content stringlengths 5 1.05M |
|---|
ys = ys or {}
ys.Battle.BattleTorpedoUnit = class("BattleTorpedoUnit", ys.Battle.BattleWeaponUnit)
ys.Battle.BattleTorpedoUnit.__name = "BattleTorpedoUnit"
ys.Battle.BattleTorpedoUnit.Ctor = function (slot0)
slot0.Battle.BattleTorpedoUnit.super.Ctor(slot0)
end
ys.Battle.BattleTorpedoUnit.TriggerBuffOnFire = function (slot0)
slot0._host:TriggerBuff(slot0.Battle.BattleConst.BuffEffectType.ON_TORPEDO_FIRE, {
equipIndex = slot0._equipmentIndex
})
end
ys.Battle.BattleTorpedoUnit.TriggerBuffWhenSpawn = function (slot0, slot1)
slot0._host:TriggerBuff(slot0.Battle.BattleConst.BuffEffectType.ON_BULLET_CREATE, slot2)
slot0._host:TriggerBuff(slot0.Battle.BattleConst.BuffEffectType.ON_TORPEDO_BULLET_CREATE, {
_bullet = slot1,
equipIndex = slot0._equipmentIndex
})
end
return
|
---------------------------------------------
-- Blood Drain
-- Steals an enemy's HP. Ineffective against undead.
---------------------------------------------
require("scripts/globals/monstertpmoves")
require("scripts/globals/settings")
require("scripts/globals/status")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local dmgmod = 1
local info = MobMagicalMove(mob,target,skill,mob:getWeaponDmg()*2,tpz.magic.ele.DARK,dmgmod,TP_MAB_BONUS,1)
local dmg = MobFinalAdjustments(info.dmg,mob,skill,target,tpz.attackType.MAGICAL,tpz.damageType.DARK,MOBPARAM_IGNORE_SHADOWS)
skill:setMsg(MobPhysicalDrainMove(mob, target, skill, MOBDRAIN_HP, dmg))
return dmg
end
|
__g_module_function__ = {}
__g_function_name__ = {}
__g_all_processer_request__ = {}
__g_result_value_to_name__ = {}
function require_ex( _mname )
if package.loaded[_mname] then
print( string.format("require_ex module[%s] reload", _mname))
end
package.loaded[_mname] = nil
return require( _mname )
end
function AddModule(name,bm)
__g_module_function__[name] = bm
end
function BuildRequestList()
for module_name, funcs in pairs(__g_module_function__) do
for func_name, func_info in pairs(funcs) do
local id = pb.enum(module_name,func_name)
__g_function_name__[id] = func_name
__g_all_processer_request__[id] = func_info;
end
end
end
function LoadResultValue()
Succeed = pb.enum('Base.ResultType','Succeed')
Error = pb.enum('Base.ResultType','Error')
Warning = pb.enum('Base.ResultType','Warning')
Retry = pb.enum('Base.ResultType','Retry')
Invalid = pb.enum('Base.ResultType','Invalid')
__g_result_value_to_name__[Succeed] = 'Succeed'
__g_result_value_to_name__[Error] = 'Error'
__g_result_value_to_name__[Warning] = 'Warning'
__g_result_value_to_name__[Retry] = 'Retry'
__g_result_value_to_name__[Invalid] = 'Invalid'
end
Init = function( path )
package.path = string.format('%s;%s/?.lua;%s/librarys/?.lua',package.path,path,path)
package.cpath = string.format('%s;%s/?.so;%s/librarys/?.so',package.cpath,path,path)
pb = require "pb"
assert(pb.loadfile(path .. "/protobuf/base.pb"))
assert(pb.loadfile(path .. "/protobuf/processer.pb"))
JSON = (assert(loadfile(path .. '/librarys/json.lua')))()
assert(require_ex('comm'),'load comm lua file failed.')
assert(require_ex('main'),'load main lua file failed.')
BuildRequestList()
LoadResultValue()
end
OnError = function( msg )
print('error proc:' .. tostring(msg));
end
SocketCloseProcess = function( u)
Info("socket closed")
end
ProgressMessage = function( funcid, uinfo, str_req, str_extend )
local func_info = __g_all_processer_request__[funcid];
local func_name = __g_function_name__[funcid] or ''
Info('Call process function : ' .. func_name );
local result,resmsg
if type(func_info[1]) == 'function' then
local req_table = nil
local res_table = {}
if #func_info[2] > 0 then
req_table = assert(pb.decode(func_info[2],str_req))
end
result,errmsg = func_info[1]( uinfo, req_table, res_table );
if result == Succeed and #func_info[3]>0 then
resmsg = assert(pb.encode(func_info[3], res_table))
else
resmsg = errmsg
end
else
result = Error
resmsg = string.format('not find the processer. the name is %s.' ,func_name);
end
Info( string.format('Function [%s] << [%s]', func_name, __g_result_value_to_name__[result] ))
return result,resmsg
end
|
local classes = require('../classes')
local base = require('./base')
local Channel = require('./Channel')
local constants = require('../constants')
local User = classes.new(base)
function User:__constructor ()
self.servers = classes.Cache()
end
function User:sendMessage (...)
if not self.channel then
local data = self.parent.rest:request(
{
method = 'POST',
path = constants.rest.endPoints.ME_DMS,
data = {
recipient_id = self.id,
},
}
)
if not data then return end
self.channel = Channel(self)
self.channel:update(data)
self.parent.__channels:add(self.channel)
end
return self.channel:sendMessage(...)
end
return User |
data:extend({
-- Speed
{
type = "recipe",
name = "speed-module-4",
enabled = false,
ingredients = {
{"speed-module-3", 5},
{"advanced-circuit", 10},
{"processing-unit", 10}
},
energy_required = 120,
result = "speed-module-4"
},
{
type = "recipe",
name = "speed-module-5",
enabled = false,
ingredients = {
{"speed-module-4", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 240,
result = "speed-module-5"
},
{
type = "recipe",
name = "speed-module-6",
enabled = false,
ingredients = {
{"speed-module-5", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 480,
result = "speed-module-6"
},
-- Productivity
{
type = "recipe",
name = "productivity-module-4",
enabled = false,
ingredients = {
{"productivity-module-3", 5},
{"advanced-circuit", 10},
{"processing-unit", 10}
},
energy_required = 120,
result = "productivity-module-4"
},
{
type = "recipe",
name = "productivity-module-5",
enabled = false,
ingredients = {
{"productivity-module-4", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 240,
result = "productivity-module-5"
},
{
type = "recipe",
name = "productivity-module-6",
enabled = false,
ingredients = {
{"productivity-module-5", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 480,
result = "productivity-module-6"
},
-- Effectivity
{
type = "recipe",
name = "effectivity-module-4",
enabled = false,
ingredients = {
{"effectivity-module-3", 5},
{"advanced-circuit", 10},
{"processing-unit", 10}
},
energy_required = 120,
result = "effectivity-module-4"
},
{
type = "recipe",
name = "effectivity-module-5",
enabled = false,
ingredients = {
{"effectivity-module-4", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 240,
result = "effectivity-module-5"
},
{
type = "recipe",
name = "effectivity-module-6",
enabled = false,
ingredients = {
{"effectivity-module-5", 5},
{"advanced-circuit", 15},
{"processing-unit", 15}
},
energy_required = 480,
result = "effectivity-module-6"
},
-- Speed-effectivity
{
type = "recipe",
name = "speed-effectivity-module",
enabled = false,
ingredients = {
{"advanced-circuit", 2},
{"electronic-circuit", 2},
{"speed-module", 1},
{"effectivity-module", 1}
},
energy_required = 10,
result = "speed-effectivity-module"
},
{
type = "recipe",
name = "speed-effectivity-module-2",
enabled = false,
ingredients = {
{"advanced-circuit", 3},
{"electronic-circuit", 3},
{"speed-module-2", 1},
{"effectivity-module-2", 1}
},
energy_required = 20,
result = "speed-effectivity-module-2"
},
{
type = "recipe",
name = "speed-effectivity-module-3",
enabled = false,
ingredients = {
{"advanced-circuit", 4},
{"electronic-circuit", 4},
{"speed-module-3", 1},
{"effectivity-module-3", 1},
{"processing-unit", 1}
},
energy_required = 30,
result = "speed-effectivity-module-3"
},
{
type = "recipe",
name = "speed-effectivity-module-4",
enabled = false,
ingredients = {
{"advanced-circuit", 5},
{"electronic-circuit", 5},
{"speed-module-4", 1},
{"effectivity-module-4", 1},
{"processing-unit", 2}
},
energy_required = 40,
result = "speed-effectivity-module-4"
},
{
type = "recipe",
name = "speed-effectivity-module-5",
enabled = false,
ingredients = {
{"advanced-circuit", 6},
{"electronic-circuit", 6},
{"speed-module-5", 1},
{"effectivity-module-5", 1},
{"processing-unit", 3}
},
energy_required = 50,
result = "speed-effectivity-module-5"
},
{
type = "recipe",
name = "speed-effectivity-module-6",
enabled = false,
ingredients = {
{"advanced-circuit", 7},
{"electronic-circuit", 7},
{"speed-module-6", 1},
{"effectivity-module-6", 1},
{"processing-unit", 3}
},
energy_required = 60,
result = "speed-effectivity-module-6"
},
-- Productivity-effectivity
{
type = "recipe",
name = "productivity-effectivity-module",
enabled = false,
ingredients = {
{"advanced-circuit", 2},
{"electronic-circuit", 2},
{"productivity-module", 1},
{"effectivity-module", 1}
},
energy_required = 10,
result = "productivity-effectivity-module"
},
{
type = "recipe",
name = "productivity-effectivity-module-2",
enabled = false,
ingredients = {
{"advanced-circuit", 3},
{"electronic-circuit", 3},
{"productivity-module-2", 1},
{"effectivity-module-2", 1}
},
energy_required = 20,
result = "productivity-effectivity-module-2"
},
{
type = "recipe",
name = "productivity-effectivity-module-3",
enabled = false,
ingredients = {
{"advanced-circuit", 4},
{"electronic-circuit", 4},
{"productivity-module-3", 1},
{"effectivity-module-3", 1},
{"processing-unit", 1}
},
energy_required = 30,
result = "productivity-effectivity-module-3"
},
{
type = "recipe",
name = "productivity-effectivity-module-4",
enabled = false,
ingredients = {
{"advanced-circuit", 5},
{"electronic-circuit", 5},
{"productivity-module-4", 1},
{"effectivity-module-4", 1},
{"processing-unit", 2}
},
energy_required = 40,
result = "productivity-effectivity-module-4"
},
{
type = "recipe",
name = "productivity-effectivity-module-5",
enabled = false,
ingredients = {
{"advanced-circuit", 6},
{"electronic-circuit", 6},
{"productivity-module-5", 1},
{"effectivity-module-5", 1},
{"processing-unit", 3}
},
energy_required = 50,
result = "productivity-effectivity-module-5"
},
{
type = "recipe",
name = "productivity-effectivity-module-6",
enabled = false,
ingredients = {
{"advanced-circuit", 7},
{"electronic-circuit", 7},
{"productivity-module-6", 1},
{"effectivity-module-6", 1},
{"processing-unit", 3}
},
energy_required = 60,
result = "productivity-effectivity-module-6"
},
-- Speed-productivity
{
type = "recipe",
name = "speed-productivity-module",
enabled = false,
ingredients = {
{"advanced-circuit", 2},
{"electronic-circuit", 2},
{"speed-module", 1},
{"productivity-module", 1}
},
energy_required = 10,
result = "speed-productivity-module"
},
{
type = "recipe",
name = "speed-productivity-module-2",
enabled = false,
ingredients = {
{"advanced-circuit", 3},
{"electronic-circuit", 3},
{"speed-module-2", 1},
{"productivity-module-2", 1}
},
energy_required = 20,
result = "speed-productivity-module-2"
},
{
type = "recipe",
name = "speed-productivity-module-3",
enabled = false,
ingredients = {
{"advanced-circuit", 4},
{"electronic-circuit", 4},
{"speed-module-3", 1},
{"productivity-module-3", 1},
{"processing-unit", 1}
},
energy_required = 30,
result = "speed-productivity-module-3"
},
{
type = "recipe",
name = "speed-productivity-module-4",
enabled = false,
ingredients = {
{"advanced-circuit", 5},
{"electronic-circuit", 5},
{"speed-module-4", 1},
{"productivity-module-4", 1},
{"processing-unit", 2}
},
energy_required = 40,
result = "speed-productivity-module-4"
},
{
type = "recipe",
name = "speed-productivity-module-5",
enabled = false,
ingredients = {
{"advanced-circuit", 6},
{"electronic-circuit", 6},
{"speed-module-5", 1},
{"productivity-module-5", 1},
{"processing-unit", 3}
},
energy_required = 50,
result = "speed-productivity-module-5"
},
{
type = "recipe",
name = "speed-productivity-module-6",
enabled = false,
ingredients = {
{"advanced-circuit", 7},
{"electronic-circuit", 7},
{"speed-module-6", 1},
{"productivity-module-6", 1},
{"processing-unit", 3}
},
energy_required = 60,
result = "speed-productivity-module-6"
}
})
|
local saws = {};
local sawTimer = nil;
local saw3SliderJoint = scene:getJoints("saw3_slider_joint")[1];
local saw6SliderJoint = scene:getJoints("saw6_slider_joint")[1];
local spike1Joint = scene:getJoints("spike1_joint")[1];
local spike4Joint = scene:getJoints("spike4_joint")[1];
local spike6Joint = scene:getJoints("spike6_joint")[1];
local saw7Slider = nil;
local doorMoves = {};
local function stoneDoorMove(jointName, upper, tremor)
local j = scene:getJoints(jointName)[1];
local snd = nil;
if doorMoves[jointName] ~= nil then
snd = doorMoves[jointName].snd;
cancelTimeout(doorMoves[jointName].cookie);
doorMoves[jointName] = nil;
end
if (upper and j:getJointTranslation() >= j.upperLimit) or
(not upper and j:getJointTranslation() <= j.lowerLimit) then
if snd ~= nil then
snd:stop();
snd = nil;
scene.camera:findCameraComponent():tremor(false);
end
return;
end
doorMoves[jointName] = {};
if (snd == nil) and tremor then
doorMoves[jointName].snd = audio:createSound("stone_moving.ogg");
doorMoves[jointName].snd:play();
scene.camera:findCameraComponent():tremorStart(0.3);
else
if (not tremor) and (snd ~= nil) then
snd:stop();
snd = nil;
scene.camera:findCameraComponent():tremor(false);
end
doorMoves[jointName].snd = snd;
end
if upper then
j.motorSpeed = math.abs(j.motorSpeed);
else
j.motorSpeed = -math.abs(j.motorSpeed);
end
doorMoves[jointName].cookie = addTimeout0(function(cookie, dt, args)
if (upper and j:getJointTranslation() >= j.upperLimit) or
(not upper and j:getJointTranslation() <= j.lowerLimit) then
cancelTimeout(cookie);
if tremor then
doorMoves[jointName].cookie = addTimeoutOnce(0.2, function()
doorMoves[jointName].snd:stop();
doorMoves[jointName] = nil;
scene.camera:findCameraComponent():tremor(false);
end);
else
doorMoves[jointName] = nil;
end
end
end);
end
local function loopPrismatic(j)
if (j:getJointTranslation() >= j.upperLimit) then
j.motorSpeed = -math.abs(j.motorSpeed);
elseif (j:getJointTranslation() <= j.lowerLimit) then
j.motorSpeed = math.abs(j.motorSpeed);
end
end
local function loopSpike(j, direct)
if j.myMotorSpeed == nil then
j.myMotorSpeed = math.abs(j.motorSpeed);
end
if (j:getJointTranslation() >= j.upperLimit) then
if direct then
j.motorSpeed = -j.myMotorSpeed / 4;
else
j.motorSpeed = -j.myMotorSpeed;
end
elseif (j:getJointTranslation() <= j.lowerLimit) then
if direct then
j.motorSpeed = j.myMotorSpeed;
else
j.motorSpeed = j.myMotorSpeed / 4;
end
end
end
local function enableSaws()
for _, obj in pairs(saws) do
obj.active = true;
end
sawTimer = addTimeout0(function(cookie, dt)
loopPrismatic(saw3SliderJoint);
loopPrismatic(saw6SliderJoint);
loopSpike(spike1Joint, true);
loopSpike(spike4Joint, true);
loopSpike(spike6Joint, false);
end);
end
local function disableSaws()
for _, obj in pairs(saws) do
obj.active = false;
end
cancelTimeout(sawTimer);
end
-- main
for i = 1, 6, 1 do
local saw = scene:getObjects("saw"..i)[1];
saw.type = const.SceneObjectTypeEnemyBuilding;
table.insert(saws, saw);
end
for i = 8, 11, 1 do
local saw = scene:getObjects("saw"..i)[1];
saw.type = const.SceneObjectTypeEnemyBuilding;
table.insert(saws, saw);
end
for i = 1, 6, 1 do
local spike = scene:getObjects("spike"..i)[1];
spike.type = const.SceneObjectTypeEnemyBuilding;
table.insert(saws, spike);
end
table.insert(saws, scene:getObjects("saw3_slider")[1]);
table.insert(saws, scene:getObjects("saw4_slider")[1]);
table.insert(saws, scene:getObjects("saw5_slider")[1]);
table.insert(saws, scene:getObjects("saw4_holder")[1]);
table.insert(saws, scene:getObjects("saw6_slider")[1]);
table.insert(saws, scene:getObjects("saw9_slider")[1]);
setSensorListener("saw_activate_cp", function(other, self)
if self.timer ~= nil then
cancelTimeout(self.timer);
self.timer = nil;
else
enableSaws();
end
end, function (other, self)
if other:scene() ~= nil then
scene.respawnPoint = scene:getObjects("saw0_cp")[1]:getTransform();
end
self.timer = addTimeoutOnce(5.0, function()
disableSaws();
self.timer = nil;
end);
end, { timer = nil });
setSensorEnterListener("saw0_cp", false, function(other)
if not isAmbient then
startAmbientMusic(true);
end
end);
setSensorEnterListener("saw1_cp", false, function(other)
scene.respawnPoint = scene:getObjects("saw1_cp")[1]:getTransform();
setupBgMetal();
if isAmbient then
startMusic("action4.ogg", true);
end
end);
setSensorEnterListener("saw2_cp", false, function(other)
setupBgAir();
end);
setSensorEnterListener("saw3_cp", false, function(other, self)
if self.obj == nil then
scene.respawnPoint = scene:getObjects("saw3_cp")[1]:getTransform();
stoneDoorMove("door10_joint", true, true);
end
if self.obj ~= other then
if self.obj ~= nil then
setupBgAir();
end
if self.sawObjs ~= nil then
for _, obj in pairs(self.sawObjs) do
local c = obj:findPhysicsBodyComponent();
if c ~= nil then
c:removeFromParent();
end
obj:addComponent(FadeOutComponent(1.0));
end
end
local sawObjs = scene:instanciate("e1m2_saw7.json",
scene:getObjects("saw7_ph")[1]:getTransform()).objects;
for _, obj in pairs(sawObjs) do
obj.type = const.SceneObjectTypeEnemyBuilding;
if obj.name == "saw7_slider" then
saw7Slider = obj;
end
end
local saw7path = scene:getObjects("saw7_path")[1];
saw7Slider.roamBehavior:reset();
saw7Slider.roamBehavior.linearVelocity = 5.0;
saw7Slider.roamBehavior.linearDamping = 3.0;
saw7Slider.roamBehavior.dampDistance = 5.0;
saw7Slider.roamBehavior.changeAngle = false;
saw7Slider.roamBehavior:changePath(saw7path:findPathComponent().path, saw7path:getTransform());
saw7Slider.roamBehavior:start();
self.sawObjs = sawObjs;
end
self.obj = other;
end, { obj = nil, sawObjs = nil });
setSensorListener("saw4_cp", function(other, self)
stoneDoorMove("door11_joint", true, true);
end, function (other, self)
stoneDoorMove("door11_joint", false, false);
end);
makeGear("spike1", "spike1_joint", "spike2", "spike2_joint", -1);
makeGear("spike1", "spike1_joint", "spike3", "spike3_joint", 1);
setSensorListener("saw5_cp", function(other, self)
stoneDoorMove("door12_joint", true, true);
end, function (other, self)
stoneDoorMove("door12_joint", false, false);
end);
makeGear("spike4", "spike4_joint", "spike5", "spike5_joint", 1);
setSensorListener("saw6_cp", function(other, self)
stoneDoorMove("saw9_slider_joint", true, false);
saw7Slider.roamBehavior.linearVelocity = 10.0;
end, function (other, self)
stoneDoorMove("saw9_slider_joint", false, false);
end);
setSensorEnterListener("saw7_cp", false, function(other)
setupBgMetal();
end);
setSensorEnterListener("saw8_cp", true, function(other)
scene.respawnPoint = scene:getObjects("saw8_cp")[1]:getTransform();
stoneDoorMove("door9_joint", true, true);
end);
setSensorEnterListener("saw9_cp", true, function(other)
scene:getObjects("ga4")[1]:findGoalAreaComponent():addGoal(scene:getObjects("red_door")[1].pos);
end);
|
match_reward_layout_2=
{
name="match_reward_layout_2",type=0,typeName="View",time=0,x=0,y=0,width=1280,height=720,visible=1,nodeAlign=kAlignTopLeft,fillParentWidth=1,fillParentHeight=1,
{
name="contentBg",type=0,typeName="Image",time=103127199,x=0,y=0,width=497,height=358,nodeAlign=kAlignCenter,visible=1,fillParentWidth=0,fillParentHeight=0,file="games/common/popup_bg.png",
{
name="rewardListView",type=0,typeName="ListView",time=103128227,x=0,y=0,width=64,height=64,nodeAlign=kAlignTopLeft,visible=1,fillParentWidth=0,fillParentHeight=0,fillTopLeftX=10,fillBottomRightX=10,fillBottomRightY=2,fillTopLeftY=52
},
{
name="topView",type=0,typeName="View",time=110025677,x=0,y=0,width=64,height=50,nodeAlign=kAlignTop,visible=1,fillParentWidth=1,fillParentHeight=0,
{
name="title",type=4,typeName="Text",time=58516441,report=0,x=0,y=0,width=1,height=40,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=22,textAlign=kAlignCenter,colorRed=255,colorGreen=254,colorBlue=162,string=[[比赛奖励]]
},
{
name="line",type=0,typeName="Image",time=110025803,x=0,y=0,width=483,height=2,nodeAlign=kAlignBottom,visible=1,fillParentWidth=1,fillParentHeight=0,file="games/common/popup_line.png",fillTopLeftX=5,fillBottomRightX=5,fillTopLeftY=48,fillBottomRightY=0
}
}
}
}
return match_reward_layout_2; |
--[[
This script is under MIT license
For more details, please read this
https://github.com/Bilal2453/Chapter-Genrator/blob/master/LICENSE
For instructions about using this plugin
https://github.com/Bilal2453/Chapter-Genrator/blob/master/readme
TODO: Support chapter merging on MacOS & Linux
-- ?BUG: Does '?data/automation/include/' directory exists on MacOS? Can't tell...
-- If not, please open an issue on github
]]
script_name = "Chapters Generator"
script_namespace = "Bilal2453.Chapters-Generator"
script_description= "Generates Video's Chapters Using Aegisub's Timeline."
script_version = '2.5.1'
script_author = "Bilal Bassam, Bilal2453@github.com"
script_modified = "14 March 2020"
local settingsCheckboxes = {}
local dp = aegisub.decode_path
local mkvmergePath = dp'?data/automation/include/mkvmerge.exe'
local mkvpropeditPath = dp'?data/automation/include/mkvpropedit.exe'
local function fileExists(path)
return io.open(path, 'r') and true or false
end
local function escapePath(path)
if jit.os == "Windows" then
return path:gsub('/', '\\\\'):gsub('\\', '\\\\')
else
return path:gsub('/', '\\/')
end
end
-- I might remove this function, it isn't really needed
local function newChapter(startTime, endTime, cpString, flaghidden, lang)
local tO = type(startTime) == 'table'
return {
endTime = tO and startTime.endTime or endTime,
cpString = tO and startTime.cpString or cpString,
lang = tO and startTime.lang or lang,
flaghidden = tO and startTime.flaghidden or flaghidden,
startTime = tO and startTime.startTime or startTime,
}
end
local function hTime(time)
if not time then return '' end
local hours, mins, secs, ms
hours= math.floor((time / 1000) / 3600)
mins = math.floor((time / 1000 % 3600) / 60)
secs = math.floor((time / 1000) % 60)
ms = math.floor((time % 1000))
return ('%02i:%02i:%02i.%03i'):format(hours, mins, secs, ms)
end
local function OGMAssembler(num, time, name)
time = hTime(time)
if type(num) == 'table' then
time = hTime(num.startTime)
name = num.cpString
num = num.num
end
return ("CHAPTER%02i=%s\nCHAPTER%02iNAME=%s\n"):format(num, time, num, name)
end
local function XMLAssembler(obj)
local endTime = obj.endTime > obj.startTime and hTime(obj.endTime)
endTime = endTime and ('\n\t\t\t<ChapterTimeEnd>%s</ChapterTimeEnd>'):format(endTime) or ''
local startTime = hTime(obj.startTime)
local cpString = obj.cpString or ''
local lang = type(obj.lang) == 'string' and obj.lang or 'und'
local flaghidden = obj.flaghidden and 1 or 0
return ("\n\t\t<ChapterAtom>\n\t\t\t<ChapterTimeStart>%s</ChapterTimeStart>%s\n\t\t\t<ChapterFlagHidden>%d</ChapterFlagHidden>\n\t\t\t<ChapterDisplay>\n\t\t\t\t<ChapterString>%s</ChapterString>\n\t\t\t\t<ChapterLanguage>%s</ChapterLanguage>\n\t\t\t</ChapterDisplay>\n\t\t</ChapterAtom>")
:format(startTime, endTime, flaghidden, cpString, lang)
end
---------------------------------
local sett = {}
sett.path = dp('?user/ChapterGen.settings')
function sett.createSettFile()
if not io.open(sett.path, 'r') then
io.open(sett.path, 'w'):close()
return true
end
return false
end
function sett.readSett(sel)
if sett.createSettFile() then
return {}
end
local file = io.open(sett.path, 'r')
local s = file:read('*a'); file:close();
local data = {}
for i, v in s:gmatch('(.-)%s*=%s*(.-)\n') do
data[i] = v
end
return (sel and data[sel]) or (not sel and data)
end
function sett.readBol(sel)
if not settingsCheckboxes[sel] then return end -- No settings were found
local results = sett.readSett(sel)
return (results and results ~= 'false') or (not results and settingsCheckboxes[sel].value)
end
function sett.writeSett(d)
sett.createSettFile()
local ldat = sett.readSett()
local file = io.open(sett.path, 'w')
for i, v in pairs(d) do
if v == 'nil' then v = nil end
if i and i ~= '' then
ldat[i] = v
end
end
for i, v in pairs(ldat) do
file:write(i..' = '.. tostring(v)..'\n')
end
file:close()
end
-- Remove old settings files, so some updates can take effect
if sett.readSett('lastUsedVersion') ~= script_version then
-- Old versions were using these paths
os.remove(dp('?user/ChapterGen.setting'))
os.remove(dp('?user/ChapterGen.config'))
os.remove(dp('?user/config/ChapterGen.setting'))
-- Delete default settings file and re-create it
os.remove(sett.path)
sett.createSettFile()
sett.writeSett{lastUsedVersion = script_version}
end
--------- ---------
local function parseInput(tx)
local options = {
flaghidden = 'boolean',
lang = 'string',
}
local oInput = {}
for n, v in tx:gmatch('%-(.-):%s*(.-)%-') do
-- Uhh, this is ugly...
-- TODO: Better input handling
if options[n] then
if tonumber(v) and options[n] == 'boolean' then
oInput[n] = tonumber(v) == 1 or tonumber(v) == 0 and false
elseif tonumber(v) and options[n] == 'number' then
oInput[n] = tonumber(v)
elseif options[n] == 'string' and not tonumber(v) then
oInput[n] = v
else
error_dialog("Invalid value '%s' for argument '%s'\nvalue type must be a %s",
v, n, options[n]..' (1 or 0)')
end
else
error_dialog('Unknown Argument "%s"', n)
end
end
return oInput
end
local function OGMWriter(lines)
local str = ''
local obj
for i, line in ipairs(lines) do
obj = newChapter(line)
obj.num = i
str = str.. OGMAssembler(obj)
end
return str
end
local function XMLWriter(lines)
local str = ('<?xml version="1.0"?>\n<!-- <!DOCTYPE Chapters SYSTEM "matroskachapters.dtd"> -->\n<Chapters>\n\t<EditionEntry>')
for _, line in ipairs(lines) do
str = str.. XMLAssembler(newChapter(line))
end
return str.. '\n\t</EditionEntry>\n</Chapters>'
end
--------- ---------
-- All supported extensions
local extensions = {
['.txt (OGG/OGM)'] = {
writer = OGMWriter,
GUIText = "OGG/OGM text (.txt)|.txt|All Files (.)|.",
ext = ".txt",
},
['.xml (Matroska Chapters)'] = {
writer = XMLWriter,
GUIText = "Matroska Chapters (.xml)|.xml|All Files (.)|.",
ext = ".xml",
},
}
extensions.allNames = (function()
local s = {}
for i,_ in pairs(extensions) do table.insert(s, i) end
return table.sort(s) or s
end)()
extensions.getAt = function(n)
return extensions[extensions.allNames[n]]
end
local function createCheckbox(name, label, hint, defaultValue)
name, label, hint = name or #settingsCheckboxes+1, tostring(label), tostring(hint)
local self = {label = label, hint = hint, value = defaultValue and defaultValue}
settingsCheckboxes[name] = self
end
createCheckbox('ignoreValidityRules', 'Ignore Validity Rules', "This option Makes the Plug-in Treat all Lines as they had 'chapter' Written inside the Effect Field and as they're Comments.\n\nRecommended when Using Aegisub only for Chapters without Subtitles.", true)
createCheckbox('useSelectedLines', 'Use Selected Lines', "This would Make the Plug-in Use Selected Lines when there's and Ignores everything else.\n\nBy Default it Doesn't Ignore validity Rules.")
createCheckbox('deleteLinesAfterExport', 'Delete Lines After Exporting', "This will Delete Chapter Lines that have been Used after Exporting the Chapters.\n\nTo Restore Deleted Lines, Undo Changes.")
createCheckbox('saveLastUsedPath', 'Remember Last Used Path', "Saves the Last Directory You Used to Export the Chapters, Also Saves the Last Used 'Extension'.", true)
createCheckbox('ignoreEndTime', 'Ignore End Time', "Don't Use End Time, So only Start Time would be Used and Written.\n\nUseful when Using 'XML/Matroska extension.'", true)
createCheckbox('askBeforeConverting', 'Ask Before Convert to MKV', "Asks you to Convert non-supported Videos to MKV before Merging Start.\nNote that only MKV Videos Can have Chapters\n\nUncheck this Box to Convert Videos without Asking.", true)
function show_export_ext(sel)
local db = sett.readSett('dialogExtentionBehavior')
if db and db:match('".*"$') then
return true, {dropdown = db:match('"(.-)"$')}
end
local lastUsedExt = sett.readSett('lastUsedExt')
local dialog = {
{class = "label", label = "File extension: ", x = 1},
dropMenu = {
class = "dropdown",
name = "dropdown",
items = extensions.allNames,
value = (sel or extensions[lastUsedExt] and lastUsedExt)
or extensions.allNames[1],
x = 2,
}
}
return aegisub.dialog.display(dialog, {"&Save", "&Cancel"}, {save = "&Save", cancel = "&Cancel"})
end
function info_dialog(tx, buttons, ...)
local args = {...}
args = #args < 1 and {''} or args
buttons = buttons or {close = "Close"}
tx = tx and tostring(tx) or "Unknown Error"
tx = string.format(tx, table.unpack(args))
local txSt = ''
for i in tx:gmatch('[^\n]+') do
txSt = txSt..i..string.rep(' ', 6)..'\n'
end
tx = txSt; txSt = nil;
local dialogT = {
label = {
class = "label",
label = tx,
x = 1,
}
}
local buttonsNames = {}
for _, n in pairs(buttons) do
table.insert(buttonsNames, n)
end
return aegisub.dialog.display(dialogT, buttonsNames, buttons)
end
function error_dialog(tx, ...)
info_dialog(tx, ...)
aegisub.cancel()
end
function settings_gui()
local db = sett.readSett('dialogExtentionBehavior')
local gui = {
{class='label',label='Chapter Extention Dialog Behavior',x=1,y=0},
dialogExtentionBehavior = {
name = 'dialogExtentionBehavior',
class = 'dropdown',
items = {'Always Ask'},
hint = "Always Ask: Always Ask about the Chapter's Extension before Exporting.\nOther Values: Never Ask, Use the Chosen Value Instead.",
x = 1, y = 1,
}
}
-- Set extensions names as values (for the dropmenu)
for _, q in ipairs(extensions.allNames) do
table.insert(gui.dialogExtentionBehavior.items, q)
end
gui.dialogExtentionBehavior.value = extensions[db] and db or 'Always Ask'
-- Merge 'GUI' table with 'settingsCheckboxes' table
local i = 4
for q, v in pairs(settingsCheckboxes) do
v.name, v.class = q, "checkbox"
v.x, v.y = 1, i - 1
v.value = sett.readBol(v.name)
v.label = ' '.. v.label
table.insert(gui, v)
i = i + 1
end
return aegisub.dialog.display(gui)
end
--------- ---------
local function setLastUsedPath(path, ext)
if sett.readBol('saveLastUsedPath') then
if type(path) == 'string' then
sett.writeSett {
lastUsedPath = path:gsub('(.+%p).-%..+', '%1'),
lastUsedName = path:gsub('.+%p(.-)%..+', '%1'),
}
end
if extensions[ext].ext then
sett.writeSett {
lastUsedExt = ext,
}
end
end
end
local function getFileExt(path)
return path:match('.+(%..-)$'):lower()
end
local function isExtSupported(ext)
local supEx = "*.mkv;*.mp4;*.m4v;*.ts;*.m2ts;*.mts;*.ogg;*.ogm;*.ogv;*.webm;*.webmv;*.mpv;*.mpg;*.mpeg;*.m1v;*.m2v;*.evo;*.evob;*.vob;*.rmvb;*.avi;*.mov;*.3gp;*.flac;*.flv";
for exten in supEx:gmatch('%*(%..-);') do
if exten:lower() == tostring(ext):lower():match('(%..-)$') then return true end
end
return (ext and false) or (not ext and supEx) -- if ext is nil return all supported exts
end
local function executeMKVTools(tool, ...)
tools = {['mkvmerge'] = mkvmergePath, ['mkvpropedit'] = mkvpropeditPath}
tool, tools = tools[tool], tool -- Change 'tools' to the name of the tool
if not fileExists(tool) then return false, ("%s Is Missing\nPlease Make sure %s does Exists at 'automation/include/' then Try again"):format(tools,tools) end
local args = {...}; args = type(args[1]) == "table" and args[1] or args
local jsonPath = dp('?temp/%s-flags.json'):format(tools)
local jsonFile = io.open(jsonPath, "w")
jsonFile:write('[\n')
for i, v in ipairs(args) do
jsonFile:write('\t"'..escapePath(v)..'"'..(i == #args and '\n' or ',\n'))
end
jsonFile:write(']')
jsonFile:close()
local success, errMesg, errCode = os.execute(('"%s" @%s'):format(tool, jsonPath))
if not success then return false, errMesg, errCode end
success, errMesg = os.remove(jsonPath)
if not success then
aegisub.debug.out('Warning: Attempt to remove a temporary file:\n'.. jsonPath.. '\n'.. errMesg.. '\n\n')
end
return true
end
local function mkvmerge(...)
return executeMKVTools('mkvmerge', ...)
end
local function mkvpropedit(...)
return executeMKVTools('mkvpropedit', ...)
end
local function convertVideoToMKV(sourcePath, targetPath)
if getFileExt(sourcePath) == '.mkv' then return false, "The Video is already .MKV !!" end
sourcePath = tostring(sourcePath) or ""
targetPath = targetPath or sourcePath:gsub('%..-$', '.mkv')
local success, err, code = mkvmerge{sourcePath, "--compression", "-1:none", "-o", targetPath}
if not success then return success, err, code
else return success, targetPath end
end
local function generateChapterFile(lines, selected, targetPath, ext)
local cLines = {}
local iLines = {}
local iTable
local useSelectedLines = sett.readBol('useSelectedLines')
local ignoreValidityRules = sett.readBol('ignoreValidityRules')
local ignoreEndTime = sett.readBol('ignoreEndTime')
if useSelectedLines then
selected.n = #selected -- A table with holes... what a great idea !
for i, v in ipairs(selected) do selected[i] = nil; selected[v] = true end
end
-- Filtering sub lines
for i, v in ipairs(lines) do
if v.class == "dialogue" and (ignoreValidityRules or (v.comment and v.effect:lower():find("chapter"))) and (useSelectedLines and (selected.n > 1 and selected[i] or selected.n <= 1) or not useSelectedLines) then
-- Create a (similar) chapter object
iTable = {
cpString = v.text,
startTime= v.start_time,
endTime = ignoreEndTime and v.start_time or v.end_time,
}
-- Handle additional user inputs
for k, n in pairs(parseInput(v.effect:lower())) do
iTable[k] = n
end
table.insert(cLines, iTable)
table.insert(iLines, i)
end
end
if #cLines < 1 then
return false, "No Chapters were found, Are you sure you aren't drunk ?"
end
local tData = extensions[ext].writer(cLines)
-- Write the chapter file
local file = io.open(targetPath, 'wb')
if not file then return false, "Cannot Create the Chapter File\nPlease try Choosing another Directory for the File." end
file:write(tData)
file:close()
-- Delete filtered Lines if user chooses to
if sett.readBol('deleteLinesAfterExport') then
lines.delete(iLines)
end
return tData
end
local function exportChapterToVideo(lines, selected, videoSource, ext)
if not fileExists(mkvpropeditPath) then
return false, "mkvpropedit Is Missing\nPlease Make sure mkvpropedit does Exists at 'automation/include/' then Try again"
end
if not isExtSupported(videoSource) then
return false, ("Cannot Convert %s Video to .MKV (Matroska) Video.\nPlease Convert the Video to MKV then Try Again."):format(getFileExt(videoSource):upper())
end
if getFileExt(videoSource) ~= ".mkv" then
local s = sett.readBol("askBeforeConverting")
local b = s and info_dialog("The video isn't .MKV (Matroska).\nTo process the Video with chapters the Video has to be a Matroska.\nThe Plug-in will Create a copy of the Video and Convert it to Matroska.\n\nDo you want to Convert the Video to Matroska ?\n(NOTE: Processing time depends on the Video and on your Computer's processor.)",
{yes = "Convert", cancel = "Cancel"})
if (not b and s) or b == "Cancel" then
aegisub.cancel()
elseif not s or b then
local success, videoOrErr, code = convertVideoToMKV(videoSource)
if not success then return success, 'Error: '..tostring(videoOrErr)..'\nError code: '..tostring(code) end
videoSource = videoOrErr
end
end
local tmpChapPath = dp('?temp/tmp_chapter'..extensions[ext].ext)
local s, e = generateChapterFile(lines, selected, tmpChapPath, ext)
if not s then return false, e end
local success, err, code = mkvpropedit{videoSource, "--chapters", tmpChapPath}
if not success then
aegisub.debug.out("Error: Merging Failed !\nPlease make sure that you have all required permissions and the video's extension is actually supported\n")
aegisub.debug.out("If you can't fix this issue, please report it on github at 'Bilal2453/Chapter-Generator'\n")
aegisub.debug.out('Status: '..tostring(err)..' | '.. 'Error Code: '..tostring(code)..' | mkvpropedit: '..tostring(fileExists(mkvpropeditPath))..'\n\n')
end
s, e = os.remove(tmpChapPath)
if not s then
aegisub.debug.out('Warning: Attempt to remove a temporary file: '.. tmpChapPath.. '\n'.. e.. '\n')
end
return success, tostring(err).. '\nError Code: '.. tostring(code)
end
--------- ---------
function macro_export_as(lines, selectedLines)
local rSett = sett.readSett()
local b, data = show_export_ext()
if not b then aegisub.cancel() end
local chapterExt = extensions[data.dropdown] and extensions[data.dropdown].ext
local saveFile = aegisub.dialog.save("Export Chapter", rSett.lastUsedPath or '', rSett.lastUsedName or 'Chapter', chapterExt or extensions.getAt(1).ext)
if not saveFile then aegisub.cancel() end
setLastUsedPath(saveFile, data.dropdown)
local s, err = generateChapterFile(lines, selectedLines, saveFile, data.dropdown)
if not s then error_dialog(err) end
end
function macro_export_to_video(lines, selectedLines)
local button, ext = show_export_ext()
if not button then aegisub.cancel() end
ext = ext.dropdown
local videoSource = aegisub.dialog.open('Choose a video...', sett.readSett('lastUsedPath') or '', '', 'All supported videos|'..isExtSupported()..';*;', false, true)
if not videoSource then aegisub.cancel() end
setLastUsedPath(nil, ext)
local success, mesg = exportChapterToVideo(lines, selectedLines, videoSource, ext)
if not success then error_dialog(mesg) end
end
function macro_export_to_opened_video(lines, selectedLines)
local button, chapterExt = show_export_ext()
if not button then aegisub.cancel() end
chapterExt = chapterExt.dropdown
setLastUsedPath(nil, chapterExt)
local videoSource = aegisub.project_properties()['video_file']
if not videoSource then error_dialog("Cannot get Video's Path... believe me Aegisub is weird !\nTechniclly, it's impossible to get this Error, So Please Report This at github.com/Bilal2453/Chapter-Generator") end
local supported = isExtSupported(videoSource)
if not supported then error_dialog("Unsupported videos' extension.\nPlease, Convert the Video to MKV then Try Again.") end
local success, mesg = exportChapterToVideo(lines, selectedLines, videoSource, chapterExt)
if not success then error_dialog(mesg) end
end
function macro_change_settings()
local button, data = settings_gui()
if not button then aegisub.cancel() end
sett.writeSett(data)
-- Remove old used paths data
if not sett.readBol('saveLastUsedPath') then
sett.writeSett{
lastUsedPath = 'nil',
lastUsedName = 'nil',
lastUsedExt = 'nil',
}
end
end
--------- ---------
function is_video_opened()
local p = aegisub.project_properties()
if not p.video_file or p.video_file == '' or p.video_file:find("?dummy") then
return false
else
return true
end
end
aegisub.register_macro(script_name..'/Export/Export As...', "Exports Chapters as a File.", macro_export_as)
aegisub.register_macro(script_name..'/Export/Export To Video...', "Exports Chapters directly to a Video.", macro_export_to_video)
aegisub.register_macro(script_name..'/Export/Export To Opened Video...', "Exports Chapters directly to the Opened Video.", macro_export_to_opened_video, is_video_opened)
aegisub.register_macro(script_name..'/Settings/Plugin Configs', 'Configure Plug-in Behavior.', macro_change_settings)
|
MODULE.Name = "Network"
MODULE.Libraries = {
"NazaraCore"
}
MODULE.OsFiles.Windows = {
"../src/Nazara/Network/Win32/**.hpp",
"../src/Nazara/Network/Win32/**.cpp"
}
MODULE.OsFiles.Posix = {
"../src/Nazara/Network/Posix/**.hpp",
"../src/Nazara/Network/Posix/**.cpp"
}
MODULE.OsFiles.Linux = {
"../src/Nazara/Network/Linux/**.hpp",
"../src/Nazara/Network/Linux/**.cpp"
}
MODULE.OsFilesExcluded.Linux = {
"../src/Nazara/Network/Posix/SocketPollerImpl.hpp",
"../src/Nazara/Network/Posix/SocketPollerImpl.cpp"
}
MODULE.OsLibraries.Windows = {
"ws2_32"
}
|
require "x_functions";
if not x_requires then
-- Sanity check. If they require a newer version, let them know.
timer = 1;
while (true) do
timer = timer + 1;
for i = 0, 32 do
gui.drawbox( 6, 28 + i, 250, 92 - i, "#000000");
end;
gui.text( 10, 32, string.format("This Lua script requires the x_functions library."));
gui.text( 53, 42, string.format("It appears you do not have it."));
gui.text( 39, 58, "Please get the x_functions library at");
gui.text( 14, 69, "http://xkeeper.shacknet.nu/");
gui.text(114, 78, "emu/nes/lua/x_functions.lua");
warningboxcolor = string.format("%02X", math.floor(math.abs(30 - math.fmod(timer, 60)) / 30 * 0xFF));
gui.drawbox(7, 29, 249, 91, "#ff" .. warningboxcolor .. warningboxcolor);
FCEU.frameadvance();
end;
else
x_requires(4);
end;
while true do
pixel(0, 0, "clear");
for i = 0, 0x0C do
v = memory.readbyte(0x00A3 + i);
if (v > 0x80) then
v = v - 0x80;
lifebar( 8, 8 + i * 8, 0x1C * 2, 4, v, 0x1C, "#ffffff", "#000000");
text(68, 8 + i * 8, string.format("%2X", v));
end;
end;
FCEU.frameadvance();
end; |
local PATH = (...):gsub('%.[^%.]+$', '')
local Component = require(PATH .. '.component')
local StateMachine = Component:extend()
function StateMachine:new()
StateMachine.super.new(self)
self.states = {}
end
function StateMachine:add(name, state)
self.states[name] = state
if not self.initial then
self.initial = state
end
end
function StateMachine:switch(name)
local newState = self.states[name]
if not newState then
log.error('no state named', name)
return
end
if self.current then
self.current:leave()
end
self.current = newState
self.current:enter()
end
function StateMachine:gobAdded(gob)
StateMachine.super.gobAdded(self, gob)
if not self.current then
self.current = self.initial
self.current:enter()
end
end
function StateMachine:update(dt)
StateMachine.super.update(self, dt)
-- log.debug('update')
local transitionTo = self.current:update(dt)
if transitionTo then
local nextState = self.states[transitionTo]
if nextState then
self.current:leave()
self.current = nextState
self.current:enter()
end
end
end
function StateMachine:draw()
StateMachine.super.draw(self)
if not self.current then return end
self.current:draw()
end
function StateMachine:isInState(name)
return self.current == self.states[name]
end
function StateMachine:__tostring()
return 'StateMachine'
end
return StateMachine
|
local ControllerAction = require('Action.ControllerAction')
local PlayTransitionAction = class('PlayTransitionAction', ControllerAction)
function PlayTransitionAction:enter(controller)
local trans = controller.parent:getTransition(self.transitionName)
if trans ~= nil then
if self._currentTransition ~= nil and self._currentTransition.playing then
trans:changePlayTimes(self.playTimes)
else
trans:play(self.playTimes, self.delay)
end
self._currentTransition = trans
end
end
function PlayTransitionAction:leave(controller)
if self.stopOnExit and self._currentTransition ~= nil then
self._currentTransition:stop()
self._currentTransition = nil
end
end
function PlayTransitionAction:setup(buffer)
PlayTransitionAction.super.setup(self, buffer)
self.transitionName = buffer:readS()
self.playTimes = buffer:readInt()
self.delay = buffer:readFloat()
self.stopOnExit = buffer:readBool()
end
return PlayTransitionAction |
--[[
This addon designed to be as lightweight as possible.
It will only track, Mine, Herb, Fish, Gas and some Treasure nodes.
This mods whole purpose is to be lean, simple and feature complete.
