content stringlengths 5 1.05M |
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VBLANG.Language.French = {
["grocery_stop_being_cook"] = "Stop Being A Cook",
["grocery_become_cook"] = "Become a Cook",
["grocery_hello"] = "Hello!",
["grocery_buy_ingredients"] = "Buy ingredients",
["grocery_quit"] = "Leave",
["pol_wep_arm_title"] = "Police armory",
["pol_wep_arm_get_snip"] = "Take an AWP",
["pol_wep_arm_get_rif"] = "Take an M4A1",
["pol_wep_arm_get_shot"] = "Take an SPAS-12",
["pol_wep_arm_get_rif2"] = "Take an G36C",
["pol_wep_arm_noaccess"] = "You do not have access to the police armory",
["pol_cen_title"] = "Police",
["pol_cen_lst_name"] = "Name",
["pol_cen_lst_pl_name"] = "Name",
["pol_cen_lst_job"] = "Job",
["pol_cen_lst_veh_mdl"] = "Model",
["pol_cen_lst_veh_license"] = "Registration",
["pol_cen_lst_veh_clr"] = "Color",
["pol_cen_srch_veh"] = "Search a person's vehicles",
["pol_cen_lst_arby"] = "Arrested by",
["pol_cen_lst_hrst"] = "Stopped at",
["pol_cen_lst_hren"] = "End of sentence",
["pol_cen_menu_unarrest"] = "Release",
["op_perms"] = "Permissions",
["op_change_perms"] = "Change permissions",
["op_received_invitation"] = "Invitation to an organization",
["op_invite_message"] = "You have been invited to the organization:% s, do you want to join it?",
["op_accept_invite"] = "Accept the invitation",
["op_deny_invite"] = "Decline invitation",
["op_window_title"] = "Players and organizations",
["op_player_name"] = "Full Name",
["op_same_org"] = "same organization",
["op_are_friends"] = "Friends",
["op_add_friend"] = "Add as friend",
["op_rem_friend"] = "Remove from my friends",
["op_invite_org"] = "Invite in the organization",
["op_player_list"] = "List of players",
["op_is_online"] = "Online",
["op_no"] = "No",
["op_yes"] = "Yes",
["op_org"] = "Organisation",
["op_quit_org"] = "Leave the organization",
["cd_cust_window_title"] = "Vehicle customization",
["cd_cust_price"] = "Price",
["cd_cust_name"] = "Name",
["cd_cust_reset"] = "Discard changes",
["cd_cust_confirm"] = "Confirm purchase",
["cd_cust_colors"] = "Color",
["cd_cust_wing"] = "Spoiler",
["cd_cust_skirt"] = "Side skirts",
["cd_cust_hood"] = "Hood",
["cd_cust_bumperr"] = "Rear bumper",
["cd_cust_bumperf"] = "Front bumper",
["cd_cust_wheels"] = "Wheels",
["cd_cust_recap"] = "Summary",
["cd_cust_recap_colors"] = "Change of paint [% d,% d,% d]",
["cd_cust_recap_wing"] = "Spoiler: %s",
["cd_cust_recap_skirt"] = "Side skirts: %s",
["cd_cust_recap_hood"] = "Hood: %s",
["cd_cust_recap_bumperr"] = "Rear Bumper: %s",
["cd_cust_recap_bumperf"] = "Front Bumper: %s",
["cd_cust_recap_wheels"] = "Wheels: %s",
["cd_spawn_car"] = "Spawn vehicle",
["cd_window_title"] = "Garage owner",
["cd_my_cars"] = "My cars",
["cd_veh_available"] = "Vehicles available",
["cd_veh_want_custom"] = "Do you want to modify your vehicle?",
["cd_want_buy_veh"] = "Hello ! The Evocity dealer offers a multitude of vehicles",
["cd_viewoffer_yes"] = "I would like to buy a vehicle ...",
["cd_viewoffer_no"] = "I'm just taking a ride",
["cd_car_request"] = "Do you want to collect your vehicle?",
["cd_answer_yes"] = "Yes",
["cd_answer_no"] = "No",
["cd_window_title2"] = "Dealer",
["cd_select_veh_to_buy"] = "Select a vehicle to buy.",
["cd_buy"] = "Buy (%s)",
["cd_cardealer_confirm_buy"] = "Do you really want to buy this vehicle:% s, for:% s?",
["cd_buy_window_title"] = "Vehicle purchase confirmation",
["dd_selling_request"] = "what are you looking for?",
["dd_selling_yes"] = "* Sell your cannabis *",
["dd_selling_no"] = "Uh, nothing, I'm just walking around.",
["cc_sex_male"] = "Male",
["cc_sex_female"] = "Female",
["cc_input_firstname"] = "First name",
["cc_input_lastname"] = "Last Name",
["cc_name_too_long"] = "This name is too long.",
["cc_no_name_provided"] = "No name was given.",
["cc_clothes_request"] = "Do you want to change your look?",
["cc_answer_yes"] = "Yep! ($ 20,000)",
["cc_answer_no"] = "No !",
["cc_name_already_exist"] = "This name already exists.",
["cc_confirm"] = "To confirm",
["dialog_title"] = "Dialogue with% s",
["fl_market_title"] = "Flea",
["fl_quantity_required"] = "Quantity required.",
["fl_buy"] = "Buy (% s)",
["fl_cannot_afford"] = "You do not have enough money to buy this item",
["fl_quantity"] = "Amount: ",
["fl_description"] = "Description: ",
["fl_npc_dialog"] = "Hello do you want to discover our wide choice of objects?",
["fl_npc_answer_yes"] = "Yes (open menu)",
["fl_npc_answer_no"] = "No, I'm just going around here",
["inv_window_title"] = "Protocol Servers Inventory",
["inv_store"] = "Store in inventory",
["inv_storing_weapon"] = "You are putting away your gun",
["inv_storing_weapon_status"] = "Putting away this gun",
["inv_equip_weapon"] = "You are pulling out your gun",
["inv_equip_weapon_status"] = "Pulling out this gun",
["inv_heavy_weapon"] = "Heavy weapon",
["inv_light_weapon"] = "Light weapon",
["inv_quantity_short"] = "Qty: %s",
["inv_equip"] = "Equip",
["inv_furniture"] = "Furniture",
["inv_weapons"] = "Weapons",
["inv_ammunition"] = "Ammunition",
["inv_equipments"] = "Equipment",
["inv_market"] = "Black market",
["inv_misc"] = "Misc",
["re_no_properties_available"] = "No property is available",
["re_window_title"] = "Real estate agency",
["re_sell"] = "Sell",
["re_buy"] = "Buy",
["re_selling_confirmation"] = "Confirmation of sale",
["re_buying_confirmation"] = "Purchase confirmation",
["re_selling_message"] = "We confirm that your property has been sold.",
["re_buying_message"] = "We confirm that your property has been purchased.",
["re_cannot_afford"] = "Can't buy this property because you don't have enough money",
["re_dialog1"] = "Hello would you like to buy one of our properties?",
["re_answer1_yes"] = "Yes, that's why I'm here",
["re_answer1_no"] = "No, I'm just going around here",
["re_dialog2"] = "Hello would you like to rent one of our rooms",
["re_answer2_yes"] = "Yes, I will take room number .. ",
["re_answer2_no"] = "No, I'm only passing through",
["re_dialog3"] = "Are you looking for a warehouse, a factory? You are in the right place !",
["re_answer3_yes"] = "I'm looking for some information ..",
["re_answer3_no"] = "No it's good thank you!",
["re_dialog4"] = "The city offers infrastructure for your shops or restaurants!",
["re_answer4_yes"] = "I'm interested !",
["re_answer4_no"] = "No thank you, I'm not interested",
["re_property_info"] = "Price:% s",
["ecfd_job_offer"] = "Evocity firefighters are looking for volunteers to fight the fires! Are you interested ?",
["ecfd_answer_yes"] = "Yes",
["ecfd_answer_no"] = "No",
["jo_police_dialog"] = "Evocity police are recruiting! Do you want to join us?",
["jo_police_answer_yes"] = "I am interested",
["jo_police_answer_no"] = "Sorry, but I'm not interested (leave) ",
["jo_police_dialog_alt"] = "Hello.",
["jo_police_answer_yes_alt"] = "I would like to quit my service (leave)",
["jo_police_answer_no_alt"] = "No nothing * do nothing *",
["jo_medic_dialog"] = "Evocity emergency services are recruiting! Do you want to join us?",
["jo_medic_answer_yes"] = "I am interested",
["jo_medic_answer_no"] = "Sorry, but I'm not interested (leave)",
["jo_medic_dialog_alt"] = "Hello.",
["jo_medic_answer_yes_alt"] = "I would like to quit my service (leave)",
["jo_medic_answer_no_alt"] = "No nothing * do nothing *",
["job_citizen_pname"] = "Citizen",
["job_cop_pname"] = "Policeman",
["job_pchief_pname"] = "Police chief",
["job_swat_pname"] = "SWAT Unit",
["job_medic_pname"] = "Doctor",
["job_cook_pname"] = "Cook",
["notify_already_have_hv_wep"] = "You already have a heavy weapon on you.",
["notify_already_have_lw_wep"] = "You already have a light weapon on you.",
["notify_cannot_store_wep"] = "You can only store your weapons if you are out of work.",
["progress_loading"] = "Loading...",
["global_error"] = "Error",
}
|
-- Autogenerated from KST: please remove this line if doing any edits by hand!
local luaunit = require("luaunit")
require("expr_io_pos")
TestExprIoPos = {}
function TestExprIoPos:test_expr_io_pos()
local r = ExprIoPos:from_file("src/expr_io_pos.bin")
luaunit.assertEquals(r.substream1.my_str, "CURIOSITY")
luaunit.assertEquals(r.substream1.body, "\017\034\051\068")
luaunit.assertEquals(r.substream1.number, 66)
luaunit.assertEquals(r.substream2.my_str, "KILLED")
luaunit.assertEquals(r.substream2.body, "\097\032\099\097\116")
luaunit.assertEquals(r.substream2.number, 103)
end
|
local m = string.match
local gsub = string.gsub
local f = string.find
--[[
MOVE LISTS ORDER
1. Level Up
2. TM/HM
3. Egg
4. Tutor
5.Mega/Forme/Nonsense (NOT MOVE LIVES BUT NEED FILTERING)
]]
local movesLog = logger('movesLog.txt')
local total, numTutor = 0, 0
local noTutor = {}
-- 3-byte sequence used to denote favourite moves, should be § but pdf2txt kludged it, or some UTF-8 stuff is going on
local shittyBytes = "efbfbd" --string.format("%s%s%s", string.char(0xEF), string.char(0xBF), string.char(0xBD))
function parseLvlMoveList(s)
local list = {}
-- movesLog:print("LVL LIST STRING:", s)
-- for line in s:gmatch("(%d.-)%s+%-*%s") do
for line in s:gmatch("(.-)%s+%-*%s.-\r\n") do
-- detect and strip favourite move signifiers
local isFavourite = ""--m(line, "^shittyBytes")
-- string.match seems to not work for this, so do it manually
for n=1, 3 do
isFavourite = isFavourite .. string.format("%x", string.byte(line, n, n))
end
isFavourite = isFavourite == shittyBytes or nil
if isFavourite then
movesLog:print "FAVE"
line = line:sub(4)
line = m(line, "%s*(.+)")
end
-- alola/galar dex use the actual § character, so check for that too
if not isFavourite and m(line, "^" .. string.char(0xa7)) then
isFavourite = true
line = string.sub(line, 3)
end
-- get level
local lvl = m(line, "(%d*)%s*")
if lvl == "" then
movesLog:print("NO LVL FOUND")
end
-- get name, check for 'Evo' as the lvl
local name = m(line, "%d*%s*(.+)")
if m(name, "^Evo%s*.+") then
name = gsub(name, "^Evo%s*(.+)", "%1")
lvl = 0
end
-- insert and finish
table.insert(list, {lvl = tonumber(lvl), name = name, favourite = isFavourite})
movesLog:print(lvl, name)
end
return list
end
function flattenMoveStr(s)
s = gsub(s, "-[%c]+", "")
s = gsub(s, "[%c]+", " ")
return s
end
function parseMoveList(s)
local list = {}
s = s .. ","
movesLog:print "NEW MOVE LIST-------------------"
for line in s:gmatch("%s*(.-)%s*,") do
line = flattenMoveStr(line)
-- ignore empty lists
if line == "None" or not m(line, "%w") then
return
end
local naturalFlag
-- get natural flag
if m(line, "%(N%)%s*$") then
naturalFlag = true
line = m(line, "(.-)%s*%(N%)")
end
movesLog:print(line)
table.insert(list, {name = line, natural = naturalFlag})
end
return list
end
function parseTMMoveList(s)
local list = {}
s = s .. ","
for line in s:gmatch("%s*(.-)%s*,") do
line = flattenMoveStr(line)
-- ignore empty lists
if line == "None" or not m(line, "%w") then
return
end
-- typo hax
if line == "Thief" then
line = "46 Thief"
end
-- movesLog:print(line)
local tm = m(line, "(A?%d+)%s*.+")
local multiplier = 1
-- p2(tm)
if m(tm, "A") then
tm = m(tm, "A(.+)")
multiplier = -1
end
local tmNum = tonumber(tm) * multiplier
local name = m(line, "A?%d*%s*(.+)")
-- movesLog:print(line)
movesLog:print(tmNum, name)
table.insert(list, {name = name, tm = tmNum})
end
return list
end
local moveListIndicators =
{
lvl = "Level%s*Up%s*Move%s*List[%s%c]*",
tm = "TM[/HM]*%s*Move%s*List[%s%c]*",
tutor = "Tutor%s*Move%s*List[%s%c]*",
egg = "Egg%s*Move%s*List[%s%c]*"
}
function getMovesStr(p, name)
total = total + 1
local s = m(p, "Level%s*Up%s*Move%s*List[%s%c]*.*")
movesLog:print "========================================"
movesLog:print(name)
-- Detect pages that break the algo
if not s then
s = p
movesLog:print "NO LEVEL MOVE LIST FOUND"
-- return
end
-- movesLog:print(s)
local hasLvl = m(s, moveListIndicators.lvl)
local hasTM = m(s, moveListIndicators.tm)
local hasEgg = m(s, moveListIndicators.egg)
local hasTutor = m(s, moveListIndicators.tutor)
local endingPhrase = findSpecialPhrase(p)
-- Ordering of the indicators table has to match pokedex PDF layout!
local indicators = {}
if hasLvl then
table.insert(indicators, {str = moveListIndicators.lvl, name = "lvl"})
end
if hasTM then
table.insert(indicators, {str = moveListIndicators.tm, name = "tm"})
end
if hasEgg then
table.insert(indicators, {str = moveListIndicators.egg, name = "egg"})
end
if hasTutor then
table.insert(indicators, {str = moveListIndicators.tutor, name = "tutor"})
end
table.insert(indicators, {str = findSpecialPhrase(s) or "$"})
local moveLists = {}
if #indicators < 2 then
return {}
end
for n = 1, #indicators - 1 do
local start, fin = indicators[n], indicators[n+1]
moveLists[start.name] = getMoveSection(s, start.str, fin.str)
end
movesLog:print(#indicators)
-- for k, v in pairs(moveLists) do
-- movesLog:print(k, v)
-- end
-- if hasLvl then movesLog:print("Has lvl") end
-- if hasTM then movesLog:print("Has TM") end
-- if hasTutor then
-- movesLog:print("Has Tutor")
-- numTutor = numTutor + 1
-- else
-- table.insert(noTutor, name)
-- end
-- if hasEgg then movesLog:print("Has Egg") end
-- if endingPhrase ~= "" then
-- movesLog:print("Has special phrase", endingPhrase)
-- end
return moveLists
end
function getMoveSection(str, start, endStr)
return m(str, start .. "(.-)" .. endStr)
end
local specialPhrases =
{
"Mega%s*Evolution",
"DARMANITAN%s*Zen%s*Mode",
"%*Therian%s*Forme:",
"%*Sky%s*Forme:",
"Multiform%c*Deoxys",
"Dragon%s*Fusion:",
"%*Origin%s*Forme",
"Forme%s*Change:",
"Ultra%s*Burst",
"Zygarde%s*Cube%s*Move%s*List",
"Confined:"
}
function findSpecialPhrase(p)
for _, phrase in ipairs(specialPhrases) do
if m(p, phrase) then
return phrase
end
end
-- return ""
end
function printTotalTutor()
movesLog:printf("%d/%d", numTutor, total)
movesLog:print "PKMN WITH NO TUTOR LIST"
for k, v in ipairs(noTutor) do
movesLog:print("", v)
end
end
|
help(
[[
This module loads Udunits 2.2.17
The UDUNITS package supports units of physical quantities. Its C library
provides for arithmetic manipulation of units and for conversion of numeric
values between compatible units.
]])
whatis("Loads Udunits binaries and libraries")
local version = "2.2.17"
local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/udunits/"..version
prepend_path("PATH", pathJoin(base, "bin"))
prepend_path("LD_LIBRARY_PATH", pathJoin(base, "lib"))
prepend_path("CPATH", pathJoin(base, "include"))
prepend_path("LIBRARY_PATH", pathJoin(base, "lib"))
family('udunits')
load('expat/2.1.0')
|
local KeyConfigScene = Scene:extend()
KeyConfigScene.title = "Key Config"
require 'load.save'
local configurable_inputs = {
"menu_decide",
"menu_back",
"left",
"right",
"up",
"down",
"rotate_left",
"rotate_left2",
"rotate_right",
"rotate_right2",
"rotate_180",
"hold",
"retry",
"pause",
}
local function newSetInputs()
local set_inputs = {}
for i, input in ipairs(configurable_inputs) do
set_inputs[input] = false
end
return set_inputs
end
function KeyConfigScene:new()
self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
DiscordRPC:update({
details = "In menus",
state = "Changing key config",
})
end
function KeyConfigScene:update()
end
function KeyConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if self.set_inputs[input] then
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
end
end
if self.input_state > table.getn(configurable_inputs) then
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
else
love.graphics.print("press key input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
end
end
function KeyConfigScene:onInputPress(e)
if e.type == "key" then
-- function keys, escape, and tab are reserved and can't be remapped
if e.scancode == "escape" and config.input then
-- cancel only if there was an input config already
scene = InputConfigScene()
elseif self.input_state > table.getn(configurable_inputs) then
if e.scancode == "return" then
-- save new input, then load next scene
local had_config = config.input ~= nil
if not config.input then config.input = {} end
config.input.keys = self.new_input
saveConfig()
scene = had_config and InputConfigScene() or TitleScene()
elseif e.scancode == "delete" or e.scancode == "backspace" then
-- retry
self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
end
elseif e.scancode == "tab" then
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
self.input_state = self.input_state + 1
elseif e.scancode ~= "escape" then
-- all other keys can be configured
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
self.new_input[e.scancode] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
end
end
return KeyConfigScene
|
local M = {}
M.__index = M
--- Build components dynamically.
--- @param create_component function: |stlparts.nvim-types-component|
--- @return table: |stlparts.nvim-types-component|
function M.new(create_component)
local tbl = {
_create_component = create_component,
}
return setmetatable(tbl, M)
end
local get = require("stlparts.core.component").get
function M.build(self, ctx)
local component = self._create_component(ctx)
return get(component):build(ctx)
end
return M
|
class("AboutSidebar").extends(Sidebar)
function AboutSidebar:init()
AboutSidebar.super.init(self)
end
function AboutSidebar:enter(context, selected)
local config = {
menuItems = {
{
text = "Show info",
exec = function()
closeSidebar()
end
}
}
}
AboutSidebar.super.enter(self, context, config)
end
|
data:extend({
{
type = "item",
name = "long-range-radar",
icon = "__Long_Range_Radar__/graphics/item_icon_advanced_radar.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "defensive-structure",
order = "z[radar]-a[radar]",
place_result = "long-range-radar",
stack_size = 10
}
}) |
resource_manifest_version '05cfa83c-a124-4cfa-a768-c24a5811d8f9'
client_scripts {
"@es_extended/locale.lua",
"clienten.lua",
'@mysql-async/lib/MySQL.lua'
}
server_scripts {
"server.lua",
'@es_extended/locale.lua',
'@mysql-async/lib/MySQL.lua'
} |
-- If you're not sure your plugin is executing, uncomment the line below and restart Kong
-- then it will throw an error which indicates the plugin is being loaded at least.
--assert(ngx.get_phase() == "timer", "The world is coming to an end!")
-- Grab pluginname from module name
local plugin_name = ({...})[1]:match("^kong%.plugins%.([^%.]+)")
-- load the base plugin object and create a subclass
local plugin = require("kong.plugins.base_plugin"):extend()
-- constructor
function plugin:new()
plugin.super.new(self, plugin_name)
-- do initialization here, runs in the 'init_by_lua_block', before worker processes are forked
end
---[[ runs in the 'access_by_lua_block'
function plugin:access(conf)
plugin.super.access(self)
-- your custom code here
local ordered_selectors = plugin_conf.meta and plugin_conf.meta.selectors
if not plugin_conf.enable or plugin_conf.enable ~= true or not plugin_conf.meta or not plugin_conf.ordered_selectors or not plugin_conf.selectors then
return
end
local ngx_var = ngx.var
local ngx_var_uri = ngx_var.uri
local ngx_var_host = ngx_var.host
for i, sid in plugin_conf.ipairs(ordered_selectors) do
ngx.log(ngx.INFO, "==[Divide][PASS THROUGH SELECTOR:", sid, "]")
local selector = selectors[sid]
if selector and selector.enable == true then
local selector_pass
if selector.type == 0 then -- 全流量选择器
selector_pass = true
else
-- 待实现
selector_pass = judge_util.judge_selector(selector, "divide")-- selector judge
end
if selector_pass then
if selector.handle and selector.handle.log == true then
ngx.log(ngx.INFO, "[Divide][PASS-SELECTOR:", sid, "] ", ngx_var_uri)
end
local stop = filter_rules(sid, "divide", ngx_var, ngx_var_uri, ngx_var_host)
local selector_continue = selector.handle and selector.handle.continue
if stop or not selector_continue then -- 不再执行此插件其他逻辑
return
end
else
if selector.handle and selector.handle.log == true then
ngx.log(ngx.INFO, "[Divide][NOT-PASS-SELECTOR:", sid, "] ", ngx_var_uri)
end
end
end
end
--local pattern = plugin_conf.pattern
--local token = kong.request.get_header("authorization")
--if token == nil then
-- return
--end
-- 忽略大小写
--local matched = ngx.re.match(token, pattern, "joi")
--if matched then
-- -- 设置upstream
-- local ok, err = kong.service.set_upstream(plugin_conf.upstream)
-- if not ok then
-- kong.log.err(err)
-- return
-- end
-- -- 匹配成功添加特定头部方便监控
-- ngx.req.set_header("X-Kong-" .. plugin_name .. "-upstream", plugin_conf.upstream)
-- ngx.req.set_header("X-Kong-" .. plugin_name .. "-pattern", plugin_conf.pattern)
--end
end --]]
-- set the plugin priority, which determines plugin execution order
plugin.PRIORITY = 1000
-- return our plugin object
return plugin |
require("gameBase/gameSocket");
require("hall/onlineSocket/globalSocketCmd");
require("hall/php/phpSocketCmd");
require("hall/php/phpManager");
require("hall/onlineSocket/socketReconnectLogic");
require("common/socketHandlersStack");
OnlineSocketManager = class(GameSocket);
SocketStatus = {
None = 0;
Connecting = 1;
Connected = 2;
ConnectFailed = 3;
HeartBeatTimeout = 4;
Closing = 5;
Closed = 6;
Reconnecting = 7;
Reconnected = 8;
ReconnectFailed = 9;
};
local SOCKET_CLOSE_TYPE = {
SERVER_CLOSE = 0; --server主动断开链接(eg停服)or由于网络变化导致断开链接
USER_CLOSE = 1; --业务主动调用closeSocket断开链接
}
OnlineSocketManager.getInstance = function()
--地方棋牌使用QE协议,网络字节序
if not OnlineSocketManager.s_instance then
OnlineSocketManager.s_instance = new(OnlineSocketManager,kSocketRoom,PROTOCOL_TYPE_QE, 1, 1,nil,kProtocalVersion);
OnlineSocketManager.s_instance:setHeartBeatCmd(SERVER_SEND_HEART);
OnlineSocketManager.s_instance:setKeepAliveCmd(PHP_KEEPALIVE);
end
return OnlineSocketManager.s_instance;
end
OnlineSocketManager.releaseInstance = function()
delete(OnlineSocketManager.s_instance);
OnlineSocketManager.s_instance = nil;
end
------------------------------------------------------------------------------------------------------------
OnlineSocketManager.ctor = function(self,socketType,sockHeader,netEndian, gameId, deviceType, ver, subVer)
EventDispatcher.getInstance():register(Event.Resume,self,self.onResume);
self.m_fileName = "OnlineSocketManager";
self.m_socketReconnectLogFileName = "SocketReconnect ";
self.m_logicMap = {};
System.setSocketHeaderSize(14);
System.setSocketHeaderExtSize(0);
self:setReconnectParam(100,3000);
self.m_keepAliveInterval = 5 * 60 * 1000; --保持会话 定时器时长
self.m_isKeepAlive = false; --开启保持会话定时器开关
self.m_maxRequestReplyInterval = 1200 --单次收发包最大间隔
self.m_maxAverageInterval = 500 --最近一次收发包间隔与平均收发包间隔的最大差值
self.m_requestReplyIntervalTable = {} --请求回复间隔时间表
self.m_nowRequestTimestamp = nil --当前请求时间戳
self:_setSocketStatus(SocketStatus.None);
self.m_reconnectLogic = new(SocketReconnectLogic,self);
end
OnlineSocketManager.dtor = function(self)
EventDispatcher.getInstance():unregister(Event.Resume,self,self.onResume);
self:_setSocketStatus();
self:__stopKeepAliveTimeoutTimer();
self:stopKeepAlive();
self:_stopOnResumeCheckTimer();
self:_clearReopenSocketDelayTimer();
self:_clearDelayReceiverTimer();
delete(self.m_reconnectLogic);
self.m_reconnectLogic = nil;
self.m_logicMap = {};
self.m_requestReplyIntervalTable = nil
self.m_nowRequestTimestamp = nil
end
OnlineSocketManager.log = function(self,funcName,...)
Log.s(self.m_fileName," ",funcName," ",...);
end
------------------------------------------------------------------------------------------------------------
--@override
OnlineSocketManager.sendMsg = function(self, cmd, info,timeout)
self:openSocket();
if self:isSocketOpen() then
self:log("sendMsg","socket opened ==> GameSocket.sendMsg, cmd = ",number.formatToHex(cmd));
if cmd < PHP_CMD_CONSTANT then
GameSocket.sendMsg(self, cmd, info);
else
self:log("sendMsg","sendPhpMsg phpCmd = ",number.formatToHex(cmd - PHP_CMD_CONSTANT));
local phpCmd,packetInfo = PhpManager.getInstance():generatePhpPacket(cmd, info,timeout);
if phpCmd then
GameSocket.sendMsg(self, phpCmd, packetInfo);
end
end
return true;
end
end
--@override
OnlineSocketManager.createSocket = function(self,socketType,sockHeader,netEndian, gameId, deviceType, ver, subVer)
return new(Socket,socketType,sockHeader,netEndian,gameId,deviceType,ver,subVer);
end
--@override
OnlineSocketManager.openSocket = function(self)
if self.m_serverStoped then
--停服后不再重新打开socket
return;
end
if self:isSocketOpen() or self:isSocketOpening() then
-- self:log("openSocket","isSocketOpen or isSocketOpening");
if not self:isNetWorkAvailable() then
self:log("openSocket","network disabled ==> onSocketConnectFailed");
self:onSocketConnectFailed();
end
return;
end
self:log("openSocket");
self:_setSocketStatus(SocketStatus.Connecting);
local ip,port = ServerConfig.getInstance():getIpPort();
if ip and port then
self:log("openSocket-->","ip = ",ip,"port = ",port);
GameSocket.openSocket(self,ip,port);
else
self:log("openSocket-->","ip = 1, port = 1");
GameSocket.openSocket(self,1,1);
end
end
--@override
OnlineSocketManager.closeSocketSync = function(self)
self:log("closeSocketSync");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.closeSocketSync");
self.m_isKeepAlive = false;
self:_setSocketStatus(SocketStatus.Closing);
GameSocket.closeSocketSync(self);
end
--@override
OnlineSocketManager.onSocketClosed = function(self, param)
self:log("onSocketClosed", "param = ", param);
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketClosed");
GameSocket.onSocketClosed(self);
self.m_isKeepAlive = false;
self:_setSocketStatus(SocketStatus.Closed);
self:onReceivePacket(SOCKET_USER_CLOSED,{socket_close_type = param});
self:resetRequestTimestamp()
end
--@override
--socket连接成功
OnlineSocketManager.onSocketConnected = function(self)
self:log("onSocketConnected");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketConnected");
GameSocket.onSocketConnected(self);
self:_setSocketStatus(SocketStatus.Connected);
ServerConfig.getInstance():onSocketConnected();
self:startKeepAlive();--保持会话
self.m_connectedCount = number.valueOf(self.m_connectedCount);
if self.m_connectedCount == 0 then
self:onReceivePacket(SOCKET_FIRST_CONNECTED,{});
else
self:onReceivePacket(SOCKET_CONNECT_SUCCESS,{});
end
self.m_connectedCount = self.m_connectedCount + 1;
self:resetRequestTimestamp()
end
--@override
--socket连接失败
OnlineSocketManager.onSocketConnectFailed = function(self,info)
self:log("onSocketConnectFailed");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketConnectFailed");
GameSocket.onSocketConnectFailed(self);
self.m_isKeepAlive = false;
self:_setSocketStatus(SocketStatus.ConnectFailed);
ServerConfig.getInstance():clearBestIpPortIndex();
self:onReceivePacket(SOCKET_CONNECT_FAILED,{});
self:resetRequestTimestamp()
end
--@override
--心跳包超时
OnlineSocketManager.onTimeout = function(self)
self:log("onTimeout");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onTimeout");
GameSocket.onTimeout(self);
self:closeSocketSync();
self:_setSocketStatus(SocketStatus.HeartBeatTimeout);
self:onReceivePacket(SOCKET_HEARTBEAT_TIMEOUT,{});
self:resetRequestTimestamp()
end
OnlineSocketManager.onSocketReconnecting = function(self, data)
self:log("onSocketReconnecting");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketReconnecting");
self:_setSocketStatus(SocketStatus.Reconnecting);
self:onReceivePacket(SOCKET_RECONNECT_ING,data);
end
OnlineSocketManager.onSocketReconnected = function(self)
self:log("onSocketReconnected");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketReconnected");
self:startKeepAlive();--保持会话
self:_setSocketStatus(SocketStatus.Reconnected);
self:onReceivePacket(SOCKET_RECONNECT_SUCCESS,{});
self:resetRequestTimestamp()
end
OnlineSocketManager.onSocketReconnectFailed = function(self)
self:log("onSocketReconnectFailed");
Log.sWF(self.m_socketReconnectLogFileName,"OnlineSocketManager.onSocketReconnectFailed");
self.m_isKeepAlive = false;
self:_setSocketStatus(SocketStatus.ReconnectFailed);
self:onReceivePacket(SOCKET_RECONNECT_FAILED,{});
self:resetRequestTimestamp()
end
--@override
OnlineSocketManager.writeBegin = function(self, socket, cmd)
local packetId = socket:writeBegin3(cmd);
return packetId;
end
--override
OnlineSocketManager.onSocketServerPacket = function(self, packetId)
GameSocket.stopTimer(self);
self:updateNetIconState()
local cmd,info,isValidPacket = self:parseMsg(packetId);
if isValidPacket then
self:onReceivePacket(cmd,info);
else
self:log("onSocketServerPacket", "WARNING filter cmd = ", number.formatToHex(cmd));
end
end
OnlineSocketManager.updateNetIconState = function(self)
if self.m_nowRequestTimestamp then
local state = false
local val = Clock.now() - self.m_nowRequestTimestamp
local num = #self.m_requestReplyIntervalTable
if val > self.m_maxRequestReplyInterval then
state = true
self:log("OnlineSocketManager.updateNetIconState:",ClientInfo.getInstance():getNetworkName(),val)
else
local average = 0
if num > 3 then
local count = 0
for i = 1, num do
count = count + tonumber(self.m_requestReplyIntervalTable[i])
end
average = count / num
if val - average > self.m_maxAverageInterval then
state = true
self:log("OnlineSocketManager.updateNetIconState:",ClientInfo.getInstance():getNetworkName(),val,average)
end
end
end
if num >= 10 then
table.remove(self.m_requestReplyIntervalTable, 1)
end
table.insert(self.m_requestReplyIntervalTable, val)
self.m_nowRequestTimestamp = nil
self:onReceivePacket(SOCKET_UPDATE_NET_ICON, state)
end
end
OnlineSocketManager.resetRequestTimestamp = function(self)
self.m_nowRequestTimestamp = nil
self.m_requestReplyIntervalTable = {}
self:onReceivePacket(SOCKET_UPDATE_NET_ICON, false)
end
--override
OnlineSocketManager.parseMsg = function(self, packetId)
local cmd = self:readBegin(packetId);
local info, isValidPacket = self:readPacket(self.m_socket,packetId,cmd);
self:readEnd(packetId);
return cmd,info,isValidPacket;
end
--override
OnlineSocketManager.readPacket = function(self, socket, packetId, cmd)
local packetInfo = nil;
local isValidPacket = false;
for k,v in pairs(self.m_socketReaders) do
local packetInfo, isValid = v:readPacket(socket,packetId,cmd);
isValidPacket = isValid and true or isValidPacket;
if packetInfo then
return packetInfo, true;
end
end
for k,v in pairs(self.m_commonSocketReaders) do
local packetInfo, isValid = v:readPacket(socket,packetId,cmd);
isValidPacket = isValid and true or isValidPacket;
if packetInfo then
return packetInfo, true;
end
end
return packetInfo, isValidPacket;
end
OnlineSocketManager.onReceivePacket = function(self, cmd, info)
self:log("onReceivePacket","cmd =" ,number.formatToHex(cmd));
if self.m_isStartDelayReceiver then
self:log("onReceivePacket","StartDelayReceiver ==> _addPacketToDelayReceiver cmd = " ,number.formatToHex(cmd));
self:_addPacketToDelayReceiver(cmd,info);
else
self:log("onReceivePacket","==> _handleReceivePacket");
self:_handleReceivePacket(cmd,info);
end
end
OnlineSocketManager._handleReceivePacket = function(self,cmd,info)
if cmd == RESPONSE_PHP_REQUEST or cmd == RESPONSE_PHP_REQUEST_NEW then
PhpManager.getInstance():pushCmdToRecQueue(cmd,info);
else
self:log("_handleReceivePacket", "receive server cmd = ", number.formatToHex(cmd), " info = ", info);
self:_handlePacket(cmd,info);
end
end
OnlineSocketManager.onReceivePhpPacket = function(self, phpCmd, phpInfo)
if not phpCmd then
return;
end
if phpCmd == PHP_KEEPALIVE then
self:__stopKeepAliveTimeoutTimer();
end
self:log("_handleReceivePacket","receive php subCmd =" ,number.formatToHex(phpCmd - PHP_CMD_CONSTANT));
self:_handlePacket(phpCmd,unpack(phpInfo));
end
OnlineSocketManager._handlePacket = function(self,cmd,...)
local isHandle = SocketHandlersStack.getInstance():handlePacket(cmd,...);
if not isHandle then
self:log("_handlePacket"," Not handler cmd =", number.formatToHex(cmd));
end
end
OnlineSocketManager.isNetWorkAvailable = function(self)
local res = NativeEvent.getInstance():getNetWorkAvalible();
self:log("OnlineSocketManager.isNetWorkAvailable", "res = ", res);
return res;
end
OnlineSocketManager.isSocketOpening = function(self)
local status = self:_getSocketStatus();
local isOpening = status == SocketStatus.Connecting or status == SocketStatus.Reconnecting;
self:log("OnlineSocketManager.isSocketOpening", "isOpening = ", isOpening);
return isOpening;
end
OnlineSocketManager.isSocketAvailable = function(self)
local isOpen = self:isSocketOpen();
local status = self:_getSocketStatus();
local isAvailable = status == SocketStatus.Connected or status == SocketStatus.Reconnected;
return isOpen and isAvailable;
end
OnlineSocketManager.isSocketOffline = function(self)
local status = self:_getSocketStatus();
self:log("OnlineSocketManager.isSocketOffline", "status = ", status);
return status == SocketStatus.Offline;
end
OnlineSocketManager._setSocketStatus = function(self,status)
self:log("OnlineSocketManager._setSocketStatus", "status = ", status);
self.m_socketStatus = status or SocketStatus.None;
end
OnlineSocketManager._getSocketStatus = function(self)
return self.m_socketStatus or SocketStatus.None;
end
OnlineSocketManager.setServerStoped = function(self)
self.m_serverStoped = true;
end
----------------------------------------------------------------------------------------------
OnlineSocketManager.reopenSocket = function(self,time)
self:log("OnlineSocketManager.reopenSocket");
if self:isSocketOpen() or self:isSocketOpening() then
self:log("OnlineSocketManager.reopenSocket", "begin close last socket ");
--原来的连接未断开
self:closeSocketSync();--关闭连接
--留一定的时间来关闭连接
if not self.m_reopenSocketDelayTimer then
self.m_reopenSocketDelayTimer = AnimFactory.createAnimInt(kAnimNormal,0,1,(time or 1000),0);
self.m_reopenSocketDelayTimer:setDebugName("AnimInt|OnlineSocketManager|reopenSocketDelayTimer");
self.m_reopenSocketDelayTimer:setEvent(self, self._onReopenSocketTimer);
end
else
self:log("OnlineSocketManager.reopenSocket", "openSocket");
--原来的连接已断开
self:openSocket();
end
end
OnlineSocketManager._onReopenSocketTimer = function(self)
self:log("OnlineSocketManager._onReopenSocketTimer");
self:_clearReopenSocketDelayTimer();
self:openSocket();
end
OnlineSocketManager._clearReopenSocketDelayTimer = function(self)
self:log("OnlineSocketManager._clearReopenSocketDelayTimer");
delete(self.m_reopenSocketDelayTimer);
self.m_reopenSocketDelayTimer = nil;
end
----------------------------------------------------------------------------------------------
--延时接收数据包
OnlineSocketManager.startDelayReceiver = function(self,time)
self:log("startDelayReceiver","time = ",time);
self.m_isStartDelayReceiver = true;
self:_clearDelayReceiverTimer();
self.m_delayReceiverTimer = AnimFactory.createAnimInt(kAnimNormal,0,1,(time or 1000),0);
self.m_delayReceiverTimer:setDebugName("AnimInt|OnlineSocketManager|delayReceiverTimer");
self.m_delayReceiverTimer:setEvent(self, self._onDelayReceiverTimeout);
end
OnlineSocketManager._onDelayReceiverTimeout = function(self)
self:log("OnlineSocketManager._onDelayReceiverTimeout");
self:_clearDelayReceiverTimer();
self:log("_onDelayReceiverTimeout","handle start");
self:_handleMsgInDelayReceiver();
self:log("_onDelayReceiverTimeout","handle end");
end
OnlineSocketManager._handleMsgInDelayReceiver = function(self)
self.m_delayReceiverMap = table.verify(self.m_delayReceiverMap);
self:log("_handleMsgInDelayReceiver","#self.m_delayReceiverMap = ",#self.m_delayReceiverMap);
if #self.m_delayReceiverMap > 0 then
local v = table.remove(self.m_delayReceiverMap, 1);
self:log("_handleMsgInDelayReceiver"," ==> _handleReceivePacket cmd = ",number.formatToHex(v.cmd));
self:_handleReceivePacket(v.cmd,v.info);
self:_handleMsgInDelayReceiver();
else
self.m_isStartDelayReceiver = false;
end
end
OnlineSocketManager._clearDelayReceiverTimer = function(self)
self:log("OnlineSocketManager._clearDelayReceiverTimer");
delete(self.m_delayReceiverTimer);
self.m_delayReceiverTimer = nil;
end
OnlineSocketManager._addPacketToDelayReceiver = function(self,cmd,info)
self:log("_addPacketToDelayReceiver","cmd =" ,number.formatToHex(cmd));
local receiver = table.verify(self.m_delayReceiverMap);
local data = {};
data.cmd = cmd;
data.info = info;
table.insert(receiver,data);
self.m_delayReceiverMap = receiver;
end
---------------------------------------------------------------------------------------------------------
---------------------------------- 请求会话开始 -----------------------------------------------
--保持会话 设置发送指令
OnlineSocketManager.setKeepAliveCmd = function(self,cmd)
self.m_keepAliveCmd = cmd;
end
--保持会话 设置发送指令间隔时长
OnlineSocketManager.setKeepAliveInterval = function(self,keepAliveInterval)
self.m_keepAliveInterval = keepAliveInterval or self.m_keepAliveInterval;
end
--保持会话 开启发送指令定时器
OnlineSocketManager.startKeepAlive = function(self)
self:log("startKeepAlive =========> ","self.m_isKeepAlive = ",self.m_isKeepAlive);
if self.m_isKeepAlive then
return;
end
self:stopKeepAlive();
self.m_isKeepAlive = true;
self:log("startKeepAlive =========> ");
self.m_keepAliveAnim = AnimFactory.createAnimDouble(kAnimRepeat,0,1,self.m_keepAliveInterval,-1);
self.m_keepAliveAnim:setDebugName("OnlineSocketManager.m_keepAliveAnim");
self.m_keepAliveAnim:setEvent(self,self.onStartKeepAlive);
end
--保持会话 设置发送指令定时器到时间 发送指令
OnlineSocketManager.onStartKeepAlive = function(self)
if not self.m_keepAliveCmd then
self:log("onStartKeepAlive =========> ","not self.m_keepAliveCmd ==> return ");
return;
end
self:log("onStartKeepAlive ========> sendMsg self.m_keepAliveCmd");
self:__startKeepAliveTimeoutTimer();
self:sendMsg(self.m_keepAliveCmd,{});
end
--保持会话 删除发送指令定时器
OnlineSocketManager.stopKeepAlive = function(self)
self:log("stopKeepAlive");
self:__stopKeepAliveTimeoutTimer();
delete(self.m_keepAliveAnim);
self.m_keepAliveAnim = nil;
end
OnlineSocketManager.__stopKeepAliveTimeoutTimer = function(self)
self:log("OnlineSocketManager.__stopKeepAliveTimeoutTimer");
delete(self.m_keepAliveTimeoutTimer);
self.m_keepAliveTimeoutTimer = nil;
end
OnlineSocketManager.__startKeepAliveTimeoutTimer = function(self)
self:log("OnlineSocketManager.__startKeepAliveTimeoutTimer");
self:__stopKeepAliveTimeoutTimer();
self.m_keepAliveTimeoutTimer = AnimFactory.createAnimDouble(kAnimRepeat, 0, 1, 6000, -1);
self.m_keepAliveTimeoutTimer:setDebugName("OnlineSocketManager.m_keepAliveTimeoutTimer");
self.m_keepAliveTimeoutTimer:setEvent(self, self.__onKeepAliveTimeout);
end
OnlineSocketManager.__onKeepAliveTimeout = function(self)
self:log("OnlineSocketManager.__onKeepAliveTimeout");
self:__stopKeepAliveTimeoutTimer();
self.m_isKeepAlive = false;
self:onStartKeepAlive();--保持会话消息发送超时后,先重新发送条
self:startKeepAlive();
end
---------------------------------- 请求会话结束 -----------------------------------------------
--游戏从后台切回来后,延迟1s尝试打开socket与发送心跳包,减少在后台时网络发生后重连花费的时间
OnlineSocketManager.onResume = function(self)
self:log("OnlineSocketManager.onResume");
self:_stopOnResumeCheckTimer();
self.m_onResumeCheckTimer = AnimFactory.createAnimInt(kAnimNormal, 0, 1, 1000, 0);
self.m_onResumeCheckTimer:setDebugName("OnlineSocketManager.m_onResumeCheckTimer");
self.m_onResumeCheckTimer:setEvent(self, self._onResumeCheckTimeout);
end
OnlineSocketManager._stopOnResumeCheckTimer = function(self)
self:log("OnlineSocketManager._stopOnResumeCheckTimer");
delete(self.m_onResumeCheckTimer);
self.m_onResumeCheckTimer = nil;
end
OnlineSocketManager._onResumeCheckTimeout = function(self)
self:log("OnlineSocketManager._onResumeCheckTimeout");
self:_stopOnResumeCheckTimer();
self:openSocket();
GameSocket.onHeartBeat(self);
end
OnlineSocketManager.onHeartBeat = function(self)
GameSocket.onHeartBeat(self)
self.m_nowRequestTimestamp = Clock.now()
end
--获取server断开链接type值
OnlineSocketManager.getServerCloseSocketTypeValue = function(self)
return SOCKET_CLOSE_TYPE.SERVER_CLOSE;
end
--获取业务主动断开链接type值
OnlineSocketManager.getUserCloseSocketTypeValue = function(self)
return SOCKET_CLOSE_TYPE.USER_CLOSE;
end |
local console_monitor = core.monitor(core.LOG, core.INFO, core.FMT_TEXT)
console_monitor:name("console.monitor")
console_monitor:tail(1024)
local console_dispatcher = core.dispatcher(core.EVENTQ)
console_dispatcher:name("console.dispatcher")
console_dispatcher:attach(console_monitor, "eventrec")
console_dispatcher:run()
local package = {
q = console_queue,
dispatcher = console_dispatcher,
monitor = console_monitor,
}
return package
|
--# Monster converted using Devm monster converter #--
local mType = Game.createMonsterType("Behemoth")
local monster = {}
monster.description = "a behemoth"
monster.experience = 2500
monster.outfit = {
lookType = 55,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0,
lookMount = 0
}
monster.raceId = 55
monster.Bestiary = {
class = "Giant",
race = BESTY_RACE_GIANT,
toKill = 1000,
FirstUnlock = 50,
SecondUnlock = 500,
CharmsPoints = 25,
Stars = 3,
Occurrence = 0,
Locations = "Cyclopolis, deepest part of Tarpit Tomb after the flame, Forbidden Lands, Vandura Mountain, \z
Deeper Banuta, Serpentine Tower (unreachable), deep into the Formorgar Mines, Arena and Zoo Quarter, \z
The Dark Path, Lower Spike, Chyllfroest, Medusa Tower and Underground Glooth Factory (west side)."
