content
stringlengths
5
1.05M
---- -- Test cases for xlsxwriter.lua. -- -- Test the creation of a simple xlsxwriter.lua file with hyperlinks. -- This example doesn't have any link formatting and tests the relationship -- linkage code. -- -- Copyright 2014-2015, John McNamara, jmcnamara@cpan.org -- local Workbook = require "xlsxwriter.workbook" local workbook = Workbook:new("test_hyperlink15.xlsx") local worksheet = workbook:add_worksheet() worksheet:write_url("B2", "external:subdir/blank.xlsx") workbook:close()
--- This file is generated by ava-x2l.exe, --- Don't change it manaully. --- @copyright Lilith Games, Project Da Vinci(Avatar Team) --- @see Official Website: https://www.projectdavinci.com/ --- @see Dev Framework: https://github.com/lilith-avatar/avatar-ava --- @see X2L Tool: https://github.com/lilith-avatar/avatar-ava-xls2lua --- source file: .//GuitarPitch.xlsx local ChordFretXls = { CMaj = { Chord = 'CMaj', StringFret = {0, 1, 0, 2, 3, 0}, IsActive = true }, Dm = { Chord = 'Dm', StringFret = {1, 3, 2, 0, 0, 0}, IsActive = true }, Em = { Chord = 'Em', StringFret = {0, 0, 0, 2, 2, 0}, IsActive = true }, FMaj = { Chord = 'FMaj', StringFret = {1, 1, 2, 3, 3, 1}, IsActive = true }, GMaj = { Chord = 'GMaj', StringFret = {3, 0, 0, 0, 2, 3}, IsActive = true }, Am = { Chord = 'Am', StringFret = {0, 1, 2, 2, 0, 0}, IsActive = true } } return ChordFretXls
local ffi = require("ffi") local A = require("android") ffi.cdef[[ struct FILE *fopen(const char *, const char *); size_t fread(void *, size_t, size_t, struct FILE *); size_t fwrite(const void *, size_t, size_t, struct FILE *); int fclose(struct FILE *); int remove(const char *); int __cdecl lzma_main(int numargs, char *args[]); ]] local function install() local function check_installed_rev() local git_rev = io.open(A.dir .. "/git-rev") local rev = git_rev and git_rev:read() or "" return rev:match(".*%-(.*)") end -- 7z compressed package are stored in module directory in asset local module = "module" local package_name = "koreader%-(.*)%.7z" local mgr = A.app.activity.assetManager local asset_dir = ffi.C.AAssetManager_openDir(mgr, module) assert(asset_dir ~= nil, "could not open module directory in assets") local filename = ffi.C.AAssetDir_getNextFileName(asset_dir) while filename ~= nil do filename = ffi.string(filename) A.LOGI(string.format("Check file in asset %s: %s", module, filename)) local rev = filename:match(package_name) if rev then if rev == check_installed_rev() then A.LOGI("Skip installation for revision "..rev) break end A.LOGI("Found new package revision "..rev) -- copy package from asset local package = A.dir.."/"..filename local buffer_size = 4096 local buf = ffi.new("char[?]", buffer_size) local asset = ffi.C.AAssetManager_open(mgr, ffi.cast("char*", module.."/"..filename), ffi.C.AASSET_MODE_STREAMING); if asset ~= nil then local output = ffi.C.fopen(ffi.cast("char*", package), ffi.cast("char*", "wb")) local nb_read = ffi.C.AAsset_read(asset, buf, ffi.new("int", buffer_size)) while nb_read > 0 do ffi.C.fwrite(buf, ffi.new("int", nb_read), ffi.new("int", 1), output) nb_read = ffi.C.AAsset_read(asset, buf, ffi.new("int", buffer_size)) end ffi.C.fclose(output) ffi.C.AAsset_close(asset) -- unpack to data directory local args = {"7z", "x", package, A.dir} local argv = ffi.new("char*[?]", #args+1) for i, arg in ipairs(args) do argv[i-1] = ffi.cast("char*", args[i]) end A.LOGI("Installing new koreader package to "..args[4]) local lzma = ffi.load("liblzma.so") lzma.lzma_main(ffi.new("int", #args), argv) ffi.C.remove(ffi.cast("char*", package)) break end end filename = ffi.string(ffi.C.AAssetDir_getNextFileName(asset_dir)) end ffi.C.AAssetDir_close(asset_dir) end install()
--[[ ============================================================================================================ Author: Rook Date: February 3, 2015 Called when the unit lands an attack on a target and the chance to Greater Maim is successful. Applies the modifier so long as the target is not a structure. ================================================================================================================= ]] function modifier_item_sange_and_yasha_datadriven_on_attack_landed_random_on_success(keys) if keys.target.GetInvulnCount == nil then --If the target is not a structure. keys.target:EmitSound("DOTA_Item.Maim") keys.ability:ApplyDataDrivenModifier(keys.attacker, keys.target, "modifier_item_sange_and_yasha_datadriven_greater_maim", nil) end end
/* (c) Copyright October 2017, AntoineJT. All rights reserved. The only things you can modify are the local vars below. Don't modify anything else ! v. 1.1.0 */ /* FRENCH Customization local isCustomizationEnabled = false local dropMoneyPercentage = 50 local deathMessage = "Vous avez perdu " .. dropMoneyPercentage .. "% de l'argent que vous aviez sur vous !" local deathWithoutMoneyMessage = "Vous n'avez pas perdu d'argent car vous n'en aviez pas sur vous !" local resetNegativeMoneyMessage = "Le bug de votre portefeuille a été réparé ! Veuillez nous excuser pour le dérangement !" */ local isCustomizationEnabled = false local dropMoneyPercentage = 50 local deathMessage = "You've lost " .. dropMoneyPercentage .. "% of your wallet money !" local deathWithoutMoneyMessage = "You've lost nothing because you've nothing to lose !" local resetNegativeMoneyMessage = "You're wallet glitch has been removed ! Sorry for the inconvenience !" -- DON'T MODIFY ANYTHING BELOW THIS LINE !! local module_prefix = "[DMOD] " local module_version = "1.1.0" function defaultValues() dropMoneyPercentage = 50 deathMessage = "You've lost " .. dropMoneyPercentage .. "% of your wallet money !" deathWithoutMoneyMessage = "You've lost nothing because you've nothing to lose !" resetNegativeMoneyMessage = "You're wallet glitch has been removed ! Sorry for the inconvenience !" end function logConsole(text) Msg(module_prefix .. tostring(text) .. "\n") end function initialization() logConsole("Starting Drop Money On Death (DMOD) Module...") logConsole("(c) October 2017, AntoineJT") logConsole("DMOD module version: " .. module_version) logConsole("Loading config...") -- Content of the archaic loadVars function if (!isCustomizationEnabled) then logConsole("Customization is not enabled !") logConsole("Loading default values...") defaultValues() logConsole("Loading complete !") else logConsole("Customization is enabled !") logConsole("DMOD will use your custom values") end end function dropMoneyOnDeath( victim, weapon, killer ) if (IsValid(victim)) then local victimMoney = victim:getDarkRPVar("money") if (victimMoney > 0) then local moneyToDrop = victimMoney*(dropMoneyPercentage/100) victim:addMoney(-moneyToDrop) local trace = {} trace.start = victim:EyePos() trace.endpos = trace.start + victim:GetAimVector() * 85 trace.filter = victim local tr = util.TraceLine(trace) local moneybag = DarkRP.createMoneyBag(tr.HitPos, moneyToDrop) hook.Call("playerDroppedMoney", nil, victim, moneyToDrop, moneybag) victim:PrintMessage(HUD_PRINTCENTER, deathMessage) elseif (victimMoney == 0) then victim:PrintMessage(HUD_PRINTCENTER, deathWithoutMoneyMessage) elseif (victimMoney < 0) then victim:addMoney(-victimMoney) victim:PrintMessage(HUD_PRINTTALK, module_prefix .. resetNegativeMoneyMessage) end end end hook.Add("PlayerDeath", "Drop some money when you die", dropMoneyOnDeath) hook.Add("loadCustomDarkRPItems", "Use to log into server console", initialization)
local _M={} _M.mysql_master = { host = "139.196.180.249", port = 3306, database = "poker", user = "root", password = "zhengsu@2014", max_packet_size = 1024 * 1024 } _M.redis_master_main={ host = "127.0.0.1", port = 6379, --database = "ZengsuTestDB", user = "root", password = "Zhengsu@2014", max_packet_size = 1024 * 1024 } return _M
-- Usage: -- local rubygen = require "bindings-ruby" -- rubygen.write(rubygen.gen(), "../bindings/ruby/bgfx.rb") local codegen = require "codegen" local idl = codegen.idl "bgfx.idl" local ruby_template = [[ # [NOTE] Generated automatically with Ruby-bgfx ( https://github.com/vaiorabbit/ruby-bgfx ). Do NOT edit. require 'ffi' # # Typedefs # FFI.typedef :uint16, :Bgfx_view_id_t # [HACK] Hard-coded. Seems we can't get information about this from current 'bgfx.idl'. $typedefs # # Enums / Bitflags # module Bgfx extend FFI::Library @@bgfx_import_done = false def self.load_lib(libpath = './libbgfx-shared-libRelease.dylib') ffi_lib_flags :now, :global ffi_lib libpath import_symbols() unless @@bgfx_import_done end $types end # module Bgfx # # Callbacks # class Bgfx_callback_vtbl_t < FFI::Struct layout( :fatal, callback([:pointer, :string, :uint16, :uint32, :string], :void), # uint32 == Bgfx::Fatal :trace_vargs, callback([:pointer, :string, :uint16, :string, :varargs], :void), :profiler_begin, callback([:pointer, :string, :uint32, :string, :uint16], :void), :profiler_begin_literal,callback([:pointer, :string, :uint32, :string, :uint16], :void), :profiler_end, callback([:pointer], :void), :cache_read_size, callback([:pointer, :uint64], :uint32), :cache_read, callback([:pointer, :uint64, :pointer, :uint32], :bool), :cache_write, callback([:pointer, :uint64, :pointer, :uint32], :void), :screen_shot, callback([:pointer, :string, :uint32, :uint32, :uint32, :pointer, :uint32, :bool], :void), :capture_begin, callback([:pointer, :uint32, :uint32, :uint32, :bool], :void), :capture_end, callback([:pointer], :void), :capture_frame, callback([:pointer, :pointer, :uint32], :void) ) end class Bgfx_callback_interface_t < FFI::Struct layout(:vtbl, Bgfx_callback_vtbl_t.by_ref) end class Bgfx_allocator_interface_t < FFI::Struct layout(:vtbl, :pointer) # bgfx_allocator_vtbl_s* end class Bgfx_allocator_vtbl_t < FFI::Struct layout( :realloc, callback([Bgfx_allocator_interface_t.ptr, :pointer, :size_t, :size_t, :string, :uint32], :pointer) ) end # # Structs # class Bgfx_invalid_handle_t < FFI::Struct layout(:idx, :ushort) def self.create handle = new handle[:idx] = Bgfx::InvalidHandleIdx return handle end end $handles $structs # # Functions # module Bgfx InvalidHandleIdx = 0xffff def self.is_valid(handle) return handle[:idx] != InvalidHandleIdx end InvalidHandle = Bgfx_invalid_handle_t.create def self.import_symbols() symbols = [ $attachfuncsymbols ] args = { $attachfuncargs } retvals = { $attachfuncretvals } symbols.each do |sym| begin attach_function sym, args[sym], retvals[sym] rescue FFI::NotFoundError => error $stderr.puts("[Warning] Failed to import #{sym} (#{error}).") end end end # self.import_symbols() $modulefuncs end # module Bgfx ]] local converter = {} local yield = coroutine.yield local indent = "" local typedefs_list = {} local methods_list = {} local attach_func_symbols = {} local attach_func_args = {} local attach_func_retvals = {} ---------------------------------------------------------------------------------------------------- local function hasPrefix(str, prefix) return prefix == "" or str:sub(1, #prefix) == prefix end local function hasSuffix(str, suffix) return suffix == "" or str:sub(-#suffix) == suffix end local function to_underscorecase(name) local tmp = {} for v in name:gmatch "[_%u][%l%d]*" do if v:byte() == 95 then -- '_' v = v:sub(2) -- remove _ end tmp[#tmp+1] = v end return table.concat(tmp, "_") end ---------------------------------------------------------------------------------------------------- local gen = {} function generate(tmp, idl_info, conv) for _, object in ipairs(idl_info) do local co = coroutine.create(conv) local any while true do local ok, v = coroutine.resume(co, object) assert(ok, debug.traceback(co, v)) if not v then break end table.insert(tmp, v) any = true end if any and tmp[#tmp] ~= "" then table.insert(tmp, "") end end end function gen.gen() -- 1st pass : Collect typedef/method information for _, object in ipairs(idl["types"]) do local co = coroutine.create(collect_typedefs_list) local any while true do local ok, v = coroutine.resume(co, object) assert(ok, debug.traceback(co, v)) if not v then break end end end for _, object in ipairs(idl["funcs"]) do local co = coroutine.create(collect_methods_list) local any while true do local ok, v = coroutine.resume(co, object) assert(ok, debug.traceback(co, v)) if not v then break end end end for _, object in ipairs(idl["funcs"]) do local co = coroutine.create(collect_attach_funcs) local any while true do local ok, v = coroutine.resume(co, object) assert(ok, debug.traceback(co, v)) if not v then break end end end -- 2nd pass local r = ruby_template:gsub("$(%l+)", function(what) local tmp = {} if what == "handles" then -- Structs used as handles generate(tmp, idl["types"], converter["handles"]) return table.concat(tmp, "\n") elseif what == "structs" then -- General structs / Instance methods generate(tmp, idl["types"], converter["structs"]) return table.concat(tmp, "\n") elseif what == "typedefs" then -- Typedefs generate(tmp, idl["types"], converter["typedefs"]) return table.concat(tmp) elseif what == "types" then -- Enums / Bitflags generate(tmp, idl["types"], converter["types"]) return table.concat(tmp, "\n") elseif what == "attachfuncsymbols" then -- Raw function symbols(entry points) generate(tmp, idl["funcs"], converter["attachfunc_symbols"]) return table.concat(tmp) elseif what == "attachfuncargs" then -- Arguments of raw functions generate(tmp, idl["funcs"], converter["attachfunc_args"]) return table.concat(tmp) elseif what == "attachfuncretvals" then -- Return values of raw functions generate(tmp, idl["funcs"], converter["attachfunc_retvals"]) return table.concat(tmp) elseif what == "modulefuncs" then -- Wrapper functions generate(tmp, idl["funcs"], converter["module_funcs"]) return table.concat(tmp) end end) return r end ---------------------------------------------------------------------------------------------------- local function convert_array(member) count = string.gsub(member.array, "%[(.+)%]", "%1") return member.array end local function convert_type(arg, array_as_pointer) local ctype = arg.ctype:gsub("%s%*", "*") if arg.fulltype == "bx::AllocatorI*" or arg.fulltype == "ReleaseFn" then ctype = ":pointer" elseif arg.fulltype == "CallbackI*" then ctype = "Bgfx_callback_interface_t.ptr" elseif hasPrefix(ctype, "const char") and hasSuffix(ctype, "*") then ctype = ":string" elseif string.match(ctype, "*") then ctype = ":pointer" end -- Omit 'const' ctype = string.gsub(ctype, "const ", "") if hasPrefix(ctype, "bgfx") then name = ctype:gsub("^%l", string.upper) local is_typedef = false if name == "Bgfx_view_id_t" then -- [HACK] Hard-coded. Seems we can't get information about this from current 'bgfx.idl'. is_typedef = true else for _, t in ipairs(typedefs_list) do if t == name then is_typedef = true break end end end if is_typedef then ctype = ":" .. name else ctype = name .. ".by_value" end elseif hasPrefix(ctype, "uint64_t") then ctype = ctype:gsub("uint64_t", ":uint64") elseif hasPrefix(ctype, "int64_t") then ctype = ctype:gsub("int64_t", ":int64") elseif hasPrefix(ctype, "uint32_t") then ctype = ctype:gsub("uint32_t", ":uint32") elseif hasPrefix(ctype, "int32_t") then ctype = ctype:gsub("int32_t", ":int32") elseif hasPrefix(ctype, "uint16_t") then ctype = ctype:gsub("uint16_t", ":uint16") elseif hasPrefix(ctype, "uint8_t") then ctype = ctype:gsub("uint8_t", ":uint8") elseif hasPrefix(ctype, "uintptr_t") then ctype = ctype:gsub("uintptr_t", ":ulong") elseif hasPrefix(ctype, "bool") then ctype = ctype:gsub("bool", ":bool") elseif hasPrefix(ctype, "char") then ctype = ctype:gsub("char", ":char") elseif hasPrefix(ctype, "float") then ctype = ":float" elseif hasPrefix(ctype, "double") then ctype = ":double" elseif hasPrefix(ctype, "...") then ctype = ":varargs" elseif hasPrefix(ctype, "va_list") then ctype = ":pointer" elseif hasPrefix(ctype, "void") then ctype = ":void" end if arg.array ~= nil then if array_as_pointer then ctype = ":pointer" else count = string.gsub(arg.array, "%[(.+)%]", "%1") if string.find(count, "::") then count = "Bgfx::" .. count -- e.g.) Topology::Count -> Bgfx::Topology::Count end ctype = "[" .. ctype .. ", " .. count .. "]" end end return ctype end local function convert_name(arg) if arg == "debug" then return arg .. "_" end return arg end local function convert_struct_member(member) return ":" .. convert_name(member.name) .. ", " .. convert_type(member) end -- C to Ruby literal conversion local function sanitize_default_argument(arg_str) retval = "" if arg_str == "NULL" then retval = "nil" elseif arg_str == "BGFX_INVALID_HANDLE" then retval = "Bgfx::InvalidHandle" elseif arg_str == "BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE" then retval = "Bgfx::Texture_None|Bgfx::Sampler_None" elseif arg_str == "BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP" then retval = "Bgfx::Sampler_U_Clamp|Bgfx::Sampler_V_Clamp" elseif arg_str == "TextureFormat::Count" then retval = "Bgfx::TextureFormat::Count" elseif arg_str == "BGFX_BUFFER_NONE" then retval = "Bgfx::Buffer_None" elseif arg_str == "BGFX_DISCARD_ALL" then retval = "Bgfx::Discard_All" elseif arg_str == "BGFX_RESET_NONE" then retval = "Bgfx::Reset_None" elseif arg_str == "BGFX_STENCIL_NONE" then retval = "Bgfx::Stencil_None" elseif arg_str == "RendererType::Noop" then retval = "Bgfx::RendererType::Noop" elseif arg_str == "INT32_MAX" then retval = "0x7fffffff" elseif arg_str == "UINT32_MAX" then retval = "0xffffffff" elseif arg_str == "UINT16_MAX" then retval = "0xffff" elseif arg_str == "UINT8_MAX" then retval = "0xff" elseif string.find(tostring(arg_str), "^[+-]?%d*%.?%d*f$") then _, _, num = string.find(tostring(arg_str), "^([+-]?%d*%.?%d*)f$") retval = num else retval = arg_str end return retval end ---------------------------------------------------------------------------------------------------- function collect_typedefs_list(typ) -- Collect list of typedefs if typ.enum then local typedef_name = typ.cname:gsub("^%l", string.upper) table.insert(typedefs_list, typedef_name) end end function converter.typedefs(typ) -- Write typedefs if typ.enum then local typedef_name = typ.cname:gsub("^%l", string.upper) yield("FFI.typedef :int, :" .. typedef_name .. "\n") end end ---------------------------------------------------------------------------------------------------- function converter.handles(typ) -- Build handle definitions if typ.handle then -- Extract handle ruby_class_name = typ.cname:gsub("bgfx_(%l)", function(a) return "Bgfx_" .. a end) yield("class " .. ruby_class_name .. " < FFI::Struct; layout(:idx, :ushort); end") end end ---------------------------------------------------------------------------------------------------- function collect_methods_list(func) if func.this ~= nil then table.insert(methods_list, func) end end function converter.structs(typ) if typ.struct == nil then return end indent = " " class_name = typ.cname:gsub("^%l", string.upper) yield("class " .. class_name .. " < FFI::Struct") -- Member variables yield(indent .. "layout(") if class_name == "Bgfx_encoder_t" then yield(indent .. indent .. ":opaque, :pointer # dummy") else for idx, member in ipairs(typ.struct) do local comments = "" if member.comment ~= nil then if #member.comment == 1 then comments = " # " .. member.comment[1] else yield("\n" .. indent .. indent .. "#") for _, comment in ipairs(member.comment) do yield(indent .. indent .. "# " .. comment) end yield(indent .. indent .. "#") end end ret = indent .. indent .. convert_struct_member(member) if idx < #typ.struct then ret = ret .. "," .. comments else ret = ret .. comments end yield(ret) end end yield(indent .. ")") -- Instance methods struct_name_key = typ.cname:gsub("^bgfx_", ""):gsub("_t$", "") .. "_" for _, func in ipairs(methods_list) do if string.match(func.cname, "^" .. struct_name_key) ~= nil then method_name = func.cname:gsub("^" .. struct_name_key, "") local args = {} local args_with_defaults = {} for _, arg in ipairs(func.args) do table.insert(args, arg.name) if arg.default ~= nil then table.insert(args_with_defaults, arg.name .. " = " .. tostring(sanitize_default_argument(arg.default)) ) else table.insert(args_with_defaults, arg.name) end end yield("\n" .. indent .. "def " .. method_name .. "(" .. table.concat(args_with_defaults, ", ") .. ")") if #args < 1 then yield(indent .. indent .. "Bgfx::bgfx_" .. func.cname .. "(self)") else yield(indent .. indent .. "Bgfx::bgfx_" .. func.cname .. "(self, " .. table.concat(args, ", ") .. ")") end yield(indent .. "end") end end yield("end") end ---------------------------------------------------------------------------------------------------- function converter.types(typ) indent = " " if hasSuffix(typ.name, "::Enum") then -- Extract enum yield(indent .. "module " .. typ.typename) for idx, enum in ipairs(typ.enum) do if enum.comment ~= nil then for _, comment in ipairs(enum.comment) do yield(indent .. indent .. "# " .. comment) end end yield(indent .. indent .. enum.name .. " = " .. idx - 1) end yield("\n" .. indent .. indent .. "Count = " .. #typ.enum) yield(indent .. "end # module " .. typ.typename) elseif typ.bits ~= nil then -- Extract bitflag / Build bitflag helper function local prefix = typ.name local enumType = "uint" format = "%u" if typ.bits == 64 then format = "0x%016x" enumType = "ulong" elseif typ.bits == 32 then format = "0x%08x" enumType = "uint" elseif typ.bits == 16 then format = "0x%04x" enumType = "ushort" elseif typ.bits == 8 then format = "0x%02x" enumType = "ubyte" end for idx, flag in ipairs(typ.flag) do local value = flag.value if value ~= nil then value = string.format(flag.format or format, value) else for _, name in ipairs(flag) do local fixedname = prefix .. "_" .. to_underscorecase(name) if value ~= nil then value = value .. " | " .. fixedname else value = fixedname end end end local comments = "" if flag.comment ~= nil then if #flag.comment == 1 then comments = " # " .. flag.comment[1] else yield(indent .. "#") for _, comment in ipairs(flag.comment) do yield(indent .. "# " .. comment) end yield(indent .. "#") end end yield(indent .. to_underscorecase(prefix) .. "_" .. flag.name .. " = " .. value .. comments) end if typ.shift then local name = to_underscorecase(prefix) .. "_Shift" local value = typ.shift local comments = "" if typ.desc then comments = string.format(" # %s bit shift", typ.desc) end yield(indent .. name .. " = " .. value .. comments) end if typ.range then local name = to_underscorecase(prefix) .. "_Mask" local value = string.format(format, typ.mask) local comments = "" if typ.desc then comments = string.format(" # %s bit mask", typ.desc) end yield(indent .. name .. " = " .. value .. comments) end if typ.helper then yield(indent .. string.format( "def self.%s(v); return (v << %s) & %s; end", to_underscorecase(prefix), (to_underscorecase(prefix) .. "_Shift"), (to_underscorecase(prefix) .. "_Mask"))) end end end ---------------------------------------------------------------------------------------------------- function collect_attach_funcs(func) if func.cpponly then return end -- codes local args = {} if func.this ~= nil then local ctype = string.gsub(func.this_type.ctype, "const ", "") -- remove const ctype = ctype:gsub("%*$", "") -- remove * ctype = ctype:gsub("^%l", string.upper) -- upcase args[1] = ctype .. ".by_ref" end for _, arg in ipairs(func.args) do -- table.insert(args, convert_type(arg) .. " " .. convert_name(arg.name)) local array_as_pointer = true table.insert(args, convert_type(arg, array_as_pointer)) end entry_point = ":bgfx_" .. func.cname func_sym = entry_point func_arg = "[" .. table.concat(args, ", ") .. "]" func_ret = convert_type(func.ret) attach_func_symbols[func.cname] = func_sym attach_func_args[func_sym] = func_arg attach_func_retvals[func_sym] = func_ret end function converter.attachfunc_symbols(func) if func.cpponly then return end indent = " " yield(indent .. attach_func_symbols[func.cname] .. ",\n") end function converter.attachfunc_args(func) if func.cpponly then return end indent = " " entry_point = attach_func_symbols[func.cname] yield(indent .. entry_point .. " => " .. attach_func_args[entry_point] .. ",\n") end function converter.attachfunc_retvals(func) if func.cpponly then return end indent = " " entry_point = attach_func_symbols[func.cname] yield(indent .. entry_point .. " => " .. attach_func_retvals[entry_point] .. ",\n") end ---------------------------------------------------------------------------------------------------- function converter.module_funcs(func) if func.cpponly then return end if func.this ~= nil then return end indent = " " if func.comments ~= nil then -- comments yield("\n" .. indent .. "#\n") for _, line in ipairs(func.comments) do local line = line:gsub("@remarks", "Remarks:") line = line:gsub("@remark", "Remarks:") line = line:gsub("@(%l)(%l+)", function(a, b) return a:upper()..b..":" end) yield(indent .. "# " .. line) end local hasParamsComments = false for _, arg in ipairs(func.args) do if arg.comment ~= nil then hasParamsComments = true break end end if hasParamsComments then yield(indent .. "# Params:\n") end for _, arg in ipairs(func.args) do if arg.comment ~= nil then yield(indent .. "# " .. convert_name(arg.name) .. " = " .. arg.comment[1] .. "\n") for i, comment in ipairs(arg.comment) do if (i > 1) then yield(indent .. "# " .. comment .. "\n") end end end end yield(indent .. "#\n") end -- codes local args = {} local args_with_defaults = {} for _, arg in ipairs(func.args) do table.insert(args, arg.name) if arg.default ~= nil then table.insert(args_with_defaults, arg.name .. " = " .. tostring(sanitize_default_argument(arg.default)) ) else table.insert(args_with_defaults, arg.name) end end -- for func.dbgTextPrintf { vararg = "dbgTextPrintfVargs" }. Explicitly replace last element with *varargs, or we got empty last argument if func.vararg ~= nil then args[#args] = "*vargargs" args_with_defaults[#args_with_defaults] = "*vargargs" end entry_point = "bgfx_" .. func.cname yield(indent .. "def self." .. func.cname .. "(" .. table.concat(args_with_defaults, ", ") .. ")\n") yield(indent .. indent .. entry_point .. "(" .. table.concat(args, ", ") .. ")\n") yield(indent .. "end\n") end ---------------------------------------------------------------------------------------------------- function gen.write(codes, outputfile) local out = assert(io.open(outputfile, "wb")) out:write(codes) out:close() print("Generating: " .. outputfile) end if (...) == nil then -- run `lua bindings-ruby.lua` in command line print(gen.gen()) end return gen
local lpeg = require 'lpeg' local P, C, V, Cp = lpeg.P, lpeg.C, lpeg.V, lpeg.Cp G = { [1] = (V'h1' + V'h2' + V'h3' + V'h4' + V'h5' + V'h6' + 1)^0 , h1 = P'\n' * Cp() * C((P(1)-'\n')^1) * '\n' * '===' , h2 = P'\n' * Cp() * C((P(1)-'\n')^1) * '\n' * '---' , h3 = P(false) , h4 = P(false) , h5 = P(false) , h6 = P(false) } local SECTIONS = {} for lvl=1, 6 do local hi = 'h'..lvl local str = P(string.rep('#',lvl)) G[hi] = G[hi] + P'\n' * Cp() * str * P' '^1 * C((P(1) - (P' '^-1 * (str+'\n')))^0) G[hi] = G[hi] / function(pos, v) if SECTIONS[v] then io.stderr:write('ERROR: '..lvl..' '..v..'\n') end SECTIONS[v] = true return {lvl,pos,v} end end local MANUAL = assert(io.open('manual-'..(...)..'.md')):read'*a' local T = { P(G):match(MANUAL) } local toc = { 0 } local TOC = '' for _, t in ipairs(T) do local lvl, pos, v = table.unpack(t) if lvl < #toc then for j=lvl+1, #toc do toc[j] = nil end end if lvl == #toc then toc[lvl] = toc[lvl] + 1 else assert(lvl > #toc) toc[#toc+1] = 1 end local spc = string.rep(' ',lvl*4-4) local idx = table.concat(toc,'.') t[4] = idx local lnk = v --io.stderr:write('antes '..lnk..'\n') lnk = string.gsub(lnk,'[%/%*% %´%`%[%]%:]','-') --io.stderr:write('depois '..lnk..'\n') lnk = string.lower(lnk) v = spc..'* '..idx..' ['..v..'](#'..lnk..')' --print(v) TOC = TOC .. v .. '\n' end for i=#T, 1, -1 do local t = T[i] local lvl, pos, v, idx = table.unpack(t) MANUAL = string.sub(MANUAL,1,pos-1)..string.rep('#',lvl+1)..' '..idx..'\n'.. string.sub(MANUAL,pos) end local f = assert(io.open('manual-toc-'..(...)..'.md','w')) f:write(TOC..'\n\n'..MANUAL) f:close()
kProwlerFov = 100 kBiteHowlVampirismScalar = 0.002
local StoreProvider = require(script.StoreProvider) local connect = require(script.connect) local getStore = require(script.getStore) return { StoreProvider = StoreProvider, connect = connect, UNSTABLE_getStore = getStore, UNSTABLE_connect2 = connect, }
modifier_generic_stunned = class({}) function modifier_generic_stunned:OnCreated(params) if IsServer() then self:GetParent():Stop() end end function modifier_generic_stunned:IsDebuff() return true end function modifier_generic_stunned:IsStunDebuff() return true end function modifier_generic_stunned:CheckState() return { [MODIFIER_STATE_COMMAND_RESTRICTED] = true, [MODIFIER_STATE_STUNNED] = true, } end function modifier_generic_stunned:DeclareFunctions() return { MODIFIER_PROPERTY_OVERRIDE_ANIMATION, } end function modifier_generic_stunned:GetOverrideAnimation(params) return ACT_DOTA_DISABLED end function modifier_generic_stunned:GetEffectName() return "particles/generic_gameplay/generic_stunned.vpcf" end function modifier_generic_stunned:GetEffectAttachType() return PATTACH_OVERHEAD_FOLLOW end function modifier_generic_stunned:GetStatusLabel() return "Stun" end function modifier_generic_stunned:GetStatusPriority() return 4 end function modifier_generic_stunned:GetStatusStyle() return "Stun" end if IsClient() then require("wrappers/modifiers") end Modifiers.Status(modifier_generic_stunned) Modifiers.Animation(modifier_generic_stunned)
return (function(Q8,o8,P8,p8,i8,d8,e8,b8,S8,m8,fz,R8,j8,V8,r8,D8,W8,J8,h8,T8,v8,k8,B8,Lz,wz,E8,I8,C8,U8,Z8,t8,F8,az,O8,u8,M8,H8,vz,N8,s8,dz,K8,c8,Y8,x8,Gz,A8,n8,y8,g8,l8,f8,X8,qz,z8,...)local U,g=d8,v8;local a=f8;local R,c=R8[c8],(E8);local t,I=A8,(t8);local H,N=I8,(U8 or g8);local G,w,L=H8,N8,(T8);local E=(s8);local q,d,v,f,X=n8,l8,z8,R8[W8],O8;local q8=(2);local T=(r8);local l,z=F8,(F8);repeat if(q8<=0)then do q8=1;end;else if(q8~=1)then l=(B8 and B8()or J8);q8=0;else do z={};end;q8=3;end;end;until(q8>=3);local W=1;q8=0;local O,B=F8,F8;while(q8~=2)do if(q8==0)then q8=1;else do q8=2;end;end;end;q8=0;local r,F=F8,(F8);while(q8<3)do if(q8<=0)then r=h8;do q8=2;end;else do if(q8~=1)then q8=1;else r=E(f(r,5),m8,function(Es)do if(X(Es,2)==72)then local AC=0;while(u8)do if(AC~=0)then return x8;else F=w(f(Es,1,1));do AC=1;end;end;end;else local fd=R(w(Es,16));if(not(F))then return fd;else local x5=c(fd,F);local c5=(1);do while(u8)do do if(c5~=0)then do F=F8;end;c5=0;else do return x5;end;end;end;end;end;end;end;end;end);do q8=3;end;end;end;end;end;do q8=0;end;local J,h,m,u,x=F8,F8,F8,F8,F8;while(q8<=4)do if(not(q8<=1))then do if(not(q8<=2))then if(q8~=3)then u=4294967296;q8=3;else do x=2^52;end;do q8=5;end;end;else m=2147483648;q8=4;end;end;else do if(q8~=0)then h=function()local D7,x7,N7,u7=F8,F8,F8,(F8);for dW=0,2 do do if(dW<=0)then D7,x7,N7,u7=X(r,W,W+3);else do if(dW~=1)then do return u7*16777216+N7*65536+x7*256+D7;end;else W=W+4;end;end;end;end;end;end;q8=2;else do J=function()local P5=X(r,W,W);W=W+1;return P5;end;end;q8=1;end;end;end;end;q8=0;local P,j,S,K,Q=F8,F8,F8,F8,F8;repeat if(not(q8<=2))then if(q8<=3)then do K=function()local cY,NY,DY,zY,PY,dY,uY=4,F8,F8,F8,F8,F8,F8;while(u8)do if(not(cY<=3))then if(not(cY<=5))then if(not(cY<=6))then if(cY~=7)then dY=j(DY,0,20)*u+NY;do cY=2;end;else if(not(NY==0 and DY==0))then else do return 0;end;end;do cY=3;end;end;else if(PY==0)then do if(dY~=0)then local kR=(0);while(kR~=2)do if(kR~=0)then uY=0;do kR=2;end;else PY=1;kR=1;end;end;else do return zY*0;end;end;end;elseif(PY~=P8)then else if(dY~=0)then do return zY*(1/0);end;else return zY*(0/0);end;end;do cY=0;end;end;else if(cY~=4)then DY=h();cY=7;else NY=h();cY=5;end;end;else do if(not(cY<=1))then if(cY==2)then do uY=1;end;do cY=6;end;else do zY=(-1)^j(DY,31,1);end;do cY=1;end;end;else if(cY~=0)then PY=j(DY,20,11);cY=8;else return zY*(2^(PY-1023))*(dY/x+uY);end;end;end;end;end;end;end;q8=1;else if(q8~=4)then do local Ah=0;local zh=F8;while(Ah<=1)do if(Ah~=0)then for UP=1,31 do for N7=0,1 do if(N7==0)then (P)[UP]=zh;else do zh=zh*2;end;end;end;end;Ah=2;else zh=2;Ah=1;end;end;end;q8=4;else j=function(u6,H6,g6)local R6=(1);local p6=(F8);while(u8)do do if(R6~=0)then p6=(u6/P[H6])%P[g6];do R6=0;end;else p6=p6-p6%1;do break;end;end;end;end;return p6;end;do q8=2;end;end;end;else if(not(q8<=0))then if(q8~=1)then S=function()local Zo,Co=h(),(h());do if(not(Co>=m))then else Co=Co-u;end;end;do return Co*u+Zo;end;end;q8=3;else Q={[0]={[0]=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15},{[0]=1,0,3,2,5,4,7,6,9,8,11,10,13,12,15,14},{[0]=2,3,0,1,6,7,4,5,10,11,8,9,14,15,12,13},{[0]=3,2,1,0,7,6,5,4,11,10,9,8,15,14,13,12},{[0]=4,5,6,7,0,1,2,3,12,13,14,15,8,9,10,11},{[0]=5,4,7,6,1,0,3,2,13,12,15,14,9,8,11,10},{[0]=6,7,4,5,2,3,0,1,14,15,12,13,10,11,8,9},{[0]=7,6,5,4,3,2,1,0,15,14,13,12,11,10,9,8},{[0]=8,9,10,11,12,13,14,15,0,1,2,3,4,5,6,7},{[0]=9,8,11,10,13,12,15,14,1,0,3,2,5,4,7,6},{[0]=10,11,8,9,14,15,12,13,2,3,0,1,6,7,4,5},{[0]=11,10,9,8,15,14,13,12,3,2,1,0,7,6,5,4},{[0]=12,13,14,15,8,9,10,11,4,5,6,7,0,1,2,3},{[0]=13,12,15,14,9,8,11,10,5,4,7,6,1,0,3,2},{[0]=14,15,12,13,10,11,8,9,6,7,4,5,2,3,0,1},{[0]=15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0}};do q8=6;end;end;else P={[0]=1};do q8=5;end;end;end;until(q8>5);local V=(j8 or S8);local M=V and V[K8]or function(B6,J6)local g6=0;local P6,h6=F8,F8;do while(u8)do do if(g6<=1)then if(g6~=0)then J6=J6%u;do g6=2;end;else do B6=B6%u;end;g6=1;end;else if(g6==2)then P6=1;g6=3;else h6=0;break;end;end;end;end;end;while(B6>0 and J6>0)do local vx=(B6%16);local ix,jx=J6%16,(2);while(u8)do if(jx<=1)then if(jx~=0)then B6=(B6-vx)/16;jx=3;else P6=P6*16;break;end;else if(jx==2)then h6=h6+Q[vx][ix]*P6;jx=1;else J6=(J6-ix)/16;jx=0;end;end;end;end;return h6+B6*P6+J6*P6;end;local D=V and V[Q8]or function(WR,pR)WR=WR%u;pR=pR%u;do return ((WR+pR)-M(WR,pR))/2;end;end;local b=(V and V[V8]or function(my,Fy)my=my%u;Fy=Fy%u;do return u-D(u-my,u-Fy);end;end);local i,k=V and V[M8]or function(FX)return u-(FX%u);end,(V and V[D8]);local Z=(V and V[b8]);k=k or function(Qg,sg)if(not(sg>=32))then else return 0;end;if(sg<0)then return Z(Qg,-sg);end;return (Qg*P[sg])%u;end;do Z=Z or function(P5,d5)if(not(d5>=32))then else return 0;end;do if(not(d5<0))then else do return k(P5,-d5);end;end;end;local A5,v5=0,(F8);while(u8)do if(A5~=0)then do return v5-v5%1;end;else v5=(P5%u/P[d5]);A5=1;end;end;end;end;q8=2;local Y,C=F8,F8;do while(q8<=3)do if(not(q8<=1))then if(q8~=2)then B=J();q8=4;else do Y=function(fh)local Gh,Mh,Lh,oh,Kh,Ih=1,F8,F8,F8,F8,(F8);do while(Gh~=7)do do if(not(Gh<=2))then do if(not(Gh<=4))then if(Gh~=5)then Kh=M(Mh[3],B);Gh=4;else W=W+4;Gh=2;end;else if(Gh~=3)then Ih=M(Mh[4],B);Gh=0;else do oh=M(Mh[2],B);end;Gh=6;end;end;end;else if(not(Gh<=0))then if(Gh~=1)then Lh=M(Mh[1],B);Gh=3;else do Mh={X(r,W,W+3)};end;Gh=5;end;else B=(161*B+fh)%256;Gh=7;end;end;end;end;end;do return Ih*16777216+Kh*65536+oh*256+Lh;end;end;end;q8=0;end;else if(q8==0)then do C=function(CR)local mR,qR=F8,(F8);for Mx=0,4 do do if(not(Mx<=1))then do if(not(Mx<=2))then if(Mx~=3)then return qR;else W=W+mR;end;else for NL=1,mR,7997 do local IL,lL,UL=2,F8,(F8);repeat if(not(IL<=1))then do if(not(IL<=2))then do if(IL~=3)then qR=qR..R(N(UL));IL=5;else do UL={X(r,W+NL-1,W+lL-1)};end;do IL=0;end;end;end;else lL=NL+7997-1;IL=1;end;end;else if(IL~=0)then if(not(lL>mR))then else lL=mR;end;IL=3;else for WK=1,#UL do local HK=0;repeat do if(HK==0)then (UL)[WK]=M(UL[WK],O);HK=1;else O=(CR*O+i8)%k8;HK=2;end;end;until(HK==2);end;IL=4;end;end;until(IL>=5);end;end;end;else if(Mx~=0)then qR=x8;else do mR=h();end;end;end;end;end;end;end;q8=1;else O=J();q8=3;end;end;end;end;local y=({});for hn=1,J() do local zn={};(y)[hn-1]=zn;for sq=1,J() do local Iq=(J());local uq=(F8);local Mq=(2);while(Mq<=2)do if(not(Mq<=0))then if(Mq~=1)then do uq=(sq-1)*2;end;Mq=1;else zn[uq]=j(Iq,0,4);Mq=0;end;else zn[uq+1]=j(Iq,4,4);Mq=3;end;end;end;end;do q8=0;end;local e,o,p,a8=F8,F8,F8,(F8);while(q8<=4)do do if(q8<=1)then do if(q8~=0)then p=1;do q8=3;end;else e=function(...)return G(Z8,...),{...