content stringlengths 5 1.05M |
|---|
--Custom Audio Peripheral for LD Jam
return function(config) --A function that creates a new Keyboard peripheral.
if not love.audio then error("love.audio module is disabled !") end
local au, devkit = {}, {}
local musiclist = {"BounceMan.ogg"}
local sfxlist = {
"DoorClose.wav", --1
"DoorOpen.wav", --2
"Jump.wav", --3
"PickUp.wav", --4
"Tick.wav", --5
"BoxDown.wav", --6
"BoxUp.wav", --7
"BoxLand.wav", --8
"PlayerLand.wav", --9
"GameWin.ogg", --10
"GameOver.ogg" --11
}
local musicdata = {}
local sfxdata = {}
function devkit.loadAudio()
--Load Music
print("Loading Music ("..#musiclist..")")
for k, file in ipairs(musiclist) do
print("Loading "..file.." ("..k.."/"..#musiclist..")")
local data = love.audio.newSource("/Audio/"..file,"stream")
data:setLooping(true)
data:setVolume(0.5)
table.insert(musicdata,data)
end
print("Loading SFX ("..#sfxlist..")")
for k, file in ipairs(sfxlist) do
print("Loading "..file.." ("..k.."/"..#sfxlist..")")
local data = love.audio.newSource("/Audio/"..file,"static")
table.insert(sfxdata,data)
end
print("Finished Loading Audio")
end
function au.StopAudio()
love.audio.stop()
return true
end
function au.SFX(id,stop)
if not sfxdata[id] then return false, "SFX "..id.." Doesn't exists" end
if stop then
love.audio.stop(sfxdata[id])
else
love.audio.play(sfxdata[id])
end
return true
end
function au.Music(id,stop)
if not musicdata[id] then return false, "Music "..id.." Doesn't exists" end
if stop then
love.audio.stop(musicdata[id])
else
love.audio.play(musicdata[id])
end
return true
end
return au, devkit
end |
dofile("urlcode.lua")
dofile("table_show.lua")
JSON = (loadfile "JSON.lua")()
local url_count = 0
local tries = 0
local item_type = os.getenv('item_type')
local item_value = os.getenv('item_value')
local downloaded = {}
local addedtolist = {}
downloaded["http://genforum.genealogy.com/javascript/TSpacer_wrapper.js"] = true
load_json_file = function(file)
if file then
local f = io.open(file)
local data = f:read("*all")
f:close()
return JSON:decode(data)
else
return nil
end
end
read_file = function(file)
if file then
local f = assert(io.open(file))
local data = f:read("*all")
f:close()
return data
else
return ""
end
end
wget.callbacks.download_child_p = function(urlpos, parent, depth, start_url_parsed, iri, verdict, reason)
local url = urlpos["url"]["url"]
local html = urlpos["link_expect_html"]
local parenturl = parent["url"]
local html = nil
if downloaded[url] == true
or addedtolist[url] == true then
return false
end
if (item_type == "genforum" and (downloaded[url] ~= true or addedtolist[url] ~= true)) then
if (string.match(url, "%?"..item_value)
or string.match(url, "="..item_value)
or string.match(url, "%."..item_value)
or string.match(url, "/"..item_value)
or string.match(url, "/3/")
or string.match(url, "/images/")
or string.match(url, "/javascript/")
or string.match(url, "gco%.[0-9]+%.[0-9a-zA-Z]+%.net")
or string.match(url, "email%.cgi")
or string.match(url, "picture%.cgi")
or string.match(url, "%.jpg")
or string.match(url, "%.gif")
or string.match(url, "%.png")
or string.match(url, "%.jpeg")
or string.match(url, "%.css")
or string.match(url, "%.js")
or html == 0
or string.match(url, "service%.ancestry%.com")) then
return true
addedtolist[url] = true
else
return false
end
end
end
wget.callbacks.get_urls = function(file, url, is_css, iri)
local urls = {}
local html = nil
if item_type == "genforum" then
if string.match(url, "http[s]?://genforum%.genealogy%.com/") then
local newurl = string.gsub(url, "http[s]?://genforum%.genealogy%.com/", "http://genforum%.com/")
if (downloaded[newurl] ~= true and addedtolist[newurl] ~= true) then
table.insert(urls, { url=newurl })
addedtolist[newurl] = true
end
end
if string.match(url, "http[s]?://genforum%.com/") then
local newurl = string.gsub(url, "http[s]?://genforum%.com/", "http://genforum%.genealogy%.com/")
if (downloaded[newurl] ~= true and addedtolist[newurl] ~= true) then
table.insert(urls, { url=newurl })
addedtolist[newurl] = true
end
end
if string.match(url, item_value) then
html = read_file(html)
for customurl in string.gmatch(html, '"(http[s]?://[^"]+)"') do
if string.match(customurl, "%?"..item_value)
or string.match(customurl, "="..item_value)
or string.match(customurl, "%."..item_value)
or string.match(customurl, "/"..item_value)
or string.match(customurl, "/3/")
or string.match(customurl, "/images/")
or string.match(customurl, "/javascript/")
or string.match(customurl, "gco%.[0-9]+%.[0-9a-zA-Z]+%.net")
or string.match(customurl, "email%.cgi")
or string.match(customurl, "picture%.cgi")
or string.match(customurl, "%.jpg")
or string.match(customurl, "%.gif")
or string.match(customurl, "%.png")
or string.match(customurl, "%.jpeg")
or string.match(customurl, "%.css")
or string.match(customurl, "%.js")
or string.match(customurl, "service%.ancestry%.com") then
if (string.match(url, ":::") and string.match(customurl, ":::") and not string.match(html, '<FONT FACE="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^>]+">[^<]+</A></B></FONT><BR>[^<]+<UL>[^<]+</UL>[^<]+<font face="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^"]+">[^<]+</A></B></font><BR>'))
or not string.match(url, ":::") then
if (downloaded[customurl] ~= true and addedtolist[customurl] ~= true) then
table.insert(urls, { url=customurl })
addedtolist[customurl] = true
end
end
end
end
for customurlnf in string.gmatch(html, '"(/[^"]+)"') do
if string.match(customurlnf, "%?"..item_value)
or string.match(customurlnf, "="..item_value)
or string.match(customurlnf, "%."..item_value)
or string.match(customurlnf, "/"..item_value)
or string.match(customurlnf, "/3/")
or string.match(customurlnf, "/images/")
or string.match(customurlnf, "/javascript/")
or string.match(customurlnf, "email%.cgi")
or string.match(customurlnf, "picture%.cgi")
or string.match(customurlnf, "%.jpg")
or string.match(customurlnf, "%.gif")
or string.match(customurlnf, "%.png")
or string.match(customurlnf, "%.jpeg")
or string.match(customurlnf, "%.css")
or string.match(customurlnf, "%.js") then
local base = string.match(url, "(http[s]?://[^/]+)")
local customurl = base..customurlnf
if (string.match(url, ":::") and string.match(customurl, ":::") and not string.match(html, '<FONT FACE="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^>]+">[^<]+</A></B></FONT><BR>[^<]+<UL>[^<]+</UL>[^<]+<font face="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^"]+">[^<]+</A></B></font><BR>'))
or not string.match(url, ":::") then
if (downloaded[customurl] ~= true and addedtolist[customurl] ~= true) then
table.insert(urls, { url=customurl })
addedtolist[customurl] = true
end
end
end
end
for customurlnf in string.gmatch(html, '="([^"]+)"') do
local base = string.match(url, "(http[s]?://.+/)")
local customurl = base..customurlnf
if (string.match(url, ":::") and string.match(customurl, ":::") and not string.match(html, '<FONT FACE="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^>]+">[^<]+</A></B></FONT><BR>[^<]+<UL>[^<]+</UL>[^<]+<font face="[^"]+"><B><A HREF="[^"]+">[^<]+</A>[^<]+<A HREF="[^"]+">[^<]+</A></B></font><BR>'))
or not string.match(url, ":::") then
if (downloaded[customurl] ~= true and addedtolist[customurl] ~= true) then
table.insert(urls, { url=customurl })
addedtolist[customurl] = true
end
end
end
end
end
return urls
end
wget.callbacks.httploop_result = function(url, err, http_stat)
-- NEW for 2014: Slightly more verbose messages because people keep
-- complaining that it's not moving or not working
local status_code = http_stat["statcode"]
url_count = url_count + 1
io.stdout:write(url_count .. "=" .. status_code .. " " .. url["url"] .. ". \n")
io.stdout:flush()
if (status_code >= 200 and status_code <= 399) or status_code == 403 then
downloaded[url["url"]] = true
end
if status_code >= 500 or
(status_code >= 400 and status_code ~= 404 and status_code ~= 403) then
io.stdout:write("\nServer returned "..http_stat.statcode..". Sleeping.\n")
io.stdout:flush()
os.execute("sleep 1")
tries = tries + 1
if tries >= 20 then
io.stdout:write("\nI give up...\n")
io.stdout:flush()
return wget.actions.ABORT
else
return wget.actions.CONTINUE
end
elseif status_code == 0 then
io.stdout:write("\nServer returned "..http_stat.statcode..". Sleeping.\n")
io.stdout:flush()
os.execute("sleep 10")
tries = tries + 1
if tries >= 10 then
io.stdout:write("\nI give up...\n")
io.stdout:flush()
return wget.actions.ABORT
else
return wget.actions.CONTINUE
end
end
tries = 0
-- We're okay; sleep a bit (if we have to) and continue
-- local sleep_time = 0.1 * (math.random(75, 1000) / 100.0)
local sleep_time = 0
-- if string.match(url["host"], "cdn") or string.match(url["host"], "media") then
-- -- We should be able to go fast on images since that's what a web browser does
-- sleep_time = 0
-- end
if sleep_time > 0.001 then
os.execute("sleep " .. sleep_time)
end
return wget.actions.NOTHING
end
|
ACF.MenuOptions = ACF.MenuOptions or {}
ACF.MenuLookup = ACF.MenuLookup or {}
ACF.MenuCount = ACF.MenuCount or 0
local Options = ACF.MenuOptions
local Lookup = ACF.MenuLookup
do -- Menu population functions
local function DefaultAction(Menu)
Menu:AddTitle("There's nothing here.")
Menu:AddLabel("This option is either a work in progress or something isn't working as intended.")
end
function ACF.AddMenuOption(Index, Name, Icon, Enabled)
if not Index then return end
if not Name then return end
if not isfunction(Enabled) then Enabled = nil end
if not Lookup[Name] then
local Count = ACF.MenuCount + 1
Options[Count] = {
Icon = "icon16/" .. (Icon or "plugin") .. ".png",
IsEnabled = Enabled,
Index = Index,
Name = Name,
Lookup = {},
List = {},
Count = 0,
}
Lookup[Name] = Options[Count]
ACF.MenuCount = Count
else
local Option = Lookup[Name]
Option.Icon = "icon16/" .. (Icon or "plugin") .. ".png"
Option.IsEnabled = Enabled
Option.Index = Index
end
end
function ACF.AddMenuItem(Index, Option, Name, Icon, Action, Enabled)
if not Index then return end
if not Option then return end
if not Name then return end
if not Lookup[Option] then return end
if not isfunction(Enabled) then Enabled = nil end
local Items = Lookup[Option]
local Item = Items.Lookup[Name]
if not Item then
Items.Count = Items.Count + 1
Items.List[Items.Count] = {
Icon = "icon16/" .. (Icon or "plugin") .. ".png",
Action = Action or DefaultAction,
IsEnabled = Enabled,
Option = Option,
Index = Index,
Name = Name,
}
Items.Lookup[Name] = Items.List[Items.Count]
else
Item.Icon = "icon16/" .. (Icon or "plugin") .. ".png"
Item.Action = Action or DefaultAction
Item.IsEnabled = Enabled
Item.Option = Option
Item.Index = Index
Item.Name = Name
end
end
ACF.AddMenuOption(1, "About the Addon", "information")
ACF.AddMenuOption(101, "Settings", "wrench")
ACF.AddMenuOption(201, "Entities", "brick")
ACF.AddMenuOption(9999, "Fun Stuff", "bricks")
end
do -- ACF Menu context panel
local function GetSortedList(List)
local Result = {}
for K, V in ipairs(List) do
Result[K] = V
end
table.SortByMember(Result, "Index", true)
return Result
end
local function AllowOption(Option)
if Option.IsEnabled and not Option:IsEnabled() then return false end
return hook.Run("ACF_AllowMenuOption", Option.Index, Option.Name) ~= false
end
local function AllowItem(Item)
if Item.IsEnabled and not Item:IsEnabled() then return false end
return hook.Run("ACF_AllowMenuItem", Item.Index, Item.Option, Item.Name) ~= false
end
local function UpdateTree(Tree, Old, New)
local OldParent = Old and Old.Parent
local NewParent = New.Parent
if OldParent == NewParent then return end
if OldParent then
OldParent.AllowExpand = true
OldParent:SetExpanded(false)
end
NewParent.AllowExpand = true
NewParent:SetExpanded(true)
Tree:SetHeight(Tree:GetLineHeight() * (Tree.BaseHeight + NewParent.Count))
end
local function PopulateTree(Tree)
local OptionList = GetSortedList(Options)
local First
Tree.BaseHeight = 0.5
for _, Option in ipairs(OptionList) do
if not AllowOption(Option) then continue end
local Parent = Tree:AddNode(Option.Name, Option.Icon)
local SetExpanded = Parent.SetExpanded
local Expander = Parent.Expander
Parent.Action = Option.Action
Parent.Master = true
Parent.Count = 0
function Parent:SetExpanded(Bool)
if not self.AllowExpand then return end
SetExpanded(self, Bool)
self.AllowExpand = nil
end
function Expander:DoClick()
local Node = Parent:GetParentNode()
Node:OnNodeSelected(Parent)
end
Tree.BaseHeight = Tree.BaseHeight + 1
local ItemList = GetSortedList(Option.List)
for _, Item in ipairs(ItemList) do
if not AllowItem(Item) then continue end
local Child = Parent:AddNode(Item.Name, Item.Icon)
Child.Action = Item.Action
Child.Parent = Parent
Parent.Count = Parent.Count + 1
if not Parent.Selected then
Parent.Selected = Child
if not First then
First = Child
end
end
end
end
Tree:SetSelectedItem(First)
end
function ACF.CreateSpawnMenu(Panel)
local Menu = ACF.SpawnMenu
if not IsValid(Menu) then
Menu = vgui.Create("ACF_Panel")
Menu.Panel = Panel
Panel:AddItem(Menu)
ACF.SpawnMenu = Menu
else
Menu:ClearAllTemporal()
Menu:ClearAll()
end
local Reload = Menu:AddButton("Reload Menu")
Reload:SetTooltip("You can also type 'acf_reload_spawn_menu' in console.")
function Reload:DoClickInternal()
ACF.CreateSpawnMenu(Panel)
end
local Tree = Menu:AddPanel("DTree")
function Tree:OnNodeSelected(Node)
if self.Selected == Node then return end
if Node.Master then
self:SetSelectedItem(Node.Selected)
return
end
UpdateTree(self, self.Selected, Node)
Node.Parent.Selected = Node
self.Selected = Node
ACF.SetToolMode("acf_menu", "Main", "Idle")
ACF.SetClientData("Destiny")
Menu:ClearTemporal()
Menu:StartTemporal()
Node.Action(Menu)
Menu:EndTemporal()
end
PopulateTree(Tree)
end
end
do -- Client and server settings
ACF.SettingsPanels = ACF.SettingsPanels or {
Client = {},
Server = {},
}
local Settings = ACF.SettingsPanels
--- Generates the following functions:
-- ACF.AddClientSettings(Index, Name, Function)
-- ACF.RemoveClientSettings(Name)
-- ACF.GenerateClientSettings(MenuPanel)
-- ACF.AddServerSettings(Index, Name, Function)
-- ACF.RemoveServerSettings(Name)
-- ACF.GenerateServerSettings(MenuPanel)
for Realm, Destiny in pairs(Settings) do
local Hook = "ACF_On" .. Realm .. "SettingsLoaded"
local Message = "No %sside settings have been registered."
ACF["Add" .. Realm .. "Settings"] = function(Index, Name, Function)
if not isnumber(Index) then return end
if not isstring(Name) then return end
if not isfunction(Function) then return end
Destiny[Name] = {
Create = Function,
Index = Index,
}
end
ACF["Remove" .. Realm .. "Settings"] = function(Name)
if not isstring(Name) then return end
Destiny[Name] = nil
end
ACF["Generate" .. Realm .. "Settings"] = function(Menu)
if not ispanel(Menu) then return end
if not next(Destiny) then
Menu:AddTitle("Nothing to see here.")
Menu:AddLabel(Message:format(Realm))
return
end
for Name, Data in SortedPairsByMemberValue(Destiny, "Index") do
local Base, Section = Menu:AddCollapsible(Name, false)
function Section:OnToggle(Bool)
if not Bool then return end
if self.Created then return end
Data.Create(Base)
hook.Run(Hook, Name, Base)
self.Created = true
end
end
end
end
end
|
local BUILDER, PART = pac.PartTemplate("base")
PART.ClassName = "player_config"
PART.Group = "entity"
PART.Icon = 'icon16/brick.png'
local blood_colors = {
dont_bleed = _G.DONT_BLEED,
red = _G.BLOOD_COLOR_RED,
yellow = _G.BLOOD_COLOR_YELLOW,
green = _G.BLOOD_COLOR_GREEN,
mech = _G.BLOOD_COLOR_MECH,
antlion = _G.BLOOD_COLOR_ANTLION,
zombie = _G.BLOOD_COLOR_ZOMBIE,
antlion_worker = _G.BLOOD_COLOR_ANTLION_WORKER,
}
BUILDER:StartStorableVars()
BUILDER:SetPropertyGroup()
BUILDER:GetSet("MuteSounds", false)
BUILDER:GetSet("AllowOggWhenMuted", false)
BUILDER:GetSet("HideBullets", false)
BUILDER:GetSet("HidePhysgunBeam", false)
BUILDER:GetSet("UseLegacyScale", false)
BUILDER:GetSet("BloodColor", "red", {enums = blood_colors})
BUILDER:SetPropertyGroup("behavior")
BUILDER:GetSet("MuteFootsteps", false)
BUILDER:SetPropertyGroup("death")
BUILDER:GetSet("FallApartOnDeath", false)
BUILDER:GetSet("DeathRagdollizeParent", true)
BUILDER:GetSet("DrawPlayerOnDeath", false)
BUILDER:GetSet("HideRagdollOnDeath", false)
BUILDER:EndStorableVars()
local ent_fields = {}
function BUILDER:EntityField(name, field)
field = "pac_" .. field
ent_fields[field] = name
self.PART["Set" .. name] = function(self, val)
self[name] = val
local owner = self:GetActualOwner()
if owner:IsValid() then
owner[field] = val
end
end
end
BUILDER:EntityField("InverseKinematics", "enable_ik")
BUILDER:EntityField("MuteFootsteps", "hide_weapon")
BUILDER:EntityField("AnimationRate", "global_animation_rate")
BUILDER:EntityField("FallApartOnDeath", "death_physics_parts")
BUILDER:EntityField("DeathRagdollizeParent", "death_ragdollize")
BUILDER:EntityField("HideRagdollOnDeath", "death_hide_ragdoll")
BUILDER:EntityField("DrawPlayerOnDeath", "draw_player_on_death")
BUILDER:EntityField("HidePhysgunBeam", "hide_physgun_beam")
BUILDER:EntityField("MuteSounds", "mute_sounds")
BUILDER:EntityField("AllowOggWhenMuted", "allow_ogg_sounds")
BUILDER:EntityField("HideBullets", "hide_bullets")
function PART:GetActualOwner()
local owner = self:GetOwner()
if owner:IsValid() and owner:GetRagdollOwner():IsPlayer() then
return owner:GetRagdollOwner()
end
return owner
end
function PART:GetNiceName()
local ent = self:GetActualOwner()
if ent:IsValid() then
if ent:IsPlayer() then
return ent:Nick()
else
return language.GetPhrase(ent:GetClass())
end
end
return self.ClassName
end
function PART:OnShow()
local ent = self:GetActualOwner()
if ent:IsValid() then
pac.emut.MutateEntity(self:GetPlayerOwner(), "blood_color", ent, blood_colors[self.BloodColor == "" and "red" or self.BloodColor])
end
if ent:IsValid() then
for _, field in pairs(ent_fields) do
self["Set" .. field](self, self[field])
end
end
end
function PART:OnThink()
local ent = self:GetActualOwner()
if ent:IsValid() then
ent.pac_mute_footsteps = self.MuteFootsteps
end
end
function PART:OnHide()
local ent = self:GetActualOwner()
if ent:IsValid() then
local player_owner = self:GetPlayerOwner()
pac.emut.RestoreMutations(player_owner, "blood_color", ent)
for key in pairs(ent_fields) do
ent[key] = nil
end
end
end
function PART:SetBloodColor(str)
self.BloodColor = str
local ent = self:GetActualOwner()
if ent:IsValid() then
pac.emut.MutateEntity(self:GetPlayerOwner(), "blood_color", ent, blood_colors[self.BloodColor == "" and "red" or self.BloodColor])
end
end
BUILDER:Register() |
vim.cmd [[ syntax enable ]]
local config_dir = vim.env.XDG_CONFIG_HOME or "~/.config"
local bin_dir = config_dir .. '/bin'
local cache_dir = vim.env.XDG_CACHE_HOME or "~/.cache"
local backup_dir = cache_dir .. '/nvim/backup'
local undo_dir = cache_dir .. '/nvim/undo'
os.execute('mkdir -p ' .. backup_dir)
os.execute('mkdir -p ' .. undo_dir)
vim.g.did_load_filetypes = 1
vim.g.do_filetype_lua = 1
vim.g.signify_sign_change = '~'
-- https://neovim.io/doc/user/options.html#options
vim.o.background = 'dark'
vim.o.backupdir = backup_dir
vim.o.clipboard = 'unnamedplus'
vim.o.completeopt = 'menuone,noinsert,noselect'
vim.o.confirm = true
vim.o.fsync = true
vim.o.ignorecase = true
vim.o.inccommand = 'split'
vim.o.incsearch = true
vim.o.mouse = 'a'
vim.o.mousefocus = true
vim.o.scrolloff = 4
vim.o.shortmess = 'aoOtTIc'
vim.o.sidescrolloff = 4
vim.o.signcolumn = 'yes'
vim.o.smartcase = true
vim.o.smarttab = true
vim.o.termguicolors = true
vim.o.undodir = undo_dir
vim.o.updatetime = 300
vim.o.wildignorecase = true
vim.o.wildmode = 'longest,list:longest,full'
vim.wo.breakindent = true
vim.wo.foldenable = false
vim.wo.number = true
vim.wo.statusline = '%-F %-r %-m %= %{&fileencoding} | %y | %3.l/%3.L:%3.c'
vim.bo.autoindent = true
vim.bo.autoread = true
vim.bo.commentstring = '#\\ %s'
vim.bo.copyindent = true
vim.bo.expandtab = true
vim.bo.grepprg = 'rg'
vim.bo.modeline = false
vim.bo.shiftwidth = 0
vim.bo.smartindent = true
vim.bo.swapfile = false
vim.bo.tabstop = 4
vim.bo.undofile = true
if vim.env.SSH_CONNECTION ~= nil then
vim.g.clipboard = {
name = 'osc52clip',
copy = {
['+'] = 'osc52clip copy',
},
paste = {
['+'] = 'osc52clip paste',
},
}
local osc52clip = io.open(bin_dir .. '/osc52clip', 'w')
if osc52clip ~= nil then
osc52clip:write([[#!/bin/bash
: ${TTY:=$((tty || tty </proc/$PPID/fd/0) 2>/dev/null | grep /dev/)}
case $1 in
copy)
buffer=$(base64)
[ -n "$TTY" ] && printf $'\e]52;c;%s\a' "$buffer" > "$TTY"
;;
paste)
exit 1
;;
esac
]])
osc52clip:close()
os.execute('chmod +x ' .. bin_dir .. '/osc52clip')
end
end
local packer_install_path = vim.env.XDG_DATA_HOME .. '/nvim/site/pack/packer/start/packer.nvim'
local packer_dir_file = io.open(packer_install_path)
local packer_install = false
if packer_dir_file ~= nil then
packer_dir_file:close()
else
os.execute('git clone https://github.com/wbthomason/packer.nvim ' .. packer_install_path)
vim.cmd [[ packadd packer.nvim ]]
packer_install = true
end
require'packer'.startup(function()
use {'wbthomason/packer.nvim'}
use {'fcpg/vim-fahrenheit'}
use {'lukas-reineke/indent-blankline.nvim'}
use {'lewis6991/gitsigns.nvim', requires = {'nvim-lua/plenary.nvim'}}
use {'sheerun/vim-polyglot'}
use {'jjo/vim-cue'}
use {'tyru/caw.vim'}
use {'windwp/nvim-autopairs'}
use {'mhartington/formatter.nvim'}
use {'nvim-treesitter/nvim-treesitter',run = ':TSUpdate'}
use {'hrsh7th/nvim-cmp'}
use {'hrsh7th/cmp-buffer'}
use {'hrsh7th/cmp-path'}
use {'hrsh7th/cmp-cmdline'}
use {'neovim/nvim-lspconfig'}
use {'hrsh7th/cmp-nvim-lsp'}
use {'L3MON4D3/LuaSnip'}
use {'saadparwaiz1/cmp_luasnip'}
end)
if packer_install then
require('packer').install()
end
local autopairs = require('nvim-autopairs')
local cmp = require('cmp')
local formatter = require('formatter')
local gitsigns = require('gitsigns')
local indent_blankline = require('indent_blankline')
local lspconfig = require('lspconfig')
local luasnip = require('luasnip')
local treesitter = require('nvim-treesitter.configs')
autopairs.setup {
check_ts = true,
}
local has_words_before = function()
local line, col = unpack(vim.api.nvim_win_get_cursor(0))
return col ~= 0 and vim.api.nvim_buf_get_lines(0, line - 1, line, true)[1]:sub(col, col):match("%s") == nil
end
cmp.setup{
mapping = {
['<CR>'] = cmp.mapping.confirm {
behavior = cmp.ConfirmBehavior.Replace,
},
["<Tab>"] = cmp.mapping(function(fallback)
if cmp.visible() then
cmp.select_next_item()
elseif has_words_before() then
cmp.complete()
else
fallback()
end
end, { "i", "s" }),
["<S-Tab>"] = cmp.mapping(function(fallback)
if cmp.visible() then
cmp.select_prev_item()
else
fallback()
end
end, { "i", "s" }),
['<Down>'] = cmp.mapping(cmp.mapping.select_next_item({ behavior = cmp.SelectBehavior.Select }), {'i'}),
['<Up>'] = cmp.mapping(cmp.mapping.select_prev_item({ behavior = cmp.SelectBehavior.Select }), {'i'}),
},
snippet = {
expand = function(args)
luasnip.lsp_expand(args.body)
end,
},
sources = {
{ name = 'buffer' },
{ name = 'cmdline'},
{ name = 'luasnip'},
{ name = 'nvim_lsp'},
{ name = 'path'},
},
}
formatter.setup {
filetype = {
markdown = {
function()
return {
exe = "prettier",
args = {"--stdin-filepath", vim.fn.fnameescape(vim.api.nvim_buf_get_name(0))},
stdin = true,
}
end
},
terraform = {
function()
return {
exe = "terraform",
args = {"fmt", "-"},
stdin = true,
}
end
},
},
}
gitsigns.setup {
signs = {
add = { hl = 'DiffAdd', text = '+' },
change = { hl = 'DiffChange', text = '~'},
delete = { hl = 'DiffDelete'},
topdelete = { hl = 'DiffDelete'},
changedelete = { hl = 'DiffChange'},
},
}
indent_blankline.setup {
buftype_exclude = {
'terminal',
'nofile',
},
char_highlight_list = {
'IndentBlankline1',
},
show_first_indent_level = false,
}
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities)
lspconfig.bashls.setup {
capabilities = capabilities
}
lspconfig.dockerls.setup {
capabilities = capabilities
-- root_dir = root_pattern("*Dockerfile*")
}
lspconfig.gopls.setup {
capabilities = capabilities,
settings = {
gopls = {
gofumpt = true,
staticcheck = true,
},
},
}
lspconfig.jsonls.setup {
capabilities = capabilities
}
lspconfig.terraformls.setup{}
lspconfig.yamlls.setup {
capabilities = capabilities
-- settings = {
-- yaml = {
-- schemas = {
-- [".."] = "..."
-- }
-- }
-- }
}
treesitter.setup {
ensure_installed = {'bash','c','cpp','comment','css','dockerfile','dot','go','gomod','gowork','html','java','javascript', 'json','json5','kotlin','lua','make','python','regex','toml','yaml'},
sync_install = true,
highlight = {
enable = true
},
incremental_selection = {
enable = true
},
}
vim.cmd [[ colorscheme fahrenheit ]]
local set_hl = {
IndentBlankline1 = {fg="#262626"},
DiffAdd = {ctermbg=235, ctermfg=108, bg="#A3BE8C", fg="#262626"},
DiffChange = {ctermbg=235, ctermfg=103, bg="#B48EAD", fg="#262626"},
DiffDelete = {ctermbg=235, ctermfg=131, bg="#BF616A", fg="#262626"},
DiffText = {ctermbg=235, ctermfg=208, bg="#5E81AC", fg="#262626"},
}
for k,v in pairs(set_hl) do
vim.api.nvim_set_hl(0, k, v)
end
function sudowrite()
local tmpfilename = os.tmpname()
local tmpfile = io.open(tmpfilename, 'w')
for i, line in ipairs(vim.api.nvim_buf_get_lines(0, 0, -1, false)) do
tmpfile:write(line .. '\n')
end
tmpfile:close()
local curfilename = vim.api.nvim_buf_get_name(0)
os.execute(string.format("sudo tee %s < %s > /dev/null", curfilename, tmpfilename))
vim.cmd [[ edit! ]]
os.remove(tmpfilename)
end
vim.cmd [[ command W :lua sudowrite() ]]
vim.api.nvim_set_keymap('c', 'WQ', 'wq', {noremap = true})
vim.api.nvim_set_keymap('v', 's', '"_d', {noremap = true})
vim.api.nvim_set_keymap('n', 'ss', '"_dd', {noremap = true})
vim.api.nvim_set_keymap('n', ';', ':', {noremap = true, silent = true})
function goimports(timeout_ms)
local context = { only = { "source.organizeImports" } }
vim.validate { context = { context, "t", true } }
local params = vim.lsp.util.make_range_params()
params.context = context
-- See the implementation of the textDocument/codeAction callback
-- (lua/vim/lsp/handler.lua) for how to do this properly.
local result = vim.lsp.buf_request_sync(0, "textDocument/codeAction", params, timeout_ms)
if not result or next(result) == nil then return end
local actions = result[1].result
if not actions then return end
local action = actions[1]
-- textDocument/codeAction can return either Command[] or CodeAction[]. If it
-- is a CodeAction, it can have either an edit, a command or both. Edits
-- should be executed first.
if action.edit or type(action.command) == "table" then
if action.edit then
vim.lsp.util.apply_workspace_edit(action.edit)
end
if type(action.command) == "table" then
vim.lsp.buf.execute_command(action.command)
end
else
vim.lsp.buf.execute_command(action)
end
end
vim.api.nvim_exec([[
augroup Clean
autocmd!
autocmd BufWritePre *.go silent :lua goimports(1000)
autocmd BufWritePre *.go silent :lua vim.lsp.buf.formatting_sync()
autocmd BufWritePre *.md,*.tf silent :FormatWrite
autocmd BufWritePre * silent :%s/\s\+$//e
autocmd BufWritePre * silent :v/\_s*\S/d
autocmd BufWritePre * silent :nohlsearch
augroup END
]], false)
local ft_tab_width = {
[2] = {"html", "javascript", "markdown", "toml", "yaml"},
[8] = {"go"},
}
for k,v in pairs(ft_tab_width) do
vim.api.nvim_create_autocmd("FileType", {
pattern = v,
callback = function()
vim.opt_local.shiftwidth=k
vim.opt_local.softtabstop=k
vim.opt_local.tabstop=k
end,
})
end
|
function showText_Create(red, green, blue, text, time, thePlayer)
showText_Display = textCreateDisplay ()
showText_Text = textCreateTextItem ( "", 0.5, 0.3, 2, 0, 255, 0, 255, 2.3, "center", "center", 255 )
textDisplayAddText ( showText_Display, showText_Text )
end
function showText ( red, green, blue, text, time, thePlayer )
textItemSetColor ( showText_Text, red, green, blue, 255 )
textItemSetText ( showText_Text, text )
outputChatBox(RGBToHex(red, green, blue)..text, thePlayer, red, green, blue, true)
if ( showText_timer ) then
killTimer ( showText_timer )
else
if thePlayer == all then
local players = getElementsByType( "player" )
for k,v in ipairs(players) do
textDisplayAddObserver ( showText_Display, v )
end
else
textDisplayAddObserver ( showText_Display, thePlayer )
end
end
showText_timer = setTimer( showText_Remove, time, 1 )
end
function showText_Remove()
showText_timer = nil
local players = getElementsByType( "player" )
for k,v in ipairs(players) do
textDisplayRemoveObserver( showText_Display, v )
end
end
function RGBToHex(red, green, blue, alpha)
if((red < 0 or red > 255 or green < 0 or green > 255 or blue < 0 or blue > 255) or (alpha and (alpha < 0 or alpha > 255))) then
return nil
end
if(alpha) then
return string.format("#%.2X%.2X%.2X%.2X", red,green,blue,alpha)
else
return string.format("#%.2X%.2X%.2X", red,green,blue)
end
end
|
LinkLuaModifier("modifier_boss_capture_point", "modifiers/modifier_boss_capture_point.lua", LUA_MODIFIER_MOTION_NONE)
-- Taken from bb template
if BossAI == nil then
DebugPrint ( 'creating new BossAI object' )
BossAI = class({})
BossAI.hasFarmingCore = {}
BossAI.hasSecondBoss = {}
Debug.EnabledModules['boss:ai'] = false
CustomNetTables:SetTableValue("stat_display_team", "BK", { value = {} })
end
BossAI.IDLE = 1
BossAI.AGRO = 2
BossAI.LEASHING = 3
BossAI.DEAD = 4
function BossAI:Create (unit, options)
options = options or {}
options.tier = options.tier or 1
local state = {
handle = unit,
origin = unit:GetAbsOrigin(),
leash = options.leash or BOSS_LEASH_SIZE,
agroDamage = options.agroDamage or BOSS_AGRO_FACTOR * options.tier,
tier = options.tier,
currentDamage = 0,
state = BossAI.IDLE,
customAgro = options.customAgro or false,
owner = options.owner,
isProtected = options.isProtected,
deathEvent = Event()
}
--unit:OnHurt(function (keys)
--self:HurtHandler(state, keys)
--end)
unit:OnDeath(function (keys)
self:DeathHandler(state, keys)
end)
unit:SetIdleAcquire(false)
unit:SetAcquisitionRange(0)
return {
onDeath = state.deathEvent.listen
}
end
--[[
function BossAI:HurtHandler (state, keys)
if state.state == BossAI.IDLE then
DebugPrint('Checking boss agro...')
DebugPrintTable(keys)
state.currentDamage = state.currentDamage + keys.damage
if state.currentDamage > state.agroDamage then
self:Agro(state, EntIndexToHScript(keys.entindex_attacker))
state.currentDamage = 0
end
elseif state.state == BossAI.AGRO then --luacheck: ignore
end
end
]]
function BossAI:GiveItemToWholeTeam (item, teamId)
PlayerResource:GetPlayerIDsForTeam(teamId):each(function (playerId)
local hero = PlayerResource:GetSelectedHeroEntity(playerId)
if hero then
hero:AddItemByName(item)
end
end)
end
function BossAI:RewardBossKill(state, deathEventData, teamId)
if type(state) == "number" then
state = {
tier = state
}
teamId = teamId or deathEventData
else
state.deathEvent.broadcast(deathEventData)
end
local team = GetShortTeamName(teamId)
if not IsPlayerTeam(teamId) then
return
end
PointsManager:AddPoints(teamId)
local bossKills = CustomNetTables:GetTableValue("stat_display_team", "BK").value
if bossKills[tostring(teamId)] then
bossKills[tostring(teamId)] = bossKills[tostring(teamId)] + 1
else
bossKills[tostring(teamId)] = 1
end
DebugPrint("Setting team " .. teamId .. " boss kills to " .. bossKills[tostring(teamId)])
CustomNetTables:SetTableValue("stat_display_team", "BK", { value = bossKills })
local tier = state.tier
if tier == 1 then
self:GiveItemToWholeTeam("item_upgrade_core", teamId)
if not self.hasFarmingCore[team] then
self.hasFarmingCore[team] = true
elseif not self.hasSecondBoss[team] then
self.hasSecondBoss[team] = true
BossSpawner[team .. "Zone1"].disable()
BossSpawner[team .. "Zone2"].disable()
end
elseif tier == 2 then
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core_2"], team)
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core"], team)
self:GiveItemToWholeTeam("item_upgrade_core_2", teamId)
elseif tier == 3 then
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core_3"], team)
self:GiveItemToWholeTeam("item_upgrade_core_3", teamId)
elseif tier == 4 then
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core_4"], team)
self:GiveItemToWholeTeam("item_upgrade_core_4", teamId)
elseif tier == 5 then
PointsManager:AddPoints(teamId)
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core_4"], team)
self:GiveItemToWholeTeam("item_upgrade_core_4", teamId)
elseif tier == 6 then
PointsManager:AddPoints(teamId)
-- NGP:GiveItemToTeam(BossItems["item_upgrade_core_4"], team)
self:GiveItemToWholeTeam("item_upgrade_core_4", teamId)
end
end
function BossAI:DeathHandler (state, keys)
DebugPrint('Handling death of boss ' .. state.tier)
state.state = BossAI.DEAD
if state.isProtected then
self:RewardBossKill(state, keys, state.owner)
state.handle = nil
return
end
-- Create under spectator team so that spectators can always see the capture point
local capturePointThinker = CreateModifierThinker(state.handle, nil, "modifier_boss_capture_point", nil, state.origin, DOTA_TEAM_SPECTATOR, false)
local capturePointModifier = capturePointThinker:FindModifierByName("modifier_boss_capture_point")
capturePointModifier:SetCallback(partial(self.RewardBossKill, self, state, keys))
-- Give the thinker some vision so that spectators can always see the capture point
capturePointThinker:SetDayTimeVisionRange(1)
capturePointThinker:SetNightTimeVisionRange(1)
state.handle = nil
end
--[[
function BossAI:Agro (state, target)
if state.customAgro then
DebugPrint('Running custom agro ai')
return
end
Timers:CreateTimer(1, function ()
if state.state == BossAI.DEAD then
return
end
if not self:Think(state) or state.state == BossAI.IDLE then
DebugPrint('Stopping think timer')
return
end
return 1
end)
state.state = BossAI.AGRO
state.agroTarget = target
state.handle:SetIdleAcquire(true)
state.handle:SetAcquisitionRange(128)
ExecuteOrderFromTable({
UnitIndex = state.handle:entindex(),
-- OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
Position = target:GetAbsOrigin(),
Queue = 0,
})
ExecuteOrderFromTable({
UnitIndex = state.handle:entindex(),
-- OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE,
Position = state.origin,
Queue = 1,
})
end
]]
--[[
function BossAI:Think (state)
if state.handle:IsNull() then
-- this shouldn't happen, but sometimes other bugs can cause it
-- try to keep the bugged game running
return false
end
local distance = (state.handle:GetAbsOrigin() - state.origin):Length()
DebugPrint(distance)
if distance > state.leash then
self:Leash(state)
elseif distance < state.leash / 2 and state.state == BossAI.LEASHING then
state.state = BossAI.IDLE
return false
elseif distance == 0 and state.state == BossAI.AGRO then
state.state = BossAI.IDLE
return false
end
return true
end
]]
--[[
function BossAI:Leash (state)
local difference = state.handle:GetAbsOrigin() - state.origin
local location = state.origin + (difference / 8)
if state.state ~= BossAI.LEASHING then
state.handle:Stop()
end
state.state = BossAI.LEASHING
state.handle:SetIdleAcquire(false)
state.handle:SetAcquisitionRange(0)
ExecuteOrderFromTable({
UnitIndex = state.handle:entindex(),
-- OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET,
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = location,
Queue = 0,
})
end
]]
|
require "Global.guard_types"
local NullGuard = require("Battle.model.guard.NullGuard")
local KnightGuard = require("Battle.model.guard.KnightGuard")
local RogueGuard = require("Battle.model.guard.RogueGuard")
--------------------------------------------------------------------------------------------------------
local guards = {}
guards[NULL_GUARD_TYPE] = NullGuard
guards[KNIGHT_GUARD_TYPE] = KnightGuard
guards[ROGUE_GUARD_TYPE] = RogueGuard
return guards |
modernUI.questInterface = function(self)
local id = self.id
local player = self.player
local width = self.width
local height = self.height
local x = (400 - 270/2)
local y = (200 - 90/2) - 30
local images = {'174070bd0ec.png', '174070e21a1.png'} -- available, unavailaible
local playerData = players[player]
local getLang = playerData.lang
for i = 1, 2 do
local icon = 1
local title, min, max, goal = '', 0, 100, '<p align="center"><font color="#999999">'..translate('newQuestSoon', player):format(questsAvailable+1, '<CE>'..syncData.quests.newQuestDevelopmentStage)
if i == 1 then
if playerData.questStep[1] > questsAvailable then
icon = 2
else
title = lang[getLang].quests[playerData.questStep[1]].name
min = playerData.questStep[2]
max = #lang['en'].quests[playerData.questStep[1]]
goal = string.format(lang[getLang].quests[playerData.questStep[1]][playerData.questStep[2]]._add, quest_formatText(player, playerData.questStep[1], playerData.questStep[2]))
end
else
local sideQuestID = sideQuests[playerData.sideQuests[1]].alias or playerData.sideQuests[1]
local currentAmount = playerData.sideQuests[2]
local requiredAmount = playerData.sideQuests[7] or sideQuests[playerData.sideQuests[1]].amount
local description = sideQuests[sideQuestID].formatDescription and sideQuests[sideQuestID].formatDescription(player) or {"<vp>"..currentAmount .. '/' .. requiredAmount.."</vp>"}
title = '['..translate('_2ndquest', player)..']'
min = currentAmount
max = requiredAmount
goal = lang[getLang].sideQuests[sideQuestID]:format(table.unpack(description))
end
local progress = floor(min / max * 100)
local progress2 = floor(min / max * 250/11.5)
showTextArea(id..(890+i), '<font color="#caed87" size="14"><b>'..title, player, x+2, y+5 + (i-1)*100, 270, nil, 1, 0x24474, 0, true)
showTextArea(id..(892+i), '<font color="#ebddc3" size="13">'..goal, player, x+2, y+30 + (i-1)*100, 270, 40, 0x1, 0x1, 0, true)
players[player]._modernUIImages[id][#players[player]._modernUIImages[id]+1] = addImage(images[icon], ":26", x - 5, y + (i-1)*100, player)
for ii = 1, progress2 do
players[player]._modernUIImages[id][#players[player]._modernUIImages[id]+1] = addImage('171d74086d8.png', ":25", x+17 + (ii-1)*11, y+77 + (i-1)*100, player)
end
showTextArea(id..(900+i), '<p align="center"><font color="#000000" size="14"><b>'..translate('percentageFormat', player):format(progress), player, x+11, y+73 + (i-1)*100, 250, nil, 0, 0x24474, 0, true)
showTextArea(id..(902+i), '<p align="center"><font color="#c6bb8c" size="14"><b>'..translate('percentageFormat', player):format(progress), player, x+10, y+72 + (i-1)*100, 250, nil, 0, 0x24474, 0, true)
players[player]._modernUIImages[id][#players[player]._modernUIImages[id]+1] = addImage('171d736325c.png', ":27", x + 10, y + 70 + (i-1)*100, player)
if i == 2 then -- Skip Side Quest
-- If the player already skipped a quest today, end the function
if players[player].sideQuests[5] == floor(os_time() / (24*60*60*1000)) then return end
local mirrorButton = players[player].settings.mirroredMode == 1 and 10 or 246
players[player]._modernUIImages[id][#players[player]._modernUIImages[id]+1] = addImage('174077c73af.png', ":28", x + mirrorButton, y + 8 + (i-1)*100, player)
showTextArea(id..(905), "<textformat leftmargin='1' rightmargin='1'>" .. string.rep('\n', 4), player, x + mirrorButton, y + 8 + (i-1)*100, 20, 20, 0, 0x24474, 0, true,
function()
-- If the player already skipped a quest today, end the function to avoid double click
if players[player].sideQuests[5] == floor(os_time() / (24*60*60*1000)) then return end
eventTextAreaCallback(0, player, 'modernUI_Close_'..id, true)
modernUI.new(player, 240, 170, translate('skipQuest', player), translate('skipQuestTxt', player), 0)
:build()
:addConfirmButton(function()
players[player].sideQuests[5] = floor(os_time() / (24*60*60*1000))
players[player].sideQuests[6] = sideQuests[players[player].sideQuests[1]].alias or players[player].sideQuests[1]
sideQuest_new(player)
end, translate('confirmButton_skipQuest', player))
end)
end
end
return setmetatable(self, modernUI)
end |
-- sendloop.lua
-- 通过mqtt方式发送登录及状态信息到服务器
-- by leonstill@163.com 2018-12-13
local conf = ... or { host = "114.215.120.146", port = 1883, interval = 1000}
local json = sjson
if (wifi.getmode() ~= wifi.STATION and wifi.getmode() ~= wifi.STATIONAP) then
syslog.print(syslog.WARN, "wifi mode should be 'wifi.STATION' or 'wifi.STATIONAP', but now is "..wifi.getmode().."!")
return
end
m_dis={}
function dispatch(m,t,pl)
print(t .. ":" .. (pl or "nil"))
if pl~=nil and m_dis[t] then
m_dis[t](m,pl)
end
end
function topic1func(m,pl)
print("get1: "..pl)
end
m_dis["/topic1"]=topic1func
-- check mqtt is exist or not
if not mqtt then
syslog.print(syslog.FATAL, "MQTT module is not installed!")
return
end
-- init mqtt client with logins, keepalive timer 120sec
local id = "esp8266_" .. node.chipid()
local m = mqtt.Client(id, 60, "liang", "peng")
-- setup Last Will and Testament (optional)
-- Broker will publish a message with qos = 0, retain = 0, data = "offline"
-- to topic "/lwt" if client don't send keepalive packet
m:lwt("/lwt", "offline", 0, 0)
m:on("connect", function(client)
print("connected , heap size:"..node.heap())
end)
m:on("offline", function(client) print ("offline") end)
-- on publish message receive event
m:on("message", dispatch)
-- for TLS: m:connect("192.168.11.118", secure-port, 1)
m:connect(conf.host, conf.port, 0, function(client)
print("client connected")
local data = { time=rtctime.get() }
client:publish("/wifi/login", json.encode(data), 1, 0, function(client) end)
-- Calling subscribe/publish only makes sense once the connection
-- was successfully established. You can do that either here in the
-- 'connect' callback or you need to otherwise make sure the
-- connection was established (e.g. tracking connection status or in
-- m:on("connect", function)).
-- subscribe topic with qos = 0
--client:subscribe({["/topic"]=0, ["/blink"]=0}, function(client) print("subscribe success") end)
-- publish a message with data = hello, QoS = 0, retain = 0
local mytimer = tmr.create()
mytimer:register(10, tmr.ALARM_SEMI, function()
mytimer:stop()
wifi.sta.getap(1, function (t) -- (SSID : Authmode, RSSI, BSSID, Channel)
local index = 1
--print("nt: " .. sjson.encode(nt))
client:publish("/wifi/status", json.encode(t), 1, 0)
print('.')
mytimer:start()
end)
end)
mytimer:start()
end,
function(client, reason)
print("connection failed reason: " .. reason)
end)
--m:close();
-- you can call m:connect again
|
--A lot of Thanks to iUltimateLP and his mod SimpleTeleporters for inspiration and for the use of His Code and graphics
data:extend({
{
type = "explosion",
name = "teleport-sound",
animation_speed = 5,
animations =
{
{
filename = "__PersonalTeleporter__/graphics/empty.png",
priority = "extra-high",
width = 33,
height = 32,
frame_count = 1,
line_length = 1,
shift = {0, 0}
}
},
light = {intensity = 1, size = 20, color={r=0,g=0.3,b=1} },
smoke = "smoke",
smoke_count = 1,
smoke_slow_down_factor = 1,
}
}) |
local core = require "core"
local config = require "core.config"
local tokenizer = require "core.tokenizer"
local Object = require "core.object"
local highlighter = Object:extend()
function highlighter:new(doc)
self.doc = doc
self:reset()
-- init incremental syntax highlighting
core.add_thread(function()
while true do
if self.first_invalid_line > self.max_wanted_line then
self.max_wanted_line = 0
coroutine.yield(1 / config.fps)
else
local max = math.min(self.first_invalid_line + 40, self.max_wanted_line)
for i = self.first_invalid_line, max do
local state = (i > 1) and self.lines[i - 1].state
local line = self.lines[i]
if not (line and line.init_state == state) then
self.lines[i] = self:tokenize_line(i, state)
end
end
self.first_invalid_line = max + 1
core.redraw = true
coroutine.yield()
end
end
end, self)
end
function highlighter:reset()
self.lines = {}
self.first_invalid_line = 1
self.max_wanted_line = 0
end
function highlighter:invalidate(idx)
self.first_invalid_line = math.min(self.first_invalid_line, idx)
self.max_wanted_line = math.min(self.max_wanted_line, #self.doc.lines)
end
function highlighter:tokenize_line(idx, state)
local res = {}
res.init_state = state
res.text = self.doc.lines[idx]
res.tokens, res.state = tokenizer.tokenize(self.doc.syntax, res.text, state)
return res
end
function highlighter:get_line(idx)
local line = self.lines[idx]
if not line or line.text ~= self.doc.lines[idx] then
local prev = self.lines[idx - 1]
line = self:tokenize_line(idx, prev and prev.state)
self.lines[idx] = line
end
self.max_wanted_line = math.max(self.max_wanted_line, idx)
return line
end
function highlighter:each_token(idx)
return tokenizer.each_token(self:get_line(idx).tokens)
end
return highlighter
|
--- @module Frame
-- A simple frame, often used for visually grouping or separating other elements.
-- Can also be given text, which will be wrapped to fit.
-- @option color string|table A color preset for the frame outline
-- @option textColor string|table A color preset
-- @option bg string|table A color preset
-- @option round number Corner radius
-- @option text string Text inside the frame. Will be automatically wrapped to fit.
-- @option textIndent number When laying out text, the first line of each
-- paragraph will be indented by this many spaces.
-- @option textPad number When laying out text, wrapped lines will be indented
-- by this many spaces.
-- @option font number A font preset
-- @option pad number Text padding, on all sides, from the frame
local Buffer = require("public.buffer")
local Font = require("public.font")
local Color = require("public.color")
local GFX = require("public.gfx")
local Text = require("public.text")
local Config = require("gui.config")
local Frame = require("gui.element"):new()
Frame.__index = Frame
Frame.defaultProps = {
name = "frame",
type = "Frame",
x = 0,
y = 0,
w = 256,
h = 256,
color = "elementBody",
round = 0,
text = "",
lastText = "",
textIndent = 0,
textPad = 0,
bg = "background",
font = 4,
textColor = "text",
pad = 4,
}
function Frame:new(props)
local frame = self:addDefaultProps(props)
return setmetatable(frame, self)
end
function Frame:init()
self.buffer = self.buffer or Buffer.get()
gfx.dest = self.buffer
gfx.setimgdim(self.buffer, -1, -1)
gfx.setimgdim(self.buffer, 2 * self.w + 4, self.h + 2)
self:drawFrame()
self:drawText()
end
function Frame:onDelete()
Buffer.release(self.buffer)
end
function Frame:draw()
local x, y, w, h = self.x, self.y, self.w, self.h
if self.shadow and Config.drawShadows then
for i = 1, Config.shadowSize do
gfx.blit(self.buffer, 1, 0, w + 2, 0, w + 2, h + 2, x + i - 1, y + i - 1)
end
end
gfx.blit(self.buffer, 1, 0, 0, 0, w + 2, h + 2, x - 1, y - 1)
end
--- Gets or sets the frame's text
-- @option new string New text. Will be automatically wrapped to fit the frame.
-- @return string The current text.
function Frame:val(new)
if new then
self.text = new
if self.buffer then self:init() end
self:redraw()
else
return self.text:gsub("\n", "")
end
end
------------------------------------
-------- Drawing methods -----------
------------------------------------
function Frame:drawFrame()
local w, h = self.w, self.h
local fill = self.fill
local round = self.round
-- Frame background
if self.bg then
Color.set(self.bg)
if round > 0 then
GFX.roundRect(1, 1, w, h, round, 1, true)
else
gfx.rect(1, 1, w, h, true)
end
end
-- Shadow
local r, g, b, a = table.unpack(Color.colors.shadow)
gfx.set(r, g, b, 1)
GFX.roundRect(w + 2, 1, w, h, round, 1, 1)
gfx.muladdrect(w + 2, 1, w + 2, h + 2, 1, 1, 1, a, 0, 0, 0, 0 )
-- Frame
Color.set(self.color)
if round > 0 then
GFX.roundRect(1, 1, w, h, round, 1, fill)
else
gfx.rect(1, 1, w, h, fill)
end
end
function Frame:drawText()
if self.text and self.text:len() > 0 then
-- Rewrap the text if it changed
if self.text ~= self.lastText then
self.text = self:wrapText(self.text)
self.lastText = self.text
end
Font.set(self.font)
Color.set(self.textColor)
gfx.x, gfx.y = self.pad + 1, self.pad + 1
if not self.fill then Text.drawBackground(self.text, self.bg) end
gfx.drawstr(self.text)
end
end
------------------------------------
-------- Helpers -------------------
------------------------------------
function Frame:wrapText(text)
return Text.wrapText(text, self.font, self.w - 2*self.pad,
self.textIndent, self.textPad)
end
return Frame
|
package.path = "../lua/?.lua"
local evdtest = require("evdtest")
function foo()
evdtest.waitevent("foo")
end
function bar()
evdtest.waitevent("bar")
end
evdtest.startcoroutine(foo)
evdtest.startcoroutine(bar)
evdtest.waitevent("hello world")
|
return require "sparse-set.init" |
local Tunnel = module("_core", "lib/Tunnel")
local Proxy = module("_core", "lib/Proxy")
API = Tunnel.getInterface("API")
cAPI = {}
Tunnel.bindInterface("API", cAPI)
Proxy.addInterface("API", cAPI)
initializedPlayer = false
AddEventHandler(
"playerSpawned",
function()
TriggerServerEvent("pre_playerSpawned")
end
)
AddEventHandler(
"onClientMapStart",
function()
print("client map initialized")
-- exports.spawnmanager:setAutoSpawn(true)
-- exports.spawnmanager:forceRespawn()
end
)
AddEventHandler(
"onResourceStart",
function(resourceName)
-- SetMinimapHideFow(true) -- remove
if (GetCurrentResourceName() ~= resourceName) then
return
end
TriggerServerEvent("API:addReconnectPlayer")
end
)
-- Citizen.CreateThread(
-- function()
-- Citizen.InvokeNative(0x63E7279D04160477, true)
-- Citizen.InvokeNative("0x1E5B70E53DB661E5", 1122662550, 347053089, 0, "Faroeste", "Roleplay", "Bem-vindo!")