]]
-- Mixin AceEvent
local GatherMate = LibStub("AceAddon-3.0"):NewAddon("GatherMate2","AceConsole-3.0","AceEvent-3.0")
local L = LibStub("AceLocale-3.0"):GetLocale("GatherMate2",false)
_G["GatherMate2"] = GatherMate
GatherMate.HBD = LibStub("HereBeDragons-2.0")
local HBDMigrate = LibStub("HereBeDragons-Migrate")
local WoWClassic = (WOW_PROJECT_ID == WOW_PROJECT_CLASSIC)
-- locals
local db, gmdbs, filter
local reverseTables = {}
-- defaults for storage
local defaults = {
profile = {
scale = 1.0,
miniscale = 0.75,
alpha = 1,
show = {
["Treasure"] = "always",
["Logging"] = "active",
["*"] = "with_profession"
},
showMinimap = true,
showWorldMap = true,
worldMapIconsInteractive = true,
minimapTooltips = true,
filter = {
["*"] = {
["*"] = true,
},
},
trackColors = {
["Herb Gathering"] = {Red = 0, Green = 1, Blue = 0, Alpha = 1},
["Fishing"] = {Red = 1, Green = 1, Blue = 0, Alpha = 1},
["Mining"] = {Red = 1, Green = 0, Blue = 0, Alpha = 1},
["Extract Gas"] = {Red = 0, Green = 1, Blue = 1, Alpha = 1},
["Treasure"] = {Red = 1, Green = 0, Blue = 1, Alpha = 1},
["Archaeology"] = {Red = 1, Green = 1, Blue = 0.5, Alpha = 1},
["Logging"] = {Red = 0, Green = 0.8, Blue = 1, Alpha = 1},
["*"] = {Red = 1, Green = 0, Blue = 1, Alpha = 1},
},
trackDistance = 100,
trackShow = "always",
nodeRange = true,
cleanupRange = {
["Herb Gathering"] = 15,
["Fishing"] = 15,
["Mining"] = 15,
["Extract Gas"] = 50,
["Treasure"] = 15,
["Archaeology"] = 10,
["Logging"] = 20,
},
dbLocks = {
["Herb Gathering"] = false,
["Fishing"] = false,
["Mining"] = false,
["Extract Gas"] = false,
["Treasure"] = false,
["Archaeology"] = false,
["Logging"] = false,
},
importers = {
["*"] = {
["Style"] = "Merge",
["Databases"] = {},
["lastImport"] = 0,
["autoImport"] = false,
["bcOnly"] = false,
},
}
},
}
local floor = floor
local next = next
--[[
Setup a few databases, we sub divide namespaces for resetting/importing
:OnInitialize() is called at ADDON_LOADED so savedvariables are loaded
]]
function GatherMate:OnInitialize()
self.db = LibStub("AceDB-3.0"):New("GatherMate2DB", defaults, "Default")
self.db.RegisterCallback(self, "OnProfileChanged", "OnProfileChanged")
self.db.RegisterCallback(self, "OnProfileCopied", "OnProfileChanged")
self.db.RegisterCallback(self, "OnProfileReset", "OnProfileChanged")
-- Setup our saved vars, we dont use AceDB, cause it over kills
-- These 4 savedvars are global and doesnt need char specific stuff in it
GatherMate2HerbDB = GatherMate2HerbDB or {}
GatherMate2MineDB = GatherMate2MineDB or {}
GatherMate2FishDB = GatherMate2FishDB or {}
GatherMate2TreasureDB = GatherMate2TreasureDB or {}
if not WoWClassic then
GatherMate2GasDB = GatherMate2GasDB or {}
GatherMate2ArchaeologyDB = GatherMate2ArchaeologyDB or {}
GatherMate2LoggingDB = GatherMate2LoggingDB or {}
end
self.gmdbs = {}
self.db_types = {}
gmdbs = self.gmdbs
self:RegisterDBType("Herb Gathering", GatherMate2HerbDB)
self:RegisterDBType("Mining", GatherMate2MineDB)
self:RegisterDBType("Fishing", GatherMate2FishDB)
self:RegisterDBType("Treasure", GatherMate2TreasureDB)
if not WoWClassic then
self:RegisterDBType("Extract Gas", GatherMate2GasDB)
self:RegisterDBType("Archaeology", GatherMate2ArchaeologyDB)
self:RegisterDBType("Logging", GatherMate2LoggingDB)
end
db = self.db.profile
filter = db.filter
-- depractaion scan
if (self.db.global.data_version or 0) == 1 then
self:RemoveDepracatedNodes()
self.db.global.data_version = 2
end
if (self.db.global.data_version or 0) < 4 then
self:RemoveGarrisonNodes()
self.db.global.data_version = 4
end
if (self.db.global.data_version or 0) < 5 then
self:MigrateData80()
self.db.global.data_version = 5
end
end
function GatherMate:RemoveGarrisonNodes()
for _, database in pairs({"Herb Gathering", "Mining"}) do
gmdbs[database][971] = {}
gmdbs[database][976] = {}
end
end
function GatherMate:RemoveDepracatedNodes()
for database,storage in pairs(self.gmdbs) do
for zone,data in pairs(storage) do
for coord,value in pairs(data) do
local name = self:GetNameForNode(database,value)
if not name then
data[coord] = nil
end
end
end
end
end
function GatherMate:MigrateData80()
for database,storage in pairs(self.gmdbs) do
local migrated_storage = {}
for zone,data in pairs(storage) do
for coord,value in pairs(data) do
local level = coord % 100
local newzone = HBDMigrate:GetUIMapIDFromMapAreaId(zone, level)
if newzone then
newzone = self.phasing[newzone] or newzone
if not migrated_storage[newzone] then
migrated_storage[newzone] = {}
end
migrated_storage[newzone][coord] = value
end
end
storage[zone] = nil
end
for zone,data in pairs(migrated_storage) do
storage[zone] = migrated_storage[zone]
migrated_storage[zone] = nil
end
end
end
--[[
Register a new node DB for usage in GatherMate
]]
function GatherMate:RegisterDBType(name, db)
tinsert(self.db_types, name)
self.gmdbs[name] = db
end
function GatherMate:OnProfileChanged(db,name)
db = self.db.profile
filter = db.filter
GatherMate:SendMessage("GatherMate2ConfigChanged")
end
--[[
create a reverse lookup table for input table (we use it for english names of nodes)
]]
function GatherMate:CreateReversedTable(tbl)
if reverseTables[tbl] then
return reverseTables[tbl]
end
local reverse = {}
for k, v in pairs(tbl) do
reverse[v] = k
end
reverseTables[tbl] = reverse
return setmetatable(reverse, getmetatable(tbl))
end
--[[
Clearing function
]]
function GatherMate:ClearDB(dbx)
-- for our own DBs we just discard the table and be happy
-- db lock check
if GatherMate.db.profile.dbLocks[dbx] then
return
end
if dbx == "Herb Gathering" then GatherMate2HerbDB = {}; gmdbs[dbx] = GatherMate2HerbDB
elseif dbx == "Fishing" then GatherMate2FishDB = {}; gmdbs[dbx] = GatherMate2FishDB
elseif dbx == "Mining" then GatherMate2MineDB = {}; gmdbs[dbx] = GatherMate2MineDB
elseif dbx == "Treasure" then GatherMate2TreasureDB = {}; gmdbs[dbx] = GatherMate2TreasureDB
elseif not WoWClassic and dbx == "Extract Gas" then GatherMate2GasDB = {}; gmdbs[dbx] = GatherMate2GasDB
elseif not WoWClassic and dbx == "Archaeology" then GatherMate2ArchaeologyDB = {}; gmdbs[dbx] = GatherMate2ArchaeologyDB
elseif not WoWClassic and dbx == "Logging" then GatherMate2LoggingDB = {}; gmdbs[dbx] = GatherMate2LoggingDB
else -- for custom DBs we dont know the global name, so we clear it old-fashion style
local db = gmdbs[dbx]
if not db then error("Trying to clear unknown database: "..dbx) end
for k in pairs(db) do
db[k] = nil
end
end
end
--[[
Add an item to the DB
]]
function GatherMate:AddNode(zone, x, y, nodeType, name)
local db = gmdbs[nodeType]
if not db then return end
local id = self:EncodeLoc(x,y)
-- db lock check
if GatherMate.db.profile.dbLocks[nodeType] then
return
end
db[zone] = db[zone] or {}
db[zone][id] = self.nodeIDs[nodeType][name]
self:SendMessage("GatherMate2NodeAdded", zone, nodeType, id, name)
end
--[[
These 2 functions are only called by the importer/sharing. These
do NOT fire GatherMateNodeAdded or GatherMateNodeDeleted messages.
Renamed to InjectNode2/DeleteNode2 to ensure data addon compatibility with 8.0 zone IDs
]]
function GatherMate:InjectNode2(zone, coords, nodeType, nodeID)
local db = gmdbs[nodeType]
if not db then return end
-- db lock check
if GatherMate.db.profile.dbLocks[nodeType] then
return
end
if (nodeType == "Mining" or nodeType == "Herb Gathering") and GatherMate.mapBlacklist[zone] then return end
db[zone] = db[zone] or {}
db[zone][coords] = nodeID
end
function GatherMate:DeleteNode2(zone, coords, nodeType)
if not gmdbs[nodeType] then return end
-- db lock check
if GatherMate.db.profile.dbLocks[nodeType] then
return
end
local db = gmdbs[nodeType][zone]
if db then
db[coords] = nil
end
end
-- Do-end block for iterator
do
local emptyTbl = {}
local tablestack = setmetatable({}, {__mode = 'k'})
local function dbCoordIterNearby(t, prestate)
if not t then return nil end
local data = t.data
local state, value = next(data, prestate)
local xLocal, yLocal, yw, yh = t.xLocal, t.yLocal, t.yw, t.yh
local radiusSquared, filterTable, ignoreFilter = t.radiusSquared, t.filterTable, t.ignoreFilter
while state do
if filterTable[value] or ignoreFilter then
-- inline the :getXY() here in critical minimap update loop
local x2, y2 = floor(state/1000000)/10000, floor(state % 1000000 / 100)/10000
local x = (x2 - xLocal) * yw
local y = (y2 - yLocal) * yh
if x*x + y*y <= radiusSquared then
return state, value
end
end
state, value = next(data, state)
end
tablestack[t] = true
return nil, nil
end
--[[
Find all nearby nodes within the radius of the given (x,y) for a nodeType and zone
this function returns an iterator
]]
function GatherMate:FindNearbyNode(zone, x, y, nodeType, radius, ignoreFilter)
local tbl = next(tablestack) or {}
tablestack[tbl] = nil
tbl.data = gmdbs[nodeType][zone] or emptyTbl
tbl.yw, tbl.yh = self.HBD:GetZoneSize(zone)
tbl.radiusSquared = radius * radius
tbl.xLocal, tbl.yLocal = x, y
tbl.filterTable = filter[nodeType]
tbl.ignoreFilter = ignoreFilter
return dbCoordIterNearby, tbl, nil
end
local function dbCoordIter(t, prestate)
if not t then return nil end
local data = t.data
local state, value = next(data, prestate)
local filterTable = t.filterTable
while state do
if filterTable[value] then
return state, value
end
state, value = next(data, state)
end
tablestack[t] = true
return nil, nil
end
--[[
This function returns an iterator for the given zone and nodeType
]]
function GatherMate:GetNodesForZone(zone, nodeType, ignoreFilter)
local t = gmdbs[nodeType][zone] or emptyTbl
if ignoreFilter then
return pairs(t)
else
local tbl = next(tablestack) or {}
tablestack[tbl] = nil
tbl.data = t
tbl.filterTable = filter[nodeType]
return dbCoordIter, tbl, nil
end
end
end
--[[
Node id function forward and reverse
]]
function GatherMate:GetIDForNode(type, name)
return self.nodeIDs[type][name]
end
--[[
Get the name for a nodeID
]]
function GatherMate:GetNameForNode(type, nodeID)
return self.reverseNodeIDs[type][nodeID]
end
--[[
Remove an item from the DB
]]
function GatherMate:RemoveNode(zone, x, y, nodeType)
if not gmdbs[nodeType] then return end
local db = gmdbs[nodeType][zone]
local coord = self:EncodeLoc(x,y)
if db[coord] then
local t = self.reverseNodeIDs[nodeType][db[coord]]
db[coord] = nil
self:SendMessage("GatherMate2NodeDeleted", zone, nodeType, coord, t)
end
end
--[[
Remove an item from the DB by node ID and type
]]
function GatherMate:RemoveNodeByID(zone, nodeType, coord)
if not gmdbs[nodeType] then return end
-- db lock check
if GatherMate.db.profile.dbLocks[nodeType] then
return
end
local db = gmdbs[nodeType][zone]
if db[coord] then
local t = self.reverseNodeIDs[nodeType][db[coord]]
db[coord] = nil
self:SendMessage("GatherMate2NodeDeleted", zone, nodeType, coord, t)
end
end
--[[
Function to cleanup the databases by removing nearby nodes of similar types
As of 02/17/2013 will be converted to become a coroutine
--]]
local CleanerUpdateFrame = CreateFrame("Frame")
CleanerUpdateFrame.running = false
function CleanerUpdateFrame:OnUpdate(elapsed)
local finished = coroutine.resume(self.cleanup)
if finished then
if coroutine.status(self.cleanup) == "dead" then
self:SetScript("OnUpdate",nil)
self.running = false
self.cleanup = nil
GatherMate:Print(L["Cleanup Complete."])
end
else
self:SetScript("OnUpdate",nil)
self.runing = false
self.cleanup = nil
GatherMate:Print(L["Cleanup Failed."])
end
end
function GatherMate:IsCleanupRunning()
return CleanerUpdateFrame.running
end
function GatherMate:SweepDatabase()
local Collector = GatherMate:GetModule("Collector")
local rares = Collector.rareNodes
for v,zone in pairs(GatherMate.HBD:GetAllMapIDs()) do
--self:Print(L["Processing "]..zone)
coroutine.yield()
for profession in pairs(gmdbs) do
local range = db.cleanupRange[profession]
for coord, nodeID in self:GetNodesForZone(zone, profession, true) do
local x,y = self:DecodeLoc(coord)
for _coord, _nodeID in self:FindNearbyNode(zone, x, y, profession, range, true) do
if coord ~= _coord and (nodeID == _nodeID or (rares[_nodeID] and rares[_nodeID][nodeID])) then
self:RemoveNodeByID(zone, profession, _coord)
end
end
end
end
end
self:RemoveDepracatedNodes()
self:SendMessage("GatherMate2Cleanup")
end
function GatherMate:CleanupDB()
if not CleanerUpdateFrame.running then
CleanerUpdateFrame.cleanup = coroutine.create(GatherMate.SweepDatabase)
CleanerUpdateFrame:SetScript("OnUpdate",CleanerUpdateFrame.OnUpdate)
CleanerUpdateFrame.running = true
local status = coroutine.resume(CleanerUpdateFrame.cleanup,GatherMate)
if not status then
CleanerUpdateFrame.running = false
CleanerUpdateFrame:SetScript("OnUpdate",nil)
CleanerUpdateFrame.cleanup = nil
self:Print(L["Cleanup Failed."])
else
self:Print(L["Cleanup Started."])
end
else
self:Print(L["Cleanup in progress."])
end
end
--[[
Function to delete all of a specified node from a specific zone
]]
function GatherMate:DeleteNodeFromZone(nodeType, nodeID, zone)
if not gmdbs[nodeType] then return end
local db = gmdbs[nodeType][zone]
if db then
for coord, node in pairs(db) do
if node == nodeID then
self:RemoveNodeByID(zone, nodeType, coord)
end
end
self:SendMessage("GatherMate2Cleanup")
end
end
--[[
Encode location
]]
function GatherMate:EncodeLoc(x, y)
if x > 0.9999 then
x = 0.9999
end
if y > 0.9999 then
y = 0.9999
end
return floor( x * 10000 + 0.5 ) * 1000000 + floor( y * 10000 + 0.5 ) * 100
end
--[[
Decode location
]]
function GatherMate:DecodeLoc(id)
return floor(id/1000000)/10000, floor(id % 1000000 / 100)/10000
end
function GatherMate:MapLocalize(map)
return self.HBD:GetLocalizedMap(map)
end
|
-- RGB API version 1.0 by CrazedProgrammer
-- You can find info and documentation on these pages:
--
-- You may use this in your ComputerCraft programs and modify it without asking.
-- However, you may not publish this API under your name without asking me.
-- If you have any suggestions, bug reports or questions then please send an email to:
-- crazedprogrammer@gmail.com
local hex = {"F0F0F0", "F2B233", "E57FD8", "99B2F2", "DEDE6C", "7FCC19", "F2B2CC", "4C4C4C", "999999", "4C99B2", "B266E5", "3366CC", "7F664C", "57A64E", "CC4C4C", "191919"}
local rgb = {}
for i=1,16,1 do
rgb[i] = {tonumber(hex[i]:sub(1, 2), 16), tonumber(hex[i]:sub(3, 4), 16), tonumber(hex[i]:sub(5, 6), 16)}
end
local rgb2 = {}
for i=1,16,1 do
rgb2[i] = {}
for j=1,16,1 do
rgb2[i][j] = {(rgb[i][1] * 34 + rgb[j][1] * 20) / 54, (rgb[i][2] * 34 + rgb[j][2] * 20) / 54, (rgb[i][3] * 34 + rgb[j][3] * 20) / 54}
end
end
colors.fromRGB = function (r, g, b)
local dist = 1e100
local d = 1e100
local color = -1
for i=1,16,1 do
d = math.sqrt((math.max(rgb[i][1], r) - math.min(rgb[i][1], r)) ^ 2 + (math.max(rgb[i][2], g) - math.min(rgb[i][2], g)) ^ 2 + (math.max(rgb[i][3], b) - math.min(rgb[i][3], b)) ^ 2)
if d < dist then
dist = d
color = i - 1
end
end
return 2 ^ color
end
colors.toRGB = function(color)
return unpack(rgb[math.floor(math.log(color) / math.log(2) + 1)])
end
colors.fromRGB2 = function (r, g, b)
local dist = 1e100
local d = 1e100
local color1 = -1
local color2 = -1
for i=1,16,1 do
for j=1,16,1 do
d = math.sqrt((math.max(rgb2[i][j][1], r) - math.min(rgb2[i][j][1], r)) ^ 2 + (math.max(rgb2[i][j][2], g) - math.min(rgb2[i][j][2], g)) ^ 2 + (math.max(rgb2[i][j][3], b) - math.min(rgb2[i][j][3], b)) ^ 2)
if d < dist then
dist = d
color1 = i - 1
color2 = j - 1
end
end
end
return 2 ^ color1, 2 ^ color2
end
colors.toRGB2 = function(color1, color2, str)
local c1 = math.floor(math.log(color1) / math.log(2) + 1)
local c2 = math.floor(math.log(color2) / math.log(2) + 1)
return math.floor(rgb2[c1][c2][1]), math.floor(rgb2[c1][c2][2]), math.floor(rgb2[c1][c2][3])
end
colours.fromRGB = colors.fromRGB
colours.toRGB = colors.toRGB
colours.fromRGB2 = colors.fromRGB2
colours.toRGB2 = colors.toRGB2
|
local async = {}
async._error = error
local function dummyFunc()
end
-- Call only once
--
local function onlyOnce(fn)
local called = false
return function(...)
if called then
error("Callback was already called.")
end
called = true
fn(...)
end
end
async.onlyOnce = onlyOnce
-- Iterate arr in parallel
-- and passes all results to the final callback.
--
async.each = function(arr, iterator, callback)
callback = callback or dummyFunc
if #arr == 0 then
return callback(nil, {})
end
local results = {}
local completed = 0
local function reduce(i, err, r)
if err then
local func = callback
callback = dummyFunc
return func(err)
end
results[i] = r
completed = completed + 1
if completed == #arr then
return callback(nil, results)
end
end
for i = 1, #arr do
iterator(arr[i], onlyOnce(function(...)
reduce(i, ...)
end))
end
end
-- Iterate arr in one by one
-- and passes all results to the final callback.
--
async.eachSeries = function(arr, iterator, callback)
callback = callback or dummyFunc
local results = {}
local function iterate(i, err)
if err or i > #arr then
return callback(err, results)
end
return iterator(arr[i], onlyOnce(function(err, r)
results[i] = r
iterate(i + 1, err)
end))
end
iterate(1)
end
-- Do tasks one by one,
-- and passes all results to the final callback.
--
async.series = function(tasks, callback)
return async.eachSeries(tasks, function(task, cb)
return task(cb)
end, callback)
end
-- Do tasks one by one,
-- and allow each function to pass its results to the next function,
--
async.waterfall = function(tasks, callback)
callback = callback or dummyFunc
local function iterate(i, err, ...)
if err or i > #tasks then
return callback(err, ...)
end
return tasks[i](..., onlyOnce(function(...)
iterate(i + 1, ...)
end))
end
iterate(1)
end
-- Do tasks in parallel
--
async.parallel = function(tasks, callback)
return async.each(tasks, function(task, cb)
return task(cb)
end, callback)
end
return async
|
test_run = require('test_run').new()
fiber = require('fiber')
net_box = require('net.box')
net_msg_max = box.cfg.net_msg_max
box.cfg{net_msg_max = 64}
box.schema.user.grant('guest', 'read,write,execute', 'universe')
s = box.schema.space.create('test')
_ = s:create_index('primary', {unique=true, parts={1, 'unsigned', 2, 'unsigned', 3, 'unsigned'}})
n_errors = 0
n_workers = 0
test_run:cmd("setopt delimiter ';'")
function worker(i)
n_workers = n_workers + 1
for j = 1,2 do
local status, conn = pcall(net_box.connect, box.cfg.listen)
if not status then
n_errors = n_errors + 1
break
end
for k = 1,10 do
conn.space.test:insert{i, j, k}
end
conn:close()
fiber.sleep(0.1)
end
n_workers = n_workers - 1
end;
test_run:cmd("setopt delimiter ''");
for i = 1,400 do fiber.create(worker, i) end
fiber.sleep(0.1)
-- check that iproto doesn't deplete tx fiber pool on wal stall (see gh-1892)
box.error.injection.set("ERRINJ_WAL_DELAY", true)
fiber.sleep(0.1)
box.error.injection.set("ERRINJ_WAL_DELAY", false)
attempt = 0
while n_workers > 0 and attempt < 100 do fiber.sleep(0.1) attempt = attempt + 1 end
n_workers -- 0
n_errors -- 0
box.schema.user.revoke('guest', 'read,write,execute', 'universe')
s:drop()
box.cfg{net_msg_max = net_msg_max}
|
local ffi = require("ffi")
local exports = {}
ffi.cdef[[
/* The ovs_be<N> types indicate that an object is in big-endian, not
* native-endian, byte order. They are otherwise equivalent to uint<N>_t. */
typedef uint16_t ovs_be16;
typedef uint32_t ovs_be32;
typedef uint64_t ovs_be64;
]]
exports.OVS_BE16_MAX = ffi.cast("ovs_be16", 0xffff);
exports.OVS_BE32_MAX = ffi.cast("ovs_be32", 0xffffffff);
exports.OVS_BE64_MAX = ffi.cast("ovs_be64", 0xffffffffffffffffULL);
--[[
/* These types help with a few funny situations:
*
* - The Ethernet header is 14 bytes long, which misaligns everything after
* that. One can put 2 "shim" bytes before the Ethernet header, but this
* helps only if there is exactly one Ethernet header. If there are two,
* as with GRE and VXLAN (and if the inner header doesn't use this
* trick--GRE and VXLAN don't) then you have the choice of aligning the
* inner data or the outer data. So it seems better to treat 32-bit fields
* in protocol headers as aligned only on 16-bit boundaries.
*
* - ARP headers contain misaligned 32-bit fields.
*
* - Netlink and OpenFlow contain 64-bit values that are only guaranteed to
* be aligned on 32-bit boundaries.
*
* lib/unaligned.h has helper functions for accessing these. */
--]]
--[[
A 32-bit value, in host byte order, that is only aligned on a 16-bit
boundary.
--]]
if ffi.abi("be") then
ffi.cdef[[
typedef struct {
uint16_t hi, lo;
} ovs_16aligned_u32;
]]
else
ffi.cdef[[
typedef struct {
uint16_t lo, hi;
} ovs_16aligned_u32;
]]
end
ffi.cdef[[
/* A 32-bit value, in network byte order, that is only aligned on a 16-bit
* boundary. */
typedef struct {
ovs_be16 hi, lo;
} ovs_16aligned_be32;
]]
if ffi.abi("be") then
ffi.cdef[[
/* A 64-bit value, in host byte order, that is only aligned on a 32-bit
* boundary. */
typedef struct {
uint32_t lo, hi;
} ovs_32aligned_u64;
]]
else
ffi.cdef[[
typedef struct {
uint32_t hi, lo;
} ovs_32aligned_u64;
]]
end
ffi.cdef[[
typedef union {
uint32_t u32[4];
struct {
uint64_t lo, hi;
} u64;
} ovs_u128;
]]
-- Returns non-zero if the parameters have equal value.
--local function ovs_u128_equal(const ovs_u128 *a, const ovs_u128 *b)
local function ovs_u128_equal(a, b)
return (a.u64.hi == b.u64.hi) and (a.u64.lo == b.u64.lo);
end
exports.ovs_u128_equal = ovs_u128_equal;
ffi.cdef[[
/* A 64-bit value, in network byte order, that is only aligned on a 32-bit
* boundary. */
typedef struct {
ovs_be32 hi, lo;
} ovs_32aligned_be64;
]]
--[[
/* ofp_port_t represents the port number of a OpenFlow switch.
* odp_port_t represents the port number on the datapath.
* ofp11_port_t represents the OpenFlow-1.1 port number. */
--]]
ffi.cdef[[
typedef uint16_t ofp_port_t;
typedef uint32_t odp_port_t;
typedef uint32_t ofp11_port_t;
]]
local ofp_port_t = ffi.typeof("ofp_port_t")
local odp_port_t = ffi.typeof("odp_port_t")
local ofp11_port_t = ffi.typeof("ofp11_port_t")
exports.ofp_port_t = ofp_port_t;
exports.odp_port_t = odp_port_t;
exports.ofp11_port_t = ofp11_port_t;
-- Macro functions that cast int types to ofp/odp/ofp11 types.
exports.OFP_PORT_C = function(X) return ofp_port_t(X) end
exports.ODP_PORT_C = function(X) return odp_port_t(X) end
exports.OFP11_PORT_C = function(X) return ofp11_port_t(X) end
--]]
return exports;
|
require 'io'
require 'lfs'
-- POSTSCRIPT for an image download
-- This script runs after an image is downloaded
-- to tell the user the size of their cache directory
-- arguments are: the image directory, the downloaded file, and the module name
local images_dn_abs = arg[1]
local target_fn = arg[2]
local my_module_name = arg[3]
function isDir(name)
-- via https://stackoverflow.com/a/21637668/3313859
local cd = lfs.currentdir()
local is = lfs.chdir(name) and true or false
lfs.chdir(cd)
return is
end
function os.capture(cmd, raw)
-- via https://stackoverflow.com/a/326715/3313859
local f = assert(io.popen(cmd, 'r'))
local s = assert(f:read('*a'))
f:close()
if raw then return s end
s = string.gsub(s, '^%s+', '')
s = string.gsub(s, '%s+$', '')
s = string.gsub(s, '[\n\r]+', ' ')
return s
end
function check_image_sizes()
io.stderr:write("[CC] checking image sizes at " .. images_dn_abs .. "\n")
total_size = 0
has_sandboxes = false
for path in lfs.dir(images_dn_abs) do
-- better way to select only files?
if path ~= "." and path ~= ".." then
if isDir(images_dn_abs .. "/" .. path) then
local result_du = os.capture(
"du -s " .. images_dn_abs .. "/" .. path)
local size = tonumber(string.match(result_du,'^%d+'))
total_size = total_size + size/1024
local size_str = string.format("%6.0fMB",size/1024)
io.stderr:write(size_str .. " " .. path .. "\n")
has_sandboxes = true
else
-- pathJoin is not available outside lmod
local size = tonumber(lfs.attributes(
images_dn_abs .. "/" .. path, "size"))
total_size = total_size + size/1000000
local size_str = string.format("%6.0fMB",size/1000000)
io.stderr:write(size_str .. " " .. path .. "\n")
end
end
end
local size_str = string.format("%6.0fMB TOTAL",total_size)
io.stderr:write(size_str .. "\n")
if has_sandboxes then
io.stderr:write("[CC] note that your image folder contains " ..
"sandboxes\n[CC] and sandboxes often have many files!" .. "\n")
end
-- run du on the singularity folder as a warning
if isDir(os.getenv("HOME") .. "/" .. ".singularity") then
local result_du = os.capture(
"du -s " .. os.getenv("HOME") .. "/" .. ".singularity")
local size = tonumber(string.match(result_du,'^%d+'))
if size>16 then
total_size = total_size + size/1024
io.stderr:write(string.format(
"[CC] the ~/.singularity folder is also %.0fMB\n",size/1024))
io.stderr:write("[CC] you can clear the singularity cache with: " ..
"\"singularity cache clean -f\"" .. "\n")
end
end
end
io.stderr:write("[CC] downloaded the image: " .. target_fn .. "\n")
check_image_sizes()
io.stderr:write("[CC] please be mindful of your quota\n")
io.stderr:write("[CC] the module is ready: " .. my_module_name .. "\n")
|
object_tangible_furniture_decorative_wod_sm_potted_plant_01 = object_tangible_furniture_decorative_shared_wod_sm_potted_plant_01:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_decorative_wod_sm_potted_plant_01, "object/tangible/furniture/decorative/wod_sm_potted_plant_01.iff")
|
-- =============================================================
-- Copyright Roaming Gamer, LLC. 2008-2018 (All Rights Reserved)
-- =============================================================
-- Actions Library - Move Functions
-- =============================================================
local move = {}
_G.ssk.actions = _G.ssk.actions or {}
_G.ssk.actions.move = move
-- Forward Declarations
-- SSK
local angle2Vector = ssk.math2d.angle2Vector
local vector2Angle = ssk.math2d.vector2Angle
local scaleVec = ssk.math2d.scale
local addVec = ssk.math2d.add
local subVec = ssk.math2d.sub
local getNormals = ssk.math2d.normals
local lenVec = ssk.math2d.length
local len2Vec = ssk.math2d.length2
local normVec = ssk.math2d.normalize
local isValid = display.isValid
-- Lua and Corona
local mAbs = math.abs
local mRand = math.random
local mDeg = math.deg
local mRad = math.rad
local mCos = math.cos
local mSin = math.sin
local mAcos = math.acos
local mAsin = math.asin
local mSqrt = math.sqrt
local mCeil = math.ceil
local mFloor = math.floor
local mAtan2 = math.atan2
local mPi = math.pi
local getTimer = system.getTimer
-- Limit the bounds within with object may move
move.limit = function( obj, params )
end
-- Limit the radial bounds within with object may move
move.limitr = function( obj, params )
end
local lastForwardTime = {}
-- Move object forward at fixed rate
move.forward = function( obj, params )
if( not isValid( obj ) ) then return end
params = params or {}
local curTime = getTimer()
if( not lastForwardTime[obj]) then
lastForwardTime[obj] = curTime
end
local dt = curTime - lastForwardTime[obj]
lastForwardTime[obj] = curTime
local pps = params.rate or 100
local rate = pps * dt/1000
local v = angle2Vector( obj.rotation, true )
v = scaleVec( v, rate )
obj:translate( v.x, v.y )
end
-- Move object in x,y direction at fixed rate per-second or per-frame
move.at = function( obj, params )
if( not isValid( obj ) ) then
return
end
params = params or {}
local perSecond = not params.perFrame -- set this to true to move perFrame
local x = params.x or 0
local y = params.y or 0
if( perSecond ) then
local curTime = getTimer()
if( not obj.__last_move_at_time) then
obj.__last_move_at_time = curTime
end
local dt = curTime - obj.__last_move_at_time
obj.__last_move_at_time = curTime
x = x * dt/1000
y = y * dt/1000
obj:translate( x, y )
else
obj:translate( x, y )
end
end
return move |
local Concord = require("lib.concord")
return Concord.component()
|
local Screen = require "widgets/screen"
local Button = require "widgets/button"
local AnimButton = require "widgets/animbutton"
local ImageButton = require "widgets/imagebutton"
local Text = require "widgets/text"
local Image = require "widgets/image"
local UIAnim = require "widgets/uianim"
local Widget = require "widgets/widget"
local EndGameDialog = Class(Screen, function(self, buttons)
Screen._ctor(self, "EndGameDialog")
--darken everything behind the dialog
self.black = self:AddChild(Image("images/global.xml", "square.tex"))
self.black:SetVRegPoint(ANCHOR_MIDDLE)
self.black:SetHRegPoint(ANCHOR_MIDDLE)
self.black:SetVAnchor(ANCHOR_MIDDLE)
self.black:SetHAnchor(ANCHOR_MIDDLE)
self.black:SetScaleMode(SCALEMODE_FILLSCREEN)
self.black:SetTint(0,0,0,1)
self.proot = self:AddChild(Widget("ROOT"))
self.proot:SetVAnchor(ANCHOR_MIDDLE)
self.proot:SetHAnchor(ANCHOR_MIDDLE)
self.proot:SetPosition(0,0,0)
self.proot:SetScaleMode(SCALEMODE_PROPORTIONAL)
--throw up the background
self.bg = self.proot:AddChild(Image("images/globalpanels.xml", "panel_upsell.tex"))
self.bg:SetVRegPoint(ANCHOR_MIDDLE)
self.bg:SetHRegPoint(ANCHOR_MIDDLE)
self.bg:SetScale(0.8,0.8,0.8)
--title
self.title = self.proot:AddChild(Text(TITLEFONT, 50))
self.title:SetPosition(0, 180, 0)
self.title:SetString(STRINGS.UI.ENDGAME.TITLE)
--text
self.text = self.proot:AddChild(Text(BODYTEXTFONT, 30))
self.text:SetVAlign(ANCHOR_TOP)
local character = GetPlayer().profile:GetValue("characterinthrone") or "wilson"
self.text:SetPosition(0, -60, 0)
self.text:SetString(STRINGS.UI.ENDGAME.BODY1..
STRINGS.CHARACTER_NAMES[character]..
string.format(STRINGS.UI.ENDGAME.BODY2,STRINGS.UI.GENDERSTRINGS[GetGenderStrings(character)].ONE , STRINGS.UI.GENDERSTRINGS[GetGenderStrings(character)].TWO))
self.text:EnableWordWrap(true)
self.text:SetRegionSize(700, 350)
--create the menu itself
local button_w = 200
local space_between = 20
local spacing = button_w + space_between
self.menu = self.proot:AddChild(Widget("menu"))
local total_w = #buttons*button_w
if #buttons > 1 then
total_w = total_w + space_between*(#buttons-1)
end
self.menu:SetPosition(-(total_w / 2) + button_w/2, -220,0)
local pos = Vector3(0,0,0)
for k,v in ipairs(buttons) do
local button = self.menu:AddChild(ImageButton())
button:SetPosition(pos)
button:SetText(v.text)
button:SetOnClick( function() TheFrontEnd:PopScreen(self) v.cb() end )
button.text:SetColour(0,0,0,1)
button:SetFont(BUTTONFONT)
button:SetTextSize(40)
pos = pos + Vector3(spacing, 0, 0)
self.default_focus = button
end
self.buttons = buttons
end)
return EndGameDialog |
RegisterNetEvent('pma-voice:syncRadioData')
AddEventHandler('pma-voice:syncRadioData', function(radioTable)
radioData = radioTable
for tgt, enabled in pairs(radioTable) do
if tgt ~= playerServerId then
toggleVoice(tgt, enabled)
end
end
playerTargets(radioData, callData)
end)
RegisterNetEvent('pma-voice:setTalkingOnRadio')
AddEventHandler('pma-voice:setTalkingOnRadio', function(tgt, enabled)
if tgt ~= playerServerId then
toggleVoice(tgt, enabled)
radioData[tgt] = enabled
playerTargets(radioData, callData)
playMicClicks(enabled)
end
end)
RegisterNetEvent('pma-voice:addPlayerToRadio')
AddEventHandler('pma-voice:addPlayerToRadio', function(plySource)
radioData[plySource] = false
playerTargets(radioData, callData)
end)
RegisterNetEvent('pma-voice:removePlayerFromRadio')
AddEventHandler('pma-voice:removePlayerFromRadio', function(plySource)
if plySource == playerServerId then
for tgt, enabled in pairs(radioData) do
if tgt ~= playerServerId then
toggleVoice(tgt, false)
end
end
radioData = {}
playerTargets(radioData, callData)
else
radioData[plySource] = nil
toggleVoice(plySource, false)
playerTargets(radioData, callData)
end
end)
function setRadioChannel(channel)
TriggerServerEvent('pma-voice:setPlayerRadio', channel)
voiceData.radio = channel
if GetConvarInt('voice_enableUi', 1) == 1 then
SendNUIMessage({
radioChannel = channel,
radioEnabled = Cfg.radioEnabled
})
end
end
exports('setRadioChannel', setRadioChannel)
exports('removePlayerFromRadio', function()
setRadioChannel(0)
end)
exports('addPlayerToRadio', function(radio)
local radio = tonumber(radio)
if radio then
setRadioChannel(radio)
end
end)
RegisterCommand('+radiotalk', function()
-- since this is a shared resource (between my server and the public), probably don't want to try and use our export :P
-- use fallback in this case.
if GetResourceState("pma-ambulance") ~= "missing" then
if exports["pma-ambulance"]:isPlayerDead() then
return false
end
elseif IsPlayerDead(PlayerId()) then
return false
end
if not Cfg.radioPressed and Cfg.radioEnabled then
if voiceData.radio > 0 then
TriggerServerEvent('pma-voice:setTalkingOnRadio', true)
Cfg.radioPressed = true
playMicClicks(true)
Citizen.CreateThread(function()
TriggerEvent("pma-voice:radioActive", true)
while Cfg.radioPressed do
Wait(0)
SetControlNormal(0, 249, 1.0)
SetControlNormal(1, 249, 1.0)
SetControlNormal(2, 249, 1.0)
end
end)
end
end
end, false)
RegisterCommand('-radiotalk', function()
if voiceData.radio > 0 or Cfg.radioEnabled then
Cfg.radioPressed = false
TriggerEvent("pma-voice:radioActive", false)
playMicClicks(false)
TriggerServerEvent('pma-voice:setTalkingOnRadio', false)
end
end, false)
RegisterKeyMapping('+radiotalk', 'Talk over Radio', 'keyboard', GetConvar('voice_defaultRadio', 'LMENU'))
RegisterNetEvent('pma-voice:clSetPlayerRadio')
AddEventHandler('pma-voice:clSetPlayerRadio', function(radioChannel)
voiceData.radio = radioChannel
end)
|
function start()
play_music("music/castle.mid");
process_outline()
add_wall_group(3, 10, 6, 2, 3, 0)
pig = add_npc("pig_guard", 3, 119, 134)
set_character_role(pig, "wander", 48, 0.25, 1.0)
going_down = Active_Block:new{x=1, y=10, width=3, height=2}
going_out = Active_Block:new{x=5, y=13, width=3, height=2}
end
function logic()
if (going_down:entity_is_colliding(0)) then
next_player_layer = 4
change_areas("castle_knight_right1", DIR_S, 38, 86)
elseif (going_out:entity_is_colliding(0)) then
next_player_layer = 6
change_areas("castle", DIR_S, 832, 391)
end
end
function activate(activator, activated)
if (activated == pig) then
speak(false, false, true, t("PIG_TOWER_6"), "", pig, pig)
end
end
function collide(id1, id2)
end
function uncollide(id1, id2)
end
function action_button_pressed(n)
end
function attacked(attacker, attackee)
end
function stop()
end
|
----------------------------------------
-- Group Calendar 5 Copyright (c) 2018 John Stephen
-- This software is licensed under the MIT license.
-- See the included LICENSE.txt file for more information.
----------------------------------------
----------------------------------------
GroupCalendar._WhisperLog = {}
----------------------------------------
function GroupCalendar._WhisperLog:Construct()
self.Players = {}
GroupCalendar.EventLib:RegisterEvent("CHAT_MSG_WHISPER", function (pMessage, pPlayerName) self:AddWhisper(pPlayerName, pMessage) end)
end
function GroupCalendar._WhisperLog:AddWhisper(pPlayerName, pMessage)
-- If no event is active then just ignore all whispers
if not GroupCalendar.RunningEvent then
return
end
-- Ignore whispers which appear to be data from other addons
local vFirstChar = string.sub(pMessage, 1, 1)
if vFirstChar == "<"
or vFirstChar == "["
or vFirstChar == "{"
or vFirstChar == "!" then
return
end
-- Filter if requested
if self.WhisperFilterFunc
and not self.WhisperFilterFunc(self.WhisperFilterParam, pPlayerName) then
return
end
-- Create a new entry for the player if necessary
local vPlayerLog = self.Players[pPlayerName]
if not vPlayerLog then
vPlayerLog = {}
vPlayerLog.Name = pPlayerName
vPlayerLog.Date, vPlayerLog.Time = GroupCalendar.DateLib:GetServerDateTime60()
vPlayerLog.Whispers = {}
self.Players[pPlayerName] = vPlayerLog
end
-- Keep only the most recent 3 whispers from any one player
if #vPlayerLog.Whispers > 3 then
table.remove(vPlayerLog.Whispers, 1)
end
-- Add the new message
table.insert(vPlayerLog.Whispers, pMessage)
-- Notify
if self.NotificationFunc then
self.NotificationFunc(self.NotifcationParam)
end
end
function GroupCalendar._WhisperLog:AskClear()
StaticPopup_Show("CONFIRM_CALENDAR_CLEAR_WHISPERS")
end
function GroupCalendar._WhisperLog:Clear()
self.Players = {}
if self.NotificationFunc then
self.NotificationFunc(self.NotifcationParam)
end
end
function GroupCalendar._WhisperLog:GetPlayerWhispers(pEvent)
if GroupCalendar.RunningEvent ~= pEvent then
return
end
return self.Players
end
function GroupCalendar._WhisperLog:SetNotificationFunc(pFunc, pParam)
self.NotificationFunc = pFunc
self.NotifcationParam = pParam
end
function GroupCalendar._WhisperLog:SetWhisperFilterFunc(pFunc, pParam)
self.WhisperFilterFunc = pFunc
self.WhisperFilterParam = pParam
end
function GroupCalendar._WhisperLog:RemovePlayer(pPlayerName)
self.Players[pPlayerName] = nil
-- Notify
if self.NotificationFunc then
self.NotificationFunc(self.NotifcationParam)
end
end
function GroupCalendar._WhisperLog:GetNextWhisper(pPlayerName)
-- Make an indexed list of the whispers
local vWhispers = {}
for vName, vWhisper in pairs(self.Players) do
table.insert(vWhispers, vWhisper)
end
-- Sort by time
table.sort(vWhispers, function (pWhisper1, pWhisper2)
if pWhisper1.Date < pWhisper2.Date then
return true
elseif pWhisper1.Date > pWhisper2.Date then
return false
elseif pWhisper1.Time < pWhisper2.Time then
return true
elseif pWhisper1.Time > pWhisper2.Time then
return false
else
return pWhisper1.Name < pWhisper2.Name
end
end)
--
local vLowerName = strlower(pPlayerName)
local vUseNext = false
for vIndex, vWhisper in ipairs(vWhispers) do
if vUseNext then
return vWhisper
end
if vLowerName == strlower(vWhisper.Name) then
vUseNext = true
end
end
return nil
end
|
------------------------------------------------
-- Copyright © 2013-2020 Hugula: Arpg game Engine
--
-- author pu
------------------------------------------------
local require = require
local rawset = rawset
local rawget = rawget
local setmetatable = setmetatable
local VMConfig = require("vm_config")[1]
---根据 WindowConfig的配置来require view model文件
local function _require_vm(t, k)
local raw = rawget(t, k)
if raw == nil then --require
local conf = VMConfig[k]
if conf and conf.vm then
local re = require(conf.vm)
local initialize = re.initialize
rawset(t, k, re)
rawset(re, "name", k) ---设置view model的 name
if initialize then --调用初始化函数
initialize(re)
end
return re
else
error(string.format("/vm_config.lua does't contains vm_config.%s", k))
end
else
return raw
end
end
--@overload fun(self:VMBase,key:string,hold_child:boolean)
local function _reload_vm(t, k, hold_child)
--@type VMBase
local raw = rawget(t, k)
if raw ~= nil then --
local conf = VMConfig[k]
if conf and conf.vm then
require("core.mvvm.vm_manager"):deactive(k)
package.loaded[conf.vm] = nil
local re = require(conf.vm) --重新require lua
local initialize = re.initialize
rawset(t, k, re)
rawset(re, "name", k) ---设置view model的 name
if initialize then --调用初始化函数
initialize(re)
end
return re
else
error(string.format("/vm_config.lua does't contains vm_config.%s", k))
end
else
return raw
end
end
local mt = {}
mt.__index = _require_vm
---
---@class vm_generate
local vm_generate = {}
setmetatable(vm_generate, mt)
vm_generate.reload_vm = _reload_vm
VMGenerate = vm_generate --增加全局访问
--- 保持对所有view models的实例引用 __index回自动require vm_config 对应路径的viewmodel lua文件
---@class VMGenerate
---@field index string
return vm_generate
|
local C = hog.C
local HOG, parent = torch.class('hog.HOG', 'nn.Module')
function HOG:__init(sbin)
parent.__init(self)
self.sbin = sbin or 8
self.grad_v = torch.CudaTensor()
self.grad_i = torch.CudaTensor()
self.hist = torch.CudaTensor()
self.norm = torch.CudaTensor()
self.output = torch.CudaTensor()
self.gradInput = torch.CudaTensor()
end
function HOG:updateOutput(input)
hog.typecheck(input)
C['HOGForward'](cutorch.getState(), input:cdata(), self.output:cdata(),
self.grad_v:cdata(), self.grad_i:cdata(), self.hist:cdata(),
self.norm:cdata(), self.sbin)
return self.output
end
|
local highlight = function(group, color)
local style = color.style and 'gui=' .. color.style or 'gui=NONE'
local fg = color.fg and 'guifg=' .. color.fg or 'guifg=NONE'
local bg = color.bg and 'guibg=' .. color.bg or 'guibg=NONE'
local sp = color.sp and 'guisp=' .. color.sp or ''
local hl = 'highlight ' .. group .. ' ' .. style .. ' ' .. fg .. ' ' .. bg .. ' ' .. sp
if color.link then
vim.cmd('highlight! link ' .. group .. ' ' .. color.link)
else
vim.cmd(hl)
end
end
return function(color_groups)
if not color_groups or type(color_groups) ~= 'table' then
error('A color_groups table is required')
end
if vim.g.colors_name then
vim.cmd('hi clear')
end
vim.o.termguicolors = true
vim.g.colors_name = 'undercity'
for group, color in pairs(color_groups) do
highlight(group, color)
end
end
|
local opts = { noremap = true, silent = true }
local term_opts = { silent = true }
-- shorten function name
local keymap = vim.api.nvim_set_keymap
-- Remap space as leader key
keymap("", "<Space>", "<Nop>", opts)
vim.g.mapleader = " "
vim.g.maplocalleader = " "
-- Modes
-- normal_mode = "n",
-- insert_mode = "i",
-- visual_mode = "v",
-- visual_block_mode = "x",
-- term_mode = "t",
-- command_mode = "c"
-- Normal --
-- Better window navigation
keymap("n", "<C-h>", "<C-w>h" , opts)
keymap("n", "<C-j>", "<C-w>j" , opts)
keymap("n", "<C-k>", "<C-w>k" , opts)
keymap("n", "<C-l>", "<C-w>l" , opts)
-- Replaced with nvim-tree
--keymap("n", "<leader>e", ":Lexplore 20<cr>", opts)
keymap("n", "<leader>e", ":NvimTreeToggle<cr>", opts)
-- Resize with arrows
keymap("n", "<C-Up>", ":resize +2<cr>", opts)
keymap("n", "<C-Down>", ":resize -2<CR>", opts)
keymap("n", "<C-Left>", ":vertical resize +2<CR>", opts)
keymap("n", "<C-Right>", ":vertical resize -2<CR>", opts)
-- Navigate buffers
keymap("n", "<S-l>", ":bnext<CR>", opts)
keymap("n", "<S-h>", ":bprevious<CR>", opts)
-- Insert --
-- Press jk fast to escape
keymap("i", "jk", "<ESC>", opts)
-- Visual --
-- Stay in indent mode
keymap("v", "<", "<gv", opts)
keymap("v", ">", ">gv", opts)
-- Move text up and down
keymap("v", "<A-j>", ":m .+1<CR>==", opts)
keymap("v", "<A-k>", ":m .-2<CR>==", opts)
keymap("v", "p", '"_dP', opts)
-- Visual Block --
-- Move text up and down
keymap("x", "J", ":move '>+1<CR>gv-gv", opts)
keymap("x", "K", ":move '<-2<CR>gv-gv", opts)
keymap("x", "<A-j>", ":move '>+1<CR>gv-gv", opts)
keymap("x", "<A-k>", ":move '<-2<CR>gv-gv", opts)
-- Terminal --
-- Better terminal navigation
keymap("t", "<C-h>", "<C-\\><C-N><C-w>h", term_opts)
keymap("t", "<C-j>", "<C-\\><C-N><C-w>j", term_opts)
keymap("t", "<C-k>", "<C-\\><C-N><C-w>k", term_opts)
keymap("t", "<C-l>", "<C-\\><C-N><C-w>l", term_opts)
-- open terminal in split
keymap("n", "<leader>tv", ":vsplit | term<cr>:vertical resize 90<cr>i", opts)
keymap("n", "<leader>th", ":split | term<cr>:resize 15<cr>i", opts)
keymap("n", "<leader>x", ":bw<cr>", opts)
keymap("n", "<leader>X", ":bw!<cr>", opts)
--keymap("n", "<leader>f", "<cmd>Telescope find_files<cr>", opts)
keymap("n", "<leader>f", "<cmd>Telescope find_files<cr>", opts)
keymap("n", "<leader>dd", "<cmd>Telescope git_files<cr>", opts)
keymap("n", "<leader>b", ":Telescope buffers<cr><esc>", opts)
keymap("n", "<leader>?", ":Telescope keymaps<cr>", opts)
-- default Live Grep
keymap("n", "<leader>g", "<cmd>Telescope live_grep<cr>", opts)
-- Live Grep with hidden hiles
keymap("n", "<leader>GH", "<cmd>lua require'telescope.builtin'.live_grep({vimgrep_arguments={'rg', '--color=never', '--no-heading', '--with-filename', '--line-number', '--column', '--smart-case', '--hidden', '--trim'}})<cr>", opts)
keymap("n", "<leader>s", "<cmd>lua require'telescope.builtin'.current_buffer_fuzzy_find()<cr>", opts)
-- keymap("n", "<leader>s", "<cmd>lua require'telescope.builtin'.lsp_workspace_symbols()<cr>", opts)
keymap("n", "<leader>.", "<cmd>lua require'telescope.builtin'.lsp_code_actions()<cr><esc>", opts)
keymap("n", "<leader>dld", "<cmd>lua require'telescope.builtin'.diagnostics()<cr>", opts)
-- Telescope DAP
keymap("n", "<leader>dlb", ":Telescope dap list_breakpoints<CR>", opts)
keymap("n", "<leader>dlc", ":Telescope dap configurations<CR>", opts)
keymap("n", "<leader>dlx", ":Telescope dap commands<CR>", opts)
keymap("n", "<leader>dlv", ":Telescope dap variables<CR>", opts)
keymap("n", "<leader>dlf", ":Telescope dap frames<CR>", opts)
keymap("n","<F10>", ":lua require'dap'.step_over()<CR>", opts)
keymap("n","<F5>", ":lua require'dap'.continue()<CR>", opts)
keymap("n","<F11>", ":lua require'dap'.step_into()<CR>", opts)
keymap("n","<F12>", ":lua require'dap'.step_out()<CR>", opts)
keymap("n","<leader>db", ":lua require'dap'.toggle_breakpoint()<CR>", opts)
keymap("n","<leader>dB", ":lua require'dap'.set_breakpoint(vim.fn.input('Breakpoint condition: '))<CR>", opts)
keymap("n","<leader>lp", ":lua require'dap'.set_breakpoint(nil, nil, vim.fn.input('Log point message: '))<CR>", opts)
keymap("n","<leader>dr", ":lua require'dap'.repl.open()<CR>", opts)
keymap("n","<F6>", ":lua require'dap'.run_last()<CR>", opts)
keymap("n","<F4>", ":lua require'dapui'.toggle()<CR>", opts)
keymap("n", "<leader>di", ":lua require'dapui'.eval()<CR>", opts)
keymap("v", "<leader>di", ":lua require'dapui'.eval()<CR>", opts)
-- require("dapui").eval(<expression>)
-- Cheatsheet
-- keymap("n", "<leader>?", ":Cheatsheet<cr>", opts)
-- lazygit
--keymap("n", "<leader>k", ":LazyGit<CR>", opts)
-- Toggleterm keybindings: see toggleterm.lua file
--keymap("n", "<leader>h", ":lua _HTOP_TOGGLE()<cr>", opts)
--keymap("n", "<leader>l", ":lua _LAZYGIT_TOGGLE()<cr>", opts)
-- Open links on gx (remap needed because nvim-tree overrides it)
-- xgd-open needs to be replaced with whatever you want to topen the link
keymap("n","gx", [[:execute '!xdg-open ' . shellescape(expand('<cfile>'), 1)<CR>]], opts)
-- vimspector keybindings
-- mnemonic 'di' = 'debug inspect' (pick your own, if you prefer!)
