] = tonumber(glonOutputObject[i]) or wire_expression_types2[objectType][2][i]
end
return safeValue
end
end
__e2setcost(10)
--- Encodes <data> into a string, using [[GLON]].
e2function string glonEncode(array data)
if not glon then
error( "Glon is not installed on this server. Please use von instead.", 0 )
end
local ok, ret = pcall(glon.encode, data)
if not ok then
last_glon_error = ret
ErrorNoHalt("glon.encode error: "..ret)
return ""
end
if ret then
self.prf = self.prf + #ret / 2
end
return ret or ""
end
--- Decodes <data> into an array, using [[GLON]].
e2function array glonDecode(string data)
if not glon then
error( "Glon is not installed on this server. Please use von instead.", 0 )
end
if not data then return {} end
self.prf = self.prf + #data / 2
local ok, ret = pcall(glon.decode, data)
if not ok then
last_glon_error = ret
ErrorNoHalt("glon.decode error: "..ret)
return {}
end
local safeArray = sanitizeGlonOutput( self, ret, "r" )
-- logGlonCall( self, data, ret, safeArray )
return safeArray or {}
end
e2function string glonError()
if not glon then
error( "Glon is not installed on this server. Please use von instead.", 0 )
end
return last_glon_error or ""
end
if glon then
hook.Add("InitPostEntity", "wire_expression2_glonfix", function()
-- Fixing other people's bugs...
for i = 1,20 do
local name, encode_types = debug.getupvalue(glon.Write, i)
if name == "encode_types" then
for _,tp in ipairs({"NPC","Vehicle","Weapon"}) do
if not encode_types[tp] then encode_types[tp] = encode_types.Entity end
end
break
end
end
end)
end
---------------------------------------------------------------------------
-- table glon
---------------------------------------------------------------------------
__e2setcost(15)
--- Encodes <data> into a string, using [[GLON]].
e2function string glonEncode(table data) = e2function string glonEncode(array data)
__e2setcost(25)
-- decodes a glon string and returns an table
e2function table glonDecodeTable(string data)
if not glon then
error( "Glon is not installed on this server. Please use von instead.", 0 )
end
if not data then return table.Copy(DEFAULT) end
self.prf = self.prf + #data / 2
local ok, ret = pcall(glon.decode, data)
if not ok then
last_glon_error = ret
ErrorNoHalt("glon.decode error: "..ret)
return table.Copy(DEFAULT)
end
local safeTable = sanitizeGlonOutput( self, ret, "t" )
return safeTable or table.Copy(DEFAULT)
end
---------------------------------------------------------------------------
-- von
---------------------------------------------------------------------------
local last_von_error
__e2setcost(10)
--- Encodes <data> into a string, using [[von]].
e2function string vonEncode(array data)
local ok, ret = pcall(WireLib.von.serialize, data)
if not ok then
last_von_error = ret
WireLib.ClientError("von.encode error: "..ret, self.player)
return ""
end
if ret then
self.prf = self.prf + #ret / 2
end
return ret or ""
end
--- Decodes <data> into an array, using [[von]].
e2function array vonDecode(string data)
if not data then return {} end
self.prf = self.prf + #data / 2
local ok, ret = pcall(WireLib.von.deserialize, data)
if not ok then
last_von_error = ret
WireLib.ClientError("von.decode error: "..ret, self.player)
return {}
end
local safeArray = sanitizeGlonOutput( self, ret, "r" )
return safeArray or {}
end
e2function string vonError()
return last_von_error or ""
end
__e2setcost(15)
--- Encodes <data> into a string, using [[von]].
e2function string vonEncode(table data) = e2function string vonEncode(array data)
__e2setcost(25)
-- decodes a glon string and returns an table
e2function table vonDecodeTable(string data)
if not data then return table.Copy(DEFAULT) end
self.prf = self.prf + #data / 2
local ok, ret = pcall(WireLib.von.deserialize, data)
if not ok then
last_von_error = ret
WireLib.ClientError("von.decode error: "..ret, self.player)
return table.Copy(DEFAULT)
end
local safeTable = sanitizeGlonOutput( self, ret, "t" )
return safeTable or table.Copy(DEFAULT)
end
|
struct = {
name = "messageStruct",
fields = {
{name = "term", type = "int"},
{name = "fromNode", type = "int"},
{name = "toNode", type = "int"},
{name = "type", type = "string"},
{name = "value", type = "string"}
}
}
interface = {
name = "minhaInt",
methods = {
ReceiveMessage = {
resulttype = "string",
args = {
{direction = "in", type = "messageStruct"}
}
},
InitializeNode = {
resulttype = "void",
args = {
{direction = "in", type = "string"},
{direction = "in", type = "string"}
}
},
StopNode ={
resulttype = "void",
args = {
}
},
ApplyEntry ={
resulttype = "string",
args = {
{direction= "in", type="int"}
},
},
Snapshot ={
resulttype = "void",
args = {
}
},
}
}
|
local menu = {}
function menu.load( prev_state, ... )
music:play()
end
function menu.update( dt )
end
function menu.draw()
love.graphics.print("Menu gamestate. Press Enter to continue.",
280, 250)
end
function menu.keyreleased( key, code )
if key == "return" then
gamestates.set_state( "game", { current_level = 1 } )
elseif key == 'escape' then
love.event.quit()
end
end
function menu.mousereleased( x, y, button, istouch )
if button == 'l' or button == 1 then
gamestates.set_state( "game", { current_level = 1 } )
elseif button == 'r' or button == 2 then
love.event.quit()
end
end
return menu
|
-- ////////////////////////////////////
-- // MYSQL //
-- ////////////////////////////////////
sqlUsername = exports.mysql:getMySQLUsername()
sqlPassword = exports.mysql:getMySQLPassword()
sqlDB = exports.mysql:getMySQLDBName()
sqlHost = exports.mysql:getMySQLHost()
sqlPort = exports.mysql:getMySQLPort()
handler = mysql_connect(sqlHost, sqlUsername, sqlPassword, sqlDB, sqlPort)
function checkMySQL()
if not (mysql_ping(handler)) then
handler = mysql_connect(sqlHost, sqlUsername, sqlPassword, sqlDB, sqlPort)
end
end
setTimer(checkMySQL, 300000, 0)
function closeMySQL()
if (handler) then
mysql_close(handler)
end
end
addEventHandler("onResourceStop", getResourceRootElement(getThisResource()), closeMySQL)
-- ////////////////////////////////////
-- // MYSQL END //
-- ////////////////////////////////////
function addCandidate( thePlayer, commandName, targetPlayer )
if exports.global:isPlayerAdmin( thePlayer ) then
if not targetPlayer then
outputChatBox("SYNTAX: /" .. commandName .. " [player]", thePlayer, 255, 194, 14 )
else
local targetPlayer, targetPlayerName = exports.global:findPlayerByPartialNick( thePlayer, targetPlayer )
if targetPlayer then
if getElementData( targetPlayer, "loggedin" ) == 1 then
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_candidate = 1 WHERE id = " .. getElementData( targetPlayer, "dbid" ) ) )
outputChatBox(targetPlayerName .. " is now a candidate for the election.", thePlayer, 0, 255, 0)
candidates[ getElementData( targetPlayer, "dbid" ) ] = targetPlayerName
setElementData( getResourceRootElement( ), "candidates", candidates )
else
outputChatBox("Player is not logged in.", thePlayer, 255, 0, 0)
end
end
end
end
end
addCommandHandler( "addcandidate", addCandidate )
function delCandidate( thePlayer, commandName, targetPlayer )
if exports.global:isPlayerAdmin( thePlayer ) then
if not targetPlayer then
outputChatBox("SYNTAX: /" .. commandName .. " [player]", thePlayer, 255, 194, 14 )
else
local targetPlayer, targetPlayerName = exports.global:findPlayerByPartialNick( thePlayer, targetPlayer )
if targetPlayer then
if getElementData( targetPlayer, "loggedin" ) == 1 then
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_candidate = 0 WHERE id = " .. getElementData( targetPlayer, "dbid" ) ) )
outputChatBox(targetPlayerName .. " is now no candidate for the election anymore.", thePlayer, 0, 255, 0)
candidates[ getElementData( targetPlayer, "dbid" ) ] = nil
setElementData( getResourceRootElement( ), "candidates", candidates )
else
outputChatBox("Player is not logged in.", thePlayer, 255, 0, 0)
end
end
end
end
end
addCommandHandler( "delcandidate", delCandidate )
-- /resetpoll - deletes all votes
function resetPoll( thePlayer )
if exports.global:isPlayerHeadAdmin( thePlayer ) then
-- nobody voted for anyone
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_candidate = 0, election_canvote = 0, election_votedfor = 0" ) )
candidates = { }
setElementData( getResourceRootElement( ), "candidates", candidates )
outputChatBox( "The poll has been reset.", thePlayer, 0, 255, 0 )
setElementData( getResourceRootElement( ), "open", false )
end
end
addCommandHandler( "resetpoll", resetPoll )
function openPoll( thePlayer )
if exports.global:isPlayerAdmin( thePlayer ) then
-- check if there is an open poll
local result = mysql_query( handler, "SELECT COUNT(*) FROM characters WHERE election_canvote > 0" )
if result then
if tonumber( mysql_result( result, 1, 1 ) ) == 0 then -- noone can vote, evil
-- grant permissions to vote if you have 12 hours ingame and a license
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_canvote = 1 WHERE hoursplayed > 12 AND car_license = 1 AND cked = 0" ) )
outputChatBox( "The poll has been opened.", thePlayer, 0, 255, 0 )
else -- people can vote already
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_canvote = 1 WHERE election_canvote > 0" ) )
outputChatBox( "The poll has been re-opened.", thePlayer, 0, 255, 0 )
end
setElementData( getResourceRootElement( ), "open", true )
mysql_free_result( result )
else
outputDebugString( mysql_error( handler ) )
outputChatBox( "Failed to open the Poll.", thePlayer )
end
end
end
addCommandHandler( "openpoll", openPoll )
function closePoll( thePlayer )
if exports.global:isPlayerAdmin( thePlayer ) then
-- check if there is an open poll
local result = mysql_query( handler, "SELECT COUNT(*) FROM characters WHERE election_canvote > 0" )
if result then
if tonumber( mysql_result( result, 1, 1 ) ) == 0 then -- noone can vote, can't stop
outputChatBox( "There is no running poll!", thePlayer, 255, 0, 0 )
else -- people can vote already
mysql_free_result( mysql_query( handler, "UPDATE characters SET election_canvote = 2 WHERE election_canvote > 0" ) )
outputChatBox( "The poll has been stopped.", thePlayer, 0, 255, 0 )
end
setElementData( getResourceRootElement( ), "open", false )
mysql_free_result( result )
else
outputDebugString( mysql_error( handler ) )
outputChatBox( "Failed to close the Poll.", thePlayer )
end
end
end
addCommandHandler( "closepoll", closePoll ) |
local route = {map = {}, instance = nil}
function route:new()
local cls = {}
setmetatable(cls, self)
self.__index = self
return cls
end
function route:get_instance()
if self.instance == nil then
self.instance = self:new()
end
return self.instance
end
function route:free()
if self.instance then
self.map = nil
self.map = {}
self.instance = nil
end
end
function route:add(method, pattern, callback)
local ele = {}
ele.method = method
ele.pattern = pattern
ele.callback = callback
self.map[#(self.map) + 1] = ele
end
function route:run(req, res)
local uri = req:uri()
for i = 1, #(self.map) do
local ele = self.map[i]
for j, m in pairs(ele.method) do
if m == req:method() then
local param = string.match(uri, ele.pattern)
if param then
ele.callback(req, res, {param})
return
end
end
end
end
end
return route
|
require("freq")
EventHandler.instance:on(Events.INIT, function(ev)
FreqTraffic.instance = FreqTraffic()
end)
require("traffic")
require("traffic_events")
EventHandler.instance:on(Events.INIT, function(ev)
Traffic.instance = Traffic()
TrafficEvents.instance = TrafficEvents(Traffic.instance)
end)
|
fprp.initDatabase = fprp.stub{
name = "initDatabase",
description = "Initialize the fprp database.",
parameters = {
},
returns = {
},
metatable = fprp
}
fprp.storeRPName = fprp.stub{
name = "storeRPName",
description = "Store an RP name in the database.",
parameters = {
{
name = "ply",
description = "The player that gets the RP name.",
type = "Player",
optional = false
},
{
name = "name",
description = "The new name of the player.",
type = "string",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.retrieveRPNames = fprp.stub{
name = "retrieveRPNames",
description = "Whether a given RP name is taken by someone else.",
parameters = {
{
name = "name",
description = "The RP name.",
type = "string",
optional = false
},
{
name = "callback",
description = "The function that receives the boolean answer in its first parameter.",
type = "function",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.retrievePlayerData = fprp.stub{
name = "retrievePlayerData",
description = "Get a player's information from the database.",
parameters = {
{
name = "ply",
description = "The player to get the data for.",
type = "Player",
optional = false
},
{
name = "callback",
description = "The function that receives the information.",
type = "function",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.createPlayerData = fprp.stub{
name = "createPlayerData",
description = "Internal function: creates an entry in the database for a player who has joined for the first time.",
parameters = {
{
name = "ply",
description = "The player to create the data for.",
type = "Player",
optional = false
},
{
name = "name",
description = "The name of the player.",
type = "string",
optional = false
},
{
name = "wallet",
description = "The amount of shekel the player has.",
type = "number",
optional = false
},
{
name = "salary",
description = "The salary of the player.",
type = "number",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.storeshekel = fprp.stub{
name = "storeshekel",
description = "Internal function. Store a player's shekel in the database. Do not call this if you just want to set someone's shekel, the player will not see the change!",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player",
optional = false
},
{
name = "amount",
description = "The new contents of the player's wallet.",
type = "number",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.storeSalary = fprp.stub{
name = "storeSalary",
description = "Internal function. Store a player's salary in the database. Do not call this if you just want to set someone's salary, the player will not see the change!",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player",
optional = false
},
{
name = "amount",
description = "The new contents of the player's wallet.",
type = "number",
optional = false
}
},
returns = {
{
name = "amount",
description = "The new contents of the player's wallet.",
type = "number"
}
},
metatable = fprp
}
fprp.retrieveSalary = fprp.stub{
name = "retrieveSalary",
description = "Get a player's salary from the database.",
parameters = {
{
name = "ply",
description = "The player to get the data for.",
type = "Player",
optional = false
},
{
name = "callback",
description = "The function that receives the salary.",
type = "function",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.restorePlayerData = fprp.stub{
name = "restorePlayerData",
description = "Internal function that restores a player's fprp information when they join.",
parameters = {
},
returns = {
},
metatable = fprp
}
fprp.storeDoorData = fprp.stub{
name = "storeDoorData",
description = "Store the information about a door in the database.",
parameters = {
{
name = "ent",
description = "The door.",
type = "Entity",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.storeTeamDoorOwnability = fprp.stub{
name = "storeTeamDoorOwnability",
description = "Store the ownability information of a door in the database.",
parameters = {
{
name = "ent",
description = "The door.",
type = "Entity",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.storeDoorGroup = fprp.stub{
name = "storeDoorGroup",
description = "Store the group of a door in the database.",
parameters = {
{
name = "ent",
description = "The door.",
type = "Entity",
optional = false
},
{
name = "group",
description = "The group of the door.",
type = "string",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.notify = fprp.stub{
name = "notify",
description = "Make a notification pop up on the player's screen.",
parameters = {
{
name = "ply",
description = "The receiver of the message.",
type = "Player",
optional = false
},
{
name = "MsgType",
description = "The type of the message.",
type = "number",
optional = false
},
{
name = "time",
description = "For how long the notification should stay on the screen.",
type = "number",
optional = false
},
{
name = "message",
description = "The actual message.",
type = "string",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.notifyAll = fprp.stub{
name = "notifyAll",
description = "Make a notification pop up on the everyone's screen.",
parameters = {
{
name = "msgType",
description = "The type of the message.",
type = "number",
optional = false
},
{
name = "time",
description = "For how long the notification should stay on the screen.",
type = "number",
optional = false
},
{
name = "message",
description = "The actual message.",
type = "string",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.printMessageAll = fprp.stub{
name = "printMessageAll",
description = "Make a notification pop up in the middle of everyone's screen.",
parameters = {
{
name = "msgType",
description = "The type of the message.",
type = "number",
optional = false
},
{
name = "message",
description = "The actual message.",
type = "string",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.talkToRange = fprp.stub{
name = "talkToRange",
description = "Send a chat message to people close to a player.",
parameters = {
{
name = "ply",
description = "The sender of the message.",
type = "Player",
optional = false
},
{
name = "playerName",
description = "The name of the sender of the message.",
type = "string",
optional = false
},
{
name = "message",
description = "The actual message.",
type = "string",
optional = false
},
{
name = "size",
description = "The radius of the circle in which players can see the message in chat.",
type = "number",
optional = false
}
},
returns = {
},
metatable = fprp
}
fprp.talkToPerson = fprp.stub{
name = "talkToPerson",
description = "Send a chat message to a player.",
parameters = {
{
name = "receiver",
description = "The receiver of the message.",
type = "Player",
optional = false
},
{
name = "col1",
description = "The color of the first part of the message.",
type = "Color",
optional = false
},
{
name = "text1",
description = "The first part of the message.",
type = "string",
optional = false
},
{
name = "col2",
description = "The color of the second part of the message.",
type = "Color",
optional = false
},
{
name = "text2",
description = "The secpnd part of the message.",
type = "string",
optional = false
},
{
name = "sender",
description = "The sender of the message.",
type = "Player",
optional = true
}
},
returns = {
},
metatable = fprp
}
fprp.isEmpty = fprp.stub{
name = "isEmpty",
description = "Check whether the given position is empty.",
parameters = {
{
name = "pos",
description = "The position to check for emptiness.",
type = "Vector",
optional = false
},
{
name = "ignore",
description = "Table of things the algorithm can ignore.",
type = "table",
optional = true
}
},
returns = {
{
name = "empty",
description = "Whether the given position is empty.",
type = "boolean"
}
},
metatable = fprp
}
-- findEmptyPos(pos, ignore, distance, step, area) -- returns pos
fprp.findEmptyPos = fprp.stub{
name = "findEmptyPos",
description = "Find an empty position as close as possible to the given position (Note: this algorithm is slow!).",
parameters = {
{
name = "pos",
description = "The position to check for emptiness.",
type = "Vector",
optional = false
},
{
name = "ignore",
description = "Table of things the algorithm can ignore.",
type = "table",
optional = true
},
{
name = "distance",
description = "The maximum distance to look for empty positions.",
type = "number",
optional = false
},
{
name = "step",
description = "The size of the steps to check (it places it will look are STEP units removed from one another).",
type = "number",
optional = false
},
{
name = "area",
description = "The hull to check, this is Vector(16, 16, 64) for players.",
type = "Vector",
optional = false
}
},
returns = {
{
name = "pos",
description = "A found position. When no position was found, the parameter is returned",
type = "Vector"
}
},
metatable = fprp
}
fprp.PLAYER.removefprpVar = fprp.stub{
name = "removefprpVar",
description = "Remove a shared variable. Exactly the same as ply:setfprpVar(nil).",
parameters = {
{
name = "variable",
description = "The name of the variable.",
type = "string",
optional = false
},
{
name = "target",
description = "the clients to whom this variable is sent.",
type = "CRecipientFilter",
optional = true
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.setfprpVar = fprp.stub{
name = "setfprpVar",
description = "Set a shared variable. Make sure the variable is registered with fprp.registerfprpVar!",
parameters = {
{
name = "variable",
description = "The name of the variable.",
type = "string",
optional = false
},
{
name = "value",
description = "The value of the variable.",
type = "any",
optional = false
},
{
name = "target",
description = "the clients to whom this variable is sent.",
type = "CRecipientFilter",
optional = true
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.setSelffprpVar = fprp.stub{
name = "setSelffprpVar",
description = "Set a shared variable that is only seen by the player to whom this variable applies.",
parameters = {
{
name = "variable",
description = "The name of the variable.",
type = "string",
optional = false
},
{
name = "value",
description = "The value of the variable.",
type = "any",
optional = false
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.sendfprpVars = fprp.stub{
name = "sendfprpVars",
description = "Internal function. Sends all visiblefprpVars of all players to this player.",
parameters = {
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.setRPName = fprp.stub{
name = "setRPName",
description = "Set the RPName of a player.",
parameters = {
{
name = "name",
description = "The new name of the player.",
type = "string",
optional = false
},
{
name = "firstrun",
description = "Whether to play nice and find a different name if it has been taken (true) or to refuse the name change when taken (false).",
type = "boolean",
optional = true
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.addCustomEntity = fprp.stub{
name = "addCustomEntity",
description = "Add a custom entity to the player's limit.",
parameters = {
{
name = "tblEnt",
description = "The entity table (from the fprpEntities table).",
type = "table",
optional = false
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.removeCustomEntity = fprp.stub{
name = "removeCustomEntity",
description = "Remove a custom entity to the player's limit.",
parameters = {
{
name = "tblEnt",
description = "The entity table (from the fprpEntities table).",
type = "table",
optional = false
}
},
returns = {},
metatable = fprp.PLAYER
}
fprp.PLAYER.customEntityLimitReached = fprp.stub{
name = "customEntityLimitReached",
description = "Set a shared variable.",
parameters = {
{
name = "tblEnt",
description = "The entity table (from the fprpEntities table).",
type = "table",
optional = false
}
},
returns = {
{
name = "limitReached",
description = "Whether the limit has been reached.",
type = "boolean"
}
},
metatable = fprp.PLAYER
}
fprp.PLAYER.getPreferredModel = fprp.stub{
name = "getPreferredModel",
description = "Get the preferred model of a player for a job.",
parameters = {
{
name = "TeamNr",
description = "The job number.",
type = "number",
optional = false
}
},
returns = {
{
name = "model",
description = "The preferred model for the job.",
type = "string"
}
},
metatable = fprp.PLAYER
}
fprp.hookStub{
name = "UpdatePlayerSpeed",
description = "Change a player's walking and running speed.",
parameters = {
{
name = "ply",
description = "The player for whom the speed changes.",
type = "Player"
}
},
returns = {
}
}
fprp.hookStub{
name = "fprpDBInitialized",
description = "Called when fprp is done initializing the database.",
parameters = {
},
returns = {
}
}
fprp.hookStub{
name = "CanChangeRPName",
description = "Whether a player can change their RP name.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "name",
description = "The name.",
type = "string"
}
},
returns = {
{
name = "answer",
description = "Whether the player can change their RP names.",
type = "boolean"
},
{
name = "reason",
description = "When answer is false, this return value is the reason why.",
type = "string"
}
}
}
fprp.hookStub{
name = "onPlayerChangedName",
description = "Called when a player's fprp name has been changed.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "oldName",
description = "The old name.",
type = "string"
},
{
name = "newName",
description = "The new name.",
type = "string"
}
},
returns = {
}
}
fprp.hookStub{
name = "playerBoughtPistol",
description = "Called when a player bought a pistol.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "weaponTable",
description = "The table (from the CustomShipments table).",
type = "table"
},
{
name = "ent",
description = "The spawned weapon.",
type = "Weapon"
},
{
name = "price",
description = "The eventual price.",
type = "number"
}
},
returns = {
}
}
fprp.hookStub{
name = "playerBoughtShipment",
description = "Called when a player bought a shipment.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "shipmentTable",
description = "The table (from the CustomShipments table).",
type = "table"
},
{
name = "ent",
description = "The spawned entity.",
type = "Entity"
},
{
name = "price",
description = "The eventual price.",
type = "number"
}
},
