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-- Custom Extensions to the God-Controller local God = {} God.onBuiltEntityFilters = { { filter = "type", type = "tile-ghost" }, { filter = "type", type = "entity-ghost" }, { filter = "type", type = "item-request-proxy" }, } -- Whether the Entity or Tile is a Ghost (can be revived) function God.IsCreatable(entity) return entity.valid and (entity.type == "tile-ghost" or entity.type == "entity-ghost" or entity.type == "item-request-proxy") end -- Immediately destroy an Entity (and perhaps related Entities) function God.Destroy(entity) if entity.valid and entity.can_be_destroyed() and entity.to_be_deconstructed() then -- If the Entity has Transport Lines, also delete any Items on it if entity.prototype.belt_speed ~= nil then for i = 1, entity.get_max_transport_line_index() do entity.get_transport_line(i).clear() end end -- If the Entity represents a Hidden Tile underneath if entity.type == "deconstructible-tile-proxy" then local hiddenTile = entity.surface.get_hidden_tile(entity.position) entity.surface.set_tiles { { name = hiddenTile, position = entity.position, } } end entity.destroy({ raise_destroy = true }) end end -- Immediately Insert an Entity's Requests function God.InsertRequests(entity) if entity.valid and entity.type == "item-request-proxy" and entity.proxy_target then -- Insert any Requested Items (like Modules, Fuel) for name, count in pairs(entity.item_requests) do entity.proxy_target.insert({ name = name, count = count, }) end entity.destroy() end end -- Immediately Revive a Ghost Entity function God.Create(entity) if entity.valid then if entity.type == "tile-ghost" then -- Tiles are simple Revives entity.silent_revive({ raise_revive = true }) elseif entity.type == "item-request-proxy" then -- Requests are simple God.InsertRequests(entity) elseif entity.type == "entity-ghost" then -- Entities might also want Items after Reviving local _, revived, request = entity.silent_revive({ return_item_request_proxy = true, raise_revive = true }) if not revived or not request then return end God.InsertRequests(request) end end end -- Immediately turn one Entity into another function God.Upgrade(entity) if entity.valid and entity.to_be_upgraded() then local target = entity.get_upgrade_target() local direction = entity.get_upgrade_direction() local options = { name = target.name, position = entity.position, direction = direction or entity.direction, force = entity.force, fast_replace = true, spill = false, raise_built = true, } -- Otherwise it fails to place "output" sides (it defaults to "input") if entity.type == "underground-belt" then options.type = entity.belt_to_ground_type end local result = entity.surface.create_entity(options) if result == nil then Debug.log("Upgrade Failed, Cancelling: " .. entity.name) entity.cancel_upgrade(entity.force) end end end -- Ensure the God's Inventory is kept in-sync function God.OnInventoryChanged(event) local player = game.players[event.player_index] local playerData = global.players[event.player_index] if playerData.insideSandbox ~= nil then Inventory.Prune(player) playerData.sandboxInventory = Inventory.Persist( player.get_main_inventory(), playerData.sandboxInventory ) end end -- Ensure newly-crafted Items are put into the Cursor for use function God.OnPlayerCraftedItem(event) local player = game.players[event.player_index] local playerData = global.players[event.player_index] if playerData.insideSandbox ~= nil and player.cursor_stack and player.cursor_stack.valid and event.item_stack.valid and event.item_stack.valid_for_read and event.recipe.valid and ( #event.recipe.products == 1 or ( event.recipe.prototype.main_product and event.recipe.prototype.main_product.name == event.item_stack.name ) ) and player.mod_settings[Settings.craftToCursor].value then event.item_stack.count = event.item_stack.prototype.stack_size player.cursor_stack.clear() player.cursor_stack.transfer_stack(event.item_stack) end end function God.HandlerWrapper(setting, surfaceGroup, handler, entity) surfaceGroup[entity.surface.name].hasRequests = true if settings.global[setting].value == 0 then handler(entity) end end -- Ensure new Orders are handled function God.OnMarkedForDeconstruct(event) -- Debug.log("Entity Deconstructing: " .. event.entity.unit_number .. " " .. event.entity.type) if Lab.IsLab(event.entity.surface) then God.HandlerWrapper( Settings.godAsyncDeleteRequestsPerTick, global.labSurfaces, God.Destroy, event.entity ) elseif SpaceExploration.IsSandbox(event.entity.surface) then God.HandlerWrapper( Settings.godAsyncDeleteRequestsPerTick, global.seSurfaces, God.Destroy, event.entity ) end end -- Ensure new Orders are handled function God.OnMarkedForUpgrade(event) -- Debug.log("Entity Upgrading: " .. event.entity.unit_number .. " " .. event.entity.type) if Lab.IsLab(event.entity.surface) then God.HandlerWrapper( Settings.godAsyncUpgradeRequestsPerTick, global.labSurfaces, God.Upgrade, event.entity ) elseif SpaceExploration.IsSandbox(event.entity.surface) then God.HandlerWrapper( Settings.godAsyncUpgradeRequestsPerTick, global.seSurfaces, God.Upgrade, event.entity ) end end -- Ensure new Ghosts are handled function God.OnBuiltEntity(event) -- Debug.log("Entity Creating: " .. event.created_entity.unit_number .. " " .. event.created_entity.type) if Lab.IsLab(event.created_entity.surface) then God.HandlerWrapper( Settings.godAsyncCreateRequestsPerTick, global.labSurfaces, God.Create, event.created_entity ) elseif SpaceExploration.IsSandbox(event.created_entity.surface) then God.HandlerWrapper( Settings.godAsyncCreateRequestsPerTick, global.seSurfaces, God.Create, event.created_entity ) end end -- For each known Sandbox Surface, handle any async God functionality function God.HandleSandboxRequests(surfaces) local createRequestsPerTick = settings.global[Settings.godAsyncCreateRequestsPerTick].value local upgradeRequestsPerTick = settings.global[Settings.godAsyncUpgradeRequestsPerTick].value local deleteRequestsPerTick = settings.global[Settings.godAsyncDeleteRequestsPerTick].value for surfaceName, surfaceData in pairs(surfaces) do if surfaceData.hasRequests then local surface = game.surfaces[surfaceName] local requestsHandled = 0 local requestedDeconstructions = surface.find_entities_filtered({ to_be_deconstructed = true, limit = deleteRequestsPerTick, }) for _, request in pairs(requestedDeconstructions) do requestsHandled = requestsHandled + 1 God.Destroy(request) end local requestedUpgrades = surface.find_entities_filtered({ to_be_upgraded = true, limit = upgradeRequestsPerTick, }) for _, request in pairs(requestedUpgrades) do requestsHandled = requestsHandled + 1 God.Upgrade(request) end local requestedRevives = surface.find_entities_filtered({ type = "entity-ghost", limit = createRequestsPerTick, }) for _, request in pairs(requestedRevives) do requestsHandled = requestsHandled + 1 God.Create(request) end requestedRevives = surface.find_entities_filtered({ type = "tile-ghost", limit = createRequestsPerTick, }) for _, request in pairs(requestedRevives) do requestsHandled = requestsHandled + 1 God.Create(request) end local requestedInserts = surface.find_entities_filtered({ type = "item-request-proxy", limit = createRequestsPerTick, }) for _, request in pairs(requestedInserts) do requestsHandled = requestsHandled + 1 God.Create(request) end if requestsHandled == 0 then surfaceData.hasRequests = false end end end end -- Wrapper for Event Handlers function God.HandleAllSandboxRequests(event) God.HandleSandboxRequests(global.labSurfaces) God.HandleSandboxRequests(global.seSurfaces) end -- Charts each Sandbox that a Player is currently inside of function God.ChartAllOccupiedSandboxes() if settings.global[Settings.scanSandboxes].value then local charted = {} for _, player in pairs(game.players) do local hash = player.force.name .. player.surface.name if Sandbox.IsSandbox(player.surface) and not charted[hash] then player.force.chart_all(player.surface) charted[hash] = true end end end end return God
ITEM.name = "12.7×40mm M228 SAP-HP" ITEM.model = "models/Items/BoxSRounds.mdl" ITEM.ammo = "pistol" -- type of the ammo ITEM.ammoAmount = 240 -- amount of the ammo ITEM.description = "M228 Semi-Armor-Piercing High-Penetration ammunition used in the M6C/SOCOM."
return {'ulo','uloschool','uloscholen'}
-- Create a standard Solar2D newText display object and reveal it character by character. local function newRollingText( text, x, y, font, fontSize, revealTime ) if type( text ) == "string" then local length = text:len() if length > 0 then local object = display.newText( "", x or 0, y or 0, font or native.systemFont, fontSize or 18 ) object.anchorX, object.anchorY = 0, 0 local time = revealTime and revealTime/length if time then local n = 1 timer.performWithDelay( time, function() object.text = text:sub(1,n) n = n+1 end, length ) else object.text = text end return object end end end local sampleText = newRollingText( "Here's a cool rolling text sample:\n\nHello world!", 40, 80, native.systemFont, 24, 1200 )
local AddonName, AddonTable = ... AddonTable.skinning = { 110609, -- Raw Beast Hide 110610, -- Raw Beast Hide Scraps }
local F, G, V = unpack(select(2, ...)) function F.rebackdrop(frame) frame:SetBackdrop(nil) frame:SetBackdrop({ bgFile = [[Interface\Buttons\WHITE8x8]], edgeFile = [[Interface\Buttons\WHITE8x8]], edgeSize = 1, }) frame:SetBackdropColor(unpack(G.colors.base)) frame:SetBackdropBorderColor(unpack(G.colors.border)) end function F.rebackdroplight(frame) frame:SetBackdrop(nil) frame:SetBackdrop({ bgFile = [[Interface\Buttons\WHITE8x8]], edgeFile = [[Interface\Buttons\WHITE8x8]], edgeSize = 1, }) frame:SetBackdropColor(G.colors.base[1] + 0.05, G.colors.base[2] + 0.05, G.colors.base[3] + 0.05, G.colors.base[4]) frame:SetBackdropBorderColor(unpack(G.colors.border)) end
function onCreate() setProperty('timeTxt.text', 'Target'); end
local PixelShuffle, parent = torch.class("nn.PixelShuffle", "nn.Module") -- Shuffles pixels after upscaling with a ESPCNN model -- Converts a [batch x channel*r^2 x m x p] tensor to [batch x channel x r*m x r*p] -- tensor, where r is the upscaling factor. -- @param upscaleFactor - the upscaling factor to use function PixelShuffle:__init(upscaleFactor) parent.__init(self) self.upscaleFactor = upscaleFactor self.upscaleFactorSquared = self.upscaleFactor * self.upscaleFactor end -- Computes the forward pass of the layer i.e. Converts a -- [batch x channel*r^2 x m x p] tensor to [batch x channel x r*m x r*p] tensor. -- @param input - the input tensor to be shuffled of size [b x c*r^2 x m x p] -- @return output - the shuffled tensor of size [b x c x r*m x r*p] function PixelShuffle:updateOutput(input) self._intermediateShape = self._intermediateShape or torch.LongStorage(6) self._outShape = self.outShape or torch.LongStorage() self._shuffleOut = self._shuffleOut or input.new() local batched = false local batchSize = 1 local inputStartIdx = 1 local outShapeIdx = 1 if input:nDimension() == 4 then batched = true batchSize = input:size(1) inputStartIdx = 2 outShapeIdx = 2 self._outShape:resize(4) self._outShape[1] = batchSize else self._outShape:resize(3) end --input is of size h/r w/r, rc output should be h, r, c local channels = input:size(inputStartIdx) / self.upscaleFactorSquared local inHeight = input:size(inputStartIdx + 1) local inWidth = input:size(inputStartIdx + 2) self._intermediateShape[1] = batchSize self._intermediateShape[2] = channels self._intermediateShape[3] = self.upscaleFactor self._intermediateShape[4] = self.upscaleFactor self._intermediateShape[5] = inHeight self._intermediateShape[6] = inWidth self._outShape[outShapeIdx] = channels self._outShape[outShapeIdx + 1] = inHeight * self.upscaleFactor self._outShape[outShapeIdx + 2] = inWidth * self.upscaleFactor local inputView = torch.view(input, self._intermediateShape) self._shuffleOut:resize(inputView:size(1), inputView:size(2), inputView:size(5), inputView:size(3), inputView:size(6), inputView:size(4)) self._shuffleOut:copy(inputView:permute(1, 2, 5, 3, 6, 4)) self.output = torch.view(self._shuffleOut, self._outShape) return self.output end -- Computes the backward pass of the layer, given the gradient w.r.t. the output -- this function computes the gradient w.r.t. the input. -- @param input - the input tensor of shape [b x c*r^2 x m x p] -- @param gradOutput - the tensor with the gradients w.r.t. output of shape [b x c x r*m x r*p] -- @return gradInput - a tensor of the same shape as input, representing the gradient w.r.t. input. function PixelShuffle:updateGradInput(input, gradOutput) self._intermediateShape = self._intermediateShape or torch.LongStorage(6) self._shuffleIn = self._shuffleIn or input.new() local batchSize = 1 local inputStartIdx = 1 if input:nDimension() == 4 then batchSize = input:size(1) inputStartIdx = 2 end local channels = input:size(inputStartIdx) / self.upscaleFactorSquared local height = input:size(inputStartIdx + 1) local width = input:size(inputStartIdx + 2) self._intermediateShape[1] = batchSize self._intermediateShape[2] = channels self._intermediateShape[3] = height self._intermediateShape[4] = self.upscaleFactor self._intermediateShape[5] = width self._intermediateShape[6] = self.upscaleFactor local gradOutputView = torch.view(gradOutput, self._intermediateShape) self._shuffleIn:resize(gradOutputView:size(1), gradOutputView:size(2), gradOutputView:size(4), gradOutputView:size(6), gradOutputView:size(3), gradOutputView:size(5)) self._shuffleIn:copy(gradOutputView:permute(1, 2, 4, 6, 3, 5)) self.gradInput = torch.view(self._shuffleIn, input:size()) return self.gradInput end function PixelShuffle:clearState() nn.utils.clear(self, { "_intermediateShape", "_outShape", "_shuffleIn", "_shuffleOut", }) return parent.clearState(self) end
return { load="viewer/load.lua", doInitSDL=true, }
local lzug = require('luftzug') vim.api.nvim_buf_set_keymap(0, 'n', '<Plug>LzugAddReference', "<cmd>call v:lua.lzug_add_reference()<CR>", { noremap = true}) vim.api.nvim_buf_set_keymap(0, 'n', '<Plug>LzugFollowFootnoteOrLink', "<cmd>call v:lua.lzug_handle_tab()<CR>", { noremap = true}) vim.api.nvim_buf_set_keymap(0, 'n', '<Plug>LzugAddLink', "<cmd>call v:lua.lzug_add_link()<CR>", { noremap = true}) if vim.g.luftzug_follow_link_keymap then vim.api.nvim_buf_set_keymap(0, 'n', vim.g.luftzug_follow_link_keymap, "<Plug>LzugFollowFootnoteOrLink", { noremap = false }) end -- vim.cmd([[command! -buffer LuftzugFormatBuffer :lua require'luftzug'.format_buffer()]]) -- vim.cmd([[autocmd BufWritePre <buffer> :LuftzugFormatBuffer]]) vim.cmd([[command! -nargs=* -buffer LzugAddFootnote :lua require'luftzug'.add_footnote(<q-args>)]])
local p2p_discovery = require "defnet.p2p_discovery" local udp = require "defnet.udp" local trickle = require "game.trickle" local M = {} local P2P_PORT = 50000 local UDP_SERVER_PORT = 9192 local STATE_LISTENING = "STATE_LISTENING" local STATE_JOINED_GAME = "STATE_JOINED_GAME" local STATE_HOSTING_GAME = "STATE_HOSTING_GAME" local function generate_unique_id() return tostring(socket.gettime()) .. tostring(os.clock()) .. tostring(math.random(99999,10000000)) end local mp = { id = nil, state = nil, clients = {}, message_signatures = {}, message_handlers = {}, stream = trickle.create(), } M.HEARTBEAT = "HEARTBEAT" M.JOIN_SERVER = "JOIN_SERVER" M.PLAYER_ACTION = "PLAYER_ACTION" local join_server_signature = { { "id", "string" }, } local heartbeat_signature = { { "id", "string" }, } local player_action_signature = { { "id", "string" }, { "action", "string" }, } local function create_join_server_message(id) assert(id, "You must provide an id") local message = trickle.create() message:writeString(M.JOIN_SERVER) message:pack({ id = id }, join_server_signature) return tostring(message) end local function create_heartbeat_message(id) assert(id, "You must provide an id") local message = trickle.create() message:writeString(M.HEARTBEAT) message:pack({ id = id }, heartbeat_signature) return tostring(message) end local function create_player_action_message(id, action) assert(id, "You must provide an id") local message = trickle.create() message:writeString(M.PLAYER_ACTION) message:pack({ id = id, action = action }, player_action_signature) return tostring(message) end function M.register_message(message_type, message_signature) assert(message_type, "You must provide a message type") assert(message_signature, "You must provide a message signature") mp.message_signatures[message_type] = message_signature end function M.register_handler(message_type, handler_fn) assert(message_type, "You must provide a message type") assert(handler_fn, "You must provide a handler function") mp.message_handlers[message_type] = mp.message_handlers[message_type] or {} table.insert(mp.message_handlers[message_type], handler_fn) end local function handle_message(message_type, stream, from_ip, from_port) assert(message_type, "You must provide a message type") assert(stream, "You must provide a stream") print("handle_message", message_type) if mp.message_handlers[message_type] and mp.message_signatures[message_type] then local message = stream:unpack(mp.message_signatures[message_type]) for _,handler in ipairs(mp.message_handlers[message_type]) do handler(message, from_ip, from_port) end end end --- -- Add a client to the list of clients -- Can be called multiple times without risking duplicates -- @param ip Client ip -- @param port Client port -- @param id Client id local function add_client(ip, port, id) assert(ip, "You must provide an ip") assert(port, "You must provide a port") assert(id, "You must provide an id") mp.clients[id] = { ip = ip, port = port, ts = socket.gettime(), id = id } end --- Update the timestamp for a client -- @param id local function refresh_client(id) assert(id, "You must provide an id") if mp.clients[id] then mp.clients[id].ts = socket.gettime() end end --- Send a message to all clients -- @param message The message to send local function send_to_clients(message) assert(message, "You must provide a message") for _,client in pairs(mp.clients) do mp.udp_client.send(message, client.ip, client.port) end end function M.send_player_action(action) assert(mp.state == STATE_JOINED_GAME, "Wrong state") mp.udp_client.send(create_player_action_message(mp.id, action), mp.host_ip, UDP_SERVER_PORT) end function M.server(on_player_action) assert(on_player_action) mp.id = generate_unique_id() mp.p2p_broadcast = p2p_discovery.create(P2P_PORT) M.register_message(M.JOIN_SERVER, join_server_signature) M.register_message(M.PLAYER_ACTION, player_action_signature) M.register_message(M.HEARTBEAT, heartbeat_signature) M.register_handler(M.HEARTBEAT, function(message, from_ip, from_port) refresh_client(message.id) end) M.register_handler(M.JOIN_SERVER, function(message, from_ip, from_port) add_client(from_ip, from_port, message.id) end) M.register_handler(M.PLAYER_ACTION, function(message, from_ip, from_port) on_player_action(message, from_ip, from_port) end) coroutine.wrap(function() mp.state = STATE_HOSTING_GAME mp.host_ip = "127.0.0.1" -- incoming message handler mp.udp_server = udp.create(function(data, ip, port) local stream = trickle.create(data) local message_type = stream:readString() while message_type and message_type ~= "" do handle_message(message_type, stream, ip, port) message_type = stream:readString() end end, UDP_SERVER_PORT) -- start broadcasting server existence print("BROADCAST") mp.p2p_broadcast.broadcast("findme") timer.repeating(1, function() -- check for clients that haven't sent a heartbeat for a while -- and consider those clients disconnected for k,client in pairs(mp.clients) do if (socket.gettime() - client.ts) > 5 then print("removing client", k) mp.clients[k] = nil end end end) end)() end function M.client(on_connected) assert(on_connected) mp.id = generate_unique_id() mp.p2p_listen = p2p_discovery.create(P2P_PORT) coroutine.wrap(function() -- create our UDP connection -- we use this to communicate with the server mp.udp_client = udp.create(function(data, ip, port) local stream = trickle.create(data) local message_type = stream:readString() handle_message(message_type, stream, ip, port) end) -- let's start by listening if there's someone already looking for players -- wait for a while and if we don't find a server we start broadcasting print("LISTEN") mp.state = STATE_LISTENING mp.p2p_listen.listen("findme", function(ip, port) print("Found server", ip, port) mp.state = STATE_JOINED_GAME mp.host_ip = ip mp.p2p_listen.stop() -- send join message to server print("sending to server") mp.udp_client.send(create_join_server_message(mp.id), mp.host_ip, UDP_SERVER_PORT) on_connected(mp.id) end) -- send client heartbeat timer.repeating(1, function() if mp.state == STATE_JOINED_GAME then print("sending heartbeat") mp.udp_client.send(create_heartbeat_message(mp.id), mp.host_ip, UDP_SERVER_PORT) end end) end)() end --- Stop the multiplayer module and all underlying systems function M.stop() if mp.p2p_listen then mp.p2p_listen.stop() end if mp.p2p_broadcast then mp.p2p_broadcast.stop() end if mp.udp_server then mp.udp_server.destroy() end if mp.udp_client then mp.udp_client.destroy() end end --- Update the multiplayer module and all underlying systems -- Any data added to the stream will be sent at this time and the -- stream will be cleared -- @param dt function M.update(dt) if mp.p2p_listen then mp.p2p_listen.update() end if mp.p2p_broadcast then mp.p2p_broadcast.update() end if mp.udp_server then mp.udp_server.update() end if mp.udp_client then mp.udp_client.update() end end return M
-- Copyright (c) 2021, The Pallene Developers -- Pallene is licensed under the MIT license. -- Please refer to the LICENSE and AUTHORS files for details -- SPDX-License-Identifier: MIT local util = require "pallene.util" local typedecl = require "pallene.typedecl" local types = require "pallene.types" local ast = require "pallene.ast" local checker = require "pallene.checker" local converter = {} -- -- ASSIGNMENT CONVERSION -- ====================== -- This Compiler pass handles mutable captured variables inside nested closures by -- transforming AST Nodes that reference or re-assign to them. All captured variables -- are 'boxed' inside records. For example, consider this code: -- ``` -- function m.foo() -- local x: integer = 10 -- local set_x: (integer) -> () = function (y) -- x = y -- end -- local get_x: () -> integer = function () return x end -- end --``` -- The AST representation of the above snippet, will be converted in this pass to -- something like the following: -- ``` -- record $T -- value: integer -- end -- -- function m.foo() -- local x: $T = { value = 10 } -- local set_x: (integer) -> () = function (y) -- x.value = y -- end -- local get_x: () -> integer = function () return x.value end -- end -- ``` local Converter = util.Class() function converter.convert(prog_ast) local conv = Converter.new() conv:visit_prog(prog_ast) -- transform the AST Nodes for captured vars. conv:apply_transformations() -- add the upvalue box record types to the AST for _, node in ipairs(conv.box_records) do table.insert(prog_ast.tls, node) end return prog_ast end -- Encapsulates an update to an AST Node. -- `node`: The AST we will replace (we use it's location) -- `update_fn`: A `node -> ()` function that is used to update the node. local function NodeUpdate(node, update_fn) return { node = node, update_fn = update_fn, } end function Converter:init() self.update_ref_of_decl = {} -- { ast.Decl => list of NodeUpdate } -- The `func_depth_of_decl` maps a decl to the depth of the function where it appears. -- This helps distinguish between mutated variables that are locals and globals from those -- that are captured upvalues and need to be transformed to a different kind of node. self.func_depth_of_decl = {} -- { ast.Decl => integer } self.update_init_exp_of_decl = {} -- { ast.Decl => NodeUpdate } self.mutated_decls = {} -- { ast.Decl } self.captured_decls = {} -- { ast.Decl } self.box_records = {} -- list of ast.Toplevel.Record self.lambda_of_param = {} -- { ast.Decl => ast.Lambda } -- Variables that are not initialized upon declaration can still be captured as -- upvalues. In order to facilitate this, we add an `ast.Exp.UpvalueRecord` node -- to the corresponding ast.Decl node. self.add_init_exp_to_decl = {} -- { ast.Decl => NodeUpdate } -- used to assign unique names to subsequently generated record types self.typ_counter = 0 -- Depth of current function's nesting. -- This does not take into account block scopes like `do...end`. self.func_depth = 1 end -- generates a unique type name each time function Converter:type_name(var_name) self.typ_counter = self.typ_counter + 1 return "$T_"..var_name.."_"..self.typ_counter end function Converter:add_box_type(loc, typ) local dummy_node = ast.Toplevel.Record(loc, types.tostring(typ), {}) dummy_node._type = typ table.insert(self.box_records, dummy_node) return dummy_node end function Converter:register_decl(decl) if not self.update_ref_of_decl[decl] then self.update_ref_of_decl[decl] = {} self.func_depth_of_decl[decl] = self.func_depth end end function Converter:visit_prog(prog_ast) assert(prog_ast._tag == "ast.Program.Program") for _, tl_node in ipairs(prog_ast.tls) do if tl_node._tag == "ast.Toplevel.Stats" then for _, stat in ipairs(tl_node.stats) do self:visit_stat(stat) end else -- skip record declarations and type aliases assert(typedecl.match_tag(tl_node._tag, "ast.Toplevel")) end end end function Converter:visit_stats(stats) for _, stat in ipairs(stats) do self:visit_stat(stat) end end -- Goes over all the ast.Decls inside the AST that have been captured by some nested -- function, transforms the decl node itself and all the references made to it. function Converter:apply_transformations() local proxy_var_of_param = {} -- { ast.Decl => ast.Decl } local proxy_stats_of_lambda = {} -- { ast.Lambda => list of ast.Stat.Decl } for decl in pairs(self.mutated_decls) do if self.captured_decls[decl] then assert(not decl._exported_as) -- 1. Create a record type `$T` to hold this captured var. -- 2. Transform node from `local x = value` to `local x: $T = { value = value }` -- 3. Transform all references to the var from `ast.Var.Name` to ast.Var.Dot local typ = types.T.Record( self:type_name(decl.name), { "value" }, { value = decl._type }, true ) self:add_box_type(decl.loc, typ) local is_param = self.lambda_of_param[decl] local init_exp_update = self.update_init_exp_of_decl[decl] if init_exp_update then local old_exp = init_exp_update.node decl._type = typ local update = init_exp_update.update_fn local new_node = ast.Exp.InitList(old_exp.loc, {{ name = "value", exp = old_exp }}) new_node._type = typ update(new_node) elseif is_param then --- Function parameters that are captured are implementing by "proxy"-ing them. --- Consider the following function that returns a closure: --- ``` --- function m.foo(n: integer) --- -- capture n --- end --- ``` --- Since we cannot transform the declaration node of a function parameter, --- we create a variable to represent the boxed parameter which can be captured. --- ``` --- function m.foo(n: integer) --- local $n: $T = { value = n } --- -- capture and mutate $n --- end local param = ast.Exp.Var(decl.loc, ast.Var.Name(decl.loc, decl.name)) param.var._def = checker.Def.Variable(decl) param.var._type = assert(decl._type) param._type = decl._type local decl_lhs = ast.Decl.Decl(decl.loc, "$"..decl.name, false) local decl_rhs = ast.Exp.InitList(decl.loc, {{ name = "value", exp = param }}) decl_rhs._type = typ decl_lhs._type = typ local stat = ast.Stat.Decl(decl.loc, { decl_lhs }, { decl_rhs }) local lambda = self.lambda_of_param[decl] if not proxy_stats_of_lambda[lambda] then proxy_stats_of_lambda[lambda] = {} end table.insert(proxy_stats_of_lambda[lambda], stat) proxy_var_of_param[decl] = decl_lhs else -- Capturing uninitialized decls as mutable upvalues decl._type = typ local ast_update = assert(self.add_init_exp_to_decl[decl]) local update = ast_update.update_fn local new_node = ast.Exp.UpvalueRecord(decl.loc) new_node._type = typ update(new_node) end --- Update all references made to the mutable upvalue. Replace all `ast.Var` nodes --- with `ast.Dot` nodes. for _, node_update in ipairs(self.update_ref_of_decl[decl]) do local old_var = node_update.node local loc = old_var.loc local update = node_update.update_fn local dot_exp local proxy_decl = proxy_var_of_param[decl] if proxy_decl then -- references to captured parameters get replaced by references to `value` field of -- their proxy variables. local proxy_var = ast.Var.Name(old_var.loc, "$"..decl.name) proxy_var._def = checker.Def.Variable(proxy_decl) dot_exp = ast.Exp.Var(loc, proxy_var) else dot_exp = ast.Exp.Var(loc, old_var) end local new_node = ast.Var.Dot(old_var.loc, dot_exp, "value") new_node.exp._type = typ update(new_node) end end end -- insert all the parameter proxy declarations for lambda, stats in pairs(proxy_stats_of_lambda) do for _, stat in ipairs(lambda.body.stats) do table.insert(stats, stat) end lambda.body.stats = stats end end function Converter:visit_lambda(lambda) self.func_depth = self.func_depth + 1 for _, arg in ipairs(lambda.arg_decls) do self:register_decl(arg) self.lambda_of_param[arg] = lambda end self:visit_stats(lambda.body.stats) assert(self.func_depth > 1) self.func_depth = self.func_depth - 1 end function Converter:visit_func(func) assert(func._tag == "ast.FuncStat.FuncStat") local lambda = func.value assert(lambda and lambda._tag == "ast.Exp.Lambda") self:visit_lambda(lambda) end function Converter:visit_stat(stat) local tag = stat._tag if tag == "ast.Stat.Functions" then for _, func in ipairs(stat.funcs) do self:register_decl(func) self:visit_func(func) end elseif tag == "ast.Stat.Return" then for _, exp in ipairs(stat.exps) do self:visit_exp(exp) end elseif tag == "ast.Stat.Decl" then for i, decl in ipairs(stat.decls) do self:register_decl(decl) if i > #stat.exps then -- Uninitialized decls might be captured as upvalues. local update_decl = function (new_exp) stat.exps[i] = new_exp end self.add_init_exp_to_decl[decl] = NodeUpdate(decl, update_decl) end end for i, exp in ipairs(stat.exps) do self:visit_exp(exp) -- do not register extra values on RHS if i <= #stat.decls then -- update the initializer expression of this decl in case it's being captured -- and mutated. local update_init = function (new_exp) stat.exps[i] = new_exp end self.update_init_exp_of_decl[stat.decls[i]] = NodeUpdate(stat.exps[i], update_init) end end elseif tag == "ast.Stat.Block" then self:visit_stats(stat.stats) elseif tag == "ast.Stat.While" or tag == "ast.Stat.Repeat" then self:visit_stats(stat.block.stats) self:visit_exp(stat.condition) elseif tag == "ast.Stat.If" then self:visit_exp(stat.condition) self:visit_stats(stat.then_.stats) if stat.else_ then self:visit_stat(stat.else_) end elseif tag == "ast.Stat.ForNum" then self:visit_exp(stat.start) self:visit_exp(stat.limit) self:visit_exp(stat.step) self:register_decl(stat.decl) self:visit_stats(stat.block.stats) elseif tag == "ast.Stat.ForIn" then for _, decl in ipairs(stat.decls) do self:register_decl(decl) end for _, exp in ipairs(stat.exps) do self:visit_exp(exp) end self:visit_stats(stat.block.stats) elseif tag == "ast.Stat.Assign" then for i, var in ipairs(stat.vars) do self:visit_var(var, function (new_var) stat.vars[i] = new_var end) if var._tag == "ast.Var.Name" and not var._exported_as then if var._def._tag == "checker.Def.Variable" then local decl = assert(var._def.decl) self.mutated_decls[decl] = true end end end for _, exp in ipairs(stat.exps) do self:visit_exp(exp) end elseif tag == "ast.Stat.Decl" then for _, decl in ipairs(stat.decls) do self:register_decl(decl) end for _, exp in ipairs(stat.exps) do self:visit_exp(exp) end elseif tag == "ast.Stat.Call" then self:visit_exp(stat.call_exp) elseif tag == "ast.Stat.Break" then -- empty else typedecl.tag_error(tag) end end -- This function takes an `ast.Var` node and a callback that should replace the reference to the -- var at the call site with a transformed AST node, provided the new AST node as an argument. -- If it is found out later that `var` is being captured and mutated somewhere then `update_fn` -- is called to transform it to an `ast.Var.Dot` Node. -- -- @param var The `ast.Var` node. -- @param update_fn An `(ast.Var) -> ()` function that should update an `ast.Var.Name` node -- to a new `ast.Var.Dot` node by assigning it's argument to an appropriate location in the AST function Converter:visit_var(var, update_fn) local vtag = var._tag if vtag == "ast.Var.Name" and not var._exported_as then if var._def._tag == "checker.Def.Variable" then local decl = assert(var._def.decl) assert(self.update_ref_of_decl[decl]) local depth = self.func_depth_of_decl[decl] -- depth == 1 when the decl is that of a global if depth < self.func_depth then self.captured_decls[decl] = true end table.insert(self.update_ref_of_decl[decl], NodeUpdate(var, update_fn)) end elseif vtag == "ast.Var.Dot" then self:visit_exp(var.exp) elseif vtag == "ast.Var.Bracket" then self:visit_exp(var.t) self:visit_exp(var.k) end end -- If necessary, transforms `exp` or one of it's subexpression nodes in case they -- reference a mutable upvalue. -- Recursively visits all sub-expressions and applies an `ast.Var.Name => ast.Var.Dot` -- transformation wherever necessary. function Converter:visit_exp(exp) local tag = exp._tag if tag == "ast.Exp.InitList" then for _, field in ipairs(exp.fields) do self:visit_exp(field.exp) end elseif tag == "ast.Exp.Lambda" then self:visit_lambda(exp) elseif tag == "ast.Exp.CallFunc" or tag == "ast.Exp.CallMethod" then self:visit_exp(exp.exp) for _, arg in ipairs(exp.args) do self:visit_exp(arg) end elseif tag == "ast.Exp.Var" then self:visit_var(exp.var, function (new_var) exp.var = new_var end) elseif tag == "ast.Exp.Unop" or tag == "ast.Exp.Cast" or tag == "ast.Exp.ToFloat" or tag == "ast.Exp.Paren" then self:visit_exp(exp.exp) elseif tag == "ast.Exp.Binop" then self:visit_exp(exp.lhs) self:visit_exp(exp.rhs) elseif not typedecl.match_tag(tag, "ast.Exp") then typedecl.tag_error(tag) end end return converter
object_tangible_holiday_empire_day_component_dh17_cartridge_grips = object_tangible_holiday_empire_day_component_shared_dh17_cartridge_grips:new { } ObjectTemplates:addTemplate(object_tangible_holiday_empire_day_component_dh17_cartridge_grips, "object/tangible/holiday/empire_day/component/dh17_cartridge_grips.iff")
object_tangible_quest_frn_all_security_terminal_wall_03 = object_tangible_quest_shared_frn_all_security_terminal_wall_03:new { } ObjectTemplates:addTemplate(object_tangible_quest_frn_all_security_terminal_wall_03, "object/tangible/quest/frn_all_security_terminal_wall_03.iff")
dziendziecka = true local dzien_dziecka_loc = { --{2240.42,-72.21,26.50,359,id=218,2240.23,-70.06,25.6}, -- PC cmentarz --{-2273.89,533.18,35.02,270, id=219, -2271.82,533.16,34.3}, -- SF stacja --{389.39,-1525.02,32.27,38.4, id=220, 388.27,-1524.06,31.3}, -- LS Rodeo --{2322.61,2394.16,10.82,92.7, id=221, 2320.14,2394.15,10}, -- LV komi } for i,v in ipairs(dzien_dziecka_loc) do v.obj = createObject(3533, v[1],v[2],v[3]-5) setElementFrozen(v.obj,true) v.ped = createPed(v.id,v[1],v[2],v[3]+1,v[4]) setElementFrozen(v.ped,true) setElementData(v.ped,"npc",true) setElementData(v.ped,"name","Ukryty skin") v.blip = createBlip(v[1],v[2],v[3],12,2,255,0,0,255,0,99999) v.marker = createMarker(v[5],v[6],v[7],"cylinder",1, 255,255,255,120) setElementData(v.marker,"marker:halloween",true) setElementData(v.marker,"skin:id",v.id) v.t3d = createElement('text') setElementPosition(v.t3d,v[5],v[6],v[7]+1.5) setElementData(v.t3d, "text","Skin świąteczny") end addEventHandler("onMarkerHit",resourceRoot,function(hitElement,matchingDimension) if (getElementType(hitElement)~="player") then return end if (not matchingDimension) then return end if (getElementInterior(hitElement)~=getElementInterior(source)) then return end if (getPedOccupiedVehicle(hitElement)) then return end if getElementData(source,"marker:halloween") then local sid = getElementData(source,"skin:id") setElementModel(hitElement,sid) local uid = getElementData(hitElement,"auth:uid") if (not uid) then return end exports['psz-mysql']:zapytanie(string.format("UPDATE psz_postacie SET skin=%d WHERE userid=%d LIMIT 1",sid,uid)) outputChatBox("Odebrałeś specjalny skin, na mapie są ukryte jeszcze inne skiny - znajdź je. :-)",hitElement,0,255,120) end end) --[[ addEvent("onPlayerHitMarkerEvent",true) addEventHandler("onPlayerHitMarkerEvent",root,function(uid) if (not uid) then return end local q = string.format("SELECT type FROM psz_eventy WHERE uid=%d",uid) local wynik = exports['psz-mysql']:pobierzWyniki(q) if (wynik and wynik.type and wynik.type~=3) then outputChatBox("Odebrałeś już nagrodę.",source,255,0,0) elseif(wynik and wynik.type and wynik.type==3) then outputChatBox("Odebrano pojazd RC Baron, miłej zabawy! :-)",source,0,255,120) for i,v in ipairs(getElementsByType("vehicle")) do if getElementModel(v) == 464 and getElementData(v,"event:rc") == source then destroyElement(v) end end local veh = createVehicle(464,-87.01,1075.54,19.74) setElementData(veh,"event:rc",source) warpPedIntoVehicle(source,veh) elseif(not wynik) then triggerClientEvent(source,"onServerReturnData",resourceRoot,true) end end) addEvent("onPlayerTakeThing",true) addEventHandler("onPlayerTakeThing",root,function(type) local uid = getElementData(source,"auth:uid") or 0 if (not uid) then return end local q q = string.format("SELECT type FROM psz_eventy WHERE uid=%d",uid) local wynik = exports['psz-mysql']:pobierzWyniki(q) if (wynik and wynik.type) then outputChatBox("Odebrałeś już prezent!",source,255,0,0) return end --if type == 1 then --q = string.format("UPDATE psz_players SET vip = IF(vip>NOW(),vip,NOW())+INTERVAL 7 DAY WHERE id=%d",uid) --exports['psz-mysql']:zapytanie(q) ---q = string.format("INSERT INTO psz_eventy SET uid=%d, type=1, ts=NOW()",uid) --exports['psz-mysql']:zapytanie(q) --local pz = getElementData(source,"PZ") --pz = pz + 20 --setElementData(source,"PZ",pz) --setElementData(source,"vip",true) --outputChatBox("Twoje konto VIP zostało przedłużone",source) if type == 2 then q = string.format("INSERT INTO psz_eventy SET uid=%d, type=2, ts=NOW()",uid) exports['psz-mysql']:zapytanie(q) local pz = getElementData(source,"PZ") pz = pz + 20 setElementData(source,"PZ",pz) givePlayerMoney(source,1000) outputChatBox("Otrzymałeś $1000.",source) elseif type == 3 then q = string.format("INSERT INTO psz_eventy SET uid=%d, type=3, ts=NOW()", uid) exports['psz-mysql']:zapytanie(q) local pz = getElementData(source,"PZ") pz = pz + 20 setElementData(source,"PZ",pz) for i,v in ipairs(getElementsByType("vehicle")) do if getElementModel(v) == 464 and getElementData(v,"event:rc") == source then destroyElement(v) end end local veh = createVehicle(464,-87.01,1075.54,19.74) setElementData(veh,"event:rc",source) warpPedIntoVehicle(source,veh) outputChatBox("Odebrano pojazd RC Baron, miłej zabawy! :-)",source,0,255,120) outputChatBox("Wróć tutaj aby odebrać ponownie pojazd.",source,0,255,120) end end) ]]--
-- require particle _ichor.add('particle_system', { init = function(this) this.particles = {} end, add = function(this, particle) particle.system = this add(this.particles, particle) particle:init() end, del = function(this, particle) del(this.particles, particle) particle:destroy() end, update = function(this) this:all('update') end, draw = function(this) this:all('draw') end, all = function(this, key) for particle in all(this.particles) do particle[key](particle,key) end end })