}
monster.health = 4000
monster.maxHealth = 4000
monster.race = "blood"
monster.corpse = 5999
monster.speed = 340
monster.manaCost = 0
monster.maxSummons = 0
monster.changeTarget = {
interval = 4000,
chance = 10
}
monster.strategiesTarget = {
nearest = 70,
damage = 30,
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = false,
canPushItems = true,
canPushCreatures = true,
staticAttackChance = 70,
targetDistance = 1,
runHealth = 0,
healthHidden = false,
isBlockable = false,
canWalkOnEnergy = false,
canWalkOnFire = true,
canWalkOnPoison = true,
pet = false
}
monster.light = {
level = 0,
color = 0
}
monster.voices = {
interval = 5000,
chance = 10,
{text = "You're so little!", yell = false},
{text = "Human flesh - delicious!", yell = false},
{text = "Crush the intruders!", yell = false}
}
monster.loot = {
{id = 2893, chance = 100}, -- amphora
{id = 3008, chance = 2530}, -- crystal necklace
{id = 3031, chance = 595300, maxCount = 100}, -- gold coin
{id = 3031, chance = 40000, maxCount = 99}, -- gold coin
{id = 3033, chance = 6380, maxCount = 5}, -- small amethyst
{id = 3035, chance = 59800, maxCount = 5}, -- platinum coin
{id = 3058, chance = 750}, -- strange symbol
{id = 3116, chance = 670}, -- big bone
{id = 3265, chance = 5980}, -- two handed sword
{id = 3275, chance = 10510}, -- double axe
{id = 3281, chance = 1006}, -- giant sword
{id = 3304, chance = 100}, -- crowbar
{id = 3342, chance = 50}, -- war axe
{id = 3357, chance = 3930}, -- plate armor
{id = 3383, chance = 4370}, -- dark armor
{id = 3456, chance = 650}, -- pick
{id = 3554, chance = 380}, -- steel boots
{id = 3577, chance = 30000, maxCount = 6}, -- meat
{id = 5893, chance = 1090}, -- perfect behemoth fang
{id = 5930, chance = 430}, -- behemoth claw
{id = 7368, chance = 9750, maxCount = 5}, -- assassin star
{id = 7396, chance = 170}, -- behemoth trophy
{id = 7413, chance = 90}, -- titan axe
{id = 239, chance = 5120}, -- great health potion
{id = 11447, chance = 14000} -- battle stone
}
monster.attacks = {
{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -450},
{name ="combat", interval = 2000, chance = 15, type = COMBAT_PHYSICALDAMAGE, minDamage = 0, maxDamage = -200, range = 7, shootEffect = CONST_ANI_LARGEROCK, target = false}
}
monster.defenses = {
defense = 45,
armor = 45,
{name ="speed", interval = 2000, chance = 15, speedChange = 300, effect = CONST_ME_MAGIC_RED, target = false, duration = 5000}
}
monster.elements = {
{type = COMBAT_PHYSICALDAMAGE, percent = 10},
{type = COMBAT_ENERGYDAMAGE, percent = 10},
{type = COMBAT_EARTHDAMAGE, percent = 80},
{type = COMBAT_FIREDAMAGE, percent = 30},
{type = COMBAT_LIFEDRAIN, percent = 0},
{type = COMBAT_MANADRAIN, percent = 0},
{type = COMBAT_DROWNDAMAGE, percent = 0},
{type = COMBAT_ICEDAMAGE, percent = -10},
{type = COMBAT_HOLYDAMAGE , percent = 30},
{type = COMBAT_DEATHDAMAGE , percent = -5}
}
monster.immunities = {
{type = "paralyze", condition = true},
{type = "outfit", condition = false},
{type = "invisible", condition = true},
{type = "bleed", condition = false}
}
mType:register(monster)
|
--[[
desc: Drawable, a Renderer's practice. Be used for drawing some resource.
author: Musoucrow
since: 2018-4-26
alter: 2019-9-17
]]--
local _Renderer = require("graphics.renderer.init")
---@class Graphics.Drawable
---@field protected _upperEvent event
---@field protected _event event
---@field protected _renderer Graphics.Renderer
---@field protected _drawableObj Drawable
local _Base = require("core.class")()
---@param upperEvent event
function _Base:Ctor(upperEvent)
self._upperEvent = upperEvent
self._event = {
AddListener = function(...)
self._renderer:AddListener(...)
end,
Impart = function(...)
self._renderer:Impart(...)
end
}
if (self._upperEvent and self._upperEvent.AddListener and self._upperEvent.Impart) then
self._event.AddListenerToUpper = self._upperEvent.AddListener
self._event.ImpartFromUpper = self._upperEvent.Impart
self._renderer = _Renderer.New(self._event, "ImpartFromUpper", "AddListenerToUpper")
else
self._renderer = _Renderer.New(self._event)
end
end
---@param type string
function _Base:SetAttri(type, ...)
self._renderer:SetAttri(type, ...)
end
---@param type string
---@param isSelf boolean
---@param name string
function _Base:GetAttri(type, isSelf, name)
return self._renderer:GetAttri(type, isSelf, name)
end
---@param quad Quad
function _Base:SetQuad(quad)
self._renderer.quad = quad
end
---@return number
function _Base:GetQuadValues()
local quad = self._renderer.quad
if (not quad) then
return
end
local x, y, w, h = quad:getViewport()
local sw, sh = quad:getTextureDimensions()
return x, y, w, h, sw, sh
end
---@param type string @color, blendmode, shader
---@param isBan boolean
function _Base:SetBan(type, isBan)
self._renderer:SetBan(type, isBan)
end
---@param type string
---@param unlock boolean
function _Base:SwitchAttriLock(type, unlock)
self._renderer:SwitchAttriLock(type, unlock)
end
---@return Graphics.Drawable
function _Base:GetUpper()
return self._upperEvent.GetUpper()
end
function _Base:GetData()
return self._data
end
function _Base:Draw()
self._renderer:Apply()
self:_OnDraw()
self._renderer:Reset()
end
function _Base:Update()
end
function _Base:_OnDraw()
end
return _Base |
function onCreate()
makeLuaSprite("beatbox bg","beatbox bg",-500,-100)
addLuaSprite("beatbox bg",false)
setLuaSpriteScrollFactor("beatbox bg",0.6,0.6)
setProperty('gfGroup.visible', false)
end |
local servers = {
"angularls",
"bashls",
"clangd",
"clojure_lsp",
"cmake",
"cssls",
"dockerls",
"elixirls",
"elmls",
"emmet_ls",
"fsautocomplete",
"hls",
"html",
"jsonls",
"kotlin_language_server",
"omnisharp",
"purescriptls",
"pyright",
"rust_analyzer",
"solang",
"sumneko_lua",
"svelte",
"tailwindcss",
"terraformls",
"texlab",
"tsserver",
"vimls",
"volar",
"vuels",
}
return {
get = function(server_name)
if server_name then
return require("lspmanager.servers." .. server_name)
end
return servers
end,
set = function(user_configs)
vim.validate({ user_configs = { user_configs, "table" } })
local new_servers = {}
for name, configuration in pairs(user_configs) do
local server = require("lspmanager.servers." .. name)
server = vim.tbl_deep_extend("force", server, {
config = configuration,
})
new_servers[name] = server
end
return new_servers
end,
}
|
local random = require 'lqc.random'
local char = require 'lqc.generators.char'
local r = require 'lqc.report'
local property = require 'lqc.property'
local lqc = require 'lqc.quickcheck'
local lowest_ascii_value = 32
local highest_ascii_value = 126
local lowest_ascii_char = string.char(lowest_ascii_value)
local function is_readable_char(value)
local char_value = string.byte(value)
return type(value) == 'string'
and string.len(value) == 1
and char_value >= lowest_ascii_value
and char_value <= highest_ascii_value
end
local function do_setup()
random.seed()
lqc.init(100, 100)
lqc.properties = {}
r.report = function() end
end
describe('char generator module', function()
describe('pick function', function()
before_each(do_setup)
it('should pick a char', function()
local spy_check = spy.new(function(x) return is_readable_char(x) end)
property 'char() should pick a char' {
generators = { char() },
check = spy_check
}
lqc.check()
assert.spy(spy_check).was.called(lqc.numtests)
end)
end)
describe('shrink function', function()
before_each(do_setup)
it('should converge to " "', function()
local shrunk_values
r.report_failed_property = function(_, _, shrunk_vals)
shrunk_values = shrunk_vals[1]
end
property 'char() should converge to 32 (lowest allowed ASCII value)' {
generators = { char() },
check = function(x)
return not is_readable_char(x) -- always fails!
end
}
for _ = 1, 100 do
shrunk_values = nil
lqc.check()
assert.equal(lowest_ascii_char, shrunk_values)
end
end)
end)
end)
|
print("I'm inside a module!")
|
/*---------------------------------------------------------------------------
Expression Advanced: Editor.
Purpose: Make the fancy EA editor.
Author: Oskar
---------------------------------------------------------------------------*/
local EA = LEMON
EA.Editor = {}
local Editor = EA.Editor
require( "vector2" )
/*---------------------------------------------------------------------------
Custom fonts
---------------------------------------------------------------------------*/
timer.Simple( 0.5, function()
surface.CreateFont( "Fixedsys", {
font = "Fixedsys",
size = 13,
weight = 400,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false,
} )
surface.CreateFont( "Trebuchet22", {
font = "Trebuchet MS",
size = 22,
weight = 900,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false
} )
surface.CreateFont( "Trebuchet20", {
font = "Trebuchet MS",
size = 20,
weight = 900,
blursize = 0,
scanlines = 0,
antialias = false,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false
} )
end )
/*---------------------------------------------------------------------------
Home Screen
---------------------------------------------------------------------------*/
local HomeScreen = [[/*===================================================
Expression Advanced:
* Check out our new repo browser!
Docs: https://github.com/SpaceTown-Developers/Lemon-Gate/wiki
Bug Reports: https://github.com/SpaceTown-Developers/Lemon-Gate/issues
Credits: Rusketh, Oskar94, Divran, Syranide.
===================================================*/
]]
/*---------------------------------------------------------------------------
Syntax Highlighting
---------------------------------------------------------------------------*/
local function SyntaxColorLine( self, Row )
local Tokens, Ok
Ok, Tokens = pcall( Syntax.Parse, self, Row )
if !Ok then
ErrorNoHalt( Tokens .. "\n" )
Tokens = {{self.Rows[Row], Color(255,255,255)}}
end
return Tokens
end
/*---------------------------------------------------------------------------
Editor Functions
---------------------------------------------------------------------------*/
function Editor.Create( )
if Editor.Instance then return end
file.CreateDir("lemongate")
local Instance = vgui.Create( "EA_EditorPanel" )
function Instance:OnTabCreated( Tab, Code, Path )
if Code or Path then return false end
local Editor = Tab:GetPanel( )
Editor:SetCode( HomeScreen )
Editor.Caret = Vector2( #Editor.Rows, #Editor.Rows[#Editor.Rows] + 1 )
Editor.Start = Vector2( 1, 1 )
return true
end
Instance:SetSyntaxColorLine( SyntaxColorLine )
Instance:SetKeyBoardInputEnabled( true )
Instance:SetVisible( false )
Editor.Instance = Instance
end
function Editor.Open( Code, NewTab )
Editor.Create( )
Editor.Instance:Open( Code, NewTab )
end
function Editor.NewTab( Script, FilePath )
Editor.Create( )
Editor.Instance:NewTab( Script, FilePath )
end
function Editor.GetCode( )
if Editor.Instance then
return Editor.Instance:GetCode( )
end
end
function Editor.GetInstance( )
Editor.Create( )
return Editor.Instance
end
function Editor.ReciveDownload( Download )
Editor.Create( )
Editor.Instance:ReciveDownload( Download )
end
function Editor.Validate( Script )
if Editor.Instance then
return Editor.Instance:DoValidate( nil, nil, Script )
end
end |
-- The engine Visual Studio project
project "Foundation"
kind "StaticLib"
language "C++"
cppdialect "C++17"
staticruntime "on"
-- Binaries and Intermediate folders
targetdir ("%{wks.location}/Binaries/" .. outputdir .. "/%{prj.name}")
objdir ("%{wks.location}/Intermediate/" .. outputdir .. "/%{prj.name}")
-- Precompiled header files
pchheader "fdpch.h"
pchsource "Source/fdpch.cpp"
-- Which files to include in our Visual Studio project
files
{
"Source/**.h",
"Source/**.cpp",
"ThirdParty/stb_image/**.h",
"ThirdParty/stb_image/**.cpp",
"ThirdParty/glm/glm/**.hpp",
"ThirdParty/glm/glm/**.inl",
"ThirdParty/ImGuizmo/ImGuizmo.h",
"ThirdParty/ImGuizmo/ImGuizmo.cpp",
"ThirdParty/Reflection/ReflectCommon.cpp",
"ThirdParty/Reflection/Reflect.cpp",
"%{wks.location}/Intermediate/GeneratedCode/**.cpp"
}
defines
{
"_CRT_SECURE_NO_WARNINGS",
"GLFW_INCLUDE_NONE"
}
-- Additional include directories
includedirs
{
"Source",
"%{IncludeDir.spdlog}",
"%{IncludeDir.GLFW}",
"%{IncludeDir.Glad}",
"%{IncludeDir.ImGui}",
"%{IncludeDir.glm}",
"%{IncludeDir.stb_image}",
"%{IncludeDir.yaml_cpp}",
"%{IncludeDir.Reflection}",
"%{IncludeDir.asio}",
"%{IncludeDir.NetworkFramework}",
"%{IncludeDir.ImGuizmo}"
}
-- Linking other projects
links
{
"GLFW",
"Glad",
"ImGui",
"yaml-cpp",
"NetworkFramework",
"opengl32.lib",
"FoundationCodeGenerator"
}
prebuildmessage "Generating code files to intermediate folder!"
prebuildcommands
{
"%{wks.location}/Binaries/" .. outputdir .. "/FoundationCodeGenerator/FoundationCodeGenerator.exe %{prj.location}/Source/"
}
postbuildmessage "Copying assets over to the FoundationEditor"
postbuildcommands
{
"{COPY} %{prj.location}/Assets %{wks.location}/FoundationEditor/Assets"
}
filter "files:ThirdParty/ImGuizmo/**.cpp"
flags { "NoPCH" }
filter "files:ThirdParty/Reflection/ReflectCommon.cpp"
flags { "NoPCH" }
-- Configuration setup for Windows
filter "system:windows"
systemversion "latest"
-- Debug configuration, turn debug symbols on
filter "configurations:Debug"
targetname "Foundation_Debug"
defines "FD_DEBUG"
runtime "Debug"
symbols "on"
-- Release configuration, optimizations turned on
filter "configurations:Release"
targetname "Foundation_Release"
defines "FD_RELEASE"
runtime "Release"
optimize "on"
-- Distribution configuration, optimizations turned on
filter "configurations:Distribution"
targetname "Foundation_Distribution"
defines "FD_DISTRIBUTION"
runtime "Release"
optimize "on" |
local meta = FindMetaTable("Player")
if not meta then return end
function meta:EndState(nocallended)
if self == MySelf then
self:SetState(STATE_NONE, nil, nil, nocallended)
end
end
|
local mod = DBM:NewMod(1433, "DBM-HellfireCitadel", nil, 669)
local L = mod:GetLocalizedStrings()
mod:SetRevision(("$Revision: 14938 $"):sub(12, -3))
mod:SetCreatureID(90316)
mod:SetEncounterID(1788)
mod:DisableESCombatDetection()--Remove if blizz fixes trash firing ENCOUNTER_START
mod:SetMinSyncRevision(13887)
mod:SetZone()
mod:SetUsedIcons(8, 7, 6, 5, 4, 3, 2, 1)--Unknown full spectrum of icons yet. Don't know how many debuffs go out.
mod:SetHotfixNoticeRev(14463)
mod.respawnTime = 15
mod:DisableRegenDetection()--Boss returns true on UnitAffectingCombat when fighting his trash, making boss pre mature pull by REGEN method
mod:RegisterCombat("combat")
mod:RegisterEventsInCombat(
"SPELL_CAST_START 181912 181827 187998 181873 185345",
"SPELL_CAST_SUCCESS 182178 181956 185510 181912",
"SPELL_AURA_APPLIED 179202 181957 182325 187990 181824 179219 185510 181753 182178 182200",
"SPELL_AURA_REMOVED 179202 181957 182325 187990 181824 179219 185510 181753 182178 182200",
"SPELL_PERIODIC_DAMAGE 182600",
"SPELL_PERIODIC_MISSED 182600",
"RAID_BOSS_WHISPER",
"CHAT_MSG_ADDON",
"INSTANCE_ENCOUNTER_ENGAGE_UNIT",
"UNIT_DIED",
"UNIT_SPELLCAST_SUCCEEDED boss1"
)
--(ability.id = 181912 or ability.id = 181827 or ability.id = 187998 or ability.id = 181873 or ability.id = 185345) and type = "begincast" or (ability.id = 182178 or ability.id = 181956 or ability.id = 181912 or ability.id = 185510) and type = "cast" or (ability.id = 181824 or ability.id = 187990 or ability.id = 181753) and type = "applydebuff"
--Boss
local warnEyeofAnzu = mod:NewTargetAnnounce(179202, 1, nil, false)--Important, but spammy, Will do something fancy with infoframe to show target instead of spamming screen with warnings
local warnPhantasmalWinds = mod:NewTargetAnnounce(181957, 4)--Announce to all, for things like life grips, body and soul, etc to keep them on platform while anzu person helps clear them.
local warnPhantasmalWounds = mod:NewTargetAnnounce(182325, 2, nil, "Healer")
local warnFelChakram = mod:NewTargetAnnounce(182178, 4)
local warnLaser = mod:NewTargetAnnounce(182582, 3)
local warnShadowRiposte = mod:NewSpellAnnounce(185345, 4)
--Adds
local warnPhantasmalCorruption = mod:NewTargetAnnounce(181824, 3)
local warnPhantasmalFelBomb = mod:NewTargetAnnounce(179219, 3, nil, false)--Fake fel bombs, they'll show up on radar but don't need to know targets if person with anzu isn't terrlbe at game. they have 5 seconds to find and throw to ONE target.
local warnFelBomb = mod:NewTargetAnnounce(181753, 3)
local warnDarkBindings = mod:NewTargetAnnounce(185510, 4)--Mythic (Chains of Despair Debuff)
local warnFelConduit = mod:NewCastAnnounce(181827, 3, nil, nil, "-Healer")
--Boss
local specWarnEyeofAnzu = mod:NewSpecialWarningYou(179202)
local specWarnThrowAnzu = mod:NewSpecialWarning("specWarnThrowAnzu", nil, nil, nil, 1, 5)
local specWarnFocusedBlast = mod:NewSpecialWarningCount(181912, nil, nil, nil, 2)
local specWarnPhantasmalWinds = mod:NewSpecialWarningYou(181957, nil, nil, nil, 3)
local specWarnFelChakram = mod:NewSpecialWarningMoveAway(182178, nil, nil, nil, 1, 2)
local yellFelChakram = mod:NewYell(182178)
local specWarnFelChakramTank = mod:NewSpecialWarningTaunt(182178, nil, nil, nil, 1, 2)
local yellPhantasmalWinds = mod:NewYell(181957)--So person with eye can see where the targets are faster
local specWarnPhantasmalWounds = mod:NewSpecialWarningYou(182325, false)
local yellPhantasmalWounds = mod:NewYell(182325, nil, false)--Can't see much reason to have THIS one on by default, but offered as an option.
local specWarnFelLaser = mod:NewSpecialWarningMoveAway(182582, nil, nil, nil, 1, 2)
local specWarnFelLaserGTFO = mod:NewSpecialWarningMove(182600, nil, nil, nil, 1, 2)
local yellFelLaser = mod:NewYell(182582)
local specWarnShadowRiposte = mod:NewSpecialWarningSpell(185345, nil, nil, nil, 3)--Has eye of anzu, they need to know this badly.
--Adds
local specWarnPhantasmalCorruption = mod:NewSpecialWarningYou(181824)--Not move away on purpose, correct way to handle is get eye of anzu, you do NOT move
local yellPhantasmalCorruption = mod:NewYell(181824)--For eye of anzu holder. Explosion shouldn't happen.
local specWarnPhantasmalFelBomb = mod:NewSpecialWarningYou(179219)--Not move away on purpose, correct way to handle is get eye of anzu to real fel bomb
local yellPhantasmalFelBomb = mod:NewYell(179219, nil, false)--Fake bombs off by default, they will never explode and eye of anzu holder will get distracted
local specWarnFelBomb = mod:NewSpecialWarningYou(181753)--Not move away on purpose, correct way to handle is get eye of anzu, you do NOT move
local yellFelBomb = mod:NewYell(181753)--Yell for real fel bomb on by default only
local specWarnFelBombDispel = mod:NewSpecialWarningDispel(181753, nil, nil, nil, 1, 2)--Doesn't need option default, it's filtered by anzu check
local specWarnDarkBindings = mod:NewSpecialWarningYou(185510)--Mythic
local specWarnFelConduit = mod:NewSpecialWarningInterrupt(181827, nil, nil, nil, 1, 2)--On for everyone, filtered by eye of anzu, if this person can't interrupt, then they better pass it to someone who can
local timerFelLaserCD = mod:NewCDTimer(16, 182582, nil, nil, nil, 3)--16-22. Never pauses, used all phases
local timerChakramCD = mod:NewCDTimer(33, 182178, nil, nil, nil, 3)
local timerPhantasmalWindsCD = mod:NewCDTimer(35, 181957, nil, nil, nil, 3, nil, DBM_CORE_DEADLY_ICON)
local timerPhantasmalWoundsCD = mod:NewCDTimer(30.5, 182325, nil, "Healer", 2, 5)--30.5-32
local timerFocusedBlast = mod:NewCastTimer(11, 181912, nil, nil, nil, 2)--Doesn't realy need a cd timer. he casts it twice back to back, then lands
local timerShadowRiposteCD = mod:NewCDTimer(23.5, 185345, nil, nil, nil, 3, nil, DBM_CORE_HEROIC_ICON)
--Adds
local timerFelBombCD = mod:NewCDTimer(18.5, 181753, nil, nil, nil, 3, nil, DBM_CORE_MAGIC_ICON)
local timerFelConduitCD = mod:NewCDTimer(15, 181827, nil, nil, nil, 4, nil, DBM_CORE_INTERRUPT_ICON)
local timerPhantasmalCorruptionCD = mod:NewCDTimer(14, 181824, 156842, "Tank", nil, 3)--14-18
local timerDarkBindingsCD = mod:NewCDTimer(34, 185456, nil, nil, nil, 3, nil, DBM_CORE_HEROIC_ICON)
local countdownPhantasmalWinds = mod:NewCountdown(35, 181957)
local countdownFelBomb = mod:NewCountdown("Alt18", 181753)
local countdownCorruption = mod:NewCountdown("AltTwo14", 181824, "Tank")
local berserkTimer = mod:NewBerserkTimer(540)
local voiceFocusedBlast = mod:NewVoice(181912)--gather
local voiceFelConduit = mod:NewVoice(181827)--kickcast
local voiceFelChakram = mod:NewVoice(182178)--runout
local voiceFelLaser = mod:NewVoice(182582)--runout
local voiceFelBombDispel = mod:NewVoice(181753) --dispel now
local voiceThrowAnzu = mod:NewVoice(179202) --New, 179202,"throw eye to someone with debuff"; 179202h,"throw eye to healer"; 179202m,"throw eye to melee"
mod:AddRangeFrameOption(15)--Both aoes are 15 yards, ref 187991 and 181748
mod:AddSetIconOption("SetIconOnAnzu", 179202, false)
mod:AddSetIconOption("SetIconOnWinds", 181957, true)
mod:AddSetIconOption("SetIconOnFelBomb", 181753, true)
mod:AddSetIconOption("SetIconOnAdds", 181873, false, true)
mod:AddHudMapOption("HudMapOnChakram", 182178)
mod.vb.escapeCount = 0
mod.vb.focusedBlast = 0
mod.vb.savedChakram = nil
mod.vb.savedWinds = nil
mod.vb.savedWounds = nil
mod.vb.savedRiposte = nil
mod.vb.windsTargets = 0
mod.vb.bombActive = nil
local chakramTargets = {}
local playerHasAnzu = false
local corruption = GetSpellInfo(181824)
local phantasmalFelBomb = GetSpellInfo(179219)
local realFelBomb = GetSpellInfo(181753)
local darkBindings = GetSpellInfo(185510)
local playerName = UnitName("player")
local AddsSeen = {}
local debuffFilter
do
debuffFilter = function(uId)
if UnitDebuff(uId, corruption) or UnitDebuff(uId, phantasmalFelBomb) or UnitDebuff(uId, realFelBomb) then
return true
end
end
end
local function updateRangeFrame(self)
if not self.Options.RangeFrame then return end
--Both spells have same 15 yard range so this makes it easy
--Player has either debuff, show everyone
if UnitDebuff("player", corruption) or UnitDebuff("player", phantasmalFelBomb) or UnitDebuff("player", realFelBomb) then
DBM.RangeCheck:Show(15)
else--Show players with either debuff near you.
DBM.RangeCheck:Show(15, debuffFilter)
end
end
local function showChakram(self)
warnFelChakram:Show(table.concat(chakramTargets, "<, >"))
--Chakram is always thrown ranged-->melee-->Tank
--Need to determine roles for the hud
if not self.Options.HudMapOnChakram then return end
local ranged, melee, tank = nil, nil, nil
for i = 1, #chakramTargets do
local name = chakramTargets[i]
local uId = DBM:GetRaidUnitId(name)
if not uId then return end--Prevent errors if person leaves group
if self:IsMeleeDps(uId) then--Melee
melee = chakramTargets[i]
DBM:Debug("Melee Chakram found: "..melee, 2)
elseif self:IsTanking(uId, "boss1") then--Tank
tank = chakramTargets[i]
DBM:Debug("Tank Chakram found: "..tank, 2)
else--Ranged
ranged = chakramTargets[i]
DBM:Debug("Ranged Chakram found: "..ranged, 2)
end
end
if ranged and melee and tank then
DBM:Debug("All Chakram found!", 2)
DBMHudMap:RegisterRangeMarkerOnPartyMember(182178, "party", ranged, 0.65, 6, nil, nil, nil, 0.8, nil, false):Appear():SetLabel(ranged, nil, nil, nil, nil, nil, 0.8, nil, -15, 8, nil)
DBMHudMap:RegisterRangeMarkerOnPartyMember(182178, "party", melee, 0.65, 6, nil, nil, nil, 0.8, nil, false):Appear():SetLabel(melee, nil, nil, nil, nil, nil, 0.8, nil, -15, 8, nil)
DBMHudMap:RegisterRangeMarkerOnPartyMember(182178, "party", tank, 0.65, 6, nil, nil, nil, 0.8, nil, false):Appear():SetLabel(tank, nil, nil, nil, nil, nil, 0.8, nil, -15, 8, nil)
if playerName == melee or playerName == ranged or playerName == tank then--Player in it, Yellow lines
DBMHudMap:AddEdge(1, 1, 0, 0.5, 6, ranged, melee, nil, nil, nil, nil)
DBMHudMap:AddEdge(1, 1, 0, 0.5, 6, melee, tank, nil, nil, nil, nil)
else--Red lines
DBMHudMap:AddEdge(1, 0, 0, 0.5, 6, ranged, melee, nil, nil, nil, nil)
DBMHudMap:AddEdge(1, 0, 0, 0.5, 6, melee, tank, nil, nil, nil, nil)
end
end
end
function mod:OnCombatStart(delay)
self.vb.escapeCount = 0
self.vb.focusedBlast = 0
self.vb.savedChakram = nil
self.vb.savedWinds = nil
self.vb.savedWounds = nil
self.vb.savedRiposte = nil
self.vb.windsTargets = 0
self.vb.bombActive = nil
playerHasAnzu = false
table.wipe(AddsSeen)
table.wipe(chakramTargets)
updateRangeFrame(self)
timerChakramCD:Start(5-delay)--Seems still 5 in all modes
if self:IsNormal() then--Normal timers are about 40% slower on pull, 20% slower rest of fight
timerFelLaserCD:Start(25)
timerPhantasmalWindsCD:Start(30-delay)
countdownPhantasmalWinds:Start(30-delay)
timerPhantasmalWoundsCD:Start(44-delay)
else
timerPhantasmalWindsCD:Start(16.5-delay)
countdownPhantasmalWinds:Start(16.5-delay)
timerFelLaserCD:Start(18.5)--Verify it can still be this low, every pull on mythic was 20-22
timerPhantasmalWoundsCD:Start(28-delay)
if self:IsMythic() then
timerShadowRiposteCD:Start(9.5-delay)
end
end
if self:IsNormal() or self:IsMythic() then
berserkTimer:Start(480-delay)
else
berserkTimer:Start(-delay)
end
end
function mod:OnCombatEnd()
if self.Options.RangeFrame then
DBM.RangeCheck:Hide()
end
if self.Options.HudMapOnChakram then
DBMHudMap:Disable()
end
end
function mod:SPELL_CAST_START(args)
local spellId = args.spellId
if spellId == 181912 then
self.vb.focusedBlast = self.vb.focusedBlast + 1
specWarnFocusedBlast:Show(self.vb.focusedBlast)
if not UnitDebuff("player", corruption) and not UnitDebuff("player", realFelBomb) and not UnitDebuff("player", phantasmalFelBomb) and not UnitDebuff("player", darkBindings) then--Filter debuffs that kill other players
voiceFocusedBlast:Play("gather")
end
timerFocusedBlast:Start()
elseif spellId == 181827 or spellId == 187998 then--Both versions of it. I assume the 5 second version is probably LFR/Normal
timerFelConduitCD:Start(args.sourceGUID)
if playerHasAnzu then--Able to interrupt
specWarnFelConduit:Show(args.sourceName)
if self:IsHealer() then--It's still on healer that did last dispel, they need to throw to better interruptor, probably tank
specWarnThrowAnzu:Show(TANK)
voiceThrowAnzu:Play("179202m") --throw to melee (maybe change to throw to tank, in strat i saw, it was best to bounce eye between tank and healer since throwing to tank also made immune to Phantasmal Corruption as added bonus)
else
voiceFelConduit:Play("kickcast")
end
else
warnFelConduit:Show()
end
elseif spellId == 181873 then--Air phase start (Shadow Escape)
self.vb.escapeCount = self.vb.escapeCount + 1
self.vb.focusedBlast = 0
--Timers pause, save times
self.vb.savedChakram = timerChakramCD:GetRemaining()
self.vb.savedWinds = timerPhantasmalWindsCD:GetRemaining()
self.vb.savedWounds = timerPhantasmalWoundsCD:GetRemaining()
if self:IsMythic() then
self.vb.savedRiposte = timerShadowRiposteCD:GetRemaining()
if self.Options.SetIconOnAdds then
self:ScanForMobs(93625, 2, 8, 1, 0.2, 15)--Mythic Add
self:ScanForMobs(91543, 2, 7, 1, 0.2, 15)--Bomb Add
if self.vb.escapeCount >= 2 then
self:ScanForMobs(91541, 2, 6, 1, 0.2, 15)--Construct Add
end
if self.vb.escapeCount == 3 then
self:ScanForMobs(91539, 2, 5, 1, 0.2, 15)--Raven Add
end
end
else
if self.Options.SetIconOnAdds then
self:ScanForMobs(91543, 2, 8, 1, 0.2, 15)--Bomb Add
if self.vb.escapeCount >= 2 then
self:ScanForMobs(91541, 2, 7, 1, 0.2, 15)--Construct Add
end
if self.vb.escapeCount == 3 then
self:ScanForMobs(91539, 2, 6, 1, 0.2, 15)--Raven Add
end
end
end
--Clear. Sure I could just do GetTime+39 and call it a day, but this is prettier
timerChakramCD:Stop()
timerPhantasmalWindsCD:Stop()
countdownPhantasmalWinds:Cancel()
timerPhantasmalWoundsCD:Stop()
timerDarkBindingsCD:Stop()
timerShadowRiposteCD:Stop()
elseif spellId == 185345 and not args:IsSrcTypePlayer() then
if playerHasAnzu then
specWarnShadowRiposte:Show()
else
warnShadowRiposte:Show()
end
end
end
function mod:SPELL_CAST_SUCCESS(args)
local spellId = args.spellId
if spellId == 182178 then
table.wipe(chakramTargets)
timerChakramCD:Start()
elseif spellId == 181956 then
if self:IsNormal() then
timerPhantasmalWindsCD:Start(46)
countdownPhantasmalWinds:Start(46)
else
timerPhantasmalWindsCD:Start()
countdownPhantasmalWinds:Start()
end
elseif spellId == 181912 and self.vb.focusedBlast == 2 then--Air phase over immediately after he finishes casting 2nd blast.
--Timers resume with +3-7, sometimes more. Extreme cases I suspect just got delayed by laser or some other channeled spell
timerChakramCD:Start(self.vb.savedChakram+3)
timerPhantasmalWindsCD:Start(self.vb.savedWinds+5)
--countdownPhantasmalWinds:Start(self.vb.savedWinds+5)--no countdown for this one unless made accurate enough
timerPhantasmalWoundsCD:Start(self.vb.savedWounds+5)
if self:IsMythic() then
timerShadowRiposteCD:Start(self.vb.savedRiposte+5)
end
self.vb.savedChakram = nil
self.vb.savedWinds = nil
self.vb.savedWounds = nil
self.vb.savedRiposte = nil
elseif spellId == 185510 then
timerDarkBindingsCD:Start(args.sourceGUID)
elseif spellId == 185345 and not args:IsSrcTypePlayer() then
timerShadowRiposteCD:Start()
end
end
function mod:SPELL_AURA_APPLIED(args)
local spellId = args.spellId
if spellId == 179202 then--Eye of Anzu!
warnEyeofAnzu:Show(args.destName)
if self.Options.SetIconOnAnzu then
self:SetIcon(args.destName, 1)
end
if args:IsPlayer() then
playerHasAnzu = true
--Check for bombs or winds and show action warnings
if self.vb.bombActive then
if self:IsHealer() then--Can dispel
specWarnFelBombDispel:Show(self.vb.bombActive)
voiceFelBombDispel:Play("dispelnow")
else--Cannot dispel, get eye to a healer asap!
specWarnThrowAnzu:Show(HEALER)
voiceThrowAnzu:Play("179202h")
end
elseif self.vb.windsTargets > 0 then
specWarnThrowAnzu:Show(GetSpellInfo(181957))
voiceThrowAnzu:Play("179202")
else--No bombs or winds, show generic "eye on you" warning
specWarnEyeofAnzu:Show()
end
end
elseif spellId == 181957 then
warnPhantasmalWinds:CombinedShow(0.3, args.destName)
self.vb.windsTargets = self.vb.windsTargets + 1
if args:IsPlayer() then
specWarnPhantasmalWinds:Show()
yellPhantasmalWinds:Yell()
end
if self.Options.SetIconOnWinds and not self:IsLFR() then
self:SetSortedIcon(0.5, args.destName, 3)--Start at 3 and count up
end
if playerHasAnzu and self:AntiSpam(3, 1) then
specWarnThrowAnzu:Show(args.spellName)
voiceThrowAnzu:Play("179202")
end
elseif spellId == 182325 then
warnPhantasmalWounds:CombinedShow(1, args.destName)--It goes out kind of slow
if self:AntiSpam(5, 2) then
if self:IsNormal() then
timerPhantasmalWoundsCD:Start(40)
else
timerPhantasmalWoundsCD:Start()
end
end
if args:IsPlayer() then
specWarnPhantasmalWounds:Show()
yellPhantasmalWounds:Yell()
end
elseif spellId == 181824 or spellId == 187990 then
warnPhantasmalCorruption:Show(args.destName)
if self:IsNormal() then
timerPhantasmalCorruptionCD:Start(21, args.sourceGUID)
countdownCorruption:Start(21)
else
timerPhantasmalCorruptionCD:Start(args.sourceGUID)
countdownCorruption:Start()
end
if args:IsPlayer() then
updateRangeFrame(self)
specWarnPhantasmalCorruption:Show()
yellPhantasmalCorruption:Yell()
else
if playerHasAnzu then
specWarnThrowAnzu:Show(args.destName)
voiceThrowAnzu:Play("179202")
end
end
elseif spellId == 179219 then
warnPhantasmalFelBomb:CombinedShow(0.3, args.destName)
if args:IsPlayer() then
updateRangeFrame(self)
specWarnPhantasmalFelBomb:Schedule(0.3)
yellPhantasmalFelBomb:Schedule(0.3)
end
elseif spellId == 181753 then
self.vb.bombActive = args.destName
warnFelBomb:Show(args.destName)
if self:IsNormal() then
timerFelBombCD:Start(23, args.sourceGUID)
countdownFelBomb:Start(23)
else
timerFelBombCD:Start(args.sourceGUID)
countdownFelBomb:Start()
end
if args:IsPlayer() then
updateRangeFrame(self)
specWarnPhantasmalFelBomb:Cancel()
yellPhantasmalFelBomb:Cancel()
specWarnFelBomb:Show()
yellFelBomb:Yell()
if self.Options.RangeFrame then
DBM.RangeCheck:Show(15)
end
else
if playerHasAnzu then
if self:IsHealer() then--Can dispel
specWarnFelBombDispel:Show(args.destName)
voiceFelBombDispel:Play("dispelnow")
else--Cannot dispel, get eye to a healer asap!
specWarnThrowAnzu:Show(HEALER)
voiceThrowAnzu:Play("179202h")
end
end
end
if self.Options.SetIconOnFelBomb then
self:SetIcon(args.destName, 2)
end
elseif spellId == 185510 then
warnDarkBindings:CombinedShow(0.3, args.destName)
if args:IsPlayer() then
specWarnDarkBindings:Show()
end
if playerHasAnzu and self:AntiSpam(3, 3) then
specWarnThrowAnzu:Show(args.spellName)
voiceThrowAnzu:Play("179202")
end
elseif spellId == 182178 or spellId == 182200 then
chakramTargets[#chakramTargets+1] = args.destName
self:Unschedule(showChakram)
if #chakramTargets == 3 then
showChakram(self)
else
self:Schedule(0.5, showChakram, self)
end
if args:IsPlayer() then
specWarnFelChakram:Show()
voiceFelChakram:Play("runout")
yellFelChakram:Yell()
end
--Check if it's a tank
local uId = DBM:GetRaidUnitId(args.destName)
if self:IsTanking(uId, "boss1") and not UnitIsUnit("player", uId) then
--It is a tank and we're not tanking. Fire taunt warning
specWarnFelChakramTank:Show(args.destName)
voiceFelChakram:Play("tauntboss")
end
end
end
mod.SPELL_AURA_APPLIED_DOSE = mod.SPELL_AURA_APPLIED
function mod:SPELL_AURA_REMOVED(args)
local spellId = args.spellId
if spellId == 179202 then
if self.Options.SetIconOnAnzu then
self:SetIcon(args.destName, 0)
end
if args:IsPlayer() then
playerHasAnzu = false
end
elseif spellId == 181957 and self.Options.SetIconOnWinds then
self.vb.windsTargets = self.vb.windsTargets - 1
self:SetIcon(args.destName, 0)
elseif (spellId == 181824 or spellId == 187990) then
if args:IsPlayer() then
updateRangeFrame(self)
end
elseif spellId == 179219 then
if args:IsPlayer() then
updateRangeFrame(self)
end
elseif spellId == 181753 then
self.vb.bombActive = nil
if args:IsPlayer() then
updateRangeFrame(self)
end
if self.Options.SetIconOnFelBomb then
self:SetIcon(args.destName, 0)
end
elseif spellId == 182178 or spellId == 182200 then
-- if self.Options.HudMapOnChakram then
-- DBMHudMap:FreeEncounterMarkerByTarget(182178, args.destName)
-- end
end
end
function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId)
if spellId == 182600 and destGUID == UnitGUID("player") and self:AntiSpam(2, 4) then
specWarnFelLaserGTFO:Show()
voiceFelLaser:Play("runaway")
end
end
mod.SPELL_PERIODIC_MISSED = mod.SPELL_PERIODIC_DAMAGE
function mod:RAID_BOSS_WHISPER(msg)
if msg:find("spell:182582") then
specWarnFelLaser:Show()
yellFelLaser:Yell()
voiceFelLaser:Play("runout")
end
end
--per usual, use transcriptor message to get messages from both bigwigs and DBM, all without adding comms to this mod at all
function mod:CHAT_MSG_ADDON(prefix, msg, channel, targetName)
if prefix ~= "Transcriptor" then return end
if msg:find("spell:182582") then--
targetName = Ambiguate(targetName, "none")
if self:AntiSpam(5, targetName) then--Antispam sync by target name, since this doesn't use dbms built in onsync handler.
warnLaser:Show(targetName)
end
end
end
function mod:INSTANCE_ENCOUNTER_ENGAGE_UNIT()
for i = 1, 5 do
local unitGUID = UnitGUID("boss"..i)
if unitGUID and not AddsSeen[unitGUID] then
AddsSeen[unitGUID] = true
local cid = self:GetCIDFromGUID(unitGUID)
if cid == 91543 then--Corrupted Talonpriest
timerFelBombCD:Start(14, unitGUID)
countdownFelBomb:Start(14)
elseif cid == 91541 then--Shadowfel Warden
timerFelConduitCD:Start(4, unitGUID)
elseif cid == 91539 then--Fel Raven
timerPhantasmalCorruptionCD:Start(16, unitGUID)
countdownCorruption:Start(16)
elseif cid == 93625 then--Phantasmal Resonance
timerDarkBindingsCD:Start(23.6, unitGUID)
end
end
end
end
function mod:UNIT_DIED(args)
local cid = self:GetCIDFromGUID(args.destGUID)
if cid == 91543 then--Corrupted Talonpriest
timerFelBombCD:Cancel(args.destGUID)
countdownFelBomb:Cancel()
elseif cid == 91541 then--Shadowfel Warden
timerFelConduitCD:Cancel(args.destGUID)
elseif cid == 91539 then--Fel Raven
timerPhantasmalCorruptionCD:Cancel(args.destGUID)
countdownCorruption:Cancel()
elseif cid == 93625 then--Phantasmal Resonance
timerDarkBindingsCD:Cancel(args.destGUID)
end
end
function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, _, _, spellId)
if spellId == 182582 or spellId == 184630 then--Fel Incineration
if self:IsNormal() then
timerFelLaserCD:Start(23)
else
timerFelLaserCD:Start()
end
end
end
|
-- Documentation: http://nodemcu.readthedocs.io/en/master/
-- Tutorial: https://github.com/hackhitchin/esp8266-co-uk/blob/master/tutorials/introduction-to-gpio-api.md
-- Most of this will be like arduino
-- I will coment when something is different
pinLed1 = 3
pinButton1 = 1
-- GPIO stands for General Purpose Input/Output
gpio.mode(pinLed1, gpio.OUTPUT)
gpio.write(pinLed1, gpio.LOW);
gpio.mode(pinButton1, gpio.INT, gpio.PULLUP)
-- gpio.INT (interrupt mode), everytime it change will call a callback function
local ledstate = false
local function callback(level, timestamp, eventcount)
print(level, timestamp, eventcount)
ledstate = not ledstate
if(ledstate == true) then
gpio.write(pinLed1, gpio.HIGH)
else
gpio.write(pinLed1, gpio.LOW)
end
end
gpio.trig(pinButton1, "down", callback)
-- trig == trigger
-- Will watch the pin
-- And when it change to the state X
-- It will call the callback function
-- NOTE: The callback function can receives
-- 3 parameters => level, timestamp, eventcount
|
local _, ns = ...
local select = select
local tostring = tostring
local concat = table.concat
local f
-- [[ The Copy Window ]] --
local function CreateCopyFrame()
f = CreateFrame('Frame', "AbuCopyChatFrame", UIParent)
f:SetHeight(220)
f:SetBackdropColor(0, 0, 0, 1)
f:SetPoint('BOTTOMLEFT', ChatFrame1EditBox, 'TOPLEFT', 3, 10)
f:SetPoint('BOTTOMRIGHT', ChatFrame1EditBox, 'TOPRIGHT', -3, 10)
f:SetFrameStrata('DIALOG')
AbuGlobal.CreateBorder(f, 12)
f:SetBackdrop({
bgFile = 'Interface\\DialogFrame\\UI-DialogBox-Background',
edgeFile = '',
tile = true, tileSize = 16, edgeSize = 16,
insets = {left = 3, right = 3, top = 3, bottom = 3
}})
f:Hide()
f.t = f:CreateFontString(nil, 'OVERLAY')
f.t:SetFont('Fonts\\ARIALN.ttf', 18)
f.t:SetPoint('TOPLEFT', f, 8, -8)
f.t:SetTextColor(1, 1, 0)
f.t:SetShadowOffset(1, -1)
f.t:SetJustifyH('LEFT')
f.b = CreateFrame('EditBox', nil, f)
f.b:SetMultiLine(true)
f.b:SetMaxLetters(20000)
f.b:SetSize(450, 270)
f.b:SetAutoFocus(true)
f.b:SetScript('OnEscapePressed', function()
f:Hide()
end)
f.s = CreateFrame('ScrollFrame', '$parentScrollBar', f, 'UIPanelScrollFrameTemplate')
f.s:SetPoint('TOPLEFT', f, 'TOPLEFT', 8, -30)
f.s:SetPoint('BOTTOMRIGHT', f, 'BOTTOMRIGHT', -30, 8)
f.s:SetScrollChild(f.b)
f.c = CreateFrame('Button', nil, f, 'UIPanelCloseButton')
f.c:SetPoint('TOPRIGHT', f, 'TOPRIGHT', 0, -1)
end
local function GetChatLines(...)
local count, line, lines = 1, nil, {}
for i = select('#', ...), 1, -1 do
local region = select(i, ...)
if (region:GetObjectType() == 'FontString') then
line = tostring(region:GetText())
lines[count] = line:gsub("(|TInterface(.*)|t)", "")
count = count + 1
end
end
return count - 1, lines
end
-- [[ Getting the Text ]] --
local function copyChat(self)
local chat = _G[self:GetName()]
local _, fontSize = chat:GetFont()
FCF_SetChatWindowFontSize(self, chat, 0.1)
local lineCount, lines = GetChatLines(chat:GetRegions())
FCF_SetChatWindowFontSize(self, chat, fontSize)
if (lineCount > 0) then
if not f then CreateCopyFrame() end
ToggleFrame(f)
f.t:SetText(chat:GetName())
local f1, f2, f3 = ChatFrame1:GetFont()
f.b:SetFont(f1, f2, f3)
local text = concat(lines, '\n', 1, lineCount)
f.b:SetText(text)
end
end
-- [[ Creating Buttons ]] --
table.insert(ns.onInit, function(self)
self.Copy = CreateFrame('Button', self:GetName()..'CopyChatButton', _G[self:GetName()])
self.Copy:SetSize(20, 20)
self.Copy:SetPoint('TOPRIGHT', self, -5, -5)
self.Copy:SetNormalTexture('Interface\\AddOns\\AbuEssentials\\Textures\\Chat\\textureCopyNormal')
self.Copy:GetNormalTexture():SetSize(20, 20)
self.Copy:SetHighlightTexture('Interface\\AddOns\\AbuEssentials\\Textures\\Chat\\textureCopyHighlight')
self.Copy:GetHighlightTexture():SetAllPoints(self.Copy:GetNormalTexture())
local tab = _G[self:GetName()..'Tab']
hooksecurefunc(tab, 'SetAlpha', function()
self.Copy:SetAlpha(tab:GetAlpha()*0.55)
end)
self.Copy:SetScript('OnMouseDown', function(self)
self:GetNormalTexture():ClearAllPoints()
self:GetNormalTexture():SetPoint('CENTER', 1, -1)
end)
self.Copy:SetScript('OnMouseUp', function()
self.Copy:GetNormalTexture():ClearAllPoints()
self.Copy:GetNormalTexture():SetPoint('CENTER')
if (self.Copy:IsMouseOver()) then
copyChat(self)
end
end)
end) |
ValueSquare = Object:extend()
function ValueSquare:new()
self.valueVertices = {}
for _ = 1, 4 do
self:addVertex(0, 0, 0)
end
end
function ValueSquare:addVertex(value, x, y)
local valueVertex = {
value = value,
x = x,
y = y
}
table.insert(self.valueVertices, valueVertex)
end
function ValueSquare:replaceVertex(pos, value, x, y)
local valueVertix
if (type(value) == "number") then
valueVertex = {
value = value or 0,
x = x,
y = y}
elseif (type(value) == "table") then
valueVertex = {
value = value[1] or 0,
x = value[2],
y = value[3]}
end
self.valueVertices[pos] = valueVertex
end
function ValueSquare:empty()
for i,v in ipairs(self.valueVertices) do
if not (v.value == 0) then
return false
end
end
return true
end
function ValueSquare:intraprolated(middleValue)
if not (self.valueVertices[1].value + self.valueVertices[2].value + self.valueVertices[3].value + self.valueVertices[4].value < 0.5) then
local values = isoValueIntraprolation(self.valueVertices[1], self.valueVertices[2], self.valueVertices[3], self.valueVertices[4], middleValue)
local triangleVertices = {}
for i = 1, 4 do
if not (values[i*2-i%2] == 1/0) then
table.insert(triangleVertices, {values[i*2-1], values[i*2]})
end
end
if (#triangleVertices == 0) then
if (self.valueVertices[1].value >= 0.5 and self.valueVertices[2].value >= 0.5 and self.valueVertices[3].value >= 0.5 and self.valueVertices[4].value >= 0.5) then
return {{self.valueVertices[1].x, self.valueVertices[1].y}, {self.valueVertices[2].x, self.valueVertices[2].y}, {self.valueVertices[3].x, self.valueVertices[3].y}, {self.valueVertices[1].x, self.valueVertices[1].y}, {self.valueVertices[4].x, self.valueVertices[4].y}, {self.valueVertices[3].x, self.valueVertices[3].y}}
end
return {}
elseif (#triangleVertices == 3) then
for i = 1, 3 do
if (triangleVertices[i][1] == triangleVertices[i%3 + 1][1]) then
table.remove(triangleVertices, i%3 + 1)
break
end
end
end
for i, vertex in ipairs(self.valueVertices) do
if (vertex.value >= 0.5) then
table.insert(triangleVertices, {vertex.x, vertex.y})
for j = i + 1, #self.valueVertices do
local vertex2 = self.valueVertices[j]
if (vertex2.value >= 0.5) then
table.insert(triangleVertices, triangleVertices[#triangleVertices-1])
if (j + i == 3) then
triangleVertices[#triangleVertices] = triangleVertices[1]
end
table.insert(triangleVertices, triangleVertices[#triangleVertices-1])
table.insert(triangleVertices, {vertex2.x, vertex2.y})
for k = j + 1, #self.valueVertices do
local vertex3 = self.valueVertices[k]
if (vertex3.value >= 0.5) then
if (i + j + k == 9) then
triangleVertices[6] = {vertex3.x, vertex3.y}
elseif (i + j + k == 7) then
triangleVertices[3] = {vertex3.x, vertex3.y}
triangleVertices[5] = {vertex3.x, vertex3.y}
elseif (i + j + k == 6) then
triangleVertices[6] = {vertex3.x, vertex3.y}
end
table.insert(triangleVertices, {vertex.x, vertex.y})
table.insert(triangleVertices, {vertex2.x, vertex2.y})
table.insert(triangleVertices, {vertex3.x, vertex3.y})
break
end
end
break
end
end
break
end
end
if (#triangleVertices%3 == 0) then
return triangleVertices
end
end
return {}
end
function isoValueIntraprolation(valueVertex1, valueVertex2, valueVertex3, valueVertex4, middleValue)
local function linearIntraprolation(valueVertex1, valueVertex2)
local intraValue = (middleValue - valueVertex1.value)/(valueVertex2.value - valueVertex1.value)
local intraprolatedX = valueVertex1.x + (valueVertex2.x - valueVertex1.x)*intraValue
local intraprolatedY = valueVertex1.y + (valueVertex2.y - valueVertex1.y)*intraValue
return intraprolatedX, intraprolatedY
end
local intraX1, intraY1 = linearIntraprolation(valueVertex1, valueVertex2)
local intraX2, intraY2 = linearIntraprolation(valueVertex2, valueVertex3)
local intraX3, intraY3 = linearIntraprolation(valueVertex3, valueVertex4)
local intraX4, intraY4 = linearIntraprolation(valueVertex1, valueVertex4)
if (intraX1 < valueVertex1.x or intraX1 > valueVertex2.x) then
intraX1 = 1/0
end
if (intraY2 < valueVertex2.y or intraY2 > valueVertex3.y) then
intraY2 = 1/0
end
if (intraX3 < valueVertex4.x or intraX3 > valueVertex3.x) then
intraX3 = 1/0
end
if (intraY4 < valueVertex1.y or intraY4 > valueVertex4.y) then
intraY4 = 1/0
end
return {intraX1, valueVertex1.y, valueVertex2.x, intraY2, intraX3, valueVertex3.y, valueVertex4.x, intraY4}
end
|
Inherit = 'PageView'
OnNext = function(self)
for k, v in pairs(self.Bedrock.SettingsValues) do
self.Bedrock.Settings[k] = v
end
System.AnimateShutdown(true, true)
end |
local AddonName, Addon = ...