returns = {
}
}
fprp.hookStub{
name = "playerBoughtCustomVehicle",
description = "Called when a player bought a vehicle.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "vehicleTable",
description = "The table (from the CustomVehicles table).",
type = "table"
},
{
name = "ent",
description = "The spawned vehicle.",
type = "Entity"
},
{
name = "price",
description = "The eventual price.",
type = "number"
}
},
returns = {
}
}
fprp.hookStub{
name = "playerBoughtCustomEntity",
description = "Called when a player bought an entity (like a shekel printer or a gun lab).",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "entityTable",
description = "The table of the custom entity (from the fprpEntities table).",
type = "table"
},
{
name = "ent",
description = "The spawned vehicle.",
type = "Entity"
},
{
name = "price",
description = "The eventual price.",
type = "number"
}
},
returns = {
}
}
fprp.hookStub{
name = "canDemote",
description = "Whether a player can demote another player.",
parameters = {
{
name = "ply",
description = "The player who wants to demote.",
type = "Player"
},
{
name = "target",
description = "The player whom is to be demoted.",
type = "Player"
},
{
name = "reason",
description = "The reason provided for the demote.",
type = "string"
}
},
returns = {
{
name = "canDemote",
description = "Whether the player can change demote the target.",
type = "boolean"
},
{
name = "message",
description = "The message to show when the player cannot demote the other player. Only useful when canDemote is false.",
type = "string"
}
}
}
fprp.hookStub{
name = "onPlayerDemoted",
description = "Called when a player is demoted.",
parameters = {
{
name = "source",
description = "The player who demoted the target.",
type = "Player"
},
{
name = "target",
description = "The player who has been demoted.",
type = "Player"
},
{
name = "reason",
description = "The reason provided for the demote.",
type = "string"
}
},
returns = {
}
}
fprp.hookStub{
name = "canDropWeapon",
description = "Whether a player can drop a certain weapon.",
parameters = {
{
name = "ply",
description = "The player who wants to drop the weapon.",
type = "Player"
},
{
name = "weapon",
description = "The weapon the player wants to drop.",
type = "Weapon"
}
},
returns = {
{
name = "canDrop",
description = "Whether the player can drop the weapon.",
type = "boolean"
}
}
}
fprp.hookStub{
name = "canSeeLogMessage",
description = "Whether a player can see a fprp log message in the console.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "message",
description = "The log message.",
type = "string"
},
{
name = "color",
description = "The color of the message.",
type = "Color"
}
},
returns = {
{
name = "canHear",
description = "Whether the player can see the log message.",
type = "boolean"
}
}
}
fprp.hookStub{
name = "canVote",
description = "Whether a player can cast a vote.",
parameters = {
{
name = "ply",
description = "The player.",
type = "Player"
},
{
name = "vote",
description = "Table containing all information about the vote.",
type = "table"
}
},
returns = {
{
name = "canVote",
description = "Whether the player can vote.",
type = "boolean"
},
{
name = "message",
description = "The message to show when the player cannot vote. Only useful when canVote is false.",
type = "string"
}
}
}
fprp.hookStub{
name = "playerGetSalary",
description = "When a player receives salary.",
parameters = {
{
name = "ply",
description = "The player who is receiving salary.",
type = "Player"
},
{
name = "amount",
description = "The amount of shekel given to the player.",
type = "number"
}
},
returns = {
{
name = "suppress",
description = "Suppress the salary message.",
type = "boolean"
},
{
name = "message",
description = "Override the default message (suppress must be false).",
type = "string"
},
{
name = "amount",
description = "Override the salary.",
type = "number"
}
}
}
fprp.hookStub{
name = "playerWalletChanged",
description = "When a player receives shekel.",
parameters = {
{
name = "ply",
description = "The player who is getting shekel.",
type = "Player"
},
{
name = "amount",
description = "The amount of shekel given to the player.",
type = "number"
}
},
returns = {
{
name = "total",
description = "Override the total amount of shekel (optional).",
type = "number"
}
}
}
|
local TradeTicket = {}
local BUY = 0
local SELL = 1
function TradeTicket:new(o)
o = o or {} -- create object if user does not provide one
setmetatable(o, self)
self.__index = self
local window = Apollo.LoadForm(TradeTicket.xmlDoc, "TradeTicket", nil, o)
o.window = window
Apollo.RegisterEventHandler("PostCommodityOrderResult", "OnPostCommodityOrderResult", o)
o:Init()
return o
end
function TradeTicket:Init()
self:DisableExecuteButton()
self.buySell = BUY
self.volume = 1
self.price = 0
self:SetTextFields()
self:SetIcon()
self:Validate()
end
function TradeTicket:SetTextFields()
self.window:FindChild("CommodityName"):SetText(self.commodity:GetName())
self:SetBuyPrices()
end
function TradeTicket:SetBuyPrices()
self.window:FindChild("Top1Value"):SetText(self.commodity.buy1)
self.window:FindChild("Top10Value"):SetText(self.commodity.buy10)
self.window:FindChild("Top50Value"):SetText(self.commodity.buy50)
self.window:FindChild("OrderCount"):SetText(self.commodity.sellOrderCount)
end
function TradeTicket:SetSellPrices()
self.window:FindChild("Top1Value"):SetText(self.commodity.sell1)
self.window:FindChild("Top10Value"):SetText(self.commodity.sell10)
self.window:FindChild("Top50Value"):SetText(self.commodity.sell50)
self.window:FindChild("OrderCount"):SetText(self.commodity.buyOrderCount)
end
function TradeTicket:SetIcon()
self.window:FindChild("TradeWindow"):FindChild("CommodityItem"):SetSprite(self.commodity:GetIcon())
local tItem = self.commodity:GetItem()
local tooltip = Tooltip.GetItemTooltipForm(self,
self.window:FindChild("TradeWindow"):FindChild("CommodityItem"),
tItem,
{bPrimary = true, bSelling = false, itemCompare = tItem:GetEquippedItemForItemType()}
)
end
function TradeTicket:OnPostCommodityOrderResult(eAuctionPostResult, orderSource, nActualCost)
MarketplaceLib.RequestOwnedCommodityOrders()
local isBuy = orderSource:IsBuy()
local isLimitOrder = false
if orderSource:GetExpirationTime() then
isLimitOrder = true
end
self:HideTradeWindow()
self:ShowConfirmationWindow()
--Print(isBuy .. " | " .. count .. " | " .. itemName)
local okMessage = "You succesfully " .. self:BoughtOrSoldString() .. " " .. orderSource:GetCount() .. " [" .. orderSource:GetItem():GetName() .. "] at " .. orderSource:GetPricePerUnit():GetAmount() .. "c each"
if isLimitOrder then
okMessage = "You succesfully created a Limit Order to " .. self:BuyOrSellString() .. " " .. orderSource:GetCount() .. " [" .. orderSource:GetItem():GetName() .. "] at " .. orderSource:GetPricePerUnit():GetAmount() .. "c each"
end
local responseString = {
[MarketplaceLib.AuctionPostResult.Ok] = okMessage,
[MarketplaceLib.AuctionPostResult.DbFailure] = Apollo.GetString("MarketplaceAuction_TechnicalDifficulties"),
[MarketplaceLib.AuctionPostResult.Item_BadId] = Apollo.GetString("MarketplaceAuction_CantPostInvalidItem"),
[MarketplaceLib.AuctionPostResult.NotEnoughToFillQuantity] = Apollo.GetString("GenericError_Vendor_NotEnoughToFillQuantity"),
[MarketplaceLib.AuctionPostResult.NotEnoughCash] = Apollo.GetString("GenericError_Vendor_NotEnoughCash"),
[MarketplaceLib.AuctionPostResult.NotReady] = Apollo.GetString("MarketplaceAuction_TechnicalDifficulties"),
[MarketplaceLib.AuctionPostResult.CannotFillOrder] = Apollo.GetString("MarketplaceCommodities_NoOrdersFound"),
[MarketplaceLib.AuctionPostResult.TooManyOrders] = Apollo.GetString("MarketplaceAuction_MaxOrders"),
[MarketplaceLib.AuctionPostResult.OrderTooBig] = Apollo.GetString("MarketplaceAuction_OrderTooBig")
}
local confirmationString = responseString[eAuctionPostResult] -- .. "\n\n" .. Apollo.GetString("MarketplaceCommodity_CannotFillBuyOrder") .. "\n\n" .. Apollo.GetString("MarketplaceCommodity_CannotFillSellOrder")
Print(confirmationString)
self:SetConfirmationString(confirmationString)
end
function TradeTicket:OnListInputNumberChanged()
self.volume = self.window:FindChild("TradeWindow"):FindChild("ListInputNumber"):GetText()
self:Validate()
end
function TradeTicket:OnListInputPriceAmountChanged()
self.price = math.max(0, tonumber(self.window:FindChild("TradeWindow"):FindChild("ListInputPrice"):GetAmount() or 0))
self:Validate()
end
function TradeTicket:OnListInputNumberDownBtn()
self.volume = math.max(0, self.volume - 1)
self:UpdateVolumeField()
end
function TradeTicket:OnListInputNumberUpBtn()
self.volume = self.volume + 1
self:UpdateVolumeField()
end
function TradeTicket:OnCloseTicket()
self.window:Close()
end
function TradeTicket:OnExecuteTrade()
end
function TradeTicket:UpdateVolumeField()
self.window:FindChild("TradeWindow"):FindChild("ListInputNumber"):SetText(self.volume)
self:Validate()
end
function TradeTicket:HideTradeWindow()
self.window:FindChild("TradeWindow"):Show(false)
end
function TradeTicket:ShowConfirmationWindow()
self.window:FindChild("ConfirmationWindow"):Show(true)
end
function TradeTicket:SetConfirmationString(string)
self.window:FindChild("ConfirmationMessage"):SetText(string)
end
function TradeTicket:EnableExecuteButton()
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
local executeButton = self.window:FindChild("ExecuteButton")
local order
if self.buySell == BUY then
order = CommodityOrder.newBuyOrder(self.commodity:GetId())
order:SetForceImmediate(false) -- If false then a Order will be created, rather than booking at market
else
order = CommodityOrder.newSellOrder(self.commodity:GetId())
order:SetForceImmediate(false) -- If false then a Order will be created, rather than booking at market
end
local volume = tonumber(self.window:FindChild("TradeWindow"):FindChild("ListInputNumber"):GetText())
order:SetCount(volume)
order:SetPrices(self.window:FindChild("TradeWindow"):FindChild("ListInputPrice"):GetCurrency())
if order:CanPost() then
local execBtn = self.window:FindChild("Button")
execBtn:SetActionData(GameLib.CodeEnumConfirmButtonType.MarketplaceCommoditiesSubmit, order)
executeButton:Enable(true)
local totalPrice = order:GetCount() * order:GetPricePerUnit():GetAmount() + order:GetTax():GetAmount()
local each = round(totalPrice / order:GetCount(),2)
local text = "You are going to " .. self:BuyOrSellString() .. " " .. order:GetCount() .. " [" .. self.commodity:GetName() .. "] for " .. order:GetPricePerUnit():GetAmount() .. "c each plus a fee of " .. order:GetTax():GetAmount() .. "c for total price of " .. totalPrice .. "c costing roughly " .. each .. " per unit"
self.window:FindChild("TradeWindow"):FindChild("SummaryText"):SetText(text)
else
end
end
function TradeTicket:DisableExecuteButton()
self.window:FindChild("ExecuteButton"):Enable(false)
local text = "Set a valid price and volume"
self.window:FindChild("TradeWindow"):FindChild("SummaryText"):SetText(text)
end
function TradeTicket:OnBuySellToggle()
if self.buySell == BUY then
self.buySell = SELL
self.window:FindChild("BuySellButton"):SetText("Sell")
self:SetSellPrices()
else
self.buySell = BUY
self.window:FindChild("BuySellButton"):SetText("Buy")
self:SetBuyPrices()
end
self:Validate()
end
function TradeTicket:Validate()
local orderPrice = self.price * self.volume
local orderFee = math.max(orderPrice * MarketplaceLib.kfCommodityBuyOrderTaxMultiplier, MarketplaceLib.knCommodityBuyOrderTaxMinimum)
local totalPrice = orderPrice + orderFee
if totalPrice > 0 then
self:EnableExecuteButton()
else
self:DisableExecuteButton()
end
end
function TradeTicket:BuyOrSellString()
if self.buySell == BUY then
return "Buy"
else
return "Sell"
end
end
function TradeTicket:BoughtOrSoldString()
if self.buySell == BUY then
return "Bought"
else
return "Sold"
end
end
function TradeTicket:HelperFormatTimeString(oExpirationTime)
local strResult = ""
local nInSeconds = math.floor(math.abs(Time.SecondsElapsed(oExpirationTime))) -- CLuaTime object
local nHours = math.floor(nInSeconds / 3600)
local nMins = math.floor(nInSeconds / 60 - (nHours * 60))
if nHours > 0 then
strResult = String_GetWeaselString(Apollo.GetString("MarketplaceListings_Hours"), nHours)
elseif nMins > 0 then
strResult = String_GetWeaselString(Apollo.GetString("MarketplaceListings_Minutes"), nMins)
else
strResult = Apollo.GetString("MarketplaceListings_LessThan1m")
end
return strResult
end
Apollo.RegisterPackage(TradeTicket, "TradeTicket", 1, {}) |
-- Copyright (c) 2018 Redfern, Trevor <trevorredfern@gmail.com>
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local Queue = require "moonpie.collections.queue"
local results = Queue:new()
local oldrandom = math.random
local function setreturnvalues(o)
for _, v in ipairs(o) do
results:enqueue(v)
end
end
local function nextresult(...)
if results:isempty() then
return oldrandom(...)
end
return results:dequeue()
end
math.random = nextresult
return {
setreturnvalues = setreturnvalues
}
|
-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated January 1, 2020. Replaces all prior versions.
--
-- Copyright (c) 2013-2020, Esoteric Software LLC
--
-- Integration of the Spine Runtimes into software or otherwise creating
-- derivative works of the Spine Runtimes is permitted under the terms and
-- conditions of Section 2 of the Spine Editor License Agreement:
-- http://esotericsoftware.com/spine-editor-license
--
-- Otherwise, it is permitted to integrate the Spine Runtimes into software
-- or otherwise create derivative works of the Spine Runtimes (collectively,
-- "Products"), provided that each user of the Products must obtain their own
-- Spine Editor license and redistribution of the Products in any form must
-- include this license and copyright notice.
--
-- THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
-- EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
-- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
-- BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
-- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local interpolation = {}
local math_pow = math.pow
function interpolation.apply (func, start, _end, a)
return start + (_end - start) * func(a)
end
function interpolation.pow2(a)
if (a <= 0.5) then return math_pow(a * 2, 2) / 2 end
return math_pow((a - 1) * 2, 2) / -2 + 1
end
function interpolation.pow2out(a)
return math_pow(a - 1, 2) * -1 + 1
end
return interpolation
|
local util = require("util")
vim.o.completeopt = "menuone,noselect"
require("compe").setup({
enabled = true,
autocomplete = true,
debug = false,
min_length = 1,
preselect = "always", -- changed to "enable" to prevent auto select
throttle_time = 80,
source_timeout = 200,
incomplete_delay = 400,
max_abbr_width = 100,
max_kind_width = 100,
max_menu_width = 100,
documentation = {
border = { "╭", "─", "╮", "│", "╯", "─", "╰", "│" },
},
source = {
path = true,
buffer = true,
calc = true,
nvim_lsp = true,
nvim_lua = false,
vsnip = false,
luasnip = true,
treesitter = false,
emoji = true,
spell = true,
},
})
util.inoremap("<C-Space>", "compe#complete()", { expr = true })
util.inoremap("<C-e>", "compe#close('<C-e>')", { expr = true })
local function complete()
if vim.fn.pumvisible() == 1 then
return vim.fn["compe#confirm"]({ keys = "<cr>", select = true })
else
return require("nvim-autopairs").autopairs_cr()
end
end
util.imap("<CR>", complete, { expr = true })
vim.cmd([[autocmd User CompeConfirmDone silent! lua vim.lsp.buf.signature_help()]])
|
-- {{{ other files
-- todo: too many things require too many other things, needs fix
local config = require("celediel.NPCsGoHome.config").getConfig()
local common = require("celediel.NPCsGoHome.common")
local checks = require("celediel.NPCsGoHome.functions.checks")
local processors = require("celediel.NPCsGoHome.functions.processors")
local interop = require("celediel.NPCsGoHome.interop")
-- }}}
-- {{{ variables and such
-- timers
local updateTimer
local postDialogueTimer
-- }}}
-- {{{ helper functions
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
local function message(...) if config.showMessages then tes3.messageBox(...) end end
-- build a list of followers on cellChange
local function buildFollowerList()
local f = {}
-- build our followers list
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
-- todo: check for ignored NPCs if followers list is ever used for anything other than part of checks.ignoredNPC()
if friend ~= tes3.mobilePlayer then -- ? why is the player friendly towards the player ?
f[friend.object.id] = true
log(common.logLevels.large, "[MAIN] %s is follower", friend.object.id)
end
end
return f
end
-- {{{ cell change checks
local function checkEnteredNPCHome(cell)
local home = common.runtimeData.homes.byCell[cell.id]
if home then
local msg = string.format("Entering home of %s, %s", home.name, home.homeName)
log(common.logLevels.small, "[MAIN] " .. msg)
-- message(msg) -- this one is mostly for debugging, so it doesn't need to be shown
end
end
local function checkEnteredPublicHouse(cell, city)
local typeOfPub = common.pickPublicHouseType(cell)
local publicHouse = common.runtimeData.publicHouses.byName[city] and
common.runtimeData.publicHouses.byName[city][cell.id]
if publicHouse then
local msg = string.format("Entering public space %s, a%s %s in the town of %s.", publicHouse.name,
common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city)
-- todo: check for more servicers, not just proprietor
if publicHouse.proprietor and checks.isServicer(publicHouse.proprietor) then
msg = msg ..
string.format(" Talk to %s, %s for services.", publicHouse.proprietor.object.name,
publicHouse.proprietor.object.class)
end
log(common.logLevels.small, "[MAIN] " .. msg)
message(msg) -- this one is more informative, and not entirely for debugging, and reminiscent of Daggerfall's messages
end
end
-- }}}
local function applyChanges(cell)
if not cell then cell = tes3.getPlayerCell() end
if checks.isIgnoredCell(cell) then return end
-- Interior cell, except Canton cells, don't do anything
if checks.isInteriorCell(cell) and
not (config.cantonCells == common.canton.exterior and common.isCantonWorksCell(cell)) then return end
-- don't do anything to public houses
if checks.isPublicHouse(cell) then return end
-- Deal with NPCs and mounts/pets in cell
processors.processNPCs(cell)
processors.processPets(cell)
processors.processSiltStriders(cell)
-- check doors in cell, locking those that aren't inns/clubs
processors.processDoors(cell)
end
local function updateCells()
log(common.logLevels.medium, "[MAIN] Updating active cells!")
common.runtimeData.followers = buildFollowerList()
for _, cell in pairs(tes3.getActiveCells()) do
log(common.logLevels.large, "[MAIN] Applying changes to cell %s", cell.id)
-- initialize runtime data if needed
for _, t in pairs(common.runtimeData.NPCs) do t[cell.id] = t[cell.id] or {} end
applyChanges(cell)
end
-- update interop runtime data after changes have been applied
interop.setRuntimeData(common.runtimeData)
end
-- todo: more robust trespass checking... maybe take faction and rank into account?
-- maybe something like faction members you outrank don't mind you being in their house
-- also whether guildhalls are public or not, members can come and go as they please
-- todo maybe an esp with keys for guildhalls that are added when player joins or reaches a certain rank?
-- todo: maybe re-implement some or all features of Trespasser
local function updatePlayerTrespass(cell, previousCell)
cell = cell or tes3.getPlayerCell()
local inCity = previousCell and (previousCell.id:match(cell.id) or cell.id:match(previousCell.id))
if checks.isInteriorCell(cell) and not checks.isIgnoredCell(cell) and not checks.isPublicHouse(cell) and inCity then
if checks.isNight() then
tes3.player.data.NPCsGoHome.intruding = true
else
tes3.player.data.NPCsGoHome.intruding = false
end
else
tes3.player.data.NPCsGoHome.intruding = false
end
log(common.logLevels.small, "[MAIN] Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
end
-- }}}
-- {{{ event functions
local eventFunctions = {}
eventFunctions.onActivate = function(e)
if e.activator ~= tes3.player or e.target.object.objectType ~= tes3.objectType.npc or not config.disableInteraction then
return
end
local npc = e.target
if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(npc) then
if npc.object.disposition and npc.object.disposition <= config.minimumTrespassDisposition then
log(common.logLevels.medium, "[MAIN] Disabling dialogue with %s because trespass and disposition: %s",
npc.object.name, npc.object.disposition)
tes3.messageBox(string.format("%s: Get out before I call the guards!", npc.object.name))
return false
end
end
end
eventFunctions.onLoaded = function()
tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
if not updateTimer or updateTimer.state ~= timer.active then
updateTimer = timer.start({
type = timer.simulate,
duration = config.timerInterval,
iterations = -1,
callback = updateCells
})
end
end
eventFunctions.onCellChanged = function(e)
updateCells()
processors.searchCellsForPositions()
processors.searchCellsForNPCs()
updatePlayerTrespass(e.cell, e.previousCell)
checkEnteredNPCHome(e.cell)
if e.cell.name then -- exterior wilderness cells don't have name
checkEnteredPublicHouse(e.cell, common.split(e.cell.name, ",")[1])
end
end
eventFunctions.onInfoResponse = function(e)
-- the dialogue option clicked on
local dialogue = tostring(e.dialogue):lower()
-- what that dialogue option triggers; this will catch AIFollow commands
local command = e.command:lower()
for _, item in pairs({"follow", "together", "travel", "wait", "stay"}) do
if command:match(item) or dialogue:match(item) then
-- wait until game time restarts, and don't set multiple timers
if not postDialogueTimer or postDialogueTimer.state ~= timer.active then
log(common.logLevels.small, "Found %s in dialogue, rebuilding followers", item)
postDialogueTimer = timer.start({
type = timer.simulate,
duration = 0.25,
iteration = 1,
callback = function() common.runtimeData.followers = buildFollowerList() end
})
end
end
end
end
-- debug events
eventFunctions.onKeyDown = function(e)
if e.keyCode ~= tes3.scanCode.c then return end
-- if alt log runtimeData
if e.isAltDown then
-- ! this crashes my fully modded setup and I dunno why
-- ? doesn't crash my barely modded testing setup though
-- log(common.logLevels.none, json.encode(common.runtimeData, { indent = true }))
-- inspect handles userdata and tables within tables badly
log(common.logLevels.none, common.inspect(common.runtimeData))
end
-- if ctrl log position data formatted for positions.lua
if e.isControlDown then
local pos = tostring(tes3.player.position):gsub("%(", "{"):gsub("%)", "}")
local ori = tostring(tes3.player.orientation):gsub("%(", "{"):gsub("%)", "}")
log(common.logLevels.none, "[POSITIONS] {position = %s, orientation = %s},", pos, ori)
end
end
-- }}}
-- {{{ init
local function onInitialized()
-- Register events
log(common.logLevels.small, "[MAIN] Registering events...")
for name, func in pairs(eventFunctions) do
local eventName = name:gsub("on(%u)", string.lower)
event.register(eventName, func)
log(common.logLevels.small, "[MAIN] %s event registered", eventName)
end
log(common.logLevels.none, "Successfully initialized")
end
event.register("initialized", onInitialized)
-- MCM
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
-- }}}
-- vim:fdm=marker
|
--[[
_______ ______ ______ _____ _ _ _______ ______ ______ _____ _ _
| |______ |_____] |_____/ | |____/ |_____| |_____] |_____/ | | |____/
|_____ |______ |_____] | \_ __|__ | \_ | | |_____] | \_ |_____| | \_
MIT License
Copyright (c) 2018 BinarySpace
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 Brikabrok = LibStub("AceAddon-3.0"):GetAddon("Brikabrok")
BrikabrokMINIMAP= Brikabrok:NewModule("MINIMAP", "AceEvent-3.0","AceComm-3.0")
-----------------------------------
------------- MINI-MAP ------------
-----------------------------------
-- No documentation needed
Brikabrok.Settings = {
MinimapPos = 45
}
function Brikabrok.MinimapButton_Reposition()
BrikabrokMinimapButton:SetPoint("TOPLEFT","Minimap","TOPLEFT",52-(80*cos(Brikabrok.Settings.MinimapPos)),(80*sin(Brikabrok.Settings.MinimapPos))-52)
end
function Brikabrok.MinimapButton_DraggingFrame_OnUpdate()
local xpos,ypos = GetCursorPosition()
local xmin,ymin = Minimap:GetLeft(), Minimap:GetBottom()
xpos = xmin-xpos/UIParent:GetScale()+70
ypos = ypos/UIParent:GetScale()-ymin-70
Brikabrok.Settings.MinimapPos = math.deg(math.atan2(ypos,xpos))
Brikabrok.MinimapButton_Reposition()
end
function Brikabrok.MinimapButton_OnEnter(self)
if (self.dragging) then
return
end
GameTooltip:SetOwner(self or UIParent, "ANCHOR_LEFT")
Brikabrok.MinimapButton_Details(GameTooltip)
end
function Brikabrok.MinimapButton_Details(tt, ldb)
tt:SetText("Le Brikabrok")
tt:AddLine("Version : "..Brikabrok.setColor("o")..Brikabrok.versionmode..Brikabrok.setColor("w").." Release",1,1,1)
tt:AddLine("Clic gauche:"..Brikabrok.setColor("o").. " Ouvrir le menu principal",1,1,1)
tt:AddLine("Clic droit:"..Brikabrok.setColor("o").. " Ouvrir le menu rapide",1,1,1)
tt:AddLine("Clic Molette:"..Brikabrok.setColor("o").. " Ouvrir le menu d'ajout",1,1,1)
tt:SetSize(270,90)
end
function Brikabrok.MinimapButton_OnClick()
buttonMod = GetMouseButtonClicked()
if buttonMod == "LeftButton" then
mainFrame:Show()
elseif buttonMod == "MiddleButton" then
easyDev:Show()
elseif buttonMod == "RightButton" then
easyFrame:Show()
end
end |
--
-- Please see the readme.txt file included with this distribution for
-- attribution and copyright information.