CommonGameScene2 = class(CommonScene); -- 一些界面控件的index CommonGameScene2.s_controls = { commonView_01 = ToolKit.getIndex(); commonView_02 = ToolKit.getIndex(); commonView_03 = ToolKit.getIndex(); commonView_04 = ToolKit.getIndex(); bgImage = ToolKit.getIndex(); gameLogoView = ToolKit.getIndex(); gameLogoDivider = ToolKit.getIndex(); gameLogoImage = ToolKit.getIndex(); commonRoomId = ToolKit.getIndex(); antiCheatingImg = ToolKit.getIndex(); --房间装饰图的配置 decorate_01 = ToolKit.getIndex(); decorate_02 = ToolKit.getIndex(); decorate_03 = ToolKit.getIndex(); decorate_04 = ToolKit.getIndex(); reconnect = ToolKit.getIndex(); }; -- 指令 CommonGameScene2.s_cmds = { receiveStateFun = ToolKit.getIndex(); receiveActionFun = ToolKit.getIndex(); ceatView = ToolKit.getIndex(); updatePrivateRoom = ToolKit.getIndex(); gameLevelUpdate = ToolKit.getIndex(); }; -- 构造器 CommonGameScene2.ctor = function(self, viewConfig, controller, childGameConfig) -- 新老房间存在相同的commonRoomTimer文件,进入房间前重新require,并且清空监听 require("games/common2/tools/commonRoomTimer"); CommonRoomTimer.getInstance():clean(); self:resetPublicData(); --先进行common的初始化 self.m_isHandleCommonInit = false; self:initBaseView(childGameConfig); end CommonGameScene2.resetPublicData = function(self) require("games/common2/module/players/playerSeat"); require("games/common2/module/players/gamePlayerManager2"); require("games/common2/data/gameProcessManager2"); end --@override CommonGameScene2.resume = function(self) CommonScene.resume(self); self:commonInit(); end --@override --@brief 延迟加载layer,让大厅跳转房间更加流畅 CommonGameScene2.__onDelayResumeScene = function(self) CommonScene.__onDelayResumeScene(self); if not self.m_hasEnter then self.m_hasEnter = true; self:addLayer(); MsgProcessTools.getInstance():startProcess(); self:requestCtrlCmd(CommonGameController2.s_cmds.requestEnterRoom); end end --@override CommonGameScene2.pause = function(self) CommonScene.pause(self); end --@override CommonGameScene2.stop = function(self) CommonScene.stop(self); end --@override CommonGameScene2.run = function(self) CommonScene.run(self); end -- 析构器 CommonGameScene2.dtor = function(self) CommonScene.dtor(self); for k,v in pairs(self.m_commonViewMap) do v:removeAllChildren(true); end self.m_commonViewMap = {}; GameProcessManager2.releaseInstance(); GamePlayerManager2.releaseInstance(); PlayerSeat.releaseInstance(); DialogLogic.releaseInstance(); CommonRoomTimer2.releaseInstance(); AnimManager.getInstance():releaseAll(); end CommonGameScene2.initBaseView = function(self, childGameConfig) self.m_commonViewMap = {}; --初始化view层次 self.m_commonViewMap[1] = self:findViewById(CommonGameScene2.s_controls.commonView_01); --背景层 self.m_commonViewMap[2] = self:findViewById(CommonGameScene2.s_controls.commonView_02); --游戏私有层,专属子类 self.m_commonViewMap[3] = self:findViewById(CommonGameScene2.s_controls.commonView_03); -- 游戏公共层,动画神马的可以在此层做处理,子类可以直接访问 self.m_commonViewMap[4] = self:findViewById(CommonGameScene2.s_controls.commonView_04); --弹框层 -- 初始化桌面单击事件、双击事件 self.m_commonViewMap[2]:setEventTouch(self, self.onDesktopClick); self.m_commonViewMap[2]:setEventDoubleClick(self, self.onDesktopDoubleClick); self.m_reconnectBtn = self:findViewById(CommonGameScene2.s_controls.reconnect); self.m_reconnectBtn:setEventTouch(self, self.onReconnectTouch); self.m_reconnectBtn:setFile("isolater/btns/btn_green_164x89_l25_r25_t25_b25.png"); end CommonGameScene2.onDesktopClick = function ( self, finger_action, x, y, drawing_id_first, drawing_id_current ) -- body self:requestCtrlCmd(CommonGameController2.s_cmds.clickDesktop); end CommonGameScene2.onDesktopDoubleClick = function ( self, finger_action, x, y, drawing_id_first, drawing_id_current ) -- body self:requestCtrlCmd(CommonGameController2.s_cmds.doubleClickDesktop); end --父类用的初始化 CommonGameScene2.commonInit = function(self) if self.m_isHandleCommonInit then return; end self:getScreenScale(); self:getCommonBaseView(); self:initCommonConfig(); self:initAntiCheatingInfo(); local viewCommonConfig = self:getCommonConfig(); if table.isEmpty(viewCommonConfig) then Log.e("m_viewCommonConfig-child game must has this config in child's folder"); else self:initGamePlayerManager(viewCommonConfig.playerNumer); self:initRoomBg(viewCommonConfig.backgroundFile); self:initRoomDecorate(viewCommonConfig.decorateConfig); self:initAudioConfig(viewCommonConfig.soundConfig); self:initAnimConfig(viewCommonConfig.animDefs); self:initLogoArea(viewCommonConfig.logoConfig); end -- 子游戏的debug开关打开时,在房间内会显示当前子游戏的版本号 local gameId = GameInfoIsolater.getInstance():getCurGameId() or ""; local packageName = GameInfoIsolater.getInstance():getGamePackageName(gameId) or ""; if _G[packageName .. "_debug_for_update"] then local gameVersion = "版本号:" .. GameInfoIsolater.getInstance():getGameVersion(gameId) or 0; local gameVersionTx = UIFactory.createText(gameVersion, 32, 100, 32, kAlignCenter, 0, 0, 0); self:addChild(gameVersionTx); gameVersionTx:setAlign(kAlignCenter); end self.m_isHandleCommonInit = true; end CommonGameScene2.getScreenScale = function(self) self.m_scaleWidth = System.getScreenScaleWidth(); self.m_scaleHeight = System.getScreenScaleHeight(); end CommonGameScene2.getCommonBaseView = function(self) --初始化背景图片 self.m_commonBgImage = self:findViewById(CommonGameScene2.s_controls.bgImage); self.m_commonGameLogoDivider = self:findViewById(CommonGameScene2.s_controls.gameLogoDivider); self.m_commonGameLogoImage = self:findViewById(CommonGameScene2.s_controls.gameLogoImage); self.m_commonGameLogoView = self:findViewById(CommonGameScene2.s_controls.gameLogoView); self.m_commonRoomIdText = self:findViewById(CommonGameScene2.s_controls.commonRoomId); self:findViewById(CommonGameScene2.s_controls.reconnect):setVisible(_DEBUG); self.m_decorateView = {}; self.m_decorateView[1] = self:findViewById(CommonGameScene2.s_controls.decorate_01); self.m_decorateView[2] = self:findViewById(CommonGameScene2.s_controls.decorate_02); self.m_decorateView[3] = self:findViewById(CommonGameScene2.s_controls.decorate_03); self.m_decorateView[4] = self:findViewById(CommonGameScene2.s_controls.decorate_04); self.m_antiCheatingImg = self:findViewById(CommonGameScene2.s_controls.antiCheatingImg); end -- 初始化游戏log CommonGameScene2.initLogoArea = function(self, logoConfig) --初始化游戏图标 logoConfig = table.verify(logoConfig); local logoFile = logoConfig.file; local x = logoConfig.x; local y = logoConfig.y; local align = logoConfig.align; local isNeedDivider = logoConfig.needDivider; local isNeedCombine = logoConfig.needCombine; if string.isEmpty(logoFile) then self.m_commonGameLogoView:setVisible(false); else self.m_commonGameLogoImage:setFile(logoFile) local w, h = self.m_commonGameLogoImage.m_res.m_width, self.m_commonGameLogoImage.m_res.m_height; self.m_commonGameLogoImage:setSize(w, h); self.m_commonGameLogoImage:setAlign(kAlignLeft); local logoView_w = w; if isNeedCombine and not self.m_companyLogo then self.m_companyLogo = UIFactory.createImage("games/common/company_logo.png"); self.m_commonGameLogoView:addChild(self.m_companyLogo); self.m_companyLogo:setAlign(kAlignLeft); local company_w, company_h = self.m_companyLogo:getSize(); local space = 5; logoView_w = logoView_w + company_w + space; self.m_commonGameLogoImage:setPos(company_w + space, nil); end self.m_commonGameLogoView:setVisible(true); self.m_commonGameLogoView:setSize(logoView_w, nil); self.m_commonGameLogoView:setAlign(align); self.m_commonGameLogoView:setPos(x,y); self.m_commonGameLogoDivider:setVisible(isNeedDivider); end local level = RoomLevelConfig.getInstance():getLevel("layer2","level1"); self.m_commonGameLogoView:setLevel(level); end -- 初始化游戏配置信息 CommonGameScene2.initCommonConfig = function(self) --初始化配置 local commonGameData = GameInfoIsolater.getInstance(); local curPkgName = commonGameData:getGamePackageName(commonGameData:getCurGameId()); local viewCommonConfig = -1; if not string.isEmpty(curPkgName) then viewCommonConfig = ToolKit.safeRequire(string.format("games/%s/%sConfig", curPkgName, curPkgName)); end if not string.isEmpty(viewCommonConfig) and type(viewCommonConfig) == "table" then GameProcessManager2.getInstance():setGameConfig(viewCommonConfig); end end --初始化背景 CommonGameScene2.initRoomBg = function(self,bgFile) local str = string.trim(bgFile); if string.isEmpty(str) then bgFile = "games/common/room/room_bg.jpg"; end self.m_commonBgImage:setFile(bgFile); end CommonGameScene2.initRoomDecorate = function(self,decorateConfig) decorateConfig = table.verify(decorateConfig); local count = #self.m_decorateView; for i = 1, count do local decorateView = self.m_decorateView[i]; local decorateFile = decorateConfig[i]; if string.isEmpty(decorateFile) then decorateView:setVisible(false); else decorateView:setVisible(true); decorateView:setFile(decorateFile); local w, h = decorateView.m_res.m_width, decorateView.m_res.m_height; decorateView:setSize(w, h); end end end CommonGameScene2.initAntiCheatingInfo = function(self) local commonGameData = GameInfoIsolater.getInstance(); local gameId = commonGameData:getCurGameId(); local levelId = commonGameData:getCurRoomLevelId(); if self.m_antiCheatingImg then if GameInfoIsolater.getInstance():isRoomAntiCheating(gameId, levelId) then self.m_antiCheatingImg:setVisible(true); self.m_antiCheatingImg:setPos(0, 80); else self.m_antiCheatingImg:setVisible(false); end end end CommonGameScene2.initAudioConfig = function(self,audioConfig) kSoundModule:preload(audioConfig); end CommonGameScene2.initAnimConfig = function(self,animDefs) if not table.isEmpty(animDefs) then AnimDefs = CombineTables(AnimDefs or {}, animDefs or {}); AnimManager.getInstance():setAnimDefs(AnimDefs); end end --protect --获取通用配置 CommonGameScene2.getCommonConfig = function(self) return table.verify(GameProcessManager2.getInstance():getGameConfig()); end -- 设置玩家人数 CommonGameScene2.initGamePlayerManager = function(self,playerNumer) PlayerSeat.getInstance():setCurGamePlayerMaxCount(number.valueOf(playerNumer,1)); end ------------------------------------------------game layer init start------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------- -- 添加功能层到scene CommonGameScene2.addLayer = function(self) -- ======================================= view 1 self:creatGameLayer(); self:creatBankrupt(); self:creatRecharge(); self:creatReadyLayer(); self:creatHeadLayer(); -- view1 self:creatFriendLayer(); self:creatAnimLayer(); self:creatClockLayer(); -- view2 self:creatChatRealTimeLayer(); self:creatTaskLayer(); self:creatSystemInfoLayer(); self:createSilverLayer(); self:creatToolBarLayer(); self:creatPlayerLayer(); -- ======================================= view 1 self:createRoomInfo(); self:createHeadToolbarLayer(); -- ======================================= view 4 self:creatExtraBtnLayer(); --view4 -- self:creatBroadcastLayer(); -- view4 self:creatRecruitLayer(); self:creatChatLayer(); self:crateInviteLayer(); self:creatChatWndLayer(); self:createReadyDegradeLayer(); self:createPrivateJiFenLayers(); self:createOnlookerSpinnerLayer(); end CommonGameScene2.onCeatView = function(self,seat,uid,info,isFast) if info and info.viewName then if info.viewName == GameMechineConfig.VIEW_GAMEOVERWND then if PrivateRoomIsolater.getInstance():isInJiFenRoom() then return; end self:creatGameOverLayer(); elseif info.viewName == GameMechineConfig.VIEW_BROADCAST then self:creatBroadcastLayer(); elseif info.viewName == GameMechineConfig.VIEW_SAFEBOX then self:createSafebox(); elseif info.viewName == GameMechineConfig.VIEW_SETTING then self:createSettingLayer(); elseif info.viewName == GameMechineConfig.VIEW_REPORT then self:createReportLayer(); elseif info.viewName == GameMechineConfig.VIEW_CHAT then self:creatChatWndLayer(); elseif info.viewName == GameMechineConfig.VIEW_BOXVIEW then self:creatBoxTaskLayer(); end end end CommonGameScene2.creatGameLayer = function(self) -- 子游戏层 end CommonGameScene2.creatGameOverLayer = function(self) end CommonGameScene2.createReadyDegradeLayer = function(self) if not self.m_readyDegradeLayer then local ReadyDegradeLayer = require("games/common2/module/readyDegrade/readyDegradeLayer"); self.m_readyDegradeLayer = new(ReadyDegradeLayer); self.m_commonViewMap[4]:addChild(self.m_readyDegradeLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_readyDegradeLayer:setLevel(level); end end CommonGameScene2.creatBankrupt = function(self) if not self.m_bankrupt then local bankruptLayer = require("games/common2/module/bankrupt/bankruptLayer"); self.m_bankrupt = new(bankruptLayer); self.m_commonViewMap[4]:addChild(self.m_bankrupt); end end CommonGameScene2.creatRecharge = function(self) if not self.m_recharge then local rechargeLayer = require("games/common2/module/recharge/rechargeLayer"); self.m_recharge = new(rechargeLayer); self.m_recharge:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_recharge); end end CommonGameScene2.creatReadyLayer = function(self) if not self.m_readyLayer then local readyLayer = require("games/common2/module/ready/readyLayer"); self.m_readyLayer = new(readyLayer); self.m_readyLayer:setDelegate(self); self.m_commonViewMap[3]:addChild(self.m_readyLayer); local level = RoomLevelConfig.getInstance():getLevel("layer3","level1"); self.m_readyLayer:setLevel(level); end end CommonGameScene2.creatHeadLayer = function(self) if not self.m_headLayer then local headLayer = require("games/common2/module/head/headLayer"); self.m_headLayer = new(headLayer); self.m_headLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_headLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level9"); self.m_headLayer:setLevel(level); end end CommonGameScene2.creatChatLayer = function(self) if not self.m_chatLayer then local chatLayer = require("games/common2/module/chat/chatLayer"); self.m_chatLayer = new(chatLayer); self.m_chatLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_chatLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level9"); self.m_chatLayer:setLevel(level); end end CommonGameScene2.creatChatWndLayer = function(self) if not self.m_chatWndLayer then local chatwndlayer = require("games/common2/module/chatWnd/chatwndlayer"); self.m_chatWndLayer = new(chatwndlayer); self.m_chatWndLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_chatWndLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_chatWndLayer:setLevel(level); end end CommonGameScene2.creatPlayerLayer = function(self) if not self.m_playerLayer then local playerLayout = require("games/common2/module/playerInfo/playerLayout"); self.m_playerLayer = new(playerLayout); self.m_playerLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_playerLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_playerLayer:setLevel(level); end end CommonGameScene2.creatSystemInfoLayer = function(self) if not self.m_systemInfoLayer then local systemInfoLayer = require("games/common2/module/systemInfo/systemInfoLayer"); self.m_systemInfoLayer = new(systemInfoLayer); self.m_systemInfoLayer:setDelegate(self); self.m_commonViewMap[1]:addChild(self.m_systemInfoLayer); local level = RoomLevelConfig.getInstance():getLevel("layer1","level3"); self.m_systemInfoLayer:setLevel(level); end end CommonGameScene2.creatToolBarLayer = function(self) if not self.m_roomMenuBarLayer then local menuBarLayer = require("games/common2/module/roomMenuBar/roomMenuBarLayer"); self.m_roomMenuBarLayer = new(menuBarLayer); self.m_roomMenuBarLayer:setDelegate(self); self.m_commonViewMap[3]:addChild(self.m_roomMenuBarLayer); local level = RoomLevelConfig.getInstance():getLevel("layer3","level4"); self.m_roomMenuBarLayer:setLevel(level); end end CommonGameScene2.creatFriendLayer = function(self) if not self.m_friendLayer then local roomFriendLayer = require("games/common2/module/friend/roomFriendLayer"); self.m_friendLayer = new(roomFriendLayer); self.m_friendLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_friendLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level8"); self.m_friendLayer:setLevel(level); end end CommonGameScene2.creatAnimLayer = function(self) if not self.m_animLayer then local animLayer = require("games/common2/module/anim/roomAnimLayer"); self.m_animLayer = new(animLayer); self.m_animLayer:setDelegate(self); self.m_commonViewMap[3]:addChild(self.m_animLayer); local level = RoomLevelConfig.getInstance():getLevel("layer3","level3"); self.m_animLayer:setLevel(level); end end CommonGameScene2.creatTaskLayer = function(self) if not self.m_taskLayer then local taskLayer = require("games/common2/module/roomTask/roomTaskLayer"); self.m_taskLayer = new(taskLayer); self.m_taskLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_taskLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level2"); self.m_taskLayer:setLevel(level); self.m_taskLayer:setFillParent(true,true); end end CommonGameScene2.creatBoxTaskLayer = function(self) if not self.m_taskBoxLayer then local roomTaskRewardLayer = require("games/common2/module/roomtaskreward/roomTaskRewardLayer"); self.m_taskBoxLayer = new(roomTaskRewardLayer); self.m_taskBoxLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_taskBoxLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level5"); self.m_taskBoxLayer:setLevel(level); self.m_taskBoxLayer:setFillParent(true,true); end end CommonGameScene2.creatClockLayer = function(self) if not self.m_clockLayer then local clockLayer = require("games/common2/module/clock/clockLayer"); self.m_clockLayer = new(clockLayer); self.m_clockLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_clockLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level4"); self.m_clockLayer:setLevel(level); end end -- 实时对讲 CommonGameScene2.creatChatRealTimeLayer = function(self) local gameId = GameInfoIsolater.getInstance():getCurGameId(); local roomInfo = table.verify(PrivateRoomIsolater.getInstance():getCurPrivateRoomInfo()); local talbeType = table.verify(roomInfo).tableType; if PrivateRoomIsolater.getInstance():isInPrivateRoom() and talbeType and PrivateRoomIsolater.getInstance():isOpenVideo(gameId, talbeType) then if not self.m_chatRealTimeLayer then local chatRealTimeLayer = require("games/common2/module/chatRealTime/chatRealTimeLayer"); self.m_chatRealTimeLayer = new(chatRealTimeLayer); self.m_chatRealTimeLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_chatRealTimeLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level11"); self.m_chatRealTimeLayer:setLevel(level); end end end -- 招募玩家 CommonGameScene2.creatRecruitLayer = function(self) if PrivateRoomIsolater.getInstance():isInPrivateRoom() and (not PrivateRoomIsolater.getInstance():isInJiFenRoom()) then if not self.m_recruitLayer then local recruitlayer = require("games/common2/module/recruit/recruitLayer"); self.m_recruitLayer = new(recruitlayer); self.m_recruitLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_recruitLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_recruitLayer:setLevel(level); end end end -- 邀请好友 CommonGameScene2.crateInviteLayer = function(self) local tableId = kGameManager:getCurShortTableId(); if PrivateRoomIsolater.getInstance():isInPrivateRoom() and tableId and tableId > 0 then if not self.m_inviteLayer then local inviteLayer = require("games/common2/module/invite2/inviteLayer2"); self.m_inviteLayer = new(inviteLayer); self.m_inviteLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_inviteLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_inviteLayer:setLevel(level); end end end -- 扩展按钮 CommonGameScene2.creatExtraBtnLayer = function(self) if not self.m_extraBtnLayer then local extralayer = require("games/common2/module/extraBtn/extraBtnLayer"); self.m_extraBtnLayer = new(extralayer); self.m_extraBtnLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_extraBtnLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level5"); self.m_extraBtnLayer:setLevel(level); end end -- 广播 CommonGameScene2.creatBroadcastLayer = function(self) if not self.m_broadcastLayer then local broadcastLayer = require("games/common2/module/broadcast/roomBroadcastLayer"); self.m_broadcastLayer = new(broadcastLayer); self.m_broadcastLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_broadcastLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level8"); self.m_broadcastLayer:setLevel(level); end end -- 房间信息 CommonGameScene2.createRoomInfo = function(self) if PrivateRoomIsolater.getInstance():isInPrivateRoom() then if not self.m_roomInfoLayer then local roomInfoLayer = require("games/common2/module/roomInfo/roomInfoLayer"); self.m_roomInfoLayer = new(roomInfoLayer); self.m_roomInfoLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_roomInfoLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level10"); self.m_roomInfoLayer:setLevel(level); end end end -- 保险箱 CommonGameScene2.createSafebox = function(self) if not self.m_safebox then local safeboxLayer = require("games/common2/module/safebox/safeboxLayer"); self.m_safebox = new(safeboxLayer); self.m_safebox:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_safebox); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_safebox:setLevel(level); end end -- 设置 CommonGameScene2.createSettingLayer = function(self) if not self.m_settingLayer then local settingLayer = require("games/common2/module/setting/settingLayer"); self.m_settingLayer = new(settingLayer); self.m_settingLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_settingLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level2"); self.m_settingLayer:setLevel(level); end end -- 举报 CommonGameScene2.createReportLayer = function(self) if not self.m_reportLayer then local report = require("games/common2/module/reportwnd/reportLayer"); self.m_reportLayer = new(report); self.m_reportLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_reportLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level3"); self.m_reportLayer:setLevel(level); end end -- 头像背景 CommonGameScene2.createHeadToolbarLayer = function ( self ) if not self.m_headToolbarLayer then local toolbarlayer = require("games/common2/module/headToolbar/headToolbarLayer"); self.m_headToolbarLayer = new(toolbarlayer); self.m_headToolbarLayer:setDelegate(self); self.m_commonViewMap[1]:addChild(self.m_headToolbarLayer); local level = RoomLevelConfig.getInstance():getLevel("layer1","level1"); self.m_headToolbarLayer:setLevel(level); end end CommonGameScene2.createSilverLayer = function ( self ) if not self.m_silverLayer then local SilverLayer = require("games/common2/module/silver/silverLayer"); self.m_silverLayer = new(SilverLayer); self.m_silverLayer:setDelegate(self); self.m_commonViewMap[3]:addChild(self.m_silverLayer); local level = RoomLevelConfig.getInstance():getLevel("layer3","level4"); self.m_silverLayer:setLevel(level); end end CommonGameScene2.createPrivateJiFenLayers = function(self) if PrivateRoomIsolater.getInstance():isInJiFenRoom() then self:createJiFenExtraBtnLayer(); self:createJiFenHeadLayer(); self:createJiFenChangeTipsLayer(); self:createJiFenRecordLayer(); self:createJifenFinishLayer(); end end CommonGameScene2.createJiFenExtraBtnLayer = function(self) if not self.m_jifenExtraBtnLayer then local JiFenExtraBtnLayer = require("games/common2/module/jifen/jifenExtraBtn/jifenExtraBtnLayer"); self.m_jifenExtraBtnLayer = new(JiFenExtraBtnLayer); self.m_jifenExtraBtnLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_jifenExtraBtnLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level8"); self.m_jifenExtraBtnLayer:setLevel(level); end end CommonGameScene2.createJiFenHeadLayer = function(self) if not self.m_jifenHeadLayer then local JiFenHeadLayer = require("games/common2/module/jifen/jifenHead/jifenHeadLayer"); self.m_jifenHeadLayer = new(JiFenHeadLayer); self.m_jifenHeadLayer:setDelegate(self); self.m_commonViewMap[2]:addChild(self.m_jifenHeadLayer); local level = RoomLevelConfig.getInstance():getLevel("layer2","level9"); self.m_jifenHeadLayer:setLevel(level); end end CommonGameScene2.createJiFenChangeTipsLayer = function(self) if not self.m_jifenChangeTipsLayer then local JiFenChangeTipsLayer = require("games/common2/module/jifen/jifenChangeTips/jifenChangeTipsLayer"); self.m_jifenChangeTipsLayer = new(JiFenChangeTipsLayer); self.m_jifenChangeTipsLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_jifenChangeTipsLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level3"); self.m_jifenChangeTipsLayer:setLevel(level); end end CommonGameScene2.createJiFenRecordLayer = function(self) if not self.m_jifenRecordLayer then local JiFenRecordLayer = require("games/common2/module/jifen/jifenRecord/jifenRecordLayer"); self.m_jifenRecordLayer = new(JiFenRecordLayer); self.m_jifenRecordLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_jifenRecordLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level4"); self.m_jifenRecordLayer:setLevel(level); end end CommonGameScene2.createJifenFinishLayer = function(self) if not self.m_jifenFinishLayer then local JiFenFinishLayer = require("games/common2/module/jifen/jifenFinish/jiFenFinishLayer"); self.m_jifenFinishLayer = new(JiFenFinishLayer); self.m_jifenFinishLayer:setDelegate(self); self.m_commonViewMap[4]:addChild(self.m_jifenFinishLayer); local level = RoomLevelConfig.getInstance():getLevel("layer4","level4"); self.m_jifenFinishLayer:setLevel(level); end end CommonGameScene2.checkIsSupportOnlooker = function(self) return false; end CommonGameScene2.createOnlookerSpinnerLayer = function(self) if not self:checkIsSupportOnlooker() then return; end if not self.m_onlookerSpinnerLayer then local OnlookerSpinnerLayer = require("games/common2/onlooker/module/onlookerSpinner/onlookerSpinnerLayer"); self.m_onlookerSpinnerLayer = new(OnlookerSpinnerLayer); self.m_onlookerSpinnerLayer:setDelegate(self); self.m_commonViewMap[3]:addChild(self.m_onlookerSpinnerLayer); local level = RoomLevelConfig.getInstance():getLevel("layer3","level4"); self.m_onlookerSpinnerLayer:setLevel(level); end end ------------------------------------------------game layer init end---------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------- -- ------------- toolbar ------------------------ -- CommonGameScene2.onToolbarShopClick = function(self) -- self:requestRecharge(); -- end --private --请求充值 CommonGameScene2.requestRecharge = function(self,param,isOnlySupportSMS,goodInfo) local _param = { scene = PayIsolater.eGoodsListId.RoomPay, gameid = GameInfoIsolater.getInstance():getCurGameId(), level = GameInfoIsolater.getInstance():getCurRoomLevelId() }; param = param or _param; self:pushOtherState(States.ShortCutRecharge, nil, true, PayIsolater.eGoodsListId.RoomPay, param, goodInfo, isOnlySupportSMS); end CommonGameScene2.onToolbarExitClick = function(self) if PrivateRoomIsolater.getInstance():isInJiFenRoom() then self:requestCtrlCmd(CommonGameController2.s_cmds.requestExitJiFenRoom); else self:requestCtrlCmd(CommonGameController2.s_cmds.requestExitRoom); end end CommonGameScene2.onToolbarSettingClick = function(self) end CommonGameScene2.onToolbarRobotClick = function(self) end CommonGameScene2.onToolbarRechargelick = function(self) end CommonGameScene2.onToolbarQuKuanClick = function(self) end CommonGameScene2.pushOtherState = function(self,...) self:requestCtrlCmd(CommonGameController2.s_cmds.pushOtherState,...); end ------------- toolbar ------------------------ -----------------------------------layer delegate callBack end--------------------------------------------------------------------------------------- ----------------------- common map ----------------------------------------------------- ----------------------control func------------------------------- -- 点击桌面背景 CommonGameScene2.onCommonBgTouch = function(self, finger_action, x, y, drawing_id_first, drawing_id_current) if finger_action == kFingerDown then elseif finger_action == kFingerMove then else --此处关闭弹框 if self.m_recruitBtn then self.m_recruitBtn:hideDetail(); end EventDispatcher.getInstance():dispatch(kClosePopupWindows); end end CommonGameScene2.onReceiveStateFun = function(self,state,...) if CommonGameScene2.stateConfig[state] then CommonGameScene2.stateConfig[state](self,...); end end CommonGameScene2.onRefreshPrivateRoom = function (self) self:creatChatRealTimeLayer(); self:creatRecruitLayer(); self:createPrivateJiFenLayers(); self:crateInviteLayer(); end CommonGameScene2.onReconnectTouch = function(self, finger_action, x, y, drawing_id_first, drawing_id_current, event_time) if finger_action == kFingerDown then self.m_startx, self.m_starty = self.m_reconnectBtn:getAbsolutePos(); self.m_reconnectBtnMove = false; elseif finger_action == kFingerMove then if math.abs(x - self.m_startx) > 100 or math.abs(y - self.m_starty) > 100 then local w,h = self.m_reconnectBtn:getSize(); self.m_reconnectBtn:setPos(x - w/2,y - h/2); self.m_reconnectBtnMove = true; end elseif finger_action == kFingerUp then if not self.m_reconnectBtnMove then self:onTestReconnect(); end self.m_reconnectBtnMove = false; end end CommonGameScene2.onTestReconnect = function(self) if not self.m_moreInfoTest then local roommoreinfotest = require("games/common2/room/roommoreinfotest"); self.m_moreInfoTest = new(roommoreinfotest); self:addChild(self.m_moreInfoTest); self.m_moreInfoTest:setFillParent(true,true); end local btnX, btnY = self.m_reconnectBtn:getAbsolutePos(); local btnW, btnH = self.m_reconnectBtn:getSize(); self.m_moreInfoTest:refreshPos(btnX - btnW / 2 + 10, btnY + btnH - 10); self.m_moreInfoTest:showView(); end -- 游戏图层的层级发生变化,需要刷新 CommonGameScene2.onGameLevelUpdate = function(self,layerName) local layers = {}; if layerName == "layer1" then layers = { {self.m_headToolbarLayer,"level1"}, {self.m_systemInfoLayer,"level3"}, }; elseif layerName == "layer2" then layers = { {self.m_commonGameLogoView,"level1"}, {self.m_taskLayer,"level2"}, {self.m_clockLayer,"level4"}, {self.m_extraBtnLayer,"level5"}, {self.m_jifenExtraBtnLayer,"level5"}, {self.m_chatLayer,"level9"}, {self.m_headLayer,"level9"},{self.m_jifenHeadLayer,"level9"}, {self.m_roomInfoLayer,"level10"}, {self.m_chatRealTimeLayer,"level11"}, }; elseif layerName == "layer3" then layers = { {self.m_readyLayer,"level1"}, {self.m_roomMenuBarLayer,"level4"}, {self.m_animLayer,"level3"}, {self.m_onlookerSpinnerLayer,"level4"}, }; elseif layerName == "layer4" then layers = { {self.m_chatWndLayer,"level2"},{self.m_playerLayer,"level2"},{self.m_recruitLayer,"level2"}, {self.m_inviteLayer,"level2"},{self.m_safebox,"level2"},{self.m_settingLayer,"level2"},{self.m_readyDegradeLayer,"level2"}, {self.m_reportLayer,"level3"},{self.m_jifenChangeTipsLayer,"level3"}, {self.m_jifenRecordLayer,"level4"},{self.m_jifenFinishLayer,"level4"},{self.m_broadcastLayer,"level8"},{self.m_friendLayer,"level8"}, }; end for k,v in pairs(layers) do if v[1] and v[2] and v[1].setLevel then local level = RoomLevelConfig.getInstance():getLevel(layerName,v[2]); if level > 0 then v[1]:setLevel(level); end end end self:onRefreshOtherLayerLevel(layerName); end -- 用于之类重写 CommonGameScene2.onRefreshOtherLayerLevel = function(self,layerName) end -- 控件的配置信息 CommonGameScene2.s_controlConfig = { -- [CommonGameScene2.s_controls.backBtn] = {"head_area","btn_back"}, [CommonGameScene2.s_controls.commonView_01] = {"commonView1"}, [CommonGameScene2.s_controls.commonView_02] = {"commonView2"}, [CommonGameScene2.s_controls.commonView_03] = {"commonView3"}, [CommonGameScene2.s_controls.commonView_04] = {"commonView4"}, [CommonGameScene2.s_controls.bgImage] = {"commonView1", "bg"}, [CommonGameScene2.s_controls.gameLogoView] = {"commonView1", "gameLogoView"}, [CommonGameScene2.s_controls.gameLogoImage] = {"commonView1", "gameLogoView", "gameLogo"}, [CommonGameScene2.s_controls.gameLogoDivider] = {"commonView1", "gameLogoView", "gameLogoDivider"}, [CommonGameScene2.s_controls.commonRoomId] = {"commonView1", "privateRoomId"}; [CommonGameScene2.s_controls.decorate_01] = {"commonView1", "decorate_1"}; [CommonGameScene2.s_controls.decorate_02] = {"commonView1", "decorate_2"}; [CommonGameScene2.s_controls.decorate_03] = {"commonView1", "decorate_3"}; [CommonGameScene2.s_controls.decorate_04] = {"commonView1", "decorate_4"}; [CommonGameScene2.s_controls.antiCheatingImg] = {"commonView1", "antiCheatingImg"}; [CommonGameScene2.s_controls.reconnect] = {"reconnect"}; }; -- 控件的方法配置 CommonGameScene2.s_controlFuncMap = { [CommonGameScene2.s_controls.bgImage] = CommonGameScene2.onCommonBgTouch, [CommonGameScene2.s_controls.reconnect] = CommonGameScene2.onTestReconnect, }; -- 指令的方法配置 CommonGameScene2.s_cmdConfig = { [CommonGameScene2.s_cmds.receiveStateFun] = CommonGameScene2.onReceiveStateFun, [CommonGameScene2.s_cmds.receiveActionFun] = CommonGameScene2.onReceiveActionFun, [CommonGameScene2.s_cmds.ceatView] = CommonGameScene2.onCeatView, [CommonGameScene2.s_cmds.updatePrivateRoom] = CommonGameScene2.onRefreshPrivateRoom, [CommonGameScene2.s_cmds.gameLevelUpdate] = CommonGameScene2.onGameLevelUpdate, }; CommonGameScene2.stateConfig = { }; --游戏层可用的控件配置表 --此类只在集成了 CommonGameScene2 的类才会有 --事件需要自己集成 CommonGameScene2.s_gameControlConfig = { };
description 'FoRa_noobpack' version '1.0.2' server_scripts { "@mysql-async/lib/MySQL.lua", '@es_extended/locale.lua', 'server/server.lua' } client_scripts { 'client/client.lua' }
--[[ # Pandoc filters --]] -- #T# Table of contents -- #C# Basic usage -- #C# Terminology and synonyms -- #C# Pandoc AST -- #C# Elements -- #C# - Parts of an element -- #C# - Types of elements -- #C# - Other functions and methods -- #T# Beginning of content -- #C# Basic usage -- # |------------------------------------------------------------- -- #T# the pandoc module for Lua comes embedded in Pandoc, so it's not necessary to import the pandoc module -- #T# the pandoc module can be treated as an associative array table, it's functions, variables, constants, etcetera, can be accessed as keys of said table -- #T# filters work by filtering the elements of the input document, and when a filter is able to modify an element, the element is modified in whichever way determined by the filter -- #T# the following filter is used to filter elements of bold (strong) font, and then to apply a small capitalization font to the contents of these elements function Strong(element1) return pandoc.SmallCaps(element1.content) end -- #T# the element1 is the element being filtered, which is a table that stores the contents of the element in element1.content, the Strong function filters elements of type Strong, and the SmallCaps function applies the small capitalization to its argument -- #T# the following filter returns the element as a plain string, without the bold font function Strong(element1) return pandoc.Str(element1.content[1].text) end -- #T# the return value of a filter function can be -- #T# nil, which doesn't change the filtered element -- #T# a single new element that replaces the filtered element, if the filtered element is inline or block, the new element must be inline or block respectively -- #T# an array table of elements that replaces the filtered element, if the filtered element is inline of block, each element in the array table must be inline or block respectively function Strong(element1) return nil end function Strong(element1) return pandoc.SmallCaps(element1.content) end function Strong(element1) return {pandoc.SmallCaps(element1.content), pandoc.Str(element1.content[1].text)} end -- # |------------------------------------------------------------- -- #C# Terminology and synonyms -- # |------------------------------------------------------------- -- #T# Lua's array tables are refered here as lists -- #T# a function that is named the same as a Pandoc's AST element, is called a filter -- # |------------------------------------------------------------- -- #C# Pandoc AST -- # |------------------------------------------------------------- -- #T# AST stands for Abstract Syntax Tree -- #T# filters modify the Pandoc AST, so the Pandoc AST must be studied to know how to create a filter that achieves a desired result -- #T# to see the Pandoc AST of a document, execute `pandoc file1.md -t native` -- #T# the native format is for Pandoc AST native representation -- #T# the content of an element in the AST is enclosed in square brackets after the type of the element -- #T# having as input a Markdown file named file1.md with `word1 word2 word3`, executing `pandoc file1.md -t native` the AST output is `[Para [Str "word1",Space,Str "word2",Space,Str "word3"]]` -- #T# the whole document is enclosed in square brackets. The contents of the Para element are enclosed in square brackets: `[Str "word1",Space,Str "word2",Space,Str "word3"]`, each word becomes an element of type Str, and each space is an element of type Space -- #T# there are elements that have more information apart from its content, elements that have metadata have it stored apart from the content. Elements with a link target have the link information stored apart from the content -- #T# a Markdown file named file1.md with `[in span1]{#id1 .c1 .c2 k1='v1' k2='v2'}`, executing `pandoc file1.md -t native` the AST output is `[Para [Span ("id1",["c1","c2"],[("k1","v1"),("k2","v2")]) [Str "in",Space,Str "span1"]]]`, the metadata of the Span element is enclosed in parentheses before the content -- # |------------------------------------------------------------- -- #C# Elements -- # |------------------------------------------------------------- -- #T# when an element is filtered, the resulting new element is not filtered by subsequent filters function Emph(element1) return pandoc.Strong(element1.content) end function Strong(element1) return pandoc.SmallCaps(element1.content) end -- #| with these filters, an Emph element is turned into a Strong element, but that resulting Strong element is not converted into a SmallCaps element, it remains as a Strong element -- #C# - Parts of an element -- # |----- -- #T# an element is a table, so its contents can be inspected as a regular table function Strong(element1) print(element1) -- # table: 0x7fd82c0fdd30 for k1, v1 in pairs(element1) do print(k1, "|-|", v1) -- # content |-| table: 0x7fac16ba5cb0 end for k1, v1 in pairs(element1.content) do print(k1, "|-|", v1) -- # 1 |-| table: 0x7f8752cd4500 end for k1, v1 in pairs(element1.content[1]) do print(k1, "|-|", v1) -- # text |-| line1 end print(element1.content[1].text) -- # line1 end -- #T# an element is an associative array table, it's keys depend on the type of the element, for example a Strong element has the content key -- #T# in a Strong element, the value of the content key is an array table, the value in content[1] is a table with the text key whose value is the text of the element -- #T# the parts of an Strong element can be summarized as element1.content[1].text -- # |----- -- #C# - Types of elements -- # |----- -- #T# the type of an element is one of the pandoc types, the pandoc types make the set of possible elements with which filters can work -- #T# the Inlines filter takes an Inlines type as argument, this argument is the list of inlines inside a given filtered block of the input document function Inlines(inlines1) print(inlines1[1].text) return inlines1 end -- #| this filter prints the text in the first inline element of each block -- #T# the Blocks filter takes a Blocks type as argument, this argument is the list of blocks of the input document function Blocks(blocks1) print(blocks1[6].content[1].text) return blocks1 end -- #| this filter prints the text of the first content of the block number 6 -- #T# Lists are a type of element, Inlines are a type of List, so the List methods can be used with Inlines -- #T# the insert method of Lists is used to insert an element at a given index in a list -- # SYNTAX List1:insert(int1, value1) -- #T# value1 is inserted at position int1 from List1 -- #T# the remove method of Lists is used to remove the element at a given index in a list -- # SYNTAX List1:remove(int1) -- #T# the element at position int1 from List1 is removed function Inlines(inlines1) if (inlines1[1].text == "A" and inlines1[2].tag == "Space") then inlines1:remove(1) inlines1:insert(1, pandoc.Str("B")) end return inlines1 end -- #T# This filter replaces any string "A " that starts a block, for "B " -- #T# the Str type is the basic inline type, it represents a string, for example 'word1' in Markdown -- #T# the Space type represents a whitespace, for example ' ' in Markdown -- #T# the Str filter takes a Str type as argument, this argument is the Str element being filtered function Str(content1) return pandoc.Str(content1.text.."Suffix text") end -- #T# the LineBreak type represents a newline function LineBreak() return {pandoc.LineBreak(), pandoc.LineBreak()} end -- #| this filter replaces every LineBreak element with two LineBreak elements -- #T# the Para type is the basic block type, it represents a paragraph -- #T# the Para filter takes a Para type as argument, this argument is the Para element being filtered function Para(element1) print(element1.tag) print(element1.content[1].content[1].text) return pandoc.Para(element1.content) end -- #T# this filter prints the tag attribute of the Para element, which is the string 'Para', and using a Markdown file with `*word1*` this filter prints 'word1' -- #T# the tag attribute is common to many types, is contains a string with the name of the type itself -- #T# the Pandoc type is the basic document type, it represents a document -- #T# a Markdown file containing `word1 *word2 word3*` produces the native AST `[Para [Str "word1",Space,Emph [Str "word2",Space,Str "word3"]]]`, the following filter is applied to it -- #T# the Pandoc filter takes a Pandoc type as argument, this argument is the Pandoc element being filtered function Pandoc(document1) print(document1.blocks[1].content[3].content[3].text) -- # word3 print(document1.meta) -- #| no output return nil end -- #T# the reason for which there is no output for `print(document1.meta)`, is that `document.meta` is a table with no elements, because there is no metadata for this example -- #T# the Span type represents a <span> tag, so it can have metadata -- #| the Mardown file for the following filter contains `[in span1]{#id1 .c1 .c2 k1='v1' k2='v2'}` -- #T# the Span filter takes a Span type as argument, this argument is the Span element being filtered function Span(element1) print(element1.identifier) -- # id1 print(element1.classes[1]) -- # c1 print(element1.classes[2]) -- # c2 print(element1.attributes.k1) -- # v1 print(element1.attributes.k2) -- # v2 return element1 end -- #T# the identifier attribute is a string with the identifier in the metadata of the Span element -- #T# the classes attribute is a list with the classes in the metadata of the Span element -- #T# the attributes attribute is a table with the attribute value pairs in the metadata of the Span element -- # |----- -- #C# - Other functions and methods -- # |----- -- #T# the walk_block function is used to apply a given filter to a particular block -- # SYNTAX pandoc.walk_block(block_element1, filter1) -- #| for the following example, the Markdown file contains `word1 word2 word3` function Para(element1) return pandoc.walk_block(element1, { Str = function(element1) return pandoc.Str("replacement") end }) end -- #| this filter takes Para elements and replaces their Str elements for the string "replacement". In this example, from walk_block(block_element1, filter1), filter1 is defined as an anonymous function, because otherwise the Str filter would apply to all Str elements in the document. -- #T# the pandoc.walk_inline function is used to apply a given filter to a particular inline -- # SYNTAX pandoc.walk_inline(inline_element1, filter1) -- #| for the following example, the Markdown file contains `word1 *word2 word3*` function Emph(element1) return pandoc.walk_inline(element1, { Str = function(element1) return pandoc.Strong(element1) end }) end -- #| this filter takes Emph elements and places their Str elements into Strong elements. In this example, from walk_inline(inline_element, filter1), filter1 is defined as an anonymous function, because otherwise the Str filter would apply to all Str elements in the document. -- #T# the pandoc.read function is used to read a string as a document from a given language -- # SYNTAX pandoc.read(document_string1, language_string1) -- #T# the pandoc.read function returns a Pandoc document created from reading document_string1 written in language_string1 -- #| the following filter can be used on any Markdown file function Pandoc(document1) return pandoc.read("**only this**", "markdown") end -- #| this filter converts any Markdown file into `**only this**` -- #T# the pandoc.pipe function is used to pipe into an external command and pipe back into the filter -- # SYNTAX pandoc.pipe(command_string1, {arg_string1, arg_string2, arg_stringN}, input_string1) -- #T# command_string1 is executed in the operating system, using the list of arguments as arguments for the command, and receiving input_string1 as if it was input from stdin -- #| the Markdown file for this example contains `text1 text2` function Str(content1) return pandoc.Str(pandoc.pipe("sed", {"-e", "s/text/Text/"}, content1.text)) end -- #| the Markdown output is `Text1 Text2` -- #T# the clone method can be used on Pandoc objects to create copies of them -- # syntax pandoc_element1:clone() -- #T# pandoc_element1 is any Pandoc object that is non read-only -- #| the Markdown file for this example contains `text **TEXT** text` function Strong(element1) emph1 = pandoc.Emph(element1.content) emph2 = emph1:clone() return {emph1, emph2} end -- #| the Markdown output is `text *TEXTTEXT* text`, the emph1 object is cloned in emph2, and then both objects are returned in a list -- # |----- -- # |-------------------------------------------------------------