local string = string
local strsplit = strsplit
local tonumber = tonumber
local UnitGUID = UnitGUID
local GetItemInfo = GetItemInfo
Addon.Frames = {}
Addon.Functions = {}
Addon.Util = {}
Addon.Events = CreateFrame("Frame")
Addon.Events:SetScript("OnEvent", function(self, event, ...)
if not self[event] then
return
end
self[event](self, ...)
end)
-- Given an itemLink it returns the relative itemString
function Addon.Util.GetItemStringFromItemLink(itemLink)
local itemString = string.match(itemLink, "item[(%-?%d):]+")
return itemString
end
-- local itemID = string.match(text, "item:(%d+):")
-- Given an itemLink it returns the relative itemID as a number
function Addon.Util.GetItemIdFromItemLink(itemLink)
--local itemID = string.find(itemLink, "item:(%d+):")
local _, _, _, _, Id = string.find(itemLink, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*):?(%-?%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?")
return tonumber(Id)
end
-- return the id of the targeted npc
function Addon.Util.GetNPCId()
local guid = UnitGUID("target")
local _, _, _, _, _, npc_id= strsplit("-",guid)
return tonumber(npc_id)
end
function Addon.Util.GetItemLinkFromId(itemID)
_, itemLink = GetItemInfo(itemID)
return itemLink
end |
--- libdas: DENG asset management library
--- licence: Apache, see LICENCE file
--- file: libdas.lua - libdas library build configuration
--- author: Karl-Mihkel Ott
local Libdas = {}
function Libdas.build()
project "das"
kind "SharedLib"
language "C++"
cppdialect "C++17"
files {
"include/*",
"src/*.cpp",
}
-- Most of these files are for legacy references --
removefiles {
"src/DASTool.cpp",
"src/GLTFCompiler.cpp"
-- This list is incomplete, you can help by expanding it :)))
}
configuration "vs2019"
defines { "LIBDAS_EXPORT_LIBRARY" }
end
return Libdas
|
local config = dofile 'ffvii-config.lua'
dofile 'ffvii-util.lua'
local MATERIA_REVIVE = 0x37
local function getCharacterWithRevive(game_context)
for party_index = 0,2 do
local character_index = game_context.party[party_index].id
for materia_index = 0,15 do
if mainmemory.read_u8(0x09C738 + (character_index * 0x84) + 0x40 + (materia_index * 4)) == MATERIA_REVIVE then
if game_context.party[party_index].current_hp > 0 then
return party_index
end
end
end
end
return nil
end
ReviveCharacterState = State:new()
function ReviveCharacterState:needToRun(game_context, bot_context, keys)
bot_context.party_member_to_revive = nil
if game_context.battle.is_in_battle then return false end
for party_index = 0,2 do
local character = game_context.party[party_index]
if character.current_hp == 0 then
-- make sure we have someone who can cast revive
local p = getCharacterWithRevive(game_context)
if p ~= nil then
bot_context.party_member_to_revive = party_index
return true
end
end
end
return false
end
function ReviveCharacterState:writeText(game_context, bot_context)
gui.text(0, 0, "revive character")
end
function ReviveCharacterState:run(game_context, bot_context, keys)
-- a party member needs to have the "RESTORE" materia, otherwise we can't do anything
local p = getCharacterWithRevive(game_context)
if p == nil or game_context.party[p].current_mp < 5 then
-- TODO: travel to town and buy items ??
return
end
if not game_context.menu.is_in_menu then
pressAndRelease(bot_context, keys, "Triangle")
elseif game_context.menu.main_menu_index < 1 then
pressAndRelease(bot_context, keys, "Down")
elseif game_context.menu.main_menu_index > 1 then
pressAndRelease(bot_context, keys, "Up")
elseif game_context.menu.active_menu_page == 0 and not game_context.menu.is_selecting_character then
pressAndRelease(bot_context, keys, "Circle")
elseif game_context.menu.is_selecting_character and game_context.menu.selected_character_index < p then
pressAndRelease(bot_context, keys, "Down")
elseif game_context.menu.is_selecting_character and game_context.menu.selected_character_index > p then
pressAndRelease(bot_context, keys, "Up")
elseif game_context.menu.is_selecting_character and game_context.menu.selected_character_index == p then
pressAndRelease(bot_context, keys, "Circle")
elseif game_context.menu.active_menu_page == 2 and game_context.menu.magic_submenu == 0 then
pressAndRelease(bot_context, keys, "Circle")
elseif game_context.menu.active_menu_page == 2 and game_context.menu.magic_submenu == 2 then
local life_spell_index = 3
if game_context.menu.magic_spell_y * 3 + game_context.menu.magic_spell_x < life_spell_index then
pressAndRelease(bot_context, keys, "Right")
elseif game_context.menu.magic_spell_y * 3 + game_context.menu.magic_spell_x > life_spell_index then
pressAndRelease(bot_context, keys, "Left")
else
pressAndRelease(bot_context, keys, "Circle")
end
elseif game_context.menu.active_menu_page == 2 and game_context.menu.magic_submenu == 1 then
if game_context.menu.magic_selected_character_index < bot_context.party_member_to_revive then
pressAndRelease(bot_context, keys, "Down")
elseif game_context.menu.magic_selected_character_index > bot_context.party_member_to_revive then
pressAndRelease(bot_context, keys, "Up")
else
pressAndRelease(bot_context, keys, "Circle")
end
end
end
|
local app = app
local libcore = require "core.libcore"
local Env = require "Env"
local Class = require "Base.Class"
local ViewControl = require "Unit.ViewControl"
local Scales = require "core.Quantizer.Scales"
local ply = app.SECTION_PLY
local PitchCircle = Class {}
PitchCircle:include(ViewControl)
function PitchCircle:init(args)
local name = args.name or app.logError("%s.init: name is missing.", self)
local width = args.width or (2 * ply)
local quantizer = args.quantizer or
app.logError("%s.init: quantizer is missing.", self)
ViewControl.init(self, name)
self:setClassName("PitchCircle")
local graphic
graphic = app.Graphic(0, 0, width, 64)
self.pDisplay = libcore.PitchCircle(0, 0, width, 64)
graphic:addChild(self.pDisplay)
self:setMainCursorController(self.pDisplay)
self:setControlGraphic(graphic)
-- add spots
for i = 1, (width // ply) do
self:addSpotDescriptor{
center = (i - 0.5) * ply
}
end
-- sub display
self.subGraphic = app.Graphic(0, 0, 128, 64)
self.scaleList = app.SlidingList(0, 0, 88, 64)
self.subGraphic:addChild(self.scaleList)
self.notesList = app.SlidingList(88, 0, 40, 64)
self.subGraphic:addChild(self.notesList)
self:refreshScales()
self:setQuantizer(quantizer)
end
function PitchCircle:refreshScales()
local selectedText = self.scaleList:selectedText()
local selectedIndex = self.notesList:selectedIndex()
self.scaleList:clear()
self.notesList:clear()
local order = Scales.getKeys()
for i, name in ipairs(order) do
local scale = Scales.getScale(name)
if scale and #scale > 0 then
self.scaleList:add(name)
self.notesList:add(#scale)
end
end
if self.scaleList:select(selectedText) then
self.notesList:select(selectedIndex)
end
end
function PitchCircle:setQuantizer(q)
self.pDisplay:setQuantizer(q)
self.quantizer = q
self:loadBuiltinScale(self.scaleList:selectedText())
end
function PitchCircle:loadScalaFile(filename)
if self.quantizer and filename then self.quantizer:loadScalaFile(filename) end
end
function PitchCircle:serialize()
local t = ViewControl.serialize(self)
t.selectedScale = self.scaleList:selectedText()
return t
end
function PitchCircle:deserialize(t)
ViewControl.deserialize(self, t)
if t.selectedScale then
if self.scaleList:select(t.selectedScale) then
self.notesList:select(self.scaleList:selectedIndex())
self:loadBuiltinScale(t.selectedScale)
else
app.logInfo("%s.deserialize:invalid scale:%s ", self, t.selectedScale)
end
else
app.logInfo("%s.deserialize:selectedScale missing", self)
end
end
function PitchCircle:loadBuiltinScale(name)
if self.quantizer and name then
local scale = Scales.getScale(name)
if scale then
local quantizer = self.quantizer
quantizer:beginScale()
for i, pitch in ipairs(scale) do quantizer:addPitch(pitch) end
quantizer:endScale()
end
end
end
function PitchCircle:onFocused()
self:refreshScales()
end
local threshold = Env.EncoderThreshold.SlidingList
function PitchCircle:encoder(change, shifted)
self.notesList:encoder(change, shifted, threshold)
if self.scaleList:encoder(change, shifted, threshold) and self.quantizer then
self:loadBuiltinScale(self.scaleList:selectedText())
end
return true
end
return PitchCircle
|
local taskContinueTip = require(ViewPath.."hall/task/taskContinueTip");
require("hall/recharge/data/rechargeDataInterface");
TaskContinueTip = class(CommonGameLayer,false);
TaskContinueTip.s_controls=
{
root = 0;
subView = 1;
bg = 2;
numText = 3;
nameText = 4;
rewardImage = 5;
okBtn = 6;
closeBtn = 7;
}
TaskContinueTip.ctor = function(self,data)
super(self,taskContinueTip);
self.m_ctrl = self.s_controls;
self:setFillParent(true,true);
self:addToRoot();
self:setLevel(100);
self.m_data = data;
self:findViews();
self:init();
end
TaskContinueTip.dtor = function(self)
self.m_data = nil;
end
TaskContinueTip.findViews = function(self)
self.m_subView = self:findViewById(self.m_ctrl.subView);
self.m_subView:setTransparency(0);
self.m_bg = self:findViewById(self.m_ctrl.bg);
self.m_numText = self:findViewById(self.m_ctrl.numText);
self.m_nameText = self:findViewById(self.m_ctrl.nameText);
self.m_rewardImage = self:findViewById(self.m_ctrl.rewardImage);
self.m_okBtn = self:findViewById(self.m_ctrl.okBtn);
self.m_closeBtn = self:findViewById(self.m_ctrl.closeBtn);
end
TaskContinueTip.init = function(self)
if not table.isEmpty(self.m_data) then
local continueInfos = TaskRewardDataInterface.getInstance():getContinueInfos();
local continueConfig = table.verify(continueInfos.config);
local awardItemName = table.verify(RechargeDataInterface.getInstance():getGoodInfoByTypeId(self.m_data.type)).item_name or "奖励";
if self.m_data.type == 0 then
awardItemName = "银币";
elseif self.m_data.type == 2 then
awardItemName = "钻石";
end
local ratio = self.m_data.ratio or 1;
local awardItemNum = tonumber(self.m_data.award)*tonumber(ratio); --获得个数
if self.m_data.continue_days and continueConfig[tostring(self.m_data.continue_days)] then
local imagePath = continueConfig[tostring(self.m_data.continue_days)].icon or "";--获得图片链接
ImageCache.getInstance():request(imagePath or "",self,self.onUpdateRewardIconImage);--下载图片
end
local tempText;
if self.m_data.continue_days and tostring(self.m_data.continue_days) == "0" then
tempText = "满月";
else
--todo
tempText = string.concat(self.m_data.continue_days or "7","天");
end
self.m_numText:setText(string.concat("恭喜你连续签到 ",tempText));
self.m_nameText:setText(string.concat(awardItemName,"",awardItemNum));
end
end
TaskContinueTip.onUpdateRewardIconImage = function(self,url,imagePath)
if imagePath then
self.m_rewardImage:setFile(imagePath);
self.m_imagePath = imagePath;
end
end
TaskContinueTip.onCloseClick = function(self)
if self.m_data.type == 0 or self.m_data.type == 1 or self.m_data.type == 2 then
AnimManager.getInstance():playAnim(AnimIds.MoneyDropPar, 100);
else
--播放飞向背包的动画
local _x,_y = self.m_rewardImage:getAbsolutePos();
local _absPos = {x=_x,y=_y };
local _image = self.m_imagePath;
if _absPos and (_image and _image ~= "") then
local _class = require("hall/animation/animBackpack");
local _param = {image = _image,startPos = _absPos};
local ani = new(_class,_param);
ani:play();
end
end
delete(self);--props
end
TaskContinueTip.onBgTouch = function(self)
end
TaskContinueTip.s_controlConfig =
{
[TaskContinueTip.s_controls.subView]={"subView"};
[TaskContinueTip.s_controls.bg]={"bg"};
[TaskContinueTip.s_controls.numText]={"bg","numText"};
[TaskContinueTip.s_controls.nameText]={"bg","nameText"};
[TaskContinueTip.s_controls.rewardImage]={"bg","Image1","rewardImage"};
[TaskContinueTip.s_controls.okBtn]={"bg","okBtn"};
[TaskContinueTip.s_controls.closeBtn]={"bg","closeBtn"};
}
TaskContinueTip.s_controlFuncMap =
{
[TaskContinueTip.s_controls.okBtn]=TaskContinueTip.onCloseClick;
[TaskContinueTip.s_controls.closeBtn]=TaskContinueTip.onCloseClick;
[TaskContinueTip.s_controls.bg]=TaskContinueTip.onBgTouch;
} |
-- Minetest 0.4 mod: vessels
-- See README.txt for licensing and other information.
minetest.register_node("vessels:glass_bottle", {
description = "Glass Bottle (empty)",
drawtype = "plantlike",
tiles = {"vessels_glass_bottle.png"},
inventory_image = "vessels_glass_bottle_inv.png",
wield_image = "vessels_glass_bottle.png",
paramtype = "light",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.4, 0.25}
},
groups = {vessel=1,dig_immediate=3,attached_node=1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_craft( {
output = "vessels:glass_bottle 10",
recipe = {
{ "default:glass", "", "default:glass" },
{ "default:glass", "", "default:glass" },
{ "", "default:glass", "" }
}
})
minetest.register_node("vessels:drinking_glass", {
description = "Drinking Glass (empty)",
drawtype = "plantlike",
tiles = {"vessels_drinking_glass.png"},
inventory_image = "vessels_drinking_glass_inv.png",
wield_image = "vessels_drinking_glass.png",
paramtype = "light",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.4, 0.25}
},
groups = {vessel=1,dig_immediate=3,attached_node=1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_craft( {
output = "vessels:drinking_glass 14",
recipe = {
{ "default:glass", "", "default:glass" },
{ "default:glass", "", "default:glass" },
{ "default:glass", "default:glass", "default:glass" }
}
})
minetest.register_node("vessels:steel_bottle", {
description = "Heavy Steel Bottle (empty)",
drawtype = "plantlike",
tiles = {"vessels_steel_bottle.png"},
inventory_image = "vessels_steel_bottle_inv.png",
wield_image = "vessels_steel_bottle.png",
paramtype = "light",
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.4, 0.25}
},
groups = {vessel=1,dig_immediate=3,attached_node=1},
sounds = default.node_sound_defaults(),
})
minetest.register_craft( {
output = "vessels:steel_bottle 5",
recipe = {
{ "default:steel_ingot", "", "default:steel_ingot" },
{ "default:steel_ingot", "", "default:steel_ingot" },
{ "", "default:steel_ingot", "" }
}
})
-- Make sure we can recycle them
minetest.register_craftitem("vessels:glass_fragments", {
description = "Pile of Glass Fragments",
inventory_image = "vessels_glass_fragments.png",
})
minetest.register_craft( {
type = "shapeless",
output = "vessels:glass_fragments",
recipe = {
"vessels:glass_bottle",
"vessels:glass_bottle",
},
})
minetest.register_craft( {
type = "shapeless",
output = "vessels:glass_fragments",
recipe = {
"vessels:drinking_glass",
"vessels:drinking_glass",
},
})
minetest.register_craft({
type = "cooking",
output = "default:glass",
recipe = "vessels:glass_fragments",
})
minetest.register_craft( {
type = "cooking",
output = "default:steel_ingot",
recipe = "vessels:steel_bottle",
})
|
--Copyright (C) 2010 <SWGEmu>
--This File is part of Core3.
--This program is free software; you can redistribute
--it and/or modify it under the terms of the GNU Lesser
--General Public License as published by the Free Software
--Foundation; either version 2 of the License,
--or (at your option) any later version.
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--See the GNU Lesser General Public License for
--more details.
--You should have received a copy of the GNU Lesser General
--Public License along with this program; if not, write to
--the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--Linking Engine3 statically or dynamically with other modules
--is making a combined work based on Engine3.
--Thus, the terms and conditions of the GNU Lesser General Public License
--cover the whole combination.
--In addition, as a special exception, the copyright holders of Engine3
--give you permission to combine Engine3 program with free software
--programs or libraries that are released under the GNU LGPL and with
--code included in the standard release of Core3 under the GNU LGPL
--license (or modified versions of such code, with unchanged license).
--You may copy and distribute such a system following the terms of the
--GNU LGPL for Engine3 and the licenses of the other code concerned,
--provided that you include the source code of that other code when
--and as the GNU LGPL requires distribution of source code.
--Note that people who make modified versions of Engine3 are not obligated
--to grant this special exception for their modified versions;
--it is their choice whether to do so. The GNU Lesser General Public License
--gives permission to release a modified version without this exception;
--this exception also makes it possible to release a modified version
--Children folder includes
includeFile("static/structure/tatooine/jawa/serverobjects.lua")
-- Server Objects
includeFile("static/structure/tatooine/antenna_tatt_style_1.lua")
includeFile("static/structure/tatooine/antenna_tatt_style_2.lua")
includeFile("static/structure/tatooine/beam_tatooine_overhead_style_01.lua")
includeFile("static/structure/tatooine/beam_tatooine_overhead_style_02.lua")
includeFile("static/structure/tatooine/bridge_tatooine_small_style_01.lua")
includeFile("static/structure/tatooine/bridge_tatooine_small_style_02.lua")
includeFile("static/structure/tatooine/bridge_tatooine_small_style_03.lua")
includeFile("static/structure/tatooine/concrete_slab_tatooine_16x8.lua")
includeFile("static/structure/tatooine/debris_tatt_crate_1.lua")
includeFile("static/structure/tatooine/debris_tatt_crate_metal_1.lua")
includeFile("static/structure/tatooine/debris_tatt_drum_dented_1.lua")
includeFile("static/structure/tatooine/debris_tatt_drum_storage_1.lua")
includeFile("static/structure/tatooine/debris_tatt_drum_storage_2.lua")
includeFile("static/structure/tatooine/debris_tatt_pipe_dual_unconnected.lua")
includeFile("static/structure/tatooine/debris_tatt_pipe_narrow_1.lua")
includeFile("static/structure/tatooine/debris_tatt_pipe_narrow_2.lua")
includeFile("static/structure/tatooine/debris_tatt_pipe_widemouth.lua")
includeFile("static/structure/tatooine/debris_tatt_radar_dish.lua")
includeFile("static/structure/tatooine/guild_ball_free_style_01.lua")
includeFile("static/structure/tatooine/guild_banner_free_style_01.lua")
includeFile("static/structure/tatooine/guild_statue_free_style_01.lua")
includeFile("static/structure/tatooine/luke_farm_dome.lua")
includeFile("static/structure/tatooine/luke_farm_garage.lua")
includeFile("static/structure/tatooine/orchard_tatooine_style_01.lua")
includeFile("static/structure/tatooine/orchard_tatooine_style_02.lua")
includeFile("static/structure/tatooine/palette_tatooine_style_01.lua")
includeFile("static/structure/tatooine/pillar_damaged_large_style_01.lua")
includeFile("static/structure/tatooine/pillar_pristine_large_style_01.lua")
includeFile("static/structure/tatooine/pillar_pristine_small_style_01.lua")
includeFile("static/structure/tatooine/pillar_pristine_tall_style_01.lua")
includeFile("static/structure/tatooine/pillar_ruined_large_style_01.lua")
includeFile("static/structure/tatooine/pillar_ruined_small_style_01.lua")
includeFile("static/structure/tatooine/pillar_watto_junkshop.lua")
includeFile("static/structure/tatooine/planter_hanging_style_01.lua")
includeFile("static/structure/tatooine/planter_window_style_01.lua")
includeFile("static/structure/tatooine/shed_junkshop_watto.lua")
includeFile("static/structure/tatooine/skeleton_greater_krayt_head.lua")
includeFile("static/structure/tatooine/skeleton_greater_krayt_spine_large.lua")
includeFile("static/structure/tatooine/skeleton_greater_krayt_spine_medium.lua")
includeFile("static/structure/tatooine/skeleton_greater_krayt_spine_small.lua")
includeFile("static/structure/tatooine/skeleton_krayt_arm_style_01.lua")
includeFile("static/structure/tatooine/skeleton_krayt_arm_style_02.lua")
includeFile("static/structure/tatooine/skeleton_krayt_foot.lua")
includeFile("static/structure/tatooine/skeleton_krayt_head_style_01.lua")
includeFile("static/structure/tatooine/skeleton_krayt_head_style_02.lua")
includeFile("static/structure/tatooine/skeleton_krayt_leg_style_01.lua")
includeFile("static/structure/tatooine/skeleton_krayt_leg_style_02.lua")
includeFile("static/structure/tatooine/skeleton_krayt_ribcage.lua")
includeFile("static/structure/tatooine/skeleton_krayt_tail.lua")
includeFile("static/structure/tatooine/stair_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/stair_tatooine_large_style_02.lua")
includeFile("static/structure/tatooine/stair_tatooine_small_style_01.lua")
includeFile("static/structure/tatooine/stair_tatooine_small_style_02.lua")
includeFile("static/structure/tatooine/stone_hovel_tatooine_style_01.lua")
includeFile("static/structure/tatooine/streetsign_upright_style_01.lua")
includeFile("static/structure/tatooine/streetsign_wall_style_01.lua")
includeFile("static/structure/tatooine/tato_imprv_bannerpole_s01.lua")
includeFile("static/structure/tatooine/tato_imprv_flagpole_s01.lua")
includeFile("static/structure/tatooine/tent_house_tatooine_style_01.lua")
includeFile("static/structure/tatooine/wall_archway_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/wall_archway_tatooine_wide_style_01.lua")
includeFile("static/structure/tatooine/wall_cleft_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/wall_damaged_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/wall_gate_tatooine_style_01.lua")
includeFile("static/structure/tatooine/wall_gate_tatooine_style_02.lua")
includeFile("static/structure/tatooine/wall_gate_tatooine_style_03.lua")
includeFile("static/structure/tatooine/wall_gate_tatooine_wide_style_01.lua")
includeFile("static/structure/tatooine/wall_junkshop_watto.lua")
includeFile("static/structure/tatooine/wall_pristine_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/wall_pristine_tatooine_large_style_02.lua")
includeFile("static/structure/tatooine/wall_pristine_tatooine_small_style_01.lua")
includeFile("static/structure/tatooine/wall_pristine_tatooine_tall_style_01.lua")
includeFile("static/structure/tatooine/wall_ruined_tatooine_large_style_01.lua")
includeFile("static/structure/tatooine/wall_ruined_tatooine_large_style_02.lua")
includeFile("static/structure/tatooine/wall_ruined_tatooine_small_style_01.lua")
|
function normal(shader, t_base, t_second, t_detail)
shader:begin ("combine_1", "combine_volumetric")
: fog (false)
: zb (false, false)
: blend (true, blend.one, blend.one)
-- : aref (true, 0) -- enable to save bandwith?
: sorting (2, false)
shader:sampler ("s_vollight") :texture("$user$volumetric")
shader:sampler ("s_tonemap") :texture("$user$tonemap")
end |
require "/lib/stardust/sync.lua"
function init()
sync.poll("getInfo", onRecvInfo)
widget.focus("filter")
end
function update()
sync.runQueue()
end
function onRecvInfo(rpc)
if rpc:succeeded() then
local res = rpc:result()
widget.setText("filter", res.filter)
widget.setText("priority", res.priority .. "")
end
end
function next(wid)
widget.focus("priority")
end
function apply()
sync.msg("setInfo", widget.getText("filter"), tonumber(widget.getText("priority")) or 0)
pane.dismiss() -- might as well
end
|
-- AutoTouchPlus installation script, simply run to install AutoTouchPlus!
-- TODO: Download from releases instead of from GitHub raw content
-- You can change the version below to download another version if you want.
-----------------------------------------
-- AUTOTOUCHPLUS_VERSION = '0.4.0'
-----------------------------------------
-- local BASE_URL = "https://github.com/sentrip/AutoTouchPlus/releases/download/v"..AUTOTOUCHPLUS_VERSION..'/'
local BASE_URL = "https://raw.githubusercontent.com/sentrip/AutoTouchPlus/master/"
-- Check that cURL is installed
local _fcheck = io.popen('dpkg-query -W curl')
local curl_not_installed = _fcheck:read('*a') == ''
_fcheck:close()
assert(not curl_not_installed, 'cURL required to install AutoTouchPlus (install cURL in Cydia)')
-- Download fresh copy of a file from GitHub
function get(name)
local pth = string.format('%s/%s', rootDir(), name):gsub('/+', '/')
io.popen("if test -f "..pth.." ; then rm "..pth.."; fi;"):close()
io.popen(table.concat({"curl", "-sk", "-o", pth, BASE_URL..name}, " ")):close()
end
-- Download AutoTouchPlus.lua and tests.lua - errors if fails
local failed = false
for _, name in pairs{"AutoTouchPlus.lua", "tests.lua"} do
local s, r = pcall(get, name)
if not s then
failed = true
alert(r)
end
end
-- Install was successful
if not failed then alert("Installation successful!\nNow run tests.lua to check if everything works, and you're ready to go!") end
|
local M = {}
local filter = require "make4ht-filter"
local mkutils = require "mkutils"
local log = logging.new "staticsite"
-- get the published file name
local function get_slug(settings)
local published_name = mkutils.remove_extension(settings.tex_file) .. ".published"
local config = get_filter_settings "staticsite"
local file_pattern = config.file_pattern or "%Y-%m-%d-${input}"
local time = os.time()
-- we must save the published date, so the subsequent compilations at different days
-- use the same name
if mkutils.file_exists(published_name) then
local f = io.open(published_name, "r")
local readtime = f:read("*line")
time = tonumber(readtime)
log:info("Already pubslished", os.date("%Y-%m-%d %H:%M", time))
f:close()
else
-- escape
-- slug must contain the unescaped input name
local f = io.open(published_name, "w")
f:write(time)
f:close()
end
-- set the updated and publishing times
local updated
-- the updated time will be set only when it is more than one day from the published time
local newtime = os.time()
if (newtime - time) > (24 * 3600) then updated = newtime end
filter_settings "staticsite" {
header = {
time = time,
updated = updated
}
}
-- make the output file name in the format YYYY-MM-DD-old-filename.html
local slug = os.date(file_pattern,time) % settings
return slug
end
-- it is necessary to set correct -jobname in latex_par parameters field
-- in order to the get correct HTML file name
local function update_jobname(slug, latex_par)
local latex_par = latex_par or ""
if latex_par:match("%-jobname") then
local firstchar=latex_par:match("%-jobname=.")
local replace_pattern="%-jobname=[^%s]+"
if firstchar == "'" or firstchar=='"' then
replace_pattern = "%-jobname=".. firstchar .."[^%"..firstchar.."]+"
end
return latex_par:gsub(replace_pattern, "-jobname=".. slug)
else
return latex_par .. "-jobname="..slug
end
end
-- execute the function passed as parameter only once, when the file matching
-- starts
local function insert_filter(make, pattern, fn)
local insert_executed = false
table.insert(make.matches, 1, {
pattern=pattern,
params = {},
command = function()
if not insert_executed then
fn()
end
insert_executed = true
end
})
end
local function remove_maketitle(make)
-- use DOM filter to remove \maketitle block
local domfilter = require "make4ht-domfilter"
local process = domfilter {
function(dom)
local maketitles = dom:query_selector(".maketitle")
for _, el in ipairs(maketitles) do
log:debug("removing maketitle")
el:remove_node()
end
return dom
end
}
make:match("html$", process)
end
local function copy_files(filename, par)
local function prepare_path(dir, subdir)
local path = dir .. "/" .. subdir .. "/" .. filename
return path:gsub("//", "/")
end
-- get extension settings
local site_settings = get_filter_settings "staticsite"
local site_root = site_settings.site_root or "./"
local map = site_settings.map or {}
-- default path without subdir, will be used if the file is not matched
-- by any pattern in the map
local path = prepare_path(site_root, "")
for pattern, destination in pairs(map) do
if filename:match(pattern) then
path = prepare_path(site_root, destination)
break
end
end
-- it is possible to use string extrapolation in path, for example for slug
mkutils.copy(filename, path % par)
end
function M.modify_build(make)
-- it is necessary to insert the filters for YAML header and file copying as last matches
-- we use an bogus match which will be executed only once as the very first one to insert
-- the filters
-- I should make filter from this
local process = filter {
"staticsite"
}
-- detect if we should remove maketitle
local site_settings = get_filter_settings "staticsite"
-- \maketitle is removed by default, set `remove_maketitle=false` setting to disable that
if site_settings.remove_maketitle ~= false then
remove_maketitle(make)
end
local settings = make.params
-- get the published file name
local slug = get_slug(settings)
for _, cmd in ipairs(make.build_seq) do
-- all commands must use the published file name
cmd.params.input = slug
cmd.params.latex_par = update_jobname(slug, cmd.params.latex_par)
end
local quotepattern = '(['..("%^$().[]*+-?"):gsub("(.)", "%%%1")..'])'
local mainfile = string.gsub(slug, quotepattern, "%%%1")
-- run the following code once in the first match on the first file
insert_filter(make, ".*", function()
-- for _, match in ipairs(make.matches) do
-- match.params.outdir = outdir
-- print(match.pattern, match.params.outdir)
-- end
make:match("html?$", process)
make:match(".*", copy_files, {slug=slug})
end)
return make
end
return M
|
local BaseGroup = {}
-- BaseGroup.metatable = {__index = BaseGroup}
function BaseGroup:new(player)
local group =
{
player = player,
surface = true,
group_members = {},
group_position = {x = 0, y = 0},
created_tick = game.tick,
last_update_tick = 0,
last_attack_tick = 0,
}
setmetatable(group, {__index = BaseGroup})
return group
end
function BaseGroup:add_member(entity)
if not self:has_members() then
self.surface = entity.surface
self.group_position = entity.position
end
self.group_members[entity.unit_number] = entity
self.last_update_tick = game.tick
end
function BaseGroup:remove_member(entity)
self.group_members[entity.unit_number] = nil
if not self:has_members() then
self.player.print({"messages.group-destroyed", entity.name, string.format("[gps= %d, %d]", self.group_position.x, self.group_position.y)})
end
self.last_update_tick = game.tick
end
function BaseGroup:get_group_position()
local count = 0
local position = {x = 0, y = 0}
for _, member in pairs(self.group_members) do
position.x = position.x + member.position.x
position.y = position.y + member.position.y
count = count + 1
end
self.group_position = {x = (position.x / count), y = (position.y / count)}
return self.group_position
end
function BaseGroup:get_member_count()
local count = 0
for _, member in pairs (self.group_members) do
if member.valid then
count = count + 1
end
end
return count
end
function BaseGroup:has_members()
if not next(self.group_members) then
return false
end
return true
end
return BaseGroup |
-- tools tab
setDefaultTab("bot")
-- Locals
local boosterId = 17012
-- allows to test/edit bot lua scripts ingame, you can have multiple scripts like this, just change storage.ingame_lua
UI.Separator()
UI.Button("Ingame macro editor", function(newText)
UI.MultilineEditorWindow(storage.ingame_macros_bot or "", {title="Macro editor", description="You can add your custom macros (or any other lua code) here"}, function(text)
storage.ingame_macros_bot = text
reload()
end)
end)
UI.Button("Ingame hotkey editor", function(newText)
UI.MultilineEditorWindow(storage.ingame_hotkeys_bot or "", {title="Hotkeys editor", description="You can add your custom hotkeys/singlehotkeys here"}, function(text)
storage.ingame_hotkeys_bot = text
reload()
end)
end)
for _, scripts in ipairs({storage.ingame_macros_bot, storage.ingame_hotkeys_bot}) do
if type(scripts) == "string" and scripts:len() > 3 then
local status, result = pcall(function()
assert(load(scripts, "ingame_editor"))()
end)
if not status then
error("Ingame edior error:\n" .. result)
end
end
end
UI.Separator()
macro(25000, "Booster User", "", function()
use(boosterId)
end)
UI.Separator()
function seleccionarMonster(distancia, cantidad, distanciaSelf)
if not distancia or not cantidad or not distanciaSelf then return end
for _, n in ipairs(getSpectators(false)) do
if n:isMonster() and getDistanceBetween(pos(), n:getPosition()) <= distanciaSelf then
local count = checkMonsterBox(n, distancia)
if count >= cantidad then
return n
end
end
end
return false
end
function checkMonsterBox(m, distancia)
if not m or not distancia then return end
local count = 0
for _, c in ipairs(g_map.getSpectators(m:getPosition(), false)) do
if c:isMonster() and getDistanceBetween(m:getPosition(), c:getPosition()) <= distancia then
count = count + 1
end
end
return count
end
activarCavebot = macro(500, "Activar CaveBot", "", function()
local shotId = tonumber(storage.shotRuneId)
local amount = 0
local players = 0
local target = nil
local checar = nil
if storage.runeTarget then
checar = tonumber(storage.runaEnTarget)
elseif not storage.runeTarget then
checar = tonumber(storage.runeEnSelf)
end
for _, n in ipairs(getSpectators(false)) do
if n:isMonster() and getDistanceBetween(pos(), n:getPosition()) <= checar then
amount = amount + 1
target = n
elseif n:isPlayer() and n:getName() ~= name() then
players = players + 1
end
end
if storage.runeTarget and storage.runeSelf then
activarCavebot.setOff()
TargetBot.setOff()
CaveBot.setOff()
g_game.cancelAttack()
talkPrivate(name(), "No puedes tener activado Runa Target y Runa Self a la ves, desactivado uno.")
return
end
if amount >= tonumber(storage.pararTargetEnCantidad) and not storage.runeTarget then
CaveBot.setOff()
TargetBot.setOn()
if storage.huntWithSpell and not storage.runeSelf then
if manapercent() >= tonumber(storage.spellBotOnMana) and TargetBot.isOn() then
say(storage.spellBotLanzar)
end
elseif storage.runeSelf and storage.huntWithSpell then
if manapercent() >= tonumber(storage.spellBotOnMana) and TargetBot.isOn() then
say(storage.spellBotLanzar)
elseif manapercent() < tonumber(storage.spellBotOnMana) and TargetBot.isOn() then
usewith(shotId, player)
end
elseif storage.runeSelf and not storage.huntWithSpell then
if TargetBot.isOn() then
usewith(shotId, player)
end
end
return
elseif amount < tonumber(storage.pararTargetEnCantidad) and not storage.runeTarget then
CaveBot.setOn()
TargetBot.setOff()
g_game.cancelAttack()
end
if storage.runeTarget and not storage.runeSelf then
local seleccionarTarget = seleccionarMonster(tonumber(storage.runaEnTarget), tonumber(storage.runaEnCatidad), 6)
local seleccionarSpell = seleccionarMonster(tonumber(storage.runeEnSelf), tonumber(storage.pararTargetEnCantidad), tonumber(storage.runeEnSelf))
if not seleccionarTarget and storage.runeTarget and not storage.huntWithSpell then
CaveBot.setOn()
TargetBot.setOff()
g_game.cancelAttack()
elseif not seleccionarTarget and not seleccionarSpell and storage.runeTarget and storage.huntWithSpell then
CaveBot.setOn()
TargetBot.setOff()
g_game.cancelAttack()
end
if storage.runeTarget and not storage.huntWithSpell then
if seleccionarTarget then
CaveBot.setOff()
TargetBot.setOn()
usewith(shotId, seleccionarTarget)
end
elseif storage.runeTarget and storage.huntWithSpell then
if manapercent() >= tonumber(storage.spellBotOnMana) and seleccionarSpell then
CaveBot.setOff()
TargetBot.setOn()
say(storage.spellBotLanzar)
elseif manapercent() < tonumber(storage.spellBotOnMana) and seleccionarSpell then
CaveBot.setOff()
TargetBot.setOn()
usewith(shotId, seleccionarSpell)
end
end
end
end)
local huntWithSpell = addSwitch("huntWithSpell", "Activar Hunt Spell", function(widget)
storage.huntWithSpell = not storage.huntWithSpell
widget:setOn(storage.huntWithSpell)
end)
huntWithSpell:setOn(storage.huntWithSpell)
local runeTarget = addSwitch("runeTarget", "Activar Runa Target", function(widget)
storage.runeTarget = not storage.runeTarget
widget:setOn(storage.runeTarget)
end)
runeTarget:setOn(storage.runeTarget)
local runeSelf = addSwitch("runeSelf", "Activar Runa Self", function(widget)
storage.runeSelf = not storage.runeSelf
widget:setOn(storage.runeSelf)
end)
runeSelf:setOn(storage.runeSelf)
UI.Label("Pausar en X monsters:")
addTextEdit("pararTargetEnCantidad", storage.pararTargetEnCantidad or "5", function(widget, text)
storage.pararTargetEnCantidad = text
end)
UI.Label("Lanzar en X monsters:")
addTextEdit("runaEnCatidad", storage.runaEnCatidad or "24", function(widget, text)
storage.runaEnCatidad = text
end)
UI.Label("Distancia monsters (Target):")
addTextEdit("runaEnTarget", storage.runaEnTarget or "2", function(widget, text)
storage.runaEnTarget = text
end)
UI.Label("Distancia monsters (Spell - Self):")
addTextEdit("runeEnSelf", storage.runeEnSelf or "2", function(widget, text)
storage.runeEnSelf = text
end)
UI.Label("Runa a Lanzar:")
addTextEdit("shotRuneId", storage.shotRuneId or "3151", function(widget, text)
storage.shotRuneId = text
end)
UI.Label("Spell en Mana:")
addTextEdit("spellBotOnMana", storage.spellBotOnMana or "80", function(widget, text)
storage.spellBotOnMana = text
end)
UI.Label("Spell a Lanzar:")
addTextEdit("spellBotLanzar", storage.spellBotLanzar or "exevo gran mas chupala", function(widget, text)
storage.spellBotLanzar = text
end)
UI.Separator()
macro(500, "Alarm on PK Red", "", function()
local skull = skull()
if skull >= 3 then
playAlarm()
end
end)
local safeList = {"Boom Locote"}
macro(500, "Alarm on player screen", "", function()
local players = 0
for _, n in ipairs(getSpectators(false)) do
if n:isPlayer() and n:getName() ~= name() and n:getShield() < 3 and n:getEmblem() ~= 1 and not table.find(safeList, n:getName()) then
players = players + 1
end
end
if players > 0 then
playAlarm()
end
end)
UI.Separator()
macro(200, "Alarm on World Chat(PM)", "", function()
local chnl = getChannelId("World Chat")
local pm = getChannelId(tostring(storage.enviarMsgA))
local zona = tostring(storage.zoneAlarm)
local individual = "El jugador %s va para %s."
local varios = "Los jugadores: %s - van para %s."
local players = 0
local names = ''
for _, n in ipairs(getSpectators(false)) do
if n:isPlayer() and n:getName() ~= name() then
players = players + 1
if players > 1 then
names = ""..names.." y "..n:getName()..""
else
names = names .. n:getName()
end
end
end
if players == 1 then
local msg = string.format(individual, names, zona)
--sayChannel(chnl, msg)
talkPrivate(tostring(storage.enviarMsgA), msg)
names = ''
delay(5000)
elseif players > 1 then
local msg = string.format(varios, names, zona)
--sayChannel(chnl, msg)
talkPrivate(tostring(storage.enviarMsgA), msg)
names = ''
delay(5000)
end
end)
local autoPMName = addSwitch("alarmaOnMessage", "Activar Alarma (PM)", function(widget)
storage.alarmaOnMessage = not storage.alarmaOnMessage
widget:setOn(storage.alarmaOnMessage)
end, miscTab)
autoPMName:setOn(storage.alarmaOnMessage)
onTalk(function(name, level, mode, text, channelId, pos)
if storage.alarmaOnMessage then
if mode == 4 and name == tostring(storage.sonarAlarmaA) then
playAlarm()
delay(2000)
end
end
end)
UI.Label("Nombre de Zona:")
addTextEdit("zoneAlarm", storage.zoneAlarm or "Nada", function(widget, text)
storage.zoneAlarm = text
end)
UI.Label("Enviar MSG A:")
addTextEdit("enviarMsgA", storage.enviarMsgA or "Ponid", function(widget, text)
storage.enviarMsgA = text
end)
UI.Label("Sonar alarma, mensaje de:")
addTextEdit("Sonar Alarma A:", storage.sonarAlarmaA or "Ponid", function(widget, text)
storage.sonarAlarmaA = text
end)
UI.Separator()
UI.Button("Pausar Botting", function()
activarCavebot.setOff()
TargetBot.setOff()
CaveBot.setOff()
end)
UI.Button("Reanudar Botting", function()
activarCavebot.setOn()
end)
UI.Separator()
local looting = Panels.Looting(caveTab)
UI.Separator() |
object_tangible_food_generic_drink_gralinyn_juice = object_tangible_food_generic_shared_drink_gralinyn_juice:new {
}
ObjectTemplates:addTemplate(object_tangible_food_generic_drink_gralinyn_juice, "object/tangible/food/generic/drink_gralinyn_juice.iff")
|
object_mobile_boba_fett_eow = object_mobile_shared_boba_fett_eow:new {
}
ObjectTemplates:addTemplate(object_mobile_boba_fett_eow, "object/mobile/boba_fett_eow.iff")
|
--Some SE functions (Also keep track of AE ADDITION s)
local function twistdirection(gravitydir, dir) --mario.lua
if not gravitydir or (gravitydir > math.pi/4*1 and gravitydir <= math.pi/4*3) then
if dir == "floor" then
return "floor"
elseif dir == "left" then
return "left"
elseif dir == "ceil" then
return "ceil"
elseif dir == "right" then
return "right"
end
elseif gravitydir > math.pi/4*3 and gravitydir <= math.pi/4*5 then
if dir == "floor" then
return "left"
elseif dir == "left" then
return "ceil"
elseif dir == "ceil" then
return "right"
elseif dir == "right" then
return "floor"
end
elseif gravitydir > math.pi/4*5 and gravitydir <= math.pi/4*7 then
if dir == "floor" then
return "ceil"
elseif dir == "left" then
return "right"
elseif dir == "ceil" then
return "floor"
elseif dir == "right" then
return "left"
end
else
if dir == "floor" then
return "right"
elseif dir == "left" then
return "floor"
elseif dir == "ceil" then
return "left"
elseif dir == "right" then
return "ceil"
end
end
end
local function unwrap(a)
while a < 0 do
a = a + (math.pi*2)
end
while a > (math.pi*2) do
a = a - (math.pi*2)
end
return a
end
local function angles(a1, a2)
local a1 = unwrap(a1)-math.pi
local a2 = unwrap(a2)-math.pi
local diff = a1-a2
if math.abs(diff) < math.pi then
return a1 > a2
else
return diff < 0
end
end
local function anglesdiff(a1, a2)
local a1 = unwrap(a1)-math.pi
local a2 = unwrap(a2)-math.pi
return math.abs(a1-a2) --diff
end
enemy = class:new()
function enemy:init(x, y, t, a, properties)
if not enemiesdata[t] then
return nil
end
self.t = t
if a then
self.a = {unpack(a)}
else
self.a = {}
end
--Some standard values..
self.rotation = 0
self.active = true
self.static = false
self.mask = {}
self.gravitydirection = math.pi/2
self.combo = 1
self.falling = false
self.shot = false
self.outtable = {}
self.speedx = 0
self.speedy = 0
--Get our enemy's properties from the property table
for i, v in pairs(enemiesdata[self.t]) do
self[i] = v
end
if properties then
for i, v in pairs(properties) do
self[i] = v
end
end
--right click menu
if self.rightclickmenu and self.a[3] then
local s = tostring(self.a[3])
if self.rightclickmenutable then
if tonumber(self.a[3]) then
self.a[3] = tonumber(self.a[3])
end
if self.rightclickmenumultipleproperties then
local t = self.rightclickmenu[self.a[3]]
if t then
for i, v in pairs(t) do
local name = v[1]
local value = v[2]
if type(value) == "table" then
self[name] = deepcopy(value)
else
self[name] = value
end
if name == "quadno" then
self.quad = self.quadgroup[self.quadno]
end
end
elseif testinglevel then
notice.new("No rightclickmenu entry\nfor number:" .. tostring(self.a[3]), notice.red, 3)
end
else
if type(self.rightclickmenu[self.a[3]]) == "table" then
self[self.rightclickmenu[1]] = deepcopy(self.rightclickmenu[self.a[3]])
else
self[self.rightclickmenu[1]] = self.rightclickmenu[self.a[3]]
end
if self.rightclickmenu[1] == "quadno" then
self.quad = self.quadgroup[self.quadno]
end
end
else
self.a[3] = s:gsub("B", "-")
if tonumber(self.a[3]) then
self.a[3] = tonumber(self.a[3])
end
if self.rightclickmenuboolean then
self[self.rightclickmenu[1]] = (self.a[3] == "true")
else
self[self.rightclickmenu[1]] = self.a[3]
end
if self.rightclickmenu[1] == "quadno" then
self.quad = self.quadgroup[self.quadno]
end
end
end
if self.customtimer then
self.customtimertimer = 0
self.currentcustomtimerstage = 1
end
--Decide on a random movement if it's random..