-- end
-- )
Citizen.CreateThread(
function()
-- N_0xa657ec9dbc6cc900(1)
-- Citizen.InvokeNative(0x74E2261D2A66849A, 1)
-- Citizen.InvokeNative(0xE8770EE02AEE45C2, 1)
while true do
Citizen.Wait(0)
Citizen.InvokeNative(0xF808475FA571D823, true) --enable friendly fire
NetworkSetFriendlyFireOption(true)
SetRelationshipBetweenGroups(5, "PLAYER", "PLAYER")
SetRelationshipBetweenGroups(5, "PLAYER", "GANG_NIGHT_FOLK" )
SetRelationshipBetweenGroups(5, "GANG_NIGHT_FOLK", "PLAYER" )
local ped = PlayerPedId()
if IsPedOnMount(ped) or IsPedInAnyVehicle(ped, false) then
SetRelationshipBetweenGroups(1, "PLAYER", "PLAYER")
Citizen.Wait(2000)
elseif IsPedGettingIntoAVehicle(ped) or Citizen.InvokeNative(0x95CBC65780DE7EB1, ped, false) then
SetRelationshipBetweenGroups(1, "PLAYER", "PLAYER")
Citizen.Wait(3500)
else
SetRelationshipBetweenGroups(5, "PLAYER", "PLAYER")
end
DisableControlAction(0, 0x580C4473, true) -- hud disable
DisableControlAction(0, 0xCF8A4ECA, true) -- hud disable
-- DisableControlAction(0, 0xE2B557A3, true) -- emote wheel
-- DisableControlAction(0, 0x8B3FA65E, true) -- emote wheel horse
-- DisableControlAction(0, 0x41AC83D1, true) -- loot
DisableControlAction(0, 0x399C6619, true) -- loot 2
-- DisableControlAction(0, 0x27D1C284, false) -- loot 3
-- DisableControlAction(0, 0x14DB6C5E, true) -- loot vehicle
-- DisableControlAction(0, 0xC23D7B9E, false) -- loot ammo
DisableControlAction(0, 0xFF8109D8, true) -- loot Alive
-- DisableControlAction(0, 0xD2CC4644, true) -- soltar corda
DisableControlAction(0, 0x6E9734E8, true) -- DESATIVAR DESISTIR
DisableControlAction(0, 0x295175BF, true) -- DESATIVAR SOLTAR DA CORDA
end
end
)
Citizen.CreateThread(
function()
while true do
Citizen.Wait(30000)
if cAPI.IsPlayerInitialized() then
local playerPed = PlayerPedId()
if playerPed and playerPed ~= -1 then
local x, y, z = table.unpack(GetEntityCoords(playerPed))
x = tonumber(string.format("%.3f", x))
y = tonumber(string.format("%.3f", y))
z = tonumber(string.format("%.3f", z))
local pHealth = GetEntityHealth(playerPed)
local pStamina = tonumber(string.format("%.2f", Citizen.InvokeNative(0x775A1CA7893AA8B5, playerPed, Citizen.ResultAsFloat())))
local pHealthCore = Citizen.InvokeNative(0x36731AC041289BB1 , playerPed, 0, Citizen.ResultAsInteger())
local pStaminaCore = Citizen.InvokeNative(0x36731AC041289BB1 , playerPed, 1, Citizen.ResultAsInteger())
TriggerServerEvent("FRP:CacheCharacterStats", {x, y, z}, pHealth, pStamina, pHealthCore, pStaminaCore)
end
end
end
end
)
function cAPI.getPosition()
local x, y, z = table.unpack(GetEntityCoords(PlayerPedId(), true))
return x, y, z
end
-- return vx,vy,vz
function cAPI.getSpeed()
local vx, vy, vz = table.unpack(GetEntityVelocity(PlayerPedId()))
return math.sqrt(vx * vx + vy * vy + vz * vz)
end
function cAPI.GetCoordsFromCam(distance)
local rot = GetGameplayCamRot(2)
local coord = GetGameplayCamCoord()
local tZ = rot.z * 0.0174532924
local tX = rot.x * 0.0174532924
local num = math.abs(math.cos(tX))
newCoordX = coord.x + (-math.sin(tZ)) * (num + distance)
newCoordY = coord.y + (math.cos(tZ)) * (num + distance)
newCoordZ = coord.z + (math.sin(tX) * 8.0)
return newCoordX, newCoordY, newCoordZ
end
function cAPI.Target(Distance, Ped)
local Entity = nil
local camCoords = GetGameplayCamCoord()
local farCoordsX, farCoordsY, farCoordsZ = cAPI.GetCoordsFromCam(Distance)
local RayHandle = StartShapeTestRay(camCoords.x, camCoords.y, camCoords.z, farCoordsX, farCoordsY, farCoordsZ, -1, Ped, 0)
local A, B, C, D, Entity = GetShapeTestResult(RayHandle)
return Entity, farCoordsX, farCoordsY, farCoordsZ
end
-- function cAPI.getNearestPlayers(radius)
-- local r = {}
-- local ped = PlayerPedId()
-- local pid = PlayerId()
-- local pCoords = GetEntityCoords(ped)
-- for _, v in pairs(GetActivePlayers()) do
-- local player = GetPlayerFromServerId(v)
-- local pPed = GetPlayerPed(player)
-- local pPCoords = GetEntityCoords(pPed)
-- local distance = #(pCoords - pPCoords)
-- if distance <= radius then
-- r[GetPlayerServerId(player)] = distance
-- end
-- end
-- return r
-- end
-- function cAPI.getNearestPlayer(radius)
-- local p = nil
-- local players = cAPI.getNearestPlayers(radius)
-- local min = radius + 10.0
-- for k, v in pairs(players) do
-- if v < min then
-- min = v
-- p = k
-- end
-- end
-- return p
-- end
-- return map of player id => distance
function cAPI.getNearestPlayers(radius)
local r = {}
local ped = PlayerPedId()
local pid = PlayerId()
local px,py,pz = GetEntityCoords(ped)
for k in pairs(GetActivePlayers()) do
local player = GetPlayerFromServerId(k)
if player ~= pid and NetworkIsPlayerConnected(player) then
local oped = GetPlayerPed(player)
local x,y,z = table.unpack(GetEntityCoords(oped,true))
local distance = GetDistanceBetweenCoords(x,y,z,px,py,pz,true)
if distance <= radius then
r[GetPlayerServerId(player)] = distance
end
end
end
return r
end
-- return player id or nil
function cAPI.getNearestPlayer(radius)
local p = nil
local players = cAPI.getNearestPlayers(radius)
local min = radius+10.0
for k,v in pairs(players) do
if v < min then
min = v
p = k
end
end
return p
end
local weaponModels = {
"weapon_fishingrod",
"weapon_moonshinejug",
"weapon_bow",
"weapon_lasso",
"weapon_kit_camera",
"weapon_kit_binoculars",
"weapon_melee_knife_hunter",
"weapon_melee_lantern_electric",
"weapon_melee_torch",
"weapon_melee_broken_sword",
"weapon_melee_hatchet",
"weapon_melee_cleaver",
"weapon_melee_ancient_hatchet",
"weapon_melee_hatchet_viking",
"weapon_melee_hatchet_hewing",
"weapon_melee_hatchet_double_bit",
"weapon_melee_hatchet_double_bit_rusted",
"weapon_melee_hatchet_hunter",
"weapon_melee_hatchet_hunter_rusted",
"weapon_melee_knife_john",
"weapon_melee_knife",
"weapon_melee_knife_jawbone",
"weapon_melee_knife_miner",
"weapon_melee_knife_civil_war",
"weapon_melee_knife_bear",
"weapon_melee_knife_vampire",
"weapon_melee_machete",
"weapon_pistol_m1899",
"weapon_pistol_mauser",
"weapon_pistol_mauser_drunk",
"weapon_pistol_semiauto",
"weapon_pistol_volcanic",
"weapon_revolver_cattleman",
"weapon_revolver_cattleman_john",
"weapon_revolver_cattleman_mexican",
"weapon_revolver_cattleman_pig",
"weapon_revolver_doubleaction",
"weapon_revolver_doubleaction_exotic",
"weapon_revolver_doubleaction_gambler",
"weapon_revolver_doubleaction_micah",
"weapon_revolver_lemat",
"weapon_revolver_schofield",
"weapon_revolver_schofield_golden",
"weapon_revolver_schofield_calloway",
"weapon_repeater_winchester",
"weapon_repeater_carbine",
"weapon_repeater_evans",
"weapon_rifle_boltaction",
"weapon_rifle_springfield",
"weapon_rifle_varmint",
"weapon_sniperrifle_carcano",
"weapon_sniperrifle_rollingblock",
"weapon_sniperrifle_rollingblock_exotic",
"weapon_shotgun_doublebarrel",
"weapon_shotgun_doublebarrel_exotic",
"weapon_shotgun_pump",
"weapon_shotgun_repeating",
"weapon_shotgun_sawedoff",
"weapon_shotgun_semiauto",
"weapon_thrown_throwing_knives",
"weapon_thrown_dynamite",
"weapon_thrown_molotov",
"weapon_thrown_tomahawk",
"weapon_thrown_tomahawk_ancient"
}
function cAPI.getWeapons()
local ped = PlayerPedId()
local ammo_types = {}
local weapons = {}
for k, v in pairs(weaponModels) do
local hash = GetHashKey(v)
if HasPedGotWeapon(ped, hash) then
local atype = GetPedAmmoTypeFromWeapon(ped, hash)
if ammo_types[atype] == nil then
ammo_types[atype] = true
weapons[v] = GetAmmoInPedWeapon(ped, hash)
else
weapons[v] = 0
end
end
end
return weapons
end
-- function cAPI.removeWeapon(weapon)
-- local weapons = cAPI.getWeapons()
-- if weapons[weapon] then
-- weapons[weapon] = nil
-- end
-- cAPI.replaceWeapons(weapons)
-- end
function cAPI.replaceWeapons(weapons)
local old_weapons = cAPI.getWeapons()
cAPI.giveWeapons(weapons, true)
return old_weapons
end
function cAPI.giveWeapon(weapon, ammo, clear_before)
cAPI.giveWeapons(
{
weapon = ammo
},
clear_before
)
end
function cAPI.giveWeapons(weapons, clear_before)
local ped = PlayerPedId()
if clear_before then
RemoveAllPedWeapons(ped, true, true)
end
for weapon, ammo in pairs(weapons) do
local hash = GetHashKey(weapon)
GiveWeaponToPed_2(PlayerPedId(), hash, ammo or 0, false, true, GetWeapontypeGroup(hash), ammo > 0, 0.5, 1.0, 0, true, 0, 0)
Citizen.InvokeNative(0x5E3BDDBCB83F3D84, PlayerPedId(), hash, 0, false, true)
Citizen.InvokeNative(0x5FD1E1F011E76D7E, PlayerPedId(), GetPedAmmoTypeFromWeapon(PlayerPedId(), hash), ammo)
end
end
function cAPI.setArmour(amount)
SetPedArmour(PlayerPedId(), amount)
end
function cAPI.getArmour()
return GetPedArmour(PlayerPedId())
end
function cAPI.setHealth(amount)
SetEntityHealth(PlayerPedId(), math.floor(amount))
end
function cAPI.getHealth()
return GetEntityHealth(PlayerPedId())
end
local prompResult = nil
function cAPI.prompt(title, default_text)
SendNUIMessage({act = "prompt", title = title, text = tostring(default_text)})
SetNuiFocus(true)
while prompResult == nil do
Citizen.Wait(10)
end
local _temp = prompResult
prompResult = nil
return _temp
end
RegisterNUICallback(
"prompt",
function(data, cb)
if data.act == "close" then
SetNuiFocus(false)
prompResult = data.result
end
end
)
local requests = {}
function cAPI.request(text, time)
local id = math.random(999999)
SendNUIMessage({act = "request", id = id, text = tostring(text), time = time})
-- !!! OPTIMIZATION
-- Stop the loop while the time has passed
while requests[id] == nil do
Citizen.Wait(10)
end
local _temp = requests[id] or false
requests[id] = nil
return _temp
end
RegisterNUICallback(
"request",
function(data, cb)
if data.act == "response" then
requests[data.id] = data.ok
end
end
)
Citizen.CreateThread(
function()
while true do
Citizen.Wait(3)
if IsControlJustPressed(0, 0xCEFD9220) then
SendNUIMessage({act = "event", event = "yes"})
end
if IsControlJustPressed(0, 0x4BC9DABB) then
SendNUIMessage({act = "event", event = "no"})
end
end
end
)
local Invinsible
function cAPI.toggleInvinsible()
Invinsible = not Invinsible
if Invinsible then
SetEntityInvincible(PlayerPedId(), true)
else
SetEntityInvincible(PlayerPedId(), false)
end
end
local noclip = false
local noclip_speed = 10.0
function cAPI.toggleNoclip()
noclip = not noclip
if noclip then
SetEntityInvincible(PlayerPedId(), true)
SetEntityVisible(PlayerPedId(), false)
NetworkSetEntityInvisibleToNetwork(PlayerPedId(), true)
else
SetEntityInvincible(PlayerPedId(), false)
SetEntityVisible(PlayerPedId(), true)
NetworkSetEntityInvisibleToNetwork(PlayerPedId(), false)
end
end
local function getCamDirection()
local heading = GetGameplayCamRelativeHeading() + GetEntityHeading(PlayerPedId())
local pitch = GetGameplayCamRelativePitch()
local x = -math.sin(heading * math.pi / 180.0)
local y = math.cos(heading * math.pi / 180.0)
local z = math.sin(pitch * math.pi / 180.0)
local len = math.sqrt(x * x + y * y + z * z)
if len ~= 0 then
x = x / len
y = y / len
z = z / len
end
return x, y, z
end
Citizen.CreateThread(
function()
while true do
Citizen.Wait(0)
SetEntityMaxHealth(PlayerPedId(), 150)
SetPlayerHealthRechargeMultiplier(PlayerId(), 0.0)
if noclip then
local ped = PlayerPedId()
local x, y, z = cAPI.getPosition()
local dx, dy, dz = getCamDirection()
local speed = noclip_speed
SetEntityVelocity(ped, 0.0001, 0.0001, 0.0001)
if IsControlPressed(0, 0x8FD015D8) then
x = x + speed * dx
y = y + speed * dy
z = z + speed * dz
end
if IsControlPressed(0, 0xD27782E3) then
x = x - speed * dx
y = y - speed * dy
z = z - speed * dz
end
if IsControlPressed(0, 0x8FFC75D6) then -- SHIFT
noclip_speed = 10.0
elseif IsControlPressed(0, 0xDB096B85) then -- CTRL
noclip_speed = 0.2
else
noclip_speed = 1.0
end
SetEntityCoordsNoOffset(ped, x, y, z, true, true, true)
end
end
end
)
function cAPI.playAnim(dict, anim, speed)
if not IsEntityPlayingAnim(PlayerPedId(), dict, anim) then
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(100)
end
TaskPlayAnim(PlayerPedId(), dict, anim, speed, 1.0, -1, 0, 0, 0, 0, 0, 0, 0)
end
end
function cAPI.isPlayingAnimation(dict, anim)
local ped = PlayerPedId()
return IsEntityPlayingAnim(ped, dict, anim, 3)
end
function cAPI.clientConnected(bool)
if bool then
ShutdownLoadingScreenNui()
ShutdownLoadingScreen()
end
end
function cAPI.LoadModel(hash)
local waiting = 0
if IsModelValid(hash) then
if not HasModelLoaded(hash) then
RequestModel(hash)
while not HasModelLoaded(hash) do
Citizen.Wait(10)
end
return true
end
end
return false
end
function cAPI.StartFade(timer)
DoScreenFadeOut(timer)
while IsScreenFadingOut() do
Citizen.Wait(1)
end
end
function cAPI.EndFade(timer)
ShutdownLoadingScreen()
DoScreenFadeIn(timer)
while IsScreenFadingIn() do
Citizen.Wait(1)
end
end
local serverToUserChanged = false
local serverToUser = {}
RegisterNetEvent('FRP:_CORE:SetServerIdAsUserId')
AddEventHandler('FRP:_CORE:SetServerIdAsUserId', function(serverid, userid)
serverToUser[serverid] = userid
serverToUserChanged = true
end)
RegisterNetEvent('FRP:_CORE:SetServerIdAsUserIdPacked')
AddEventHandler('FRP:_CORE:SetServerIdAsUserIdPacked', function(r)
serverToUser = r
serverToUserChanged = true
end)
function cAPI.GetUserIdFromServerId(serverid)
return serverToUser[serverid] or 0
end
function cAPI.GetServerIdFromUserId(userid)
for serverid, _userid in pairs(serverToUser) do
if _userid == userid then
return serverid
end
end
return 0
end |
local anim = false
function onRender()
local forcedanimation = getElementData(getLocalPlayer(), "forcedanimation")
if (getPedAnimation(getLocalPlayer())) and not (forcedanimation) then
local screenWidth, screenHeight = guiGetScreenSize()
anim = true
dxDrawText("Press Spacebar to Cancel Animation", screenWidth-420, screenHeight-91, screenWidth, screenHeight, tocolor ( 0, 0, 0, 255 ), 1, "pricedown")
dxDrawText("Press Spacebar to Cancel Animation", screenWidth-422, screenHeight-93, screenWidth-30, screenHeight, tocolor ( 255, 255, 255, 255 ), 1, "pricedown")
end
if not (getPedAnimation(getLocalPlayer())) and (anim) then
anim = false
toggleAllControls(true, true, false)
end
end
addEventHandler("onClientRender", getRootElement(), onRender) |
local libcore = require "core.libcore"
local Class = require "Base.Class"
local Unit = require "Unit"
local OptionControl = require "Unit.ViewControl.OptionControl"
local RectifierUnit = Class {}
RectifierUnit:include(Unit)
function RectifierUnit:init(args)
args.title = "Rectify"
args.mnemonic = "Re"
Unit.init(self, args)
end
function RectifierUnit:onLoadGraph(channelCount)
if channelCount == 2 then
self:loadStereoGraph()
else
self:loadMonoGraph()
end
end
function RectifierUnit:loadMonoGraph()
local rectify = self:addObject("rectify", libcore.Rectify())
connect(self, "In1", rectify, "In")
connect(rectify, "Out", self, "Out1")
end
function RectifierUnit:loadStereoGraph()
local rectify1 = self:addObject("rectify1", libcore.Rectify())
local rectify2 = self:addObject("rectify2", libcore.Rectify())
connect(self, "In1", rectify1, "In")
connect(self, "In2", rectify2, "In")
connect(rectify1, "Out", self, "Out1")
connect(rectify2, "Out", self, "Out2")
tie(rectify2, "Type", rectify1, "Type")
self.objects.rectify = self.objects.rectify1
end
local views = {
expanded = {
"type"
},
collapsed = {}
}
function RectifierUnit:onLoadViews(objects, branches)
local controls = {}
controls.type = OptionControl {
button = "o",
description = "Type",
option = objects.rectify:getOption("Type"),
choices = {
"positive half",
"negative half",
"full"
},
muteOnChange = true
}
return controls, views
end
return RectifierUnit
|
local function printInterpol(yazi)
MsgC( Color(0,245,163), "[gInterpol] ", Color( 255, 255, 255),yazi, "\n")
end
hook.Add( "PlayerInitialSpawn", "whitelist_uyari", function( ply )
if gInterpolWhitelist[ ply:SteamID64() ] then
printInterpol("--------------------------------------------------------------------------")
printInterpol("Sunucuya gInterpol tarafından yasaklanmış whiteliste eklenmis oyuncu girdi")
printInterpol("--------------------------------------------------------------------------")
printInterpol("Oyuncu Adı : "..ply:Nick())
printInterpol("--------------------------------------------------------------------------")
printInterpol("Oyuncu SteamID64 : "..ply:SteamID64())
printInterpol("--------------------------------------------------------------------------")
end
end ) |
#!/usr/bin/env tarantool
test = require("sqltester")
test:plan(3)
--!./tcltestrunner.lua
-- 2011 July 8
--
-- The author disclaims copyright to this source code. In place of
-- a legal notice, here is a blessing:
--
-- May you do good and not evil.
-- May you find forgiveness for yourself and forgive others.
-- May you share freely, never taking more than you give.
--
-------------------------------------------------------------------------
-- This file implements regression tests for sql library. The
-- focus of this file is testing that bug [54844eea3f] has been fixed.
--
-- ["set","testdir",[["file","dirname",["argv0"]]]]
-- ["source",[["testdir"],"\/tester.tcl"]]
testprefix = "tkt-54844eea3f"
test:do_execsql_test(
"1.0",
[[
CREATE TABLE t1(a INTEGER PRIMARY KEY);
INSERT INTO t1 VALUES(1);
INSERT INTO t1 VALUES(4);
CREATE TABLE t2(b INTEGER PRIMARY KEY);
INSERT INTO t2 VALUES(1);
INSERT INTO t2 VALUES(2);
INSERT INTO t2 SELECT b+2 FROM t2;
INSERT INTO t2 SELECT b+4 FROM t2;
INSERT INTO t2 SELECT b+8 FROM t2;
INSERT INTO t2 SELECT b+16 FROM t2;
CREATE TABLE t3(c INTEGER PRIMARY KEY);
INSERT INTO t3 VALUES(1);
INSERT INTO t3 VALUES(2);
INSERT INTO t3 VALUES(3);
]], {
-- <1.0>
-- </1.0>
})
test:do_execsql_test(
"1.1",
[[
SELECT 'test-2', t3.c, (
SELECT count(*)
FROM t1 JOIN (SELECT DISTINCT t3.c AS p FROM t2) AS x ON t1.a=x.p
)
FROM t3;
]], {
-- <1.1>
"test-2", 1, 1, "test-2", 2, 0, "test-2", 3, 0
-- </1.1>
})
test:do_execsql_test(
"1.2",
[[
CREATE TABLE t4(id INT primary key, a TEXT, b TEXT, c TEXT);
INSERT INTO t4 VALUES(1, 'a', 1, 'one');
INSERT INTO t4 VALUES(2, 'a', 2, 'two');
INSERT INTO t4 VALUES(3, 'b', 1, 'three');
INSERT INTO t4 VALUES(4, 'b', 2, 'four');
SELECT (
SELECT c FROM (
SELECT a,b,c FROM t4 WHERE a=output.a ORDER BY b LIMIT 10 OFFSET 1
) WHERE b=output.b
) FROM t4 AS output;
]], {
-- <1.2>
"", "two", "", "four"
-- </1.2>
})
test:finish_test()
|
--Resource monitoring
local monitor = {}
--Unit:MB
monitor.memory_used = 0 -- script memory being used by Lua (Unit:)
monitor.objects_rendered = 0
monitor.light_sources = 0
monitor.draw_calls = 0 -- Number of draw calls made in a frame
monitor.texture_memory = 0 -- VRam being used (Unit:)
monitor.shader_switches = 0
monitor.ms = 0 -- Delta time
monitor.images_loaded = 0 -- number of images loaded
local Str = string.sub
local Tostr = tostring
local Coll = collectgarbage
local timer = 0
local timer_max = 60
local FPS = 0
local function get_stats() -- update variables
monitor.memory_used = Str(Tostr(Coll("count")/1024),0,5)
local stats = love.graphics.getStats()
monitor.draw_calls = stats.drawcalls
monitor.texture_memory = stats.texturememory/1024/1024
monitor.shader_switches = stats.shaderswitches
monitor.images_loaded = stats.images
stats = nil
end
monitor.update = function(dt)
FPS = 1/dt
timer = timer + 1
if timer >= timer_max then
timer = 0
get_stats()
monitor.ms = Str(Tostr(dt*1000),0,5)
end
end
monitor.draw = function()
love.graphics.print("FPS: "..FPS,10,10)
love.graphics.print("MS: "..monitor.ms,10,30)
love.graphics.print("Script Memory(KB): "..monitor.memory_used,10,50)
love.graphics.print("Texture Memory(MB): "..monitor.texture_memory,10,70)
love.graphics.print("Draw Calls: "..monitor.draw_calls,10,90)
love.graphics.print("Images Loaded: "..monitor.images_loaded,10,110)
love.graphics.print("Shader Switches: "..monitor.shader_switches,10,130)
love.graphics.print("Light Sources: "..monitor.light_sources,10,150)
love.graphics.print("Objects Rendered: "..monitor.objects_rendered,10,170)
end
return monitor |
local playsession = {
{"Redbeard28", {71876}},
{"BlkKnight", {69684}},
{"Krengrus", {24469}}
}
return playsession |
#!/usr/bin/env lua
file = io.open(arg[1])
io.write("<html>\n")
io.write("<head>\n")
io.write("<title>Soundpipe</title>\n")
io.write("<link rel=\"stylesheet\" href=\"css/skeleton.css\">\n")
io.write("<link rel=\"stylesheet\" href=\"css/normalize.css\">\n")
io.write("</head>\n")
io.write("<body>\n<div class=\"container\">\n")
io.write("<h1>Soundpipe Modules</h1><table>\n")
for line in file:lines() do
sptbl = {}
dofile(string.format("modules/data/%s.lua", line))
io.write("<tr><td>\n")
io.write(string.format("<a href=\"%s.html\">%s</a></td><td><nobr>\n", line, line))
firstline = string.gsub(sptbl[line].description, "\n.+", "")
-- newstring = string.gsub(string,"Tutorial","Language")
io.write(string.format("%s\n", string.sub(firstline, 0, 80)))
if string.len(firstline) > 80 then
io.write("...")
end
io.write("</nobr></td></tr>\n")
end
io.write("</table></body></html>\n")
|
--GPU: Image Object.
--luacheck: push ignore 211
local Config, GPU, yGPU, GPUVars, DevKit = ...
--luacheck: pop
local SharedVars = GPUVars.Shared
local RenderVars = GPUVars.Render
local CalibrationVars = GPUVars.Calibration
local VRamVars = GPUVars.VRam
--==Varss Constants==--
local Verify = SharedVars.Verify
local ofs = CalibrationVars.Offsets
local UnbindVRAM = VRamVars.UnbindVRAM
--==GPU Image API==--
function GPU.quad(x,y,w,h,sw,sh)
local ok, err = pcall(love.graphics.newQuad,x,y,w,h,sw,sh)
if ok then
return err
else
return error(err)
end
end
function GPU.image(data)
local Image, SourceData
if type(data) == "string" then --Load liko12 specialized image format
local ok, imageData = pcall(GPU.imagedata,data)
if not ok then return error(imageData) end
return imageData:image()
elseif type(data) == "userdata" and data.typeOf and data:typeOf("ImageData") then
local ok, err = pcall(love.graphics.newImage,data)
if not ok then return error("Invalid image data") end
Image = err
Image:setWrap("repeat")
SourceData = data
end
local i = {}
function i:draw(x,y,r,sx,sy,quad) UnbindVRAM()
x, y, r, sx, sy = x or 0, y or 0, r or 0, sx or 1, sy or 1
GPU.pushColor()
love.graphics.setShader(RenderVars.ImageShader)
love.graphics.setColor(1,1,1,1)
if quad then
love.graphics.draw(Image,quad,math.floor(x+ofs.quad[1]),math.floor(y+ofs.quad[2]),r,sx,sy)
else
love.graphics.draw(Image,math.floor(x+ofs.image[1]),math.floor(y+ofs.image[2]),r,sx,sy)
end
love.graphics.setShader(RenderVars.DrawShader)
GPU.popColor()
RenderVars.ShouldDraw = true
return self
end
function i:refresh()
Image:replacePixels(SourceData)
return self
end
function i:size() return Image:getDimensions() end
function i:width() return Image:getWidth() end
function i:height() return Image:getHeight() end
function i:data() return GPU.imagedata(SourceData) end
function i:quad(x,y,w,h) return love.graphics.newQuad(x,y,w or self:width(),h or self:height(),self:width(),self:height()) end
function i:batch(bufferSize, usage)
bufferSize, usage = bufferSize or 1000, usage or "static"
Verify(bufferSize,"bufferSize","number")
if not (bufferSize >= 1) then return error("Buffersize should be 1 or bigger, provided: "..bufferSize) end
Verify(usage,"usage","string")
if usage ~= "dynamic" and usage ~= "static" and usage ~= "stream" then
return error("Invalid usage: "..usage)
end
local spritebatch = love.graphics.newSpriteBatch(Image,bufferSize, usage)
local sb = {}
function sb:usage() return usage end
function sb:clear() spritebatch:clear() return self end
function sb:flush() spritebatch:flush() return self end
function sb:setBufferSize(size)
Verify(size,"bufferSize","number")
if not (size >= 1) then return error("Buffersize should be 1 or bigger, provided: "..size) end
spritebatch:setBufferSize(size)
return self
end
function sb:getBufferSize() return spritebatch:getBufferSize() end
function sb:getCount() return spritebatch:getCount() end
function sb:add(quad,x,y,r,sx,sy,ox,oy,kx,ky)
x,y,r,sx,sy,ox,oy,kx,ky = x or 0, y or 0, r or 0, sx or 1, sy or sx or 1, ox or 0, oy or 0, kx or 0, ky or 0
if type(quad) ~= "userdata" then return error("Quad should be provided, ("..type(quad)..") is not accepted.") end
Verify(x,"x","number") Verify(y,"y","number")
Verify(r,"r","number")
Verify(sx,"sx","number") Verify(sy,"sy","number")
Verify(ox,"ox","number") Verify(ox,"ox","number")
Verify(kx,"kx","number") Verify(kx,"kx","number")
return spritebatch:add(quad,x,y,r,sx,sy,ox,oy,kx,ky)
end
function sb:set(id,quad,x,y,r,sx,sy,ox,oy,kx,ky)
x,y,r,sx,sy,ox,oy,kx,ky = x or 0, y or 0, r or 0, sx or 1, sy or sx or 1, ox or 0, oy or 0, kx or 0, ky or 0
if type(quad) ~= "userdata" then return error("Quad should be provided, ("..type(quad)..") is not accepted.") end
Verify(id,"id","number")
Verify(x,"x","number") Verify(y,"y","number")
Verify(r,"r","number")
Verify(sx,"sx","number") Verify(sy,"sy","number")
Verify(ox,"ox","number") Verify(ox,"ox","number")
Verify(kx,"kx","number") Verify(kx,"kx","number")
local ok, err = pcall(spritebatch.set,spritebatch,id,quad,x,y,r,sx,sy,ox,oy,kx,ky)
if not ok then return error(err) end
return self
end
function sb:draw(x,y,r,sx,sy,quad) UnbindVRAM()
x, y, r, sx, sy = x or 0, y or 0, r or 0, sx or 1, sy or 1
GPU.pushColor()
love.graphics.setShader(RenderVars.ImageShader)
love.graphics.setColor(1,1,1,1)
if quad then
love.graphics.draw(spritebatch,quad,math.floor(x+ofs.quad[1]),math.floor(y+ofs.quad[2]),r,sx,sy)
else
love.graphics.draw(spritebatch,math.floor(x+ofs.image[1]),math.floor(y+ofs.image[2]),r,sx,sy)
end
love.graphics.setShader(RenderVars.DrawShader)
GPU.popColor()
RenderVars.ShouldDraw = true
return self
end
return sb
end
function i:type() return "GPU.image" end
function i:typeOf(t) if t == "GPU" or t == "image" or t == "GPU.image" or t == "LK12" then return true end end
return i
end |
local sh = setmetatable({}, {
__index = function(_, k)
return _3DreamEngine.lightShaders["point_shadow"][k]
end
})
sh.func = "sampleShadowPointSmoothDynamic"
function sh:constructDefinesGlobal(dream)
return [[
float sampleShadowPointSmoothDynamic(vec3 lightVec, samplerCube tex) {
float sharpness = 10.0;
float depth = length(lightVec);
float bias = depth * 0.01 + 0.01;
//direction
vec3 n = normalize(-lightVec * vec3(1.0, -1.0, 1.0));
//fetch
vec2 r = texture(tex, n).xy;
return (
clamp(exp(sharpness * (r.x - depth)), 0.0, 1.0) *
(r.y + bias > depth ? 1.0 : 0.0)
);
}
]]
end
return sh |
-- // Remove Duplicate GUIS
for _, v in ipairs(game.CoreGui:GetChildren()) do
if v.Name == "ScreenGui" then
v:Destroy()
end
end
-- // UI Library Depedency
local library = loadstring(game:HttpGet("https://raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua"))()
-- // Services
local players = game:GetService("Players")
local runService = game:GetService("RunService")
-- // Variables
local localPlayer = players.LocalPlayer
local playerChar = localPlayer.Character or localPlayer.Character:Wait()
-- // UI Components
local window = library:CreateWindow("Floppa Hub")
do
local mainFolder = window:AddFolder("Main")
do
mainFolder:AddToggle({text = "Spam Toilets Flush", flag = "spamFlush"})
mainFolder:AddToggle({text = "Spam Toilets Seats", flag = "spamSeat"})
mainFolder:AddToggle({text = "Spam Sinks", flag = "spamSinks"})
mainFolder:AddToggle({text = "Spam Dryers", flag = "spamSinks"})
mainFolder:AddToggle({text = "Spam All", flag = "spamAll"})
end
end
-- // Heartbeat Listener
runService.Heartbeat:Connect(
function()
for _, v in pairs(game.Workspace:GetDescendants()) do
if v:IsA("ClickDetector") then
if v.Parent.Name == "Push" and library.flags.spamFlush then
fireclickdetector(v, math.huge)
end
if string.find(v.Parent.Name, "ToiletSeat") and library.flags.spamSeat then
fireclickdetector(v, math.huge)
end
if v.Parent.Name == "Faucet" and library.flags.spamSinks then
fireclickdetector(v, math.huge)
end
if v.Parent.Name == "Button" and v.Parent.Parent.Name == "Hand Dryer" and library.flags.spamDryer then
fireclickdetector(v, math.huge)
end
if library.flags.spamAll then
fireclickdetector(v, math.huge)
end
end
end
end
)
-- // Init Library
library:Init()
|
translations.id = {
name = "id",
fullname = "Bahasa Indonesia",
-- Error messages
corrupt_map = "<r>Peta rusak. Sedang Memuat peta lainnya.",
corrupt_map_vanilla = "<r>[KESALAHAN] <n>Tidak bisa mendapatkan informasi dari peta ini.",
corrupt_map_mouse_start = "<r>[KESALAHAN] <n>Peta ini harus memiliki posisi awal (titik spawn tikus).",
corrupt_map_needing_chair = "<r>[KESALAHAN] <n>Peta harus memiliki kursi di akhir.",
corrupt_map_missing_checkpoints = "<r>[KESALAHAN] <n>Peta harus memiliki setidaknya satu cekpoin (paku kuning).",
corrupt_data = "<r>Sayangnya, data anda rusak dan telah disetel ulang.",
min_players = "<r>Untuk menyimpan data anda, setidaknya ada 4 pemain unik di ruangan ini. <bl>[%s/%s]",
tribe_house = "<r>Data tidak akan tersimpan di Rumah suku.",
invalid_syntax = "<r>Sintaks tidak valid.",
code_error = "<r>Terjadi kesalahan: <bl>%s-%s-%s %s",
emergency_mode = "<r>Penghentian darurat, tidak ada pemain baru diizinkan. Dimohon untuk pergi ke ruangan #parkour lain.",
leaderboard_not_loaded = "<r>Papan peringkat belum bisa dimuat. Mohon Tunggu sebentar.",
max_power_keys = "<v>[#] <r>Anda hanya bisa memiliki paling banyak %s kemampuan dengan kata kunci yang sama.",
-- Help window
help = "Bantuan",
staff = "Staff",
rules = "Peraturan",
contribute = "Kontribusi",
changelog = "Berita",
help_help = "<p align = 'center'><font size = '14'>Selamat datang di ruangan <T>#parkour!</T></font></p>\n<font size = '12'><p align='center'><J>Tujuan anda adalah meraih semua cekpoin sebelum menyelesaikan peta</J></p>\n\n<N>• Tekan <O>O</O>, ketik <O>!op</O> atau klik pada <O>tombol konfigurasi</O> untuk membuka <T>menu Opsi</T>.\n• Tekan <O>P</O> atau klik <O>ikon kepalan tangan</O> pada kanan atas untuk membuka <T>menu Kemampuan</T>.\n• Tekan <O>L</O> atau ketik <O>!lb</O> untuk membuka <T>Papan Peringkat</T>.\n• Tekan <O>M</O> atau tombol <O>Delete</O> untuk <T>/mort</T>, anda bisa mengaktifkan tombol di menu <J>Opsi</J>.\n• Untuk mengetahui <O>staf</O> kami dan <O>aturan parkour</O>, klik pada tab <T>Staf</T> dan <T>Peraturan</T>.\n• Klik <a href='event:discord'><o>disini</o></a> untuk mendapatkan tautan discord dan <a href='event:map_submission'><o>disini</o></a> untuk mendapatkan tautan topik mengenai pengajuan peta.\n• Gunakan <o>atas</o> dan <o>bawah</o> tombol panah ketika anda ingin melakukan scroll.\n\n<p align = 'center'><font size = '13'><T>Kontribusi telah dibuka! Untuk info lebih lanjut, klik pada tab <O>Kontribusi</O>!</T></font></p>",
help_staff = "<p align = 'center'><font size = '13'><r>DISCLAIMER: Staf Parkour BUKAN staf Transformice dan TIDAK memiliki wewenang apapun didalam game itu sendiri, hanya di dalam modul.</r>\nStaf parkour memastikan modul berjalan sempurna dengan masalah yang minim, dan akan selalu tersedia untuk membantu pemain kapan pun dibutuhkan.</font></p>\nanda bisa mengetik <D>!staff</D> di chat untuk melihat list staf.\n\n<font color = '#E7342A'>Admin:</font> Mereka bertanggung jawab dalam mengembangkan modul dengan menambahkan update baru ataupun memperbaiki bug.\n\n<font color = '#D0A9F0'>Manager Tim:</font> Mereka mengawasi tim dari moderator dan mappers untuk memastikan mereka mengerjakan perkerjaan mereka dengan baik. Mereka juga bertanggung jawab untuk merekrut anggota baru ke tim staf.\n\n<font color = '#FFAAAA'>Moderator:</font> Mereka bertanggung jawab untuk menegakkan aturan dari modul dan memberikan sanksi untuk individu yang tidak mengikutinya.\n\n<font color = '#25C059'>Mappers:</font> Mereka bertanggung jawab dalam meninjau, menambahkan, menghapus peta yang ada di modul untuk memastikan permainan yang menyenangkan.",
help_rules = "<font size='13'><B><J>Semua aturan dalam Syarat dan Ketentuan Transformice berlaku juga di #parkour</J></B></font>\n\nJika anda menemukan pemain yang melanggar aturan tersebut, bisik moderator di game. Jika tidak ada moderator yang online, dianjurkan untuk melaporkan melalui server discord. \nKetika melaporkan, mohon untuk melampirkan server, nama ruangan, dan nama pemain. \n• Contoh: en-#parkour10 Blank#3495 trolling\nBukti seperti tangkapan layar, video, atau gif sangat membantu dan dihargai, tetapi tidak perlu.\n\n<font size='11'>• Tidak ada <font color='#ef1111'>hacks, glitches or bugs</font> yang digunakan di ruangan #parkour.\n• <font color='#ef1111'>VPN farming</font> akan dianggap sebagai <B>mengeksploitasi</B> dan tidak diizinkan.<p align='center'><font color='#cc2222' size='12'><B>\nSiapapun yang ketahuan melanggar aturan ini akan segera diblokir.</B></font></p>\n\n<font size='12'>Transformice mengizinkan konsep trolling. Namun, <font color='#cc2222'><B>kami tidak mengizinkannya di parkour.</B></font></font>\n\n<p align='center'><J>Trolling adalah ketika seorang pemain dengan sengaja menggunakan kemampuan atau consumables untuk mencegah pemain lain dalam menyelesaikan peta.</j></p>\n• Trolling balas dendam<B> bukan sebuah alasan yang valid</B> untuk melakukan troll kepada seseorang dan anda akan tetap diberi hukuman.\n• Memaksa membantu pemain yang mencoba untuk menyelesaikan peta sendirian dan menolak untuk berhenti melakukannya jika diminta juga termasuk sebagai trolling\n• <J>Jika seorang pemain tidak ingin bantuan dan lebih memilih solo, lebih baik membantu pemain yang lain</J>. Namun jika ada pemain lain yang meminta bantuan di cekpoin yang sama dengan pemain solo, anda bisa membantu mereka [Keduanya].\n\nJika pemain tertangkap melakukan trolling, mereka akan mendapatkan hukuman berbasis waktu. Perlu diperhatikan bahwa trolling yang berulang akan mengakibatkan hukuman yang lebih lama dan lebih berat.",
help_contribute = "<font size='14'>\n<p align='center'>Tim managemen parkour menyukai kode sumber terbuka karena itu <t>membantu komunitas</t>. anda bisa <o>melihat</o> dan <o>memodifikasi</o> kode sumber dari <o><u><a href='event:github'>GitHub</a></u></o>.\n\nMemelihara modul <t>sepenuhnya bersifat sukarela</t>, sehingga bantuan mengenai <t>kode</t>, <t>laporan bug</t>, <t>saran</t> dan <t>pembuatan peta</t> selalu <u>diterima dan dihargai</u>.\nanda bisa <vp>melaporkan bug</vp> dan <vp>memberikan saran</vp> pada <o><u><a href='event:discord'>Discord</a></u></o> dan/atau <o><u><a href='event:github'>GitHub</a></u></o>.\nanda bisa <vp>mengirimkan peta anda</vp> di <o><u><a href='event:map_submission'>Forum Thread</a></u></o> kami.\n\nMemelihara parkour memang tidak mahal, tapi juga tidak gratis. Kami akan senang jika anda bisa membantu kami dengan <t>berdonasi berapapun jumlahnya</t> <o><u><a href='event:donate'>disini</a></u></o>.\n<u>Semua donasi akan digunakan untuk meningkatkan modul.</u></p>",
help_changelog = "<font size='13'><p align='center'><o>Versi 2.9.0 - 13/12/2020</o></p>\n\n<font size='11'>• Perubahan beberapa sprite untuk <ch>natal</ch>!\n• Perbaikan <r>bug visual</r>\n• <vp>Infrastruktur modul</vp> telah ditingkatkan\n• Anda sekarang bisa <t>menyetel ulang kekuatan</t> ke <t>kunci default</t>\n• <cep>Ketika semua pemain menyelesaikan peta</cep>, timer akan disetel ke <cep>5 detik dibandingkan 20</cep>.\n• <cs>Penambahan mode AFK</cs>\n• Meningkatkan <ps>cooldown salju</ps>",
-- Congratulation messages
reached_level = "<d>Selamat! anda telah meraih level <vp>%s</vp>. (<t>%ss</t>)",
finished = "<d><o>%s</o> telah menyelesaikan parkour dalam <vp>%s</vp> detik, <fc>selamat!",
unlocked_power = "<ce><d>%s</d> telah membuka kemampuan <vp>%s</vp>.",
-- Information messages
mod_apps = "<j>Aplikasi untuk moderator parkour telah dibuka! Gunakan link ini: <rose>%s",
staff_power = "<p align='center'><font size='12'><r>Staf parkour <b>tidak memiliki</b> wewenang apapun di selain ruangan #parkour.",
donate = "<vp>Ketik <b>!donate</b> jika anda ingin berdonasi untuk modul ini!",
paused_events = "<cep><b>[Perhatian!]</b> <n>Modul mencapai batas kritis terpaksa dihentikan sementara.",
resumed_events = "<n2>Modul telah dimulai kembali.",
welcome = "<n>Selamat datang di <t>#parkour</t>!",
module_update = "<r><b>[Perhatian!]</b> <n>Modul akan diperbarui dalam waktu <d>%02d:%02d</d>.",
leaderboard_loaded = "<j>Papan peringkat sudah dimuat. Ketuk L untuk membukanya.",
kill_minutes = "<R>Kemampuan anda dimatikan paksa selama %s menit.",
permbanned = "<r>Anda telah diblokir selamanya di #parkour.",
tempbanned = "<r>Anda telah diblokir dari #parkour selama %s menit.",
forum_topic = "<rose>Untuk informasi lebih lanjut mengenai modul kunjungi tautan: %s",
report = "<j>Ingin melaporkan seorang pemain? <t><b>/c Parkour#8558 .report Username#0000</b></t>",
-- Records
records_enabled = "<v>[#] <d>Mode rekor diaktifkan di room ini. Statistik tidak dihitung dan kekuatan tidak diaktifkan!\nAnda bisa mencari informasi lebih lanjut mengenai rekor di <b>%s</b>",
records_admin = "<v>[#] <d>Anda adalah admin di ruangan rekor ini. Anda bisa menggunakan perintah <b>!map</b>, <b>!setcp</b>, <b>!pw</b> dan <b>!time</b>.",
records_completed = "<v>[#] <d>Anda telah menyelesaikan peta! Jika anda ingin mengulangi-nya lagi, ketik <b>!redo</b>.",
records_submit = "<v>[#] <d>Wow! Sepertinya anda memiliki waktu tercepat di ruangan. Jika anda ingin mengirimkan rekor anda, ketik <b>!submit</b>.",
records_invalid_map = "<v>[#] <r>Sepertinya ruangan ini tidak masuk dalam rotasi parkour... Anda tidak bisa mengirim rekor ini!",
records_not_fastest = "<v>[#] <r>Sepertinya anda bukan pemain tercepat di ruangan ini...",
records_already_submitted = "<v>[#] <r>Anda sudah mengirimkan rekor anda untuk peta ini!",
records_submitted = "<v>[#] <d>Rekor anda untuk peta <b>%s</b> telah dikirim.",
-- Miscellaneous
afk_popup = "\n<p align='center'><font size='30'><bv><b>ANDA DALAM MODE AFK</b></bv>\nPINDAH UNTUK RESPAWN</font>\n\n<font size='30'><u><t>Pengingat:</t></u></font>\n\n<font size='15'><r>Pemain dengan simbol merah tidak menginginkan bantuan!\nTrolling/pemblokiran pemain lain di parkur TIDAK dizinkan!<d>\nBergabung dengan <cep><a href='event:discord'>discord server</a> kami</cep>!\nIngin berkontribusi dengan kode? Lihat <cep><a href='event:github'>repository github</a> kami</cep>\nKamu memiliki peta bagus untuk diajukan? Posting di <cep><a href='event:map_submission'>topik pengajuan peta</a> kami</cep>\nCek <cep><a href='event:forum'>topik resmi</a></cep> kami untuk informasi lebih lanjut!\nDukung kami dengan <cep><a href='event:donate'>donasi!</a></cep>",
options = "<p align='center'><font size='20'>Opsi Parkour</font></p>\n\nGunakan keyboard <b>QWERTY</b> (nonaktifkan jika <b>AZERTY</b>)\n\nTekan <b>M</b> hotkey untuk <b>/mort</b> (jika dinonaktifkan menjadi <b>DEL</b>)\n\nPerlihatkan cooldown kemampuan anda\n\nPerlihatkan tombol kemampuan\n\nPerlihatkan tombol bantuan\n\nAktifkan pengumuman penyelesaian peta\n\nAktifkan simbol tidak memerlukan bantuan",
cooldown = "<v>[#] <r>Mohon Tunggu beberapa detik untuk melakukan-nya kembali.",
power_options = ("<font size='13' face='Lucida Console,Liberation Mono,Courier New'>Keyboard <b>QWERTY</b>" ..
"\n\n<b>Tutup</b> penghitung peta" ..
"\n\nGunakan <b>kunci default</b>"),
unlock_power = ("<font size='13' face='Lucida Console,Liberation Mono,Courier New'><p align='center'>Selesaikan <v>%s</v> peta" ..
"<font size='5'>\n\n</font>untuk membuka" ..
"<font size='5'>\n\n</font><v>%s</v>"),
upgrade_power = ("<font size='13' face='Lucida Console,Liberation Mono,Courier New'><p align='center'>Selesaikan <v>%s</v> peta" ..
"<font size='5'>\n\n</font>untuk meningkatkan ke" ..
"<font size='5'>\n\n</font><v>%s</v>"),
unlock_power_rank = ("<font size='13' face='Lucida Console,Liberation Mono,Courier New'><p align='center'>Peringkat <v>%s</v>" ..
"<font size='5'>\n\n</font>untuk membuka" ..
"<font size='5'>\n\n</font><v>%s</v>"),
upgrade_power_rank = ("<font size='13' face='Lucida Console,Liberation Mono,Courier New'><p align='center'>Peringkat <v>%s</v>" ..
"<font size='5'>\n\n</font>untuk meningkatkan ke" ..
"<font size='5'>\n\n</font><v>%s</v>"),
maps_info = ("<p align='center'><font size='11' face='Lucida Console,Liberation Mono,Courier New'><b><v>%s</v></b>" ..
"<font size='5'>\n\n</font>Peta yang diselesaikan"),
overall_info = ("<p align='center'><font size='11' face='Lucida Console,Liberation Mono,Courier New'><b><v>%s</v></b>" ..
"<font size='5'>\n\n</font>Papan Peringkat Keseluruhan"),
weekly_info = ("<p align='center'><font size='11' face='Lucida Console,Liberation Mono,Courier New'><b><v>%s</v></b>" ..
"<font size='5'>\n\n</font>Papan Peringkat Mingguan"),
badges = "<font size='14' face='Lucida Console,Liberation Mono,Courier New,Verdana'>Lencana (%s): <a href='event:_help:badge'><j>[?]</j></a>",
private_maps = "<bl>Jumlah peta pada pemain ini bersifat Pribadi. <a href='event:_help:private_maps'><j>[?]</j></a></bl>\n",
profile = ("<font size='12' face='Lucida Console,Liberation Mono,Courier New,Verdana'>%s%s %s\n\n" ..
"Posisi papan peringkat keseluruhan: <b><v>%s</v></b>\n\n" ..
"Posisi papan peringkat mingguan: <b><v>%s</v></b>"),
map_count = "Jumlah peta: <b><v>%s</v> / <a href='event:_help:yellow_maps'><j>%s</j></a> / <a href='event:_help:red_maps'><r>%s</r></a></b>",
help_badge = "Lencana adalah pencapaian yang bisa didapatkan pemain. Klik diatasnya untuk melihat deskripsi-nya.",
help_private_maps = "Pemain ini tidak mau memperlihatkan jumlah peta mereka ke publik! jika ingin, anda juga bisa menyembunyikan-nya di profil anda.",
help_yellow_maps = "Peta dengan warna kuning adalah peta yang sudah diselesaikan dalam minggu ini.",
help_red_maps = "Peta dengan warna merah adalah peta yang sudah diselelesaikan dalam satu jam terakhir.",
help_badge_1 = "Pemain ini pernah menjadi anggota staf parkour sebelumnya.",
help_badge_2 = "Pemain ini berada atau pernah di halaman 1 dari papan peringkat keseluruhan.",
help_badge_3 = "Pemain ini berada atau pernah di halaman 2 dari papan peringkat keseluruhan.",
help_badge_4 = "Pemain ini berada atau pernah di halaman 3 dari papan peringkat keseluruhan.",
help_badge_5 = "Pemain ini berada atau pernah di halaman 4 dari papan peringkat keseluruhan.",
help_badge_6 = "Pemain ini berada atau pernah di halaman 5 dari papan peringkat keseluruhan.",
help_badge_7 = "Pemain ini pernah berada di podium pada akhir papan peringkat mingguan.",
help_badge_8 = "Pemain ini memiliki rekor menyelesaikan 30 peta per jam.",
help_badge_9 = "Pemain ini memiliki rekor menyelesaikan 35 peta per jam.",
help_badge_10 = "Pemain ini memiliki rekor menyelesaikan 40 peta per jam.",
help_badge_11 = "Pemain ini memiliki rekor menyelesaikan 45 peta per jam.",
help_badge_12 = "Pemain ini memiliki rekor menyelesaikan 50 peta per jam.",
help_badge_13 = "Pemain ini memiliki rekor menyelesaikan 55 peta per jam.",
help_badge_14 = "Pemain ini telah memverifikasi akun mereka di server discord resmi parkour (ketik <b>!discord</b>).",
help_badge_15 = "Pemain ini menjadi yang tercepat pada 1 peta.",
help_badge_16 = "Pemain ini menjadi yang tercepat pada 5 peta.",
help_badge_17 = "Pemain ini menjadi yang tercepat pada 10 peta.",
help_badge_18 = "Pemain ini menjadi yang tercepat pada 15 peta.",
help_badge_19 = "Pemain ini menjadi yang tercepat pada 20 peta.",
help_badge_20 = "Pemain ini menjadi yang tercepat pada 25 peta.",
help_badge_21 = "Pemain ini menjadi yang tercepat pada 30 peta.",
help_badge_22 = "Pemain ini menjadi yang tercepat pada 35 peta.",
help_badge_23 = "Pemain ini menjadi yang tercepat pada 40 peta.",
make_public = "publikasikan",
make_private = "privasikan",
moderators = "Moderator",
mappers = "Mappers",
managers = "Manager",
administrators = "Admin",
close = "Tutup",
cant_load_bot_profile = "<v>[#] <r>Anda tidak bisa melihat profil bot ketika #parkour menggunakan-nya secara internal untuk bekerja lebih baik.",
cant_load_profile = "<v>[#] <r>Pemain <b>%s</b> sepertinya sedang offline atau nama pemain ini tidak tersedia.",
like_map = "Apakah anda menyukai peta ini?",
yes = "Ya",
no = "Tidak",
idk = "Tidak tahu",
unknown = "Tidak diketahui",
powers = "Kemampuan",
press = "<vp>Tekan %s",
click = "<vp>Klik kiri",
ranking_pos = "Peringkat #%s",
completed_maps = "<p align='center'><BV><B>Peta diselesaikan: %s</B></p></BV>",
leaderboard = "Papan Peringkat",
position = "Peringkat",
username = "Nama panggilan",
community = "Komunitas",
completed = "Peta diselesaikan",
overall_lb = "Keseluruhan",
weekly_lb = "Mingguan",
new_lang = "<v>[#] <d>Bahasa telah diubah ke Bahasa Indonesia",
-- Power names
balloon = "Balon",
masterBalloon = "Master Balon",
bubble = "Gelembung",
fly = "Terbang",
snowball = "Bola Salju",
speed = "Speed",
teleport = "Teleportasi",
smallbox = "Kotak Kecil",
cloud = "Awan",
rip = "Batu Nisan",
choco = "Papan Cokelat",
bigBox = "Kotak besar",
trampoline = "Trampolin",
toilet = "Toilet",
pig = "Babi",
sink = "Wastafel",
bathtub = "Bak Mandi",
campfire = "Api Unggun",
chair = "Kursi",
} |
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file main_follow.lua
--! @brief component containing a movement generator based uppon jordan4ibanez code
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @defgroup mgen_jordan4ibanez MGEN: a velocity based movement generator
--! @brief A movement generator creating simple random movement
--! @ingroup framework_int
--! @{
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--! @class mgen_jordan4ibanez
--! @brief a movement generator trying to follow or reach a target
--!@}
mgen_jordan4ibanez = {}
--! @brief chillaxin_speed
--! @memberof mgen_jordan4ibanez
mgen_jordan4ibanez.chillaxin_speed = 0.1
--! @brief movement generator identifier
--! @memberof mgen_jordan4ibanez
mgen_jordan4ibanez.name = "jordan4ibanez_mov_gen"
-------------------------------------------------------------------------------
-- name: callback(entity,now)
--
--! @brief main callback to make a mob follow its target
--! @memberof mgen_jordan4ibanez
--
--! @param entity mob to generate movement for
--! @param now current time
-------------------------------------------------------------------------------
function mgen_jordan4ibanez.callback(entity,now)
--update timers
entity.dynamic_data.movement.timer = entity.dynamic_data.movement.timer + 0.01
entity.dynamic_data.movement.turn_timer = entity.dynamic_data.movement.turn_timer + 0.01
entity.dynamic_data.movement.jump_timer = entity.dynamic_data.movement.jump_timer + 0.01
entity.dynamic_data.movement.door_timer = entity.dynamic_data.movement.door_timer + 0.01
if entity.dynamic_data.movement.direction ~= nil then
entity.object:setvelocity({x=entity.dynamic_data.movement.direction.x*mgen_jordan4ibanez.chillaxin_speed,
y=entity.object:getvelocity().y,
z=entity.dynamic_data.movement.direction.z*mgen_jordan4ibanez.chillaxin_speed})
end
if entity.dynamic_data.movement.turn_timer > math.random(1,4) then
entity.dynamic_data.movement.yaw = 360 * math.random()
graphics.setyaw(entity, entity.dynamic_data.movement.yaw)
entity.dynamic_data.movement.turn_timer = 0
entity.dynamic_data.movement.direction = {x = math.sin(entity.dynamic_data.movement.yaw)*-1,
y = -10,
z = math.cos(entity.dynamic_data.movement.yaw)}
--entity.object:setvelocity({x=entity.dynamic_data.movement.direction.x,y=entity.object:getvelocity().y,z=entity.dynamic_data.movement.direction.z})
--entity.object:setacceleration(entity.dynamic_data.movement.direction)
end
--TODO update animation
--open a door [alpha]
if entity.dynamic_data.movement.direction ~= nil then
if entity.dynamic_data.movement.door_timer > 2 then
local is_a_door = minetest.get_node({x=entity.object:getpos().x + entity.dynamic_data.movement.direction.x,
y=entity.object:getpos().y,z=entity.object:getpos().
z + entity.dynamic_data.movement.direction.z}).name
if is_a_door == "doors:door_wood_t_1" then
minetest.punch_node({x=entity.object:getpos().x + entity.dynamic_data.movement.direction.x,
y=entity.object:getpos().y-1,
z=entity.object:getpos().z + entity.dynamic_data.movement.direction.z})
entity.dynamic_data.movement.door_timer = 0
end
local is_in_door = minetest.get_node(entity.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.punch_node(entity.object:getpos())
end
end
end
--jump
if entity.dynamic_data.movement.direction ~= nil then
if entity.dynamic_data.movement.jump_timer > 0.3 then
if minetest.registered_nodes[minetest.get_node({x=entity.object:getpos().x + entity.dynamic_data.movement.direction.x,
y=entity.object:getpos().y-1,
z=entity.object:getpos().z + entity.dynamic_data.movement.direction.z}).name].walkable then
entity.object:setvelocity({x=entity.object:getvelocity().x,y=5,z=entity.object:getvelocity().z})
entity.dynamic_data.movement.jump_timer = 0
end
end
end
end
-------------------------------------------------------------------------------
-- name: initialize()
--
--! @brief initialize movement generator
--! @memberof mgen_jordan4ibanez
--! @public
-------------------------------------------------------------------------------
function mgen_jordan4ibanez.initialize(entity,now)
--intentionaly doing nothing this function is for symmetry reasons only
end
-------------------------------------------------------------------------------
-- name: init_dynamic_data(entity,now)
--
--! @brief initialize dynamic data required by movement generator
--! @memberof mgen_jordan4ibanez
--! @public
--
--! @param entity mob to initialize dynamic data
--! @param now current time
-------------------------------------------------------------------------------
function mgen_jordan4ibanez.init_dynamic_data(entity,now)
local data = {
timer = 0,
turn_timer = 0,
jump_timer = 0,
door_timer = 0,
direction = nil,
yaw = nil,
}
entity.dynamic_data.movement = data
end
-------------------------------------------------------------------------------
-- name: set_target(entity, target, follow_speedup, max_distance)
--
--! @brief set target for movgen
--! @memberof mgen_jordan4ibanez
--
--! @param entity mob to apply to --unused here
--! @param target to set --unused here
--! @param follow_speedup --unused here
--! @param max_distance --unused here
-------------------------------------------------------------------------------
function mgen_jordan4ibanez.set_target(entity,target)
return false
end
--register this movement generator
registerMovementGen(mgen_jordan4ibanez.name,mgen_jordan4ibanez) |
-- Usage:
-- local mastNames = require '__radio__/mast_names'
if _G.stations then return end
_G.stations = {
'Alpha',
'Bravo',
'Charlie',
'Delta',
'Echo',
'Foxtrot',
'Golf',
'Hotel',
'India',
'Juliet',
'Kilo',
'Lima',
'Mike',
'November',
'Oscar',
'Papa',
'Quebec',
'Romeo',
'Sierra',
'Tango',
'Uniform',
'Victor',
'Whiskey',
'X-ray',
'Yankee',
'Zulu'
} |
data:extend({
{
type = "recipe",
name = "processed-sand",
enabled = "false",
ingredients =
{
{"unprocessed-sand",1},
{"stone-brick",1},
},
result = "processed-sand"
},
}) |
--[[
bbbbbbbb
b::::::b kkkkkkkk hhhhhhh
b::::::b k::::::k h:::::h
b::::::b k::::::k h:::::h
b:::::b k::::::k h:::::h
b:::::bbbbbbbbb aaaaaaaaaaaaa k:::::k kkkkkkkaaaaaaaaaaaaa h::::h hhhhh aaaaaaaaaaaaa xxxxxxx xxxxxxxxxxxxxx xxxxxxx
b::::::::::::::bb a::::::::::::a k:::::k k:::::k a::::::::::::a h::::hh:::::hhh a::::::::::::a x:::::x x:::::x x:::::x x:::::x
b::::::::::::::::b aaaaaaaaa:::::a k:::::k k:::::k aaaaaaaaa:::::a h::::::::::::::hh aaaaaaaaa:::::a x:::::x x:::::x x:::::x x:::::x
b:::::bbbbb:::::::b a::::a k:::::k k:::::k a::::a h:::::::hhh::::::h a::::a x:::::xx:::::x x:::::xx:::::x
b:::::b b::::::b aaaaaaa:::::a k::::::k:::::k aaaaaaa:::::a h::::::h h::::::h aaaaaaa:::::a x::::::::::x x::::::::::x
b:::::b b:::::b aa::::::::::::a k:::::::::::k aa::::::::::::a h:::::h h:::::h aa::::::::::::a x::::::::x x::::::::x
b:::::b b:::::b a::::aaaa::::::a k:::::::::::k a::::aaaa::::::a h:::::h h:::::h a::::aaaa::::::a x::::::::x x::::::::x
b:::::b b:::::ba::::a a:::::a k::::::k:::::k a::::a a:::::a h:::::h h:::::ha::::a a:::::a x::::::::::x x::::::::::x
b:::::bbbbbb::::::ba::::a a:::::a k::::::k k:::::k a::::a a:::::a h:::::h h:::::ha::::a a:::::a x:::::xx:::::x x:::::xx:::::x
b::::::::::::::::b a:::::aaaa::::::a k::::::k k:::::ka:::::aaaa::::::a h:::::h h:::::ha:::::aaaa::::::a x:::::x x:::::x x:::::x x:::::x
b:::::::::::::::b a::::::::::aa:::ak::::::k k:::::ka::::::::::aa:::ah:::::h h:::::h a::::::::::aa:::a x:::::x x:::::x x:::::x x:::::x
bbbbbbbbbbbbbbbb aaaaaaaaaa aaaakkkkkkkk kkkkkkkaaaaaaaaaa aaaahhhhhhh hhhhhhh aaaaaaaaaa aaaaxxxxxxx xxxxxxxxxxxxxx xxxxxxx
--]]
-- haha look at my messy code
local a=nil;local b=" v1.0"function Arrest(c)local d=game:GetService("Workspace")[c].HumanoidRootPart;local e=game:GetService("Workspace").Remote.arrest;e:InvokeServer(d)end;rconsoleprint("@@RED@@")rconsoleprint[[
88 88 88
88 88 88
88 88 88
88,dPPYba, ,adPPYYba, 88 ,d8 ,adPPYYba, 88,dPPYba, ,adPPYYba, 8b, ,d8 8b, ,d8
88P' "8a "" `Y8 88 ,a8" "" `Y8 88P' "8a "" `Y8 `Y8, ,8P' `Y8, ,8P'
88 d8 ,adPPPPP88 8888[ ,adPPPPP88 88 88 ,adPPPPP88 )888( )888(
88b, ,a8" 88, ,88 88`"Yba, 88, ,88 88 88 88, ,88 ,d8" "8b, ,d8" "8b,
8Y"Ybbd8"' `"8bbdP"Y8 88 `Y8a `"8bbdP"Y8 88 88 `"8bbdP"Y8 8P' `Y8 8P' `Y8 ]]if game.GameId==73885730 then rconsoleprint("@@LIGHT_BLUE@@")rconsoleprint("Prison Life")rconsoleprint("\n")rconsolename("bakahaxx"..b)a="prison_life"else rconsoleprint("\nGame is unsupported!")rconsoleprint("\n")a="universal"rconsolename("bakahaxx"..b)end;while a=="prison_life"do rconsoleprint("@@WHITE@@")rconsoleprint("> ")local f=rconsoleinput("")local g=f:split(" ")if f=="arrest all"then local h=game.Players.LocalPlayer;local i=h.Character.HumanoidRootPart.CFrame;for j,k in pairs(game.Teams.Criminals:GetPlayers())do if k.Name~=h.Name then local j=10;repeat wait()j=j-1;game.Workspace.Remote.arrest:InvokeServer(k.Character.HumanoidRootPart)h.Character.HumanoidRootPart.CFrame=k.Character.HumanoidRootPart.CFrame*CFrame.new(0,0,1)until j==0;rconsoleinfo(game:GetService("Lighting").TimeOfDay..": "..k.Name.." was arrested.")end end;h.Character.HumanoidRootPart.CFrame=i elseif f=="superpunch"then mainRemotes=game.ReplicatedStorage;meleeRemote=mainRemotes["meleeEvent"]mouse=game.Players.LocalPlayer:GetMouse()punching=false;cooldown=false;function punch()cooldown=true;local l=Instance.new("Part",game.Players.LocalPlayer.Character)l.Transparency=1;l.Size=Vector3.new(5,2,3)l.CanCollide=false;local m=Instance.new("Weld",l)m.Part0=game.Players.LocalPlayer.Character.Torso;m.Part1=l;m.C1=CFrame.new(0,0,2)l.Touched:connect(function(n)if game.Players:FindFirstChild(n.Parent.Name)then local o=game.Players:FindFirstChild(n.Parent.Name)if o.Name~=game.Players.LocalPlayer.Name then l:Destroy()for j=1,100 do meleeRemote:FireServer(o)end end end end)wait(1)cooldown=false;l:Destroy()end;mouse.KeyDown:connect(function(p)if cooldown==false then if p:lower()=="f"then punch()end end end)rconsolewarn("Super punch enabled")elseif f=="removewalls"then wait(0.1)game.Workspace.Prison_Halls.walls:Remove()wait(0.1)game.Workspace.Prison_Halls.roof:Remove()wait(0.1)game.Workspace.Prison_Halls.outlines:Remove()wait(0.1)game.Workspace.Prison_Halls.lights:Remove()wait(0.1)Workspace.Prison_Halls.accent:Remove()wait(0.1)game.Workspace.Prison_Halls.glass:Remove()wait(0.1)game.Workspace.Prison_Cellblock.b_front:Remove()wait(0.1)game.Workspace.Prison_Cellblock.doors:Remove()wait(0.1)game.Workspace.Prison_Cellblock.c_tables:Remove()wait(0.1)game.Workspace.Prison_Cellblock.a_front:Remove()wait(0.1)game.Workspace.Prison_Cellblock.b_outerwall:Remove()wait(0.1)game.Workspace.Prison_Cellblock.c_wall:Remove()wait(0.1)game.Workspace.Prison_Cellblock.b_wall:Remove()wait(0.1)game.Workspace.Prison_Cellblock.c_hallwall:Remove()wait(0.1)game.Workspace.Prison_Cellblock.a_outerwall:Remove()wait(0.1)game.Workspace.Prison_Cellblock.b_ramp:Remove()wait(0.1)game.Workspace.Prison_Cellblock.a_ramp:Remove()wait(0.1)game.Workspace.Prison_Cellblock.a_walls:Remove()wait(0.1)game.Workspace.Prison_Cellblock.Cells_B:Remove()wait(0.1)game.Workspace.Prison_Cellblock.Cells_A:Remove()wait(0.1)game.Workspace.Prison_Cellblock.c_corner:Remove()wait(0.1)game.Workspace.Prison_Cellblock.Wedge:Remove()wait(0.1)game.Workspace.Prison_Cellblock.a_ceiling:Remove()wait(0.1)game.Workspace.Prison_Cellblock.b_ceiling:Remove()wait(0.1)game.Workspace.City_buildings:Remove()wait(0.1)game.Workspace.Prison_OuterWall:Remove()wait(0.1)game.Workspace.Prison_Fences:Remove()rconsoleinfo("Walls removed")rconsolewarn("DO NOT run the removewalls command again! If done so, the script will break!")elseif f=="m9"then local q=game:GetService("Workspace")["Prison_ITEMS"].giver.M9.ITEMPICKUP;local r=game:GetService("Workspace").Remote.ItemHandler;r:InvokeServer(q)rconsoleinfo("You were given an M9.")elseif f=="ak47"then local q=game:GetService("Workspace")["Prison_ITEMS"].giver["AK-47"].ITEMPICKUP;local r=game:GetService("Workspace").Remote.ItemHandler;r:InvokeServer(q)rconsoleinfo("You were given an AK47.")elseif f=="fly"or f=="Fly me"or f=="Fly"then repeat wait()until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild("Torso")and game.Players.LocalPlayer.Character:findFirstChild("Humanoid")local mouse=game.Players.LocalPlayer:GetMouse()repeat wait()until mouse;local o=game.Players.LocalPlayer;local s=o.Character.Torso;local t=true;local u=true;local v={f=0,b=0,l=0,r=0}local w={f=0,b=0,l=0,r=0}local x=35;local y=35;function Fly()local z=Instance.new("BodyGyro",s)z.P=9e4;z.maxTorque=Vector3.new(9e9,9e9,9e9)z.cframe=s.CFrame;local A=Instance.new("BodyVelocity",s)A.velocity=Vector3.new(0,0.1,0)A.maxForce=Vector3.new(9e9,9e9,9e9)repeat wait()o.Character.Humanoid.PlatformStand=true;if v.l+v.r~=0 or v.f+v.b~=0 then y=y+.5+y/x;if y>x then y=x end elseif not(v.l+v.r~=0 or v.f+v.b~=0)and y~=0 then y=y-1;if y<0 then y=0 end end;if v.l+v.r~=0 or v.f+v.b~=0 then A.velocity=(game.Workspace.CurrentCamera.CoordinateFrame.lookVector*(v.f+v.b)+game.Workspace.CurrentCamera.CoordinateFrame*CFrame.new(v.l+v.r,(v.f+v.b)*.2,0).p-game.Workspace.CurrentCamera.CoordinateFrame.p)*y;w={f=v.f,b=v.b,l=v.l,r=v.r}elseif v.l+v.r==0 and v.f+v.b==0 and y~=0 then A.velocity=(game.Workspace.CurrentCamera.CoordinateFrame.lookVector*(w.f+w.b)+game.Workspace.CurrentCamera.CoordinateFrame*CFrame.new(w.l+w.r,(w.f+w.b)*.2,0).p-game.Workspace.CurrentCamera.CoordinateFrame.p)*y else A.velocity=Vector3.new(0,0.1,0)end;z.cframe=game.Workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(-math.rad((v.f+v.b)*50*y/x),0,0)until not t;v={f=0,b=0,l=0,r=0}w={f=0,b=0,l=0,r=0}y=0;z:Destroy()A:Destroy()o.Character.Humanoid.PlatformStand=false end;mouse.KeyDown:connect(function(p)if p:lower()=="e"then if t then t=false else t=true;Fly()end elseif p:lower()=="w"then v.f=1 elseif p:lower()=="s"then v.b=-1 elseif p:lower()=="a"then v.l=-1 elseif p:lower()=="d"then v.r=1 end end)mouse.KeyUp:connect(function(p)if p:lower()=="w"then v.f=0 elseif p:lower()=="s"then v.b=0 elseif p:lower()=="a"then v.l=0 elseif p:lower()=="d"then v.r=0 end end)Fly()rconsoleinfo("Made "..game:GetService("Players").LocalPlayer.Name.." fly.")rconsoleinfo("Press E to toggle fly mode.")elseif f=="cmds"then rconsoleinfo[[
bakahaxx - Prison Life
Commands
[1] arrest all - Arrests all players.