require "../lua/init" require "../lua/third_party_project" third_party_project( "xGL", "StaticLib" ) files { "%{prj.name}/src/xgl.cpp", "%{prj.name}/src/xgl.h" } defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { "%{prj.name}/src/**.h" } filter "system:windows" systemversion "latest" filter "system:linux" systemversion "latest" filter "system:macosx" systemversion "11" filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on"
require'indent_blankline'.setup { char_list = {'|', '¦', '┆', '┊'}, -- context_patterns = {'class', 'function', 'method', 'if', 'foreach'}, -- show_current_context = true, -- show_current_context_start = true, show_trailing_blankline_indent = false, use_treesitter = true, }
dofile_once("data/scripts/lib/utilities.lua") dofile_once("data/scripts/perks/perk.lua") function death( damage_type_bit_field, damage_message, entity_thats_responsible, drop_items ) -- kill self local entity_id = GetUpdatedEntityID() local pos_x, pos_y = EntityGetTransform( entity_id ) local perk_id = perk_spawn( pos_x, pos_y, "EXTRA_HP" ) -- do some kind of an effect? throw some particles into the air? EntityLoad( "data/entities/items/pickup/heart.xml", pos_x - 16, pos_y ) EntityLoad( "data/entities/items/wand_unshuffle_06.xml", pos_x + 16, pos_y ) if( perk_id ~= nil ) then EntityAddComponent( perk_id, "VariableStorageComponent", { name = "perk_dont_remove_others", value_bool = "1", } ) end AddFlagPersistent( "miniboss_dragon" ) --EntityKill( entity_id ) end
local i = 0 return function(func) local t = {} local n = func() while n ~= 10 do table.insert(t,n) n = func() end return t end,{function() i = i+1 return i end},{{1,2,3,4,5,6,7,8,9}}
--虚拟大陆 每个玩家拥有一个 local skynet = require "skynet" local util = require "util" local json = require "cjson" require "skynet.manager" --大陆上的据点 (简化版城市) local STRONGHOLD = {} --大陆上的怪物 local MONSTER = {} --数据持久化服务 local db_game local db_guild local arg = table.pack(...) assert(arg.n == 1) local player_id = tonumber(arg[1]) local player = {} local tavern = {} local monster = {} local PROP = {} local EQUIP = {} local SHOP_ITEM = {} local UNIT = {} --指令集 local CMD = {} --初始化虚拟大陆 function CMD.Init(player_data) skynet.error("初始化玩家", player_id, "的虚拟大陆") player = player_data player.seat_0 = json.decode(player.seat_0) player.seat_1 = json.decode(player.seat_1) player.seat_2 = json.decode(player.seat_2) player.seat_3 = json.decode(player.seat_3) player.seat_4 = json.decode(player.seat_4) STRONGHOLD = skynet.call(db_game, "lua", "LoadStrongholdList", player_id) tavern = skynet.call(db_game, "lua", "LoadTavernList", player_id) for k, v in pairs(tavern) do tavern[k].seat_0 = json.decode(v.seat_0) tavern[k].seat_1 = json.decode(v.seat_1) tavern[k].seat_2 = json.decode(v.seat_2) tavern[k].seat_3 = json.decode(v.seat_3) tavern[k].seat_4 = json.decode(v.seat_4) end monster = skynet.call(db_game, "lua", "LoadMonsterList", player_id) EQUIP = skynet.call(db_game, "lua", "LoadEquipList", player_id) PROP = skynet.call(db_game, "lua", "LoadPropList", player_id) UNIT = skynet.call(db_game, "lua", "LoadUnitList", player_id) VCITY = skynet.call(db_game, "lua", "LoadCityList", player_id) return true end function CMD.GetStronghold() skynet.error("返回要塞数据") return STRONGHOLD end function CMD.GetPlayer() skynet.error("返回玩家数据") return player end function CMD.GetTavern() skynet.error("返回酒馆数据") return tavern end function CMD.GetProp() skynet.error("返回道具数据") return PROP end function CMD.GetEquip() skynet.error("返回装备数据") return EQUIP end function CMD.GetUnit() skynet.error("返回部队数据") return UNIT end skynet.init(function() skynet.error("为玩家", player_id, "创建虚拟大陆") db_guild = skynet.queryservice("db_guild") db_game = skynet.queryservice("db_game") end) skynet.start(function() skynet.dispatch("lua", function(session, address, cmd, ...) skynet.error("虚拟大陆服务 " .. player_id .. "收到" .. cmd .. "指令") if CMD[cmd] ~= nil then skynet.ret(skynet.pack(CMD[cmd](...))) else skynet.error("虚拟大陆服务没有定义 " .. cmd .. " 操作") end end) -- skynet.register("vland" .. player_id) end)
print("Running editor.lua!") setdefaultfont("Menlo", 15) function hook(s) removeattribute("NSColor", makerange(1, #s)) local i, j = 0, 0 while true do i, j = s:find('hi!', i + 1) if i == nil then break end addattribute("NSColor", makecolor("orangeColor"), makerange(i, j - i + 1)) end end
-- Copyright (C) Miracle -- Copyright (C) OpenWAF local _M = { _VERSION = "0.0.2" } local twaf_func = require "lib.twaf.inc.twaf_func" local twaf_conf = require "lib.twaf.twaf_conf" _M.api = {} _M.help = {} _M.api.rules = {} -- get rules, e.g: GET /api/rules/{rule_id} _M.api.rules.get = function(_twaf, log, u) local conf = _twaf.config if not u[2] then log.result = conf.rules return end if not conf.rules_id[u[2]] then log.success = 0 log.reason = "no rule id: "..u[2] return end for phase, rules in pairs(conf.rules) do for _, r in pairs(rules) do if r.id == u[2] then log.result = r return end end end if not log.result then log.success = 0 log.reason = "no rule id: "..u[2] return end end -- post rules, e.g: POST /api/rules -- post rules, e.g: POST /api/rules/checking _M.api.rules.post = function(_twaf, log, u) -- check request body local data = twaf_func.api_check_json_body(log) if not data then return end if type(data.config) ~= "table" then log.success = 0 log.reason = "rules: table expected, got "..type(data.config) return end if #data.config == 0 then data.config = {data.config} end -- check rules local back = {} local conf = _twaf.config for _, r in ipairs(data.config) do local res, err = twaf_func:check_rules(conf, r) if res == true then table.insert(back, r.id) conf.rules_id[r.id] = 1 else if log.reason then table.insert(log.reason, err) else log.success = 0 log.reason = {} table.insert(log.reason, err) end end end if log.success == 0 then for _, v in ipairs(back) do conf.rules_id[v] = nil end return end log.result = data.config if u[2] and u[2]:lower() == "checking" then for _, v in ipairs(back) do conf.rules_id[v] = nil end return end -- add to conf.rules if not conf.rules then conf.rules = {} end twaf_conf:rule_group_phase(conf.rules, data.config) end -- update rules, e.g: PUT /api/rules _M.api.rules.put = function(_twaf, log, u) -- check request body local data = twaf_func.api_check_json_body(log) if not data then return end if type(data.config) ~= "table" then log.success = 0 log.reason = "rules: table expected, got "..type(data.config) return end if #data.config == 0 then data.config = {data.config} end local conf = _twaf.config if type(conf.rules) ~= "table" then log.success = 0 log.reason = "No system rules" return end for _, r in ipairs(data.config) do if type(r.id) ~= "string" then log.success = 0 log.reason = "No key 'id' in rules" return end if not conf.rules_id[r.id] then log.success = 0 log.reason = "System rules no rule id '"..r.id.."'" return end end -- check rules local back = {} for _, r in ipairs(data.config) do local res, err = twaf_func:check_rules(conf, r) if type(err) == "table" then for k, v in pairs(err) do if ngx.re.find(v, "^ID.*duplicate$") then table.remove(err, k) end end if #err == 0 then res = true end end if res == true then table.insert(back, r.id) conf.rules_id[r.id] = 1 else if log.reason then table.insert(log.reason, err) else log.success = 0 log.reason = {} table.insert(log.reason, err) end end end if log.success == 0 then for _, v in ipairs(back) do conf.rules_id[v] = nil end return end log.result = data.config -- add to conf.rules for _, r in ipairs(data.config) do local phase = r.phase if type(phase) ~= "table" then phase = {phase} end for _, p in pairs(phase) do repeat if not conf.rules[p] then conf.rules[p] = {} table.insert(conf.rules[p], r) break end for i, rule in ipairs(conf.rules[p]) do if r.id == rule.id then conf.rules[p][i] = r break end end table.insert(conf.rules[p], r) until true end end if not log.result then log.success = 0 log.reason = "No rule id '"..u[3].."' in policy uuid '"..u[2].."'" end return end -- delete rules, e.g: DELETE /api/rules/{rule_id} _M.api.rules.delete = function(_twaf, log, u) end _M.help.rules = { "GET /api/rules", "GET /api/rules/{rule_id}", "POST /api/rules", "POST /api/rules/checking", "PUT /api/rules" } return _M
-- Copyright (C) 2017 josephzeng <josephzeng36@gmail.com> -- -- Distributed under terms of the MIT license. -- local M = {} M.environment = 0 M.mysql_ini = { host = "127.0.0.1", port = 3306, database = "zsq_game", user = "root", password = "123456", max_packet_size = 1024 * 1024 --on_connect = on_connect } M.redis_ini = { host = "127.0.0.1", port = 6379, db = 0 } M.msg = { [101] = "登录失败", [102] = "登录成功", [901] = "数据包长度不够", [902] = "数据包解包失败", [903] = "服务CMD不存在", [903] = "验证不通过", [905] = "服务返回错误", } return M
-- -- Copyright (c) 2010 Ted Unangst <ted.unangst@gmail.com> -- -- Permission to use, copy, modify, and distribute this software for any -- purpose with or without fee is hereby granted, provided that the above -- copyright notice and this permission notice appear in all copies. -- -- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES -- WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF -- MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR -- ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES -- WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN -- ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF -- OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. -- -- -- Lua version ported/copied from the C version, copyright as follows. -- -- Copyright (c) 2000 by Jef Poskanzer <jef@mail.acme.com>. -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions -- are met: -- 1. Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- 2. Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- -- THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND -- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -- ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE -- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL -- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS -- OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) -- HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT -- LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY -- OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF -- SUCH DAMAGE. -- -- -- Usage is pretty obvious. bigint(n) constructs a bigint. n can be -- a number or a string. The regular operators are all overridden via -- metatable, and also generally work with regular numbers too. -- Note that comparisons between bigints and numbers *don't* work. -- bigint() uses a small cache, so bigint(constant) should be fast. -- -- Only the basic operations are here. No gcd, factorial, prime test, ... -- -- Technical notes: -- Primary difference from the C version is the obvious 1 indexing, this -- shows up in a variety of ways and places, along with slightly different -- handling of pre-allocated comps arrays. -- I made a brief effort to sync some of the comments, but you're better -- off just reading the C code. -- C version homepage: http://www.acme.com/software/bigint/ -- if isbigintreq then return bigint end isbigintreq = true -- two functions to help make Lua act more like C local function fl(x) if x < 0 then return math.ceil(x) + 0 -- make -0 go away else return math.floor(x) end end local function cmod(a, b) local x = a % b if a < 0 and x > 0 then x = x - b end return x end local radix = 2^24 -- maybe up to 2^26 is safe? local radix_sqrt = fl(math.sqrt(radix)) local bigintmt -- forward decl local function conv(bi) local ret = 0 for k=#bi.comps, 1, -1 do ret = ret * radix + bi.comps[k] end return ret end local function alloc() local bi = {} setmetatable(bi, bigintmt) bi.comps = {} bi.sign = 1; bi.conv = conv return bi end local function clone(a) local bi = alloc() bi.sign = a.sign local c = bi.comps local ac = a.comps for i = 1, #ac do c[i] = ac[i] end return bi end local function normalize(bi, notrunc) local c = bi.comps local v -- borrow for negative components for i = 1, #c - 1 do v = c[i] if v < 0 then c[i+1] = c[i+1] + fl(v / radix) - 1 v = cmod(v, radix) if v ~= 0 then c[i] = v + radix else c[i] = v c[i+1] = c[i+1] + 1 end end end -- is top component negative? if c[#c] < 0 then -- switch the sign and fix components bi.sign = -bi.sign for i = 1, #c - 1 do v = c[i] c[i] = radix - v c[i+1] = c[i+1] + 1 end c[#c] = -c[#c] end -- carry for components larger than radix for i = 1, #c do v = c[i] if v > radix then c[i+1] = (c[i+1] or 0) + fl(v / radix) c[i] = cmod(v, radix) end end -- trim off leading zeros if not notrunc then for i = #c, 2, -1 do if c[i] == 0 then c[i] = nil else break end end end -- check for -0 if #c == 1 and c[1] == 0 and bi.sign == -1 then bi.sign = 1 end end local function negate(a) local bi = clone(a) bi.sign = -bi.sign return bi end local function compare(a, b) local ac, bc = a.comps, b.comps local as, bs = a.sign, b.sign if ac == bc then return 0 elseif as > bs then return 1 elseif as < bs then return -1 elseif #ac > #bc then return as elseif #ac < #bc then return -as end for i = #ac, 1, -1 do if ac[i] > bc[i] then return as elseif ac[i] < bc[i] then return -as end end return 0 end local function lt(a, b) return compare(a, b) < 0 end local function eq(a, b) return compare(a, b) == 0 end local function le(a, b) return compare(a, b) <= 0 end local function addint(a, n) local bi = clone(a) if bi.sign == 1 then bi.comps[1] = bi.comps[1] + n else bi.comps[1] = bi.comps[1] - n end normalize(bi) return bi end local function add(a, b) if type(a) == "number" then return addint(b, a) elseif type(b) == "number" then return addint(a, b) end local bi = clone(a) local sign = bi.sign == b.sign local c = bi.comps for i = #c + 1, #b.comps do c[i] = 0 end local bc = b.comps for i = 1, #bc do local v = bc[i] if sign then c[i] = c[i] + v else c[i] = c[i] - v end end normalize(bi) return bi end local function sub(a, b) if type(b) == "number" then return addint(a, -b) elseif type(a) == "number" then a = bigint(a) end return add(a, negate(b)) end local function mulint(a, b) local bi = clone(a) if b < 0 then b = -b bi.sign = -bi.sign end local bc = bi.comps for i = 1, #bc do bc[i] = bc[i] * b end normalize(bi) return bi end local function multiply(a, b) local bi = alloc() local c = bi.comps local ac, bc = a.comps, b.comps for i = 1, #ac + #bc do c[i] = 0 end for i = 1, #ac do for j = 1, #bc do c[i+j-1] = c[i+j-1] + ac[i] * bc[j] end -- keep the zeroes normalize(bi, true) end normalize(bi) if bi ~= bigint(0) then bi.sign = a.sign * b.sign end return bi end local function kmul(a, b) local ac, bc = a.comps, b.comps local an, bn = #a.comps, #b.comps local bi, bj, bk, bl = alloc(), alloc(), alloc(), alloc() local ic, jc, kc, lc = bi.comps, bj.comps, bk.comps, bl.comps local n = fl((math.max(an, bn) + 1) / 2) for i = 1, n do ic[i] = (i + n <= an) and ac[i+n] or 0 jc[i] = (i <= an) and ac[i] or 0 kc[i] = (i + n <= bn) and bc[i+n] or 0 lc[i] = (i <= bn) and bc[i] or 0 end normalize(bi) normalize(bj) normalize(bk) normalize(bl) local ik = bi * bk local jl = bj * bl local mid = (bi + bj) * (bk + bl) - ik - jl local mc = mid.comps local ikc = ik.comps local jlc = jl.comps for i = 1, #ikc + n*2 do -- fill it up jlc[i] = jlc[i] or 0 end for i = 1, #mc do jlc[i+n] = jlc[i+n] + mc[i] end for i = 1, #ikc do jlc[i+n*2] = jlc[i+n*2] + ikc[i] end jl.sign = a.sign * b.sign normalize(jl) return jl end local kthresh = 12 local function mul(a, b) if type(a) == "number" then return mulint(b, a) elseif type(b) == "number" then return mulint(a, b) end if #a.comps < kthresh or #b.comps < kthresh then return multiply(a, b) end return kmul(a, b) end local function divint(numer, denom) local bi = clone(numer) if denom < 0 then denom = -denom bi.sign = -bi.sign end local r = 0 local c = bi.comps for i = #c, 1, -1 do r = r * radix + c[i] c[i] = fl(r / denom) r = cmod(r, denom) end normalize(bi) return bi end local function multi_divide(numer, denom) local n = #denom.comps local approx = divint(numer, denom.comps[n]) for i = n, #approx.comps do approx.comps[i - n + 1] = approx.comps[i] end for i = #approx.comps, #approx.comps - n + 2, -1 do approx.comps[i] = nil end local rem = approx * denom - numer if rem < denom then quotient = approx else quotient = approx - multi_divide(rem, denom) end return quotient end local function multi_divide_wrap(numer, denom) -- we use a successive approximation method, but it doesn't work -- if the high order component is too small. adjust if needed. if denom.comps[#denom.comps] < radix_sqrt then numer = mulint(numer, radix_sqrt) denom = mulint(denom, radix_sqrt) end return multi_divide(numer, denom) end local function div(numer, denom) if type(denom) == "number" then if denom == 0 then error("divide by 0", 2) end return divint(numer, denom) elseif type(numer) == "number" then numer = bigint(numer) end -- check signs and trivial cases local sign = 1 local cmp = compare(denom, bigint(0)) if cmp == 0 then error("divide by 0", 2) elseif cmp == -1 then sign = -sign denom = negate(denom) end cmp = compare(numer, bigint(0)) if cmp == 0 then return bigint(0) elseif cmp == -1 then sign = -sign numer = negate(numer) end cmp = compare(numer, denom) if cmp == -1 then return bigint(0) elseif cmp == 0 then return bigint(sign) end local bi -- if small enough, do it the easy way if #denom.comps == 1 then bi = divint(numer, denom.comps[1]) else bi = multi_divide_wrap(numer, denom) end if sign == -1 then bi = negate(bi) end return bi end local function intrem(bi, m) if m < 0 then m = -m end local rad_r = 1 local r = 0 local bc = bi.comps for i = 1, #bc do local v = bc[i] r = cmod(r + v * rad_r, m) rad_r = cmod(rad_r * radix, m) end if bi.sign < 1 then r = -r end return r end local function intmod(bi, m) local r = intrem(bi, m) if r < 0 then r = r + m end return r end local function rem(bi, m) if type(m) == "number" then return bigint(intrem(bi, m)) elseif type(bi) == "number" then bi = bigint(bi) end return bi - ((bi / m) * m) end local function mod(a, m) local bi = rem(a, m) if bi.sign == -1 then bi = bi + m end return bi end local printscale = 10000000 local printscalefmt = string.format("%%.%dd", math.log10(printscale)) local function makestr(bi, s) if bi >= bigint(printscale) then makestr(divint(bi, printscale), s) end table.insert(s, string.format(printscalefmt, intmod(bi, printscale))) end local function biginttostring(bi) local s = {} if bi < bigint(0) then bi = negate(bi) table.insert(s, "-") end makestr(bi, s) s = table.concat(s):gsub("^0*", "") if s == "" then s = "0" end return s end bigintmt = { __add = add, __sub = sub, __mul = mul, __div = div, __mod = mod, __unm = negate, __eq = eq, __lt = lt, __le = le, __tostring = biginttostring } local cache = {} local ncache = 0 local function bigint(n) if cache[n] then return cache[n] end if type(n) == 'table' then return clone(n) end local bi if type(n) == "string" then local digits = { n:byte(1, -1) } for i = 1, #digits do digits[i] = string.char(digits[i]) end local start = 1 local sign = 1 if digits[i] == '-' then sign = -1 start = 2 end bi = bigint(0) for i = start, #digits do bi = addint(mulint(bi, 10), tonumber(digits[i])) end bi = mulint(bi, sign) else bi = alloc() bi.comps[1] = n normalize(bi) end if ncache > 100 then cache = {} ncache = 0 end cache[n] = bi ncache = ncache + 1 return bi end _G.bigint = bigint return bigint
local UID = KEYS[1] local record = redis.call('zscore', 'rec', UID) return record
--[[ Falling from the Sky -- SeaStuff Class -- Author: Yoru Sung https://github.com/spero61/falling-from-the-sky SeaStuff vibrates at the top of the game window for a couple of seconds upon creation of its object. Then falls faster than other 'stuff's. ]] SeaStuff = Class{__includes = Stuff} function SeaStuff:init() local index = love.math.random(1, 20) local imagePrefix = "sea" if index < 10 then imagePrefix = imagePrefix .. "0" end local filename = imagePrefix .. tostring(index) .. ".png" ---@diagnostic disable-next-line: missing-parameter self.image = love.graphics.newImage("image/seaStuff/" .. filename) self.scale = seaStuffScale self.width = self.image:getWidth() * self.scale self.height = self.image:getHeight() * self.scale self.x = love.math.random(0, gameWidth - self.width) self.speed = seaStuffSpeed self.score = seaScore self.dead = false -- for seaStuff specific behavior self.vibrateTimer = vibrateTimer end function SeaStuff:update(dt) if self.vibrateTimer > 0 then self.y = love.math.random(15, 20) end self.vibrateTimer = self.vibrateTimer - dt if self.vibrateTimer <= 0 then -- twice faster than a normal one self.y = self.y + self.speed * dt end if self.y - self.height > gameHeight and self.dead == false then scoreSea:play() self.dead = true end end function SeaStuff:render() love.graphics.draw(self.image, self.x, self.y, 0, self.scale, self.scale) end
Route = {} Route.active = {} Route.SetGps = function(route) ClearGpsMultiRoute() StartGpsMultiRoute(8, true, false) for _, s in pairs(route.stops) do AddPointToGpsMultiRoute(s.x+.0, s.y+.0, s.z+.0) end SetGpsMultiRouteRender(true) end -- Show the blips for all the stops we plan to make Route.ShowBlips = function(route) for _, s in pairs(route.stops) do BusStop.ShowBlip(s) end end -- Hides all the blips in the route Route.HideBlips = function(route) for _, s in pairs(route.stops) do BusStop.HideBlip(s) end end Route.RegisterEvents = function(ESX) --TODO: Implement this functionality --[[ RegisterNetEvent(E.RouteActive) AddEventHandler(E.RouteActive, Route.ActivateRoute) RegisterNetEvent(E.RouteDeactive) AddEventHandler(E.RouteDeactive, Route.DeactivateRoute) ]] end
ESX = nil kontrol = 2000 kontrol2 = 2000 kazma = false local zone = nil local sayac = 60 local anliktoken = 0 local alabilir = false local var = false local vehicle = nil sesler = { "rockhit1", "rockhit2", "rockhit3", "rockhit4"} Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end end) -- Create Blips Citizen.CreateThread(function() for k,v in pairs(Config.Blips) do v.blip = AddBlipForCoord(v.Location, v.Location, v.Location) SetBlipSprite(v.blip, v.id) SetBlipAsShortRange(v.blip, true) BeginTextCommandSetBlipName("STRING") SetBlipColour(v.blip, 0) AddTextComponentString(v.name) EndTextCommandSetBlipName(v.blip) end end) -- Display markers Citizen.CreateThread(function() while true do Citizen.Wait(kontrol) -- bozulursa 0 yap local coords = GetEntityCoords(PlayerPedId()) for k,v in pairs(Config.Zones) do if(v.Type ~= -1 and GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < Config.DrawDistance) then kontrol = 0 DrawMarker(v.Type, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0, 180.0, 0.0, v.Size.x, v.Size.y, v.Size.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, false, false, false) else kontrol = 1000 end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(kontrol2) -- bozulursa 0 yap local coords = GetEntityCoords(PlayerPedId()) for k,v in pairs(Config.Zones2) do if(v.Type ~= -1 and GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < 85.0) then kontrol2 = 0 DrawMarker(v.Type, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0, 180.0, 0.0, v.Size.x, v.Size.y, v.Size.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, false, false, false) else kontrol2 = 2000 end end end end) -- Enter / Exit marker events Citizen.CreateThread(function() while true do Citizen.Wait(kontrol) local coords = GetEntityCoords(PlayerPedId()) local isInMarker = false local currentZone = nil for k,v in pairs(Config.Zones) do if GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < 3.0 then kontrol = 0 isInMarker = true currentZone = k end end for k,v in pairs(Config.Zones2) do if GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < 1.5 then kontrol2 = 0 isInMarker = true currentZone = k end end if (isInMarker and not HasAlreadyEnteredMarker) or (isInMarker and LastZone ~= currentZone) then HasAlreadyEnteredMarker = true LastZone = currentZone TriggerEvent('thd_maden:hasEnteredMarker', currentZone) end if not isInMarker and HasAlreadyEnteredMarker then HasAlreadyEnteredMarker = false TriggerEvent('thd_maden:hasExitedMarker', LastZone) end end end) function OpenMenu() local elements = { {label = "Araç al", value = 'aracal'}, {label = "Token Sat", value = 'tokensat'}, {label = "Araç koy", value = 'arackoy'} } ESX.UI.Menu.CloseAll() ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'Madencilik', { title = "Madencilik", align = 'top-left', elements = elements }, function(data, menu) if data.current.value == 'tokensat' then TokenVerMenu() elseif data.current.value == 'aracal' then AracOlustur() elseif data.current.value == 'arackoy' then AracSil() end end, function(data, menu) menu.close() end) end RegisterNetEvent('thd_maden:eleKazma') AddEventHandler('thd_maden:eleKazma', function() eleKazma() end) function eleKazma() if kazma == false then kazma = CreateObject(GetHashKey("prop_tool_pickaxe"), 0, 0, 0, true, true, true) AttachEntityToEntity(kazma, PlayerPedId(), GetPedBoneIndex(PlayerPedId(), 57005), 0.09, 0.03, -0.02, -78.0, 13.0, 28.0, false, false, false, false, 1, true) SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED')) TriggerEvent('thd_maden:vuramaz') TriggerEvent('thd_maden:vuramaz2') kazma = true else DetachEntity(kazma, 1, true) DeleteObject(kazma) SetCurrentPedWeapon(PlayerPedId(), GetHashKey('WEAPON_UNARMED')) TriggerEvent('thd_maden:vuramaz') TriggerEvent('thd_maden:vuramaz2') kazma = false end end function AracOlustur() if vehicle == nil then TriggerServerEvent('thd_maden:arac') else exports['mythic_notify']:SendAlert('error', 'Zaten bir aracın var.', 5000) end end RegisterNetEvent('thd_maden:AracOlustur') AddEventHandler('thd_maden:AracOlustur', function () if vehicle == nil then local modelHash = GetHashKey("Rebel") RequestModel(modelHash) local isLoaded = HasModelLoaded(modelHash) while isLoaded == false do Citizen.Wait(100) end vehicle = CreateVehicle(modelHash, Config.AracSpawnCords, 145.50, 1, 0) plate = GetVehicleNumberPlateText(vehicle) exports['mythic_notify']:SendAlert('success', 'Araç kiralandı.', 5000) else exports['mythic_notify']:SendAlert('error', 'Zaten bir aracın var.', 5000) end end) function AracSil() if vehicle ~= nil then if plate == GetVehicleNumberPlateText(GetVehiclePedIsIn(PlayerPedId(), true)) then DeleteEntity(vehicle) DeleteVehicle(vehicle) ESX.Game.DeleteVehicle(vehicle) vehicle = nil exports['mythic_notify']:SendAlert('success', 'Araç teslim edildi.', 5000) TriggerServerEvent('thd_maden:paraver') else exports['mythic_notify']:SendAlert('inform', 'Araca binip tekrardan deneyin.', 5000) end end end RegisterNetEvent('thd_maden:vuramaz') AddEventHandler('thd_maden:vuramaz', function() Citizen.CreateThread(function() while kazma do Citizen.Wait(0) DisablePlayerFiring(PlayerPedId(), true) if IsControlJustPressed(1, 346) then FreezeEntityPosition(PlayerPedId(), true) if currentBar ~= nil then ESX.Streaming.RequestAnimDict("melee@large_wpn@streamed_core", function() TaskPlayAnim(PlayerPedId(), "melee@large_wpn@streamed_core", "ground_attack_on_spot", 1.0, -1.0, 1000, 49, 1, false, false, false) EnableControlAction(0, 32, true) -- w EnableControlAction(0, 34, true) -- a EnableControlAction(0, 8, true) -- s EnableControlAction(0, 9, true) -- d EnableControlAction(0, 22, true) -- space EnableControlAction(0, 36, true) -- ctrl EnableControlAction(0, 21, true) -- SHIFT TriggerEvent('InteractSound_CL:PlayOnOne', sesler[ math.random( #sesler ) ], 0.3) Citizen.Wait(1500) DisablePlayerFiring(PlayerPedId(), true) FreezeEntityPosition(PlayerPedId(), false) DisablePlayerFiring(PlayerPedId(), true) BarEkle() end) else DisablePlayerFiring(PlayerPedId(), true) FreezeEntityPosition(PlayerPedId(), false) exports['mythic_notify']:SendAlert('error', 'Yakında taş yok.', 5000) end end end end) end) RegisterNetEvent('thd_maden:vuramaz2') AddEventHandler('thd_maden:vuramaz2', function() Citizen.CreateThread(function() while kazma do Citizen.Wait(0) DisablePlayerFiring(PlayerPedId(), true) end end) end) loadModel = function(model) while not HasModelLoaded(model) do Wait(0) RequestModel(model) end return model end function TokenVerMenu() ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'Token Satma', { title = "Satılacak Token Miktarı", }, function (data2, menu) local tokenMik = tonumber(data2.value) if tokenMik < 0 or tokenMik == nil then exports['mythic_notify']:SendAlert('error', 'Aynen şuan buga soktun.', 5000) else TriggerServerEvent('thd_maden:givePara', tokenMik, tokenMik * Config.BirTokenFiyat) menu.close() end end, function (data2, menu) menu.close() end) end function mesajGoster(msg, action) Citizen.CreateThread(function() while currentBar ~= nil do Citizen.Wait(0) SetTextComponentFormat('STRING') AddTextComponentString(msg) DisplayHelpTextFromStringLabel(0, 0, 1, -1) if IsControlJustPressed(1, 38) then if action == "tokenal" then if var == true then if alabilir == true then alabilir = false TriggerServerEvent('thd_maden:giveToken', anliktoken) anliktoken = 0 var = false else exports['mythic_notify']:SendAlert('inform', "Tokenleri almak için " .. sayac .. " saniye beklemen lazım", 5000) end else exports['mythic_notify']:SendAlert('error', 'Eritilen taş yok.', 5000) end elseif action == "kayaver" then ESX.Streaming.RequestAnimDict("amb@prop_human_bum_bin@idle_a", function() TaskPlayAnim(PlayerPedId(), "amb@prop_human_bum_bin@idle_a", "idle_a", 1.0, -1.0, 5000, 0, 1, true, true, true) EnableControlAction(0, 32, true) -- w EnableControlAction(0, 34, true) -- a EnableControlAction(0, 8, true) -- s EnableControlAction(0, 9, true) -- d EnableControlAction(0, 22, true) -- space EnableControlAction(0, 36, true) -- ctrl Citizen.Wait(5000) DisablePlayerFiring(PlayerPedId(), true) FreezeEntityPosition(PlayerPedId(), false) DisablePlayerFiring(PlayerPedId(), true) end) TriggerServerEvent('thd_maden:kayalariver') elseif action == "tokensat" then OpenMenu() end end end end) end RegisterNetEvent('thd_maden:verchance') AddEventHandler('thd_maden:verchance', function(bool) var = bool end) RegisterNetEvent('thd_maden:tokensayac') AddEventHandler('thd_maden:tokensayac', function(itemsayi) sayac = Config.KayaEritmeSuresi while sayac > 0 do sayac = sayac - 1 Citizen.Wait(1000) end exports['mythic_notify']:SendAlert('success', 'Tokenler alınmaya hazır.', 5000) anliktoken = itemsayi + anliktoken alabilir = true end) AddEventHandler('thd_maden:hasEnteredMarker', function(zone) currentBar = zone if (zone ~= "tokenal" and zone ~= "kayaver" and zone ~= "tokensat") then SetDisplay(zone, "block") kontrol = 0 else for k,v in pairs(Config.Zones2) do if zone == k then mesajGoster(v.Message, k) end end kontrol2 = 0 end end) AddEventHandler('thd_maden:hasExitedMarker', function(zone) closeAll() currentBar = nil end) RegisterNUICallback("kaya", function(data) if data.kaya then TriggerServerEvent('thd_maden:givekaya') end end) function SetDisplay(bar, bool) --SetNuiFocus(bool, bool) SendNUIMessage({ type = bar, status = bool, }) end function BarEkle(zonee) SendNUIMessage({ type = "ekle", bar = currentBar, }) end function closeAll() SendNUIMessage({ type = "bar1", status = "none", }) SendNUIMessage({ type = "bar2", status = "none", }) SendNUIMessage({ type = "bar3", status = "none", }) SendNUIMessage({ type = "bar4", status = "none", }) SendNUIMessage({ type = "bar5", status = "none", }) SendNUIMessage({ type = "bar6", status = "none", }) end
--[[ Copyright 2014-2015 The Luvit 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. --]] --[[lit-meta name = "luvit/timer" version = "2.0.2" dependencies = { "luvit/core@2.0.0", "luvit/utils@2.1.0", } license = "Apache 2" homepage = "https://github.com/luvit/luvit/blob/master/deps/timer.lua" description = "Javascript style setTimeout and setInterval for luvit" tags = {"luvit", "timer"} ]] local uv = require('uv') local Object = require('core').Object local bind = require('utils').bind local assertResume = require('utils').assertResume ------------------------------------------------------------------------------- local Timer = Object:extend() function Timer:initialize() self._handle= uv.new_timer() self._active = false end function Timer:_update() self._active = uv.is_active(self._handle) end -- Timer:start(timeout, interval, callback) function Timer:start(timeout, interval, callback) uv.timer_start(self._handle, timeout, interval, callback) self:_update() end -- Timer:stop() function Timer:stop() uv.timer_stop(self._handle) self:_update() end -- Timer:again() function Timer:again() uv.timer_again(self._handle) self:_update() end -- Timer:close() function Timer:close() uv.close(self._handle) self:_update() end -- Timer:setRepeat(interval) Timer.setRepeat = uv.timer_set_repeat -- Timer:getRepeat() Timer.getRepeat = uv.timer_get_repeat -- Timer.now Timer.now = uv.now ------------------------------------------------------------------------------ local function sleep(delay, thread) thread = thread or coroutine.running() local timer = uv.new_timer() uv.timer_start(timer, delay, 0, function () uv.timer_stop(timer) uv.close(timer) return assertResume(thread) end) return coroutine.yield() end local function setTimeout(delay, callback, ...) local timer = uv.new_timer() local args = {...} uv.timer_start(timer, delay, 0, function () uv.timer_stop(timer) uv.close(timer) callback(unpack(args)) end) return timer end local function setInterval(interval, callback, ...) local timer = uv.new_timer() uv.timer_start(timer, interval, interval, bind(callback, ...)) return timer end local function clearInterval(timer) if uv.is_closing(timer) then return end uv.timer_stop(timer) uv.close(timer) end local checker = uv.new_check() local idler = uv.new_idle() local immediateQueue = {} local function onCheck() local queue = immediateQueue immediateQueue = {} for i = 1, #queue do queue[i]() end -- If the queue is still empty, we processed them all -- Turn the check hooks back off. if #immediateQueue == 0 then uv.check_stop(checker) uv.idle_stop(idler) end end local function setImmediate(callback, ...) -- If the queue was empty, the check hooks were disabled. -- Turn them back on. if #immediateQueue == 0 then uv.check_start(checker, onCheck) uv.idle_start(idler, onCheck) end immediateQueue[#immediateQueue + 1] = bind(callback, ...) end ------------------------------------------------------------------------------ local lists = {} local function init(list) list._idleNext = list list._idlePrev = list end local function peek(list) if list._idlePrev == list then return nil end return list._idlePrev end local function remove(item) if item._idleNext then item._idleNext._idlePrev = item._idlePrev end if item._idlePrev then item._idlePrev._idleNext = item._idleNext end item._idleNext = nil item._idlePrev = nil end local function append(list, item) remove(item) item._idleNext = list._idleNext list._idleNext._idlePrev = item item._idlePrev = list list._idleNext = item end local function isEmpty(list) return list._idleNext == list end local expiration expiration = function(timer, msecs) return function() local now = Timer.now() while peek(timer) do local elem = peek(timer) local diff = now - elem._idleStart; if ((diff + 1) < msecs) == true then timer:start(msecs - diff, 0, expiration(timer, msecs)) return else remove(elem) if elem.emit then elem:emit('timeout') end end end -- Remove the timer if it wasn't already -- removed by unenroll local list = lists[msecs] if list and isEmpty(list) then list:stop() list:close() lists[msecs] = nil end end end local function _insert(item, msecs) item._idleStart = Timer.now() item._idleTimeout = msecs if msecs < 0 then return end local list if lists[msecs] then list = lists[msecs] else list = Timer:new() init(list) list:start(msecs, 0, expiration(list, msecs)) lists[msecs] = list end append(list, item) end local function unenroll(item) remove(item) local list = lists[item._idleTimeout] if list and isEmpty(list) then -- empty list list:stop() list:close() lists[item._idleTimeout] = nil end item._idleTimeout = -1 end -- does not start the timer, just initializes the item local function enroll(item, msecs) if item._idleNext then unenroll(item) end item._idleTimeout = msecs init(item) end -- call this whenever the item is active (not idle) local function active(item) local msecs = item._idleTimeout if msecs and msecs >= 0 then local list = lists[msecs] if not list or isEmpty(list) then _insert(item, msecs) else item._idleStart = Timer.now() append(lists[msecs], item) end end end return { sleep = sleep, setTimeout = setTimeout, setInterval = setInterval, clearInterval = clearInterval, clearTimeout = clearInterval, clearTimer = clearInterval, -- Luvit 1.x compatibility setImmediate = setImmediate, unenroll = unenroll, enroll = enroll, active = active, }
object_tangible_loot_creature_loot_collections_space_reactor_mark_03_incom = object_tangible_loot_creature_loot_collections_space_shared_reactor_mark_03_incom:new { } ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_space_reactor_mark_03_incom, "object/tangible/loot/creature/loot/collections/space/reactor_mark_03_incom.iff")
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] ----------------------------------------- -- Guild Finder List Panel Gamepad Behavior -- ----------------------------------------- ZO_GuildFinder_ListPanel_GamepadBehavior = ZO_Object.MultiSubclass(ZO_GuildFinder_Panel_GamepadBehavior, ZO_GamepadInteractiveSortFilterList) function ZO_GuildFinder_ListPanel_GamepadBehavior:New(...) return ZO_GuildFinder_Panel_GamepadBehavior.New(self, ...) end function ZO_GuildFinder_ListPanel_GamepadBehavior:Initialize(control) ZO_GamepadInteractiveSortFilterList.Initialize(self, control) ZO_GuildFinder_Panel_GamepadBehavior.Initialize(self, control) local scrollData = ZO_ScrollList_GetDataList(self.list) ZO_GamepadInteractiveSortFilterList:SetMasterList(scrollData) end function ZO_GuildFinder_ListPanel_GamepadBehavior:InitializeKeybinds() ZO_GuildFinder_Panel_GamepadBehavior.InitializeKeybinds(self) ZO_GamepadInteractiveSortFilterList.InitializeKeybinds(self) end function ZO_GuildFinder_ListPanel_GamepadBehavior:CanBeActivated() return ZO_ScrollList_HasVisibleData(self.list) end function ZO_GuildFinder_ListPanel_GamepadBehavior:Activate() ZO_GamepadInteractiveSortFilterList.Activate(self) ZO_GuildFinder_Panel_GamepadBehavior.Activate(self) end function ZO_GuildFinder_ListPanel_GamepadBehavior:Deactivate() ZO_GamepadInteractiveSortFilterList.Deactivate(self) ZO_GuildFinder_Panel_GamepadBehavior.Deactivate(self) self:EndSelection() end function ZO_GuildFinder_ListPanel_GamepadBehavior:CommitScrollList() ZO_GamepadInteractiveSortFilterList.CommitScrollList(self) self:OnCommitComplete() end function ZO_GuildFinder_ListPanel_GamepadBehavior:GetBackKeybindCallback() return function() PlaySound(SOUNDS.GAMEPAD_MENU_BACK) self:EndSelection() end end function ZO_GuildFinder_ListPanel_GamepadBehavior:OnCommitComplete() -- To be overridden end
local drawableSprite = require("structs.drawable_sprite") local cassetteCassette = {} local colors = { {73 / 255, 170 / 255, 240 / 255}, {240 / 255, 73 / 255, 190 / 255}, {252 / 255, 220 / 255, 58 / 255}, {56 / 255, 224 / 255, 78 / 255}, } local depth = -1000000 local colorNames = { ["Blue"] = 0, ["Rose"] = 1, ["Bright Sun"] = 2, ["Malachite"] = 3 } cassetteCassette.name = "brokemiahelper/cassetteCassette" cassetteCassette.nodeLineRenderType = "line" cassetteCassette.nodeLimits = {2, 2} cassetteCassette.fieldInformation = { index = { fieldType = "integer", options = colorNames, editable = false } } cassetteCassette.placements = {} for i, _ in ipairs(colors) do cassetteCassette.placements[i] = { name = string.format("cassette_cassette_%s", i - 1), data = { index = i - 1, tempo = 1.0, width = 16, height = 16 } } end function cassetteCassette.sprite(room, entity) local index = entity.index or 0 local color = colors[index + 1] or colors[1] local sprite = drawableSprite.fromTexture("collectables/cassette/idle00", entity) sprite:setColor(color) sprite.depth = depth return sprite end return cassetteCassette
#!/usr/bin/env lua local fin = assert(io.open(arg[1], "rb")) local data = {} local sum = -25 local chSum = 0 repeat local inStr = fin:read(4096) for c in (inStr or ''):gmatch"." do data[#data+1] = c:byte() end until not inStr fin:close() for i=1, #data do if i > 0x134 and i <= 0x14d then sum = sum - data[i] end if not (i == 0x14f or i == 0x150) then chSum = chSum + data[i] end end data[0x14e] = sum % 256 data[0x14f] = math.floor(chSum / 256) % 256 data[0x150] = chSum % 256 local outStr = '' for i=1, #data do outStr = outStr..string.char(data[i]) end local fout = assert(io.open(arg[1], "wb")) fout:write(outStr) fout:close()
local plugin_name = vim.split((...):gsub("%.", "/"), "/", true)[1] local helper = require("vusted.helper") helper.root = helper.find_plugin_root(plugin_name) function helper.before_each() require("piemenu.view.background").Background._click = function() end end function helper.after_each() helper.cleanup() helper.cleanup_loaded_modules(plugin_name) print(" ") end function helper.set_lines(lines) vim.api.nvim_buf_set_lines(0, 0, -1, false, vim.split(lines, "\n")) end local asserts = require("vusted.assert").asserts asserts.create("filetype"):register_eq(function() return vim.bo.filetype end) asserts.create("window_count"):register_eq(function() return vim.fn.tabpagewinnr(vim.fn.tabpagenr(), "$") end) asserts.create("exists_message"):register(function(self) return function(_, args) local expected = args[1] self:set_positive(("`%s` not found message"):format(expected)) self:set_negative(("`%s` found message"):format(expected)) local messages = vim.split(vim.api.nvim_exec("messages", true), "\n") for _, msg in ipairs(messages) do if msg:match(expected) then return true end end return false end end) asserts.create("exists_highlighted_window"):register(function(self) return function(_, args) local expected = args[1] self:set_positive(("window highlighted `%s` is not found"):format(expected)) self:set_negative(("window highlighted `%s` is found"):format(expected)) for _, window_id in ipairs(vim.api.nvim_tabpage_list_wins(0)) do local hls = vim.tbl_filter(function(hl) return vim.startswith(hl, "Normal:") end, vim.split(vim.wo[window_id].winhighlight, ",", true)) for _, hl in ipairs(hls) do local _, v = unpack(vim.split(hl, ":", true)) if v == expected then return true end end end return false end end) return helper
