content stringlengths 5 1.05M |
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local _, ts_utils = pcall(require, 'nvim-treesitter.ts_utils')
local configs = require'nvim-treesitter.configs'
local M = {}
M.tbl_filetypes = {
'html', 'javascript', 'typescript', 'javascriptreact', 'typescriptreact', 'svelte', 'vue', 'tsx', 'jsx'
}
M.tbl_skipTag = {
'area', 'base', 'br', 'col', 'command', 'embed', 'hr', 'img', 'slot',
'input', 'keygen', 'link', 'meta', 'param', 'source', 'track', 'wbr','menuitem'
}
local HTML_TAG = {
start_tag_pattern = 'start_tag',
start_name_tag_pattern = 'tag_name',
end_tag_pattern = "end_tag",
end_name_tag_pattern = "tag_name",
close_tag_pattern = 'erroneous_end_tag',
close_name_tag_pattern = 'erroneous_end_tag_name',
element_tag = 'element',
skip_tag_pattern = {'quoted_attribute_value', 'end_tag'},
}
local JSX_TAG = {
start_tag_pattern = 'jsx_opening_element',
start_name_tag_pattern = 'identifier',
end_tag_pattern = "jsx_closing_element",
end_name_tag_pattern = "identifier",
close_tag_pattern = 'jsx_closing_element',
close_name_tag_pattern = 'identifier',
element_tag = 'jsx_element',
skip_tag_pattern = {'jsx_closing_element','jsx_expression', 'string', 'jsx_attribute'},
}
M.enable_rename = true
M.enable_close = true
M.setup = function (opts)
opts = opts or {}
M.tbl_filetypes = opts.filetypes or M.tbl_filetypes
M.tbl_skipTag = opts.skip_tag or M.tbl_skipTag
M.enable_rename = opts.enable_rename or M.enable_rename
M.enable_close = opts.enable_close or M.enable_close
end
local function is_in_table(tbl, val)
if tbl == nil then return false end
for _, value in pairs(tbl) do
if val== value then return true end
end
return false
end
M.is_supported = function (lang)
return is_in_table(M.tbl_filetypes,lang)
end
local function is_jsx()
return is_in_table({'typescriptreact', 'javascriptreact', 'javascript.jsx', 'typescript.tsx', 'javascript', 'typescript'}, vim.bo.filetype)
end
local function get_ts_tag()
local ts_tag = HTML_TAG
if is_jsx() then ts_tag = JSX_TAG end
return ts_tag
end
M.on_file_type = function ()
end
local function find_child_match(opts)
local target = opts.target
local pattern = opts.pattern
local skip_tag_pattern = opts.skip_tag_pattern
assert(target ~= nil, "find child target not nil :" .. pattern)
for node in target:iter_children() do
local node_type = node:type()
if node_type ~= nil and
node_type == pattern and
not is_in_table(skip_tag_pattern, node_type)
then
return node
end
end
end
local function find_parent_match(opts)
local target = opts.target
local max_depth = opts.max_depth or 10
local pattern = opts.pattern
local skip_tag_pattern = opts.skip_tag_pattern
assert(target ~= nil, "find parent target not nil :" .. pattern)
local cur_depth = 0
local cur_node = target
while cur_node ~= nil do
local node_type = cur_node:type()
if is_in_table(skip_tag_pattern,node_type) then return nil end
if node_type ~= nil and node_type == pattern then
return cur_node
elseif cur_depth < max_depth then
cur_depth = cur_depth + 1
cur_node = cur_node:parent()
else
return nil
end
end
return nil end
local function get_tag_name(node)
local tag_name = nil
if node ~=nil then
tag_name = ts_utils.get_node_text(node)[1]
end
return tag_name
end
local function find_tag_node(opt)
local target = opt.target or ts_utils.get_node_at_cursor()
local tag_pattern = opt.tag_pattern
local name_tag_pattern = opt.name_tag_pattern
local skip_tag_pattern = opt.skip_tag_pattern
local find_child = opt.find_child or false
local node
if find_child then
node = find_child_match({
target = target,
pattern = tag_pattern,
skip_tag_pattern = skip_tag_pattern
})
else
node = find_parent_match({
target = target,
pattern = tag_pattern,
skip_tag_pattern = skip_tag_pattern
})
end
if node == nil then return nil end
local tbl_name_pattern = vim.split(name_tag_pattern, '>')
local name_node = node
for _, pattern in pairs(tbl_name_pattern) do
name_node = find_child_match({
target = name_node,
pattern = pattern
})
end
return name_node
end
local function find_close_tag_node(opt)
opt.find_child=true
return find_tag_node(opt)
end
local function checkCloseTag()
local ts_tag = get_ts_tag()
local tag_node = find_tag_node({
tag_pattern = ts_tag.start_tag_pattern,
name_tag_pattern = ts_tag.start_name_tag_pattern,
skip_tag_pattern = ts_tag.skip_tag_pattern
})
if tag_node ~=nil then
local tag_name = get_tag_name(tag_node)
if tag_name ~= nil and is_in_table(M.tbl_skipTag, tag_name) then
return false
end
-- case 6,9 check close on exist node
local element_node = find_parent_match({
target = tag_node,
pattern = ts_tag.element_tag,
max_depth = 2
})
if tag_node ~= nil then
local close_tag_node = find_close_tag_node({
target = element_node,
tag_pattern = ts_tag.end_tag_pattern,
name_tag_pattern = ts_tag.end_name_tag_pattern,
})
if close_tag_node ~= nil then
local start_row = tag_node:range()
local close_start_row = close_tag_node:range()
if start_row == close_start_row and tag_name == get_tag_name(close_tag_node) then
return false
end
end
end
return true,tag_name
end
return false
end
M.closeTag = function ()
local result, tag_name = checkCloseTag()
if result == true and tag_name ~= nil then
vim.cmd(string.format([[normal! a</%s>]],tag_name))
vim.cmd[[normal! F>]]
end
end
local function replaceTextNode(node, tag_name)
if node == nil then return end
local start_row, start_col, end_row, end_col = node:range()
if start_row == end_row then
local line = vim.fn.getline(start_row + 1)
local newline = line:sub(0, start_col) .. tag_name .. line:sub(end_col + 1, string.len(line))
vim.fn.setline(start_row + 1,{newline})
end
end
local function check_tag_correct(node)
if node == nil then return false end
local texts = ts_utils.get_node_text(node)
if string.match(texts[1],"^%<") and string.match(texts[#texts],"%>$") then
return true
end
return false
end
local function rename_start_tag()
local ts_tag = get_ts_tag()
local tag_node = find_tag_node({
tag_pattern = ts_tag.start_tag_pattern,
name_tag_pattern = ts_tag.start_name_tag_pattern,
})
if tag_node == nil then return end
if not check_tag_correct(tag_node:parent()) then return end
local tag_name = get_tag_name(tag_node)
tag_node = find_parent_match({
target = tag_node,
pattern = ts_tag.element_tag,
max_depth = 2
})
if tag_node == nil then return end
local close_tag_node = find_close_tag_node({
target = tag_node,
tag_pattern = ts_tag.close_tag_pattern,
name_tag_pattern = ts_tag.close_name_tag_pattern,
})
if close_tag_node ~= nil then
local close_tag_name = get_tag_name(close_tag_node)
if tag_name ~=close_tag_name then
replaceTextNode(close_tag_node, tag_name)
end
else
close_tag_node = find_child_match({
target = tag_node,
pattern = 'ERROR'
})
if close_tag_node ~=nil then
local close_tag_name = get_tag_name(close_tag_node)
if close_tag_name=='</>' then
replaceTextNode(close_tag_node, "</"..tag_name..">")
end
end
end
end
local function rename_end_tag()
local ts_tag = get_ts_tag()
local tag_node = find_tag_node({
tag_pattern = ts_tag.close_tag_pattern,
name_tag_pattern = ts_tag.close_name_tag_pattern,
})
if tag_node == nil then return end
if not check_tag_correct(tag_node:parent()) then return end
local tag_name = get_tag_name(tag_node)
tag_node = find_parent_match({
target = tag_node,
pattern = ts_tag.element_tag,
max_depth = 2
})
if tag_node == nil then return end
local start_tag_node = find_close_tag_node({
target = tag_node,
tag_pattern = ts_tag.start_tag_pattern,
name_tag_pattern = ts_tag.start_name_tag_pattern,
})
if not check_tag_correct(start_tag_node:parent()) then return end
if start_tag_node ~= nil then
local start_tag_name = get_tag_name(start_tag_node)
if tag_name ~= start_tag_name then
replaceTextNode(start_tag_node, tag_name)
end
end
end
local function validate_rename()
local cursor = vim.api.nvim_win_get_cursor('.')
local line = vim.fn.getline(cursor[1])
local char = line:sub(cursor[2] + 1, cursor[2] + 1)
-- only rename when last character is a word
if string.match(char,'%w') then
return true
end
return false
end
M.renameTag = function ()
if validate_rename() then
rename_start_tag()
rename_end_tag()
end
end
M.attach = function (bufnr)
local config = configs.get_module('autotag')
M.setup(config)
if is_in_table(M.tbl_filetypes, vim.bo.filetype) then
if M.enable_close == true then
vim.cmd[[inoremap <silent> <buffer> > ><c-c>:lua require('nvim-ts-autotag.internal').closeTag()<CR>a]]
end
if M.enable_rename == true then
bufnr = bufnr or vim.api.nvim_get_current_buf()
vim.cmd("augroup nvim_ts_xmltag_" .. bufnr)
vim.cmd[[autocmd!]]
vim.cmd[[autocmd InsertLeave <buffer> call v:lua.require('nvim-ts-autotag.internal').renameTag() ]]
vim.cmd[[augroup end]]
end
end
end
M.detach = function ( )
end
-- _G.AUTO = M
return M
|
ActorPlayer = {
speed=3.5,
color1={242, 190, 101, 255},
color2={148, 84, 20, 255},
color3={36, 130, 15, 255},
color4={47, 40, 89, 255},
playerImage='fem_char'
}
|
-- hdf5-udf simple_vector.h5 simple_vector.lua Simple.lua:2000:float
function dynamic_dataset()
local udf_data = lib.getData("Simple.lua")
local udf_dims = lib.getDims("Simple.lua")
print("udf_dims=" .. udf_dims[1])
local N = udf_dims[1]
for i=1, N do
udf_data[i] = i-1
end
end
|
local day23 = require("day23")
describe("day23", function()
describe("Part 1", function()
it("should work for the sample input", function()
assert.are.equal(92658374, day23.part1("389125467", 10))
assert.are.equal(67384529, day23.part1("389125467", 100))
end)
it("should work for the real input", function()
-- my input
assert.are.equal(25398647, day23.part1("952316487", 100))
end)
end)
describe("Part 2", function()
it("should work for the sample input", function()
assert.are.equal(149245887792, day23.part2("389125467"))
end)
it("should work for the real input", function()
assert.are.equal(363807398885, day23.part2("952316487", 100))
end)
end)
end)
|
--[[FDOC
@id CharaTppIntelObject
@category Script Character
@brief 情報ギミック
]]--
--[[ 配置スクリプト
Command.StartGroup()
local locator = Command.CreateData( Editor.GetInstance(), "ChCharacterLocatorData" )
local params = Command.CreateEntity( "TppGadgetLocatorParameter" )
local objectCreator = Command.CreateEntity( "TppGadgetObjectCreator" )
Command.SetProperty{ entity=locator, property="params", value=params }
Command.SetProperty{ entity=locator, property="objectCreator", value=objectCreator }
Command.SetProperty{ entity=locator, property="scriptPath", value="Tpp/Scripts/Gimmicks/CharaTppIntelObject.lua" }
Command.AddPropertyElement{ entity=params.fileResources, property="resources", key="parts" }
Command.SetProperty{ entity=params.fileResources, property="resources", key="parts", value="/Assets/tpp/parts/weapon/mis/ms03_case0_def.parts" }
Command.EndGroup()
--]]
CharaTppIntelObject = {
--[[ C++化対応済み
----------------------------------------
--各システムとの依存関係の定義
--
-- GeoやGrなどの各システムのJob実行タイミングを
-- 「キャラクタのJob実行後」に合わせ、
-- システムを正常に動作させるために必要。
-- 使用するシステム名を記述してください。
--
-- "Gr" : 描画を使うなら必要
-- "Geo" : 当たりを使うなら必要
-- "Nt" : 通信同期を使うなら必要
-- "Fx" : エフェクトを使うなら必要
-- "Sd" : サウンドを使うなら必要
-- "Noise" : ノイズを使うなら必要
-- "Nav" : 経路探索を使うなら必要
-- "GroupBehavior" : 連携を使うなら必要
-- "Ui" : UIを使うなら必要
----------------------------------------
dependSyncPoints = {
"Gr",
"Geo",
"Nt",
"Fx",
"Sd",
"Noise",
},
pluginIndexEnumInfoName = "TppGadgetPluginDefine",
----------------------------------------
--生成処理 OnCreate()
-- キャラクタ生成時に呼ばれる関数
-- プラグインの生成などを行う
----------------------------------------
OnCreate = function( chara )
local charaObj = chara:GetCharacterObject()
charaObj.gadgetType = 262144
end,
AddGadgetPlugins = function( chara )
--プラグインの生成
chara:AddPlugins{
-- スイッチアクションプラグイン
"PLG_GADGET_INTEL_ACTION",
TppGadgetIntelActionPlugin{
name = "IntelAction",
parent = "ActionRoot",
bodyPlugin = "Body",
isAlwaysAwake = true,
},
}
end,
]]
}
|
module("kinfo", package.seeall)
setfenv(1, getfenv(2));
kinfo = kinfo or {}
kinfo.enabled = false
kinfo.colors = kinfo.colors or {}
function kinfo:doInfo()
local param = kinstall.params[1]
if param == 'color' then
local cmd = table.concat(kinstall.params, ' ', 2)
if string.trim(cmd) == '' then
cecho('\n<gold>Kolory afektów:\n')
for name, color in pairs(kinfo.colors) do
decho('<'..color[1]..','..color[2]..','..color[3]..'>'.. name ..' ')
end
echo('\n\n')
return
end
local parts = string.split(cmd, "=")
local affName = string.trim(parts[1])
if #parts == 1 then
clearCmdLine()
printCmdLine('+info color ' .. affName .. ' = ')
showColors()
cecho('\n<gold>Wybierz kolor klikając go, następnie wcisnij enter\n')
return
end
local color = string.trim(parts[2])
cecho('\n<gold>Ustawiono kolor dla '.. affName ..' na ' .. color .. '\n')
kinfo.colors[affName] = color_table[color]
kinstall:setConfig('kinfoColors', yajl.to_string(kinfo.colors))
return
end
if param ~= "silent" then
cecho('<gold>Włączam panel postaci\n')
end
kinfo:addBox()
kinstall:setConfig('info', 't')
kinfo.enabled = true
end
function kinfo:undoInfo()
local param = kinstall.params[1]
if param ~= 'silent' then
cecho('<gold>Wyłączam panel postaci\n')
end
kinfo:removeBox()
kinstall:setConfig('info', 'n')
kinfo.enabled = false
end
function kinfo:doUninstall()
kinfo:unregister()
end
function kinfo:doInit()
local colors = kinstall:getConfig('kinfoColors')
if colors == nil or colors == "" or colors == false then colors = "{}" end
kinfo.colors = yajl.to_value(colors)
if kinstall:getConfig('info') == 't' then
kinfo:register()
kinfo:doInfo()
end
end
function kinfo:doUpdate()
kinfo:charInfoEventHandler()
end
--
--
--
function kinfo:register()
kinfo:unregister()
kinfo.charInfoEvent = registerAnonymousEventHandler("gmcp.Char", "kinfo:charInfoEventHandler")
kinfo.receivingGmcpTimer = tempTimer(2, [[ kinfo:checkGmcp() ]], true)
end
function kinfo:unregister()
if kinfo.charInfoEvent then killAnonymousEventHandler(kinfo.charInfoEvent) end
if kinfo.receivingGmcpTimer then killTimer(kinfo.receivingGmcpTimer) end
end
--
-- Wyswietla informacje o graczy i grupie w okienku
--
function kinfo:addBox()
kgui:addBox('info', 0, "Gracz", "info")
kgui:setBoxContent('info', '<center>Zaloguj się do gry lub włącz GMCP</center>')
end
--
-- Info o braku danych
--
function kinfo:checkGmcp()
if kinstall.receivingGmcp == false then
kgui:setBoxContent('info', '<center>Zaloguj się do gry lub włącz GMCP</center>')
end
end
--
-- Usuwa info z okienka
--
function kinfo:removeBox()
kgui:removeBox('info')
kgui:update()
end
--
-- Wyswietla informacje do okienka
--
function kinfo:charInfoEventHandler()
if kinfo.enabled == false then
return
end
local char = gmcp.Char
if char == nil then return end
local vitals = char.Vitals
if vitals == nil then return end
local cond = char.Condition
if cond == nil then return end
local affs = char.Affects
if affs == nil then return end
if kgui.ui.info == nil or kgui.ui.info.wrapper == nil then return end
local fontSize = kgui.baseFontHeight
local compact = false
local titleFontSizePx = math.floor(kgui.baseFontHeightPx * 1.5)
local titleFontSize = math.floor(fontSize * 1.5)
local infoFontSizePx = kgui.baseFontHeightPx
local infoFontSize = fontSize
if kgui.uiState.info ~= nil and kgui.uiState.info.socket == "bottomBar" then
compact = true
titleFontSizePx = kgui.baseFontHeightPx
titleFontSize = fontSize
infoFontSizePx = math.ceil(titleFontSizePx * 0.8)
infoFontSize = math.ceil(titleFontSize*0.8)
end
local txt = '<span style="white-space:nowrap;height:' .. titleFontSizePx .. 'px;line-height:' .. titleFontSizePx .. 'px"><span style="font-size:' .. titleFontSize .. 'px;">' .. kgui:transliterate(vitals.name) .. '</span>'
local sex = 'mężczyzna'
if vitals.sex == 'F' then sex = 'kobieta' end
txt = txt .. '<span style="font-size:' .. fontSize .. 'px;">, ' .. sex .. ', lev. ' .. vitals.level .. '</span></span>\n'
local list = {}
local height = titleFontSizePx
local posText = kinfo:translatePos(vitals.pos)
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;">' .. posText .. '</span>')
if cond.smoking == true then
local s = "ćmisz fajkę"
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#dd0000">'..s..'</span>')
end
if cond.hungry == true then
local s = "jesteś głodny"
if vitals.sex == "F" then s = "Jesteś głodna" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#dd0000">'..s..'</span>')
end
if cond.thirsty == true then
local s = "jesteś spragniony"
if vitals.sex == "F" then s = "Jesteś spragniona" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#dd0000">'..s..'</span>')
end
if cond.sleepy == true then
local s = "jesteś śpiący"
if vitals.sex == "F" then s = "Jesteś śpiąca" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#dd0000">'..s..'</span>')
end
if cond.overweight == true then
local s = "jesteś przeciążony"
if vitals.sex == "F" then s = "Jesteś przeciążona" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#dd0000">'..s..'</span>')
end
if cond.drunk == true then
local s = "jesteś pijany"
if vitals.sex == "F" then s = "Jesteś pijana" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#ff8800">'..s..'</span>')
end
if cond.halucinations == true then
local s = "jesteś na haju"
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#ff8800">'..s..'</span>')
end
if cond.bleedingWound == true then
local s = "twoje rany krwawią"
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#ff0000">'..s..'</span>')
end
if cond.bleed == true then
local s = "jesteś okaleczony"
if vitals.sex == "F" then s = "Jesteś okaleczona" end
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#ff0000">'..s..'</span>')
end
if cond.thighJab == true then
local s = "krwawisz z uda"
table.insert(list, '<span style="font-size:' .. infoFontSize .. 'px;color:#ff0000">'..s..'</span>')
end
local cond = table.concat(list, ", ")
if compact == false then
txt = txt .. '<div style="font-family:\''..getFont()..'\';white-space:wrap;width:100%">' .. cond .. '</div>'
height = height + kinfo:calculateTextHeight(cond, kgui.ui.info.wrapper:get_width() - kgui.boxPadding * 2 - 4, infoFontSize, infoFontSizePx)
else
txt = txt .. ', <span style="font-family:\''..getFont()..'\';white-space:wrap">' .. cond .. '</span>'
height = kinfo:calculateTextHeight(cond, kgui.ui.info.wrapper:get_width() - kgui.boxPadding * 2 - 4, infoFontSize, infoFontSizePx)
end
-- AFEKTY
-- sprawdzamy czy mamy informacje o afektach
if affs[1] ~= nil and affs[1].unavailable ~= nil then
height = height + kgui.baseFontHeightPx
kgui:setBoxContent('info', txt .. '<center>' .. kgui:transliterate(affs[1].unavailable) .. '</center>', height)
kgui:update()
return
end
if #affs > 0 and compact == false then
txt = txt .. '<div style="height:'..math.floor(fontSize * 0.5)..'px;font-size:'..math.floor(fontSize * 0.5)..'px;line-height:'..math.floor(fontSize * 0.5)..'px"> </div>'
height = height + math.floor(fontSize * 0.5)
end
txt = txt .. '\n'
-- wykrywamy czy postac jest czarujaca
isMage = false
for _, aff in ipairs(affs) do
if aff.name ~= '' then isMage = true end
end
if isMage == true then
-- wersja dla magow, same nazwy czarow
-- oraz jesli affekt nie jest czarem i nie ma nazwy - jako tekstu
local rawAffs = {}
for _, aff in ipairs(affs) do
if aff.name == '' then table.insert(rawAffs, aff) end
end
height = height + infoFontSizePx * #rawAffs
for _, rawAff in ipairs(rawAffs) do
local color = "#44aa44"
if rawAff.negative == true then
color = "#dd0000"
end
local customColor = kinfo.colors[kgui:transliterate(rawAff.desc)]
if customColor ~= nil then color = 'rgb(' .. customColor[1] .. ',' .. customColor[2] .. ',' .. customColor[3] .. ')' end
local desc = utf8.gsub(kgui:transliterate(rawAff.desc), ' ', ' ')
if type(rawAff.extraValue) == 'string' or type(rawAff.extraValue) == 'number' then desc = '(' .. utf8.gsub(rawAff.extraValue, ' ', ' ' ) .. ') ' .. desc end
local bgColor = 'rgba(0,0,0,0)';
if rawAff.ending ~= nil and rawAff.ending == true then bgColor = 'rgba(80,0,0,255)' end
txt = txt .. '<div style="line-height:' .. infoFontSize .. 'px;background-color:'..bgColor..';font-size:'..infoFontSize..'px;color:'.. color ..'">' .. desc .. '</div>'
end
-- same nazwy afektow w formie word-wrap
local list = {}
for _, aff in ipairs(affs) do
if aff.name ~= '' then
local color = "#44aa44"
if aff.negative == true then
color = "#dd0000"
end
local customColor = kinfo.colors[kgui:transliterate(aff.name)]
if customColor ~= nil then color = 'rgb(' .. customColor[1] .. ',' .. customColor[2] .. ',' .. customColor[3] .. ')' end
local affName = utf8.gsub(kgui:transliterate(aff.name), ' ', ' ')
if type(aff.extraValue) == 'string' or type(aff.extraValue) == 'number' then affName = '(' .. utf8.gsub(aff.extraValue, ' ', ' ') .. ') ' .. affName end
local bgColor = 'rgba(0,0,0,0)';
if aff.ending ~= nil and aff.ending == true then bgColor = 'rgba(80,0,0,255)' end
table.insert(list, '<span style="background-color:'..bgColor..';font-size:'..infoFontSize..'px;color:'..color..'">'..affName..'</span>')
end
end
if #list > 0 then
local afekty = table.concat(list, ", ")
txt = txt .. '<div style="line-height:' .. infoFontSize .. 'px;white-space:wrap;width:100%;font-family:\''..getFont()..'\'">' .. afekty .. '</div>'
height = height + kinfo:calculateTextHeight(afekty, kgui.ui.info.wrapper:get_width() - kgui.boxPadding * 2 - 4, infoFontSize, infoFontSizePx)
end
else
-- wersja z opisami, dla nie czarujacych
if #affs > 6 then infoFontSize = math.floor(infoFontSize * 0.85) end
if #affs > 8 then infoFontSize = math.floor(infoFontSize * 0.75) end
height = height + infoFontSizePx * #affs
for _, aff in ipairs(affs) do
local color = "#44aa44"
if aff.negative == true then
color = "#dd0000"
end
local customColor = kinfo.colors[kgui:transliterate(aff.desc)]
if customColor ~= nil then color = 'rgb(' .. customColor[1] .. ',' .. customColor[2] .. ',' .. customColor[3] .. ')' end
local desc = utf8.gsub(kgui:transliterate(aff.desc), ' ', ' ')
if type(aff.extraValue) == 'string' or type(aff.extraValue) == 'number' then desc = '(' .. utf8.gsub(aff.extraValue, ' ', ' ') .. ') ' .. desc end
local bgColor = 'rgba(0,0,0,0)';
if aff.ending ~= nil and aff.ending == true then bgColor = 'rgba(80,0,0,255)' end
txt = txt .. '<div style="line-height:'..infoFontSize..'px;background-color:'..bgColor..';font-size:'..infoFontSize..'px;color:'.. color ..'">' .. desc .. '</div>'
end
end
kgui:setBoxContent('info', txt, height)
kgui:update()
end
function kinfo:translatePos(text)
if text == "dead" then return '<span style="color:#ff0000">martwy</span>' end
if text == "mortally wounded" then return '<span style="color:#ff0000">umierający</span>' end
if text == "incapacitated" then return '<span style="color:#ff0000">unieruchomiony</span>' end
if text == "stunned" then return '<span style="color:#ff8800">oszołomiony</span>' end
if text == "sleeping" then return '<span style="color:#cccc00">śpisz</span>' end
if text == "resting" then return '<span style="color:#00cc00">odpoczywasz</span>' end
if text == "sitting" then return '<span style="color:#ffff00">siedzisz</span>' end
if text == "fighting" then return '<span style="color:#ff8800">walczysz</span>' end
if text == "standing" then return '<span style="color:#00cc00">stoisz</span>' end
return text
end
function kinfo:calculateTextHeight(txt, maxWidth, fontSize, lineHeight)
local fontWidth = calcFontSize(fontSize, getFont())
local text = utf8.gsub(utf8.gsub(txt, ' ', '-'), '\<[^>]+\>', '')
local wrapped = kinfo:textwrap(text, math.floor(maxWidth/fontWidth))
local linesCount = select(2, wrapped:gsub('\n', '\n'))
return (1 + linesCount) * lineHeight
end
function kinfo:splittokens(s)
local res = {}
for w in s:gmatch("%S+") do
res[#res+1] = w
end
return res
end
function kinfo:textwrap(text, linewidth)
if not linewidth then
linewidth = 75
end
local spaceleft = linewidth
local res = {}
local line = {}
for _, word in ipairs(kinfo:splittokens(text)) do
if #word + 1 > spaceleft then
table.insert(res, table.concat(line, ' '))
line = {word}
spaceleft = linewidth - #word
else
table.insert(line, word)
spaceleft = spaceleft - (#word + 1)
end
end
table.insert(res, table.concat(line, ' '))
return table.concat(res, '\n')
end |
local lazy = require("bufferline.lazy")
---@module "bufferline.ui"
local ui = lazy.require("bufferline.ui")
---@module "bufferline.pick"
local pick = lazy.require("bufferline.pick")
---@module "bufferline.config"
local config = lazy.require("bufferline.config")
---@module "bufferline.constants"
local constants = lazy.require("bufferline.constants")
---@module "bufferline.diagnostics"
local diagnostics = lazy.require("bufferline.diagnostics")
---@module "bufferline.utils"
local utils = lazy.require("bufferline.utils")
local api = vim.api
local M = {}
local padding = constants.padding
local function tab_click_component(num)
return "%" .. num .. "T"
end
local function render(tabpage, is_active, style, highlights)
local h = highlights
local hl = is_active and h.tab_selected.hl or h.tab.hl
local separator_hl = is_active and h.separator_selected.hl or h.separator.hl
local separator_component = style == "thick" and "▐" or "▕"
local name = padding .. padding .. tabpage.tabnr .. padding
return {
{ highlight = hl, text = name, attr = { prefix = tab_click_component(tabpage.tabnr) } },
{ highlight = separator_hl, text = separator_component },
}
end
function M.get()
local tabs = vim.fn.gettabinfo()
local current_tab = vim.fn.tabpagenr()
local highlights = config.highlights
local style = config.options.separator_style
return utils.map(function(tab)
local is_active_tab = current_tab == tab.tabnr
local components = render(tab, is_active_tab, style, highlights)
return {
component = components,
id = tab.tabnr,
windows = tab.windows,
}
end, tabs)
end
---@param tab_num integer
---@return integer
local function get_active_buf_for_tab(tab_num)
local window = api.nvim_tabpage_get_win(tab_num)
return api.nvim_win_get_buf(window)
end
---Choose the active window's buffer as the buffer for that tab
---@param buf integer
---@return string
local function get_buffer_name(buf)
local name = (buf and api.nvim_buf_is_valid(buf)) and api.nvim_buf_get_name(buf) or "[No name]"
return name
end
local function get_valid_tabs()
return vim.tbl_filter(function(t)
return api.nvim_tabpage_is_valid(t)
end, api.nvim_list_tabpages())
end
---Filter the buffers to show based on the user callback passed in
---@param buf_nums integer[]
---@param callback fun(buf: integer, bufs: integer[]): boolean
---@return integer[]
local function apply_buffer_filter(buf_nums, callback)
if type(callback) ~= "function" then
return buf_nums
end
local filtered = {}
for _, buf in ipairs(buf_nums) do
if callback(buf, buf_nums) then
table.insert(filtered, buf)
end
end
return next(filtered) and filtered or buf_nums
end
--- Get tab buffers based on open windows within the tab
--- this is similar to tabpagebuflist but doesn't involve
--- the viml round trip or the quirk where it occasionally returns
--- a number
---@param tab_num number
---@return number[]
local function get_tab_buffers(tab_num)
return vim.tbl_map(api.nvim_win_get_buf, api.nvim_tabpage_list_wins(tab_num))
end
---@param state BufferlineState
---@return Tabpage[]
function M.get_components(state)
local options = config.options
local tabs = get_valid_tabs()
local Tabpage = require("bufferline.models").Tabpage
---@type Tabpage[]
local components = {}
pick.reset()
local filter = options.custom_filter
for i, tab_num in ipairs(tabs) do
local active_buf = get_active_buf_for_tab(tab_num)
local buffers = get_tab_buffers(tab_num)
local buffer
if filter then
buffers = apply_buffer_filter(buffers, filter)
buffer = filter(active_buf) and active_buf or buffers[1]
else
buffer = active_buf
end
local path = get_buffer_name(buffer)
local all_diagnostics = diagnostics.get(options)
-- TODO: decide how diagnostics should render if the focused
-- window doesn't have any errors but a neighbouring window does
-- local match = utils.find(buffers, function(item)
-- return all_diagnostics[item].count > 0
-- end)
local tab = Tabpage:new({
path = path,
buf = buffer,
buffers = buffers,
id = tab_num,
ordinal = i,
diagnostics = all_diagnostics[buffer],
name_formatter = options.name_formatter,
hidden = false,
focusable = true,
})
tab.letter = pick.get(tab)
components[#components + 1] = tab
end
return vim.tbl_map(function(tab)
return ui.element(state, tab)
end, components)
end
return M
|
ix.faction = ix.faction or {}
ix.faction.teams = ix.faction.teams or {}
ix.faction.indices = ix.faction.indices or {}
local CITIZEN_MODELS = {
"models/humans/group01/male_01.mdl",
"models/humans/group01/male_02.mdl",
"models/humans/group01/male_04.mdl",
"models/humans/group01/male_05.mdl",
"models/humans/group01/male_06.mdl",
"models/humans/group01/male_07.mdl",
"models/humans/group01/male_08.mdl",
"models/humans/group01/male_09.mdl",
"models/humans/group02/male_01.mdl",
"models/humans/group02/male_03.mdl",
"models/humans/group02/male_05.mdl",
"models/humans/group02/male_07.mdl",
"models/humans/group02/male_09.mdl",
"models/humans/group01/female_01.mdl",
"models/humans/group01/female_02.mdl",
"models/humans/group01/female_03.mdl",
"models/humans/group01/female_06.mdl",
"models/humans/group01/female_07.mdl",
"models/humans/group02/female_01.mdl",
"models/humans/group02/female_03.mdl",
"models/humans/group02/female_06.mdl",
"models/humans/group01/female_04.mdl"
}
function ix.faction.LoadFromDir(directory)
for _, v in ipairs(file.Find(directory.."/*.lua", "LUA")) do
local niceName = v:sub(4, -5)
FACTION = ix.faction.teams[niceName] or {index = table.Count(ix.faction.teams) + 1, isDefault = false}
if (PLUGIN) then
FACTION.plugin = PLUGIN.uniqueID
end
ix.util.Include(directory.."/"..v, "shared")
if (!FACTION.name) then
FACTION.name = "Unknown"
ErrorNoHalt("Faction '"..niceName.."' is missing a name. You need to add a FACTION.name = \"Name\"\n")
end
if (!FACTION.description) then
FACTION.description = "noDesc"
ErrorNoHalt("Faction '"..niceName.."' is missing a description. You need to add a FACTION.description = \"Description\"\n")
end
if (!FACTION.color) then
FACTION.color = Color(150, 150, 150)
ErrorNoHalt("Faction '"..niceName.."' is missing a color. You need to add FACTION.color = Color(1, 2, 3)\n")
end
team.SetUp(FACTION.index, FACTION.name or "Unknown", FACTION.color or Color(125, 125, 125))
FACTION.models = FACTION.models or CITIZEN_MODELS
FACTION.uniqueID = FACTION.uniqueID or niceName
for _, v2 in pairs(FACTION.models) do
if (type(v2) == "string") then
util.PrecacheModel(v2)
elseif (type(v2) == "table") then
util.PrecacheModel(v2[1])
end
end
if (!FACTION.GetModels) then
function FACTION:GetModels(client)
return self.models
end
end
ix.faction.indices[FACTION.index] = FACTION
ix.faction.teams[niceName] = FACTION
FACTION = nil
end
end
function ix.faction.Get(identifier)
return ix.faction.indices[identifier] or ix.faction.teams[identifier]
end
function ix.faction.GetIndex(uniqueID)
for k, v in ipairs(ix.faction.indices) do
if (v.uniqueID == uniqueID) then
return k
end
end
end
if (CLIENT) then
function ix.faction.HasWhitelist(faction)
local data = ix.faction.indices[faction]
if (data) then
if (data.isDefault) then
return true
end
local ixData = ix.localData and ix.localData.whitelists or {}
return ixData[Schema.folder] and ixData[Schema.folder][data.uniqueID] == true or false
end
return false
end
end
|
local FirstNames = { "Hudson", "Jordan", "Austin", "Nathan", "Alex", "Hayden", "John", "Jasper", "Boris", "Horace", "Morris", "Doris", "Julian", "Nate", "Seth", "Luca", "Jackson", "Isaac", "David", "Matthew", "Thomas", "Sam", "Oscar", "Timothy", "Anthony", "Archer", "Christian", "Bailey", "Jayden", "Michael", "Brodie", "Caleb", "Tyler", "Jacob", "Archie", "Beau", "Gabriel", "Flynn", "Samuel", "Koby", "Sebastian", "Hugo", "Angus", "Ryder", "Leo", "Declan", "Dominic", "Toby", "Daniel", "Harry", "Joel", "Tory", "Tristan", "Will", "Taj", "Xavier", "Christopher", "Zane", "Jai", "Zac", "Thomas", "Nicholas", "Benjamin", "Marcus", "Tyson", "Andrew", "Jack", "Levi", "Ballow", "Walter", "Horatio", "Quentin" }
local Surnames = { "Schenk", "Beeby", "Salisbury", "Atherton", "McColl", "Elsey", "Bowles", "Macleod", "McElhone", "Schey", "Pridham", "Wallwork", "Lassetter", "Manton", "Leary", "England", "McNess", "hutchins", "Ronald", "Stones", "Angas", "Lawrenson", "Dadswell", "Crummer", "Gloucester", "Cochran", "Ernest", "Todd", "Talbot", "Vogel", "Pryor", "Peacock", "Lakeland", "Hallahan", "Avery", "Edgerton", "Pohlman", "Nock", "Resch", "Hassall", "Waley", "Lyle", "Keynes", "Eagar", "Copeland", "Gunson", "Morell", "Cheel", "Sumsuma", "Ellen", "Dove", "Pizzey", "Morwood", "DeBavay", "Tier", "Wilding", "Stoneman", "Whittell", "Corey", "Patrick", "Loghlin", "Mortlock", "Bulcock", "chumleigh", "Sani", "Timbery", "Wheare", "Mondalmi", "Ferres", "Buckley", "Chessman", "Macadam", "Whittle", "Dacomb", "Tomkinson", "Woollacott", "Learmonth", "Cullen", "Sato", "Gibson", "Medland", "Stang", "Trout", "cabena", "Edith", "Ryder", "Hardy", "Ballow", "Kabu", "Haenke", "Pescott", "Cudmore", "Aplin", "Zahel", "Kenyon" }
concommand.Add("rp_innocent", function()
RunConsoleCommand( "say", "/rpname " .. table.Random( FirstNames ) .. " " .. table.Random( Surnames ))
end)
|
local numbershers = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "0"}
local frameX = 10
local frameY = 45
local active = false
local whee
local spacingY = 20
local textzoom = 0.35
local ActiveSS = 0
local SSQuery = {}
SSQuery[0] = {}
SSQuery[1] = {}
local frameWidth = capWideScale(360, 400)
local frameHeight = 350
local offsetX = 10
local offsetY = 20
local activebound = 0
for i = 1, #ms.SkillSets + 1 do
SSQuery[0][i] = "0"
SSQuery[1][i] = "0"
end
local function FilterInput(event)
if event.type ~= "InputEventType_Release" and ActiveSS > 0 and active then
local shouldUpdate = false
if event.button == "Start" or event.button == "Back" then
ActiveSS = 0
MESSAGEMAN:Broadcast("NumericInputEnded")
SCREENMAN:set_input_redirected(PLAYER_1, false)
return true
elseif event.DeviceInput.button == "DeviceButton_backspace" then
SSQuery[activebound][ActiveSS] = SSQuery[activebound][ActiveSS]:sub(1, -2)
shouldUpdate = true
elseif event.DeviceInput.button == "DeviceButton_delete" then
SSQuery[activebound][ActiveSS] = ""
shouldUpdate = true
else
for i = 1, #numbershers do
if event.DeviceInput.button == "DeviceButton_" .. numbershers[i] then
shouldUpdate = true
if SSQuery[activebound][ActiveSS] == "0" then
SSQuery[activebound][ActiveSS] = ""
end
SSQuery[activebound][ActiveSS] = SSQuery[activebound][ActiveSS] .. numbershers[i]
if (ActiveSS < #ms.SkillSets + 1 and #SSQuery[activebound][ActiveSS] > 2) or #SSQuery[activebound][ActiveSS] > 3 then
SSQuery[activebound][ActiveSS] = numbershers[i]
end
end
end
end
if SSQuery[activebound][ActiveSS] == "" then
shouldUpdate = true
SSQuery[activebound][ActiveSS] = "0"
end
if shouldUpdate then
FILTERMAN:SetSSFilter(tonumber(SSQuery[activebound][ActiveSS]), ActiveSS, activebound)
whee:SongSearch("") -- stupid workaround?
MESSAGEMAN:Broadcast("UpdateFilter")
end
end
end
local translated_info = {
Mode = THEME:GetString("TabFilter", "Mode"),
HighestOnly = THEME:GetString("TabFilter", "HighestOnly"),
On = THEME:GetString("OptionNames", "On"),
Off = THEME:GetString("OptionNames", "Off"),
Matches = THEME:GetString("TabFilter", "Matches"),
CommonPackFilter = THEME:GetString("TabFilter", "CommonPackFilter"),
Length = THEME:GetString("TabFilter", "Length"),
AND = THEME:GetString("TabFilter", "AND"),
OR = THEME:GetString("TabFilter", "OR"),
ExplainStartInput = THEME:GetString("TabFilter", "ExplainStartInput"),
ExplainCancelInput = THEME:GetString("TabFilter", "ExplainCancelInput"),
ExplainGrey = THEME:GetString("TabFilter", "ExplainGrey"),
ExplainBounds = THEME:GetString("TabFilter", "ExplainBounds"),
ExplainHighest = THEME:GetString("TabFilter", "ExplainHighest"),
MaxRate = THEME:GetString("TabFilter", "MaxRate"),
Title = THEME:GetString("TabFilter", "Title"),
MinRate = THEME:GetString("TabFilter", "MinRate")
}
local f =
Def.ActorFrame {
InitCommand = function(self)
self:xy(frameX, frameY):halign(0)
end,
Def.Quad {
InitCommand = function(self)
self:zoomto(frameWidth, frameHeight):halign(0):valign(0):diffuse(color("#333333CC"))
end
},
Def.Quad {
InitCommand = function(self)
self:zoomto(frameWidth, offsetY):halign(0):valign(0):diffuse(getMainColor("frames")):diffusealpha(0.5)
end
},
LoadFont("Common Normal") ..
{
InitCommand = function(self)
self:xy(5, offsetY - 9):zoom(0.6):halign(0):diffuse(getMainColor("positive")):settext(translated_info["Title"])
end
},
OnCommand = function(self)
whee = SCREENMAN:GetTopScreen():GetMusicWheel()
SCREENMAN:GetTopScreen():AddInputCallback(FilterInput)
self:visible(false)
end,
SetCommand = function(self)
self:finishtweening()
if getTabIndex() == 5 then
self:visible(true)
active = true
else
MESSAGEMAN:Broadcast("NumericInputEnded")
self:visible(false)
self:queuecommand("Off")
active = false
end
end,
TabChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
MouseRightClickMessageCommand = function(self)
ActiveSS = 0
MESSAGEMAN:Broadcast("NumericInputEnded")
MESSAGEMAN:Broadcast("UpdateFilter")
SCREENMAN:set_input_redirected(PLAYER_1, false)
end,
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX, frameY):zoom(0.3):halign(0)
self:settext(translated_info["ExplainStartInput"])
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX, frameY + 20):zoom(0.3):halign(0)
self:settext(translated_info["ExplainCancelInput"])
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX, frameY + 40):zoom(0.3):halign(0)
self:settext(translated_info["ExplainGrey"])
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX, frameY + 60):zoom(0.3):halign(0)
self:settext(translated_info["ExplainBounds"])
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX, frameY + 80):zoom(0.3):halign(0)
self:settext(translated_info["ExplainHighest"])
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175):zoom(textzoom):halign(0)
end,
SetCommand = function(self)
self:settextf("%s:%5.1fx", translated_info["MaxRate"], FILTERMAN:GetMaxFilterRate())
end,
MaxFilterRateChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
ResetFilterMessageCommand = function(self)
self:queuecommand("Set")
end
},
Def.Quad {
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175):zoomto(130, 18):halign(0):diffusealpha(0)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:SetMaxFilterRate(FILTERMAN:GetMaxFilterRate() + 0.1)
MESSAGEMAN:Broadcast("MaxFilterRateChanged")
whee:SongSearch("")
end
end,
MouseRightClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:SetMaxFilterRate(FILTERMAN:GetMaxFilterRate() - 0.1)
MESSAGEMAN:Broadcast("MaxFilterRateChanged")
whee:SongSearch("")
end
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY):zoom(textzoom):halign(0)
end,
SetCommand = function(self)
self:settextf("%s:%5.1fx", translated_info["MinRate"], FILTERMAN:GetMinFilterRate())
end,
MaxFilterRateChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
ResetFilterMessageCommand = function(self)
self:queuecommand("Set")
end
},
Def.Quad {
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY):zoomto(130, 18):halign(0):diffusealpha(0)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:SetMinFilterRate(FILTERMAN:GetMinFilterRate() + 0.1)
MESSAGEMAN:Broadcast("MaxFilterRateChanged")
whee:SongSearch("")
end
end,
MouseRightClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:SetMinFilterRate(FILTERMAN:GetMinFilterRate() - 0.1)
MESSAGEMAN:Broadcast("MaxFilterRateChanged")
whee:SongSearch("")
end
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 2):zoom(textzoom):halign(0)
end,
SetCommand = function(self)
if FILTERMAN:GetFilterMode() then
self:settextf("%s: %s", translated_info["Mode"], translated_info["AND"])
else
self:settextf("%s: %s", translated_info["Mode"], translated_info["OR"])
end
end,
FilterModeChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
ResetFilterMessageCommand = function(self)
self:queuecommand("Set")
end
},
Def.Quad {
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 2):zoomto(120, 18):halign(0):diffusealpha(0)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:ToggleFilterMode()
MESSAGEMAN:Broadcast("FilterModeChanged")
whee:SongSearch("")
end
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 3):zoom(textzoom):halign(0)
end,
SetCommand = function(self)
if FILTERMAN:GetHighestSkillsetsOnly() then
self:settextf("%s: %s", translated_info["HighestOnly"], translated_info["On"])
else
self:settextf("%s: %s", translated_info["HighestOnly"], translated_info["Off"])
end
if FILTERMAN:GetFilterMode() then
self:diffuse(color("#666666"))
else
self:diffuse(color("#FFFFFF"))
end
end,
FilterModeChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
ResetFilterMessageCommand = function(self)
self:queuecommand("Set")
end
},
Def.Quad {
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 3):zoomto(160, 18):halign(0):diffusealpha(0)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:ToggleHighestSkillsetsOnly()
MESSAGEMAN:Broadcast("FilterModeChanged")
whee:SongSearch("")
end
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 4):zoom(textzoom):halign(0):settext("")
end,
FilterResultsMessageCommand = function(self, msg)
self:settextf("%s: %i/%i", translated_info["Matches"], msg.Matches, msg.Total)
end
},
LoadFont("Common Large") ..
{
BeginCommand = function(self)
self:xy(frameX + frameWidth / 2, 175 + spacingY * 5):zoom(textzoom):halign(0):maxwidth(300)
self.packlistFiltering = FILTERMAN:GetFilteringCommonPacks()
self.enabled = SCREENMAN:GetTopScreen():GetName() == "ScreenNetSelectMusic"
if not self.enabled then
self:visible(false)
end
self:queuecommand("Set")
end,
MouseLeftClickMessageCommand = function(self)
if self.enabled and isOver(self) and active then
self.packlistFiltering = whee:SetPackListFiltering(not self.packlistFiltering)
self:queuecommand("Set")
end
end,
SetCommand = function(self)
self:settextf("%s: %s", translated_info["CommonPackFilter"], (self.packlistFiltering and translated_info["On"] or translated_info["Off"]))
end,
FilterModeChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
ResetFilterMessageCommand = function(self)
self:queuecommand("Set")
end
}
}
local function CreateFilterInputBox(i)
local t =
Def.ActorFrame {
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:addx(10):addy(175 + (i - 1) * spacingY):halign(0):zoom(textzoom)
end,
SetCommand = function(self)
self:settext(i == (#ms.SkillSets + 1) and translated_info["Length"] or ms.SkillSetsTranslated[i])
end
},
Def.Quad {
InitCommand = function(self)
self:addx(i == (#ms.SkillSets + 1) and 159 or 150):addy(175 + (i - 1) * spacingY):zoomto(
i == (#ms.SkillSets + 1) and 27 or 18,
18
):halign(1)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
ActiveSS = i
activebound = 0
MESSAGEMAN:Broadcast("NumericInputActive")
self:diffusealpha(0.1)
SCREENMAN:set_input_redirected(PLAYER_1, true)
end
end,
SetCommand = function(self)
if ActiveSS == i and activebound == 0 then
self:diffuse(color("#666666"))
else
self:diffuse(color("#000000"))
end
end,
UpdateFilterMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputEndedMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputActiveMessageCommand = function(self)
self:queuecommand("Set")
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:addx(i == (#ms.SkillSets + 1) and 159 or 150):addy(175 + (i - 1) * spacingY):halign(1):maxwidth(60):zoom(
textzoom
)
end,
SetCommand = function(self)
local fval = FILTERMAN:GetSSFilter(i, 0) -- lower bounds
self:settext(fval)
if fval <= 0 and ActiveSS ~= i then
self:diffuse(color("#666666"))
elseif activebound == 0 then
self:diffuse(color("#FFFFFF"))
end
end,
UpdateFilterMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputActiveMessageCommand = function(self)
self:queuecommand("Set")
end
},
Def.Quad {
InitCommand = function(self)
self:addx(i == (#ms.SkillSets + 1) and 193 or 175):addy(175 + (i - 1) * spacingY):zoomto(
i == (#ms.SkillSets + 1) and 27 or 18,
18
):halign(1)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
ActiveSS = i
activebound = 1
MESSAGEMAN:Broadcast("NumericInputActive")
self:diffusealpha(0.1)
SCREENMAN:set_input_redirected(PLAYER_1, true)
end
end,
SetCommand = function(self)
if ActiveSS == i and activebound == 1 then
self:diffuse(color("#666666"))
else
self:diffuse(color("#000000"))
end
end,
UpdateFilterMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputEndedMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputActiveMessageCommand = function(self)
self:queuecommand("Set")
end
},
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:addx(i == (#ms.SkillSets + 1) and 193 or 175):addy(175 + (i - 1) * spacingY):halign(1):maxwidth(60):zoom(
textzoom
)
end,
SetCommand = function(self)
local fval = FILTERMAN:GetSSFilter(i, 1) -- upper bounds
self:settext(fval)
if fval <= 0 and ActiveSS ~= i then
self:diffuse(color("#666666"))
elseif activebound == 1 then
self:diffuse(color("#FFFFFF"))
end
end,
UpdateFilterMessageCommand = function(self)
self:queuecommand("Set")
end,
NumericInputActiveMessageCommand = function(self)
self:queuecommand("Set")
end
}
}
return t
end
--reset button
f[#f + 1] =
Def.Quad {
InitCommand = function(self)
self:xy(frameX + frameWidth - 150, frameY + 250):zoomto(60, 20):halign(0.5):diffuse(getMainColor("frames")):diffusealpha(
0
)
end,
MouseLeftClickMessageCommand = function(self)
if isOver(self) and active then
FILTERMAN:ResetAllFilters()
for i = 1, #ms.SkillSets do
SSQuery[0][i] = "0"
SSQuery[1][i] = "0"
end
activebound = 0
ActiveSS = 0
MESSAGEMAN:Broadcast("UpdateFilter")
MESSAGEMAN:Broadcast("ResetFilter")
MESSAGEMAN:Broadcast("NumericInputEnded")
SCREENMAN:set_input_redirected(PLAYER_1, false)
whee:SongSearch("")
end
end
}
f[#f + 1] =
LoadFont("Common Large") ..
{
InitCommand = function(self)
self:xy(frameX + frameWidth - 150, frameY + 250):halign(0.5):zoom(0.35)
self:settext(THEME:GetString("TabFilter", "Reset"))
end
}
for i = 1, (#ms.SkillSets + 1) do
f[#f + 1] = CreateFilterInputBox(i)
end
return f
|
require "mods"
require "playerprofile"
require "playerdeaths"
require "saveindex"
require "map/extents"
local LOAD_UPFRONT_MODE = false
local MainScreen = nil
if PLATFORM == "PS4" then
MainScreen = require "screens/mainscreen_ps4"
else
MainScreen = require "screens/mainscreen"
end
-- Always on broadcasting widget
BroadcastingWidget = require "widgets/broadcastingwidget"
if PLATFORM == "WIN32_STEAM" or PLATFORM == "WIN32" then
global_broadcastnig_widget = BroadcastingWidget()
global_broadcastnig_widget:SetHAnchor(ANCHOR_LEFT)
global_broadcastnig_widget:SetVAnchor(ANCHOR_TOP)
end
global_loading_widget = nil
if PLATFORM == "PS4" then
LoadingWidget = require "widgets/loadingwidget"
global_loading_widget = LoadingWidget()
global_loading_widget:SetHAnchor(ANCHOR_LEFT)
global_loading_widget:SetVAnchor(ANCHOR_BOTTOM)
end
local DeathScreen = require "screens/deathscreen"
local PopupDialogScreen = require "screens/popupdialog"
local WorldGenScreen = require "screens/worldgenscreen"
local CharacterSelectScreen = require "screens/characterselectscreen"
local PauseScreen = require "screens/pausescreen"
local PlayerHud = require "screens/playerhud"
Print (VERBOSITY.DEBUG, "[Loading frontend assets]")
local start_game_time = nil
LOADED_CHARACTER = nil
TheSim:SetRenderPassDefaultEffect( RENDERPASS.BLOOM, "shaders/anim_bloom.ksh" )
TheSim:SetErosionTexture( "images/erosion.tex" )
BACKEND_PREFABS = {"hud", "forest", "cave", "maxwell", "fire", "character_fire", "shatter"}
FRONTEND_PREFABS = {"frontend"}
RECIPE_PREFABS = {}
--this is suuuuuper placeholdery. We need to think about how to handle all of the different types of updates for this
local function DoAgeWorld()
for k,v in pairs(Ents) do
--send things to their homes
if v.components.homeseeker and v.components.homeseeker.home then
if v.components.homeseeker.home.components.childspawner then
v.components.homeseeker.home.components.childspawner:GoHome(v)
end
if v.components.homeseeker.home.components.spawner then
v.components.homeseeker.home.components.spawner:GoHome(v)
end
end
end
end
local function KeepAlive()
if global_loading_widget then
global_loading_widget:ShowNextFrame()
TheSim:RenderOneFrame()
global_loading_widget:ShowNextFrame()
end
end
local function ShowLoading()
if global_loading_widget then
global_loading_widget:SetEnabled(true)
end
end
local function LoadAssets(asset_set)
if LOAD_UPFRONT_MODE then return end
ShowLoading()
assert(asset_set)
Settings.current_asset_set = asset_set
RECIPE_PREFABS = {}
for k,v in pairs(Recipes) do
table.insert(RECIPE_PREFABS, v.name)
if v.placer then
table.insert(RECIPE_PREFABS, v.placer)
end
end
local load_frontend = Settings.reset_action == nil
local in_backend = Settings.last_reset_action ~= nil
local in_frontend = not in_backend
KeepAlive()
if Settings.current_asset_set == "FRONTEND" then
if Settings.last_asset_set == "FRONTEND" then
print( "\tFE assets already loaded" )
for i,file in ipairs(PREFABFILES) do -- required from prefablist.lua
LoadPrefabFile("prefabs/"..file)
end
ModManager:RegisterPrefabs()
else
print("\tUnload BE")
TheSim:UnloadPrefabs(RECIPE_PREFABS)
TheSim:UnloadPrefabs(BACKEND_PREFABS)
print("\tUnload BE done")
KeepAlive()
TheSystemService:SetStalling(true)
TheSim:UnregisterAllPrefabs()
RegisterAllDLC()
for i,file in ipairs(PREFABFILES) do -- required from prefablist.lua
LoadPrefabFile("prefabs/"..file)
end
ModManager:RegisterPrefabs()
TheSystemService:SetStalling(false)
KeepAlive()
print("\tLoad FE")
TheSystemService:SetStalling(true)
TheSim:LoadPrefabs(FRONTEND_PREFABS)
TheSystemService:SetStalling(false)
print("\tLoad FE: done")
KeepAlive()
end
else
if Settings.last_asset_set == "BACKEND" then
print( "\tBE assets already loaded" )
RegisterAllDLC()
for i,file in ipairs(PREFABFILES) do -- required from prefablist.lua
LoadPrefabFile("prefabs/"..file)
end
ModManager:RegisterPrefabs()
else
print("\tUnload FE")
TheSim:UnloadPrefabs(FRONTEND_PREFABS)
print("\tUnload FE done")
KeepAlive()
TheSystemService:SetStalling(true)
TheSim:UnregisterAllPrefabs()
RegisterAllDLC()
for i,file in ipairs(PREFABFILES) do -- required from prefablist.lua
LoadPrefabFile("prefabs/"..file)
end
InitAllDLC()
ModManager:RegisterPrefabs()
TheSystemService:SetStalling(false)
KeepAlive()
print ("\tLOAD BE")
TheSystemService:SetStalling(true)
TheSim:LoadPrefabs(BACKEND_PREFABS)
TheSystemService:SetStalling(false)
KeepAlive()
TheSystemService:SetStalling(true)
TheSim:LoadPrefabs(RECIPE_PREFABS)
TheSystemService:SetStalling(false)
print ("\tLOAD BE : done")
KeepAlive()
end
end
Settings.last_asset_set = Settings.current_asset_set
end
function GetTimePlaying()
if not start_game_time then
return 0
end
return GetTime() - start_game_time
end
function CalculatePlayerRewards(wilson)
local Progression = require "progressionconstants"
print("Calculating progression")
--increment the xp counter and give rewards
local days_survived = GetClock().numcycles
local start_xp = wilson.profile:GetXP()
local reward_xp = Progression.GetXPForDays(days_survived)
local new_xp = math.min(start_xp + reward_xp, Progression.GetXPCap())
local capped = Progression.IsCappedXP(start_xp)
local all_rewards = Progression.GetRewardsForTotalXP(new_xp)
for k,v in pairs(all_rewards) do
wilson.profile:UnlockCharacter(v)
end
wilson.profile:SetXP(new_xp)
print("Progression: ",days_survived, start_xp, reward_xp, new_xp)
return days_survived, start_xp, reward_xp, new_xp, capped
end
local function HandleDeathCleanup(wilson, data)
local game_time = GetClock():ToMetricsString()
if SaveGameIndex:GetCurrentMode() == "survival" or SaveGameIndex:GetCurrentMode() == "cave" then
local playtime = GetTimePlaying()
playtime = math.floor(playtime*1000)
SetTimingStat("time", "scenario", playtime)
SendTrackingStats()
local days_survived, start_xp, reward_xp, new_xp, capped = CalculatePlayerRewards(wilson)
ProfileStatsSet("xp_gain", reward_xp)
ProfileStatsSet("xp_total", new_xp)
SubmitCompletedLevel() --close off the instance
wilson.components.health.invincible = true
wilson.profile:Save(function()
SaveGameIndex:EraseCurrent(function()
scheduler:ExecuteInTime(3, function()
TheFrontEnd:PushScreen(DeathScreen(days_survived, start_xp, nil, capped))
end)
end)
end)
elseif SaveGameIndex:GetCurrentMode() == "adventure" then
SaveGameIndex:OnFailAdventure(function()
scheduler:ExecuteInTime(3, function()
TheFrontEnd:Fade(false, 3, function()
StartNextInstance({reset_action=RESET_ACTION.LOAD_SLOT, save_slot = SaveGameIndex:GetCurrentSaveSlot(), playeranim="failadventure"})
end)
end)
end)
end
end
local function OnPlayerDeath(wilson, data)
print ("OnPlayerDeath")
local cause = data.cause or "unknown"
local will_resurrect = wilson.components.resurrectable and wilson.components.resurrectable:CanResurrect()
print ("OnPlayerDeath() ", cause, tostring(will_resurrect))
wilson.HUD:Hide()
if cause ~= "file_load" then
TheMixer:PushMix("death")
Morgue:OnDeath({killed_by=cause,
days_survived=GetClock().numcycles or 0,
character=GetPlayer().prefab,
location= (wilson.components.area_aware and wilson.components.area_aware.current_area.story) or "unknown",
world= (GetWorld().meta and GetWorld().meta.level_id) or "unknown"})
local game_time = GetClock():ToMetricsString()
RecordDeathStats(cause, GetClock():GetPhase(), wilson.components.sanity.current, wilson.components.hunger.current, will_resurrect)
ProfileStatsAdd("killed_by_"..cause)
ProfileStatsAdd("deaths")
end
if will_resurrect or cause == "file_load" then
local res = wilson.components.resurrectable:FindClosestResurrector()
print ("OnPlayerDeath() ", tostring(res))
local delay = 4
if cause == "file_load" then
TheFrontEnd:Fade(false, 0)
delay = 0
end
-- if the resurrector is in this file then:
if res then
local resfn = function()
TheMixer:PopMix("death")
if wilson.components.resurrectable:DoResurrect() then
if delay == 0 then
TheFrontEnd:Fade(true, 3)
end
ProfileStatsAdd("resurrections")
else
HandleDeathCleanup(wilson, data)
end
end
if delay > 0 then
scheduler:ExecuteInTime(delay, resfn)
else
resfn()
end
elseif cause ~= "file_load" then
-- if the resurrector is in another file then:
-- set start params
-- save this file
-- load file
-- Its in a different file
res = SaveGameIndex:GetResurrector()
if res then
DoAgeWorld()
SaveGameIndex:SaveCurrent(function()
SaveGameIndex:GotoResurrector(function()
TheFrontEnd:Fade(false, 8.3, function()
StartNextInstance({reset_action=RESET_ACTION.LOAD_SLOT, save_slot = SaveGameIndex:GetCurrentSaveSlot(), playeranim="file_load"})
end)
end)
end, "resurrect")
end
end
else
HandleDeathCleanup(wilson, data)
end
end
function SetUpPlayerCharacterCallbacks(wilson)
--set up on ondeath handler
wilson:ListenForEvent( "death", function(inst, data) OnPlayerDeath(wilson, data) end)
wilson:ListenForEvent( "quit",
function()
Print (VERBOSITY.DEBUG, "I SHOULD QUIT!")