};end;q8=2;end;end;else if(q8<=2)then do o={};end;q8=1;else if(q8==3)then a8={};q8=4;else q8=5;end;end;end;end;end;local function G8(ag,Gg,Yg)local Og,jg=Yg[1],(Yg[3]);local tg=Yg[6];local Bg,zg,rg=Yg[2],Yg[5],(Yg[9]);local pg=Yg[7];local Lg=Yg[8];local Rg=I({},{__mode=Y8});local Ag=F8;Ag=function(...)local sZ={};local YZ,TZ=0,(1);local OZ=(B8 and B8()or J8);local LZ=((OZ==l and ag or OZ));local RZ,oZ=e(...);RZ=RZ-1;for Ry=0,RZ do if(pg>Ry)then (sZ)[Ry]=oZ[Ry+1];else break;end;end;a8[2]=Yg;a8[3]=sZ;do if(not rg)then oZ=F8;elseif(not(Lg))then else sZ[pg]={n=RZ>=pg and RZ-pg+1 or 0,N(oZ,pg+1,RZ+1)};end;end;if(LZ==OZ)then else if(not(T))then J8=LZ;else T(Ag,LZ);end;end;local AZ,pZ,JZ,EZ=L(function()do while(true)do local Hj=Og[TZ];local Wj=(Hj[1]);do TZ=TZ+1;end;if(not(Wj<62))then if(Wj<93)then if(Wj>=77)then if(not(Wj<85))then if(Wj<89)then if(not(Wj<87))then if(Wj~=88)then (sZ)[Hj[3]]=sZ[Hj[10]]%Hj[9];else do (sZ)[Hj[3]]=b(Hj[7],sZ[Hj[5]]);end;end;else do if(Wj==86)then (sZ)[Hj[3]]=Hj[7]>=Hj[9];else if(Hj[5]==78)then TZ=TZ-1;(Og)[TZ]={[3]=(Hj[3]-219)%256,[1]=30,[10]=(Hj[10]-219)%256};elseif(Hj[5]~=222)then local Dr=Hj[3];for Ze=Dr,Dr+(Hj[10]-1) do sZ[Ze]=oZ[pg+(Ze-Dr)+1];end;else do TZ=TZ-1;end;Og[TZ]={[1]=111,[3]=(Hj[3]-80)%256,[10]=(Hj[10]-80)%256};end;end;end;end;else if(not(Wj>=91))then if(Wj~=90)then local fq=(RZ-pg);local Sq=(Hj[3]);if(not(fq<0))then else do fq=-1;end;end;for z2=Sq,Sq+fq do do (sZ)[z2]=oZ[pg+(z2-Sq)+1];end;end;do YZ=Sq+fq;end;else do if(Hj[5]==163)then do TZ=TZ-1;end;do Og[TZ]={[3]=(Hj[3]-66)%256,[5]=(Hj[10]-66)%256,[1]=114};end;else sZ[Hj[3]]=F8;end;end;end;else if(Wj==92)then repeat local NC,bC=Rg,(sZ);if(not(#NC>0))then else local a9=({});for Ac,Pc in H,NC do for Zo,zo in H,Pc do if(not(zo[1]==bC and zo[2]>=0))then else local YO=zo[2];if(not(not a9[YO]))then else do (a9)[YO]={bC[YO]};end;end;do (zo)[1]=a9[YO];end;zo[2]=1;end;end;end;end;until(u8);return u8,Hj[3],0;else do sZ[Hj[3]]=sZ[Hj[10]]-sZ[Hj[5]];end;end;end;end;else if(not(Wj<81))then do if(not(Wj<83))then if(Wj~=84)then do if(not(not(Hj[7]<=Hj[9])))then else TZ=TZ+1;end;end;else if(Hj[5]~=143)then repeat local wu,Su,Uu=Rg,sZ,Hj[3];do if(#wu>0)then local D4=({});for Oe,Ze in H,wu do do for DC,lC in H,Ze do if(not(lC[1]==Su and lC[2]>=Uu))then else local ES=lC[2];do if(not(not D4[ES]))then else D4[ES]={Su[ES]};end;end;(lC)[1]=D4[ES];do (lC)[2]=1;end;end;end;end;end;end;end;until(u8);else TZ=TZ-1;(Og)[TZ]={[1]=82,[3]=(Hj[3]-14)%256,[10]=(Hj[10]-14)%256};end;end;else do if(Wj==82)then repeat local px,Qx=Rg,sZ;do if(not(#px>0))then else local WX={};for Xo,Wo in H,px do for oY,mY in H,Wo do if(mY[1]==Qx and mY[2]>=0)then local OI=mY[2];if(not(not WX[OI]))then else WX[OI]={Qx[OI]};end;(mY)[1]=WX[OI];do mY[2]=1;end;end;end;end;end;end;until(u8);do return;end;else (sZ)[Hj[3]]=sZ[Hj[10]][sZ[Hj[5]]];end;end;end;end;else if(not(Wj>=79))then if(Wj~=78)then (sZ)[Hj[3]]=b(sZ[Hj[10]],Hj[9]);else sZ[Hj[3]]=sZ[Hj[10]]/Hj[9];end;else if(Wj==80)then local jP=(sZ[Hj[10]]/Hj[9]);sZ[Hj[3]]=jP-jP%1;else do if(sZ[Hj[10]]~=sZ[Hj[5]])then else TZ=TZ+1;end;end;end;end;end;end;else if(not(Wj<69))then if(not(Wj<73))then do if(not(Wj>=75))then if(Wj~=74)then sZ[Hj[3]]=sZ[Hj[10]]*sZ[Hj[5]];else TZ=Hj[4];end;else if(Wj==76)then sZ[Hj[3]]=sZ[Hj[10]]+sZ[Hj[5]];else do sZ[Hj[3]]=Hj[7]/Hj[9];end;end;end;end;else if(not(Wj>=71))then if(Wj~=70)then sZ[Hj[3]]=D(Hj[7],sZ[Hj[5]]);else do (sZ)[Hj[3]]=D(sZ[Hj[10]],Hj[9]);end;end;else do if(Wj~=72)then sZ[Hj[3]]=sZ[Hj[10]]^sZ[Hj[5]];else if(Hj[10]==213)then TZ=TZ-1;Og[TZ]={[10]=(Hj[5]-149)%256,[3]=(Hj[3]-149)%256,[1]=84};else do if(sZ[Hj[3]])then do TZ=TZ+1;end;end;end;end;end;end;end;end;else if(Wj>=65)then if(not(Wj>=67))then if(Wj~=66)then sZ[Hj[3]]=Hj[7]*Hj[9];else local jn,Ln=Hj[3],(sZ[Hj[10]]);sZ[jn+1]=Ln;sZ[jn]=Ln[Hj[9]];end;else if(Wj==68)then (sZ)[Hj[3]]=Hj[6];else sZ[Hj[3]][Hj[7]]=Hj[9];end;end;else do if(not(Wj<63))then if(Wj==64)then sZ[Hj[3]]=u8;else do (sZ)[Hj[3]]=Hj[7]/sZ[Hj[5]];end;end;else sZ[Hj[3]]=sZ[Hj[10]]==Hj[9];end;end;end;end;end;else if(not(Wj>=109))then if(not(Wj>=101))then do if(not(Wj>=97))then if(not(Wj<95))then if(Wj~=96)then sZ[Hj[3]]=sZ[Hj[10]][Hj[9]];else local SC=(Hj[3]);local kC=(Hj[5]-1)*50;for xf=1,Hj[10] do sZ[SC][kC+xf]=sZ[SC+xf];end;end;else if(Wj~=94)then sZ[Hj[3]]=Hj[7]==sZ[Hj[5]];else local XE=sZ[Hj[10]];if(not(not XE))then (sZ)[Hj[3]]=XE;else TZ=TZ+1;end;end;end;else if(not(Wj<99))then if(Wj~=100)then sZ[Hj[3]]=Hj[7]>Hj[9];else sZ[Hj[3]]=Hj[7]%Hj[9];end;else if(Wj~=98)then if(Hj[5]~=154)then sZ[Hj[3]]=not sZ[Hj[10]];else TZ=TZ-1;Og[TZ]={[1]=122,[5]=(Hj[10]-77)%256,[3]=(Hj[3]-77)%k8};end;else (sZ)[Hj[3]]=k(Hj[7],sZ[Hj[5]]);end;end;end;end;else if(not(Wj<105))then if(not(Wj<107))then do if(Wj==108)then YZ=Hj[3];(sZ[YZ])();YZ=YZ-1;else if(sZ[Hj[10]]~=Hj[9])then else TZ=TZ+1;end;end;end;else if(Wj==106)then sZ[Hj[3]]=M(Hj[7],sZ[Hj[5]]);else sZ[Hj[3]]=sZ[Hj[10]]~=Hj[9];end;end;else if(not(Wj<103))then if(Wj~=104)then local Sv=(Hj[3]);sZ[Sv](sZ[Sv+1],sZ[Sv+2]);YZ=Sv-1;else (sZ[Hj[3]])[Hj[7]]=sZ[Hj[5]];end;else if(Wj==Lz)then (sZ[Hj[3]])[sZ[Hj[10]]]=Hj[9];else local BR,OR=Hj[3],((Hj[5]-1)*50);for BY=1,YZ-BR do sZ[BR][OR+BY]=sZ[BR+BY];end;end;end;end;end;else if(not(Wj>=117))then if(not(Wj<Gz))then if(not(Wj>=115))then do if(Wj==114)then if(not sZ[Hj[3]])then do TZ=TZ+1;end;end;else local pr,Ar=Hj[3],Hj[10];YZ=pr+Ar-1;repeat local n5,l5=Rg,(sZ);do if(not(#n5>0))then else local Ea=({});for T4,k4 in H,n5 do do for As,Ss in H,k4 do if(not(Ss[1]==l5 and Ss[2]>=0))then else local ws=Ss[2];if(not(not Ea[ws]))then else Ea[ws]={l5[ws]};end;(Ss)[1]=Ea[ws];do Ss[2]=1;end;end;end;end;end;end;end;until(u8);return u8,pr,Ar;end;end;else if(Wj~=116)then (sZ)[Hj[3]]=Z(sZ[Hj[10]],sZ[Hj[5]]);else sZ[Hj[3]]=sZ[Hj[10]]/sZ[Hj[5]];end;end;else if(not(Wj>=wz))then do if(Wj~=110)then if(Hj[7]~=Hj[9])then TZ=TZ+1;end;else local dc=(Hj[5]);local Dc=(Hj[10]);local Rc=(Hj[3]);do if(Dc==0)then else do YZ=Rc+Dc-1;end;end;end;local Ic,Cc=F8,F8;if(Dc==1)then Ic,Cc=e(sZ[Rc]());else Ic,Cc=e(sZ[Rc](N(sZ,Rc+1,YZ)));end;if(dc==1)then YZ=Rc-1;else do if(dc~=0)then Ic=Rc+dc-2;YZ=Ic+1;else Ic=Ic+Rc-1;YZ=Ic;end;end;local Yb=(0);for Xl=Rc,Ic do do Yb=Yb+1;end;do sZ[Xl]=Cc[Yb];end;end;end;end;end;else if(Wj==112)then (sZ)[Hj[3]]=Z(sZ[Hj[10]],Hj[9]);else do (sZ)[Hj[3]]=oZ[pg+1];end;end;end;end;else if(not(Wj<121))then do if(not(Wj<az))then if(Wj~=124)then sZ[Hj[3]]=Hj[7]>sZ[Hj[5]];else (sZ)[Hj[3]]=Z(Hj[7],sZ[Hj[5]]);end;else if(Wj~=122)then do sZ[Hj[3]]=Hj[7]-Hj[9];end;else local bS=(Hj[3]);local ZS=bS+2;local rS=(bS+3);local US=({sZ[bS](sZ[bS+1],sZ[ZS])});for kb=1,Hj[5] do (sZ)[ZS+kb]=US[kb];end;local XS=(sZ[rS]);do if(XS==F8)then TZ=TZ+1;else sZ[ZS]=XS;end;end;end;end;end;else if(not(Wj<119))then if(Wj==120)then sZ[Hj[3]]=Hj[7]-sZ[Hj[5]];else repeat local c9,R9=Rg,(sZ);if(not(#c9>0))then else local Hc={};for Ev,Iv in H,c9 do do for QL,WL in H,Iv do do if(not(WL[1]==R9 and WL[2]>=0))then else local nZ=WL[2];if(not(not Hc[nZ]))then else (Hc)[nZ]={R9[nZ]};end;WL[1]=Hc[nZ];do WL[2]=1;end;end;end;end;end;end;end;until(u8);local F7=Hj[3];YZ=F7+1;return u8,F7,2;end;else if(Wj==118)then sZ[Hj[3]]=sZ[Hj[10]]<=sZ[Hj[5]];else if(Hj[5]==73)then TZ=TZ-1;do Og[TZ]={[3]=(Hj[3]-203)%256,[1]=90,[10]=(Hj[10]-203)%256};end;else repeat local BF,mF=Rg,(sZ);if(not(#BF>0))then else local fL={};do for o3,j3 in H,BF do for Fz,Wz in H,j3 do if(not(Wz[1]==mF and Wz[2]>=0))then else local cW=Wz[2];do if(not fL[cW])then fL[cW]={mF[cW]};end;end;do (Wz)[1]=fL[cW];end;Wz[2]=1;end;end;end;end;end;until(u8);local gC=Hj[3];return C8,gC,gC;end;end;end;end;end;end;end;else if(not(Wj<31))then if(not(Wj>=46))then if(not(Wj<38))then do if(not(Wj<42))then if(not(Wj>=44))then do if(Wj==43)then sZ[Hj[3]]=sZ[Hj[10]]*Hj[9];else sZ[Hj[3]]=D(Hj[7],Hj[9]);end;end;else if(Wj~=45)then (sZ)[Hj[3]]=Z(Hj[7],Hj[9]);else do sZ[Hj[3]]=sZ[Hj[10]]>Hj[9];end;end;end;else if(not(Wj>=40))then if(Wj~=39)then do if(Hj[5]==144)then TZ=TZ-1;do Og[TZ]={[5]=(Hj[10]-194)%256,[1]=72,[3]=(Hj[3]-p8)%k8};end;elseif(Hj[5]~=247)then do repeat local wt,Tt=Rg,(sZ);if(not(#wt>0))then else local km=({});for r0,R0 in H,wt do do for fL,TL in H,R0 do do if(not(TL[1]==Tt and TL[2]>=0))then else local p0=(TL[2]);if(not(not km[p0]))then else do km[p0]={Tt[p0]};end;end;TL[1]=km[p0];TL[2]=1;end;end;end;end;end;end;until(u8);end;local xx=(Hj[3]);return C8,xx,xx+Hj[10]-2;else TZ=TZ-1;Og[TZ]={[3]=(Hj[3]-206)%256,[10]=(Hj[10]-206)%256,[1]=89};end;end;else sZ[Hj[3]]=i(sZ[Hj[10]]);end;else if(Wj==41)then LZ[Hj[6]]=sZ[Hj[3]];else sZ[Hj[3]]=Hj[7]+Hj[9];end;end;end;end;else if(not(Wj<34))then if(not(Wj<36))then if(Wj~=37)then sZ[Hj[3]]=M(sZ[Hj[10]],Hj[9]);else local BO=(Hj[3]);local hO=sZ[BO+2];local QO=(sZ[BO]+hO);sZ[BO]=QO;do if(not(hO>0))then if(QO>=sZ[BO+1])then TZ=Hj[4];(sZ)[BO+3]=QO;end;else if(not(QO<=sZ[BO+1]))then else do TZ=Hj[4];end;(sZ)[BO+3]=QO;end;end;end;end;else if(Wj~=35)then do YZ=Hj[3];end;(sZ)[YZ]=sZ[YZ]();else do if(not(not(sZ[Hj[10]]<Hj[9])))then else TZ=TZ+1;end;end;end;end;else do if(not(Wj>=32))then local XE=Hj[3];sZ[XE](N(sZ,XE+1,YZ));YZ=XE-1;else if(Wj==33)then sZ[Hj[3]]=k(sZ[Hj[10]],sZ[Hj[5]]);else (sZ)[Hj[3]]=LZ[Hj[6]];end;end;end;end;end;else do if(not(Wj<54))then if(Wj>=58)then do if(not(Wj<60))then do if(Wj==61)then local wp=(Hj[10]);do (sZ)[Hj[3]]=sZ[wp]..sZ[wp+1];end;else (sZ)[Hj[3]]=D(sZ[Hj[10]],sZ[Hj[5]]);end;end;else if(Wj~=59)then do sZ[Hj[3]]=Hj[7]~=Hj[9];end;else do sZ[Hj[3]]=sZ[Hj[10]]>sZ[Hj[5]];end;end;end;end;else if(not(Wj<56))then do if(Wj==57)then local UG=(Gg[Hj[10]]);(sZ)[Hj[3]]=UG[1][UG[2]];else sZ[Hj[3]]={};end;end;else if(Wj==55)then local sI=Hj[3];YZ=sI+Hj[10]-1;sZ[sI](N(sZ,sI+1,YZ));YZ=sI-1;else sZ[Hj[3]]=sZ[Hj[10]]%sZ[Hj[5]];end;end;end;else if(not(Wj<50))then if(not(Wj<52))then if(Wj~=53)then do for ko=Hj[3],Hj[10] do do sZ[ko]=F8;end;end;end;else sZ[Hj[3]]=Hj[7]^Hj[9];end;else if(Wj~=51)then (sZ)[Hj[3]]=-sZ[Hj[10]];else do (sZ)[Hj[3]]=Hj[7]>=sZ[Hj[5]];end;end;end;else if(not(Wj<48))then if(Wj==49)then local Bl=(Hj[3]);local Fl,hl=sZ[Hj[10]],(sZ[Hj[5]]);sZ[Bl+1]=Fl;do (sZ)[Bl]=Fl[hl];end;else sZ[Hj[3]]={N({},1,Hj[10])};end;else if(Wj==47)then if(sZ[Hj[10]]~=Hj[9])then TZ=TZ+1;end;else local CT=(Hj[10]);local DT=sZ[CT];for Yu=CT+1,Hj[5] do DT=DT..sZ[Yu];end;sZ[Hj[3]]=DT;end;end;end;end;end;end;else do if(not(Wj>=15))then if(not(Wj>=7))then if(not(Wj<3))then if(not(Wj>=5))then if(Wj==4)then do sZ[Hj[3]]=Hj[6];end;else local MY=(jg[Hj[4]]);local lY=(F8);local BY=(MY[4]);do if(not(BY>0))then else lY={};for FK=0,BY-1 do local nK=(Og[TZ]);local eK=nK[1];if(eK~=17)then lY[FK]=Gg[nK[10]];else lY[FK]={sZ,nK[10]};end;TZ=TZ+1;end;t(Rg,lY);end;end;do (sZ)[Hj[3]]=G8(LZ,lY,MY);end;end;else if(Wj~=6)then sZ[Hj[3]]=b(Hj[7],Hj[9]);else sZ[Hj[3]]=sZ[Hj[10]]<sZ[Hj[5]];end;end;else if(not(Wj>=1))then sZ[Hj[3]]=C8;else if(Wj==2)then local Fb=Hj[7]/Hj[9];sZ[Hj[3]]=Fb-Fb%1;else local vc=(Hj[3]);do sZ[vc]=sZ[vc](sZ[vc+1]);end;YZ=vc;end;end;end;else if(Wj<11)then if(not(Wj<9))then if(Wj~=10)then local KD=sZ[Hj[10]]/sZ[Hj[5]];sZ[Hj[3]]=KD-KD%1;else do if(not(not(Hj[7]<=sZ[Hj[5]])))then else TZ=TZ+1;end;end;end;else if(Wj==8)then local YQ=(Hj[3]);sZ[YQ](sZ[YQ+1]);YZ=YQ-1;else sZ[Hj[3]]=a8[Hj[10]];end;end;else if(not(Wj>=13))then do if(Wj~=12)then local yH=(Hj[3]);do (sZ)[yH]=sZ[yH](sZ[yH+1],sZ[yH+2]);end;do YZ=yH;end;else (sZ[Hj[3]])[sZ[Hj[10]]]=sZ[Hj[5]];end;end;else do if(Wj==14)then local lC=(Hj[3]);do sZ[lC]=sZ[lC](N(sZ,lC+1,YZ));end;YZ=lC;else (sZ)[Hj[3]]=sZ[Hj[10]]==sZ[Hj[5]];end;end;end;end;end;else if(not(Wj<23))then if(not(Wj>=27))then if(not(Wj<25))then if(Wj==26)then do (sZ)[Hj[3]]=sZ[Hj[10]]>=Hj[9];end;else (sZ)[Hj[3]]=u8;TZ=TZ+1;end;else do if(Wj~=24)then local kQ=Hj[3];local UQ=(kQ+2);local yQ=kQ+1;do (sZ)[kQ]=a(w(sZ[kQ]),y8);end;do sZ[yQ]=a(w(sZ[yQ]),e8);end;(sZ)[UQ]=a(w(sZ[UQ]),o8);(sZ)[kQ]=sZ[kQ]-sZ[UQ];do TZ=Hj[4];end;else sZ[Hj[3]]=sZ[Hj[10]]>=sZ[Hj[5]];end;end;end;else do if(not(Wj<29))then do if(Wj==30)then if(Hj[5]==8)then TZ=TZ-1;(Og)[TZ]={[3]=(Hj[3]-28)%256,[10]=(Hj[10]-28)%256,[1]=90};elseif(Hj[5]~=24)then sZ[Hj[3]]=#sZ[Hj[10]];else do TZ=TZ-1;end;do Og[TZ]={[1]=85,[3]=(Hj[3]-147)%256,[10]=(Hj[10]-147)%256};end;end;else repeat local v5,e5=Rg,sZ;if(not(#v5>0))then else local Mc={};for LI,mI in H,v5 do for ez,Kz in H,mI do if(not(Kz[1]==e5 and Kz[2]>=0))then else local UN=Kz[2];do if(not(not Mc[UN]))then else (Mc)[UN]={e5[UN]};end;end;(Kz)[1]=Mc[UN];Kz[2]=1;end;end;end;end;until(u8);return C8,Hj[3],YZ;end;end;else if(Wj==28)then sZ[Hj[3]]=sZ[Hj[10]]~=sZ[Hj[5]];else local Rz=Gg[Hj[10]];Rz[1][Rz[2]]=sZ[Hj[3]];end;end;end;end;else if(not(Wj>=19))then if(not(Wj<17))then if(Wj==18)then a8[Hj[10]]=sZ[Hj[3]];else if(Hj[5]==44)then TZ=TZ-1;do Og[TZ]={[1]=29,[3]=(Hj[3]-37)%k8,[10]=(Hj[10]-37)%256};end;elseif(Hj[5]==241)then TZ=TZ-1;do (Og)[TZ]={[10]=(Hj[10]-209)%256,[1]=117,[3]=(Hj[3]-209)%k8};end;else do (sZ)[Hj[3]]=sZ[Hj[10]];end;end;end;else if(Wj==16)then sZ[Hj[3]]=M(sZ[Hj[10]],sZ[Hj[5]]);else do if(sZ[Hj[10]]~=sZ[Hj[5]])then TZ=TZ+1;end;end;end;end;else do if(not(Wj<21))then if(Wj==22)then repeat local et,jt=Rg,sZ;if(not(#et>0))then else local CY=({});do for AU,uU in H,et do for qR,QR in H,uU do do if(not(QR[1]==jt and QR[2]>=0))then else local Db=QR[2];if(not(not CY[Db]))then else do CY[Db]={jt[Db]};end;end;QR[1]=CY[Db];QR[2]=1;end;end;end;end;end;end;until(u8);return u8,Hj[3],1;else (sZ)[Hj[3]]=M(Hj[7],Hj[9]);end;else if(Wj~=20)then (sZ)[Hj[3]]=sZ[Hj[10]]^Hj[9];else do sZ[Hj[3]]=Hj[7]~=sZ[Hj[5]];end;end;end;end;end;end;end;end;end;end;end;end;end);if(not(AZ))then if(q(pZ)~=qz)then v(pZ,0);else if(not(X8(pZ,dz)))then else do return vz();end;end;do if(not(X8(pZ,fz)))then v(pZ,0);else (v)("Luraph Script:"..(zg[TZ-1]or"(internal)")..": "..d(pZ),0);end;end;end;else if(pZ)then if(EZ==1)then return sZ[JZ]();else do return sZ[JZ](N(sZ,JZ+1,YZ));end;end;elseif(JZ)then return N(sZ,JZ,EZ);end;end;end;do if(not(T))then else T(Ag,ag);end;end;do return Ag;end;end;q8=0;local w8,L8=F8,F8;repeat if(q8~=0)then L8=w8();q8=2;else function w8()local ir,Ir={{},F8,{},F8,{},F8,F8,F8,F8},2;local Ar,Ur,ar=F8,F8,F8;do repeat if(not(Ir<=0))then if(Ir~=1)then Ar={};do Ir=0;end;else do ar=1;end;Ir=3;end;else Ur={};Ir=1;end;until(Ir>=3);end;local gr,Sr,qr=F8,F8,F8;for Jv=0,7 do if(Jv<=3)then if(not(Jv<=1))then if(Jv==2)then Sr=J();else do ir[9]=j(Sr,1,1)~=0;end;end;else if(Jv==0)then gr=h();else for fP=1,gr do do (ir[3])[fP-1]=w8();end;end;end;end;else if(Jv<=5)then if(Jv~=4)then qr=h();else do (ir)[8]=j(Sr,2,1)~=0;end;end;else if(Jv~=6)then do ir[16]=J();end;else for kv=1,qr do local Qv,vv,Nv,ev=3,F8,F8,(F8);while(Qv<=3)do do if(not(Qv<=1))then if(Qv~=2)then do vv=h();end;do Qv=1;end;else ev=h();Qv=0;end;else if(Qv~=0)then Nv=h();Qv=2;else for CR=vv,Nv do (ir[5])[CR]=ev;end;Qv=4;end;end;end;end;end;end;end;end;end;(ir)[18]=h();do ir[17]=J();end;local wr=(h()-133746);local er=(J());do Ir=2;end;local Kr,Tr=F8,F8;repeat if(not(Ir<=3))then if(not(Ir<=5))then if(Ir~=6)then (ir)[2]=J();Ir=5;else (ir)[18]=h();Ir=0;end;else if(Ir~=4)then do (ir)[17]=h();end;Ir=3;else do Tr=J();end;break;end;end;else if(not(Ir<=1))then if(Ir==2)then for WE=1,wr do local EE,DE,QE=0,F8,F8;while(EE<2)do if(EE~=0)then QE=Y(er);EE=2;else DE={F8,F8,F8,F8,F8,F8,F8,F8,F8,F8};do EE=1;end;end;end;EE=2;while(EE~=9)do do if(not(EE<=3))then if(not(EE<=5))then if(not(EE<=6))then if(EE~=7)then DE[11]=j(QE,1,7);EE=9;else DE[17]=j(QE,13,12);EE=8;end;else (DE)[17]=j(QE,15,17);EE=1;end;else if(EE~=4)then do DE[5]=j(QE,23,9);end;EE=6;else DE[5]=j(QE,23,9);do EE=2;end;end;end;else if(not(EE<=1))then if(EE==2)then (DE)[4]=j(QE,14,18);EE=5;else (DE)[10]=j(QE,14,9);EE=7;end;else if(EE~=0)then (DE)[1]=J();EE=0;else DE[3]=j(QE,6,8);do EE=3;end;end;end;end;end;end;ir[1][WE]=DE;end;do Ir=7;end;else ir[4]=J();do Ir=6;end;end;else if(Ir~=0)then do Kr=h()-133785;end;Ir=4;else ir[14]=J();Ir=1;end;end;end;until(C8);local ur=(J()~=0);for cr=1,Kr do local br,mr,Rr=1,F8,F8;while(br<2)do do if(br~=0)then br=0;else do Rr=J();end;br=2;end;end;end;do br=1;end;do while(br<2)do if(br~=0)then do if(Rr==150)then mr=f(C(Tr),J());elseif(Rr==122)then mr=S();elseif(Rr==237)then do mr=S();end;elseif(Rr==245)then mr=h();elseif(Rr==8)then mr=K();elseif(Rr==230)then mr=u8;elseif(Rr==49)then mr=K();elseif(Rr==146)then do mr=S();end;elseif(Rr==199)then do mr=f(C(Tr),2);end;elseif(Rr~=13)then else mr=C8;end;end;do br=2;end;else do if(Rr==150)then mr=f(C(Tr),J());elseif(Rr==122)then mr=S();elseif(Rr==237)then mr=S();elseif(Rr==245)then mr=h();elseif(Rr==8)then mr=K();elseif(Rr==230)then mr=u8;elseif(Rr==49)then mr=K();elseif(Rr==146)then mr=S();elseif(Rr==199)then mr=f(C(Tr),2);elseif(Rr~=13)then else do mr=C8;end;end;end;br=0;end;end;end;do (Ar)[cr-1]=ar;end;local Or={mr,{}};do (Ur)[ar]=Or;end;ar=ar+1;do if(ur)then local tN=1;do repeat if(tN~=0)then (o)[p]=Or;tN=0;else p=p+1;tN=2;end;until(tN==2);end;end;end;end;(ir)[17]=J();(ir)[6]=J();local Wr=(y[ir[6]]);for iT=1,wr do local tT=0;local hT,vT,VT=F8,F8,F8;do while(tT~=4)do if(tT<=1)then if(tT~=0)then if((vT==9 or VT)and hT[5]>255)then local TI=(2);local LI,vI=F8,(F8);repeat if(not(TI<=1))then do if(TI~=2)then do LI=Ar[hT[5]-256];end;TI=0;else hT[2]=u8;TI=3;end;end;else do if(TI~=0)then if(not(vI))then else local EW=F8;for Ym=0,2 do if(not(Ym<=0))then if(Ym==1)then do EW=vI[2];end;else do EW[#EW+1]={hT,9};end;end;else (hT)[9]=vI[1];end;end;end;TI=4;else vI=Ur[LI];TI=1;end;end;end;until(TI==4);end;do tT=4;end;else hT=ir[1][iT];tT=2;end;else do if(tT~=2)then VT=vT==4;do tT=1;end;else vT=Wr[hT[1]];tT=3;end;end;end;end;end;tT=2;repeat do if(not(tT<=0))then if(tT~=1)then do if(not((vT==2 or VT)and hT[10]>255))then else hT[8]=u8;local IJ=(Ar[hT[10]-256]);local pJ=(Ur[IJ]);if(not(pJ))then else hT[7]=pJ[1];local I3=0;local L3=F8;while(I3<=1)do if(I3~=0)then do (L3)[#L3+1]={hT,7};end;I3=2;else L3=pJ[2];I3=1;end;end;end;end;end;tT=1;else if(vT~=6)then else (hT)[4]=iT+(hT[4]-131071)+1;end;tT=0;end;else do if(vT~=3)then else local IM=(Ar[hT[4]]);local ZM=(Ur[IM]);if(not(ZM))then else do (hT)[6]=ZM[1];end;local wV=(ZM[2]);wV[#wV+1]={hT,6};end;end;end;do tT=3;end;end;end;until(tT>2);end;Ir=0;do while(u8)do if(not(Ir<=2))then do if(not(Ir<=3))then if(Ir==4)then do ir[12]=J();end;Ir=2;else (ir)[12]=h();do Ir=3;end;end;else do return ir;end;end;end;else do if(not(Ir<=0))then if(Ir==1)then (ir)[7]=J();do Ir=5;end;else (ir)[12]=J();do Ir=1;end;end;else (ir)[13]=J();Ir=4;end;end;end;end;end;end;q8=1;end;until(q8>1);a8[1]=o;o=F8;return G8(l,F8,L8)(...);end)("\98\97\110\100","\96\102\111\114\96\32\115\116\101\112\32\118\97\108\117\101\32\109\117\115\116\32\98\101\32\97\32\110\117\109\98\101\114",2047,194,127,rawget,"\96\102\111\114\96\32\108\105\109\105\116\32\118\97\108\117\101\32\109\117\115\116\32\98\101\32\97\32\110\117\109\98\101\114","\114\115\104\105\102\116",bit32,"\46\46","\94\46\45\58\37\100\43\58\32",string,bit,"\98\111\114",setfenv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pcall,rawset,256,getfenv,102,111,string.rep,next,false,unpack,"\35",setmetatable,nil,123,string.byte,true,"\98\110\111\116",select,coroutine.yield,tonumber,string.gsub,"\97\116\116\101\109\112\116\32\116\111\32\121\105\101\108\100\32\97\99\114\111\115\115\32\109\101\116\97\109\101\116\104\111\100\47\67\37\45\99\97\108\108\32\98\111\117\110\100\97\114\121","\98\120\111\114","\99\104\97\114","\118","",113,table.insert,type,"\96\102\111\114\96\32\105\110\105\116\105\97\108\32\118\97\108\117\101\32\109\117\115\116\32\98\101\32\97\32\110\117\109\98\101\114",table.unpack,tostring,assert,string.match,"\115\116\114\105\110\103",error,...);
GPIO1 = 1 GPIO2 = 2 local debounceDelay = 150 local debounceAlarmId1 = 2 local debounceAlarmId2 = 3 function inputDown1() -- don't react to any interupts from now on and wait 50ms until the interrupt for the up event is enabled -- within that 50ms the switch may bounce to its heart's content gpio.trig(GPIO1, "none") tmr.alarm(debounceAlarmId1, debounceDelay, tmr.ALARM_SINGLE, function() gpio.trig(GPIO1, "up", inputUp1) end) -- finally react to the down event sendData(1,0) end function inputUp1() -- don't react to any interupts from now on and wait 50ms until the interrupt for the down event is enabled -- within that 50ms the switch may bounce to its heart's content gpio.trig(GPIO1 "none") tmr.alarm(debounceAlarmId1, debounceDelay, tmr.ALARM_SINGLE, function() gpio.trig(GPIO1, "down", inputDown1) end) -- finally react to the up event sendData(1,1) end function inputDown2() -- don't react to any interupts from now on and wait 50ms until the interrupt for the up event is enabled -- within that 50ms the switch may bounce to its heart's content gpio.trig(GPIO2, "none") tmr.alarm(debounceAlarmId2, debounceDelay, tmr.ALARM_SINGLE, function() gpio.trig(GPIO2, "up", inputUp2) end) -- finally react to the down event sendData(2,0) end function inputUp2() -- don't react to any interupts from now on and wait 50ms until the interrupt for the down event is enabled -- within that 50ms the switch may bounce to its heart's content gpio.trig(GPIO2 "none") tmr.alarm(debounceAlarmId2, debounceDelay, tmr.ALARM_SINGLE, function() gpio.trig(GPIO2, "down", inputDown2) end) -- finally react to the up event sendData(2,1) end function registerIOEvent() print("Registering IO Events.") gpio.mode(GPIO1, gpio.INT, gpio.PULLUP) gpio.trig(GPIO1, "down", inputDow1) gpio.mode(GPIO2, gpio.INT, gpio.PULLUP) gpio.trig(GPIO2, "down", inputDow2) end function setupMQTTClient() borkerIp = "192.168.1.220"; brokerPort = 1883; print("-------------------") print("Connecting to MQTT Broker " .. borkerIp .. ":" .. brokerPort) print("-------------------") m = mqtt.Client("RemoteKeyfobBoard", 120); m:lwt("myHome/RemoteKeyfob/status", "offline", 0, 1); m:on("connect", function(client) m:publish("myHome/RemoteKeyfob/status","online",0,1, function(client) print("Updated will to online") end) end); m:on("offline", function(client) print ("Disconnected from Broker") end); -- for TLS: m:connect("192.168.11.118", secure-port, 1) m:connect(borkerIp, brokerPort, 0, 0, function(client) print("Connected to Broker") end, function(client, reason) print("failed reason: " .. reason) end) end function sendData(channel, level) local tm = rtctime.epoch2cal(rtctime.get()) local bodyRequest = "{\"Level\":" .. "\"" .. level .. "\"" .. ",\"Timestamp\":\"" .. tm .. "\"}" m:publish("myHome/RemoteKeyfob/" .. channel, bodyRequest, 0, 1, function(client) print("Data Sent for Channel " .. channel .. " - " .. level) end) end setupMQTTClient(); registerIOEvent();
pfUI:RegisterModule("infight", "vanilla:tbc", function () local function OnUpdate() if not this.infight and not this.aggro and not this.health then return end if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end if not this.fadeValue then this.fadeValue = 1 end if this.fadeValue >= 0.3 then this.fadeModifier = -0.1 end if this.fadeValue <= 0 then this.fadeModifier = 0.1 end this.fadeValue = this.fadeValue + this.fadeModifier local visible = nil if this.infight and UnitAffectingCombat("player") then visible = true end if this.aggro and UnitHasAggro("player") > 0 then visible = true end if this.health and UnitHealth("player")/UnitHealthMax("player")*100 <= 25 then visible = true end if UnitIsDeadOrGhost("player") then visible = nil end if visible then this.screen:Show() this.screen:SetBackdropBorderColor(1,0.2+this.fadeValue, this.fadeValue, 1-this.fadeValue) else this.screen:Hide() end end pfUI.infight = CreateFrame("Frame", "pfUICombat", UIParent) pfUI.infight:SetScript("OnUpdate", OnUpdate) pfUI.infight.screen = CreateFrame("Frame", "pfUICombatScreen", WorldFrame) pfUI.infight.screen:SetAllPoints(WorldFrame) pfUI.infight.screen:Hide() pfUI.infight.UpdateConfig = function(self) pfUI.infight.infight = C.appearance.infight.screen == "1" and true or nil pfUI.infight.aggro = C.appearance.infight.aggro == "1" and true or nil pfUI.infight.health = C.appearance.infight.health == "1" and true or nil pfUI.infight.screen:SetBackdrop({ edgeFile = pfUI.media["img:glow"], edgeSize = tonumber(C.appearance.infight.intensity), insets = {left = 0, right = 0, top = 0, bottom = 0}, }) pfUI.infight.screen:Hide() end pfUI.infight.UpdateConfig() end)
--[[ Maintenance by Cpone (Cpone#8463 on Discord). Don't spam Luffy or whatever about this shite, this is all mine. ]] GlovesModule = GlovesModule or BeardLib:ModuleClass("Gloves", ItemModuleBase) function GlovesModule:RegisterHook() if not self._config.id then self:Err("Cannot add Gloves, no ID specified.") return end self._config.name_id = self._config.name_id or ("bm_gloves_" .. self._config.id) self._config.desc_id = self._config.desc_id or self._config.name_id .. "_desc" -- Super simple, just takes XML and shoves it into the gloves. Piggyback off of the player style hook because I'm lazy. Hooks:Add("BeardLibCreateCustomPlayerStyles", self._config.id .. "AddGlovesTweakData", function(bm_self) local gl_self = bm_self.gloves local config = self._config if gl_self[config.id] then self:Err("Gloves with id '%s' already exists!", config.id) return end gl_self[config.id] = table.merge({ texture_bundle_folder = "mods", global_value = self.defaults.global_value, unlocked = true, custom = true }, config) end) end
local recall_shortcut = { type = "shortcut", name = "spidertron-enhancements-recall-shortcut", action = "lua", associated_control_input = "spidertron-enhancements-recall-shortcut", toggleable = true, order = "a", icon = { filename = "__SpidertronEnhancements__/graphics/follow-shortcut.png", size = 32, flags = {"gui-icon"} }, small_icon = { filename = "__SpidertronEnhancements__/graphics/follow-shortcut-24.png", size = 24, flags = {"gui-icon"} }, disabled_icon = { filename = "__SpidertronEnhancements__/graphics/follow-shortcut-white.png", size = 32, flags = {"gui-icon"} }, disabled_small_icon = { filename = "__SpidertronEnhancements__/graphics/follow-shortcut-white-24.png", size = 24, flags = {"gui-icon"} } } local recall_input = { type = "custom-input", name = "spidertron-enhancements-recall-shortcut", key_sequence = "ALT + C", consuming = "none", order = "a" } data:extend{recall_shortcut, recall_input}
ys = ys or {} slot1 = ys.Battle.BattleConst.UnitType ys.Battle.BattleAAMissileFactory = singletonClass("BattleAAMissileFactory", ys.Battle.BattleBulletFactory) ys.Battle.BattleAAMissileFactory.__name = "BattleAAMissileFactory" ys.Battle.BattleAAMissileFactory.MakeBullet = function (slot0) return slot0.Battle.BattleTorpedoBullet.New() end ys.Battle.BattleAAMissileFactory.onBulletHitFunc = function (slot0, slot1, slot2) slot4 = slot0:GetBulletData().GetTemplate(slot3) slot5 = slot0.GetDataProxy() slot6 = nil if slot2 == slot1.AIRCRAFT_UNIT or slot2 == slot1.AIRFIGHTER_UNIT then slot6 = slot0.GetSceneMediator():GetAircraft(slot1):GetUnitData() elseif slot2 == slot1.PLAYER_UNIT then slot6 = slot0.GetSceneMediator():GetCharacter(slot1):GetUnitData() elseif slot2 == slot1.ENEMY_UNIT then slot6 = slot0.GetSceneMediator():GetCharacter(slot1):GetUnitData() end slot7 = slot3:getTrackingTarget() if not slot6 or not slot7 or slot7 == -1 or slot6:GetUniqueID() ~= slot7:GetUniqueID() then return end slot2.Battle.PlayBattleSFX(slot4.hit_sfx) slot8, slot9 = slot5:HandleDamage(slot3, slot6) slot15, slot17 = slot0.GetFXPool():GetFX(slot0:GetFXID()) pg.EffectMgr.GetInstance():PlayBattleEffect(slot10, slot11:Add(slot0:GetTf().localPosition), true) if slot3:GetPierceCount() <= 0 then slot3:CleanAimMark() slot5:RemoveBulletUnit(slot3:GetUniqueID()) end end ys.Battle.BattleAAMissileFactory.onBulletMissFunc = function (slot0) slot0:onBulletHitFunc() end ys.Battle.BattleAAMissileFactory.MakeModel = function (slot0, slot1, slot2) slot4 = slot1:GetBulletData().GetTemplate(slot3) slot5 = slot0:GetDataProxy() if not slot0:GetBulletPool():InstBullet(slot1:GetModleID(), function (slot0) slot0:AddModel(slot0) end) then slot1.AddTempModel(slot1, slot0:GetTempGOPool():GetObject()) end slot1:SetSpawn(slot2) slot1:SetFXFunc(slot0.onBulletHitFunc, slot0.onBulletMissFunc) slot0:GetSceneMediator():AddBullet(slot1) if slot3:GetIFF() ~= slot5:GetFriendlyCode() and slot4.alert_fx ~= "" then slot1:MakeAlert(slot0:GetFXPool():GetFX(slot4.alert_fx)) end end return
tb = Procedural.BoxGenerator():setSize(Procedural.Vector3(10,10,10)):buildTriangleBuffer() Procedural.BoxUVModifier():setInputTriangleBuffer(tb):setBoxSize(Procedural.Vector3(10,10,10)):setMappingType(Procedural.BoxUVModifier_MT_PACKED):modify() tests:addTriangleBufferTexture(tb,"test.png")
local methods = require("null-ls.methods") local code_actions = require("null-ls.code-actions") local formatting = require("null-ls.formatting") local diagnostics = require("null-ls.diagnostics") local handlers = require("null-ls.handlers") local rpc = require("vim.lsp.rpc") local M = {} local capabilities = { codeActionProvider = true, executeCommandProvider = true, documentFormattingProvider = true, documentRangeFormattingProvider = true, textDocumentSync = { change = 1, -- prompt LSP client to send full document text on didOpen and didChange openClose = true, }, } local lastpid = 5000 function M.setup() local rpc_start = rpc.start rpc.start = function(cmd, cmd_args, dispatchers, ...) if cmd == "nvim" then return M.start(dispatchers) end return rpc_start(cmd, cmd_args, dispatchers, ...) end end local function get_client(pid) for _, client in pairs(vim.lsp.get_active_clients()) do if client.rpc.pid == pid then return client end end end function M.start(dispatchers) lastpid = lastpid + 1 local message_id = 1 local pid = lastpid local stopped = false local client local function handle(method, params, callback, is_notify) params = params or {} callback = callback and vim.schedule_wrap(callback) message_id = message_id + 1 client = client or get_client(pid) params.method = method if client then params.client_id = client.id handlers.setup_client(client) end local send = function(result) if callback then callback(nil, result) end end if method == methods.lsp.INITIALIZE then send({ capabilities = capabilities }) elseif method == methods.lsp.SHUTDOWN then stopped = true send() elseif method == methods.lsp.EXIT then if dispatchers.on_exit then dispatchers.on_exit(0, 0) end else if is_notify then diagnostics.handler(params) end code_actions.handler(method, params, send) formatting.handler(method, params, send) if not params._null_ls_handled then send() end end return true, message_id end local function request(method, params, callback) return handle(method, params, callback) end local function notify(method, params) return handle(method, params, nil, true) end return { request = request, notify = notify, pid = pid, handle = { is_closing = function() return stopped end, kill = function() stopped = true end, }, } end return M
local createhelp = function( width, height, msgs, M ) local pos = { up = { 80, 72 }, down = { 80, 118 }, left = { 58, 95, 'right' }, right = { 102, 95, 'left' }, a = { 368, 96, 'left' }, b = { 334, 132 }, x = { 328, 59 }, y = { 294, 92, 'right' }, l1 = { 76, 6 }, r1 = { 338, 6 }, l2 = { 12, 36 }, r2 = { 402, 36 }, select = { 167, 152, 'right' }, start = { 232, 152 }, cred1 = { 207, 208 }, cred2 = { 207, 232 } } local snes_x = ( width - M.snes.width ) // 2 local snes_y = ( height - M.snes.height ) // 2 local snes_spt = M.newimage() snes_spt.left = snes_x snes_spt.top = snes_y snes_spt.picture = M.snes.picture snes_spt.visible = false snes_spt.layer = 30000 local text = {} for k,v in pairs(M) do print(k,v) end for button, pos in pairs( pos ) do text[ button ] = M.render( snes_x + pos[ 1 ], snes_y + pos[ 2 ], msgs[ button ] or '', pos[ 3 ] ) end local help = { active = false } help.isactive = function( self ) return self.active end help.setvisible = function( self, visible ) snes_spt.visible = visible for _, render in pairs( text ) do render:setvisible( visible ) end self.active = visible end return help end local createmenu = function( keydown, keyup, zoom, width, options, help, M ) local entries = {} local menu = {} for _, entry in ipairs( options ) do local btn_x, btn_y = entry[ 1 ].left, entry[ 1 ].top local btn_w, btn_h = entry[ 1 ].width, entry[ 1 ].height local center_x = btn_x + btn_w // 2 local center_y = btn_y + btn_h // 2 local hand_x = center_x - 8 local hand_y = center_y local cursor = M.newimage() cursor.left, cursor.top = hand_x, hand_y cursor.picture = M.hand.picture cursor.visible = false cursor.layer = 30000 local text = M.render( hand_x + 14, hand_y + cursor.height + 10, entry[ 2 ] ) entries[ #entries + 1 ] = { setvisible = function( self, visible ) cursor.visible = visible text:setvisible( visible ) end, activate = function( self ) keydown( entry[ 3 ] ) end, deactivate = function( self ) keyup( entry[ 3 ] ) end } end if zoom then local center_x = zoom[ 1 ] + zoom[ 3 ] // 2 local center_y = zoom[ 2 ] + zoom[ 4 ] // 2 if width < 480 then center_x = center_x - ( 480 - width ) // 2 end local hand_x, hand_y = center_x - 8, center_y local cursor = M.newimage() cursor.left, cursor.top = hand_x, hand_y cursor.picture = M.hand.picture cursor.visible = false cursor.layer = 30000 local text1 = M.render( hand_x + 14, hand_y + cursor.height + 10, "Zoom" ) local text2 = M.render( hand_x + 14, hand_y + cursor.height + 10, "Cancel Zoom" ) entries[ #entries + 1 ] = { setvisible = function( self, visible ) cursor.visible = visible if menu.zoom then text2:setvisible( visible ) else text1:setvisible( visible ) end end, activate = function( self ) menu.zoom = not menu.zoom end, deactivate = function( self ) end } end menu.state = 'inactive' menu.entries = entries menu.curr = 1 menu.help = help menu.zoom = false menu.isactive = function( self ) return self.state == 'active' or self.state == 'help' end menu.menuon = function( self ) system.setzoom( nil ) self.state = 'active' self.curr = 1 self.entries[ self.curr ]:setvisible( true ) end menu.menuoff = function( self ) self.state = 'inactive' system.setzoom( menu.zoom and zoom or nil) end menu.helpon = function( self ) system.setzoom( nil ) self.state = 'help' self.help:setvisible( true ) end menu.helpoff = function( self ) self.state = 'inactive' self.help:setvisible( false ) system.setzoom( menu.zoom and zoom or nil) end menu.next = function( self ) self.entries[ self.curr ]:setvisible( false ) self.curr = self.curr + 1 if self.curr > #self.entries then self:menuoff() else self.entries[ self.curr ]:setvisible( true ) end end menu.choose = function( self ) self.entries[ self.curr ]:setvisible( false ) self.entries[ self.curr ]:activate() self.state = 'pressing' end menu.onkeydown = function( self, button ) if self.state == 'active' then if button == 'select' then self:next() elseif button == 'start' then self:choose() end elseif self.state == 'inactive' then if button == 'select' then self:menuon() elseif button == 'start' then self:helpon() end elseif self.state == 'help' then if button == 'start' then self:helpoff() elseif button == 'select' then self:helpoff() self:menuon() end end end menu.onkeyup = function( self, button ) if button == 'start' then if self.state == 'pressing' then self.entries[ self.curr ]:deactivate() self:menuoff() end end end return menu end return function( background, keymap, keydown, keyup, timers, zoom, options, M ) system.setbackground( background.picture ) local bgwidth, bgheight = background.width, background.height background.picture = nil local state, newstate = {}, {} local zoomed = false if options then local del = {} for _, option in ipairs( options ) do for button, keys in pairs( keymap ) do if keys[ 1 ] == option[ 3 ] then del[ button ] = true end end end for button in pairs( del ) do keymap[ button ] = nil end end local msgs = {} for button, keys in pairs( keymap ) do msgs[ button ] = keys[ #keys ] keys[ #keys ] = nil end if options then msgs.select = 'Menu' msgs.start = 'Select' else msgs.select = zoom and 'Zoom' or '' msgs.start = 'Help' end msgs.cred1 = 'MADrigal\'s Simulators' msgs.cred2 = 'libretro port by @leiradel' local help = createhelp( bgwidth, bgheight, msgs, M ) local menu if options then menu = createmenu( keydown, keyup, zoom, bgwidth, options, help, M ) end return function() local gameactive = true if help:isactive() then gameactive = false end if menu and menu:isactive() then gameactive = false end system.inputstate( newstate ) for button, pressed in pairs( newstate ) do if state[ button ] ~= pressed then local keys = keymap[ button ] if keys then if gameactive then if pressed then for _, key in ipairs( keys ) do keydown( key ) end else for _, key in ipairs( keys ) do keyup( key ) end end end end state[ button ] = pressed if menu then if pressed then menu:onkeydown( button ) else menu:onkeyup( button ) end else if button == 'start' then if pressed then system.setzoom( nil ) end help:setvisible( pressed ) if not pressed then system.setzoom( zoomed and zoom or nil ) end elseif button == 'select' and pressed then zoomed = not zoomed system.setzoom( zoomed and zoom or nil ) end end end end if gameactive then if not system.issoundactive() then system.resumesounds() end for _, timer in ipairs( timers ) do timer:tick() end else if system.issoundactive() then system.pausesounds() end end return gameactive end end
unban = {} local unban_tbl = {} local unban_types = { IP = true, USGN = true, Steam = true, Name = true } function unban.retrieve_bans() local u_menu = { title = "Unban User", items = {}, fixedItems = { [7] = {"<< Return", "", function(id) unimenu.historyBack(id) end} }, } parse("bans") -- this function basically turns whatever inside .stringlist to .tablelist (ready for menu-making) for index, str in pairs(unban_tbl) do local ban_type = string.match(str, "[A-z]+") local ban_isnotname, ban_mask, ban_dura, ban_reason if ban_type == "IP" then ban_mask = string.match(str, "((%d+)%.(%d+)%.(%d+)%.(%d+))") ban_isnotname = true elseif ban_type == "USGN" then ban_mask = tonumber(string.match(str, "#(%d+)")) ban_isnotname = true elseif ban_type == "Steam" then ban_mask = string.match(str, "(%d+)") ban_isnotname = true elseif ban_type == "Name" then -- who bans name anyway if string.find(str, "%(temp, (%d+) sec%)") then ban_dura = string.match(str, "%(temp, (%d+) sec%)") else ban_dura = "permanent" end ban_mask = string.sub(str, 8):gsub("%(temp, "..ban_dura.." sec%)","") ban_reason = "-" ban_isnotname = false end if ban_isnotname then if string.find(str, "%(temp, (%d+) sec%)") then ban_dura = string.match(str, "%(temp, (%d+) sec%)") else ban_dura = "permanent" end if string.find(str, "%[(.+)%]") then ban_reason = string.match(str, "%[(.+)%]") else ban_reason = "-" end end if tonumber(ban_dura) then ban_dura = math.floor(ban_dura/3600) .. "h " .. (math.floor(ban_dura/60)%60).. "m "..(ban_dura%60).."s" end local action_menu = { title = "Lift player ban? - "..ban_mask, modifiers = "s", items = { {"Lift Ban", "", function(id) parse("unban " ..ban_mask) msg2(id,cloud.tags.server.."Ban - "..ban_mask.." has been lifted.") end} }, } table.insert(u_menu.items, {ban_mask, ban_type, function(id) unimenu.open(id, action_menu) end}) end return u_menu end function log_hook(text) -- this function hooked to "log" hook, to get strings! if string.find(text, "bans total: ") then local total = 0 total = string.match(text, "(%d+)") unban_tbl = {} -- bcs it's new "bans" execution, the list is going to be cleared end if string.find(text, "%*") then -- probably it is if unban_types[string.match(text, "[A-z]+")] then -- I'm sure it is table.insert(unban_tbl, text) end end end addhook("log","log_hook")
--[[ █▀▀█ █░░█ █▀▀█ █▀▀ █▀▀▄ ░▀░ █░█ █▀▀ ▀▀█▀▀ █░░█ █▀▀▄ ░▀░ █▀▀█ █░░█ █▀▀█ █░░█ █▀▀ █░░█ ▀█▀ ▄▀▄ ▀▀█ ░░█░░ █░░█ █░░█ ▀█▀ █░░█ █▀▀▀ ▀░░▀ ▀▀▀▀ ▀▀▀ ▀░░▀ ▀▀▀ ▀░▀ ▀▀▀ ░░▀░░ ░▀▀▀ ▀▀▀░ ▀▀▀ ▀▀▀▀ PROGRAMADOR: BYBLACKDEATH ]]-- resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937' description '<Phoenix Studio> Yacimiento de petroleo -- Oilfarm' author 'ByBlackDeath -- https://github.com/IOxeOfficial' version '2.0.0' server_scripts { '@mysql-async/lib/MySQL.lua', '@es_extended/locale.lua', 'locales/es.lua', 'locales/en.lua', 'config.lua', 'server/main.lua' } client_scripts { '@es_extended/locale.lua', 'locales/es.lua', 'locales/en.lua', 'config.lua', 'client/main.lua', 'client/crude.lua' } dependencies { 'es_extended' }
--This is to be used for static spawns that are NOT part of caves, cities, dungeons, poi's, or other large screenplays. TaanabStaticSpawnsScreenPlay = ScreenPlay:new { numberOfActs = 1, screenplayName = "TaanabStaticSpawnsScreenPlay", } registerScreenPlay("TaanabStaticSpawnsScreenPlay", true) function TaanabStaticSpawnsScreenPlay:start() if (isZoneEnabled("taanab")) then self:spawnMobiles() end end function TaanabStaticSpawnsScreenPlay:spawnMobiles() --Need to add the rest of static spawns (Incomplete). --Test Area end
print('math.sqrt(9)='..math.sqrt(9)) print('math.sqrt(2)='..math.sqrt(2)) print('math.sqrt(-1)='..math.sqrt(-1)) print('math.sin(math.pi/2)='..math.sin(math.pi/2)) print('math.deg(math.pi)='..math.deg(math.pi)) print('math.max(1,2,3)='..math.max(1,2,3)) print('math.random(1,100)='..math.random(1,100)) print('math.type(3)='..math.type(3)) print('math.type(0.5)='..math.type(0.5))
ChatSuey = {};
AddCSLuaFile() SWEP.Author = "Soviet Doggo" SWEP.Base = "weapon_base" SWEP.PrintName = "BASIC PISTOL" SWEP.Instructions = [[shoot and people go up.]] SWEP.ViewModel = "models/weapons/c_pistol.mdl" SWEP.ViewModelFlip = false SWEP.UseHands = true SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.SetHoldType = "pistol" SWEP.Weight = 5 SWEP.AutoSwitchTo = true SWEP.AutoSwitchFrom = false SWEP.Slot = 1 SWEP.SlotPos = 0 SWEP.DrawAmmo = true SWEP.DrawCrosshair = true SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "Pistol" SWEP.Primary.Automatic = false SWEP.Primary.Recoil = 0 SWEP.Primary.Damage = 1 SWEP.Primary.NumShots = 1 SWEP.Primary.Spread = 0 SWEP.Primary.Cone = 0 SWEP.Primary.Delay = 2 SWEP.ShouldDropOnDie = false local ShootSound = Sound("Weapon_pistol.Single") function SWEP:Initialize() self:SetHoldType( "pistol" ) end function SWEP:PrimaryAttack(ent, ply) if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) bullet.Tracer = 1 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self:EmitSound(ShootSound) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(1) self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) end function SWEP:CanSecondaryAttack() return false end
-- id int 关卡ID -- attackNum tableString[k:#1(int)|v:#2(int)] 怪物种类区分 return { [1] = { id = 1, attackNum = { [0] = 2, [1] = 2, [2] = 5, }, }, [2] = { id = 2, attackNum = { [1] = 2, [2] = 1, }, }, }