-- for normal mode - the word under the cursor
-- e.g. vim.cmd("nmap <Leader>di <Plug>VimspectorBalloonEval")
-- vim.cmd("xmap <Leader>di <Plug>VimspectorBalloonEval")
--keymap("n", "<leader>di", "<Plug>VimspectorBalloonEval", term_opts)
--keymap("v", "<leader>di", "<Plug>VimspectorBalloonEval", term_opts)
-- Calendar keymap
keymap("n", "<leader>k", "<Plug>(calendar)", term_opts)
-- Zen mode
keymap("n", "<leader><SPACE>","<cmd>lua require'zen-mode'.toggle()<CR>", opts)
-- Undotree
keymap("n", "<leader>u",":UndotreeToggle<CR>", opts)
keymap("n", "<leader>U",":UndotreeToggle<CR>", opts)
-- Turn editor transparent
keymap("n", "<leader>P",":TransparentToggle<CR>", opts)
-- Remove search highlights
-- keymap("n", "<leader>l",":set hls!<CR>", opts) --Toggle instead
keymap("n", "<leader>h",":nohl<CR>:VMClear<CR>", opts)
-- Vim Visual multi cursor keymaps
vim.g.VM_mouse_mappings = 1
vim.g.VM_theme = 'sand'
vim.g.VM_highlight_matches = 'red'
vim.g.VM_maps = {
['Find Under'] = '<C-d>',
['Find Subword Under'] = '<C-d>',
["Undo"] = 'u',
["Redo"] = '<C-r>'
}
|
position = {x = 48.2880554199219, y = 0.947854280471802, z = 15.9168872833252}
rotation = {x = 1.17175068226061E-05, y = 269.985107421875, z = 2.19253470277181E-05}
|
function i(n)
if n < 12 then
return n;
end
return i(n - 1);
end
print(i(1));
print(i(100));
|
-- AreaPreview.lua
-- Implements the AreaPreview class providing area previews for webadmin
--[[
The webadmin handlers use this class to request images of the areas. This class uses a network connection to
MCSchematicToPng to generate the images, and stores them in the Storage DB as a cache. Since the webadmin
needs to finish the request as soon as possible (no async), if an image doesn't exist, nil is returned; and
if an image is stale, it is still returned (and a refresh is scheduled). An additional periodic task is used
to schedule image refresh for existing out-of-date images.
Usage:
Call InitAreaPreview(a_Config) to create a new object of the AreaPreview class, then use its functions to
query previews. Note that the preview generator works in an asynchronous way, call RefreshPreview() to
schedule a refresh and GetPreview() to retrieve the PNG image; if GetPreview fails, check back later if the
image has been generated. No completion callbacks are currently provided.
local areaPreview = InitAreaPreview(config)
areaPreview:RefreshPreview(areaID, numRotations)
...
local pngImage = areaPreview:GetPreview(areaID, numRotations)
if not(pngImage) then
-- No preview available yet, check back later
else
-- Use the image in pngImage
end
--]]
local AreaPreview =
{
m_RenderQueue = {}, -- Queued requests for rendering, to be sent once the MCSchematicToPng connection is established
m_IsFullyConnected = false, -- True iff MCSchematicToPng connection has been fully established (can send requests)
m_LastWorld = nil, -- The cWorld object of the last export (used for partial cleanup)
m_LastGalleryName = "", -- The name of the last export area's gallery (used for partial cleanup)
m_NumExported = 0, -- Number of exported previews (used for partial cleanup)
m_HostName = "localhost", -- Hostname where to connect to the MCSchematicToPng jsonnet service
m_Port = 9999, -- Port where to connect to the MCSchematicToPng jsonnet service
m_Link = nil, -- When connected to MCSchematicToPng, contains the cTCPLink for the connection
m_IncomingData = "", -- Buffer for the data incoming on m_Link, before being parsed
m_PendingRenderCommands = {}, -- The render commands that have been sent to MCSchematicToPng, but not finished yet
m_NextCmdID = 0, -- The CmdID to be used for the next command
}
AreaPreview.__index = AreaPreview
--- Class used for the AreaPreview's m_DB member, providing (and hiding) DB access
local AreaPreviewDB = {}
-- If assigned to an open file, the comm to MCSchematicToPng will be written to it
local g_LogFile = nil -- io.open("MCSchematicToPng-comm.log", "wb")
--- Returns the chunk coords of chunks that intersect the given area's export cuboid
-- The returned value has the form of { {Chunk1x, Chunk1z}, {Chunk2x, Chunk2z}, ...}
local function GetAreaChunkCoords(a_Area)
assert(type(a_Area) == "table")
local MinChunkX = math.floor(a_Area.StartX / 16)
local MinChunkZ = math.floor(a_Area.StartZ / 16)
local MaxChunkX = math.floor((a_Area.EndX + 15) / 16)
local MaxChunkZ = math.floor((a_Area.EndZ + 15) / 16)
local res = {}
for z = MinChunkZ, MaxChunkZ do
for x = MinChunkX, MaxChunkX do
table.insert(res, {x, z})
end
end
assert(res[1]) -- Check that at least one chunk coord pair is being returned
return res
end
--- Returns the 6 coords for the area's bounds for export
-- MinX, MaxX, MinY, MaxY, MinZ, MaxZ
-- The returned coords are in world coordinates
local function GetAreaExportCoords(a_Area)
-- a_Area's ExportMinX and StartX are world-coords, while EditMinX is relative-to-StartX, so we need to unify.
-- EditMaxX is still relative to StartX, therefore the min / max processing is different.
-- MinX:
local minX = a_Area.ExportMinX
if not(minX) then
minX = a_Area.StartX + (a_Area.EditMinX or 0)
end
-- MaxX:
local maxX = a_Area.ExportMaxX
if not(maxX) then
if (a_Area.EditMaxX) then
maxX = a_Area.StartX + a_Area.EditMaxX
else
maxX = a_Area.EndX
end
end
-- MinZ:
local minZ = a_Area.ExportMinZ
if not(minZ) then
minZ = a_Area.StartZ + (a_Area.EditMinZ or 0)
end
-- MaxX:
local maxZ = a_Area.ExportMaxZ
if not(maxZ) then
if (a_Area.EditMaxZ) then
maxZ = a_Area.StartZ + a_Area.EditMaxZ
else
maxZ = a_Area.EndZ
end
end
-- If the area is the same as the template (hasn't been edited yet), return a single block:
if (minX > maxX) then
return a_Area.StartX, a_Area.StartX, 255, 255, a_Area.StartZ, a_Area.StartZ
end
return
minX, maxX,
a_Area.ExportMinY or a_Area.EditMinY or 0,
a_Area.ExportMaxY or a_Area.EditMaxY or 255,
minZ, maxZ
end
--------------------------------------------------------------------------------
-- AreaPreview:
--- Starts the connection to MCSchematicToPng
function AreaPreview:Connect()
-- Check params:
assert(self)
assert(self.m_HostName)
assert(self.m_Port)
assert(not(self.m_Link))
-- Start the connection:
cNetwork:Connect(self.m_HostName, self.m_Port,
{
OnError = function (a_Link, a_ErrorCode, a_ErrorMsg)
LOGWARNING(PLUGIN_PREFIX .. "Error in connection to MCSchematicToPng (" .. self.m_HostName .. ":" .. self.m_Port .. "): " .. (a_ErrorMsg or "<unknown error>"))
self:Disconnected()
end,
OnRemoteClosed = function (a_Link)
self:Disconnected()
end,
OnReceivedData = function (a_Link, a_Data)
self.m_Link = a_Link
self:ProcessIncomingData(a_Data)
end
})
end
--- Called when the connection to MCSchematicToPng is disconnected.
-- Resets all internal variables to their defaults, so that reconnection works
function AreaPreview:Disconnected()
-- Check params:
assert(self)
-- Reset link-related state:
self.m_Link = nil
self.m_IncomingData = ""
self.m_IsFullyConnected = false
-- Move m_PendingRenderCommands back into the m_RenderQueue:
for _, cmd in pairs(self.m_PendingRenderCommands) do
cmd.CmdID = nil -- Reset the Command ID
table.insert(self.m_RenderQueue, cmd)
end
self.m_PendingRenderCommands = {}
end
--- Retrieves the DB area description
-- a_DBAreaOrID is either the DB area (in which case this function just returns it) or the ID of a DB area
-- Returns the DB area description on success, or nil and optional error message on failure
function AreaPreview:GetDBArea(a_DBAreaOrID)
-- Check params:
assert(self)
assert((type(a_DBAreaOrID) == "table") or (type(a_DBAreaOrID) == "number"))
if (type(a_DBAreaOrID) == "table") then
-- Assume this is the DB area. Check that it has some of the members normally associated with an area:
if (
a_DBAreaOrID.ID and
a_DBAreaOrID.WorldName and
a_DBAreaOrID.MinX and
a_DBAreaOrID.GalleryName
) then
return a_DBAreaOrID
end
return nil, "GetDBArea() was given a table that doesn't look like a DB area"
end
-- We were given a number, consider it a DB area ID and load the area description from the DB:
return g_DB:LoadAreaByID(a_DBAreaOrID)
end
--- Returns an unused CmdID for a new command
function AreaPreview:GetNextCmdID()
-- Check params:
assert(self)
local cmdID = self.m_NextCmdID or 0
self.m_NextCmdID = cmdID + 1
return cmdID
end
--- Returns a preview for the specified area
-- a_DBAreaOrID is the table describing the area, or a single number - the area's ID
-- a_NumRotations is the number specifying the number of rotations
-- Returns the PNG data as a string, with optional second value "true" if the image is outdated
-- Returns nil and an optional error msg on failure
-- If the image is missing or outdated, automatically schedules a refresh
function AreaPreview:GetPreview(a_DBAreaOrID, a_NumRotations)
-- Check params:
assert(self)
assert((type(a_DBAreaOrID) == "table") or (type(a_DBAreaOrID) == "number"))
assert(type(a_NumRotations) == "number")
-- If the area is specified using an ID, retrieve the whole DB area table:
local area = self:GetDBArea(a_DBAreaOrID)
if not(area) then
return nil, "Invalid area ID"
end
-- Retrieve the PNG data from the DB:
local imgRec, msg = self.m_DB:GetAreaPreview(area.ID, a_NumRotations)
if not(imgRec) then
self:RefreshPreview(area, a_NumRotations)
return nil, "Failed to retrieve PNG image from the DB: " .. (msg or "<no message>")
end
-- If the image is outdated, schedule a refresh:
if (area.TickLastChanged > imgRec.TickExported) then
self:RefreshPreview(area,a_NumRotations)
return imgRec.PngData, true
end
-- Image is up to date:
return imgRec.PngData
end
--- Processes a reply to a previously sent command incoming from the network connection
-- a_CmdReply is the command reply parsed into a table
function AreaPreview:ProcessIncomingCmdReply(a_CmdReply)
-- Check params:
assert(self)
assert(type(a_CmdReply) == "table")
-- Find the command:
local cmdID = a_CmdReply.CmdID
if not(cmdID) then
LOG(PLUGIN_PREFIX .. "MCSchematicToPng connection received a cmd reply without CmdID; ignoring message.")
return
end
if (cmdID == "SetNameCmdID") then
-- Ignore this response, it was the SetName command
return
end
local cmd = self.m_PendingRenderCommands[cmdID]
if not(cmd) then
LOG(string.format("%sMCSchematicToPng connection received a cmd reply with an invalid CmdID %q; ignoring message.",
PLUGIN_PREFIX, cmdID
))
return
end
self.m_PendingRenderCommands[cmdID] = nil
-- Check the command status:
local status = a_CmdReply.Status
if (status == "error") then
LOG(string.format("%sMCSchematicToPng connection received a cmd reply with an error for CmdID %q: %s",
PLUGIN_PREFIX, cmdID, a_CmdReply.ErrorText or "[no message]"
))
return
end
if (status ~= "ok") then
LOG(string.format("%sMCSchematicToPng connection received a cmd reply with an unknown status %q for CmdID %q: %s",
PLUGIN_PREFIX, tostring(status), cmdID, a_CmdReply.ErrorText or "[no message]"
))
return
end
-- Store the image data into DB:
if not(a_CmdReply.PngData) then
LOG(string.format("%sMCSchematicToPng connection received a cmd reply with no PNG data for CmdID %q",
PLUGIN_PREFIX, cmdID
))
return
end
local pngData = Base64Decode(a_CmdReply.PngData)
self.m_DB:SetAreaPreview(cmd.AreaID, cmd.NumCWRotations, cmd.TickExported, pngData)
end
--- Processes the data incoming from the network connection
function AreaPreview:ProcessIncomingData(a_Data)
-- Check params:
assert(self)
assert(type(a_Data) == "string")
-- Log the incoming data to the logfile:
if (g_LogFile) then
g_LogFile:write("Incoming data (", string.len(a_Data), " bytes):\n", a_Data, "\n\n")
end
-- Split data on message boundaries
self.m_IncomingData = self.m_IncomingData .. a_Data
while (true) do
local found = self.m_IncomingData:find("\23")
if not(found) then
return
end
-- Got a full JSON message from the peer, parse, process and remove it from buffer:
local json, msg = cJson:Parse(self.m_IncomingData:sub(1, found))
if not(json) then
LOGWARNING(string.format("%sMCSchematicToPng connection received unparsable data: %s", PLUGIN_PREFIX, msg or "[no message]"))
self.m_Link:Close()
self:Disconnected()
return ""
end
self:ProcessIncomingMessage(json)
self.m_IncomingData = self.m_IncomingData:sub(found + 1)
end
end
--- Processes a single incoming message from the network connection
function AreaPreview:ProcessIncomingMessage(a_Message)
-- Check params:
assert(self)
assert(type(a_Message) == "table")
if (self.m_IsFullyConnected) then
return self:ProcessIncomingCmdReply(a_Message)
end
-- Receiving the initial handshake - name and version information:
if not(a_Message.MCSchematicToPng) then
LOGWARNING(PLUGIN_PREFIX .. "MCSchematicToPng connection received invalid handshake.")
self.m_Link:Close()
self:Disconnected()
end
if (tostring(a_Message.MCSchematicToPng) ~= "2") then
LOGWARNING(string.format("%sMCSchematicToPng connection received unhandled protocol version: %s",
PLUGIN_PREFIX, tostring(a_Message.MCSchematicToPng))
)
self.m_Link:Close()
self:Disconnected()
end
self.m_IsFullyConnected = true
LOG(string.format("%sMCSchematicToPng connected successfully to %s:%s",
PLUGIN_PREFIX, self.m_HostName, self.m_Port
))
self:SendJson({Cmd = "SetName", Name = "GalExport", CmdID = "SetNameCmdID"})
-- Send the export requests that have been queued:
for _, qi in ipairs(self.m_RenderQueue or {}) do
self:SendRenderCommand(qi)
end
self.m_RenderQueue = {}
end
--- Schedules a refresh for the specified area's preview, if the area has changed since the last preview was
-- made (or there's no preview available at all).
-- a_DBAreaOrID is the table describing the area, or a single number - the area's ID
-- a_NumRotations is the number specifying the number of rotations
-- Returns nil and optional error message on failure, true on regeneration success, true and "up-to-date" on
-- success when no regen needed
function AreaPreview:RefreshPreview(a_DBAreaOrID, a_NumRotations)
-- Check params:
assert(self)
assert((type(a_DBAreaOrID) == "table") or (type(a_DBAreaOrID) == "number"))
assert(type(a_NumRotations) == "number")
-- If the area is specified using an ID, retrieve the whole DB area table:
local area = self:GetDBArea(a_DBAreaOrID)
if not(area) then
return nil, "Invalid area ID"
end
-- Check if the preview image is stale:
local previewTick, msg = self.m_DB:GetAreaPreviewTickExported(area.ID, a_NumRotations)
if not(previewTick) then
return nil, "Failed to query last export's tick from DB: " .. (msg or "<no message>")
end
if (previewTick >= area.TickLastChanged) then
return true, "up-to-date"
end
return self:RegeneratePreview(area, a_NumRotations)
end
--- Schedules the specified area's preview to be regenerated.
-- a_DBAreaOrID is the table describing the area, or a single number - the area's ID
-- a_NumRotations is the number specifying the number of rotations
-- Returns true on success, nil and optional error message on failure
function AreaPreview:RegeneratePreview(a_DBAreaOrID, a_NumRotations)
-- Check params:
assert(self)
assert((type(a_DBAreaOrID) == "table") or (type(a_DBAreaOrID) == "number"))
assert(type(a_NumRotations) == "number")
-- If the area is specified using an ID, retrieve the whole DB area table:
local area = self:GetDBArea(a_DBAreaOrID)
if not(area) then
return nil, "Invalid area ID"
end
-- Prepare the request:
local request =
{
Cmd = "RenderSchematic",
HorzSize = 6,
VertSize = 8,
AreaID = area.ID,
NumCWRotations = a_NumRotations,
}
-- Read the area contents from the world:
local ba = cBlockArea()
local world = cRoot:Get():GetWorld(area.WorldName)
world:QueueTask(
function ()
world:ChunkStay(
GetAreaChunkCoords(area),
nil,
function () -- OnAllChunksAvailable callback
-- Read the block data into the Json request:
ba:Read(world, GetAreaExportCoords(area))
request.BlockData = Base64Encode(ba:SaveToSchematicString())
if not(request.BlockData) then
LOGWARNING(string.format("%sFailed to export block area for web preview: AreaID = %d, NumRotations = %d",
PLUGIN_PREFIX, area.ID, a_NumRotations
))
return
end
request.TickExported = world:GetWorldAge()
-- Send the MCSchematicToPng Json request:
if (self.m_IsFullyConnected) then
self:SendRenderCommand(request)
else
table.insert(self.m_RenderQueue, request)
self:Connect()
end
-- Partial cleanup:
if (
(self.m_LastWorld ~= world) or -- If exporting in another world than the previous export
(self.m_LastGalleryName ~= area.GalleryName) or -- If exporting from a different gallery than the previous export
(self.m_NumExported % 10 == 0) -- At regular intervals
) then
if (self.m_LastWorld) then
self.m_LastWorld:QueueUnloadUnusedChunks()
end
self.m_LastWorld = world
end
end -- OnAllChunksAvailable callback
) -- ChunkStay
end -- Task callback
)
return true
end
--- Sends the given table as a JSON message to the connected MCSchematicToPng
-- a_JsonTable is a table that will be serialized and sent over the network connection
function AreaPreview:SendJson(a_JsonTable)
-- Check params and preconditions:
assert(self)
assert(self.m_Link)
local json = cJson:Serialize(a_JsonTable)
-- DEBUG: Log into file:
if (g_LogFile) then
g_LogFile:write("Sending JSON:\n", json, "\n\n")
end
self.m_Link:Send(json)
self.m_Link:Send('\23')
end
--- Sends the specified render command to the connected MCSchematicToPng
-- Assumes that the connection is already established
-- a_QueueItem is a table describing the export request
function AreaPreview:SendRenderCommand(a_RenderCommand)
-- Check params and preconditions:
assert(self)
assert(type(a_RenderCommand) == "table")
assert(self.m_IsFullyConnected)
-- Assignd CmdID, add to PendingCommands:
a_RenderCommand.CmdID = self:GetNextCmdID()
self.m_PendingRenderCommands[a_RenderCommand.CmdID] = a_RenderCommand
-- Write to the link:
self:SendJson(a_RenderCommand)
end
--- Returns the DB row corresponding to the specified area preview description
-- a_AreaID is the ID of the area (in the Areas table)
-- a_NumRotations is the number of CW rotations applied before visualising the area
-- Returns the entire DB row as a key-value table on success, or nil and optional error message on failure
function AreaPreviewDB:GetAreaPreview(a_AreaID, a_NumRotations)
-- Check params:
assert(self)
assert(type(a_AreaID) == "number")
assert(type(a_NumRotations) == "number")
local res
local isSuccess, msg = self:ExecuteStatement(
"SELECT * FROM AreaPreviews WHERE AreaID = ? AND NumRotations = ?",
{
a_AreaID,
a_NumRotations,
},
function(a_Values)
res = a_Values
end
)
if not(isSuccess) then
return nil, msg
end
return res
end
--- Returns the TickExported value for the specified area preview description
-- a_AreaID is the ID of the area (in the Areas table)
-- a_NumRotations is the number of CW rotations applied before visualising the area
-- Returns the TickExported value from the DB on success, -1 if there's no such preview in the DB,
-- nil and error message on failure
function AreaPreviewDB:GetAreaPreviewTickExported(a_AreaID, a_NumRotations)
-- Check params:
assert(self)
assert(type(a_AreaID) == "number")
assert(type(a_NumRotations) == "number")
local res = -1
local isSuccess, msg = self:ExecuteStatement(
"SELECT TickExported FROM AreaPreviews WHERE AreaID = ? AND NumRotations = ?",
{
a_AreaID,
a_NumRotations,
},
function(a_Values)
res = a_Values.TickExported
end
)
if not(isSuccess) then
return nil, msg
end
return res
end
--- Stores the preview for the specified area into the DB
-- a_AreaID is the ID of the area (in the Areas table)
-- a_NumRotations is the number of CW rotations applied before visualising the area
-- a_TickExported is the age of the area's world, in ticks, when the area was exported
-- a_PngData is the raw PNG image data (string)
-- Returns true on success, nil and optional error message on failure
function AreaPreviewDB:SetAreaPreview(a_AreaID, a_NumRotations, a_TickExported, a_PngData)
-- Check params:
assert(self)
assert(type(a_AreaID) == "number")
assert(type(a_NumRotations) == "number")
assert(type(a_TickExported) == "number")
assert(type(a_PngData) == "string")
-- Delete any previous image (ignore errors):
self:ExecuteStatement(
"DELETE FROM AreaPreviews WHERE AreaID = ? AND NumRotations = ?",
{
a_AreaID, a_NumRotations
}
)
-- Store new image:
return self:ExecuteStatement(
"INSERT INTO AreaPreviews (AreaID, NumRotations, TickExported, PngData) VALUES (?, ?, ?, ?)",
{
a_AreaID, a_NumRotations, a_TickExported, a_PngData
}
)
end
--- Creates a new AreaPreview object based on the specified config
-- a_MCSchematicToPngConfig is a table from which the HostName and Port members are used (default: "localhost:9999")
-- Returns a AreaPreview object
function InitAreaPreview(a_MCSchematicToPngConfig)
-- Check params:
assert(type(a_MCSchematicToPngConfig) == "table")
-- Create the object and extend it with and AreaPreview functions:
local res = {}
for k, v in pairs(AreaPreview) do
assert(not(res[k])) -- Has an implementation with a duplicate name?
res[k] = v
end
-- Create the DB member object:
res.m_DB = {}
SQLite_extend(res.m_DB)
for k, v in pairs(AreaPreviewDB) do
assert(not(res.m_DB[k])) -- Has an implementation with a duplicate name?
res.m_DB[k] = v
end
-- Open the DB file:
local isSuccess, errCode, errMsg = res.m_DB:OpenDB("GalleryPreviews.sqlite")
if not(isSuccess) then
LOGWARNING(PLUGIN_PREFIX .. "Cannot open the Previews database: " .. (errCode or "<no errCode>") .. ", " .. (errMsg or "<no message>"))
error(errMsg or "<no message>") -- Abort the plugin
end
-- Create the DB tables and columns, if not already present:
local AreaPreviewsColumns =
{
{"AreaID", "INTEGER"},
{"NumRotations", "INTEGER"},
{"PngData", "BLOB"}, -- The PNG image binary data
{"TickExported", "INTEGER"}, -- The world tick on which the preview data was exported
}
if (not(res.m_DB:CreateDBTable("AreaPreviews", AreaPreviewsColumns))) then
error("Cannot create AreaPreviews DB table")
end
-- Connect to MCSchematicToPng's jsonnet service:
res.m_HostName = tostring(a_MCSchematicToPngConfig.HostName) or "localhost"
res.m_Port = tonumber(a_MCSchematicToPngConfig.Port) or 9999
res.m_RenderQueue = {}
res.m_PendingRenderCommands = {}
res.m_IncomingData = ""
res:Connect()
return res
end
|
require "scripts.core.item"
require "gamemode.Spark.modifiers.modifier_armor"
require "gamemode.Spark.modifiers.modifier_all_stats";
require "gamemode.Spark.modifiers.modifier_attack_speed";
require "gamemode.Spark.modifiers.modifier_aura_movement_speed";
AegisOfTheHound = class(Item)
function AegisOfTheHound:OnCreated ()
self:SetCastingBehavior(CastingBehavior(CastingBehavior.PASSIVE,CastingBehavior.IMMEDIATE));
end
function AegisOfTheHound:OnSpellStart()
local caster = self:GetCaster()
caster:AddNewModifier(caster, self, "modifier_aura_movement_speed", {duration = self:GetSpecialValue("duration")})
end
function AegisOfTheHound:GetModifiers ()
return {
"modifier_armor",
"modifier_all_stats",
"modifier_aura_attack_speed"
}
end
return AegisOfTheHound |
local vehicles = {}
local particles = {}
function IsVehicleLightTrailEnabled(vehicle)
return vehicles[vehicle] == true
end
function SetVehicleLightTrailEnabled(vehicle, enabled)
if IsVehicleLightTrailEnabled(vehicle) == enabled then
return
end
if enabled then
local ptfxs = {}
local leftTrail = CreateVehicleLightTrail(vehicle, GetEntityBoneIndexByName(vehicle, "taillight_l"), 1.0)
local rightTrail = CreateVehicleLightTrail(vehicle, GetEntityBoneIndexByName(vehicle, "taillight_r"), 1.0)
table.insert(ptfxs, leftTrail)
table.insert(ptfxs, rightTrail)
vehicles[vehicle] = true
particles[vehicle] = ptfxs
else
if particles[vehicle] and #particles[vehicle] > 0 then
for _, particleId in ipairs(particles[vehicle]) do
StopVehicleLightTrail(particleId, 500)
end
end
vehicles[vehicle] = nil
particles[vehicle] = nil
end
end |
-- Natural Selection 2 Competitive Mod
-- Source located at - https://github.com/xToken/CompMod
-- lua\CompMod\Structures\Alien\Shift\shared.lua
-- - Dragon
-- SHIFT
local networkVars = {
energizing = "boolean"
}
AddMixinNetworkVars(InfestationMixin, networkVars)
local originalShiftOnInitialized
originalShiftOnInitialized = Class_ReplaceMethod("Shift", "OnInitialized",
function(self)
InitMixin(self, InfestationMixin)
originalShiftOnInitialized(self)
self.energizing = false
end
)
function Shift:GetInfestationRadius()
return kStructureInfestationRadius
end
function Shift:GetInfestationMaxRadius()
return kStructureInfestationRadius
end
function Shift:GetIsEnergizing()
return self.energizing
end
function Shift:ShouldGenerateInfestation()
return not self.moving
end
function Shift:TriggerEnergize()
self.energizing = true
self.energizeStart = Shared.GetTime()
self:TriggerEffects("fireworks")
return true, true
end
function Shift:GetTechAllowed(techId, techNode, player)
if techId == kTechId.ShiftEnergize and self:GetMaturityLevel() ~= kMaturityLevel.Flourishing then
return false, false
end
return ScriptActor.GetTechAllowed(self, techId, techNode, player)
end
function Shift:GetTechButtons(techId)
return { kTechId.ShiftEnergize, kTechId.Move, kTechId.None, kTechId.None,
kTechId.None, kTechId.None, kTechId.None, kTechId.None }
end
function Shift:EnergizeInRange()
if self:GetIsBuilt() then
--[[if self:GetIsEnergizing() then
local energizeAbles = GetEntitiesWithMixinForTeamWithinXZRange("Energize", self:GetTeamNumber(), self:GetOrigin(), kEnergizeRange)
for _, entity in ipairs(energizeAbles) do
if (not entity.GetIsEnergizeAllowed or entity:GetIsEnergizeAllowed()) and entity.timeLastEnergizeUpdate + kEnergizeUpdateRate < Shared.GetTime() and entity ~= self then
entity:AddEnergy(kPlayerEnergyPerEnergize * self:GetMaturityScaling())
entity.timeLastEnergizeUpdate = Shared.GetTime()
end
end
if self.energizeStart + kShiftEnergizeDuration < Shared.GetTime() then
self.energizing = false
end
else--]]
-- Passive energy
local energizeAbles = GetEntitiesWithMixinForTeamWithinXZRange("Energize", self:GetTeamNumber(), self:GetOrigin(), kEnergizeRange)
for _, entity in ipairs(energizeAbles) do
if (not entity.GetIsEnergizeAllowed or entity:GetIsEnergizeAllowed()) and entity.timeLastEnergizeUpdate + kEnergizeUpdateRate < Shared.GetTime() and entity ~= self then
entity:AddEnergy(kPlayerPassiveEnergyPerEnergize * self:GetMaturityScaling())
entity.timeLastEnergizeUpdate = Shared.GetTime()
end
end
--end
end
return self:GetIsAlive()
end
local originalShiftOnUpdateAnimationInput
originalShiftOnUpdateAnimationInput = Class_ReplaceMethod("Shift", "OnUpdateAnimationInput",
function(self, modelMixin)
originalShiftOnUpdateAnimationInput(self, modelMixin)
--modelMixin:SetAnimationInput("asdf", self.energizing)
end
)
Shared.LinkClassToMap("Shift", Shift.kMapName, networkVars) |
require("deepcore/std/class")
require("deepcore/std/callable")
---@class SpawnHeroBuilder
SpawnHeroBuilder = class()
---@param hero_name string
function SpawnHeroBuilder:new(hero_name)
self.hero_name = hero_name
---@type PlayerObject
self.faction = nil
---@type string
self.planet = nil
end
---@param faction string
function SpawnHeroBuilder:for_faction(faction)
self.faction = faction
return self
end
---@param planet string
function SpawnHeroBuilder:on_planet(planet)
self.planet = planet
return self
end
function SpawnHeroBuilder:build()
return callable {
faction = self.faction,
hero = self.hero_name,
planet = self.planet,
call = function(self)
local object_type = Find_Object_Type(self.hero)
local planet_object = FindPlanet(self.planet)
local player_object = Find_Player(self.faction)
Spawn_Unit(object_type, planet_object, player_object)
end
}
end
|
-------------------------------------------------------------------------------
-- AdiBags - Korthian Relics By Crackpot (US, Arthas)
-------------------------------------------------------------------------------
local addonName, addon = ...
local L =
setmetatable(
{},
{
__index = function(self, key)
if key then
rawset(self, key, tostring(key))
end
return tostring(key)
end
}
)
addon.L = L
local locale = GetLocale()
if locale == "deDE" then
--Translation missing
elseif locale == "enUS" then
L["Korthian Relics"] = true
L["Korthian Relics for new the new reputation added in 9.1."] = true
L["Korthian Items"] = true
L["Random items from Korthia."] = true
L["Kothrian Consumables"] = true
L["Consumables added from Kothria in 9.1."] = true
elseif locale == "esES" then
--Translation missing
elseif locale == "esMX" then
--Translation missing
elseif locale == "frFR" then
L["Reliques Korthiennes"] = true
L["Reliques Korthiennes ajoutées à la 9.1."] = true
L["Objets Korthiens"] = true
L["Objets aléatoires de Korthia."] = true
L["Consommables Korthiens"] = true
L["Consommables de Korthia ajoutés à la 9.1."] = true
elseif locale == "itIT" then
--Translation missing
elseif locale == "koKR" then
--Translation missing
elseif locale == "ptBR" then
--Translation missing
elseif locale == "ruRU" then
--Translation missing
elseif locale == "zhCN" then
--Translation missing
elseif locale == "zhTW" then
--Translation missing
end
-- values by their key
for k, v in pairs(L) do
if v == true then
L[k] = k
end
end
|
-- vim: ft=lua ts=2 sw=2 et:
local function obj(self, new)
local function order(t) table.sort(t); return t end
local function str(t, u,ks)
ks={}; for k,v in pairs(t) do ks[1+#ks] = k end
u={}; for _,k in pairs(order(ks)) do
u[1+#u]= #t>0 and tostring(t[k]) or fmt("%s=%s",k,t[k]) end
return "{"..table.concat(u,", ").."}"
end -------------------------------------
self.__tostring, self.__index = str, self
return setmetatable(new or {}, self) end
local function from(lo,hi) return lo+(hi-lo)*math.random() end
local function within(t) return t[math.random(#t)] end
local cocomo={}
function cocomo.defaults()
local _,ne,nw,nw4,sw,sw4,ne46,w26,sw46
local p,n,s="+","-","*"
_ = 0
ne={{_,_,_,1,2,_}, -- bad if lohi
{_,_,_,_,1,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_}}
nw={{2,1,_,_,_,_}, -- bad if lolo
{1,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_}}
nw4={{4,2,1,_,_,_}, -- very bad if lolo
{2,1,_,_,_,_},
{1,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_}}
sw={{_,_,_,_,_,_}, -- bad if hilo
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{1,_,_,_,_,_},
{2,1,_,_,_,_},
{_,_,_,_,_,_}}
sw4={{_,_,_,_,_,_}, -- very bad if hilo
{_,_,_,_,_,_},
{1,_,_,_,_,_},
{2,1,_,_,_,_},
{4,2,1,_,_,_},
{_,_,_,_,_,_}}
-- bounded by 1..6
ne46={{_,_,_,1,2,4}, -- very bad if lohi
{_,_,_,_,1,2},
{_,_,_,_,_,1},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_}}
sw26={{_,_,_,_,_,_}, -- bad if hilo
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{1,_,_,_,_,_},
{2,1,_,_,_,_}}
sw46={{_,_,_,_,_,_}, -- very bad if hilo
{_,_,_,_,_,_},
{_,_,_,_,_,_},
{1,_,_,_,_,_},
{2,1,_,_,_,_},
{4,2,1,_,_,_}}
return {
loc = {"1",2,200},
acap= {n,1,5}, cplx={p,1,6}, prec={s,1,6},
aexp= {n,1,5}, data={p,2,5}, flex={s,1,6},
ltex= {n,1,5}, docu={p,1,5}, arch={s,1,6},
pcap= {n,1,5}, pvol={p,2,5}, team={s,1,6},
pcon= {n,1,5}, rely={p,1,5}, pmat={s,1,6},
plex= {n,1,5}, ruse={p,2,6},
sced= {n,1,5}, stor={p,3,6},
site= {n,1,5}, time={p,3,6},
tool= {n,1,5}
}, {
cplx= {acap=sw46, pcap=sw46, tool=sw46}, --12
ltex= {pcap=nw4}, -- 4
pmat= {acap=nw, pcap=sw46}, -- 6
pvol= {plex=sw}, --2
rely= {acap=sw4, pcap=sw4, pmat=sw4}, -- 12
ruse= {aexp=sw46, ltex=sw46}, --8
sced= {cplx=ne46, time=ne46, pcap=nw4, aexp=nw4, acap=nw4,
plex=nw4, ltex=nw, pmat=nw, rely=ne, pvol=ne, tool=nw}, -- 34
stor= {acap=sw46, pcap=sw46}, --8
team= {aexp=nw, sced=nw, site=nw}, --6
time= {acap=sw46, pcap=sw46, tool=sw26}, --10
tool= {acap=nw, pcap=nw, pmat=nw}} end -- 6
--- Effort and rist estimation
-- For moldes defined in `risk.lua` and `coc.lua`.
--- Define the internal `cocomo` data structure:
-- `x` slots (for business-level decisions) and
-- `y` slots (for things derived from those decisions,
-- like `self.effort` and `self.risk')
function cocomo:new(coc,risk)
return obj(cocomo, {x={}, y={},coc=coc,risk=risk}) end
--- Change the keys `x1,x2...`
-- in a model, (and wipe anyting computed from `x`).
-- @tab self : a `cocomo` table
-- @tab t : a list of key,value pairs that we will update.
-- @return tab : an updated `cocomo` table
function cocomo:set(t)
self.y = {}
for k,v in pairs(t) do self.x[k] = v end end
--- Compute effort
-- @tab self : what we know about a project
-- @tab coc : background knowledge about `self`
-- @return number : the effort
function cocomo:effort()
local em,sf=1,0
for k,t in pairs(self.coc) do
if t[1] == "+" then em = em * self.y[k]
elseif t[1] == "-" then em = em * self.y[k]
elseif t[1] == "*" then sf = sf + self.y[k] end end
return self.y.a*self.x.loc^(self.y.b + 0.01*sf) * em end
--- Compute risk
-- @tab self : what we know about a project
-- @tab coc : background knowledge about `self`
-- @return number : the risk
function cocomo:risks()
local n=0
for a1,t in pairs(self.risk) do
for a2,m in pairs(t) do
n = n + m[self.x[a1]][self.x[a2]] end end
return n end
--- Return a `y` value from `x`
-- @tab w : type of column (\*,+,-,1)
-- @number x
-- @return number
function cocomo:y(w,x)
if w=="1" then return x end
if w=="+" then return (x-3)*from( 0.073, 0.21 ) + 1 end
if w=="-" then return (x-3)*from(-0.187, -0.078) + 1 end
return (x-6)*from(-1.56, -1.014) end
--- Mutatble objects, pairs of `{x,y}`
-- Ensures that `y` is up to date with the `x` variables.
-- self cocomo:new(
function cocomo:ready(coc,risk)
local y,effort,ready,lo,hi
coc0, risk0 = cocomo.defaults()
coc = coc or coc0
risk = risk or risk0
for k,t in pairs(coc) do
lo,hi = t[2],t[3]
self.x[k] = int(self.x[k] and within(self.x[k],lo,hi) or
from(lo,hi))
self.y[k] = self.y[k] or self:y(t[1], self.x[k])
end
self.y.a = self.y.a or from(2.3, 9.18)
self.y.b = self.y.b or (.85-1.1)/(9.18-2.2)*self.y.a+.9+(1.2-.8)/2
self.y.effort = self.y.effort or cocomo:effort()
self.y.risk = self.y.risk or cocomo.risks()
return self end
Eg.all {
one = function(self)
local function say()
print("")
--lib.o(i.x)
lib.oo {effort= self.y.effort,
loc = self.x.loc,
risk = self.y.risk,
pcap = self.x.pcap}
end
self = cocomo.ready()
cocomo.new(self, {pcap=4})
self = cocomo.ready(self)
say()
cocomo.set(self, {pcap=1})
self = cocomo.ready(self)
say()
end}
|
local status_ok, grammar_guard = pcall(require, "grammar_guard")
if not status_ok then
return
end
grammar_guard.setup({
settings = {
ltex = {
enabled = { "latex", "txt", "tex", "bib", "markdown", "text" },
language = "en",
diagnosticSeverity = "information",
setenceCacheSize = 2000,
additionalRules = {
enablePickyRules = true,
motherTongue = "en",
},
trace = { server = "verbose" },
dictionary = {
["*"] = { "/usr/share/dict/british-english" },
},
disabledRules = {},
hiddenFalsePositives = {},
},
},
})
|
#!/usr/bin/env lua
-- MoonFLTK example: fonts.lua
--
-- Derived from the FLTK test/fonts.cxx example (http://www.fltk.org)
--
fl = require("moonfltk")
function FontDisplay (B, X, Y, W, H, L)
local t = {}
t.widget = fl.widget_sub(X, Y, W, H, L)
t.font = 0
t.size = 14
t.widget:box(B)
t.widget:override_draw(function(wid)
assert(wid==t.widget)
wid:draw_box()
fl.font(t.font, t.size)
fl.color(fl.BLACK)
fl.draw(wid:label(), wid:x()+3, wid:y()+3, wid:w()-6, wid:h()-6, wid:align())
end)
return t
end
pickedsize = 14
function font_cb()
local fn = fontobj:value()
if fn == 0 then return end
fn = fn - 1
textobj.font = fn
sizeobj:clear()
local s = sizes[fn]
local n = #s
if n == 0 then -- no sizes
elseif s[1] == 0 then -- many sizes
for i = 1, 64 do
sizeobj:add(tostring(i))
end
sizeobj:value(pickedsize)
else -- some sizes
local w = 0
for i = 1, #s do
if s[i] <= pickedsize then w = i end
sizeobj:add(buf)
end
sizeobj:value(w+1)
end
textobj.widget:redraw()
end
function size_cb()
local i = sizeobj:value()
if i==0 then return end
local c = sizeobj:text(i)
textobj.size = tonumber(c)
textobj.widget:redraw()
end
function create_the_forms()
-- create the sample string
local n = 0
local label = "Hello world!\n"
for c = 33,126 do
n = n + 1
if (n & 0x1f) == 0 then label = label ..'\n' end
if c == 64 then
label = label .. string.format("%c%c", c, c) -- '@'
else
label = label .. string.format("%c", c)
end
end
label = label .. "\n"
n = 0
for c = 0xA1, 0x600-1, 9 do
n = n + 1
if (n & 0x1f) == 0 then label = label ..'\n' end
label = label .. utf8.char(c) -- same as fl.utf8encode(c)
end
label = label .. '\0'
-- create the basic layout
form = fl.double_window(550,370, arg[0])
tile = fl.tile(0, 0, 550, 370)
local textgroup = fl.group(0, 0, 550, 185)
textgroup:box("flat box")
textobj = FontDisplay("engraved box",10,10,530,170,label)
textobj.widget:align("top", "left", "inside", "clip")
textobj.widget:color(9,47)
textgroup:resizable(textobj.widget)
textgroup:done()
local fontgroup = fl.group(0, 185, 550, 185)
fontgroup:box("flat box")
fontobj = fl.hold_browser(10, 190, 390, 170)
fontobj:box("engraved box")
fontobj:color(53,3)
fontobj:callback(font_cb)
sizeobj = fl.hold_browser(410, 190, 130, 170)
sizeobj:box("engraved box")
sizeobj:color(53,3)
sizeobj:callback(size_cb)
fontgroup:resizable(fontobj)
fontgroup:done()
tile:done()
form:resizable(tile)
form:done()
end
-- main ----------------------------------------------------
fl.scheme()
--fl.args(argc, argv)
fl.get_system_colors()
create_the_forms()
-- For the Unicode test, get all fonts...
nfonts = fl.set_fonts("-*")
sizes = {}
for i = 0, nfonts-1 do
local name, attr = fl.get_font_name(i)
name = ((attr & fl.BOLD) == 0 and "" or "@b") ..