TheMixer:PushMix("death")
wilson.HUD:Hide()
local playtime = GetTimePlaying()
playtime = math.floor(playtime*1000)
RecordQuitStats()
SetTimingStat("time", "scenario", playtime)
ProfileStatsSet("time_played", playtime)
SendTrackingStats()
SendAccumulatedProfileStats()
--TheSim:UnloadPrefabs(LOADED_CHARACTER)
--LOADED_CHARACTER = nil
EnableAllDLC()
StartNextInstance()
end)
wilson:ListenForEvent( "daycomplete",
function(it, data)
if not wilson.components.health:IsDead() then
RecordEndOfDayStats()
ProfileStatsAdd("nights_survived_iar")
SendAccumulatedProfileStats()
end
end, GetWorld())
wilson:ListenForEvent("builditem", function(inst, data) ProfileStatsAdd("build_item_"..data.item.prefab) end)
wilson:ListenForEvent("buildstructure", function(inst, data) ProfileStatsAdd("build_structure_"..data.item.prefab) end)
end
local function StartGame(wilson)
TheFrontEnd:GetSound():KillSound("FEMusic") -- just in case...
start_game_time = GetTime()
SetUpPlayerCharacterCallbacks(wilson)
-- wilson:DoTaskInTime(3, function() TheSim:Hook() end)
end
local deprecated = { turf_webbing = true }
local replace = {
farmplot = "slow_farmplot", farmplot2 = "fast_farmplot",
farmplot3 = "fast_farmplot", sinkhole= "cave_entrance",
cave_stairs= "cave_entrance"
}
POPULATING = false
function PopulateWorld(savedata, profile, playercharacter, playersavedataoverride)
POPULATING = true
TheSystemService:SetStalling(true)
playercharacter = playercharacter or "wilson"
Print(VERBOSITY.DEBUG, "PopulateWorld")
Print(VERBOSITY.DEBUG, "[Instantiating objects...]" )
local wilson = nil
if savedata then
--figure out our start info
local spawnpoint = Vector3(0,0,0)
local playerdata = {}
if savedata.playerinfo then
if savedata.playerinfo.x and savedata.playerinfo.z then
local y = savedata.playerinfo.y or 0
spawnpoint = Vector3(savedata.playerinfo.x, y, savedata.playerinfo.z)
end
if savedata.playerinfo.data then
playerdata = savedata.playerinfo.data
end
end
local travel_direction = SaveGameIndex:GetDirectionOfTravel()
local cave_num = SaveGameIndex:GetCaveNumber()
--print("travel_direction:", travel_direction, "cave#:",cave_num)
local spawn_ent = nil
if travel_direction == "ascend" then
if savedata.ents["cave_entrance"] then
if cave_num == nil then
spawn_ent = savedata.ents["cave_entrance"][1]
else
for k,v in ipairs(savedata.ents["cave_entrance"]) do
if v.data and v.data.cavenum == cave_num then
spawn_ent = v
break
end
end
end
end
elseif travel_direction == "descend" then
if savedata.ents["cave_exit"] then
spawn_ent = savedata.ents["cave_exit"][1]
end
end
if spawn_ent and spawn_ent.x and spawn_ent.z then
spawnpoint = Vector3(spawn_ent.x or 0, spawn_ent.y or 0, spawn_ent.z or 0)
end
if playersavedataoverride then
playerdata = playersavedataoverride
end
local newents = {}
--local world = SpawnPrefab("forest")
local world = nil
local ceiling = nil
if savedata.map.prefab == "cave" then
world = SpawnPrefab("cave")
-- ceiling = SpawnPrefab("ceiling")
else
world = SpawnPrefab("forest")
end
--spawn the player character and set him up
if not LOAD_UPFRONT_MODE then
local old_loaded_character = LOADED_CHARACTER and LOADED_CHARACTER[1]
if old_loaded_character ~= playercharacter then
if old_loaded_character then
TheSim:UnLoadPrefabs(LOADED_CHARACTER)
end
LOADED_CHARACTER = {playercharacter}
TheSim:LoadPrefabs(LOADED_CHARACTER)
end
end
wilson = SpawnPrefab(playercharacter)
assert(wilson, "could not spawn player character")
wilson:SetProfile(Profile)
wilson.Transform:SetPosition(spawnpoint:Get())
--this was spawned by the level file. kinda lame - we should just do everything from in here.
local ground = GetWorld()
if ground then
ground.Map:SetSize(savedata.map.width, savedata.map.height)
ground.Map:SetFromString(savedata.map.tiles)
if savedata.map.prefab == "cave" then
ground.Map:SetPhysicsWallDistance(0.75)--0) -- TEMP for STREAM
TheFrontEnd:GetGraphicsOptions():DisableStencil()
TheFrontEnd:GetGraphicsOptions():DisableLightMapComponent()
-- TheFrontEnd:GetGraphicsOptions():EnableStencil()
-- TheFrontEnd:GetGraphicsOptions():EnableLightMapComponent()
ground.Map:Finalize(1)
else
ground.Map:SetPhysicsWallDistance(0)--0.75)
TheFrontEnd:GetGraphicsOptions():DisableStencil()
TheFrontEnd:GetGraphicsOptions():DisableLightMapComponent()
ground.Map:Finalize(0)
end
if savedata.map.nav then
print("Loading Nav Grid")
ground.Map:SetNavSize(savedata.map.width, savedata.map.height)
ground.Map:SetNavFromString(savedata.map.nav)
else
print("No Nav Grid")
end
ground.hideminimap = savedata.map.hideminimap
ground.topology = savedata.map.topology
ground.meta = savedata.meta
assert(savedata.map.topology.ids, "[MALFORMED SAVE DATA] Map missing topology information. This save file is too old, and is missing neccessary information.")
for i=#savedata.map.topology.ids,1, -1 do
local name = savedata.map.topology.ids[i]
if string.find(name, "LOOP_BLANK_SUB") ~= nil then
table.remove(savedata.map.topology.ids, i)
table.remove(savedata.map.topology.nodes, i)
for eid=#savedata.map.topology.edges,1,-1 do
if savedata.map.topology.edges[eid].n1 == i or savedata.map.topology.edges[eid].n2 == i then
table.remove(savedata.map.topology.edges, eid)
end
end
end
end
if ground.topology.level_number ~= nil then
local levels = require("map/levels")
if levels.story_levels[ground.topology.level_number] ~= nil then
profile:UnlockWorldGen("preset", levels.story_levels[ground.topology.level_number].name)
end
end
if ground.topology.level_number == 2 and ground:HasTag("cave") then
ground:AddTag("ruin")
ground:AddComponent("nightmareclock")
ground:AddComponent("nightmareambientsoundmixer")
end
wilson:AddComponent("area_aware")
--wilson:AddComponent("area_unlock")
if ground.topology.override_triggers then
wilson:AddComponent("area_trigger")
wilson.components.area_trigger:RegisterTriggers(ground.topology.override_triggers)
end
for i,node in ipairs(ground.topology.nodes) do
local story = ground.topology.ids[i]
-- guard for old saves
local story_depth = nil
if ground.topology.story_depths then
story_depth = ground.topology.story_depths[i]
end
if story ~= "START" then
story = string.sub(story, 1, string.find(story,":")-1)
--
-- if Profile:IsWorldGenUnlocked("tasks", story) == false then
-- wilson.components.area_unlock:RegisterStory(story)
-- end
end
wilson.components.area_aware:RegisterArea({idx=i, type=node.type, poly=node.poly, story=story, story_depth=story_depth})
if node.type == "Graveyard" or node.type == "MistyCavern" then
if node.area_emitter == nil then
local mist = SpawnPrefab( "mist" )
mist.Transform:SetPosition( node.cent[1], 0, node.cent[2] )
mist.components.emitter.area_emitter = CreateAreaEmitter( node.poly, node.cent )
if node.area == nil then
node.area = 1
end
local ext = ResetextentsForPoly(node.poly)
mist.entity:SetAABB(ext.radius, 2)
mist.components.emitter.density_factor = math.ceil(node.area / 4)/31
mist.components.emitter:Emit()
end
end
end
if savedata.map.persistdata ~= nil then
ground:SetPersistData(savedata.map.persistdata)
end
wilson.components.area_aware:StartCheckingPosition()
end
wilson:SetPersistData(playerdata, newents)
if savedata.playerinfo and savedata.playerinfo.id then
newents[savedata.playerinfo.id] = {entity=wilson, data=playerdata}
end
if GetWorld().components.colourcubemanager then
GetWorld().components.colourcubemanager:StartBlend(0)
GetWorld().components.colourcubemanager:OnUpdate(0)
end
--set the clock (LEGACY! this is now handled via the world object's normal serialization)
if savedata.playerinfo.day and savedata.playerinfo.dayphase and savedata.playerinfo.timeleftinera then
GetClock().numcycles = savedata.playerinfo and savedata.playerinfo.day or 0
if savedata.playerinfo and savedata.playerinfo.dayphase == "night" then
GetClock():StartNight(true)
elseif savedata.playerinfo and savedata.playerinfo.dayphase == "dusk" then
GetClock():StartDusk(true)
else
GetClock():StartDay(true)
end
if savedata.playerinfo.timeleftinera then
GetClock().timeLeftInEra = savedata.playerinfo.timeleftinera
end
end
-- Force overrides for ambient
local retune = require("tuning_override")
retune.OVERRIDES["areaambientdefault"].doit(savedata.map.prefab)
-- Check for map overrides
if ground.topology.overrides ~= nil and ground.topology.overrides ~= nil and GetTableSize(ground.topology.overrides) > 0 then
for area, overrides in pairs(ground.topology.overrides) do
for i,override in ipairs(overrides) do
if retune.OVERRIDES[override[1]] ~= nil then
retune.OVERRIDES[override[1]].doit(override[2])
end
end
end
end
-- Clean out any stale ones
SaveGameIndex:ClearCurrentResurrectors()
--instantiate all the dudes
for prefab, ents in pairs(savedata.ents) do
local prefab = replace[prefab] or prefab
if not deprecated[prefab] then
for k,v in ipairs(ents) do
v.prefab = v.prefab or prefab -- prefab field is stripped out when entities are saved in global entity collections, so put it back
SpawnSaveRecord(v, newents)
end
end
end
--post pass in neccessary to hook up references
for k,v in pairs(newents) do
v.entity:LoadPostPass(newents, v.data)
end
GetWorld():LoadPostPass(newents, savedata.map.persistdata)
SaveGameIndex:LoadSavedFollowers(GetPlayer())
SaveGameIndex:LoadSavedSeasonData(GetPlayer())
if world.prefab == "cave" then
GetSeasonManager():SetCaves()
end
--Run scenario scripts
for guid, ent in pairs(Ents) do
if ent.components.scenariorunner then
ent.components.scenariorunner:Run()
end
end
--Record mod information
ModManager:SetModRecords(savedata.mods or {})
SetSuper(savedata.super)
if SaveGameIndex:GetCurrentMode() ~= "adventure" and GetWorld().components.age and GetPlayer().components.age then
local player_age = GetPlayer().components.age:GetAge()
local world_age = GetWorld().components.age:GetAge()
if player_age > world_age then
if travel_direction == "ascend" or travel_direction == "descend" then
local catch_up = player_age - world_age
print ("Catching up world", catch_up, "(", player_age,"/",world_age,")" )
LongUpdate(catch_up, true)
--this is a cheesy workaround for coming out of a cave at night, so you don't get immediately eaten
if SaveGameIndex:GetCurrentMode() == "survival" and not GetWorld().components.clock:IsDay() then
local light = SpawnPrefab("exitcavelight")
light.Transform:SetPosition(GetPlayer().Transform:GetWorldPosition())
end
elseif world_age <= 0 then
print ("New world, reset player age.")
GetPlayer().components.age.saved_age = 0
end
end
end
--Everything has been loaded! Now fix the colour cubes...
--Gross place to put this, should be using a post init.
if ground.components.colourcubemanager then
ground.components.colourcubemanager:StartBlend(0)
end
else
Print(VERBOSITY.ERROR, "[MALFORMED SAVE DATA] PopulateWorld complete" )
TheSystemService:SetStalling(false)
POPULATING = false
return
end
Print(VERBOSITY.DEBUG, "[FINISHED LOADING SAVED GAME] PopulateWorld complete" )
TheSystemService:SetStalling(false)
POPULATING = false
return wilson
end
local function DrawDebugGraph(graph)
-- debug draw of new map gen
local debugdrawmap = CreateEntity()
local draw = debugdrawmap.entity:AddDebugRender()
draw:SetZ(0.1)
draw:SetRenderLoop(true)
for idx,node in ipairs(graph.nodes) do
local colour = graph.colours[node.c]
for i =1, #node.poly-1 do
draw:Line(node.poly[i][1], node.poly[i][2], node.poly[i+1][1], node.poly[i+1][2], colour.r, colour.g, colour.b, 255)
end
draw:Line(node.poly[1][1], node.poly[1][2], node.poly[#node.poly][1], node.poly[#node.poly][2], colour.r, colour.g, colour.b, 255)
draw:Poly(node.cent[1], node.cent[2], colour.r, colour.g, colour.b, colour.a, node.poly)
draw:String(graph.ids[idx].."("..node.cent[1]..","..node.cent[2]..")", node.cent[1], node.cent[2], node.ts)
end
draw:SetZ(0.15)
for idx,edge in ipairs(graph.edges) do
if edge.n1 ~= nil and edge.n2 ~= nil then
local colour = graph.colours[edge.c]
local n1 = graph.nodes[edge.n1]
local n2 = graph.nodes[edge.n2]
if n1 ~= nil and n2 ~= nil then
draw:Line(n1.cent[1], n1.cent[2], n2.cent[1], n2.cent[2], colour.r, colour.g, colour.b, colour.a)
end
end
end
end
--OK, we have our savedata and a profile. Instatiate everything and start the game!
function DoInitGame(playercharacter, savedata, profile, next_world_playerdata, fast)
local was_file_load = Settings.playeranim == "file_load"
--print("DoInitGame",playercharacter, savedata, profile, next_world_playerdata, fast)
TheFrontEnd:ClearScreens()
assert(savedata.map, "Map missing from savedata on load")
assert(savedata.map.prefab, "Map prefab missing from savedata on load")
assert(savedata.map.tiles, "Map tiles missing from savedata on load")
assert(savedata.map.width, "Map width missing from savedata on load")
assert(savedata.map.height, "Map height missing from savedata on load")
assert(savedata.map.topology, "Map topology missing from savedata on load")
assert(savedata.map.topology.ids, "Topology entity ids are missing from savedata on load")
--assert(savedata.map.topology.story_depths, "Topology story_depths are missing from savedata on load")
assert(savedata.map.topology.colours, "Topology colours are missing from savedata on load")
assert(savedata.map.topology.edges, "Topology edges are missing from savedata on load")
assert(savedata.map.topology.nodes, "Topology nodes are missing from savedata on load")
assert(savedata.map.topology.level_type, "Topology level type is missing from savedata on load")
assert(savedata.map.topology.overrides, "Topology overrides is missing from savedata on load")
assert(savedata.playerinfo, "Playerinfo missing from savedata on load")
assert(savedata.playerinfo.x, "Playerinfo.x missing from savedata on load")
--assert(savedata.playerinfo.y, "Playerinfo.y missing from savedata on load") --y is often omitted for space, don't check for it
assert(savedata.playerinfo.z, "Playerinfo.z missing from savedata on load")
--assert(savedata.playerinfo.day, "Playerinfo day missing from savedata on load")
assert(savedata.ents, "Entites missing from savedata on load")
if savedata.map.roads then
Roads = savedata.map.roads
for k, road_data in pairs( savedata.map.roads ) do
RoadManager:BeginRoad()
local weight = road_data[1]
if weight == 3 then
for i = 2, #road_data do
local ctrl_pt = road_data[i]
RoadManager:AddControlPoint( ctrl_pt[1], ctrl_pt[2] )
end
for k, v in pairs( ROAD_STRIPS ) do
RoadManager:SetStripEffect( v, "shaders/road.ksh" )
end
RoadManager:SetStripTextures( ROAD_STRIPS.EDGES, resolvefilepath("images/roadedge.tex"), resolvefilepath("images/roadnoise.tex") , resolvefilepath("images/roadnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.CENTER, resolvefilepath("images/square.tex"), resolvefilepath("images/roadnoise.tex") , resolvefilepath("images/roadnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.CORNERS, resolvefilepath("images/roadcorner.tex"), resolvefilepath("images/roadnoise.tex") , resolvefilepath("images/roadnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.ENDS, resolvefilepath("images/roadendcap.tex"), resolvefilepath("images/roadnoise.tex") , resolvefilepath("images/roadnoise.tex") )
RoadManager:GenerateVB(
ROAD_PARAMETERS.NUM_SUBDIVISIONS_PER_SEGMENT,
ROAD_PARAMETERS.MIN_WIDTH, ROAD_PARAMETERS.MAX_WIDTH,
ROAD_PARAMETERS.MIN_EDGE_WIDTH, ROAD_PARAMETERS.MAX_EDGE_WIDTH,
ROAD_PARAMETERS.WIDTH_JITTER_SCALE, true )
else
for i = 2, #road_data do
local ctrl_pt = road_data[i]
RoadManager:AddControlPoint( ctrl_pt[1], ctrl_pt[2] )
end
for k, v in pairs( ROAD_STRIPS ) do
RoadManager:SetStripEffect( v, "shaders/road.ksh" )
end
RoadManager:SetStripTextures( ROAD_STRIPS.EDGES, resolvefilepath("images/roadedge.tex"), resolvefilepath("images/pathnoise.tex") , resolvefilepath("images/mini_pathnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.CENTER, resolvefilepath("images/square.tex"), resolvefilepath("images/pathnoise.tex") , resolvefilepath("images/mini_pathnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.CORNERS, resolvefilepath("images/roadcorner.tex"), resolvefilepath("images/pathnoise.tex") , resolvefilepath("images/mini_pathnoise.tex") )
RoadManager:SetStripTextures( ROAD_STRIPS.ENDS, resolvefilepath("images/roadendcap.tex"), resolvefilepath("images/pathnoise.tex"), resolvefilepath("images/mini_pathnoise.tex") )
RoadManager:GenerateVB(
ROAD_PARAMETERS.NUM_SUBDIVISIONS_PER_SEGMENT,
0, 0,
ROAD_PARAMETERS.MIN_EDGE_WIDTH*4, ROAD_PARAMETERS.MAX_EDGE_WIDTH*4,
0, false )
end
end
RoadManager:GenerateQuadTree()
end
SubmitStartStats(playercharacter)
--some lame explicit loads
Print(VERBOSITY.DEBUG, "DoInitGame Loading prefabs...")
Print(VERBOSITY.DEBUG, "DoInitGame Adjusting audio...")
TheMixer:SetLevel("master", 0)
--apply the volumes
Print(VERBOSITY.DEBUG, "DoInitGame Populating world...")
local wilson = PopulateWorld(savedata, profile, playercharacter, next_world_playerdata)
if wilson then
TheCamera:SetTarget(wilson)
StartGame(wilson)
TheCamera:SetDefault()
TheCamera:Snap()
local seasonmgr = GetSeasonManager()
if seasonmgr and not seasonmgr.initialevent then
seasonmgr.inst:PushEvent( "seasonChange", {season = seasonmgr.current_season} )
seasonmgr.initialevent = true
end
else
Print(VERBOSITY.WARNING, "DoInitGame NO WILSON?")
end
if Profile.persistdata.debug_world == 1 then
if savedata.map.topology == nil then
Print(VERBOSITY.ERROR, "OI! Where is my topology info!")
else
DrawDebugGraph(savedata.map.topology)
end
end
local function OnStart()
Print(VERBOSITY.DEBUG, "DoInitGame OnStart Callback... turning volume up")
SetPause(false)
end
if not TheFrontEnd:IsDisplayingError() then
local hud = PlayerHud()
TheFrontEnd:PushScreen(hud)
hud:SetMainCharacter(wilson)
if wilson.HUDPostInit then
wilson.HUDPostInit(hud)
end
--clear the player stats, so that it doesn't count items "acquired" from the save file
GetProfileStats(true)
RecordSessionStartStats()
--after starting everything up, give the mods additional environment variables
ModManager:SimPostInit(wilson)
GetPlayer().components.health:RecalculatePenalty()
GetPlayer().components.sanity:RecalculatePenalty()
if ( SaveGameIndex:GetCurrentMode() ~= "cave" and (SaveGameIndex:GetCurrentMode() == "survival" or SaveGameIndex:GetSlotWorld() == 1) and SaveGameIndex:GetSlotDay() == 1 and GetClock():GetNormTime() == 0) then
if GetPlayer().components.inventory.starting_inventory then
for k,v in pairs(GetPlayer().components.inventory.starting_inventory) do
local item = SpawnPrefab(v)
if item then
GetPlayer().components.inventory:GiveItem(item)
end
end
end
end
if fast then
OnStart()
else
SetPause(true,"InitGame")
if Settings.playeranim == "file_load" then
print ("DoInitGame file_load!")
TheFrontEnd:SetFadeLevel(1)
GetPlayer():PushEvent("death", {cause="file_load"})
elseif Settings.playeranim == "failadventure" then
GetPlayer().sg:GoToState("failadventure")
GetPlayer().HUD:Show()
elseif GetWorld():IsCave() then
GetPlayer().sg:GoToState("caveenter")
GetPlayer().HUD:Show()
elseif Settings.playeranim == "wakeup" or playercharacter == "waxwell" or savedata.map.nomaxwell then
if (GetClock().numcycles == 0 and GetClock():GetNormTime() == 0) then
GetPlayer().sg:GoToState("wakeup")
end
GetPlayer().HUD:Show()
--announce your freedom if you are starting as waxwell
if playercharacter == "waxwell" and SaveGameIndex:GetCurrentMode() == "survival" and (GetClock().numcycles == 0 and GetClock():GetNormTime() == 0) then
GetPlayer():DoTaskInTime( 3.5, function()
GetPlayer().components.talker:Say(GetString("waxwell", "ANNOUNCE_FREEDOM"))
end)
end
elseif (GetClock().numcycles == 0 and GetClock():GetNormTime() == 0) or Settings.maxwell ~= nil then
local max = SpawnPrefab("maxwellintro")
local speechName = "NULL_SPEECH"
if Settings.maxwell then
speechName = Settings.maxwell
elseif SaveGameIndex:GetCurrentMode() == "adventure" then
if savedata.map.override_level_string == true then
local level_id = 1
if GetWorld().meta then
level_id = GetWorld().meta.level_id or level_id
end
speechName = "ADVENTURE_"..level_id
else
speechName = "ADVENTURE_"..SaveGameIndex:GetSlotWorld()
end
else
speechName = "SANDBOX_1"
end
max.components.maxwelltalker:SetSpeech(speechName)
max.components.maxwelltalker:Initialize()
max.task = max:StartThread(function() max.components.maxwelltalker:DoTalk() end)
--PlayNIS("maxwellintro", savedata.map.maxwell)
end
local title = STRINGS.UI.SANDBOXMENU.ADVENTURELEVELS[SaveGameIndex:GetSlotLevelIndexFromPlaylist()]
local subtitle = STRINGS.UI.SANDBOXMENU.CHAPTERS[SaveGameIndex:GetSlotWorld()]
local showtitle = SaveGameIndex:GetCurrentMode() == "adventure" and title
if showtitle then
TheFrontEnd:ShowTitle(title,subtitle)
end
TheFrontEnd:Fade(true, 1, function()
SetPause(false)
TheMixer:SetLevel("master", 1)
TheMixer:PushMix("normal")
TheFrontEnd:HideTitle()
--TheFrontEnd:PushScreen(PopupDialogScreen(STRINGS.UI.HUD.READYTITLE, STRINGS.UI.HUD.READY, {{text=STRINGS.UI.HUD.START, cb = function() OnStart() end}}))
end, showtitle and 3, showtitle and function() SetPause(false) end )
end
if savedata.map.hideminimap ~= nil then
GetWorld().minimap:DoTaskInTime(0, function(inst) inst.MiniMap:ClearRevealedAreas(savedata.map.hideminimap) end)
end
if savedata.map.teleportaction ~= nil then
local teleportato = TheSim:FindFirstEntityWithTag("teleportato")
if teleportato then
local pickPosition = function()
local portpositions = GetRandomInstWithTag("teleportlocation", teleportato, 1000)
if portpositions then
return Vector3(portpositions.Transform:GetWorldPosition())
else
return Vector3(savedata.playerinfo.x, savedata.playerinfo.y or 0, savedata.playerinfo.z)
end
end
teleportato.action = savedata.map.teleportaction
teleportato.maxwell = savedata.map.teleportmaxwell
teleportato.teleportpos = pickPosition()
end
end
end
--DoStartPause("Ready!")
Print(VERBOSITY.DEBUG, "DoInitGame complete")
if PRINT_TEXTURE_INFO then
c_printtextureinfo( "texinfo.csv" )
TheSim:Quit()
end
if not was_file_load and GetPlayer().components.health:GetPercent() <= 0 then
SetPause(false)
GetPlayer():PushEvent("death", {cause="file_load"})
end
inGamePlay = true
if PLATFORM == "PS4" then
if not TheSystemService:HasFocus() or not TheInputProxy:IsAnyInputDeviceConnected() then
TheFrontEnd:PushScreen(PauseScreen())
end
end
end
------------------------THESE FUNCTIONS HANDLE STARTUP FLOW
local function DoLoadWorld(saveslot, playerdataoverride)
local function onload(savedata)
assert(savedata, "DoLoadWorld: Savedata is NIL on load")
assert(GetTableSize(savedata)>0, "DoLoadWorld: Savedata is empty on load")
DoInitGame(SaveGameIndex:GetSlotCharacter(saveslot), savedata, Profile, playerdataoverride)
end
SaveGameIndex:GetSaveData(saveslot, SaveGameIndex:GetCurrentMode(saveslot), onload)
end
local function DoGenerateWorld(saveslot, type_override)
local function onComplete(savedata )
assert(savedata, "DoGenerateWorld: Savedata is NIL on load")
assert(#savedata>0, "DoGenerateWorld: Savedata is empty on load")
local function onsaved()
local success, world_table = RunInSandbox(savedata)
if success then
LoadAssets("BACKEND")
DoInitGame(SaveGameIndex:GetSlotCharacter(saveslot), world_table, Profile, SaveGameIndex:GetPlayerData(saveslot))
end
end
if string.match(savedata, "^error") then
local success,e = RunInSandbox(savedata)
print("Worldgen had an error, displaying...")
DisplayError(e)
else
SaveGameIndex:OnGenerateNewWorld(saveslot, savedata, onsaved)
end
end
local world_gen_options =
{
level_type = type_override or SaveGameIndex:GetCurrentMode(saveslot),
custom_options = SaveGameIndex:GetSlotGenOptions(saveslot,SaveGameIndex:GetCurrentMode()),
level_world = SaveGameIndex:GetSlotLevelIndexFromPlaylist(saveslot),
profiledata = Profile.persistdata,
}
if world_gen_options.level_type == "adventure" then
world_gen_options["adventure_progress"] = SaveGameIndex:GetSlotWorld(saveslot)
elseif world_gen_options.level_type == "cave" then
world_gen_options["cave_progress"] = SaveGameIndex:GetCurrentCaveLevel()
end
TheFrontEnd:PushScreen(WorldGenScreen(Profile, onComplete, world_gen_options))
end
local function LoadSlot(slot)
TheFrontEnd:ClearScreens()
if SaveGameIndex:HasWorld(slot, SaveGameIndex:GetCurrentMode(slot)) then
--print("Load Slot: Has World")
LoadAssets("BACKEND")
DoLoadWorld(slot, SaveGameIndex:GetModeData(slot, SaveGameIndex:GetCurrentMode(slot)).playerdata)
else
--print("Load Slot: Has no World")
if SaveGameIndex:GetCurrentMode(slot) == "survival" and SaveGameIndex:IsContinuePending(slot) then
--print("Load Slot: ... but continue pending")
local function onsave()
DoGenerateWorld(slot)
end
local function onSet(character)
TheFrontEnd:PopScreen()
SaveGameIndex:SetSlotCharacter(slot, character, onsave)
end
LoadAssets("FRONTEND")
TheFrontEnd:PushScreen(CharacterSelectScreen(Profile, onSet, true, SaveGameIndex:GetSlotCharacter(slot)))
else
--print("Load Slot: ... generating new world")
DoGenerateWorld(slot)
end
end
end
----------------LOAD THE PROFILE AND THE SAVE INDEX, AND START THE FRONTEND
local function DoResetAction()
if LOAD_UPFRONT_MODE then
print ("load recipes")
RECIPE_PREFABS = {}
for k,v in pairs(Recipes) do
table.insert(RECIPE_PREFABS, v.name)
if v.placer then
table.insert(RECIPE_PREFABS, v.placer)
end
end
TheSim:LoadPrefabs(RECIPE_PREFABS)
print ("load backend")
TheSim:LoadPrefabs(BACKEND_PREFABS)
print ("load frontend")
TheSim:LoadPrefabs(FRONTEND_PREFABS)
print ("load characters")
local chars = GetActiveCharacterList()
TheSim:LoadPrefabs(chars)
end
if Settings.reset_action then
if Settings.reset_action == RESET_ACTION.DO_DEMO then
SaveGameIndex:DeleteSlot(1, function()
SaveGameIndex:StartSurvivalMode(1, "wilson", {}, function()
--print("Reset Action: DO_DEMO")
DoGenerateWorld(1)
end)
end)
elseif Settings.reset_action == RESET_ACTION.LOAD_SLOT then
if not SaveGameIndex:GetCurrentMode(Settings.save_slot) then
--print("Reset Action: LOAD_SLOT -- not current save")
LoadAssets("FRONTEND")
TheFrontEnd:ShowScreen(MainScreen(Profile))
else
--print("Reset Action: LOAD_SLOT -- current save")
LoadSlot(Settings.save_slot)
end
elseif Settings.reset_action == "printtextureinfo" then
--print("Reset Action: printtextureinfo")
DoGenerateWorld(1)
else
--print("Reset Action: none")
LoadAssets("FRONTEND")
TheFrontEnd:ShowScreen(MainScreen(Profile))
end
else
if PRINT_TEXTURE_INFO then
SaveGameIndex:DeleteSlot(1,
function()
local function onsaved()
SimReset({reset_action="printtextureinfo",save_slot=1})
end
SaveGameIndex:StartSurvivalMode(1, "wilson", {}, onsaved)
end)
else
LoadAssets("FRONTEND")
TheFrontEnd:ShowScreen(MainScreen(Profile))
end
end
end
local function OnUpdatePurchaseStateComplete()
print("OnUpdatePurchaseStateComplete")
--print( "[Settings]",Settings.character, Settings.savefile)
if TheInput:ControllerAttached() then
TheFrontEnd:StopTrackingMouse()
end
DoResetAction()
end
local function OnFilesLoaded()
print("OnFilesLoaded()")
UpdateGamePurchasedState(OnUpdatePurchaseStateComplete)
end
STATS_ENABLE = METRICS_ENABLED
Profile = PlayerProfile()
SaveGameIndex = SaveIndex()
Morgue = PlayerDeaths()
Print(VERBOSITY.DEBUG, "[Loading Morgue]")
Morgue:Load( function(did_it_load)
--print("Morgue loaded....[",did_it_load,"]")
end )
Print(VERBOSITY.DEBUG, "[Loading profile and save index]")
Profile:Load( function()
SaveGameIndex:Load( OnFilesLoaded )
end )
--dont_load_save in profile
|
-- Bob's Functions Library mod
seablock.overwrite_setting('bool-setting', 'bobmods-library-technology-cleanup', false)
seablock.overwrite_setting('bool-setting', 'bobmods-library-recipe-cleanup', true)
|
require('prototypes/picker')
require('prototypes/renamer')
require('prototypes/zapper')
require('prototypes/tools')
|
--[[
Process sequence with command-line arguments.
]]
return
function(self, args)
local options = self:parse_args(args)
--[[
<options> is map of records {type: <>, value: <>}.
<result> should be map of values.
]]
local result = {}
for key, rec in pairs(options) do
result[key] = rec.value
end
return result
end
|
AddCSLuaFile();
SWEP.Base = "weapon_coi_grenade";
SWEP.PrintName = "Trick Bag";
SWEP.HoldType = "grenade";
SWEP.ViewModel = "models/weapons/c_grenade.mdl";
SWEP.WorldModel = "";
SWEP.UseHands = false;
SWEP.NoDraw = true;
SWEP.Primary.Ammo = "trickbag";
SWEP.Primary.ClipSize = 1;
SWEP.Primary.DefaultClip = 1;
SWEP.Primary.Automatic = false;
function SWEP:PrimaryAttack()
self:SetNextPrimaryFire( math.huge );
self:SetNextSecondaryFire( math.huge );
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.RemoveTime = CurTime() + 0.1;
end
function SWEP:Throw()
local fwd = self.Owner:GetForward();
fwd.z = fwd.z + 0.1;
local p = self.Owner:EyePos() + fwd * 18 + self.Owner:GetRight() * 8;
local gpos = self:GrenadeCheckThrow( p );
local ent = ents.Create( "coi_trickbag" );
ent:SetPos( gpos );
ent:SetAngles( Angle() );
ent:SetPlayer( self.Owner );
ent:Spawn();
ent:Activate();
self.Owner:EmitSound( Sound( "coi/coin.wav" ), 100, math.random( 80, 120 ) );
end
|
--# selene: allow(unused_variable)
---@diagnostic disable: unused-local
-- This submodule allows you to create observers for accessibility elements and be notified when they trigger notifications. Not all notifications are supported by all elements and not all elements support notifications, so some trial and error will be necessary, but for compliant applications, this can allow your code to be notified when an application's user interface changes in some way.
---@class hs.axuielement.observer
local M = {}
hs.axuielement.observer = M
-- Registers the specified notification for the specified accesibility element with the observer.
--
-- Parameters:
-- * `element` - the `hs.axuielement` representing an accessibility element of the application the observer was created for.
-- * `notification` - a string specifying the notification.
--
-- Returns:
-- * the observerObject; generates an error if watcher cannot be registered
--
-- Notes:
-- * multiple notifications for the same accessibility element can be registered by invoking this method multiple times with the same element but different notification strings.
-- * if the specified element and notification string are already registered, this method does nothing.
-- * the notification string is application dependent and can be any string that the application developers choose; some common ones are found in `hs.axuielement.observer.notifications`, but the list is not exhaustive nor is an application or element required to provide them.
function M:addWatcher(element, notification, ...) end
-- Get or set the callback for the observer.
--
-- Parameters:
-- * `fn` - a function, or an explicit nil to remove, specifying the callback function the observer will invoke when the assigned elements generate notifications.
--
-- Returns:
-- * If an argument is provided, the observerObject; otherwise the current value.
--
-- Notes:
-- * the callback should expect 4 arguments and return none. The arguments passed to the callback will be as follows:
-- * the observerObject itself
-- * the `hs.axuielement` object for the accessibility element which generated the notification
-- * a string specifying the specific notification which was received
-- * a table containing key-value pairs with more information about the notification, if the element and notification type provide it. Commonly this will be an empty table indicating that no additional detail was provided.
function M:callback(fn) end
-- Returns true or false indicating whether the observer is currently watching for notifications and generating callbacks.
--
-- Parameters:
-- * None
--
-- Returns:
-- * a boolean value indicating whether or not the observer is currently active.
---@return boolean
function M:isRunning() end
-- Creates a new observer object for the application with the specified process ID.
--
-- Parameters:
-- * `pid` - the process ID of the application.
--
-- Returns:
-- * a new observerObject; generates an error if the pid does not exist or if the object cannot be created.
--
-- Notes:
-- * If you already have the `hs.application` object for an application, you can get its process ID with `hs.application:pid()`
-- * If you already have an `hs.axuielement` from the application you wish to observe (it doesn't have to be the application axuielement object, just one belonging to the application), you can get the process ID with `hs.axuielement:pid()`.
function M.new(pid, ...) end
-- A table of common accessibility object notification names, provided for reference.
--
-- Notes:
-- * Notifications are application dependent and can be any string that the application developers choose; this list provides the suggested notification names found within the macOS Framework headers, but the list is not exhaustive nor is an application or element required to provide them.
---@type table
M.notifications = {}
-- Unregisters the specified notification for the specified accessibility element from the observer.
--
-- Parameters:
-- * `element` - the `hs.axuielement` representing an accessibility element of the application the observer was created for.
-- * `notification` - a string specifying the notification.
--
-- Returns:
-- * the observerObject; generates an error if watcher cannot be unregistered
--
-- Notes:
-- * if the specified element and notification string are not currently registered with the observer, this method does nothing.
function M:removeWatcher(element, notification, ...) end
-- Start observing the application and trigger callbacks for the elements and notifications assigned.
--
-- Parameters:
-- * None
--
-- Returns:
-- * the observerObject
--
-- Notes:
-- * This method does nothing if the observer is already running
function M:start() end
-- Stop observing the application; no further callbacks will be generated.
--
-- Parameters:
-- * None
--
-- Returns:
-- * the observerObject
--
-- Notes:
-- * This method does nothing if the observer is not currently running
function M:stop() end
-- Returns a table of the notifications currently registered with the observer.
--
-- Parameters:
-- * `element` - an optional `hs.axuielement` to return a list of registered notifications for.
--
-- Returns:
-- * a table containing the currently registered notifications
--
-- Notes:
-- * If an element is specified, then the table returned will contain a list of strings specifying the specific notifications that the observer is watching that element for.
-- * If no argument is specified, then the table will contain key-value pairs in which each key will be an `hs.axuielement` that is being observed and the corresponding value will be a table containing a list of strings specifying the specific notifications that the observer is watching for from from that element.
function M:watching(element, ...) end
|
--- Make interpolation curves
-- A good place to generate and test these out: http://cubic-bezier.com/
-- Based upon https://gist.github.com/gre/1926947#file-keyspline-js
-- @module BezierFactory
local lib = {}
function lib.BezierFactory(P1x, P1y, P2x, P2y)
-- Same as CSS transition thing.
assert(P1x, "[BezierFactory] - Need P1x to construct a Bezier Factory")
assert(P1y, "[BezierFactory] - Need P1y to construct a Bezier Factory")
assert(P2x, "[BezierFactory] - Need P2x to construct a Bezier Factory")
assert(P2y, "[BezierFactory] - Need P2y to construct a Bezier Factory")
local function A(aA1, aA2)
return 1.0 - 3.0 * aA2 + 3.0 * aA1
end
local function B(aA1, aA2)
return 3.0 * aA2 - 6.0 * aA1
end
local function C(aA1)
return 3.0 * aA1
end
-- Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
local function CalculateBezier(aT, aA1, aA2)
return ((A(aA1, aA2)*aT + B(aA1, aA2))*aT + C(aA1))*aT
end
-- Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
local function GetSlope(aT, aA1, aA2)
return 3.0 * A(aA1, aA2)*aT*aT + 2.0 * B(aA1, aA2) * aT + C(aA1)
end
-- Newton raphson iteration
local function GetTForX(aX)
local aGuessT = aX
for _ = 1, 4 do
local CurrentSlope = GetSlope(aGuessT, P1x, P2x)
if CurrentSlope == 0 then
return aGuessT
end
local CurrentX = CalculateBezier(aGuessT, P1x, P2x) - aX
aGuessT = aGuessT - CurrentX / CurrentSlope
end
return aGuessT
end
return function(aX)
-- aX is from [0, 1], it's the original time
return CalculateBezier(GetTForX(aX), P1y, P2y)
end
end
--[[ @usage
local Ease = BezierFactory(0.25, 0.1, 0.25, 1)
for Index = 0, 1.05, 0.05 do
print(Index, ":", Ease(Index))
end
--]]
return lib |
----
-- @file Sound
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function Sound:calculateSerializeBufferSize()
end
---- Brief description.
-- <#Description#>
-- @param dataBuffer <#dataBuffer description#>
-- @param serializer <#serializer description#>
-- @return <#return value description#>
function Sound:serialize(dataBuffer, serializer)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function Sound:getClassName()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function Sound:getType()
end
---- Brief description.
-- @return <#return value description#>
function Sound:getTimePosition()
end
---- Brief description.
-- @return <#return value description#>
function Sound:setTimePosition()
end
---- Brief description.
-- @return <#return value description#>
function Sound:getTimeLength()
end
---- Brief description.
-- @return <#return value description#>
function Sound:isPlaying()
end
---- Brief description.
-- @return <#return value description#>
function Sound:play()
end
---- Brief description.
-- @return <#return value description#>
function Sound:stop()
end
---- Brief description.
-- @return <#return value description#>
function Sound:isPaused()
end
---- Brief description.
-- @return <#return value description#>
function Sound:pause()
end
---- Brief description.
-- @return <#return value description#>
function Sound:unPause()
end
---- Brief description.
-- @return <#return value description#>
function Sound:isMuted()
end
---- Brief description.
-- @return <#return value description#>
function Sound:mute()
end
---- Brief description.
-- @return <#return value description#>
function Sound:unMute()
end
---- Brief description.
-- @return <#return value description#>
function Sound:getVolume()
end
---- Brief description.
-- @return <#return value description#>
function Sound:setVolume()
end
---- Brief description.
-- @return <#return value description#>
function Sound:getLoopCount()
end
---- Brief description.
-- @return <#return value description#>
function Sound:setLoopCount()
end
---- Brief description.
-- A world transform is the node’s coordinate space transformation relative to the scene’s coordinate space. This transformation is the concatenation of the node’s transform property with that of its parent node, the parent’s parent, and so on up to the rootNode object of the scene.
-- @return The
function Sound:getWorldTransform()
end
---- Brief description.
-- @return The
function NJLI.Sound.createArray()
end
---- Brief description.
-- @return The
function NJLI.Sound.destroyArray()
end
---- Brief description.
-- @return The
function NJLI.Sound.create()
end
---- Brief description.
-- @return The
function NJLI.Sound.create()
end
---- Brief description.
-- @return The
function NJLI.Sound.clone()
end
---- Brief description.
-- @return The
function NJLI.Sound.copy()
end
---- Brief description.
-- @return The
function NJLI.Sound.destroy()
end
---- Brief description.
-- @return The
function NJLI.Sound.load()
end
---- Brief description.
-- @return The
function NJLI.Sound.type()
end
|
--[[
Disrupt Pirate Attack
NOTES:
- First, easy mission for LOTW
ADDITIONAL REQUIREMENTS TO DO THIS MISSION:
- Take it off the mission board. It should be persistent like the black market mission.
ROUGH OUTLINE
- Go to a sector.
- Pirates are there.
- Kill them all. Very simple and straightforward.
DANGER LEVEL
5 - Kill 3 waves of 4 pirates each. Use weenie ships and add 1 raider in the final wave.
]]
package.path = package.path .. ";data/scripts/lib/?.lua"
package.path = package.path .. ";data/scripts/?.lua"
include("callable")
include("structuredmission")
ESCCUtil = include("esccutil")
local AsyncPirateGenerator = include ("asyncpirategenerator")
local AsyncShipGenerator = include("asyncshipgenerator")
local Balancing = include ("galaxy")
local SpawnUtility = include ("spawnutility")
mission._Debug = 0
mission._Name = "Disrupt Pirate Attack"
--region #INIT
--Standard mission data.
mission.data.brief = mission._Name
mission.data.title = mission._Name
mission.data.icon = "data/textures/icons/silicium.png"
mission.data.description = {
{ text = "You recieved the following request from the ${sectorName} ${giverTitle}:" }, --Placeholder
{ text = "..." }, --Placeholder
{ text = "Head to sector (${location.x}:${location.y})", bulletPoint = true, fulfilled = false },
{ text = "Destroy the first wave of pirates.", bulletPoint = true, fulfilled = false, visible = false },
{ text = "Destroy the second wave of pirates.", bulletPoint = true, fulfilled = false, visible = false },
{ text = "Destroy the third wave of pirates.", bulletPoint = true, fulfilled = false, visible = false },
{ text = "Meet the liason in sector (${location.x}:${location.y})", bulletPoint = true, fulfilled = false, visible = false }
}
--Can't set mission.data.reward.paymentMessage here since we are using a custom init.
mission.data.accomplishMessage = "Good work. We transferred the reward to your account. Be on the lookout for more opportunities in the future."
local LOTW_Mission_init = initialize
function initialize(_Data_in)
local _MethodName = "initialize"
mission.Log(_MethodName, "Beginning...")
if onServer()then
if not _restoring then
mission.Log(_MethodName, "Calling on server - dangerLevel : " .. tostring(_Data_in.dangerLevel) .. " - pirates : " .. tostring(_Data_in.pirates) .. " - enemy : " .. tostring(_Data_in.enemyFaction))
local _Rgen = ESCCUtil.getRand()
local _X, _Y = _Data_in.location.x, _Data_in.location.y
local _Sector = Sector()
local _Giver = Entity(_Data_in.giver)
--[[=====================================================
CUSTOM MISSION DATA:
.dangerLevel
.pirateLevel
.friendlyFaction
.enemyFaction
.firstWaveTaunt
.waveCounter
.firstTimerAdvance
.secondTimerAdvance
.thirdTimerAdvance
=========================================================]]
mission.data.custom.dangerLevel = _Data_in.dangerLevel
mission.data.custom.pirateLevel = Balancing_GetPirateLevel(_X, _Y)
local _EnemyFaction = Galaxy():getPirateFaction(mission.data.custom.pirateLevel)
mission.data.custom.enemyFaction = _EnemyFaction.index
mission.Log(_MethodName, "Enemy faction is : " .. tostring(_EnemyFaction.name))
mission.data.custom.friendlyFaction = _Giver.factionIndex
mission.data.description[1].arguments = { sectorName = _Sector.name, giverTitle = _Giver.translatedTitle }
mission.data.description[2].text = _Data_in.description
mission.data.description[2].arguments = {x = _X, y = _Y, enemyName = mission.data.custom.enemyName }
_Data_in.reward.paymentMessage = "Earned %1% credits for destroying the pirate fleet."
--Run standard initialization
LOTW_Mission_init(_Data_in)
else
--Restoring
LOTW_Mission_init()
end
end
if onClient() then
if not _restoring then
initialSync()
else
sync()
end
end
end
--endregion
--region #PHASE CALLS
mission.phases[1] = {}
mission.phases[1].timers = {}
--region #PHASE 1 TIMERS
if onServer() then
mission.phases[1].timers[1] = {
time = 10,
callback = function()
local _MethodName = "Phase 1 Timer 1 Callback"
local _Sector = Sector()
local _X, _Y = _Sector:getCoordinates()
local _Pirates = {_Sector:getEntitiesByScriptValue("is_pirate")}
mission.Log(_MethodName, "Number of pirates : " .. tostring(#_Pirates) .. " timer allowed to advance : " .. tostring(mission.data.custom.firstTimerAdvance))
if _X == mission.data.location.x and _Y == mission.data.location.y and mission.data.custom.firstTimerAdvance and #_Pirates == 0 then
nextPhase()
end
end,
repeating = true}
end
--endregion
mission.phases[1].noBossEncountersTargetSector = true --Probably going to happen anyways due to the distance from the core, but no sense in taking chances.
mission.phases[1].noPlayerEventsTargetSector = true
mission.phases[1].noLocalPlayerEventsTargetSector = true
mission.phases[1].onTargetLocationEntered = function(x, y)
local _MethodName = "Phase 1 On Target Location Entered"
mission.Log(_MethodName, "Beginning...")
mission.data.description[3].fulfilled = true
mission.data.description[4].visible = true
spawnPirateWave(false, 1)
end
mission.phases[1].onSectorArrivalConfirmed = function(x, y)
pirateTaunt()
end
mission.phases[2] = {}
mission.phases[2].timers = {}
--region #PHASE 2 TIMERS
if onServer() then
mission.phases[2].timers[1] = {
time = 10,
callback = function()
local _MethodName = "Phase 2 Timer 1 Callback"
local _Sector = Sector()
local _X, _Y = _Sector:getCoordinates()
local _Pirates = {_Sector:getEntitiesByScriptValue("is_pirate")}
mission.Log(_MethodName, "Number of pirates : " .. tostring(#_Pirates) .. " timer allowed to advance : " .. tostring(mission.data.custom.secondTimerAdvance))
if _X == mission.data.location.x and _Y == mission.data.location.y and mission.data.custom.secondTimerAdvance and #_Pirates == 0 then
nextPhase()
end
end,
repeating = true}
end
--endregion
mission.phases[2].noBossEncountersTargetSector = true
mission.phases[2].noPlayerEventsTargetSector = true
mission.phases[2].noLocalPlayerEventsTargetSector = true
mission.phases[2].onBeginServer = function()
local _MethodName = "Phase 2 On Begin Server"
mission.Log(_MethodName, "Beginning...")
mission.data.description[4].fulfilled = true
mission.data.description[5].visible = true
spawnPirateWave(false, 2)
end
mission.phases[3] = {}
mission.phases[3].timers = {}
--region #PHASE 3 TIMERS
if onServer() then
mission.phases[3].timers[1] = {
time = 10,
callback = function()
local _MethodName = "Phase 3 Timer 1 Callback"
local _Sector = Sector()
local _X, _Y = _Sector:getCoordinates()
local _Pirates = {_Sector:getEntitiesByScriptValue("is_pirate")}
mission.Log(_MethodName, "Number of pirates : " .. tostring(#_Pirates) .. " timer allowed to advance : " .. tostring(mission.data.custom.thirdTimerAdvance))
if _X == mission.data.location.x and _Y == mission.data.location.y and mission.data.custom.thirdTimerAdvance and #_Pirates == 0 then
nextPhase()
end
end,
repeating = true}
end
--endregion
mission.phases[3].noBossEncountersTargetSector = true
mission.phases[3].noPlayerEventsTargetSector = true
mission.phases[3].noLocalPlayerEventsTargetSector = true
mission.phases[3].showUpdateOnEnd = true
mission.phases[3].onBeginServer = function()
local _MethodName = "Phase 3 On Begin Server"
mission.Log(_MethodName, "Beginning...")
mission.data.description[5].fulfilled = true
mission.data.description[6].visible = true
spawnPirateWave(true, 3)
end
mission.phases[4] = {}
mission.phases[4].noBossEncountersTargetSector = true
mission.phases[4].noPlayerEventsTargetSector = true
mission.phases[4].noLocalPlayerEventsTargetSector = true
mission.phases[4].onBeginServer = function()
local _MethodName = "Phase 4 On Begin Server"
mission.Log(_MethodName, "Beginning...")
mission.data.description[6].fulfilled = true
mission.data.location = getNextLocation()
mission.data.description[7].arguments = { x = mission.data.location.x, y = mission.data.location.y }
mission.data.description[7].visible = true
local _Faction = Faction(mission.data.custom.friendlyFaction)
Player():sendChatMessage(_Faction.name, 0, "We have a liason waiting for you in sector \\s(%1%:%2%). Please contact them there.", mission.data.location.x, mission.data.location.y)
end
mission.phases[4].onTargetLocationEntered = function(x, y)
--Spawn liason
spawnLiason()
end
--endregion
--region #SERVER CALLS
function spawnPirateWave(_LastWave, _WaveNumber)
local _MethodName = "Spawn Pirate Wave"
mission.Log(_MethodName, "Beginning...")
local rgen = ESCCUtil.getRand()
local waveTable = { "Bandit", "Bandit" }
if _LastWave then
--Add a pirate/marauder and a raider.
if rgen:getInt(1, 2) == 1 then
table.insert(waveTable, "Pirate")
else
table.insert(waveTable, "Marauder")
end
table.insert(waveTable, "Raider")
else
--Add a combination of pirates and maurauders.
if rgen:getInt(1, 2) == 1 then
table.insert(waveTable, "Pirate")
if rgen:getInt(1, 2) == 1 then
table.insert(waveTable, "Marauder")
else
table.insert(waveTable, "Pirate")
end
else
table.insert(waveTable, "Marauder")
table.insert(waveTable, "Pirate")
end
end
mission.data.custom.waveCounter = _WaveNumber
local generator = AsyncPirateGenerator(nil, onPiratesFinished)
generator:startBatch()
local posCounter = 1
local distance = 100
local pirate_positions = generator:getStandardPositions(#waveTable, distance)
for _, p in pairs(waveTable) do
generator:createScaledPirateByName(p, pirate_positions[posCounter])
posCounter = posCounter + 1
end
generator:endBatch()
end
function onPiratesFinished(_Generated)
local _MethodName = "On Pirates Generated (Server)"
local _WaveNumber = mission.data.custom.waveCounter
mission.Log(_MethodName, "Beginning. Wave number is : " .. tostring(_WaveNumber))
if _WaveNumber == 1 then
mission.data.custom.firstTimerAdvance = true
end
if _WaveNumber == 2 then
mission.data.custom.secondTimerAdvance = true
end
if _WaveNumber == 3 then
mission.data.custom.thirdTimerAdvance = true
end
SpawnUtility.addEnemyBuffs(_Generated)
end
function pirateTaunt()
local _MethodName = "Pirate Taunt"
mission.Log(_MethodName, "Beginning...")
local _Pirates = {Sector():getEntitiesByScriptValue("is_pirate")}
if not mission.data.custom.firstWaveTaunt and #_Pirates > 0 then
mission.Log(_MethodName, "Broadcasting Pirate Taunt to Sector")
mission.Log(_MethodName, "Entity: " .. tostring(_Pirates[1].id))
local _Lines = {
"... Who are you? How dare you interrupt!",
"Well, I guess you'll be the first one we kill.",
"You're a long way from home, aren't you?",
"... Who the hell are you?",
"Looks like we found a stray one."
}
Sector():broadcastChatMessage(_Pirates[1], ChatMessageType.Chatter, randomEntry(_Lines))
mission.data.custom.firstWaveTaunt = true
end
end
function spawnLiason()
local _MethodName = "Spawn Relief Defenders"
mission.Log(_MethodName, "Beginning...")
--Spawn background corvettes.
local shipGenerator = AsyncShipGenerator(nil, onFactionShipsFinished)
local faction = Faction(mission.data.custom.friendlyFaction)
if not faction or faction.isPlayer or faction.isAlliance then
print("ERROR - COULD NOT FIND MISSION FACTION")
terminate()
return
end
shipGenerator:startBatch()
shipGenerator:createDefender(faction, shipGenerator:getGenericPosition())
shipGenerator:createDefender(faction, shipGenerator:getGenericPosition())
shipGenerator:endBatch()
local liasonGenerator = AsyncShipGenerator(nil, onLiasonShipFinished)
liasonGenerator:startBatch()
liasonGenerator:createDefender(faction, liasonGenerator:getGenericPosition())
liasonGenerator:endBatch()
end
function onLiasonShipFinished(_Generated)
for _, _Ship in pairs(_Generated) do
local _Faction = Faction(_Ship.factionIndex)
local _ShipAI = ShipAI(_Ship)
MissionUT.deleteOnPlayersLeft(_Ship)
_Ship:removeScript("patrol.lua")
_Ship:removeScript("antismuggle.lua")
_Ship:addScriptOnce("player/missions/lotw/mission1/lotwliasonm1.lua")
_ShipAI:setIdle()
_Ship.title = tostring(_Faction.name) .. " Military Liason"
end
end
function onFactionShipsFinished(_Generated)
for _, _Ship in pairs(_Generated) do
_Ship:removeScript("antismuggle.lua") --Need to get in the habit of doing this b/c the player may have stolen shit.
MissionUT.deleteOnPlayersLeft(_Ship)
end
end
function getNextLocation()
local _MethodName = "Get Next Location"
mission.Log(_MethodName, "Getting a location.")
local x, y = Sector():getCoordinates()
local target = {}
target.x, target.y = MissionUT.getSector(x, y, 2, 6, false, false, false, false, false)
mission.Log(_MethodName, "X coordinate of next location is : " .. tostring(target.x) .. " Y coordinate of next location is : " .. tostring(target.y))
if not target or not target.x or not target.y then
mission.Log(_MethodName, "Could not find a suitable mission location. Terminating script.")
terminate()
return
end
return target
end
function finishAndReward()
local _MethodName = "Finish and Reward"
mission.Log(_MethodName, "Running win condition.")
local _Player = Player()
local _Faction = Faction(mission.data.custom.friendlyFaction)
_Player:setValue("_lotw_story_1_accomplished", true)
_Player:setValue("_lotw_faction", _Faction.index)
reward()
accomplish()
end
--endregion
--region #CLIENT / SERVER CALLS
function contactedLiason()
local _MethodName = "Contacted Liason"
if onClient() then
mission.Log(_MethodName, "Calling on Client")
mission.Log(_MethodName, "Invoking on server.")
invokeServerFunction("contactedLiason")
else
mission.Log(_MethodName, "Calling on Server")
finishAndReward()
end
end
callable(nil, "contactedLiason")
--endregion
--region #MAKEBULLETIN CALL
function formatDescription(_Station)
local _Faction = Faction(_Station.factionIndex)
local _Aggressive = _Faction:getTrait("aggressive")
local _DescriptionType = 1 --Neutral
if _Aggressive > 0.5 then
_DescriptionType = 2 --Aggressive.
elseif _Aggressive <= -0.5 then
_DescriptionType = 3 --Peaceful.
end
local _FinalDescription = ""
if _DescriptionType == 1 then --Neutral.
_FinalDescription = "We're looking for a hot-shot captain to take care of some pirate raiders that are gathering in a nearby sector. From what intelligence we can gather, they're getting together to attack a nearby system and that's something we'd rather avoid for obvious reasons. Don't worry, you'll be well compensated for your efforts."
elseif _DescriptionType == 2 then --Aggressive.
_FinalDescription = "A group of raiders think that they've escaped our notice. They are wrong. We've found their pathetic fleet, and we're ready to wipe it off the face of this galaxy. However - in what you'll agree is a magnanimous display - we've decided to offer outsider captains a crack at it first. You'll be compensated for your time and for the ships destroyed. Make an example of them."
elseif _DescriptionType == 3 then --Peaceful.
_FinalDescription = "A group of pirate raiders are gathering nearby to launch an attack on one of our systems. We won't be able to shift enough defenses to the targeted system in time to meet the attack. So we're looking for some outside help to make up the difference. Please, many lives will be saved by your actions."
end
return _FinalDescription
end
mission.makeBulletin = function(_Station)
local _MethodName = "Make Bulletin"
mission.Log(_MethodName, "Making Bulletin.")