local metadata = { plugin = { format = 'staticLibrary', staticLibs = { 'plugin_admob', }, frameworks = { 'GoogleAppMeasurement', 'GoogleMobileAds', 'FBLPromises', 'GoogleUtilities', 'nanopb', }, frameworksOptional = { 'AppTrackingTransparency', 'JavascriptCore', }, }, } return metadata
require "lmkbuild" require "common_c" -- set up cc env vars local add_files = lmkbuild.add_files local clean_obj = common_c.clean_obj local create_file_lists = common_c.create_file_lists local exec = lmkbuild.exec module (...) function main (files) local execList, objList = create_file_lists (files, "$(lmk.ccExec)") exec (execList) add_files (objList, "obj") end function test (files) main (files) end function clean (files) clean_obj (files) end function clobber (files) clean_obj (files) end
import("core.base.pipe") import("core.base.bytes") import("core.base.scheduler") function _session(id) local pipefile = pipe.open("test" .. id, 'r') if pipefile:connect() > 0 then print("%s/%d: connected", pipefile, id) local count = 0 local result = nil local buff = bytes(8192) while count < 10000 do local read, data = pipefile:read(buff, 13, {block = true}) if read > 0 then result = data count = count + 1 else break end end print("%s/%d: read: %d, count: %d", pipefile, id, result and result:size() or 0, count) result:dump() end pipefile:close() end function main(count) count = count and tonumber(count) or 1 for i = 1, count do scheduler.co_start(_session, i) end end
--[[ tess File:/src/Output_PlainText.lua Date:2021.06.25 By MIT License. Copyright(C) 2021 tess developers.All rights reserved. ]] local lineWidth <const> = 80; local tabSize <const> = 8; local string = require("string"); local io = require("io"); local utf8 = require("utf8"); local table = require("table"); local outputMethod = {}; local outputMetaTable = { __index = outputMethod, }; local Output = function(name) local output = { status = { pos = 0, mode = false, }, file = assert(io.open(name,"w")); }; return setmetatable(output,outputMetaTable); end local is_newline = function(char) return char == '\n'; end local auto_nl = function(self,text) local result = {}; local temp = ""; for char in string.gmatch(text,utf8.charpattern) do local width = 1; if #char > 1 then width = 2; elseif is_newline(char) then width = 0; self.status.pos = 0; end if self.status.pos + width > lineWidth and not self.status.native then table.insert(result,temp); temp = char; self.status.pos = width; elseif char == '\t' then local fillWidth = tabSize - self.status.pos % tabSize; if self.status.pos + fillWidth > lineWidth and not self.status.mode then self.status.pos = 0; table.insert(result,temp); else temp = temp .. string.rep(" ",fillWidth); self.status.pos = self.status.pos + fillWidth; end else temp = temp .. char; self.status.pos = self.status.pos + width; end end table.insert(result,temp); return table.concat(result,"\n"); end local file_write = function(self,text) self.file:write(self.status.native and text or auto_nl(self,text)); end outputMethod.text = function(self,text) file_write(self,text); return; end outputMethod.nl = function(self,n) n = n or 1; file_write(self,string.rep("\n",n)); return; end outputMethod.space = function(self,n) n = n or 1; file_write(self,string.rep(" ",n)); return; end outputMethod.strong = function(self,mode) file_write(self,"_"); return; end outputMethod.em = function(self,mode) file_write(self,"*"); return; end outputMethod.native = function(self,mode) self.status.mode = mode; end outputMethod.close = function(self) self.file:close(); return; end outputMethod.tab = function(self,n) n = n or 1; file_write(self,string.rep("\t",n)); return; end return { Output = Output, };
return function() local ModelUtils = require(script.Parent) it("should throw an error on attempt to modify the export table", function() expect(function() ModelUtils.NEW_FIELD = {} end).to.throw() expect(function() setmetatable(ModelUtils, {}) end).to.throw() end) end
-- キーコンフィグ -- DxLua: KeyConfig.cpp/h のAPI類をモジュールとして取得 local KeyConfig = require 'KeyConfig' local KEYCONFIG_FILE_NAME = "KeyConfig.txt" -- キーコンフィグデータのファイル名 local INFO_X = (10) -- 描画開始座標 local INFO_Y = (10) local INFO_SPACE = (24) -- 1行あたりに空けるスペース local INFO_NAME_X = (140) -- 入力名を描画するX座標 local INFO_INPUT_X = (320) -- 入力状態を描画するX座標 -- キーコンフィグ対象の項目 local TargetIndex = 1 -- キーコンフィグ各項目の名前 local g_KeyConfigMenuTable = { "左", "右", "上", "下", "カメラ左旋回", "カメラ右旋回", "カメラ上旋回", "カメラ下旋回", "攻撃", "ジャンプ", } local DrawY = 0 local InputWait = 0 -- DxLua: 状態が複雑なのでステートマシンで管理する local StateMachine = { State = 'Select', } -- 画面モードのセット dx.SetGraphMode(640, 480, 16) -- DXライブラリ初期化処理 function dx.Init() -- 描画先を裏画面にする dx.SetDrawScreen(dx.DX_SCREEN_BACK) end -- ループ function dx.Update(...) StateMachine:Update(...) end -- 現在の状態に合わせてメソッドを呼び分ける function StateMachine:Update(...) if self[self.State] then self[self.State](self, ...) end end -- 選択画面 function StateMachine:Select() -- 画面のクリア dx.ClearDrawScreen() -- メニュー dx.DrawString(0, 0, 'キーコンフィグ選択', dx.GetColor(0xFF, 0xFF, 0)) dx.DrawString(0, 0, '\n1で設定開始\n2でキーテスト') dx.ScreenFlip() -- キーボードで選択 if dx.CheckHitKey(dx.KEY_INPUT_1) ~= 0 or dx.CheckHitKey(dx.KEY_INPUT_NUMPAD1) ~= 0 then self.State = 'PreScreen' elseif dx.CheckHitKey(dx.KEY_INPUT_2) ~= 0 or dx.CheckHitKey(dx.KEY_INPUT_NUMPAD2) ~= 0 then self.State = 'PreTest' end end -- 共通の前処理 function StateMachine:PreCommon() -- キーコンフィグ処理を初期化 KeyConfig_Initialize() -- キーコンフィグファイルを読み込む if KeyConfig_Load(KEYCONFIG_FILE_NAME) == false then -- コンフィグファイルが読み込めなかったらデフォルト設定にする KeyConfig_SetDefault() end -- 「何か入力があったら何もしない」フラグを倒す InputWait = false end -- キーコンフィグ画面(前処理) function StateMachine:PreScreen() self:PreCommon() TargetIndex = 1 InputWait = true self.State = 'Screen' end -- キーコンフィグ画面 function StateMachine:Screen() -- 画面のクリア dx.ClearDrawScreen() -- キーコンフィグの入力処理を行う KeyConfig_InputProcess() -- 「何か入力があったら何もしない」フラグが立っている場合は処理を分岐 if InputWait == true then -- 何も入力が無かったら「何か入力があったら何もしない」フラグを倒す if KeyConfig_CheckInput() == false then InputWait = false end else -- キーやパッドの押下状態をチェックして、押下されていたらキーコンフィグ設定に反映させる if KeyConfig_UpdateInputTypeInfo(TargetIndex) then -- 何かボタンが押されたら次の項目に移動する TargetIndex = TargetIndex + 1 -- 「何か入力があったら何もしない」フラグを立てる InputWait = true end end -- 項目の数だけ繰り返し DrawY = INFO_Y for i = 1, KeyConfig.KEYCONFIG_INPUT_NUM do local DrawColor local InputString = '' -- 変更対象の項目かどうかで描画色を変える DrawColor = TargetIndex == i and dx.GetColor(255, 0, 0) or dx.GetColor(255, 255, 255) -- 項目名の描画 dx.DrawString(INFO_X, DrawY, g_KeyConfigMenuTable[i], DrawColor) -- 入力に割り当てられている入力名を取得する InputString = KeyConfig_GetInputTypeString(i) -- 割り当てられている入力名を描画する dx.DrawString(INFO_NAME_X, DrawY, InputString, DrawColor) -- 項目の描画Y座標を1項目分下に移動する DrawY = DrawY + INFO_SPACE end -- 裏画面の内容を表画面に反映 dx.ScreenFlip() -- 全ての入力の設定が終わったらループを抜ける if TargetIndex > KeyConfig.KEYCONFIG_INPUT_NUM then -- キーコンフィグ設定を保存する KeyConfig_Save(KEYCONFIG_FILE_NAME) self.State = 'Select' elseif dx.CheckHitKey(dx.KEY_INPUT_ESCAPE) ~= 0 then -- DxLua: 戻る self.State = 'Select' end end -- キーコンフィグのテスト(前処理) function StateMachine:PreTest() self:PreCommon() self.State = 'Test' end -- キーコンフィグのテスト function StateMachine:Test() -- 画面のクリア dx.ClearDrawScreen() -- キーコンフィグの入力処理を行う KeyConfig_InputProcess() -- 入力状態を取得する Input = KeyConfig_GetInput() -- 項目の数だけ繰り返し DrawY = INFO_Y for i = 1, KeyConfig.KEYCONFIG_INPUT_NUM do local InputString = '' -- 項目名の描画 dx.DrawString(INFO_X, DrawY, g_KeyConfigMenuTable[i], dx.GetColor(255, 255, 255)) -- 入力に割り当てられている入力名を取得する InputString = KeyConfig_GetInputTypeString(i) -- 割り当てられている入力名を描画する dx.DrawString(INFO_NAME_X, DrawY, InputString, dx.GetColor(255, 255, 255)) -- 入力状態を描画する dx.DrawString(INFO_INPUT_X, DrawY, bit.band(Input, bit.lshift(1, i)) ~= 0 and "○" or "_", dx.GetColor(255, 255, 255)) -- 項目の描画Y座標を1項目分下に移動する DrawY = DrawY + INFO_SPACE end -- カメラ用方向入力の状態を描画する CameraInput = KeyConfig_GetCameraInput() dx.DrawFormatString(INFO_X, DrawY, dx.GetColor(255, 255, 255), "カメラ入力 X:%.3f Y:%.3f", CameraInput.x, CameraInput.y) -- 裏画面の内容を表画面に反映 dx.ScreenFlip() if dx.CheckHitKey(dx.KEY_INPUT_ESCAPE) ~= 0 then -- DxLua: 戻る self.State = 'Select' end end
igbattleforeman = Creature:new { customName = "Battle Foreman", socialGroup = "mercenary", faction = "", level = 300, chanceHit = 25.00, damageMin = 500, damageMax = 1000, baseXp = 300000, baseHAM = 175000, baseHAMmax = 200000, armor = 0, resists = {130,140,140,140,140,140,140,140,120}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0, ferocity = 0, pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY, creatureBitmask = PACK + STALKER, optionsBitmask = AIENABLED, diet = HERBIVORE, templates = {"object/mobile/som/som_kenobi_reunite_dark_trooper.iff"}, lootGroups = { { groups = { {group = "trash_common", chance = 10000000}, }, lootChance = 800000 }, { groups = { {group = "trash_rare", chance = 10000000}, }, lootChance = 600000 }, { groups = { {group = "tierone", chance = 1500000}, {group = "tiertwo", chance = 3500000}, {group = "tierthree", chance = 2500000}, {group = "tierdiamond", chance = 2500000}, }, lootChance = 500000 } }, weapons = {"tusken_weapons"}, reactionStf = "@npc_reaction/slang", attacks = merge(commandomaster,marksmanmaster,tkamaster,brawlermaster,fencermaster,swordsmanmaster,pikemanmaster,riflemanmaster,pistoleermaster) } CreatureTemplates:addCreatureTemplate(igbattleforeman, "igbattleforeman")
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by 干冲. --- DateTime: 2018/4/17 15:12 --- Lua端SDK帮助器 require(ModulePath.YMList) local Affiche = require(ModulePath.Affiche) local SDKHelper = SDKHelper LuaSDKHelper = {} LuaSDKHelper.__Index = LuaSDKHelper --获取所有公告 function LuaSDKHelper.getAffiches() local json = SDKHelper.platformHelper(HandlerConst.AFFICHE, nil) if json == nil or json == "" then return nil end local node = LuaSDKHelper.toJsonNode(json) local list = YMList:New('table') local nowTime = Time.GetTimestamp() local affiche for k, v in pairs(node) do affiche = Affiche.New() affiche:jsonRead(v) if affiche.getStartTime() <= nowTime and affiche.getEndTime() > nowTime then list:Add(affiche) end end list:Sort( function(a1, a2) if a1:getOrder() > a2:getOrder() then return -1 end if a1:getOrder() < a2:getOrder() then return 1 end if a1:getOrder() == a2:getOrder() then if a1:getStartTime()>a2:getStartTime() then return 1 end if a1:getStartTime()<a2:getStartTime() then return -1 end end return 0 end) return list end --需要与后台对应 function LuaSDKHelper.toJsonNode(json) --TODO 转换成对应json列表 end
local BatchNormalization, parent = torch.class('cudnn.BatchNormalization', 'nn.Module') local ffi = require 'ffi' local errcheck = cudnn.errcheck BatchNormalization.mode = 'CUDNN_BATCHNORM_PER_ACTIVATION' BatchNormalization.nDim = 2 BatchNormalization.__version = 2 function BatchNormalization:__init(nFeature, eps, momentum, affine) parent.__init(self) assert(nFeature and type(nFeature) == 'number', 'Missing argument #1: Number of feature planes. ') assert(nFeature ~= 0, 'To set affine=false call BatchNormalization' .. '(nFeature, eps, momentum, false) ') assert(affine == true or affine == nil, 'only affine supported') self.affine = true self.eps = eps or 1e-5 self.train = true self.momentum = momentum or 0.1 self.running_mean = torch.zeros(nFeature) self.running_var = torch.ones(nFeature) if self.affine then self.weight = torch.Tensor(nFeature) self.bias = torch.Tensor(nFeature) self.gradWeight = torch.Tensor(nFeature) self.gradBias = torch.Tensor(nFeature) self:reset() end end function BatchNormalization:reset() if self.weight then self.weight:uniform() end if self.bias then self.bias:zero() end self.running_mean:zero() self.running_var:fill(1) end function BatchNormalization:createIODescriptors(input) assert(input:dim() == self.nDim) assert(torch.typename(self.weight) == 'torch.CudaTensor' and torch.typename(self.bias) == 'torch.CudaTensor', 'Only CUDA tensors are supported for cudnn.BatchNormalization!') if not self.iDesc or not self.oDesc or not input:isSize(self.iSize) then local nFeature = self.running_mean:numel() self.iSize = input:size() self.output:resizeAs(input) self.iDesc = cudnn.toDescriptor(input) self.oDesc = cudnn.toDescriptor(self.output) local biasSize = torch.ones(self.nDim):totable() biasSize[2] = nFeature self.sDesc = cudnn.toDescriptor(self.bias:view(table.unpack(biasSize))) end end local one = torch.FloatTensor({1}); local zero = torch.FloatTensor({0}); local scaleTens = torch.FloatTensor(1); function BatchNormalization:updateOutput(input) self:createIODescriptors(input) self.save_mean = self.save_mean or input.new() self.save_mean:resizeAs(self.running_mean) self.save_std = self.save_std or input.new() self.save_std:resizeAs(self.running_var) if self.train then errcheck('cudnnBatchNormalizationForwardTraining', cudnn.getHandle(), self.mode, one:data(), zero:data(), self.iDesc[0], input:data(), self.oDesc[0], self.output:data(), self.sDesc[0], self.weight:data(), self.bias:data(), self.momentum, self.running_mean:data(), self.running_var:data(), self.eps, self.save_mean:data(), self.save_std:data()); else errcheck('cudnnBatchNormalizationForwardInference', cudnn.getHandle(), self.mode, one:data(), zero:data(), self.iDesc[0], input:data(), self.oDesc[0], self.output:data(), self.sDesc[0], self.weight:data(), self.bias:data(), self.running_mean:data(), self.running_var:data(), self.eps); end return self.output end local function backward(self,input,gradOutput, scale) assert(gradOutput:isContiguous()) self:createIODescriptors(input) self.gradInput:resizeAs(input) scale = scale or 1 scaleTens:fill(scale) errcheck('cudnnBatchNormalizationBackward', cudnn.getHandle(), self.mode, one:data(), zero:data(), scaleTens:data(), one:data(), self.iDesc[0], input:data(), self.iDesc[0], gradOutput:data(), self.iDesc[0], self.gradInput:data(), -- input is bottom, gradOutput is topDiff, self.gradInput is resultBottomDiff self.sDesc[0], self.weight:data(), self.gradWeight:data(), self.gradBias:data(), self.eps, self.save_mean:data(), self.save_std:data()); return self.gradInput end function BatchNormalization:updateGradInput(input, gradOutput, scale) -- will in fact update gradWeight and gradBias too, accGradParameters call is empty return backward(self, input, gradOutput, scale) end function BatchNormalization:backward(input, gradOutput, scale) return backward(self, input, gradOutput, scale) end function BatchNormalization:accGradParameters(input, gradOutput, scale) end function BatchNormalization:clearDesc() self.iDesc = nil self.oDesc = nil self.sDesc = nil end function BatchNormalization:read(file, version) parent.read(self, file) if version < 2 then if self.running_std then self.running_var = self.running_std:pow(-2):add(-self.eps) self.running_std = nil end end end function BatchNormalization:write(f) self:clearDesc() local var = {} for k,v in pairs(self) do var[k] = v end f:writeObject(var) end function BatchNormalization:clearState() self:clearDesc() nn.utils.clear(self, 'save_mean', 'save_std') return parent.clearState(self) end
local helpers = require('test.functional.helpers')(after_each) local Screen = require('test.functional.ui.screen') local clear, meths = helpers.clear, helpers.meths local eq = helpers.eq local command = helpers.command describe('ui/cursor', function() local screen before_each(function() clear() screen = Screen.new(25, 5) screen:attach() end) after_each(function() screen:detach() end) it("'guicursor' is published as a UI event", function() local expected_mode_info = { [1] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 0, cursor_shape = 'block', name = 'normal', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'n' }, [2] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 0, cursor_shape = 'block', name = 'visual', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'v' }, [3] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 25, cursor_shape = 'vertical', name = 'insert', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'i' }, [4] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 20, cursor_shape = 'horizontal', name = 'replace', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'r' }, [5] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 0, cursor_shape = 'block', name = 'cmdline_normal', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'c' }, [6] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 25, cursor_shape = 'vertical', name = 'cmdline_insert', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'ci' }, [7] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 20, cursor_shape = 'horizontal', name = 'cmdline_replace', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'cr' }, [8] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 20, cursor_shape = 'horizontal', name = 'operator', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 'o' }, [9] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 25, cursor_shape = 'vertical', name = 'visual_select', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, mouse_shape = 0, short_name = 've' }, [10] = { name = 'cmdline_hover', mouse_shape = 0, short_name = 'e' }, [11] = { name = 'statusline_hover', mouse_shape = 0, short_name = 's' }, [12] = { name = 'statusline_drag', mouse_shape = 0, short_name = 'sd' }, [13] = { name = 'vsep_hover', mouse_shape = 0, short_name = 'vs' }, [14] = { name = 'vsep_drag', mouse_shape = 0, short_name = 'vd' }, [15] = { name = 'more', mouse_shape = 0, short_name = 'm' }, [16] = { name = 'more_lastline', mouse_shape = 0, short_name = 'ml' }, [17] = { blinkoff = 0, blinkon = 0, blinkwait = 0, cell_percentage = 0, cursor_shape = 'block', name = 'showmatch', hl_id = 0, id_lm = 0, attr = {}, attr_lm = {}, short_name = 'sm' }, } screen:expect(function() -- Default 'guicursor', published on startup. eq(expected_mode_info, screen._mode_info) eq(true, screen._cursor_style_enabled) eq('normal', screen.mode) end) -- Event is published ONLY if the cursor style changed. screen._mode_info = nil command("echo 'test'") screen:expect{grid=[[ ^ | ~ | ~ | ~ | test | ]], condition=function() eq(nil, screen._mode_info) end} -- Change the cursor style. helpers.command('hi Cursor guibg=DarkGray') helpers.command('set guicursor=n-v-c:block,i-ci-ve:ver25,r-cr-o:hor20' ..',a:blinkwait700-blinkoff400-blinkon250-Cursor/lCursor' ..',sm:block-blinkwait175-blinkoff150-blinkon175') -- Update the expected values. for _, m in ipairs(expected_mode_info) do if m.name == 'showmatch' then if m.blinkon then m.blinkon = 175 end if m.blinkoff then m.blinkoff = 150 end if m.blinkwait then m.blinkwait = 175 end else if m.blinkon then m.blinkon = 250 end if m.blinkoff then m.blinkoff = 400 end if m.blinkwait then m.blinkwait = 700 end end if m.hl_id then m.hl_id = 49 m.attr = {background = Screen.colors.DarkGray} end if m.id_lm then m.id_lm = 50 end end -- Assert the new expectation. screen:expect(function() eq(expected_mode_info, screen._mode_info) eq(true, screen._cursor_style_enabled) eq('normal', screen.mode) end) -- Change hl groups only, should update the styles helpers.command('hi Cursor guibg=Red') helpers.command('hi lCursor guibg=Green') -- Update the expected values. for _, m in ipairs(expected_mode_info) do if m.hl_id then m.attr = {background = Screen.colors.Red} end if m.id_lm then m.attr_lm = {background = Screen.colors.Green} end end -- Assert the new expectation. screen:expect(function() eq(expected_mode_info, screen._mode_info) eq(true, screen._cursor_style_enabled) eq('normal', screen.mode) end) -- Another cursor style. meths.set_option('guicursor', 'n-v-c:ver35-blinkwait171-blinkoff172-blinkon173' ..',ve:hor35,o:ver50,i-ci:block,r-cr:hor90,sm:ver42') screen:expect(function() local named = {} for _, m in ipairs(screen._mode_info) do named[m.name] = m end eq('vertical', named.normal.cursor_shape) eq(35, named.normal.cell_percentage) eq('horizontal', named.visual_select.cursor_shape) eq(35, named.visual_select.cell_percentage) eq('vertical', named.operator.cursor_shape) eq(50, named.operator.cell_percentage) eq('block', named.insert.cursor_shape) eq('vertical', named.showmatch.cursor_shape) eq(90, named.cmdline_replace.cell_percentage) eq(171, named.normal.blinkwait) eq(172, named.normal.blinkoff) eq(173, named.normal.blinkon) eq(42, named.showmatch.cell_percentage) end) end) it("empty 'guicursor' sets cursor_shape=block in all modes", function() meths.set_option('guicursor', '') screen:expect(function() -- Empty 'guicursor' sets enabled=false. eq(false, screen._cursor_style_enabled) for _, m in ipairs(screen._mode_info) do if m['cursor_shape'] ~= nil then eq('block', m.cursor_shape) eq(0, m.blinkon) end end end) end) end)
-- -- Jhonathan Paulo Banczek. 2020 - jpbanczek@gmail.com - github.com/jhoonb -- --[[ functions: utils.jointables(t[, ...]) --> in-place utils.slicetable(t[, ibegin[, iend[, step] ] ]) --> table utils.minmax(vet) --> number, number utils.newarray(size[, value]) --> table utils.newarrayrandom(size[, m[, n] ]) --> table utils.cmp(veti, vetj) --> boolean utils.copy(vet) --> table --]] local utils = {} local _ipairs = ipairs local _random = math.random local _randomseed = math.randomseed local _time = os.time -- -- jointables(t[, ...]) concate várias tabelas ao final de t (in-place) -- Ex.: -- t = {1, 2} -- jointables(t) --> t = {1, 2} -- jointables(t, {3, 4}) --> t = {1, 2, 3, 4} -- jointables(t, {3, 4}, {5}) --> t = {1, 2, 3, 4, 5} -- jointables(t, {3, 4}, {5}, {6, 7}) --> t = {1, 2, 3, 4, 5, 6, 7} --------------------------------------------------------------------- -- param t: table -- param ...: tables -- return --------------------------------------------------------------------- utils.jointables = function(t, ...) for _, v in _ipairs({...}) do for j = 1, #v do t[#t+1] = v[j] end end end -- -- slicetable(t[, ibegin[, iend[, step]]]) retorna uma fatia -- (slice) do array t. -- Ex.: -- slicetable({1, 2, 3, 4, 5}, 2, 4) --> {2, 3, 4} -- slicetable({1, 2, 3, 4, 5}, 2, 4, 2) --> {2, 4} -- slicetable({1, 2, 3, 4, 5}, 2, 4, 3) --> {2} -- slicetable({1, 2, 3, 4, 5}) --> {1, 2, 3, 4, 5} --------------------------------------------------------------------- -- param t: table -- param ibegin: number -- param iend: number -- param step: number -- return: table, novo array ordenado --------------------------------------------------------------------- utils.slicetable = function(t, ibegin, iend, step) local ibegin = ibegin or 1 local iend = iend or #t local step = step or 1 local nt = {} for i = ibegin, iend, step do nt[#nt+1] = t[i] end return nt end -- -- minmax(vet) encontra o menor e o maior valor em vet -- Ex.: -- minmax({1,2,3,4,5}) --> 1, 5 -- minmax({10,2,2,4,5}) --> 2, 10 --------------------------------------------------------------------- -- param vet: table -- return: number, number --------------------------------------------------------------------- utils.minmax = function(vet) local minvalue, maxvalue = vet[1], vet[1] for i = 2, #vet do if maxvalue <= vet[i] then maxvalue = vet[i] end if minvalue >= vet[i] then minvalue = vet[i] end end return minvalue, maxvalue end -- -- newarray(size[, value]) retorna um novo array de tamanho size -- com value de valor padrão -- Ex.: -- newarray(5, 0) --> {0, 0, 0, 0, 0} -- newarray(4, "Lua") --> {"Lua", "Lua", "Lua", "Lua"} --------------------------------------------------------------------- -- param size: number, tamanho do novo array -- param value: valor padrão dos elementos de array -- return arr: table --------------------------------------------------------------------- utils.newarray = function(size, value) local value = value or 0 local arr = {} for i = 1, size do arr[i] = value end return arr end -- -- newarrayrandom(size[, m[, n]]) retorna um novo array de tamanho size -- com valores aleatorios entre m e n -- Ex.: -- newarrayrandom(5) == newarrayrandom(5, 1, 1000) -- newarrayrandom(5, 1) == newarrayrandom(5, 1, 1000) -- newarrayrandom(5, 1, 10) --> {10, 5, 6, 3, 5} --------------------------------------------------------------------- -- param size: number, tamanho do novo array -- param m: number -- param n: number -- return arr: table --------------------------------------------------------------------- utils.newarrayrandom = function(size, m, n) _randomseed(_time()) local m = m or 1 local n = n or 1000 local arr = {} for i = 1, size do arr[i] = _random(m, n) end return arr end -- -- cmp(veti, vetj) compara dois vetores e retorna true -- se todos os elementos forem iguais, do contrário retorna false -- Ex.: -- cmp({10, 20, 30}, {10, 20, 30}) --> true -- cmp({1}, {1}) --> true --------------------------------------------------------------------- -- param veti: table -- param verj: table -- return boolean --------------------------------------------------------------------- utils.cmp = function(veti, vetj) if #veti ~= #vetj then print('#veti ~= #vetj') ; return false end local function pprint(i, j, k) print( 'i: ' .. i .. '|value veti: ' .. j .. '|value vetj: ' .. k) end if #veti ~= #vetj then return false end for i=1, #veti do -- pprint(i, veti[i], vetj[i]) if veti[i] ~= vetj[i] then pprint(i, veti[i], vetj[i]); return false end end return true end -- -- copy(vet) retorna uma copia valor por valor do array vet --------------------------------------------------------------------- -- param vet: table -- return table --------------------------------------------------------------------- utils.copy = function(vet) local newvet = {} for i=1, #vet do newvet[#newvet+1] = vet[i] end return newvet end -- return module return utils
function Initialize() Location = SKIN:GetVariable("@").."app" end function Update() if SKIN:GetVariable("AppRun") == "on" then SKIN:Bang("!SetVariable", "AppRun", "off") local command = table.concat({ [[start %ComSpec% /D /E:ON /F:OFF /K]], string.format([["call cd %s &]], Location), [[bundle install & bundle exec ruby app.rb"]] }) os.execute(command) end end
----------------------------------- -- Area: Selbina -- NPC: Explorer Moogle ----------------------------------- require("scripts/globals/teleports") ----------------------------------- local eventId = 1135 function onTrade(player,npc,trade) end function onTrigger(player,npc) tpz.teleport.explorerMoogleOnTrigger(player, eventId) end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) tpz.teleport.explorerMoogleOnEventFinish(player, csid, option, eventId) end
-- NoIndex: true --[[ Lokasenna_GUI example - General demonstration - Tabs and layer sets - Subwindows - Accessing elements' parameters ]]-- -- The Core library must be loaded prior to anything else local lib_path = reaper.GetExtState("Lokasenna_GUI", "lib_path_v2") if not lib_path or lib_path == "" then reaper.MB("Couldn't load the Lokasenna_GUI library. Please run 'Script: Set Lokasenna_GUI v2 library path.lua' in your Action List.", "Whoops!", 0) return end loadfile(lib_path .. "Core.lua")() GUI.req("Classes/Class - Label.lua")() GUI.req("Classes/Class - Knob.lua")() GUI.req("Classes/Class - Tabs.lua")() GUI.req("Classes/Class - Slider.lua")() GUI.req("Classes/Class - Button.lua")() GUI.req("Classes/Class - Menubox.lua")() GUI.req("Classes/Class - Textbox.lua")() GUI.req("Classes/Class - Frame.lua")() GUI.req("Classes/Class - Options.lua")() GUI.req("Classes/Class - Window.lua")() -- If any of the requested libraries weren't found, abort the script. if missing_lib then return 0 end ------------------------------------ -------- Functions ----------------- ------------------------------------ local function fade_lbl() -- Fade out the label if GUI.elms.my_lbl.z == 3 then GUI.elms.my_lbl:fade(1, 3, 6) -- Bring it back else GUI.elms.my_lbl:fade(1, 3, 6, -3) end end local function btn_click() -- Open the Window element GUI.elms.wnd_test:open() end local function wnd_OK() -- Close the Window element GUI.elms.wnd_test:close() end -- Returns a list of every element on the specified z-layer and -- a second list of each element's values local function get_values_for_tab(tab_num) -- The '+ 2' here is just to translate from a tab number to its' -- associated z layer. More complicated scripts would have to -- actually access GUI.elms.tabs.z_sets[tab_num] and iterate over -- the table's contents (see the call to GUI.elms.tabs:update_sets -- below) local strs_v, strs_val = {}, {} for k, v in pairs(GUI.elms_list[tab_num + 2]) do strs_v[#strs_v + 1] = v local val = GUI.Val(v) if type(val) == "table" then local strs = {} for k, v in pairs(val) do local str = tostring(v) -- For conciseness, reduce boolean values to T/F if str == "true" then str = "T" elseif str == "false" then str = "F" end strs[#strs + 1] = str end val = table.concat(strs, ", ") end -- Limit the length of the returned string so it doesn't -- spill out past the edge of the window strs_val[#strs_val + 1] = string.len(tostring(val)) <= 35 and tostring(val) or string.sub(val, 1, 32) .. "..." end return strs_v, strs_val end ------------------------------------ -------- Window settings ----------- ------------------------------------ GUI.name = "New Window" GUI.x, GUI.y, GUI.w, GUI.h = 0, 0, 432, 500 GUI.anchor, GUI.corner = "mouse", "C" --[[ Button z, x, y, w, h, caption, func[, ...] Checklist z, x, y, w, h, caption, opts[, dir, pad] Frame z, x, y, w, h[, shadow, fill, color, round] Knob z, x, y, w, caption, min, max, default[, inc, vals] Label z, x, y, caption[, shadow, font, color, bg] Menubox z, x, y, w, h, caption, opts Radio z, x, y, w, h, caption, opts[, dir, pad] Slider z, x, y, w, caption, min, max, defaults[, inc, dir] Tabs z, x, y, tab_w, tab_h, opts[, pad] Textbox z, x, y, w, h[, caption, pad] Window z, x, y, w, h, caption, z_set[, center] ]]-- -- Elements can be created in any order you want. I find it easiest to organize them -- by tab, or by what part of the script they're involved in. ------------------------------------ -------- General elements ---------- ------------------------------------ GUI.New("tabs", "Tabs", 1, 0, 0, 64, 20, "Stuff,Sliders,Options", 16) GUI.New("tab_bg", "Frame", 2, 0, 0, 448, 20, false, true, "elm_bg", 0) GUI.New("my_btn", "Button", 1, 168, 28, 96, 20, "Go!", btn_click) GUI.New("btn_frm", "Frame", 1, 0, 56, GUI.w, 4, true, true) -- Telling the tabs which z layers to display -- See Classes/Tabs.lua for more detail GUI.elms.tabs:update_sets( -- Tab -- Layers { [1] = {3}, [2] = {4}, [3] = {5}, } ) -- Notice that layers 1 and 2 aren't assigned to a tab; this leaves them visible -- all the time. ------------------------------------ -------- Tab 1 Elements ------------ ------------------------------------ GUI.New("my_lbl", "Label", 3, 256, 96, "Label!", true, 1) GUI.New("my_knob", "Knob", 3, 64, 112, 48, "Volume", 0, 11, 44, 0.25) GUI.New("my_mnu", "Menubox", 3, 256, 176, 64, 20, "Options:", "1,2,3,4,5,6.12435213613") GUI.New("my_btn2", "Button", 3, 256, 256, 64, 20, "Click me!", fade_lbl) GUI.New("my_txt", "Textbox", 3, 96, 224, 96, 20, "Text:", 4) GUI.New("my_frm", "Frame", 3, 16, 288, 192, 128, true, false, "elm_frame", 4) -- We have too many values to be legible if we draw them all; we'll disable them, and -- have the knob's caption update itself to show the value instead. GUI.elms.my_knob.vals = false function GUI.elms.my_knob:redraw() GUI.Knob.redraw(self) self.caption = self.retval .. "dB" end -- Make sure it shows the value right away GUI.elms.my_knob:redraw() GUI.Val("my_frm", "this is a really long string of text with no carriage returns so hopefully ".. "it will be wrapped correctly to fit inside this frame") GUI.elms.my_frm.bg = "elm_bg" ------------------------------------ -------- Tab 2 Elements ------------ ------------------------------------ GUI.New("my_rng", "Slider", 4, 32, 128, 256, "Sliders", 0, 30, {5, 10, 15, 20, 25}) GUI.New("my_pan", "Slider", 4, 32, 192, 256, "Pan", -100, 100, 100) GUI.New("my_sldr", "Slider", 4, 128, 256, 128, "Slider", 0, 10, 20, 0.25, "v") GUI.New("my_rng2", "Slider", 4, 352, 96, 256, "Vertical?", 0, 30, {5, 10, 15, 20, 25}, nil, "v") -- Using a function to change the value label depending on the value GUI.elms.my_pan.output = function(val) val = tonumber(val) return (val == 0 and "0" or (math.abs(val).. (val < 0 and "L" or "R") ) ) end ------------------------------------ -------- Tab 3 Elements ------------ ------------------------------------ GUI.New("my_chk", "Checklist", 5, 32, 96, 160, 160, "Checklist:", "Alice,Bob,Charlie,Denise,Edward,Francine", "v", 4) GUI.New("my_opt", "Radio", 5, 200, 96, 160, 160, "Options:", "Apples,Bananas,_,Donuts,Eggplant", "v", 4) GUI.New("my_chk2", "Checklist", 5, 32, 280, 384, 64, "Whoa, another Checklist", "A,B,C,_,D,E,F,_,G,H,I", "h", 4) GUI.New("my_opt2", "Radio", 5, 32, 364, 384, 64, "Horizontal options", "A,A#,B,C,C#,D,D#,E,F,F#,G,G#", "h", 4) GUI.elms.my_opt.swap = true GUI.elms.my_chk2.swap = true ------------------------------------ -------- Subwindow and ------------- -------- its elements ------------- ------------------------------------ GUI.New("wnd_test", "Window", 10, 0, 0, 312, 244, "Dialog Box", {9, 10}) GUI.New("lbl_elms", "Label", 9, 16, 16, "", false, 4) GUI.New("lbl_vals", "Label", 9, 96, 16, "", false, 4, nil, elm_bg) GUI.New("btn_close", "Button", 9, 0, 184, 48, 24, "OK", wnd_OK) -- We want these elements out of the way until the window is opened GUI.elms_hide[9] = true GUI.elms_hide[10] = true -- :onopen is a hook provided by the Window class. This function will be run -- every time the window opens. function GUI.elms.wnd_test:onopen() -- :adjustelm places the element's specified x,y coordinates relative to -- the Window. i.e. creating an element at 0,0 and adjusting it will put -- the element in the Window's top-left corner. self:adjustelm(GUI.elms.btn_close) -- Buttons look nice when they're centered. GUI.elms.btn_close.x, _ = GUI.center(GUI.elms.btn_close, self) self:adjustelm(GUI.elms.lbl_elms) self:adjustelm(GUI.elms.lbl_vals) -- Set the Window's title local tab_num = GUI.Val("tabs") self.caption = "Element values for Tab " .. tab_num -- This Window provides a readout of the values for every element -- on the current tab. local strs_v, strs_val = get_values_for_tab(tab_num) GUI.Val("lbl_elms", table.concat(strs_v, "\n")) GUI.Val("lbl_vals", table.concat(strs_val, "\n")) end ------------------------------------ -------- Main functions ------------ ------------------------------------ -- This will be run on every update loop of the GUI script; anything you would put -- inside a reaper.defer() loop should go here. (The function name doesn't matter) local function Main() -- Prevent the user from resizing the window if GUI.resized then -- If the window's size has been changed, reopen it -- at the current position with the size we specified local __,x,y,w,h = gfx.dock(-1,0,0,0,0) gfx.quit() gfx.init(GUI.name, GUI.w, GUI.h, 0, x, y) GUI.redraw_z[0] = true end end -- Open the script window and initialize a few things GUI.Init() -- Tell the GUI library to run Main on each update loop -- Individual elements are updated first, then GUI.func is run, then the GUI is redrawn GUI.func = Main -- How often (in seconds) to run GUI.func. 0 = every loop. GUI.freq = 0 -- Start the main loop GUI.Main()
---------------------------------------------------------------------------------------------------- -- -- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -- its licensors. -- -- For complete copyright and license terms please see the LICENSE at the root of this -- distribution (the "License"). All use of this software is governed by the License, -- or, if provided, by the license below or the license accompanying this file. Do not -- remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- -- ---------------------------------------------------------------------------------------------------- local ImageFillTypes = { Properties = { FilledImages = { default = { EntityId(), EntityId(), EntityId(), EntityId() } }, Dropdowns = { default = { EntityId(), EntityId(), EntityId(), EntityId() } }, RadialStartAngleSlider = { default = EntityId() }, SpriteRadioButtonGroup = { default = EntityId() }, }, } function ImageFillTypes:OnActivate() self.tickBusHandler = TickBus.Connect(self) self.totalTime = 0 self.dropdownHandlers = {} for i = 0, #self.Properties.Dropdowns do self.dropdownHandlers[i] = UiDropdownNotificationBus.Connect(self, self.Properties.Dropdowns[i]) end self.radialStartAngleSliderHandler = UiSliderNotificationBus.Connect(self, self.Properties.RadialStartAngleSlider) self.spriteRadioButtonGroupHandler = UiRadioButtonGroupNotificationBus.Connect(self, self.Properties.SpriteRadioButtonGroup) end function ImageFillTypes:OnTick(deltaTime, timePoint) self.totalTime = self.totalTime + deltaTime for i = 0, #self.Properties.FilledImages do fillAmount = 1.0-((math.cos(self.totalTime)*0.5)+0.5) -- Scale cos output to the range [0,1] UiImageBus.Event.SetFillAmount(self.Properties.FilledImages[i], fillAmount) end end function ImageFillTypes:OnDeactivate() self.tickBusHandler:Disconnect() for i = 0, #self.Properties.Dropdowns do self.dropdownHandlers[i]:Disconnect() end self.radialStartAngleSliderHandler:Disconnect() self.spriteRadioButtonGroupHandler:Disconnect() end function ImageFillTypes:OnDropdownValueChanged(entityId) local dropdown = UiDropdownNotificationBus.GetCurrentBusId() local parent = UiElementBus.Event.GetParent(entityId) local selectedIndex = UiElementBus.Event.GetIndexOfChildByEntityId(parent, entityId) if dropdown == self.Properties.Dropdowns[0] then -- Linear UiImageBus.Event.SetEdgeFillOrigin(self.Properties.FilledImages[0], selectedIndex) elseif dropdown == self.Properties.Dropdowns[2] then -- Radial corner UiImageBus.Event.SetCornerFillOrigin(self.Properties.FilledImages[2], selectedIndex) elseif dropdown == self.Properties.Dropdowns[3] then -- Radial edge UiImageBus.Event.SetEdgeFillOrigin(self.Properties.FilledImages[3], selectedIndex) end self.totalTime = 0 self:OnTick(0, 0) end function ImageFillTypes:OnSliderValueChanged(value) -- Radial local slider = UiSliderNotificationBus.GetCurrentBusId() if slider == self.Properties.RadialStartAngleSlider then UiImageBus.Event.SetRadialFillStartAngle(self.Properties.FilledImages[1], value) end self.totalTime = 0 self:OnTick(0, 0) end function ImageFillTypes:OnRadioButtonGroupStateChange(entityId) local selectedIndex = UiElementBus.Event.GetIndexOfChildByEntityId(self.Properties.SpriteRadioButtonGroup, entityId) if selectedIndex == 0 then -- No sprite for i = 0, #self.Properties.FilledImages do UiImageBus.Event.SetSpritePathname(self.Properties.FilledImages[i], "") end elseif selectedIndex == 1 then -- Sprite for i = 0, #self.Properties.FilledImages do UiImageBus.Event.SetImageType(self.Properties.FilledImages[i], eUiImageType_StretchedToFit) UiImageBus.Event.SetSpritePathname(self.Properties.FilledImages[i], "ui/textures/lyshineexamples/scroll_box_icon_5.tif") end elseif selectedIndex == 2 then -- Sliced sprite for i = 0, #self.Properties.FilledImages do UiImageBus.Event.SetImageType(self.Properties.FilledImages[i], eUiImageType_Sliced) UiImageBus.Event.SetSpritePathname(self.Properties.FilledImages[i], "ui/textures/lyshineexamples/button.tif") UiImageBus.Event.SetFillCenter(self.Properties.FilledImages[i], true) end elseif selectedIndex == 3 then -- Sliced sprite, no center for i = 0, #self.Properties.FilledImages do UiImageBus.Event.SetImageType(self.Properties.FilledImages[i], eUiImageType_Sliced) UiImageBus.Event.SetSpritePathname(self.Properties.FilledImages[i], "ui/textures/lyshineexamples/button.tif") UiImageBus.Event.SetFillCenter(self.Properties.FilledImages[i], false) end end end return ImageFillTypes