if self.movementrandoms then
self.movement = self.movementrandoms[math.random(#self.movementrandoms)]
end
self.x = x-.5-self.width/2+(self.spawnoffsetx or 0)
self.y = y-self.height+(self.spawnoffsety or 0)
if self.animationtype == "mirror" then
self.animationtimer = 0
self.animationdirection = "left"
elseif self.animationtype == "frames" then
self.quadi = self.animationstart
self.quad = self.quadgroup[self.quadi]
self.animationtimer = 0
if type(self.animationspeed) == "table" then
self.animationtimerstage = 1
end
elseif self.animationtype == "character" then
self.quadi = self.animationstart
self.quad = self.quadgroup[self.quadi]
self.animationtimer = 0
self.runanimationtimer = 0
end
if self.smallanimationstart and self.smallanimationframes then
self.smallanimationtimer = 0
self.smallanimationquadi = self.smallanimationstart
end
if self.stompanimation then
self.deathtimer = 0
end
if self.shellanimal then
self.upsidedown = false
self.resettimer = 0
self.wiggletimer = 0
self.wiggleleft = true
--self.returntilemaskontrackrelease = true
end
if self.customscissor then
self.customscissor = {unpack(self.customscissor)}
self.customscissor[1] = self.customscissor[1] + x - 1
self.customscissor[2] = self.customscissor[2] + y - 1
end
if self.starttowardsplayerhorizontal or self.startawayfromplayerhorizontal then --Prize for best property name
local closestplayer = 1
self.animationdirection = "right"
local closestdist = math.huge
for i = 1, #objects["player"] do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if objects["player"][closestplayer] then
if objects["player"][closestplayer].x+objects["player"][closestplayer].width/2 < self.x+self.width/2 then
self.speedx = -math.abs(self.speedx)
if not self.dontmirror then --AE ADDITION
self.animationdirection = "right"
end
if self.movement == "homing" then
self.homingrotation = 0
end
else
self.speedx = math.abs(self.speedx)
if not self.dontmirror then --AE ADDITION
self.animationdirection = "left"
end
if self.movement == "homing" then
self.homingrotation = math.pi
end
end
if self.startawayfromplayerhorizontal then
self.speedx = -self.speedx
end
end
end
if self.killsenemiesonsides == nil then
self.killsenemiesonsides = true
end
if self.killsenemiesontop == nil then
self.killsenemiesontop = true
end
if self.killsenemiesonbottom == nil then
self.killsenemiesonbottom = true
end
if self.killsenemiesonleft == nil then
self.killsenemiesonleft = true
end
if self.killsenemiesonright == nil then
self.killsenemiesonright = true
end
if self.killsenemiesonpassive == nil then
self.killsenemiesonpassive = true
end
self.firstmovement = self.movement
self.firstanimationtype = self.animationtype
self.startoffsetY = self.offsetY
self.startquadcenterY = self.quadcenterY
self.startgravity = self.gravity
self.startx = self.x
self.starty = self.y
self.startactive = self.active
self.startdrawable = self.drawable
self.spawnallow = true
self.spawnedenemies = {}
if self.movement == "piston" then
self.pistontimer = self.pistonretracttime
self.pistonstate = "retracting"
if self.spawnonlyonextended then
self.spawnallow = false
end
elseif self.movement == "flyvertical" or self.movement == "flyhorizontal" then
self.flyingtimer = 0
self.startx = self.x
self.starty = self.y
elseif self.movement == "squid" then
self.squidstate = "idle"
elseif self.movement == "circle" then
self.startx = self.x
self.starty = self.y
if not self.circletimer then
self.circletimer = 0
end
elseif self.movement == "path" then
self.startx = self.x
self.starty = self.y
self.movementpathstep = 1
self.movementpathbackwards = false
elseif self.movement == "crawl" then
if self.crawlfloor == "up" then
self.gravity = -self.crawlgravity
self.gravityx = 0
if self.crawldirection == "left" then self.speedx = self.crawlspeed else self.speedx = -self.crawlspeed end
elseif self.crawlfloor == "left" then
self.gravity = 0
self.gravityx = -self.crawlgravity
if self.crawldirection == "left" then self.speedy = -self.crawlspeed else self.speedy = self.crawlspeed end
elseif self.crawlfloor == "right" then
self.gravity = 0
self.gravityx = self.crawlgravity
if self.crawldirection == "left" then self.speedy = self.crawlspeed else self.speedy = -self.crawlspeed end
else
self.gravity = self.crawlgravity
if self.crawldirection == "left" then self.speedx = -self.crawlspeed else self.speedx = self.crawlspeed end
self.gravityx = 0
end
self.ignorelowgravity = true
self.aroundcorner = false
elseif self.movement == "homing" then
if self.starthomingrotationtowardsplayer then --starting rotation is towards player
local closestplayer = 1 --find closest player
local relativex, relativey, dist
for i = 1, players do
local v = objects["player"][i]
relativex, relativey = (v.x + -self.x), (v.y + -self.y)
distance = math.sqrt(relativex*relativex+relativey*relativey)
if ((not dist) or (distance < dist)) and not v.dead then
closestplayer = i
end
end
local p = objects["player"][closestplayer]
if p then
local angle = -math.atan2((p.x+p.width/2)-(self.x+self.width/2), (p.y+p.height/2)-(self.y+self.height/2))-math.pi/2
self.homingrotation = unwrap(angle)
end
end
if self.upsidedownifhomingrotationright then
if (self.homingrotation >= math.pi*.5 and self.homingrotation <= math.pi*1.5) then
self.upsidedown = true
end
end
elseif self.movement == "chase" then
self.movedirection = "left"
self.movedirectiony = "left"
elseif self.movement == "shadow" then
self.shadowtable = {}
self.shadowrate = self.shadowrate or 0.2 --delay at which position of target is recorded
self.shadowlag = self.shadowlag or 1
self.shadowtimer = 0
if self.shadowinterpolate == nil then self.shadowinterpolate = true end
end
if self.speedxtowardsplayer or self.speedxawayfromplayer then
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if objects["player"][closestplayer].x + objects["player"][closestplayer].width/2 > self.x + self.width/2 then
self:leftcollide("", {}, "", {})
self.speedx = math.abs(self.speedx)
else
self:rightcollide("", {}, "", {})
self.speedx = -math.abs(self.speedx)
end
if self.speedxawayfromplayer then
self.speedx = -self.speedx
end
end
if self.lifetimerandoms then
self.lifetime = self.lifetimerandoms[math.random(#self.lifetimerandoms)]
end
if self.lifetime and self.lifetime >= 0 then
self.lifetimer = self.lifetime
end
if self.jumps then
self.jumptimer = 0
end
if self.spawnsenemy then
self.spawnenemytimer = 0
self.spawnenemydelay = self.spawnenemydelays[math.random(#self.spawnenemydelays)]
end
if self.bounces and (self.bouncedelay or self.bouncedelays) then
self.bouncetimer = 0
if self.bouncedelays then
if self.bouncedelaysrandoms then
self.bouncedelay = self.bouncedelays[math.random(#self.bouncedelays)]
else
self.bouncetimerstage = 1
self.bouncedelay = self.bouncedelays[self.bouncetimerstage]
end
end
end
self.throwanimationstate = 0
if self.chasetime then
self.chasetimer = 0
end
if self.spawnsound then
if self.sound and self.spawnsound == self.t then
playsound(self.sound)
else
playsound(self.spawnsound)
end
end
if self.spawnchildren then
if not (self.a and self.a[1] == "ignorespawnchildren") then
for i = 1, #self.spawnchildren do
local offsetx = self.spawnchildrenoffsetx or 0
if type(self.spawnchildrenoffsetx) == "table" then
offsetx = self.spawnchildrenoffsetx[i]
end
local offsety = self.spawnchildrenoffsety or 0
if type(self.spawnchildrenoffsety) == "table" then
offsety = self.spawnchildrenoffsety[i]
end
local temp = enemy:new(self.x+self.width/2+.5+offsetx, self.y+self.height+offsety, self.spawnchildren[i], {"ignorespawnchildren"})
if self.spawnchildrenparent then
temp.parent = self
end
table.insert(objects["enemy"], temp)
end
end
end
if self.carryable then
self.rigidgrab = true
self.carryparent = false
self.userect = adduserect(self.x+self.carryrange[1], self.y+self.carryrange[2], self.carryrange[3], self.carryrange[4], self)
if self.throwntime then
self.throwntimer = 0
end
end
if self.jumps or self.noplayercollisiononthrow then
--make copy of mask table, otherwise it modifies it for every enemy
self.mask = deepcopy(self.mask)
end
if self.freezable == nil then
self.freezable = true --AE ADDITION
end
if self.movement == "circle" then
if self.circletimer ~= 0 then
local v = ((self.circletimer/(self.circletime or 1))*math.pi*2)
local newx = math.sin(v)*(self.circleradiusx or self.circleradius or 1) + self.startx
local newy = math.cos(v)*(self.circleradiusy or self.circleradius or 1) + self.starty
self.x = newx
self.y = newy
end
end
--snap position to tile grid
if self.snapxtogrid then
self.x = round(self.x)+(self.snapxtogridoffset or 0)
end
if self.snapytogrid then
self.y = round(self.y)+(self.snapytogridoffset or 0)
end
--platform collision (ignore side collisions without any callbacks)
if self.platformcollisionup then self.PLATFORM = true end
if self.platformcollisiondown then self.PLATFORMDOWN = true end
if self.platformcollisionleft then self.PLATFORMLEFT = true end
if self.platformcollisionright then self.PLATFORMRIGHT = true end
--block portals
if self.blockportaltile then
local t = {math.floor(x), math.floor(y)}
if type(self.blockportaltile) == "table" then
t = {math.floor(x)+math.floor(self.blockportaltile[1]), math.floor(y)+math.floor(self.blockportaltile[2])}
end
self.blockportaltilecoordinate = tilemap(t[1], t[2])
blockedportaltiles[self.blockportaltilecoordinate] = true
end
--trigger animation on spawnn
if self.animationtriggeronspawn or self.triggeranimationonspawn then
self:triggeranimation(self.animationtriggeronspawn or self.triggeranimationonspawn)
end
self.outtable = {}
end
function enemy:update(dt)
--Just spawned
if self.justspawned then
self.justspawned = nil
end
--Funnels and fuck
if self.funnel and not self.infunnel then
self:enteredfunnel(true)
end
if self.infunnel and not self.funnel then
self:enteredfunnel(false)
end
self.funnel = false
if self.lifetimer and not self.shot then
self.lifetimer = self.lifetimer - dt
if self.lifetimer <= 0 then
if self.transforms and self:gettransformtrigger("lifetime") then
self:transform(self:gettransformsinto("lifetime"))
end
self:output()
self.dead = true
return true
end
end
if self.transformkill then
if self.transformkilldeath then
self:output()
else
self:output("transformed")
end
self.dead = true
return true
elseif self.kill then
self:output()
self.dead = true
return true
end
if self.stompanimation and self.dead then
self.deathtimer = self.deathtimer + dt
if self.deathtimer > (self.stompanimationtime or 0.5) then
self:output()
return true
else
return false
end
end
if (not self.doesntunrotate) and (not self.rotationanimation) and (not self.rollanimation) then
self.rotation = unrotate(self.rotation, self.gravitydirection, dt)
end
if self.shot then
self.speedy = self.speedy + shotgravity*dt
self.x = self.x+self.speedx*dt
self.y = self.y+self.speedy*dt
return false
end
if self.frozen then
return false
end
if self.rotationanimation then
self.rotation = self.rotation + (self.rotationanimationspeed or 1)*dt
end
if self.rollanimation then
self.rotation = self.rotation + self.speedx*math.pi*dt
end
local oldx, oldy
if self.platform or self.animationtype == "character" then
oldx, oldy = self.x, self.y
end
--water
if self.watergravity or self.waterdamping or (self.transforms and (self:gettransformtrigger("water") or self:gettransformtrigger("notinwater"))) then
--is the enemy in water?
local oldwater = self.water or false
self.water = underwater
if self.risingwater then
--how many frames since in water
self.risingwater = self.risingwater - 1
self.water = true
if self.risingwater < 0 then
self.risingwater = false
end
end
if not self.water then --water tiles
local x1 = math.floor(self.x)+1
local y1 = math.floor(self.y)+1
local dobreak = false
for x2 = math.max(1,x1), math.min(mapwidth,math.floor(self.x+self.width)+1) do
for y2 = math.max(1,y1), math.min(mapheight,math.floor(self.y+self.height)+1) do
if inmap(x2, y2) and tilequads[map[x2][y2][1]] and tilequads[map[x2][y2][1]].water then
dobreak = true
self.water = true
break
end
end
if dobreak then break end
end
end
if oldwater == false and self.water == true then --in water
self:dive(true)
if self.transforms and self:gettransformtrigger("water") then
self:transform(self:gettransformsinto("water"))
return
end
elseif oldwater == true and self.water == false then --not in water
if self.transforms and self:gettransformtrigger("notinwater") then
self:transform(self:gettransformsinto("notinwater"))
return
end
end
if self.watergravity then
self.gravity = self.watergravity
else
self.gravity = self.startgravity
end
if self.y+self.height < uwmaxheight and underwater and self.watergravity then
self.speedy = uwpushdownspeed
end
end
if self.float then
self.risingwater = false
end
if self.animationtype == "mirror" then
self.animationtimer = self.animationtimer + dt
while self.animationtimer > self.animationspeed do
self.animationtimer = self.animationtimer - self.animationspeed
if self.animationdirection == "left" then
self.animationdirection = "right"
else
self.animationdirection = "left"
end
end
elseif self.animationtype == "frames" then
self.animationtimer = self.animationtimer + dt
if type(self.animationspeed) == "table" then
while self.animationtimer > self.animationspeed[self.animationtimerstage] do
self.animationtimer = self.animationtimer - self.animationspeed[self.animationtimerstage]
self.quadi = self.quadi + 1
if self.quadi > self.animationstart + self.animationframes - 1 then
self.quadi = self.quadi - self.animationframes
end
self.quad = self.quadgroup[self.quadi]
self.animationtimerstage = self.animationtimerstage + 1
if self.animationtimerstage > #self.animationspeed then
self.animationtimerstage = 1
end
end
else
while self.animationtimer > self.animationspeed do
self.animationtimer = self.animationtimer - self.animationspeed
self.quadi = self.quadi + 1
if self.quadi > self.animationstart + self.animationframes - 1 then
self.quadi = self.quadi - self.animationframes
end
self.quad = self.quadgroup[self.quadi]
end
end
if not self.dontmirror then --AE ADDITION
if self.speedx > 0 then
self.animationdirection = "left"
elseif self.speedx < 0 then
self.animationdirection = "right"
end
end
end
if self.spawnsenemy then
if lakitoend and self.movement == "follow" and (not self.ignorelakitoend) then
self.speedx = -3
return false
end
local playernear = false
if self.dontspawnenemyonplayernear or self.spawnenemyonplayernear then
local dist = self.spawnenemydist or self.dontspawnenemydist or 3
if type(dist) == "table" then
local col = checkrect(self.x+dist[1], self.y+dist[2], dist[3], dist[4], {"player"})
if #col > 0 then
playernear = true
end
else
for i = 1, players do
local v = objects["player"][i]
if inrange(v.x+v.width/2, self.x+self.width/2-(dist), self.x+self.width/2+(dist)) then
playernear = true
break
end
end
end
if self.spawnenemyonplayernear then
playernear = not playernear
end
end
if (not playernear) then
self.spawnenemytimer = self.spawnenemytimer + dt
while self.spawnenemytimer >= self.spawnenemydelay and self.spawnallow and (not self.spawnmax or self:getspawnedenemies() < self.spawnmax) do
if self.spawnsenemyrandoms then
self.spawnsenemy = self.spawnsenemyrandoms[math.random(#self.spawnsenemyrandoms)]
end
self:spawnenemy(self.spawnsenemy)
self.spawnenemytimer = 0
self.spawnenemydelay = self.spawnenemydelays[math.random(#self.spawnenemydelays)]
self.throwanimationstate = 0
if self.animationtype == "frames" then
self.quad = self.quadgroup[self.quadi + self.throwanimationstate]
end
end
if self.throwpreparetime and self.spawnenemytimer >= (self.spawnenemydelay - self.throwpreparetime) then
self.throwanimationstate = self.throwquadoffset
if self.animationtype == "frames" then
self.quad = self.quadgroup[self.quadi + self.throwanimationstate]
end
end
end
end
if self.bounces and self.bouncedelay and (not self.falling) then
self.bouncetimer = self.bouncetimer + dt
if self.bouncetimer > self.bouncedelay then
local force = self.bounceforce
if type(self.bounceforce) == "table" then
if self.bouncetimerstage and not self.bounceforcerandom then
force = self.bounceforce[self.bouncetimerstage]
else
force = self.bounceforce[math.floor(#self.bounceforce)]
end
end
self.speedy = -(force or 10)
self.bouncetimer = 0
if self.bouncetimerstage then
self.bouncetimerstage = self.bouncetimerstage + 1
if self.bouncetimerstage > #self.bouncedelays then
self.bouncetimerstage = 1
end
self.bouncedelay = self.bouncedelays[self.bouncetimerstage]
elseif self.bouncedelaysrandoms then
self.bouncedelay = self.bouncedelays[math.random(#self.bouncedelays)]
end
end
end
if self.movement == "truffleshuffle" then
if self.speedx > 0 then
if self.speedx > self.truffleshufflespeed then
self.speedx = self.speedx - self.truffleshuffleacceleration*dt*2
if self.speedx < self.truffleshufflespeed then
self.speedx = self.truffleshufflespeed
end
elseif self.speedx < self.truffleshufflespeed then
self.speedx = self.speedx + self.truffleshuffleacceleration*dt*2
if self.speedx > self.truffleshufflespeed then
self.speedx = self.truffleshufflespeed
end
end
else
if self.speedx < -self.truffleshufflespeed then
self.speedx = self.speedx + self.truffleshuffleacceleration*dt*2
if self.speedx > -self.truffleshufflespeed then
self.speedx = -self.truffleshufflespeed
end
elseif self.speedx > -self.truffleshufflespeed then
self.speedx = self.speedx - self.truffleshuffleacceleration*dt*2
if self.speedx < -self.truffleshufflespeed then
self.speedx = -self.truffleshufflespeed
end
end
end
if self.turnaroundoncliff and self.falling == false then
--check if nothing below
local x, y = math.floor(self.x + self.width/2+1), math.floor(self.y + self.height+1.5)
if inmap(x, y) and (not checkfortileincoord(x, y)) and ((inmap(x+.5, y) and checkfortileincoord(math.ceil(x+.5), y)) or (inmap(x-.5, y) and checkfortileincoord(math.floor(x-.5), y))) then
if self.speedx < 0 then
self.x = x-self.width/2
else
self.x = x-1-self.width/2
end
self.speedx = -self.speedx
end
end
if edgewrapping then --wrap around screen
local minx, maxx = -self.width, mapwidth
if self.x < minx then
self.x = maxx
elseif self.x > maxx then
self.x = minx
end
end
elseif self.movement == "shell" then
if self.small then
if self.wakesup then
if math.abs(self.speedx) < 0.0001 then
self.resettimer = self.resettimer + dt
if self.resettimer > self.resettime then
self.offsetY = self.startoffsetY
self.quadcenterY = self.startquadcenterY
self.quad = self.quadgroup[self.animationstart]
self.small = false
self.speedx = -self.truffleshufflespeed
self.resettimer = 0
self.upsidedown = false
self.kickedupsidedown = false
self.movement = self.firstmovement
self.animationtype = self.firstanimationtype
if self.chasemarioonwakeup then
local px = objects["player"][getclosestplayer(self.x)].x --AE ADDITION (changed x to self.x)
if px > self.x then
self.speedx = -self.speedx
end
end
elseif self.resettimer > self.resettime-self.wiggletime then
self.wiggletimer = self.wiggletimer + dt
while self.wiggletimer > self.wiggledelay do
self.wiggletimer = self.wiggletimer - self.wiggledelay
if self.wiggleleft then
if self.wigglequad then
self.offsetY = self.wiggleoffsety or self.startoffsetY
self.quadcenterY = self.wigglequadcentery or self.startquadcenterY
if self.upsidedown then
self.offsetY = self.upsidedownwiggleoffsety or self.upsidedownoffsety or 4
self.quadcenterY = self.upsidedownwigglequadcentery or self.wigglequadcentery or self.upsidedownquadcentery or self.startquadcenterY
end
self.quad = self.quadgroup[self.wigglequad]
else
self.x = self.x + 1/16
end
else
if self.wigglequad then
self.offsetY = self.startoffsetY
self.quadcenterY = self.startquadcenterY
if self.upsidedown then
self.offsetY = self.upsidedownoffsety or 4
self.quadcenterY = self.upsidedownquadcentery or self.startquadcenterY
end
self.quad = self.quadgroup[self.smallquad]
else
self.x = self.x - 1/16
end
end
self.wiggleleft = not self.wiggleleft
end
end
else
self.resettimer = 0
end
end
if math.abs(self.speedx) >= 0.0001 then
--shell animation
if self.smallanimationstart and self.smallanimationframes and not self.kickedupsidedown then
self.smallanimationtimer = self.smallanimationtimer + dt
while self.smallanimationtimer > self.smallanimationspeed do
self.smallanimationtimer = self.smallanimationtimer - self.smallanimationspeed
self.smallanimationquadi = self.smallanimationquadi + 1
if self.smallanimationquadi > self.smallanimationstart + self.smallanimationframes - 1 then
self.smallanimationquadi = self.smallanimationquadi - self.smallanimationframes
end
self.quad = self.quadgroup[self.smallanimationquadi]
end
end
end
end
if edgewrapping then --wrap around screen
local minx, maxx = -self.width, mapwidth
if self.x < minx then
self.x = maxx
elseif self.x > maxx then
self.x = minx
end
end
elseif self.movement == "follow" then
local nearestplayer = 1
while objects["player"][nearestplayer] and objects["player"][nearestplayer].dead do
nearestplayer = nearestplayer + 1
end
if objects["player"][nearestplayer] then
local nearestplayerx = objects["player"][nearestplayer].x
for i = 2, players do
local v = objects["player"][i]
if v.x > nearestplayerx and not v.dead then
nearestplayer = i
end
end
nearestplayerx = nearestplayerx + objects["player"][nearestplayer].speedx*(self.distancetime or 1)
local distance = math.abs(self.x - nearestplayerx)
--check if too far in wrong direction
if (not self.direction or self.direction == "left") and self.x < nearestplayerx-self.followspace then
self.direction = "right"
if not self.dontmirror then --AE ADDITION
self.animationdirection = "right"
end
elseif self.direction == "right" and self.x > nearestplayerx+self.followspace then
self.direction = "left"
if not self.dontmirror then --AE ADDITION
self.animationdirection = "left"
end
end
if self.direction == "right" then
if self.nofollowspeedup then
self.speedx = self.followspeed or 2
else
self.speedx = math.max((self.followspeed or 2), round((distance-3)*2))
end
else
self.speedx = -(self.followspeed or 2)
end
end
elseif self.movement == "chase" then
local closestplayer = 1 --find closest player
for i = 2, players do
local v = objects["player"][i]
if math.abs(self.x - v.x) < math.abs(self.x - objects["player"][closestplayer].x) then
closestplayer = i
end
end
local p = objects["player"][closestplayer]
if self.chasespeed then
if self.x+self.width/2 > p.x+p.width/2 + (self.chasespace or 2) then
if not self.dontmirror then
self.animationdirection = "right"
end
self.movedirection = "right"
elseif self.x+self.width/2 < p.x+p.width/2 - (self.chasespace or 2) then
if not self.dontmirror then
self.animationdirection = "left"
end
self.movedirection = "left"
end
if self.movedirection == "left" then
if self.speedx > self.chasespeed then
self.speedx = self.speedx - self.chaseacceleration*dt*2
if self.speedx < self.chasespeed then
self.speedx = self.chasespeed
end
elseif self.speedx < self.chasespeed then
self.speedx = self.speedx + self.chaseacceleration*dt*2
if self.speedx > self.chasespeed then
self.speedx = self.chasespeed
end
end
else
if self.speedx < -self.chasespeed then
self.speedx = self.speedx + self.chaseacceleration*dt*2
if self.speedx > -self.chasespeed then
self.speedx = -self.chasespeed
end
elseif self.speedx > -self.chasespeed then
self.speedx = self.speedx - self.chaseacceleration*dt*2
if self.speedx < -self.chasespeed then
self.speedx = -self.chasespeed
end
end
end
end
if self.chasespeedy then
if self.y+self.height/2 > p.y+p.height/2 + (self.chasespacey or 2) then
if not self.dontmirror then
self.animationdirectiony = "right"
end
self.movedirectiony = "right"
elseif self.y+self.height/2 < p.y+p.height/2 - (self.chasespacey or 2) then
if not self.dontmirror then
self.animationdirectiony = "left"
end
self.movedirectiony = "left"
end
if self.movedirectiony == "left" then
if self.speedy > self.chasespeedy then
self.speedy = self.speedy - self.chaseaccelerationy*dt*2
if self.speedy < self.chasespeedy then
self.speedy = self.chasespeedy
end
elseif self.speedy < self.chasespeedy then
self.speedy = self.speedy + self.chaseaccelerationy*dt*2
if self.speedy > self.chasespeedy then
self.speedy = self.chasespeedy
end
end
else
if self.speedy < -self.chasespeedy then
self.speedy = self.speedy + self.chaseaccelerationy*dt*2
if self.speedy > -self.chasespeedy then
self.speedy = -self.chasespeedy
end
elseif self.speedy > -self.chasespeedy then
self.speedy = self.speedy - self.chaseaccelerationy*dt*2
if self.speedy < -self.chasespeedy then
self.speedy = -self.chasespeedy
end
end
end
end
if self.turnaroundoncliff and self.falling == false then
--check if nothing below
local x, y = math.floor(self.x + self.width/2+1), math.floor(self.y + self.height+1.5)
if inmap(x, y) and tilequads[map[x][y][1]]:getproperty("collision", x, y) == false and ((inmap(x+.5, y) and tilequads[map[math.ceil(x+.5)][y][1]]:getproperty("collision", math.ceil(x+.5), y)) or (inmap(x-.5, y) and tilequads[map[math.floor(x-.5)][y][1]]:getproperty("collision", math.floor(x-.5), y))) then
if self.speedx < 0 then
self.x = x-self.width/2
self.movedirection = "right"
else
self.x = x-1-self.width/2
self.movedirection = "left"
end
self.speedx = -self.speedx
end
end
if edgewrapping then --wrap around screen
local minx, maxx = -self.width, mapwidth
if self.x < minx then
self.x = maxx
elseif self.x > maxx then
self.x = minx
end
end
elseif self.movement == "piston" then
self.pistontimer = self.pistontimer + dt
if self.pistonstate == "extending" then
--move X
if self.x > self.startx + self.pistondistx then
self.x = self.x - self.pistonspeedx*dt
if self.x < self.startx + self.pistondistx then
self.x = self.startx + self.pistondistx
end
elseif self.x < self.startx + self.pistondistx then
self.x = self.x + self.pistonspeedx*dt
if self.x > self.startx + self.pistondistx then
self.x = self.startx + self.pistondistx
end
end
--move Y
if self.y > self.starty + self.pistondisty then
self.y = self.y - self.pistonspeedy*dt
if self.y < self.starty + self.pistondisty then
self.y = self.starty + self.pistondisty
end
elseif self.y < self.starty + self.pistondisty then
self.y = self.y + self.pistonspeedy*dt
if self.y > self.starty + self.pistondisty then
self.y = self.starty + self.pistondisty
end
end
if self.x == self.startx + self.pistondistx and self.y == self.starty + self.pistondisty and not self.spawnallow then
self.spawnallow = true
self.spawnenemytimer = self.spawnenemydelay
end
if self.pistontimer > self.pistonextendtime then
self.pistontimer = 0
self.spawnallow = false
self.pistonstate = "retracting"
end
else --retracting
--move X
if self.x > self.startx then
self.x = self.x - self.pistonspeedx*dt
if self.x < self.startx then
self.x = self.startx
end
elseif self.x < self.startx then
self.x = self.x + self.pistonspeedx*dt
if self.x > self.startx then
self.x = self.startx
end
end
--move Y
if self.y > self.starty then
self.y = self.y - self.pistonspeedy*dt
if self.y < self.starty then
self.y = self.starty
end
elseif self.y < self.starty then
self.y = self.y + self.pistonspeedy*dt
if self.y > self.starty then
self.y = self.starty
end
end
if self.inactiveonretracted and self.x == self.startx and self.y == self.starty then
self.active = false
end
if self.pistontimer > self.pistonretracttime then
local playernear = false
for i = 1, players do
local v = objects["player"][i]
if inrange(v.x+v.width/2, self.x+self.width/2-(self.dontpistondist or 3), self.x+self.width/2+(self.dontpistondist or 3)) then
playernear = true
break
end
end
if not self.dontpistonnearplayer or not playernear then
self.pistontimer = 0
self.pistonstate = "extending"
self.active = true
end
end
end
elseif self.movement == "wiggle" and (not self.track) then
if self.speedx < 0 then
if self.x < self.startx-self.wiggledistance then
self.speedx = self.wigglespeed or 1
end
elseif self.speedx > 0 then
if self.x > self.startx then
self.speedx = -self.wigglespeed or 1
end
else
self.speedx = self.wigglespeed or 1
end
elseif self.movement == "verticalwiggle" and (not self.track) then
if self.speedy < 0 then
if self.y < self.starty-self.verticalwiggledistance then
self.speedy = self.verticalwigglespeed or 1
end
elseif self.speedy > 0 then
if self.y > self.starty then
self.speedy = -self.verticalwigglespeed or 1
end
else
self.speedy = self.verticalwigglespeed or 1
end
elseif self.movement == "rocket" then
if self.y > self.starty+(self.rocketdistance or 15) and self.speedy > 0 then
self.y = self.starty+(self.rocketdistance or 15)
self.speedy = -math.sqrt(2*(self.gravity or yacceleration)*(self.rocketdistance or 15))
end
if self.speedy < 0 then
self.upsidedown = false
else
self.upsidedown = true
end
elseif self.movement == "squid" and (not self.track) then
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if self.squidstate == "idle" then
self.speedy = self.squidfallspeed
--get if change state to upward
if (self.y+self.speedy*dt) + self.height + 0.0625 >= (objects["player"][closestplayer].y - (24/16 - objects["player"][closestplayer].height)) then
self.squidstate = "upward"
self.upx = self.x
self.speedx = 0
self.speedy = 0
if self.animationtype == "squid" then
self.quad = self.quadgroup[2]
end
--get if to change direction
if true then--math.random(2) == 1 then
if self.direction == "right" then
if self.x > objects["player"][closestplayer].x then
self.direction = "left"
end
else
if self.x < objects["player"][closestplayer].x then
self.direction = "right"
end
end
end
end
elseif self.squidstate == "upward" then
if self.direction == "right" then
self.speedx = self.speedx + self.squidacceleration*dt
if self.speedx > self.squidxspeed then
self.speedx = self.squidxspeed
end
else
self.speedx = self.speedx - self.squidacceleration*dt
if self.speedx < -self.squidxspeed then
self.speedx = -self.squidxspeed
end
end
self.speedy = self.speedy - self.squidacceleration*dt
if self.speedy < -self.squidupspeed then
self.speedy = -self.squidupspeed
end
if math.abs(self.x - self.upx) >= (self.squidhordistance or 2) then
self.squidstate = "downward"
self.downy = self.y
self.speedx = 0
end
elseif self.squidstate == "downward" then
self.speedy = self.squidfallspeed
if self.y > self.downy + self.squiddowndistance then
self.squidstate = "idle"
end
if self.animationtype == "squid" then
self.quad = self.quadgroup[1]
end
end
elseif self.movement == "targety" and (not self.track) then
if self.y > self.targety then
self.y = self.y - self.targetyspeed*dt
if self.y < self.targety then
self.y = self.targety
end
elseif self.y < self.targety then
self.y = self.y + self.targetyspeed*dt
if self.y > self.targety then
self.y = self.targety
end
end
elseif self.movement == "flyvertical" and (not self.track) then
self.flyingtimer = self.flyingtimer + dt
while self.flyingtimer > (self.flyingtime or 7) do
self.flyingtimer = self.flyingtimer - (self.flyingtime or 7)
end
local newy = self:func(self.flyingtimer/(self.flyingtime or 7))*(self.flyingdistance or 7.5) + self.starty
self.y = newy
elseif self.movement == "flyhorizontal" and (not self.track) then
self.flyingtimer = self.flyingtimer + dt
while self.flyingtimer > (self.flyingtime or 7) do
self.flyingtimer = self.flyingtimer - (self.flyingtime or 7)
end
local newx = self:func(self.flyingtimer/(self.flyingtime or 7))*(self.flyingdistance or 7.5) + self.startx
if not self.dontmirror then
if newx > self.x then --AE ADDITION
self.animationdirection = "left"
else
self.animationdirection = "right"
end
end
self.x = newx
elseif self.movement == "circle" then --AE ADDITION
self.circletimer = self.circletimer + dt
while self.circletimer > math.abs(self.circletime or 1) do
self.circletimer = self.circletimer - math.abs(self.circletime or 1)
end
local v = ((self.circletimer/(self.circletime or 1))*math.pi*2)
local newx = math.sin(v)*(self.circleradiusx or self.circleradius or 1) + self.startx
local newy = math.cos(v)*(self.circleradiusy or self.circleradius or 1) + self.starty
self.x = newx
self.y = newy
elseif self.movement == "homing" then --AE ADDITION
local p
local pass, onlyrotatepass = true, false
if self.homingatenemy then
local dist
for i, v in pairs(objects["enemy"]) do
if (type(self.homingatenemy) == "string" and v.t == self.homingatenemy) or (type(self.homingatenemy) == "table" and tablecontains(self.homingatenemy, v.t)) then
local relativex, relativey = (v.x + -self.x), (v.y + -self.y)
local distance = math.sqrt(relativex*relativex+relativey*relativey)
if ((not dist) or (distance < dist)) then
p = v; dist = distance
end
end
end
else
local closestplayer = 1 --find closest player
local relativex, relativey, dist, distance
for i = 1, players do
local v = objects["player"][i]
relativex, relativey = (v.x + -self.x), (v.y + -self.y)
distance = math.sqrt(relativex*relativex+relativey*relativey)
if ((not dist) or (distance < dist)) and (not v.dead) then
closestplayer = i; dist = distance
end
end
p = objects["player"][closestplayer]
end
if p and self.stophomingdist then --stop homing if player is too close
local relativex, relativey = (p.x + -self.x), (p.y + -self.y)
if math.sqrt(relativex*relativex+relativey*relativey) < self.stophomingdist then
self.speedx, self.speedy = 0, 0
pass = false
onlyrotatepass = self.stophomingdistrotate--stay still, but allow enemy to rotate
end
end
if p and (pass or onlyrotatepass) then
local oldhomingrotation = self.homingrotation
local angle = -math.atan2((p.x+p.width/2)-(self.x+self.width/2), (p.y+p.height/2)-(self.y+self.height/2))-math.pi/2
local turnDir1 = angles(angle, self.homingrotation)
if turnDir1 then
self.homingrotation = self.homingrotation + self.homingturnspeed*dt
else
self.homingrotation = self.homingrotation - self.homingturnspeed*dt
end
local turnDir2 = angles(angle, self.homingrotation)
if turnDir1 ~= turnDir2 then --correct rotation if it over-shoots
self.homingrotation = angle
end
if pass then --sometimes the enemy is only allowed to aim
if self.onlymovewhenhomingrotationatplayer and anglesdiff(angle, self.homingrotation) > self.onlymovewhenhomingrotationatplayerthreshold then
--stop chasing if not facing player
self.speedx, self.speedy = 0, 0
else
self.speedx, self.speedy = math.cos(self.homingrotation+math.pi)*(self.homingspeed), math.sin(self.homingrotation+math.pi)*(self.homingspeed)
if self.dontchangehomingrotationwhenmoving then
self.homingrotation = oldhomingrotation
end
end
end
end
if self.rotationishomingrotation then
self.rotation = self.homingrotation
end
elseif self.movement == "path" then
local speedx, speedy = 0, 0
local oldx, oldy = self.x, self.y
local timedist = dt --how much time passed
while timedist > 0 do
local movedpasttarget = false
local tx, ty = self.startx+self.movementpath[self.movementpathstep][1]+(self.movementpathoffsetx or 0), self.starty+self.movementpath[self.movementpathstep][2]+(self.movementpathoffsety or 0)
local angle = -math.atan2(tx-self.x, ty-self.y)-math.pi/2
local speed = self.movementpathspeed
if type(self.movementpathspeed) == "table" then
speed = self.movementpathspeed[self.movementpathstep]
end
self.x = self.x + (math.cos(angle+math.pi)*(speed))*timedist
self.y = self.y + (math.sin(angle+math.pi)*(speed))*timedist
--face or rotate
if self.rotatetowardsmovementpath then
self.rotation = angle
else
if not self.dontmirror then
if self.x > oldx then
self.animationdirection = "left"
else
self.animationdirection = "right"
end
end
end
--check if it is past target
if ((oldx < tx and self.x > tx) or (oldx > tx and self.x < tx)) or ((oldy < ty and self.y > ty) or (oldy > ty and self.y < ty)) then
movedpasttarget = true
end
if movedpasttarget then
local distancemoved = math.sqrt((oldx-self.x)*(oldx-self.x)+(oldy-self.y)*(oldy-self.y))
local targetdistance = math.sqrt((oldx-tx)*(oldx-tx)+(oldy-ty)*(oldy-ty))
if self.movementpathbackwards then
self.movementpathstep = self.movementpathstep - 1
if self.movementpathstep < 1 then
self.movementpathbackwards = false
self.movementpathstep = 2
end
else
self.movementpathstep = self.movementpathstep + 1
--end of path, either loop back or bounce
if self.movementpathstep > #self.movementpath then
if self.transforms and self:gettransformtrigger("movementpathend") then
self:transform(self:gettransformsinto("movementpathend"))
return
end
if self.movementpathturnaround then
self.movementpathstep = math.max(1, self.movementpathstep - 2)
self.movementpathbackwards = true
else
self.movementpathstep = 1
end
end
end
self.x = tx
self.y = ty
oldx, oldy = self.x, self.y
timedist = timedist - math.abs(distancemoved-targetdistance)/speed
else
timedist = 0
end
end
elseif self.movement == "crawl" then
if self.crawlrotation then
if self.crawlfloor == "down" then
self.rotation = 0
elseif self.crawlfloor == "up" then
self.rotation = math.pi
elseif self.crawlfloor == "right" then
self.rotation = math.pi*1.5
elseif self.crawlfloor == "left" then
self.rotation = math.pi*.5
end
end
if not self.dontmirror then
if self.crawldirection == "right" then
self.animationdirection = "left"
else
self.animationdirection = "right"
end
end
if not self.aroundcorner then
--go around corner?