--
function hide()
setVisible(false);
window[trigger[1]].setVisible(true);
end
function onEnter()
hide();
return true;
end
function onLoseFocus()
hide();
end
function onValueChanged()
-- The target value is a series of consecutive window lists or sub windows
local targetnesting = {};
for w in string.gmatch(target[1], "(%w+)") do
table.insert(targetnesting, w);
end
local target = window[targetnesting[1]];
applyTo(target, targetnesting, 2);
window[trigger[1]].updateWidget(getValue() ~= "");
end
function applyTo(target, nesting, index)
local targettype = type(target);
if targettype == "windowlist" then
if index > #nesting then
target.applyFilter();
return;
end
for k, w in pairs(target.getWindows()) do
applyTo(w[nesting[index]], nesting, index+1);
end
elseif targettype == "subwindow" then
applyTo(target.subwindow[nesting[index]], nesting, index+1);
end
end
|
local ObjectManager = require("managers.object.object_manager")
kidnappedNobleConvoHandler = conv_handler:new {}
function kidnappedNobleConvoHandler:runScreenHandlers(pConvTemplate, pPlayer, pNpc, selectedOption, pConvScreen)
local screen = LuaConversationScreen(pConvScreen)
local screenID = screen:getScreenID()
local pConvScreen = screen:cloneScreen()
local clonedConversation = LuaConversationScreen(pConvScreen)
if (screenID == "init") then
CreatureObject(pNpc):doAnimation("angry")
elseif (screenID == "of_course") then
CreatureObject(pNpc):doAnimation("nod_head_multiple")
elseif (screenID == "my_hero") then
CreatureObject(pNpc):doAnimation("celebrate")
local objectName = AiAgent(pNpc):getCreatureTemplateName()
if (readScreenPlayData(pPlayer, "kidnappedNoble:" .. objectName, "completed") == "") then
CreatureObject(pPlayer):awardExperience("combat_general", 250, true)
writeScreenPlayData(pPlayer, "kidnappedNoble:" .. objectName, "completed", 1)
end
createEvent(2000, "kidnappedNobleConvoHandler", "doRunAway", pNpc, "")
end
return pConvScreen
end
function kidnappedNobleConvoHandler:doRunAway(pCreature)
if (pCreature == nil or not CreatureObject(pCreature):isAiAgent()) then
return
end
local xPos = SceneObject(pCreature):getWorldPositionX() + 60
local yPos = SceneObject(pCreature):getWorldPositionY() + 60
local zPos = getTerrainHeight(pCreature, xPos, yPos)
AiAgent(pCreature):setAiTemplate("manualescort") -- Don't move unless patrol point is added to list
AiAgent(pCreature):setFollowState(4) -- Patrolling
AiAgent(pCreature):stopWaiting()
AiAgent(pCreature):setWait(0)
AiAgent(pCreature):setNextPosition(xPos, zPos, yPos, 0)
AiAgent(pCreature):executeBehavior()
createEvent(30000, "kidnappedNobleConvoHandler", "destroyNoble", pCreature, "")
end
function kidnappedNobleConvoHandler:destroyNoble(pCreature)
if (pCreature == nil or not CreatureObject(pCreature):isAiAgent()) then
return
end
AiAgent(pCreature):doDespawn()
end
|
return {
version = "1.5",
luaversion = "5.1",
tiledversion = "1.7.1",
orientation = "orthogonal",
renderorder = "right-down",
width = 60,
height = 32,
tilewidth = 32,
tileheight = 32,
nextlayerid = 2,
nextobjectid = 1,
properties = {},
tilesets = {
{
name = "&Grass&",
firstgid = 1,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Ground Textures/&Grass&.png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
},
{
name = "&Saand&",
firstgid = 2,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Ground Textures/&Saand&.png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
},
{
name = "&Fire&",
firstgid = 3,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Ground Textures/&Fire&.png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
},
{
name = "piza",
firstgid = 4,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Items/piza.png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
},
{
name = "pole",
firstgid = 5,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Items/pole.png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
},
{
name = "LevelFlag.png",
firstgid = 6,
tilewidth = 32,
tileheight = 32,
spacing = 0,
margin = 0,
columns = 1,
image = "../../Assets/Items/Your on your way to flag/LevelFlag.png.Png",
imagewidth = 32,
imageheight = 32,
objectalignment = "unspecified",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 32,
height = 32
},
properties = {},
wangsets = {},
tilecount = 1,
tiles = {}
}
},
layers = {
{
type = "tilelayer",
x = 0,
y = 0,
width = 60,
height = 32,
id = 1,
name = "Tile Layer 1",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
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}
}
}
}
|
local ffi = require("ffi")
function getFPGATimestamp()
return ffi.C.GetFPGATimestamp()
end
function getTimeSeconds()
return ffi.C.GetFPGATimestamp()
end
|
-- Copyright 2022 SmartThings
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
local Configuration = (require "st.zwave.CommandClass.Configuration")({ version=4 })
local MultichannelAssociation = (require "st.zwave.CommandClass.MultiChannelAssociation")({ version = 3 })
local function can_handle_qubino_din_dimmer(opts, driver, device, ...)
-- Qubino Din Dimmer: mfr = 0x0159, prod = 0x0001, model = 0x0052
if device:id_match(0x0159, 0x0001, 0x0052) then
return true
end
return false
end
local function do_configure(self, device)
device:send(MultichannelAssociation:Remove({grouping_identifier = 1, node_ids = {}}))
device:send(MultichannelAssociation:Set({grouping_identifier = 1, node_ids = {self.environment_info.hub_zwave_id}}))
device:send(Configuration:Set({parameter_number=42, size=2, configuration_value=1920}))
end
local qubino_din_dimmer = {
NAME = "qubino DIN dimmer",
lifecycle_handlers = {
doConfigure = do_configure
},
can_handle = can_handle_qubino_din_dimmer
}
return qubino_din_dimmer
|
vRPas = {}
Tunnel.bindInterface("vrp_armorshop",vRPas)
ASserver = Tunnel.getInterface("vrp_armorshop","vrp_armorshop")
function vRPas.getArmour()
return GetPedArmour(GetPlayerPed(-1))
end
function vRPas.setArmour(armour,vest)
local player = GetPlayerPed(-1)
if vest then
if(GetEntityModel(player) == GetHashKey("mp_m_freemode_01")) then
SetPedComponentVariation(player, 9, 4, 1, 2) --Bulletproof Vest
else
if(GetEntityModel(player) == GetHashKey("mp_f_freemode_01")) then
SetPedComponentVariation(player, 9, 6, 1, 2)
end
end
end
local n = math.floor(armour)
AddArmourToPed(player,n)
end
function vRPas.setsArmour(armour,vest)
local player = GetPlayerPed(-1)
local n = math.floor(armour)
SetPedArmour(player,n)
end
local state_ready = false
AddEventHandler("playerSpawned",function() -- delay state recording
state_ready = false
Citizen.CreateThread(function()
Citizen.Wait(30000)
state_ready = true
end)
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(10000)
if IsPlayerPlaying(PlayerId()) and state_ready then
ASserver.updateArmor({vRPas.getArmour()})
if vRPas.getArmour() == 0 then
if(GetEntityModel(GetPlayerPed(-1)) == GetHashKey("mp_m_freemode_01")) or (GetEntityModel(GetPlayerPed(-1)) == GetHashKey("mp_f_freemode_01")) then
SetPedComponentVariation(GetPlayerPed(-1), 9, 0, 1, 2)
end
end
end
end
end) |
local PerlinWorms = { }
function PerlinWorms.new(Size, Seed, Resolution, TargetCFrame)
local TargetCFrame = TargetCFrame or CFrame.new(math.random(5, 10), math.random(5, 10), math.random(5, 10))
local Resolution = (Resolution or 4) + .1
local Seed = Seed or tick()
local Points = { }
for _ = 1, Size do
local X = math.noise(TargetCFrame.X / Resolution, Seed)
local Y = math.noise(TargetCFrame.Y / Resolution, Seed)
local Z = math.noise(TargetCFrame.Z / Resolution, Seed)
TargetCFrame *= CFrame.Angles(X * 2, Y * 2, Z * 2) * CFrame.new(0, 0, -Resolution)
Points[#Points + 1] = TargetCFrame.Position
end
return Points
end
return PerlinWorms |
local awful = require('awful')
local beautiful = require('beautiful')
local wibox = require('wibox')
local apps = require('configuration.apps')
local dpi = require('beautiful').xresources.apply_dpi
local left_panel = function(screen)
local action_bar_width = dpi(48)
local panel_content_width = dpi(400)
local panel =
wibox {
screen = screen,
width = action_bar_width,
height = screen.geometry.height,
x = screen.geometry.x,
y = screen.geometry.y,
ontop = true,
bg = beautiful.background.hue_800,
fg = beautiful.fg_normal
}
panel.opened = false
panel:struts(
{
left = action_bar_width
}
)
local backdrop =
wibox {
ontop = true,
screen = screen,
bg = '#00000000',
type = 'dock',
x = screen.geometry.x,
y = screen.geometry.y,
width = screen.geometry.width,
height = screen.geometry.height
}
function panel:run_rofi()
_G.awesome.spawn(
apps.default.rofi,
false,
false,
false,
false,
function()
panel:toggle()
end
)
end
local openPanel = function(should_run_rofi)
panel.width = action_bar_width + panel_content_width
panel:get_children_by_id('panel_content')[1].visible = true
if should_run_rofi then
panel:run_rofi()
end
panel:emit_signal('opened')
end
local closePanel = function()
panel.width = action_bar_width
panel:get_children_by_id('panel_content')[1].visible = false
backdrop.visible = false
panel:emit_signal('closed')
end
function panel:toggle(should_run_rofi)
self.opened = not self.opened
if self.opened then
openPanel(should_run_rofi)
else
closePanel()
end
end
backdrop:buttons(
awful.util.table.join(
awful.button(
{},
1,
function()
panel:toggle()
end
)
)
)
panel:setup {
layout = wibox.layout.align.horizontal,
nil,
{
id = 'panel_content',
bg = beautiful.background.hue_900,
widget = wibox.container.background,
visible = false,
forced_width = panel_content_width,
{
require('layout.left-panel.dashboard')(screen, panel),
layout = wibox.layout.stack
}
},
require('layout.left-panel.action-bar')(screen, panel, action_bar_width)
}
return panel
end
return left_panel
|
local itemDatas = {}
local names = {}
-- local defaultItemData = API.ItemData'????????', '????????', 0.1)
function API.getItemDataFromId(id)
return itemDatas[id]
end
function API.getItemDataFromName(name)
if names[name] ~= nil then
return itemDatas[names[name]]
end
end
Citizen.CreateThread(
function()
for id, values in pairs(ItemList) do
local ItemData = API.ItemData(id, values.name, values.description, values.type, values.stackSize, values.weight)
if values.varOnUse ~= nil then
ItemData.varOnUse = values.varOnUse
end
itemDatas[id] = ItemData
names[values.name] = id
end
end
) |
//I will most likely coroutine this whole process later.
local CD = CurTime()
local min = math.min
local PowerGridRange = 300^2 --Ill make a local range for each generator some time maybe.
function UpdatePowerGrid()
if (CD > CurTime()) then return end
//local s = SysTime()
--Reset everythings power consumption before appending
local bwEntsAll = ents.FindByClass("bw_*");
local bwEnts = {}
local bwEntsGenerators = {}
for k,v in pairs(bwEntsAll) do
if (v:GetClass():find("bw_generator")) then
bwEntsGenerators[k] = v
else
bwEnts[k] = v
end
v.ConsumedPower = 0
end
for _,Gen in pairs(bwEntsGenerators) do
local pos = Gen:GetPos()
for _,Ent in pairs(bwEnts) do
if (Ent.Power and Ent.ConsumedPower < Ent.Power and Ent:GetPos():DistToSqr(pos) < PowerGridRange) then
--if (Ent.GetPlayerOwner and Ent:GetPlayerOwner() != Gen:GetPlayerOwner()) then continue end
local p = min(Gen.Power-Gen.ConsumedPower,Ent.Power-Ent.ConsumedPower)
Ent.ConsumedPower = Ent.ConsumedPower+p
Gen.ConsumedPower = Gen.ConsumedPower+p
if (Gen.ConsumedPower == Gen.Power) then break end
end
end
end
//print("Time: " .. (SysTime() - s))
CD = CurTime()+1
end
hook.Add( "Tick", "checkPowerGrid", function()
UpdatePowerGrid()
end) |
local _2afile_2a = "fnl/nvim-minimap/config.fnl"
local _0_
do
local name_0_ = "nvim-minimap.config"
local module_0_
do
local x_0_ = package.loaded[name_0_]
if ("table" == type(x_0_)) then
module_0_ = x_0_
else
module_0_ = {}
end
end
module_0_["aniseed/module"] = name_0_
module_0_["aniseed/locals"] = ((module_0_)["aniseed/locals"] or {})
do end (module_0_)["aniseed/local-fns"] = ((module_0_)["aniseed/local-fns"] or {})
do end (package.loaded)[name_0_] = module_0_
_0_ = module_0_
end
local autoload
local function _1_(...)
return (require("nvim-minimap.aniseed.autoload")).autoload(...)
end
autoload = _1_
local function _2_(...)
local ok_3f_0_, val_0_ = nil, nil
local function _2_()
return {autoload("nvim-minimap.aniseed.core"), autoload("nvim-minimap.aniseed.nvim"), autoload("nvim-minimap.aniseed.string")}
end
ok_3f_0_, val_0_ = pcall(_2_)
if ok_3f_0_ then
_0_["aniseed/local-fns"] = {autoload = {a = "nvim-minimap.aniseed.core", nvim = "nvim-minimap.aniseed.nvim", string = "nvim-minimap.aniseed.string"}}
return val_0_
else
return print(val_0_)
end
end
local _local_0_ = _2_(...)
local a = _local_0_[1]
local nvim = _local_0_[2]
local string = _local_0_[3]
local _2amodule_2a = _0_
local _2amodule_name_2a = "nvim-minimap.config"
do local _ = ({nil, _0_, nil, {{}, nil, nil, nil}})[2] end
local defaults
do
local v_0_ = ((_0_)["aniseed/locals"].defaults or {default_auto_cmds_enabled = 1, filetype = {excludes = {"help", "qf"}}, highlight = {group = "MinimapCurrentLine"}, window = {height = 10, width = 20}})
local t_0_ = (_0_)["aniseed/locals"]
t_0_["defaults"] = v_0_
defaults = v_0_
end
local ks__3ename
do
local v_0_
local function ks__3ename0(ks)
return ("minimap#" .. string.join("#", ks))
end
v_0_ = ks__3ename0
local t_0_ = (_0_)["aniseed/locals"]
t_0_["ks->name"] = v_0_
ks__3ename = v_0_
end
local get_in
do
local v_0_
do
local v_0_0
local function get_in0(ks)
local v = a.get(nvim.g, ks__3ename(ks))
if v then
if (a["table?"](v) and a.get(v, vim.type_idx) and a.get(v, vim.val_idx)) then
return a.get(v, vim.val_idx)
else
return v
end
else
return a["get-in"](defaults, ks)
end
end
v_0_0 = get_in0
_0_["get-in"] = v_0_0
v_0_ = v_0_0
end
local t_0_ = (_0_)["aniseed/locals"]
t_0_["get-in"] = v_0_
get_in = v_0_
end
-- (->> (ks->name table: 0x7fbc06198868) (a.get nvim.g)) (get-in table: 0x7fbc06150af0) (get-in table: 0x7fbc06118488) (get-in table: 0x7fbc05ec5f90)
return nil |
if( SERVER ) then
AddCSLuaFile( "shared.lua" )
resource.AddFile("materials/vgui/ttt/icon_bb_katana.vmt")
resource.AddFile( "models/weapons/W_katana.dx80.vtx" )
resource.AddFile( "models/weapons/W_katana.dx90.vtx" )
resource.AddFile( "models/weapons/w_katana.mdl" )
resource.AddFile( "models/weapons/W_katana.phy" )
resource.AddFile( "models/weapons/W_katana.sw.vtx" )
resource.AddFile( "models/weapons/w_katana.vvd" )
resource.AddFile("models/weapons/v_katana.mdl")
resource.AddFile("materials/models/weapons/v_katana/katana_normal.vtf")
resource.AddFile("materials/models/weapons/v_katana/katana.vtf")
resource.AddFile("materials/models/weapons/v_katana/katana.vmt")
resource.AddFile("materials/vgui/entities/weapon_katana.vmt")
resource.AddFile("materials/vgui/entities/weapon_katana.vtf")
resource.AddFile("sound/katana/glass_hit_1.wav")
resource.AddFile("sound/katana/glass_hit_2.wav")
resource.AddFile("sound/katana/glass_hit_3.wav")
resource.AddFile("sound/katana/wood_hit_1.wav")
resource.AddFile("sound/katana/wood_hit_2.wav")
resource.AddFile("sound/katana/wood_hit_3.wav")
resource.AddFile("sound/katana/ground_hit_1.wav")
resource.AddFile("sound/katana/ground_hit_2.wav")
resource.AddFile("sound/katana/ground_hit_3.wav")
resource.AddFile("sound/katana/ground_hit_4.wav")
resource.AddFile("sound/katana/ground_hit_5.wav")
resource.AddFile("sound/katana/metal_hit_1.wav")
resource.AddFile("sound/katana/metal_hit_2.wav")
resource.AddFile("sound/katana/metal_hit_3.wav")
resource.AddFile("sound/katana/metal_hit_4.wav")
resource.AddFile("sound/katana/metal_hit_5.wav")
resource.AddFile("sound/katana/metal_hit_6.wav")
resource.AddFile("sound/katana/metal_hit_7.wav")
resource.AddFile("sound/katana/draw.wav")
end
if CLIENT then
SWEP.PrintName = "Katana"
SWEP.Slot = 6
SWEP.ViewModelFlip = false
SWEP.EquipMenuData = {
type="Weapon",
desc="Katana, the famous japanese sword.\nDeadly."
};
SWEP.Icon = "vgui/ttt/icon_bb_katana"
end
SWEP.Base = "weapon_tttbase"
SWEP.PrintName = "Katana"
SWEP.DrawAmmo = false
SWEP.Author = "Baddog"
SWEP.Instructions = "Left click to slash. Right click to bash."
SWEP.Contact = ""
SWEP.Purpose = "Cut people up."