local ByteArray = require("ByteArray") ProtoBasePack = class("ProtoBasePack") function ProtoBasePack:ctor() self._byteData = ByteArray.new() self._byteData:setEndian(ByteArray.ENDIAN_BIG) end function ProtoBasePack:clear() self._byteData:clear() end ProtoBaseUnpack = class("ProtoBaseUnpack") function ProtoBaseUnpack:ctor() self._byteData = ByteArray.new() self._byteData:setEndian(ByteArray.ENDIAN_BIG) end --[[ 配置数据解析 ]] ProtoDataUnpack = class("ProtoDataUnpack") --表数据字典, 格式:{sheetName = rowList} ProtoDataUnpack.sheetDict = nil function ProtoDataUnpack:ctor() self.sheetDict = {} end function ProtoDataUnpack:unpack(bytes) self._byteData:writeBuf(bytes):setPos(1) local offset = 1 local fileNameLen = self._byteData:readInt() local fileName = self._byteData:readStringBytes(fileNameLen) require(fileName) local numSheet = self._byteData:readInt() offset = offset + 4 + fileNameLen + 4 for i = 1, numSheet do local sheetNameLen = self._byteData:readInt() local sheetName = self._byteData:readStringBytes(sheetNameLen) local classNameLen = self._byteData:readInt() local className = self._byteData:readStringBytes(classNameLen) local dataLen = self._byteData:readUInt() offset = offset + 4 + sheetNameLen + 4 + classNameLen + 4 local sheetBytes = ByteArray.new(ByteArray.ENDIAN_BIG) self._byteData:readBytes(sheetBytes, offset, dataLen-1) local clazz = _G[className]:create() clazz:unpack(sheetBytes, offset) self.sheetDict[sheetName] = clazz.list offset = offset + dataLen end end function ProtoDataUnpack:parse(fileName) local data = require(fileName) self.sheetDict = data end function ProtoDataUnpack:create(fileName) local dataUnpack = ProtoDataUnpack.new() dataUnpack:parse(fileName) return dataUnpack end function ProtoDataUnpack:getSheetByName(sheetName) return self.sheetDict[sheetName] end
-- Copyright (C) 2018-2021 by KittenOS NEO contributors -- -- Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted. -- -- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF -- THIS SOFTWARE. return { ["neo"] = { desc = "KittenOS NEO Kernel & Base Libs", v = 10, deps = { }, dirs = { "apps", "libs", "data" }, files = { "init.lua", "apps/sys-glacier.lua", "libs/event.lua", "libs/serial.lua", "libs/fmttext.lua", "libs/neoux.lua", "libs/lineedit.lua", "libs/braille.lua", "libs/bmp.lua", "libs/sys-filewrap.lua", "libs/sys-gpualloc.lua" }, }, ["neo-init"] = { desc = "KittenOS NEO / sys-init (startup)", v = 11, deps = { "neo", "neo-icecap", "neo-everest" }, dirs = { "apps" }, files = { "apps/sys-init.lua" }, }, ["neo-launcher"] = { desc = "KittenOS NEO / Default app-launcher", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/app-launcher.lua" }, }, ["neo-everest"] = { desc = "KittenOS NEO / Everest (windowing)", v = 10, deps = { "neo" }, dirs = { "apps", }, files = { "apps/sys-everest.lua" }, }, ["neo-icecap"] = { desc = "KittenOS NEO / Icecap", v = 10, deps = { "neo" }, dirs = { "libs", "apps" }, files = { "libs/sys-filevfs.lua", "libs/sys-filedialog.lua", "apps/sys-icecap.lua", "apps/app-fm.lua" }, }, ["neo-secpolicy"] = { desc = "KittenOS NEO / Secpolicy", v = 10, deps = { }, dirs = { "libs" }, files = { "libs/sys-secpolicy.lua" } }, ["neo-coreapps"] = { desc = "KittenOS NEO Core Apps", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/app-textedit.lua", "apps/app-batmon.lua", "apps/app-control.lua", "apps/app-taskmgr.lua" } }, ["app-bmpview"] = { desc = "KittenOS NEO .bmp viewer", v = 10, deps = { "neo", }, dirs = { "apps" }, files = { "apps/app-bmpview.lua", }, }, ["neo-logo"] = { desc = "KittenOS NEO Logo (data)", v = 10, deps = { }, dirs = { "docs" }, files = { "docs/logo.bmp" }, }, ["app-flash"] = { desc = "KittenOS NEO EEPROM Flasher", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/app-flash.lua" }, }, ["app-wget"] = { desc = "KittenOS Web Retriever", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/app-wget.lua" }, }, ["app-claw"] = { desc = "KittenOS NEO Package Manager", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/app-claw.lua", "apps/svc-app-claw-worker.lua" }, }, ["svc-t"] = { desc = "KittenOS NEO Terminal System", v = 10, deps = { "neo" }, dirs = { "apps" }, files = { "apps/svc-t.lua", "apps/app-luashell.lua" }, }, ["neo-meta"] = { desc = "KittenOS NEO: Use 'All' to install to other disks", v = 10, deps = { "neo", "neo-init", "neo-launcher", "neo-everest", "neo-icecap", "neo-secpolicy", "neo-coreapps", "neo-logo", "app-bmpview", "app-flash", "app-claw", "svc-t", "app-wget" }, dirs = { }, files = { } } }
--@sec: Simplex --@ord: -1 --@doc: Simplex noise algorithm in Lua. -- -- - [Original Java implementation by Stefan Gustavson][java] -- - [Paper][paper] -- -- [java]: https://weber.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java -- [paper]: https://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf local Simplex = {} local grad3 = { { 1, 1, 0}, {-1, 1, 0}, { 1,-1, 0}, {-1,-1, 0}, { 1, 0, 1}, {-1, 0, 1}, { 1, 0,-1}, {-1, 0,-1}, { 0, 1, 1}, { 0,-1, 1}, { 0, 1,-1}, { 0,-1,-1}, } local grad4 = { { 0, 1, 1, 1}, { 0, 1, 1,-1}, { 0, 1,-1, 1}, { 0, 1,-1,-1}, { 0,-1, 1, 1}, { 0,-1, 1,-1}, { 0,-1,-1, 1}, { 0,-1,-1,-1}, { 1, 0, 1, 1}, { 1, 0, 1,-1}, { 1, 0,-1, 1}, { 1, 0,-1,-1}, {-1, 0, 1, 1}, {-1, 0, 1,-1}, {-1, 0,-1, 1}, {-1, 0,-1,-1}, { 1, 1, 0, 1}, { 1, 1, 0,-1}, { 1,-1, 0, 1}, { 1,-1, 0,-1}, {-1, 1, 0, 1}, {-1, 1, 0,-1}, {-1,-1, 0, 1}, {-1,-1, 0,-1}, { 1, 1, 1, 0}, { 1, 1,-1, 0}, { 1,-1, 1, 0}, { 1,-1,-1, 0}, {-1, 1, 1, 0}, {-1, 1,-1, 0}, {-1,-1, 1, 0}, {-1,-1,-1, 0}, } -- Skewing and unskewing factors for 2 dimensions local F2 = (math.sqrt(3) - 1)/2 local G2 = (3 - math.sqrt(3))/6 local F3 = 1 / 3 local G3 = 1 / 6 local F4 = (math.sqrt(5) - 1)/4 local G4 = (5 - math.sqrt(5))/20 --@sec: Generator --@def: type Generator --@doc: Generator holds the state for generating simplex noise. The state is -- based off of an array containing a permutation of integers. local Generator = {__index={}} --@sec: Generator.Noise2D --@def: Generator:Noise2D(x: number, y: number): number --@doc: Returns a number in the interval [-1, 1] based on the given -- two-dimensional coordinates and the generator's permutation state. function Generator.__index:Noise2D(xin, yin) local perm = self.perm local permMod12 = self.permMod12 local n0, n1, n2 -- Noise contributions from the three corners -- Skew the input space to determine which simplex cell we're in local s = (xin + yin) * F2 -- Hairy factor for 2D local i = xin + s; i = i - i%1 local j = yin + s; j = j - j%1 local t = (i + j) * G2 local X0 = i - t -- Unskew the cell origin back to (x,y) space local Y0 = j - t local x0 = xin - X0 -- The x,y distances from the cell origin local y0 = yin - Y0 -- For the 2D case, the simplex shape is an equilateral triangle. -- Determine which simplex we are in. local i1, j1 -- Offsets for second (middle) corner of simplex in (i,j) coords if x0 > y0 then i1, j1 = 1, 0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1) else i1, j1 = 0, 1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1) end -- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and -- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where -- c = (3-sqrt(3))/6 local x1 = x0 - i1 + G2 -- Offsets for middle corner in (x,y) unskewed coords local y1 = y0 - j1 + G2 local x2 = x0 - 1 + 2 * G2 -- Offsets for last corner in (x,y) unskewed coords local y2 = y0 - 1 + 2 * G2 -- Work out the hashed gradient indices of the three simplex corners local ii = i % 256 local jj = j % 256 -- Calculate the contribution from the three corners local t0 = 0.5 - x0*x0 - y0*y0 if t0 < 0 then n0 = 0 else t0 = t0 * t0 local g = grad3[(1)+permMod12[(1)+ii+perm[(1)+jj]]] n0 = t0 * t0 * (g[1]*x0 + g[2]*y0) -- (x,y) of grad3 used for 2D gradient end local t1 = 0.5 - x1*x1 - y1*y1 if t1 < 0 then n1 = 0 else t1 = t1 * t1 local g = grad3[(1)+permMod12[(1)+ii+i1+perm[(1)+jj+j1]]] n1 = t1 * t1 * (g[1]*x1 + g[2]*y1) end local t2 = 0.5 - x2*x2 - y2*y2 if t2 < 0 then n2 = 0 else t2 = t2 * t2 local g = grad3[(1)+permMod12[(1)+ii+1+perm[(1)+jj+1]]] n2 = t2 * t2 * (g[1]*x2 + g[2]*y2) end -- Add contributions from each corner to get the final noise value. -- The result is scaled to return values in the interval [-1,1]. return 70 * (n0 + n1 + n2) end --@sec: Generator.Noise3D --@def: Generator:Noise3D(x: number, y: number, z: number): number --@doc: Returns a number in the interval [-1, 1] based on the given -- three-dimensional coordinates and the generator's permutation state. function Generator.__index:Noise3D(xin, yin, zin) local perm = self.perm local permMod12 = self.permMod12 local n0, n1, n2, n3; -- Noise contributions from the four corners -- Skew the input space to determine which simplex cell we're in local s = (xin + yin + zin) * F3 -- Very nice and simple skew factor for 3D local i = xin + s; i = i - i%1 local j = yin + s; j = j - j%1 local k = zin + s; k = k - k%1 local t = (i + j + k) * G3 local X0 = i - t -- Unskew the cell origin back to (x,y,z) space local Y0 = j - t local Z0 = k - t local x0 = xin - X0 -- The x,y,z distances from the cell origin local y0 = yin - Y0 local z0 = zin - Z0 -- For the 3D case, the simplex shape is a slightly irregular tetrahedron. -- Determine which simplex we are in. local i1, j1, k1 -- Offsets for second corner of simplex in (i,j,k) coords local i2, j2, k2 -- Offsets for third corner of simplex in (i,j,k) coords if x0 >= y0 then if y0 >= z0 then i1,j1,k1,i2,j2,k2 = 1,0,0,1,1,0 -- X Y Z order elseif x0 >= z0 then i1,j1,k1,i2,j2,k2 = 1,0,0,1,0,1 -- X Z Y order else i1,j1,k1,i2,j2,k2 = 0,0,1,1,0,1 -- Z X Y order end else -- x0 < y0 if y0 < z0 then i1,j1,k1,i2,j2,k2 = 0,0,1,0,1,1 -- Z Y X order elseif x0 < z0 then i1,j1,k1,i2,j2,k2 = 0,1,0,0,1,1 -- Y Z X order else i1,j1,k1,i2,j2,k2 = 0,1,0,1,1,0 -- Y X Z order end end -- A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), -- a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and -- a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where -- c = 1/6. local x1 = x0 - i1 + G3 -- Offsets for second corner in (x,y,z) coords local y1 = y0 - j1 + G3 local z1 = z0 - k1 + G3 local x2 = x0 - i2 + 2*G3 -- Offsets for third corner in (x,y,z) coords local y2 = y0 - j2 + 2*G3 local z2 = z0 - k2 + 2*G3 local x3 = x0 - 1 + 3*G3 -- Offsets for last corner in (x,y,z) coords local y3 = y0 - 1 + 3*G3 local z3 = z0 - 1 + 3*G3 -- Work out the hashed gradient indices of the four simplex corners local ii = i % 256 local jj = j % 256 local kk = k % 256 -- Calculate the contribution from the four corners local t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 if t0 < 0 then n0 = 0 else t0 = t0 * t0 local g = grad3[(1)+permMod12[(1)+ii+perm[(1)+jj+perm[(1)+kk]]]] n0 = t0 * t0 * (g[1]*x0 + g[2]*y0 + g[3]*z0) end local t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 if t1 < 0 then n1 = 0 else t1 = t1 * t1 local g = grad3[(1)+permMod12[(1)+ii+i1+perm[(1)+jj+j1+perm[(1)+kk+k1]]]] n1 = t1 * t1 * (g[1]*x1 + g[2]*y1 + g[3]*z1) end local t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 if t2 < 0 then n2 = 0 else t2 = t2 * t2 local g = grad3[(1)+permMod12[(1)+ii+i2+perm[(1)+jj+j2+perm[(1)+kk+k2]]]] n2 = t2 * t2 * (g[1]*x2 + g[2]*y2 + g[3]*z2) end local t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 if t3 < 0 then n3 = 0 else t3 = t3 * t3 local g = grad3[(1)+permMod12[(1)+ii+1+perm[(1)+jj+1+perm[(1)+kk+1]]]] n3 = t3 * t3 * (g[1]*x3 + g[2]*y3 + g[3]*z3) end -- Add contributions from each corner to get the final noise value. -- The result is scaled to stay just inside [-1,1] return 32*(n0 + n1 + n2 + n3) end --@sec: Generator.Noise4D --@def: Generator:Noise4D(x: number, y: number, z: number, w: number): number --@doc: Returns a number in the interval [-1, 1] based on the given -- four-dimensional coordinates and the generator's permutation state. function Generator.__index:Noise4D(x, y, z, w) local perm = self.perm local n0, n1, n2, n3, n4 -- Noise contributions from the five corners -- Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in local s = (x + y + z + w) * F4 -- Factor for 4D skewing local i = x + s; i = i - i%1 local j = y + s; j = j - j%1 local k = z + s; k = k - k%1 local l = w + s; l = l - l%1 local t = (i + j + k + l) * G4 -- Factor for 4D unskewing local X0 = i - t -- Unskew the cell origin back to (x,y,z,w) space local Y0 = j - t local Z0 = k - t local W0 = l - t local x0 = x - X0 -- The x,y,z,w distances from the cell origin local y0 = y - Y0 local z0 = z - Z0 local w0 = w - W0 -- For the 4D case, the simplex is a 4D shape I won't even try to describe. -- To find out which of the 24 possible simplices we're in, we need to -- determine the magnitude ordering of x0, y0, z0 and w0. -- Six pair-wise comparisons are performed between each possible pair -- of the four coordinates, and the results are used to rank the numbers. local rankx = 0 local ranky = 0 local rankz = 0 local rankw = 0 if x0 > y0 then rankx=rankx+1 else ranky=ranky+1 end if x0 > z0 then rankx=rankx+1 else rankz=rankz+1 end if x0 > w0 then rankx=rankx+1 else rankw=rankw+1 end if y0 > z0 then ranky=ranky+1 else rankz=rankz+1 end if y0 > w0 then ranky=ranky+1 else rankw=rankw+1 end if z0 > w0 then rankz=rankz+1 else rankw=rankw+1 end local i1, j1, k1, l1 -- The integer offsets for the second simplex corner local i2, j2, k2, l2 -- The integer offsets for the third simplex corner local i3, j3, k3, l3 -- The integer offsets for the fourth simplex corner -- simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. -- Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w -- impossible. Only the 24 indices which have non-zero entries make any sense. -- We use a thresholding to set the coordinates in turn from the largest magnitude. -- Rank 3 denotes the largest coordinate. i1 = rankx >= 3 and 1 or 0 j1 = ranky >= 3 and 1 or 0 k1 = rankz >= 3 and 1 or 0 l1 = rankw >= 3 and 1 or 0 -- Rank 2 denotes the second largest coordinate. i2 = rankx >= 2 and 1 or 0 j2 = ranky >= 2 and 1 or 0 k2 = rankz >= 2 and 1 or 0 l2 = rankw >= 2 and 1 or 0 -- Rank 1 denotes the second smallest coordinate. i3 = rankx >= 1 and 1 or 0 j3 = ranky >= 1 and 1 or 0 k3 = rankz >= 1 and 1 or 0 l3 = rankw >= 1 and 1 or 0 -- The fifth corner has all coordinate offsets = 1, so no need to compute that. local x1 = x0 - i1 + G4 -- Offsets for second corner in (x,y,z,w) coords local y1 = y0 - j1 + G4 local z1 = z0 - k1 + G4 local w1 = w0 - l1 + G4 local x2 = x0 - i2 + 2*G4 -- Offsets for third corner in (x,y,z,w) coords local y2 = y0 - j2 + 2*G4 local z2 = z0 - k2 + 2*G4 local w2 = w0 - l2 + 2*G4 local x3 = x0 - i3 + 3*G4 -- Offsets for fourth corner in (x,y,z,w) coords local y3 = y0 - j3 + 3*G4 local z3 = z0 - k3 + 3*G4 local w3 = w0 - l3 + 3*G4 local x4 = x0 - 1 + 4*G4 -- Offsets for last corner in (x,y,z,w) coords local y4 = y0 - 1 + 4*G4 local z4 = z0 - 1 + 4*G4 local w4 = w0 - 1 + 4*G4 -- Work out the hashed gradient indices of the five simplex corners local ii = i % 256 local jj = j % 256 local kk = k % 256 local ll = l % 256 -- Calculate the contribution from the five corners local t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0 if t0 < 0 then n0 = 0 else t0 = t0 * t0 local g = grad4[(1)+perm[(1)+ii+perm[(1)+jj+perm[(1)+kk+perm[(1)+ll]]]]%32] n0 = t0 * t0 * (g[1]*x0 + g[2]*y0 + g[3]*z0 + g[4]*w0) end local t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1 if t1 < 0 then n1 = 0 else t1 = t1 * t1 local g = grad4[(1)+perm[(1)+ii+i1+perm[(1)+jj+j1+perm[(1)+kk+k1+perm[(1)+ll+l1]]]]%32] n1 = t1 * t1 * (g[1]*x1 + g[2]*y1 + g[3]*z1 + g[4]*w1) end local t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2 if t2 < 0 then n2 = 0 else t2 = t2 * t2 local g = grad4[(1)+perm[(1)+ii+i2+perm[(1)+jj+j2+perm[(1)+kk+k2+perm[(1)+ll+l2]]]]%32] n2 = t2 * t2 * (g[1]*x2 + g[2]*y2 + g[3]*z2 + g[4]*w2) end local t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3 if t3 < 0 then n3 = 0 else t3 = t3 * t3 local g = grad4[(1)+perm[(1)+ii+i3+perm[(1)+jj+j3+perm[(1)+kk+k3+perm[(1)+ll+l3]]]]%32] n3 = t3 * t3 * (g[1]*x3 + g[2]*y3 + g[3]*z3 + g[4]*w3) end local t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4 if t4 < 0 then n4 = 0 else t4 = t4 * t4 local g = grad4[(1)+perm[(1)+ii+1+perm[(1)+jj+1+perm[(1)+kk+1+perm[(1)+ll+1]]]]%32] n4 = t4 * t4 * (g[1]*x4 + g[2]*y4 + g[3]*z4 + g[4]*w4) end -- Sum up and scale the result to cover the range [-1,1] return 27 * (n0 + n1 + n2 + n3 + n4) end local function new(permutations) local perm = {} local permMod12 = {} for i = 0, 511 do perm[i+1] = permutations[(i % 256) + 1] permMod12[i+1] = (perm[i+1] % 12) end return setmetatable({perm = perm, permMod12 = permMod12}, Generator) end local function newperm() local perm = table.create(256) for i = 0, 255 do perm[i+1] = i end return perm end --@sec: Simplex.fromArray --@def: Simplex.new(permutations: {number}): Generator --@doc: Returns a generator with a state initialized by a table of permutations. -- -- *permutations* is an array containing some permutation of each integer -- between 0 and 255, inclusive. function Simplex.fromArray(permutations) -- Validate permutations table. assert(type(permutations) == "table", "table expected") local found = table.create(255) for i = 1, 256 do local v = permutations[i] if v == nil then error(string.format("permutations missing index %d", i), 2) end found[v] = true end for i = 0, 255 do if found[i] ~= true then error(string.format("permutations missing value %d", i), 2) end end return new(permutations) end --@sec: Simplex.fromSeed --@def: Simplex.new(seed: number): Generator --@doc: Returns a generator with a state initialized by a seed for a random -- number generator. -- -- *seed* is a number, which is used as a random seed to shuffle a generated -- array of permutations. function Simplex.fromSeed(seed) assert(type(seed) == "number", "number expected") local source = Random.new(seed) local perm = newperm() for i = #perm, 2, -1 do local j = source:NextInteger(1, i) perm[i], perm[j] = perm[j], perm[i] end return new(perm) end --@sec: Simplex.fromRandom --@def: Simplex.new(source: Random): Generator --@doc: Returns a generator with a state initialized by a Random source. -- -- *source* is a Random value, which is used to shuffle a generated array of -- permutations. function Simplex.fromRandom(source) assert(typeof(source) == "Random", "Random expected") local perm = newperm() for i = #perm, 2, -1 do local j = source:NextInteger(1, i) perm[i], perm[j] = perm[j], perm[i] end return new(perm) end --@sec: Simplex.fromFunction --@def: Simplex.new(func: (number)->(number)): Generator --@doc: Returns a generator with a state initialized by a random function. -- -- *func* is a function that receives an integer, and returns an integer between -- 1 and the given value, inclusive. A generated array of permutations will be -- shuffled using this function. `math.random` is an example of such a function. function Simplex.fromFunction(func) assert(type(func) == "function", "function expected") local perm = newperm() for i = #perm, 2, -1 do local j = func(i) if type(j) ~= "number" then error(string.format("expected number returned for func(%d), got %s", i, type(j)), 2) end perm[i], perm[j] = perm[j], perm[i] end return new(perm) end --@sec: Simplex.new --@def: Simplex.new(): Generator --@doc: Returns a generator with a state initialized by a random shuffle. function Simplex.new() local source = Random.new() local perm = newperm() for i = #perm, 2, -1 do local j = source:NextInteger(1, i) perm[i], perm[j] = perm[j], perm[i] end return new(perm) end --@sec: Simplex.isGenerator --@def: Simplex.isGenerator(v: any): boolean --@doc: isGenerator returns whether *v* is an instance of -- [Generator][Generator]. function Simplex.isGenerator(v) return getmetatable(v) == Generator end return Simplex
--VERSION SUPPORT: 1.1-beta PLUGIN.name = "Cook Food" PLUGIN.author = "Black Tea" PLUGIN.desc = "How about getting new foods in NutScript?" hungrySeconds = 39600 -- 1100 = 300 seconds i guess (3 Hours to Starve) nut.config.add("hungerTime", 5, "Amount of time between each hunger update." ); COOKLEVEL = { [1] = {"cookNever", 2, color_white}, [2] = {"cookFailed", 1, Color(207, 0, 15)}, [3] = {"cookWell", 3, Color(235, 149, 50)}, [4] = {"cookDone", 4, Color(103, 128, 159)}, [5] = {"cookGood", 6, Color(63, 195, 128)}, } COOKER_MICROWAVE = 1 COOKER_STOVE = 2 nut.util.include("cl_vgui.lua") local playerMeta = FindMetaTable("Player") local entityMeta = FindMetaTable("Entity") function playerMeta:getHunger() return (self:getNetVar("hunger")) or 0 end function playerMeta:getHungerPercent() return math.Clamp(((CurTime() - self:getHunger()) / hungrySeconds), 0, 1) end function getPercent(object) return math.Clamp(((CurTime() - object:getHunger()) / hungrySeconds), 0, 1) end function playerMeta:addHunger(amount) local curHunger = CurTime() - self:getHunger() self:setNetVar("hunger", CurTime() - math.Clamp(math.min(curHunger, hungrySeconds) - amount, 0, hungrySeconds) ) end function entityMeta:isStove() local class = self:GetClass() return (class == "nut_stove" or class == "nut_microwave") end -- Register HUD Bars. if (CLIENT) then local color = Color(39, 174, 96) do nut.bar.add(function() return (1 - getPercent(LocalPlayer())) end, color, nil, "hunger") end local hungerBar, percent, wave function PLUGIN:Think() hungerBar = hungerBar or nut.bar.get("hunger") percent = (1 - getPercent(LocalPlayer())) if (percent < .33) then -- if hunger is 33% wave = math.abs(math.sin(RealTime()*5)*100) hungerBar.lifeTime = CurTime() + 1 hungerBar.color = Color(color.r + wave, color.g - wave, color.b - wave) else hungerBar.color = color end end local timers = {5, 15, 30} netstream.Hook("stvOpen", function(entity, index) local inventory = nut.item.inventories[index] local inventory2 = LocalPlayer():getChar():getInv() nut.gui.inv1 = inventory2:show() nut.gui.inv1:ShowCloseButton(true) local panel = inventory:show() panel:ShowCloseButton(true) panel:SetTitle("Stove") panel:MoveLeftOf(nut.gui.inv1, 4) panel.OnClose = function(this) if (IsValid(nut.gui.inv1) and !IsValid(nut.gui.menu)) then nut.gui.inv1:Remove() end netstream.Start("invExit") end function nut.gui.inv1:OnClose() if (IsValid(panel) and !IsValid(nut.gui.menu)) then panel:Remove() end netstream.Start("invExit") end local actPanel = vgui.Create("DPanel") actPanel:SetDrawOnTop(true) actPanel:SetSize(100, panel:GetTall()) actPanel.Think = function(this) if (!panel or !panel:IsValid() or !panel:IsVisible()) then this:Remove() return end local x, y = panel:GetPos() this:SetPos(x - this:GetWide() - 5, y) end for k, v in ipairs(timers) do local btn = actPanel:Add("DButton") btn:Dock(TOP) btn:SetText(v .. " Seconds") btn:DockMargin(5, 5, 5, 0) function btn.DoClick() netstream.Start("stvActive", entity, v) end end nut.gui["inv"..index] = panel end) else local PLUGIN = PLUGIN function PLUGIN:LoadData() if (true) then return end local savedTable = self:getData() or {} for k, v in ipairs(savedTable) do local stove = ents.Create(v.class) stove:SetPos(v.pos) stove:SetAngles(v.ang) stove:Spawn() stove:Activate() end end function PLUGIN:SaveData() if (true) then return end local savedTable = {} for k, v in ipairs(ents.GetAll()) do if (v:isStove()) then table.insert(savedTable, {class = v:GetClass(), pos = v:GetPos(), ang = v:GetAngles()}) end end self:setData(savedTable) end function PLUGIN:CharacterPreSave(character) local savedHunger = math.Clamp(CurTime() - character.player:getHunger(), 0, hungrySeconds) character:setData("hunger", savedHunger) end function PLUGIN:PlayerLoadedChar(client, character, lastChar) if (character:getData("hunger")) then client:setNetVar("hunger", CurTime() - character:getData("hunger")) else client:setNetVar("hunger", CurTime()) end end function PLUGIN:PlayerDeath(client) client.refillHunger = true end function PLUGIN:PlayerSpawn(client) if (client.refillHunger) then client:setNetVar("hunger", CurTime()) client.refillHunger = false end end local thinkTime = CurTime() function PLUGIN:PlayerPostThink(client) if (thinkTime < CurTime()) then local percent = (1 - getPercent(client)) if (percent <= 0) then if (client:Alive() and client:Health() <= 0) then client:Kill() else client:SetHealth(math.Clamp(client:Health() - 1, 0, client:GetMaxHealth())) end end thinkTime = CurTime() + nut.config.get("hungerTime") --thinkTime = CurTime() + 0.5 end end end
--some code taken from moreblocks(the collision and selection boxes), license below: --Copyright (c) 2011-2015 Calinou and contributors. --Licensed under the zlib license. scifi_nodes = {} function scifi_nodes.register_slope(name, desc, texture, light) minetest.register_node("scifi_nodes:slope_"..name, { description = desc.." Slope", sunlight_propagates = false, drawtype = "mesh", mesh = "moreblocks_slope.obj", tiles = texture, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, -0.25, 0.5}, {-0.5, -0.25, -0.25, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.25, 0.5}, {-0.5, 0.25, 0.25, 0.5, 0.5, 0.5} } }, collision_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, -0.25, 0.5}, {-0.5, -0.25, -0.25, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.25, 0.5}, {-0.5, 0.25, 0.25, 0.5, 0.5, 0.5} } }, paramtype = "light", paramtype2 = "facedir", light_source = light, groups = {cracky=1}, on_place = minetest.rotate_node }) end scifi_nodes.register_slope("white2", "Plastic", {"scifi_nodes_white2.png",}, 0) scifi_nodes.register_slope("black", "Black", {"scifi_nodes_black.png",}, 0) scifi_nodes.register_slope("white", "White", {"scifi_nodes_white.png",}, 0) scifi_nodes.register_slope("grey", "Grey", {"scifi_nodes_grey.png",}, 0) scifi_nodes.register_slope("bluebars", "Blue bars", {"scifi_nodes_bluebars.png",}, 0) scifi_nodes.register_slope("mesh2", "Metal floormesh", {"scifi_nodes_mesh2.png",}, 0) scifi_nodes.register_slope("mesh", "Metal mesh", {"scifi_nodes_mesh.png",}, 0) scifi_nodes.register_slope("vent", "Vent", {"scifi_nodes_vent2.png",}, 0) scifi_nodes.register_slope("rlight", "Red light", {"scifi_nodes_redlight.png",}, 10) scifi_nodes.register_slope("blight", "Blue light", {"scifi_nodes_light.png",}, 10) scifi_nodes.register_slope("glight", "Green light", {"scifi_nodes_greenlight.png",}, 10) scifi_nodes.register_slope("holes", "Holes", {"scifi_nodes_holes.png",}, 0) scifi_nodes.register_slope("pipe", "Pipe", {"scifi_nodes_pipe.png",}, 0) scifi_nodes.register_slope("stripes", "Stripes", {"scifi_nodes_stripes.png",}, 0) scifi_nodes.register_slope("screen", "Screen", {"scifi_nodes_screen3.png",}, 5) scifi_nodes.register_slope("lightstripe", "Lightstripe", {"scifi_nodes_lightstripe.png",}, 20) scifi_nodes.register_slope("blight2", "Blue Light 2", {"scifi_nodes_capsule3.png",}, 20) scifi_nodes.register_slope("wallpipe", "Alien Pipe", {"scifi_nodes_wallpipe.png",}, 0) scifi_nodes.register_slope("alien", "Alien Wall", {"scifi_nodes_alnslp.png",}, 0) scifi_nodes.register_slope("purple", "Purple", {"scifi_nodes_purple.png",}, 0) scifi_nodes.register_slope("gblock", "Gblock", {"scifi_nodes_gblock2_front1.png",}, 0) scifi_nodes.register_slope("greenmetal", "Green metal", {"scifi_nodes_greenmetal.png",}, 0) scifi_nodes.register_slope("bluemetal", "Blue metal", {"scifi_nodes_bluemetal.png",}, 0) scifi_nodes.register_slope("wall", "Metal wall", {"scifi_nodes_wall.png",}, 0) scifi_nodes.register_slope("rough", "Rough metal", {"scifi_nodes_rough.png",}, 0) scifi_nodes.register_slope("blklt2", "Black stripe light", {"scifi_nodes_black_light2.png",}, 10)
---- -- Recipe data. -- -- Includes recipe data in data sidebar. -- -- **Source Code:** [https://github.com/dstmodders/dst-mod-dev-tools](https://github.com/dstmodders/dst-mod-dev-tools) -- -- @classmod data.RecipeData -- @see data.Data -- -- @author [Depressed DST Modders](https://github.com/dstmodders) -- @copyright 2020 -- @license MIT -- @release 0.8.0-alpha ---- local Data = require "devtools/data/data" local SDK = require "devtools/sdk/sdk/sdk" --- Lifecycle -- @section lifecycle --- Constructor. -- @function _ctor -- @tparam DevToolsScreen screen -- @tparam DevTools devtools -- @usage local recipedata = RecipeData(screen, devtools) local RecipeData = Class(Data, function(self, screen, devtools) Data._ctor(self, screen) -- general self.devtools = devtools self.playerinventorytools = devtools.player.inventory self.recipe = SDK.TemporaryData.Get("selected_recipe") -- other self:Update() end) --- General -- @section general --- Updates lines stack. function RecipeData:Update() Data.Update(self) self:PushTitleLine("Recipe") self:PushEmptyLine() self:PushRecipeData() if self.recipe.ingredients then self:PushEmptyLine() self:PushTitleLine("Ingredients") self:PushEmptyLine() self:PushIngredientsData() end end --- Pushes ingredient line. -- @tparam string type -- @tparam number amount function RecipeData:PushIngredientLine(type, amount) local inventory = SDK.Player.Inventory.GetInventory() local name = SDK.Constant.GetStringName(type) if inventory then local state = inventory:Has(type, amount) table.insert(self.stack, string.format("x%d %s", amount, table.concat({ name, state and "yes" or "no", }, " | "))) else table.insert(self.stack, string.format("x%d %s", amount, name)) end end --- Pushes recipe data. function RecipeData:PushRecipeData() SDK.Utils.AssertRequiredField("RecipeData.devtools", self.devtools) SDK.Utils.AssertRequiredField("RecipeData.recipe", self.recipe) local recipe = self.recipe self:PushLine("RPC ID", recipe.rpc_id) if recipe.nounlock ~= nil and type(recipe.nounlock) == "boolean" then self:PushLine("Unlockable", tostring(not recipe.nounlock and "yes" or "no")) end self:PushLine("Name", recipe.name) if recipe.product then if recipe.numtogive and recipe.numtogive > 1 then self:PushLine("Product", { recipe.product, recipe.numtogive }) else self:PushLine("Product", recipe.product) end end self:PushLine("Placer", recipe.placer) self:PushLine("Builder Tag", recipe.builder_tag) if recipe.build_mode then local mode = "NONE" if recipe.build_mode == BUILDMODE.LAND then mode = "LAND" elseif recipe.build_mode == BUILDMODE.WATER then mode = "WATER" end self:PushLine("Build Mode", mode) end self:PushLine("Build Distance", recipe.build_distance) end --- Pushes ingredients data. function RecipeData:PushIngredientsData() SDK.Utils.AssertRequiredField("RecipeData.playerinventorytools", self.playerinventorytools) SDK.Utils.AssertRequiredField("RecipeData.devtools", self.devtools) SDK.Utils.AssertRequiredField("RecipeData.recipe", self.recipe) for _, ingredient in pairs(self.recipe.ingredients) do self:PushIngredientLine(ingredient.type, ingredient.amount) end end return RecipeData
#! /usr/bin/lua require( "common" ) require( "lfs" ) require( "imlib2" ) Items = data( "items" ) local Dir = "weapons" local SharpDir = "sharp" local CacheDir = "cache" local Names, NamesCount = loadNames( Dir .. "/names.txt" ) local Types = { "gs", "ls", "sns", "ds", "hm", "hh", "lc", "gl", "sa", } local Bases = { gs = { name = { hgg = "Great Swords" } }, ls = { name = { hgg = "Long Swords" } }, sns = { name = { hgg = "Swords" } }, ds = { name = { hgg = "Dual Swords" } }, hm = { name = { hgg = "Hammers" } }, hh = { name = { hgg = "Hunting Horns" } }, lc = { name = { hgg = "Lances" } }, gl = { name = { hgg = "Gunlances" } }, sa = { name = { hgg = "Switch Axes" } }, } local Elements = { "fire", "water", "thunder", "ice", "dragon", "poison", "paralyze", "sleep", } local Shells = { N = "normal", S = "spread", L = "long", } local Notes = { B = "blue", C = "cyan", G = "green", O = "orange", P = "purple", R = "red", W = "white", Y = "yellow", } local SharpX = 101 local SharpY = 60 local SharpEquipX = 342 local SharpEquipY = 173 local SharpColors = { -- c00c38 imlib2.color.new( 192, 12, 56 ), -- e85018 imlib2.color.new( 232, 80, 24 ), -- f0c830 imlib2.color.new( 240, 200, 48 ), -- 58d000 imlib2.color.new( 88, 208, 0 ), imlib2.color.new( 48, 104, 232 ), imlib2.color.new( 240, 240, 240 ), } -- so we can tell if it's actually the end or just -- a color i've not added yet local SharpEnds = { imlib2.color.new( 0, 0, 0 ), imlib2.color.new( 48, 44, 32 ), -- for a full sharpness bar imlib2.color.new( 40, 40, 32 ), -- sharpness +1 end markers? imlib2.color.new( 40, 36, 32 ), imlib2.color.new( 48, 48, 40 ), } local SharpPMarker = imlib2.color.new( 96, 228, 248 ) function sharpIdx( color ) for i, sharpColor in ipairs( SharpColors ) do if colorEqual( sharpColor, color ) then return i end end -- stupid constantly changing bar between -- the sharpness bar and sharp +1 marker if color.red < 50 and color.green < 50 and color.blue < 50 then return -1 end return 0 end function isElement( element ) for _, elem in ipairs( Elements ) do if elem == element then return true end end return false end local Spheres = { Reg = "Enhance Sphere", Pls = "Enhance Sphere+", Hrd = "Hrd Enhance Sph", Hvy = "Hvy Enhance Sph", } function sphereID( sphere ) return itemID( assert( Spheres[ sphere ] ) ) end local MaxSlots = 3 -- perhaps a gigantic FSM was not -- the best way of doing this local Actions = { init = function( line, weapon ) assert( Names[ line ], "bad name: " .. line ) assert( Names[ line ] ~= "used", "duplicate weapon: " .. line ) Names[ line ] = "used" weapon.name = { hgg = line } return "attack" end, attack = function( line, weapon ) weapon.attack = tonumber( line ) return "special" end, special = function( line, weapon ) if line:find( "%u%d" ) then local u = line:sub( 1, 1 ) local d = tonumber( line:sub( 2, 2 ) ) if u == "R" then weapon.rarity = d return "affinity" end weapon.shellingType = Shells[ u ] weapon.shellingLevel = d return "special" end if line:find( "%a+ %d+ %d+z" ) then local _, _, sphere, num, price = line:find( "(%a+) (%d+) (%d+)z" ) assert( Spheres[ sphere ], "bad sphere in " .. weapon.name.hgg .. ": " .. line ) weapon.upgrade = { materials = { { id = sphereID( sphere ), count = tonumber( num ) } }, price = tonumber( price ) } return "special" end if line:find( "%u%u%u" ) then weapon.notes = { Notes[ line:sub( 1, 1 ) ], Notes[ line:sub( 2, 2 ) ], Notes[ line:sub( 3, 3 ) ], } return "special" end if line:find( "Def %d+" ) then weapon.defense = tonumber( line:sub( 5 ) ) return "special" end if line:find( "%a+ %d+" ) then local _, _, element, elemAttack = line:find( "(%a+) (%d+)" ) element = element:lower() assert( isElement( element ), "bad element in " .. weapon.name.hgg .. ": " .. line ) weapon.element = element weapon.elemAttack = elemAttack return "special" end weapon.phial = line:lower() return "special" end, affinity = function( line, weapon ) local success, _, affinity = line:find( "^(-?%d+)%%$" ) assert( success, "bad affinity in " .. weapon.name.hgg .. ": " .. line ) weapon.affinity = tonumber( affinity ) return "slots" end, slots = function( line, weapon ) local slots = 0 for i = 1, MaxSlots do if line:sub( i, i ) == "O" then slots = slots + 1 else break end end weapon.slots = slots return "improve" end, improve = function( line, weapon ) if line:sub( -1 ) == "z" then weapon.price = tonumber( line:sub( 1, -2 ) ) if not weapon.improve then weapon.price = weapon.price / 1.5 end return "create" end local id, count = parseItem( line ) if not id then weapon.description = line return "scraps" end assert( weapon.improve, "bad improve in " .. weapon.name.hgg .. ": " .. line ) table.insert( weapon.improve.materials, { id = id, count = count } ) return "improve" end, create = function( line, weapon ) local id, count = parseItem( line ) if not id then weapon.description = line return "scraps" end if not weapon.create then weapon.create = { } end table.insert( weapon.create, { id = id, count = count } ) return "create" end, scraps = function( line, weapon ) local id, count = parseItem( line ) assert( id, "bad scrap in " .. weapon.name.hgg .. ": " .. line ) if not weapon.scraps then weapon.scraps = { } end table.insert( weapon.scraps, { id = id, count = count } ) return "scraps" end, } function string.detab( self ) return self:gsub( "^\t+", "" ) end function doLine( line, weapon, state ) if not Actions[ state ] then print( state ) end return Actions[ state ]( line, weapon ) end function sharpPWidth( img, x, y ) -- when this is called the x coord is the line between -- the end of the bar and the sharp +1 marker and the y -- coord is the top of the sharpness bar -- so let's correct it to be inline with the end of the -- sharpness bar and along the sharp +1 marker x = x - 1 y = y - 2 local width = 0 while colorEqual( img:get_pixel( x, y ), SharpPMarker ) do width = width + 1 -- move backwards since we started at the end x = x - 1 end return width end function readSharpness( weapon ) local cachePath = ( "%s/%s/%s/%s.lua" ):format( Dir, SharpDir, CacheDir, weapon.name.hgg ) local imagePath = ( "%s/%s/%s.png" ):format( Dir, SharpDir, weapon.name.hgg ) local cached = io.open( cachePath, "r" ) -- only read cached data if it's more recent than the screenshot if cached and lfs.attributes( cachePath ).modification > lfs.attributes( imagePath ).modification then local cachedSharpness = loadstring( cached:read( "*all" ) )() weapon.sharpness = cachedSharpness.sharp weapon.sharpnessp = cachedSharpness.sharpp cached:close() return end local img = imlib2.image.load( imagePath ) -- no screenshot for this weapon if not img then return end weapon.sharpness = { } local x, y -- handle change equip dialog screenshots by checking -- for the navy triangle pattern near the right edge -- of the screen if img:get_pixel( 472, 24 ).blue == 80 then x = SharpEquipX y = SharpEquipY else x = SharpX y = SharpY end local lastColor = 1 local currSharp = 1 while true do local color = img:get_pixel( x, y ) local idx = sharpIdx( color ) if idx ~= lastColor then table.insert( weapon.sharpness, currSharp ) lastColor = idx currSharp = 1 else currSharp = currSharp + 1 end -- unrecognised color assert( idx ~= 0, "unrecognised sharpness color in " .. weapon.name.hgg .. ": " .. color.red .. ", " .. color.green .. ", " .. color.blue ) -- end of sharpness bar if idx == -1 then if colorEqual( img:get_pixel( x + 1, y ), SharpPMarker ) then -- the table in weapon.sharpness actually contains -- sharpness +1 info at this point, so let's copy -- the table and correct it using the fact that -- sharpness +1 will always add the same number of -- pixels -- which is defined as SharpPlusOneAdds weapon.sharpnessp = table.copy( weapon.sharpness ) local toRemove = sharpPWidth( img, x, y ) local endSharp = table.getn( weapon.sharpness ) while toRemove > 0 do if weapon.sharpness[ endSharp ] <= toRemove then -- this color doesn't exist without sharpness +1 toRemove = toRemove - weapon.sharpness[ endSharp ] weapon.sharpness[ endSharp ] = nil endSharp = endSharp - 1 else weapon.sharpness[ endSharp ] = weapon.sharpness[ endSharp ] - toRemove toRemove = 0 end end end break end -- move along 1 pixel x = x + 1 end img:free() -- cache the result for future gens local cacheOutput = assert( io.open( cachePath, "w" ) ) cacheOutput:write( "return { sharp = { " .. table.concat( weapon.sharpness, ", " ) .. " }" ) if weapon.sharpnessp then cacheOutput:write( ", sharpp = { " .. table.concat( weapon.sharpnessp, ", " ) .. " }" ) end cacheOutput:write( " }" ) cacheOutput:close() end function generatePath( weapon, weapons, path ) if not path then path = { } end if weapon.improve then table.insert( path, weapon.improve.from ) return generatePath( weapons[ weapon.improve.from ], weapons, path ) end return table.getn( path ) ~= 0 and path or nil end -- check screenshots are all correctly named -- must do this first as Names gets destroyed -- during weapon parsing for file in lfs.dir( Dir .. "/" .. SharpDir ) do if file ~= "." and file ~= ".." and file ~= CacheDir then assert( Names[ file:match( "^(.+)%.png$" ) ], "bad screenshot: " .. file ) end end -- weapon parsing local Weapons = { } local WeaponsCount = 0 for _, short in pairs( Types ) do io.input( Dir .. "/" .. short .. ".txt" ) local class = Bases[ short ] class.short = short class.weapons = { } local state = "init" local weapon = { } local lastDepth = { } local currentIdx = 1 for line in io.lines() do local trimmed = line:detab() if trimmed == "" then readSharpness( weapon ) weapon.path = generatePath( weapon, class.weapons ) -- if the weapon is an upgrade then check -- i didn't forget the materials assert( not weapon.improve or table.getn( weapon.improve.materials ) ~= 0, "no improve materials for " .. weapon.name.hgg ) table.insert( class.weapons, weapon ) WeaponsCount = WeaponsCount + 1 state = "init" weapon = { } currentIdx = currentIdx + 1 else local depth = 1 if state == "init" then while line:sub( depth, depth ) == '\t' do depth = depth + 1 end lastDepth[ depth ] = currentIdx if depth ~= 1 then local from = lastDepth[ depth - 1 ] -- assuming there are no path splits in p3 --weapon.improve = { from = { from }, materials = { } } weapon.improve = { from = from, materials = { } } if not class.weapons[ from ].upgrades then class.weapons[ from ].upgrades = { } end table.insert( class.weapons[ from ].upgrades, currentIdx ) end end state = doLine( trimmed, weapon, state ) end end readSharpness( weapon ) weapon.path = generatePath( weapon, class.weapons ) table.insert( class.weapons, weapon ) WeaponsCount = WeaponsCount + 1 table.insert( Weapons, class ) end print( ( "genWeapons: ok, %.1f%% complete! (%d/%d)" ):format( 100 * ( WeaponsCount / NamesCount ), WeaponsCount, NamesCount ) ) io.output( "../weapons.json" ) io.write( json.encode( Weapons ) )