if self.crawldirection == "left" then
if self.crawlfloor == "left" or self.crawlfloor == "right" then
if self.speedx > 0 and self.crawlfloor == "right" then
self.speedx = self.crawlspeed
self.speedy = 0
self.gravity = -(self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = true
self.crawlfloor = "up"
elseif self.speedx < 0 and self.crawlfloor == "left" then
self.speedx = -self.crawlspeed
self.speedy = 0
self.gravity = (self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = true
self.crawlfloor = "down"
end
elseif self.crawlfloor == "up" or self.crawlfloor == "down" then
if self.speedy > 0 and self.crawlfloor == "down" then
self.speedy = self.crawlspeed
self.speedx = 0
self.gravity = 0
self.gravityx = (self.crawlgravity or yacceleration)
self.aroundcorner = true
self.crawlfloor = "right"
elseif self.speedy < 0 and self.crawlfloor == "up" then
self.speedy = -self.crawlspeed
self.speedx = 0
self.gravity = 0
self.gravityx = -(self.crawlgravity or yacceleration)
self.aroundcorner = true
self.crawlfloor = "left"
end
end
else
if self.crawlfloor == "left" or self.crawlfloor == "right" then
if self.speedx > 0 and self.crawlfloor == "right" then
self.speedx = self.crawlspeed
self.speedy = 0
self.gravity = (self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = true
self.crawlfloor = "down"
elseif self.speedx < 0 and self.crawlfloor == "left" then
self.speedx = -self.crawlspeed
self.speedy = 0
self.gravity = -(self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = true
self.crawlfloor = "up"
end
elseif self.crawlfloor == "up" or self.crawlfloor == "down" then
if self.speedy > 0 and self.crawlfloor == "down" then
self.speedy = self.crawlspeed
self.speedx = 0
self.gravity = 0
self.gravityx = -(self.crawlgravity or yacceleration)
self.aroundcorner = true
self.crawlfloor = "left"
elseif self.speedy < 0 and self.crawlfloor == "up" then
self.speedy = -self.crawlspeed
self.speedx = 0
self.gravity = 0
self.gravityx = (self.crawlgravity or yacceleration)
self.aroundcorner = true
self.crawlfloor = "right"
end
end
end
end
elseif self.movement == "shadow" then
local length = self.shadowlag/self.shadowrate
if length >= 2 or self.shadowlag == 0 then
local target
if self.shadowtarget == "player" and self.shadowtargetplayer then
target = objects["player"][self.shadowtargetplayer]
elseif self.shadowtarget == "parent" then
if self.parent and not self.parent.delete then
target = self.parent
end
elseif self.shadowtarget and objects[self.shadowtarget] then
--find closest target
local x1, y1 = self.x+self.width/2, self.y+self.height/2
local dist = math.huge
for j, w in pairs(objects[self.shadowtarget]) do
if w ~= self and w.x and (not w.dead) then
if self.shadowtarget == "enemy" and self.shadowtargetenemy then
if w.t == self.shadowtargetenemy then
local dist2 = ((x1-(w.x+w.width/2))*(x1-(w.x+w.width/2)))+((y1-(w.y+w.height/2))*(y1-(w.y+w.height/2)))
if dist2 < dist then
dist = dist2
target = w
end
end
else
local dist2 = ((x1-(w.x+w.width/2))*(x1-(w.x+w.width/2)))+((y1-(w.y+w.height/2))*(y1-(w.y+w.height/2)))
if dist2 < dist then
dist = dist2
target = w
end
end
end
end
end
if target and target.x then
--record target's position
local ox = target.width/2
local oy = target.height/2
if self.shadowfromtargetbottom then
oy = target.height
end
local tx = target.x+ox
local ty = target.y+oy
if self.shadowlag == 0 then
self.shadowtable[1] = tx
self.shadowtable[2] = ty
else
self.shadowtimer = self.shadowtimer + dt
while self.shadowtimer > self.shadowrate do
if (not self.shadowiftargetmoving) or (#self.shadowtable == 0 or
(tx ~= self.shadowtable[#self.shadowtable-1] and ty ~= self.shadowtable[#self.shadowtable])) then
if #self.shadowtable/2 >= length then
table.remove(self.shadowtable,1)
table.remove(self.shadowtable,1)
end
table.insert(self.shadowtable, tx)
table.insert(self.shadowtable, ty)
end
self.shadowtimer = self.shadowtimer - self.shadowrate
end
end
end
local poof = false
local ox = self.width/2
local oy = self.height/2
if self.shadowfromtargetbottom then
oy = self.height
end
if self.shadowlag == 0 and target and target.x then
self.x = (self.shadowtable[1] or self.x) -ox -(self.shadowoffsetx or 0)
self.y = (self.shadowtable[2] or self.y) -oy -(self.shadowoffsety or 0)
if self.shadowwaiting then
self.shadowwaiting = false
self.drawable = self.startdrawable
self.active = self.startactive
poof = true
end
elseif #self.shadowtable/2 >= length and self.shadowlag ~= 0 then
if self.shadowwaiting then
self.shadowwaiting = false
self.drawable = self.startdrawable
self.active = self.startactive
poof = true
end
--set to position (and interpolate)
local teleport = false
if self.shadowteleportdist then
local dist = ((self.shadowtable[1]-self.shadowtable[3])*(self.shadowtable[1]-self.shadowtable[3]))+((self.shadowtable[2]-self.shadowtable[4])*(self.shadowtable[2]-self.shadowtable[4]))
if dist > self.shadowteleportdist*self.shadowteleportdist then
teleport = true
end
end
if self.shadowinterpolate and not teleport then
local v = self.shadowtimer/self.shadowrate
self.x = self.shadowtable[1]*(1-v)+self.shadowtable[3]*v -ox -(self.shadowoffsetx or 0)
self.y = self.shadowtable[2]*(1-v)+self.shadowtable[4]*v -oy -(self.shadowoffsety or 0)
else
self.x = self.shadowtable[1] -ox -(self.shadowoffsetx or 0)
self.y = self.shadowtable[2] -oy -(self.shadowoffsety or 0)
end
elseif self.shadownotactivewhenwaiting then
if self.shadowwaiting == false then
poof = true
end
self.drawable = false
self.active = false
self.shadowwaiting = true
end
if poof and self.shadowpoof then
local t = self.shadowpoof
if type(t) ~= "string" then t = "poof" end
makepoof(self.x+self.width/2,self.y+self.height/2,t)
end
end
end
if (self.friction or self.airfriction) and self.movement ~= "truffleshuffle" then
local friction = friction
if self.airfriction and self.falling then
friction = self.airfriction
elseif type(self.friction) == "number" then
friction = self.friction
end
if self.speedx > 0 then
self.speedx = self.speedx - friction*dt
if self.speedx < 0 then
self.speedx = 0
end
else
self.speedx = self.speedx + friction*dt
if self.speedx > 0 then
self.speedx = 0
end
end
end
if (self.verticalfriction or self.verticalairfriction) then
local friction = friction
if self.verticalairfriction and self.falling then
friction = self.verticalairfriction
elseif type(self.verticalfriction) == "number" then
friction = self.verticalfriction
end
if self.speedy > 0 then
self.speedy = self.speedy - friction*dt
if self.speedy < 0 then
self.speedy = 0
end
else
self.speedy = self.speedy + friction*dt
if self.speedy > 0 then
self.speedy = 0
end
end
end
if self.xrelativetocamera then
self.x = xscroll + self.xrelativetocamera
end
if self.yrelativetocamera then
self.y = yscroll + self.yrelativetocamera
end
if self.sticktonearestplayer then --moves to where player is
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then closestdist = dist; closestplayer = i end
end
self.sticktoplayer = closestplayer
end
if self.sticktoplayer then
local p = objects["player"][self.sticktoplayer]
if p then
local ox, oy = self.sticktoplayeroffsetx or 0, self.sticktoplayeroffsety or 0
self.x = p.x+p.width/2-self.width/2+ox
self.y = p.y+p.height/2-self.height/2+oy
end
end
if self.teleportnearestplayer then --teleports player to enemy's position
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then closestdist = dist; closestplayer = i end
end
self.teleportplayer = closestplayer
end
if self.teleportplayer then
local startp, endp = self.teleportplayer, self.teleportplayer
if type(self.teleportplayer) == "boolean" then
startp, endp = 1, players
end
for i = startp, endp do
local p = objects["player"][i]
if p then
local ox, oy = self.teleportplayeroffsetx or 0, self.teleportplayeroffsety or 0
p.x = (self.x+self.width/2)-(p.width/2)+ox
p.y = (self.y+self.height/2)-(p.height/2)+oy
if self.teleportplayerspeedx and self.teleportplayerspeedy then
p.speedx = self.teleportplayerspeedx
p.speedy = self.teleportplayerspeedy
end
end
end
end
if self.jumps then
self.jumptimer = self.jumptimer + dt
if self.jumptimer > self.jumptime then
self.jumptimer = self.jumptimer - self.jumptime
--decide whether up or down
local dir
if self.y+self.height-0.01 > (mapheight-(self.jumponlyupdistfrombottom or 4)) then
dir = "up"
elseif self.y < 6 then
dir = "down"
else
if math.random(2) == 1 then
dir = "up"
else
dir = "down"
end
end
if dir == "up" then
self.speedy = -self.jumpforce
self.mask[2] = true
self.jumping = "up"
self.falling = true
else
self.speedy = -self.jumpforcedown
self.mask[2] = true
self.jumping = "down"
self.jumpingy = self.y
self.falling = true
end
end
if self.jumping then
if self.jumping == "up" then
if self.speedy > 0 then
self.jumping = false
self.mask[2] = false
end
elseif self.jumping == "down" then
if self.y > self.jumpingy + self.height+1.1 then
self.jumping = false
self.mask[2] = false
end
end
end
end
if self.facesplayer then
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if objects["player"][closestplayer].x + objects["player"][closestplayer].width/2 > self.x + self.width/2 then
self.animationdirection = "left"
else
self.animationdirection = "right"
end
end
if self.chasetime then
if self.chasetimer > self.chasetime then
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if objects["player"][closestplayer].x + objects["player"][closestplayer].width/2 < self.x + self.width/2 then
self.speedx = -(self.chasespeed or 1.5)
self.chasemariowasleft = true
elseif self.chasemariowasleft then
self.chasemariowasleft = nil
self.chasetimer = 0
self.startx = self.x
end
else
self.chasetimer = self.chasetimer + dt
end
end
if self.animationtype == "character" then
if self.oldx then
--Mario-like animation
local xdiff = self.x-self.oldx
local ydiff = self.y-self.oldy
local running = math.abs(xdiff) > 0.001
local jumping = math.abs(ydiff) > 0.001
local falling = ydiff > 0.001
local runstart = self.idleframes+1
local jumpstart = self.idleframes+self.runframes+1
local fallstart = self.idleframes+self.runframes+self.jumpframes+1
if self.fallframes > 0 and falling then
if self.quadi < fallstart or self.quadi > fallstart+self.fallframes-1 then
self.quadi = fallstart
self.animationtimer = 0
end
self.animationtimer = self.animationtimer + dt
if self.quadi <= fallstart+self.fallframes-1 then
while self.animationtimer > (self.fallanimationspeed or 0.1) do
self.animationtimer = self.animationtimer - (self.fallanimationspeed or 0.1)
self.quadi = math.min(fallstart+self.fallframes-1, (self.quadi+1 -fallstart)%(self.fallframes) +fallstart)
end
end
elseif self.jumpframes > 0 and jumping then
if self.quadi < jumpstart or self.quadi > jumpstart+self.jumpframes-1 then
self.quadi = jumpstart
self.animationtimer = 0
end
self.animationtimer = self.animationtimer + dt
if self.quadi <= jumpstart+self.jumpframes-1 then
while self.animationtimer > (self.jumpanimationspeed or 0.1) do
self.animationtimer = self.animationtimer - (self.jumpanimationspeed or 0.1)
self.quadi = math.min(jumpstart+self.jumpframes-1, (self.quadi+1 -jumpstart)%(self.jumpframes) +jumpstart)
end
end
elseif self.runframes > 0 and running then
if self.quadi < runstart or self.quadi > runstart+self.runframes-1 then
self.quadi = runstart
self.animationtimer = 0
end
self.animationtimer = self.animationtimer + dt
while self.animationtimer > (self.runanimationspeed or 0.1) do
self.animationtimer = self.animationtimer - (self.runanimationspeed or 0.1)
self.quadi = (self.quadi+1 -runstart)%(self.runframes) +runstart
end
elseif self.idleframes > 1 then
if self.quadi < 1 or self.quadi > 1+self.runframes-1 then
self.quadi = 1
self.animationtimer = 0
end
while self.animationtimer > (self.idleanimationspeed or 0.1) do
self.animationtimer = self.animationtimer - (self.idleanimationspeed or 0.1)
self.quadi = (self.quadi+1 -1)%(self.idleframes-1) +1
end
else
if self.quadi < 1 or self.quadi > 1+self.runframes-1 then
self.quadi = 1
end
self.quadi = 1
end
self.quad = self.quadgroup[self.quadi]
if not self.dontmirror then
if xdiff > 0 then
self.animationdirection = "left"
elseif xdiff < 0 then
self.animationdirection = "right"
end
end
end
self.oldx = self.x
self.oldy = self.y
end
--transform if falling
if self.transforms and self.falling and self:gettransformtrigger("falling") then
self:transform(self:gettransformsinto("falling"))
return true
end
--platform
if self.platform and self.platformchecktable and (not (self.trackplatform and self.tracked)) then
local xdiff = self.speedx*dt
if self.speedx == 0 and self.x ~= oldx then
xdiff = self.x-oldx
end
local ydiff = self.speedy*dt
if self.speedy == 0 and self.y ~= oldy then
ydiff = self.y-oldy
end
local condition = false
if ydiff < 0 then
condition = "ignoreplatforms"
end
for i, v in pairs(self.platformchecktable) do
for j, w in pairs(objects[v]) do
if w.width and (not w.ignoreplatform) then
if (not self.noplatformcarrying) and inrange(w.x, self.x-w.width, self.x+self.width) then --vertical carry
if ((w.y == self.y - w.height) or
((self.movement == "circle" or self.movement == "flyvertical" or self.movement == "path" or self.speedy ~= 0) and w.y+w.height >= self.y-0.1 and w.y+w.height < self.y+0.1))
and (not w.jumping) and not (self.speedy > 0 and w.speedy < 0) then --and w.speedy >= self.speedy
if #checkrect(w.x+xdiff, self.y-w.height, w.width, w.height, {"exclude", w}, true, condition) == 0 then
w.x = w.x + xdiff
w.y = self.y-w.height
w.falling = false
w.speedy = self.speedy
end
end
end
if self.platformpush and xdiff ~= 0 then --horizontal push
if inrange(w.y+w.height/2, self.y, self.y+self.height) then
if xdiff > 0 and w.x < self.x+self.width and w.x+w.width > self.x+self.width then --right
if #checkrect(self.x+self.width, w.y, w.width, w.height, {"exclude", w}, true, "ignoreplatforms") == 0 then
w.x = self.x+self.width
end
elseif xdiff < 0 and w.x+w.width > self.x and w.x < self.x then
if #checkrect(self.x-w.width, w.y, w.width, w.height, {"exclude", w}, true, "ignoreplatforms") == 0 then
w.x = self.x-w.width
end
end
end
end
end
end
end
end
--Check if player is near
if self.transforms and (self:gettransformtrigger("playernear") or self:gettransformtrigger("playernotnear")) then
if type(self.playerneardist) == "number" then
for i = 1, players do
local v = objects["player"][i]
if inrange(v.x+v.width/2, self.x+self.width/2-(self.playerneardist or 3), self.x+self.width/2+(self.playerneardist or 3)) then
if self:gettransformtrigger("playernear") then
self:transform(self:gettransformsinto("playernear"))
return
end
elseif self:gettransformtrigger("playernotnear") then
self:transform(self:gettransformsinto("playernotnear"))
return
end
end
elseif type(self.playerneardist) == "table" and #self.playerneardist == 4 then
local col = checkrect(self.x+self.playerneardist[1], self.y+self.playerneardist[2], self.playerneardist[3], self.playerneardist[4], {"player"})
if #col > 0 then
if self:gettransformtrigger("playernear") then
self:transform(self:gettransformsinto("playernear"))
return
end
elseif self:gettransformtrigger("playernotnear") then
self:transform(self:gettransformsinto("playernotnear"))
return
end
end
end
--Check if player if facing the enemy
if self.staticifseen or self.staticifnotseen or (self.transforms and (self:gettransformtrigger("seen") or self:gettransformtrigger("notseen"))) then
local lookedat = false
for i = 1, players do
local v = objects["player"][i]
if v.x+(self.width/2) > self.x+(self.width/2) then
if v.portals ~= "none" then --AE ADDITION (change)
if v.pointingangle > 0 then
lookedat = true
end
else
if v.animationdirection == "left" then
lookedat = true
end
end
else
if v.portals ~= "none" then --AE ADDITION (change)
if v.pointingangle < 0 then
lookedat = true
end
else
if v.animationdirection == "right" then
lookedat = true
end
end
end
end
if (self.transforms and self:gettransformtrigger("notseen")) or self.staticifnotseen then
lookedat = not lookedat
end
if lookedat then
if self.staticifseen or self.staticifnotseen then
self.static = true
else
if self:gettransformtrigger("seen") then
self:transform(self:gettransformsinto("seen"))
else
self:transform(self:gettransformsinto("notseen"))
end
return
end
else
if self.staticifseen or self.staticifnotseen then
self.static = false
end
end
end
if self.rotatetowardsplayer then
for i = 1, players do
local v = objects["player"][i]
if not v.dead then
self.rotation = (-math.atan2((v.x+v.width/2)-(self.x+self.width/2), (v.y+v.height/2)-(self.y+self.height/2-3/16)))-math.pi/2
end
end
end
if self.carryable then
if self.thrown then
if self.throwntime then
self.throwntimer = self.throwntimer - dt
if self.throwntimer < 0 then
if self.fliponcarry then
self.flipped = false
end
if self.noplayercollisiononthrow then
self.mask[3] = not self.mask[1] --no player collision
end
self.thrown = false
if self.speedx > 0 then
if not self.dontmirror then
self.animationdirection = "left"
end
self.speedx = math.abs(self.speedx)
elseif self.speedx < 0 then
if not self.dontmirror then
self.animationdirection = "right"
end
self.speedx = -math.abs(self.speedx)
end
end
end
elseif self.carryparent then
local oldx = self.x
local oldy = self.y
local offsetx = (self.carryoffsetx or 0)
if self.carryoffsetx then
if self.carryparent.pointingangle > 0 then
offsetx = -offsetx
end
end
self.x = (self.carryparent.x+self.carryparent.width/2-self.width/2) + offsetx
self.y = (self.carryparent.y-self.height)+(self.carryoffsety or 0)
if self.carryquad then
self.quadi = self.carryquad
self.quad = self.quadgroup[self.quadi]
end
if self.emancipatecheck then
for h, u in pairs(emancipationgrills) do
if u.active then
if u.dir == "hor" then
if inrange(self.x+6/16, u.startx-1, u.endx, true) and inrange(u.y-14/16, oldy, self.y, true) then
self:emancipate(h)
end
else
if inrange(self.y+6/16, u.starty-1, u.endy, true) and inrange(u.x-14/16, oldx, self.x, true) then
self:emancipate(h)
end
end
end
end
end
--drop if not holding button
if self.carryifholdingrunbutton and not runkey(self.carryparent.playernumber) then
self.carryparent:use()
end
else
self.pickupready = false
for j, w in pairs(objects["player"]) do
local col = checkrect(self.x+self.carryrange[1], self.y+self.carryrange[2], self.carryrange[3], self.carryrange[4], {"player"})
if #col > 0 then
w.pickupready = self
self.pickupready = true
--carry if holding button
if (self.carryifholdingrunbutton and runkey(w.playernumber)) and not w.pickup then
self:used(w.playernumber)
w.pickupready = false
break
end
end
end
self.userect.x, self.userect.y = self.x+self.carryrange[1], self.y+self.carryrange[2]
end
end
--blow entities kreygasm
if self.blowrange then
local col = checkrect(self.x+self.blowrange[1], self.y+self.blowrange[2], self.blowrange[3], self.blowrange[4], self.blowchecktable)
for j = 1, #col, 2 do
local a, b = col[j], objects[col[j]][col[j+1]]
if (b.active or self.blownotactiveenemies) and ((not b.static) or self.blowstaticenemies) and b.blowable ~= false and (b.speedx or self.blowstrong) then
if self.blowstrong then
local fx, fy = b.x+(self.blowspeedx or 0)*dt, b.y+(self.blowspeedy or 0)*dt --future position
local condition = "ignoreplatforms"
if fy > b.y then
condition = false
end
if not checkintile(fx, fy, b.width, b.height, tileentities, b, condition) then
b.x = fx
b.y = fy
end
else
b.speedx = b.speedx+(self.blowspeedx or 0)*dt
b.speedy = b.speedy+(self.blowspeedy or 0)*dt
end
if b.speedx then
if self.blowminspeedx then
b.speedx = math.max(self.blowminspeedx, b.speedx)
end
if self.blowmaxspeedx then
b.speedx = math.min(self.blowmaxspeedx, b.speedx)
end
if self.blowminspeedy then
b.speedy = math.max(self.blowminspeedy, b.speedy)
end
if self.blowmaxspeedy then
b.speedy = math.min(self.blowmaxspeedy, b.speedy)
end
end
if (not self.blowstrong) and a == "player" and b.speedy < 0 then
b.falling = true
end
end
end
end
if self.customtimer then
self.customtimertimer = self.customtimertimer + dt
while self.customtimertimer > self.customtimer[self.currentcustomtimerstage][1] do
self.customtimertimer = self.customtimertimer - self.customtimer[self.currentcustomtimerstage][1]
self:customtimeraction(self.customtimer[self.currentcustomtimerstage][2], self.customtimer[self.currentcustomtimerstage][3], self.customtimer[self.currentcustomtimerstage][4])
self.currentcustomtimerstage = self.currentcustomtimerstage + 1
if self.currentcustomtimerstage > #self.customtimer then
self.currentcustomtimerstage = 1
if self.dontloopcustomtimer then
self.customtimer = false
break
end
end
end
end
end
function enemy:addoutput(a, t)
table.insert(self.outtable, {a, t})
end
function enemy:shotted(dir, cause, high, fireball, star)
if self.resistseverything then
return false
end
if fireball and self.resistsfire then
return false
end
if star and self.resistsstar then
return false
end
if cause and cause == "dkhammer" and self.resistsdkhammer then
return false
end
if self.shothealth then
if self.shothealth > 1 then
self.shothealth = self.shothealth - 1
if self.transforms then
if self:gettransformtrigger("shotdamage") then
self:transform(self:gettransformsinto("shotdamage"))
return
elseif self:gettransformtrigger("damage") then
self:transform(self:gettransformsinto("damage"))
return
end
end
return
end
elseif self.health then --AE ADDITION
if self.health > 1 then
self.health = self.health - 1
if self.transforms then
if self:gettransformtrigger("damage") then
self:transform(self:gettransformsinto("damage"))
return
end
end
return
end
end
if self.givecoinwhenshot then
collectcoin(nil, nil, tonumber(self.givecoinwhenshot) or 1)
end
if not self.noshotsound then
playsound("shot")
end
if self.transforms then
if self:gettransformtrigger("shot") then
self:transform(self:gettransformsinto("shot"), nil, "death")
return
elseif self:gettransformtrigger("death") then
self:transform(self:gettransformsinto("death"), nil, "death")
return
end
end
self.speedy = -(self.shotjumpforce or shotjumpforce)
if high then
self.speedy = self.speedy*2
end
self.direction = dir or "right"
self.gravity = shotgravity
if self.direction == "left" then
self.speedx = -(self.shotspeedx or shotspeedx)
else
self.speedx = self.shotspeedx or shotspeedx
end
if self.shellanimal then
self.small = true
self.quad = self.quadgroup[self.smallquad]
if cause == true then --below
self.upsidedown = true
self.kickedupsidedown = true
self.offsetY = self.upsidedownoffsety or 4
self.quadcenterY = self.upsidedownquadcentery or self.startquadcenterY
self.movement = self.smallmovement
self.animationtype = "none"
else
self.shot = true
self.active = false
end
else
if self.shotframe then
self.quad = self.quadgroup[self.shotframe]
end
self.shot = true
self.active = false
end
if self.doesntflyawayonfireball then
self.kill = true
self.drawable = false
end
return true
end
function enemy:customtimeraction(action, arg)
--set to a variable
local ogarg = arg
if arg and type(arg) == "table" and arg[1] and arg[2] and arg[1] == "property" then
arg = self[arg[2]]
end
if type(action) == "table" then --The new *better* custom timer format
local a = action[1] --action
local p = action[2] --parameter
if a == "set" then
self[p] = arg
if p == "quadno" then
--update frame
self.quad = self.quadgroup[self.quadno]
end
elseif a == "add" then
self[p] = self[p] + arg
elseif a == "subtract" then
self[p] = self[p] - arg
elseif a == "multiply" then
self[p] = self[p] * arg
elseif a == "divide" then
self[p] = self[p] / arg
elseif a == "reverse" then
if type(self[p]) == "boolean" then
self[p] = not self[p]
else
self[p] = -self[p]
end
elseif a == "random" then
if type(arg) == "number" then
self[p] = math.random()*arg
else
self[p] = arg[math.random(#arg)]
end
elseif a == "abs" then
self[p] = math.abs(self[p])
elseif a == "sqrt" then
self[p] = math.sqrt(self[p])
elseif a == "mod" then
self[p] = self[p]%arg
elseif a == "pow" then
self[p] = math.pow(self[p],arg)
elseif a == "round" then
self[p] = math.floor(self[p]+0.5)
elseif a == "floor" then
self[p] = math.floor(self[p])
elseif a == "ceil" then
self[p] = math.ceil(self[p])
elseif a == "sin" then
self[p] = math.sin(arg)
elseif a == "cos" then
self[p] = math.cos(arg)
elseif a == "tan" then
self[p] = math.tan(arg)
elseif a == "atan2" then
local in1, in2 = ogarg[1],ogarg[2]
if ogarg[1] and type(ogarg[1]) == "table" and ogarg[1][1] and ogarg[1][2] and ogarg[1][1] == "property" then
in1 = self[ogarg[1]]
end
if ogarg[2] and type(ogarg[2]) == "table" and ogarg[2][1] and ogarg[2][2] and ogarg[2][1] == "property" then
in2 = self[ogarg[2]]
end
self[p] = math.atan2(in1,in2)
elseif a == "min" then
self[p] = math.min(self[p],arg)
elseif a == "max" then
self[p] = math.max(self[p],arg)
elseif a == "tonumber" then
self[p] = tonumber(self[p])
elseif a == "tostring" then
self[p] = tostring(self[p])
end
else --backwards compatibility
if action == "bounce" then
if self.speedy == 0 then self.speedy = -(arg or 10) end
elseif action == "playsound" then
if self.sound and arg == self.t then
playsound(self.sound)
else
playsound(arg)
end
elseif action == "spawnenemy" then
if self.spawnsenemyrandoms then
self.spawnsenemy = self.spawnsenemyrandoms[math.random(#self.spawnsenemyrandoms)]
end
self:spawnenemy(self.spawnsenemy)
elseif string.sub(action, 0, 7) == "reverse" then
local parameter = string.sub(action, 8, string.len(action))
self[parameter] = -self[parameter]
elseif string.sub(action, 0, 3) == "add" then
local parameter = string.sub(action, 4, string.len(action))
self[parameter] = self[parameter] + arg
elseif string.sub(action, 0, 8) == "multiply" then
local parameter = string.sub(action, 9, string.len(action))
self[parameter] = self[parameter] * arg
elseif action == "setframe" then
self.quad = self.quadgroup[arg]
elseif string.sub(action, 0, 3) == "set" then
self[string.sub(action, 4, string.len(action))] = arg
end
end
end
function enemy:func(i) -- 0-1 in please
return (-math.cos(i*math.pi*2)+1)/2
end
function enemy:globalcollide(a, b, c, d, dir)
if a == "tile" then
if not self.resistsspikes then
dir = twistdirection(self.gravitydirection, dir)
if dir == "ceil" and tilequads[map[b.cox][b.coy][1]]:getproperty("spikesdown", b.cox, b.coy) then
self:shotted()
return false
elseif dir == "right" and tilequads[map[b.cox][b.coy][1]]:getproperty("spikesleft", b.cox, b.coy) then
self:shotted()
return false
elseif dir == "left" and tilequads[map[b.cox][b.coy][1]]:getproperty("spikesright", b.cox, b.coy) then
self:shotted()
return false
elseif dir == "floor" and tilequads[map[b.cox][b.coy][1]]:getproperty("spikesup", b.cox, b.coy) then
self:shotted()
return false
end
end
end
if a == "platform" or a == "seesawplatform" then
if dir == "floor" then
if self.jumping and self.speedy < -jumpforce + 0.1 then
return true
end
else
return true
end
end
if a == "player" and self.removeonmariocontact then
if self.transforms then
if self:gettransformtrigger("mariocontact") then
self:transform(self:gettransformsinto("mariocontact"), nil, "death")
elseif self:gettransformtrigger("death") then
self:transform(self:gettransformsinto("death"), nil, "death")
return
end
end
self.kill = true
self.drawable = false
return true
end
if self.kickable then
if a == "player" then
if b.x+b.width/2 > self.x+self.width/2 then
self:kick("left")
else
self:kick("right")
end
return true
end
end
if self.meltice and b.meltsice and self.transforms and self:gettransformtrigger("melt") then
self:transform(self:gettransformsinto("melt"))
end
if b.meltice and self.meltsice then
return true
end
if self.transforms and (self:gettransformtrigger("globalcollide") or self:gettransformtrigger("collide")) and (not self.justspawned) then
if self:gettransformtrigger("globalcollide") then
if self:handlecollisiontransform("globalcollide",a,b) then
if not self.dotransformaftercollision then
return true
end
end
else
if self:handlecollisiontransform("collide",a,b) then
if not self.dotransformaftercollision then
return true
end
end
end
elseif self.transforms and dir == "passive" and self:gettransformtrigger("passivecollide") and (not self.justspawned) then
if self:handlecollisiontransform("passivecollide",a,b) then
if not self.dotransformaftercollision then
return true
end
end
end
if self.thrown and (not self.dontkillwhenthrown) and not (b.resistsenemykill or b.resistseverything) then
if a == "enemy" then
if b:shotted("right", false, false, true) ~= false then
addpoints(b.firepoints or 200, self.x, self.y)
if self.throwncollisionignore then
return true
end
end
if not self.throwncombo then
self.thrown = false
self:shotted(self.animationdirection)
elseif self.throwncombospeedx and self.throwncombospeedy then
if self.speedx > 0 then
self.speedx = self.throwncombospeedx
else
self.speedx = -self.throwncombospeedx
end
self.speedy = self.throwncombospeedy
end
elseif fireballkill[a] then
if b:shotted("right") ~= false and a ~= "bowser" then
addpoints(firepoints[a] or 200, self.x, self.y)
if self.throwncollisionignore then
return true
end
end
if not self.throwncombo then
self.thrown = false
self:shotted(self.animationdirection)
elseif self.throwncombospeedx and self.throwncombospeedy then
if self.speedx > 0 then
self.speedx = self.throwncombospeedx
else
self.speedx = -self.throwncombospeedx
end
self.speedy = self.throwncombospeedy
end
end
end
if self.killsenemies and ((self.killsenemiesonsides and (dir == "left" or dir == "right")) or (self.killsenemiesonbottom and dir == "floor") or (self.killsenemiesontop and dir == "ceil") or
(self.killsenemiesonleft and dir == "left") or (self.killsenemiesonright and dir == "right") or (self.killsenemiesonpassive and dir == "passive"))
and a == "enemy" and not (b.resistsenemykill or b.resistseverything) then
return true
end
if a ~= "enemy" then
if self.freezesenemies then
if iceballfreeze[a] then
if b.freezable and (not b.frozen) then
table.insert(objects["ice"], ice:new(b.x+b.width/2, b.y+b.height, b.width, b.height, a, b))
end
end
end
if self.killsenemies and ((self.killsenemiesonsides and (dir == "left" or dir == "right")) or (self.killsenemiesonbottom and dir == "floor") or (self.killsenemiesontop and dir == "ceil") or
(self.killsenemiesonleft and dir == "left") or (self.killsenemiesonright and dir == "right") or (self.killsenemiesonpassive and dir == "passive")) then --AE ADDITION
if b.shotted and not (b.resistsenemykill or b.resistseverything) then
local dir = "right"
if self.speedx < 0 then
dir = "left"
end
if b:shotted(dir) ~= false then
if self.bouncesonenemykill then
self.speedy = -(self.bounceforce or 10)
end
addpoints((firepoints[b.t] or 200), self.x, self.y)
return true
end
end
end
end
if a == "fireball" and self.resistsfire then
return true
end
if b.freezesenemies and self.freezable then
if (not self.frozen) then
table.insert(objects["ice"], ice:new(self.x+self.width/2, self.y+self.height, self.width, self.height, "enemy", self))
return true
end
end
if (b.killsenemies and ((b.killsenemiesonsides and (dir == "left" or dir == "right")) or (b.killsenemiesonbottom and dir == "ceil") or (b.killsenemiesontop and dir == "floor") or
(b.killsenemiesonleft and dir == "right") or (b.killsenemiesonright and dir == "left") or (b.killsenemiesonpassive and dir == "passive"))) and (not (self.resistsenemykill or self.resistseverything)) then
local dir = "right"
if b.speedx < 0 then
dir = "left"
end
if b.enemykillsdontflyaway then
self.doesntflyawayonfireball = true
end
self:shotted(dir)
if b.bouncesonenemykill then
b.speedy = -(b.bounceforce or 10)
end
if b.enemykillsinstantly then
self.instantdelete = true
self.output()
end
addpoints((firepoints[self.t] or 200), self.x, self.y)
return true
end
if self.breaksblocks then
if (self.breakblockside == nil or self.breakblockside == "global") then
if a == "tile" then
if self.breakshardblocks and (tilequads[map[b.cox][b.coy][1]].coinblock or (tilequads[map[b.cox][b.coy][1]].debris and blockdebrisquads[tilequads[map[b.cox][b.coy][1]].debris])) then -- hard block
destroyblock(b.cox, b.coy)
else
hitblock(b.cox, b.coy, self, true)
end
elseif a == "flipblock" then
if self.breaksflipblocks then
b:destroy()
end
end
end
end
if self.nocollidestops or b.nocollidestops then
return true
end
end
function enemy:leftcollide(a, b, c, d)
if self:globalcollide(a, b, c, d, "left") then
return false
end
if self.ignoreleftcollide or b.ignorerightcollide then --AE ADDITION
return false
end
if a == "tile" then
--AE ADDITION
--slant
if self.onslant == "right" and self.y+self.height-2/16 <= b.y then
self.y = b.y-self.height
return false
end
end
if a == "pixeltile" and b.dir == "right" and self.y < b.y then --AE ADDITION
self.y = self.y - b.step
return false
end
if self.transforms and self:gettransformtrigger("leftcollide") and (not self.justspawned) then
if self:handlecollisiontransform("leftcollide",a,b) then
if not self.dotransformaftercollision then
return
end
end
end
if a == "player" then --AE ADDITION
return false
end
if self.movement == "crawl" then
if (a == "tile" or a == "buttonblock" or a == "flipblock" or a == "frozencoin" or (a == "enemy" and b.static)) then
if self.crawlfloor ~= "left" then
if self.crawldirection == "left" then
self.speedy = -self.crawlspeed
else
self.speedy = self.crawlspeed
end
end
self.speedx = 0
self.gravity = 0
self.gravityx = -(self.crawlgravity or yacceleration)
self.crawlfloor = "left"
self.aroundcorner = false
return true
elseif self.crawlfloor == "up" or self.crawlfloor == "down" then
if self.crawldirection == "left" then
self.crawldirection = "right"
else
self.crawldirection = "left"
end
self.speedx = self.crawlspeed
return true
end
end
if (not self.frozen) and (self.reflects or self.reflectsx) then
self.speedx = math.abs(self.speedx)
end
if self.breaksblocks then
if (self.breakblockside == "sides" or self.breakblockside == "left") then
if a == "tile" then
if self.breakshardblocks and (tilequads[map[b.cox][b.coy][1]].coinblock or (tilequads[map[b.cox][b.coy][1]].debris and blockdebrisquads[tilequads[map[b.cox][b.coy][1]].debris])) then -- hard block
destroyblock(b.cox, b.coy)
else
hitblock(b.cox, b.coy, self, true)
end
elseif a == "flipblock" then
if self.breaksflipblocks then
b:destroy()
end
end
end
end
if self.gel then
if a == "tile" then
local x, y = b.cox, b.coy
if (inmap(x+1, y) and tilequads[map[x+1][y][1]].collision) or (inmap(x, y) and tilequads[map[x][y][1]].collision == false) then
return
end
--see if adjsajcjet tile is a better fit
if math.floor(self.y+self.height/2)+1 ~= y then
if inmap(x, math.floor(self.y+self.height/2)+1) and tilequads[map[x][math.floor(self.y+self.height/2)+1][1]].collision then
y = math.floor(self.y+self.height/2)+1
end
end
self:applygel("right", x, y)
elseif a == "lightbridgebody" and b.dir == "ver" then
self:applygel("right", b)
end
end
if self.movement == "chase" and self.chasebounceforcex then
self.speedx = self.chasebounceforcex
if self.speedy == 0 and self.chasebounceforcey then
self.speedy = -self.chasebounceforcey
end
return false
end
if (not self.frozen) and self.movement == "truffleshuffle" then
self.speedx = self.truffleshufflespeed
if not self.dontmirror then
self.animationdirection = "left"
end
return false
elseif (not self.frozen) and self.small then
if (a ~= "enemy" and not tablecontains(enemies, a)) or (b.resistsenemykill or b.resistseverything) then
self.speedx = self.smallspeed
if not self.kickedupsidedown then
if a == "tile" then
hitblock(b.cox, b.coy, self, true)
else
playsound("blockhit")
end
end
return false
end
end
end
function enemy:rightcollide(a, b, c, d)
if self:globalcollide(a, b, c, d, "right") then
return false
end
if self.ignorerightcollide or b.ignoreleftcollide then --AE ADDITION
return false
end
if a == "tile" then
--AE ADDITION
--slant
if self.onslant == "left" and self.y+self.height-2/16 <= b.y then
self.y = b.y-self.height
return false
end
end
if a == "pixeltile" and b.dir == "left" and self.y < b.y then --AE ADDITION
self.y = self.y - b.step
return false
end
if self.transforms and self:gettransformtrigger("rightcollide") and (not self.justspawned) then
if self:handlecollisiontransform("rightcollide",a,b) then
if not self.dotransformaftercollision then
return
end
end
end
if a == "player" then --AE ADDITION
return false
end
if self.movement == "crawl" then
if (a == "tile" or a == "buttonblock" or a == "flipblock" or a == "frozencoin" or (a == "enemy" and b.static)) then
if self.crawlfloor ~= "right" then
if self.crawldirection == "left" then
self.speedy = self.crawlspeed
else
self.speedy = -self.crawlspeed
end
end
self.speedx = 0
self.gravity = 0
self.gravityx = (self.crawlgravity or yacceleration)
self.crawlfloor = "right"
self.aroundcorner = false
return true
elseif self.crawlfloor == "up" or self.crawlfloor == "down" then
if self.crawldirection == "right" then
self.crawldirection = "left"
else
self.crawldirection = "right"
end
self.speedx = -self.crawlspeed
return true
end
end
if (not self.frozen) and (self.reflects or self.reflectsx) then
self.speedx = -math.abs(self.speedx)
end
if self.breaksblocks then
if (self.breakblockside == "sides" or self.breakblockside == "right") then
if a == "tile" then
if self.breakshardblocks and (tilequads[map[b.cox][b.coy][1]].coinblock or (tilequads[map[b.cox][b.coy][1]].debris and blockdebrisquads[tilequads[map[b.cox][b.coy][1]].debris])) then -- hard block
destroyblock(b.cox, b.coy)
else
hitblock(b.cox, b.coy, self, true)
end
elseif a == "flipblock" then
if self.breaksflipblocks then
b:destroy()
end
end
end
end
if self.gel then
if a == "tile" then
local x, y = b.cox, b.coy
if (inmap(x-1, y) and tilequads[map[x-1][y][1]].collision) or (inmap(x, y) and tilequads[map[x][y][1]].collision == false) then
return
end
--see if adjsajcjet tile is a better fit
if math.floor(self.y+self.height/2)+1 ~= y then
if inmap(x, math.floor(self.y+self.height/2)+1) and tilequads[map[x][math.floor(self.y+self.height/2)+1][1]].collision then
y = math.floor(self.y+self.height/2)+1
end
end
self:applygel("left", x, y)
elseif a == "lightbridgebody" and b.dir == "ver" then
self:applygel("left", b)
end
end
if self.movement == "chase" and self.chasebounceforcex then
self.speedx = -self.chasebounceforcex
if self.speedy == 0 and self.chasebounceforcey then
self.speedy = -self.chasebounceforcey
end
return false
end
if (not self.frozen) and self.movement == "truffleshuffle" then
self.speedx = -self.truffleshufflespeed
if not self.dontmirror then
self.animationdirection = "right"
end
return false
elseif (not self.frozen) and self.small then
if (a ~= "enemy" and not tablecontains(enemies, a)) or (b.resistsenemykill or b.resistseverything) then
self.speedx = -self.smallspeed
if not self.kickedupsidedown then
if a == "tile" then
hitblock(b.cox, b.coy, self, true)
else
playsound("blockhit")
end
end
return false
end
end
end
function enemy:ceilcollide(a, b, c, d)
if self:globalcollide(a, b, c, d, "ceil") then
return false
end
if self.ignoreceilcollide or b.ignorefloorcollide then --AE ADDITION
return false
end
if self.transforms and self:gettransformtrigger("ceilcollide") and (not self.justspawned) then
if self:handlecollisiontransform("ceilcollide",a,b) then
if not self.dotransformaftercollision then
return
end
end
end
if a == "player" then --AE ADDITION
return false
end
if self.movement == "crawl" then
if (a == "tile" or a == "buttonblock" or a == "flipblock" or a == "frozencoin" or (a == "enemy" and b.static)) then
if self.crawlfloor ~= "up" then
if self.crawldirection == "left" then
self.speedx = self.crawlspeed
else
self.speedx = -self.crawlspeed
end
end
self.speedy = 0
self.gravity = -(self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = false
self.crawlfloor = "up"
return true
elseif self.crawlfloor == "left" or self.crawlfloor == "right" then
if self.crawldirection == "left" then
self.crawldirection = "right"
else
self.crawldirection = "left"
end
self.speedy = self.crawlspeed
return true
end
end
if (not self.frozen) and (self.reflects or self.reflectsy) then
self.speedy = math.abs(self.speedy)
end
if self.breaksblocks then
if self.breakblockside == "ceil" then
if a == "tile" then
if self.breakshardblocks and (tilequads[map[b.cox][b.coy][1]].coinblock or (tilequads[map[b.cox][b.coy][1]].debris and blockdebrisquads[tilequads[map[b.cox][b.coy][1]].debris])) then -- hard block
destroyblock(b.cox, b.coy)
else
hitblock(b.cox, b.coy, self, true)
end
elseif a == "flipblock" then
if self.breaksflipblocks then
b:destroy()
end
end
end
end
if self.gel then
if a == "tile" then
local x, y = b.cox, b.coy
if not inmap(x, y+1) or tilequads[map[x][y+1][1]].collision == false then
local x, y = b.cox, b.coy
self:applygel("bottom", x, y)
end
elseif a == "lightbridgebody" and b.dir == "hor" then
self:applygel("bottom", b)
end
end
end
function enemy:floorcollide(a, b, c, d)
if self:globalcollide(a, b, c, d, "floor") then
return false
end
if self.ignorefloorcollide or b.ignoreceilcollide then --AE ADDITION
return false
end
--Shake Ground --AE ADDITION
if self.shakesground and (a == "tile") and self.falling and onscreen(self.x, self.y, self.width, self.height) then
for i = 1, players do
objects["player"][i]:groundshock()
end
earthquake = 4
playsound(thwompsound)
self.speedy = 0
end
if self.transforms and self:gettransformtrigger("floorcollide") and (not self.justspawned) then
if self:handlecollisiontransform("floorcollide",a,b) then
if not self.dotransformaftercollision then
return
end
end
end
if a == "player" then --AE ADDITION
return false
end
if self.movement == "crawl" then
if (a == "tile" or a == "buttonblock" or a == "flipblock" or a == "frozencoin" or (a == "enemy" and b.static)) then
if self.crawlfloor ~= "down" then
if self.crawldirection == "right" then
self.speedx = self.crawlspeed
else
self.speedx = -self.crawlspeed
end
end
self.speedy = 0
self.gravity = (self.crawlgravity or yacceleration)
self.gravityx = 0
self.aroundcorner = false
self.crawlfloor = "down"
return true
elseif self.crawlfloor == "left" or self.crawlfloor == "right" then
if self.crawldirection == "right" then
self.crawldirection = "left"
else
self.crawldirection = "right"
end
self.speedy = -self.crawlspeed
return true
end
end
--slants/slopes --AE ADDITION
local onslant = (a == "pixeltile")
if onslant then
self.onslant = b.dir
self.onslantstep = b.step
else
self.onslant = false
end
if (not self.frozen) and (self.reflects or self.reflectsy) then
self.speedy = -math.abs(self.speedy)
end
if self.kickedupsidedown then
self.speedx = 0
self.kickedupsidedown = false
end
if self.thrown then
if self.thrownbounce then
self.speedy = -math.abs(self.speedy)*self.thrownbounce
if self.throwndamping then
self.speedx = self.speedx*self.throwndamping
end
end
if self.throwntimeendonfloorcollide then
self.throwntimer = 0
end
end
if self.breaksblocks then
if self.breakblockside == "floor" then
if a == "tile" then
if self.breakshardblocks and (tilequads[map[b.cox][b.coy][1]].coinblock or (tilequads[map[b.cox][b.coy][1]].debris and blockdebrisquads[tilequads[map[b.cox][b.coy][1]].debris])) then -- hard block
destroyblock(b.cox, b.coy)
else
hitblock(b.cox, b.coy, self, true)
end
elseif a == "flipblock" then
if self.breaksflipblocks then
b:destroy()
end
end
end
end
if self.gel then
if a == "tile" then
local x, y = b.cox, b.coy
if (inmap(x, y-1) and tilequads[map[x][y-1][1]].collision) or (inmap(x, y) and tilequads[map[x][y][1]].collision == false) then
return
end
--see if adjsajcjet tile is a better fit
if math.floor(self.x+self.width/2)+1 ~= x then
local t = map[x][y][1]
if inmap(x, y) and tilequads[t].collision and (not (tilequads[t].invisible or tilequads[t].grate)) then
x = math.floor(self.x+self.width/2)+1
end
end
if inmap(x, y) and tilequads[map[x][y][1]].collision then
if map[x][y]["gels"]["top"] == self.gel or (self.gel == 5 and not map[x][y]["gels"]["top"]) then
if self.speedx > 0 then
for cox = x+1, x+self.speedx*0.2 do
if inmap(cox, y-1) and tilequads[map[cox][y][1]].collision == true and tilequads[map[cox][y-1][1]].collision == false then
if self:applygel("top", cox, y) then break end
else break end
end
elseif self.speedx < 0 then
for cox = x-1, x+self.speedx*0.2, -1 do
if inmap(cox, y-1) and tilequads[map[cox][y][1]].collision and tilequads[map[cox][y-1][1]].collision == false then
if self:applygel("top", cox, y) then break end
else break end
end
end
else
self:applygel("top", x, y)
end
end
elseif a == "lightbridgebody" and b.dir == "hor" then
self:applygel("top", b)
end
end
self.falling = false
if (not self.frozen) and self.bounces and (not self.bouncedelay) then
self.speedy = -(self.bounceforce or 10)
self.falling = true
end
end
function enemy:passivecollide(a, b, c, d)
if self:globalcollide(a, b, c, d, "passive") then
return false
end
if a == "player" then --AE ADDITION
return false
end
end
function enemy:startfall()
self.falling = true
end
function enemy:stomp(x, b)
if self.stompable or (self.shellanimal and self.small) then
if self.pushmariowhenstomped and b then
b.y = self.y - b.height-1/16
end
if self.stomphealth then
if self.stomphealth > 1 then
self.stomphealth = self.stomphealth - 1
if self.transforms then
if self:gettransformtrigger("stompdamage") then
self:transform(self:gettransformsinto("stompdamage"))
return
elseif self:gettransformtrigger("damage") then
self:transform(self:gettransformsinto("damage"))
return
end
end
return
end
elseif self.health then --AE ADDITION
if self.health > 1 then
self.health = self.health - 1
if self.transforms then
if self:gettransformtrigger("damage") then
self:transform(self:gettransformsinto("damage"))
return
end
end
return
end
end
if self.transforms then
if self:gettransformtrigger("stomp") then
self:transform(self:gettransformsinto("stomp"), nil, "death")
return
elseif self:gettransformtrigger("death") then
self:transform(self:gettransformsinto("death"), nil, "death")
return
end
end
if self.givecoinwhenstomped then
collectcoin(nil, nil, tonumber(self.givecoinwhenstomped) or 1)
end
if self.shellanimal then
if not self.small then
self.quadcenterY = self.smallquadcentery or 19--self.startquadcenterY
self.offsetY = self.smalloffsety or 0--self.startoffsetY
self.quad = self.quadgroup[self.smallquad]
self.small = true
self.trackable = false
self.movement = self.smallmovement
self.speedx = 0
self.animationtype = "none"
elseif self.speedx == 0 then
if self.x > x then
self.speedx = self.smallspeed
self.x = x+12/16+self.smallspeed*gdt
if b then
self.size = b.size
else
self.size = 1
end
self.killsenemies = true
else
self.speedx = -self.smallspeed
self.x = x-self.width-self.smallspeed*gdt
if b then
self.size = b.size
else
self.size = 1
end
self.killsenemies = true
end
else
self.speedx = 0
self.combo = 1
self.quad = self.quadgroup[self.smallquad]
end
else
self.active = false
if self.stompanimation then
self.quad = self.quadgroup[self.stompedframe]
if self.fallswhenstomped then
self.shot = true
self.gravity = shotgravity
else
self.dead = true
end
elseif self.doesntflyawayonstomp then
self.kill = true
self.drawable = false
else
self.shot = true
self.gravity = shotgravity
end
end
end
end
function enemy:autodeleted()
self.dead = true
if self.shot then
self:output()
else
self:output("autodeleted")
end
end
function enemy:output(transformed)
if (not self.outtable) or self.outputted then
--for some reason the enemy hasn't spawned correctly
return false
end
self.outputted = true
for i = 1, #self.outtable do
if self.outtable[i][1].input then
self.outtable[i][1]:input("toggle", self.outtable[i][2])
end
end
if self.fireballthrower then
self.fireballthrower:fireballcallback(self.t)
end
if self.carryparent then
self.carryparent.pickup = nil
self.userect.delete = true
self.destroying = true
end
if self.userect and not self.userect.delete then
self.userect.delete = true
end
if self.blockportaltile and not self.dontremoveblockportaltileondeath then
blockedportaltiles[self.blockportaltilecoordinate] = false
end
if (not transformed) or self.treattransformasdeath then
--only happen on real deaths
if self.givecoinondeath then --AE ADDITION
collectcoin(nil, nil, tonumber(self.givecoinondeath) or 1)
end
if self.givekeyondeath then --AE ADDITIONlocal closestplayer = 1
local closestdist = math.huge
local closestplayer = 1
for i = 2, #objects["player"] do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
objects["player"][closestplayer].key = objects["player"][closestplayer].key+1
end
if self.deathsound then --AE ADDITION
if self.sound and self.deathsound == self.t then
playsound(self.sound)
else
playsound(self.deathsound)
end
end
if self.droplevelballondeath then
local obj = levelball:new(self.x+self.width/2, self.y+self.height/2)
obj.y = self.y+self.height-obj.height-1/16
table.insert(objects["levelball"], obj)
end
if self.animationtriggerondeath or self.triggeranimationondeath then
self:triggeranimation(self.animationtriggerondeath or self.triggeranimationondeath)
end
if self.transformenemyanimationondeath then
transformenemyanimation(self.transformenemyanimationondeath)
end
end
end
function enemy:triggeranimation(s)
if animationtriggerfuncs[s] then
for i = 1, #animationtriggerfuncs[s] do
local anim = animationtriggerfuncs[s][i]
if anim.running and self.queueanimationtrigger then --you ever notice how queue has 4 silent letters?
table.insert(anim.queue, "enemy")
else
anim:trigger()
end
end
end
end
function enemy:portaled(exitdir)
if self.killsenemiesafterportal then
self.killsenemies = true
end
if self.transforms and self:gettransformtrigger("portaled") then
self:transform(self:gettransformsinto("portaled"))
end
end
function enemy:spawnenemy(t)
local speedx, speedy = 0, 0
if self.spawnenemyspeedx then
speedx = self.spawnenemyspeedx
end
if self.spawnenemyspeedy then
speedy = self.spawnenemyspeedy
end
if (self.spawnenemyspeedxrandomstart and self.spawnenemyspeedxrandomend) then
speedx = math.random()*(self.spawnenemyspeedxrandomend-self.spawnenemyspeedxrandomstart) + self.spawnenemyspeedxrandomstart
end
if (self.spawnenemyspeedyrandomstart and self.spawnenemyspeedyrandomend) then
speedy = math.random()*(self.spawnenemyspeedyrandomend-self.spawnenemyspeedyrandomstart) + self.spawnenemyspeedyrandomstart
end
local closestplayer = 1
local closestdist = math.sqrt((objects["player"][1].x-self.x)^2+(objects["player"][1].y-self.y)^2)
for i = 2, players do
local v = objects["player"][i]
local dist = math.sqrt((v.x-self.x)^2+(v.y-self.y)^2)
if dist < closestdist then
closestdist = dist
closestplayer = i
end
end
if self.spawnenemytowardsplayer then
local a = -math.atan2(objects["player"][closestplayer].x-self.x, objects["player"][closestplayer].y-self.y)+math.pi/2
speedx = math.cos(a)*self.spawnenemyspeed
speedy = math.sin(a)*self.spawnenemyspeed
end
if self.spawnenemyspeedxtowardsplayer then
if objects["player"][closestplayer].x + objects["player"][closestplayer].width/2 > self.x + self.width/2 then
speedx = math.abs(speedx)
else
speedx = -math.abs(speedx)
end
end
local xoffset = self.spawnenemyoffsetx or 0
local yoffset = self.spawnenemyoffsety or 0
local properties
--set parameters before spawn
if self.spawnpassedparametersbeforespawn then
if not properties then properties = {} end
if self.spawnpassedparameters then --pass parameters
for i = 1, #self.spawnpassedparameters do
if self.spawnpassedparameters[i] ~= nil then
properties[self.spawnpassedparameters[i]] = self[self.spawnpassedparameters[i]]
end
end
end
end
if self.spawnsetparametersbeforespawn then
if not properties then properties = {} end
if self.spawnsetparameters then --set new parameters
for i = 1, #self.spawnsetparameters do
if self.spawnsetparameters[i] ~= nil then
properties[self.spawnsetparameters[i][1]] = self.spawnsetparameters[i][2]
end
end
end
end
local temp = enemy:new(self.x+self.width/2+.5+xoffset, self.y+self.height+yoffset, t, {}, properties)
temp.justspawned = true
if not self.spawnpassedparametersbeforespawn then
if self.spawnpassedparameters then --pass parameters
for i = 1, #self.spawnpassedparameters do
if self.spawnpassedparameters[i] ~= nil then
temp[self.spawnpassedparameters[i]] = self[self.spawnpassedparameters[i]]
end
end
end
end
if not self.spawnsetparametersbeforespawn then
if self.spawnsetparameters then --set new parameters
for i = 1, #self.spawnsetparameters do
if self.spawnsetparameters[i] ~= nil then
temp[self.spawnsetparameters[i][1]] = self.spawnsetparameters[i][2]
end
end
end
end
table.insert(objects["enemy"], temp)
temp.speedx = speedx
temp.speedy = speedy
if temp.movement == "truffleshuffle" and temp.speedx > 0 then
temp.animationdirection = "left"
end
table.insert(self.spawnedenemies, temp)
temp.spawner = self
end
function enemy:transform(t, returntransform, death)
if self.justspawned then
return false
end
if (self.kill or self.transformkill) and self.drawable == false then
--already transformed!
return false
end
local xoffset = self.transformsoffsetx or 0
local yoffset = self.transformsoffsety or 0
if self.transformsintorandoms then
self.transformsinto = self.transformsintorandoms[math.random(#self.transformsintorandoms)]
t = self.transformsinto
end
local properties
--set parameters before spawn
if self.transformpassedparametersbeforespawn then
if self.transformpassedparameters then
if not properties then properties = {} end
for i = 1, #self.transformpassedparameters do
if self.transformpassedparameters[i] ~= nil then
properties[self.transformpassedparameters[i]] = self[self.transformpassedparameters[i]]
end
end
end
end
if self.transformsetparametersbeforespawn then
if self.transformsetparameters then --set new parameters
if not properties then properties = {} end
for i = 1, #self.transformsetparameters do
if self.transformsetparameters[i] ~= nil then
properties[self.transformsetparameters[i][1]] = self.transformsetparameters[i][2]
end
end
end
end
local temp = enemy:new(self.x+self.width/2+.5+xoffset, self.y+self.height+yoffset, t, {}, properties)
temp.justspawned = true
--set parameters after spawn
if not self.transformpassedparametersbeforespawn then
if self.transformpassedparameters then
for i = 1, #self.transformpassedparameters do
if self.transformpassedparameters[i] ~= nil then
temp[self.transformpassedparameters[i]] = self[self.transformpassedparameters[i]]
end
end
end
end
if not self.transformsetparametersbeforespawn then
if self.transformsetparameters then --set new parameters
for i = 1, #self.transformsetparameters do
if self.transformsetparameters[i] ~= nil then
temp[self.transformsetparameters[i][1]] = self.transformsetparameters[i][2]
end
end
end
end
if self.frozen and (not self.dontpassfrozen) and self.iceblock then --TODO FIX
self.iceblock.enemy = temp
temp:freeze()
end
if self.supersized then
supersizeentity(temp)
end
table.insert(objects["enemy"], temp)
if self.spawner then
table.insert(self.spawner.spawnedenemies, temp)
end
self.active = false
self.transformkill = true
if death then
self.transformkilldeath = true --still do output death stuff
end
if self.tracked or self.clearpipe then
self.transformedinto = temp
end
if self.fireenemyrideaftertransform then --DON'T set this property
--is mario riding the enemy? should he still ride after enemy transforms?