--This mission happens in the same sector you accept it in.
local _Sector = Sector()
local target = {}
--GET TARGET HERE:
local x, y = _Sector:getCoordinates()
local insideBarrier = MissionUT.checkSectorInsideBarrier(x, y)
target.x, target.y = MissionUT.getSector(x, y, 4, 10, false, false, false, false, insideBarrier)
if not target.x or not target.y then
mission.Log(_MethodName, "Target.x or Target.y not set - returning nil.")
return
end
local _DangerLevel = 5
local _Description = formatDescription(_Station)
reward = ESCCUtil.clampToNearest(125000 + (50000 * Balancing.GetSectorRichnessFactor(_Sector:getCoordinates())), 5000, "Up") --SET REWARD HERE
local bulletin =
{
-- data for the bulletin board
brief = mission.data.brief,
title = mission.data.title,
icon = mission.data.icon,
description = _Description,
difficulty = "Easy",
reward = "¢${reward}",
script = "missions/lotw/lotwmission1.lua",
formatArguments = {x = target.x, y = target.y, reward = createMonetaryString(reward)},
msg = "The pirates are gathering in sector \\s(%1%:%2%). Please destroy them.",
giverTitle = _Station.title,
giverTitleArgs = _Station:getTitleArguments(),
checkAccept = [[
local self, player = ...
if player:hasScript("missions/lotw/lotwmission1.lua") or player:getValue("_lotw_story_1_accomplished") then
player:sendChatMessage(Entity(self.arguments[1].giver), 1, "You cannot accept this mission again.")
return 0
end
return 1
]],
onAccept = [[
local self, player = ...
player:sendChatMessage(Entity(self.arguments[1].giver), 0, self.msg, self.formatArguments.x, self.formatArguments.y)
]],
-- data that's important for our own mission
arguments = {{
giver = _Station.index,
location = target,
reward = {credits = reward, relations = 12000},
description = _Description,
dangerLevel = _DangerLevel
}},
}
return bulletin
end
--endregion |
BlacksmithingMaterials = {
[808] = {level = "1 - 14"}, -- iron ore
[5413] = {level = "1 - 14"}, -- iron ingot
[5820] = {level = "16 - 24"}, -- high iron ore
[4487] = {level = "16 - 24"}, -- steel ingot
[23103] = {level = "26 - 34"}, -- orichalcum ore
[23107] = {level = "26 - 34"}, -- orichalcum ingot
[23104] = {level = "36 - 44"}, -- dwarven ore
[6000] = {level = "36 - 44"}, -- dwarven ingot
[23105] = {level = "46 - 50"}, -- ebony ore
[6001] = {level = "46 - 50"}, -- ebony ingot
[4482] = {level = "VR1 - VR3"}, -- calcinium ore
[46127] = {level = "VR1 - VR3"}, -- calcinium ingot
[23133] = {level = "VR4 - VR6"}, -- galatite ore
[46128] = {level = "VR4 - VR6"}, -- galatite ingot
[23134] = {level = "VR7 - VR8"}, -- quicksilver ore
[46129] = {level = "VR7 - VR8"}, -- quicksilver ingot
[23135] = {level = "VR9 - VR12"}, -- voidstone ore
[46130] = {level = "VR9 - VR12"}, -- voidstone ingot
} |
local Combination = {
-- Note: combinations are put in alphabetical order (ex AltCtrl not CtrlAlt)
None = 0,
Shift = 1,
Ctrl = 2,
CtrlShift = 3,
Alt = 4,
AltShift = 5,
AltCtrl = 6,
AltCtrlShift = 7,
Meta = 8,
-- Expand to have Meta combinations if needed
}
local function get(shift, ctrl, alt, meta)
-- returns a key suitable for a table that represents the combination of shift/etc
-- Roblox's ModifierKey has shift at 0, ctrl at 1, alt at 2, meta at 3
return (shift and 1 or 0)
+ (ctrl and 2 or 0)
+ (alt and 4 or 0)
+ (meta and 8 or 0)
end
Combination.Get = get
function Combination.Contains(combination, modifierKey)
return bit32.btest(combination, 2^modifierKey.Value)
end
local Shift = Enum.ModifierKey.Shift
local Ctrl = Enum.ModifierKey.Ctrl
local Alt = Enum.ModifierKey.Alt
local Meta = Enum.ModifierKey.Meta
function Combination.FromInput(input, ignoreShift)
return get(
not ignoreShift and input:IsModifierKeyDown(Shift),
input:IsModifierKeyDown(Ctrl),
input:IsModifierKeyDown(Alt),
input:IsModifierKeyDown(Meta))
end
return Combination |
class "LazyUtility"
Callback.Add("Load", function() LazyUtility:OnLoad() end)
function LazyUtility:OnLoad()
self.Nudes =
{
Sexy = "https://i.imgur.com/swMci7o.png",
Rainbows = "https://i.imgur.com/oeDGue7.png",
bilgewaterCutlass = "https://i.imgur.com/IREFNf6.png",
Botrk = "https://i.imgur.com/tVOUUBN.png",
ironSolari = "",
edgeOfNight = "https://i.imgur.com/SgvqT35.png",
faceOfTheMountain = "",
frostQueensClaim = "https://i.imgur.com/TRFkMUw.png",
hextechGLP = "https://i.imgur.com/U2jXNJB.png",
hextechGunblade = "https://i.imgur.com/ekvQhjS.png",
hextechProtobelt = "https://i.imgur.com/NreXohf.png",
mercurialScimitar = "",
mikaelsCrucible = "",
ohmwrecker = "",
ravenousHydra = "",
redemption = "https://i.imgur.com/d5zD5FJ.png",
tiamat = "",
youmuusGhostblade = "",
zhonyas = "https://i.imgur.com/QcqvC9F.png",
titanicHydra = "",
wayPoints = "https://i.imgur.com/IXT5RNn.png",
minimap = "https://i.imgur.com/rLmHEPg.png",
activator = "https://i.imgur.com/YVSSNsL.png"
}
self:LoadMenu()
self:CreateHeroTable()
self.RecallData = {}
Callback.Add("Draw", function() self:OnDraw() end)
Callback.Add("ProcessRecall", function(unit, proc) self:OnRecall(unit, proc) end)
Callback.Add("Tick", function() self:OnTick() end)
end
function LazyUtility:LoadMenu()
self.Menu = Menu({id = "MainMenu", name = "Lazy Utility", type = MENU, leftIcon = self.Nudes.Sexy })
self.Menu:Menu({ id = "mMtracker", name = "Minimap Tracker", type = MENU, leftIcon = self.Nudes.minimap })
self.Menu.mMtracker:MenuElement({ id = "show", name = "MiniMap tracker", value = true, tooltip = "tracks last seen position on MiniMap" })
--Activator
self.Menu:MenuElement({ id = "Activator", name = "Activator", type = MENU, leftIcon = self.Nudes.activator })
--bilgewaterCutlass
self.Menu.Activator:MenuElement({ id = "bilgewaterCutlass", name = "Bilgewater Cutlass", type = MENU, leftIcon = self.Nudes.bilgewaterCutlass})
self.Menu.Activator.bilgewaterCutlass:MenuElement({ id = "useBilgewaterCutlass", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.bilgewaterCutlass:MenuElement({ id = "bilgewaterCutlassTHP", name = "Enemy HP %", value = 40, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.bilgewaterCutlass:MenuElement({ id = "bilgewaterCutlassHP", name = "my Hero HP %", value = 40, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.bilgewaterCutlass:MenuElement({ id = "bilgewaterCutlassRange", name = "Range", value = 550, min = 0, max = 550 , step = 10, tooltip = "Target in x Range" })
--botrk
self.Menu.Activator:MenuElement({ id = "botrk", name = "BotRK", type = MENU , leftIcon = self.Nudes.Botrk})
self.Menu.Activator.botrk:MenuElement({ id = "useBotrk", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.botrk:MenuElement({ id = "botrkTHP", name = "Enemy HP %", value = 40, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.botrk:MenuElement({ id = "botrkHP", name = "my Hero HP %", value = 40, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.botrk:MenuElement({ id = "botrkRange", name = "Range", value = 550, min = 0, max = 550, step = 10, tooltip = "Target in x Range" })
--edgeOfNight
self.Menu.Activator:MenuElement({ id = "edgeOfNight", name = "Edge Of Night", type = MENU, leftIcon = self.Nudes.edgeOfNight })
self.Menu.Activator.edgeOfNight:MenuElement({ id = "useEdgeOfNight", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.edgeOfNight:MenuElement({ id = "edgeOfNightRange", name = "Range", value = 2000, min = 0, max = 2000, step = 100, tooltip = "Target in x Range" })
--frostQueensClaim
self.Menu.Activator:MenuElement({ id = "frostQueensClaim", name = "Frost Queens Claim", type = MENU, leftIcon = self.Nudes.frostQueensClaim })
self.Menu.Activator.frostQueensClaim:MenuElement({ id = "useFrostQueensClaim", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.frostQueensClaim:MenuElement({ id = "frostQueensClaimTHP", name = "Enemy HP %", value = 75, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.frostQueensClaim:MenuElement({ id = "frostQueensClaimHP", name = "my Hero HP %", value = 101, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.frostQueensClaim:MenuElement({ id = "frostQueensClaimRange", name = "Range", value = 4000, min = 0, max = 4500, step = 100, tooltip = "Target in x Range" })
--hextechGLP
self.Menu.Activator:MenuElement({ id = "hextechGLP", name = "Hextech GLP-800", type = MENU, leftIcon = self.Nudes.hextechGLP })
self.Menu.Activator.hextechGLP:MenuElement({ id = "useHextechGLP", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.hextechGLP:MenuElement({ id = "hextechGLPTHP", name = "Enemy HP %", value = 60, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.hextechGLP:MenuElement({ id = "hextechGLPHP", name = "my Hero HP %", value = 30, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.hextechGLP:MenuElement({ id = "hextechGLPRange", name = "Range", value = 400, min = 0, max = 400, step = 10, tooltip = "Target in x Range" })
--hextechGunblade
self.Menu.Activator:MenuElement({ id = "hextechGunblade", name = "Hextech Gunblade", type = MENU, leftIcon = self.Nudes.hextechGunblade })
self.Menu.Activator.hextechGunblade:MenuElement({ id = "useHextechGunblade", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.hextechGunblade:MenuElement({ id = "hextechGunbladeTHP", name = "Enemy HP %", value = 35, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.hextechGunblade:MenuElement({ id = "hextechGunbladeHP", name = "my Hero HP %", value = 35, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.hextechGunblade:MenuElement({ id = "hextechGunbladeRange", name = "Range", value = 700, min = 0, max = 700, step = 10, tooltip = "Target in x Range" })
--hextechProtobelt
self.Menu.Activator:MenuElement({ id = "hextechProtobelt", name = "Hextech Protobelt", type = MENU, leftIcon = self.Nudes.hextechProtobelt })
self.Menu.Activator.hextechProtobelt:MenuElement({ id = "useHextechProtobelt", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.hextechProtobelt:MenuElement({ id = "hextechProtobeltTHP", name = "Enemy HP %", value = 25, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.hextechProtobelt:MenuElement({ id = "hextechProtobeltRange", name = "Range", value = 500, min = 0, max = 600, step = 10, tooltip = "Target in x Range" })
--redemption
self.Menu.Activator:MenuElement({ id = "redemption", name = "Redemption", type = MENU, leftIcon = self.Nudes.redemption })
self.Menu.Activator.redemption:MenuElement({ id = "useRedemption", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.redemption:MenuElement({ id = "redemptionTHP", name = "Enemy HP %", value = 11, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.redemption:MenuElement({ id = "redemptionHP", name = "my Hero HP %", value = 11, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.redemption:MenuElement({ id = "redemptionRange", name = "Range", value = 5500, min = 0, max = 5500, step = 10, tooltip = "Target in x Range" })
--zhonyas
self.Menu.Activator:MenuElement({ id = "zhonyasHourglass", name = "Zhonyas Hourglass", type = MENU, leftIcon = self.Nudes.zhonyas })
self.Menu.Activator.zhonyasHourglass:MenuElement({ id = "useZhonyasHourglass", name = "Use", value = true, tooltip = "general ON/OFF switch" })
self.Menu.Activator.zhonyasHourglass:MenuElement({ id = "zhonyasHourglassTHP", name = "Enemy HP %", value = 101, min = 0, max = 101, step = 1, tooltip = "if Target HP% < x" })
self.Menu.Activator.zhonyasHourglass:MenuElement({ id = "zhonyasHourglassHP", name = "my Hero HP %", value = 10, min = 0, max = 101, step = 1, tooltip = "My HP% < x" })
self.Menu.Activator.zhonyasHourglass:MenuElement({ id = "zhonyasHourglassRange", name = "Range", value = 500, min = 0, max = 600, step = 10, tooltip = "Target in x Range" })
end
function LazyUtility:OnTick()
self:GetOrbMode()
self:UseItems()
end
function LazyUtility:GetDistanceSqr(p1, p2)
return (p1.x - p2.x) ^ 2 + ((p1.z or p1.y) - (p2.z or p2.y)) ^ 2
end
function LazyUtility:GetDistance(p1, p2)
return math.sqrt(self:GetDistanceSqr(p1, p2))
end
function LazyUtility:GetHpPercent(unit)
return unit.health / unit.maxHealth * 100
end
function LazyUtility:GetManaPercent(unit)
return unit.mana / unit.maxMana * 100
end
function LazyUtility:GetPathLength(pArray)
local length = 0
for i = 1, #pArray -1 do
length = length + self:GetDistance(pArray[i], pArray[i + 1])
end
return length
end
function LazyUtility:CalcETA(unit)
local wayPoints = self:GetWayPoints(unit)
local pathLength = self:GetPathLength(wayPoints)
local moveSpeed = unit.ms
local timer = pathLength / moveSpeed
local rounded = tonumber(string.format("%.1f", timer))
return rounded
end
function LazyUtility:GetWayPoints(unit)
local points = {}
if unit.pathing.hasMovePath then
table.insert(points, Vector(unit.pos.x, unit.pos.y, unit.pos.z))
for i = unit.pathing.pathIndex, unit.pathing.pathCount do
path = unit:GetPath(i)
table.insert(points, Vector(path.x, path.y, path.z))
end
end
return points
end
function LazyUtility:DrawWayPoints()
for h = 1, Game.HeroCount() do
local currentHero = Game.Hero(h)
local heroPos2D = currentHero.pos:To2D()
local wayPoints = self:GetWayPoints(currentHero)
local ETA = self:CalcETA(currentHero)
for i = 1, #wayPoints do
if currentHero.pathing.hasMovePath then
if currentHero.isAlly and self.Menu.wPtracker.showAllies:Value() then
if self.Menu.wPtracker.eta:Value() then
Draw.Text(ETA, 10, wayPoints[#wayPoints]:To2D().x + 10, wayPoints[#wayPoints]:To2D().y + 10,
Draw.Color(self.Menu.wPtracker.allyColors.opacity:Value(), self.Menu.wPtracker.allyColors.red:Value(), self.Menu.wPtracker.allyColors.green:Value(), self.Menu.wPtracker.allyColors.blue:Value())) -- Maybe fix those 200 lines long names by using a local? *cough
end
if i <= #wayPoints - 1 then
Draw.Line(wayPoints[i]:To2D().x, wayPoints[i]:To2D().y, wayPoints[i + 1]:To2D().x, wayPoints[i + 1]:To2D().y, 1,
Draw.Color(self.Menu.wPtracker.allyColors.opacity:Value(), self.Menu.wPtracker.allyColors.red:Value(), self.Menu.wPtracker.allyColors.green:Value(), self.Menu.wPtracker.allyColors.blue:Value()))
end
elseif currentHero.isEnemy and self.Menu.wPtracker.showEnemies:Value() then
if self.Menu.wPtracker.eta:Value() then
Draw.Text(ETA, 10, wayPoints[#wayPoints]:To2D().x + 10, wayPoints[#wayPoints]:To2D().y + 10,
Draw.Color(self.Menu.wPtracker.enemyColors.opacity:Value(), self.Menu.wPtracker.enemyColors.red:Value(), self.Menu.wPtracker.enemyColors.green:Value(), self.Menu.wPtracker.enemyColors.blue:Value()))
end
if i <= #wayPoints - 1 then
Draw.Line(wayPoints[i]:To2D().x, wayPoints[i]:To2D().y, wayPoints[i + 1]:To2D().x, wayPoints[i + 1]:To2D().y, 1,
Draw.Color(self.Menu.wPtracker.enemyColors.opacity:Value(), self.Menu.wPtracker.enemyColors.red:Value(), self.Menu.wPtracker.enemyColors.green:Value(), self.Menu.wPtracker.enemyColors.blue:Value()))
end
end
end
end
end
end
local heroTable = {}
function LazyUtility:CreateHeroTable()
for h = 1, Game.HeroCount() do
local currentHero = Game.Hero(h)
if currentHero.isEnemy then
table.insert( heroTable, { hero = currentHero, lastSeen = GetTickCount() } )
end
end
end
function LazyUtility:TrackHeroes()
for i, v in pairs(heroTable) do
local shortTime = tonumber(string.format("%.1f", (GetTickCount()*0.001 - v.lastSeen*0.001)))
local shortName = string.sub(v.hero.charName, 0, 4)
if self:IsRecalling(v.hero) then
local recall = 0
for i, rc in pairs(self.RecallData) do
if rc.object.networkID == v.hero.networkID then
recall = tonumber(string.format("%.1f",(rc.start + rc.duration - GetTickCount()) * 0.001))
end
end
Draw.CircleMinimap(v.hero.pos, 900, 2, Draw.Color(255, 100, 150, 255)) -- Blue for recalls #lazy
Draw.Text(shortName.. " RECALL", 6, v.hero.pos:ToMM().x - 20, v.hero.pos:ToMM().y, Draw.Color(255, 50, 150, 255)) -- on MM
Draw.Text(v.hero.charName.. " Recalling ( "..recall.." )", 12, v.hero.pos:To2D(), Draw.Color(255, 50, 150, 255)) -- on ground
return end
if v.hero.visible then
heroTable[i].lastSeen = GetTickCount()
elseif not v.hero.visible and not v.hero.dead then
if not self:IsRecalling(v.hero) then
Draw.CircleMinimap(v.hero.pos, 900, 2, Draw.Color(255, 255, 0, 0)) -- Circle on MM
end
Draw.Text(shortName.. ": " ..shortTime, 9, v.hero.pos:ToMM().x - 20, v.hero.pos:ToMM().y, Draw.Color(255, 255, 255, 255)) -- Text on MM
Draw.Text(v.hero.charName.. " MISSING: : " ..shortTime, 12, v.hero.pos:To2D(), Draw.Color(255, 50, 255, 255)) -- draw on ground aswell
end
end
end
function LazyUtility:OnDraw()
if self.Menu.wPtracker.toggle:Value() then
self:DrawWayPoints()
end
if self.Menu.mMtracker.show:Value() then
self:TrackHeroes()
end
end
function LazyUtility:OnRecall(unit, proc)
if proc.isStart then
table.insert(self.RecallData, { object = unit, start = GetTickCount(), duration = proc.totalTime })
else
for i, rc in pairs(self.RecallData) do
if rc.object.networkID == unit.networkID then
table.remove(self.RecallData, i)
end
end
end
end
function LazyUtility:IsRecalling(unit)
for i, recall in pairs(self.RecallData) do
if unit ~= nil then
if recall.object.networkID == unit.networkID then
return true end
else return false
end
end
end
function LazyUtility:GetTarget(range)
if _G.EOWLoaded then
return EOW:GetTarget(range, EOW.ap_dec, myHero.pos)
elseif _G.SDK and _G.SDK.TargetSelector then
return _G.SDK.TargetSelector:GetTarget(range, _G.SDK.DAMAGE_TYPE_MAGICAL)
elseif _G.GOS then
return GOS:GetTarget(range, "AP")
end
end
function LazyUtility:GetInventoryItem(itemID)
for _, i in pairs({ ITEM_1, ITEM_2, ITEM_3, ITEM_4, ITEM_5, ITEM_6 }) do
if myHero:GetItemData(i).itemID == itemID and myHero:GetSpellData(i).currentCd == 0 then return i end
end
return nil
end
local items = { [ITEM_1] = HK_ITEM_1, [ITEM_2] = HK_ITEM_2, [ITEM_3] = HK_ITEM_3, [ITEM_4] = HK_ITEM_4, [ITEM_5] = HK_ITEM_5, [ITEM_6] = HK_ITEM_6 }
function LazyUtility:UseItems()
local target = self:GetTarget(5500)
if target ~= nil and self.combo then
local bilgewaterCutlass = self:GetInventoryItem(3144)
local botrk = self:GetInventoryItem(3153)
local ironSolari = self:GetInventoryItem(3383)
local edgeOfNight = self:GetInventoryItem(3814)
local faceOfTheMountain = self:GetInventoryItem(3401)
local frostQueensClaim = self:GetInventoryItem(3092)
local hextechGLP = self:GetInventoryItem(3030)
local hextechGunblade = self:GetInventoryItem(3146)
local hextechProtobelt = self:GetInventoryItem(3152)
local mercurialScimitar = self:GetInventoryItem(3139)
local mikaelsCrucible = self:GetInventoryItem(3222)
local ohmwrecker = self:GetInventoryItem(3056)
local ravenousHydra = self:GetInventoryItem(3074)
local redemption = self:GetInventoryItem(3107)
local tiamat = self:GetInventoryItem(3077)
local youmuusGhostblade = self:GetInventoryItem(3142)
local zhonyasHourglass = self:GetInventoryItem(3157)
local titanicHydra = self:GetInventoryItem(3748)
--bilgewaterCutlass
if bilgewaterCutlass and self.Menu.Activator.bilgewaterCutlass.useBilgewaterCutlass:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.bilgewaterCutlass.bilgewaterCutlassRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.bilgewaterCutlass.bilgewaterCutlassTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.bilgewaterCutlass.bilgewaterCutlassHP:Value() then
Control.CastSpell(items[bilgewaterCutlass], target.pos)
end
return end
--botrk
if botrk and self.Menu.Activator.botrk.useBotrk:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.botrk.botrkRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.botrk.botrkTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.botrk.botrkHP:Value() then
Control.CastSpell(items[botrk], target.pos)
end
end
--edgeOfNight
if edgeOfNight and self.Menu.Activator.edgeOfNight.useEdgeOfNight:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.edgeOfNight.edgeOfNightRange:Value() then
Control.CastSpell(items[edgeOfNight], myHero.pos)
end
--frostQueensClaim
if frostQueensClaim and self.Menu.Activator.frostQueensClaim.useFrostQueensClaim:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.frostQueensClaim.frostQueensClaimRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.frostQueensClaim.frostQueensClaimTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.frostQueensClaim.frostQueensClaimHP:Value() then
Control.CastSpell(items[frostQueensClaim], myHero.pos)
end
end
--hextechGLP
if hextechGLP and self.Menu.Activator.hextechGLP.useHextechGLP:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.hextechGLP.hextechGLPRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.hextechGLP.hextechGLPTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.hextechGLP.hextechGLPHP:Value() then
Control.CastSpell(items[hextechGLP], target.pos)
end
end
--hextechGunblade
if hextechGunblade and self.Menu.Activator.hextechGunblade.useHextechGunblade:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.hextechGunblade.hextechGunbladeRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.hextechGunblade.hextechGunbladeTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.hextechGunblade.hextechGunbladeHP:Value() then
Control.CastSpell(items[hextechGunblade], target.pos)
end
end
--hextechProtobelt
if hextechProtobelt and self.Menu.Activator.hextechProtobelt.useHextechProtobelt:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.hextechProtobelt.hextechProtobeltRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.hextechProtobelt.hextechProtobeltTHP:Value() then
Control.CastSpell(items[hextechProtobelt], target.pos)
end
end
--redemption
if redemption and self.Menu.Activator.redemption.useRedemption:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.redemption.redemptionRange:Value() and target.pos.onScreen then
if self:GetHpPercent(myHero) < self.Menu.Activator.redemption.redemptionHP:Value() and not myHero.dead then
Control.CastSpell(items[redemption], myHero.pos)
elseif self:GetHpPercent(target) < self.Menu.Activator.redemption.redemptionTHP:Value() then
Control.CastSpell(items[redemption], target:GetPrediction(target.ms, 100):ToMM())
end
end
end
--zhonyas
if zhonyas and self.Menu.Activator.zhonyas.useZhonyas:Value() and
self:GetDistance(myHero.pos, target.pos) < self.Menu.Activator.zhonyas.zhonyasRange:Value() then
if self:GetHpPercent(target) < self.Menu.Activator.zhonyas.zhonyasTHP:Value() or
self:GetHpPercent(myHero) < self.Menu.Activator.zhonyas.zhonyasHP:Value() then
Control.CastSpell(items[hextechProtobelt], myHero.pos)
end
end
end
function LazyUtility:GetOrbMode()
self.combo, self.harass, self.lastHit, self.laneClear, self.jungleClear, self.canMove, self.canAttack = nil,nil,nil,nil,nil,nil,nil
if _G.EOWLoaded then
local mode = EOW:Mode()
self.combo = mode == 1
self.harass = mode == 2
self.lastHit = mode == 3
self.laneClear = mode == 4
self.jungleClear = mode == 4
self.canmove = EOW:CanMove()
self.canattack = EOW:CanAttack()
elseif _G.SDK then
self.combo = _G.SDK.Orbwalker.Modes[_G.SDK.ORBWALKER_MODE_COMBO]
self.harass = _G.SDK.Orbwalker.Modes[_G.SDK.ORBWALKER_MODE_HARASS]
self.lastHit = _G.SDK.Orbwalker.Modes[_G.SDK.ORBWALKER_MODE_LASTHIT]
self.laneClear = _G.SDK.Orbwalker.Modes[_G.SDK.ORBWALKER_MODE_LANECLEAR]
self.jungleClear = _G.SDK.Orbwalker.Modes[_G.SDK.ORBWALKER_MODE_JUNGLECLEAR]
self.canmove = _G.SDK.Orbwalker:CanMove(myHero)
self.canattack = _G.SDK.Orbwalker:CanAttack(myHero)
elseif _G.GOS then
local mode = GOS:GetMode()
self.combo = mode == "Combo"
self.harass = mode == "Harass"
self.lastHit = mode == "Lasthit"
self.laneClear = mode == "Clear"
self.jungleClear = mode == "Clear"
self.canMove = GOS:CanMove()
self.canAttack = GOS:CanAttack()
end
end
|
XYZBadges.Config.Badges = {}
-- Whitelisted badges
--XYZBadges.Config.Badges["police"] = {name = "Police Officer", desc = "Has been whitelisted for PD", icon = "police"}
--XYZBadges.Config.Badges["ems"] = {name = "EMS", desc = "Has been whitelisted for EMS", icon = "ems"}
--XYZBadges.Config.Badges["fbi"] = {name = "FBI", desc = "Has been whitelisted for FBI", icon = "fbi"}
--XYZBadges.Config.Badges["mafia"] = {name = "Mafia", desc = "Has been whitelisted for Mafia", icon = "mafia"}
--XYZBadges.Config.Badges["pmc"] = {name = "PMC", desc = "Has been whitelisted for PMC", icon = "pmc"}
--XYZBadges.Config.Badges["sheriff"] = {name = "Sheriff's Dep", desc = "Has been whitelisted for Sheriff's Department", icon = "sheriff"}
--XYZBadges.Config.Badges["ss"] = {name = "Secret Service", desc = "Has been whitelisted for Secret Service", icon = "ss"}
--XYZBadges.Config.Badges["swat"] = {name = "SWAT", desc = "Has been whitelisted for SWAT", icon = "swat"}
--XYZBadges.Config.Badges["terrorist"] = {name = "Terrorist", desc = "Has been whitelisted for Terrorist", icon = "terrorist"}
-- Store based
-- Staff
-- Automatic
XYZBadges.Config.Badges["nolifer"] = {name = "No lifer", desc = "Has shown great dedication to the server", icon = "nolifer"}
XYZBadges.Config.Badges["connoisseur"] = {name = "Connoisseur", desc = "Has a strong passion for collecting cars", icon = "connoisseur"}
XYZBadges.Config.Badges["baller"] = {name = "Baller", desc = "Has purchased something from the store", icon = "baller"}
XYZBadges.Config.Badges["steam"] = {name = "Steam", desc = "Has joined the steam group", icon = "steam"}
XYZBadges.Config.Badges["nitroboost"] = {name = "Nitro Boost", desc = "Has Nitro Boosted the discord at some point", icon = "nitroboost"}
XYZBadges.Config.Badges["quest"] = {name = "Quest", desc = "Has completed the main storyline", icon = "quest"}
-- Manually given
XYZBadges.Config.Badges["event"] = {name = "Event winner", desc = "Has won an event", icon = "event"}
XYZBadges.Config.Badges["ideas"] = {name = "Ideas!", desc = "Has suggested an idea that was approved", icon = "ideas"}
XYZBadges.Config.Badges["staff"] = {name = "Staff", desc = "Was staff at some point", icon = "staff"}
XYZBadges.Config.Badges["contentcreator"] = {name = "Content Creator", desc = "Has contributed to a project's development in some way", icon = "contentcreator"}
-- Other
XYZBadges.Config.Badges["wiper"] = {name = "Wiper", desc = "Was present during an eco wipe", icon = "wiper"}
XYZBadges.Config.Badges["veteran"] = {name = "Veteran", desc = "Has been here since the start", icon = "veteran"}
XYZBadges.Config.Badges["christmas2019"] = {name = "Christmas 2019", desc = "Purchased during the Christmas 2019 event", icon = "christmas2019"}
XYZBadges.Config.Badges["easter2020"] = {name = "Easter 2020", desc = "Played during Easter Sunday 2020", icon = "easter2020"}
XYZBadges.Config.Badges["halloween2020"] = {name = "Halloween 2020", desc = "Was around during Halloween 2020", icon = "halloween2020"}
XYZBadges.Config.Badges["christmas2020"] = {name = "Christmas 2020", desc = "Purchased during the Christmas 2020 event", icon = "christmas2020"}
XYZBadges.Config.Badges["nominee2020"] = {name = "Nomination Awards 2020 Nominee", desc = "Was a finalist in the Nomination Awards 2020", icon = "nominee2020"}
XYZBadges.Config.Badges["easter2021"] = {name = "Easter 2021", desc = "Was around during Easter 2021", icon = "easter2021"}
XYZBadges.Config.Badges["betatester"] = {name = "Beta Tester", desc = "Has beta tested a project", icon = "betatester"}
XYZBadges.Config.Badges["bughunter"] = {name = "Bug Hunter", desc = "Has had a bug report approved.", icon = "bughunter"}
---- Possible (unconfirmed)
--XYZBadges.Config.Badges["halloween2018"] = {name = "Spookstical", desc = "Was around during Halloween 2018", icon = "halloween2018"}
--XYZBadges.Config.Badges["contributer"] = {name = "Contributer", desc = "Has contributed to a server's development", icon = "contributer"}
--XYZBadges.Config.Badges["banned"] = {name = "Naughty", desc = "Has been banned", icon = "banned"}
--XYZBadges.Config.Badges["discord"] = {name = "Discord", desc = "Has verified on the main discord", icon = "discord"}
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.WireDebugName = "Door Controller"
function ENT:Initialize()
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self.Inputs = WireLib.CreateSpecialInputs(self, {
"Open",
"Toggle",
"Lock",
"Speed",
"ReturnDelay",
"ForceClosed",
"FullOpenSound",
"FullCloseSound",
"MoveSound",
"LockedSound",
"UnlockedSound"
}, {
"NORMAL",
"NORMAL",
"NORMAL",
"NORMAL",
"NORMAL",
"NORMAL",
"STRING",
"STRING",
"STRING",
"STRING",
"STRING"
})
self.Outputs = WireLib.CreateSpecialOutputs(self, {"Blocker", "Activator", "IsOpened", "IsLocked", "DoorState"}, {"ENTITY", "ENTITY", "NORMAL", "NORMAL", "NORMAL"})
self:SetOverlayText("Door Controller\n(Not linked)")
end
function ENT:SetOverlayText(txt)
self:SetNetworkedBeamString("GModOverlayText", txt)
end
// Unlink if door removed
hook.Add("EntityRemoved", "WireDoorController.linkRemoved", function(ent)
for k,v in pairs(ents.FindByClass("gmod_wire_door_controller")) do
if v.Door == ent then
v:Unlink()
end
end
end)
// Inputs
function ENT:TriggerInput(iname, value)
local ent = self.Door
if not ent or not IsValid(ent) then return end
if iname == "Open" then
self:OpenDoor(value)
elseif iname == "Toggle" then
if value > 0 then
self:ToggleDoor()
end
elseif iname == "Lock" then
self:LockDoor(value)
elseif iname == "Speed" then
self:SetSpeedDoor(value)
elseif iname == "ReturnDelay" then
ent:SetSaveValue("returndelay", value)
elseif iname == "ForceClosed" then
ent:SetSaveValue("forceclosed", tobool(value))
elseif iname == "FullOpenSound" then
ent:SetSaveValue("soundopenoverride", value)
elseif iname == "FullCloseSound" then
ent:SetSaveValue("soundcloseoverride", value)
elseif iname == "MoveSound" then
ent:SetSaveValue("soundmoveoverride", value)
elseif iname == "LockedSound" then
ent:SetSaveValue("soundlockedoverride", value)
elseif iname == "UnlockedSound" then
ent:SetSaveValue("soundunlockedoverride", value)
end
end
function ENT:Link(Door)
self.Door = Door
self:SetOverlayText("Door Controller\nLinked - "..self.Door:GetModel())
end
function ENT:Unlink()
self.Door = nil
self:SetOverlayText("Door Controller\n(Not linked)")
end
function ENT:OpenDoor(value)
local ent = self.Door
if not ent or not IsValid(ent) then return end
if value > 0 then
ent:Fire("open")
else
ent:Fire("close")
end
end
function ENT:ToggleDoor()
local ent = self.Door
if not ent or not IsValid(ent) then return end
ent:Fire("Toggle")
end
function ENT:LockDoor(value)
local ent = self.Door
if not ent or not IsValid(ent) then return end
if value > 0 then
ent:Fire("lock")
else
ent:Fire("unlock")
end
end
function ENT:SetSpeedDoor(value)
local ent = self.Door
if not ent or not IsValid(ent) then return end
if value > 0 then
ent:Fire("SetSpeed", value)
end
end
// Outputs
function ENT:Think()
local ent = self.Door
if not ent or not IsValid(ent) then return end
local EntTable = ent:GetSaveTable()
// Blocker
if IsValid(EntTable.m_hBlocker) then
WireLib.TriggerOutput(self, "Blocker", EntTable.m_hBlocker)
end
// Activator
if IsValid(EntTable.m_hActivator) then
WireLib.TriggerOutput(self, "Activator", EntTable.m_hActivator)
end
// IsOpened
local IsOpened = 0
if EntTable.m_eDoorState == 2 then IsOpened = 1 end
WireLib.TriggerOutput(self, "IsOpened", IsOpened)
// IsLocked
local IsLocked = 0
if EntTable.m_bLocked then IsLocked = 1 end
WireLib.TriggerOutput(self, "IsLocked", IsLocked)
// DoorState
WireLib.TriggerOutput(self, "DoorState", EntTable.m_eDoorState)
self:NextThink(CurTime() + 1)
return true
end |
----------------------
-- Author : Deediezi
-- Version 4.5
--
-- Contributors : No contributors at the moment.
--
-- Github link : https://github.com/Deediezi/FiveM_LockSystem
-- You can contribute to the project. All the information is on Github.
-- Main algorithm with all functions and events - Client side
----
-- @var vehicles[plate_number] = newVehicle Object
local vehicles = {}
ESX = nil
localVehId = 0
savedVehicle = 0
isTheCarOwner = false
---- Retrieve the keys of a player when he reconnects.
-- The keys are synchronized with the server. If you restart the server, all keys disappear.
AddEventHandler("playerSpawned", function()
TriggerServerEvent("esx_locksystem:retrieveVehiclesOnconnect")
end)
---- Main thread
-- The logic of the script is here
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
while true do
Wait(0)
-- If the defined key is pressed
if(IsControlJustPressed(1, 42))then
doLockSystemToggleLocks()
end
end
end)
function doLockSystemToggleLocks()
-- Init player infos
local ply = GetPlayerPed(-1)
local pos = GetEntityCoords(ply)
local vehicle = GetClosestVehicle(pos['x'], pos['y'], pos['z'], 5.001, 0, 70)
isInside = false
-- Retrieve the local ID of the targeted vehicle
if(IsPedInAnyVehicle(ply, true))then
-- by sitting inside him
localVehId = GetVehiclePedIsIn(GetPlayerPed(-1), false)
isInside = true
else
if (vehicle ~= 0) then
localVehId = vehicle
savedVehicle = vehicle
elseif (vehicle ~= 0) and (savedVehicle == vehicle) then
localVehId = vehicle
elseif (vehicle == 0) then
localVehId = savedVehicle
end
end
-- Get targeted vehicle infos
if(localVehId and localVehId ~= 0)then
local localVehPlateTest = GetVehicleNumberPlateText(localVehId)
if localVehPlateTest ~= nil then
local localVehPlate = string.lower(localVehPlateTest)
local newVehPlate = string.gsub(tostring(localVehPlate), "%s", "")
local localVehLockStatus = GetVehicleDoorLockStatus(localVehId)
local hasKey = false
local myID = GetPlayerServerId(PlayerId())
TriggerServerEvent("esx_locksystem:haveKeys", myID, newVehPlate)
if isTheCarOwner then
if(time > timer)then
if(IsPedInAnyVehicle(ply, true))then
if localVehLockStatus <= 2 then
SetVehicleDoorsLocked(localVehId, 4)
SetVehicleDoorsLockedForAllPlayers(localVehId, 1)
TriggerEvent("esx_locksystem:notify", _U("vehicle_locked"))
TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "lock", 0.5)
time = 0
elseif localVehLockStatus > 2 then
SetVehicleDoorsLocked(localVehId, 1)
SetVehicleDoorsLockedForAllPlayers(localVehId, false)
TriggerEvent("esx_locksystem:notify", _U("vehicle_unlocked"))
TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "unlock", 0.5)
time = 0
end
else
if localVehLockStatus <= 2 then
local lib = "anim@mp_player_intmenu@key_fob@"
local anim = "fob_click"
ESX.Streaming.RequestAnimDict(lib, function()
TaskPlayAnim(ply, lib, anim, 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Wait(250)
SetVehicleDoorsLocked(localVehId, 4)
SetVehicleDoorsLockedForAllPlayers(localVehId, 1)
TriggerEvent("esx_locksystem:notify", _U("vehicle_locked"))
TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "lock2", 0.5)
time = 0
elseif localVehLockStatus > 2 then
local lib = "anim@mp_player_intmenu@key_fob@"
local anim = "fob_click"
ESX.Streaming.RequestAnimDict(lib, function()
TaskPlayAnim(ply, lib, anim, 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Wait(250)
SetVehicleDoorsLocked(localVehId, 1)
SetVehicleDoorsLockedForAllPlayers(localVehId, false)
TriggerEvent("esx_locksystem:notify", _U("vehicle_unlocked"))
TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 10, "lock2", 0.5)
time = 0
end
end
else
TriggerEvent("esx_locksystem:notify", _U("lock_cooldown", (timer / 1000)))
end
else
-- If the vehicle appear in the table (if this is the player's vehicle or a locked vehicle)
for plate, vehicle in pairs(vehicles) do
if(string.lower(plate) == localVehPlate)then
-- If the vehicle is not locked (this is the player's vehicle)
if(vehicle ~= "locked")then
hasKey = true
if(time > timer)then
-- update the vehicle infos (Useful for hydrating instances created by the /givekey command)
vehicle.update(localVehId, localVehLockStatus)
-- Lock or unlock the vehicle
if(IsPedInAnyVehicle(ply, true))then
vehicle.lock()
time = 0
else
local lib = "anim@mp_player_intmenu@key_fob@"
local anim = "fob_click"
ESX.Streaming.RequestAnimDict(lib, function()
TaskPlayAnim(ply, lib, anim, 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Wait(250)
vehicle.lock()
time = 0
end
else
TriggerEvent("esx_locksystem:notify", _U("lock_cooldown", (timer / 1000)))
end
else
TriggerEvent("esx_locksystem:notify", _U("keys_not_inside"))
end
end
end
-- If the player doesn't have the keys
if(not hasKey)then
-- If the player is inside the vehicle
if(isInside)then
-- If the player find the keys
if(canSteal())then
-- Check if the vehicle is already owned.
-- And send the parameters to create the vehicle object if this is not the case.
TriggerServerEvent('esx_locksystem:checkOwner', localVehId, localVehPlate, localVehLockStatus)
else
-- If the player doesn't find the keys
-- Lock the vehicle (players can't try to find the keys again)
vehicles[localVehPlate] = "locked"
TriggerServerEvent("esx_locksystem:lockTheVehicle", localVehPlate)
TriggerEvent("esx_locksystem:notify", _U("keys_not_inside"))
end
end
end
end
else
TriggerEvent("esx_locksystem:notify", _U("could_not_find_plate"))
end
end
end
---- Timer
Citizen.CreateThread(function()
timer = Config.lockTimer * 1000
time = 0
while true do
Wait(1000)
time = time + 1000
end
end)
---- Prevents the player from breaking the window if the vehicle is locked
-- (fixing a bug in the previous version)
Citizen.CreateThread(function()
while true do
Wait(0)
local ped = GetPlayerPed(-1)
if DoesEntityExist(GetVehiclePedIsTryingToEnter(PlayerPedId(ped))) then
local veh = GetVehiclePedIsTryingToEnter(PlayerPedId(ped))
local lock = GetVehicleDoorLockStatus(veh)
if lock == 4 then
ClearPedTasks(ped)
end
end
end
end)
---- Locks vehicles if non-playable characters are in them
-- Can be disabled in "config/shared.lua"
if(Config.disableCar_NPC)then
Citizen.CreateThread(function()
while true do
Wait(0)
local ped = GetPlayerPed(-1)
if DoesEntityExist(GetVehiclePedIsTryingToEnter(PlayerPedId(ped))) then
local veh = GetVehiclePedIsTryingToEnter(PlayerPedId(ped))
local lock = GetVehicleDoorLockStatus(veh)
if lock == 7 then
SetVehicleDoorsLocked(veh, 2)
end
local pedd = GetPedInVehicleSeat(veh, -1)
if pedd then
SetPedCanBeDraggedOut(pedd, false)
end
end
end
end)
end
------------------------ EVENTS ------------------------
------------------------ :) ------------------------
RegisterNetEvent("esx_locksystem:setIsOwner")
AddEventHandler("esx_locksystem:setIsOwner", function(callback)
if callback == true then
isTheCarOwner = true
else
isTheCarOwner = false
end
end)
---- Update a vehicle plate (for developers)
-- @param string oldPlate
-- @param string newPlate
RegisterNetEvent("esx_locksystem:updateVehiclePlate")
AddEventHandler("esx_locksystem:updateVehiclePlate", function(oldPlate, newPlate)
local oldPlate = string.lower(oldPlate)
local newPlate = string.lower(newPlate)
if(vehicles[oldPlate])then
vehicles[newPlate] = vehicles[oldPlate]
vehicles[oldPlate] = nil
TriggerServerEvent("esx_locksystem:updateServerVehiclePlate", oldPlate, newPlate)
end
end)
---- Event called from the server
-- Get the keys and create the vehicle Object if the vehicle has no owner
-- @param boolean hasOwner
-- @param int localVehId
-- @param string localVehPlate
-- @param int localVehLockStatus
RegisterNetEvent("esx_locksystem:getHasOwner")
AddEventHandler("esx_locksystem:getHasOwner", function(hasOwner, localVehId, localVehPlate, localVehLockStatus)
if(not hasOwner)then
TriggerEvent("esx_locksystem:newVehicle", localVehPlate, localVehId, localVehLockStatus)
TriggerServerEvent("esx_locksystem:addOwner", localVehPlate)
TriggerEvent("esx_locksystem:notify", getRandomMsg())
else
TriggerEvent("esx_locksystem:notify", _U("vehicle_not_owned"))
end
end)
---- Create a new vehicle object
-- @param int id [opt]
-- @param string plate
-- @param string lockStatus [opt]
RegisterNetEvent("esx_locksystem:newVehicle")
AddEventHandler("esx_locksystem:newVehicle", function(plate, id, lockStatus)
if(plate)then
local plate = string.lower(plate)
if(not id)then id = nil end
if(not lockStatus)then lockStatus = nil end
vehicles[plate] = newVehicle()
vehicles[plate].__construct(plate, id, lockStatus)
else
print("Can't create the vehicle instance. Missing argument PLATE")
end
end)
---- Event called from server when a player execute the /givekey command
-- Create a new vehicle object with its plate
-- @param string plate
RegisterNetEvent("esx_locksystem:giveKeys")
AddEventHandler("esx_locksystem:giveKeys", function(plate)
local plate = string.lower(plate)
TriggerEvent("esx_locksystem:newVehicle", plate, nil, nil)
end)
---- Piece of code from Scott's InteractSound script : https://forum.fivem.net/t/release-play-custom-sounds-for-interactions/8282
-- I've decided to use only one part of its script so that administrators don't have to download more scripts. I hope you won't forget to thank him!
RegisterNetEvent('InteractSound_CL:PlayWithinDistance')
AddEventHandler('InteractSound_CL:PlayWithinDistance', function(playerNetId, maxDistance, soundFile, soundVolume)
local lCoords = GetEntityCoords(localVehId, false)
local eCoords = GetEntityCoords(GetPlayerPed(GetPlayerFromServerId(playerNetId)))
local distIs = Vdist(lCoords.x, lCoords.y, lCoords.z, eCoords.x, eCoords.y, eCoords.z)
local farSound
if(distIs < maxDistance) then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = soundVolume
})
elseif distIs >= maxDistance and distIs < 15.0 then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = 0.25
})
elseif distIs >= 15.0 and distIs < 30.0 then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = 0.15
})
elseif distIs >= 30.0 and distIs < 50.0 then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = 0.05
})
end
end)
RegisterNetEvent('esx_locksystem:notify')
AddEventHandler('esx_locksystem:notify', function(text, duration)
Notify(text, duration)
end)
------------------------ FUNCTIONS ------------------------
------------------------ :O ------------------------
---- A simple algorithm that checks if the player finds the keys or not.
-- @return boolean
function canSteal()
nb = math.random(1, 100)
percentage = Config.percentage
if(nb < percentage)then
return true
else
return false
end
end
---- Return a random message
-- @return string
function getRandomMsg()
msgNb = math.random(1, #Config.randomMsg)
return Config.randomMsg[msgNb]
end
---- Get a vehicle in direction
-- @param array coordFrom
-- @param array coordTo
-- @return int
function GetVehicleInDirection(coordFrom, coordTo)
local rayHandle = CastRayPointToPoint(coordFrom.x, coordFrom.y, coordFrom.z, coordTo.x, coordTo.y, coordTo.z, 10, GetPlayerPed(-1), 0)
local a, b, c, d, vehicle = GetRaycastResult(rayHandle)
return vehicle
end
---- Get the vehicle in front of the player
-- @param array pCoords
-- @param int ply
-- @return int
function GetTargetedVehicle(pCoords, ply)
for i = 1, 200 do
coordB = GetOffsetFromEntityInWorldCoords(ply, 0.0, (6.281)/i, 0.0)
targetedVehicle = GetVehicleInDirection(pCoords, coordB)
if(targetedVehicle ~= nil and targetedVehicle ~= 0)then
return targetedVehicle
end
end
return
end
---- Notify the player
-- Can be configured in "config/shared.lua"
-- @param string text
-- @param float duration [opt]
function Notify(text, duration)
if(Config.notification)then
if(Config.notification == 1)then
if(not duration)then
duration = 0.080
end
SetNotificationTextEntry("STRING")
AddTextComponentString(text)
Citizen.InvokeNative(0x1E6611149DB3DB6B, "CHAR_LIFEINVADER", "CHAR_LIFEINVADER", true, 1, "ESX LockSystem" .. _VERSION, "\"Lock All Your Doors\"", duration)
DrawNotification_4(false, true)
elseif(Config.notification == 2)then
TriggerEvent('chatMessage', '^1ESX LockSystem' .. _VERSION, {255, 255, 255}, text)
else
return
end
else
return
end
end
RegisterNetEvent('esx_aiomenu:sendProximityMessageID')
AddEventHandler('esx_aiomenu:sendProximityMessageID', function(id, message)
local myId = PlayerId()
local pid = GetPlayerFromServerId(id)
if pid == myId then
TriggerEvent('chatMessage', "[ID]" .. "", {0, 153, 204}, "^7 " .. message)
elseif GetDistanceBetweenCoords(GetEntityCoords(GetPlayerPed(myId)), GetEntityCoords(GetPlayerPed(pid)), true) < 19.999 then
TriggerEvent('chatMessage', "[ID]" .. "", {0, 153, 204}, "^7 " .. message)
end
end)
|
RPGM.Classes.RegisterExtra("team", "salary", true)
RPGM.RegisterNotificationType("MONEY", gmodI18n.getAddon("rpgm"):getString("notifyTypeMoney"), "5Y76zSd")
if CLIENT then
RPGM.Config.NotificationSounds[NOTIFY_MONEY] = RPGM.Config.MoneyNotificationSound
end
local tostring = tostring
local find = string.find
local abs = math.abs
local config = RPGM.Config
local function addCurrency(str)
return config.CurrencyLeft and config.CurrencySymbol .. str or str .. config.CurrencySymbol
end
function RPGM.FormatMoney(n)
if not n then return addCurrency("0") end
if n >= 1e14 then return addCurrency(tostring(n)) end
if n <= -1e14 then return "-" .. addCurrency(tostring(abs(n))) end
local negative = n < 0
n = tostring(abs(n))
local dp = find(n, "%.") or #n + 1
for i = dp - 4, 1, -3 do
n = n:sub(1, i) .. "," .. n:sub(i + 1)
end
if n[#n - 1] == "." then
n = n .. "0"
end
return (negative and "-" or "") .. addCurrency(n)
end |
object_tangible_collection_rare_heavy_oppressor_flame_thrower = object_tangible_collection_shared_rare_heavy_oppressor_flame_thrower:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_rare_heavy_oppressor_flame_thrower, "object/tangible/collection/rare_heavy_oppressor_flame_thrower.iff") |
Phonemes ={
names = {
"eee", "ihh", "ehh", "aaa",
"ahh", "aww", "ohh", "uhh",
"uuu", "ooo", "rrr", "lll",
"mmm", "nnn", "nng", "ngg",
"fff", "sss", "thh", "shh",
"xxx", "hee", "hoo", "hah",
"bbb", "ddd", "jjj", "ggg",
"vvv", "zzz", "thz", "zhh"
},
gains = {
{1.0, 0.0}, -- eee
{1.0, 0.0}, -- ihh
{1.0, 0.0}, -- ehh
{1.0, 0.0}, -- aaa
{1.0, 0.0}, -- ahh
{1.0, 0.0}, -- aww
{1.0, 0.0}, -- ohh
{1.0, 0.0}, -- uhh
{1.0, 0.0}, -- uuu
{1.0, 0.0}, -- ooo
{1.0, 0.0}, -- rrr
{1.0, 0.0}, -- lll
{1.0, 0.0}, -- mmm
{1.0, 0.0}, -- nnn
{1.0, 0.0}, -- nng
{1.0, 0.0}, -- ngg
{0.0, 0.7}, -- fff
{0.0, 0.7}, -- sss
{0.0, 0.7}, -- thh
{0.0, 0.7}, -- shh
{0.0, 0.7}, -- xxx
{0.0, 0.1}, -- hee
{0.0, 0.1}, -- hoo
{0.0, 0.1}, -- hah
{1.0, 0.1}, -- bbb
{1.0, 0.1}, -- ddd
{1.0, 0.1}, -- jjj
{1.0, 0.1}, -- ggg
{1.0, 1.0}, -- vvv
{1.0, 1.0}, -- zzz
{1.0, 1.0}, -- thz
{1.0, 1.0} -- zhh
},
parameters = {
{ { 273, 0.996, 10}, -- eee (beet)
{2086, 0.945, -16},
{2754, 0.979, -12},
{3270, 0.440, -17} },
{ { 385, 0.987, 10}, -- ihh (bit)
{2056, 0.930, -20},
{2587, 0.890, -20},
{3150, 0.400, -20} },
{ { 515, 0.977, 10}, -- ehh (bet)
{1805, 0.810, -10},
{2526, 0.875, -10},
{3103, 0.400, -13} },
{ { 773, 0.950, 10}, -- aaa (bat)
{1676, 0.830, -6},
{2380, 0.880, -20},
{3027, 0.600, -20} },
{ { 770, 0.950, 0}, -- ahh (father)
{1153, 0.970, -9},
{2450, 0.780, -29},
{3140, 0.800, -39} },
{ { 637, 0.910, 0}, -- aww (bought)
{ 895, 0.900, -3},
{2556, 0.950, -17},
{3070, 0.910, -20} },
{ { 637, 0.910, 0}, -- ohh (bone) NOTE:: same as aww (bought)
{ 895, 0.900, -3},
{2556, 0.950, -17},
{3070, 0.910, -20} },
{ { 561, 0.965, 0}, -- uhh (but)
{1084, 0.930, -10},
{2541, 0.930, -15},
{3345, 0.900, -20} },
{ { 515, 0.976, 0}, -- uuu (foot)
{1031, 0.950, -3},
{2572, 0.960, -11},
{3345, 0.960, -20} },
{ { 349, 0.986, 10}, -- ooo (boot)
{ 918, 0.940, -20},
{2350, 0.960, -27},
{2731, 0.950, -33} },
{ { 394, 0.959, -10}, -- rrr (bird)
{1297, 0.780, -16},
{1441, 0.980, -16},
{2754, 0.950, -40} },
{ { 462, 0.990, 5}, -- lll (lull)
{1200, 0.640, -10},
{2500, 0.200, -20},
{3000, 0.100, -30} },
{ { 265, 0.987, -10}, -- mmm (mom)
{1176, 0.940, -22},
{2352, 0.970, -20},
{3277, 0.940, -31} },
{ { 204, 0.980, -10}, -- nnn (nun)
{1570, 0.940, -15},
{2481, 0.980, -12},
{3133, 0.800, -30} },
{ { 204, 0.980, -10}, -- nng (sang) NOTE:: same as nnn
{1570, 0.940, -15},
{2481, 0.980, -12},
{3133, 0.800, -30} },
{ { 204, 0.980, -10}, -- ngg (bong) NOTE:: same as nnn
{1570, 0.940, -15},
{2481, 0.980, -12},
{3133, 0.800, -30} },
{ {1000, 0.300, 0}, -- fff
{2800, 0.860, -10},
{7425, 0.740, 0},
{8140, 0.860, 0} },
{ {2000, 0.700, -200}, -- sss
{2000, 0.700, -15},
{5257, 0.750, -3},
{7171, 0.840, 0} },
{ { 100, 0.900, 0}, -- thh
{4000, 0.500, -20},
{5500, 0.500, -15},
{8000, 0.400, -20} },
{ {2693, 0.940, 0}, -- shh
{4000, 0.720, -10},
{6123, 0.870, -10},
{7755, 0.750, -18} },
{ {1000, 0.300, -10}, -- xxx NOTE:: Not Really Done Yet
{2800, 0.860, -10},
{7425, 0.740, 0},
{8140, 0.860, 0} },
{ { 273, 0.996, -40}, -- hee (beet) (noisy eee)
{2086, 0.945, -16},
{2754, 0.979, -12},
{3270, 0.440, -17} },
{ { 349, 0.986, -40}, -- hoo (boot) (noisy ooo)
{ 918, 0.940, -10},
{2350, 0.960, -17},
{2731, 0.950, -23} },
{ { 770, 0.950, -40}, -- hah (father) (noisy ahh)
{1153, 0.970, -3},
{2450, 0.780, -20},
{3140, 0.800, -32} },
{ {2000, 0.700, -20}, -- bbb NOTE:: Not Really Done Yet
{5257, 0.750, -15},
{7171, 0.840, -3},
{9000, 0.900, 0} },
{ { 100, 0.900, 0}, -- ddd NOTE:: Not Really Done Yet
{4000, 0.500, -20},
{5500, 0.500, -15},
{8000, 0.400, -20} },
{ {2693, 0.940, 0}, -- jjj NOTE:: Not Really Done Yet
{4000, 0.720, -10},
{6123, 0.870, -10},
{7755, 0.750, -18} },
{ {2693, 0.940, 0}, -- ggg NOTE:: Not Really Done Yet
{4000, 0.720, -10},
{6123, 0.870, -10},
{7755, 0.750, -18} },
{ {2000, 0.700, -20}, -- vvv NOTE:: Not Really Done Yet
{5257, 0.750, -15},
{7171, 0.840, -3},
{9000, 0.900, 0} },
{ { 100, 0.900, 0}, -- zzz NOTE:: Not Really Done Yet
{4000, 0.500, -20},
{5500, 0.500, -15},
{8000, 0.400, -20} },
{ {2693, 0.940, 0}, -- thz NOTE:: Not Really Done Yet
{4000, 0.720, -10},
{6123, 0.870, -10},
{7755, 0.750, -18} },
{ {2693, 0.940, 0}, -- zhh NOTE:: Not Really Done Yet
{4000, 0.720, -10},
{6123, 0.870, -10},
{7755, 0.750, -18} }
}
}
Phonemes._namesindex = swapkeyvalue(Phonemes.names)
function Phonemes:namesindex(name)
return self._namesindex[name]
end
function unomenosa(a) return 1-a end
function dbamp(db)
return 10^(db/20)
end
function Phonemes:paramsind(ind)
local par= flop(self.parameters[ind])
--a[1]=(1-a[1])*a[0];
for i,v in ipairs(par[2]) do
par[2][i]= -44100*math.log(v)/(math.pi*par[1][i])
--par[2][i]=(1-v) --*par[1][i]
end
par[3]= functabla(par[3],dbamp)
par[4]=self.gains[ind][1]
par[5]=self.gains[ind][2]
----------
par[1] = {par[1]}
par[2] = {par[2]}
par[3] = {par[3]}
return par
end
function Phonemes:params(name)
local ind=self:namesindex(name)
local par= flop(self.parameters[ind])
--a[1]=(1-a[1])*a[0];
for i,v in ipairs(par[2]) do
par[2][i]= -44100*math.log(v)/(math.pi*par[1][i])--(1-v) --*par[1][i]
--par[2][i] = 1-v
end
par[3]= functabla(par[3],dbamp)
par[4]=self.gains[ind][1]
par[5]=self.gains[ind][2]
----------
par[1] = {par[1]}
par[2],par[3] = {par[3]},{par[2]}
---------------
return par
end
function Phonemes:paramsD(name)
local ind=self:namesindex(name)
local par= flop(self.parameters[ind])
par[3]= functabla(par[3],dbamp)
par[4]=self.gains[ind][1]
par[5]=self.gains[ind][2]
----------
--par[1] = {par[1]}
local temp = par[2]
par[2] = par[3]
par[3] = temp
---------------
return par
end
function Phonemes:paramsPalabra(t)
local res={}
for i,v in ipairs(t) do
res[i]=self:params(v)
end
return res
end
-----------------------------------------------------------------
Formants={
counterTenorA={ { 660, 1120, 2750, 3000, 3350 }, { 1, 0.50118723362727, 0.070794578438414, 0.063095734448019, 0.012589254117942 }, { 0.12121212121212, 0.080357142857143, 0.043636363636364, 0.043333333333333, 0.041791044776119 } },
altoE={ { 400, 1600, 2700, 3300, 4950 }, { 1, 0.063095734448019, 0.031622776601684, 0.017782794100389, 0.001 }, { 0.15, 0.05, 0.044444444444444, 0.045454545454545, 0.04040404040404 } },
bassA={ { 600, 1040, 2250, 2450, 2750 }, { 1, 0.44668359215096, 0.35481338923358, 0.35481338923358, 0.1 }, { 0.1, 0.067307692307692, 0.048888888888889, 0.048979591836735, 0.047272727272727 } },
bassI={ { 250, 1750, 2600, 3050, 3340 }, { 1, 0.031622776601684, 0.15848931924611, 0.079432823472428, 0.03981071705535 }, { 0.24, 0.051428571428571, 0.038461538461538, 0.039344262295082, 0.035928143712575 } },
altoI={ { 350, 1700, 2700, 3700, 4950 }, { 1, 0.1, 0.031622776601684, 0.015848931924611, 0.001 }, { 0.14285714285714, 0.058823529411765, 0.044444444444444, 0.040540540540541, 0.04040404040404 } },
altoA={ { 800, 1150, 2800, 3500, 4950 }, { 1, 0.63095734448019, 0.1, 0.015848931924611, 0.001 }, { 0.1, 0.078260869565217, 0.042857142857143, 0.037142857142857, 0.028282828282828 } },
tenorA={ { 650, 1080, 2650, 2900, 3250 }, { 1, 0.50118723362727, 0.44668359215096, 0.3981071705535, 0.079432823472428 }, { 0.12307692307692, 0.083333333333333, 0.045283018867925, 0.044827586206897, 0.043076923076923 } },
tenorO={ { 400, 800, 2600, 2800, 3000 }, { 1, 0.31622776601684, 0.25118864315096, 0.25118864315096, 0.050118723362727 }, { 0.1, 0.1, 0.038461538461538, 0.042857142857143, 0.04 } },
--sopranoA={ { 800, 1150, 2900, 3900, 4950 }, { 1, 0.50118723362727, 0.025118864315096, 0.1, 0.0031622776601684 }, { 0.1, 0.078260869565217, 0.041379310344828, 0.033333333333333, 0.028282828282828 } },
sopranoA={ { 600,800, 1150, 3900, 4950 }, {1, 1, 0.50118723362727, 0.1, 0.0031622776601684 }, {0.1, 0.1, 0.078260869565217, 0.033333333333333, 0.028282828282828 } },
--sopranoE={ { 350, 2000, 2800, 3600, 4950 }, { 1, 0.1, 0.17782794100389, 0.01, 0.0015848931924611 }, { 0.17142857142857, 0.05, 0.042857142857143, 0.041666666666667, 0.04040404040404 } },
sopranoE={ { 500, 1850, 2475, 3600, 4950 }, { 1, 0.5, 0.17782794100389, 0.01, 0.0015848931924611 }, { 0.05, 0.05, 0.042857142857143, 0.041666666666667, 0.04040404040404 } },
tenorI={ { 290, 1870, 2800, 3250, 3540 }, { 1, 0.17782794100389, 0.12589254117942, 0.1, 0.031622776601684 }, { 0.13793103448276, 0.048128342245989, 0.035714285714286, 0.036923076923077, 0.033898305084746 } },
tenorU={ { 350, 600, 2700, 2900, 3300 }, { 1, 0.1, 0.14125375446228, 0.19952623149689, 0.050118723362727 }, { 0.11428571428571, 0.1, 0.037037037037037, 0.041379310344828, 0.036363636363636 } },
--sopranoU={ { 325, 700, 2700, 3800, 4950 }, { 1, 0.15848931924611, 0.017782794100389, 0.01, 0.001 }, { 0.15384615384615, 0.085714285714286, 0.062962962962963, 0.047368421052632, 0.04040404040404 } },
sopranoU={ { 325, 700, 2700, 3800, 4950 }, { 1, 0.7848931924611, 0.17782794100389, 0.01, 0.001 }, { 0.15384615384615, 0.085714285714286, 0.062962962962963, 0.047368421052632, 0.04040404040404 } },
counterTenorE={ { 440, 1800, 2700, 3000, 3300 }, { 1, 0.19952623149689, 0.12589254117942, 0.1, 0.1 }, { 0.15909090909091, 0.044444444444444, 0.037037037037037, 0.04, 0.036363636363636 } },
altoO={ { 450, 800, 2830, 3500, 4950 }, { 1, 0.35481338923358, 0.15848931924611, 0.03981071705535, 0.0017782794100389 }, { 0.15555555555556, 0.1, 0.035335689045936, 0.037142857142857, 0.027272727272727 } },
counterTenorU={ { 370, 630, 2750, 3000, 3400 }, { 1, 0.1, 0.070794578438414, 0.031622776601684, 0.019952623149689 }, { 0.10810810810811, 0.095238095238095, 0.036363636363636, 0.04, 0.035294117647059 } },
--sopranoI={ { 270, 2140, 2950, 3900, 4950 }, { 1, 0.25118864315096, 0.050118723362727, 0.050118723362727, 0.0063095734448019 }, { 0.22222222222222, 0.042056074766355, 0.033898305084746, 0.030769230769231, 0.024242424242424 } },
sopranoI={ { 333, 2332, 2986, 3900, 4950 }, { 1, 0.65118864315096, 0.050118723362727, 0.050118723362727, 0.0063095734448019 }, { 0.05, 0.042056074766355, 0.033898305084746, 0.030769230769231, 0.024242424242424 } },
counterTenorO={ { 430, 820, 2700, 3000, 3300 }, { 1, 0.31622776601684, 0.050118723362727, 0.079432823472428, 0.019952623149689 }, { 0.093023255813953, 0.097560975609756, 0.037037037037037, 0.04, 0.036363636363636 } },
bassE={ { 400, 1620, 2400, 2800, 3100 }, { 1, 0.25118864315096, 0.35481338923358, 0.25118864315096, 0.12589254117942 }, { 0.1, 0.049382716049383, 0.041666666666667, 0.042857142857143, 0.038709677419355 } },
counterTenorI={ { 270, 1850, 2900, 3350, 3590 }, { 1, 0.063095734448019, 0.063095734448019, 0.015848931924611, 0.015848931924611 }, { 0.14814814814815, 0.048648648648649, 0.03448275862069, 0.035820895522388, 0.033426183844011 } },
bassO={ { 400, 750, 2400, 2600, 2900 }, { 1, 0.28183829312645, 0.089125093813375, 0.1, 0.01 }, { 0.1, 0.10666666666667, 0.041666666666667, 0.046153846153846, 0.041379310344828 } },
bassU={ { 350, 600, 2400, 2675, 2950 }, { 1, 0.1, 0.025118864315096, 0.03981071705535, 0.015848931924611 }, { 0.11428571428571, 0.13333333333333, 0.041666666666667, 0.044859813084112, 0.040677966101695 } },
altoU={ { 325, 700, 2530, 3500, 4950 }, { 1, 0.25118864315096, 0.031622776601684, 0.01, 0.00063095734448019 }, { 0.15384615384615, 0.085714285714286, 0.067193675889328, 0.051428571428571, 0.04040404040404 } },
tenorE={ { 400, 1700, 2600, 3200, 3580 }, { 1, 0.19952623149689, 0.25118864315096, 0.19952623149689, 0.1 }, { 0.175, 0.047058823529412, 0.038461538461538, 0.0375, 0.033519553072626 } },
--sopranoO={ { 450, 800, 2830, 3800, 4950 }, { 1, 0.28183829312645, 0.079432823472428, 0.079432823472428, 0.0031622776601684 }, { 0.15555555555556, 0.1, 0.035335689045936, 0.034210526315789, 0.027272727272727 } }
sopranoO={ { 450, 800, 2830, 3800, 4950 }, { 1, 0.7183829312645, 0.39432823472428, 0.079432823472428, 0.0031622776601684 }, { 0.15555555555556, 0.1, 0.035335689045936, 0.034210526315789, 0.027272727272727 } }
}
FormantsD = deepcopy(Formants)
--to avoid multiexpand
for k,v in pairs(Formants) do
for i,v2 in ipairs(v) do
v[i] = {v2}
end
end
function Formants:params(k)
return flop(Formants[k])
--return Formants[k]
end
function Formants:paramsPalabra(t,voz)
voz = voz or ""
local res={}
for i,v in ipairs(t) do
res[i]=Formants[voz..v]--self:params(v)
end
return res
end |
--[[
编写作者:
Author: CandyMi[https://github.com/candymi]
编写日期:
2020-11-06
]]
local cf = require "cf"
local cself = cf.self
local cfork = cf.fork
local cwait = cf.wait
local cwakeup = cf.wakeup
local ctimeout = cf.timeout
local lz = require"lz"
local uncompress = lz.uncompress
local gzuncompress = lz.gzuncompress
local protocol = require "lua-http2.protocol"
local TYPE_TAB = protocol.TYPE_TAB
local ERRNO_TAB = protocol.ERRNO_TAB
local SETTINGS_TAB = protocol.SETTINGS_TAB
local FLAG_TO_TABLE = protocol.flag_to_table
local read_head = protocol.read_head
local read_data = protocol.read_data
local send_data = protocol.send_data
local send_ping = protocol.send_ping
local read_ping = protocol.read_ping
local send_magic = protocol.send_magic
local read_promise = protocol.read_promise
local send_rstframe = protocol.send_rstframe
local read_rstframe = protocol.read_rstframe
local send_settings = protocol.send_settings
local read_settings = protocol.read_settings
local send_settings_ack = protocol.send_settings_ack
local send_window_update = protocol.send_window_update
local read_window_update = protocol.read_window_update
local read_headers = protocol.read_headers
local send_headers = protocol.send_headers
local send_goaway = protocol.send_goaway
local read_goaway = protocol.read_goaway
local sys = require "sys"
local new_tab = sys.new_tab
local type = type
local pairs = pairs
local assert = assert
local tonumber = tonumber
local find = string.find
local fmt = string.format
local match = string.match
local toint = math.tointeger
local concat = table.concat
local pattern = string.rep(".", 65535)
-- 必须遵守此stream id递增规则
local function new_stream_id(num)
if not toint(num) or num < 1 then
return 1
end
return (num + 2) & 2147483647
end
-- 分割domain
local function split_domain(domain)
if type(domain) ~= 'string' or domain == '' or #domain < 8 then
return nil, "Invalid http[s] domain."