-- hamster_ball, video game -- Copyright (C) 2014-2015 Pavel Dolgov -- -- See the LICENSE file for terms of use. local x, y, enemies, shots, speed, dt1, dt2, bg, ball local is_winner = false local is_loser = false local group_number = 0 local tableLength = function(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end local fullScreen = function() if love.window and love.window.setFullscreen then love.windo.setFullscreen(true, "desctop") elseif love.graphics.setMode then love.graphics.setMode(800, 640, true, false, 0) end end local checkFail = function() if tableLength(enemies) ~= 0 then if enemies[1].y > 700 then is_loser = true end end end local keyIsDown = function(dt) if love.keyboard.isDown("f") then fullScreen() end if love.keyboard.isDown("escape") then love.event.quit() end if love.keyboard.isDown("right") then x = x + dt * speed end if love.keyboard.isDown("left") then x = x - dt * speed end if love.keyboard.isDown("down") then y = y + speed * dt end if love.keyboard.isDown("up") then y = y - dt * speed end if love.keyboard.isDown(" ") then if (dt1 - dt2) >= 0.2 then local shot = {} shot.x = x + 50 shot.y = y shot.pict = love.graphics.newImage("fireball.png") table.insert(shots, shot) dt2 = dt1 end end end local addEnemies = function(number, width, height, speed_arg) for i = 0, number - 1 do local enemy = {} enemy.width = width enemy.height = height enemy.speed = speed_arg enemy.x = i * (enemy.width + 60) + 100 enemy.y = enemy.height + 100 table.insert(enemies, enemy) end end local addEnemiesGroup = function(diff) addEnemies(8 - group_number, 30, 15, 10 + group_number * diff) end local checkCollision = function(x1, y1, w1, h1, x2, y2, w2, h2) return x1 < x2 + w2 and x2 < x1 + w1 and y1 < y2 + h2 and y2 < y1 + h1 end function love.load() bg = love.graphics.newImage("bg.png") enemies = {} addEnemies(8, 30, 15, 20) ball = love.graphics.newImage("hamster_ball.png") x = 50 y = 50 speed = 300 shots = {} dt1 = 0 dt2 = dt1 end function love.update(dt) dt1 = dt1 + dt checkFail() if tableLength(enemies) == 0 then addEnemiesGroup(40) group_number = group_number + 1 if group_number == 9 then is_winner = true end end for _, d in ipairs(enemies) do d.y = d.y + d.speed * dt end for _, v in ipairs(shots) do v.y = v.y - dt * 500 for i, d in ipairs(enemies) do if checkCollision(v.x, v.y, 20, 20, d.x, d.y, d.width, d.height) then table.remove(enemies, i) end end end keyIsDown(dt) end function love.draw() love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(bg) love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(ball, x, y) if is_loser then love.graphics.print("You are loser...", 75, 300, 0, 7, 7) elseif is_winner then love.graphics.print("You are winner!", 100, 300, 0, 7, 7) else love.graphics.print("Level " ..group_number, 300, 100, 0, 5, 5) end for _, v in ipairs (shots) do love.graphics.draw(v.pict, v.x, v.y) end love.graphics.setColor(0, 255, 255, 255) for _, v in ipairs (enemies) do love.graphics.rectangle("fill", v.x, v.y, v.width, v.height) end end
local Queue = {} function Queue:new() local o = {} -- create object if user does not provide one setmetatable(o, self) self.__index = self o.first = 0; o.last = -1; return o end function Queue:push(value) local last = self.last + 1 self.last = last self[last] = value end function Queue:pop() local first = self.first if first > self.last then --error("list is empty") return nil; end local value = self[first] self[first] = nil -- to allow garbage collection self.first = first + 1 return value end -- returns all items in queue function Queue:popAll() local first = self.first if first > self.last then --error("list is empty") return nil; end local items = {}; for i=first, self.last do local value = self[i] self[i] = nil -- to allow garbage collection --self.first = first + 1 items[#items+1] = value; end self.first = self.last+1; return items; end function Queue:isEmpty() return self.first > self.last; end function Queue:getSize() return self.last- self.first +1; end -- see: http://www.lua.org/pil/11.4.html --Now, we can insert or remove an element at both ends in constant time: function Queue:pushFirst(value) local first = self.first - 1 self.first = first self[first] = value end function Queue:popLast() local last = self.last if self.first > last then error("list is empty") end local value = self[last] self[last] = nil -- to allow garbage collection self.last = last - 1 return value end --[[ -- the same as Queue:push() function Queue:pushright(value) local last = self.last + 1 self.last = last self[last] = value end -- the same as Queue:pop() function Queue:popleft() local first = self.first if first > self.last then error("list is empty") end local value = self[first] self[first] = nil -- to allow garbage collection self.first = first + 1 return value end ]] return Queue;
me = game.Players.yfc if script.Parent.className ~= "HopperBin" then h = Instance.new("HopperBin") h.Parent = me.Backpack h.Name = "Thing" script.Parent = h end sp = script.Parent hold = false function sel(mouse) mouse.Button1Down:connect(function() hold = true local char = me.Character local namb = 0 while hold == true do wait() local p = Instance.new("Part") p.Parent = char p.Anchored = true p.Size = Vector3.new(10,2,2) p.CFrame = char.Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,namb,0.5) * CFrame.new(100,10,0) namb = math.random(-100,100) coroutine.resume(coroutine.create(function() for i=1, 40 do wait() p.CFrame = p.CFrame * CFrame.new(-2,0,0) end p:remove() end)) end end) mouse.Button1Up:connect(function() hold = false end) end sp.Selected:connect(sel)
--[[ © Asterion Project 2021. This script was created from the developers of the AsterionTeam. You can get more information from one of the links below: Site - https://asterionproject.ru Discord - https://discord.gg/Cz3EQJ7WrF developer(s): Selenter - https://steamcommunity.com/id/selenter ——— Chop your own wood and it will warm you twice. ]]-- local PLUGIN = PLUGIN PLUGIN.name = "LagDetection" PLUGIN.author = "AsterionTeam" PLUGIN.description = "" ix.util.Include("cl_plugin.lua") ix.util.Include("sv_plugin.lua")
local assets = { Asset("ANIM", "anim/ruins_rubble.zip"), } local prefabs = { "rocks", "thulecite", "cutstone", "trinket_6", "gears", "nightmarefuel", "greengem", "orangegem", "yellowgem", } local function workcallback(inst, worker, workleft) local pt = Point(inst.Transform:GetWorldPosition()) if workleft <= 0 then inst.SoundEmitter:PlaySound("dontstarve/wilson/rock_break") inst.components.lootdropper:DropLoot() SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() else if workleft < TUNING.ROCKS_MINE*(1/3) then inst.AnimState:PlayAnimation("low") elseif workleft < TUNING.ROCKS_MINE*(2/3) then inst.AnimState:PlayAnimation("med") else inst.AnimState:PlayAnimation("full") end end end local function common_fn() local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.AnimState:SetBank("rubble") inst.AnimState:SetBuild("ruins_rubble") MakeObstaclePhysics(inst, 1.) --local minimap = inst.entity:AddMiniMapEntity() --minimap:SetIcon( "rock.png" ) inst:AddComponent("lootdropper") inst.components.lootdropper:SetLoot({"rocks"}) inst.components.lootdropper.numrandomloot = 1 inst.components.lootdropper:AddRandomLoot("rocks" , 0.99) inst.components.lootdropper:AddRandomLoot("cutstone" , 0.10) inst.components.lootdropper:AddRandomLoot("trinket_6" , 0.10) -- frayed wires inst.components.lootdropper:AddRandomLoot("gears" , 0.01) inst.components.lootdropper:AddRandomLoot("greengem" , 0.01) inst.components.lootdropper:AddRandomLoot("yellowgem" , 0.01) inst.components.lootdropper:AddRandomLoot("orangegem" , 0.01) inst.components.lootdropper:AddRandomLoot("nightmarefuel" , 0.01) if GetWorld() and GetWorld():IsCave() and GetWorld().topology.level_number == 2 then -- ruins inst.components.lootdropper:AddRandomLoot("thulecite" , 0.01) end inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.MINE) inst.components.workable:SetOnWorkCallback(workcallback) inst:AddComponent("inspectable") inst.components.inspectable.nameoverride = "rubble" MakeSnowCovered(inst, .01) return inst end local function rubble_fn(Sim) local inst = common_fn() inst.AnimState:PlayAnimation("full") inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE) return inst end local function rubble_med_fn(Sim) local inst = common_fn() inst.AnimState:PlayAnimation("med") inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE) inst.components.workable:WorkedBy(inst, TUNING.ROCKS_MINE * 0.34) return inst end local function rubble_low_fn(Sim) local inst = common_fn() inst.AnimState:PlayAnimation("low") inst.components.workable:SetWorkLeft(TUNING.ROCKS_MINE) inst.components.workable:WorkedBy(inst, TUNING.ROCKS_MINE * 0.67) return inst end return Prefab("cave/objects/rocks/rubble", rubble_fn, assets, prefabs), Prefab("forest/objects/rocks/rubble_med", rubble_med_fn, assets, prefabs), Prefab("forest/objects/rocks/rubble_low", rubble_low_fn, assets, prefabs)
local Validator = script.Parent local Style = Validator.Parent local App = Style.Parent local UIBlox = App.Parent local Packages = UIBlox.Parent local t = require(Packages.t) return t.strictInterface({ RelativeSize = t.numberMinExclusive(0), RelativeMinSize = t.numberMinExclusive(0), Font = t.EnumItem, })
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf/protobuf" local STAGETROPHYDATA_PB = require("StageTrophyData_pb") module('StageTrophy_pb') STAGETROPHY = protobuf.Descriptor(); local STAGETROPHY_TROPHYDATA_FIELD = protobuf.FieldDescriptor(); local STAGETROPHY_TOTAL_SCORE_FIELD = protobuf.FieldDescriptor(); local STAGETROPHY_HONOUR_RANK_FIELD = protobuf.FieldDescriptor(); STAGETROPHY_TROPHYDATA_FIELD.name = "trophydata" STAGETROPHY_TROPHYDATA_FIELD.full_name = ".KKSG.StageTrophy.trophydata" STAGETROPHY_TROPHYDATA_FIELD.number = 1 STAGETROPHY_TROPHYDATA_FIELD.index = 0 STAGETROPHY_TROPHYDATA_FIELD.label = 3 STAGETROPHY_TROPHYDATA_FIELD.has_default_value = false STAGETROPHY_TROPHYDATA_FIELD.default_value = {} STAGETROPHY_TROPHYDATA_FIELD.message_type = STAGETROPHYDATA_PB.STAGETROPHYDATA STAGETROPHY_TROPHYDATA_FIELD.type = 11 STAGETROPHY_TROPHYDATA_FIELD.cpp_type = 10 STAGETROPHY_TOTAL_SCORE_FIELD.name = "total_score" STAGETROPHY_TOTAL_SCORE_FIELD.full_name = ".KKSG.StageTrophy.total_score" STAGETROPHY_TOTAL_SCORE_FIELD.number = 2 STAGETROPHY_TOTAL_SCORE_FIELD.index = 1 STAGETROPHY_TOTAL_SCORE_FIELD.label = 1 STAGETROPHY_TOTAL_SCORE_FIELD.has_default_value = false STAGETROPHY_TOTAL_SCORE_FIELD.default_value = 0 STAGETROPHY_TOTAL_SCORE_FIELD.type = 4 STAGETROPHY_TOTAL_SCORE_FIELD.cpp_type = 4 STAGETROPHY_HONOUR_RANK_FIELD.name = "honour_rank" STAGETROPHY_HONOUR_RANK_FIELD.full_name = ".KKSG.StageTrophy.honour_rank" STAGETROPHY_HONOUR_RANK_FIELD.number = 3 STAGETROPHY_HONOUR_RANK_FIELD.index = 2 STAGETROPHY_HONOUR_RANK_FIELD.label = 1 STAGETROPHY_HONOUR_RANK_FIELD.has_default_value = false STAGETROPHY_HONOUR_RANK_FIELD.default_value = 0 STAGETROPHY_HONOUR_RANK_FIELD.type = 13 STAGETROPHY_HONOUR_RANK_FIELD.cpp_type = 3 STAGETROPHY.name = "StageTrophy" STAGETROPHY.full_name = ".KKSG.StageTrophy" STAGETROPHY.nested_types = {} STAGETROPHY.enum_types = {} STAGETROPHY.fields = {STAGETROPHY_TROPHYDATA_FIELD, STAGETROPHY_TOTAL_SCORE_FIELD, STAGETROPHY_HONOUR_RANK_FIELD} STAGETROPHY.is_extendable = false STAGETROPHY.extensions = {} StageTrophy = protobuf.Message(STAGETROPHY)
local L = LibStub("AceLocale-3.0"):NewLocale("GatherLite", "zhCN") if not L then return end L["tracking"] = "追踪类型" L["mining"] = "矿石" L["herbalism"] = "草药" L["fish"] = "鱼群" L["containers"] = "箱子" L["worldmap.show"] = "显示 GatherLite" L["worldmap.hide"] = "隐藏 GatherLite" L["settings.node"] = "采集点设置" L["settings.node.predefined"] = "使用预设数据库" L["settings.node.minimap"] = "在小地图显示采集点" L["settings.node.worldmap"] = "在世界地图显示采集点" L["settings.general"] = "常规设置" L["settings.general.minimap"] = "显示小地图按钮" L["settings.map"] = "世界地图设置" L["settings.map.loot"] = "显示采集点提示框中的拾取记录" L["settings.map.size"] = "图标大小" L["settings.map.opacity"] = "图标透明度" L["settings.minimap"] = "小地图设置" L["settings.minimap.edge"] = "在小地图边缘保持显示采集点" L["settings.minimap.loot"] = "显示采集点提示框中的拾取记录" L["settings.minimap.size"] = "图标大小" L["settings.minimap.opacity"] = "图标透明度" L["settings.minimap.threshold"] = "显示自身 %d 码以内的采集点图标" L["settings.minimap.range"] = "隐藏自身 %d 码以内的采集点图标" L["settings.minimap.left_click"] = "点击左键" L["settings.minimap.left_click_text"] = "打开追踪类型菜单" L["settings.minimap.right_click"] = "点击右键" L["settings.minimap.right_click_text"] = "打开设置面板" L["settings.tracking"] = "追踪类型设置" L["settings.tracking.toggle_all_ores"] = "切换显示全部矿石" L["settings.tracking.toggle_all_herbs"] = "切换显示全部草药" L["settings.tracking.toggle_all_containers"] = "切换显示全部箱子" L['tooltip.last_visit'] = "最近采集:" L['tooltip.found_by'] = "发现者:" L["settings.debugging"] = "Debugging" -- Ores L['node.mining'] = "矿石" L['node.copper_vein'] = "铜矿" L['node.tin_vein'] = "锡矿" L['node.silver_vein'] = "银矿" L['node.iron_deposit'] = "铁矿" L['node.gold_vein'] = "金矿" L['node.mithril_deposit'] = "秘银矿" L['node.truesilver_deposit'] = "真银矿" L['node.dark_iron_deposit'] = "黑铁矿" L['node.small_thorium_vein'] = "瑟银矿" L['node.rich_thorium_vein'] = "富瑟银矿" -- Herbs L['node.herbalism'] = "草药" L['node.silverleaf'] = "银叶草" L['node.peacebloom'] = "宁神花" L['node.earthroot'] = "地根草" L['node.mageroyal'] = "魔皇草" L['node.briarthorn'] = "石南草" L['node.stranglekelp'] = "荆棘藻" L['node.bruiseweed'] = "跌打草" L['node.wild_steelbloom'] = "野钢花" L['node.grave_moss'] = "墓地苔" L['node.kingsblood'] = "皇血草" L['node.liferoot'] = "活根草" L['node.fadeleaf'] = "枯叶草" L['node.goldthorn'] = "金棘草" L['node.khadgars_whisker'] = "卡德加的胡须" L['node.wintersbite'] = "冬刺草" L['node.firebloom'] = "火焰花" L['node.purple_lotus'] = "紫莲花" L['node.arthas_tears'] = "阿尔萨斯之泪" L['node.sungrass'] = "太阳草" L['node.blindweed'] = "盲目草" L['node.ghost_mushroom'] = "幽灵菇" L['node.gromsblood'] = "格罗姆之血" L['node.golden_sansam'] = "黄金参" L['node.dreamfoil'] = "梦叶草" L['node.mountain_silversage'] = "山鼠草" L['node.plaguebloom'] = "瘟疫花" L['node.icecap'] = "冰盖草" L['node.black_lotus'] = "黑莲花" -- Open L['node.battered_chest'] = "破损的箱子" L['node.large_battered_chest'] = "破碎的大箱子" L['node.solid_chest'] = "坚固的箱子" L['node.large_solid_chest'] = "坚固的大箱子" L['node.giant_clam'] = "巨型蚌壳" L['node.ungoro_dirt_pile'] = "安戈洛的泥土" -- Fish L['node.fish_pool_firefin'] = "火鳞鳝鱼群" L['node.fish_pool_debris'] = "漂浮的碎片" L['node.fish_pool_wreckage'] = "漂浮的残骸" L['node.fish_pool_oily_blackmouth'] = "黑口鱼群" L['node.fish_pool_sagefish'] = "鼠尾鱼群"
local style = require "core.style" local common = require "core.common" style.background = { common.color "#303841" } style.background2 = { common.color "#1d2227" } style.background3 = { common.color "#1d2227" } style.text = { common.color "#9ea191" } style.caret = { common.color "#61efce" } style.accent = { common.color "#ffd152" } style.dim = { common.color "#4c5863" } style.divider = { common.color "#242223" } style.selection = { common.color "#4c5863" } style.line_number = { common.color "#bfc5d0" } style.line_number2 = { common.color "#848b95" } style.line_highlight = { common.color "#303841" } style.scrollbar = { common.color "#696f75" } style.scrollbar2 = { common.color "#444b53" } style.syntax["normal"] = { common.color "#d7dde9" } style.syntax["symbol"] = { common.color "#d8dee9" } style.syntax["comment"] = { common.color "#a6acb9" } style.syntax["keyword"] = { common.color "#e55e66" } style.syntax["keyword2"] = { common.color "#ef6179" } style.syntax["number"] = { common.color "#ffd152" } style.syntax["literal"] = { common.color "#e75550" } style.syntax["string"] = { common.color "#939d5d" } style.syntax["operator"] = { common.color "#c2674f" } style.syntax["function"] = { common.color "#6699ca" }
--- -- @author wesen -- @copyright 2020 wesen <wesen-ac@web.de> -- @release 0.1 -- @license MIT -- local Input = require "Input" local CliInput = Input:extend() function CliInput:parse(_parameters) self.commandName = _parameters[1] local nextParameterIsOptionValue for i = 1, #_parameters, 1 do if (substr) end -- -1 = lua binary -- 0 = script name -- 1+ = parameters -- TODO: Parse arguments and options from params end return CliInput
local inp_size = 4 local out_size = 2 local conns = 3 local brain_size = 25 local return_v = false local value_v = 0 local gauss_random gauss_random = function() if return_v then return_v = false return value_v end local u = 2 * math.random() - 1 local v = 2 * math.random() - 1 local r = u ^ 2 + v ^ 2 if r == 0 or r > 1 then return gauss_random() end local c = math.sqrt(-2 * (math.log(r)) / r) value_v = v * c return u * c end local randf randf = function(a, b) return (b - a) * math.random() + a end local randi randi = function(a, b) return math.floor((b - a) * math.random() + a) end local randn randn = function(mu, sigma) return mu + gauss_random() * sigma end local Brain do local _class_0 local _base_0 = { tick = function(self, inp, out) for i = 1, inp_size do self.boxes[i].out = inp[i] end for i = inp_size, brain_size do local a = self.boxes[i] if a.type == 0 then local res = 1 for j = 1, conns do local idx = a.id[j] local val = self.boxes[idx].out if a.notted[j] then val = 1 - val end res = res * val end res = res * a.bias a.target = res else local res = 0 for j = 1, conns do local idx = a.id[j] local val = self.boxes[idx].out if a.notted[j] then val = 1 - val end res = res + (val * a.w[j]) end res = res + a.bias a.target = res end if a.target < 0 then a.target = 0 elseif a.target > 1 then a.target = 1 end end for i = inp_size, brain_size do local a = self.boxes[i] a.out = a.out + ((a.target - a.out) * a.kp) end for i = 1, out_size do out[i] = self.boxes[brain_size - i].out end end, mutate = function(self, mr, mr2) for i = 1, brain_size do if mr * 3 > randf(0, 1) then self.boxes[i].bias = self.boxes[i].bias + randn(0, mr2) end if mr * 3 > util.randf(0, 1) then local rc = randi(1, CONNS) self.boxes[i].w[rc] = self.boxes[i].w[rc] + randn(0, mr2) if self.boxes[i].w[rc] > 0.01 then self.boxes[i].w[rc] = 0.01 end end if mr > util.randf(0, 1) then local rc = randi(1, CONNS) local ri = randi(1, BRAIN_SIZE) self.boxes[i].id[rc] = ri end if mr > randf(0, 1) then local rc = randi(1, CONNS) self.boxes[i].notted[rc] = not self.boxes[i].notted[rc] end if mr > randf(0, 1) then self.boxes[i].type = 1 - self.boxes[i].type end end end, crossover = function(self, other) local new_brain = Brain:from_brain(self) for i = 1, #new_brain.boxes do new_brain.boxes[i].bias = other.boxes[i].bias new_brain.boxes[i].kp = other.boxes[i].kp new_brain.boxes[i].type = other.boxes[i].type if 0.5 > randf(0, 1) then new_brain.boxes[i].bias = self.boxes[i].bias end if 0.5 > randf(0, 1) then new_brain.boxes[i].kp = self.boxes[i].kp end if 0.5 > randf(0, 1) then new_brain.boxes[i].type = self.boxes[i].type end for j = 1, #new_brain.boxes[i].id do new_brain.boxes[i].id[j] = other.boxes[i].id[j] new_brain.boxes[i].notted[j] = other.boxes[i].notted[j] new_brain.boxes[i].w[j] = other.boxes[i].w[j] if 0.5 > randf(0, 1) then new_brain.boxes[i].id[j] = self.boxes[i].id[j] end if 0.5 > randf(0, 1) then new_brain.boxes[i].notted[j] = self.boxes[i].notted[j] end if 0.5 > randf(0, 1) then new_brain.boxes[i].w[j] = self.boxes[i].w[j] end end end return new_brain end } _base_0.__index = _base_0 _class_0 = setmetatable({ __init = function(self) self.boxes = { } for i = 1, brain_size do local a = Box() self.boxes[#self.boxes + 1] = a for j = 1, conns do if 0.05 > randf(0, 1) then a.id[j] = 1 end if 0.05 > randf(0, 1) then a.id[j] = 5 end if 0.05 > randf(0, 1) then a.id[j] = 12 end if 0.05 > randf(0, 1) then a.id[j] = 4 end if i < brain_size / 2 then a.id[j] = randi(1, inp_size) end end end end, __base = _base_0, __name = "Brain" }, { __index = _base_0, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 local self = _class_0 self.from_brain = function(self, other) local brain = DWRAONBrain() brain.boxes = table.deepcopy(other.boxes) return brain end Brain = _class_0 end local Box do local _class_0 local _base_0 = { } _base_0.__index = _base_0 _class_0 = setmetatable({ __init = function(self) self.type = 0 if 0.5 > randf(0, 1) then self.type = 1 end self.kp = randf(0.8, 1) self.w = { } self.id = { } self.notted = { } for i = 1, conns do self.w[i] = randf(0.1, 2) self.id[i] = randi(1, brain_size) if 0.2 > randf(0, 1) then self.id[i] = randi(1, inp_size) end self.notted[i] = 0.5 > randf(0, 1) end self.bias = randf(-1, 1) self.target = 0 self.out = 0 end, __base = _base_0, __name = "Box" }, { __index = _base_0, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 Box = _class_0 return _class_0 end
net.Receive("GBaySetMySQL", function() local DFrame = vgui.Create("DFrame") DFrame:SetSize(300, 185) DFrame:SetTitle("GBay MySQL info!") DFrame:Center() DFrame:SetDraggable(true) DFrame:ShowCloseButton(true) DFrame:MakePopup() local HostEntry = vgui.Create("DTextEntry", DFrame) HostEntry:SetPos(10, 30) HostEntry:SetSize(DFrame:GetWide() - 20, 20) HostEntry:SetText("MySQL Host") HostEntry.OnEnter = function(self) end local UsernameEntry = vgui.Create("DTextEntry", DFrame) UsernameEntry:SetPos(10, 55) UsernameEntry:SetSize(DFrame:GetWide() - 20, 20) UsernameEntry:SetText("MySQL Username") UsernameEntry.OnEnter = function(self) end local PasswordEntry = vgui.Create("DTextEntry", DFrame) PasswordEntry:SetPos(10, 80) PasswordEntry:SetSize(DFrame:GetWide() - 20, 20) PasswordEntry:SetText("MySQL Password") local DatabaseEntry = vgui.Create("DTextEntry", DFrame) DatabaseEntry:SetPos(10, 105) DatabaseEntry:SetSize(DFrame:GetWide() - 20, 20) DatabaseEntry:SetText("MySQL Database") DatabaseEntry.OnEnter = function(self) end local PortEntry = vgui.Create("DTextEntry", DFrame) PortEntry:SetPos(10, 130) PortEntry:SetSize(DFrame:GetWide() - 20, 20) PortEntry:SetNumeric(true) PortEntry:SetText("MySQL Port") PortEntry.OnEnter = function(self) end local SubmitBTN = vgui.Create("DButton", DFrame) SubmitBTN:SetPos(10, 155) SubmitBTN:SetSize(DFrame:GetWide() - 20, 20) SubmitBTN:SetText("Submit MySQL Info") SubmitBTN.DoClick = function() net.Start("GBaySetMySQL") net.WriteString(HostEntry:GetValue()) net.WriteString(UsernameEntry:GetValue()) net.WriteString(PasswordEntry:GetValue()) net.WriteString(DatabaseEntry:GetValue()) net.WriteFloat(PortEntry:GetValue()) net.SendToServer() end net.Receive("GBayCloseSetMySQL", function() local worked = net.ReadBool() local error = net.ReadString() DFrame:Close() if worked then chat.AddText(Color(0, 255, 0), "MySQL Connected!") else chat.AddText(Color(255, 0, 0), "MySQL Error! Error: " .. error) chat.AddText(Color(255, 0, 0), "Menu will re-open in 5 sec...") end end) end)
-- See LICENSE for terms local mod_Option1 -- fired when settings are changed/init local function ModOptions() mod_Option1 = CurrentModOptions:GetProperty("Option1") end -- load default/saved settings OnMsg.ModsReloaded = ModOptions -- fired when option is changed function OnMsg.ApplyModOptions(id) if id ~= CurrentModId then return end ModOptions() end local orig_CursorBuilding_GameInit = CursorBuilding.GameInit function CursorBuilding.GameInit(...) if mod_Option1 then SetPostProcPredicate("hexgrid", true) end return orig_CursorBuilding_GameInit(...) end local orig_CursorBuilding_Done = CursorBuilding.Done function CursorBuilding.Done(...) SetPostProcPredicate("hexgrid", false) return orig_CursorBuilding_Done(...) end
-- Standard awesome library local awful = require("awful") local gears = require("gears") -- Widget library local wibox = require("wibox") -- Theme handling library local beautiful = require("beautiful") local xresources = require("beautiful.xresources") local dpi = xresources.apply_dpi -- Rubato local rubato = require("module.rubato") -- Helpers local helpers = require("helpers") -- Get screen geometry local screen_width = awful.screen.focused().geometry.width local screen_height = awful.screen.focused().geometry.height -- Helpers ------------- local wrap_widget = function(widget) return { widget, margins = dpi(6), widget = wibox.container.margin } end -- Wibar ----------- screen.connect_signal("request::desktop_decoration", function(s) -- Launcher ------------- local awesome_icon = wibox.widget { { widget = wibox.widget.imagebox, image = beautiful.awesome_logo, resize = true }, margins = dpi(4), widget = wibox.container.margin } helpers.add_hover_cursor(awesome_icon, "hand2") -- Battery ------------- local charge_icon = wibox.widget{ bg = beautiful.xcolor8, widget = wibox.container.background, visible = false } local batt = wibox.widget{ charge_icon, color = {beautiful.xcolor2}, bg = beautiful.xcolor8 .. "88", value = 50, min_value = 0, max_value = 100, thickness = dpi(4), padding = dpi(2), -- rounded_edge = true, start_angle = math.pi * 3 / 2, widget = wibox.container.arcchart } awesome.connect_signal("signal::battery", function(value) local fill_color = beautiful.xcolor2 if value >= 11 and value <= 30 then fill_color = beautiful.xcolor3 elseif value <= 10 then fill_color = beautiful.xcolor1 end batt.colors = {fill_color} batt.value = value end) awesome.connect_signal("signal::charger", function(state) if state then charge_icon.visible = true else charge_icon.visible = false end end) -- Time ---------- local hour = wibox.widget{ font = beautiful.font_name .. "bold 14", format = "%H", align = "center", valign = "center", widget = wibox.widget.textclock } local min = wibox.widget{ font = beautiful.font_name .. "bold 14", format = "%M", align = "center", valign = "center", widget = wibox.widget.textclock } local clock = wibox.widget{ { { hour, min, spacing = dpi(5), layout = wibox.layout.fixed.vertical }, top = dpi(5), bottom = dpi(5), widget = wibox.container.margin }, bg = beautiful.lighter_bg, shape = helpers.rrect(beautiful.bar_radius), widget = wibox.container.background } -- Stats ----------- local stats = wibox.widget{ { wrap_widget(batt), clock, spacing = dpi(5), layout = wibox.layout.fixed.vertical }, bg = beautiful.xcolor0, shape = helpers.rrect(beautiful.bar_radius), widget = wibox.container.background } stats:connect_signal("mouse::enter", function() stats.bg = beautiful.xcolor8 stats_tooltip_show() end) stats:connect_signal("mouse::leave", function() stats.bg = beautiful.xcolor0 stats_tooltip_hide() end) -- Notification center ------------------------- notif_center = wibox({ type = "dock", screen = screen.primary, height = screen_height - dpi(50), width = dpi(300), shape = helpers.rrect(beautiful.notif_center_radius), ontop = true, visible = false }) notif_center.y = dpi(25) -- Rubato local slide = rubato.timed{ pos = dpi(-300), rate = 60, intro = 0.3, duration = 0.8, easing = rubato.quadratic, awestore_compat = true, subscribed = function(pos) notif_center.x = pos end } local notif_center_status = false slide.ended:subscribe(function() if notif_center_status then notif_center.visible = false end end) -- Make toogle button local notif_center_show = function() notif_center.visible = true slide:set(dpi(100)) notif_center_status = false end local notif_center_hide = function() slide:set(dpi(-375)) notif_center_status = true end local notif_center_toggle = function() if notif_center.visible then notif_center_hide() else notif_center_show() end end -- notif_center setup s.notif_center = require('ui.notifs.notif-center')(s) notif_center:setup { s.notif_center, margins = dpi(15), widget = wibox.container.margin } local notif_center_button = wibox.widget{ markup = helpers.colorize_text("", beautiful.xcolor4), font = beautiful.font_name .. "18", align = "center", valign = "center", widget = wibox.widget.textbox } notif_center_button:connect_signal("mouse::enter", function() notif_center_button.markup = helpers.colorize_text(notif_center_button.text, beautiful.xcolor4 .. 55) end) notif_center_button:connect_signal("mouse::leave", function() notif_center_button.markup = helpers.colorize_text(notif_center_button.text, beautiful.xcolor4) end) notif_center_button:buttons(gears.table.join( awful.button({}, 1, function() notif_center_toggle() end) )) helpers.add_hover_cursor(notif_center_button, "hand2") -- Setup wibar ----------------- -- Create a promptbox for each screen s.mypromptbox = awful.widget.prompt() -- Layoutbox local layoutbox_buttons = gears.table.join( -- Left click awful.button({}, 1, function (c) awful.layout.inc(1) end), -- Right click awful.button({}, 3, function (c) awful.layout.inc(-1) end), -- Scrolling awful.button({}, 4, function () awful.layout.inc(-1) end), awful.button({}, 5, function () awful.layout.inc(1) end) ) s.mylayoutbox = awful.widget.layoutbox(s) s.mylayoutbox:buttons(layoutbox_buttons) local layoutbox = wibox.widget{ s.mylayoutbox, margins = {bottom = dpi(7), left = dpi(8), right = dpi(8)}, widget = wibox.container.margin } helpers.add_hover_cursor(layoutbox, "hand2") -- Create the wibar s.mywibar = awful.wibar({ type = "dock", position = "left", screen = s, height = awful.screen.focused().geometry.height - dpi(50), width = dpi(50), shape = helpers.rrect(beautiful.border_radius), bg = beautiful.transparent, ontop = true, visible = true }) awesome_icon:buttons(gears.table.join( awful.button({}, 1, function () dashboard_toggle() end) )) -- Remove wibar on full screen local function remove_wibar(c) if c.fullscreen or c.maximized then c.screen.mywibar.visible = false else c.screen.mywibar.visible = true end end -- Remove wibar on full screen local function add_wibar(c) if c.fullscreen or c.maximized then c.screen.mywibar.visible = true end end client.connect_signal("property::fullscreen", remove_wibar) client.connect_signal("request::unmanage", add_wibar) -- Create the taglist widget s.mytaglist = require("ui.widgets.pacman_taglist")(s) local taglist = wibox.widget{ s.mytaglist, shape = beautiful.taglist_shape_focus, bg = beautiful.xcolor0, widget = wibox.container.background } -- Add widgets to wibar s.mywibar:setup { { { layout = wibox.layout.align.vertical, expand = "none", { -- top awesome_icon, taglist, spacing = dpi(10), layout = wibox.layout.fixed.vertical }, -- middle nil, { -- bottom stats, notif_center_button, layoutbox, spacing = dpi(8), layout = wibox.layout.fixed.vertical } }, margins = dpi(8), widget = wibox.container.margin }, bg = beautiful.darker_bg, shape = helpers.rrect(beautiful.border_radius), widget = wibox.container.background } -- wibar position s.mywibar.x = dpi(25) end)
return { tag = 'devices', summary = 'Check if an audio device is started.', description = 'Returns whether an audio device is started.', arguments = { { name = 'type', type = 'AudioType', default = [['playback']], description = 'The type of device to check.' } }, returns = { { name = 'started', type = 'boolean', description = 'Whether the device is active.' } }, related = { 'lovr.audio.start', 'lovr.audio.stop' } }
local default_value_patterns={ name="DLI PLC49", input_name="Input %d", output_name="Outlet %d", adc_name="ADC %d", cycle_time="1", } return { get_value=function(name,index) local ret if file.open("config/"..name..(index and "/"..tostring(index) or "")) then ret=file.read() file.close() elseif default_value_patterns[name] then ret=default_value_patterns[name]:format(index) else ret="" end return ret end, set_value=function(data,name,index) file.open("config/"..name..(index and "/"..tostring(index) or ""),"w") file.write(data) file.close() end }
return { -- bluetooth applet -- 'blueman-applet', -- power manager 'xfce4-power-manager', -- network applet 'nm-applet', -- redshift 'redshift', -- xorg compositor 'picom -b', -- screenshot applet 'flameshot', -- input method 'fcitx5', -- proxy 'clash', -- policy kit -- '/usr/lib/polkit-gnome/polkit-gnome-authentication-agent-1' }
require("pl") ec = require("editorconfig") local progname = arg[0] local function print_usage(ret) print(ec._VERSION) print("Usage: " .. progname .. " [OPTIONS] FILEPATH1 [FILEPATH2 FILEPATH3 ...]") -- print("FILEPATH can be a hyphen (-) if you want to path(s) to be read from stdin.") print() print("-f Specify conf filename other than \".editorconfig\".") print("-b Specify version (used by devs to test compatibility).") print("-h OR --help Print this help message.") print("-v OR --version Display version information.") os.exit(ret) end flags, params = app.parse_args(arg, {f = true, b = true}) if flags.h or flags.help then print_usage(0) end if flags.v or flags.version then print(ec._VERSION); os.exit(0) end if #params == 0 then print_usage(1) end local function run_editorconfig(path, show_header) if show_header then utils.printf("[%s]\n", path) end local props, names = ec.parse(path, flags.f, flags.b) for _, k in ipairs(names) do utils.printf("%s=%s\n", k, props[k]) end end local show_header = not (#params == 1) for _, path in ipairs(params) do run_editorconfig(path, show_header) end
local var_2 = require("mod") print(var_2.hello("Yea")) print(var_2.add(3, 6))
return {'mahdi','maharadja','maharishi','mahdist','mahjong','mahonie','mahonieboom','mahoniehout','mahoniehouten','maha','maher','mahmoud','mahmud','mahieu','mahler','mahabier','mahu','mahamed','mahabali','mahadew','mahn','mahamud','mahmood','mahesh','maharadjas','mahdisten','mahoniebomen','mahas','mahdis','mahers','mahmouds','mahmuds'}
require "scripts/class" function CreateEntity() local en = {} en.tags = {} ------------------------------------------- function en:AddTag(tag) table.insert(self.tags, tag) end function en:HasTag(tag) for _, i in ipairs(self.tags) do if i == tag then return true end end return false end ------------------------------------------ en.components = {} function en:AddComponent(name) local c = FindPrefab(name):Create(self) self.components[name] = c return c end ------------------------------------------ en.listeners = {} function en:AddListener(type, fn) if not self.listeners[type] then self.listeners[type] = {} end self.listeners[type][fn] = true end function en:RemoveListener(type, fn) self.listeners[type][fn] = nil end function en:PushEvent(type, ...) if self.listeners[type] then for i, v in pairs(self.listeners[type]) do if v then i(self, ...) end end end end ----------------------------------------- en.animations = {} en.curr = 0 function en:AddAnimation(id, type) local i = {} if type == "static" then function i:Init(name) self.texture = CreateTexture(name) end function i:GetImage() return self.texture end function OnUpdate(delta) end elseif type == "cycle" then function i:Init(name, duration, range) self.duration = duration self.time = 0 self.range = range self.current = 1 self.textures = {} self.reversed = false for i = 1, range do self.textures[i] = CreateTexture(name .. i .. ".png") end end function i:OnUpdate(delta) self.time = self.time + delta if self.time >= self.duration then self.time = self.time - self.duration self.current = self.current + 1 if self.current > self.range then self.current = 1 end end end function i:Reverse() self.reversed = not self.reversed end function i:SetReversed(r) self.reversed = r end function i:Min() self.current = 1 end function i:Max() self.current = self.range end function i:GetImage() if self.reversed then return self.textures[self.range - self.current + 1] end return self.textures[self.current] end elseif type == "over" then function i:Init(name, duration, range) self.duration = duration self.time = 0 self.range = range self.current = 1 self.textures = {} for i = 1, range do self.textures[i] = CreateTexture(name .. i .. ".png") end end function i:OnUpdate(delta) if self.current < self.range then self.time = self.time + delta if self.time >= self.duration then self.time = self.time - self.duration self.current = self.current + 1 end end end function i:Reverse() self.reversed = not self.reversed end function i:SetReversed(r) self.reversed = r end function i:Min() self.current = 1 end function i:Max() self.current = self.range end function i:GetImage() if self.reversed then return self.textures[self.range - self.current + 1] end return self.textures[self.current] end end self.animations[id] = i return i end function en:GetImage() if self.curr == 0 then return 0 end return self.animations[self.curr]:GetImage() end function en:UseAnimation(id) self.curr = id end function en:GetAnimation(id) return self.animations[id] end function en:UpdateAnimation(delta) if self.curr ~= 0 then self.animations[self.curr]:OnUpdate(delta) end end -------------------------------------------------------- en:AddListener("OnUpdate", function(entity, d) entity:UpdateAnimation(d) end) function en:DebugInfo() print("------------------------------------") print("Tags:") for _, i in ipairs(self.tags) do print(i) end print("Components:") for _, i in pairs(self.components) do i:DebugInfo() print("---------------------") end end return en end require "scripts/prefab" local entity_renderer = require "scripts/entity_renderer" local tile_renderer = require "scripts/tile_renderer" local ui_renderer = require "scripts/ui_renderer" dummy = AddEntity("dummy") player = AddEntity("player") require "scripts/widgets/bar" local b = Bar(dummy) b:setLocation(512, -256) AddWidget(b) require "scripts/widgets/button" local button = Button() button:setLocation(-128, -128) local function callback(b, button) print("Call!") end button:addListener("OnMouseButtonReleased", function(b, button) print("Call!") end) AddWidget(button) player:PushEvent("Punch", dummy) function PushEvent(type, ...) if type == "OnMouseButtonReleased" then player:PushEvent("Punch", dummy) end local b = tile_renderer:PushEvent(type, ...) or ui_renderer:PushEvent(type, ...) or entity_renderer:PushEvent(type, ...) end
local unpack = table.unpack or unpack; local interpolation = require "util.interpolation"; local template = interpolation.new("%b$$", function (s) return ("%q"):format(s) end); --luacheck: globals meta idsafe local action_handlers = {}; -- Takes an XML string and returns a code string that builds that stanza -- using st.stanza() local function compile_xml(data) local code = {}; local first, short_close = true, nil; for tagline, text in data:gmatch("<([^>]+)>([^<]*)") do if tagline:sub(-1,-1) == "/" then tagline = tagline:sub(1, -2); short_close = true; end if tagline:sub(1,1) == "/" then code[#code+1] = (":up()"); else local name, attr = tagline:match("^(%S*)%s*(.*)$"); local attr_str = {}; for k, _, v in attr:gmatch("(%S+)=([\"'])([^%2]-)%2") do if #attr_str == 0 then table.insert(attr_str, ", { "); else table.insert(attr_str, ", "); end if k:find("^%a%w*$") then table.insert(attr_str, string.format("%s = %q", k, v)); else table.insert(attr_str, string.format("[%q] = %q", k, v)); end end if #attr_str > 0 then table.insert(attr_str, " }"); end if first then code[#code+1] = (string.format("st.stanza(%q %s)", name, #attr_str>0 and table.concat(attr_str) or ", nil")); first = nil; else code[#code+1] = (string.format(":tag(%q%s)", name, table.concat(attr_str))); end end if text and text:find("%S") then code[#code+1] = (string.format(":text(%q)", text)); elseif short_close then short_close = nil; code[#code+1] = (":up()"); end end return table.concat(code, ""); end function action_handlers.PASS() return "do return pass_return end" end function action_handlers.DROP() return "do return true end"; end function action_handlers.DEFAULT() return "do return false end"; end function action_handlers.RETURN() return "do return end" end function action_handlers.STRIP(tag_desc) local code = {}; local name, xmlns = tag_desc:match("^(%S+) (.+)$"); if not name then name, xmlns = tag_desc, nil; end if name == "*" then name = nil; end code[#code+1] = ("local stanza_xmlns = stanza.attr.xmlns; "); code[#code+1] = "stanza:maptags(function (tag) if "; if name then code[#code+1] = ("tag.name == %q and "):format(name); end if xmlns then code[#code+1] = ("(tag.attr.xmlns or stanza_xmlns) == %q "):format(xmlns); else code[#code+1] = ("tag.attr.xmlns == stanza_xmlns "); end code[#code+1] = "then return nil; end return tag; end );"; return table.concat(code); end function action_handlers.INJECT(tag) return "stanza:add_child("..compile_xml(tag)..")", { "st" }; end local error_types = { ["bad-request"] = "modify"; ["conflict"] = "cancel"; ["feature-not-implemented"] = "cancel"; ["forbidden"] = "auth"; ["gone"] = "cancel"; ["internal-server-error"] = "cancel"; ["item-not-found"] = "cancel"; ["jid-malformed"] = "modify"; ["not-acceptable"] = "modify"; ["not-allowed"] = "cancel"; ["not-authorized"] = "auth"; ["payment-required"] = "auth"; ["policy-violation"] = "modify"; ["recipient-unavailable"] = "wait"; ["redirect"] = "modify"; ["registration-required"] = "auth"; ["remote-server-not-found"] = "cancel"; ["remote-server-timeout"] = "wait"; ["resource-constraint"] = "wait"; ["service-unavailable"] = "cancel"; ["subscription-required"] = "auth"; ["undefined-condition"] = "cancel"; ["unexpected-request"] = "wait"; }; local function route_modify(make_new, to, drop) local reroute, deps = "session.send(newstanza)", { "st" }; if to then reroute = ("newstanza.attr.to = %q; core_post_stanza(session, newstanza)"):format(to); deps[#deps+1] = "core_post_stanza"; end return ([[do local newstanza = st.%s; %s;%s end]]) :format(make_new, reroute, drop and " return true" or ""), deps; end function action_handlers.BOUNCE(with) local error = with and with:match("^%S+") or "service-unavailable"; local error_type = error:match(":(%S+)"); if not error_type then error_type = error_types[error] or "cancel"; else error = error:match("^[^:]+"); end error, error_type = string.format("%q", error), string.format("%q", error_type); local text = with and with:match(" %((.+)%)$"); if text then text = string.format("%q", text); else text = "nil"; end local route_modify_code, deps = route_modify(("error_reply(stanza, %s, %s, %s)"):format(error_type, error, text), nil, true); deps[#deps+1] = "type"; deps[#deps+1] = "name"; return [[if type == "error" or (name == "iq" and type == "result") then return true; end -- Don't reply to 'error' stanzas, or iq results ]]..route_modify_code, deps; end function action_handlers.REDIRECT(where) return route_modify("clone(stanza)", where, true); end function action_handlers.COPY(where) return route_modify("clone(stanza)", where, false); end function action_handlers.REPLY(with) return route_modify(("reply(stanza):body(%q)"):format(with)); end function action_handlers.FORWARD(where) local code = [[ local newstanza = st.stanza("message", { to = %q, from = current_host }):tag("forwarded", { xmlns = "urn:xmpp:forward:0" }); local tmp_stanza = st.clone(stanza); tmp_stanza.attr.xmlns = "jabber:client"; newstanza:add_child(tmp_stanza); core_post_stanza(session, newstanza); ]]; return code:format(where), { "core_post_stanza", "current_host" }; end function action_handlers.LOG(string) local level = string:match("^%[(%a+)%]") or "info"; string = string:gsub("^%[%a+%] ?", ""); local meta_deps = {}; local code = meta(("(session.log or log)(%q, '%%s', %q);"):format(level, string), meta_deps); return code, meta_deps; end function action_handlers.RULEDEP(dep) return "", { dep }; end function action_handlers.EVENT(name) return ("fire_event(%q, event)"):format(name); end function action_handlers.JUMP_EVENT(name) return ("do return fire_event(%q, event); end"):format(name); end function action_handlers.JUMP_CHAIN(name) return template([[do local ret = fire_event($chain_event$, event); if ret ~= nil then if ret == false then log("debug", "Chain %q accepted stanza (ret %s)", $chain_name$, tostring(ret)); return pass_return; end log("debug", "Chain %q rejected stanza (ret %s)", $chain_name$, tostring(ret)); return ret; end log("debug", "Chain %q did not accept or reject stanza (ret %s)", $chain_name$, tostring(ret)); end]], { chain_event = "firewall/chains/"..name, chain_name = name }); end function action_handlers.MARK_ORIGIN(name) return [[session.firewall_marked_]]..idsafe(name)..[[ = current_timestamp;]], { "timestamp" }; end function action_handlers.UNMARK_ORIGIN(name) return [[session.firewall_marked_]]..idsafe(name)..[[ = nil;]] end function action_handlers.MARK_USER(name) return [[if session.firewall_marks then session.firewall_marks.]]..idsafe(name)..[[ = current_timestamp; end]], { "timestamp" }; end function action_handlers.UNMARK_USER(name) return [[if session.firewall_marks then session.firewall_marks.]]..idsafe(name)..[[ = nil; end]], { "timestamp" }; end function action_handlers.ADD_TO(spec) local list_name, value = spec:match("(%S+) (.+)"); local meta_deps = {}; value = meta(("%q"):format(value), meta_deps); return ("list_%s:add(%s);"):format(list_name, value), { "list:"..list_name, unpack(meta_deps) }; end function action_handlers.UNSUBSCRIBE_SENDER() return "rostermanager.unsubscribed(to_node, to_host, bare_from);\ rostermanager.roster_push(to_node, to_host, bare_from);\ core_post_stanza(session, st.presence({ from = bare_to, to = bare_from, type = \"unsubscribed\" }));", { "rostermanager", "core_post_stanza", "st", "split_to", "bare_to", "bare_from" }; end return action_handlers;