require("pman")
-- mod-version:2 -- lite-xl 2.0 local style = require "core.style" local DocView = require "core.docview" local common = require "core.common" local draw_line_text = DocView.draw_line_text function DocView:draw_line_text(idx, x, y) local font = (self:get_font() or style.syntax_fonts["comment"]) local color = style.syntax.comment local ty, tx = y + self:get_line_text_y_offset() local text, offset, s, e = self.doc.lines[idx], 1 while true do s, e = text:find(" +", offset) if not s then break end tx = self:get_col_x_offset(idx, s) + x renderer.draw_text(font, string.rep("·", e - s + 1), tx, ty, color) offset = e + 1 end offset = 1 while true do s, e = text:find("\t", offset) if not s then break end tx = self:get_col_x_offset(idx, s) + x renderer.draw_text(font, "»", tx, ty, color) offset = e + 1 end draw_line_text(self, idx, x, y) end
-------------------------- -- @file user.lua -- @brief -- @author yingx -- @date 2021-06-10 -------------------------- local cjson = require "cjson" local xxtea = require "xxtea" local str = require "utils.str" local db = require "utils.mysql" local conf = require "openvue.conf" local lang = require "openvue.lang" local function checkUser(context) local user = nil if context.req and context.req.args and context.req.args.token then local token = xxtea.decrypt(context.req.args.token, 'Adp201609203059Z') local infos = str.split(token, ':') if #infos >= 3 then -- 先不校验过期时间 local sql = string.format("SELECT b.id, a.open_code, b.name, b.head_img_url, b.mobile, c.code FROM account a, user b, user_group c, user_group_user d WHERE a.user_id = b.id AND b.id = d.user_id AND c.id = d.user_group_id AND a.deleted = 0 AND b.deleted = 0 AND c.deleted = 0 AND d.deleted = 0 AND a.open_code = '%s' and b.password = '%s'", infos[2], infos[3]) local users = db.query(conf.db_option, sql, 10) if users then local user_map = {} for i, v in ipairs(users) do if user_map[infos[2]] then table.insert(user_map[infos[2]].roles, v.code) else user_map[infos[2]] = {} user_map[infos[2]].name = v.name user_map[infos[2]].introduction = '' user_map[infos[2]].avatar = v.head_img_url user_map[infos[2]].roles = {} table.insert(user_map[infos[2]].roles, v.code) end end user = user_map[infos[2]] end end end return user end local function handleLogin(context) local data = {} local sql = string.format("SELECT b.password FROM account a, user b WHERE a.user_id = b.id AND a.deleted = 0 AND b.deleted = 0 AND a.open_code = '%s'", context.params.username) local passwords = db.query(conf.db_option, sql, 10) if passwords and passwords[1] and passwords[1].password == context.params.password then local val = string.format("%d:%s:%s", ngx.now(), context.params.username, context.params.password) local token = xxtea.encrypt(val, 'Adp201609203059Z') data.code = 20000 data.data = {} data.data.token = token else data.code = 60204 data.message = 'Account and password are incorrect' end return data end local function handleInfo(context) local data = {} local user = checkUser(context) if user then data.code = 20000 data.data = user else data.code = 60204 data.message = 'Account and password are incorrect' end return data end local function handleLogout(context) local data = {} data.code = 20000 data.data = {} return data end local actions = { login = handleLogin, info = handleInfo, logout = handleLogout, } local function handle(context) local data = {} local found = false if actions[context.req.action] then found = true data = actions[context.req.action](context) end if not found then data.status = 50007 data.message = lang.L("wrong parameter") end return data end local _M = { handle = handle, } return _M
data:extend({ { type = "selection-tool", name = "ScreenshotCamera", icon = "__SC_camera__/graphics/icon_camera.png", icon_size = 64, subgroup = "tool", stack_size= 1, selection_mode = {"nothing"}, selection_cursor_box_type = "pair", selection_color = {r = 0.7, g = 0, b = 0.7}, alt_selection_mode = {"nothing"}, alt_selection_color = {r = 0.7, g = 7, b = 0}, alt_selection_cursor_box_type = "pair" } })
local function paste_handler(overridden) return function(lines, phase) if phase == -1 then -- non-streaming: all text is in a single call vim.call("hltermpaste#start_paste") overridden(lines, phase) vim.call("hltermpaste#finish_paste") elseif phase == 1 then -- starts the paste vim.call("hltermpaste#start_paste") overridden(lines, phase) elseif phase == 3 then -- ends the paste overridden(lines, phase) vim.call("hltermpaste#finish_paste") else overridden(lines, phase) end end end local function setup() vim.paste = paste_handler(vim.paste) end return { setup = setup, }
-- Copyright 2013 Jon S Akhtar (Sylvanaar) -- -- 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. --- Reading and Writing Files. -- @module io local io = {} --- File object -- @class file local file = {} --- -- Closes `file`. Note that files are automatically closed when their -- handles are garbage collected, but that takes an unpredictable amount of -- time to happen. function file:close() end --- -- Saves any written data to `file`. function file:flush() end --- -- Returns an iterator function that, each time it is called, returns a -- new line from the file. Therefore, the construction -- for line in file:lines() do *body* end -- will iterate over all lines of the file. (Unlike `io.lines`, this function -- does not close the file when the loop ends.) function file:lines() end --- -- Reads the file `file`, according to the given formats, which specify -- what to read. For each format, the function returns a string (or a number) -- with the characters read, or nil if it cannot read data with the specified -- format. When called without formats, it uses a default format that reads -- the entire next line (see below). -- The available formats are -- "*n": reads a number; this is the only format that returns a number -- instead of a string. -- "*a": reads the whole file, starting at the current position. On end of -- file, it returns the empty string. -- "*l": reads the next line (skipping the end of line), returning nil on -- end of file. This is the default format. -- *number*: reads a string with up to this number of characters, returning -- nil on end of file. If number is zero, it reads nothing and returns an -- empty string, or nil on end of file. function file:read(...) end --- -- Sets and gets the file position, measured from the beginning of the -- file, to the position given by `offset` plus a base specified by the string -- `whence`, as follows: -- "set": base is position 0 (beginning of the file); -- "cur": base is current position; -- "end": base is end of file; -- In case of success, function `seek` returns the final file position, -- measured in bytes from the beginning of the file. If this function fails, -- it returns nil, plus a string describing the error. -- The default value for `whence` is `"cur"`, and for `offset` is 0. Therefore, -- the call `file:seek()` returns the current file position, without changing -- it; the call `file:seek("set")` sets the position to the beginning of the -- file (and returns 0); and the call `file:seek("end")` sets the position -- to the end of the file, and returns its size. function file:seek(whence, offset) end --- -- Sets the buffering mode for an output file. There are three available -- modes: -- -- * "no": no buffering; the result of any output operation appears immediately. -- * "full": full buffering; output operation is performed only when the -- buffer is full (or when you explicitly `flush` the file (see `io.flush`)). -- * "line": line buffering; output is buffered until a newline is output or -- there is any input from some special files (such as a terminal device). -- For the last two cases, `size` specifies the size of the buffer, in -- bytes. The default is an appropriate size. function file:setvbuf(mode, size) end --- -- Writes the value of each of its arguments to the `file`. The arguments -- must be strings or numbers. To write other values, use `tostring` or -- `string.format` before `write`. function file:write(...) end --- -- Equivalent to `file:close()`. Without a `file`, closes the default -- output file. function io.close(file) end --- -- Equivalent to `file:flush` over the default output file. function io.flush() end --- -- When called with a file name, it opens the named file (in text mode), -- and sets its handle as the default input file. When called with a file -- handle, it simply sets this file handle as the default input file. When -- called without parameters, it returns the current default input file. -- In case of errors this function raises the error, instead of returning an -- error code. function io.input(file) end --- -- Opens the given file name in read mode and returns an iterator function -- that, each time it is called, returns a new line from the file. Therefore, -- the construction -- for line in io.lines(filename) do *body* end -- will iterate over all lines of the file. When the iterator function detects -- the end of file, it returns nil (to finish the loop) and automatically -- closes the file. -- The call `io.lines()` (with no file name) is equivalent to -- `io.input():lines()`; that is, it iterates over the lines of the default -- input file. In this case it does not close the file when the loop ends. function io.lines(filename) end --- -- This function opens a file, in the mode specified in the string `mode`. It -- returns a new file handle, or, in case of errors, nil plus an error message. -- The `mode` string can be any of the following: -- "r": read mode (the default); -- "w": write mode; -- "a": append mode; -- "r+": update mode, all previous data is preserved; -- "w+": update mode, all previous data is erased; -- "a+": append update mode, previous data is preserved, writing is only -- allowed at the end of file. -- The `mode` string can also have a '`b`' at the end, which is needed in -- some systems to open the file in binary mode. This string is exactly what -- is used in the standard C function `fopen`. function io.open(filename, mode) return file end --- -- Similar to `io.input`, but operates over the default output file. function io.output(file) end --- -- Starts program `prog` in a separated process and returns a file handle -- that you can use to read data from this program (if `mode` is `"r"`, -- the default) or to write data to this program (if `mode` is `"w"`). -- This function is system dependent and is not available on all platforms. function io.popen(prog, mode) end --- -- Equivalent to `io.input():read`. function io.read(...) end -- * `io.stderr`: Standard error. io.stderr = file -- * `io.stdin`: Standard in. io.stdin = file -- * `io.stdout`: Standard out. io.stdout = file --- -- Returns a handle for a temporary file. This file is opened in update -- mode and it is automatically removed when the program ends. function io.tmpfile() end --- -- Checks whether `obj` is a valid file handle. Returns the string `"file"` -- if `obj` is an open file handle, `"closed file"` if `obj` is a closed file -- handle, or nil if `obj` is not a file handle. function io.type(obj) end --- -- Equivalent to `io.output():write`. function io.write(...) end return io
pg = pg or {} pg.enemy_data_statistics_237 = { [12900411] = { cannon = 0, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 20001, air = 0, rarity = 1, dodge = 0, torpedo = 0, durability_growth = 6800, antiaircraft = 0, reload_growth = 0, dodge_growth = 0, speed = 30, star = 1, hit = 8, antisub_growth = 0, air_growth = 0, hit_growth = 120, base = 90, durability = 700, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, antiaircraft_growth = 0, luck = 0, battle_unit_type = 20, id = 12900411, antisub = 0, armor = 0, appear_fx = { "appearsmall" } }, [12900412] = { cannon = 0, battle_unit_type = 35, rarity = 1, speed_growth = 0, pilot_ai_template_id = 20001, air = 0, luck = 0, dodge = 0, wave_fx = "danchuanlanghuaxiao2", cannon_growth = 0, speed = 15, reload_growth = 0, dodge_growth = 0, id = 12900412, star = 1, hit = 8, antisub_growth = 0, air_growth = 0, reload = 150, base = 70, durability = 265, armor_growth = 0, torpedo_growth = 864, luck_growth = 0, hit_growth = 120, armor = 0, torpedo = 30, durability_growth = 2550, antisub = 0, antiaircraft = 0, antiaircraft_growth = 0, appear_fx = { "appearsmall" }, equipment_list = { 1000861 } }, [12900413] = { cannon = 50, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 80000, air = 0, rarity = 1, dodge = 0, torpedo = 100, durability_growth = 2550, antiaircraft = 0, reload_growth = 0, dodge_growth = 0, hit_growth = 1200, star = 1, hit = 81, antisub_growth = 0, air_growth = 0, battle_unit_type = 15, base = 80, durability = 70, armor_growth = 0, torpedo_growth = 1080, luck_growth = 0, speed = 30, luck = 0, id = 12900413, antiaircraft_growth = 0, antisub = 0, armor = 0, appear_fx = { "appearsmall" }, equipment_list = { 1000866 } }, [12900421] = { cannon = 18, reload = 150, speed_growth = 0, cannon_growth = 1200, rarity = 4, air = 0, torpedo = 78, dodge = 22, durability_growth = 111000, antiaircraft = 65, luck = 0, reload_growth = 0, dodge_growth = 306, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 273, durability = 1280, armor_growth = 0, torpedo_growth = 3000, luck_growth = 0, speed = 20, armor = 0, id = 12900421, antiaircraft_growth = 2800, antisub = 0, equipment_list = { 1000711, 1000716, 1000721, 1000726, 1000731, 1000736 } }, [12900422] = { cannon = 55, reload = 150, speed_growth = 0, cannon_growth = 1600, rarity = 3, air = 0, torpedo = 80, dodge = 11, durability_growth = 123200, antiaircraft = 145, luck = 0, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 274, durability = 1420, armor_growth = 0, torpedo_growth = 2000, luck_growth = 0, speed = 20, armor = 0, id = 12900422, antiaircraft_growth = 3600, antisub = 0, equipment_list = { 1000681, 1000686, 1000691, 1000696, 1000701, 1000706 } }, [12900423] = { cannon = 18, reload = 150, speed_growth = 0, cannon_growth = 1200, rarity = 4, air = 0, torpedo = 78, dodge = 22, durability_growth = 118000, antiaircraft = 65, luck = 0, reload_growth = 0, dodge_growth = 306, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 273, durability = 1410, armor_growth = 0, torpedo_growth = 3000, luck_growth = 0, speed = 20, armor = 0, id = 12900423, antiaircraft_growth = 2800, antisub = 0, equipment_list = { 1000711, 1000716, 1000721, 1000726, 1000731, 1000736 } }, [12900424] = { cannon = 55, reload = 150, speed_growth = 0, cannon_growth = 1600, rarity = 3, air = 0, torpedo = 80, dodge = 11, durability_growth = 134400, antiaircraft = 145, luck = 0, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 274, durability = 1550, armor_growth = 0, torpedo_growth = 2000, luck_growth = 0, speed = 20, armor = 0, id = 12900424, antiaircraft_growth = 3600, antisub = 0, equipment_list = { 1000681, 1000686, 1000691, 1000696, 1000701, 1000706 } }, [12900425] = { cannon = 18, reload = 150, speed_growth = 0, cannon_growth = 1200, rarity = 4, air = 0, torpedo = 78, dodge = 22, durability_growth = 126000, antiaircraft = 65, luck = 0, reload_growth = 0, dodge_growth = 306, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 273, durability = 1540, armor_growth = 0, torpedo_growth = 3000, luck_growth = 0, speed = 20, armor = 0, id = 12900425, antiaircraft_growth = 2800, antisub = 0, equipment_list = { 1000711, 1000716, 1000721, 1000726, 1000731, 1000736 } }, [12900426] = { cannon = 55, reload = 150, speed_growth = 0, cannon_growth = 1600, rarity = 3, air = 0, torpedo = 80, dodge = 11, durability_growth = 145600, antiaircraft = 145, luck = 0, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 274, durability = 1680, armor_growth = 0, torpedo_growth = 2000, luck_growth = 0, speed = 20, armor = 0, id = 12900426, antiaircraft_growth = 3600, antisub = 0, equipment_list = { 1000681, 1000686, 1000691, 1000696, 1000701, 1000706 } }, [12900427] = { cannon = 80, reload = 150, speed_growth = 0, cannon_growth = 2000, rarity = 3, air = 0, torpedo = 55, dodge = 11, durability_growth = 166400, antiaircraft = 120, luck = 0, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 90, base = 275, durability = 2610, armor_growth = 0, torpedo_growth = 1500, luck_growth = 0, speed = 20, armor = 0, id = 12900427, antiaircraft_growth = 3200, antisub = 0, equipment_list = { 1000741, 1000746, 1000751, 1000756, 1000761, 1000766, 1000771 } }, [12900441] = { cannon = 89, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 10001, air = 0, rarity = 4, dodge = 14, torpedo = 175, durability_growth = 0, antiaircraft = 210, reload_growth = 0, dodge_growth = 256, hit_growth = 210, star = 4, hit = 18, antisub_growth = 0, air_growth = 0, battle_unit_type = 95, base = 413, durability = 18960, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 18, luck = 0, id = 12900441, antiaircraft_growth = 0, antisub = 0, armor = 0, equipment_list = { 617041, 617042, 617043, 617044, 617045 } }, [12900442] = { cannon = 64, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 10001, air = 0, rarity = 3, dodge = 16, torpedo = 235, durability_growth = 0, antiaircraft = 95, reload_growth = 0, dodge_growth = 264, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 95, base = 414, durability = 12450, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 20, luck = 0, id = 12900442, antiaircraft_growth = 0, antisub = 0, armor = 0, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 617051, 617052, 617053, 617054 } }, [12900443] = { cannon = 75, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 10001, air = 0, rarity = 3, dodge = 18, torpedo = 260, durability_growth = 0, antiaircraft = 145, reload_growth = 0, dodge_growth = 264, hit_growth = 210, star = 4, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 95, base = 162, durability = 19800, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 20, luck = 0, id = 12900443, antiaircraft_growth = 0, antisub = 0, armor = 0, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 617061, 617062, 617063, 617064, 617065, 617066 } }, [12900444] = { cannon = 180, reload = 150, speed_growth = 0, cannon_growth = 0, rarity = 5, air = 0, torpedo = 150, dodge = 14, durability_growth = 0, antiaircraft = 360, luck = 0, reload_growth = 0, dodge_growth = 210, hit_growth = 210, star = 6, hit = 14, antisub_growth = 0, air_growth = 0, battle_unit_type = 95, base = 364, durability = 31500, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 18, armor = 0, id = 12900444, antiaircraft_growth = 0, antisub = 0, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 617071, 617072, 617073, 617074, 617075, 617076, 617077, 617078 } }, [12900501] = { cannon = 7, reload = 150, speed_growth = 0, cannon_growth = 560, pilot_ai_template_id = 20005, air = 0, rarity = 1, dodge = 0, torpedo = 33, durability_growth = 10000, antiaircraft = 60, reload_growth = 0, dodge_growth = 0, hit_growth = 144, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, battle_unit_type = 25, base = 105, durability = 300, armor_growth = 0, torpedo_growth = 3250, luck_growth = 0, speed = 15, luck = 0, id = 12900501, antiaircraft_growth = 1000, antisub = 0, armor = 0, appear_fx = { "appearsmall" }, equipment_list = { 1100102, 1100497 } }, [12900502] = { cannon = 16, reload = 150, speed_growth = 0, cannon_growth = 880, pilot_ai_template_id = 20005, air = 0, rarity = 1, dodge = 0, torpedo = 26, durability_growth = 19200, antiaircraft = 120, reload_growth = 0, dodge_growth = 0, hit_growth = 144, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, battle_unit_type = 30, base = 107, durability = 510, armor_growth = 0, torpedo_growth = 2250, luck_growth = 0, speed = 15, luck = 0, id = 12900502, antiaircraft_growth = 2250, antisub = 0, armor = 0, appear_fx = { "appearsmall" }, equipment_list = { 1100427, 1100232 } } } return
--------------------------------------------------------------------------- -- Reflect a widget along one or both axis. -- -- -- --![Usage example](../images/AUTOGEN_wibox_container_defaults_mirror.svg) -- -- @author dodo -- @copyright 2012 dodo -- @containermod wibox.container.mirror -- @supermodule wibox.widget.base --------------------------------------------------------------------------- local type = type local error = error local ipairs = ipairs local setmetatable = setmetatable local base = require("wibox.widget.base") local matrix = require("gears.matrix") local gtable = require("gears.table") local mirror = { mt = {} } -- Layout this layout function mirror:layout(_, width, height) if not self._private.widget then return end local m = matrix.identity local t = { x = 0, y = 0 } -- translation local s = { x = 1, y = 1 } -- scale if self._private.horizontal then t.x = width s.x = -1 end if self._private.vertical then t.y = height s.y = -1 end m = m:translate(t.x, t.y) m = m:scale(s.x, s.y) return { base.place_widget_via_matrix(self._private.widget, m, width, height) } end -- Fit this layout into the given area. function mirror:fit(context, ...) if not self._private.widget then return 0, 0 end return base.fit_widget(self, context, self._private.widget, ...) end --- The widget to be reflected. -- -- @property widget -- @tparam widget widget The widget. -- @interface container mirror.set_widget = base.set_widget_common function mirror:get_widget() return self._private.widget end function mirror:get_children() return {self._private.widget} end function mirror:set_children(children) self:set_widget(children[1]) end --- Reset this layout. The widget will be removed and the axes reset. -- -- @method reset -- @interface container function mirror:reset() self._private.horizontal = false self._private.vertical = false self:set_widget(nil) end function mirror:set_reflection(reflection) if type(reflection) ~= 'table' then error("Invalid type of reflection for mirror layout: " .. type(reflection) .. " (should be a table)") end for _, ref in ipairs({"horizontal", "vertical"}) do if reflection[ref] ~= nil then self._private[ref] = reflection[ref] end end self:emit_signal("widget::layout_changed") self:emit_signal("property::reflection", reflection) end --- Get the reflection of this mirror layout. -- -- @property reflection -- @tparam table reflection A table of booleans with the keys "horizontal", "vertical". -- @tparam boolean reflection.horizontal -- @tparam boolean reflection.vertical -- @propemits true false function mirror:get_reflection() return { horizontal = self._private.horizontal, vertical = self._private.vertical } end --- Returns a new mirror container. -- -- A mirror container mirrors a given widget. Use the `widget` property to set -- the widget and `reflection` property to set the direction. -- horizontal and vertical are by default false which doesn't change anything. -- -- @tparam[opt] widget widget The widget to display. -- @tparam[opt] table reflection A table describing the reflection to apply. -- @treturn table A new mirror container -- @constructorfct wibox.container.mirror local function new(widget, reflection) local ret = base.make_widget(nil, nil, {enable_properties = true}) ret._private.horizontal = false ret._private.vertical = false gtable.crush(ret, mirror, true) ret:set_widget(widget) ret:set_reflection(reflection or {}) return ret end function mirror.mt:__call(...) return new(...) end return setmetatable(mirror, mirror.mt) -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
function PlayerNameFunction(playerName) gui = gui or GuiCreate() GuiStartFrame(gui) local screenWidth, screenHeight = GuiGetScreenDimensions(gui) screenWidth, screenHeight = screenWidth/2, screenHeight/2 local entityId = GetUpdatedEntityID() local x, y = EntityGetTransform(entityId) function getEntityPositionOnScreen(entityId) local camX, camY = GameGetCameraPos() return screenWidth+((x-camX)*1.5),screenHeight+((y-camY)*1.5) end local entityX, entityY = getEntityPositionOnScreen(EntityGetWithTag("player_unit")[1]) local playerNameLength = string.len(playerName) local playerNameMid = entityX -(playerNameLength*2) GuiText(gui,playerNameMid,entityY,playerName) end PlayerNameFunction("testname")
minetest.register_on_joinplayer(function(player) local meta = player:get_meta() if meta:get_int("handgun_skill") == 0 then meta:set_int("handgun_skill",100) end if meta:get_int("mp_skill") == 0 then meta:set_int("mp_skill",100) end if meta:get_int("smg_skill") == 0 then meta:set_int("smg_skill",100) end if meta:get_int("shotgun_skill") == 0 then meta:set_int("shotgun_skill",100) end if meta:get_int("heavy_skill") == 0 then meta:set_int("heavy_skill",100) end if meta:get_int("arifle_skill") == 0 then meta:set_int("arifle_skill",100) end if meta:get_int("revolver_skill") == 0 then meta:set_int("revolver_skill",100) end if meta:get_int("rifle_skill") == 0 then meta:set_int("rifle_skill",100) end if meta:get_int("throw_skill") == 0 then meta:set_int("throw_skill",100) end end) minetest.register_chatcommand("gunskills", { func = function(name, param) for _, player in pairs(minetest.get_connected_players()) do local meta = player:get_meta() local handguns = meta:get_int("handgun_skill") local mps = meta:get_int("mp_skill") local smgs = meta:get_int("smg_skill") local shotguns = meta:get_int("shotgun_skill") local heavy = meta:get_int("heavy_skill") local arifle = meta:get_int("arifle_skill") local revolver = meta:get_int("revolver_skill") local rifle = meta:get_int("rifle_skill") local throw = meta:get_int("throw_skill") minetest.show_formspec(name, "rangedweapons:gunskills_form", "size[11,7]".. "label[0,0;Gun efficiency: increases damage, accuracy and crit chance.]".. "image[0,1;1,1;rangedweapons_handgun_img.png]".. "label[1,1.2;Handgun efficiency: " .. handguns .. "%]".. "image[0,2;1,1;rangedweapons_machinepistol_img.png]".. "label[1,2.2;M.Pistol efficiency: " .. mps .. "%]".. "image[0,3;1,1;rangedweapons_smg_img.png]".. "label[1,3.2;S.M.G efficiency: " .. smgs .. "%]".. "image[0,4;1,1;rangedweapons_shotgun_img.png]".. "label[1,4.2;Shotgun efficiency: " .. shotguns .. "%]".. "image[0,5;1,1;rangedweapons_heavy_img.png]".. "label[1,5.2;Heavy.MG efficiency: " .. heavy .. "%]".. "image[0,6;1,1;rangedweapons_arifle_img.png]".. "label[1,6.2;A.rifle efficiency: " .. arifle .. "%]".. "image[5,1;1,1;rangedweapons_revolver_img.png]".. "label[6,1.2;Revl./mgn. efficiency: " .. revolver .. "%]".. "image[5,2;1,1;rangedweapons_rifle_img.png]".. "label[6,2.2;Rifle efficiency: " .. rifle .. "%]".. "image[5,3;1,1;rangedweapons_yeetable_img.png]".. "label[6,3.2;Throwing efficiency: " .. throw .. "%]".. "button_exit[9,0;2,1;exit;Done]") end end }) local timer = 0 minetest.register_globalstep(function(dtime, player) timer = timer + dtime; if timer >= 60.0 then for _, player in pairs(minetest.get_connected_players()) do local meta = player:get_meta() local handguns = meta:get_int("handgun_skill") local mps = meta:get_int("mp_skill") local smgs = meta:get_int("smg_skill") local shotguns = meta:get_int("shotgun_skill") local heavy = meta:get_int("heavy_skill") local arifle = meta:get_int("arifle_skill") local revolver = meta:get_int("revolver_skill") local rifle = meta:get_int("rifle_skill") local throw = meta:get_int("throw_skill") if math.random(1, 40) == 1 then if handguns > rweapons_min_gun_efficiency then meta:set_int("handgun_skill", handguns - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Handgun skill degraded! ")) end end if math.random(1, 40) == 1 then if mps > rweapons_min_gun_efficiency then meta:set_int("mp_skill", mps - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Machine Pistol skill degraded! ")) end end if math.random(1, 40) == 1 then if smgs > rweapons_min_gun_efficiency then meta:set_int("smg_skill", smgs - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","S.M.G skill degraded! ")) end end if math.random(1, 40) == 1 then if shotguns > rweapons_min_gun_efficiency then meta:set_int("shotgun_skill", shotguns - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Shotgun skill degraded! ")) end end if math.random(1, 40) == 1 then if heavy > rweapons_min_gun_efficiency then meta:set_int("heavy_skill", heavy - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Heavy.MG skill degraded! ")) end end if math.random(1, 40) == 1 then if arifle > rweapons_min_gun_efficiency then meta:set_int("arifle_skill", arifle - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","A.Rifle skill degraded! ")) end end if math.random(1, 40) == 1 then if revolver > rweapons_min_gun_efficiency then meta:set_int("revolver_skill", revolver - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Revolver/magnum skill degraded! ")) end end if math.random(1, 40) == 1 then if rifle > rweapons_min_gun_efficiency then meta:set_int("rifle_skill", rifle - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Rifle skill degraded! ")) end end if math.random(1, 40) == 1 then if throw > rweapons_min_gun_efficiency then meta:set_int("throw_skill", throw - 1) minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Throwing skill degraded! ")) end end timer = 0 end end end)
local spec = false local specply = nil local checktimer = nil function checkuntilvalid() for i,ply in pairs(GetStreamedPlayers()) do if ply==specply then spec=true DestroyTimer(checktimer) end end end AddRemoteEvent("SpecRemoteEvent",function(bool,plyid,x,y,z) if bool == false then spec=false specply=nil else specply=plyid actor = GetPlayerActor(GetPlayerId()) actor:SetActorLocation(FVector( x,y,0)) checktimer = CreateTimer(checkuntilvalid,10) end end) function stopspec() spec=false specply=nil SetCameraLocation(0,0,0,false) SetCameraRotation(0,0,0,false) CallRemoteEvent("NoLongerSpectating") end AddEvent("OnGameTick",function(ds) if spec then if IsValidPlayer(specply) then local x, y, z = GetPlayerLocation(specply) local x2, y2, z2 = GetPlayerLocation(GetPlayerId()) local heading = GetPlayerHeading(specply) if z > 0 then -- if the player is under 0 or == 0 it looks like he is spectating if GetDistance2D(x, y, x2, y2)>3000 then actor = GetPlayerActor(GetPlayerId()) actor:SetActorLocation(FVector( x,y,0)) end if GetPlayerVehicle(specply) == 0 then local fx,fy,fz = GetPlayerForwardVector(specply) local hittype, hitid, impactX, impactY, impactZ = LineTrace(x-fx*40,y-fy*40,z,x-fx*300, y-fy*300, z+150) if (hittype~=2 and impactX==0 and impactY==0 and impactZ==0) then SetCameraLocation(x-fx*300, y-fy*300, z+150 , true) SetCameraRotation(-25,heading,0) else SetCameraLocation(impactX, impactY, impactZ , true) SetCameraRotation(-25,heading,0) end else local veh = GetPlayerVehicle(specply) local x, y, z = GetVehicleLocation(veh) local rx, ry, rz = GetVehicleRotation(veh) local fx,fy,fz = GetVehicleForwardVector(veh) SetCameraLocation(x-fx*600, y-fy*600, z+275 , true) SetCameraRotation(-15,ry,rz) end else stopspec() end else stopspec() end end end) AddEvent("OnKeyPress",function(key) if (spec and key=="S") then stopspec() end end) AddEvent("OnRenderHUD", function() if spec then DrawText(5, 400, "Press S to stop spectating") end end)
local fetch_local_conf = require("apisix.core.config_local").local_conf -- local log = require("apisix.core.log") -- local json = require("apisix.core.json") local http = require("resty.http") local _M = { version = 0.1, } function _M.request_self(uri, opts) local local_conf = fetch_local_conf() if not local_conf or not local_conf.apisix or not local_conf.apisix.node_listen then return nil, nil -- invalid local yaml config end local httpc = http.new() local full_uri = "http://127.0.0.1:" .. local_conf.apisix.node_listen .. uri return httpc:request_uri(full_uri, opts) end return _M
PLUGIN.name = "Business Permits" PLUGIN.desc = "Adds business permits which are needed to purchase certain goods." PLUGIN.author = "Chessnut" function PLUGIN:CanPlayerUseBusiness(client, uniqueID) local itemTable = nut.item.list[uniqueID] if (itemTable and itemTable.permit) then if (client:getChar():getInv():hasItem("permit_"..itemTable.permit)) then return true end end end
print("client test")
--[[ UI Container Holds UI objects and passes calls to them ]] local lib local container local ui_base local ui_container ui_container = { clip_children = false, auto_hook = { ["draw"] = true, ["tick"] = true, ["mousedown"] = true, ["mousedown_in"] = true, ["mousedown_out"] = true, ["mouseup"] = true, ["mouseup_in"] = true, ["mouseup_out"] = true }, draw = function(self, event) local ox = event.ox + self.x local oy = event.oy + self.y local handlers = self.events["draw"] local event_data = handlers.data event_data:update(event) event_data:add(self) local flags = event_data.flags local ox = event.ox + self.x local oy = event.oy + self.y event_data.ox = ox event_data.oy = oy love.graphics.push() love.graphics.translate(ox, oy) if (self.clip_children) then love.graphics.setScissor(ox, oy, self.width, self.height) end for key = 1, #handlers do local handler = handlers[key] handler[2](handler[1], event_data) if (flags.event_unhook) then handlers[key] = nil flags.event_unhook = false end if (flags.event_cancel) then break end end love.graphics.setScissor() love.graphics.pop() return event_data end, positional_event = function(self, event_name, event) self:event_fire(event_name, event) local ox = event.ox + self.x local oy = event.oy + self.y local x = event.abs_x - ox local y = event.abs_y - oy local handlers = self.events[event_name .. "_out"] local event_data = handlers.data event_data:update(event) event_data:add(self) event_data.x, event_data.y = x, y event_data.ox, event_data.oy = ox, oy local flags = event_data.flags for key = 1, #handlers do local handler = handlers[key] local object = handler[1] if (x < object.x or y < object.y or x > (object.x + object.width) or y > (object.y + object.height)) then handler[2](handler[1], event_data) end if (flags.event_unhook) then handlers[key] = nil flags.event_unhook = false end if (flags.event_cancel) then break end end if (not self.clip_children) then local handlers = self.events[event_name .. "_in"] local event_data = handlers.data event_data:update(event) event_data:add(self) event_data.x, event_data.y = x, y event_data.ox, event_data.oy = ox, oy local flags = event_data.flags for key = 1, #handlers do local handler = handlers[key] local object = handler[1] if (x > object.x and y > object.y and x < (object.x + object.width) and y < (object.y + object.height)) then handler[2](handler[1], event_data) end if (flags.event_unhook) then handlers[key] = nil flags.event_unhook = false end if (flags.event_cancel) then break end end end end, positional_event_in = function(self, event_name, event) if (self.clip_children) then local handlers = self.events[event_name .. "_in"] local event_data = handlers.data event_data:update(event) event_data:add(self) local ox = event.ox + self.x local oy = event.oy + self.y local x = event.abs_x - ox local y = event.abs_y - oy event_data.x, event_data.y = x, y event_data.ox, event_data.oy = ox, oy local flags = event_data.flags for key = 1, #handlers do local handler = handlers[key] local object = handler[1] if (x > object.x and y > object.y and x < (object.x + object.width) and y < (object.y + object.height)) then handler[2](handler[1], event_data) end if (flags.event_unhook) then handlers[key] = nil flags.event_unhook = false end if (flags.event_cancel) then break end end return event_data end end, mousedown = function(self, event) self:positional_event("mousedown", event) end, mousedown_in = function(self, event) self:positional_event_in("mousedown", event) end, mouseup = function(self, event) self:positional_event("mouseup", event) end, mouseup_in = function(self, event) self:positional_event_in("mouseup", event) end, _new = function(base, new, x, y, w, h) container._new(base, new) ui_base._new(base, new, x, y, w, h) return new end, init = function(self, engine) lib = engine.lib lib.oop:objectify(self) container = self:inherit(engine:lib_get(":event.container")) ui_base = self:inherit(engine:lib_get(":ui.base")) end } ui_container.event = { draw = ui_container.draw, mousedown = ui_container.mousedown, mousedown_in = ui_container.mousedown_in, mouseup = ui_container.mouseup, mouseup_in = ui_container.mouseup_in } return ui_container
-- id int 特效id -- effects dict[3] 特效表现 -- execute string 执行特效 -- continue string 持续特效 -- disappear string 消失特效 -- start_lv int 需求等级 -- instead_lv tableString[k:#seq|v:#1(int)] 替换等级 -- check_points tableString[k:#seq|v:#1(int)] 检查点 -- chance fixedint 检查概率 -- conditions dict[3] 检查条件 -- condition1 tableString[k:#seq|v:#1(fixedfloat)] 条件一 -- condition2 tableString[k:#seq|v:#1(fixedfloat)] 条件二 -- condition3 tableString[k:#seq|v:#1(fixedfloat)] 条件三 -- range tableString[k:#seq|v:#1(fixedfloat)] 目标选择 -- delay int 延迟施放 -- type int 特效类型 -- type_sub int 类型子类 -- type_content tableString[k:#seq|v:#1(fixedint)] 类型具体内容 -- parameter1 tableString[k:#seq|v:#1(fixedfloat)] 特殊参数1 -- parameter2 tableString[k:#seq|v:#1(fixedfloat)] 特殊参数2 -- parameter3 tableString[k:#seq|v:#1(fixedfloat)] 特殊参数3 -- buff_icon string buff图标 -- turn tableString[k:#seq|v:#1(fixedfloat)] 持续时间 -- number tableString[k:#seq|v:#1(fixedfloat)] 次数持续 -- tags tableString[k:#seq|v:#1(int)] 标签 return { [404011] = { effects = { execute = "", continue = "", disappear = "", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 5, }, chance = 104857600 --[[100]], conditions = { condition1 = { [1] = 0 --[[0]], [2] = 3145728 --[[3]], [3] = 0 --[[0]], [4] = 42991616 --[[41]], }, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, delay = nil, type = 40, type_sub = 2, type_content = { [1] = 31457280000 --[[30000]], [2] = 0 --[[0]], }, parameter1 = nil, parameter2 = nil, parameter3 = nil, buff_icon = "", turn = nil, number = nil, tags = nil, }, [404012] = { effects = { execute = "", continue = "Effect/Buffs/Yoshino_PassiveSS", disappear = "Effect/Buffs/Yoshino_PassiveSS_01", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 5, }, chance = 104857600 --[[100]], conditions = { condition1 = { [1] = 0 --[[0]], [2] = 3145728 --[[3]], [3] = 0 --[[0]], [4] = 4194304 --[[4]], }, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, delay = nil, type = 552, type_sub = nil, type_content = { [1] = 41943040 --[[40]], [2] = 0 --[[0]], }, parameter1 = { [1] = 0 --[[0]], [2] = 0 --[[0]], }, parameter2 = { [1] = 0 --[[0]], [2] = 0 --[[0]], }, parameter3 = nil, buff_icon = "attr_icon", turn = { [1] = -1048576 --[[-1]], [2] = 0 --[[0]], [3] = 0 --[[0]], [4] = 0 --[[0]], }, number = { [1] = 2097152 --[[2]], [2] = 104857600 --[[100]], [3] = 0 --[[0]], [4] = 0 --[[0]], }, tags = { [1] = 1, [2] = 1, }, }, [404021] = { effects = { execute = "", continue = "", disappear = "", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 5, }, chance = 104857600 --[[100]], conditions = { condition1 = { [1] = 0 --[[0]], [2] = 3145728 --[[3]], [3] = 0 --[[0]], [4] = 4194304 --[[4]], }, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 10485760000 --[[10000]], [3] = 1048576 --[[1]], }, delay = nil, type = 10, type_sub = nil, type_content = { [1] = 10485760 --[[10]], [2] = 0 --[[0]], }, parameter1 = nil, parameter2 = nil, parameter3 = nil, buff_icon = "", turn = nil, number = nil, tags = nil, }, [404022] = { effects = { execute = "", continue = "", disappear = "", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 0, }, chance = 104857600 --[[100]], conditions = { condition1 = nil, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, delay = nil, type = 1001, type_sub = nil, type_content = { [1] = -41943040 --[[-40]], [2] = 0 --[[0]], [3] = 0 --[[0]], [4] = 0 --[[0]], }, parameter1 = { [1] = 0 --[[0]], [2] = 0 --[[0]], }, parameter2 = { [1] = 3145728 --[[3]], [2] = 0 --[[0]], }, parameter3 = nil, buff_icon = "attr_icon", turn = { [1] = 209715200 --[[200]], [2] = 0 --[[0]], [3] = 209715200 --[[200]], [4] = 0 --[[0]], }, number = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, tags = { [1] = 5, [2] = 1, }, }, [404031] = { effects = { execute = "", continue = "", disappear = "", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 0, }, chance = 104857600 --[[100]], conditions = { condition1 = nil, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, delay = nil, type = 40, type_sub = 0, type_content = { [1] = 31457280000 --[[30000]], [2] = 0 --[[0]], }, parameter1 = nil, parameter2 = nil, parameter3 = nil, buff_icon = "", turn = nil, number = nil, tags = nil, }, [404032] = { effects = { execute = "", continue = "", disappear = "", }, start_lv = 1, instead_lv = nil, check_points = { [1] = 0, }, chance = 104857600 --[[100]], conditions = { condition1 = nil, condition2 = nil, condition3 = nil, }, range = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, delay = nil, type = 551, type_sub = nil, type_content = { [1] = 10485760 --[[10]], [2] = 0 --[[0]], }, parameter1 = { [1] = 0 --[[0]], [2] = 0 --[[0]], }, parameter2 = { [1] = 0 --[[0]], [2] = 0 --[[0]], }, parameter3 = nil, buff_icon = "attr_icon", turn = { [1] = -1048576 --[[-1]], [2] = 0 --[[0]], [3] = 0 --[[0]], [4] = 0 --[[0]], }, number = { [1] = 0 --[[0]], [2] = 0 --[[0]], [3] = 0 --[[0]], }, tags = { [1] = 1, [2] = 1, }, }, }