((attr & fl.ITALIC) == 0 and "" or "@i") ..
"@." .. -- suspend subsequent formatting (some MS fonts have '@' in their name)
name
fontobj:add(name)
sizes[i] = { fl.get_font_sizes(i) }
end
fontobj:value(1)
font_cb(fontobj,0)
form:show(argc,argv)
return fl.run()
|
while true do
print(io.read("*n")+1)
end
|
minetest.register_privilege("lavastone_remove", {
description = "Can remove lavastone in an area"
})
minetest.register_privilege("lava_remove", {
description = "Can remove flowing lava in an area"
})
minetest.register_privilege("water_remove", {
description = "Can remove flowing water in an area"
})
if minetest.get_modpath("technic") then
minetest.register_privilege("chernobylite_remove", {
description = "Can remove chernobylite in an area"
})
end
|
-- == File Module ==
-- Copyright (c) 2018 by Rene K. Mueller <spiritdude@gmail.com>
--
-- License: MIT (see LICENSE file)
--
-- Description:
-- basic file operations, alike io with some slight alterations like file.read()
--
-- History:
-- 2018/02/27: 0.0.3: fh:*() cleaner setup using file.*(self,[...]) and argument checking if file.read() or fh:read() is called
-- 2018/02/27: 0.0.2: file.open(), file.read() and file.close() work, fh:read() and fh:*() do not yet, file.stat() and file.list() work
-- 2018/02/21: 0.0.1: first version, mostly using io.open():xyz convention, but needs to be tested for proper compatibility
local lfs = require("lfs")
local os = require("os")
file = {
_VERSION = '0.0.3'
}
file.chdir = function(d) -- Change current directory (and drive).
return lfs.chdir(d)
end
file.exists = function(fn) -- Determines whether the specified file exists.
if true then
local st = lfs.attributes(fn) -- better
return st and true or false
else
local f = io.open(fn,"r") -- fallback
if f then io.close(f) end
return f and true or false
end
end
file.format = function() -- Format the file system.
_syslog.print(_syslog.ERROR,"file.format() not yet implemented")
end
file.fscfg = function() -- Returns the flash address and physical size of the file system area, in bytes.
local path, total, used, avail, usep, mount = file.fsinfo()
return 0, total * 1024
end
file.fsinfo = function() -- Return size information for the file system in kbytes
local f = io.popen("df -k .")
_ = f:read("*line")
_ = f:read("*line")
f:close()
local path, total, used, avail, usep, mount = _:match("^(%S+)%s+(%d+)%s+(%d+)%s+(%d+)%s+(%S+)%s+(%S+)");
return avail, used, total
end
file.list = function(d) -- Lists all files in the file system.
local fl = { }
for f in lfs.dir(d or ".") do
local st = lfs.attributes((d or ".").."/"..f)
fl[f] = st.size or 0
end
return fl
end
file.mount = function() -- Mounts a FatFs volume on SD card.
_syslog.print(_syslog.ERROR,"file.mount() not implemented yet")
end
file.on = function() -- Registers callback functions.
_syslog.print(_syslog.ERROR,"file.on() not implemented yet")
end
file.open = function(fn,m)
file._fh = io.open(fn,m)
if file._fh then
return {
_fh = file._fh,
read = file.read,
readline = file.readline,
write = file.write,
writeline = file.writeline,
flush = file.flush,
close = file.close,
seek = file.seek
}
end
return nil
end
file.remove = function(fn) -- Remove a file from the file system.
return os.remove(fn)
end
file.rename = function(fno,fnn) -- Renames a file.
return os.rename(fno,fnn)
end
file.stat = function(fn) -- Get attribtues of a file or directory in a table.
local st = lfs.attributes(fn)
local s = { }
if st then
s.size = st.size or null
s.name = fn
s.is_dir = st.mode == 'directory'
s.is_rdonly = false
s.is_hidden = false
s.is_sys = false
s.is_arch = false
s.time = rtctime.epoch2cal(st.modification)
return s
else
return st
end
end
-- Basic model: In the basic model there is max one file opened at a time.
-- Object model: Files are represented by file objects which are created by file.
file.close = function(self)
(self and self._fh or file._fh):close()
end
file.flush = function(self) -- Flushes any pending writes to the file system, ensuring no data is lost on a restart.
(self and self._fh or file._fh):flush()
end
file.read = function(self,sep)
local fh
if type(self)=='table' then -- called as f:read(sep)
--print("fh:read",type(self),self,sep)
fh = self._fh
else -- called as file.read(sep)
--print("file.read",type(self),self,sep)
fh = file._fh
sep = self
end
if not sep then
return fh:read("*all")
elseif type(sep)=='number' then
return fh:read(sep)
else
local c
local b
repeat
c = fh:read(1)
if c then
b = (b or "") .. (c or '')
end
until c == sep or not c
return b
end
end
file.readline = function(self)
return (self._fh or file._fh):read("*line")
end
file.seek = function(...) -- Sets and gets the file position, measured from the beginning of the file, to the position given by offset plus a base specified by the string whence.
local fh = type(arg[1])=='table' and table.remove(arg,1)._fh or file._fh
local w, o = arg[1], arg[2]
return fh:seek(w,o)
end
file.write = function(self,s) -- Write a string to the open file.
local fh
if type(self)=='table' then
fh = self._fh
else
fh = file._fh
s = self
end
return fh:write(s)
end
file.writeline = function(self,s) -- Write a string to the open file and append '\n' at the end.
local fh
if type(self)=='table' then
fh = self._fh
else
fh = file._fh
s = self
end
return fh:write(s.."\n")
end
table.insert(node.modules,'file')
return file;
|
local fs = fs or {}
-- props to capsadmin for dis
-- https://raw.githubusercontent.com/CapsAdmin/goluwa/master/src/lua/modules/fs.lua
if WINDOWS then
local ffi = require("ffi")
ffi.cdef([[
typedef struct hexed_file_time {
unsigned long high;
unsigned long low;
} hexed_file_time;
typedef struct hexed_find_data {
unsigned long dwFileAttributes;
hexed_file_time ftCreationTime;
hexed_file_time ftLastAccessTime;
hexed_file_time ftLastWriteTime;
unsigned long nFileSizeHigh;
unsigned long nFileSizeLow;
unsigned long dwReserved0;
unsigned long dwReserved1;
char cFileName[260];
char cAlternateFileName[14];
} hexed_find_data;
void *FindFirstFileA(const char *lpFileName, hexed_find_data *find_data);
bool FindNextFileA(void *handle, hexed_find_data *find_data);
bool FindClose(void *);
unsigned long GetCurrentDirectoryA(unsigned long length, char *buffer);
bool SetCurrentDirectoryA(const char *path);
bool CreateDirectoryA(const char *path, void *lpSecurityAttributes);
typedef struct hexed_file_attributes {
unsigned long dwFileAttributes;
hexed_file_time ftCreationTime;
hexed_file_time ftLastAccessTime;
hexed_file_time ftLastWriteTime;
unsigned long nFileSizeHigh;
unsigned long nFileSizeLow;
} hexed_file_attributes;
bool GetFileAttributesExA(
const char *lpFileName,
int fInfoLevelId,
hexed_file_attributes *lpFileInformation
);
]])
local data = ffi.new("hexed_find_data[1]")
function fs.find(dir, exclude_dot)
local out = {}
if dir:sub(-1) ~= "/" then dir = dir .. "/" end
local handle = ffi.C.FindFirstFileA(dir .. "*", data)
if ffi.cast("unsigned long", handle) ~= 0xffffffff then
local i = 1
while ffi.C.FindNextFileA(handle, data) do
local name = ffi.string(data[0].cFileName)
if not exclude_dot or (name ~= "." and name ~= "..") then
out[i] = name
i = i + 1
end
end
ffi.C.FindClose(handle)
end
return out
end
function fs.getcd()
local buffer = ffi.new("char[260]")
local length = ffi.C.GetCurrentDirectoryA(260, buffer)
return ffi.string(buffer, length)
end
function fs.setcd(path)
ffi.C.SetCurrentDirectoryA(path)
end
function fs.createdir(path)
ffi.C.CreateDirectoryA(path, nil)
end
local flags = {
archive = 0x20, -- A file or directory that is an archive file or directory. Applications typically use this attribute to mark files for backup or removal .
compressed = 0x800, -- A file or directory that is compressed. For a file, all of the data in the file is compressed. For a directory, compression is the default for newly created files and subdirectories.
device = 0x40, -- This value is reserved for system use.
directory = 0x10, -- The handle that identifies a directory.
encrypted = 0x4000, -- A file or directory that is encrypted. For a file, all data streams in the file are encrypted. For a directory, encryption is the default for newly created files and subdirectories.
hidden = 0x2, -- The file or directory is hidden. It is not included in an ordinary directory listing.
integrity_stream = 0x8000, -- The directory or user data stream is configured with integrity (only supported on ReFS volumes). It is not included in an ordinary directory listing. The integrity setting persists with the file if it's renamed. If a file is copied the destination file will have integrity set if either the source file or destination directory have integrity set.
normal = 0x80, -- A file that does not have other attributes set. This attribute is valid only when used alone.
not_content_indexed = 0x2000, -- The file or directory is not to be indexed by the content indexing service.
no_scrub_data = 0x20000, -- The user data stream not to be read by the background data integrity scanner (AKA scrubber). When set on a directory it only provides inheritance. This flag is only supported on Storage Spaces and ReFS volumes. It is not included in an ordinary directory listing.
offline = 0x1000, -- The data of a file is not available immediately. This attribute indicates that the file data is physically moved to offline storage. This attribute is used by Remote Storage, which is the hierarchical storage management software. Applications should not arbitrarily change this attribute.
readonly = 0x1, -- A file that is read-only. Applications can read the file, but cannot write to it or delete it. This attribute is not honored on directories. For more information, see You cannot view or change the Read-only or the System attributes of folders in Windows Server 2003, in Windows XP, in Windows Vista or in Windows 7.
reparse_point = 0x400, -- A file or directory that has an associated reparse point, or a file that is a symbolic link.
sparse_file = 0x200, -- A file that is a sparse file.
system = 0x4, -- A file or directory that the operating system uses a part of, or uses exclusively.
temporary = 0x100, -- A file that is being used for temporary storage. File systems avoid writing data back to mass storage if sufficient cache memory is available, because typically, an application deletes a temporary file after the handle is closed. In that scenario, the system can entirely avoid writing the data. Otherwise, the data is written after the handle is closed.
virtual = 0x10000, -- This value is reserved for system use.
}
local function flags_to_table(bits)
local out = {}
for k,v in pairs(flags) do
out[k] = bit.bor(bits, v) == v
end
return out
end
local info = ffi.new("hexed_file_attributes[1]")
local COMBINE = function(hi, lo) return bit.band(bit.lshift(hi, 8), lo) end
function fs.getattributes(path)
if fs.debug then logn(path) end
if ffi.C.GetFileAttributesExA(path, 0, info) then
--local flags = flags_to_table(info[0].dwFileAttributes) -- overkill
local type
-- hmmm
if --[[flags.archive]]
bit.bor(info[0].dwFileAttributes, flags.archive) == flags.archive or
bit.bor(info[0].dwFileAttributes, flags.normal) == flags.normal
then
type = "file"
else
type = "directory"
local file = io.open(path, "r")
if file then
io.close(file)
type = "file"
end
end
local info = {
creation_time = COMBINE(info[0].ftCreationTime.high, info[0].ftCreationTime.low),
last_accessed = COMBINE(info[0].ftLastAccessTime.high, info[0].ftLastAccessTime.low),
last_modified = COMBINE(info[0].ftLastWriteTime.high, info[0].ftLastWriteTime.low),
last_changed = -1, -- last permission changes
size = info[0].nFileSizeLow,--COMBINE(info[0].nFileSizeLow, info[0].nFileSizeHigh),
type = type,
--- flags = flags,
}
return info
end
end
else
-- fuck off linux were not ready for you
end
return fs |
-- Tests for avg.lua (Mathematical class library)
-- Written by Michiel Fokke <michiel@fokke.org>
-- MIT license, http://opensource.org/licenses/MIT
-- use with 'shake' (http://shake.luaforge.net)
package.path = package.path..';../?.lua'
require 'mcl'
a = newRingbuffer()
assert (type(a) == 'table', "a should be a table")
assert (a.avg() ~= a.avg(), "avg should be -nan")
assert (a.push(1) == 1, "return should be equal to input parameter")
assert (a.avg() == 1, "avg should be 1")
assert (a.push(1) == 1, "return should be equal to input parameter")
assert (a.push(4) == 4, "return should be equal to input parameter")
assert (a.sum() == 6, "sum should be 6")
assert (a.avg() == 2, "avg should be 2")
assert (a.push(4) == 4, "return should be equal to input parameter")
assert (a.avg() == 3, "avg should be 3")
a2 = newRingbuffer()
assert (a2.push(2) == 2, "return should be equal to input parameter")
assert (a2.avg() == 2, "avg should be 2")
assert (a2.push(2) == 2, "return should be equal to input parameter")
assert (a2.push(5) == 5, "return should be equal to input parameter")
assert (a2.sum() == 9, "sum should be 3")
assert (a2.avg() == 3, "avg should be 9")
b = newRunningAverage()
assert (type(b) == 'table', "b should be a table")
assert (b.avg() ~= b.avg(), "avg should be -nan")
assert (b.push(2) == 1, "n should be 1")
assert (b.push(1) == 2, "n should be 2")
assert (b.avg() == 1.5, "avg should be 1.5")
assert (b.push(3) == 3, "n should be 3")
assert (b.avg() == 2, "avg should be 2")
assert (b.reset() == 0, "return should be 0")
assert (b.avg() ~= b.avg(), "avg should be -nan")
assert (b.push(2) == 1, "n should be 1")
assert (b.push(1) == 2, "n should be 2")
assert (b.avg() == 1.5, "avg should be 1.5")
assert (b.push(3) == 3, "n should be 3")
assert (b.avg() == 2, "avg should be 2")
size = 5
maxElements = 100
c = newRunningAverageList{size=size, maxElements=maxElements}
assert (c.avg() ~= c.avg(), "current average should be -nan")
sum = 0
assert (type(c) == 'table', "c should be a table")
for i=1,size*2 do
sum = sum + 3
for j=1,maxElements,1 do
c.push(3)
end
end
assert (c.index() == 0, "index should be 0 again")
assert (c.avg() == sum/(2*size), "current average is wrong")
for i=1,size do
assert (c.avg(i) == sum/(2*size), "average is wrong")
end
result = { 3.6, 4.2, 4.8, 5.4, 6 }
for i=1,size do
for j=1,maxElements do
c.push(6)
end
print(string.format("avg==result[%d]", i))
assert (c.avg() == result[i], "average is wrong")
end
-- vim: set si ts=2 sw=2 expandtab:
|
--[[
Copyright (c) 2019 Void Works
See LICENSE in the project directory for license information.
Most of the credit for this mod goes to authors below whose code was compiled:
Original "Fluid Void" mod by Rseding91 - redesigned by Nibuja05 (control code used for fluid voiding)
"High Pressure Pipe" mod by kendfrey (code used for void pipe creation and tinting)
"Void Chest +" mod by Optera (code used for void chest creation and function)
--]]
require("prototypes.entity")
require("prototypes.item")
require("prototypes.recipe")
require("prototypes.technology")
|
Stat = Object:extend()
function Stat:new(base)
self.base = base
self.additive = 0
self.additives = {}
self.value = self.base*(1 + self.additive)
end
function Stat:update(dt)
for _, additive in ipairs(self.additives) do self.additive = self.additive + additive end
if self.additive >= 0 then self.value = self.base*(1 + self.additive)
else self.value = self.base/(1 - self.additive) end
self.additive = 0
self.additives = {}
end
function Stat:increase(percentage)
table.insert(self.additives, percentage*0.01)
end
function Stat:decrease(percentage)
table.insert(self.additives, -percentage*0.01)
end
|
local Bar = script:GetCustomProperty("Bar"):WaitForObject()
local Cursor = script:GetCustomProperty("Cursor"):WaitForObject()
local Root = script:GetCustomProperty("Root"):WaitForObject()
local GetAbsoluteUI = require(script:GetCustomProperty("GetAbsoluteUI"))
local LOCAL_PLAYER = Game.GetLocalPlayer()
local EventSetUp = require(script:GetCustomProperty("EventSetUp"))
local ScreenSizeChanged = require(script:GetCustomProperty("ScreenSizeChanged"))
local percent = 0
local Slider = {
beingPressed = false,
updateEvent = EventSetUp.New(),
changedEvent = EventSetUp.New(),
x = 0,
y = 0,
}
local function SetUp()
local Pos = GetAbsoluteUI.GetAbsoluteLocation(Bar)
Slider.x = Pos.x
Slider.y = Pos.y
if Cursor then
Cursor.x = Bar.width* Bar.progress
end
Root.clientUserData.Slider = Slider
end
local function Update()
local Pos = GetAbsoluteUI.GetAbsoluteLocation(Bar)
Slider.x = Pos.x
Slider.y = Pos.y
end
local function Checkmouse(mouse)
if not Object.IsValid(Bar) then return end
if mouse.x >= Slider.x and mouse.x <= Slider.x+Bar.width then
if mouse.y >= Slider.y and mouse.y <= Slider.y + Bar.height then
return true
end
end
end
local function CalPercent(mouse)
return (mouse.x - Slider.x )/ Bar.width
end
local function UpdateSlider()
Bar.progress = percent
if Cursor then
Cursor.x = Bar.width* percent
end
Slider.changedEvent:_Fire(Slider, percent)
end
local function UpdateSliderMouse()
local mouse = UI.GetCursorPosition()
mouse.x = math.max(Slider.x,math.min(Slider.x+Bar.width,mouse.x))
local NewPercent = CalPercent(mouse)
Slider.updateEvent:_Fire(Slider, NewPercent)
if percent == NewPercent then return end
percent = NewPercent
UpdateSlider()
end
function Slider:SetPercent(newPercent)
percent = newPercent
UpdateSlider()
end
function Slider:IsA(type)
return type == "Slider"
end
local function Pressed(_,binding)
local mouse = UI.GetCursorPosition()
if binding == "ability_primary" then
if Checkmouse(mouse) then
Slider.beingPressed = true
end
end
end
local function Released(_,binding)
if binding == "ability_primary" then
Slider.beingPressed = false
end
end
function Tick()
if Slider.beingPressed then
UpdateSliderMouse()
end
end
SetUp()
local ScreenEvent = ScreenSizeChanged.screensizeUpdated:Connect( Update)
local PresedEvent = LOCAL_PLAYER.bindingPressedEvent:Connect(Pressed)
local ReleaseddEvent =LOCAL_PLAYER.bindingReleasedEvent:Connect(Released)
script.destroyEvent:Connect(function()
ScreenEvent:Disconnect()
PresedEvent:Disconnect()
ReleaseddEvent:Disconnect()
end) |
--[[
代理服务器
]]
local skynet = require "skynet"
local socket = require "skynet.socket"
local cjson = require("cjson");
require("LuaKit._load");
local WATCHDOG
local host
local send_request
local Agent = {}
local client_fd
local function send_package(cmd,data)
local struct = string;
local body = cjson.encode(data)
local len = 6 + #body;
local head = struct.pack('>I2I4',len,cmd);
local package = head .. body;
socket.write(client_fd, package)
end
function Agent.onRecv(fd,cmd,data)
dump(data,cmd)
if cmd == 101 then
skynet.send("LoginService", "lua", "login",fd,cmd,data)
else
skynet.send("TableManager", "lua", "onRecv",fd,cmd,data)
end
end
---主动关闭连接
-- function REQUEST:quit()
-- skynet.call(WATCHDOG, "lua", "close", client_fd)
-- end
skynet.register_protocol {
name = "client",
id = skynet.PTYPE_CLIENT,
unpack = function (msg, sz)
local buf = skynet.tostring(msg,sz)
local struct = string;
local len,cmd,position
position = 1
cmd,position = struct.unpack('>I4',buf,position) --获取命令字 cmd
local bodyBuf = string.sub(buf,5,sz)
local data = cjson.decode(bodyBuf);
return cmd,data
end,
dispatch = function (fd, _, cmd, ...)
assert(fd == client_fd) -- You can use fd to reply message
skynet.ignoreret() -- session is fd, don't call skynet.ret
-- skynet.trace()
Agent.onRecv(fd,cmd, ...)
return fd, _, cmd, ...
end
}
function Agent.start(conf)
--- watchdog 调用过来
local fd = conf.client
local gate = conf.gate
WATCHDOG = conf.watchdog
client_fd = fd
--调用网关 gate forward 向前 打开 fd socket
skynet.call(gate, "lua", "forward", fd)
end
function Agent.disconnect(fd)
-- todo: do something before exit
print("agent.lua disconnect")
skynet.call("TableManager", "lua", "user_disconnect", client_fd)
print("用户断开连接",client_fd);
client_fd = nil;
skynet.exit()
end
skynet.start(function()
skynet.dispatch("lua", function(_,_, command, ...)
local f = Agent[command]
skynet.ret(skynet.pack(f(...)))
end)
end) |
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by norguhtar.
--- DateTime: 26.02.19 13:02
---
local lapis = require('data-mapper.db.lapis')
local postgres = require('data-mapper.db.postgres')
local mysql = require('data-mapper.db.mysql')
local pg = require("data-mapper.db.pg")
local db = {}
local drivers = {
lapis = lapis,
postgres = postgres,
mysql = mysql,
["tarantool-pg"] = pg
}
function db:new(obj)
obj = obj or {}
local config = obj.config
if drivers[config.driver] then
return drivers[config.driver]:new(obj)
else
return nil
end
end
return db
|
#!/usr/bin/env luajit
require 'ext'
local env = setmetatable({}, {__index=_G})
if setfenv then setfenv(1, env) else _ENV = env end
require 'symmath'.setup{env=env, MathJax={title='Platonic Solids'}}
printbr[[
$n =$ dimension of manifold which our shape resides in.<br>
$\tilde{T}_i \in \mathbb{R}^{n \times n} =$ i'th isomorphic transform in the minimal set.<br>
$\tilde{\textbf{T}} = \{ 1 \le i \le p, \tilde{T}_i \} =$ minimum set of isomorphic transforms that can be used to recreate all isomorphic transforms.<br>
$p = |\tilde{\textbf{T}}| =$ the number of minimal isomorphic transforms.<br>
$T_i \in \mathbb{R}^{n \times n} =$ i'th isomorphic transform in the set of all unique transforms.<br>
$\textbf{T} = \{ T_i \} = \{ 1 \le k, i_1, ..., i_k \in [1,m], \tilde{T}_{i_1} \cdot ... \cdot \tilde{T}_{i_k} \} =$ set of all unique isomorphic transforms.<br>
$q = |\textbf{T}| =$ the number of unique isomorphic transforms.<br>
$v_1 \in \mathbb{R}^n =$ some arbitrary initial vertex.<br>
$\textbf{v} = \{v_i \} = \{ T_i \cdot v_1 \} =$ the set of all vertices.<br>
$m = |\textbf{v}| =$ the number of vertices.<br>
(Notice that $m \le q$, i.e. the number of vertices is $\le$ the number of unique isomorphic transforms.) <br>
$V \in \mathbb{R}^{n \times m}=$ matrix with column vectors the set of all vertices, such that $V_{ij} = (v_j)_i$.<br>
$P_i \in \mathbb{R}^{m \times m} =$ permutation transform of vertices corresponding with i'th transformation, such that $T_i V = V P_i$.<br>
<br>
]]
--[[
ok here's another thought ...
rotation from a to b, assuming a and b are orthonormal:
R v
= v - a (v.a) - b (v.b)
+ (a (v.a) + b (v.b)) cos(θ)
+ (b (v.a) - a (v.b)) sin(θ)
= v - a (v.a) - b (v.b)
+ (a (v.a) + b (v.b)) cos(θ)
+ (b (v.a) - a (v.b)) sin(θ)
= (I + (cos(θ)-1) aa' - sin(θ) ab' + sin(θ) ba' + (cos(θ)-1) bb') v
= (I + (cos(θ)-1) (aa' + bb') + sin(θ) (ba' - ab')) v
--]]
local function rotfromto(theta, from, to)
from = from:unit()
to = (Matrix.projection(from:T()[1]) * to)():unit()
return (
Matrix.identity(#from)
+ (cos(theta) - 1) * (from * from:T() + to * to:T())
+ sin(theta) * (to * from:T() - from * to:T())
)()
end
--[=[
--[[
for a 3D platonic solid, if you know the vertices, you can make a rotation
from (proj a) * b to (proj a) * c
--]]
printbr(rotfromto(
frac(2*pi,3),
(Matrix.projection{1,0,0} * Matrix{-frac(1,3), sqrt(frac(2,3)), -frac(sqrt(2),3)}:T())(),
(Matrix.projection{1,0,0} * Matrix{-frac(1,3), 0, frac(sqrt(8),3)}:T())()
))
os.exit()
--]=]
local phi = (sqrt(5) - 1) / 2
-- [[
local tetRot = Matrix.identity(3)
--]]
--[[ matrix to rotate 1/sqrt(3) (1,1,1) to (1,0,0)
-- applying this isn't as isometric as I thought it would be
-- cubeRot = Matrix.rotation(acos(1/sqrt(3)), Matrix(1,1,1):cross{1,0,0}:unit()) -- rotate from unit(1,1,1) to (1,0,0)
local cubeRot = Matrix(
{ 1/sqrt(3), 1/sqrt(3), 1/sqrt(3) },
{ -1/sqrt(3), (1 + sqrt(3))/(2*sqrt(3)), (1 - sqrt(3))/(2*sqrt(3)) },
{ -1/sqrt(3), (1 - sqrt(3))/(2*sqrt(3)), (1 + sqrt(3))/(2*sqrt(3)) }
)
--]]
-- [[ use [1,1,1]/sqrt(3)
local cubeRot = Matrix.identity(3)
--]]
--[[
local dodVtx = Matrix{
(-1 - sqrt(5)) / (2 * sqrt(3)),
0,
(1 - sqrt(5)) / (2 * sqrt(3))
}
local dodRot = Matrix.rotation(acos(dodVtx[1][1]), dodVtx[1]:cross{1, 0, 0}:unit())
--]]
-- [[
local dodRot = Matrix.identity(3)
--]]
--[[ produces an overly complex poly that can't simplify
--[=[
local icoRot = Matrix.rotation(acos(0), Array(0, 1, phi):cross{1,0,0}:unit())
--]=]
local icoVtx = Matrix{0, 1, phi}
printbr(icoVtx)
local icoRot = Matrix.rotation(
acos(icoVtx[1][1]),
icoVtx[1]:cross{1,0,0}:unit())
--]]
-- [[ works
local icoRot = Matrix.identity(3)
--]]
--[[
how to define the transforms?
these should generate the vertexes, right?
the vertex set should be some identity vertex times any combination of these transforms
so we should be able to define a cube by a single vertex
v_0 = [1,1,1]
times any combination of traversals along its edges
which for [1,1,1] would just three transforms, where the other 3 are redundant:
identity transforms:
this can be the axis from the center of object to any vertex, with rotation angle equal to the edge-vertex-edge angle
or it can be the axis from center of object to center of any face, with rotation angle equal to 2π/n for face with n edges
or it can be the axis through any edge (?right?) with ... some other kind of rotation ...
--]]
local shapes = {
-- [=[
{ -- self-dual
name = 'Tetrahedron',
vtx1 = (tetRot * Matrix{0, 0, 1}:T())(),
dim = 3,
xforms = (function()
local a = {-sqrt(frac(2,3)), -sqrt(2)/3, -frac(1,3)}
local b = {sqrt(frac(2,3)), -sqrt(2)/3, -frac(1,3)}
local c = {0, sqrt(8)/3, -frac(1,3)}
local d = {0, 0, 1}
return table{
(tetRot *
--Matrix.rotation(frac(2*pi,3), { -frac(1,3), 0, sqrt(frac(8,9)) })
rotfromto(
frac(2*pi,3),
(Matrix.projection(c) * Matrix(a):T())(),
(Matrix.projection(c) * Matrix(b):T())()
)
* tetRot:T())(),
(tetRot *
--Matrix.rotation(frac(2*pi,3), { -frac(1,3), -sqrt(frac(2,3)), -sqrt(frac(2,9)) })
rotfromto(
frac(2*pi,3),
(Matrix.projection(d) * Matrix(a):T())(),
(Matrix.projection(d) * Matrix(b):T())()
)
* tetRot:T())(),
}
end)(),
},
--]=]
--[=[
-- dual of octahedron
{
name = 'Cube',
dim = 3,
--vtx1 = (cubeRot * Matrix{ 1/sqrt(3), 1/sqrt(3), 1/sqrt(3) }:T())(),
vtx1 = (cubeRot * Matrix{ 1, 1, 1 }:T())(),
xforms = {
(cubeRot * Matrix.rotation(frac(pi,2), {1,0,0}) * cubeRot:T())(),
(cubeRot * Matrix.rotation(frac(pi,2), {0,1,0}) * cubeRot:T())(),
--(cubeRot * Matrix.rotation(frac(pi,2), {0,0,1}) * cubeRot:T())(), -- z = x*y
--(cubeRot * Matrix.diagonal(-1, 1, 1) * cubeRot:T())(), reflection?
},
},
--]=]
--[=[
-- dual of cube
{
name = 'Octahedron',
dim = 3,
xforms = {
Matrix.rotation(frac(pi,2), {1,0,0})(),
Matrix.rotation(frac(pi,2), {0,1,0})(),
--Matrix.rotation(frac(pi,2), {0,0,1})(), -- z = x*y
},
},
--]=]
--[=[
-- dual of icosahedron
{
name = 'Dodecahedron',
dim = 3,
--vtx1 = (dodRot * Matrix{1/phi, 0, phi}:T():unit())(),
vtx1 = (dodRot * Matrix{1/phi, 0, phi}:T())(),
xforms = {
-- axis will be the center of the face adjacent to the first vertex at [1,0,0]
(dodRot * Matrix.rotation(frac(2*pi,3), Matrix{-1/phi, 0, phi}:unit()[1] ) * dodRot:T())(), -- correctly produces 3 vertices
(dodRot * Matrix.rotation(frac(2*pi,3), Matrix{0, phi, 1/phi}:unit()[1] ) * dodRot:T())(), -- the first 2 transforms will produces 12 vertices and 12 transforms
(dodRot * Matrix.rotation(frac(2*pi,3), Matrix{1,1,1}:unit()[1] ) * dodRot:T())(), -- all 3 transforms produces all 20 vertices and 60 transforms
},
},
--]=]
--[=[
-- dual of dodecahedron
{
name = 'Icosahedron',
dim = 3,
--vtx1 = (icoRot * Matrix{ 0, 1, phi }:T():unit())(),
vtx1 = (icoRot * Matrix{ 0, 1, phi }:T())(), -- don't unit.
xforms = {
(icoRot * Matrix.rotation(frac(2*pi,5), Matrix{0, -1, phi}:unit()[1] ) * icoRot:T())(),
(icoRot * Matrix.rotation(frac(2*pi,5), Matrix{1, phi, 0}:unit()[1] ) * icoRot:T())(),
(icoRot * Matrix.rotation(frac(2*pi,5), Matrix{-1, phi, 0}:unit()[1] ) * icoRot:T())(),
},
},
--]=]
--[=[
{ -- self-dual
name = '5-cell',
dim = 4,
vtx1 = Matrix{frac(sqrt(15),4), 0, 0, -frac(1,4)}:T(),
--vtx1 = Matrix{0, 0, 0, 1}:T(),
xforms = (function()
local a = {sqrt(15)/4, 0, 0, -frac(1,4)}
local b = {-sqrt(frac(5,3))/4, 0, sqrt(frac(5,6)), -frac(1,4)}
local c = {-sqrt(frac(5,3))/4, sqrt(frac(5,2))/2, -sqrt(frac(5,24)), -frac(1,4)}
local d = {0,0,0,1}
--local e = {-sqrt(frac(5,3))/4, -sqrt(frac(5,2))/2, -sqrt(frac(5,24)), -frac(1,4)} -- not used, in the cd rotation plane anyways
return table{
-- generate a tetrahedron:
rotfromto(
frac(2*pi,3),
(Matrix.projection(d) * Matrix.projection( (Matrix.projection(d) * Matrix(c):T())():T()[1] ) * Matrix(a):T())(),
(Matrix.projection(d) * Matrix.projection( (Matrix.projection(d) * Matrix(c):T())():T()[1] ) * Matrix(b):T())()
),
rotfromto(
frac(2*pi,3),
(Matrix.projection(d) * Matrix.projection( (Matrix.projection(d) * Matrix(a):T())():T()[1] ) * Matrix(c):T())(),
(Matrix.projection(d) * Matrix.projection( (Matrix.projection(d) * Matrix(a):T())():T()[1] ) * Matrix(b):T())()
),
-- generate the entire 5-cell
rotfromto(
frac(2*pi,3),
(Matrix.projection(a) * Matrix.projection( (Matrix.projection(a) * Matrix(b):T())():T()[1] ) * Matrix(c):T())(),
(Matrix.projection(a) * Matrix.projection( (Matrix.projection(a) * Matrix(b):T())():T()[1] ) * Matrix(d):T())()
),
}
--]]
end)(),
}
--]=]
--[=[
{ -- hypercube, dual to 16-cell
name = '8-cell',
dim = 4,
--vtx1 = Matrix{1/sqrt(4), 1/sqrt(4), 1/sqrt(4), 1/sqrt(4)}:T(),
vtx1 = Matrix{1, 1, 1, 1}:T(),
xforms = {
Matrix( -- xy
{0,-1,0,0},
{1,0,0,0},
{0,0,1,0},
{0,0,0,1}
)(),
Matrix( -- xz
{0,0,1,0},
{0,1,0,0},
{-1,0,0,0},
{0,0,0,1}
)(),
Matrix( -- xw
{0,0,0,-1},
{0,1,0,0},
{0,0,1,0},
{1,0,0,0}
)(),
},
},
--]=]
--[=[
{ -- dual to 8-cell
name = '16-cell',
dim = 4,
vtx1 = Matrix{1, 0, 0, 0}:T(),
xforms = {
Matrix(
{0,-1,0,0},
{1,0,0,0},
{0,0,1,0},
{0,0,0,1}
)(),
Matrix(
{0,0,1,0},
{0,1,0,0},
{-1,0,0,0},
{0,0,0,1}
)(),
Matrix(
{0,0,0,-1},
{0,1,0,0},
{0,0,1,0},
{1,0,0,0}
)(),
},
},
--]=]
-- TODO 4D 24-cell self-dual
-- TODO 4D 600-cell dual to 120-cell
-- TODO 4D 120-cell dual to 600-cell
-- TODO 5D 5-simplex self-dual
-- TODO 5D 5-cube dual to 5-orthoplex
-- TODO 5D 5-orthoplex dual to 5-cube
-- TODO 6D 6-simplex
-- TODO 6D 6-orthoplex
-- TODO 6D 6-cube
-- TODO 7D 7-simplex self-dual
-- TODO 7D 7-cube dual to 7-orthoplex
-- TODO 7D 7-orthoplex dual to 7-cube
-- TODO 8D 8-simplex self-dual
-- TODO 8D 8-cube dual to 8-orthoplex
-- TODO 8D 8-orthoplex dual to 8-cube
}
for _,shape in ipairs(shapes) do
shapes[shape.name] = shape
end
local MathJax = symmath.export.MathJax
MathJax.header.pathToTryToFindMathJax = '..'
symmath.tostring = MathJax
os.mkdir'output/Platonic Solids'
for _,shape in ipairs(shapes) do
printbr('<a href="Platonic Solids/'..shape.name..'.html">'..shape.name..'</a> ('..shape.dim..' dim)')
end
printbr()
local cache = {}
local cacheFilename = 'Platonic Solids - cache.lua'
if os.fileexists(cacheFilename) then
cache = load('return '..io.readfile(cacheFilename), nil, nil, env)()
end
for _,shape in ipairs(shapes) do
io.stderr:write(shape.name,'\n')
io.stderr:flush()
MathJax.header.title = shape.name
local f = assert(io.open('output/Platonic Solids/'..shape.name..'.html', 'w'))
local function write(...)
return f:write(...)
end
local function print(...)
write(table{...}:mapi(tostring):concat'\t'..'\n')
end
local function printbr(...)
print(...)
print'<br>'
end
print(MathJax.header)
print[[
<style>
table {
border : 1px solid black;
border-collapse : collapse;
}
table td {
border : 1px solid black;
}
</style>
]]
local shapeCache = cache[shape.name]
if not shapeCache then
shapeCache = {}
cache[shape.name] = shapeCache
end
--print('<a name="'..shape.name..'">')
print('<h3>'..shape.name..'</h3>')
local n = shape.dim
shapeCache.n = shape.dim
local vtx1 = shape.vtx1 or Matrix:lambda({n,1}, function(i,j) return i==1 and 1 or 0 end)
shapeCache.vtx1 = vtx1
printbr('Initial vertex:', var'v''_1':eq(vtx1))
printbr()
local xforms = table(shape.xforms)
xforms:insert(1, Matrix.identity(n))
shapeCache.xforms = xforms
printbr'Transforms for vertex generation:'
printbr()
printbr(var'\\tilde{T}''_i', [[$\in \{$]], xforms:mapi(tostring):concat',', [[$\}$]])
printbr()
printbr'Vertexes:'
printbr()
local vtxs = table{vtx1()}
shapeCache.vtxs = vtxs
local function buildvtxs(j, depth)
depth = depth or 1
local v = vtxs[j]
for i,xform in ipairs(xforms) do
local xv = (xform * v)()
local k = vtxs:find(xv)
if not k then
vtxs:insert(xv)
k = #vtxs
printbr((var'T'('_'..i) * var'V'('_'..j)):eq(xv):eq(var'V'('_'..k)))
buildvtxs(k, depth + 1)
else
-- printbr((var'T'('_'..i) * var'V'('_'..j)):eq(xv):eq(var'V'('_'..k)))
end
end
end
buildvtxs(1)
printbr()
-- number of vertexes
local nvtxs = #vtxs
shapeCache.nvtxs = nvtxs
local allxforms = table(xforms)
shapeCache.allxforms = allxforms
-- [[
printbr'All Transforms:'
printbr()
local function buildxforms(j, depth)
depth = depth or 1
local M = allxforms[j]
for i,xform in ipairs(xforms) do
local xM = (xform * M)()
local k = allxforms:find(xM)
if not k then
allxforms:insert(xM)
k = #allxforms
printbr((var'T'('_'..i) * var'T'('_'..j)):eq(xM):eq(var'T'('_'..k)))
buildxforms(k, depth + 1)
else
-- printbr((var'T'('_'..i) * var'V'('_'..j)):eq(xv):eq(var'V'('_'..k)))
end
end
end
for i=1,#xforms do
buildxforms(i)
end
printbr()
--]]
local VmatT = Matrix(vtxs:mapi(function(v) return v:T()[1] end):unpack())
local Vmat = VmatT:T()
shapeCache.Vmat = Vmat
printbr'Vertexes as column vectors:'
printbr()
printbr(var'V':eq(Vmat))
printbr()
printbr'Vertex inner products:'
printbr()
local vdots = (Vmat:T() * Vmat)()
shapeCache.vdots = vdots
printbr((var'V''^T' * var'V'):eq(Vmat:T() * Vmat):eq(vdots))
printbr()
--[[
T V = V P
we are first finding all T's from a basis of T's, then using all T's to determine associated P's
but alternatively, because there are a fixed number of P's, we can solve: T = V P V^T
and then filter only T's that coincide with proper rotations: A^-1 = A^T <=> A A^T = I
actually depending on the permutation (i.e. a permutation that flipped vertexes 1 and 2 but left 3-n untouched),
they can't be represented by linear transforms, will the result T be zero? or have a >{} nullspace at least?
either way, if you have all the vertices, here's how you can find all the transforms. especially easy for simplexes.
--]]
printbr'Transforms of all vertexes vs permutations of all vertexes:'
printbr()
printbr(var'T''_i', [[$\in \{$]], allxforms:mapi(tostring):concat',', [[$\}$]])
printbr()
for i,xform in ipairs(allxforms) do
local xv = (xform * Vmat)()
local xvT = xv:T()
local rx = Matrix:lambda({nvtxs, nvtxs}, function(i,j)
return xvT[j]() == VmatT[i]() and 1 or 0
end)
printbr((var'T'('_'..i) * var'V'):eq(xv):eq(var'V' * rx))
printbr()
local Vmat_rx = (Vmat * rx)()
local diff = (xv - Vmat_rx)()
local zeros = Matrix:zeros{n, nvtxs}
if diff ~= zeros then
printbr('expected', xv:eq(Vmat * rx), 'found difference', (xv - Vmat * rx)())
end
end
-- show if there are any simplification errors
for j=2,#allxforms do
for i=1,j-1 do
if (allxforms[i] - allxforms[j])() == Matrix:zeros{n,n} then
printbr(var'T'('_'..i), 'should equal', var'T'('_'..j), ':',
allxforms[i], ',', allxforms[j])
end
end
end
-- show vtx multiplication table
-- btw, do i need to show the details of this above? or should I just show this?
local function printVtxMulTable()
printbr[[Table of $T_i \cdot v_j = v_k$:]]
print'<table>\n'
print'<tr><td></td>'
for j=1,#vtxs do
print('<td>V'..j..'</td>')
end
print'</tr>\n'
-- print the multiplcation table
for i,xi in ipairs(allxforms) do
print('<tr><td>T'..i..'</td>')
for j,vj in ipairs(vtxs) do
local k = vtxs:find((xi * vj)())
print'<td>'
if not k then
print("couldn't find xform for ", var'T'('_'..i) * var'V'('_'..j))
else
print('V'..k)
end
print'</td>'
end
print('</tr>\n')
end
print'</table>\n'
printbr()
printbr()
end
printVtxMulTable()
local mulTable = {}
shapeCache.mulTable = mulTable
for i,xi in ipairs(allxforms) do
mulTable[i] = {}
for j,xj in ipairs(allxforms) do
mulTable[i][j] = allxforms:find((xi * xj)())
end
end
local function printXformMulTable()
printbr[[Table of $T_i \cdot T_j = T_k$:]]
print'<table>\n'
print'<tr><td></td>'
for i=1,#allxforms do
print('<td>T'..i..'</td>')
end
print'</tr>\n'
-- print the multiplcation table
for i=1,#allxforms do
print('<tr><td>T'..i..'</td>')
for j=1,#allxforms do
local k = mulTable[i][j]
print'<td>'
if not k then
print("couldn't find xform for ", var'T'('_'..i) * var'T'('_'..j))
else
print('T'..k)
end
print'</td>'
end
print('</tr>\n')
end
print'</table>\n'
printbr()
printbr()
end
printXformMulTable()
--[=[ rename by trying to put the Ti*Tj=T1 transforms closest to the diagonal:
local dist = table()
for i=1,#allxforms do
for j=1,#allxforms do
if mulTable[i][j] == 1 then
dist[i] = math.abs(i - j)
break
end
end
end
dist = dist:mapi(function(v,k) return {k,v} end):sort(function(a,b)
if a[2] == b[2] then return a[1] < b[1] end -- for matching dist's, keep smallest indexes first
return a[2] < b[2]
end)
-- ok now, the renaming: dist[i][1] is the 'from', i is the 'to'
local rename = table()
for i=1,#dist do
rename[dist[i][1]] = i
end
--]=]
--[=[ rename by grouping transforms
-- rename[to] = from
local whatsleft = range(#allxforms)
local rename = table()
rename:insert(whatsleft:remove(1))
local function process(last)
if not last then
if #whatsleft == 0 then return end
last = whatsleft:remove(1)
rename:insert(last)
return process(last)
end
local next = mulTable[2][last]
local k = whatsleft:find(next)
if not k then return process() end
whatsleft:remove(k)
rename:insert(next)
return process(next)
end
process()
-- change to rename[from] = to
rename = rename:mapi(function(v,k) return k,v end)
--]=]
--[=[
-- now first remap mulTable[i][j]
-- then remap the indexes of mulTable
local mulTableRenamed = {}
for i=1,#allxforms do
mulTableRenamed[rename[i]] = {}
for j=1,#allxforms do
mulTableRenamed[rename[i]][rename[j]] = rename[mulTable[i][j]]
end
end
printbr('relabeled', tolua(rename))
printbr()
mulTable = mulTableRenamed
printXformMulTable()
--]=]
--[=[ not sure if this is useful. can't seem to visualize anything useful from it.
file['tmp.dot'] = table{
'digraph {',
}:append(edges:mapi(function(e)
return '\t'..table.concat(e, ' -> ')..';'
end)):append{
'}',
}:concat'\n'
os.execute('circo tmp.dot -Tsvg > "Platonic Solids/'..shape.name..'.svg"')
os.remove'tmp.dot'
printbr("<img src='"..shape.name..".svg'>/")
--]=]
print(MathJax.footer)
f:close()
end
-- can symmath.export.SymMath export Lua tables?
--io.writefile(cacheFilename, symmath.export.SymMath(cache))
io.writefile(cacheFilename, tolua(cache, {
serializeForType = {
table = function(state, x, tab, path, keyRef, ...)
local mt = getmetatable(x)
if mt and (
Expression:isa(mt)
-- TODO 'or' any other classes in symmath that aren't subclasses of Expression (are there any?)
) then
return symmath.export.SymMath(x)
end
return tolua.defaultSerializeForType.table(state, x, tab, path, keyRef, ...)
end,
}
}))
-- is there some sort of tolua args that will encode the symmath with symmath.export.SymMath?