[2] superpunch - Become saitama. (Your punches instantly kill anyone)
[3] removewalls - Remove the prison walls.
[4] m9 - Gives you an M9.
[5] ak47 - Gives you an AK-47.
[6] fly - Makes you fly. Press E to toggle.
[-] Yeah. There aren't that many commands.
[+] I'm focusing on adding more to the commands menu,
[+] and I'll a "help" command. It shows people cool things about bakahaxx.
]]else rconsoleerr("Invalid command!")end;while a=="universal"do game.Players.LocalPlayer:Kick("\nUniversal is being worked on!\nWe currently only support Prison Life.")end end
|
object_tangible_collection_reward_hanging_light_reward_02 = object_tangible_collection_reward_shared_hanging_light_reward_02:new {
}
ObjectTemplates:addTemplate(object_tangible_collection_reward_hanging_light_reward_02, "object/tangible/collection/reward/hanging_light_reward_02.iff")
|
if nil ~= require then
require "wow/FontString";
require "wow/Frame-Container";
require "wow/Frame-Layer";
require "wow/Frame-Alpha";
require "fritomod/Functions";
require "fritomod/Lists";
require "fritomod/Ordering";
require "fritomod/Anchors";
require "fritomod/Tables";
require "fritomod/Frames";
require "fritomod/OOP-Class";
require "fritomod/Media-Color";
require "fritomod/Media-Font";
require "fritomod/Media-Texture";
end;
UI = UI or {};
local Layered = OOP.Class("UI.Layered");
UI.Layered = Layered;
local DRAW_LAYERS = {
BACKGROUND = 0,
BORDER = 1,
ARTWORK = 2,
OVERLAY = 3
-- We don't use highlight since it has special behaviors if
-- mouse input is enabled.
};
local REVERSED_DRAW_LAYERS = {};
for layer, offset in pairs(DRAW_LAYERS) do
REVERSED_DRAW_LAYERS[offset] = layer;
end;
local SUBLEVELS = 16;
function Layered:Constructor(parent, baseLayer)
assert(type(baseLayer) == "string" or baseLayer == nil,
"baseLayer must a string");
self.frame = Frames.New(parent);
self:AddDestructor(Frames.Destroy, self.frame);
baseLayer = baseLayer or "BACKGROUND";
baseLayer = baseLayer:upper();
assert(baseLayer ~= "HIGHLIGHT",
"HIGHLIGHT base layer is not allowed");
self.baseLayer = DRAW_LAYERS[baseLayer];
assert(self.baseLayer ~= nil,
"Unknown or invalid layer name: "..baseLayer);
self.layers = {};
self.order = Ordering:New();
self:AddDestructor(self.order, "Destroy");
end;
function Layered:AddTexture(name, ...)
return self:Add(name, Frames.Texture(self, ...));
end;
function Layered:AddColor(name, ...)
return self:Add(name, Frames.Color(self, ...));
end;
function Layered:AddText(name, ...)
local element = Frames.Text(self, ...);
Anchors.ShareAll(element);
return self:Add(name, element);
end;
function Layered:Add(name, layer)
self.order:Order(name);
self.layers[name] = layer;
self:Update();
return Functions.OnlyOnce(self, "Remove", name);
end;
function Layered:Get(name)
return self.layers[name];
end;
function Layered:Raise(name)
self.order:Raise(name);
self:Update();
end;
function Layered:Lower(name)
self.order:Lower(name);
self:Update();
end;
function Layered:Order(...)
self.order:Order(...);
self:Update();
end;
function Layered:GetOrder()
return Tables.Clone(self.order:Get());
end;
local function ConvertToDrawLayer(count)
local layer = math.floor(count / SUBLEVELS);
local drawLayer = REVERSED_DRAW_LAYERS[layer];
local subLayer = count % SUBLEVELS - (SUBLEVELS / 2);
assert(drawLayer ~= nil, "drawLayer was out of bounds: "..tostring(layer));
assert(subLayer >= -(SUBLEVELS / 2) and subLayer <= (SUBLEVELS / 2) - 1,
"subLayer out of bounds: "..tostring(subLayer));
return drawLayer, subLayer;
end;
function Layered:Update()
local count = self.baseLayer * SUBLEVELS;
Lists.EachV(self.order:Get(), function(name)
local layer = self.layers[name];
if layer then
local l, sl = ConvertToDrawLayer(count);
tracef("Layered - Name:%s Layer:%s Sublayer:%d", tostring(name), l, sl);
layer:SetDrawLayer(l, sl);
count = count + 1;
end;
end);
end;
function Layered:Remove(name)
local layer = self.layers[name];
self.layers[name] = nil;
if layer then
Anchors.Clear(layer);
self:Update();
return;
end;
end;
function Layered:RemoveOrder(name)
self:Remove(name);
self.order:Remove(name);
end;
|
function loadSAESModelsLua()
local file = fileOpen("models_client.lua")
local content = fileRead(file, fileGetSize(file))
fileClose(file)
loadstring(content)()
end
function overwriteDownloadExport()
exports.RPGfile = {
downloadFile = function(this, filepath)
return fileExists(filepath)
end,
}
end
function init()
loadSAESModelsLua()
overwriteDownloadExport()
startModels()
end
init() |
local format_identifier, identifier_pattern, escape, special_functions_names, pretty_signature, signature
-- try to define an alias using rem, the text that follows the identifier
-- returns true, new_rem, alias_name in case of success
-- returns true, rem in case of no alias and no error
-- returns nil, err in case of alias and error
local function maybe_alias(rem, fqm, namespace, line, state)
local alias
if rem:match("^%:[^%:%=]") then
local param_content = rem:sub(2)
alias, rem = param_content:match("^("..identifier_pattern..")(.-)$")
if not alias then return nil, ("expected an identifier in alias, but got %q; at %s"):format(param_content, line.source) end
alias = format_identifier(alias)
-- format alias
local aliasfqm = ("%s%s"):format(namespace, alias)
-- define alias
if state.aliases[aliasfqm] ~= nil and state.aliases[aliasfqm] ~= fqm then
return nil, ("trying to define alias %q for %q, but already exist and refer to %q; at %s"):format(aliasfqm, fqm, state.aliases[aliasfqm], line.source)
end
state.aliases[aliasfqm] = fqm
end
return true, rem, alias
end
-- * ast: if success
-- * nil, error: in case of error
local function parse_line(line, state, namespace)
local l = line.content
local r = {
source = line.source
}
-- else-condition, condition & while
if l:match("^~[~%?]?") then
if l:match("^~~") then
r.type = "else-condition"
elseif l:match("^~%?") then
r.type = "while"
else
r.type = "condition"
end
r.child = true
local expr = l:match("^~[~%?]?(.*)$")
if expr:match("[^%s]") then
r.expression = expr
else
r.expression = "1"
end
-- choice
elseif l:match("^>") then
r.type = "choice"
r.child = true
r.text = l:match("^>%s*(.-)$")
-- function & checkpoint
elseif l:match("^%$") or l:match("^§") then -- § is a 2-bytes caracter, DO NOT USE LUA PATTERN OPERATORS as they operate on single bytes
r.type = l:match("^%$") and "function" or "checkpoint"
r.child = true
-- store parent function and run checkpoint when line is read
if r.type == "checkpoint" then
r.parent_function = true
end
-- don't keep function node in block AST
if r.type == "function" then
r.remove_from_block_ast = true
-- lua function
if state.global_state.link_next_function_definition_to_lua_function then
r.lua_function = state.global_state.link_next_function_definition_to_lua_function
state.global_state.link_next_function_definition_to_lua_function = nil
end
end
-- get identifier
local lc = l:match("^%$(.-)$") or l:match("^§(.-)$")
local identifier, rem = lc:match("^("..identifier_pattern..")(.-)$")
if not identifier then
for _, name in ipairs(special_functions_names) do
identifier, rem = lc:match("^(%s*"..escape(name).."%s*)(.-)$")
if identifier then break end
end
end
if not identifier then
return nil, ("no valid identifier in checkpoint/function definition line %q; at %s"):format(lc, line.source)
end
-- format identifier
local fqm = ("%s%s"):format(namespace, format_identifier(identifier))
local func_namespace = fqm .. "."
-- get alias
local ok_alias
ok_alias, rem = maybe_alias(rem, fqm, namespace, line, state)
if not ok_alias then return ok_alias, rem end
-- anything else are argument, isolate function it its own namespace
-- (to not mix its args and variables with the main variant)
if rem:match("[^%s]") then
func_namespace = ("%s(%s)."):format(fqm, tostring(r))
r.private_namespace = true
end
-- define function
if state.variables[fqm] then return nil, ("trying to define %s %s, but a variable with the same name exists; at %s"):format(r.type, fqm, line.source) end
r.namespace = func_namespace
r.name = fqm
-- get params
r.params = {}
if r.type == "function" and rem:match("^%b()") then
r.scoped = true
local content
content, rem = rem:match("^(%b())%s*(.*)$")
content = content:gsub("^%(", ""):gsub("%)$", "")
for param in content:gmatch("[^%,]+") do
-- get identifier
local param_identifier, param_rem = param:match("^("..identifier_pattern..")(.-)$")
if not param_identifier then return nil, ("no valid identifier in function parameter %q; at %s"):format(param, line.source) end
param_identifier = format_identifier(param_identifier)
-- format identifier
local param_fqm = ("%s%s"):format(func_namespace, param_identifier)
-- get alias
local ok_param_alias, param_alias
ok_param_alias, param_rem, param_alias = maybe_alias(param_rem, param_fqm, func_namespace, line, state)
if not ok_param_alias then return ok_param_alias, param_rem end
-- get potential type annotation and default value
local type_annotation, default
if param_rem:match("^::") then
type_annotation = param_rem:match("^::(.*)$")
elseif param_rem:match("^=") then
default = param_rem:match("^=(.*)$")
elseif param_rem:match("[^%s]") then
return nil, ("unexpected characters after parameter %q: %q; at %s"):format(param_fqm, param_rem, line.source)
end
-- add parameter
table.insert(r.params, { name = param_identifier, alias = param_alias, full_name = param_fqm, type_annotation = type_annotation, default = default, vararg = nil })
end
end
-- get assignment param
if r.type == "function" and rem:match("^%:%=") then
local param = rem:match("^%:%=(.*)$")
-- get identifier
local param_identifier, param_rem = param:match("^("..identifier_pattern..")(.-)$")
if not param_identifier then return nil, ("no valid identifier in function parameter %q; at %s"):format(param, line.source) end
param_identifier = format_identifier(param_identifier)
-- format identifier
local param_fqm = ("%s%s"):format(func_namespace, param_identifier)
-- get alias
local ok_param_alias, param_alias
ok_param_alias, param_rem, param_alias = maybe_alias(param_rem, param_fqm, func_namespace, line, state)
if not ok_param_alias then return ok_param_alias, param_rem end
-- get potential type annotation
local type_annotation
if param_rem:match("^::") then
type_annotation = param_rem:match("^::(.*)$")
elseif param_rem:match("[^%s]") then
return nil, ("unexpected characters after parameter %q: %q; at %s"):format(param_fqm, param_rem, line.source)
end
-- add parameter
r.assignment = { name = param_identifier, alias = param_alias, full_name = param_fqm, type_annotation = type_annotation, default = nil, vararg = nil }
elseif rem:match("[^%s]") then
return nil, ("expected end-of-line at end of checkpoint/function definition line, but got %q; at %s"):format(rem, line.source)
end
-- calculate arity
local minarity, maxarity = #r.params, #r.params
for _, param in ipairs(r.params) do -- params with default values
if param.default then
minarity = minarity - 1
end
end
-- varargs
if maxarity > 0 and r.params[maxarity].full_name:match("%.%.%.$") then
r.params[maxarity].name = r.params[maxarity].name:match("^(.*)%.%.%.$")
r.params[maxarity].full_name = r.params[maxarity].full_name:match("^(.*)%.%.%.$")
r.params[maxarity].vararg = true
minarity = minarity - 1
maxarity = math.huge
end
r.arity = { minarity, maxarity }
r.signature = signature(r)
r.pretty_signature = pretty_signature(r)
-- check for signature conflict with functions with the same fqm
if state.functions[fqm] then
for _, variant in ipairs(state.functions[fqm]) do
if r.signature == variant.signature then
return nil, ("trying to define %s %s, but another function with same signature %s exists; at %s"):format(r.type, r.pretty_signature, variant.pretty_signature, line.source)
end
end
end
-- define variables
if not line.children then line.children = {} end
-- define 👁️ variable
local seen_alias = state.global_state.builtin_aliases["👁️"]
if seen_alias then
table.insert(line.children, 1, { content = (":👁️:%s=0"):format(seen_alias), source = line.source })
else
table.insert(line.children, 1, { content = ":👁️=0", source = line.source })
end
if r.type == "function" then
-- define 🔖 variable
local checkpoint_alias = state.global_state.builtin_aliases["🔖"]
if checkpoint_alias then
table.insert(line.children, 1, { content = (":🔖:%s=\"\""):format(checkpoint_alias), source = line.source })
else
table.insert(line.children, 1, { content = ":🔖=\"\"", source = line.source })
end
elseif r.type == "checkpoint" then
-- define 🏁 variable
local reached_alias = state.global_state.builtin_aliases["🏁"]
if reached_alias then
table.insert(line.children, 1, { content = (":🏁:%s=0"):format(reached_alias), source = line.source })
else
table.insert(line.children, 1, { content = ":🏁=0", source = line.source })
end
end
-- define args
for _, param in ipairs(r.params) do
if not state.variables[param.full_name] then
state.variables[param.full_name] = {
type = "undefined argument",
value = nil
}
else
return nil, ("trying to define parameter %q, but a variable with the same name exists; at %s"):format(param.full_name, line.source)
end
end
if r.assignment then
if not state.variables[r.assignment.full_name] then
state.variables[r.assignment.full_name] = {
type = "undefined argument",
value = nil
}
else
return nil, ("trying to define parameter %q, but a variable with the same name exists; at %s"):format(r.assignment.full_name, line.source)
end
end
-- define new function, no other variant yet
if not state.functions[fqm] then
state.functions[fqm] = { r }
-- overloading
else
table.insert(state.functions[fqm], r)
end
-- definition
elseif l:match("^:") then
r.type = "definition"
r.remove_from_block_ast = true
-- get identifier
local identifier, rem = l:match("^:("..identifier_pattern..")(.-)$")
if not identifier then return nil, ("no valid identifier at start of definition line %q; at %s"):format(l, line.source) end
-- format identifier
local fqm = ("%s%s"):format(namespace, format_identifier(identifier))
-- get alias
local ok_alias
ok_alias, rem = maybe_alias(rem, fqm, namespace, line, state)
if not ok_alias then return ok_alias, rem end
-- get expression
local exp = rem:match("^=(.*)$")
if not exp then return nil, ("expected \"= expression\" after %q in definition line; at %s"):format(rem, line.source) end
-- define identifier
if state.functions[fqm] then return nil, ("trying to define variable %q, but a function with the same name exists; at %s"):format(fqm, line.source) end
if state.variables[fqm] then return nil, ("trying to define variable %q but it is already defined; at %s"):format(fqm, line.source) end
r.fqm = fqm
r.expression = exp
state.variables[fqm] = { type = "pending definition", value = { expression = nil, source = r.source } }
-- tag
elseif l:match("^%#") then
r.type = "tag"
r.child = true
local expr = l:match("^%#(.*)$")
if expr:match("[^%s]") then
r.expression = expr
else
r.expression = "()"
end
-- return
elseif l:match("^%@") then
r.type = "return"
r.parent_function = true
local expr = l:match("^%@(.*)$")
if expr:match("[^%s]") then
r.expression = expr
else
r.expression = "()"
end
-- text
elseif l:match("[^%s]") then
r.type = "text"
r.text = l
-- flush events
else
r.type = "flush_events"
end
if not r.type then return nil, ("unknown line %s type"):format(line.source) end
return r
end
-- * block: in case of success
-- * nil, err: in case of error
local function parse_block(indented, state, namespace, parent_function)
local block = { type = "block" }
for _, l in ipairs(indented) do
-- parsable line
local ast, err = parse_line(l, state, namespace)
if err then return nil, err end
-- store parent function
if ast.parent_function then ast.parent_function = parent_function end
-- add to block AST
if not ast.remove_from_block_ast then
ast.parent_block = block
-- add ast node
ast.parent_position = #block+1
table.insert(block, ast)
end
-- add child
if ast.child then ast.child = { type = "block", parent_line = ast } end
-- queue in expression evalution
table.insert(state.queued_lines, { namespace = ast.namespace or namespace, line = ast })
-- indented block
if l.children then
if not ast.child then
return nil, ("line %s (%s) can't have children"):format(ast.source, ast.type)
else
local r, e = parse_block(l.children, state, ast.namespace or namespace, ast.type == "function" and ast or parent_function)
if not r then return r, e end
r.parent_line = ast
ast.child = r
end
end
end
return block
end
-- returns new_indented
local function transform_indented(indented)
local i = 1
while i <= #indented do
local l = indented[i]
-- comment
if l.content:match("^%(") then
table.remove(indented, i)
else
-- function decorator
if l.content:match("^.-[^\\]%$"..identifier_pattern.."$") then
local name
l.content, name = l.content:match("^(.-[^\\])%$("..identifier_pattern..")$")
indented[i] = { content = "~"..name, source = l.source }
table.insert(indented, i+1, { content = "$"..name, source = l.source, children = { l } })
i = i + 1 -- $ line should not contain any decorator anymore
else
i = i + 1 -- only increment when no decorator, as there may be several decorators per line
end
-- indented block
if l.children then
transform_indented(l.children)
end
end
end
return indented
end
--- returns the nested list of lines {content="", line=1, children={lines...} or nil}, parsing indentation
-- multiple empty lines are merged
-- * list, last line, insert_empty_line: in case of success
-- * nil, err: in case of error
local function parse_indent(lines, source, i, indentLevel, insert_empty_line)
i = i or 1
indentLevel = indentLevel or 0
local indented = {}
while i <= #lines do
if lines[i]:match("[^%s]") then
local indent, line = lines[i]:match("^(%s*)(.*)$")
if #indent == indentLevel then
if insert_empty_line then
table.insert(indented, { content = "", source = ("%s:%s"):format(source, insert_empty_line) })
insert_empty_line = false
end
table.insert(indented, { content = line, source = ("%s:%s"):format(source, i) })
elseif #indent > indentLevel then
if #indented == 0 then
return nil, ("unexpected indentation; at %s:%s"):format(source, i)
else
local t
t, i, insert_empty_line = parse_indent(lines, source, i, #indent, insert_empty_line)
if not t then return nil, i end
indented[#indented].children = t
end
else
return indented, i-1, insert_empty_line
end
elseif not insert_empty_line then
insert_empty_line = i
end
i = i + 1
end
return indented, i-1, insert_empty_line
end
--- return the list of raw lines of s
local function parse_lines(s)
local lines = {}
for l in (s.."\n"):gmatch("(.-)\n") do
table.insert(lines, l)
end
return lines
end
--- preparse shit: create AST structure, define variables and functions, but don't parse expression or perform any type checking
-- (wait for other files to be parsed before doing this with postparse)
-- * block: in case of success
-- * nil, err: in case of error
local function parse(state, s, name, source)
-- parse lines
local lines = parse_lines(s)
local indented, e = parse_indent(lines, source or name)
if not indented then return nil, e end
-- wrap in named function if neccessary
if name ~= "" then
if not name:match("^"..identifier_pattern.."$") then
return nil, ("invalid function name %q"):format(name)
end
indented = {
{ content = "$ "..name, source = ("%s:%s"):format(source or name, 0), children = indented },
}
end
-- transform ast
indented = transform_indented(indented)
-- build state proxy
local state_proxy = {
aliases = setmetatable({}, { __index = state.aliases }),
variables = setmetatable({}, { __index = state.aliases }),
functions = setmetatable({}, {
__index = function(self, key)
if state.functions[key] then
local t = {} -- need to copy to allow ipairs over variants
for k, v in ipairs(state.functions[key]) do
t[k] = v
end
self[key] = t
return t
end
return nil
end
}),
queued_lines = {},
global_state = state
}
-- parse
local root, err = parse_block(indented, state_proxy, "")
if not root then return nil, err end
-- merge back state proxy into global state
for k,v in pairs(state_proxy.aliases) do
state.aliases[k] = v
end
for k,v in pairs(state_proxy.variables) do
state.variables[k] = v
end
for k,v in pairs(state_proxy.functions) do
if not state.functions[k] then
state.functions[k] = v
else
for i,w in ipairs(v) do
state.functions[k][i] = w
end
end
end
for _,l in ipairs(state_proxy.queued_lines) do
table.insert(state.queued_lines, l)
end
-- return block
return root
end
package.loaded[...] = parse
local common = require((...):gsub("preparser$", "common"))
format_identifier, identifier_pattern, escape, special_functions_names, pretty_signature, signature = common.format_identifier, common.identifier_pattern, common.escape, common.special_functions_names, common.pretty_signature, common.signature
return parse
|
local F, C = unpack(select(2, ...))
local ACTIONBAR = F:GetModule('Actionbar')
ACTIONBAR.fader = {
fadeInAlpha = 1,
fadeInDuration = 0.3,
fadeInSmooth = 'OUT',
fadeOutAlpha = 0,
fadeOutDuration = 0.9,
fadeOutSmooth = 'OUT',
fadeOutDelay = 0,
}
ACTIONBAR.faderOnShow = {
fadeInAlpha = 1,
fadeInDuration = 0.3,
fadeInSmooth = 'OUT',
fadeOutAlpha = 0,
fadeOutDuration = 0.9,
fadeOutSmooth = 'OUT',
fadeOutDelay = 0,
trigger = 'OnShow',
}
local function FaderOnFinished(self)
self.__owner:SetAlpha(self.finAlpha)
end
local function FaderOnUpdate(self)
self.__owner:SetAlpha(self.__animFrame:GetAlpha())
end
local function CreateFaderAnimation(frame)
if frame.fader then return end
local animFrame = CreateFrame('Frame', nil, frame)
animFrame.__owner = frame
frame.fader = animFrame:CreateAnimationGroup()
frame.fader.__owner = frame
frame.fader.__animFrame = animFrame
frame.fader.direction = nil
frame.fader.setToFinalAlpha = false --test if this will NOT apply the alpha to all regions
frame.fader.anim = frame.fader:CreateAnimation('Alpha')
frame.fader:HookScript('OnFinished', FaderOnFinished)
frame.fader:HookScript('OnUpdate', FaderOnUpdate)
end
local function StartFadeIn(frame)
if frame.fader.direction == 'in' then return end
frame.fader:Pause()
frame.fader.anim:SetFromAlpha(frame.faderConfig.fadeOutAlpha or 0)
frame.fader.anim:SetToAlpha(frame.faderConfig.fadeInAlpha or 1)
frame.fader.anim:SetDuration(frame.faderConfig.fadeInDuration or 0.3)
frame.fader.anim:SetSmoothing(frame.faderConfig.fadeInSmooth or 'OUT')
--start right away
frame.fader.anim:SetStartDelay(frame.faderConfig.fadeInDelay or 0)
frame.fader.finAlpha = frame.faderConfig.fadeInAlpha
frame.fader.direction = 'in'
frame.fader:Play()
end
local function StartFadeOut(frame)
if frame.fader.direction == 'out' then return end
frame.fader:Pause()
frame.fader.anim:SetFromAlpha(frame.faderConfig.fadeInAlpha or 1)
frame.fader.anim:SetToAlpha(frame.faderConfig.fadeOutAlpha or 0)
frame.fader.anim:SetDuration(frame.faderConfig.fadeOutDuration or 0.3)
frame.fader.anim:SetSmoothing(frame.faderConfig.fadeOutSmooth or 'OUT')
--wait for some time before starting the fadeout
frame.fader.anim:SetStartDelay(frame.faderConfig.fadeOutDelay or 0)
frame.fader.finAlpha = frame.faderConfig.fadeOutAlpha
frame.fader.direction = 'out'
frame.fader:Play()
end
local function IsMouseOverFrame(frame)
if MouseIsOver(frame) then return true end
return false
end
local function FrameHandler(frame)
if IsMouseOverFrame(frame) then
StartFadeIn(frame)
else
StartFadeOut(frame)
end
end
local function OffFrameHandler(self)
if not self.__faderParent then return end
FrameHandler(self.__faderParent)
end
local function OnShow(self)
if self.fader then
StartFadeIn(self)
end
end
local function OnHide(self)
if self.fader then
StartFadeOut(self)
end
end
local function CreateFrameFader(frame, faderConfig)
if frame.faderConfig then return end
frame.faderConfig = faderConfig
CreateFaderAnimation(frame)
if faderConfig.trigger and faderConfig.trigger == 'OnShow' then
frame:HookScript('OnShow', OnShow)
frame:HookScript('OnHide', OnHide)
else
frame:EnableMouse(true)
frame:HookScript('OnEnter', FrameHandler)
frame:HookScript('OnLeave', FrameHandler)
FrameHandler(frame)
end
end
function ACTIONBAR:CreateButtonFrameFader(buttonList, faderConfig)
CreateFrameFader(self, faderConfig)
if faderConfig.trigger and faderConfig.trigger == 'OnShow' then
return
end
for _, button in next, buttonList do
if not button.__faderParent then
button.__faderParent = self
button:HookScript('OnEnter', OffFrameHandler)
button:HookScript('OnLeave', OffFrameHandler)
end
end
end
-- fix blizzard cooldown flash
local function FixCooldownFlash(self)
if not self then return end
if self:GetEffectiveAlpha() > 0 then
self:Show()
else
self:Hide()
end
end
hooksecurefunc(getmetatable(ActionButton1Cooldown).__index, 'SetCooldown', FixCooldownFlash) |
local localization = {
mod_description = {
en = "Open window with F2 to paste and execute Lua code in."
},
}
return localization
|
local housing_libs = {}
local MESSAGE_ENTITY_SET_TO_INACTIVE = { "description.entity_set_to_inactive" }
local entity_cost = {}
---- base --------------------------------------------------------------------
entity_cost["inserter"] = 0.1
entity_cost["fast-inserter"] = 0.1
entity_cost["filter-inserter"] = 0.1
entity_cost["long-handed-inserter"] = 0.1
entity_cost["burner-inserter"] = 0.1
entity_cost["stack-inserter"] = 0.1
entity_cost["stack-filter-inserter"] = 0.1
-- furnace
entity_cost["stone-furnace"] = 1
entity_cost["electric-furnace"] = 2
entity_cost["steel-furnace"] = 3
-- transport-belt
entity_cost["transport-belt"] = 0.1
entity_cost["fast-transport-belt"] = 0.1
entity_cost["express-transport-belt"] = 0.1
entity_cost["boiler"] = 0.25
entity_cost["steam-engine"] = 0.025
entity_cost["steam-turbine"] = 1
entity_cost["heat-exchanger"] = 0.1
entity_cost["reactor"] = 10
entity_cost["burner-generator"] = 0.5
entity_cost["offshore-pump"] = 0.5
entity_cost["radar"] = 1
entity_cost["assembling-machine-1"] = 1
entity_cost["assembling-machine-2"] = 2
entity_cost["assembling-machine-3"] = 3
entity_cost["oil-refinery"] = 5
entity_cost["chemical-plant"] = 5
entity_cost["centrifuge"] = 8
entity_cost["lab"] = 1
entity_cost["splitter"] = 0.1
entity_cost["fast-splitter"] = 0.1
entity_cost["express-splitter"] = 0.1
entity_cost["underground-belt"] = 0.1
entity_cost["fast-underground-belt"] = 0.1
entity_cost["express-underground-belt"] = 0.1
-- entity_cost["solar-panel"] = 0.5
entity_cost["loader"] = 0.1
entity_cost["loader-1x1"] = 0.1
entity_cost["fast-loader"] = 0.1
entity_cost["express-loader"] = 0.1
entity_cost["car"] = 1
entity_cost["tank"] = 2
entity_cost["spidertron"] = 4
entity_cost["locomotive"] = 1
entity_cost["cargo-wagon"] = 0.25
entity_cost["fluid-wagon"] = 0.25
entity_cost["artillery-wagon"] = 0.5
entity_cost["rocket-silo"] = 10
entity_cost["roboport"] = 2
entity_cost["pump"] = 0.1
entity_cost["market"] = 0.1
entity_cost["beacon"] = 1
--- COLONISTS ----------------------------------------------
entity_cost["colonists-inserter"] = 0.1
entity_cost["colonists-assembling-machine"] = 0.5
entity_cost["colonists-mining-drill"] = 0.5
entity_cost["colonists-lab"] = 0.5
entity_cost["colonists-reverse-factory"] = 0.5
entity_cost["colonists-splitter"] = 0.1
entity_cost["colonists-workshop-beacon-1"] = 1
entity_cost["colonists-workshop-beacon-2"] = 2
entity_cost["colonists-workshop-beacon-3"] = 3
-- entity_cost["colonists-heat-generator"] = 0.2
-- entity_cost["colonists-electric-heat-generator"] = 0.2
entity_cost["colonists-generator"] = 0.2
entity_cost["colonists-workshop-beacon-3"] = 3
--- REVERSE FACTORY ----------------------------------------------
entity_cost["reverse-factory-1"] = 1
entity_cost["reverse-factory-2"] = 2
entity_cost["reverse-factory-3"] = 3
entity_cost["reverse-factory-4"] = 4
-- FOOD INDUSTRY ---------------------------------------------------
entity_cost["fi-basic-farmland"] = 1
entity_cost["fi-greenhouse"] = 1
entity_cost["fi-big-greenhouse"] = 2
entity_cost["fi-incubator"] = 1
entity_cost["fi-composter"] = 0.5
entity_cost["fi-electric-composter"] = 1
entity_cost["burner-cooker"] = 0.5
entity_cost["electric-cooker"] = 0.5
entity_cost["cattle-grabber"] = 0.1
entity_cost["cattle-spawner"] = 1
entity_cost["cattle-butcher"] = 1
entity_cost["fish-farm"] = 1
entity_cost["burner-fishing-inserter"] = 0.1
entity_cost["fishing-inserter"] = 0.1
entity_cost["sturgeon-farm"] = 1
entity_cost["burner-food-picker"] = 0.1
entity_cost["food-picker"] = 0.1
entity_cost["fi-hydroponics-building"] = 1
entity_cost["fi-tree-greenhouse"] = 1
local required_interfaces = {
metatable = "table",
new = "function",
on_removed = "function",
update = "function"
}
local add_housing_lib = function(entity_name, lib, parameters)
for name, value_type in pairs(required_interfaces) do
if not lib[name] or type(lib[name]) ~= value_type then
error(
"Trying to add lib without all required interfaces: " ..
serpent.block(
{
entity_name = entity_name,
missing_value_key = name,
value_type = type(lib[name]),
expected_type = value_type
}
)
)
end
end
housing_libs[entity_name] = {lib = lib, parameters = parameters }
end
add_housing_lib("colonists-housing-1", require("prototypes/housing/house_script"), { colonists = 4 })
add_housing_lib("colonists-housing-2", require("prototypes/housing/house_script"), { colonists = 8 })
add_housing_lib("colonists-housing-3", require("prototypes/housing/house_script"), { colonists = 16 })
local script_data = {
housings = {},
update_buckets = {},
reset_to_be_taken_again = true,
refresh_techs = true,
update_rate = 60,
forces = {}
}
local function get_force_data_by_force(force)
local force_data = script_data.forces[force.index]
if not force_data then
force_data = {
force = force,
housings = {},
}
script_data.forces[force.index] = force_data
end
return force_data
end
local function get_force_data(entity)
return get_force_data_by_force(entity.force)
end
local function count_active_houses(force_data)
local active_houses = 0
local ok_colonists = 0
local nok_colonists = 0
for i, h in pairs(force_data.housings) do
active_houses = active_houses + 1
local ok, colonists = h:check_status()
if ok then
ok_colonists = ok_colonists + colonists
else
nok_colonists = nok_colonists + colonists
end
end
return active_houses, ok_colonists, nok_colonists
end
local function update_working_colonists()
for fi, force_data in pairs(script_data.forces) do
local active_houses, ok_colonists, nok_colonists = count_active_houses(force_data)
local surfaces = game.surfaces
local total_cost = 0
for si, surface in pairs(surfaces) do
local entities = surface.find_entities_filtered{ force = force_data.force }
for _, entity in pairs(entities) do
local amount = entity_cost[entity.name]
if amount then
total_cost = total_cost + amount
entity.active = total_cost < ok_colonists
local player = entity.last_user
if player then
if entity.active then
player.remove_alert({ entity = entity, icon = { type = "item", name = "colonists-hungry" } })
else
player.add_custom_alert(entity, { type = "item", name = "colonists-hungry" }, {"description.entity_set_to_inactive", entity.localised_name }, true)
end
end
end
end
end
end
end
local get_housing_by_index = function(index)
return script_data.housings[index]
end
local get_housing = function(entity)
return get_housing_by_index(tostring(entity.unit_number))
end
local get_corpse_position = function(entity, corpse_offsets)
local position = entity.position
local direction = entity.direction
local offset = corpse_offsets[direction]
return {position.x + offset[1], position.y + offset[2]}
end
local big = math.huge
local insert = table.insert
local add_to_update_bucket = function(index)
local best_bucket
local best_count = big
local buckets = script_data.update_buckets
for k = 1, script_data.update_rate do
local bucket_index = k % script_data.update_rate
local bucket = buckets[bucket_index]
if not bucket then
bucket = {}
buckets[bucket_index] = bucket
best_bucket = bucket
best_count = 0
break
end
local size = #bucket
if size < best_count then
best_bucket = bucket
best_count = size
end
end
best_bucket[best_count + 1] = index
end
local on_created_entity = function(event)
local entity = event.entity or event.created_entity
if not (entity and entity.valid) then
return
end
local name = entity.name
local housing_lib = housing_libs[name]
if not housing_lib then
return
end
local housing = housing_lib.lib.new(entity, housing_lib.parameters)
script.register_on_entity_destroyed(entity)
housing.surface_index = entity.surface.index
script_data.housings[housing.index] = housing
local force_data = get_force_data(entity)
force_data.housings[housing.index] = housing
add_to_update_bucket(housing.index)
end
local remove_housing = function(housing, event)
-- local surface = housing.surface_index
local index = housing.index
-- local x, y = housing.node_position[1], housing.node_position[2]
-- remove_housing_from_node(surface, x, y, index)
script_data.housings[index] = nil
local force_data = get_force_data(housing.entity)
force_data.housings[housing.index] = nil
housing:on_removed(event)
end
local on_entity_removed = function(event)
local entity = event.entity
if not (entity and entity.valid) then
return
end
local housing = get_housing(entity)
if housing then
remove_housing(housing, event)
end
end
local on_entity_destroyed = function(event)
local unit_number = event.unit_number
if not unit_number then
return
end
local housing = get_housing_by_index(tostring(unit_number))
if housing then
remove_housing(housing, event)
end
end
local get_lib = function(housing)
local name = housing.entity.name
return housing_libs[name]
end
local load_housing = function(housing)
local lib = get_lib(housing).lib
if lib and lib.metatable then
setmetatable(housing, lib.metatable)
end
end
local update_housings = function(tick)
local bucket_index = tick % script_data.update_rate
local update_list = script_data.update_buckets[bucket_index]
if not update_list then
return
end
local housings = script_data.housings
local k = 1
while true do
local housing_index = update_list[k]
if not housing_index then
return
end
local housing = housings[housing_index]
if not (housing and housing.entity.valid) then
housings[housing_index] = nil
local last = #update_list
if k == last then
update_list[k] = nil
else
update_list[k], update_list[last] = update_list[last], nil
end
else
housing:update()
k = k + 1
end
end
end
local on_tick = function(event)
if event.tick % script_data.update_rate == 0 then
update_working_colonists(event.tick)
end
update_housings(event.tick)
end
local setup_lib_values = function()
for k, lib in pairs(housing_libs) do
lib.get_housing = get_housing_by_index
end
end
local insert = table.insert
local refresh_update_buckets = function()
local count = 1
local interval = script_data.update_rate
local buckets = {}
for index, housing in pairs(script_data.housings) do
local bucket_index = count % interval
buckets[bucket_index] = buckets[bucket_index] or {}
insert(buckets[bucket_index], index)
count = count + 1
end
script_data.update_buckets = buckets
end
local refresh_update_rate = function()
local update_rate = settings.global["colonists-update-interval"].value
if script_data.update_rate == update_rate then
return
end
script_data.update_rate = update_rate
refresh_update_buckets()
--game.print(script_data.update_rate)
end
local on_runtime_mod_setting_changed = function(event)
refresh_update_rate()
end
local OnPlayerCreated = function(event)
local player = game.players[event.player_index]
get_force_data_by_force(player.force)
end
local lib = {}
lib.events = {
[defines.events.on_built_entity] = on_created_entity,
[defines.events.on_robot_built_entity] = on_created_entity,
[defines.events.script_raised_built] = on_created_entity,
[defines.events.script_raised_revive] = on_created_entity,
[defines.events.on_entity_died] = on_entity_removed,
[defines.events.on_robot_mined_entity] = on_entity_removed,
[defines.events.script_raised_destroy] = on_entity_removed,
[defines.events.on_player_mined_entity] = on_entity_removed,
[defines.events.on_entity_destroyed] = on_entity_destroyed,
[defines.events.on_tick] = on_tick,
[defines.events.on_runtime_mod_setting_changed] = on_runtime_mod_setting_changed,
[defines.events.on_player_created] = OnPlayerCreated,
}
lib.on_init = function()
global.transport_housings = global.transport_housings or script_data
setup_lib_values()
refresh_update_rate()
end
lib.on_load = function()
script_data = global.transport_housings or script_data
setup_lib_values()
for k, housing in pairs(script_data.housings) do
load_housing(housing)
end
end
lib.on_configuration_changed = function()
global.transport_housings = global.transport_housings or script_data
for k, housing in pairs(script_data.housings) do
if not housing.entity.valid then
script_data.housings[k] = nil
else
script.register_on_entity_destroyed(housing.entity)
housing.surface_index = housing.entity.surface.index
if housing.on_config_changed then
housing:on_config_changed()
end
end
end
if not script_data.refresh_techs then
script_data.refresh_techs = true
for k, force in pairs(game.forces) do
force.reset_technology_effects()
end
end
refresh_update_rate()
end
lib.get_housing = function(entity)
return script_data.housings[tostring(entity.unit_number)]
end
lib.get_housing_by_index = get_housing_by_index
return lib
|
-- ============
-- STRING UTILS
-- ============
-- Created by datwaft <github.com/datwaft>
local M = require("bubbly.core.module").new("utils.string")
-- Returns a titlecase version of the string
-- e.g. hello world -> Hello World
---@param str string
---@return string
function M.titlecase(str)
if not str then
return nil
end
if type(str) ~= "string" then
return nil
end
local result = string.gsub(str, "(%a)([%w_']*)", function(first, rest)
return first:upper() .. rest:lower()
end)
return result
end
-- Returns a list of strings as a result of splitting the original string by the delimiter
---@param str string
---@param delimiter string
---@return string[]
function M.split(str, delimiter)
if delimiter == nil then
delimiter = "%s"
end
local result = {}
for value in string.gmatch(str, "([^" .. delimiter .. "]+)") do
result[#result + 1] = value
end
return result
end
return M
|
return {
Name = "blink";
Aliases = {"b"};
Description = "Teleports you to where your mouse is hovering.";
Group = "DefaultDebug";
Args = {};
Run = function(context)
-- We implement this here because player position is owned by the client.
-- No reason to bother the server for this!
local mouse = context.Executor:GetMouse()
local character = context.Executor.Character
if not character then
return "You don't have a character."
end
character:MoveTo(mouse.Hit.p)
return "Blinked!"
end
} |
if (SERVER) then
AddCSLuaFile()
end
sound.Add({
name="weapon_kswep.single",
volume=1.0,
pitch={155,165},
sound="^weapons/sg550/sg550-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_law.single",
volume=1.0,
pitch={55,60},
sound="^weapons/357_fire2.wav",
level=165,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_m4.single",
volume=1.0,
pitch={155,165},
sound="^weapons/m4a1/m4a1_unsil-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_akm.single",
volume=1.0,
pitch={175,185},
sound="^weapons/ak47/ak47-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_ak74.single",
volume=1.0,
pitch={200,205},
sound="^weapons/ak47/ak47-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_glock19.single",
volume=1.0,
pitch={185,195},
sound="^weapons/glock/glock18-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_fiveseven.single",
volume=1.0,
pitch={125,135},
sound="^weapons/fiveseven/fiveseven-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_nagant.single",
volume=1.0,
pitch={145,155},
sound="^weapons/pistol/pistol_fire3.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_p228.single",
volume=1.0,
pitch={185,195},
sound="^weapons/elite/elite-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_judge.single",
volume=0.7,
pitch={225,245},
sound="^weapons/deagle/deagle-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_mac11.single",
volume=1,
pitch={225,235},
sound="^weapons/usp/usp_unsil-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_p90.single",
volume=1,
pitch={245,255},
sound="^weapons/p90/p90-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_p238.single",
volume=1.0,
pitch={185,195},
sound="^weapons/g3sg1/g3sg1-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_mp5.single",
volume=1.0,
pitch={185,195},
sound="^weapons/mp5navy/mp5-1.wav",
level=140,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_mp510.single",
volume=1.0,
pitch={175,185},
sound="^weapons/mp5navy/mp5-1.wav",
level=140,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswep_test.single762",
volume=1.0,
pitch={125,135},
sound="^weapons/g3sg1/g3sg1-1.wav",
level=145,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_awm.single",
volume=1.0,
pitch={195,205},
sound="^weapons/awp/awp1.wav",
level=155,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_shotgun.single",
volume=1.0,
pitch={120,120},
sound="^weapons/shotgun/shotgun_fire6.wav",
level=155,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_ghostgun.single",
volume=1.0,
pitch={70,75},
sound="^weapons/awp/awp1.wav",
level=160,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_j22.single",
volume=1,
pitch={245,255},
sound="^weapons/sg552/sg552-1.wav",
level=135,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswep.singlesilenced",
volume=1,
pitch={245,255},
sound="^weapons/sg550/sg550-1.wav",
level=120,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_scout.single",
volume=1.0,
pitch={75,80},
sound="^weapons/scout/scout_fire-1.wav",
level=155,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_scout_556.single",
volume=1.0,
pitch={95,105},
sound="^weapons/scout/scout_fire-1.wav",
level=155,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_scar17.single",
volume=1.0,
pitch={125,135},
sound="^weapons/g3sg1/g3sg1-1.wav",
level=160,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_usp45.single",
volume=1.0,
pitch={165,170},
sound="^weapons/usp/usp_unsil-1.wav",
level=140,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_usp45.single_sup",
volume=0.7,
pitch={205,210},
sound="^weapons/usp/usp_unsil-1.wav",
level=110,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_m4.single_sup",
volume=1.0,
pitch={195,205},
sound="^weapons/m4a1/m4a1_unsil-1.wav",
level=110,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kswept_300blk.single_sup",
volume=0.6,
pitch={185,190},
sound="^weapons/m4a1/m4a1_unsil-1.wav",
level=110,
channel=CHAN_WEAPON
})
sound.Add({
name="weapon_kgrent_flashbang.detonate",
volume=1,
pitch={195,205},
sound="^weapons/aug/aug-1.wav",
level=145,
channel=CHAN_WEAPON
})
|
local M = {}
---@param config table The configuration object
---@return Theme Returns a theme object which can be given to
--`require("nord.util").load` to load the theme.
function M.setup(config)
config = config or require("nord.config")
---@class Theme
local theme = {}
theme.config = config
theme.colors = require("nord.colors")
local c = theme.colors
-- local variables to reduce the use of strings
local strikethrough = "strikethrough,"
local inverse = "inverse,"
-- Config specific theme settings
local bold = config.bold and "bold," or ""
local italic = config.bold and "italic," or ""
local underline = config.bold and "underline," or ""
local italic_comments = {}
if config.italic_comments then
italic_comments = {
Comment = { fg = c.nord3_bright, style = italic },
SpecialComment = { fg = c.nord8, style = italic },
}
else
italic_comments = {
Comment = { fg = c.nord3_bright },
SpecialComment = { fg = c.nord8 },
}
end
local cursorline_number_background = {}
if config.cursor_line_number_background then
cursorline_number_background = {
CursorLineNr = { fg = c.nord4, bg = c.nord1 },
}
else
cursorline_number_background = { CursorLineNr = { fg = c.nord4 } }
end
local uniform_status_lines = {}
if config.uniform_status_lines then
uniform_status_lines = {
StatusLine = { fg = c.nord8, bg = c.nord3 },
StatusLineNC = { fg = c.nord4, bg = c.nord3 },
}
else
uniform_status_lines = {
StatusLine = { fg = c.nord8, bg = c.nord3 },
StatusLineNC = { fg = c.nord4, bg = c.nord1 },
}
end
local bold_vertical_split_line = {}
if config.bold_vertical_split_line then
bold_vertical_split_line = { VertSplit = { fg = c.nord2, bg = c.nord1 } }
else
bold_vertical_split_line = { VertSplit = { fg = c.nord2, bg = c.nord0 } }
end
local uniform_diff_background = {}
if config.uniform_diff_background then
uniform_diff_background = {
DiffAdd = { fg = c.add },
DiffChange = { fg = c.change },
DiffDelete = { fg = c.remove },
DiffText = { fg = c.nord9 },
}
else
uniform_diff_background = {
DiffAdd = { fg = c.add, bg = c.nord0, style = inverse },
DiffChange = { fg = c.change, bg = c.nord0, style = inverse },
DiffDelete = { fg = c.remove, bg = c.nord0, style = inverse },
DiffText = { fg = c.nord9, bg = c.nord0, style = inverse },
}
end
theme.base = {
-- Attributes
Bold = { style = bold },
Italic = { style = italic },
Underline = { style = underline },
ColorColumn = { bg = c.nord1 }, -- used for the columns set with 'colorcolumn'
Conceal = { bg = c.none }, -- placeholder characters substituted for concealed text (see 'conceallevel')
Cursor = { fg = c.nord0, bg = c.nord4 }, -- character under the cursor
lCursor = { link = "Cursor" }, -- the character under the cursor when |language-mapping| is used (see 'guicursor')
CursorIM = { link = "Cursor" }, -- like Cursor, but used when in IME mode |CursorIM|
CursorColumn = { bg = c.nord4 }, -- Screen-column at the cursor, when 'cursorcolumn' is set.
CursorLine = { bg = c.nord1 }, -- Screen-line at the cursor, when 'cursorline' is set. Low-priority if foreground (ctermfg OR guifg) is not set.
Directory = { fg = c.nord8 }, -- directory names (and other special names in listings)
DiffAdd = uniform_diff_background.DiffAdd, -- diff mode: Added line |diff.txt|
DiffChange = uniform_diff_background.DiffChange, -- diff mode: Changed line |diff.txt|
DiffDelete = uniform_diff_background.DiffDelete, -- diff mode: Deleted line |diff.txt|
DiffText = uniform_diff_background.DiffText, -- diff mode: Changed text within a changed line |diff.txt|
EndOfBuffer = { fg = c.nord1 }, -- filler lines (~) after the end of the buffer. By default, this is highlighted like |hl-NonText|.
TermCursor = { link = "Cursor" }, -- cursor in a focused terminal
TermCursorNC = { bg = c.nord1 }, -- cursor in an unfocused terminal
ErrorMsg = { fg = c.nord4, bg = c.error }, -- error messages on the command line
VertSplit = bold_vertical_split_line.VertSplit, -- the column separating vertically split windows
Folded = { fg = c.blue, bg = c.none }, -- line used for closed folds
FoldColumn = { fg = c.nord3, bg = c.nord1 }, -- 'foldcolumn'
SignColumn = { fg = c.nord1, bg = c.nord0 }, -- column where |signs| are displayed
IncSearch = { fg = c.nord6, bg = c.nord10, style = underline }, -- 'incsearch' highlighting; also used for the text replaced with ":s///c"
Substitute = { link = "IncSearch" }, -- |:substitute| replacement text highlighting
LineNr = { fg = c.nord3 }, -- Line number for ":number" and ":#" commands, and when 'number' or 'relativenumber' option is set.
CursorLineNr = cursorline_number_background.CursorLineNr, -- Like LineNr when 'cursorline' or 'relativenumber' is set for the cursor line.
MatchParen = { fg = c.nord8, bg = c.nord3 }, -- The character under the cursor or just before it, if it is a paired bracket, and its match. |pi_paren.txt|
ModeMsg = { fg = c.nord4 }, -- 'showmode' message (e.g., "-- INSERT -- ")
MsgArea = { fg = c.nord4 }, -- Area for messages and cmdline
-- MsgSeparator= { }, -- Separator for scrolled messages, `msgsep` flag of 'display'
MoreMsg = { fg = c.nord8 }, -- |more-prompt|
NonText = { fg = c.nord2 }, -- '@' at the end of the window, characters from 'showbreak' and other characters that do not really exist in the text (e.g., ">" displayed when a double-wide character doesn't fit at the end of the line). See also |hl-EndOfBuffer|.
Normal = { fg = c.nord4, bg = c.nord0 }, -- normal text
NormalFloat = { fg = c.nord4, bg = c.nord2 }, -- Normal text in floating windows.
NormalNC = { link = "Normal" }, -- normal text in non-current windows
Pmenu = { fg = c.nord4, bg = c.nord2 }, -- Popup menu: normal item.
PmenuSel = { fg = c.nord8, bg = c.nord3 }, -- Popup menu: selected item.
PmenuSbar = { fg = c.nord4, bg = c.nord2 }, -- Popup menu: scrollbar.
PmenuThumb = { fg = c.nord8, bg = c.nord3 }, -- Popup menu: Thumb of the scrollbar.
Question = { fg = c.nord4 }, -- |hit-enter| prompt and yes/no questions
QuickFixLine = { link = "CursorLine" }, -- Current |quickfix| item in the quickfix window. Combined with |hl-CursorLine| when the cursor is there.
Search = { fg = c.nord1, bg = c.nord8 }, -- Last search pattern highlighting (see 'hlsearch'). Also used for similar items that need to stand out.
SpecialKey = { fg = c.nord3 }, -- Unprintable characters: text displayed differently from what it really is. But not 'listchars' whitespace. |hl-Whitespace|
SpellBad = {
fg = c.none,
style = "undercurl",
sp = c.nord11,
}, -- Word that is not recognized by the spellchecker. |spell| Combined with the highlighting used otherwise.
SpellCap = {
fg = c.none,
style = "undercurl",
sp = c.nord13,
}, -- Word that should start with a capital. |spell| Combined with the highlighting used otherwise.
SpellLocal = {
fg = c.none,
style = "undercurl",
sp = c.nord8,
}, -- Word that is recognized by the spellchecker as one that is used in another region. |spell| Combined with the highlighting used otherwise.
SpellRare = {
fg = c.none,
style = "undercurl",
sp = c.nord7,
}, -- Word that is recognized by the spellchecker as one that is hardly ever used. |spell| Combined with the highlighting used otherwise.
StatusLine = uniform_status_lines.StatusLine, -- status line of current window
StatusLineNC = uniform_status_lines.StatusLineNC, -- status lines of not-current windows Note: if this is equal to "StatusLine" Vim will use "^^^" in the status line of the current window.