lang.br = { police = 'Policial', sale = 'À venda', close = 'Fechar', soon = 'Em breve!', house = 'Casa', yes = 'Sim', no = 'Não', thief = 'Ladrão', House1 = 'Casa clássica', House2 = 'Casa de Família', House3 = 'Casa Mal Assombrada', goTo = 'Entrar\n', fisher = 'Pescador', furniture = 'Móveis', hospital = 'Hospital', open = 'Abrir', use = 'Usar', using = 'Usando', error = 'Erro', submit = 'Validar', cancel = 'Cancelar', fishWarning = 'Você não pode pescar aqui.', fishingError = 'Você não está mais pescando.', closed_market = 'O mercado está fechado. Volte depois!', closed_police = 'A delegacia está fechada. Volte depois!', timeOut = 'Local indisponível.', password = 'Senha', passwordError = 'Mínimo de 1 letra', incorrect = 'Incorreto', buy = 'Comprar', alreadyLand = 'Algum jogador já adquiriu este terreno.', moneyError = 'Você não tem dinheiro suficiente.', copAlerted = 'Os policiais foram alertados.', looseMgs = 'Você será solto em %s segundos.', runAway = 'Fuja por %s segundos.', alert = 'Alerta!', copError = 'Você deve esperar 10 segundos para prender novamente.', closed_dealership = 'A concessionária está fechada. Volte depois!', miner = 'Mineiro', pickaxeError = 'Você deve comprar uma picareta.', pickaxes = 'Picaretas', closed_buildshop = 'A oficina do Jason está fechada. Volte depois!', energy = 'Energia', sleep = 'Sono', leisure = 'Lazer', hunger = 'Fome', elevator = 'Elevador', healing = 'Você será curado em %s segundos.', pizzaMaker = 'Pizzaiolo', noEnergy = 'Você precisa de mais energia para trabalhar novamente.', use = 'Usar', remove = 'Remover', items = 'Itens:', bagError = 'Espaço insuficiente na mochila.', item_pickaxe = 'Picareta', item_surfboard = 'Prancha de Surf', item_clock = 'Relógio', boats = 'Barcos', vehicles = 'Veículos', error_boatInIsland = 'Você não pode usar um barco longe do mar.', item_milk = 'Garrafa de Leite', mine5error = 'A mina desabou.', vehicle_5 = 'Bote', noMissions = 'Não há missões disponíveis.', questsName = 'Missões', completedQuest = 'Missão finalizada', receiveQuestReward = 'Receber recompensa', rewardNotFound = 'Recompensa não encontrada', npc_mine6msg = 'Isso pode desabar a qualquer momento, mas ninguém me escuta...', item_goldNugget = 'Ouro', goldAdded = 'O ouro que você coletou foi colocado na sua mochila.', sellGold = 'Vender %s ouro(s) por <vp>%s</vp>', settings_gameHour = 'Horário', settings_gamePlaces = 'Lugares', settingsText_availablePlaces = 'Lugares disponíveis: <vp>%s</vp>', settingsText_placeWithMorePlayers = 'Lugar com mais jogadores: <vp>%s</vp> <r>(%s)</r>', settingsText_hour = 'Hora atual: <vp>%s</vp>', item_dynamite = 'Dinamite', placeDynamite = 'Plantar dinamite', energyInfo = '<v>%s</v> de energia', hungerInfo = '<v>%s</v> de comida', itemDesc_clock = 'Um relógio simples que pode ser utilizado uma única vez.', itemDesc_dynamite = 'Boom!', itemDesc_pickaxe = 'Quebre pedras com maior facilidade!', hey = 'Ei! Parado!', robberyInProgress = 'Roubo em andamento', closed_bank = 'O banco está fechado. Volte novamente mais tarde.', bankRobAlert = 'O banco está sendo assaltado. Defenda-o!', runAwayCoinInfo = 'Você receberá %s após completar o roubo.', atmMachine = 'Caixa eletrônico', codeInfo = 'Digite um código válido e clique em validar para resgatar sua recompensa.\nVocê pode obter novos códigos através do nosso servidor no Discord.\n<a href="event:getDiscordLink"><v>(Clique aqui para receber o link de convite)</v></a>', item_shrinkPotion = 'Poção do Encolhimento', itemDesc_shrinkPotion = 'Use essa poção para diminuir o seu tamanho por %s segundos!', mouseSizeError = 'Você está muito pequeno para realizar essa ação.', enterQuestPlace = 'Desbloqueie este lugar ao completar <vp>%s</vp>.', closed_potionShop = 'A loja de poções está fechada. Volte novamente mais tarde.', bag = 'Mochila', ranking_coins = 'Moedas Acumuladas', ranking_spentCoins = 'Moedas Gastas', item_growthPotion = 'Poção do Crescimento', itemDesc_growthPotion = 'Use essa poção para aumentar o seu tamanho por %s segundos!', codeAlreadyReceived = 'Código já utilizado.', codeReceived = 'Você resgatou: %s.', codeNotAvailable = 'Código indisponível.', quest = 'Missão', job = 'Trabalho', chooseOption = 'Escolha uma opção', newUpdate = 'Nova atualização!', itemDesc_goldNugget = 'Brilhante e valioso.', shop = 'Loja', item_coffee = 'Café', item_hotChocolate = 'Chocolate Quente', item_milkShake = 'Milkshake', speed = 'Velocidade: %s', price = 'Preço: %s', owned = 'Adquirido', updateWarning = '<font size="10"><rose><p align="center">Atenção!</p></rose>\nAtualização em %smin %ss.', waitUntilUpdate = '<rose>Por favor aguarde.</rose>', playerBannedFromRoom = '%s foi banido desta sala.', playerUnbannedFromRoom = '%s foi desbanido.', harvest = 'Colher', item_bag = 'Mochila', itemDesc_bag = '+ %s de armazenamento da mochila.', item_seed = 'Semente', itemDesc_seed = 'Uma semente aleatória.', item_tomato = 'Tomate', item_fertilizer = 'Fertilizante', itemDesc_fertilizer = 'Faça as plantas crescerem mais rápido!', error_maxStorage = 'Limite excedido.', drop = 'Largar', item_lemon = 'Limão', item_lemonSeed = 'Semente de limão', item_tomatoSeed = 'Semente de tomate', item_oregano = 'Orégano', item_oreganoSeed = 'Semente de orégano', item_water = 'Balde d\'água', itemDesc_water = 'Faça as plantas crescerem mais rápido!', houses = 'Casas', expansion = 'Expansões', furnitures = 'Móveis', settings = 'Configurações', furniture_oven = 'Fogão', expansion_pool = 'Piscina', expansion_garden = 'Plantação', expansion_grass = 'Grama', chooseExpansion = 'Escolha uma expansão', item_pepper = 'Pimenta', item_luckyFlower = 'Flor-da-sorte', item_pepperSeed = 'Semente de pimenta', item_luckyFlowerSeed = 'Semente de Flor-da-sorte', closed_seedStore = 'A loja de sementes está fechada. Volte novamente mais tarde.', item_salt = 'Sal', item_sauce = 'Molho de Tomate', item_hotsauce = 'Molho Apimentado', item_dough = 'Massa', item_wheat = 'Trigo', item_wheatSeed = 'Semente de trigo', item_pizza = 'Pizza', recipes = 'Receitas', cook = 'Cozinhar', closed_furnitureStore = 'A loja de móveis está fechada. Volte novamente mais tarde.', maxFurnitureStorage = 'Você só pode colocar %s móveis em sua casa.', furniture_kitchenCabinet = 'Armário de cozinha', sell = 'Vender', item_cornFlakes = 'Flocos de milho', furniture_flowerVase = 'Vaso de flor', createdBy = 'Criado por %s', furniture_painting = 'Pintura', furniture_sofa = 'Sofá', furniture_chest = 'Baú', furniture_tv = 'Tv', transferedItem = 'O item %s foi transferido para sua mochila.', passToBag = 'Pôr na mochila', seeItems = 'Ver Itens', furnitureRewarded = 'Móvel Desbloqueado: %s', itemAddedToChest = 'O item %s foi inserido no baú.', farmer = 'Fazendeiro', seedSold = 'Você vendeu %s por %s.', item_pumpkin = 'Abóbora', item_pumpkinSeed = 'Semente de abóbora', waitingForPlayers = 'Aguardando jogadores...', _2ndquest = 'Missão secundária', sideQuests = { [1] = 'Plante %s sementes no jardim do Oliver.', [2] = 'Fertilize %s plantas no jardim do Oliver.', [3] = 'Consiga %s moedas.', [4] = 'Prenda um ladrão %s vezes.', [5] = 'Use %s itens.', [6] = 'Gaste %s moedas.', [7] = 'Pesque %s vezes.', [8] = 'Minere %s pedras de ouro.', [9] = 'Roube o banco.', [10] = 'Roube %s vezes.', [11] = 'Cozinhe %s itens.', [12] = 'Ganhe %s xp.', [13] = 'Pesque %s sapos.', [14] = 'Pesque %s peixes-leão.', [15] = 'Entregue %s pedidos.', [16] = 'Entregue %s pedidos.', [17] = 'Prepare uma pizza.', [18] = 'Prepare uma brusqueta.', [19] = 'Prepare uma limonada.', [20] = 'Prepare um sanduíche de sapo.', [31] = 'Venda %s cristais.', [32] = 'Realize uma troca com Dave %s vezes.', [33] = 'Colha %s plantações.', [34] = 'Venda %s sementes.', [35] = 'Venda %s frutos.', [36] = 'Venda %s peixes.', [37] = 'Roube %s %s vezes.', -- Rob [NPC] [Amount] times. [38] = 'Compre %s itens de %s.', -- Buy [Amount] items from [NPC]. }, profile_coins = 'Moedas', profile_spentCoins = 'Moedas gastas', profile_completedQuests = 'Missões feitas', profile_completedSideQuests = 'Missões secundárias feitas', profile_purchasedHouses = 'Casas adquiridas', profile_purchasedCars = 'Veículos adquiridos', profile_basicStats = 'Dados Gerais', profile_questCoins = 'Pontos de missão', profile_jobs = 'Trabalhos', profile_arrestedPlayers = 'Prendeu', profile_robbery = 'Roubos', profile_fishes = 'Pescou', profile_gold = 'Ouro coletado', profile_seedsPlanted = 'Colheitas', profile_seedsSold = 'Sementes vendidas', levelUp = '%s passou para o nível %s!', sidequestCompleted = 'Você completou uma missão secundária!\nVocê recebeu:', chestIsFull = 'O baú está cheio.', code = 'digite um código', level = 'Nível %s', furniture_hay = 'Feno', furniture_shelf = 'Prateleira', item_superFertilizer = 'Super Fertilizante', itemDesc_superFertilizer = 'Possui o dobro da eficácia de um fertilizante comum.', profile_badges = 'Medalhas', daysLeft = '%s dias restantes',-- d: abbreviation of days daysLeft2 = '%sd', -- d: abbreviation of days collectorItem = 'Item de colecionador.', House4 = 'Celeiro', House5 = 'Mansão Assombrada', houseSetting_storeFurnitures = 'Guardar todos os móveis no inventário', ghostbuster = 'Caça-Fantasmas', furniture_rip = 'Lápide', furniture_cross = 'Cruz', furniture_pumpkin = 'Abóbora do Halloween', furniture_spiderweb = 'Teia de aranha', furniture_candle = 'Vela', furniture_cauldron = 'Caldeirão', event_halloween2019 = 'Halloween 2019', ghost = 'Fantasma', maxFurnitureDepot = 'Seu depósito de móveis está cheio.', unlockedBadge = 'Você desbloqueou uma nova medalha!', reward = 'Recompensa', badgeDesc_0 = 'Halloween 2019', badgeDesc_1 = 'Encontrou o criador do jogo', badgeDesc_3 = 'Mineirou 1000 ouros', badgeDesc_2 = 'Pescou 500 peixes', badgeDesc_4 = 'Colheu 500 plantas', item_sugar = 'Açúcar', item_chocolate = 'Chocolate', item_cookies = 'Cookies', furniture_christmasWreath = 'Guirlanda', furniture_christmasSocks = 'Meia de Natal', House6 = 'Casa Natalina', item_blueberries = 'Mirtilos', item_blueberriesSeed = 'Semente de mirtilo', furniture_christmasFireplace = 'Lareira', furniture_christmasSnowman = 'Boneco de Neve', furniture_christmasGift = 'Caixa de Presente', vehicle_9 = 'Trenó', badgeDesc_5 = 'Roubou 500 vezes', badgeDesc_6 = 'Natal 2019', badgeDesc_7 = 'Comprou o trenó', frozenLake = 'O lago está congelado. Aguarde o fim do inverno para poder usar um barco.', codeLevelError = 'Você precisa alcançar o nível %s para poder resgatar este código.', furniture_christmasCarnivorousPlant = 'Planta Carnívora', furniture_christmasCandyBowl = 'Pote de Doces', settingsText_grounds = 'Pisos gerados: %s/509', locked_quest = 'Missão %s', furniture_apiary = 'Caixa de abelhas', item_cheese = 'Queijo', itemDesc_cheese = 'Use este item e receba +1 queijo na loja do Transformice!', item_fish_Smolty = 'Salmão', item_fish_Lionfish = 'Peixe-Leão', item_fish_Dogfish = 'Peixe-Cão', item_fish_Catfish = 'Peixe-Gato', item_fish_Guppy = 'Barrigudinho', item_fish_Lobster = 'Lagosta', item_fish_Goldenmare = 'Goldenmare', item_fish_Frog = 'Sapo', emergencyMode_pause = '<cep><b>[Alerta!]</b> <r>O modo de emergência foi ativado. Para evitar que a sala caia, alguns dados demorarão mais tempo para serem processados.', emergencyMode_resume = '<r>O modo de emergência foi desativado. O jogo voltará ao normal em alguns instantes.', emergencyMode_able = "<r>A sala crashou :(. Por favor vá para outra sala #mycity.", settingsText_currentRuntime = 'Runtime: <r>%s</r>/60ms', settingsText_createdAt = 'Sala criada há <vp>%s</vp> minutos.', limitedItemBlock = 'Você deve aguardar %s segundos para usar este item.', eatItem = 'Comer', ranking_Season = 'Temporada %s', settings_help = 'Ajuda', settings_settings = 'Configurações', settings_credits = 'Créditos', settings_donate = 'Doar', settings_creditsText = '<j>#Mycity</j> foi criado por <v>%s</v>, com as artes de <v>%s</v> e com as traduções de:', settings_creditsText2 = 'Agradecimentos especiais para <v>%s</v> por ajudarem com recursos importantes no minigame.', settings_donateText = 'O <j>#Mycity</j> é um projeto iniciado em <b><cep>2014</cep></b>, mas com outra proposta: <v>construir uma cidade</v>! No entanto, esse projeto não deu certo e foi cancelado meses depois.\n Em <b><cep>2017</cep></b> eu decidi refazê-lo em uma nova proposta: <v>viver em uma cidade</v>!\n\n A maioria das funções disponíveis foram feitas apenas por mim em um trabalho <v>longo e cansativo</v>.\n\n Se você puder e tiver condições de me ajudar, faça uma doação. Isso me incentiva a trazer novas atualizações!', wordSeparator = ' e ', settings_config_lang = 'Idioma', settings_config_mirror = 'Espelhar Texto', settings_helpText = 'Bem vindo ao <j>#Mycity</j>!\n Se você tiver interesse em aprender sobre o jogo, clique no botão abaixo:', settings_helpText2 = 'Comandos disponíveis:', command_profile = '<g>!perfil</g> <v>[jogador]</v>\n Abre o perfil de outro jogador que esteja na sala.', saveChanges = 'Salvar Alterações', House7 = 'Casa na Árvore', item_lemonade = 'Limonada', item_lobsterBisque = 'Bisque de Lagosta', item_bread = 'Pão de Forma', item_bruschetta = 'Brusqueta', item_waffles = 'Waffles', item_egg = 'Ovo', item_honey = 'Mel', item_grilledLobster = 'Lagosta Grelhada', item_frogSandwich = 'Sapoíche', item_chocolateCake = 'Bolo de Chocolate', item_wheatFlour = 'Farinha de Trigo', item_salad = 'Salada', item_lettuce = 'Alface', item_pierogies = 'Pierogies', item_potato = 'Batata', item_frenchFries = 'Batatas Fritas', item_pudding = 'Pudim', item_garlicBread = 'Pão de Alho', item_garlic = 'Alho', vehicle_11 = 'Iate', vehicle_6 = 'Barco de Pesca', vehicle_8 = 'Barco de Patrulha', npcDialog_Kapo = 'Eu venho sempre aqui para conferir as ofertas diárias do Dave.\nÀs vezes eu consigo itens raros e que apenas ele tem!', npcDialog_Santih = 'Tem muita gente que ainda se atreve a pescar nesse laguinho.', npcDialog_Louis = 'EuFalei para ela não colocar azeitonas...', npcDialog_Heinrich = 'Hmmm... Então você quer ser um mineiro? Se sim, tenho que avisá-lo para ser cuidadoso. Quando eu era um ratinho pequeno, eu me perdia bastante naquele labirinto.', npcDialog_Davi = 'Me desculpe, mas não posso deixar você passar por aqui.', npcDialog_Alexa = 'Olá! Qual a nova?', npcDialog_Sebastian = 'E aí.\n...\nEu não sou o Colt.', captured = '<v>%s</v> <g>foi preso!', arrestedPlayer = 'Você prendeu <v>%s</v>!', confirmButton_Work = 'Trabalhar!', chef = 'Cozinheiro', rewardText = 'Você recebeu uma recompensa incrível!', confirmButton_Great = 'Ótimo!', questCompleted = 'Você completou a missão %s!\nVocê recebeu:', newLevelMessage = 'Parabéns! Você subiu de nível!', newLevel = 'Novo nível!', experiencePoints = 'Pontos de experiência', newQuestSoon = 'A missão %s ainda não está pronta :/\n<font size="11">Estágio de desenvolvimento: %s%%', badgeDesc_9 = 'Completou 500 pedidos', badgeDesc_10 = 'Prendeu 500 ladrões', multiTextFormating = '{0}: {1}', -- EX: "{0}: {1}" will return "Coins: 10" while "{1} : {0}" will return "10 : Coins" profile_fulfilledOrders = 'Pedidos entregues', profile_cookedDishes = 'Pratos feitos', profile_capturedGhosts = 'Fantasmas capturados', npcDialog_Marie = 'Eu aaaaaaaaamo queijo *-*', npcDialog_Rupe = 'Definitivamente uma picareta feita de pedra não é uma boa escolha para quebrar pedras.', npcDialog_Paulo = 'Essa caixa está muito pesada...\nSeria tão bom se tivéssemos uma empilhadeira por aqui.', npcDialog_Lauren = 'Ela adora queijo.', npcDialog_Julie = 'Tenha cuidado, o mercado é muito perigoso.', npcDialog_Cassy = 'BOMDIACPFNANOTA?', npcDialog_Natasha = 'Olá!', itemInfo_Seed = 'Tempo de crescimento: <vp>%smin</vp>\nPreço por semente: <vp>$%s</vp>', confirmButton_Select = 'Selecionar', confirmButton_Buy = 'Compre por %s', confirmButton_Buy2 = 'Compre %s\npor %s', newBadge = 'Nova medalha', landVehicles = 'Terrestres', waterVehicles = 'Aquáticos', houseDescription_1 = 'Uma casinha pequena típica da arquitetura de mycity!', houseDescription_2 = 'Uma casa grande para grandes famílias com grandes problemas.', houseDescription_3 = 'Somente os mais corajosos podem viver nessa casa. Oooo!', houseDescription_4 = 'Cansou da vida na cidade? Temos o que você precisa.', houseDescription_5 = 'O verdadeiro lar dos fantasmas. Tome cuidado!', houseDescription_6 = 'Essa casa aconchegante lhe trará conforto nos dias mais frios!', houseDescription_7 = 'Uma casa para quem gosta de acordar ao lado da natureza!', houseSettings = 'Configurar Casa', houseSettings_permissions = 'Permissões', houseSettings_buildMode = 'Modo de Construção', houseSettings_finish = 'Terminar!', error_houseUnderEdit = '%s está editando a casa.', sellFurniture = 'Vender móvel', sellFurnitureWarning = 'Você tem certeza que deseja vender esse móvel?\n<r>Essa ação não pode ser desfeita!</r>', confirmButton_Sell = 'Vender por %s', houseSettings_placeFurniture = 'Posicionar', speed_knots = 'Nós', npcDialog_Blank = 'Você tem algo aí?', orderCompleted = 'Você realizou o pedido de %s e recebeu %s!', houseSettings_changeExpansion = 'Alterar Expansão', furniture_derp = 'Pombo', furniture_testTubes = 'Tubos de Ensaio', furniture_bed = 'Cama', furniture_scarecrow = 'Espantalho', furniture_fence = 'Cerca', furniture_hayWagon = 'Carroça', furniture_diningTable = 'Mesa de Restaurante', furniture_bookcase = 'Estante', syncingGame = '<r>Sincronizando dados com o servidor. O jogo pode ficar lento por alguns segundos.', item_crystal_yellow = 'Cristal Amarelo', item_crystal_blue = 'Cristal Azul', item_crystal_purple = 'Cristal Roxo', item_crystal_green = 'Cristal Verde', item_crystal_red = 'Cristal Vermelho', closed_fishShop = 'A loja de pesca está fechada. Volte depois!', npcDialog_Jason = 'Opa... a minha loja ainda não está pronta.\nPor favor, volte em breve!', houseSettings_lockHouse = 'Fechar casa', houseSettings_unlockHouse = 'Abrir casa', houseSettings_reset = 'Resetar', error_blockedFromHouse = 'Você foi banido da casa de %s.', permissions_blocked = 'Bloqueado', permissions_guest = 'Convidado', permissions_roommate = 'Colega de Quarto', permissions_coowner = 'Co-dono', permissions_owner = 'Dono', setPermission = 'Tornar %s', error_houseClosed = '%s fechou esta casa.', itemAmount = 'Itens: %s', vehicleError = 'Você não pode usar este veículo neste local.', confirmButton_tip = 'Dica', tip_vehicle = 'Clique na estrela próxima à imagem de um veículo para favoritá-lo. Você poderá ativar um veículo favoritado ao apertar a tecla F (para carros) ou G (para barcos)!', npcDialog_Billy = 'Mal posso esperar para roubar o banco hoje à noite!', npcDialog_Derek = 'Shhh.. Estamos planejando algo grande para esta noite: Vamos roubar o banco.\nSe você quiser participar é melhor falar com o meu chefe Pablo.', npcDialog_Pablo = 'Então você deseja se tornar um ladrão? Eu tô achando que você é um policial disfarçado.\nAh, você não é? Eu acredito em você então.\nVocê agora é um ladrão e tem a habilidade de roubar qualquer personagem que tenham o nome rosa.\nLembre-se de usar a tecla ESPAÇO para assaltar. Também não se esqueça de fugir de policiais. Boa sorte!', npcDialog_Goldie = 'Você deseja vender algum cristal?\nLargue ele próximo a mim para eu estimar um preço.', npcDialog_Weth = 'Pudim *-*', itemInfo_miningPower = 'Dano em pedras: %s', quests = { [1] = { name = 'Missão 01: Construindo um barco', [0] = { dialog = 'Olá! Como você está? Recentemente, algumas pessoas descobriram uma pequena ilha depois do rio. Lá tem algumas árvores e construções também.\nComo você sabe, não temos um aeroporto na cidade. Por enquanto, o único modo de chegar lá é com um barco.\nEu posso construir um para você, mas vou precisar de ajuda primeiro.\nNa minha próxima aventura, quero descobrir o que tem do outro lado da mina.\nEu tenho algumas teorias e preciso confirmá-las.\nEu acho que vai ser uma expedição longa, então vou precisar de muita comida.\nVocê pode pescar 5 peixes para mim?', _add = 'Fale com Kane', }, [1] = { _add = 'Pesque %s peixes', }, [2] = { dialog = 'Wow! Obrigado por esses peixes! Eu não posso esperar para comê-los na minha expedição.\nAgora, você terá que me trazer 3 Energymax (azul). Você pode comprá-los no mercado.', _add = 'Fale com Kane', }, [3] = { _add = 'Compre %s Energymax (azul)', }, [4] = { dialog = 'Obrigado por me trazer os energéticos! Agora é minha vez de retribuir o favor.\nMas para fazer isso vou precisar de algumas tábuas, para que eu possa construir o bote.\nRecentemente, eu vi o Chrystian cortando árvores e coletando madeira. Pergunte a ele se ele pode lhe dar algumas.', _add = 'Fale com Kane', }, [5] = { dialog = 'Então você quer tábuas? Eu posso te dar algumas, mas você terá de me trazer flocos de milho.\nVocê pode fazer isso?', _add = 'Fale com Chrystian', }, [6] = { _add = 'Compre floco de milho.', }, [7] = { dialog = 'Obrigado por me ajudar! Aqui está as tábuas que você me pediu. Faça um bom uso delas!', _add = 'Fale com Chrystian', }, [8] = { dialog = 'Você demorou muito... Achei que você tivesse esquecido de pegar as tábuas...\nDe qualquer forma, agora posso construir seu barco...\nAqui está o seu barco! Divirta-se na nova ilha e tenha cuidado!', _add = 'Fale com Kane', }, }, [2] = { name = 'Missão 02: As chaves perdidas', [0] = { _add = 'Vá para a ilha.', }, [1] = { dialog = 'Olá! Quem é você? Nunca te vi antes...\nMeu nome é Indy! Eu vivo nessa ilha a muito tempo. Tem muitos lugares legais aqui.\nEu sou dono da loja de poções. Eu poderia te chamar para conhecer a loja, mas eu tenho um grande problema: Eu perdi as chaves da loja!\nEu devo ter deixado cair na mina. Você pode me ajudar?', _add = 'Fale com Indy', }, [2] = { _add = 'Vá para a mina.', }, [3] = { _add = 'Encontre as chaves de Indy', }, [4] = { dialog = 'Obrigado! Agora eu posso voltar ao trabalho!\nEspere um segundo...\nEstá faltando uma: a chave da loja! Você procurou direito?', _add = 'Leve as chaves para Indy.', }, [5] = { _add = 'Volte para a mina.', }, [6] = { _add = 'Encontre a ultima chave.', }, [7] = { dialog = 'Finalmente! Você deveria prestar mais atenção, eu poderia ter assistido um filme enquanto você as procurava.\nVocê ainda quer ver a loja? Estou indo para lá!', _add = 'Leve a chave para Indy.', }, }, [3] = { name = 'Missão 03: O roubo', [0] = { _add = 'Vá para a delegacia.', }, [1] = { dialog = 'Oi. Estão faltando policias na cidade e eu preciso da sua ajuda, nada muito difícil.\nTivemos um misterioso roubo ao banco, tanto que nenhuma suspeita foi encontrada...\nSuponho que haja alguma pista no banco.\nColt deve saber o que pode ter acontecido.Fale com ele.', _add = 'Fale com Sherlock', }, [2] = { _add = 'Vá para o banco.', }, [3] = { dialog = 'QUÊ? Sherlock pediu que viesse aqui? Eu disse a ele que estou cuidando desse caso.\nDiga a ele que eu não preciso de ajuda. Eu consigo sozinho.', _add = 'Fale com Colt.', }, [4] = { _add = 'Vá para a delegacia.', }, [5] = { dialog = 'Eu sabia que ele não ajudaria...\nVamos ter que procurar pistas sem ele.\nIremos ao banco quando ele não estiver lá, você pode fazer isso, certo?', _add = 'Fale com Sherlock.', }, [6] = { _add = 'Participe de um roubo ao banco.', }, [7] = { _add = 'Procure por pistas no banco.', }, [8] = { _add = 'Vá para a delegacia.', }, [9] = { dialog = 'Muito bem! Este tecido vai nos ajudar a encontrar um suspeito.\nFale com Indy. Ele vai nos ajudar.', _add = 'Fale com Sherlock.', }, [10] = { dialog = 'Então... Você precisa de ajuda nessa investigação?\nHmm... Deixe me ver esse tecido...\nJá o vi em algum lugar. É usado no hospital! Dê uma olhada por lá!', _add = 'Fale com Indy.', }, [11] = { _add = 'Vá para o hospital.', }, [12] = { _add = 'Procure por algo suspeito no hospital.', }, [13] = { _add = 'Vá para a mina.', }, [14] = { _add = 'Encontre o suspeito e prenda-o.', }, [15] = { _add = 'Volte para a delegacia.', }, [16] = { dialog = 'Muito bem! Você é realmente muito bom nisso.\nEu conheço um bom lugar para repôr as energias depois de uma longa investigação: a cafeteria!', _add = 'Fale com Sherlock.', }, }, [4] = { name = 'Missão 04: O molho acabou!', [0] = { dialog = 'Olá! Você quer comer uma pizza?\nBom... trago más notícias.\nOntem mais cedo comecei a fazer algumas pizzas, mas notei que todo molho que eu tinha acabou.\nTentei comprar tomates no mercado, mas aparentemente eles não vendem.\nEu comecei a morar aqui algumas semanas atrás e eu não conheço ninguém que possa me ajudar.\nEntão você pode me ajudar? Só preciso de molho para abrir a pizzaria.', _add = 'Fale com Kariina.', }, [1] = { _add = 'Vá para a ilha.', }, [2] = { _add = 'Vá para a loja de sementes.', }, [3] = { _add = 'Compre uma semente.', }, [4] = { _add = 'Vá para sua casa.', }, [5] = { _add = 'Plante a semente.', }, [6] = { _add = 'Recolha os tomates.', }, [7] = { _add = 'Vá para a loja de sementes.', }, [8] = { _add = 'Compre um balde de água.', }, [9] = { _add = 'Vá para o mercado.', }, [10] = { _add = 'Compre sal.', }, [11] = { _add = 'Cozinhe um molho.', }, [12] = { dialog = 'Wow! Obrigada! Agora eu preciso de molho picante. Você pode me fazer um?', _add = 'Entregue o molho para Kariina.', }, [13] = { _add = 'Plante uma semente na sua casa.', }, [14] = { _add = 'Recolha as pimentas.', }, [15] = { _add = 'Cozinhe um molho picante.', }, [16] = { dialog = '!!! Você conseguiu! Obrigada!\nEnquanto você não estava, percebi que preciso de mais trigo para fazer a massa... Você pode me trazer trigo?', _add = 'Entregue o molho picante para Kariina.', }, [17] = { _add = 'Plante uma semente.', }, [18] = { _add = 'Recolha o trigo.', }, [19] = { dialog = 'Wow! Obrigado! Você poderia trabalhar comigo quando eu precisar de funcionários.\nObrigada por me ajudar. Agora eu posso terminar essas pizzas!', _add = 'Entregue o trigo para Kariina.', }, }, [5] = { name = 'Missão 05: Pesadelo na Cozinha!', [0] = { _add = 'Vá para a ilha.', }, [1] = { _add = 'Vá para o restaurante.', }, [2] = { dialog = 'Olá, eu preciso de sua ajuda para resolver um grande problema...\nNão param de chegar pedidos no restaurante e não estamos conseguindo dar conta da alta demanda.\nVocê pode me ajudar a realizar os pedidos corretamente?\nÓtimo! Como vendemos diversos pratos, preciso lhe ensinar as receitas de alguns pratos. Ok?', _add = 'Fale com Remi.', }, [3] = { _add = 'Prepare um Pão de Forma.', }, [4] = { _add = 'Prepare uma Salada.', }, [5] = { _add = 'Prepare um Bolo de Chocolate.', }, [6] = { _add = 'Prepare um Sanduíche de Sapo.', }, [7] = { _add = 'Prepare Batatas Fritas.', }, [8] = { _add = 'Prepare um Pudim.', }, [9] = { _add = 'Prepare um Pão de Alho.', }, [10] = { _add = 'Prepare uma Moqueca.', }, [11] = { _add = 'Prepare um Queijo Quente.', }, [12] = { _add = 'Prepare um Hambúrguer de Peixe.', }, [13] = { _add = 'Prepare uma Brusqueta.', }, [14] = { _add = 'Prepare uma Limonada.', }, [15] = { _add = 'Prepare Pierogies.', }, [16] = { dialog = 'Que demora!\n...\nAgora que você aprendeu os ingredientes de cada receita, preciso que você entregue os pedidos que estão sendo solicitados no quadro de receitas.', _add = 'Fale com Remi.', }, [17] = { _add = 'Entregue %s pedidos.', }, [18] = { dialog = 'Muito obrigado pela ajuda! Os clientes estão satisfeitos e eu mais ainda!\nComo agradecimento, deixei uma surpresinha na sua casa: Uma geladeira!\nVocê poderá armazenar ainda mais itens em sua casa!\nAté a próxima!', _add = 'Fale com Remi.', }, }, }, daveOffers = 'Ofertas de hoje', placedFurnitures = 'Móveis colocados: %s', npcDialog_Bill = 'Olá! Você gostaria que eu avaliasse a sua sorte na pesca?\nHmmm... Deixa eu conferir...\nVocê tem %s de chance de pescar um peixe comum, %s de pescar um peixe raro e %s de pescar um peixe mítico.\nVocê também tem %s de chance de pescar um peixe lendário!', furniture_nightstand = 'Mesa de Cabeceira', furniture_bush = 'Arbusto', furniture_armchair = 'Poltrona', furniture_books = 'Pilha de livros', furniture_mirror = 'Espelho', furniture_broom = 'Vassoura', furniture_piggy = 'Porquinho', furniture_sink = 'Pia', badgeDesc_11 = 'Top 10 da temporada 1', caught_goldenmare = '<v>%s</v> <j>pescou um Goldenmare!</j>', newCar = 'Novo Carro', unlockedCar = 'Parabéns! Você desbloqueou um novo carro!', seasonReward = 'Prêmio de temporada', furniture_inflatableDuck = 'Pato de Borracha', furniture_lifesaverChair = 'Cadeira Salva-Vidas', furniture_coolBox = 'Cooler', furniture_bbqGrill = 'Churrasqueira', furniture_shower = 'Ducha', furniture_flamingo = 'Flamingo', item_bananaSeed = 'Muda de Banana', item_moqueca = 'Moqueca', badgeDesc_12 = 'Top 10 da temporada 2', item_grilledCheese = 'Queijo Quente', item_fishBurger = 'Hambúrguer de Peixe', furniture_freezer = 'Geladeira', confirmButton_skipQuest = 'Pular Missão!', skipQuest = 'Pular Missão', skipQuestTxt = 'Você tem certeza de que deseja pular essa missão? <r>Você só pode pular 1 missão por dia.</r>', item_bananaCake = 'Bolo de Banana', item_croquettes = 'Croquete de Batata', itemInfo_sellingPrice = 'Preço de venda: %s', --- V3.1.1 House8 = 'Casa Moderna', houseDescription_8 = 'Não é uma mansão, mas é tão grande quanto.', --- V3.2.0 trade_title = 'Troca', confirmButton_trade = 'Trocar', confirmButton_cancel = 'Cancelar', trade_cancelled = '%s cancelou a troca.', trade_cancelled_title = 'Troca cancelada', trade_invite = '%s gostaria de iniciar uma troca.', trade_invite_title = 'Proposta de troca', trade_invitePlayer = 'Propor troca', trade_wishList = 'Lista de Desejos', trade_playerAlreadyTrading = '%s está fazendo uma outra troca.', trade_success = 'Troca realizada com sucesso!', item_meat = 'Carne', item_mushroom = 'Cogumelo', item_lasagna = 'Lasanha', item_meatballs = 'Almôndegas', item_garlicMashedPotatoes = 'Purê de Batata com Alho', item_mushroomBurger = 'Hambúrguer de Cogumelo', item_creamOfMushroom = 'Creme de Cogumelos', item_pumpkinPie = 'Torta de Abóbora', item_steakFrites = 'Bife e Fritas', item_breadedCutlet = 'Bife à Milanesa', item_fishAndChips = 'Peixe e Fritas', npcDialog_Lindsey = 'Você deseja vender algum fruto?\nLargue ele próximo a mim para eu estimar um preço.', settings_config_disableTrades = 'Desativar propostas de troca', trade_invite_error = '%s não está aceitando pedidos de troca.', tradeSystem_title = 'Sistema de Trocas', txt_openProfile = 'Ver perfil', profile_fruitsSold = 'Frutos vendidos', profile_crystalsSold = 'Cristais Vendidos:<li>', profile_crystal_yellow = '<j>Amarelo', profile_crystal_blue = '<bv>Azul', profile_crystal_purple = '<vi>Roxo', profile_crystal_green = '<pt>Verde', profile_crystal_red = '<r>Vermelho', --- V3.2.2 item_shovel = 'Pá', itemDesc_shovel = 'Para remover plantas indesejadas.', badgeDesc_14 = 'Cozinhou 500 pratos', badgeDesc_15 = 'Vendeu 300 cristais amarelos', badgeDesc_16 = 'Vendeu 150 cristais azuis', badgeDesc_17 = 'Vendeu 75 cristais roxos', badgeDesc_18 = 'Vendeu 30 cristais verdes', badgeDesc_19 = 'Vendeu 10 cristais vermelhos', --- V3.3.0 trade_error_quest = 'Trocas estão disponíveis após completar %s.', trade_error_quest2 = '%s precisa completar %s para poder aceitar trocas.', furniture_toilet = 'Vaso Sanitário', profile_changeOrb = 'Alterar Orbe De Nível', House10 = 'Casa de Abóbora', houseDescription_10 = 'Fruto de uma dosagem exagerada de super fertilizantes, essa abóbora oferece o conforto perfeito para as noites mais assustadoras.', furniture_dryTree = 'Árvore Seca', confirmButton_Play = 'Jogar!', newLevelOrb = 'Nova Orbe de Nível', newLevelOrb_info = 'Você pode alterar sua orbe de nível acessando o seu perfil.', item_strangePumpkin = 'Balde de Abóbora', item_strangePumpkinSeed = 'Estranha Semente de Abóbora', item_candyBucket = 'Balde de Doces', airVehicles = 'Aéreos', vehicle_16 = 'Balão', vehicle_17 = 'Vassoura', furniture_lamp = 'Lamparina', furniture_amongUs_vent = 'Among Us: Ventilação', furniture_amongUs_medBay = 'Among Us: Enfermaria', tip_airVehicle = 'Aperte ESPAÇO para parar de usar um veículo aéreo.', furniture_bloodstain = 'Mancha de Sangue', --- V3.3.2 trade_playerLeftRoom = '%s saiu da sala.', trade_playerUsingAnItem = '%s está usando um item.', trade_unknownItems = 'Itens desconhecidos.', warning = 'Aviso', bagTemporaryLimit = 'Você está carregando uma quantidade de itens superior à capacidade da sua mochila. Lembre-se de que apenas %s itens serão salvos com garantia após você sair da sala.', -- V3.4.0 item_fish_Mudfish = 'Peixe Barrento', item_fish_Frozice = 'Frozice', item_fish_Sinkfish = 'Sink Fish', item_fish_Bittyfish = 'Peixe Ornamental', item_raspberry = 'Framboesa', item_raspberrySeed = 'Semente de Framboesa', furniture_liveFence = 'Cerca Viva', furniture_mailbox = 'Caixa Postal', furniture_chimney = 'Chaminé', furniture_lights = 'Luzes', furniture_candies = 'Doces', furniture_trunk = 'Tronco', furniture_christmasTree = 'Árvore de Natal', item_redPresent = 'Presente Vermelho', itemDesc_redPresent = 'Uma simples caixa que contém um item misterioso.', npcDialog_Elf = 'Bem vindo à Oficina da Torre do Relógio!\nAqui você pode conhecer Jingle, vender presentes e comprar móveis raros...\nSe você deseja vender presentes, largue-os perto de mim e eu cuidarei deles!\nPresentes podem ser encontrados em qualquer lugar do mapa. Assim que você abre um, ele te dá um item aleatório.\nMe traga 20 deles e eu te darei uma recompensa!\nBoa sorte!\nLembre-se de que esse evento termina em %s dias e que os presentes desaparecem assim que 3 pessoas os coletarem.', npcDialog_Skipper = 'Olá!\n...\nVocê não se parece com um de nós, então você não pode entrar nesse vilarejo.\n...\nBem... Se você deseja entrar, você precisa me fazer um favor primeiro.\nPreciso que você me traga 5 Frozices. Eles são uma espécie rara de peixe que são atraídos por frutos específicos.\nAssim que você os coletar, traga-os para mim e eu lhe deixarei entrar no vilarejo.', House11 = 'Iglu', houseDescription_11 = 'Um autêntico iglu produzido no vilarejo dos pinguins.', npcDialog_Perry = 'Desculpe, o ranking está passando por uma manutenção.\nEle deve ficar pronto em janeiro, com uma nova mecânica para torná-lo justo para novos jogadores.', -- V3.5.0 item_speedPotion = 'Poção da Velocidade', itemDesc_speedPotion = 'Use essa poção para andar mais rápido por %s segundos!', -- V3.5.1 profile_timePlayed = 'Tempo de jogo (em horas)', confirmButton_backpackIcon = 'Ícone da Mochila', -- V3.5.2 badgeDesc_8 = 'Vendeu 500 sementes', badgeDesc_25 = 'Vendeu 500 frutos', item_raspberryCake = 'Bolo de Framboesa', -- V3.5.3 npcDialog_Daniel = 'Olá! Você tem interesse em carregar mais itens na sua mochila?\nDeixa eu te ajudar!', confirmButton_BuyBagUpgrade = 'Expandir mochila por %s', error_insufficientCoins = 'Você não tem dinheiro suficiente para realizar a compra.', error_maxBagStorage = 'Você já comprou todas as expansões de mochila disponíveis :(', upgradeBag = 'Expandir Mochila', upgradeBagText = 'Você deseja expandir o limite da sua mochila para <rose>%s</rose>?', } lang.pt = lang.br
local t = require( "taptest" ) local same = require( "same" ) -- array t( same( { "a", "b", "c" }, { "a", "b", "c" } ), true ) -- different sizes t( same( { "a", "b" }, { "a", "b", "c" } ), false ) t( same( { "a", "b", "c" }, { "a", "c" } ), false ) -- different order t( same( { "a", "c", "b" }, { "a", "b", "c" } ), false ) -- mixed values t( same( { 13, false, "boom" }, { 13, false, "boom" } ), true ) -- dict local tab = { name = "Alexander", hobbies = { "movies", "boardgames", "programming" }, nicknames = { friends = "Sascha", parents = "Schurik" } } local other = { hobbies = { "movies", "boardgames", "programming" }, nicknames = { friends = "Sascha", parents = "Schurik" }, name = "Alexander" } t( same( tab, other ), true ) tab.hobbies = { "bowling", "dance" } t( same( tab, other ), false ) tab.hobbies = { "movies", "boardgames", "programming" } t( same( tab, other ), true ) other.name = "Sanja" t( same( tab, other ), false ) other.name = "Alexander" t( same( tab, other ), true ) t()