local v = self.fireenemyrideaftertransform
v.fireenemyride = temp
temp.fireenemyrideaftertransform = self.fireenemyrideaftertransform
self.fireenemyrideaftertransform = nil
end
--self.kill = true
self.drawable = false
if returntransform then
return temp
end
end
function enemy:gettransformtrigger(n) --AE ADDITION
if not self.transformtrigger then
return false
elseif type(self.transformtrigger) == "table" then
return tablecontainsi(self.transformtrigger, n)
else
return (self.transformtrigger == n)
end
end
function enemy:gettransformsinto(n) --AE ADDITION
if not self.transformsinto then
return false
elseif type(self.transformsinto) == "table" and type(self.transformtrigger) == "table" then
local i = tablecontainsi(self.transformtrigger, n)
return self.transformsinto[i]
else
return self.transformsinto
end
end
function enemy:emancipate()
if not self.kill then
table.insert(emancipateanimations, emancipateanimation:new(self.x, self.y, self.width, self.height, self.graphic, self.quad, self.speedx, self.speedy, self.rotation, self.offsetX, self.offsetY, self.quadcenterX, self.quadcenterY))
self.kill = true
self.drawable = false
if self.carryparent then
self.carryparent:cubeemancipate()
end
end
end
function enemy:laser(guns, pewpew)
if not self.laserresistant then
self:shotted()
end
end
function enemy:enteredfunnel(inside)
if inside then
self.infunnel = true
else
self.infunnel = false
self.gravity = self.startgravity
end
end
function enemy:getspawnedenemies()
local count = 0
for i, v in pairs(self.spawnedenemies) do
if not v.dead then
count = count + 1
end
end
return count
end
function enemy:dive(water) --AE ADDITION
if water then
--self.water = true
--self.speedx = self.speedx*waterdamping
self.speedy = self.speedy*(self.waterdamping or waterdamping)
else
--self.water = false
if self.speedy < 0 then
self.speedy = -waterjumpforce
end
end
end
function enemy:used(id)
if self.thrown or self.frozen then
return false
end
if self.dontcarryifmoving and math.abs(self.speedx) > 0.0001 then
return false
end
if self.transforms and self:gettransformtrigger("carry") then
local temp = self:transform(self:gettransformsinto("carry"), "returntransform")
if temp and temp.carryable then
temp:used(id)
end
return false
end
self.carryparent = objects["player"][id]
self.active = self.activeoncarry
self.startstatic = self.static
self.static = true
self.trackable = false
if self.tracked then
self.startstatic = false
end
if self.fliponcarry then
self.flipped = true
end
objects["player"][id]:pickupbox(self)
self.pickupready = false
if self.grabsound then
if self.sound and self.grabsound == self.t then
playsound(self.sound)
else
playsound(self.grabsound)
end
elseif not self.nograbsound then
playsound(grabsound)
end
end
function enemy:dropped(gravitydir)
self.active = self.activeonthrow
self.static = self.startstatic
if self.staticonthrow ~= nil then
self.static = self.staticonthrow
end
if self.noplayercollisiononthrow then
self.mask[3] = self.mask[1] --no player collision
end
self.thrown = true
if self.throwntime then
self.throwntimer = self.throwntime or 1.3
end
self.speedy = self.thrownspeedy or 0
if not self.thrownignorecarryspeed then
if self.carryparent.pointingangle > 0 then --left
self.speedx = self.carryparent.speedx-(self.thrownspeedx or 0)
else
self.speedx = self.carryparent.speedx+(self.thrownspeedx or 0)
end
else
if self.carryparent.pointingangle > 0 then --left
self.speedx = -(self.thrownspeedx or 0)
else
self.speedx = (self.thrownspeedx or 0)
end
end
local offsetx = (self.carryoffsetx or 0)
if self.carryoffsetx and self.carryparent.pointingangle > 0 then
offsetx = -offsetx
end
self.x = (self.carryparent.x+self.carryparent.width/2-self.width/2) + offsetx
self.y = (self.carryparent.y-self.height)+(self.carryoffsety or 0)
if self.throwsound then
playsound(self.throwsound)
elseif not self.nothrowsound then
playsound(throwsound)
end
self.carryparent = nil
if self.transforms and self:gettransformtrigger("thrown") then
self:transform(self:gettransformsinto("thrown"))
end
end
function enemy:freeze()
if self.transforms and self:gettransformtrigger("freeze") then
self:transform(self:gettransformsinto("freeze"))
return
end
self.frozen = true
self.speedx = 0
self.speedy = 0
end
function enemy:kick(dir)
if not (math.abs(self.speedx) < self.kickspeed*0.8) then
return false
end
if not self.nokicksound then
playsound(shotsound)
end
if dir == "left" then
self.speedx = -self.kickspeed
if not self.dontmirror then
self.animationdirection = "right"
end
else
self.speedx = self.kickspeed
if not self.dontmirror then
self.animationdirection = "left"
end
end
self.speedy = self.kickspeedy
end
function enemy:dotrack()
self.track = true
end
function enemy:applygel(side, x, y)
if x and (not y) then
local b = x
local id = b.gels[side]
if id and id == 5 then
--can't put gel
return false
elseif self.gel == 5 then
b.gels[side] = nil
else
b.gels[side] = self.gel
end
else
local id = map[x][y]["gels"][side]
if id and id == 5 then
--can't put gel
return false
elseif self.gel == 5 then
map[x][y]["gels"][side] = false
else
map[x][y]["gels"][side] = self.gel
end
if id ~= self.gel then
return true
end
end
return false
end
function enemy:handlecollisiontransform(side,a,b)
local docancel = false
if self.transformtriggerenemycollide then
--mutliple enemy collides
if type(self.transformtriggerenemycollide) == "table" and type(self.transformtrigger) == "table" then
for i, s in pairs(self.transformtrigger) do
if s == side and a == "enemy" and self.transformtriggerenemycollide[i] == b.t then
if type(self.transformsinto) == "table" then
self:transform(self.transformsinto[i])
else
self:transform(self:gettransformsinto(side))
end
if self.transformtriggerenemycollidekill then
if self.enemykillsdontflyaway then
b.doesntflyawayonfireball = true
end
b:shotted(dir)
end
return true
end
end
else
if a == "enemy" and b.t == self.transformtriggerenemycollide then
self:transform(self:gettransformsinto(side))
if self.transformtriggerenemycollidekill then
if self.enemykillsdontflyaway then
b.doesntflyawayonfireball = true
end
b:shotted(dir)
end
return true
end
end
docancel = true
end
if self.transformtriggerobjectcollide then
--mutliple entity collides
if type(self.transformtriggerobjectcollide) == "table" and type(self.transformtrigger) == "table" then
for i, s in pairs(self.transformtrigger) do
if s == side and self.transformtriggerobjectcollide[i] == a then
if type(self.transformsinto) == "table" then
self:transform(self.transformsinto[i])
else
self:transform(self:gettransformsinto(side))
end
return true
end
end
else
if a == self.transformtriggerobjectcollide then
self:transform(self:gettransformsinto(side))
return true
end
end
docancel = true
end
if docancel then
return false
end
self:transform(self:gettransformsinto(side))
return true
end
function enemy:dosupersize()
--set a custom set of properties when supersized
if self.supersizeproperties then
for i, v in pairs(self.supersizeproperties) do
local name = i
if name ~= "offsetX" and name ~= "offsetY" and name ~= "quadcenterX" and name ~= "quadcenterY" then
name = name:lower()
end
self[name] = v
if name == "quadno" then
self.quad = self.quadgroup[self.quadno]
end
end
end
end
|
lines = {}
for line in io.lines() do
table.insert(lines, line) -- add the line to the list of lines
end
|
function createIndexIfNil(t, i, v)
if not (type(i)=="nil") then
if (type(t[i])=="nil") then
t[i] = v or {}
end
end
end |
addEvent("race_loadVehicleData", true)
addEvent("race_saveVehicleData", true)
addEvent("race_removeVehicleData", true)
addEvent("onClientMapStopping")
local g_Stack = {}
local function loadVehData(remove)
--outputDebugString("loadVehData "..tostring(remove).." "..#g_Stack, 3)
local veh = source
local data = g_Stack[#g_Stack]
if(not data) then return false end
if(remove) then
g_Stack[#g_Stack] = nil
end
setElementModel(veh, data.model)
--respawnVehicle(veh)
setElementPosition(veh, unpack(data.pos))
setElementRotation(veh, unpack(data.rot))
setElementVelocity(veh, unpack(data.vel))
setVehicleTurnVelocity(veh, unpack(data.turnVel))
setElementHealth(veh, data.hp)
if(data.landingGearDown ~= nil) then
setVehicleLandingGearDown(veh, data.landingGearDown)
end
if(data.nitro) then
addVehicleUpgrade(veh, data.nitro)
end
if(data.adjProp) then
setVehicleAdjustableProperty(veh, data.adjProp)
end
if(data.rotorSpeed) then
setHelicopterRotorSpeed(veh, data.rotorSpeed)
end
end
local function saveVehData()
local veh = source
local data = {}
data.model = getElementModel(veh)
data.pos = {getElementPosition(veh)}
data.rot = {getElementRotation(veh)}
data.vel = {getElementVelocity(veh)}
data.turnVel = {getVehicleTurnVelocity(veh)}
data.hp = getElementHealth(veh)
data.nitro = getVehicleUpgradeOnSlot(veh, 8)
data.landingGearDown = getVehicleLandingGearDown(veh)
data.adjProp = getVehicleAdjustableProperty(veh)
data.rotorSpeed = getHelicopterRotorSpeed(veh)
table.insert(g_Stack, data)
end
local function removeVehData()
g_Stack[#g_Stack] = nil
end
local function destroyVehData()
--outputDebugString("destroyVehData", 3)
g_Stack = {}
end
addEventHandler("race_loadVehicleData", g_Root, loadVehData)
addEventHandler("race_saveVehicleData", g_Root, saveVehData)
addEventHandler("race_removeVehicleData", g_Root, removeVehData)
addEventHandler("onClientMapStopping", g_Root, destroyVehData)
|
--[[
TheNexusAvenger
Runs the game.
--]]
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptServiceProject = require(ReplicatedStorage:WaitForChild("Project"):WaitForChild("ServerScriptService"))
--Create the folders.
local GameState = Instance.new("Folder")
GameState.Name = "GameState"
GameState.Parent = ReplicatedStorage
local GameReplication = Instance.new("Folder")
GameReplication.Name = "GameReplication"
GameReplication.Parent = ReplicatedStorage
--Initialize the services.
for _,ServiceModule in pairs(ServerScriptServiceProject:GetResource("Service"):GetChildren()) do
ServerScriptServiceProject:GetResource("Service."..ServiceModule.Name)
end
--Initialize the resources before loading players.
--These resources are required by the players on join.
local InventoryService = ServerScriptServiceProject:GetResource("Service.InventoryService")
InventoryService:LoadCharacterAssets()
--Load the NPC models. Can't be saved directly
--to a model file and imported with Rojo.
local NPCService = ServerScriptServiceProject:GetResource("Service.NPCService")
NPCService:LoadNPCModels()
--Get the services.
local CharacterService = ServerScriptServiceProject:GetResource("Service.CharacterService")
local PlayerDataService = ServerScriptServiceProject:GetResource("Service.PlayerDataService")
local QuestService = ServerScriptServiceProject:GetResource("Service.QuestService")
local MapDiscoveryService = ServerScriptServiceProject:GetResource("Service.MapDiscoveryService")
local EnergyService = ServerScriptServiceProject:GetResource("Service.EnergyService")
--[[
Handles a player being added.
--]]
local function PlayerAdded(Player)
PlayerDataService:LoadPlayer(Player)
QuestService:LoadPlayer(Player)
InventoryService:LoadPlayer(Player)
CharacterService:SpawnCharacter(Player)
MapDiscoveryService:LoadPlayer(Player)
EnergyService:LoadPlayer(Player)
end
--[[
Handles a player being removed.
--]]
local function PlayerRemoved(Player)
MapDiscoveryService:ClearPlayer(Player)
QuestService:ClearPlayer(Player)
InventoryService:ClearPlayer(Player)
PlayerDataService:ClearPlayer(Player)
end
--Set up players joining.
Players.PlayerAdded:Connect(PlayerAdded)
Players.PlayerRemoving:Connect(PlayerRemoved)
for _,Player in pairs(Players:GetPlayers()) do
coroutine.wrap(function()
PlayerAdded(Player)
end)()
end |
function get_value(e, p, data,
default)
if data == nil then
return default or 0
elseif type(data) == "function" then
return data(e, p)
elseif type(data) == "number" then
return data
elseif data.x != nil then
return data:copy()
elseif type(data.min) == "number" then
return rnd_float(
data.min,
data.max)
else
return vec2(rnd_float(
data.min.x, data.max.x
),
rnd_float(
data.min.y, data.max.y
))
end
end |
-- Tests for 'directory' option.
-- - ".", in same dir as file
-- - "./dir", in directory relative to file
-- - "dir", in directory relative to current dir
local helpers = require('test.functional.helpers')(after_each)
local lfs = require('lfs')
local insert, eq = helpers.insert, helpers.eq
local neq, eval = helpers.neq, helpers.eval
local clear, execute = helpers.clear, helpers.execute
local wait, write_file = helpers.wait, helpers.write_file
local function ls_dir_sorted(dirname)
local files = {}
for f in lfs.dir(dirname) do
if f ~= "." and f~= ".." then
table.insert(files, f)
end
end
table.sort(files)
return files
end
describe("'directory' option", function()
setup(function()
local text = [[
start of testfile
line 2 Abcdefghij
line 3 Abcdefghij
end of testfile
]]
write_file('Xtest1', text)
lfs.mkdir('Xtest.je')
lfs.mkdir('Xtest2')
write_file('Xtest2/Xtest3', text)
clear()
end)
teardown(function()
execute('qall!')
helpers.rmdir('Xtest.je')
helpers.rmdir('Xtest2')
os.remove('Xtest1')
end)
it('is working', function()
insert([[
start of testfile
line 2 Abcdefghij
line 3 Abcdefghij
end of testfile]])
execute('set swapfile')
execute('set dir=.,~')
-- sanity check: files should not exist yet.
eq(nil, lfs.attributes('.Xtest1.swp'))
execute('e! Xtest1')
wait()
eq('Xtest1', eval('buffer_name("%")'))
-- Verify that the swapfile exists. In the legacy test this was done by
-- reading the output from :!ls.
neq(nil, lfs.attributes('.Xtest1.swp'))
execute('set dir=./Xtest2,.,~')
execute('e Xtest1')
wait()
-- swapfile should no longer exist in CWD.
eq(nil, lfs.attributes('.Xtest1.swp'))
eq({ "Xtest1.swp", "Xtest3" }, ls_dir_sorted("Xtest2"))
execute('set dir=Xtest.je,~')
execute('e Xtest2/Xtest3')
eq(1, eval('&swapfile'))
wait()
eq({ "Xtest3" }, ls_dir_sorted("Xtest2"))
eq({ "Xtest3.swp" }, ls_dir_sorted("Xtest.je"))
end)
end)
|
-- {{{ Tags
--
-- Only 12 keys will be used for tags (keyboard order). Tags are
-- indexed in top-row natural keyboard order [1,2,3,...,0,'-',=']. This
-- indexing corresponds to the alt+-prefixed keybindings they receive
-- elsewhere and gives a pretty good reasonable total of 12 tags per
-- screen. That extends the number of available tags beyond the awesome
-- default of 9 (1 ... 9). Tags can have arbitrary names, one per line,
-- in TAGS_FILE.
--
TAGS_FILE = table.concat({config_dir, "tags.txt"}, "/")
-- get tag names from file
local tagslist = {}
for tag in io.lines( TAGS_FILE ) do
table.insert(tagslist, tag)
end
-- allow for fewer than 12 tags
TAGS_MAX = math.min(12, #tagslist)
-- sanity check
if #tagslist > TAGS_MAX then
log("warn: " .. TAGS_MAX .. " tags max, "
.. math.abs( TAGS_MAX-#tagslist )
.. " will be ignored")
end
-- take first #tagslist, ignore remainder if any
mytags = {}
for i=1, TAGS_MAX do
mytags[i] = tagslist[i]
end
-- create a tag table per screen
tags = {}
for s = 1, screen.count() do
tags[s] = awful.tag(mytags, s, layouts[1])
end
-- }}}
--
-- Tag rules TODO
--
--
--
-- name_rules = {
-- { name = "vim", tag = "vim" }
-- }
--
-- local function tag_index_from_name(n)
--
-- for i=1, #tags[1] do
-- if string.match(tags[1][i].name, n) then
-- return i
-- end
-- end
-- return nil
-- end
--
-- function dispatch_tags(c)
-- -- dynamic tagging
-- --
-- -- get client name ("title" in xterm parlance; WM_NAME in xprop)
-- -- local client_name = c.name
--
-- -- -- get client class (WM_NAME in xprop)
-- -- local client_class = c.name
--
-- -- for i=1, #name_rules do
-- -- local rule = name_rules[i]
-- -- if string.match(client_name, rule.name) then
-- -- -- name matched, move to tag
-- -- --
-- -- local t = awful.tag.gettags(c.screen)
-- -- local tag_exists = false
-- -- for j=1, #t do
-- -- if t[j].name == rule.tag then
-- -- tag_exists = true
-- -- end
-- -- end
-- -- if not tag_exists then
-- -- awful.tag.add(rule.tag)
-- -- end
-- -- awful.client.movetotag(tags[c.screen][tag_index_from_name(rule.tag)], c)
-- -- end
-- -- end
--
-- -- dispatch by name first (handle more specific case first)
-- end
|
local Bezier = require(script.Parent.Bezier)
local function RevBack(T)
T = 1 - T
return 1 - (math.sin(T * 1.5707963267949) + (math.sin(T * 3.1415926535898) * (math.cos(T * 3.1415926535898) + 1) / 2))
end
local function Linear(T)
return T
end
-- @specs https://material.io/guidelines/motion/duration-easing.html#duration-easing-natural-easing-curves
local Sharp = Bezier(0.4, 0, 0.6, 1)
local Standard = Bezier(0.4, 0, 0.2, 1) -- used for moving.
local Acceleration = Bezier(0.4, 0, 1, 1) -- used for exiting.
local Deceleration = Bezier(0, 0, 0.2, 1) -- used for entering.
-- @specs https://developer.microsoft.com/en-us/fabric#/styles/web/motion#basic-animations
local FabricStandard = Bezier(0.8, 0, 0.2, 1) -- used for moving.
local FabricAccelerate = Bezier(0.9, 0.1, 1, 0.2) -- used for exiting.
local FabricDecelerate = Bezier(0.1, 0.9, 0.2, 1) -- used for entering.
-- @specs https://docs.microsoft.com/en-us/windows/uwp/design/motion/timing-and-easing
local UWPAccelerate = Bezier(0.7, 0, 1, 0.5)
-- @specs https://www.ibm.com/design/language/elements/motion/basics
-- Productivity and Expression are both essential to an interface. Reserve Expressive motion for occasional, important moments to better capture user’s attention, and offer rhythmic break to the productive experience.
-- Use standard-easing when an element is visible from the beginning to end of a motion. Tiles expanding and table rows sorting are good examples.
local StandardProductive = Bezier(0.2, 0, 0.38, 0.9)
local StandardExpressive = Bezier(0.4, 0.14, 0.3, 1)
-- Use entrance-easing when adding elements to the view such as a modal or toaster appearing, or moving in response to users’ input, such as dropdown opening or toggle. An element quickly appears and slows down to a stop.
local EntranceProductive = Bezier(0, 0, 0.38, 0.9)
local EntranceExpressive = Bezier(0, 0, 0.3, 1)
-- Use exit-easing when removing elements from view, such as closing a modal or toaster. The element speeds up as it exits from view, implying that its departure from the screen is permanent.
local ExitProductive = Bezier(0.2, 0, 1, 0.9)
local ExitExpressive = Bezier(0.4, 0.14, 1, 1)
-- @specs https://design.firefox.com/photon/motion/duration-and-easing.html
local MozillaCurve = Bezier(0.07, 0.95, 0, 1)
local function Smooth(T)
return T * T * (3 - 2 * T)
end
local function Smoother(T)
return T * T * T * (T * (6 * T - 15) + 10)
end
local function RidiculousWiggle(T)
return math.sin(math.sin(T * 3.1415926535898) * 1.5707963267949)
end
local function Spring(T)
return 1 + (-math.exp(-6.9 * T) * math.cos(-20.106192982975 * T))
end
local function SoftSpring(T)
return 1 + (-math.exp(-7.5 * T) * math.cos(-10.053096491487 * T))
end
local function OutBounce(T)
if T < 0.36363636363636 then
return 7.5625 * T * T
elseif T < 0.72727272727273 then
return 3 + T * (11 * T - 12) * 0.6875
elseif T < 0.090909090909091 then
return 6 + T * (11 * T - 18) * 0.6875
else
return 7.875 + T * (11 * T - 21) * 0.6875
end
end
local function InBounce(T)
if T > 0.63636363636364 then
T -= 1
return 1 - T * T * 7.5625
elseif T > 0.272727272727273 then
return (11 * T - 7) * (11 * T - 3) / -16
elseif T > 0.090909090909091 then
return (11 * (4 - 11 * T) * T - 3) / 16
else
return T * (11 * T - 1) * -0.6875
end
end
local EasingFunctions = setmetatable({
InLinear = Linear;
OutLinear = Linear;
InOutLinear = Linear;
OutInLinear = Linear;
OutSmooth = Smooth;
InSmooth = Smooth;
InOutSmooth = Smooth;
OutInSmooth = Smooth;
OutSmoother = Smoother;
InSmoother = Smoother;
InOutSmoother = Smoother;
OutInSmoother = Smoother;
OutRidiculousWiggle = RidiculousWiggle;
InRidiculousWiggle = RidiculousWiggle;
InOutRidiculousWiggle = RidiculousWiggle;
OutInRidiculousWiggle = RidiculousWiggle;
OutRevBack = RevBack;
InRevBack = RevBack;
InOutRevBack = RevBack;
OutInRevBack = RevBack;
OutSpring = Spring;
InSpring = Spring;
InOutSpring = Spring;
OutInSpring = Spring;
OutSoftSpring = SoftSpring;
InSoftSpring = SoftSpring;
InOutSoftSpring = SoftSpring;
OutInSoftSpring = SoftSpring;
InSharp = Sharp;
InOutSharp = Sharp;
OutSharp = Sharp;
OutInSharp = Sharp;
InAcceleration = Acceleration;
InOutAcceleration = Acceleration;
OutAcceleration = Acceleration;
OutInAcceleration = Acceleration;
InStandard = Standard;
InOutStandard = Standard;
OutStandard = Standard;
OutInStandard = Standard;
InDeceleration = Deceleration;
InOutDeceleration = Deceleration;
OutDeceleration = Deceleration;
OutInDeceleration = Deceleration;
InFabricStandard = FabricStandard;
InOutFabricStandard = FabricStandard;
OutFabricStandard = FabricStandard;
OutInFabricStandard = FabricStandard;
InFabricAccelerate = FabricAccelerate;
InOutFabricAccelerate = FabricAccelerate;
OutFabricAccelerate = FabricAccelerate;
OutInFabricAccelerate = FabricAccelerate;
InFabricDecelerate = FabricDecelerate;
InOutFabricDecelerate = FabricDecelerate;
OutFabricDecelerate = FabricDecelerate;
OutInFabricDecelerate = FabricDecelerate;
InUWPAccelerate = UWPAccelerate;
InOutUWPAccelerate = UWPAccelerate;
OutUWPAccelerate = UWPAccelerate;
OutInUWPAccelerate = UWPAccelerate;
InStandardProductive = StandardProductive;
InStandardExpressive = StandardExpressive;
InEntranceProductive = EntranceProductive;
InEntranceExpressive = EntranceExpressive;
InExitProductive = ExitProductive;
InExitExpressive = ExitExpressive;
OutStandardProductive = StandardProductive;
OutStandardExpressive = StandardExpressive;
OutEntranceProductive = EntranceProductive;
OutEntranceExpressive = EntranceExpressive;
OutExitProductive = ExitProductive;
OutExitExpressive = ExitExpressive;
InOutStandardProductive = StandardProductive;
InOutStandardExpressive = StandardExpressive;
InOutEntranceProductive = EntranceProductive;
InOutEntranceExpressive = EntranceExpressive;
InOutExitProductive = ExitProductive;
InOutExitExpressive = ExitExpressive;
OutInStandardProductive = StandardProductive;
OutInStandardExpressive = StandardProductive;
OutInEntranceProductive = EntranceProductive;
OutInEntranceExpressive = EntranceExpressive;
OutInExitProductive = ExitProductive;
OutInExitExpressive = ExitExpressive;
OutMozillaCurve = MozillaCurve;
InMozillaCurve = MozillaCurve;
InOutMozillaCurve = MozillaCurve;
OutInMozillaCurve = MozillaCurve;
InQuad = function(T)
return T * T
end;
OutQuad = function(T)
return T * (2 - T)
end;
InOutQuad = function(T)
if T < 0.5 then
return 2 * T * T
else
return 2 * (2 - T) * T - 1
end
end;
OutInQuad = function(T)
if T < 0.5 then
T *= 2
return T * (2 - T) / 2
else
T *= 2 - 1
return (T * T) / 2 + 0.5
end
end;
InCubic = function(T)
return T * T * T
end;
OutCubic = function(T)
return 1 - (1 - T) * (1 - T) * (1 - T)
end;
InOutCubic = function(T)
if T < 0.5 then
return 4 * T * T * T
else
T -= 1
return 1 + 4 * T * T * T
end
end;
OutInCubic = function(T)
if T < 0.5 then
T = 1 - (T * 2)
return (1 - T * T * T) / 2
else
T *= 2 - 1
return T * T * T / 2 + 0.5
end
end;
InQuart = function(T)
return T * T * T * T
end;
OutQuart = function(T)
T -= 1
return 1 - T * T * T * T
end;
InOutQuart = function(T)
if T < 0.5 then
T *= T
return 8 * T * T
else
T -= 1
return 1 - 8 * T * T * T * T
end
end;
OutInQuart = function(T)
if T < 0.5 then
T *= 2 - 1
return (1 - T * T * T * T) / 2
else
T *= 2 - 1
return T * T * T * T / 2 + 0.5
end
end;
InQuint = function(T)
return T * T * T * T * T
end;
OutQuint = function(T)
T -= 1
return T * T * T * T * T + 1
end;
InOutQuint = function(T)
if T < 0.5 then
return 16 * T * T * T * T * T
else
T -= 1
return 16 * T * T * T * T * T + 1
end
end;
OutInQuint = function(T)
if T < 0.5 then
T *= 2 - 1
return (T * T * T * T * T + 1) / 2
else
T *= 2 - 1
return T * T * T * T * T / 2 + 0.5
end
end;
InBack = function(T)
return T * T * (3 * T - 2)
end;
OutBack = function(T)
return (T - 1) * (T - 1) * (T * 2 + T - 1) + 1
end;
InOutBack = function(T)
if T < 0.5 then
return 2 * T * T * (2 * 3 * T - 2)
else
return 1 + 2 * (T - 1) * (T - 1) * (2 * 3 * T - 2 - 2)
end
end;
OutInBack = function(T)
if T < 0.5 then
T *= 2
return ((T - 1) * (T - 1) * (T * 2 + T - 1) + 1) / 2
else
T *= 2 - 1
return T * T * (3 * T - 2) / 2 + 0.5
end
end;
InSine = function(T)
return 1 - math.cos(T * 1.5707963267949)
end;
OutSine = function(T)
return math.sin(T * 1.5707963267949)
end;
InOutSine = function(T)
return (1 - math.cos(3.1415926535898 * T)) / 2
end;
OutInSine = function(T)
if T < 0.5 then
return math.sin(T * 3.1415926535898) / 2
else
return (1 - math.cos((T * 2 - 1) * 1.5707963267949)) / 2 + 0.5
end
end;
OutBounce = OutBounce;
InBounce = InBounce;
InOutBounce = function(T)
if T < 0.5 then
return InBounce(2 * T) / 2
else
return OutBounce(2 * T - 1) / 2 + 0.5
end
end;
OutInBounce = function(T)
if T < 0.5 then
return OutBounce(2 * T) / 2
else
return InBounce(2 * T - 1) / 2 + 0.5
end
end;
InElastic = function(T)
return math.exp((T * 0.96380736418812 - 1) * 8) * T * 0.96380736418812 * math.sin(4 * T * 0.96380736418812) * 1.8752275007429
end;
OutElastic = function(T)
return 1 + (math.exp(8 * (0.96380736418812 - 0.96380736418812 * T - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (1 - T))) * 1.8752275007429
end;
InOutElastic = function(T)
if T < 0.5 then
return (math.exp(8 * (2 * 0.96380736418812 * T - 1)) * 0.96380736418812 * T * math.sin(2 * 4 * 0.96380736418812 * T)) * 1.8752275007429
else
return 1 + (math.exp(8 * (0.96380736418812 * (2 - 2 * T) - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (2 - 2 * T))) * 1.8752275007429
end
end;
OutInElastic = function(T)
-- This isn't actually correct, but it is close enough.
if T < 0.5 then
T *= 2
return (1 + (math.exp(8 * (0.96380736418812 - 0.96380736418812 * T - 1)) * 0.96380736418812 * (T - 1) * math.sin(4 * 0.96380736418812 * (1 - T))) * 1.8752275007429) / 2
else
T *= 2 - 1
return (math.exp((T * 0.96380736418812 - 1) * 8) * T * 0.96380736418812 * math.sin(4 * T * 0.96380736418812) * 1.8752275007429) / 2 + 0.5
end
end;
InExpo = function(T)
return T * T * math.exp(4 * (T - 1))
end;
OutExpo = function(T)
return 1 - (1 - T) * (1 - T) / math.exp(4 * T)
end;
InOutExpo = function(T)
if T < 0.5 then
return 2 * T * T * math.exp(4 * (2 * T - 1))
else
return 1 - 2 * (T - 1) * (T - 1) * math.exp(4 * (1 - 2 * T))
end
end;
OutInExpo = function(T)
if T < 0.5 then
T *= 2
return (1 - (1 - T) * (1 - T) / math.exp(4 * T)) / 2
else
T *= 2 - 1
return (T * T * math.exp(4 * (T - 1))) / 2 + 0.5
end
end;
InCirc = function(T)
return -(math.sqrt(1 - T * T) - 1)
end;
OutCirc = function(T)
T -= 1
return math.sqrt(1 - T * T)
end;
InOutCirc = function(T)
T *= 2
if T < 1 then
return -(math.sqrt(1 - T * T) - 1) / 2
else
T -= 2
return (math.sqrt(1 - T * T) - 1) / 2
end
end;
OutInCirc = function(T)
if T < 0.5 then
T *= 2 - 1
return math.sqrt(1 - T * T) / 2
else
T *= 2 - 1
return (-(math.sqrt(1 - T * T) - 1)) / 2 + 0.5
end
end;
}, {
__index = function(_, Index)
error(tostring(Index) .. " is not a valid easing function.", 2)
end;
})
return EasingFunctions |
--[[
字体管理器
--]]
local THIS_MODULE = ...
-- 模块名
local C_MODULE_NAME = "__Font__"
-- 注册模块元数据配置
metaMgr:registerModule(C_MODULE_NAME, "src/fonts/", "res/fonts/")
local FontManager = class("FontManager")
-- 获得单例对象
local instance = nil
function FontManager:getInstance()
if instance == nil then
instance = FontManager:create()
end
return instance
end
-- 注册元数据
function FontManager:registerMeta(type, meta)
metaMgr:registerMeta(C_MODULE_NAME, type, meta)
end
-- 释放元数据
function FontManager:releaseMetas()
metaMgr:releaseMetas(C_MODULE_NAME)
end
-- 释放字体
function FontManager:releaseFonts(preload)
metaMgr:releaseClasses(C_MODULE_NAME, preload)
end
-- 获得字体
function FontManager:getFont(fname)
return metaMgr:getClass(C_MODULE_NAME, fname)
end
-- 根据字体创建标签
function FontManager:createLabel(fname, ftext, fparams)
return metaMgr:createObject(C_MODULE_NAME, fname, ftext, fparams)
end
-- 预加载字体
function FontManager:preloadFont(fname)
metaMgr:preloadClass(C_MODULE_NAME, fname)
end
-- 获取所有字体
function FontManager:getAllFonts()
return metaMgr:getAllClasses(C_MODULE_NAME)
end
-- 加载所有字体
function FontManager:loadAllFonts()
metaMgr:loadAllClasses(C_MODULE_NAME)
end
-- 输出管理器当前状态
function FontManager:dump()
metaMgr:dumpModule(C_MODULE_NAME)
end
return FontManager
|
local utils = require 'utils'
local nmap = utils.nmap
local nmap_silent = utils.nmap_silent
local fs = {}
function fs.plugins(use)
-- use 'junegunn/fzf'
-- use 'junegunn/fzf.vim'
use 'djoshea/vim-autoread'
use { 'kyazdani42/nvim-tree.lua', commit = '71122d798482e30c599d78aa7ae4a756c6e81a79' }
use {
'nvim-telescope/telescope.nvim',
requires = {{'nvim-lua/popup.nvim'}, {'nvim-lua/plenary.nvim'}}
}
end
function fs.configure()
-- File tree
nmap_silent('<localleader>nn', ':NvimTreeToggle<CR>')
nmap_silent('<localleader>nr', ':NvimTreeRefresh<CR>')
nmap_silent('<localleader>nf', ':NvimTreeFindFile<CR>')
g.nvim_tree_git_hl = 1
g.nvim_tree_lsp_diagnostics = 1
g.nvim_tree_add_trailing = 1
g.nvim_tree_auto_close = 1
g.nvim_tree_width = 40
local tree_cmd = require'nvim-tree.config'.nvim_tree_callback
vim.g.nvim_tree_bindings = {
{ key = "R", cb = tree_cmd("refresh") },
{ key = "q", cb = tree_cmd("close") },
{ key = "<CR>", cb = tree_cmd("edit") },
{ key = "h", cb = tree_cmd("close_node") },
{ key = "l", cb = tree_cmd("edit") },
{ key = "<C-h>", cb = tree_cmd("dir_up") },
{ key = "<C-l>", cb = tree_cmd("cd") },
{ key = "<C-v>", cb = tree_cmd("vsplit") },
{ key = "<C-s>", cb = tree_cmd("split") },
{ key = "<", cb = tree_cmd("prev_sibling") },
{ key = ">", cb = tree_cmd("next_sibling") },
{ key = "<Tab>", cb = tree_cmd("preview") },
{ key = ".", cb = tree_cmd("toggle_ignored") },
{ key = "a", cb = tree_cmd("create") },
{ key = "d", cb = tree_cmd("remove") },
{ key = "r", cb = tree_cmd("rename") },
{ key = "x", cb = tree_cmd("cut") },
{ key = "y", cb = tree_cmd("copy") },
{ key = "p", cb = tree_cmd("paste") },
{ key = "Y", cb = tree_cmd("copy_path") },
}
-- g.nvim_tree_gitignore = 1
-- g.nvim_tree_auto_open = 1
require('telescope').setup {
defaults = {
prompt_prefix = "λ ",
sorting_strategy = "ascending",
layout_config = {
width = 0.8,
prompt_position = "top",
preview_cutoff = 120,
},
color_devicons = true,
use_less = true,
}
}
-- Fuzzy file finder
if utils.fexists('.git') then
nmap_silent('<leader>f', ':Telescope git_files<cr>')
else
nmap_silent('<leader>f', ':Telescope find_files<cr>')
end
-- Global content search
nmap_silent('<c-f>', ':Telescope live_grep<cr>')
nmap_silent('<leader>mm', ':Telescope marks<cr>')
-- Tag navigation
nmap_silent('<c-c>', ':Telescope tags<cr>')
-- Set buffer file type
nmap_silent('<leader>cf', ':Telescope filetypes<cr>')
exec [[autocmd StdinReadPre * let s:std_in=1autocmd StdinReadPre * let s:std_in=1]]
exec [[autocmd VimEnter * if argc() == 1 && isdirectory(argv()[0]) && !exists("s:std_in") | exec 'bd' | endif]]
end
return fs
|
return function(a, GenerateFluff, useTD)
GenerateFluff = GenerateFluff or function() return "" end
local a2 = ""
math.randomseed(os and os.time() or tick())
local __X = math.random()
a2 = [[ math.randomseed(]] .. __X .. [[)
local ____
____ = { function(...) local t = { ...} return ____[8](t) end, print, game, math.frexp, math.random(1, 1100), string.dump, string.sub, table.concat, wait, tick, loadstring, "t", function(x) local x2 = loadstring(x) if x2 then return ____[tonumber("\50\48")](function() x2() end) else return nil end end, "InsertService", 1234567890, getfenv, "", "wai", 7.2, pcall, math.pi, "" }
]] .. GenerateFluff() .. [[local ___ = ____[5]
]] .. GenerateFluff() .. [[local _ = function(x) return string.char(x / ___) end
]] .. GenerateFluff() .. [[local __ = {]]
math.randomseed(__X)
local ___X = math.random(1, 1100)
local a3 = { }
if useTD then
-- TODO: SHA256 Hash checking
end
for i = 1, a:len() do
table.insert(a3, table.concat{ "_(", (string.byte(a:sub(i, i)) * ___X), "), " })
end
a2 = a2 .. table.concat(a3, "")
a2 = a2 .. " } \n"
a2 = a2 .. GenerateFluff()
if useTD then
a2 = a2 .. "return ____[11](assert(#(____[8](__))==" .. #a3 .. " and (____[8](__)) or nil, '" .. XFuscator.DumpString("Tampering detected") .. "'), ____[#____])()\n"
else
a2 = a2 .. "return ____[11]((____[8](__)), ____[#____])()\n"
end
return a2
end
|
--
-- Created by IntelliJ IDEA.
-- User: apatterson
-- Date: 6/28/18
-- Time: 7:44 PM
-- To change this template use File | Settings | File Templates.
--
local keyStroke = hs.eventtap.keyStroke
function logDefault()
print('default')
end
function pressReturn()
keyStroke({}, "return")
end
function pressShiftReturn()
keyStroke({"shift"}, "return")
end
function fullScreen()
keyStroke({"alt", "cmd"}, "f")
end
function rightScreen()
keyStroke({"alt", "cmd"}, "right")
end
function leftScreen()
keyStroke({"alt", "cmd"}, "left")
end
return {
["pad1"]=nil,
["pad2"]=nil,
["pad3"]=nil,
["pad4"]=nil,
["pad5"]=nil,
["pad6"]=nil,
["pad7"]=nil,
["pad8"]=nil,
["pad9"]=nil,
["pad0"]=nil,
["pad-"]=nil,
["pad+"]=nil,
["ctrl_pad1"]=nil,
["ctrl_pad2"]=nil,
["ctrl_pad3"]=nil,
["ctrl_pad4"]=nil,
["ctrl_pad5"]=nil,
["ctrl_pad6"]=nil,
["ctrl_pad7"]=nil,
["ctrl_pad8"]=nil,
["ctrl_pad9"]=nil,
["ctrl_pad0"]=leftScreen,
["ctrl_pad-"]=rightScreen,
["ctrl_pad+"]=fullScreen
}
|
class "sTuner"
function sTuner:__init()
Events:Subscribe( "PlayerJoin", self, self.PlayerJoin )
for p in Server:GetPlayers() do
if p:GetValue( "NeonColor" ) then
if p:GetValue( "NeonColor" ) == p:GetColor() then
p:SetNetworkValue( "NeonColor", p:GetColor() )
end
end
end
Network:Subscribe( "UpdateNeonColor", self, self.UpdateNeonColor )
Network:Subscribe( "ToggleSyncNeon", self, self.ToggleSyncNeon )
Network:Subscribe( "ActivateThrust", self, self.ActivateThrust )
Network:Subscribe( "ActivateAngularThrust", self, self.ActivateAngularThrust )
Network:Subscribe( "SyncTune", self, self.syncTune )
end
function sTuner:PlayerJoin( args )
if args.player:GetVehicle() then
if args.player:GetColor():GetVehicle() then
args.player:GetColor():GetVehicle():SetNetworkValue( "NeonColor", args.player:GetColor() )
end
end
end
function sTuner:UpdateNeonColor( args, sender )
if sender:GetVehicle() then
sender:GetVehicle():SetNetworkValue( "NeonColor", args.neoncolor )
end
end
function sTuner:ToggleSyncNeon( args, sender )
if sender:GetVehicle():GetValue( "Neon" ) then
sender:GetVehicle():SetNetworkValue( "Neon", nil )
else
sender:GetVehicle():SetNetworkValue( "Neon", true )
end
end
function sTuner:ActivateThrust( infoTable )
if IsValid(infoTable.Vehicle) then
infoTable.Vehicle:SetLinearVelocity( infoTable.Thrust )
end
end
function sTuner:ActivateAngularThrust( infoTable )
if IsValid(infoTable.Vehicle) then
infoTable.Vehicle:SetAngularVelocity( infoTable.Thrust )
end
end
function sTuner:syncTune( args, sender )
local v = Vehicle.GetById(args.vehid)
if not IsValid(v) then return end
v:SetNetworkValue( "vehid", args.vehid )
v:SetNetworkValue( "modelid", args.modelid )
v:SetNetworkValue( "clutch_delay", args.clutch_delay )
v:SetNetworkValue( "reverse_ratio", args.reverse_ratio )
v:SetNetworkValue( "primary_transmission_ratio", args.primary_transmission_ratio )
v:SetNetworkValue( "airdensity", args.airdensity )
v:SetNetworkValue( "frontalarea", args.frontalarea )
v:SetNetworkValue( "dragcoeff", args.dragcoeff )
v:SetNetworkValue( "liftcoeff", args.liftcoeff )
v:SetNetworkValue( "gravity", args.gravity )
if args.gear_ratios[1] then v:SetNetworkValue( "gear_ratios1", args.gear_ratios[1] ) end
if args.gear_ratios[2] then v:SetNetworkValue( "gear_ratios2", args.gear_ratios[2] ) end
if args.gear_ratios[3] then v:SetNetworkValue( "gear_ratios3", args.gear_ratios[3] ) end
if args.gear_ratios[4] then v:SetNetworkValue( "gear_ratios4", args.gear_ratios[4] ) end
if args.gear_ratios[5] then v:SetNetworkValue( "gear_ratios5", args.gear_ratios[5] ) end
if args.gear_ratios[6] then v:SetNetworkValue( "gear_ratios6", args.gear_ratios[6] ) end
if args.gear_ratios[7] then v:SetNetworkValue( "gear_ratios7", args.gear_ratios[7] ) end
if args.wheels[1] then
v:SetNetworkValue( "wheel1_length", args.wheels[1].length )
v:SetNetworkValue( "wheel1_strength", args.wheels[1].strength )
v:SetNetworkValue( "wheel1_direction", args.wheels[1].direction )
v:SetNetworkValue( "wheel1_position", args.wheels[1].position )
v:SetNetworkValue( "wheel1_dampcompression", args.wheels[1].dampcompression )
v:SetNetworkValue( "wheel1_damprelaxation", args.wheels[1].damprelaxation )
end
if args.wheels[2] then
v:SetNetworkValue( "wheel2_length", args.wheels[2].length )
v:SetNetworkValue( "wheel2_strength", args.wheels[2].strength )
v:SetNetworkValue( "wheel2_direction", args.wheels[2].direction )
v:SetNetworkValue( "wheel2_position", args.wheels[2].position )
v:SetNetworkValue( "wheel2_dampcompression", args.wheels[2].dampcompression )
v:SetNetworkValue( "wheel2_damprelaxation", args.wheels[2].damprelaxation )
end
if args.wheels[3] then
v:SetNetworkValue( "wheel3_length", args.wheels[3].length )
v:SetNetworkValue( "wheel3_strength", args.wheels[3].strength )
v:SetNetworkValue( "wheel3_direction", args.wheels[3].direction )
v:SetNetworkValue( "wheel3_position", args.wheels[3].position )
v:SetNetworkValue( "wheel3_dampcompression", args.wheels[3].dampcompression )
v:SetNetworkValue( "wheel3_damprelaxation", args.wheels[3].damprelaxation )
end
if args.wheels[4] then
v:SetNetworkValue( "wheel4_length", args.wheels[4].length )
v:SetNetworkValue( "wheel4_strength", args.wheels[4].strength )
v:SetNetworkValue( "wheel4_direction", args.wheels[4].direction )
v:SetNetworkValue( "wheel4_position", args.wheels[4].position )
v:SetNetworkValue( "wheel4_dampcompression", args.wheels[4].dampcompression )
v:SetNetworkValue( "wheel4_damprelaxation", args.wheels[4].damprelaxation )
end
if args.wheels[5] then
v:SetNetworkValue( "wheel5_length", args.wheels[5].length )
v:SetNetworkValue( "wheel5_strength", args.wheels[5].strength )
v:SetNetworkValue( "wheel5_direction", args.wheels[5].direction )
v:SetNetworkValue( "wheel5_position", args.wheels[5].position )
v:SetNetworkValue( "wheel5_dampcompression", args.wheels[5].dampcompression )
v:SetNetworkValue( "wheel5_damprelaxation", args.wheels[5].damprelaxation )
end
if args.wheels[6] then
v:SetNetworkValue( "wheel6_length", args.wheels[6].length )
v:SetNetworkValue( "wheel6_strength", args.wheels[6].strength )
v:SetNetworkValue( "wheel6_direction", args.wheels[6].direction )
v:SetNetworkValue( "wheel6_position", args.wheels[6].position )
v:SetNetworkValue( "wheel6_dampcompression", args.wheels[6].dampcompression )
v:SetNetworkValue( "wheel6_damprelaxation", args.wheels[6].damprelaxation )
end
if args.wheels[7] then
v:SetNetworkValue( "wheel7_length", args.wheels[7].length )
v:SetNetworkValue( "wheel7_strength", args.wheels[7].strength )
v:SetNetworkValue( "wheel7_direction", args.wheels[7].direction )
v:SetNetworkValue( "wheel7_position", args.wheels[7].position )
v:SetNetworkValue( "wheel7_dampcompression", args.wheels[7].dampcompression )
v:SetNetworkValue( "wheel7_damprelaxation", args.wheels[7].damprelaxation )
end
if args.wheels[8] then
v:SetNetworkValue( "wheel8_length", args.wheels[8].length )
v:SetNetworkValue( "wheel8_strength", args.wheels[8].strength )
v:SetNetworkValue( "wheel8_direction", args.wheels[8].direction )
v:SetNetworkValue( "wheel8_position", args.wheels[8].position )
v:SetNetworkValue( "wheel8_dampcompression", args.wheels[8].dampcompression )
v:SetNetworkValue( "wheel8_damprelaxation", args.wheels[8].damprelaxation )
end
if args.wheel_ratios[1] then v:SetNetworkValue( "wheel_ratios1", args.wheel_ratios[1] ) end
if args.wheel_ratios[2] then v:SetNetworkValue( "wheel_ratios2", args.wheel_ratios[2] ) end
if args.wheel_ratios[3] then v:SetNetworkValue( "wheel_ratios3", args.wheel_ratios[3] ) end
if args.wheel_ratios[4] then v:SetNetworkValue( "wheel_ratios4", args.wheel_ratios[4] ) end
if args.wheel_ratios[5] then v:SetNetworkValue( "wheel_ratios5", args.wheel_ratios[5] ) end
if args.wheel_ratios[6] then v:SetNetworkValue( "wheel_ratios6", args.wheel_ratios[6] ) end
if args.wheel_ratios[7] then v:SetNetworkValue( "wheel_ratios7", args.wheel_ratios[7] ) end
if args.wheel_ratios[8] then v:SetNetworkValue( "wheel_ratios8", args.wheel_ratios[8] ) end
end
sTuner = sTuner() |
local load_module = require('utils.helpers').load_module
local trouble = load_module 'trouble'
if trouble == nil then
return false
end
local nvim = require 'neovim'
local get_icon = require('utils.helpers').get_icon
local has_devicon = pcall(require, 'nvim-web-devicons')
trouble.setup {
position = 'bottom',
height = 10,
width = 50,
mode = 'lsp_document_diagnostics', -- "lsp_workspace_diagnostics", "quickfix", "lsp_references", "loclist"
auto_close = true,
icons = has_devicon,
use_lsp_diagnostic_signs = false,
signs = {
error = get_icon 'error',
warning = get_icon 'warn',
hint = get_icon 'hint',
information = get_icon 'info',
other = '',
},
action_keys = {
toggle_fold = { 'zA', 'za', '=' },
},
}
vim.keymap.set('n', '=T', function()
local lsp_document_diagnostics = vim.diagnostic and vim.diagnostic.get(0) or vim.lsp.diagnostic.get(0)
local lsp_workspace_diagnostics = vim.diagnostic and vim.diagnostic.get() or vim.lsp.diagnostic.get_all()
local has_workspace_diagnostics = false
for _, diagnostics in pairs(lsp_workspace_diagnostics) do
if #diagnostics > 0 then
has_workspace_diagnostics = true
break
end
end
local loc_diagnostics = vim.fn.getloclist(nvim.get_current_win())
local qf_diagnostics = vim.fn.getqflist()
local trouble_open = false
for _, win in pairs(nvim.tab.list_wins(0)) do
local buf = nvim.win.get_buf(win)
if vim.bo[buf].filetype == 'Trouble' then
trouble_open = true
nvim.ex.TroubleClose()
break
end
end
if not trouble_open then
if #lsp_document_diagnostics > 0 then
vim.notify('Document Diagnostics', 'INFO', { title = 'Trouble' })
nvim.ex.Trouble 'lsp_document_diagnostics'
elseif has_workspace_diagnostics then
vim.notify('Workspace Diagnostics', 'INFO', { title = 'Trouble' })
nvim.ex.Trouble 'lsp_workspace_diagnostics'
elseif #loc_diagnostics > 0 then
vim.notify('Location list', 'INFO', { title = 'Trouble' })
nvim.ex.Trouble 'loclist'
elseif #qf_diagnostics > 0 then
vim.notify('Quicfix', 'INFO', { title = 'Trouble' })
nvim.ex.Trouble 'quickfix'
else
vim.notify('Nothing to check !', 'WARN', { title = 'Trouble' })
end
end
end, { noremap = true, silent = true })
return true
|
-- https://github.com/itinero/routing/blob/develop/samples/Sample.Shape/car.lua
-- car globals
name = "nwb.car"
-- whitelists for profile and meta
-- "BST_CODE", "BAANSUBSRT", "RIJRICHTNG", "WEGBEHSRT", "HECTO_LTTR"
profile_whitelist = {
"BST_CODE",
"BAANSUBSRT",
"RIJRICHTNG",
"WEGBEHSRT",
"HECTO_LTTR"
}
meta_whitelist = {
"STT_NAAM"
}
-- default speed profiles
speed_profiles = {
["BVD"] = { speed = 50, oneway = nil },
["AF"] = { speed = 70, oneway = nil },
["OP"] = { speed = 70, oneway = nil },
["HR"] = { speed = 120, oneway = nil },
["MRB"] = { speed = 30, oneway = true},
["NRB"] = { speed = 30, oneway = true}
}
-- profile definitions linking a function to a profile
profiles = {
{
name = "",
function_name = "factor_and_speed",
metric = "time"
},
{
name = "shortest",
function_name = "factor_and_speed",
metric = "distance",
}
}
-- the main function turning attributes into a factor_and_speed and a tag whitelist
function factor_and_speed (attributes, result)
result.speed = 0
result.direction = 0
result.canstop = true
result.attributes_to_keep = {}
-- get default speed profiles
local BST_CODE = attributes.BST_CODE -- code of road type.