end
local scheme, domain_port = match(domain, "^(http[s]?)://([^/]+)")
if not scheme or not domain_port then
return nil, "Invalid `scheme` : http/https."
end
local port = scheme == "https" and 443 or 80
local domain = domain_port
if find(domain_port, ':') then
local host, p
local _, Bracket_Pos = find(domain_port, '[%[%]]')
if Bracket_Pos then
host, p = match(domain_port, '%[(.+)%][:]?(%d*)')
else
host, p = match(domain_port, '([^:]+)[:](%d*)')
end
if not host then
return nil, "4. invalide host or port: " .. domain_port
end
domain = host
port = toint(p) or port
end
assert(port >= 1 and port <= 65535, "Invalid Port :" .. port)
return { scheme = scheme, domain = domain, port = port }
end
local function h2_handshake(sock, opt)
-- SEND MAGIC BYTES
send_magic(sock)
-- SEND SETTINS
send_settings(sock, nil, {
-- SET TABLE SISZE
-- {0x01, opt.SETTINGS_HEADER_TABLE_SIZE or SETTINGS_TAB["SETTINGS_HEADER_TABLE_SIZE"]},
-- DISABLE PUSH
{0x02, opt.SETTINGS_ENABLE_PUSH or 0x00},
-- SET CONCURRENT STREAM
{0x03, opt.SETTINGS_MAX_CONCURRENT_STREAMS or SETTINGS_TAB["SETTINGS_MAX_CONCURRENT_STREAMS"]},
-- SET WINDOWS SIZE
{0x04, opt.SETTINGS_INITIAL_WINDOW_SIZE or SETTINGS_TAB["SETTINGS_INITIAL_WINDOW_SIZE"]},
-- SET MAX FRAME SIZE
{0x05, opt.SETTINGS_MAX_FRAME_SIZE or SETTINGS_TAB["SETTINGS_MAX_FRAME_SIZE"]},
-- SET SETTINGS MAX HEADER LIST SIZE
{0x06, opt.SETTINGS_MAX_HEADER_LIST_SIZE or SETTINGS_TAB["SETTINGS_MAX_HEADER_LIST_SIZE"]},
})
send_window_update(sock, 2 ^ 24 - 1)
local settings = {}
for _ = 1, 2 do
local head = read_head(sock)
if not head then
return nil, "Handshake timeout."
end
if head.version == 1.1 then
return nil, "The server does not yet support the http2 protocol."
end
local tname = TYPE_TAB[head.type]
if tname == "SETTINGS" then
if head.length == 0 then send_settings_ack(sock) break end
local s, errno = read_settings(sock, head)
if not s then
send_goaway(sock, ERRNO_TAB[errno])
return nil, "recv Invalid `SETTINGS` header."
end
settings = s
elseif tname == "WINDOW_UPDATE" then
local window = read_window_update(sock, head)
if not window then
return nil, "Invalid handshake in `WINDOW_UPDATE` frame."
end
settings["SETTINGS_INITIAL_WINDOW_SIZE"] = window.window_size
else
return nil, "Invalid `frame type` in handshake."
end
end
for key, value in pairs(SETTINGS_TAB) do
if type(key) == 'string' and not settings[key] then
settings[key] = value
end
end
if type(settings) ~= 'table' then
return nil, "Invalid handshake."
end
settings['head'] = nil
settings['ack'] = nil
return settings
end
local function read_response(self, sid, timeout)
local waits = self.waits
if tonumber(timeout) and tonumber(timeout) > 0.1 then
waits[sid].timer = ctimeout(timeout, function( )
waits[sid].cancel = true
cwakeup(waits[sid].co, nil, "request timeout.")
self:send(function() return send_rstframe(self.sock, sid, 0x00) end)
end)
end
if not self.read_co then
local head, err
local sock = self.sock
self.read_co = cfork(function ()
while 1 do
head, err = read_head(sock)
if not head then
break
end
local tname = head.type_name
if tname == "GOAWAY" then
local info = read_goaway(sock, head)
err = fmt("{errcode = %d, errinfo = '%s'%s}", info.errcode, info.errinfo, info.trace and ', trace = ' .. info.trace or '')
break
elseif tname == "RST_STREAM" then
local info = read_rstframe(sock, head)
local ctx = waits[head.stream_id]
if ctx then
cwakeup(ctx.co, nil, fmt("{ errcode = %d, errinfo = '%s'}", info.errcode, info.errinfo))
if ctx.timer then
ctx.timer:stop()
ctx.timer = nil
end
waits[head.stream_id] = nil
end
-- 应该忽略PUSH_PROMISE帧
elseif tname == "PUSH_PROMISE" then
local pid, hds = read_promise(sock, head)
if pid and hds then
-- 实现虽然拒绝推送流, 但是流推的头部需要被解码
self:send(function() return send_rstframe(sock, pid, 0x00) end)
local ok, errinfo = self.hpack:decode(hds)
if not ok then
err = errinfo
break
end
-- var_dump(h)
end
elseif tname == "PING" then
local payload = read_ping(sock, head)
local tab = FLAG_TO_TABLE(tname, head.flags)
if not tab.ack then
-- 回应PING
self:send(function() return send_ping(sock, 0x01, payload) end)
end
elseif tname == "SETTINGS" then
if head.length > 0 then
local _ = read_settings(sock, head)
self:send(function() return send_settings_ack(sock) end )
end
elseif tname == "WINDOW_UPDATE" then
local window = read_window_update(sock, head)
if not window then
err = "Invalid handshake in `WINDOW_UPDATE` frame."
break
end
self:send(function() return send_window_update(sock, window.window_size) end)
elseif tname == "HEADERS" or tname == "DATA" then
-- print(tname, head.stream_id)
local ctx = waits[head.stream_id]
if not ctx then
self:send(function () send_goaway(sock, ERRNO_TAB[1]) end)
break
end
local headers, body = ctx["headers"], ctx["body"]
if tname == "HEADERS" and head.length > 0 then
if not headers then
self:send(function () send_goaway(sock, ERRNO_TAB[1]) end)
break
end
headers[#headers+1] = read_headers(sock, head)
elseif tname == "DATA" and head.length > 0 then
if not body then
self:send(function () send_goaway(sock, ERRNO_TAB[1]) end)
break
end
body[#body+1] = read_data(sock, head)
end
local tab = FLAG_TO_TABLE(tname, head.flags)
if tab.end_stream then -- 当前流数据接收完毕.
if ctx.cancel then
break
end
ctx.headers = self.hpack:decode(concat(headers))
if not ctx.headers then
self:send(function () send_goaway(sock, ERRNO_TAB[1]) end)
break
end
if #body > 0 then
ctx.body = concat(body)
else
ctx.body = nil
end
cwakeup(ctx.co, ctx)
if ctx.timer then
ctx.timer:stop()
ctx.timer = nil
end
waits[head.stream_id] = nil
end
else
-- 无效的帧类型应该被直接忽略
err = "Unexpected frame type received."
break
end
end
-- 如果是意外关闭了连接, 则需要框架内部主动回收资源
if self.connected then
-- 如果有等待的请求则直接唤醒并且提示失败.
for _, ctx in pairs(self.waits) do
-- 如果有定时器则需要关闭
if ctx.timer then
ctx.timer:stop()
ctx.timer = nil
end
cwakeup(ctx.co, false, err or "The http2 server unexpectedly closed the network connection.")
end
self.connected = false
end
-- 回收资源
self:close()
end)
end
-- 阻塞协程
local ctx, err = cwait()
if not ctx then
return ctx, err
end
local body = ctx["body"]
local headers = ctx["headers"]
local compressed = headers["content-encoding"]
if compressed == "gzip" then
body = gzuncompress(body)
elseif compressed == "deflate" then
body = uncompress(body)
else
if type(body) == 'table' then
body = concat(body)
end
end
return { body = body, headers = headers }
end
local function send_request(self, headers, body, timeout)
local sock = self.sock
local sid = new_stream_id(self.sid)
self.sid = sid
self.waits[sid] = { co = cself(), headers = new_tab(8, 0), body = new_tab(16, 0) }
-- 发送请求头部
self:send(function() return send_headers(sock, body and 0x04 or 0x05, sid, headers) end)
-- 发送请求主体
if body then
local total = #body
local size = total
local max_body_size = 16777205
if size < max_body_size then
self:send(function() return send_data(sock, 0x01, sid, body) end)
else
-- 分割成小数据后发送
for line in body:gmatch(pattern) do
size = size - #line
self:send(function() return send_data(sock, size == 0 and 0x0 or 0x01, sid, line) end)
end
if size > 0 then
self:send(function() return send_data(sock, 0x01, sid, body:sub(total - size + 1)) end)
end
end
end
return read_response(self, self.sid, timeout)
end
return { send_request = send_request, h2_handshake = h2_handshake, split_domain = split_domain } |
-- OptimisticSide
local ItemTrend = {
Lowering = 0;
Unstable = 1;
Stable" = 2;
Raising = 3;
Fluctuating = 4;
}
return ItemTrend
|
return {
data = {
ephemeral = true
},
dependencies = {
"object",
"container",
"character",
"vanishAfterDisconnect",
},
methods = {
onEnter = {
function(self, args)
return self.room:getDesc(self)
end,
function(self, args, ret)
self:send(ret)
end,
-- TODO: move this to character class
},
onLoad = {
function(self, args)
if not self.cmdset then
self.cmdset = cmdsets.Default
end
self.cmdset = CommandSet:new(self.cmdset)
self.cmdset = self.cmdset:union(cmdsets.Default)
end
},
send = {
function(self, args, ret)
if self.__puppeteer then
return self.__puppeteer:call("send", args)
end
end
},
setState = {
function(self, args, ret)
if self.__puppeteer then
return self.__puppeteer:call("setState", args)
end
end
},
setMenu = {
function(self, args, ret)
if self.__puppeteer then
return self.__puppeteer:call("setMenu", args)
end
end
},
pushMenu = {
function(self, args, ret)
if self.__puppeteer then
return self.__puppeteer:call("pushMenu", args)
end
end
},
popMenu = {
function(self, args, ret)
if self.__puppeteer then
return self.__puppeteer:call("popMenu", args)
end
end
},
}
}
|
pkmn = require("pkmn")
print(pkmn.paths.get_database_path())
|
require('busted.runner')()
require('__stdlib__/spec/setup/defines')
local Position = require('__stdlib__/stdlib/area/position')
local P = Position
describe('Position', function ()
local C = spy.on(Position, 'construct')
local N = spy.on(Position, 'new')
local L = spy.on(Position, 'load')
local K = spy.on(Position, 'from_key')
local S = spy.on(Position, 'from_string')
local a, a1
local zero
local ps, sq, co
before_each(function()
a = {x = 1, y = 1}
a1 = {1, 1}
zero = {x = 0, y = 0}
ps = {
a = Position(4, 8),
b = Position(-12, 13),
c = Position(8, -6),
d = Position(-10, -11)
}
sq = {
a = Position(12, 12),
b = Position(-12, 12),
c = Position(12, -12),
d = Position(-12, -12)
}
co = {
a = Position(-12, -12),
b = Position(12, 12),
c = Position(-12, 12),
d = Position(12, -12),
}
C:clear()
N:clear()
L:clear()
K:clear()
S:clear()
end)
describe('Constructors', function ()
describe('.__index', function()
it('should point to core', function()
assert.is.truthy(getmetatable(Position)._VERSION)
end)
end)
describe('.new', function()
it('should create a new version from table', function()
assert.not_same(a1, Position.new(a1))
assert.same(a1[1], Position.new(a1).x)
end)
it('should have the correct metatable', function()
assert.same('position', getmetatable(Position.new(a1)).__class)
end)
end)
describe('.construct', function()
it('should construct from parameters', function()
assert.same({x = -4, y = 21}, Position.construct(-4, 21))
assert.same(3, Position.construct(3).y) -- x copied to y
assert.same(3, Position.construct(1, 3).y) -- x and y
assert.same(0, Position.construct().y) -- empty params
assert.same(0, Position.construct(nil, 4).x)
assert.spy(C).was_called(5)
end)
it('should construct from params if self is passed as first argument', function()
assert.same(3, Position.construct(Position.new(a1), 1, 3).y)
assert.same(3, Position(1, 3).y)
end)
end)
describe('.__call', function()
it('should call the correct constructor', function()
local str = spy.on(Position, 'from_string')
Position(a1)
Position(1)
Position('1, 2')
Position('{1, 2}')
assert.spy(C).was_called(2)
assert.spy(N).was_called(2)
assert.spy(str).was_called(2)
end)
it('should create correctly', function()
assert.same({x = 0, y = 0}, Position())
assert.same({x = 1, y = 1}, Position(1, 1))
assert.same({x = 1, y = 1}, Position(1))
assert.same({x = 1, y = 1}, Position(a1))
end)
end)
describe('.from_string', function()
it('should construct from a string', function()
assert.same(a, Position.from_string('{x = 1, y = 1}'))
assert.spy(N).was_called(1)
assert.same(a, Position.from_string('{1, 1}'))
assert.spy(N).was_called(2)
assert.same({x = 1, y = 2}, Position.from_string('1, 2'))
assert.spy(C).was_called(1)
end)
end)
describe('.from_key', function()
it('should create correctly', function()
assert.same({x = 1, y = 2}, Position.from_key('1,2'))
assert.same({x = 12, y = -3}, Position.from_key('12,-3'))
assert.same({x = -12, y = 3}, Position.from_key('-12,3'))
assert.same({x = -12, y = -3}, Position.from_key('-12,-3'))
end)
end)
describe('.load', function()
it('should set the metatable to a valid table', function()
assert.same('position', getmetatable(Position.load({x = 3, y = -2})).__class)
assert.has_no_error(function() Position.load({x = 1, y = -2}) end)
assert.spy(L).was.called(2)
end)
end)
end)
describe('Methods', function()
before_each(function ()
end)
--[[
add, subtract, multiply, divide, mod, unary, abs, center, ceil, floor, center, between,
perpendicular, swap, offset_along_line, translate, trim, projection, reflection,
average, min, mix, closest, farthest, mix_xy, max_xy
]]
it('.add', function ()
assert.same(P(2, 2), P(1, 1):add(1))
assert.same(P(2, 3), P(1, 1):add(1, 2))
assert.same(P(3, -1), P(1, 1):add{2, -2})
assert.same(P(0, 0), P(1, 1):add(-1))
end)
it('.subtract', function ()
assert.same(P(2, 2), P(3, 3):subtract(1))
assert.same(P(3, 3), P(5, 1):subtract{2, -2})
assert.same(P(0, 0), P(-1, -1):subtract(-1))
end)
it('.divide', function ()
assert.same(P(2, 4), P(4, 8):divide(2))
assert.same(P(2, 2), P(4, 8):divide{2, 4})
assert.same(P(2, -2), P(4, 8):divide{2, -4})
end)
it('.multiply', function ()
assert.same(P(2, 2), P(4, 4):multiply(.5))
assert.same(P(2, -2), P(4, 4):multiply{.5, -.5})
end)
it('.mod', function ()
assert.same(P(0, 0), P(4, 4):mod(2))
assert.same(P(0, 0), P(4, 4):mod{2, -2})
end)
it('.closest', function ()
assert.same(ps.a, P():closest({ps.b, ps.c, ps.d, ps.a}))
assert.same(ps.a, P.closest(P(zero)(), {ps.b, ps.c, ps.d, ps.a}))
end)
it('.farthest', function ()
assert.same(ps.b, P():farthest({ps.b, ps.c, ps.d, ps.a}))
assert.same(ps.b, P.farthest(P(zero)(), {ps.b, ps.c, ps.d, ps.a}))
end)
it('.unary', function ()
assert.same(P(2, 2), P(-2, -2):unary())
end)
it('.normalize', function ()
assert.same({x = 2.46, y = 4.72}, P(2.4563787, 4.723444432):normalize())
end)
it('.abs', function ()
assert.same(P(2, 2), P(-2, 2):abs())
end)
it('.ceil', function ()
assert.same(P(2, 3), P(2.4, 2.8):round())
assert.same(P(-2, -3), P(-2.4, -2.8):round())
end)
it('.ceil', function ()
assert.same(P(2, -2), P(1.24, -2.34):ceil())
end)
it('.floor', function ()
assert.same(P(1, -3), P(1.24, -2.34):floor())
end)
it('.center', function ()
assert.same(P(1.5, -1.5), P(1.23, -1.65):center())
end)
it('.between', function ()
assert.same(P(-6, -6), P(0, 0):between(P(-12, -12)))
assert.same(P(6, -6), P(0, 0):between(P(12, -12)))
assert.same(P(6, 6), P(0, 0):between(P(12, 12)))
assert.same(P(-6, 6), P(0, 0):between(P(-12, 12)))
end)
it('.perpendicular', function ()
assert.same(P(-12, 12), P(12, 12):perpendicular())
end)
it('.swap', function ()
assert.same(P(1.25, -2.55), P(-2.55, 1.25):swap())
end)
it('.trim', function ()
local max = P(10, 10)
assert.same(P(3.5355339059327378, 3.5355339059327378), max:trim(5))
max = P(10, 0)
assert.same(P(5, 0), max:trim(5))
end)
it('.lerp', function ()
local from, to = P(), P(-10, 0)
assert.same(P(-8, 0), from:lerp(to, .8))
end)
it('.offset_along_line', function ()
assert.same(P(4.59, 4.59), P():offset_along_line(P(6,6), 2))
end)
it('.translate', function ()
local pos = P{1, -4}:store()
assert.same({x = 1, y = -5}, pos:translate(defines.direction.north, 1):store())
assert.same({x = 1, y = -3}, pos:recall():translate(defines.direction.south, 2):store())
assert.same({x = 2, y = -3}, pos:recall():translate(defines.direction.east, 1):store())
assert.same({x = -1, y = -3}, pos:recall():translate(defines.direction.west, 3):store())
assert.same({x = 0, y = -2}, pos:recall():translate(defines.direction.southeast, 1):store())
assert.same({x = -1, y = -1}, pos:recall():translate(defines.direction.southwest, 1):store())
assert.same({x = 0, y = -2}, pos:recall():translate(defines.direction.northeast, 1):store())
assert.same({x = -1, y = -3}, pos:recall():translate(defines.direction.northwest, 1):store())
assert.same({x = -1, y = 0}, pos:recall():translate(defines.direction.north, -3):store())
end)
it('projection', function ()
local b, c = P(5, 10), P(10, 10)
assert.same(P(7.5, 7.5), b:projection(c))
end)
it('reflection', function ()
local b, c = P(5, 10), P(10, 10)
assert.same(P(10, 5), b:reflection(c))
end)
end)
describe('New Position Methods', function ()
it('.average', function ()
assert.same(zero, P.average({sq.a, sq.b, sq.c, sq.d}))
assert.same(zero, sq.a:average({sq.b, sq.c, sq.d}))
end)
it('.min', function ()
local m = P(4, 8)
assert.same(m, P.min({ps.a, ps.b, ps.c, ps.d}))
assert.same(m, ps.a:min({ps.b, ps.c, ps.d}))
end)
it('.max', function ()
local m = P(-12, 13)
assert.same(m, P.max({ps.a, ps.b, ps.c, ps.d}))
assert.same(m, ps.a:max({ps.b, ps.c, ps.d}))
end)
it('.min_xy', function ()
local m = P(-12, -11)
assert.same(m, P.min_xy({ps.a, ps.b, ps.c, ps.d}))
assert.same(m, ps.a:min_xy({ps.b, ps.c, ps.d}))
end)
it('.max_xy', function ()
local m = P(8, 13)
assert.same(m, P.max_xy({ps.a, ps.b, ps.c, ps.d}))
assert.same(m, ps.a:max_xy({ps.b, ps.c, ps.d}))
end)
it('.intersection', function ()
assert.same(P(), P.intersection(co.a, co.b, co.c, co.d))
assert.not_same(P(), P.intersection(co.a, co.c, co.b, co.d))
end)
end)
describe('Position Conversion Functions', function ()
--[[
from_pixels, to_pixels, to_chunk_position, from_chunk_position,
]]
it('.from_pixels', function ()
assert.same(P(2), P(64):from_pixels())
end)
it('.to_pixels', function ()
assert.same(P(64), P(2):to_pixels())
end)
it('.to_chunk_position', function ()
assert.same(P(0, -1), P(16.5, -16.42):to_chunk_position())
end)
it('.from_chunk_position', function ()
assert.same(P(0, -32), P(0, -1):from_chunk_position())
end)
end)
describe('Functions', function()
--[[
increment, atan2, angle, cross, dot, inside, len, len_squared, to_string, to_key, unpack, pack, equals,
less_than, less_than_eq, distance_squared, distance, manhattan_distance,
is_position, is_zero, is_set, direction_to, simple_direction_to
]]
describe('.increment', function()
local pos = Position()
it('should error with no position argument', function()
assert.has_error(function() return Position.incremement() end)
end)
it('should return a function closure', function()
local f = Position.increment(pos)
assert.is_true(type(f)=='function')
end)
it('should not increment on the first call by default', function()
local f = Position.increment(pos, 1)
assert.same(Position(), f())
end)
it('should increment the first call when requested', function()
local f = Position.increment(pos, 1, nil, true)
assert.same({x=1, y=0}, f())
assert.same({x=2, y=0}, f())
end)
it('should return the same position', function()
local f = Position.increment(pos)
assert.same({x=0, y=0}, f())
assert.same({x=0, y=0}, f())
local g = Position():increment(nil, nil, true)
assert.same({x=0, y=0}, g())
assert.same({x=0, y=0}, g())
end)
it('should increment using the defaults', function()
local f = Position.increment(pos, 0, -1)
assert.same({x=0, y=0}, f())
assert.same({x=0, y=-1}, f())
end)
it('should increment using passed values', function()
local f = Position.increment(pos)
assert.same({x=0, y=0}, f(0, -1))
assert.same({x=0, y=-1}, f(0, -1))
assert.same({x=0, y=-3}, f(0, -2))
end)
it('should increment using passed values with defaults set', function()
local f = Position.increment(pos, -1, -1)
assert.same({x=0, y=0}, f())
assert.same({x=-1, y=-1}, f())
assert.same({x=0, y=1}, f(1, 2))
assert.same({x=1, y=4}, f(1, 3))
end)
end)
it('.atan2', function ()
assert.same(-1.5707963267948966, P(10, 0):atan2(P(5,0)))
end)
it('.angle', function ()
assert.same(90, P(10, 0):angle(P(0, 10)))
end)
it('.cross', function ()
assert.same(50, P(10, 0):cross(P(5, 5)))
end)
it('.dot', function ()
assert.same(50, P(10, 0):dot(P(5, 5)))
end)
it('.len', function ()
assert.same(10, P(10, 0):len())
end)
it('.len_squared', function ()
assert.same(100, P(10, 0):len_squared())
end)
it('.to_string', function ()
local pos = P{1, -4}
assert.same('{x = 1, y = -4}', Position.to_string(pos))
assert.has_error(function() Position.to_string() end)
end)
it('.to_key', function ()
assert.same('3,-5', P(3, -5):to_key())
assert.same('2,0', P('2,0'):to_key())
assert.spy(S).was_called(1)
end)
it('.unpack', function ()
local x, y = Position(1, 2):unpack()
assert.same(x, 1)
assert.same(y, 2)
end)
it('.pack', function ()
assert.same({3, 4}, P(3, 4):pack())
end)
describe('.equals', function()
it('compares shallow equality in positions', function()
local pos1 = P{1, -4}
local pos2 = pos1
assert.is_true(Position.equals(pos1, pos2))
assert.is_false(Position.equals(pos1, nil))
assert.is_false(Position.equals(nil, pos2))
assert.is_false(Position.equals(nil, nil))
end)
it('compares positions', function()
local pos1 = P{1, -4}
local pos2 = P{ x = 3, y = -2}
local pos3 = P{-1, -4}
local pos4 = P{ x = 1, y = -4}
assert.is_true(Position.equals(pos1, pos1))
assert.is_false(Position.equals(pos1, pos2))
assert.is_false(Position.equals(pos1, pos3))
assert.is_true(Position.equals(pos1, pos4))
end)
end)
it('.distance_squared', function ()
local pos_a = P{1, -4}
local pos_b = P{3, -2}
assert.same(8, Position.distance_squared(pos_a, pos_b))
assert.same(8, Position.distance_squared(pos_b, pos_a))
end)
it('.distance', function ()
local pos_a = P{5, -5}
local pos_b = P{10, 0}
assert.same(math.sqrt(50), Position.distance(pos_a, pos_b))
assert.same(math.sqrt(50), Position.distance(pos_b, pos_a))
end)
it('.manhattan_distance', function ()
local pos_a = P{5, -5}
local pos_b = P{10, 0}
assert.same(10, Position.manhattan_distance(pos_a, pos_b))
assert.same(10, Position.manhattan_distance(pos_b, pos_a))
pos_a = P{1, -4}
pos_b = P{3, -2}
assert.same(4, Position.manhattan_distance(pos_a, pos_b))
assert.same(4, Position.manhattan_distance(pos_b, pos_a))
end)
it('.is_position', function ()
local p = P()
assert.is_true(P.is_position(zero))
assert.is_true(p:is_position())
assert.is_true(P.is_position(a1))
end)
it('.is_zero', function ()
assert.is_true(Position():is_zero())
assert.is_not_true(Position(1, 0):is_zero())
assert.is_true(Position.is_zero({x = 0, y = 0}))
end)
it('.is_Position', function ()
local p = P()
assert.is_true(p.is_Position(p))
assert.is_true(P.is_Position(p))
assert.is_true(p:is_Position())
assert.is_false(P.is_Position(zero))
end)
it('.direction_to', function ()
local mid = P()
local b, c, d, e = P(0, -1), P(1, 0), P(0, 1), P(-1, 0)
assert.same(0, mid:direction_to(b))
assert.same(2, mid:direction_to(c))
assert.same(4, mid:direction_to(d))
assert.same(6, mid:direction_to(e))
local f, g, h, i = P(1, -1), P(1, -1), P(-1, 1), P(-1, -1)
assert.same(6, mid:direction_to(f))
assert.same(6, mid:direction_to(g))
assert.same(2, mid:direction_to(h))
assert.same(6, mid:direction_to(i))
end)
it('.less_than', function ()
local b, c, d = P(5, 10), P(10, 10), P(10, 10)
assert.is_true(b:less_than(c))
assert.is_false(c:less_than(d))
end)
it('.less_than_eq', function ()
local b, c, d = P(5, 10), P(10, 10), P(10, 10)
assert.is_true(b:less_than_eq(c))
assert.is_true(c:less_than_eq(d))
end)
it('.complex_direction_to', function ()
local mid = P()
local n, ne, e, se, s, sw, w, nw = P(0, -1), P(1, -1), P(1, 0), P(1, 1), P(0, 1), P(-1, 1), P(-1, 0), P(-1, -1)
assert.same(0, mid:complex_direction_to(n, true))
assert.same(1, mid:complex_direction_to(ne, true))
assert.same(2, mid:complex_direction_to(e, true))
assert.same(3, mid:complex_direction_to(se, true))
assert.same(4, mid:complex_direction_to(s, true))
assert.same(5, mid:complex_direction_to(sw, true))
assert.same(6, mid:complex_direction_to(w, true))
assert.same(7, mid:complex_direction_to(nw, true))
assert.same(2, mid:complex_direction_to(ne, false))
assert.same(4, mid:complex_direction_to(se, false))
assert.same(6, mid:complex_direction_to(sw, false))
assert.same(0, mid:complex_direction_to(nw, false))
end)
it('.inside', function ()
local area = {left_top = {x = -1, y = -1}, right_bottom = {x = 0, y = 0}}
assert.is_true(P(-0.5, -0.7):inside(area))
assert.is_false(P(0.5, -0.7):inside(area))
end)
end)
describe('Area Conversion Functions', function()
--[[
expand_to_area, to_area, to_chunk_area, to_tile_area
]]
it('.to_tile_area', function()
local area = {left_top = {x = -1, y = -1}, right_bottom = {x = 0, y = 0}}
assert.same(area, P(-0.34, -0.75):to_tile_area())
end)
it('.to_chunk_area', function()
local area = {left_top = {x = -32, y = -32}, right_bottom = {x = 0, y = 0}}
assert.same(area, P(-1, -1):to_chunk_area())
end)
it('.expand_to_area', function()
local pos = { x = 1, y = -4}
assert.same(pos, Position.expand_to_area(pos, 0).left_top)
assert.same(pos, Position.expand_to_area(pos, 0).right_bottom)
local expanded_area = {left_top = { x = -1, y = -6}, right_bottom = { x = 3, y = -2 }}
assert.same(expanded_area, Position.expand_to_area(pos, 2))
end)
it('.to_area', function ()
local area = {left_top = {x = 1, y = -4}, right_bottom = {x = 6, y = 2}}
assert.same(area, P(1, -4):to_area(5, 6))
end)
end)
describe('object metamethods', function()
--[[
__class, __index. __add, __sub, __mul, __div, __mod, __unm, __len, __eq, __lt, __le,
__tostring, __concat, __call,
]]
local mta, mtb, mtc
before_each(function()
mta = Position() --0, 0
mtb = Position(1,1)
mtc = Position(3, 3)
end)
it('.__class', function ()
assert.same('Position', getmetatable(P).__class)
assert.same('position', getmetatable(mta).__class)
end)
it('__index', function()
assert.same(getmetatable(mta).__index, Position)
end)
it('.__call should trigger a constructor()', function()
local b2 = mta()
local c2 = b2
assert.same(mta, b2)
assert.is_false(rawequal(mta, b2))
assert.is_true(rawequal(b2, c2))
end)
it('.__add', function()
assert.same(Position(1, 1), mta + mtb)
assert.same(Position(2, 2), mta + 2)
assert.same(Position(2, -2), mta + {2, -2})
assert.same(Position(3, 3), 2 + mtb)
assert.same(Position(3, -1), {2, -2} + mtb)
end)
it('.__sub', function()
assert.same(Position(-1, -1), mta - mtb)
assert.same(Position(-2, -2), mta - 2)
assert.same(Position(-2, 2), mta - {2, -2})
assert.same(Position(1, 1), 2 - mtb)
assert.same(Position(1, -3), {2, -2} - mtb)
end)
it('.__mul', function()
assert.same(Position(9, 9), mtc * mtc)
assert.same(Position(0, 0), mta * 2)
assert.same(Position(2, -2), mtb * {2, -2})
assert.same(Position(6, 6), 2 * mtc)
assert.same(Position(6, -6), {2, -2} * mtc)
end)
it('.__div', function()
assert.same(Position(1, 1), mtc / mtc)
assert.same(Position(0, 0), mta / 2)
assert.same(Position(.5, -.5), mtb / {2, -2})
assert.same(Position(.66666666666666663, .66666666666666663), 2 / mtc)
assert.same(Position(.66666666666666663, -.66666666666666663), {2, -2} / mtc)
end)
it('.__mod', function()
assert.same(Position(1, 1), mtb % mtc)
assert.same(Position(0, 0), mtc % mtb)
end)
it('.__unm', function()
assert.same(Position(-1, -1), -mtb)
assert.same(Position(1, -3), -Position(-1, 3))
end)
it('__eq', function()
local mtd = mta
local mte = Position()
local mtf = Position(2,2)
assert.is_true(mta == mtd)
assert.is_true(mta == mte)
assert.not_true(mta == mtf)
assert.not_true(mta == 0)
end)
it('__lt', function()
local mte = Position(2,2)
local mtf = Position(-2,-2)
assert.is_true(mta < mte)
assert.is_true(mte > mta)
assert.is_false(mtf < mtb)
end)
it('__le', function()
local mte = Position(2,2)
local mtf = Position(-2,-2)
local mtg = Position(2,2)
assert.is_true(mta <= mte)
assert.is_true(mte >= mta)
assert.is_true(mtf <= mte)
assert.is_true(mta <= mtg)
assert.is_true(P(-10, -10) <= P(-100, -100))
end)
it('__tostring', function()
local b1 = Position(1,1)
local b2 = Position(1, 1)
local c1 = Position(2,2)
assert.same(tostring(b1), tostring(b2))
assert.not_same(tostring(mta), tostring(c1))
end)
it('__concat', function()
local q = Position()
local r = mta()
assert.same(50, #(q .. ' is concatenated with ' .. r))
end)
it('__len ', function()
assert.same(50, #Position(50, 0))
assert.same(50, #Position(0, -50))
assert.same(35.355339059327378, #Position(25, -25))
end)
end)
end)
|
function dump(s)
io.stderr:write(require("scripts.inspect").inspect(s) .. "\n")
-- io.stderr:write(pandoc.utils.stringify(s) .. "\n")
end
local pandoc = _G.pandoc
function P(s)
print(require("scripts.inspect").inspect(s))
end
local COMMENT = false
local List = require("pandoc.List")
function Blocks(blocks)
for i = #blocks - 1, 1, -1 do
if blocks[i].t == "Null" then
blocks:remove(i)
end
end
return blocks
end
function string.starts_with(str, starts)
return str:sub(1, #starts) == starts
end
function string.ends_with(str, ends)
return ends == "" or str:sub(-#ends) == ends
end
function RawBlock(el)
local str = el.c[2]
if str == "<!-- panvimdoc-ignore-start -->" then
COMMENT = true
return pandoc.Null()
elseif str == "<!-- panvimdoc-ignore-end -->" then
COMMENT = false
return pandoc.Null()
end
if string.starts_with(str, "<!--") then
return pandoc.Null()
elseif str == "<p>" or str == "</p>" then
return pandoc.Null()
elseif str == "<details>" or str == "</details>" then
return pandoc.Null()
elseif str == "<summary>" or str == "</summary>" then
return pandoc.Null()
elseif COMMENT == true then
return pandoc.Null()
else
return el
end
end
function Header(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function Para(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function BlockQuote(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function Table(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function Plain(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function OrderedList(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function BulletList(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function LineBlock(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function HorizontalRule(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function Div(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function DefinitionList(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function CodeBlock(el)
if COMMENT == true then
return pandoc.Null()
end
return el
end
function Str(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Cite(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Code(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Emph(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Image(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function LineBreak(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Link(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Math(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Note(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Quoted(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function RawInline(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function SmallCaps(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function SoftBreak(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Space(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Span(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Text(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Strikeout(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Strong(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Subscript(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Superscript(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
function Underline(el)
if COMMENT == true then
return pandoc.Str("")
end
return el
end
|
-- const { utils, consts } = require('../lora-lib');
-- const BluebirdPromise = require('bluebird');
-- const TXParamSetupReq_PARAM = consts.TXPARAMSETUPREQ;
-- module.exports = function (devAddr, DownlinkDwellTime, UplinkDwellTime, MaxEIRP) {
-- let _this = this;
-- return new BluebirdPromise((resolve, reject) => {
-- let MaxDwellTime = DownlinkDwellTime * TXParamSetupReq_PARAM.DOWNLINKDWELLTIME_BASE +
-- UplinkDwellTime * TXParamSetupReq_PARAM.UPLINKDWELLTIME_BASE + MaxEIRP * TXParamSetupReq_PARAM.MAXEIRP_BASE;
-- let outputObj = {
-- [Buffer.from([consts.TXPARAMSETUP_CID], 'hex').toString('hex')]: {
-- DwellTime: utils.numToHexBuf(MaxDwellTime, TXParamSetupReq_PARAM.EIRP_DWELLTIME_LEN),
-- },
-- };
-- // push cmd req into queue
-- const mqKey = consts.MACCMDQUEREQ_PREFIX + devAddr;
-- _this.redisConn.DownlinkCmdQueue.produce(mqKey, outputObj).then(() => {
-- _this.log.debug({
-- label: 'MAC Command Req',
-- message: {
-- TXParamSetupReq: mqKey,
-- payload: outputObj,
-- },
-- });
-- resolve(outputObj);
-- });
-- });
-- } |
-- Copyright (c) 2015 Corona Labs, Inc.
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
local Library = require "CoronaLibrary"
-- Create library
local lib = Library:new{ name='plugin.playfab.client', publisherId='com.playfab' }
-------------------------------------------------------------------------------
-- BEGIN (Insert your implementation starting here)
-------------------------------------------------------------------------------
local json = require("plugin.playfab.client.json")
local defaults = require("plugin.playfab.client.defaults")
local _directories = defaults.directories
local _isDirWriteable = defaults.writePermissions
local _isDirReadable = defaults.readPermissions
function lib.loadTable( filename, baseDir )
local result = nil
baseDir = baseDir or _directories.loadDir
-- Validate params
assert( type(filename) == "string", "'loadTable' invalid filename" )
assert( _isDirReadable[baseDir], "'loadTable' invalid baseDir" )
local path = system.pathForFile( filename, baseDir )
local file = io.open( path, "r" )
if file then
-- read all contents of file into a string
local contents = file:read( "*a" )
result = json.decode( contents )
io.close( file )
end
return result
end
function lib.saveTable( t, filename, baseDir )
local result = false
baseDir = baseDir or _directories.saveDir
-- Validate params
assert( type(t) == "table", "'saveTable' invalid table" )
assert( type(filename) == "string", "'saveTable' invalid filename" )
assert( _isDirWriteable[baseDir], "'saveTable' invalid baseDir" )
local path = system.pathForFile( filename, baseDir )
local file = io.open( path, "w" )
if file then
local contents = json.encode( t )
file:write( contents )
io.close( file )
result = true
end
return result
end
-- printTable( t [, label [, level ]] )
function lib.printTable( t, label, level )
-- Validate params
assert(
"table" == type(t),
"Bad argument 1 to 'printTable' (table expected, got " .. type(t) .. ")" )
if label then print( label ) end
level = level or 1
for k,v in pairs( t ) do
-- Indent according to nesting 'level'
local prefix = ""
for i=1,level do
prefix = prefix .. "\t"
end
-- Print key/value pair
print( prefix .. "[" .. tostring(k) .. "] = " .. tostring(v) )
-- Recurse on tables
if type( v ) == "table" then
print( prefix .. "{" )
printTable( v, nil, level + 1 )
print( prefix .. "}" )
end
end
end
lib.IPlayFabHttps = require("plugin.playfab.client.IPlayFabHttps")
lib.json = require("plugin.playfab.client.json")
lib.PlayFabClientApi = require("plugin.playfab.client.PlayFabClientApi")
lib.PlayFabSettings = require("plugin.playfab.client.PlayFabSettings")
local PlayFabHttpsCorona = require("plugin.playfab.client.PlayFabHttpsCorona")
lib.IPlayFabHttps.SetHttp(PlayFabHttpsCorona) -- Assign the Corona-specific IHttps wrapper
-------------------------------------------------------------------------------
-- END
-------------------------------------------------------------------------------
-- Return library instance
return lib
|
---
---This example definition of a class file is a guideline. The class system is
---left intentionally vague so as to not be too opinionated. Class files are
---assumed to be js files instead of blank yaml files just to future proof the
---bundle-loading of class files in case someone wants extra functionality in
---their classes.
---
return {
name = "Warrior",
description = "Warriors relish being face-to-face with their enemy. Whether it be wielding axes, maces, swords, or a nearby log, Warriors focus on dealing strong physical damage to their opponent. What they lack in the raw magical damage of a Mage, or the healing prowess of a Cleric, Warriors make up for in their tenacity. Those choosing the more defensive path of the shield can outlast otherwise deadly attacks.",
abilityTable = {
[3] = { skills = { "rend" } },
[5] = { skills = { "lunge" } },
[7] = { skills = { "shieldblock" } },
[10] = { skills = { "secondwind" } },
},
setupPlayer = function(state, player)
local energy = state.AttributeFactory:create("energy", 100);
player:addAttribute(energy);
player.prompt =
"[ %health.current%/%health.max% <bold>hp %energy.current%/%energy.max% <bold>energy ]";
end,
};
|
-- This file is auto-generated by shipwright.nvim
local common_fg = "#4C554D"
local inactive_bg = "#D5E7D8"
local inactive_fg = "#4B663C"
return {
normal = {
a = { bg = "#A3B5A6", fg = common_fg, gui = "bold" },
b = { bg = "#B8CCBA", fg = common_fg },
c = { bg = "#CAE0CD", fg = "#202E18" },
},
insert = {
a = { bg = "#B0C3D4", fg = common_fg, gui = "bold" },
},
command = {
a = { bg = "#E1BFD9", fg = common_fg, gui = "bold" },
},
visual = {
a = { bg = "#B4ED92", fg = common_fg, gui = "bold" },
},
replace = {
a = { bg = "#EEDFE0", fg = common_fg, gui = "bold" },
},
inactive = {
a = { bg = inactive_bg, fg = inactive_fg, gui = "bold" },
b = { bg = inactive_bg, fg = inactive_fg },
c = { bg = inactive_bg, fg = inactive_fg },
},
}
|
package.path = ".\\?.lua;" .. package.path
package.cpath = ".\\?.dll;" .. package.cpath
crvmgr = require("test_c")
require("init")
el_test_num_table = {
{"1000000000000000000000000000000000000000000000000000000000000000000000000", "#3", "1000000000000000000000000000000000000000000000000000000000000000000000000"},
{"100000000000000000000000000000000000000000000000000000000000000000000000", "#3", "一千無量大数"},
{"10000000000000000000000000000000000000000000000000000000000000000000000", "#3", "百無量大数"},
{"1000000000000000000000000000000000000000000000000000000000000000000000", "#3", "十無量大数"},
{"100000000000000000000000000000000000000000000000000000000000000000000", "#3", "一無量大数"},
{"10000000000000000000000000000000000000000000000000000000000000000000", "#3", "一千不可思議"},
{"1000000000000000000000000000000000000000000000000000000000000000000", "#3", "百不可思議"},
{"100000000000000000000000000000000000000000000000000000000000000000", "#3", "十不可思議"},
{"10000000000000000000000000000000000000000000000000000000000000000", "#3", "一不可思議"},
{"1000000000000000000000000000000000000000000000000000000000000000", "#3", "一千那由他"},
{"100000000000000000000000000000000000000000000000000000000000000", "#3", "百那由他"},
{"10000000000000000000000000000000000000000000000000000000000000", "#3", "十那由他"},
{"1000000000000000000000000000000000000000000000000000000000000", "#3", "一那由他"},
{"100000000000000000000000000000000000000000000000000000000000", "#3", "一千阿僧祇"},
{"10000000000000000000000000000000000000000000000000000000000", "#3", "百阿僧祇"},
{"1000000000000000000000000000000000000000000000000000000000", "#3", "十阿僧祇"},
{"100000000000000000000000000000000000000000000000000000000", "#3", "一阿僧祇"},
{"10000000000000000000000000000000000000000000000000000000", "#3", "一千恒河沙"},
{"1000000000000000000000000000000000000000000000000000000", "#3", "百恒河沙"},
{"100000000000000000000000000000000000000000000000000000", "#3", "十恒河沙"},
{"10000000000000000000000000000000000000000000000000000", "#3", "一恒河沙"},
{"1000000000000000000000000000000000000000000000000000", "#3", "一千極"},
{"100000000000000000000000000000000000000000000000000", "#3", "百極"},
{"10000000000000000000000000000000000000000000000000", "#3", "十極"},
{"1000000000000000000000000000000000000000000000000", "#3", "一極"},
{"100000000000000000000000000000000000000000000000", "#3", "一千載"},
{"10000000000000000000000000000000000000000000000", "#3", "百載"},
{"1000000000000000000000000000000000000000000000", "#3", "十載"},
{"100000000000000000000000000000000000000000000", "#3", "一載"},
{"10000000000000000000000000000000000000000000", "#3", "一千正"},
{"1000000000000000000000000000000000000000000", "#3", "百正"},
{"100000000000000000000000000000000000000000", "#3", "十正"},
{"10000000000000000000000000000000000000000", "#3", "一正"},
{"1000000000000000000000000000000000000000", "#3", "一千澗"},
{"100000000000000000000000000000000000000", "#3", "百澗"},
{"10000000000000000000000000000000000000", "#3", "十澗"},
{"1000000000000000000000000000000000000", "#3", "一澗"},
{"100000000000000000000000000000000000", "#3", "一千溝"},
{"10000000000000000000000000000000000", "#3", "百溝"},
{"1000000000000000000000000000000000", "#3", "十溝"},
{"100000000000000000000000000000000", "#3", "一溝"},
{"10000000000000000000000000000000", "#3", "一千穣"},
{"1000000000000000000000000000000", "#3", "百穣"},
{"100000000000000000000000000000", "#3", "十穣"},
{"10000000000000000000000000000", "#3", "一穣"},
{"1000000000000000000000000000", "#3", "一千𥝱"},
{"100000000000000000000000000", "#3", "百𥝱"},
{"10000000000000000000000000", "#3", "十𥝱"},
{"1000000000000000000000000", "#3", "一𥝱"},
{"100000000000000000000000", "#3", "一千垓"},
{"10000000000000000000000", "#3", "百垓"},
{"1000000000000000000000", "#3", "十垓"},
{"100000000000000000000", "#3", "一垓"},
{"10000000000000000000", "#3", "一千京"},
{"1000000000000000000", "#3", "百京"},
{"100000000000000000", "#3", "十京"},
{"10000000000000000", "#3", "一京"},
{"1000000000000000", "#3", "一千兆"},
{"100000000000000", "#3", "百兆"},
{"10000000000000", "#3", "十兆"},
{"1000000000000", "#3", "一兆"},
{"100000000000", "#3", "一千億"},
{"10000000000", "#3", "百億"},
{"1000000000", "#3", "十億"},
{"100000000", "#3", "一億"},
{"10000000", "#3", "一千万"},
{"1000000", "#3", "百万"},
{"100000", "#3", "十万"},
{"10000", "#3", "一万"},
{"1000", "#3", "一千"},
{"100", "#3", "百"},
{"10", "#3", "十"},
{"1", "#3", "一"},
{"123456789012345678901234", "#3", "一千二百三十四垓五千六百七十八京九千十二兆三千四百五十六億七千八百九十万一千二百三十四"},
{"12345678901234567890123", "#3", "百二十三垓四千五百六十七京八千九百一兆二千三百四十五億六千七百八十九万百二十三"},
{"1234567890123456789012", "#3", "十二垓三千四百五十六京七千八百九十兆一千二百三十四億五千六百七十八万九千十二"},
{"123456789012345678901", "#3", "一垓二千三百四十五京六千七百八十九兆百二十三億四千五百六十七万八千九百一"},
{"12345678901234567890", "#3", "一千二百三十四京五千六百七十八兆九千十二億三千四百五十六万七千八百九十"},
{"1234567890123456789", "#3", "百二十三京四千五百六十七兆八千九百一億二千三百四十五万六千七百八十九"},
{"123456789012345678", "#3", "十二京三千四百五十六兆七千八百九十億一千二百三十四万五千六百七十八"},
{"12345678901234567", "#3", "一京二千三百四十五兆六千七百八十九億百二十三万四千五百六十七"},
{"1234567890123456", "#3", "一千二百三十四兆五千六百七十八億九千十二万三千四百五十六"},
{"123456789012345", "#3", "百二十三兆四千五百六十七億八千九百一万二千三百四十五"},
{"12345678901234", "#3", "十二兆三千四百五十六億七千八百九十万一千二百三十四"},
{"1234567890123", "#3", "一兆二千三百四十五億六千七百八十九万百二十三"},
{"123456789012", "#3", "一千二百三十四億五千六百七十八万九千十二"},
{"12345678901", "#3", "百二十三億四千五百六十七万八千九百一"},
{"123456789", "#3", "一億二千三百四十五万六千七百八十九"},
{"12345678", "#3", "一千二百三十四万五千六百七十八"},
{"1234567", "#3", "百二十三万四千五百六十七"},
{"123456", "#3", "十二万三千四百五十六"},
{"12345", "#3", "一万二千三百四十五"},
{"1234", "#3", "一千二百三十四"},
{"123", "#3", "百二十三"},
{"12", "#3", "十二"},
{"1", "#3", "一"},
{"0", "#3", "〇"},
{"1000000000000000000000000000000000000000000000000000000000000000000000000", "#5", "1000000000000000000000000000000000000000000000000000000000000000000000000"},
{"100000000000000000000000000000000000000000000000000000000000000000000000", "#5", "壱千無量大数"},
{"10000000000000000000000000000000000000000000000000000000000000000000000", "#5", "百無量大数"},
{"1000000000000000000000000000000000000000000000000000000000000000000000", "#5", "拾無量大数"},
{"100000000000000000000000000000000000000000000000000000000000000000000", "#5", "壱無量大数"},
{"10000000000000000000000000000000000000000000000000000000000000000000", "#5", "壱千不可思議"},
{"1000000000000000000000000000000000000000000000000000000000000000000", "#5", "百不可思議"},
{"100000000000000000000000000000000000000000000000000000000000000000", "#5", "拾不可思議"},
{"10000000000000000000000000000000000000000000000000000000000000000", "#5", "壱不可思議"},
{"1000000000000000000000000000000000000000000000000000000000000000", "#5", "壱千那由他"},
{"100000000000000000000000000000000000000000000000000000000000000", "#5", "百那由他"},
{"10000000000000000000000000000000000000000000000000000000000000", "#5", "拾那由他"},
{"1000000000000000000000000000000000000000000000000000000000000", "#5", "壱那由他"},
{"100000000000000000000000000000000000000000000000000000000000", "#5", "壱千阿僧祇"},
{"10000000000000000000000000000000000000000000000000000000000", "#5", "百阿僧祇"},
{"1000000000000000000000000000000000000000000000000000000000", "#5", "拾阿僧祇"},
{"100000000000000000000000000000000000000000000000000000000", "#5", "壱阿僧祇"},
{"10000000000000000000000000000000000000000000000000000000", "#5", "壱千恒河沙"},
{"1000000000000000000000000000000000000000000000000000000", "#5", "百恒河沙"},
{"100000000000000000000000000000000000000000000000000000", "#5", "拾恒河沙"},
{"10000000000000000000000000000000000000000000000000000", "#5", "壱恒河沙"},
{"1000000000000000000000000000000000000000000000000000", "#5", "壱千極"},
{"100000000000000000000000000000000000000000000000000", "#5", "百極"},
{"10000000000000000000000000000000000000000000000000", "#5", "拾極"},
{"1000000000000000000000000000000000000000000000000", "#5", "壱極"},
{"100000000000000000000000000000000000000000000000", "#5", "壱千載"},
{"10000000000000000000000000000000000000000000000", "#5", "百載"},
{"1000000000000000000000000000000000000000000000", "#5", "拾載"},
{"100000000000000000000000000000000000000000000", "#5", "壱載"},
{"10000000000000000000000000000000000000000000", "#5", "壱千正"},
{"1000000000000000000000000000000000000000000", "#5", "百正"},
{"100000000000000000000000000000000000000000", "#5", "拾正"},
{"10000000000000000000000000000000000000000", "#5", "壱正"},
{"1000000000000000000000000000000000000000", "#5", "壱千澗"},
{"100000000000000000000000000000000000000", "#5", "百澗"},
{"10000000000000000000000000000000000000", "#5", "拾澗"},
{"1000000000000000000000000000000000000", "#5", "壱澗"},
{"100000000000000000000000000000000000", "#5", "壱千溝"},
{"10000000000000000000000000000000000", "#5", "百溝"},
{"1000000000000000000000000000000000", "#5", "拾溝"},
{"100000000000000000000000000000000", "#5", "壱溝"},
{"10000000000000000000000000000000", "#5", "壱千穣"},
{"1000000000000000000000000000000", "#5", "百穣"},
{"100000000000000000000000000000", "#5", "拾穣"},
{"10000000000000000000000000000", "#5", "壱穣"},
{"1000000000000000000000000000", "#5", "壱千𥝱"},
{"100000000000000000000000000", "#5", "百𥝱"},
{"10000000000000000000000000", "#5", "拾𥝱"},
{"1000000000000000000000000", "#5", "壱𥝱"},
{"100000000000000000000000", "#5", "壱千垓"},
{"10000000000000000000000", "#5", "百垓"},
{"1000000000000000000000", "#5", "拾垓"},
{"100000000000000000000", "#5", "壱垓"},
{"10000000000000000000", "#5", "壱千京"},
{"1000000000000000000", "#5", "百京"},
{"100000000000000000", "#5", "拾京"},
{"10000000000000000", "#5", "壱京"},
{"1000000000000000", "#5", "壱千兆"},
{"100000000000000", "#5", "百兆"},
{"10000000000000", "#5", "拾兆"},
{"1000000000000", "#5", "壱兆"},
{"100000000000", "#5", "壱千億"},
{"10000000000", "#5", "百億"},
{"1000000000", "#5", "拾億"},
{"100000000", "#5", "壱億"},
{"10000000", "#5", "壱千万"},
{"1000000", "#5", "百万"},
{"100000", "#5", "拾万"},
{"10000", "#5", "壱万"},
{"1000", "#5", "壱千"},
{"100", "#5", "百"},
{"10", "#5", "拾"},
{"1", "#5", "壱"},
{"125456789012345678901234", "#5", "壱千弐百五拾四垓五千六百七拾八京九千拾弐兆参千四百五拾六億七千八百九拾万壱千弐百参拾四"},
{"12345678901234567890123", "#5", "百弐拾参垓四千五百六拾七京八千九百壱兆弐千参百四拾五億六千七百八拾九万百弐拾参"},
{"1234567890123456789012", "#5", "拾弐垓参千四百五拾六京七千八百九拾兆壱千弐百参拾四億五千六百七拾八万九千拾弐"},
{"123456789012345678901", "#5", "壱垓弐千参百四拾五京六千七百八拾九兆百弐拾参億四千五百六拾七万八千九百壱"},
{"12345678901234567890", "#5", "壱千弐百参拾四京五千六百七拾八兆九千拾弐億参千四百五拾六万七千八百九拾"},
{"1234567890123456789", "#5", "百弐拾参京四千五百六拾七兆八千九百壱億弐千参百四拾五万六千七百八拾九"},
{"123456789012345678", "#5", "拾弐京参千四百五拾六兆七千八百九拾億壱千弐百参拾四万五千六百七拾八"},
{"12345678901234567", "#5", "壱京弐千参百四拾五兆六千七百八拾九億百弐拾参万四千五百六拾七"},
{"1234567890123456", "#5", "壱千弐百参拾四兆五千六百七拾八億九千拾弐万参千四百五拾六"},
{"123456789012345", "#5", "百弐拾参兆四千五百六拾七億八千九百壱万弐千参百四拾五"},
{"12345678901234", "#5", "拾弐兆参千四百五拾六億七千八百九拾万壱千弐百参拾四"},
{"1234567890123", "#5", "壱兆弐千参百四拾五億六千七百八拾九万百弐拾参"},
{"123456789012", "#5", "壱千弐百参拾四億五千六百七拾八万九千拾弐"},
{"12345678901", "#5", "百弐拾参億四千五百六拾七万八千九百壱"},
{"123456789", "#5", "壱億弐千参百四拾五万六千七百八拾九"},
{"12345678", "#5", "壱千弐百参拾四万五千六百七拾八"},
{"1234567", "#5", "百弐拾参万四千五百六拾七"},
{"123456", "#5", "拾弐万参千四百五拾六"},
{"12345", "#5", "壱万弐千参百四拾五"},
{"1234", "#5", "壱千弐百参拾四"},
{"123", "#5", "百弐拾参"},
{"12", "#5", "拾弐"},
{"1", "#5", "壱"},
{"0", "#5", "零"},
{"9876543210", "#0", "9876543210"},
{"9876543210", "#1", "9876543210"},
{"9876543210", "#2", "九八七六五四三二一〇"},
{"9", "#8", "9"},
{"98", "#8", "98"},
{"987", "#8", "987"},
{"9876", "#8", "9,876"},
{"98765", "#8", "98,765"},
{"987654", "#8", "987,654"},
{"9876543", "#8", "9,876,543"},
{"98765432", "#8", "98,765,432"},
{"987654321", "#8", "987,654,321"},
{"9876543210", "#8", "9,876,543,210"},
{"98765432109", "#8", "98,765,432,109"},
{"987654321098", "#8", "987,654,321,098"},
{"9876543210987", "#8", "9,876,543,210,987"},
{"98765432109876", "#8", "98,765,432,109,876"},
{"98", "#9", "9八"},
{"141", "#9", "141"},
{"1000000000001", "#3", "一兆一"},
{"10000000000001", "#3", "十兆一"},
{"100000000000001", "#3", "百兆一"},
{"1000000000000001", "#3", "一千兆一"},
{"24", "#6", "XXIV"},
{"48", "#6", "XLVIII"},
{"495", "#6", "CDXCV"},
{"1888", "#6", "MDCCCLXXXVIII"},
{"2444", "#6", "MMCDXLIV"},
{"3999", "#6", "MMMCMXCIX"},
}
local result = "OK"
for i, v in ipairs(el_test_num_table) do
print("<= \"" .. v[1] .. "\" \"".. v[2] .. "\"")
local s = lua_skk_convert_candidate(v[1], v[2], "")
if (s) then
if (s == "") then
s = v[2]
end
print("=> \"" .. s .. "\"")
else
print("=> nil")
end
if (v[3]) then
if (type(v[3]) == "function") then
v[3] = v[3](s)
end
if (tostring(s) == v[3]) then
print "OK\n"
else
result = "NG"
print("== " .. v[3] .. "\n" .. result)
break
end
else
print("\n")
end
end
if (result == "OK") then
print("\nAll OK.")