--[[
local s = table()
s:insert'{'
for k,v in pairs(cache) do
end
s:insert'}'
io.writefile(cacheFilename, s:concat'\n')
--]]
print(export.MathJax.footer)
|
slot0 = class("BattleAirFightResultLayer", import(".BattleResultLayer"))
slot0.getUIName = function (slot0)
return "BattleAirFightResultUI"
end
slot0.init = function (slot0)
slot0._grade = slot0:findTF("grade")
slot0._levelText = slot0:findTF("chapterName/Text22", slot0._grade)
slot0._main = slot0:findTF("main")
slot0._blurConatiner = slot0:findTF("blur_container")
slot0._bg = slot0:findTF("main/jiesuanbeijing")
slot0._painting = slot0:findTF("painting", slot0._blurConatiner)
slot0._chat = slot0:findTF("chat", slot0._painting)
slot0._rightBottomPanel = slot0:findTF("rightBottomPanel", slot0._blurConatiner)
slot0._confirmBtn = slot0:findTF("confirmBtn", slot0._rightBottomPanel)
slot0._statisticsBtn = slot0:findTF("statisticsBtn", slot0._rightBottomPanel)
slot0._skipBtn = slot0:findTF("skipLayer", slot0._tf)
slot0._conditions = slot0:findTF("main/conditions")
slot0._conditionContainer = slot0:findTF("bg16/list", slot0._conditions)
slot0._conditionTpl = slot0:findTF("bg16/conditionTpl", slot0._conditions)
slot0._conditionSubTpl = slot0:findTF("bg16/conditionSubTpl", slot0._conditions)
slot0._conditionContributeTpl = slot0:findTF("bg16/conditionContributeTpl", slot0._conditions)
slot0._conditionBGContribute = slot0:findTF("bg16/bg_contribute", slot0._conditions)
slot0:setGradeLabel()
SetActive(slot0._levelText, false)
slot0._delayLeanList = {}
end
slot0.setPlayer = function (slot0)
return
end
slot0.setGradeLabel = function (slot0)
slot1 = {
"d",
"c",
"b",
"a",
"s"
}
setActive(slot0:findTF("jieuan01/BG/bg_victory", slot0._bg), ys.Battle.BattleConst.BattleScore.C < slot0.contextData.score)
setActive(slot0:findTF("jieuan01/BG/bg_fail", slot0._bg), not (ys.Battle.BattleConst.BattleScore.C < slot0.contextData.score))
LoadImageSpriteAsync(nil, slot0:findTF("grade/Xyz/bg13"), false)
LoadImageSpriteAsync("battlescore/battle_score_" .. nil .. "/label_" .. slot6, slot0:findTF("grade/Xyz/bg14"), false)
end
slot0.didEnter = function (slot0)
slot0:setStageName()
slot0._gradeUpperLeftPos = rtf(slot0._grade).localPosition
rtf(slot0._grade).localPosition = Vector3(0, 25, 0)
pg.UIMgr.GetInstance():BlurPanel(slot0._tf)
slot0._grade.transform.localScale = Vector3(1.5, 1.5, 0)
LeanTween.scale(slot0._grade, Vector3(0.88, 0.88, 1), slot0.DURATION_WIN_SCALE):setOnComplete(System.Action(function ()
SetActive(slot0._levelText, true)
SetActive:rankAnimaFinish()
end))
slot0._tf.GetComponent(slot2, typeof(Image)).color = Color.New(0, 0, 0, 0.5)
slot0._stateFlag = BattleResultLayer.STATE_RANK_ANIMA
onButton(slot0, slot0._skipBtn, function ()
slot0:skip()
end, SFX_CONFIRM)
end
slot0.rankAnimaFinish = function (slot0)
SetActive(slot1, true)
slot0:setCondition(i18n("fighterplane_destroy_tip") .. slot0.contextData.statistics._airFightStatistics.kill, slot0.contextData.statistics._airFightStatistics.score, COLOR_BLUE)
slot0:setCondition(i18n("fighterplane_hit_tip") .. slot0.contextData.statistics._airFightStatistics.hit, -slot0.contextData.statistics._airFightStatistics.lose, COLOR_BLUE)
slot0:setCondition(i18n("fighterplane_score_tip"), slot0.contextData.statistics._airFightStatistics.total, COLOR_YELLOW)
table.insert(slot0._delayLeanList, LeanTween.delayedCall(1, System.Action(function ()
slot0._stateFlag = slot1.STATE_REPORTED
SetActive(slot0:findTF("jieuan01/tips", slot0._bg), true)
end)).id)
slot0._stateFlag = slot0.STATE_REPORT
end
slot0.setCondition = function (slot0, slot1, slot2, slot3)
slot4 = cloneTplTo(slot0._conditionContributeTpl, slot0._conditionContainer)
setActive(slot4, false)
slot5 = nil
slot4:Find("text"):GetComponent(typeof(Text)).text = setColorStr(slot1, "#FFFFFFFF")
slot4:Find("value"):GetComponent(typeof(Text)).text = setColorStr(slot2, slot3)
if slot0._conditionContainer.childCount - 1 > 0 then
table.insert(slot0._delayLeanList, LeanTween.delayedCall(slot0.CONDITIONS_FREQUENCE * slot8, System.Action(function ()
setActive(setActive, true)
end)).id)
else
setActive(slot4, true)
end
end
slot0.displayBG = function (slot0)
LeanTween.moveX(rtf(slot0._conditions), 1300, slot0.DURATION_MOVE)
LeanTween.scale(slot0._grade, Vector3(0.6, 0.6, 0), slot0.DURATION_MOVE)
LeanTween.moveLocal(go(slot1), slot0._gradeUpperLeftPos, slot0.DURATION_MOVE):setOnComplete(System.Action(function ()
slot0._stateFlag = slot1.STATE_DISPLAY
slot0:showPainting()
slot0.showPainting._stateFlag = slot0.STATE_DISPLAYED
end))
setActive(slot0.findTF(slot0, "jieuan01/Bomb", slot0._bg), false)
end
slot0.showPainting = function (slot0)
SetActive(slot0._painting, true)
slot0.paintingName = "yanzhan"
setPaintingPrefabAsync(slot0._painting, slot0.paintingName, "jiesuan", function ()
if findTF(slot0._painting, "fitter").childCount > 0 then
ShipExpressionHelper.SetExpression(findTF(slot0._painting, "fitter"):GetChild(0), slot0.paintingName, "win_mvp")
end
end)
slot1 = (slot0.contextData.score > 1 and ShipWordHelper.WORD_TYPE_MVP) or ShipWordHelper.WORD_TYPE_LOSE
slot2, slot3, slot7 = ShipWordHelper.GetWordAndCV(205020, slot1)
setText(slot0._chat:Find("Text"), slot4)
if CHAT_POP_STR_LEN < #slot0._chat:Find("Text"):GetComponent(typeof(Text)).text then
slot5.alignment = TextAnchor.MiddleLeft
else
slot5.alignment = TextAnchor.MiddleCenter
end
SetActive(slot0._chat, true)
slot0._chat.transform.localScale = Vector3.New(0, 0, 0)
LeanTween.moveX(rtf(slot0._painting), 50, 0.1):setOnComplete(System.Action(function ()
LeanTween.scale(rtf(slot0._chat.gameObject), Vector3.New(1, 1, 1), 0.1):setEase(LeanTweenType.easeOutBack)
end))
end
slot0.skip = function (slot0)
if slot0._stateFlag == BattleResultLayer.STATE_REPORTED then
slot0:emit(BattleResultMediator.ON_BACK_TO_LEVEL_SCENE)
end
end
slot0.showRightBottomPanel = function (slot0)
SetActive(slot0._skipBtn, false)
SetActive(slot0._rightBottomPanel, true)
SetActive(slot0._subToggle, false)
onButton(slot0, slot0._confirmBtn, function ()
slot0:emit(BattleResultMediator.ON_BACK_TO_LEVEL_SCENE)
end, SFX_CONFIRM)
slot0._stateFlag = nil
end
slot0.onBackPressed = function (slot0)
triggerButton(slot0._skipBtn)
end
slot0.willExit = function (slot0)
LeanTween.cancel(go(slot0._tf))
pg.UIMgr.GetInstance():UnblurPanel(slot0._tf)
end
return slot0
|
return {'joechjachen','joeg','joego','joekel','joelen','joelfeest','joep','joepen','joepie','joetje','joegoslavische','joegoslavisch','joegoslavie','joegoslavier','joep','joes','joel','joe','joeke','joel','joelle','joeri','joerie','joey','joelle','joegoslaven','joegen','joekels','joel','joelde','joelden','joelend','joelende','joelfeesten','joelt','joept','joepte','joetjes','joegos','joes','joekes','joels','joelles','joeps','joeris','joeries','joes','joeys','joels','joelles'} |
-----------------------------------
-- Area: North Gustaberg (S) (F-8)
-- NPC: ???
-- Involved in Quests
-- !pos -232 41 425
-----------------------------------
require("scripts/globals/quests")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
if (player:getQuestStatus(CRYSTAL_WAR, tpz.quest.id.crystalWar.BETTER_PART_OF_VALOR) == QUEST_ACCEPTED and player:getCharVar("BetterPartOfValProg") == 1) then
player:startEvent(3)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 3) then
player:setCharVar("BetterPartOfValProg", 2)
end
end
|
SKILL.name = "Incinerate"
SKILL.LevelReq = 5
SKILL.SkillPointCost = 2
SKILL.Incompatible = {
}
SKILL.RequiredSkills = {
}
SKILL.icon = "vgui/skills/spell_fire_burnout.png"
SKILL.category = "Psychic Powers"-- Common Passives, Warrior, Lore of Light, Dark Magic
SKILL.slot = "AOE" -- ULT, RANGED, MELEE, AOE, PASSIVE
SKILL.class = {
"librarian"
}
SKILL.desc = [[
This skill burns targets.
Damage: 42(+4.0 Magic)/s.
Duration: 3 Seconds.
Cost: 70 Energy
Cooldown: 30 Seconds
Ability Slot: 3
Level Requirement: ]] .. SKILL.LevelReq .. [[
Skill Point Cost:]] .. SKILL.SkillPointCost .. [[
]]
SKILL.coolDown = 30
local function ability(SKILL, ply )
local nospam = ply:GetNWBool( "nospamAOE" )
if (nospam) then
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
print("ready")
end)
return
end
local mana = ply:getLocalVar("mana", 0)
if mana < 70 then
return
end
ply:setLocalVar("mana", mana - 70)
local pos = ply:GetPos()
if SERVER then
ply:SetNWBool( "nospamAOE", true )
print("Cdstart")
net.Start( "UltActivated" )
net.Send( ply )
end
local pos = ply:GetPos()
timer.Create(ply:SteamID().."Incinerate", 0.25, 12, function()
local Entities = ents.FindInSphere( ply:GetPos(), 500 )
for k, v in pairs(Entities) do
if ((v:IsNPC()) or (v:IsPlayer() and v != ply)) then
v:TakeDamage( 42 + (ply:getChar():getAttrib("mgc", 0) * 1.0), ply, ply )
ParticleEffectAttach( "fantasy_purple_flame", PATTACH_ABSORIGIN_FOLLOW, v, 0 )
end
end
end)
if SERVER then
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
print("ready")
end)
end
end
SKILL.ability = ability |
-- On one pin, a button that has 3 (callback) functions for short or 1-sec or 3-sec presses.
-- BL Oct 2015
_tstamps={}
smartButton = function(pin, k0, k1, k3)
_tstamps[pin+1]=0
gpio.mode(pin,gpio.INT)
gpio.trig(pin, "both",
function(level)
local dur = tmr.now() - _tstamps[pin+1]
_tstamps[pin+1] = tmr.now()
if gpio.read(pin) == 1 then -- BUTTON UP? note "level" seems unreliable
if (dur < 500000) then if (k0 ~= nil) then k0() end -- SHORT
elseif (dur < 1800000) then if (k1 ~= nil) then k1() end -- 1 Sec
elseif (dur < 6000000) then if (k3 ~= nil) then k3() end -- 3 sec
end
end
end
)
end
|
--[[
Author: Jagoba Marcos
Date: 01/08/2014
Description: Simple Games
]]
function main ()
-- Guess the number
math.randomseed( os.time() );
math.random();
local number = math.random ( 100 );
local count = 0;
local guess;
io.write( "Guess my number (1-100): " );
guess = io.read( "*n" );
count = count + 1
while guess ~= number do
if guess > number then
io.write( guess , " is too high." );
elseif guess < number then
io.write( guess , " is too low." );
end
io.write( "Guess again: " );
guess = io.read( "*n" );
count = count + 1
end
io.write( "You got it right after ", count, " tries!\n\n" );
-- Guess the number v2
local guess1 = math.random ( 100 );
local guess2;
local count = 0;
local number;
io.write( "Enter a number for me to guess (1-100): " );
number = io.read( "*n" );
io.write( "I guess ", guess1 , "\n");
count = count + 1
while guess1 ~= number do
if guess1 < number then
io.write( "That's not right. " );
guess2 = math.random ( guess1, 100 );
while guess2 <= guess1 do
guess2 = math.random ( guess2, 100 );
end
io.write( "I guess ", guess2 , "\n");
count = count + 1
elseif guess1 > number then
io.write( "That's not right. " );
guess2 = math.random ( guess1 );
while guess2 >= guess1 do
guess2 = math.random ( guess2 );
end
io.write( "I guess ", guess2 , "\n");
count = count + 1
end
guess1 = guess2;
end
io.write( "You got it right after ", count, " tries!\n\n" );
-- Rock-Paper-Scissors
local computer = math.random( 1, 3);
local player;
local move = {}
move[1] = "Rock";
move[2] = "Paper";
move[3] = "Scissors";
io.write( "Rock Paper Scissors Time! \n" );
io.write( "1) Rock\n" );
io.write( "2) Paper\n" );
io.write( "3) Scissors\n\n" );
io.write( "Enter your choice: " );
player = io.read( "*n" );
io.write( "Player chose ", move[player], "\n" );
io.write( "Computer chose ", move[computer], "\n\n" );
if player == computer then
io.write( "It's a draw.\n\n" );
elseif (player == 1 and computer == 2) or (player == 2 and computer == 3) or (player == 3 and computer == 1) then
io.write( "Computer wins!\n\n" );
elseif (player == 2 and computer == 1) or (player == 3 and computer == 2) or (player == 1 and computer == 3) then
io.write( "Player wins!\n\n" );
end
end |
-- tostring() functions for Tensor and Storage
local function Storage__printformat(self)
local intMode = true
local type = torch.typename(self)
if type == 'torch.FloatStorage' or 'torch.DoubleStorage' then
for i=1,self:size() do
if self[i] ~= math.ceil(self[i]) then
intMode = false
break
end
end
end
local tensor = torch.Tensor(torch.DoubleStorage(self:size()):copy(self), 1, self:size()):abs()
local expMin = tensor:min()
if expMin ~= 0 then
expMin = math.floor(math.log10(expMin)) + 1
end
local expMax = tensor:max()
if expMax ~= 0 then
expMax = math.floor(math.log10(expMax)) + 1
end
local format
local scale
local sz
if intMode then
if expMax > 9 then
format = "%11.4e"
sz = 11
else
format = "%SZd"
sz = expMax + 1
end
else
if expMax-expMin > 4 then
format = "%SZ.4e"
sz = 11
if math.abs(expMax) > 99 or math.abs(expMin) > 99 then
sz = sz + 1
end
else
if expMax > 5 or expMax < 0 then
format = "%SZ.4f"
sz = 7
scale = math.pow(10, expMax-1)
else
format = "%SZ.4f"
if expMax == 0 then
sz = 7
else
sz = expMax+6
end
end
end
end
format = string.gsub(format, 'SZ', sz)
if scale == 1 then
scale = nil
end
return format, scale, sz
end
local function Storage__tostring(self)
local str = ''
local format,scale = Storage__printformat(self)
if scale then
str = str .. string.format('%g', scale) .. ' *\n'
for i = 1,self:size() do
str = str .. string.format(format, self[i]/scale) .. '\n'
end
else
for i = 1,self:size() do
str = str .. string.format(format, self[i]) .. '\n'
end
end
str = str .. '[' .. torch.typename(self) .. ' of size ' .. self:size() .. ']\n'
return str
end
rawset(torch.getmetatable('torch.CharStorage'), '__tostring__', Storage__tostring)
rawset(torch.getmetatable('torch.ShortStorage'), '__tostring__', Storage__tostring)
rawset(torch.getmetatable('torch.IntStorage'), '__tostring__', Storage__tostring)
rawset(torch.getmetatable('torch.LongStorage'), '__tostring__', Storage__tostring)
rawset(torch.getmetatable('torch.FloatStorage'), '__tostring__', Storage__tostring)
rawset(torch.getmetatable('torch.DoubleStorage'), '__tostring__', Storage__tostring)
local function Tensor__printMatrix(self, indent)
local format,scale,sz = Storage__printformat(self:storage())
-- print('format = ' .. format)
scale = scale or 1
indent = indent or ''
local str = indent
local nColumnPerLine = math.floor((80-#indent)/(sz+1))
-- print('sz = ' .. sz .. ' and nColumnPerLine = ' .. nColumnPerLine)
local firstColumn = 1
local lastColumn = -1
while firstColumn <= self:size(2) do
if firstColumn + nColumnPerLine - 1 <= self:size(2) then
lastColumn = firstColumn + nColumnPerLine - 1
else
lastColumn = self:size(2)
end
if nColumnPerLine < self:size(2) then
if firstColumn ~= 1 then
str = str .. '\n'
end
str = str .. 'Columns ' .. firstColumn .. ' to ' .. lastColumn .. '\n' .. indent
end
if scale ~= 1 then
str = str .. string.format('%g', scale) .. ' *\n ' .. indent
end
for l=1,self:size(1) do
local row = self:select(1, l)
for c=firstColumn,lastColumn do
str = str .. string.format(format, row[c]/scale)
if c == lastColumn then
str = str .. '\n'
if l~=self:size(1) then
if scale ~= 1 then
str = str .. indent .. ' '
else
str = str .. indent
end
end
else
str = str .. ' '
end
end
end
firstColumn = lastColumn + 1
end
return str
end
local function Tensor__printTensor(self)
local counter = torch.LongStorage(self:nDimension()-2)
local str = ''
local finished
counter:fill(1)
counter[1] = 0
while true do
for i=1,self:nDimension()-2 do
counter[i] = counter[i] + 1
if counter[i] > self:size(i) then
if i == self:nDimension()-2 then
finished = true
break
end
counter[i] = 1
else
break
end
end
if finished then
break
end
-- print(counter)
if str ~= '' then
str = str .. '\n'
end
str = str .. '('
local tensor = self
for i=1,self:nDimension()-2 do
tensor = tensor:select(1, counter[i])
str = str .. counter[i] .. ','
end
str = str .. '.,.) = \n'
str = str .. Tensor__printMatrix(tensor, ' ')
end
return str
end
local function Tensor__tostring(self)
local str = '\n'
if self:nDimension() == 0 then
str = str .. '[' .. torch.typename(self) .. ' with no dimension]\n'
else
local tensor = torch.Tensor():resize(self:size()):copy(self)
if tensor:nDimension() == 1 then
local format,scale,sz = Storage__printformat(tensor:storage())
if scale then
str = str .. string.format('%g', scale) .. ' *\n'
for i = 1,tensor:size(1) do
str = str .. string.format(format, tensor[i]/scale) .. '\n'
end
else
for i = 1,tensor:size(1) do
str = str .. string.format(format, tensor[i]) .. '\n'
end
end
str = str .. '[' .. torch.typename(self) .. ' of dimension ' .. tensor:size(1) .. ']\n'
elseif tensor:nDimension() == 2 then
str = str .. Tensor__printMatrix(tensor)
str = str .. '[' .. torch.typename(self) .. ' of dimension ' .. tensor:size(1) .. 'x' .. tensor:size(2) .. ']\n'
else
str = str .. Tensor__printTensor(tensor)
str = str .. '[' .. torch.typename(self) .. ' of dimension '
for i=1,tensor:nDimension() do
str = str .. tensor:size(i)
if i ~= tensor:nDimension() then
str = str .. 'x'
end
end
str = str .. ']\n'
end
end
return str
end
rawset(torch.getmetatable('torch.CharTensor'), '__tostring__', Tensor__tostring)
rawset(torch.getmetatable('torch.ShortTensor'), '__tostring__', Tensor__tostring)
rawset(torch.getmetatable('torch.IntTensor'), '__tostring__', Tensor__tostring)
rawset(torch.getmetatable('torch.LongTensor'), '__tostring__', Tensor__tostring)
rawset(torch.getmetatable('torch.FloatTensor'), '__tostring__', Tensor__tostring)
rawset(torch.getmetatable('torch.Tensor'), '__tostring__', Tensor__tostring)
|
return (require 'util').requirer(...) {
'Character',
'CharacterClass',
'Chest',
'Item',
'Monster',
'Race',
}
|
-- main.lua
-- Implements the main plugin entrypoint
-- Configuration
-- Use prefixes or not.
-- If set to true, messages are prefixed, e. g. "[FATAL]". If false, messages are colored.
g_UsePrefixes = true
-- Called by Cuberite on plugin start to initialize the plugin
function Initialize(Plugin)
Plugin:SetName("CoreAntiCheat")
Plugin:SetVersion(tonumber(g_PluginInfo["Version"]))
-- Register for all hooks needed
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_MOVING, OnPlayerMoving);
-- Load the InfoReg shared library:
dofile(cPluginManager:GetPluginsPath() .. "/InfoReg.lua")
-- Bind all the commands:
RegisterPluginInfoCommands()
-- Bind all the console commands:
RegisterPluginInfoConsoleCommands()
-- Initialise variables
CACenabled = true
LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion())
return true
end
function OnDisable()
LOG( "Disabled CoreAntiCheat!" )
end
-- Global Functions
-- Command Functions
function CoreAntiCheatCommand(Split, Player, World)
if Split[2] == "toggle" then
if CACenabled then
CACenabled = false
Player:SendMessageInfo("CoreAntiCheat Disabled!")
else
CACenabled = true
Player:SendMessageInfo("CoreAntiCheat Enabled!")
end
else
if CACenabled then
if Split[2] == "test" then
cRoot:Get():BroadcastChat("test")
elseif Split[2] == "config" then
Player:SendMessageInfo("-- Config --")
Player:SendMessageInfo("Ping Allowance: " .. getconfig(1))
Player:SendMessageInfo("MovementRestriction: " .. getconfig(2))
else
Player:SendMessageFailure("Incorrect Argument")
end
else
Player:SendMessageFailure("CoreAntiCheat is disabled!")
end
end
return true
end
-- Command SubFunctions
-- AntiCheat Logic
function OnPlayerMoving(Player, OldPosition, NewPosition)
local XD = math.abs(OldPosition.x-NewPosition.x)
local YD = math.abs(OldPosition.y-NewPosition.y)
local ZD = math.abs(OldPosition.z-NewPosition.z)
local Speed = math.sqrt(math.pow(XD,2) + math.pow(ZD, 2))
local MaxSpeed = (Player:GetMaxSpeed() * 0.22) + (getconfig(2) * 0.1)
if getconfig(3) then
Player:SendMessageInfo(Speed .. " out of " .. MaxSpeed)
end
if Speed > MaxSpeed then
return true
end
end |
collectgarbage();
local TimeFiles = {}
if Hour() > 20 or Hour() < 8 then
--Night
TimeFiles[1] = "Cricket.ogg"
TimeFiles[2] = color("0,0,0,1")
TimeFiles[3] = color("1,1,1,1")
else
--Day
TimeFiles[1] = "Bird.ogg"
TimeFiles[2] = color("1,1,1,1")
TimeFiles[3] = color("0,0,0,1")
end
local Letters = Def.ActorFrame{}
local Sizestr = 0
for i = 1,8 do
Letters[#Letters+1] = Def.Sprite{
Texture=i..".png",
InitCommand=function(self)
self:x(-100+Sizestr):halign(0):valign(1):y(30):zoom(1/12):glow(TimeFiles[3])
Sizestr = Sizestr + (self:GetWidth()/12) + 5
end,
OnCommand=function(self)
self:sleep(2+(0.4*i)):linear(0.25):zoomy(1.5/12):y(-5):linear(0.125):zoomy(1/12):y(0)
end
}
end
return Def.ActorFrame {
InitCommand=function(self)
self:zoom(3)
end,
Def.Quad {
InitCommand=function(self)
self:FullScreen():diffuse(TimeFiles[2]):xy(-SCREEN_CENTER_X/2,-SCREEN_CENTER_Y/2)
end
},
Def.ActorFrame{
InitCommand=function(self) self:y(-290) end,
OnCommand=function(self)
self:accelerate(2.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.2):y(-50)
:accelerate(.2):y(-10)
:decelerate(.6):y(-160)
:accelerate(.6):y(-90)
end,
Def.Sprite{
Texture="Acorn.png",
InitCommand=function(self) self:zoom(1/42):x(-410) end,
OnCommand=function(self)
self:decelerate(2.2):x(-90) -- T
:accelerate(.2):x(-80)
:decelerate(.2):x(-70) -- E
:accelerate(.2):x(-60)
:decelerate(.2):x(-45) -- A
:accelerate(.2):x(-27.5)
:decelerate(.2):x(-10) -- M
:accelerate(.2):x(5)
:decelerate(.2):x(20) -- R
:accelerate(.2):x(27.5)
:decelerate(.2):x(35) -- I
:accelerate(.2):x(45)
:decelerate(.2):x(55) -- Z
:accelerate(.2):x(70)
:decelerate(.2):x(80) -- U
:accelerate(.6):x(40)
:decelerate(.6):x(0)
:sleep(1/math.huge):linear(1):zoom(1/6):rotationz(360*2)
end
},
Def.Sound{
File="Grass.ogg",
OnCommand=function(self)
self:sleep(2.2):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
:sleep(.4):queuecommand("Play")
end,
PlayCommand=function(self) self:play() end
},
Def.Sound{
File=TimeFiles[1],
OnCommand=function(self)
self:sleep(6.2):queuecommand("Play")
end,
PlayCommand=function(self) self:play() end
}
},
Letters,
Def.Quad {
InitCommand=function(self)
self:FullScreen():diffuse(TimeFiles[2]):x(-SCREEN_CENTER_X/2):fadetop(.005)
end
},
Def.Quad {
InitCommand=function(self)
self:FullScreen():diffuse(0,0,0,1):xy(-SCREEN_CENTER_X/2,-SCREEN_CENTER_Y/2):linear(1):diffusealpha(0):sleep(8.2):linear(1):diffusealpha(1):sleep(1):queuecommand("Transfer")
end,
TransferCommand=function(self)
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen");
end
}
}
|
PLAYER1 = Core.class()
function PLAYER1:init(xworld, xobjpath, xobjname, xparams, xBIT, xCOLBIT)
-- the params
local params = xparams or {}
params.posx = xparams.posx or 0
params.posy = xparams.posy or 0
params.posz = xparams.posz or 0
-- the obj
self.obj = loadObj(xobjpath, xobjname)
local minx, miny, minz = self.obj.min[1], self.obj.min[2], self.obj.min[3]
local maxx, maxy, maxz = self.obj.max[1], self.obj.max[2], self.obj.max[3]
local width, height, length = maxx - minx, maxy - miny, maxz - minz
local matrix = self.obj:getMatrix()
matrix:setPosition(params.posx, params.posy, params.posz)
self.obj:setMatrix(matrix)
-- the obj body
self.body = xworld:createBody(self.obj:getMatrix())
-- the obj shape
self.shape = r3d.SphereShape.new(height / 2)
-- the obj fixture
local fixture = self.body:createFixture(self.shape, nil, 16) -- shape, transform, mass
fixture:setCollisionCategoryBits(xBIT)
fixture:setCollideWithMaskBits(xCOLBIT)
-- damping
self.body:setLinearDamping(0.95)
self.body:setAngularDamping(1)
-- keyboard controls
self.isup, self.isdown, self.isleft, self.isright, self.isshoot = false, false, false, false, false
end
function PLAYER1:setPosition(xposx, xposy, xposz)
local matrix = self.obj:getMatrix()
matrix:setPosition(xposx, xposy, xposz)
self.body:setTransform(matrix)
end
|
local room_recruitWnd = require("view/kScreen_1280_800/games/common2/room_recruitWnd");
--[[
招募玩家的确认弹框
]]
local RecruitWnd = class(CommonGameLayer,false);
---------------------------------------------------------------------
----------------- config tables -------------------------------------
---------------------------------------------------------------------
RecruitWnd.s_controls =
{
mask = ToolKit.getIndex();
inviteInputView = ToolKit.getIndex();
sendBtn = ToolKit.getIndex();
editText = ToolKit.getIndex();
broadcastTips = ToolKit.getIndex();
};
---------------------------------------------------------------------
----------------- 构造函数 -------------------------------------
---------------------------------------------------------------------
RecruitWnd.ctor = function(self)
super(self,room_recruitWnd);
self:setFillParent(true,true)
self.m_ctrls = RecruitWnd.s_controls;
self:init();
end
RecruitWnd.dtor = function(self)
self.data=nil;
delete(self.m_listener);
self.m_listener = nil;
end
RecruitWnd.init = function(self)
self.inviteInputView = self:findViewById(self.m_ctrls.inviteInputView);
self.m_editText = self:findViewById(self.m_ctrls.editText);
self.m_editText:setEnable(false);
local radioMoney = RadioIsolater.getInstance():getRadioMoney();
self:findViewById(self.m_ctrls.broadcastTips):setText(string.format("发送广播将扣除%s银币",radioMoney));
end
RecruitWnd.show = function(self, text)
self.shareTxt = text;
self.m_editText:setText(self.shareTxt);
self:setVisible(true);
DialogLogic.getInstance():pushDialogStack(self,self.colseWnd);
end
RecruitWnd.colseWnd = function(self)
self:setVisible(false);
DialogLogic.getInstance():popDialogStack();
local action = GameMechineConfig.ACTION_NS_CLOSE_RECRUITEWND;
MechineManage.getInstance():receiveAction(action);
end
---------------------------------------------------------------------
----------------- Button event response functions -------------------
---------------------------------------------------------------------
RecruitWnd.onMaskClick = function(self , finger_action , x , y, drawing_id_first , drawing_id_current)
if finger_action == kFingerUp then
self:colseWnd();
end
end
RecruitWnd.onSendClck = function(self)
local radioMoney = RadioIsolater.getInstance():getRadioMoney();
local remainMoney = UserPropertyIsolater.getInstance():getMoney() - radioMoney;
if BankruptIsolater.getInstance():checkIsBankrupt(remainMoney) then
Toast.getInstance():showText(string.format(kTextFirstRecharger,radioMoney), 50, 30, kAliginCenter, "", 24, 255, 255, 255);
return;
end
if UserPropertyIsolater.getInstance():getMoney() < RadioIsolater.getInstance():getSendPrivateBroadcastLimitMoney() then
Toast.getInstance():showText(string.format(kTextSendBroadCastLimit,RadioIsolater.getInstance():getSendPrivateBroadcastLimitMoney()), 50, 30, kAliginCenter, "", 24, 255, 255, 255);
return;
end
local textView = self:findViewById(self.m_ctrls.editText);
local inputContent = textView:getText();
inputContent=string.trim(inputContent);
local strNum = string.count(inputContent);
if strNum>60 or string.isEmpty(inputContent) then
Toast.getInstance():showText("文字为1-60个字符", 50, 30, kAliginCenter, "", 24, 255, 255, 255);
return;
else
RadioIsolater.getInstance():sendRadio(inputContent, RadioIsolater.getInstance():getPrivateRoomRadioType());
self:colseWnd();
end
end
---------------------------------------------------------------------
----------------- config tables -------------------------------------
---------------------------------------------------------------------
RecruitWnd.s_controlConfig =
{
[RecruitWnd.s_controls.mask] = {"mask"};
[RecruitWnd.s_controls.inviteInputView] = {"inviteInputView"};
[RecruitWnd.s_controls.sendBtn] = {"inviteInputView","sendBtn"};
[RecruitWnd.s_controls.editText] = {"inviteInputView","editBg","editText"};
[RecruitWnd.s_controls.broadcastTips] = {"inviteInputView","tips"};
};
RecruitWnd.s_controlFuncMap =
{
[RecruitWnd.s_controls.mask] = RecruitWnd.onMaskClick;
[RecruitWnd.s_controls.sendBtn] = RecruitWnd.onSendClck;
};
return RecruitWnd; |
local _M = {}
_M["1"] = {
["id"] = 1,
["comment"] = "背包模块",
["opentype"] = 1,
["level"] = 1,
}
_M["2"] = {
["id"] = 2,
["comment"] = "",
["opentype"] = 1,
["level"] = 1,
}
_M["3"] = {
["id"] = 3,
["comment"] = "",
["opentype"] = 1,
["level"] = 1,
}
_M["4"] = {
["id"] = 4,
["comment"] = "",
["opentype"] = 1,
["level"] = 1,
}
return _M |
--# selene: allow(unused_variable)
---@diagnostic disable: unused-local
-- **WARNING**: EXPERIMENTAL MODULE. DO **NOT** USE IN PRODUCTION.
-- This module is *for testing purposes only*. It can undergo breaking API changes or *go away entirely* **at any point and without notice**.
-- (Should you encounter any issues, please feel free to report them on https://github.com/Hammerspoon/hammerspoon/issues
-- or #hammerspoon on irc.libera.chat)
--
-- Window management
--
-- Windowlayouts work by selecting certain windows via windowfilters and arranging them onscreen according to specific rules.
--
-- A **layout** is composed of a list of rules and, optionally, a screen arrangement definition.
-- Rules within a layout are evaluated in order; once a window is acted upon by a rule, subsequent rules will not affect it further.
-- A **rule** needs a **windowfilter**, producing a dynamic list of windows (the "window pool") to which the rule is applied,
-- and a list of commands, evaluated in order.
-- A **command** acts on one or more of the windows, and is composed of:
-- * an **action**, it can be
-- - `move`: moves the window(s) to a specified onscreen rect (if the action is omitted, `move` is assumed)
-- - `minimize`, `maximize`, `fullscreen`
-- - `tile`, `fit`: tiles the windows onto a specified rect, using `hs.window.tiling.tileWindows()`; for `fit`, the
-- `preserveRelativeArea` parameter will be set to true
-- - `hide`, `unhide`: hides or unhides the window's application (like when using cmd-h)
-- - `noaction`: skip action on the window(s)
-- * a **maxn** number, indicating how many windows from this rule's window pool will be affected (at most) by this command;
-- if omitted (or if explicitly the string `all`) all the remaining windows will be processed by this command; processed
-- windows are "consumed" and are excluded from the window pool for subsequent commands in this rule, and from subsequent rules
-- * a **selector**, describing the sort order used to pick the first *maxn* windows from the window pool for this command;
-- it can be one of `focused` (pick *maxn* most recently focused windows), `frontmost` (pick the recent focused window if its
-- application is frontmost applicaion, otherwise the command will be skipped), `newest` (most recently created), `oldest`
-- (least recently created), or `closest` (pick the *maxn* windows that are closest to the destination rect); if omitted,
-- defaults to `closest` for move, tile and fit, and `newest` for everything else
-- * an `hs.geometry` *size* (only valid for tile and fit) indicating the desired optimal aspect ratio for the tiled windows;
-- if omitted, defaults to 1x1 (i.e. square windows)
-- * for move, tile and fit, an `hs.geometry` *rect*, or a *unit rect* plus a *screen hint* (for `hs.screen.find()`),
-- indicating the destination rect for the command
-- * for fullscreen and maximize, a *screen hint* indicating the desired screen; if omitted, uses the window's current screen
--
-- You should place higher-priority rules (with highly specialized windowfilters) first, and "fallback" rules
-- (with more generic windowfilters) last; similarly, *within* a rule, you should have commands for the more "important"
-- (i.e. relevant to your current workflow) windows first (move, maximize...) and after that deal with less prominent
-- windows, if any remain, e.g. by placing them out of the way (minimize).
-- `unhide` and `hide`, if used, should usually go into their own rules (with a windowfilter that allows invisible windows
-- for `unhide`) that come *before* other rules that deal with actual window placement - unlike the other actions,
-- they don't "consume" windows making them unavailable for subsequent rules, as they act on applications.
--
-- In order to avoid dealing with deeply nested maps, you can define a layout in your scripts via a list, where each element
-- (or row) denotes a rule; in turn every rule can be a simplified list of two elements:
-- - a windowfilter or a constructor argument table for one (see `hs.window.filter.new()` and `hs.window.filter:setFilters()`)
-- - a single string containing all the commands (action and parameters) in order; actions and selectors can be shortened to
-- 3 characters; all tokens must be separated by spaces (do not use spaces inside `hs.geometry` constructor strings);
-- for greater clarity you can separate commands with `|` (pipe character)
--
-- Some command string examples:
-- - `"move 1 [0,0,50,50] -1,0"` moves the closest window to the topleft quadrant of the left screen
-- - `"max 0,0"` maximizes all the windows onto the primary screen, one on top of another
-- - `"move 1 foc [0,0,30,100] 0,0 | tile all foc [30,0,100,100] 0,0"` moves the most recently focused window to the left third,
-- and tiles the remaining windows onto the right side, keeping the most recently focused on top and to the left
-- - `"1 new [0,0,50,100] 0,0 | 1 new [50,0,100,100] 0,0 | min"` divides the primary screen between the two newest windows
-- and minimizes any other windows
--
-- Each layout can work in "passive" or "active" modes; passive layouts must be triggered manually (via `hs.hotkey.bind()`,
-- `hs.menubar`, etc.) while active layouts continuously keep their rules enforced (see `hs.window.layout:start()`
-- for more information); in general you should avoid having multiple active layouts targeting the same windows, as the
-- results will be unpredictable (if such a situation is detected, you'll see an error in the Hammerspoon console); you
-- *can* have multiple active layouts, but be careful to maintain a clear "separation of concerns" between their respective windowfilters.
--
-- Each layout can have an associated screen configuration; if so, the layout will only be valid while the current screen
-- arrangement satisfies it; see `hs.window.layout:setScreenConfiguration()` for more information.
---@class hs.window.layout
local M = {}
hs.window.layout = M
-- Applies the layout
--
-- Parameters:
-- * None
--
-- Returns:
-- * the `hs.window.layout` object
--
-- Notes:
-- * if a screen configuration is defined for this windowfilter, and currently not satisfied, this method will do nothing
function M:apply() end
-- When "active mode" windowlayouts apply a rule, they will pause briefly for this amount of time in seconds, to allow windows
-- to "settle" in their new configuration without triggering other rules (or the same rule), which could result in a
-- cascade (or worse, a loop) or rules being applied. Defaults to 1; increase this if you experience unwanted repeated
-- triggering of rules due to sluggish performance.
M.applyDelay = nil
-- Applies a layout
--
-- Parameters:
-- * rules - see `hs.window.layout.new()`
--
-- Returns:
-- * None
--
-- Notes:
-- * this is a convenience wrapper for "passive mode" use that creates, applies, and deletes a windowlayout object;
-- do *not* use shared windowfilters in `rules`, as they'll be deleted; you can just use constructor argument maps instead
function M.applyLayout(rules, ...) end
-- Return a table with all the rules (and the screen configuration, if present) defined for this windowlayout
--
-- Parameters:
-- * None
--
-- Returns:
-- * a table containing the rules of this windowlayout; you can pass this table (optionally
-- after performing valid manipulations) to `hs.window.layout.new()`
function M:getRules() end
-- Creates a new hs.window.layout instance
--
-- Parameters:
-- * rules - a table containing the rules for this windowlayout (see the module description); additionally, if a special key `screens`
-- is present, its value must be a valid screen configuration as per `hs.window.layout:setScreenConfiguration()`
-- * logname - (optional) name of the `hs.logger` instance for the new windowlayout; if omitted, the class logger will be used
-- * loglevel - (optional) log level for the `hs.logger` instance for the new windowlayout
--
-- Returns:
-- * a new windowlayout instance
---@return hs.window.layout
function M.new(rules, logname, loglevel, ...) end
-- Pauses an active windowlayout instance; while paused no automatic window management will occur
--
-- Parameters:
-- * None
--
-- Returns:
-- * the `hs.window.layout` object
---@return hs.window.layout
function M:pause() end
-- Pauses all active windowlayout instances
--
-- Parameters:
-- * None
--
-- Returns:
-- * None
function M.pauseAllInstances() end
-- Resumes an active windowlayout instance after it was paused
--
-- Parameters:
-- * None
--
-- Returns:
-- * the `hs.window.layout` object
--
-- Notes:
-- * if a screen configuration is defined for this windowfilter, and currently not satisfied, this method will do nothing
---@return hs.window.layout
function M:resume() end
-- Resumes all active windowlayout instances
--
-- Parameters:
-- * None
--
-- Returns:
-- * None
function M.resumeAllInstances() end
-- The number of seconds to wait, after a screen configuration change has been detected, before
-- resuming any active windowlayouts that are allowed in the new configuration; defaults
-- to 10, to give sufficient time to OSX to do its own housekeeping
M.screensChangedDelay = nil
-- Determines the screen configuration that permits applying this windowlayout
--
-- Parameters:
-- * screens - a map, where each *key* must be a valid "hint" for `hs.screen.find()`, and the corresponding
-- value can be:
-- * `true` - the screen must be currently present (attached and enabled)
-- * `false` - the screen must be currently absent
-- * an `hs.geometry` point (or constructor argument) - the screen must be present and in this specific
-- position in the current arragement (as per `hs.screen:position()`)
--
-- Returns:
-- * the `hs.window.layout` object
--
-- Notes:
-- * If `screens` is `nil`, any previous screen configuration is removed, and this windowlayout will be always allowed
-- * For "active" windowlayouts, call this method *before* calling `hs.window.layout:start()`
-- * By using `hs.geometry` size objects as hints you can define separate layouts for the same physical screen at different resolutions
-- * With this method you can define different windowlayouts for different screen configurations (as per System Preferences->Displays->Arrangement).
-- * For example, suppose you define two "graphics design work" windowlayouts, one for "desk with dual monitors" and one for "laptop only mode":
-- * "passive mode" use: you call `:apply()` on *both* on your chosen hotkey (via `hs.hotkey:bind()`), but only the appropriate layout for the current arrangement will be applied
-- * "active mode" use: you just call `:start()` on both windowlayouts; as you switch between workplaces (by attaching or detaching external screens) the correct layout "kicks in" automatically - this is in effect a convenience wrapper that calls `:pause()` on the no longer relevant layout, and `:resume()` on the appropriate one, at every screen configuration change
--
-- Examples:
-- ```lua
-- local laptop_layout,desk_layout=... -- define your layouts
-- -- just the laptop screen:
-- laptop_layout:setScreenConfiguration{['Color LCD']='0,0',dell=false,['3840x2160']=false}:start()
-- -- attached to a 4k primary + a Dell on the right:
-- desk_layout:setScreenConfiguration{['3840x2160']='0,0',['dell']='1,0',['Color LCD']='-1,0'}:start()
-- -- as above, but in clamshell mode (laptop lid closed):
-- clamshell_layout:setScreenConfiguration{['3840x2160']='0,0',['dell']='1,0',['Color LCD']=false}:start()
-- ```
---@return hs.window.layout
function M:setScreenConfiguration(screens, ...) end
-- Puts a windowlayout instance in "active mode"
--
-- Parameters:
-- * None
--
-- Returns:
-- * the `hs.window.layout` object
--
-- Notes:
-- * If a screen configuration is defined for this windowfilter, and currently not satisfied, this windowfilter will be put in "active mode" but will remain paused until the screen configuration requirements are met
-- * When in active mode, a windowlayout instance will constantly monitor the windowfilters for its rules, by subscribing to all the relevant events. As soon as any change is detected (e.g. when you drag a window, switch focus, open or close apps/windows, etc.) the relative rule will be automatically re-applied. In other words, the rules you defined will remain enforced all the time, instead of waiting for manual intervention via `hs.window.layout:apply()`.
---@return hs.window.layout
function M:start() end
-- Stops a windowlayout instance (i.e. not in "active mode" anymore)
--
-- Parameters:
-- * None
--
-- Returns:
-- * the `hs.window.layout` object
---@return hs.window.layout
function M:stop() end
|
return PlaceObj("ModDef", {
"title", "Change Rocket Skin",
"id", "ChoGGi_ChangeRocketSkin",
"steam_id", "1570126808",
"pops_any_uuid", "16b2049c-41cb-42de-9c26-6b21c0311967",
"lua_revision", 1007000, -- Picard
"version", 9,
"version_major", 0,
"version_minor", 9,
"image", "Preview.jpg",
"author", "ChoGGi",
"code", {
"Code/Script.lua",
},
--~ "has_options", true,
"TagCosmetics", true,
"description", [[
Makes the Change Skin button mean something. Some skins are from DLC.
The skin may not "stick" the first time it comes back from earth.