local speed_profile = speed_profiles[BST_CODE]
local speed = 70
local direction = 0 -- bidirectional default
result.attributes_to_keep.BST_CODE = true -- keep this code.
if speed_profile then
speed = speed_profile.speed
if speed_profile.oneway then
direction = 1 -- this type of edge is oneway forward by default
end
end
local RIJRICHTNG = attributes.RIJRICHTNG -- oneway code.
if RIJRICHTNG then
result.attributes_to_keep.RIJRICHTNG = true -- keep the oneway stuff
if RIJRICHTNG == "H" then
direction = 1
elseif RIJRICHTNG == "T" then
direction = 2
end
end
result.speed = speed -- speed in km/h
result.direction = direction
result.canstop = true
end
-- instruction generators
instruction_generators = {
{
applies_to = "", -- applies to all profiles when empty
generators = {
{
name = "start",
function_name = "get_start"
},
{
name = "stop",
function_name = "get_stop"
},
{
name = "roundabout",
function_name = "get_roundabout"
},
{
name = "turn",
function_name = "get_turn"
}
}
}
}
-- gets the first instruction
function get_start (route_position, language_reference, instruction)
if route_position.is_first() then
local direction = route_position.direction()
instruction.text = itinero.format(language_reference.get("Start {0}."), language_reference.get(direction));
instruction.shape = route_position.shape
return 1
end
return 0
end
-- gets the last instruction
function get_stop (route_position, language_reference, instruction)
if route_position.is_last() then
instruction.text = language_reference.get("Arrived at destination.");
instruction.shape = route_position.shape
return 1
end
return 0
end
function contains (attributes, key, value)
if attributes then
return localvalue == attributes[key];
end
end
-- gets a roundabout instruction
function get_roundabout (route_position, language_reference, instruction)
if (route_position.attributes.BST_CODE == "NRB" or
route_position.attributes.BST_CODE == "MRB") and
(not route_position.is_last()) then
local attributes = route_position.next().attributes
if attributes.junction then
else
local exit = 1
local count = 1
local previous = route_position.previous()
while previous and (previous.attributes.BST_CODE == "NRB" or
previous.attributes.BST_CODE == "MRB") do
local branches = previous.branches
if branches then
branches = branches.get_traversable()
if branches.count > 0 then
exit = exit + 1
end
end
count = count + 1
previous = previous.previous()
end
instruction.text = itinero.format(language_reference.get("Take the {0}th exit at the next roundabout."), "" .. exit)
if exit == 1 then
instruction.text = itinero.format(language_reference.get("Take the first exit at the next roundabout."))
elseif exit == 2 then
instruction.text = itinero.format(language_reference.get("Take the second exit at the next roundabout."))
elseif exit == 3 then
instruction.text = itinero.format(language_reference.get("Take the third exit at the next roundabout."))
end
instruction.type = "roundabout"
instruction.shape = route_position.shape
return count
end
end
return 0
end
-- gets a turn
function get_turn (route_position, language_reference, instruction)
local relative_direction = route_position.relative_direction().direction
local turn_relevant = false
local branches = route_position.branches
if branches then
branches = branches.get_traversable()
if relative_direction == "straighton" and
branches.count >= 2 then
turn_relevant = true -- straight on at cross road
end
if relative_direction != "straighton" and
branches.count > 0 then
turn_relevant = true -- an actual normal turn
end
end
if turn_relevant then
local next = route_position.next()
local name = nil
if next then
name = next.attributes.STT_NAAM
end
if name then
instruction.text = itinero.format(language_reference.get("Go {0} on {1}."),
language_reference.get(relative_direction), name)
instruction.shape = route_position.shape
else
instruction.text = itinero.format(language_reference.get("Go {0}."),
language_reference.get(relative_direction))
instruction.shape = route_position.shape
end
return 1
end
return 0
end |
---@class CS.FairyGUI.PixelHitTestData
---@field public pixelWidth number
---@field public scale number
---@field public pixels Byte[]
---@field public pixelsLength number
---@field public pixelsOffset number
---@type CS.FairyGUI.PixelHitTestData
CS.FairyGUI.PixelHitTestData = { }
---@return CS.FairyGUI.PixelHitTestData
function CS.FairyGUI.PixelHitTestData.New() end
---@param ba CS.FairyGUI.Utils.ByteBuffer
function CS.FairyGUI.PixelHitTestData:Load(ba) end
return CS.FairyGUI.PixelHitTestData
|
if tweak_data and tweak_data.SCSuiteConfiguration.toggle_equipment_enabled then
if not _PlayerStandard__check_use_item then _PlayerStandard__check_use_item = PlayerStandard._check_use_item end
function PlayerStandard:_check_use_item( t, input )
if input.btn_use_item_press and self:is_deploying() then
self:_interupt_action_use_item()
return false
elseif input.btn_use_item_release then
return false
end
return _PlayerStandard__check_use_item(self, t, input)
end
end |
ICDP_DISCS = ICDP_DISCS or {}
ICDP_DISCS[5] = {
disc_name = "ICDPCDDisc5",
artist_name = "Metallica",
album_title = "Metallica",
album_cover = "Metallica-Metallica-1993";
content_disc = "Trash-Metal",
track_names = {
[1] = "01. Enter Sandman",
[2] = "02. Sad But True",
[3] = "03. Holier Than Thou",
[4] = "04. The Unforgiven",
[5] = "05. Wherever I May Roam",
[6] = "06. Don't Tread on Me",
[7] = "07. Through the Never",
[8] = "08. Nothing Else Matters",
[9] = "09. Of Wolf and Man",
[10] = "10. The God That Failed",
[11] = "11. My Friend of Misery",
[12] = "12. The Struggle Within",
},
tracks = {
[1] = {"Metallica 01. Enter Sandman", 331},
[2] = {"Metallica 02. Sad But True", 324},
[3] = {"Metallica 03. Holier Than Thou", 227},
[4] = {"Metallica 04. The Unforgiven", 387},
[5] = {"Metallica 05. Wherever I May Roam", 404},
[6] = {"Metallica 06. Don't Tread on Me", 240},
[7] = {"Metallica 07. Through the Never", 244},
[8] = {"Metallica 08. Nothing Else Matters", 388},
[9] = {"Metallica 09. Of Wolf and Man", 256},
[10] = {"Metallica 10. The God That Failed", 308},
[11] = {"Metallica 11. My Friend of Misery", 409},
[12] = {"Metallica 12. The Struggle Within", 233},
},
}
ICDP_DISCS[5].track_sum = #ICDP_DISCS[5].tracks |
local parent, ns = ...
local Compat = ns.Compat
local unitExists = Compat.Private.UnitExists
local QuickDispatch = Compat.Private.QuickDispatch
local format = string.format
local strmatch = string.match
local select = select
local GetNumPartyMembers = GetNumPartyMembers
local GetNumRaidMembers = GetNumRaidMembers
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitAffectingCombat = UnitAffectingCombat
local IsPartyLeader = IsPartyLeader
local IsRaidLeader = IsRaidLeader
local GetPartyLeaderIndex = GetPartyLeaderIndex
local GetRaidRosterInfo = GetRaidRosterInfo
function Compat.IsInGroup()
return (GetNumRaidMembers() > 0 or GetNumPartyMembers() > 0)
end
function Compat.IsInRaid()
return (GetNumRaidMembers() > 0)
end
function Compat.GetNumSubgroupMembers()
return GetNumPartyMembers()
end
function Compat.GetNumGroupMembers()
return Compat.IsInRaid() and GetNumRaidMembers() or GetNumPartyMembers()
end
function Compat.GetGroupTypeAndCount()
if Compat.IsInRaid() then
return "raid", 1, GetNumRaidMembers()
elseif Compat.IsInGroup() then
return "party", 0, GetNumPartyMembers()
else
return nil, 0, 0
end
end
do
local rmem, pmem, step, count
local function SelfIterator(excPets)
while step do
local unit, owner
if step == 1 then
unit, owner, step = "player", nil, 2
elseif step == 2 then
if not excPets then
unit, owner = "playerpet", "player"
end
step = nil
end
if unitExists(unit) then
return unit, owner
end
end
end
local function PartyIterator(excPets)
while step do
local unit, owner
if step <= 2 then
unit, owner = SelfIterator(excPets)
step = step or 3
elseif step == 3 then
unit, owner, step = format("party%d", count), nil, 4
elseif step == 4 then
if not excPets then
unit, owner = format("partypet%d", count), format("party%d", count)
end
count = count + 1
step = count <= pmem and 3 or nil
end
if unitExists(unit) then
return unit, owner
end
end
end
local function RaidIterator(excPets)
while step do
local unit, owner
if step == 1 then
unit, owner, step = format("raid%d", count), nil, 2
elseif step == 2 then
if not excPets then
unit, owner = format("raidpet%d", count), format("raid%d", count)
end
count = count + 1
step = count <= rmem and 1 or nil
end
if unitExists(unit) then
return unit, owner
end
end
end
function Compat.UnitIterator(excPets)
rmem, step = GetNumRaidMembers(), 1
if rmem == 0 then
pmem = GetNumPartyMembers()
if pmem == 0 then
return SelfIterator, excPets
end
count = 1
return PartyIterator, excPets
end
count = 1
return RaidIterator, excPets
end
end
function Compat.IsGroupDead()
for unit in Compat.UnitIterator(true) do
if not UnitIsDeadOrGhost(unit) then
return false
end
end
return true
end
function Compat.IsGroupInCombat()
for unit in Compat.UnitIterator() do
if UnitAffectingCombat(unit) then
return true
end
end
return false
end
function Compat.GroupIterator(func, ...)
for unit, owner in Compat.UnitIterator() do
QuickDispatch(func, unit, owner, ...)
end
end
function Compat.UnitIsGroupLeader(unit)
if not Compat.IsInGroup() then
return false
elseif unit == "player" then
return (Compat.IsInRaid() and IsRaidLeader() or IsPartyLeader())
else
local index = strmatch(unit, "%d+")
if Compat.IsInRaid() then
return (index and select(2, GetRaidRosterInfo(index)) == 2)
end
return (index and GetPartyLeaderIndex() == tonumber(index))
end
end
function Compat.UnitIsGroupAssistant(unit)
if not Compat.IsInRaid() then
return false
end
local index = strmatch(unit, "%d+")
return (index and select(2, GetRaidRosterInfo(index)) == 1)
end |
package.path = "../?.lua;" .. package.path
local EventDataSerializer = {}
function EventDataSerializer:new ()
-- "Object Oriented" Lua examples: https://habr.com/post/259265/
local public = {}
-- return event_key, event_data
function EventDataSerializer:OnClose ()
return nil, nil
end
function EventDataSerializer:PublisherOnline ()
return nil, nil
end
function EventDataSerializer:PublisherOffline (signal)
return nil, nil
end
function EventDataSerializer:OnFirm (firm)
return nil, nil
end
function EventDataSerializer:OnAllTrade (alltrade)
return nil, nil
end
function EventDataSerializer:OnTrade (trade)
return nil, nil
end
function EventDataSerializer:OnOrder (order)
return nil, nil
end
function EventDataSerializer:OnAccountBalance (acc_bal)
return nil, nil
end
function EventDataSerializer:OnFuturesLimitChange (fut_limit)
return nil, nil
end
function EventDataSerializer:OnFuturesLimitDelete (lim_del)
return nil, nil
end
function EventDataSerializer:OnFuturesClientHolding (fut_pos)
return nil, nil
end
function EventDataSerializer:OnMoneyLimit (mlimit)
return nil, nil
end
function EventDataSerializer:OnMoneyLimitDelete (mlimit_del)
return nil, nil
end
function EventDataSerializer:OnDepoLimit (dlimit)
return nil, nil
end
function EventDataSerializer:OnDepoLimitDelete (dlimit_del)
return nil, nil
end
function EventDataSerializer:OnAccountPosition (acc_pos)
return nil, nil
end
function EventDataSerializer:OnNegDeal (neg_deal)
return nil, nil
end
function EventDataSerializer:OnNegTrade (neg_trade)
return nil, nil
end
function EventDataSerializer:OnStopOrder (stop_order)
return nil, nil
end
function EventDataSerializer:OnTransReply (trans_reply)
return nil, nil
end
function EventDataSerializer:OnParam (class_code, sec_code)
return nil, nil
end
function EventDataSerializer:OnQuote (class_code, sec_code)
return nil, nil
end
function EventDataSerializer:OnDisconnected ()
return nil, nil
end
function EventDataSerializer:OnConnected (flag)
return nil, nil
end
function EventDataSerializer:OnCleanUp ()
return nil, nil
end
function EventDataSerializer:OnDataSourceUpdate (update_info)
return nil, nil
end
setmetatable(public, self)
self.__index = self
return public
end
return EventDataSerializer
|
object_building_player_sandcrawler_house = object_building_player_shared_sandcrawler_house:new {
}
ObjectTemplates:addTemplate(object_building_player_sandcrawler_house, "object/building/player/sandcrawler_house.iff")
|
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('BceChangeSeat_pb', package.seeall)
local BCECHANGESEAT = protobuf.Descriptor();
BCECHANGESEAT.name = "BceChangeSeat"
BCECHANGESEAT.full_name = ".com.xinqihd.sns.gameserver.proto.BceChangeSeat"
BCECHANGESEAT.nested_types = {}
BCECHANGESEAT.enum_types = {}
BCECHANGESEAT.fields = {}
BCECHANGESEAT.is_extendable = false
BCECHANGESEAT.extensions = {}
BceChangeSeat = protobuf.Message(BCECHANGESEAT)
_G.BCECHANGESEAT_PB_BCECHANGESEAT = BCECHANGESEAT
|
local w,h = ScrW(),ScrH()
hook.Add("HUDPaint","DrawAmmo",function()
local lp = LocalPlayer()
local wep = lp:GetActiveWeapon()
if (!IsValid(wep)) then return end
local Ammo = lp:GetAmmoCount(wep:GetPrimaryAmmoType())
local Clip = wep:Clip1()
if (Clip > -1) then
DrawTextShadow(Clip,"MZS_Font80",w-210,h-110,MAIN_WHITECOLOR,2,MAIN_BLACKCOLOR,2)
DrawTextShadow(Ammo,"MZS_Font36",w-100,h-75,MAIN_WHITECOLOR,2,MAIN_BLACKCOLOR,2)
end
end)
|
-- @okarosa
local characterNameCache = {}
local characterIDCache = {}
local searched = {}
local refreshCacheRate = 10 --Minutes
function getCharacterNameFromID( id )
if not id or not tonumber(id) then
return false
else
id = tonumber(id)
end
if characterNameCache[id] then
return characterNameCache[id]
end
for i, player in pairs(getElementsByType("player")) do
if id == getElementData(player, "dbid") then
characterNameCache[id] = exports.mrp_global:getPlayerName(player)
return characterNameCache[id]
end
end
if not searched[id] or getTickCount() - searched[id] > refreshCacheRate*1000*60 then
searched[id] = getTickCount()
triggerServerEvent("requestCharacterNameCacheFromServer", localPlayer, id)
else
return false
end
return "Loading.."
end
function retrieveCharacterNameCacheFromServer(characterName, id)
if characterName and id then
characterNameCache[id] = characterName
end
end
addEvent("retrieveCharacterNameCacheFromServer", true)
addEventHandler("retrieveCharacterNameCacheFromServer", root, retrieveCharacterNameCacheFromServer)
function getCharacterIDFromName( name )
if not name then
return false
else
name = tostring(name):gsub(" ", "_")
end
if characterIDCache[name] then
return characterNameCache[id]
end
for i, player in pairs(getElementsByType("player")) do
if name == getPlayerName(player) then
characterIDCache[name] = tonumber(getElementData(player, "dbid"))
return characterIDCache[name]
end
end
if searched[name] then
return false
end
searched[name] = true
triggerServerEvent("requestCharacterIDCacheFromServer", localPlayer, name)
setTimer(function()
local index = id
searched[index] = nil
end, refreshCacheRate*1000*60, 1)
return "Loading.."
end
function retrieveCharacterIDCacheFromServer(characterName, id)
if characterName and id then
characterIDCache[characterName] = id
end
end
addEvent("retrieveCharacterIDCacheFromServer", true)
addEventHandler("retrieveCharacterIDCacheFromServer", root, retrieveCharacterIDCacheFromServer) |
-- sci component
-- electronics sci
local refsubgroup = data.raw["item-subgroup"][data.raw.item["iron-stick"].subgroup]
data:extend({
{
type = "item-subgroup",
name = "momo-science-materials",
group = refsubgroup.group,
order = refsubgroup.order .. "1"
}
})
local subgroup = "momo-science-materials"
local ICON = "__MomosTweak__/graphics/icons/"
function momoTweak.newsciItem(Name)
data:extend({
{
type = "item",
name = Name,
icon = ICON .. Name .. ".png",
icon_size = 32,
subgroup = subgroup,
order = "f[" .. Name .. "]",
stack_size = 200
}
})
end
momoTweak.newsciItem("momo-vial") --1
momoTweak.newsciItem("red-sci")
momoTweak.newsciItem("building-pack")
momoTweak.newsciItem("pre-dark-sci")
momoTweak.newsciItem("product-sci")
momoTweak.newsciItem("cyan-sci")
momoTweak.newsciItem("pre-high-sci") -- 6
momoTweak.newsciItem("green-sci")
momoTweak.newsciItem("movement-pack")
momoTweak.newsciItem("bronze-pack")
momoTweak.newsciItem("dark-chip") -- 10
momoTweak.newsciItem("pre-cyan-sci")
momoTweak.newsciItem("cpy")
momoTweak.newsciItem("logistic-express")
momoTweak.newsciItem("py-nxag-matrix")
momoTweak.newsciItem("py-superconductor") -- 15
momoTweak.newsciItem("plate-pack-1")
if (momoTweak.mods.sct or momoTweak.py.coal) then
momoTweak.newsciItem("sct-2")
momoTweak.newsciItem("sct-gun")
momoTweak.newsciItem("sct-3")
momoTweak.newsciItem("sct-production")
momoTweak.newsciItem("sct-logistic")
momoTweak.newsciItem("sct-high")
end
|
local http = require("http");
local data = require("data");
local auth = string.format('Basic %s', data.tobase64(string.format("%s:%s", settings.login, settings.password)));
--@help set_label
set_label = function(state)
layout.current_state.text = string.format("Current state: %s", state.id);
layout.current_state.color = state.color;
end
--@help get_url
get_url = function(url)
return string.format('%s%s', settings.url, url)
end
--@help get_info
get_info = function ()
local headers = { Authorization = auth };
local req = { method = "get",
url = get_url('/info'),
mime = "text/json",
headers = headers };
http.request(req, function (err, resp)
if (err) then return; end
local data = data.fromjson(resp.content);
set_label(data.current_state);
for state_id, state in pairs(data.states) do
state_button = layout[string.format("state_%s", state_id)];
state_button.text = state.id;
state_button.color = state.color;
end
layout.info.text = string.format("AlarMe v%s", data.app.version);
end);
end
--@help set_state
set_state = function(state)
local headers = { Authorization = auth, ["Content-Type"] = "application/x-www-form-urlencoded" };
local req = { method = "post",
url = get_url('/control'),
mime = "text/plain",
headers = headers,
content = string.format("behaviour=%s", state) };
http.request(req, function (err, resp)
if (err) then return; end
get_info();
end);
end
--@help set_state_start
actions.set_state_start = function()
set_state("start");
end
--@help set_state_disable
actions.set_state_disable = function()
set_state("disable");
end
--@help set_state_pass
actions.set_state_pass = function()
set_state("pass");
end
--@help set_state_exit
actions.set_state_exit = function()
set_state("exit");
end
--@help set_state_stay
actions.set_state_stay = function()
set_state("stay");
end
--@help set_state_guard
actions.set_state_guard = function()
set_state("guard");
end
--@help set_state_alarm
actions.set_state_alarm = function()
set_state("alarm");
end
--@help reload
actions.reload = function()
get_info();
end
events.create = get_info;
events.focus = get_info;
|
-----------------------------------
-- Area: La Theine Plateau
-- Mob: Nihniknoovi
-----------------------------------
require("scripts/globals/status");
require("scripts/quests/tutorial")
-----------------------------------
function onMobInitialize(mob)
mob:setMobMod(tpz.mobMod.IDLE_DESPAWN, 600);
end;
function onMobDeath(mob, player, isKiller)
tpz.tutorial.onMobDeath(player)
end;
|
require('config.keymaps')
require('config.options')
require('config.autogroups')
|
local announcementStopServerLayout=
{
name="announcementStopServerLayout",type=0,typeName="View",time=0,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft,
{
name="shadeBg",type=1,typeName="Image",time=31057625,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,file="hall/common/bg_shiled.png"
},
{
name="centerView",type=0,typeName="View",time=77698533,report=0,x=0,y=0,width=808,height=482,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,
{
name="bg",type=1,typeName="Image",time=77699401,report=0,x=0,y=0,width=808,height=482,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft,file="hall/common/popupWindow/popupWindow_bg_55_55_55_55.png",gridLeft=55,gridRight=55,gridTop=55,gridBottom=55
},
{
name="titleBg",type=1,typeName="Image",time=77698535,report=0,x=0,y=-54,width=617,height=190,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTop,file="hall/common/popupWindow/popupWindow_title.png",
{
name="title",type=4,typeName="Text",time=77698536,report=0,x=0,y=-5,width=108,height=50,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=36,textAlign=kAlignCenter,colorRed=246,colorGreen=229,colorBlue=194,string=[[小提示]],colorA=1
}
},
{
name="tips",type=0,typeName="Text",time=122812856,x=68,y=96,width=168,height=28,nodeAlign=kAlignTopLeft,visible=1,fillParentWidth=0,fillParentHeight=0,string=[[亲爱的玩家:]],fontSize=28,textAlign=kAlignLeft,colorRed=142,colorGreen=93,colorBlue=32,colorA=1
},
{
name="content_centre",type=5,typeName="TextView",time=42629912,report=0,x=0,y=8,width=672,height=220,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=28,textAlign=kAlignTopLeft,colorRed=118,colorGreen=72,colorBlue=18,string=[[因为运营商机房故障,导致部分玩家登录异常或支付失败,对此我们深表歉意。为了充分保障大家的账户安全,我们决定进行紧急停服维护。有任何疑问,请致电官方客服。]],colorA=1
},
{
name="bottomView",type=0,typeName="View",time=77698546,report=0,x=0,y=0,width=808,height=115,fillTopLeftX=0,fillTopLeftY=362,fillBottomRightX=0,fillBottomRightY=5,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft,
{
name="twoBtnsView",type=0,typeName="View",time=30964892,report=0,x=0,y=0,width=808,height=100,visible=1,fillParentWidth=1,fillParentHeight=0,nodeAlign=kAlignCenter,
{
name="btn2",type=2,typeName="Button",time=30962483,report=0,x=112,y=0,width=254,height=80,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignLeft,file="hall/common/btns/btn_orange_164x89_l25_r25_t25_b25.png",gridLeft=25,gridRight=25,gridTop=25,gridBottom=25,
{
name="btn2Text",type=4,typeName="Text",time=30963316,report=0,x=0,y=-3,width=254,height=36,visible=1,fillParentWidth=1,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=36,textAlign=kAlignCenter,colorRed=255,colorGreen=250,colorBlue=200,string=[[致电客服]]
}
},
{
name="btn1",type=2,typeName="Button",time=30962525,report=0,x=112,y=0,width=254,height=80,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignRight,file="hall/common/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=25,gridRight=25,gridTop=25,gridBottom=25,
{
name="btn1Text",type=4,typeName="Text",time=30963332,report=0,x=0,y=-3,width=254,height=36,visible=1,fillParentWidth=1,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=36,textAlign=kAlignCenter,colorRed=255,colorGreen=250,colorBlue=200,string=[[等会再来]],colorA=1
}
}
},
{
name="singleBtnView",type=0,typeName="View",time=30965176,report=0,x=0,y=0,width=808,height=100,visible=1,fillParentWidth=1,fillParentHeight=0,nodeAlign=kAlignCenter,
{
name="btn1",type=2,typeName="Button",time=93464281,report=0,x=0,y=0,width=254,height=80,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,file="hall/common/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=25,gridRight=25,gridTop=25,gridBottom=25,
{
name="btn1Text",type=4,typeName="Text",time=93464282,report=0,x=0,y=-3,width=254,height=36,visible=1,fillParentWidth=1,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=36,textAlign=kAlignCenter,colorRed=255,colorGreen=250,colorBlue=200,string=[[等会再来]]
}
}
}
}
}
}
return announcementStopServerLayout; |
--- Provides utility methods for MarketplaceService
-- @module MarketplaceUtil
local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))
local MarketplaceService = game:GetService("MarketplaceService")
local Promise = require("Promise")
local MarketplaceUtil = {}
function MarketplaceUtil.promisePlayerOwnsAsset(player, assetId)
assert(typeof(player) == "Instance")
assert(type(assetId) == "number")
return Promise.spawn(function(resolve, reject)
local result
local ok, err = pcall(function()
result = MarketplaceService:PlayerOwnsAsset(player, assetId)
end)
if not ok then
return reject(err)
end
if type(result) ~= "boolean" then
return reject("Bad result type")
end
return resolve(result)
end)
end
function MarketplaceUtil.promiseUserOwnsGamePass(player, gamePassId)
assert(typeof(player) == "Instance")
assert(type(gamePassId) == "number")
return Promise.spawn(function(resolve, reject)
local result
local ok, err = pcall(function()
result = MarketplaceService:UserOwnsGamePassAsync(player, gamePassId)
end)
if not ok then
return reject(err)
end
if type(result) ~= "boolean" then
return reject("Bad result type")
end
return resolve(result)
end)
end
return MarketplaceUtil
|
local updated = 0
local respawnHospital = false
RegisterNetEvent('five_roleplay_core:setHealth')
AddEventHandler('five_roleplay_core:setHealth', function(result)
Citizen.Wait(3000)
SetEntityHealth(PlayerPedId(),result)
end)
AddEventHandler("playerSpawned", function()
TriggerServerEvent('five_roleplay_core:spawn')
end)
function check_player()
local ped = PlayerId()
if IsPlayerDead(ped) then
PlayerResurected = false
else
PlayerResurected = true
end
end
function resetvariable()
updated = 0
PlayerResurected = false
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local ped = PlayerId()
if IsPlayerDead(ped) then
check_player()
PlayerResurected = false
end
if IsPlayerDead(ped) and updated == 0 then
TriggerServerEvent('five_roleplay_core:update', GetEntityHealth(ped))
updated = 1
print('Personnage mort ' .. GetEntityHealth(ped))
elseif not IsPlayerDead(ped) and updated == 1 then
resetvariable()
PlayerResurected = false
if not respawnHospital then
TriggerServerEvent('five_roleplay_core:update', 0)
Citizen.Wait(1000)
SetEntityHealth(PlayerPedId(),101)
Citizen.Wait(10000)
TriggerServerEvent('five_roleplay_core:update', 0)
respawnHospital = false
end
updated = 0
end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(60000)
local ped = PlayerPedId()
if updated == 0 then
TriggerServerEvent('five_roleplay_core:update', GetEntityHealth(ped))
end
end
end)
---------------------------------------------------------------
---- DEAD SCREEN
---------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsEntityDead(PlayerPedId())then
StartScreenEffect("DeathFailOut", 0, 0)
ShakeGameplayCam("DEATH_FAIL_IN_EFFECT_SHAKE", 1.0)
local scaleform = RequestScaleformMovie("MP_BIG_MESSAGE_FREEMODE")
if HasScaleformMovieLoaded(scaleform) then
Citizen.Wait(0)
PushScaleformMovieFunction(scaleform, "SHOW_SHARD_WASTED_MP_MESSAGE")
BeginTextComponent("STRING")
AddTextComponentString("~r~Vous êtes dans le coma")
EndTextComponent()
PopScaleformMovieFunctionVoid()
Citizen.Wait(500)
while IsEntityDead(PlayerPedId()) do
DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255)
Citizen.Wait(0)
end
StopScreenEffect("DeathFailOut")
end
end
end
end) |
slot0 = class("SVSalvageResult", import("view.base.BaseSubView"))
slot0.HideView = "SVSalvageResult.HideView"
slot0.getUIName = function (slot0)
return "SVSalvageResult"
end
slot0.OnLoaded = function (slot0)
return
end
slot0.OnInit = function (slot0)
slot0.rtPanel = slot0._tf:Find("window/display_panel")
setText(slot0.rtPanel:Find("info/Text"), i18n("world_catsearch_help_1"))
setText(slot0.rtPanel:Find("info/items_btn/Text"), i18n("world_catsearch_help_2"))
onButton(slot0, slot0.rtPanel:Find("info/items_btn"), function ()
slot0:emit(BaseUI.ON_DROP_LIST, {
item2Row = true,
itemList = _.map(pg.gameset.world_catsearchdrop_show.description, function (slot0)
return {
type = slot0[1],
id = slot0[2],
count = slot0[3]
}
end),
content = i18n("world_catsearch_help_6")
})
end, SFX_PANEL)
onButton(slot0, slot0._tf:Find("bg"), function ()
slot0:Hide()
end, SFX_CANCEL)
slot0.btnBack = slot0._tf.Find(slot1, "window/top/btnBack")
onButton(slot0, slot0.btnBack, function ()
slot0:Hide()
end, SFX_CANCEL)
slot0.btnCanel = slot0._tf.Find(slot1, "window/button_container/custom_button_2")
onButton(slot0, slot0.btnCanel, function ()
slot0:Hide()
end, SFX_CANCEL)
slot0.btnHelp = slot0.rtPanel.Find(slot1, "info/help")
onButton(slot0, slot0.btnHelp, function ()
slot0:Hide()
slot0.Hide:emit(WorldScene.SceneOp, "OpOpenLayer", Context.New({
mediator = WorldHelpMediator,
viewComponent = WorldHelpLayer,
data = {
titleId = 3,
pageId = 10
}
}))
end, SFX_PANEL)
slot0.btnConfirm = slot0._tf.Find(slot1, "window/button_container/custom_button_1")
onButton(slot0, slot0.btnConfirm, function ()
slot0:Hide()
slot0.Hide:emit(WorldScene.SceneOp, "OpReqCatSalvage", slot0.fleetId)
end, SFX_CONFIRM)
end
slot0.OnDestroy = function (slot0)
return
end
slot0.Show = function (slot0)
setActive(slot0._tf, true)
pg.UIMgr.GetInstance():BlurPanel(slot0._tf)
end
slot0.Hide = function (slot0)
pg.UIMgr.GetInstance():UnblurPanel(slot0._tf, slot0._parentTf)
setActive(slot0._tf, false)
end
slot0.Setup = function (slot0, slot1)
slot0.fleetId = slot1
end
return slot0
|
addEventHandler('onClientResourceStart', resourceRoot,
function()
triggerServerEvent('nickProtectionLoaded', getLocalPlayer())
end
)
|
local PANEL_Browser = {}
PANEL_Browser.Base = "DFrame"
function PANEL_Browser:Init()
self.HTML = vgui.Create( "HTML", self )
if ( !self.HTML ) then
print( "SteamOverlayReplace: Failed to create HTML element" )
self:Remove()
return
end
self.HTML:Dock( FILL )
self.HTML:SetOpenLinksExternally( true )
self:SetTitle( "Steam overlay replacement" )
self:SetSize( ScrW() * 0.75, ScrH() * 0.75 )
self:SetSizable( true )
self:Center()
self:MakePopup()
end
function PANEL_Browser:SetURL( url )
self.HTML:OpenURL( url )
end
-- Called from the engine
function GMOD_OpenURLNoOverlay( url )
local BrowserInst = vgui.CreateFromTable( PANEL_Browser )
BrowserInst:SetURL( url )
timer.Simple( 0, function()
if ( !gui.IsGameUIVisible() ) then gui.ActivateGameUI() end
end )
end
----------------------------------------------
local PANEL = {}
PANEL.Base = "DFrame"
function PANEL:Init()
self.Type = "openurl"
self:SetTitle( "#openurl.title" )
self.Garble = vgui.Create( "DLabel", self )
self.Garble:SetText( "#openurl.text" )
self.Garble:SetContentAlignment( 5 )
self.Garble:Dock( TOP )
self.URL = vgui.Create( "DTextEntry", self )
self.URL:SetDisabled( true )
self.URL:Dock( TOP )
self.CustomPanel = vgui.Create( "DLabel", self )
self.CustomPanel:Dock( TOP )
self.CustomPanel:SetContentAlignment( 5 )
self.CustomPanel:DockMargin( 0, 5, 0, 0 )
self.CustomPanel:SetVisible( false )
self.CustomPanel.Color = Color( 0, 0, 0, 0 )
self.CustomPanel.Paint = function( s, w, h )
draw.RoundedBox( 0, 0, 0, w, h, s.Color )
end
self.Buttons = vgui.Create( "Panel", self )
self.Buttons:Dock( TOP )
self.Buttons:DockMargin( 0, 5, 0, 0 )
self.Disconnect = vgui.Create( "DButton", self.Buttons )
self.Disconnect:SetText( "#openurl.disconnect" )
self.Disconnect.DoClick = function() self:DoNope() RunConsoleCommand( "disconnect" ) end
self.Disconnect:Dock( LEFT )
self.Disconnect:SizeToContents()
self.Disconnect:SetWide( self.Disconnect:GetWide() + 10 )
self.Nope = vgui.Create( "DButton", self.Buttons )
self.Nope:SetText( "#openurl.nope" )
self.Nope.DoClick = function() self:DoNope() end
self.Nope:DockMargin( 0, 0, 5, 0 )
self.Nope:Dock( RIGHT )
self.Yes = vgui.Create( "DButton", self.Buttons )
self.Yes:SetText( "#openurl.yes" )
self.Yes.DoClick = function() self:DoYes() end
self.Yes:DockMargin( 0, 0, 5, 0 )
self.Yes:Dock( RIGHT )
self.YesPerma = vgui.Create( "DCheckBoxLabel", self.Buttons )
self.YesPerma:SetText( "#openurl.yes_remember" )
self.YesPerma:DockMargin( 0, 0, 5, 0 )
self.YesPerma:Dock( RIGHT )
self.YesPerma:SetVisible( false )
self:SetSize( 680, 104 )
self:Center()
self:MakePopup()
self:DoModal()
hook.Add( "Think", self, self.AlwaysThink )
if ( !IsInGame() ) then self.Disconnect:SetVisible( false ) end
end
function PANEL:LoadServerInfo()
self.CustomPanel:SetVisible( true )
self.CustomPanel:SetText( "Loading server info..." )
self.CustomPanel:SizeToContents()
serverlist.PingServer( self:GetURL(), function( ping, name, desc, map, players, maxplayers, bot, pass, lp, ip, gamemode )
if ( !IsValid( self ) ) then return end
if ( !ping ) then
self.CustomPanel.Color = Color( 200, 50, 50 )
self.CustomPanel:SetText( "#askconnect.no_response" )
else
self.CustomPanel:SetText( string.format( "%s\n%i/%i players | %s | %s | %ims", name, players, maxplayers, map, desc, ping ) )
end
self.CustomPanel:SizeToContents()
end )
end
function PANEL:AlwaysThink()
-- Ping the server for details
if ( SysTime() - self.StartTime > 0.1 && self.Type == "askconnect" && !self.CustomPanel:IsVisible() ) then
self:LoadServerInfo()
end
if ( self.StartTime + 1 > SysTime() ) then
return
end
if ( !self.Yes:IsEnabled() ) then
self.Yes:SetEnabled( true )
end
if ( !gui.IsGameUIVisible() ) then
self:Remove()
end
end
function PANEL:PerformLayout( w, h )
DFrame.PerformLayout( self, w, h )
self:SizeToChildren( false, true )
end
function PANEL:SetURL( url )
self.URL:SetText( url )
self.StartTime = SysTime()
self.Yes:SetEnabled( false )
self.CustomPanel:SetVisible( false )
self.CustomPanel.Color = Color( 0, 0, 0, 0 )
self:InvalidateLayout()
end
function PANEL:GetURL()
return self.URL:GetText()
end
function PANEL:DoNope()
self:Remove()
gui.HideGameUI()
end
function PANEL:DoYes()
if ( self.StartTime + 1 > SysTime() ) then
return
end
local saveYes = self.YesPerma:GetChecked()
self:DoYesAction( !saveYes )
self:Remove()
gui.HideGameUI()
end
function PANEL:DoYesAction( bSessionOnly )
if ( self.Type == "openurl" ) then
gui.OpenURL( self.URL:GetText() )
elseif ( self.Type == "askconnect" ) then
permissions.Grant( "connect", bSessionOnly )
permissions.Connect( self.URL:GetText() )
elseif ( self.Type == "permission" ) then
permissions.Grant( self.URL:GetText(), bSessionOnly )
else
ErrorNoHaltWithStack( "Unhandled confirmation type '" .. tostring( self.Type ) .. "'!" )
end
end
function PANEL:SetType( t )
self.Type = t
self:SetTitle( "#" .. t .. ".title" )
self.Garble:SetText( "#" .. t .. ".text" )
if ( self.Type == "permission" || self.Type == "askconnect" ) then
self.YesPerma:SetVisible( true )
end
end
local PanelInst = nil
local function OpenConfirmationDialog( address, confirm_type )
if ( IsValid( PanelInst ) && PanelInst:GetURL() == address ) then return end
if ( !IsValid( PanelInst ) ) then PanelInst = vgui.CreateFromTable( PANEL ) end
PanelInst:SetType( confirm_type )
PanelInst:SetURL( address )
timer.Simple( 0, function()
if ( !gui.IsGameUIVisible() ) then gui.ActivateGameUI() end
end )
end
-- Called from the engine
function RequestOpenURL( url )
OpenConfirmationDialog( url, "openurl" )
end
function RequestConnectToServer( serverip )
if ( permissions.IsGranted( "connect" ) ) then
permissions.Connect( serverip )
else
OpenConfirmationDialog( serverip, "askconnect" )
end
end
function RequestPermission( perm )
-- OpenConfirmationDialog( perm, "permission" )
end
|
-- Test .event
io.write 'cord.event'
require 'site'
local Nylon = require 'nylon.core'()
Nylon.cord( 'failsafe', function(cord) cord:sleep(1.5); os.exit(99); end )
local okay = false
local c1 = Nylon.cord( 'c1',
function(cord)
cord.event.red() -- events can be posted though the handler hasn't been set yet, and will be processed when the handler is set
local count = 0
cord.event.red = function()
count = count + 1
end
cord.event.blue = function()
count = count + 1
end
-- this is a little weird, because I'm not sure what guarantees I can
-- actually make about the order in which events will be processed.
-- explicit message box priorities might allow stricter guarantees?
-- it seems to work as is FWIW but I don't know that this is guaranteed.
cord.event.green = function( wake )
if count == 2 then
okay = true
end
wake()
end
while true do cord:sleep() end
end )
Nylon.cord( 'c2',
function(cord)
cord:sleep_manual( function( wake )
c1.event.blue()
c1.event.green( wake )
end )
-- print( 'exiting', okay )
os.exit( okay and 0 or 1)
end )
Nylon.run()
|
--for command bar thing
local targetModel = workspace.LowerBody
local modelDescendants = targetModel:GetDescendants()
local folder = Instance.new("Folder")
folder.Parent = targetModel
folder.Name = "Motor6DValues"
for i, descendant in pairs(modelDescendants) do
if descendant:IsA("Motor6D") then
local object = Instance.new("ObjectValue")
object.Value = descendant
object.Name = descendant.Name
object.Parent = folder
end
end
return nothing |
-----------------------------------
-- Area: Beaucedine Glacier
-- NM: Calcabrina
-----------------------------------
require("scripts/globals/mobs")
-----------------------------------
function onMobInitialize(mob)
mob:setMobMod(tpz.mobMod.ADD_EFFECT, 1);
end;
function onAdditionalEffect(mob, target, damage)
return tpz.mob.onAddEffect(mob, target, damage, tpz.mob.ae.HP_DRAIN)
end
function onMobDeath(mob, player, isKiller)
end;
function onMobDespawn(mob)
UpdateNMSpawnPoint(mob:getID());
mob:setRespawnTime(math.random(5400,6000));
end;
|
function momoIRTweak.finalFixes.Electronics()
--using
local eles = momoIRTweak.electronics
local ITEM = momoIRTweak.FastItem
local AddIng = momoIRTweak.recipe.AddIngredient
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
if (momoIRTweak.electronics.isHarder) then
---- SPEED
-- 1
AddIng("program-speed-module", ITEM(eles.pcb1.name, 4))
-- 2
AddIng("program-speed-module-2", ITEM(eles.pcb2.name, 8))
-- 3
AddIng("program-speed-module-3", ITEM(eles.pcb3.name, 8))
---- PRODUCTIVITY
-- 1
AddIng("program-productivity-module", ITEM(eles.pcb1.name, 8))
-- 2
AddIng("program-productivity-module-2", ITEM(eles.pcb2.name, 16))
-- 3
AddIng("program-productivity-module-3", ITEM(eles.pcb3.name, 16))
---- EFFECTIVITY
-- 1
AddIng("program-effectivity-module", ITEM(eles.pcb1.name, 2))
-- 2
AddIng("program-effectivity-module-2", ITEM(eles.pcb2.name, 4))
-- 3
AddIng("program-effectivity-module-3", ITEM(eles.pcb3.name, 4))
end
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
if (settings.startup["momo-harderModule"].value) then
---- SPEED
-- 1
AddIng("program-speed-module", ITEM("iron-incinerator", 1))
-- 2
AddIng("program-speed-module-2", ITEM("engine-unit", 2))
AddIng("program-speed-module-2", ITEM("k-circuit-board", 4))
-- 3
AddIng("program-speed-module-3", ITEM("electric-engine-unit", 2))
AddIng("program-speed-module-3", ITEM("k-ram", 8))
AddIng("program-speed-module-3", ITEM("k-processor", 2))
---- PRODUCTIVITY
-- 1
AddIng("program-productivity-module", ITEM("copper-scrapper", 1))
-- 2
AddIng("program-productivity-module-2", ITEM("iron-scrapper", 1))
AddIng("program-productivity-module-2", ITEM("k-circuit-board", 4))
-- 3
AddIng("program-productivity-module-3", ITEM("iron-scrapper", 2))
AddIng("program-productivity-module-3", ITEM("k-ram", 16))
AddIng("program-productivity-module-3", ITEM("k-processor", 4))
---- EFFECTIVITY
-- 1
-- 2
AddIng("program-effectivity-module-2", ITEM("iron-incinerator", 1))
AddIng("program-effectivity-module-2", ITEM("k-circuit-board", 2))
-- 3
AddIng("program-effectivity-module-3", ITEM("engine-unit", 1))
AddIng("program-effectivity-module-3", ITEM("k-ram", 4))
AddIng("program-effectivity-module-3", ITEM("k-processor", 1))
end
end |
object_static_item_eqp_camping_tent_s3 = object_static_item_shared_eqp_camping_tent_s3:new {
}
ObjectTemplates:addTemplate(object_static_item_eqp_camping_tent_s3, "object/static/item/eqp_camping_tent_s3.iff")
|
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ==========
PlaceObj('XTemplate', {
__is_kind_of = "XContentTemplate",
group = "PreGame",
id = "PGMissionSubtitle",
PlaceObj('XTemplateWindow', {
'__class', "XContentTemplate",
'Dock', "top",
'RespawnOnContext', false,
}, {
PlaceObj('XTemplateMode', {
'mode', "items",
}, {
PlaceObj('XTemplateTemplate', {
'__template', "DialogTitleSmall",
'Id', "idTitle",
'Margins', box(55, 1, 0, 0),
}),
PlaceObj('XTemplateCode', {
'run', function (self, parent, context)
parent.idTitle:SetTitle(GetDialogModeParam(parent).title)
end,
}),
}),
}),
})
|
---@class IsoRegionsLogger.IsoRegionLog : zombie.iso.areas.isoregion.IsoRegionsLogger.IsoRegionLog
---@field private str String
---@field private type IsoRegionLogType
---@field private col Color
IsoRegionsLogger_IsoRegionLog = {}
---@public
---@return IsoRegionLogType
function IsoRegionsLogger_IsoRegionLog:getType() end
---@public
---@return Color
function IsoRegionsLogger_IsoRegionLog:getColor() end
---@public
---@return String
function IsoRegionsLogger_IsoRegionLog:getStr() end
|
-- BELOVE IS YOUR SETTINGS, CHANGE THEM TO WHATEVER YOU'D LIKE & MORE SETTINGS WILL COME IN THE FUTURE! --
local useBilling = true -- OPTIONS: (true/false)
local useCameraSound = true -- OPTIONS: (true/false)
local useFlashingScreen = true -- OPTIONS: (true/false)
local useBlips = true -- OPTIONS: (true/false)
local alertPolice = true -- OPTIONS: (true/false)
local alertSpeed = 150 -- OPTIONS: (1-5000 KMH)
local defaultPrice60 = 100 -- THIS IS THE DEFAULT PRICE WITHOUT EXTRA COST FOR 60 ZONES
local defaultPrice80 = 300 -- THIS IS THE DEFAULT PRICE WITHOUT EXTRA COST FOR 80 ZONES
local defaultPrice120 = 500 -- THIS IS THE DEFAULT PRICE WITHOUT EXTRA COST FOR 120 ZONES
local extraZonePrice10 = 100 -- THIS IS THE EXTRA COST IF 10 KM/H ABOVE LIMIT (REQUIRES "useBilling" to be set to true)
local extraZonePrice20 = 500 -- THIS IS THE EXTRA COST IF 20 KM/H ABOVE LIMIT (REQUIRES "useBilling" to be set to true)
local extraZonePrice30 = 1000 -- THIS IS THE EXTRA COST IF 30 KM/H ABOVE LIMIT (REQUIRES "useBilling" to be set to true)
-- ABOVE IS YOUR SETTINGS, CHANGE THEM TO WHATEVER YOU'D LIKE & MORE SETTINGS WILL COME IN THE FUTURE! --
ESX = nil
local hasBeenCaught = false
local finalBillingPrice = 0;
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(xPlayer)
PlayerData = xPlayer
end)
function hintToDisplay(text)
SetTextComponentFormat("STRING")
AddTextComponentString(text)
DisplayHelpTextFromStringLabel(0, 0, 1, -1)
end
-- BLIP FOR SPEEDCAMERAS
local blips = {
-- 60KM/H ZONES
{title="Speedcamera (60KM/H)", colour=1, id=1, x = -524.2645, y = -1776.3569, z = 21.3384}, -- 60KM/H ZONE
-- 80KM/H ZONES
{title="Speedcamera (80KM/H)", colour=1, id=1, x = 2506.0671, y = 4145.2431, z = 38.1054}, -- 80KM/H ZONE
{title="Speedcamera (80KM/H)", colour=1, id=1, x = 1258.2006, y = 789.4199, z = 104.2190}, -- 80KM/H ZONE
{title="Speedcamera (80KM/H)", colour=1, id=1, x = 980.9982, y = 407.4164, z = 92.2374}, -- 80KM/H ZONE
-- 120KM/H ZONES
{title="Speedcamera (120KM/H)", colour=1, id=1, x = 1584.9281, y = -993.4557, z = 59.3923}, -- 120KM/H ZONE
{title="Speedcamera (120KM/H)", colour=1, id=1, x = 2442.2006, y = -134.6004, z = 88.7765}, -- 120KM/H ZONE
{title="Speedcamera (120KM/H)", colour=1, id=1, x = 2871.7951, y = 3540.5795, z = 53.0930} -- 120KM/H ZONE
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
if useBlips == true then
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.5)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end
end)
-- AREAS
local Speedcamera60Zone = {
{x = -524.2645,y = -1776.3569,z = 21.3384}
}
local Speedcamera80Zone = {
{x = 2506.0671,y = 4145.2431,z = 38.1054},
{x = 1258.2006,y = 789.4199,z = 103.2190},
{x = 980.9982,y = 407.4164,z = 92.2374}
}
local Speedcamera120Zone = {
{x = 1584.9281,y = -993.4557,z = 59.3923},
{x = 2442.2006,y = -134.6004,z = 88.7765},
{x = 2871.7951,y = 3540.5795,z = 53.0930}
}
-- ZONES
Citizen.CreateThread(function()
while true do
Citizen.Wait(10)
-- 60 zone
for k in pairs(Speedcamera60Zone) do
local plyCoords = GetEntityCoords(GetPlayerPed(-1), false)
local dist = Vdist(plyCoords.x, plyCoords.y, plyCoords.z, Speedcamera60Zone[k].x, Speedcamera60Zone[k].y, Speedcamera60Zone[k].z)
if dist <= 20.0 then
local playerPed = GetPlayerPed(-1)
local playerCar = GetVehiclePedIsIn(playerPed, false)
local veh = GetVehiclePedIsIn(playerPed)
local SpeedKM = GetEntitySpeed(playerPed)*3.6
local maxSpeed = 60.0 -- THIS IS THE MAX SPEED IN KM/H
if SpeedKM > maxSpeed then
if IsPedInAnyVehicle(playerPed, false) then
if (GetPedInVehicleSeat(playerCar, -1) == playerPed) then
if hasBeenCaught == false then
if GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE2" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE3" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE4" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICEB" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICET" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "SHERIFF" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "FIRETRUK" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "AMBULAN" then -- BLACKLISTED VEHICLE
-- VEHICLES ABOVE ARE BLACKLISTED
else
-- ALERT POLICE (START)
if alertPolice == true then
if SpeedKM > alertSpeed then
local x,y,z = table.unpack(GetEntityCoords(GetPlayerPed(-1), false))
TriggerServerEvent('esx_phone:send', 'police', ' Someone passed the speed camera, above ' .. alertSpeed.. ' KMH', true, {x =x, y =y, z =z})
end
end
-- ALERT POLICE (END)
-- FLASHING EFFECT (START)
if useFlashingScreen == true then
TriggerServerEvent('esx_speedcamera:openGUI')
end
if useCameraSound == true then
TriggerServerEvent("InteractSound_SV:PlayOnSource", "speedcamera", 0.5)
end
if useFlashingScreen == true then
Citizen.Wait(200)
TriggerServerEvent('esx_speedcamera:closeGUI')
end
-- FLASHING EFFECT (END)
TriggerEvent("pNotify:SendNotification", {text = "You've been caught by the speedcamera in a 60 zone! Your speed: " .. math.floor(SpeedKM) .. " KM/H", type = "error", timeout = 5000, layout = "centerLeft"})
if useBilling == true then
if SpeedKM >= maxSpeed + 30 then
finalBillingPrice = defaultPrice60 + extraZonePrice30
elseif SpeedKM >= maxSpeed + 20 then
finalBillingPrice = defaultPrice60 + extraZonePrice20
elseif SpeedKM >= maxSpeed + 10 then
finalBillingPrice = defaultPrice60 + extraZonePrice10
else
finalBillingPrice = defaultPrice60
end
TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(PlayerId()), 'society_police', 'Speedcamera (60KM/H) - Your speed: ' .. math.floor(SpeedKM) .. ' KM/H - ', finalBillingPrice) -- Sends a bill from the police
else
TriggerServerEvent('esx_speedcamera:PayBill60Zone')
end
hasBeenCaught = true
Citizen.Wait(5000) -- This is here to make sure the player won't get fined over and over again by the same camera!