end
|
music = "mountains.ogg"
function start()
portal_up = Portal:new{x=1, y=4}
portal_down = Portal:new{x=5, y=4}
end
function stop()
end
function update(step)
portal_up:update()
portal_down:update()
if (portal_up.go_time) then
change_areas("mountain_descent1", 1, 4, DIRECTION_EAST)
elseif (portal_down.go_time) then
change_areas("mountain_descent3", 5, 4, DIRECTION_WEST)
end
end
function activate(activator, activated)
end
function collide(id1, id2)
end
|
AddCSLuaFile()
AddCSLuaFile("sh_sounds.lua")
include("sh_sounds.lua")
SWEP.magType = "pistolMag"
CustomizableWeaponry:registerAmmo(".30 Carbine", ".30 Caliber Rounds", 7.62, 33)
SWEP.PrintName = "M1 Carbine"
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.CSMuzzleFlashes = true
SWEP.IconLetter = "w"
killicon.Add( "khr_m1carbine", "icons/killicons/khr_m1carbine", Color(255, 80, 0, 150))
SWEP.SelectIcon = surface.GetTextureID("icons/killicons/khr_m1carbine")
SWEP.MuzzleEffect = "muzzleflash_6"
SWEP.PosBasedMuz = true
SWEP.ShellScale = 0.3
SWEP.FireMoveMod = 1
SWEP.ShellOffsetMul = 1
SWEP.ShellPosOffset = {x = 1, y = 0, z = 0}
SWEP.ForeGripOffsetCycle_Draw = 0
SWEP.SightWithRail = true
SWEP.DisableSprintViewSimulation = false
SWEP.SnapToIdlePostReload = true
SWEP.EffectiveRange_Orig = 68.4 * 39.37
SWEP.DamageFallOff_Orig = .34
SWEP.BoltBone = "Bolt"
SWEP.BoltBonePositionRecoverySpeed = 40
SWEP.BoltShootOffset = Vector(0, 2, 0)
SWEP.IronsightPos = Vector(-3.108, -3, 0.98)
SWEP.IronsightAng = Vector(0.92, 0.03, 0)
SWEP.EoTech553Pos = Vector(-3.108, -4.5, .15)
SWEP.EoTech553Ang = Vector(.92, 0, 0)
SWEP.CSGOACOGPos = Vector(0, 0, 0)
SWEP.CSGOACOGAng = Vector(0, 0, 0)
SWEP.MicroT1Pos = Vector(0, 0, 0)
SWEP.MicroT1Ang = Vector(0, 0, 0)
SWEP.KR_CMOREPos = Vector(-3.0885, -4.5, .159)
SWEP.KR_CMOREAng = Vector(.92, 0, 0)
SWEP.ShortDotPos = Vector(-3.0885, -5.5, .159)
SWEP.ShortDotAng = Vector(.92, 0, 0)
SWEP.FAS2AimpointPos = Vector(-3.05, -5, .585)
SWEP.FAS2AimpointAng = Vector(-.5, 0, 0)
SWEP.SprintPos = Vector(0.079, 0, -1.68)
SWEP.SprintAng = Vector(-20.403, 30.25, -26.031)
SWEP.CustomizePos = Vector(2.839, -1.407, -0.561)
SWEP.CustomizeAng = Vector(12.663, 22.513, 14.774)
SWEP.AlternativePos = Vector(-1, -1.6667, 0)
SWEP.AlternativeAng = Vector(0, 0, 0)
SWEP.CustomizationMenuScale = 0.023
SWEP.ViewModelMovementScale = 1
SWEP.AttachmentModelsVM = {
["md_saker222"] = { type = "Model", model = "models/cw2/attachments/556suppressor.mdl", bone = "receiver", rel = "", pos = Vector(0, 6.752, -1.15), angle = Angle(0, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["md_foregrip"] = { type = "Model", model = "models/wystan/attachments/foregrip1.mdl", bone = "receiver", rel = "", pos = Vector(-0.24, -3.636, -2.201), angle = Angle(0, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["md_rail"] = { type = "Model", model = "models/wystan/attachments/rail.mdl", bone = "receiver", rel = "", pos = Vector(0.28, 3, 0.15), angle = Angle(0, 90, 0), size = Vector(0.5, 1, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["md_fas2_eotech"] = { type = "Model", model = "models/c_fas2_eotech.mdl", bone = "receiver", rel = "", pos = Vector(0.039, 5, 0.689), angle = Angle(0, -90, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["md_fas2_aimpoint"] = { type = "Model", model = "models/c_fas2_aimpoint.mdl", bone = "receiver", rel = "", pos = Vector(0.1, 4.5, 0.55), angle = Angle(0, -90, 0), size = Vector(0.819, 0.819, 0.819), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["md_schmidt_shortdot"] = { type = "Model", model = "models/cw2/attachments/schmidt.mdl", bone = "receiver", rel = "", pos = Vector(-0.171, -1, -2.61), angle = Angle(0, -90, 0), size = Vector(0.649, 0.649, 0.649), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["odec3d_cmore_kry"] = { type = "Model", model = "models/weapons/krycek/sights/odec3d_cmore_reddot.mdl", bone = "receiver", rel = "", pos = Vector(0, 2.7, 1.149), angle = Angle(0, -90, 0), size = Vector(0.219, 0.219, 0.219), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.ForeGripHoldPos = {
["l_wrist"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(12.222, -3.333, -10) },
["l_upperarm"] = { scale = Vector(1, 1, 1), pos = Vector(0.185, -0.186, 0.185), angle = Angle(0, 0, 0) },
["l_index_low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 16.666) },
["l_armtwist_1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(3.332, 0, 0) },
["l_forearm"] = { scale = Vector(1, 1, 1), pos = Vector(-0.186, 0.185, -1.297), angle = Angle(63.333, 0, 7.777) }}
SWEP.SchmidtShortDotAxisAlign = {right = 0, up = 0, forward = 0}
end
SWEP.MuzzleVelocity = 700 -- in meter/s
SWEP.LuaViewmodelRecoil = false
SWEP.CanRestOnObjects = true
SWEP.Attachments = {[1] = {header = "Sight", offset = {400, -150}, atts = {"odec3d_cmore_kry", "md_fas2_eotech", "md_fas2_aimpoint"}},
[3] = {header = "Conversion", offset = {1000, 100}, atts = {"md_m2carbine"}},
[2] = {header = "Barrel", offset = {-380, -200}, atts = {"md_saker222"}},
["+reload"] = {header = "Ammo", offset = {-300, 250}, atts = {"am_magnum", "am_matchgrade"}}}
SWEP.Animations = {fire = {"shoot1","shoot2","shoot3"},
reload = "reload",
idle = "idle",
draw = "draw2"}
SWEP.Sounds = { draw2 = {{time = 0, sound = "KSKS.Deploy"}},
reload = {[1] = {time = .5, sound = "M1C.CLIPOUT"},
[2] = {time = 2.15, sound = "KRISS_Magin"},
[3] = {time = 2.55, sound = "KRISS_Maghit"},
[4] = {time = 3.5, sound = "M1C.BOLT"}}}
SWEP.HoldBoltWhileEmpty = false
SWEP.DontHoldWhenReloading = true
SWEP.LuaVMRecoilAxisMod = {vert = 1.25, hor = .5, roll = .25, forward = .5, pitch = 1.5}
SWEP.SpeedDec = 30
SWEP.OverallMouseSens = .9
SWEP.Slot = 3
SWEP.SlotPos = 0
SWEP.NormalHoldType = "ar2"
SWEP.RunHoldType = "passive"
SWEP.FireModes = {"semi"}
SWEP.Base = "cw_base"
SWEP.Category = "CW 2.0 - Rifles"
SWEP.Author = "Khris"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.ViewModelFOV = 75
SWEP.AimViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/khrcw2/v_khri_m1car.mdl"
SWEP.WorldModel = "models/khrcw2/w_khri_m1car.mdl"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = 15
SWEP.Primary.DefaultClip = 15
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = ".30 Carbine"
SWEP.FireDelay = 60/600
SWEP.FireSound = "M1C.Fire"
SWEP.FireSoundSuppressed = "M1C.SupFire"
SWEP.Recoil = 1
SWEP.HipSpread = 0.040
SWEP.AimSpread = 0.0046
SWEP.VelocitySensitivity = 1
SWEP.MaxSpreadInc = 0.04
SWEP.SpreadPerShot = 0.006
SWEP.SpreadCooldown = .1
SWEP.Shots = 1
SWEP.Damage = 30
SWEP.DeployTime = 0.6
SWEP.ReloadSpeed = 1.1
SWEP.ReloadTime = 4.4
SWEP.ReloadTime_Empty = 4.4
SWEP.ReloadHalt = 4.4
SWEP.ReloadHalt_Empty = 4.4
SWEP.Offset = {
Pos = {
Up = 2,
Right = 1,
Forward = -3,
},
Ang = {
Up = 1,
Right = -10,
Forward = 180,
}
}
function SWEP:DrawWorldModel( )
local hand, offset, rotate
local pl = self:GetOwner()
if IsValid( pl ) then
local boneIndex = pl:LookupBone( "ValveBiped.Bip01_R_Hand" )
if boneIndex then
local pos, ang = pl:GetBonePosition( boneIndex )
pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up
ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up)
ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right )
ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward )
self:SetRenderOrigin( pos )
self:SetRenderAngles( ang )
self:DrawModel()
end
else
self:SetRenderOrigin( nil )
self:SetRenderAngles( nil )
self:DrawModel()
end
end
function SWEP:IndividualThink()
self.EffectiveRange = 68.4 * 39.37
self.DamageFallOff = .34
if self.ActiveAttachments.am_matchgrade then
self.EffectiveRange = ((self.EffectiveRange + 10.26 * 39.37))
self.DamageFallOff = ((self.DamageFallOff - .051))
end
if self.ActiveAttachments.md_saker222 then
self.EffectiveRange = ((self.EffectiveRange - 17.1 * 39.37))
self.DamageFallOff = ((self.DamageFallOff + .085))
end
end |
-- https://github.com/ImagicTheCat/vRP
-- MIT license (see LICENSE or vrp/vRPShared.lua)
if not vRP.modules.map then return end
-- BLIPS: see https://wiki.gtanet.work/index.php?title=Blips for blip id/color
local IDManager = module("vrp", "lib/IDManager")
local Map = class("Map", vRP.Extension)
-- SUBCLASS
Map.Entity = class("Map.Entity")
-- Entity.command for command methods
function Map.Entity:__construct(id,cfg)
self.id = id
self.cfg = cfg
end
-- called when the entity is loaded
function Map.Entity:load()
end
-- called when the entity is unloaded
function Map.Entity:unload()
end
-- called to check if the entity is active
-- px, py, pz: player position
-- should return true if active
function Map.Entity:active(px, py, pz)
return false
end
-- called at each render frame if the entity is active
-- time: seconds since last frame
function Map.Entity:frame(time)
end
-- basic entities
local PosEntity = class("PosEntity", Map.Entity)
Map.PosEntity = PosEntity
function PosEntity:load()
self.active_distance = self.cfg.active_distance or 250
self.pos = self.cfg.pos
end
function PosEntity:active(px,py,pz)
local dist = GetDistanceBetweenCoords(self.pos[1],self.pos[2],self.pos[3],px,py,pz,true)
return (dist <= self.active_distance)
end
-- PoI
local PoI = class("PoI", Map.PosEntity)
function PoI:load()
PosEntity.load(self)
-- blip
if self.cfg.blip_id and self.cfg.blip_color then
self.blip = AddBlipForCoord(self.cfg.pos[1],self.cfg.pos[2],self.cfg.pos[3])
SetBlipSprite(self.blip, self.cfg.blip_id)
SetBlipAsShortRange(self.blip, true)
SetBlipColour(self.blip, self.cfg.blip_color)
if self.cfg.blip_scale then
SetBlipScale(self.blip, self.cfg.blip_scale)
end
if self.cfg.blip_flashes then
if self.cfg.blip_flashes == 2 then
SetBlipFlashesAlternate(self.blip, true)
else
SetBlipFlashes(self.blip, true)
end
end
if self.cfg.title then
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(self.cfg.title)
EndTextCommandSetBlipName(self.blip)
end
end
-- prepare marker
self.scale = self.cfg.scale or {0.7,0.7,0.5}
self.color = self.cfg.color or {0,255,125,125}
self.marker_id = self.cfg.marker_id
self.height = self.cfg.height or 0
self.rotate_speed = self.cfg.rotate_speed
self.rz = 0
end
function PoI:unload()
if self.blip then
RemoveBlip(self.blip)
end
end
function PoI:active(px,py,pz)
return (PosEntity.active(self, px,py,pz) and self.marker_id)
end
function PoI:frame(time)
if self.rotate_speed then
self.rz = (self.rz+360*self.rotate_speed*time)%360
end
DrawMarker(self.marker_id,self.pos[1],self.pos[2],self.pos[3]+self.height,0,0,0,0,0,self.rz,self.scale[1],self.scale[2],self.scale[3],self.color[1],self.color[2],self.color[3],self.color[4],0)
end
PoI.command = {}
function PoI.command:setBlipRoute()
if self.blip then
SetBlipRoute(self.blip,true)
end
end
-- PlayerMark
local PlayerMark = class("PlayerMark", Map.Entity)
function PlayerMark:setup()
-- get target ped
local player = GetPlayerFromServerId(self.cfg.player)
if player and NetworkIsPlayerConnected(player) then
self.ped = GetPlayerPed(player)
end
-- blip
if self.ped and self.cfg.blip_id and self.cfg.blip_color then
self.blip = AddBlipForEntity(self.ped)
SetBlipSprite(self.blip, self.cfg.blip_id)
SetBlipAsShortRange(self.blip, true)
SetBlipColour(self.blip, self.cfg.blip_color)
if self.cfg.blip_scale then
SetBlipScale(self.blip, self.cfg.blip_scale)
end
if self.cfg.blip_flashes then
if self.cfg.blip_flashes == 2 then
SetBlipFlashesAlternate(self.blip, true)
else
SetBlipFlashes(self.blip, true)
end
end
if self.cfg.title then
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(self.cfg.title)
EndTextCommandSetBlipName(self.blip)
end
end
end
function PlayerMark:load()
self:setup()
end
function PlayerMark:unload()
if self.blip then
RemoveBlip(self.blip)
end
end
function PlayerMark:active()
if not DoesBlipExist(self.blip) then
self:setup()
end
return false
end
-- METHODS
function Map:__construct()
vRP.Extension.__construct(self)
self.entities = {} -- map of id (number or name) => entity
self.entities_ids = IDManager()
self.def_entities = {} -- defined entities
self.frame_entities = {} -- active entities for the next frames
self.areas = {}
-- basic entities
self:registerEntity(PoI)
self:registerEntity(PlayerMark)
-- task: entities active check
Citizen.CreateThread(function()
while true do
Citizen.Wait(100)
local px,py,pz = vRP.EXT.Base:getPosition()
self.frame_entities = {}
for id,entity in pairs(self.entities) do
if entity:active(px,py,pz) then
self.frame_entities[entity] = true
end
end
end
end)
-- task: entities frame
Citizen.CreateThread(function()
local last_time = GetGameTimer()
while true do
Citizen.Wait(0)
local time = GetGameTimer()
local elapsed = (last_time-time)*0.001
last_time = time
for entity in pairs(self.frame_entities) do
entity:frame(elapsed)
end
end
end)
-- task: areas triggers detections
Citizen.CreateThread(function()
while true do
Citizen.Wait(250)
local px,py,pz = vRP.EXT.Base:getPosition()
for k,v in pairs(self.areas) do
-- detect enter/leave
local player_in = (GetDistanceBetweenCoords(v.x,v.y,v.z,px,py,pz,true) <= v.radius and math.abs(pz-v.z) <= v.height)
if v.player_in and not player_in then -- was in: leave
self.remote._leaveArea(k)
elseif not v.player_in and player_in then -- wasn't in: enter
self.remote._enterArea(k)
end
v.player_in = player_in -- update area player_in
end
end
end)
end
-- ent: Map.Entity class
function Map:registerEntity(ent)
if class.is(ent, Map.Entity) then
local id = class.name(ent)
if self.def_entities[id] then
self:log("WARNING: re-registered entity \""..id.."\"")
end
self.def_entities[id] = ent
else
self:error("Not an Entity class.")
end
end
-- add entity
-- ent: registered entity name
-- cfg: entity config
-- return id (number) or nil on failure
function Map:addEntity(ent, cfg)
local cent = self.def_entities[ent]
local id
if cent then
id = self.entities_ids:gen()
local nent = cent(id, cfg)
self.entities[id] = nent
nent:load()
end
return id
end
-- id: number or string
function Map:removeEntity(id)
local ent = self.entities[id]
if ent then
ent:unload()
self.frame_entities[ent] = nil
self.entities[id] = nil
if type(id) == "number" then
self.entities_ids:free(id)
end
end
end
-- id: number (update added entity) or string (create/update named entity)
-- ent: registered entity name
-- cfg: entity config
function Map:setEntity(id, ent, cfg)
local cent = self.def_entities[ent]
if cent then
-- unload previous entity
local pent = self.entities[id]
if pent then
pent:unload()
self.frame_entities[pent] = nil
end
-- load new entity
local nent = cent(id, cfg)
self.entities[id] = nent
nent:load()
end
end
-- entity command
-- id: number or string
-- command: command name
-- ...: arguments
function Map:commandEntity(id, command, ...)
local ent = self.entities[id]
if ent then
local f = ent.command[command]
if f then
return f(ent, ...)
end
end
end
-- GPS
-- set the GPS destination marker coordinates
function Map:setGPS(x,y)
SetNewWaypoint(x,y)
end
-- AREA
-- create/update a cylinder area
function Map:setArea(name,x,y,z,radius,height)
local area = {x=x,y=y,z=z,radius=radius,height=height}
-- default values
if area.height == nil then area.height = 6 end
self.areas[name] = area
end
-- remove area
function Map:removeArea(name)
self.areas[name] = nil
end
-- DOOR
-- set the closest door state
-- doordef: .model or .modelhash
-- locked: boolean
-- doorswing: -1 to 1
function Map:setStateOfClosestDoor(doordef, locked, doorswing)
local x,y,z = vRP.EXT.Base:getPosition()
local hash = doordef.modelhash
if hash == nil then
hash = GetHashKey(doordef.model)
end
SetStateOfClosestDoorOfType(hash,x,y,z,locked,doorswing)
end
-- TUNNEL
Map.tunnel = {}
Map.tunnel.addEntity = Map.addEntity
Map.tunnel.setEntity = Map.setEntity
Map.tunnel.removeEntity = Map.removeEntity
Map.tunnel.commandEntity = Map.commandEntity
Map.tunnel.setGPS = Map.setGPS
Map.tunnel.setArea = Map.setArea
Map.tunnel.removeArea = Map.removeArea
Map.tunnel.setStateOfClosestDoor = Map.setStateOfClosestDoor
vRP:registerExtension(Map)
|
function ExtractResources(sourceDir, destDir)
SetDataType("S06")
-- TODO: Finish this
end
function Load(dataDir, cacheDir, stageID)
SetDataType("S06")
local dir, type = dataDir, "xenon"
-- TODO: Make an IOPathCombine function please you beautiful moron
if IODirExists(dir .. "/xenon") then
type = "xenon"
elseif IODirExists(dir .. "/ps3") then
type = "ps3"
else
LogError("ERROR: Invalid Data Directory")
return
end
dir = dir .. "/" .. type
-- Set Data (E.G. xenon/archives/scripts.arc)
UIChangeStatus("Extracting Scripts ARC...")
Extract(dir .. "/archives/scripts.arc", "{0}/scripts", "Scripts")
local setDir = "{0}/scripts/" .. type .. "/placement/{1}"
local files = IOGetFilesInDir(setDir, "*.set", false)
if files ~= nil and #files > 0 then
UIShowProgress()
for i = 1, #files do
UIChangeProgress(((i - 1) / #files) * 100)
UIChangeLoadStatus(string.format(
"Set Data %02d/%02d", i, #files))
LoadSetLayer(files[i]) -- TODO: Load Object Models
end
UIHideProgress()
end
UIToggleSetsSaving(true)
-- TODO: Finish This
end
function SaveSets(dataDir, cacheDir, stageID)
-- Set Data (E.G. xenon/archives/scripts.arc)
SetDataType("S06")
local dir, type = cacheDir .. "/scripts", "xenon"
if IODirExists(dir .. "/xenon") then
type = "xenon"
elseif IODirExists(dir .. "/ps3") then
type = "ps3"
else
LogError("ERROR: Invalid Data Directory")
return
end
dir = dir .. "/" .. type
local setDir = "{0}/scripts/" .. type .. "/placement/{1}"
SaveSetLayers(setDir, "", ".set", true)
-- TODO: Repack
end
function SaveAll(dataDir, cacheDir, stageID)
-- TODO
end |
object_tangible_loot_undead_decal_smear_01 = object_tangible_loot_undead_shared_decal_smear_01:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_undead_decal_smear_01, "object/tangible/loot/undead/decal_smear_01.iff")
|
local os = require('ffi').os
local env = require('env')
local tmpdir = os == 'Windows' and env.get('TMP') or '/tmp'
local db = require("./lus/db").DB:new("sqlite3", tmpdir.."/test.sqlite3")
local User = require("./lus/db").Model:extend():new(db)
local app = require("./lus/websocket").WebSocket:new()
-- prepare db
User.db:run"DROP TABLE user"
User.db:run[[
CREATE TABLE user(
id INT PRIMARY KEY,
name VARCHAR(50),
email VARCHAR(50)
)
]]
local list = {
{ id=1, name="Jose das Couves", email="jose@couves.com", },
{ id=2, name="Jack", email="manoel.joaquim@cafundo.com", },
{ id=3, name="Jack", email="maria@dores.com", },
}
print("------------------------ User:save")
for i, p in pairs (list) do
User:save({id=p.id, name=p.name, email=p.email})
end
print("------------------------ User:all")
p(User:all())
print("------------------------ User:find(1)")
p(User:find(1))
print("------------------------ User:find(4)")
p(User:find(4))
print("------------------------ User:where({name='Jack'})")
p(User:where({name='Jack'}))
print("------------------------ User:where(where({name='Jack',email='maria@dores.com'})")
p(User:where({name='Jack',email='maria@dores.com'}))
print("------------------------ User:update({name='Jack2'},{email='maria@dores.com'})")
p(User:update({name='Jack2'},{email='maria@dores.com'}))
print("------------------------ User:where({name='Jack2'})")
p(User:where({name='Jack2'}))
print("------------------------ User:destroy({id=2})")
p(User:destroy({id=2}))
print("------------------------ User:destroy({name='Jack2'})")
p(User:destroy({name='Jack2'}))
print("------------------------ User:all")
p(User:all())
app:listen({port=8002,enc='json'}, function(net)
p("-- [Server]onListen", net:peeraddress().ip..":"..net:peeraddress().port)
net:on('User', function(args)
print("= [Server]on User", args.id)
local user = User:find(args.id)
net:Emit('User', {user=user})
end)
end, function(net, data)
p("-- [Server]onReceive", data, net:peeraddress().ip..":"..net:peeraddress().port)
end, function(net)
p("-- [Server]onClose")
end)
print("================= Server listen at", "websocket://"..app._ip..":"..app._port) |
local rpc = require 'lua-lsp.rpc'
local log = require 'lua-lsp.log'
local method_handlers = require 'lua-lsp.methods'
_G.Types = _G.Types or {}
_G.Documents = _G.Documents or {}
_G.Globals = _G.Globals -- defined in analyze.lua
-- selfish default
_G.Config = _G.Config or {
language = "5.3",
builtins = {"5_3"},
packagePath = {"./?.lua"},
debugMode = false,
_useNativeLuacheck = false -- underscore means "experimental" here
}
_G.Shutdown = false
_G.Initialized = _G.Initialized or false
_G.print = function()
error("illegal print, use log() instead:", 2)
end
local function reload_all()
for name, _ in pairs(package.loaded) do
if name:find("^lua%-lsp") and name ~= 'lua-lsp.log' then
package.loaded[name] = nil
end
end
log.verbose("===========================")
method_handlers = require 'lua-lsp.methods'
end
local function main(_)
while not Shutdown do
-- header
local data, err = rpc.decode()
if _G.Config.debugMode then
reload_all()
end
if data == nil then
if err == "eof" then return os.exit(1) end
error(err)
elseif data.method then
-- request
if not method_handlers[data.method] then
log.verbose("confused by %t", data)
err = string.format("%q: Not found/NYI", tostring(data.method))
if data.id then
rpc.respondError(data.id, err, "MethodNotFound")
else
log.warning("%s", err)
end
else
local ok
ok, err = xpcall(function()
method_handlers[data.method](data.params, data.id)
end, debug.traceback)
if not ok then
if data.id then
rpc.respondError(data.id, err, "InternalError")
else
log.warning("%s", tostring(err))
end
end
end
elseif data.result then
rpc.finish(data)
elseif data.error then
log("client error:%s", data.error.message)
end
end
end
return main
--https://code.visualstudio.com/blogs/2016/06/27/common-language-protocol
|
-------------------------------------------------------------------------------
-- @author lilydjwg <lilydjwg@gmail.com>
-- @copyright GPLv3
-- vim:se sw=2:
-------------------------------------------------------------------------------
require "logging"
local LEVEL_PREFIX = {
[logging.DEBUG] = '\27[34m[D',
[logging.INFO] = '\27[32m[I',
[logging.WARN] = '\27[33m[W',
[logging.ERROR] = '\27[31m[E',
[logging.FATAL] = '\27[31m[F',
}
function logging.beautifullog(filename, funclevel)
if type(filename) ~= "string" then
filename = "/dev/stderr"
end
local f = io.open(filename, "a")
if not f then
return nil, string.format("file `%s' could not be opened for writing", filename)
end
f:setvbuf("line")
return logging.new(function(self, level, message)
local date = os.date("%m-%d %H:%M:%S")
local frame = debug.getinfo(funclevel or 4)
local s = string.format('%s %s %s:%d]\27[m %s\n',
LEVEL_PREFIX[level], date,
frame.short_src,
frame.currentline,
message
)
f:write(s)
return true
end)
end
|
--[[
Config provider module
Copyright (c) 2020-2021 outsidepro-arts
License: MIT License
]]--
-- Before use this module, please fill the config.section by your unique name which should set to ExtState
local config = {}
-- A few local functions
local function toboolean(value)
if type(value) == "string" then
return ({["false"] = false, ["true"] = true})[value]
else
return (value > 0)
end
end
function config.getboolean(key, defvalue)
local state = reaper.GetExtState(config.section, "cfg_"..key)
if state ~= "" then
return toboolean(state)
end
if defvalue ~= nil then
return defvalue
end
return nil
end
function config.getinteger(key, defvalue)
local state = reaper.GetExtState(config.section, "cfg_"..key)
if tonumber(state) then
return tonumber(state)
end
if defvalue then
return defvalue
end
return nil
end
function config.getstring(key, defvalue)
local state = reaper.GetExtState(config.section, "cfg_"..key)
if state ~= "" then
return state
end
if defvalue then
return defvalue
end
return nil
end
function config.setboolean(key, value)
reaper.SetExtState(config.section, "cfg_"..key, ({[true] = "true", [false] = "false"})[value], true)
end
function config.setinteger(key, value)
if tonumber(value) then
reaper.SetExtState(config.section, "cfg_"..key, tonumber(value), true)
else
reaper.SetExtState(config.section, "cfg_"..key, 0, true)
end
end
function config.setstring(key, value)
reaper.SetExtState(config.section, "cfg_"..key, tostring(value), true)
end
return config |
local responses = require "kong.tools.responses"
local singletons = require "kong.singletons"
local pl_stringx = require "pl.stringx"
local _ = require "lodash"
local function load_consumer_resources(consumer_id)
local cache = singletons.cache
local dao = singletons.dao
local role_cache_key = dao.rbac_role_consumers:cache_key(consumer_id)
local roles, err = cache:get(role_cache_key, nil, (function(id)
return dao.rbac_role_consumers:find_all({ consumer_id = id })
end), consumer_id)
if err then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
if table.getn(roles) < 1 then
return {}
end
local resources = {}
_.forEach(roles, (function(role)
local role_resource_cache_key = dao.rbac_role_resources:cache_key(role.role_id)
local role_resources, role_resource_err = cache:get(role_resource_cache_key, nil, (function(role_id)
return dao.rbac_role_resources:find_all({ role_id = role_id })
end), role.role_id)
if role_resource_err then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(role_resource_err)
end
resources = _.union(resources, role_resources)
end))
return resources
end
local function get_root_consumers()
local root_consumers = os.getenv('KONG_RBAC_ROOT_CONSUMERS')
if root_consumers then
return pl_stringx.split(root_consumers, ',')
end
return {}
end
return {
load_consumer_resources = load_consumer_resources,
get_root_consumers = get_root_consumers
}
|
--[[
--MIT License
--
--Copyright (c) 2019 manilarome
--Copyright (c) 2020 Tom Meyers
--
--Permission is hereby granted, free of charge, to any person obtaining a copy
--of this software and associated documentation files (the "Software"), to deal
--in the Software without restriction, including without limitation the rights
--to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--copies of the Software, and to permit persons to whom the Software is
--furnished to do so, subject to the following conditions:
--
--The above copyright notice and this permission notice shall be included in all
--copies or substantial portions of the Software.
--
--THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
--IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
--FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
--AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
--LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
--SOFTWARE.
]]
local file_exists = require("lib-tde.file").exists
local split = require("lib-tde.function.common").split
local function extract(line)
local splitted = split(line, "=")
if splitted[1] == nil or splitted[2] == nil then
return nil
end
return splitted[1]:gsub("%s+", ""), splitted[2]:gsub("%s+", ""):gsub('"', ""):gsub("'", ""):gsub("`", "")
end
local function parse_file(file)
local lines = {}
for line in io.lines(file) do
if not (line:sub(1, 1) == "#") then
line = split(line, "#")[1]
local data, payload = extract(line)
if not (data == nil) then
lines[data] = payload
end
end
end
return lines
end
return function(file)
if not (type(file) == "string") then
return {}
end
print("Parsing file: " .. file)
if file_exists(file) then
local result = parse_file(file)
print("Finished parsing file: " .. file)
return result
end
return {}
end
|
require("lunatest.lunatest")
function test_loads()
require("help")
assert_table(help)
end
function test_concat()
require("help")
local a = help.docstring[[This is an example]] .. function()
return "function return value"
end
assert_function(a)
assert_string(a())
end
function test_concat_lookup()
require("help")
local a = help.docstring[[This is an example]] .. function()
return "function return value"
end
assert_string(help.lookup(a))
end
function test_concat_twice()
require("help")
local a = help.docstring[[This is an example]] .. help.docstring[[This is another example]] .. function()
return "function return value"
end
assert_function(a)
assert_string(a())
end
function test_concat_twice_lookup()
require("help")
local a = help.docstring[[This is an example]] .. help.docstring[[This is another example]] .. function()
return "function return value"
end
assert_table(help.lookup(a))
assert_len(2, help.lookup(a))
end
function test_call()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]](a)
assert_function(a)
assert_string(a())
end
function test_call_chain()
require("help")
local function a()
return "function return value"
end
local function b()
return 5
end
help.docstring[[This is an example]](a)(b)
assert_function(a)
assert_string(a())
assert_string(help.lookup(a))
assert_function(b)
assert_number(b())
assert_string(help.lookup(b))
end
function test_call_lookup()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]](a)
assert_string(help.lookup(a))
end
function test_call_twice()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]](a)
help.docstring[[This is another example]](a)
assert_function(a)
assert_string(a())
end
function test_call_twice_lookup()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]](a)
help.docstring[[This is another example]](a)
assert_table(help.lookup(a))
assert_len(2, help.lookup(a))
end
function test_applyto()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]].applyTo(a)
assert_function(a)
assert_string(a())
end
function test_applyto_chain()
require("help")
local function a()
return "function return value"
end
local function b()
return 5
end
help.docstring[[This is an example]].applyTo(a).applyTo(b)
assert_function(a)
assert_string(a())
assert_string(help.lookup(a))
assert_function(b)
assert_number(b())
assert_string(help.lookup(b))
end
function test_applyto_lookup()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]].applyTo(a)
assert_string(help.lookup(a))
end
function test_applyto_twice()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]].applyTo(a)
help.docstring[[This is another example]].applyTo(a)
assert_function(a)
assert_string(a())
end
function test_applyto_twice_lookup()
require("help")
local function a()
return "function return value"
end
help.docstring[[This is an example]].applyTo(a)
help.docstring[[This is another example]].applyTo(a)
assert_table(help.lookup(a))
assert_len(2, help.lookup(a))
end
function test_selfdoc_list_of_functions()
require("help")
assert_gt(#help, 1)
assert_not_nil(help.lookup(help), "The help table has no documentation!")
local keys = {}
local foundKeys = {}
for k,v in pairs(help) do
table.insert(keys, k)
foundKeys[k] = false
end
for _,v in ipairs(help.lookup(help)["functions"]) do
assert_not_nil(foundKeys[v], "Function listed in documentation does not exist: " .. v)
assert_false(foundKeys[v], "Function is listed in documentation more than once: " .. v)
foundKeys[v] = true
end
for _,v in ipairs(help.lookup(help)["additionalFeatures"]) do
assert_not_nil(foundKeys[v], "additionalFeature listed in documentation does not exist: " .. v)
assert_false(foundKeys[v], "additionalFeature is listed in documentation more than once: " .. v)
foundKeys[v] = true
end
for k,v in pairs(foundKeys) do
assert_true(v, "Functions/additionalFeatures not listed in documentation for help: " .. k)
end
end
function test_selfdoc_complete()
require("help")
for k,v in pairs(help) do
assert_not_nil(help.lookup(v), "Function help." ..k.. " is not documented")
end
end
function test_selfdoc_gc()
require("help")
collectgarbage("collect")
assert_gt(#help, 1)
assert_not_nil(help.lookup(help), "The help table has no documentation following garbage collection!")
end
function test_nodoc_builtins()
require("help")
assert_nil(help.lookup(1), "Don't document generic numbers!")
assert_nil(help.lookup({}), "Don't document generic tables!")
assert_nil(help.lookup(nil), "Don't document nil!")
assert_nil(help.lookup("blabla"), "Don't document generic strings!")
assert_nil(help.lookup(function() end), "Don't document generic functions!")
assert_nil(help.lookup(coroutine.create(function() end)), "Don't document generic coroutines!")
end
lunatest.run()
|
include("LensSupport")
local LENS_NAME = "ML_WONDER"
local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
-- ===========================================================================
-- Wonder Lens Support
-- ===========================================================================
-- ===========================================================================
-- Exported functions
-- ===========================================================================
local function OnGetColorPlotTable()
local mapWidth, mapHeight = Map.GetGridSize();
local localPlayer :number = Game.GetLocalPlayer();
local localPlayerVis:table = PlayersVisibility[localPlayer];
local NaturalWonderColor :number = UI.GetColorValue("COLOR_NATURAL_WONDER_LENS");
local PlayerWonderColor :number = UI.GetColorValue("COLOR_PLAYER_WONDER_LENS");
local colorPlot:table = {};
colorPlot[NaturalWonderColor] = {}
colorPlot[PlayerWonderColor] = {}
for i = 0, (mapWidth * mapHeight) - 1, 1 do
local pPlot:table = Map.GetPlotByIndex(i);
if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) then
-- check for player wonder.
if plotHasWonder(pPlot) then
table.insert(colorPlot[PlayerWonderColor], i);
else
-- Check for natural wonder
local featureInfo = GameInfo.Features[pPlot:GetFeatureType()];
if featureInfo ~= nil and featureInfo.NaturalWonder then
table.insert(colorPlot[NaturalWonderColor], i)
end
end
end
end
return colorPlot
end
--[[
local function ShowWonderLens()
LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
UILens.ToggleLayerOn(ML_LENS_LAYER)
end
local function ClearWonderLens()
if UILens.IsLayerOn(ML_LENS_LAYER) then
UILens.ToggleLayerOff(ML_LENS_LAYER);
end
LuaEvents.MinimapPanel_SetActiveModLens("NONE");
end
local function OnInitialize()
-- Nothing to do
end
]]
local WonderLensEntry = {
LensButtonText = "LOC_HUD_WONDER_LENS",
LensButtonTooltip = "LOC_HUD_WONDER_LENS_TOOLTIP",
Initialize = nil,
GetColorPlotTable = OnGetColorPlotTable
}
-- minimappanel.lua
if g_ModLenses ~= nil then
g_ModLenses[LENS_NAME] = WonderLensEntry
end
-- modallenspanel.lua
if g_ModLensModalPanel ~= nil then
g_ModLensModalPanel[LENS_NAME] = {}
g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_WONDER_LENS"
g_ModLensModalPanel[LENS_NAME].Legend = {
{"LOC_TOOLTIP_WONDER_LENS_NWONDER", UI.GetColorValue("COLOR_NATURAL_WONDER_LENS")},
{"LOC_TOOLTIP_RESOURCE_LENS_PWONDER", UI.GetColorValue("COLOR_PLAYER_WONDER_LENS")}
}
end
|
-- =============================================
-- -== TODO Comments ==-
-- =============================================
local todo_comments = require("todo-comments")
local colors = require("tokyonight.colors").setup({})
todo_comments.setup({
signs = true,
sign_priority = 8,
keywords = {
FIX = {
icon = " ",
color = "error",
alt = { "FIXME", "BUG", "FIXIT", "ISSUE" },
-- signs = false,
},
TODO = { icon = " ", color = "info" },
NOTE = { icon = " ", color = "hint", alt = { "INFO" } },
},
merge_keywords = true,
-- highlighting of the line containing the todo comment
-- * before: highlights before the keyword (typically comment characters)
-- * keyword: highlights of the keyword
-- * after: highlights after the keyword (todo text)
highlight = {
before = "", -- "fg" or "bg" or empty
keyword = "fg", -- "fg", "bg", "wide" or empty.
after = "fg", -- "fg" or "bg" or empty
pattern = [[.*<(KEYWORDS)\s*:]], -- Vim regex
comments_only = true,
max_line_len = 400, -- ignore lines longer than this
exclude = {}, -- list of file types to exclude highlighting
},
-- list of named colors where we try to extract the guifg from the
-- list of hilight groups or use the hex color if hl not found as a fallback
colors = {
error = { "DiagnosticError", "ErrorMsg", colors.red },
info = { "DiagnosticInfo", colors.green },
hint = { "DiagnosticHint", colors.blue2 },
},
search = {
command = "rg",
args = {
"--color=never",
"--no-heading",
"--with-filename",
"--line-number",
"--column",
},
pattern = [[\b(KEYWORDS):]],
},
})
|
-- Copyright (C) 2017-2020 DBotThePony
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do so,
-- subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all copies
-- or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
-- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
-- PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
-- FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
-- OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-- DEALINGS IN THE SOFTWARE.
local meta = DLib.FindMetaTable('HUDCommonsBase')
local DLib = DLib
local HUDCommons = HUDCommons
local LocalPlayer = LocalPlayer
local NULL = NULL
local type = type
local assert = assert
local RealTimeL = RealTimeL
local CurTimeL = CurTimeL
local math = math
local IsValid = FindMetaTable('Entity').IsValid
--[[
@doc
@fname HUDCommonsBase:MimicPlayer
@args Player targetOrNil
@client
@desc
Makes `HUDCommonsBase:SelectPlayer()` return different player
@enddesc
]]
function meta:MimicPlayer(playerTarget)
if not playerTarget then
if IsValid(self.mimic) then
self:MimicEnd(self.mimic, LocalPlayer())
end
self.mimic = NULL
return
end
assert(type(playerTarget) == 'Player', 'MimicPlayer - input is not a target!')
if self.mimic == playerTarget then return end
self.mimic = playerTarget
self.prevWeapon = self:GetWeapon()
self.currWeaponTrack = self.prevWeapon
self:MimicStart(IsValid(self.mimic) and self.mimic or LocalPlayer(), playerTarget)
end
--[[
@doc
@fname HUDCommonsBase:MimicStart
@args Player oldPlayer, Player newPlayer
@client
@desc
that's a hook! override it if you want to.
@enddesc
]]
function meta:MimicStart(oldPlayer, newPlayer)
end
--[[
@doc
@fname HUDCommonsBase:MimicEnd
@args Player oldPlayer, Player newPlayer
@client
@desc
that's a hook! override it if you want to.
@enddesc
]]
function meta:MimicEnd(oldPlayer, newPlayer)
end
--[[
@doc
@fname HUDCommonsBase:SelectPlayer
@client
@returns
Player
]]
function meta:SelectPlayer()
if IsValid(self.mimic) then
return self.mimic
end
return HUDCommons.SelectPlayer()
end
meta.LocalPlayer = meta.SelectPlayer
meta.GetPlayer = meta.SelectPlayer
--[[
@doc
@fname HUDCommonsBase:TickLogic
@args Player ply
@client
@internal
]]
function meta:TickLogic(lPly)
local wep = self:GetWeapon()
if self.currWeaponTrack ~= wep then
self:CallOnWeaponChanged(self.currWeaponTrack, wep)
self:OnWeaponChanged(self.currWeaponTrack, wep)
self.prevWeapon = self.currWeaponTrack
self.currWeaponTrack = wep
end
end
--[[
@doc
@fname HUDCommonsBase:ThinkLogic
@args Player ply
@client
@internal
]]
function meta:ThinkLogic(lPly)
if self.glitching then
local timeLeft = self:GlitchTimeRemaining()
self.glitching = timeLeft ~= 0
if self.glitching then
-- lets make it a big faster
local vars = self.variables
for i = 1, #vars do
local entry = vars[i]
local grab = entry.onGlitch(entry.self, self, lPly, timeLeft)
end
else
self:CallOnGlitchEnd()
self:OnGlitchEnd()
end
end
end
--[[
@doc
@fname HUDCommonsBase:OnGlitchStart
@args number timeLong
@client
@desc
that's a hook! override it if you want to.
@enddesc
]]
function meta:OnGlitchStart(timeLong)
end
--[[
@doc
@fname HUDCommonsBase:OnGlitchEnd
@client
@desc
that's a hook! override it if you want to.
@enddesc
]]
function meta:OnGlitchEnd()
end
--[[
@doc
@fname HUDCommonsBase:TriggerGlitch
@args number timeLong
@client
@desc
forces a HUD to glitch.
does nothing if HUD does not support glitching.
@enddesc
]]
function meta:TriggerGlitch(timeLong)
local old = self.glitchEnd
self.glitchEnd = math.max(self.glitchEnd, CurTimeL() + timeLong)
if not self.glitching then
self.glitching = true
self.glitchingSince = CurTimeL()
self:CallOnGlitchStart(timeLong)
self:OnGlitchStart(timeLong)
end
return old ~= self.glitchEnd
end
--[[
@doc
@fname HUDCommonsBase:ExtendGlitch
@args number timeLong
@client
@desc
extends current glitch or starts a new one if not glitching.
does nothing if HUD does not support glitching.
@enddesc
]]
function meta:ExtendGlitch(timeLong)
self.glitchEnd = math.max(self.glitchEnd + timeLong, CurTimeL() + timeLong)
if not self.glitching then
self.glitching = true
self.glitchingSince = CurTimeL()
self:CallOnGlitchStart(timeLong)
self:OnGlitchStart(timeLong)
end
return true
end
--[[
@doc
@fname HUDCommonsBase:ClampGlitchTime
@args number maximal
@client
@desc
clamps current glitch time to given amount of seconds starting from now
@enddesc
]]
function meta:ClampGlitchTime(maximal)
local old = self.glitchEnd
self.glitchEnd = self.glitchEnd:min(CurTimeL() + maximal)
return self.glitchEnd ~= old
end
--[[
@doc
@fname HUDCommonsBase:GlitchTimeRemaining
@client
@returns
number
]]
function meta:GlitchTimeRemaining()
return math.max(0, self.glitchEnd - CurTimeL())
end
--[[
@doc
@fname HUDCommonsBase:GlitchingSince
@client
@returns
number
]]
function meta:GlitchingSince()
return self.glitchingSince
end
--[[
@doc
@fname HUDCommonsBase:GlitchingFor
@client
@returns
number
]]
function meta:GlitchingFor()
return CurTimeL() - self.glitchingSince
end
--[[
@doc
@fname HUDCommonsBase:IsGlitching
@client
@returns
boolean
]]
function meta:IsGlitching()
return self.glitching
end
--[[
@doc
@fname HUDCommonsBase:OnWeaponChanged
@args Weapon old, Weapon new
@client
@desc
that's a hook! override it if you want to.
@enddesc
]]
function meta:OnWeaponChanged(old, new)
end
--[[
@doc
@fname HUDCommonsBase:DrawWeaponSelection
@args Weapon wep
@client
@internal
]]
function meta:DrawWeaponSelection(wep)
self.tryToSelectWeapon = wep
if self.tryToSelectWeaponLast < RealTimeL() then
self.tryToSelectWeaponFadeIn = RealTimeL() + 0.5
end
self.tryToSelectWeaponLast = RealTimeL() + 0.75
self.tryToSelectWeaponLastEnd = RealTimeL() + 1.25
end
|
local playsession = {
{"Gerkiz", {6962}},
{"sickmyduck90", {1828967}},
{"bugmum", {153268}},
{"fabilord98", {1308116}},
{"Ardordo", {86936}},
{"Zorzzz", {1766697}},
{"Nikkichu", {1246953}},
{"vad7ik", {842508}},
{"IamTzu", {319808}},
{"Skybreaker", {765517}},
{"3615-Motiok", {1251318}},
{"CommanderFrog", {280070}},
{"vvictor", {826784}},
{"Roboto_Slab", {14429}},
{"RedPandaRam", {346757}},
{"Xoxlohunter", {558}},
{"mewmew", {714493}},
{"1qazplm", {295548}},
{"Joost98", {679969}},
{"marrygrim", {1111183}},
{"DoubleDough", {21995}},
{"mzore", {857616}},
{"everLord", {648989}},
{"Olekplane1", {381851}},
{"helic99", {459429}},
{"autopss", {387626}},
{"wertter", {37490}},
{"MaxMM", {28398}},
{"chrisisthebe", {1049071}},
{"ksb4145", {151687}},
{"PhoenixwingzZ", {2335}},
{"salman0540", {3873}},
{"Guitoune", {38605}},
{"poofies", {54930}},
{"kevinma", {435474}},
{"Higgel", {2319}},
{"kaimix", {1261006}},
{"COOL-ITEM", {340834}},
{"mouriis", {397693}},
{"Datixo", {15930}},
{"Tamika", {129856}},
{"jagger23", {166109}},
{"J7cuxolor", {609443}},
{"Hunter20nov", {45341}},
{"flooxy", {162006}},
{"Lolo212003", {244942}},
{"settan", {557514}},
{"bdgray02", {259206}},
{"dog80", {358365}},
{"Scuideie-Guy", {251720}},
{"Hiero", {1362550}},
{"nik12111", {82876}},
{"Komoteh", {331051}},
{"rlidwka", {43455}},
{"EPO666", {104000}},
{"nudletje", {228050}},
{"spinxt", {567517}},
{"Glexanice", {7357}},
{"shadewolf", {24111}},
{"beranabus", {15543}},
{"Ethnik", {8843}},
{"ChinaNumba1", {740798}},
{"maxxcz", {390888}},
{"romsmano", {15669}},
{"lorrel", {166228}},
{"302180743", {5222}},
{"nankinanki", {2912}},
{"raskl", {29750}},
{"okan009", {586428}},
{"tundragrass", {68276}},
{"UTIDI", {1744}},
{"shorthair39", {9111}},
{"Gh0sty", {26730}},
{"jaja56", {94250}},
{"KanedaNLD", {471830}},
{"LazyStingray", {660359}},
{"Derwitze", {972303}},
{"sailorkid35", {22145}},
{"EarlOfLemongrab", {2381}},
{"arsindex", {12445}},
{"karl93", {30651}},
{"snoetje", {8271}},
{"sschippers", {34870}},
{"djclarky", {710217}},
{"Dofolo", {14037}},
{"Drlloyd1337", {1136}},
{"exabyte", {5691}},
{"Consult", {36919}},
{"Griffinplays", {560130}},
{"Bryce940", {40001}},
{"thederpyloco", {32860}},
{"mugscraft", {20819}},
{"Spad889", {265}},
{"Jaskarox", {291}},
{"moocat12", {23810}},
{"SuddenDeathMP", {605590}},
{"seirjgkemn", {2414}},
{"Darkmenik", {85533}},
{"Ubilaz", {121167}},
{"Pa450", {374260}},
{"Siphon098", {20801}},
{"ScubaSteveTM", {3281}},
{"Piewdennis", {263524}},
{"sukram72", {10910}},
{"alexbw", {130010}},
{"cawsey21", {99425}}
}
return playsession |
local THNN = require 'nn.THNN'
local SpatialConvolution, parent = torch.class('SpatialConvolution', 'nn.Module')
function SpatialConvolution:__init(nInputPlane, nOutputPlane, kW, kH, dW, dH, padW, padH, magnitude)
parent.__init(self)
dW = dW or 1
dH = dH or 1
self.nInputPlane = nInputPlane
self.nOutputPlane = nOutputPlane
self.kW = kW
self.kH = kH
self.dW = dW
self.dH = dH
self.padW = padW or 0
self.padH = padH or self.padW
self.feedback = torch.Tensor(nOutputPlane, nInputPlane, kH, kW)
self.weight = torch.Tensor(nOutputPlane, nInputPlane, kH, kW)
self.bias = torch.Tensor(nOutputPlane)
self.gradWeight = torch.Tensor(nOutputPlane, nInputPlane, kH, kW)
self.gradBias = torch.Tensor(nOutputPlane)
self.backprop = false
self.mag = magnitude or 0
self:reset()
end
function SpatialConvolution:noBias()
self.bias = nil
self.gradBias = nil
return self
end
function SpatialConvolution:reset(stdv)
if stdv then
stdv = stdv * math.sqrt(3)
else
stdv = 1/math.sqrt(self.kW*self.kH*self.nInputPlane)
end
if nn.oldSeed then
self.weight:apply(function()
return torch.uniform(-stdv, stdv)
end)
if self.bias then
self.bias:apply(function()
return torch.uniform(-stdv, stdv)
end)
end
else
self.weight:uniform(-stdv, stdv)
if self.bias then
self.bias:uniform(-stdv, stdv)
end
end
if self.mag == 0 then
self.feedback:copy(self.weight)
self.mag = stdv
else
self.feedback:uniform(-self.mag,self.mag)
end
end
local function backCompatibility(self)
self.finput = self.finput or self.weight.new()
self.fgradInput = self.fgradInput or self.weight.new()
if self.padding then
self.padW = self.padding
self.padH = self.padding
self.padding = nil
else
self.padW = self.padW or 0
self.padH = self.padH or 0
end
if self.weight:dim() == 2 then
self.weight = self.weight:view(self.nOutputPlane, self.nInputPlane, self.kH, self.kW)
end
if self.feedback:dim() == 2 then
self.feedback = self.feedback:view(self.nOutputPlane, self.nInputPlane, self.kH, self.kW)
end
if self.gradWeight and self.gradWeight:dim() == 2 then
self.gradWeight = self.gradWeight:view(self.nOutputPlane, self.nInputPlane, self.kH, self.kW)
end
end
function SpatialConvolution:updateOutput(input)
assert(input.THNN, torch.type(input)..'.THNN backend not imported')
backCompatibility(self)
input.THNN.SpatialConvolutionMM_updateOutput(
input:cdata(),
self.output:cdata(),
self.weight:cdata(),
THNN.optionalTensor(self.bias),
self.finput:cdata(),
self.fgradInput:cdata(),
self.kW, self.kH,
self.dW, self.dH,
self.padW, self.padH
)
return self.output
end
function SpatialConvolution:updateGradInput(input, gradOutput)
assert(input.THNN, torch.type(input)..'.THNN backend not imported')
if self.gradInput then
backCompatibility(self)
if self.backprop==false then
input.THNN.SpatialConvolutionMM_updateGradInput(
input:cdata(),
gradOutput:cdata(),
self.gradInput:cdata(),
self.feedback:cdata(),
self.finput:cdata(),
self.fgradInput:cdata(),
self.kW, self.kH,
self.dW, self.dH,
self.padW, self.padH
)
else
input.THNN.SpatialConvolutionMM_updateGradInput(
input:cdata(),
gradOutput:cdata(),
self.gradInput:cdata(),
self.weight:cdata(),
self.finput:cdata(),
self.fgradInput:cdata(),
self.kW, self.kH,
self.dW, self.dH,
self.padW, self.padH
)
end
return self.gradInput
end
end
function SpatialConvolution:accGradParameters(input, gradOutput, scale)
assert(input.THNN, torch.type(input)..'.THNN backend not imported')
scale = scale or 1
backCompatibility(self)
input.THNN.SpatialConvolutionMM_accGradParameters(
input:cdata(),
gradOutput:cdata(),
self.gradWeight:cdata(),
THNN.optionalTensor(self.gradBias),
self.finput:cdata(),
self.fgradInput:cdata(),
self.kW, self.kH,
self.dW, self.dH,
self.padW, self.padH,
scale
)
end
function SpatialConvolution:type(type,tensorCache)
self.finput = self.finput and torch.Tensor()
self.fgradInput = self.fgradInput and torch.Tensor()
return parent.type(self,type,tensorCache)
end
function SpatialConvolution:__tostring__()
local s = string.format('%s(%d -> %d, %dx%d', torch.type(self),
self.nInputPlane, self.nOutputPlane, self.kW, self.kH)
if self.dW ~= 1 or self.dH ~= 1 or self.padW ~= 0 or self.padH ~= 0 then
s = s .. string.format(', %d,%d', self.dW, self.dH)
end
if (self.padW or self.padH) and (self.padW ~= 0 or self.padH ~= 0) then
s = s .. ', ' .. self.padW .. ',' .. self.padH
end
if self.bias then
return s .. ')'
else
return s .. ') without bias'
end
end
function SpatialConvolution:clearState()
nn.utils.clear(self, 'finput', 'fgradInput', '_input', '_gradOutput')
return parent.clearState(self)
end
|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file archive.lua
--
-- imports
import("core.base.option")
import("lib.detect.find_file")
import("lib.detect.find_tool")
import("extension", {alias = "get_archive_extension"})
-- archive archivefile using zip
function _archive_using_zip(archivefile, inputfiles, extension, opt)
-- find zip
local zip = find_tool("zip")
if not zip then
return false
end
-- init argv
local argv = {archivefile}
if not option.get("verbose") then
table.insert(argv, "-q")
end
if opt.excludes then
table.insert(argv, "-x")
for _, exclude in ipairs(opt.excludes) do
table.insert(argv, exclude)
end
end
local compress = opt.compress
if compress then
if compress == "faster" or compress == "fastest" then
table.insert(argv, "-1")
elseif compress == "better" or compress == "best" then
table.insert(argv, "-9")
end
end
if opt.recurse then
table.insert(argv, "-r")
end
local inputlistfile = os.tmpfile()
if type(inputfiles) == "table" then
local file = io.open(inputlistfile, "w")
for _, inputfile in ipairs(inputfiles) do
file:print(inputfile)
end
file:close()
table.insert(argv, "-@")
table.insert(argv, "-")
else
table.insert(argv, inputfiles)
end
-- archive it
os.vrunv(zip.program, argv, {curdir = opt.curdir, stdin = inputlistfile})
if inputlistfile then
os.tryrm(inputlistfile)
end
return true
end
-- archive archivefile using 7z
function _archive_using_7z(archivefile, inputfiles, extension, opt)
-- find 7z
local z7 = find_tool("7z")
if not z7 then
return false
end
-- init argv
local argv = {"a", archivefile, "-y"}
local excludesfile
if opt.excludes then
excludesfile = os.tmpfile()
io.writefile(excludesfile, table.concat(table.wrap(opt.excludes), '\n'))
table.insert(argv, "-xr@" .. excludesfile)
end
local compress = opt.compress
if compress then
if compress == "fastest" then
table.insert(argv, "-mx1")
elseif compress == "faster" then
table.insert(argv, "-mx3")
elseif compress == "better" then
table.insert(argv, "-mx7")
elseif compress == "best" then
table.insert(argv, "-mx9")
end
end
if opt.recurse then
table.insert(argv, "-r")
end
local inputlistfile = os.tmpfile()
if type(inputfiles) == "table" then
local file = io.open(inputlistfile, "w")
for _, inputfile in ipairs(inputfiles) do
file:print(inputfile)
end
file:close()
table.insert(argv, "-i@" .. inputlistfile)
else
table.insert(argv, inputfiles)
end
-- archive it
os.vrunv(z7.program, argv, {curdir = opt.curdir})
-- remove the excludes files
if excludesfile then
os.tryrm(excludesfile)
end
if inputlistfile then
os.tryrm(inputlistfile)
end
return true
end
-- archive archivefile using xz
function _archive_using_xz(archivefile, inputfiles, extension, opt)
-- find xz
local xz = find_tool("xz")
if not xz then
return false
end
-- init argv
local argv = {"-z", "-k", "-c", archivefile}
if not option.get("verbose") then
table.insert(argv, "-q")
end
local compress = opt.compress
if compress then
if compress == "fastest" then
table.insert(argv, "-1")
elseif compress == "faster" then
table.insert(argv, "-3")
elseif compress == "better" then
table.insert(argv, "-7")
elseif compress == "best" then
table.insert(argv, "-9")
end
end
if type(inputfiles) == "table" then
for _, inputfile in ipairs(inputfiles) do
table.insert(argv, inputfile)
end
else
table.insert(argv, inputfiles)
end
-- archive it
os.vrunv(xz.program, argv, {stdout = archivefile, curdir = opt.curdir})
return true
end
-- archive archivefile using gzip
function _archive_using_gzip(archivefile, inputfiles, extension, opt)
-- find gzip
local gzip = find_tool("gzip")
if not gzip then
return false
end
-- init argv
local argv = {"-k", "-c", archivefile}
if not option.get("verbose") then
table.insert(argv, "-q")
end
local compress = opt.compress
if compress then
if compress == "fastest" then
table.insert(argv, "-1")
elseif compress == "faster" then
table.insert(argv, "-3")
elseif compress == "better" then
table.insert(argv, "-7")
elseif compress == "best" then
table.insert(argv, "-9")
end
end
if opt.recurse then
table.insert(argv, "-r")
end
if type(inputfiles) == "table" then
for _, inputfile in ipairs(inputfiles) do
table.insert(argv, inputfile)
end
else
table.insert(argv, inputfiles)
end
-- archive it
os.vrunv(gzip.program, argv, {stdout = archivefile, curdir = opt.curdir})
return true
end
-- archive archivefile using tar
function _archive_using_tar(archivefile, inputfiles, extension, opt)
-- find tar
local tar = find_tool("tar")
if not tar then
return false
end
-- with compress? e.g. .tar.xz
local compress = false
local archivefile_tar
if extension ~= ".tar" then
if is_host("windows") then
return false
else
compress = true
archivefile_tar = path.join(path.directory(archivefile), path.basename(archivefile))
end
end
-- init argv
local argv = {}
if compress then
table.insert(argv, "-a")
end
if option.get("verbose") then
table.insert(argv, "-cvf")
else
table.insert(argv, "-cf")
end
table.insert(argv, archivefile_tar and archivefile_tar or archivefile)
if opt.excludes then
for _, exclude in ipairs(opt.excludes) do
table.insert(argv, "--exclude=")
table.insert(argv, exclude)
end
end
if not opt.recurse then
table.insert(argv, "-n")
end
local inputlistfile = os.tmpfile()
if type(inputfiles) == "table" then
local file = io.open(inputlistfile, "w")
for _, inputfile in ipairs(inputfiles) do
file:print(inputfile)
end
file:close()
table.insert(argv, "-T")
table.insert(argv, inputlistfile)
else
table.insert(argv, inputfiles)
end
-- archive it
os.vrunv(tar.program, argv, {curdir = opt.curdir})
if inputlistfile then
os.tryrm(inputlistfile)
end
if archivefile_tar and os.isfile(archivefile_tar) then
_archive_tarfile(archivefile, archivefile_tar, opt)
os.rm(archivefile_tar)
end
return true
end
-- archive archive file using archivers
function _archive(archivefile, inputfiles, extension, archivers, opt)
for _, archive in ipairs(archivers) do
if archive(archivefile, inputfiles, extension, opt) then
return true
end
end
return false
end
-- only archive tar file
function _archive_tarfile(archivefile, tarfile, opt)
local archivers = {
[".xz"] = {_archive_using_xz}
, [".gz"] = {_archive_using_gzip}
}
local extension = opt.extension or path.extension(archivefile)
return _archive(archivefile, tarfile, extension, archivers[extension], opt)
end
-- archive archive file
--
-- @param archivefile the archive file. e.g. *.tar.gz, *.zip, *.7z, *.tar.bz2, ..