TabLine = { fg = c.nord3_bright, bg = c.nord1 }, -- tab pages line, not active tab page label
TabLineFill = { fg = c.nord3, bg = c.nord0 }, -- tab pages line, where there are no labelsh
TabLineSel = { fg = c.nord4, bg = c.nord0, style = bold .. italic }, -- tab pages line, active tab page label
Title = { fg = c.nord4 }, -- titles for output from ":set all", ":autocmd" etc.
Visual = { bg = c.nord2 }, -- Visual mode selection
VisualNOS = { link = "Visual" }, -- Visual mode selection when vim is "Not Owning the Selection".
WarningMsg = { fg = c.nord0, bg = c.nord13 }, -- warning messages
Whitespace = { fg = c.nord2 }, -- "nbsp", "space", "tab" and "trail" in 'listchars'
WildMenu = { fg = c.nord8, bg = c.nord1 }, -- current match in 'wildmenu' completion
-- These groups are not listed as default vim groups,
-- but they are defacto standard group names for syntax highlighting.
-- commented out groups should chain up to their "preferred" group by
-- default,
-- Uncomment and edit if you want more specific syntax highlighting.
Comment = italic_comments.Comment, -- any comment
Constant = { fg = c.nord4 }, -- (preferred) any constant
String = { fg = c.nord14 }, -- a string constant: "this is a string"
Character = { fg = c.nord14 }, -- a character constant: 'c', '\n'
Number = { fg = c.nord15 }, -- a number constant: 234, 0xff
Boolean = { fg = c.nord9 }, -- a boolean constant: TRUE, false
Float = { fg = c.nord15 }, -- a floating point constant: 2.3e10
Identifier = { fg = c.nord4 }, -- (preferred) any variable name
Function = { fg = c.nord8 }, -- function name (also: methods for classes)
Statement = { fg = c.nord9 }, -- (preferred) any statement
Conditional = { fg = c.nord9 }, -- if, then, else, endif, switch, etc.
Repeat = { fg = c.nord9 }, -- for, do, while, etc.
Label = { fg = c.nord9 }, -- case, default, etc.
Operator = { fg = c.nord9 }, -- "sizeof", "+", "*", etc.
Keyword = { fg = c.nord9 }, -- any other keyword
Exception = { fg = c.nord9 }, -- try, catch, throw
PreProc = { fg = c.nord9 }, -- (preferred) generic Preprocessor
Include = { fg = c.nord9 }, -- preprocessor #include
Define = { fg = c.nord9 }, -- preprocessor #define
Macro = { link = "Define" }, -- same as Define
PreCondit = { link = "PreProc" }, -- preprocessor #if, #else, #endif, etc.
Type = { fg = c.nord9 }, -- (preferred) int, long, char, etc.
StorageClass = { fg = c.nord9 }, -- static, register, volatile, etc.
Structure = { fg = c.nord9 }, -- struct, union, enum, etc.
Typedef = { fg = c.nord9 }, -- A typedef
Special = { fg = c.nord4 }, -- (preferred) any special symbol
SpecialChar = { fg = c.nord13 }, -- special character in a constant
Tag = { fg = c.nord4 }, -- you can use CTRL-] on this
Delimiter = { fg = c.nord6 }, -- character that needs attention
SpecialComment = italic_comments.SpecialComment, -- special things inside a comment
Debug = { fg = c.nord15 }, -- debugging statements
Underlined = { style = underline }, -- text that stands out, HTML links
-- Ignore = {}, -- (preferred) left blank, hidden |hl-Ignore|
Error = { fg = c.error }, -- (preferred) any erroneous construct
Todo = { fg = c.warning }, -- (preferred) anything that needs extra attention; mostly the keywords TODO FIXME and XXX
}
theme.additional = {
-- These groups are for the native LSP client. Some other LSP clients may
-- use these groups, or use their own. Consult your LSP client's
-- documentation.
LspReferenceText = { bg = c.nord2 }, -- used for highlighting "text" references
LspReferenceRead = { bg = c.nord2 }, -- used for highlighting "read" references
LspReferenceWrite = { bg = c.nord2 }, -- used for highlighting "write" references
DiagnosticError = { fg = c.error }, -- Used as the base highlight group. Other LspDiagnostic highlights link to this by default (except Underline)
DiagnosticWarn = { fg = c.warning }, -- Used as the base highlight group. Other LspDiagnostic highlights link to this by default (except Underline)
DiagnosticInfo = { fg = c.info }, -- Used as the base highlight group. Other LspDiagnostic highlights link to this by default (except Underline)
DiagnosticHint = { fg = c.hint }, -- Used as the base highlight group. Other LspDiagnostic highlights link to this by default (except Underline)
-- DiagnosticSignError = { }, -- Used for "Error" signs in sign column
-- DiagnosticSignWarn = { }, -- Used for "Warning" signs in sign column
-- DiagnosticSignInfo = { }, -- Used for "Information" signs in sign column
-- DiagnosticSignHint = { }, -- Used for "Hint" signs in sign column
--
-- DiagnosticFloatingError = { }, -- Used to color "Error" diagnostic messages in diagnostics float
-- DiagnosticFloatingWarn = { }, -- Used to color "Warning" diagnostic messages in diagnostics float
-- DiagnosticFloatingInfo = { }, -- Used to color "Information" diagnostic messages in diagnostics float
-- DiagnosticFloatingHint = { }, -- Used to color "Hint" diagnostic messages in diagnostics float
DiagnosticUnderlineError = { style = "undercurl", sp = c.error }, -- Used to underline "Error" diagnostics
DiagnosticUnderlineWarn = { style = "undercurl", sp = c.warning }, -- Used to underline "Warning" diagnostics
DiagnosticUnderlineInfo = { style = "undercurl", sp = c.info }, -- Used to underline "Information" diagnostics
DiagnosticUnderlineHint = { style = "undercurl", sp = c.hint }, -- Used to underline "Hint" diagnostics
-- DiagnosticVirtualTextError = {}, -- Used for "Error" diagnostic virtual text
-- DiagnosticVirtualTextWarn = {}, -- Used for "Warning" diagnostic virtual text
-- DiagnosticVirtualTextInfo = {}, -- Used for "Information" diagnostic virtual text
-- DiagnosticVirtualTextHint = {}, -- Used for "Hint" diagnostic virtual text
LspSignatureActiveParameter = { fg = c.nord12 },
LspCodeLens = { link = "Comment" },
}
theme.languages = {
asciidocAttributeEntry = { fg = c.nord10 },
asciidocAttributeList = { fg = c.nord10 },
asciidocAttributeRef = { fg = c.nord10 },
asciidocHLabel = { fg = c.nord9 },
asciidocListingBlock = { fg = c.nord7 },
asciidocMacroAttributes = { fg = c.nord8 },
asciidocOneLineTitle = { fg = c.nord8 },
asciidocPassthroughBlock = { fg = c.nord9 },
asciidocQuotedMonospaced = { fg = c.nord7 },
asciidocTriplePlusPassthrough = { fg = c.nord7 },
asciidocAdmonition = { link = "Keyword" },
asciidocAttributRef = { link = "markdownH1" },
asciidocBackslash = { link = "Keyword" },
asciidocMacro = { link = "Keyword" },
asciidocQuotedBold = { link = "Bold" },
asciidocQuotedEmphasized = { link = "Italic" },
asciidocQuotedQuotedMonospaced2 = {
link = "asciidocQuotedMonospaced",
},
asciidocQuotedUnconstrainedBold = {
link = "asciidocBold",
},
asciidocQuotedUnconstrainedEmphasized = {
link = "markdownLinkText",
},
asciidocURL = { link = "Keyword" },
awkCharClass = { fg = c.nord7 },
awkPatterns = { fg = c.nord9 },
awkArrayElement = { link = "Identifier" },
awkBoolLogic = { link = "Keyword" },
awkBrktRegExp = { link = "SpecialChar" },
awkComma = { link = "Delimiter" },
awkExpression = { link = "Keyword" },
awkFieldVars = { link = "Identifier" },
awkLineSkip = { link = "Keyword" },
awkOperator = { link = "Operator" },
awkRegExp = { link = "SpecialChar" },
awkSearch = { link = "Keyword" },
awkSemicolon = { link = "Delimiter" },
awkSpecialCharacter = { link = "SpecialChar" },
awkSpecialPrintf = { link = "SpecialChar" },
awkVariables = { link = "Identifier" },
cIncluded = { fg = c.nord7 },
cOperator = { link = "Operator" },
cPreCondit = { link = "PreCondit" },
cmakeGeneratorExpression = { fg = c.nord10 },
csPreCondit = { link = "PreCondit" },
csType = { link = "Type" },
csXmlTag = { link = "SpecialComment" },
cssAttributeSelector = { fg = c.nord7 },
cssDefinition = { fg = c.nord7 },
cssIdentifier = { fg = c.nord7 },
cssStringQ = { fg = c.nord7 },
cssAttr = { link = "Keyword" },
cssBraces = { link = "Delimiter" },
cssClassName = { link = "cssDefinition" },
cssColor = { link = "Number" },
cssProp = { link = "cssDefinition" },
cssPseudoClass = { link = "cssDefinition" },
cssPseudoClassId = { link = "cssPseudoClass" },
cssVendor = { link = "Keyword" },
dosinHeader = { fg = c.nord8 },
dosiniLabel = { link = "Type" },
dtBooleanKey = { fg = c.nord7 },
dtExecKey = { fg = c.nord7 },
dtLocaleKey = { fg = c.nord7 },
dtNumericKey = { fg = c.nord7 },
dtTypeKey = { fg = c.nord7 },
dtDelim = { link = "Delimiter" },
dtLocaleValue = { link = "Keyword" },
dtTypeValue = { link = "Keyword" },
diffAdded = { fg = c.add },
diffChanged = { fg = c.change },
diffRemoved = { fg = c.remove },
gitconfigVariable = { fg = c.nord7 },
goBuiltins = { fg = c.nord7 },
goConstants = { link = "Keyword" },
helpBar = { fg = c.nord3 },
helpHyperTextJump = { fg = c.nord8, style = underline },
htmlArg = { fg = c.nord7 },
htmlLink = { fg = c.nord4, style = c.none, ps = c.none },
htmlBold = { link = "Bold" },
htmlEndTag = { link = "htmlTag" },
htmlItalic = { link = "Italic" },
htmlH1 = { link = "markdownH1" },
htmlH2 = { link = "markdownH2" },
htmlH3 = { link = "markdownH3" },
htmlH4 = { link = "markdownH4" },
htmlH5 = { link = "markdownH5" },
htmlH6 = { link = "markdownH6" },
htmlSpecialChar = { link = "SpecialChar" },
htmlTag = { link = "Keyword" },
htmlTagN = { link = "htmlTag" },
javaDocTags = { fg = c.nord7 },
javaCommentTitle = { link = "Comment" },
javaScriptBraces = { link = "Delimiter" },
javaScriptIdentifier = { link = "Keyword" },
javaScriptNumber = { link = "Number" },
jsonKeyword = { fg = c.nord7 },
lessClass = { fg = c.nord7 },
lessAmpersand = { link = "Keyword" },
lessCssAttribute = { link = "Delimiter" },
lessFunction = { link = "Function" },
cssSelectorOp = { link = "Keyword" },
lispAtomBarSymbol = { link = "SpecialChar" },
lispAtomList = { link = "SpecialChar" },
lispAtomMark = { link = "Keyword" },
lispBarSymbol = { link = "SpecialChar" },
lispFunc = { link = "Function" },
luaFunc = { link = "Function" },
markdownBlockquote = { fg = c.nord7 },
markdownCode = { fg = c.nord7 },
markdownCodeDelimiter = { fg = c.nord7 },
markdownFootnote = { fg = c.nord7 },
markdownId = { fg = c.nord7 },
markdownDeclaration = { fg = c.nord7 },
markdownLinkText = { fg = c.nord7 },
markdownUrl = { fg = c.nord7 },
markdownBold = { link = "Bold" },
markdownBoldDelimiter = { link = "Keyword" },
markdownFootnoteDefinition = { link = "markdownFootnote" },
markdownH1 = { fg = c.nord11 },
markdownH2 = { fg = c.nord12 },
markdownH3 = { fg = c.nord13 },
markdownH4 = { fg = c.nord14 },
markdownH5 = { fg = c.nord7 },
markdownH6 = { fg = c.nord9 },
markdownIdDelimiter = { link = "Keyword" },
markdownItalic = { link = "Italic" },
markdownItalicDelimiter = { link = "Keyword" },
markdownLinkDelimiter = { link = "Keyword" },
markdownLinkTextDelimiter = { link = "Keyword" },
markdownListMarker = { link = "Keyword" },
markdownRule = { link = "Keyword" },
markdownHeadingDelimiter = { link = "Keyword" },
perlPackageDecl = { fg = c.nord7 },
phpClasses = { fg = c.nord7 },
phpDocTags = { fg = c.nord7 },
phpDocCustomTags = { link = "phpDocTags" },
phpMemberSelector = { link = "Keyword" },
padCmdText = { fg = c.nord7 },
padVerbatimLine = { fg = c.nord4 },
podFormat = { link = "Keyword" },
pythonBuiltin = { link = "Type" },
pythonEscape = { link = "SpecialChar" },
rubyConstant = { fg = c.nord7 },
rubySymbol = { fg = c.nord6 },
rubyAttribute = { link = "Identifier" },
rubyBlockParameterList = { link = "Operator" },
rubyInterpolationDelimiter = { link = "Keyword" },
rubyKeywordAsMethod = { link = "Function" },
rubyLocalVariableOrMethod = { link = "Function" },
rubyPseudoVariable = { link = "Keyword" },
rubyRegexp = { link = "SpecialChar" },
rustAttribute = { fg = c.nord10 },
rustEnum = { fg = c.nord7 },
rustMacro = { fg = c.nord8 },
rustModPath = { fg = c.nord7 },
rustPanic = { fg = c.nord9 },
rustModTrait = { fg = c.nord7 },
rustCommentLineDoc = { link = "Comment" },
rustDerive = { link = "rustAttribute" },
rustEnumVariant = { link = "rustEnum" },
rustEscape = { link = "SpecialChar" },
rustQuestionMark = { link = "Keyword" },
sassClass = { fg = c.nord7 },
sassId = { fg = c.nord7 },
sassAmpersand = { link = "Keyword" },
sassClassChar = { link = "Delimiter" },
sassControl = { link = "Keyword" },
sassControlLine = { link = "Keyword" },
sassExtend = { link = "Keyword" },
sassFor = { link = "Keyword" },
sassFunctionDecl = { link = "Keyword" },
sassFunctionName = { link = "Function" },
sassidChar = { link = "sassId" },
sassInclude = { link = "SpecialChar" },
sassMixinName = { link = "Function" },
sassMixing = { link = "SpecialChar" },
sassReturn = { link = "Keyword" },
shCmdParenRegion = { link = "Delimiter" },
shCmdSubRegion = { link = "Delimiter" },
shDerefSimple = { link = "Identifier" },
shDerefVar = { link = "Identifier" },
sqlKeyword = { link = "Keyword" },
sqlSpecial = { link = "Keyword" },
vimAugroup = { fg = c.nord7 },
vimMapRhs = { fg = c.nord7 },
vimNotation = { fg = c.nord7 },
vimFunc = { link = "Function" },
vimFunction = { link = "Function" },
vimUserFunc = { link = "Function" },
xmlAttrib = { fg = c.nord7 },
xmlCdataStart = { fg = c.nord3 },
xmlNamespace = { fg = c.nord7 },
xmlAttribPunct = { link = "Delimiter" },
xmlCdata = { link = "Comment" },
xmlCdataCdata = { link = "xmlCdataStart" },
xmlCdataEnd = { link = "xmlCdataStart" },
xmlEndTag = { link = "xmlTagName" },
xmlProcessingDelim = { link = "Keyword" },
xmlTagName = { link = "Keyword" },
yamlBlockMappingKey = { fg = c.nord7 },
yamlBool = { link = "Keyword" },
yamlDocumentStart = { link = "Keyword" },
}
theme.plugins = {
-- Bufferline
TabLineSelector = { fg = c.nord9 },
TabLineDuplicate = { fg = c.nord15 },
-- Dashboard
DashboardShortCut = { fg = c.nord7 },
DashboardHeader = { fg = c.nord9 },
DashboardCenter = { fg = c.nord15 },
DashboardFooter = { fg = c.nord3_bright, style = italic },
-- Diff
diffAdded = { link = "DiffAdd" },
diffChanged = { link = "DiffChange" },
diffRemoved = { link = "DiffRemove" },
diffOldFile = { fg = c.nord13 },
diffNewFile = { fg = c.nord12 },
diffFile = { fg = c.nord7 },
diffLine = { fg = c.nord3 },
diffIndexLine = { fg = c.nord9 },
-- GitSigns
GitSignsAdd = { fg = c.add },
GitSignsAddNr = { fg = c.add },
GitSignsAddLn = { fg = c.add },
GitSignsChange = { fg = c.change },
GitSignsChangeNr = { fg = c.change },
GitSignsChangeLn = { fg = c.change },
GitSignsDelete = { fg = c.remove },
GitSignsDeleteNr = { fg = c.remove },
GitSignsDeleteLn = { fg = c.remove },
-- Indent Blankline
IndentBlanklineChar = { fg = c.nord3 },
IndentBlanklineContextChar = { fg = c.nord10 },
-- Lightspeed
LightspeedLabel = { fg = c.nord8, style = bold }, -- The character needed to be pressed to jump to the match position, after the whole search pattern has been given. It appears top of the second character of the pair, after the first input has been given.
LightspeedLabelOverlapped = {
fg = c.nord8,
style = bold .. underline,
}, -- When matches overlap, labels get next to each other - in that case they get different highlights, to be more easily distinguishable (slightly lighter or darker, depending on the global background).
LightspeedLabelDistant = { fg = c.nord15, style = bold },
LightspeedLabelDistantOverlapped = {
fg = c.nord15,
style = bold .. underline,
}, -- If the number of matches exceeds the available target labels, the next group of labeled targets are shown with a different color. Those can be reached by pressing `cycle_group_fwd_key` before the label character.
LightspeedShortcut = { fg = c.nord10, style = bold },
LightspeedShortcutOverlapped = {
fg = c.nord10,
style = bold .. underline,
}, -- Labels for positions that can be jumped to right after the first input (see |lightspeed-shortcuts|). These are highlighted as "inverted" labels by default (background/foreground switched).
LightspeedMaskedChar = {
fg = c.nord4,
bg = c.nord2,
style = bold,
}, -- The second character of the match, that is shown on top of the first one, as a reminder.
LightspeedGreyWash = { fg = c.nord3_bright }, -- Foreground color of the "washed out" area for 2-character search. Depending on the colorscheme, it might be appropriate to link this to the Comment highlight group.
LightspeedUnlabeledMatch = { fg = c.nord4, bg = c.nord1 }, -- Matches that can be jumped to automatically, i.e. do not get a label - the only ones, and the first ones if `jump_to_first_match` is on. (Bold black or white by default, depending on the global background.)
LightspeedOneCharMatch = { fg = c.nord8, style = bold .. inverse }, -- Matching characters of f/t search. (Default: |LightspeedShortcut| without underline. Setting some background color is recommended, as there is no "grey wash" for one-character search mode.)
LightspeedUniqueChar = { style = bold .. underline }, -- Unique characters in the search direction, shown if `highlight_unique_chars` is on. Uses the same settings as |LightspeedUnlabeledMatch| by default.
-- LightSpeedPeindigOpArea = {} -- When jumping based on partial input in
-- operator-pending mode, we do not see the operation executed right away,
-- because of the "safety" timeout (see |lightspeed-jump-on-partial-input|),
-- therefore we set a temporary highlight on the operated area.
-- LightspeedCursor = {} -- Linked to |hl-Cursor| by default.
-- Neogit
NeogitBranch = { fg = c.nord15 },
NeogitRemote = { fg = c.nord13 },
NeogitNotificationInfo = { fg = c.success },
NeogitNotificationWarning = { fg = c.warning },
NeogitNotificationError = { fg = c.error },
NeogitDiffAddHighlight = { fg = c.add, bg = c.nord1 },
NeogitDiffDeleteHighlight = { fg = c.remove, bg = c.nord1 },
NeogitDiffContextHighlight = {
bg = c.nord1,
fg = c.nord4,
},
NeogitHunkHeader = { fg = c.nord4 },
NeogitHunkHeaderHighlight = { fg = c.nord7, bg = c.nord1 },
-- Neovim
healthError = { fg = c.error },
healthSuccess = { fg = c.success },
healthWarning = { fg = c.warning },
-- nvim-cmp
CmpItemAbbr = { fg = c.nord4 },
CmpItemAbbrDeprecated = { fg = c.nord3_bright },
CmpItemAbbrMatch = { fg = c.nord8, style = bold .. inverse },
CmpItemAbbrMatchFuzzy = {
fg = c.nord8,
bg = c.nord0,
style = bold .. inverse,
},
CmpItemKind = { fg = c.nord9 },
CmpItemMenu = { fg = c.nord3_bright },
CmpGhostText = { fg = c.nord3 },
CmpDocumentation = { bg = c.nord3 },
-- nvim-dap
DapBreakpoint = { fg = c.nord11 },
DapStopped = { fg = c.nord15 },
-- octo.nvim
OctoEditable = { bg = c.nord1 },
-- nvim-ts-rainbow
rainbowcol1 = { fg = c.nord10 },
rainbowcol2 = { fg = c.nord15 },
rainbowcol3 = { fg = c.nord14 },
rainbowcol4 = { fg = c.nord13 },
rainbowcol5 = { fg = c.nord12 },
rainbowcol6 = { fg = c.nord12 },
rainbowcol7 = { fg = c.nord9 },
-- Telescope
TelescopePromptBorder = { fg = c.nord15 },
TelescopeResultsBorder = { fg = c.nord9 },
TelescopePreviewBorder = { fg = c.nord10 },
TelescopeSelectionCaret = { fg = c.nord9 },
TelescopeSelection = { fg = c.nord9 },
TelescopeMatching = { fg = c.nord8 },
-- TelescopeNormal = {},
-- Tree-sitter
TSAttribute = { fg = c.nord10 }, -- Annotations that can be attached to the code to denote some kind of meta information. e.g. C++/Dart attributes.
TSBoolean = { link = "Boolean" }, -- Boolean literals: `True` and `False` in Python.
TSCharacter = { link = "Character" }, -- Character literals: `'a'` in C.
TSComment = { link = "Comment" }, -- Line comments and block comments.
TSConditional = { link = "Conditional" }, -- Keywords related to conditionals: `if`, `when`, `cond`, etc.
TSConstant = { link = "Constant" }, -- Constants identifiers. These might not be semantically constant. E.g. uppercase variables in Python.
TSConstBuiltin = { link = "Constant" }, -- Built-in constant values: `nil` in Lua.
TSConstMacro = { link = "Function" }, -- Constants defined by macros: `NULL` in C.
TSConstructor = { link = "Function" }, -- Constructor calls and definitions: `{}` in Lua, and Java constructors.
TSError = { link = "Error" }, -- Syntax/parser errors. This might highlight large sections of code while the user is typing still incomplete code, use a sensible highlight.
TSException = { link = "Exception" }, -- Exception related keywords: `try`, `except`, `finally` in Python.
TSField = { link = "Identifier" }, -- Object and struct fields.
TSFloat = { link = "Float" }, -- Floating-point number literals.
TSFunction = { link = "Function" }, -- Function calls and definitions.
TSFuncBuiltin = { link = "Function" }, -- Built-in functions: `print` in Lua.
TSFuncMacro = { fg = c.nord8 }, -- Macro defined functions (calls and definitions): each `macro_rules` in Rust.
TSInclude = { link = "Include" }, -- File or module inclusion keywords: `#include` in C, `use` or `extern crate` in Rust.
TSKeyword = { link = "Keyword" }, -- Keywords that don't fit into other categories.
TSKeywordFunction = { link = "Keyword" }, -- Keywords used to define a function: `function` in Lua, `def` and `lambda` in Python.
TSKeywordOperator = { link = "Keyword" }, -- Unary and binary operators that are English words: `and`, `or` in Python; `sizeof` in C.
TSKeywordReturn = { link = "Keyword" }, -- Keywords like `return` and `yield`.
TSLabel = { link = "Label" }, -- GOTO labels: `label:` in C, and `::label::` in Lua.
TSMethod = { link = "Function" }, -- Method calls and definitions.
TSNamespace = { fg = c.nord7 }, -- Identifiers referring to modules and namespaces.
-- TSNone = {}, -- No highlighting (sets all highlight arguments to `NONE`). this group is used to clear certain ranges, for example, string interpolations. Don't change the values of this highlight group.
TSNumber = { link = "Number" }, -- Numeric literals that don't fit into other categories.
TSOperator = { link = "Operator" }, -- Binary or unary operators: `+`, and also `->` and `*` in C.
TSParameter = { fg = c.nord10 }, -- Parameters of a function.
TSParameterReference = { link = "TSParameter" }, -- References to parameters of a function.
-- TSProperty = { }, -- Same as `TSField`.
TSPunctDelimiter = { link = "Delimiter" }, -- Punctuation delimiters: Periods, commas, semicolons, etc.
TSPunctBracket = { link = "Delimiter" }, -- Brackets, braces, parentheses, etc.
TSPunctSpecial = { link = "Delimiter" }, -- Special punctuation that doesn't fit into the previous categories.
TSRepeat = { link = "Repeat" }, -- Keywords related to loops: `for`, `while`, etc.
TSString = { link = "String" }, -- String literals.
TSStringRegex = { link = "String" }, -- Regular expression literals.
TSStringEscape = { fg = c.nord15 }, -- Escape characters within a string: `\n`, `\t`, etc.
TSStringSpecial = { link = "TSStringEscape" }, -- Strings with special meaning that don't fit into the previous categories.
TSSymbol = { link = "Identifier" }, -- Identifiers referring to symbols or atoms.
TSTag = { link = "Tag" }, -- Tags like HTML tag names.
TSTagAttribute = { link = "TSAttribute" }, -- HTML tag attributes.
TSTagDelimiter = { link = "Delimiter" }, -- Tag delimiters like `<` `>` `/`.
TSText = { link = "Text" }, -- Non-structured text. Like text in a markup language.
TSStrong = { link = "Bold" }, -- Text to be represented in bold.
TSEmphasis = { link = "Italic" }, -- Text to be represented with emphasis.
TSUnderline = { link = "Underline" }, -- Text to be represented with an underline.
TSStrike = { style = strikethrough }, -- Strikethrough text.
TSTitle = { fg = c.nord8, style = bold }, -- Text that is part of a title.
TSLiteral = { fg = c.nord7 }, -- Literal or verbatim text.
TSURI = { fg = c.nord8, style = underline }, -- URIs like hyperlinks or email addresses.
TSMath = { fg = c.nord7 }, -- Math environments like LaTeX's `$ ... $`
TSTextReference = { link = "String" }, -- Footnotes, text references, citations, etc.
TSEnvironment = { bg = c.nord1 }, -- Text environments of markup languages.
TSEnvironmentName = { link = "Tag" }, -- Text/string indicating the type of text environment. Like the name of `\begin` block in LaTeX.
TSNote = { fg = c.info }, -- Text representation of an informational note.
TSWarning = { fg = c.warning }, -- Text representation of a warning note.
TSDanger = { fg = c.error }, -- Text representation of a danger note.
TSType = { link = "Type" }, -- Type (and class) definitions and annotations.
TSTypeBuiltin = { link = "TypeBuiltin" }, -- Built-in types: `i32` in Rust.
TSVariable = { link = "Identifier" }, -- Variable names that don't fit into other categories.
TSVariableBuiltin = { link = "Keyword" }, -- Variable names defined by the language: `this` or `self` in Javascript.
-- Which-key.nvim
WhichKey = { link = "Function" }, -- the key
WhichKeyGroup = { link = "Keyword" }, -- a group
WhichKeySeparator = { link = "Keyword" }, -- the separator between the key and its label
WhichKeyDesc = { link = "Identifier" }, -- the label of the key
WhichKeyFloat = { fg = c.nord4, bg = c.nord1 }, -- Normal in the popup window
WhichKeyValue = { link = "Comment" }, -- used by plugins that provide values
}
return theme
end
return M
|
local math2d = require('math2d')
local magnetRamps = {}
magnetRamps.setRange = function (ramp, range, player)
ramp.range = range + 6
if ramp.rangeID then rendering.destroy(ramp.rangeID) end
for each, tile in pairs(ramp.tiles) do tile.destroy() end
ramp.tiles = {}
ramp.rangeID = rendering.draw_sprite{
sprite = "RTMagnetTrainRampRange",
surface = ramp.entity.surface,
orientation = ramp.entity.orientation+0.25,
target = ramp.entity,
target_offset = {
global.OrientationUnitComponents[ramp.entity.orientation+0.25].x-(range+1)/2*global.OrientationUnitComponents[ramp.entity.orientation].x,
global.OrientationUnitComponents[ramp.entity.orientation+0.25].y-(range+1)/2*global.OrientationUnitComponents[ramp.entity.orientation].y
},
only_in_alt_mode = true,
x_scale = range / 2,
y_scale = 0.5,
tint = {r = 0.5, g = 0.5, b = 0, a = 0.5}
}
local orientationComponent = global.OrientationUnitComponents[ramp.entity.orientation]
for i = 1, range do
local offset = math2d.position.multiply_scalar(orientationComponent, -i)
local centerPosition = math2d.position.add(ramp.entity.position, offset)
local a, b = makeMagRampSection(centerPosition, ramp.entity.surface, ramp.entity.orientation)
table.insert(ramp.tiles, a)
table.insert(ramp.tiles, b)
end
ramp.power.electric_buffer_size = 200000 * range
if player then
player.print("Set Range: " .. range .. " tiles. Required power: " .. util.format_number(ramp.power.electric_buffer_size, true) .. "J")
end
end
function makeMagRampSection(centerPosition, surface, orientation)
local offsets = {
a = math2d.position.rotate_vector({ 0.5, 0 }, 360 * orientation),
b = math2d.position.rotate_vector({ 1.5, 0 }, 360 * orientation),
}
local a = surface.create_entity({
name = "RTMagnetRail",
position = math2d.position.add(centerPosition, offsets.a),
create_build_effect_smoke = true
})
rendering.draw_sprite{
sprite = "RTMagnetRailSprite",
x_scale = 0.5,
y_scale = 0.5,
surface = surface,
target = a,
render_layer = "80"
}
a.destructible = false
local b = surface.create_entity({
name = "RTMagnetRail",
position = math2d.position.add(centerPosition, offsets.b),
create_build_effect_smoke = true
})
rendering.draw_sprite{
sprite = "RTMagnetRailSprite",
x_scale = 0.5,
y_scale = 0.5,
surface = surface,
target = b,
render_layer = "80"
}
b.destructible = false
return a, b
end
return magnetRamps
|
function Spawn( entityKeyValues )
thisEntity:SetModel("models/development/invisiblebox.vmdl")
thisEntity:SetOriginalModel("models/development/invisiblebox.vmdl")
local greevils = {
"npc_black_greevil", "npc_white_greevil", "npc_orange_greevil", "npc_yellow_greevil", "npc_green_greevil", "npc_purple_greevil", "npc_fire_greevil", "npc_ice_greevil"
}
local greevil_name = GetRandomElement(greevils)
Timers:CreateTimer(function ()
local time = math.ceil(GameRules:GetDOTATime(false, false))
if time % 60.0 == 0 and time > 0 then
if not IsValidEntity(greevil) or not greevil:IsAlive() then
greevil = CreateUnitByName(greevil_name, thisEntity:GetAbsOrigin(), true, nil, nil, DOTA_TEAM_NEUTRALS)
local angles = thisEntity:GetAngles()
greevil:SetAngles(angles.x, angles.y, angles.z)
end
end
return 1.0
end)
end |
local luvi = require('luvi');
_G.loadModule = function (idf,path)
idf = idf:match("%.?([^%.]+)$");
luvi.bundle.register(idf,path);
return require(idf);
end;
local fs = require("fs");
io.write("\n[ 그래프로 그림 그리기 ]\n\27[33m그릴 수 있는 그래프들은 다음과 같습니다\27[0m\n──────────────────────────────────────\n");
local items = fs.readdirSync("./graphs");
for i,str in ipairs(items) do
io.write(("\27[32m%d 번\27[0m : %s\n"):format(i,str));
end
io.write("──────────────────────────────────────\n\27[33m출력할 그래프의 번호를 입력하세요 : \27[0m");
local input = io.read();
local this = items[tonumber(input)];
if not this then
io.write("해당 그래프는 존재하지 않습니다!");
os.exit(1);
end
local draw = loadModule("draw","./draw.lua")--require("draw");
local file = io.open("./graphs/" .. this);
local str = file:read("*a");
file:close();
io.write(
draw:draw(
draw:funcFromStr(str),
-- xSize,ySize,mut,title
88,38,10,this
),
draw:footer(str)
);
|
local assert = assert
local type = type
module( "environment", package.seeall )
local environments = {}
local functions = {
["null"] = function() end
}
--[[-------------------------------------------------------------------------
Working on Functions
---------------------------------------------------------------------------]]
function saveFunc( name, func, override )
assert( type( name ) == "string", "bad argument #1 (string expected)" )
assert( name ~= "null", "You can't just go ahead and overwrite a 'null' function." )
assert( type( func ) == "function", "bad argument #2 (function expected)" )
if (functions[ name ] == nil) or (override == true) then
functions[ name ] = func
end
return functions[ name ]
end
function loadFunc( name )
return functions[ name ] or functions["null"]
end
function removeFunc( name )
assert( type( name ) == "string", "bad argument #1 (string expected)" )
assert( name ~= "null", "You can't just go ahead and remove a 'null' function." )
functions[ name ] = nil
end
--[[-------------------------------------------------------------------------
Working on Environments
---------------------------------------------------------------------------]]
function global()
return _G
end
do
local ENV = {}
ENV["__index"] = ENV
debug.getregistry().Environment = ENV
do
function ENV:getID()
return self["__env"]["id"]
end
function ENV:getName()
return self["__env"]["identifier"]
end
function ENV:__tostring()
return "GLua Environment - " .. self:getName() .. " [" .. self:getID() .. "]"
end
function ENV:replace( name, func )
assert( type( name ) == "string", "bad argument #1 (string expected)" )
self[ name ] = func or functions["null"]
end
end
do
local getmetatable = getmetatable
function isEnvironment( any )
return getmetatable( any ) == ENV
end
end
do
local emptyTable = {}
do
local table_Count = table.Count
local setmetatable = setmetatable
function new( any, builder, override )
assert( type( any ) == "string", "bad argument #1 (string expected)" )
if (environments[ any ] == nil) or (override == true) then
local env = {}
if type( builder ) == "function" then
env = builder( any ) or env
elseif type( builder ) == "table" then
env = builder
end
if ( type( env ) == "table" ) then
env["__env"] = {
["identifier"] = any,
["id"] = table_Count( environments ) + 1
}
environments[ any ] = setmetatable( env, ENV )
end
end
return environments[ any ] or emptyTable
end
end
function get( any )
return environments[ any ] or emptyTable
end
function remove( any )
environments[ any ] = nil
end
end
end
function getName( env )
if isEnvironment( env ) then
return env:getName()
end
return "GLua Environment"
end
do
local table_Copy = table.Copy
function getAll()
return table_Copy( environments )
end
end
do
local runExtensions = {
["lua"] = true,
["dat"] = true,
["txt"] = true
}
function isIncludeExtension( ext )
return runExtensions[ ext ] or false
end
end
do
local CompileFile = CompileFile
local file_Exists = file.Exists
local debug_setfenv = debug.setfenv
function include( path, environment, gamePath )
if file_Exists( path, gamePath or "GAME" ) and isIncludeExtension( path:GetExtensionFromFilename() ) then
local func = nil
local luaCode = file.Read( path, gamePath or "GAME" )
if (luaCode == nil) or (luaCode == "") then
func = CompileFile( path )
else
func = CompileString( luaCode, getName( environment ) .. ": " .. path )
end
assert( type( func ) == "function", "Lua code compilation failed! <nil>" )
if isEnvironment( environment ) then
debug_setfenv( func, environment )
end
local ok, data = pcall( func )
return (ok == true) and data
end
end
end |
local K, C = unpack(select(2, ...))
if C.Misc.PvPEmote ~= true then
return
end
local Module = K:NewModule("PvPEmote", "AceEvent-3.0")
local _G = _G
local bit_band = bit.band
local math_random = math.random
local select = select
local DoEmote = _G.DoEmote
local GetAchievementInfo = _G.GetAchievementInfo
local unitFilter = _G.COMBATLOG_OBJECT_CONTROL_PLAYER
local PVPEmotes = {
"BARK", "BECKON", "BITE", "BONK", "BYE", "CACKLE",
"CALM", "CHUCKLE", "COMFORT", "CUDDLE", "CURTSEY", "FLEX",
"GIGGLE", "GLOAT", "GRIN", "GROWL", "GUFFAW", "INSULT",
"LAUGH", "LICK", "MOCK", "MOO", "MOON", "MOURN",
"NO", "PITY", "RASP", "ROAR", "ROFL", "RUDE",
"SCRATCH", "SHOO", "SIGH", "SLAP", "SMIRK", "SNARL",
"SNICKER", "SNIFF", "SNUB", "SOOTHE", "TAP", "TAUNT",
"TEASE", "THANK", "TICKLE", "VETO", "VIOLIN", "YAWN"
}
function Module:COMBAT_LOG_EVENT_UNFILTERED()
local _, subEvent, _, sourceGUID, _, _, _, _, destName, destFlags = CombatLogGetCurrentEventInfo()
local alreadyHugged
if (subEvent == "PARTY_KILL") and (sourceGUID == K.GUID) and (bit_band(destFlags, unitFilter) > 0) then
if alreadyHugged or select(4, GetAchievementInfo(247)) then
-- Fire off a random emote, to keep it interesting.
DoEmote(PVPEmotes[math_random(1, #PVPEmotes)], destName)
else
DoEmote("HUG", destName)
-- Set a flag indicating we have tried it once,
-- in case we're dealing with a bugged achievement.
-- No point spamming hug forever when the issue requires
-- a server restart or client relog to be fixed anyway.
alreadyHugged = true
end
end
end
function Module:OnEnable()
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
|
-- ======= Copyright (c) 2003-2014, Unknown Worlds Entertainment, Inc. All rights reserved. =======
--
-- lua\NS2Utility.lua
--
-- Created by: Charlie Cleveland (charlie@unknownworlds.com)
--
-- NS2-specific utility functions.
--
-- ========= For more information, visit us at http://www.unknownworlds.com =====================
Script.Load("lua/Table.lua")
Script.Load("lua/Utility.lua")
local kInfestationDecalSimpleMaterial = PrecacheAsset("materials/infestation/infestation_decal_simple.material")
function FormatDateTimeString(dateTime)
local tmpDate = os.date("*t", dateTime)
local ordinal = "th"
local lastDig = tmpDate.day % 10
if (tmpDate.day < 11 or tmpDate.day > 13) and lastDig > 0 and lastDig < 4 then
if lastDig == 1 then
ordinal = "st"
elseif lastDig == 2 then
ordinal = "nd"
else
ordinal = "rd"
end
end
return string.format("%s%s, %d @ %d:%02d", os.date("%A, %B %d", dateTime), ordinal, tmpDate.year, tmpDate.hour, tmpDate.min)
end
function PlayerUI_GetGameTimeString()
local gameTime, state = PlayerUI_GetGameLengthTime()
if state < kGameState.PreGame then
gameTime = 0
end
local minutes = math.floor(gameTime / 60)
local seconds = math.floor(gameTime % 60)
return (string.format("%d:%.2d", minutes, seconds))
end
function GetWeaponReserveAmmoFraction(weapon)
local fraction = -1
if weapon and weapon:isa("Weapon") then
if weapon:isa("ClipWeapon") then
fraction = weapon:GetAmmo()/weapon:GetMaxAmmo()
end
end
return fraction
end
function GetWeaponAmmoFraction(weapon)
local fraction = -1
if weapon and weapon:isa("Weapon") then
if weapon:isa("ClipWeapon") then
fraction = weapon:GetClip()/weapon:GetClipSize()
elseif weapon:isa("GrenadeThrower") then
fraction = weapon.grenadesLeft/kMaxHandGrenades
elseif weapon:isa("LayMines") then
fraction = weapon:GetMinesLeft()/kNumMines
elseif weapon:isa("ExoWeaponHolder") then
local leftWeapon = Shared.GetEntity(weapon.leftWeaponId)
local rightWeapon = Shared.GetEntity(weapon.rightWeaponId)
if rightWeapon:isa("Railgun") then
fraction = rightWeapon:GetChargeAmount()
if leftWeapon:isa("Railgun") then
fraction = (fraction + leftWeapon:GetChargeAmount()) / 2.0
end
elseif rightWeapon:isa("Minigun") then
fraction = rightWeapon.heatAmount
if leftWeapon:isa("Minigun") then
fraction = (fraction + leftWeapon.heatAmount) / 2.0
end
fraction = 1 - fraction
end
elseif weapon:isa("Builder") or weapon:isa("Welder") then
fraction = PlayerUI_GetUnitStatusPercentage()/100
end
end
return fraction
end
function GetWeaponReserveAmmoString(weapon)
local ammo = ""
if weapon and weapon:isa("Weapon") then
if weapon:isa("ClipWeapon") then
ammo = string.format("%d", weapon:GetAmmo() or 0)
end
end
return ammo
end
function GetWeaponAmmoString(weapon)
local ammo = ""
if weapon and weapon:isa("Weapon") then
if weapon:isa("ClipWeapon") then
ammo = string.format("%d", weapon:GetClip() or 0)
elseif weapon:isa("GrenadeThrower") then
ammo = string.format("%d", weapon.grenadesLeft or 0)
elseif weapon:isa("LayMines") then
ammo = string.format("%d", weapon:GetMinesLeft() or 0)
elseif weapon:isa("ExoWeaponHolder") then
local leftWeapon = Shared.GetEntity(weapon.leftWeaponId)
local rightWeapon = Shared.GetEntity(weapon.rightWeaponId)
local leftAmmo = -1
local rightAmmo = -1
if rightWeapon:isa("Railgun") then
rightAmmo = rightWeapon:GetChargeAmount() * 100
if leftWeapon:isa("Railgun") then
leftAmmo = leftWeapon:GetChargeAmount() * 100
end
elseif rightWeapon:isa("Minigun") then
rightAmmo = rightWeapon.heatAmount * 100
if leftWeapon:isa("Minigun") then
leftAmmo = leftWeapon.heatAmount * 100
end
end
if leftAmmo > -1 and rightAmmo > -1 then
ammo = string.format("%d%% / %d%%", leftAmmo, rightAmmo)
elseif rightAmmo > -1 then
ammo = string.format("%d%%", rightAmmo)
end
elseif weapon:isa("Builder") or weapon:isa("Welder") and PlayerUI_GetUnitStatusPercentage() > 0 then
ammo = string.format("%d%%", PlayerUI_GetUnitStatusPercentage())
end
end
return ammo
end
function GetIsPointInsideClogs(point)
local clogs = GetEntitiesWithinRange("Clog", point, Clog.kRadius)
for i=1, #clogs do
if clogs[i] then
return true
end
end
return false
end
function GetHallucinationLifeTimeFraction(self)
local fraction = 1
if self.isHallucination or self:isa("Hallucination") then
fraction = 1 - Clamp((Shared.GetTime() - self.creationTime) / kHallucinationLifeTime, 0, 1)
end
return fraction
end
function GetTargetOrigin(target)
if target.GetEngagementPoint then
return target:GetEngagementPoint()
end
if target.GetModelOrigin then
return target:GetModelOrigin()
end
return target:GetOrigin()
end
function SelectAllHallucinations(player)
DeselectAllUnits(player:GetTeamNumber())
for _, hallucination in ipairs(GetEntitiesForTeam("Hallucination", player:GetTeamNumber())) do
if hallucination:GetIsAlive() then
hallucination:SetSelected(player:GetTeamNumber(), true, true, true)
end
end
for _, hallucination in ipairs(GetEntitiesForTeam("Alien", player:GetTeamNumber())) do
if hallucination:GetIsAlive() and hallucination.isHallucination then
hallucination:SetSelected(player:GetTeamNumber(), true, true, true)
end
end
end
function GetDirectedExtentsForDiameter(direction, diameter)
-- normalize and scale the vector, then extract the extents from it
local v = GetNormalizedVector(direction)
v:Scale(diameter)
local x = math.sqrt(v.y * v.y + v.z * v.z)
local y = math.sqrt(v.x * v.x + v.z * v.z)
local z = math.sqrt(v.y * v.y + v.x * v.x)
local result = Vector(x,y,z)
-- Log("extents for %s/%s -> %s", direction, v, result)
return result
end
function GetSupplyUsedByTeam(teamNumber)
assert(teamNumber)
local supplyUsed = 0
if Server then
local team = GetGamerules():GetTeam(teamNumber)
if team and team.GetSupplyUsed then
supplyUsed = team:GetSupplyUsed()
end
else
local teamInfoEnt = GetTeamInfoEntity(teamNumber)
if teamInfoEnt and teamInfoEnt.GetSupplyUsed then
supplyUsed = teamInfoEnt:GetSupplyUsed()
end
end
return supplyUsed
end
function GetMaxSupplyForTeam(teamNumber)
return kMaxSupply
--[[
local maxSupply = 0
if Server then
local team = GetGamerules():GetTeam(teamNumber)
if team and team.GetNumCapturedTechPoints then
maxSupply = team:GetNumCapturedTechPoints() * kSupplyPerTechpoint
end
else
local teamInfoEnt = GetTeamInfoEntity(teamNumber)
if teamInfoEnt and teamInfoEnt.GetNumCapturedTechPoints then
maxSupply = teamInfoEnt:GetNumCapturedTechPoints() * kSupplyPerTechpoint
end
end
return maxSupply
]]
end
if Client then
function CreateSimpleInfestationDecal(size, coords)
if not size then
size = 1.5
end
local decal = Client.CreateRenderDecal()
local infestationMaterial = Client.CreateRenderMaterial()
infestationMaterial:SetMaterial(kInfestationDecalSimpleMaterial)
infestationMaterial:SetParameter("scale", size)
decal:SetMaterial(infestationMaterial)
decal:SetExtents(Vector(size, size, size))
if coords then
decal:SetCoords(coords)
end
return decal
end
end
function GetIsTechUseable(techId, teamNum)
local useAble = false
local techTree = GetTechTree(teamNum)
if techTree then
local techNode = techTree:GetTechNode(techId)
if techNode then
useAble = techNode:GetAvailable()
if techNode:GetIsResearch() then
useAble = techNode:GetResearched() and techNode:GetHasTech()
end
end
end
return useAble == true
end
if Server then
Script.Load("lua/NS2Utility_Server.lua")
end
if Client then
PrecacheAsset("ui/buildmenu.dds")
end
local function HandleImpactDecal(position, doer, surface, target, showtracer, altMode, damage, direction, decalParams)
-- when we hit a target project some blood on the geometry behind
--DebugLine(position, position + direction * kBloodDistance, 3, 1, 0, 0, 1)
if direction then
local trace = Shared.TraceRay(position, position + direction * kBloodDistance, CollisionRep.Damage, PhysicsMask.Bullets, EntityFilterOne(target))
if trace.fraction ~= 1 then
decalParams[kEffectHostCoords] = Coords.GetTranslation(trace.endPoint)
decalParams[kEffectHostCoords].yAxis = trace.normal
decalParams[kEffectHostCoords].zAxis = direction
decalParams[kEffectHostCoords].xAxis = decalParams[kEffectHostCoords].yAxis:CrossProduct(decalParams[kEffectHostCoords].zAxis)
decalParams[kEffectHostCoords].zAxis = decalParams[kEffectHostCoords].xAxis:CrossProduct(decalParams[kEffectHostCoords].yAxis)
decalParams[kEffectHostCoords].zAxis:Normalize()
decalParams[kEffectHostCoords].xAxis:Normalize()
--DrawCoords(decalParams[kEffectHostCoords])
if not target then
decalParams[kEffectSurface] = trace.surface
end
GetEffectManager():TriggerEffects("damage_decal", decalParams)
end
end
end
function HandleHitEffect(position, doer, surface, target, showtracer, altMode, damage, direction)
local tableParams = { }
tableParams[kEffectHostCoords] = Coords.GetTranslation(position)
if doer then
tableParams[kEffectFilterDoerName] = doer:GetClassName()
end
tableParams[kEffectSurface] = surface
tableParams[kEffectFilterInAltMode] = altMode
if target then
tableParams[kEffectFilterClassName] = target:GetClassName()
if target.GetTeamType then
tableParams[kEffectFilterIsMarine] = target:GetTeamType() == kMarineTeamType
tableParams[kEffectFilterIsAlien] = target:GetTeamType() == kAlienTeamType
end
else
tableParams[kEffectFilterIsMarine] = false
tableParams[kEffectFilterIsAlien] = false
end
-- Don't play the hit cinematic, those are made for third person.
if target ~= Client.GetLocalPlayer() then
GetEffectManager():TriggerEffects("damage", tableParams)
end
-- Always play sound effect.
GetEffectManager():TriggerEffects("damage_sound", tableParams)
if showtracer == true and doer then
local tracerStart = (doer.GetBarrelPoint and doer:GetBarrelPoint()) or (doer.GetEyePos and doer:GetEyePos()) or doer:GetOrigin()
local tracerVelocity = GetNormalizedVector(position - tracerStart) * kTracerSpeed
CreateTracer(tracerStart, position, tracerVelocity, doer)
end
if damage > 0 and target and target.OnTakeDamageClient then
target:OnTakeDamageClient(damage, doer, position)
end
HandleImpactDecal(position, doer, surface, target, showtracer, altMode, damage, direction, tableParams)
end
function GetCommanderForTeam(teamNumber)
local commanders = GetEntitiesForTeam("Commander", teamNumber)
if #commanders > 0 then
return commanders[1]
end
end
function UpdateMenuTechId(teamNumber, selected)
local commander = GetCommanderForTeam(teamNumber)
local menuTechId = commander:GetMenuTechId()
if selected then
menuTechId = kTechId.RootMenu
elseif menuTechId ~= kTechId.BuildMenu and
menuTechId ~= kTechId.AdvancedMenu and
menuTechId ~= kTechId.AssistMenu then
menuTechId = kTechId.BuildMenu
end
if Client then
commander:SetCurrentTech(menuTechId)
elseif Server then
commander.menuTechId = menuTechId
end
return menuTechId
end
-- passing true for resetClientMask will cause the client to discard the predict selection and wait for a server update
function DeselectAllUnits(teamNumber, resetClientMask, sendMessage)
if sendMessage == nil then
sendMessage = true
end
for _, unit in ipairs(GetEntitiesWithMixin("Selectable")) do
unit:SetSelected(teamNumber, false, false, false)
if resetClientMask then
unit:ClearClientSelectionMask()
end
end
-- inform server to reset the selection
if Client and sendMessage then
local selectUnitMessage = BuildSelectUnitMessage(teamNumber, nil, false, false)
Client.SendNetworkMessage("SelectUnit", selectUnitMessage, true)
end
end
function GetIsRecycledUnit(unit)
return unit ~= nil and HasMixin(unit, "Recycle") and unit:GetIsRecycled()
end
function GetGameInfoEntity()
local entityList = Shared.GetEntitiesWithClassname("GameInfo")
if entityList:GetSize() > 0 then
return entityList:GetEntityAtIndex(0)
end
end
function GetTeamInfoEntity(teamNumber)
local teamInfo = GetEntitiesForTeam("TeamInfo", teamNumber)
if table.icount(teamInfo) > 0 then
return teamInfo[1]
end
end
function GetIsTargetDetected(target)
return HasMixin(target, "Detectable") and target:GetIsDetected()
end
function GetIsParasited(target)
return target ~= nil and HasMixin(target, "ParasiteAble") and target:GetIsParasited()
end
function GetTeamHasCommander(teamNumber)
local teamInfoEntity = GetTeamInfoEntity(teamNumber)
if teamInfoEntity and teamInfoEntity:GetLastCommIsBot() then return false end
if Client then
local commName = ScoreboardUI_GetCommanderName(teamNumber)
return commName ~= nil
elseif Server then
return #GetEntitiesForTeam("Commander", teamNumber) ~= 0
end
end
function GetIsCloseToMenuStructure(player)
local ptlabs = GetEntitiesForTeamWithinRange("PrototypeLab", player:GetTeamNumber(), player:GetOrigin(), PrototypeLab.kResupplyUseRange)
local armories = GetEntitiesForTeamWithinRange("Armory", player:GetTeamNumber(), player:GetOrigin(), Armory.kResupplyUseRange)
return (ptlabs and #ptlabs > 0) or (armories and #armories > 0)
end
function GetPlayerCanUseEntity(player, target)
local useSuccessTable = { useSuccess = false }
if target.GetCanBeUsed then
useSuccessTable.useSuccess = true
target:GetCanBeUsed(player, useSuccessTable)
end
--Print("GetPlayerCanUseEntity(%s, %s) returns %s", ToString(player), ToString(target), ToString(useSuccessTable.useSuccess))
-- really need to move this functionality into two mixin (when for user, one for useable)
return useSuccessTable.useSuccess or (target.GetCanAlwaysBeUsed and target:GetCanAlwaysBeUsed())
end
function GetIsClassHasEnergyFor(className, entity, techId, techNode, commander)
local hasEnergy = false
if entity:isa(className) and HasMixin(entity, "Energy") and entity:GetTechAllowed(techId, techNode, commander) then
local cost = LookupTechData(techId, kTechDataCostKey, 0)
hasEnergy = entity:GetEnergy() >= cost
end
return hasEnergy
end
function GetIsUnitActive(unit, debug)
local powered = not HasMixin(unit, "PowerConsumer") or not unit:GetRequiresPower() or unit:GetIsPowered()
local alive = not HasMixin(unit, "Live") or unit:GetIsAlive()
local isBuilt = not HasMixin(unit, "Construct") or unit:GetIsBuilt()
local isRecycled = HasMixin(unit, "Recycle") and (unit:GetIsRecycled() or unit:GetIsRecycling())
local isConsumed = HasMixin(unit, "Consume") and (unit:GetIsConsumed() or unit:GetIsConsuming())
if debug then
Print("------------ GetIsUnitActive(%s) -----------------", ToString(unit))
Print("powered: %s", ToString(powered))
Print("alive: %s", ToString(alive))
Print("isBuilt: %s", ToString(isBuilt))
Print("isRecycled: %s", ToString(isRecycled))
Print("isConsumed: %s", ToString(isConsumed))
Print("-----------------------------")
end
return powered and alive and isBuilt and not isRecycled and not isConsumed
end
function GetIsUnderResourceTowerLimit(self)
local techPoints = 0
local harvesters = 0
local teamInfo = GetEntitiesForTeam("TeamInfo", self:GetTeamNumber())
if table.icount(teamInfo) > 0 then
techPoints = teamInfo[1]:GetNumCapturedTechPoints()
harvesters = teamInfo[1]:GetNumCapturedResPoints()
end
local towerLimit = kMinSupportedRTs + techPoints * kRTsPerTechpoint
return harvesters < towerLimit
end
function GetAnyNearbyUnitsInCombat(origin, radius, teamNumber)
local nearbyUnits = GetEntitiesWithMixinForTeamWithinRange("Combat", teamNumber, origin, radius)
for e = 1, #nearbyUnits do
if nearbyUnits[e]:GetIsInCombat() then
return true
end
end
return false
end
function GetCircleSizeForEntity(entity)
local size = ConditionalValue(entity:isa("Player"),2.0, 2)
size = ConditionalValue(entity:isa("Drifter"), 2.5, size)
size = ConditionalValue(entity:isa("PowerPoint"), 2.6, size)
size = ConditionalValue(entity:isa("Hive"), 6.5, size)
size = ConditionalValue(entity:isa("MAC"), 2.0, size)
size = ConditionalValue(entity:isa("Door"), 4.0, size)
size = ConditionalValue(entity:isa("InfantryPortal"), 3.5, size)
size = ConditionalValue(entity:isa("Extractor"), 3.0, size)
size = ConditionalValue(entity:isa("CommandStation"), 6.5, size)
size = ConditionalValue(entity:isa("Egg"), 2.5, size)
size = ConditionalValue(entity:isa("Armory"), 4.0, size)
size = ConditionalValue(entity:isa("Harvester"), 3.7, size)
size = ConditionalValue(entity:isa("Crag"), 3, size)
size = ConditionalValue(entity:isa("RoboticsFactory"), 6, size)
size = ConditionalValue(entity:isa("ARC"), 3.5, size)
size = ConditionalValue(entity:isa("ArmsLab"), 4.3, size)
size = ConditionalValue(entity:isa("BoneWall"), 5.5, size)
return size
end
gMaxHeightOffGround = 0.0
function GetAttachEntity(techId, position, snapRadius)
local attachClass = LookupTechData(techId, kStructureAttachClass)
if attachClass then
for _, currentEnt in ipairs( GetEntitiesWithinRange(attachClass, position, ConditionalValue(snapRadius, snapRadius, .5)) ) do
if not currentEnt:GetAttached() then
return currentEnt
end
end
end
return nil
end
local function FindPoweredAttachEntities(className, teamNumber, origin, range)
ASSERT(type(className) == "string")
ASSERT(type(teamNumber) == "number")
ASSERT(origin ~= nil)
ASSERT(type(range) == "number")
local function teamAndPoweredFilterFunction(entity)
return entity:GetTeamNumber() == teamNumber and entity:GetIsBuilt() and entity:GetIsPowered()
end
return Shared.GetEntitiesWithTagInRange("class:" .. className, origin, range, teamAndPoweredFilterFunction)
end
function CheckForFlatSurface(origin, boxExtents)
local valid = true
-- Perform trace at center, then at each of the extent corners
if boxExtents then
local tracePoints = { origin + Vector(-boxExtents, 0.5, -boxExtents),
origin + Vector(-boxExtents, 0.5, boxExtents),
origin + Vector( boxExtents, 0.5, -boxExtents),
origin + Vector( boxExtents, 0.5, boxExtents) }
for index, point in ipairs(tracePoints) do
local trace = Shared.TraceRay(tracePoints[index], tracePoints[index] - Vector(0, 0.7, 0), CollisionRep.Move, PhysicsMask.AllButPCs, EntityFilterOne(nil))
if (trace.fraction == 1) then
valid = false
break
end
end
end
return valid
end
--[[
* Returns the spawn point on success, nil on failure.