if vim.b.did_ftp == true then return end vim.bo.commentstring = "#\\ %s" vim.bo.suffixesadd = ".qml" vim.opt_local.cursorline = false vim.opt_local.cursorcolumn = false
----------------------------------------- -- ID: 4947 -- Scroll of Utsusemi: Ni -- Teaches the ninjutsu Utsusemi: Ni ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(339) end function onItemUse(target) target:addSpell(339) end
local NotifyFont do local _class_0 local _base_0 = { Setup = function(self) surface.SetFont(self.m_font) local x, y = surface.GetTextSize('W') self.m_height = y end, FixFont = function(self) if not self.IsValidFont(self.m_font) then self.m_font = 'Default' end return self end, IsValidFont = function(font) local result = pcall(surface.SetFont, font) return result end, SetFont = function(self, val) if val == nil then val = 'Default' end self.m_font = val self:FixFont() self:Setup() return self end, GetFont = function(self) return self.m_font end, GetTextSize = function(self, text) assert(type(text) == 'string', 'Not a string') surface.SetFont(self.m_font) return self end, GetHeight = function(self) return self.m_height end } _base_0.__index = _base_0 _class_0 = setmetatable({ __init = function(self, val) if val == nil then val = 'Default' end self.m_font = val self.m_Notify_type = 'font' return self:FixFont() end, __base = _base_0, __name = "NotifyFont" }, { __index = _base_0, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 NotifyFont = _class_0 end Notify.Font = NotifyFont
class "LightInfo" function LightInfo:__getvar(name) if name == "importance" then return Polycode.LightInfo_get_importance(self.__ptr) elseif name == "position" then local retVal = Polycode.LightInfo_get_position(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "direction" then local retVal = Polycode.LightInfo_get_direction(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "type" then return Polycode.LightInfo_get_type(self.__ptr) elseif name == "diffuseColor" then local retVal = Polycode.LightInfo_get_diffuseColor(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "specularColor" then local retVal = Polycode.LightInfo_get_specularColor(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "constantAttenuation" then return Polycode.LightInfo_get_constantAttenuation(self.__ptr) elseif name == "linearAttenuation" then return Polycode.LightInfo_get_linearAttenuation(self.__ptr) elseif name == "quadraticAttenuation" then return Polycode.LightInfo_get_quadraticAttenuation(self.__ptr) elseif name == "intensity" then return Polycode.LightInfo_get_intensity(self.__ptr) elseif name == "spotlightCutoff" then return Polycode.LightInfo_get_spotlightCutoff(self.__ptr) elseif name == "spotlightExponent" then return Polycode.LightInfo_get_spotlightExponent(self.__ptr) elseif name == "shadowsEnabled" then return Polycode.LightInfo_get_shadowsEnabled(self.__ptr) elseif name == "lightViewMatrix" then local retVal = Polycode.LightInfo_get_lightViewMatrix(self.__ptr) if retVal == nil then return nil end local __c = _G["Matrix4"]("__skip_ptr__") __c.__ptr = retVal return __c end end function LightInfo:__setvar(name,value) if name == "importance" then Polycode.LightInfo_set_importance(self.__ptr, value) return true elseif name == "position" then Polycode.LightInfo_set_position(self.__ptr, value.__ptr) return true elseif name == "direction" then Polycode.LightInfo_set_direction(self.__ptr, value.__ptr) return true elseif name == "type" then Polycode.LightInfo_set_type(self.__ptr, value) return true elseif name == "diffuseColor" then Polycode.LightInfo_set_diffuseColor(self.__ptr, value.__ptr) return true elseif name == "specularColor" then Polycode.LightInfo_set_specularColor(self.__ptr, value.__ptr) return true elseif name == "constantAttenuation" then Polycode.LightInfo_set_constantAttenuation(self.__ptr, value) return true elseif name == "linearAttenuation" then Polycode.LightInfo_set_linearAttenuation(self.__ptr, value) return true elseif name == "quadraticAttenuation" then Polycode.LightInfo_set_quadraticAttenuation(self.__ptr, value) return true elseif name == "intensity" then Polycode.LightInfo_set_intensity(self.__ptr, value) return true elseif name == "spotlightCutoff" then Polycode.LightInfo_set_spotlightCutoff(self.__ptr, value) return true elseif name == "spotlightExponent" then Polycode.LightInfo_set_spotlightExponent(self.__ptr, value) return true elseif name == "shadowsEnabled" then Polycode.LightInfo_set_shadowsEnabled(self.__ptr, value) return true elseif name == "lightViewMatrix" then Polycode.LightInfo_set_lightViewMatrix(self.__ptr, value.__ptr) return true end return false end function LightInfo:__delete() if self then Polycode.delete_LightInfo(self.__ptr) end end
package.path = "./?.lua;./?/init.lua" require 'names' require 'markovDetect' require 'config' for i,n in ipairs(arg) do local b = bayes(n, prior) print(("%s has %g prob, %g real and %g fake. %s"):format(n, b, probability(n), probFake(n), ((b>threshold and 'Would be filtered') or 'would not be filtered'))) end
-- Tests not used with travis stdengine = "etex" checkengines = {"etex"} checksearch = true testfiledir = "testfiles-local"
workspace "Niking2D" architecture "x86_64" startproject "Sandbox" configurations{ "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir ={} IncludeDir["GLFW"] = "Niking2D/vendor/GLFW/include" IncludeDir["Glad"] = "Niking2D/vendor/Glad/include" IncludeDir["ImGui"]= "Niking2D/vendor/imgui" IncludeDir["glm"] = "Niking2D/vendor/glm" IncludeDir["stb_image"] = "Niking2D/vendor/stb_image" IncludeDir["lua"] = "Niking2D/vendor/lua/src" IncludeDir["sol"] = "Niking2D/vendor/sol" -- runs "%{prj.name}/vendor/GLFW/premake5.lua" include "Niking2D/vendor/GLFW" include "Niking2D/vendor/Glad" include "Niking2D/vendor/imgui" include "Niking2D/vendor/lua" project "Niking2D" location "Niking2D" kind "StaticLib" language "C++" cppdialect "c++17" staticruntime "on" targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "n2pch.h" pchsource "%{prj.name}/src/n2pch.cpp" files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "%{prj.name}/vendor/stb_image/**.h", "%{prj.name}/vendor/stb_image/**.cpp", "%{prj.name}/vendor/sol/**.hpp", "%{prj.name}/vendor/glm/glm/**.hpp", "%{prj.name}/vendor/glm/glm/**.inl", } links{ "GLFW", "Glad", "ImGui", "opengl32.lib", "Lua", } includedirs{ "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include", "%{prj.name}/vendor", "%{IncludeDir.GLFW}", "%{IncludeDir.Glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}", "%{IncludeDir.stb_image}", "%{IncludeDir.lua}", "%{IncludeDir.sol}", } filter "system:windows" staticruntime "on" systemversion "latest" defines{ "N2_PLATFORM_WINDOWS", "N2_BUILD_DLL", "GLFW_INCLUDE_NONE" } filter "configurations:Debug" defines "N2_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "N2_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "N2_DIST" runtime "Release" symbols "on" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" cppdialect "c++17" staticruntime "on" targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("bin-int/" .. outputdir .. "/%{prj.name}") files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs{ "Niking2D/vendor/spdlog/include", "Niking2D/vendor/imgui", "Niking2D/src", "%{IncludeDir.glm}", "%{IncludeDir.stb_image}", "%{IncludeDir.lua}", "%{IncludeDir.sol}", } links{ "Niking2D", } filter "system:windows" staticruntime "on" systemversion "latest" defines{ "N2_PLATFORM_WINDOWS" } filter "configurations:Debug" defines "N2_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "N2_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "N2_DIST" runtime "Release" symbols "on"
require 'TextBox' function love.conf(t) t.identity = nil -- The name of the save directory (string) t.appendidentity = false -- Search files in source directory before save directory (boolean) t.version = "11.3" -- The LÖVE version this game was made for (string) -- To activate console debugging t.console = true t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean) t.externalstorage = false -- True to save files (and read from the save directory) in external storage on Android (boolean) t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean) t.audio.mic = false -- Request and use microphone capabilities in Android (boolean) t.audio.mixwithsystem = true -- Keep background music playing when opening LOVE (boolean, iOS and Android only) t.modules.audio = true -- Enable the audio module (boolean) t.modules.data = true -- Enable the data module (boolean) t.modules.event = true -- Enable the event module (boolean) t.modules.font = true -- Enable the font module (boolean) t.modules.graphics = true -- Enable the graphics module (boolean) t.modules.image = true -- Enable the image module (boolean) t.modules.joystick = false -- Enable the joystick module (boolean) t.modules.keyboard = true -- Enable the keyboard module (boolean) t.modules.math = true -- Enable the math module (boolean) t.modules.mouse = true -- Enable the mouse module (boolean) t.modules.physics = false -- Enable the physics module (boolean) t.modules.sound = true -- Enable the sound module (boolean) t.modules.system = true -- Enable the system module (boolean) t.modules.thread = false -- Enable the thread module (boolean) t.modules.timer = true -- Enable the timer module (boolean), Disabling it will result 0 delta time in love.update t.modules.touch = false -- Enable the touch module (boolean) t.modules.video = true -- Enable the video module (boolean) t.modules.window = true -- Enable the window module (boolean) cellWidth = 2 numberOfHorizontalCells = 1000 numberOfVerticalCells = 600 generationsPerIteration = 1 windowWidth = cellWidth * numberOfHorizontalCells windowHeight = cellWidth * numberOfVerticalCells windowWidth = 1000 windowHeight = 600 minimunWidth = 800 minimunHeight = 600 black = { 0, 0, 0 } color = { 1.00, 0.25, 0.00 } drawFromTop = 1 if love.filesystem.getInfo('settings.txt') == nil then writeConfigFile() else readConfigFile() end t.window.title = "Rule 110" -- The window title (string) t.window.icon = nil -- Filepath to an image to use as the window's icon (string) t.window.width = windowWidth t.window.height = windowHeight t.window.borderless = false -- Remove all border visuals from the window (boolean) t.window.resizable = false -- Let the window be user-resizable (boolean) t.window.minwidth = minimunWidth -- Minimum window width if the window is resizable (number) t.window.minheight = minimunHeight -- Minimum window height if the window is resizable (number) t.window.fullscreen = false -- Enable fullscreen (boolean) t.window.fullscreentype = "desktop" -- Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string) t.window.vsync = 0 -- Vertical sync mode (number) t.window.msaa = 0 -- The number of samples to use with multi-sampled antialiasing (number) t.window.depth = nil -- The number of bits per sample in the depth buffer t.window.stencil = nil -- The number of bits per sample in the stencil buffer t.window.display = 2 -- Index of the monitor to show the window in (number) t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean) t.window.usedpiscale = true -- Enable automatic DPI scaling when highdpi is set to true as well (boolean) t.window.x = nil -- The x-coordinate of the window's position in the specified display (number) t.window.y = nil -- The y-coordinate of the window's position in the specified display (number) cameraPosX = 0 cameraPosY = 0 menuHorizontalPos = 220 menuVerticalPos = 200 menuOutlineHorizontalPos = 20 menuOutlineVerticalPos = 220 menuTextVerticalIncrement = 20 menuGroupVerticalIncrement = 10 configScreenAdditionalHorizontalSpace = 10 menuWidth = 560 menuHeight = 420 fontsize = 18 end function writeConfigFile() f = love.filesystem.newFile('settings.txt') f:open("w") f:write(cellWidth .. "\r\n") f:write(numberOfHorizontalCells .. "\r\n") f:write(numberOfVerticalCells .. "\r\n") f:write(generationsPerIteration .. "\r\n") f:write(windowWidth .. "\r\n") f:write(windowHeight .. "\r\n") f:write(minimunWidth .. "\r\n") f:write(minimunHeight .. "\r\n") f:write(color[1] .. "," .. color[2] .. "," .. color[3] .. "\r\n") f:write(drawFromTop .. "\r\n") f:close() end function readConfigFile() contents, size = love.filesystem.read('settings.txt') values = split(contents, "\r\n") cellWidth = tonumber(values[1]) numberOfHorizontalCells = tonumber(values[2]) numberOfVerticalCells = tonumber(values[3]) generationsPerIteration = tonumber(values[4]) windowWidth = tonumber(values[5]) windowHeight = tonumber(values[6]) minimunWidth = tonumber(values[7]) minimunHeight = tonumber(values[8]) colorAux = split(values[9], ",") color = { colorAux[1], colorAux[2], colorAux[3] } drawFromTop = tonumber(values[10]) end function split(s, delimiter) result = {} for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match) end return result end
-- -- Copyright (c) 2013 Juniper Networks, Inc. All rights reserved. -- local sm = ARGV[1]..":"..ARGV[2]..":"..ARGV[3]..":"..ARGV[4] redis.log(redis.LOG_NOTICE,"DelRequest for "..sm) local db = tonumber(ARGV[5]) redis.call('select',db) local typ = redis.call('smembers',"TYPES:"..sm) local res = {} for k,v in pairs(typ) do redis.log(redis.LOG_NOTICE, "Read UVES:"..sm..":"..v) local lres = redis.call('zrange',"UVES:"..sm..":"..v, 0, -1, "withscores") redis.call('del', "UVES:"..sm..":"..v) local iter = 1 redis.log(redis.LOG_NOTICE, "Delete "..sm..":"..v.." [#"..(#lres/2).."]") while iter <= #lres do local deltyp = v local deluve = lres[iter] local delseq = lres[iter+1] local st,en table.insert(res, deluve) table.insert(res, deltyp) st,en = string.find(deluve,":") local deltbl = string.sub(deluve, 1, st-1) local dkey = "DEL:"..deluve..":"..sm..":"..deltyp..":"..delseq local part = redis.call('hget',"KEY2PART:"..sm..":"..deltyp, deluve) if not part then part = "NULL" else redis.call('hdel', "KEY2PART:"..sm..":"..deltyp, deluve) redis.call('srem', "PART2KEY:"..part, sm..":"..deltyp..":"..deluve) end local dval = "VALUES:"..deluve..":"..sm..":"..deltyp local lttt = redis.call('exists', dval) if lttt == 1 then redis.call('rename', dval, dkey) end dval = "ORIGINS:"..deluve if redis.call('srem', dval, sm..":"..deltyp) == 1 then dval = "TABLE:"..deltbl redis.call('srem', dval, deluve..":"..sm..":"..deltyp) else dval = "ALARM_ORIGINS:"..deluve redis.call('srem', dval, sm..":"..deltyp) dval = "ALARM_TABLE:"..deltbl redis.call('srem', dval, deluve..":"..sm..":"..deltyp) end if lttt == 1 then redis.call('lpush',"DELETED", dkey) end iter = iter + 2 end end redis.call('del', "TYPES:"..ARGV[1]..":"..ARGV[2]..":"..ARGV[3]..":"..ARGV[4]) redis.call('srem', "NGENERATORS", sm) redis.log(redis.LOG_NOTICE,"Delete Request for "..sm.." successful") return res
local Explode = {} function Explode.OnAdd(e) Explode[e] = true end function Explode.OnRemove(e) Explode[e] = nil end return Explode
----------------------------------------- -- ID: 4658 -- Scroll of Shell III -- Teaches the white magic Shell III ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(50) end function onItemUse(target) target:addSpell(50) end
local Tunnel = module("vrp","lib/Tunnel") local Proxy = module("vrp","lib/Proxy") local Tools = module("vrp","lib/Tools") tvRP = {} local players = {} Tunnel.bindInterface("vRP",tvRP) vRPserver = Tunnel.getInterface("vRP") Proxy.addInterface("vRP",tvRP) local user_id function tvRP.setUserId(_user_id) user_id = _user_id end function tvRP.getUserId() return user_id end function tvRP.getUserHeading() return GetEntityHeading(PlayerPedId()) end function tvRP.teleport(x,y,z) SetEntityCoords(PlayerPedId(),x+0.0001,y+0.0001,z+0.0001,1,0,0,1) vRPserver._updatePos(x,y,z) end function tvRP.clearWeapons() RemoveAllPedWeapons(PlayerPedId(),true) end function tvRP.getPosition() local x,y,z = table.unpack(GetEntityCoords(PlayerPedId(),true)) return x,y,z end function tvRP.isInside() local x,y,z = tvRP.getPosition() return not (GetInteriorAtCoords(x,y,z) == 0) end function tvRP.getCamDirection() local heading = GetGameplayCamRelativeHeading()+GetEntityHeading(PlayerPedId()) local pitch = GetGameplayCamRelativePitch() local x = -math.sin(heading*math.pi/180.0) local y = math.cos(heading*math.pi/180.0) local z = math.sin(pitch*math.pi/180.0) local len = math.sqrt(x*x+y*y+z*z) if len ~= 0 then x = x/len y = y/len z = z/len end return x,y,z end function tvRP.addPlayer(player) players[player] = true end function tvRP.removePlayer(player) players[player] = nil end function tvRP.getPlayers() return players end function tvRP.getNearestPlayers(radius) local r = {} local ped = GetPlayerPed(i) local pid = PlayerId() local px,py,pz = tvRP.getPosition() for k,v in pairs(players) do local player = GetPlayerFromServerId(k) if player ~= pid and NetworkIsPlayerConnected(player) then local oped = GetPlayerPed(player) local x,y,z = table.unpack(GetEntityCoords(oped,true)) local distance = GetDistanceBetweenCoords(x,y,z,px,py,pz,true) if distance <= radius then r[GetPlayerServerId(player)] = distance end end end return r end function tvRP.getNearestPlayer(radius) local p = nil local players = tvRP.getNearestPlayers(radius) local min = radius+0.0001 for k,v in pairs(players) do if v < min then min = v p = k end end return p end ----------------------------------------------------------------------------------------------------------------------------------------- -- VARANIM ----------------------------------------------------------------------------------------------------------------------------------------- local animActived = false local animDict = nil local animName = nil local animFlags = 0 ----------------------------------------------------------------------------------------------------------------------------------------- -- PLAYANIM ----------------------------------------------------------------------------------------------------------------------------------------- function tvRP.playAnim(upper,seq,looping) tvRP.stopAnimActived() local ped = PlayerPedId() if seq.task then tvRP.stopAnim(true) if seq.task == "PROP_HUMAN_SEAT_CHAIR_MP_PLAYER" then local x,y,z = table.unpack(GetEntityCoords(ped)) TaskStartScenarioAtPosition(ped,seq.task,x,y,z-1,GetEntityHeading(ped),0,0,false) else TaskStartScenarioInPlace(ped,seq.task,0,not seq.play_exit) end else tvRP.stopAnim(upper) local flags = 0 if upper then flags = flags + 48 end if looping then flags = flags + 1 end Citizen.CreateThread(function() RequestAnimDict(seq[1]) while not HasAnimDictLoaded(seq[1]) do RequestAnimDict(seq[1]) Citizen.Wait(10) end if HasAnimDictLoaded(seq[1]) then animDict = seq[1] animName = seq[2] animFlags = flags if flags == 49 then animActived = true end TaskPlayAnim(ped,seq[1],seq[2],3.0,3.0,-1,flags,0,0,0,0) end end) end end ----------------------------------------------------------------------------------------------------------------------------------------- -- THREADANIM ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do local ped = PlayerPedId() if not IsEntityPlayingAnim(ped,animDict,animName,3) and animActived then TaskPlayAnim(ped,animDict,animName,3.0,3.0,-1,animFlags,0,0,0,0) end Citizen.Wait(4) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- THREADBLOCK ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do local timeDistance = 500 if animActived then timeDistance = 4 DisableControlAction(0,16,true) DisableControlAction(0,17,true) DisableControlAction(0,24,true) DisableControlAction(0,25,true) DisableControlAction(0,257,true) DisableControlAction(0,327,true) BlockWeaponWheelThisFrame() end Citizen.Wait(timeDistance) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- STOPANIMACTIVED ----------------------------------------------------------------------------------------------------------------------------------------- function tvRP.stopAnimActived() animActived = false end function tvRP.stopAnim(upper) anims = {} if upper then ClearPedSecondaryTask(PlayerPedId()) else ClearPedTasks(PlayerPedId()) end end function tvRP.playSound(dict,name) PlaySoundFrontend(-1,dict,name,false) end function tvRP.stopSound() return StopSound(tvRP.playSound(dict,name)) end function tvRP.playScreenEffect(name,duration) if duration < 0 then StartScreenEffect(name,0,true) else StartScreenEffect(name,0,true) Citizen.CreateThread(function() Citizen.Wait(math.floor((duration+1)*1000)) StopScreenEffect(name) end) end end AddEventHandler("playerSpawned",function() TriggerServerEvent("vRPcli:playerSpawned") end) Citizen.CreateThread(function() while true do Citizen.Wait(1) if NetworkIsSessionStarted() then TriggerServerEvent("Queue:playerActivated") return end end end)
object_mobile_nova_orion_garrick_orion = object_mobile_shared_nova_orion_garrick_orion:new { } ObjectTemplates:addTemplate(object_mobile_nova_orion_garrick_orion, "object/mobile/nova_orion_garrick_orion.iff")
data:extend { { type = "fluid", name = "chlorine", base_color = {r=0, g=255, b=0, a=0}, default_temperature = 21.0, flow_color = {r=0, g=255, b=0, a=0}, icons = {icon={icon="__base__/graphics/icons/fluid/steam.png", tint={r=0, g=255, b=0, a=255}}}, icon_size = 64 } , { type = "fluid", name = "hydrogen", base_color = {r=0, g=255, b=0, a=0}, default_temperature = 21.0, flow_color = {r=0, g=255, b=0, a=0}, icons = {icon={icon="__base__/graphics/icons/fluid/steam.png", tint={r=255, g=255, b=255, a=255}}}, icon_size = 64 } , { type = "fluid", name = "oxygen", base_color = {r=0, g=255, b=0, a=0}, default_temperature = 21.0, flow_color = {r=0, g=255, b=0, a=0}, icons = {icon={icon="__base__/graphics/icons/fluid/steam.png", tint={r=255, g=0, b=0, a=0}}}, icon_size = 64 } , }
return PlaceObj("ModDef", { "title", "Example Sidepanel Controls", "version", 1, "version_major", 0, "version_minor", 1, "id", "ChoGGi_ExampleSidepanelControls", "author", "ChoGGi", "code", { "Code/Script.lua", }, "image", "Preview.png", "lua_revision", 1007000, -- Picard "description", [[Adds some example controls to various side panel selections.]], })
local data_network = assert(yatm.data_network) local CLUSTER_GROUP = 'yatm_data' -- Allows the cluster tool to lookup normal clusters yatm.cluster_tool.register_cluster_tool_lookup(CLUSTER_GROUP, function (pos, state) local member = data_network:get_member_at_pos(pos) local network = data_network:get_network_at_pos(pos) local data = {} if member then data.member = member state[CLUSTER_GROUP] = data end if network then data.network = network state[CLUSTER_GROUP] = data end return state end) yatm.cluster_tool.register_cluster_tool_render(CLUSTER_GROUP, function (data, formspec, render_state) local registered_nodes_with_count = {} if data.network then for member_id, _is_present in pairs(data.network.members) do local member = data_network:get_member(member_id) registered_nodes_with_count[member.node.name] = (registered_nodes_with_count[member.node.name] or 0) + 1 end end local cols = 4 local colsize = render_state.w / cols local item_size = colsize * 0.6 local label_size = colsize * 0.6 local i = 0 for node_name, count in pairs(registered_nodes_with_count) do local x = math.floor(i % cols) * colsize local y = math.floor(i / cols) * colsize local label_x = x + label_size local label_y = y + item_size / 2 formspec = formspec .. "item_image[" .. x .. "," .. y .. ";" .. item_size .. "," .. item_size .. ";" .. node_name .. "]" .. "label[" .. label_x .. "," .. label_y.. ";" .. count .."]" i = i + 1 end return formspec end)
require("deepcore/std/class") require("deepcore/std/callable") require("eawx-util/ChangeOwnerUtilities") require("deepcore/statemachine/dsl/conditions") require("eawx-util/StoryUtil") ---@class PlanetTransferBuilder PlanetTransferBuilder = class() ---@vararg string function PlanetTransferBuilder:new(...) ---@type table<number, string> self.planets = arg self.Active_Planets = {} ---@type PlayerObject self.target_owner = nil ---@type fun(): boolean self.condition = function() return true end end ---@param faction_name string function PlanetTransferBuilder:to_owner(faction_name) self.target_owner = Find_Player(faction_name) return self end ---@param condition fun(): boolean function PlanetTransferBuilder:if_(condition) self.condition = condition return self end function PlanetTransferBuilder:build() return callable { planets = self.planets, new_owner = self.target_owner, condition = self.condition, Active_Planets = self.Active_Planets, call = function(self) self.Active_Planets = StoryUtil.GetSafePlanetTable() for _, planet in ipairs(self.planets) do if self.Active_Planets[planet] then local planet_object = self:get_planet(planet) if self.condition(planet_object) then ChangePlanetOwnerAndRetreat(planet_object, self.new_owner) end end end end, get_planet = function(self, planet_like) if type(planet_like) == "userdata" then return planet_like end if type(planet_like) == "table" and planet_like.get_game_object then return planet_like:get_game_object() end return FindPlanet(planet_like) end } end return PlanetTransferBuilder
reb.gui = {} surface.CreateFont( "Reb_HUD_small", { font = "Arial", extended = false, size = ScreenScale(6), weight = 1000, blursize = 0, scanlines = 0, antialias = true, } ) surface.CreateFont( "Reb_HUD_med", { font = "Arial", extended = false, size = ScreenScale(10), weight = 1000, blursize = 0, scanlines = 0, antialias = true, } ) function GM:HUDPaint() client = LocalPlayer() --Simple HUD draw.RoundedBox( 5, ScrW() * 0.025, ScrH() * 0.87, ScrW() * 0.035, ScrH() * 0.045, Color(25,25,25,75)) draw.SimpleTextOutlined(client:Health().."%", "Reb_HUD_med", ScrW() * 0.043, ScrH() * 0.89, Color(255,200,0,255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 2, Color(0,0,0,255)) draw.RoundedBox( 5, ScrW() * 0.025, ScrH() * 0.93, ScrW() * 0.035, ScrH() * 0.045, Color(25,25,25,75)) draw.SimpleTextOutlined(client:Armor().."%", "Reb_HUD_med", ScrW() * 0.043, ScrH() * 0.95, Color(255,200,0,255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 2, Color(0,0,0,255)) local trace = LocalPlayer():GetEyeTrace() if (trace.Entity.ShouldDraw) and (math.Distance(trace.StartPos.x, trace.StartPos.y, trace.HitPos.x, trace.HitPos.y) <= 200) then entity = trace.Entity entity:textDisplay() end end local hide = { CHudHealth = true, CHudBattery = true, CHudAmmo = true, CHudSecondaryAmmo = true } hook.Add( "HUDShouldDraw", "HideHUD", function( name ) if ( hide[ name ] ) then return false end end )
local parse_c11 = require 'parsers.c11' local lpegrex = require 'lpegrex' local lester = require 'tests.lester' local describe, it = lester.describe, lester.it local function eqast(source, expected) local aststr = lpegrex.prettyast(parse_c11(source)) expected = expected:gsub('^%s+', ''):gsub('%s+$', '') if not aststr:find(expected, 1, true) then error('expected to match second in first value\nfirst value:\n'..aststr..'\nsecond value:\n'..expected) end end describe('c11 parser', function() it("basic", function() eqast([[]], [[-]]) eqast([[/* comment */]], [[-]]) eqast([[// comment]], [[-]]) end) it("escape sequence", function() eqast([[const char* s = "\'\"\?\a\b\f\n\r\t\v\\\000\xffff";]], [["\\'\\\"\\?\\a\\b\\f\\n\\r\\t\\v\\\\\\000\\xffff"]]) end) it("external declaration", function() eqast([[int a;]], [[ translation-unit | declaration | | type-declaration | | | declaration-specifiers | | | | type-specifier | | | | | "int" | | | init-declarator-list | | | | init-declarator | | | | | declarator | | | | | | identifier | | | | | | | "a" ]]) eqast([[void main(){}]], [[ translation-unit | function-definition | | declaration-specifiers | | | type-specifier | | | | "void" | | declarator | | | declarator-parameters | | | | identifier | | | | | "main" | | declaration-list | | compound-statement ]]) eqast([[_Static_assert(x, "x");]], [[ translation-unit | declaration | | static_assert-declaration | | | identifier | | | | "x" | | | string-literal | | | | "x" ]]) end) it("expression statement", function() eqast([[void main() {a;;}]], [[ | | | expression-statement | | | | expression | | | | | identifier | | | | | | "a" ]]) end) it("selection statement", function() eqast([[void main() {if(a) {} else if(b) {} else {}}]], [[ | | | if-statement | | | | expression | | | | | identifier | | | | | | "a" | | | | compound-statement | | | | if-statement | | | | | expression | | | | | | identifier | | | | | | | "b" | | | | | compound-statement | | | | | compound-statement ]]) eqast([[void main() {switch(a) {case A: default: break;}}]], [[ | | | switch-statement | | | | expression | | | | | identifier | | | | | | "a" | | | | compound-statement | | | | | case-statement | | | | | | identifier | | | | | | | "A" | | | | | | default-statement | | | | | | | break-statement ]]) end) it("iteration statement", function() eqast([[void main() {while(a) {};}]], [[ | | | while-statement | | | | expression | | | | | identifier | | | | | | "a" | | | | compound-statement ]]) eqast([[void main() {do{} while(a);}]], [[ | | | do-while-statement | | | | compound-statement | | | | expression | | | | | identifier | | | | | | "a" ]]) eqast([[void main() {for(;;) {}}]], [[ | | | for-statement | | | | false | | | | false | | | | false | | | | compound-statement ]]) eqast([[void main() {for(i=10;i;i--) {}}]], [[ | | | for-statement | | | | expression | | | | | binary-op | | | | | | identifier | | | | | | | "i" | | | | | | "=" | | | | | | integer-constant | | | | | | | "10" | | | | expression | | | | | identifier | | | | | | "i" | | | | expression | | | | | post-decrement | | | | | | identifier | | | | | | | "i" | | | | compound-statement ]]) end) it("jump statement", function() eqast([[void main() {continue;}]], "continue-statement") eqast([[void main() {break;}]], "break-statement") eqast([[void main() {return;}]], "return-statement") eqast([[void main() {return a;}]], [[ | | | return-statement | | | | expression | | | | | identifier | | | | | | "a" ]]) eqast([[void main() {a: goto a;}]], [[ | | | label-statement | | | | identifier | | | | | "a" | | | goto-statement | | | | identifier | | | | | "a" ]]) end) it("label with typedefs", function() eqast([[ // namespaces.c typedef int S, T, U; struct S { int T; }; union U { int x; }; void f(void) { // The following uses of S, T, U are correct, and have no // effect on the visibility of S, T, U as typedef names. struct S s = { .T = 1 }; T: s.T = 2; union U u = { 1 }; goto T; // S, T and U are still typedef names: S ss = 1; T tt = 1; U uu = 1; } ]], [[ | | | label-statement | | | | identifier | | | | | "T" ]]) end) end)
local config = require("vlua.config") local Util = require("vlua.util") local NextTick = require("vlua.nextTick") local nextTick, devtools = NextTick.nextTick, Util.devtools local splice = Util.splice local tsort = table.sort local tinsert = table.insert local warn = Util.warn local MAX_UPDATE_COUNT = 100 ---@type Watcher[] local queue = {} ---@type table<number, boolean> local has = {} ---@type table<number, number> local circular = {} local waiting = false local flushing = false local index = 0--[[ * Reset the scheduler's state. --]] local function resetSchedulerState() index = 1 queue = {} has = {} if (config.env ~= "production") then circular = {} end waiting = false flushing = false end local function compareQueue(a, b) return a.id < b.id end --[[ * Flush both queues and run the watchers. --]] local function flushSchedulerQueue() flushing = true ---@type Watcher local watcher ---@type integer local id -- Sort queue before flush. -- This ensures that: -- 1. Components are updated from parent to child. (because parent is always -- created before the child) -- 2. A component's user watchers are run before its render watcher (because -- user watchers are created before the render watcher) -- 3. If a component is destroyed during a parent component's watcher run, -- its watchers can be skipped. tsort(queue, compareQueue) -- do not cache length because more watchers might be pushed -- as we run existing watchers index = 1 while index <= #queue do watcher = queue[index] if (watcher.before) then watcher:before() end id = watcher.id has[id] = nil watcher:run() -- in dev build, check and stop circular updates. if (config.env ~= "production" and has[id] ~= nil) then circular[id] = (circular[id] or 0) + 1 if (circular[id] > MAX_UPDATE_COUNT) then warn( "You may have an infinite update loop " .. (watcher.user and 'in watcher with expression "${watcher.expression}"' or "in a component render function."), watcher.vm ) break end end index = index + 1 end resetSchedulerState() -- devtool hook --[[ istanbul ignore if --]] if (devtools and config.devtools) then devtools.emit("flush") end end --[[ * Push a watcher into the watcher queue. * Jobs with duplicate IDs will be skipped unless it's * pushed when the queue is being flushed. --]] ---@param watcher Watcher local function queueWatcher(watcher) local id = watcher.id if (has[id] == nil) then has[id] = true if (not flushing) then tinsert(queue, watcher) else -- if already flushing, splice the watcher based on its id -- if already past its id, it will be run next immediately. local i = #queue while (i > index and queue[i].id > watcher.id) do i = i - 1 end splice(queue, i + 1, 0, watcher) end -- queue the flush if (not waiting) then waiting = true if (config.env ~= "production" and not config.async) then flushSchedulerQueue() return end nextTick(flushSchedulerQueue) end end end return { queueWatcher = queueWatcher, MAX_UPDATE_COUNT = MAX_UPDATE_COUNT }
baekhos_blade_rogue = { cast = function(player) local weap = player:getEquippedItem(EQ_WEAP) local magic = 6000 if (not player:canCast(1, 1, 0)) then return end if (player.magic < magic) then player:sendMinitext("You do not have enough mana.") return end if player:checkIfCast(enchants) or player.enchant > 1 then player:sendMinitext("This spell is already active.") return end player:sendAction(6, 35) player:sendMinitext(weap.name .. " shines with holy light.") player.magic = player.magic - magic player.enchant = 2.25 player:sendStatus() end, recast = function(player) player.enchant = 2.25 player:sendStatus() end, uncast = function(player) player.enchant = 1 player:sendStatus() player:sendMinitext("The glimmer subsides into a throb and then vanishes.") end, requirements = function(player) local level = 99 local items = {"ee_san_blood", "dark_dagger", "magical_dust", 0} local itemAmounts = {1, 4, 4, 60000} local description = "Infuse your weapon with energy, causing you to deal more damage." return level, items, itemAmounts, description end }
-- All entries must go above this line }