-- @param inputfiles the input file or directory or list
-- @param options the options, e.g.. {curdir = "/tmp", recurse = true, compress = "fastest|faster|default|better|best", excludes = {"*/dir/*", "dir/*"}}
--
function main(archivefile, inputfiles, opt)
-- init inputfiles
inputfiles = inputfiles or os.curdir()
-- init options
opt = opt or {}
if opt.recurse == nil then
opt.recurse = true
end
-- init archivers
local archivers = {
[".zip"] = {_archive_using_zip, _archive_using_7z}
, [".7z"] = {_archive_using_7z}
, [".xz"] = {_archive_using_xz}
, [".gz"] = {_archive_using_gzip}
, [".tar"] = {_archive_using_tar}
, [".tar.gz"] = {_archive_using_tar, _archive_using_gzip}
, [".tar.xz"] = {_archive_using_tar, _archive_using_xz}
}
-- get extension
local extension = opt.extension or get_archive_extension(archivefile)
-- archive it
return _archive(archivefile, inputfiles, extension, archivers[extension], opt)
end
|
local presetsFolder = script.Parent
local GenericWeatherPreset = require(presetsFolder:WaitForChild("GenericWeatherPreset"))
local SnowstormDay = {}
SnowstormDay.__index = SnowstormDay
setmetatable(SnowstormDay, GenericWeatherPreset)
function SnowstormDay.new()
local self = GenericWeatherPreset.new()
setmetatable(self, SnowstormDay)
self._Services = {
[game:GetService("Lighting")] = {
Ambient = Color3.fromRGB(70, 70, 70);
Brightness = 3;
ColorShift_Bottom = Color3.fromRGB(0, 0, 0);
ColorShift_Top = Color3.fromRGB(0, 0, 0);
EnvironmentDiffuseScale = 1;
EnvironmentSpecularScale = 1;
OutdoorAmbient = Color3.fromRGB(70, 70, 70);
ShadowSoftness = 1;
ClockTime = 14.5;
GeographicLatitude = 0;
ExposureCompensation = 0;
};
};
self._WeatherGlobals = {
_Clouds = {
Parent = workspace.Terrain;
ClassName = "Clouds";
Cover = 1;
Density = 0.369;
Color = Color3.fromRGB(221, 221, 221)
};
_Atmosphere = {
Parent = game:GetService("Lighting");
ClassName = "Atmosphere";
Density = 0.462;
Offset = 0;
Color = Color3.fromRGB(124, 127, 130);
Decay = Color3.fromRGB(207, 215, 220);
Glare = 0.31;
Haze = 10;
};
_ColorCorrectionEffect = {
Parent = game:GetService("Lighting");
ClassName = "ColorCorrectionEffect";
Brightness = 0;
Contrast = 0.3;
Saturation = 0;
TintColor = Color3.fromRGB(195, 205, 218)
}
};
self._Sounds = {
["Snow"] = {
Volume = 0.2;
Looped = true;
SoundId = "rbxassetid://6670282148";
}
};
--Presets can include other presets
self._PresetDependencies = {};
self._ActivePresets = {};
self._Connections = {};
return self
end
function SnowstormDay:_Initialize()
GenericWeatherPreset._Initialize(self)
local grid = self.AtmosphericParticleGrid.new(12, 11, 1, 75, self.ParticleLayers.SnowParticles)
table.insert(self._ActiveParticleGrids, grid)
end
return SnowstormDay
|
local classes = {
[0] = 'None',
[1] = { -- Warrior
[1] = 'Arms',
[2] = 'Fury',
[3] = 'Protection'
},
[2] = { -- Paladin
[1] = 'Holy',
[2] = 'Protection',
[3] = 'Retribution'
},
[3] = { -- Hunter
[1] = 'BeastMastery',
[2] = 'Marksmanship',
[3] = 'Survival'
},
[4] = { -- Rogue
[1] = 'Assassination',
[2] = 'Outlaw',
[3] = 'Subtlety'
},
[5] = { -- Priest
[1] = 'Discipline',
[2] = 'Holy',
[3] = 'Shadow'
},
[6] = { -- Death Knight
[1] = 'Blood',
[2] = 'Frost',
[3] = 'Unholy'
},
[7] = { -- Shaman
[1] = 'Elemental',
[2] = 'Enhancement',
[3] = 'Restoration'
},
[8] = { -- Mage
[1] = 'Arcane',
[2] = 'Fire',
[3] = 'Frost'
},
[9] = { -- Warlock
[1] = 'Affliction',
[2] = 'Demonology',
[3] = 'Destruction'
},
[10] = { -- Monk
[1] = 'Brewmaster',
[2] = 'Mistweaver',
[3] = 'Windwalker'
},
[11] = { -- Druid
[1] = 'Balance',
[2] = 'Feral',
[3] = 'Guardian',
[4] = 'Restoration'
},
[12] = { -- Demon Hunter
[1] = 'Havoc',
[2] = 'Vengeance'
}
}
function ColoredCrit(percents)
return CreateColor(unpack(aura_env.config.criticalColor)):WrapTextInColorCode(percents)
end
function ColoredHaste(percents)
return CreateColor(unpack(aura_env.config.hasteColor)):WrapTextInColorCode(percents)
end
function ColoredMastery(percents)
return CreateColor(unpack(aura_env.config.masteryColor)):WrapTextInColorCode(percents)
end
function ColoredVersality(percents)
return CreateColor(unpack(aura_env.config.versalityColor)):WrapTextInColorCode(percents)
end
function ColoredLeech(percents)
return CreateColor(unpack(aura_env.config.leechColor)):WrapTextInColorCode(percents)
end
function ColoredDodge(percents)
return CreateColor(unpack(aura_env.config.dodgeColor)):WrapTextInColorCode(percents)
end
function ColoredParry(percents)
return CreateColor(unpack(aura_env.config.parryColor)):WrapTextInColorCode(percents)
end
function ColoredAvoidance(percents)
return CreateColor(unpack(aura_env.config.avoidanceColor)):WrapTextInColorCode(percents)
end
function ColoredBlock(percents)
return CreateColor(unpack(aura_env.config.blockColor)):WrapTextInColorCode(percents)
end
function GetLeech()
local leechPercent = 'Leech: '..string.format('%.2f%%', GetLifesteal())
return ColoredLeech(leechPercent)
end
function GetDodge()
local dodgePercent = 'Dodge: '..string.format('%.2f%%', GetDodgeChance())
return ColoredDodge(dodgePercent)
end
function GetParry()
local parryPercent = 'Parry: '..string.format('%.2f%%', GetParryChance())
return ColoredParry(parryPercent)
end
function GetAvoidance()
local avoidancePercent = 'Avoid: '..string.format('%.2f%%', GetCombatRatingBonus(CR_AVOIDANCE))
return ColoredAvoidance(avoidancePercent)
end
function GetBlock()
local blockPercent = 'Block: '..string.format('%.2f%%', GetBlockChance())
return ColoredBlock(blockPercent)
end
function GetStats()
local critPercent = 'Crit: '..string.format('%.1f%%', GetSpellCritChance(2))
local hastePercent = 'Haste: '..string.format('%.1f%%', GetHaste())
local masteryPercent = 'Mastery: '..string.format('%.1f%%', GetMasteryEffect())
local versatilityDBPercent = string.format('%.2f%%', (GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_DONE)));
local versatilityDTRPercent = string.format('%.2f%%', (GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_TAKEN) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_TAKEN)));
local versality = 'Versa: '..versatilityDBPercent..' / '..versatilityDTRPercent
local constantStats = ColoredCrit(critPercent)..'\n'..ColoredHaste(hastePercent)..'\n'..ColoredMastery(masteryPercent)..'\n'..ColoredVersality(versality)
local classIndex = select(3, UnitClass('player'));
local currentSpec = GetSpecialization()
local playerClass = classes[classIndex]
local playerSpec = playerClass[currentSpec]
if playerClass == 'None' then
return false
end
if aura_env.config['showSpecifics'] then
if classIndex == 1 then
if playerSpec == 'Protection' then
return constantStats..'\n'..GetDodge()..'\n'..GetParry()..'\n'..GetBlock()
end
end
if classIndex == 2 then
if playerSpec == 'Protection' then
return constantStats..'\n'..GetDodge()..'\n'..GetParry()..'\n'..GetBlock()
end
end
if classIndex == 4 then
if playerSpec == 'Subtlety' then
return constantStats..'\n'..GetLeech()
end
end
if classIndex == 8 then
if playerSpec == 'Fire' then
return constantStats..'\n'..GetLeech()
end
end
if classIndex == 10 then
if playerSpec == 'Brewmaster' then
return constantStats..'\n'..GetParry()..'\n'..GetDodge()
end
end
if classIndex == 11 then
if playerSpec == 'Balance' then
return constantStats..'\n'..GetLeech()
end
if playerSpec == 'Feral' then
return constantStats..'\n'..GetLeech()
end
if playerSpec == 'Guardian' then
return constantStats..'\n'..GetLeech()..'\n'..GetAvoidance()..'\n'..GetDodge()
end
if playerSpec == 'Restoration' then
return constantStats..'\n'..GetLeech()
end
end
if classIndex == 12 then
if playerSpec == 'Havoc' then
return constantStats..'\n'..GetLeech()
end
if playerSpec == 'Vengeance' then
return constantStats..'\n'..GetParry()
end
end
else
return constantStats
end
end |
-- ***********************************************************************************************************************
-- THIS IS THE CODE FOR THE PLAYER
-- ***********************************************************************************************************************
player = {} -- create player table
-- ***********************************************************************************************************************
function player:load()
-- get images for the player and store them in a table
player_images = {}
player_images.front = love.graphics.newImage("assets/img/PC_Christmas_Front_small.png")
player_images.right = love.graphics.newImage("assets/img/PC_Christmas_Right_small.png")
player_images.left = love.graphics.newImage("assets/img/PC_Christmas_Left_small.png")
player_images.back = love.graphics.newImage("assets/img/PC_Christmas_Front_small.png")
-- player initialization
self.x = 100 -- start x position
self.y = 100 -- start y position
self.height = player_images.front:getHeight() -- get image height
self.width = player_images.front:getWidth() -- get image width
self.speed = 500 -- movement speed factor
self.direction = "down"
end
-- ***********************************************************************************************************************
function player:update(dt)
-- player movement control
if love.keyboard.isDown("right") and remaining_time > 0 then
self.x = self.x + self.speed * dt
player.direction = "right"
elseif love.keyboard.isDown("left") and remaining_time > 0 then
self.x = self.x - self.speed * dt
player.direction = "left"
elseif love.keyboard.isDown("down") and remaining_time > 0 then
self.y = self.y + self.speed *dt
player.direction = "down"
elseif love.keyboard.isDown("up") and remaining_time > 0 then
self.y = self.y - self.speed * dt
player.direction = "up"
end
-- prevent player to move out of screen
if self.x < 0 then
self.x = 0
elseif self.y < 0 then
self.y = 0
elseif self.x + self.width > love.graphics.getWidth() then
self.x = love.graphics.getWidth() - self.width
elseif self.y + self.height > love.graphics.getHeight() then
self.y = love.graphics.getHeight() - self.height
end
if enemy_collision and (player.direction == "right" or player.direction == "down") then
self.x = self.x - 200
elseif enemy_collision and (player.direction == "left" or player.direction == "up") then
self.x = self.x + 200
end
end
-- ***********************************************************************************************************************
function player:draw()
-- show respective player image
local img = player_images.front
if self.direction == "right" then
img = player_images.right
elseif self.direction == "left" then
img = player_images.left
elseif self.direction == "down" then
img = player_images.front
elseif self.direction == "up" then
img = player_images.back
end
love.graphics.draw(img, self.x, self.y)
end
|
local LibProcessable = LibStub("LibProcessable")
local isOpening_lock = false -- semaphor to keep us from recursively checking
local delayBetweenSearches = 0.75 -- seconds (not MS) to wait between bag opens
-- // TODO don't try to open if you're talking to a vendor
local function IsPouch(container, slot)
local texture, count, locked, quality, readable, lootable, itemLink = GetContainerItemInfo(container, slot)
if itemLink == nil then
return false
end
if lootable == false then
return false
end
local itemId = GetContainerItemID(container, slot)
-- warped-pocket-dimension, I feel like this was made specifically to mess with me :)
if itemId == 190382 then
return false
end
for lockedItemId, _lockpickingSkillRequired in pairs(LibProcessable.containers) do
if lockedItemId == itemId then
return false
end
end
return true
end
local function OpenNextPouch()
-- print("Looking for pouches")
for container = BACKPACK_CONTAINER, NUM_BAG_SLOTS do
for slot = 1, GetContainerNumSlots(container) do
if IsPouch(container, slot) == true then
-- print("Opening ", itemLink)
UseContainerItem(container, slot)
C_Timer.After(delayBetweenSearches, OpenNextPouch)
return
end
end
end
isOpening_lock = false
end
local function OpenAllPouchesEventually()
if isOpening_lock == true then
return
end
isOpening_lock = true
-- print("scheduling")
C_Timer.After(delayBetweenSearches, OpenNextPouch)
end
-- invisible frame for hooking events
local f = CreateFrame("frame")
f:SetScript("OnEvent", OpenAllPouchesEventually)
f:RegisterEvent("ITEM_PUSH")
|
script.Parent = nil
game.DescendantAdded:connect(function(a)
pcall(function()
if a:FindFirstChild("DSource") ~= nil then
if a.DSource.Value:lower():match("cba") then
a:Remove()
Instance.new("Message", Workspace).Text = "No CBA fgt."
end
end
end)
end) |
--------------------------------
-- @module EventListenerPhysicsContactWithBodies
-- @extend EventListenerPhysicsContact
-- @parent_module cc
---@class cc.EventListenerPhysicsContactWithBodies:cc.EventListenerPhysicsContact
local EventListenerPhysicsContactWithBodies = {}
cc.EventListenerPhysicsContactWithBodies = EventListenerPhysicsContactWithBodies
--------------------------------
---
---@param shapeA cc.PhysicsShape
---@param shapeB cc.PhysicsShape
---@return boolean
function EventListenerPhysicsContactWithBodies:hitTest(shapeA, shapeB)
end
--------------------------------
--- Create the listener.
---@param bodyA cc.PhysicsBody
---@param bodyB cc.PhysicsBody
---@return cc.EventListenerPhysicsContactWithBodies
function EventListenerPhysicsContactWithBodies:create(bodyA, bodyB)
end
--------------------------------
---
---@return cc.EventListenerPhysicsContactWithBodies
function EventListenerPhysicsContactWithBodies:clone()
end
return nil
|
require("mod.tools.data.keybind")
|
local lsp = { handlers = {} }
local util = require"lean._util"
function lsp.enable(opts)
opts.handlers = vim.tbl_extend("keep", opts.handlers or {}, {
['$/lean/fileProgress'] = util.mk_handler(lsp.handlers.file_progress_handler);
['textDocument/publishDiagnostics'] = function(...)
util.mk_handler(lsp.handlers.diagnostics_handler)(...)
vim.lsp.handlers['textDocument/publishDiagnostics'](...)
end;
})
if vim.version().major == 0 and vim.version().minor >= 6 then
-- workaround for https://github.com/neovim/neovim/issues/16624
opts.flags = vim.tbl_extend('keep', opts.flags or {}, { allow_incremental_sync = false })
end
require('lspconfig').leanls.setup(opts)
end
--- Finds the vim.lsp.client object for the Lean 4 server associated to the
--- given bufnr.
function lsp.get_lean4_server(bufnr)
local lean_client
vim.lsp.for_each_buffer_client(bufnr, function (client)
if client.name == 'leanls' then lean_client = client end
end)
return lean_client
end
--- Finds the vim.lsp.client object for the Lean 3 server associated to the
--- given bufnr.
function lsp.get_lean3_server(bufnr)
local lean_client
vim.lsp.for_each_buffer_client(bufnr, function (client)
if client.name == 'lean3ls' then lean_client = client end
end)
return lean_client
end
-- Fetch goal state information from the server (async).
---@param params PlainGoalParams
---@param bufnr number
---@return any error
---@return any plain_goal
function lsp.plain_goal(params, bufnr)
local client = lsp.get_lean4_server(bufnr) or lsp.get_lean3_server(bufnr)
if not client then return 'LSP server not connected', nil end
params = vim.deepcopy(params)
-- Shift forward by 1, since in vim it's easier to reach word
-- boundaries in normal mode.
params.position.character = params.position.character + 1
return util.client_a_request(client, '$/lean/plainGoal', params)
end
-- Fetch term goal state information from the server (async).
---@param params PlainTermGoalParams
---@param bufnr number
---@return any error
---@return any plain_term_goal
function lsp.plain_term_goal(params, bufnr)
local client = lsp.get_lean4_server(bufnr)
if not client then return 'LSP server not connected', nil end
return util.client_a_request(client, '$/lean/plainTermGoal', params)
end
function lsp.handlers.file_progress_handler(err, params)
if err ~= nil then return end
require"lean.progress".update(params)
require"lean.infoview".__update_event(params.textDocument.uri)
require"lean.progress_bars".update(params)
end
function lsp.handlers.diagnostics_handler (_, params)
-- Make sure there are no zero-length diagnostics.
for _, diag in pairs(params.diagnostics) do
---@type LspRange
local range = diag.range
if range.start.line == range['end'].line and range.start.character == range['end'].character then
range['end'].character = range.start.character + 1
end
end
require"lean.infoview".__update_event(params.uri)
end
return lsp
|
local PANEL = vgui.GetControlTable("ixStorageView")
function PANEL:Init()
if (IsValid(ix.gui.openedStorage)) then
ix.gui.openedStorage:Remove()
end
ix.gui.openedStorage = self
self:SetSize(ScrW(), ScrH())
self:SetPos(0, 0)
self:SetFadeTime(0.25)
self:SetFrameMargin(4)
self.storageInventory = self:Add("ixInventory")
self.storageInventory.bNoBackgroundBlur = true
self.storageInventory:ShowCloseButton(true)
self.storageInventory:SetTitle("Storage")
self.storageInventory.Close = function(this)
net.Start("ixStorageClose")
net.SendToServer()
self:Remove()
end
self.storageMoney = self.storageInventory:Add("ixStorageMoneyItems")
self.storageMoney:SetVisible(false)
self.storageMoney.OnTransfer = function(t, amount, button)
if (button) then
amount = t.money
end
net.Start("ixStorageMoneyTake")
net.WriteUInt(self.storageID, 32)
net.WriteUInt(amount, 32)
net.SendToServer()
end
ix.gui.inv1 = self:Add("ixInventory")
ix.gui.inv1.bNoBackgroundBlur = true
ix.gui.inv1:ShowCloseButton(true)
ix.gui.inv1.Close = function(this)
net.Start("ixStorageClose")
net.SendToServer()
self:Remove()
end
self.localMoney = ix.gui.inv1:Add("ixStashMoney")
self.localMoney:SetVisible(false)
self.localMoney:SetTooltip(L"text_rmb_giveallmoney")
self.localMoney.OnTransfer = function(t, amount, button)
if (button) then
amount = t.money
end
net.Start("ixStorageMoneyGive")
net.WriteUInt(self.storageID, 32)
net.WriteUInt(amount, 32)
net.SendToServer()
end
self:SetAlpha(0)
self:AlphaTo(255, self:GetFadeTime())
self.storageInventory:MakePopup()
ix.gui.inv1:MakePopup()
end
derma.DefineControl("ixStorageView", "", PANEL, "Panel")
PANEL = {}
AccessorFunc(PANEL, "money", "Money", FORCE_NUMBER)
function PANEL:Init()
self:DockPadding(1, 1, 1, 1)
self:SetTall(24)
self:Dock(BOTTOM)
self.moneyBtn = self:Add("DButton")
self.moneyBtn:Dock(FILL)
self.moneyBtn:DockMargin(0, 0, 1, 0)
self.moneyBtn:SetFont("ixGenericFont")
self.moneyBtn:SetText("")
self.moneyBtn:SetTooltip(L"text_rmb_takeallmoney")
self.moneyBtn:SetIcon("icon16/money_dollar.png")
self.moneyBtn:SetTextInset(2, 0)
self.moneyBtn:SizeToContents()
self.moneyBtn.Paint = function(t, w, h)
derma.SkinFunc("PaintButtonFilled", t, w, h)
end
self.moneyBtn.OnMousePressed = function(_, code)
if (code == MOUSE_LEFT) then
surface.PlaySound("ui/buttonclick.wav")
Derma_NumericRequest("", L"stash_enter_money", self.money, function(text)
local amount = math.max(0, math.Round(tonumber(text) or 0))
if (amount != 0) then
self:OnTransfer(amount)
end
end)
elseif (code == MOUSE_RIGHT) then
surface.PlaySound("ui/buttonclick.wav")
self:OnTransfer(0, MOUSE_RIGHT)
end
end
self.takeBtn = self:Add("DButton")
self.takeBtn:Dock(RIGHT)
self.takeBtn:SetFont("ixGenericFont")
self.takeBtn:SetText(L"take_all")
self.takeBtn:SetTextInset(8, 0)
self.takeBtn:SizeToContents()
self.takeBtn.Paint = self.moneyBtn.Paint
self.takeBtn.DoClick = function()
local storage = ix.gui.openedStorage
if (IsValid(storage) and IsValid(ix.gui.inv1)) then
local inventory = ix.item.inventories[storage.storageInventory.invID]
local noItems
if (!inventory or table.IsEmpty(inventory:GetItems(true))) then
noItems = true
end
local charInventory = LocalPlayer():GetCharacter():GetInventory()
if (charInventory:GetFilledSlotCount() >= charInventory.w * charInventory.h) then
noItems = true
end
if (noItems and storage.storageMoney:GetMoney() == 0) then
return
end
net.Start("ixStorageTakeAll")
net.WriteUInt(storage.storageID, 32)
net.WriteBool(!noItems)
net.SendToServer()
end
end
self.bNoBackgroundBlur = true
end
function PANEL:SetMoney(money)
self.money = math.max(math.Round(tonumber(money) or 0), 0)
self.moneyBtn:SetText(ix.currency.Get(money))
end
function PANEL:OnTransfer(amount, code) end
function PANEL:Paint(width, height)
derma.SkinFunc("PaintBaseFrame", self, width, height)
end
vgui.Register("ixStorageMoneyItems", PANEL, "EditablePanel") |
--- An iSCSI library implementing written by Patrik Karlsson <patrik@cqure.net>
-- The library currently supports target discovery and login.
--
-- The implementation is based on packetdumps and the iSCSI RFC
-- * http://tools.ietf.org/html/rfc3720
--
-- The library contains the protocol message pairs in <code>Packet</code>
-- E.g. <code>LoginRequest</code> and <code>LoginResponse</code>
--
-- Each request can be "serialized" to a string using:
-- <code>tostring(request)</code>.
-- All responses can be read and instantiated from the socket by calling:
-- <code>local status,resp = Response.fromSocket(sock)</code>
--
-- In addition the library has the following classes:
-- * <code>Packet</code>
-- ** A class containing the request and response packets
-- * <code>Comm</code>
-- ** A class used to send and receive packet between the library and server
-- ** The class handles some of the packet "counting" and value updating
-- * <code>KVP</code>
-- ** A key/value pair class that holds key value pairs
-- * <code>Helper</code>
-- ** A class that wraps the <code>Comm</code> and <code>Packet</code> classes
-- ** The purpose of the class is to provide easy access to common iSCSI task
--
--
-- @author Patrik Karlsson <patrik@cqure.net>
-- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html
-- Version 0.2
-- Created 2010/11/18 - v0.1 - created by Patrik Karlsson <patrik@cqure.net>
-- Revised 2010/11/28 - v0.2 - improved error handling, fixed discovery issues
-- with multiple addresses <patrik@cqure.net>
local bin = require "bin"
local bit = require "bit"
local ipOps = require "ipOps"
local match = require "match"
local nmap = require "nmap"
local stdnse = require "stdnse"
local openssl = stdnse.silent_require "openssl"
local string = require "string"
local table = require "table"
_ENV = stdnse.module("iscsi", stdnse.seeall)
Packet = {
Opcode = {
LOGIN = 0x03,
TEXT = 0x04,
LOGOUT = 0x06,
},
LoginRequest = {
CSG = {
SecurityNegotiation = 0,
LoginOperationalNegotiation = 1,
FullFeaturePhase = 3,
},
NSG = {
SecurityNegotiation = 0,
LoginOperationalNegotiation = 1,
FullFeaturePhase = 3,
},
--- Creates a new instance of LoginRequest
--
-- @return instance of LoginRequest
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
o.immediate = 0
o.opcode = Packet.Opcode.LOGIN
o.flags = {}
o.ver_max = 0
o.ver_min = 0
o.total_ahs_len = 0
o.data_seg_len = 0
o.isid = { t=0x01, a=0x00, b=0x0001, c=0x37, d=0 }
o.tsih = 0
o.initiator_task_tag = 1
o.cid = 1
o.cmdsn = 0
o.expstatsn = 1
o.kvp = KVP:new()
return o
end,
setImmediate = function(self, b) self.immediate = ( b and 1 or 0 ) end,
--- Sets the transit bit
--
-- @param b boolean containing the new transit value
setTransit = function(self, b) self.flags.transit = ( b and 1 or 0 ) end,
--- Sets the continue bit
--
-- @param b boolean containing the new continue value
setContinue = function(self, b) self.flags.continue = ( b and 1 or 0 ) end,
--- Sets the CSG values
--
-- @param csg number containing the new NSG value
setCSG = function(self, csg) self.flags.csg = csg end,
--- Sets the NSG values
--
-- @param nsg number containing the new NSG value
setNSG = function(self, nsg) self.flags.nsg = nsg end,
--- Converts the class instance to string
--
-- @return string containing the converted instance
__tostring = function( self )
local reserved = 0
local kvps = tostring(self.kvp)
self.data_seg_len = #kvps
local pad = 4 - ((#kvps + 48) % 4)
pad = ( pad == 4 ) and 0 or pad
local len = bit.lshift( self.total_ahs_len, 24 ) + self.data_seg_len
local flags = bit.lshift( ( self.flags.transit or 0 ), 7 )
flags = flags + bit.lshift( ( self.flags.continue or 0 ), 6)
flags = flags + ( self.flags.nsg or 0 )
flags = flags + bit.lshift( ( self.flags.csg or 0 ), 2 )
local opcode = self.opcode + bit.lshift((self.immediate or 0), 6)
local data = bin.pack(">CCCCICSCSSISSIILLAA", opcode,
flags, self.ver_max, self.ver_min, len,
bit.lshift( self.isid.t, 6 ) + bit.band( self.isid.a, 0x3f),
self.isid.b, self.isid.c, self.isid.d, self.tsih,
self.initiator_task_tag, self.cid, reserved, self.cmdsn,
self.expstatsn, reserved, reserved, kvps, string.rep('\0', pad) )
return data
end
},
LoginResponse = {
-- Error messages
ErrorMsgs = {
[0x0000] = "Success",
[0x0101] = "Target moved temporarily",
[0x0102] = "Target moved permanently",
[0x0200] = "Initiator error",
[0x0201] = "Authentication failure",
[0x0202] = "Authorization failure",
[0x0203] = "Target not found",
[0x0204] = "Target removed",
[0x0205] = "Unsupported version",
[0x0206] = "Too many connections",
[0x0207] = "Missing parameter",
[0x0208] = "Can't include in session",
[0x0209] = "Session type not supported",
[0x020a] = "Session does not exist",
[0x020b] = "Invalid request during login",
[0x0300] = "Target error",
[0x0301] = "Service unavailable",
[0x0302] = "Out of resources",
},
-- Error constants
Errors = {
SUCCESS = 0,
AUTH_FAILED = 0x0201,
},
--- Creates a new instance of LoginResponse
--
-- @return instance of LoginResponse
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
return o
end,
--- Returns the error message
getErrorMessage = function( self )
return Packet.LoginResponse.ErrorMsgs[self.status_code] or "Unknown error"
end,
--- Returns the error code
getErrorCode = function( self ) return self.status_code or 0 end,
--- Creates a LoginResponse with data read from the socket
--
-- @return status true on success, false on failure
-- @return resp instance of LoginResponse
fromSocket = function( s )
local status, header = s:receive_buf(match.numbytes(48), true)
if ( not(status) ) then
return false, "Failed to read header from socket"
end
local resp = Packet.LoginResponse:new()
local pos, len = bin.unpack(">I", header, 5)
resp.total_ahs_len = bit.rshift(len, 24)
resp.data_seg_len = bit.band(len, 0x00ffffff)
pos, resp.status_code = bin.unpack(">S", header, 37)
local pad = ( 4 - ( resp.data_seg_len % 4 ) )
pad = ( pad == 4 ) and 0 or pad
local status, data = s:receive_buf(match.numbytes(resp.data_seg_len + pad), true)
if ( not(status) ) then
return false, "Failed to read data from socket"
end
resp.kvp = KVP:new()
for _, kvp in ipairs(stdnse.strsplit( "\0", data )) do
local k, v = kvp:match("(.*)=(.*)")
if ( v ) then resp.kvp:add( k, v ) end
end
return true, resp
end,
},
TextRequest = {
--- Creates a new instance of TextRequest
--
-- @return instance of TextRequest
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
o.opcode = Packet.Opcode.TEXT
o.flags = {}
o.flags.final = 0
o.flags.continue = 0
o.total_ahs_len = 0
o.data_seg_len = 0
o.lun = 0
o.initiator_task_tag = 1
o.target_trans_tag = 0xffffffff
o.cmdsn = 2
o.expstatsn = 1
o.kvp = KVP:new()
return o
end,
--- Sets the final bit of the TextRequest
setFinal = function( self, b ) self.flags.final = ( b and 1 or 0 ) end,
--- Sets the continue bit of the TextRequest
setContinue = function( self, b ) self.flags.continue = ( b and 1 or 0 ) end,
--- Converts the class instance to string
--
-- @return string containing the converted instance
__tostring = function(self)
local flags = bit.lshift( ( self.flags.final or 0 ), 7 )
flags = flags + bit.lshift( (self.flags.continue or 0), 6 )
local kvps = tostring(self.kvp)
kvps = kvps .. string.rep('\0', #kvps % 2)
self.data_seg_len = #kvps
local len = bit.lshift( self.total_ahs_len, 24 ) + self.data_seg_len
local reserved = 0
local data = bin.pack(">CCSILIIIILLA", self.opcode, flags, reserved,
len, self.lun, self.initiator_task_tag, self.target_trans_tag,
self.cmdsn, self.expstatsn, reserved, reserved, kvps)
return data
end,
},
TextResponse = {
--- Creates a new instance of TextResponse
--
-- @return instance of TextResponse
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
return o
end,
--- Creates a TextResponse with data read from the socket
--
-- @return status true on success, false on failure
-- @return instance of TextResponse
-- err string containing error message
fromSocket = function( s )
local resp = Packet.TextResponse:new()
local textdata = ""
repeat
local status, header = s:receive_buf(match.numbytes(48), true)
if not status then return status, header end
local pos, _, flags, _, _, len = bin.unpack(">CCCCI", header)
local cont = ( bit.band(flags, 0x40) == 0x40 )
resp.total_ahs_len = bit.rshift(len, 24)
resp.data_seg_len = bit.band(len, 0x00ffffff)
local data
status, data = s:receive_buf(match.numbytes(resp.data_seg_len), true)
textdata = textdata .. data
until( not(cont) )
resp.records = {}
local kvps = stdnse.strsplit( "\0", textdata )
local record
-- Each target record starts with one text key of the form:
-- TargetName=<target-name-goes-here>
-- Followed by zero or more address keys of the form:
-- TargetAddress=<hostname-or-ipaddress>[:<tcp-port>],
-- <portal-group-tag>
for _, kvp in ipairs(kvps) do
local k, v = kvp:match("(.*)%=(.*)")
if ( k == "TargetName" ) then
if ( record ) then
table.insert(resp.records, record)
record = {}
end
if ( #resp.records == 0 ) then record = {} end
record.name = v
elseif ( k == "TargetAddress" ) then
record.addr = record.addr or {}
table.insert( record.addr, v )
elseif ( not(k) ) then
-- this should be the ending empty kvp
table.insert(resp.records, record)
break
else
stdnse.debug1("ERROR: iscsi.TextResponse: Unknown target record (%s)", k)
end
end
return true, resp
end,
},
--- Class handling a login request
LogoutRequest = {
--- Creates a new instance of LogoutRequest
--
-- @return instance of LogoutRequest
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
o.opcode = Packet.Opcode.LOGOUT
o.immediate = 1
o.reasoncode = 0
o.total_ahs_len = 0
o.data_seg_len = 0
o.initiator_task_tag = 2
o.cid = 1
o.cmdsn = 0
o.expstatsn = 1
return o
end,
--- Converts the class instance to string
--
-- @return string containing the converted instance
__tostring = function(self)
local opcode = self.opcode + bit.lshift((self.immediate or 0), 6)
local reserved = 0
local len = bit.lshift( self.total_ahs_len, 24 ) + self.data_seg_len
local data = bin.pack(">CCSILISSIILL", opcode, (0x80 + self.reasoncode),
reserved, len, reserved,self.initiator_task_tag, self.cid,
reserved, self.cmdsn, self.expstatsn, reserved, reserved )
return data
end,
},
--- Class handling the Logout response
LogoutResponse = {
--- Creates a new instance of LogoutResponse
--
-- @return instance of LogoutResponse
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
return o
end,
--- Creates a LogoutResponse with data read from the socket
--
-- @return status true on success, false on failure
-- @return instance of LogoutResponse
-- err string containing error message
fromSocket = function( s )
local resp = Packet.LogoutResponse:new()
local status, header = s:receive_buf(match.numbytes(48), true)
if ( not(status) ) then return status, header end
return true, resp
end
}
}
--- The communication class handles socket reads and writes
--
-- In addition it keeps track of both immediate packets and the amount of read
-- packets and updates cmdsn and expstatsn accordingly.
Comm = {
--- Creates a new instance of Comm
--
-- @return instance of Comm
new = function(self, socket)
local o = {}
setmetatable(o, self)
self.__index = self
o.expstatsn = 0
o.cmdsn = 1
o.socket = socket
return o
end,
--- Sends a packet and retrieves the response
--
-- @param out_packet instance of a packet to send
-- @param in_class class of the packet to read
-- @return status true on success, false on failure
-- @return r decoded instance of in_class
exchange = function( self, out_packet, in_class )
local expstatsn = ( self.expstatsn == 0 ) and 1 or self.expstatsn
if ( out_packet.immediate and out_packet.immediate == 1 ) then
self.cmdsn = self.cmdsn + 1
end
out_packet.expstatsn = expstatsn
out_packet.cmdsn = self.cmdsn
self.socket:send( tostring( out_packet ) )
local status, r = in_class.fromSocket( self.socket )
self.expstatsn = self.expstatsn + 1
return status, r
end,
}
--- Key/Value pairs class
KVP = {
--- Creates a new instance of KVP
--
-- @return instance of KVP
new = function( self )
local o = {}
setmetatable(o, self)
self.__index = self
o.kvp = {}
return o
end,
--- Adds a key/value pair
--
-- @param key string containing the key name
-- @param value string containing the value
add = function( self, key, value )
table.insert( self.kvp, {[key]=value} )
end,
--- Gets all values for a specific key
--
-- @param key string containing the name of the key to retrieve
-- @return values table containing all values for the specified key
get = function( self, key )
local values = {}
for _, kvp in ipairs(self.kvp) do
for k, v in pairs( kvp ) do
if ( key == k ) then
table.insert( values, v )
end
end
end
return values
end,
--- Returns all key value pairs as string delimited by \0
-- eg. "key1=val1\0key2=val2\0"
--
-- @return string containing all key/value pairs
__tostring = function( self )
local ret = ""
for _, kvp in ipairs(self.kvp) do
for k, v in pairs( kvp ) do
ret = ret .. ("%s=%s\0"):format(k,v)
end
end
return ret
end,
}
--- CHAP authentication class
CHAP = {
--- Calculate a CHAP - response
--
-- @param identifier number containing the CHAP identifier
-- @param challenge string containing the challenge
-- @param secret string containing the users password
-- @return response string containing the CHAP response
calcResponse = function( identifier, challenge, secret )
return openssl.md5( identifier .. secret .. challenge )
end,
}
--- The helper class contains functions with more descriptive names
Helper = {
--- Creates a new instance of the Helper class
--
-- @param host table as received by the script action function
-- @param port table as received by the script action function
-- @return o instance of Helper
new = function( self, host, port )
local o = {}
setmetatable(o, self)
self.__index = self
o.host, o.port = host, port
o.socket = nmap.new_socket()
return o
end,
--- Connects to the iSCSI target
--
-- @return status true on success, false on failure
-- @return err string containing error message is status is false
connect = function( self )
self.socket:set_timeout(10000)
local status, err = self.socket:connect(self.host, self.port, "tcp")
if ( not(status) ) then return false, err end
self.comm = Comm:new( self.socket )
return true
end,
--- Attempts to discover accessible iSCSI targets on the remote server
--
-- @return status true on success, false on failure
-- @return targets table containing discovered targets
-- each table entry is a target table with <code>name</code>
-- and <code>addr</code>.
-- err string containing an error message is status is false
discoverTargets = function( self )
local p = Packet.LoginRequest:new()
p:setTransit(true)
p:setNSG(Packet.LoginRequest.NSG.LoginOperationalNegotiation)
p.kvp:add( "InitiatorName", "iqn.1991-05.com.microsoft:nmap_iscsi_probe" )
p.kvp:add( "SessionType", "Discovery" )
p.kvp:add( "AuthMethod", "None" )
local status, resp = self.comm:exchange( p, Packet.LoginResponse )
if ( not(status) ) then
return false, ("ERROR: iscsi.Helper.discoverTargets: %s"):format(resp)
end
local auth_method = resp.kvp:get("AuthMethod")[1]
if not auth_method then
stdnse.debug1("Missing AuthMethod, proceeding as if NONE was sent.")
elseif ( auth_method:upper() ~= "NONE" ) then
return false, "ERROR: iscsi.Helper.discoverTargets: Unsupported authentication method"
end
p = Packet.LoginRequest:new()
p:setTransit(true)
p:setNSG(Packet.LoginRequest.NSG.FullFeaturePhase)
p:setCSG(Packet.LoginRequest.CSG.LoginOperationalNegotiation)
p.kvp:add( "HeaderDigest", "None")
p.kvp:add( "DataDigest", "None")
p.kvp:add( "MaxRecvDataSegmentLength", "65536")
p.kvp:add( "DefaultTime2Wait", "0")
p.kvp:add( "DefaultTime2Retain", "60")
status, resp = self.comm:exchange( p, Packet.LoginResponse )
p = Packet.TextRequest:new()
p:setFinal(true)
p.kvp:add( "SendTargets", "All" )
status, resp = self.comm:exchange( p, Packet.TextResponse )
if ( not(resp.records) ) then
return false, "iscsi.discoverTargets: response returned no targets"
end
for _, record in ipairs(resp.records) do
table.sort( record.addr, function(a, b) local c = ipOps.compare_ip(a:match("(.-):"), "le", b:match("(.-):")); return c end )
end
return true, resp.records
end,
--- Logs out from the iSCSI target
--
-- @return status true on success, false on failure
logout = function(self)
local p = Packet.LogoutRequest:new()
local status, resp = self.comm:exchange( p, Packet.LogoutResponse )
return status
end,
--- Authenticate to the iSCSI service
--
-- @param target_name string containing the name of the iSCSI target
-- @param username string containing the username
-- @param password string containing the password
-- @param auth_method string containing either "None" or "Chap"
-- @return status true on success false on failure
-- @return response containing the loginresponse or
-- err string containing an error message if status is false
login = function( self, target_name, username, password, auth_method )
local auth_method = auth_method or "None"
if ( not(target_name) ) then
return false, "No target name specified"
end
if ( auth_method:upper()~= "NONE" and
auth_method:upper()~= "CHAP" ) then
return false, "Unknown authentication method"
end
local p = Packet.LoginRequest:new()
p:setTransit(true)
p:setNSG(Packet.LoginRequest.NSG.LoginOperationalNegotiation)
p.kvp:add( "InitiatorName", "iqn.1991-05.com.microsoft:nmap_iscsi_probe" )
p.kvp:add( "SessionType", "Normal" )
p.kvp:add( "TargetName", target_name )
p.kvp:add( "AuthMethod", auth_method )
if ( not(self.comm) ) then
return false, "ERROR: iscsi.Helper.login: Not connected"
end
local status, resp = self.comm:exchange( p, Packet.LoginResponse )
if ( not(status) ) then
return false, ("ERROR: iscsi.Helper.login: %s"):format(resp)
end
if ( resp.status_code ~= 0 ) then
stdnse.debug3("ERROR: iscsi.Helper.login: Authentication failed (error code: %d)", resp.status_code)
return false, resp
elseif ( auth_method:upper()=="NONE" ) then
return true, resp
end
p = Packet.LoginRequest:new()
p.kvp:add( "CHAP_A", "5" )
status, resp = self.comm:exchange( p, Packet.LoginResponse )
if ( not(status) ) then
return false, ("ERROR: iscsi.Helper.login: %s"):format(resp)
end
local alg = resp.kvp:get("CHAP_A")[1]
if ( alg ~= "5" ) then return false, "Unsupported authentication algorithm" end
local chall = resp.kvp:get("CHAP_C")[1]
if ( not(chall) ) then return false, "Failed to decode challenge" end
chall = bin.pack("H", chall:sub(3))
local ident = resp.kvp:get("CHAP_I")[1]
if (not(ident)) then return false, "Failed to decoded identifier" end
ident = string.char(tonumber(ident))
local resp = CHAP.calcResponse( ident, chall, password )
resp = "0x" .. select(2, bin.unpack("H16", resp))
p = Packet.LoginRequest:new()
p:setImmediate(true)
p:setTransit(true)
p:setNSG(Packet.LoginRequest.NSG.LoginOperationalNegotiation)
p.kvp:add("CHAP_N", username)
p.kvp:add("CHAP_R", resp)
status, resp = self.comm:exchange( p, Packet.LoginResponse )
if ( not(status) ) then
return false, ("ERROR: iscsi.Helper.login: %s"):format(resp)
end
if ( resp:getErrorCode() ~= Packet.LoginResponse.Errors.SUCCESS ) then
return false, "Login failed"
end
return true, resp
end,
--- Disconnects the socket from the server
close = function(self) self.socket:close() end
}
return _ENV;
|
return require 'parse.char.ascii7.symbol'
+ require 'parse.char.ascii7.whitespace.horizontal'
|
-- Copyright 2016-2019, Firaxis Games
-- ===========================================================================
-- CityPanel v3
-- ===========================================================================
include( "AdjacencyBonusSupport" ); -- GetAdjacentYieldBonusString()
include( "CitySupport" );
include( "Civ6Common" ); -- GetYieldString()
include( "Colors" );
include( "InstanceManager" );
include( "SupportFunctions" ); -- Round(), Clamp()
include( "PortraitSupport" );
include( "ToolTipHelper" );
include( "GameCapabilities" );
include( "MapUtilities" );
include("cui_settings"); -- CUI
-- ===========================================================================
-- DEBUG
-- Toggle these for temporary debugging help.
-- ===========================================================================
local m_debugAllowMultiPanel :boolean = false; -- (false default) Let's multiple sub-panels show at one time.
-- ===========================================================================
-- GLOBALS
-- Accessible in overriden files.
-- ===========================================================================
g_pCity = nil;
g_growthPlotId = -1;
g_growthHexTextWidth = -1;
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
local ANIM_OFFSET_OPEN :number = -73;
local ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST :number = -250;
local SIZE_SMALL_RELIGION_ICON :number = 22;
local SIZE_LEADER_ICON :number = 32;
local SIZE_PRODUCTION_ICON :number = 32; -- TODO: Switch this to 38 when the icons go in.
local SIZE_MAIN_ROW_LEFT_WIDE :number = 270;
local SIZE_MAIN_ROW_LEFT_COLLAPSED :number = 157;
local TXT_NO_PRODUCTION :string = Locale.Lookup("LOC_HUD_CITY_PRODUCTION_NOTHING_PRODUCED");
local MAX_BEFORE_TRUNC_TURN_LABELS :number = 160;
local MAX_BEFORE_TRUNC_STATIC_LABELS :number = 112;
local HEX_GROWTH_TEXT_PADDING :number = 10;
local UV_CITIZEN_GROWTH_STATUS :table = {};
UV_CITIZEN_GROWTH_STATUS[0] = {u=0, v=0 }; -- revolt
UV_CITIZEN_GROWTH_STATUS[1] = {u=0, v=0 }; -- unrest
UV_CITIZEN_GROWTH_STATUS[2] = {u=0, v=0}; -- unhappy
UV_CITIZEN_GROWTH_STATUS[3] = {u=0, v=50}; -- displeased
UV_CITIZEN_GROWTH_STATUS[4] = {u=0, v=100}; -- content (normal)
UV_CITIZEN_GROWTH_STATUS[5] = {u=0, v=150}; -- happy
UV_CITIZEN_GROWTH_STATUS[6] = {u=0, v=200}; -- ecstatic
local UV_HOUSING_GROWTH_STATUS :table = {};
UV_HOUSING_GROWTH_STATUS[0] = {u=0, v=0}; -- slowed
UV_HOUSING_GROWTH_STATUS[1] = {u=0, v=100}; -- normal
local UV_CITIZEN_STARVING_STATUS :table = {};
UV_CITIZEN_STARVING_STATUS[0] = {u=0, v=0}; -- starving
UV_CITIZEN_STARVING_STATUS[1] = {u=0, v=100}; -- normal
local PANEL_INFOLINE_LOCATIONS:table = {};
PANEL_INFOLINE_LOCATIONS[0] = 20;
PANEL_INFOLINE_LOCATIONS[1] = 45;
PANEL_INFOLINE_LOCATIONS[2] = 71;
PANEL_INFOLINE_LOCATIONS[3] = 94;
local PANEL_BUTTON_LOCATIONS:table = {};
PANEL_BUTTON_LOCATIONS[0] = {x=85, y=18};
PANEL_BUTTON_LOCATIONS[1] = {x=99, y=42};
PANEL_BUTTON_LOCATIONS[2] = {x=95, y=69};
PANEL_BUTTON_LOCATIONS[3] = {x=79, y=90};
local HOUSING_LABEL_OFFSET:number = 66;
-- Mirrored in ProductionPanel
local LISTMODE:table = {PRODUCTION = 1, PURCHASE_GOLD = 2, PURCHASE_FAITH = 3, PROD_QUEUE = 4};
m_PurchasePlot = UILens.CreateLensLayerHash("Purchase_Plot");
local m_CitizenManagement : number = UILens.CreateLensLayerHash("Citizen_Management");
-- ===========================================================================
-- MEMBERS
-- ===========================================================================
local m_kData :table = nil;
local m_isInitializing :boolean= false;
local m_isShowingPanels :boolean= false;
local m_pPlayer :table = nil;
local m_primaryColor :number = UI.GetColorValueFromHexLiteral(0xcafef00d);
local m_secondaryColor :number = UI.GetColorValueFromHexLiteral(0xf00d1ace);
local m_kTutorialDisabledControls :table = nil;
local m_CurrentPanelLine :number = 0;
local m_PrevInterfaceMode :number = InterfaceModeTypes.SELECTION;
-- ===========================================================================
--
-- ===========================================================================
function Close()
ContextPtr:SetHide( true );
end
-- ===========================================================================
-- Helper, display the 3-way state of a yield based on the enum.
-- yieldData, A YIELD_STATE
-- yieldName, The name tied used in the check and ignore controls.
-- ===========================================================================
function RealizeYield3WayCheck( yieldData:number, yieldType, yieldToolTip )
local yieldInfo = GameInfo.Yields[yieldType];
if(yieldInfo) then
local controlLookup = {
YIELD_FOOD = "Food",
YIELD_PRODUCTION = "Production",
YIELD_GOLD = "Gold",
YIELD_SCIENCE = "Science",
YIELD_CULTURE = "Culture",
YIELD_FAITH = "Faith",
};
local yieldName = controlLookup[yieldInfo.YieldType];
if(yieldName) then
local checkControl = Controls[yieldName.."Check"];
local ignoreControl = Controls[yieldName.."Ignore"];
local gridControl = Controls[yieldName.."Grid"];
if(checkControl and ignoreControl and gridControl) then
local toolTip = "";
if yieldData == YIELD_STATE.FAVORED then
checkControl:SetCheck(true); -- Just visual, no callback!
checkControl:SetDisabled(false);
ignoreControl:SetHide(true);
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_FOCUSING", yieldInfo.Name) .. "[NEWLINE][NEWLINE]";
elseif yieldData == YIELD_STATE.IGNORED then
checkControl:SetCheck(false); -- Just visual, no callback!
checkControl:SetDisabled(true);
ignoreControl:SetHide(false);
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_IGNORING", yieldInfo.Name) .. "[NEWLINE][NEWLINE]";
else
checkControl:SetCheck(false);
checkControl:SetDisabled(false);
ignoreControl:SetHide(true);
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_CITIZENS", yieldInfo.Name) .. "[NEWLINE][NEWLINE]";
end
if(#yieldToolTip > 0) then
toolTip = toolTip .. yieldToolTip;
else
toolTip = toolTip .. Locale.Lookup("LOC_HUD_CITY_YIELD_NOTHING");
end
gridControl:SetToolTipString(toolTip);
end
end
end
end
-- ===========================================================================
-- Set the health meter
-- ===========================================================================
function RealizeHealthMeter( control:table, percent:number )
if ( percent > 0.7 ) then
control:SetColor( COLORS.METER_HP_GOOD );
elseif ( percent > 0.4 ) then
control:SetColor( COLORS.METER_HP_OK );
else
control:SetColor( COLORS.METER_HP_BAD );
end
-- Meter control is half circle, so add enough to start at half point and condense % into the half area
percent = (percent * 0.5) + 0.5;
control:SetPercent( percent );
end
-- ===========================================================================
-- Main city panel
-- ===========================================================================
function ViewMain( data:table )
m_primaryColor, m_secondaryColor = UI.GetPlayerColors( m_pPlayer:GetID() );
if(m_primaryColor == nil or m_secondaryColor == nil or m_primaryColor == 0 or m_secondaryColor == 0) then
UI.DataError("Couldn't find player colors for player - " .. (m_pPlayer and tostring(m_pPlayer:GetID()) or "nil"));
end
local darkerBackColor = UI.DarkenLightenColor(m_primaryColor,-85,100);
local brighterBackColor = UI.DarkenLightenColor(m_primaryColor,90,255);
m_CurrentPanelLine = 0;
-- Name data
Controls.CityName:SetText((data.IsCapital and "[ICON_Capital]" or "") .. Locale.ToUpper( Locale.Lookup(data.CityName)));
Controls.CityName:SetToolTipString(data.IsCapital and Locale.Lookup("LOC_HUD_CITY_IS_CAPITAL") or nil );
-- Banner and icon colors
Controls.Banner:SetColor(m_primaryColor);
Controls.BannerLighter:SetColor(brighterBackColor);
Controls.BannerDarker:SetColor(darkerBackColor);
Controls.CircleBacking:SetColor(m_primaryColor);
Controls.CircleLighter:SetColor(brighterBackColor);
Controls.CircleDarker:SetColor(darkerBackColor);
Controls.CityName:SetColor(m_secondaryColor);
Controls.CivIcon:SetColor(m_secondaryColor);
-- Set Population --
Controls.PopulationNumber:SetText(data.Population);
-- Damage meters ---
RealizeHealthMeter( Controls.CityHealthMeter, data.HitpointPercent );
if(data.CityWallTotalHP > 0) then
Controls.CityWallHealthMeters:SetHide(false);
--RealizeHealthMeter( Controls.WallHealthMeter, data.CityWallHPPercent );
local percent = (data.CityWallHPPercent * 0.5) + 0.5;
Controls.WallHealthMeter:SetPercent( percent );
else
Controls.CityWallHealthMeters:SetHide(true);
end
-- Update city health tooltip
local tooltip:string = Locale.Lookup("LOC_HUD_UNIT_PANEL_HEALTH_TOOLTIP", data.HitpointsCurrent, data.HitpointsTotal);
if (data.CityWallTotalHP > 0) then
tooltip = tooltip .. "[NEWLINE]" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_WALL_HEALTH_TOOLTIP", data.CityWallCurrentHP, data.CityWallTotalHP);
end
Controls.CityHealthMeters:SetToolTipString(tooltip);
local civType:string = PlayerConfigurations[data.Owner]:GetCivilizationTypeName();
if civType ~= nil then
Controls.CivIcon:SetIcon("ICON_" .. civType);
else
UI.DataError("Invalid type name returned by GetCivilizationTypeName");
end
-- CUI >>
-- Set icons and values for the yield checkboxes
Controls.FoodCheck : GetTextButton(): SetText("[ICON_Food]" .. toPlusMinusString(CuiGetFoodPerTurn(data)));
Controls.ProductionCheck: GetTextButton(): SetText("[ICON_Production]" .. toPlusMinusString(data.ProductionPerTurn));
Controls.GoldCheck : GetTextButton(): SetText("[ICON_Gold]" .. toPlusMinusString(data.GoldPerTurn));
Controls.ScienceCheck : GetTextButton(): SetText("[ICON_Science]" .. toPlusMinusString(data.SciencePerTurn));
Controls.CultureCheck : GetTextButton(): SetText("[ICON_Culture]" .. toPlusMinusString(data.CulturePerTurn));
Controls.FaithCheck : GetTextButton(): SetText("[ICON_Faith]" .. toPlusMinusString(data.FaithPerTurn));
-- Set the Yield checkboxes based on the game state
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.FOOD], YieldTypes.FOOD, CuiGetFoodToolTip(data));
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.PRODUCTION], YieldTypes.PRODUCTION, data.ProductionPerTurnToolTip);
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.GOLD], YieldTypes.GOLD, data.GoldPerTurnToolTip);
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.SCIENCE], YieldTypes.SCIENCE, data.SciencePerTurnToolTip);
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.CULTURE], YieldTypes.CULTURE, data.CulturePerTurnToolTip);
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.FAITH], YieldTypes.FAITH, data.FaithPerTurnToolTip);
-- << CUI
if m_isShowingPanels then
Controls.LabelButtonRows:SetSizeX( SIZE_MAIN_ROW_LEFT_COLLAPSED );
else
Controls.LabelButtonRows:SetSizeX( SIZE_MAIN_ROW_LEFT_WIDE );
end
-- Custom religion icon:
if data.Religions[DATA_DOMINANT_RELIGION] ~= nil then
local kReligion :table = GameInfo.Religions[data.Religions[DATA_DOMINANT_RELIGION].ReligionType];
if (kReligion ~= nil) then
local iconName :string = "ICON_" .. kReligion.ReligionType;
Controls.ReligionIcon:SetIcon(iconName);
end
end
Controls.BreakdownNum:SetText( data.BuildingsNum );
Controls.BreakdownGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine]);
Controls.BreakdownButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x);
Controls.BreakdownButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y);
m_CurrentPanelLine = m_CurrentPanelLine + 1;
-- Hide Religion / Faith UI in some scenarios
if not GameCapabilities.HasCapability("CAPABILITY_CITY_HUD_RELIGION_TAB") then
Controls.ReligionGrid:SetHide(true);
Controls.ReligionIcon:SetHide(true);
Controls.ReligionButton:SetHide(true);
else
Controls.ReligionGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine]);
Controls.ReligionButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x);
Controls.ReligionButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y);
m_CurrentPanelLine = m_CurrentPanelLine + 1;
end
if not GameCapabilities.HasCapability("CAPABILITY_FAITH") then
Controls.ProduceWithFaithCheck:SetHide(true);
Controls.FaithGrid:SetHide(true);
end
local amenitiesNumText = data.AmenitiesNetAmount;
if (data.AmenitiesNetAmount > 0) then
amenitiesNumText = "+" .. amenitiesNumText;
end
Controls.AmenitiesNum:SetText( amenitiesNumText );
local colorName:string = GetHappinessColor( data.Happiness );
Controls.AmenitiesNum:SetColorByName( colorName );
Controls.AmenitiesGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine]);
Controls.AmenitiesButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x);
Controls.AmenitiesButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y);
m_CurrentPanelLine = m_CurrentPanelLine + 1;
Controls.ReligionNum:SetText( data.ReligionFollowers );
Controls.HousingNum:SetText( data.Population );
colorName = GetPercentGrowthColor( data.HousingMultiplier );
Controls.HousingNum:SetColorByName( colorName );
Controls.HousingMax:SetText( data.Housing );
Controls.HousingLabels:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x - HOUSING_LABEL_OFFSET);
Controls.HousingGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine]);
Controls.HousingButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x);
Controls.HousingButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y);
Controls.BreakdownLabel:SetHide( m_isShowingPanels );
Controls.ReligionLabel:SetHide( m_isShowingPanels );
Controls.AmenitiesLabel:SetHide( m_isShowingPanels );
Controls.HousingLabel:SetHide( m_isShowingPanels );
Controls.PanelStackShadow:SetHide( not m_isShowingPanels );
Controls.ProductionNowLabel:SetHide( m_isShowingPanels );
-- Determine size of progress bars at the bottom, as well as sub-panel offset.
local OFF_BOTTOM_Y :number = 9;
local OFF_ROOM_FOR_PROGRESS_Y :number = 36;
local OFF_GROWTH_BAR_PUSH_RIGHT_X :number = 2;
local OFF_GROWTH_BAR_DEFAULT_RIGHT_X :number = 32;
local widthNumLabel :number = 0;
-- Growth
Controls.GrowthTurnsSmall:SetHide( not m_isShowingPanels );
Controls.GrowthTurns:SetHide( m_isShowingPanels );
Controls.GrowthTurnsBar:SetPercent( data.CurrentFoodPercent );
Controls.GrowthTurnsBar:SetShadowPercent( data.FoodPercentNextTurn );
Controls.GrowthTurnsBarSmall:SetPercent( data.CurrentFoodPercent );
Controls.GrowthTurnsBarSmall:SetShadowPercent( data.FoodPercentNextTurn );
Controls.GrowthNum:SetText( math.abs(data.TurnsUntilGrowth) );
Controls.GrowthNumSmall:SetText( math.abs(data.TurnsUntilGrowth).."[Icon_Turn]" );
if data.Occupied then
Controls.GrowthLabel:SetColorByName("StatBadCS");
Controls.GrowthLabel:SetText( Locale.ToUpper( Locale.Lookup("LOC_HUD_CITY_GROWTH_OCCUPIED") ) );
elseif data.TurnsUntilGrowth >= 0 then
Controls.GrowthLabel:SetColorByName("StatGoodCS");
Controls.GrowthLabel:SetText( Locale.ToUpper( Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_GROWTH",data.TurnsUntilGrowth)) );
else
Controls.GrowthLabel:SetColorByName("StatBadCS");
Controls.GrowthLabel:SetText( Locale.ToUpper( Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_LOSS", math.abs(data.TurnsUntilGrowth))) );
end
widthNumLabel = Controls.GrowthNum:GetSizeX();
TruncateStringWithTooltip(Controls.GrowthLabel, MAX_BEFORE_TRUNC_TURN_LABELS-widthNumLabel, Controls.GrowthLabel:GetText());
--Production
Controls.ProductionTurns:SetHide( m_isShowingPanels );
Controls.ProductionTurnsBar:SetPercent(Clamp(data.CurrentProdPercent, 0.0, 1.0));
Controls.ProductionTurnsBar:SetShadowPercent(Clamp(data.ProdPercentNextTurn, 0.0, 1.0));
Controls.ProductionNum:SetText( data.CurrentTurnsLeft );
Controls.ProductionNowLabel:SetText( data.CurrentProductionName );
Controls.ProductionDescriptionString:SetText( data.CurrentProductionDescription );
--Controls.ProductionDescription:SetText( "There was a young lady from Venus, who's body was shaped like a, THAT'S ENOUGH DATA." );
if( data.CurrentProductionStats ~= "") then
Controls.ProductionStatString:SetText( data.CurrentProductionStats );
end
Controls.ProductionDataStack:CalculateSize();
Controls.ProductionDataScroll:CalculateSize();
local isIconSet:boolean = false;
if data.CurrentProductionIcons then
for _,iconName in ipairs(data.CurrentProductionIcons) do
if iconName ~= nil and Controls.ProductionIcon:TrySetIcon(iconName) then
isIconSet = true;
break;
end
end
end
Controls.ProductionIcon:SetHide( not isIconSet );
Controls.ProductionNum:SetHide( data.CurrentTurnsLeft < 0 );
if data.CurrentTurnsLeft < 0 then
Controls.ProductionLabel:SetText( Locale.ToUpper( Locale.Lookup("LOC_HUD_CITY_NOTHING_PRODUCED")) );
widthNumLabel = 0;
else
Controls.ProductionLabel:SetText( Locale.ToUpper( Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_COMPLETED", data.CurrentTurnsLeft)) );
widthNumLabel = Controls.ProductionNum:GetSizeX();
end
TruncateStringWithTooltip(Controls.ProductionLabel, MAX_BEFORE_TRUNC_TURN_LABELS-widthNumLabel, Controls.ProductionLabel:GetText());
-- Tutorial lockdown
if m_kTutorialDisabledControls ~= nil then
for _,name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(true);
end
end
end
end
-- ===========================================================================
-- Return ColorSet name
-- ===========================================================================
function GetHappinessColor( eHappiness:number )
local happinessInfo = GameInfo.Happinesses[eHappiness];
if (happinessInfo ~= nil) then
if (happinessInfo.GrowthModifier < 0) then return "StatBadCS"; end
if (happinessInfo.GrowthModifier > 0) then return "StatGoodCS"; end
end
return "StatNormalCS";
end
-- ===========================================================================
-- Return ColorSet name
-- ===========================================================================
function GetTurnsUntilGrowthColor( turns:number )
if turns < 1 then return "StatBadCS"; end
return "StatGoodCS";
end
function GetPercentGrowthColor( percent:number )
if percent == 0 then return "Error"; end
if percent <= 0.25 then return "WarningMajor"; end
if percent <= 0.5 then return "WarningMinor"; end
return "StatNormalCS";
end
-- ===========================================================================
-- Changes the yield focus.