]],
})
|
classtools = require 'classtools'
tools = require 'tools'
Vector = require 'classes/Vector'
local MovingThing = {}
function MovingThing:constructor(velocity)
self.velocity = velocity or Vector()
end
function MovingThing:new_coords()
return self.coords + self.velocity
end
function MovingThing:update_coords()
self.coords = self:new_coords()
end
-- function MovingThing:display_coords()
-- local coords = Vector()
-- for i = 0, 1 do
-- coords[i] = tools.round(self.coords[i])
-- if coords[i] % 1 == .5 then
-- coords[i] = coords[i] + .6
-- end
-- end
-- -- print(coords)
-- return coords
-- end
function MovingThing:reset_velocity()
self.velocity = Vector()
end
return MovingThing
|
local mt = {}
function mt.__newindex()
error("attempt to modify a Null value.", 2)
end
function mt.__index()
error("attempt to index a Null value.", 2)
end
return setmetatable({}, mt)
|
-- add requires
add_requires("coroutine", {optional = true})
-- add target
target("coroutine_switch_coroutine")
-- set kind
set_kind("binary")
-- add files
add_files("*.c")
-- add package
add_packages("coroutine", "tbox")
-- enable to build this target?
on_load(function (target)
target:set("enabled", has_package("coroutine") and true or false)
end)
|
QG = require("QGame")
ET = require("EasyTool")
MIN_SIZE = {width = 627, height = 627} -- 定义窗口最大尺寸
TEXT_COLOR = {R = 185, G = 185, B = 185, A = 255} -- 定义文字颜色
DRAW_COLOR = {R = 34, G = 34, B = 34, A = 255} -- 定义绘图颜色
MARGIN_WIDTH = 40 -- 定义显示图片的面板与窗口边框间的距离
BUTTON_WIDTH = MARGIN_WIDTH -- 定义按钮宽度
BUTTON_HEIGHT = 80 -- 定义按钮高度
FRAME_DELAY = 20 -- 定义帧间隔,单位为毫秒
SLIDE_DELAY = 150 -- 定义幻灯片切换的帧数间隔
isFirstImg = true -- 当前图片是否是第一张图片
isLastImg = true -- 当前图片是否是最后一张图片
isFullScreen = false -- 当前窗口是否全屏显示
isStartSlide = false -- 当前是否开启幻灯片播放
slideCounter = 0 -- 幻灯片播放计时器
function showInfo(width, height) -- 定义无附加启动参数时的提示信息显示函数,参数分别为窗口宽度和高度
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A) -- 设置绘图颜色
QG.SetTextColor(TEXT_COLOR.R, TEXT_COLOR.G, TEXT_COLOR.B, TEXT_COLOR.A) -- 设置文字颜色
QG.Clear() -- 使用当前绘图颜色清空窗口
if not font then
font = QG.LoadFont(basePath.."res/SIMYOU.TTF", 100)
end
QG.DrawText(
font,
"请 使 用 Q Photo Viewer 打 开 图 片 文 件",
width / 2 - width * 0.4 / 2,
height / 2 - height * 0.035 / 2,
width * 0.4,
height * 0.035
)
QG.Update()
end
function showError(width, height) -- 定义打开文件失败时的错误信息显示函数,参数分别为窗口宽度和高度
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A) -- 设置绘图颜色
QG.SetTextColor(TEXT_COLOR.R, TEXT_COLOR.G, TEXT_COLOR.B, TEXT_COLOR.A) -- 设置文字颜色
QG.Clear() -- 使用当前绘图颜色清空窗口
if not font then
font = QG.LoadFont(basePath.."res/SIMYOU.TTF", 100)
end
QG.DrawText(
font,
"打 开 图 片 失 败 ,不 支 持 的 格 式 或 文 件 已 损 坏",
width / 2 - width * 0.5 / 2,
height / 2 - height * 0.035 / 2,
width * 0.5,
height * 0.035
)
QG.Update()
end
function showImage(image, width, height) -- 定义图片加载成功后的显示函数,参数分别为图片标识、窗口宽度和高度
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A) -- 设置绘图颜色
QG.Clear() -- 使用当前绘图颜色清空窗口
imgWidth, imgHeight = QG.GetImageSize(image) -- 获取需要显示的图片的尺寸
panelSize = {
x = MARGIN_WIDTH,
y = MARGIN_WIDTH,
width = width - MARGIN_WIDTH * 2,
height = height - MARGIN_WIDTH * 2
} -- 定义用于显示图片的面板尺寸
showSize = {x = 0, y = 0, width = 0, height = 0} -- 定义图片的实际显示尺寸
widthScaleRatio = panelSize.width / imgWidth -- 根据图片和窗口宽度计算可能的水平缩放比例
heightScaleRatio = panelSize.height / imgHeight -- 根据图片和窗口高度计算可能的垂直缩放比例
if widthScaleRatio < 1 or heightScaleRatio < 1 then -- 若水平或垂直缩放比小于1,则进一步计算实际的缩放比
if widthScaleRatio < heightScaleRatio then -- 实际缩放比取二者中的较小值
realScaleRatio = widthScaleRatio
else
realScaleRatio = heightScaleRatio
end
showSize.width = imgWidth * realScaleRatio -- 根据图片的实际缩放比计算出图片的实际显示宽度
showSize.height = imgHeight * realScaleRatio -- 根据图片的实际缩放比计算出图片的实际显示高度
else
showSize.width = imgWidth -- 若不需要进行缩放,则图片的实际显示宽度即为图片宽度
showSize.height = imgHeight -- 若不需要进行缩放,则图片的实际显示高度即为图片高度
end
showSize.x = MARGIN_WIDTH + panelSize.width / 2 - showSize.width / 2
showSize.y = MARGIN_WIDTH + panelSize.height / 2 - showSize.height / 2
QG.ShowImage(image, showSize.x, showSize.y, showSize.width, showSize.height)
QG.Update()
end
function getFileIndex(fileName, fileList) -- 定义在文件列表中获取指定文件索引的函数
local index = 1
for _, file in pairs(fileList) do
if fileName == file then break end
index = index + 1
end
return index
end
function changePage(width, height, type) -- 定义切换图片函数,type为切页类型,1代表下一页,-1代表上一页
index = index + type
if index > #imgList then index = #imgList elseif index < 1 then index = 1 end -- 控制当前图片的索引值不越界
isFirstImg = index == 1
isLastImg = index == #imgList
QG.SetWindowTitle("Q Photo Viewer - "..imgList[index]) -- 切页后重新设置窗口标题
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A) -- 设置绘图颜色
QG.Clear() -- 使用当前绘图颜色清空窗口
QG.UnloadImage(image) -- 释放当前已加载的图片所占用的资源
image = QG.LoadImage(dirPath.."\\"..imgList[index]) -- 加载图片列表中当前索引所指定的图片
if image == -1 then -- 若图片文件加载失败,则输出错误信息
showError(width, height)
else
showImage(image, width, height)
QG.Update()
end
end
function redraw(width, height) -- 定义重新绘制当前窗口内容的函数
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A) -- 设置绘图颜色
QG.Clear() -- 使用当前绘图颜色清空窗口
if not imgList then
showError(width, height) -- 若imgList未定义,则首次打开图片失败,重绘内容为错误信息
elseif _argc < 2 then
showInfo(width, height) -- 若程序启动参数小于两个,则并未打开其他文件,重绘内容为提示信息
else
showImage(image, width, height) -- 否则,重绘的内容为重绘前的图片
end
QG.Update()
end
QG.Init()
basePath = QG.GetBasePath() -- 获取当前程序运行目录
QG.CreateWindow("Q Photo Viewer", -1, -1, 1280, 720, "RM") -- 创建窗口,设置窗口默认最大化并且大小可变
QG.SetWindowMinSize(MIN_SIZE.width, MIN_SIZE.height) -- 设置窗口最小尺寸
width, height = QG.GetWindowSize() -- 获取当前最大化的窗口的宽度和高度
img_pgDn = QG.LoadImage(basePath.."res/PgDn.png") -- 下一页按钮图片
img_pgUp = QG.LoadImage(basePath.."res/PgUp.png") -- 上一页按钮图片
if (_argc > 1) then -- 若程序的启动参数大于1个,则是作为打开方式打开其他文件
filePath = _argv[2] -- 目标图片文件路径
imgName = string.match(_argv[2], ".+\\([^\\]*%.%w+)$") -- 目标图片文件名
if not imgName then -- 如果文件名不合法则输出错误信息
showError(width, height)
else
dirPath = string.match(_argv[2], "(.+)\\[^\\]*%.%w+$") -- 目标图片文件所在目录
QG.SetWindowTitle("Q Photo Viewer - "..imgName) -- 设置窗口标题后添加文件名
image = QG.LoadImage(filePath) -- 加载指定的图片文件
if image == -1 then -- 若图片文件加载失败,则输出错误信息
showError(width, height)
else
showImage(image, width, height) -- 若图片文件加载成功,则直接显示
fileList = ET.GetFileList(dirPath)
imgList = {}
for _, fileName in pairs(fileList) do
if (#fileName > 3 and ( -- 根据文件扩展名判断文件是否为图片文件
string.sub(fileName, #fileName - 3) == ".jpg" or
string.sub(fileName, #fileName - 3) == ".png" or
string.sub(fileName, #fileName - 3) == ".gif" or
string.sub(fileName, #fileName - 3) == ".bmp" or
string.sub(fileName, #fileName - 3) == ".ico" or
string.sub(fileName, #fileName - 3) == ".tif" or
string.sub(fileName, #fileName - 3) == ".tga"
)) or (
#fileName > 4 and (
string.sub(fileName, #fileName - 4) == ".jpeg" or
string.sub(fileName, #fileName - 4) == ".jfif" or
string.sub(fileName, #fileName - 4) == ".webp"
)) then
table.insert(imgList, fileName) -- 若扩展名为图片格式则将此文件添加到图片列表中
end
end
if #imgList == 0 then table.insert(imgList, imgName) end -- 如果无法在目录下获取到图片文件,则将已打开的图片文件加入到文件列表中
index = getFileIndex(imgName, imgList) -- 获取当前图片位于图片列表中的索引
isFirstImg = index == 1 -- 根据索引判断当前图片是否为第一张图片
isLastImg = index == #imgList -- 根据索引判断当前图片是否为最后一张图片
end
end
else
showInfo(width, height) -- 若不作为打开方式打开其他文件,则显示提示信息
end
PgUpBtnSize = {x = 0, y = 0, width = BUTTON_WIDTH, height = BUTTON_HEIGHT} -- 定义上一页按钮显示尺寸
PgDnBtnSize = {x = 0, y = 0, width = BUTTON_WIDTH, height = BUTTON_HEIGHT} -- 定义下一页按钮显示尺寸
while true do
if isFullScreen and isStartSlide then -- 如果窗口全屏并开启了幻灯片播放,则对计时器累加
slideCounter = slideCounter + 1
if slideCounter >= SLIDE_DELAY then -- 若计时器累加至指定时间间隔则尝试切换图片,并重置计时器
slideCounter = 0
changePage(width, height, 1)
end
else
isStartSlide = false
slideCounter = 0 -- 否则关闭幻灯片播放并重置计时器
end
if QG.UpdateEvent() == 0 then
eventType = QG.GetEventType()
if eventType == "QUIT" then QG.Quit() break -- 若检测到退出事件或Esc按键事件,退出QGame库并且跳出循环
elseif eventType == "KEYDOWN_ESC" then -- 若检测Esc按键事件,则退出全屏或退出程序
if isFullScreen then -- 若当前为全屏模式,则退出全屏,重新获取窗口尺寸并重绘窗口
isFullScreen = false
QG.SetWindowMode(0)
width, height = QG.GetWindowSize()
redraw(width, height)
else
QG.Quit()
break
end
elseif eventType == "MOUSEMOTION" then -- 若检测到鼠标移动事件,更新鼠标位置坐标
x, y = QG.GetCursorPosition()
elseif eventType == "MOUSEBUTTON_U_L" then -- 若检测到鼠标左键抬起事件,判断是否点击到按钮上
if x <= PgUpBtnSize.width then
changePage(width, height, -1) -- 若鼠标点击在"上一页"按钮位置则尝试显示上一页
elseif x >= width - PgDnBtnSize.width then
changePage(width, height, 1) -- 若鼠标点击在"下一页"按钮位置则尝试显示下一页
end
elseif imgList and (eventType == "KEYDOWN_RIGHT" or eventType == "KEYDOWN_DOWN") then
-- 将imgList是否定义加入判断条件,从而使当前事件只在图片正常显示的情况下被处理
changePage(width, height, 1)
elseif imgList and (eventType == "KEYDOWN_LEFT" or eventType == "KEYDOWN_UP") then
-- 将imgList是否定义加入判断条件,从而使当前事件只在图片正常显示的情况下被处理
changePage(width, height, -1)
elseif eventType == "WINDOWRESIZE" then
width, height = QG.GetWindowSize() -- 若检测到窗口大小改变事件,则重新获取当前的窗口的宽度和高度
redraw(width, height) -- 重新绘制当前窗口内容
elseif eventType == "MOUSESCROLL_U" or eventType == "MOUSESCROLL_D" then -- 若检测到鼠标滚轮事件,则对图片进行缩放显示
-- [[ 未完成功能,代码待补充 ]]
elseif eventType == "KEYDOWN_F11" then
isFullScreen = not isFullScreen -- F11按下后反转当前是否全屏标志
if isFullScreen then QG.SetWindowMode(2) else QG.SetWindowMode(0) end -- 根据是否全屏标志设置窗口显示模式
width, height = QG.GetWindowSize() -- 重新获取当前的窗口的宽度和高度
redraw(width, height) -- 重新绘制当前窗口内容
elseif eventType == "KEYDOWN_F5" then
isStartSlide = true -- F5按下后开始播放幻灯片
isFullScreen = true
QG.SetWindowMode(2) -- 设置窗口全屏
width, height = QG.GetWindowSize() -- 重新获取当前的窗口的宽度和高度
redraw(width, height) -- 重新绘制当前窗口内容
elseif imgList and eventType == "KEYDOWN_HOME" then -- 将imgList是否定义加入判断条件,从而使当前事件只在图片正常显示的情况下被处理
index = 1 -- Home键按下后将当前图片索引重置到图片列表的第一张图片
redraw(width, height) -- 重新绘制当前窗口内容
elseif imgList and eventType == "KEYDOWN_END" then -- 将imgList是否定义加入判断条件,从而使当前事件只在图片正常显示的情况下被处理
index = #imgList -- End键按下后将当前图片索引重置到图片列表的最后一张图片
redraw(width, height) -- 重新绘制当前窗口内容
end
end
if not x then x, y = QG.GetCursorPosition() end -- 如果鼠标x坐标未定义则获取鼠标位置坐标
PgUpBtnSize.y = height / 2 - PgUpBtnSize.height / 2 -- 根据当前窗口尺寸计算上一页按钮显示位置y坐标(x坐标始终位于窗口左上角,故不需要计算)
PgDnBtnSize.x = width - PgDnBtnSize.width -- 根据当前窗口尺寸计算下一页按钮显示位置x坐标
PgDnBtnSize.y = height / 2 - PgDnBtnSize.height / 2 -- 根据当前窗口尺寸计算下一页按钮显示位置y坐标
if x <= PgUpBtnSize.width and not isFirstImg then
QG.ShowImage(img_pgUp, PgUpBtnSize.x, PgUpBtnSize.y, PgUpBtnSize.width, PgUpBtnSize.height) -- 如果当前鼠标所在位置在"上一页"按钮位置则显示此按钮
elseif x >= width - PgDnBtnSize.width and not isLastImg then
QG.ShowImage(img_pgDn, PgDnBtnSize.x, PgDnBtnSize.y, PgDnBtnSize.width, PgDnBtnSize.height) -- 如果当前鼠标所在位置在"下一页"按钮位置则显示此按钮
else -- 若鼠标不位于按钮位置,则使用填充矩形覆盖按钮位置,达到按钮消失的效果
QG.SetDrawColor(DRAW_COLOR.R, DRAW_COLOR.G, DRAW_COLOR.B, DRAW_COLOR.A)
QG.FillRectangle(PgUpBtnSize.x, PgUpBtnSize.y, PgUpBtnSize.width, PgUpBtnSize.height)
QG.FillRectangle(PgDnBtnSize.x, PgDnBtnSize.y, PgDnBtnSize.width, PgDnBtnSize.height)
end
QG.Update() -- 刷新渲染缓冲区内容
QG.Sleep(FRAME_DELAY) -- 延迟帧间隔
end
os.exit() |
--[[
A module allowing accsess to the one instance allowed of any singleton module. The module's themselves do not enforce
that only one instance can be instantiated, but rather through accessing the modules through this interface, only one
instance of the selected class is needed. The instances are created the first time they are accessed, then live for
the life of the application session.
]]--
-- Modules
local logger = require "src.controller.logger"
local crudGUIController = require "src.controller.crudGUIController"
local ytgAnalytics = require "src.controller.ytgAnalytics"
local ANAYLITICS_KEY = require "flurry_key" -- Just put the key in a seperate file and place in the root folder
local noteController = require "src.controller.noteController"
local notecardController = require "src.controller.notecardController"
local speechController = require "src.controller.speechController"
local speechRecordingController = require "src.controller.speechRecordingController"
local strings = require "src.model.strings"
local ytgAnalytics = require "src.controller.ytgAnalytics"
local singletons = {}
function singletons.new()
local this = {}
local loggerI
local noteControllerI
local notecardControllerI
local speechControllerI
local speechRecordingControllerI
local stringsI
local ytgAnalyticsI
local analyticsInitialized = false
function this.getLoggerI()
if loggerI == nil then
loggerI = logger.new()
end
return loggerI
end
function this.getCrudGUIController()
return crudGUIController
end
function this.getYtgAnalyticsI()
if ytgAnalyticsI == nil then
ytgAnalyticsI = ytgAnalytics.new(ANAYLITICS_KEY)
end
return ytgAnalyticsI
end
function this.getNoteControllerI(notecard)
if noteControllerI == nil then
noteControllerI = noteController.new(this.getLoggerI(), notecard)
else
noteControllerI.setParent(notecard)
end
return noteControllerI
end
function this.getNotecardControllerI(speech)
if notecardControllerI == nil then
notecardControllerI = notecardController.new(this.getLoggerI(), speech)
else
notecardControllerI.setParent(speech)
end
return notecardControllerI
end
function this.getSpeechRecordingControllerI(speech, audioControllerI)
if speechRecordingControllerI == nil then
speechRecordingControllerI = speechRecordingController.new(this.getLoggerI(), speech, audioControllerI)
else
speechRecordingControllerI.setParent(speech)
end
return speechRecordingControllerI
end
function this.getSpeechControllerI()
if speechControllerI == nil then
speechControllerI = speechController.new(this.getLoggerI())
end
return speechControllerI
end
function this.getStrings()
return strings
end
return this
end
return singletons |
local playsession = {
{"ronnaldy", {1954}},
{"Menander", {298461}},
{"VincentMonster", {83784}},
{"Asorr", {1278}},
{"naniboi", {6587}},
{"Conan_Doyil", {12687}},
{"rlidwka", {43879}},
{"longda88", {326}},
{"ETK03", {29145}},
{"rocifier", {425831}},
{"Fingerdash", {18847}},
{"Immo", {84891}}
}
return playsession |
function start (song)
math.randomseed(os.time())
microList = {'warm up!', 'spooky dance', 'help tankman is stuttering', 'stay fresh', 'break hearts'};
curSong = 0;
end
function update (elapsed) -- example https://twitter.com/KadeDeveloper/status/1382178179184422918
-- do nothing
end
function beatHit (beat)
--if beat % 4 == 0 then
--newsong = math.random(#microList)
--newsong = 1
-- playInst('warehouse/'+tostring(newsong))
--replaceNoteDataFromJSON('warehouse/'+tostring(newsong))
-- end
--if beat == 0 then
--makeText(microList[newsong], "infiniteugh")
-- end
--if beat % 4 == 0 then
-- destroySprite('infiniteugh')
-- end
print(beat);
print(songNotes);
if beat % 4 == 0 then
destroySprite('infiniteugh')
hasdoneit = 0
end
end
function stepHit (step)
if step >= (((songNotes)* 4) * 4) then
hasdoneit = 1
local newsong = math.random(#microList);
if (newsong == curSong) then
newsong = newsong + 1
if (newsong >= microList) then
newsong = 0
end
end
print(microList[newsong]);
replaceNoteDataFromJSON("warehouse/" .. newsong)
if hasdoneit == 1 then
makeText(microList[newsong], "infiniteugh")
curSong = newsong
else
makeText('warm up', "infiniteugh")
end
playInst('warehouse/' .. newsong);
end
end
function keyPressed (key)
-- do nothing
end
print("Mod Chart script loaded :)") |
--- === plugins.core.tangent.commandpost.functions ===
---
--- CommandPost Functions for Tangent.
local require = require
local i18n = require("cp.i18n")
local plugin = {
id = "core.tangent.commandpost.functions",
group = "core",
dependencies = {
["core.tangent.commandpost"] = "cpGroup",
["core.console"] = "coreConsole",
["core.helpandsupport.developerguide"] = "developerguide",
["core.helpandsupport.feedback"] = "feedback",
["core.helpandsupport.userguide"] = "userguide",
["core.preferences.manager"] = "prefsMan",
["core.watchfolders.manager"] = "watchfolders",
}
}
function plugin.init(deps)
local group = deps.cpGroup:group(i18n("functions"))
local id = 0x0AF00001
--------------------------------------------------------------------------------
-- Global Console:
--------------------------------------------------------------------------------
group:action(id, i18n("cpGlobalConsole_title"))
:onPress(deps.coreConsole.show)
id = id + 1
--------------------------------------------------------------------------------
-- Developers Guide:
--------------------------------------------------------------------------------
group:action(id, i18n("cpDeveloperGuide_title"))
:onPress(deps.developerguide.show)
id = id + 1
--------------------------------------------------------------------------------
-- Feedback:
--------------------------------------------------------------------------------
group:action(id, i18n("cpFeedback_title"))
:onPress(deps.feedback.show)
id = id + 1
--------------------------------------------------------------------------------
-- User Guide:
--------------------------------------------------------------------------------
group:action(id, i18n("cpUserGuide_title"))
:onPress(deps.userguide.show)
id = id + 1
--------------------------------------------------------------------------------
-- Open Debug Console:
--------------------------------------------------------------------------------
group:action(id, i18n("cpOpenDebugConsole_title"))
:onPress(function() hs.openConsole() end)
id = id + 1
--------------------------------------------------------------------------------
-- Preferences:
--------------------------------------------------------------------------------
group:action(id, i18n("cpPreferences_title"))
:onPress(deps.prefsMan.show)
id = id + 1
--------------------------------------------------------------------------------
-- Setup Watch Folders:
--------------------------------------------------------------------------------
group:action(id, i18n("cpSetupWatchFolders_title"))
:onPress(deps.watchfolders.show)
end
return plugin
|
pfUI:RegisterModule("buff", function ()
-- Hide Blizz
BuffFrame:Hide()
BuffFrame:UnregisterAllEvents()
TemporaryEnchantFrame:Hide()
TemporaryEnchantFrame:UnregisterAllEvents()
local function RefreshBuffButton(buff)
buff.id = buff.gid - (buff.btype == "HELPFUL" and pfUI.buff.buffs.offset or 0)
buff.bid = GetPlayerBuff(buff.id-1, buff.btype)
-- detect weapon buffs
if buff.gid <= pfUI.buff.buffs.offset and buff.btype == "HELPFUL" then
local mh, mhtime, mhcharge, oh, ohtime, ohcharge = GetWeaponEnchantInfo()
if pfUI.buff.buffs.offset == 2 then
if buff.gid == 1 then
buff.mode = "MAINHAND"
else
buff.mode = "OFFHAND"
end
else
buff.mode = oh and "OFFHAND" or mh and "MAINHAND"
end
-- Set Weapon Texture and Border
if buff.mode == "MAINHAND" then
buff.texture:SetTexture(GetInventoryItemTexture("player", 16))
buff.backdrop:SetBackdropBorderColor(GetItemQualityColor(GetInventoryItemQuality("player", 16) or 1))
elseif buff.mode == "OFFHAND" then
buff.texture:SetTexture(GetInventoryItemTexture("player", 17))
buff.backdrop:SetBackdropBorderColor(GetItemQualityColor(GetInventoryItemQuality("player", 17) or 1))
end
elseif buff.bid >= 0 and (( buff.btype == "HARMFUL" and C.buffs.debuffs == "1" ) or ( buff.btype == "HELPFUL" and C.buffs.buffs == "1" )) then
-- Set Buff Texture and Border
buff.mode = buff.btype
buff.texture:SetTexture(GetPlayerBuffTexture(buff.bid))
CreateBackdrop(buff)
if buff.btype == "HARMFUL" then
local dtype = GetPlayerBuffDispelType(buff.bid)
if dtype == "Magic" then
buff.backdrop:SetBackdropBorderColor(0,1,1,1)
elseif dtype == "Poison" then
buff.backdrop:SetBackdropBorderColor(0,1,0,1)
elseif dtype == "Curse" then
buff.backdrop:SetBackdropBorderColor(1,0,1,1)
elseif dtype == "Disease" then
buff.backdrop:SetBackdropBorderColor(1,1,0,1)
else
buff.backdrop:SetBackdropBorderColor(1,0,0,1)
end
end
else
buff:Hide()
return
end
buff:Show()
end
local function CreateBuffButton(i, btype)
local buff = CreateFrame("Button", ( btype == "HELPFUL" and "pfBuffFrameBuff" or "pfDebuffFrameBuff" ) .. i, ( btype == "HARMFUL" and pfUI.buff.debuffs or pfUI.buff.buffs ))
buff.texture = buff:CreateTexture("BuffIcon" .. i, "BACKGROUND")
buff.texture:SetTexCoord(.07,.93,.07,.93)
buff.texture:SetAllPoints(buff)
buff.timer = buff:CreateFontString(nil, "OVERLAY", "GameFontNormal")
buff.timer:SetTextColor(1,1,1,1)
buff.timer:SetJustifyH("CENTER")
buff.timer:SetJustifyV("CENTER")
buff.stacks = buff:CreateFontString(nil, "OVERLAY", "GameFontNormal")
buff.stacks:SetTextColor(1,1,1,1)
buff.stacks:SetJustifyH("RIGHT")
buff.stacks:SetJustifyV("BOTTOM")
buff.stacks:SetAllPoints(buff)
buff:RegisterForClicks("RightButtonUp")
buff.btype = btype
buff.gid = i
buff:SetScript("OnUpdate", function()
if not this.next then this.next = GetTime() + .1 end
if this.next > GetTime() then return end
this.next = GetTime() + .1
local timeleft = 0
local stacks = 0
if this.mode == this.btype then
timeleft = GetPlayerBuffTimeLeft(this.bid, this.btype)
stacks = GetPlayerBuffApplications(this.bid, this.btype)
elseif this.mode == "MAINHAND" then
local _, mhtime, mhcharge = GetWeaponEnchantInfo()
timeleft = mhtime/1000
stacks = mhcharge
elseif this.mode == "OFFHAND" then
local _, _, _, _, ohtime, ohcharge = GetWeaponEnchantInfo()
timeleft = ohtime/1000
charge = ohcharge
end
this.timer:SetText(timeleft > 0 and GetColoredTimeString(timeleft) or "")
this.stacks:SetText(stacks > 1 and stacks or "")
end)
buff:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if this.mode == this.btype then
GameTooltip:SetPlayerBuff(this.bid)
if IsShiftKeyDown() then
local texture = GetPlayerBuffTexture(this.bid)
local playerlist = ""
local first = true
if UnitInRaid("player") then
for i=1,40 do
local unitstr = "raid" .. i
if not UnitHasBuff(unitstr, texture) and UnitName(unitstr) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor(unitstr) .. UnitName(unitstr) .. "|r"
first = nil
end
end
else
if not UnitHasBuff("player", texture) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor(unitstr) .. UnitName("player") .. "|r"
first = nil
end
for i=1,4 do
local unitstr = "party" .. i
if not UnitHasBuff(unitstr, texture) and UnitName(unitstr) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor(unitstr) .. UnitName(unitstr) .. "|r"
first = nil
end
end
end
if strlen(playerlist) > 0 then
GameTooltip:AddLine(" ")
GameTooltip:AddLine(T["Unbuffed"] .. ":", .3, 1, .8)
GameTooltip:AddLine(playerlist,1,1,1,1)
GameTooltip:Show()
end
end
elseif this.mode == "MAINHAND" then
GameTooltip:SetInventoryItem("player", 16)
elseif this.mode == "OFFHAND" then
GameTooltip:SetInventoryItem("player", 17)
end
end)
buff:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
buff:SetScript("OnClick", function()
CancelPlayerBuff(this.bid)
end)
CreateBackdrop(buff)
RefreshBuffButton(buff)
return buff
end
local function GetNumBuffs()
local mh, mhtime, mhcharge, oh, ohtime, ohcharge = GetWeaponEnchantInfo()
local offset = (mh and 1 or 0) + (oh and 1 or 0)
for i=1,32 do
local bid, untilCancelled = GetPlayerBuff(i-1, "HELPFUL")
if bid < 0 then
return i - 1 + offset
end
end
return 0 + offset
end
pfUI.buff = CreateFrame("Frame", "pfGlobalBuffFrame", UIParent)
pfUI.buff:RegisterEvent("PLAYER_AURAS_CHANGED")
pfUI.buff:RegisterEvent("UNIT_INVENTORY_CHANGED")
pfUI.buff:RegisterEvent("UNIT_MODEL_CHANGED")
pfUI.buff:SetScript("OnEvent", function()
if C.buffs.weapons == "1" then
local mh, mhtime, mhcharge, oh, ohtime, ohcharge = GetWeaponEnchantInfo()
pfUI.buff.buffs.offset = (mh and 1 or 0) + (oh and 1 or 0)
else
pfUI.buff.buffs.offset = 0
end
for i=1,32 do
RefreshBuffButton(pfUI.buff.buffs.buttons[i])
end
for i=1,16 do
RefreshBuffButton(pfUI.buff.debuffs.buttons[i])
end
end)
-- Buff Frame
pfUI.buff.buffs = CreateFrame("Frame", "pfBuffFrame", UIParent)
pfUI.buff.buffs.offset = 0
pfUI.buff.buffs.buttons = {}
for i=1,32 do
pfUI.buff.buffs.buttons[i] = CreateBuffButton(i, "HELPFUL")
end
-- Debuffs
pfUI.buff.debuffs = CreateFrame("Frame", "pfDebuffFrame", UIParent)
pfUI.buff.debuffs.buttons = {}
for i=1,16 do
pfUI.buff.debuffs.buttons[i] = CreateBuffButton(i, "HARMFUL")
end
-- config loading
function pfUI.buff:UpdateConfigBuffButton(buff)
local fontsize = C.buffs.fontsize == "-1" and C.global.font_size or C.buffs.fontsize
local rowcount = floor((buff.gid-1) / tonumber(C.buffs.rowsize))
buff:SetWidth(tonumber(C.buffs.size))
buff:SetHeight(tonumber(C.buffs.size))
buff:ClearAllPoints()
buff:SetPoint("TOPRIGHT", ( buff.btype == "HARMFUL" and pfUI.buff.debuffs or pfUI.buff.buffs ), "TOPRIGHT", -(buff.gid-1-rowcount*tonumber(C.buffs.rowsize))*(tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)), -(rowcount) * ((C.buffs.textinside == "1" and 0 or (fontsize*1.5))+tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)))
buff.timer:SetFont(pfUI.font_default, fontsize, "OUTLINE")
buff.stacks:SetFont(pfUI.font_default, fontsize+1, "OUTLINE")
buff.timer:SetHeight(fontsize * 1.3)
buff.timer:ClearAllPoints()
if C.buffs.textinside == "1" then
buff.timer:SetAllPoints(buff)
else
buff.timer:SetPoint("TOP", buff, "BOTTOM", 0, -3)
end
end
function pfUI.buff:UpdateConfig()
local fontsize = C.buffs.fontsize == "-1" and C.global.font_size or C.buffs.fontsize
pfUI.buff.buffs:SetWidth(tonumber(C.buffs.rowsize) * (tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)))
pfUI.buff.buffs:SetHeight(ceil(32/tonumber(C.buffs.rowsize)) * ((C.buffs.textinside == "1" and 0 or (fontsize*1.5))+tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)))
pfUI.buff.buffs:SetPoint("TOPRIGHT", pfUI.minimap or UIParent, "TOPLEFT", -2*tonumber(C.buffs.spacing), 0)
UpdateMovable(pfUI.buff.buffs)
pfUI.buff.debuffs:SetWidth(tonumber(C.buffs.rowsize) * (tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)))
pfUI.buff.debuffs:SetHeight(ceil(16/tonumber(C.buffs.rowsize)) * ((C.buffs.textinside == "1" and 0 or (fontsize*1.5))+tonumber(C.buffs.size)+2*tonumber(C.buffs.spacing)))
pfUI.buff.debuffs:SetPoint("TOPRIGHT", pfUI.buff.buffs, "BOTTOMRIGHT", 0, 0)
UpdateMovable(pfUI.buff.debuffs)
for i=1,32 do
pfUI.buff:UpdateConfigBuffButton(pfUI.buff.buffs.buttons[i])
end
for i=1,16 do
pfUI.buff:UpdateConfigBuffButton(pfUI.buff.debuffs.buttons[i])
end
pfUI.buff:GetScript("OnEvent")()
end
pfUI.buff:UpdateConfig()
end)
|
-- This script uses writes to 0x7fd, 0x7fe, and 0x7ff to determine when to store the start of an IRQ, game loop, or NMI respectively.
-- If you write the value 2 to the address when you start the area you'd like to time, you then write the value 1 to that same address
-- to stop the timer and calculate the cycles elapsed and display it on screen. For example, to time your NMI code, at the beginning of
-- your NMI routine, write 2 to 0x7ff and then after you're done with your NMI, before calling RTI, write 1 to 0x7ff and that will display
-- the number of cycles it took to complete your NMI code. Hopefully it's not too many!
--emu.speedmode("normal") -- Set the speed of the emulator
-- Declare and set variables or functions if needed
timing = false;
nminowcount = 0;
gamelooplast = 0;
irqlast = 0;
function getTypeLabel(etype)
if etype == 1 then
return "Blaster";
elseif etype == 2 then
return "Bullet";
elseif etype == 3 then
return "FlyBy";
elseif etype == 4 then
return "Player";
else
return "Unknown";
end
end
function calcframes(address, size)
value = memory.readbyte(address);
if value == 2 then
if address == 0x07ff then
nmilastcount = debugger.getcyclescount();
elseif address == 0x07fe then
gamelooplast = debugger.getcyclescount();
elseif address == 0x07fd then
irqlast = debugger.getcyclescount();
end
return
elseif value == 1 then
if address == 0x07ff then
diff = debugger.getcyclescount() - nmilastcount;
gui.text(10,10,"NMI: " .. diff);
elseif address == 0x07fe then
diff = debugger.getcyclescount() - gamelooplast;
gui.text(10,20,"GL: " .. diff);
elseif address == 0x07fd then
diff = debugger.getcyclescount() - irqlast;
gui.text(10,30,"IRQ: " .. diff);
end
end
end
memory.registerwrite(0x07ff, 1, calcframes);
memory.registerwrite(0x07fe, 1, calcframes);
memory.registerwrite(0x07fd, 1, calcframes);
--while true do
--for i = 0,18
--do
--baseaddr = 0x0021 + (i*6);
--x = memory.readbyte(baseaddr)
--y = memory.readbyte(baseaddr+1)
--xv = memory.readbyte(baseaddr+2)
--if xv > 127 then
--xv = xv - 256
--end
--yv = memory.readbyte(baseaddr+3)
--if yv > 127 then
--yv = yv - 256
--end
--etype = memory.readbyte(baseaddr+4)
--if etype ~= 0 then
----gui.text(10,40 + (i*10),i .. ": " .. getTypeLabel(etype) .. " " .. x .. ", " .. y .. ": " .. xv .. ", " .. yv);
--end
--end
emu.frameadvance() -- This essentially tells FCEUX to keep running
end
|
-- Generated by CSharp.lua Compiler
local System = System
System.namespace("Slipe.Client.Enums", function (namespace)
-- <summary>
-- Represents a room used in setInteriorFurnitureEnabled
-- </summary>
namespace.enum("RoomFurniture", function ()
return {
Shop = 0,
Office = 1,
Lounge = 2,
Bedroom = 3,
Kitchen = 4
}
end)
end)
|
require "Window"
local TrackLineGroup = {}
setmetatable(TrackLineGroup, {
__call = function (cls, ...)
return cls.new(...)
end,
})
TrackLineGroup.TrackMode = {
Line = 1,
Circle = 2
}
function TrackLineGroup.new(parent)
local self = setmetatable({}, { __index = TrackLineGroup })
self.Enabled = false
self.parent = parent
self.bgColor = CColor.new(0,1,0,1)
self.intermediateColor = CColor.new(0, 0, 1, 1)
self.complementaryColor = CColor.new(1, 0, 1, 1)
self.clearDistance = 0 --20
self.target = nil
self.Sprite = "Icons:Arrow"
self.trackMode = TrackLineGroup.TrackMode.Line
--self.trackMode = TrackLine.TrackMode.Circle
self.rotation = 0
self.updateRotation = true
self.isVisible = false
self.distance = 10
self.distanceMarker = 2
self.showDistanceMarker = true
self.TrackLines = {}
return self
end
function TrackLineGroup:Load(saveData)
if saveData ~= nil then
self.Enabled = saveData.Enabled
self:SetBGColor(CColor.new(saveData.bgColor[1], saveData.bgColor[2], saveData.bgColor[3], saveData.bgColor[4]))
self.Sprite = saveData.Sprite
if saveData.trackMode ~= nil then
self:SetTrackMode(saveData.trackMode)
end
if saveData.distance ~= nil then
self:SetDistance(saveData.distance)
end
if saveData.showDistanceMarker ~= nil then
self.showDistanceMarker = saveData.showDistanceMarker
end
GeminiPackages:Require("AuraMastery:TrackLine", function(trackLine)
for i = 1, saveData.numberOfTrackLines or 0, 1 do
local line = trackLine.new(self)
line:Load(saveData)
table.insert(self.TrackLines, line)
end
end)
end
end
function TrackLineGroup:Save()
local saveData = { }
saveData.Enabled = self.Enabled
saveData.Sprite = self.Sprite
saveData.bgColor = { self.bgColor.r, self.bgColor.g, self.bgColor.b, self.bgColor.a }
saveData.trackMode = self.trackMode
saveData.distance = self.distance
saveData.showDistanceMarker = self.showDistanceMarker
saveData.numberOfTrackLines = #self.TrackLines
return saveData
end
function TrackLineGroup:SetConfig(configWnd)
self.Enabled = configWnd:FindChild("TrackLineEnabled"):IsChecked()
local numberOfTrackLines = tonumber(configWnd:FindChild("TrackLineNumberOfLines"):GetText())
if #self.TrackLines < numberOfTrackLines then
for i = #self.TrackLines + 1, numberOfTrackLines, 1 do
GeminiPackages:Require("AuraMastery:TrackLine", function(trackLine)
local line = trackLine.new(self)
line:Load(self:Save())
table.insert(self.TrackLines, line)
end)
end
elseif #self.TrackLines > numberOfTrackLines then
for i = #self.TrackLines, numberOfTrackLines + 1, -1 do
self.TrackLines[i]:Destroy()
table.remove(self.TrackLines, i)
end
end
end
function TrackLineGroup:NumberOfLines()
return #self.TrackLines
end
function TrackLineGroup:Update()
if not self.Enabled then return end
self:UpdateTarget()
for _, trackLine in pairs(self.TrackLines) do
trackLine:Update()
end
end
function TrackLineGroup:UpdateTarget()
local targets = self.parent:GetTargets() or {}
local i = 1
for _, target in pairs(targets) do
if self.TrackLines[i] == nil then return end
self.TrackLines[i]:SetTarget(target.Unit)
i = i + 1
end
local numOfLines = #self.TrackLines
for i = i, numOfLines, 1 do
self.TrackLines[i]:SetTarget(nil)
end
end
function TrackLineGroup:DrawTracker(target)
self.isVisible = true
if GameLib.GetPlayerUnit() ~= nil then
local player = GameLib.GetPlayerUnit()
local playerPos = GameLib.GetPlayerUnit():GetPosition()
local playerVec = Vector3.New(playerPos.x, playerPos.y, playerPos.z)
local targetVec = nil
if Vector3.Is(target) then
targetVec = target
elseif Unit.is(target) then
local targetPos = target:GetPosition()
if targetPos then
targetVec = Vector3.New(targetPos.x, targetPos.y, targetPos.z)
end
end
if targetVec ~= nil then
if self.trackMode == TrackLine.TrackMode.Line then
self:DrawLineBetween(playerVec, targetVec)
elseif self.trackMode == TrackLine.TrackMode.Circle then
self:DrawCircleAround(playerVec, targetVec)
end
else
self:HideLine()
end
else
self:HideLine()
end
end
function TrackLineGroup:SetBGColor(color)
self.bgColor = color
self.intermediateColor = color
self.complementaryColor = color
--self.intermediateColor = self.trackMaster.colorPicker:GetComplementaryOffset(self.bgColor)
--self.complementaryColor = self.trackMaster.colorPicker:GetComplementary(self.bgColor)
--self.marker[self.distanceMarker]:FindChild("Distance"):SetTextColor(color)
end
function TrackLineGroup:SetTrackMode(mode)
self.trackMode = mode
end
function TrackLineGroup:SetDistance(distance)
self.distance = distance
end
function TrackLineGroup:SetShowDistanceMarker(isShown)
self.showDistanceMarker = isShown
if self.showDistanceMarker then
self.marker[self.distanceMarker]:FindChild("Distance"):Show(true, true)
self.marker[self.distanceMarker]:FindChild("Distance"):SetTextColor(self.bgColor)
self.marker[self.distanceMarker]:SetSprite("")
self.marker[self.distanceMarker]:SetRotation(0)
else
self.marker[self.distanceMarker]:SetSprite(self.Sprite)
self.marker[self.distanceMarker]:FindChild("Distance"):Show(false, true)
end
end
local GeminiPackages = _G["GeminiPackages"]
GeminiPackages:NewPackage(TrackLineGroup, "AuraMastery:TrackLineGroup", 1)
|
--Template for addition of new protocol 'overlay'
--[[ Necessary changes to other files:
-- - packet.lua: if the header has a length member, adapt packetSetLength;
-- if the packet has a checksum, adapt createStack (loop at end of function) and packetCalculateChecksums
-- - proto/proto.lua: add PROTO.lua to the list so it gets loaded
--]]
local ffi = require "ffi"
local dpdkc = require "dpdkc"
require "bitfields_def"
require "utils"
require "proto.template"
local initHeader = initHeader
local ntoh, hton = ntoh, hton
local ntoh16, hton16 = ntoh16, hton16
local bor, band, bnot, rshift, lshift= bit.bor, bit.band, bit.bnot, bit.rshift, bit.lshift
local istype = ffi.istype
local format = string.format
function hton64(int)
int = int or 0
endianness = string.dump(function() end):byte(7)
if endianness==0 then
return int
end
low_int = lshift(hton(band(int,0xFFFFFFFFULL)),32)
high_int = rshift(hton(band(int,0xFFFFFFFF00000000ULL)),32)
endianness = string.dump(function() end):byte(7)
return (high_int+low_int)
end
local ntoh64, hton64 = ntoh64, hton64
-----------------------------------------------------
---- netchain_overlay header and constants
-----------------------------------------------------
local netchain_overlay = {}
netchain_overlay.headerFormat = [[
uint32_t swip;
]]
-- variable length fields
netchain_overlay.headerVariableMember = nil
-- Module for netchain_overlay_address struct
local netchain_overlayHeader = initHeader()
netchain_overlayHeader.__index = netchain_overlayHeader
-----------------------------------------------------
---- Getters, Setters and String functions for fields
-----------------------------------------------------
function netchain_overlayHeader:getSWIP()
return hton(self.swip)
end
function netchain_overlayHeader:getSWIPstring()
return self:getSWIP()
end
function netchain_overlayHeader:setSWIP(int)
int = int or 0
self.swip = hton(int)
end
-----------------------------------------------------
---- Functions for full header
-----------------------------------------------------
-- Set all members of the PROTO header
function netchain_overlayHeader:fill(args,pre)
args = args or {}
pre = pre or 'netchain_overlay'
self:setSWIP(args[pre .. 'SWIP'])
end
-- Retrieve the values of all members
function netchain_overlayHeader:get(pre)
pre = pre or 'netchain_overlay'
local args = {}
args[pre .. 'SWIP'] = self:getSWIP()
return args
end
function netchain_overlayHeader:getString()
return 'netchain_overlay \n'
.. 'SWIP' .. self:getSWIPString() .. '\n'
end
-- Dictionary for next level headers
local nextHeaderResolve = {
netchain_nc_hdr = 0x00000000,
netchain_overlay = default,
}
function netchain_overlayHeader:resolveNextHeader()
local key = self:getSWIP()
for name, value in pairs(nextHeaderResolve) do
if key == value then
return name
end
end
return nil
end
function netchain_overlayHeader:setDefaultNamedArgs(pre, namedArgs, nextHeader, accumulatedLength)
if not namedArgs[pre .. 'SWIP'] then
for name, _port in pairs(nextHeaderResolve) do
if nextHeader == name then
namedArgs[pre .. 'SWIP'] = _port
break
end
end
end
return namedArgs
end
-----------------------------------------------------
---- Metatypes
-----------------------------------------------------
netchain_overlay.metatype = netchain_overlayHeader
return netchain_overlay |
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:29' 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.
****************************************************************************
]]
ZO_CharacterCreateTriangle_Gamepad = ZO_CharacterCreateTriangle_Base:Subclass()
function ZO_CharacterCreateTriangle_Gamepad:New(triangleControl, setterFn, updaterFn, triangleStringId, topStringId, leftStringId, rightStringId)
local triangle = ZO_CharacterCreateTriangle_Base.New(self, triangleControl, setterFn, updaterFn, triangleStringId, topStringId, leftStringId, rightStringId)
-- Prevent the Focus Movement Controller from interfering with the triangle movement
triangle.disableFocusMovementController = true
return triangle
end
function ZO_CharacterCreateTriangle_Gamepad:UpdateDirectionalInput()
if self:IsLocked() then
return
end
local x, y = self.picker:GetThumbPosition()
x = x / self.width
y = y / self.height
local mx, my = DIRECTIONAL_INPUT:GetXY(ZO_DI_LEFT_STICK, ZO_DI_DPAD)
local deadZone = 0.0
local scale = 0.02
local changed = false
if math.abs(mx) > deadZone then
x = x + mx * scale
changed = true
end
if math.abs(my) > deadZone then
y = y - my * scale
changed = true
end
if changed then
self:SetValue(self.width * x, self.height * y)
self:Update()
end
end
function ZO_CharacterCreateTriangle_Gamepad:EnableFocus(enabled)
if enabled then
DIRECTIONAL_INPUT:Activate(self, self.control)
else
DIRECTIONAL_INPUT:Deactivate(self)
end
end |
local print = print
local tostring = tostring
local type = type
local pairs = pairs
local insert_table = table.insert
local concat_table = table.concat
local rep_str = string.rep
local function is_table(t, name)
if "table" ~= type(t) then
if name then
print(tostring(name) .. " = [" .. tostring(t) .. "]")
else
print(t)
end
return false
end
return true
end
local function print_rm(t, name)
if not is_table(t, name) then return end
local cache = { [t] = "." } --To filter cycle reference
local output = {}
local maxlines = 30
local space = " "
local outtop = 1
local function insert_output(str)
output[outtop] = str
outtop = outtop + 1
if maxlines < outtop then
print(concat_table(output, "\n"))
outtop = 1
end
end
local function _dump(t, depth, name)
for k, v in pairs(t) do
local kname = tostring(k)
local text
if cache[v] then --Cycle reference
insert_output(rep_str(space, depth) ..
"|- " .. kname .. "\t{" .. cache[v] .. "}")
elseif "table" == type(v) then
local new_table_key = name .. "." .. kname
cache[v] = new_table_key
insert_output(rep_str(space, depth) .. "|- " .. kname)
_dump(v, depth + 1, new_table_key)
else
insert_output(rep_str(space, depth) ..
"|- " .. kname .. "\t[" .. tostring(v) .. "]")
end
end
local mt = getmetatable(t)
if mt then
if cache[mt] then
insert_output(rep_str(space, depth) ..
"|- {__metatable}\t{" .. cache[v] .. "}")
else
local new_table_key = name .. ".{__metatable}"
cache[mt] = new_table_key
insert_output(rep_str(space, depth) .. "|- {__metatable}")
_dump(mt, depth + 1, new_table_key)
end
end
end
if name then print(name) end
_dump(t, 0, "")
print(concat_table(output, "\n", 1, outtop - 1))
end
local function print_r(t, name)
if not is_table(t, name) then return end
local cache = { [t] = "." } --To filter cycle reference
local output = {}
local maxlines = 30
local space = " "
local function insert_output(str)
insert_table(output, str)
if maxlines <= #output then --flush output
print(concat_table(output, "\n"))
output = {}
end
end
local function _dump(t, depth, name)
for k, v in pairs(t) do
local kname = tostring(k)
local text
if cache[v] then --Cycle reference
insert_output(rep_str(space, depth) ..
"|- " .. kname .. "\t{" .. cache[v] .. "}")
elseif "table" == type(v) then
local new_table_key = name .. "." .. kname
cache[v] = new_table_key
insert_output(rep_str(space, depth) .. "|- " .. kname)
_dump(v, depth + 1, new_table_key)
else
insert_output(rep_str(space, depth) ..