]]
function ValidateSpawnPoint(spawnPoint, capsuleHeight, capsuleRadius, filter, origin)
local center = Vector(0, capsuleHeight * 0.5 + capsuleRadius, 0)
local spawnPointCenter = spawnPoint + center
-- Make sure capsule isn't interpenetrating something.
local spawnPointBlocked = Shared.CollideCapsule(spawnPointCenter, capsuleRadius, capsuleHeight, CollisionRep.Default, PhysicsMask.AllButPCs, nil)
if not spawnPointBlocked then
-- Trace capsule to ground, making sure we're not on something like a player or structure
local trace = Shared.TraceCapsule(spawnPointCenter, spawnPoint - Vector(0, 10, 0), capsuleRadius, capsuleHeight, CollisionRep.Move, PhysicsMask.AllButPCs)
if trace.fraction < 1 and (trace.entity == nil or not trace.entity:isa("ScriptActor")) then
VectorCopy(trace.endPoint, spawnPoint)
local endPoint = trace.endPoint + Vector(0, capsuleHeight / 2, 0)
-- Trace in both directions to make sure no walls are being ignored.
trace = Shared.TraceRay(endPoint, origin, CollisionRep.Move, PhysicsMask.AllButPCs, filter)
local traceOriginToEnd = Shared.TraceRay(origin, endPoint, CollisionRep.Move, PhysicsMask.AllButPCs, filter)
if trace.fraction == 1 and traceOriginToEnd.fraction == 1 then
return spawnPoint - Vector(0, capsuleHeight / 2, 0)
end
end
end
return nil
end
-- Find place for player to spawn, within range of origin. Makes sure that a line can be traced between the two points
-- without hitting anything, to make sure you don't spawn on the other side of a wall. Returns nil if it can't find a
-- spawn point after a few tries.
function GetRandomSpawnForCapsule(capsuleHeight, capsuleRadius, origin, minRange, maxRange, filter, validationFunc)
ASSERT(capsuleHeight > 0)
ASSERT(capsuleRadius > 0)
ASSERT(origin ~= nil)
ASSERT(type(minRange) == "number")
ASSERT(type(maxRange) == "number")
ASSERT(maxRange > minRange)
ASSERT(minRange > 0)
ASSERT(maxRange > 0)
local maxHeight = 10
for i = 0, 10 do
local spawnPoint
local points = GetRandomPointsWithinRadius(origin, minRange, maxRange, maxHeight, 1, 1, nil, validationFunc)
if #points == 1 then
spawnPoint = points[1]
elseif Server then
--DebugPrint("GetRandomPointsWithinRadius() failed inside of GetRandomSpawnForCapsule()")
end
if spawnPoint then
-- The spawn point returned by GetRandomPointsWithinRadius() may be too close to the ground.
-- Move it up a bit so there is some "wiggle" room. ValidateSpawnPoint() traces down anyway.
spawnPoint = spawnPoint + Vector(0, 0.5, 0)
local validSpawnPoint = ValidateSpawnPoint(spawnPoint, capsuleHeight, capsuleRadius, filter, origin)
if validSpawnPoint then
return validSpawnPoint
end
end
end
return nil
end
function GetInfestationRequirementsMet(techId, position)
local requirementsMet = true
-- Check infestation requirements
if LookupTechData(techId, kTechDataRequiresInfestation) then
if not GetIsPointOnInfestation(position) then
requirementsMet = false
end
-- SA: Note that we don't check kTechDataNotOnInfestation anymore.
-- This function should only be used for stuff that REQUIRES infestation.
end
return requirementsMet
end
function GetExtents(techId)
local extents = LookupTechData(techId, kTechDataMaxExtents)
if not extents then
extents = Vector(.5, .5, .5)
end
return extents
end
function CreateFilter(entity1, entity2)
local filter
if entity1 and entity2 then
filter = EntityFilterTwo(entity1, entity2)
elseif entity1 then
filter = EntityFilterOne(entity1)
elseif entity2 then
filter = EntityFilterOne(entity2)
end
return filter
end
-- Make sure point isn't blocking attachment entities
function GetPointBlocksAttachEntities(origin)
local nozzles = GetEntitiesWithinRange("ResourcePoint", origin, 1.5)
if table.icount(nozzles) == 0 then
local techPoints = GetEntitiesWithinRange("TechPoint", origin, 3.2)
if table.icount(techPoints) == 0 then
return false
end
end
return true
end
function GetGroundAtPointWithCapsule(position, extents, physicsGroupMask, filter)
local kCapsuleSize = 0.1
local topOffset = extents.y + kCapsuleSize
local startPosition = position + Vector(0, topOffset, 0)
local endPosition = position - Vector(0, 1000, 0)
local trace
if filter == nil then
trace = Shared.TraceCapsule(startPosition, endPosition, kCapsuleSize, 0, CollisionRep.Move, physicsGroupMask)
else
trace = Shared.TraceCapsule(startPosition, endPosition, kCapsuleSize, 0, CollisionRep.Move, physicsGroupMask, filter)
end
-- If we didn't hit anything, then use our existing position. This
-- prevents objects from constantly moving downward if they get outside
-- of the bounds of the map.
if trace.fraction ~= 1 then
return trace.endPoint - Vector(0, 2 * kCapsuleSize, 0)
else
return position
end
end
--[[
* Return the passed in position casted down to the ground.
--]]
function GetGroundAt(entity, position, physicsGroupMask, filter)
if filter then
return GetGroundAtPointWithCapsule(position, entity:GetExtents(), physicsGroupMask, filter)
end
return GetGroundAtPointWithCapsule(position, entity:GetExtents(), physicsGroupMask, EntityFilterOne(entity))
end
--[[
* Return the ground below position, using a TraceBox with the given extents, mask and filter.
* Returns position if nothing hit.
*
* filter defaults to nil
* extents defaults to a 0.1x0.1x0.1 box (ie, extents 0.05x...)
* physicGroupsMask defaults to PhysicsMask.Movement
--]]
function GetGroundAtPosition(position, filter, physicsGroupMask, extents)
physicsGroupMask = physicsGroupMask or PhysicsMask.Movement
extents = extents or Vector(0.05, 0.05, 0.05)
local topOffset = extents.y + 0.1
local startPosition = position + Vector(0, topOffset, 0)
local endPosition = position - Vector(0, 1000, 0)
local trace = Shared.TraceBox(extents, startPosition, endPosition, CollisionRep.Move, physicsGroupMask, filter)
-- If we didn't hit anything, then use our existing position. This
-- prevents objects from constantly moving downward if they get outside
-- of the bounds of the map.
if trace.fraction ~= 1 then
return trace.endPoint - Vector(0, extents.y, 0)
else
return position
end
end
function GetHoverAt(entity, position, filter)
local ground = GetGroundAt(entity, position, PhysicsMask.Movement, filter)
local resultY = position.y
-- if we have a hover height, use it to find our minimum height above ground, otherwise use zero
local minHeightAboveGround = 0
if entity.GetHoverHeight then
minHeightAboveGround = entity:GetHoverHeight()
end
local heightAboveGround = resultY - ground.y
-- always snap "up", snap "down" only if not flying
if heightAboveGround <= minHeightAboveGround or not entity:GetIsFlying() then
resultY = resultY + minHeightAboveGround - heightAboveGround
end
if resultY ~= position.y then
return Vector(position.x, resultY, position.z)
end
return position
end
function GetWaypointGroupName(entity)
return ConditionalValue(entity:GetIsFlying(), kAirWaypointsGroup, kDefaultWaypointGroup)
end
function GetTriggerEntity(position, teamNumber)
local triggerEntity
local minDist
local ents = GetEntitiesWithMixinForTeamWithinRange("Live", teamNumber, position, .5)
for _, ent in ipairs(ents) do
local dist = (ent:GetOrigin() - position):GetLength()
if not minDist or (dist < minDist) then
triggerEntity = ent
minDist = dist
end
end
return triggerEntity
end
function GetBlockedByUmbra(entity)
return entity ~= nil and HasMixin(entity, "Umbra") and entity:GetHasUmbra()
end
-- TODO: use what is defined in the material file
function GetSurfaceFromEntity(entity)
if GetIsAlienUnit(entity) then
return "organic"
elseif GetIsMarineUnit(entity) then
return "thin_metal"
end
return "thin_metal"
end
function GetSurfaceAndNormalUnderEntity(entity, axis)
if not axis then
axis = entity:GetCoords().yAxis
end
local trace = Shared.TraceRay(entity:GetOrigin() + axis * 0.2, entity:GetOrigin() - axis * 10, CollisionRep.Default, PhysicsMask.Bullets, EntityFilterAll() )
if trace.fraction ~= 1 then
return trace.surface, trace.normal
end
return "thin_metal", Vector(0, 1, 0)
end
-- Trace line to each target to make sure it's not blocked by a wall.
-- Returns true/false, along with distance traced
function GetWallBetween(startPoint, endPoint, targetEntity)
-- Filter out all entities except the targetEntity on this trace.
local trace = Shared.TraceRay(startPoint, endPoint, CollisionRep.Move, PhysicsMask.Bullets, EntityFilterOnly(targetEntity))
local dist = (startPoint - endPoint):GetLength()
local hitWorld = false
-- Hit nothing?
if trace.fraction == 1 then
hitWorld = false
-- Hit the world?
elseif not trace.entity then
dist = (startPoint - trace.endPoint):GetLength()
hitWorld = true
elseif trace.entity == targetEntity then
-- Hit target entity, return traced distance to it.
dist = (startPoint - trace.endPoint):GetLength()
hitWorld = false
end
return hitWorld, dist
end
-- Get damage type description text for tooltips
function DamageTypeDesc(damageType)
if table.icount(kDamageTypeDesc) >= damageType then
if kDamageTypeDesc[damageType] ~= "" then
return string.format("(%s)", kDamageTypeDesc[damageType])
end
end
return ""
end
function GetHealthColor(scalar)
local kHurtThreshold = .7
local kNearDeadThreshold = .4
local minComponent = 191
local spreadComponent = 255 - minComponent
scalar = Clamp(scalar, 0, 1)
if scalar <= kNearDeadThreshold then
-- Faded red to bright red
local r = minComponent + (scalar / kNearDeadThreshold) * spreadComponent
return {r, 0, 0}
elseif scalar <= kHurtThreshold then
local redGreen = minComponent + ( (scalar - kNearDeadThreshold) / (kHurtThreshold - kNearDeadThreshold) ) * spreadComponent
return {redGreen, redGreen, 0}
else
local g = minComponent + ( (scalar - kHurtThreshold) / (1 - kHurtThreshold) ) * spreadComponent
return {0, g, 0}
end
end
function GetEntsWithTechId(techIdTable, attachRange, position)
local ents = {}
local entities
if attachRange and position then
entities = GetEntitiesWithMixinWithinRange("Tech", position, attachRange)
else
entities = GetEntitiesWithMixin("Tech")
end
for _, entity in ipairs(entities) do
if table.find(techIdTable, entity:GetTechId()) then
table.insert(ents, entity)
end
end
return ents
end
function GetEntsWithTechIdIsActive(techIdTable, attachRange, position)
local ents = {}
local entities
if attachRange and position then
entities = GetEntitiesWithMixinWithinRange("Tech", position, attachRange)
else
entities = GetEntitiesWithMixin("Tech")
end
for _, entity in ipairs(entities) do
if table.find(techIdTable, entity:GetTechId()) and GetIsUnitActive(entity) then
table.insert(ents, entity)
end
end
return ents
end
function GetFreeAttachEntsForTechId(techId)
local freeEnts = {}
local attachClass = LookupTechData(techId, kStructureAttachClass)
if attachClass ~= nil then
for _, ent in ientitylist(Shared.GetEntitiesWithClassname(attachClass)) do
if ent ~= nil and ent:GetAttached() == nil then
table.insert(freeEnts, ent)
end
end
end
return freeEnts
end
function GetNearestFreeAttachEntity(techId, origin, range)
local nearest, nearestDist
for _, ent in ipairs(GetFreeAttachEntsForTechId(techId)) do
local dist = (ent:GetOrigin() - origin):GetLengthXZ()
if (nearest == nil or dist < nearestDist) and (range == nil or dist <= range) then
nearest = ent
nearestDist = dist
end
end
return nearest
end
-- Trace until we hit the "inside" of the level or hit nothing. Returns nil if we hit nothing,
-- returns the world point of the surface we hit otherwise. Only hit surfaces that are facing
-- towards us.
-- Input pickVec is either a normalized direction away from the commander that represents where
-- the mouse was clicked, or if worldCoordsSpecified is true, it's the XZ position of the order
-- given to the minimap. In that case, trace from above it straight down to find the target.
-- The last parameter is false if target is for selection, true if it's for building
function GetCommanderPickTarget(player, pickVec, worldCoordsSpecified, forBuild, filter, traceThickness, traceType )
traceType = traceType or 'ray'
local ogPickVec = Vector()
VectorCopy(pickVec, ogPickVec)
local startPoint = player:GetOrigin()
if worldCoordsSpecified then
startPoint = Vector(pickVec.x, startPoint.y + 20, pickVec.z)
pickVec = Vector(0, -1, 0)
end
local trace
local mask = ConditionalValue(forBuild, PhysicsMask.CommanderBuild, PhysicsMask.CommanderSelect)
local extents = traceType == 'box' and traceThickness and GetDirectedExtentsForDiameter(pickVec, traceThickness)
-- keep this method compatible with old api where you couldn't directly pass a filter but only specified if all entities or only the player are to be filtered
filter = filter == true and EntityFilterAll() or type(filter) == "function" and filter or EntityFilterOne(player)
while true do
local endPoint = startPoint + pickVec * 1000
if traceType == 'ray' then
trace = Shared.TraceRay(startPoint, endPoint, CollisionRep.Select, mask, filter)
else
trace = Shared.TraceBox(extents, startPoint, endPoint, CollisionRep.Select, mask, filter)
end
local hitDistance = (startPoint - trace.endPoint):GetLength()
-- Try again if we're inside the surface
if(trace.fraction == 0 or hitDistance < .1) then
startPoint = startPoint + pickVec
elseif(trace.fraction == 1) then
-- Nothing found
break
-- Only hit a target that's facing us (skip surfaces facing away from us)
elseif trace.normal.y < 0 then
-- Trace again from what we hit
startPoint = trace.endPoint + pickVec * 0.01
else
-- Hit something (might be the floor)
break
end
end
if traceType == 'ray' and traceThickness and not trace.entity then
local trace2 = GetCommanderPickTarget(player, ogPickVec, worldCoordsSpecified, forBuild, filter, traceThickness, 'box' )
if trace2.entity then
return trace2
end
end
return trace
end
function GetAreEnemies(entityOne, entityTwo)
return entityOne and entityTwo and HasMixin(entityOne, "Team") and HasMixin(entityTwo, "Team") and (
(entityOne:GetTeamNumber() == kMarineTeamType and entityTwo:GetTeamNumber() == kAlienTeamType) or
(entityOne:GetTeamNumber() == kAlienTeamType and entityTwo:GetTeamNumber() == kMarineTeamType)
)
end
function GetAreFriends(entityOne, entityTwo)
return entityOne and entityTwo and HasMixin(entityOne, "Team") and HasMixin(entityTwo, "Team") and
entityOne:GetTeamNumber() == entityTwo:GetTeamNumber()
end
function GetIsMarineUnit(entity)
return entity and HasMixin(entity, "Team") and entity:GetTeamType() == kMarineTeamType
end
function GetIsAlienUnit(entity)
return entity and HasMixin(entity, "Team") and entity:GetTeamType() == kAlienTeamType
end
function GetEnemyTeamNumber(entityTeamNumber)
if(entityTeamNumber == kTeam1Index) then
return kTeam2Index
elseif(entityTeamNumber == kTeam2Index) then
return kTeam1Index
else
return kTeamInvalid
end
end
function SpawnPlayerAtPoint(player, origin, angles)
player:SetOrigin(origin)
if angles then
-- For some reason only the "pitch" adjusts the in game angle,
-- so take the yaw (the rotation of the entity) and convert it
-- to "roll". Also SetViewAngles does not work here.
--From McG: no clue what above note is about. SetViewAngles works without issue
--Best guess, at some point this it was broken due to another issue, so this was
--never actually broken.
player:SetViewAngles(angles)
end
end
--[[
* Returns the passed in point traced down to the ground. Ignores all entities.
--]]
function DropToFloor(point)
local trace = Shared.TraceRay(point, Vector(point.x, point.y - 1000, point.z), CollisionRep.Move, PhysicsMask.All)
if trace.fraction < 1 then
return trace.endPoint
end
return point
end
function GetNearestTechPoint(origin, availableOnly)
-- Look for nearest empty tech point to use instead
local nearestTechPoint
local nearestTechPointDistance = 0
for _, techPoint in ientitylist(Shared.GetEntitiesWithClassname("TechPoint")) do
-- Only use unoccupied tech points that are neutral or marked for use with our team
local techPointTeamNumber = techPoint:GetTeamNumberAllowed()
if not availableOnly or techPoint:GetAttached() == nil then
local distance = (techPoint:GetOrigin() - origin):GetLength()
if nearestTechPoint == nil or distance < nearestTechPointDistance then
nearestTechPoint = techPoint
nearestTechPointDistance = distance
end
end
end
return nearestTechPoint
end
function GetNearest(origin, className, teamNumber, filterFunc)
assert(type(className) == "string")
local nearest
local nearestDistance = 0
for _, ent in ientitylist(Shared.GetEntitiesWithClassname(className)) do
-- Filter is optional, pass through if there is no filter function defined.
if not filterFunc or filterFunc(ent) then
if teamNumber == nil or (teamNumber == ent:GetTeamNumber()) then
local distance = (ent:GetOrigin() - origin):GetLengthSquared()
if nearest == nil or distance < nearestDistance then
nearest = ent
nearestDistance = distance
end
end
end
end
return nearest
end
function GetCanAttackEntity(seeingEntity, targetEntity)
return GetCanSeeEntity(seeingEntity, targetEntity, true)
end
-- Computes line of sight to entity, set considerObstacles to true to check if any other entity is blocking LOS
local toEntity = Vector()
function GetCanSeeEntity(seeingEntity, targetEntity, considerObstacles, obstaclesFilter)
PROFILE("NS2Utility:GetCanSeeEntity")
local seen = false
-- See if line is in our view cone
if targetEntity:GetIsVisible() then
local targetOrigin = HasMixin(targetEntity, "Target") and targetEntity:GetEngagementPoint() or targetEntity:GetOrigin()
local eyePos = GetEntityEyePos(seeingEntity)
-- Not all seeing entity types have a FOV.
-- So default to within FOV.
local withinFOV = true
-- Anything that has the GetFov method supports FOV checking.
if seeingEntity.GetFov ~= nil then
-- Reuse vector
toEntity.x = targetOrigin.x - eyePos.x
toEntity.y = targetOrigin.y - eyePos.y
toEntity.z = targetOrigin.z - eyePos.z
-- Normalize vector
local toEntityLength = math.sqrt(toEntity.x * toEntity.x + toEntity.y * toEntity.y + toEntity.z * toEntity.z)
if toEntityLength > kEpsilon then
toEntity.x = toEntity.x / toEntityLength
toEntity.y = toEntity.y / toEntityLength
toEntity.z = toEntity.z / toEntityLength
end
local seeingEntityAngles = GetEntityViewAngles(seeingEntity)
local normViewVec = seeingEntityAngles:GetCoords().zAxis
local dotProduct = Math.DotProduct(toEntity, normViewVec)
local fov = seeingEntity:GetFov()
-- players have separate fov for marking enemies as sighted
if seeingEntity.GetMinimapFov then
fov = seeingEntity:GetMinimapFov(targetEntity)
end
local halfFov = math.rad(fov / 2)
local s = math.acos(dotProduct)
withinFOV = s < halfFov
end
if withinFOV then
local filter = EntityFilterAllButIsa("Door")-- EntityFilterAll()
if considerObstacles then
-- Weapons don't block FOV
filter = obstaclesFilter or EntityFilterTwoAndIsa(seeingEntity, targetEntity, "Weapon")
end
-- See if there's something blocking our view of the entity.
local trace = Shared.TraceRay(eyePos, targetOrigin, CollisionRep.LOS, PhysicsMask.All, filter)
if trace.fraction == 1 then
seen = true
end
end
end
return seen
end
function GetLocations()
return EntityListToTable(Shared.GetEntitiesWithClassname("Location"))
end
function GetLocationForPoint(point, ignoredLocation)
local ents = GetLocations()
for _, location in ipairs(ents) do
if location ~= ignoredLocation and location:GetIsPointInside(point) then
return location
end
end
return nil
end
function GetLocationEntitiesNamed(name)
PROFILE("GetLocationEntitiesNamed")
local locationEntities = {}
if name ~= nil and name ~= "" then
local ents = GetLocations()
for _, location in ipairs(ents) do
if location:GetName() == name then
table.insert(locationEntities, location)
end
end
end
return locationEntities
end
function GetPowerPointForLocation(locationName)
if locationName == nil or locationName == "" then
return nil
end
local locationId = Shared.GetStringIndex(locationName)
local powerPoints = Shared.GetEntitiesWithClassname("PowerPoint")
for _, powerPoint in ientitylist(powerPoints) do
if powerPoint:GetLocationId() == locationId then
return powerPoint
end
end
return nil
end
-- for performance, cache the lights for each locationName
local lightLocationCache = {}
function GetLightsForLocation(locationName)
PROFILE("GetLightsForLocation")
if locationName == nil or locationName == "" then
return {}
end
if lightLocationCache[locationName] then
return lightLocationCache[locationName]
end
local lightList = {}
local locationTransforms = Client.locationList[locationName]
for _, locationTransform in ipairs(locationTransforms) do
for _, renderLight in ipairs(Client.lightList) do
if renderLight then
local lightOrigin = renderLight:GetCoords().origin
local transformedPt = locationTransform:TransformPoint(lightOrigin)
if transformedPt.x >= -1 and transformedPt.x < 1.0 and
transformedPt.y >= -1 and transformedPt.y < 1.0 and
transformedPt.z >= -1 and transformedPt.z < 1.0 then
table.insert(lightList, renderLight)
end
end
end
end
--Log("Total lights %s, lights in %s = %s", #Client.lightList, locationName, #lightList)
lightLocationCache[locationName] = lightList
return lightList
end
-- for performance, cache the probes for each locationName
local probeLocationCache = {}
function GetReflectionProbesForLocation(locationName)
PROFILE("GetReflectionProbesForLocation")
if locationName == nil or locationName == "" then
return {}
end
if probeLocationCache[locationName] then
return probeLocationCache[locationName]
end
local probeList = {}
local locationTransforms = Client.locationList[locationName]
for _, locationTransform in ipairs(locationTransforms) do
if Client.reflectionProbeList then
for _, probe in ipairs(Client.reflectionProbeList) do
if probe then
local probeOrigin = probe:GetOrigin()
local transformedPt = locationTransform:TransformPoint(probeOrigin)
if transformedPt.x >= -1 and transformedPt.x < 1.0 and
transformedPt.y >= -1 and transformedPt.y < 1.0 and
transformedPt.z >= -1 and transformedPt.z < 1.0 then
table.insert(probeList, probe)
end
end
end
end
end
probeLocationCache[locationName] = probeList
return probeList
end
local glowPropLocationCache = {}
function GetGlowingPropsForLocation(locationName)
PROFILE("GetGlowingPropsForLocation")
if locationName == nil or locationName == "" then
return {}
end
if glowPropLocationCache[locationName] then
return glowPropLocationCache[locationName]
end
local propList = {}
local locationTransforms = Client.locationList[locationName]
for _, locationTransform in ipairs(locationTransforms) do
for _, propLight in ipairs(Client.glowingProps) do
if propLight then
local lightOrigin = propLight:GetCoords().origin
local transformedPt = locationTransform:TransformPoint(lightOrigin)
if transformedPt.x >= -1 and transformedPt.x < 1.0 and
transformedPt.y >= -1 and transformedPt.y < 1.0 and
transformedPt.z >= -1 and transformedPt.z < 1.0 then
table.insert(propList, propLight)
end
end
end
end
--Log("Total glowing props %s, glow props in %s = %s", #Client.glowingProps, locationName, #propList)
glowPropLocationCache[locationName] = propList
return propList
end
-- Iterate over all location name strings, caching the light, reflection probe, and emissive prop
-- locations so it's available during the game. (Gets the hitch and GC bump out of the way early.)
function PrecacheLightsAndProps()
PROFILE("PrecacheLightsAndProps")
assert(Client)
local idx = 2 -- location names start at 2 for some reason... the string at index 1 is "".
while true do
local str = Shared.GetString(idx)
if str == "" then -- indexing out of bounds yields "".
return
end
GetLightsForLocation(str)
GetReflectionProbesForLocation(str)
GetGlowingPropsForLocation(str)
idx = idx + 1
end
end
function ClearLights()
if Client.lightList ~= nil then
for _, light in ipairs(Client.lightList) do
Client.DestroyRenderLight(light)
end
Client.lightList = { }
end
end
local function SetLight(renderLight, intensity, color)
if intensity then
renderLight:SetIntensity(intensity)
end
if color then
renderLight:SetColor(color)
if renderLight:GetType() == RenderLight.Type_AmbientVolume then
renderLight:SetDirectionalColor(RenderLight.Direction_Right, color)
renderLight:SetDirectionalColor(RenderLight.Direction_Left, color)
renderLight:SetDirectionalColor(RenderLight.Direction_Up, color)
renderLight:SetDirectionalColor(RenderLight.Direction_Down, color)
renderLight:SetDirectionalColor(RenderLight.Direction_Forward, color)
renderLight:SetDirectionalColor(RenderLight.Direction_Backward, color)
end
end
end
local kMinCommanderLightIntensityScalar = 0.3
local function UpdateRedLightsforPowerPointWorker(self)
for renderLight,_ in pairs(self.activeLights) do
--Max redness already.
local angleRad = 1 * math.pi / 2
-- and scalar goes 0->1
local scalar = math.sin(angleRad)
local showCommanderLight = false
local player = Client.GetLocalPlayer()
if player and player:isa("Commander") then
showCommanderLight = true
end
if showCommanderLight then
scalar = math.max(kMinCommanderLightIntensityScalar, scalar)
end
local intensity = scalar * renderLight.originalIntensity
intensity = intensity * self:CheckFlicker(renderLight,PowerPoint.kAuxFlickerChance, scalar)
local color
if showCommanderLight then
color = PowerPoint.kDisabledCommanderColor
else
color = PowerPoint.kDisabledColor
end
SetLight(renderLight, intensity, color)
end
end
function NotifyEntitiesWithFilteredCinematics()
for _, entity in ipairs(GetEntitiesWithMixin("FilteredCinematicUser")) do
entity:OnFilteredCinematicOptionChanged()
end
end
function MinimalParticlesOption_Update()
Client.kMinimalParticles = GetAdvancedOption("particles")
NotifyEntitiesWithFilteredCinematics()
end
function ViewModelOption_Update()
local player = Client.GetLocalPlayer()
if player then
local drawviewmodel = GetAdvancedOption("drawviewmodel")
local drawviewmodel_a = GetAdvancedOption("drawviewmodel_a")
Client.kHideViewModel = drawviewmodel == 1 or
drawviewmodel == 2 and
(
player:isa("Marine") and not GetAdvancedOption("drawviewmodel_m") or
player:isa("Exo") and not GetAdvancedOption("drawviewmodel_exo") or
player:isa("Alien") and drawviewmodel_a ~= 0 and
(
drawviewmodel_a == 1 or
player:isa("Skulk") and not GetAdvancedOption("drawviewmodel_skulk") or
player:isa("Gorge") and not GetAdvancedOption("drawviewmodel_gorge") or
player:isa("Lerk") and not GetAdvancedOption("drawviewmodel_lerk") or
player:isa("Fade") and not GetAdvancedOption("drawviewmodel_fade") or
player:isa("Onos") and not GetAdvancedOption("drawviewmodel_onos")
)
)
if ClientUI then
ClientUI.RestartScripts
{
"Hud/Marine/GUIMarineHUD",
"GUIExoEject"
}
end
NotifyEntitiesWithFilteredCinematics()
end
end
local gLightQuality
function Lights_UpdateLightMode()
-- Don't attempt to load lowlights for main menu 'map'
if Client.fullyLoaded then
local LoadData
-- Check the light quality options. Check low and minimal options and notify the client if the map doesn't support
-- the chosen option. The light lists are initialized in early world (as long as the map has 1 light), so these should be fine to use.
local lightQuality = Client.GetOptionInteger("graphics/lightQuality", 2)
local hasLowLights = Client.lowLightList and #Client.lowLightList > 0
local hasMinimalLights = Client.minimalLightList and #Client.minimalLightList > 0
--[[
Light quality options
0: Minimal
1: Low
2: High
--]]
if lightQuality == 0 then
if not hasMinimalLights then
-- Now try "Low"
if not hasLowLights then
Shared.Message("Map doesn't support the minimal or low lights option, defaulting to regular lights.")
Shared.ConsoleCommand("output " .. "Map doesn't support the minimal or low lights option, defaulting to regular lights.")
LoadData = Client.originalLights
else
Shared.Message("Map doesn't support the minimal lights option, defaulting to low lights.")
Shared.ConsoleCommand("output " .. "Map doesn't support the minimal lights option, defaulting to low lights.")
LoadData = Client.lowLightList
end
else
LoadData = Client.minimalLightList
end
elseif lightQuality == 1 then
if not hasLowLights then
Shared.Message("Map doesn't support the low lights option, defaulting to regular lights.")
Shared.ConsoleCommand("output " .. "Map doesn't support the low lights option, defaulting to regular lights.")
LoadData = Client.originalLights
else
LoadData = Client.lowLightList
end
else
LoadData = Client.originalLights
end
-- Now we finally load/re-load the lights.
if LoadData and lightQuality ~= gLightQuality then
ClearLights()
gLightQuality = lightQuality
for _, object in ipairs(LoadData) do
LoadMapEntity(object.className, object.groupName, object.values)
end
lightLocationCache = { }
local powerPoints = Shared.GetEntitiesWithClassname("PowerPoint")
for _, powerPoint in ientitylist(powerPoints) do
if powerPoint.lightHandler then
powerPoint.lightHandler:Reset()
end
end
end
end
end
if Client then
function ResetLights()
for _, renderLight in ipairs(Client.lightList) do
renderLight:SetColor(renderLight.originalColor)
renderLight:SetIntensity(renderLight.originalIntensity)
end
end
end
local kUpVector = Vector(0, 1, 0)
function SetPlayerPoseParameters(player, viewModel, headAngles)
local coords = player:GetCoords()
local pitch = -Math.Wrap(Math.Degrees(headAngles.pitch), -180, 180)
local landIntensity = player.landIntensity or 0
local bodyYaw = 0
if player.bodyYaw then
bodyYaw = Math.Wrap(Math.Degrees(player.bodyYaw), -180, 180)
end
local bodyYawRun = 0
if player.bodyYawRun then
bodyYawRun = Math.Wrap(Math.Degrees(player.bodyYawRun), -180, 180)
end
local headCoords = headAngles:GetCoords()
local velocity = player:GetVelocityFromPolar()
-- Not all players will contrain their movement to the X/Z plane only.
if player.GetMoveSpeedIs2D and player:GetMoveSpeedIs2D() then
velocity.y = 0
end
local x = Math.DotProduct(headCoords.xAxis, velocity)
local z = Math.DotProduct(headCoords.zAxis, velocity)
local moveYaw = Math.Wrap(Math.Degrees( math.atan2(z,x) ), -180, 180)
local moveSpeed = velocity:GetLength() / player:GetMaxSpeed(true)
local crouchAmount = HasMixin(player, "CrouchMove") and player:GetCrouchAmount() or 0
if player.ModifyCrouchAnimation then
crouchAmount = player:ModifyCrouchAnimation(crouchAmount)
end
player:SetPoseParam("move_yaw", moveYaw)
player:SetPoseParam("move_speed", moveSpeed)
player:SetPoseParam("body_pitch", pitch)
player:SetPoseParam("body_yaw", bodyYaw)
player:SetPoseParam("body_yaw_run", bodyYawRun)
player:SetPoseParam("crouch", crouchAmount)
player:SetPoseParam("land_intensity", landIntensity)
if viewModel then
viewModel:SetPoseParam("move_yaw", moveYaw)
viewModel:SetPoseParam("move_speed", moveSpeed)
viewModel:SetPoseParam("body_pitch", pitch)
viewModel:SetPoseParam("body_yaw", bodyYaw)
viewModel:SetPoseParam("body_yaw_run", bodyYawRun)
viewModel:SetPoseParam("crouch", crouchAmount)
viewModel:SetPoseParam("land_intensity", landIntensity)
end
end
-- Pass in position on ground
function GetHasRoomForCapsule(extents, position, collisionRep, physicsMask, ignoreEntity, filter)
if extents ~= nil then
local filter = filter or ConditionalValue(ignoreEntity, EntityFilterOne(ignoreEntity), nil)
return not Shared.CollideBox(extents, position, collisionRep, physicsMask, filter)
else
Print("GetHasRoomForCapsule(): Extents not valid.")
end
return false
end
function GetEngagementDistance(entIdOrTechId, trueTechId)
local distance = 2
local success = true
local techId = entIdOrTechId
if not trueTechId then
local ent = Shared.GetEntity(entIdOrTechId)
if ent and ent.GetTechId then
techId = ent:GetTechId()
else
success = false
end
end
-- local desc
if success then
distance = LookupTechData(techId, kTechDataEngagementDistance, nil)
if distance then
-- desc = EnumToString(kTechId, techId)
else
distance = 1
success = false
end
end
--Print("GetEngagementDistance(%s, %s) => %s => %s, %s", ToString(entIdOrTechId), ToString(trueTechId), ToString(desc), ToString(distance), ToString(success))
return distance, success
end
function MinimapToWorld(commander, x, y)
local heightmap = GetHeightmap()
-- Translate minimap coords to world position
return Vector(heightmap:GetWorldX(y), 0, heightmap:GetWorldZ(x))
end
function GetMinimapPlayableWidth(map)
local mapX = map:GetMapX(map:GetOffset().z + map:GetExtents().z)
return (mapX - .5) * 2
end
function GetMinimapPlayableHeight(map)
local mapY = map:GetMapY(map:GetOffset().x - map:GetExtents().x)
return (mapY - .5) * 2
end
function GetMinimapHorizontalScale(map)
local width = GetMinimapPlayableWidth(map)
local height = GetMinimapPlayableHeight(map)
return ConditionalValue(height > width, width/height, 1)
end
function GetMinimapVerticalScale(map)
local width = GetMinimapPlayableWidth(map)
local height = GetMinimapPlayableHeight(map)
return ConditionalValue(width > height, height/width, 1)
end
function GetMinimapNormCoordsFromPlayable(map, playableX, playableY)
local playableWidth = GetMinimapPlayableWidth(map)
local playableHeight = GetMinimapPlayableHeight(map)
return playableX * (1 / playableWidth), playableY * (1 / playableHeight)
end
-- If we hit something, create an effect (sparks, blood, etc)
--[[function TriggerHitEffects(doer, target, origin, surface, melee, extraEffectParams)
local tableParams = {}
if target and target.GetClassName and target.GetTeamType then
tableParams[kEffectFilterClassName] = target:GetClassName()
tableParams[kEffectFilterIsMarine] = target:GetTeamType() == kMarineTeamType
tableParams[kEffectFilterIsAlien] = target:GetTeamType() == kAlienTeamType
end
if GetIsPointOnInfestation(origin) then
surface = "organic"
end
if not surface or surface == "" then
surface = "metal"
end
tableParams[kEffectSurface] = surface
if origin then
tableParams[kEffectHostCoords] = Coords.GetTranslation(origin)
else
tableParams[kEffectHostCoords] = Coords.GetIdentity()
end
if doer then
tableParams[kEffectFilterDoerName] = doer:GetClassName()
end
tableParams[kEffectFilterInAltMode] = (melee == true)
-- Add in extraEffectParams if specified
if extraEffectParams then
for key, element in pairs(extraEffectParams) do
tableParams[key] = element
end
end
GetEffectManager():TriggerEffects("damage", tableParams, doer)
end]]--
local kInfestationSearchRange = 25
function GetIsPointOnInfestation(point)
local onInfestation = false
-- See if entity is on infestation
local infestationEntities = GetEntitiesWithMixinWithinRange("Infestation", point, kInfestationSearchRange)
for infestationIndex = 1, #infestationEntities do
local infestation = infestationEntities[infestationIndex]
if infestation:GetIsPointOnInfestation(point) then
onInfestation = true
break
end
end
-- count being inside of a gorge tunnel as on infestation
if not onInfestation then
local tunnelEntities = GetEntitiesWithinRange("Tunnel", point, 40)
onInfestation = #tunnelEntities > 0
end
return onInfestation
end
function GetIsPointInGorgeTunnel(point)
local tunnelEntities = GetEntitiesWithinRange("Tunnel", point, 40)
return #tunnelEntities > 0 and tunnelEntities[1]
end
function GetIsPointOffInfestation(point)
return not GetIsPointOnInfestation(point)
end
-- Get nearest valid target for commander ability activation, of specified team number nearest specified position.
-- Returns nil if none exists in range.
function GetActivationTarget(teamNumber, position)
local nearestTarget, nearestDist
local targets = GetEntitiesWithMixinForTeamWithinRange("Live", teamNumber, position, 2)
for _, target in ipairs(targets) do
if target:GetIsVisible() and not target:isa("Infestation") then
local dist = (target:GetOrigin() - position):GetLength()
if nearestTarget == nil or dist < nearestDist then
nearestTarget = target
nearestDist = dist
end
end
end
return nearestTarget
end
function GetSelectionText(entity, teamNumber)
local text = ""
local cloakedText = ""
if entity.GetIsCamouflaged and entity:GetIsCamouflaged() then
cloakedText = " (" .. Locale.ResolveString("CAMOUFLAGED") .. ")"
elseif HasMixin(entity, "Cloakable") and entity:GetIsCloaked() then
cloakedText = " (" .. Locale.ResolveString("CLOAKED") .. ")"
end
local maturity = ""
if HasMixin(entity, "Maturity") then
if entity:GetMaturityLevel() == kMaturityLevel.Grown then
maturity = Locale.ResolveString("GROWN") .. " "
end
end
if entity:isa("Player") and entity:GetIsAlive() then
local playerName = Scoreboard_GetPlayerData(entity:GetClientIndex(), "Name")
if playerName ~= nil then
text = string.format("%s%s", playerName, cloakedText)
end
else
-- Don't show built % for enemies, show health instead
local enemyTeam = HasMixin(entity, "Team") and GetEnemyTeamNumber(entity:GetTeamNumber()) == teamNumber
local techId = entity:GetTechId()
local secondaryText = ""
if HasMixin(entity, "Construct") and not entity:GetIsBuilt() then
secondaryText = Locale.ResolveString("CONSTRUCT_UNBUILT")
elseif HasMixin(entity, "PowerConsumer") and entity:GetRequiresPower() and not entity:GetIsPowered() then
secondaryText = Locale.ResolveString("CONSTRUCT_UNPOWERED")
elseif entity:isa("Whip") then
if not entity:GetIsRooted() then
secondaryText = Locale.ResolveString("CONSTRUCT_UNROOTED")
end
end
local primaryText = GetDisplayNameForTechId(techId)
if entity.GetDescription then
primaryText = entity:GetDescription()
end
text = string.format("%s%s%s%s", maturity, secondaryText, primaryText, cloakedText)
end
return text
end
function GetCostForTech(techId)
return LookupTechData(techId, kTechDataCostKey, 0)
end
--[[
* Adds additional points to the path to ensure that no two points are more than
* maxDistance apart.
--]]
function SubdividePathPoints(points, maxDistance)
PROFILE("NS2Utility:SubdividePathPoints")
local numPoints = #points
local i = 1
while i < numPoints do
local point1 = points[i]
local point2 = points[i + 1]
-- If the distance between two points is large, add intermediate points
local delta = point2 - point1
local distance = delta:GetLength()
local numNewPoints = math.floor(distance / maxDistance)
local p = 0
for j=1,numNewPoints do
local f = j / numNewPoints
local newPoint = point1 + delta * f
if (table.find(points, newPoint) == nil) then
i = i + 1
table.insert( points, i, newPoint )
p = p + 1
end
end
i = i + 1
numPoints = numPoints + p
end
end
local function GetTraceEndPoint(src, dst, trace, skinWidth)
local delta = dst - src
local distance = delta:GetLength()
local fraction = trace.fraction
fraction = Clamp( fraction + (fraction - 1.0) * skinWidth / distance, 0.0, 1.0 )
return src + delta * fraction
end
function GetFriendlyFire()
return false
end
local allowedWarmUpStrcutures = {
"Hydra",
"Clog",
"TunnelEntrance"
}
function GetValidTargetInWarmUp(target)
for _, classname in ipairs(allowedWarmUpStrcutures) do
if target:isa(classname) then
return true
end
end
return not HasMixin(target, "Construct")
end
-- All damage is routed through here.
function CanEntityDoDamageTo(attacker, target, cheats, devMode, friendlyFire, damageType)
if not GetGameInfoEntity():GetGameStarted() and not GetWarmupActive() then
return false
end
if target:isa("Clog") then
return true
end
if not HasMixin(target, "Live") then
return false
end
if GetWarmupActive() and not GetValidTargetInWarmUp(target) then
return false
end
if target:isa("ARC") and damageType == kDamageType.Splash then
return true
end
if not target:GetCanTakeDamage() then
return false
end
if target == nil or (target.GetDarwinMode and target:GetDarwinMode()) then
return false
elseif cheats or devMode then
return true
elseif attacker == nil then
return true
end
-- You can always do damage to yourself.
if attacker == target then
return true
end
-- Command stations can kill even friendlies trapped inside.
if attacker ~= nil and attacker:isa("CommandStation") then
return true
end
-- Your own grenades can hurt you.
if attacker:isa("Grenade") then
local owner = attacker:GetOwner()
if owner and owner:GetId() == target:GetId() then
return true
end
end
-- Same teams not allowed to hurt each other unless friendly fire enabled.
local teamsOK = true
if attacker ~= nil then
teamsOK = GetAreEnemies(attacker, target) or friendlyFire
end
-- Allow damage of own stuff when testing.
return teamsOK
end
function TraceMeleeBox(weapon, eyePoint, axis, extents, range, mask, filter)
-- We make sure that the given range is actually the start/end of the melee volume by moving forward the
-- starting point with the extents (and some extra to make sure we don't hit anything behind us),
-- as well as moving the endPoint back with the extents as well (making sure we dont trace backwards)
-- Make sure we don't hit anything behind us.
local startPoint = eyePoint + axis * weapon:GetMeleeOffset()
local endPoint = eyePoint + axis * math.max(0, range)
local trace = Shared.TraceBox(extents, startPoint, endPoint, CollisionRep.Damage, mask, filter)
return trace, startPoint, endPoint
end
local function IsPossibleMeleeTarget(player, target, teamNumber)
if target and HasMixin(target, "Live") and target:GetCanTakeDamage() and target:GetIsAlive() then
if HasMixin(target, "Team") and teamNumber == target:GetTeamNumber() then
return true
end
end
return false
end
--[[
* Priority function for melee target.
*
* Returns newTarget it it is a better target, otherwise target.
*
* Default priority: closest enemy player, otherwise closest enemy melee target
--]]
local function IsBetterMeleeTarget(weapon, player, newTarget, target)
local teamNumber = GetEnemyTeamNumber(player:GetTeamNumber())
if IsPossibleMeleeTarget(player, newTarget, teamNumber) then
if not target or (not target:isa("Player") and newTarget:isa("Player")) then
return true
end
end
return false
end
-- melee targets must be in front of the player
local function IsNotBehind(fromPoint, hitPoint, forwardDirection)
local startPoint = fromPoint + forwardDirection * 0.1
local toHitPoint = hitPoint - startPoint
toHitPoint:Normalize()
return forwardDirection:DotProduct(toHitPoint) > 0
end
-- The order in which we do the traces - middle first, the corners last.
local kTraceOrder = { 4, 1, 3, 5, 7, 0, 2, 6, 8 }
--[[
* Checks if a melee capsule would hit anything. Does not actually carry
* out any attack or inflict any damage.
*
* Target prio algorithm:
* First, a small box (the size of a rifle but or a skulks head) is moved along the view-axis, colliding
* with everything. The endpoint of this trace is the attackEndPoind
*
* Second, a new trace to the attackEndPoint using the full size of the melee box is done. This trace
* is done WITHOUT REGARD FOR GEOMETRY, and uses an entity-filter that tracks targets as they come,
* and prioritizes them.
*
* Basically, inside the range to the attackEndPoint, the attacker chooses the "best" target freely.
--]]
--[[
* Bullets are small and will hit exactly where you looked.
* Melee, however, is different. We select targets from a volume, and we expect the melee'er to be able
* to basically select the "best" target from that volume.
* Right now, the Trace methods available is limited (spheres or world-axis aligned boxes), so we have to
* compensate by doing multiple traces.
* We specify the size of the width and base height and its range.
* Then we split the space into 9 parts and trace/select all of them, choose the "best" target. If no good target is found,
* we use the middle trace for effects.
--]]
function CheckMeleeCapsule(weapon, player, damage, range, optionalCoords, traceRealAttack, scale, priorityFunc, filter, mask)
scale = scale or 1
local eyePoint = player:GetEyePos()
-- if not teamNumber then
-- teamNumber = GetEnemyTeamNumber( player:GetTeamNumber() )
-- end
mask = mask or PhysicsMask.Melee
local coords = optionalCoords or player:GetViewAngles():GetCoords()
local axis = coords.zAxis
local forwardDirection = Vector(coords.zAxis)
forwardDirection.y = 0
if forwardDirection:GetLength() ~= 0 then
forwardDirection:Normalize()
end
local width, height = weapon:GetMeleeBase()
width = scale * width
height = scale * height
--[[
if Client then
Client.DebugCapsule(eyePoint, eyePoint + axis * range, width, 0, 3)
end
--]]
-- extents defines a world-axis aligned box, so x and z must be the same.
local extents = Vector(width / 6, height / 6, width / 6)
if not filter then
filter = EntityFilterOne(player)
end
local middleTrace,middleStart
local target,endPoint,surface,startPoint
if not priorityFunc then
priorityFunc = IsBetterMeleeTarget
end
local selectedTrace
for _, pointIndex in ipairs(kTraceOrder) do
local dx = pointIndex % 3 - 1
local dy = math.floor(pointIndex / 3) - 1
local point = eyePoint + coords.xAxis * (dx * width / 3) + coords.yAxis * (dy * height / 3)
local trace, sp, ep = TraceMeleeBox(weapon, point, axis, extents, range, mask, filter)
if dx == 0 and dy == 0 then
middleTrace, middleStart = trace, sp
selectedTrace = trace
end
if trace.entity and priorityFunc(weapon, player, trace.entity, target) and IsNotBehind(eyePoint, trace.endPoint, forwardDirection) then
selectedTrace = trace
target = trace.entity
startPoint = sp
endPoint = trace.endPoint
surface = trace.surface
surface = GetIsAlienUnit(target) and "organic" or "metal"
if GetAreEnemies(player, target) then
if target:isa("Alien") then
surface = "organic"
elseif target:isa("Marine") then
surface = "flesh"
else
if HasMixin(target, "Team") then
if target:GetTeamType() == kAlienTeamType then
surface = "organic"
else
surface = "metal"
end
end
end
end
end
end
-- if we have not found a target, we use the middleTrace to possibly bite a wall (or when cheats are on, teammates)
target = target or middleTrace.entity
endPoint = endPoint or middleTrace.endPoint
surface = surface or middleTrace.surface
startPoint = startPoint or middleStart
local direction = target and (endPoint - startPoint):GetUnit() or coords.zAxis
return target ~= nil or middleTrace.fraction < 1, target, endPoint, direction, surface, startPoint, selectedTrace
end
local kNumMeleeZones = 3
local kRangeMult = 0-- 0.15
function PerformGradualMeleeAttack(weapon, player, damage, range, optionalCoords, altMode, filter)
local didHit, target, endPoint, direction, surface
local didHitNow
local damageMult = 1
local stepSize = 1 / kNumMeleeZones
local trace
for i = 1, kNumMeleeZones do
local attackRange = range * (1 - (i-1) * kRangeMult)
didHitNow, target, endPoint, direction, surface = CheckMeleeCapsule(weapon, player, damage, range, optionalCoords, true, i * stepSize, nil, filter)
didHit = didHit or didHitNow
if target and didHitNow then
if target:isa("Player") then
damageMult = 1 - (i - 1) * stepSize
end
break
end
end
if didHit then
weapon:DoDamage(damage * damageMult, target, endPoint, direction, surface, altMode)
end
return didHit, target, endPoint, direction, surface, trace
end
--[[
* Does an attack with a melee capsule.
--]]
function AttackMeleeCapsule(weapon, player, damage, range, optionalCoords, altMode, filter)
local targets = {}
local didHit, target, endPoint, direction, surface, startPoint, trace
if not filter then
filter = EntityFilterTwo(player, weapon)
end
-- loop upto 20 times just to go through any soft targets.
-- Stops as soon as nothing is hit or a non-soft target is hit
for i = 1, 20 do
local traceFilter = function(test)
return EntityFilterList(targets)(test) or filter(test)
end
-- Enable tracing on this capsule check, last argument.
didHit, target, endPoint, direction, surface, startPoint, trace = CheckMeleeCapsule(weapon, player, damage, range, optionalCoords, true, 1, nil, traceFilter)
local alreadyHitTarget = target ~= nil and table.icontains(targets, target)
if didHit and not alreadyHitTarget then
weapon:DoDamage(damage, target, endPoint, direction, surface, altMode)
end
if target and not alreadyHitTarget then
table.insert(targets, target)
end
if not target or not HasMixin(target, "SoftTarget") then
break
end
end
HandleHitregAnalysis(player, startPoint, endPoint, trace)
local lastTarget = targets[#targets]
-- Handle Stats
if Server then
local parent = weapon and weapon.GetParent and weapon:GetParent()
if parent and weapon.GetTechId then
-- Drifters, buildings and teammates don't count towards accuracy as hits or misses
if (lastTarget and lastTarget:isa("Player") and GetAreEnemies(parent, lastTarget)) or lastTarget == nil then
local steamId = parent:GetSteamId()
if steamId then
StatsUI_AddAccuracyStat(steamId, weapon:GetTechId(), lastTarget ~= nil, lastTarget and lastTarget:isa("Onos"), weapon:GetParent():GetTeamNumber())
end
end
end
end
return didHit, lastTarget, endPoint, surface
end
local kExplosionDirections =
{
Vector(0, 1, 0),
Vector(0, -1, 0),
Vector(1, 0, 0),
Vector(-1, 0, 0),
Vector(1, 0, 0),
Vector(0, 0, 1),
Vector(0, 0, -1),
}
function CreateExplosionDecals(triggeringEntity, effectName)
effectName = effectName or "explosion_decal"
local startPoint = triggeringEntity:GetOrigin() + Vector(0, 0.2, 0)
for i = 1, #kExplosionDirections do
local direction = kExplosionDirections[i]
local trace = Shared.TraceRay(startPoint, startPoint + direction * 2, CollisionRep.Damage, PhysicsMask.Bullets, EntityFilterAll())
if trace.fraction ~= 1 then
local coords = Coords.GetTranslation(trace.endPoint)
coords.yAxis = trace.normal
coords.zAxis = trace.normal:GetPerpendicular()
coords.xAxis = coords.zAxis:CrossProduct(coords.yAxis)
triggeringEntity:TriggerEffects(effectName, {effecthostcoords = coords})
end
end
end
function BuildClassToGrid()
local ClassToGrid = { }
ClassToGrid["Undefined"] = { 5, 8 }
ClassToGrid["TechPoint"] = { 1, 1 }
ClassToGrid["ResourcePoint"] = { 2, 1 }
ClassToGrid["Door"] = { 3, 1 }
ClassToGrid["DoorLocked"] = { 4, 1 }
ClassToGrid["DoorWelded"] = { 5, 1 }
ClassToGrid["Grenade"] = { 6, 1 }
ClassToGrid["PowerPoint"] = { 7, 1 }
ClassToGrid["UnsocketedPowerPoint"] = { 8, 8 }
ClassToGrid["Scan"] = { 6, 8 }
ClassToGrid["HighlightWorld"] = { 4, 6 }
ClassToGrid["ReadyRoomPlayer"] = { 1, 2 }
ClassToGrid["Marine"] = { 1, 2 }
ClassToGrid["Exo"] = { 2, 2 }
ClassToGrid["JetpackMarine"] = { 3, 2 }
ClassToGrid["Exo"] = { 2, 2 }
ClassToGrid["MAC"] = { 4, 2 }
ClassToGrid["CommandStationOccupied"] = { 5, 2 }
ClassToGrid["CommandStationL2Occupied"] = { 6, 2 }
ClassToGrid["CommandStationL3Occupied"] = { 7, 2 }
ClassToGrid["Death"] = { 8, 2 }
ClassToGrid["Skulk"] = { 1, 3 }
ClassToGrid["Gorge"] = { 2, 3 }
ClassToGrid["Lerk"] = { 3, 3 }
ClassToGrid["Fade"] = { 4, 3 }
ClassToGrid["Onos"] = { 5, 3 }
ClassToGrid["Drifter"] = { 6, 3 }
ClassToGrid["HiveOccupied"] = { 7, 3 }
ClassToGrid["BoneWall"] = { 8, 3 }
ClassToGrid["CommandStation"] = { 1, 4 }
ClassToGrid["Extractor"] = { 4, 4 }
ClassToGrid["Sentry"] = { 5, 4 }
ClassToGrid["ARC"] = { 6, 4 }
ClassToGrid["ARCDeployed"] = { 7, 4 }
ClassToGrid["SentryBattery"] = { 8, 4 }
ClassToGrid["InfantryPortal"] = { 1, 5 }
ClassToGrid["Armory"] = { 2, 5 }
ClassToGrid["AdvancedArmory"] = { 3, 5 }
ClassToGrid["AdvancedArmoryModule"] = { 4, 5 }
ClassToGrid["PhaseGate"] = { 5, 5 }
ClassToGrid["Observatory"] = { 6, 5 }
ClassToGrid["RoboticsFactory"] = { 7, 5 }
ClassToGrid["ArmsLab"] = { 8, 5 }
ClassToGrid["PrototypeLab"] = { 4, 5 }
ClassToGrid["HiveBuilding"] = { 1, 6 }
ClassToGrid["Hive"] = { 2, 6 }
ClassToGrid["Infestation"] = { 4, 6 }
ClassToGrid["Harvester"] = { 5, 6 }
ClassToGrid["Hydra"] = { 6, 6 }
ClassToGrid["Egg"] = { 7, 6 }
ClassToGrid["Embryo"] = { 7, 6 }
ClassToGrid["Shell"] = { 8, 6 }
ClassToGrid["Spur"] = { 7, 7 }
ClassToGrid["Veil"] = { 8, 7 }
ClassToGrid["Crag"] = { 1, 7 }
ClassToGrid["Whip"] = { 3, 7 }
ClassToGrid["Shade"] = { 5, 7 }
ClassToGrid["Shift"] = { 6, 7 }
ClassToGrid["WaypointMove"] = { 1, 8 }
ClassToGrid["WaypointDefend"] = { 2, 8 }
ClassToGrid["TunnelEntrance"] = { 3, 8 }
ClassToGrid["PlayerFOV"] = { 4, 8 }
ClassToGrid["MoveOrder"] = { 1, 8 }
ClassToGrid["BuildOrder"] = { 2, 8 }
ClassToGrid["AttackOrder"] = { 2, 8 }
ClassToGrid["SensorBlip"] = { 5, 8 }
ClassToGrid["EtherealGate"] = { 8, 1 }
ClassToGrid["Player"] = { 7, 8 }
return ClassToGrid
end
--[[
* Returns Column and Row to find the minimap icon for the passed in class.
--]]
function GetSpriteGridByClass(class, classToGrid)
-- This really shouldn't happen but lets return something just in case.
if not classToGrid[class] then
Print("No sprite defined for minimap icon %s", class)
Print(debug.traceback())
return 4, 8
end
return classToGrid[class][1], classToGrid[class][2]
end
--[[
* Non-linear egg spawning. Eggs spawn slower the more of them you have, but speed up with more players.
* Pass in the number of players currently on your team, and the number of egg that this will be (ie, with
* no eggs, pass in 1 to find out how long it will take for the first egg to spawn in).
--]]
function CalcEggSpawnTime(numPlayers, eggNumber, numDeadPlayers)
local clampedEggNumber = Clamp(eggNumber, 1, kAlienEggsPerHive)
local clampedNumPlayers = Clamp(numPlayers, 1, kMaxPlayers/2)
local calcEggScalar = math.sin(((clampedEggNumber - 1)/kAlienEggsPerHive) * (math.pi / 2)) * kAlienEggSinScalar
local calcSpawnTime = kAlienEggMinSpawnTime + (calcEggScalar / clampedNumPlayers) * kAlienEggPlayerScalar
return Clamp(calcSpawnTime, kAlienEggMinSpawnTime, kAlienEggMaxSpawnTime)
end
gEventTiming = {}
function LogEventTiming()
if Shared then
table.insert(gEventTiming, Shared.GetTime())
end
end
function GetEventTimingString(seconds)
local logTime = Shared.GetTime() - seconds
local count = 0
for _, time in ipairs(gEventTiming) do
if time >= logTime then
count = count + 1
end
end
return string.format("%d events in past %d seconds (%.3f avg delay).", count, seconds, seconds/count)
end
function GetIsVortexed(entity)
return entity and HasMixin(entity, "VortexAble") and entity:GetIsVortexed()
end
function GetIsNanoShielded(entity)
return entity and HasMixin(entity, "NanoShieldAble") and entity:GetIsNanoShielded()
end
if Client then
local kMaxPitch = Math.Radians(89.9)
function ClampInputPitch(input)
input.pitch = Clamp(input.pitch, -kMaxPitch, kMaxPitch)
end
-- &ol& = order location
-- &ot& = order target entity name
function TranslateHintText(text)
local translatedText = text
local player = Client.GetLocalPlayer()
if player and HasMixin(player, "Orders") then
local order = player:GetCurrentOrder()
if order then
local orderDestination = order:GetLocation()
local location = GetLocationForPoint(orderDestination)
local orderLocationName = location and location:GetName() or ""
translatedText = string.gsub(translatedText, "&ol&", orderLocationName)
local orderTargetEntityName = LookupTechData(order:GetParam(), kTechDataDisplayName, "<entity name>")
translatedText = string.gsub(translatedText, "&ot&", orderTargetEntityName)
end
end
return translatedText
end
end
gSpeedDebug = nil
function SetSpeedDebugText(text, ...)
if gSpeedDebug then
local result = string.format(text, ...)
gSpeedDebug:SetDebugText(result)
end
end
-- returns pairs of impact point, entity
function TraceBullet(player, weapon, startPoint, direction, throughHallucinations, throughUnits)
local hitInfo = {}
local lastHitEntity = player
local endPoint = startPoint + direction * 1000
local maxTraces = 3
for i = 1, maxTraces do
local trace = Shared.TraceRay(startPoint, endPoint, CollisionRep.Damage, PhysicsMask.Bullets, EntityFilterTwo(lastHitEntity, weapon))
if trace.fraction ~= 1 then
table.insert(hitInfo, { EndPoint = trace.endPoint, Entity = trace.entity } )
if trace.entity and (trace.entity:isa("Hallucination") and throughHallucinations == true) or throughUnits == true then
startPoint = Vector(trace.endPoint)
lastHitEntity = trace.entity
else
break
end
else
break
end
end
return hitInfo
end
-- add comma to separate thousands
function CommaValue(amount)
local formatted = ""
if amount ~= nil then
formatted = amount
while true do
local k
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
end
return formatted
end
--[[
* Trim off unnecessary path and extension.