-- ===========================================================================
function SetYieldFocus( yieldType:number )
local pCitizens :table = g_pCity:GetCitizens();
local tParameters :table = {};
tParameters[CityCommandTypes.PARAM_FLAGS] = 0; -- Set Favored
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = yieldType; -- Yield type
if pCitizens:IsFavoredYield(yieldType) then
tParameters[CityCommandTypes.PARAM_DATA0]= 0; -- boolean (1=true, 0=false)
else
if pCitizens:IsDisfavoredYield(yieldType) then
SetYieldIgnore(yieldType);
end
tParameters[CityCommandTypes.PARAM_DATA0] = 1; -- boolean (1=true, 0=false)
end
CityManager.RequestCommand(g_pCity, CityCommandTypes.SET_FOCUS, tParameters);
end
-- ===========================================================================
-- Changes what yield type(s) should be ignored by citizens
-- ===========================================================================
function SetYieldIgnore( yieldType:number )
local pCitizens :table = g_pCity:GetCitizens();
local tParameters :table = {};
tParameters[CityCommandTypes.PARAM_FLAGS] = 1; -- Set Ignored
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = yieldType; -- Yield type
if pCitizens:IsDisfavoredYield(yieldType) then
tParameters[CityCommandTypes.PARAM_DATA0]= 0; -- boolean (1=true, 0=false)
else
if ( pCitizens:IsFavoredYield(yieldType) ) then
SetYieldFocus(yieldType);
end
tParameters[CityCommandTypes.PARAM_DATA0] = 1; -- boolean (1=true, 0=false)
end
CityManager.RequestCommand(g_pCity, CityCommandTypes.SET_FOCUS, tParameters);
end
-- ===========================================================================
-- Update both the data & view for the selected city.
-- ===========================================================================
function Refresh()
local eLocalPlayer :number = Game.GetLocalPlayer();
m_pPlayer= Players[eLocalPlayer];
g_pCity = UI.GetHeadSelectedCity();
if m_pPlayer ~= nil and g_pCity ~= nil then
m_kData = GetCityData( g_pCity );
if m_kData == nil then
return;
end
ViewMain( m_kData );
-- Tell others (e.g., CityPanelOverview) that the selected city data has changed.
-- Passing this large table across contexts via LuaEvent is *much*
-- more effecient than recomputing the entire set of yields a second time,
-- despite the large size.
LuaEvents.CityPanel_LiveCityDataChanged( m_kData, true );
end
end
-- ===========================================================================
function RefreshIfMatch( ownerPlayerID:number, cityID:number )
if g_pCity ~= nil and ownerPlayerID == g_pCity:GetOwner() and cityID == g_pCity:GetID() then
Refresh();
end
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityAddedToMap( ownerPlayerID:number, cityID:number )
if Game.GetLocalPlayer() ~= nil then
if ownerPlayerID == Game.GetLocalPlayer() then
local pSelectedCity:table = UI.GetHeadSelectedCity();
if pSelectedCity ~= nil then
Refresh();
else
UI.DeselectAllCities();
end
end
end
end
function OnCityNameChanged( playerID:number, cityID:number )
local city = UI.GetHeadSelectedCity();
if(city and city:GetOwner() == playerID and city:GetID() == cityID) then
local name = city:IsCapital() and "[ICON_Capital]" or "";
name = name .. Locale.ToUpper(Locale.Lookup(city:GetName()));
Controls.CityName:SetText(name);
end
end
-- ===========================================================================
-- GAME Event
-- Yield changes
-- ===========================================================================
function OnCityFocusChange(ownerPlayerID:number, cityID:number)
RefreshIfMatch(ownerPlayerID, cityID);
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityWorkerChanged(ownerPlayerID:number, cityID:number)
RefreshIfMatch(ownerPlayerID, cityID);
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionChanged(ownerPlayerID:number, cityID:number)
-- CUI >>
if Controls.ChangeProductionCheck:IsChecked() then
Controls.ChangeProductionCheck:SetCheck(false);
end
-- << CUI
RefreshIfMatch(ownerPlayerID, cityID);
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionCompleted(ownerPlayerID:number, cityID:number)
RefreshIfMatch(ownerPlayerID, cityID);
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionUpdated( ownerPlayerID:number, cityID:number, eProductionType, eProductionObject)
RefreshIfMatch(ownerPlayerID, cityID);
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnPlayerResourceChanged( ownerPlayerID:number, resourceTypeID:number)
if (Game.GetLocalPlayer() ~= nil and ownerPlayerID == Game.GetLocalPlayer()) then
Refresh();
end
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnToggleOverviewPanel()
if Controls.ToggleOverviewPanel:IsChecked() then
LuaEvents.CityPanel_ShowOverviewPanel(true);
else
LuaEvents.CityPanel_ShowOverviewPanel(false);
end
end
-- ===========================================================================
function OnCitySelectionChanged( ownerPlayerID:number, cityID:number, i:number, j:number, k:number, isSelected:boolean, isEditable:boolean)
if ownerPlayerID == Game.GetLocalPlayer() then
if (isSelected) then
-- Determine if we should switch to the SELECTION interface mode
local shouldSwitchToSelection:boolean = UI.GetInterfaceMode() ~= InterfaceModeTypes.CITY_SELECTION;
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
HideGrowthTile();
shouldSwitchToSelection = false;
end
if UI.GetInterfaceMode() == InterfaceModeTypes.ICBM_STRIKE then
-- During ICBM_STRIKE only switch to SELECTION if we're selecting a city
-- which doesn't own the active missile silo
local siloPlotX:number = UI.GetInterfaceModeParameter(CityCommandTypes.PARAM_X0);
local siloPlotY:number = UI.GetInterfaceModeParameter(CityCommandTypes.PARAM_Y0);
local siloPlot:table = Map.GetPlot(siloPlotX, siloPlotY);
if siloPlot then
local owningCity = Cities.GetPlotPurchaseCity(siloPlot);
if owningCity:GetID() == cityID then
shouldSwitchToSelection = false;
end
end
end
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK then
-- During CITY_RANGE_ATTACK only switch to SELECTION if we're selecting a city
-- which can't currently perform a ranged attack
if CityManager.CanStartCommand( CityManager.GetCity(owningPlayerID, cityID), CityCommandTypes.RANGE_ATTACK ) then
shouldSwitchToSelection = false;
--we switch to selection mode briefly so that we can go back into CITY_RANGE_ATTACK with the correct settings
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
UI.SetInterfaceMode(InterfaceModeTypes.CITY_RANGE_ATTACK);
end
end
if shouldSwitchToSelection then
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
end
OnToggleOverviewPanel();
ContextPtr:SetHide(false);
-- Handle case where production panel is opened from clicking a city banener directly.
local isProductionOpen:boolean = false;
local uiProductionPanel:table = ContextPtr:LookUpControl("/InGame/ProductionPanel");
if uiProductionPanel and uiProductionPanel:IsHidden()==false then
isProductionOpen = true;
end
if isProductionOpen then
AnimateToWithProductionQueue();
else
AnimateFromCloseToOpen();
end
Refresh();
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
DisplayGrowthTile();
end
else
Close();
-- Tell the CityPanelOverview a city was deselected
LuaEvents.CityPanel_LiveCityDataChanged( nil, false );
end
end
end
-- ===========================================================================
function AnimateFromCloseToOpen()
Controls.CityPanelAlpha:SetToBeginning();
Controls.CityPanelAlpha:Play();
Controls.CityPanelSlide:SetBeginVal(0,0);
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN,0);
Controls.CityPanelSlide:SetToBeginning();
Controls.CityPanelSlide:Play();
end
-- ===========================================================================
function AnimateToWithProductionQueue()
if IsRoomToPushOutPanel() then
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST,0);
Controls.CityPanelSlide:RegisterEndCallback( function() Controls.CityPanelSlide:SetBeginVal(ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST,0); end );
Controls.CityPanelSlide:SetToBeginning();
Controls.CityPanelSlide:Play();
end
end
-- ===========================================================================
function AnimateToOpenFromWithProductionQueue()
if IsRoomToPushOutPanel() then
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN,0);
Controls.CityPanelSlide:RegisterEndCallback( function() Controls.CityPanelSlide:SetBeginVal(ANIM_OFFSET_OPEN,0); end );
Controls.CityPanelSlide:SetToBeginning();
Controls.CityPanelSlide:Play();
end
end
-- ===========================================================================
-- Is there enough room to push out the CityPanel, rather than just have
-- the production list overlap it?
-- ===========================================================================
function IsRoomToPushOutPanel()
local width, height = UIManager:GetScreenSizeVal();
-- Minimap showing; subtract how much space it takes up
local uiMinimap:table = ContextPtr:LookUpControl("/InGame/MinimapPanel/MinimapContainer");
if uiMinimap then
local minimapWidth, minimapHeight = uiMinimap:GetSizeVal();
width = width - minimapWidth;
end
return ( width > 850); -- Does remaining width have enough space for both?
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnUnitSelectionChanged( playerID:number, unitID:number, hexI:number, hexJ:number, hexK:number, isSelected:boolean, isEditable:boolean )
if playerID == Game.GetLocalPlayer() then
if ContextPtr:IsHidden()==false then
Close();
Controls.ToggleOverviewPanel:SetAndCall(false);
end
end
end
-- ===========================================================================
function LateInitialize()
-- Override in DLC, Expansion, and MODs for special initialization.
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInit( isHotload:boolean )
LateInitialize();
if isHotload then
LuaEvents.GameDebug_GetValues( "CityPanel");
end
m_isInitializing = false;
Refresh();
end
-- ===========================================================================
-- UI EVENT
-- ===========================================================================
function OnShutdown()
-- Cache values for hotloading...
LuaEvents.GameDebug_AddValue("CityPanel", "isHidden", ContextPtr:IsHidden() );
-- Game Core Events
Events.CityAddedToMap.Remove( OnCityAddedToMap );
Events.CityNameChanged.Remove( OnCityNameChanged );
Events.CitySelectionChanged.Remove( OnCitySelectionChanged );
Events.CityFocusChanged.Remove( OnCityFocusChange );
Events.CityProductionCompleted.Remove( OnCityProductionCompleted );
Events.CityProductionUpdated.Remove( OnCityProductionUpdated );
Events.CityProductionChanged.Remove( OnCityProductionChanged );
Events.CityWorkerChanged.Remove( OnCityWorkerChanged );
Events.DistrictDamageChanged.Remove( OnCityProductionChanged );
Events.LocalPlayerTurnBegin.Remove( OnLocalPlayerTurnBegin );
Events.ImprovementChanged.Remove( OnCityProductionChanged );
Events.InterfaceModeChanged.Remove( OnInterfaceModeChanged );
Events.LocalPlayerChanged.Remove( OnLocalPlayerChanged );
Events.PlayerResourceChanged.Remove( OnPlayerResourceChanged );
Events.UnitSelectionChanged.Remove( OnUnitSelectionChanged );
-- LUA Events
LuaEvents.CityPanelOverview_CloseButton.Remove( OnCloseOverviewPanel );
LuaEvents.CityPanel_SetOverViewState.Remove( OnCityPanelSetOverViewState );
LuaEvents.CityPanel_ToggleManageCitizens.Remove( OnCityPanelToggleManageCitizens );
LuaEvents.GameDebug_Return.Remove( OnGameDebugReturn );
LuaEvents.ProductionPanel_Close.Remove( OnProductionPanelClose );
LuaEvents.ProductionPanel_ListModeChanged.Remove( OnProductionPanelListModeChanged );
LuaEvents.ProductionPanel_Open.Remove( OnProductionPanelOpen );
LuaEvents.Tutorial_CityPanelOpen.Remove( OnTutorialOpen );
LuaEvents.Tutorial_ContextDisableItems.Remove( OnTutorial_ContextDisableItems );
end
-- ===========================================================================
-- LUA Event
-- Set cached values back after a hotload.
-- ===========================================================================
function OnGameDebugReturn( context:string, contextTable:table )
function RunWithNoError()
if context ~= "CityPanel" or contextTable == nil then
return;
end
local isHidden:boolean = contextTable["isHidden"];
ContextPtr:SetHide( isHidden );
end
pcall( RunWithNoError );
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionPanelClose()
-- If no longer checked, make sure the side Production Panel closes.
-- Clear the checks, even if hidden, the Production Pane can close after the City Panel has already been closed.
Controls.ChangeProductionCheck:SetCheck( false );
Controls.ProduceWithFaithCheck:SetCheck( false );
Controls.ProduceWithGoldCheck:SetCheck( false );
AnimateToOpenFromWithProductionQueue();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionPanelOpen()
AnimateToWithProductionQueue();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnTutorialOpen()
ContextPtr:SetHide(false);
Refresh();
end
-- ===========================================================================
function OnBreakdown()
LuaEvents.CityPanel_ShowBreakdownTab();
end
-- ===========================================================================
function OnReligion()
LuaEvents.CityPanel_ShowReligionTab();
end
-- ===========================================================================
function OnAmenities()
LuaEvents.CityPanel_ShowAmenitiesTab();
end
-- ===========================================================================
function OnHousing()
LuaEvents.CityPanel_ShowHousingTab();
end
-- ===========================================================================
--function OnCheckQueue()
-- if m_isInitializing then return; end
-- if not m_debugAllowMultiPanel then
-- UILens.ToggleLayerOff("Adjacency_Bonus_Districts");
-- UILens.ToggleLayerOff("Districts");
-- end
-- Refresh();
--end
-- ===========================================================================
function OnCitizensGrowth()
LuaEvents.CityPanel_ShowCitizensTab();
end
-- ===========================================================================
-- Set a yield to one of 3 check states.
-- yieldType Enum from game engine on the yield
-- yieldName Name of the yield used in the UI controls
-- ===========================================================================
function OnCheckYield( yieldType:number, yieldName:string )
if Controls.YieldsArea:IsDisabled() then return; end -- Via tutorial event
if Controls[yieldName.."Check"]:IsChecked() then
SetYieldFocus( yieldType );
else
SetYieldIgnore( yieldType );
Controls[yieldName.."Ignore"]:SetHide( false );
Controls[yieldName.."Check"]:SetDisabled( true );
end
end
-- ===========================================================================
-- Reset a yield to not be favored nor ignored
-- yieldType Enum from game engine on the yield
-- yieldName Name of the yield used in the UI controls
-- ===========================================================================
function OnResetYieldToNormal( yieldType:number, yieldName:string )
if Controls.YieldsArea:IsDisabled() then return; end -- Via tutorial event
Controls[yieldName.."Ignore"]:SetHide( true );
Controls[yieldName.."Check"]:SetDisabled( false );
SetYieldIgnore( yieldType ); -- One more ignore to flip it off
end
-- ===========================================================================
-- Cycle to the next city
-- ===========================================================================
function OnNextCity()
local kCity:table = UI.GetHeadSelectedCity();
UI.SelectNextCity(kCity);
UI.PlaySound("UI_Click_Sweetener_Metal_Button_Small");
end
-- ===========================================================================
-- Cycle to the previous city
-- ===========================================================================
function OnPreviousCity()
local kCity:table = UI.GetHeadSelectedCity();
UI.SelectPrevCity(kCity);
UI.PlaySound("UI_Click_Sweetener_Metal_Button_Small");
end
-- ===========================================================================
-- Recenter camera on city
-- ===========================================================================
function RecenterCameraOnCity()
local kCity:table = UI.GetHeadSelectedCity();
UI.LookAtPlot( kCity:GetX(), kCity:GetY() );
end
-- CUI -----------------------------------------------------------------------
-- combine purchase tile and manage cityzens
function CuiOnToggleManageTile()
if Controls.ManageTileCheck:IsChecked() then
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT)
CuiForceHideCityBanner()
RecenterCameraOnCity()
UILens.ToggleLayerOn(m_CitizenManagement)
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
UILens.ToggleLayerOn(m_PurchasePlot)
end
else
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION)
CuiForceShowCityBanner()
UILens.ToggleLayerOff(m_CitizenManagement)
UILens.ToggleLayerOff(m_PurchasePlot)
end
end
-- ===========================================================================
-- Turn on/off layers and switch the interface mode based on what is checked.
-- Interface mode is changed first as the Lens system may inquire as to the
-- current state in deciding what is populate in a lens layer.
-- ===========================================================================
function OnTogglePurchaseTile()
if Controls.PurchaseTileCheck:IsChecked() then
if not Controls.ManageCitizensCheck:IsChecked() then
m_PrevInterfaceMode = UI.GetInterfaceMode();
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT); -- Enter mode
end
RecenterCameraOnCity();
UILens.ToggleLayerOn( m_PurchasePlot );
else
if not Controls.ManageCitizensCheck:IsChecked() and UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
UI.SetInterfaceMode(m_PrevInterfaceMode); -- Exit mode
m_PrevInterfaceMode = InterfaceModeTypes.SELECTION;
end
UILens.ToggleLayerOff( m_PurchasePlot );
end
end
-- ===========================================================================
function OnToggleProduction()
if Controls.ChangeProductionCheck:IsChecked() then
RecenterCameraOnCity();
LuaEvents.CityPanel_ProductionOpen();
-- CUI >>
Controls.ProduceWithFaithCheck:SetCheck(false);
Controls.ProduceWithGoldCheck:SetCheck(false);
-- << CUI
else
LuaEvents.CityPanel_ProductionClose();
end
end
-- ===========================================================================
function OnTogglePurchaseWithGold()
if Controls.ProduceWithGoldCheck:IsChecked() then
RecenterCameraOnCity();
LuaEvents.CityPanel_PurchaseGoldOpen();
-- CUI >>
Controls.ChangeProductionCheck:SetCheck(false);
Controls.ProduceWithFaithCheck:SetCheck(false);
-- << CUI
else
LuaEvents.CityPanel_ProductionClose();
end
end
-- ===========================================================================
function OnTogglePurchaseWithFaith()
if Controls.ProduceWithFaithCheck:IsChecked() then
RecenterCameraOnCity();
LuaEvents.CityPanel_PurchaseFaithOpen();
-- CUI >>
Controls.ChangeProductionCheck:SetCheck(false);
Controls.ProduceWithGoldCheck:SetCheck(false);
-- << CUI
else
LuaEvents.CityPanel_ProductionClose();
end
end
-- ===========================================================================
function OnCloseOverviewPanel()
Controls.ToggleOverviewPanel:SetCheck(false);
end
-- ===========================================================================
-- Turn on/off layers and switch the interface mode based on what is checked.
-- Interface mode is changed first as the Lens system may inquire as to the
-- current state in deciding what is populate in a lens layer.
-- ===========================================================================
function OnToggleManageCitizens()
if Controls.ManageCitizensCheck:IsChecked() then
if not Controls.PurchaseTileCheck:IsChecked() then
m_PrevInterfaceMode = UI.GetInterfaceMode();
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT); -- Enter mode
end
RecenterCameraOnCity();
UILens.ToggleLayerOn( m_CitizenManagement );
else
if not Controls.PurchaseTileCheck:IsChecked() and UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
UI.SetInterfaceMode(m_PrevInterfaceMode); -- Exit mode
m_PrevInterfaceMode = InterfaceModeTypes.SELECTION;
end
UILens.ToggleLayerOff( m_CitizenManagement );
end
end
-- ===========================================================================
function OnLocalPlayerTurnBegin()
Refresh();
end
-- ===========================================================================
-- Enable a control unless it's in the tutorial lock down list.
-- ===========================================================================
function EnableIfNotTutorialBlocked( controlName:string )
local isDisabled :boolean = false;
if m_kTutorialDisabledControls ~= nil then
for _,name in ipairs(m_kTutorialDisabledControls) do
if name == controlName then
isDisabled = true;
break;
end
end
end
Controls[ controlName ]:SetDisabled( isDisabled );
end
function OnCameraUpdate( vFocusX:number, vFocusY:number, fZoomLevel:number )
if g_growthPlotId ~= -1 then
if fZoomLevel and fZoomLevel > 0.5 then
local delta:number = (fZoomLevel - 0.3);
local alpha:number = delta / 0.7;
Controls.GrowthHexAlpha:SetProgress(alpha);
else
Controls.GrowthHexAlpha:SetProgress(0);
end
local plotX:number, plotY:number = Map.GetPlotLocation(g_growthPlotId);
local worldX:number, worldY:number, worldZ:number = UI.GridToWorld(plotX, plotY);
Controls.GrowthHexAnchor:SetWorldPositionVal(worldX, worldY + HEX_GROWTH_TEXT_PADDING, worldZ);
end
end
function DisplayGrowthTile()
if g_pCity ~= nil and HasCapability("CAPABILITY_CULTURE") then
local cityCulture:table = g_pCity:GetCulture();
if cityCulture ~= nil then
local newGrowthPlot:number = cityCulture:GetNextPlot();
if(newGrowthPlot ~= -1 and newGrowthPlot ~= g_growthPlotId) then
g_growthPlotId = newGrowthPlot;
local cost:number = cityCulture:GetNextPlotCultureCost();
local currentCulture:number = cityCulture:GetCurrentCulture();
local currentYield:number = cityCulture:GetCultureYield();
local currentGrowth:number = math.max(math.min(currentCulture / cost, 1.0), 0);
local nextTurnGrowth:number = math.max(math.min((currentCulture + currentYield) / cost, 1.0), 0);
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, 1, "GrowthHexBG");
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, nextTurnGrowth, "GrowthHexNext");
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, currentGrowth, "GrowthHexCurrent");
local turnsRemaining:number = cityCulture:GetTurnsUntilExpansion();
Controls.TurnsLeftDescription:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_BORDER_GROWTH", turnsRemaining)));
Controls.TurnsLeftLabel:SetText(turnsRemaining);
Controls.GrowthHexStack:CalculateSize();
g_growthHexTextWidth = Controls.GrowthHexStack:GetSizeX();
Events.Camera_Updated.Add(OnCameraUpdate);
Events.CityMadePurchase.Add(OnCityMadePurchase);
Controls.GrowthHexAnchor:SetHide(false);
OnCameraUpdate();
end
end
end
end
function HideGrowthTile()
if g_growthPlotId ~= -1 then
Controls.GrowthHexAnchor:SetHide(true);
Events.Camera_Updated.Remove(OnCameraUpdate);
Events.CityMadePurchase.Remove(OnCityMadePurchase);
UILens.ClearHex(m_PurchasePlot, g_growthPlotId);
g_growthPlotId = -1;
end
end
function OnCityMadePurchase(owner:number, cityID:number, plotX:number, plotY:number, purchaseType, objectType)
if g_growthPlotId ~= -1 then
local growthPlotX:number, growthPlotY:number = Map.GetPlotLocation(g_growthPlotId);
if (growthPlotX == plotX and growthPlotY == plotY) then
HideGrowthTile();
DisplayGrowthTile();
end
end
end
-- ===========================================================================
function OnProductionPanelListModeChanged( listMode:number )
Controls.ChangeProductionCheck:SetCheck(listMode == LISTMODE.PRODUCTION or listMode == LISTMODE.PROD_QUEUE);
Controls.ProduceWithGoldCheck:SetCheck(listMode == LISTMODE.PURCHASE_GOLD);
Controls.ProduceWithFaithCheck:SetCheck(listMode == LISTMODE.PURCHASE_FAITH);
end
-- ===========================================================================
function OnCityPanelSetOverViewState( isOpened:boolean )
Controls.ToggleOverviewPanel:SetCheck(isOpened);
end
-- ===========================================================================
function OnCityPanelToggleManageCitizens()
Controls.ManageCitizensCheck:SetAndCall(not Controls.ManageCitizensCheck:IsChecked());
end
-- ===========================================================================
-- GAME Event
-- eOldMode, mode the engine was formally in
-- eNewMode, new mode the engine has just changed to
-- ===========================================================================
function OnInterfaceModeChanged( eOldMode:number, eNewMode:number )
if eOldMode == InterfaceModeTypes.CITY_MANAGEMENT then
-- CUI >> combine buttons.
if Controls.ManageTileCheck:IsChecked() then
Controls.ManageTileCheck:SetAndCall(false);
end
-- if Controls.PurchaseTileCheck:IsChecked() then Controls.PurchaseTileCheck:SetAndCall( false ); end
-- if Controls.ManageCitizensCheck:IsChecked() then Controls.ManageCitizensCheck:SetAndCall( false ); end
-- << CUI
UI.SetFixedTiltMode( false );
HideGrowthTile();
elseif eOldMode == InterfaceModeTypes.DISTRICT_PLACEMENT or eOldMode == InterfaceModeTypes.BUILDING_PLACEMENT then
HideGrowthTile();
end
if eNewMode == InterfaceModeTypes.CITY_MANAGEMENT then
DisplayGrowthTile();
end
if eNewMode == InterfaceModeTypes.CITY_RANGE_ATTACK or eNewMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK then
if ContextPtr:IsHidden()==false then
Close();
end
elseif eOldMode == InterfaceModeTypes.CITY_RANGE_ATTACK or eOldMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK then
-- If we leave CITY_RANGE_ATTACK with a city selected then show the city panel again
if UI.GetHeadSelectedCity() then
ContextPtr:SetHide(false);
end
end
if eNewMode == InterfaceModeTypes.SELECTION or eNewMode == InterfaceModeTypes.CITY_MANAGEMENT then
-- CUI >> combine buttons.
EnableIfNotTutorialBlocked("ManageTileCheck");
-- EnableIfNotTutorialBlocked("PurchaseTileCheck");
-- EnableIfNotTutorialBlocked("ManageCitizensCheck");
-- << CUI
EnableIfNotTutorialBlocked("ProduceWithFaithCheck");
EnableIfNotTutorialBlocked("ProduceWithGoldCheck");
EnableIfNotTutorialBlocked("ChangeProductionCheck");
elseif eNewMode == InterfaceModeTypes.DISTRICT_PLACEMENT then
-- CUI >> combine buttons.
Controls.ManageTileCheck:SetDisabled(true);
-- Controls.PurchaseTileCheck:SetDisabled( true );
-- Controls.ManageCitizensCheck:SetDisabled( true );
-- << CUI
Controls.ChangeProductionCheck:SetDisabled( true );
Controls.ProduceWithFaithCheck:SetDisabled( true );
Controls.ProduceWithGoldCheck:SetDisabled( true );
local newGrowthPlot:number = g_pCity:GetCulture():GetNextPlot(); --show the growth tile if the district can be placed there
if(newGrowthPlot ~= -1) then
local districtHash:number = UI.GetInterfaceModeParameter(CityOperationTypes.PARAM_DISTRICT_TYPE);
local district:table = GameInfo.Districts[districtHash];
local kPlot :table = Map.GetPlotByIndex(newGrowthPlot);
if kPlot:CanHaveDistrict(district.Index, g_pCity:GetOwner(), g_pCity:GetID()) then
DisplayGrowthTile();
end
end
elseif eNewMode == InterfaceModeTypes.BUILDING_PLACEMENT then
local newGrowthPlot:number = g_pCity:GetCulture():GetNextPlot();
if(newGrowthPlot ~= -1) then
local buildingHash :number = UI.GetInterfaceModeParameter(CityOperationTypes.PARAM_BUILDING_TYPE);
local building = GameInfo.Buildings[buildingHash];
local kPlot :table = Map.GetPlotByIndex(newGrowthPlot);
if kPlot:CanHaveWonder(building.Index, g_pCity:GetOwner(), g_pCity:GetID()) then
DisplayGrowthTile();
end
end
end
if not ContextPtr:IsHidden() then
ViewMain( m_kData );
end
end
-- ===========================================================================
-- Engine EVENT
-- Local player changed; likely a hotseat game
-- ===========================================================================
function OnLocalPlayerChanged( eLocalPlayer:number , ePrevLocalPlayer:number )
if eLocalPlayer == -1 then
m_pPlayer = nil;
return;
end
m_pPlayer = Players[eLocalPlayer];
if ContextPtr:IsHidden()==false then
Close();
end
end
-- ===========================================================================
-- Show/hide an area based on the status of a checkbox control
-- checkBoxControl A checkbox control that when selected is open
-- buttonControl (optional) button control that toggles the state
-- areaControl The area to be shown/hidden
-- kParentControls DEPRECATED, not needed
-- ===========================================================================
function SetupCollapsibleToggle( pCheckBoxControl:table, pButtonControl:table, pAreaControl:table, kParentControls:table )
pCheckBoxControl:RegisterCheckHandler(
function()
pAreaControl:SetHide( pCheckBoxControl:IsChecked() );
end
);
if pButtonControl ~= nil then
pButtonControl:RegisterCallback( Mouse.eLClick,
function()
pCheckBoxControl:SetAndCall( not pCheckBoxControl:IsChecked() );
end
);
end
end
-- ===========================================================================
-- LUA Event
-- Tutorial requests controls that should always be locked down.
-- Send nil to clear.
-- ===========================================================================
function OnTutorial_ContextDisableItems( contextName:string, kIdsToDisable:table )
if contextName~="CityPanel" then return; end
-- Enable any existing controls that are disabled
if m_kTutorialDisabledControls ~= nil then
for _,name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(false);
end
end
end
m_kTutorialDisabledControls = kIdsToDisable;
-- Immediate set disabled
if m_kTutorialDisabledControls ~= nil then
for _,name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(true);
else
UI.DataError("Tutorial requested the control '"..name.."' be disabled in the city panel, but no such control exists in that context.");
end
end
end
end
-- CUI -----------------------------------------------------------------------
function CuiGetFoodToolTip(data)
local foodToolTip =
-- vanila tooltip
data.FoodPerTurnToolTip ..
"[NEWLINE][NEWLINE]" ..
-- food consumption
toPlusMinusString(-(data.FoodPerTurn - data.FoodSurplus)) ..
" " ..
Locale.Lookup("LOC_HUD_CITY_FOOD_CONSUMPTION") ..
"[NEWLINE]------------------[NEWLINE]" ..
-- happiness
GetColorPercentString(1 + data.HappinessGrowthModifier / 100, 2) ..
" " ..
Locale.Lookup("LOC_HUD_CITY_HAPPINESS_GROWTH_BONUS") ..
"[NEWLINE]" ..
-- other
GetColorPercentString(1 + Round(data.OtherGrowthModifiers, 2), 2) ..
" " ..
Locale.Lookup("LOC_HUD_CITY_OTHER_GROWTH_BONUSES") ..
"[NEWLINE]" .. -- housing
GetColorPercentString(data.HousingMultiplier, 2) ..
" " .. Locale.Lookup("LOC_HUD_CITY_HOUSING_CAPACITY")
if data.Occupied then
foodToolTip =
foodToolTip ..
"[NEWLINE]" .. "x" .. data.OccupationMultiplier .. Locale.Lookup("LOC_HUD_CITY_OCCUPATION_MULTIPLIER")
end
return foodToolTip
end
-- CUI -----------------------------------------------------------------------
function CuiGetFoodPerTurn(data)
local modifiedFood
local foodPerTurn
if data.TurnsUntilGrowth > -1 then
local growthModifier = math.max(1 + (data.HappinessGrowthModifier / 100) + data.OtherGrowthModifiers, 0)
modifiedFood = Round(data.FoodSurplus * growthModifier, 2)
if data.Occupied then
foodPerTurn = modifiedFood * data.OccupationMultiplier
else
foodPerTurn = modifiedFood * data.HousingMultiplier
end
else
foodPerTurn = data.FoodSurplus
end
return foodPerTurn
end
-- CUI -----------------------------------------------------------------------
function CuiForceHideCityBanner()
CuiSettings:SetBoolean(CuiSettings.SHOW_CITYS, false)
ContextPtr:LookUpControl("/InGame/CityBannerManager"):SetHide(true)
LuaEvents.MinimapPanel_RefreshMinimapOptions()
end
-- CUI -----------------------------------------------------------------------
function CuiForceShowCityBanner()
CuiSettings:SetBoolean(CuiSettings.SHOW_CITYS, true)
ContextPtr:LookUpControl("/InGame/CityBannerManager"):SetHide(false)
LuaEvents.MinimapPanel_RefreshMinimapOptions()
end
-- ===========================================================================
-- CTOR
-- ===========================================================================
function Initialize()
LuaEvents.CityPanel_OpenOverview();
m_isInitializing = true;
-- Context Events
ContextPtr:SetInitHandler( OnInit );
ContextPtr:SetShutdown( OnShutdown );
-- Control Events
Controls.BreakdownButton:RegisterCallback( Mouse.eLClick, OnBreakdown );
Controls.ReligionButton:RegisterCallback( Mouse.eLClick, OnReligion );
Controls.AmenitiesButton:RegisterCallback( Mouse.eLClick, OnAmenities );
Controls.HousingButton:RegisterCallback( Mouse.eLClick, OnHousing );
Controls.CitizensGrowthButton:RegisterCallback( Mouse.eLClick, OnCitizensGrowth );
Controls.CultureCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.CULTURE, "Culture"); end );
Controls.FaithCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.FAITH, "Faith"); end );
Controls.FoodCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.FOOD, "Food"); end );
Controls.GoldCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.GOLD, "Gold"); end );
Controls.ProductionCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.PRODUCTION, "Production"); end );
Controls.ScienceCheck:RegisterCheckHandler( function() OnCheckYield( YieldTypes.SCIENCE, "Science"); end );
Controls.CultureIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.CULTURE, "Culture"); end);
Controls.FaithIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.FAITH, "Faith"); end);
Controls.FoodIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.FOOD, "Food"); end);
Controls.GoldIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.GOLD, "Gold"); end);
Controls.ProductionIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.PRODUCTION, "Production"); end);
Controls.ScienceIgnore:RegisterCallback( Mouse.eLClick, function() OnResetYieldToNormal( YieldTypes.SCIENCE, "Science"); end);
Controls.NextCityButton:RegisterCallback( Mouse.eLClick, OnNextCity);
Controls.PrevCityButton:RegisterCallback( Mouse.eLClick, OnPreviousCity);
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
-- CUI >> combine buttons.
-- Controls.PurchaseTileCheck:RegisterCheckHandler(OnTogglePurchaseTile );
-- Controls.PurchaseTileCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
-- << CUI
Controls.ProduceWithGoldCheck:RegisterCheckHandler( OnTogglePurchaseWithGold );
Controls.ProduceWithGoldCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
else
Controls.PurchaseTileCheck:SetHide(true);
Controls.ProduceWithGoldCheck:SetHide(true);
end
-- CUI >> combine buttons.
Controls.ManageTileCheck:RegisterCheckHandler(CuiOnToggleManageTile);
Controls.ManageTileCheck:RegisterCallback(
Mouse.eMouseEnter,
function()
UI.PlaySound("Main_Menu_Mouse_Over")
end
);
-- Controls.ManageCitizensCheck:RegisterCheckHandler( OnToggleManageCitizens );
-- Controls.ManageCitizensCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
-- << CUI
Controls.ChangeProductionCheck:RegisterCheckHandler( OnToggleProduction );
Controls.ChangeProductionCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ProduceWithFaithCheck:RegisterCheckHandler( OnTogglePurchaseWithFaith );
Controls.ProduceWithFaithCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ToggleOverviewPanel:RegisterCheckHandler( OnToggleOverviewPanel );
Controls.ToggleOverviewPanel:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
-- Game Core Events
Events.CityAddedToMap.Add( OnCityAddedToMap );
Events.CityNameChanged.Add( OnCityNameChanged );
Events.CitySelectionChanged.Add( OnCitySelectionChanged );
Events.CityFocusChanged.Add( OnCityFocusChange );
Events.CityProductionCompleted.Add( OnCityProductionCompleted );
Events.CityProductionUpdated.Add( OnCityProductionUpdated );
Events.CityProductionChanged.Add( OnCityProductionChanged );
Events.CityWorkerChanged.Add( OnCityWorkerChanged );
Events.DistrictDamageChanged.Add( OnCityProductionChanged );
Events.LocalPlayerTurnBegin.Add( OnLocalPlayerTurnBegin );
Events.ImprovementChanged.Add( OnCityProductionChanged );
Events.InterfaceModeChanged.Add( OnInterfaceModeChanged );
Events.LocalPlayerChanged.Add( OnLocalPlayerChanged );
Events.PlayerResourceChanged.Add( OnPlayerResourceChanged );
Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
-- LUA Events
LuaEvents.CityPanelOverview_CloseButton.Add( OnCloseOverviewPanel );
LuaEvents.CityPanel_SetOverViewState.Add( OnCityPanelSetOverViewState );
-- CUI >> combine buttons.
-- LuaEvents.CityPanel_ToggleManageCitizens.Add( OnCityPanelToggleManageCitizens );
LuaEvents.CityPanel_ToggleManageCitizens.Add(
function()
Controls.ManageTileCheck:SetAndCall(not Controls.ManageTileCheck:IsChecked())
end
);
-- << CUI
LuaEvents.GameDebug_Return.Add( OnGameDebugReturn );
LuaEvents.ProductionPanel_Close.Add( OnProductionPanelClose );
LuaEvents.ProductionPanel_ListModeChanged.Add( OnProductionPanelListModeChanged );
LuaEvents.ProductionPanel_Open.Add( OnProductionPanelOpen );
LuaEvents.Tutorial_CityPanelOpen.Add( OnTutorialOpen );
LuaEvents.Tutorial_ContextDisableItems.Add( OnTutorial_ContextDisableItems );
-- Truncate possible static text overflows
TruncateStringWithTooltip(Controls.BreakdownLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.BreakdownLabel:GetText());
TruncateStringWithTooltip(Controls.ReligionLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.ReligionLabel:GetText());
TruncateStringWithTooltip(Controls.AmenitiesLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.AmenitiesLabel:GetText());
TruncateStringWithTooltip(Controls.HousingLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.HousingLabel:GetText());
end
Initialize();
|
include "luaClass.class.namespace"
include "luaClass.class.config.init"
_ENV=namespace "luaClass"
LPublic={}
LPublic.__index=LPublic
function LPublic:new(memberTable)
local object={
members=memberTable;
}
setmetatable(object,self)
return object
end
function LPublic:implement(classObject)
local members=classObject.__public_member
local protectedMembers=classObject.__protected_member
local decl=classObject.__decl
local funcTable=classObject.__function
local meta=classObject.__metaMethod
if classObject.__debug then
for _,member in pairs(self.members) do
member:check(true)
if member.ctype=="function" then
decl[member.key]="publicFunction"
funcTable[member.key]=member.object
elseif member.ctype=="member" then
decl[member.key]="publicMember"
members[member.key]=member.object
elseif member.ctype=="static" then
decl[member.key]="publicStatic"
classObject[member.key]=member.object
elseif member.ctype=="const" then
decl[member.key]="publicConst"
protectedMembers[member.key]=member.object
elseif member.ctype=="staticFunction" then
decl[member.key]="publicStaticFunction"
funcTable[member.key]=member.object
elseif member.ctype=="meta" then
meta[member.key]=member.object
classObject[member.key]=member.object
end
end
else
for _,member in pairs(self.members) do
member:check(false)
if member.ctype=="function" then
decl[member.key]="publicFunction"
classObject[member.key]=member.object
elseif member.ctype=="member" then
decl[member.key]="publicMember"
members[member.key]=member.object
elseif member.ctype=="static" then
decl[member.key]="publicStatic"
classObject[member.key]=member.object
elseif member.ctype=="const" then
decl[member.key]="publicConst"
members[member.key]=member.object
elseif member.ctype=="staticFunction" then
decl[member.key]="publicStaticFunction"
classObject[member.key]=member.object
elseif member.ctype=="meta" then
meta[member.key]=member.object
classObject[member.key]=member.object
end
end
end
end
function public(memberTable)
return LPublic:new(memberTable)
end
|
awful = require("awful")
settings = require("settings")
beautiful = require("beautiful")
local dpi = beautiful.xresources.apply_dpi
wibox = require("wibox")
naughty = require "naughty"
menubar = require "menubar"
gears = require "gears"
math = require "math"
--[[
Entry needs to store:
Icon
Children?
Name
Tooltip?
Launch
]]
local mainmenu = {
menutree = {
},
box = nil,
mainmenuwidget = nil,
listwidget = nil,
categories = {},
displaystate = {
openpath = {},
extensions = {}
}
}
--forward function decleartions
local update_tree_menu, log, close_extensions_above
local function min(a, b)
if(a < b) then
return a
end
return b
end
local function itemheight(items)
items = items or 1
return beautiful.menu_height * items
end
local function mainmenuheight()
return itemheight(2 + min(#mainmenu.menutree, settings.desktop.startmenuentries))
end
local function frombottom(items)
return mainmenuheight() - itemheight(items)
end
local function force_close()
if mainmenu.box.visible then
mainmenu.toggle()
end
close_extensions_above(1)
end
local function runentry(entry)
local exec = entry.exec
exec = exec:gsub("%%U", "")
exec = exec:gsub("%%u", "")
exec = exec:gsub("%%F", "")
--naughty.notify{text = "Starting " .. entry.name .. " with command \"" .. exec .. "\""}
awful.spawn(exec)
end
local function clickhandler(sender)
local entry = sender.entry
entry:click()
force_close()
end
local function item_enter(sender)
local depth = sender.entry.depth
mainmenu.displaystate.openpath[depth] = sender.entry
mainmenu.displaystate.openpath[depth+1] = nil
update_tree_menu()
end
local function item_leave(sender, hit_data)
local depth = sender.entry.depth
local coords = mouse.coords()
if coords.x >= hit_data.width then
return
end
mainmenu.displaystate.openpath[depth] = nil
update_tree_menu()
end
local function try_load_icon(icon)
if icon == nil then
return nil
end
local icon_path = menubar.utils.lookup_icon(icon)
if icon_path == nil then
return nil
end
local img = gears.surface.load(icon_path)
if img == nil then
naughty.notify {text = "Did not load icon at " .. icon_path}
end
return img
end
local function entry_create_display_raw(text, icon_left, icon_right)
local textwidth = beautiful.menu_width - beautiful.menu_height + 4
local icon2 = nil
if icon_right ~= nil then
icon2 = wibox.widget {
widget = wibox.widget.imagebox,
forced_width = beautiful.menu_height,
forced_height = beautiful.menu_height,
image = icon_right,
point = {y = 0, x = textwidth}
}
textwidth = textwidth - beautiful.menu_height
end
local display_item = wibox.container {
wibox.layout {
layout = wibox.layout.manual,
forced_height = beautiful.menu_height,
wibox.widget {
widget = wibox.widget.imagebox,
--Should be square with size fitting in menu, so it be width = height
forced_width = beautiful.menu_height,
forced_height = beautiful.menu_height,
--resize_allowed = true,
--clip_shape = gears.shape.rectangle,
image = icon_left,
point = {y = 0, x = 0}
},
wibox.widget {
widget = wibox.widget.textbox,
point = {y = 0, x = beautiful.menu_height},
forced_width = textwidth,
forced_height = beautiful.menu_height,
text = text
},
icon2
},
widget = wibox.container.background
}
display_item:connect_signal("mouse::enter", item_enter)
display_item:connect_signal("mouse::leave", item_leave)
return display_item
end
local function entry_create_from_program(program)
if program.Icon == nil then
naughty.notify {text = program.Name .. " has no icon"}
end
local final = {
name = program.Name,
icon = program.Icon,
exec = program.Exec,
working_directory = program.Path,
terminal = program.Terminal,
click = runentry,
display_item = entry_create_display_raw(program.Name, try_load_icon(program.Icon))
}
final.display_item.entry = final
final.display_item:connect_signal("button::press", clickhandler)
return final
end
local function get_category_entry(category_name)
if mainmenu.categories[category_name] == nil then
local entry = {
name = category_name,
display_item = entry_create_display_raw(category_name, nil, try_load_icon(beautiful.menu_submenu_icon)),
children = {}
}
entry.display_item.entry = entry
mainmenu.categories[category_name] = entry
table.insert(mainmenu.menutree, entry)
end
return mainmenu.categories[category_name]
end
local function input_handler_state()
return {
text = "",
cursor_pos = 1
}
end
local function input_handler(mod, key, event)
if event == "release" then
return
end
--update state
local handlers = {
["Super_L"] = force_close,
["Escape"] = force_close,
["Left"] = function() if mainmenu.input_state.cursor_pos > 1 then
mainmenu.input_state.cursor_pos = mainmenu.input_state.cursor_pos - 1 end
end,
["Right"] = function() if mainmenu.input_state.cursor_pos < mainmenu.input_state.text:len() +1 then
mainmenu.input_state.cursor_pos = mainmenu.input_state.cursor_pos + 1 end
end,
}
local handler = handlers[key]
if handler == nil then
if(key:len() ~= 1) then
naughty.notify {text = "Unhandled long key of " .. key}
else
mainmenu.input_state.text = mainmenu.input_state.text:sub(1, mainmenu.input_state.cursor_pos-1) .. key .. mainmenu.input_state.text:sub(mainmenu.input_state.cursor_pos )
mainmenu.input_state.cursor_pos = mainmenu.input_state.cursor_pos + 1
end
elseif type(handler) == "function" then
handler()
else
naughty.notify( {text = "non function handler for " .. key})
end
--display updated state
mainmenu.textbox.markup = "<b>" .. mainmenu.input_state.text .. "</b>"
end
--start of new lazy tree based system
function log(text)
naughty.notify {text = text}
end
local function list_first_n(list, n)
local r = {}
for i, v in ipairs(list) do
table.insert(r, v)
if i >= n then
break
end
end
return r
end
local function entry_ensure_display_item(entry)
if entry.display_item ~= nil then
return
end
entry.display_item = entry_create_display_raw(entry.name, try_load_icon(entry.icon))
entry.display_item.entry = entry
end
local function set_widget_entries(widget, entries)
widget:reset()
for i, entry in ipairs(entries) do
entry.display_item.bg = beautiful.bg_normal
entry_ensure_display_item(entry)
entry.display_item.point = {y = itemheight(i-1), x = 0}
entry.slot = i - 1
widget:add(entry.display_item)
end
end
local function recursive_set_depth(menutree, depth)
if depth == nil then
depth = 1
end
for i, v in ipairs(menutree) do
v.depth = depth
if v.children ~= nil then
recursive_set_depth(v.children, depth+1)
end
end
end
local function get_or_create_extension_widget(depth)
if mainmenu.displaystate.extensions[depth] == nil then
local widget = wibox.layout {
layout = wibox.layout.manual
}
mainmenu.displaystate.extensions[depth] = {
widget = widget,
box = wibox {
ontop = true,
width = beautiful.menu_width,
y = 400, --placeholder, remove?
x = beautiful.menu_width * depth,
widget = widget
}
}
end
local extension = mainmenu.displaystate.extensions[depth]
extension.box.visible = true
return extension
end
function close_extensions_above(level)
for i=level, #mainmenu.displaystate.extensions do
mainmenu.displaystate.extensions[i].box.visible = false
end
end
local function update_menu_level(list, widget, focus)
local cutlist = list_first_n(list, settings.desktop.startmenuentries)
set_widget_entries(widget, cutlist)
if focus ~= nil then
focus.display_item.bg =beautiful.bg_focus
end
end
function update_tree_menu()
--naughty.notify{text = "MENU!"}
recursive_set_depth(mainmenu.menutree) --TODO: don't do every time
--Actually update the menu
update_menu_level(mainmenu.menutree, mainmenu.listwidget, mainmenu.displaystate.openpath[1])
local i = 1
local oldy = mainmenu.box.y
while mainmenu.displaystate.openpath[i] ~= nil do
local element = mainmenu.displaystate.openpath[i]
if element.children ~= nil and #element.children >= 1 then
local extension = get_or_create_extension_widget(i)
local newy = oldy + itemheight(element.slot)
extension.box.y = newy
extension.box.height = itemheight(math.min(#element.children, settings.desktop.startmenuentries))
update_menu_level(element.children, extension.widget, mainmenu.displaystate.openpath[i+1])
end
i = i + 1
end
close_extensions_above(i) -- -1?)
end
--end of new lazy tree based system
local function ensure_init()
if mainmenu.init ~= nil then
return
end
mainmenu.init = 1
mainmenu.listwidget = wibox.layout {
layout = wibox.layout.manual,
point = {x = 0, y = 0},
forced_width = beautiful.menu_width,
forced_height = itemheight(settings.desktop.startmenuentries)
}
mainmenu.textbox = wibox.widget {
markup = "",
valign = 'center',
-- font = "Source Sans Pro 8",
widget = wibox.widget.textbox,
point = {x = dpi(2), y = frombottom(2)},
forced_height = itemheight(1),
forced_width = beautiful.menu_width - dpi(4)
}
mainmenu.mainmenuwidget = wibox.layout{
layout = wibox.layout.manual,
mainmenu.textbox,
mainmenu.listwidget
}
mainmenu.box = wibox({
ontop = true,
x = 200,
y = 0,
height = mainmenuheight() ,
width = beautiful.menu_width,
visible = false,
widget = mainmenu.mainmenuwidget
})
end
--function called just before the main menu opens, to ensure everything is in correct state
local function mainmenu_onopen()
local s = awful.screen.focused()
mainmenu.box.x = s.geometry.x
--calculate vertical location
local bottom_pos = itemheight()
local top_pos = mainmenu.box.height + bottom_pos
mainmenu.box.y = s.geometry.height - top_pos
--Reset display
update_tree_menu()
--Reset omnibox
mainmenu.input_state = input_handler_state()
mainmenu.textbox.markup = ""
awful.keygrabber.run(input_handler)
end
local function mainmenu_onclose()
awful.keygrabber.stop(input_handler)
close_extensions_above(1)
end
function mainmenu.toggle()
ensure_init()
if mainmenu.box.visible then
mainmenu_onclose()
else
mainmenu_onopen()
end
mainmenu.box.visible = not mainmenu.box.visible
end
local function file_callback(programs)
for _, program in pairs(programs) do
--log("found " .. program.Name)
local entry = entry_create_from_program(program)
local categories = program.Categories
local category = nil
if categories ~= nil then
--naughty.notify {text = "Category of " .. categories}
for str in categories:gmatch("[^;]+") do
category = str
break
end
end
if category ~= nil then
local category_entry = get_category_entry(category)
table.insert(category_entry.children, entry)
else
table.insert(mainmenu.menutree, entry)
end
end
end
for _, v in pairs(settings.desktop.paths) do
log("checking " .. v)
menubar.utils.parse_dir(v, file_callback)
end
return mainmenu
|
--Automatically generated by SWGEmu Spawn Tool v0.12 loot editor.
event3 = {
description = "",
minimumLevel = 0,
maximumLevel = 0,
lootItems = {
--Fill to 25%
{groupTemplate = "clothing_attachments", weight = 2000000},
--Fill to 25%
{groupTemplate = "armor_attachments", weight = 2000000},
--Fill to 25%
{groupTemplate = "event_token", weight = 3500000},
--Fill to 25%
{groupTemplate = "tierthree", weight = 2500000},
}
}
addLootGroupTemplate("event3", event3) |
T = require('luaunit')
lsys = dofile('lsys.lua')
function test_selector_empty_init()
local s = lsys.Selector()
T.assertEquals(s:choices(), {})
T.assertIsNil(s(), nil)
end
function test_selector_single_init()
local s = lsys.Selector{ 'a' }
T.assertEquals(s:choices(), {{1, 'a', weight = 1}})
T.assertEquals(s(), 'a')
end
function test_selector_multi_init_equal_weight()
local s = lsys.Selector{ 'a', 'b', 'c' }
T.assertEquals(s(0), 'a')
T.assertEquals(s(0.3), 'a')
T.assertEquals(s(0.34), 'b')
T.assertEquals(s(0.8), 'c')
end
function test_call_outside_normalized_range()
local s = lsys.Selector{ 'a', 'z' }
T.assertEquals(s(-0.5), 'a')
T.assertEquals(s(1.2), 'z')
end
function test_add_equal_weight()
local s = lsys.Selector{ 'a', 'b' }
T.assertEquals(s(0.9), 'b')
s:add('foo')
T.assertEquals(s(0.9), 'foo')
T.assertEquals(s(0.5), 'b')
end
os.exit(T.LuaUnit.run())
|
print(1 == 2, 3.2 == 3.2, 3.2 == 2, {} == 1, {} == {})
--> =false true false false false
print(1 < 2, 3.5 < -1, 2 < 1e10, 1e5 < 1e6, "xyz" < "xyza")
--> =true false true true true
print(1 <= 2, 3.5 <= -1, 2 <= 1e10, 1e5 <= 1e6, "xyz" <= "xyza")
--> =true false true true true
print(pcall(function() return {} <= {} end))
--> ~^false\t
print(pcall(function() return {} < {} end))
--> ~^false\t
local t = {}
local meta = {__lt=function(x, y) return not not y end}
setmetatable(t, meta)
print(t < true)
--> =true
-- Since Lua 5.4 the __le metamethod is no longer inferred from __lt if __le is
-- not implemented
print(pcall(function() return t <= false end))
--> ~false\t.*attempt to compare a table value with a boolean value
meta.__le = meta.__lt
print(t <= false)
--> =false
|
local orient = require('trackOrientation');
local pos = require('trackPosition');
local mas = require('moveAndScan');
local M = {};
function M.distance(coord1, coord2)
local xDist = coord2.x - coord1.x;
local yDist = coord2.y - coord1.y;
local zDist = coord2.z - coord1.z;
return math.sqrt(xDist^2 + yDist^2 + zDist^2);
end
function M.distFromSort(coord1)
return function(coord2, coord3)
local dist1 = M.distance(coord1, coord2);
local dist2 = M.distance(coord1, coord3);
return dist1 < dist2;
end
end
function M.distanceSort(start, destinations)
table.sort(destinations, M.distFromSort(start));
end
function M.getAdjacentPoints(point)
local negXPoint = {x=point.x-1, y=point.y, z=point.z};
local posXPoint = {x=point.x+1, y=point.y, z=point.z};
local posZPoint = {x=point.x, y=point.y, z=point.z+1};
local negZPoint = {x=point.x, y=point.y, z=point.z-1};
local negYPoint = {x=point.x, y=point.y-1, z=point.z};
local posYPoint = {x=point.x, y=point.y+1, z=point.z};
return {negXPoint, posXPoint, negZPoint, posZPoint, negYPoint, posYPoint};
end
function M.facePoint(point)
local start = pos.get();
if point.x ~= start.x then
orient.faceX(point.x - start.x);
elseif point.z ~= start.z then
orient.faceZ(point.z - start.z);
end
return orient.get();
end
function M.toAdjacent(point, scanType, times)
local adjacentPoints = M.getAdjacentPoints(point);
M.distanceSort(pos.get(), adjacentPoints);
local success = false;
for index, adjPoint in pairs(adjacentPoints) do
if not success then
success = mas.to(adjPoint.x, adjPoint.y, adjPoint.z, false, scanType, times);
end
end
M.facePoint(point);
orient.save();
return success;
end
return M;
|
--[[Copyright © 2014-2016, smd111
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of <addon name> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL Byrth or smd111 BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.]]