"|- " .. kname .. "\t[" .. tostring(v) .. "]")
end
end
end
if name then
print(name)
end
_dump(t, 0, "")
print(concat_table(output, "\n"))
end
local function print_m(t, name)
if not is_table(t, name) then return end
if name then print(name) end
for k, v in pairs(t) do
print("|- " .. tostring(k) .. "\t[" .. tostring(v) .. "]")
end
meta = getmetatable(t)
if meta then
print("|- {__metatable}")
for k, v in pairs(meta) do
print(" |- " .. tostring(k) .. "\t[" .. tostring(v) .. "]")
end
end
end
local function print_t(t, name)
if not is_table(t, name) then return end
if name then print(name) end
for k, v in pairs(t) do
print("|- " .. tostring(k) .. " [" .. tostring(v) .. "]")
end
end
local function print_c(c, name) --Print table as a class
if not is_table(c, name) then return end
local funcs = {}
local vars = {}
local function _dump(t)
for k, v in pairs(t) do
if "function" == type(v) and not funcs[k] then
funcs[k] = v
elseif not vars[k] then
vars[k] = v
end
end
local mt = getmetatable(t)
if mt then
_dump(mt)
if "table" == type(mt.__index) then
return _dump(mt.__index)
end
end
end
_dump(c)
vars.__index = undef --Compatibility for Lua5.4
if name then print(name) end
print("methods")
for k in pairs(funcs) do
print("|- " .. tostring(k))
end
print("vars")
for k, v in pairs(vars) do
print("|- " .. tostring(k) .. "\t[" ..tostring(v) .. "]")
end
return vars
end
table.print_rm = print_rm
table.print_r = print_r
table.print_m = print_m
table.print_c = print_c
table.print = print_t
|
function ulx.spark(calling_ply, target_plys)
for _, ply in ipairs(target_plys) do
if not ply:Alive() then
return ULib.tsay(calling_ply, ply:Nick() .. " is dead", true)
elseif ply.jail then
return ULib.tsay(calling_ply, ply:Nick() .. " is in jail", true)
elseif ply.ragdoll then
return ULib.tsay(calling_ply, ply:Nick() .. " is a ragdoll", true)
end
ply:Kill()
local ragdoll = ply.corpse
ragdoll:GetPhysicsObject():ApplyForceCenter(Vector(0, 0, -10000000))
ragdoll:EmitSound("ambient/atmosphere/thunder1.wav", 100, 125, 1, CHAN_AUTO)
for i = 0, ragdoll:GetBoneCount() do
local id = ragdoll:TranslateBoneToPhysBone(i)
if id ~= -1 then
ragdoll:GetPhysicsObjectNum(id):ApplyForceCenter(Vector(math.random(-5000, 5000), math.random(-5000, 5000), math.random(0, 5000)))
end
end
for i = 1, 25 do
timer.Simple(math.random(0, 100)/100, function()
local effectdata = EffectData()
effectdata:SetOrigin(ragdoll:GetPos() + Vector(math.random(-20, 20), math.random(-20, 20), math.random(0, 50)))
effectdata:SetStart(ragdoll:GetPos() + Vector(math.random(-100, 100), math.random(-100, 100), 500 + math.random(-50, 50)))
util.Effect("ToolTracer", effectdata)
end)
end
end
ulx.fancyLogAdmin(calling_ply, "#A has stricken lightning upon #T!", target_plys)
end
local cmd = ulx.command("Fun", "ulx spark", ulx.spark, "!spark")
cmd:addParam{type = ULib.cmds.PlayersArg}
cmd:defaultAccess(ULib.ACCESS_ADMIN)
cmd:help("Strikes lightning upon your poor victem.") |
-- =============================================
-- Server PlayerList handler
-- =============================================
--Check Environment
if GetConvar('txAdminServerMode', 'false') ~= 'true' then
return
end
local oneSyncConvar = GetConvar('onesync', 'off')
local onesyncEnabled = oneSyncConvar == 'on' or oneSyncConvar == 'legacy'
-- Variables
local intervalUpdateTime = 5000 --FIXME: use convar
local epochDuration = 30 --FIXME: use convar, seconds
local epochTimestamp = 0
local epochData = {}
local epochDiff = false
local respCacheEpoch = false --json cache
local respCacheDiff = false --json cache
local disconnectedAfterEpoch = {} --the ID of the ones that disconnected between epochs
local playerSelfReportData = {}
TX_PLAYERLIST = {} -- available globally in tx, is always updated
-- Optimizations
local ceil = math.ceil
local max = math.max
local min = math.min
local sub = string.sub
local len = string.len
local tonumber = tonumber
local tostring = tostring
local pairs = pairs
--FIXME: https://github.com/tabarra/txAdmin/pull/434/files is for the old function only, apply here
--[[ Emit player list to clients ]]
CreateThread(function()
while false do
Wait(intervalUpdateTime)
local rightNow = os.time()
local tmpPlayerlist = {}
local tmpPlayerlistDiff = {}
local shouldDiff = (rightNow - epochTimestamp < epochDuration)
if not shouldDiff then
disconnectedAfterEpoch = {}
end
-- For each player
local players = GetPlayers()
for _, serverID in pairs(players) do
-- defaults
local health = 0
local coords = -1
local vehClass = 'unknown'
-- from self-report
if type(playerSelfReportData[serverID]) == 'table' then
vehClass = playerSelfReportData[serverID].vehClass or vehClass
health = playerSelfReportData[serverID].health or health
coords = playerSelfReportData[serverID].coords or coords
end
-- from server
if onesyncEnabled == true then
local ped = GetPlayerPed(serverID)
health = ceil(((GetEntityHealth(ped) - 100) / 100) * 100)
coords = GetEntityCoords(ped) or -1
end
-- Updating TX_PLAYERLIST
if type(TX_PLAYERLIST[serverID]) ~= 'table' then
TX_PLAYERLIST[serverID] = {
name = sub(GetPlayerName(serverID) or "unknown", 1, 75),
ids = GetPlayerIdentifiers(serverID),
h = health,
c = coords,
v = vehClass,
}
else
TX_PLAYERLIST[serverID].h = health
TX_PLAYERLIST[serverID].c = coords
TX_PLAYERLIST[serverID].v = vehClass
end
-- We actually need this locally, can't do tmpPlayerlist[serverID] = TX_PLAYERLIST[serverID]
tmpPlayerlist[serverID] = {
name = TX_PLAYERLIST[serverID].name,
ids = TX_PLAYERLIST[serverID].ids,
h = TX_PLAYERLIST[serverID].h,
c = TX_PLAYERLIST[serverID].c,
v = TX_PLAYERLIST[serverID].v,
}
-- Process the diff
if shouldDiff then
if type(epochData[serverID]) ~= 'table' then
tmpPlayerlistDiff[serverID] = tmpPlayerlist[serverID]
else
local playerDiffData = {}
local anyChanged = false
if epochData[serverID].h ~= tmpPlayerlist[serverID].h then
anyChanged = true
playerDiffData.h = tmpPlayerlist[serverID].h
end
if epochData[serverID].c ~= tmpPlayerlist[serverID].c then
anyChanged = true
playerDiffData.c= tmpPlayerlist[serverID].c
end
if epochData[serverID].v ~= tmpPlayerlist[serverID].v then
anyChanged = true
playerDiffData.v = tmpPlayerlist[serverID].v
end
if anyChanged then
tmpPlayerlistDiff[serverID] = playerDiffData
end
end
end
Wait(0)
end --end for players
--Applies the changes to epoch or diff and prepare cached json response
if shouldDiff then
debugPrint('Updating ^5epochDiff')
epochDiff = tmpPlayerlistDiff
for _, id in pairs(disconnectedAfterEpoch) do
epochDiff[id] = false
end
respCacheDiff = json.encode({
ts = epochTimestamp,
diff = epochDiff
})
else
debugPrint('Updating ^1epochData')
epochDiff = false;
epochTimestamp = rightNow;
epochData = tmpPlayerlist;
respCacheDiff = false
end
respCacheEpoch = json.encode({
ts = epochTimestamp,
data = epochData
})
-- DEBUG
-- print(json.encode({
-- ts = epochTimestamp;
-- diff = epochDiff;
-- data = epochData;
-- }, {indent = true}))
-- debugPrint("====================================")
end --end while true
end)
--[[ Sets self-reported data ]]
local vehClassMap = {
["nil"] = "unknown",
["0"] = "walking",
["8"] = "biking",
["14"] = "boating",
["15"] = "flying", --heli
["16"] = "flying", --planes
}
RegisterNetEvent('txAdmin:selfDataReport', function(vehClass, health, coords)
local s = source
vehClass = tostring(vehClass)
if vehClassMap[vehClass] ~= nil then
vehClass = vehClassMap[vehClass]
else
vehClass = "driving"
end
if onesyncEnabled == true then
playerSelfReportData[tostring(s)] = {
vehClass = vehClass
}
else
playerSelfReportData[tostring(s)] = {
vehClass = vehClass,
health = min(max(tonumber(health or -100), -100), 200),
coords = coords or -1
}
end
end)
--[[ Handle player disconnects ]]
AddEventHandler('playerDropped', function()
local s = tostring(source)
TX_PLAYERLIST[s] = nil
playerSelfReportData[s] = nil
disconnectedAfterEpoch[#disconnectedAfterEpoch+1] = s
end)
--[[ Handle Playerlist HTTP Requests ]]
txHttpPlayerlistHandler = function(req, res)
-- Sanity check
if type(req.headers['x-txadmin-token']) ~= 'string' or len(req.headers['x-txadmin-token']) ~= 20 then
return res.send(json.encode({error = 'token not found or invalid length'}))
end
local reqToken = req.headers['x-txadmin-token']
-- Perms check
if not (debugModeEnabled and reqToken == 'xxxx_Debug_Token_xxx') then
local allow = false
for id, admin in pairs(ADMIN_DATA) do
if reqToken == admin.token then
allow = true
break
end
end
if not allow then
return res.send(json.encode({error = 'no admin for the provided token'}))
end
end
-- Sending response
local reqEpoch = req.headers['x-txadmin-epoch']
if reqEpoch == tostring(epochTimestamp) and respCacheDiff then
return res.send(respCacheDiff)
else
return res.send(respCacheEpoch)
end
end
|
-- Buff Lead 3
seablock.lib.substresult('anode-lead-smelting', 'slag', 'quartz', 1)
seablock.lib.substingredient('anode-lead-smelting', 'liquid-hexafluorosilicic-acid', nil, 20)
-- Compost void recipe
angelsmods.functions.make_void('solid-compost', 'bio', 5)
-- Remove recipe Wood pellets > Carbon dioxide
-- Move recipe Charcoal > Carbon dioxide from Basic chemistry to Wood processing 2
bobmods.lib.tech.remove_recipe_unlock('bio-wood-processing-2', 'gas-carbon-dioxide-from-wood')
seablock.lib.remove_recipe('gas-carbon-dioxide-from-wood')
bobmods.lib.tech.remove_recipe_unlock('basic-chemistry', 'carbon-separation-2')
bobmods.lib.tech.add_recipe_unlock('bio-wood-processing-2', 'sb-wood-bricks-charcoal')
bobmods.lib.tech.add_recipe_unlock('bio-wood-processing-2', 'carbon-separation-2')
|
Librw = os.getenv("LIBRW")
Librwgta = os.getenv("LIBRWGTA")
workspace "rwio"
configurations { "Release", "Debug" }
platforms { "x86", "amd64" }
location "build"
system "Windows"
filter { "platforms:x86" }
architecture "x86"
filter { "platforms:amd64" }
architecture "x86_64"
filter {}
files { "src/*.*" }
includedirs { Librw }
includedirs { path.join(Librwgta, "src") }
libdirs { path.join(Librw, "lib/win-%{cfg.platform}-null/%{cfg.buildcfg}") }
libdirs { path.join(Librwgta, "lib/win-%{cfg.platform}-null/%{cfg.buildcfg}") }
links { "rw", "rwgta" }
links { "core", "geom", "gfx", "mesh", "maxutil", "maxscrpt", "bmm" }
function maxplugin1(maxsdk)
kind "SharedLib"
language "C++"
targetdir "lib/%{cfg.platform}/%{cfg.buildcfg}"
targetextension ".dli"
characterset ("MBCS")
includedirs { path.join(maxsdk, "include") }
filter { "platforms:amd64" }
libdirs { path.join(maxsdk, "x64/lib") }
buildoptions { "\"%40" .. maxsdk .. "ProjectSettings/AdditionalCompilerOptions64.txt\"" }
filter { "platforms:x86" }
libdirs { path.join(maxsdk, "lib") }
buildoptions { "\"%40" .. maxsdk .. "ProjectSettings/AdditionalCompilerOptions.txt\"" }
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter {}
end
function maxplugin2(maxsdk)
kind "SharedLib"
language "C++"
targetdir "lib/%{cfg.platform}/%{cfg.buildcfg}"
targetextension ".dli"
characterset ("Unicode")
removeplatforms { "x86" }
includedirs { path.join(maxsdk, "include") }
libdirs { path.join(maxsdk, "lib/x64/Release") }
buildoptions { "/GR /we4706 /we4390 /we4557 /we4546 /we4545 /we4295 /we4310 /we4130 /we4611 /we4213 /we4121 /we4715 /w34701 /w34265 /wd4244 /wd4018 /wd4819" }
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter {}
end
project "rwio2009"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2009 SDK/maxsdk/"
maxplugin1(maxsdk)
project "rwio2010"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2010 SDK/maxsdk/"
maxplugin1(maxsdk)
project "rwio2012"
maxsdk = "C:/Program Files (x86)/Autodesk/3ds Max 2012/maxsdk/"
maxplugin1(maxsdk)
filter { "platforms:amd64" }
debugdir "C:/Program Files/Autodesk/3ds Max 2012"
debugcommand "C:/Program Files/Autodesk/3ds Max 2012/3dsmax.exe"
postbuildcommands "copy /y \"$(TargetPath)\" \"C:\\Program Files\\Autodesk\\3ds Max 2012\\plugins\\\""
project "rwio2014"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2014 SDK/maxsdk/"
maxplugin2(maxsdk)
project "rwio2015"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2015 SDK/maxsdk/"
maxplugin2(maxsdk)
project "rwio2017"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2017 SDK/maxsdk/"
maxplugin2(maxsdk)
project "rwio2018"
maxsdk = "C:/Users/aap/src/maxsdk/3ds Max 2018 SDK/maxsdk/"
maxplugin2(maxsdk)
|
require("plugins")
require("opts")
vim.cmd('colo one')
require("setup")
require("binds")
require("lsp")
-- Plugins
require("plugins.compe")
require("plugins.treesitter")
require("plugins.lspsaga")
-- LSP
require("lsp.servers")
require('hardline').setup {}
|
require("src/State")
require("src/Util")
require("src/Bind")
require("src/Scene")
require("src/Camera")
require("src/AudioManager")
require("src/FieldAnimator")
require("src/Animator")
require("src/AssetLoader")
require("src/Asset")
local M = def_module("STUBScene", {
bind_table = nil,
bind_group = nil,
-- Singleton
--[[
__initialized = false,
instance = nil,
impl = nil
--]]
})
M.data.bind_table = Bind.redefine_group(M.data.bind_table, {
["escape"] = {
on_release = true,
passthrough = false,
handler = function(_, _, _, _)
Event.quit()
end
},
})
-- class Impl
M.Impl = class(M.Impl)
function M.Impl:__init()
-- TODO: INITIALIZE
end
function M.Impl:notify_pushed()
-- TODO: PUSH-INIT
end
function M.Impl:notify_became_top()
end
function M.Impl:notify_popped()
-- TODO: POP-DEINIT
end
function M.Impl:focus_changed(focused)
if not State.pause_lock then
Core.pause(not focused)
end
end
function M.Impl:bind_gate(bind, ident, dt, kind)
return not State.paused
end
function M.Impl:update(dt)
if not State.paused then
-- TODO: UPDATE THE THINGS
end
end
function M.Impl:render()
Camera.lock()
-- TODO: RENDER ALL THE THINGS
Camera.unlock()
end
-- STUBScene interface
-- Instantiable
set_functable(M,
function(_, transparent)
if not M.data.bind_group then
M.data.bind_group = Bind.Group(M.data.bind_table)
end
return Scene(M.Impl(), M.data.bind_group, transparent)
end
)
-- Singleton
--[[
function M.init(_)
assert(not M.data.__initialized)
if not M.data.bind_group then
M.data.bind_group = Bind.Group(M.data.bind_table)
end
M.data.instance = Scene(M.Impl(), M.data.bind_group, false)
M.data.impl = M.data.instance.impl
M.data.__initialized = true
return M.data.instance
end
function M.get_instance()
return M.data.instance
end
--]]
return M
|
local RunService = game:GetService("RunService")
local MessagingService = game:GetService("MessagingService")
local MockMessagingService = {}
local topics = {}
function MockMessagingService:PublishAsync(topicName, message)
local topic = topics[topicName]
if topic then
topic:Fire(
{
Sent = tick(),
Data = message
}
)
end
end
function MockMessagingService:SubscribeAsync(topicName, callback)
local topic = topics[topicName]
if not topic then
topic = Instance.new("BindableEvent")
topic.Parent = script
topic.Name = topicName
topics[topicName] = topic
end
return topic.Event:Connect(callback)
end
local service
if RunService:IsStudio() then
service = MockMessagingService
else
service = MessagingService
end
return service |
game 'rdr3'
fx_version 'adamant'
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
author 'szymczakovv#1937'
client_script 'client.lua' |
-- Natural Selection 2 Competitive Mod
-- Source located at - https://github.com/xToken/CompMod
-- lua\CompMod\Weapons\Marine\Shotgun\shared.lua
-- - Dragon
-- Recalc this
Shotgun.kSpreadVectors =
{
GetNormalizedVector(Vector(-0.1, 0.1, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0.1, -0.1, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(-0.15, 0, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0.15, 0, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0, -0.15, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0, 0.15, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(-0.175, -0.175, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(-0.175, 0.175, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0.175, 0.175, kShotgunSpreadDistance)),
GetNormalizedVector(Vector(0.175, -0.175, kShotgunSpreadDistance))
}
local kBulletSize = 0.016
local networkVars =
{
shotgun_upg1 = "boolean",
shotgun_upg2 = "boolean",
}
local originalShotgunOnInitialized
originalShotgunOnInitialized = Class_ReplaceMethod("Shotgun", "OnInitialized",
function(self)
originalShotgunOnInitialized(self)
self.shotgun_upg1 = false
self.shotgun_upg2 = false
if Server then
self:AddTimedCallback(Shotgun.OnTechOrResearchUpdated, 0.1)
end
end
)
function Shotgun:OnTechOrResearchUpdated()
if GetHasTech(self, kTechId.ShotgunUpgrade1) then
self.shotgun_upg1 = true
else
self.shotgun_upg1 = false
end
if GetHasTech(self, kTechId.ShotgunUpgrade2) then
self.shotgun_upg2 = true
else
self.shotgun_upg2 = false
end
end
function Shotgun:GetUpgradeTier()
if self.shotgun_upg2 then
return kTechId.ShotgunUpgrade2, 2
elseif self.shotgun_upg1 then
return kTechId.ShotgunUpgrade1, 1
end
return kTechId.None, 0
end
function Shotgun:GetCatalystSpeedBase()
return self.shotgun_upg1 and kShotgunUpgradedReloadSpeed or 1
end
function Shotgun:GetBulletDamage(player, endPoint)
local distanceTo = (player:GetEyePos() - endPoint):GetLength()
if distanceTo > kShotgunMaxRange then
return 1
elseif distanceTo <= kShotgunDropOffStartRange then
return kShotgunDamage
else
return kShotgunDamage * (1 - (distanceTo - kShotgunDropOffStartRange) / (kShotgunMaxRange - kShotgunDropOffStartRange))
end
end
function Shotgun:GetBaseAttackSpeed()
return self.shotgun_upg2 and kShotgunUpgradedROF or kShotgunBaseROF
end
function Shotgun:FirePrimary(player)
local viewAngles = player:GetViewAngles()
viewAngles.roll = NetworkRandom() * math.pi * 2
local shootCoords = viewAngles:GetCoords()
-- Filter ourself out of the trace so that we don't hit ourselves.
local filter = EntityFilterTwo(player, self)
local range = self:GetRange()
local numberBullets = self:GetBulletsPerShot()
local startPoint = player:GetEyePos()
self:TriggerEffects("shotgun_attack_sound")
self:TriggerEffects("shotgun_attack")
for bullet = 1, math.min(numberBullets, #self.kSpreadVectors) do
if not self.kSpreadVectors[bullet] then
break
end
local spreadDirection = shootCoords:TransformVector(self.kSpreadVectors[bullet])
local endPoint = startPoint + spreadDirection * range
--startPoint = player:GetEyePos() + shootCoords.xAxis * self.kSpreadVectors[bullet].x * self.kStartOffset + shootCoords.yAxis * self.kSpreadVectors[bullet].y * self.kStartOffset
local targets, trace, hitPoints = GetBulletTargets(startPoint, endPoint, spreadDirection, kBulletSize, filter)
HandleHitregAnalysis(player, startPoint, endPoint, trace)
local direction = (trace.endPoint - startPoint):GetUnit()
local hitOffset = direction * kHitEffectOffset
local impactPoint = trace.endPoint - hitOffset
local effectFrequency = self:GetTracerEffectFrequency()
local showTracer = bullet % effectFrequency == 0
local numTargets = #targets
if numTargets == 0 then
self:ApplyBulletGameplayEffects(player, nil, impactPoint, direction, 0, trace.surface, showTracer)
end
if Client and showTracer then
TriggerFirstPersonTracer(self, impactPoint)
end
for i = 1, numTargets do
local target = targets[i]
local hitPoint = hitPoints[i]
local damage = self:GetBulletDamage(player, hitPoint)
if Server then
--Print(string.format("Pellet %s dealt %s damage to %s entity %sm away", bullet, damage, target:GetClassName(), (player:GetEyePos() - hitPoint):GetLength()))
end
self:ApplyBulletGameplayEffects(player, target, hitPoint - hitOffset, direction, damage, "", showTracer and i == numTargets)
local client = Server and player:GetClient() or Client
if not Shared.GetIsRunningPrediction() and client.hitRegEnabled then
RegisterHitEvent(player, bullet, startPoint, trace, damage)
end
end
end
end
Shared.LinkClassToMap("Shotgun", Shotgun.kMapName, networkVars) |
local S = homedecor_i18n.gettext
local longsofa_cbox = {
type = "wallmounted",
wall_side = {-0.5, -0.5, -0.5, 0.5, 0.5, 2.5},
}
minetest.register_node("lrfurn:longsofa", {
description = S("Long Sofa"),
drawtype = "mesh",
mesh = "lrfurn_sofa_long.obj",
tiles = {
"lrfurn_upholstery.png",
{ name = "lrfurn_sofa_bottom.png", color = 0xffffffff }
},
paramtype = "light",
paramtype2 = "colorwallmounted",
palette = "unifieddyes_palette_colorwallmounted.png",
inventory_image = "lrfurn_longsofa_inv.png",
wield_scale = { x = 0.6, y = 0.6, z = 0.6 },
groups = {snappy=3, ud_param2_colorable = 1},
sounds = default.node_sound_wood_defaults(),
selection_box = longsofa_cbox,
node_box = longsofa_cbox,
on_rotate = screwdriver.disallow,
after_place_node = function(pos, placer, itemstack, pointed_thing)
lrfurn.fix_sofa_rotation_nsew(pos, placer, itemstack, pointed_thing)
unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
local playername = placer:get_player_name()
if minetest.is_protected(pos, placer:get_player_name()) then return true end
local fdir = minetest.dir_to_facedir(placer:get_look_dir(), false)
if lrfurn.check_right(pos, fdir, true, placer) then
if not creative.is_enabled_for(playername) then
itemstack:take_item()
end
else
minetest.chat_send_player(placer:get_player_name(), S("No room to place the sofa!"))
minetest.set_node(pos, { name = "air" })
end
return itemstack
end,
after_dig_node = unifieddyes.after_dig_node,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if not clicker:is_player() then
return itemstack
end
pos.y = pos.y-0.5
clicker:setpos(pos)
clicker:set_hp(20)
return itemstack
end
})
minetest.register_craft({
output = "lrfurn:longsofa",
recipe = {
{"wool:white", "wool:white", "wool:white", },
{"stairs:slab_wood", "stairs:slab_wood", "stairs:slab_wood", },
{"group:stick", "group:stick", "group:stick", }
}
})
minetest.register_craft({
output = "lrfurn:longsofa",
recipe = {
{"wool:white", "wool:white", "wool:white", },
{"moreblocks:slab_wood", "moreblocks:slab_wood", "moreblocks:slab_wood", },
{"group:stick", "group:stick", "group:stick", }
}
})
-- convert old static nodes to param2 colorization
lrfurn.old_static_longsofas = {}
for _, color in ipairs(lrfurn.colors) do
table.insert(lrfurn.old_static_longsofas, "lrfurn:longsofa_"..color)
end
minetest.register_lbm({
name = "lrfurn:convert_longsofas",
label = "Convert lrfurn long sofas to use param2 color",
run_at_every_load = false,
nodenames = lrfurn.old_static_longsofas,
action = function(pos, node)
local name = node.name
local color = string.sub(name, string.find(name, "_")+1)
if color == "red" then
color = "medium_red"
elseif color == "dark_green" then
color = "medium_green"
elseif color == "magenta" then
color = "medium_magenta"
elseif color == "cyan" then
color = "medium_cyan"
end
local paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "wallmounted")
local old_fdir = math.floor(node.param2 % 32)
local new_fdir = 3
if old_fdir == 0 then
new_fdir = 3
elseif old_fdir == 1 then
new_fdir = 4
elseif old_fdir == 2 then
new_fdir = 2
elseif old_fdir == 3 then
new_fdir = 5
end
local param2 = paletteidx + new_fdir
minetest.set_node(pos, { name = "lrfurn:longsofa", param2 = param2 })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
end
})
if minetest.settings:get("log_mods") then
minetest.log("action", "[lrfurn/longsofas] "..S("Loaded!"))
end
|
fx_version 'bodacious'
game 'gta5'
shared_scripts{
"config.lua"
}
client_scripts{
'@PolyZone/client.lua',
'@PolyZone/BoxZone.lua',
'client.lua',
"jobs/legal.lua",
"jobs/zones.lua"
}
|
workspace "Dodo"
architecture "x64"
startproject "Dodeditor"
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
configurations
{
"Debug",
"Release"
}
group "Dependencies"
include "Dodo/lib/glad"
include "Dodo/lib/imgui"
include "Dodo/lib/assimp"
group "" -- Go to root level
project "Dodo"
kind "StaticLib"
location "Dodo"
language "C++"
cppdialect "C++17"
staticruntime "on"
characterset "MBCS"
configuration "Debug"
targetdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "Release"
targetdir ("bin/Release-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Release-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "*"
pchheader "pch.h"
pchsource "%{prj.name}/src/pch.cpp"
files {
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp",
"%{prj.name}/lib/stb_image/stb_image.h",
"%{prj.name}/lib/stb_image/stb_image.cpp"
}
includedirs {
"%{prj.name}/src",
"%{prj.name}/lib/stb_image/"
}
sysincludedirs {
"%{prj.name}/lib/spdlog/include",
"%{prj.name}/lib/glad/include",
"%{prj.name}/lib/imgui/include",
"%{prj.name}/lib/assimp/include"
}
defines
{
"_CRT_SECURE_NO_WARNINGS"
}
links {
"glad",
"opengl32.lib",
"imgui",
"Assimp"
}
disablewarnings {
"26812",
"26451"
}
buildoptions {
"/bigobj",
"/Ob1"
}
filter "system:windows"
systemversion "latest"
defines {
"DD_x64",
"DD_API_WIN32"
}
filter "configurations:Debug"
defines {
"DD_DEBUG"
}
symbols "On"
filter "configurations:Release"
defines {
"DD_RELEASE"
}
optimize "On"
project "Sandbox"
location "Sandbox"
language "C++"
cppdialect "C++17"
staticruntime "On"
characterset "MBCS"
configuration "Debug"
targetdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "Release"
targetdir ("bin/Release-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Release-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "*"
files {
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp"
}
includedirs {
"Dodo/src"
}
sysincludedirs {
"Dodo/lib/spdlog/include",
"Dodo/lib/glad/include",
"Dodo/lib/imgui/include",
"Dodo/lib/assimp/include"
}
links {
"Dodo"
}
defines
{
"_CRT_SECURE_NO_WARNINGS"
}
filter "system:windows"
systemversion "latest"
defines {
"DD_x64",
"DD_API_WIN32"
}
filter "configurations:Debug"
kind "ConsoleApp"
defines {
"DD_DEBUG"
}
symbols "On"
filter "configurations:Release"
-- entrypoint "mainCRTStartup"
-- kind "WindowedApp"
kind "ConsoleApp"
defines {
"DD_RELEASE"
}
optimize "On"
project "Dodeditor"
location "Dodeditor"
language "C++"
cppdialect "C++17"
staticruntime "On"
characterset "MBCS"
configuration "Debug"
targetdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Debug-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "Release"
targetdir ("bin/Release-%{cfg.architecture}/%{prj.name}/")
objdir ("bin/Release-%{cfg.architecture}/%{prj.name}/intermediates/")
configuration "*"
disablewarnings {
"26812",
"26451"
}
files {
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp",
"%{prj.name}/res/**.*"
}
includedirs {
"Dodo/src"
}
sysincludedirs {
"Dodo/lib/spdlog/include",
"Dodo/lib/glad/include",
"Dodo/lib/imgui/include",
"Dodo/lib/assimp/include"
}
links {
"Dodo"
}
defines
{
"_CRT_SECURE_NO_WARNINGS"
}
filter "system:windows"
systemversion "latest"
defines {
"DD_x64",
"DD_API_WIN32"
}
filter "configurations:Debug"
kind "ConsoleApp"
defines {
"DD_DEBUG"
}
symbols "On"
filter "configurations:Release"
-- entrypoint "mainCRTStartup"
-- kind "WindowedApp"
kind "ConsoleApp"
defines {
"DD_RELEASE"
}
optimize "On" |
--[[
Copyright (c) 2014, Hardcrawler Games LLC
This library is free software; you can redistribute it and/or modify it
under the terms of the MIT license. See LICENSE for details.
I haven't actually read the MIT license. I think it's permissive and stuff. Send me a keg of Newcastle beer if this makes you rich.
usage:
local Spriter = require("libs/Spriter")
--Animation filename assumed to be animationDirectory/animationDirectory.scon
local spriterData = Spriter:loadSpriter("./", "animationDirectory")
Note: loadSpriter is primary entry point to class.
--]]
--Spriter files are "scml" (xml) or "scon" (json). We will use the dkjson library to load json "scon" files
local json = require("modules/libs/dkjson")
local Spriter = {}
----------------------------------------------------------------------------
--Skip this block. It's just for debugging
--printTable For debugging of data structure:
--Table print that won't recurse into self-referential keys
--Based on naming convention prefix "cyc" to denote cyclic
----------------------------------------------------------------------------
local function printf(fmt, ...)
return print(string.format(fmt, ...))
end
--Note, I got this printTable off of a programming forum, but can't remember where
--I customized with "cyc" exception
local function printTable(table, indent)
indent = indent or 4;
if indent > 16 then
printf("%s ...(maxdepth)", string.rep(' ', indent));
return
end
local keys = {};
print(string.rep(' ', indent)..'{');
indent = indent + 1;
for k, v in pairs(table) do
local key = k;
if (type(key) == 'string') then
if not (string.match(key, '^[A-Za-z_][0-9A-Za-z_]*$')) then
key = "['"..key.."']";
end
elseif (type(key) == 'number') then
key = "["..key.."]";
end
if (type(v) == 'table') then
if (next(v)) then
printf("%s%s =", string.rep(' ', indent), tostring(key));
if string.find(key, "cyc") then
local id = "(nil)"
if v.id then
id = v.id
end
if v.name then
id = v.name
end
printf("%s(cyclic reference id: '" .. id .. "')", string.rep(' ', indent+1))
else
printTable(v, indent);
end
else
printf("%s%s = {},", string.rep(' ', indent), tostring(key));
end
elseif (type(v) == 'string') then
printf("%s%s = %s,", string.rep(' ', indent), tostring(key), "'"..v.."'");
else
printf("%s%s = %s,", string.rep(' ', indent), tostring(key), tostring(v));
end
end
indent = indent - 1;
print(string.rep(' ', indent)..'}');
end --printTable
--So main can use it
Spriter.printTable = printTable
--End of Skip this block.
----------------------------------------------------------------------------
function Spriter:loadTexturePackerData( filename )
--For renderer to know how to render
self.usingTexturePacker = true
--Load and decode texturepacker json data
local contents, size = love.filesystem.read( filename )
assert(size, "Error loading file " .. filename)
local tpData, pos, err = json.decode(contents, 1, nil)
assert( not err, "Parse error!")
self.textureAtlas = {}
--We are calling info about each texture stored in the texturepacker sheet "tiles"
self.textureAtlas.tiles = {}
--Load actual image
local textureFilename = self.path .. "/" .. tpData.meta.image
self.textureAtlas.texture = love.graphics.newImage( textureFilename )
assert(self.textureAtlas.texture, "File " .. textureFilename .. " not found")
--Initialize spriteBatch for efficient rendering. Could just render rects, but sprite batches are faster
--Should probably compute some sort of sensible value for max sprites...maybe optionally pass it in?
self.spriteBatch = love.graphics.newSpriteBatch( self.textureAtlas.texture, 300, "stream" )
local imageWidth = self.textureAtlas.texture:getWidth()
local imageHeight = self.textureAtlas.texture:getHeight()
--Build love quads from info in parsed json
for filename, data in pairs(tpData.frames) do
local tile = {}
tile.filename = filename
tile.quad = love.graphics.newQuad(data.frame.x, data.frame.y, data.frame.w, data.frame.h, imageWidth, imageHeight )
local x, y, w, h = tile.quad:getViewport()
tile.w = w
tile.h = h
--[[
--NOTE: Currently NOT HANDLING trimmed source images!!!
tile.xOffset = -(data.sourceSize.w - data.frame.w)
tile.yOffset = -(data.sourceSize.h - data.frame.h)
--]]
self.textureAtlas.tiles[filename] = tile
self.filenameLookup[filename] = tile
end
--Update spriterData file data to reference the tiles we have created
for i = 1, # self.folder do
local files = self.folder[i].file
for j = 1, # files do
local file = files[j]
local tileName = file.name
local tile = self.textureAtlas.tiles[tileName]
assert(tile, "Unable to find tile " .. tostring(tileName))
file.tile = tile
end
end
end --loadTexturePackerData
--Dig through data structure, ensure files exist, load images, and store references within data structure
function Spriter:loadFilesAndFolders()
--Creating a quick reference for retrieving file entries based on filename
--Not 100% sure there isn't an easy way to do it already, but I don't see one
self.filenameLookup = {}
--By convention, we assume that a .json file that matches the directory name is
--The output of TexturePacker Spriter export. If the file exists, load texturepacker atlas
--Instead of the individual images
local jsonFilename = self.path .. "/" .. self.baseName .. ".json"
if love.filesystem.isFile( jsonFilename ) then
return self:loadTexturePackerData( jsonFilename )
end
for i = 1, # self.folder do
local files = self.folder[i].file
for j = 1, # files do
local file = files[j]
--Parse out filename without path and store it
local dir, filename, extension = string.match(file.name, "(.-)([^/]-([^%.]+))$")
file.filename = filename
--Store LOVE image reference in image object
local image = love.graphics.newImage( self.path .. "/" .. file.name)
assert(image, "nil image!")
file.image = image
self.filenameLookup[file.name] = file
end
end
return files, folders
end --loadFilesAndFolders
--Recurse through data structure and add 1 to all c-style 0-indexed references so they are Lua-style 1-indexed tables
function Spriter:updateIds( spriterData )
for k, v in pairs( spriterData ) do
if k == "id" or k == "parent" or k == "obj" or k == "file" or k == "folder" or k == "key" or k == "timeline" then
--After B10 download, timelineID started getting exported as a string,
--so I added the if-string-and-can-be-cast
if type(v) == "number" or (type(v) == "string" and tonumber(v)) then
spriterData[k] = v + 1
end
end
if type(v) == "table" then
self:updateIds( v )
end
end
end --updateIds
--Recurse through data structure and convert all angles from degrees to radians
--Who uses degrees these days? Sheesh. Actually, I prefer degrees. But math libraries don't. Sad face.
function Spriter:anglesToRadians( spriterData )
for k, v in pairs( spriterData ) do
if k == "angle" then
if type(v) == "number" then
spriterData[k] = (spriterData[k] * 0.0174532925)
end
end
if type(v) == "table" then
self:anglesToRadians( v )
end
end
end --updateIds
--Create "next" references in mainline keys so we can easily access the next key from the data structure
function Spriter:createKeyReferences()
for animationIndex = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[animationIndex]
local keys = animation.mainline.key
for keyIndex = 1, # keys do
local key = keys[keyIndex]
--Last mainline's "next" keyframe is the first frame
if keyIndex == # keys then
key.cycNextKey = keys[ 1 ]
else
key.cycNextKey = keys[ keyIndex + 1 ]
end
end
end
end --createKeyReferences
--Map timeline/key reference pairs within data structure to actual object references
function Spriter:updateTimelineReferences()
--I believe that the only timeline references are in the mainlines of the animations
--NOTE: hard-coding for 1 entity
for i = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[i]
assert(animation, "nil animation on index " .. i)
local mainline = animation.mainline
assert(animation.mainline, "nil mainline on animation " .. i)
for keyIndex = 1, # mainline.key do
local key = mainline.key[keyIndex]
assert(key, "Key " .. tostring(keyIndex) .. " not found")
for boneRefIndex = 1, # key.bone_ref do
local boneRef = key.bone_ref[boneRefIndex]
assert(boneRef, "Key " .. tostring(keyIndex) .. " boneRef " .. tostring(boneRefIndex) .. " has no boneref")
boneRef.cycKey, boneRef.boneName = self:getTimelineKeyById( i, boneRef.timeline, boneRef.key )
boneRef.cycBone = self:getBoneByName( boneRef.boneName )
--Copy values so we don't have to dig into the key during animation
boneRef.scale_x = boneRef.cycKey.bone.scale_x
boneRef.scale_y = boneRef.cycKey.bone.scale_y
boneRef.angle = boneRef.cycKey.bone.angle
boneRef.x = boneRef.cycKey.bone.x
boneRef.y = boneRef.cycKey.bone.y
end
for objectRefIndex = 1, # key.object_ref do
local objectRef = key.object_ref[objectRefIndex]
assert(objectRef, "Key " .. tostring(keyIndex) .. " objectRef " .. tostring(objectRefIndex) .. " has no objectref")
objectRef.cycKey = self:getTimelineKeyById( i, objectRef.timeline, objectRef.key )
assert(objectRef.cycKey, "objectRef " .. tostring(objectRefIndex) .. " has no key")
--Copy values so we don't have to dig into the key during animation
objectRef.scale_x = objectRef.cycKey.object.scale_x
objectRef.scale_y = objectRef.cycKey.object.scale_y
objectRef.x = objectRef.cycKey.object.x
objectRef.y = objectRef.cycKey.object.y
objectRef.angle = objectRef.cycKey.object.angle
end
end
end
end --updateTimelineReferences
--Map parent references to actual data structure references
--Note: according to Spriter forum, ALL parent references are indices into object_ref
--Huzzah for documentation!
function Spriter:updateParentReferences()
--I believe that the only parent references are in the mainlines of the animations to bone_ref objects
--NOTE: hard-coding for 1 entity
for i = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[i]
assert(animation, "nil animation on index " .. i)
local mainline = animation.mainline
assert(animation.mainline, "nil mainline on animation " .. i)
for keyIndex = 1, # mainline.key do
local key = mainline.key[keyIndex]
assert(key, "Key " .. tostring(keyIndex) .. " not found")
for boneRefIndex = 1, # key.bone_ref do
local boneRef = key.bone_ref[boneRefIndex]
assert(boneRef, "Key " .. tostring(keyIndex) .. " boneRef " .. tostring(boneRefIndex) .. " has no boneref")
if boneRef.parent then
boneRef.cycParentBoneRef = self:getBoneRefById( i, keyIndex, boneRef.parent )
end
end
for objectRefIndex = 1, # key.object_ref do
local objectRef = key.object_ref[objectRefIndex]
assert(objectRef, "Key " .. tostring(keyIndex) .. " objectRef " .. tostring(objectRefIndex) .. " has no objectref")
if objectRef.parent then
objectRef.cycParentBoneRef = self:getBoneRefById( i, keyIndex, objectRef.parent )
end
end
end
end
end --updateParentReferences
--Map file id references to data structure references for the actual file data
--I made this recursive to match all possible cases, but in retrospect, it looks like only timeline keys have images.
function Spriter:updateFileReferences( node )
node = node or self
if node.file and node.folder then
node.cycFile = self:getFileById( node.folder, node.file )
end
for k, v in pairs( node ) do
if type(v) == "table" then
self:updateFileReferences( v )
end
end
end --updateFileReferences
--Get folder by index. Die if invalid folder index
--I am assuming that the folder index in the lua array *should* be the same as its id
--Note: **I make this assumption globally throughout this parser**
function Spriter:getFolderByIndex( index )
local folder = self.folder[index]
assert(folder)
return folder
end
--Read the name of the function. This and then next several "get" methods basically dig
--Through the data structure for what you're looking for and die if they can't find it
function Spriter:getTimelineById( animationID, timelineID )
assert(animationID, "animationID has no value")
assert(timelineID, "timelineID has no value")
--NOTE: hard-coding for 1 entity
local animation = self.entity[1].animation[animationID]
assert(animation, "Animation " .. tostring(animationID) .. " not found")
local timeline = animation.timeline[timelineID]
assert(timeline, "Timeline " .. tostring(timelineID) .. " not found")
return timeline
end
--See comments above
function Spriter:getTimelineKeyById( animationID, timelineID, keyID )
assert(animationID, "animationID has no value")
assert(timelineID, "timelineID has no value")
--NOTE: hard-coding for 1 entity
local animation = self.entity[1].animation[animationID]
assert(animation, "Animation " .. tostring(animationID) .. " not found")
--After B10 download, timelineID started getting exported as a string, so I'm casting it
local timeline = animation.timeline[tonumber(timelineID)]
assert(timeline, "Timeline " .. tostring(timelineID) .. " not found")
local key = timeline.key[keyID]
assert(key, "Key " .. tostring(keyID) .. " not found")
return key, timeline.name
end
--The timelines refer to bones by name, which doesn't quite match the paradigm of id/index, so
--We provide this helper function to grab bones by name
function Spriter:getBoneByName( boneName )
local obj_info = self.entity[1].obj_info
for i = 1, # obj_info do
if obj_info[i].type == "bone" and obj_info[i].name == boneName then
return obj_info[i]
end
end
assert(false, "Bone '" .. tostring(boneName) .. "' not found")
end
--See comments above
function Spriter:getBoneRefById( animationID, keyID, boneRefID )
assert(animationID, "animationID has no value")
assert(keyID, "animationID has no value")
assert(boneRefID, "boneRefID has no value")
--NOTE: hard-coding for 1 entity
local animation = self.entity[1].animation[animationID]
assert(animation, "Animation " .. tostring(animationID) .. " not found")
local mainline = animation.mainline;
assert(mainline, "Mainline not found")
local key = mainline.key[keyID];
assert(key, "Key " .. tostring(keyID) .. " not found")
local boneRef = key.bone_ref[boneRefID]
return boneRef
end
--See comments above
function Spriter:getFileById( folderID, fileID )
local folder = self.folder[folderID]
assert(folder, "Folder " .. tostring(folderID) .. " not found")
local file = folder.file[fileID]
assert(file, "File " .. tostring(fileID) .. " not found")
return file
end
--The actual user code will most likely (sanely) use animation names rather than indices into the array
--This method is for them
function Spriter:getAnimationByName( animationName )
for i = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[i]
if animation.name == animationName then
return animation
end
end
assert(false, "Unable to find animation '" .. tostring(animationName) .. "'")
end --animationName
--Apply all timeline transformations to heirarchy - no need to compute every frame
--NOTE: this method is deprecated. My previous approach was incorrect. I'm leaving this here temporarily in case I need to reference it
function Spriter:applyTransformations()
for animationIndex = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[animationIndex]
assert(animation, "Animation " .. tostring(animationIndex) .. " not found")
local timeline = animation.timeline
assert(timeline, "Animation timeline " .. tostring(animationName) .. " not found")
local mainline = animation.mainline
assert(mainline, "Animation mainline " .. tostring(animationName) .. " not found")
for keyIndex = 1, # mainline.key do
local key = mainline.key[keyIndex]
assert(key, "Animation key[1] " .. tostring(keyIndex) .. " not found")
--Apply all transformations through bone_ref heirarchy
for boneRefIndex = 1, # key.bone_ref do
local boneRef = key.bone_ref[boneRefIndex]
--Create "blank" transformations to avoid Lua complaining about adding etc. nil values
boneRef.x = boneRef.x or 0
boneRef.y = boneRef.y or 0
boneRef.angle = boneRef.angle or 0
boneRef.scale_x = boneRef.scale_x or 1
boneRef.scale_y = boneRef.scale_y or 1
local parent = boneRef.cycParentBoneRef
if parent then
--Multiply our scale by parent's scale
boneRef.scale_x = boneRef.scale_x * parent.scale_x
boneRef.scale_y = boneRef.scale_y * parent.scale_y
--Add our rotation to parent's rotation
boneRef.angle = boneRef.angle + parent.angle
--Our position gets multiplied by *parent* scale
boneRef.x = boneRef.x * parent.scale_x
boneRef.y = boneRef.y * parent.scale_y
--Translate our x, y by parent's translation
boneRef.x = boneRef.x + parent.x
boneRef.y = boneRef.y + parent.y
--Now rotate our x, y by our parents rotation *around its x,y*
boneRef.x, boneRef.y = self:rotatePoint( boneRef.x, boneRef.y, parent.angle, parent.x, parent.y )
else
--We still need scale unparented objects
boneRef.x = boneRef.x * boneRef.scale_x
boneRef.y = boneRef.y * boneRef.scale_y
end
end --for through bone_ref
--Apply all transformations through object_ref heirarchy
for objectRefIndex = 1, # key.object_ref do
local objectRef = key.object_ref[objectRefIndex]
--Create "blank" transformations to avoid Lua complaining about adding etc. nil values
objectRef.x = objectRef.x or 0
objectRef.y = objectRef.y or 0
objectRef.angle = objectRef.angle or 0
objectRef.scale_x = objectRef.scale_x or 1
objectRef.scale_y = objectRef.scale_y or 1
local parent = objectRef.cycParentBoneRef
if parent then
local filename = objectRef.cycKey.object.cycFile.name
--Multiply our scale by parent's scale
objectRef.scale_x = objectRef.scale_x * parent.scale_x
objectRef.scale_y = objectRef.scale_y * parent.scale_y
--Add our rotation to parent's rotation
objectRef.angle = objectRef.angle + parent.angle
--Our position gets multiplied by *parent* scale
objectRef.x = objectRef.x * parent.scale_x
objectRef.y = objectRef.y * parent.scale_y
--Translate our x, y by parent's translation
objectRef.x = objectRef.x + parent.x
objectRef.y = objectRef.y + parent.y
--Now rotate our x, y by our parents rotation *around its x,y*
objectRef.x, objectRef.y = self:rotatePoint( objectRef.x, objectRef.y, parent.angle, parent.x, parent.y )
else
--We still need scale unparented objects
objectRef.x = objectRef.x * objectRef.scale_x
objectRef.y = objectRef.y * objectRef.scale_y
end
end --for through object_ref
end --for through mainline keys
end --for through animatins
end
--Helper function: rotate point px, py around center cx,cy. If cx, cy not passed, rotate around origin
--FUNCTION EXPECTS RADIANS
function Spriter:rotatePoint( px, py, angle, cx, cy )
cx = cx or 0
cy = cy or 0
local s = math.sin(angle)
local c = math.cos(angle)
px = px - cx;
py = py - cy;
local xnew = (px * c) - (py * s)
local ynew = (px * s) + (py * c)
--translate point back:
px = xnew + cx;
py = ynew + cy;
--To avoid crazy scientific notation prints during debugging
local function round(num, idp)
local mult = 10^(idp or 2)
return math.floor(num * mult + 0.5) / mult
end
px = round(px,5)
py = round(py,5)
return px, py
end --rotatePoint
--For debugging - distance between two points
function Spriter:pointDistance( x1, y1, x2, y2 )
local xd = x2-x1
local yd = y2-y1
local distance = math.sqrt(xd*xd + yd*yd)
return distance
end
--Created this because the inTransition variable couldn't be used (was false while still in transition).