SWEP.Category = "Baddog's Weapons"
SWEP.ViewModelFOV = 60
SWEP.ViewModelFlip = false
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_katana.mdl"
SWEP.WorldModel = "models/weapons/w_katana.mdl"
SWEP.Primary.Delay = 0.6
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.Delay = 0.4
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Kind = WEAPON_EQUIP1
SWEP.CanBuy = {ROLE_TRAITOR} -- only traitors can buy
SWEP.LimitedStock = true -- only buyable once
function SWEP:Initialize()
self:SetWeaponHoldType("sword")
SWoodHit = {
Sound( "katana/wood_hit_1.wav" ),
Sound( "katana/wood_hit_2.wav" ),
Sound( "katana/wood_hit_3.wav" )}
SFleshHit = {
Sound( "ambient/machines/slicer1.wav" ),
Sound( "ambient/machines/slicer2.wav" ),
Sound( "ambient/machines/slicer3.wav" ),
Sound( "ambient/machines/slicer4.wav" )}
SGlassHit = {
Sound( "katana/glass_hit_1.wav" ),
Sound( "katana/glass_hit_2.wav" ),
Sound( "katana/glass_hit_3.wav" )}
SMetalHit = {
Sound( "katana/metal_hit_1.wav" ),
Sound( "katana/metal_hit_2.wav" ),
Sound( "katana/metal_hit_3.wav" ),
Sound( "katana/metal_hit_4.wav" ),
Sound( "katana/metal_hit_5.wav" ),
Sound( "katana/metal_hit_6.wav" ),
Sound( "katana/metal_hit_7.wav" )}
SGroundHit = {
Sound( "katana/ground_hit_1.wav" ),
Sound( "katana/ground_hit_2.wav" ),
Sound( "katana/ground_hit_3.wav" ),
Sound( "katana/ground_hit_4.wav" ),
Sound( "katana/ground_hit_5.wav" )}
BWoodHit = {
Sound( "physics/wood/wood_box_impact_hard1.wav" ),
Sound( "physics/wood/wood_box_impact_hard2.wav" ),
Sound( "physics/wood/wood_box_impact_hard3.wav" ),
Sound( "physics/wood/wood_box_impact_hard4.wav" ),
Sound( "physics/wood/wood_box_impact_hard5.wav" ),
Sound( "physics/wood/wood_box_impact_hard6.wav" )}
BFleshHit = {
Sound( "physics/flesh/flesh_impact_hard1.wav" ),
Sound( "physics/flesh/flesh_impact_hard2.wav" ),
Sound( "physics/flesh/flesh_impact_hard3.wav" ),
Sound( "physics/flesh/flesh_impact_hard4.wav" ),
Sound( "physics/flesh/flesh_impact_hard5.wav" ),
Sound( "physics/flesh/flesh_impact_hard6.wav" )}
BGlassHit = {
Sound( "physics/glass/glass_sheet_impact_hard1.wav" ),
Sound( "physics/glass/glass_sheet_impact_hard2.wav" ),
Sound( "physics/glass/glass_sheet_impact_hard3.wav" )}
BRockHit = {
Sound( "physics/concrete/concrete_impact_hard1.wav" ),
Sound( "physics/concrete/concrete_impact_hard2.wav" ),
Sound( "physics/concrete/concrete_impact_hard3.wav" )}
BMetalHit = {
Sound( "physics/metal/metal_barrel_impact_hard1.wav" ),
Sound( "physics/metal/metal_barrel_impact_hard2.wav" ),
Sound( "physics/metal/metal_barrel_impact_hard3.wav" ),
Sound( "physics/metal/metal_barrel_impact_hard5.wav" ),
Sound( "physics/metal/metal_barrel_impact_hard6.wav" ),
Sound( "physics/metal/metal_barrel_impact_hard7.wav" ),
Sound( "physics/metal/metal_box_impact_hard1.wav" ),
Sound( "physics/metal/metal_box_impact_hard2.wav" ),
Sound( "physics/metal/metal_box_impact_hard3.wav" ),
Sound( "physics/metal/metal_computer_impact_hard1.wav" ),
Sound( "physics/metal/metal_computer_impact_hard2.wav" ),
Sound( "physics/metal/metal_computer_impact_hard3.wav" ),
Sound( "physics/metal/metal_grate_impact_hard1.wav" ),
Sound( "physics/metal/metal_grate_impact_hard2.wav" ),
Sound( "physics/metal/metal_grate_impact_hard3.wav" ),
Sound( "physics/metal/metal_sheet_impact_hard2.wav" ),
Sound( "physics/metal/metal_sheet_impact_hard6.wav" ),
Sound( "physics/metal/metal_sheet_impact_hard7.wav" ),
Sound( "physics/metal/metal_sheet_impact_hard8.wav" ),
Sound( "physics/metal/metal_solid_impact_hard1.wav" ),
Sound( "physics/metal/metal_solid_impact_hard4.wav" ),
Sound( "physics/metal/metal_solid_impact_hard5.wav" )}
BGroundHit = {
Sound( "physics/surfaces/sand_impact_bullet1.wav" ),
Sound( "physics/surfaces/sand_impact_bullet2.wav" ),
Sound( "physics/surfaces/sand_impact_bullet3.wav" ),
Sound( "physics/surfaces/sand_impact_bullet4.wav" )}
end
function SWEP:Holster()
return true
end
function SWEP:Deploy()
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
self:SetNextPrimaryFire(CurTime() + 0.7)
self:SetNextSecondaryFire(CurTime() + 0.7)
self.Weapon:EmitSound("katana/draw.wav")
return true
end
function SWEP:OnRemove()
return true
end
function SWEP:PreDrop()
-- for consistency, dropped knife should not have DNA/prints
self.fingerprints = {}
end
function SWEP:SecondaryAttack()
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
timer.Simple(0.10,self.Bash, self)
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:PrimaryAttack()
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
timer.Simple(0.15,self.Slash, self)
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:Slash()
local phtr = self.Owner:GetEyeTrace()
local trace = util.GetPlayerTrace(self.Owner)
local tr = util.TraceLine(trace)
local ph = phtr.Entity:GetPhysicsObject()
if (self.Owner:GetPos() - tr.HitPos):Length() < 100 then
if tr.Entity:IsPlayer() or string.find(tr.Entity:GetClass(),"npc") or string.find(tr.Entity:GetClass(),"prop_ragdoll") or tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH or tr.MatType == MAT_ANTLION then
self.Weapon:EmitSound( SFleshHit[math.random(1,#SFleshHit)] )
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 20
bullet.Damage = 65
self.Owner:FireBullets(bullet)
else
util.Decal("ManhackCut", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
if (tr.MatType == MAT_METAL or tr.MatType == MAT_VENT or tr.MatType == MAT_COMPUTER) then
self.Weapon:EmitSound(SMetalHit[math.random(1,#SMetalHit)])
elseif (tr.MatType == MAT_WOOD or tr.MatType == "MAT_FOLIAGE") then
self.Weapon:EmitSound(SWoodHit[math.random(1,#SWoodHit)])
elseif (tr.MatType == MAT_GLASS) then
self.Weapon:EmitSound(SGlassHit[math.random(1,#SGlassHit)])
elseif (tr.MatType == MAT_DIRT or tr.MatType == MAT_SAND or tr.MatType == MAT_SLOSH or tr.MatType == MAT_TILE or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_CONCRETE) then
self.Weapon:EmitSound(SGroundHit[math.random(1,#SGroundHit)])
else
self.Weapon:EmitSound(SGroundHit[math.random(1,#SGroundHit)])
end
if not tr.HitWorld and not string.find(tr.Entity:GetClass(),"prop_static") then
if SERVER then ph:ApplyForceCenter(self.Owner:GetAimVector()*5000)
tr.Entity:TakeDamage(65, self.Owner, self)
end
end
end
else
self.Weapon:EmitSound("Weapon_Knife.Slash")
end
end
function SWEP:Bash()
local phtr = self.Owner:GetEyeTrace()
local trace = util.GetPlayerTrace(self.Owner)
local tr = util.TraceLine(trace)
local ph = phtr.Entity:GetPhysicsObject()
if (self.Owner:GetPos() - tr.HitPos):Length() < 100 then
if tr.Entity:IsPlayer() or string.find(tr.Entity:GetClass(),"npc") or string.find(tr.Entity:GetClass(),"prop_ragdoll") or tr.MatType == MAT_FLESH then
self.Weapon:EmitSound( BFleshHit[math.random(1,#BFleshHit)] )
tr.Entity:SetVelocity((phtr.Entity:GetPos() - self.Owner:GetPos()) * 35)
if SERVER then
tr.Entity:TakeDamage(25, self.Owner, self)
end
else
if (tr.MatType == MAT_METAL or tr.MatType == MAT_VENT or tr.MatType == MAT_COMPUTER) then
self.Weapon:EmitSound(BMetalHit[math.random(1,#BMetalHit)])
elseif (tr.MatType == MAT_WOOD or tr.MatType == "MAT_FOLIAGE") then
self.Weapon:EmitSound(BWoodHit[math.random(1,#BWoodHit)])
elseif (tr.MatType == MAT_GLASS) then
self.Weapon:EmitSound(BGlassHit[math.random(1,#BGlassHit)])
elseif (tr.MatType == MAT_DIRT or tr.MatType == MAT_SAND or tr.MatType == MAT_SLOSH or tr.MatType == MAT_TILE or tr.MatType == MAT_PLASTIC) then
self.Weapon:EmitSound(BGroundHit[math.random(1,#BGroundHit)])
elseif (tr.MatType == MAT_CONCRETE) then
self.Weapon:EmitSound(BRockHit[math.random(1,#BRockHit)])
else
self.Weapon:EmitSound(BGroundHit[math.random(1,#BGroundHit)])
end
if not tr.HitWorld and not string.find(tr.Entity:GetClass(),"prop_static") then
if SERVER then ph:ApplyForceCenter(self.Owner:GetAimVector()*20000)
tr.Entity:TakeDamage(25, self.Owner, self)
end
end
end
else
self.Weapon:EmitSound("Weapon_Knife.Slash")
end
end
local ActIndex = {}
ActIndex["pistol"] = ACT_HL2MP_IDLE_PISTOL
ActIndex["smg"] = ACT_HL2MP_IDLE_SMG1
ActIndex["grenade"] = ACT_HL2MP_IDLE_GRENADE
ActIndex["ar2"] = ACT_HL2MP_IDLE_AR2
ActIndex["shotgun"] = ACT_HL2MP_IDLE_SHOTGUN
ActIndex["rpg"] = ACT_HL2MP_IDLE_RPG
ActIndex["physgun"] = ACT_HL2MP_IDLE_PHYSGUN
ActIndex["crossbow"] = ACT_HL2MP_IDLE_CROSSBOW
ActIndex["melee"] = ACT_HL2MP_IDLE_MELEE
ActIndex["slam"] = ACT_HL2MP_IDLE_SLAM
ActIndex["normal"] = ACT_HL2MP_IDLE
ActIndex["knife"] = ACT_HL2MP_IDLE_KNIFE
ActIndex["sword"] = ACT_HL2MP_IDLE_MELEE2
ActIndex["passive"] = ACT_HL2MP_IDLE_PASSIVE
ActIndex["fist"] = ACT_HL2MP_IDLE_FIST
function SWEP:SetWeaponHoldType(t)
local index = ActIndex[t]
if (index == nil) then
Msg("SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set!\n")
return
end
self.ActivityTranslate = {}
self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
self.ActivityTranslate [ ACT_MP_WALK ] = index+1
self.ActivityTranslate [ ACT_MP_RUN ] = index+2
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
if t == "normal" then
self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
end
if t == "passive" then
self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_CROUCH_IDLE
end
self:SetupWeaponHoldTypeForAI(t)
end
function SWEP:TranslateActivity(act)
if (self.Owner:IsNPC()) then
if (self.ActivityTranslateAI[act]) then
return self.ActivityTranslateAI[act]
end
return -1
end
if (self.ActivityTranslate[act] != nil) then
return self.ActivityTranslate[act]
end
return -1
end |
#!/usr/bin/lua
--[[
Copyright (c) 2007-2009 Mauro Iazzi
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 base_types = (...) or {}
local number_type = function(d) return {
get = function(j)
return 'lua_tonumber(L, '..tostring(j)..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushnumber(L, '..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isnumber(L, '..tostring(j)..')', 1
end,
onstack = 'number,',
defect = d,
} end
local integer_type = function(d) return {
get = function(j)
return 'lua_tointeger(L, '..tostring(j)..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushinteger(L, '..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isinteger(L, '..tostring(j)..')', 1
end,
onstack = 'integer,',
defect = d,
} end
local bool_type = function(d) return {
get = function(j)
return 'lua_toboolean(L, '..tostring(j)..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushboolean(L, '..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isboolean(L, '..tostring(j)..')', 1
end,
onstack = 'boolean,',
defect = d,
} end
base_types['char const*'] = {
get = function(j)
return 'lua_tostring(L, '..tostring(j)..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushstring(L, '..tostring(j)..')', 1
end,
test = function(j)
return 'lqtL_isstring(L, '..tostring(j)..')', 1
end,
onstack = 'string,',
}
base_types['char'] = integer_type(3)
base_types['unsigned char'] = integer_type(3)
base_types['int'] = integer_type(1)
base_types['unsigned'] = integer_type(1)
base_types['unsigned int'] = integer_type(1)
base_types['short'] = integer_type(2)
base_types['short int'] = integer_type(2)
base_types['unsigned short'] = integer_type(2)
base_types['unsigned short int'] = integer_type(2)
base_types['short unsigned int'] = integer_type(2)
base_types['long'] = integer_type(0)
base_types['unsigned long'] = integer_type(0)
base_types['long int'] = integer_type(0)
base_types['unsigned long int'] = integer_type(0)
base_types['long unsigned int'] = integer_type(0)
base_types['long long'] = integer_type(0)
base_types['__int64'] = integer_type(0)
base_types['unsigned long long'] = integer_type(0)
base_types['long long int'] = integer_type(0)
base_types['unsigned long long int'] = integer_type(0)
base_types['float'] = number_type(1)
base_types['double'] = number_type(0)
base_types['double const&'] = number_type(1)
base_types['bool'] = bool_type()
---[[
base_types['bool*'] = {
get = function(j)
return 'lqtL_toboolref(L, '..j..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushboolean(L, *'..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isboolean(L, '..tostring(j)..')', 1
end,
onstack = 'boolean,',
}
base_types['int&'] = {
get = function(j)
return '*lqtL_tointref(L, '..j..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushinteger(L, '..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isinteger(L, '..tostring(j)..')', 1
end,
onstack = 'integer,',
}
base_types['int*'] = {
get = function(j)
return 'lqtL_tointref(L, '..j..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_pushinteger(L, *'..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_isinteger(L, '..tostring(j)..')', 1
end,
onstack = 'integer,',
}
base_types['char**'] = {
get = function(j)
return 'lqtL_toarguments(L, '..tostring(j)..')', 1
end,
push = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lqtL_pusharguments(L, '..tostring(j)..')', 1
end,
test = function(j) -- must handle arguments (e.g. in virtual callbacks) and return values
return 'lua_istable(L, '..tostring(j)..')', 1
end,
onstack = 'table,',
}
--]]
base_types['std::string const&'] = {
get = function(i)
return 'std::string(lua_tostring(L, '..i..'), lua_objlen(L, '..i..'))', 1
end,
push = function(i)
return 'lua_pushlstring(L, '..i..'.c_str(), '..i..'.size())', 1
end,
test = function(i)
return 'lua_isstring(L, '..i..')', 1
end,
onstack = 'string,',
}
base_types['std::string'] = base_types['std::string const&']
return base_types
|
--
-- Created by IntelliJ IDEA.
-- User: huanghaojing
-- Date: 16/1/5
-- Time: 上午9:49
-- To change this template use File | Settings | File Templates.
--
local platform_ios = true
if getOSType and getOSType()=="android" then
platform_ios = false
end
local json = platform_ios and require('sz').json or require('cjson')
local socket = platform_ios and require('szocket') or require('socket')
local thread = require('thread')
local socket_help = require('socket_help')
--local nLog = require('nLog')
local nLog = print
local webServer = {}
--url解码
local function decodeURI(s)
s = string.gsub(s, '%%(%x%x)', function(h) return string.char(tonumber(h, 16)) end)
return s
end
function string.split(str, delimiter)
if str==nil or str=='' or delimiter==nil then
return nil
end
local result = {}
for match in (str..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match)
end
return result
end
--循环发送
local function sock_send(task,sock,data,i)
i = i or 1
-- print("send",data,i)
local pos,err,pos2= sock:send(data,i)
-- print("pos=",pos,err,pos2)
if not pos then
if err == "timeout" then
task.sleep(1)
return sock_send(task,sock,data,pos2+1)
else
return false
end
elseif pos == #data then
return true
else
--没发送完整,等10毫秒再发送
task.sleep(1)
return sock_send(task,sock,data,pos+1)
end
end
--处理一个httpclient
local function httpClient(parent_task,sock,respond_func,conf)
local conf = conf or {}
local client = {}
sock:settimeout(0)
local client_ip,client_port = sock:getpeername()
parent_task.createSubTask(function(task)
nLog("begin httpClient")
local print = task.log
local method,path,http_protocol
task.log("准备接收协议")
task.setTimeout(3000)
local line = socket_help.receive_line(task,sock)
_,_,method,path,http_protocol = string.find(line, "(.+)%s+(.+)%s+(.+)")
if method~='GET' and method~='get'
and method~='POST' and method~='post'
and method~='OPTIONS' and method~='options'
then
task.throw("无效的method:"..method)
end
if type(path) ~= "string" then
task.throw("无效的 path:")
end
nLog('path=',path)
if type(http_protocol) ~= "string" then
task.throw("无效的 http_protocol:")
end
local is_post = false
if not (method=='GET' or method=='get') then
is_post = true
end
--提取get参数
local split_result = string.split(path, "?")
path = split_result[1]
local params = {}
--开始查分参数
if split_result[2] then
local params_str = split_result[2]
local split_result = string.split(params_str, "&")
for i,param in pairs(split_result) do
if #param > 0 then
local split_param = string.split(param, "=")
if #split_param == 2 then
params[split_param[1]] = decodeURI(split_param[2])
end
end
end
end
-- 接收headers
local headers = {}
while true do
local line = socket_help.receive_line(task,sock)
if #line == 0 then
print('结束header')
break;
end
local _,_,name,value = string.find(line, "^(.-):%s*(.*)")
line = ''
if name then
print('header:'..name..": "..value)
headers[string.lower(name)] = value;
else
print("无效的header!")
end
end
local post_data = ''
if is_post and headers['content-length'] then
local post_length = tonumber(headers['content-length'])
print('post_length=',post_length)
while true do
local chunk, status, partial = sock:receive(post_length - #post_data)
post_data = post_data..(chunk or partial)
if status == 'timeout' then
task.sleep(1)
end
if status == 'closed' then task.throw("connection is closed") end
if #post_data >= post_length then
break;
end
end
end
--调用返回
local body = nil
local respond = {code=200,headers={}}
if true then
--判断直接返回文件
if conf
and conf.root and conf.files
and type(conf.files)=="table" then
for index,file_grep in pairs(conf.files) do
print("file_grep.grep=",file_grep.grep)
if type(file_grep) == "table" and type(file_grep['grep'])== "string"
and string.find(path,file_grep["grep"])~=nil then
local filename = conf.root..path
local f = io.open(filename,"rb")
if f then
body = f:read("*all")
f:close()
if type(file_grep["Content_Type"])== "string" then
--写Content_Type
respond.headers["Content-Type"] = file_grep["Content_Type"]
end
respond.headers["Connection"] = "close"
break
else
-- body = ""
-- respond.code = 404
end
end
end
end
if body == nil then
task.clearTimeout()
body = respond_func({
method=method,path=path,headers=headers,
params=params,post_data=post_data,
client_ip=client_ip,client_port=client_port
},respond,task)
end
end
if body then
headers['Content-Length']=#body
-- sock:send(http_protocol.." "..respond.code.."\r\n")
sock_send(task,sock,http_protocol.." "..respond.code.."\r\n")
for name,value in pairs(respond.headers)
do
-- sock:send(name..': '..value.."\r\n")
sock_send(task,sock,name..': '..value.."\r\n")
end
-- sock:send("\r\n");
sock_send(task,sock,"\r\n");
-- sock:send(body);
sock_send(task,sock,body);
end
-- sock:close()
end,{
task_name="httpClient"..(conf.name or "")..conf.port,
-- filelog = true,
callBack = function(output)
sock:close()
end,
})
return client
end
function webServer.create(port,respond_func,conf)
local conf = conf or {}
local port = port or 0
local server = {
}
conf.port = port
--运行服务
function server:run()
server.socket = socket.tcp()
server.socket:setoption("reuseaddr",true)
local ok,msg = server.socket:bind("*",port)
if not ok then
nLog("绑定失败:",msg)
return
end
server.socket:listen(1024)
server.running = true
server.socket:settimeout(0)
--获取端口号
local server_ip,server_port = server.socket:getsockname()
server.port = server_port
nLog("webserver port:",server_port)
thread.create(function(task)
while server.running do
local conn = server.socket:accept()
if conn then
task.log("accept ok")
httpClient(task,conn,respond_func,conf)
end
task.sleep(1)
end
server.socket:close()
end,{
task_name="webServer-"..port..(conf.name or ""),
-- filelog = true,
})
return server.port
end
--停止服务
function server:stop()
server.running = false
end
return server
end
return webServer
|
-- Clean warning on openresty 1.15.8.1, where some global variables are set
-- using ngx.timer that triggers an invalid warning message.
-- Code related: https://github.com/openresty/lua-nginx-module/blob/61e4d0aac8974b8fad1b5b93d0d3d694d257d328/src/ngx_http_lua_util.c#L795-L839
getmetatable(_G).__newindex = nil
if ngx ~= nil then
ngx.exit = function()end
end
if os.getenv('CI') == 'true' then
local luacov = require('luacov.runner')
local pwd = os.getenv('PWD')
for _, option in ipairs({"statsfile", "reportfile"}) do
-- properly expand current working dir, workaround for https://github.com/openresty/resty-cli/issues/35
luacov.defaults[option] = pwd .. package.config:sub(1, 1) .. luacov.defaults[option]
end
table.insert(arg, '--coverage')
end
-- Busted command-line runner
require 'busted.runner'({ standalone = false })
|
ENT.Base = "base_entity"
ENT.Type = "anim"
ENT.PrintName = "Element Skill"
ENT.isskill = true
AccessorFunc( ENT, "maxlive", "MaxLive", FORCE_INT )
local function StageChange( ent, name, oldval, newval )
ent.stage = newval
if (!oldval) then return end
if (oldval == newval) then return end
local skill = ent:GetSkill()
ecall( skill["Transition" .. oldval], skill, ent )
end
function ENT:SetupDataTables()
self.skill = nil --{}
self.lastThink = CurTime()
self.alive = 0 --Use Timestamp instead TODO
self.stage = 1
self:SetMaxLive( 60 )
--immediately networked & reliable but no proxy
self:NetworkVar("String", 0, "Skillname")
self:NetworkVar("Entity", 0, "Caster")
self:NetworkVar("Entity", 1, "Target")
self:NetworkVar("Bool", 0, "Invisible")
self:NetworkVar("Float", 0, "Birth")
--faster? has proxys though
self:SetNWVarProxy("stage", StageChange)
self:SetNWInt("stage", 1)
if SERVER then
self.touchCooldown = {}
self.casterCollision = false
self.removeOnWorldTrace = false
self.touchPlayerOnce = false
self.touchCaster = false
self.touchRate = 1
self.collidePlayers = true
self.collideSkills = false
self.touchedPlayers = {}
self.touching = {}
self.dots = {}
end
self:DrawShadow( false )
end
function ENT:SetSkill( skill )
self.skill = skill
if SERVER then
self:SetSkillname(skill.name)
end
end
function ENT:GetSkill()
if (!self.skill) then
self.skill = skill_manager.GetSkill(self:GetSkillname())
end
return self.skill
end
function ENT:Update( stage )
if (!self.loaded) then return false end
local now = CurTime()
self.deltaTime = now - self.lastThink
self.alive = self.alive + self.deltaTime
self.lastThink = now
self:NextThink( now )
return true
end
function ENT:UpdateSkill( stage )
stage = stage or self:GetNW2Int("stage")
local skill = self:GetSkill()
skill:Update( self, stage )
return skill
end
function ENT:SetCustomCollider( collider )
self.collider = collider
self.collider:SetEntity( self )
local filter = { self }
if SERVER and !self:GetTouchCaster() then
table.insert(filter, self:GetCaster())
end
self.collider:Filter( filter )
return self.collider
end
function ENT:GetCustomCollider()
return self.collider
end
function ENT:OnRemove()
local skill = self:GetSkill()
ecall(skill.OnRemove, skill, self)
end
|
function love.draw()
love.graphics.rectangle("fill", 100, 200, 50, 80)
love.graphics.print("Hello World", 400, 300)
end
|
ghomrassen_cupa_cupa_neutral_medium_boss_01 = Lair:new {
mobiles = {{"gr_cu_pa",1}},
bossMobiles = {{"gr_wonderous_cu_pa",1}},
spawnLimit = 15,
buildingsVeryEasy = {"object/tangible/lair/base/poi_all_lair_garbage_small.iff"},
buildingsEasy = {"object/tangible/lair/base/poi_all_lair_garbage_small.iff"},
buildingsMedium = {"object/tangible/lair/base/poi_all_lair_garbage_small.iff"},
buildingsHard = {"object/tangible/lair/base/poi_all_lair_garbage_small.iff"},
buildingsVeryHard = {"object/tangible/lair/base/poi_all_lair_garbage_small.iff"},
}
addLairTemplate("ghomrassen_cupa_cupa_neutral_medium_boss_01", ghomrassen_cupa_cupa_neutral_medium_boss_01)
|
local IAspectModdable = require("api.IAspectModdable")
local IAspect = class.interface("IAspect", { localize_action = "function" }, { IAspectModdable })
function IAspect:localize_action(obj, iface)
return "???"
end
function IAspect.__on_require(t)
-- HACK Require the aspect's default impl so its deserializer will get loaded on startup.