-- -- toolchains.lua -- Declare toolchains to use with GENie -- Copyright (c) 2020 Christian Helmich and the GENie project -- premake.toolchain = { } -- -- The list of registered tools. -- premake.toolchain.list = { } -- -- Register a new toolchain. -- -- @param a -- The new toolchain object. -- function premake.toolchain.add(a) -- validate the tool object, at least a little bit local missing for _, field in ipairs({"description", "name", "cc", "cxx", "ar"}) do if (not a[field]) then missing = field end end if (missing) then error("tool needs a " .. missing, 3) end -- add it to the master list premake.toolchain.list[a.name] = a end -- -- Retrieve an tool by name. -- -- @param name -- The name of the tool to retrieve. -- @returns -- The requested tool, or nil if the tool does not exist. -- function premake.toolchain.get(name) return premake.toolchain.list[name] end -- -- Iterator for the list of tools. -- function premake.toolchain.each() -- sort the list by trigger local keys = { } for _, tool in pairs(premake.toolchain.list) do table.insert(keys, tool.name) end table.sort(keys) local i = 0 return function() i = i + 1 return premake.toolchain.list[keys[i]] end end -- API -- -- Define a new tool. -- -- @param a -- The new tool object. -- function newtoolchain(a) premake.toolchain.add(a) end -- per solution decide which toolchain to use newapifield { name = "toolchain", kind = "string", scope = "solution", allowed = function(value) if premake.toolchain.list[value] then return value end end, } ------------------------------------------------------------------------------- -- resolve env vars --- resolves env vars written as ${name} by looking them up and replacing with their actual value --- --- INTENDED USAGE: --- includedirs { table.translate(table.flatten(a.includedirs), resolve_vars) } --- libdirs { table.translate(table.flatten(a.libdirs), resolve_vars) } --- buildoptions { table.translate(table.flatten(a.buildoptions), resolve_vars) } --- linkoptions { table.translate(table.flatten(a.linkoptions), resolve_vars) } --- function resolve_vars(str, variables) local valuemap = {} if variables then for _,var in ipairs(variables) do local val = os.getenv(var) if val then valuemap[var] = os.getenv(var) else printf(colorize(ansicolors.red, "please set the environment variable %q"), var) end end end return str:gsub('%${%w+}', valuemap) end function applytoolchain(a) assert(a) if type(a) == 'string' then return applytoolchain(premake.toolchain.get(a)) end if type(a) == 'table' then printf("applying toolchain settings for %q", a.name) if _ACTION:startswith("vs") then local action = premake.action.current() assert(a.vstudio) assert(a.vstudio.toolset) premake.vstudio.toolset = a.vstudio.toolset if a.vstudio.storeapp then premake.vstudio.storeapp = a.vstudio.storeapp end action.vstudio.windowsTargetPlatformVersion = a.vstudio.targetPlatformVersion or string.gsub(os.getenv("WindowsSDKVersion") or "8.1", "\\", "") action.vstudio.windowsTargetPlatformMinVersion = a.vstudio.targetPlatformMinVersion or string.gsub(os.getenv("WindowsSDKVersion") or "8.1", "\\", "") elseif _ACTION:startswith("xcode") then local action = premake.action.current() action.xcode.macOSTargetPlatformVersion = a.xcode.targetPlatformVersion premake.xcode.toolset = a.xcode.toolset end local tool = premake[_OPTIONS.cc or 'gcc'] tool.cc = resolve_vars(a.cc) tool.cxx = resolve_vars(a.cxx) tool.ar = resolve_vars(a.ar) tool.llvm = a.llvm or false if a.namestyle then tool.namestyle = a.namestyle end configuration {} if a.configure then a.configure() end configuration {} end end ------------------------------------------------------------------------------- newtoolchain { name = "clang-macos-default", description = "Default XCode integrated clang toolchain on macOS", cc = "clang", cxx = "clang++", ar = "ar", llvm = true, --optional namestyle = "posix", --optional variables = {}, --optional, environment variables to substitute to their actual path xcode = { targetPlatformVersion = "10.15", toolset = "macosx", }, configure = function() removeflags { "UseLDResponseFile", "UseObjectResponseFile", } buildoptions { "-m64", "-Wshadow", "-msse2", "-Wunused-value", "-Wno-undef", "-target x86_64-apple-macos" .. "10.15", "-mmacosx-version-min=10.15", "-stdlib=libc++", "-Wno-unknown-warning-option", } linkoptions { "-mmacosx-version-min=10.15", "-framework Cocoa", "-framework CoreFoundation", "-framework Foundation", "-framework QuartzCore", "-framework OpenGL", } -- avoid release build errors on missing asserts configuration { "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} end } newtoolchain { name = "clang-macos", description = "XCode Command Line Tools on latest macOS (Big Sur)", cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang", cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++", ar = "ar", llvm = true, --optional namestyle = "posix", --optional variables = {}, --optional, environment variables to substitute to their actual path vstudio = { targetPlatformVersion = "", targetPlatformMinVersion = "", toolset = "", storeapp = "", }, xcode = { targetPlatformVersion = "11.1", toolset = "macosx", }, configure = function() removeflags { "UseLDResponseFile", "UseObjectResponseFile", } buildoptions { "-m64", "-Wshadow", "-msse2", "-Wunused-value", "-Wno-undef", "-stdlib=libc++", "-target x86_64-apple-macos" .. "11.1", "-mmacosx-version-min=11.1", "--sysroot=/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk", os.isdir("/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1") and "-isystem " .. "/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1" or "-isystem " .. "/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include" , os.isdir("/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1") and "-cxx-isystem " .. "/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1" or "-cxx-isystem " .. "/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include", "-Wno-unknown-warning-option", } linkoptions { "-mmacosx-version-min=11.1", "--sysroot=/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk", "-F/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/Frameworks", "-F/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/PrivateFrameworks", "-framework Cocoa", "-framework CoreFoundation", "-framework Foundation", "-framework QuartzCore", "-framework OpenGL", } -- avoid release build errors on missing asserts configuration { "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} end } newtoolchain { name = "clang-windows", description = "clang toolchain with VS headers on Windows", cc = "clang", cxx = "clang++", ar = "ar", llvm = true, --optional namestyle = "windows", --optional variables = {}, --optional, environment variables to substitute to their actual path vstudio = { targetPlatformVersion = "10.0", targetPlatformMinVersion = "10.0", toolset = "LLVM", storeapp = "", }, xcode = { targetPlatformVersion = "", toolset = "", }, configure = function() flags { "UseLDResponseFile", "UseObjectResponseFile", } removeflags { "StaticRuntime", } defines { "WIN32", "_WIN32", "_HAS_EXCEPTIONS=0", "_SCL_SECURE_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS", "_CRT_SECURE_NO_DEPRECATE", "strdup=_strdup", } includedirs { table.translate({ path.join("${VCToolsInstallDir}", "include"), path.join("${WindowsSdkVerBinPath}", "um"), }, function(e) return resolve_vars(e, { "VCToolsInstallDir", "WindowsSdkVerBinPath", }) end) } libdirs { table.translate({ path.join("${VCToolsInstallDir}", "lib/x64"), path.join("${WindowsSdkVerBinPath}", "um/x64"), }, function(e) return resolve_vars(e, { "VCToolsInstallDir", "WindowsSdkVerBinPath", }) end) } links { "ole32", "kernel32", "user32", } configuration { "vs*" } buildoptions { "/wd4201", -- warning C4201: nonstandard extension used: nameless struct/union "/wd4324", -- warning C4324: '': structure was padded due to alignment specifier "/Ob2", -- The Inline Function Expansion "/clang:-target x86_64-pc-win32", "/clang:-fms-extensions", "/clang:-fms-compatibility", "/clang:-fdelayed-template-parsing", "/clang:-Wno-unknown-warning-option", "/clang:-Wno-gnu-folding-constant", "/clang:-Wno-unknown-warning-option", "/clang:-Wno-unused-command-line-argument", "/clang:-Wno-unused-but-set-parameter", } linkoptions { "/NODEFAULTLIB:libcmt", "/ignore:4221", -- LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library } configuration { "not vs*" } buildoptions { "-m64", "-target x86_64-pc-win32", "-fms-extensions", "-fms-compatibility", "-fdelayed-template-parsing", "-Wno-undef", "-Wno-sign-compare", "-Wno-unknown-warning-option", "-Wno-gnu-folding-constant", "-Wno-unknown-warning-option", "-Wno-unused-command-line-argument", "-Wno-unused-but-set-parameter", } linkoptions { "-target x86_64-pc-win32", "-Wl,/NODEFAULTLIB:libcmt", "-Wl,/ignore:4221", } configuration { "debug" } defines { "_SCL_SECURE=1", "_SECURE_SCL=1", "_ITERATOR_DEBUG_LEVEL=1", "_HAS_ITERATOR_DEBUGGING=0", } links { "msvcrtd", "libcmtd", } configuration { "release" } defines { "_SCL_SECURE=0", "_SECURE_SCL=0", --"_ITERATOR_DEBUG_LEVEL=0", } links { "msvcrt", "libcmt", } -- avoid release build errors on missing asserts configuration { "vs*", "release" } buildoptions { "/clang:-Wno-unused-parameter", "/clang:-Wno-unused-variable", } configuration { "not vs*", "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} configuration {} end } newtoolchain { name = "clang-linux", description = "Clang toolchain on Linux", cc = "clang", cxx = "clang++", ar = "ar", llvm = true, --optional namestyle = "posix", --optional variables = {}, --optional, environment variables to substitute to their actual path configure = function() removeflags { "UseLDResponseFile", "UseObjectResponseFile", } buildoptions { "-m64", "-Wshadow", "-msse2", "-Wunused-value", "-Wno-undef", "-stdlib=libc++", "-target x86_64-unknown-linux-gnu", "-fPIC", "-Wno-unknown-warning-option", "-Wno-unused-command-line-argument", "-Wno-unused-but-set-parameter", "-Wno-gnu-folding-constant", } links { "rt", "dl", "X11", "GL", "pthread", } linkoptions { "-Wl,--gc-sections", "-Wl,--as-needed", } -- avoid release build errors on missing asserts configuration { "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} end } newtoolchain { name = "emscripten-asmjs", description = "Emscripten toolchain to produce ASM.js", cc = "emcc", cxx = "em++", ar = "emar", llvm = true, --optional namestyle = "Emscripten", --optional variables = {}, --optional, environment variables to substitute to their actual path configure = function() removeflags { "UseLDResponseFile", "UseObjectResponseFile", } buildoptions { "-m32", "-Wshadow", "-msse2", "-msimd128", "-Wunused-value", "-Wno-undef", --"-stdlib=libc++", "-Wno-unknown-warning-option", "-Wno-unused-command-line-argument", "-Wno-unused-but-set-parameter", "-Wno-undef", "-Wno-gnu-folding-constant", } linkoptions { "-Wl,-mwasm32", "-s MIN_WEBGL_VERSION=2", "-s MAX_WEBGL_VERSION=2", "-s USE_WEBGL2=1", "-s FULL_ES3=1", "-s WASM=0", -- for ASM.js "-s ALLOW_MEMORY_GROWTH=1", "-g", } -- avoid release build errors on missing asserts configuration { "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} end } newtoolchain { name = "emscripten-wasm", description = "Emscripten toolchain to produce WebAssembly", cc = "emcc", cxx = "em++", ar = "emar", llvm = true, --optional namestyle = "Emscripten", --optional variables = {}, --optional, environment variables to substitute to their actual path configure = function() removeflags { "UseLDResponseFile", "UseObjectResponseFile", } buildoptions { "-m32", "-Wshadow", "-msse2", "-msimd128", "-Wunused-value", "-Wno-undef", --"-stdlib=libc++", "-Wno-unknown-warning-option", "-Wno-unused-command-line-argument", "-Wno-unused-but-set-parameter", "-Wno-undef", "-Wno-gnu-folding-constant", } linkoptions { "-Wl,-mwasm32", "-s MIN_WEBGL_VERSION=2", "-s MAX_WEBGL_VERSION=2", "-s USE_WEBGL2=1", "-s FULL_ES3=1", "-s ALLOW_MEMORY_GROWTH=1", "-g", } -- avoid release build errors on missing asserts configuration { "release" } buildoptions { "-Wno-unused-parameter", "-Wno-unused-variable", } configuration {} end } -------------------------------------------------------------------------------
return{ name = "chickenfinger", }
--Button disable flag. True for now, because button CANT do what I want it to... local disableButton = true if disableButton == false then require("button") end function recheck_all_recipes(rf) for _, research in pairs(rf.technologies) do if research.researched then if research.effects then for _, effect in pairs (research.effects) do if effect.type == "unlock-recipe" then rf.recipes[effect.recipe].enabled = true end end end end end end -- Proxy so I can remove unneeded code without removing/commenting unneeded calls function createMainButtonProxy(x) if disableButton then return end createMainButton(x) end -- Start OnLoad/OnInit/OnConfig events script.on_configuration_changed( function(data) -- Do Any Mod Changes -- Setup for global list -- wipe global list if any mod changes, not just GDIW global.gdiwlist = {} --if global.gdiwlist ~= nil then --gdiwliststring = loadstring(game.entity_prototypes["gdiw_data_list_flying-text"].order)() --global.gdiwlist = gdiwliststring --end -- Do GDIW Mod added if data.mod_changes ~= nil and data.mod_changes["GDIW"] ~= nil and data.mod_changes["GDIW"].old_version == nil then for _,force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() recheck_all_recipes(force) end for idx, _ in pairs(game.players) do createMainButtonProxy(idx) end end -- Do GDIW Mod updated or removed if data.mod_changes ~= nil and data.mod_changes["GDIW"] ~= nil and data.mod_changes["GDIW"].old_version ~= nil then for _,force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() -- Re-disable all GDIW recipes (Useful when old save versions involved) for _, i in pairs(global.gdiwlist) do for _, j in pairs(i) do force.recipes[j.name].enabled = false end end recheck_all_recipes(force) end for idx, _ in pairs(game.players) do createMainButtonProxy(idx) end end end) script.on_init(function() -- Nothing to do now end) script.on_load(function() --Nothing to Do Now end) -- End OnLoad/OnInit/OnConfig events
--easy script configs IntroTextSize = 25 --Size of the text for the Now Playing thing. IntroSubTextSize = 30 --size of the text for the Song Name. IntroTagColor = 'FFDD00' --Color of the tag at the end of the box. IntroTagWidth = 15 --Width of the box's tag thingy. --easy script configs --actual script function onCreate() --the tag at the end of the box makeLuaSprite('JukeBoxTag', 'empty', -305-IntroTagWidth, 15) makeGraphic('JukeBoxTag', 300+IntroTagWidth, 100, IntroTagColor) setObjectCamera('JukeBoxTag', 'other') addLuaSprite('JukeBoxTag', true) --the box makeLuaSprite('JukeBox', 'empty', -305-IntroTagWidth, 15) makeGraphic('JukeBox', 300, 100, '000000') setObjectCamera('JukeBox', 'other') addLuaSprite('JukeBox', true) --the text for the "Now Playing" bit makeLuaText('JukeBoxText', songName, 300, -305-IntroTagWidth, 30) setTextAlignment('JukeBoxText', 'left') setObjectCamera('JukeBoxText', 'other') setTextSize('JukeBoxText', IntroTextSize) setTextColor('JukeBoxText', 'FFDD00') addLuaText('JukeBoxText') --text for the song name makeLuaText('JukeBoxSubText', 'Psych Engine X', 300, -305-IntroTagWidth, 60) setTextAlignment('JukeBoxSubText', 'left') setObjectCamera('JukeBoxSubText', 'other') setTextSize('JukeBoxSubText', IntroSubTextSize) addLuaText('JukeBoxSubText') end --motion functions function onSongStart() -- Inst and Vocals start playing, songPosition = 0 doTweenX('MoveInOne', 'JukeBoxTag', 0, 1, 'CircInOut') doTweenX('MoveInTwo', 'JukeBox', 0, 1, 'CircInOut') doTweenX('MoveInThree', 'JukeBoxText', 0, 1, 'CircInOut') doTweenX('MoveInFour', 'JukeBoxSubText', 0, 1, 'CircInOut') runTimer('JukeBoxWait', 3, 1) end function onTimerCompleted(tag, loops, loopsLeft) -- A loop from a timer you called has been completed, value "tag" is it's tag -- loops = how many loops it will have done when it ends completely -- loopsLeft = how many are remaining if tag == 'JukeBoxWait' then doTweenX('MoveOutOne', 'JukeBoxTag', -450, 1.5, 'CircInOut') doTweenX('MoveOutTwo', 'JukeBox', -450, 1.5, 'CircInOut') doTweenX('MoveOutThree', 'JukeBoxText', -450, 1.5, 'CircInOut') doTweenX('MoveOutFour', 'JukeBoxSubText', -450, 1.5, 'CircInOut') end end
cc = cc or {} ---Physics3DPointToPointConstraint object ---@class Physics3DPointToPointConstraint : Physics3DConstraint local Physics3DPointToPointConstraint = {} cc.Physics3DPointToPointConstraint = Physics3DPointToPointConstraint -------------------------------- ---get pivot point in A's local space ---@return vec3_table function Physics3DPointToPointConstraint:getPivotPointInA() end -------------------------------- ---get pivot point in B's local space ---@return vec3_table function Physics3DPointToPointConstraint:getPivotPointInB() end -------------------------------- ---@overload fun(Physics3DRigidBody, Physics3DRigidBody, vec3_table, vec3_table):bool ---@overload fun(Physics3DRigidBody, vec3_table):bool ---@param rbA Physics3DRigidBody ---@param rbB Physics3DRigidBody ---@param pivotPointInA vec3_table ---@param pivotPointInB vec3_table ---@return bool function Physics3DPointToPointConstraint:init(rbA, rbB, pivotPointInA, pivotPointInB) end -------------------------------- ---set pivot point in A's local space ---@param pivotA vec3_table ---@return Physics3DPointToPointConstraint function Physics3DPointToPointConstraint:setPivotPointInA(pivotA) end -------------------------------- ---set pivot point in B's local space ---@param pivotB vec3_table ---@return Physics3DPointToPointConstraint function Physics3DPointToPointConstraint:setPivotPointInB(pivotB) end -------------------------------- ---@overload fun(Physics3DRigidBody, Physics3DRigidBody, vec3_table, vec3_table):Physics3DPointToPointConstraint ---@overload fun(Physics3DRigidBody, vec3_table):Physics3DPointToPointConstraint ---@param rbA Physics3DRigidBody ---@param rbB Physics3DRigidBody ---@param pivotPointInA vec3_table ---@param pivotPointInB vec3_table ---@return Physics3DPointToPointConstraint function Physics3DPointToPointConstraint:create(rbA, rbB, pivotPointInA, pivotPointInB) end -------------------------------- -- ---@return Physics3DPointToPointConstraint function Physics3DPointToPointConstraint:Physics3DPointToPointConstraint() end return Physics3DPointToPointConstraint
return { skip_compat53 = true, source_dir = "lgetchar", include = { "**/*" }, }
function getAllGates(thePlayer, commandName, ...) if exports.mrp_integration:isPlayerAdmin(thePlayer) or exports.mrp_integration:isPlayerScripter(thePlayer) then if table.concat({...}, " ") ~= "" then outputChatBox("SYNTAX: /"..commandName.." - Open Gates Manager", thePlayer, 255, 194, 14) else local gatesList = {} local mQuery1 = nil dbQuery( function(qh, thePlayer) local res, rows, err = dbPoll(qh, 0) if rows > 0 then for index, row in ipairs(res) do table.insert(gatesList, { row["id"], tostring(row["objectID"]), row["gateType"], row["gateSecurityParameters"], row["creator"], row["createdDate"], row["adminNote"], row["autocloseTime"], row["movementTime"], row["objectInterior"], row["objectDimension"], row["startX"], row["startY"], row["startZ"], row["startRX"], row["startRY"], row["startRZ"], row["endX"], row["endY"], row["endZ"], row["endRX"], row["endRY"], row["endRZ"] } ) end triggerClientEvent(thePlayer, "createGateManagerWindow", thePlayer, gatesList, getElementData( thePlayer, "account:username" )) end end, {thePlayer}, mysql:getConnection(), "SELECT * FROM `gates` ORDER BY `createdDate` DESC") end end end addCommandHandler("gates", getAllGates) function SmallestID( ) -- finds the smallest ID in the SQL instead of auto increment local result = dbPoll(dbQuery(mysql:getConnection(), "SELECT MIN(e1.id+1) AS nextID FROM gates AS e1 LEFT JOIN gates AS e2 ON e1.id +1 = e2.id WHERE e2.id IS NULL"), -1) if result then local id = tonumber(result["nextID"]) or 1 return id end return false end function addGate(thePlayer, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10,a11, a12, a13, a14, a15, a16, a17, a18, a19, a20, a21, a22, a23, a24) local mQuery1 = nil local smallestID = SmallestID() if not a22 then a22 = false else a22 = tostring(a22) if string.len(a22) < 2 then a22 = false elseif a22 == "none" then a22 = false else a22 = (a22) end end if not tonumber(a23) then a23 = false else a23 = (tostring(a23)) end if not tonumber(a24) then a24 = false else a24 = (tostring(a24)) end mQuery1 = dbExec(mysql:getConnection(), "INSERT INTO `gates` (`id`, `objectID`, `startX`, `startY`, `startZ`, `startRX`, `startRY`, `startRZ`, `endX`, `endY`, `endZ`, `endRX`, `endRY`, `endRZ`, `gateType`, `gateSecurityParameters`, `autocloseTime`, `movementTime`, `objectInterior`, `objectDimension`, `creator`, `adminNote`, `sound`, `triggerDistance`, `triggerDistanceVehicle`) VALUES ('"..tostring(smallestID).."', '".. (a1) .."', '".. (a2) .."', '".. (a3) .."', '".. (a4) .."', '".. (a5) .."', '".. (a6) .."', '".. (a7) .."', '".. (a8) .."', '".. (a9) .."', '".. (a10) .."', '".. (a11) .."', '".. (a12) .."', '".. (a13) .."', '".. (a14) .."', '".. (a15) .."', '".. (a16) .."', '".. (a17) .."', '".. (a18) .."', '".. (a19) .."', '".. (a20) .."', '".. (a21) .."', "..(a22 and "'"..a22.."'" or "NULL")..", "..(a23 and "'"..a23.."'" or "NULL")..", "..(a24 and "'"..a24.."'" or "NULL")..")") if mQuery1 then outputChatBox("[GATEMANAGER] Sucessfully added gate!", thePlayer, 0,255,0) local hiddenAdmin = getElementData(thePlayer, "hiddenadmin") local adminTitle = exports.mrp_global:getPlayerAdminTitle(thePlayer) --delOneGate(smallestID) loadOneGate(smallestID) getAllGates(thePlayer, "gates") else outputChatBox("[GATEMANAGER] Failed to add gate. Please check the inputs again.", thePlayer, 255,0,0) end end addEvent("addGate", true) addEventHandler("addGate", getRootElement(), addGate) function saveGate(thePlayer, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10,a11, a12, a13, a14, a15, a16, a17, a18, a19, a20, a21, a22, a23, a24, a25) local mQuery1 = nil if not a23 then a23 = false else a23 = tostring(a23) if string.len(a23) < 2 then a23 = false elseif a23 == "none" then a23 = false else a23 = (a23) end end if not tonumber(a24) then a24 = false else a24 = (tostring(a24)) end if not tonumber(a25) then a25 = false else a25 = (tostring(a25)) end mQuery1 = dbExec(mysql:getConnection(), "UPDATE `gates` SET `objectID` = '".. (a1) .."', `startX` = '".. (a2) .."', `startY` = '".. (a3) .."', `startZ` = '".. (a4) .."', `startRX` = '".. (a5) .."', `startRY` = '".. (a6) .."', `startRZ` = '".. (a7) .."', `endX` = '".. (a8) .."', `endY` = '".. (a9) .."', `endZ` = '".. (a10) .."', `endRX` = '".. (a11) .."', `endRY` = '".. (a12) .."', `endRZ`= '".. (a13) .."', `gateType` = '".. (a14) .."', `gateSecurityParameters`= '".. (a15) .."', `autocloseTime` = '".. (a16) .."', `movementTime` = '".. (a17) .."', `objectInterior` = '".. (a18) .."', `objectDimension` = '".. (a19) .."', `creator` = '".. (a20) .."', `adminNote` = '".. (a21) .."', `sound` = "..(a23 and "'"..a23.."'" or "NULL")..", `triggerDistance` = "..(a24 and "'"..a24.."'" or "NULL")..", `triggerDistanceVehicle` = "..(a25 and "'"..a25.."'" or "NULL").." WHERE `id` = '".. (a22) .."'") if mQuery1 then outputChatBox("[GATEMANAGER] Sucessfully saved gate!", thePlayer, 0,255,0) resetGateSound(theGate) local hiddenAdmin = getElementData(thePlayer, "hiddenadmin") local adminTitle = exports.mrp_global:getPlayerAdminTitle(thePlayer) delOneGate(tonumber(a22)) loadOneGate(tonumber(a22)) getAllGates(thePlayer, "gates") else outputChatBox("[GATEMANAGER] Failed to modify gate. Please check the inputs again.", thePlayer, 255,0,0) end end addEvent("saveGate", true) addEventHandler("saveGate", getRootElement(), saveGate) function delGate(thePlayer, commandName, gateID) if exports.mrp_integration:isPlayerAdmin(thePlayer) or exports.mrp_integration:isPlayerScripter(thePlayer) then if not tonumber(gateID) then outputChatBox("SYNTAX: /" .. commandName .. " [Gate ID]", thePlayer, 255, 194, 14) else local mQuery1 = nil mQuery1 = dbExec(mysql:getConnection(), "DELETE FROM `gates` WHERE `id` = '".. (gateID) .."'") if mQuery1 then outputChatBox("[GATEMANAGER] Sucessfully deleted gate!", thePlayer, 0,255,0) local hiddenAdmin = getElementData(thePlayer, "hiddenadmin") local adminTitle = exports.mrp_global:getPlayerAdminTitle(thePlayer) delOneGate(tonumber(gateID)) if string.lower(commandName) ~= "delgate" then getAllGates(thePlayer, "gates") end else outputChatBox("[GATEMANAGER] Gate doesn't exist.", thePlayer, 255,0,0) end end end end addEvent("delGate", true) addEventHandler("delGate", getRootElement(), delGate) addCommandHandler("delgate",delGate) function reloadGates(thePlayer) local hiddenAdmin = getElementData(thePlayer, "hiddenadmin") local adminTitle = exports.mrp_global:getPlayerAdminTitle(thePlayer) local theResource = getThisResource() if restartResource(theResource) then outputChatBox("[GATEMANAGER] All gates have been reloaded successfully!", thePlayer, 0, 255, 0) if hiddenAdmin == 0 then exports.mrp_global:sendMessageToAdmins("[GATEMANAGER]: "..adminTitle.." ".. getPlayerName(thePlayer):gsub("_", " ") .. " has reloaded all gates.") else exports.mrp_global:sendMessageToAdmins("[GATEMANAGER]: A hidden admin has has reloaded all gates.") end --getAllGates(thePlayer, "gates") else outputChatBox("[GATEMANAGER]: Error! Failed to restart resource. Please notify scripters!", thePlayer, 255, 0, 0) end end addEvent("reloadGates", true) addEventHandler("reloadGates", getRootElement(), reloadGates) function gotoGate(thePlayer, commandName, gateID, x, y, z , rot, int, dim) if exports.mrp_integration:isPlayerAdmin(thePlayer) or exports.mrp_integration:isPlayerScripter(thePlayer) then if not tonumber(gateID) then outputChatBox("SYNTAX: /" .. commandName .. " [Gate ID]", thePlayer, 255, 194, 14) else local gateID1, x1, y1, z1, rot1, int1, dim1 = nil if not tonumber(dim) then dbQuery( function(qh, thePlayer) local res, rows, err = dbPoll(qh, 0) if rows > 0 then for index, row in ipairs(res) do x1 = row["startX"] y1 = row["startY"] z1 = row["startZ"] rot1 = row["startRX"] int1 = row["objectInterior"] dim1 = row["objectDimension"] startGoingToGate(thePlayer, x1,y1,z1,rot1,int1,dim1, gateID) end else outputChatBox("[GATEMANAGER]: Gate doesn't exist.", thePlayer, 255, 0, 0) end end, {thePlayer}, mysql:getConnection(), "SELECT `startX` , `startY`, `startZ` , `startRX`, `objectInterior`, `objectDimension` FROM `gates` WHERE `id` = '".. (gateID) .."'") else --To be continued. end end end end addEvent("gotoGate", true) addEventHandler("gotoGate", getRootElement(), gotoGate) addCommandHandler("gotogate", gotoGate) function startGoingToGate(thePlayer, x,y,z,r,interior,dimension,gateID) -- Maths calculations to stop the player being stuck in the target x = x + ( ( math.cos ( math.rad ( r ) ) ) * 2 ) y = y + ( ( math.sin ( math.rad ( r ) ) ) * 2 ) setCameraInterior(thePlayer, interior) if (isPedInVehicle(thePlayer)) then local veh = getPedOccupiedVehicle(thePlayer) setElementAngularVelocity(veh, 0, 0, 0) setElementInterior(thePlayer, interior) setElementDimension(thePlayer, dimension) setElementInterior(veh, interior) setElementDimension(veh, dimension) setElementPosition(veh, x, y, z + 1) warpPedIntoVehicle ( thePlayer, veh ) setTimer(setElementAngularVelocity, 50, 20, veh, 0, 0, 0) else setElementPosition(thePlayer, x, y, z) setElementInterior(thePlayer, interior) setElementDimension(thePlayer, dimension) end outputChatBox(" You have teleported to gate ID#"..gateID, thePlayer) end function getNearByGates(thePlayer, commandName) if not (exports.mrp_integration:isPlayerAdmin(thePlayer) or exports.mrp_integration:isPlayerScripter(thePlayer)) then outputChatBox("Only Super Admin and above can access /"..commandName..".",thePlayer, 255,0,0) return false end local posX, posY, posZ = getElementPosition(thePlayer) outputChatBox("Nearby Gates:", thePlayer, 255, 126, 0) local count = 0 local dimension = getElementDimension(thePlayer) for k, theGate in ipairs(getElementsByType("object", getResourceRootElement(getThisResource()))) do local x, y = getElementPosition(theGate) local distance = getDistanceBetweenPoints2D(posX, posY, x, y) local cdimension = getElementDimension(theGate) if (distance<=10) and (dimension==cdimension) then local dbid = tonumber(getElementData(theGate, "gate:id")) local desc = getElementData(theGate, "gate:desc") or "No Description" outputChatBox(" Gate ID #" .. dbid .. " - "..desc, thePlayer, 255, 126, 0) count = count + 1 end end if (count==0) then outputChatBox(" None.", thePlayer, 255, 126, 0) end --[[ if not tonumber(gateID) then outputChatBox("SYNTAX: /" .. commandName .. " [Gate ID]", thePlayer, 255, 194, 14) end gateID = math.floor(tonumber(gateID)) local targetGate = nil for key, value in ipairs(getElementsByType("object", getResourceRootElement(getThisResource()))) do if tonumber(getElementData(value, "gate:id")) == gateID then targetGate = value break end end if targetGate then destroyElement(targetGate) end]] end addCommandHandler("nearbygates", getNearByGates) function delOneGate(gateID) local theGate = getGateElementFromID(gateID) if theGate then resetGateSound(theGate) destroyElement(theGate) end end function getGateElementFromID(id) id = tonumber(id) if not id then return false end for k, theGate in ipairs(getElementsByType("object", getResourceRootElement(getThisResource()))) do local dbid = tonumber(getElementData(theGate, "gate:id")) if(dbid == id) then return theGate end end return false end
object_mobile_naboo_peacewar_drenn = object_mobile_shared_naboo_peacewar_drenn:new { } ObjectTemplates:addTemplate(object_mobile_naboo_peacewar_drenn, "object/mobile/naboo_peacewar_drenn.iff")
include("shared.lua") -------------------------------------------------------------------------------- ENT.ClientProps = {} ENT.ButtonMap = {} ----- -- ALS Panel ----- ENT.ButtonMap["ARSPanel"] = { pos = Vector(463.08,-52.68,28.05), ang = Angle(0,-90-29,90), width = 38, height = 240, scale = 0.0625, buttons = { {ID = "L80", x=20, y=24+39.5*0, radius = 15, tooltip="80: Ограничение скорости 80 км/ч\nSpeed limit 80 kph"}, {ID = "L70", x=19, y=24+39.5*1, radius = 15, tooltip="70: Ограничение скорости 70 км/ч\nSpeed limit 70 kph"}, {ID = "L60", x=18, y=24+39.5*2, radius = 15, tooltip="60: Ограничение скорости 60 км/ч\nSpeed limit 60 kph"}, {ID = "L40", x=18, y=24+39.5*3, radius = 15, tooltip="40: Ограничение скорости 40 км/ч\nSpeed limit 40 kph"}, {ID = "L0", x=18, y=24+39.5*4, radius = 15,tooltip="0: Ограничение скорости 0 км/ч\nSpeed limit 0 kph"}, {ID = "LNF", x=18, y=24+39.5*5, radius = 15, tooltip="НЧ: Отсутствие частоты АРС\nNCh: No ARS frequency"}, } } for k,v in pairs(ENT.ButtonMap["ARSPanel"].buttons) do Metrostroi.ClientPropForButton(v.ID,{ panel = "ARSPanel", button = v.ID, model = "models/metrostroi_train/em/ars_"..v.ID:sub(2,-1)..".mdl", z = -4, ang = 90, staylabel = true, }) end -- Main panel ENT.ButtonMap["Main"] = { pos = Vector(459.7,-31.9,-0.69), ang = Angle(0,-90,90-26), width = 315, height = 240, scale = 0.0588, buttons = { {ID = "KVTSet", x=44, y=52, radius=27, tooltip="КБ: Кнопка Бдительности\nKB: Attention button"}, {ID = "ARSLamp", x=88.9, y=54.6, radius=15, tooltip="АРС: Лампа торможения АРС\nARS: ARS brake lamp"}, {ID = "VZPToggle", x=36+47*2, y=56+58*0, radius=20, tooltip="Выключатель задержки поезда"}, {ID = "VZDSet", x=35+47*3, y=55+58*0, radius=20, tooltip="Выключатель задержки дверей"}, {ID = "AutodriveLamp", x=220.7, y=54.5, radius=15, tooltip="Автоведение: Лампа хода от автоведения\nAutodrive: Autodrive drive lamp"}, {ID = "KRZDSet", x=269, y=56, radius=20, tooltip="КУ10: Кнопка резервного закрытия дверей\nKRZD: Emergency door closing"}, {ID = "KDLSet", x=33, y=56+58*1, radius=20, tooltip="КУ12: Кнопка левых дверей\nKDL: Left doors open"}, {ID = "DIPonSet", x=33+47*1, y=56+58*1, radius=20, tooltip="КУ4:Включение освещения\nTurn interior lights on"}, {ID = "DIPoffSet", x=33+47*2, y=56+58*1, radius=20, tooltip="КУ5:Отключение освещения\nTurn interior lights off"}, {ID = "VozvratRPSet", x=33+47*3, y=56+58*1, radius=20, tooltip="КУ9:Возврат РП\nReset overload relay"}, {ID = "KSNSet", x=33+47*4, y=56+58*1, radius=20, tooltip="КУ8:Принудительное срабатывание РП на неисправном вагоне (сигнализация неисправности)\nKSN: Failure indication button"}, {ID = "KDPSet", x=33+47*5, y=56+58*1, radius=20, tooltip="КДП:Правые двери\nKDP: Right doors open"}, ----Down Panel {ID = "KU1Toggle", x=21,y=138,w=45,h=71, tooltip="КУ1:Включение мотор-компрессора\nTurn motor-compressor on"}, {ID = "KTLamp", x=79.8, y=178.5, radius=15, tooltip="КТ: Контроль тормоза(торможение эффективно)\nKT: Brake control(efficient brakes)"}, {ID = "RingSet", x=116.9, y=176, radius=20, tooltip="Звонок передачи управления\nControl transfer ring"}, {ID = "VUSToggle", x=153,y=180,radius=10, tooltip="Дальний свет\nDistant light"}, {ID = "KAKSet", x=189.2,y=176.8,radius=20, tooltip="АК: Аварийная кнопка(Х3 при резервном управлении)\nAK: Emergency button(X3 with emergency control)"}, {ID = "VAutodriveToggle", x=226,y=180,radius=10, tooltip="Включение автоведения\nAutodrive enable"}, {ID = "VUD1Toggle", x=237.7,y=138,w=45,h=70, tooltip="КУ2: Закрытие дверей\nKU2: Door control toggle (close doors)"}, } } Metrostroi.ClientPropForButton("DIPon",{ panel = "Main", button = "DIPonSet", model = "models/metrostroi_train/em/buttonblack.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("VozvratRP",{ panel = "Main", button = "VozvratRPSet", model = "models/metrostroi_train/em/buttonblack.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("ARSLamp",{ panel = "Main", button = "ARSLamp", model = "models/metrostroi_train/Em/LampPult.mdl", z=3, staylabel = true, }) Metrostroi.ClientPropForButton("VZP",{ panel = "Main", button = "VZPToggle", model = "models/metrostroi_train/81/tumbler4.mdl", ang = 90, }) Metrostroi.ClientPropForButton("VZD",{ panel = "Main", button = "VZDSet", model = "models/metrostroi_train/em/buttonblack.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("AutodriveLamp",{ panel = "Main", button = "AutodriveLamp", model = "models/metrostroi_train/Em/LampPult.mdl", z=3, staylabel = true, }) Metrostroi.ClientPropForButton("KVT",{ panel = "Main", button = "KVTSet", model = "models/metrostroi_train/em/buttonbig.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("DIPoff",{ panel = "Main", button = "DIPoffSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("KSN",{ panel = "Main", button = "KSNSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("KDP",{ panel = "Main", button = "KDPSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("KDL",{ panel = "Main", button = "KDLSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("KRZD",{ panel = "Main", button = "KRZDSet", model = "models/metrostroi_train/em/buttonblack.mdl", ang = 90, z = 0, }) Metrostroi.ClientPropForButton("VUD",{ panel = "Main", button = "VUD1Toggle", model = "models/metrostroi_train/switches/vudwhite.mdl", z=-23, }) Metrostroi.ClientPropForButton("KU1",{ panel = "Main", button = "KU1Toggle", model = "models/metrostroi_train/switches/vudbrown.mdl", z=-23, }) Metrostroi.ClientPropForButton("KTLamp",{ panel = "Main", button = "KTLamp", model = "models/metrostroi_train/Em/LampPult.mdl", z=3, staylabel = true, }) Metrostroi.ClientPropForButton("VAutodrive",{ panel = "Main", button = "VAutodriveToggle", model = "models/metrostroi_train/81/tumbler4.mdl", ang = 90, }) --RRP Metrostroi.ClientPropForButton("KAK",{ panel = "Main", button = "KAKSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 0, z = 0, }) Metrostroi.ClientPropForButton("Ring",{ panel = "Main", button = "RingSet", model = "models/metrostroi_train/em/buttonred.mdl", ang = 0, z = 0, }) --VUSToggle Metrostroi.ClientPropForButton("VUS",{ panel = "Main", button = "VUSToggle", model = "models/metrostroi_train/81/tumbler4.mdl", ang = 90, }) --Lamps ENT.ButtonMap["Lamps"] = { pos = Vector(464.42,-21.07,28.65), ang = Angle(0,-13.5,90), width = 24, height = 310, scale = 0.0625, buttons = { {ID = "LampAutodrive", x=12.6, y=16, radius=10, tooltip="Включение автоведения\nAutodrive enabled q"}, {ID = "Lamp2", x=12.6, y=15.8 + 38*1, radius=10, tooltip="2: Лампа второго провода (ход реостатного контроллера)\n2: 2nd train wire lamp(rheostat controller motion)"}, {ID = "Lamp1", x=12.6, y=18.2 + 38*2, radius=10, tooltip="1: Лампа первого провода (включение двигателей)\n1: 1st train wire lamp(engines engaged)"}, {ID = "Lamp6", x=12.6, y=19 + 38*3, radius=10, tooltip="6: Лампа шестого провода (сигнализация торможения)\n6: 6th train wire lamp(brakes engaged)"}, {ID = "DoorsWag", x=12.6, y=22 + 38*4, radius=10, tooltip="Двери вагона: Лампа проверки РД при вклюёчнном КСД\nWagon doors: RD check lamp with enabled KSD"}, {ID = "Doors", x=12.6, y=24.7 + 38*5, radius=10, tooltip="Двери: Сигнализация дверей\nDoors: Door state light (doors are closed)"}, {ID = "GreenRP", x=12.6, y=25.4 + 38*6, radius=10, tooltip="РП вагона: Лампа реле перегрузки вагона (Сигнализация перегрузки)\nWagon RP: Wagon overload relay light (overload relay open on current train)"}, {ID = "RedRP", x=12.6, y=27.8 + 38*7, radius=10, tooltip="РП поезда: Лампа реле перегрузки\nTrain RP: Overload relay light (power circuits failed to assemble)"}, } } local i=1 for k,v in pairs(ENT.ButtonMap["Lamps"].buttons) do Metrostroi.ClientPropForButton(v.ID,{ panel = "Lamps", button = v.ID, model = "models/metrostroi_train/em/lamp"..i..".mdl", staylabel = true, }) i = i + 1 end --Lamps ENT.ButtonMap["Lamps2"] = { pos = Vector(466.38,-19.33,28.65), ang = Angle(0,180-13.5,90), width = 24, height = 310, scale = 0.0625, buttons = { {ID = "LampAutodrive", x=12, y=16, radius=10, tooltip="Включение автоведения\nAutodrive enabled q"}, {ID = "Lamp2", x=12, y=15.8 + 38*1, radius=10, tooltip="2: Лампа второго провода (ход реостатного контроллера)\n2: 2nd train wire lamp(rheostat controller motion)"}, {ID = "Lamp1", x=12, y=18.2 + 38*2, radius=10, tooltip="1: Лампа первого провода (включение двигателей)\n1: 1st train wire lamp(engines engaged)"}, {ID = "Lamp6", x=12, y=19 + 38*3, radius=10, tooltip="6: Лампа шестого провода (сигнализация торможения)\n6: 6th train wire lamp(brakes engaged)"}, {ID = "DoorsWag", x=12, y=22 + 38*4, radius=10, tooltip="Двери вагона: Лампа проверки РД при вклюёчнном КСД\nWagon doors: RD check lamp with enabled KSD"}, {ID = "Doors", x=12, y=24.7 + 38*5, radius=10, tooltip="Двери: Сигнализация дверей\nDoors: Door state light (doors are closed)"}, {ID = "GreenRP", x=12, y=25.4 + 38*6, radius=10, tooltip="РП вагона: Лампа реле перегрузки вагона (Сигнализация перегрузки)\nWagon RP: Wagon overload relay light (overload relay open on current train)"}, {ID = "RedRP", x=12, y=27.8 + 38*7, radius=10, tooltip="РП поезда: Лампа реле перегрузки\nTrain RP: Overload relay light (power circuits failed to assemble)"}, } } local i=1 for k,v in pairs(ENT.ButtonMap["Lamps2"].buttons) do Metrostroi.ClientPropForButton(v.ID.."_p",{ panel = "Lamps2", button = v.ID, model = "models/metrostroi_train/em/lamp"..i..".mdl", z=-2.5, staylabel = true, }) i = i + 1 end ENT.ButtonMap["RezMK"] = { pos = Vector(469.0,-20.75,37), ang = Angle(0,270,90), width = 50, height = 80, scale = 0.0625, buttons = { {ID = "RezMKSet", x=0, y=0, w=50, h=80, tooltip="КУ15:Резервное включение мотор-компрессора\nRezMKSet"}, } } Metrostroi.ClientPropForButton("RezMK",{ panel = "RezMK", button = "RezMKSet", model = "models/metrostroi_train/switches/vudblack.mdl", }) ENT.ButtonMap["AVMain"] = { pos = Vector(408.06,40.8,56), ang = Angle(0,90,90), width = 335, height = 380, scale = 0.0625, buttons = { {ID = "AV8BToggle", x=0, y=0, w=300, h=380, tooltip="АВ-8Б: Автоматическй выключатель (Вспомогательные цепи высокого напряжения)\n"}, } } Metrostroi.ClientPropForButton("AV8B",{ panel = "AVMain", button = "AV8BToggle", model = "models/metrostroi_train/switches/automain.mdl", z=43, }) ENT.ButtonMap["Tsepi"] = { pos = Vector(408.89,36.38,30.3), ang = Angle(0,90,90), width = 67, height = 50, scale = 0.0625, buttons = { --{ID = "VUSToggle", x=0, y=0, w=100, h=110, tooltip="Прожектор\nVUSoggle"}, {x=0,y=0,w=67,h=50,tooltip="Напряжение цепей управления"}, } } ---AV1 Panel ENT.ButtonMap["AV1"] = { pos = Vector(408.06,41,30), ang = Angle(0,90,90), width = 290+0, height = 155, scale = 0.0625, buttons = { {ID = "VU3Toggle", x=0, y=0, w=100, h=140, tooltip="ВУ3: Освещение кабины\n"}, {ID = "VU2Toggle", x=100, y=0, w=100, h=140, tooltip="ВУ2: Аварийное освещение 25В\n"}, {ID = "VU1Toggle", x=200, y=0, w=100, h=140, tooltip="ВУ1: Печь отопления кабины ПТ-6\n"}, } } for k,v in pairs(ENT.ButtonMap["AV1"].buttons) do if not v.ID then continue end Metrostroi.ClientPropForButton(v.ID:sub(0,-7),{ panel = "AV1", button = v.ID, model = "models/metrostroi_train/switches/autobl.mdl", z=10, }) end ENT.ButtonMap["AV2"] = { pos = Vector(408.06,22.40,44.1), ang = Angle(0,90,90), width = 180, height = 136, scale = 0.0625, buttons = { {ID = "RSTToggle", x=0, y=0, w=90, h=136, tooltip="РСТ: Радиооповещение и поездная радио связь\nRST: Radio"}, {ID = "RSTPl", x=0, y=80, w=90, h=56, tooltip="Пломба РСТ\nRST plomb"}, {ID = "VSOSDToggle", x=90, y=0, w=90, h=136, tooltip="СОСД: Включение СОСД(светильник для горлифта)\nSOSD: SOSD enabler(horligt light)"}, } } for k,v in pairs(ENT.ButtonMap["AV2"].buttons) do if not v.ID then continue end if v.ID:find("Pl") then Metrostroi.ClientPropForButton(v.ID,{ panel = "AV2", button = v.ID:Replace("Pl","Toggle"), model = "models/metrostroi_train/switches/autoplombl.mdl", z=19, propname = false, ang=0, }) continue end Metrostroi.ClientPropForButton(v.ID:sub(0,-7),{ panel = "AV2", button = v.ID, model = "models/metrostroi_train/switches/autobl.mdl", z=20, }) end -- AV panel ENT.ButtonMap["AV"] = { pos = Vector(408.16,-58.2,35.5), ang = Angle(0,90,90), width = 85*7, height = 130, scale = 0.0625, buttons = { {ID = "VRUToggle",x=85*0,y=0,w=85,h=130 , tooltip="ВРУ: Выключатель резервного управления\nVRU: Emergency control enable"}, {ID = "VAHToggle",x=85*1,y=0,w=85,h=130 , tooltip="КАХ: Включение аварийного хода (неисправность реле педали безопасности)\nКAH: Emergency driving mode (failure of RPB relay)"}, {ID = "VAHPl",x=85*1,y=80,w=85,h=50 , tooltip="Пломба КАХ\nKAH plomb"}, {ID = "VADToggle",x=85*2,y=0,w=85,h=130 , tooltip="КАД: Включение аварийного закрытия дверей (неисправность реле контроля дверей)\nKAD: Emergency door close override (failure of KD relay)"}, {ID = "VADPl",x=85*2,y=80,w=85,h=50 , tooltip="Пломба КАД\nKAD plomb"}, {ID = "OVTToggle",x=85*3,y=0,w=85,h=130 , tooltip="ОВТ: Отключение вентильных тормозов\nOVT: Pneumatic valves disabler"}, {ID = "OVTPl",x=85*3,y=80,w=85,h=50 , tooltip="Пломба ОВТ\nOVT plomb"}, {ID = "KSDToggle",x=85*4,y=0,w=85,h=130 , tooltip="КСД: Контроль сигнализации дверей(проверка СД)\nKSD: Door state controle(SD check)"}, {ID = "DPToggle",x=85*5,y=0,w=85,h=130 , tooltip="ДП: Двери поезда\nDP: Train doors"}, {ID = "VKFToggle",x=85*6,y=0,w=85,h=130 , tooltip="ВКФ: Выключатель красных фар(подключает КФ к батарее напрямую)\nVKF: Red lights enable(connect a red lights to battery)"}, } } for k,v in pairs(ENT.ButtonMap["AV"].buttons) do if not v.ID then continue end if v.ID:find("Pl") then Metrostroi.ClientPropForButton(v.ID,{ panel = "AV", button = v.ID:Replace("Pl","Toggle"), model = "models/metrostroi_train/switches/autoplomb"..