end
end
end
end
hasBeenCaught = false
end
end
end
-- 80 zone
for k in pairs(Speedcamera80Zone) do
local plyCoords = GetEntityCoords(GetPlayerPed(-1), false)
local dist = Vdist(plyCoords.x, plyCoords.y, plyCoords.z, Speedcamera80Zone[k].x, Speedcamera80Zone[k].y, Speedcamera80Zone[k].z)
if dist <= 20.0 then
local playerPed = GetPlayerPed(-1)
local playerCar = GetVehiclePedIsIn(playerPed, false)
local veh = GetVehiclePedIsIn(playerPed)
local SpeedKM = GetEntitySpeed(playerPed)*3.6
local maxSpeed = 80.0 -- THIS IS THE MAX SPEED IN KM/H
if SpeedKM > maxSpeed then
if IsPedInAnyVehicle(playerPed, false) then
if (GetPedInVehicleSeat(playerCar, -1) == playerPed) then
if hasBeenCaught == false then
if GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE2" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE3" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE4" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICEB" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICET" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "FIRETRUK" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "AMBULAN" then -- BLACKLISTED VEHICLE
-- VEHICLES ABOVE ARE BLACKLISTED
else
-- ALERT POLICE (START)
if alertPolice == true then
if SpeedKM > alertSpeed then
local x,y,z = table.unpack(GetEntityCoords(GetPlayerPed(-1), false))
TriggerServerEvent('esx_phone:send', 'police', ' Someone passed the speed camera, above ' .. alertSpeed.. ' KMH', true, {x =x, y =y, z =z})
end
end
-- ALERT POLICE (END)
-- FLASHING EFFECT (START)
if useFlashingScreen == true then
TriggerServerEvent('esx_speedcamera:openGUI')
end
if useCameraSound == true then
TriggerServerEvent("InteractSound_SV:PlayOnSource", "speedcamera", 0.5)
end
if useFlashingScreen == true then
Citizen.Wait(200)
TriggerServerEvent('esx_speedcamera:closeGUI')
end
-- FLASHING EFFECT (END)
TriggerEvent("pNotify:SendNotification", {text = "You've been caught by the speedcamera in a 80 zone! Your speed: " .. math.floor(SpeedKM) .. " KM/H", type = "error", timeout = 5000, layout = "centerLeft"})
if useBilling == true then
if SpeedKM >= maxSpeed + 30 then
finalBillingPrice = defaultPrice80 + extraZonePrice30
elseif SpeedKM >= maxSpeed + 20 then
finalBillingPrice = defaultPrice80 + extraZonePrice20
elseif SpeedKM >= maxSpeed + 10 then
finalBillingPrice = defaultPrice80 + extraZonePrice10
else
finalBillingPrice = defaultPrice80
end
TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(PlayerId()), 'society_police', 'Speedcamera (80KM/H) - Your speed: ' .. math.floor(SpeedKM) .. ' KM/H - ', finalBillingPrice) -- Sends a bill from the police
else
TriggerServerEvent('esx_speedcamera:PayBill80Zone')
end
hasBeenCaught = true
Citizen.Wait(5000) -- This is here to make sure the player won't get fined over and over again by the same camera!
end
end
end
end
hasBeenCaught = false
end
end
end
-- 120 zone
for k in pairs(Speedcamera120Zone) do
local plyCoords = GetEntityCoords(GetPlayerPed(-1), false)
local dist = Vdist(plyCoords.x, plyCoords.y, plyCoords.z, Speedcamera120Zone[k].x, Speedcamera120Zone[k].y, Speedcamera120Zone[k].z)
if dist <= 20.0 then
local playerPed = GetPlayerPed(-1)
local playerCar = GetVehiclePedIsIn(playerPed, false)
local veh = GetVehiclePedIsIn(playerPed)
local SpeedKM = GetEntitySpeed(playerPed)*3.6
local maxSpeed = 120.0 -- THIS IS THE MAX SPEED IN KM/H
if SpeedKM > maxSpeed then
if IsPedInAnyVehicle(playerPed, false) then
if (GetPedInVehicleSeat(playerCar, -1) == playerPed) then
if hasBeenCaught == false then
if GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE2" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE3" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICE4" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICEB" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "POLICET" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "FIRETRUK" then -- BLACKLISTED VEHICLE
elseif GetDisplayNameFromVehicleModel(GetEntityModel(veh)) == "AMBULAN" then -- BLACKLISTED VEHICLE
-- VEHICLES ABOVE ARE BLACKLISTED
else
-- ALERT POLICE (START)
if alertPolice == true then
if SpeedKM > alertSpeed then
local x,y,z = table.unpack(GetEntityCoords(GetPlayerPed(-1), false))
TriggerServerEvent('esx_phone:send', 'police', ' Someone passed the speed camera, above ' .. alertSpeed.. ' KMH', true, {x =x, y =y, z =z})
end
end
-- ALERT POLICE (END)
-- FLASHING EFFECT (START)
if useFlashingScreen == true then
TriggerServerEvent('esx_speedcamera:openGUI')
end
if useCameraSound == true then
TriggerServerEvent("InteractSound_SV:PlayOnSource", "speedcamera", 0.5)
end
if useFlashingScreen == true then
Citizen.Wait(200)
TriggerServerEvent('esx_speedcamera:closeGUI')
end
-- FLASHING EFFECT (END)
TriggerEvent("pNotify:SendNotification", {text = "You've been caught by the speedcamera in a 120 zone! Your speed: " .. math.floor(SpeedKM) .. " KM/H", type = "error", timeout = 5000, layout = "centerLeft"})
if useBilling == true then
if SpeedKM >= maxSpeed + 30 then
finalBillingPrice = defaultPrice120 + extraZonePrice30
elseif SpeedKM >= maxSpeed + 20 then
finalBillingPrice = defaultPrice120 + extraZonePrice20
elseif SpeedKM >= maxSpeed + 10 then
finalBillingPrice = defaultPrice120 + extraZonePrice10
else
finalBillingPrice = defaultPrice120
end
TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(PlayerId()), 'society_police', 'Speedcamera (120KM/H) - Your speed: ' .. math.floor(SpeedKM) .. ' KM/H - ', finalBillingPrice) -- Sends a bill from the police
else
TriggerServerEvent('esx_speedcamera:PayBill120Zone')
end
hasBeenCaught = true
Citizen.Wait(5000) -- This is here to make sure the player won't get fined over and over again by the same camera!
end
end
end
end
hasBeenCaught = false
end
end
end
end
end)
RegisterNetEvent('esx_speedcamera:openGUI')
AddEventHandler('esx_speedcamera:openGUI', function()
SetNuiFocus(false,false)
SendNUIMessage({type = 'openSpeedcamera'})
end)
RegisterNetEvent('esx_speedcamera:closeGUI')
AddEventHandler('esx_speedcamera:closeGUI', function()
SendNUIMessage({type = 'closeSpeedcamera'})
end)
|
TransportRouteInteractionHandler = {}
function TransportRouteInteractionHandler:NewRoute()
return {from = false, to = false, obj_at_source = false}
end
function TransportRouteInteractionHandler:UpdateCursorText(dialog)
local res_dlg = GetDialog("ResourceItems")
local choosing_res = res_dlg and res_dlg.context and IsKindOf(res_dlg.context.object, "RCTransport")
if not choosing_res then
if not (dialog.created_route and dialog.created_route.from) then
return T(7974, "Load Resource")
else
return T(7975, "Unload Resource")
end
end
end
function TransportRouteInteractionHandler:UpdateTooltip(dialog)
end
function TransportRouteInteractionHandler:UpdateRouteVisuals(dialog)
if dialog.created_route and dialog.created_route.from and not dialog.created_route.to then
if not dialog.route_visuals then
dialog.route_visuals = { PlaceObjectIn("WireFramedPrettification", ActiveMapID, {entity = "RoverTransport", construction_stage = 0, GetSelectionRadiusScale = RCTransport_AutoRouteRadius}) }
dialog.route_visuals[1]:SetAngle(0)
ShowHexRanges(UICity, false, dialog.route_visuals[1])
if IsValid(dialog.cursor_obj) then
DoneObject(dialog.cursor_obj)
dialog.cursor_obj = false
end
end
dialog.route_visuals[1]:SetPos(dialog.created_route.from)
--dialog.route_visuals:SetAngle(CalcOrientation(dialog.created_route.from, dialog.last_mouse_pos or point20))
elseif not dialog.created_route or dialog.created_route and not dialog.created_route.from and not dialog.created_route.to then
if dialog.route_visuals then
DoneObjects(dialog.route_visuals)
dialog.route_visuals = false
end
end
end
function TransportRouteInteractionHandler:CreateRoute(dialog, terrain_pt)
if not dialog.created_route.from then
if dialog.interaction_obj ~= dialog.created_route.obj_at_source then
dialog.created_route.obj_at_source = dialog.interaction_obj
end
CityUnitController[UICity]:InteractWithObject(dialog.interaction_obj, dialog.interaction_mode)
self:SetRoutePoint(dialog, "from", terrain_pt or GetTerrainCursor())
else
self:SetRoutePoint(dialog, "to", terrain_pt or GetTerrainCursor())
end
dialog:UpdateCursorText()
end
function TransportRouteInteractionHandler:OnRouteCreated(dialog)
if dialog.created_route and dialog.created_route.from and dialog.created_route.to then
CityUnitController[UICity]:SetTransportRoute(dialog.created_route)
dialog.created_route = false
SetUnitControlInteractionMode(dialog.unit, false)
DoneObjects(dialog.route_visuals)
dialog.route_visuals = false
SetupRouteVisualsForTransport(dialog.unit)
if self:IsThreadRunning("GamepadCursorUpdate") then
self:DeleteThread("GamepadCursorUpdate")
end
if GetUIStyleGamepad() then
self:UpdateCursorObj()
end
end
end
function TransportRouteInteractionHandler:SetRoutePoint(dialog, type, pt)
assert(dialog.created_route)
if not dialog.created_route then
return
end
dialog.created_route[type] = pt:SetTerrainZ(1*guim)
if dialog.created_route.from and dialog.created_route.to then
if dialog.created_route and dialog.created_route.from and dialog.created_route.to then
CityUnitController[UICity]:SetTransportRoute(dialog.created_route)
dialog.created_route = false
SetUnitControlInteractionMode(dialog.unit, false)
DoneObjects(dialog.route_visuals)
dialog.route_visuals = false
SetupRouteVisualsForTransport(dialog.unit)
if dialog:IsThreadRunning("GamepadCursorUpdate") then
dialog:DeleteThread("GamepadCursorUpdate")
end
if GetUIStyleGamepad() then
dialog:UpdateCursorObj()
end
end
else
self:UpdateRouteVisuals(dialog)
end
end
function TransportRouteInteractionHandler:UpdateCursorObj(dialog, pos)
--cursor obj management
if not dialog.created_route.from and not dialog.cursor_obj then
HideGamepadCursor("construction")
dialog.cursor_obj = PlaceObjectIn("WireFramedPrettification", ActiveMapID, {entity = "RoverTransport", construction_stage = 0, GetSelectionRadiusScale = RCTransport_AutoRouteRadius})
dialog.cursor_obj:SetAngle(0)
local rad = PlaceObjectIn("RangeHexMovableRadius", ActiveMapID)
dialog.cursor_obj:Attach(rad)
rad:SetScale(RCTransport_AutoRouteRadius)
elseif not dialog.created_route.from and dialog.cursor_obj.construction_stage == 1 then
dialog.cursor_obj.construction_stage = 0
dialog.cursor_obj:UpdateConstructionShaderParams()
elseif dialog.created_route.from and not dialog.cursor_obj then
HideGamepadCursor("construction")
dialog.cursor_obj = PlaceObjectIn("WireFramedPrettification", ActiveMapID, {entity = "RoverTransport", construction_stage = 1, GetSelectionRadiusScale = RCTransport_AutoRouteRadius})
dialog.cursor_obj:SetAngle(0)
local rad = PlaceObjectIn("RangeHexMovableRadius", ActiveMapID)
dialog.cursor_obj:Attach(rad)
rad:SetScale(RCTransport_AutoRouteRadius)
elseif dialog.created_route.from and dialog.cursor_obj.construction_stage == 0 then
dialog.cursor_obj.construction_stage = 1
dialog.cursor_obj:UpdateConstructionShaderParams()
end
dialog.cursor_obj:SetPos(pos:SetTerrainZ(1*guim))
end |
--[[
Copyright 2016-2020 The Node.lua Authors. All Rights Reserved.
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 core = require('core')
local utils = require('util')
local exports = {}
-------------------------------------------------------------------------------
-- Methods
-- 常见的 RTSP 方法
exports.METHODS = {
'ANNOUNCE',
'DESCRIBE',
'GET_PARAMETER',
'OPTIONS',
'PAUSE',
'PLAY',
'RECORD',
'REDIRECT',
'SET_PARAMETER',
'SETUP',
'TEARDOWN'
}
-------------------------------------------------------------------------------
-- Status Codes
-- 常见的 RTSP 状态码
local STATUS_CODES = {
[100] = 'Continue',
[101] = 'Switching Protocols',
[102] = 'Processing',
[200] = 'OK',
[201] = 'Created', -- RECORD
[250] = 'Low on Storage Space', -- RECORD
-- RFC 4918
[300] = 'Multiple Choices',
[301] = 'Moved Permanently',
[302] = 'Moved Temporarily',
[303] = 'See Other',
[304] = 'Not Modified',
[400] = 'Bad Request',
[401] = 'Unauthorized',
[402] = 'Payment Required',
[403] = 'Forbidden',
[404] = 'Not Found',
[405] = 'Method Not Allowed',
[406] = 'Not Acceptable',
[407] = 'Proxy Authentication Required',
[408] = 'Request Time-out',
[409] = 'Conflict',
[410] = 'Gone',
[411] = 'Length Required',
[412] = 'Precondition Failed', -- DESCRIBE, SETUP
[413] = 'Request Entity Too Large',
[414] = 'Request-URI Too Large',
[415] = 'Unsupported Media Type',
[451] = 'Invalid parameter', -- SETUP
[452] = 'Illegal Conference Identifier', -- SETUP
[453] = 'Not Enough Bandwidth', -- SETUP
[454] = 'Session Not Found',
[455] = 'Method Not Valid In This State',
[456] = 'Header Field Not Valid',
[457] = 'Invalid Range', -- PLAY
[458] = 'Parameter Is Read-Only', -- SET_PARAMETER
[459] = 'Aggregate Operation Not Allowed',
[460] = 'Only Aggregate Operation Allowed',
[461] = 'Unsupported Transport',
[462] = 'Destination Unreachable',
[500] = 'Internal Server Error',
[501] = 'Not Implemented',
[502] = 'Bad Gateway',
[503] = 'Service Unavailable',
[504] = 'Gateway Time-out',
[505] = 'RTSP Version not supported',
[551] = 'Option not support'
}
exports.STATUS_CODES = STATUS_CODES
exports.realm = "rtspd"
exports.nonce = "66bb9f0bf5ac93a909ac8e88877ae727"
-------------------------------------------------------------------------------
local function _hash(token1, token2, token3)
local sb = StringBuffer:new()
sb:append(token1)
if (token2) then
sb:append(':')
sb:append(token2)
end
if (token3) then
sb:append(':')
sb:append(token3)
end
return utils.md5string(sb:toString()):lower()
end
local function _parseQString(value)
if (type(value) ~= 'string') then
return ""
end
if (value:byte(1) ~= 34) then
return value
end
local s, n = value:find('"', 2)
if (s) then
value = value:sub(2, s - 1)
end
return value or ""
end
-------------------------------------------------------------------------------
-- RtspHeaderMeta
-- Provide a nice case insensitive interface to headers.
local RtspHeaderMeta = {
__index = function(list, name)
if type(name) ~= "string" then
return rawget(list, name)
end
name = name:lower()
for i = 1, #list do
local key, value = table.unpack(list[i])
if key:lower() == name then return value end
end
end,
__newindex = function(list, name, value)
-- non-string keys go through as-is.
if (not name) then
return
elseif type(name) ~= "string" then
return rawset(list, name, value)
end
-- First remove any existing pairs with matching key
local lowerName = name:lower()
for i = #list, 1, -1 do
if list[i][1]:lower() == lowerName then
table.remove(list, i)
end
end
-- If value is nil, we're done
if value == nil then return end
-- Otherwise, set the key(s)
if (type(value) == "table") then
-- We accept a table of strings
for i = 1, #value do
rawset(list, #list + 1, { name, tostring(value[i]) })
end
else
-- Or a single value interperted as string
rawset(list, #list + 1, { name, tostring(value) })
end
end,
}
exports.RtspHeaderMeta = RtspHeaderMeta
-------------------------------------------------------------------------------
-- RtspMessage
---@class RtspMessage
local RtspMessage = core.Object:extend()
exports.RtspMessage = RtspMessage
function RtspMessage:initialize()
local headers = setmetatable({}, RtspHeaderMeta)
self.headers = headers
self.method = nil
self.path = nil
self.scheme = "RTSP"
self.statusCode = nil
self.statusMessage = nil
self.version = 1.0
end
function RtspMessage:checkAuthorization(request, callback)
local value = request:getHeader('Authorization')
if (value) then
local params = exports.parseAuthenticate(value)
local username = params.username
local password = callback(username)
local ha1 = _hash(username, params.realm, password)
local ha2 = _hash(request.method, request.uriString)
local response = _hash(ha1, params.nonce, ha2)
if (response == params.response) then
self:removeHeader('WWW-Authenticate')
self:setStatusCode(200)
return true
end
end
local sb = StringBuffer:new()
sb:append('Digest'):append(' ')
sb:append('realm="'):append(exports.realm or ''):append('", ')
sb:append('nonce="'):append(exports.nonce or ''):append('", ')
sb:append('stale='):append('"FALSE"')
self:setHeader('WWW-Authenticate', sb:toString())
self:setStatusCode(401)
return false
end
function RtspMessage:getHeader(name)
return self.headers[name]
end
function RtspMessage:removeHeader(name)
self.headers[name] = nil
end
function RtspMessage:setAuthorization(params, username, password)
local sb = StringBuffer:new()
if (params.METHOD == 'Basic') then
sb:append(params.METHOD):append(' ')
local ha = username .. ':' .. password;
local response = utils.base64Encode(ha);
sb:append(response)
else
local uriString = self.uriString or self.path or ''
sb:append(params.METHOD):append(' ')
sb:append('username="'):append(username or ''):append('", ')
sb:append('realm="'):append(params.realm or ''):append('", ')
sb:append('nonce="'):append(params.nonce or ''):append('", ')
sb:append('uri="'):append(uriString or ''):append('", ')
local ha1 = _hash(username, params.realm, password)
local ha2 = _hash(self.method, uriString)
local ha3 = _hash(ha1, params.nonce, ha2)
sb:append('response="'):append(ha3 or ''):append('"')
end
self:setHeader('Authorization', sb:toString())
end
function RtspMessage:setHeader(name, value)
self.headers[name] = value
end
function RtspMessage:setStatusCode(statusCode, statusMessage)
self.statusCode = statusCode or 200
self.statusMessage = statusMessage or STATUS_CODES[self.statusCode] or 'OK'
end
-------------------------------------------------------------------------------
-- exports
function exports.newDateHeader(time)
return os.date("%a, %d %b %Y %H:%M:%S GMT", time or os.time())
end
function exports.newRequest(method, path)
local request = RtspMessage:new()
request.method = method or 'OPTIONS'
request.path = path or '/'
request.version = 1.0
request.uriString = request.path
return request
end
function exports.newResponse(statusCode, statusMessage)
local response = RtspMessage:new()
response.statusCode = statusCode or 200
response.statusMessage = statusMessage or STATUS_CODES[statusCode] or 'OK'
response.version = 1.0
return response
end
---@param value string
function exports.parseAuthenticate(value)
local pos, _ = value:find(' ')
--print('value', s, n)
if (not pos) then
return nil
end
local method = value:sub(1, pos - 1)
value = value:sub(pos + 1)
local params = {}
--print('value', method, value)
local tokens = value:split(",")
for _, v in pairs(tokens) do
local start, _ = v:find('=')
if (start) then
local key = v:sub(1, start - 1):trim()
local data = _parseQString(v:sub(start + 1):trim())
params[key] = data
end
end
params.METHOD = method
return params
end
return exports
|
--Senya bt
local m=37564331
local cm=_G["c"..m]
if not pcall(function() require("expansions/script/c37564765") end) then require("script/c37564765") end
function cm.initial_effect(c)
c:EnableReviveLimit()
aux.AddFusionProcCode2(c,37564813,37564043,true,true)
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(m,0))
e2:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY)
e2:SetType(EFFECT_TYPE_QUICK_O)
e2:SetCode(EVENT_CHAINING)
e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1)
e2:SetCondition(cm.discon)
e2:SetTarget(cm.distg)
e2:SetOperation(cm.disop)
c:RegisterEffect(e2)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetCode(m)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e2:SetRange(LOCATION_MZONE)
c:RegisterEffect(e2)
end
function cm.discon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsStatus(STATUS_BATTLE_DESTROYED) then return false end
return Duel.IsChainNegatable(ev)
end
function cm.distg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then
Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0)
end
end
function cm.disop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not Duel.NegateActivation(ev) then return end
if re:GetHandler():IsRelateToEffect(re) then
Duel.Destroy(eg,REASON_EFFECT)
end
local e1=Effect.CreateEffect(c)
e1:SetDescription(re:GetDescription())
e1:SetCategory(re:GetCategory())
local t=re:GetType()
local cd=re:GetCode()
if bit.band(t,EFFECT_TYPE_ACTIVATE)~=0 then
t=bit.bor(t-EFFECT_TYPE_ACTIVATE,EFFECT_TYPE_QUICK_O)
end
if bit.band(t,EFFECT_TYPE_XMATERIAL)~=0 then
t=t-EFFECT_TYPE_XMATERIAL
end
if bit.band(t,EFFECT_TYPE_QUICK_F)~=0 then
t=bit.bor(t-EFFECT_TYPE_QUICK_F,EFFECT_TYPE_QUICK_O)
end
if bit.band(t,EFFECT_TYPE_TRIGGER_F)~=0 then
t=bit.bor(t-EFFECT_TYPE_TRIGGER_F,EFFECT_TYPE_TRIGGER_O)
end
if bit.band(t,EFFECT_TYPE_IGNITION)~=0 then
t=bit.bor(t-EFFECT_TYPE_IGNITION,EFFECT_TYPE_QUICK_O)
cd=EVENT_FREE_CHAIN
end
e1:SetType(t)
e1:SetCode(cd)
if cd==EVENT_FREE_CHAIN then
e1:SetHintTiming(0,0x1e0)
end
e1:SetRange(LOCATION_MZONE)
e1:SetLabel(re:GetLabel())
e1:SetLabelObject(re:GetLabelObject())
e1:SetProperty(bit.bor(re:GetProperty(),EFFECT_FLAG_NO_TURN_RESET))
e1:SetCountLimit(1)
e1:SetCondition(function(e)
return e:GetHandler():IsHasEffect(m)
end)
local tg=re:GetTarget()
if tg then e1:SetTarget(tg) end
local op=re:GetOperation()
if op then e1:SetOperation(op) end
e1:SetReset(0x1fe1000)
c:RegisterEffect(e1,true)
end |
local PLUGIN = PLUGIN or {};
function PLUGIN:LoadData()
for k, v in pairs(nut.util.ReadTable("vendors")) do
local position = v.pos
local angles = v.angles
local data = v.data
local factionData = v.factionData
local classData = v.classData
local vendorAction = v.vendorAction
local buyadjustment = v.buyadjustment
local money = v.money
local name = v.name
local desc = v.desc
local model = v.model
local entity = ents.Create("nut_vendor")
entity:SetPos(position)
entity:SetAngles(angles)
entity:Spawn()
entity:Activate()
entity:SetNetVar("data", data)
entity:SetNetVar("factiondata", factionData)
entity:SetNetVar("classdata", classData)
entity:SetNetVar("name", name)
entity:SetNetVar("desc", desc)
entity:SetNetVar("vendoraction", vendorAction)
entity:SetNetVar("buyadjustment", buyadjustment)
entity:SetNetVar("money", money)
entity:SetModel(model)
entity:SetAnim()
end
end
function PLUGIN:SaveData()
local data = {}
for k, v in pairs(ents.FindByClass("nut_vendor")) do
data[#data + 1] = {
pos = v:GetPos(),
angles = v:GetAngles(),
data = v:GetNetVar("data", {}),
factionData = v:GetNetVar("factiondata", {}),
classData = v:GetNetVar("classdata", {}),
vendorAction = v:GetNetVar("vendoraction", { sell = true, buy = false} ),
buyadjustment = v:GetNetVar("buyadjustment", .5),
money = v:GetNetVar("money", 100),
name = v:GetNetVar("name", "설정되지 않음"),
desc = v:GetNetVar("desc", nut.lang.Get("no_desc")),
model = v:GetModel()
}
end
nut.util.WriteTable("vendors", data)
end |
local color = {}
local current = {}
current.fg = {}
current.bg = {}
local target = {}
target.fg = {}
target.bg = {}
local speed = {}
speed.fg = {}
speed.bg = {}
color.setColor = function(fg, bg)
current.fg = {unpack(fg)}
current.bg = {unpack(bg)}
target.fg = {unpack(fg)}
target.bg = {unpack(bg)}
speed.fg = {0, 0, 0}
speed.bg = {0, 0, 0}
end
color.setTarget = function(fg, bg)
target.fg = {unpack(fg)}
target.bg = {unpack(bg)}
speed.fg = {target.fg[1] - current.fg[1], target.fg[2] - current.fg[2], target.fg[3] - current.fg[3]}
speed.bg = {target.bg[1] - current.bg[1], target.bg[2] - current.bg[2], target.bg[3] - current.bg[3]}
end
color.update = function(dt)
for i = 1, 3 do
local new_fg = current.fg[i] + speed.fg[i] * dt
if new_fg <= target.fg[i] and current.fg[i] >= target.fg[i] or
new_fg >= target.fg[i] and current.fg[i] <= target.fg[i] then
new_fg = target.fg[i]
end
current.fg[i] = new_fg
local new_bg = current.bg[i] + speed.bg[i] * dt
if new_bg <= target.bg[i] and current.bg[i] >= target.bg[i] or
new_bg >= target.bg[i] and current.bg[i] <= target.bg[i] then
new_bg = target.bg[i]
end
current.bg[i] = new_bg
end
love.graphics.setColor(current.fg)
love.graphics.setBackgroundColor(current.bg)
end
color.bg = function()
return current.bg
end
color.fg = function()
return current.fg
end
return color |
vim.opt.completeopt = { "menu", "menuone", "noselect" }
-- Don't show the dumb matching stuff.
-- vim.opt.shortmess:append "c"
local lspkind = require "lspkind"
lspkind.init()
local cmp = require "cmp"
cmp.setup {
mapping = {
["<C-d>"] = cmp.mapping.scroll_docs(-4),
["<C-f>"] = cmp.mapping.scroll_docs(4),
["<C-e>"] = cmp.mapping.close(),
["<Tab>"] = cmp.mapping.confirm({select = true}),
},
sources = {
{ name = "nvim_lua" },
{ name = "nvim_lsp" },
{ name = "path" },
{ name = "vsnip" },
{ name = "buffer", keyword_length = 4 },
},
snippet = {
expand = function(args)
vim.fn["vsnip#anonymous"](args.body) -- For `vsnip` users.
-- require('luasnip').lsp_expand(args.body) -- For `luasnip` users.
-- vim.fn["UltiSnips#Anon"](args.body) -- For `ultisnips` users.
-- require'snippy'.expand_snippet(args.body) -- For `snippy` users.
end,
},
formatting = {
-- Youtube: How to set up nice formatting for your sources.
format = lspkind.cmp_format {
with_text = true,
menu = {
buffer = "[buf]",
nvim_lsp = "[LSP]",
nvim_lua = "[api]",
path = "[path]",
vsnip = "[snip]",
},
},
},
experimental = {
native_menu = false,
ghost_text = true,
},
}
-- Setup lspconfig.
local capabilities = require('cmp_nvim_lsp').update_capabilities(vim.lsp.protocol.make_client_capabilities())
-- Replace <YOUR_LSP_SERVER> with each lsp server you've enabled.
-- from nvim-lsp-install default dir
-- local lsp_dir = function(lsp) vim.fn.stdpath "data" .. "lsp_servers"
-- require('lspconfig')['pyright'].setup { capabilities = capabilities }
-- require('lspconfig')['sumneko_lua'].setup { capabilities = capabilities, cmd = { '/home/elsimmons/.local/share/nvim/lsp_servers/sumneko_lua/extension/server/bin/Linux/lua-language-server' } }
-- require('lspconfig')[''].setup {
-- capabilities = capabilities
-- }
|
--[[----------------------------------------------------------------
| ▄▀▄▄▄▄ ▄▀▀▄ ▄▀▄ ▄▀▀█▄▄ ▄▀▀▄ ▄▀▄ |
| █ █ ▌ █ █ ▀ █ █ ▄▀ █ █ █ █ |
| ▐ █ ▐ █ █ ▐ █ █ ▐ ▀▄▀ |
| █ █ █ █ █ ▄▀ █ |
| ▄▀▄▄▄▄▀ ▄▀ ▄▀ ▄▀▄▄▄▄▀ █ ▄▀ |
| █ ▐ █ █ █ ▐ ▄▀ ▄▀ |
| ▐ ▐ ▐ ▐ █ ▐ |
| ▐ ▐ ▐ ▐ █ ▐ |
|------------------------------------------------------------------|
| Credits: | Binds & Info: |
| pigeon#1818 | U Open and close output |
| hz#4777 | RShift Fill suggestion |
| Curvn#2646 | ; Focus on CMDBar |
| -------------- | Q Open and close |
| | LShift+Bksp Clear CMDbar |
| | |
| | .cmds List commands |
----------------------------------------------------------------]]--
loadstring(game:HttpGet("https://raw.githubusercontent.com/CMD-X/CMD-X/master/Source",true))()
|
module("luci.controller.tencentddns",package.seeall)
function index()
local page = entry({"admin", "tencentcloud"}, firstchild(), "腾讯云设置")
page.order = 30
page.dependent = false
page.acl_depends = { "luci-app-tencentddns" }
entry({"admin", "tencentcloud", "tencentddns"},cbi("tencentddns"),_("TencentDDNS"),2)
end
|
require 'caffe'
prototxt_name = '/opt/caffe/models/bvlc_reference_caffenet/deploy.prototxt'
binary_name = '/opt/caffe/models/bvlc_reference_caffenet/bvlc_reference_caffenet.caffemodel'
net = caffe.Net(prototxt_name, binary_name, 'test')
input = torch.randn(10,3,227,227):float()
output = net:forward(input)
gradInput = net:backward(input, output)
|
--ULX/ULib hooks
if SERVER then
local Commands = {
NameChange = { --A user changed their name.
Enabled = true,
Color = '5EFF00',
Webhook = {'default'},
Title = 'Name Change',
Hook = 'ULibPlayerNameChanged',
Hookname = 'LcastLogsULXNameChangeLog'
},
ULXCommandCalled = { --A user executed a ULX command.
Enabled = true,
Color = '5EFF00',
Webhook = {'default'},
Title = 'ULX Command',
Hook = 'ULibCommandCalled',
Hookname = 'LcastLogsULXCommandLog',
ArgExceptions = 'ulx teleport;', --Commands here will not be logged at all. They are in "ULX COMMAND;" format. always end with a semicolon.
NoArgExceptions = 'ulx noclip;ulx motd;', --Commands here will not be logged if they have no arguments. They are in "ULX COMMAND;" format. always end with a semicolon.
},
MetaData = 'ulx'
}
LcastLogsRegisterCommands(Commands)
end |
--[[
@author Sebastian "CrosRoad95" Jura <sebajura1234@gmail.com>
@copyright 2011-2021 Sebastian Jura <sebajura1234@gmail.com>
@license MIT
]]--
createBlip(-2283.61,-146.74,35.32, 27,2,0,0,0,0,0,275)
local stanowiskaSwiatla = {
stanowiskoDoherty={
mpos={-2277.28, -130.55, 35.32}, -- marker
cpos={-2278.2587890625, -132.13179016113, 33.934448242188, 7.9, 16.1, 6.1}, -- cuboid
job_id="tuner-sf", -- (id) frakcja która będzie miała dostęp
text="Montaż tuningu"
},
}
for i,v in pairs(stanowiskaSwiatla) do
v.cuboid=createColCuboid(unpack(v.cpos))
v.marker=createMarker(v.mpos[1], v.mpos[2], v.mpos[3]-1, "cylinder", 1.5, 0, 0, 255, 100)
setElementData(v.marker,"marker:duty",v.job_id)
setElementData(v.marker,"marker:cuboid",v.cuboid)
t=createElement("text")
setElementData(t,"name",v.text)
setElementPosition(t,v.mpos[1], v.mpos[2], v.mpos[3])
addEventHandler("onMarkerHit", v.marker, function(el,md)
if getElementType(el)~= "player" then return end
local cs=getElementData(source, "marker:cuboid")
if not cs then return end
local job=getElementData(source,"marker:duty")
local ljob=getElementData(el,"player:duty")
if job ~= ljob then
outputChatBox("* Nie jesteś zatrudniony w tym warsztacie.", el, 255, 0, 0)
return
end
local vehicles=getElementsWithinColShape(cs,"vehicle")
if #vehicles < 1 then
outputChatBox("* Na stanowisku montażu nie ma żadnego pojazdu.", el,255, 0, 0)
return
end
if #vehicles > 1 then
outputChatBox("* Na stanowisku montażu jest zbyt dużo pojazdów.", el,255, 0, 0)
return
end
if getElementHealth(vehicles[1]) < 900 then
outputChatBox("* Pojazd jest zbyt uszkodzony aby zamontować światła.", el, 255, 0, 0)
return
end
triggerClientEvent(el,"pokazPanelTuningu", el , vehicles[1])
end)
end
local t=createElement("text")
setElementData(t,"name","Pieniądze za tuning lub demontaż system pobiera od mechanika\nJeżeli jakiś cię oszukał zgłoś to do Admina!")
setElementPosition(t, -2275.01,-117.85,36.32) |
local a = true
local b = false
local function fun(a, b)
if a and b then
return "both true"
elseif a then
return "b false"
elseif b then
return "a false"
else
return "both false"
end
end
print(fun(true, true) == "both true")
print(fun(true, false) == "b false")
print(fun(false, true) == "a false")
print(fun(false, false) == "both false") |
--------------------------------------------------------------------------------
-- Module declaration
--
local mod, CL = BigWigs:NewBoss("Gal'darah", 604, 596)
if not mod then return end
mod:RegisterEnableMob(29306)
mod.engageId = 1981
mod.respawnTime = 30
--------------------------------------------------------------------------------
-- Localization
--
local L = mod:GetLocale()
if L then
L.forms = "Forms"
L.forms_desc = "Warn before Gal'darah changes forms."
L.form_rhino = "Rhino Form"
L.form_troll = "Troll Form"
end
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
"forms",
59827, -- Impaling Charge
59825, -- Whirling Slash
}
end
function mod:OnBossEnable()
self:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", nil, "boss1")
self:Log("SPELL_CAST_SUCCESS", "ImpalingCharge", 59827, 54956) -- Heroic, Normal
self:Log("SPELL_AURA_APPLIED", "WhirlingSlash", 59825, 55249) -- Heroic, Normal
self:Log("SPELL_AURA_APPLIED_DOSE", "WhirlingSlash", 59825, 55249) -- Heroic, Normal
end
function mod:OnEngage()
self:CDBar("forms", 32.5, L.form_rhino, "ability_hunter_pet_rhino")
self:DelayedMessage("forms", 27.5, "yellow", CL.soon:format(L.form_rhino))
end
--------------------------------------------------------------------------------
-- Event Handlers
--
function mod:UNIT_SPELLCAST_SUCCEEDED(_, _, _, spellId)
if spellId == 55297 then -- Rhino Form
self:CDBar("forms", 34.1, L.form_troll, "achievement_character_troll_male")
self:DelayedMessage("forms", 29, "yellow", CL.soon:format(L.form_troll))
elseif spellId == 55299 then -- Troll Form
self:CDBar("forms", 33.6, L.form_rhino, "ability_hunter_pet_rhino")
self:DelayedMessage("forms", 28.5, "yellow", CL.soon:format(L.form_rhino))
end
end
function mod:ImpalingCharge(args)
self:TargetMessage(59827, args.destName, "yellow", "Info", nil, nil, true)
end
do
local prev = 0
function mod:WhirlingSlash(args)
if self:Me(args.destGUID) then
local t = GetTime()
if t-prev > 1.5 then
prev = t
self:Message(59825, "blue", "Alarm", CL.underyou:format(args.spellName))
end
end
end
end
|
--[[
Main entry point for plugin.
]]
require 'strict'
local LrDialogs = import( 'LrDialogs' )
local LrApplication = import( 'LrApplication' )
local LrDate = import( 'LrDate' )
JSON=require 'JSON'
require 'Dialogs'
require 'Post'
require 'Process'
require 'Logger'
local publishServiceProvider = {}
publishServiceProvider.small_icon = "Small-icon.png"
publishServiceProvider.supportsIncrementalPublish = 'only' -- only publish. No export facility
publishServiceProvider.allowFileFormats = { 'JPEG' } -- jpeg only
publishServiceProvider.hidePrintResolution = true -- hide print res controls
publishServiceProvider.canExportVideo = false -- video is not supported through this plug-in
publishServiceProvider.hideSections = { 'exportLocation' } -- hide export location
publishServiceProvider.processRenderedPhotos = processRenderedPhotos -- see process.jua
publishServiceProvider.startDialog = dialogs.startDialog -- see dialogs.lua
publishServiceProvider.sectionsForTopOfDialog = dialogs.sectionsForTopOfDialog
publishServiceProvider.exportPresetFields = {
{ key = "siteURL", default = "" },
{ key = "loginName", default = "" },
{ key = "loginPassword", default = "" },
}
-- menu titles, Albums, Galleries per NG rather then Collections & Sets
publishServiceProvider.titleForPublishedCollection = "NextGen Gallery"
publishServiceProvider.titleForPublishedCollectionSet = "NextGen Album"
publishServiceProvider.titleForPublishedSmartCollection = "Smart NextGen Album"
-- collection or collection set rename callback
function publishServiceProvider.renamePublishedCollection( publishSettings, info )
local collection = info.publishedCollection
local newName = info.name
local remoteID = collection:getRemoteId()
Log( "Rename: " .. collection:getName() .. " to " .. newName )
if collection:type() == 'LrPublishedCollectionSet' then
Log( "Renaming set to: ", newName )
local result = Post( "album/rename", { aid = remoteID, name = newName }, publishSettings )
Log( "rename returns", result )
elseif collection:type() == 'LrPublishedCollection' then
Log( "Renaming collection to: ", newName )
local result = Post( "gallery/rename", { gid = remoteID, name = newName }, publishSettings )
Log( "rename returns", result )
end
end
-- reparent collection or collection set callback
function publishServiceProvider.reparentPublishedCollection( publishSettings, info )
local data = {}
local collection = info.publishedCollection
local thisRemoteId = collection:getRemoteId()
if #info.parents ~= 0 then
local newRemoteParentId = info.parents[#info.parents].remoteCollectionId
local newRemoteParentName = info.parents[#info.parents].name
data.newparent = newRemoteParentId
Log( "new parent: ", data.newparent )
end
local parent = collection:getParent()
if parent ~= nil then -- not a root collection
data.parent = parent:getRemoteId()
Log( "old parent: ", data.parent )
end
if collection:type() == 'LrPublishedCollectionSet' then
Log( "Reparenting set/album: ", thisRemoteId )
data.aid = thisRemoteId
local result = Post( "reparent", data, publishSettings )
elseif collection:type() == 'LrPublishedCollection' then
Log( "Reparenting collection/gallery: ", thisRemoteId )
data.gid = thisRemoteId
local result = Post( "reparent", data, publishSettings )
end
end
-- image delete callback.
function publishServiceProvider.deletePhotosFromPublishedCollection( publishSettings, arrayOfPhotoIds, deletedCallback )
for i, photoId in ipairs( arrayOfPhotoIds ) do
Log( string.format( "Deleting id: %d", photoId ));
local result = Post( "image/delete", { pid = photoId }, publishSettings )
-- call the delete callback even if it fails on the Wordpress end
-- ToDo: Need to fix it so REST doesn't return an error if the delete fails
-- there's still a potential conflict here if the image is out of
-- kilter between the server and the local.
--if result ~= nil then
deletedCallback( photoId )
--end
end
end
-- called when a collection or collection set is deleted
function publishServiceProvider.deletePublishedCollection( publishSettings, info )
local collection = info.publishedCollection
local remoteID = collection:getRemoteId();
local collectionName = collection:getName()
-- ToDo: LR quits the op if there's even one failure. Need to delete all we can !! is this fixed??
if collection:type() == 'LrPublishedCollectionSet' then
Log( "Deleting set/album: ", remoteID )
local result = Post( "album/delete", { aid = remoteID, name = collectionName }, publishSettings )
elseif collection:type() == 'LrPublishedCollection' then
Log( "Deleting collection/gallery: ", remoteID )
local result = Post( "gallery/delete", { gid = remoteID, name = collectionName }, publishSettings )
end
end
-- called when collection (gallery) is added or renamed.
function publishServiceProvider.updateCollectionSettings( publishSettings, info )
local data = {} -- the data table we'll be sending to WP
local collection = info.publishedCollection
local remoteID = collection:getRemoteId() -- null if not yet published
data.name = collection:getName()
-- parenting
-- WP needs to add the new album to the parent's list of children.
local parentSet = collection:getParent()
if parentSet then
data.parent = parentSet:getRemoteId()
end
if remoteID == nil then -- remote gallery doesn't exist yet, create new one
Log( "Creating gallery", data.name )
local result = Post( "gallery/create", data, publishSettings )
if result ~= nil then
local gid = result.gid
local catalog = LrApplication.activeCatalog()
catalog:withWriteAccessDo( "setGID", function( context )
collection:setRemoteId( gid ) -- set remote gallery id
Log( "Set remote album id: ", gid )
end )
end
else
Log( "Remote Gallery Exists already. Doing nothing")
end
end
-- called when a publish collection set (album) is added or changed. (renamed)
function publishServiceProvider.updateCollectionSetSettings( publishSettings, info )
Log( "update Collection Set Settings, creating new album", info.publishedCollection )
--LrTasks.startAsyncTask( function()
local data = {} -- the data table we'll be sending to WP
local collection = info.publishedCollection
local remoteID = collection:getRemoteId() -- null if not yet published
data.name = collection:getName()
-- parenting
-- WP needs to add the new album to the parent's list of children.
local parentSet = collection:getParent()
if parentSet then
data.parent = parentSet:getRemoteId()
end
if remoteID == nil then -- remote album doesn't exist yet, create new one
local result = Post( "album/create", data, publishSettings )
if result ~= nil then
local aid = result.aid
-- set the remote id for this collection set
local catalog = LrApplication.activeCatalog()
catalog:withWriteAccessDo( "setAID", function( context )
collection:setRemoteId( aid ) -- set remote gallery id
Log( "Set remote album id: ", aid )
end )
end
else -- gallery has been changed in some other way. Rename, possibly?
--LrDialogs.showBezel( "Remote Album Exists", 3 )
Log( "Remote Album Exists already. Doing nothing")
end
--end) -- lrTasks
end
publishServiceProvider.supportsCustomSortOrder = true -- this must be set for ordering
function publishServiceProvider.imposeSortOrderOnPublishedCollection( publishSettings, info, remoteIdSequence )
-- ToDo: LR gives an empty id sequence if count of images is 2 or less. Maybe
-- why 2??
if #remoteIdSequence == 0 then
Log( "Sort: zero length id sequence. Nothing to sort")
return
end
local result = Post( "gallery/sort", { sequence = remoteIdSequence }, publishSettings )
end
return publishServiceProvider
|
dofile "utils.lua"
local luv = require "luv"
local argc = select("#", ...)-2
local format = szfmt..string.rep("z", argc)
local message = {nil, string.pack(format, argc-1, select(3, ...))}
message[1] = string.pack(szfmt, #message[2])
local function readsize(chunk)
local size, index = string.unpack(szfmt, chunk)
chunk = string.sub(chunk, index)
return print, { chunk }, size-#chunk
end
local flags = {
socktype = "stream",
family = "inet6",
}
assert(luv.getaddrinfo(host, port, flags, function (err, addresses)
assert(not err, err)
local address = assert(addresses[1])
local conn = assert(luv.new_tcp())
assert(conn:connect(address.addr, address.port, function (err)
assert(not err, err)
assert(conn:write(message, function (err)
assert(not err, err)
local buffer = {}
local missing = szlen
local action = readsize
assert(conn:read_start(function (err, chunk)
assert(not err, err)
table.insert(buffer, chunk)
missing = missing-#chunk
while missing <= 0 do
chunk = table.concat(buffer)
action, buffer, missing = action(chunk)
if action == nil then
conn:read_stop()
conn:close()
break
end
end
end))
end))
end))
end))
luv.run()
|
--[[
AI核心代码,估值100亿美金
--]]
while (true) do
local str = io.read()
str = string.gsub(str, "吗", '')
str = string.gsub(str, "?", '!')
str = string.gsub(str, "?", '!')
print(string.format('冰冰:%s', str))
end |
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