-- See #162.
if t.default_impl then
require(t.default_impl)
end
end
return IAspect
|
--
require "/lib/stardust/color.lua"
appearance = { }
local wingFront = Prop.new(2)
local wingBack = Prop.new(-2)
local wingAlpha = 0
local wingEffDir = 1.0
local wingsVisible = false
local wingEnergyColor
local wingBaseRot = 0
local wingBaseOffset = 0
wingFront:scale({0, 0})
wingBack:scale({0, 0})
local fieldAlpha = 0.00001 -- update on first frame
local fieldColor = "9771e4"
local energyPalette = { }
function appearance.update(p)
do -- wings
local ta = wingsVisible and 1.0 or 0.0
if wingAlpha ~= ta then
wingAlpha = util.clamp(wingAlpha + (ta*2 - 1) * 5 * p.dt, 0.0, 1.0)
local ov = util.clamp(wingAlpha * 1.5, 0.0, 1.0)
local fv = util.clamp(-.5 + wingAlpha * 1.5, 0.0, 1.0)
local fade = string.format("%s?fade=%s;%.3f", color.alphaDirective(ov), color.toHex(wingEnergyColor or "ffffff"), (1.0 - fv))
wingFront:setDirectives(fade, fade)
wingBack:setDirectives(fade .. "?brightness=-40", fade .. "?multiply=ffffffbf")
end
wingFront:scale({mcontroller.facingDirection() * wingEffDir, 1.0}, {0.0, 0.0})
wingBack:scale({mcontroller.facingDirection() * wingEffDir, 1.0}, {0.0, 0.0})
wingEffDir = mcontroller.facingDirection()
end
if fieldAlpha > 0 then
fieldAlpha = fieldAlpha - p.dt * 3
local a = util.clamp(fieldAlpha, 0.0, 1.0)
if a == 0 then
tech.setParentDirectives("")
else
tech.setParentDirectives(string.format("?border=1;%s;0000", color.hexWithAlpha(energyPalette[2] or fieldColor, a)))
end
end
end
function appearance.setEnergyColor(c)
if not c then energyPalette = { } else
local h, s, l, a = table.unpack(color.toHsl(c))
energyPalette = {
color.fromHsl {h, s, math.min(l * 75, 0.9), a },
c,
color.fromHsl {h, s, l * 0.64, a },
}
end
world.sendEntityMessage(entity.id(), "startech:refreshEnergyColor")
end
message.setHandler("startech:getEnergyColor", function() return energyPalette[1] and energyPalette or nil end)
function appearance.pulseForceField(amt)
fieldAlpha = math.max(fieldAlpha, (amt or 1.0) + script.updateDt() * 3)
end
function appearance.setWings(w)
local imgFront, imgBack = w.imgFront, w.imgBack
if type(imgFront) == "string" then imgFront = {imgFront} end
if type(imgBack) == "string" then imgBack = {imgBack} end
wingFront:setImage(table.unpack(imgFront))
wingBack:setImage(table.unpack(imgBack))
wingEnergyColor = w.energyColor
wingBaseRot = w.baseRotation or 0
wingBaseOffset = w.baseOffset or 0
if w.providesEnergyColor then appearance.setEnergyColor(w.energyColor) end
wingAlpha = wingAlpha - 0.001 -- kick things a bit
end
function appearance.setWingsVisible(f) wingsVisible = not not f end
function appearance.positionWings(r)
local offset = {-5 / 16, -15 / 16 + wingBaseOffset}
wingFront:resetTransform()
wingBack:resetTransform()
-- base rotation first
wingFront:rotate(wingBaseRot)
wingBack:rotate(wingBaseRot)
-- rotate wings relative to attachment
wingFront:rotate(r * math.pi * .14)
wingBack:rotate(r * math.pi * .07)
wingBack:rotate(-0.11)
-- then handle attachment sync
wingFront:translate(offset)
wingFront:rotate(mcontroller.rotation() * mcontroller.facingDirection())
wingBack:translate(offset)
wingBack:translate({3 / 16, 0 / 16})
wingBack:rotate(mcontroller.rotation() * mcontroller.facingDirection())
wingEffDir = 1.0
end
|
slot0 = class_C("BulletVisual", ClassLoader:aquireClass("Visual"))
slot0.onCreate = function (slot0, slot1, slot2)
slot0.super.onCreate(slot0)
slot0:addProperty("boneData", slot2)
slot0:addProperty("isDead", slot2)
slot0:addProperty("isRemoved", slot2)
slot0._textureName = slot1.szResourceName
slot0._texturePath = GET_PATH(FilePath.ANIMATION, "%s/%s_other.png", slot0._textureName, slot0._textureName)
slot0._sprite = cc.Sprite:create(slot0._texturePath)
if cc.Node.setCullFace then
slot0._sprite:setCullFace(true)
end
slot0._visualNode:addChild(slot0._sprite)
slot0.gameConfig = ClassLoader:aquireSingleton("GameConfig")
slot0.mirroredPosition = {
z = 0,
x = 0,
y = 0
}
slot0.lastPosition = {
z = 0,
x = 0,
y = 0
}
end
slot0.onLoad = function (slot0)
slot0.super.onLoad(slot0)
slot1 = slot0:getValue("owner")
slot0:bindSameName("boneData", slot1, "TWO_WAY")
slot0:bindSameName("isDead", slot1, "TWO_WAY")
slot0:bindSameName("isRemoved", slot1, "TWO_WAY")
slot0.boneData:trigger(slot0._visualNode)
end
slot0.onUnload = function (slot0)
slot0.super.onUnload(slot0)
if not slot0.gameConfig.PLATFORM_ANDROID then
slot0.boneData._value.transformation = nil
slot0.boneData._value.skeleton = nil
end
slot0:unBindAll()
end
slot0.onEnter = function (slot0, slot1)
slot0.super.onEnter(slot0, slot1)
ClassLoader:aquireSingleton("CocosLayerManager"):getLayer("BulletLayer"):addChild(slot0._visualNode, 2)
end
slot0.onExit = function (slot0)
slot0.super.onExit(slot0)
slot0._visualNode:removeFromParent()
end
slot0.on_scale_changed = function (slot0)
return
end
slot0.onUpdate = function (slot0)
slot1 = cc.Director:getInstance():getVisibleSize()
if slot0.gameConfig.MirrorFlag then
slot0.mirroredPosition.x = slot0.gameConfig.Width - slot0.position._value.x
slot0.mirroredPosition.y = slot0.gameConfig.Height - slot0.position._value.y
slot0.mirroredPosition.z = 0
slot0._visualNode:setPosition3D(slot0.mirroredPosition)
slot0._visualNode:setRotation(270 - slot0.rotation._value * 57.29578)
else
slot0.mirroredPosition.x = slot0.position._value.x
slot0.mirroredPosition.y = slot0.position._value.y
slot0.mirroredPosition.z = 0
slot0._visualNode:setPosition3D(slot0.mirroredPosition)
slot0._visualNode:setRotation(90 - slot0.rotation._value * 57.29578)
end
slot0.lastPosition.x = slot0.mirroredPosition.x
slot0.lastPosition.y = slot0.mirroredPosition.y
slot0.lastPosition.z = slot0.mirroredPosition.z
if not slot0.gameConfig.PLATFORM_ANDROID then
slot0.boneData._value.transformation = slot0._visualNode:getNodeToWorldTransform()
slot0:trigger("boneData", slot0.boneData._value)
end
end
slot0.onReset = function (slot0, slot1)
slot0.super.onReset(slot0)
slot0._sprite:setVisible(true)
slot0._textureName = slot1.szResourceName
slot0._texturePath = GET_PATH(FilePath.ANIMATION, "%s/%s_other.png", slot0._textureName, slot0._textureName)
slot0._sprite:setTexture(slot0._texturePath)
end
slot0.onDestroy = function (slot0)
slot0.mirroredPosition = nil
slot0._sprite:removeFromParent()
slot0._sprite = nil
slot0.super.onDestroy(slot0)
end
return slot0
|
require "cutorch"
require "cunn"
model = nn.Sequential()
l1 = nn.Linear(1,20):cuda()
l2 = nn.Linear(20, 20):cuda()
l3 = nn.Linear(20, 1):cuda()
model:add(l1)
model:add(nn.Tanh():cuda())
model:add(l2)
model:add(nn.Tanh():cuda())
model:add(l3)
criterion = nn.MSECriterion():cuda()
for i = 1,100000 do
local x = torch.CudaTensor(1)
x[1] = torch.uniform(0, 6.28)
local correct = torch.sin(x):cuda()
local output = model:forward(x)
criterion:forward(output, correct)
model:zeroGradParameters()
local critback = criterion:backward(model.output:cuda(), correct)
model:backward(x, critback)
model:updateParameters(0.01)
end
|
--- old junk
--[[
-- This contact force pair is artificial, but prevents the sticking of objects due to constraints (during stacking. I do not fully understand this yet)
-- Contact force pair, obj2 on obj1
if (obj2.fX*normal_x+obj2.fY*normal_y)<=0 then
fContact_mag=(obj2.fX*normal_x+obj2.fY*normal_y)
fContact_x=fContact_mag*normal_x
fContact_y=fContact_mag*normal_y
obj1.fAppliedX=obj1.fAppliedX+fContact_x
obj1.fAppliedY=obj1.fAppliedY+fContact_y
obj2.fAppliedX=obj2.fAppliedX-fContact_x
obj2.fAppliedY=obj2.fAppliedY-fContact_y
end
-- Contact force pair, obj1 on obj2
if (obj1.fX*normal_x+obj1.fY*normal_y)>=0 then
fContact_mag=(obj1.fX*normal_x+obj1.fY*normal_y)
fContact_x=fContact_mag*normal_x
fContact_y=fContact_mag*normal_y
obj2.fAppliedX=obj2.fAppliedX+fContact_x
obj2.fAppliedY=obj2.fAppliedY+fContact_y
obj1.fAppliedX=obj1.fAppliedX-fContact_x
obj1.fAppliedY=obj1.fAppliedY-fContact_y
end
--]]
--[[
factor=(1.0+cR)/(obj2.mass+obj1.mass)
local deltaV2_x=factor*(obj1.vX-obj2.vX)
local deltaV2_y=factor*(obj1.vY-obj2.vY)
local deltaV2_mag=(deltaV2_x*normal_x+deltaV2_y*normal_y)
if deltaV2_mag<=0 then
deltaV2_mag=0
end
deltaV2_x=deltaV2_mag*normal_x
deltaV2_y=deltaV2_mag*normal_y
if obj2.mass < infiniteMass then
obj2.vX = obj2.vX+obj1.mass*deltaV2_x
obj2.vY = obj2.vY+obj1.mass*deltaV2_y
end
if obj1.mass < infiniteMass then
obj1.vX = obj1.vX-obj2.mass*deltaV2_x
obj1.vY = obj1.vY-obj2.mass*deltaV2_y
end
--]]
--adaptive timestep this does not work well with many balls, the timestep becomes too small, and the program slows
-- down to a crawl
--[[
function adaptiveEvolve(dt)
-- optionally: take small steps instead of one big one to increase accuracy of collisions
local stepTime=dt
local currentTime=0
while currentTime<dt do
for i,obj in ipairs(objects) do
if obj.type=="player" then
obj.fAppliedX=inputX
obj.fAppliedY=inputY
else
obj.fAppliedX = 0
obj.fAppliedY = 0
end
end
for i,obj in ipairs(objects) do
obj.oldVX=obj.vX
obj.oldVY=obj.vY
obj.oldX=obj.x
obj.oldY=obj.y
obj.oldFx=obj.fAppliedX
obj.oldFY=obj.fAppliedY
end
takeTimeStep(stepTime)
if penetration() and stepTime>0.002 then
for i,obj in ipairs(objects) do
obj.VX=obj.oldVX
obj.VY=obj.oldVY
obj.x=obj.oldX
obj.y=obj.oldY
end
stepTime=stepTime/2
else
resolveCollisions(stepTime)
for i,obj in ipairs(objects) do
obj.VX=obj.oldVX
obj.VY=obj.oldVY
obj.x=obj.oldX
obj.y=obj.oldY
end
takeTimeStep(stepTime)
checkBorders()
-- artificially change object's positions to prevent interpenetration
resolveConstraints()
currentTime=currentTime+stepTime
stepTime=dt-currentTime
end
end
end
--]] |
-- Author: Hua Liang[Stupid ET] <et@everet.org>
require 'VisibleRect'
require 'logger'
|
AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_init.lua")
include("shared.lua")
local ACF = ACF
ACF.RegisterClassLink("acf_computer", "acf_rack", function(Computer, Target)
if Computer.Weapons[Target] then return false, "This rack is already linked to this computer!" end
if Target.Computer == Computer then return false, "This rack is already linked to this computer!" end
Computer.Weapons[Target] = true
Target.Computer = Computer
Computer:UpdateOverlay()
Target:UpdateOverlay()
return true, "Rack linked successfully!"
end)
ACF.RegisterClassUnlink("acf_computer", "acf_rack", function(Computer, Target)
if Computer.Weapons[Target] or Target.Computer == Computer then
Computer.Weapons[Target] = nil
Target.Computer = nil
Computer:UpdateOverlay()
Target:UpdateOverlay()
return true, "Rack unlinked successfully!"
end
return false, "This rack is not linked to this computer."
end)
ACF.RegisterClassLink("acf_computer", "acf_gun", function(Computer, Target)
if Computer.Weapons[Target] then return false, "This computer is already linked to this weapon!" end
if Target.Computer == Computer then return false, "This computer is already linked to this weapon!" end
Computer.Weapons[Target] = true
Target.Computer = Computer
Computer:UpdateOverlay()
Target:UpdateOverlay()
return true, "Computer linked successfully!"
end)
ACF.RegisterClassUnlink("acf_computer", "acf_gun", function(Computer, Target)
if Computer.Weapons[Target] or Target.Computer == Computer then
Computer.Weapons[Target] = nil
Target.Computer = nil
Computer:UpdateOverlay()
Target:UpdateOverlay()
return true, "Computer unlinked successfully!"
end
return false, "This computer is not linked to this weapon."
end)
--===============================================================================================--
-- Local Funcs and Vars
--===============================================================================================--
local CheckLegal = ACF_CheckLegal
local Components = ACF.Classes.Components
local UnlinkSound = "physics/metal/metal_box_impact_bullet%s.wav"
local MaxDistance = ACF.LinkDistance * ACF.LinkDistance
local HookRun = hook.Run
local function CheckDistantLinks(Entity, Source)
local Position = Entity:GetPos()
for Link in pairs(Entity[Source]) do
if Position:DistToSqr(Link:GetPos()) > MaxDistance then
local Sound = UnlinkSound:format(math.random(1, 3))
Entity:EmitSound(Sound, 70, 100, ACF.Volume)
Link:EmitSound(Sound, 70, 100, ACF.Volume)
Entity:Unlink(Link)
end
end
end
--===============================================================================================--
do -- Spawn and update function
local function VerifyData(Data)
if not Data.Computer then
Data.Computer = Data.Component or Data.Id
end
local Class = ACF.GetClassGroup(Components, Data.Computer)
if not Class or Class.Entity ~= "acf_computer" then
Data.Computer = "CPR-LSR"
Class = ACF.GetClassGroup(Components, "CPR-LSR")
end
do -- External verifications
if Class.VerifyData then
Class.VerifyData(Data, Class)
end
HookRun("ACF_VerifyData", "acf_computer", Data, Class)
end
end
local function CreateInputs(Entity, Data, Class, Computer)
local List = {}
if Class.SetupInputs then
Class.SetupInputs(List, Entity, Data, Class, Computer)
end
HookRun("ACF_OnSetupInputs", "acf_computer", List, Entity, Data, Class, Computer)
if Entity.Inputs then
Entity.Inputs = WireLib.AdjustInputs(Entity, List)
else
Entity.Inputs = WireLib.CreateInputs(Entity, List)
end
end
local function CreateOutputs(Entity, Data, Class, Computer)
local List = { "Entity [ENTITY]" }
if Class.SetupOutputs then
Class.SetupOutputs(List, Entity, Data, Class, Computer)
end
HookRun("ACF_OnSetupOutputs", "acf_computer", List, Entity, Data, Class, Computer)
if Entity.Outputs then
Entity.Outputs = WireLib.AdjustOutputs(Entity, List)
else
Entity.Outputs = WireLib.CreateOutputs(Entity, List)
end
end
local function UpdateComputer(Entity, Data, Class, Computer)
Entity.ACF = Entity.ACF or {}
Entity.ACF.Model = Computer.Model -- Must be set before changing model
Entity:SetModel(Computer.Model)
Entity:PhysicsInit(SOLID_VPHYSICS)
Entity:SetMoveType(MOVETYPE_VPHYSICS)
if Entity.OnLast then
Entity:OnLast()
end
-- Storing all the relevant information on the entity for duping
for _, V in ipairs(Entity.DataStore) do
Entity[V] = Data[V]
end
Entity.Name = Computer.Name
Entity.ShortName = Entity.Computer
Entity.EntType = Class.Name
Entity.ClassData = Class
Entity.OnUpdate = Computer.OnUpdate or Class.OnUpdate
Entity.OnLast = Computer.OnLast or Class.OnLast
Entity.OverlayTitle = Computer.OnOverlayTitle or Class.OnOverlayTitle
Entity.OverlayBody = Computer.OnOverlayBody or Class.OnOverlayBody
Entity.OnDamaged = Computer.OnDamaged or Class.OnDamaged
Entity.OnEnabled = Computer.OnEnabled or Class.OnEnabled
Entity.OnDisabled = Computer.OnDisabled or Class.OnDisabled
Entity.OnThink = Computer.OnThink or Class.OnThink
Entity:SetNWString("WireName", "ACF " .. Computer.Name)
Entity:SetNW2String("ID", Entity.Computer)
CreateInputs(Entity, Data, Class, Computer)
CreateOutputs(Entity, Data, Class, Computer)
ACF.Activate(Entity, true)
Entity.ACF.LegalMass = Computer.Mass
Entity.ACF.Model = Computer.Model
local Phys = Entity:GetPhysicsObject()
if IsValid(Phys) then Phys:SetMass(Computer.Mass) end
if Entity.OnUpdate then
Entity:OnUpdate(Data, Class, Computer)
end
if Entity.OnDamaged then
Entity:OnDamaged()
end
end
hook.Add("ACF_OnSetupInputs", "ACF Computer Inputs", function(Class, List, _, _, _, Computer)
if Class ~= "acf_computer" then return end
if not Computer.Inputs then return end
local Count = #List
for I, Input in ipairs(Computer.Inputs) do
List[Count + I] = Input
end
end)
hook.Add("ACF_OnSetupOutputs", "ACF Computer Outputs", function(Class, List, _, _, _, Computer)
if Class ~= "acf_computer" then return end
if not Computer.Outputs then return end
local Count = #List
for I, Output in ipairs(Computer.Outputs) do
List[Count + I] = Output
end
end)
-------------------------------------------------------------------------------
function MakeACF_Computer(Player, Pos, Angle, Data)
VerifyData(Data)
local Class = ACF.GetClassGroup(Components, Data.Computer)
local Computer = Class.Lookup[Data.Computer]
local Limit = Class.LimitConVar.Name
if not Player:CheckLimit(Limit) then return false end
local Entity = ents.Create("acf_computer")
if not IsValid(Entity) then return end
Entity:SetPlayer(Player)
Entity:SetAngles(Angle)
Entity:SetPos(Pos)
Entity:Spawn()
Player:AddCleanup("acf_computer", Entity)
Player:AddCount(Limit, Entity)
Entity.Owner = Player -- MUST be stored on ent for PP
Entity.Weapons = {}
Entity.DataStore = ACF.GetEntityArguments("acf_computer")
UpdateComputer(Entity, Data, Class, Computer)
if Class.OnSpawn then
Class.OnSpawn(Entity, Data, Class, Computer)
end
HookRun("ACF_OnEntitySpawn", "acf_computer", Entity, Data, Class, Computer)
WireLib.TriggerOutput(Entity, "Entity", Entity)
Entity:UpdateOverlay(true)
do -- Mass entity mod removal
local EntMods = Data and Data.EntityMods
if EntMods and EntMods.mass then
EntMods.mass = nil
end
end
CheckLegal(Entity)
timer.Create("ACF Computer Clock " .. Entity:EntIndex(), 3, 0, function()
if not IsValid(Entity) then return end
CheckDistantLinks(Entity, "Weapons")
end)
return Entity
end
ACF.RegisterEntityClass("acf_opticalcomputer", MakeACF_Computer, "Computer") -- Backwards compatibility
ACF.RegisterEntityClass("acf_computer", MakeACF_Computer, "Computer")
ACF.RegisterLinkSource("acf_computer", "Weapons")
------------------- Updating ---------------------
function ENT:Update(Data)
VerifyData(Data)
local Class = ACF.GetClassGroup(Components, Data.Computer)
local Computer = Class.Lookup[Data.Computer]
local OldClass = self.ClassData
if OldClass.OnLast then
OldClass.OnLast(self, OldClass)
end
HookRun("ACF_OnEntityLast", "acf_computer", self, OldClass)
ACF.SaveEntity(self)
UpdateComputer(self, Data, Class, Computer)
ACF.RestoreEntity(self)
if Class.OnUpdate then
Class.OnUpdate(self, Data, Class, Computer)
end
HookRun("ACF_OnEntityUpdate", "acf_computer", self, Data, Class, Computer)
self:UpdateOverlay(true)
net.Start("ACF_UpdateEntity")
net.WriteEntity(self)
net.Broadcast()
return true, "Computer updated successfully!"
end
end
function ENT:ACF_OnDamage(Energy, FrArea, Angle, Inflictor)
local HitRes = ACF.PropDamage(self, Energy, FrArea, Angle, Inflictor)
--self.Spread = ACF.MaxDamageInaccuracy * (1 - math.Round(self.ACF.Health / self.ACF.MaxHealth, 2))
if self.OnDamaged then
self:OnDamaged()
end
return HitRes
end
function ENT:Enable()
if self.OnEnabled then
self:OnEnabled()
end
end
function ENT:Disable()
if self.OnDisabled then
self:OnDisabled()
end
end
function ENT:UpdateOverlayText()
local Title = self.OverlayTitle and self:OverlayTitle() or "Idle"
local Body = self.OverlayBody and self:OverlayBody()
Body = Body and ("\n\n" .. Body) or ""
return Title .. Body
end
function ENT:Think()
if self.OnThink then
self:OnThink()
end
self:NextThink(ACF.CurTime)
return true
end
function ENT:PreEntityCopy()
if next(self.Weapons) then
local Entities = {}
for Weapon in pairs(self.Weapons) do
Entities[#Entities + 1] = Weapon:EntIndex()
end
duplicator.StoreEntityModifier(self, "ACFWeapons", Entities)
end
-- wire dupe info
self.BaseClass.PreEntityCopy(self)
end
function ENT:PostEntityPaste(Player, Ent, CreatedEntities)
local EntMods = Ent.EntityMods
if EntMods.ACFWeapons then
for _, EntID in pairs(EntMods.ACFWeapons) do
self:Link(CreatedEntities[EntID])
end
EntMods.ACFWeapons = nil
end
-- Wire dupe info
self.BaseClass.PostEntityPaste(self, Player, Ent, CreatedEntities)
end
function ENT:OnRemove()
local OldClass = self.ClassData
if OldClass.OnLast then
OldClass.OnLast(self, OldClass)
end
HookRun("ACF_OnEntityLast", "acf_computer", self, OldClass)
for Weapon in pairs(self.Weapons) do
self:Unlink(Weapon)
end
if self.OnLast then
self:OnLast()
end
timer.Remove("ACF Computer Clock " .. self:EntIndex())
WireLib.Remove(self)
end
|
local doc = {}
function doc.record()
doc.__record = {}
end
function doc.stop()
local md = table.concat(doc.__record)
doc.__record = nil
return md
end
function doc.doc(str)
if doc.__record then
table.insert(doc.__record, str)
end
end
setmetatable(doc, {__call=
function(self, ...)
return self.doc(...)
end})
return doc
|
local Actor = require "actor"
local Vector2 = require "vector"
local Tiles = require "tiles"
local Sqeeto = Actor:extend()
Sqeeto.char = Tiles["sqeeto"]
Sqeeto.name = "sqeeter"
Sqeeto.color = {0.8, 0.7, 0.09}
Sqeeto.components = {
components.Sight{ range = 4, fov = true, explored = false },
components.Move{ speed = 100, passable = false},
components.Stats
{
ATK = 0,
MGK = 0,
PR = 1,
MR = 0,
maxHP = 4,
AC = 2
},
components.Attacker
{
defaultAttack =
{
name = "Probiscus",
stat = "ATK",
dice = "1d1"
}
},
components.Aicontroller(),
components.Animated()
}
local actUtil = components.Aicontroller
function Sqeeto:act(level)
local highest = 0
local highestActor = nil
local wowFactor = false
local function playAnim(animateBool, actor)
if not animateBool then return end
level:addEffectAfterAction(effects.CharacterDynamic(actor, 0, -1, Tiles["bubble_surprise"], {1, 1, 1}, .5))
end
for k, v in pairs(self.seenActors) do
if v:is(actors.Player) and self:getRange("box", v) == 1 then
return self:getAction(actions.Attack)(self, v)
elseif v:hasComponent(components.Light) then
local lightVal = ROT.Color.value(v.light) * v.lightIntensity
if lightVal > highest then
highest = lightVal
highestActor = v
end
end
end
local x, y, brightest = actUtil.getLightestTile(level, self)
local spider = actUtil.closestSeenActorByType(self, actors.Webweaver)
if highestActor then
if not (highestActor == self.actTarget) then
wowFactor = true
end
self.actTarget = highestActor
else
self.actTarget = nil
end
if spider then
level:addEffect(effects.CharacterDynamic(self, 0, -1, Tiles["bubble_lines"], {1, 1, 1}, .5))
return actUtil.moveAway(self, spider)
end
if self.actTarget then
if brightest > ROT.Color.value(self.actTarget.light) * self.actTarget.lightIntensity then
self.actTarget = nil
else
if math.random() > .75 then
local action, moveVec = actUtil.randomMove(level, self)
playAnim(wowFactor, self)
return action
end
local action, moveVec = actUtil.moveTowardObject(self, self.actTarget)
playAnim(wowFactor, self)
return action
end
end
return actUtil.moveTowardLight(level, self)
end
return Sqeeto
|
X = {}
local IBUtil = require(GetScriptDirectory() .. "/ItemBuildlogic");
local npcBot = GetBot();
local talents = IBUtil.FillTalenTable(npcBot);
local skills = IBUtil.FillSkillTable(npcBot, IBUtil.GetSlotPattern(1));
X["items"] = {
"item_poor_mans_shield",
"item_boots",
"item_magic_wand",
"item_power_treads_agi",
"item_ring_of_aquila",
"item_diffusal_blade_1",
"item_manta",
"item_butterfly",
"item_heart",
"item_radiance"
};
X["skills"] = IBUtil.GetBuildPattern(
"normal",
{3,2,3,2,3,4,3,2,2,1,4,1,1,1,4}, skills,
{1,3,5,7}, talents
);
return X |
local m = {}
local string = string
local concat = table.concat
function string.pgsub(str, from, to, count)
from = from:gsub('%p', '%%%0') -- lazy version
return string.gsub(str, from, to, count)
end
--[[
Process the contents of a file with a function.