(v.ID:find("OVT") and "l" or "r")..".mdl", z=14, propname = false, ang=0, }) continue end Metrostroi.ClientPropForButton(v.ID:sub(0,-7),{ panel = "AV", button = v.ID, model = "models/metrostroi_train/switches/autobl.mdl", z=15, }) end -- Battery panel ENT.ButtonMap["Battery"] = { pos = Vector(408.98,20.24,30.5), ang = Angle(0,90,90), width = 250, height = 136, scale = 0.0625, buttons = { {ID = "VBToggle", x=0, y=0, w=250, h=136, tooltip="АБ: Выключатель аккумуляторной батареи (Вспомогательные цепи низкого напряжения)\nVB: Battery on/off"}, } } Metrostroi.ClientPropForButton("VB",{ panel = "Battery", button = "VBToggle", model = "models/metrostroi_train/switches/autobl2.mdl", z=15, }) --VU Panel ENT.ButtonMap["VU"] = { pos = Vector(469.5,-17.5,45), ang = Angle(0,270,90), width = 100, height = 140, scale = 0.0625, buttons = { {ID = "VUToggle", x=0, y=0, w=100, h=140, tooltip="ВУ: Выключатель Управления\nVUToggle"}, } } Metrostroi.ClientPropForButton("VU",{ panel = "VU", button = "VUToggle", model = "models/metrostroi_train/switches/autobl.mdl", z=20, }) ENT.ButtonMap["VRD"] = { pos = Vector(408.06,35.24,22), ang = Angle(0,90,90), width = 100, height = 140, scale = 0.0625, buttons = { {ID = "VRDToggle", x=0, y=0, w=100, h=140, tooltip="ВРД: Выключатель разрешающий движение(под 0)\nVRD: Accept moving(when 0 on ALS)"}, } } Metrostroi.ClientPropForButton("VRD",{ panel = "VRD", button = "VRDToggle", model = "models/metrostroi_train/switches/autobl.mdl", z=20, }) ENT.ButtonMap["BatteryAV"] = { pos = Vector(409.55,-50.1,12.25), ang = Angle(0,90,90), width = 250, height = 136, scale = 0.0625, buttons = { {ID = "VBAToggle", x=0, y=0, w=250, h=136, tooltip="АБ: Выключатель аккумуляторной батареи автоведения(Включение АРС)(\nVBA: Autodrive battery on/off(ARS Enable)"}, } } Metrostroi.ClientPropForButton("VBA",{ panel = "BatteryAV", button = "VBAToggle", model = "models/metrostroi_train/switches/autobl2.mdl", z=15, }) ENT.ButtonMap["RC"] = { pos = Vector(412.07,-28.72,22.80), ang = Angle(0,90,90), width = 127, height = 473, scale = 0.0625, buttons = { {ID = "RC2Toggle", x=0, y=0, w=127, h=213, tooltip="RC2"}, {ID = "RC2Pl", x=0, y=213-213/4, w=127, h=213/4, tooltip="Пломба РЦ-2\nRC-2 plomb"}, {ID = "RC1Toggle", x=0, y=473-213, w=127, h=213, tooltip="RC1"}, {ID = "RC1Pl", x=0, y=473-213/4, w=127, h=213/4, tooltip="Пломба РЦ-1\nRC-1 plomb"}, } } ENT.ClientProps["RC2"] = { model = "models/metrostroi_train/em/rc.mdl", pos = Vector(409.77,-24.81,9.73+2), ang = Angle(0,-90-55,0) } ENT.ClientProps["RC2Pl"] = { model = "models/metrostroi_train/switches/autoplombr.mdl", pos = Vector(411.143951,-22.746609,11.376095), ang = Angle(0.000000,90.000000,90.000000), } ENT.ClientProps["RC1"] = { model = "models/metrostroi_train/em/rc.mdl", pos = Vector(409.77,-24.81,-6.72+2), ang = Angle(0,-90-55,0) } ENT.ClientProps["RC1Pl"] = { model = "models/metrostroi_train/switches/autoplombr.mdl", pos = Vector(411.143951,-22.746609,-5.308110), ang = Angle(0.000000,90.000000,90.000000), } --[[ Metrostroi.ClientPropForButton("AVVB",{ panel = "BatteryAV", button = "AVVBToggle", model = "models/metrostroi_train/switches/autobl2.mdl", z=15, }) ]] -- Parking brake panel ENT.ButtonMap["ParkingBrake"] = { pos = Vector(460,49.0,6.0), ang = Angle(0,-82,90), width = 400, height = 400, scale = 0.0625, buttons = { {ID = "ParkingBrakeLeft",x=0, y=0, w=200, h=400, tooltip="Поворот колеса ручного тормоза"}, {ID = "ParkingBrakeRight",x=200, y=0, w=200, h=400, tooltip="Поворот колеса ручного тормоза"}, } } -- Train driver helpers panel ENT.ButtonMap["HelperPanel"] = { pos = Vector(455.13,58.99,24.44), ang = Angle(0,-17.5,90), width = 60, height = 188, scale = 0.0625, buttons = { {ID = "VDLSet", x=30, y=42, radius=30, tooltip="ВДЛ: Выключатель левых дверей\nVDL: Left doors open"}, {ID = "VUD2LToggle", x=0, y=110, w=60,h=20, tooltip="Блокировка ВУД2\nVUD2 lock"}, {ID = "VUD2Toggle", x=30, y=138, radius=30, tooltip="ВУД2: Выключатель управления дверьми\nVUD2: Door control toggle (close doors)"}, } } Metrostroi.ClientPropForButton("VUD2",{ panel = "HelperPanel", button = "VUD2Toggle", model = "models/metrostroi_train/switches/vudwhite.mdl", z = 0, }) Metrostroi.ClientPropForButton("VUD2l",{ panel = "HelperPanel", button = "VUD2Toggle", model = "models/metrostroi_train/switches/vudlock.mdl", z = 0, }) Metrostroi.ClientPropForButton("VDL",{ panel = "HelperPanel", button = "VDLSet", model = "models/metrostroi_train/switches/vudblack.mdl", z = 0, }) -- Help panel ENT.ButtonMap["Help"] = { pos = Vector(422,-41,66), ang = Angle(0,90,90), width = 28, height = 20, scale = 0.5, buttons = { {ID = "ShowHelp", x=0, y=0, w=28,h=20, tooltip="Помощь в вождении поезда\nShow help on driving the train"}, } } -- Pneumatic instrument panel 2 ENT.ButtonMap["PneumaticManometer"] = { pos = Vector(459.247131,-54.307846,16.197767), ang = Angle(0,-90-51,90), width = 70, height = 70, scale = 0.0625, buttons = { {x=35,y=35,radius=35,tooltip="Давление в магистралях (красная: тормозной, чёрная: напорной)\nPressure in pneumatic lines (red: brake line, black: train line)"}, } } -- Pneumatic instrument panel ENT.ButtonMap["PneumaticPanels"] = { pos = Vector(463.281189,-53.228256,11.310288), ang = Angle(0,-90-44,90), width = 70, height = 70, scale = 0.0625, buttons = { {x=35,y=35,radius=35,tooltip="Тормозной манометр: Давление в тормозных цилиндрах (ТЦ)\nBrake cylinder pressure"}, } } ENT.ButtonMap["DriverValveBLDisconnect"] = { pos = Vector(453.57,-54.37,-27.61), ang = Angle(-90,0,0), width = 200, height = 90, scale = 0.0625, buttons = { {ID = "DriverValveBLDisconnectToggle", x=0, y=0, w=200, h=90, tooltip="Кран двойной тяги тормозной магистрали\nTrain line disconnect valve"}, } } ENT.ButtonMap["DriverValveTLDisconnect"] = { pos = Vector(455.482483,-54,-15), ang = Angle(90,180-11.79,0), width = 200, height = 90, scale = 0.0625, buttons = { {ID = "DriverValveTLDisconnectToggle", x=0, y=0, w=200, h=90, tooltip="Кран двойной тяги напорной магистрали\nBrake line disconnect valve"}, } } ENT.ButtonMap["EPKDisconnect"] = { pos = Vector(449.35,-57.78,-25.65), ang = Angle(0,90+56.59,0), width = 200, height = 90, scale = 0.0625, buttons = { {ID = "EPKToggle", x=0, y=0, w=200, h=90, tooltip="Кран ЭПК\nEPK disconnect valve"}, } } ENT.ButtonMap["DURA"] = { pos = Vector(408+15+12.15,-58.0-5.3,-6.65), ang = Angle(0,180,0), width = 240, height = 80, scale = 0.0625, buttons = { {ID = "DURASelectMain", x=145, y=43, radius=20, tooltip="DURA Основной путь\nDURA Select Main"}, -- NEEDS TRANSLATING {ID = "DURASelectAlternate", x=180, y=43, radius=20, tooltip="DURA Альтернативный путь\nDURA Select Alternate"}, -- NEEDS TRANSLATING {ID = "DURAToggleChannel", x=100, y=60, radius=20, tooltip="DURA Выбор канала\nDURA Toggle Channel"}, -- NEEDS TRANSLATING {ID = "DURAPowerToggle", x=100, y=30, radius=20, tooltip="DURA Питание\nDURA Power"}, -- NEEDS TRANSLATING } } ENT.ButtonMap["DURADisplay"] = { pos = Vector(408+15-0.75+12.15,-58.0-5.3+1.5625,-6.65), ang = Angle(0,180,0), width = 240, height = 80, scale = 0.0625/3.2, } ENT.ButtonMap["Meters"] = { pos = Vector(461.65213,-56.696617,37.528275), ang = Angle(0,-148,90), width = 73, height = 140, scale = 0.0625, buttons = { {x=13, y=22, w=60, h=50, tooltip="Вольтметр высокого напряжения (кВ)\nHV voltmeter (kV)"}, {x=13, y=81, w=60, h=50, tooltip="Амперметр (А)\nTotal ampermeter (A)"}, } } ENT.ButtonMap["Speedometer"] = { pos = Vector(459.649109,-53.19582,26.624441), ang = Angle(0,-149,97), width = 110, height = 110, scale = 0.0625, buttons = { {x=0, y=0, w=110, h=110, tooltip="Скоростемер"}, } } --These values should be identical to those drawing the schedule local col1w = 80 -- 1st Column width local col2w = 32 -- The other column widths local rowtall = 30 -- Row height, includes -only- the usable space and not any lines local rowamount = 16 -- How many rows to show (total) --[[ENT.ButtonMap["Schedule"] = { pos = Vector(442.1,-60.7,26), ang = Angle(0,-110,90), width = (col1w + 2 + (1 + col2w) * 3), height = (rowtall+1)*rowamount+1, scale = 0.0625/2, buttons = { {x=1, y=1, w=col1w, h=rowtall, tooltip="М №\nRoute number"}, {x=1, y=rowtall*2+3, w=col1w, h=rowtall, tooltip="П №\nPath number"}, {x=col1w+2, y=1, w=col2w*3+2, h=rowtall, tooltip="ВРЕМЯ ХОДА\nTotal schedule time"}, {x=col1w+2, y=rowtall+2, w=col2w*3+2, h=rowtall, tooltip="ИНТ\nTrain interval"}, {x=col1w+2, y=rowtall*2+3, w=col2w, h=rowtall, tooltip="ЧАС\nHour"}, {x=col1w+col2w+3, y=rowtall*2+3, w=col2w, h=rowtall, tooltip="МИН\nMinute"}, {x=col1w+col2w*2+4, y=rowtall*2+3, w=col2w, h=rowtall, tooltip="СЕК\nSecond"}, {x=col1w+2, y=rowtall*3+4, w=col2w*3+2, h=(rowtall+1)*(rowamount-3)-1, tooltip="Arrival times"}, -- NEEDS TRANSLATING {x=1, y=rowtall*3+4, w=col1w, h=(rowtall+1)*(rowamount-3)-1, tooltip="Station name"}, -- NEEDS TRANSLATING } }]] -- Temporary panels (possibly temporary) ENT.ButtonMap["FrontPneumatic"] = { pos = Vector(475,-45.0,-50.0), ang = Angle(0,90,90), width = 900, height = 100, scale = 0.1, buttons = { {ID = "FrontBrakeLineIsolationToggle",x=150, y=50, radius=32, tooltip="Концевой кран тормозной магистрали"}, {ID = "FrontTrainLineIsolationToggle",x=750, y=50, radius=32, tooltip="Концевой кран напорной магистрали"}, } } ENT.ButtonMap["RearPneumatic"] = { pos = Vector(-475,45.0,-50.0), ang = Angle(0,270,90), width = 900, height = 100, scale = 0.1, buttons = { {ID = "RearTrainLineIsolationToggle",x=150, y=50, radius=32, tooltip="Концевой кран напорной магистрали"}, {ID = "RearBrakeLineIsolationToggle",x=750, y=50, radius=32, tooltip="Концевой кран тормозной магистрали"}, } } ENT.ButtonMap["GV"] = { pos = Vector(139,66,-54), ang = Angle(0,180,90), width = 170, height = 170, scale = 0.1, buttons = { {ID = "GVToggle",x=0, y=0, w= 170,h = 170, tooltip="Главный выключатель"}, } } ENT.ButtonMap["AirDistributor"] = { pos = Vector(-168,68.6,-50), ang = Angle(0,180,90), width = 170, height = 80, scale = 0.1, buttons = { {ID = "AirDistributorDisconnectToggle",x=0, y=0, w= 170,h = 80, tooltip="Выключение воздухораспределителя"}, } } -- UAVA ENT.ButtonMap["UAVAPanel"] = { pos = Vector(450,52,-20), ang = Angle(0,-70,90), width = 230, height = 170, scale = 0.0625, buttons = { {ID = "UAVAToggle",x=230/2, y=0, w=230/2, h=170, tooltip="УАВА: Универсальный Автоматический Выключатель Автостопа\nUAVA: Universal Automatic Autostop Disabler"}, {ID = "UAVAContactSet",x=0, y=0, w=230/2, h=170, tooltip="УАВА: Универсальный Автоматический Выключатель Автостопа (восстановление контактов)\nUAVA: Universal Automatic Autostop Disabler(contacts reset)"}, } } -- Wagon numbers ENT.ButtonMap["TrainNumber1"] = { pos = Vector(-440,-68,-11), ang = Angle(0,0,90), width = 130, height = 55, scale = 0.20, } ENT.ButtonMap["TrainNumber2"] = { pos = Vector(416,68,-11), ang = Angle(0,180,90), width = 130, height = 55, scale = 0.20, } ENT.ButtonMap["InfoTableSelect"] = { pos = Vector(454.0+12.15,-27.0,50.0), ang = Angle(0,-90,90), width = 250, height = 100, scale = 0.1, buttons = { {ID = "PrevSign",x=0,y=0,w=50,h=100, tooltip="Предыдущая надпись\nPrevious sign"}, {ID = "NextSign",x=50,y=0,w=50,h=100, tooltip="Следующая надпись\nNext sign"}, {ID = "Num2P",x=150,y=0,w=50,h=50, tooltip="Маршрут: Увеличить число 2\nRoute: Increase 2nd number"}, {ID = "Num2M",x=150,y=50,w=50,h=50, tooltip="Маршрут: Уменьшить число 2\nRoute: Decrease 2nd number"}, {ID = "Num1P",x=200,y=0,w=50,h=50, tooltip="Маршрут: Увеличить число 1\nRoute: Increase 1st number"}, {ID = "Num1M",x=200,y=50,w=50,h=50, tooltip="Маршрут: Уменьшить число 1\nRoute: Decrease 1st number"}, } } ENT.ButtonMap["FrontDoor"] = { pos = Vector(472,16,43.4), ang = Angle(0,-90,90), width = 650, height = 1780, scale = 0.1/2, buttons = { {ID = "FrontDoor",x=0,y=0,w=650,h=1780, tooltip="Передняя дверь\nFront door"}, } } ENT.ButtonMap["CabinDoor"] = { pos = Vector(420,64,43.4), ang = Angle(0,0,90), width = 642, height = 1780, scale = 0.1/2, buttons = { {ID = "CabinDoor1",x=0,y=0,w=642,h=1780, tooltip="Дверь в кабину машиниста\nCabin door"}, } } ENT.ButtonMap["PassengerDoor"] = { pos = Vector(384,-16,43.4), ang = Angle(0,90,90), width = 642, height = 1900, scale = 0.1/2, buttons = { {ID = "PassengerDoor",x=0,y=0,w=642,h=1900, tooltip="Дверь из салона\nPassenger door"}, } } -------------------------------------------------------------------------------- ENT.ClientPropsInitialized = false ENT.ClientProps["brake"] = { model = "models/metrostroi_train/81/334cran.mdl", pos = Vector(460.11,-53.7,3.7), ang = Angle(0,34,0) } ENT.ClientProps["controller"] = { model = "models/metrostroi_train/em/kv.mdl", pos = Vector(461.65,-24.63,3.9), ang = Angle(0,-32,0) } ENT.ClientProps["reverser"] = { model = "models/metrostroi/81-717/reverser.mdl", pos = Vector(461.65,-24.63,3.2), ang = Angle(0,45,90) } ENT.ClientProps["brake_disconnect"] = { model = "models/metrostroi/81-717/uava.mdl", pos = Vector(452.9,-57.33,-25.61), ang = Angle(0,-90,0), color = Color(144,74,0), } ENT.ClientProps["train_disconnect"] = { model = "models/metrostroi/81-717/uava.mdl", pos = Vector(455.482483,-52.546734,-19.333017), ang = Angle(0.000000,-101.794258,0.000000), color = Color(0,212,255), } ENT.ClientProps["EPK_disconnect"] = { model = "models/metrostroi/81-717/uava.mdl", pos = Vector(449.35,-52.78,-25.65), ang = Angle(90,90+56.59,0), } ENT.ClientProps["parking_brake"] = { model = "models/metrostroi/81-717/ezh_koleso.mdl", pos = Vector(460.316742,37.144958,-6.000000), ang = Angle(-90.000000,8.000000,0.000000), } -------------------------------------------------------------------------------- ENT.ClientProps["train_line"] = { model = "models/metrostroi_train/e/small_pneumo_needle.mdl", pos = Vector(457.722778,-56.060150,13.877457), ang = Angle(314.669312,40.953403,-90.000000), } ENT.ClientProps["brake_line"] = { model = "models/metrostroi_train/e/small_pneumo_needle.mdl", pos = Vector(457.688568,-56.020660,13.877457), ang = Angle(314.669312,40.953403,-90.000000), color = Color(255,120,120), } ENT.ClientProps["brake_cylinder"] = { model = "models/metrostroi_train/e/small_pneumo_needle.mdl", pos = Vector(462.104797,-55.268986,9.050000), ang = Angle(313.335266,48.532555,-90.000000), } ---------------------------------------------------------------- ENT.ClientProps["voltmeter"] = { model = "models/metrostroi_train/e/volt_needle.mdl", pos = Vector(458.990723,-57.425472,33.847416), ang = Angle(240.237274,33.392635,270.135559), } ENT.ClientProps["ampermeter"] = { model = "models/metrostroi_train/e/volt_needle.mdl", pos = Vector(459.078979,-57.376965,30.437996), ang = Angle(222.645691,33.392635,270.135559), } ENT.ClientProps["volt1"] = { model = "models/metrostroi_train/e/volt_bat_needle.mdl", pos = Vector(408.890015,38.459042,27.399431), ang = Angle(-46.365803,90.000000,90.000000), } ENT.ClientProps["speed1"] = { model = "models/metrostroi_train/e/black_pneumo_needle.mdl", pos = Vector(455.287048,-56.941986,21.128723), ang = Angle(96.164711,120.947121,0.000000), } ----------------------------------------------- Metrostroi.ClientPropForButton("SelectMain",{ panel = "DURA", button = "DURASelectMain", model = "models/metrostroi_train/81/button.mdl", skin = 4, z = 0, }) Metrostroi.ClientPropForButton("SelectAlternate",{ panel = "DURA", button = "DURASelectAlternate", model = "models/metrostroi_train/81/button.mdl", skin = 4, z = 0, }) Metrostroi.ClientPropForButton("SelectChannel",{ panel = "DURA", button = "DURAToggleChannel", model = "models/metrostroi_train/81/tumbler2.mdl", }) Metrostroi.ClientPropForButton("DURAPower",{ panel = "DURA", button = "DURAPowerToggle", model = "models/metrostroi_train/81/tumbler2.mdl", }) -------------------------------------------------------------------------------- ENT.ClientProps["gv"] = { model = "models/metrostroi/81-717/gv.mdl", pos = Vector(130,62.5,-65), ang = Angle(-90,0,-90) } ENT.ClientProps["gv_wrench"] = { model = "models/metrostroi/81-717/reverser.mdl", pos = Vector(130,62.5,-65), ang = Angle(0,0,0) } -------------------------------------------------------------------------------- ENT.ClientProps["book"] = { model = "models/props_lab/binderredlabel.mdl", pos = Vector(418,-28,61), ang = Angle(0,0,90) } ENT.ClientProps["Ema_salon"] = { model = "models/metrostroi_train/em/ema_salon.mdl", pos = Vector(0,0,0), ang = Angle(0,0,0) } ENT.ClientProps["Ema_salon2"] = { model = "models/metrostroi_train/em/ema_salon2.mdl", pos = Vector(0,0,0), ang = Angle(0,0,0) } ENT.ClientProps["Lamps_emer"] = { model = "models/metrostroi_train/em/lamps_emer.mdl", pos = Vector(0,0,0), ang = Angle(0,0,0) } ENT.ClientProps["Lamps_full"] = { model = "models/metrostroi_train/em/lamps_full.mdl", pos = Vector(0,0,0), ang = Angle(0,0,0) } ENT.ClientProps["PB"] = {-- model = "models/metrostroi_train/81/pb.mdl", pos = Vector(461, -35.05, -35.31), ang = Angle(0,-90,18) } ENT.ClientProps["FrontBrake"] = {-- model = "models/metrostroi_train/81/tmiso.mdl", pos = Vector(460, -30, -55), ang = Angle(0,-90,0) } ENT.ClientProps["FrontTrain"] = {-- model = "models/metrostroi_train/81/nmsio.mdl", pos = Vector(460, 30, -55), ang = Angle(0,-90,0) } ENT.ClientProps["RearBrake"] = {-- model = "models/metrostroi_train/81/tmiso.mdl", pos = Vector(-460, -30, -55), ang = Angle(0,90,0) } ENT.ClientProps["RearTrain"] = {-- model = "models/metrostroi_train/81/nmsio.mdl", pos = Vector(-460, 30, -55), ang = Angle(0,90,0) } -------------------------------------------------------------------------------- -- Add doors local function GetDoorPosition(i,k,j) if j == 0 then return Vector(383.0 - 67.49*k - 233.4*i,-64.56*(1-2*k),1) else return Vector(383.0 - 67.49*(1-k) - 233.4*i,-64.56*(1-2*k),1) end end for i=0,3 do for k=0,1 do ENT.ClientProps["door"..i.."x"..k.."a"] = { model = "models/metrostroi_train/em/doorright.mdl", pos = GetDoorPosition(i,k,0), ang = Angle(0,90 + 180*k,0) } ENT.ClientProps["door"..i.."x"..k.."b"] = { model = "models/metrostroi_train/em/doorleft.mdl", pos = GetDoorPosition(i,k,1), ang = Angle(0,90 + 180*k,0) } end end ENT.ClientProps["door1"] = { model = "models/metrostroi_train/em/doorfront.mdl", pos = Vector(471.71,-17.1,-1), ang = Angle(0,-90,0) } ENT.ClientProps["door2"] = { model = "models/metrostroi_train/em/doorback.mdl", pos = Vector(-471.24,17.19,-1), ang = Angle(0,-90,0) } ENT.ClientProps["door3"] = { model = "models/metrostroi_train/em/doorpass.mdl", pos = Vector(384.14,16.95,-2.2), ang = Angle(0,-90,0) } ENT.ClientProps["door4"] = { model = "models/metrostroi_train/em/doorcab.mdl", pos = Vector(420.75,64.26,1.5), ang = Angle(0,-90,0) } --[[ENT.ClientProps["UAVA"] = { model = "models/metrostroi/81-717/uava_body.mdl", pos = Vector(400,61,-8),--Vector(415.0,-58.5,-18.2), ang = Angle(0,0,0) }]] ENT.ClientProps["UAVALever"] = { model = "models/metrostroi_train/81/uavalever.mdl", pos = Vector(452.84598,51,-21.813349), ang = Angle(0,90,90) } ENT.ClientProps["RedLights"] = { model = "models/metrostroi_train/Em/redlights.mdl", pos = Vector(474.674042,-0.885458,55.695278), ang = Angle(90.000000,-0.212120,0.000000), } ENT.ClientProps["DistantLights"] = { model = "models/metrostroi_train/Em/distantlights.mdl", pos = Vector(471.731842,-0.651488,54.413082), ang = Angle(90.000000,0.000000,0.000000), } ENT.ClientProps["WhiteLights"] = { model = "models/metrostroi_train/Em/whitelights.mdl", pos = Vector(475.597565,-0.525079,-29.160791), ang = Angle(90.267662,0.000000,0.000000), } ENT.ClientProps["RadioLamp"] = { model = "models/metrostroi_train/Em/radiolight.mdl", pos = Vector(465.569244,29.134933,-5.466231), ang = Angle(90.000000,0.000000,0.000000), } ENT.ClientProps["RadioLamp1"] = { model = "models/metrostroi_train/Em/radiolight.mdl", pos = Vector(465.451752,31.03,-5.436231), ang = Angle(90.000000,0.000000,0.000000), } ENT.Texture = "7" ENT.OldTexture = nil --local X = Material( "metrostroi_skins/81-717/6.png") function ENT:UpdateTextures() local texture = Metrostroi.Skins["train"][self:GetNW2String("texture")] local passtexture = Metrostroi.Skins["pass"][self:GetNW2String("passtexture")] local cabintexture = Metrostroi.Skins["cab"][self:GetNW2String("cabtexture")] for _,self in pairs(self.ClientEnts) do if not IsValid(self) then continue end for k,v in pairs(self:GetMaterials()) do local tex = string.Explode("/",v) tex = tex[#tex] if cabintexture and cabintexture.textures[tex] then self:SetSubMaterial(k-1,cabintexture.textures[tex]) end if passtexture and passtexture.textures[tex] then self:SetSubMaterial(k-1,passtexture.textures[tex]) end if texture and texture.textures[tex] then self:SetSubMaterial(k-1,texture.textures[tex]) end end end end -------------------------------------------------------------------------------- function ENT:Think() self.BaseClass.Think(self) if self.Texture ~= self:GetNW2String("texture") then self.Texture = self:GetNW2String("texture") self:UpdateTextures() end if self.PassTexture ~= self:GetNW2String("passtexture") then self.PassTexture = self:GetNW2String("passtexture") self:UpdateTextures() end if self.CabinTexture ~= self:GetNW2String("cabtexture") then self.CabinTexture = self:GetNW2String("cabtexture") self:UpdateTextures() end --print(self.FrontDoor,self:GetPackedBool(114)) --print(self.RearDoor,self:GetPackedBool(156)) --[[ if self.FrontDoor < 90 and self:GetPackedBool(157) or self.FrontDoor > 0 and not self:GetPackedBool(157) then --local FrontDoorData = self.ClientProps["door1"] --FrontDoor:SetLocalPos(FrontDoorData.pos + Vector(-2,-0,0)) self.FrontDoor = math.max(0,math.min(90,self.FrontDoor + (self:GetPackedBool(157) and 1 or -1)*self.DeltaTime*180)) self:ApplyMatrix("door1",Vector(0,-16,0),Angle(0,self.FrontDoor,0)) if not self.ButtonMapMatrix["InfoTable"] then self.ButtonMapMatrix["InfoTable"] = {} self.ButtonMapMatrix["InfoTable"].scale = 0.1/2 end self.ButtonMapMatrix["InfoTable"].ang = Angle(0,90+self.FrontDoor,90) self.ButtonMapMatrix["InfoTable"].pos = Vector(458.0,-16.0,12.0) + Vector(0,1.5,0)*self.FrontDoor/90 end ]] local transient = (self.Transient or 0)*0.05 if (self.Transient or 0) ~= 0.0 then self.Transient = 0.0 end -- Parking brake animation self.ParkingBrakeAngle = self.ParkingBrakeAngle or 0 self.TrueBrakeAngle = self.TrueBrakeAngle or 0 self.TrueBrakeAngle = self.TrueBrakeAngle + (self.ParkingBrakeAngle - self.TrueBrakeAngle)*2.0*(self.DeltaTime or 0) if self.ClientEnts and self.ClientEnts["parking_brake"] then self.ClientEnts["parking_brake"]:SetPoseParameter("position",1.0-((self.TrueBrakeAngle % 360)/360)) end local Lamps = self:GetPackedBool(20) and 0.6 or 1 self:ShowHideSmooth("Lamps_emer",self:Animate("lamps_emer",self:GetPackedBool("Lamps_emer") and Lamps or 0,0,1,6,false)) self:ShowHideSmooth("Lamps_full",self:Animate("lamps_full",self:GetPackedBool("Lamps_full") and Lamps or 0,0,1,6,false)) --ALS Lamps self:ShowHideSmooth("LNF",self:Animate("LNF_hs",self:GetPackedBool(41) and 1 or 0,0,1,7,false)) self:ShowHideSmooth("L0",self:Animate("L0_hs",self:GetPackedBool(42) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("L40",self:Animate("L40_hs",self:GetPackedBool(43) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("L60",self:Animate("L60_hs",self:GetPackedBool(44) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("L70",self:Animate("L70_hs",self:GetPackedBool(45) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("L80",self:Animate("L80_hs",self:GetPackedBool(46) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("LampAutodrive",self:Animate("LampAutodrive_hs",self:GetPackedBool("KSAUP:Work") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("Lamp2",self:Animate("Lamp2_hs",self:GetPackedBool("Lamp2") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("Lamp1",self:Animate("Lamp1_hs",self:GetPackedBool("Lamp1") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("Lamp6",self:Animate("Lamp6_hs",self:GetPackedBool("Lamp6") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("Doors",self:Animate("Doors_hs",self:GetPackedBool(40) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("DoorsWag",self:Animate("DoorsWag_hs",self:GetPackedBool("DoorsWag") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("GreenRP",self:Animate("GreenRP_hs",self:GetPackedBool(36) and 1 or 0,0,1,5,false)) self:ShowHideSmooth("RedRP",self:Animate("RedRP_hs",self:GetPackedBool(35) and 1 or 0,0,1,5,false) + self:Animate("RedLSN_hs",self:GetPackedBool(131) and 1 or 0,0,0.4,5,false)) self:ShowHideSmoothFrom("LampAutodrive_p","LampAutodrive") self:ShowHideSmoothFrom("Lamp2_p","Lamp2") self:ShowHideSmoothFrom("Lamp1_p","Lamp1") self:ShowHideSmoothFrom("Lamp6_p","Lamp6") self:ShowHideSmoothFrom("Doors_p","Doors") self:ShowHideSmoothFrom("DoorsWag_p","DoorsWag") self:ShowHideSmoothFrom("GreenRP_p","GreenRP") self:ShowHideSmoothFrom("RedRP_p","RedRP") self:Animate("AV8B",self:GetPackedBool("AV8B") and 1 or 0, 0,1, 8, false) self:Animate("RST",self:GetPackedBool("RST") and 0 or 1, 0,1, 12, false) self:Animate("VSOSD",self:GetPackedBool("VSOSD") and 0 or 1, 0,1, 12, false) self:HideButton("RSTToggle",self:GetPackedBool("RSTPl")) self:HideButton("RSTPl",not self:GetPackedBool("RSTPl")) self:SetCSBodygroup("RSTPl",1,self:GetPackedBool("RSTPl") and 0 or 1) self:Animate("VU1",self:GetPackedBool("VU1") and 0 or 1, 0,1, 12, false) self:Animate("VU3",self:GetPackedBool("VU3") and 0 or 1, 0,1, 12, false) self:Animate("VU2",self:GetPackedBool("VU2") and 0 or 1, 0,1, 12, false) self:Animate("VU",self:GetPackedBool("VU") and 0 or 1, 0,1, 12, false) self:Animate("RezMK",self:GetPackedBool("RezMK") and 1 or 0, 0,1, 7, false) self:Animate("VRD",self:GetPackedBool("VRD") and 0 or 1, 0,1, 12, false) self:Animate("VB",self:GetPackedBool("VB") and 0 or 1, 0,1, 8, false) self:Animate("VBA",self:GetPackedBool("VBA") and 0 or 1, 0,1, 8, false) self:Animate("RC1",self:GetPackedBool("RC1") and 1 or 0, 1,0.694, 6, false) self:Animate("RC2",self:GetPackedBool("RC2") and 1 or 0, 1,0.694, 6, false) self:HideButton("RC1Toggle",self:GetPackedBool("RC1Pl")) self:HideButton("RC1Pl",not self:GetPackedBool("RC1Pl")) self:HideButton("RC2Toggle",self:GetPackedBool("RC2Pl")) self:HideButton("RC2Pl",not self:GetPackedBool("RC2Pl")) self:SetCSBodygroup("RC1Pl",1,self:GetPackedBool("RC1Pl") and 0 or 1) self:SetCSBodygroup("RC2Pl",1,self:GetPackedBool("RC2Pl") and 0 or 1) self:Animate("VRU",self:GetPackedBool("VRU") and 0 or 1, 0,1, 12, false) self:Animate("VAH",self:GetPackedBool("VAH") and 0 or 1, 0,1, 12, false) self:Animate("VAD",self:GetPackedBool("VAD") and 0 or 1, 0,1, 12, false) self:Animate("OVT",self:GetPackedBool("OVT") and 0 or 1, 0,1, 12, false) self:Animate("KSD",self:GetPackedBool("KSD") and 0 or 1, 0,1, 12, false) self:Animate("DP",self:GetPackedBool("DP") and 0 or 1, 0,1, 12, false) self:Animate("VKF",self:GetPackedBool("VKF") and 0 or 1, 0,1, 12, false) self:HideButton("VAHToggle",self:GetPackedBool("VAHPl")) self:HideButton("VAHPl",not self:GetPackedBool("VAHPl")) self:HideButton("VADToggle",self:GetPackedBool("VADPl")) self:HideButton("VADPl",not self:GetPackedBool("VADPl")) self:HideButton("OVTToggle",self:GetPackedBool("OVTPl")) self:HideButton("OVTPl",not self:GetPackedBool("OVTPl")) self:SetCSBodygroup("VAHPl",1,self:GetPackedBool("VAHPl") and 0 or 1) self:SetCSBodygroup("VADPl",1,self:GetPackedBool("VADPl") and 0 or 1) self:SetCSBodygroup("OVTPl",1,self:GetPackedBool("OVTPl") and 0 or 1) self:Animate("KVT",self:GetPackedBool("KVT") and 1 or 0, 0,1, 8, false) self:ShowHideSmooth("ARSLamp",self:Animate("ARSLamp_hs",self:GetPackedBool(48) and 1 or 0,0,1,5,false)) self:Animate("VZP",self:GetPackedBool("VZP") and 1 or 0, 0,1, 12, false) self:Animate("VZD",self:GetPackedBool("VZD") and 1 or 0, 0,1, 12, false) self:Animate("KRZD",self:GetPackedBool("KRZD") and 1 or 0, 0,1, 12, false) self:ShowHideSmooth("AutodriveLamp",self:Animate("AutodriveLamp_hs",self:GetPackedBool("KSAUP:AutodriveEngage") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("RadioLamp",self:Animate("radiolamp",self:GetPackedBool("VPR") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("RadioLamp1",self.Anims["radiolamp"].val) self:ShowHideSmooth("RedLights",self:Animate("redlights",self:GetPackedBool("RedLight") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("WhiteLights",self:Animate("whitelights",self:GetPackedBool("HeadLights2") and 1 or 0,0,1,5,false)) self:ShowHideSmooth("DistantLights",self:Animate("distantlights",self:GetPackedBool("HeadLights1") and 1 or 0,0,1,5,false)) self:Animate("KDL",self:GetPackedBool("KDL") and 1 or 0, 0,1, 12, false) self:Animate("DIPon",self:GetPackedBool("DIPon") and 1 or 0, 0,1, 12, false) self:Animate("DIPoff",self:GetPackedBool("DIPoff") and 1 or 0, 0,1, 12, false) self:Animate("VozvratRP",self:GetPackedBool("VozvratRP") and 1 or 0, 0,1, 12, false) self:Animate("KSN",self:GetPackedBool("KSN") and 1 or 0, 0,1, 12, false) self:Animate("KDP",self:GetPackedBool("KDP") and 1 or 0, 0,1, 12, false) self:Animate("KU1",self:GetPackedBool("KU1") and 1 or 0, 0,1, 7, false) self:Animate("VUD",self:GetPackedBool("VUD1") and 1 or 0, 0,1, 7, false) self:Animate("VDL",self:GetPackedBool("VDL") and 1 or 0, 0,1, 7, false) self:ShowHideSmooth("KTLamp",self:Animate("KT_hs",self:GetPackedBool(47) and 1 or 0,0,1,5,false)) self:Animate("Ring",self:GetPackedBool("Ring") and 1 or 0, 0,1, 12, false) self:Animate("VUS",self:GetPackedBool("VUS") and 1 or 0, 0,1, 12, false) self:Animate("KAK",self:GetPackedBool("KAK") and 1 or 0, 0,1, 12, false) self:Animate("VAutodrive",self:GetPackedBool("VAutodrive") and 1 or 0, 0,1, 12, false) self:HideButton("VUD2Toggle",self:GetPackedBool("VUD2Bl")) self:HideButton("VUD2LToggle",self:GetPackedBool("VUD2LBl")) self:Animate("VUD2",self:GetPackedBool("VUD2") and 0 or 1, 0,1, 7, false) self:Animate("VUD2l",self:GetPackedBool("VUD2L") and 1 or 0, 0,1, 7, false) self:Animate("PB",self:GetPackedBool("PB") and 1 or 0,0,0.2, 12,false) self:Animate("brake_disconnect",self:GetPackedBool("DriverValveBLDisconnect") and 1 or 0,0,0.5, 3,false) self:Animate("train_disconnect",self:GetPackedBool("DriverValveTLDisconnect") and 1 or 0,0,0.5, 3,false) self:Animate("EPK_disconnect",self:GetPackedBool("EPK") and 1 or 0,0.5,0, 3,false) -- DIP sound --self:SetSoundState("bpsn2",self:GetPackedBool(52) and 1 or 0,1.0) -- Simulate pressure gauges getting stuck a little self:Animate("brake", 1-self:GetPackedRatio(0), 0.00, 0.65, 256,24) self:Animate("controller", self:GetPackedRatio(1), 0, 0.31, 2,false) self:Animate("reverser", self:GetPackedRatio(2), 0.26, 0.35, 4,false) self:Animate("volt1", self:GetPackedRatio(10), 0,0.244,256,2) self:ShowHide("reverser", self:GetPackedBool(0)) self:Animate("brake_line", self:GetPackedRatio(4), 0, 0.725, 256,2)--,,0.01) self:Animate("train_line", self:GetPackedRatio(5)-transient, 0, 0.725, 256,2)--,,0.01) self:Animate("brake_cylinder", self:GetPackedRatio(6), 0, 0.721, 256,2)--,,0.03) self:Animate("voltmeter", self:GetPackedRatio(7), 0.014, 0.298,256,2) self:Animate("ampermeter", self:GetPackedRatio(8), 0, 0.248,256,2) --self:Animate("volt2", 0, 0.38, 0.63) local wheel_radius = 0.5*44.1 -- units local speed = self:GetPackedRatio(3)*100 local ang_vel = speed/(2*math.pi*wheel_radius) -- Rotate wheel self.Angle = ((self.Angle or math.random()) + ang_vel*self.DeltaTime) % 1.0 self:Animate("speed1", self:GetPackedRatio("Speed") + math.sin(math.pi*8*self.Angle)*1/120, 0.495, 0.716, nil, nil, 256,2,0.01) --self:Animate("speed1", /120, 0.495, 0.716, nil, nil, 256,2,0.01) ---- self:Animate("door1", self:GetPackedBool(157) and (self.Door1 or 0.99) or 0,0,0.22, 1024, 1) self:Animate("door3", self:GetPackedBool(158) and (self.Door2 or 0.99) or 0,0,0.25, 1024, 1) self:Animate("door2", self:GetPackedBool(156) and (self.Door3 or 0.99) or 0,0,0.25, 1024, 1) self:Animate("door4", self:GetPackedBool(159) and (self.Door2 or 0.99) or 0,1,0.77, 1024, 1) self:Animate("FrontBrake", self:GetNW2Bool("FbI") and 0 or 1,0,0.35, 3, false) self:Animate("FrontTrain", self:GetNW2Bool("FtI") and 0 or 1,0,0.35, 3, false) self:Animate("RearBrake", self:GetNW2Bool("RbI") and 1 or 0,0,0.35, 3, false) self:Animate("RearTrain", self:GetNW2Bool("RtI") and 1 or 0,0,0.35, 3, false) self:ShowHideSmooth("AVULight_light",self:Animate("AVUl",self:GetPackedBool(38) and 1 or 0,0,1,10,false)) -- Main switch if self.LastValue ~= self:GetPackedBool(5) then self.ResetTime = CurTime()+1.5 self.LastValue = self:GetPackedBool(5) end self:Animate("gv_wrench", (self:GetPackedBool(5) and 1 or 0), 0,0.51, 128, 1,false) self:ShowHide("gv_wrench", CurTime() < self.ResetTime) -- Animate doors for i=0,4 do for k=0,1 do local n_l = "door"..i.."x"..k.."a" local n_r = "door"..i.."x"..k.."b" self:Animate(n_l,self:GetPackedBool(21+(1-k)*4) and 1 or 0,0.11,0.93, 0.8 + (-0.2+0.4*math.random()),0) self:Animate(n_r,self:GetPackedBool(21+(1-k)*4) and 1 or 0,0.11,0.93, 0.8 + (-0.2+0.4*math.random()),0) end end -- Brake-related sounds local brakeLinedPdT = self:GetPackedRatio(9) local dT = self.DeltaTime self.BrakeLineRamp1 = self.BrakeLineRamp1 or 0 if (brakeLinedPdT > -0.001) then self.BrakeLineRamp1 = self.BrakeLineRamp1 + 4.0*(0-self.BrakeLineRamp1)*dT else self.BrakeLineRamp1 = self.BrakeLineRamp1 + 4.0*((-0.6*brakeLinedPdT)-self.BrakeLineRamp1)*dT end self.BrakeLineRamp1 = math.Clamp(self.BrakeLineRamp1,0,1) self:SetSoundState("release2",self.BrakeLineRamp1^1.65,1.0) self.BrakeLineRamp2 = self.BrakeLineRamp2 or 0 if (brakeLinedPdT < 0.001) then self.BrakeLineRamp2 = self.BrakeLineRamp2 + 4.0*(0-self.BrakeLineRamp2)*dT else self.BrakeLineRamp2 = self.BrakeLineRamp2 + 8.0*(0.1*brakeLinedPdT-self.BrakeLineRamp2)*dT end self.BrakeLineRamp2 = math.Clamp(self.BrakeLineRamp2,0,1) self:SetSoundState("release3",self.BrakeLineRamp2 + math.max(0,self.BrakeLineRamp1/2-0.15),1.0) self:SetSoundState("cran1",math.min(1,self:GetPackedRatio(4)/50*(self:GetPackedBool(6) and 1 or 0)),1.0) -- Compressor local state = self:GetPackedBool(20) self.PreviousCompressorState = self.PreviousCompressorState or false if self.PreviousCompressorState ~= state then self.PreviousCompressorState = state if state then self:SetSoundState("compressor_ezh",1,1) else self:SetSoundState("compressor_ezh",0,1) self:SetSoundState("compressor_ezh_end",0,1) self:SetSoundState("compressor_ezh_end",1,1) --self:PlayOnce("compressor_e_end",nil,1,nil,true) end end -- ARS/ringer alert state = self:GetPackedBool(39) self.PreviousAlertState = self.PreviousAlertState or false if self.PreviousAlertState ~= state then self.PreviousAlertState = state if state then self:SetSoundState("ring4",1,1) else self:SetSoundState("ring4",0,0) self:SetSoundState("ring4_end",0,1) self:SetSoundState("ring4_end",1,1) --self:PlayOnce("ring4_end","cabin",0,101) end end state = self:GetPackedBool("VPR") self.PreviousVPRState = self.PreviousVPRState or false if self.PreviousVPRState ~= state then self.PreviousVPRState = state if state then self:SetSoundState("vpr",1,1) else self:SetSoundState("vpr",0,0) self:PlayOnce("vpr_end","cabin",1) end end -- RK rotation if self:GetPackedBool(112) then self.RKTimer = CurTime() end state = (CurTime() - (self.RKTimer or 0)) < 0.2 self.PreviousRKState = self.PreviousRKState or false if self.PreviousRKState ~= state then self.PreviousRKState = state if state then self:SetSoundState("rk_spin",0.7,1,nil,0.75) else self:SetSoundState("rk_spin",0,0,nil,0.75) self:SetSoundState("rk_stop",0,1,nil,0.75) self:SetSoundState("rk_stop",0.7,1,nil,0.75) end end --DIP sound --self:SetSoundState("bpsn2",self:GetPackedBool(32) and 1 or 0,1.0) end function ENT:Draw() self.BaseClass.Draw(self) end function ENT:DrawPost() --local dc = render.GetLightColor(self:LocalToWorld(Vector(460.0,0.0,5.0))) if self.InfoTableTimeout and (CurTime() < self.InfoTableTimeout) then self:DrawOnPanel("InfoTableSelect",function() draw.Text({ text = self:GetNW2String("RouteNumber",""), font = "MetrostroiSubway_InfoPanel",--..self:GetNW2Int("Style",1), pos = { 140, -50 }, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_CENTER, color = Color(255,0,0,255)}) draw.Text({ text = self:GetNW2String("FrontText",""), font = "MetrostroiSubway_InfoPanel",--..self:GetNW2Int("Style",1), pos = { 140, -100 }, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_CENTER, color = Color(255,0,0,255)}) end) end --[[ self:DrawOnPanel("IGLA",function() local plus = ((not self:GetPackedBool(32) or not self:GetPackedBool(78)) and 1 or 0) surface.SetDrawColor(50 - plus*40,255 - plus*220,40 - plus*40) surface.DrawRect(0,-4,360,60) if not self:GetPackedBool(32) or not self:GetPackedBool(78) then return end local text1 = "" local text2 = "" local C1 = Color(0,0,0,255) local C2 = Color(50,200,50,255) local flash = false local T = self:GetPackedRatio(11) local Ptrain = self:GetPackedRatio(5)*16.0 local Pcyl = self:GetPackedRatio(6)*6.0 local date = os.date("!*t",os_time) -- Default IGLA text text1 = "IGLA-01K RK TEMP" text2 = Format("%02d:%02d:%02d %3d C",date.hour,date.min,date.sec,T) -- Modifiers and conditions if self:GetPackedBool(25) then text1 = " !! Right Doors !!" end if self:GetPackedBool(21) then text1 = " !! Left Doors !!" end if T > 300 then text1 = "Temperature warning!" end if self:GetPackedBool(50) and (Pcyl > 1.1) then text1 = "FAIL PNEUMATIC BRAKE" flash = true end if self:GetPackedBool(35) and self:GetPackedBool(28) then text1 = "FAIL AVU/BRAKE PRESS" flash = true end if self:GetPackedBool(35) and (not self:GetPackedBool(40)) then text1 = "FAIL SD/DOORS OPEN " flash = true end if self:GetPackedBool(36) then text1 = "FAIL OVERLOAD RELAY " flash = true end if Ptrain < 5.5 then text1 = "FAIL TRAIN LINE LEAK" flash = true end if T > 400 then flash = true end if T > 500 then text1 = "!Disengage circuits!" end if T > 750 then text1 = " !! PIZDA POEZDU !! " end -- Draw text if flash and ((RealTime() % 1.0) > 0.5) then C2,C1 = C1,C2 end for i=1,20 do surface.SetDrawColor(C2) surface.DrawRect(3+(i-1)*17.7+1,0+4,16,22) draw.DrawText(string.upper(text1[i] or ""),"MetrostroiSubway_IGLA",3+(i-1)*17.7,0+0,C1) end for i=1,20 do surface.SetDrawColor(C2) surface.DrawRect(3+(i-1)*17.7+1,0+24+4,16,22) draw.DrawText(string.upper(text2[i] or ""),"MetrostroiSubway_IGLA",3+(i-1)*17.7,0+24,C1) end end) ]] --[[ self:DrawOnPanel("DURADisplay",function() if not self:GetPackedBool(32) or not self:GetPackedBool(24) then return end local function GetColor(id, text) if text then return self:GetPackedBool(id) and Color(255,0,0) or Color(0,0,0) else return not self:GetPackedBool(id) and Color(255,255,255) or Color(0,0,0) end end surface.SetAlphaMultiplier(0.4) surface.SetDrawColor(255,255,255) surface.DrawRect(0,3+22.8*0,211,22.8) -- 120 surface.SetAlphaMultiplier(1.0) draw.DrawText("DURA V 1.0","MetrostroiSubway_IGLA",0,0+22.8*0, Color(0,0,0,255)) surface.SetAlphaMultiplier(0.4) surface.SetDrawColor(GetColor(31)) surface.SetAlphaMultiplier(0.4) surface.DrawRect(0,3+22.8*1,211,23) -- 120 surface.SetAlphaMultiplier(1.0) draw.DrawText("Channel:" .. (self:GetPackedBool(31) and "2" or "1"),"MetrostroiSubway_IGLA",0,0+22.8*1,GetColor(31, true)) surface.SetAlphaMultiplier(0.4) surface.SetDrawColor(GetColor(153)) surface.SetAlphaMultiplier(0.4) surface.DrawRect(0,3+22.8*2,211,23) -- 120 surface.SetAlphaMultiplier(1.0) draw.DrawText("Channel1:" .. (self:GetPackedBool(153) and "Alt" or "Main"),"MetrostroiSubway_IGLA",0,0+22.8*2,GetColor(153, true)) surface.SetAlphaMultiplier(0.4) surface.SetDrawColor(GetColor(154)) surface.DrawRect(0,3+22.8*3,211,23) -- 120 surface.SetAlphaMultiplier(1.0) draw.DrawText("Channel2:" .. (self:GetPackedBool(154) and "Alt" or "Main"),"MetrostroiSubway_IGLA",0,0+22.8*3,GetColor(154, true)) surface.SetAlphaMultiplier(0.4) surface.SetDrawColor(255,255,255) surface.DrawRect(0,3+22.8*4,211,23) -- 120 surface.SetAlphaMultiplier(1) end)]] self:DrawOnPanel("FrontPneumatic",function() draw.DrawText(self:GetNW2Bool("FbI") and "Isolated" or "Open","Trebuchet24",150,0,Color(0,0,0,255)) draw.DrawText(self:GetNW2Bool("FtI") and "Isolated" or "Open","Trebuchet24",670,0,Color(0,0,0,255)) end) self:DrawOnPanel("RearPneumatic",function() draw.DrawText(self:GetNW2Bool("RbI") and "Isolated" or "Open","Trebuchet24",150,0,Color(0,0,0,255)) draw.DrawText(self:GetNW2Bool("RtI") and "Isolated" or "Open","Trebuchet24",670,0,Color(0,0,0,255)) end) self:DrawOnPanel("AirDistributor",function() draw.DrawText(self:GetNW2Bool("AD") and "Air Distributor ON" or "Air Distributor OFF","Trebuchet24",0,0,Color(0,0,0,255)) end) -- Draw train numbers local dc = render.GetLightColor(self:GetPos()) self:DrawOnPanel("TrainNumber1",function() draw.DrawText(Format("%04d",self:EntIndex()),"MetrostroiSubway_LargeText3",0,0,Color(255*dc.x,255*dc.y,255*dc.z,255)) end) self:DrawOnPanel("TrainNumber2",function() draw.DrawText(Format("%04d",self:EntIndex()),"MetrostroiSubway_LargeText3",0,0,Color(255*dc.x,255*dc.y,255*dc.z,255)) end) end function ENT:OnButtonPressed(button) if button == "ShowHelp" then RunConsoleCommand("metrostroi_train_manual") end local bp_press = self:GetPackedRatio(6) local blocked_l = self:GetPackedBool(132) and 0 or 1 local blocked_r = self:GetPackedBool(133) and 0 or 1 if button == "ParkingBrakeLeft" then self.ParkingBrakeAngle = (self.ParkingBrakeAngle or 0) - blocked_l*45 end if button == "ParkingBrakeRight" then self.ParkingBrakeAngle = (self.ParkingBrakeAngle or 0) + blocked_r*45 end if button == "ShowHelp" then RunConsoleCommand("metrostroi_train_manual") end if button == "PrevSign" then self.InfoTableTimeout = CurTime() + 2.0 end if button == "NextSign" then self.InfoTableTimeout = CurTime() + 2.0 end if button and button:sub(1,3) == "Num" then self.InfoTableTimeout = CurTime() + 2.0 end end
-- -- Licensed to the Apache Software Foundation (ASF) under one or more -- contributor license agreements. See the NOTICE file distributed with -- this work for additional information regarding copyright ownership. -- The ASF licenses this file to You under the Apache License, Version 2.0 -- (the "License"); you may not use this file except in compliance with -- the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- local core = require("apisix.core") local plugin_checker = require("apisix.plugin").plugin_checker local pairs = pairs local error = error local plugin_configs local _M = { } function _M.init_worker() local err plugin_configs, err = core.config.new("/plugin_configs", { automatic = true, item_schema = core.schema.plugin_config, checker = plugin_checker, }) if not plugin_configs then error("failed to sync /plugin_configs: " .. err) end end function _M.get(id) return plugin_configs:get(id) end function _M.merge(route_conf, plugin_config) if route_conf.prev_plugin_config_ver == plugin_config.modifiedIndex then return route_conf end if not route_conf.value.plugins then route_conf.value.plugins = {} elseif not route_conf.orig_plugins then route_conf.orig_plugins = route_conf.value.plugins route_conf.value.plugins = core.table.clone(route_conf.value.plugins) end for name, value in pairs(plugin_config.value.plugins) do route_conf.value.plugins[name] = value end route_conf.update_count = route_conf.update_count + 1 route_conf.modifiedIndex = route_conf.orig_modifiedIndex .. "#" .. route_conf.update_count route_conf.prev_plugin_config_ver = plugin_config.modifiedIndex return route_conf end return _M
--[[ LuCI - Lua Configuration Interface Copyright 2008 Jo-Philipp Wich <xm@subsignal.org> 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 $Id: trunks.lua 4025 2009-01-11 23:37:21Z jow $ ]]-- local ast = require("luci.asterisk") local uci = require("luci.model.uci").cursor() --[[ Dialzone overview table ]] if not arg[1] then zonemap = Map("asterisk", "Dial Zones", [[ Dial zones hold patterns of dialed numbers to match. Each zone has one or more trunks assigned. If the first trunk is congested, Asterisk will try to use the next available connection. If all trunks fail, then the following zones in the parent dialplan are tried. ]]) local zones, znames = ast.dialzone.zones() zonetbl = zonemap:section(Table, zones, "Zone Overview") zonetbl.sectionhead = "Zone" zonetbl.addremove = true zonetbl.anonymous = false zonetbl.extedit = luci.dispatcher.build_url( "admin", "asterisk", "dialplans", "zones", "%s" ) function zonetbl.cfgsections(self) return znames end function zonetbl.parse(self) for k, v in pairs(self.map:formvaluetable( luci.cbi.REMOVE_PREFIX .. self.config ) or {}) do if k:sub(-2) == ".x" then k = k:sub(1, #k - 2) end uci:delete("asterisk", k) uci:save("asterisk") self.data[k] = nil for i = 1,#znames do if znames[i] == k then table.remove(znames, i) break end end end Table.parse(self) end zonetbl:option(DummyValue, "description", "Description") zonetbl:option(DummyValue, "addprefix") match = zonetbl:option(DummyValue, "matches") function match.cfgvalue(self, s) return table.concat(zones[s].matches, ", ") end trunks = zonetbl:option(DummyValue, "trunk") trunks.template = "asterisk/cbi/cell" function trunks.cfgvalue(self, s) return ast.tools.hyperlinks(zones[s].trunks) end return zonemap --[[ Zone edit form ]] else zoneedit = Map("asterisk", "Edit Dialzone") entry = zoneedit:section(NamedSection, arg[1]) entry.title = "Zone %q" % arg[1]; back = entry:option(DummyValue, "_overview", "Back to dialzone overview") back.value = "" back.titleref = luci.dispatcher.build_url( "admin", "asterisk", "dialplans", "zones" ) desc = entry:option(Value, "description", "Description") function desc.cfgvalue(self, s, ...) return Value.cfgvalue(self, s, ...) or s end trunks = entry:option(MultiValue, "uses", "Used trunks") trunks.widget = "checkbox" uci:foreach("asterisk", "sip", function(s) if s.provider == "yes" then trunks:value( "SIP/%s" % s['.name'], "SIP/%s (%s)" %{ s['.name'], s.host or 'n/a' } ) end end) match = entry:option(DynamicList, "match", "Number matches") intl = entry:option(DynamicList, "international", "Intl. prefix matches (optional)") aprefix = entry:option(Value, "addprefix", "Add prefix to dial out (optional)") ccode = entry:option(Value, "countrycode", "Effective countrycode (optional)") lzone = entry:option(ListValue, "localzone", "Dialzone for local numbers") lzone:value("", "no special treatment of local numbers") for _, z in ipairs(ast.dialzone.zones()) do lzone:value(z.name, "%q (%s)" %{ z.name, z.description }) end --for _, v in ipairs(find_outgoing_contexts(zoneedit.uci)) do -- lzone:value(unpack(v)) --end lprefix = entry:option(Value, "localprefix", "Prefix for local calls (optional)") return zoneedit end