mainAssets.__houses = { [1] = { properties = { price = 2000, png = '1729fd5cfd0.png', }, inside = { image = '172566957cc.png', }, outside = { icon = '1729fd367cb.png', axis = {8, 4}, }, }, [2] = { properties = { price = 7000, png = '16c2524d88c.png', }, inside = { image = '172566a7a66.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 290 + x, 1397 + 65, {type = 12, friction = 0.3, restitution = 0.2, width = 480, height = 30}) addGround(-6501+id, 225 + x, 1397 + 200, {type = 12, friction = 0.3, restitution = 0.2, width = 350, height = 15}) addGround(-6502+id, 055 + x, 1397 + 160, {type = 12, friction = 0.3, restitution = 0.2, height = 190}) addGround(-6503+id, 525 + x, 1397 + 160, {type = 12, friction = 0.3, restitution = 0.2, height = 190}) addGround(-6504+id, 480 + x, 1397 + 310, {type = 12, friction = 0.3, restitution = 0.9, width = 105, height = 20}) end }, outside = { icon = '15909c0372a.png', axis = {0, 0}, }, }, [3] = { properties = { price = 10000, png = '16c2525f7c5.png', }, inside = { image = '172566a4e82.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 345 + x, 1397 + 307, {type = 13, friction = 0.3, restitution = 1, width = 20}) addGround(-6501+id, 118 + x, 1397 + 307, {type = 13, friction = 0.3, restitution = 1, width = 20}) addGround(-6502+id, 188 + x, 1397 + 182, {type = 12, color = 0x46474a, friction = 0.3, restitution = 0.2, width = 260}) addGround(-6503+id, 460 + x, 1397 + 170, {type = 12, color = 0x46474a, friction = 0.3, restitution = 0.2, width = 180}) end }, outside = { icon = '15ef7b94b7f.png', axis = {0, -50}, }, }, [4] = { properties = { price = 13000, png = '16c795c65e8.png', limitedTime = os_time{day=1, year=2020, month=1}, }, inside = { image = '172566a23a6.png', }, outside = { icon = '16c7957eefd.png', axis = {0, -31}, }, }, [5] = { -- Halloween2019 properties = { price = 20000, png = '16dd75fa5a1.png', limitedTime = os_time{day=11, year=2019, month=11}, }, inside = { image = '1725669f804.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 201 + x, 1397 + 138, {type = 12, friction = 0.3, restitution = 0.2, width = 280, height = 20}) addGround(-6501+id, 463 + x, 1397 + 138, {type = 12, friction = 0.3, restitution = 0.2, width = 130, height = 20}) addGround(-6502+id, 290 + x, 1397 + 038, {type = 12, friction = 0.3, restitution = 0.2, width = 180, height = 20}) addGround(-6503+id, 373 + x, 1397 + 307, {type = 13, friction = 0.3, restitution = 1, width = 20}) addGround(-6504+id, 505 + x, 1397 + 114, {type = 13, friction = 0.3, restitution = 1, width = 20}) end }, outside = { icon = '16dd74f0f44.png', axis = {0, -32}, }, }, [6] = { -- Christmas2019 properties = { price = 25000, png = '16ee526d8a3.png', limitedTime = os_time{day=15, year=2020, month=1}, }, inside = { image = '1725669cbbb.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 230 + x, 1397 + 140, {type = 12, friction = 0.3, restitution = 0.2, width = 346, height = 20}) addGround(-6501+id, 315 + x, 1397 + -52, {type = 12, friction = 0.3, restitution = 0.2, width = 170, height = 20}) addGround(-6502+id, 458 + x, 1397 + 310, {type = 12, friction = 0.3, restitution = 1, width = 107, height = 30}) addGround(-6503+id, 195 + x, 1397 + 127, {type = 12, friction = 0.3, restitution = 1, width = 43, height = 30}) addGround(-6504+id, 420 + x, 1397 + -50, {type = 12, friction = 0.3, restitution = 0.2, width = 480, height = 30, angle = 58}) addGround(-6505+id, 155 + x, 1397 + -50, {type = 12, friction = 0.3, restitution = 0.2, width = 480, height = 30, angle = -58}) end }, outside = { icon = '16ee521a785.png', axis = {0, -49}, }, }, [7] = { -- Treehouse properties = { price = 50000, png = '1714cb5c23b.png', }, inside = { image = '172572b0a32.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 235 + x, 1397 + 001, {type = 12, friction = 0.3, restitution = 0.2, width = 460, height = 20}) addGround(-6501+id, 440 + x, 1397 + 151, {type = 12, friction = 0.3, restitution = 0.2, width = 220, height = 20}) addGround(-6502+id, 345 + x, 1397 + 210, {type = 12, friction = 20, restitution = 0.2, width = 30, height = 130}) addGround(-6503+id, 445 + x, 1397 + 050, {type = 12, friction = 20, restitution = 0.2, width = 30, height = 90}) addGround(-6504+id, 399 + x, 1397 + -182, {type = 12, friction = 0.3, restitution = 0.2, width = 300, height = 20}) addGround(-6505+id, 091 + x, 1397 + -182, {type = 12, friction = 0.3, restitution = 0.2, width = 145, height = 20}) addGround(-6506+id, 149 + x, 1397 + -110, {type = 12, friction = 20, restitution = 0.2, width = 30, height = 130}) end }, outside = { icon = '1714cb20371.png', axis = {0, -30}, }, }, [8] = { -- Modern House properties = { price = 100000, png = '174129c8f60.png', }, inside = { image = '17460703d0c.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local id = terrainID*20 addGround(-6500+id, 76 + x, 1397 -550 + 706, {type = 12, color = 0xb8947c, height = 22, width = 150, friction = 0.3, restitution = 0.2}) addGround(-6501+id, 400 + x, 1397 -550 + 706, {type = 12, color = 0xb8947c, height = 22, width = 360, friction = 0.3, restitution = 0.2}) addGround(-6502+id, 202 + x, 1396, {type = 12, color = 0xb8947c, height = 24, width = 295, friction = 0.3}) addGround(-6503+id, 470 + x, 1396 , {type = 12, color = 0xb8947c, height = 24, width = 115, friction = 0.3}) addGround(-6504+id, 180 + x, 1397 -550 + 390, {type = 12, color = 0xb8947c, height = 24, width = 332, friction = 0.3}) addGround(-6505+id, 493 + x, 1397 -550 + 390, {type = 12, color = 0xb8947c, height = 24, width = 156, friction = 0.3}) addGround(-6506+id, 353 + x, 1397 -550 + 346-158, {type = 14, height = 15, width = 200, angle = 45}) addGround(-6507+id, 223 + x, 1397 -550 + 346-158, {type = 14, height = 15, width = 200, angle = -45}) addGround(-6508+id, 186 + x, 1397 -550 + 866, {type = 12, color = 0xb8947c, height = 10, width = 74, friction = 0.3, restitution = 1.2}) addGround(-6509+id, 381 + x, 1397 -550 + 692, {type = 12, color = 0xb8947c, height = 10, width = 72, friction = 0.3, restitution = 1.2}) addGround(-6510+id, 530 + x, 1396, {type = 14, color = 0xb8947c, height = 320, friction = 0.3, restitution = 0.2}) addGround(-6511+id, 52 + x, 1396, {type = 14, color = 0xb8947c, height = 320, friction = 0.3, restitution = 0.2}) addGround(-6512+id, 153 + x, 1397 -550 + 322, {type = 14, height = 148, width = 10, friction = 0.3}) addGround(-6513+id, 423 + x, 1397 -550 + 322, {type = 14, height = 148, width = 10, friction = 0.3}) end }, outside = { icon = '174129a5ee3.png', axis = {0, -28}, }, }, [9] = { -- Restaurant properties = { price = 25, png = '1727ba2f8dd.png', limitedTime = os_time{day=25, year=2020, month=4}, }, inside = { image = '174085c9366.png', }, outside = { icon = '1727ba0e8b2.png', axis = {0, -50}, }, }, [10] = { -- Pumpkin House properties = { price = 100000000, png = '1750410633b.png', limitedTime = os_time{day=16, year=2019, month=11}, }, inside = { image = '', }, outside = { icon = '17503e6b5ac.png', axis = {0, -32}, }, }, [11] = { -- Igloo properties = { price = 150000, png = '176711a986c.png', limitedTime = os_time{day=16, year=2021, month=1}, requeriment = function(player) return players[player].jobs[19] > 0 end }, inside = { image = '1767169ea6c.png', grounds = function(terrainID) local x = (terrainID-1)*1500 + 60 local y = 847 local id = terrainID*20 addGround(-6500+id, 196 + x, 761 + y, {type = 14, height = 16, width = 376, friction = 0.3, restitution = 0.2}) addGround(-6501+id, 216 + x, 650 + y, {type = 14, height = 16, width = 334, friction = 0.3, restitution = 0.2}) addGround(-6502+id, 419 + x, 862 + y, {type = 14, height = 15, width = 44, friction = 0.3, restitution = 1.0}) addGround(-6503+id, 32 + x, 695 + y, {type = 14, height = 122, width = 27, friction = 0.3, restitution = 0.2, angle = 10}) addGround(-6504+id, 83 + x, 599 + y, {type = 14, height = 122, width = 27, friction = 0.3, restitution = 0.2, angle = 45}) addGround(-6505+id, 411 + x, 581 + y, {type = 14, height = 122, width = 27, friction = 0.3, restitution = 0.2, angle = -45}) addGround(-6506+id, 471 + x, 676 + y, {type = 14, height = 122, width = 27, friction = 0.3, restitution = 0.2, angle = -20}) addGround(-6507+id, 178 + x, 538 + y, {type = 14, height = 122, width = 27, friction = 0.3, restitution = 0.2, angle = 70}) addGround(-6508+id, 300 + x, 530 + y, {type = 14, height = 148, width = 27, friction = 0.3, restitution = 0.2, angle = 100}) end }, outside = { icon = '17670c9781a.png', axis = {0, -32}, }, }, }
-- Do not edit! This file was generated by blocks/sources/zero_spec.py local radio = require('radio') local jigs = require('tests.jigs') jigs.TestBlock(radio.ZeroSource, { { desc = "Data type ComplexFloat32, rate 1", args = {radio.types.ComplexFloat32, 1}, inputs = {}, outputs = {radio.types.ComplexFloat32.vector_from_array({{0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}, {0.00000000, 0.00000000}})} }, { desc = "Data type Float32, rate 1", args = {radio.types.Float32, 1}, inputs = {}, outputs = {radio.types.Float32.vector_from_array({0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000})} }, }, {epsilon = 1.0e-06})
PsyProjectGameExe( solution().name ) files { "./**.h", "./**.hpp", "./**.cpp", "./**.h" } debugdir "../Dist" local allIncludes = { "../bubblewrap/include", "../bubblewrap/External", } for k, v in pairs( additionalIncludes ) do table.insert(allIncludes, v) end includedirs { allIncludes } -- External includes. includedirs { "../Psybrus/External/jsoncpp/include", } PsyAddEngineLinks { "base", } PsyAddExternalLinks { "physfs", "json", } for k, v in pairs( additionalExternalLibraries ) do PsyAddExternalLinks { v } end for k, v in pairs( additionalOtherLibraries ) do PsyAddOtherLinks { v } end PsyAddEngineLinks ( additionalLibraries )
luaunit = require('luaunit') table.foreach({'test.txt','..'},function(i,fn) print(fn) print(sjson.encode(file.stat(fn))) end) --assert(l1=="line 1\n") os.exit(0)
function PlayUrl(source, name_, url_, volume_, loop_) TriggerClientEvent("glxsound:stateSound", source, "play", { soundId = name_, url = url_, volume = volume_, loop = loop_ }) end exports('PlayUrl', PlayUrl) function PlayUrlPos(source, name_, url_, volume_, pos, loop_) TriggerClientEvent("glxsound:stateSound", source, "playpos", { soundId = name_, position = pos, url = url_, volume = volume_, loop = loop_ }) end exports('PlayUrlPos', PlayUrlPos) function TextToSpeech(source, name_, lang, text, volume_, loop_) TriggerClientEvent("glxsound:stateSound", source, "texttospeech", { soundId = name_, url = text, lang = lang, volume = volume_, loop = loop_ }) end exports('TextToSpeech', TextToSpeech) function TextToSpeechPos(source, name_, lang, text_, volume_, pos, loop_) TriggerClientEvent("glxsound:stateSound", source, "texttospeechpos", { soundId = name_, lang = lang, position = pos, text = text, volume = volume_, loop = loop_ }) end exports('TextToSpeechPos', TextToSpeechPos) function TextToSpeechEntity(source, name_, lang, text_, volume_, nt, loop_) TriggerClientEvent("glxsound:stateSound", source, "texttospeechentity", { soundId = name_, lang = lang, nt = nt, text = text_, volume = volume_, loop = loop_ }) end exports('TextToSpeechEntity', TextToSpeechEntity) function PlayUrlEntity(source, name_, url_, volume_, nt, loop_) TriggerClientEvent("glxsound:stateSound", source, "playentity", { soundId = name_, nt = nt, url = url_, volume = volume_, loop = loop_ }) end exports('PlayUrlEntity', PlayUrlEntity)
local entity_id = GetUpdatedEntityID() local x, y = EntityGetTransform( entity_id ) -- If passed through an enemy: Proc effect then stop script local target_ids = EntityGetInRadiusWithTag( x, y, 16, "enemy" ) if #target_ids ~= 0 then -- Proc the eye of belial effect EntityLoadToEntity( "mods/Binding-of-Noita/files/actions/eye_of_belial_effect.xml", entity_id ) local proj_comps = EntityGetComponent( entity_id, "ProjectileComponent" ) if proj_comps then for i, comp in ipairs(proj_comps) do ComponentSetValue2( comp, "on_collision_die" , false ) end end -- Prevent this script from executing again local comp = EntityGetFirstComponent( entity_id, "LuaComponent") ComponentSetValue2( comp, "script_source_file" , "" ) end
local LevelsManager = {} -- gestion of folder and files of levels local pFolder = "scenes/MahJong/levels" local filesTable = love.filesystem.getDirectoryItems(pFolder) function LevelsManager.autoload() -- Levels = {} -- local i = 0 for k,file in ipairs(filesTable) do -- print("le dossier module contient l'element n°"..k.." : "..file) if string.find(file,".lua") then i = i + 1 -- local level = {} level.name = string.gsub(file,".lua","") level.file = pFolder.."/"..tostring(level.name) -- Levels[i] = require(level.file) Levels[i].name = level.name Levels[i].file = level.file Levels[i].level = i Levels[i].load = false -- end end if debug then print("Alls Levels is Loads ! find "..#Levels.." levels.".." i="..i) end end -- function LevelsManager.reset(pLevel) if debug then print("pLevel ["..pLevel.."] à été trouvé et le level à été chargé ? "..tostring(Levels[pLevel].load)) end -- local backup = {} backup.name = Levels[pLevel].name backup.file = Levels[pLevel].file -- Levels[pLevel] = {} local reload = love.filesystem.load(backup.file..".lua") Levels[pLevel] = reload() -- Levels[pLevel].name = backup.name Levels[pLevel].file = backup.file Levels[pLevel].level = pLevel -- if debug then print(Levels[pLevel].file..", have been clear ? ") if Levels[pLevel].load == false then print("Yes, Level is Reset ! car le level est chargé ? "..tostring(Levels[pLevel].load)) else print(" erreur !") end end -- -- end -- return LevelsManager
local cmd = {} cmd.title = "Noclip" cmd.description = "Toggle noclip of a player." cmd.author = "Nub" cmd.timeCreated = "Oct. 26 2019 @ 9:42 PM CST" cmd.category = "Utility" cmd.call = "noclip" cmd.usage = "<player> [1|0]" cmd.server = function(caller, args) local myCol = nadmin:GetNameColor(caller) or nadmin.colors.blue local targs = nadmin:FindPlayer(args[1], caller, nadmin.MODE_BELOW) if #targs > 0 then local granted = {} local revoked = {} for i, ply in ipairs(targs) do if tonumber(args[2]) then local en = nadmin:IntToBool(tonumber(args[2])) if en then table.insert(granted, ply) ply:SetMoveType(MOVETYPE_NOCLIP) else table.insert(revoked, ply) ply:SetMoveType(MOVETYPE_WALK) end else if ply:GetMoveType() == MOVETYPE_NOCLIP then table.insert(revoked, ply) ply:SetMoveType(MOVETYPE_WALK) else table.insert(granted, ply) ply:SetMoveType(MOVETYPE_NOCLIP) end end end -- if #granted > 0 then -- local msg = {myCol, caller:Nick(), nadmin.colors.white, " has noclipped "} -- table.Add(msg, nadmin:FormatPlayerList(targs, "and")) -- table.Add(msg, {nadmin.colors.white, "."}) -- nadmin:Notify(unpack(msg)) -- end -- if #revoked > 0 then -- local msg = {myCol, caller:Nick(), nadmin.colors.white, " has removed noclip from "} -- table.Add(msg, nadmin:FormatPlayerList(targs, "and")) -- table.Add(msg, {nadmin.colors.white, "."}) -- nadmin:Notify(unpack(msg)) -- end else nadmin:Notify(caller, nadmin.colors.red, nadmin.errors.noTargLess) end end cmd.advUsage = { { type = "player", text = "Player", targetMode = nadmin.MODE_BELOW }, { type = "checkbox", text = "Noclipped" } } local unnoclip = Material("icon16/status_online.png") local noclip = Material("icon16/status_offline.png") cmd.scoreboard = {} cmd.scoreboard.targetMode = nadmin.MODE_BELOW cmd.scoreboard.iconRender = function(panel, w, h, ply) surface.SetDrawColor(255, 255, 255) surface.SetMaterial(nadmin:Ternary(ply:GetMoveType() == MOVETYPE_WALK, noclip, unnoclip)) surface.DrawTexturedRect(w/2 - 10, 4, 20, 20) panel:SetText(nadmin:Ternary(ply:GetMoveType() == MOVETYPE_WALK, "Noclip", "Un-Noclip")) end cmd.scoreboard.OnClick = function(ply, rmb) LocalPlayer():ConCommand("nadmin" .. nadmin:Ternary(rmb, "s", "") .. " noclip " .. ply:SteamID()) end nadmin:RegisterCommand(cmd)
-- Copyright © 2017, Cair -- All rights reserved. -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions are met: -- * Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- * Neither the name of ROE nor the -- names of its contributors may be used to endorse or promote products -- derived from this software without specific prior written permission. -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -- DISCLAIMED. IN NO EVENT SHALL Cair BE LIABLE FOR ANY -- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND -- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. _addon = {} _addon.name = 'ROE' _addon.version = '1.1' _addon.author = "Cair" _addon.commands = {'roe'} packets = require('packets') config = require('config') require('logger') local defaults = T{ profiles = T{ default = S{}, }, blacklist = S{}, clear = true, clearprogress = false, clearall = false, } settings = config.load(defaults) _roe = T{ active = T{}, complete = T{}, max_count = 30, } local function cancel_roe(id) id = tonumber(id) if not id then return end if settings.blacklist[id] or not _roe.active[id] then return end local p = packets.new('outgoing', 0x10d, {['RoE Quest'] = id }) packets.inject(p) end local function accept_roe(id) id = tonumber(id) if not id or _roe.complete[id] or _roe.active[id] then return end if id and id >= 4008 and id <= 4021 then return end local p = packets.new('outgoing', 0x10c, {['RoE Quest'] = id }) packets.inject(p) end local function eval(...) assert(loadstring(table.concat({...}, ' ')))() end local function save(name) if not type(name) == "string" then error('`save` : specify a profile name') return end name = name:lower() settings.profiles[name] = S(_roe.active:keyset()) settings:save('global') notice('saved %d objectives to the profile %s':format(_roe.active:length(), name)) end local function list() notice('You have saved the following profiles: ') notice(settings.profiles:keyset()) end local function set(name) if not type(name) == "string" then error('`set` : specify a profile name') return end name = name:lower() if not settings.profiles[name] then error('`set` : the profile \'%s\' does not exist':format(name)) return end local needed_quests = settings.profiles[name]:diff(_roe.active:keyset()) local available_slots = _roe.max_count - _roe.active:length() local to_remove = S{} if settings.clearall then to_remove:update(_roe.active:keyset()) elseif settings.clear then for id,progress in pairs(_roe.active) do if (needed_quests:length() - to_remove:length()) <= available_slots then break end if (progress == 0 or settings.clearprogress) and not settings.blacklist[id] then to_remove:add(id) end end end if (needed_quests:length() - to_remove:length()) > available_slots then error('you do not have enough available quest slots') return end for id in to_remove:it() do cancel_roe(id) coroutine.sleep(.5) end for id in needed_quests:it() do accept_roe(id) coroutine.sleep(.5) end notice('loaded the profile \'%s\'':format(name)) end local function unset(name) name = name and name:lower() if name and settings.profiles[name] then for id in _roe.active:keyset():intersection(settings.profiles[name]):it() do cancel_roe(id) coroutine.sleep(.5) end notice('unset the profile \'%s\'':format(name)) elseif name then error('`unset` : the profile \'%s\' does not exist':format(name)) elseif not name then notice('clearing ROE objectives.') for id,progress in pairs(_roe.active:copy()) do if progress == 0 or settings.clearprogress then cancel_roe(id) coroutine.sleep(.5) end end end end local true_strings = S{'true','t','y','yes','on'} local false_strings = S{'false','f','n','no','off'} local bool_strings = true_strings:union(false_strings) local function handle_setting(setting,val) setting = setting and setting:lower() or setting val = val and val:lower() or val if not setting or not settings:containskey(setting) then error('specified setting (%s) does not exist':format(setting or '')) elseif type(settings[setting]) == "boolean" then if not val or not bool_strings:contains(val) then settings[setting] = not settings[setting] elseif true_strings:contains(val) then settings[setting] = true else settings[setting] = false end notice('%s setting is now %s':format(setting, tostring(settings[setting]))) end end local function blacklist(add_remove,id) add_remove = add_remove and add_remove:lower() id = id and tonumber(id) if add_remove and id then if add_remove == 'add' then settings.blacklist:add(id) notice('roe quest %d added to the blacklist':format(id)) elseif add_remove == 'remove' then if id >= 4008 and id <= 4021 then return else settings.blacklist:remove(id) notice('roe quest %d removed from the blacklist':format(id)) end else error('`blacklist` specify \'add\' or \'remove\'') end else error('`blacklist` requires two args, [add|remove] <quest id>') end end local function help() notice([[ROE - Command List: 1. help - Displays this help menu. 2. save <profile name> : saves the currently set ROE to the named profile 3. set <profile name> : attempts to set the ROE objectives in the profile - Objectives may be canceled automatically based on settings. - The default setting is to only cancel ROE that have 0 progress if space is needed 4. unset : removes currently set objectives - By default, this will only remove objectives without progress made 5. settings <settings name> : toggles the specified setting * settings: * clear : removes objectives if space is needed (default true) * clearprogress : remove objectives even if they have non-zero progress (default false) * clearall : clears every objective before setting new ones (default false) 6. blacklist [add|remove] <id> : blacklists a quest from ever being removed - I do not currently have a mapping of quest IDs to names]]) end local cmd_handlers = { eval = eval, save = save, list = list, set = set, unset = unset, settings = handle_setting, blacklist = blacklist, help = help, } local function inc_chunk_handler(id,data) if id == 0x111 then _roe.active:clear() for i = 1, _roe.max_count do local offset = 5 + ((i - 1) * 4) local id,progress = data:unpack('b12b20', offset) if id > 0 then _roe.active[id] = progress end end elseif id == 0x112 then local complete = T{data:unpack('b1':rep(1024),4)}:key_map( function(k) return (k + 1024*data:unpack('H', 133) - 1) end):map( function(v) return (v == 1) end) _roe.complete:update(complete) end end local function addon_command_handler(command,...) local cmd = command and command:lower() or "help" if cmd_handlers[cmd] then cmd_handlers[cmd](...) else error('unknown command `%s`':format(cmd or '')) end end local function load_handler() for k,v in pairs(settings.profiles) do if type(v) == "string" then settings.profiles[k] = S(v:split(','):map(tonumber)) end end local last_roe = windower.packets.last_incoming(0x111) if last_roe then inc_chunk_handler(0x111,last_roe) end end windower.register_event('incoming chunk', inc_chunk_handler) windower.register_event('addon command', addon_command_handler) windower.register_event('load', load_handler)
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetUseType(SIMPLE_USE) self:SetSolid(SOLID_VPHYSICS) self:SetCustomCollisionCheck(true) self:SetUseType( SIMPLE_USE ) local part = world_ships[self:GetAWTeam()].parts[self.part_id] part.model = "models/aw_hook/aw_hook.mdl" part.position = part.position + Vector(0, 0, 50) self:Reload() end function ENT:Think() local controller = self:GetController() if IsValid(controller) then world_ships[self:GetAWTeam()].parts[self.part_id].angle = (-controller:EyeAngles():Forward()):Angle() end end function ENT:OnShoot() self:SetHookState(1) timer.Simple(self.Cooldown, function() if !IsValid(self) then return end if self.hit then return end self:SetHookState(0) end) end
local ffi = require("ffi") local C = ffi.C local errors = require("blend2d.blerror") local fsys = require("lj2ps.filesystem") local FileSystem = fsys.FileSystem; local FileSystemItem = fsys.FileSystemItem; -- Some fontface enums local fontStyle = { [0] = "NORMAL", [1] = "OBLIQUE", [2] = "ITALIC", } local fontStretch = { [1] = "ULTRA_CONDENSED"; [2] = "EXTRA_CONDENSED"; [3] = "CONDENSED"; [4] = "SEMI_CONDENSED"; [5] = "NORMAL"; [6] = "SEMI_EXPANDED"; [7] = "EXPANDED"; [8] = "EXTRA_EXPANDED"; [9] = "ULTRA_EXPANDED"; }; local fontWeight = { [100] = "THIN", [200] = "EXTRA_LIGHT", [300] = "LIGHT", [350] = "SEMI_LIGHT", [400] = "NORMAL", [500] = "MEDIUM", [600] = "SEMI_BOLD", [700] = "BOLD", [800] = "EXTRA_BOLD", [900] = "BLACK", [950] = "EXTRA_BLACK" }; -- simple predicate to determine whether a file is -- truetype or not local function passTTF(item) local name = item.Name:lower() return name:find(".ttf", 1, true); end local function getFaceInfo(face, fileName) if not face then return nil end local dmetrics = face:designMetrics() local info = { fileName = fileName; family = face:familyName(); subFamilyName = face:subfamilyName(); fullName = face:fullName(); postscriptName = face:postScriptName(); style = fontStyle[face:style()]; stretch = fontStretch[face:stretch()]; weight = fontWeight[face:weight()]; } return info end -- create a database of font face information local function loadFontFaces(dir, predicate) local facedb = {} local startat = FileSystemItem({Name=dir}) for item in startat:itemsRecursive() do if predicate then if predicate(item) then -- load the fontface local fullPath = item:getFullPath() local face, err = BLFontFace:createFromFile(fullPath) local familyname = face:familyName():lower() local familyslot = facedb[familyname] if not familyslot then familyslot = {} facedb[familyname] = familyslot end local faceinfo = getFaceInfo(face, item.Name) familyslot[face:subfamilyName():lower()] = {face = face, sizes = {}, info = faceinfo}; end else print(item.Name); end end return facedb end local FontMonger = { systemFontDirectory = "c:\\windows\\fonts\\" } local FontMonger_mt = { __index = FontMonger } function FontMonger.new(self, obj) obj = obj or { typefacedb = loadFontFaces(FontMonger.systemFontDirectory, passTTF) } obj.typefacedb = obj.typefacedb or loadFontFaces(FontMonger.systemFontDirectory, passTTF) obj.dpi = obj.dpi or 96 -- start with dpi == px measurement --local stime = runningTime() --local duration = runningTime() - stime --print("FontMonger, loadFontFaces: ", duration) setmetatable(obj, FontMonger_mt) obj:setUnits("px") return obj; end -- traverse all the fonts that are in the system -- removing the ones that were created a long time ago function FontMonger.cleansweep(self) print("cleansweep") end function FontMonger.setDpi(self, dpi) self.dpi = dpi; end local unitFactors = { ["in"] = 1; ["mm"] = 25.4; ["px"] = 96; ["pt"] = 72; } --[[ setUnits, specifies the natural units that will be used when specifying a font size. It can be one of the unitFactors. ]] function FontMonger.setUnits(self, units) local factor = unitFactors[units] if not factor then return false, 'unknown units specified' end self.units = units; self.unitsPerInch = factor end -- Enumerate all the fontfaces that are currently -- loaded function FontMonger.families(self) local function visitor() for family, v in pairs(self.typefacedb) do if type(family) == "string" and type(v) == "table" then coroutine.yield(family, v) end end end return coroutine.wrap(visitor) end function FontMonger.faces(self) local function visitor() for family,v in pairs(self.typefacedb) do --print("v:", v) for subfamily, facedata in pairs(v) do coroutine.yield(family, subfamily, facedata) end end end return coroutine.wrap(visitor) end -- get a particular font face. If 'nearest' is true, then -- it will try to match the criteria, even if an exact match -- is not available. At least the family must be the same though function FontMonger.getFace(self, family, subfamily, nearest) subfamily = subfamily or "regular" local famslot = self.typefacedb[family:lower()] if not famslot then return nil, "unknown family: "..family end local subslot = famslot[subfamily:lower()] if not subslot then return nil, "unknown subfamily: "..subfamily end return subslot end -- Get a specific font object at a specific size function FontMonger.getFont(self, family, subfamily, size) print("FontMonger.getFont, size: ", family, subfamily, size) subfamily = subfamily or "regular" local fontSize = size / self.unitsPerInch * self.dpi -- try to find the font face local famslot = self.typefacedb[family] if not famslot then return nil, "font family not found: "..family end local subslot = famslot[subfamily] if not subslot then return nil, "subfamily not found: "..subfamily end -- if we have subslot, it's a fontdata entry -- so look in the sizes to see if the font size -- has already been created. local sizeKey = string.format("%3.2f", fontSize) local fontEntry = subslot.sizes[sizeKey] if not fontEntry then -- create the font of the size font = subslot.face:createFont(fontSize) -- add an entry to the sizes table fontEntry = {font = font;} subslot.sizes[sizeKey] = fontEntry end -- mark the last time this was accessed for later -- garbage collection --fontEntry.accessed = runningTime(); -- Finally, return the actual font object return fontEntry.font; end return FontMonger
ogre_message = { use = function(player) local width = 10 local height = 15 local charset = {} do -- [0-9a-zA-Z] for c = 1, 20 do table.insert(charset, string.char(32)) end -- space for c = 48, 57 do table.insert(charset, string.char(c)) end for c = 65, 90 do table.insert(charset, string.char(c)) end for c = 97, 122 do table.insert(charset, string.char(c)) end end local function randomString(length) if not length or length <= 0 then return '' end math.randomseed(os.clock() ^ 5) return randomString(length - 1) .. charset[math.random(1, #charset)] end local note = randomString(12) player:paperpopup(width, height, note) end }
-- n! = 1 * 2 * 3 * ... * n-1 * n function factorial(n) local result = 1 local i = 1 while i <= n do result = result * i i = i + 1 end return result end -- if(n!) = n function inverse_factorial(f) local p = 1 local i = 1 if f == 1 then return 0 end while p < f do p = p * i i = i + 1 end if p == f then return i - 1 end return -1 end -- sf(n) = 1! * 2! * 3! * ... * (n-1)! * n! function super_factorial(n) local result = 1 local i = 1 while i <= n do result = result * factorial(i) i = i + 1 end return result end -- H(n) = 1^1 * 2^2 * 3^3 * ... * (n-1)^(n-1) * n^n function hyper_factorial(n) local result = 1 for i=1, n do result = result * i ^ i end return result end -- af(n) = -1^(n-1)*1! + -1^(n-1)*2! + ... + -1^(1)*(n-1)! + -1^(0)*n! function alternating_factorial(n) local result = 0 for i=1, n do if (n - i) % 2 == 0 then result = result + factorial(i) else result = result - factorial(i) end end return result end -- n$ = n ^ (n-1) ^ ... ^ 2 ^ 1 function exponential_factorial(n) local result = 0 for i=1, n do result = i ^ result end return result end function test_factorial(count, f, name) print("First " .. count .. " " .. name) for i=1,count do io.write(math.floor(f(i - 1)) .. " ") end print() print() end function test_inverse(f) local n = inverse_factorial(f) if n < 0 then print("rf(" .. f .. " = No Solution") else print("rf(" .. f .. " = " .. n) end end test_factorial(9, super_factorial, "super factorials") test_factorial(8, hyper_factorial, "hyper factorials") test_factorial(10, alternating_factorial, "alternating factorials") test_factorial(5, exponential_factorial, "exponential factorials") test_inverse(1) test_inverse(2) test_inverse(6) test_inverse(24) test_inverse(120) test_inverse(720) test_inverse(5040) test_inverse(40320) test_inverse(362880) test_inverse(3628800) test_inverse(119)
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:SpawnFunction( ply, tr ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + Vector(0, 0, 16) local SpawnAng = Angle(0, 0, 0) local ent = ents.Create( "project_drone" ) ent:SetCreator( ply ) ent:SetPos( SpawnPos ) ent:SetAngles( SpawnAng ) ent:Spawn() ent:Activate() ent:DropToFloor() return ent end function ENT:Initialize() self.Entity:SetModel("models/project_drone/drone001.mdl") self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetMoveType(MOVETYPE_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) self.Entity:DrawShadow(true) self.Entity:SetCollisionGroup(COLLISION_GROUP_WEAPON) local phys = self.Entity:GetPhysicsObject() if phys:IsValid() then phys:Wake() end util.AddNetworkString( "pjt_drn" ) util.AddNetworkString( "pjt_drn_vc" ) self.Height = 96 self.StartTime = CurTime() self.Engine = {} self:DeployEngines() self.Batterie = 10^5 self.Lengthwise = "Idle" self.Transverse = "Idle" self.UpDown = false self.DownDown = false self.LeftDown = false self.RightDown = false self.Scan = 0 self.NextAvoid = 0 self.ConfluencePosition = Vector(0, 0, 0) self.TemporaryOffset = 0 self.CalculatePosition = false self.ControledPos = self.Entity:GetPos() self.Owner = self.Entity:GetCreator() self.Entity:SetUseType(SIMPLE_USE) game.ConsoleCommand( "voice_loopback 1\n" ) end function ENT:DeployEngines() local pos = self.Entity:GetPos() local ang = self.Entity:GetAngles() for i = 1, 4 do self.Engine[i] = {} self.Engine[i].Ent = ents.Create( "project_drone_engine" ) if ( IsValid( self.Engine[i].Ent ) ) then local att = self.Entity:LookupAttachment( "engine"..i ) local pos = self.Entity:GetAttachment( att ).Pos self.Engine[i].Ent:SetPos( pos ) self.Engine[i].Ent:SetAngles( self.Entity:GetAngles() ) self.Engine[i].Ent.RotateAngle = 0 self.Engine[i].Ent:Spawn() self.Engine[i].Ent:Activate() end constraint.Weld( self.Engine[i].Ent, self.Entity, 0, 0, 0, true, true ) end end function ENT:ClampForce(delta, from, to) result= from + math.Clamp(to - from, -delta, delta) return result end local Height, dHeight = 0, 0 local pOffset, pPushAngZ, pAngZ, pPushAngX, pAngX, pAngVelX, pAngY, pPushAngY = 0, 0, 0, 0, 0, 0, 0, 0 local pushAngX, pushAngY, pushAngZ = 0, 0, 0 local selfPos, angZ, angX, angVelX, angVelZ, selfVelX, selfVelY = Vector(0, 0, 0), 0, 0, 0, 0, 0, 0 local rotAng = 0 function ENT:PhysicsUpdate(phys) local mg = math.Clamp((CurTime() - self.StartTime)/2 * 250, 0, 250) if self.Owner:InVehicle() then selfPos = self.Owner:GetVehicle():WorldToLocal(self.Entity:GetPos()) selfPos = Vector(selfPos.y, -selfPos.x, 0) + self.ConfluencePosition angY = self.Owner:GetVehicle():WorldToLocalAngles(self.Entity:GetAngles()).y - 90 else self.CalculatePosition = false selfPos = WorldToLocal(self.ControledPos, Angle(0, 0, 0), self.Entity:GetPos(), Angle(0, 0, 0)) selfPos = Vector(selfPos.y, -selfPos.x, 0) if self.UpDown or self.DownDown or self.LeftDown or self.RightDown then self.CalculatePosition = false self.ControledPos = self.Entity:GetPos() + self.Entity:GetForward() * self:GetVelX() * 128 + self.Entity:GetRight() * self:GetVelY() * 128 end angY = self.Entity:GetAngles().y end angZ = self.Entity:GetAngles().z angX = self.Entity:GetAttachment(2).Ang.z local vel = self.Entity:GetVelocity() local selfAngY = self.Entity:GetAngles().y selfVelX = vel.x * math.cos(math.rad(selfAngY)) + vel.y * math.sin(math.rad(selfAngY)) selfVelY = vel.x * math.sin(math.rad(selfAngY)) - vel.y * math.cos(math.rad(selfAngY)) if math.abs(angZ) > 180 then angZ = -(360 - math.abs(angZ)) end if math.abs(angY) > 180 then angY = -(360 - math.abs(angY)) end if math.abs(angX) > 180 then angX = -(360 - math.abs(angX)) end angVelX = (angX - pAngX)/engine.TickInterval()/7 if angVelX == 0 then angVelX = pAngVelX end angVelZ = (angZ - pAngZ)/engine.TickInterval() local ymul = math.Clamp(math.abs(angY)/3, 1, 5) pushAngY = angY * 0.2 local angVelY = (angY - pAngY)/engine.TickInterval() if angY < 0 and angVelY > 3 * ymul then pushAngY = angVelY * 4 * ymul end if angY > 0 and angVelY < -3 * ymul then pushAngY = -angVelY * -4 * ymul end pushAngY = self:ClampForce(0.5, pPushAngY, pushAngY) pushAngY = math.Clamp(pushAngY, -10, 10) pPushAngY = pushAngY pAngY = angY if self.Batterie > 0 then if self.Owner:InVehicle() then rotAng = math.Clamp(pushAngY, -1, 1) else if self.RLDown then rotAng = -1 elseif self.RRDown then rotAng = 1 else rotAng = 0 end end else rotAng = 0 end for i = 1, 2 do self.Engine[i].Ent.RotateAngle = rotAng end local bone_l = self.Entity:LookupBone("front_l") self.Entity:ManipulateBoneAngles( bone_l, Angle(-rotAng, 0, 0) ) local bone_r = self.Entity:LookupBone("front_r") self.Entity:ManipulateBoneAngles( bone_r, Angle(-rotAng, 0, 0) ) -- self:Auto() self:Manual() local td = {} td.start = self.Entity:GetPos() td.endpos = self.Entity:GetPos() - self.Entity:GetUp() * 33000 td.filter = self.Owner:InVehicle() and { self.Entity, self.Owner, self.Owner:GetVehicle() } or { self.Entity, self.Owner } local tr = util.TraceLine(td) if (CurTime() - self.StartTime) > 2 then Height = self.Entity:GetPos().z - tr.HitPos.z dHeight = Height - self.Height - self.TemporaryOffset dHeight = dHeight * 1 local upVel = self.Entity:GetVelocity().z local clampHeight = math.Clamp(math.abs(dHeight)/2, 1, 10) if upVel > 4 * clampHeight then dHeight = 50 elseif upVel < -4 * clampHeight then dHeight = -50 elseif dHeight < 0 and dHeight > -32 and upVel > 2 then dHeight = upVel * 3 elseif dHeight > 0 and dHeight < 32 and upVel < -2 then dHeight = -upVel * 3 end dHeight = math.Clamp(dHeight, -50, 50) dHeight = self:ClampForce(2, pOffset, dHeight) pOffset = dHeight else dHeight = 0 end if self.Batterie > 0 then self.Engine[1].Force = math.Clamp(mg - dHeight + pushAngX - pushAngZ, 0, 300) self.Engine[2].Force = math.Clamp(mg - dHeight + pushAngX + pushAngZ, 0, 300) self.Engine[3].Force = math.Clamp(mg - dHeight - pushAngX - pushAngZ, 0, 300) self.Engine[4].Force = math.Clamp(mg - dHeight - pushAngX + pushAngZ, 0, 300) else self.Engine[1].Force = 0 self.Engine[2].Force = 0 self.Engine[3].Force = 0 self.Engine[4].Force = 0 end for i = 1, 4 do self.Engine[i].Ent:SetForce(self.Engine[i].Force) end if CurTime() - self.NextAvoid > 8 then self.TemporaryOffset = 0 end self:SetEngine1Value(self.Engine[1].Force) self:SetEngine2Value(self.Engine[2].Force) self:SetEngine3Value(self.Engine[3].Force) self:SetEngine4Value(self.Engine[4].Force) self:SetAngVelZ(angVelZ) self:SetAngVelX(angVelX) self:SetVelX(selfVelX) self:SetVelY(selfVelY) self:SetAltitude(Height) self:SetHeightValue(self.Height + self.TemporaryOffset) self:SetTemporaryOffset(self.TemporaryOffset) self:SetLWStat(self.Lengthwise) self:SetTVStat(self.Transverse) self:SetFrontEngineAngle(rotAng) self:SetEntOwner(self.Owner:EntIndex()) end function ENT:Manual() local speedLimit = self.Owner:InVehicle() and 80 or 10 local anitWall = self.Owner:InVehicle() and 1 or 0.5 local yAng = self.Owner:InVehicle() and angY or 0 -- // x self.Lengthwise = "Idle" local xmul = (self.Owner:InVehicle() or self.CalculatePosition)and math.Clamp(math.abs(selfPos.x)/512, 0, 1) or 15 local clampAngX = math.Clamp((math.abs(angX)^2)/3, 1, 90) if angVelX > 3 * clampAngX and !(self.UpDown or self.DownDown) then pushAngX = 2 self.Lengthwise = "Anti-AngVel" elseif angVelX < -3 * clampAngX and !(self.UpDown or self.DownDown) then pushAngX = -2 self.Lengthwise = "Anti-AngVel" elseif self.DetectFront and self.DetectFront.Fraction < 1 and selfVelX > self.DetectFront.Fraction^1.2 * 80 and !(self.UpDown or self.DownDown) and math.abs(selfVelX) < speedLimit * xmul then pushAngX = anitWall self.Lengthwise = "Manual" elseif self.DetectBack and self.DetectBack.Fraction < 1 and selfVelX < self.DetectBack.Fraction^1.2 * -80 and !(self.UpDown or self.DownDown) and math.abs(selfVelX) < speedLimit * xmul then pushAngX = -anitWall self.Lengthwise = "Manual" elseif math.abs(selfVelX) > speedLimit * xmul and math.abs(angX) < 2 * xmul and math.abs(yAng) < 5 then if self.Owner:InVehicle() or self.CalculatePosition then pushAngX = 2 * xmul * selfVelX/math.abs(selfVelX) else pushAngX = 0.2 * selfVelX/math.abs(selfVelX) * math.abs(angX) end self.Lengthwise = "Anti-Vel" elseif self.UpDown and angX < 5 then local velX = selfVelX >= 0 and math.Clamp(selfVelX, 20, 200) or 20 pushAngX = -2 * 20/velX self.Lengthwise = "Manual" elseif self.DownDown and angX > -5 then local velX = selfVelX <= 0 and math.Clamp(math.abs(selfVelX), 20, 200) or 20 pushAngX = 2 * 20/velX self.Lengthwise = "Manual" elseif math.abs(selfPos.x) > 128 and math.abs(angX) < 2 * xmul and math.abs(yAng) < 5 and (self.Owner:InVehicle() or self.CalculatePosition) and Height > self.Height then pushAngX = 0.8 * xmul * selfPos.x/math.abs(selfPos.x) self.Lengthwise = "Proceeding" elseif math.abs(selfPos.x) > 8 and math.abs(angX) < 2 * xmul and math.abs(yAng) < 5 and (self.Owner:InVehicle() or self.CalculatePosition) and Height > self.Height then pushAngX = 10 * xmul * selfPos.x/math.abs(selfPos.x) self.Lengthwise = "Proceeding" else if angX < 0 and angVelX > 2 and math.abs(selfVelX) < 40 then pushAngX = angVelX * 1 self.Lengthwise = "BalancingAngVel" elseif angX > 0 and angVelX < -2 and math.abs(selfVelX) < 40 then pushAngX = -angVelX * 1 self.Lengthwise = "BalancingAngVel" else pushAngX = angX * 0.5 self.Lengthwise = "BalancingAng" end pushAngX = math.Clamp(pushAngX, -3, 3) end pushAngX = self:ClampForce(1, pPushAngX, pushAngX) pPushAngX = pushAngX pAngVelX = angVelX pAngX = self.Entity:GetAttachment(2).Ang.z -- // z local clampAngZ = math.Clamp((math.abs(angZ)^2)/3, 1, 90) local zmul = (self.Owner:InVehicle() or self.CalculatePosition) and math.Clamp(math.abs(selfPos.y)/512, 0, 1) or 15 if angVelZ > 3 * clampAngZ and !