]]
local sformat = string.format
local function errorf(msg, level, ...)
error(sformat(msg, ...), level)
end
local function printf(...)
print(sformat(...))
end
local function typeassert(actualtype, expectedtype, funcname, i)
if actualtype ~= expectedtype then
errorf('bad argument #%d to %s (%s expected, got %s)',
2, i, funcname, expectedtype, actualtype)
end
end
local function write (filepath, text, checked)
if not checked then
typeassert(type(filepath), 'string', 'write', 1)
typeassert(type(text), 'string', 'write', 2)
end
-- If 'rb' mode is used and the old file length is greater than the length
-- of the text being written, bytes from the old file will remain in the
-- new version.
local file = assert(io.open(filepath, 'wb'),
sformat('Could not open file %s', filepath))
if not file:write(text) then
printf('Could not write to file %s', filepath)
elseif not file:flush() then
printf('Could not flush changes to file %s', filepath)
else
printf('Modified %s', filepath)
end
file:close()
end
m.write = write
local function modify (filepath, modify)
if filepath:find([[%.%.?$]]) then return end
typeassert(type(filepath), 'string', 'modifyfile', 1)
typeassert(type(modify), 'function', 'modifyfile', 2)
local file = assert(io.open(filepath, 'rb'),
sformat('Could not open file %s', filepath))
local text = file:read 'a'
file:close()
if not text then
printf('Could not read file %s', filepath)
return
end
if text == '' then return end -- Unlikely; if file is empty, read returns nil?
text = modify(text)
if type(text) ~= 'string' then
printf('Modify function returned %s rather than a string for %s; file not modified', type(text), filepath)
file:close()
return
end
write(filepath, text, true)
end
m.modify = modify
local function readall (filepath)
typeassert(type(filepath), 'string', 'readall', 1)
local file = assert(io.open(filepath, 'rb')) -- Avoid weird modifications done in Windows text mode.
local text = assert(file:read 'a', sformat('The file %s is empty.', filepath))
file:close()
return text
end
m.readall = readall
local mt = {}
setmetatable(m, mt)
-- Automatically create functions for each of the string-matching functions if needed.
function mt.__index (self, key)
local out
if key == 'find' or key == 'match' or key == 'gmatch' then
out = function (filepath, ...)
typeassert(type(filepath), 'string', key, 1)
local text = readall(filepath)
return string[key](text, ...)
end
elseif key == 'gsub' or key == 'pgsub' then
out = function (filepath, from, to, count)
typeassert(type(filepath), 'string', key, 1)
modify(
filepath,
function (text)
return string[key](text, from, to, count)
end)
end
end
self[key] = out
return out
end
m.string_matching_funcs = concat({ 'find', 'match', 'gmatch', 'gsub', 'pgsub' }, ' ')
local function length (filepath)
local file = assert(io.open(filepath, 'rb'),
sformat('Could not open file %s', filepath))
local len = file:seek 'end'
file:close()
return len
end
m.length = length
return m
|
return {
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 500
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 720
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 940
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 1160
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 1380
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 1600
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 1820
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 2040
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 2260
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "antiAirPower",
number = 2500
}
}
}
},
time = 3,
name = "天真烂漫的少女",
init_effect = "jinengchufablue",
color = "yellow",
picture = "",
desc = "自身防空提高",
stack = 1,
id = 12231,
icon = 12231,
last_effect = "",
blink = {
0,
0.7,
1,
0.3,
0.3
},
effect_list = {}
}
|
terrain_low_poly_mat =
{
passes =
{
base =
{
queue='opaque',
shader='terrain_low_poly'
},
depthPrepass =
{
shader='depth_prepass',
}
},
resources =
{
heightmap =
{
resType='texture2D',
uv='clamp',
--texFormat='r16f',
texFormat='red',
storeData=true,
useMipMaps=false,
usedAsStorageInCompute=true,
},
colorMap =
{
resType='texture2D',
--filter="nearest",
texFormat='rgba8',
storeData=true
},
}
} |
states.win = {}
function states.win:draw()
cls()
print("you win the game!",8,48)
print(states.start.time.." seconds",8,64)
spr(0,48,16,2,3)
spr(208,64,16,2,3)
end
function states.win:update(dt)
if btn(5) then
switch_state("start")
end
end
|
return function(f)
local ok, v = pcall(f)
return ok and v or nil
end
|
--This macro calculates the relative humidity of ice
--from HIRLAM surface variables temperature, pressure and dew point.
--Toni Amnell 26.10.2010
function rhice(p,t,dp)
-- p = air pressure in hPa
-- t = temperature in *C
-- dp = dew point in *C
--Saturated vapor pressure of pure ice or water
local ei=6.112*math.exp(22.46*t/(272.62+t))
local ew=6.112*math.exp(17.62*dp/(243.12+dp))
--Saturated vapor pressure of water/ice in moist air using approximated enhancement factors by Sonntag
local ei_prime=(1+(1.0e-5*ei/(273+t))*((2100-65*t)*(1-ei/p)+(109-0.35*t+t*t/338)*(p/ei-1)))*ei
local e_prime=(1+(1.0e-4*ew/(273+dp))*((38+173*math.exp(-dp/43))*(1-ew/p)+(6.39+4.28*math.exp(-dp/107))*(p/ew-1)))*ew
return 100*(p-ei_prime)*e_prime/((p-e_prime)*ei_prime)
end
--Main program
--
local PParam = param("P-PA")
local prod = configuration:GetSourceProducer(0)
if prod:GetId() == 131 then
PParam = param("PGR-PA")
end
local Missing = missing
local p = luatool:FetchWithType(current_time, level(HPLevelType.kHeight, 0), PParam, current_forecast_type)
local t = luatool:FetchWithType(current_time, level(HPLevelType.kHeight, 2), param("T-K"), current_forecast_type)
local dp = luatool:FetchWithType(current_time, level(HPLevelType.kHeight, 2), param("TD-K"), current_forecast_type)
local i = 0
local res = {}
for i=1, #t do
t[i] = t[i]-273.15
dp[i] = dp[i]-273.15
p[i] = p[i]/100.0
if (t[i]<0) then
res[i] = rhice(p[i],t[i],dp[i])
else
res[i] = Missing
end
end
result:SetValues(res)
result:SetParam(param("RHICE-PRCNT"))
luatool:WriteToFile(result)
|
local radio = require('radio')
if #arg < 1 then
io.stderr:write("Usage: " .. arg[0] .. " <FM radio frequency>\n")
os.exit(1)
end
local frequency = tonumber(arg[1])
local tune_offset = -250e3
-- Blocks
local source = radio.RtlSdrSource(frequency + tune_offset, 1102500)
local tuner = radio.TunerBlock(tune_offset, 200e3, 5)
local fm_demod = radio.FrequencyDiscriminatorBlock(1.25)
local af_filter = radio.LowpassFilterBlock(128, 15e3)
local af_deemphasis = radio.FMDeemphasisFilterBlock(75e-6)
local af_downsampler = radio.DownsamplerBlock(5)
local sink = os.getenv('DISPLAY') and radio.PulseAudioSink(1) or radio.WAVFileSink('wbfm_mono.wav', 1)
-- Plotting sinks
local plot1 = radio.GnuplotSpectrumSink(2048, 'Demodulated FM Spectrum', {yrange = {-120, -40}})
local plot2 = radio.GnuplotSpectrumSink(2048, 'L+R AF Spectrum', {yrange = {-120, -40},
xrange = {0, 15e3},
update_time = 0.05})
-- Connections
local top = radio.CompositeBlock()
top:connect(source, tuner, fm_demod, af_filter, af_deemphasis, af_downsampler, sink)
if os.getenv('DISPLAY') then
top:connect(fm_demod, plot1)
top:connect(af_deemphasis, plot2)
end
top:run()
|
--Children folder includes
includeFile("custom_content/tangible/powerup/weapon/serverobjects.lua")
|
-- programme pour faire un test depuis de le webide
function a4()
print("\n a4.lua zf190601.1304 \n")
end
|
--
-- Raspberry Pi ARM target in Visual Studio for premake5
-- harry denholm 2020, ishani.org / github.com/ishani
--
-- portions adapted from https://github.com/LORgames/premake-vslinux, Copyright (c) 2013-2015 Samuel Surtees
local p = premake
local raspberry = p.modules.raspberry
local vstudio = p.vstudio
local vc2010 = vstudio.vc2010
local project = p.project
local config = p.config
-- -----------------------------------------------------------------------------------
-- rewrite the globals section to have the magic Raspberry configuration VS uses
function raspberry.applicationType(cfg)
vc2010.element("ApplicationType", nil, "Linux")
end
function raspberry.applicationTypeRevision(cfg)
vc2010.element("ApplicationTypeRevision", nil, "1.0")
end
function raspberry.targetLinuxPlatform(cfg)
vc2010.element("TargetLinuxPlatform", nil, "Raspberry")
end
function raspberry.targetLinuxProjectType(cfg)
vc2010.element("LinuxProjectType", nil, "{8748239F-558C-44D1-944B-07B09C35B330}")
end
function raspberry.minimumVisualStudioVersion(cfg)
vc2010.element("MinimumVisualStudioVersion", nil, "15.0")
end
p.override(vc2010.elements, "globals", function(oldfn, cfg)
local elements = oldfn(cfg)
if isRaspberryPi(cfg) then
elements = table.join(elements, {
raspberry.applicationType,
raspberry.applicationTypeRevision,
raspberry.targetLinuxPlatform,
raspberry.targetLinuxProjectType,
raspberry.minimumVisualStudioVersion,
});
end
return elements
end)
p.override(vc2010, "keyword", function(oldfn, cfg)
if isRaspberryPi(cfg) then
vc2010.element("Keyword", nil, "Linux")
vc2010.element("RootNamespace", nil, "%s", cfg.name)
else
oldfn(cfg)
end
end)
-- -----------------------------------------------------------------------------------
p.override(vc2010, "debugInformationFormat", function(oldfn, cfg)
if isRaspberryPi(cfg) then
if cfg.symbols == p.OFF then
vc2010.element("DebugInformationFormat", nil, "None")
elseif cfg.symbols == p.ON then
vc2010.element("DebugInformationFormat", nil, "FullDebug")
end
else
oldfn(cfg)
end
end)
-- -----------------------------------------------------------------------------------
-- disable or force entries that are not useful / valid for Raspberry Pi
p.override(vc2010, "warningLevel", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
oldfn(cfg)
else
vc2010.element("warningLevel", nil, "")
end
end)
p.override(vc2010, "characterSet", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
oldfn(cfg)
end
end)
p.override(vc2010, "platformToolset", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
oldfn(cfg)
else
vc2010.element("PlatformToolset", nil, "Remote_Clang_1_0")
end
end)
p.override(vc2010, "localDebuggerWorkingDirectory", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
oldfn(cfg)
end
end)
p.override(vc2010, "subSystem", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
return oldfn(cfg)
end
end)
p.override(vc2010, "targetExt", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
return oldfn(cfg)
else
local addToCopy = table.implode(cfg.additionalcopy, "", "", ";") .. ";$(AdditionalSourcesToCopyMapping)"
vc2010.element("AdditionalSourcesToCopyMapping", nil, addToCopy)
end
end)
p.override(vc2010, "debuggerFlavor", function(oldfn, cfg)
if not isRaspberryPi(cfg) then
oldfn(cfg)
else
p.w('<DebuggerFlavor>LinuxDebugger</DebuggerFlavor>')
end
end)
|
module("luci.controller.dnsfilter",package.seeall)
function index()
if not nixio.fs.access("/etc/config/dnsfilter") then
return
end
local page = entry({"admin","services","dnsfilter"},alias("admin","services","dnsfilter","base"),_("DNS Filter"),9)
page.dependent = true
page.acl_depends = { "luci-app-dnsfilter" }
entry({"admin","services","dnsfilter","base"},cbi("dnsfilter/base"),_("Base Setting"),10).leaf=true
entry({"admin","services","dnsfilter","white"},form("dnsfilter/white"),_("White Domain List"),20).leaf=true
entry({"admin","services","dnsfilter","black"},form("dnsfilter/black"),_("Block Domain List"),30).leaf=true
entry({"admin","services","dnsfilter","ip"},form("dnsfilter/ip"),_("Block IP List"),40).leaf=true
entry({"admin","services","dnsfilter","log"},form("dnsfilter/log"),_("Update Log"),50).leaf=true
entry({"admin","services","dnsfilter","run"},call("act_status")).leaf = true
entry({"admin","services","dnsfilter","refresh"},call("refresh_data"))
end
function act_status()
local e={}
e.running=luci.sys.call("[ -s /tmp/dnsmasq.dnsfilter/rules.conf ]")==0
luci.http.prepare_content("application/json")
luci.http.write_json(e)
end
function refresh_data()
local set=luci.http.formvalue("set")
local icount=0
luci.sys.exec("/usr/share/dnsfilter/dnsfilter down")
icount=luci.sys.exec("find /tmp/ad_tmp -type f -name rules.conf -exec cat {} \\; 2>/dev/null | wc -l")
if tonumber(icount)>0 then
oldcount=luci.sys.exec("find /tmp/dnsfilter -type f -name rules.conf -exec cat {} \\; 2>/dev/null | wc -l")
if tonumber(icount) ~= tonumber(oldcount) then
luci.sys.exec("[ -h /tmp/dnsfilter/url ] && (rm -f /etc/dnsfilter/rules/*;cp -a /tmp/ad_tmp/* /etc/dnsfilter/rules) || (rm -f /tmp/dnsfilter/*;cp -a /tmp/ad_tmp/* /tmp/dnsfilter)")
luci.sys.exec("/etc/init.d/dnsfilter restart &")
retstring=tostring(math.ceil(tonumber(icount)))
else
retstring=0
end
luci.sys.call("echo `date +'%Y-%m-%d %H:%M:%S'` > /tmp/dnsfilter/dnsfilter.updated")
else
retstring="-1"
end
luci.sys.exec("rm -rf /tmp/ad_tmp")
luci.http.prepare_content("application/json")
luci.http.write_json({ret=retstring,retcount=icount})
end
|
Config = {}
-- Colour for action messages (/me)
Config.ActionColor = {200, 0, 255}
-- Default colour for local messages
Config.DefaultLocalColor = {0, 153, 204}
-- Default colour for global messages
Config.DefaultGlobalColor = {212, 175, 55}
-- Colour for private messages received from other players
Config.WhisperColor = {254, 127, 156}
-- Colour for private messages sent to other players
Config.WhisperEchoColor = {204, 77, 106}
-- Default colour for staff messages
Config.DefaultStaffColor = {255, 64, 0}
-- Distance at which action messages are visible
Config.ActionDistance = 50
-- Distance at which local messages are visible
Config.LocalMessageDistance = 50
|
rednet.Open("Right")
if rednet.isOpen("Right") then
rednet.Host("CNC", "CNC_SVR")
print("Wireless AP Is Active!")
goto :NetworkHandler
end
:NetworkHandler
senderID, msg, dist, proto = rednet.receive()
print(msg)
goto :NetworkHandler
|
-- Brine
ele.helpers.register_liquid("brine", {
description = "Brine",
drawtype = "liquid",
tiles = {"elenuclear_brine.png"},
special_tiles = {"elenuclear_brine.png", "elenuclear_brine.png"},
alpha = 240,
liquid_viscosity = 7,
post_effect_color = {a = 200, r = 215, g = 221, b = 187},
groups = {brine = 3, saline = 1, liquid = 3, puts_out_fire = 1, cools_lava = 1},
})
if minetest.get_modpath("bucket") ~= nil then
bucket.register_liquid("elepower_thermal:brine_source", "elepower_thermal:brine_flowing",
"elepower_thermal:bucket_heavy_water", "#d7ddbb", "Brine Bucket")
fluid_tanks.register_tank(":elepower_dynamics:portable_tank", {
description = "Portable Tank",
capacity = 8000,
accepts = true,
tiles = {
"elepower_tank_base.png", "elepower_tank_side.png", "elepower_tank_base.png^elepower_power_port.png",
}
})
end
|
local class = require("lib/middleclass")
local module = {}
module.DecayingObject = class('components/decayingObject')
function module.DecayingObject:initialize(parameters)
parameters = parameters or {}
self.lifetimeTotal = parameters.lifetime or 5
self.lifetimeLeft = self.lifetimeTotal
end
return module
|
modifier_imba_ward_deniable = modifier_imba_ward_deniable or class({})
function modifier_imba_ward_deniable:IsHidden() return true end
function modifier_imba_ward_deniable:IsPurgable() return false end
function modifier_imba_ward_deniable:GetEffectName() return "particles/msg_fx/msg_deniable.vpcf" end
function modifier_imba_ward_deniable:CheckState() return {
[MODIFIER_STATE_SPECIALLY_DENIABLE] = true,
} end
|
local gears = require("gears")
local beautiful = require("beautiful")
local op = beautiful.flash_focus_start_opacity or 0.6
local stp = beautiful.flash_focus_step or 0.01
local flashfocus = function(c)
if c and #c.screen.clients > 1 then
c.opacity = op
local q = op
local g = gears.timer({
timeout = stp,
call_now = false,
autostart = true,
})
g:connect_signal("timeout", function()
if not c.valid then
return
end
if q >= 1 then
c.opacity = 1
g:stop()
else
c.opacity = q
q = q + stp
end
end)
end
-- Bring the focused client to the top
if c then
c:raise()
end
end
local enable = function()
client.connect_signal("focus", flashfocus)
end
local disable = function()
client.disconnect_signal("focus", flashfocus)
end
return { enable = enable, disable = disable, flashfocus = flashfocus }
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local common = ReplicatedStorage.common
local by = require(common.util.by)
local compileSubmodulesToArray = require(common.util.compileSubmodulesToArray)
local assets = compileSubmodulesToArray(script, true)
return {
all = assets,
byType = by("npcType", assets),
} |
local Workspace = game:GetService("Workspace")
---
local root = script.Parent.Parent
local PluginModules = root:FindFirstChild("PluginModules")
local Util = require(PluginModules:FindFirstChild("Util"))
local Terrain = Workspace.Terrain
---
local copy = Util.copy
local terrainMaterialColorProperties = {}
local terrainMaterialColorBehaviours = {}
local materialEnumItems = Enum.Material:GetEnumItems()
local propertyDataTemplate = {
Category = "Terrain Colors",
MemberType = "Property",
Security = {
Read = "None",
Write = "None",
},
Serialization = {
CanLoad = false,
CanSave = false,
},
ValueType = {
Category = "DataType",
Name = "Color3"
},
ThreadSafety = "ReadOnly",
}
for _, materialEnumItem in pairs(materialEnumItems) do
local success = pcall(function()
Terrain:GetMaterialColor(materialEnumItem)
end)
if success then
local newPropertyData = copy(propertyDataTemplate)
newPropertyData.Name = materialEnumItem.Name .. " Color"
local newPropertyBehaviour = {
Get = function(terrain)
return terrain:GetMaterialColor(materialEnumItem)
end,
Set = function(terrain, color)
terrain:SetMaterialColor(materialEnumItem, color)
end,
}
table.insert(terrainMaterialColorProperties, newPropertyData)
table.insert(terrainMaterialColorBehaviours, newPropertyBehaviour)
end
end
return {
Properties = terrainMaterialColorProperties,
Behaviours = terrainMaterialColorBehaviours
} |
-- Old VAE stuff, ended up not being used.