--]]
function GetTrimmedMapName(mapName)
if mapName == nil then
return ""
end
for trimmedName in string.gmatch(mapName, [[\/(.+)\.level]]) do
return trimmedName
end
return mapName
end
-- Look for "BIND_" in the string and substitute with key to press
-- ie, "Press the BIND_Buy key to evolve to a new lifeform or to gain new upgrades." => "Press the B key to evolve to a new lifeform or to gain new upgrades."
function SubstituteBindStrings(tipString)
local substitutions = { }
for word in string.gmatch(tipString, "BIND_(%a+)") do
local bind = GetPrettyInputName(word)
if type(bind) == "string" then
tipString = string.gsub(tipString, "BIND_" .. word, bind)
-- If the input name is not found, replace the BIND_InputName with just InputName as a fallback.
else
tipString = string.gsub(tipString, "BIND_" .. word, word)
end
end
return tipString
end
-- Look up texture coordinates in kInventoryIconsTexture
-- Used for death messages, inventory icons, and abilities drawn in the alien "energy ball"
gTechIdPosition = nil
function GetTexCoordsForTechId(techId)
local x1 = 0
local y1 = 0
local x2 = kInventoryIconTextureWidth
local y2 = kInventoryIconTextureHeight
if not gTechIdPosition then
gTechIdPosition = {}
-- marine weapons
gTechIdPosition[kTechId.Rifle] = kDeathMessageIcon.Rifle
gTechIdPosition[kTechId.HeavyMachineGun] = kDeathMessageIcon.HeavyMachineGun
gTechIdPosition[kTechId.Pistol] = kDeathMessageIcon.Pistol
gTechIdPosition[kTechId.Axe] = kDeathMessageIcon.Axe
gTechIdPosition[kTechId.Shotgun] = kDeathMessageIcon.Shotgun
gTechIdPosition[kTechId.Flamethrower] = kDeathMessageIcon.Flamethrower
gTechIdPosition[kTechId.GrenadeLauncher] = kDeathMessageIcon.GL
gTechIdPosition[kTechId.Welder] = kDeathMessageIcon.Welder
gTechIdPosition[kTechId.LayMines] = kDeathMessageIcon.Mine
gTechIdPosition[kTechId.ClusterGrenade] = kDeathMessageIcon.ClusterGrenade
gTechIdPosition[kTechId.GasGrenade] = kDeathMessageIcon.GasGrenade
gTechIdPosition[kTechId.PulseGrenade] = kDeathMessageIcon.PulseGrenade
gTechIdPosition[kTechId.Exo] = kDeathMessageIcon.Crush
gTechIdPosition[kTechId.PowerSurge] = kDeathMessageIcon.EMPBlast
-- alien abilities
gTechIdPosition[kTechId.Bite] = kDeathMessageIcon.Bite
gTechIdPosition[kTechId.Leap] = kDeathMessageIcon.Leap
gTechIdPosition[kTechId.Parasite] = kDeathMessageIcon.Parasite
gTechIdPosition[kTechId.Xenocide] = kDeathMessageIcon.Xenocide
gTechIdPosition[kTechId.Spit] = kDeathMessageIcon.Spit
gTechIdPosition[kTechId.BuildAbility] = kDeathMessageIcon.BuildAbility
gTechIdPosition[kTechId.Spray] = kDeathMessageIcon.Spray
gTechIdPosition[kTechId.BileBomb] = kDeathMessageIcon.BileBomb
gTechIdPosition[kTechId.WhipBomb] = kDeathMessageIcon.WhipBomb
gTechIdPosition[kTechId.BabblerAbility] = kDeathMessageIcon.BabblerAbility
gTechIdPosition[kTechId.LerkBite] = kDeathMessageIcon.LerkBite
gTechIdPosition[kTechId.Spikes] = kDeathMessageIcon.Spikes
gTechIdPosition[kTechId.Spores] = kDeathMessageIcon.SporeCloud
gTechIdPosition[kTechId.Umbra] = kDeathMessageIcon.Umbra
gTechIdPosition[kTechId.Swipe] = kDeathMessageIcon.Swipe
gTechIdPosition[kTechId.Stab] = kDeathMessageIcon.Stab
gTechIdPosition[kTechId.Blink] = kDeathMessageIcon.Blink
gTechIdPosition[kTechId.Vortex] = kDeathMessageIcon.Vortex
gTechIdPosition[kTechId.MetabolizeEnergy] = kDeathMessageIcon.Metabolize
gTechIdPosition[kTechId.MetabolizeHealth] = kDeathMessageIcon.Metabolize
gTechIdPosition[kTechId.Gore] = kDeathMessageIcon.Gore
gTechIdPosition[kTechId.Stomp] = kDeathMessageIcon.Stomp
gTechIdPosition[kTechId.BoneShield] = kDeathMessageIcon.BoneShield
gTechIdPosition[kTechId.GorgeTunnelTech] = kDeathMessageIcon.GorgeTunnel
end
local position = gTechIdPosition[techId]
if position then
y1 = (position - 1) * kInventoryIconTextureHeight
y2 = y1 + kInventoryIconTextureHeight
end
return x1, y1, x2, y2
end
-- Ex: input.commands = RemoveMoveCommand( input.commands, Move.PrimaryAttack )
function RemoveMoveCommand( commands, moveMask )
local negMask = bit.bxor(0xFFFFFFFF, moveMask)
return bit.band(commands, negMask)
end
function HasMoveCommand( commands, moveMask )
return bit.band( commands, moveMask ) ~= 0
end
function AddMoveCommand( commands, moveMask )
return bit.bor(commands, moveMask)
end
function GetShellLevel(teamNumber)
if teamNumber then
local teamInfo = GetTeamInfoEntity(teamNumber)
if teamInfo then
return teamInfo.shellLevel or 0
end
end
return 0
end
function GetSpurLevel(teamNumber)
if teamNumber then
local teamInfo = GetTeamInfoEntity(teamNumber)
if teamInfo then
return teamInfo.spurLevel or 0
end
end
return 0
end
function GetVeilLevel(teamNumber)
if teamNumber then
local teamInfo = GetTeamInfoEntity(teamNumber)
if teamInfo then
return teamInfo.veilLevel or 0
end
end
return 0
end
function GetSelectablesOnScreen(commander, className, minPos, maxPos)
assert(Client)
if not className then
className = "Entity"
end
local selectables = {}
if not minPos then
minPos = Vector(0,0,0)
end
if not maxPos then
maxPos = Vector(Client.GetScreenWidth(), Client.GetScreenHeight(), 0)
end
-- Check own team first, if no entities are found, then let the marquee select enemies
local team = { commander:GetTeamNumber(), ConditionalValue(commander:GetTeamNumber() == kTeam1Index, kTeam2Index, kTeam1Index) }
for _, teamNumber in ipairs(team) do
for _, selectable in ipairs(GetEntitiesWithMixinForTeam("Selectable", teamNumber)) do
if selectable:isa(className) then
local screenPos = Client.WorldToScreen(selectable:GetOrigin())
if screenPos.x >= minPos.x and screenPos.x <= maxPos.x and
screenPos.y >= minPos.y and screenPos.y <= maxPos.y then
table.insert(selectables, selectable)
end
end
end
if #selectables > 0 then break end
end
return selectables
end
function GetInstalledMapList()
local matchingFiles = { }
Shared.GetMatchingFileNames("maps/*.level", false, matchingFiles)
local mapNames = { }
local mapFiles = { }
for _, mapFile in ipairs(matchingFiles) do
local _, _, filename = string.find(mapFile, "maps/(.*).level")
local mapname = string.gsub(filename, 'ns2_', '', 1):gsub("^%l", string.upper)
local tagged,_ = string.match(filename, "ns2_", 1)
if tagged ~= nil then
table.insert(mapNames, mapname)
table.insert(mapFiles, {["name"] = mapname, ["fileName"] = filename})
end
end
return mapNames, mapFiles
end
-- TODO: move to Utility.lua
function EntityFilterList(list)
return function(test) return table.icontains(list, test) end
end
-- avoid problem with client generating a hit while server fails by shrinking client-side bullets a bit
local kClientSideCaliberAdjustment = 0.00
function GetBulletTargets(startPoint, endPoint, spreadDirection, bulletSize, filter)
local targets = {}
local hitPoints = {}
local trace
if Client then
if bulletSize < 2*kClientSideCaliberAdjustment then
bulletSize = bulletSize / 2
else
bulletSize = bulletSize - kClientSideCaliberAdjustment
end
end
for i = 1, 20 do
local traceFilter
if filter then
traceFilter = function(test)
return EntityFilterList(targets)(test) or filter(test)
end
else
traceFilter = EntityFilterList(targets)
end
trace = Shared.TraceRay(startPoint, endPoint, CollisionRep.Damage, PhysicsMask.Bullets, traceFilter)
if not trace.entity then
-- Limit the box trace to the point where the ray hit as an optimization.
local boxTraceEndPoint = trace.fraction ~= 1 and trace.endPoint or endPoint
local extents = GetDirectedExtentsForDiameter(spreadDirection, bulletSize)
trace = Shared.TraceBox(extents, startPoint, boxTraceEndPoint, CollisionRep.Damage, PhysicsMask.Bullets, traceFilter)
end
if trace.entity and not table.icontains(targets, trace.entity) then
table.insert(targets, trace.entity)
table.insert(hitPoints, trace.endPoint)
end
local deadTarget = trace.entity and HasMixin(trace.entity, "Live") and not trace.entity:GetIsAlive()
local softTarget = trace.entity and HasMixin(trace.entity, "SoftTarget")
local ragdollTarget = trace.entity and trace.entity:isa("Ragdoll")
if (not trace.entity or not (deadTarget or softTarget or ragdollTarget)) or trace.fraction == 1 then
break
end
-- if (deadTarget) then Log("Dead %s target, bullet is going forward", EntityToString(trace.entity)) end
-- if (soft) then Log("Soft %s target, bullet is going forward", EntityToString(trace.entity)) end
-- if (ragdollTarget) then Log("Ragdoll %s target, bullet is going forward", EntityToString(trace.entity)) end
end
return targets, trace, hitPoints
end
local kAlienStructureMoveSound = PrecacheAsset("sound/NS2.fev/alien/infestation/build")
function UpdateAlienStructureMove(self, deltaTime)
if Server then
local currentOrder = self:GetCurrentOrder()
if GetIsUnitActive(self) and currentOrder and currentOrder:GetType() == kTechId.Move and (not HasMixin(self, "TeleportAble") or not self:GetIsTeleporting()) then
local speed = self:GetMaxSpeed()
if self.shiftBoost then
speed = speed * kShiftStructurespeedScalar
end
self:MoveToTarget(PhysicsMask.AIMovement, currentOrder:GetLocation(), speed, deltaTime)
if not self.distanceMoved then
self.distanceMoved = 0
end
self.distanceMoved = self.distanceMoved + speed * deltaTime
if self.distanceMoved > 1 then
if HasMixin(self, "StaticTarget") then
self:StaticTargetMoved()
end
self.distanceMoved = 0
end
if self:IsTargetReached(currentOrder:GetLocation(), kAIMoveOrderCompleteDistance) then
self:CompletedCurrentOrder()
self.moving = false
self.distanceMoved = 0
else
self.moving = true
end
else
self.moving = false
self.distanceMoved = 0
end
if HasMixin(self, "Obstacle") then
if currentOrder and currentOrder:GetType() == kTechId.Move then
self:RemoveFromMesh()
if not self.removedMesh then
self.removedMesh = true
self:OnObstacleChanged()
end
elseif self.removedMesh then
self:AddToMesh()
self.removedMesh = false
end
end
elseif Client then
if self.clientMoving ~= self.moving then
if self.moving then
Shared.PlaySound(self, kAlienStructureMoveSound, 1)
else
Shared.StopSound(self, kAlienStructureMoveSound)
end
self.clientMoving = self.moving
end
if self.moving and (not self.timeLastDecalCreated or self.timeLastDecalCreated + 1.1 < Shared.GetTime() ) then
self:TriggerEffects("structure_move")
self.timeLastDecalCreated = Shared.GetTime()
end
end
end
function GetCommanderLogoutAllowed()
return true
--[[
local gameState = kGameState.PreGame
local gameStateDuration = 0
if Server then
local gamerules = GetGamerules()
if gamerules then
gameState = gamerules:GetGameState()
gameStateDuration = gamerules:GetGameTimeChanged()
end
else
local gameInfo = GetGameInfoEntity()
if gameInfo then
gameState = gameInfo:GetState()
gameStateDuration = math.max(0, Shared.GetTime() - gameInfo:GetStartTime())
end
end
return ( gameState ~= kGameState.Countdown and gameState ~= kGameState.Started ) or gameStateDuration >= kCommanderMinTime
--]]
end
function ValidateShoulderPad( variants )
local idx = Client.GetOptionInteger("shoulderPad", 1)
if not kShoulderPad2ItemId[idx] then
Client.SetOptionInteger("shoulderPad", 1)
idx = 1
elseif not GetHasShoulderPad(idx) then
idx = 1
end
variants.shoulderPadIndex = idx
end
function ValidateVariant( variants, variantType, enum, enumData )
local idx = Client.GetOptionInteger(variantType, 1)
local pvIdx = idx --cache incase not owned, for logging
if not rawget( enum, idx ) then -- if it's an invalid id
Client.SetOptionInteger(variantType, 1) -- fix it
idx = 1
HPrint( "Invalid ID on " .. variantType )
elseif not GetHasVariant( enumData, idx ) then -- if they don't have access to this
idx = 1 -- don't let them use it
HPrint( "No access to " .. variantType .. " " .. pvIdx )
end
variants[variantType] = idx
end
function GetAndSetVariantOptions()
local variants = {}
variants.sexType = Client.GetOptionString("sexType", "Male")
ValidateShoulderPad(variants)
ValidateVariant(variants, "marineVariant", kMarineVariants, kMarineVariantsData)
ValidateVariant(variants, "skulkVariant", kSkulkVariants, kSkulkVariantsData)
ValidateVariant(variants, "gorgeVariant", kGorgeVariants, kGorgeVariantsData)
ValidateVariant(variants, "lerkVariant", kLerkVariants, kLerkVariantsData)
ValidateVariant(variants, "fadeVariant", kFadeVariants, kFadeVariantsData)
ValidateVariant(variants, "onosVariant", kOnosVariants, kOnosVariantsData)
ValidateVariant(variants, "exoVariant", kExoVariants, kExoVariantsData)
ValidateVariant(variants, "rifleVariant", kRifleVariants, kRifleVariantsData)
ValidateVariant(variants, "pistolVariant", kPistolVariants, kPistolVariantsData)
ValidateVariant(variants, "axeVariant", kAxeVariants, kAxeVariantsData)
ValidateVariant(variants, "shotgunVariant", kShotgunVariants, kShotgunVariantsData)
ValidateVariant(variants, "flamethrowerVariant", kFlamethrowerVariants, kFlamethrowerVariantsData)
ValidateVariant(variants, "grenadeLauncherVariant", kGrenadeLauncherVariants, kGrenadeLauncherVariantsData)
ValidateVariant(variants, "welderVariant", kWelderVariants, kWelderVariantsData)
ValidateVariant(variants, "hmgVariant", kHMGVariants, kHMGVariantsData)
ValidateVariant(variants, "marineStructuresVariant", kMarineStructureVariants, kMarineStructureVariantsData)
ValidateVariant(variants, "alienStructuresVariant", kAlienStructureVariants, kAlienStructureVariantsData)
ValidateVariant(variants, "alienTunnelsVariant", kAlienTunnelVariants, kAlienTunnelVariantsData)
return variants
end
function SendPlayerVariantUpdate()
if Client.GetIsConnected() then
local options = GetAndSetVariantOptions()
Client.SendNetworkMessage("SetPlayerVariant",
{
marineVariant = options.marineVariant,
skulkVariant = options.skulkVariant,
gorgeVariant = options.gorgeVariant,
lerkVariant = options.lerkVariant,
fadeVariant = options.fadeVariant,
onosVariant = options.onosVariant,
isMale = string.lower(options.sexType) == "male",
shoulderPadIndex = options.shoulderPadIndex,
exoVariant = options.exoVariant,
rifleVariant = options.rifleVariant,
pistolVariant = options.pistolVariant,
axeVariant = options.axeVariant,
shotgunVariant = options.shotgunVariant,
flamethrowerVariant = options.flamethrowerVariant,
grenadeLauncherVariant = options.grenadeLauncherVariant,
welderVariant = options.welderVariant,
hmgVariant = options.hmgVariant,
marineStructuresVariant = options.marineStructuresVariant,
alienStructuresVariant = options.alienStructuresVariant,
alienTunnelsVariant = options.alienTunnelsVariant,
},
true)
end
end
function CheckCollectableAchievement()
if Client.IsInventoryLoaded() then
for _, itemId in ipairs(kCollectableItemIds) do
if not GetOwnsItem( itemId ) then
return
end
end
Client.SetAchievement('Economy_0_1')
end
end
------------------------------------------
-- This will return nil if the asset DNE
------------------------------------------
function PrecacheAssetIfExists( path )
if GetFileExists(path) then
return PrecacheAsset(path)
else
--DebugPrint("attempted to precache asset that does not exist: "..path)
return nil
end
end
------------------------------------------
-- If the first path DNE, it will use the fallback
------------------------------------------
function PrecacheAssetSafe( path, fallback )
if GetFileExists(path) then
return PrecacheAsset(path)
else
--DebugPrint("Could not find "..path.."\n Loading "..fallback.." instead" )
assert( GetFileExists(fallback) )
return PrecacheAsset(fallback)
end
end
function GetPlayerSkillTier(skill, isRookie, adagradSum, isBot) --TODO-HIVE Update for Team-context
if isBot then return -1, "SKILLTIER_BOT" end
if isRookie then return 0, "SKILLTIER_ROOKIE", 0 end
if not skill or skill == -1 then return -2, "SKILLTIER_UNKNOWN" end
if adagradSum then
-- capping the skill values using sum of squared adagrad gradients
-- This should stop the skill tier from changing too often for some players due to short term trends
-- The used factor may need some further adjustments
if adagradSum <= 0 then
skill = 0
else
skill = math.max(skill - 25 / math.sqrt(adagradSum), 0)
end
end
if skill <= 300 then return 1, "SKILLTIER_RECRUIT", skill end
if skill <= 750 then return 2, "SKILLTIER_FRONTIERSMAN", skill end
if skill <= 1400 then return 3, "SKILLTIER_SQUADLEADER", skill end
if skill <= 2100 then return 4, "SKILLTIER_VETERAN", skill end
if skill <= 2900 then return 5, "SKILLTIER_COMMANDANT", skill end
if skill <= 4100 then return 6, "SKILLTIER_SPECIALOPS", skill end
return 7, "SKILLTIER_SANJISURVIVOR", skill
end
local kSkillTierToDescMap =
{
[-1] = "SKILLTIER_BOT",
[ 0] = "SKILLTIER_ROOKIE",
[ 1] = "SKILLTIER_RECRUIT",
[ 2] = "SKILLTIER_FRONTIERSMAN",
[ 3] = "SKILLTIER_SQUADLEADER",
[ 4] = "SKILLTIER_VETERAN",
[ 5] = "SKILLTIER_COMMANDANT",
[ 6] = "SKILLTIER_SPECIALOPS",
[ 7] = "SKILLTIER_SANJISURVIVOR",
unknown = "SKILLTIER_UNKNOWN",
}
function GetSkillTierDescription(tier)
assert(type(tier) == "number")
return kSkillTierToDescMap[tier] or kSkillTierToDescMap.unknown
end
local warmupActive = false
function SetWarmupActive(active)
warmupActive = active
end
function GetWarmupActive()
return warmupActive
end |
local ZkyTargetBar = LibStub("AceAddon-3.0"):GetAddon("ZkyTargetBar")
local defaults = {
profile = {
position = nil,
scale = 1.5,
layout = 3,
textPosition = { x = 0, y = -2 },
hideText = false,
showInRaid = true,
showInParty = false,
showSolo = false,
locked = false,
playErrorSound = true,
}
}
local options = nil
local function getOptions()
if options then return options end
options = {
type = "group",
name = "Return Target Icon Bar",
args = {
general = {
type = "group",
name = "",
inline = true,
args = {
descriptionImage = {
name = "",
type = "description",
image = "Interface\\AddOns\\ZkyTargetBar\\media\\return",
imageWidth = 64,
imageHeight = 64,
width = "half",
order = 1
},
descriptiontext = {
name = "Return Target Icon Bar by Irpa\nDiscord: https://discord.gg/SZYAKFy\nGithub: https://github.com/zorkqz/ZkyTargetBar\n",
type = "description",
width = "full",
order = 1.1
},
headerGlobalSettings = {
name = "Settings",
type = "header",
width = "double",
order = 2
},
showInRaid = {
name = "Show in raids",
desc = "",
type = "toggle",
order = 2.1,
get = function(self)
return ZkyTargetBar.db.profile.showInRaid
end,
set = function(self, value)
ZkyTargetBar.db.profile.showInRaid = value
ZkyTargetBar:CheckHide()
end
},
showInParty = {
name = "Show in party",
desc = "",
type = "toggle",
order = 2.2,
get = function(self)
return ZkyTargetBar.db.profile.showInParty
end,
set = function(self, value)
ZkyTargetBar.db.profile.showInParty = value
ZkyTargetBar:CheckHide()
end
},
showSolo = {
name = "Show when solo",
desc = "Doesn't make much sense.",
type = "toggle",
order = 2.3,
get = function(self)
return ZkyTargetBar.db.profile.showSolo
end,
set = function(self, value)
ZkyTargetBar.db.profile.showSolo = value
ZkyTargetBar:CheckHide()
end
},
locked = {
name = "Lock position",
desc = "Lock icons in place.",
type = "toggle",
order = 2.4,
get = function(self)
return ZkyTargetBar.db.profile.locked
end,
set = function(self, value)
ZkyTargetBar.db.profile.locked = value
end
},
playErrorSound = {
name = "Play error sound",
desc = "Play an error sound if no target could be found.",
type = "toggle",
order = 2.4,
get = function(self)
return ZkyTargetBar.db.profile.playErrorSound
end,
set = function(self, value)
ZkyTargetBar.db.profile.playErrorSound = value
end
},
hideText = {
name = "Hide Text",
desc = "",
type = "toggle",
order = 2.5,
get = function(self)
return ZkyTargetBar.db.profile.hideText
end,
set = function(self, value)
ZkyTargetBar.db.profile.hideText = value
ZkyTargetBar:UpdateTextPosition()
end
},
headerLayout = {
name = "Layout",
type = "header",
width = "double",
order = 3
},
scale = {
name = "Scale",
desc = "",
type = "range",
order = 3.1,
min = 0.1,
max = 5,
softMin = 0.5,
softMax = 2,
step = 0.1,
bigStep = 0.1,
get = function(self)
return ZkyTargetBar.db.profile.scale
end,
set = function(self, value)
ZkyTargetBar.db.profile.scale = value
ZkyTargetBar:DoLayout()
end
},
layout = {
name = "Layout",
desc = "",
type = "range",
order = 3.2,
min = 0,
max = 3,
softMin = 0,
softMax = 3,
step = 1,
bigStep = 1,
get = function(self)
return ZkyTargetBar.db.profile.layout
end,
set = function(self, value)
ZkyTargetBar.db.profile.layout = value
ZkyTargetBar:DoLayout()
end
},
emptyDescription1 = {
name = "",
type = "description",
order = 3.3
},
textPositionX = {
name = "Text X",
desc = "",
type = "range",
order = 3.4,
min = -100,
max = 100,
softMin = -100,
softMax = 100,
step = 0.1,
bigStep = 1,
get = function(self)
return ZkyTargetBar.db.profile.textPosition.x
end,
set = function(self, value)
ZkyTargetBar.db.profile.textPosition.x = value
ZkyTargetBar:UpdateTextPosition()
end
},
textPositionY = {
name = "Text Y",
desc = "",
type = "range",
order = 3.5,
min = -100,
max = 100,
softMin = -100,
softMax = 100,
step = 0.1,
bigStep = 1,
get = function(self)
return ZkyTargetBar.db.profile.textPosition.y
end,
set = function(self, value)
ZkyTargetBar.db.profile.textPosition.y = value
ZkyTargetBar:UpdateTextPosition()
end
},
}
}
}
}
return options
end
function ZkyTargetBar:ChatCommand(input)
InterfaceOptionsFrame_OpenToCategory(ZkyTargetBar.Options.Menus.Profiles)
InterfaceOptionsFrame_OpenToCategory(ZkyTargetBar.Options.Menus.Profiles)
InterfaceOptionsFrame_OpenToCategory(ZkyTargetBar.Options.Menus.ZkyTargetBar)
end
function ZkyTargetBar:SetupOptions()
ZkyTargetBar.db = LibStub("AceDB-3.0"):New("ZkyTargetBarDB", defaults, true)
ZkyTargetBar.Options = {}
ZkyTargetBar.Options.Menus = {}
ZkyTargetBar.Options.Profiles = LibStub("AceDBOptions-3.0"):GetOptionsTable(ZkyTargetBar.db)
LibStub("AceConfig-3.0"):RegisterOptionsTable("ZkyTargetBar", getOptions)
LibStub("AceConfigRegistry-3.0"):RegisterOptionsTable("ZkyTargetBar Profiles", ZkyTargetBar.Options.Profiles)
ZkyTargetBar.Options.Menus.ZkyTargetBar
= LibStub("AceConfigDialog-3.0"):AddToBlizOptions("ZkyTargetBar", "ZkyTargetBar", nil)
ZkyTargetBar.Options.Menus.Profiles
= LibStub("AceConfigDialog-3.0"):AddToBlizOptions("ZkyTargetBar Profiles", "Profiles", "ZkyTargetBar")
ZkyTargetBar:RegisterChatCommand("ZkyTargetBar", "ChatCommand")
ZkyTargetBar:RegisterChatCommand("ztb", "ChatCommand")
end
-- Binding Variables
BINDING_HEADER_RETURNTARGETBAR = "Return Target Icon Bar"
_G["BINDING_NAME_CLICK ZkyTargetBarButton8:LeftButton"] = "Target Skull";
_G["BINDING_NAME_CLICK ZkyTargetBarButton7:LeftButton"] = "Target Cross";
_G["BINDING_NAME_CLICK ZkyTargetBarButton6:LeftButton"] = "Target Square";
_G["BINDING_NAME_CLICK ZkyTargetBarButton5:LeftButton"] = "Target Moon";
_G["BINDING_NAME_CLICK ZkyTargetBarButton4:LeftButton"] = "Target Triangle";
_G["BINDING_NAME_CLICK ZkyTargetBarButton3:LeftButton"] = "Target Diamond";
_G["BINDING_NAME_CLICK ZkyTargetBarButton2:LeftButton"] = "Target Circle";
_G["BINDING_NAME_CLICK ZkyTargetBarButton1:LeftButton"] = "Target Star";
|
--- An empty module that can be used with require()
print('empty_mod.lua called')
return {
foo = function()
print('foo')
end
} |
--[[
--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 wibox = require("wibox")
local TagList = require("widget.tag-list")
local clickable_container = require("widget.material.clickable-container")
return function(screen, action_bar_width)
-- Create an imagebox widget which will contains an icon indicating which layout we're using.
-- We need one layoutbox per screen.
local LayoutBox = function(s)
local layoutBox = clickable_container(awful.widget.layoutbox(s))
layoutBox:buttons(
awful.util.table.join(
awful.button(
{},
1,
function()
awful.layout.inc(1)
end
),
awful.button(
{},
3,
function()
awful.layout.inc(-1)
end
),
awful.button(
{},
4,
function()
awful.layout.inc(1)
end
),
awful.button(
{},
5,
function()
awful.layout.inc(-1)
end
)
)
)
return layoutBox
end
local folders = nil
if general["weak_hardware"] == "0" or general["weak_hardware"] == nil then
folders = require("widget.xdg-folders")("bottom")
end
return wibox.widget {
id = "action_bar",
layout = wibox.layout.align.horizontal,
forced_height = action_bar_width,
-- left widget
expand = "none",
nil,
{
-- middle widgets
layout = wibox.layout.align.horizontal,
-- Create a taglist widget
TagList("bottom")(screen),
folders
--[[wibox.widget {
orientation = 'horizontal',
forced_height = 10,
opacity = 0.50,
widget = wibox.widget.separator
}, ]]
--
},
--s.mytasklist, -- Middle widget
--nil,
{
-- Right widgets
layout = wibox.layout.fixed.horizontal,
LayoutBox()
}
}
end
|
-- Density's values start from 0.0 to 1.0.
DenistyMultiplier = 0.3
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
SetVehicleDensityMultiplierThisFrame(DenistyMultiplier)
SetPedDensityMultiplierThisFrame(DenistyMultiplier)
SetRandomVehicleDensityMultiplierThisFrame(DenistyMultiplier)
SetParkedVehicleDensityMultiplierThisFrame(DenistyMultiplier, DenistyMultiplier)
end
end) |
--[[--------------------------------------------------------------------
Copyright (C) 2012 Sidoine De Wispelaere.
Copyright (C) 2012, 2013, 2014 Johnny C. Lam.
See the file LICENSE.txt for copying permission.
--]]--------------------------------------------------------------------
-- Gather information about ennemies
local OVALE, Ovale = ...
local OvaleEnemies = Ovale:NewModule("OvaleEnemies", "AceEvent-3.0", "AceTimer-3.0")
Ovale.OvaleEnemies = OvaleEnemies
--<private-static-properties>
local L = Ovale.L
local OvaleDebug = Ovale.OvaleDebug
local OvaleProfiler = Ovale.OvaleProfiler
-- Forward declarations for module dependencies.
local OvaleGUID = nil
local OvaleState = nil
local bit_band = bit.band
local bit_bor = bit.bor
local ipairs = ipairs
local pairs = pairs
local strfind = string.find
local tostring = tostring
local wipe = wipe
local API_GetTime = GetTime
local COMBATLOG_OBJECT_AFFILIATION_MINE = COMBATLOG_OBJECT_AFFILIATION_MINE
local COMBATLOG_OBJECT_AFFILIATION_PARTY = COMBATLOG_OBJECT_AFFILIATION_PARTY
local COMBATLOG_OBJECT_AFFILIATION_RAID = COMBATLOG_OBJECT_AFFILIATION_RAID
local COMBATLOG_OBJECT_REACTION_FRIENDLY = COMBATLOG_OBJECT_REACTION_FRIENDLY
-- Bitmask for player, party or raid unit controller affiliation.
local GROUP_MEMBER = bit_bor(COMBATLOG_OBJECT_AFFILIATION_MINE, COMBATLOG_OBJECT_AFFILIATION_PARTY, COMBATLOG_OBJECT_AFFILIATION_RAID)
-- Register for debugging messages.
OvaleDebug:RegisterDebugging(OvaleEnemies)
-- Register for profiling.
OvaleProfiler:RegisterProfiling(OvaleEnemies)
--[[
List of CLEU event suffixes that can correspond to the player damaging or try to
damage (tag) an enemy, or vice versa.
--]]
local CLEU_TAG_SUFFIXES = {
"_DAMAGE",
"_MISSED",
"_AURA_APPLIED",
"_AURA_APPLIED_DOSE",
"_AURA_REFRESH",
"_CAST_START",
"_INTERRUPT",
"_DISPEL",
"_DISPEL_FAILED",
"_STOLEN",
"_DRAIN",
"_LEECH",
}
-- Table of CLEU events for auto-attacks.
local CLEU_AUTOATTACK = {
RANGED_DAMAGE = true,
RANGED_MISSED = true,
SWING_DAMAGE = true,
SWING_MISSED = true,
}
-- Table of CLEU events for when a unit is removed from combat.
local CLEU_UNIT_REMOVED = {
UNIT_DESTROYED = true,
UNIT_DIED = true,
UNIT_DISSIPATES = true,
}
-- Player's GUID.
local self_playerGUID = nil
-- enemyName[guid] = name
local self_enemyName = {}
-- enemyLastSeen[guid] = timestamp
local self_enemyLastSeen = {}
-- taggedEnemyLastSeen[guid] = timestamp
-- GUIDs used as keys for this table are a subset of the GUIDs used for enemyLastSeen.
local self_taggedEnemyLastSeen = {}
-- Timer for reaper function to remove inactive enemies.
local self_reaperTimer = nil
local REAP_INTERVAL = 3
--</private-static-properties>
--<public-static-properties>
-- Total number of active enemies.
OvaleEnemies.activeEnemies = 0
-- Total number of tagged enemies.
OvaleEnemies.taggedEnemies = 0
--</public-static-properties>
--<private-static-methods>
local function IsTagEvent(cleuEvent)
local isTagEvent = false
if CLEU_AUTOATTACK[cleuEvent] then
isTagEvent = true
else
for _, suffix in ipairs(CLEU_TAG_SUFFIXES) do
if strfind(cleuEvent, suffix .. "$") then
isTagEvent = true
break
end
end
end
return isTagEvent
end
local function IsFriendly(unitFlags, isGroupMember)
return bit_band(unitFlags, COMBATLOG_OBJECT_REACTION_FRIENDLY) > 0 and (not isGroupMember or bit_band(unitFlags, GROUP_MEMBER) > 0)
end
--</private-static-methods>
--<public-static-methods>
function OvaleEnemies:OnInitialize()
-- Resolve module dependencies.
OvaleGUID = Ovale.OvaleGUID
OvaleState = Ovale.OvaleState
end
function OvaleEnemies:OnEnable()
self_playerGUID = Ovale.playerGUID
if not self_reaperTimer then
self_reaperTimer = self:ScheduleRepeatingTimer("RemoveInactiveEnemies", REAP_INTERVAL)
end
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
self:RegisterEvent("PLAYER_REGEN_DISABLED")
OvaleState:RegisterState(self, self.statePrototype)
end
function OvaleEnemies:OnDisable()
OvaleState:UnregisterState(self)
if not self_reaperTimer then
self:CancelTimer(self_reaperTimer)
self_reaperTimer = nil
end
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
self:UnregisterEvent("PLAYER_REGEN_DISABLED")
end
function OvaleEnemies:COMBAT_LOG_EVENT_UNFILTERED(event, timestamp, cleuEvent, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, ...)
if CLEU_UNIT_REMOVED[cleuEvent] then
local now = API_GetTime()
self:RemoveEnemy(cleuEvent, destGUID, now, true)
elseif sourceGUID and sourceGUID ~= "" and sourceName and sourceFlags and destGUID and destGUID ~= "" and destName and destFlags then
if not IsFriendly(sourceFlags) and IsFriendly(destFlags, true) then
--[[
Unfriendly enemy attacks friendly group member.
Filter out periodic damage effects since they can occur after the caster's death
and can cause false positives.
--]]
if not cleuEvent == "SPELL_PERIODIC_DAMAGE" and IsTagEvent(cleuEvent) then
local now = API_GetTime()
self:AddEnemy(cleuEvent, sourceGUID, sourceName, now)
end
elseif IsFriendly(sourceFlags, true) and not IsFriendly(destFlags) and IsTagEvent(cleuEvent) then
-- Friendly group member attacks unfriendly enemy.
local now = API_GetTime()
-- Treat both player and pet attacks as a player tag.
local isPlayerTag = (sourceGUID == self_playerGUID) or OvaleGUID:IsPlayerPet(sourceGUID)
self:AddEnemy(cleuEvent, destGUID, destName, now, isPlayerTag)
end
end
end
function OvaleEnemies:PLAYER_REGEN_DISABLED()
-- Reset enemy tracking when combat starts.
wipe(self_enemyName)
wipe(self_enemyLastSeen)
wipe(self_taggedEnemyLastSeen)
self.activeEnemies = 0
self.taggedEnemies = 0
end
--[[
Remove enemies that have been inactive for at least REAP_INTERVAL seconds.
These enemies are not in combat with your group, out of range, or
incapacitated and shouldn't count toward the number of active enemies.
--]]
function OvaleEnemies:RemoveInactiveEnemies()
self:StartProfiling("OvaleEnemies_RemoveInactiveEnemies")
local now = API_GetTime()
-- Remove inactive enemies first.
for guid, timestamp in pairs(self_enemyLastSeen) do
if now - timestamp > REAP_INTERVAL then
self:RemoveEnemy("REAPED", guid, now)
end
end
-- Remove inactive tagged enemies last.
for guid, timestamp in pairs(self_taggedEnemyLastSeen) do
if now - timestamp > REAP_INTERVAL then
self:RemoveTaggedEnemy("REAPED", guid, now)
end
end
self:StopProfiling("OvaleEnemies_RemoveInactiveEnemies")
end
function OvaleEnemies:AddEnemy(cleuEvent, guid, name, timestamp, isTagged)
self:StartProfiling("OvaleEnemies_AddEnemy")
if guid then
self_enemyName[guid] = name
local changed = false
do
-- Update last time this enemy was seen.
if not self_enemyLastSeen[guid] then
self.activeEnemies = self.activeEnemies + 1
changed = true
end
self_enemyLastSeen[guid] = timestamp
end
if isTagged then
-- Update last time this enemy was tagged.
if not self_taggedEnemyLastSeen[guid] then
self.taggedEnemies = self.taggedEnemies + 1
changed = true
end
self_taggedEnemyLastSeen[guid] = timestamp
end
if changed then
self:DebugTimestamp("%s: %d/%d enemy seen: %s (%s)", cleuEvent, self.taggedEnemies, self.activeEnemies, guid, name)
Ovale.refreshNeeded[self_playerGUID] = true
end
end
self:StopProfiling("OvaleEnemies_AddEnemy")
end
function OvaleEnemies:RemoveEnemy(cleuEvent, guid, timestamp, isDead)
self:StartProfiling("OvaleEnemies_RemoveEnemy")
if guid then
local name = self_enemyName[guid]
local changed = false
-- Update seen enemy count.
if self_enemyLastSeen[guid] then
self_enemyLastSeen[guid] = nil
if self.activeEnemies > 0 then
self.activeEnemies = self.activeEnemies - 1
changed = true
end
end
-- Update tagged enemy count.
if self_taggedEnemyLastSeen[guid] then
self_taggedEnemyLastSeen[guid] = nil
if self.taggedEnemies > 0 then
self.taggedEnemies = self.taggedEnemies - 1
changed = true
end
end
if changed then
self:DebugTimestamp("%s: %d/%d enemy %s: %s (%s)", cleuEvent, self.taggedEnemies, self.activeEnemies, isDead and "died" or "removed", guid, name)
Ovale.refreshNeeded[self_playerGUID] = true
self:SendMessage("Ovale_InactiveUnit", guid, isDead)
end
end
self:StopProfiling("OvaleEnemies_RemoveEnemy")
end
function OvaleEnemies:RemoveTaggedEnemy(cleuEvent, guid, timestamp)
self:StartProfiling("OvaleEnemies_RemoveTaggedEnemy")
if guid then
local name = self_enemyName[guid]
local tagged = self_taggedEnemyLastSeen[guid]
if tagged then
self_taggedEnemyLastSeen[guid] = nil
if self.taggedEnemies > 0 then
self.taggedEnemies = self.taggedEnemies - 1
end
self:DebugTimestamp("%s: %d/%d enemy removed: %s (%s), last tagged at %f", cleuEvent, self.taggedEnemies, self.activeEnemies, guid, name, tagged)
Ovale.refreshNeeded[self_playerGUID] = true
end
end
self:StopProfiling("OvaleEnemies_RemoveEnemy")
end
function OvaleEnemies:DebugEnemies()
for guid, seen in pairs(self_enemyLastSeen) do
local name = self_enemyName[guid]
local tagged = self_taggedEnemyLastSeen[guid]
if tagged then
self:Print("Tagged enemy %s (%s) last seen at %f", guid, name, tagged)
else
self:Print("Enemy %s (%s) last seen at %f", guid, name, seen)
end
end
self:Print("Total enemies: %d", self.activeEnemies)
self:Print("Total tagged enemies: %d", self.taggedEnemies)
end
--</public-static-methods>
--[[----------------------------------------------------------------------------
State machine for simulator.
--]]----------------------------------------------------------------------------
--<public-static-properties>
OvaleEnemies.statePrototype = {}
--</public-static-properties>
--<private-static-properties>
local statePrototype = OvaleEnemies.statePrototype
--</private-static-properties>
--<state-properties>
-- Total number of active enemies.
statePrototype.activeEnemies = nil
-- Total number of tagged enemies.
statePrototype.taggedEnemies = nil
-- Requested number of enemies.
statePrototype.enemies = nil
--</state-properties>
--<public-static-methods>
-- Initialize the state.
function OvaleEnemies:InitializeState(state)
state.enemies = nil
end
-- Reset the state to the current conditions.
function OvaleEnemies:ResetState(state)
self:StartProfiling("OvaleEnemies_ResetState")
state.activeEnemies = self.activeEnemies
state.taggedEnemies = self.taggedEnemies
self:StopProfiling("OvaleEnemies_ResetState")
end
-- Release state resources prior to removing from the simulator.
function OvaleEnemies:CleanState(state)
state.activeEnemies = nil
state.taggedEnemies = nil
state.enemies = nil
end
--</public-static-methods>
|
return
{id=5,name={key='key_name',text="aabbcc"},date={ _type_='DemoD5',x1=1,time={start_time=398966400,end_time=936806400,},},} |
register_item({
name = "chips",
texture = "chips.png",
hunger = 6,
})
register_item({
name = "water_bottle",
texture = "water_bottle.png",
thirst = 20,
})
-- begin empty foods to mirror the regular foods
register_item({
name = "empty_chips",
texture = "empty_chips.png",
})
register_item({
name = "empty_water_bottle",
texture = "empty_water_bottle.png",
}) |
--[[
Data storage
note: this plugin requires state which you can get from the following url:
https://github.com/TheLinx/lstate
]]
Name = "Data Storage"
Hidden = true
-- comment to enable this plugin
disable()
local state = require("state")
local cfg = CONFIG.data
local function load()
local saved = state.load(cfg.name)
if saved then public = saved end
end
local function save()
state.store(cfg.name, public)
end
function Load()
load()
end
function Unload()
save()
end
Hook "Think"
{
function()
save()
wait(cfg.saveInterval)
end
}
|
-- Copyright 2022 SmartThings
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
local test = require "integration_test"
local capabilities = require "st.capabilities"
local zw = require "st.zwave"
local zw_test_utils = require "integration_test.zwave_test_utils"
local t_utils = require "integration_test.utils"
local SwitchBinary = (require "st.zwave.CommandClass.SwitchBinary")({version=2})
local fortrezz_valve_endpoints = {
{
command_classes = {
{ value = zw.SWITCH_BINARY },
}
}
}
local mock_device = test.mock_device.build_test_zwave_device({
profile = t_utils.get_profile_definition("valve-generic.yml"),
zwave_endpoints = fortrezz_valve_endpoints,
zwave_manufacturer_id = 0x0084,
zwave_product_type = 0x0243,
zwave_product_id = 0x0300
})
local function test_init()
test.mock_device.add_test_device(mock_device)
end
test.set_test_init_function(test_init)
test.register_message_test(
"Binary valve on/off report should be handled: on",
{
{
channel = "zwave",
direction = "receive",
message = { mock_device.id, zw_test_utils.zwave_test_build_receive_command(
SwitchBinary:Report({target_value=SwitchBinary.value.ON_ENABLE})
) }
},
{
channel = "capability",
direction = "send",
message = mock_device:generate_test_message("main", capabilities.valve.valve.closed())
}
}
)
test.register_message_test(
"Binary valve on/off report should be handled: off",
{
{
channel = "zwave",
direction = "receive",
message = { mock_device.id, zw_test_utils.zwave_test_build_receive_command(
SwitchBinary:Report({target_value=SwitchBinary.value.OFF_DISABLE})
) }
},
{
channel = "capability",
direction = "send",
message = mock_device:generate_test_message("main", capabilities.valve.valve.open())
}
}
)
test.register_coroutine_test(
"Turning valve on should generate correct zwave messages",
function()
test.timer.__create_and_queue_test_time_advance_timer(1, "oneshot")
test.socket.capability:__queue_receive(
{
mock_device.id,
{ capability = "valve", command = "open", args = {} }
}
)
test.socket.zwave:__expect_send(
zw_test_utils.zwave_test_build_send_command(
mock_device,
SwitchBinary:Set({
target_value=SwitchBinary.value.OFF_DISABLE,
})
)
)
test.wait_for_events()
test.mock_time.advance_time(1)
test.socket.zwave:__expect_send(
zw_test_utils.zwave_test_build_send_command(
mock_device,
SwitchBinary:Get({})
)
)
end
)
test.register_coroutine_test(
"Turning valve off should generate correct zwave messages",
function()
test.timer.__create_and_queue_test_time_advance_timer(1, "oneshot")
test.socket.capability:__queue_receive(
{
mock_device.id,
{ capability = "valve", command = "close", args = {} }
}
)
test.socket.zwave:__expect_send(
zw_test_utils.zwave_test_build_send_command(
mock_device,
SwitchBinary:Set({
target_value=SwitchBinary.value.ON_ENABLE,
})
)
)
test.wait_for_events()
test.mock_time.advance_time(1)
test.socket.zwave:__expect_send(
zw_test_utils.zwave_test_build_send_command(
mock_device,
SwitchBinary:Get({})
)
)
end
)
test.run_registered_tests()
|
object_draft_schematic_armor_component_new_armor_core_basic_test = object_draft_schematic_armor_component_shared_new_armor_core_basic_test:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_armor_component_new_armor_core_basic_test, "object/draft_schematic/armor/component/new_armor_core_basic_test.iff")
|
ModelFlags = {
[`flatbed`] = { "isTowTruck" },
[`trash2`] = { "isTrashTruck" },
[`benson`] = { "isDeliveryTruck" },
[`prop_vend_snak_01`] = { "isVendingMachine", "isVendingMachineFood" },
[`prop_vend_coffe_01`] = { "isVendingMachine", "isVendingMachineBeverage" },
[`prop_vend_soda_01`] = { "isVendingMachine", "isVendingMachineBeverage" },
[`prop_vend_soda_02`] = { "isVendingMachine", "isVendingMachineBeverage" },
[`prop_vend_fridge01`] = { "isVendingMachine", "isVendingMachineBeverage" },
[`prop_vend_water_01`] = { "isVendingMachine", "isVendingMachineBeverage" },
[`prop_atm_01`] = { "isATM" },
[`prop_atm_02`] = { "isATM" },
[`prop_atm_03`] = { "isATM" },
[`prop_fleeca_atm`] = { "isATM" },
[`v_5_b_atm1`] = { "isATM" },
[`v_5_b_atm2`] = { "isATM" },
[`prop_news_disp_01a`] = { "isNewsStand" },
[`prop_news_disp_02a`] = { "isNewsStand" },
[`prop_news_disp_02c`] = { "isNewsStand" },
[`prop_news_disp_03a`] = { "isNewsStand" },
[`prop_news_disp_05a`] = { "isNewsStand" },
[`npwheelchair`] = { "isWheelchair" },
[`v_res_fa_chair01`] = {"isChair"},
[-1278649385] = {"isChair"},
[`prop_picnictable_01`] = {"isChair"},
[`prop_picnictable_02`] = {"isChair"},
[`v_ilev_m_dinechair`] = {"isChair"},
[`v_club_stagechair`] = {"isChair"},
[`prop_bench_01a`] = {"isChair"},
[`prop_bench_01b`] = {"isChair"},
[`prop_bench_01c`] = {"isChair"},
[`prop_bench_02`] = {"isChair"},
[`prop_bench_03`] = {"isChair"},
[`prop_bench_04`] = {"isChair"},
[`prop_bench_05`] = {"isChair"},
[`prop_bench_06`] = {"isChair"},
[`prop_bench_08`] = {"isChair"},
[`prop_bench_09`] = {"isChair"},
[`prop_bench_10`] = {"isChair"},
[`prop_bench_11`] = {"isChair"},
[`prop_snow_bench_01`] = {"isChair"},
[`prop_fib_3b_bench`] = {"isChair"},
[`prop_ld_bench01`] = {"isChair"},
[`prop_wait_bench_01`] = {"isChair"},
[`v_serv_ct_chair02`] = {"isChair"},
[`hei_prop_heist_off_chair`] = {"isChair"},
[`hei_prop_hei_skid_chair`] = {"isChair"},
[`prop_chair_01a`] = {"isChair"},
[`prop_chair_01b`] = {"isChair"},
[`prop_chair_02`] = {"isChair"},
[`prop_chair_03`] = {"isChair"},
[`prop_chair_04a`] = {"isChair"},
[`prop_chair_04b`] = {"isChair"},
[`prop_chair_05`] = {"isChair"},
[`prop_chair_06`] = {"isChair"},
[`prop_chair_08`] = {"isChair"},
[`prop_chair_09`] = {"isChair"},
[`prop_chair_10`] = {"isChair"},
[`prop_chateau_chair_01`] = {"isChair"},
[`prop_clown_chair`] = {"isChair"},
[`prop_cs_office_chair`] = {"isChair"},
[`prop_direct_chair_01`] = {"isChair"},
[`prop_direct_chair_02`] = {"isChair"},
[`prop_gc_chair02`] = {"isChair"},
[`prop_off_chair_01`] = {"isChair"},
[`prop_off_chair_03`] = {"isChair"},
[`prop_off_chair_04`] = {"isChair"},
[`prop_off_chair_04b`] = {"isChair"},
[`prop_off_chair_04_s`] = {"isChair"},
[`prop_off_chair_05`] = {"isChair"},
[`prop_old_deck_chair`] = {"isChair"},
[`prop_old_wood_chair`] = {"isChair"},
[`prop_rock_chair_01`] = {"isChair"},
[`prop_skid_chair_01`] = {"isChair"},
[`prop_skid_chair_02`] = {"isChair"},
[`prop_skid_chair_03`] = {"isChair"},
[`prop_sol_chair`] = {"isChair"},
[`prop_wheelchair_01`] = {"isChair"},
[`prop_wheelchair_01_s`] = {"isChair"},
[`p_armchair_01_s`] = {"isChair"},
[`p_clb_officechair_s`] = {"isChair"},
[`p_dinechair_01_s`] = {"isChair"},
[`p_ilev_p_easychair_s`] = {"isChair"},
[`p_soloffchair_s`] = {"isChair"},
[`p_yacht_chair_01_s`] = {"isChair"},
[`v_club_officechair`] = {"isChair"},
[`v_corp_bk_chair3`] = {"isChair"},
[`v_corp_cd_chair`] = {"isChair"},
[`v_corp_offchair`] = {"isChair"},
[`v_ilev_chair02_ped`] = {"isChair"},
[`v_ilev_hd_chair`] = {"isChair"},
[`v_ilev_p_easychair`] = {"isChair"},
[`v_ret_gc_chair03`] = {"isChair"},
[`prop_ld_farm_chair01`] = {"isChair"},
[`prop_table_04_chr`] = {"isChair"},
[`prop_table_05_chr`] = {"isChair"},
[`prop_table_06_chr`] = {"isChair"},
[`v_ilev_leath_chr`] = {"isChair"},
[`prop_table_01_chr_a`] = {"isChair"},
[`prop_table_01_chr_b`] = {"isChair"},
[`prop_table_02_chr`] = {"isChair"},
[`prop_table_03b_chr`] = {"isChair"},
[`prop_table_03_chr`] = {"isChair"},
[`prop_torture_ch_01`] = {"isChair"},
[`v_ilev_fh_dineeamesa`] = {"isChair"},
[`v_ilev_fh_kitchenstool`] = {"isChair"},
[`v_ilev_tort_stool`] = {"isChair"},
[`hei_prop_yah_seat_01`] = {"isChair"},
[`hei_prop_yah_seat_02`] = {"isChair"},
[`hei_prop_yah_seat_03`] = {"isChair"},
[`prop_waiting_seat_01`] = {"isChair"},
[`prop_yacht_seat_01`] = {"isChair"},
[`prop_yacht_seat_02`] = {"isChair"},
[`prop_yacht_seat_03`] = {"isChair"},
[`prop_hobo_seat_01`] = {"isChair"},
[`prop_rub_couch01`] = {"isChair"},
[`miss_rub_couch_01`] = {"isChair"},
[`prop_ld_farm_couch01`] = {"isChair"},
[`prop_ld_farm_couch02`] = {"isChair"},
[`prop_rub_couch02`] = {"isChair"},
[`prop_rub_couch03`] = {"isChair"},
[`prop_rub_couch04`] = {"isChair"},
[`p_lev_sofa_s`] = {"isChair"},
[`p_res_sofa_l_s`] = {"isChair"},
[`p_v_med_p_sofa_s`] = {"isChair"},
[`p_yacht_sofa_01_s`] = {"isChair"},
[`v_ilev_m_sofa`] = {"isChair"},
[`v_res_tre_sofa_s`] = {"isChair"},
[`v_tre_sofa_mess_a_s`] = {"isChair"},
[`v_tre_sofa_mess_b_s`] = {"isChair"},
[`v_tre_sofa_mess_c_s`] = {"isChair"},
[`prop_roller_car_01`] = {"isChair"},
[`prop_roller_car_02`] = {"isChair"},
[`ex_prop_offchair_exec_04`] = {"isChair"},
[`ba_prop_battle_club_chair_01`] = {"isChair"},
[`np_mp_h_din_chair_09`] = {"isChair"},
[`prop_bar_stool_01`] = {"isChair"},
[`np_town_hall_judge_chair`] = {"isChair"},
[`ba_prop_int_glam_stool`] = {"isChair"},
[`vw_prop_vw_offchair_02`] = {"isChair"},
[`vw_prop_casino_chair_01a`] = {"isChair"},
[`V_Res_MBchair`] = {"isChair"},
[`V_Res_M_L_Chair1`] = {"isChair"},
[`V_Ret_Chair`] = {"isChair"},
[`V_Ret_GC_Chair01`] = {"isChair"},
[`V_ILev_M_DineChair`] = {"isChair"},
[`ba_Prop_Battle_Club_Chair_02`] = {"isChair"},
[`V_Res_M_ArmChair`] = {"isChair"},
[-105886377] = {"isChair"},
[757888276] = {"isChair"},
[-425962029] = {"isChair"},
[1630899471] = {"isChair"},
[-1786424499] = {"isChair"},
[-2065455377] = {"isChair"},
[-992735415] = {"isChair"},
[-1120527678] = {"isChair"},
[`v_serv_ct_chair01`] = {"isChair"},
[520143535] = {"isChair"},
[-1626066319] = {"isChair"},
[-470815620] = {"isChair"},
[`gr_prop_gr_chair02_ped`] = {"isChair"},
[`bkr_prop_clubhouse_chair_01`] = {"isChair"},
[`prop_dumpster_01a`] = { "isTrash" },
[`prop_dumpster_02a`] = { "isTrash" },
[`prop_dumpster_02b`] = { "isTrash" },
[`prop_dumpster_3a`] = { "isTrash" },
[`prop_dumpster_4a`] = { "isTrash" },
[`prop_dumpster_4b`] = { "isTrash" },
[`prop_bin_14b`] = { "isTrash" },
[`prop_bin_14a`] = { "isTrash" },
[`prop_bin_08a`] = { "isTrash" },
[`prop_bin_07c`] = { "isTrash" },
[`prop_rub_binbag_03`] = { "isTrash" },
[`prop_rub_binbag_01b`] = { "isTrash" },
[`prop_rub_binbag_06`] = { "isTrash" },
[`prop_beach_bars_02`] = { "isExercise" },
[`prop_weight_squat`] = { "isExercise" },
[`p_yoga_mat_01_s`] = { "isYogaMat" },
[`prop_yoga_mat_01`] = { "isYogaMat" },
[`prop_yoga_mat_02`] = { "isYogaMat" },
[`prop_yoga_mat_03`] = { "isYogaMat" },
[`ba_prop_battle_dj_mixer_01a`] = { "isSmokeMachineTrigger" },
[`p_phonebox_02_s`] = { "isPayPhone" },
[`prop_gas_pump_1d`] = { "isFuelPump" },
[`prop_gas_pump_1a`] = { "isFuelPump" },
[`prop_gas_pump_1b`] = { "isFuelPump" },
[`prop_gas_pump_1c`] = { "isFuelPump" },
[`prop_vintage_pump`] = { "isFuelPump" },
[`prop_gas_pump_old2`] = { "isFuelPump" },
[`prop_gas_pump_old3`] = { "isFuelPump" },
[`bkr_prop_weed_01_small_01c`] = { "isWeedPlant" },
[`bkr_prop_weed_01_small_01a`] = { "isWeedPlant" },
[`bkr_prop_weed_01_small_01b`] = { "isWeedPlant" },
[`bkr_prop_weed_med_01a`] = { "isWeedPlant" },
[`bkr_prop_weed_med_01b`] = { "isWeedPlant" },
[`bkr_prop_weed_lrg_01a`] = { "isWeedPlant" },
[`bkr_prop_weed_lrg_01b`] = { "isLrgWeedPlant", "isWeedPlant" },
[`prop_cementmixer_02a`] = { "isCementMixer" },
[`prop_tv_flat_01`] = { "isTelevision" },
[`prop_tv_flat_michael`] = { "isTelevision" },
[`prop_trev_tv_01`] = { "isTelevision" },
[`prop_tv_flat_03b`] = { "isTelevision" },
[`prop_tv_flat_03`] = { "isTelevision" },
[`prop_tv_flat_02b`] = { "isTelevision" },
[`prop_tv_flat_02`] = { "isTelevision" },
[`ex_prop_ex_tv_flat_01`] = { "isTelevision" },
} |
local a = vim.api
local highlights = {}
local ns_telescope_selection = a.nvim_create_namespace('telescope_selection')
local ns_telescope_multiselection = a.nvim_create_namespace('telescope_mulitselection')
local ns_telescope_entry = a.nvim_create_namespace('telescope_entry')
local Highlighter = {}
Highlighter.__index = Highlighter
function Highlighter:new(picker)
return setmetatable({
picker = picker,
}, self)
end
function Highlighter:hi_display(row, prefix, display_highlights)
-- This is the bug that made my highlight fixes not work.