_addon.name = 'latentchecker'
_addon.author = 'smd111'
_addon.command = 'latentchecker'
_addon.commands = {'lc'}
_addon.version = '1.1'
extdata = require 'extdata'
res = require 'resources'
bag = 'Satchel'
bag_id = 5
function validate_bag(id)
local bag_info = windower.ffxi.get_bag_info(id)
if bag_info.enabled and bag_info.max > bag_info.count then
return true
end
return false
end
function check_space()
if validate_bag(bag_id) then
return bag_id
else
for i=5,8 do
if validate_bag(i) then
bag_id = i -- Update bag ID to be the bag that will work
return bag_id
end
end
end
return false
end
function match_item(target_item,m)
return type(m) == 'table' and m.id and res.items[m.id] and (res.items[m.id].en:lower() == target_item:lower() or res.items[m.id].enl:lower() == target_item:lower())
end
windower.register_event('addon command', function(command, ...)
local trial_weapons = {"axe of trials","gun of trials","sword of trials","knuckles of trials","spear of trials","scythe of trials","sapara of trials",
"bow of trials","club of trials","pole of trials","pick of trials","dagger of trials","tachi of trials","kodachi of trials","sturdy axe","burning fists",
"werebuster","mage's staff","vorpal sword","swordbreaker","brave blade","death sickle","double axe","dancing dagger","killer bow","windslicer",
"sasuke katana","radiant lance","scepter staff","wightslayer","quicksilver","inferno claws","main gauche","elder staff","destroyers","senjuinrikio",
"heart snatcher","subduer","dissector","expunger","morgenstern","gravedigger","rampager","coffinmaker","gonzo-shizunori","retributor","michishiba","thyrsusstab",
"trial wand","trial blade"}
if command == 'run' then
windower.add_to_chat(121,'latentchecker: Starting...')
windower.ffxi.set_equip(0, 0, 0) -- Remove main/sub weapons
windower.ffxi.set_equip(0, 2, 0) -- Remove ranged weapons
coroutine.sleep(1.2)
for _,target_item in pairs(trial_weapons) do
if not check_space() then
windower.add_to_chat(123,'latentchecker: not able to swap item. No available space found in bags.')
return
end
for n,m in pairs(windower.ffxi.get_items(0)) do -- Iterate over inventory
if match_item(target_item,m) then
windower.ffxi.put_item(bag_id,n)
coroutine.sleep(1.2)
windower.add_to_chat(55,'latentchecker: '..res.items[m.id].en..' has '..tostring(extdata.decode(windower.ffxi.get_items(0,n)).ws_points)..' WS points')
coroutine.sleep(1.2)
if not validate_bag(0) then
windower.add_to_chat(123,'latentchecker: Inventory became full while running.\nlatentchecker: Stopping.')
return
end
for j,k in pairs(windower.ffxi.get_items(bag_id)) do
if match_item(target_item,k) then
windower.ffxi.get_item(bag_id,j)
break
end
end
end
end
end
windower.add_to_chat(121,'latentchecker: Done! Remember to re-dress yourself!')
else
print('latentchecker: My only valid command is "run", which will reset your TP.')
end
end)
|
--[[--
ui.link{
external = external, -- external URL
static = static, -- URL relative to the static file directory
module = module, -- module name
view = view, -- view name
action = action, -- action name
attr = attr, -- for views: table of HTML attributes
a_attr = a_attr, -- for actions: table of HTML attributes for the "a" tag
form_attr = form_attr, -- for actions: table of HTML attributes for the "form" tag
id = id, -- optional id to be passed to the view or action to select a particular data record
params = params, -- optional parameters to be passed to the view or action
routing = routing, -- optional routing information for action links, as described for ui.form{...}
anchor = anchor, -- for views: anchor in destination URL
text = text, -- link text
content = content -- link content (overrides link text, except for submit buttons for action calls without JavaScript)
}
This function inserts a link into the active slot. It may be either an internal application link ('module' given and 'view' or 'action' given), or a link to an external web page ('external' given), or a link to a file in the static file directory of the application ('static' given).
--]]--
function ui.link(args)
local args = args or {}
local content = args.content or args.text
assert(content, "ui.link{...} needs a text.")
local function wrapped_content()
if args.image then
ui.image(args.image)
end
if type(content) == "function" then
content()
else
slot.put(encode.html(content))
end
end
if args.action then
local form_attr = table.new(args.form_attr)
local form_id
if form_attr.id then
form_id = form_attr.id
else
form_id = ui.create_unique_id()
end
local quoted_form_id = encode.json(form_id)
form_attr.id = form_id
local a_attr = table.new(args.attr)
a_attr.href = "#"
a_attr.onclick =
"var f = document.getElementById(" .. quoted_form_id .. "); if (! f.onsubmit || f.onsubmit() != false) { f.submit() }; return false;"
ui.form{
external = args.external,
module = args.module or request.get_module(),
action = args.action,
id = args.id,
params = args.params,
routing = args.routing,
attr = form_attr,
content = function()
ui.submit{ text = args.text, attr = args.submit_attr }
end
}
ui.script{
type = "text/javascript",
script = (
"document.getElementById(" ..
quoted_form_id ..
").style.display = 'none'; document.write(" ..
encode.json(
slot.use_temporary(
function()
ui.tag{
tag = "a",
attr = a_attr,
content = wrapped_content
}
end
)
) ..
");"
)
}
else
-- TODO: support content function
local a_attr = table.new(args.attr)
a_attr.href = encode.url{
external = args.external,
static = args.static,
module = args.module or request.get_module(),
view = args.view,
id = args.id,
params = args.params,
anchor = args.anchor
}
return ui.tag{ tag = "a", attr = a_attr, content = wrapped_content }
end
end
|
_G.require = require
require "./lunarbook.lua" |
----
-- Test cases for xlsxwriter.lua.
--
-- Test the creation of a simple xlsxwriter.lua file.
-- Check encoding of rich strings.
--
-- Copyright 2014, John McNamara, jmcnamara@cpan.org
--
local Workbook = require "xlsxwriter.workbook"
local workbook = Workbook:new("test_escapes07.xlsx")
local worksheet = workbook:add_worksheet()
worksheet:write_url("A1", [[http://example.com/!"$%&'( )*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~]])
workbook:close()
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel("models/props_c17/TrapPropeller_Engine.mdl")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetUseType(SIMPLE_USE)
local phys = self:GetPhysicsObject()
self:Setprice(200)
phys:Wake()
self.sparking = false
self.damage = 100
end
function ENT:OnTakeDamage(dmg)
self.damage = self.damage - dmg:GetDamage()
if self.damage <= 0 then
self:Destruct()
self:Remove()
end
end
function ENT:Destruct()
local vPoint = self:GetPos()
local effectdata = EffectData()
effectdata:SetStart(vPoint)
effectdata:SetOrigin(vPoint)
effectdata:SetScale(1)
util.Effect("Explosion", effectdata)
end
function ENT:SalePrice(activator)
local owner = self:Getowning_ent()
if IsValid(owner) and activator == owner then
if self.allowed and type(self.allowed) == "table" and table.HasValue(self.allowed, activator:Team()) then
-- Hey, hey, hey! Get 20% off production costs of the award winning gun lab if you own the gun lab and are a gun dealer!
return math.ceil(self:Getprice() * 0.80) -- 20% off
else
-- But we're not stopping there! If you are the owner of the Gun Lab 9000 but not a gun dealer, you still get a massive 10% off!
return math.ceil(self:Getprice() * 0.90) -- 10% off
end
else
-- If you don't own the gun lab, tough shit. No discount for you. Thank you, come again.
return self:Getprice() -- 0% off
end
end
ENT.Once = false
function ENT:Use(activator)
local owner = self:Getowning_ent()
local cash = self:SalePrice(activator)
if self.Once then return end
if not activator:canAfford(self:SalePrice(activator)) then
DarkRP.notify(activator, 1, 3, DarkRP.getPhrase("cant_afford", DarkRP.getPhrase("gun")))
return ""
end
local diff = self:SalePrice(activator) - self:SalePrice(owner)
if diff < 0 and not owner:canAfford(math.abs(diff)) then
DarkRP.notify(activator, 2, 3, DarkRP.getPhrase("owner_poor", DarkRP.getPhrase("gun_lab")))
return ""
end
self.sparking = true
activator:addMoney(-cash)
DarkRP.notify(activator, 0, 3, "You purchased a P228 for " .. DarkRP.formatMoney(cash) .. "!")
if IsValid(owner) and activator ~= owner then
local gain = 0
if self.allowed and type(self.allowed) == "table" and table.HasValue(self.allowed, owner:Team()) then
gain = math.floor(self:Getprice() - math.ceil(self:Getprice() * 0.80))
else
gain = math.floor(self:Getprice() - math.ceil(self:Getprice() * 0.90))
end
if gain == 0 then
DarkRP.notify(owner, 3, 3, DarkRP.getPhrase("you_received_x", DarkRP.formatMoney(0) .. " " .. DarkRP.getPhrase("profit"), "P228 (" .. DarkRP.getPhrase("gun_lab") .. ")"))
else
owner:addMoney(gain)
local word = DarkRP.getPhrase("profit")
if gain < 0 then word = DarkRP.getPhrase("loss") end
DarkRP.notify(owner, 0, 3, DarkRP.getPhrase("you_received_x", DarkRP.formatMoney(math.abs(gain)) .. " " .. word, "P228 (" .. DarkRP.getPhrase("gun_lab") .. ")"))
end
end
self.Once = true
timer.Create(self:EntIndex() .. "spawned_weapon", 1, 1, function()
if not IsValid(self) then return end
self:createGun()
end)
end
function ENT:createGun()
self.Once = false
local gun = ents.Create("spawned_weapon")
gun:SetModel("models/weapons/w_pist_p228.mdl")
gun:SetWeaponClass("weapon_p2282")
local gunPos = self:GetPos()
gun:SetPos(Vector(gunPos.x, gunPos.y, gunPos.z + 27))
gun.ShareGravgun = true
gun.nodupe = true
gun:Spawn()
self.sparking = false
end
function ENT:Think()
if self.sparking then
local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos())
effectdata:SetMagnitude(1)
effectdata:SetScale(1)
effectdata:SetRadius(2)
util.Effect("Sparks", effectdata)
end
end
function ENT:OnRemove()
if not IsValid(self) then return end
timer.Destroy(self:EntIndex() .. "spawned_weapon")
end
|
--[=[
Provides a basis for binders that can be retrieved anywhere
@class BinderProvider
]=]
local require = require(script.Parent.loader).load(script)
local Promise = require("Promise")
local BinderProvider = {}
BinderProvider.ClassName = "BinderProvider"
BinderProvider.__index = BinderProvider
--[=[
Constructs a new BinderProvider.
```lua
local serviceBag = ServiceBag.new()
-- Usually in a separate file!
local binderProvider = BinderProvider.new(function(self, serviceBag)
serviceBag:Add(Binder.new("Bird", require("Bird")))
end)
-- Retrieve binders
local binders = serviceBag:GetService(binderProvider)
-- Runs the game (including binders)
serviceBag:Init()
serviceBag:Start()
```
@param initMethod (self, serviceBag: ServiceBag)
@return BinderProvider
]=]
function BinderProvider.new(initMethod)
local self = setmetatable({}, BinderProvider)
-- Pretty sure this is a bad idea
self._bindersAddedPromise = Promise.new()
self._startPromise = Promise.new()
self._initMethod = initMethod or error("No initMethod")
self._initialized = false
self._started = false
self._binders = {}
return self
end
--[=[
Retrieves whether or not its a binder provider
@param value any
@return boolean -- True if it is a binder provider
]=]
function BinderProvider.isBinderProvider(value)
return type(value) == "table" and value.ClassName == "BinderProvider"
end
--[=[
Resolves to the given binder given the binderName.
@param binderName string
@return Promise<Binder<T>>
]=]
function BinderProvider:PromiseBinder(binderName)
if self._bindersAddedPromise:IsFulfilled() then
local binder = self:Get(binderName)
if binder then
return Promise.resolved(binder)
else
return Promise.rejected()
end
end
return self._bindersAddedPromise
:Then(function()
local binder = self:Get(binderName)
if binder then
return binder
else
return Promise.rejected()
end
end)
end
--[=[
Initializes itself and all binders
@param ... ServiceBag | any
]=]
function BinderProvider:Init(...)
assert(not self._initialized, "Already initialized")
self._initialized = true
self._initMethod(self, ...)
self._bindersAddedPromise:Resolve()
end
--[=[
Returns a promise that will resolve once all binders are added.
@return Promise
]=]
function BinderProvider:PromiseBindersAdded()
return self._bindersAddedPromise
end
--[=[
Returns a promise that will resolve once all binders are started.
@return Promise
]=]
function BinderProvider:PromiseBindersStarted()
return self._startPromise
end
--[=[
Starts all of the binders.
]=]
function BinderProvider:Start()
assert(self._initialized, "Not initialized")
assert(not self._started, "Already started")
self._started = true
for _, binder in pairs(self._binders) do
binder:Start()
end
self._startPromise:Resolve()
end
function BinderProvider:__index(index)
if BinderProvider[index] then
return BinderProvider[index]
end
assert(self._initialized, "Not initialized")
error(("%q Not a valid index"):format(tostring(index)))
end
--[=[
Retrieves a binder given a tagName
@param tagName string
@return Binder<T>?
]=]
function BinderProvider:Get(tagName)
assert(type(tagName) == "string", "tagName must be a string")
return rawget(self, tagName)
end
--[=[
Adds a binder given a tag name.
@param binder Binder<T>
]=]
function BinderProvider:Add(binder)
assert(not self._started, "Already inited")
assert(not self:Get(binder:GetTag()), "Binder already exists")
table.insert(self._binders, binder)
self[binder:GetTag()] = binder
end
return BinderProvider |
-- This file is auto-generated by shipwright.nvim
local common_fg = "#7BA9C5"
local inactive_bg = "#18252D"
local inactive_fg = "#D1E0DA"
return {
normal = {
a = { bg = "#3B5362", fg = common_fg, gui = "bold" },
b = { bg = "#2B3E49", fg = common_fg },
c = { bg = "#1C2A32", fg = "#C6D5CF" },
},
insert = {
a = { bg = "#343F6D", fg = common_fg, gui = "bold" },
},
command = {
a = { bg = "#62415B", fg = common_fg, gui = "bold" },
},
visual = {
a = { bg = "#3A3E3D", fg = common_fg, gui = "bold" },
},
replace = {
a = { bg = "#3B2023", fg = common_fg, gui = "bold" },
},
inactive = {
a = { bg = inactive_bg, fg = inactive_fg, gui = "bold" },
b = { bg = inactive_bg, fg = inactive_fg },
c = { bg = inactive_bg, fg = inactive_fg },
},
}
|
local json = require "json"
local webclient_lib = require 'webclient'
local webclient = webclient_lib.create()
local requests = {};
local requests = {}
local req, key = webclient:request("http://httpbin.org/relative-redirect/6") --302
requests[key] = req
local req, key = webclient:request("http://httpbin.org/absolute-redirect/6") --302
requests[key] = req
local req, key = webclient:request("http://httpbin.org/redirect-to?status_code=307&url=" .. webclient:url_encoding("http://httpbin.org/get")) --307
requests[key] = req
while next(requests) do
local finish_key, result = webclient:query()
if finish_key then
local req = requests[finish_key]
assert(req)
requests[finish_key] = nil
assert(result == 0)
local content, errmsg = webclient:get_respond(req)
local data = json.decode(content)
assert(data.url == "http://httpbin.org/get")
local info = webclient:get_info(req)
assert(info.response_code == 200)
webclient:remove_request(req)
end
end
|
local es_utils = require "resty.es.utils"
local make_path = es_utils.make_path
local deal_params = es_utils.deal_params
local _M = {
_VERSION = '0.01'
}
local mt = { __index = _M }
function _M.new(self, client)
return setmetatable({client = client}, mt)
end
function _M.info(self, s_params)
local basic_params, query_params = deal_params(s_params, 'node_id', 'metric')
local data, err = self.client:_perform_request(
'GET',
make_path('_nodes', basic_params.node_id, basic_params.metric),
query_params
)
return data, err
end
return _M
|
--[[
NOTICE
Copyright (c) 2019 Andrew Bereza
Provided for public use in educational, recreational or commercial purposes under the Apache 2 License.
Please include this copyright & permission notice in all copies or substantial portions of Miner's Haven source code
]]
local module = {}
local Done = false
local BaseSize = UDim2.new(0,300,0,100)
local function resize()
end
function Tween(Object, Properties, Value, Time)
Time = Time or 0.5
local propertyGoals = {}
local Table = (type(Value) == "table" and true) or false
for i,Property in pairs(Properties) do
propertyGoals[Property] = Table and Value[i] or Value
end
local tweenInfo = TweenInfo.new(
Time,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out
)
local tween = game:GetService("TweenService"):Create(Object,tweenInfo,propertyGoals)
tween:Play()
end
function module.init()
math.randomseed(os.time())
game.StarterGui:SetCoreGuiEnabled("Backpack",false)
wait()
script.Parent.Contents.Bottom.Position = UDim2.new(0,0,1,0)
script.Parent.Contents.Top.Position = UDim2.new(0,0,-0.6,0)
script.Parent.Contents.Bottom.Leaderboards.Position = UDim2.new(0.5,0,1.5,0)
script.Parent.Contents.Bottom.Leaderboards.Visible = false
if workspace:FindFirstChild("Private") then
script.Parent.Contents.Top.TextLabel.Text = game.Players.LocalPlayer.Name.."'s Private Island"
script.Parent.Contents.Bottom.Solo.Visible = false
script.Parent.Contents.Bottom.Enter.Visible = true
script.Parent.Contents.Bottom.Enter.Position = UDim2.new(0.5,-50,0.22,0)
end
game.ReplicatedStorage:WaitForChild("IsWhitelisted")
local Allowed = game.ReplicatedStorage.IsWhitelisted:InvokeServer()
if not Allowed then
script.Parent.Contents.NotAllowed.Visible = true
return false
end
local YaDoneNow = false
wait(1)
if script.Parent.Contents:FindFirstChild("Ambiance") then
require(script.Parent.Contents.Ambiance).init()
end
local Tips = {
"A mysterious merchant appears on the weekend to sell secret items. You just have to find them.",
"When you reach $25Qn, you can advance to the next life with a powerful new Reborn item.",
"Cell Furnaces don't take upgraded ore. Some mines are so powerful that their ore starts out upgraded.",
"Research Points are shared across save files and are not lost when rebirthing.",
"Coal is used to power special industrial mines and upgraders that won't work without it.",
"Many upgraders have limits to how they can be used. They will flash if not used correctly.",
"Having trouble with other players? Try Play Solo, where you can play on your own private island.",
"You can sync your Miner's Haven account with our community server to unlock special ranks and chatrooms.",
"Decorative items don't give any money when sold. However, they stay in your inventory when you Rebirth.",
"Play together with your friends! Add people to your base & edit permissions under the Settings tab.",
"The best way to rebirth quickly is to have a layout or two and constantly improve them as you gain new items.",
"Having trouble rebirthing? Try searching for Research Crates on the map and use the items you find in them!"
}
local USI = game:GetService("UserInputService")
if USI.MouseEnabled and USI.KeyboardEnabled then
table.insert(Tips,"Right-click items in your inventory to favorite them. Favorite items always appear on top.")
table.insert(Tips,"Quickly toggle various parts of the menu with hotkeys. [E] opens inventory and [F] opens the shop.")
table.insert(Tips,"Click and hold to quickly select multiple items on your base at once.")
table.insert(Tips,"You can drag-click your mouse to quickly place an item multiple times.")
end
local Tip = Tips[math.random(1,#Tips)]
script.Parent.Contents.Bottom.Tip.Text = "Tip: "..Tip
script.Parent.Contents.Tip.Content.Text = Tip
local DoneLoading = true
--script.Parent.Contents.Music:Play()
--[[
Tween(game.Lighting,{
"FogColor",
"FogEnd",
"Ambient",
"Brightness",
"OutdoorAmbient"
},
{
Color3.new(0.0,0,0.05),
500,
Color3.new(0.0,0,0.03),
0.1,
Color3.new(0.03,0.07,0.09)
},4)
wait(1)
]]
local h = 0
local progress = 0
--[[
-- LOAD ASSETS
local Ids = {}
local Loading
local function scan(Object)
for i,Ins in pairs(Object:GetDescendants()) do
if Ins:IsA("ImageLabel") or Ins:IsA("ImageButton") or Ins:IsA("Decal") then
table.insert(Ids,Ins)
end
end
end
scan(game.StarterGui)
game.ReplicatedStorage:WaitForChild("Items")
for i,Item in pairs(game.ReplicatedStorage.Items:GetChildren()) do
if Item.ItemType.Value == 11 then
table.insert(Ids,"http://www.roblox.com/asset/?id="..Item.ThumbnailId.Value)
end
end
table.insert(Ids,script.Parent.Contents.Music)
scan(script.Parent.Contents)
local Queue = #Ids
spawn(function()
game:GetService("ContentProvider"):PreloadAsync(Ids)
DoneLoading = true
end)
local Time = os.time()
wait(0.1)
local Queue = game.ContentProvider.RequestQueueSize
while not DoneLoading do
game:GetService("RunService").Heartbeat:wait()
local Cur = game.ContentProvider.RequestQueueSize
if Cur > Queue then
Queue = Cur
end
progress = (Queue - Cur) / Queue
script.Parent.Contents.Bar.Progress.Size = UDim2.new(progress/1,0,1,0)
if (os.time() - Time) >= 30 then
DoneLoading = true
end
end
script.Parent.Contents.Bar.Progress.Size = UDim2.new(1,0,1,0)
-- Tween(script.Parent.Contents.Bar.Progress, {"BackgroundColor3"}, Color3.fromRGB(255, 214, 90) )
-- Tween(script.Parent.Contents.Background, {"ImageColor3"}, Color3.fromRGB(255, 214, 90) )
]]
--Tween(script.Parent.Contents.Bar.Progress, {"BackgroundColor3"}, Color3.fromRGB(216, 186, 36) )
--Tween(script.Parent.Contents.Background, {"ImageColor3","BackgroundTransparency"}, {Color3.fromRGB(0, 0, 255),0.5}, 2)
--Tween(script.Parent.Contents.Loading, {"TextTransparency"}, 1, 2)
wait(1)
resize()
script.Parent.Contents.Top.Visible = true
--[[
if game.Players.LocalPlayer:FindFirstChild("Executive") then
script.Parent.Contents.Top.Logo.Executive.Visible = true
elseif game.Players.LocalPlayer:FindFirstChild("Premium") then
script.Parent.Contents.Top.Logo.Premium.Visible = true
elseif game.Players.LocalPlayer:FindFirstChild("VIP") then
script.Parent.Contents.Top.Logo.VIP.Visible = true
end
]]
workspace.CurrentCamera:GetPropertyChangedSignal("ViewportSize"):connect(resize)
script.Parent.Contents.Top:TweenPosition(UDim2.new(0,0,-0.1,0),Enum.EasingDirection.Out,Enum.EasingStyle.Bounce,2)
script.Parent.Contents.Bottom:TweenPosition(UDim2.new(0,0,0.5,0),Enum.EasingDirection.Out,Enum.EasingStyle.Bounce,2)
spawn(function()
wait(2)
Tween(script.Parent.Contents.Bottom.Tip,{"TextTransparency"},0.3,1)
end)
-- leaderboard stuff
spawn(function()
for i,Leaderboard in pairs(script.Parent.Contents.Bottom.Leaderboards:GetChildren()) do
if Leaderboard:IsA("GuiObject") then
local Real = workspace:WaitForChild("Map"):WaitForChild(Leaderboard.Name)
if Real then
local ui = Real:WaitForChild("Board").Leaderboard.Frame
Leaderboard.Visible = true
Leaderboard.Winner.BackgroundColor3 = ui.Winner.BackgroundColor3
Leaderboard.Winner.Thumbnail.Image = ui.Winner.Thumbnail.Image
Leaderboard.Winner.Thumbnail.ImageColor3 = ui.Winner.Thumbnail.ImageColor3
Leaderboard.Winner.Amount.Text = ui.Winner.Amount.Text
Leaderboard.Winner.Amount.TextColor3 = ui.Winner.Amount.TextColor3
Leaderboard.Winner.Pos.TextColor3 = ui.Winner.Title.TextColor3
Leaderboard.Winner.WinnerName.Text = ui.Winner.WinnerName.Text
Leaderboard.Winner.WinnerName.TextColor3 = ui.Winner.WinnerName.TextColor3
Leaderboard.Title.Text = ui.Title.Text
else
Leaderboard.Visible = false
end
end
end
wait(1.5)
script.Parent.Contents.Bottom.Leaderboards.Visible = true
Tween(script.Parent.Contents.Bottom.Leaderboards,{"Position"},UDim2.new(0.5,0,1,0),1)
end)
if game.Lighting:FindFirstChild("Blur") then
Tween(game.Lighting:WaitForChild("Blur"),{"Size"},10,0.4)
end
Tween(script.Parent.Contents.Tip,{"Position"},UDim2.new(0.5,0,1.5,0),1)
wait(2)
script.Parent.Contents.Tip.Visible = false
local Allowed = game.ReplicatedStorage.IsWhitelisted:InvokeServer()
if Allowed then
--Code for checking friends' private islands
--[[
local Players = game:GetService("Players")
local friends = Players.LocalPlayer:GetFriendsOnline()
for i,friendData in next,friends do
if friendData.LocationType == 4 then
if PlaceId == game.PlaceId and
end
end
]]--
script.Parent.Contents.Bottom.Enter.Visible = true
script.Parent.Contents.Bottom.Solo.Visible = true
script.Parent.Contents.Bottom.Saves.Visible = false
if workspace:FindFirstChild("Private") then
script.Parent.Contents.Bottom.Solo.Visible = false
script.Parent.Contents.Bottom.Enter.Visible = true
script.Parent.Contents.Bottom.Enter.Position = UDim2.new(0.5,-50,0.22,0)
end
if USI.GamepadEnabled then
script.Parent.Contents.XboxControls.Visible = true
game.GuiService.GuiNavigationEnabled = true
game.GuiService.SelectedObject = script.Parent.Contents.Bottom.Enter
end
spawn(function()
wait()
if USI.GamepadEnabled then
script.Parent.Contents.XboxControls.Visible = true
game.GuiService.GuiNavigationEnabled = true
game.GuiService.SelectedObject = script.Parent.Contents.Bottom.Enter
end
end)
local Requested = false
game.ReplicatedStorage:WaitForChild("MoneyLib")
local MoneyLib = require(game.ReplicatedStorage.MoneyLib)
--[[
local function RequestLoad()
if not Requested then
Requested = true
if game.ReplicatedStorage.Waitlist:FindFirstChild(game.Players.LocalPlayer.Name) then
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.5,0.5)
script.Parent.Contents.Bottom.Status.Text = "You're attempting to rejoin this server too quickly!"
script.Parent.Contents.Bottom.Status.Visible = true
wait(1)
script.Parent.Contents.Bottom.Status.Visible = false
Requested = false
return false
end
script.Parent.Contents.Bottom.Status.Text = "Loading data..."
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,1,1)
script.Parent.Contents.Bottom.Status.Visible = true
local Result, Success, Errormsg, DataCount = game.ReplicatedStorage.LoadPlayerData:InvokeServer()
if DataCount then
print("Your data is "..DataCount.." characters long.")
end
if not Result then -- Ruh-oh, something went wrong!
if Success then
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.75,0.5)
for i=1,60 do
script.Parent.Contents.Bottom.Status.Text = "Failed to connect to ROBLOX! Retrying in: ("..(61-i)..")"
wait(1)
end
Requested = false
RequestLoad()
else
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.5,0.5)
script.Parent.Contents.Bottom.Status.Text = "Something went wrong! Check error log."
warn("ERROR LOADING PLAYER DATA")
warn(Errormsg)
print("Please send a screenshot of this to berezaa")
end
else
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(0.5,1,0.6)
script.Parent.Contents.Bottom.Status.Text = "Success! Welcome to Miner's Haven!"
end
end
end
]]
-- script.Parent.Contents.Bottom.Enter.MouseButton1Click:connect(RequestLoad)
local function LoadSlotButton(Button)
local Slot = tonumber(Button.Name)
if Slot and not Requested then
Requested = true
script.Parent.Contents.Click:Play()
if not Button.Loaded.Value then
Button.Load.Visible = false
Button.Status.Visible = true
Button.Status.Text = "Loading..."
Button.Status.TextColor3 = Color3.new(1,1,1)
local Success, Data = game.ReplicatedStorage.QuickLoad:InvokeServer(Slot)
if Success then
Button.Status.Visible = false
Button.Load.Text = "[PLAY]"
Button.Load.BackgroundColor3 = Color3.new(0.5,1,0.5)
Button.Load.Visible = true
if USI.GamepadEnabled and game.GuiService.SelectedObject == nil then
game.GuiService.SelectedObject = Button.Load
end
Button.Cash.Visible = true
Button.Loaded.Value = true
if Data and Data["Money"] then
Button.Cash.Text = MoneyLib.HandleMoney(tonumber(Data.Money))
if Data["Rebirths"] then
Button.Life.Visible = true
local Prefix = ""
if Data["SecondSacrifice"] then
Prefix = "S+"
elseif Data["Sacrifice"] then
Prefix = "s-"
end
Button.Life.Text = Prefix..MoneyLib.HandleLife(Data["Rebirths"] + 1).." Life"
else
Button.Life.Visible = false
end
else
Button.Cash.Text = "New Game"
end
else
Button.Status.Text = "Error Loading!"
Button.Status.TextColor3 = Color3.new(1,0.5,0.5)
wait(3)
Button.Status.Visible = false
Button.Load.Visible = true
end
Requested = false
else
--Tween(workspace.CurrentCamera,{"FieldOfView"},20,0.3)
Button.Load.Visible = false
Button.Status.TextColor3 = Color3.new(0.5,1,0.5)
Button.Status.Text = "Loading..."
Button.Status.Visible = true
local Success = game.ReplicatedStorage.LoadPlayerData:InvokeServer(Slot)
if not Success then
Button.Status.Text = "Error Occurred!"
wait(1)
Button.Load.Visible = true
Button.Status.Visible = false
Requested = false
end
Button.Status.Text = "Success!"
end
end
end
local DB = true
script.Parent.Contents.Bottom.Solo.MouseButton1Click:connect(function()
if DB then
DB = false
script.Parent.Contents.Click:Play()
local Success = game.ReplicatedStorage.PlaySolo:InvokeServer()
if Success then
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(0.3,0.6,1)
script.Parent.Contents.Bottom.Status.Text = "Teleporting to your private island..."
script.Parent.Contents.Bottom.Status.Visible = true
else
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.5,0.5)
script.Parent.Contents.Bottom.Status.Text = "Something went wrong on the server."
script.Parent.Contents.Bottom.Status.Visible = true
wait(1)
script.Parent.Contents.Bottom.Status.Visible = false
end
DB = true
end
end)
script.Parent.Contents.Bottom.Enter.MouseButton1Click:connect(function()
if DB then
DB = false
script.Parent.Contents.Click:Play()
if game.ReplicatedStorage.Waitlist:FindFirstChild(game.Players.LocalPlayer.Name) then
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.5,0.5)
script.Parent.Contents.Bottom.Status.Text = "You're attempting to rejoin this server too quickly!"
script.Parent.Contents.Bottom.Status.Visible = true
wait(1)
script.Parent.Contents.Bottom.Status.Visible = false
DB = true
return false
else
spawn(function()
Tween(game.Lighting:WaitForChild("Blur"),{"Size"},30,0.4)
Tween(game.Lighting:WaitForChild("Bloom"),{"Intensity","Threshold"},{1,0.5},0.4)
Tween(game.Lighting:WaitForChild("ColorCorrection"),{"Brightness"},0.2,0.4)
game.Lighting.Blur.Enabled = true
game.Lighting.ColorCorrection.Enabled = true
wait(0.3)
local Tycoon = game.Players.LocalPlayer.PlayerTycoon.Value
if not Tycoon then
--workspace.CurrentCamera.CFrame = script.Parent.Contents.CamPos.Value
YaDoneNow = true
end
Tween(game.Lighting:WaitForChild("ColorCorrection"),{"Brightness"},-0.04,0.4)
Tween(game.Lighting.Blur,{"Size"},5,0.4)
Tween(game.Lighting.Bloom,{"Intensity","Threshold"},{0.15,0.95},0.4)
local camera = workspace.CurrentCamera
local angle = math.rad(70)
local velo = 0.05
workspace.CurrentCamera.FieldOfView = 40
while not YaDoneNow do
local cf = CFrame.new(Tycoon.Base.Position) --Start at the position of the part
* CFrame.Angles(0, angle, 0) --Rotate by the angle
* CFrame.new(0, 0, 230) --Move the camera backwards 5 units
angle = angle + math.rad(velo)
workspace.CurrentCamera.CFrame = CFrame.new(cf.p + Vector3.new(0,35,0),Tycoon.Base.Position+ Vector3.new(0,10,0))
game:GetService("RunService").RenderStepped:wait()
end
wait(0.3)
end)
script.Parent.Contents.Bottom.Enter.Visible = false
script.Parent.Contents.Bottom.Solo.Visible = false
Tween(script.Parent.Contents.Bottom.Leaderboards,{"Position"},UDim2.new(0.5,0,1.5,0))
Tween(script.Parent.Contents.Bottom.Tip,{"TextTransparency"},1,1)
local Abs = script.Parent.Contents.Bottom.Saves.AbsoluteSize
script.Parent.Contents.Bottom.Saves.Position = UDim2.new(0.5,0,1,10)
script.Parent.Contents.Bottom.Saves:TweenPosition(UDim2.new(0.5,0,0.03,35),nil,nil,0.5)
script.Parent.Contents.Bottom.Saves.Visible = true
--LoadSlotButton(script.Parent.Contents.Bottom.Saves.Slots["1"])
if USI.GamepadEnabled then
game.GuiService.GuiNavigationEnabled = true
game.GuiService.SelectedObject = script.Parent.Contents.Bottom.Saves.Slots["1"].Load
end
end
DB = true
end
end)
for i,Button in pairs(script.Parent.Contents.Bottom.Saves.Slots:GetChildren()) do
if Button:FindFirstChild("Loaded") then
Button.Load.MouseButton1Click:connect(function()
LoadSlotButton(Button)
end)
end
end
else
script.Parent.Contents.Bottom.Status.TextColor3 = Color3.new(1,0.5,0.5)
script.Parent.Contents.Bottom.Status.Visible = true
script.Parent.Contents.Bottom.Enter.Visible = false
script.Parent.Contents.Bottom.Solo.Visible = false
if game.ReplicatedStorage:FindFirstChild("BerOnly") then
script.Parent.Contents.Bottom.Status.Text = "You can only test with berezaa in your server."
else
script.Parent.Contents.Bottom.Status.Text = "You do not have permission to enter."
end
end
local function CloseGui()
--Tween(script.Parent.Contents.Background,{"ImageTransparency","BackgroundTransparency"},1)
script.Parent.Contents.Cover.BackgroundTransparency = 1
script.Parent.Contents.Cover.Visible = true
Tween(script.Parent.Contents.Cover,{"BackgroundTransparency"},0,0.2)
local GUI = game.ReplicatedStorage:WaitForChild("GUI")
--GUI.Parent = game.StarterGui
GUI:Clone().Parent = game.Players.LocalPlayer.PlayerGui
local Cover = GUI:WaitForChild("Cover")
if Cover then
Cover.Visible = true
end
wait()
script.Parent:Destroy()
end
game.ReplicatedStorage.DataLoadedIn.OnClientEvent:connect(CloseGui)
end
return module
|
hook.Add("PlayerSpawn","Modulo:SpawnRPTeamAtPoint",function(ply)
local PlayerTeam = RPExtraTeams[ply:Team()]
if PlayerTeam != nil and PlayerTeam.SpawnPoint != nil then
if ply.ModuloSetSpawn then return end
if istable(PlayerTeam.SpawnPoint) then
local val = math.random(1, #PlayerTeam.SpawnPoint)
print(val)
timer.Simple(0,function() ply:SetPos(PlayerTeam.SpawnPoint[val]) end)
else
timer.Simple(0,function() ply:SetPos(PlayerTeam.SpawnPoint) end)
end
end
if ply.AlreadyUsedArmory != nil then
ply.AlreadyUsedArmory = false
end
end) |
local M = {}
M.lerp_factor = 5
M.players = {}
M.players_in_cars = {}
M.player_heads_attachments = {}
M.player_transforms = {}
local blacklist = {
woodplanks = true,
woodcrate = true,
weightpad = true,
wall = true,
tsfb = true,
tube = true,
trafficbarrel = true,
tirewall = true,
tirestacks = true,
testroller = true,
tanker = true,
suspensionbridge = true,
streetlight = true,
shipping_container = true,
sawhorse = true,
rollover = true,
rocks = true,
roadsigns = true,
piano = true,
metal_ramp = true,
metal_box = true,
large_tilt = true,
large_spinner = true,
large_roller = true,
large_hamster_wheel = true,
large_crusher = true,
large_cannon = true,
large_bridge = true,
large_angletester = true,
kickplate = true,
inflated_mat = true,
haybale = true,
gate = true,
flipramp = true,
flatbed = true,
flail = true,
cones = true,
christmas_tree = true,
cannon = true,
blockwall = true,
barrier = true,
barrels = true,
ball = true,
unicycle = true
}
local function get_player_color(id)
math.randomseed(id)
local r, g, b, a = 0.2 + math.random() * 0.8, 0.2 + math.random() * 0.8, 0.2 + math.random() * 0.8, 1
math.randomseed(os.time())
return r, g, b, a
end
local function spawn_player(data)
local player = createObject('TSStatic')
player:setField("shapeName", 0, "/art/shapes/kissmp_playermodels/base_nb.dae")
player:setField("dynamic", 0, "true")
player.scale = Point3F(1, 1, 1)
player:registerObject("player"..data.owner)
player:setPosRot(
data.position[1], data.position[2], data.position[3],
data.rotation[1], data.rotation[2], data.rotation[3], data.rotation[4]
)
local r, g, b, a = get_player_color(data.owner)
player:setField('instanceColor', 0, string.format("%g %g %g %g", r, g, b, a))
vehiclemanager.id_map[data.server_id] = player:getID()
vehiclemanager.server_ids[player:getID()] = data.server_id
M.players[data.server_id] = player
M.player_transforms[data.server_id] = {
position = vec3(data.position),
target_position = vec3(data.position),
rotation = data.rotation,
velocity = vec3(),
time_past = 0
}
end
local function update_players(dt)
for id, data in pairs(M.player_transforms) do
local player = M.players[id]
if player and data then
data.time_past = data.time_past + dt
local old_position = data.position
data.position = lerp(data.position, data.target_position + data.velocity * data.time_past, clamp(dt * M.lerp_factor, 0, 1))
local local_velocity = data.position - old_position
local p = data.position + local_velocity * dt
--player.position = m
player:setPosRot(
p.x, p.y, p.z,
data.rotation[1], data.rotation[2], data.rotation[3], data.rotation[4]
)
end
end
for id, player_data in pairs(network.players) do
local vehicle = be:getObjectByID(vehiclemanager.id_map[player_data.current_vehicle or -1] or -1)
if vehicle and (not blacklist[vehicle:getJBeamFilename()]) then
local cam_node, _ = core_camera.getDriverData(vehicle)
if cam_node and kisstransform.local_transforms[vehicle:getID()] then
local p = vec3(vehicle:getNodePosition(cam_node)) + vec3(vehicle:getPosition())
local r = kisstransform.local_transforms[vehicle:getID()].rotation
local hide = be:getPlayerVehicle(0) and (be:getPlayerVehicle(0):getID() == vehicle:getID()) and (vec3(getCameraPosition()):distance(p) < 2.5)
hide = hide or (not kissui.show_drivers[0]) or kisstransform.inactive[vehicle:getID()]
if (not M.players_in_cars[id]) and (not hide) then
local player = createObject('TSStatic')
player:setField("shapeName", 0, "/art/shapes/kissmp_playermodels/base_nb_head.dae")
player:setField("dynamic", 0, "true")
player.scale = Point3F(1, 1, 1)
local r, g, b, a = get_player_color(id)
player:setField('instanceColor', 0, string.format("%g %g %g %g", r, g, b, a))
player:registerObject("player_head"..id)
M.players_in_cars[id] = player
M.player_heads_attachments[id] = vehicle:getID()
end
if hide and M.players_in_cars[id] then
M.players_in_cars[id]:delete()
M.players_in_cars[id] = nil
M.player_heads_attachments[id] = nil
end
p = p + vec3(vehicle:getVelocity()) * dt
local player = M.players_in_cars[id]
if player then
player:setPosRot(
p.x, p.y, p.z,
r[1], r[2], r[3], r[4]
)
end
end
else
if M.players_in_cars[id] then
M.players_in_cars[id]:delete()
M.players_in_cars[id] = nil
M.player_heads_attachments[id] = nil
end
end
end
for id, v in pairs(M.players_in_cars) do
if not be:getObjectByID(M.player_heads_attachments[id] or -1) then
v:delete()
M.players_in_cars[id] = nil
M.player_heads_attachments[id] = nil
end
end
end
M.spawn_player = spawn_player
M.get_player_color = get_player_color
M.onUpdate = update_players
return M
|
-----------------------------------
-- Area: Garlaige Citadel (200)
-- NM: Old Two-Wings
-----------------------------------
function onMobDeath(mob, player, isKiller)
end;
function onMobDespawn(mob)
-- Set Old_Two_Wings's spawnpoint and respawn time (21-24 hours)
UpdateNMSpawnPoint(mob:getID());
mob:setRespawnTime(math.random(75600,86400));
end;
|
object_tangible_loot_creature_loot_collections_space_capacitor_mark_04_novaldex = object_tangible_loot_creature_loot_collections_space_shared_capacitor_mark_04_novaldex:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_space_capacitor_mark_04_novaldex, "object/tangible/loot/creature/loot/collections/space/capacitor_mark_04_novaldex.iff")
|
--[[
Description:
Author:
Date:
--]]
local Root, Utilities, Service, Package;
return {
Init = function(cRoot, cPackage)
Root = cRoot
Utilities = Root.Utilities
Package = cPackage
Service = Root.Utilities.Services
--// Do init
end;
AfterInit = function(Root, Package)
--// Do after-init
end;
} |
---
---
--- File: unitss.lua
--- This does the following things
--- 1. Coordinates the units data bases
--- 2. Verifies a units in a chain
--- 3. Verifies the unitss in a file list
--- 4. Generates the complete list of unitss in a chain
--- 5. Gets a units record
---
---
--- The entry for a units contains the following fieds
--- unitsDir --- units directory
--- telephone
--- telephoneExt
--- ipAddress
---
---
---
---
tgs.units.chains = {}
function tgs.units.verifyChain( chain )
local returnValue
if tgs.units.chains[chain] ~= nil then
returnValue = true
else
returnValue = false
end
return returnValue
end
function tgs.units.verifyUnit( chain, unitsId )
local returnValue
local temp
returnValue = false
temp = tgs.units.chains[ chain ]
if temp ~= nil then
if temp.unitsList[unitsId] ~= nil then
returnValue = true
end
end
return returnValue
end
function tgs.units.getChain( chain)
local temp
local returnValue
local i,j
returnValue = {}
temp = tgs.units.chains[ chain ]
if temp == nil then return returnValue end
for i,j in pairs( temp.unitsList ) do
table.insert( returnValue, j[ temp.key] )
end
table.sort( returnValue )
return returnValue
end
function tgs.units.getUnit( chain , unitsId )
local temp
local returnValue
returnValue = nil
temp = tgs.units[ chain ]
if temp ~= nil then
returnValue = temp.unitsList[ units ]
end
return returnValue
end
function tgs.units.verifyTable( j, entry )
local returnValue
returnValue = false
for i,j in ipairs( j) do
if j == entry then returnValue = true end
end
return returnValue
end
function tgs.units.verifyField( i, j, entry )
local returnValue
returnValue = true
if type(j) == "table" then
returnValue = tgs.units.verifyTable( j, entry)
else
if type(j) == "function" then
returnValue = j(entry )
end
end
return returnValue
end
function tgs.units.verifyEntry( unitsControl, entry,key )
local returnValue
local temp
returnValue = true
temp = unitsControl.requiredFields
for i,j in pairs( temp ) do
if entry[i] == nil then
print("bad field",j,entry[key]) returnValue = false
else
if tgs.units.verifyField( i, j,entry[i] ) == false then returnValue = false end
end
end
return returnValue
end
function tgs.units.addChain( unitsControl ,unitsList )
local temp,errorStr
unitsControl.unitsList = {}
-- verify tgs.units table
assert( unitsControl.requiredFields[ unitsControl.key] ~= nil,"key is not defined")
for i,j in ipairs( unitsList ) do
errorStr = sprintf("chain %s units %s ",unitsControl.name, j[ unitsControl.key])
assert( tgs.units.verifyEntry( unitsControl, j, unitsControl.key ),errorStr)
unitsControl.unitsList[ j[unitsControl.key] ] = j
end
tgs.units.chains[ unitsControl.name ] = unitsControl
end
function tgs.units.getEntry( chain,unitId )
local temp, entry
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
temp = tgs.units.chains[ chain]
entry = temp.unitsList[ unitId ]
return entry
end
---
---
--- dump a unit entry
---
---
---
function tgs.units.dumpEntry( chain, unitId )
local temp, entry
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
temp = tgs.units.chains[ chain]
entry = temp.unitsList[ unitId ]
if entry == nil then print("unitId was not found") return end
for i, j in pairs( entry ) do
print("field",i,"value",j)
end
end
---
---
--- dumps the units 10 units a line
---
---
function tgs.units.dumpUnits( chain )
local temp, key, tempIndex, tempList
local unitsControl
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
temp = tgs.units.chains[ chain]
key = temp.key
tempIndex = {}
for i,j in pairs( temp.unitsList ) do
table.insert(tempIndex,j[ temp.key] )
end
table.sort(tempIndex)
for i = 1, #tempIndex, 10 do
tempList = {}
for j = 1,10 do
if i+ j-1 <= #tempIndex then tempList[j] = temp.unitsList[ tempIndex[ i+j-1] ][key] end
end
print(unpack(tempList))
end
end
function tgs.units.dumpChains()
local temp
temp = {}
for i,j in pairs(tgs.units.chains) do
table.insert(temp,i)
end
table.sort(temp)
print("Current Supported Chains")
for i,j in ipairs( temp ) do
print(j)
end
print("")
end
function tgs.units.listRequiredFields( chain )
local temp
temp = {}
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
for i,j in pairs( tgs.units.chains[chain].requiredFields ) do
temp[i] = true
end
return temp
end
function tgs.units.listAllFields( chain )
local temp
temp = {}
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
for i, j in pairs( tgs.units.chains[chain].unitsList ) do
for k,l in pairs( j ) do
temp[k] = true
end
end
return temp
end
function tgs.units.getUnitTable(chain)
local temp, entry
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
temp = tgs.units.chains[ chain].unitsList
return temp
end
function tgs.units.getKey( chain )
assert( tgs.units.chains[chain] ~= nil,"chain not registered")
return tgs.units.chains[ chain].key
end
function tgs.units.help()
print("these functions maintain the units data base")
print("tgs.units.verifyChain( chain ) -- verifies if chain is registered")
print("tgs.units.verifyUnit( chain, unitId ) -- verify unitId is in chain")
print("tgs.units.getUnit( chain , unitsId ) -- returns units entry ")
print("tgs.units.getChain( chain) -- returns list of units id's ")
print("tgs.units.addChain( chain, unitsCtl ) -- adds a units chain to the system")
print("tgs.units.getKey( chain ) -- get key field of table")
print("tgs.units.getUnitTable(chain) -- get unit table")
print("tgs.units.getEntry( chain,unitId ) -- returns entry record ")
print("tgs.units.dumpEntry( chain, unitId ) -- dumps entry in db ")
print("tgs.units.dumpUnits( chain ) -- dumps the units in a chain")
print("tgs.units.dumpChains() -- dumps registered chains ")
print("tgs.units.listRequiredFields( chain ) -- returns table of required fields ")
print("tgs.units.listAllFields( chain ) -- returns all fields in a store ")
end |
--!strict
local Types = require(script.Parent.Types)
local Symbols = require(script.Parent.Symbols)
local Symbol_ElementKind = Symbols.ElementKind
local Symbol_Portal = Symbols.ElementKinds.Portal
local function portal(hostParent: Instance, children: Types.ChildrenArgument?): Types.Element
local element = {
[Symbol_ElementKind] = Symbol_Portal,
hostParent = hostParent,
children = children,
}
table.freeze(element)
return element
end
return portal |
local _ = require("src/underscore")
local input
local result
describe("_.all", function()
describe("provide a truth function", function()
describe("all elements pass the function", function()
it("should return true", function()
input = {2, 4, 6}
result = _.all(input, function(i) return i % 2 == 0 end)
assert.same(result, true)
end)
end)
describe("when all elements don't pass the function", function()
it("should return false", function()
input = {1, 2, 3}
result = _.all(input, function(i) return i % 2 == 0 end)
assert(not result)
end)
end)
end)
describe("when not providing a truth function", function()
describe("when all elements are not false", function()
it("should return true", function()
input = {1, 2, true}
result = _.all(input)
assert(result)
end)
end)
describe("when some elements are not true", function()
it("should return false", function()
input = {1, 2, 3, false}
result = _.all(input)
assert(not result)
end)
end)
end)
end)
|
--------------------------------------------------------------------------------
-- Easy Doorbell Clientside Init
--------------------------------------------------------------------------------
include( "easydoorbell/sh_init.lua" )
include( "easydoorbell/cl_permmenu.lua" )
include( "easydoorbell/sh_tool_functions.lua" )
CreateClientConVar( "easydoorbell_placebutton_model", "models/easydoorbell/buttonbasic.mdl", false, true, "" )
CreateClientConVar( "easydoorbell_placebutton_cooldown", "0.0", false, true, "" )
CreateClientConVar( "easydoorbell_placebutton_speakerid", "0", false, true, "" )
CreateClientConVar( "easydoorbell_placespeaker_model", "models/easydoorbell/speakerbell.mdl", false, true, "" )
CreateClientConVar( "easydoorbell_placespeaker_sound", "easydoorbell/standard.wav", false, true, "" )
CreateClientConVar( "easydoorbell_placespeaker_volume", "1.0", false, true, "" )
--------------------------------------------------------------------------------
-- Recieve config values from server
--------------------------------------------------------------------------------
net.Receive( "EasyDoorbellTransferConfig", function()
EasyDoorbell.Config = net.ReadTable()
end )
--------------------------------------------------------------------------------
-- Recieve a string with "l[index]" as placeholders for language strings.
-- Replace these strings with the client's translations and add the string
-- to the chatbox with the given color.
--------------------------------------------------------------------------------
net.Receive( "EasyDoorbellFormattedMessage", function()
local color = net.ReadColor()
local message = net.ReadString()
local replacements = net.ReadTable()
for k, v in ipairs( replacements ) do
local translated = language.GetPhrase( v )
message = string.gsub( message, "l" .. k, translated )
end
chat.AddText( color, message )
end )
|
local area_mng = require"misc/area/area_mng"
local ui_mng = class("ui_mng",area_mng){
__view_id = 1,
}
function ui_mng:__init()
area_mng.__init(self)
self:__init_callback__()
end
function ui_mng:__init_callback__()
for _,call_name in ipairs(love_callback) do
if not self[call_name] then
self[call_name] = function(self,...)
local area = self.area
if area and area[call_name] then
area[call_name](area,...)
end
end
end
end
end
function ui_mng:set_view(id)
self.__view_id = id or 1
return self
end
function ui_mng:add_component(component)
area_mng.add_area(self,component)
component.__view_id = self.__view_id
component:release("add_to_box",self)
return self
end
function ui_mng:remove_component(component)
component:release("remove_from_box",self)
area_mng.remove_area(self,component)
return self
end
function ui_mng:update(dt)
local area = self.area
if area then
if area.update then
area:update(dt)
end
if not area.locking then
area_mng.update(self,dt)
end
else
area_mng.update(self,dt)
end
end
function ui_mng:draw()
for ui in self.all_area:items() do
if ui.draw then
ui:draw()
end
end
end
return ui_mng
|
local g_MapInfo = false
local function MiGetInfo(map)
local info = DbQuerySingle('SELECT played, rates, rates_count FROM '..MapsTable..' WHERE map=? LIMIT 1', map:getId())
info.name = map:getName()
info.rating = (info.rates_count > 0 and info.rates/info.rates_count) or 0
info.author = map:getInfo('author')
local mapType = map:getType()
info.type = mapType and mapType.name
return info
end
function MiSendMapInfo(playerOrRoom)
local room = playerOrRoom.cls == Player and playerOrRoom.room or playerOrRoom
local prof = DbgPerf()
local map = getCurrentMap(room)
if(not map) then return end
-- Prepare map info
if(not g_MapInfo) then
g_MapInfo = MiGetInfo(map)
end
-- Get Tops
local topTimes
if(g_MapInfo.type == 'DD' and DdGetTops) then
topTimes = DdGetTops(map, 8)
else
topTimes = BtGetTops(map, 8)
end
-- Send Tops and map general info to all players
RPC('MiSetMapInfo', g_MapInfo, topTimes):setClient(playerOrRoom.el):exec()
-- Prepare list of IDs
local players = getElementsByType('player', playerOrRoom.el)
local idList = {}
for i, player in ipairs(players) do
local pdata = Player.fromEl(player)
if(pdata and pdata.id) then
table.insert(idList, pdata.id)
end
end
-- Preload all needed information
if(g_MapInfo.type == 'DD' and DdPreloadPersonalTops) then
DdPreloadPersonalTops(map:getId(), idList, true)
elseif(BtPreloadPersonalTops) then
BtPreloadPersonalTops(map:getId(), idList, true)
end
RtPreloadPersonalMapRating(map:getId(), idList)
for i, player in ipairs(players) do
local pdata = Player.fromEl(player)
local personalTop, personalRating
-- Load personal Top
if(not pdata) then
personalTop = false
elseif(g_MapInfo.type == 'DD' and DdGetPersonalTop) then
personalTop = DdGetPersonalTop(map:getId(), pdata.id, true)
elseif(BtGetPersonalTop) then
personalTop = BtGetPersonalTop(map:getId(), pdata.id, true)
end
-- Make time readable
if(personalTop and personalTop.time) then
personalTop.time = formatTimePeriod(personalTop.time / 1000)
end
-- Get player rating for current map
if(RtGetPersonalMapRating and pdata) then
personalRating = RtGetPersonalMapRating(map:getId(), pdata.id)
end
-- Send personal Top and rating to owner
if(pdata and pdata.sync) then
RPC('MiSetPersonalInfo', personalTop, personalRating):setClient(player):exec()
end
end
if(show) then
RPC('MiShow'):setClient(players):exec()
end
prof:cp('MiSendMapInfo')
end
function MiShow(playerOrRoom)
RPC('MiShow'):setClient(playerOrRoom.el):exec()
end
function MiUpdateInfo()
g_MapInfo = false
MiSendMapInfo(g_RootRoom)
end
function MiUpdateTops(map_id)
MiSendMapInfo(g_RootRoom)
end
function MiDeleteCache()
g_MapInfo = false
end
addInitFunc(function()
addEventHandler('onGamemodeMapStop', g_Root, MiDeleteCache)
end)
|
PlanStrollState = { mName = "plan_stroll" }
PlanStrollState.__index = PlanStrollState
function PlanStrollState:Create(character, map)
local this =
{
mCharacter = character,
mMap = map,
mEntity = character.mEntity,
mController = character.mController,
mFrameResetSpeed = 0.05,
mFrameCount = 0,
mCountDown = math.random(0, 3)
}
setmetatable(this, self)
return this
end
function PlanStrollState:Enter() end
function PlanStrollState:Exit() end
function PlanStrollState:Update(dt)
self.mCountDown = self.mCountDown - dt
if self.mCountDown <= 0 then
-- Choose a random direction and try to move that way.
local choice = math.random(4)
if choice == 1 then
self.mController:Change("move", {x = -1, y = 0})
elseif choice == 2 then
self.mController:Change("move", {x = 1, y = 0})
elseif choice == 3 then
self.mController:Change("move", {x = 0, y = -1})
elseif choice == 4 then
self.mController:Change("move", {x = 0, y = 1})
end
end
-- If we're in the wait state for a few frames, reset the frame to
-- the starting frame.
if self.mFrameCount ~= -1 then
self.mFrameCount = self.mFrameCount + dt
if self.mFrameCount >= self.mFrameResetSpeed then
self.mFrameCount = -1
self.mEntity:SetFrame(self.mEntity.mStartFrame)
self.mCharacter.mFacing = "down"
end
end
end
function PlanStrollState:Render(renderer)
end |
object_mobile_endor_ig88_security_battledroid_red = object_mobile_shared_endor_ig88_security_battledroid_red:new {
}
ObjectTemplates:addTemplate(object_mobile_endor_ig88_security_battledroid_red, "object/mobile/endor_ig88_security_battledroid_red.iff")
|
local _t_ = '_T_'
local _t_n_ = '_T_N_'
local _t_t_c_ = '_T_[T]_C_'
local _t_t_d_c_ = '_T_[T]_C_[C]_'
local _t_t_d_c_pk_ = '_T_[T]_C_PK_'
local level = redis.LOG_NOTICE
local m = 'create redisql\'s scheme %s'
local t = redis.call('hmset', _t_,
'TABLES', _t_n_,
'TABLES_COMMENT', 'The set hold tables name',
'CLOUMNS', _t_t_c_,
'COLUMNS_COMMENT', 'The set hold columns name, [T] will be replaced with Table name',
'COLUMN_DEFINE', _t_t_d_c_,
'COLUMN_DEFINE_COMMENT', 'The hash hold column definition, [C] will be replaced with Column name',
'PRIMARY_KEYS', _t_t_d_c_pk_,
'PRIMARY_KEYS_DEFINE_COMMENT', 'The set hold primary keys of table [T]')
local v = {}
if ('OK' == t['ok']) then
v = {0, string.format(m, 'ok')}
else
v = {-1, string.format(m, 'failed')}
end
redis.log(level, v[#v])
return v
|
vlog_queue = {}
function vendor_log_queue(name,line)
if ( vlog_queue[name] == nil ) then
vlog_queue[name] = {}
end
table.insert(vlog_queue[name],line)
end
function write_vendor_log(again)
minetest.log("action","Writing vendor log queue to file")
for name,log_lines in pairs(vlog_queue) do
local logfile = minetest.get_worldpath().."/vendor_logs/"..name..".csv"
local f = io.open(logfile, "a+")
for _,line in pairs(log_lines) do
local csv_line = line.date..",\""..line.pos.."\","..line.action..","..line.from..","..line.qty..","..line.desc..","..line.amount.."\r\n"
f:write(csv_line)
end
f:close()
end
vlog_queue = {}
if ( again == true ) then
minetest.after(300,write_vendor_log,true)
end
end
minetest.register_on_shutdown(write_vendor_log)
minetest.after(300,write_vendor_log,true) |
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