-- Most of the code is adapted from https://github.com/y0ast/VAE-Torch .
require 'torch'
require 'nn'
require 'nngraph'
require 'layers.GaussianCriterion'
require 'layers.KLDCriterion'
require 'layers.Sampler'
local VAE = {}
VAE.continuous = false
function VAE.createVAE()
local input_size = IMG_DIMENSIONS_AE[1] * IMG_DIMENSIONS_AE[2] * IMG_DIMENSIONS_AE[3]
local hidden_layer_size = 1024
local latent_variable_size = 512
local encoder = VAE.get_encoder(input_size, hidden_layer_size, latent_variable_size)
local decoder = VAE.get_decoder(input_size, hidden_layer_size, latent_variable_size, VAE.continuous)
local input = nn.Identity()()
local mean, log_var = encoder(input):split(2)
local z = nn.Sampler()({mean, log_var})
local reconstruction = decoder(z)
local model = nn.gModule({input},{reconstruction, mean, log_var})
local criterion_reconstruction = nn.BCECriterion()
criterion_reconstruction.sizeAverage = false
local criterion_latent = nn.KLDCriterion()
local parameters, gradients = model:getParameters()
return model, criterion_latent, criterion_reconstruction, parameters, gradients
end
function VAE.get_encoder(input_size, hidden_layer_size, latent_variable_size)
-- The Encoder
local encoder = nn.Sequential()
if GPU then
encoder:add(nn.Copy('torch.FloatTensor', 'torch.CudaTensor', true, true))
end
encoder:add(nn.SpatialConvolution(IMG_DIMENSIONS_AE[1], 8, 5, 5, 2, 2, (5-1)/2, (5-1)/2))
encoder:add(nn.SpatialBatchNormalization(8))
encoder:add(nn.LeakyReLU(0.2, true))
encoder:add(nn.SpatialConvolution(8, 16, 5, 5, 2, 2, (5-1)/2, (5-1)/2))
encoder:add(nn.SpatialBatchNormalization(16))
encoder:add(nn.LeakyReLU(0.2, true))
encoder:add(nn.SpatialConvolution(16, 32, 5, 5, 2, 2, (5-1)/2, (5-1)/2))
encoder:add(nn.SpatialBatchNormalization(32))
encoder:add(nn.LeakyReLU(0.2, true))
encoder:add(nn.SpatialConvolution(32, 64, 5, 5, 2, 2, (5-1)/2, (5-1)/2))
encoder:add(nn.SpatialBatchNormalization(64))
encoder:add(nn.LeakyReLU(0.2, true))
--encoder:add(nn.Reshape(input_size))
local outSize = 64 * IMG_DIMENSIONS_AE[2]/2/2/2/2 * IMG_DIMENSIONS_AE[3]/2/2/2/2
encoder:add(nn.Reshape(outSize))
--encoder:add(nn.Linear(input_size, hidden_layer_size))
encoder:add(nn.Linear(outSize, hidden_layer_size))
encoder:add(nn.BatchNormalization(hidden_layer_size))
encoder:add(nn.LeakyReLU(0.2, true))
--if GPU then
-- encoder:add(nn.Copy('torch.CudaTensor', 'torch.FloatTensor', true, true))
--end
mean_logvar = nn.ConcatTable()
if GPU then
mean_logvar:add(nn.Sequential():add(nn.Linear(hidden_layer_size, latent_variable_size)):add(nn.Copy('torch.CudaTensor', 'torch.FloatTensor', true, true)))
mean_logvar:add(nn.Sequential():add(nn.Linear(hidden_layer_size, latent_variable_size)):add(nn.Copy('torch.CudaTensor', 'torch.FloatTensor', true, true)))
else
mean_logvar:add(nn.Linear(hidden_layer_size, latent_variable_size))
mean_logvar:add(nn.Linear(hidden_layer_size, latent_variable_size))
end
encoder:add(mean_logvar)
if GPU then
encoder:cuda()
end
return encoder
end
function VAE.get_decoder(input_size, hidden_layer_size, latent_variable_size, continuous)
--local c, h, w = unpack(IMG_DIMENSIONS)
-- The Decoder
local decoder = nn.Sequential()
if GPU then
decoder:add(nn.Copy('torch.FloatTensor', 'torch.CudaTensor', true, true))
end
decoder:add(nn.Linear(latent_variable_size, hidden_layer_size))
decoder:add(nn.BatchNormalization(hidden_layer_size))
decoder:add(nn.LeakyReLU(0.2, true))
if continuous then
mean_logvar = nn.ConcatTable()
mean_logvar:add(nn.Linear(hidden_layer_size, input_size))
mean_logvar:add(nn.Linear(hidden_layer_size, input_size))
decoder:add(mean_logvar)
else
decoder:add(nn.Linear(hidden_layer_size, input_size/2/2))
decoder:add(nn.Sigmoid(true))
decoder:add(nn.Reshape(IMG_DIMENSIONS_AE[1], IMG_DIMENSIONS_AE[2]/2, IMG_DIMENSIONS_AE[3]/2))
decoder:add(nn.SpatialUpSamplingNearest(2))
--[[
local c, h, w = unpack(IMG_DIMENSIONS)
decoder:add(nn.Linear(latent_variable_size, 16*h/2/2*w/2/2))
decoder:add(nn.ReLU(true))
decoder:add(nn.Reshape(16, h/2/2, w/2/2)) -- 16x32
decoder:add(nn.SpatialUpSamplingNearest(2)) -- 32x64
decoder:add(nn.SpatialConvolution(16, 32, 3, 3, 1, 1, (3-1)/2, (3-1)/2))
decoder:add(nn.ReLU(true))
decoder:add(nn.SpatialUpSamplingNearest(2)) -- 64x128
decoder:add(nn.SpatialConvolution(32, 1, 3, 3, 1, 1, (3-1)/2, (3-1)/2))
decoder:add(nn.Sigmoid(true))
--]]
end
if GPU then
decoder:add(nn.Copy('torch.CudaTensor', 'torch.FloatTensor', true, true))
decoder:cuda()
end
return decoder
end
function VAE.train(inputs, model, criterionLatent, criterionReconstruction, parameters, gradParameters, optconfig, optstate)
local opfunc = function(x)
assert(inputs ~= nil)
assert(model ~= nil)
assert(criterionLatent ~= nil)
assert(criterionReconstruction ~= nil)
assert(parameters ~= nil)
assert(gradParameters ~= nil)
assert(optconfig ~= nil)
assert(optstate ~= nil)
if x ~= parameters then
parameters:copy(x)
end
model:zeroGradParameters()
local reconstruction, reconstruction_var, mean, log_var
if VAE.continuous then
reconstruction, reconstruction_var, mean, log_var = unpack(model:forward(inputs))
reconstruction = {reconstruction, reconstruction_var}
else
reconstruction, mean, log_var = unpack(model:forward(inputs))
end
local err = criterionReconstruction:forward(reconstruction, inputs)
local df_dw = criterionReconstruction:backward(reconstruction, inputs)
local KLDerr = criterionLatent:forward(mean, log_var)
local dKLD_dmu, dKLD_dlog_var = unpack(criterionLatent:backward(mean, log_var))
if VAE.continuous then
error_grads = {df_dw[1], df_dw[2], dKLD_dmu, dKLD_dlog_var}
else
error_grads = {df_dw, dKLD_dmu, dKLD_dlog_var}
end
model:backward(inputs, error_grads)
local batchlowerbound = err + KLDerr
print(string.format("[BATCH AE] lowerbound=%.8f", batchlowerbound))
util.displayBatch(inputs, 10, "Training images for AE (input)")
util.displayBatch(reconstruction, 11, "Training images for AE (output)")
return batchlowerbound, gradParameters
end
local x, batchlowerbound = optim.adam(opfunc, parameters, optconfig, optstate)
return batchlowerbound
end
return VAE
|
-- 辅助打印table
function print_r ( t )
local print_r_cache={}
local function sub_print_r(t,indent)
if (print_r_cache[tostring(t)]) then
print(indent.."*"..tostring(t))
else
print_r_cache[tostring(t)]=true
if (type(t)=="table") then
for pos,val in pairs(t) do
if (type(val)=="table") then
print(indent.."["..pos.."] => "..tostring(t).." {")
sub_print_r(val,indent..string.rep(" ",string.len(pos)+8))
print(indent..string.rep(" ",string.len(pos)+6).."}")
else
print(indent.."["..pos.."] => "..tostring(val))
end
end
else
print(indent..tostring(t))
end
end
end
sub_print_r(t," ")
end
-- 扩展,修改project生成xml doc
local function WriteDocumentationFileXml(_premake, _prj, value)
_premake.w('<DocumentationFile>' .. string.gsub(_prj.buildtarget.relpath, "\.dll", ".xml") .. '</DocumentationFile>')
end
-- Write the current Premake version into our generated files, for reference
premake.override(premake.vstudio.cs2005, "compilerProps", function(base, prj)
base(prj)
WriteDocumentationFileXml(premake, prj, XmlDocFileName)
end)
--- Premake5 Dev -----
solution "KEngine.Solution"
configurations { "Debug", "Release" }
location ("../Solution/" .. (_ACTION or ""))
debugdir ("../bin") --PATCHED
debugargs { } --PATCHED
defines {"KENGINE_DLL"}
configuration "Debug"
flags { "Symbols" }
defines { "_DEBUG", "DEBUG", "TRACE" }
targetdir "../Build/Debug"
configuration "Release"
flags { "Optimize" }
targetdir "../Build/Release"
configuration "vs*"
defines { "MS_DOTNET" }
local UNITY_ENGINE_DLL = "./UnityEngine.dll"-- "C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll"
local UNITY_UI_DLL = "./UnityEngine.UI.dll" --C:/Program Files (x86)/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.4/UnityEngine.UI.dll"
local SharpZipLib_DLL = "../KEngine.UnityProject/Assets/KEngine.Tools/SharpZipLib/ICSharpCode.SharpZipLib.dll"
local UNITY_EDITOR_DLL = "./UnityEditor.dll" --C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEditor.dll"
local IniDll = "../KEngine.UnityProject/Assets/KEngine.Lib/INIFileParser.dll"
local TableMLDLL = "../KEngine.UnityProject/Assets/KEngine.Lib/TableML/TableML.dll"
local TableMLCompilerDLL = "../KEngine.UnityProject/Assets/KEngine.Editor/Editor/TableMLCompiler/TableMLCompiler.dll"
------------------KEngine Base Library --------------------
project "KEngine.Lib"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.Lib/**.cs",
"../AssemblyInfo.cs",
}
defines
{
}
links
{
"System",
IniDll,
TableMLDLL,
}
------------------KEngine Main--------------------
project "KEngine"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"UNITY_5"
}
links
{
IniDll,
TableMLDLL,
"KEngine.Lib",
"System",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
}
------------------KEngine UIModule--------------------
project "KEngine.UI"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.UI/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"UNITY_5"
}
links
{
"KEngine",
"KEngine.Lib",
"System",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
}
------------------KEngine UIModule Editor--------------------
project "KEngine.UI.Editor"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.UI.Editor/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"UNITY_5"
}
links
{
"KEngine",
"KEngine.Lib",
"System",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
"KEngine.UI",
UNITY_EDITOR_DLL,
"KEngine.Editor",
}
----------------------- KEngine Editor
project "KEngine.Editor"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/**.cs",
"../KEngine.UnityProject/Assets/KEngine.EditorTools/Editor/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"UNITY_5"
}
links
{
IniDll,
TableMLDLL,
TableMLCompilerDLL,
"KEngine.Lib",
"KEngine",
"System",
UNITY_ENGINE_DLL,
-- UNITY_UI_DLL,
UNITY_EDITOR_DLL,
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/CosmosTable.Compiler/DotLiquid.dll",
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/NPOI/NPOI.dll",
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/NPOI/NPOI.OOXML.dll",
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/NPOI/NPOI.OpenXml4Net.dll",
"../KEngine.UnityProject/Assets/KEngine.Editor/Editor/NPOI/NPOI.OpenXmlFormats.dll",
}
----------------------- KEngine Tools ----------------
project "KEngine.Tools"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.Tools/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"UNITY_5"
}
links
{
"System",
"KEngine.Lib",
"KEngine",
SharpZipLib_DLL,
UNITY_ENGINE_DLL
}
----------------------- KEngine AssetDep
--[[
project "KEngine.AssetDep"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.AssetDep/**.cs",
"../AssemblyInfo.cs",
}
defines
{
}
links
{
"KEngine",
"System",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
}
]]--
----------------------- KEngine AssetDep Editor
--[[
project "KEngine.AssetDep.Editor"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.AssetDep.Editor/Editor/**.cs",
"../AssemblyInfo.cs",
}
defines
{
}
links
{
"KEngine.Lib",
"KEngine",
"KEngine.AssetDep",
"KEngine.Editor",
"KEngine.Tools",
"System",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
UNITY_EDITOR_DLL,
}
]]--
----------------------- KEngine Test ----------------
project "KEngine.Tests"
language "C#"
kind "SharedLib"
framework "3.5"
files
{
"../KEngine.UnityProject/Assets/KEngine.Tests/**.cs",
"../AssemblyInfo.cs",
}
defines
{
"NUNIT",
"UNITY_5",
}
links
{
"KEngine",
"KEngine.AssetDep",
"KEngine.Editor",
"KEngine.AssetDep.Editor",
"System",
"KEngine.Tools",
UNITY_ENGINE_DLL,
UNITY_UI_DLL,
UNITY_EDITOR_DLL,
"packages/NUnit.3.0.0/lib/net20/nunit.framework.dll",
}
|
board = {}
tArgs = { ... }
generation = 0
sleeptime = 0.5
if(tArgs[1] == "left" or tArgs[1] == "right" or tArgs[1] == "top" or tArgs[1] == "bottom" or tArgs[1] == "front" or tArgs[1] == "back")then
mon = peripheral.wrap(tArgs[1])
else
mon = term
end
if(mon.isColor() or mon.isColor)then
colored = true
else
colored = false
end
w, h = mon.getSize()
for x = 1, w do
board[x] = {}
for y = 1, h do
board[x][y] = 0
end
end
function drawScreen()
w, h = mon.getSize()
for x = 1, w do
for y = 1, h do
nei = getNeighbours(x, y)
if(board[x][y] == 1)then
if colored then
if(nei < 2 or nei > 3)then
mon.setBackgroundColor(colors.red)
else
mon.setBackgroundColor(colors.green)
end
else
mon.setBackgroundColor(colors.white)
end
else
if colored then
if(nei == 3)then
mon.setBackgroundColor(colors.yellow)
else
mon.setBackgroundColor(colors.black)
end
else
mon.setBackgroundColor(colors.black)
end
end
mon.setCursorPos(x, y)
mon.write(" ")
end
end
mon.setCursorPos(1,1)
if colored then
mon.setTextColor(colors.blue)
end
mon.write(generation)
end
function getNeighbours(x, y)
w, h = mon.getSize()
total = 0
if(x > 1 and y > 1)then if(board[x-1][y-1] == 1)then total = total + 1 end end
if(y > 1)then if(board[x][y-1] == 1)then total = total + 1 end end
if(x < w and y > 1)then if(board[x+1][y-1] == 1)then total = total + 1 end end
if(x > 1)then if(board[x-1][y] == 1)then total = total + 1 end end
if(x < w)then if(board[x+1][y] == 1)then total = total + 1 end end
if(x > 1 and y < h)then if(board[x-1][y+1] == 1)then total = total + 1 end end
if(y < h)then if(board[x][y+1] == 1)then total = total + 1 end end
if(x < w and y < h)then if(board[x+1][y+1] == 1)then total = total + 1 end end
return total
end
function compute()
w, h = mon.getSize()
while true do
newBoard = {}
for x = 1, w do
newBoard[x] = {}
for y = 1, h do
nei = getNeighbours(x, y)
if(board[x][y] == 1)then
if(nei < 2)then
newBoard[x][y] = 0
elseif(nei > 3)then
newBoard[x][y] = 0
else
newBoard[x][y] = 1
end
else
if(nei == 3)then
newBoard[x][y] = 1
end
end
end
end
board = newBoard
generation = generation + 1
sleep(sleeptime)
end
end
function loop()
while true do
event, variable, xPos, yPos = os.pullEvent()
if event == "mouse_click" or event == "monitor_touch" or event == "mouse_drag" then
if variable == 1 then
board[xPos][yPos] = 1
else
board[xPos][yPos] = 0
end
end
if event == "key" then
if tostring(variable) == "28" then
return true
elseif tostring(variable) == "57" then
if(mon.isColor() or mon.isColor)then
colored = not colored
end
elseif tostring(variable) == "200" then
if sleeptime > 0.1 then
sleeptime = sleeptime - 0.1
end
elseif tostring(variable) == "208" then
if sleeptime < 1 then
sleeptime = sleeptime + 0.1
end
end
end
drawScreen()
end
end
function intro()
mon.setBackgroundColor(colors.black)
mon.clear()
mon.setCursorPos(1,1)
mon.write("Conway's Game Of Life")
mon.setCursorPos(1,2)
mon.write("It is a game which represents life.")
mon.setCursorPos(1,3)
mon.write("The game runs by 4 basic rules:")
mon.setCursorPos(1,4)
mon.write("1. If a cell has less than 2 neighbours, it dies.")
mon.setCursorPos(1,5)
mon.write("2. If a cell has 2 or 3 neightbours, it lives.")
mon.setCursorPos(1,6)
mon.write("3. If a cell has more than 3 neighbours, it dies.")
mon.setCursorPos(1,7)
mon.write("4. If a cell has exactly 3 neighbours it is born.")
mon.setCursorPos(1,9)
mon.write("At the top left is the generation count.")
mon.setCursorPos(1,10)
mon.write("Press spacebar to switch between color modes")
mon.setCursorPos(1,11)
mon.write("Press enter to start the game")
mon.setCursorPos(1,13)
mon.write("Colors:")
mon.setCursorPos(1,14)
mon.write("Red - Cell will die in next generation")
mon.setCursorPos(1,15)
mon.write("Green - Cell will live in next generation")
mon.setCursorPos(1,16)
mon.write("Yellow - Cell will be born in next generation")
mon.setCursorPos(1,18)
mon.write("Press any key to continue!")
event, variable, xPos, yPos = os.pullEvent("key")
end
intro()
drawScreen()
while true do
loop()
parallel.waitForAny(loop, compute)
end |
local sass = require "resty.sass"
local styles = require "resty.sass.styles"
local tonumber = tonumber
local pairs = pairs
local ngx = ngx
local print = ngx.print
local exit = ngx.exit
local var = ngx.var
local notfound = ngx.HTTP_NOT_FOUND
local error = ngx.HTTP_INTERNAL_SERVER_ERROR
local io = io
local open = io.open
local close = io.close
local sub = string.sub
local nginx = {}
local function enabled(val)
if val == nil then return nil end
return val == true or (val == "1" or val == "true" or val == "on")
end
local defaults = {
cache = enabled(var.sass_cache),
precision = tonumber(var.sass_precision) or 5,
output_style = tonumber(var.sass_output_style) or styles[var.sass_output_style] or 0,
source_comments = enabled(var.sass_source_comments) or false,
source_map = enabled(var.sass_source_map) or false,
source_map_embed = enabled(var.sass_source_map_embed) or false,
source_map_contents = enabled(var.sass_source_map_contents) or false,
source_map_url = var.sass_source_map_url,
omit_source_map_url = enabled(var.sass_omit_source_map_url) or false,
is_indented_syntax_src = enabled(var.sass_is_indented_syntax_src) or false,
include_path = var.sass_include_path,
plugin_path = var.sass_plugin_path
}
function nginx.compile(options)
local out = var.request_filename
local len = #out
local map = sub(out, len - 2) == "map"
local inp
if map then
out = sub(out, 1, len - 4)
inp = sub(out, 1, len - 7) .. "scss"
else
inp = sub(out, 1, len - 3) .. "scss"
end
local f = open(inp, "r")
if not f then
exit(notfound)
end
close(f)
local c = options or defaults
local s = sass.new()
local o = s.options
for k, v in pairs(defaults) do
local opt = c[k] or v
if opt then
o[k] = opt
end
end
if o.source_map then
o.source_map_file = out .. ".map"
end
if o.cache then
if map then
local ok, c = s:compile_file(inp, out)
if ok then return print(c) end
else
local c = s:compile_file(inp, out)
if c then return print(c) end
end
else
if map then
local ok, c = s:compile_file(inp)
if ok then return print(c) end
else
local c = s:compile_file(inp)
if c then return print(c) end
end
end
return exit(error)
end
return nginx
|
-- Dialogue for NPC "npc_ingrid"
loadDialogue = function(DL)
DL:createChoiceNode(0)
if (DL:isQuestState("meat_delivery", "started") and DL:isQuestComplete("meat_delivery")) then
DL:addChoice(10, "DL_Choice_IGotMeat") -- I got some meat for you with the best regards from Edmond.
end
if (DL:isQuestState("roast_meat_for_ingrid", "started") and DL:isQuestComplete("roast_meat_for_ingrid")) then
DL:addChoice(20, "DL_Choice_IGotRoastedMeat") -- Here is your roasted meat.
end
if (not DL:isConditionFulfilled("npc_ingrid", "meat_given")) then
DL:addChoice(32, "DL_Choice_ImHungry") -- I'm hungry.
end
if (not DL:isConditionFulfilled("npc_ingrid", "who_are_you")) then
DL:addChoice(30, "DL_Choice_WhoAreYou") -- Who are you?
end
if (not DL:isConditionFulfilled("npc_rhendal", "talked") and not DL:isConditionFulfilled("npc_ingrid", "who_am_i")) then
if (DL:isConditionFulfilled("npc_edmond", "who_am_i")) then
DL:addChoice(40, "DL_Choice_WhereIsElder") -- Do you know where the village elder lives?
else
DL:addChoice(40, "DL_Choice_WhoCanHelp") -- I lost my memory. Do you know someone who could help me?
end
end
DL:addChoice(-1, "DL_Choice_CU") -- See you later
DL:addNode()
DL:setRoot(0)
DL:createNPCNode(10, 11, "DL_Ingrid_TakesRawMeat") -- How nice of you! But, I'm pretty busy at the moment.
DL:changeQuestState("meat_delivery", "completed")
DL:addNode()
DL:createNPCNode(11, -1, "DL_Ingrid_GoRoastMeat") -- I could need your help. Take the meat, roast it over the fire and bring it back to me when you're finished.
DL:changeQuestState("roast_meat_for_ingrid", "started")
DL:addNode()
DL:createNPCNode(20, -1, "DL_Ingrid_TakesRoastedMeat") -- Perfect, thanks a lot. Boy, you look hungry. Take this stew as a reward, it will strengthen you.
DL:changeQuestState("roast_meat_for_ingrid", "completed")
DL:removeItem("fo_roastedmeat", 5)
DL:addItem("pe_ingridstew", 1)
DL:addNode()
DL:createNPCNode(30, 31, "DL_Ingrid_IAmIngrid") -- I'm Ingrid, the cook of this humble village, responsible to feed all the hungry mouths here. And what brings you here?
DL:addConditionProgress("npc_ingrid", "who_are_you")
DL:addNode()
DL:createChoiceNode(31)
if (not DL:isConditionFulfilled("npc_ingrid", "meat_given")) then
DL:addChoice(32, "DL_Choice_ImHungry") -- I'm hungry.
end
DL:addChoice(33, "DL_Choice_ImLost") -- I'm lost.
DL:addChoice(34, "DL_Choice_ImJustHavingALook") -- I'm just having a look around.
if (DL:isQuestState("meat_delivery", "started") and DL:isQuestComplete("meat_delivery")) then
DL:addChoice(10, "DL_Choice_IGotMeat") -- I got some meat for you with the best regards from Edmond.
end
if (DL:isQuestState("roast_meat_for_ingrid", "started") and DL:isQuestComplete("roast_meat_for_ingrid")) then
DL:addChoice(20, "DL_Choice_IGotRoastedMeat") -- Here is your roasted meat.
end
DL:addNode()
DL:createNPCNode(32, -2, "DL_Ingrid_GivesMeat") -- Oh, you poor, poor boy. Here, take this piece of meat, this should help for now.
DL:addItem("fo_roastedmeat", 1)
DL:addConditionProgress("npc_ingrid", "meat_given")
DL:addNode()
DL:createNPCNode(33, -2, "DL_Ingrid_Location") -- You're lost? You're in the middle of the meadows, in the lands of Admantris. Why don't you just take a look on your map you got there?
DL:addHint("Map")
DL:addNode()
DL:createNPCNode(34, -2, "DL_Ingrid_DontTrouble") -- Don't make trouble.
DL:addNode()
DL:createNPCNode(40, -2, "DL_Ingrid_ElderLocation") -- Ah, you're looking for our village elder. A very wise man who always has an open ear for our problems. He lives in the wooden house in the middle of the village.
DL:addConditionProgress("npc_ingrid", "who_am_i")
DL:addNode()
end
|
----
-- Test cases for xlsxwriter.lua.
--
-- Simple test case to test data writing.
--
-- Copyright 2014-2015, John McNamara, jmcnamara@cpan.org
--
local Workbook = require "xlsxwriter.workbook"
local workbook = Workbook:new("test_simple05.xlsx")
local worksheet = workbook:add_worksheet()
local format1 = workbook:add_format({bold = 1})
local format2 = workbook:add_format({italic = 1})
local format3 = workbook:add_format({bold = 1, italic = 1})
local format4 = workbook:add_format({underline = 1})
local format5 = workbook:add_format({font_strikeout = 1})
local format6 = workbook:add_format({font_script = 1})
local format7 = workbook:add_format({font_script = 2})
worksheet:set_row(5, 18)
worksheet:set_row(6, 18)
worksheet:write_string(0, 0, 'Foo', format1)
worksheet:write_string(1, 0, 'Foo', format2)
worksheet:write_string(2, 0, 'Foo', format3)
worksheet:write_string(3, 0, 'Foo', format4)
worksheet:write_string(4, 0, 'Foo', format5)
worksheet:write_string(5, 0, 'Foo', format6)
worksheet:write_string(6, 0, 'Foo', format7)
workbook:close()
|
--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers
Copyright (C) 2017-2020 Linus Jahn <lnj@kaidan.im>
Copyright (C) 2018 isaiah658
MIT License
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.
]]--
--[[ The gist of how the drawers mod stores data is that there are entities
and the drawer node itself. The entities are needed to allow having multiple
drawers in one node. The entities and node each store metadata about the item
counts and such. It is necessary to change both at once otherwise in some cases
the entity values are used and in other cases the node metadata is used.