-- We will leave the solutino commented, so the test fails.
if not display_highlights or vim.tbl_isempty(display_highlights) then
return
end
local results_bufnr = assert(self.picker.results_bufnr, "Must have a results bufnr")
a.nvim_buf_clear_namespace(results_bufnr, ns_telescope_entry, row, row + 1)
local len_prefix = #prefix
for _, hl_block in ipairs(display_highlights) do
a.nvim_buf_add_highlight(
results_bufnr,
ns_telescope_entry,
hl_block[2],
row,
len_prefix + hl_block[1][1],
len_prefix + hl_block[1][2]
)
end
end
function Highlighter:clear_display()
a.nvim_buf_clear_namespace(self.picker.results_bufnr, ns_telescope_entry, 0, -1)
end
function Highlighter:hi_sorter(row, prompt, display)
local picker = self.picker
if not picker.sorter or not picker.sorter.highlighter then
return
end
local results_bufnr = assert(self.picker.results_bufnr, "Must have a results bufnr")
picker:highlight_one_row(results_bufnr, prompt, display, row)
end
function Highlighter:hi_selection(row, caret)
local results_bufnr = assert(self.picker.results_bufnr, "Must have a results bufnr")
a.nvim_buf_clear_namespace(results_bufnr, ns_telescope_selection, 0, -1)
a.nvim_buf_add_highlight(
results_bufnr,
ns_telescope_selection,
'TelescopeSelectionCaret',
row,
0,
#caret
)
a.nvim_buf_add_highlight(
results_bufnr,
ns_telescope_selection,
'TelescopeSelection',
row,
#caret,
-1
)
end
function Highlighter:hi_multiselect(row, entry)
local results_bufnr = assert(self.picker.results_bufnr, "Must have a results bufnr")
if self.picker.multi_select[entry] then
vim.api.nvim_buf_add_highlight(
results_bufnr,
ns_telescope_multiselection,
"TelescopeMultiSelection",
row,
0,
-1
)
else
vim.api.nvim_buf_clear_namespace(
results_bufnr,
ns_telescope_multiselection,
row,
row + 1
)
end
end
highlights.new = function(...)
return Highlighter:new(...)
end
return highlights
|
local mqtt = require('mqtt')
local assert = require('assert')
local TAG = "mqtt"
-- 主要测试了 ping 这几个方法
-- 这个测试需要用到 MQTT 服务器
local url = 'mqtt://127.0.0.1:1883'
local url = 'mqtt://iot.wotcloud.cn:1883'
local options = { clientId = 'wotc_34dac1400002_test' }
local client = mqtt.connect(url, options)
client.options.debugEnabled = true
client.options.keepalive = 4
local TOPIC = '/test-topic'
local MESSAGE = 'Hello mqtt'
-- connect
client:on('connect', function()
console.log('@event - connect')
client:subscribe(TOPIC, function(err, ack)
if (err) then
console.log(err)
return
end
console.log('subscribe.ack')
end)
end)
-- message
client:on('message', function (topic, message)
console.log('@event - message', topic, message)
assert.equal(topic, TOPIC)
assert.equal(message, MESSAGE)
client:close()
print(TAG, "message is OK, auto exit...")
end)
client:on('reconnect', function()
console.log('@event - reconnect')
end)
client:on('close', function()
console.log('@event - close')
end)
client:on('offline', function()
console.log('@event - offline')
end)
client:on('error', function(errInfo)
console.log('@event - error', errInfo)
end)
-- 测试 ping 事件
setInterval(3000, function()
--console.log('state = ', client.state)
local now = process.now()
local state = client.state
local lastActivityPing = state.lastActivityPing or 0
local lastActivityIn = state.lastActivityIn or 0
if (client.connected) then
local intervalIn = now - lastActivityIn
local intervalPing = now - lastActivityPing
console.log('intervalIn, intervalPing', intervalIn, intervalPing)
end
end)
|
local Widget = require "widgets/widget"
local Text = require "widgets/text"
local FollowText = Class(Widget, function(self, font, size, text)
Widget._ctor(self, "followtext")
self:SetScaleMode(SCALEMODE_PROPORTIONAL)
self:SetMaxPropUpscale(1.25)
self.text = self:AddChild(Text(font, size, text))
self.offset = Vector3(0,0,0)
self.screen_offset = Vector3(0,0,0)
self:StartUpdating()
end)
function FollowText:SetTarget(target)
self.target = target
self:OnUpdate()
end
function FollowText:SetOffset(offset)
self.offset = offset
self:OnUpdate()
end
function FollowText:SetScreenOffset(x,y)
self.screen_offset.x = x
self.screen_offset.y = y
self:OnUpdate()
end
function FollowText:GetScreenOffset()
return self.screen_offset.x, self.screen_offset.y
end
function FollowText:OnUpdate(dt)
if self.target and self.target:IsValid() then
local scale = TheFrontEnd:GetHUDScale()
self.text:SetScale(scale)
local world_pos = Vector3(self.target.AnimState:GetSymbolPosition(self.symbol or "",self.offset.x, self.offset.y, self.offset.z))
local screen_pos = Vector3(TheSim:GetScreenPos(world_pos:Get()))
screen_pos.x = screen_pos.x + self.screen_offset.x
screen_pos.y = screen_pos.y + self.screen_offset.y
self:SetPosition(screen_pos)
end
end
return FollowText |
---@class cipherlib
local cipher = {}
---@alias CipherType
---| '"AES-128-ECB"' # AES cipher with 128-bit ECB mode.
---| '"AES-192-ECB"' # AES cipher with 192-bit ECB mode.
---| '"AES-256-ECB"' # AES cipher with 256-bit ECB mode.
---| '"AES-128-CBC"' # AES cipher with 128-bit CBC mode.
---| '"AES-192-CBC"' # AES cipher with 192-bit CBC mode.
---| '"AES-256-CBC"' # AES cipher with 256-bit CBC mode.
---| '"AES-128-CFB128"' # AES cipher with 128-bit CFB128 mode.
---| '"AES-192-CFB128"' # AES cipher with 192-bit CFB128 mode.
---| '"AES-256-CFB128"' # AES cipher with 256-bit CFB128 mode.
---| '"AES-128-CTR"' # AES cipher with 128-bit CTR mode.
---| '"AES-192-CTR"' # AES cipher with 192-bit CTR mode.
---| '"AES-256-CTR"' # AES cipher with 256-bit CTR mode.
---| '"AES-128-GCM"' # AES cipher with 128-bit GCM mode.
---| '"AES-192-GCM"' # AES cipher with 192-bit GCM mode.
---| '"AES-256-GCM"' # AES cipher with 256-bit GCM mode.
---| '"CAMELLIA-128-ECB"' # Camellia cipher with 128-bit ECB mode.
---| '"CAMELLIA-192-ECB"' # Camellia cipher with 192-bit ECB mode.
---| '"CAMELLIA-256-ECB"' # Camellia cipher with 256-bit ECB mode.
---| '"CAMELLIA-128-CBC"' # Camellia cipher with 128-bit CBC mode.
---| '"CAMELLIA-192-CBC"' # Camellia cipher with 192-bit CBC mode.
---| '"CAMELLIA-256-CBC"' # Camellia cipher with 256-bit CBC mode.
---| '"CAMELLIA-128-CFB128"' # Camellia cipher with 128-bit CFB128 mode.
---| '"CAMELLIA-192-CFB128"' # Camellia cipher with 192-bit CFB128 mode.
---| '"CAMELLIA-256-CFB128"' # Camellia cipher with 256-bit CFB128 mode.
---| '"CAMELLIA-128-CTR"' # Camellia cipher with 128-bit CTR mode.
---| '"CAMELLIA-192-CTR"' # Camellia cipher with 192-bit CTR mode.
---| '"CAMELLIA-256-CTR"' # Camellia cipher with 256-bit CTR mode.
---| '"CAMELLIA-128-GCM"' # Camellia cipher with 128-bit GCM mode.
---| '"CAMELLIA-192-GCM"' # Camellia cipher with 192-bit GCM mode.
---| '"CAMELLIA-256-GCM"' # Camellia cipher with 256-bit GCM mode.
---| '"DES-ECB"' # DES cipher with ECB mode.
---| '"DES-CBC"' # DES cipher with CBC mode.
---| '"DES-EDE-ECB"' # DES cipher with EDE ECB mode.
---| '"DES-EDE-CBC"' # DES cipher with EDE CBC mode.
---| '"DES-EDE3-ECB"' # DES cipher with EDE3 ECB mode.
---| '"DES-EDE3-CBC"' # DES cipher with EDE3 CBC mode.
---| '"BLOWFISH-ECB"' # Blowfish cipher with ECB mode.
---| '"BLOWFISH-CBC"' # Blowfish cipher with CBC mode.
---| '"BLOWFISH-CFB64"' # Blowfish cipher with CFB64 mode.
---| '"BLOWFISH-CTR"' # Blowfish cipher with CTR mode.
---| '"ARC4-128"' # RC4 cipher with 128-bit mode.
---| '"AES-128-CCM"' # AES cipher with 128-bit CCM mode.
---| '"AES-192-CCM"' # AES cipher with 192-bit CCM mode.
---| '"AES-256-CCM"' # AES cipher with 256-bit CCM mode.
---| '"CAMELLIA-128-CCM"' # Camellia cipher with 128-bit CCM mode.
---| '"CAMELLIA-192-CCM"' # Camellia cipher with 192-bit CCM mode.
---| '"CAMELLIA-256-CCM"' # Camellia cipher with 256-bit CCM mode.
---| '"ARIA-128-ECB"' # Aria cipher with 128-bit key and ECB mode.
---| '"ARIA-192-ECB"' # Aria cipher with 192-bit key and ECB mode.
---| '"ARIA-256-ECB"' # Aria cipher with 256-bit key and ECB mode.
---| '"ARIA-128-CBC"' # Aria cipher with 128-bit key and CBC mode.
---| '"ARIA-192-CBC"' # Aria cipher with 192-bit key and CBC mode.
---| '"ARIA-256-CBC"' # Aria cipher with 256-bit key and CBC mode.
---| '"ARIA-128-CFB128"' # Aria cipher with 128-bit key and CFB-128 mode.
---| '"ARIA-192-CFB128"' # Aria cipher with 192-bit key and CFB-128 mode.
---| '"ARIA-256-CFB128"' # Aria cipher with 256-bit key and CFB-128 mode.
---| '"ARIA-128-CTR"' # Aria cipher with 128-bit key and CTR mode.
---| '"ARIA-192-CTR"' # Aria cipher with 192-bit key and CTR mode.
---| '"ARIA-256-CTR"' # Aria cipher with 256-bit key and CTR mode.
---| '"ARIA-128-GCM"' # Aria cipher with 128-bit key and GCM mode.
---| '"ARIA-192-GCM"' # Aria cipher with 192-bit key and GCM mode.
---| '"ARIA-256-GCM"' # Aria cipher with 256-bit key and GCM mode.
---| '"ARIA-128-CCM"' # Aria cipher with 128-bit key and CCM mode.
---| '"ARIA-192-CCM"' # Aria cipher with 192-bit key and CCM mode.
---| '"ARIA-256-CCM"' # Aria cipher with 256-bit key and CCM mode.
---| '"AES-128-OFB"' # AES 128-bit cipher in OFB mode.
---| '"AES-192-OFB"' # AES 192-bit cipher in OFB mode.
---| '"AES-256-OFB"' # AES 256-bit cipher in OFB mode.
---| '"AES-128-XTS"' # AES 128-bit cipher in XTS block mode.
---| '"AES-256-XTS"' # AES 256-bit cipher in XTS block mode.
---| '"CHACHA20"' # ChaCha20 stream cipher.
---| '"CHACHA20-POLY1305"' # ChaCha20-Poly1305 AEAD cipher.
---@alias CipherPadding
---|>'"NONE"' # Never pad (full blocks only).
---| '"PKCS7"' # PKCS7 padding (default).
---| '"ISO7816_4"' # ISO/IEC 7816-4 padding.
---| '"ANSI923"' # ANSI X.923 padding.
---| '"ZERO"' # Zero padding (not reversible).
---@class _cipher:userdata Cipher context.
local _cipher = {}
---Create a cipher context.
---@param type CipherType Cipher type.
---@return _cipher context Cipher context.
function cipher.create(type) end
---Return the length of the key in bytes.
---@return integer bytes The key length.
function _cipher:getKeyLen() end
---Return the length of the initialization vector (IV) in bytes.
---@return integer bytes The IV length.
function _cipher:getIVLen() end
---Set the padding mode, for cipher modes that use padding.
---@param padding CipherPadding The padding mode.
---@return boolean status true on success, false on failure.
function _cipher:setPadding(padding) end
---Begin a encryption/decryption process.
---@param op '"encrypt"' |'"decrypt"' Operation.
---@param key string The key to use.
---@param iv? string The initialization vector (IV).
---@return boolean status true on success, false on failure.
function _cipher:begin(op, key, iv) end
---The generic cipher update function.
---@param input string Input binary data.
---@return string|nil output Output binary data.
function _cipher:update(input) end
---Finsh the encryption/decryption process.
---@return string|nil output Output binary data.
function _cipher:finsh() end
return cipher
|
local model = require "sailor.model"
local helper = require "tests.helper"
local access = require "sailor.access"
local db = require "sailor.db"
local fixtures = require "tests.fixtures.user" or {}
describe("Testing #UserModel", function()
--helper.blah()
local User = model('user')
local users = User:find_all()
local u, count_before
local db_spies = {}
local db_spies_count = 0
local function assert_db_close(n)
n = n or 1
db_spies_count = db_spies_count + n
assert.spy(db_spies[1]).was_called(db_spies_count)
assert.spy(db_spies[2]).was_called(db_spies_count)
end
setup(function()
table.insert(db_spies, spy.on(db,'connect'))
table.insert(db_spies, spy.on(db,'close'))
end)
it("should count objects", function()
assert.is_equal(#users,User:count())
assert_db_close()
end)
it("should create different objects", function()
u = User:new(fixtures[1])
u2 = User:new(fixtures[2])
assert.is_equal(u.name,fixtures[1].name)
assert.is_equal(u2.name,fixtures[2].name)
end)
it("should save object", function()
local s = spy.on(User,'validate')
local s2 = spy.on(User,'insert')
count_before = User:count()
u = User:new(fixtures[1])
assert.is_true(u:save(false))
assert.is_equal(User:count(),count_before+1)
assert.spy(s).was_not_called()
assert.spy(s2).was_called()
assert_db_close(3)
end)
it("should update object", function()
local s = spy.on(User,'update')
u.username = users[2].username or nil
assert.is_true(u:save(false))
-- On update it is opening and closing db connection twice
-- first for verifying if the entry exists
-- maybe this should be revised
assert_db_close(2)
assert.spy(s).was_called()
end)
it("should delete object", function()
u:delete()
assert.is_equal(User:count(),count_before)
assert_db_close(2)
end)
it("should find object by id", function()
u = User:find_by_id(1)
assert.are_same(u.id,users[1].id)
assert_db_close()
end)
it("should find user relations", function()
u = User:find_by_id(1)
local post_fixtures = require "tests.fixtures.post" or {}
local amount = 0
for k, v in ipairs(post_fixtures) do
if v.author_id == 1 then
amount = amount + 1
assert.is_equal(u.posts[amount].body,v.body)
end
end
assert.is_equal(amount,#(u.posts))
assert_db_close(2)
end)
it("should not find object by id", function()
local u = User:find_by_id(42)
assert.is_false(u)
assert_db_close()
end)
it("should find object by attributes", function()
local u = User:find_by_attributes({username = users[1].username})
assert.are_same(u.id,users[1].id)
assert_db_close()
end)
it("should not find object by attributes", function()
local u = User:find_by_attributes({username = ''})
assert.is_false(u)
assert_db_close()
end)
it("should validate object", function()
assert.is_true(users[1]:validate())
end)
it("should not validate object", function()
assert.is_false(users[2]:validate())
end)
it("should find all objects", function()
assert.is_equal(User:count(),#(User:find_all()))
assert_db_close(2)
end)
it("should find some objects", function()
assert.is_equal(2,#(User:find_all("password LIKE '12345%'")))
assert_db_close()
end)
it("should find one object", function()
u = User:find("password LIKE '12345%'")
assert.is_equal(users[1].id,u.id)
assert_db_close()
end)
it("should login", function()
assert.is_true(User.authenticate(fixtures[1].username,fixtures[1].password,false))
assert_db_close()
end)
it("should know the user is logged in", function()
assert.is_false(access.is_guest())
end)
it("should logout", function()
assert.is_true(User.logout())
end)
it("should know the user is logged out", function()
assert.is_true(access.is_guest())
end)
it("should create objects but rollback", function()
local Post = model('post')
count_before = User:count()
local count_post = Post:count()
assert_db_close(2)
db.begin_transaction()
u = User:new(fixtures[1])
assert.is_true(u:save(false))
assert.is_equal(User:count(),count_before+1)
local p = Post:new()
p.author_id = u.id
assert.is_true(p:save(false))
assert.is_equal(Post:count(),count_post+1)
db.rollback()
assert_db_close()
assert.is_equal(User:count(),count_before)
assert.is_equal(Post:count(),count_post)
assert_db_close(2)
end)
it("should create objects and commit", function()
local Post = model('post')
count_before = User:count()
local count_post = Post:count()
assert_db_close(2)
db.begin_transaction()
u = User:new(fixtures[1])
assert.is_true(u:save(false))
assert.is_equal(User:count(),count_before+1)
local p = Post:new()
p.author_id = u.id
assert.is_true(p:save(false))
assert.is_equal(Post:count(),count_post+1)
db.commit()
assert_db_close()
assert.is_equal(User:count(),count_before+1)
assert.is_equal(Post:count(),count_post+1)
assert_db_close(2)
end)
end)
|
--[[ Copyright (C) 2018 Google Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]
-- A user-controlled system for pseudo-random number generation.
-- Helper functions also use this as a source of randomness.
local sys_random = require 'dmlab.system.random'
local MAP_COUNT = 100000
local THEME_COUNT = 1000
local random = {}
--[[ Set the seed of the underlying pseudo-random-bit generator. The argument
may be a number or a string representation of a number. Beware of precision loss
when using very large numeric values.
It is probably useful to call this function with the per-episode seed in the
"start" callback so that episodes play out reproducibly. ]]
function random:seed(value)
return self._rng:seed(value)
end
-- Returns an integer sampled uniformly at random from the closed range
-- [1, MAP_COUNT].
function random:mapGenerationSeed()
return self._rng:uniformInt(1, MAP_COUNT)
end
-- Returns an integer sampled uniformly at random from the closed range
-- [1, THEME_COUNT].
function random:themeGenerationSeed()
return self._rng:uniformInt(1, THEME_COUNT)
end
-- Returns an integer sampled uniformly at random from the closed range
-- [lower, upper].
function random:uniformInt(lower, upper)
return self._rng:uniformInt(lower, upper)
end
-- Returns a real number sampled uniformly at random from the half-open range
-- [lower, upper).
function random:uniformReal(lower, upper)
return self._rng:uniformReal(lower, upper)
end
-- Returns an integer in the range [1, n] where the probability of each
-- integer i is the ith weight divided by the sum of the n weights.
function random:discreteDistribution(weights)
return self._rng:discreteDistribution(weights)
end
-- Returns a real number sampled from the random distrubution centered around
-- mean with standard distribution stddev.
function random:normalDistribution(mean, stddev)
return self._rng:normalDistribution(mean, stddev)
end
-- Returns an 8-bit triplet representing a random RGB color:
-- {0~255, 0~255, 0~255}.
function random:color()
local function uniform255() return self._rng:uniformInt(0, 255) end
return {uniform255(), uniform255(), uniform255()}
end
-- Returns an element sampled uniformly at random from a table. You can specify
-- a consecutive part of the table to sample by specifying startIndex and
-- endIndex. By default the entire table will be used.
function random:choice(t, startIndex, endIndex)
t = t or {}
if not startIndex or startIndex < 1 then
startIndex = 1
end
if not endIndex or endIndex > #t then
endIndex = #t
end
if startIndex > endIndex then
return nil
end
return t[self._rng:uniformInt(startIndex, endIndex)]
end
-- Shuffles a Lua array in place. If n is given, the shuffle stops after the
-- first n elements have been placed. 'n' is clamped to the size of the array.
function random:shuffleInPlace(array, n)
local c = (n and n < #array) and n or #array - 1
for i = 1, c do
local j = self._rng:uniformInt(i, #array)
array[j], array[i] = array[i], array[j]
end
return array
end
-- Returns a shuffled copy of a Lua array.
function random:shuffle(array)
local ret = {}
for i, obj in ipairs(array) do
ret[i] = obj
end
return self:shuffleInPlace(ret)
end
function random:generator()
return self._rng
end
--[[ Returns a 'sampling without replacement' number generator with the integer
range range [1, count].
Generator's memory grows linearly. Initialization and calling costs are both
O(1).
The generator returns nil when no new samples are available and resets to its
initial state.
--]]
function random:shuffledIndexGenerator(count)
-- The number of values that have been generated so far.
local current = 0
-- A sparse array of shuffled values.
local elements = {}
--[[
All values <= current that are *not* in
the completed shuffling.
completed These values are at indices that *are* in
shuffling the completed shuffling.
elements [+++++++++++|--+---------+--++----------+----------+--]
. . .
. . .
1 current count
Invariant A: All values <= current will be in `elements`.
Invariant B: Every value in the completed shuffling has
elements[value] ~= nil.
The algorithm starts with current = 0 and elements empty, so the
invariants start true.
The algorithm increments as follows,
1. Increment current
current = current + 1
2. Generate `random`, a random value in the range [current, count]
random = randomNumberInRange(current, count)
3. Basic operation:
(a) output `random` as the next completed shuffling value; that is,
insert `random` at elements[current].
elements[random] is nil ==> elements[current] = random
(b) insert `current` at elements[random].
elements[current] is nil ==> elements[random] = current
Exception operations:
- If elements[current] already has a value, then (by invariant B),
current is already in the completed shuffling. In this case we
should avoid (b) and instead push the existing elements[current]
back into elements[random].
elements[current] has a value ==>
elements[random] = elements[current]
- If elements[random] already has a value, then (by invariant B),
random is already in the completed shuffling. In this case we
should avoid (a) and instead output the deferred value
elements[random] in the completed shuffling.
elements[random] has a value ==>
elements[current] = elements[random]
Note that both the basic and exception operations maintain the invariants,
so by induction the invariants are always true.
--]]
return function()
-- If we've shuffled all the elements, return nil for one call and reset
-- to initial conditions. The caller can start again if a new shuffling is
-- desired.
if count == current then
elements = {}
current = 0
return nil
end
-- Step 1.
current = current + 1
-- Step 2.
local random = self._rng:uniformInt(current, count)
-- Step 3.
local currentStartValue = elements[current]
elements[current] = elements[random] or random
elements[random] = currentStartValue or current
-- Return the tail of the completed shuffling that we just generated.
return elements[current]
end
end
local randomMT = {__index = random}
function randomMT:__call(rng)
return setmetatable({_rng = rng}, randomMT)
end
return setmetatable({_rng = sys_random}, randomMT)
|
return {
STOP = 0,
VOID = 1,
BOOL = 2,
BYTE = 3,
I08 = 3,
DOUBLE = 4,
I16 = 6,
I32 = 8,
I64 = 10,
STRING = 11,
UTF7 = 11,
STRUCT = 12,
MAP = 13,
SET = 14,
LIST = 15,
UTF8 = 16,
UTF16 = 17
}
|
local awful = require("awful")
do
local cmds = {
"lxpolkit",
"xautolock -time 15 -locker 'dm-tool lock;gpg-connect-agent reloadagent /bye'",
"clipmenud",
"xfce4-power-manager",
}
for _, i in pairs(cmds) do
awful.spawn.with_shell(i .. "&")
end
end
|
-----------------------------------------
-- ID: 6565
-- Item: Persikos Snow Cone
-- Food Effect: 5 minutes, all Races
-----------------------------------------
-- MP +35% (Max. 50 @ 143 Base MP)
-- INT +3
-- [Element: Air]+5
-----------------------------------------
require("scripts/globals/status")
require("scripts/globals/msg")
-----------------------------------------
function onItemCheck(target)
local result = 0
if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then
result = tpz.msg.basic.IS_FULL
end
return result
end
function onItemUse(target)
target:addStatusEffect(tpz.effect.FOOD,0,0,300,6565)
end
function onEffectGain(target,effect)
target:addMod(tpz.mod.FOOD_MPP, 35)
target:addMod(tpz.mod.FOOD_MP_CAP, 50)
target:addMod(tpz.mod.INT, 3)
target:addMod(tpz.mod.WINDDEF, 5)
end
function onEffectLose(target, effect)
target:delMod(tpz.mod.FOOD_MPP, 35)
target:delMod(tpz.mod.FOOD_MP_CAP, 50)
target:delMod(tpz.mod.INT, 3)
target:delMod(tpz.mod.WINDDEF, 5)
end
|
--[[
© CloudSixteen.com do not share, re-distribute or modify
without permission of its author (kurozael@gmail.com).
Clockwork was created by Conna Wiles (also known as kurozael.)
http://cloudsixteen.com/license/clockwork.html
--]]
local COMMAND = Clockwork.command:New("DoorSetParent");
COMMAND.tip = "Set the active parent door to your target.";
COMMAND.flags = CMD_DEFAULT;
COMMAND.access = "a";
-- Called when the command has been run.
function COMMAND:OnRun(player, arguments)
local door = player:GetEyeTraceNoCursor().Entity;
if (IsValid(door) and Clockwork.entity:IsDoor(door)) then
cwDoorCmds.infoTable = cwDoorCmds.infoTable or {};
player.cwParentDoor = door;
cwDoorCmds.infoTable.Parent = door;
for k, parent in pairs(cwDoorCmds.parentData) do
if (parent == door) then
table.insert(cwDoorCmds.infoTable, k);
end;
end;
Clockwork.player:Notify(player, {"YouSetActiveParentDoor"});
if (cwDoorCmds.infoTable != {}) then
Clockwork.datastream:Start(player, "doorParentESP", cwDoorCmds.infoTable);
end;
else
Clockwork.player:Notify(player, {"ThisIsNotAValidDoor"});
end;
end;
COMMAND:Register(); |
function isAtBlock(dialogObject, x, y, z)
return dialogObject:isAtBlock(x,y,z);
end
function callTutorialHookFunc(dialogObject, turorial)
return dialogObject:callTutorial(turorial);
end
function unhireHookFunc(dialogObject)
return dialogObject:unhireConverationPartner();
end
function hireHookFunc(dialogObject)
return dialogObject:hireConverationPartner();
end
function alwaysTrueHookFunc(dialogObject)
return true;
end
function activateBlockHookFunc(dialogObject, x, y, z, active)
return dialogObject:activateBlock(x, y, z, active);
end
function activateBlockSwitchHookFunc(dialogObject, x, y, z)
return dialogObject:activateBlockSwitch(x,y,z);
end
function giveHelmetHookFunc(dialogObject)
return dialogObject:giveHelmet(0);
end
function giveRocketLauncherHookFunc(dialogObject)
return dialogObject:giveRocketLauncher(0);
end
function giveSniperRifleHookFunc(dialogObject)
return dialogObject:giveSniperRifle(0);
end
function giveLaserWeaponHookFunc(dialogObject)
return dialogObject:giveLaserWeapon(0);
end
function moveToHookFunc(dialogObject, x, y, z)
return dialogObject:moveTo(x,y,z);
end
function giveGravityHookFunc(dialogObject, gravBool)
return dialogObject:giveGravity(gravBool);
end
function giveTypeHookFunc(dialogObject, type, count)
return dialogObject:giveType(type, count);
end
function mainConversationState(dialogObject)
end
function create(dialogObject, bindings)
dSysClass = luajava.bindClass( "org.schema.game.common.data.player.dialog.DialogSystem" );
dSysFactoryClass = luajava.bindClass( "org.schema.game.common.data.player.dialog.DialogStateMachineFactory" );
dSysEntryClass = luajava.bindClass( "org.schema.game.common.data.player.dialog.DialogStateMachineFactoryEntry" );
hookClass = luajava.bindClass( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua" );
dSys = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogSystem", dialogObject );
hireHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "hireHookFunc", {} );
unhireHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "unhireHookFunc", {} );
activateBlockHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "activateBlockHookFunc", {8,9,9,true} );
activateBlockSwitchHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "activateBlockSwitchHookFunc",{8,9,9} );
giveHelmetHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveHelmetHookFunc", {} );
giveRocketLauncherHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveRocketLauncherHookFunc", {} );
giveSniperRifleHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveSniperRifleHookFunc", {} );
giveLaserWeaponHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveLaserWeaponHookFunc", {} );
moveToHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "moveToHookFunc", {-6,9,7} );
isAtBlockHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "isAtBlock", {-6,9,7} );
moveToHook2 = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "moveToHookFunc", {8,9,8} );
isAtBlockHook2 = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "isAtBlock", {8,9,8} );
moveToHook3 = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "moveToHookFunc", {4,9,8} );
isAtBlockHook3 = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "isAtBlock", {4,9,8} );
doorOpenHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "activateBlockHookFunc", {-6,9,13, false} );
doorCloseHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "activateBlockHookFunc", {6,9,8, true} );
moveToHook4 = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "moveToHookFunc", {0,9,8} );
shipFlyTutHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "callTutorialHookFunc", {"TutorialBasics02ShipBasics"} );
alwaysTrueHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "alwaysTrueHookFunc", {} );
giveGravityHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveGravityHookFunc", {true} );
giveTypeHook = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogTextEntryHookLua", "giveTypeHookFunc", {1,100});
factory = dSys:getFactory(bindings);
s0 = luajava.newInstance( "org.schema.game.common.data.player.dialog.TextEntry",
"Greetings ".. dialogObject:getEntity():getName() ..", I'm \"NPC-01\"!\n\n" ..
"I will teach you about one of the most important things in the StarMade Universe: Ships!\n"
, 2000 );
s1 = luajava.newInstance( "org.schema.game.common.data.player.dialog.TextEntry",
"Block count is not all that matters, the architecture and design also has an important role on the effectiveness\n"..
"and efficiency of every structure in StarMade.\n\n"..
"For now we are only talking about Ships.\n"
, 2000 );
s2 = luajava.newInstance( "org.schema.game.common.data.player.dialog.TextEntry",
"Every ship has a core. A core is the heart of a ship, and without it the ship will not\n"..
"function, so be sure to protect it at any cost.\n\n" ..
"Additionally the core block will serve as your vessel's point of control,\n" ..
"so be sure you keep that in mind when building.\n"
, 2000 );
s3 = luajava.newInstance( "org.schema.game.common.data.player.dialog.TextEntry",
"That over there is a small pre-built ship. The core is at the centre.\n"..
"You can enter the core by pressing 'R', and take control of the ship.\n\n"
, 2000 );
-- enter tutorial state. let player fly over to other player
sEnd = luajava.newInstance( "org.schema.game.common.data.player.dialog.TextEntry",
"I've taught you everything I know.\n" ..
"Talk to NPC-02 for the next steps in the tutorial!\n\nHave a good time!"
, 2000 );
okEntry0 = luajava.newInstance( "org.schema.game.common.data.player.dialog.CancelDialogEntry", "Ok", 2000 );
okEntry1 = luajava.newInstance( "org.schema.game.common.data.player.dialog.CancelDialogEntry", "Ok", 2000 );
okEntry2 = luajava.newInstance( "org.schema.game.common.data.player.dialog.CancelDialogEntry", "Ok", 2000 );
okEntry3 = luajava.newInstance( "org.schema.game.common.data.player.dialog.CancelDialogEntry", "Ok", 2000 );
s0:setEntryMarking("s0");
s1:setEntryMarking("s1");
s2:setEntryMarking("s2");
s3:setEntryMarking("s3");
sEnd:setEntryMarking("sEnd");sEnd:setAwnserEntry(false);
s0:add(s1, "Tell me about ships!");
s0:setHook(giveGravityHook);
s0:addReaction(giveGravityHook, -1, s0);
s0:addReaction(giveGravityHook, 0, s0);
s0:addReaction(giveGravityHook, 1, s0);
s1:setHook(moveToHook);
moveToHook:setStartState("s1");
moveToHook:setEndState("s1");
s1:addReaction(moveToHook, -1, s1);
s1:addReaction(moveToHook, 0, s1);
s1:addReaction(moveToHook, 1, s1);
s1:add(sEnd, "You should not see this ->(sEnd)");
s1:add(s2, "I see!");
s2:add(s3, "The Ship Core is important, got it!");
s3:add(okEntry3, "Ok!");
okEntry3:setHook(doorOpenHook);
doorOpenHook:setFollowUp(shipFlyTutHook);
doorOpenHook:setCondition(alwaysTrueHook);
doorOpenHook:setStartState("sEnd");
doorOpenHook:setEndState("sEnd");
shipFlyTutHook:setStartState("sEnd");
shipFlyTutHook:setEndState("sEnd");
factory:setRootEntry(s0);
dSys:add(factory)
return dSys
--frame = luajava.newInstance( "org.schema.game.common.data.player.dialog.DialogSystem", "Texts" );
--frame:test()
end
|
function Makazradon_OnEnterCombat(Unit,Event)
Unit:RegisterEvent("Makazradon_Cripple", 45000, 0)
Unit:RegisterEvent("Makazradon_FelCleave", 19000, 0)
Unit:RegisterEvent("Makazradon_RainOfFire", 18000, 0)
end
function Makazradon_Cripple(Unit,Event)
Unit:FullCastSpellOnTarget(11443,Unit:GetClosestPlayer())
end
function Makazradon_FelCleave(Unit,Event)
Unit:FullCastSpellOnTarget(38742,Unit:GetClosestPlayer())
end
function Makazradon_RainOfFire(Unit,Event)
Unit:FullCastSpellOnTarget(38741,Unit:GetClosestPlayer())
end
function Makazradon_OnLeaveCombat(Unit,Event)
Unit:RemoveEvents()
end
function Makazradon_OnDied(Unit,Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(21501, 1, "Makazradon_OnEnterCombat")
RegisterUnitEvent(21501, 2, "Makazradon_OnLeaveCombat")
RegisterUnitEvent(21501, 4, "Makazradon_OnDied") |
function opponentNoteHit()
health = getProperty('health')
if getProperty('health') > 0.1 then
setProperty('health', health- 0.0095);
end
end
function onStepHit()
if curStep == 30 then
noteTweenAlpha("NoteAlphal1", 0, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal2", 1, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal3", 2, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal4", 3, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal5", 4, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal6", 5, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal7", 6, 1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal8", 7, 1, 0.5, cubelnout)
end
if curStep == 55 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 60 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 65 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 70 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 75 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 80 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 85 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 90 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 95 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 100 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 105 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 110 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 115 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 120 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 125 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 130 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 135 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 140 then
noteTweenY("NoteMove1", 4, 20, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 20, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 20, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 20, 0.5, cubelnout)
end
if curStep == 185 then
noteTweenX("NoteMove1", 4, 900, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 900, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 900, 0.5, cubelnout)
end
if curStep == 190 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 200 then
noteTweenAlpha("NoteAlphal1", 0, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal2", 1, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal3", 2, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal4", 3, -1, 0.5, cubelnout)
end
if curStep == 205 then
noteTweenX("NoteMove1", 4, 900, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 900, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 900, 0.5, cubelnout)
end
if curStep == 210 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 215 then
noteTweenX("NoteMove1", 4, 900, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 900, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 900, 0.5, cubelnout)
end
if curStep == 220 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 225 then
noteTweenX("NoteMove1", 4, 900, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 900, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 900, 0.5, cubelnout)
end
if curStep == 230 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 235 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 240 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 245 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 250 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 255 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 260 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 265 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 270 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 275 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 280 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 300 then
noteTweenX("NoteMove1", 4, 0, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 0, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 0, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 0, 0.5, cubelnout)
end
if curStep == 305 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep ==310 then
noteTweenAngle("NoteAngle1", 4, 3500, 15.0, cubeInout)
noteTweenAngle("NoteAngle2", 5, 3500, 15.0, cubeInout)
noteTweenAngle("NoteAngle3", 6, 3500, 15.0, cubeInout)
noteTweenAngle("NoteAngle4", 7, 3500, 15.0, cubeInout)
end
if curStep == 315 then
noteTweenX("NoteMove1", 4, 0, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 0, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 0, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 0, 0.5, cubelnout)
end
if curStep == 320 then
noteTweenX("NoteMove1", 4, 700, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 800, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 900, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 325 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 350 then
noteTweenX("NoteMove1", 4, 1000, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 900, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 800, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 700, 0.5, cubelnout)
end
if curStep == 1 then
noteTweenAlpha("NoteAlphal1", 0, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal2", 1, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal3", 2, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal4", 3, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal5", 4, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal6", 5, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal7", 6, -1, 0.5, cubelnout)
noteTweenAlpha("NoteAlphal8", 7, -1, 0.5, cubelnout)
end
if curStep == 315 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 320 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 325 then
noteTweenY("NoteMove1", 4, 10, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 10, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 10, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 10, 0.5, cubelnout)
end
if curStep == 330 then
noteTweenY("NoteMove1", 4, 150, 0.5, cubelnout)
noteTweenY("NoteMove2", 5, 150, 0.5, cubelnout)
noteTweenY("NoteMove3", 6, 150, 0.5, cubelnout)
noteTweenY("NoteMove4", 7, 150, 0.5, cubelnout)
end
if curStep == 340 then
noteTweenX("NoteMove1", 4, 1000, 0.5, cubelnout)
noteTweenX("NoteMove2", 5, 1000, 0.5, cubelnout)
noteTweenX("NoteMove3", 6, 1000, 0.5, cubelnout)
noteTweenX("NoteMove4", 7, 1000, 0.5, cubelnout)
end
if curStep == 1 then
makeLuaText("subtitles", "Esse ModChart foi feito por DotorBiscoito", 500, 400, 550)
addLuaText("subtitles")
elseif curStep == 20 then
setTextString("subtitles", "Não Mecha No ModChart")
elseif curStep == 40 then
removeLuaText("subtitles", true)
end
if curStep == 3 then
showOnlyStrums = true
end
end |
local ternary = function(condition, positive, negative)
if condition then
return positive
end
return negative
end
local BinarySearchTree = {}
function BinarySearchTree:new()
local obj = {}
self.__index = self
self._root = nil
return setmetatable(obj, self)
end
function BinarySearchTree:is_root(value)
return self._root.value == value
end
function BinarySearchTree:is_leaf(value)
local found = false
local current = self._root
while found == false and current ~= nil do
-- if value is smaller than current, then to go the left
if value < current.value then
current = current.left
-- if value is bigger than current, then to go the right
elseif value > current.value then
current = current.right
-- else we found it! :D
else
found = true
end
end
-- if node doesn't have children, it's a leaf
return found and current.left == nil and current.right == nil
end
function BinarySearchTree:_create_node(value)
return {
value = value,
left = nil,
right = nil
}
end
function BinarySearchTree:add(value)
local node = self:_create_node(value)
-- if it's the first node, it's the root
if self._root == nil then
self._root = node
return true
end
local current = self._root
while true do
-- if the value is smaller than the current,
-- this value should go to left of the tree
if value < current.value then
-- if there's no left node, then the new node should be create there
if current.left == nil then
current.left = node
return true
-- if not, the program continues though the left node
else
current = current.left
end
-- if the value is bigger than the current,
-- this value should go to right of the tree
elseif value > current.value then
-- if there's no right node, then the new node should be create there
if current.right == nil then
current.right = node
return true
-- if not, the program continues though the right node
else
current = current.right
end
else
return false
end
end
end
function BinarySearchTree:contains(value)
local found = false
local current = self._root
-- when value is less than the current node, go left
-- when value is greater than the current node, go right
-- when the values are equal, we found it!
while not found and current do
if value < current.value then
current = current.left
elseif value > current.value then
current = current.right
else
found = true
end
end
return found
end
function BinarySearchTree:remove(value)
local found = false
local current = self._root
local parent = nil
-- search and picks up the node to remove
while not found and current do
if value < current.value then
parent = current
current = current.left
elseif value > current.value then
parent = current
current = current.right
else
found = true
end
end
if not found then
return false
end
-- figure out how many children the node has
local child_count = ternary(current.left ~= nil, 1, 0) + ternary(current.right ~= nil, 1, 0)
-- when the node is the root
if current == self._root then
-- if node doesn't have children, just remove it
if child_count == 0 then
self._root = nil
return true
end
-- when it has one child, move child to the root
if child_count == 1 then
self._root = ternary(current.right == nil, current.left, current.right)
return true
end
if child_count == 2 then
local replacement = self._root.left
local replacement_parent = nil
-- figure out the right-most leaf node to be the new root
while replacement.right ~= nil do
replacement_parent = replacement
replacement = replacement.right
end
-- it's not the first node on the left
if replacement_parent ~= nil then
replacement_parent.right = replacement.left
replacement.right = self._root.right
replacement.left = self._root.left
else
-- assign the childre
replacement.right = self._root.right
end
-- assign the new root
self._root = replacement
return true
end
-- when value is not in the root
else
if child_count == 0 then
-- if the value is less than its parent's, null out to the left pointer
if current.value < parent.value then
parent.left = nil
-- if not, null out to the right pointer
else
parent.right = nil
end
return true
end
if child_count == 1 then
-- if the value is less than its parent's, reset the pointer of the left
if current.value < parent.value then
parent.left = ternary(current.left == nil, current.right, current.left)
-- if the value is greater than its parent's, reset the pointer of the right
else
parent.right = ternary(current.left == nil, current.right, current.left)
end
return true
end
if child_count == 2 then
replacement = current.left
replacement_parent = current
-- pick up the right-most node
while replacement.right ~= nil do
replacement_parent = replacement
replacement = replacement.right
end
-- assign children to the replacement
replacement_parent.right = replacement.left
replacement.right = current.right
replacement.left = current.left
if current.value < parent.value then
parent.left = replacement
else
parent.right = replacement
end
end
return true
end
end
function BinarySearchTree:size()
local size = 0
self:traverse(function()
size = size + 1
end)
return size
end
function BinarySearchTree:destroy()
self:traverse(function(node)
self:remove(node.value)
end)
return true
end
function BinarySearchTree:get_smallest()
function _find(node)
local current = node
-- make a loop while there's left node
while current.left ~= nil do
current = current.left
end
-- return the last node of left
return current.value
end
return _find(self._root, 0)
end
function BinarySearchTree:get_biggest()
function _find(node)
local current = node
-- make a loop while there's right node
while current.right ~= nil do
current = current.right
end
-- return the last node of right
return current.value
end
return _find(self._root, 0)
end
function BinarySearchTree:_max_depth(node)
if node == nil then return 0 end
return 1 + math.max(self:_max_depth(node.left), self:_max_depth(node.right))
end
function BinarySearchTree:_min_depth(node)
if node == nil then return 0 end
return 1 + math.min(self:_min_depth(node.left), self:_min_depth(node.right))
end
function BinarySearchTree:is_balanced()
return (self:_max_depth(self._root) - self:_min_depth(self._root) <= 1)
end
function BinarySearchTree:in_order(callback)
-- first, traverse to the left, then to root and
-- then to the right
function _in_order(node)
if node == nil then return end
_in_order(node.left)
callback(node)
_in_order(node.right)
end
_in_order(self._root)
end
function BinarySearchTree:pre_order(callback)
-- first of all, root
-- after traverse to left and
-- then to the right
function _pre_order(node)
if node == nil then return end
callback(node)
_pre_order(node.left)
_pre_order(node.right)
end
_pre_order(self._root)
end
function BinarySearchTree:post_order(callback)
-- first, traverse to left
-- then to right
-- then to root
function _post_order(node)
if node == nil then return end
_post_order(node.left)
_post_order(node.right)
callback(node)
end
_post_order(self._root)
end
function BinarySearchTree:traverse(callback)
self:in_order(callback)
end
return BinarySearchTree
|
--[[
-- added by passion @ 2019/11/14 16:39:51
-- UIBoardUIMain模型层
-- 注意:
-- 1、成员变量预先在OnCreate、OnEnable函数声明,提高代码可读性
-- 2、OnCreate内放窗口生命周期内保持的成员变量,窗口销毁时才会清理
-- 3、OnEnable内放窗口打开时才需要的成员变量,窗口关闭后及时清理
-- 4、OnEnable函数每次在窗口打开时调用,可传递参数用来初始化Model
--]]
local UUIBoardNPCModel = BaseClass("UUIBoardNPCModel", UIBaseModel)
local base = UIBaseModel-- 创建
local function OnCreate(self)
base.OnCreate(self)
-- 窗口生命周期内保持的成员变量放这
end
-- 打开
local function OnEnable(self, owner, height)
base.OnEnable(self)
self.owner = owner;
self.target = owner.transform;
self.height = height or 1.9;
end
-- 关闭
local function OnDestroy(self)
base.OnDestroy(self)
-- 清理成员变量
end
UUIBoardNPCModel.OnCreate = OnCreate
UUIBoardNPCModel.OnEnable = OnEnable
UUIBoardNPCModel.OnDisable = OnDisable
UUIBoardNPCModel.OnDestroy = OnDestroy
return UUIBoardNPCModel
|
local lookuptable = { [":"] = "=",["["] = "{",["]"] = "}",["\""]="",["("]="[",[")"]="]",}
local function replaceIntKey(s1)
return "("..s1.."):"
end
function str2Table(retStr)
local contentStr = retStr
local bHasStr = false
local string=string
local tonumber = tonumber
contentStr = string.gsub(contentStr,"\"(%d+)\":",replaceIntKey)
contentStr = string.gsub(contentStr,"[\":%[%]%(%)]",lookuptable)
local tempTable = { "do local _=",contentStr," return _ end" }
contentStr = table.concat(tempTable,"\n")
local serpent= require("src/utils/serpent")
local ok,jsonObj= serpent.load(contentStr)
if ok ~= true then
print(ok)
end
assert(ok,ok)
return jsonObj
end |
while true do
local left = redstone.getInput("left")
if left then
for i = 0, 15 do
redstone.setAnalogOutput("right", i)
os.sleep(0.2)
end
os.sleep(5)
redstone.setAnalogOutput("right", 0)
print("Input found")
else
print("No input")
end
os.queueEvent("fakeEvent")
os.pullEvent()
end
|
vim.g.FerretExecutableArguments = {
rg = '--vimgrep --no-heading --no-config --max-columns 4096 --hidden --glob !.git',
}
|
--- A builtin build system: back-end to provide a portable way of building C-based Lua modules.
local builtin = {}
local unpack = unpack or table.unpack
local fs = require("luarocks.fs")
local path = require("luarocks.path")
local util = require("luarocks.util")
local cfg = require("luarocks.core.cfg")
local dir = require("luarocks.dir")
function builtin.autodetect_external_dependencies(build)
if not build or not build.modules then
return nil
end
local extdeps = {}
local any = false
for _, data in pairs(build.modules) do
if type(data) == "table" and data.libraries then
local libraries = data.libraries
if type(libraries) == "string" then
libraries = { libraries }
end
local incdirs = {}
local libdirs = {}
for _, lib in ipairs(libraries) do
local upper = lib:upper():gsub("%+", "P"):gsub("[^%w]", "_")
any = true
extdeps[upper] = { library = lib }
table.insert(incdirs, "$(" .. upper .. "_INCDIR)")
table.insert(libdirs, "$(" .. upper .. "_LIBDIR)")
end
if not data.incdirs then
data.incdirs = incdirs
end
if not data.libdirs then
data.libdirs = libdirs
end
end
end
return any and extdeps or nil
end
local function autoextract_libs(external_dependencies, variables)
if not external_dependencies then
return nil, nil, nil
end
local libs = {}
local incdirs = {}
local libdirs = {}
for name, data in pairs(external_dependencies) do
if data.library then
table.insert(libs, data.library)
table.insert(incdirs, variables[name .. "_INCDIR"])
table.insert(libdirs, variables[name .. "_LIBDIR"])
end
end
return libs, incdirs, libdirs
end
do
local function get_cmod_name(file)
local fd = io.open(dir.path(fs.current_dir(), file), "r")
if not fd then return nil end
local data = fd:read("*a")
fd:close()
return (data:match("int%s+luaopen_([a-zA-Z0-9_]+)"))
end
local skiplist = {
["spec"] = true,
[".luarocks"] = true,
["lua_modules"] = true,
["test.lua"] = true,
["tests.lua"] = true,
}
function builtin.autodetect_modules(libs, incdirs, libdirs)
local modules = {}
local install
local copy_directories
local prefix = ""
for _, parent in ipairs({"src", "lua", "lib"}) do
if fs.is_dir(parent) then
fs.change_dir(parent)
prefix = parent.."/"
break
end
end
for _, file in ipairs(fs.find()) do
local base = file:match("^([^\\/]*)")
if not skiplist[base] then
local luamod = file:match("(.*)%.lua$")
if luamod then
modules[path.path_to_module(file)] = prefix..file
else
local cmod = file:match("(.*)%.c$")
if cmod then
local modname = get_cmod_name(file) or path.path_to_module(file:gsub("%.c$", ".lua"))
modules[modname] = {
sources = prefix..file,
libraries = libs,
incdirs = incdirs,
libdirs = libdirs,
}
end
end
end
end
if prefix ~= "" then
fs.pop_dir()
end
local bindir = (fs.is_dir("src/bin") and "src/bin")
or (fs.is_dir("bin") and "bin")
if bindir then
install = { bin = {} }
for _, file in ipairs(fs.list_dir(bindir)) do
table.insert(install.bin, dir.path(bindir, file))
end
end
for _, directory in ipairs({ "doc", "docs", "samples", "tests" }) do
if fs.is_dir(directory) then
if not copy_directories then
copy_directories = {}
end
table.insert(copy_directories, directory)
end
end
return modules, install, copy_directories
end
end
--- Run a command displaying its execution on standard output.
-- @return boolean: true if command succeeds (status code 0), false
-- otherwise.
local function execute(...)
io.stdout:write(table.concat({...}, " ").."\n")
return fs.execute(...)
end
--- Driver function for the builtin build back-end.
-- @param rockspec table: the loaded rockspec.
-- @return boolean or (nil, string): true if no errors occurred,
-- nil and an error message otherwise.
function builtin.run(rockspec)
assert(rockspec:type() == "rockspec")
local compile_object, compile_library, compile_static_library
local build = rockspec.build
local variables = rockspec.variables
local checked_lua_h = false
local function add_flags(extras, flag, flags)
if flags then
if type(flags) ~= "table" then
flags = { tostring(flags) }
end
util.variable_substitutions(flags, variables)
for _, v in ipairs(flags) do
table.insert(extras, flag:format(v))
end
end
end
if cfg.is_platform("mingw32") then
compile_object = function(object, source, defines, incdirs)
local extras = {}
add_flags(extras, "-D%s", defines)
add_flags(extras, "-I%s", incdirs)
return execute(variables.CC.." "..variables.CFLAGS, "-c", "-o", object, "-I"..variables.LUA_INCDIR, source, unpack(extras))
end
compile_library = function(library, objects, libraries, libdirs)
local extras = { unpack(objects) }
add_flags(extras, "-L%s", libdirs)
add_flags(extras, "-l%s", libraries)
extras[#extras+1] = dir.path(variables.LUA_LIBDIR, variables.LUALIB)
extras[#extras+1] = "-l" .. (variables.MSVCRT or "m")
local ok = execute(variables.LD.." "..variables.LIBFLAG, "-o", library, unpack(extras))
return ok
end
--[[ TODO disable static libs until we fix the conflict in the manifest, which will take extending the manifest format.
compile_static_library = function(library, objects, libraries, libdirs, name)
local ok = execute(variables.AR, "rc", library, unpack(objects))
if ok then
ok = execute(variables.RANLIB, library)
end
return ok
end
]]
elseif cfg.is_platform("win32") then
compile_object = function(object, source, defines, incdirs)
local extras = {}
add_flags(extras, "-D%s", defines)
add_flags(extras, "-I%s", incdirs)
return execute(variables.CC.." "..variables.CFLAGS, "-c", "-Fo"..object, "-I"..variables.LUA_INCDIR, source, unpack(extras))
end
compile_library = function(library, objects, libraries, libdirs, name)
local extras = { unpack(objects) }
add_flags(extras, "-libpath:%s", libdirs)
add_flags(extras, "%s.lib", libraries)
local basename = dir.base_name(library):gsub(".[^.]*$", "")
local deffile = basename .. ".def"
local def = io.open(dir.path(fs.current_dir(), deffile), "w+")
local exported_name = name:gsub("%.", "_")
exported_name = exported_name:match('^[^%-]+%-(.+)$') or exported_name
def:write("EXPORTS\n")
def:write("luaopen_"..exported_name.."\n")
def:close()
local ok = execute(variables.LD, "-dll", "-def:"..deffile, "-out:"..library, dir.path(variables.LUA_LIBDIR, variables.LUALIB), unpack(extras))
local basedir = ""
if name:find("%.") ~= nil then
basedir = name:gsub("%.%w+$", "\\")
basedir = basedir:gsub("%.", "\\")
end
local manifestfile = basedir .. basename..".dll.manifest"
if ok and fs.exists(manifestfile) then
ok = execute(variables.MT, "-manifest", manifestfile, "-outputresource:"..basedir..basename..".dll;2")
end
return ok
end
--[[ TODO disable static libs until we fix the conflict in the manifest, which will take extending the manifest format.
compile_static_library = function(library, objects, libraries, libdirs, name)
local ok = execute(variables.AR, "-out:"..library, unpack(objects))
return ok
end
]]
else
compile_object = function(object, source, defines, incdirs)
local extras = {}
add_flags(extras, "-D%s", defines)
add_flags(extras, "-I%s", incdirs)
return execute(variables.CC.." "..variables.CFLAGS, "-I"..variables.LUA_INCDIR, "-c", source, "-o", object, unpack(extras))
end
compile_library = function (library, objects, libraries, libdirs)
local extras = { unpack(objects) }
add_flags(extras, "-L%s", libdirs)
if cfg.gcc_rpath then
add_flags(extras, "-Wl,-rpath,%s", libdirs)
end
add_flags(extras, "-l%s", libraries)
if cfg.link_lua_explicitly then
extras[#extras+1] = "-L"..variables.LUA_LIBDIR
extras[#extras+1] = "-llua"
end
return execute(variables.LD.." "..variables.LIBFLAG, "-o", library, unpack(extras))
end
compile_static_library = function(library, objects, libraries, libdirs, name)
local ok = execute(variables.AR, "rc", library, unpack(objects))
if ok then
ok = execute(variables.RANLIB, library)
end
return ok
end
end
local ok, err
local lua_modules = {}
local lib_modules = {}
local luadir = path.lua_dir(rockspec.name, rockspec.version)
local libdir = path.lib_dir(rockspec.name, rockspec.version)
if not build.modules then
if rockspec:format_is_at_least("3.0") then
local libs, incdirs, libdirs = autoextract_libs(rockspec.external_dependencies, rockspec.variables)
local install, copy_directories
build.modules, install, copy_directories = builtin.autodetect_modules(libs, incdirs, libdirs)
build.install = build.install or install
build.copy_directories = build.copy_directories or copy_directories
else
return nil, "Missing build.modules table"
end
end
for name, info in pairs(build.modules) do
local moddir = path.module_to_path(name)
if type(info) == "string" then
local ext = info:match("%.([^.]+)$")
if ext == "lua" then
local filename = dir.base_name(info)
if filename == "init.lua" and not name:match("%.init$") then
moddir = path.module_to_path(name..".init")
else
local basename = name:match("([^.]+)$")
filename = basename..".lua"
end
local dest = dir.path(luadir, moddir, filename)
lua_modules[info] = dest
else
info = {info}
end
end
if type(info) == "table" then
if not checked_lua_h then
local lua_incdir, lua_h = variables.LUA_INCDIR, "lua.h"
if not fs.exists(dir.path(lua_incdir, lua_h)) then
return nil, "Lua header file "..lua_h.." not found (looked in "..lua_incdir.."). \n" ..