-- I don't remember its internal logic, so I created a method for callers to use. I can refactor it later if necessary
function Spriter:isInTransition()
if self.transitions and #self.transitions > 0 then
return true
end
return false
end
--Set the animation referenced by animationName as the current animation
--Die is animationName is not a valid animation.
function Spriter:setCurrentAnimationName( animationName, animationType, inTransition )
--Unless this animation change was initiated by a transition, override any existing transitions
if not self.inTransition then
self.transitions = {}
end
self:setTime( 0 )
self.looped = nil
--Used for emitting key changes
self.currentKeyIndex = nil
self.stopped = nil
self.animationType = animationType or "looping"
local animation = self:getAnimationByName( animationName )
assert(animation, "Animation " .. tostring(animationName) .. " not found")
self.animationName = animationName
end
function Spriter:getCurrentAnimationName()
return self.animationName
end
function Spriter:setInterpolation( interpolation )
self.interpolation = interpolation
end
function Spriter:getInterpolation()
return self.interpolation
end
function Spriter:start()
self.stopped = nil
end
function Spriter:stop()
self.stopped = true
end
--Get a reference to the current animation
function Spriter:getCurrentAnimation()
local animationName = self.animationName
assert(animationName, "nil animationName")
local animation = self:getAnimationByName( animationName )
assert(animation, "Animation " .. tostring(animationName) .. " not found")
return animation
end
--Get a reference to the current mainline key, chosed based on dt updates and current animation value
function Spriter:getCurrentMainlineKey()
local animation = self:getCurrentAnimation()
local time = self:getTime()
local milliseconds = time * 1000
local mainline = animation.mainline
assert(mainline, "Animation mainline not found")
local currentKey = mainline.key[1]
local currentKeyIndex = 1
for keyIndex = 1, # mainline.key do
local key = mainline.key[keyIndex]
if key.time then
if milliseconds > key.time then
currentKey = key
currentKeyIndex = keyIndex
end
end
end
if not self.currentKeyIndex or currentKeyIndex ~= self.currentKeyIndex then
self.currentKeyIndex = currentKeyIndex
self:keyChanged( currentKeyIndex )
end
return currentKey, currentKeyIndex
end
--Rescale time elapsed vs duration to min1, max1 (x, y angle, or whatever)
local function rescale( val, min0, max0, min1, max1 )
return (((val - min0) / (max0 - min0)) * (max1 - min1)) + min1
end
--Given a bone at position x,y pointing at angle angle with length length, return the x, y of the other end of the bone
function Spriter:getBoneEndpoint( x, y, angle, length )
local x2, y2 = x, y
--By convention, bone is a ray of length cycBone.w pointed in direction boneRef.angle
local length = length
--Rotate a ray centered at origin on the x axies to be a ray that points at the specified angle
local x2, y2 = self:rotatePoint( length, 0, angle, 0, 0 )
--Translate this ray by the bone position
x2 = x2 + x
y2 = y2 + y
return x2, y2
end --getBoneEndpoint
--Special interpolation function for angles. Need to be smart enough to "loop" around the 0 degree mark to
--Find nearby angles rather than take the long way around. i.e. rotating from 10 degrees to 350 degrees should
--Go DOWN from 10 to 0, then down 360 to 350. NOT a linear interpolation from 10 and increasing to 350
--Based on http://stackoverflow.com/questions/2708476/rotation-interpolation
local function lerpAngle( a1, a2, amount )
local radians360 = 6.28318531
local radians180 = 3.14159265
local degree = 0.0174532925
local difference = math.abs(a2 - a1);
if difference > radians180 then
-- We need to add on to one of the values.
if a2 > a1 then
--We'll add it on to start...
a1 = a1 + radians360
else
--Add it on to end.
a2 = a2 + radians360;
end
end
--Interpolate it.
local value = (a1 + ((a2 - a1) * amount));
--Wrap it..
local rangeZero = radians360
if value >= 0 and value <= radians360 then
return value
end
return value % rangeZero
end --lerpAngle
--object_ref indices are not necessarily consistent among keyframes. Nor are the images that the "actual"
--object references (they can be swapped out). The only reliable way I was able to see if two object refs on
--Separate keyframes were the same "object" was to compare the timeline value. id is just its position in the array, so it's useless
local function getNextObjectRef( objectRef, objectRefIndex, nextKey )
if nextKey.object_ref[objectRefIndex] then
if objectRef.timeline == nextKey.object_ref[objectRefIndex].timeline then
return nextKey.object_ref[objectRefIndex]
end
end
for i = 1, #nextKey.object_ref do
if objectRef.timeline == nextKey.object_ref[i].timeline then
return nextKey.object_ref[i]
end
end
return nil
end --getNextObjectRef
--Build one frame of data that is the current "state" of the rig, with interpolation behaviors
--Defined for the next timeline key
function Spriter:buildFrameData()
local animation = self:getCurrentAnimation()
local timeline = animation.timeline
assert(timeline, "Animation timeline " .. tostring(animationName) .. " not found")
local mainline = animation.mainline
assert(mainline, "Animation mainline " .. tostring(animationName) .. " not found")
local key, keyIndex = self:getCurrentMainlineKey()
assert(key, "Animation key[1] " .. tostring(animationName) .. " not found")
--Alias time because we (stupidly) override the key reference with a local below
local currentKeyTime = key.time
local nextKey = key.cycNextKey
assert(nextKey, "Unable to load nextKey")
local frameData = {}
--Loop for bone ref frames (images)
for boneRefIndex = 1, # key.bone_ref do
local boneRef = key.bone_ref[boneRefIndex]
local key = boneRef.cycKey
local boneData = {
dataType = "bone",
x = boneRef.x or 0,
y = boneRef.y or 0,
boneLength = boneRef.cycBone.w or 0,
scale_x = boneRef.scale_x or 1,
scale_y = boneRef.scale_y or 1,
angle = boneRef.angle or 0,
}
--Note -- we are not creating a frame if the bone_ref on the next key is null. This might be premature?
--Should we create a "static" frame?
if nextKey.bone_ref[boneRefIndex] then
local xNext = nextKey.bone_ref[boneRefIndex].x or 0
local yNext = nextKey.bone_ref[boneRefIndex].y or 0
local angleNext = nextKey.bone_ref[boneRefIndex].angle or 0
local currentSpin = boneRef.cycKey.spin
if not currentSpin then currentSpin = 0 end
assert(xNext and yNext and angleNext, "nil next key value")
local angle1, angle2 = boneData.angle, angleNext
local nextTime = nextKey.time
local duration
if currentKeyTime and nextTime then
--If both keys have time, duration is distance between keys
duration = nextTime - currentKeyTime
elseif not currentKeyTime and nextTime then
--If current key does not have a time, it's first, duration is next key's time
duration = nextTime
elseif currentKeyTime and not nextTime then
--If next key does not have a time, we're looping. Duration is total anim length minus current key's start time
duration = animation.length - currentKeyTime
else
print(tostring(currentKeyTime) .. ", " .. tostring(nextTime))
assert(false, "Neither key has a time. This should not happen")
end
assert(duration, "Invalid duration value")
--Key time is milliseconds, interpolation expects seconds
duration = duration / 1000
boneData.angleStart = boneData.angle
boneData.xStart = boneData.x
boneData.yStart = boneData.y
boneData.xNext = xNext
boneData.yNext = yNext
boneData.angleNext = angleNext
boneData.duration = duration
local elapsed = self:getTime()
if currentKeyTime then
elapsed = elapsed - (currentKeyTime/1000)
end
boneData.x = rescale( elapsed, 0, boneData.duration, boneData.xStart, boneData.xNext )
boneData.y = rescale( elapsed, 0, boneData.duration, boneData.yStart, boneData.yNext )
local angleAmount = rescale( elapsed, 0, boneData.duration, 0, 1 )
boneData.angle = lerpAngle( boneData.angleStart, boneData.angleNext, angleAmount )
--Interpolation behavior
--[[
local that = self
boneData.update = function(self, dt)
self.elapsed = self.elapsed + dt
self.x = rescale( self.elapsed, 0, self.duration, self.xStart, self.xNext )
self.y = rescale( self.elapsed, 0, self.duration, self.yStart, self.yNext )
local angleAmount = rescale( self.elapsed, 0, self.duration, 0, 1 )
self.angle = lerpAngle( self.angleStart, self.angleNext, angleAmount )
local x2, y2 = that:getBoneEndpoint( self.x, self.y, self.angle, self.scale_x * self.boneLength, self.angle )
self.x2 = x2
self.y2 = y2
end
--]]
end --if next one has data
frameData[ # frameData + 1 ] = boneData
local parent = frameData[ boneRef.parent ]
if parent then
--Multiply our scale by parent's scale
boneData.scale_x = boneData.scale_x * parent.scale_x
boneData.scale_y = boneData.scale_y * parent.scale_y
--Add our rotation to parent's rotation
boneData.angle = boneData.angle + parent.angle
--Our position gets multiplied by *parent* scale
boneData.x = boneData.x * parent.scale_x
boneData.y = boneData.y * parent.scale_y
--Translate our x, y by parent's translation
boneData.x = boneData.x + parent.x
boneData.y = boneData.y + parent.y
--Now rotate our x, y by our parents rotation *around its x,y*
boneData.x, boneData.y = self:rotatePoint( boneData.x, boneData.y, parent.angle, parent.x, parent.y )
else
--We still need scale unparented objects
boneData.x = boneData.x * boneData.scale_x
boneData.y = boneData.y * boneData.scale_y
end
local x2, y2 = self:getBoneEndpoint( boneData.x, boneData.y, boneData.angle, boneData.scale_x * boneData.boneLength, boneData.angle )
boneData.x2 = x2
boneData.y2 = y2
end --for
--Loop for object ref frames (images)
for objectRefIndex = 1, # key.object_ref do
local objectRef = key.object_ref[objectRefIndex]
local key = objectRef.cycKey
local object = key.object
local file = object.cycFile
local altFile = self:getSwappedImage( file.name )
local image = altFile.image --Love2D image handle
--Optionally, images can pivot rotations from a non-standard point (default is bottom right corner {top right in Love coords})
local pivotX, pivotY
if object.pivot_x then
pivotX = object.pivot_x
else
pivotX = file.pivot_x
end
if object.pivot_y then
pivotY = object.pivot_y
else
pivotY = file.pivot_y
end
local imageData = {
dataType = "image",
image = image,
tile = file.tile, --Texturepacker load specific
x = objectRef.x or 0,
y = objectRef.y or 0,
pivotX = pivotX,
pivotY = pivotY,
scale_x = objectRef.scale_x or 1,
scale_y = objectRef.scale_y or 1,
angle = objectRef.angle or 0,
}
local parent = frameData[ objectRef.parent ]
if parent then
local filename = objectRef.cycKey.object.cycFile.name
--Multiply our scale by parent's scale
imageData.scale_x = imageData.scale_x * parent.scale_x
imageData.scale_y = imageData.scale_y * parent.scale_y
--Add our rotation to parent's rotation
imageData.angle = imageData.angle + parent.angle
--Our position gets multiplied by *parent* scale
imageData.x = imageData.x * parent.scale_x
imageData.y = imageData.y * parent.scale_y
--Translate our x, y by parent's translation
imageData.x = imageData.x + parent.x
imageData.y = imageData.y + parent.y
--Now rotate our x, y by our parents rotation *around its x,y*
imageData.x, imageData.y = self:rotatePoint( imageData.x, imageData.y, parent.angle, parent.x, parent.y )
else
--We still need scale unparented objects
imageData.x = imageData.x * imageData.scale_x
imageData.y = imageData.y * imageData.scale_y
end
local nextObjectRef = getNextObjectRef( objectRef, objectRefIndex, nextKey )
--If there is no keyframe for us in the next key, do no interpolation
if not nextObjectRef then
nextObjectRef = {
x = objectRef.x,
y = objectRef.y,
angle = objectRef.angle,
}
else
--print(objectRef.timeline .. " - " .. nextObjectRef.timeline)
end
--Note -- we are not creating a frame if the object_ref on the next key is null. This might be premature?
--Should we create a "static" frame?
local xNext = nextObjectRef.x or 0
local yNext = nextObjectRef.y or 0
local angleNext = nextObjectRef.angle or 0
local currentSpin = objectRef.cycKey.spin
if not currentSpin then currentSpin = 0 end
assert(xNext and yNext and angleNext, "nil next key value")
local angle1, angle2 = imageData.angle, angleNext
local nextTime = nextKey.time
local duration
if currentKeyTime and nextTime then
--If both keys have time, duration is distance between keys
duration = nextTime - currentKeyTime
elseif not currentKeyTime and nextTime then
--If current key does not have a time, it's first, duration is next key's time
duration = nextTime
elseif currentKeyTime and not nextTime then
--If next key does not have a time, we're looping. Duration is total anim length minus current key's start time
duration = animation.length - currentKeyTime
else
print(tostring(currentKeyTime) .. ", " .. tostring(nextTime))
assert(false, "Neither key has a time. This should not happen")
end
assert(duration, "Invalid duration value")
--Key time is milliseconds, interpolation expects seconds
duration = duration / 1000
imageData.angleStart = imageData.angle
imageData.xStart = imageData.x
imageData.yStart = imageData.y
imageData.xNext = xNext
imageData.yNext = yNext
imageData.angleNext = angleNext
imageData.elapsed = 0
imageData.duration = duration
--Interpolation behavior
--[[
imageData.update = function(self, dt)
self.elapsed = self.elapsed + dt
self.x = rescale( self.elapsed, 0, self.duration, self.xStart, self.xNext )
self.y = rescale( self.elapsed, 0, self.duration, self.yStart, self.yNext )
local angleAmount = rescale( self.elapsed, 0, self.duration, 0, 1 )
self.angle = lerpAngle( self.angleStart, self.angleNext, angleAmount )
end
--]]
frameData[ # frameData + 1 ] = imageData
end --for
return frameData
end --buildFrameData
--Get current frame data, or build it if it does not exist
function Spriter:getFrameData()
if self.stopped and self.lastFrameData then
return self.lastFrameData
end
local animation = self:getCurrentAnimation()
local timeline = animation.timeline
assert(timeline, "Animation timeline " .. tostring(animationName) .. " not found")
local mainline = animation.mainline
assert(mainline, "Animation mainline " .. tostring(animationName) .. " not found")
local key = self:getCurrentMainlineKey()
assert(key, "Animation key[1] " .. tostring(animationName) .. " not found")
local frameData = self.currentFrameData
--[[
--Rebuild frameData when our mainline key changes, or when one does not exist
if not self.currentFrameData or (self.currentMainlineKey and self.currentMainlineKey ~= key) then
frameData = self:buildFrameData()
self.currentMainlineKey = key
self.currentFrameData = frameData
end
--]]
frameData = self:buildFrameData()
self.lastFrameData = frameData
return frameData
end --getFrameData
function Spriter:getTime()
if not self.time then
self.time = 0
end
return self.time
end
function Spriter:setTime( time )
self.time = time
end
--Push a transition onto the stack (first in, first out)
--Transitions are animations that we wish to switch to after the current animation finishes
function Spriter:pushTransition( transition )
self.transitions[ # self.transitions + 1 ] = transition
end
function Spriter:updateTransition()
if # self.transitions > 0 then
local transition = self.transitions[1]
--Transitions can allow a certain number of loops before switching
if transition.loopCount and transition.loopCount > 0 then
transition.loopCount = transition.loopCount - 1
else
table.remove( self.transitions, 1 )
local animationType = "loop"
local inTransition = true
self:setCurrentAnimationName( transition.animationName, animationType, inTransition )
end
end
end
--Do nothing by default - intended for "inheriting" class to react
function Spriter:animationLooped()
self:updateTransition()
end
--Do nothing by default - intended for "inheriting" class to react
function Spriter:animationStopped()
self:updateTransition()
end
--Do nothing by default - intended for "inheriting" class to react
function Spriter:animationStarted()
end
--Do nothing by default - intended for "inheriting" class to react
function Spriter:keyChanged( keyIndex )
end
--Add delta time to the current time tracking. Figure out if our animation stopped or looped and notify listeners
function Spriter:incrementTime( dt )
local time = self:getTime()
if time == 0 then
self:animationStarted()
elseif self.looped then
self.looped = nil
self:animationStarted()
end
time = time + dt
local animation = self:getCurrentAnimation()
local animationName = self:getCurrentAnimationName()
local milliseconds = time * 1000
if milliseconds > animation.length then
local remainder = milliseconds % animation.length
time = remainder / 1000
--Force a rebuild of frame data - avoid "infinite interpolation bug"
self.currentFrameData = nil
if self.animationType == "looping" then
self:animationLooped()
--Let ourselves know on next update that we looped for animationStarted signal
self.looped = true
elseif self.animationType == "once" then
self.stopped = true
self:animationStopped()
end
end
--This is kind of a hack...it is possible the above events resulted in an animation switch,
--If so, emit the animationStarted signal (won't trigger by above code block)
--Thinking this may need to go in setCurrentAnimationName
if animationName ~= self:getCurrentAnimationName() then
self:animationStarted()
end
self:setTime( time )
end
--Called once per Love2D "tick." dt is a delta of time elapsed since last update call. dt is a float - Number of seconds elapsed
function Spriter:update( dt )
--Allow user to "freeze" animation
if self.stopped then
return
end
--[[
--Can turn interpolation on and off for debug (or other nefarious) purposes
if self:getInterpolation() then
local frameDatas = self:getFrameData()
for i = 1, #frameDatas do
local frameData = frameDatas[i]
if frameData.update then
frameData:update( dt )
end
end
end
--]]
self:incrementTime( dt )
end --getFrameData
--Get list of animation names we can use with setCurrentAnimationName
function Spriter:getAnimationNames()
local animationNames = {}
for i = 1, # self.entity[1].animation do
local animation = self.entity[1].animation[i]
animationNames[ # animationNames + 1 ] = animation.name
end
return animationNames
end
function Spriter:getCanvasOffset()
local offsetX = self.canvasOffsetX or 0
local offsetY = self.canvasOffsetY or 0
return offsetX, offsetY
end
function Spriter:setCanvasOffset( canvasOffsetX, canvasOffsetY )
self.canvasOffsetX = canvasOffsetX
self.canvasOffsetY = canvasOffsetY
end
--Convert spriter coordinates to Love-style coordinates.
--0,0 is center of screen positive y moves up from center of screen
function Spriter:spriterToScreen( x, y )
local centerx = Spriter.canvas:getWidth() / 2
local centery = Spriter.canvas:getHeight() -200
x = centerx + x
y = centery - y
if self.canvasOffsetX then
x = x + self.canvasOffsetX
end
if self.canvasOffsetY then
y = y + self.canvasOffsetY
end
return x, y
end
--Using a shared canvas to avoid creating too many
--Not sure if the best idea, and certainly clunky to hard-code w/h
function Spriter:getCanvas(xx,yy)
if not self.canvas then
self.canvas = love.graphics.newCanvas(xx, yy)
end
self.offsetX, self.offsetY = -self.canvas:getWidth()/2, -self.canvas:getHeight()/2
return self.canvas
end
--Offset at which to render the spriter data.
function Spriter:setOffset( offsetX, offsetY)
self.offsetX = offsetX
self.offsetY = offsetY
end
function Spriter:getOffset()
local offsetX = self.offsetX or 0
local offsetY = self.offsetY or 0
return offsetX, offsetY
end
--Scale at which to render the spriter data
function Spriter:setScale( scaleX, scaleY )
self.scaleX = scaleX
self.scaleY = scaleY
end
function Spriter:getScale()
local scaleX = self.scaleX or 1
local scaleY = self.scaleY or 1
return scaleX, scaleY
end
--When inverting the animation, it is usually necessary to render with a corresponding offset
--This controls the offset used when rendering inverted
function Spriter:setInversionOffset( inversionOffset )
self.inversionOffset = inversionOffset
end
function Spriter:getInversionOffset()
local inversionOffset = self.inversionOffset or 0
return inversionOffset
end
--Determines whether we are rendering the bones or not
function Spriter:setDebug( debug )
self.debug = debug
end
function Spriter:getDebug()
return self.debug
end
--If true, we render the spriter data inverted
function Spriter:getInverted()
return self.inverted
end
function Spriter:setInverted( inverted )
self.inverted = inverted
end
--Debugging function - draw bones.
function Spriter:drawDebugInfo()
local frameData = self:getFrameData()
local currentColor = 1
local colors = {
{r=255,g=0,b=0},
{r=0,g=255,b=0},
{r=0,g=0,b=255},
{r=255,g=255,b=0},
}
local testImage
if spew then
--This loop is to draw the corners of the image for image rotation debugging
--It is very noisy and spewy, so I only turn it on when I need to debug
for i = 1, # frameData do
local imageData = frameData[i]
if imageData.dataType == "image" then
local x, y = self:spriterToScreen( imageData.x, imageData.y )
local corners = {
{x=x, y=y},
{x=x+imageData.image:getWidth(), y=y},
{x=x+imageData.image:getWidth(), y=y+imageData.image:getHeight()},
{x=x, y=y+imageData.image:getHeight()},
}
local pivotx = corners[1].x
local pivoty = corners[1].y
for cornerIndex = 1, # corners do
local x, y = corners[cornerIndex].x, corners[cornerIndex].y
local tlx, tly = Spriter:rotatePoint( x, y, -imageData.angle, pivotx, pivoty )
love.graphics.setColor(colors[currentColor].r, colors[currentColor].g, colors[currentColor].b)
currentColor = currentColor + 1
if currentColor > # colors then
currentColor = 1
end
love.graphics.circle( "fill", tlx, tly, 3, 100 )
end
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(255, 255, 255)
end
end
end --spew
--Bone render for debugging
currentColor = 1
for i = 1, # frameData do
local data = frameData[i]
if data.dataType == "bone" then
local r = colors[currentColor].r
local g = colors[currentColor].g
local b = colors[currentColor].b
currentColor = currentColor + 1
if currentColor > # colors then
currentColor = 1
end
love.graphics.setColor(r, g, b)
local startx, starty = self:spriterToScreen( data.x, data.y )
local x2, y2 = self:spriterToScreen( data.x2, data.y2 )
love.graphics.circle( "fill", x2, y2, 3, 100 )
love.graphics.line(startx,starty, x2,y2)
love.graphics.setColor(255, 255, 255)
love.graphics.circle( "fill", startx, starty, 5, 100 )
end
end
end --drawDebugInfo
function Spriter:draw( x, y )
local lastcanvas = lg.getCanvas()
local scanvas = self:getCanvas(700,700)
--Only possible to use sprite batch if we used texture packer structure - default is series of disparate images
if self.usingTexturePacker then
self.spriteBatch:clear()
self.spriteBatch:bind()
end
local frameData = self:getFrameData()
--In my engine I had transformations active during rendering
--I had to re-set everything to origin to render at origin of canvas
--This should be safe
love.graphics.push()
love.graphics.origin()
--I'm not sure how to cleanly build a bounding rect to create a good canvas size, so I'm just doing screen w/h for now
--All graphics operations from this point forward render to canvas instead of screen
love.graphics.setCanvas(scanvas)
scanvas:clear()
-- lg.rectangle("fill", 0,0,self.canvas:getWidth(), self.canvas:getHeight())
love.graphics.setBlendMode('alpha')
--Loop through framedata and render images (bones are also in array)
for i = 1, # frameData do
local imageData = frameData[i]
if imageData.dataType == "image" then
local x, y = self:spriterToScreen( imageData.x, imageData.y )
love.graphics.setColor(255, 255, 255)
--Pivot data is stored as 0-1, but actually represents an offset of 0-width or 0-height for rotation purposes
local pivotX = imageData.pivotX or 0
local pivotY = imageData.pivotY or 1
--Rescape pivot data from 0,1 to 0,w/h
pivotX = rescale( pivotX, 0, 1, 0, imageData.image:getWidth() )
--Love2D has Y inverted from Spriter behavior -- pivotY is height - pivotY value
pivotY = imageData.image:getHeight() - rescale( pivotY, 0, 1, 0, imageData.image:getHeight() )
love.graphics.draw(imageData.image, x, y - self.canvas:getHeight()/4, -imageData.angle, imageData.scale_x, imageData.scale_y, pivotX, pivotY)
end
end
if self:getDebug() then
self:drawDebugInfo()
end
--Turn off canvas. Graphics operations now apply to screen
love.graphics.setCanvas(lastcanvas)
-- The rectangle from the Canvas was already alpha blended.
-- Use the premultiplied blend mode when drawing the Canvas itself to prevent another blending.
love.graphics.setBlendMode('premultiplied')
--Return to transformations active prior to our draw
love.graphics.pop()
local scaleX, scaleY = self:getScale()
local xOffset, yOffset = self:getOffset()
local inversionOffset = self:getInversionOffset()
x = x + xOffset
y = y + yOffset
local canvasOffsetX, canvasOffsetY = self:getCanvasOffset()
--We offset things in the canvas purely to avoid clipping of the sprite. If we do so,
--We have to un-do the offset prior to rendering the canvas
x = x - (canvasOffsetX * scaleX)
y = y - (canvasOffsetY * scaleY)
local inverted = self:getInverted()
--I'm sure there's a more elegant way to handle this, but I'm being lazy.
--Handle flips by rendering with -1 x scaling
if not inverted then
love.graphics.draw(scanvas, x, y, 0, scaleX, scaleY)
else
--Need to offset x position due to scaling
love.graphics.draw(scanvas, x + inversionOffset, y, 0, -scaleX, scaleY)
end
--Turn default back on
love.graphics.setBlendMode('alpha')
end --draw
--Tell library to render replacementImageName any time there is an attempt to render the image referenced by imageName
--If nil is passed in for replacementImageName, resets back to original
function Spriter:swapImage( imageName, replacementImageName )
self.imageSwaps[imageName] = replacementImageName
end
--Based on passed imageName, return the swapped image reference if there is a imageSwap entry for it,
--Or return the image reference for the passed imageName if not
function Spriter:getSwappedImage( imageName )
local name = imageName
if self.imageSwaps[imageName] then
name = self.imageSwaps[imageName]
end
local altFile = self.filenameLookup[name]
assert(altFile, "Unable to lookup image " .. tostring(name))
return altFile
end
--Undo all mapping done via calls to swapImage
function Spriter:resetImageSwaps()
self.imageSwaps = {}
end
--Load a spriter file and return an object that can be used to animate and render this data
--NOTE: the object returned has Spriter set as a metatable reference, so the spriterData returned
--Essentially "inherits" all of the methods in Spriter
--All of the "self" references used in the above Spriter methods are expected to be referring to a valid spriterData
--Object loaded from a .scon file
function Spriter:loadSpriter( path, file )
--All spriter assets are expected to be relative to path/directory
self.baseName = file
self.path = path .. "/"
--By convention, we will assume filename is animationDirectory/animationDirectory.scon
local filename = path .. file .. ".scon"
assert(love.filesystem.isFile( filename ), "File " .. filename .. " not found")
--Load file contents into string
local contents, size = love.filesystem.read( filename )
assert(size, "Error loading file")
--.scon file is json, parse the json into a Lua data structure
local spriterData, pos, err = json.decode (contents, 1, nil)
assert( not err, "Parse error!")
--Quasi "inheritance" of Spriter "class" so spriterData can call methods on itself
setmetatable(spriterData, {__index = function (table, key) return Spriter[key] end } )
--Boolean for debugging switch on/off of interpolation
spriterData.interpolation = true
--Array of animation transitions -- see usage above
spriterData.transitions = {}
--Change 0-index id, parent etc. references to 1-indexed for Lua
spriterData:updateIds( spriterData )
--Spriter stores angles as degrees, convert to radians
spriterData:anglesToRadians( spriterData )
--Use Love functions to load image references, store handle to loaded graphic in folder/file structure of spriterData
spriterData:loadFilesAndFolders()
--Update all objects in spriterData that contain folder/file IDs to reference the actual data in the spriterData object
spriterData:updateFileReferences()
--Create ->next references in mainline keys so we can easily access the next key from the data structure
spriterData:createKeyReferences()
--Update all objects in spriterData that contain timeline IDs to reference the actual data in the spriterData object
spriterData:updateTimelineReferences()
--Update all objects in spriterData that parent IDs to reference the actual data in the spriterData object
spriterData:updateParentReferences()
--NOTE: this method is deprecated. My previous approach was incorrect. I'm leaving this here temporarily in case I need to reference it
-- spriterData:applyTransformations()
--Table of image filenames that allows user to swap out images at runtime. see swapImage
spriterData.imageSwaps = {}
--Adding this because somehow it was not initialized
local canvas = self:getCanvas()
return spriterData
end --loadSpriter
--[[
usage:
local Spriter = require("libs/Spriter")
--Animation filename assumed to be animationDirectory/animationDirectory.scon
local spriterData = Spriter:loadSpriter("./", "animationDirectory")
--]]
return Spriter
|
local opts = {noremap = true, silent = true}
local map = vim.api.nvim_set_keymap
-- Files
map("n", "<leader>ff", "<cmd>lua require'telescope.builtin'.find_files{}<CR>", opts)
map("n", "<leader>fg", "<cmd>lua require'telescope.builtin'.live_grep{}<CR>", opts)
map("n", "<leader>fb", "<cmd>lua require'telescope.builtin'.buffers{}<CR>", opts)
map("n", "<leader>fh", "<cmd>lua require'telescope.builtin'.help_tags{}<CR>", opts)
-- LSP
map("n", "gr", "<cmd>lua require'telescope.builtin'.lsp_references{}<CR>", opts)
-- Git
-- Remember: Ctrl-a create a new brnach, Ctrl-d remove selected branch
map("n", "<leader>gb", "<cmd>lua require'telescope.builtin'.git_branches{}<CR>", opts)
map("n", "<leader>gc", "<cmd>lua require'telescope.builtin'.git_bcommits{}<CR>", opts)
map("n", "<leader>gt", "<cmd>lua require'telescope.builtin'.git_stash{}<CR>", opts)
-- Repo List
map("n", "<leader>rl", "<cmd>Telescope repo list<CR>", opts)
-- Neoclip
map("n", "<leader>yl", "<cmd>Telescope neoclip<CR>", opts)
|
local Ui = require("api.Ui")
local IUiLayer = require("api.gui.IUiLayer")
local IInput = require("api.gui.IInput")
local InputHandler = require("api.gui.InputHandler")
local UiTheme = require("api.gui.UiTheme")
local UiMousePanel = require("mod.mouse_ui.api.gui.UiMousePanel")
local UiMouseButton = require("mod.mouse_ui.api.gui.UiMouseButton")
local UiMouseRoot = require("mod.mouse_ui.api.gui.UiMouseRoot")
local UiMouseHBox = require("mod.mouse_ui.api.gui.UiMouseHBox")
local UiMouseVBox = require("mod.mouse_ui.api.gui.UiMouseVBox")
local UiMousePadding = require("mod.mouse_ui.api.gui.UiMousePadding")
local UiMouseSlider = require("mod.mouse_ui.api.gui.UiMouseSlider")
local UiMouseText = require("mod.mouse_ui.api.gui.UiMouseText")
local MapEditorNewPanel = class.class("MapEditorNewPanel", IUiLayer)
MapEditorNewPanel:delegate("input", IInput)
function MapEditorNewPanel:init()
self.text_width = UiMouseText:new {}
self.text_height = UiMouseText:new {}
self.slider_width = UiMouseSlider:new {
value = 20,
min_value = 1,
max_value = 100,
on_changed = function(v) self.text_width:set_text(tostring(v)) end
}
self.slider_height = UiMouseSlider:new {
value = 20,
min_value = 1,
max_value = 100,
on_changed = function(v) self.text_height:set_text(tostring(v)) end
}
self.root = UiMouseRoot:new {
child = UiMousePanel:new {
padding = UiMousePadding:new_all(4),
child = UiMouseVBox:new {
children = {
UiMouseHBox:new {
children = {
self.slider_width,
UiMouseVBox:new {
children = {
UiMouseText:new { text = "Width" },
self.text_width
}
}
}
},
UiMouseHBox:new {
children = {
self.slider_height,
UiMouseVBox:new {
children = {
UiMouseText:new { text = "Height" },
self.text_height
}
}
}
},
UiMouseHBox:new {
children = {
UiMouseButton:new { text = "OK", callback = function() self.finished = true end },
UiMouseButton:new { text = "Cancel", callback = function() self.canceled = true end }
}
}
}
}
}
}
self.input = InputHandler:new()
self.input:bind_keys(self:make_keymap())
self.input:bind_mouse(self:make_mousemap())
self.input:bind_mouse_elements(self:get_mouse_elements(true))
self.input:forward_to(self.root)
end
function MapEditorNewPanel:make_keymap()
return {
cancel = function() self.canceled = true end,
escape = function() self.canceled = true end,
}
end
function MapEditorNewPanel:make_mousemap()
return {}
end
function MapEditorNewPanel:get_mouse_elements(recursive)
return self.root:get_mouse_elements(recursive)
end
function MapEditorNewPanel:relayout(x, y, width, height)
self.width = 600
self.height = 400
self.x, self.y = Ui.params_centered(self.width, self.height)
self.t = UiTheme.load(self)
self.root:relayout(self.x, self.y, self.width, self.height)
end
function MapEditorNewPanel:draw()
self.root:draw()
end
function MapEditorNewPanel:update(dt)
local canceled = self.canceled
local finished = self.finished
self.canceled = false
self.finished = false
self.root:update(dt)
if canceled then
return nil, "canceled"
end
if finished then
return { width = self.slider_width:get_value(), height = self.slider_height:get_value() }, nil
end
end
return MapEditorNewPanel
|
return {
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.3,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.33,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.36,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.39,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.43,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.47,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.52,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.57,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.63,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.7,
value = 2,
attr = "damageRatioBullet"
}
}
}
},
time = 0,
name = "好斗的玛丽",
init_effect = "jinengchufared",
color = "red",
picture = "",
desc = "增伤效果",
stack = 1,
id = 10971,
icon = 10971,
last_effect = "",
blink = {
1,
0,
0,
0.3,
0.3
},
effect_list = {
{
type = "BattleBuffAddAttrBloodrage",
trigger = {
"onAttach",
"onHPRatioUpdate"
},
arg_list = {
threshold = 0.3,
value = 2,
attr = "damageRatioBullet"
}
}
}
}
|
module(..., package.seeall)
NODE = {
title="Templates",
category="_special_pages",
prototype="@Lua_Config",
}
NODE.search_form = [===[
]===]
NODE.content=[=====[--- this is the template that generates the outer tags of the page ---
TRANSLATIONS = "Translations:Main"
--------------------------------------------------------------------------------
------- BASIC TEMPLATES --------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
------- HISTORY, ETC -----------------------------------------------------------
--------------------------------------------------------------------------------
DATE_SELECTOR = [===[
<div id="date_selector" style="border:1px solid #bbb; background: #eee8aa; padding: 5 5 5 5">
_(CHANGES_BY_DATE) ($current_month):
<span class="history_dates">
$do_dates[=[$if_current_date[[$date]]|[[<a $date_link>$date</a>]]
]=]
</span>
<br/>
_(CHOOSE_ANOTHER_MONTH) ($current_year) :
<span class="history_months">
$do_months[=[$if_current_month[[$month]]$if_other_month[[<a $month_link>$month</a>]]
]=]
</span>
<br/>
</div> <!-- end of "date_selector" div-->
<br/>
]===]
HISTORY = [===[
<form action="$base_url">
<input type="hidden" class="hidden" name="p" value="$node_name.diff"/>
<input type="submit" value="_(DIFF_SELECTED_VERSIONS)"/>
<table width="100%">
<tbody>
$do_revisions[==[
<tr>
$if_new_date[=[
<tr><td style="border-right: 0; border-left: 0" colspan="3"><h2>$date</h2></td></tr>
]=]
$if_edit[=[
<td width="5px" $if_minor[[bgcolor="#f0f0f0"]]>
<input class="diff_radio" type="radio" value="$version" name="other"/>
</td>
<td width="5px" $if_minor[[bgcolor="#f0f0f0"]]>
<input class="diff_radio" type="radio" value="$version" name="version"/>
</td>
<td width="400px" $if_minor[[bgcolor="#f0f0f0"]]>
_(AUTHOR_SAVED_VERSION) $if_summary[[<ul><li>$summary</li></ul>]]
</td>
]=]
</tr>
]==]
</tbody>
</table>
</form>
]===]
COMPLETE_HISTORY = [===[
<table width="100%">
<tbody>
$do_revisions[==[
$if_new_date[=[
<tr><td style="border-right: 0; border-left: 0" colspan="3"><h2>$date</h2></td></tr>
]=]
$if_edit[=[
<tr>
<td width="50px" $if_stale[[style="display:none"]] rowspan="$row_span">
<a $latest_link>$title</a>
</td>
<td width="300px" $if_minor[[bgcolor="#f0f0f0"]] style="border-right: 0px">
_(AUTHOR_SAVED_VERSION)
$if_summary[[<p>$summary</p>]]
</td>
<td width="10%" $if_minor[[bgcolor="#f0f0f0"]] style="border-left: 0px" align="right">
<a $diff_link title="_(DIFF)"><img alt="_(DIFF)" src="$diff_icon"/></a>
<a $history_link title="_(HISTORY)"><img alt="_(HISTORY)" src="$history_icon"/></a>
</td>
</tr>
]=]
]==]
</tbody>
</table>
]===]
DIFF = [===[
<ul>
<li><a $link1><ins class='diffmod'>$version1</ins></a> _(BY_AUTHOR1)</li>
$if_version2_exists[[<li><a $link2><del class='diffmod'>$version2</del></a> _(BY_AUTHOR2)</li>]]
</ul>
$diff
]===]
RSS = [===[<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
<title>$title</title>
<description/>
<link>$channel_url</link>
$items[==[
<item>
<link>$link</link>
<title>$title</title>
<guid isPermaLink="$ispermalink">$guid</guid>
<pubDate>$pub_date</pubDate>
<dc:creator>$author</dc:creator>
<description>$summary</description>
</item>]==]
</channel>
</rss>
]===]
RSS_SUMMARY = [===[
$if_summary_exists[[$summary]]
$if_no_summary[[_(NO_EDIT_SUMMARY)]]
<hr/>
<a href="$history_url">_(HISTORY)</a>
<a href="$diff_url">_(SHOW_CHANGES_SINCE_PREVIOUS)</a>]===]
LIST_OF_ALL_PAGES = [===[
$do_nodes[[<a href="$url">$name</a><br/>]]
]===]
SITEMAP_XML = [===[<?xml version="1.0" encoding="UTF-8"?>
<urlset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.sitemaps.org/schemas/sitemap/0.9 http://www.sitemaps.org/schemas/sitemap/0.9/sitemap.xsd"
xmlns="http://www.sitemaps.org/schemas/sitemap/0.9">
$do_urls[[<url>
<loc>$url</loc>
<lastmod>$lastmod</lastmod>
<changefreq>$changefreq</changefreq>
<priority>$priority</priority>
</url>]]
</urlset>
]===]
--------------------------------------------------------------------------------
------- MISCELLANEOUS ----------------------------------------------------------
--------------------------------------------------------------------------------
EDIT = [===[
<form class="edit" method="post" enctype="multipart/form-data" action="$action_url">
$captcha
<input class="hidden" type="hidden" name="p" value="$node_name.post"/>
<input class="hidden" type="hidden" name="post_token" value="$post_token"/>
<input class="hidden" type="hidden" name="post_timestamp" value="$post_timestamp"/>
<input class="hidden" type="hidden" name="post_fields" value="$post_fields"/>
$if_preview[[
<h2>_(PREVIEWING_UNSAVED_CHANGES)</h2>
<div class="preview">$preview</div>
<a href="#new_page_content_header" class="button">_(CHANGE)</a>
<div class="submit">
<button class="positive" type="submit" name="action_save" accesskey="s">_(SAVE)</button>
<button class="negative" type="submit" name="action_show" accesskey="c">_(CANCEL)</button>
</div>
]]
$html_for_fields
<div class="submit">
<button class="positive" type="submit" accesskey="s" name="action_save">_(SAVE)</button>
<button class="positive" type="submit" accesskey="s" name="action_preview">_(PREVIEW)</button>
<button class="negative" type="submit" accesskey="s" name="action_cancel">_(CANCEL)</button>
</div>
</form>
]===]
EDIT_FORM_HEADER = [[<a name="$anchor"></a><h2>$label</h2>]]
EDIT_FORM_NOTE = [[<h3>$label</h3>]]
EDIT_FORM_LABEL = [[<label>$label</label>]]
EDIT_FORM_INLINE_LABEL = [[<label class="inline">$label</label>]]
EDIT_FORM_FILE = [[<input type="file" value="$value" name="$name"/>]]
EDIT_FORM_HONEYPOT = [[<input type="text" value="$value" name="$name"/>]]
EDIT_FORM_TEXT_FIELD = [[<input type="text" value="$value" name="$name" class="textfield"/>]]
EDIT_FORM_HIDDEN = [[<input type="hidden" class="hidden" value="$value" name="$name"/>]]
EDIT_FORM_READONLY_TEXT = [[<input type="text" value="$value" name="$name" class="readonly textfield" readonly="readonly" />]]
EDIT_FORM_PASSWORD = [[<input type="password" value="$value" name="$name" size="20" class="textfield"></input>]]
EDIT_FORM_TEXTAREA = [[<textarea class="$class" name="$name" cols="80" rows="$rows">$value</textarea>]]
EDIT_FORM_EDITOR = [[<textarea class="$class" name="$name" cols="80" rows="$rows">$value</textarea>]]
EDIT_FORM_BIG_TEXTAREA = [[<textarea class="$class" name="$name" id="main_text_area" cols="80" rows="$rows">$value</textarea><br/>
<a href="#" onclick="expandTextArea(); return false;">expand</a>]]
EDIT_FORM_CHECKBOX = [[<input class="checkbox" style="border:1px solid black"
type="checkbox" name="$name" value="yes"
$if_checked[=[checked="checked"]=] /><br/>]]
EDIT_FORM_CHECKBOX_TEXT = [[<input class="checkbox" style="border:1px solid black"
type="checkbox" name="$name" value="yes"
$if_checked[=[checked="checked"]=] />$text<br/>]]
EDIT_FORM_SELECT = [[<select name="$name" tabindex="$tab_index">
$do_options[===[<option value="$value" $if_selected[=[selected="yes"]=]>$display</option>]===]
</select>]]
EDIT_FORM_SHOW_ADVANCED = [[<a id="more_fields" href="#" class="local" onclick="toggleElements('advanced_field')">
<div id="toggle_advanced_fields">_(SHOW_ADVANCED_OPTIONS)</div></a>]]
EDIT_FORM_DIV_START = [=[$do_collapse[[<h2 id="trigger_$id" class="ctrigger $state">$label</h2>]]<div id="$id" class="$class">]=]
EDIT_FORM_DIV_END = [[</div>]]
LOGIN_FORM = [===[
<form method="post" action="$action_url">
<input class="hidden" type="hidden" name="post_token" value="$post_token"/>
<input class="hidden" type="hidden" name="post_timestamp" value="$post_timestamp"/>
<input class="hidden" type="hidden" name="post_fields" value="$post_fields"/>
$html_for_fields
<button class="submit" type="submit" accesskey="c" name="action_login">_(LOGIN)</button>
</form>
]===]
--------------------------------------------------------------------------------
------- DEALING WITH LUA CODE --------------------------------------------------
--------------------------------------------------------------------------------
LUA_CODE = [===[
$if_ok[[<font color="green">_(THIS_LUA_CODE_PARSES_CORRECTLY)</font>]]
$if_errors[[
<font color='red'>
<p><b>_(THIS_LUA_CODE_HAS_PROBLEMS)</b></p>
<code> $errors </code>
</font>
]]
<div width="100%">
<style>
table.code {
width: 100%;
border-collapse: collapse
background: red;
border-style: none;
}
table.body {
background: yellow;
}
table.code tbody th {
font-size: 90%;
}
table.code tbody th a{
text-decoration: none;
color: white;
}
table.code th.lineno {
width: 4em;
}
table.code th.bad {
background: red;
}
table.code tbody td {
border: none;
}
table.code tbody td code {
background: white;
}
table.code tbody td code.bad{
background: yellow;
}
</style>
<table class="code">
<tbody>
$do_lines[[
<tr>
<th id="L$i" class="$class"><a href="#L$i">$i</a></th>
<td><code class="$class">$line</code></td>
</tr>
]]
</tbody>
</table>
</div>
]===]
ACTION_NOT_FOUND = [===[
<div class="error_message">
<p>_(PAGE_DOES_NOT_SUPPORT_ACTION)</p>
$if_custom_actions[[
<p>_(THIS_PAGE_DEFINED_THE_FOLLOWING_ACTIONS)</p>
<pre><code>$actions</code></pre>
]]
</div>
]===]
REGISTRATION = [===[
<h3>Create new account</h3>
<form class="register" method="post" enctype="multipart/form-data" action="$action_url">
<input class="hidden" type="hidden" name="p" value="$node_name.$action"/>
<input class="hidden" type="hidden" name="post_token" value="$post_token"/>
<input class="hidden" type="hidden" name="post_timestamp" value="$post_timestamp"/>
<input class="hidden" type="hidden" name="post_fields" value="$post_fields"/>
$html_for_fields
$captcha
<div class="submit">
<button class="submit positive" type="submit" accesskey="s" name="action_submit">Register</button>
</div>
</form>
]===]
VERSION = [=[
<h2>Installer Version</h2>
$installer
<h2>Specific Rocks</h2>
<table>
$rocks[[
<tr>
<th>$rock</th>
<td>$version</td>
</tr>
]]
</table>
]=]
]=====]
|
--アメイズメント・スペシャルショー
--Amazement Special Show
--Scripted by Kohana Sonogami
function c101104057.initial_effect(c)
--tohand and spsummon
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOHAND)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_CHAINING)
e1:SetCondition(c101104057.spcon)
e1:SetTarget(c101104057.sptg)
e1:SetOperation(c101104057.spop)
c:RegisterEffect(e1)
end
function c101104057.thfilter(c,tp,e)
return c:IsFaceup() and c:IsSetCard(0x25e) and c:IsLocation(LOCATION_MZONE)
and c:IsControler(tp) and c:IsCanBeEffectTarget(e) and c:IsAbleToHand()
end
function c101104057.spcon(e,tp,eg,ep,ev,re,r,rp)
if rp==tp or not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return false end
local tg=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS)
return tg and tg:IsExists(c101104057.thfilter,1,nil,tp,e)
end
function c101104057.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS)
if chkc then return eg:IsContains(chkc) and c101104057.thfilter(chkc,tp,e) end
if chk==0 then return true end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
local sg=g:FilterSelect(tp,c101104057.thfilter,1,1,nil,tp,e)
Duel.SetTargetCard(sg)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,sg,1,0,0)
end
function c101104057.spfilter(c,e,tp)
return c:IsSetCard(0x25e) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function c101104057.spop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsRelateToEffect(e) and Duel.SendtoHand(tc,nil,REASON_EFFECT)~=0 then
local g=Duel.GetMatchingGroup(c101104057.spfilter,tp,LOCATION_HAND,0,nil,e,tp)
if #g>0 and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.SelectYesNo(tp,aux.Stringid(101104057,1)) then
Duel.BreakEffect()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local sg=g:Select(tp,1,1,nil)
Duel.SpecialSummon(sg,0,tp,tp,false,false,POS_FACEUP)
end
end
end
|
local Player = {
color = {255,255,255}
}
function Player.new(x,y,width,height)
local self = {x=x,y=y,width=width,height=height,_speed=400,speed=400,keys={right='right',left='left'}}
self.lastx = x
self.lasty = y
setmetatable(self, {__index=Player})
return self
end
function Player:update(dt)
self.lastx = self.x
self.lasty = self.y
local k = self.keys
if k then
local dir
if love.keyboard.isDown(k.right) then
dir = 1
elseif love.keyboard.isDown(k.left) then
dir = -1
else
dir = 0
end
self:setDirection(dir)
end
self.x = self.x+self.speed*dt
end
function Player:setDirection(dir)
self.speed = self._speed*dir
end
function Player:draw()
love.graphics.setColor(self.color)
love.graphics.rectangle('fill',self.x-self.width/2,self.y-self.height/2,self.width,self.height)
end
return Player |
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