(self.LeftDown or self.RightDown) then pushAngZ = 2 self.Transverse = "Anti-AngVel" elseif angVelZ < -3 * clampAngZ and !(self.LeftDown or self.RightDown) then pushAngZ = -2 self.Transverse = "Anti-AngVel" elseif self.DetectLeft and self.DetectLeft.Fraction < 1 and selfVelY < self.DetectLeft.Fraction^1.2 * -80 and !(self.LeftDown or self.RightDown) and math.abs(selfVelY) < speedLimit * zmul then pushAngZ = -anitWall self.Lengthwise = "Manual" elseif self.DetectRight and self.DetectRight.Fraction < 1 and selfVelY > self.DetectRight.Fraction^1.2 * 80 and !(self.LeftDown or self.RightDown) and math.abs(selfVelY) < speedLimit * zmul then pushAngZ = anitWall self.Lengthwise = "Manual" elseif math.abs(selfVelY) > speedLimit * zmul and math.abs(angZ) < 2 * zmul and math.abs(yAng) < 5 then if self.Owner:InVehicle() or self.CalculatePosition then pushAngZ = 2 * zmul * selfVelY/math.abs(selfVelY) else pushAngZ = 0.2 * selfVelY/math.abs(selfVelY) * math.abs(angZ) end self.Transverse = "Anti-Vel" elseif self.LeftDown and angZ > -5 then local velY = selfVelY <= 0 and math.Clamp(math.abs(selfVelY), 20, 200) or 20 pushAngZ = 1 * 20/velY self.Transverse = "Manual" elseif self.RightDown and angZ < 5 then local velY = selfVelY >= 0 and math.Clamp(selfVelY, 20, 200) or 20 pushAngZ = -1 * 20/velY self.Transverse = "Manual" elseif math.abs(selfPos.y) > 128 and math.abs(angZ) < 2 * zmul and math.abs(yAng) < 5 and (self.Owner:InVehicle() or self.CalculatePosition) and Height > self.Height then pushAngZ = -0.8 * zmul * selfPos.y/math.abs(selfPos.y) self.Transverse = "Proceeding" elseif math.abs(selfPos.y) > 8 and math.abs(angZ) < 2 * zmul and math.abs(yAng) < 5 and (self.Owner:InVehicle() or self.CalculatePosition) and Height > self.Height then pushAngZ = -10 * zmul * selfPos.y/math.abs(selfPos.y) self.Transverse = "Proceeding" else if angZ < 0 and angVelZ > 2 and math.abs(selfVelY) < 40 then pushAngZ = angVelZ * 1 self.Transverse = "BalancingAngVel" elseif angZ > 0 and angVelZ < -2 and math.abs(selfVelY) < 40 then pushAngZ = -angVelZ * 1 self.Transverse = "BalancingAngVel" else pushAngZ = angZ * 0.5 self.Transverse = "BalancingAng" end pushAngZ = math.Clamp(pushAngZ, -3, 3) end pushAngZ = self:ClampForce(1, pPushAngZ, pushAngZ) pPushAngZ = pushAngZ pAngZ = self.Entity:GetAngles().z end local n = 0 function ENT:Think() self:ReceiveManual() self:ReceiveVC() self:ReceiveVCString() self:Simulate() -- self:MeterProject() self:DetectWall() self:DetectRoof() self.Entity:NextThink(CurTime()) return true end function ENT:Simulate() if self.Batterie > 0 then n = n + 10 end for i = 1, 3, 2 do local bone = self.Entity:LookupBone("engine"..i) self.Entity:ManipulateBoneAngles( bone, Angle(0, n * 10^4, 0) ) end for i = 2, 4, 2 do local bone = self.Entity:LookupBone("engine"..i) self.Entity:ManipulateBoneAngles( bone, Angle(0, -n * 10^4, 0) ) end self.Batterie = self.Batterie - 1 self.Batterie = math.Clamp(self.Batterie, 0, 10^5) self:SetBatterie(self.Batterie) end function ENT:ReceiveVCString() if self.VCCommand == "forward" then self.ConfluencePosition = self.ConfluencePosition + Vector(-64, 0, 0) self:SetNewPosition(self.ConfluencePosition) self.VCCommand = "" elseif self.VCCommand == "back" then self.ConfluencePosition = self.ConfluencePosition + Vector(64, 0, 0) self:SetNewPosition(self.ConfluencePosition) self.VCCommand = "" elseif self.VCCommand == "left" then self.ConfluencePosition = self.ConfluencePosition + Vector(0, -64, 0) self:SetNewPosition(self.ConfluencePosition) self.VCCommand = "" elseif self.VCCommand == "right" then self.ConfluencePosition = self.ConfluencePosition + Vector(0, 64, 0) self:SetNewPosition(self.ConfluencePosition) self.VCCommand = "" elseif self.VCCommand == "up" then self.Height = self.Height + 32 self:SetHeightValue(self.Height) self.VCCommand = "" elseif self.VCCommand == "down" then self.Height = self.Height - 32 self:SetHeightValue(self.Height) self.VCCommand = "" end end function ENT:ReceiveVC() net.Receive( "pjt_drn_vc", function() self.VCCommand = net.ReadString() end ) end function ENT:ReceiveManual() net.Receive( "pjt_drn", function() self.UpDown = net.ReadBool() self.DownDown = net.ReadBool() self.LeftDown = net.ReadBool() self.RightDown = net.ReadBool() self.RLDown = net.ReadBool() self.RRDown = net.ReadBool() end ) end local flip = 1 local avoid = {} for i = 1, 129 do avoid[i] = 1 end pDetDir = 0 function ENT:DetectRoof() self.Scan = self.Scan + flip if self.Scan >= 64 then flip = -1 elseif self.Scan <= -64 then flip = 1 end local pos = self.Entity:GetPos() local ang = self.Entity:GetAngles() local detDir = 0 if self.DetectLeft.Fraction < 0.08 then detDir = 90 elseif self.DetectRight.Fraction < 0.08 then detDir = -90 end if pDetDir != detDir then detDir = 90 for i = 1, 129 do avoid[i] = 1 end end pDetDir = detDir ang:RotateAroundAxis(self.Entity:GetUp(), detDir) local dir = ang:Forward() local td_scan = {} td_scan.start = pos td_scan.endpos = pos + dir * 64 + self.Entity:GetUp() * self.Scan td_scan.filter = { self.Entity } self.DetectScan = util.TraceLine(td_scan) avoid[self.Scan + 65] = self.DetectScan.Fraction local avoidToUpper = true local avoidToLower = true if self.DetectFront.Fraction < 0.1 and selfVelX > 0 then self:ProcessAvoid(avoidToUpper, avoidToLower) elseif self.DetectLeft.Fraction < 0.1 and selfVelY < 0 then self:ProcessAvoid(avoidToUpper, avoidToLower) elseif self.DetectRight.Fraction < 0.1 and selfVelY > 0 then self:ProcessAvoid(avoidToUpper, avoidToLower) end self:SetScanDirection(detDir) self:SetScanPosition(self.Scan) end function ENT:ProcessAvoid(avoidToUpper, avoidToLower) for i = 97, 129 do if avoid[i] < 1 then avoidToUpper = false end end for i = 1, 32 do if avoid[i] < 1 then avoidToLower = false end end if CurTime() > self.NextAvoid then if avoidToUpper then self.TemporaryOffset = self.TemporaryOffset + 72 self.NextAvoid = CurTime() + 4 avoidToLower = false end if avoidToLower then if self.Height >= 96 then self.TemporaryOffset = self.TemporaryOffset - 72 self.NextAvoid = CurTime() + 4 end end end end function ENT:DetectWall() local td_f = {} td_f.start = self.Entity:GetPos() td_f.endpos = self.Entity:GetPos() + self.Entity:GetForward() * 1024 td_f.filter = { self.Entity } self.DetectFront = util.TraceLine(td_f) self:SetFrontFraction(self.DetectFront.Fraction) local td_b = {} td_b.start = self.Entity:GetPos() td_b.endpos = self.Entity:GetPos() - self.Entity:GetForward() * 1024 td_b.filter = { self.Entity } self.DetectBack = util.TraceLine(td_b) self:SetBackFraction(self.DetectBack.Fraction) local td_l = {} td_l.start = self.Entity:GetPos() td_l.endpos = self.Entity:GetPos() - self.Entity:GetRight() * 1024 td_l.filter = { self.Entity } self.DetectLeft = util.TraceLine(td_l) self:SetLeftFraction(self.DetectLeft.Fraction) local td_r = {} td_r.start = self.Entity:GetPos() td_r.endpos = self.Entity:GetPos() + self.Entity:GetRight() * 1024 td_r.filter = { self.Entity } self.DetectRight = util.TraceLine(td_r) self:SetRightFraction(self.DetectRight.Fraction) end function ENT:MeterProject() local bone = self.Entity:LookupBone("meter") self.Entity:ManipulateBonePosition( bone, Vector(0, 0, angX * 0.08) ) self.Entity:ManipulateBoneAngles( bone, Angle(angZ, 0, 0) ) end function ENT:Use(activator) end function ENT:OnRemove() end
local keys = require "lapis.db.model".Model:extend("keys") local lib = {} local keylen = 5 --[[ # Key format: { path:string key:string starts:date ends:date max_clicks:n clicks:n } # Todo list: 2016-10-06 - Read Keys --done - Write Keys --done - `__tostring` metamethod for keys --done - implement key object integrity check --done 2016-10-07 - Check for key validity --done 2016-10-08 - Check data integrity while reading --done - ⤷ Remove integrity check when writing --done - Change keys from index->data to key->data --done - ⤷ Change `ipairs` to `pairs` where needed --done - Use key --done --]] -- **Data Access / Back-end** local function time(time) if not time then return nil end local _, _, year, month, day, hour, minute, second = time:find "(%d+)-(%d?%d)-(%d?%d)%s+(%d?%d):(%d?%d):(%d?%d)" return os.time { year=year, month=month, day=day, hour=hour, minute=minute, second=second } end local function is_sub_dir(sub_dir, dir) return sub_dir:gsub("/&", ""):gsub("/?$", "/"):find(dir:gsub("/?$", "/"):gsub("^/?", "/")) and true or false end local function get_key(key) key = keys:find(key) if not key then return false, "Key cannot be nil", 0 end -- Is the key too old? if (time(key.ends) < os.time()) and (time(key.ends) > 0) then return false, "This key has expired", 1 end -- Has it been used too many times? if key.max_clicks > 0 then if key.clicks >= key.max_clicks then return false, "Activation limit reached.", 2 end end return key end -- **Interface / Front-end** lib.get = get_key lib.is_sub_dir = is_sub_dir function lib.is_usable(key, path) -- Is the key invalid or has it expired? if not key then return false, "invalid" end -- Has the key lifetime started yet? if time(key.starts) > os.time() then return false, "not valid yet" end -- If dir is provided, does the key apply to it? if type(path)=="string" then return is_sub_dir(path, key.path) end return false end function lib.use(key, path) if not lib.is_usable(key, path) then return nil end key.clicks = key.clicks + 1 key:update("clicks") print(("Used key %s to access %s"):format(key.id, path)) return true end function lib.new(key) local new = setmetatable({}, _key_meta) new.path = key.path or "/" new.key = key.key or generate_key(keylen) new.starts = key.starts or os.time() new.ends = key.ends or 0 new.clicks = 0 new.max_clicks = key.max_clicks or 0 return new end return lib
local trim = require("lapis.util").trim_filter local Model = require("lapis.db.model").Model local Reports = Model:extend("reports") --- Create a new report -- @tparam table report Report data -- @treturn boolean success -- @treturn string error function Reports:create_report(report) -- Trim white space trim(report, { "board_id", "thread_id", "post_id", "timestamp", "num_reports" }, nil) local r = self:create { board_id = report.board_id, thread_id = report.thread_id, post_id = report.post_id, timestamp = report.timestamp, num_reports = report.num_reports } if r then return r end return false, { "err_create_report" } end --- Modify a report -- @tparam table report Report data -- @treturn boolean success -- @treturn string error function Reports:modify_report(report) local columns = {} for col in pairs(report) do table.insert(columns, col) end return report:update(unpack(columns)) end --- Delete report -- @tparam table report Report data -- @treturn boolean success -- @treturn string error function Reports:delete_report(report) return report:delete() end --- Get all reports -- @treturn table reports List of reports function Reports:get_reports() return self:select("order by timestamp asc") end --- Get report -- @tparam string board_id Board ID -- @tparam string post_id Post ID -- @treturn table report function Reports:get_report(board_id, post_id) return unpack(self:select( "where board_id=? and post_id=? limit 1", board_id, post_id )) end --- Get report -- @tparam string id Report ID -- @treturn table report function Reports:get_report_by_id(id) return unpack(self:select("where id=? limit 1", id)) end return Reports
(function(args) lst = { a=function(arg) print("hello") end, b=(1+2)*3/4, [3+5]={ ["hello"]=("hi") }, } lst[ (function() return 0 end)()] = 1 end)("blah") [[ Special lua string... ]]
------------------------------- -- "Sky" awesome theme -- -- By Andrei "Garoth" Thorp -- ------------------------------- -- If you want SVGs and extras, get them from garoth.com/awesome/sky-theme -- BASICS theme = {} theme.font = "sans 8" theme.bg_focus = "#e2eeea" theme.bg_normal = "#729fcf" theme.bg_urgent = "#fce94f" theme.bg_minimize = "#0067ce" theme.bg_systray = theme.bg_normal theme.fg_normal = "#2e3436" theme.fg_focus = "#2e3436" theme.fg_urgent = "#2e3436" theme.fg_minimize = "#2e3436" theme.border_width = 2 theme.border_normal = "#dae3e0" theme.border_focus = "#729fcf" theme.border_marked = "#eeeeec" -- IMAGES theme.layout_fairh = "/usr/share/awesome/themes/sky/layouts/fairh.png" theme.layout_fairv = "/usr/share/awesome/themes/sky/layouts/fairv.png" theme.layout_floating = "/usr/share/awesome/themes/sky/layouts/floating.png" theme.layout_magnifier = "/usr/share/awesome/themes/sky/layouts/magnifier.png" theme.layout_max = "/usr/share/awesome/themes/sky/layouts/max.png" theme.layout_fullscreen = "/usr/share/awesome/themes/sky/layouts/fullscreen.png" theme.layout_tilebottom = "/usr/share/awesome/themes/sky/layouts/tilebottom.png" theme.layout_tileleft = "/usr/share/awesome/themes/sky/layouts/tileleft.png" theme.layout_tile = "/usr/share/awesome/themes/sky/layouts/tile.png" theme.layout_tiletop = "/usr/share/awesome/themes/sky/layouts/tiletop.png" theme.layout_spiral = "/usr/share/awesome/themes/sky/layouts/spiral.png" theme.layout_dwindle = "/usr/share/awesome/themes/sky/layouts/dwindle.png" theme.awesome_icon = "/usr/share/awesome/themes/sky/awesome-icon.png" -- from default for now... theme.menu_submenu_icon = "/usr/share/awesome/themes/default/submenu.png" theme.taglist_squares_sel = "/usr/share/awesome/themes/default/taglist/squarefw.png" theme.taglist_squares_unsel = "/usr/share/awesome/themes/default/taglist/squarew.png" -- MISC theme.wallpaper = "/usr/share/awesome/themes/sky/sky-background.png" theme.taglist_squares = "true" theme.titlebar_close_button = "true" theme.menu_height = 15 theme.menu_width = 100 -- Define the image to load theme.titlebar_close_button_normal = "/usr/share/awesome/themes/default/titlebar/close_normal.png" theme.titlebar_close_button_focus = "/usr/share/awesome/themes/default/titlebar/close_focus.png" theme.titlebar_ontop_button_normal_inactive = "/usr/share/awesome/themes/default/titlebar/ontop_normal_inactive.png" theme.titlebar_ontop_button_focus_inactive = "/usr/share/awesome/themes/default/titlebar/ontop_focus_inactive.png" theme.titlebar_ontop_button_normal_active = "/usr/share/awesome/themes/default/titlebar/ontop_normal_active.png" theme.titlebar_ontop_button_focus_active = "/usr/share/awesome/themes/default/titlebar/ontop_focus_active.png" theme.titlebar_sticky_button_normal_inactive = "/usr/share/awesome/themes/default/titlebar/sticky_normal_inactive.png" theme.titlebar_sticky_button_focus_inactive = "/usr/share/awesome/themes/default/titlebar/sticky_focus_inactive.png" theme.titlebar_sticky_button_normal_active = "/usr/share/awesome/themes/default/titlebar/sticky_normal_active.png" theme.titlebar_sticky_button_focus_active = "/usr/share/awesome/themes/default/titlebar/sticky_focus_active.png" theme.titlebar_floating_button_normal_inactive = "/usr/share/awesome/themes/default/titlebar/floating_normal_inactive.png" theme.titlebar_floating_button_focus_inactive = "/usr/share/awesome/themes/default/titlebar/floating_focus_inactive.png" theme.titlebar_floating_button_normal_active = "/usr/share/awesome/themes/default/titlebar/floating_normal_active.png" theme.titlebar_floating_button_focus_active = "/usr/share/awesome/themes/default/titlebar/floating_focus_active.png" theme.titlebar_maximized_button_normal_inactive = "/usr/share/awesome/themes/default/titlebar/maximized_normal_inactive.png" theme.titlebar_maximized_button_focus_inactive = "/usr/share/awesome/themes/default/titlebar/maximized_focus_inactive.png" theme.titlebar_maximized_button_normal_active = "/usr/share/awesome/themes/default/titlebar/maximized_normal_active.png" theme.titlebar_maximized_button_focus_active = "/usr/share/awesome/themes/default/titlebar/maximized_focus_active.png" return theme -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
---@param target EsvCharacter ---@param handle number ---@param instigator EsvCharacter function DamageControl(target, handle, instigator) --[[ Main damage control : damages are teared down to the original formula and apply custom bonuses from the overhaul ]]-- if ObjectIsCharacter(instigator) == 0 then return end -- Get hit properties local damages = {} local types = DamageTypeEnum() local isCrit = NRD_StatusGetInt(target, handle, "CriticalHit") -- print("Crit: "..isCrit) local isDodged = NRD_StatusGetInt(target, handle, "Dodged") -- print("Dodged: "..isDodged) local isBlocked = NRD_StatusGetInt(target, handle, "Blocked") -- print("Blocked: "..isBlocked) local isMissed = NRD_StatusGetInt(target, handle, "Missed") -- print("Missed: "..isMissed) local fromWeapon = NRD_StatusGetInt(target, handle, "HitWithWeapon") -- print("Hit with weapon: "..fromWeapon) local fromReflection = NRD_StatusGetInt(target, handle, "Reflection") -- print("Hit from reflection: "..fromReflection) local hitType = NRD_StatusGetInt(target, handle, "DoT") --print("HitType: "..hitType) local sourceType = NRD_StatusGetInt(target, handle, "DamageSourceType") local skillID = NRD_StatusGetString(target, handle, "SkillId") local backstab = NRD_StatusGetInt(target, handle, "Backstab") local fixedValue = 0 -- print("SkillID: "..skillID) if NRD_StatusGetInt(target, handle, "HitReason") == 0 then fromWeapon = 1 elseif skillID ~= "" then fromWeapon = NRD_StatGetInt(string.gsub(skillID, "%_%-1", ""), "UseWeaponDamage") fixedValue = NRD_StatGetInt(string.gsub(skillID, "%_%-1", ""), "Damage") end local weaponTypes = GetWeaponsType(instigator) -- Get hit damages for i,dmgType in pairs(types) do damages[dmgType] = NRD_HitStatusGetDamage(target, handle, dmgType) if damages[dmgType] ~= 0 then print("Damage "..dmgType..": "..damages[dmgType]) end end if isBlocked == 1 then return end if sourceType == 1 or sourceType == 2 or sourceType == 3 then InitiatePassingDamage(target, damages); return end if skillID == "" and sourceType == 0 then InitiatePassingDamage(target, damages); return end if fixedValue ~= 0 and fixedValue ~= 1 and fixedValue ~= 2 then InitiatePassingDamage(target, damages); return end -- Dodge mechanic override if isMissed == 1 or isDodged == 1 then local weaponHandle = NRD_StatusGetString(target, handle, "WeaponHandle") local mainWeapon = CharacterGetEquippedWeapon(instigator) DodgeControl(target, instigator, weaponHandle) if mainWeapon ~= weaponHandle then SetVarInteger(instigator, "LX_Miss_Main", 0) end return end -- Get instigator bonuses local strength = CharacterGetAttribute(instigator, "Strength") - 10 local finesse = CharacterGetAttribute(instigator, "Finesse") - 10 local intelligence = CharacterGetAttribute(instigator, "Intelligence") - 10 local damageBonus = strength*Ext.ExtraData.DGM_StrengthGlobalBonus+finesse*Ext.ExtraData.DGM_FinesseGlobalBonus+intelligence*Ext.ExtraData.DGM_IntelligenceGlobalBonus -- /!\ Remember that 1=1% in this variable local globalMultiplier = 1.0 if backstab == 1 then local criticalHit = NRD_CharacterGetComputedStat(instigator, "CriticalChance", 0) damageBonus = damageBonus + criticalHit * Ext.ExtraData.DGM_BackstabCritChanceBonus end -- Get damage type bonus if fromWeapon == 1 then damageBonus = damageBonus + strength*Ext.ExtraData.DGM_StrengthWeaponBonus -- print("Bonus: Weapon") -- Check distance penalty if it's a distance weapon if weaponTypes[1] == "Bow" or weaponTypes[1] == "Crossbow" or weaponTypes[1] == "Rifle" or weaponTypes[1] == "Wand" then local distance = GetDistanceTo(target, instigator) --Ext.Print("[LXDGM_DamageControl.DamageControl] Distance :",distance) if distance <= Ext.ExtraData.DGM_RangedCQBPenaltyRange and CharacterHasTalent(instigator, "RangerLoreArrowRecover") == 0 then globalMultiplier = globalMultiplier - (Ext.ExtraData.DGM_RangedCQBPenalty/100) end end if sourceType == 7 then local dualWielding = CharacterGetAbility(instigator, "DualWielding") damageBonus = damageBonus + dualWielding*Ext.ExtraData.DGM_DualWieldingOffhandBonus end end if hitType == 1 then damageBonus = strength*Ext.ExtraData.DGM_StrengthDoTBonus -- print("Bonus: DoT") -- Demon bonus for burning/necrofire local hasDemon = CharacterHasTalent(instigator, "Demon") if hasDemon == 1 then local statusID = NRD_StatusGetString(target, handle, "StatusId") if statusID == "BURNING" or statusID == "NECROFIRE" then -- print("Bonus: Demon") damageBonus = damageBonus + Ext.ExtraData.DGM_DemonStatusesBonus end end end if skillID ~= "" then damageBonus = damageBonus + intelligence*Ext.ExtraData.DGM_IntelligenceSkillBonus -- print("Bonus: skill") -- Apply bonus from wand and staves if weaponTypes[1] == "Wand" then if weaponTypes[2] == "Wand" then globalMultiplier = globalMultiplier + Ext.ExtraData.DGM_WandSkillMultiplier/100 else globalMultiplier = globalMultiplier + Ext.ExtraData.DGM_WandSkillMultiplier/100*2 end elseif weaponTypes[1] == "Staff" then globalMultiplier = globalMultiplier + Ext.ExtraData.DGM_StaffSkillMultiplier/100 end -- Apply Slingshot bonus if it's a grenade local isGrenade = string.find(skillID, "Grenade") local hasSlingshot = CharacterHasTalent(instigator, "WarriorLoreGrenadeRange") if isGrenade ~= nil and hasSlingshot == 1 then damageBonus = damageBonus + Ext.ExtraData.DGM_SlingshotBonus end end -- Apply damage changes and side effects damages = ChangeDamage(damages, (damageBonus/100+1)*globalMultiplier, 0, instigator) ReplaceDamages(damages, handle, target) SetWalkItOff(target, handle) -- Armor passing damages InitiatePassingDamage(target, damages) end ---@param target EsvCharacter ---@param damages table function InitiatePassingDamage(target, damages) for dmgType,amount in pairs(damages) do if amount ~= 0 then local piercing = CalculatePassingDamage(target, amount, dmgType) ApplyPassingDamage(target, piercing) end end end ---@param damages table ---@param multiplier number ---@param value number ---@param instigator EsvCharacter function ChangeDamage(damages, multiplier, value, instigator) for dmgType,amount in pairs(damages) do -- Ice king water damage bonus if dmgType == "Water" and CharacterHasTalent(instigator, "IceKing") == 1 then multiplier = multiplier + Ext.ExtraData.DGM_IceKingDamageBonus/100 -- print("Bonus: IceKing") end local rangeFix = math.random() if amount > 0 then amount = amount + rangeFix end amount = amount * multiplier amount = amount + value if amount ~= 0 then print("Changed "..dmgType.." to "..amount.." (Multiplier = "..multiplier..")") end damages[dmgType] = amount end return damages end ---@param newDamages table ---@param handle number ---@param target EsvCharacter function ReplaceDamages(newDamages, handle, target) NRD_HitStatusClearAllDamage(target, handle) for dmgType,amount in pairs(newDamages) do NRD_HitStatusAddDamage(target, handle, dmgType, amount) end end ---@param character EsvCharacter function HasHarmfulAccuracyStatus(character) NRD_IterateCharacterStatuses(character, "LX_Iterate_Statuses_Accuracy") local isHarmed = GetVarInteger(character, "LX_Accuracy_Harmed") if isHarmed == 1 then return true end return false end ---@param target EsvCharacter ---@param instigator EsvCharacter ---@param weapon string function DodgeControl(target, instigator, weapon) if weapon == nil then weapon = "" end local refunded = GetVarInteger(instigator, "LX_Miss_Refunded") if CharacterGetEquippedWeapon(instigator) == weapon then if refunded == 1 then SetVarInteger(instigator, "LX_Miss_Refunded", 0) else CharacterAddActionPoints(instigator, 1) SetVarInteger(instigator, "LX_Miss_Refunded", 1) end SetVarInteger(instigator, "LX_Miss_Main", 1) TriggerDodgeFatigue(target, instigator) else local hasMissedMain = GetVarInteger(instigator, "LX_Miss_Main") if hasMissedMain ~= 1 then TriggerDodgeFatigue(target, instigator) if refunded == 1 then SetVarInteger(instigator, "LX_Miss_Refunded", 0) else CharacterAddActionPoints(instigator, 1) SetVarInteger(instigator, "LX_Miss_Refunded", 1) end end end return end ---@param target EsvCharacter ---@param instigator EsvCharacter function TriggerDodgeFatigue(target, instigator) if CharacterIsInCombat(target) == 0 then return end local accuracy = NRD_CharacterGetComputedStat(instigator, "Accuracy", 0) local baseAccuracy = NRD_CharacterGetComputedStat(instigator, "Accuracy", 1) local dodgeCounter = GetVarInteger(target, "LX_Dodge_Counter") local dodge = NRD_CharacterGetComputedStat(target, "Dodge", 0) --local isHarmed = HasHarmfulAccuracyStatus(instigator) if dodgeCounter == nil then dodgeCounter = 0 end -- Ext.Print("[LXDGM_DamageControl.DodgeControl] "..accuracy.." "..baseAccuracy) -- Ext.Print("[LXDGM_DamageControl.DodgeControl] Dodge counter : "..dodgeCounter) if HasActiveStatus(target, "UNCANNY_EVASION") == 0 then dodgeCounter = dodgeCounter + 1 end if accuracy >= 90 and accuracy >= baseAccuracy then SetVarInteger(target, "LX_Dodge_Counter", dodgeCounter) if CharacterHasTalent(target, "DualWieldingDodging") == 1 then dodgeCounter = dodgeCounter - 1 end if dodgeCounter == 1 then ApplyStatus(target, "LX_DODGE_FATIGUE1", 6.0, 1) end if dodgeCounter == 2 then ApplyStatus(target, "LX_DODGE_FATIGUE2", 6.0, 1) end if dodgeCounter == 3 then ApplyStatus(target, "LX_DODGE_FATIGUE3", 6.0, 1) end if dodgeCounter == 4 then ApplyStatus(target, "LX_DODGE_FATIGUE4", 6.0, 1) end end end ---@param character EsvCharacter ---@param perseverance number ---@param type string function ManagePerseverance(character, perseverance, type) -- Ext.Print(perseverance) local charHP = NRD_CharacterGetStatInt(character, "MaxVitality") NRD_CharacterSetStatInt(character, "CurrentVitality", NRD_CharacterGetStatInt(character, "CurrentVitality")+(perseverance*Ext.ExtraData.DGM_PerseveranceVitalityRecovery*0.01*charHP)) if type == "Magic" then local charMA = NRD_CharacterGetStatInt(character, "MaxMagicArmor") NRD_CharacterSetStatInt(character, "CurrentMagicArmor", NRD_CharacterGetStatInt(character, "CurrentMagicArmor")+(perseverance*Ext.ExtraData.SkillAbilityArmorRestoredPerPoint*0.01*charMA)) elseif type == "Physical" then local charPA = NRD_CharacterGetStatInt(character, "MaxArmor") NRD_CharacterSetStatInt(character, "CurrentArmor", NRD_CharacterGetStatInt(character, "CurrentArmor")+(perseverance*Ext.ExtraData.SkillAbilityArmorRestoredPerPoint*0.01*charPA)) end end ---@param attacker EsvCharacter ---@param target EsvCharacter local function DGM_HitChanceFormula(attacker, target) local hitChance = attacker.Accuracy - target.Dodge -- Make sure that we return a value in the range (0% .. 100%) hitChance = math.max(math.min(hitChance, 100), 0) return hitChance end Ext.RegisterListener("GetHitChance", DGM_HitChanceFormula) --- @param character StatCharacter --- @param weapon StatItem function CalculateWeaponDamageRange(character, weapon) local damages, damageBoost = ComputeBaseWeaponDamage(weapon) local abilityBoosts = character.DamageBoost + ComputeWeaponCombatAbilityBoost(character, weapon) + ComputeWeaponRequirementScaledDamage(character, weapon) abilityBoosts = math.max(abilityBoosts + 100.0, 0.0) / 100.0 local boost = 1.0 + damageBoost * 0.01 if character.IsSneaking then boost = boost + Ext.ExtraData['Sneak Damage Multiplier'] end local ranges = {} for damageType, damage in pairs(damages) do local min = damage.Min * boost * abilityBoosts local max = damage.Max * boost * abilityBoosts if min > max then max = min end ranges[damageType] = {min, max} end return ranges end local function GetDamageMultipliers(skill, stealthed, attackerPos, targetPos) local stealthDamageMultiplier = 1.0 if stealthed then stealthDamageMultiplier = Ext.ExtraData.Stealth end local targetDistance = math.sqrt((attackerPos[1] - targetPos[1])^2 + (attackerPos[3] - targetPos[3])^2) local distanceDamageMultiplier = 1.0 if targetDistance > 1.0 then distanceDamageMultiplier = Ext.Round(targetDistance) * skill['Distance Damage Multiplier'] * 0.01 + 1 end local damageMultiplier = skill['Damage Multiplier'] * 0.01 return stealthDamageMultiplier * distanceDamageMultiplier * damageMultiplier end
--[[ localization.koKR.lua translated & modified by SayClub ]] local L = LibStub('AceLocale-3.0'):NewLocale('Dominos-Progress', 'koKR') if not L then return end L.Texture = '무늬' L.Width = '너비' L.Height = '높이' L.AlwaysShowText = '항상 문자 표시' L.Segmented = '분할' L.Font = '글꼴' L.AutoSwitchModes = '자동 전환 모드' L.Display_label = '제목 표시' L.Display_value = '현재 값 표시' L.Display_max = '최대 값 표시' L.Display_bonus = '휴식/추가 표시' L.Display_percent = '백분율 표시' L.Display_remaining = '남은 시간 표시' L.CompressValues = '수치 축약'
print("Basic UART example.") print("Please connect a jumper wire between FIO0 and FIO1 (FIO4 and FIO5 on T4)") print("") --UART part of the T7 datasheet http://labjack.com/support/datasheets/t7/digital-io/asynchronous-serial local mbRead=MB.R --local functions for faster processing local mbWrite=MB.W local RXPin = 1--FIO1. Changed if T4 instead of T7 local TXPin = 0--FIO0 devType = MB.R(60000, 3) if devType == 4 then RXPin = 5--FIO5 on T4 TXPin = 4--FIO4 end mbWrite(5400, 0, 0) --disable ASYNCH during config -- Baud Example Options: 4800,9600,14400,19200,38400,57600,115200 mbWrite(5420, 1, 9600) --baud, 9600 is default of FGPMMOPA6H mbWrite(5405, 0, RXPin) --RX set to FIO1 (FIO5 on T4) mbWrite(5410, 0, TXPin) --TX set to FIO0 (FIO4 on T4) mbWrite(5460, 0, 0) --ASYNCH_PARITY set to 0=none mbWrite(5430, 0, 600) --ASYNCH_RX_BUFFER_SIZE_BYTES set to 600 mbWrite(5400, 0, 1) --enable ASYNCH -- Various variables local UART_TEST_STRING = "Hello World!" local strLen = 0 local strData = {} -- Set the baud rate local strLen = string.len(UART_TEST_STRING) print("Sending String of length:", strLen) -- Allocate space for the string mbWrite(5440, 0, strLen) --ASYNCH_NUM_BYTES_TX, UINT16 (0) --Convert and write string to the allocated UART TX buffer for i=1, strLen do -- COnvert ASCII character to number local ASCIIcharAsByte = string.byte(UART_TEST_STRING, i) -- Write data to TX buffer mbWrite(5490, 0, ASCIIcharAsByte) --ASYNCH_DATA_TX, UINT16 (0) end -- Send data saved in TX buffer mbWrite(5450, 0, 1) --ASYNCH_TX_GO, UINT16(0) -- Configure the interval timer for once per second. LJ.IntervalConfig(0, 1000) local checkInterval=LJ.CheckInterval -- Variables used to end the program local maxNumIterations = 3 local currentIteration = 0 local runApp = true -- Enter while loop. while runApp do -- Check to see if the interval is completed. if checkInterval(0) then -- Read the number of bytes in RX buffer local numBytesRX = mbRead(5435, 0) --ASYNCH_NUM_BYTES_RX, UINT16(0) -- If there are more than zero bytes... if numBytesRX > 0 then print ("numBytesRX ", numBytesRX) -- Allocate a string to save data to local dataStr = "" -- Read data from the T7 and conver to a string for i=1, numBytesRX do local dataByte = mbRead(5495, 0) --ASYNCH_DATA_RX, UINT16(0) local dataChar = string.char(dataByte) dataStr = dataStr .. dataChar end print("Data:",dataStr) end -- Decide when to exit if currentIteration < maxNumIterations then currentIteration = currentIteration + 1 else runApp = false end end end print("Script Finished") mbWrite(6000, 1, 0)
route { lru {}, whoami {}, file { path = 'zones/example.zone' }, dnssec { algorithm = 'ecdsa_p256_sha256' }, rrl { rate = 20 }, prometheus {}, } route('skydns', { lru {}, skydns { zone = 'skydns.local' }, }) route('edge', { auth { source = 'zones' }, }) route('recursive', { cookie {}, lru {}, proxy { origins = {'8.8.8.8#53', '8.8.4.4'}, weights = {10, 20}, select = 'weighted', proto = 'tcp', poolsize = 4, }, rrl { rate = 20 }, }) route('proxy', { cookie {}, lru {}, proxy { rate = 20, origins = {'95.85.40.151', '2a03:b0c0:0:1010::c6:b001'}, proto = 'tcp', }, rrl { rate = 20 }, }) listen('tls://127.0.0.1#53537', { recursive = {'.'}, },{ certfile = 'test.crt', keyfile = 'test.key' }) listen('127.0.0.1#53535', { -- default = { -- 'example', -- }, skydns = { 'skydns.local' }, recursive = { 'vavrusa.com' }, edge = { 'flags', 'nu', 'se', 'example' }, proxy = { 'udp53.rocks' } }) listen('http://127.0.0.1#8080', { ['edge.api'] = '/edge', ['default.api'] = '/api', })
local Serializable = {} local libxml2 = require("xmlua.libxml2") local ffi = require("ffi") local function save(target, flags, failure_message, options) local buffer = libxml2.xmlBufferCreate() local encoding = "UTF-8" if options and options.encoding then encoding = options.encoding end local context = libxml2.xmlSaveToBuffer(buffer, encoding, flags) if options and options.escape then libxml2.xmlSaveSetEscape(context, options.escape) end local success if target.node then success = libxml2.xmlSaveTree(context, target.node) else success = libxml2.xmlSaveDoc(context, target.document) end libxml2.xmlSaveClose(context) if not success then error(failure_message) end return libxml2.xmlBufferGetContent(buffer) end function Serializable:to_html(options) return save(self, bit.bor(ffi.C.XML_SAVE_FORMAT, ffi.C.XML_SAVE_NO_DECL, ffi.C.XML_SAVE_NO_EMPTY, ffi.C.XML_SAVE_AS_HTML), "failed to generate HTML string", options) end function Serializable:to_xml(options) return save(self, bit.bor(ffi.C.XML_SAVE_FORMAT, ffi.C.XML_SAVE_AS_XML), "failed to generate XML string", options) end return Serializable
object_mobile_tcg_armored_tauntaun = object_mobile_shared_tcg_armored_tauntaun:new { } ObjectTemplates:addTemplate(object_mobile_tcg_armored_tauntaun, "object/mobile/tcg_armored_tauntaun.iff")
return { postgres = { up = [[ DO $$ BEGIN ALTER TABLE IF EXISTS ONLY "wsse_keys" ADD "encrypted_secret" TEXT; EXCEPTION WHEN DUPLICATE_COLUMN THEN -- Do nothing, accept existing state END; $$; ]] }, cassandra = { up = [[ ALTER TABLE wsse_keys ADD encrypted_secret text; ]] } }
module("luci.controller.frp", package.seeall) function index() if not nixio.fs.access("/etc/config/frp") then return end entry({"admin","services","frp"},cbi("frp/frp"), _("Frp Setting"),100).dependent=true entry({"admin","services","frp","config"},cbi("frp/config")).leaf=true entry({"admin","services","frp","status"},call("status")).leaf=true end function status() local e={} e.running=luci.sys.call("pidof frpc > /dev/null")==0 luci.http.prepare_content("application/json") luci.http.write_json(e) end
#!/usr/local/bin/lua -- -- This is part of the release script. -- -- See release.sh for more explanation. -- servicekit = dofile("./servicekit.lua") print(servicekit.version)
local Cooldown = {} Cooldown.__index = Cooldown -- Create a new Cooldown object function Cooldown.new(length: number) return setmetatable({ Length = length or 1, Data = {} }, Cooldown) end -- Used to clean up any completed cooldowns function Cooldown:Cleanup() for index: any in pairs(self.Data) do if not self:GetStatus(index) then self.Data[index] = nil end end end -- Used to get information about a certain key function Cooldown:GetStatus(key: any): (boolean, number) local lastUsed: number = self.Data[key] or 0 local onCooldown: boolean = os.clock() - lastUsed <= self.Length return onCooldown, lastUsed end -- Used to complete a task based off a cooldown function Cooldown:DoTask(key: any, callback: (boolean?, number?) -> any) local now: number = os.clock() local onCooldown: boolean, lastUsed: number = self:GetStatus(key) local timeLeft: number = lastUsed + self.Length - now if not onCooldown then self.Data[key] = now end callback(onCooldown, timeLeft) self:Cleanup() end return Cooldown
local skynet = require "skynet" function task(id) for i = 1, 5 do skynet.error("task"..id.." call") skynet.error("task"..id.." return:", skynet.call(".echoluamsg", "lua", "task"..id)) end end skynet.start(function() skynet.fork(task, 1) skynet.fork(task, 2) end)
----------------------------------------->> -- GTI: Grand Theft International -- Date: 24 Jan 2014 -- Resource: GTIhud/drawStat.lua -- Type: Client Side -- Author: JT Pennington (JTPenn) ----------------------------------------->> local DXStats = {} local DXStatsSorted = {} local sX,sY = guiGetScreenSize() local fontA = "default-bold" local fontB = "default-bold" local fontC = "default-bold" local Z_OFFSET = 325 -- Space between stats local PROG_WIDTH = 125 -- Progress Bar Width local PROG_HEIGHT = 25 -- Progress Bar Height local PROG_BORDER = 4 -- Progress Bar Border Thickness local ALPHA = 255 -- Shadow Alpha addEventHandler("onClientResourceStart", resourceRoot, function() local font = dxCreateFont("fonts/cambria.ttf", 10) if (font) then fontA = font end local font = dxCreateFont("fonts/verdana.ttf", 16) if (font) then fontB = font end local font = dxCreateFont("roboto-bold.ttf", 10) if (font) then fontC = font end end) -- Draw Stats -------------->> function drawStat(id, columnA, columnB, r, g, b, timer) if (type(id) ~= "string") then return end if (not columnA or columnA == "") then DXStats[id] = nil for i,v in ipairs(DXStatsSorted) do if (v == id) then table.remove(DXStatsSorted, i) break end end return true end if (type(columnA) ~= "string" or not tostring(columnB) or type(r) ~= "number" or type(g) ~= "number" or type(b) ~= "number") then return false end if (timer and type(timer) ~= "number") then return false end local iNotes = #DXStatsSorted if (not DXStats[id]) then table.insert(DXStatsSorted, id) end DXStats[id] = {columnA, columnB, r, g, b} if (timer) then local tick = getTickCount()+timer DXStats[id][6] = tick end if (iNotes == 0) then addEventHandler("onClientRender", root, renderDXStat) end return true end addEvent("GTIhud.drawStat", true) addEventHandler("GTIhud.drawStat", root, drawStat) -- Draw Progress Bar --------------------->> function drawProgressBar(id, text, r, g, b, timer) if (type(id) ~= "string") then return end if (not text or text == "") then DXStats[id] = nil for i,v in ipairs(DXStatsSorted) do if (v == id) then table.remove(DXStatsSorted, i) break end end return true end if (type(text) ~= "string" or type(r) ~= "number" or type(g) ~= "number" or type(b) ~= "number" or type(timer) ~= "number") then return false end local iNotes = #DXStatsSorted if (not DXStats[id]) then table.insert(DXStatsSorted, id) end DXStats[id] = {text, timer, r, g, b, getTickCount()+timer, true} if (iNotes == 0) then addEventHandler("onClientRender", root, renderDXStat) end return true end addEvent("GTIhud.drawProgressBar", true) addEventHandler("GTIhud.drawProgressBar", root, drawProgressBar) -- Render Stats ---------------->> function renderDXStat() --if (not isPlayerHudComponentVisible("radar") or isPlayerMapVisible()) then return end if (#DXStatsSorted == 0) then removeEventHandler("onClientRender", root, renderDXStat) end local aX,aY = sX*0.53, sY*0.95 if (getPlayerWantedLevel() > 0) then aY = sY*0.52 end local xOffset = 0 for i,id in ipairs(DXStatsSorted) do local v = DXStats[id] local xOffsetTest = dxGetTextWidth(v[2], 1, fontB)+45 if (v[7]) then xOffsetTest = PROG_WIDTH - 115 end if (xOffset < xOffsetTest) then xOffset = xOffsetTest end end for i,id in ipairs(DXStatsSorted) do local v = DXStats[id] if (not v[6] or v[6] > getTickCount()) then if (not v[7]) then -- Draw Stat -- Column B Shadow local x,y = aX, aY+( (i-1)*Z_OFFSET)+4 dxDrawText(v[2], x-1, y+1, x+1, y+1, tocolor(0, 0, 0, ALPHA), 1, fontB, "center", "center") -- Column B Text dxDrawText(v[2], x, y, x, y, tocolor(v[3], v[4], v[5], 255), 1, fontB, "center", "center") else -- Draw Progress Bar local x1,y1,x2,y2 = aX - PROG_WIDTH, aY+( (i-1)*Z_OFFSET), PROG_WIDTH, -PROG_HEIGHT dxDrawRectangle(x1,y1,x2,y2, tocolor(0, 0, 0, 200)) dxDrawRectangle(x1+PROG_BORDER,y1-PROG_BORDER,x2-(PROG_BORDER*2),y2+(PROG_BORDER*2), tocolor(v[3]/3, v[4]/3, v[5]/3, 200)) local progress = (v[2]-(v[6]-getTickCount()))/v[2] dxDrawRectangle(x1+PROG_BORDER,y1-PROG_BORDER,(x2-(PROG_BORDER*2))*progress,y2+(PROG_BORDER*2), tocolor(v[3], v[4], v[5], 200)) -- Draw Percentage local x2,y2 = x1 + PROG_WIDTH, y1 - PROG_HEIGHT progress = math.floor(progress * 100).."%" dxDrawText(progress, x1-1, y1+1, x2-1, y2-1, tocolor(0, 0, 0, 255), 1, "default-bold", "center", "center") dxDrawText(progress, x1+1, y1+1, x2+1, y2-1, tocolor(0, 0, 0, 255), 1, "default-bold", "center", "center") dxDrawText(progress, x1+1, y1+1, x2-1, y2+1, tocolor(0, 0, 0, 255), 1, "default-bold", "center", "center") dxDrawText(progress, x1+1, y1+1, x2+1, y2+1, tocolor(0, 0, 0, 255), 1, "default-bold", "center", "center") dxDrawText(progress, x1, y1, x2, y2, tocolor(255, 255, 255, 255), 1, "default-bold", "center", "center") end -- Column A Shadow local x,y = aX-xOffset, aY+( (i-1)*Z_OFFSET)+2 if (string.gsub(v[1], "%s", "") == string.gsub(v[1], "%W", "")) then v[1] = string.upper(v[1]) end --dxDrawText(v[1], x+1, y+1, x+1, y-25, tocolor(0, 0, 0, ALPHA), 1, fontA, "right", "bottom") -- Column A Text dxDrawText(v[1], x-78, y, x, y-75, tocolor(v[3], v[4], v[5], 255), 1, fontC, "center", "center") else DXStats[id] = nil table.remove(DXStatsSorted, i) end end end