"You need to install the Lua development package for your system."
end
checked_lua_h = true
end
local objects = {}
local sources = info.sources
if info[1] then sources = info end
if type(sources) == "string" then sources = {sources} end
for _, source in ipairs(sources) do
local object = source:gsub("%.[^.]*$", "."..cfg.obj_extension)
if not object then
object = source.."."..cfg.obj_extension
end
ok = compile_object(object, source, info.defines, info.incdirs)
if not ok then
return nil, "Failed compiling object "..object
end
table.insert(objects, object)
end
local module_name = name:match("([^.]*)$").."."..util.matchquote(cfg.lib_extension)
if moddir ~= "" then
module_name = dir.path(moddir, module_name)
ok, err = fs.make_dir(moddir)
if not ok then return nil, err end
end
lib_modules[module_name] = dir.path(libdir, module_name)
ok = compile_library(module_name, objects, info.libraries, info.libdirs, name)
if not ok then
return nil, "Failed compiling module "..module_name
end
--[[ TODO disable static libs until we fix the conflict in the manifest, which will take extending the manifest format.
module_name = name:match("([^.]*)$").."."..util.matchquote(cfg.static_lib_extension)
if moddir ~= "" then
module_name = dir.path(moddir, module_name)
end
lib_modules[module_name] = dir.path(libdir, module_name)
ok = compile_static_library(module_name, objects, info.libraries, info.libdirs, name)
if not ok then
return nil, "Failed compiling static library "..module_name
end
]]
end
end
for _, mods in ipairs({{ tbl = lua_modules, perms = "read" }, { tbl = lib_modules, perms = "exec" }}) do
for name, dest in pairs(mods.tbl) do
fs.make_dir(dir.dir_name(dest))
ok, err = fs.copy(name, dest, mods.perms)
if not ok then
return nil, "Failed installing "..name.." in "..dest..": "..err
end
end
end
if fs.is_dir("lua") then
ok, err = fs.copy_contents("lua", luadir)
if not ok then
return nil, "Failed copying contents of 'lua' directory: "..err
end
end
return true
end
return builtin
|
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) --acquire ESX
RegisterServerEvent('esx_fork:getPaid')
AddEventHandler('esx_fork:getPaid', function(amount)
local xPlayer = ESX.GetPlayerFromId(source) --get xPlayer
xPlayer.addMoney(math.floor(amount))
end)
RegisterServerEvent('esx_fork:getPunished')
AddEventHandler('esx_fork:getPunished', function(amount)
local xPlayer = ESX.GetPlayerFromId(source) --get xPlayer
xPlayer.removeMoney(math.random(amount - 300, amount)) --remove money from player
end)
|
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- file: group_label.lua
-- brief: displays label on units in a group
-- author: gunblob
--
-- Copyright (C) 2008.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function widget:GetInfo()
return {
name = "Group Label",
desc = "Displays label on units in a group",
author = "gunblob",
date = "June 12, 2008",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
local glPushMatrix = gl.PushMatrix
local glTranslate = gl.Translate
local glPopMatrix = gl.PopMatrix
local glColor = gl.Color
local glText = gl.Text
local glBillboard = gl.Billboard
local spGetGroupList = Spring.GetGroupList
local spGetGroupUnits = Spring.GetGroupUnits
local spGetUnitViewPosition = Spring.GetUnitViewPosition
local SpIsUnitInView = Spring.IsUnitInView
local textColor = {0.7, 1.0, 0.7, 1.0}
local textSize = 12.0
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- Callins
--
function widget:Initialize()
if Spring.IsReplay() or Spring.GetGameFrame() > 0 then
widget:PlayerChanged()
end
end
function widget:PlayerChanged(playerID)
if Spring.GetSpectatingState() and Spring.GetGameFrame() > 0 then
widgetHandler:RemoveWidget(self)
end
end
function widget:GameStart()
widget:PlayerChanged()
end
--
-- Rendering
--
function widget:DrawWorld()
local groups = spGetGroupList()
for group, _ in pairs(groups) do
units = spGetGroupUnits(group)
for _, unit in ipairs(units) do
if SpIsUnitInView(unit) then
local ux, uy, uz = spGetUnitViewPosition(unit)
glPushMatrix()
glTranslate(ux, uy, uz)
glBillboard()
glColor(textColor)
glText("" .. group, -10.0, -15.0, textSize, "cn")
glPopMatrix()
end
end
end
end
|
Drugs.StartProcessActions = function()
function processActions()
local tasks = {}
for rawPlayerId, actions in pairs(Drugs.ProcessActions or {}) do
local playerId = tonumber(rawPlayerId or '0') or 0
if (playerId > 0) then
table.insert(tasks, function(cb)
if (not Drugs.PlayerIsAllowed(playerId, actions.name or 'unknown')) then
cb()
else
local locationName = string.lower(((Drugs.ProcessActions or {})[tostring(playerId)] or {}).name or 'unknown')
if (locationName == 'unknown') then
cb()
else
Drugs.TriggerZoneProcessor(playerId, locationName, cb)
end
end
end)
end
end
Async.parallel(tasks, function(results)
SetTimeout(1000, processActions)
end)
end
SetTimeout(1000, processActions)
end
Drugs.SyncNumberOfPolice = function()
function syncNumberOfPolice()
Drugs.UpdatePolice()
SetTimeout(ServerConfig.SyncPoliceInterval, syncNumberOfPolice)
end
SetTimeout(ServerConfig.SyncPoliceInterval, syncNumberOfPolice)
end
Drugs.UpdatePolice = function()
local xPlayers = Drugs.ESX.GetPlayers()
local newNumberOfCops = 0
for _, playerId in pairs(xPlayers or {}) do
local xPlayer = Drugs.ESX.GetPlayerFromId(playerId)
if (xPlayer ~= nil and xPlayer.job ~= nil and string.lower(xPlayer.job.name) == 'police') then
newNumberOfCops = newNumberOfCops + 1
end
end
Drugs.NumberOfCops = newNumberOfCops
end |
function toggleShader(thePlayer, apply)
triggerClientEvent(thePlayer, "switchRoadshine3", thePlayer, apply)
end |
data:extend({
{
type = "equipment-grid",
name = "huge-equipment-grid",
width = 20,
height = 20,
equipment_categories = {"armor"}
},
{
type = "equipment-grid",
name = "mini-equipment-grid",
width = 6,
height = 4,
equipment_categories = {"armor"}
},
})
local rob = table.deepcopy(data.raw['roboport-equipment']['personal-roboport-mk2-equipment'])
rob.name="personal-roboport-mk3-equipment"
rob.take_result = "personal-roboport-mk3-equipment"
rob.sprite =
{
filename = "__FasterEnd__/graphics/personal-roboport-mk3.png",
width = 64,
height = 64,
priority = "medium"
}
rob.energy_source =
{
type = "electric",
buffer_capacity = "1GJ",
input_flow_limit = "5MW",
usage_priority = "secondary-input"
}
rob.charging_energy = "2MW"
rob.robot_limit = 50
rob.construction_radius = 50
rob.charging_station_count = 10
local bat = table.deepcopy(data.raw['battery-equipment']['battery-mk2-equipment'])
bat.name = "battery-mk3-equipment"
bat.sprite =
{
filename = "__FasterEnd__/graphics/battery-mk3-equipment.png",
width = 32,
height = 64,
priority = "medium"
}
bat.energy_source =
{
type = "electric",
buffer_capacity = "2GJ",
input_flow_limit = "2GW",
output_flow_limit = "2GW",
usage_priority = "terciary"
}
local huge_armor = table.deepcopy(data.raw['armor']['power-armor-mk2'])
huge_armor.name = "power-armor-mk3"
huge_armor.icon = "__FasterEnd__/graphics/power-armor-mk3.png"
huge_armor.durability = 50000
huge_armor.equipment_grid = "huge-equipment-grid"
huge_armor.inventory_size_bonus = 60
huge_armor.order = "f"
huge_armor.resistances =
{
{
type = "physical",
decrease = 10,
percent = 50
},
{
type = "explosion",
decrease = 30,
percent = 50
},
{
type = "acid",
decrease = 8,
percent = 50
},
{
type = "fire",
decrease = 5,
percent = 50
}
}
local mini_armor = table.deepcopy(data.raw['armor']['modular-armor'])
mini_armor.name = "mini-power-armor"
mini_armor.icon = "__FasterStart__/graphics/icons/mini-power-armor.png"
mini_armor.resistances = {}
mini_armor.durability = 5000
mini_armor.equipment_grid = "mini-equipment-grid"
local mini_reactor = table.deepcopy(data.raw['generator-equipment']['fusion-reactor-equipment'])
mini_reactor.name = "mini-fusion-reactor-equipment"
mini_reactor.sprite =
{
filename = "__FasterStart__/graphics/equipment/mini-fusion-reactor-equipment.png",
width = 65,
height = 128,
priority = "medium"
}
mini_reactor.shape =
{
width = 2,
height = 4,
type = "full"
}
mini_reactor.power = "250kW"
local flr = table.deepcopy(data.raw['logistic-robot']['logistic-robot'])
flr.name = "fusion-logistic-robot"
flr.icon = "__FasterEnd__/graphics/fusion-logistic-robot-icon.png"
flr.energy_per_tick = "0kJ"
flr.energy_per_move = "0kJ"
flr.idle =
{
filename = "__FasterEnd__/graphics/fusion-logistic-robot.png",
priority = "high",
line_length = 16,
width = 41,
height = 42,
frame_count = 1,
shift = {0.015625, -0.09375},
direction_count = 16,
y = 42
}
flr.idle_with_cargo =
{
filename = "__FasterEnd__/graphics/fusion-logistic-robot.png",
priority = "high",
line_length = 16,
width = 41,
height = 42,
frame_count = 1,
shift = {0.015625, -0.09375},
direction_count = 16
}
flr.in_motion =
{
filename = "__FasterEnd__/graphics/fusion-logistic-robot.png",
priority = "high",
line_length = 16,
width = 41,
height = 42,
frame_count = 1,
shift = {0.015625, -0.09375},
direction_count = 16,
y = 126
}
flr.in_motion_with_cargo =
{
filename = "__FasterEnd__/graphics/fusion-logistic-robot.png",
priority = "high",
line_length = 16,
width = 41,
height = 42,
frame_count = 1,
shift = {0.015625, -0.09375},
direction_count = 16,
y = 84
}
local fcr = table.deepcopy(data.raw['construction-robot']['construction-robot'])
fcr.name = "fusion-construction-robot"
fcr.icon = "__FasterStart__/graphics/icons/fusion-construction-robot.png"
fcr.minable.result = "fusion-construction-robot"
fcr. energy_per_tick = "0kJ"
fcr.energy_per_move = "0kJ"
fcr.idle.filename = "__FasterStart__/graphics/entity/construction-robot-nuclear.png"
fcr.idle.hr_version.filename = "__FasterStart__/graphics/entity/hr-construction-robot.png"
fcr.in_motion.filename = "__FasterStart__/graphics/entity/construction-robot-nuclear.png"
fcr.in_motion.hr_version.filename = "__FasterStart__/graphics/entity/hr-construction-robot.png"
fcr.shadow_idle.filename = "__FasterStart__/graphics/entity/construction-robot-nuclear-shadow.png"
fcr.shadow_idle.hr_version.filename = "__FasterStart__/graphics/entity/hr-construction-robot-shadow.png"
fcr.shadow_in_motion.filename = "__FasterStart__/graphics/entity/construction-robot-nuclear-shadow.png"
fcr.shadow_in_motion.hr_version.filename = "__FasterStart__/graphics/entity/hr-construction-robot-shadow.png"
fcr.working.filename = "__FasterStart__/graphics/entity/construction-robot-nuclear-working.png"
fcr.working.hr_version.filename = "__FasterStart__/graphics/entity/hr-construction-robot-working.png"
fcr.shadow_working.stripes =
util.multiplystripes(2,
{
{
filename = "__FasterStart__/graphics/entity/construction-robot-nuclear-shadow.png",
width_in_frames = 16,
height_in_frames = 1,
}
})
data:extend({mini_armor,mini_reactor,fcr,flr,huge_armor,bat,rob})
|
--[[ Copyright (c) 2020 robot256 (MIT License)
* Project: Vehicle Wagon 2 rewrite
* File: config.lua
* Description: Hold constants for data and control phases
--]]
LOADING_DISTANCE = 10 -- Allowable distance between vehicle and wagon when Loading
CAPSULE_RANGE = 12 -- Range in Winch capsule prototype
RANGE_COLOR = {r=0.08, g=0.08, b=0, a=0.01} -- Color of the loading/unloaidng range graphics
KEEPOUT_RANGE_COLOR = {r=0.12, g=0, b=0, a=0.01} -- Color of the loading/unloaidng range graphics
UNLOAD_RANGE = 6 -- Allowable distance between vehicle and wagon when Unloading
LOADING_EFFECT_TIME = 120 -- duration of sound and loading ramp beam
UNLOADING_EFFECT_TIME = 120 -- duration of sound and loading ramp beam
EXTRA_RAMP_TIME = 20
BED_CENTER_OFFSET = -0.6 -- Y offset of center of flatbed used to position icons and loading ramp graphics
BED_WIDTH = 0.475 -- Half-Width of flatbed used to position loading ramp graphics
MIN_LOADING_RAMP_LENGTH = 1 -- Don't squish the belt so much when right on top of the wagon
|
local M = {
git = {
enable = true,
},
update_focused_file = {
update_cwd = true,
},
actions = {
open_file = {
window_picker = {
enable = false,
},
},
},
}
return M
|
--[==[ ****THIS MODULE CURRENTLY SUPPORTS LUA 5.1 ONLY!
A module that brings pattern matching from functional programming languages into Lua's tables.
This module relies heavily on (one-sided) unification.
This file refers to a 'substitution hash' which is just a table with keys being "variable" names
and values as the values they represent. If the value is nil, then it is a "free variable" and
may later be bound to a more concrete value. The value can also be another variable, which will
usually be further looked up if it is bound.
10 functions are exported: case, var, is_var, call, DO,
match, match_all, match_nomt, match_all_nomt and match_cond
--more examples in 'test.lua' and 'examples.lua'
local T = require 'TPatterns'
local case, match, var, match_cond, match_all = T.case, T.match, T.var, T.match_cond, T.match_all
local call, DO, match_nomt, match_all_nomt = T.call, T.DO, T.match_nomt, T.match_all_nomt
Usages>> match (obj) { case(c1) - "*result here*", case(c2) - function(t) return 'functions also allowed.' end }
local ans = match {2, 4, 6, 8} { case{2, var'x', 6, var'y'} - 'x+y',
case{1, 3, 5, var'z'} - 'z' }
ans will be 12.
match (1) { case(1) - 'true' } returns true
match {2, 4, 6, 8} { case{2, var'x', 6, var'y'} - 'x+y', case{1, 3, 5, var'z'} - 'z' } returns 12
match {pi = 3.14, deg = 60, lucky = 7} { case{pi = var'x', deg = 60} - 'x' } returns 3.14
match_all {pi = 3.14, deg = 60, lucky = 7} { case{pi = var'x', deg = 60} - 'x' } returns nil
match { case{a = var'x', b = var'y', c = var'z'} - 'z', case{a = var'x'} - 'x' } {a=3, b=5} returns 3
match (point(1, 2)) { case(var'x') - 'x' } returns point(1, 2)
match_all {1, 3, a = 5, b = 7}
{ case{var'_', var'_', a = var'_', b = var'x'} - DO('type(x)', {}) } returns 'number'
match {1, 2}
{ case{var'x', var'x'} - '3', case{var'x', var'_', var'_', var'_'} - '5' } returns nil
match_all (pair(3, 4))
{ case{fst = 3, snd = 4} - '1', case(pair(3, 4)) - '2' } returns 2
match_nomt (point(1, 2))
{ case{ x = var'x', y = var'y' } - 'x+y+135', case(point(1, 2)) - '1' } returns 138
match {a = 1, b = 3, c = 5, d = 7}
{ case{a = var's', b = var't', c = var'u', d = var'v'} - function(t) return t.s + t.t + t.u + t.v end }
returns 16
match_cond (function(x) return (type(x) ~= 'number' and true) or x > 3 end) (pair(4, 7))
{ case(pair(var'x', var'y')) - call(function(a, b, c) return a + b + c end, var'x', var'y', 5),
case(pair(4, var'z')) - DO('double(z)',{double = function(x) return x*2 end} ) }
returns 16
They can be used as switch statements e.g.
match (value) {
case(5) - ... ,
case('hello') - ...
}
But their strength is in using the binded variables. e.g.
local append;
append = match_all_nomt {
case( mempty, var'ys' ) - 'ys',
case({head = var'x', tail = var'xs'}, var'ys') - function(t) return cons(t.x, append(t.xs, t.ys)) end
}
defines a function `append` that takes two lists of the form { head = value, tail = restOfList } where mempty = empty list
and concatenates them together.
]==]
-- [ INIT ]
local sm, gm, ipairs, pairs = setmetatable, getmetatable, ipairs, pairs
local loadstring, type, assert, tostring = loadstring, type, assert, tostring
local error, setfenv, unpack, select = error, setfenv, unpack, select
local walk, isVar
-- Generates a string that will assign values to (all) the variable(s) provided
-- based on the substitution hash once loaded and ran as a function
-- with the hash as first argument
local function declareVars(obj)
if isVar(obj) then
-- the (...) argument refers to the subst hash
return 'local '..obj.name..'='..'(...).'..obj.name..';'
elseif type(obj) == 'table' then
local accu = ''
for _, v in pairs(obj) do
accu = accu..declareVars(v)
end
return accu
else
return ''
end
end
-- Wraps a string to be load(string)ed and an environment
-- for the resulting function to look up with
-- NOTE: If env does not have a meta-table, it will be set to from_G
-- Also, in the expression, access the subst hash with (...)
local doMT = {}
local function DO(str, env)
return sm({str, env}, doMT)
end
-- Stores a function and the arguments to it,
-- which may be variables (to be looked up in the subst hash later)
-- NOTE: Final parameter to 'f' is the substitution hash!
local callMT = {}
local function call(f, ...)
return sm({func = f, args = {...}}, callMT)
end
-- meta-table for environments to declare that the global environment is used
local from_G = {__index = _G}
-- Meta-table for the completed case, something of the form case(...) - DO/call(...)
-- getFunc returns a function that takes a substitution hash and evaulates the call/DO blocks
local caseMT = {getFunc = function(self)
local expr = self[2] --extract rhs
-- if rhs is a DO block
if gm(expr) == doMT then
-- append the str expression with all variables being pre-bound
-- to their corresponding values inside the given hash (first arg.)
local header = declareVars(self[1])
-- Generate the function with the given env
local f = loadstring( header .. 'return '..expr[1] )
local env = expr[2]
if gm(env) then
return setfenv(f, env)
else
return setfenv(f, sm(env, from_G))
end
-- if rhs is a call block
elseif gm(expr) == callMT then
-- generate the (normal) function that takes the hash
return function(subst)
-- each variable is looked up in the hash before being passed
-- to inner function
local accu = {}
for _, v in ipairs(expr.args) do
if isVar(v) then accu[#accu+1] = walk(v, subst)
else accu[#accu+1] = v
end
end
-- final argument is subst hash
accu[#accu+1] = subst
-- eventually, call the inner, wrapped function with bound args and hash
return expr.func(unpack(accu))
end
else error("match> 'DO' or 'call' block expected.", 2)
end
end
} ; caseMT.__index = caseMT
-- Meta table for generating full cases
local halfcaseMT = {__sub = function(self, expr)
-- Syntatic sugars. case(...) - "{expr}" = case(...) - DO("{expr}", {})
-- and case(...) - function(hash) ??? end = case(...) - call(function(hash) ??? end)
if type(expr) == 'string' then return sm({self[1], DO(expr, {})}, caseMT) end
if type(expr) == 'function' then return sm({self[1], call(expr)}, caseMT) end
return sm({self[1], expr}, caseMT)
end}
-- Metatable for variables
local varMT = {__tostring = function(self) return '$('..self.name..')' end}
-- [ FUNCTIONS ]
isVar = function(x) return gm(x) == varMT end --forward declared
--Create a custom "variable" with the given name
local function var(name)
return sm({name = name}, varMT)
end
-- Look up the ultimate value of v in subst
-- i.e. return subst[v.name] or subst[subst[v.name]] or ...
-- until it reaches a value or a free variable z such that subst[z.name] is nil
function walk(v, subst) --forward declared
if not isVar(v) then
return v
else
local res = walk(subst[v.name], subst)
-- returns the end result of the look-up chain, whether it's a variable or value
return (res~=nil and res) or v
end
end
-- Helper function. Look at 'unify(case, obj, constraint)' below
local function unify_helper(x, y, subst, constraint)
assert(not isVar(y), 'match> There can only be variables in the Cases!')
-- Look up the value or free variable ultimately associated with x in subst
local u = walk(x, subst)
-- Check constraint given
if not constraint(y, u, subst) then return nil end
-- With "_", always passes ("unification" succeeds, nothing new is bound)
if isVar(u) and u.name == '_' then return subst end
-- If u is a (free!) variable then bind y to it
if isVar(u) then
subst[u.name] = y
return subst
-- If it's a value, check if it's equal to y
elseif u == y then
return subst
-- If they're both tables, check inside contents
elseif type(u) == 'table' and type(y) == 'table' then
-- Check array part
if #u > 0 then
-- If their arrays don't have the same size, it fails to unify
if #u ~= #y then return nil end
-- Check that elements at each index can be unified
-- while remembering the same variables (and constraint)
for i, e in ipairs(u) do
subst = unify_helper(e, y[i], subst, constraint)
if not subst then return nil end
end
end
-- Check hash part, make sure all elements at each key *of only u* can be unified
for k, e in pairs(u) do
local r = y[k]
-- Fails if case has a key not in obj
if r == nil then
return nil
end
subst = unify_helper(e, r, subst, constraint)
if not subst then return nil end
end
-- If nothing fails, passes, binding necessary inner-variables to values
return subst
end
-- If they aren't both tables and they're not equal, unification fails
end
-- Attempts to unify the case and the obj(ect)
-- Unification succeeds if the constraint holds AND: case == obj or case is a (free) variable or
-- both are tables and the values at each key *of the case* can be unified,
-- and if case has an array part, values at each indexes can be unified
-- (remembering all already-bound variables, given the same constraint)
-- The constraint is called each time a unification attempt is made
-- It is called with the two inputs and the substitution hash.
-- It must always return true for unification to succeed
local function unify(case, obj, constraint) --BECAREFUL!!! Unification is one-sided!
return unify_helper(case, obj, {}, constraint)
end
-- Wraps obj with the halfcaseMT meta-table. Needs other half (right-side of '-') to be completed
-- case(a1, a2, ...) is basically syntactic sugar for case({a1, a2, ...})
local function case(obj, ...)
return select('#', ...)==0 and sm({obj}, halfcaseMT) or sm({ {obj, ...} }, halfcaseMT)
end
-- USAGE: match_cond (constraint) (obj) (cases) where cases is an array of cases
-- Alternatively: match_cond (constraint) (cases) (obj) where obj is an *empty* table or a non-table
-- match_cond (constraint) (o1, o2, o3, ...) (c1, c2, c3, ...) is
-- syntatic sugar for match_cond (constraint) {o1, o2, o3, ...} {c1, c2, c3, ...}
local function match_cond(constraint)
--stores first set of values
return function(a, ...)
local x = (select('#', ...) == 0 and a) or {a, ...} ;
--stores second set of values
return function(b, ...)
local y = (select('#', ...) == 0 and b) or {b, ...} ;
--check that cases is (probably) given and assign appropriate sets of values to obj/cases
local obj, cases
assert(type(x) == 'table' or type(y) == 'table', 'match> an array of Cases must be given!')
if type(y) == 'table' and #y > 0 and gm(y[1]) == caseMT then
obj = x; cases = y
else
obj = y; cases = x
end
-- Attempt to unify (under constraint) each case based on index until it succeeds
-- Then, calls first succeeded case's function/expression with the substition hash
for _, c in ipairs(cases) do
local subst = unify(c[1], obj, constraint)
if subst then return (c:getFunc())(subst) end
end
end
end
end
-- match_cond with no additional constraint on unification
local match_nomt = match_cond(function() return true end)
-- Check that all (sub-)tables have the same meta-table
-- non-tables pass the constraint automatically
local function checkMt(vals, vars)
if type(vals) == 'table' and type(vars) == 'table' and not isVar(vars) then
return gm(vals) == gm(vars)
else
return true
end
end
local match = match_cond(checkMt) -- attempts to unify with checkMt constraint
-- Counts the number of keys in a table
local function size(t)
local accu = 0
for _, _ in pairs(t) do accu = accu + 1 end
return accu
end
-- Constraint that ensures all (sub-)tables have all the same keys
local function checkSize(vals, vars)
if type(vals) == 'table' and type(vars) == 'table' and not isVar(vars) then
return size(vals) == size(vars)
else
return true
end
end
-- Attempts unification but ensure all keys match
local match_all_nomt = match_cond(checkSize)
-- Attempts unification with all keys and meta-tables matching
local match_all = match_cond(function(x, y) return checkSize(x, y) and checkMt(x, y) end)
-- [ MODULE TEST/EXPORT ]
return {case = case,
match = match,
match_all = match_all,
match_nomt = match_nomt,
match_all_nomt = match_all_nomt,
match_cond = match_cond,
DO = DO,
call = call,
var = var,
is_var = isVar}
|
local command = vim.api.nvim_create_user_command
command('FloatWinsClose', function()
local wins = vim.api.nvim_list_wins()
for _, win in ipairs(wins) do
if vim.api.nvim_win_get_config(win).relative ~= '' then
vim.api.nvim_win_close(win, true)
end
end
end, { nargs = 0 })
|
local ok, mod
ok, mod = pcall(require,'luasodium.crypto_hash.ffi')
if ok then
return mod
end
ok, mod = pcall(require,'luasodium.crypto_hash.core')
if ok then
return mod
end
return require'luasodium.crypto_hash.pureffi'
|
--[[
LibPlayerSpells-1.0 - Additional information about player spells.
(c) 2013-2018 Adirelle (adirelle@gmail.com)
This file is part of LibPlayerSpells-1.0.
LibPlayerSpells-1.0 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
LibPlayerSpells-1.0 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with LibPlayerSpells-1.0. If not, see <http://www.gnu.org/licenses/>.
--]]
local MAJOR, MINOR, lib = "LibPlayerSpells-1.0", 11
if LibStub then
local oldMinor
lib, oldMinor = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
if oldMinor and oldMinor < 8 then
-- The internal data changed at minor 8, wipe anything coming from the previous version
wipe(lib)
end
else
lib = {}
end
local Debug = function() end
if AdiDebug then
Debug = AdiDebug:Embed({}, MAJOR)
end
local _G = _G
local ceil = _G.ceil
local error = _G.error
local format = _G.format
local GetSpellInfo = _G.GetSpellInfo
local gsub = _G.string.gsub
local ipairs = _G.ipairs
local max = _G.max
local next = _G.next
local pairs = _G.pairs
local setmetatable = _G.setmetatable
local tonumber = _G.tonumber
local tostring = _G.tostring
local type = _G.type
local wipe = _G.wipe
local bor = _G.bit.bor
local band = _G.bit.band
local bxor = _G.bit.bxor
local bnot = _G.bit.bnot
-- Basic constants use for the bitfields
lib.constants = {
-- Special types -- these alters how the 13 lower bits are to be interpreted
DISPEL = 0x80000000,
CROWD_CTRL = 0x40000000,
-- Sources
DEATHKNIGHT = 0x00000001,
DEMONHUNTER = 0x00000002,
DRUID = 0x00000004,
HUNTER = 0x00000008,
MAGE = 0x00000010,
MONK = 0x00000020,
PALADIN = 0x00000040,
PRIEST = 0x00000080,
ROGUE = 0x00000100,
SHAMAN = 0x00000200,
WARLOCK = 0x00000400,
WARRIOR = 0x00000800,
RACIAL = 0x00001000, -- Racial trait
-- Crowd control types, *requires* CROWD_CTRL, else this messes up sources
DISORIENT = 0x00000001,
INCAPACITATE = 0x00000002,
ROOT = 0x00000004,
STUN = 0x00000008,
TAUNT = 0x00000010,
-- Dispel types, *requires* DISPEL, else this messes up sources
CURSE = 0x00000001,
DISEASE = 0x00000002,
MAGIC = 0x00000004,
POISON = 0x00000008,
ENRAGE = 0x00000010,
-- Targeting
HELPFUL = 0x00004000, -- Usable on allies
HARMFUL = 0x00008000, -- Usable on enemies
PERSONAL = 0x00010000, -- Only usable on self
PET = 0x00020000, -- Only usable on pet
-- Various flags
AURA = 0x00040000, -- Applies an aura
INVERT_AURA = 0x00080000, -- Watch this as a debuff on allies or a buff on enemies
UNIQUE_AURA = 0x00100000, -- Only one aura on a given unit
COOLDOWN = 0x00200000, -- Has a cooldown
SURVIVAL = 0x00400000, -- Survival spell
BURST = 0x00800000, -- Damage/healing burst spell
POWER_REGEN = 0x01000000, -- Recharge any power
IMPORTANT = 0x02000000, -- Important spell the player should react to
INTERRUPT = 0x04000000,
KNOCKBACK = 0x08000000,
SNARE = 0x10000000,
RAIDBUFF = 0x20000000,
}
local constants = lib.constants
local CROWD_CTRL_TYPES = {
constants.DISORIENT, constants.INCAPACITATE, constants.ROOT,
constants.STUN, constants.TAUNT,
}
local DISPEL_TYPES = {
constants.CURSE, constants.DISEASE,
constants.ENRAGE , constants.MAGIC, constants.POISON,
}
local CROWD_CTRL_CATEGORY_NAMES = {
[constants.DISORIENT] = _G.LOSS_OF_CONTROL_DISPLAY_DISORIENT,
[constants.INCAPACITATE] = _G.LOSS_OF_CONTROL_DISPLAY_INCAPACITATE,
[constants.ROOT] = _G.LOSS_OF_CONTROL_DISPLAY_ROOT,
[constants.STUN] = _G.LOSS_OF_CONTROL_DISPLAY_STUN,
[constants.TAUNT] = _G.LOSS_OF_CONTROL_DISPLAY_TAUNT,
}
local DISPEL_TYPE_NAMES = {
[constants.CURSE] = _G.ENCOUNTER_JOURNAL_SECTION_FLAG8,
[constants.DISEASE] = _G.ENCOUNTER_JOURNAL_SECTION_FLAG10,
[constants.ENRAGE] = _G.ENCOUNTER_JOURNAL_SECTION_FLAG11,
[constants.MAGIC] = _G.ENCOUNTER_JOURNAL_SECTION_FLAG7,
[constants.POISON] = _G.ENCOUNTER_JOURNAL_SECTION_FLAG9,
}
-- Convenient bitmasks
lib.masks = {
CLASS = bor(
constants.DEATHKNIGHT,
constants.DEMONHUNTER,
constants.DRUID,
constants.HUNTER,
constants.MAGE,
constants.MONK,
constants.PALADIN,
constants.PRIEST,
constants.ROGUE,
constants.SHAMAN,
constants.WARLOCK,
constants.WARRIOR
),
SOURCE = bor(
constants.DEATHKNIGHT,
constants.DEMONHUNTER,
constants.DRUID,
constants.HUNTER,
constants.MAGE,
constants.MONK,
constants.PALADIN,
constants.PRIEST,
constants.ROGUE,
constants.SHAMAN,
constants.WARLOCK,
constants.WARRIOR,
constants.RACIAL
),
TARGETING = bor(
constants.HELPFUL,
constants.HARMFUL,
constants.PERSONAL,
constants.PET
),
TYPE = bor(
constants.CROWD_CTRL,
constants.DISPEL
),
CROWD_CTRL_TYPE = bor(
constants.DISORIENT,
constants.INCAPACITATE,
constants.ROOT,
constants.STUN,
constants.TAUNT
),
DISPEL_TYPE = bor(
constants.CURSE,
constants.DISEASE,
constants.ENRAGE,
constants.MAGIC,
constants.POISON
),
}
local masks = lib.masks
-- Spells and their flags
lib.__spells = lib.__spells or {}
local spells = lib.__spells
-- Spells by categories
lib.__categories = lib.__categories or {
DEATHKNIGHT = {},
DEMONHUNTER = {},
DRUID = {},
HUNTER = {},
MAGE = {},
MONK = {},
PALADIN = {},
PRIEST = {},
ROGUE = {},
SHAMAN = {},
WARLOCK = {},
WARRIOR = {},
RACIAL = {},
}
local categories = lib.__categories
-- Special spells
lib.__specials = lib.__specials or {
CROWD_CTRL = {},
DISPEL = {},
}
local specials = lib.__specials
-- Versions of the different categories
lib.__versions = lib.__versions or {}
local versions = lib.__versions
-- Buff to provider map.
-- The provider is the spell from the spellbook than can provides the given buff.
-- Said otherwise, a buff cannot appear on a player if the provider spell is not in his spellbook.
lib.__providers = lib.__providers or {}
local providers = lib.__providers
-- Buff to modified map.
-- Indicate which spell is modified by a buff.
lib.__modifiers = lib.__modifiers or {}
local modifiers = lib.__modifiers
-- Spell to category map.
-- Indicate which category defined a spell.
lib.__sources = lib.__sources or {}
local sources = lib.__sources
local function ParseFilter(filter)
local flags = 0
for word in filter:gmatch("[%a_]+") do
local value = constants[word] or masks[word]
if not value then
error(format("%s: invalid filter: %q (because of %q)", MAJOR, tostring(filter), tostring(word)), 5)
end
flags = bor(flags, value)
end
return flags
end
-- A weak table to memoize parsed filters
lib.__filters = setmetatable(
wipe(lib.__filters or {}),
{
__mode = 'kv',
__index = function(self, key)
if not key then return 0 end
local value = type(key) == "string" and ParseFilter(key) or tonumber(key)
self[key] = value
return value
end,
}
)
local filters = lib.__filters
filters[""] = 0
--- Return version information about a category
-- @param category (string) The category.
-- @return (number) A version number suitable for comparison.
-- @return (number) The interface (i.e. patch) version.
-- @return (number) Minor version for the given interface version.
function lib:GetVersionInfo(category)
local cats = { strsplit(" ", category) }
local v
for i = 1, #cats do
if not categories[cats[i]] then
error(format("%s: invalid category: %q", MAJOR, tostring(category)), 2)
end
v = versions[cats[i]] or 0
end
return v, floor(v/100), v % 100
end
local TRUE = function() return true end
--- Create a flag tester callback.
-- This callback takes a flag as an argument and returns true when the conditions are met.
-- @param anyOf (string|number) The tested value should contain at least one these flags.
-- @param include (string|number) The tested value must contain all these flags.
-- @param exclude (string|number) The testes value must not contain any of these flags.
-- @return (function) The tester callback.
function lib:GetFlagTester(anyOf, include, exclude)
local anyOfMask = filters[anyOf]
if include or exclude then
local includeMask, excludeMask = filters[include], filters[exclude]
local mask = bor(includeMask, excludeMask)
local expected = bxor(mask, excludeMask)
if anyOf then
return function(flags)
return flags and band(flags, anyOfMask) ~= 0 and band(flags, mask) == expected
end
else
return function(flags)
return flags and band(flags, mask) == expected
end
end
elseif anyOf then
return function(flags)
return flags and band(flags, anyOfMask) ~= 0
end
else
return TRUE
end
end
--- Create a spell tester callback.
-- This callback takes a spell identifier as an argument and returns true when the conditions are met.
-- @param anyOf (string|number) The tested value should contain at least one these flags.
-- @param include (string|number) The tested value must contain all these flags.
-- @param exclude (string|number) The testes value must not contain any of these flags.
-- @return (function) The tester callback.
function lib:GetSpellTester(anyOf, include, exclude)
local tester = lib:GetFlagTester(anyOf, include, exclude)
return function(spellId) return tester(spells[spellId or false] or 0) end
end
-- Filtering iterator
local function FilterIterator(tester, spellId)
local flags
repeat
spellId, flags = next(spells, spellId)
if spellId and tester(flags) then
return spellId, flags, providers[spellId], modifiers[spellId], specials.CROWD_CTRL[spellId], sources[spellId], specials.DISPEL[spellId]
end
until not spellId
end
-- Iterate through spells.
-- @return An iterator suitable for for .. in .. do loops.
function lib:IterateSpells(anyOf, include, exclude)
return FilterIterator, lib:GetFlagTester(anyOf, include, exclude)
end
--- Iterate through spell categories.
-- The iterator returns the category name and the spells in that category.
-- @return An iterator suitable for .. in .. do loops.
function lib:IterateCategories()
return pairs(categories)
end
--- Return the list of crowd control types.
-- @return (table)
function lib:GetCrowdControlTypes()
return CROWD_CTRL_TYPES
end
--- Return the list of dispel types.
-- @return (table)
function lib:GetDispelTypes()
return DISPEL_TYPES
end
--- Return the localized name of the category a crowd control aura belongs to.
-- Can be called with either a bitmask or a spellId.
-- @param bitmask (number) a bitmask for the aura.
-- @param spellId (number) spell identifier of the aura.
-- @return (string|nil) The localized category name or nil.
function lib:GetCrowdControlCategoryName(bitmask, spellId)
bitmask = bitmask or spellId and specials.CROWD_CTRL[spellId]
if not bitmask then return end
for mask, name in pairs(CROWD_CTRL_CATEGORY_NAMES) do
if band(bitmask, mask) > 0 then
return name
end
end
end
--- Return a table containing the localized names of the dispel types.
-- Can be called with either a bitmask or a spellId.
-- @param bitmask (number) a bitmask for the spell.
-- @param spellId (number) spell identifier of the spell.
-- @return (table|nil) A table of localized dispel type names or nil.
function lib:GetDispelTypeNames(bitmask, spellId)
bitmask = bitmask or spellId and specials.DISPEL[spellId]
if not bitmask then return end
local names = {}
for mask, name in pairs(DISPEL_TYPE_NAMES) do
if band(bitmask, mask) > 0 then
names[#names + 1] = name
end
end
return names
end
--- Return information about a spell.
-- @param spellId (number) The spell identifier.
-- @return (number) The spell flags or nil if it is unknown.
-- @return (number|table) Spell(s) providing the given spell.
-- @return (number|table) Spell(s) modified by the given spell.
-- @return (number) Crowd control category, if the spell is a crowd control.
-- @return (string) Spell source(s).
-- @return (number) Dispel category, if the spell is a dispel.
function lib:GetSpellInfo(spellId)
local flags = spellId and spells[spellId]
if flags then
return flags, providers[spellId], modifiers[spellId], specials.CROWD_CTRL[spellId], sources[spellId], specials.DISPEL[spellId]
end
end
-- Filter valid spell ids.
-- This can fails when the client cache is empty (e.g. after a major patch).
-- Accept a table, in which case it is recursively validated.
local function FilterSpellId(spellId, spellType, errors)
if type(spellId) == "table" then
local ids = {}
for i, subId in pairs(spellId) do
local validated = FilterSpellId(subId, spellType, errors)
if validated then
tinsert(ids, validated)
end
end
return next(ids) and ids or nil
elseif type(spellId) ~= "number" then
errors[spellId] = format("invalid %s, expected number, got %s", spellType, type(spellId))
elseif not GetSpellInfo(spellId) then
errors[spellId] = format("unknown %s", spellType)
else
return spellId
end
end
-- Flatten and validate the spell data.
local function FlattenSpellData(source, target, prefix, errorLevel)
prefix = strtrim(prefix)
for key, value in pairs(source) do
local keyType, valueType = type(key), type(value)
if valueType == "number" then
-- value is a spell id
target[value] = prefix
elseif keyType == "number" and value == true then
-- key is a spell id, value is true
target[key] = prefix
elseif keyType == "number" and valueType == "string" then
-- key is a spell id, value is a flag
target[key] = prefix.." "..value
elseif keyType == "string" and valueType == "table" then
-- Value is a nested table, key indicates common flags
FlattenSpellData(value, target, prefix.." "..key, errorLevel+1)
else
error(format("%s: invalid spell definition: [%q] = %q", MAJOR, tostring(key), tostring(value)), errorLevel+1)
end
end
end
-- either a or b is not nil
-- a and b are either a number or a table
local function Merge(a, b)
if not a then return b end
if not b then return a end
local hash = {}
if type(a) == "number" then hash[a] = true
else for i = 1, #a do hash[a[i]] = true end end
if type(b) == "number" then hash[b] = true
else for i = 1, #b do hash[b[i]] = true end end
local merged = {}
for k in pairs(hash) do merged[#merged + 1] = k end
if #merged == 1 then return merged[1] end
table.sort(merged)
return merged
end
function lib:__RegisterSpells(category, interface, minor, newSpells, newProviders, newModifiers)
if not categories[category] then
error(format("%s: invalid category: %q", MAJOR, tostring(category)), 2)
end
local version = tonumber(interface) * 100 + minor
if (versions[category] or 0) >= version then return end
versions[category] = version
local categoryFlag = constants[category] or 0
-- Wipe previous spells
local db, crowd_ctrl, dispels = categories[category], specials.CROWD_CTRL, specials.DISPEL
for spellId in pairs(db) do
db[spellId] = nil
-- wipe the rest only if the current category is the only source
local sourceFlags = band(spells[spellId], masks.SOURCE)
if bxor(sourceFlags, categoryFlag) == 0 then
spells[spellId] = nil
providers[spellId] = nil
modifiers[spellId] = nil
crowd_ctrl[spellId] = nil
dispels[spellId] = nil
sources[spellId] = nil
end
if spells[spellId] then -- there are other sources
-- remove current category from source flags
spells[spellId] = bxor(spells[spellId], categoryFlag)
-- can't remove old providers -> slight performance hit but no problem
-- can't remove old modifiers -> slight performance hit but no problem
-- crowd_ctrl and dispels contain no source information
sources[spellId] = strtrim(gsub(sources[spellId], category, ""))
end
end
-- Flatten the spell definitions
local defs = {}
FlattenSpellData(newSpells, defs, "", 2)
-- Useful constants
local CROWD_CTRL = constants.CROWD_CTRL
local DISPEL = constants.DISPEL
local TYPE = masks.TYPE
local CROWD_CTRL_TYPE = masks.CROWD_CTRL_TYPE
local NOT_CC_TYPE = bnot(CROWD_CTRL_TYPE)
local DISPEL_TYPE = masks.DISPEL_TYPE
local NOT_DISPEL_TYPE = bnot(DISPEL_TYPE)
local errors = {}
-- Build the flags
for spellId, flagDef in pairs(defs) do
spellId = FilterSpellId(spellId, "spell", errors)
if spellId then
local flags = filters[flagDef]
if band(flags, TYPE) == CROWD_CTRL then
crowd_ctrl[spellId] = band(flags, CROWD_CTRL_TYPE)
-- clear the crowd control flags
flags = band(flags, NOT_CC_TYPE)
elseif band(flags, TYPE) == DISPEL then
dispels[spellId] = band(flags, DISPEL_TYPE)
-- clear the dispel flags
flags = band(flags, NOT_DISPEL_TYPE)
end
db[spellId] = bor(db[spellId] or 0, flags, categoryFlag) -- TODO: db[spellId] can't be present?
end
end
-- Consistency checks
if newProviders then
for spellId, providerId in pairs(newProviders) do
if not db[spellId] then
if not errors[spellId] then
errors[spellId] = "only in providers"
end
newProviders[spellId] = nil
else
local validSpellId = FilterSpellId(spellId, "provided spell", errors)
local validProviderId = FilterSpellId(providerId, "provider spell", errors)
newProviders[spellId] = validSpellId and validProviderId
end
end
end
if newModifiers then
for spellId, modified in pairs(newModifiers) do
if not db[spellId] then
if not errors[spellId] then
errors[spellId] = "only in modifiers"
end
newModifiers[spellId] = nil
else
local validSpellId = FilterSpellId(spellId, "modifier spell", errors)
local validModified = FilterSpellId(modified, "modified spell", errors)
newModifiers[spellId] = validSpellId and validModified
end
end
end
-- Copy the new values to the merged categories
for spellId in pairs(db) do
spells[spellId] = bor(spells[spellId] or 0, db[spellId])
providers[spellId] = Merge(newProviders and newProviders[spellId] or spellId, providers[spellId])
modifiers[spellId] = Merge(newModifiers and newModifiers[spellId] or providers[spellId], modifiers[spellId])
sources[spellId] = format("%s%s", sources[spellId] and sources[spellId].." " or "", category)
end
local errorCount = 0
for spellId, msg in pairs(errors) do
Debug(category, format("spell #%d: %s", spellId, msg))
errorCount = errorCount + 1
end
return errorCount
end
return lib
|
--
-- Author: guobin
-- Date: 2017-12-16 18:32:45
--
CONSOLE_LOG = true --控制台是否输出日志
LOG_LEVEL = 0 --文件日志的登记 0 debug; 1 info; 2 warning; 3 error
LOG_PATH = "logs" |
local buttonPadding = ScreenScale(14) * 0.5
-- base menu button
DEFINE_BASECLASS("DButton")
local PANEL = {}
AccessorFunc(PANEL, "backgroundColor", "BackgroundColor")
AccessorFunc(PANEL, "backgroundAlpha", "BackgroundAlpha")
function PANEL:Init()
self:SetFont("ixMenuButtonFont")
self:SetTextColor(color_white)
self:SetPaintBackground(false)
self:SetContentAlignment(4)
self:SetTextInset(buttonPadding, 0)
self.backgroundColor = Color(0, 0, 0)
self.backgroundAlpha = 128
self.currentBackgroundAlpha = 0
end
function PANEL:SetText(text, noTranslation)
surface.SetFont("ixMenuButtonFont")
BaseClass.SetText(self, noTranslation and text:upper() or L(text):upper())
local w, h = surface.GetTextSize(self:GetText())
self:SetSize(w + 64, h + 32)
end
function PANEL:PaintBackground(width, height)
surface.SetDrawColor(ColorAlpha(self.backgroundColor, self.currentBackgroundAlpha))
surface.DrawRect(0, 0, width, height)
end
function PANEL:Paint(width, height)
self:PaintBackground(width, height)
BaseClass.Paint(self, width, height)
end
function PANEL:SetTextColorInternal(color)
BaseClass.SetTextColor(self, color)
self:SetFGColor(color)
end
function PANEL:SetTextColor(color)
self:SetTextColorInternal(color)
self.color = color
end
function PANEL:SetDisabled(bValue)
local color = self.color
if (bValue) then
self:SetTextColorInternal(Color(math.max(color.r - 60, 0), math.max(color.g - 60, 0), math.max(color.b - 60, 0)))
else
self:SetTextColorInternal(color)
end
BaseClass.SetDisabled(self, bValue)
end
function PANEL:OnCursorEntered()
if (self:GetDisabled()) then
return
end
local color = self:GetTextColor()
self:SetTextColorInternal(Color(math.max(color.r - 25, 0), math.max(color.g - 25, 0), math.max(color.b - 25, 0)))
self:CreateAnimation(0.15, {
target = {currentBackgroundAlpha = self.backgroundAlpha}
})
LocalPlayer():EmitSound("Helix.Rollover")
end
function PANEL:OnCursorExited()
if (self:GetDisabled()) then
return
end
if (self.color) then
self:SetTextColor(self.color)
else
self:SetTextColor(color_white)
end
self:CreateAnimation(0.15, {
target = {currentBackgroundAlpha = 0}
})
end
function PANEL:OnMousePressed(code)
if (self:GetDisabled()) then
return
end
if (self.color) then
self:SetTextColor(self.color)
else
self:SetTextColor(ix.config.Get("color"))
end
LocalPlayer():EmitSound("Helix.Press")
if (code == MOUSE_LEFT and self.DoClick) then
self:DoClick(self)
elseif (code == MOUSE_RIGHT and self.DoRightClick) then
self:DoRightClick(self)
end
end
function PANEL:OnMouseReleased(key)
if (self:GetDisabled()) then
return
end
if (self.color) then
self:SetTextColor(self.color)
else
self:SetTextColor(color_white)
end
end
vgui.Register("ixMenuButton", PANEL, "DButton")
-- selection menu button
DEFINE_BASECLASS("ixMenuButton")
PANEL = {}
AccessorFunc(PANEL, "backgroundColor", "BackgroundColor")
AccessorFunc(PANEL, "selected", "Selected", FORCE_BOOL)
AccessorFunc(PANEL, "buttonList", "ButtonList")
function PANEL:Init()
self.backgroundColor = color_white
self.selected = false
self.buttonList = {}
end
function PANEL:PaintBackground(width, height)
local alpha = self.selected and 255 or self.currentBackgroundAlpha
derma.SkinFunc("DrawImportantBackground", 0, 0, width, height, ColorAlpha(self.backgroundColor, alpha))
end
function PANEL:SetSelected(bValue)
self.selected = bValue
if (bValue) then
self:OnSelected()
end
end
function PANEL:SetButtonList(list, bNoAdd)
if (!bNoAdd) then
list[#list + 1] = self
end
self.buttonList = list
end
function PANEL:OnMousePressed(key)
for _, v in pairs(self.buttonList) do
if (IsValid(v)) then
v:SetSelected(false)
end
end
self:SetSelected(true)
BaseClass.OnMousePressed(self, key)
end
function PANEL:OnSelected()
end
vgui.Register("ixMenuSelectionButton", PANEL, "ixMenuButton")
|
local restserver = require("restserver")
local server = restserver:new():port(8080)
local message = {message = "Hello World"}
server:add_resource("hello", {
{
method = "GET",
path = "/",
produces = "application/json",
handler = function()
return restserver.response():status(200):entity(message)
end,
}
})
server.server_name = "Hello world Server"
server:enable("restserver.xavante"):start()
|
--tip
local function deprecatedTip(old_name,new_name)
print("\n********** \n"..old_name.." was deprecated please use ".. new_name .. " instead.\n**********")
end
--functions of CCControl will be deprecated end
local CCControlDeprecated = { }
function CCControlDeprecated.addHandleOfControlEvent(self,func,controlEvent)
deprecatedTip("addHandleOfControlEvent","registerControlEventHandler")
print("come in addHandleOfControlEvent")
self:registerControlEventHandler(func,controlEvent)
end
rawset(CCControl,"addHandleOfControlEvent",CCControlDeprecated.addHandleOfControlEvent)
--functions of CCControl will be deprecated end
--Enums of CCTableView will be deprecated begin
rawset(CCTableView, "kTableViewScroll",cc.SCROLLVIEW_SCRIPT_SCROLL)
rawset(CCTableView,"kTableViewZoom",cc.SCROLLVIEW_SCRIPT_ZOOM)
rawset(CCTableView,"kTableCellTouched",cc.TABLECELL_TOUCHED)
rawset(CCTableView,"kTableCellSizeForIndex",cc.TABLECELL_SIZE_FOR_INDEX)
rawset(CCTableView,"kTableCellSizeAtIndex",cc.TABLECELL_SIZE_AT_INDEX)
rawset(CCTableView,"kNumberOfCellsInTableView",cc.NUMBER_OF_CELLS_IN_TABLEVIEW)
--Enums of CCTableView will be deprecated end
--Enums of CCScrollView will be deprecated begin
rawset(CCScrollView, "kScrollViewScroll",cc.SCROLLVIEW_SCRIPT_SCROLL)
rawset(CCScrollView,"kScrollViewZoom",cc.SCROLLVIEW_SCRIPT_ZOOM)
--Enums of CCScrollView will be deprecated end
|
local PLAYER = FindMetaTable("Player")
function PLAYER:ROTGB_IsFirstPersonPlayerSpectating()
return self.rotgb_PlayerFirstPersonView or false
end
function PLAYER:ROTGB_ToggleFirstPersonPlayerSpectating()
self.rotgb_PlayerFirstPersonView = not self.rotgb_PlayerFirstPersonView
end
function PLAYER:ROTGB_StartSpectateRandomEntity()
self:Spectate(OBS_MODE_ROAMING)
self:SpectateEntity(game.GetWorld())
local possibleEntities = hook.Run("GetSpectatableEntities", self)
local targetEntity = game.GetWorld()
if next(possibleEntities) then
targetEntity = possibleEntities[math.random(#possibleEntities)]
end
if IsValid(targetEntity) then
self:SpectateEntity(targetEntity)
hook.Run("ApplyEntitySpectateProperties", self, targetEntity, false)
end
end
function GM:PlayerSpawnAsSpectator(ply)
ply:StripWeapons()
if ply:Team() == TEAM_UNASSIGNED then
ply:ROTGB_StartSpectateRandomEntity()
else
ply:Spectate(OBS_MODE_ROAMING)
end
end
function GM:SpectatorKeyPress(ply, action)
local spectatables = hook.Run("GetSpectatableEntities", ply)
local specIndex = table.KeyFromValue(spectatables, ply:GetObserverTarget()) or 1
if action == IN_ATTACK then
specIndex = specIndex % #spectatables + 1
local entityToSpectate = spectatables[specIndex]
ply:SpectateEntity(entityToSpectate)
hook.Run("ApplyEntitySpectateProperties", ply, entityToSpectate, false)
elseif action == IN_ATTACK2 then
specIndex = (specIndex - 2) % #spectatables + 1
local entityToSpectate = spectatables[specIndex]
ply:SpectateEntity(entityToSpectate)
hook.Run("ApplyEntitySpectateProperties", ply, entityToSpectate, false)
elseif action == IN_DUCK then
hook.Run("ApplyEntitySpectateProperties", ply, ply:GetObserverTarget(), true)
end
end
function GM:GetSpectatableEntities(ply)
self.rotgb_SpectatorEntities = self.rotgb_SpectatorEntities or {}
table.Empty(self.rotgb_SpectatorEntities)
for i,v in ipairs(ents.GetAll()) do
local class = v:GetClass()
if (class == "point_rotgb_spectator" and v:PlayerCanSpectate(ply, hook.Run("GetDefeated"))) then
table.insert(self.rotgb_SpectatorEntities, v)
elseif ply:Team()~=TEAM_UNASSIGNED then
if class == "gballoon_spawner" or class == "gballoon_target" then
if not v:GetUnSpectatable() then
table.insert(self.rotgb_SpectatorEntities, v)
end
elseif class == "player" then
local team = v:Team()
if team~=TEAM_CONNECTING and team~=TEAM_UNASSIGNED and team~=TEAM_SPECTATOR then
table.insert(self.rotgb_SpectatorEntities, v)
end
elseif class == "worldspawn" then
table.insert(self.rotgb_SpectatorEntities, v)
end
end
end
return self.rotgb_SpectatorEntities
end
function GM:ApplyEntitySpectateProperties(ply, ent, modChange)
if IsValid(ent) or ent==game.GetWorld() then
local class = ent:GetClass()
if class == "point_rotgb_spectator" then
ply:SetFOV(ent:GetFOV(), 0, ent)
ply:SetEyeAngles(ent:GetAngles())
ply:SetPos(ent:GetPos())
ply:SetObserverMode(ent:GetRotationLocked() and OBS_MODE_FIXED or OBS_MODE_IN_EYE) --FIXME: OBS_MODE_FIXED is busted
else
ply:SetFOV(0)
if class == "player" then
if modChange then
ply:ROTGB_ToggleFirstPersonPlayerSpectating()
end
local newObsMode = ply:ROTGB_IsFirstPersonPlayerSpectating() and OBS_MODE_IN_EYE or OBS_MODE_CHASE
ply:SetObserverMode(newObsMode)
elseif class == "worldspawn" then
ply:Spectate(OBS_MODE_ROAMING)
else
ply:SetObserverMode(OBS_MODE_CHASE)
end
end
end
end |
#!/usr/bin/env luajit
-- run a suite
-- run this from the test working dir, i.e. hydro/tests/<wherever>/
-- run this as ../suite.lua
-- TODO instead, maybe run this in the local dir, with the test dir name as the param? nah, because each test shows/does dif things
-- how about TODO instead, put this in a subdir called "common" or "util" or something?
local ffi = require 'ffi'
require 'ffi.c.stdlib' -- free
local unistd = require 'ffi.c.unistd'
local class = require 'ext.class'
local table = require 'ext.table'
local os = require 'ext.os'
local file = require 'ext.file'
-- save the cwd and chdir to ../..
local rundirp = unistd.getcwd(nil, 0)
local rundir = ffi.string(rundirp)
ffi.C.free(rundirp)
--local resultsDir = 'results'
--os.execute('mkdir "'..rundir..'/'..resultsDir..'" 2> '..(ffi.os == 'Windows' and 'NIL' or '/dev/null'))
unistd.chdir'../..'
-- set this global to have hydro run in console mode
-- working on doing this cleaner...
cmdline = {
showfps = true,
sys = 'console',
exitTime = 10,
}
local HydroApp = class(require 'hydro.app')
-- share across all app instances
HydroApp.allnames = {}
local configs = dofile(rundir..'/config.lua') -- could use 'require' but there is another in the newly added package.path
for _,config in ipairs(configs) do
local resultFile = rundir..'/results-'..config.name..'.txt'
if not os.fileexists(resultFile) then
-- another TODO for hydro.app ... reuse names for matching ctypes
local data = table()
function HydroApp:setup(args)
print('running config: '..config.name)
local solverClassName = config.solverClassName
local solverClass = require(solverClassName)
local args = table(config.solverArgs)
args.app = self
local solver = solverClass(args)
local oldUpdate = solver.update
function solver:update(...)
oldUpdate(self, ...)
local row = table()
row:insert(self.t)
if config.trackVars then
for _,varName in ipairs(config.trackVars) do
local var = assert(self.displayVarForName[varName])
local component = self.displayComponentFlatList[var.component]
local vectorField = self:isVarTypeAVectorField(component.type)
local valueMin, valueMax, valueAvg = self:calcDisplayVarRangeAndAvg(var, vectorField and component.magn or nil)
row:append{valueMin, valueAvg, valueMax}
end
end
data:insert(row)
end
self.solvers:insert(solver)
end
function HydroApp:requestExit()
file[resultFile] =
'#t\t'..table.mapi(config.trackVars, function(varName)
return varName..' min\t'
..varName..' avg\t'
..varName..' max'
end):concat'\t'..'\n'
..data:mapi(function(l)
return table.concat(l, '\t')
end):concat'\n'
..'\n'
HydroApp.super.requestExit(self)
end
HydroApp():run()
end
end
unistd.chdir(rundir)
print('configs done -- plotting...')
--os.execute('gnuplot plot.gnuplot')
dofile'../plot.lua'
|
-- id int 界面id
-- file_name int 界面文件名
-- title string 界面标题
-- icon string 标题衬图
-- ishelp int 是否显示帮助
-- help_id int 帮助id
-- isres string 是否显示资源条
-- res tableString[k:#seq|v:#1(int)] 资源条内容
-- ismain int 是否显示返回主界面
-- isback int 是否显示返回
return {
[1] = {
id = 1,
file_name = nil,
title = "背包",
icon = "",
ishelp = 1,
help_id = 1,
isres = "1",
res = {
[1] = 1,
[2] = 2,
},
ismain = 1,
isback = 1,
},
[2] = {
id = 2,
file_name = nil,
title = "精灵",
icon = "",
ishelp = 1,
help_id = 2,
isres = "1",
res = {
[1] = 1,
[2] = 2,
},
ismain = 1,
isback = 1,
},
[3] = {
id = 3,
file_name = nil,
title = "看板娘",
icon = "",
ishelp = 1,
help_id = 3,
isres = "1",
res = {
[1] = 1,
[2] = 2,
},
ismain = 1,
isback = 1,
},
}
|
-- THIS FILE IS GENERATED. DO NOT EDIT MANUALLY.
-- stylua: ignore start
return {properties = {["volar-document-features.trace.server"] = {default = "off",description = "Traces the communication between VS Code and the language server.",enum = { "off", "messages", "verbose" },scope = "window",type = "string"},["volar-language-features-2.trace.server"] = {default = "off",description = "Traces the communication between VS Code and the language server.",enum = { "off", "messages", "verbose" },scope = "window",type = "string"},["volar-language-features.trace.server"] = {default = "off",description = "Traces the communication between VS Code and the language server.",enum = { "off", "messages", "verbose" },scope = "window",type = "string"},["volar.autoCompleteRefs"] = {default = false,description = "Auto-complete Ref value with `.value`.",type = "boolean"},["volar.autoWrapParentheses"] = {default = true,description = "Auto-wrap `()` to As Expression in interpolations for fix issue #520.",type = "boolean"},["volar.codeLens.pugTools"] = {default = false,description = "[pug ☐] code lens.",type = "boolean"},["volar.codeLens.references"] = {default = true,description = "[references] code lens.",type = "boolean"},["volar.codeLens.scriptSetupTools"] = {default = false,description = "[ref sugar ☐] code lens.",type = "boolean"},["volar.completion.autoImportComponent"] = {default = true,description = "Enabled auto-import for component with tag completion.",type = "boolean"},["volar.completion.preferredAttrNameCase"] = {default = "auto-kebab",description = "Preferred attr name case.",enum = { "auto-kebab", "auto-camel", "kebab", "camel" },enumDescriptions = { 'Auto Detect from Content (Preferred :kebab-case="...")', 'Auto Detect from Content (Preferred :camelCase="...")', ':kebab-case="..."', ':camelCase="..."' },type = "string"},["volar.completion.preferredTagNameCase"] = {default = "auto",description = "Preferred tag name case.",enum = { "auto", "both", "kebab", "pascal" },enumDescriptions = { "Auto Detect from Content", "<kebab-case> and <PascalCase>", "<kebab-case>", "<PascalCase>" },type = "string"},["volar.icon.preview"] = {default = true,description = "Show Vite / Nuxt App preview icon.",type = "boolean"},["volar.icon.splitEditors"] = {default = true,description = "Show split editor icon in title area of editor.",type = "boolean"},["volar.preview.backgroundColor"] = {default = "#fff",description = "Component preview background color.",type = "string"},["volar.preview.port"] = {default = 3333,description = "Default port for component preview server.",type = "number"},["volar.preview.script.nuxi"] = {default = "node {NUXI_BIN} dev --port {PORT}",type = "string"},["volar.preview.script.vite"] = {default = "node {VITE_BIN} --port={PORT}",type = "string"},["volar.preview.transparentGrid"] = {default = true,description = "Component preview background style.",type = "boolean"},["volar.splitEditors.layout.left"] = {default = { "script", "scriptSetup", "styles" },type = "array"},["volar.splitEditors.layout.right"] = {default = { "template", "customBlocks" },type = "array"},["volar.takeOverMode.enabled"] = {default = "auto",description = "Take over language support for *.ts.",enum = { "auto", true, false },enumDescriptions = { "Auto enable take over mode when built-in TS extension disabled.", "Alway enable take over mode.", "Never enable take over mode." },type = "boolean"},["volar.vueserver.maxOldSpaceSize"] = {default = vim.NIL,description = 'Set --max-old-space-size option on server process. If you have problem on frequently "Request textDocument/** failed." error, try setting higher memory(MB) on it.',type = { "number", "null" }},["volar.vueserver.useSecondServer"] = {default = false,description = "Use second server to progress heavy diagnostic works, the main server workhorse computing intellisense, operations such as auto-complete can respond faster. Note that this will lead to more memory usage.",type = "boolean"}},title = "Volar",type = "object"} |
-- workaround for a current haxe-lua problem in haxes development branch
return nil |
kHydrasPerHive = 3
kWhipSupply = 25 -- was 5
kSentriesPerBattery = 2 -- was 3
kAdrenalineAbilityMaxEnergy = 200 -- was 160
kHandGrenadeWeight = 0 -- was 0.1
kLayMineWeight = 0 -- was 0.10
kFocusDamageBonusAtMax = 0.5 -- was 0.33
|
--- Functionality related to saving/loading data
--
module("vn.save", package.seeall)
---Access to global storage
-------------------------------------------------------------------------------------------------------------- @section globals
---Sets a shared global variable. All save slots have access to the same set of <em>shared</em> globals. Shared
-- globals are often used to mark routes as cleared or unlocked.
-- @string name The name of the shared global. Names starting with
-- <code>vn.</code> are reserved for use by NVList.
-- @param value The new value to store for <code>name</code>.
function setSharedGlobal(name, value)
Save.getSharedGlobals():set(name, value)
end
---Returns a value previously stored using <code>setSharedGlobal</code>.
-- @param name The name of the shared global.
-- @return The stored value, or <code>nil</code> if none exists.
-- @see setSharedGlobal
function getSharedGlobal(name)
return Save.getSharedGlobals():get(name)
end
---Quicksave
-------------------------------------------------------------------------------------------------------------- @section Quicksave
---Saves in the quick-save slot with the given number (1..99)
-- @param[opt=nil] userdata table
-- @param[opt=nil] screenshot table (screenshot, width, height)
function quickSave(slot, userdata, screenshot)
slot = Save.getQuickSaveSlot(slot or 1)
return Save.save(slot, userdata, screenshot)
end
---Loads the quick-save slot with the given number (1..99)
-- If no save file exists with that number, this function does nothing
function quickLoad(slot)
slot = Save.getQuickSaveSlot(slot or 1)
if not Save.getSaveExists(slot) then
Log.warn("Nothing to quickLoad, save {} doesn't exist", slot)
return
end
return Save.load(slot)
end
---Autosave
-------------------------------------------------------------------------------------------------------------- @section Autosave
local KEY_AUTOSAVE_SLOTS = "autoSaveSlots"
---Returns the number of autosave slots.
-- @treturn int The number of autosave slots, or <code>0</code> if autosaving is turned off.
function getAutoSaveSlots()
return getSharedGlobal(KEY_AUTOSAVE_SLOTS) or 4
end
---Changes the number of autosave slots used.
-- @int slots The number of autosave slots to cycle through. Use 0 to effectively turn off auto saving.
function setAutoSaveSlots(slots)
setSharedGlobal(KEY_AUTOSAVE_SLOTS, slots or 0)
end
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.