The gist of how the controller works is this. The drawer controller scans the
adjacent tiles and puts the item names and other info such as coordinates and
the visualid of the entity in a table. That table is saved in the controllers
metadata. The table is used to help prevent needing to scan all the drawers to
deposit an item in certain situations. The table is only updated on an as needed
basis, not by a specific time/interval. Controllers that have no items will not
continue scanning drawers. ]]--
-- Load support for intllib.
local MP = core.get_modpath(core.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local default_loaded = core.get_modpath("default") and default
local mcl_loaded = core.get_modpath("mcl_core") and mcl_core
local digilines_loaded = core.get_modpath("digilines") and digilines
local function controller_formspec(pos)
local formspec =
"size[8,8.5]"..
drawers.gui_bg..
drawers.gui_bg_img..
drawers.gui_slots..
"label[0,0;" .. S("Drawer Controller") .. "]" ..
"list[current_name;src;3.5,1.75;1,1;]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"
if digilines_loaded and pipeworks_loaded then
formspec = formspec .. "field[1,3.5;4,1;digilineChannel;" .. S("Digiline Channel") .. ";${digilineChannel}]"
formspec = formspec .. "button_exit[5,3.2;2,1;saveChannel;" .. S("Save") .. "]"
end
return formspec
end
local function is_valid_drawer_index_slot(net_index, item_name)
return net_index and
net_index[item_name] and
net_index[item_name].drawer_pos and
net_index[item_name].drawer_pos.x and
net_index[item_name].drawer_pos.y and
net_index[item_name].drawer_pos.z and
net_index[item_name].visualid
end
local function controller_index_slot(pos, visualid)
return {
drawer_pos = pos,
visualid = visualid
}
end
local function compare_pos(pos1, pos2)
return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
end
local function contains_pos(list, p)
for _,v in ipairs(list) do
if compare_pos(v, p) then
return true
end
end
return false
end
-- iterator for iterating from 1 -> to
local function range(to)
local i = 0
return function()
if i == to then
return nil
end
i = i + 1
return i, i
end
end
local function pos_in_range(pos1, pos2)
local diff = {
pos1.x - pos2.x,
pos1.y - pos2.y,
pos1.z - pos2.z
}
for _,v in ipairs(diff) do
if v < 0 then
v = v * -1
end
if v > drawers.CONTROLLER_RANGE then
return false
end
end
return true
end
local function add_drawer_to_inventory(controllerInventory, pos)
-- the number of slots is saved as drawer group
local slots = core.get_item_group(core.get_node(pos).name, "drawer")
if not slots then
return
end
local meta = core.get_meta(pos)
if not meta then
return
end
local i = 1
while i <= slots do
-- nothing is appended in case the drawer has only one slot
local slot_id = ""
if slots ~= 1 then
slot_id = tostring(i)
end
local item_id = meta:get_string("name" .. slot_id)
local drawer_meta_entity_infotext = meta:get_string("entity_infotext" .. slot_id)
if item_id == "" and not controllerInventory["empty"] then
controllerInventory["empty"] = controller_index_slot(pos, slot_id)
elseif item_id ~= "" then
-- If we already indexed this item previously, check which drawer
-- has the most space and have that one be the one indexed
if controllerInventory[item_id] then
local content = drawers.drawer_get_content(controllerInventory[item_id].drawer_pos, controllerInventory[item_id].visualid)
local new_content = drawers.drawer_get_content(pos, slot_id)
-- If the already indexed drawer has less space, we override the
-- table index for that item with the new drawer
if (new_content.maxCount - new_content.count) > (content.maxCount - content.count) then
controllerInventory[item_id] = controller_index_slot(pos, slot_id)
end
else
controllerInventory[item_id] = controller_index_slot(pos, slot_id)
end
end
i = i + 1
end
end
local function find_connected_drawers(controller_pos, pos, foundPositions)
foundPositions = foundPositions or {}
pos = pos or controller_pos
local newPositions = core.find_nodes_in_area(
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
{"group:drawer", "group:drawer_connector"}
)
for _,p in ipairs(newPositions) do
-- check that this node hasn't been scanned yet
if not compare_pos(pos, p) and not contains_pos(foundPositions, p)
and pos_in_range(controller_pos, pos) then
-- add new position
table.insert(foundPositions, p)
-- search for other drawers from the new pos
find_connected_drawers(controller_pos, p, foundPositions)
end
end
return foundPositions
end
local function index_drawers(pos)
--[[
The pos parameter is the controllers position
We store the item name as a string key and the value is a table with position x,
position y, position z, and visualid. Those are all strings as well with the
values assigned to them that way we don't need to worry about the ordering of
the table. The count and max count are not stored as those values have a high
potential of being outdated quickly. It's better to grab the values from the
drawer when needed so you know you are working with accurate numbers.
]]
local controllerInventory = {}
for _,drawerPos in ipairs(find_connected_drawers(pos)) do
add_drawer_to_inventory(controllerInventory, drawerPos)
end
return controllerInventory
end
--[[
Returns a table of all stored itemstrings in the drawer network with their
drawer position and visualid.
It uses the cached data, if possible, but if the itemstring is not contained
the network is reindexed.
]]
local function controller_get_drawer_index(pos, itemstring)
local meta = core.get_meta(pos)
-- If the index has not been created, the item isn't in the index, the
-- item in the drawer is no longer the same item in the index, or the item
-- is in the index but it's full, run the index_drawers function.
local drawer_net_index = core.deserialize(meta:get_string("drawers_table_index"))
-- If the index has not been created
-- If the item isn't in the index (or the index is corrupted)
if not is_valid_drawer_index_slot(drawer_net_index, itemstring) then
drawer_net_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
-- There is a valid entry in the index: check that the entry is still up-to-date
else
local content = drawers.drawer_get_content(
drawer_net_index[itemstring].drawer_pos,
drawer_net_index[itemstring].visualid)
if content.name ~= itemstring or content.count >= content.maxCount then
drawer_net_index = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
end
end
return drawer_net_index
end
local function controller_insert_to_drawers(pos, stack)
-- Inizialize metadata
local meta = core.get_meta(pos)
local inv = meta:get_inventory()
local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
-- We check if there is a drawer with the item and it isn't full. We will
-- put the items we can into it.
if drawer_net_index[stack:get_name()] then
local drawer_pos = drawer_net_index[stack:get_name()]["drawer_pos"]
local visualid = drawer_net_index[stack:get_name()]["visualid"]
local content = drawers.drawer_get_content(drawer_pos, visualid)
-- If the the item in the drawer is the same as the one we are trying to
-- store, the drawer is not full, and the drawer entity is loaded, we
-- will put the items in the drawer
if content.name == stack:get_name() and
content.count < content.maxCount and
drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
return drawers.drawer_insert_object(drawer_pos, stack, visualid)
end
end
if drawer_net_index["empty"] then
local drawer_pos = drawer_net_index["empty"]["drawer_pos"]
local visualid = drawer_net_index["empty"]["visualid"]
local content = drawers.drawer_get_content(drawer_pos, visualid)
-- If the drawer is still empty and the drawer entity is loaded, we will
-- put the items in the drawer
if content.name == "" and drawers.drawer_visuals[core.hash_node_position(drawer_pos)] then
drawers.drawer_insert_object(drawer_pos, stack, visualid)
-- Add the item to the drawers table index and set the empty one to nil
drawer_net_index["empty"] = nil
drawer_net_index[stack:get_name()] = controller_index_slot(drawer_pos, visualid)
-- Set the controller metadata
meta:set_string("drawers_table_index", core.serialize(drawer_net_index))
end
end
return stack
end
local function controller_can_dig(pos, player)
local meta = core.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("src")
end
local function controller_on_construct(pos)
local meta = core.get_meta(pos)
meta:set_string("drawers_table_index", "")
meta:set_string("formspec", controller_formspec(pos))
meta:get_inventory():set_size("src", 1)
end
local function controller_on_blast(pos)
local drops = {}
default.get_inventory_drops(pos, "src", drops)
drops[#drops+1] = "drawers:controller"
core.remove_node(pos)
return drops
end
local function controller_allow_metadata_inventory_put(pos, listname, index, stack, player)
if (player and core.is_protected(pos, player:get_player_name())) or listname ~= "src" then
return 0
end
local drawer_net_index = controller_get_drawer_index(pos, stack:get_name())
if drawer_net_index[stack:get_name()] then
local drawer = drawer_net_index[stack:get_name()]
local meta = core.get_meta(pos)
if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == stack:get_name() then
num_allowed = drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer["visualid"])
if num_allowed > 0 then return num_allowed end
end
end
if drawer_net_index["empty"] then
local drawer = drawer_net_index["empty"]
if drawers.drawer_get_content(drawer.drawer_pos, drawer.visualid).name == "" then
return drawers.drawer_can_insert_stack(drawer.drawer_pos, stack, drawer.visualid)
end
end
return 0
end
local function controller_allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
local meta = core.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack(from_list, from_index)
return controller_allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
end
local function controller_allow_metadata_inventory_take(pos, listname, index, stack, player)
if core.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
local function controller_on_metadata_inventory_put(pos, listname, index, stack, player)
if listname ~= "src" then
return
end
local inv = core.get_meta(pos):get_inventory()
local complete_stack = inv:get_stack("src", 1)
local leftover = controller_insert_to_drawers(pos, complete_stack)
inv:set_stack("src", 1, leftover)
end
local function controller_on_digiline_receive(pos, _, channel, msg)
local meta = core.get_meta(pos)
if channel ~= meta:get_string("digilineChannel") then
return
end
local item = ItemStack(msg)
local drawers_index = controller_get_drawer_index(pos, item:get_name())
if not drawers_index[item:get_name()] then
-- we can't do anything: the requested item doesn't exist
return
end
local taken_stack = drawers.drawer_take_item(
drawers_index[item:get_name()]["drawer_pos"], item)
local dir = core.facedir_to_dir(core.get_node(pos).param2)
-- prevent crash if taken_stack ended up with a nil value
if taken_stack then
pipeworks.tube_inject_item(pos, pos, dir, taken_stack:to_string())
end
end
local function controller_on_receive_fields(pos, formname, fields, sender)
if core.is_protected(pos, sender:get_player_name()) then
return
end
local meta = core.get_meta(pos)
if fields.saveChannel then
meta:set_string("digilineChannel", fields.digilineChannel)
end
end
-- Registers the drawer controller
local function register_controller()
-- Set the controller definition using a table to allow for pipeworks and
-- potentially other mod support
local def = {}
def.description = S("Drawer Controller")
def.drawtype = "nodebox"
def.node_box = { type = "fixed", fixed = drawers.node_box_simple }
def.collision_box = { type = "regular" }
def.selection_box = { type = "regular" }
def.paramtype = "light"
def.paramtype2 = "facedir"
def.legacy_facedir_simple = true
-- add pipe connectors, if pipeworks is enabled
if pipeworks_loaded then
def.tiles = {
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_side.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_top.png^pipeworks_tube_connection_metallic.png",
"drawers_controller_front.png"
}
else
def.tiles = {
"drawers_controller_top.png",
"drawers_controller_top.png",
"drawers_controller_side.png",
"drawers_controller_side.png",
"drawers_controller_top.png",
"drawers_controller_front.png"
}
end
-- MCL2 requires a few different groups and parameters that MTG does not
if mcl_loaded then
def.groups = {
pickaxey = 1, stone = 1, building_block = 1, material_stone = 1
}
def._mcl_blast_resistance = 30
def._mcl_hardness = 1.5
else
def.groups = {
cracky = 3, level = 2
}
end
def.can_dig = controller_can_dig
def.on_construct = controller_on_construct
def.on_blast = controller_on_blast
def.on_receive_fields = controller_on_receive_fields
def.on_metadata_inventory_put = controller_on_metadata_inventory_put
def.allow_metadata_inventory_put = controller_allow_metadata_inventory_put
def.allow_metadata_inventory_move = controller_allow_metadata_inventory_move
def.allow_metadata_inventory_take = controller_allow_metadata_inventory_take
if pipeworks_loaded then
def.groups.tubedevice = 1
def.groups.tubedevice_receiver = 1
def.tube = {}
def.tube.insert_object = function(pos, node, stack, tubedir)
return controller_insert_to_drawers(pos, stack)
end
def.tube.can_insert = function(pos, node, stack, tubedir)
return controller_allow_metadata_inventory_put(pos, "src", nil, stack, nil)
end
def.tube.connect_sides = {
left = 1, right = 1, back = 1, top = 1, bottom = 1
}
def.after_place_node = pipeworks.after_place
def.after_dig_node = pipeworks.after_dig
end
if tubelib_loaded then
tubelib.register_node("drawers:controller", {}, {
on_push_item = controller_tl_on_push,
on_unpull_item = controller_tl_on_push,
on_pull_item = function(pos, side, player_name)
return controller_tl_on_pull(pos, player_name, false)
end,
on_pull_stack = function(pos, side, player_name)
return controller_tl_on_pull(pos, player_name, true)
end
})
def.after_place_node = function(pos, placer)
tubelib.add_node(pos, "drawers:controller")
end
def.after_dig_node = tubelib.remove_node
end
if digilines_loaded and pipeworks_loaded then
def.digiline = {
receptor = {},
effector = {
action = controller_on_digiline_receive
},
}
end
core.register_node("drawers:controller", def)
end
function controller_tl_on_pull(pos, player_name, full_stack)
if not controller_allow_metadata_inventory_take then return nil end
local meta = core.get_meta(pos)
local drawer_list = index_drawers(pos)
meta:set_string("drawers_table_index", core.serialize(drawer_list))
-- lets grab a random drawer/slot so that a pusher doesn't get stuck on one full slot
local tlen = 0
for _,_ in pairs(drawer_list) do tlen = tlen + 1 end
if drawer_list["empty"] then tlen = tlen - 1 end
math.randomseed(os.time())
local loop = math.random(1, tlen)
for item,_ in pairs(drawer_list) do
if item ~= "empty" then
loop = loop - 1
if loop == 0 then
local stack = ItemStack(item)
if full_stack then stack:set_count(stack:get_stack_max()) end
local drawer_pos = drawer_list[item]["drawer_pos"]
local taken_stack = drawers.drawer_take_item(drawer_pos, stack)
if taken_stack then return taken_stack end
break
end
end
end
return nil
end
function controller_tl_on_push(pos, side, item, player_name)
if core.is_protected(pos,player_name) then
core.record_protection_violation(pos,player_name)
return false
end
controller_insert_to_drawers(pos, item)
return (item:get_count() == 0)
end
-- register drawer controller
register_controller()
if default_loaded then
core.register_craft({
output = 'drawers:controller',
recipe = {
{'default:steel_ingot', 'default:diamond', 'default:steel_ingot'},
{'default:tin_ingot', 'group:drawer', 'default:copper_ingot'},
{'default:steel_ingot', 'default:diamond', 'default:steel_ingot'},
}
})
elseif mcl_loaded then
core.register_craft({
output = 'drawers:controller',
recipe = {
{'mcl_core:iron_ingot', 'mcl_core:diamond', 'mcl_core:iron_ingot'},
{'mcl_core:gold_ingot', 'group:drawer', 'mcl_core:gold_ingot'},
{'mcl_core:iron_ingot', 'mcl_core:diamond', 'mcl_core:iron_ingot'},
}
})
else
-- Because the rest of the drawers mod doesn't have a hard depend on
-- default, I changed the recipe to have an alternative
core.register_craft({
output = 'drawers:controller',
recipe = {
{'group:stone', 'group:stone', 'group:stone'},
{'group:stone', 'group:drawer', 'group:stone'},
{'group:stone', 'group:stone', 'group:stone'},
}
})
end
|
local player
local prev_positions = {}
local TRAIL_LEN = 20
function start(this_id)
id = this_id
local x = 10 + rand(get_battle_width()-20)
local y = 10 + rand(get_battle_height()-20)
set_entity_position(id, x, y)
set_battle_entity_flying(id, true)
local right = rand(2)
if (right == 1) then
set_entity_right(id, true)
else
set_entity_right(id, false)
end
set_hp(id, 10)
set_battle_entity_attack(id, 1)
set_enemy_aggressiveness(id, LOGIC_RATE * 20)
player = ai_get(id, "A_PLAYER")
for i=1,TRAIL_LEN do
prev_positions[i] = { x, y }
end
set_battle_entity_speed_multiplier(id, 0.5)
end
function get_attack_sound()
return ""
end
local turn_attack_off = false
local attack_off_count = 0
local laughing = false
function dist()
local x, y = get_entity_position(id)
local px, py = get_entity_position(player)
local dx = x - px
local dy = y - py
local dist = math.sqrt(dx*dx + dy*dy)
return dist
end
function decide()
if (get_hp(player) <= 0) then
player = ai_get(id, "A_PLAYER")
return "rest 0.01 nostop"
end
if (dist() < 5) then
local w = get_battle_width()
local x = get_entity_position(id)
local m = math.fmod(get_time(), 2)
if ((x < 100 or x > (w-100)) and m < 1) then
if (not laughing) then
laughing = true
set_entity_animation(id, "laugh")
end
else
if (laughing) then
laughing = false
set_entity_animation(id, "battle-idle")
end
set_battle_entity_attacking(id, true)
turn_attack_off = true
end
return "rest 0.01 nostop"
else
if (laughing) then
laughing = false
set_entity_animation(id, "battle-idle")
end
local x, y = get_entity_position(player)
local xx, yy = get_entity_position(id)
local dx = x - xx
local dy = y - yy
local a = math.atan2(dy, dx)
local dest_x = xx + math.cos(a) * 10
local dest_y = yy + math.sin(a) * 10
return "direct_move " .. dest_x .. " " .. dest_y .. " nostop"
end
end
function get_should_auto_attack()
return false
end
function die()
if (rand(5) == 0) then
local coin = add_battle_enemy("coin1")
local x, y = get_entity_position(id)
set_entity_position(coin, x, y-5)
elseif (rand(3) == 0) then
local coin = add_battle_enemy("coin0")
local x, y = get_entity_position(id)
set_entity_position(coin, x, y-5)
end
end
function stop()
end
function logic()
local x, y = get_entity_position(id)
for i=TRAIL_LEN,2,-1 do
prev_positions[i] = prev_positions[i-1]
end
prev_positions[1] = { x, y }
if (turn_attack_off) then
attack_off_count = attack_off_count + 1
if (attack_off_count >= 2) then
turn_attack_off = false
attack_off_count = 0
set_battle_entity_attacking(id, false)
end
end
end
function pre_draw()
local top_x, top_y = get_battle_top()
local bmp = get_entity_bitmap(id)
local w, h = get_bitmap_size(bmp)
local flags
if (get_entity_right(id)) then
flags = 0
else
flags = ALLEGRO_FLIP_HORIZONTAL
end
for i=TRAIL_LEN,1,-1 do
draw_tinted_rotated_bitmap(
bmp,
(TRAIL_LEN-i)/TRAIL_LEN,
(TRAIL_LEN-i)/TRAIL_LEN,
(TRAIL_LEN-i)/TRAIL_LEN,
(TRAIL_LEN-i)/TRAIL_LEN,
w/2,
h/2,
prev_positions[i][1]-top_x,
prev_positions[i][2]-h/2-top_y+BOTTOM_SPRITE_PADDING,
0,
flags
)
end
end
|
--[[
Breed either cows or sheep.
Must be run on a mob with the same height.
]]
local Array = require('opus.array')
local Config = require('opus.config')
local neural = require('neural.interface')
local Sound = require('opus.sound')
local Map = require('opus.map')
local os = _G.os
local config = Config.load('mobRancher', {
animal = 'Cow',
maxAdults = 12,
})
local WALK_SPEED = 1.5
neural.assertModules({
'plethora:sensor',
'plethora:scanner',
'plethora:laser',
'plethora:kinetic',
'plethora:introspection',
})
local fed = { }
local function resupply()
local slot = neural.getEquipment().list()[1]
if slot and slot.count > 32 then
return
end
print('resupplying')
for _ = 1, 2 do
local dispenser = Map.find(neural.scan(), 'name', 'minecraft:dispenser')
if not dispenser then
print('dispenser not found')
break
end
if math.abs(dispenser.x) <= 1 and math.abs(dispenser.z) <= 1 then
neural.lookAt(dispenser)
for _ = 1, 8 do
neural.use(0, 'off')
os.sleep(.2)
neural.getEquipment().suck(1, 64)
end
break
else
neural.walkTo({ x = dispenser.x, y = 0, z = dispenser.z }, WALK_SPEED)
end
end
end
local function breed(entity)
print('breeding')
entity.lastFed = os.clock()
fed[entity.id] = entity
neural.walkTo(entity, WALK_SPEED, 1)
entity = neural.getMetaByID(entity.id)
if entity then
neural.lookAt(entity)
neural.use(1)
os.sleep(.1)
end
end
local function kill(entity)
print('killing')
neural.walkTo(entity, WALK_SPEED, 2.5)
entity = neural.getMetaByID(entity.id)
if entity then
neural.lookAt(entity)
neural.fireAt({ x = entity.x, y = 0, z = entity.z })
Sound.play('entity.firework.launch')
os.sleep(.2)
end
end
local function getEntities()
local sheep = Array.filter(neural.sense(), function(entity)
if entity.name == 'Sheep' and entity.y > -.5 then
return true
end
end)
if #sheep > config.maxAdults then
return sheep
end
return Map.filter(neural.sense(), function(entity)
if entity.name == config.animal and entity.y > -.5 then
return true
end
end)
end
local function getHungry(entities)
for _,v in pairs(entities) do
if not fed[v.id] or os.clock() - fed[v.id].lastFed > 60 then
return v
end
end
end
local function randomEntity(entities)
local r = math.random(1, Map.size(entities))
local i = 1
for _, v in pairs(entities) do
i = i + 1
if i > r then
return v
end
end
end
while true do
resupply()
local entities = getEntities()
if Map.size(entities) > config.maxAdults then
kill(randomEntity(entities))
else
local entity = getHungry(entities)
if entity then
breed(entity)
else
os.sleep(5)
end
end
end
|
createObject(966,617.08233642578,-1509.9791259766,13.887590408325,0,0,270)
createObject(3550,610.09759521484,-1493.7347412109,14.039214134216,0,180,0)
createObject(967,615.99676513672,-1511.2054443359,13.873171806335)
createObject(3475,616.22961425781,-1514.8422851563,13.391963005066,0,0,180)
createObject(3475,613.46704101563,-1496.8249511719,13.335960388184,0,0,270)
createObject(3475,610.26287841797,-1493.5834960938,13.335960388184,0,0,179.99450683594)
createObject(3475,610.26214599609,-1487.6069335938,13.335960388184,0,0,179.99450683594)
createObject(3475,616.23724365234,-1520.8256835938,13.391963005066,0,0,179.99450683594)
createObject(3475,616.2294921875,-1499.7076416016,13.391963005066,0,0,179.99450683594)
createObject(3475,580.58227539063,-1488.6381835938,13.335960388184,0,0,270)
createObject(3475,586.06817626953,-1523.7708740234,13.335960388184,0,0,90)
createObject(3550,610.0966796875,-1487.7429199219,14.039214134216,0,179.99450683594,0)
createObject(3550,616.06683349609,-1499.7663574219,14.039214134216,0,179.99450683594,0)
createObject(3550,616.06640625,-1515.0694580078,14.039214134216,0,179.99450683594,0)
createObject(3550,616.06640625,-1520.8837890625,14.039214134216,0,179.99450683594,0)
createObject(3550,613.61810302734,-1497.0014648438,14.039214134216,0,179.99450683594,90)
createObject(3550,580.9833984375,-1488.7824707031,14.039214134216,0,179.99450683594,90)
createObject(3550,585.93115234375,-1524.412109375,14.039214134216,0,179.99450683594,90)
createObject(1215,617.11804199219,-1512.2396240234,14.528000831604)
createObject(1215,617.1171875,-1502.6828613281,14.528000831604)
createObject(2949,585.73889160156,-1488.775390625,14.405815124512,0,0,89.730041503906)
createObject(1536,606.21960449219,-1460.0242919922,13.327764511108,0,0,89.730041503906)
createObject(1536,606.1953125,-1457.0073242188,13.327764511108,0,0,270.26550292969)
createObject(7091,612.00762939453,-1471.1375732422,23.179527282715)
createObject(7091,612.0068359375,-1446.5072021484,23.179527282715) |
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