-- Author: Divran local Obj = EGP:NewObject( "Text" ) Obj.h = nil Obj.w = nil Obj.text = "" Obj.font = "WireGPU_ConsoleFont" Obj.size = 18 Obj.valign = 0 Obj.halign = 0 Obj.angle = 0 local surface_SetTextPos local surface_DrawText local surface_SetTextColor local surface_CreateFont local surface_SetFont local surface_GetTextSize local cam_PushModelMatrix local cam_PopModelMatrix local mat local matAng if CLIENT then surface_SetTextPos = surface.SetTextPos surface_DrawText = surface.DrawText surface_SetTextColor = surface.SetTextColor surface_CreateFont = surface.CreateFont surface_SetFont = surface.SetFont surface_GetTextSize = surface.GetTextSize -- Thanks to Wizard for this rotateable text code cam_PushModelMatrix = cam.PushModelMatrix cam_PopModelMatrix = cam.PopModelMatrix mat = Matrix() matAng = Angle(0, 0, 0) end function Obj:Draw(ent, drawMat) if (self.text and #self.text>0) then surface_SetTextColor( self.r, self.g, self.b, self.a ) local font = "WireEGP_" .. self.size .. "_" .. self.font if (!EGP.ValidFonts_Lookup[font]) then local fontTable = { font=self.font, size = self.size, weight = 800, antialias = true, additive = false } surface_CreateFont( font, fontTable ) EGP.ValidFonts_Lookup[font] = true end surface_SetFont( font ) if self.angle == 0 then local w,h local x, y = self.x, self.y if (self.halign != 0) then w,h = surface_GetTextSize( self.text ) x = x - (w * ((self.halign%10)/2)) end if (self.valign) then if (!h) then _,h = surface_GetTextSize( self.text ) end y = y - (h * ((self.valign%10)/2)) end surface_SetTextPos( x, y ) surface_DrawText( self.text ) else local w,h local x, y = 0,0 if (self.halign != 0) then w,h = surface_GetTextSize( self.text ) x = (w * ((self.halign%10)/2)) end if (self.valign) then if (!h) then _,h = surface_GetTextSize( self.text ) end y = (h * ((self.valign%10)/2)) end mat:Set(drawMat) mat:Translate(Vector(self.x, self.y, 0)) matAng.y = -self.angle mat:Rotate(matAng) surface_SetTextPos(-x, -y) cam_PushModelMatrix(mat, true) surface_DrawText( self.text ) cam_PopModelMatrix() end end end Obj.Transmit = function( self, Ent, ply ) net.WriteInt( self.x, 16 ) net.WriteInt( self.y, 16 ) EGP:InsertQueue( Ent, ply, EGP._SetText, "SetText", self.index, self.text ) net.WriteString(self.font) net.WriteUInt(math.Clamp(self.size,0,256), 8) net.WriteUInt(math.Clamp(self.valign,0,2), 2) net.WriteUInt(math.Clamp(self.halign,0,2), 2) net.WriteInt( self.parent, 16 ) EGP:SendColor( self ) net.WriteInt((self.angle%360)*20, 16) end Obj.Receive = function( self ) local tbl = {} tbl.x = net.ReadInt(16) tbl.y = net.ReadInt(16) tbl.font = net.ReadString() tbl.size = net.ReadUInt(8) tbl.valign = net.ReadUInt(2) tbl.halign = net.ReadUInt(2) tbl.parent = net.ReadInt(16) EGP:ReceiveColor( tbl, self ) tbl.angle = net.ReadInt(16)/20 return tbl end Obj.DataStreamInfo = function( self ) return { x = self.x, y = self.y, valign = self.valign, halign = self.halign, size = self.size, r = self.r, g = self.g, b = self.b, a = self.a, text = self.text, font = self.font, parent = self.parent, angle = self.angle } end
local ringing_schedule_common = {} require("uci") local datatypes = require "luci.cbi.datatypes" function ringing_schedule_common.validate_time(time) local pattern = "(%d%d):(%d%d) (%d%d):(%d%d)" from_hour, from_minute, to_hour, to_minute = time:match(pattern) if from_hour == nil or from_minute == nil or to_hour == nil or to_minute == nil then return nil, "Invalid time, expected 'HH:MM HH:MM'" end if tonumber(from_hour) > 23 or tonumber(from_minute) > 59 or tonumber(to_hour) > 23 or tonumber(to_minute) > 59 then return nil, "Invalid time, expected 'HH:MM HH:MM'" end if from_hour > to_hour or from_hour <= to_hour and from_minute > to_minute then return nil, "Start time is after end time" end return time end return ringing_schedule_common
local class = require "com/class" local ParticleSpawner = class:derive("ParticleSpawner") local Vec2 = require("src/Essentials/Vector2") function ParticleSpawner:new(manager, packet, data) self.manager = manager self.packet = packet self.packet.spawnerCount = self.packet.spawnerCount + 1 self.pos = parseVec2(data.pos) self.speed = parseVec2(data.speed) self.acceleration = parseVec2(data.acceleration) self.lifespan = data.lifespan -- nil if it lives indefinitely self.lifetime = self.lifespan self.spawnMax = data.spawnMax self.pieceCount = 0 self.spawnDelay = data.spawnDelay self.particleData = data.particleData self.spawnNext = self.spawnDelay for i = 1, data.spawnCount do self:spawnPiece() end self.delQueue = false end function ParticleSpawner:update(dt) -- speed and position stuff self.speed = self.speed + self.acceleration * dt self.pos = self.pos + self.speed * dt -- lifespan if self.lifetime then self.lifetime = self.lifetime - dt if self.lifetime <= 0 then self:destroy() end end -- piece spawning if self.spawnNext then self.spawnNext = self.spawnNext - dt while self.spawnNext <= 0 and self.pieceCount < self.spawnMax do self:spawnPiece() self.spawnNext = self.spawnNext + self.spawnDelay end end -- destroy when packet is gone if self.packet.delQueue then self:destroy() end end function ParticleSpawner:getPos() return self.pos + self.packet.pos end function ParticleSpawner:draw() local p = posOnScreen(self:getPos()) love.graphics.setColor(1, 0, 0) love.graphics.setLineWidth(2) love.graphics.rectangle("line", p.x - 10, p.y - 10, 20, 20) end function ParticleSpawner:spawnPiece() if self.pieceCount == self.spawnMax then return end self.manager:spawnParticlePiece(self, self.particleData) end function ParticleSpawner:destroy() if self.delQueue then return end self.delQueue = true self.manager:destroyParticleSpawner(self) self.packet.spawnerCount = self.packet.spawnerCount - 1 end return ParticleSpawner
local Info = UDRefl.RegisterType({ type = "Info", fields = { { type = "std::string", name = "value" } }, methods = { { name = "__ctor", params = { "std::string" }, body = function (this, value) this.value:__ctor(value) end } } }) local C = UDRefl.RegisterType({ type = "C", attrs = { { type = "Info", init_args = { "hello world" } } }, fields = { { type = "float32", name = "data", attrs = { { type = "Info", init_args = { "I am a field attr" } } } } }, unowned_fields = { { type = "float32", name = "unowned_data", attrs = { { type = "Info", init_args = { "I am a unowned field attr" } } } } }, methods = { { name = "func", body = function () end, attrs = { { type = "Info", init_args = { "I am a method attr" } } } } } }) print(ObjectView.ReflMngr:GetTypeAttr(C, Info).value) -- hello world print(ObjectView.ReflMngr:GetFieldAttr(C, "data", Info).value) -- I am a field attr print(ObjectView.ReflMngr:GetFieldAttr(C, "unowned_data", Info).value) -- I am a unowned field attr print(ObjectView.ReflMngr:GetMethodAttr(C, "func", Info).value) -- I am a field attr -- clear collectgarbage() ObjectView.ReflMngr.typeinfos:erase(C) ObjectView.ReflMngr.typeinfos:erase(Info)
----------------- require 'Engine.utilities.utl_main' local pr = require 'pl.pretty' local xsize,ysize = 15,15 local function print_current_config() print('\n========= tick: '.. Simulation.time ..' =========') for i=ysize-1,0,-1 do local line = "" for j = 0,xsize-1 do local target = Cells:cell_of({j,i}) local label = target.my_agents.count > 0 and target.my_agents.count or '_' if Choosen:is_in(target.my_agents) then label = 0 end line = line .. label .. ',' end print(line) end print('=============================\n') end SETUP(function() print('\n\n\n\n\n') Cells = create_grid(xsize, ysize) Agents = FamilyMobil() Agents:create_n( 2, function() return { ['pos'] ={xsize-1,ysize-1}, ['heading'] = 0, ['age'] = 0 } end) Agents:add_method('update_position', function(agent, min_x, max_x, minim_y, maxim_y) local x,y = agent:xcor(),agent:ycor() local min_y, max_y = minim_y or min_x, maxim_y or max_x local size_x, size_y = max_x-min_x, max_y-min_y if x > max_x then agent.pos[1] = agent.pos[1] - size_x elseif x < min_x then agent.pos[1] = agent.pos[1] + size_x end if y > max_y then agent.pos[2] = agent.pos[2] - size_y elseif y < min_y then agent.pos[2] = agent.pos[2] + size_y end return agent end) Choosen = one_of(Agents) Other = one_of(Agents:others(Choosen)) Choosen :move_to({xsize/2,ysize/2}) :update_cell() :face(Other) end) STEP(function() if Simulation.time % 5 == 0 then Other :set_param('heading',math.random(2*math.pi)) :fd(7) :update_position(0,xsize) :update_cell() end Choosen :face(Other) :fd(2) :update_position(0,xsize) :update_cell() print_current_config() if Choosen.current_cells[1] == Other.current_cells[1] then print(Other.current_cells[1]:xcor(),Other.current_cells[1]:ycor()) Simulation.is_running = false end end)
---@class Data local Data = ECSLoader:CreateModule("Data") ---@type DataUtils local DataUtils = ECSLoader:ImportModule("DataUtils") local _GetGeneralTalentModifier local dataFunctionRefs local _, _, classId = UnitClass("player") ---@param school number ---@return number function Data:GetSpellDmg(school) local spellDmg = GetSpellBonusDamage(school) local modifier = _GetGeneralTalentModifier() spellDmg = spellDmg * (1 + (modifier / 100)) return DataUtils:Round(spellDmg, 0) end ---@return number _GetGeneralTalentModifier = function() local mod = 0 if classId == Data.MAGE then local _, _, _, _, points, _, _, _ = GetTalentInfo(1, 15) mod = points * 1 -- 0-3% Arcane Instability end return mod end ---@return number function Data:SpellPenetration() return DataUtils:Round(GetSpellPenetration(), 2) .. "%" end ---@return number function Data:GetHealingPower() return GetSpellBonusHealing() end ---@param refName string ---@return number | string function Data:GetStatInfo(refName) local dataFunction = dataFunctionRefs[refName]; if dataFunction then return dataFunction() else ECS:Print("Invalid data refName: " .. refName) end end dataFunctionRefs = { ["MovementSpeed"] = function() return Data:GetMovementSpeed() end, -- Melee ["MeleeAttackPower"] = function() return Data:GetMeleeAttackPower() end, ["MeleeCritChance"] = function() return Data:MeleeCrit() end, ["Expertise"] = function() if ECS.IsTBC then return Data:GetExpertise() else return "" end end, ["MeleeHitBonus"] = function() return Data:MeleeHitBonus() end, ["MeleeHitSameLevel"] = function() return Data:MeleeHitMissChanceSameLevel() end, ["MeleeHitBossLevel"] = function() return Data:MeleeHitMissChanceBossLevel() end, ["MeleeAttackSpeedMainHand"] = function() return Data:GetMeleeAttackSpeedMainHand() end, ["MeleeAttackSpeedOffHand"] = function() return Data:GetMeleeAttackSpeedOffHand() end, -- Ranged ["RangeAttackpower"] = function() return Data:GetRangeAttackPower() end, ["RangedCritChance"] = function() return Data:RangedCrit() end, ["RangedHitBonus"] = function() return Data:RangeHitBonus() end, ["RangedHitSameLevel"] = function() return Data:RangeMissChanceSameLevel() end, ["RangedHitBossLevel"] = function() return Data:RangeMissChanceBossLevel() end, ["RangedAttackSpeed"] = function() return Data:GetRangedAttackSpeed() end, -- Defense ["Armor"] = function() return Data:GetArmorValue() end, ["DefenseValue"] = function() return Data:GetDefenseValue() end, ["DodgeChance"] = function() return Data:GetDodgeChance() end, ["ParryChance"] = function() return Data:GetParryChance() end, ["BlockChance"] = function() return Data:GetBlockChance() end, ["BlockValue"] = function() return Data:GetBlockValue() end, ["ResilienceValue"] = function() if ECS.IsTBC then return Data:GetResilienceValue() else return "" end end, -- Spell ["SpellHitBonus"] = function() return Data:SpellHitBonus() end, ["SpellHitSameLevel"] = function() return Data:SpellMissChanceSameLevel() end, ["SpellHitBossLevel"] = function() return Data:SpellMissChanceBossLevel() end, ["SpellCritChance"] = function() return Data:GetSpellCrit(0) end, ["SpellPenetration"] = function() return Data:GetSpellPenetration() end, -- MP5 ["MP5Items"] = function() return Data:GetMP5FromItems() end, ["MP5Spirit"] = function() return Data:GetMP5FromSpirit() end, ["MP5Buffs"] = function() local _, mp5Buffs = Data:GetMP5FromBuffs() return mp5Buffs end, ["MP5Casting"] = function() return Data:GetMP5WhileCasting() end, -- Spell Power by school ["PhysicalDmg"] = function() return Data:GetSpellDmg(Data.PHYSICAL_SCHOOL) end, ["HolyDmg"] = function() return Data:GetSpellDmg(Data.HOLY_SCHOOL) end, ["FireDmg"] = function() return Data:GetSpellDmg(Data.FIRE_SCHOOL) end, ["NatureDmg"] = function() return Data:GetSpellDmg(Data.NATURE_SCHOOL) end, ["FrostDmg"] = function() return Data:GetSpellDmg(Data.FROST_SCHOOL) end, ["ShadowDmg"] = function() return Data:GetSpellDmg(Data.SHADOW_SCHOOL) end, ["ArcaneDmg"] = function() return Data:GetSpellDmg(Data.ARCANE_SCHOOL) end, ["BonusHealing"] = Data.GetHealingPower, -- Spell Crit by school ["PhysicalCritChance"] = function() return Data:GetSpellCrit(Data.PHYSICAL_SCHOOL) end, ["HolyCritChance"] = function() return Data:GetSpellCrit(Data.HOLY_SCHOOL) end, ["FireCritChance"] = function() return Data:GetSpellCrit(Data.FIRE_SCHOOL) end, ["NatureCritChance"] = function() return Data:GetSpellCrit(Data.NATURE_SCHOOL) end, ["FrostCritChance"] = function() return Data:GetSpellCrit(Data.FROST_SCHOOL) end, ["ShadowCritChance"] = function() return Data:GetSpellCrit(Data.SHADOW_SCHOOL) end, ["ArcaneCritChance"] = function() return Data:GetSpellCrit(Data.ARCANE_SCHOOL) end, }
local S = homedecor.gettext local bookcolors = { { "red", "#c00000:150" }, { "green", "#008000:150" }, { "blue", "#4040c0:150" }, { "violet", "#600070:150" }, { "grey", "#202020:150" }, { "brown", "#603010:175" } } local BOOK_FORMNAME = "homedecor:book_form" local player_current_book = { } for c in ipairs(bookcolors) do local color = bookcolors[c][1] local color_d = S(bookcolors[c][1]) local hue = bookcolors[c][2] local function book_dig(pos, node, digger) if minetest.is_protected(pos, digger:get_player_name()) then return end local meta = minetest.get_meta(pos) local data = minetest.serialize({ title = meta:get_string("title") or "", text = meta:get_string("text") or "", owner = meta:get_string("owner") or "", _recover = meta:get_string("_recover") or "", }) local stack = ItemStack({ name = "homedecor:book_"..color, metadata = data, }) stack = digger:get_inventory():add_item("main", stack) if not stack:is_empty() then minetest.item_drop(stack, digger, pos) end minetest.remove_node(pos) end local inv_img = "homedecor_book_inv.png^[colorize:"..hue.."^homedecor_book_trim_inv.png" homedecor.register("book_"..color, { description = S("Writable Book (%s)"):format(color_d), mesh = "homedecor_book.obj", tiles = { "(homedecor_book_cover.png^[colorize:"..hue..")^homedecor_book_cover_trim.png", "homedecor_book_edges.png" }, inventory_image = inv_img, wield_image = inv_img, groups = { snappy=3, oddly_breakable_by_hand=3, book=1 }, walkable = false, stack_max = 1, on_punch = function(pos, node, puncher, pointed_thing) local fdir = node.param2 minetest.swap_node(pos, { name = "homedecor:book_open_"..color, param2 = fdir }) end, on_place = function(itemstack, placer, pointed_thing) local plname = placer:get_player_name() local pos = pointed_thing.under local node = minetest.get_node_or_nil(pos) local def = node and minetest.registered_nodes[node.name] if not def or not def.buildable_to then pos = pointed_thing.above node = minetest.get_node_or_nil(pos) def = node and minetest.registered_nodes[node.name] if not def or not def.buildable_to then return itemstack end end if minetest.is_protected(pos, plname) then return itemstack end local fdir = minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(pos, { name = "homedecor:book_"..color, param2 = fdir, }) local text = itemstack:get_metadata() or "" local meta = minetest.get_meta(pos) local data = minetest.deserialize(text) or {} if type(data) ~= "table" then data = {} -- Store raw metadata in case some data is lost by the -- transition to the new meta format, so it is not lost -- and can be recovered if needed. meta:set_string("_recover", text) end meta:set_string("title", data.title or "") meta:set_string("text", data.text or "") meta:set_string("owner", data.owner or "") if data.title and data.title ~= "" then meta:set_string("infotext", data.title) end if not homedecor.expect_infinite_stacks then itemstack:take_item() end return itemstack end, on_dig = book_dig, selection_box = { type = "fixed", fixed = {-0.2, -0.5, -0.25, 0.2, -0.35, 0.25} } }) homedecor.register("book_open_"..color, { mesh = "homedecor_book_open.obj", tiles = { "(homedecor_book_cover.png^[colorize:"..hue..")^homedecor_book_cover_trim.png", "homedecor_book_edges.png", "homedecor_book_pages.png" }, groups = { snappy=3, oddly_breakable_by_hand=3, not_in_creative_inventory=1 }, drop = "homedecor:book_"..color, walkable = false, on_dig = book_dig, on_rightclick = function(pos, node, clicker) local meta = minetest.get_meta(pos) local player_name = clicker:get_player_name() local title = meta:get_string("title") or "" local text = meta:get_string("text") or "" local owner = meta:get_string("owner") or "" local formspec if owner == "" or owner == player_name then formspec = "size[8,8]"..default.gui_bg..default.gui_bg_img.. "field[0.5,1;7.5,0;title;Book title :;".. minetest.formspec_escape(title).."]".. "textarea[0.5,1.5;7.5,7;text;Book content :;".. minetest.formspec_escape(text).."]".. "button_exit[2.5,7.5;3,1;save;Save]" else formspec = "size[8,8]"..default.gui_bg.. "button_exit[7,0.25;1,0.5;close;X]".. default.gui_bg_img.. "label[0.5,0.5;by "..owner.."]".. "label[0.5,0;"..minetest.formspec_escape(title).."]".. "textarea[0.5,1.5;7.5,7;;"..minetest.formspec_escape(text)..";]" end player_current_book[player_name] = pos minetest.show_formspec(player_name, BOOK_FORMNAME, formspec) end, on_punch = function(pos, node, puncher, pointed_thing) local fdir = node.param2 minetest.swap_node(pos, { name = "homedecor:book_"..color, param2 = fdir }) minetest.sound_play("homedecor_book_close", { pos=pos, max_hear_distance = 3, gain = 2, }) end, selection_box = { type = "fixed", fixed = {-0.35, -0.5, -0.25, 0.35, -0.4, 0.25} } }) end minetest.register_on_player_receive_fields(function(player, form_name, fields) if form_name ~= BOOK_FORMNAME or not fields.save then return end local player_name = player:get_player_name() local pos = player_current_book[player_name] if not pos then return end local meta = minetest.get_meta(pos) meta:set_string("title", fields.title or "") meta:set_string("text", fields.text or "") meta:set_string("owner", player_name) if (fields.title or "") ~= "" then meta:set_string("infotext", fields.title) end minetest.log("action", player:get_player_name().." has written in a book (title: \""..fields.title.."\"): \""..fields.text.. "\" at location: "..minetest.pos_to_string(player:getpos())) end)
if not console then console = {} -- Change these values as you wish console.command_char = '>' console.option = '-' console.prompt_color = {r = 0.8, g = 1.0, b = 0.8 } console.command_color = {r = 0.8, g = 0.6, b = 0.8 } console.output_color = {r = 0.88, g = 0.88, b = 0.88} console.invalid_color = {r = 1.0, g = 0.2, b = 0.2 } console.header_bb = '[EECCAA]' console.error_bb = '[FF9999]' console.inbuilt_help_bb = '[E0E0E0]' console.client_help_bb = '[C0C0FF]' -- Exposed methods: function console.add_validation_function(validation_function) -- Adds a validation function all chat will be checked against: -- function(string message) which returns (boolean valid, string response) -- If all validation functions return <valid> as true the message will be displayed. -- If one returns <valid> as false then its <response> will be displayed to that player instead. table.insert(console.validation_functions, validation_function) end function console.add_player_command(command, parameter_text, help_text, command_function, default_parameters) -- Adds a command anyone can use, see below for details console.add_command(command, false, parameter_text, help_text, command_function, default_parameters) end function console.add_admin_command(command, parameter_text, help_text, command_function, default_parameters) -- Adds a command only admins can use, see below for details console.add_command(command, true, parameter_text, help_text, command_function, default_parameters) end function console.add_command(command, requires_admin, parameter_text, help_text, command_function, default_parameters) -- Adds a command to the console. -- command_function must take <player> as its first argument, and then any -- subsequent arguments you wish which will be provided by the player. -- You may alias an already-present command by calling this with command_function set to -- the command string instead of a function. default_parameters can be set for the alias. -- See basic built-in commands at the bottom of this file for examples. local commands = console.commands local command_function = command_function local help_text = help_text local parameter_text = parameter_text if type(command_function) == 'string' then --alias if help_text == nil then help_text = commands[command_function].help_text end if parameter_text == nil then parameter_text = commands[command_function].parameter_text end command_function = commands[command_function].command_function end console.commands[command] = { command_function = command_function, requires_admin = requires_admin, parameter_text = parameter_text, help_text = help_text, help_bb = console.command_help_bb, default_parameters = default_parameters, } end function console.set_command_listing_bb(bb) -- Tags commands added after with a bb color for when they are displayed (i.e. with 'help') console.command_help_bb = bb end function console.disable() -- Disables console for command purposes, but leaves validation functions running console.active = false end function console.enable() -- Enables console commands (console commands are on by default) console.active = true end -- End of exposed methods. You shouldn't need to interact with anything below (under normal circumstances) console.active = true console.in_command_mode = {} console.commands = {} console.validation_functions = {} console.set_command_listing_bb(console.inbuilt_help_bb) function onChat(message, player) if message ~= '' then local command = '' local command_function = nil local parameters = {player} local requires_admin = false local command_mode = console.in_command_mode[player.steam_id] if command_mode and console.active then command, command_function, parameters, requires_admin = console.get_command(message, player) elseif message:sub(1, 1) == console.command_char and console.active then if message:len() > 1 then command, command_function, parameters, requires_admin = console.get_command(message:sub(2), player) else command, command_function, parameters, requires_admin = console.get_command(console.command_char, player) end else for i, f in ipairs(console.validation_functions) do local valid, response = f(message) if response == nil then response = '' end if not valid then printToColor(response, player.color, console.invalid_color) return false end end return true end if console.active then if command_function and (player.admin or not requires_admin) then if command_mode then message = console.command_char .. console.command_char .. message end local response, mute = command_function(unpack(parameters)) if response ~= nil or mute ~= nil then if not mute then printToColor('\n'..message, player.color, console.command_color) end if response then printToColor(response, player.color, console.output_color) end end if console.in_command_mode[player.steam_id] then console.display_prompt(player) end return false else printToColor('\n'..message, player.color, console.command_color) printToColor(console.error_bb .. "<command '" .. command .. "' not found>[-]", player.color, console.output_color) return false end end end end function console.get_command(message, player) local command_name = '' local command_function = nil local requires_admin = false local parameters = {player} for i, part in ipairs(console.split(message)) do if i == 1 then command_name = part local command = console.commands[command_name] if command then command_function = command.command_function requires_admin = command.requires_admin if command.default_parameters then for _, parameter in ipairs(command.default_parameters) do table.insert(parameters, parameter) end end end else table.insert(parameters, part) end end return command_name, command_function, parameters, requires_admin end function console.display_prompt(player) printToColor(console.command_char..console.command_char, player.color, console.prompt_color) end function console.split(text, split_on) local split_on = split_on or ' ' if type(split_on) == 'string' then local s = {} for c = 1, split_on:len() do s[split_on:sub(c,c)] = true end split_on = s end local parts = {} if text ~= '' then local make_table = function(s) local entries = console.split(s, ' ,') local t = {} for _, entry in ipairs(entries) do if type(entry) == 'string' and entry:find('=') then e = console.split(entry, '=') t[e[1]] = e[2] else table.insert(t, entry) end end return t end local current_split_on = split_on local adding = false local part = "" local totype = tonumber for c = 1, text:len() do local char = text:sub(c, c) if adding then if current_split_on[char] then -- ended current part if totype(part) ~= nil then table.insert(parts, totype(part)) else table.insert(parts, part) end adding = false current_split_on = split_on totype = tonumber else part = part .. char end else if not current_split_on[char] then -- found start of part if char == "'" then current_split_on = {["'"] = true} totype = tostring part = '' elseif char == '"' then current_split_on = {['"'] = true} totype = tostring part = '' elseif char == '{' then current_split_on = {['}'] = true} totype = make_table part = '' else part = char end adding = true end end end if adding then if totype(part) ~= nil then table.insert(parts, totype(part)) else table.insert(parts, part) end end end return parts end -- Add basic built-in console commands console.add_player_command('help', '[' .. console.option .. 'all|<command>]', 'Display available commands or help on all commands or help on a specific command.', function (player, command) if command ~= nil then command = tostring(command) end local make_help = function (command) return console.header_bb .. command .. ' ' .. console.commands[command].parameter_text .. '[-]\n' .. console.commands[command].help_text end local info_mode = false if command == console.option..'all' then info_mode = true end if command and console.commands[command] then return make_help(command) elseif command and not info_mode then return console.error_bb .. "<command '" .. command .. "' not found>[-]" else local msg = console.header_bb .. 'Available commands:[-]' local command_list = {} for c, _ in pairs(console.commands) do if player.admin or not console.commands[c].requires_admin then if info_mode then table.insert(command_list, make_help(c)) else table.insert(command_list, c) end end end table.sort(command_list) local sep if info_mode then sep = '\n\n' else sep = '\n' end for _, c in ipairs(command_list) do local cmd = console.commands[c] if cmd then msg = msg .. sep .. cmd.help_bb .. c .. '[-]' else msg = msg .. sep .. c end if not info_mode then sep = ', ' end end return msg end end ) console.add_player_command('?', nil, nil, 'help') console.add_player_command('info', '', 'Display help on all available commands.', 'help', {console.option..'all'}) console.add_player_command('exit', '', "Leave <command mode> ('" .. console.command_char .. "' does the same).", function (player) console.in_command_mode[player.steam_id] = nil return console.header_bb .. '<command mode: off>[-]' end ) console.add_player_command('cmd', '', "Enter <command mode> ('" .. console.command_char .. "' does the same).", function (player) console.in_command_mode[player.steam_id] = true return console.header_bb .. '<command mode: on>[-]' end ) console.add_player_command(console.command_char, '', 'Toggle <command mode>', function (player) console.in_command_mode[player.steam_id] = not console.in_command_mode[player.steam_id] if console.in_command_mode[player.steam_id] then return console.header_bb .. '<command mode: on>[-]', true else return console.header_bb .. '<command mode: off>[-]', true end end ) console.add_player_command('=', '<expression>', 'Evaluate an expression', function (player, ...) local expression = '' for _, arg in ipairs({...}) do expression = expression .. ' ' .. tostring(arg) end if not player.admin then expression = expression:gasub('[a-zA-Z~]', '') end console.returned_value = dynamic.eval(expression) return console.returned_value end ) console.add_player_command('echo', '<text>', 'Display text on screen', function (player, ...) local text = '' for _, arg in ipairs({...}) do text = text .. ' ' .. tostring(arg) end printToColor(text, player.color, console.output_color) return false end ) console.add_player_command('cls', '', 'Clear console text', function (player) return '\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n' .. '\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n' end ) console.add_player_command('alias', '<alias> <command> [<parameter>...]', 'Create a command alias.', function (player, ...) local alias local command local parameters = {} for i, arg in ipairs({...}) do if i == 1 then alias = tostring(arg) elseif i == 2 then command = tostring(arg) else table.insert(parameters, arg) end end if not alias then return console.error_bb .. '<must provide an alias>[-]' --elseif console.commands[alias] ~= nil then -- return console.error_bb .. "<command '" .. alias .. "' already exists!>[-]" elseif command == nil then return console.error_bb .. "<must provide a command>[-]" elseif console.commands[command] == nil then return console.error_bb .. "<command '" .. command .. "' does not exist>[-]" else local text = console.header_bb .. alias .. '[-] = ' .. command local help_text = console.commands[command].help_text if not help_text:find('\nAliased to: ') then help_text = help_text .. '\nAliased to: ' .. command end local combined_parameters = {} if console.commands[command].default_parameters then for _, parameter in ipairs(console.commands[command].default_parameters) do table.insert(combined_parameters, parameter) end end for _, parameter in ipairs(parameters) do table.insert(combined_parameters, parameter) text = text .. ' ' .. parameter help_text = help_text .. ' ' .. parameter end console.add_command(alias, console.commands[command].requires_admin, console.commands[command].parameter_text, help_text, command, combined_parameters) return text end end ) -- change the command help color so client added commands appear different to in-built console.set_command_listing_bb(console.client_help_bb) end
return {'ceulemans'}
local nn = require 'nn' require 'cunn' local Convolution = cudnn.SpatialConvolution local Avg = cudnn.SpatialAveragePooling local ReLU = cudnn.ReLU local Max = nn.SpatialMaxPooling local SBatchNorm = nn.SpatialBatchNormalization -- Note: 1. Every inception is followed by a 1*1 conv layer for filter-expansion, which is not followed by activation -- according to the paper -- 2. There are not bn layer on top of the addition in residue modules because of the large GPU memory consumption -- it is also mentioned in the paper local function createModel(opt) if opt.nGPU == 0 then Convolution = nn.SpatialConvolution Avg = nn.SpatialAveragePooling ReLU = nn.ReLU Max = nn.SpatialMaxPooling SBatchNorm = nn.SpatialBatchNormalization end -- A wrapper of conv + bn + relu layer local function ConvBN(ich, och, kW, kH, strideW, strideH, paddingW, paddingH, activation) activation = activation or 1 --print(string.format("conv %d -> %d, kernel (%dx%d), strides (%d, %d), padding (%d, %d)", --ich, och, kW, kH, strides[1], strides[2], padding[1], padding[2])) local unit = nn.Sequential() unit:add(Convolution(ich, och, kW, kH, strideW, strideH, paddingW, paddingH)) unit:add(SBatchNorm(och)) if activation == 1 then unit:add(ReLU(true)) end return unit end -- stem of inception-resnet-v2 and inception-v4 local function stem_inception_resnet() stem = nn.Sequential() stem:add(ConvBN(3,32,3,3,2,2,0,0)) stem:add(ConvBN(32,32,3,3,1,1,0,0)) stem:add(ConvBN(32,64,3,3,1,1,1,1)) local stem_branch1 = ConvBN(64,96,3,3,2,2,0,0) local stem_branch2 = nn.Sequential() stem_branch2:add(Max(3,3,2,2,0,0)) local stem_concat1 = nn.Concat(2) stem_concat1:add(stem_branch1) stem_concat1:add(stem_branch2) stem:add(stem_concat1) local stem_branch3 = nn.Sequential() stem_branch3:add(ConvBN(160,64,1,1,1,1,0,0)) stem_branch3:add(ConvBN(64,64,1,7,1,1,0,3)) stem_branch3:add(ConvBN(64,64,7,1,1,1,3,0)) stem_branch3:add(ConvBN(64,96,3,3,1,1,0,0)) local stem_branch4 = nn.Sequential() stem_branch4:add(ConvBN(160,64,1,1,1,1,0,0)) stem_branch4:add(ConvBN(64,96,3,3,1,1,0,0)) local stem_concat2 = nn.Concat(2) stem_concat2:add(stem_branch3) stem_concat2:add(stem_branch4) stem:add(stem_concat2) local stem_concat3 = nn.Concat(2) stem_concat3:add(Max(3,3,2,2,0,0)) stem_concat3:add(ConvBN(192,192,3,3,2,2,0,0)) stem:add(stem_concat3) stem:add(ReLU(true)) return stem end -- inception module for 35*35 grid of inception-resnet-v2 local function inception_resnet_A() local block = nn.Sequential() local inception_branch = nn.Sequential() -- add inception local inception = nn.Concat(2) local conv1 = ConvBN(384,32,1,1,1,1,0,0) local conv3 = nn.Sequential() conv3:add(ConvBN(384,32,1,1,1,1,0,0)) conv3:add(ConvBN(32,32,3,3,1,1,1,1)) local conv5 = nn.Sequential() conv5:add(ConvBN(384,32,1,1,1,1,0,0)) conv5:add(ConvBN(32,48,3,3,1,1,1,1)) conv5:add(ConvBN(48,64,3,3,1,1,1,1)) inception:add(conv1) inception:add(conv3) inception:add(conv5) inception_branch:add(inception) inception_branch:add(Convolution(128,384,1,1,1,1,0,0)) inception_branch:add(nn.MulConstant(0.1)) -- add shortcut and addition block:add(nn.ConcatTable() :add(nn.Identity()) :add(inception_branch)) block:add(nn.CAddTable(true)) block:add(ReLU(true)) return block end -- reduction module from 35*35 to 17*17 local function reduction_A() local block = nn.Concat(2) local max = nn.Sequential() max:add(Max(3,3,2,2,0,0)) local conv3 = ConvBN(384,384,3,3,2,2,0,0) local conv5 = nn.Sequential() conv5:add(ConvBN(384,256,1,1,1,1,0,0)) conv5:add(ConvBN(256,256,3,3,1,1,1,1)) conv5:add(ConvBN(256,384,3,3,2,2,0,0)) block:add(max) block:add(conv3) block:add(conv5) return nn.Sequential() :add(block) end -- inception module for 17*17 grid of inception-resnet-v2 local function inception_resnet_B() local block = nn.Sequential() local inception_branch = nn.Sequential() -- add inception local inception = nn.Concat(2) local conv1 = ConvBN(1152,192,1,1,1,1,0,0) local conv7 = nn.Sequential() conv7:add(ConvBN(1152,128,1,1,1,1,0,0)) conv7:add(ConvBN(128,160,7,1,1,1,3,0)) conv7:add(ConvBN(160,192,1,7,1,1,0,3)) inception:add(conv1) inception:add(conv7) inception_branch:add(inception) inception_branch:add(Convolution(384,1152,1,1,1,1,0,0)) inception_branch:add(nn.MulConstant(0.1)) block:add(nn.ConcatTable() :add(nn.Identity()) :add(inception_branch)) block:add(nn.CAddTable(true)) block:add(ReLU(true)) return block end -- reduction module from 17*17 to 8*8 local function reduction_B() local block = nn.Concat(2) local max = nn.Sequential() max:add(Max(3,3,2,2,0,0)) local conv3_1 = nn.Sequential() conv3_1:add(ConvBN(1152,256,1,1,1,1,0,0)) conv3_1:add(ConvBN(256,384,3,3,2,2,0,0)) local conv3_2 = nn.Sequential() conv3_2:add(ConvBN(1152,256,1,1,1,1,0,0)) conv3_2:add(ConvBN(256,288,3,3,2,2,0,0)) local conv5 = nn.Sequential() conv5:add(ConvBN(1152,256,1,1,1,1,0,0)) conv5:add(ConvBN(256,288,3,3,1,1,1,1)) conv5:add(ConvBN(288,320,3,3,2,2,0,0)) block:add(max) block:add(conv3_1) block:add(conv3_2) block:add(conv5) return nn.Sequential() :add(block) end -- inception module for 8*8 grid of inception-resnet-v2 local function inception_resnet_C() local block = nn.Sequential() local inception_branch = nn.Sequential() -- inception branch local inception = nn.Concat(2) local conv1 = ConvBN(2144,192,1,1,1,1,0,0) local conv3 = nn.Sequential() conv3:add(ConvBN(2144,192,1,1,1,1,0,0)) conv3:add(ConvBN(192,224,3,1,1,1,1,0)) conv3:add(ConvBN(224,256,1,3,1,1,0,1)) inception:add(conv1) inception:add(conv3) inception_branch:add(inception) inception_branch:add(Convolution(448,2144,1,1,1,1,0,0)) inception_branch:add(nn.MulConstant(0.1)) block:add(nn.ConcatTable() :add(nn.Identity()) :add(inception_branch)) block:add(nn.CAddTable(true)) block:add(ReLU(true)) return block end -- build model local model = nn.Sequential() model:add(stem_inception_resnet()) for i =1,5 do model:add(inception_resnet_A()) end model:add(reduction_A()) for i=1,10 do model:add(inception_resnet_B()) end model:add(reduction_B()) for i=1,5 do model:add(inception_resnet_C()) end model:add(Avg(8,8,1,1)) model:add(nn.View(2144):setNumInputDims(3)) model:add(nn.Dropout(0.2)) model:add(nn.Linear(2144,1000)) --torch.save('inception-resnet-v2.t7',model) local function ConvInit(name) for k,v in pairs(model:findModules(name)) do local n = v.kW*v.kH*v.nOutputPlane v.weight:normal(0,math.sqrt(2/n)) if opt.nGPU > 0 then if cudnn.version >= 4000 then v.bias = nil v.gradBias = nil else v.bias:zero() end end end end local function BNInit(name) for k,v in pairs(model:findModules(name)) do v.weight:fill(1) if opt.nGPU > 0 then v.bias:zero() end end end ConvInit('cudnn.SpatialConvolution') ConvInit('nn.SpatialConvolution') BNInit('fbnn.SpatialBatchNormalization') BNInit('cudnn.SpatialBatchNormalization') BNInit('nn.SpatialBatchNormalization') for k,v in pairs(model:findModules('nn.Linear')) do v.bias:zero() end torch.save('inception-resnet.t7', model) model:cuda() if opt.cudnn == 'deterministic' then model:apply(function(m) if m.setMode then m:setMode(1,1,1) end end) end model:get(1).gradInput = nil return model end return createModel